Saturday, December 21, 2013

355: K-Mach

ENTRY 355: K-Mach

"Three tons of armor and myomer fibers, driven by high-performance atomic batteries guaranteed to last thirty years and survive a point-blank shot from a railgun. Armed with an integrated particle beam rifle, 360-degree field of vision with overlapping lidar, radar, and t-ray emitters. Integral on-board AGI to assist with targeting and multitasking. You probably think you're a bunch of bad asses, don't you? Well let me assure you that your kriegmaschines are only the bare minimum equipment you need to survive against warbots and hunter-killers."
- Marshall Rideck

Before Reapers and Furies became the go-to combat morphs of transhumanity, the battlefields crawled with massive, deceptively fast humanoid mecha, most notably the popular kriegsmaschine (K-Mach) design. The K-Mach represented a transitional stage between biomorph-operated powered exoskeleton vehicles and resleeving directly into combat craft; while the military had long used teleoperated drones for a variety of combat tasks, the transition from a primarily biomorph-based armed force to a mobile tactical mechanized force was problematic and exacerbated by the logistical complexities of the Fall. While most military R&D had focused on egos directly integrated into and controlling traditional vehicles like tanks, aircraft, and orbital weapons platforms, transhumanity needed a morph that resleeved egos could adapt to quickly. The compromise was a three-meter tall, three-ton mobile weapons platform that could run, jump, and shoot like a trained soldier, but was armored like a combat vehicle and with integrated weapons that could easily be swapped out in mobile resupply centers. The K-Machs brought the fight to the enemy, sometimes going toe-to-toe with the often much more heavily armed warbots.

After the war, most of the K-Machs were retired or decommissioned and converted to civilian interests. While powerful, K-Machs were expensive to make and maintain, and most transhumans prefer the much smaller and cheaper Reapers. However, used K-Machs still retain a certain value - especially modified ones or those that took place in important battles, and some veterans like to keep theirs around, even if it's just in storage most of the time.

K-Mach Stats

K-Mach are synthmorphs.
Enhancements: 360-Degree Vision, Access Jacks, Anti-Glare, Basic Mesh Inserts, Chem Sniffer, Cortical Stack, Cyberbrain, Cybersword (retractable Blade, 2d10 + 6 DV), Electrical Sense, Enhanced Vision, Heavy Combat Armor, Lidar, Magnetic Vision, Mnemonic Augmentation, Pneumatic Limbs, Radar, Reflex Booster, Structural Enhancement, T-Ray Emitter, Weapon Mount (articulated, 2)
Mobility System: Bipedal Walker (4/20)
Aptitude Maximum: 30 (REF and SOM 40)
Durability: 60 (w/Structural Enhancement)
Wound Threshold: 16 (w/Structural Enhancement)
Speed Modifier: +1 (Reflex Booster)
CP Cost: 110
Credit Cost: Expensive (minimum 125,000)
Traits: +10 REF (+20 with Reflex Booster), +20 SOM, Armor 20/20, Comes equipped with 1 integral weapon in weapon mount (Particle Beam Rifle, Plasma Rifle, Pulser, Railgun Machine Gun, Seeker Rifle, or Torch), Large Morph

No comments:

Post a Comment