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Evil Schemer

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Armored Troopers and Powersuits

Step One: Chose a Frame

Weights 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.

Battlesuits
Strength Unscaled Kills/Space/Cost Average Kills Hits CP Weight Examples
Torso Head Arms Legs Total
1 2 1 4 4 11 1.83 10 2.2 55kg
2 4 2 6 6 18 3 15 3.6 90kg  
3 6 3 8 8 25 4.16 20 5.0 125kg  
4 8 4 10 10 32 5.33 25 6.4 160kg Genom Powered Suit
5 10 5 12 12 39 6.5 30 7.8 195kg  
6 12 6 14 14 46 7.66 40 9.6 230kg Mackie's Battlesuit
7 14 7 16 16 53 8.83 45 10.6 265kg  
8 16 8 18 18 60 10 50 12.0 300kg ADP K-11
9 18 9 20 20 67 11.16 55 13.4 335kg ADP K-17
10 20 10 22 22 74 14.6 60 7.4 370kg Illegal Army Combat Suit
11 22 11 24 24 81 13.5 70 16.2 405kg ADP K-12

 


Step Two: Add Armor

Armor Total Unscaled Kills Hits Averaged Hits Cost Weight Examples
1 6 30 5 1.2 30kg  
2 12 60 10 2.4 60kg  
3 18 90 15 3.6 90kg  
4 24 120 20 4.8 120kg  
5 30 150 25 6.0 150kg  
6 36 180 30 7.2 180kg  
7 42 210 35 8.4 210kg  
8 48 240 40 9.6 240kg ADP K-11, Mackie's Battlesuit
9 54 270 45 10.8 270kg  
10 60 300 50 12.0 300kg ADP K-12, ADP K-17, Genom Powered Suit
11 66 330 55 13.2 330kg  
Scaled Armor
1 36 360 60 36 300kg Illegal Army
2 39 390 65 39 600kg  
3 42 420 70 42 900kg  
4 45 450 75 45 1200kg  
5 48 480 80 48 1500kg  
6 51 510 85 51 1800kg  
7 54 540 90 54 2100kg  
8 57 570 95 57 2400kg  
9 60 600 100 60 2700kg  
10 63 630 105 63 3000kg  
11 66 660 110 66 3300kg  

 

Armor Type Cost
Standard x1.0
Fusion Proof x2.0

 

Armor is limited to two sizes greater than the Size of the Mecha


Step Three: Add Weapons

  1. Lasers
  2. Railguns and Machineguns
  3. Missiles
  4. Energy Swords, Ribbon Cutters, and other Melee Weapons

 


Step Four: Purchase Cockpit,Sensors and Options

Cockpit

Space 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

Range Comm Range Cost Weight Unscaled Spaces
1km 6km 0 0 kg 1
2km 10km .6 10kg 1
4km 16km 1.2 10 kg 1
7km 20km 2.4 10 kg 1
11km. 26km 3.6 10 kg 1
15km 30km 5.4 20 kg 1
20km 36km 7.2 20 kg 1
26km 46km 9.6 30 kg 1
30km 60km 413.2 30 kg 1
40km 100km 16.2 30 kg 1
50km 200km 19.2 40 kg 1

 

Sensor System Perception Bonus
+0 x1.0
+1 x1.5
+2 x2.0
+3 x2.5
+4 x3.0

 

 

System Cost Space Notes
Advanced Sensor Package (ASP) 10 2 Full-spectrum EM sensors, Magnetometer, Motion Detector,Magnetic Anomaly Detector, Energy scanner, Thermographic
Radio/Radar Analyzer 5 1 Allows radio/radar signal tracking/location
Res.Intensifiers .5/lvl 1 magnifiers. 1 sp total
Spotting Radar 10 5 4 Kills
Target Analyzer 5 1  
Marine Suite 2 1 Deep underwater sensory equipment

 


Electronic Warfare Systems

ECM Rank Cost
1 .2
2 .4
3 .8
4 1.2
5 1.8
6 2.4
7 3.2
8 4.0
9 5.0
10 6.0

 

Full Cost for first system, subsequent systems cost 1/2

Space = Cost (if multiple EW systems, cost of most expensive unit)

Radius 0 1 2 3 4 6 8 10 20 60 100
Cost x1.0 x1.5 x1.75 x2.0 x2.25 x2.75 x3.2 x3.5 x3.9 x4.5 x5.25

 

Beaming 0 1 2 3 4 6 8 10 20 60 100
Cost x1.0 x1.1 x1.2 x1.3 x1.4 x1.6 x2.0 x2.3 x2.6 x3.0 x3.5

 

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!

 


Step Five: Purchase Space Efficiency

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.)


Step Six: Figure Base Weight and CP Cost

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.


Step Seven: Purchase Thrusters or Jumpjets

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.)


Step Eight:Purchase Boosterpacks, if any
(not recommended)

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.


Step Nine: Purchase Command Armor, if any
(not recommended)

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 Verniers
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

 


Step Ten: Purchase Multiplier Systems

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

Power Plant

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


Control System

Slave/Reflex type Control System, Cost Multiplier is x0.1


Strength Bonus Boost

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

 


Environmental Protection

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

 


Maneuver Verniers

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

 


Cloaking (not recommended)

System Cost
Basic Cloak x0.15
Active Cloak x0.3
Pulse Refract x0.1
Fire Control x0.3
Stealth x0.2

 


Turbochargers (not recommended)

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

 


Step Eleven: Figure your Battlesuit's Final CP cost

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.


Step Twelve: Figure your Battlesuit's Statistics

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.


 

 

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