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Page 2

NUTS! WAR WITHOUT END – MEKATANKS!



© 2011 John Cunningham – Two Hour Wargames

1



MEKATANKS©!


In the world of Mekatanks© Hitler was assassinated
by the Valkyrie cabal…but the war didn’t 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. It’s speed and
agility allows this mech to easily traverse rugged
terrain to carry out its mission.















































Vehicle
Type

Armor Main
Gun

Secondary AAM
G

Hull
MG

Co-Ax
MG

Speed Crew Notes

WOLF I
Kpf.Rt.10
Ausf. B



1/1 2
(ROF2)
(RA)

Grenade
Launcher

N N N 24/18
(LEG)

1 Valkyr IR
system



 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

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

http://www.mekatank.com/

Page 3

NUTS! WAR WITHOUT END – MEKATANKS!



© 2011 John Cunningham – Two Hour Wargames

2



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. It’s speed and agility allows this mech to
easily traverse rugged terrain at night to carry out its
mission.

























































Vehicle
Type

Armor Main
Gun

Secondary AAMG Hull
MG

Co-Ax
MG

Speed Crew Notes

WOLF I
Kpf.Rt.10
Ausf. B



1/1 8 or 6/2
(HE)
(RA)

-- N Y N 24/18
(LEG)

1 Valkyr IR
system

 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.

Page 4

NUTS! WAR WITHOUT END – MEKATANKS!



© 2011 John Cunningham – Two Hour Wargames

3



ADDITIONAL MEKATANKS

ANSTURMROBOTER KPF.RT.20 AUSF. A

The two-legged "Bear" (Bär) 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.







FLAKROBOTER KPF.RT.23 AUSF.A

The two-legged "Bear" (Bär) 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

Armor Main
Gun

Secondary AAMG Hull
MG

Co-Ax
MG

Speed Crew Notes

WOLF I
Kpf.Rt.10
Ausf. B



1/1 8 or 6/2
(HE)
(RA)

-- N Y N 24/18
(LEG)

1 Valkyr IR
system

Vehicle
Type

Armor Main
Gun

Secondary AAMG Hull
MG

Co-Ax
MG

Speed Crew Notes

WOLF I
Kpf.Rt.10
Ausf. B



1/1 8 or 6/2
(HE)
(RA)

-- N Y N 24/18
(LEG)

1 Valkyr IR
system

Page 5

NUTS! WAR WITHOUT END MEKATANKS! SCENARIO



© 2011 John Cunningham – Two Hour Wargames

4





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
31

st
Panzer and the 2

nd
Armored Division are

pushing through the suburbs of the shattered
city towards the center, facing stiff resistance
from the 19

th
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

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)

Reflexes, Brute, Army of One, Hands of Stone,
Unstoppable, Nerves of Steel, Monstrous

TERRAIN

Set up terrain as shown on the map




SPECIAL RULES


 Coalition Support Level: 1d6

 Soviet Support Level: 1d6

 -wide Zed Gas zones on
the table

 Zombie gunfire rules are in effect

 No air support available

 Building walls are DV3

 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 scout the map
and make contact with the Resistance. The
Soviets must hold at all costs.

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