TranzFuzion

Instant Mekton Vehicles Plug-In

by Christian Conkle
(conkle@mecha.com, http://www.mecha.com/~conkle)


Introduction

The Mekton Plug-In for Fuzion is widely regarded as hastily put together. I have designed an alternative that, although simple, is perfectly aligned with existing Mekton Zeta material. This plug-in will design simple Roadstriker-scale vehicles and is not intended to approach it's parent, Mekton Zeta Plus, in complexity or detail.

There has been much debate over how mecha should be purchased due to a misprint in the original plug-in. To avoid confusion, I have not used terms such as Power Points or Option Points and have instead decided to stick with Mekton Zeta's Construction Points. All mecha costs listed here are in Construction Points. How much a Construction Point is worth in Fuzion depends on your campaign. They could be worth 1 PP, 1 OP, or something else entirely.

This system is consistent and compatible with Mekton Zeta, Mekton Zeta Plus, AT Votoms and Bubblegum Crisis. It is not compatible with the Superpowers Plug-In or even the original Mekton Plug-In from Champions:TNM.

Please also note that SDP is given in terms of Fuzion SDP. To determine Mekton Zeta SDP, simply divide the current number in half. In every other respect, I have tried to provide both Mekton Zeta and Fuzion statistics for comparison.

Also note that the vehicle’s weight is based on pure Mekton Zeta Plus scaling notes. If you feel the result is too low, simply multiply the weight by 10 but retain all the game statistics. The actual weight is for role-playing purposes only and is not based on any realistic vehicle weight

Disclaimers

AT Votoms, Bubblegum Crisis:The RPG, Mekton Zeta and Mekton Zeta Plus are trademarks of R. Talsorian Games, Inc. Fuzion is a trademark of Hero Games and R. Talsorian Games, Inc. Fuzion is a copyright 1998 by Hero Games and R. Talsorian Games, Inc. All trademarks and copyrights used without expressed permission.

This document is by no means a challenge to any copyright, trademark, or authorship. I have the utmost respect for the creators of the original Mekton Zeta Plug-in for Fuzion and only wish to improve upon their outstanding work.

Step One: Choose a Frame

The first step in designing a Vehicle is to choose what class the vehicle is. A Larger class does not necessarily imply larger size, only damage capacity. Many small vehicles are capable of withstanding great punishment while large ones can be relatively fragile. The SDP of the wheels are divided among the total number of wheels desired. The default number is 4, but 6, 8, or even 10 wheels are possible.

Once a vehicle frame and body have been chosen armor can be added. Armor is optional but adds Killing Defense to the vehicle's body. Armor can only be purchased up to the class of the vehicle. Therefore, a Medium Striker vehicle can only have Medium Striker armor or less. Armor adds weight to the vehicle but takes no spaces. Armor protects only the Body SDP, wheels may not be armored.

Vehicles

Vehicle Class Body SDP Wheels SDP each CPWeight Spaces MA MV
Superlignt20 102.5 1150kg .412 -3
Lightweight40 205 2300kg .812 -4
Striker60 (1.2K) 307.5 3450kg 1.211 -6
Medium Striker80 (1.6K) 4010 4600 kg 1.610 -7
Heavy Striker100 (2 K) 50 (1K)12.5 5750 kg 2.09 -9
Mediumweight120 (2.2K) 60 (1.2K)15 6900 kg 2.49 -10
Light Heavy140 (2.8K) 70 (1.4K)17.5 71050 kg 2.89 -11
Medium Heavy160 (3.2K) 80 (1.6K)20 81200 kg 3.29 -11
Armored Heavy180 (3.8K) 90 (1.8K)22.5 91350 kg 3.69 -11
Superheavy200 (4 K) 100 (2K)25 101500 kg 4.09 -11
Megaheavy220 (4.2K) 110 (2.2K)27.5 111650 kg 4.49 -11

Automobile Armor

Armor Class KD Weight CP
Superlignt10 50kg.3
Lightweight20 100 kg.6
Striker30 150 kg.9
Medium Striker40 200 kg1.2
Heavy Striker50 (1K) 250 kg1.5
Mediumweight60 (1.2K) 300 kg1.8
Light Heavy70 (1.4K) 350 kg2.1
Medium Heavy80 (1.6K) 400 kg2.4
Armored Heavy90 (1.8K) 450 kg2.7
Superheavy100 (2K) 500 kg3.0
Megaheavy110 (2.2K) 550kg 3.3

Step Two: Choose Subassemblies

Each Subassembly must be placed within a servo (head, arms, torso, etc.). Each Subassembly requires a certain amount of Space from the Body. The Body can only mount as many spaces worth of Subassemblies as listed in the chart above. If the Subassembly you want doesn't fit, the number of spaces it requires can be reduced for 0.05 CP per 0.1 Space added to the cost of the Subassembly.

Subassembly Cost Weight Space Notes
Driver's Seat0.45 CP 0.0kg.1 Required for Automobiles
Passenger1.45 CP per person 0.0kg.1  
Storage0.4 CP per 100kg 0.0kg.1 100kg of storage
Security system0.1 CP 0.0kg0  
Sensors (optional) 1.25 CP 10kg 0.1 
Music System0.1 CP 0.0kg0  
Headlights0.1 CP 0.0kg0  
Slick Spray1.1 CP 0.0kg.1 Slick behind vehicle for 10m, other drivers must make control roll
Bogg Spray1.1 CP 0.0kg.1 Bogg behind vehicle for 10m, other vehicles -4 MA
Damage Control Package 0.4 CP0.0kg .1Fire retardant foam for 40m
Silent Running0.3 CP per level 0.0kg0 -1 to opponent's awareness rolls to detect vehicle
Ejection Seat0.3 CP 0.0t0 In case of driver hit!
Weapon Linkage0.3 CP each 0.0t0 Fires two weapons simultaneously.

Force Fields

Force Fields will absorb all damage below it's KD before it reaches the vehicle's armor. However, if struck by more damage than it's KD, the force field will shut down for 2 turns while it recharges. If the Force Field you want doesn't fit, the number of spaces it requires can be reduced for 0.05 CP per 0.1 Space added to the cost of the Subassembly.



 KD Weight CP Spaces
Superlignt50 (1K) 250kg5 5
Lightweight60 (1.2K) 300 kg6 6
Striker70 (1.4K) 350 kg7 7
Medium Striker80 (1.6K) 400 kg8 8
Heavy Striker90 (1.8K) 450 kg9 9
Mediumweight100 (2K) 500 kg10 10
Light Heavy110 (2.2K) 550 kg11 11
Medium Heavy120 (2.4K) 600 kg12 12
Armored Heavy130 (2.6K) 650 kg13 13
Superheavy140 (2.8K) 700 kg14 14
Megaheavy150 (3K) 750kg 15 15

Sample Vehicle Bodies

Minicar, 2-seat
ClassBody WheelsSpaces WeightCost
Lightweight40 5 each0.8 300kg2 CP

Subassemblies
Driver's Seat (0.45 CP, 0kg, 0.1 spaces)
1 Passenger Seat(1.45 CP, 0kg, 0.1 spaces)
200kg Trunk (1.4 CP, 0.4 spaces)
Headlights (0.1 CP)
total weight = 300kg (660 lbs)
total CP cost = 5.4 CP free spaces = 0.2
MV= -4 MA= 12 MOVE= 60

Sedan, 4-seat
ClassBodyWheels SpacesWeight Cost
Striker607.5 each1.2450kg 3 CP

Subassemblies
Driver's Seat (0.45CP, 0kg, 0.1 spaces)
3 Passenger Seats (1.45 CP each, 0kg, 0.1 spaces each)
200kg trunk (1.4 CP, 0.4 spaces)
Headlights (0.1 CP)
Music System (0.1 CP)
total weight = 450kg (990lbs)
total CP cost = 9.4 CP free spaces = 0.4
MV=-6 MA= 11 MOVE= 55

Sportscar 2-seat
ClassBodyWheels SpacesWeight Cost
Striker607.5 each1.2450kg 3 CP

Subassemblies
Driver's Seat (0.45 CP, 0kg, 0.1 spaces)
1 Passenger Seat(1.45 CP, 0kg, 0.1 spaces)
100kg Trunk (1.1 CP, 0.1 spaces)
Headlights (0.1 CP)
Music System (0.1 CP)
total weight = 450kg (990 lbs)
total CP cost = 4.1 CP free spaces = 0.9
MV=-6 MA= 11 MOVE= 55

Van/RV, 6-seat
ClassBodyWheels SpacesWeight Cost
Striker607.5 each1.2300kg 2 CP

Subassemblies
Driver's Seat (0.45CP, 0kg, 0.1 spaces)
5 Passenger Seats (1.45 CP each, 0kg, 0.1 spaces each)
500kg trunk (2.15 CP, .2 spaces)
Headlights (0.1 CP)
Music System (0.1 CP)
total weight = 300kg (660lbs)
total CP cost = 12.05 CP free spaces = 0.4
MV=-4 MA= 12 MOVE= 60

Truck, 2-seat
ClassBodyWheels SpacesWeight Cost
Med.Striker8010 each1.6 300kg2 CP

Subassemblies
Driver's Seat (0.45CP, 0kg, 0.1 spaces)
1 Passenger Seats (1.45 CP, 0kg, 0.1 spaces)
2000kg bed (6.1 CP, 0.4 spaces)
Headlights (0.1 CP)
Music System (0.1 CP)
total weight = 450kg (990lbs)
total CP cost = 11.9 CP free spaces = 1.0
MV=-6 MA= 11 MOVE= 55

Step Three: Choose Weapons

Each Weapon must be placed on the Body of the vehicle. Each weapon requires a certain amount of Space from the Body. The Body can only mount as many spaces worth of weapons as listed in the chart above. If the weapon you want doesn't fit, the number of spaces it requires can be reduced for 0.05 CP per 0.1 Space added to the cost of the weapon.

Weapon Damages are provided in both Mekton Hits and Fuzion DC.

Beam Weapons Range WA Damage DC BV Shots Weight Spaces CP Cost
Minilaser3+0 159DC-inf. 200kg.31.3
Light Laser5+1 3017DC-inf. 300kg12.9
Medium Laser6+1 4023DC-inf. 400kg1.53.7
Heavy Laser6+1 5029DC-inf. 500kg2.14.5
Megalaser8+2 7543DC-* 800kg2.711.1

*This weapons may be fired once every other turn

Projectile Weapons Range WA Damage DC BV Shots Weight Spaces CP Cost
Slug Gun4+0 3520DC-10 0.41.22.0
Heavy Gun4+0 4526DC-10 0.51.82.4
Howitzer5+1 6034DC-10 0.63.05.1
Machinegun3-1 2514DC610 bursts 0.31.54.4
Autocannon4-1 4023DC410 bursts 0.42.44.6

Reloads cost 10% of the weapon's cost for a 10 shot magazine.

Missiles Range WA Damage DC Shots Weight Spaces CP Cost
Micromissiles4-1 20 11DC15200kg 1.21.7
Minimissiles5+0 4023DC6200kg 11.3
Armor Missile7+1 8045DC1100kg 0.450.6

Missiles can be fired singly or as a salvo.

Step Four: Booster Packs

Booster Packs provide a pool of MA or MOVE points that can be spent in times where extreme speeds are required. Mad Max using his nitro-booster or the Knight Saber's Highway Star are good examples of Booster Packs. Booster Packs are added externally to the car and thus do not increase it's weight for purposes of determining MA, MOVE, or MV. They do, however, incur a Balance Modifier, which is subtracted from the MA, MOVE, and MV of the final car. Balance Modifiers are cumulative, so multiple Boosterpacks will accumulate a total Balance Modifier which is applied to the entire vehicle. Booster packs add weight only for purposes of determining knockback and ramming damage. Booster Packs may be jettisoned at any time, thereby eliminating the associated Balance Modifier.

Booster Packs

MA Pool Move CostSDP Weight B-Mod
10 50.31050 kg 0.05
20 100.620100 kg 0.1
30 150.930150 kg 0.15
40 2001.240200 kg 0.2
50 2501.550250 kg 0.25
70 3502.170350 kg 0.35
100 5003.0100500 kg 0.5
200 10003.6120600 kg 0.6
500 25004.5150750 kg 0.75
1000 50006.02001000 kg 1.0

Normally, Booster Packs may only add up to 5 MA(25 MOVE) per turn. This value can be changed, however, by modifying the Max Boost by the table below.

Max Boost

MA MoveB-Mod and Cost
+1/5+5x0.6
+2/10+10x0.7
+3/15+15x0.8
+4/20+20x0.9
+5/25+25x1.0
+6/30+30x1.1
+8/40+40x1.3
+10/50+50x1.6
+20/100+100x2.0
+50/250+250x2.2
+100/500+500x2.5

Step Five: Figure Total Weight

Add together all of the weights of your mecha to determine a Total Weight. This weight will be used to figure its Ground MOVE and Maneuver Value.

If the vehicle is too heavy, it's weight can be reduced at a cost of 1CP per 166kg or 0.06CP per 10kg. This cost is added at the end of the construction process, AFTER multiplier systems are purchased.

Step Six: Figure Base CP Cost

Add together all of the CP costs of all of its components so far: Frame, Subassemblies, Weapons, and Propulsion. This is the mecha's Base CP cost or Sub-Total. This cost will be used to determine the cost of its Multiplier Systems.

Do NOT add any CP costs for reducing weight (see Step Five), they are added after multiplier systems are purchased.

Step Seven: Purchase Multiplier Systems (if any)

Multiplier Systems affect the entire mecha and, with the exception of Maneuver Verniers, do not require spaces in a servo to place. As such, Multiplier Systems do not have a set cost. Instead, their cost varies depending on the Base CP Cost of the mecha. To determine the cost of a Multiplier System, multiply the Base CP cost of the mecha by the system's Multiplier cost.

Multiplier System Cost Multiplier Effect
Manual Control (required)-x0.05  
Synchro Systems x0.5 for +2 to Pilot's REF & DEX, +1 to all WA's .
Automation Systems x0.1 for each level of INT, REF, DEX +5 skills at +5 each.
Undercharged-x0.15-1MV, -1MA, -5 MOVE
Overchargedx0.15+1MV, +1MA, +5 MOVE
Superchargedx0.3+2MV, +2MA, +10 MOVE
Arctic Protectionx0.05  
Desert Protectionx0.05  
Underwater Protectionx0.05  
Turbo-charger*x0.75 see below
 x1.25see below
 x2.0see below
Maneuverability x0.1 per +1MV up to max of 0. Each +1 requires 5 spaces.
Stealth or Cloaking Field x0.3 Heroic task to target. Cannot attack while on.
Style x0.01for each +1 bonus to Pilot's PRE, to a max of +3 .
Holo-projectorx0.05 per image  

* While the Turbocharger is in effect, the following bonuses apply:

In addition, once the Turbocharger has run it's course, the following penalties apply:

Step Eight: Figure Characteristics (Ground Move and Maneuver Value)

Add up the weight of all the parts of your vehicle to determine it's total weight. Then check below to determine its MOVE and its Maneuver Value (i.e., how maneuverable it is-MV reduces your REF, and thus your piloting/driving skills).

Example: Our 7650kg Mach 9 has a MOVE of 50 and an MV of -8.

Step Nine: Figure Total CP Cost

Add together all of the CP costs including Frame cost, Subassembly cost, Weapon cost, Multiplier costs, and Weight Reduction costs. The final result is the Total CP cost of the mecha.

Vehicle Statistics

Weight MA* MOVE MPH KPH MV
100-190kg1365 233374-2 to REF
200-290kg1260 188302-3 to REF
300-390kg1260 188302-4 to REF
400-490kg1155 147236-5 to REF
500-590kg1155 147236-6 to REF
600-690kg1050 112180-7 to REF
700-790kg1050 112180-8 to REF
800-890kg945 100162-9 to REF
900-990kg945 100162-10 to REF
1000kg +840 89144-11 to REF

*Mekton Zeta Movement Allowance