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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
Kills | Base Cost |
01-22 | 1 CP per Kill (1-22) |
23-100 | 2 CP per Kill (46-200) |
101-1000 | 4 CP per Kill (404-4000) |
1001-5000 | 6 CP per Kill (6006-30000) |
5001-10,000 | 8 CP per Kill (40010-80000) |
10,001-50,000 | 10 CP per Kill (100,020-500,000) |
50,001-100,000 | 15 CP per Kill
(750,000-1,500,000) |
100,001-1,000,000 | 20 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
Kills | Base Cost |
100-500 | 3 CP per Kill |
501-1000 | 5 CP per Kill |
1001-2000 | 7 CP per Kill |
2001-5000 | 10 CP per Kill |
5001-10000 | 15 CP per Kill |
10001-20000 | 20 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.
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