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HA Zhukov

The document describes the Zhukov striker mech. It has heavy armor and weapons that can quickly eject to avoid overheating, then mount new weapons. Its main weapon is an experimental burst lance. It is designed to heavily damage enemies at the start of battles.

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0% found this document useful (0 votes)
48 views6 pages

HA Zhukov

The document describes the Zhukov striker mech. It has heavy armor and weapons that can quickly eject to avoid overheating, then mount new weapons. Its main weapon is an experimental burst lance. It is designed to heavily damage enemies at the start of battles.

Uploaded by

nikitamarcenko92
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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HA

ZHUKOV
Striker
As the Armory further advances in military technology, its propensity for
high-powered weapons poses a growing problem for the Think Tank’s future
projections. As the heat emission of weapons continues to grow at a faster
pace than even the Armory’s heatbanks and advanced cooling system can keep up
with, a solution was devised. Taking inspiration from the modular “dummy”
chassis used during internal testing, the Zhukov is produced to be a stop-gap
frame meant to handle these overclocked armaments until cooling technology
can catch up. Utilizing proprietary Omnimount technology, the Zhukov can
quickly eject high-powered weapons just after firing, before the resulting
heat flash and power surge overwhelms the rest of the frame. The Omnimount
modular construction then allows it to quickly interface and mount another
back-up weapon, ensuring the Zhukov is never unarmed even as it ejects its
weapons one by one.

The Zhukov’s propensity for alpha striking sees it deployed intermittently at


the tip of an armored assault, where its frontal armor, relatively high
mobility, and massive burst damage allow it to decisively blow a hole through
the enemy defenses in a single salvo, opening the path for the rest of the
Legion to follow.

CORE STATS CORE SYSTEM


Size: 1 Save Target: 10 INTEGRATED ARMAMENTS
Armor: 1 Sensors: 5
The Zhukov is a veritable walking armory
HULL SYSTEMS
of Ras Shamra finest armaments, mounting
HP: 8 E-Defense: 8
ever more advanced weapons of war on its
Repair Cap: 5 Tech Attack: -1
Armory sculpted chassis. Backing up its
AGILITY SP: 6
experimental load out is an array of
Evasion: 8 ENGINEERING
integrated backup weapons, built for ease
Speed: 4 Heat Cap: 7
of storage without compromising the Armory
standard of engineering.
TRAITS
QUICK DETACH OMNIMOUNT The current iteration of the Zhukov, the
Mark IV, is a testing bed for the
After attacking with a weapon, the Zhukov may Apocalypse Burst Lance, a scaled-down
choose to eject the weapon used, emptying their experimental version of the Apocalypse
slot until the end of the scene. Rail commonly mounted on the Barbarossa,
trading its inordinate power for ease of
When it does so, the Zhukov does not suffer any handling and a quicker charge time.
self-inflicted heat, damage or condition the
weapon would cause. If it would have caused the Backup ZH-005 Cannon
Zhukov to take Structure or Stress damage, the Integrated Aux Cannon, Inaccurate
weapon is destroyed instead. [Range 5] [1d3+1 Energy Damage]
The Zhukov may also eject weapons as a free Backup ZH-020 Tungsten Blade
action. Integrated Main Melee, Inaccurate
[Threat 2] [1d6+1 Kinetic Damage]
At the end of the scene, you may choose to pick
ejected weapons back up to be mounted again, Backup ZH-120 HE Shotgun
restoring them to normal functionality. If you Integrated Heavy CQB, Inaccurate
choose to not pick them up, then they are [Range 5 Threat 3] [2d6+1 Explosive
considered destroyed. Damage]

BAYONET CHARGE Superior Armory


After Boosting, your next attack this turn against The Zhukov contains a set of back-up integrated
adjacent targets gains +1 Accuracy and its weapons that cannot be used normally.
damage cannot be reduced in any way. Whenever a weapon slot is empty, whether due to
System Trauma, Quick Detach Mount or any other
DAMAGE CONTROL effects, an Integrated Weapon of your choice that
When suffering a System Trauma, the Zhukov fits in the slot automatically takes its place and
does not roll and instead chooses. becomes functional, until the original weapon is
returned or repaired.

MOUNTS Charge Spool


Active (1 CP), Quick Action, Efficient
Gain the Spool Dice, which is represented by a
1d3 starting at 3. At the start of each of your turns,
tick the dice down one.
When it hits 1, you must use your next available
actions to Barrage with the Apocalypse Burst
Lance towards the nearest hostile character, even
if they are not in range (not counting standard
move, protocols and overcharges before this).
Afterward, this effect ends.

Apocalypse Burst Lance


Integrated Superheavy CQB, Accurate
[Line 5] [2d6+2 Burn]
This weapon can only be used as part of the
Charge Spool core power.
LICENSE I: MASS DRIVER, CENTAURI-PATTERN PHASE NEXUS

Mass Driver
2 SP, Mod, non-Loading Melee, Unique
The weapon becomes Loading, gains +1 Threat, +3 Bonus Damage and On Crit: The target must succeed
on a Hull save or is knocked Prone.

Mass Driver utilizes a two stage combination of an initial kicker charge and mass
accelerator to drive any melee weapon down a set of rails to formidable speed before
impact. Extra reinforcement of both the frame and the weapon used is required to ensure
both survive the hit afterward.

Centauri-Pattern Phase Nexus


Main Nexus, Heat 4 (Self)
[Cone 3] [1d6 Burn]
Centauri-Pattern Phase Nexus utilizes a short-ranged guided drone swarm to bombard an
area in a blinding barrage of energy discharge. Each mini-drone is printed with only a
rudimentary guidance system and a power source barely enough for it to reach its
destination and fire its single shot weapon. Cooling for the mini-drone was deemed
unnecessary, as after discharging its payload each glowing red-hot drone will initiate
a final kamikaze attack, hurling themselves as masses of molten metal for a second
impact.

LICENSE II: ZHUKOV FRAME, NEUTRON GAUNTLET, TOTAL WARFARE

Neutron Gauntlet
Main Melee, Inaccurate, Unique
[Threat 1] [1d6+1 Kinetic Damage]
On Attack: You take 1d6 AP Energy Damage. Select a character up to 5 spaces away from you. Pull them 5
spaces directly towards you before attacking. Then, if they are adjacent to you, the target must succeed on
a Hull save or be knocked Prone and become Grappled by you.
On Hit: Gain Overshield equal to the Self Damage rolled.

Neutron Gauntlet utilizes a contained tiny fragment of an artificial neutron star as


its primary attack vector. With a simple trigger, the folded space containment is
breached and the stasis field keeping the fragment from self-collapse is disabled for a
split second, with the resulting excessive gravitational wave generated pulling in
whatever it is pointed at. So great is kinetic forces employed that even with
reinforcement and gravity dampener, the wielder of the weapon suffers damages also.

Total Warfare
1 SP, Unique
After attacking with a main or heavy ranged weapon, you may immediately move adjacent to a target within
range 3 by the most direct path (as long as there is a valid path to do so) and make a Ram attack. This
movement ignores reactions and engagement.

The weapon then cannot be used again until the end of your next turn.

“In the hand of Man, all things become weapons. Without bullets, he will bludgeon the
enemy with the body of his gun. Without his gun he will draw blood with a blade. Without
backup weapons, he will bash his foe with his helmet. Without his helmet, he will scour
the land for a boulder heavy enough to crush skulls. Then comes his hands, then his
feet. Then his nails. Then his teeths. Cain is the one who first picked up a rock and
turned it into a weapon, and we have only gotten better at it since.”
— Harrison II, “Mandate, Vol II: On Nature, On Savagery, On Reason”
LICENSE III: ONTOLOGIC INCISOR, ISHTAR-CLASS NHP

Ontologic Incisor
Heavy Cannon, Limited 2
[Range 10]
This weapon ignores Invisible and cannot gain Bonus Damage or accept any mods.
On hit: The target takes 1 Structure Damage.
On miss: the target takes 8 AP Energy Damage instead.

“There’s no one there.”

ISHTAR-Class NHP
3 SP, Unique, AI
Your mech gains the AI property,

On the first round in a scene, you are resistant to all damage and heat from external sources, are immune to
Slowed, Prone or Stun from external sources, ignore Engagement as well as Dangerous and Difficult Terrain,
gain +1 Accuracy to all attack rolls, saves and checks, and may Boost once as a free action.

Ishtar was originally a war-administration NHP, tasked with troop organization and
battle planning for the Armory’s colonial pursuits. During regularly scheduled
thought-war games, Ishtar was observed by the Think Tank to employ almost exclusively
armored spearhead rapid assaults, and often would neglect broad strategic control in
order to micromanage the speartip on a tactical level, to usually spectacular local
victory but operational failure. Upon temporarily re-allocating Ishtar from an
administrative role to assuming direct control of a simulated mech, the Think Tank
marked an almost 250% increase in success rate, rivaling that of LUCIFER and ASURA.

Now re-assigned to direct chassis co-pilots, Ishtar clones display a mercurial


personality, disinterest while out of battle contrasted with savage aggression while on
the field, preferring a “first to enter last to leave” mentality. Pilots are given
psychological examination and profiling before being issued ISHTAR, for the NHP's strong
and forceful personality tends to overwhelm pilots without the force of personality to
challenge them. Quick to anger and as wrathful as the storm, Ishtar is a force of nature
for those with the will to direct it at their enemies.

[If you do not open the gate for me to come in,


I shall smash the door and shatter the bolt,
I shall smash the doorpost and overturn the doors,
I shall raise up the dead and they shall eat the living:
And the dead shall outnumber the living!]

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