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Armored Troopers and PowersuitsStep One: Chose a FrameWeights based on 1 unscaled ton per 2 unscaled Kills, 1 unscaled ton = 5 scaled Hits, 1 unscaled ton = 10 scaled Kilograms. CP cost based on 1 unscaled CP = .2 scaled CP All Mecha have a number of Spaces in which to mount weapons and thrusters and verniers equal to their unscaled Kills of Structure. Weapons take up as much space as their cost times 5 but can be fitted by buying Space Efficiency.
Step Two: Add Armor
Armor is limited to two sizes greater than the Size of the Mecha
Step Three: Add Weapons
Step Four: Purchase Cockpit,Sensors and OptionsCockpitSpace has to be allocated in the mecha's Torso, Arms, Legs, and possibly Head to accomodate a pilot. 1 space must be allocated per 1 Body of Pilot. The cockpit control system is a Slave/Reflex type, but that comes later. Sensors
Electronic Warfare Systems
Full Cost for first system, subsequent systems cost 1/2 Space = Cost (if multiple EW systems, cost of most expensive
unit)
EW systems are: Defensive (Sensor, Missile, Radar Jamming) or
Offensive (ECCM)
Options
|
System | Sp | Cost | Spec |
Stereo | - | .02 | Tunes |
Liftwire | - | 0.06 | |
Antitheft | - | * | *0.04cp std or 0.08cp for enhanced unit |
Spotlights | - | 0.06 | Illuminates 10m |
Nightlights | - | 0.1 | IR spotlights illuminate 10m |
Storage | 1 | .2 | 50kg storage |
Micro- manipulators | 1 | .2 | |
Slick Spray | 1 | .6 | |
Bogg Spray | 1 | .6 | |
Damage Control | 1 | .2 | |
QuickChange Mount | - | .2 | Omnimech concept |
Silent Running | - | * | .2cp/level |
Parachute | - | * | .1cp/10 kg |
Re-Entry Package | - | * | .2cp/10 kg |
Ejection Seat | - | .2 | Last Chance! |
Blow-Away Armor | 1 | .4 | Last Chance! |
Place each weapon and additive component into a servo and add up their space requirements. The total should be more than what the servo provides. You can reduce the space requirement at a cost of .1 CP per space reduced.
For example, your left arm has 5 spaces. You decide to mount a weapon that requires 11 spaces in that arm. you can either reduce the weapon to just fit or further to leave room for later (recommended). You decide to reduce it by 8 spaces, leaving 3 in the arm. This reduction costs .8 CP. The weight, damage, and capability of either the arm or weapon is unaffected.
(Unscaled notes, 1 unscaled CP per 2 spaces. In the previous example, an 8 space reduction would cost 4 CP, which would be scaled (x0.2) to .8 CP.)
Add up the weights of all the servos, weapons, and additive components and record their total. Consult the MOVE and MV table. If the weight is too high, then reduce it by purchasing weight efficiency at a cost of .01 CP per kilogram reduced. Record th is result seperately, it will be added after the Multiplier Costs have been determined.
For example, your battlesuit so far weighs 2100 kg. That is fairly heavy, so you wish to reduce it to a manageable and consistent 790 kg. That is a 1310 kg reduction. At .01 CP per kilogram, that comes to 13.1 CP. Our design now weighs 790 kg and costs 13.1 CP extra.
The space requirement of thrusters is the battlesuit's weight in Kilograms x 0.00375 x Mekton MA desired. Divide the result by 5 for the CP cost. Most Battlesuits don't actually fly but use Jumpjets for extended leaps. A leap of 100 meters (recommende d) is equal to about Mekton MA of 2. True flight requires a Mekton MA of 7 or higher. Most thrusters are located in the torso, so buy space efficiency if required.
For example, our 790 kg. Battlesuit wishes to jump 100 meters. That would be MA 2, so 79 x 0.0375 = 2.9625 x 2Ma = 5.925 spaces /5 = 1.185 CP.
(Scaling Note- In the preceding example, a 79 ton mecha flying at 2MA would cost 79 x .0375 = 2.9625 x 2MA = 5.925 CP which scales (x 0.2) to 1.185 CP.)
Mekton MA Points | Cost | Weight | Spaces | Balance Modifier |
---|---|---|---|---|
10 | .2 | 5kg | 1 | .05 |
20 | .4 | 10kg | 2 | .1 |
30 | .6 | 15kg | 3 | .15 |
40 | .8 | 20kg | 4 | .2 |
50 | 1.0 | 25kg | 5 | .25 |
70 | 1.4 | 35kg | 7 | .35 |
100 | 2.0 | 50kg | 10 | .5 |
200 | 2.4 | 60kg | 12 | .6 |
500 | 3.0 | 75kg | 15 | .75 |
1000 | 5.0 | 100kg | 20 | 1.0 |
Max Boost | Balance Modifier |
---|---|
+1 | x0.6 |
+2 | x0.7 |
+3 | x0.8 |
+4 | x0.9 |
+5 | x1.0 |
+6 | x1.1 |
+8 | x1.3 |
+10 | x1.6 |
+20 | x2.0 |
+50 | x2.2 |
+100 | x2.5 |
Total all the Balance Modifiers from every Boosterpack installed, then multiply the total by their Max Boost (the maximum additional MA per turn) modifier. The resulting Balance Modifier is subtracted from the Battlesuit's Land MA, Flying MA, and MV. Once the Boostpacks are out of MA (out of fuel), then they can be discarded and the modifiers ignored.
Torso | Limbs | Other | Space | KD | Balance Modifier | Cost | Anti-Fusion Cost |
---|---|---|---|---|---|---|---|
SL | STR | MW | 2 | 5 | 0 | .4 | .6 |
LW | MS | LH | 4 | 10 | 0.1 | .8 | 1.2 |
STR | HS | MH | 6 | 15 | 0.2 | 1.2 | 1.8 |
MS | MW | AH | 8 | 20 | 0.3 | 1.8 | 2.4 |
HS | LH | SH | 10 | 25 | 0.4 | 2.0 | 3.0 |
MW | MH | MEGA | 12 | 30 | 0.5 | 2.4 | 3.6 |
LH | AH | 14 | 35 | 0.6 | 2.8 | 4.2 | |
MH | SH | 16 | 40 | 0.7 | 3.2 | 4.8 | |
AH | MEGA | 18 | 45 | 0.8 | 3.6 | 5.4 | |
SH | 20 | 50 | 0.9 | 4.0 | 6.0 | ||
MEGA | 22 | 55 | 1.0 | 4.4 | 6.6 |
Balance Modifier | Space Penalty | Cost |
---|---|---|
.1 | -2 | .4 |
.2 | -3 | .8 |
.3 | -4 | 1.2 |
.4 | -5 | 1.6 |
.5 | -6 | 2.0 |
.6 | -7 | 2.4 |
.7 | -8 | 2.6 |
.8 | -9 | 3.2 |
.9 | -10 | 3.6 |
1.0 | -11 | 4.0 |
Multiplier Systems affect the cost of the entire mecha. Add up all the multiplier costs and add the result to 1. Muliply that result by the previously figured CP cost of the Battlesuit. The result is the final cost of the Battlesuit
Charge | XS | Cost | Modifiers |
Undercharged | 1 | -x0.15 | -1MV,-1 Mekton MA |
Standard Charge | 1 | x0.0 | +0MV,+0 Move |
Overcharged | 1 | x0.15 | +1MV,+1 Mekton MA |
Supercharged | 1 | x0.3 | +2MV,+2 Mekton MA |
Source Cost
Power Cell -x0.15
Slave/Reflex type Control System, Cost Multiplier is x0.1
Hydraulics | Cost | Spaces | Melee Bonus | Lifting Capacity |
Space Type | -x0.1 | -1/servo | +0 | x1 |
Marine Type | -x0.05 | 0 | +0 | x1 |
Standard | x0.0 | 0 | +0 | x1 |
Heavy | x0.1 | 1/servo | +1d6 | x1.5 |
Superheavy | x0.2 | 2/servo | +2d6 | x2 |
Type | Cost |
Arctic Env.Prot: | x0.05 |
Desert Env.Prot: | x0.05 |
Underwater EnvP: | x0.05 |
HighPressure EP: | x0.05 |
Space Env.Prot: | x0.05 |
EM EnviroProt: | x0.1 |
Reentry EnvProt: | x0.1 |
Using your previously figured weight, consult the table below to determine your Battlesuit's Maneuver Value. This should be abyssmally high. To reduce it, purchase Maneuver Verniers and place them in the torso, arms, and legs.
1/10 scale design MV | |
Weight in Kg. | Reflex and Dexterity modifier |
1 - 199kg | -1 |
200 - 299kg | -2 |
300 - 399kg | -3 |
400 - 499kg | -4 |
500 - 599kg | -5 |
600 - 699kg | -6 |
700 - 799kg | -7 |
800 - 899kg | -8 |
900 - 999kg | -9 |
over 1000kg | -10 |
MVBonus | Cost | Spaces |
+1 | x0.1 | 5 |
+2 | x0.2 | 10 |
+3 | x0.3 | 15 |
+4 | x0.4 | 20 |
+5 | x0.5 | 25 |
+6 | x0.6 | 30 |
+7 | x0.7 | 35 |
+8 | x0.8 | 40 |
+9 | x0.9 | 45 |
+10 | x1.0 | 50 |
System | Cost |
Basic Cloak | x0.15 |
Active Cloak | x0.3 |
Pulse Refract | x0.1 |
Fire Control | x0.3 |
Stealth | x0.2 |
Please refer to the Mekton Zeta Plus book page 79 for detailed information on this complicated system.
Turns: | 1 | 2 | 3 |
---|---|---|---|
Cost: | x0.75 | x1.25 | x2.0 |
Add up all the Multiplier Systems and add 1. Multiply the result by the total CP cost of the Battlesuit. Add the cost of Weight Efficiency to the cost of the Battlesuit plus Multiplier Systems. The final result is the final CP cost of your Battlesuit.
A Battlesuit's Strength is determined by it's Torso level.
1/10 scale design Movement | |||||
Weight | Unscaled MA | Move | Ground Move | KPH | MPH |
0-199kg | 6 | 9 | 27 meters / phase | 27 kph | 18 mph |
200-399kg | 5 | 7 | 21 meters / phase | 21 kph | 14 mph |
400-599kg | 4 | 6 | 18 meters / phase | 18 kph | 12 mph |
600-799kg | 3 | 4 | 12 meters / phase | 12 kph | 9 mph |
over 800kg | 2 | 3 | 9 meters / phase | 9 kph | 6 mph |
The formula for converting Mekton MA to Bubblegum Crisis Move uses the Speedlines from pag. 64 in Mekton Zeta.
For Mekton MAs 1-11, multiply MA by 18, then divide by 16 to get the Surface BGC Move or 1.6 to get BGC Flight Move
For Mekton MAs above 11, [([(MA/10)x2]-1)xMA]x18 to get kph, then divide by 16 to get Surface BGC Move or 1.6 to get BGC Flight Move.
Don't forget modifiers from boosters, overcharged and supercharged powerplants, configuration, etc.