M.A.C. II Mk X
Model Type: M.A.C. II Mk X
Intelligence: Neural
Alignment: Scrupulous
Crew: None needed but two or three is typically employed to be able to use the most weapon systems. Can carry up to 10 additional passengers with their combat gear.
Attributes:
I.Q.: 30
P.S.: 100
P.P.: 30
M.D.C. By Location:
Upper Arms (2) - 500 each
Forearms (2) - 650 each
Legs (2) - 850 each
Leg Flamethrowers (2) - 160 each
Leg Missile Launchers (2) - 300 each
*Hands (2) - 300 each
Rail Gun (1; handheld) - 300
Medium Range Missile Launchers(2) - 450 each
Shoulder Mounted Missile Launchers(2) - 800 each
Point Defense Lasers (6) - 160 each
Belly Gun (1) - 225
*Searchlights (2) - 100 each
Feet Thrusters (2) - 800 each
Main Thrusters (2) - 800 each
*Directional Thrusters(many; small) - 150 each
*Main Hatch (1) - 800
EU-XX Destabilizer (1, handheld) - 500
Drum Bomb Shield - 450
RAPBC (2) - 950 each
Synchro Cannons(2)- 1200 each
Force Field (special) - 10000
**Neural Housing (1) - 300
***Main Body - 8000
Reinforced Pilot's Compartment - 650
* These are small and difficult targets to hit, requires a called shot and even then attackers are -3 to strike.
**Depleting the M.D.C. of the Neural Housing will destroy the intelligence of the robot. Note: The housing is located inside of the main body, which must be destroyed to reach the housing.
***Depleting the M.D.C. of the main body will shut the mecha completely down.
Speed
Running: 45 mph Maximum
Leaping: Not Possible!!
Flight: The contragravity system gives
the M.A.C. some limited flight capabilities. 200 mph maximum, cruising is around
90 mph. Any obstacle weighing less than one ton will not significantly
slow this vehicle (can literally plow through light vehicles and houses
without slowing down). Using the contragravity system allows the M.A.C.
to enter orbit.
Underwater: 15 knots
Space Flight: In zero gravity the M.A.C.
has good maneuverability and speed rocketing as fast as Mach 15.
Statistical Data
Height: 96.6 ft
Width: 42.8 ft
Length: 60.3 ft
Weight: 2000 tons/5000 tons loaded with
missiles and full ammo.
Cargo: Lockers for the crew, plus a weapons locker
with 30 rifles, 4 rocket launchers, 5 heavy weapons of choice and 5 reloads
for each. The power armor storage bay has room for 4 vehicles that
are shorter than 12 feet tall (additional equipment can be stuffed
into this space).
Power System: Anti-Matter; average energy life is
250 years.
Secondary Power System: Fusion Reactor; average energy
life is 50 years. This is used mostly with the energy weapon systems.
Cost: 100,914,848,350
Sensors and Equipment:
- Radar: Range: 800 miles (200,000 miles in space. Note: When scanning upward from a plants surface the range is 10,000 miles). Can identify and track up to 620 targets simultaneously. The radar is constructed into the skin of the M.A.C. This allows the M.A.C. to take a 360° image in a few seconds. The radar has three modes; off, stealth, and on. In stealth mode the radar will only stay on long enough to take a picture of the surrounding area and then turn off. The system is designed to vary the time between the scans so that a pattern does not appear to the enemies detectors.
- Gravity Wave sensor: This system can detect ships as far away as 200,000 miles if they are in normal space. Ships using a gravity or P-Drive make disturbances in the normal space-time continuum which can be detected from as far as 10 light years.
- Radar Signal Detector: A tiny radar receiver which will alert the M.A.C. when he is being scanned by radar. 85% accuracy.
- Radio Communications: Wide band and directional radio and video telecast capabilities. Range is 1200 miles or can be boosted indefinitely via satellite relay. Has a built in scrambler.
- Laser Communications: Long-range, directional communication system. Effective range; 250,000 miles.
- Combat Computer: Calculates, stores, and transmits data to the M.A.C., the data can also be displayed onto the cockpit computer screen or the H.U.D. of the pilot's helmet Patches in with targeting computer. The computer recognizes 20 million enemy targets, including vehicles, robots, insignias, uniforms, and known monsters. An additional 50 million targets can be added to the memory.
- Laser Targeting System: Range: 125 miles. Assists in the striking of enemy targets.
- Motion Detector & Collision Warning System: Close Range: 100 ft; warns the M.A.C. of impending collision and/or immediate target.
- Head Spotlights: Range 1000 ft
- Loudspeaker: Loudspeaker system that can amplify the M.A.C.'s voice up to 190 decibels.
- Self Destruct: A last ditch effort to prevent the capture of the M.A.C. (usually preceded by the Intelligence ejection from the vehicle) is self destruction. Explosive damage is fairly contained. Without missiles (or few) does 1D6x10 M.D., but with all or most of its missiles (40) will do 2D6x100 M.D. to a 50 ft radius.
- Smoke Screen System: The M.A.C. can emit a thick cloud of smoke from its rear to create immediate cover. The smoke screen system can discharge a maximum of 36 bursts before needing replacement. Each burst will cover a 60 ft area.
- Camouflage System: Fiber optics are constructed into the outer skin of the M.A.C. These are designed to make the MAC completely blend with the surrounding terrain by making it look like a part of a hill, forest, etc. As long as the MAC remains motionless, the sophisticated chameleon fibers will imitate the areas colors & take the appearance of an inanimate object. NOTE: When the MAC takes more then 1/4 of the MDC protection of the main body the effect is lost.
- Heat and Radiation Shields: Special Shielding prevents the penetration of life threatening heat and radiation. The shields are so strong that they can survive a supernova.
- Radiation Detector: Range: 50 miles
- Underwater Capabilities: All internal mechanisms joints and access panels are sealed and waterproofed. The entire physical structure is conditioned for water pressure and stress, as well as maneuver jets installed. Max depth 30,000 ft.
- Provisions Storage: 500 gallons of water and airtight compartment with 100 weeks of MRE's.
- Refrigerator
- Microwave Oven
- Refreshment dispenser: This provides hot soup, milk, juice, and soda to the crew. Connected to the recycling plant which gives the dispenser an unlimited duration.
- Recycling Plant(type two): This system recycles everything (ex: oxygen, waste & purifies the air). With this system working journeys of up to 6 years are possible.
- Hardened Circuits: The M.A.C.'s systems have been hardened to withstand the effects of scramblers, EMPs, and electrical blasts.
- Magnetic Shield: The magnetic shield disperses the ions fired by particle beam weapons, halving their effective damage. The magnetic field also has a 35% chance of confusing and deflecting ordinary missiles.
- Advanced Robot Optic System: Includes color vision, 3-D analysis, passive nightsight, infrared, and ultraviolet sight. Range: 15,000 ft
- Telescopic Optical Enhancement: Range: 30,000 ft field of vision: 1000 ft
- Thermo-Imager: Range: 15,000 ft. A special optical heat sensory unit that allows the infrared radiation of warm objects to be converted into a visible image. It also enables the M.A.C. to see in darkness, shadow and through smoke.
- Nightvision Optics: Range: 15000 ft. An image intensifier that is passive and relies on ambient light which is electronically amplified to give a visible picture. Nightvision can not work in absolute darkness.
- Advanced Audio System: Amplified stereo hearing; hears in the full decibel range. Ultra-ear enables the M.A.C. to hear frequencies inaudible to the human ear. Also has a built in speech translator with 40 different languages programmed in. The translator can add more languages to it's memory by listening to at least 6 hours of conversation in the desired language.
- Modulating Voice Synthesizer and Sound Analysis Computer: Enables the M.A.C. to change the tone, base, pitch and frequency of his voice. The sound analysis computer is designed exclusively to listen, identify, remember, and analyze sounds. 10 million different sounds are programmed into its memory, including gun shots by caliber, engines, and other sounds. It also has the capability to analyze, compare, match and remember 5 million new sounds; 95% likelihood of identifying a person by voice pattern. Can imitate another person's voice with 80% accuracy.
- Inaudible Frequency Transmission: The M.A.C. can speak/transmit sound frequencies inaudible to the human ear, but audible to other robots, borgs with ultra-ear, and beings with superior hearing, such as mutant dogs.
- Bug Detector: A small device that picks up radio signals from surveillance listening devices. Range: 100 ft
- External Video and Audio Surveillance System: A high-resolution video camera, relays images directly to the M.A.C.'s optic scanners and these images can be recorded as a record of events. A video receiver and transmitter system enables the M.A.C. to receive video transmissions for viewing and/or recording. The images are recorded on a six hour, three inch, video disc that is slipped into a slot in the cockpit.
- Bio-Scan Medical Survey Unit: A computer system designed to monitor the life signs of biological life forms. Sensors are built into the cockpit of the M.A.C. Monitors vital signs, such as respiration, blood pressure, brain waves, and body temperature. A computerized medical system tied into the Bio-Scan computer will indicate trauma to the brain and nervous system, blood loss, presence of drugs or other unnatural agent in the blood stream, and coma condition.
- Chemical Analysis System: A fully automated computer analysis system that can do complete chemical analysis of blood, drugs, liquids, and gases within 2D4 melees (45 to 120 seconds). Over 2 million chemicals are preserved in its memory with room for 8 million additions. Likelihood of a full, exact analysis is 90%. A failed roll means it can not identify the substance.
- Temporal Energy Stoper: This device is designed to prevent the M.A.C. from being effected by the ravages of Temporal Energy distortion caused by extreme travel to the far reaches of time. The M.A.C. is completely impervious to T.E. change. Because of the importance of this device it is quintupley redundant.
- Miniature Cross-Dimesional Device: This device once set will transport the M.A.C. to a cross-dimensional location. Recharge Time: About 15 minutes to recharge and recalibrate for another dimensional locus. Area of Effect: A radius of up to 75 ft.
- Dimensional Continuum Measurement/ Recording Device: This device is used for recording the relative coordinates of Cross-Dimensional locations. It's designed to record the changes that take place over any dimensional hop. Up to 25,000 transits can be recorded. The device adds +15% to success of any recorded cross-dimensional hop.
- Cross-Dimensional Disturbance Detector: A very sensitive device, it simply scans for the presence of active Cross-Dimensional devices and homes in on their signal. Also picks up the signals of nearby Cross-Dimensional Signal Beacons. Adds +20% chance when jumping directly to an emitting signal, +5% to a signal that has been recorded but has since faded away.
- Cross-Dimensional Signal Beacon: Designed to "mark" various dimensions by emitting strong Cross-Dimensional signals. The device can be set to broadcast continuously so that anyone can pick it up, or to be transmitting on a select coded band. If coded, the Detector must be tuned to the specific code in order to get a strong signal.
- Quantum Differential Device: By far the most accurate and precise of all temporal measurement instruments. This works by calibrating the quantum "positions" of electrons around a hydrogen atom. Since this changes exactly as all matter moves away from its moment of creation, it is useful for determining the exact moment anywhere in the universe.
- Skills: Speaks and is literate in the following languages.
American dragonese, Euro, Faerie Speak, French, Greek, Japanese,
Latin, Portuguese, Russian, Spanish, Techno-Can, Wolfven all at 98%.
Radio: Basic, Scramblers, Satellite Relay 98%, Electrical Eng. 98%, Circuit Board Micro-Electronics 98%, Mecha electronics 98%, Mechanical Eng. 98%, Veritech Mechanics 98%, Weapons Eng. 98%, Mecha Mechanics 98%, Detect Ambush 86%, Detect Concealment 90%, Sniper, Tracking 82%, Paramedic 95%, Demolitions 98%, Demolitions Disposal 98%, Combat 0g adv, Air to Air Combat 170%, Pilot Destroid (all) 98%, Mecha Combat: Destroid, Aerial Nav. 98%, Interplanetary Nav. 98%, Orbital Nav. 98%, Navigation 98%, Read Sensory Equ. 98%, Weapon Sys. 98%, Prowl 50%, Chemistry 98%, Chemistry Analytical 98%, Math Basic 98%, Math Adv. 98%, Computer Ops. 98%, Computer Programming 98%, Computer Networks 98%, Computer Hacking 98%, Computer Repair 98%, Supercomputers 98%, Artificial Intelligence 98%, Cyber-jacking 98%, Lore: Demon & Monsters 98%, Lore: Faerie 90%, Lore: D-Bee 98%, Lore: Magic 98% (Recognize Runes, Circles, Wards 98%; Recognize Enchantment 98%), Acrobatics, Athletics, Gymnastics, Boxing, W.P. Archery & Targeting, W.P. Blunt, W.P. Knife, W.P. Paired Weapons, W.P. Staff, W.P. Sword, W.P Automatic Pistol, W.P. Auto & Semi Rifles, W.P. Sub-Machinegun, W.P. Flame Thrower, W.P. Grenade, W.P. Grenade Launcher, W.P. Heavy, W.P. Vehicle Mounted Weapons, W.P. Energy Pistol, W.P. Energy Rifle, W.P. Heavy Energy Weapons, W.P. Sharpshooter Energy Pistol, W.P. Sharpshooter Energy Rifle.
Weapon Systems
- BCF-1B1 Body Contouring Force Field: This force
field is designed to be engaged all of the time. The force field is projected
at a distance of 1 in away from the M.A.C. The shield can be adjusted
to form a sphere (radius of 50 ft) around the M.A.C. for repair purposes.
The force field allows additional weapons to be picked up and used as
well as incorporated into the protection of the shield. The shield
also allows weapons to be fired from the inside of the shield without
having to drop the shields. The owner of the M.A.C. can enter or exit
the shield without having to drop it.
Primary Purpose: Defense
Secondary Purpose: Bombing
Mega-Damage: 10000; the shield regenerates at a rate of 100 M.D.C per melee.
Range: special: 1 in BC or 50 ft sphere - Synchro Cannons (2): A truly incredible mechanism of
destruction is the M.A.C.'s Synchro cannon, a miniature version of
the SDF-3's Reflex cannon. The devices are mounted on the top
outboard of the M.A.C.
Primary Purpose: Assault
Mega-Damage: Obilerates EVERYTHING in its path of fire. Fires a destructive beam about 50 ft wide. If both cannons fire simutanesly the beam is 125 ft wide.
Rate of Fire: Two times per melee for each cannon.
Range: 31,680 ft (6 miles) in an atmosphere, 100 miles in space.
Payload: Effectively Unlimited - RAPBC-2 Rapid Acceleration Particle Beam Cannons (2):
The cannons are mounted on top of the M.A.C.
Primary Purpose: Assault/Anti-Armor
Secondary Purpose: Anti-Aircraft/Defense
Mega-damage: 1D6x1000 M.D. per blast. Can also fire volleys of 2 rounds simultaneously (multiply the number of dice rolled appropriately).
Range: 31,680 ft (6 miles) in an atmosphere, 70 miles in space.
Rate of Fire: Is equal to the total hand to hand skills of the pilot. It must be stressed that one volley, which can be two rounds doing as much as 12,000 points of M.D. damage, is considered to be only one of the total attacks per that melee.
Payload: Effectively Unlimited.
Note: The two cannons can be raised up and down in a 60 degree arc. They are the inner two of the four cannons on top of the MAC. - GR-1000 Autocannon (1; handheld): This is a large hand
held gravity weapon that fires depleted Uranium Rounds.
Primary Purpose: Assault/Defense
Weight: Two tons
Mega-Damage: 4D6x10 M.D. per burst.(15 round burst)
Rate of Fire: Equal to number of combined hand to hand attacks per melee.
Range: 28,160 ft (5 1/3 miles) in an atmosphere, 16 miles in space.
Payload: Heavy ammo-drum 12000 rounds (800 full bursts). Or it can be fitted with a mini-clip which contains 360 rounds (24 full bursts).
Special Features: The cannon has its own laser targeting and radar targeting system built into the weapon itself. Range: 6 miles (20 in space), +2 to strike - EU-XII Destabilizer (1; handheld): A powerful
energy weapon that is standard issue for the M.A.C. The Destabilizer has its own fusion
reactor that gives the weapon an almost unlimited charge. The cannon can
fire a special burst of energy that will disrupt force fields. Against
large shields one blast has an 80% chance of creating a 6D6 foot hole in
the field. The hole will last 4D6 minutes. One blast from an EU-XII
destabilizer will obliterate the force field used by Robots and Power
Armor for a duration of 4D6+20 minutes.
Primary Purpose: Assault
Secondary Purpose: Force Field disruption
Mega-Damage: 2D6x10 M.D. per blast
Rate of Fire: Equal to the pilot's combined hand to hand attacks.
Range: 2 miles in an atmosphere, 5 in space.
Payload: Effectively Unlimited. - Medium Range Missile Launchers (2): Seventy two
medium range missiles are housed in the launchers on each forearm.
Primary Purpose: Anti-Armor
Secondary Purpose: Anti-Aircraft
Missile Type: Any medium range missile can be used, but standard issue is Plasma.
Mega-Damage: Varies with missile type. Plasma - 2D6x10 M.D.
Range: Plasma - 40 miles
Rate of Fire: One at a time or in volleys of two, three or six.
Payload: 144 total, 72 per forearm, 24 in each launcher. - Lower Leg Mini-Missile Launchers (2): Located on
the outside of each lower leg is a mini-missile launcher.
Primary Purpose: Anti-Aircraft
Secondary Purpose: Anti-Personnel
Missile Type: Any mini-missile can be used, but standard issue is plasma.
Mega-Damage: Varies with missile type. Plasma 1D6x10 M.D.
Range: Usually about one mile.
Rate of Fire: One at a time or in volley of 2, 3, or 4.
Payload: 900 total; 450 in each leg (Ten rows of mini-missiles are stacked in each of eighteen firing compartments.) - Shoulder Mounted Missile Launchers (2):
Primary Purpose: Anti-Armor
Secondary Purpose: Anti-Aircraft
Missile Type: Any short range missile can be used, but standard issue is
Mega-Damage: Varies with missile type.
Range: Varies with missile type
Rate of Fire: One at a time or in volleys of two, three, six or twelve.
Payload: 100 total, 50 per launcher - Flamethrowers (2): A small flamethrower turret
capable of 360 degree rotation, is located on the inside of each lower leg.
Primary Purpose: Anti-Personnel
Secondary Purpose:
Mega-Damage: 1D4 M.D. per single blast or 2D4 per simultaneous double blast of napalm like fire. Plus there is a 90% likelihood of setting all combustible material, including fuel, wood, dry grass, clothes and hair on fire. The fire does an additional 1D4 M.D. per melee round and burns for a minimum of 2D4 melees.
Range: 200 ft
Rate of Fire: Equal to # of Hand to Hand attacks.
Payload: 1000 blasts; 500 from each leg. - HI-Laser Cannon Belly Turret: The double-barreled
HI-laser cannon is designed to counter ground troops and can rotate 180° up
and down and 360° side to side. It is variable frequency so that
it can be used against vehicles like the Glitter boy.
Primary Purpose: Assault
Secondary Purpose: Defense
Mega-Damage: 1D6x100 M.D. per single blast or 2D4x100 M.D. per dual simultaneous blast.
Range: 21,120 ft (4 miles) in an atmosphere. Sixteen miles in space.
Rate of Fire: Equal to number of hand to hand attacks
Payload: Unlimited - Drum Bombs (2): These are mounted in a compartment
in the bottom of the M.A.C. Its protected by a heavy shield that has 450
M.D.C to prevent detonation by enemy attack.
The bombs can be released at any time, dropping to the ground. They bomb is not propelled by any means, so the M.A.C. pilot should allow himself enough time to get out of the blast radius. The bombs have a timer that can be programmed from the crew compartment for 10 seconds to 90 minutes.
Primary Purpose: Assault on enemy installations
Secondary Purpose: Self-destruction
Weight: 2 tons
Bomb Type: Plasma; M.D.C. of released bomb: 20
Mega-Damage: 2D6x1000 M.D. to everything in a 500 ft radius and 3D6x100 M.D. to an additional 1000 ft radius beyond that.
Rate of Fire: Can drop two
Payload: Two bombs - Cruise Missile Launcher: This launcher uses high
powered missiles that are designed for use against military spaceships. It
is located on the under side of the M.A.C.
Primary Purpose: Anti-Spacecraft.
Mega-Damage: Varies with missile type. Standard is Anti-matter 4D6x100 M.D.
Range: 1000 miles.
Rate of Fire: One at a time or in a volley of 2.
Payload: Two cruise missiles are the max. - Point Defense Lasers: These "mini" lasers are
used primarily to engage missiles, robots, power armor and soldiers at very close range.
These weapons are mounted in strategic locations around the M.A.C. At
least two cannons can be focused at the same target.
Primary Purpose: Defense
Secondary Purpose: Anti-Personal
Mega-Damage: 1D6x10 M.D. per blast or 3D6x10 M.D. per pulse (3 blasts) per cannon. Increase the damage respectfully when more than one cannon is used (ie. 2 cannon's double damage, 3 cannon's triple damage, etc.)
Rate of Fire: Equal to the total # of HTH attacks of the gunner. The point defense lasers are controlled by a dedicated Robot Intelligence that is programed to defend the M.A.C. against all attacks.
Range: 3 miles in an atmosphere, 10 miles in space.
Payload: Effectively Unlimited - Any hand held weapon can be used if desired.
- Hand to Hand Combat: Rather then use a weapon the
M.A.C. can engage in mega-damage combat. 10 attacks/actions per melee.
+10 to strike, +13 to parry, dodge impossible, Critical strike 18,
19, 20, Knockout/stun 18, 19, 20, Death 19 or 20
Restrained Punch- 3D6 M.D.
Full Strength Punch - 2D6x10 M.D.
Power Punch - 3D6x10 M.D.
*Stomp - 6D6 M.D.*The M.A.C.'s incredible size makes it able to stomp/step on objects up to 34 feet tall.
MAC.php -- Revised: March 24, 2007.
