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U.G.C. Mecha Accessories

The UGC has always had a need for specialized equipment for Mecha, from the first peice, the Veritech Fighter Space Augmentation Pack (aka the "Super Veritech FAST Pack") to today. FAST Packs can also be found at .

T-18 Augmentation Package for ASC Battloids
SACKPAK Space Fighter, Guardian, Destroid, and Battloid Space Combat Augmentation Pack
WB-417 Disposable Poly-Carbonate Wing Boards






Type 18 Mod Package for A.S.C. Battloids

The T-18 mod package was originally meant to upgrade the Global Military Police’s Battloid; However, the program was too costly at the time, and was canceled.

It was regained favor with colony worlds, however, as it multiples the firepower potentials of Battloids already available; Additionally, the cost/benefit ratio has come down SIGNIFICANTLY as a result of the greater efficiency of the Neo-Tech Factories.

Conventional wisdom holds that any non-transformable, non-flyer Mecha that does not posses an integrated, non-energy based weapons system is referred to as a “Battloid”; Otherwise it is a Destroid.

However, the T-18 blurs this classical distinction; Intended as an upgrade to Battloids, it still delivers an integrated, non-energy based weapons system (the MM-60 Multi-Missile System). Conventional wisdom also holds once a Battloid, always a Battloid. The unit depicted is a Global Military Police (G.M.P.) Battloid in the T-18 Package.


Name: Type 18 Mod Package (said "tango one eight").
Model Type: Eighteen
Class: Upgrade Modifications Package
Crew: Not Applicable.
Passengers: Not Applicable.
M.D.C. By Location: SPECIAL: The T-18 does not significantly add to Battloid armor, except in the elements of the upgrades it provides; Consequently, only the new features are listed with M.D.C.
Legs/Feet- +50 to each component.
Arms- +20 to each component.
Particle Beam Cannons (2, forearms)- 20 each
GRA-10 Energy Pod-
GRA-10 Barrel-
MM-60 Launchers (4)-

Speed: No change.

Statistical Data:
Height: No change.
Width: +5 feet
Length: No change.
Weight: +5 tons.
Cargo: No change.
Power System/s: No change.
Flight System/s: No change.
Cost: 12,000 per unit.
Availability: Always.
Black Market Cost: 15 to 200 million apiece.
Black Market Availability: Fair availability.

Weapons Systems
1. Upper Arm-Mounted PBC:
Exactly the same as used on the Raditzs Regult Tactical Battle Pod, this upper-arm mounted weapon is the quintessential core of the upgrade program. There is one on each arm.
Purpose: Heavy Assault
M.D.: 4D10 per barrel.
Rate of Fire: Equal to pilot’s attacks per melee.
Range: 6,000 ft.
Payload: Unlimited.

2. MM-60 Multi-Missile System: Exactly the system used on the Alpha Veritech, this SRM launcher system was added more recently; It was the addition of this element which converted the T-18 from Battloid to Destroid; However, convention holds that this is still a Battloid.
Purpose: Anti-Aircraft/Mecha
Missile Type: Any S.R.M.
M.D. and Range: Varies by type used.
Rate of Fire: Volleys of 1, 2, 4, or 8 times pilots attacks per melee.
Payload: 32 short range missiles.
Cost: 50 thousand each.
Availability: Occasional.

3. GRA-10 Laser Cannon: One is mounted on the left shoulder. The cannon has a arc of fire of 120̊, but can not traverse.
Purpose: Assault/Anti-Mecha
M.D.: 3D6 per blast
Rate of Fire: Per pilots attacks per melee.
Range: 4,000 feet
Payload: Unlimited

Features

None: The T-18 upgrade program doesn’t add new features, just weapons.
Combat Bonuses from T-18 Combat Elite:
None; The T-18 Upgrade program doesn’t add to combat abilities beyond expanding weapons.

SACPAK: Strategic Armor, Control, and Power Augmentation Kit

During the Abiginer Uprising, the "Free Abiginer Forces" produced on of the more remarkable weapons systems to have been seen in a while; Using modified RDF-Era Rocket Pack rigged with liquid-fueled rockets and grav pods (purportedly scrounged off of down IBP-1 from the local garrison), they lifted Túentr¿di- Style laser cannons aloft. This made each Veritech so equipped as powerful as a Corvette (which the IPA simply didn’t have at the time).

The design did not serve the rebels well; Too few could be produced to really take on the arriving battle fleet, and there were not enough regular fighters to hold off the wave of IPA Guardians and Veritechs (Guardians were first coming into regular service at this time). However, the REF recognized the potentialialities of the design, and transferred captured units and parts there of to the space factory at (placeholder1). The project was code-named (placeholder2) and a contract to develop the unit into a practicable military assets was awarded to (placeholder3). 6 months latter, the first prototype, designated One-One Alpha accelerated from launch bay 15, with Ensign James Manck-Healy at the controls. Ensign Manck-Healy's test flight revealed a few problems, but that over all the system was everything the IPA had hoped it could be.

The second unit did little to correct the previous deficiencies; Due to a combination of influences (including a hostile take-over bid, embezzlement, and tax evasion), (plaholder3) went bankrupt. The engineers working on the project simply walked away, and an emergency transfer of the bid was awarded to (placeholder4). With the design so far along, and no idea what direction the engineers from (placeholder3) where really going, One-Two Alpha was a dismal flop. This failure almost killed the project forever, when a distractionary war caused the IPA to invest unrealistic sums of money into defense; Some of this money got appropriated to the (placeholder1) project (the IPA simply wasn't watching).

The third and final prototype consisted of two systems: The Veritech Fighter, (placholder1) unit itself, now labeled the (placholder5). (placholder5) is an unmanned unit, and docks with the mecha for a control system.

The (placeholder5) is essentially a Mecha and Space/Aero-Space Fighter killing corvette, for defense of space stations and starships. Basically a vastly cut-down Horizont with guns, its primary armament is a clone of the Túentr¿di Retractable Laser Cannon mounted on its own movable arm for aiming, with secondary armaments consisting of two large weapons canister pods, which carry a variety of weapons from mini-missile launcher pods LRMs to spare gunpods. Empty weapons pods can be eject ed dead space, allowing the (placeholder5) to have new pods loaded up in a mere matter of minutes. With its warship-grade thrusters, laser cannons, and missile pods, and full-force variable force field, this unique vessel is capable of holding its own against any Mecha, and even, in numbers, of destroying full warships.
Name: SACPAK.
Model Type: Aero-Space Fighter Clip On Accessory Pack.
Class: Strategic Armor, Control, and Power Augmentation Kit.
Crew: None.
Passengers: None.
M.D.C. By Location:
Main Hull- 2,500
Main Thrusters (06)- 800 each
Weapons Pods (2)- 600 each
Main Gun- 800

Speed:
FTL: Factor 20
Sub-Light: Mach 23
In Atmosphere: A ponderous 20 MPH; Only intended to transit through an atmosphere to take off or land.
Maximum Range: The SACPAK can safely run off on it’s own to 1 AU from it’s mother ship or base for an indefinite period of time; However, they can reliably transit to the edge of a given system on one-way trips.

Statistical Data:
Height: 127 feet
Width: 204 feet
Length: 458 feet
Weight: 450 tons
Cargo: None.
Power Systems:
Primary: SRT-442 fusion reactor Lifespan: 5 Years
Secondary: JRM-1a Solar Sail Panel Arrangement Lifespan: The Solar Sail Panel Arrangement can power the unit for an indefinite period of time, but only up to approximately 400 AU’s.
Tertiary: Battery backups can be used to power the thrusters at minimum thrust. Lifespan: 60 hours continuous use; Pilots are trained to shut the thrusters down except to make maneuvering adjustments, effectively giving the pilot at least a chance to make it close enough to send a radio signal requesting help.
Flight Systems:
FTL Flight:
Primary: SSR 015o Tractioning Space Drive System Range: 1.1million Light-Years
Secondary: Piggy-backing off of a Starship’s Space Fold Drive.
In-system Flight systems:
Primary: Bleed-off from the Primary Power Plants through the trusters (06) Range: 5 Years
Secondary: Type 88-0 Liquid-fueled rocket thrusters 06; Also directs thrust out the 06 main trusters. Range: 1 AU reliably.
Tertiary: JRM-1a Solar Sail Panel Arrangement Range: The Solar Sail Panel Arrangement can power the unit for an indefinite period of time, but only up to approximately 400 AU’s.
Cost: 25 million credits
Availability: Occasional
Estimated Black Market Cost and Availability: Between 1 million and 100 billion credits, depending on quality. Note: Cost and Availability under each system refers to the black market.

Weapons Systems
1. Túentr¿di Retractable Laser Cannon:
This nominally ship-grade weapons is the main weapon of the SACPAK. The weapon is mounted on its own movable arm for aiming, with a 360° arc of fire, but only a 20° left/40° right traverse. The traverse left is further restricted past 45° up angle/170° down angel (down to almost directly astern) to increasingly less and less; From 45° to 90° up angle, there is 0° left traverse, and from 90° up angle to 170° down angle there is actually a 5° right angle maximum. However, this vast blind area is easily overcome by simply rolling the ship.
Purpose: Assault
M.D.: 1D4×100
Rate of Fire: Each turret can fire twice per melee, and can be combined in any volley combination of three (3, 6, 9, 12, etc).
Range: 100,000 miles (double in space).
Payload: Unlimited
Cost and Availability: Between 10,000 and10 million credits; Rarely available in this format.

2. Main Large Weapons Canister Pods: Actually 02 canisters, each consisting of 08 pods; Each pod can be armed differently, vastly affecting the armament of the SACPAK.
L.R.M. Pod: Usually armed with Reflex, single warhead missiles, however any type of SINGLE WARHEAD missile can be used.
Purpose: Offense/Anti-Ship
M.D. and Range: Varies by type used.
Rate of Fire: Volleys of one, two, or all three per missile launcher per pilots attacks per melee.
Missile Type: Any non-multi warhead missile.
Payload: 3 per launcher.
Cost and Availability: Between and credits.
M.R.M. Pod: Up to 10 M.R.M.s can be carried per launcher.
Purpose: Offense/Anti-Fighter/Mecha/Ship
M.D. and Range: Varies by type used.
Rate of Fire: Volleys of one, two, five. or all ten per missile launcher per pilots attacks per melee.
Missile Type: Any M.R.M.
Payload: 10 per launcher.
Cost and Availability: Between and credits.
S.R.M. Pod: Up to 100 S.R.M.’s can be carried per pod.
Purpose: Defense/Anti-Fighter/Mecha
M.D. and Range: Varies by type used.
Rate of Fire: Volleys of up to 50 per missile launcher per pilots attacks per melee.
Missile Type: Any S.R.M.
Payload: 100 per launcher.
Cost and Availability: Between and credits.
Mini-Missile Pod: Up to 1,000 Mini-Missiles can be carried
Purpose: Defense/Anti-L/M.R.M.
M.D. and Range: Varies by type used.
Rate of Fire: Volleys of up to 150 per missile launcher per pilots attacks per melee.
Missile Type: Any non-multi warhead missile.
Payload: 1,000 per launcher.
Cost and Availability: Between and credits.
Alternate Loads: Alternate loads can be carried, but employment requires some time. Typically, one pod is loaded up with spare Gun Pod clips/e-clips to permit the Mecha to fight long after the SACPAK as been destroyed.

Features

Radar: Combat grade radar. Range: 20,000 miles, can track up to 2,000 individual targets. 95% reliability (24% against unfriendly stealthed vehicles).
Electronic Counter Measures (ECM): These systems disrupt enemy radar and tracking systems, making it difficult for them to lock onto the ship with weapons. The countermeasures give the Mecha a +3 to dodge, +2 to strike and +1 on initiative in combat.
Expanded AMC/FD (2): Anti-Missile Chaff/Flare Dispensers. Actually launches a glob of burning magnesium/aluminum alloy to confuse both radar AND heat sensory systems. Fires off 04 chaff/flares each time it is activated. The system is KNOWN to work on all KNOWN radar and infrared systems, but concerns continue that somewhere out there their MIGHT be a system that will be totally unaffected by the system. Reduce effects by 20% against smart missiles (add +20% to rolls for smart missiles.)
Effect:
01-50: Enemy missile or missile volley detonates in chaff cloud - Missiles are all destroyed.
51-75: Enemy missile or missile volley loses track of real target and veers away in wrong direction (may lock onto another target).
76-00: No effect, missile is still on target.
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: 600 chaff/flares. Each time the system is engaged, the system fires off 04 chaff/flares.
Expanded LDP (4): Launched Decoy Pods. Located on the dorsal aft main hull. The SACPAK carries special pods that carries advanced decoy drones. These drones are launched and fly off in various directions away from the ship. Each is a specially designed radar lure that creates a radar image to mimic the vessel. If decoys are not destroyed, they can be recovered and repaired. This system has been successfully deployed against SEVERAL alien radar-type sensors (including one that works off of sound), but not against Invid Protocutlure sensors. (They will sometimes attract Invid, however, at -50%.)
M.D.C.: 5
Effects: The decoy has a 98% chance of fooling ordinary non military radars and non smart guided missiles, and a 90% chance of fooling military grade radars and advanced smart missiles.
Range: Released to go wherever it wants. Can fly independently for about 30 minutes.
Rate of Fire: 2 every melee.
Payload: 10 Decoys each pod, 10 pods altogether.
Smoke Emitters (2): Emits enough smoke to cover an area about 20,000³ feet in area; Special chemical block IR sensors and radar signals (scatters them so the enemy cant get a good fix), however does not totally interfere with enemy sensors (enemy is -2 strike).
FLIR/SLIR: Forward and Side Looking Infrared. Allows pilot and weapons officer to get visuals on targets at night.
CS/A-013(a) Communications Satellite: The SACPAK is be fitted out with 4 of these satellites for extended communications and radar range.
M.D.C. By Location:
Pod: 50
Fiber Optic Cable: 10
Effect: Extends range of any sensors 10 times.
XTNDR RADAR/Radio Antenna Extender: A simple, 2³ foot helium balloon lofts a 10 lb. pod 100' into the air. Hanging from this payload is a fiber-optic cable that relays the data collected from the XTNDR Pod to the Vehicle/Mecha/Vessels computers. Note that using this system under heavy foliage will allow the radar, etc to work there, at no penalties, but it will not break the canopy either. 10 of these pods are carried on each SACPAK. Note: When used in space, the tether can be eased up to 100 feet, rather than the normal 10 feet. Also, in space the balloon is NEVER inflated, as it will pop due to the over-pressure.
M.D.C. By Location:
Pod: 50
Fiber Optic Cable: 10
Effect: Extends range of any sensors 10 times.
Telescopic Arms: A pair of telescopic arms can be folded into the main hull. The hand will fit in pipes/holes up to 6" across in the open (wider) position, and can reach up to 100 feet.
Combat Bonuses from SACPAK Combat Elite:
None; The Kit does NOT actually increase the pilots abilities per se.

WB-417 Disposable Poly-Carbonate Wing Boards

The WB-417 is, technically, a FAST Pack, though it provides no sensory capacity or fuel to it's Mecha; It's a wing-board, designed specifically for the VHT. A special glue is appliced to the dorsal Mecha cavity, with special emphasis placed on ensuring every nook and cranny is filled. You then position yourself over top in Tranport mode and allow the glue to cure (or harden) for about 4 hours. During an assualt, the VHT engages hovering thrusters to move themself out of a delivery platform (such as a GARFISH-Class Frigate) drop out the back, and glide down the the surface of a planet using the foot thrusters for "some" control. The wing board provides limited lift, but more importantly provides drag, which slows the hovertank down; In reality, this is mostly a controlled crash.

The best overall technigue is to ride the board down to about 10 feet (or so, though REALLY gutsy guys would go further STILL), transform to Tank Mode, then engage foot thrusters at absoulte maximum (we're talking over the red line here, people, not simply "running them up a bit), then switch BACK into Transport mode and engage ALL thrusters full on. The high friction on the board breaks down the glue, making it soft; Then the transformation process breaks the glue's hold, releasing the Mecha from the board.

This technigue reduces downward momentum to a jarring, but survivable, 2.5 or so gee's. When all else failed, the tanker can bail out, using a rocket pack to return safely to the ground.

With the advent of grav pod technology, the use of the WB-417 has dropped, due to safety issues; About 1 in 10 wingboards would fail in flight (from simple cracking during decent to full-out disintergration). However, a few are maintained in reserve elements in the event they are desireable.

Name: WB-417 VHT Wing Board.
Model Type: WB-417
Class: FAST Pack.
Crew: Not Applicable.
Passengers: Not Applicable.
M.D.C. By Location:
Fuselage/VHT Cavity-60
Wings- 40 each

Statistical Data:
Height: 2 feet, 8 1/2 inches
Wingspan: 40 feet
Length: 10 feet
Weight: 50 lbs.
Cargo: None.
Power Systems: None; The WB-417 is unpowered
Flight Systems: Standard aero-foil effect; Range: 500 feet safely.
Cost: 25,000 credits
Availability: Rare now, but a few million or so are in storage collecting dust.
Estimated Black Market Cost and Availability: A few thousand credits, depending on quality.

Weapons Systems: NONE. The WB-417 does NOT supply anything other than reduced downward decent.

Features

None: The WB-417 does not supply any additional features other than reduced downward decent.
Combat Bonuses from WB-417 Combat Elite:
None; The WB-417 wingboard does not supply addition combat abilities beyond controlling the crash.
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