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Movers, Motoroids and MotorslavesStep One: Chose a FrameChoose 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 ChassisTo 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.
Arms and Legs
Heads, Wings, or Tails
Wheels
Step Two: Purchase ArmorSpace = None
Shields
Armor is limited to two sizes greater than the Size of the Mecha Step Three: Add WeaponsStep Four: Purchase Sensors and OptionsCockpitThe 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
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) Offensive (ECCM) Options
Step Five: Purchase Space EfficiencyPlace 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 CostAdd 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 JumpjetsThe 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)
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)
Step Ten: Purchase Multiplier SystemsMultiplier 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
Source Cost Power Cell -x0.15 Internal Combustion -x0.33 Control SystemMost 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 ControlScreen Control x 0.0 Reflex/Slave ControlReflex/Slave Control x 0.1 Thought ControlThought Control x 0.5 Internal AutomationAutomation Level = Attribute Level and Skill level Base = Automation Level x 2
Strength Bonus Boost
Environmental Protection
Maneuver VerniersUsing 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.
Don't forget modifiers from overcharged and supercharged powerplants, maneuver verniers, cockpit controls systems, etc.
TransformationSome 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.
Cloaking (not recommended)
Turbochargers (not recommended)Please refer to the Mekton Zeta Plus book page 79 for detailed information on this complicated system.
Step Eleven: Figure Your Mover's Final CP CostAdd 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 StatisticsA 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.
The formula for converting Mekton MA to Bubblegum Crisis Move uses the Speedlines from pag. 64 in Mekton Zeta.
Don't forget modifiers from boosters, overcharged and supercharged powerplants, configuration, etc. |