TranzFuzion

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:

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:

STEP ONE: CHOOSE A FORM

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
armor
 PP 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 .

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
*Range is automatically 1
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.
 
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
  Cost Multipliers
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