Void Pirates Supplemental

HM-OXOT “Hunter” (H Battle Mech – Enhanced Configuration)

Class: Heavy Battle Mech
Manufacturer: BLASCO Heavy Industries (Wolfe System)
Description: A hulking siege-breaker platform built by descendants of pre-Exodus Ukrainian orbital shipwrights. Optimized for planetary assault, fortified-position reduction, and holding ground under heavy fire. Too massive for jump-thrusters; relies on raw structural integrity and layered defenses. Almost always deployed via Mech Deployment Crane (MDC) carrier due to weight.

Cost: 5,800 oz gold base + 12,000 oz added modules = 17,800 oz gold / 71,200 oz platinum (standard; apply local economy modifier)
Crew Rating: 2 (Pilot + Gunner minimum; can operate with 1 but suffers –2 to all Piloting & Gunnery ARs)

Stats

  • HP: 420
  • AGL: 8 (effectively 9 when braced/immobile due to Heavy Leg Stabilizer Actuators)
  • AV (Phys/Ener):
    • Base: 38 / 19 (Thick layered cerametal + composite ablative laminate)
    • Reactive Armor Panels: +3 Physical AV vs. explosive/rocket attacks (front arc only; panels destroyed after absorbing one qualifying hit)
    • Electromagnetic Force Field: +5 Energy AV when active (Engineer Phase action to toggle; stacks)
    • Total effective AV: 41 / 24 (when field active and panels intact vs. explosives)
  • Weapons:
    • 150 mm Topside Cannon (1) – 18d6 (Physical, ignores ½ AV, Long range penalty –4 unless braced)
    • 100 mm Six-Barrel Autocannon (1) – 12d6 area (grenade rounds, 10 m radius, –2 AV vs. personnel/light cover)
    • 20 mm Five-Barrel Gatling Guns (2) – 8d6 each (Physical; fire together or alternate)
    • Heavy Flamethrower Array – 6d6 Fire (ignores half AV, ongoing 2d6 Fire/round, 30 m cone)
    • Medium Rocket Pods (2 × 9 = 18 total) – 14d6 area per pod salvo (can fire partial or full)
  • Speed: 25 km/h (17 m/round) – reduced due to mass
  • Engine Type: Dual heavy fusion
  • Fuel Type: Deuterium (high consumption)
  • Range: 180 km (combat ops); fuel burn doubles when firing 150 mm cannon
  • RSR: 4 (Enhanced)
  • Cargo Capacity: 800 kg (mostly ammo & spares)
  • Module Slots: 1 free / 12 total (5 used below)
  • Terrain Capability: All-Terrain Yes (heavy leg actuators + stabilizers) – terrain penalty reduced from –2 to –1 on rough ground
  • Structure: Fixed
  • Dimensions: 11 × 7 × 14 m
  • Mass: 68 tons (dry)
  • Hatches: 2 side + 1 top emergency
  • Crew Quarters: 2 (tandem cockpit: lower pilot, upper gunner/command with 360° HUD)
  • Sensor Range: 9 km (+2 km from advanced Sensor Array)
  • Life Support: 48 hours full crew

Installed Modules

  1. Electromagnetic Force Field (4,000 oz)
    +5 Energy AV when active. Toggle as Engineer Phase action. Overheat risk after 3 continuous rounds (TN 15 Endurance AR or –2 all ARs next round).
  2. Reactive Armor Panels (3,000 oz, 2 slots)
    +3 Physical AV vs. explosive/rocket attacks (front arc). Auto-negates 1d6 explosive damage once per salvo but panels destroyed after qualifying hit (repair TN 18).
  3. ECM Jammer Pod (1,200 oz)
    –3 to enemy Gunnery ARs targeting the Hunter (10 km radius). Active as Engineer action.
  4. Heavy Leg Stabilizer Actuators (2,800 oz)
    +1 effective AGL (to 9) when braced/immobile. Reduces terrain penalty to –1 on rough/uneven ground.
  5. Sensor Array (advanced) (1,000 oz)
    Sensor range increased to 9 km. +1 Recon AR for target acquisition/lock-on.

Special Notes

  • No jump capability – no thruster-assisted movement.
  • Braced Fire Bonus – When stationary and braced (1 Action), 150 mm cannon ignores Long Range penalty and gains +2 Gunnery AR.
  • Overheat Risk – After firing 150 mm cannon or full rocket salvo: next Engineer Phase roll 1d6 or suffer –2 Gunnery ARs next round (heat bloom).
  • MDC Deployment Only – Cannot self-deploy from orbit or make atmospheric entry without Mech Deployment Crane carrier. Landing without crane = catastrophic damage (4d6 × 10 HP).
  • Signature – Large thermal/mass signature: +3 to enemy Recon/sensor lock attempts at medium+ range.
  • Maintenance – Repairs restore 2d6 × Mechanics Rank HP/turn (max 20%). Critical repairs (main cannon, fusion feed, or force field) require TN 21 Engineering AR.