MEKTON PLUG-IN |
Vehicles. Planes, trains, automobiles; they're easy to classify. But
what about space stations, cosmo ray-beam projectors, giant robots or sexy
skintight powered armor suits? Where do they fit in? Are they Vehicles?
Gadgets? Armor? Inventions? Luckily, the Japanese, who love technology,
have given the lexicon of high tech the perfect term: Mecha. Derived from
the word mechanism, mecha are any complex machine, generally requiring some
type of pilot or operator. Mecha include cars, planes, helicopters,ships,
spacecraft, giant robots, powered armor, and more.
In general, since mecha are pretty much always superheroic vehicles, they
are purchased like other kinds of superpowers. (in
fact, GM's can elect to allow players in superheroic settings to spend points
on mecha instead of powers, or a combination of both).
Fuzion and Mekton Z
Fuzion's Mecha Plug-In allows the creation of simplified mecha that
are fairly compatible with the MEKTON Z RPG. While not intended to offer
all the powerful features of its "parent" system, this Plug-In
allows Referees and players to easily create new vehicles for Fuzion campaigns.
The Fuzion Plug-in differs from its MEKTON Z parent in the following ways:
- Spaces: Space are ignored in Fuzion. If you plan to convert back to MEKTON Z (which uses Spaces), assume 1 space per each Kill in your mecha, with each weapon/thruster using 1 space per point. Wheels and Treads neither contribute nor use spaces.
- Servo/Torso Kills: In Fuzion, Torso Kills are assumed to be 2 per level. Servo Kills in Fuzion are generalized to be 1 per level; in MEKTON, arms and legs are really 1+(1 per level); other parts remain the same.
- Movement: To convert MEKTON movement to Fuzion, multiply your MA by 5. To get MA from Move reverse the process, dividing MOVE by 5 to get MA.
- Weapons: All FUZION weapons are designed as generic, using the projectile weapon construction rules from MZ+ (to get exact matches for other types, you must use each specific case from MZ+).
BASIC GENERIC MECHA CONCEPTS
Although these rules don't deal with the actual process of constructing specific mecha (this may vary from campaign to campaign) all "mechanism" designs involve the same elements:
- Armor: Most mecha have armor to provide physical or other types of defense. Example: The Mega-Rapier assault mecha has a Killing Defense of 100 in it's mighty armored hull plates
- Kills: A measure of very large scale damage or the ability to take large amounts of damage. Example: The Mega Rapier's 100 PD translates to 2 Kills. See the Damage section for more on Kills.
- Maneuver value [MV]: How responsive the mecha is to its pilot or operator. The MV value is applied to the pilot's REF (& DEX for Powered Suits) whenever Actions are taken or Initiative is rolled.
- Movement: The way the mecha gets around (if it can). Usually expressed as a MOVE characteristic, but different types of Movement may be employed by the same mecha; these are detailed in their descriptions. Example: The RoboBike can drive like a motorcycle (Surface MOVE 25), fly like an aerodyne (Flying MOVE 2) and run like a person (Running MOVE 20).
- Sensors: Vehicles with transparent canopies usually don't rely on computerized information, but machines whose cockpit is enclosed by armor needs sensor systems. If such a machine loses its sensors in battle, its pilot suffers -4 to all combat rolls.
- Structure: Being inanimate, mecha record their damage as either Structural Damage Points (SDP); particularly large or tough mechanisms use Kills, a way of measuring BIG damage.
- Style: A cool-looking enough mecha can actually add to its operator's Presence Characteristic in much the way that a Ferrari can enhance anyone's coolness. Such Styling is always expressed as a bonus to the pilot's PRE characteristic.
- Weapons: Many mecha have built-in or carried weapons. These operate much as other weapons do, but due to their large size and awesome power, their capability to do damage is often measured in flat KILLS rather than DICE of damage.
- Weight: Most mecha, being complex machines, weigh a fair amount. This is usually measured in kilograms or metric tons.
- Special Systems:
These are special systems that are unique to certain mecha designs. If present, they are always outlined as part of the mecha's description for the individual campaign.- Transformation: Certain types of mecha can change from one form to another, or otherwise vary their configuration to achieve different effects. This takes 1 Action and is usually part of the mecha's description; the transformer's abilities are also usually listed with this description.
- Automated or Intelligent systems: These are highly advanced computers that can operate the mecha independent of a human pilot. These are generally described as one or two characteristic "characters" (INT and REF for example), unless they are intended to be fully realized artificial intellects.
- Synchro-Systems: These are systems that react or interface with their human operators to a level where they actually enhance their performance. Synchro systems usually give a bonus to their pilot's REF and/or DEX characteristics or WA.
STEP ONE: CHOOSE A FORM
- What is your mecha going to look like? Is it a giant robot, a crimefighter's car or maybe a super jet? In general, there are five common types of mecha, each with its own special abilities:
- Humanoid: This is the form used to create the "giant robot" of Japanese animé. In smaller forms, it can be used to create power armor or personal fighting armors. Abilities: +3 to MV; this is the only form that can use hand weapons.
- Vehicle: This is the form used to create cars, tanks, boats and submarines, In general, this form consists of a main body and some type of movement system on the underside, such as wheels, treads, props, thrusters or ground effect (GEV) systems. Abilities: Surface Move +3, -1 MV.
- Animorphic: This is the form used to create animals of all types, from giant tigers to spiders. The animorphic form usually consists of a main body and two or more pairs of legs; a tail is optional. Abilities: +2 Surface MOVE. +1 SDPs or KILLs (as applicable) to melee damage.
- Aircraft: This is the form used to create all types of flying vehicles, including spaceships. In general, this form consists of a main body and two or more paired wings; although an aircraft doesn't require wings in many cases. Abilities: Thruster speed doubled, -2MV.
- Bases: This is the form used to create non moving, protected places. The form consists of a main body (in this case, the largest" room" and several extremities (or subrooms/ passages). A Base cannot be moved.Abilities: +2 Armor SDPs or KILLs (as applicable), 360º firing arc.
BUY THE PARTS
Decide how big the main body (aka the torso) of your vehicle is. The examples on the table will give you a few ideas of rough sizes; pick the closest approximation. Now, buy your main body. If you have heads, arms, legs, wings, tentacles, wheels, treads or other extremities (aka servos) attached to the main body, buy these next. Extremities may not be more than 1 level greater than the Main Body and Servos with SDP may not be combined with Kills.
Level Example mainbody PP weight extremeties
armorPP weight Microlight 1 light body armor 10sdp 0.3 10kg 5sdp 0.1 0.1 5kg Microlight 2 hvy body armor 20sdp 0.4 22kg 10sdp 0.2 11kg Microlight 3 cycle, small car 40sdp 0.5 .4ton/400kg 25sdp 0.3 .3ton/300kg Microlight 4 car, copter, power armor 60sdp 0.8 .6ton/600kg 35sdp 0.4 .4ton/400kg Microlight 5 big car, small truck 80sdp 1.0 .8ton/800kg 45sdp 0.5 .5ton/500kg Microlight 6 truck 2k 1.5 1ton/1000kg 50sdp 0.6 .6ton/600kg Superlight small plane 3k 2 1ton 1k 0.7 .5tons Lightweight apc, armored car 4k 4 2ton 2k 1 1tons Striker fighter jet 6k 6 3ton 3k 2 1.5tons Medium Striker tank 8k 8 4ton 4k 3 2tons Heavy Striker cargo jet 10k 10 5ton 5k 4 2.5tons Mediumweight small giant robot 12k 12 6tons 6k 5 3tons Light Heavy jumbo jet 14k 14 7tons 7k 6 3.5tons Medium Heavy typical giant robot 16k 16 8tons 8k 7 4tons Armored Heavy big giant robot 18k 18 9tons 9k 8 4.5tons Superheavy small ship, spaceship 20k 20 10tons 10k 9 5tons Megaheavy huge giant robot 22k 22 11tons 11k 10 5.5tons BUY ARMOR
This is the Phyiscal Defense (PD) of your vehicle. You'll use the same column of the table as you did for Extremities.The PD level of armor on the table above is as listed for that level; the OP cost is the PD multiplied by the number of extremities and your main body combined. You may not armor a mecha higher than 2 levels over its Main Body level, all areas must be armored at the same level, and you may not combine SDPs with Kills.Choose Weapons (if any):
Using the weapons table below, choose how you want to arm your mecha. Weapons are purchased by their damage classes, not by any specific weapon; the weapons listed are only examples. Feel free to invent the effects and style of the weapon you want. Weapons are constructed by buying the basic DC or Kills of the weapon, then buy the range and accuracy of the weapon. Note: The largest weapon you may place on any Microlight main bodied mecha is 3K .*Range is automatically 1
DC Typical Weapon Example Base Cost dc 7 light rifle 5 dc 8 heavy rifle 8 dc 10 50 cal machinegun 10 dc 11 man portable howitzer 11 dc 12 15mm cannon, man portable laser cannon 12 dc 13 20mm cannon 13 1k railgun, 30-50mm cannon, lt. beam gun 14 2k 60-80mm cannon, rocket pod, beam sword* 15 3k 90-100mm cannon, mecha machine cannon 16 4k 120-140mm cannon, beam cannon 17 5k 150-200mm cannon, mecha melee weapon* 18 6k hvy. autocannon, missile pod, hvy. beam gun 19 7k 300mm cannon 20 8k hvy. beam cannon, 21 9k Artillery Cannon, mecha howitzer, 22 10k Large Artillery Cannon, mega beam cannon 23 11k battleship cannon 24 12k Cruise missile, 18in battleship cannon 10 Ranges & WAs The Base Range for a ranged Weapon is 200m/yds; you'll add+1 for every doubling of range. Weapon Accuracy (WA) is purchased at +1 point for each additional level over a starting base of +0. Get a Final Total of SDP or Kills) Now, add the SDP (or Kills) of your main body, all extremities, all armor and all weapons together. This is the total SDP or Kills of your vehicle. Buy Thrusters Thrusters allow your mecha to fly. To determine a cost, multiply your total weight (by x 0.0075 for mecha a ton or more, or 0.125 for mecha under a ton), then multiply that result by the MOVE you want as your top flight speed and round off. Example: For a 76.5 ton mecha to fly at a MOVE of 100 would cost 57 OP (76.5 x 0.0075=0.57; 0.57 x100=57.3 rounded down to 57.) But even with a MOVE of 100, our mecha barely gets over 400 mph. So how do we get faster mecha? We get around this by using a game convention called The Afterburner Rule. With this rule, you can buy the Option (below) to move at one Mach level (@750mph) for every 100 MOVE of thrusters purchased. This Mach Speed is only useable in high speed, straight line, non-combat movement. Buy Options Now decide what options you want to add to your mecha. Options (like hands, computers, etc.) are purchased as add-on parts. (Note: that hands, claws, talons etc.must be bought for each extremity they'll be used on. Body Armors don't need hands; the operator's hands will do). Buy these options separately from Cost Multipliers (below). Cost Multipliers are options applied overall to your mecha to get the effects you want. Choose the Cost Multipliers you want, add them together to get one Cost Multiplier number, then apply that to your mecha's Cost. Add that result to the mecha's Base Cost to get its Total Cost. Cost Multipliers
Hand 2ea Security system 0.5 Claw 4ea Escape System 1 Talon 2ea Pincer 2ea Sensors 4ea Weapon Linkage 1ea Computer 1 per level of INT Containment Facilities 1per person Laboratory 1 per type of speciality Storage 0.1 per 50kg
Auto systems x0.1 for each level of INT, REF, DEX +5 skills at +5 each Land Speed x0.05 per +5MOVE, no max. Faster Than Light Speed x1.25 Mach Speed x.25 Maneuverability x0.1 per +1MV, up to max of 0. Scale up Kills by factor of 10 (weight goes up x10) x25 Scale up Kills by factor of 100 (weight goes up x1000) x500 Stealth or Cloaking Field (defined by GM) x0.3 Style x0.01 for each +1 bonus to Pilot's PRE, to a max of +3 Sublight speeds (escape velocities, up to 1AU per day at GM's choice) x0.75 Synchro Systems x0.5 for +2 to Pilot's REF & DEX, +1 to all WA's Transformation Total Cost x 0.3 for every form taken Water Propulsion x0.025 for every +5 MOVE
Calculate Your Surface Move & MV Add up the weight of all the parts of your mecha 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 76.5-ton Beastmecha has a MOVE of 15 and an MV of -7.
Weight MOVE MV Mph/Kph <1 ton 35 -0 to REF 70/105 01-19t 30 -1 to REF 60/90 20-29t 25 -2 to REF 50/75 30-39t 25 -3 to REF 50/75 40-49t 20 -4 to REF 40/60 50-59t 20 -5 to REF 40/60 60-69t 15 -6 to REF 30/45 70-79t 15 -7 to REF 30/45 80-89t 10 -8 to REF 20/30 90-99t 10 -9 to REF 20/30 100t + 10 -10 to REF 20/30