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"Spaceships, Large and Small"



By Christian Conkle
conkle@mecha.com
http://www.mecha.com/~conkle

These optional rules for Mekton Zeta and Mekton II are to be used to contruct very detailed ships. Note these are not using scaling rules as these rules were designed in 1987, prior to the release of either Mekton Empire or the MTS. As such, these rules may need slight modifications to be fit into normal ship construction rules, but the concepts are still valid and a ship constructed by these rules should be convertable to either Mekton Z or MTS.

Main Bodies
KillsBase Cost
01-221 CP per Kill (1-22)
23-1002 CP per Kill (46-200)
101-10004 CP per Kill (404-4000)
1001-50006 CP per Kill (6006-30000)
5001-10,0008 CP per Kill (40010-80000)
10,001-50,00010 CP per Kill (100,020-500,000)
50,001-100,00015 CP per Kill (750,000-1,500,000)
100,001-1,000,00020 CP per Kill (2 mil- 20 mil)
To calculate spaces, use this formula: (Kills / 6 ) + 2 = the number of spaces on the craft. Thus, a 3456 kill main body would have 578 spaces and would cost (3456 x 6) 20,736CP.

Powerplants: A spacecraft needs 1 CP of power plant for every 10 tons of craft. A 200 ton ship would need 40 CP of Power plant.

Auxilliary Power: A Spacecraft can have aux. power for one quarter of the cost above. However, the above must be installed first. No weapons can be fired while under auxillary power.

Thrusters: 9% of the mech's total tonnage must be devoted to thrusters. Thus, if you have a 200 ton mech, 18 points must be spent on thrusters. It is placed and used exactly like the system for smaller mechs. Mechs weighing under 110 tons must use the table in the book. The base movement is 12 with one addtional FMA with each 3 additional points. 6 points of thrusters take up 1 space of main body.

Armor: Any amount of armor may be devoted to any part of the spaceship or large mech. It is used and placed exactly like the system for smaller mechs. However, with the mass death of the larger weapons, armor loses 1 Kill for every 5 points of damage it takes in a turn. Thus, if meha armor is hit by a 12 K Nova sabre, 2 Kills are marked off instead of one. If a 1000 K Tachyon bolt rips into your hull, however, the armor loses 200 Kills.

Wings & Tails
KillsBase Cost
100-5003 CP per Kill
501-10005 CP per Kill
1001-20007 CP per Kill
2001-500010 CP per Kill
5001-1000015 CP per Kill
10001-2000020 CP per Kill
Your wings must equal to at least half of your main body to count for lift. Wings must always be used in pairs or quadruples. Wings take up 1 space of Main Body for every 8CP spent but also provide an extra space for every 5 Kills of Wings used.

Command Tower: Any amount of CP can be spent on buying a command tower. It recieves 1 space for every 8 CP spent. It takes up 1 space of Main Body for every 10 CP spent however. A Command Tower recieves 1 Kill for every 10 CP.

Sub Assemblies:

  • Bridge: Cost=1 CP per 1 person accommodation x level of bridge
    A bridge can be built in any component of the ship. It costs 1 space per person accommodated. No weapons may be mounted on the bridge. The bridge is the control center of the ship, it must have as many people as is required to run the ship. A bridge has stations for different areas of the ship. One for Engineering, one for piloting, one for navigation, etc. For each level of bridge, a bonus of +1 is given to any skill used at a pertinent station. Thus, a level three bridge with a piloting station would give a plus 3 to the pilot. The benefit of a bridge over a specialized room is that there are a number of stations in the same room and one man can operate many stations at once. 1 space per person.
  • Cargo: Cost=1 CP per 10 tons accommodation
    Cargo holds that can be converted into a hangar bay. Automatically comes with a door leading outside. The door can be opened in space without fear of depressurization unless the weak force field holding the air in is turned off. The door is big enough for up to 4 mechs to enter or leave through. 1 CP must be spent per mech allowed to enlarge the door. It costs 1 space per 10 tons accomodation. This is the most versatile of the components. Anything can be kept here, from repair facilities to troop carrying accommodations. Takes up 1 space per ton accommodation but also has 1 space per ton accommodation of it's own.
  • Repair facilities: Cost= 1 CP per 1 tons of mecha at one time
    Repair facilities add a +5 to mecha repair skill. A 60 CP facility can only repair up to 60 tons of mecha at one time. Usually placed in a hangar. Takes up 1 space per 5 tons.
  • Medical Facilities: Cost= 3 CP per 2 people accommodations
    Full Medical Facilities 1 space per 2 people
  • Recreation Facilities: Cost= 2 CP per 1 person. 1 Space per 5 people.
  • Dining Facilities Cost=2CP per 1 person
    Cafeteria Cost=4CP per 1 people
    Restaurant 1 Space per 5 people
  • Pool: Cost= 100CP per 20 people
    Nice swimming pool, but Hell if gravity goes out. 2 spaces per 20 people.
  • Simulator: Cost= 3 CP per person at one time
    Simulates battles in mechs. has 1 cockpit for every 3 CP. takes 2 spaces per person.
  • Crew quarters:
    Normal Quarters Cost= 5 CP per person
    Officers Quarters Cost= 10 CP per officer
    Typical crew quarters, houses 1 or 2. 1 space each. Officer's quarters are more ornate but still take up 1 space each.
  • Airlock: Cost=10 CP per every airlock.
    Airlocks can be placed anywhere on the ship. 1 Airlock can accommodate 2-5 people at a time. extra airlocks can be sacrificed to raise this. Thus, 2 airlocks in the same place would accommodate 4-10 people. 1 space each.
  • Specialized Rooms: Cost= 10 CP per person x level of bonus of the room.
    One room can be used for one purpose. These rooms aid in a particular skill, usually. Specialized rooms give a +2 per level of the room to one skill. A science room would give a bonus +2 to everyone using science skill in that room. An engineering room would give a bonus of +2 to everyone using engineering skill. This rooms must be declared before building but can be modified later by rebuilding the room (ie spending the CP all over again). 1 space per person.
  • Brig/ Holding Facility (cargo) cost= 1 CP per prisoner x difficulty of system cost= 1 CP per ton of cargo
    A brig will keep people in one spot. The difficulty of the system is the diffuculty chart for skills. This is the ease of escape. A holding facility is a special cargo hold that keeps things under security. Useful for carrying King Kongs about. 1 space every 5 CP
  • Landing Gear: Cost= 1 CP per every 1000 tons of mecha/ship. 1 space each CP.
  • Decks: There is approximately 1 deck for every 1000 CP of main body
  • Other Mech Parts: Yes, a spacehip can have arms and legs. A Spacecraft can have limbs but they must be at least 80% the size of the Main Body. For Kills and Spaces, use the Wings Chart. Legs and arms must always be used in pairs or quadruplets or even sextuplets. Each part takes up 1 space for every 20 Kills.
  • Optionals: Mech optionals like Spotlights and Liftwires can also be added to spaceships. The price is the same as for mechs. This system also goes the other way. Any of the ship's systems can be put in a mech, no problem. It simply takes up a space, that's all.
  • Weapons: 10 CP of weapons take up 1 space. Anything under still takes up one space.