Iron Heinrich

The "Iron Heinrich" project was designed to give German soldiers a new form of armor for use in the field. The project was successfully completed but only 3 of the German mechs were completed before the end of the war, and it is believed by International officials that the project never got past the prototype stage. Some Iron Heinrichs were seen in battle, but they were regarded as tests.

The 3 mechs were confiscated by Odessa at the end of the war and are deployed at Odessa and New Reich bases in seperate parts of the world, there were also prototypes for an amphibious unit and a flying unit where primitive jets replaced the legs. There is work underway to create a more up-to-date version of the "Iron Heinrich" for distibution world-wide.

Below are the Villains and Vigilantes Second Edition stats for one of the Iron Heinrich versions.

IRON HEINRICH MK I

Hit Points are divided into the various sections of the body but damage must surpass the Structural Rating of the armor (SR:10) in order to damage the Heinrich:
Head/Torso:100 to disable / 400 to demolish
Left Arm:50 to disable / 200 to demolish
Right Arm:50 to disable / 200 to demolish
Left Leg:50 to disable / 200 to demolish
Right Leg:50 to disable / 200 to demolish
Disabling the head/torso will disable controls of all the limbs rendering the Heinrich.

Height: 15'Crew:
Width: 20'1 commander,
Weight: 80,0001 legs,
Cargo: 100,0001 Right Arm/Right Weapons
Move: 88"1 Left Arm/Left Weapons

Right Arm Weapons:

  1. Machine gun: +5 to hit, 1d12 damage, 528" range, 100 shots
  2. Grenade Launcher: +2 to hit, 30" range ,(Grenade: 1d10 damage, 2" blast radius), 20 shots
  3. HTH Attack: -5 to hit, 5d10 damage

Left Arm Weapons:

  1. Machine gun: +5 to hit, 1d12 damage, 528" range, 100 shots
  2. Flame Thrower: +3 to hit, 1d12 damage, 20" range, 10 shots
  3. HTH Attack: -5 to hit, 5d10 damage

Description:
The Mark I is an ugly looking mech, but had the potential to be highly effecttive. Its head and torso were one unit, much like the main body of a tank, with slits so that the crew could see out. The commmander sat on a raised seat in the rear of the crew compartment with the leg crewman sitting front and center with a better view of the ground in front of the mech. The crewmen working right and left arms and weapons would sit on their respective sides. The arms are long, but support and contain all components of their respective weapons. If necessary the arms can be detatched by explosive bolts from the inside. The legs are backward bending for stability, like a chicken. There is no waist so the leg operator must turn the entire body of the mech if a target is not in line of fore for one of the arms.

The Crew compartment is fitted with oxygen equiptment much like some primitive submersables, giving the crew the equivilent of Life Support under most conditions. The crew compartment can be accessed by either a top or bottom hatch. The hatches have 20 Hit Points apiece and can only be secured or opened from the inside.

Combat:
For combat the initiatives of each crew member should be figured seperately, the commander will only be giving orders, so his initiative is not as important. The Heinrich will move on the leg operator's initiative, the right arm and weapons will move/fire on the right arm operator's initiative, etc..


Back To Glory Days