Fuzion Powered.
Bubblegum Conundrum

Setting
Characters
Mecha
Garage
Articles
Links

Evil Schemer

E-mail

Boomers

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. Weapons take up as much space as their Cost times 5 but can be fitted by buying Space Efficiency.

Boomers
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 20 3.6 90 kg Killer Doll
3 6 3 8 8 25 4.16 30 5.0 125kg Bu-33S Sexaroid, Adama, Androids, Phantom Woman,
4 8 4 10 10 32 5.33 40 6.4 160kg Police Boomers, Coffee Boomer, Caddy Boomer, Guardian Boomer, Mannequins, Bu-E-35 Waitress Boomer,
5 10 5 12 12 39 6.5 50 7.8 195kg Generic Boomers, Miriam Scout Boomer, Miriam Strike Boomer, Miriam Assault Boomer, Miriam Computer Boomer, Terrorist Boomers, Boxing Boomer, "Monster" Boomer, Security Boomer, Labor Boomers, Sararima n Boomer,
6 12 6 14 14 46 7.66 60 9.6 230kg Old Model Combat Boomer, Female Combat Boomer, Boomer Woman, Miriam Heavy Boomer, Terrorist Boomer Leader, Utility Boomer, Construction Boomer, Illegal Army Combat Boomers, Billy Fanward
7 14 7 16 16 53 8.83 70 10.6 265kg Bu-55C Combat Boomer, Hyperboomer Leader, Hyperboomer, Fusion Boomer, Bu-C-208 Combat Boomer, Viral Fusion Boomer
8 16 8 18 18 60 10 80 12.0 300kg Heavy Hyperboomer
9 18 9 20 20 67 11.16 90 13.4 335kg  
10 20 10 22 22 74 14.6 100 7.4 370kg  
11 22 11 24 24 81 13.5 110 16.2 405kg  

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 Police Boomer
3 18 90 15 3.6 90kg Generic Boomer, Saririman Boomer, Coffee Boomer, Caddy Boomer, Boxing Boomer
4 24 120 20 4.8 120kg Mannequins, Waitress Boomer, Utility Boomers, Construction Boomers, Guardian Boomer
5 30 150 25 6.0 150kg Labor Boomer, Terrorist Boomer, Security Boomer
6 36 180 30 7.2 180kg Old Model Boomer, Boomer Woman, Terrorist Boomer Leader, Illegal Army Combat Boomer
7 42 210 35 8.4 210kg Miriam Computer Boomer, "Monster" Boomer
8 48 240 40 9.6 240kg Female Combat Boomer, Miriam Assault Boomer, Bu-C-208 Combat Boomer
9 54 270 45 10.8 270kg Bu-55C Combat Boomer, Fusion Boomer, Viral Fusion Boomer
10 60 300 50 12.0 300kg Miriam Scout Boomer, Miriam Strike Boomer,
11 66 330 55 13.2 330kg Billy Fanward
Scaled Armor
1 36 360 60 36 300kg Miriam Heavy Boomer
2 39 390 65 39 600kg  
3 42 420 70 42 900kg Hyperboomer Leader
4 45 450 75 45 1200kg Hyperboomers
5 48 480 80 48 1500kg Heavy Hyperboomer
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 Sensors and Options

Note: A Boomer does not require a cockpit

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 5 1 Allows radio/radar signal tracking/location
Analyzer      
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 value seperately, it will be added after the cost of the Multiplier Systems have been determined.

For example, your Boomer 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 boomer's weight in Kilograms x 0.00375 x Mekton MA desired. Divide the result by 5 for the CP cost. Most boomers don't actually fly but use Jumpjets for extended leaps. A leap of 100 meters (recommended) is e qual 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. Boomer 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.


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 subracted from the Boomer'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 Boomer. The result is the final cost of the Boomer

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

Bio-Energy x1.5

Power Cell -x0.15


Control System

All non-Android Boomers use the Thought Control system combined with Internal Automation and Techno-Organics. Internal Automation and Thought Control allows the Boomer to operate autonomously or semi-autonomously. Multiply the Boomer's Automation Lev el by 6 and distribute among INT, TECH, PRE, WILL, REF, and DEX. All Skills are equal to it's Automation Level as well.

Thought Control

Thought Control x 0.5

Internal Automation

Automation Level = Attribute Level and Skill level

Base = Automation Level x 2

Automation Level 1 2 3 4 5 6 7 8 9 10
Cost x0.1 x0.2 x0.3 x0.4 x0.5 x0.6 x0.7 x0.8 x0.9 x1.0

 

Portfolio 1 2 3 4 5 7 10 15 20 25
Cost x0.4 x0.6 x0.7 x0.9 x1.0 x1.2 x1.5 x1.7 x1.9 x2.0

 

Techno Organics

Boomers are semi-Biological organisms, with mechanical parts replacing most systems and organs and organic systems replacing some mechanical parts. Boomers are able to self-repair, to a certain extent, their biological and even mechanical parts at a rate of their Strength x 2 in Hits

Repair Hits per Turn x0.67
Repair Hits per Day x0.5


Androids

Androids use the 'Oid Stupid Mekton Trick which supercedes Techno-Organics and Thought Control, but apparently not Internal Automation, which must still be purchased. They have a CON equal to their servo level and Stun based on their CON. Their REC is d etermined as a character and regains Stun, not Hits. Androids also divide their final weight by 10.

Androids x 3.0


Fusion

Limited Fusion x 0.5
Advanced Fusion x 5.0
Unlimited Fusion x 50.0


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 Boomer'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

 


Boomer Disguise

Some Boomers can pass as humans then rip out of their skin to attack.

Concealment x 0.1


Cloaking (not recommended)

System Cost
Basic Cloak x0.15
Active Cloak x0.3
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 Boomer's Final CP cost

Add up all the Multiplier Systems and add 1. Multiply the result by the initial CP cost of the Boomer. The final result is the final CP cost of your Boomer.


Step Twelve: Figure your Boomer's Statistics

A Boomer's STR equals it's Servo Level. It's REC equal STR x 2. It's BOD equals it's unscaled Torso Kills. It's Hits equal it's BOD multiplied by 5.

1/10 scale design Movement
Weight Unscaled MA Move Ground Move KPH MPH
0-199kg 6 18 54 meters / phase 54 kph 36 mph
200-399kg 5 15 45 meters / phase 45 kph 30 mph
400-599kg 4 12 36 meters / phase 36 kph 24 mph
600-799kg 3 9 27 meters / phase 27 kph 18 mph
over 800kg 2 6 18 meters / phase 18 kph 12 mph

 

 

b

Return to Top