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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

  1. Lasers
  2. Railguns and Machineguns
  3. Missiles
  4. 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.

 

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