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NUTS! WAR WITHOUT END MEKATANKS!

MEKATANKS!

In the world of Mekatanks Hitler was assassinated by the Valkyrie cabalbut the war didnt end. While the Allies forged a separate peace with the post-Nazi regime, the Soviets refused to accept the surrender of the new government and pressed on with the war, determined to seize not just Germany, but all of Europe. The new Germany became a close ally of the Western powers in a topsy-turvy world in which the ingenuity of the German scientists combined with the industrial power of U.S.A. to produce a new generation of robotic fighting machines that integrated the latest innovations in control systems, computers and armor. By 1947 the Allies fielded the first Mekatanks against the Soviet armies in Europe. http://www.mekatank.com/

WOLF I KPF.RT.10 AUSF. B


This first generation of Mekatank is an infantry support and reconnaissance mech that is at the cutting edge of the Coalition forces capabilities. After trials with the Ausf. A version in late 1946 and early 1947, the first production version, the Ausf. B, entered service in July, 1947.This Mekatank is lightly armed and armored one-man scout mech that is armored sufficiently to resist small arms, shrapnel and heavy machine gun fire. Its main armament is a 20mm KwK 38autocannon, with a Schiessbecher Model 46 automatic grenade launcher capable of firing 20 grenades a minute. A defensive set of smoke grenades and an Infrared sight completes the weapons set of the Wolf Ausf. A. Its speed and agility allows this mech to easily traverse rugged terrain to carry out its mission. Mekatank Copyright 2010 Olivier Saint-lot. Images and text with permission of Olivier Saint-lot. Class: Kpf.Rt. 10 Version: Ausf.B Type: Light Recon Crew: 1 Weapons: 20 mm KwK 38, auto grenade launcher Armor: Light Radio: FuG 5B Engine: Maybach 305 Combat weight: 3540 Kg Height: 4.08 m

Vehicle Type WOLF I Kpf.Rt.10 Ausf. B

Armor 1/1

Main Gun 2 (ROF2) (RA)

Secondary Grenade Launcher

AAM G N

Hull MG N

Co-Ax MG N

Speed 24/18 (LEG)

Crew 1

Notes Valkyr IR system

2011 John Cunningham Two Hour Wargames

NUTS! WAR WITHOUT END MEKATANKS!


WOLF II KPF.RT.10 AUSF. A
This follow-up version of the Wolf I Mekatank was designed as an anti-tank system specializing in night fighting. This deadly Mekatank operated in hunter killer teams and excelled in an urban combat role, stalking the ruins Europe to smash its foes. The Wolf II Kpf.Rt.10 Ausf A was armed with a 106mm recoilless rifle with a select fire load of HE and AP shells, and an MG-34 for infantry defense. A defensive set of smoke grenades and an advanced Infrared sight completes the weapons set of the Wolf II Ausf. A. Its speed and agility allows this mech to easily traverse rugged terrain at night to carry out its mission. Class: Wolf II Kpf.Rt. 10 Version: Ausf.A Type: Hunter-Killer Crew: 1 Weapons: M40 106mm Recoilless Rifle, MG-34 Armor: Light Radio: FuG 5B Engine: Maybach 305 Combat weight: 3720 Kg Height: 3.88 m

Mekatank Copyright 2010 Olivier Saint-lot. Images and text with permission of Olivier Saint-lot.

Vehicle Type WOLF I Kpf.Rt.10 Ausf. B

Armor 1/1

Main Gun 8 or 6/2 (HE) (RA)

Secondary --

AAMG N

Hull MG Y

Co-Ax MG N

Speed 24/18 (LEG)

Crew 1

Notes Valkyr IR system

2011 John Cunningham Two Hour Wargames

NUTS! WAR WITHOUT END MEKATANKS! ADDITIONAL MEKATANKS


ANSTURMROBOTER KPF.RT.20 AUSF. A
The two-legged "Bear" (Br) mekatank was an advance over the Wolf class mekatanks. Equipped with heavier armor akin to a Panzer IV and armed with an 88mm gun, it was capable of defeating Soviet armor.

Vehicle Type WOLF I Kpf.Rt.10 Ausf. B

Armor 1/1

Main Gun 8 or 6/2 (HE) (RA)

Secondary --

AAMG N

Hull MG Y

Co-Ax MG N

Speed 24/18 (LEG)

Crew 1

Notes Valkyr IR system

FLAKROBOTER KPF.RT.23 AUSF.A


The two-legged "Bear" (Br) mekatank variant is outfitted with a modified Kugelblutz AA turret. This FlaK version armed with a 50 mm AA cannon and a co-axial 20 mm cannon can keep Soviet aircraft at bay and provide close fire support for infantry.

Vehicle Type WOLF I Kpf.Rt.10 Ausf. B

Armor 1/1

Main Gun 8 or 6/2 (HE) (RA)

Secondary --

AAMG N

Hull MG Y

Co-Ax MG N

Speed 24/18 (LEG)

Crew 1

Notes Valkyr IR system

2011 John Cunningham Two Hour Wargames

NUTS! WAR WITHOUT END MEKATANKS! SCENARIO


SCENARIO-4 WOLVES IN WARSAW
Background: August 23, 1948. The combined armies of the Western Coalition have pushed the Soviets back into Poland after bitter fighting, and now are at the gates of Warsaw. Units of st nd 31 Panzer and the 2 Armored Division are pushing through the suburbs of the shattered city towards the center, facing stiff resistance th from the 19 Guards Tank Army. SITUATION Night, August 23, 1948. Near the Warsaw Ghetto. A platoon of Wolf I and Wolf II infantry combat walkers has been detailed to scout towards Warsaw Ghetto and make contact as possible with any Polish Home Army units rumored to still survive among the ruins. OBJECTIVES The Coalition player must scout the map to Zones 4 and 6. To be successful they must spend one turn of activation within 6" of the edge of the board in sections 5 and 6. Once they have accomplished this they must report back by exiting the table from the edge that they entered it. The Soviet players task is to stop the Coalition Player from reaching his objectives. FORCES Coalition players enter from Zones 1, 2. Coalition forces consist of: 3x Wolf I Mekatanks 2x Wolf II Mekatanks Soviet forces may set up anywhere within zones 3, 4, 5 and 6. Soviet forces consist of: 2x squad Assault Troops (protected infantry) 1x squad Power Armor 1x PTR3 Light Combat Walker Polish Home Army Unit 1x squad protected infantry (Use Soviet stats) 1x Super Soldier The Golem: Rep5; Combat Reflexes, Brute, Army of One, Hands of Stone, Unstoppable, Nerves of Steel, Monstrous TERRAIN Set up terrain as shown on the map
2011 John Cunningham Two Hour Wargames

SPECIAL RULES Coalition Support Level: 1d6 Soviet Support Level: 1d6 Place 1d3+1 5-wide Zed Gas zones on the table Zombie gunfire rules are in effect No air support available Building walls are DV3 Night rules: LOS 12 except for Night Vision systems A successful Pass 2d6 on the Contact Table (Scouting Result) results in the Polish Home Army unit being activated in that zone.

RESULTS The Coalition players task is to scout the map and make contact with the Resistance. The Soviets must hold at all costs.

NUTS! WAR WITHOUT END MEKATANKS! SCENARIO

2011 John Cunningham Two Hour Wargames

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