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Mekton Stats
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Configuration |
MV |
MR |
LAND MA |
GES MA
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Tank |
-2
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7
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20
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Main sistems: x0.1 |
Powerplant XS: 1 |
Cool Supercharged |
Combustion x0.2 |
Cond. movement -x0.1 |
Weight Inefficience -x0.2 |
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Maneuver pool: |
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Mecha combat skills:
Mecha piloting |
+MR=
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Mecha fighting |
+MR=
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Mecha melee |
+MR=
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Mecha gunnery |
+MR=
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Mecha missiles |
+MR=
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Name |
Weight |
Height |
Cost |
Speed |
Mad Cow |
38.9 Tn
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15 m |
179.32 CP |
842 Km/H |
Cockpit |
#Crew |
Type |
Enc. |
Options |
Torso |
1
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Screen |
Armored |
E-Seat |
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SERVO |
LEVEL |
KILLS |
ADD+ |
ARMOR |
SP |
DC |
TURRET |
MW |
6
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-
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MH-b |
10
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4
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TORSO |
MW |
12 |
- |
MH-b |
10 |
4 |
COW HEAD |
MW |
6
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-
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MH-b |
10
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4
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Subassemblyes |
Loc |
K |
Stereo & "MOOOOOOOOOOve it" horn |
Torso |
-
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Code lock |
Torso
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-
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Weight efficience (-4.56 Tn) |
-
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-
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Movement systems:
System |
Loc |
K |
GES 3 MA + L. lg "tread" |
Torso |
4
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GES 3 MA + L. med. "tread" |
Torso |
3
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GES 3 MA + L. med "tread" |
Torso |
3
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GES 2 MA + L. sm "tread" |
Torso |
2
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GES 3 MA + R. lg "tread" |
Torso |
4
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GES 3 MA + R. med "tread" |
Torso |
3
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GES 3 MA + R. med "tread" |
Torso |
3
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GES 2 MA + R. sm "tread" |
Torso |
2
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Sensors |
Main |
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Loc |
Turret |
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Range |
4 Km |
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Comm |
8000 Km |
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Kills |
1
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MOVEMENT NOTES: The "treads" may be wheels in fact, but act like treads instead
of adding an MA bonus, so they're built as treads. They use the
GES MA, not the listed ground MA, which is only used when the
"treads" are destroyed, equivalent to running on the rims of the
hubs. The GES system is bound to the "treads" via Conditional
Movement, meaning that any hit to a wheel will result in the loss
of its portion of the MA and that the unit can't get off the ground
without a ramp to jump with, nor can it control a fall. The powerplant
uses the same fuel supply as the movement system; if you're out
of gas, you're out of luck. |
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Weapon systems: |
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WEAPON NOTES: The missile launcher is concealed under the "skull cap" of the
cow head when not in use; to fire it rises to reveal two rows
of six missiles, arranged like spokes on a wheel. The launcher
rotates as needed to have a clear firepath. |
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Weapon |
WA |
Range |
Damage |
Shots |
Kills |
Location |
Notes |
Main Gun |
+1
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10
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10K, D
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inf
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10
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turret
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Disruptor |
Missiles |
+1
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3
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3K
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12
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2
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cow head
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Variable Countermissile |
Ram |
+0
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Melee
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10K, D
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inf
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3
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cow head
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EMW, SFX: Disruptor |
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