SERVOS Tonnage = Kills/2 Increased Space: 2sp per Kill Increased Structure: 1K per 2sp + 1CP Maximum (Non-Pod): 1 level above Torso Pods: No limit Servo Classes are simply numbered in this system with no upper limit. Thus you can have Class 20, 200, or 2000 Servos if you like. I would suggest an upper limit of 25. Use the following chart to determine the number of Kills and Spaces: Servo Type Kills Spaces Base Cost ------------------------------------------------ Torso/Main Body Class x2 Class x2 Class x2 Arm/Leg Class +1 Class +1 Class +1 Head/Wing/Tail Class +0 Class +0 Class +0 Pod Class/2 Class x2 Class Wheels Class +0 --- Class +0 Treads Class x2 --- Class x2 Wings (If no less than 2 levels lower than torso): +2 Flight MA Wheels: Normal terrain costs; Must buy a Drivetrain if the mecha has Wheeled locomotion Treads: No terrain penalties (except water and swamp); Must buy a Drivetrain if the mecha has Treaded locomotion Legs: Can be no lower than 1 class lower than the legs. Legged Drivetrain is required. ARMOR AND SHIELDS Armor Space = None Tonnage = Kills/2 Maximum: Two sizes greater than the servo it protects Armor Classes are done the same as above. No names, just numbers. The Class of the Armor is the SP it provides. Base DC is 1. Armor's Damage Coefficient can either be reduced to 0 (making it ablative; Cost: x0.5) or improved by paying 25% for the first additional point (DC 2) and an additional +25% for each +2 the DC is increased (+50% at DC 4, +75% at DC 6, +100% at DC 8, etc). Armor Modifiers Cost Effects -------------------------------- Thick Armor x2 x2 SP Soft Armor x0.5 Edged weapons considered AP; Blunt Trauma from impacts* Fusion-proof x2 Armor is immune to Material Absorption SMT (Fusion in BGC) *-If using FUZION, if Soft armor stops a Lethal attack completely, divide damage to Hits by 5 and apply to Stun. Reduce this damage by the character's Physical Defense. Optimized Armor -Add Armor's SP multiple vs Energy to Armor's SP multiple vs Physical. -Subtract 2.0 from the result of Step One. -If the result of Step Two is positive, multiply by x2.0 (x1.0 if specific); if the result of Step Two is negative, multiply by x0.5 (x0.25 if specific). -Add (or subtract) the result of Step Three to 1.0. -The result of Step Four is the Cost Multiplier for the Armor. RAM Armor Absorption Cost Penalty 1/5 x1.5 1/1 SP 1/4 x1.8 4/5 SP 1/3 x2.2 3/4 SP 1/2 x2.5 2/3 SP Absorption: The fraction of damage that is absorbed and stored within the suit's energy pools on a 1:1 basis. The fractional amount is how much of an attack is absorbed, the remainder continues on to impact the armor. Penalty: Amount to which that locations' armor is reduced to the integration of the energy absorbing systems. SHIELDS Tonnage = Standard & Active: Kills/2; Reactive: Kills/4 for Reactive Space = See below. Maximum: -Standard Shields only require one space in the servo in which it is mounted, regardless of class and may be purchased with increased DC. -Handheld shields may be no larger than 1 Class greater than the arm holding it. -Active Shields require half their CP in spaces in the servo in which they are housed. Active Shields may also purchase improved DC. -Reactive Shields require full CP spaces. -Ablative Reactive: Multiply SP by 5 to get total points the shield will stop. Use the Base SP to determine Regeneration. Shields are also figured by classes (do you see a pattern?). Shields provide SP of Class +4. Use the following chart to figure spaces and cost. Shield Type Cost ------------------ Standard SP Active SP x1.5 Reactive SP x3 Standard/Active Shield Modifiers -------------------------------- DA: -4 -3 -2 -1 +0 Cost: x0.6 x0.8 x1.0 x1.25 x1.5 Binder Space SP Reduction: -1/4 -1/3 -1/2 -2/3 -3/4 Spaces: (+2 spaces x shield size) per -1 kill Cost: x1.1 x1.2 x1.3 x1.2 x1.1 Shield Size Cost Protection vs Area Attack Binder Spaces -------------------------------------------------------------- Small: x0.5 One System x0.5 Medium: x1.0 One Servo x1.0 Large: x2.0 Full Body Coverage x2.0 Reactive Shield Modifiers ------------------------- Reset Time (Standard Reactive): X 3 2 1 0 Regeneration (Ablative Reactive): -SP -1/2 SP +0 SP +1/2 SP +SP Cost: x0.5 x0.75 x1.0 x1.5 x2.0 Turns In Use (Reactive): 1 2 3 4 5 7 10 Inf Cost: x0.3 x0.4 x0.5 x0.6 x0.7 x0.8 x0.9 x1 Options Effect Cost -Deflector No Knockback from Attacks x1.5 -Hardening (Requires 0 Reset) Never goes down. Ever. x2.0 Reactive Shield Variants Weakness Moniker Cost ---------------------------------- All n/a x1.0 Energy Only Interference x0.75 Matter Only Kinetic x0.75 Ranged Only Swashbuckling x0.75 Enclosing Mirror x0.5 Offensive Surge x2.5 COMMAND ARMOR Tons = Kills/2 (Does not affect MA or MV) Space = None Maximum: Two sizes greater than the servo it protects. Absolute Maximums -Torso/Main Body: None -Arms/Legs: 2 less than the Highest Servo Class GM allows -Other: 1/2 (round up) the Highest Servo Class GM allows Now, how to build CA: -Decide on how many spaces you want. Buy a Pod Servo of appropriate size. -Purchase Armor of the same class as the Pod. This armor may be bought with any of the Armor options. -Apply a Balance Modifier. The B-Mod of CA is (Class/10) - 0.1. -(Optional) Add Balance Verniers. Balance Verniers cost 1 + 1 per 0.1 point of B-Mod they reduce. Space is equal to Cost. Balance Verniers can only reduce a B-Mod to 0. WEAPONS (see Lord Jobe's Alternate Mekton Zeta Weapon Creation Rules) WEAPON MOUNTS Space: 1 per Mount Cost: Capacity/4 I go with Weapon Mounts being cheap pods. Weapon Mounts are Class based. Servo Mount Space Capacity ------------------------------------- Head/Wing/Tail Mount Class Arm/Leg Mount Class +1 Torso Mount Class x2 Notes -All Weapon Mounts require 1 space in the servo to which it is mounted. -A Weapon Mount is destroyed if 1 Kill of damage in inflicted. Armor protects the mount itself, but not anything held by it. -The Maximum Class of Weapon Mount is the one above the Servo Class on which it is placed. -Any items with Kills placed in a Weapon Mount give a B-Mod instead of the being used to determine the MV penaly. -Add Quick-Change Mount to represent Hardpoints. -Suggested Limit: Up to 2 Weapon Mounts may be added to any servo with the exceptions of Tails which may only use 1 Weapon Mount. REFLECTOR SYSTEMS Space = Cost Cost = Quality Value of the Reflector squared. ADDITIVE SYSTEMS Crew and Passengers Layout Space Cost Notes Cockpit 1 0 Pilot Only Passenger 1 1 No control and action modifier Extra Crew 1 2 Control and action modifier Extra Actions: +1 bonus action per extra crew -1 MR per extra crew Commanders: MR penalty may be offset if one crewmember is designated Commander. Leadership roll vs. Difficulty (10 + # of crew) and Leadership skill can offset MR penalty at 1-to-1 ratio. SENSORS & COMMUNICATIONS (Revised by Lord Jobe) Space: 1 Kills: Cost/6 (Round off) Sensor Range: Choose your Sensor Range. Cost is equal to the (Square Root of the Sensor's Range in Kilometers)-1. Perception Bonus Cost ------------------------ +0 Per x1.0 +1 Per x1.5 +2 Per x2.0 +3 Per x2.5 +4 Per x3.0 Communication Range: Choose your Comm Range. Cost is 1 per 250 KM of range OVER 250 KM. Orbital Communication costs +6 CP and requires a minimum range of 5000 KM (After Scaling). RECON SYSTEMS System Cost Space Notes Advanced Sensor Package (ASP) 10 2 Full-spectrum EM sensors, Magnetometer, Motion Detector, Magnetic Anomaly Detector, Energy Scanner, Thermographic Radio/Radar Analyzer 5 1 Allows radio/radar signal tracking/location Resolution Intensifiers 0.5/lvl 1 Magnifiers. Must be purchased separately (for Audio, Visual, etc), but all systems only require 1 Space Spotting Radar 10 5 4 Kills. Sensor Range x10 is radar range. Target Analyzer 5 1 Gives tactical info on target. Marine Suite 2 1 Deep underwater sensory equipment. Gravity Lens 5 1 Allows LOS around corners and at various angles. Magnetic Resonance Lens 15 1 X-ray vision for mecha. ELECTRONIC WARFARE SYSTEMS Full Cost for first system, subsequent systems cost ½ Space = Cost (if multiple EW systems, cost of most expensive unit only) EW systems are: Defensive (Sensor, Missile, Radar Jamming) or Offensive (ECCM) Value 1 2 3 4 5 6 7 8 9 10 Cost 1 2 4 6 9 12 16 20 25 30 Radius 0 1 2 3 4 6 8 10 20 60 100 Cost x1.0 x1.5 x1.75 x2.0 x2.25 x2.75 x3.2 x3.5 x3.9 x4.5 x5.25 Beaming 0 1 2 3 4 6 8 10 20 60 100 Cost x1.0 x1.1 x1.2 x1.3 x1.4 x1.6 x2.0 x2.3 x2.6 x3.0 x3.5 REMOTE SYSTEMS Class CM Cost Range SL 0.5 3 Control 0 1 3 5 7 9 12 15 20 LW 1 4 Operation 1 3 9 15 21 27 36 45 Inf ST 2 6 Cost x0.4 x0.7 x0.9 x1.0 x1.1 x1.2 x1.4 x1.6 x2.0 MS 3 8 HS 4 10 MW 5 12 LH 6 14 MH 7 16 AH 8 18 SH 9 20 MgH 10 22 COMPUTER Base Power Space 3 3 per +1 Cost OPTIONS System Spaces Cost Notes --------------------------------------------------- Stereo -- 0.1 Tunes Liftwire -- 0.3 Anti-theft Codelock -- 0.2 w/Hatch Entry Alarm -- 0.4 Spotlights -- 0.2 Illuminates 1 hex Nightlights -- 0.5 IR spotlights illuminate 1 hex Storage 1 1 500kg storage per unit Micromanipulators 1 1 Slick Spray 1 3 Bogg Spray 1 3 Damage Control 1 1 Quick Change Mount -- 1 Omni-mech concept Silent Running -- 1 cp/level Only for 1 mode of propulsion (May be bought multiple times) Parachute -- 0.5 cp/10 tons Re-Entry Package -- 1 cp/10 tons Powerplant Ejection -- 1 Get the engine out before she blows! Ejection Seat -- 1 Last Chance! Escape Pod 1 2 Last Chance! Maneuver Pod 2 4 Last Chance! MA: 8, MV: -2 Vehicle Pod 3 6 Last Chance! MA: 12, MV: -2, 1 Kill, 1 SP, 500km Fuel STAT ENHANCEMENT Stat +1 +2 +3 Spaces ---------------------------- Pre 0.5 1 2 1 per stat Int 2 5 11 Tech 2 5 11 SPECIAL SYSTEMS DRIVETRAINS Drivetrains Space/Cost ---------------------------------------------------------------------- -Wheel Weight x 0.012 x MA -Tread Weight x 0.016 x MA -Leg Weight x 0.02 x (MA-1) -Rotor (for Helicopters) Weight x 0.02 PROPULSION SYSTEMS Space/Cost ---------------------------------------------------------------------- GES -GES Weight x 0.025 x MA Hydrojets -Hydrojets Weight x 0.025 x MA -Hydrojets/Jump Jets (at 1/2 MA) Buy as Thrusters Thrusters -Jump Jets Thrusters -Thrusters Weight x 0.0375 x MA -Afterburners Weight x 0.04375 x MA (May increase MA +50%, but burns 4x the fuel while doing so) -Reactionless Thrusters Weight x 0.04375 x MA Gravitics -Gravitics Weight x 0.05 x MA -Magnetic "Caterpillar" Drive (Underwater only Gravatics) Buy as Thrusters Propulsion Calculations Weight x Cost Multiple = Lift MA/8 = Acceleration (Gravities) Lift x Acceleration = Cost and Space of Flight System FUEL 1 Ton of Fuel provides a number of Base Fuel Units based on TL as in the chart below and requires 1 Space. TL Fuel Units per ton -- ------------------ 1 50 2 200 3 500 4 800 5 1250 6 1800 7 2500 8 3200 9 4000 10 5000 Choose a Maximum Range. Use the following formula to determine how many Fuel Units will be required: (Range in KM/Speed in KPH) x (Mecha weight in tons) x MA (Before Form Multipliers) For Jump Jets, 1 Jump uses [(Mecha weight in tons) x MA x 0.05] Fuel Points. Multiply this by the number of Jumps desired to get the Fuel Units needed. Jump Jets add to a mecha's normal jump range. Fuel Tanks: -Internal Fuel Tanks Cost: 1 cp per ton of Fuel Spaces: 1 per ton of Fuel -External Fuel Tanks Cost: 1 cp per ton of Fuel Spaces: 0 B-Mod: 0.1 per ton of Fuel External tanks may be dropped, thus losing the B-Mod penalty Fuel Types XS Cost ------------------------------ Non-Volatile 0 x3 Low Volatile 4 x1.5 Volatile 6 x1 Extremely Volatile 8 x0.5 Fuel Octane Fuel Point Modifier Cost ---------------------------------------- Low x0.5 x0.5 Standard x1 x1 High x2 x2 Super x3 x3 BOOSTER PACKS MA Pool Cost Kills B-Mod Max Boost Cost ------------------------------ ---------------- 10 1 1 0.05 +1 x0.6 20 2 2 0.1 +2 x0.7 30 3 3 0.15 +3 x0.8 40 4 4 0.2 +4 x0.9 50 5 5 0.25 +5 x1.0 70 7 7 0.35 +6 x1.1 100 10 10 0.5 +8 x1.3 200 12 12 0.6 +10 x1.6 500 15 15 0.75 +20 x2.0 1000 20 20 1.0 +50 x2.2 +100 x2.5 GRAVITY COMPENSATORS Buy Gravitic Propulsion at 1t weight Note: 1 MA equals 0.125 G. COST MULTIPLIER SYSTEMS POWERPLANT Charge Type XS (Hot) Cost (Hot) Systems Modifiers (Hot) -------------------------------------------------------------------------- Undercharged 1(5) -x0.15 All -1 MV, -1 MA (-1 MP) Standard 1(5) x0.0 (-x0.1) All +0 MV, +0 MA (+0 MP) Overcharged 1(5) x0.15 All +1 MV, +1 MA (+33% MP) Supercharged 1(5) x0.3 All +2 MV, +2 MA (+67% MP) Source Cost Effect ---------------------------------------- Bioenergy x1.5 The pilot is the power source. May be able to increase performance. Fusion x1.0 Standard Power Cell -x0.15 You have a limited energy supply. Combustion -x0.33 You have an internal combustion engine. It requires fuel and air to work. Broadcast x1.0 Power is beamed to your mecha. Tethered x-0.15 You plug your mecha into an outlet when using it. "Hyper" x2.0 A really high performance engine. You do not want it to explode. Backup Powerplant CM x1 A secondary powerplant. Option: Splitting (Free) COCKPIT CONTROLS Control Pool Cost Systems --------------------------------- Manual -2 -x0.05 All Screen 0 x0.0 All Virtual +33% x0.05 All Reflex +67% x0.1 All Other +50% x0.07 All Slave 0 x0.0 All Submecha -- +5 cp N/A Cockpit Enclosure -Armored: Hit Location "Cockpit" gets full SP armor -Canopy: Hit Location "Cockpit" gets 2SP armor (Maximum) -Saddle: Hit Location "Cockpit" gets no armor SP, but takes no spaces Cockpit Location -Torso: No modifiers -Head/Tail/Other: Ejection Rolls at +2 HYDRAULICS Type Cost Systems Spaces Effects ------------------------------------------------------------------ Space Type -x0.1 Servos +1/servo Marine Type -x0.05 Servos 0 Standard x0.0 Servos 0 Heavy x0.1 per level Servos -1 per level/servo +1 STR per level; +1K Melee Damage per Level MONOCOQUE & SEMI-MONOCOQUE CONSTRUCTION Construction Type Multiplier Systems MV (Max) Space Increase ------------------------------------------------------------------------ Monocoque -x0.1 Servos Only -2 (-2) +50% (Do not round off) Semi-Monocoque -x0.05 Servos Only -1 (-1) +25% (Do not round off) ATMOSPHERIC INEFFICIENCY Multiplier: -x0.05 Systems: All Effects: Reduce Flight MA by ½ in atmosphere ENVIRONMENTAL PROTECTION Environment Systems Cost -------------------------------------------- Arctic All Protected Systems x0.05 Desert All Protected Systems x0.05 Underwater All Protected Systems x0.05 High Pressure All Protected Systems x0.05 Space All Protected Systems x0.05 EM All Protected Systems x0.1 Re-Entry All Protected Systems x0.1 ACE Systems: All MP Bonus Cost +33% x0.05 +67% x0.1 +100% x0.2 MANEUVER VERNIERS Systems: All Cost: x0.1 per +1 MV Spaces: 5 per +1 MV TARGETING COMPUTER (Mekton Zeta Display Screen) Systems: All Ranged Weapons affected Cost: x0.05 per +1 offset INTERNAL AUTOMATION Stat Points = Number of Statistics x Rating (No Standard Maximum per Stat) Stats: Int, Pre, Will, Tech, Ref, and Dex Skill Points = Rating x Portfolio (Maximum Skill Rating = IA Rating) Space = 1 in Head or Torso Systems: All Automation Level 1 2 3 4 5 6 7 8 9 10 Cost x0.1 x0.2 x0.3 x0.4 x0.5 x0.6 x0.7 x0.8 x0.9 x1.0 Portfolio x1 x2 x3 x4 x5 x7 x10 x15 x20 x25 Cost x0.4 x0.6 x0.7 x0.9 x1.0 x1.2 x1.5 x1.7 x1.9 x2.0 CLOAKING/STEALTH System Cost Systems Notes ----------------------------------------- Basic Cloak x0.15 All "Chameleon" (Competent (8) Perception to locate). Requires 1 action to activate. May only add Fire Control and Combat Cloak. Active Cloak x0.3 All Full Invisibility (Legendary (20) Perception to locate). Requires 1 action to activate. Pulse Refract x0.1 All Protection from ASP. Magnetic Refract x0.1 All Protection from Magnetic Lens. Beam Refract x0.1 All -1 Kill (before armor) from all Beam Weapons and EMW's that hit. Fire Control x0.3 All Allows weapons to be fired when cloaked. Combat Cloak x0.2 All Allows mecha to re-enter cloak status, even in plain sight. Stealth x0.2 All Immune to Spotting Radar. Silent in flight, near-silent on ground. No heat or radiation trails (Can't be followed or tracked by ASP). SHADOW IMAGER Systems: All #Shadows 1 2 3 4 5 6 7 8 9 10 Cost x0.05 x0.1 x0.15 x0.2 x0.25 x0.3 x0.35 x0.4 x0.45 x0.5 Shadow Type Cost Electronic/Holographic x1.0 Balloon x0.7 ESPer LENS See MZ+. I'm still mulling over conversion rules for ESPer Lenses in FUZION. Maybe Mark Chase's Atomik Psioniks would help... THOUGHT CONTROL Thought Control Cost Systems Notes ----------------------------------------------------------------- One Pilot/Rating 5+ IA System x0.5 All Controlled +2 MV (May go above +0), +67% MP, +1 WA, 2 x CM, 3K internal = 1 Killing DC to head Additional Pilot/IA System +x0.1 All Controlled Backlash Buffer (Per Pilot only) +x0.5 All Controlled No Damage to pilot TURBOCHARGER [V-MAX BOOSTER] Systems: All but Projectile and Missile Weapons Turns: 1 2 3 Cost: x0.75 x1.25 x2.0 Back-up Generator (Lasts d6x10 minutes): +x0.3 Note: To avoid Penalties entirely after Turbo, add a backup powerplant TECHNO-ORGANICS Systems: All affected Techno-Organics: x0.5 Regenerating: x0.25 Regenerating T-O: x0.67 Pain Editors (No Pain Penalty for destroyed Systems): +x0.25 LIGHT SPEED Systems: All Drive Sublight Hyperlight Cost: x0.75 x1.25 TELEPORTATION Systems: All Combat Teleport (Hexes) 2 3 4 5 6 7 8 Global Teleport (km) 16 81 256 625 1296 2401 4096 Cost Multiplier: x0.4 x0.5 x0.6 x0.7 x0.8 x0.9 x1.0 Dimensional: x5.0 TRANSFORMATION Systems: All except hand-held items (unless used in a Weapon Mount in other Modes) Form Cost MV Propulsion Hardpoints Mod/Specials ------------------------------------------------------------------------- Humanoid x0.0 -0 Any Any None/None Fighter x0.3 -2 GES/Thr/Grv T/P/H/W/B x2 Flight MA; Minimum MA per Turn = 4 hexes Hybrid x0.35 -1 GES/Thr/Grv Any x1.5 Flight MA; None Helicopter x0.25 -0 GES/Thr/Grv T/H/P/W +6 Flight MA; No hands or handhelds; Flight w/o propulsion system (but may be added to increase MA) Tank x0.3 -1 Whl/Trd/GES/Grv T/H/P/B No handheld or hands; +2 Armor SP all locs Submarine x0.25 -2 GES/Hyd/Thr/Grv T/P/B Reduced water MA penalty; No Hands/Handheld; Can function only on/in water Boat x0.3 -1 GES/Hyd/Thr/Grv T/H/P/B No water MA penalty on water surface; No Hands/Handheld; Function only in water Automobile x0.25 -1 Whl/Trd/GES/Grv T/P/B +5 Land MA; No Hands/Handheld; Driver enclosed Cycle x0.35 -0 Whl/Trd/GES/Grv T/P/B +5 Land MA; No Hands/Handheld; Driver exposed Mecharider x0.2 -2 Any Any May carry 5x weight, MV to rider(s) Ship -- -0 Any Any Use Starship Rules Crew Skill: 6+ x0.0 -- -- -- -- Crew Skill: 8+ x0.1 -- -- -- -- Crew Skill: 10+ x0.2 -- -- -- -- Crew Skill: 11+ x0.4 -- -- -- -- Crew Skill: 12+ x0.6 -- -- -- -- Crew Skill: 13+ x0.8 -- -- -- -- Crew Skill: 14+ x1.0 -- -- -- -- Beast x0.3 -1 Legs/Thr/Grv Any +2 Land MA; +2K melee; No Hands/Handheld Avian x0.35 -1 Legs; GES/Thr/Grv Any +6 Flight MA; +2K melee; No Hands/Handheld; Flight w/o propulsion (but may be added to increase MA) Box/Storage x0.1 N/A Special Special Mecha becomes 1 big block, Required storage space reduced by 50%; Never default form TRANSFORMABLE OPTIONS Option Cost Systems Effect -------------------------------------------------------------------- Concealment x0.1 All Looks like the vehicle it is perfectly Conditional Movement -x0.1 Movement System Can use one mode of applicable movement in only one form Efficient Transformation x0.1 All Transformation takes no actions Metaform Legs x0.05 Leg Servos One leg splits into many Metaform Wings x0.05 Arm/Leg Servos Allows Arms or Legs to become Wings Modular Metaform x0.05 Specific System Allows one thing to become something else Transat Ability x0.15 All Allows Fighters (only) to achieve orbit and re-enter the atmosphere once VTOL Ability x0.05 Non-Gravitics Propulsion Removes Minimum Move for Fighters and Ships Weapon Network x0.1 Weapons Affected Use weapons in all forms Combiner x0.5 All (of combiner) The cost must be paid by the sub-mecha (In any combination) Combiner Weapon x0.5 All (of combiner) The cost must be paid by the sub-weapons (In any combination). Weapon must be equal to the combined spaces of the component weapons. STUPID MEKTON TRICKS Trick Cost Systems Effects ---------------------------------------------------------------------------------- Dimensional Storage x0.1 All affected No Action to put away weapons/devices Expanding Plasma x0.5 per Scale All Mecha must be built at largest scale applicable Material Absorption (BGC Fusion) -- All Limited x0.5 -- Mecha gets 1/4 its (unscaled) tonnage in efficiency points. Absorption time: 1 turn. Advanced x5.0 -- Mecha gets 10x its (unscaled) tonnage in efficiency points. Absorption rate: 1 ton/turn. Unlimited x50.0 -- Mecha gets unlimited efficiency points. Absorption rate: 1 ton on the first Turn, and then double every Turn after (2 tons on Turn 2, 4 tons on Turn 3, 8 tons on Turn 4, 16 tons on Turn 5, etc...). Merging with Your Mecha x0.25 All +1 MV; +67% MP Morphable Mecha -- All Liquid Metal Mecha Portfolio -- -- 2 x0.5 -- 3 x1.0 -- 5 x1.6 -- 10 x2.0 -- Infinite x3.0 -- 'Oid x3.0 All No MV; The "mecha" is Alive Ninja Leaping x0.05/+1 Hex leap bonus Leg Servos Requires 1 space in each leg per +1 hex bonus Piracy System x0.33 All -2 MV per mecha controlled Self-Duplication x0.75 per duplicate All Duplicates only last as long as needed Special Effects Weapon * One Weapon Weapon Cost x1.33 Super Deformed * All See Mekton Zeta+ (p94-95) Summoning Your Mecha x0.33 All Mecha shows up in 1 Action as close as able Transformation: Building x0.5 All Mecha becomes 1 big block Transformation: Gizmo x0.2 All Become a gadget Transformation: Gun * All See Mekton Zeta+ (p96) Transformation: Mundane x0.25 All Become a normal mundane vehicle Tunneling x0.3 All Move underground at ½ MA; x0.15 if connected to a Transformation Efficiency Systems ------------------ Space Efficiency: 0.5 CP per -1 Space Weight Efficiency: +x[Inverse of (Efficient Weight/Base Weight)]-1 (Systems: All) Weight Inefficiency: -x1 - [Inverse of (Inefficient Weight/Base Weight)] (Systems: All) Weapon Links ------------ Same Servo Link: 1 CP per weapon after 1st Same Servo Cross-link: 2 CP per weapon after 1st Interservo Link: 2 CP per weapon after 1st Interservo Cross-link: 3 CP per weapon after 1st Intermecha Link: 3 CP per weapon after 1st Intermecha Cross-link: 4 CP per weapon after 1st Melee Weapon Link: 3 CP per weapon after 1st Melee Weapon Cross-link: 4 CP per weapon after 1st Weapon/System Splitting ----------------------- Split up the spaces and pay the cost of an Interservo or Intermecha Cross-link per split. Designate a "Control" servo and you're set. Handheld items and propulsion systems are exempt from splitting.