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Movers, Motoroids and Motorslaves
Step One: Chose a Frame
Choose a frame based on what form the Mover will be. Humanoid is the normal type, even
if it will transform into something else. However, should you choose a Bestial form, the
Mover suffers -1 to it's MV but gains +2 Mekton MA and +6D6 KD to Melee Attacks . It
cannot, however, have hands or carry hand-held weapons, but it may sport claws. 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 it's unscaled Kills. Weapons take up as much space as their CP cost x 3
but can be fitted by buying Space Efficiency.
Weights based on 1 unscaled ton per 2 unscaled Kills, 1 unscaled ton = 10 scaled Hits,
1 unscaled ton = 100 scaled Kilograms or .1 metric ton. 1 metric ton = 1000 kilograms.
Main Body, Torso, Fuselage, or Chassis
To calculate the Strength of humanoid mecha such as large Movers or Motorslaves, add
together the sizes (1 - 11) of each component (chassis + arms + legs + head) divided by
two then added to 6.5. Therefore, a large boomer with Armored Heavy Torso, Head, Arms, and
Legs would have a strength of (9 / 2 = 4.5 + 6.5) 11.
| Size |
Unscaled Kills |
Body |
CP |
Weight |
Examples |
| SL |
2 |
20 |
.6 |
100 kg |
|
| |
3 |
30 |
1 |
150 kg |
Silky Wagon, Firebee |
| LW |
4 |
40 |
1.3 |
200 kg |
Highway Star, Linear Pursuit Car |
| |
5 |
50 |
1.6 |
250 kg |
KS Trailer, Griffon, Linear Patrol Car, Patrol Chopper, Combat
Chopper, ADP Interceptor |
| S |
6 |
60 |
2 |
300 kg |
Griffon-B , Griffon monster (70, 2.1CP), Hornet |
| MS |
8 |
80 |
2.6 |
400 kg |
|
| |
9 |
90 |
3.0 |
450 kg |
Heavy Chopper, ADP Transport |
| HS |
10 |
100 |
3.3 |
500 kg |
|
| |
11 |
110 |
3.6 |
550 kg |
Hurricane, Typhoon |
| MW |
12 |
120 |
4 |
600 kg (1 ton) |
Typhooon II, MSX-01, Heavy Chopper, ADP Heli-truck |
| LH |
14 |
140 |
4.6 |
700 kg |
|
| |
15 |
150 |
5.0 |
750 kg |
GD-42 Genki |
| MH |
16 |
160 |
5.3 |
800 kg |
Battlemover D.D. |
| AH |
18 |
180 |
6 |
900 ton |
|
| SH |
20 |
200 |
6.6 |
1000 kg(1 ton) |
|
| MH |
22 |
220 |
7.3 |
1100 kg |
|
Arms and Legs
| Size |
Unscaled Kills |
Arms/ Legs |
CP |
Weight |
Examples |
| SL |
2 |
20 |
.6 |
100 kg |
|
| LW |
3 |
30 |
1 |
150 kg |
|
| S |
4 |
40 |
1.3 |
200 kg |
|
| MS |
5 |
50 |
1.6 |
250 kg |
|
| HS |
6 |
60 |
2 |
300 kg |
|
| |
6.5 |
65 |
2.15 |
325 |
Hurricane arms Typhoon arms |
| MW |
7 |
70 |
2.3 |
350 kg |
Hurricane legs, Typhoon legs, Tyhpoon 2 arms, MSX-01 arms |
| |
7.5 |
75 |
2.5 |
375 kg |
Typhoon 2 legs |
| LH |
8 |
80 |
2.6 |
400 kg |
MSX-01 legs |
| MH |
9 |
90 |
3 |
450 kg |
Genki legs, D.D. arms |
| AH |
10 |
100 |
3.3 |
500 kg |
D.D. legs |
| SH |
11 |
110 |
3.6 |
550 kg |
|
| MH |
12 |
120 |
4.0 |
600 kg |
|
Heads, Wings, or Tails
| Size |
Unscaled Kills |
Head/ Wings/ Tails |
CP |
Weight |
Examples |
| SL |
1 |
10 |
.3 |
50 kg |
|
| LW |
2 |
20 |
.6 |
100 kg |
|
| S |
3 |
30 |
1 |
150 kg |
|
| MS |
4 |
40 |
1.3 |
200 kg |
|
| HS |
5 |
50 |
1.6 |
250 kg |
D.D. head, Hurricane head, Typhoon head, Hornet wings |
| MW |
6 |
60 |
2 |
300 kg |
Typhoon II head, MSX-01 head |
| LH |
7 |
70 |
2.3 |
350 kg |
|
| MH |
8 |
80 |
2.6 |
400 kg |
|
| AH |
9 |
90 |
3 |
450 kg |
|
| SH |
10 |
100 |
3.3 |
500 kg |
Skycarrier Wings |
| MH |
11 |
110 |
3.6 |
550 kg |
|
Wheels
| Size |
Wheels |
CP |
Weight |
Examples |
| SL |
10 |
.3 |
50 kg |
ADP Interceptor, Griffon II |
| |
15 |
.5 |
75 kg |
Silkywagon, Griffin II-A |
| LW |
20 |
.6 |
100 kg |
Highway Star, Griffon II-B, Cybermonster Griffon |
| |
25 |
.83 |
125 kg |
KS trailer, ADP Heli-truck |
| S |
30 |
1 |
150 kg |
|
| MS |
40 |
1.3 |
200 kg |
|
| HS |
50 |
1.6 |
250 kg |
ADP Transport |
| MW |
60 |
2 |
300 kg |
Hurricane, Typhoon, Typhoon II, |
| LH |
70 |
2.3 |
350 kg |
|
| MH |
80 |
2.6 |
400 kg |
|
| AH |
90 |
3 |
450 kg |
|
| SH |
100 |
3.3 |
500 kg |
|
| MH |
120 |
4 |
600 kg |
|
Step Two: Purchase Armor
Space = None
| Size |
Armor |
Total CP humanoid |
CP per component |
Weight Per Component |
Examples |
| SL |
10 |
1.8 |
.3 |
50 kg |
Highway Star, Griffon II-A, Linear Patrol Car |
| LW |
20 |
3.6 |
.6 |
100 kg |
Griffon II-B, Linear Pursuit Car |
| S |
30 |
6 |
1 |
150 kg |
Silkywagon, Cybermonster Griffon |
| MS |
40 |
7.8 |
1.3 |
200 kg |
|
| HS |
50 |
9.6 |
1.6 |
250 kg |
KS Trailer |
| MW |
60 |
12 |
2 |
300 kg |
MSX-01, Doberman |
| LH |
70 |
13.8 |
2.3 |
350 kg |
Hurricane, Typhoon |
| MH |
80 |
15.6 |
2.6 |
400 kg |
Typhoon II |
| AH |
90 |
18 |
3 |
450 kg |
Superboomer |
| SH |
100 |
19.8 |
3.3 |
500 kg |
Genki, D.D. |
| MH |
110 |
21.6 |
3.6 |
550 kg |
Boomer Giant |
Shields
| Class |
PD |
Cost |
| SL |
50 |
1.7 CP |
| LW |
60 |
2.0 CP |
| STR |
70 |
2.3 CP |
| MS |
80 |
2.7 CP |
| HS |
90 |
3.0 CP |
| MW |
100 |
3.3 CP |
| LH |
110 |
3.7 CP |
| MH |
120 |
4.0 CP |
| AH |
130 |
4.3 CP |
| SH |
140 |
4.7 CP |
| MgH |
150 |
5.0 CP |
| Armor Type |
Cost |
Damage Coefficient |
| Standard |
x1.0 |
1 |
| Fusion Proof |
x2.0 |
8 |
Armor is limited to two sizes greater than the Size of the Mecha
Step Three: Add Weapons
- Lasers
- Railguns and Machineguns
- Missiles
- Energy Swords, Ribbon Cutters, and other Melee Weapons
Step Four: Purchase Sensors and Options
Cockpit
The cockpit of a mover comes free but must take 1 space per BOD of pilot either in the
torso or the head. An additional crew member can be added at a cost of .66 CP per space of
BOD for that person (the Genki being an example).
Movers use the Screen type control system while Motorslaves use the Reflex/Slave type
Control system.
Sensors
| Range |
Comm Range |
Cost |
Weight |
Unscaled Spaces |
| 1km |
30km |
0 |
0 kg |
1 |
| 2km |
50km |
.33 |
50 kg |
1 |
| 4km |
80km |
.66 |
50 kg |
1 |
| 7km |
100km |
1.33 |
50 kg |
1 |
| 11km. |
130km |
2.0 |
50 kg |
1 |
| 15km |
150km |
3.0 |
100 kg |
1 |
| 20km |
180km |
4.0 |
100 kg |
1 |
| 26km |
230km |
5.33 |
150 kg |
1 |
| 30km |
300km |
7.33 |
150 kg |
1 |
| 40km |
500km |
9.0 |
150 kg |
1 |
| 50km |
500km |
10.66 |
200 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) |
3 |
2 |
Full-spectrum EM sensors, Magnetometer, Motion
Detector,Magnetic Anomaly Detector, Energy scanner, Thermographic |
| Radio/Radar Analyzer |
1.5 |
1 |
Allows radio/radar signal tracking/location |
| Res.Intensifiers |
.15/lvl |
1 |
magnifiers. 1 sp total |
| Spotting Radar |
3 |
5 |
40 sdp |
| Target Analyzer |
1.5 |
1 |
|
| Marine Suite |
.5 |
1 |
Deep underwater sensory equipment |
Electronic Warfare Systems
| ECM Rank |
Cost |
| 1 |
.3 |
| 2 |
.6 |
| 3 |
1.3 |
| 4 |
2.0 |
| 5 |
3.0 |
| 6 |
4.0 |
| 7 |
5.3 |
| 8 |
6.6 |
| 9 |
8.3 |
| 10 |
10.0 |
Full Cost for first system, subsequent systems cost 1/2
Space = Cost (if multiple EW systems, cost of most expensive
unit)
| Radius |
0 |
10m |
20m |
30m |
40m |
60m |
80m |
100m |
200m |
600m |
1000m |
| 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)
Offensive (ECCM)
Options
| System |
Sp |
Cost |
Spec |
| Stereo |
- |
.02 |
Tunes |
| Liftwire |
- |
0.03 |
|
| Antitheft |
- |
* |
*0.06cp std or 0.13cp for enhanced unit |
| Spotlights |
- |
0.06 |
Illuminates 10m |
| Nightlights |
- |
0.16 |
IR spotlights illuminate 10m |
| Storage |
1 |
.3 |
100kg storage |
| Micro- manipulators |
1 |
.3 |
|
| Slick Spray |
1 |
1 |
|
| Bogg Spray |
1 |
1 |
|
| Damage Control |
1 |
.3 |
|
| QuickChange Mount |
- |
.3 |
Omnimech concept |
| Silent Running |
- |
* |
.3cp/level |
| Parachute |
- |
* |
.06cp/50 kg |
| Re-Entry Package |
- |
* |
.3cp/50 kg |
| Ejection Seat |
- |
.3 |
Last Chance! |
| Blow-Away Armor |
1 |
.6 |
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 .165 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 1.32 CP. The weight, damage, and capability of either the arm or weapon is
unaffected.
(Unscaled Notes, 1 CP = 2 Spaces. In the preceding example, an 8 space reduction would
cost 4 CP. This scales to (x 0.33) 1.32 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 .0066CP every 1kg reduced. Record this cost
seperately, it will be added after the Multiplier Costs are figured.
For example, your mover so far weighs 10500 kg (10.5 tons). That is fairly heavy, so
you wish to reduce it to a manageable and consistent 3950 kg (3.95 tons). That is a 6550
kg (6.55 tons) reduction. At .01 CP per kilogram, that comes to 13.1 CP. Our d esign now
weighs 3950 kg and costs 43.23 CP extra.
(Scaling Note, 2 CP = 1 Ton. In the preceding example, a 65.5 ton reduction would cost
131 CP. This scales to (x 0.33) 43.23 CP.
Add up the CP costs of the frame, armor, weapons, additive components, and space
efficiencies. Record the cost of the weight efficiency seperately.
Step Seven: Purchase Thrusters or Jumpjets
The space requirement of thrusters is the Mover's weight in Kilograms x 0.00375 x
Mekton MA desired. Divide the result by 3 for the CP cost. Most Movers don't actually fly
but use Jumpjets for extended leaps. A leap of 100 meters (recommended) is equa l 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 3950 kg. Mover wishes to jump 100 meters. That would be MA 2, so 3950
x 0.00375 = 1.48125 x 2 MA = 2.9625 spaces /3 = 9.875 CP.
(Scaling Notes: In our previous example, a 39.5 ton mecha flying at 2 MA would cost
39.5 x .0375 = 1.48125 x 2 MA = 2.9625 spaces / 3 = 9.875 CP)
Step Eight:Purchase Boosterpacks, if any (not recommended)
| Mekton MA Points |
Cost |
Weight |
Spaces |
Balance Modifier |
| 10 |
.3 |
50kg |
1 |
.05 |
| 20 |
.6 |
100kg |
2 |
.1 |
| 30 |
1.0 |
150kg |
3 |
.15 |
| 40 |
1.3 |
200kg |
4 |
.2 |
| 50 |
1.6 |
250kg |
5 |
.25 |
| 70 |
2.3 |
350kg |
7 |
.35 |
| 100 |
3.3 |
500kg |
10 |
.5 |
| 200 |
4.0 |
600kg |
12 |
.6 |
| 500 |
5.0 |
750kg |
15 |
.75 |
| 1000 |
6.6 |
1000kg |
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 Mover's Land MA, Flying MA, and MV. Once the B
oostpacks 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 |
10 |
0 |
.6 |
1 |
| LW |
MS |
LH |
4 |
20 |
0.1 |
1.6 |
2 |
| STR |
HS |
MH |
6 |
30 |
0.2 |
2.0 |
3 |
| MS |
MW |
AH |
8 |
40 |
0.3 |
2.6 |
4 |
| HS |
LH |
SH |
10 |
50 |
0.4 |
4.0 |
5 |
| MW |
MH |
MEGA |
12 |
60 |
0.5 |
4.6 |
6 |
| LH |
AH |
|
14 |
70 |
0.6 |
5.3 |
7 |
| MH |
SH |
|
16 |
80 |
0.7 |
6.0 |
8 |
| AH |
MEGA |
|
18 |
90 |
0.8 |
6.6 |
9 |
| SH |
|
|
20 |
100 |
0.9 |
7.3 |
10 |
| MEGA |
|
|
22 |
110 |
1.0 |
8.0 |
11 |
Balance Verniers
| Balance Modifier |
Space Penalty |
Cost |
| .1 |
-2 |
.6 |
| .2 |
-3 |
1.0 |
| .3 |
-4 |
1.3 |
| .4 |
-5 |
1.6 |
| .5 |
-6 |
2.0 |
| .6 |
-7 |
2.3 |
| .7 |
-8 |
2.6 |
| .8 |
-9 |
3.0 |
| .9 |
-10 |
3.3 |
| 1.0 |
-11 |
3.6 |
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
Mover. The result is the final cost of the Mover.
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
Internal Combustion -x0.33
Control System
Most Movers use the Screen-type control system (x 0.0).
Motorslaves use the Reflex/Slave type control system (x 0.1) while the Motoroid uses
Internal Automation.
Some Movers, like the D.D.use Screen-Type but also make use of a backup Thought Control
system and even have Internal Automation as a further backup!
Screen Control
Screen Control x 0.0
Reflex/Slave Control
Reflex/Slave Control x 0.1
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 |
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 Mover's
Maneuver Value. This should be abyssmally high. To reduce it, purchase Maneuver Verniers
and place them in the torso, arms, and legs.
| 1/5 scale
design MV |
| Weight |
Reflex and Dexterity
modifier |
| .1 - 1999 kg |
-1 |
| 2000 - 2999 kg |
-2 |
| 3000 - 3999 kg |
-3 |
| 4000 -4999 kg |
-4 |
| 5000 - 5999 kg |
-5 |
| 6000 - 6999 kg |
-6 |
| 7000 - 7999 kg |
-7 |
| 8000 - 8999 kg |
-8 |
| 9000 - 9999 kg |
-9 |
| over 10,000 kg (10 tons) |
-10 |
Don't forget modifiers from overcharged and supercharged powerplants, maneuver
verniers, cockpit controls systems, etc.
| 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 |
Transformation
Some Movers have the ability to transform into more advantageous configurations
depending on the situation. The D.D. transforms between a Humanoid and Beast form and the
Motorslaves transform between Humanoid (Motoroid), Mecharider (Motorslave), and Mo
torcycle forms.
| Form |
Cost |
Propulsion |
Hardpoints |
Mod/Specials |
| Humanoid |
x0.0 |
Any |
All |
None/None |
| Fighter |
x0.3 |
GES/Thr/Grv |
T/P/H/W/B |
-2MV,2xMekton MA/Min Surface Move/Phase = 3 Surface
Move |
| Hybrid |
x0.35 |
GES/Thr/Grv |
All |
-1MV,1.5xMekton MA/None |
| Tank |
x0.3 |
Whl/Trd/GES/ Grv |
T/H/P/B |
-1MV,No handheld or hands,+2SP all locs |
| Auto |
x0.25 |
Whl/Trd/GES/ Grv |
T/P/B |
-1MV,+5 Mekton MA/No hands/handheld, driver enclosed
|
| Cycle |
x0.35 |
Whl/Trd/GES/Grv |
T/P/B |
+5 Mekton MA/No hands/handhelds, driver exposed |
| Motoroid |
x0.2 |
Any |
Any |
-2 MV, can carry 5x own weight, convers MV to rider |
| Beast |
x0.3 |
Legs only |
Any |
-1 MV, +2 Mekton MA (land only), +6D6 KD melee
damage, no hand-held weapons |
| Options: |
Cost: |
| Concealment |
x0.1 |
| Cond.Movement |
-x0.1 |
| Eff.Trans |
x0.1 |
| Metaform Legs |
x0.05 |
| Metaform Wings |
x0.05 |
| Modular Metaform |
x0.05 |
| TransAt Ability |
x0.15 |
| VTOL Ability |
x0.05 |
| Weapon Network |
x0.1 |
| Combiner |
x0.5 |
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 Mover's Final CP Cost
Add together the total costs of your Mover with the cost of it's Weight Efficiency
(figured earlier). This is the total cost of your Mover or Motorslave.
Step Twelve: Figure your Mover's Statistics
A Mover's STR equals it's Servo Level divided by 2 then added to 6.5.
It's walking Move is based on the table below. Don't forget that a Motorslave's
Motorcycle-mode Movement is also figured using the following table.
| 1/5 scale design
Vehicle Movement |
| Weight |
Unscaled MA |
Speedline |
BGC Move |
| 0-1999 kg |
6 |
108kph |
7/36 |
| 2000-3999 kg |
5 |
90kph |
6/30 |
| 4000-5999kg |
4 |
72kph |
5/24 |
| 6000-7999kg |
3 |
54kph |
4/18 |
| over 8000kg |
2 |
36kph |
2/12 |
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 the product 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. |