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 | CP | Weight | Spaces | MA | MV |
Superlignt | 20 | 10 | 2.5 | 1 | 150kg | .4 | 12 | -3 |
Lightweight | 40 | 20 | 5 | 2 | 300kg | .8 | 12 | -4 |
Striker | 60 (1.2K) | 30 | 7.5 | 3 | 450kg | 1.2 | 11 | -6 |
Medium Striker | 80 (1.6K) | 40 | 10 | 4 | 600 kg | 1.6 | 10 | -7 |
Heavy Striker | 100 (2 K) | 50 (1K) | 12.5 | 5 | 750 kg | 2.0 | 9 | -9 |
Mediumweight | 120 (2.2K) | 60 (1.2K) | 15 | 6 | 900 kg | 2.4 | 9 | -10 |
Light Heavy | 140 (2.8K) | 70 (1.4K) | 17.5 | 7 | 1050 kg | 2.8 | 9 | -11 |
Medium Heavy | 160 (3.2K) | 80 (1.6K) | 20 | 8 | 1200 kg | 3.2 | 9 | -11 |
Armored Heavy | 180 (3.8K) | 90 (1.8K) | 22.5 | 9 | 1350 kg | 3.6 | 9 | -11 |
Superheavy | 200 (4 K) | 100 (2K) | 25 | 10 | 1500 kg | 4.0 | 9 | -11 |
Megaheavy | 220 (4.2K) | 110 (2.2K) | 27.5 | 11 | 1650 kg | 4.4 | 9 | -11 |
Automobile Armor
Armor Class | KD | Weight | CP |
Superlignt | 10 | 50kg | .3 |
Lightweight | 20 | 100 kg | .6 |
Striker | 30 | 150 kg | .9 |
Medium Striker | 40 | 200 kg | 1.2 |
Heavy Striker | 50 (1K) | 250 kg | 1.5 |
Mediumweight | 60 (1.2K) | 300 kg | 1.8 |
Light Heavy | 70 (1.4K) | 350 kg | 2.1 |
Medium Heavy | 80 (1.6K) | 400 kg | 2.4 |
Armored Heavy | 90 (1.8K) | 450 kg | 2.7 |
Superheavy | 100 (2K) | 500 kg | 3.0 |
Megaheavy | 110 (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 Seat | 0.45 CP | 0.0kg | .1 | Required for Automobiles |
Passenger | 1.45 CP per person | 0.0kg | .1 | |
Storage | 0.4 CP per 100kg | 0.0kg | .1 | 100kg of storage |
Security system | 0.1 CP | 0.0kg | 0 | |
Sensors (optional) | 1.25 CP | 10kg | 0.1 | |
Music System | 0.1 CP | 0.0kg | 0 | |
Headlights | 0.1 CP | 0.0kg | 0 | |
Slick Spray | 1.1 CP | 0.0kg | .1 | Slick behind vehicle for 10m, other drivers must make control roll |
Bogg Spray | 1.1 CP | 0.0kg | .1 | Bogg behind vehicle for 10m, other vehicles -4 MA |
Damage Control Package | 0.4 CP | 0.0kg | .1 | Fire retardant foam for 40m |
Silent Running | 0.3 CP per level | 0.0kg | 0 | -1 to opponent's awareness rolls to detect vehicle |
Ejection Seat | 0.3 CP | 0.0t | 0 | In case of driver hit! |
Weapon Linkage | 0.3 CP each | 0.0t | 0 | 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 | |
Superlignt | 50 (1K) | 250kg | 5 | 5 |
Lightweight | 60 (1.2K) | 300 kg | 6 | 6 |
Striker | 70 (1.4K) | 350 kg | 7 | 7 |
Medium Striker | 80 (1.6K) | 400 kg | 8 | 8 |
Heavy Striker | 90 (1.8K) | 450 kg | 9 | 9 |
Mediumweight | 100 (2K) | 500 kg | 10 | 10 |
Light Heavy | 110 (2.2K) | 550 kg | 11 | 11 |
Medium Heavy | 120 (2.4K) | 600 kg | 12 | 12 |
Armored Heavy | 130 (2.6K) | 650 kg | 13 | 13 |
Superheavy | 140 (2.8K) | 700 kg | 14 | 14 |
Megaheavy | 150 (3K) | 750kg | 15 | 15 |
Sample Vehicle Bodies
Minicar, 2-seat
Class | Body | Wheels | Spaces | Weight | Cost |
Lightweight | 40 | 5 each | 0.8 | 300kg | 2 CP |
Sedan, 4-seat
Class | Body | Wheels | Spaces | Weight | Cost |
Striker | 60 | 7.5 each | 1.2 | 450kg | 3 CP |
Sportscar 2-seat
Class | Body | Wheels | Spaces | Weight | Cost |
Striker | 60 | 7.5 each | 1.2 | 450kg | 3 CP |
Van/RV, 6-seat
Class | Body | Wheels | Spaces | Weight | Cost |
Striker | 60 | 7.5 each | 1.2 | 300kg | 2 CP |
Truck, 2-seat
Class | Body | Wheels | Spaces | Weight | Cost |
Med.Striker | 80 | 10 each | 1.6 | 300kg | 2 CP |
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 |
Minilaser | 3 | +0 | 15 | 9DC | - | inf. | 200kg | .3 | 1.3 |
Light Laser | 5 | +1 | 30 | 17DC | - | inf. | 300kg | 1 | 2.9 |
Medium Laser | 6 | +1 | 40 | 23DC | - | inf. | 400kg | 1.5 | 3.7 |
Heavy Laser | 6 | +1 | 50 | 29DC | - | inf. | 500kg | 2.1 | 4.5 |
Megalaser | 8 | +2 | 75 | 43DC | - | * | 800kg | 2.7 | 11.1 |
*This weapons may be fired once every other turn
Projectile Weapons | Range | WA | Damage | DC | BV | Shots | Weight | Spaces | CP Cost |
Slug Gun | 4 | +0 | 35 | 20DC | - | 10 | 0.4 | 1.2 | 2.0 |
Heavy Gun | 4 | +0 | 45 | 26DC | - | 10 | 0.5 | 1.8 | 2.4 |
Howitzer | 5 | +1 | 60 | 34DC | - | 10 | 0.6 | 3.0 | 5.1 |
Machinegun | 3 | -1 | 25 | 14DC | 6 | 10 bursts | 0.3 | 1.5 | 4.4 |
Autocannon | 4 | -1 | 40 | 23DC | 4 | 10 bursts | 0.4 | 2.4 | 4.6 |
Reloads cost 10% of the weapon's cost for a 10 shot magazine.
Missiles | Range | WA | Damage | DC | Shots | Weight | Spaces | CP Cost |
Micromissiles | 4 | -1 | 20 | 11DC | 15 | 200kg | 1.2 | 1.7 |
Minimissiles | 5 | +0 | 40 | 23DC | 6 | 200kg | 1 | 1.3 |
Armor Missile | 7 | +1 | 80 | 45DC | 1 | 100kg | 0.45 | 0.6 |
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 | Cost | SDP | Weight | B-Mod |
10 | 50 | .3 | 10 | 50 kg | 0.05 |
20 | 100 | .6 | 20 | 100 kg | 0.1 |
30 | 150 | .9 | 30 | 150 kg | 0.15 |
40 | 200 | 1.2 | 40 | 200 kg | 0.2 |
50 | 250 | 1.5 | 50 | 250 kg | 0.25 |
70 | 350 | 2.1 | 70 | 350 kg | 0.35 |
100 | 500 | 3.0 | 100 | 500 kg | 0.5 |
200 | 1000 | 3.6 | 120 | 600 kg | 0.6 |
500 | 2500 | 4.5 | 150 | 750 kg | 0.75 |
1000 | 5000 | 6.0 | 200 | 1000 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 | Move | B-Mod and Cost |
+1/5 | +5 | x0.6 |
+2/10 | +10 | x0.7 |
+3/15 | +15 | x0.8 |
+4/20 | +20 | x0.9 |
+5/25 | +25 | x1.0 |
+6/30 | +30 | x1.1 |
+8/40 | +40 | x1.3 |
+10/50 | +50 | x1.6 |
+20/100 | +100 | x2.0 |
+50/250 | +250 | x2.2 |
+100/500 | +500 | x2.5 |
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 |
Overcharged | x0.15 | +1MV, +1MA, +5 MOVE |
Supercharged | x0.3 | +2MV, +2MA, +10 MOVE |
Arctic Protection | x0.05 | |
Desert Protection | x0.05 | |
Underwater Protection | x0.05 | |
Turbo-charger* | x0.75 | see below |
x1.25 | see below | |
x2.0 | see 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 | x0.01 | for each +1 bonus to Pilot's PRE, to a max of +3 . |
Holo-projector | x0.05 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 |
100-190kg | 13 | 65 | 233 | 374 | -2 to REF |
200-290kg | 12 | 60 | 188 | 302 | -3 to REF |
300-390kg | 12 | 60 | 188 | 302 | -4 to REF |
400-490kg | 11 | 55 | 147 | 236 | -5 to REF |
500-590kg | 11 | 55 | 147 | 236 | -6 to REF |
600-690kg | 10 | 50 | 112 | 180 | -7 to REF |
700-790kg | 10 | 50 | 112 | 180 | -8 to REF |
800-890kg | 9 | 45 | 100 | 162 | -9 to REF |
900-990kg | 9 | 45 | 100 | 162 | -10 to REF |
1000kg + | 8 | 40 | 89 | 144 | -11 to REF |
*Mekton Zeta Movement Allowance