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Instant Mekton Plug-In |
Class | Head | Torso | R.Arm | L.Arm | R.Leg | L.Leg | Damage* | Armor | Tons | Strength | Cost |
Superlight | 1 | 2 | 2 | 2 | 2 | 2 | +0 | 1 | 8.5t | 12 | 17 CP |
Lightweight | 2 | 4 | 3 | 3 | 3 | 3 | +0 | 2 | 15.0t | 13 | 30 CP |
Striker | 3 | 6 | 4 | 4 | 4 | 4 | +0 | 3 | 21.5t | 13 | 43 CP |
Med.Striker | 4 | 8 | 5 | 5 | 5 | 5 | +1K | 4 | 28.0t | 14 | 56 CP |
Hvy.Striker | 5 | 10 | 6 | 6 | 6 | 6 | +1K | 5 | 34.5t | 14 | 69 CP |
Med.Weight | 6 | 12 | 7 | 7 | 7 | 7 | +1K | 6 | 41.0t | 14 | 82 CP |
Lt.Heavy | 7 | 14 | 8 | 8 | 8 | 8 | +2K | 7 | 47.5t | 15 | 95 CP |
Med.Heavy | 8 | 16 | 9 | 9 | 9 | 9 | +2K | 8 | 54.0t | 15 | 108 CP |
Armd.Heavy | 9 | 18 | 10 | 10 | 10 | 10 | +2K | 9 | 60.5t | 15 | 121 CP |
SuperHeavy | 10 | 20 | 11 | 11 | 11 | 11 | +3K | 10 | 67.0t | 16 | 134 CP |
MegaHeavy | 11 | 22 | 12 | 12 | 12 | 12 | +3K | 11 | 73.5t | 16 | 147 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 | Cost | Weight | Space | Notes |
Sensors (required) | 4 CP | 1.0t | 1 | -3 to actions if not in head |
Backup Sensors | 2 CP | 1.0t | 2 | -6 to actions if no backup. |
Cockpit (required) | 0 CP | 0.0t | 1 | |
Passenger | 1 CP per person | 0.0t | 1 | |
Hand (1K damage) | 2 CP each | 0.5t | 1 | |
Claw (2K damage) | 4 CP each | 1.0t | 1 | |
Talon (2K damage) | 2 CP each | 1.0t | 1 | cannot manipulate |
Pincer (3K damage) | 2 CP each | 1.5t | 1 | cannot manipulate |
Storage | 0.1 CP per 50kg | 0.0t | 2 | 50kg of storage |
Security system | 0.5 CP | 0.0t | 0 | |
Escape System | 1 CP | 0.0t | 0 | In case of cockpit hit! |
Weapon Linkage | 1CP each | 0.0t | 0 | 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 | Range | WA | Damage | BV | Shots | Weight | Spaces | CP Cost |
Lt. Beam Gun | 4 | +1 | 1K | na | inf | 0.5t | 1 | 2 CP |
Med. Beam Gun | 7 | +1 | 3 | na | inf | 1.5t | 4 | 5 |
Hvy. Beam Gun | 10 | +1 | 6 | na | inf | 3.0t | 9 | 9 |
Beam Cannon | 8 | +2 | 4 | na | inf | 2.0t | 9 | 9 |
Hvy. Beam Cannon | 8 | +2 | 8 | na | inf | 4.0t | 15 | 16 |
Nova Cannon | 15 | +1 | 15 | na | 1* | 0.5t | 10 | 29 |
Pulse Cannon | 8 | +0 | 4 | 6 | 1 turn** | 2.0t | 11 | 20 |
Beam Sweeper | 4 | -1 | 2 | inf.*** | Inf | 1.0t | 6 | 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 | Range | WA | Damage | BV | Shots | Weight | Spaces | CP Cost |
Light Cannon | 5 | +0 | 3 | na | 10 | 1.5t | 3 | 3 |
Medium Cannon | 7 | +0 | 6 | na | 10 | 3.0t | 6 | 6 |
Heavy Cannon | 9 | +0 | 9 | na | 10 | 4.5t | 9 | 9 |
Giant Cannon | 17 | +0 | 12 | na | 10 | 6.0t | 15 | 15 |
Autocannon | 4 | -2 | 2 | 8 | 10 bursts | 1.0t | 5 | 6 |
Heavy Autocannon | 7 | +1 | 6 | 4 | 10 bursts | 3.0t | 10 | 13 |
Epoxy Gun | 5 | +2 | diff: 18* | na | 3 | 3.0t | 7 | 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 | WA | Damage | Shots | Weight | Spaces | CP Cost |
Rocket Pod | 5 | -1 | 2 | 20 | 1.5t | 4 | 4 |
Rocket Launcher | 7 | +0 | 4 | 10 | 1.5t | 4 | 4 |
Missile Pod | 13 | +1 | 6 | 5 | 1.0t | 5 | 5 |
Heavy Missile | 24 | +2 | 12 | 1 | 0.5t | 3 | 3 |
Missiles can be fired singly or as a salvo.
Melee Weapons | Range | WA | Damage | Weight | Spaces | CP Cost |
Sword | 1 | +1 | 5 | 2.5t | 4 | 4 |
Axe | 1 | +0 | 6 | 3.0t | 3 | 3 |
Mace | 1 | +0 | 8 | 4.0t | 4 | 4 |
Drill | 1 | -1 | 4-AP | 2.0 | 3 | 3 |
Saw | 1 | -1 | 6-AP | 3.0 | 5 | 5 |
Shock-Whip | 1 | -2 | 2-shock | 1.0t | 4 | 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 | Range | WA | Damage | Shots | Weight | Spaces | CP Cost |
Energy Sword | 1 | +1 | 6 | inf. | 1.0t | 6 | 6 |
Energy Axe | 1 | +0 | 7 | inf. | 1.0t | 6 | 6 |
Energy Lance | 1 | +2 | 8 | inf. | 1.0t | 8 | 14 |
Nova Sword | 1 | +3 | 15 | 2 turns* | 2.0t | 8 | 14 |
*This weapon may only be used for 2 turns before
it runs out of energy.
Shields | DA | SP | Weight | Spaces | CP Cost |
Small Shield | -1 | 6 | 3.0t | 7.5 | 7.5 |
Medium Shield | -2 | 9 | 4.5t | 9 | 9 |
Large Shield | +0 | 12 | 6.0t | 18 | 18 |
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 level | of 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 Protection | x0.05 | Allows your mecha to operate in airless space. |
Re-entry Protection | x0.1 | Allows your mecha to re-enter the atmosphere. |
Mach Speed | x0.25 | 1 Mach per 100 Move of propulsion. |
Sublight speeds | x0.75 | Escape velocities, up to 1AU per day at GM's choice. |
FTL | x1.25 | 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 |
01-19t | 6 | 18 | -1 to REF |
20-29t | 5 | 15 | -2 to REF |
30-39t | 5 | 15 | -3 to REF |
40-49t | 4 | 12 | -4 to REF |
50-59t | 4 | 12 | -5 to REF |
60-69t | 3 | 9 | -6 to REF |
70-79t | 3 | 9 | -7 to REF |
80-89t | 2 | 6 | -8 to REF |
90-99t | 2 | 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.