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
- 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). - 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). - ECM Jammer Pod (1,200 oz)
–3 to enemy Gunnery ARs targeting the Hunter (10 km radius). Active as Engineer action. - Heavy Leg Stabilizer Actuators (2,800 oz)
+1 effective AGL (to 9) when braced/immobile. Reduces terrain penalty to –1 on rough/uneven ground. - 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.