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Instant Mekton Plug-In
by Christian Conkle
(conkle@mecha.com, http://www.mecha.com/~conkle)

The Mekton Plug-In for Fuzion is widely regarded as sub-standard and poorly thought out. I have designed an alternative that, although simple, is perfectly aligned with existing Mekton Zeta material. This plug-in will design simple humanoid mecha 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.

Step One: Choose a Frame
ClassHead TorsoR.Arm L.ArmR.Leg L.LegDamage* ArmorTons StrengthCost
Superlight1 22 22 2+0 18.5t 1217 CP
Lightweight2 43 33 3+0 215.0t 1330 CP
Striker3 64 44 4+0 321.5t 1343 CP
Med.Striker4 85 55 5+1K 428.0t 1456 CP
Hvy.Striker5 106 66 6+1K 534.5t 1469 CP
Med.Weight6 127 77 7+1K 641.0t 1482 CP
Lt.Heavy7 148 88 8+2K 747.5t 1595 CP
Med.Heavy8 169 99 9+2K 854.0t 15108 CP
Armd.Heavy9 1810 1010 10+2K 960.5t 15121 CP
SuperHeavy10 2011 1111 11+3K 1067.0t 16134 CP
MegaHeavy11 2212 1212 12+3K 1173.5t 16147 CP

*This damage is added to the damage done by hands, claws, pincers, talons, and melee weapons.

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 each Servo. Each Servo can only mount as many spaces worth of Subassembly as it has Kills in that Servo (see chart above). If the Subassembly you want doesn't fit, the number of spaces it requires can be reduced for 0.5 CP per Space added to the cost of the Subassembly.
Subassembly CostWeight SpaceNotes
Sensors (required) 4 CP 1.0t 1-3 to actions if not in head
Backup Sensors2 CP 1.0t2 -6 to actions if no backup.
Cockpit (required) 0 CP0.0t 1
Passenger1 CP per person 0.0t1
Hand (1K damage)2 CP each 0.5t1
Claw (2K damage)4 CP each 1.0t1
Talon (2K damage) 2 CP each 1.0t 1cannot manipulate
Pincer (3K damage) 2 CP each1.5t 1cannot manipulate
Storage0.1 CP per 50kg 0.0t2 50kg of storage
Security system0.5 CP 0.0t0
Escape System1 CP 0.0t0 In case of cockpit hit!
Weapon Linkage1CP each 0.0t0 Fires two weapons simulaneously.

Step Three: Choose Weapons

Each Weapon must be placed within a servo (head, arms, torso, etc.). Each weapon requires a certain amount of Space from each Servo. Each Servo can only mount as many spaces worth of weapon as it has Kills in that Servo (see chart above). If the weapon you want doesn't fit, the number of spaces it requires can be reduced for 0.5 CP per Space added to the cost of the weapon.

Any weapon can be designated as Hand-Held at no cost. An arm may carry and use as many Spaces worth of weapon as it has Kills in the arm. Therefore, a 5 Kill arm may carry a weapon that requires 5 spaces. Hand-held weapons are vulnerable to "Grab" maneuvers.
Beam Weapons RangeWA DamageBV ShotsWeight SpacesCP Cost
Lt. Beam Gun4 +11K nainf 0.5t1 2 CP
Med. Beam Gun7 +13 nainf 1.5t4 5
Hvy. Beam Gun10 +16 nainf 3.0t9 9
Beam Cannon8 +24 nainf 2.0t9 9
Hvy. Beam Cannon8 +28 nainf 4.0t15 16
Nova Cannon15 +115 na1* 0.5t10 29
Pulse Cannon8 +04 61 turn** 2.0t11 20
Beam Sweeper4 -12 inf.***Inf 1.0t6 15

*This cannon may only be fired once per battle.

** This weapon can only fire one burst every other turn.

***Fires a continuous beam, no maximum hit limit.
Projectile Weapons RangeWA DamageBV ShotsWeight SpacesCP Cost
Light Cannon5 +03 na10 1.5t3 3
Medium Cannon7 +06 na10 3.0t6 6
Heavy Cannon9 +09 na10 4.5t9 9
Giant Cannon17 +012 na10 6.0t15 15
Autocannon4 -22 810 bursts 1.0t5 6
Heavy Autocannon7 +16 410 bursts 3.0t10 13
Epoxy Gun5 +2diff: 18* na3 3.0t7 12

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

*Weapon does no damage, it performs a grab attack against an opponent which requires a piloting roll vs. The difficulty to escape.
Missiles Range WADamage ShotsWeight SpacesCP Cost
Rocket Pod5 -12 201.5t 44
Rocket Launcher7 +04 101.5t 44
Missile Pod13 +16 51.0t 55
Heavy Missile24 +212 10.5t 33

Missiles can be fired singly or as a salvo.
Melee Weapons RangeWA DamageWeight SpacesCP Cost
Sword1 +15 2.5t4 4
Axe1 +06 3.0t3 3
Mace1 +08 4.0t4 4
Drill1 -14-AP 2.03 3
Saw1 -16-AP 3.05 5
Shock-Whip1 -22-shock 1.0t4 4

AP= Armor Piercing

shock= defender must roll a d10+Body-2. If the result is less than 10, the pilot loses 1 turn.
Energy Melee RangeWA DamageShots WeightSpaces CP Cost
Energy Sword1 +16 inf.1.0t 66
Energy Axe1 +07 inf.1.0t 66
Energy Lance1 +28 inf.1.0t 814
Nova Sword1 +315 2 turns*2.0t 814

*This weapon may only be used for 2 turns before it runs out of energy.
ShieldsDA SPWeight SpacesCP Cost
Small Shield-1 63.0t 7.57.5
Medium Shield-2 94.5t 99
Large Shield+0 126.0t 1818

Step Four: Figure Total Weight

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

Step Five: Purchase Thrusters (if any)

Thrusters allows your mecha to fly. Thrusters require fuel for flight which increases the overall weight of your mecha by 10%. Therefore a 90 ton mecha that flies will add an additional 9 tons in fuel.

To determine the cost of thrusters, multiply your total weight including fuel by 0.125, 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 CP (76.5 x 0.0075 = 0.57; 0.57 x 100 = 57.3 rounded down to 57.

Thrusters must also be placed in servo locations. Thrusters require as many spaces as they cost. Therefore our above example of 57 CP of thrusters would require 57 spaces. Thruster spaces can be split up and allocated to several servos at no additional cost. Spaces can be reduced for 0.5 CP per Space added to the cost of the thrusters.

But even with a MOVE of 100, our mecha barely gets over 400 mph. So how are faster mecha designed? The Afterburner Rule allows the mecha to move at one Mach level for every 100 MOVE of thrusters purchased. This Mach Speed is only useable in high speed, straight-line, non-combat movement.

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.

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
Automation Systems x0.1 for each levelof INT, REF, DEX +5 skills at +5 each.
Mach Speed x0.25 1 Mach per 100 Move of propulsion.
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 .
Synchro Systems x0.5 for +2 to Pilot's REF & DEX, +1 to all WA's .
Space Package total: x2.4
Space Protectionx0.05 Allows your mecha to operate in airless space.
Re-entry Protection x0.1Allows your mecha to re-enter the atmosphere.
Mach Speed x0.25 1 Mach per 100 Move of propulsion.
Sublight speedsx0.75 Escape velocities, up to 1AU per day at GM's choice.
FTLx1.25 Allows your mecha to travel to other star systems.

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

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 MA*MOVE MV
01-19t6 18-1 to REF
20-29t5 15-2 to REF
30-39t5 15-3 to REF
40-49t4 12-4 to REF
50-59t4 12-5 to REF
60-69t3 9-6 to REF
70-79t3 9-7 to REF
80-89t2 6-8 to REF
90-99t2 6-9 to REF
100t +2 6-10 to REF

*Mekton Zeta Movement Allowance

Step Nine: Figure Total CP Cost

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