Meka Dread

Meka Dread
Tactical Speed: 10*/14

Cruising Speed: 30kph

Maneuverability: +10

Structural Integrity: 75

Size: Immense (8)

Armour: 45*/35 All

Vehicle Traits: Enclosed, Ponderous, Ramshackle, Walker, Mecha

Crew: One hard-wired Ork pilot

Carrying Capacity: None

Weapons

 * Rippa Klaw (Melee; 4d10+6 R; Pen 8; Power Field, Unwieldy)

Chose one of the fallowing: * Each time Big Zzappa scores a hit, roll 1d5 and add that many d10 to its damage for that shot. If 5 is rolled shot goes off but Dread suffers 1d10+10 E damage ignoring its armor as lightning cracks thru it. * Vehicles hit by Shunta must subtract 10 from their Tactical Movement for 1 turn. Non vehicles are treated as Snared for 1 turn instead
 * 2x Servo-Arms (Melee; 2d10+14 I; Pen 0; Unwieldy)
 * Big Zzappa (200m; S/3/–; 1d10+10 E; Pen 8; Clip -; Shocking, Inaccurate, Overheats, *)
 * Shunta (100m; S/–/–; 2d10 I; Pen 5; Clip -; Graviton, Blast (2) *)
 * Rattler Kannon (100m; –/–/8; 2d10+6 I; Pen 6; Clip 240; Inaccurate, Storm)

Special Rules
Ramshackle Monster- Meka Dread is coated with chunks of metal plates, not all attached properly. Meka Dread base armor is considered 45 but if any attack penetrates it reduce it by 2. If however that damage was Explosive type subtract 5 instead. For every 5 Armor lost by the dread add 2 to it's Tactical Speed. "Stable" Meka Dread has 35 Armor and 14 Tactical Speed.

Mecha

Meka Dread may also be equipped with any of the fallowing:

Mega Charga- Meka Dread may gain Enhanced Motive System trait (so nullifying Ponderous trait) for 1d10 rounds, but when that effect wears off it suffers 1d10 E damage ignoring armor

Kustom Force Field- Protection Rating of 50 that Overloads on a roll of 15 or lower. Instead of the usual effects, when this Force Field Overloads, it ceases to function for 1d5 Rounds and immediately inflicts 1d10+5 Energy Damage with a Penetration of 0 and the Shocking Quality upon everything within 2d10 metres of the user (including the user himself, naturally).