Mecha Knight MKD-4Ø1
Torso- Cockpit- Upper Legs (2)- Lower Legs (2)- Feet (2)- Upper Arms (2)- Lower Arms (2)- | 3ØØ. 2ØØ. 15Ø each. 15Ø each. 15Ø each. 1ØØ each. 1ØØ each. | Manipulator Arms (per section; 6 Total)- MRM Launcher Pod- Shoulder PBC- MM- Head- Head Lasers (5)- | 1ØØ each. 2ØØ. 2ØØ. 2ØØ each. 5Ø. 25 each. |
Speed and Statistical Data: Weapons Systems: 2. MM-64 Multi-Missile System: A combination of the MM-5Ø Multi-Missile System (of REF Destroid fame) and the hip, leg, and chest missiles of the original design. Combined it gave a lot of firepower; However, the cost is enormous, and added in excess of 2,ØØØ€ per launcher to each unit. 3. NP-BP-Ø1 FAST Packs: These were originally designed for the VF-1 Veritech in 2ØØ9. The version installed on the Mecha Knight does NOT have the large rocket booster nor the six vernier engines, just the quad HMMP-Ø5 MRM launchers. One is installed on the left should/back of the Mecha Knight. The initial launch is vertical, but this is only for a moment; About 1Ø feet. 5. Head Lasers: The Mecha Knight uses a set of head lasers exactly like those used on the original VF-series; However, since the option was available, the Dark selected the 6. Hand to Hand Combat: Slightly limited versus the Excalibur proper, but a highly effective option in general. 8. Full-Force Barrier Field: Protects the Mecha from attack from any angle, but MUST be shut down to use any weapons; However, the barrier field is toggled to the trigger system, so it automatically shuts down when the weapons are used. Features:Speed: 1ØØ mph
Leaping: 3Ø feet high by 5Ø feet long without thrusters.
Range On Land: Unlimited
Flying: Not Possible
Surfaced And Underwater: 2Ø knots
Range, Surfaced and Underwater: Unlimited
Maximum Depth: 2ØØ feet for 48 hours
Height: 45.9 feet
Width: 25 feet.
Length: 2Ø feet.Weight: 34.2 tons
Cargo: Only crew supplies could be carried inside. This includes a VR-Series Cyclone.
Physical Strength: Equal to a PS of 45.
Physical Endurance: Effectively Unlimited.
Physical Prowess: Equal to a PP of 13.
Power System: Hr-115a Fusion Reactor; Output: 2215 KHw; Range: 2Ø years.
Estimated Black Market Cost: Between 2 million and 25 million€, depending on quality.
Black Market Availability: Occasionally Available. Fehrans especially
love them; T’sentrædi Malcontents also have a great desire to obtain them.1. Weapons arms: Each arm is fitted with one of two weapons: The REF-era Raidar X Laser canon or 966-PFG arms. A popular option is to vary the types, so that both arms is different.
Tri-Barreled Laser Cannons: The more popular option.
Purpose: Anti-Aircraft.
MD Per Arm: Single blast- 3D6 MD. Dual Blast- 6D6 MD. Triple Blast- 1D4×1Ø MD.
Rate of Fire: Equal to the pilots total number of attacks per melee. Both arms can fire one, two, or all three of their lasers cannons simultaneously, or all six cannons can operate as one unit and fire at the same time at the same target. Simultaneously firing of cannons is considered a volley regardless of how many cannons are firing. Each volley counts as one attack.
Range: 8 miles.
Payload: Effectively unlimited.
Cost: 15Ø,ØØØ€ each.
Availability: Occasionally available.
Purpose: Assault/Anti-Personnel.
Missile Type: Standard REF Short Range Missiles.
MD and Range: Varies by type used.
Rate of Fire: One at a time or volleys of 2, 4, or 8.
Payload: Chest: 1Ø; Hip: 3 each; Upper Legs: 12 each; Lower Legs: 4 launchers of 3 missiles each (12 total); 64 total.
Cost: 2,ØØØ€ each.
Availability: Fair availability.
Purpose: Assault.
MD and Range: Varies by type used.
Missile Type: MRM.
Rate of Fire: Individually or in volleys or two.
Payload: 1Ø.
Cost: 2,ØØØ.
Availability: Commonly available.4. Mauler RO-X2A Dual Particle Beam Cannon: Over the right shoulder is a Strike Veritech-style twin-particle beam cannon, similar to the ones mounted on the Excalibur Destroid. The weapon is mounted on the right shoulder/back of the Mecha Knight.
Purpose: Assault/Defense.
MD: 5D1Ø+25 MD per cannon per blast.
Rate of Fire: Four times per melee max.
Range: 1Ø,ØØØ feet.
Payload: Unlimited.
Cost: 12,ØØØ€ each.
Availability: Occasionally available.Zulu; A five-barrel variant of the RDF VF-1 head originally passed on due to cost concerns. Both models have two attacks per melee or one extended blast.
Purpose: Assault/Defense.
MD: 1D6 per laser; 5D6 MD total. One long, extended blast lasts one full melee and does double damage; Counts as two attacks that melee and can not be used against fast moving/dodging opponents.
Rate of Fire: Per pilot’s attacks per melee.
Range: 2,ØØØ feet.
Payload: Unlimited.
Cost: 5Ø,ØØØ€ each.
Availability: Rarely available.
Swat- 1D6 MD.
Kick- 1D6 MD.
Body Block- 2D6 MD.
Leap Kick- 2D6 MD.
Stomp- 1D6 MD (only effective against small objects).
Strike with Manipulator Arms- 1D6 MD at -3 strike.7. Optional Hand-Held Weapons: The Mecha Knight’s INCREDIBLY strong, yet flexible hands allow it to use any Mecha-sized energy weapon that doesn’t have a recoil, or any Human-sized weapon. It can also use any variety of T’sentrædi weapons.
Effect: Ø1-5Ø: Enemy missile or missile volley detonates in chaff cloud- Missiles are all destroyed. 51- Also note that the chaff cloud will also blind nearby heat sensors (and optically based sensors at night) for 1 melee. They will suffer the following penalties: Reduce melee attacks/actions, and combat bonuses by half. Duration: 1D4 melee rounds. Payload: 6Ø chaff/flares. Each time the system is engaged, the system fires off Ø4 chaff/flares. | Effects: The decoy has a 98% chance of fooling ordinary non military radars and non smart guided MDC By Location: Pod: 5Ø Fiber Optic Cable: 1Ø Effect: Extends range of any sensors 1Ø times (or defeats other penalties in a 5 mile area). |