M.A.C. II Mk X

Model Type: M.A.C. II Mk X
Intelligence: Neural
Alignment: Scrupulous
Crew: None needed but two or three is typically employed to be able to use the most weapon systems. Can carry up to 10 additional passengers with their combat gear.
Attributes:
I.Q.:  30
P.S.:  100
P.P.:  30
M.D.C. By Location:

* These are small and difficult targets to hit, requires a called shot and even then attackers are -3 to strike.

**Depleting the M.D.C. of the Neural Housing will destroy the intelligence of the robot. Note: The housing is located inside of the main body, which must be destroyed to reach the housing.

***Depleting the M.D.C. of the main body will shut the mecha completely down.

Speed

Statistical Data

Sensors and Equipment:

Weapon Systems

  1. BCF-1B1 Body Contouring Force Field: This force field is designed to be engaged all of the time. The force field is projected at a distance of 1 in away from the M.A.C. The shield can be adjusted to form a sphere (radius of 50 ft) around the M.A.C. for repair purposes. The force field allows additional weapons to be picked up and used as well as incorporated into the protection of the shield. The shield also allows weapons to be fired from the inside of the shield without having to drop the shields. The owner of the M.A.C. can enter or exit the shield without having to drop it.
    Primary Purpose: Defense
    Secondary Purpose: Bombing
    Mega-Damage: 10,000; the shield regenerates at a rate of 100 M.D.C per melee.
    Range: special: 1 in BC or 50 ft sphere
  2. Synchro Cannons (2): A truly incredible mechanism of destruction is the M.A.C.'s Synchro cannon, a miniature version of the SDF-3's Reflex cannon. The devices are mounted on the top outboard of the M.A.C.
    Primary Purpose: Assault
    Mega-Damage: Obilerates EVERYTHING in its path of fire. Fires a destructive beam about 50 ft wide. If both cannons fire simutanesly the beam is 125 ft wide.
    Rate of Fire: Two times per melee for each cannon.
    Range: 31,680 ft (6 miles) in an atmosphere, 100 miles in space.
    Payload: Effectively Unlimited
  3. RAPBC-2 Rapid Acceleration Particle Beam Cannons (2): The cannons are mounted on top of the M.A.C.
    Primary Purpose: Assault/Anti-Armor
    Secondary Purpose: Anti-Aircraft/Defense
    Mega-damage: 1D6x1000 M.D. per blast. Can also fire volleys of 2 rounds simultaneously (multiply the number of dice rolled appropriately).
    Range: 31,680 ft (6 miles) in an atmosphere, 70 miles in space.
    Rate of Fire: Is equal to the total hand to hand skills of the pilot. It must be stressed that one volley, which can be two rounds doing as much as 12,000 points of M.D. damage, is considered to be only one of the total attacks per that melee.
    Payload: Effectively Unlimited.
    Note: The two cannons can be raised up and down in a 60 degree arc. They are the inner two of the four cannons on top of the MAC.
  4. GR-1000 Autocannon (1; handheld): This is a large hand held gravity weapon that fires depleted Uranium Rounds.
    Primary Purpose: Assault/Defense
    Weight: Two tons
    Mega-Damage: 4D6x10 M.D. per burst.(15 round burst)
    Rate of Fire: Equal to number of combined hand to hand attacks per melee.
    Range: 28,160 ft (5 1/3 miles) in an atmosphere, 16 miles in space.
    Payload: Heavy ammo-drum 12000 rounds (800 full bursts). Or it can be fitted with a mini-clip which contains 360 rounds (24 full bursts).
    Special Features: The cannon has its own laser targeting and radar targeting system built into the weapon itself. Range: 6 miles (20 in space), +2 to strike
  5. EU-XII Destabilizer (1; handheld): A powerful energy weapon that is standard issue for the M.A.C. The Destabilizer has its own fusion reactor that gives the weapon an almost unlimited charge. The cannon can fire a special burst of energy that will disrupt force fields. Against large shields one blast has an 80% chance of creating a 6D6 foot hole in the field. The hole will last 4D6 minutes. One blast from an EU-XII destabilizer will obliterate the force field used by Robots and Power Armor for a duration of 4D6+20 minutes.
    Primary Purpose: Assault
    Secondary Purpose: Force Field disruption
    Mega-Damage: 2D6x10 M.D. per blast
    Rate of Fire: Equal to the pilot's combined hand to hand attacks.
    Range: 2 miles in an atmosphere, 5 in space.
    Payload: Effectively Unlimited.
  6. Medium Range Missile Launchers (2): Seventy two medium range missiles are housed in the launchers on each forearm.
    Primary Purpose: Anti-Armor
    Secondary Purpose: Anti-Aircraft
    Missile Type: Any medium range missile can be used, but standard issue is Plasma.
    Mega-Damage: Varies with missile type. Plasma - 2D6x10 M.D.
    Range: Plasma - 40 miles
    Rate of Fire: One at a time or in volleys of two, three or six.
    Payload: 144 total, 72 per forearm, 24 in each launcher.
  7. Lower Leg Mini-Missile Launchers (2): Located on the outside of each lower leg is a mini-missile launcher.
    Primary Purpose: Anti-Aircraft
    Secondary Purpose: Anti-Personnel
    Missile Type: Any mini-missile can be used, but standard issue is plasma.
    Mega-Damage: Varies with missile type. Plasma 1D6x10 M.D.
    Range: Usually about one mile.
    Rate of Fire: One at a time or in volley of 2, 3, or 4.
    Payload: 900 total; 450 in each leg (Ten rows of mini-missiles are stacked in each of eighteen firing compartments.)
  8. Shoulder Mounted Missile Launchers (2):
    Primary Purpose: Anti-Armor
    Secondary Purpose: Anti-Aircraft
    Missile Type: Any short range missile can be used, but standard issue is
    Mega-Damage: Varies with missile type.
    Range: Varies with missile type
    Rate of Fire: One at a time or in volleys of two, three, six or twelve.
    Payload: 100 total, 50 per launcher
  9. Flamethrowers (2): A small flamethrower turret capable of 360 degree rotation, is located on the inside of each lower leg.
    Primary Purpose: Anti-Personnel
    Secondary Purpose:
    Mega-Damage: 1D4 M.D. per single blast or 2D4 per simultaneous double blast of napalm like fire. Plus there is a 90% likelihood of setting all combustible material, including fuel, wood, dry grass, clothes and hair on fire. The fire does an additional 1D4 M.D. per melee round and burns for a minimum of 2D4 melees.
    Range: 200 ft
    Rate of Fire: Equal to # of Hand to Hand attacks.
    Payload: 1000 blasts; 500 from each leg.
  10. HI-Laser Cannon Belly Turret: The double-barreled HI-laser cannon is designed to counter ground troops and can rotate 180° up and down and 360° side to side. It is variable frequency so that it can be used against vehicles like the Glitter boy with laser resistent armor.
    Primary Purpose: Assault
    Secondary Purpose: Defense
    Mega-Damage: 1D6x100 M.D. per single blast or 2D4x100 M.D. per dual simultaneous blast.
    Range: 21,120 ft (4 miles) in an atmosphere. Sixteen miles in space.
    Rate of Fire: Equal to number of hand to hand attacks
    Payload: Unlimited
  11. Drum Bombs (2): These are mounted in a compartment in the bottom of the M.A.C. Its protected by a heavy shield that has 450 M.D.C to prevent detonation by enemy attack.
      The bombs can be released at any time, dropping to the ground. The bomb is not propelled by any means, so the M.A.C. pilot should allow himself enough time to get out of the blast radius. The bombs have a timer that can be programmed from the crew compartment for 10 seconds to 90 minutes.
    Primary Purpose: Assault on enemy installations
    Secondary Purpose: Self-destruction
    Weight: 2 tons
    Bomb Type: Plasma; M.D.C. of released bomb: 20
    Mega-Damage: 2D6x1000 M.D. to everything in a 500 ft radius and 3D6x100 M.D. to an additional 1000 ft radius beyond that.
    Rate of Fire: Can drop two
    Payload: Two bombs
  12. Cruise Missile Launcher: This launcher uses high powered missiles that are designed for use against military spaceships. It is located on the under side of the M.A.C.
    Primary Purpose: Anti-Spacecraft.
    Mega-Damage: Varies with missile type. Standard is Anti-matter 4D6x100 M.D.
    Range: 1000 miles.
    Rate of Fire: One at a time or in a volley of 2.
    Payload: Two cruise missiles are the max.
  13. Point Defense Lasers: These "mini" lasers are used primarily to engage missiles, robots, power armor and soldiers at very close range. These weapons are mounted in strategic locations around the M.A.C. At least two cannons can be focused at the same target.
    Primary Purpose: Defense
    Secondary Purpose: Anti-Personal
    Mega-Damage: 1D6x10 M.D. per blast or 3D6x10 M.D. per pulse (3 blasts) per cannon. Increase the damage respectfully when more than one cannon is used (ie. 2 cannon's double damage, 3 cannon's triple damage, etc.)
    Rate of Fire: Equal to the total # of HTH attacks of the gunner. The point defense lasers are controlled by a dedicated Robot Intelligence that is programed to defend the M.A.C. against all attacks.
    Range: 3 miles in an atmosphere, 10 miles in space.
    Payload: Effectively Unlimited
  14. Any hand held weapon can be used if desired.
  15. Hand to Hand Combat: Rather then use a weapon the M.A.C. can engage in mega-damage combat. 10 attacks/actions per melee. +10 to strike, +13 to parry, dodge impossible, Critical strike 18, 19, 20, Knockout/stun 18, 19, 20, Death 19 or 20
        Restrained Punch- 3D6 M.D.
        Full Strength Punch - 2D6x10 M.D.
        Power Punch - 3D6x10 M.D.
        *Stomp - 6D6 M.D.

    *The M.A.C.'s incredible size makes it able to stomp/step on objects up to 34 feet tall.

MAC-II-Mk-X.php -- Revised: January 27, 2021.