USEFUL TABLES & INFO Maneuver Pool: Piloting Skill (only) -5 (minimum 0) Maneuver Value Maneuver Value is the cube root of Unscaled Kills (to a maximum of -10, Round Off). Do not include items that have a B-Mod to this figure. Then add the following bonus or penalty based on the scale of the mecha. The MV cannot go above +0 for the smaller scales. Scale MV Modifier ----- ----------- x1/10 +3 x1/5 +2 x1/2 +1 x1 +0 x2 -1 x5 -2 x10 -3 x20 -4 x50 -5 x100 -6 FUEL RULES 1 Fuel Unit will propel 1 ton at 1 MA for 1 hour (0.000831 per Phase, 0.003324 per Turn). Fuel Types Examples ----------------------------------- Non-Volatile Fuels: Coal, Wood, Water Low Volatile Fuels: Diesel, Low-Grade Petroleum Volatile Fuels: Hydrogen, High-Grade Petroleum, Low-Grade Rocket Fuel Extremely Volatile Fuels High-Grade Rocket Fuel, Radioactive Isotopes Fuel Explosions: Should the fuel take a hit, roll the XS for the fuel. If the roll is the XS exactly, a fire or fuel breach has occured. Roll each Phase to see if it explodes. If the roll is missed by 1 or more, BOOM! Damage from Fuel explosions is (Fuel Units Remaining/50) in Kills. Damage is reduced 1 Kill per 5m (-0.2K per meter) from ground zero. Speedlines Chart (Using 3 Second Phase FUZION Formula) MA KPH MPH Mach MA KPH MPH Mach MA KPH MPH Mach ---------------------- ----------------------- --------------------------- 1 18 11 N/A 22 1346 838 1.1 43 5882 3660 4.95 2 36 22 N/A 23 1490 927 1.25 44 6178 3844 5.2 3 54 34 N/A 24 1642 1021 1.4 45 6480 4032 5.45 4 72 45 N/A 25 1800 1120 1.5 46 6790 4225 5.7 5 90 56 N/A 26 1965 1223 1.65 47 7106 4422 6.0 6 108 67 0.09 27 2138 1331 1.8 48 7430 4623 6.25 7 126 78 0.11 28 2318 1443 1.95 49 7762 4829 6.5 8 144 90 0.12 29 2506 1559 2.1 50 8100 5040 6.8 9 162 101 0.14 30 2700 1680 2.3 51 8446 5255 7.1 10 180 112 0.15 31 2902 1805 2.4 52 8798 5475 7.4 11 238 148 0.2 32 3110 1935 2.6 53 9158 5699 7.7 12 302 188 0.25 33 3326 2070 2.8 54 9526 5297 8.0 13 374 233 0.32 34 3550 2209 3.0 55 9900 6160 8.3 14 454 282 0.38 35 3780 2352 3.2 56 10,282 6397 8.7 15 540 336 0.45 36 4018 2500 3.4 57 10,670 6639 9.0 16 634 394 0.5 37 4262 2652 3.6 58 11,066 6886 9.3 17 734 457 0.6 38 4514 2809 3.8 59 11,470 7137 9.7 18 842 524 0.7 39 4774 2970 4.0 60 11,880 7392 10.0 19 958 569 0.8 40 5040 3136 4.25 20 1080 672 0.9 41 5314 3306 4.5 109 40,810 25,393 34.4 21 1210 753 1.0 42 5594 3481 4.7 Speed Formulas for MA 11+ -3 Second FUZION Phase KPH: [([(MA/10)x2]-1)xMA]x18 MPH: [([(MA/10)x2]-1)xMA]x11.2 1 Hex: 15m, 49.2151ft 1 Phase: 3 seconds 1 MA: 1 Hex per Turn 1 Hex/Turn: 18 kph (11.2 mph) -12 Second FUZION Turn KPH: [([(MA/10)x2]-1)xMA]x15 MPH: [([(MA/10)x2]-1)xMA]x9.4 1 Hex: 50m, 165ft 1 Turn: 12 seconds (Fuzion) 1 MA: 1 Hex per Turn 1 Hex/Turn: 15 kph, 9.4 mph Mach 1: 1187 kph (741 mph) Escape Velocity: 40,000 kph (25,000 mph) FUZION Servo Strength Ratings 1/10 Scale: Servo Class Rating x1/5 Scale: Servo Class Rating + 3 x1/2 Scale: Servo Class Rating + 7 x1 Scale: Servo Class Rating + 10 x2 Scale: Servo Class Rating + 13 x5 Scale: Servo Class Rating + 17 x10 Scale: Servo Class Rating + 20 x20 Scale: Servo Class Rating + 23 x50 Scale: Servo Class Rating + 27 x100 Scale: Servo Class Rating + 30 FUZION Fractional Kill Damage Equivalents Kills DC Approximation 0.0 0d6 0.1 1d6 0.15 2d6 0.2 3d6 0.3 4d6 0.35 5d6 0.45 6d6 0.5 7d6 0.6 8d6 0.65 9d6 0.7 10d6 0.8 11d6 0.85 12d6 0.9 13d6 1.0 14d6 Lord Jobe's Storage Module Capacities Scale Volume/Weight Factor Cargo Capacity Passengers (Bunks/Rooms) x1/10 x0.001 0.5 kg -- x1/5 x0.01 5 kg -- x1/2 x0.1 50 kg -- x1 x1 500 kg 1/-- x2 x10 5 t 10/1 x5 x100 50 t 100/10 x10 x1000 500 t 1000/100 x20 x10,000 5000 t 10,000/1000 x50 x100,000 50,000 t 100,000/10,000 x100 x1,000,000 500,000 t 1,000,000/100,000 Lord Jobe's Spaces by Scale Lesser Scales Item Scale x1/10 x1/5 x1/2 Mecha Scale x1/10 1 10 100 x1/5 0.1 1 10 x1/2 0.01 0.1 1 x1 0.001 0.01 0.1 x2 0.0001 0.001 0.01 x5 0.00001 0.0001 0.001 x10 0.000001 0.00001 0.0001 x20 0.0000001 0.000001 0.00001 x50 0.00000001 0.0000001 0.000001 x100 0.000000001 0.00000001 0.0000001 Primary Scales Item Scale x1 x2 x5 Mecha Scale x1/10 1000 10,000 100,000 x1/5 100 1000 10,000 x1/2 10 100 1000 x1 1 10 100 x2 0.1 1 10 x5 0.01 0.1 1 x10 0.001 0.01 0.1 x20 0.0001 0.001 0.01 x50 0.00001 0.0001 0.001 x100 0.000001 0.00001 0.0001 Greater Scales Item Scale x10 x20 x50 x100 Mecha Scale x1/10 1,000,000 10,000,000 100,000,000 1,000,000,000 x1/5 100,000 1,000,000 10,000,000 100,000,000 x1/2 10,000 100,000 1,000,000 10,000,000 x1 1000 10,000 100,000 1,000,000 x2 100 1000 10,000 100,000 x5 10 100 1000 10,000 x10 1 10 100 1000 x20 0.1 1 10 100 x50 0.01 0.1 1 10 x100 0.001 0.01 0.1 1 COSTS Cost of mecha is based on the Scale. Thus a 100 CP x1 Scale mecha would cost as follows: Scale Cost x1/10 10 x1/5 20 x1/2 50 x1 100 x2 200 x5 500 x10 1000 x20 2000 x50 5000 x100 10,000 VOLUME and Attack Bonus At x1/10 Scale, the Attack Modifier is +0. For every factor of 10 you increase the volume, there will be a +1 modifier. Here's a chart that may explain. Some of the volumes are rough approximations. This bonus is only used to figure if an attack hits and is only applied to the attack roll. The bonus does NOT increase chances of Critical or Mega-Critical Hits. There is no penalty or bonus to the Defense roll (other than Maneuver Value). Scale Volume/Weight Factor Modifier x1/10 x0.001 +0 x1/5 x0.01 +1 x1/2 x0.1 +2 x1 x1 +3 x2 x10 +4 x5 x100 +5 x10 x1000 +6 x20 x10,000 +7 x50 x100,000 +8 x100 x1,000,000 +9 Also, the number of spaces in the mecha may increase the Modifer to attack it (only). Total up the number of spaces of the mecha. Increase the Target Modifier to hit the mecha by +1 if it is 10 spaces or larger, +2 if 100 spaces or more, etc. HOW BIG IS BIG? For those that want to know how massive their mecha is, I provide the following: At x1 Scale, 1 Space = 500kg 1 ton of storage (on sailing vessels) = 2000 lbs = 40 cubic feet 1 metric ton of storage = 1000 kg = 1.25 cubic meters (approx) All you have to do is add all the spaces of your Servos (and spaces of items mounted outside of spaces such as weapons on Weapon Mounts) and multiply by 1.25 and then Multiply by the Volume Factor. For a point of reference, an M1-A2 Abrams is around 50 cubic meters. Assume characters have a volume of Weight (kg) x 0.00125 cubic meters or BODY x 0.0212 cubic meters if weight isn't known. MECHA HEIGHT Determine Height of a mecha (in meters) as follows: Scale Height -------------- x1/10 Torso Class x0.3 x1/5 Torso Class x0.6 x1/2 Torso Class x1.5 x1 Torso Class x3 x2 Torso Class x6 x5 Torso Class x15 x10 Torso Class x30 x20 Torso Class x60 x50 Torso Class x150 x100 Torso Class x300 Divide the above by 2 to determine length of vehicular mecha. SCALING I'm going to use 2 numbers for the following: Scale Factor (the actual Scale) and the Volume Factor 1 Hex at x1 Scale is 50 meters. Servos ------ Damage Capacity: Kills x Scale Factor Spaces: Does not Scale Armor ----- SP: SP x Scale Factor Damage Coefficient: SP x Scale Factor Armor Ablation Rate: x1/10 -0.1K per successful attack of 0.1K increments x1/5 -0.2K per successful attack of 0.2K increments x1/2 -0.5K per successful attack of 0.5K increments x1 -1K per successful attack of 1K increments x2 -2K per successful attack of 2K increments x5 -1d10/2K per successful attack of 5K increments x10 -1d10K per successful attack of 10K increments x20 -2d10K per successful attack of 20K increments x50 -1d10 x 5K per successful attack of 50K increments x100 -1d10 x 10K per successful attack of 100K increments Absorption Coefficient: Does Not Scale Weapons ------- Damage: Kills x Scale Factor Range (Combat & Maximum): Multiply by Scale Factor or See Alternate Range Calculation in the Weapon add on. Accuracy, Shots, Turns in Use, Warm-Up, Wide Angle, Burst Value/Rate of Fire, Attack Factor: Does Not Scale Ranged Entangling Melee Weapons: Damage sacrificed for Hexes x Scaling Factor Smart Missiles & Skill: Does Not Scale Blast Radius: Hexes x Scaling Factor Screen Beam Reduction: -Kills x Scaling Factor Shock Weapons: Does Not Scale Nukes: Ranges Scale, Hexes x Scaling Factor Energy Pools ------------ Weapons in Portfolio: Scale Normally Power Requirements: Use Scale Factor Available Power & Maximum Power: Multiply by Scale Factor Portfolio Slots: Does Not Scale Weapon Mount ------------ 1 Kill x Scale Factor to disable Shields ------- SP: SP x Scale Factor Damage Coefficient: SP x Scale Factor Armor Ablation Rate: x1/10 -0.1K per successful attack of 0.1K increments x1/5 -0.2K per successful attack of 0.2K increments x1/2 -0.5K per successful attack of 0.5K increments x1 -1K per successful attack of 1K increments x2 -2K per successful attack of 2K increments x5 -1d10/2K per successful attack of 5K increments x10 -1d10K per successful attack of 10K increments x20 -2d10K per successful attack of 20K increments x50 -1d10 x 5K per successful attack of 50K increments x100 -1d10 x 10K per successful attack of 100K increments Absorption Coefficient, Defense Accuracy, Binder Space, Reset Time: Does Not Scale Reflector Systems ----------------- Quality: As normal Sensors & Communications ------------------------ Kills, Sensor Range, Communication Range: Multiply by Scale Factor Recon Systems ------------- Work the same as always Electronic Warfare (ECM & ECCM) ------------------------------- Value: Does not Scale Radius Effect, Beaming Range: Multiply by Scale Factor Remote Units ------------ Control Multiples: Does not Scale Operation and Control: Hexes x Scale Factor Statistical Enhancement ----------------------- Does not Scale Options ------- Storage: 500kg x Volume Factor Escape Pod: x1/10 & x1/5: N/A x1/2: 1 person (cramped) All other Scales: 1 person x Volume Factor Slick & Bogg Spray: Covers 1 hex x Scale Factor Micromanipulators: x1/10 & x1/5 Microscopic work x1/2, x1, & x2 1/5 Scale work x5 and up x1 Scale work Damage Control: Fire Foam: 4 Hexes x Scale Factor Glue Bombs: Cover 2 Hexes x Scale Factor Liferaft/Bubble Raft: x1/10: 1 person x1/5: 2 people x1/2: 3 people All other Scales: 4 people x Volume Factor Command Armor ------------- SP: SP x Scale Factor Damage Coefficient: SP x Scale Factor Armor Ablation Rate: x1/10 -0.1K per successful attack of 0.1K increments x1/5 -0.2K per successful attack of 0.2K increments x1/2 -0.5K per successful attack of 0.5K increments x1 -1K per successful attack of 1K increments x2 -2K per successful attack of 2K increments x5 -1d10/2K per successful attack of 5K increments x10 -1d10K per successful attack of 10K increments x20 -2d10K per successful attack of 20K increments x50 -1d10 x 5K per successful attack of 50K increments x100 -1d10 x 10K per successful attack of 100K increments Absorption Coefficient, Spaces, Balance Modifiers: Do not Scale Wheels and Treads ----------------- Damage Capacity: Kills x Scale Factor Booster Packs ------------- MA Points: Does not Scale Damage Capacity: Kills x Scale Factor Balance Modifiers: Does not Scale Max Boost: Does not Scale Fuel ---- Fuel Points and Fuel Consumption: Multiply by Volume Factor. Fuel Explosion Save: Does not Scale Drivetrain & Propulsions Systems -------------------------------- Legged MA: Multiply by Scale Factor Wheeled, Tracked, Flight, Aquatic MA: Does not Scale, and must be calculated based on unscaled weight. Powerplants ----------- Explosion Save: Does not Scale Cockpits -------- x1/10 & x1/5 Scale: N/A, Consider to be worn. x1/2 Scale: Pilot's weight (kg)/50 spaces. All other Scales: 1 person x Volume Factor per Space Hydraulics ---------- Melee Damage Bonus: x1/10 Scale: +1 DC per Level All othe Scales: +1K x Scale Factor per Level Environmental Protection ------------------------ Work the same as always Maneuver Verniers ----------------- Work the same as always ACE --- Works the same as always Internal Automation ------------------- Works the same as always Cloaking & Stealth ------------------ Beam Refract beam protection: Reduces energy attacks by 1K x Scale Factor Shadow Imager ------------- Works the same as always Teleporters ----------- Combat Teleport: Hexes x Scale Factor Global Teleport: Kilometers x Scale Factor Techno-Organics --------------- Healing Effects: Measured in (1-Kill x Scale Factor) Steps MV Bonus: Does not Scale Regeneration: Works the same as always Thought Control --------------- Works the same as always Transformables -------------- Work the same as always Combiners --------- Work the same as always Supercharger ------------ Effects: x1/10 Scale: Melee Damage Bonus is +2 DC All other Scales: Melee Damage Bonus is 2K x Scale Factor Lightspeed ---------- Works the same as always Weight ------ Multiply Weight by the Volume Factor Maneuver Pool ------------- Does not Scale Maneuver Value -------------- Does not Scale