II. Generic Mecha
By author with info on the author's campaign setting if provided.
If you like to run a campaign but don't like to use the prewrapped stuff,
then this is the chapter for you. More than likely most of our mecha will be
in this category.
=============================================================================
Mekton Zeta Mecha:
^^^^^^^^^^^^^^^^^
=============================================================================
1. From: Scott Foster
Grim Slade
Here's my favorite mecha. You'll probably have to view this window maximized
to see everything.
FYI, I created her using MZ+ rules, with a little creative, um,
bending. I've had a couple of emails with RTal, and due to that, I used
some things that we've discussed, like Internal Automation for just a
weapon, and the balance vernier idea with a weapon pod. Also, the
energy pool, energy to matter converter is an extrapolation from the
current rules.
[Note: When I received this in the mail it was pretty mangled. I've tried
to fix it as best I can but parts of it will scroll off the screen - Editor]
Name: Grim Slade
Cost: 2316.16 G. MA: 9
Weight: 10(92.5) F. MA: 40
MV: +3 MP: 334%
Servo Kills Spaces Cost Armor Type Total Wt Add
Head 8 8/8 8 8 D 22 8
Torso 20 20/2 20 8 D 34 14
Arms 11 11/10 10 8 D 34 18 +3(T6)
Legs 10 10/9 10 8 D 34 18 +4
Total: 124 Weight: 58
Movement Cost Eff Total Spc Loc MA
Grav 10 4 14 2 T 20
Grav 5 2 7 1 RL 10
Grav 5 2 7 1 LL 10
Total: 28 MA: 40
Sensors Cost Kills Spc Wt Loc RNG Comm
MH 16 3 1 1.5 H 26 2300
HS 6 2 1 1 T 11 1300
Total: 22 Weight: 2.5
Additive Systems Cost Loc Eff Space Total Notes
ASP 10 T 1 - 11
Resolution Int. 14 T 0.5 - 14.5 Lvl 7 A/V
Radio/Radar An. 5 T 0.5 - 5.5
Target Analyzer 5 T 0.5 - 5.5
Magnetic Lens 15 T 0.5 - 15.5
Gravity Lens 5 T 0.5 - 5.5
ECM/ECCM (All) 30 T 6 - 36 Lvl 6
Wpn Mount (3) 6 T 3 - 9
Quick Change (3) 1 T 0 - 3
Submecha Controls - 5
SHvy Hydraulics 24.8 6 - 30.8
Total: 110.5
Multiplier Systems Multiple Notes
Pilot Link 0.25 Merge with Mecha; +67% MP
Env: Space, Desert, EMP, Arctic,Re-Entry 0.3
ACE III 0.2 +100% MP
Supercharged Powerplant 0.3 +2 MV, +2 MA, +67% MP
Total: 1.05
Weapon WA RNG DMG Kills Shots CP Eff Total Loc Spc Wt Notes Base
Weight: 61.5
Right Hand +1 0 1+ 1 - 1.5 0.25 1.75 RA 1 0.5 Qu Base Cost: 288
Left Hand +1 0 1+ 1 - 1.5 0.25 1.75 LA 1 0.5 Qu Cost (w/Mult): 580.2
Total: 3.5 Weight: 1 Weight Efficiency: 103
Weight: 10(92.5)
Grand Total: 2316.16
Weapons
Shoulder Cannon
WA RNG DMG Kills Shots CP Eff Total Loc Spc Wt Notes Base Weight: 11.5
Cannon 0 8 12 12 10.6 0.3 10.9 Pod 10 6 Base Cost: 75.1
Targeter +3 12 0 1 3 1.5 4.5 Pod 0 0.5 BV=Inf Cost (w/mult): 153.95
Clip I 1 10 1.1 1.09 Pod 1 0.5 Standard Grand Total: 153.95
Clip II 1 10 5.45 5.45 Pod 1 0.5 Scattershot
Total: 21.94 Weight: 7.5
Level PF Cost Skills
IA 10 2 13.16 Mecha Projectile, Mecha Beam
Pod Spc Cost Armor SP Type Cost Total Weight
MW 14/2 7 MH 8 G 15 22 4
Additive Systems Cost
B-Mod: 18
Multiplier Systems Cost Notes
Pilot Link 0.25 Merge with Mecha; +67% MP
Env: Space, Desert, EMP, Arctic,Re-Entry 0.3
ACE III 0.2 +100% MP
Supercharged Powerplant 0.3 +2 MV, +2 MA, +67% MP
Total: 1.05
Nightpiercer
Component WA RNG DMG Kills CP Eff Total Loc Spc Wt Notes Base Weight: 7
Staff +1 7 12 12 43.2 16.6 59.8 10 6 Disruptor, AP, Thrown Base Cost: 79.8
Sword +1 7 +8 +2 8 4 12 0 1 HKTButter Cost (w/mult): 219.45
Kills: 14 Total: 71.8 Weight: 7 Grand Total: 219.45
Additive Systems Cost
Weapon Links 2
B-Mod: 6
Total: 8
Multiplier Systems Cost Notes
Pilot Link 0.25 Merge with Mecha; +67% MP
Env: Space, Desert, EMP, Arctic,Re-Entry 0.3
ACE III 0.2 +100% MP
Supercharged Powerplant 0.3 +2 MV, +2 MA, +67% MP
Teleport 0.7 Combat Teleport 7 Hexes
Total: 1.75
Power Focus
Pod Spc Cost Armor SP Type Cost Total Weight Loc Base Weight: 25.5
MW 14/2 7 MH 8 G 16 23 4 T Base Cost: 344.07
Cost (w/mult): 791.36
Pool Type Kills CP Eff Total Spc PA MP PF Wt Notes Grand Total: 791.36
Morph Pool 5 25 12 37 1 0 50 Inf 2.5 Morphable; Create 35 CP of matter
Slave Pool 5 6 2.5 8.5 1 0 50 1 2.5
Slave Pool 5 6 2.5 8.5 1 0 50 1 2.5
Slave Pool 5 6 2.5 8.5 1 0 50 1 2.5
Slave Pool 5 6 2.5 8.5 1 0 50 1 2.5
Slave Pool 5 6 2.5 8.5 1 0 50 1 2.5
Slave Pool 5 6 2.5 8.5 1 0 50 1 2.5
Totals: 35 88 7 0 350 17.5
Power Conduits WA RNG DMG Kills CP Eff Total Loc Spc Wt Notes
Plasma Relay 0 0 12 3 90 44.3 134.3 Pod 5 1.5 ~360 points energy
IA Level PF Cost Skills
IA 1 1 5.37 Mecha Beam
Absorber SP AB Type CP Weight
Absorber 5 100% D 39.4 2.5
Additive Systems Cost Notes
Weapon Links 15 Plasma Relay, E-Pools
B-Mod: 39 with efficiency
Total: 54
Multiplier Systems Cost Notes
Pilot Link 0.25 Merge with Mecha; +67% MP
Env: Space, Desert, EMP, Arctic,Re-Entry 0.3
ACE III 0.2 +100% MP
Supercharged Powerplant 0.3 +2 MV, +2 MA, +67% MP
Repair I I 0.25 Techno-Organic:Regenerating Type
Total: 1.3
Command Armor
Servo SP Type Spc Kills Cost Rein B-Mod Eff Total Weight Base
Weight: 38.5
Head 6 G 12/0 3 18 6 6 3 33 4.5 Base Cost: 270.5
Torso 11 G 22/1 5 33 10 11 5.5 59.5 8 Cost (w/mult): 622.15
Arms 9 G 18/1 4 54 8 18 9 89 13 Grand Total: 622.15
Legs 9 G 18/1 4 54 8 18 9 89 13
Total: 270.5 38.5
Multiplier Systems Cost Notes
Pilot Link 0.25 Merge with Mecha; +67% MP
Env: Space, Desert, EMP, Arctic,Re-Entry 0.3
ACE III 0.2 +100% MP
Supercharged Powerplant 0.3 +2 MV, +2 MA, +67% MP
Repair II 0.25 Techno-Organic:Regenerating Type
Total: 1.3
=============================================================================
=============================================================================
Mekton II Mecha:
^^^^^^^^^^^^^^^
=============================================================================
1.A.
Kevin Lighton (lighton@eden.rutgers.edu) sent this stuff in:
A very brief summary of the situation around this Campaign's time period...
The planet Alzan was one of the main battlegrounds during a war between two
factions of the Galactic Empire. Shortly after the war, the Alzan Planetary
Governor declared independence from the Empire. The emperor of that time sent
in troops to force Alzan back into the Empire, but Alzan, with the help of
several of the imperial factions who were opposed to the emperor, was able to
hold off the Imperial troops for long enough that the Emperor was overthrown
in an uprising of people who were opposed to the war and several actions of
the Imperial troops.
The following house rules were used in the design of this mech:
Kevin Lighton
Handy weapons take up one less space than their cost would indicate.
10 firings of high-explosive ammo for a projectile weapon costs 1/10 of the
cost of the weapon and takes up 1/10 of a space.
One clip of ammo may be in a projectile weapon without taking up space.
=============================================================================
Name: Armored Rigger
Total Cost: 58.8
Maneuver Value: -2
Tonnage: 29.4
Ground MA: 8
Flight MA: -
Servo Typ Sp Kls Tkn CP Amr Typ CP Total
Main Body S 6 6 6 4 abl. 2 8
R Arm S 4 4 4 3 abl. 1.5 5.5
L Arm S 4 4 4 3 abl. 1.5 5.5
L Leg S 4 4 4 3 abl. 1.5 5.5
R Leg S 4 4 4 3 abl. 1.5 5.5
Head S 3 3 3 3 abl. 1.5 4.5
Powerplant LW - 1 4 - Hot x.5 2
Total Cost: 36.5
Weap WA Rng Kls Dam Sht CP Eff TotCst Loc Sp Spec
Hand 0 1 1 1K - 1 - 1 LA 0 Quick,Handy
Hand 0 1 1 1K - 1 - 1 RA 0 Quick,Handy
Plasma Torch 0 1 1 1K 10 .4 - .4 LA .4 EMW
Bludgeon -1 1 4 4K - 1 - 1 hand 1
75mm gun 0 6 2 2K 10 2 - 1.1 hand 1 1 clip HE
75mm ammo - - - - 20 2 - .2 1LA,1RA .2 2 clips HE
Shield - - 2 - - 1 - 1 LA 1 std. armor
Shield - - 2 - - 1 - 1 RA 1 std. armor
Total Cost: 6.7
Sensor Type Cost Kills Range Comm Location Spaces
Main LW 1 3 2 km 500 km H 1
Total: 1
Hydraulic Type Cost Kills Spaces Damage Bonus
Standard 0 8 0 0
Other Additive systems:
System Cost Space Location Special
Technical Analyzer 2 1 H +1 tech
Damage control pack 1 1 MB
Storage module 1 1 MB
Liftwire .2 .2 MB
Spotlights (2) .4 .4 MB
Micromanipulators 1 1 RA
Desert Systems 2 - -
Underwater Systems 1 - -
Arctic Systems 1 - -
High Pressure Systems 1 - -
Ttl cost: 14.6
Final costs:
Cost (w/o Multipliers: 58.8
Base Weight: 29.4
Cost (after Multipliers): 58.8
Efficency ( 0 tons): 0
Cost (w/Efficency): 58.8
Final Weight: 29.4
Scale: 1:1
Scaled Weight: 29.4
Scaled Cost: 58.8
Remote Cost (Total for All): 0
Command Armour Cost: 0
Total Cost: 58.8
Total Weight: 29.4
(w/Command Armour): 29.4
Notes:
The Rigger was originally designed for construction work in numerous
environments. After Alzan declared independence from the galactic empire,
a few mecha technicians, expecting imperial retaliation, secretly refitted
several Riggers with makeshift armor and weaponry. Further weaponry, along
with shields, was scavenged from destroyed mecha from earlier conflicts.
The presence of these units, along with over-confidence on the part of the
imperial commander, helped to keep Alzan from being over-run right at the start
of the war.
=============================================================================
A.2.
Name: Sen Kyoku
Total Cost: 76.7
Maneuver Value: -3
Tonnage: 38.35
Ground MA: 6
Flight MA: 8
Servo Typ Sp Kls Tkn CP Amr Typ CP Total
Main Body MS 8 8 8 4 S 4 12
R Arm MS 5 5 5 4 S 4 9
L Arm MS 5 5 5 4 S 4 9
L Leg MS 5 5 5 4 S 4 9
R Leg MS 5 5 5 4 S 4 9
Head MS 4 4 4 4 S 4 8
Powerplant S - 1 6 - Hot x.5 3
Total Cost: 59
Weap WA Rng Kls Dam Sht CP Eff TotCst Loc Sp Spec
Hand 0 1 1 1K - 1 - 1 LA 0 Quick,Handy
Hand 0 1 1 1K - 1 - 1 RA 0 Quick,Handy
Sword +1 1 3 3K - 1.5 - 1.5 hand 1.5
Shield - - 4 - - 2 - 2 hand 1 std. armor
150mm gun 0 6 4 4K 10 4 - 2.2 LA 2 1 HE clip
150mm gun 0 6 4 4K 10 4 - 2.2 RA 2 1 HE clip
150mm ammo - - - - 20 4 - .4 LA .2 2 clips HE
150mm ammo - - - - 20 4 - .4 RA .2 2 clips HE
Missiles 0 8 3 3K 10 2 - 2 MB 2
Total Cost: 12.7
Sensor Type Cost Kills Range Comm Location Spaces
Main S 2 4 4 km 800 km H 1
Total: 2
Movement Type: Fan Thr Grv
Cost of System: 3
Additional Thrust: 0
Cost: 0
Space (Cost/3): 2
Efficency: -
Total Cost: 3
Total Space: 2
Total MA: 8
Thrust Location: 1LL,1RL
Hydraulic Type Cost Kills Spaces Damage Bonus
Standard 0 8 0 0
Final costs:
Cost (w/o Multipliers: 76.7
Base Weight: 38.35
Cost (after Multipliers): 76.7
Efficency ( 0 tons): 0
Cost (w/Efficency): 76.7
Final Weight: 38.35
Scale: 1:1
Scaled Weight: 38.35
Scaled Cost: 76.7
Remote Cost (Total for All): 0
Command Armour Cost: 0
Total Cost: 76.7
Total Weight: 38.35
(w/Command Armour): 38.35
Notes:
The Sen Kyoku was one of the standard imperial mecha at the start of the
Alzan Independence War.
=============================================================================
A.3.
Name: Lightning
Total Cost: 143.64
Maneuver Value: -3
Tonnage: 59.85
Ground MA: 6
Flight MA: 14
Servo Typ Sp Kls Tkn CP Amr Typ CP Total
Main Body HS 10 10 10 4 S 4 14
R Arm HS 6 6 6 4 S 4 10
L Arm HS 6 6 6 4 S 4 10
L Leg HS 6 6 6 4 S 4 10
R Leg HS 6 6 6 4 S 4 10
Head HS 5 5 5 4 S 4 9
L Wing HS 5 5 5 4 S 4 9
R Wing HS 5 5 5 4 S 4 9
Powerplant HS - 1 10 - Hot x.5 5
Total Cost: 86
Weap WA Rng Kls Dam Sht CP Eff TotCst Loc Sp Spec
Hand 0 1 1 1K - 1 - 1 LA 0 Quick,Handy
Hand 0 1 1 1K - 1 - 1 RA 0 Quick,Handy
Laser Rifle +1 8 3 3K 10 2.7 - 2.7 hand 2.7
Plasma Sword +1 1 1 4K 10 1.8 - 1.8 hand 1.8
Shield - - 4 - - 2 - 2 LA 1 std. armor
Shield - - 4 - - 2 - 2 RA 1 std. armor
150mm gun 0 6 4 4K 10 2.2 - 2.2 MB 2 1 clip HE
150mm gun 0 6 4 4K 10 2.2 - 2.2 MB 2 1 clip HE
150mm ammo - - - - 40 .8 - .8 MB .4 4 clips HE
Missiles 0 8 2 2K 20 3 - 3 MB 3
Blade +1 1 2 2K - 1 - 1 LA 1
Blade +1 1 2 2K - 1 - 1 RA 1
Total Cost: 20.7
Sensor Type Cost Kills Range Comm Location Spaces
Main MS 4 5 7 km 1000 km H 1
Total: 4
Movement Type: Fan Thr Grv
Cost of System: 9
Additional Thrust: 0
Cost: 0
Space (Cost/3): 3
Efficency: -
Total Cost: 9
Total Space: 3
Total MA: 14
Thrust Location: 1 LL, 1 RL, 1 MB
Hydraulic Type Cost Kills Spaces Damage Bonus
Standard 0 8 0 0
Multiplier Systems:
System Cost Space Special
Verniers x.2 10 +3 MA, 2 LL, 2 RL, 3 LW, 3 RW
Ttl cost: x.2
Final costs:
Cost (w/o Multipliers: 119.7
Base Weight: 59.85
Cost (after Multipliers): 143.64
Efficency ( 0 tons): 0
Cost (w/Efficency): 143.64
Final Weight: 59.85
Scale: 1:1
Scaled Weight: 59.85
Scaled Cost: 143.64
Remote Cost (Total for All): 0
Command Armour Cost: 0
Total Cost: 143.64
Total Weight: 59.85
(w/Command Armour): 59.85
Notes:
The Lightning was an experimental unit designed by the Alzan military, and
was the first mecha to incorporate energy weaponry successfully. By the end
of the Alzan Independence War, it had become a standard command unit.
=============================================================================
A.4.
Name: Zar Kadal
Total Cost: 150.12
Maneuver Value: -4
Tonnage: 62.55
Ground MA: 6
Flight MA: 10
Servo Typ Sp Kls Tkn CP Amr Typ CP Total
Main Body MW 12 12 12 4 S 4 16
R Arm MW 7 7 7 4 S 4 11
L Arm MW 7 7 7 4 S 4 11
L Leg MW 7 7 7 4 S 4 11
R Leg MW 7 7 7 4 S 4 11
Head MW 6 6 6 4 S 4 10
L Wing MW 6 6 6 4 S 4 10
R Wing MW 6 6 6 4 S 4 10
Powerplant MW - 1 12 - Hot x.5 6
Total Cost: 96
Weap WA Rng Kls Dam Sht CP Eff TotCst Loc Sp Spec
Hand 0 1 1 1K - 1 - 1 LA 0 Quick,Handy
Hand 0 1 1 1K - 1 - 1 RA 0 Quick,Handy
Sword +1 1 4 4K - 2 - 2 hand 2
300mm gun 0 6 6 6K 10 5.5 - 5.5 hand 5 1 clip HE
300mm ammo - - - - 40 2 - 2 2LA,2RA .2 4 clips HE
Shield - - 4 - - 2 - 2 LA 1 std. armor
Shield - - 4 - - 2 - 2 RA 1 std. armor
Missiles 0 8 3 3K 20 4 - 4 MB 4
Gyro-Cannon 0 6 1 1K 10 .55 - .55 H 1 1 clip HE
Gyro-Cannon 0 6 1 1K 10 .55 - .55 H 1 1 clip HE
Total Cost: 20.6
Sensor Type Cost Kills Range Comm Location Spaces
Main MS 4 5 7 km 1000 km H 1
Total: 4
Movement Type: Fan Thr Grv
Cost of System: 4.5
Additional Thrust: 0
Cost: 0
Space (Cost/3): 3
Efficency: -
Total Cost: 4.5
Total Space: 3
Total MA: 10
Thrust Location: 1 LL, 1 RL, 1 MB
Hydraulic Type Cost Kills Spaces Damage Bonus
Standard 0 8 0 0
Multiplier Systems:
System Cost Space Special
Verniers x.2 10 +2 MV, 2 MB, 2 LW, 2 RW, 2 LL, 2 RL
Ttl cost: x.2
Final costs:
Cost (w/o Multipliers: 125.1
Base Weight: 62.55
Cost (after Multipliers): 150.12
Efficency ( 0 tons): 0
Cost (w/Efficency): 150.12
Final Weight: 62.55
Scale: 1:1
Scaled Weight: 62.55
Scaled Cost: 150.12
Remote Cost (Total for All): 0
Command Armour Cost: 0
Total Cost: 150.12
Total Weight: 62.55
(w/Command Armour): 62.55
Notes:
The Zar Kadal was the standard Imperial command mecha during the Alzan
Independence War.
=============================================================================
=============================================================================
B.1. Keneth Miller sent this one down:
Okay, here's my first MEKTON MTS design (well 1.5th, I half-made one before).
The campaing universe is really weird, see the end of the file.
Name: Silver Talon (heavy Hunter fighter-warship)
Pilot: Beast-Slayer Blackmane (translated from Hunter)
MV: +1/-1
Actions/Turn: 6
Total Cost: 1369.1 (1939.1)
Tonnage: 49.5
Pilot Reflex: 10
Mecha Reflex: 11/9
Servo: Type: Spaces: Kills: CP: Armor: Type: CP: Total:
M.Body SH 20 20 20 11 S 11 31
L.Wing MH 8 8 8 9 S 9 17
R.Wing MH 8 8 8 9 S 9 17
Matrix Mw - 12 12 - Cool+4 12
(Total Cost: 77)
Weapon:
E-Pool 20 Avail Power, unlimited portfolio; 80CP, 40eff; 0 spaces
(10 more power, increases cost to 180CP total)
(Total Cost: 120) (180)
Sensor: Type: Cost: Kills: Range: Comm: Loc: Spaces:
Main LH 12 8 20km 1800km MB 1
Backup SL 2 5 1km 300km MB 2
(Total Cost: 14)
Add System: Cost: Space: Effect:
Escape Pod 1 0 Save your sorry tail...B^>
Storage Module 3 3MB 3 storage spaces (3000lbs)
ASP 10 2MB full spectrum scan
Sight x 64 3 1MB 64x magnification
Target Analyzer 5 1MB ("Gee, I wonder what that ship does...")
Design & Decor 2 1MB +3 cool
Environment 3+4 0+6 Space, Re-entry (2LW, 2RW, 2MB)
Efficiency 5 - Remove conversion spaces
(Total Cost: 36)
Movement Type Grav Thrust
Required 6 -
Additional - 18
Cost 12 18
Space 2 6
Efficiency 0 0
Total Space 2 6
Total MA 14 +6
Thrust Loc 2MB 2LW, 2RW, 2MB
(Total Cost: 30)
Mult System Cost: Space: Effect:
Base Cloaking x0.3 0 Invisibility
Combat Cloak x0.2 0 Re-cloak in 1 action
Stealth x0.2 0 Undetectable on radar
Techno-organic x0.5 0 +1K/servo/turn, +1SP/servo/day, +1MV
Though-control x0.5 0 +2MV, +1 action, +1WA, 3K internal->1 pilot hit
Astrofighter x0.35 * +4MA, -2MV, space bought down
V-MAX x1.25 0 2 turns of berzerk super-death-ship B^>
(second V-Max x0.75 0 1 turn, typically used with the first one)
(Teleport x1.0 0 "Go Astral"--hyperdrive, maximum power)
(Total Cost: x3.3) (x5.05)
Cost (w/o multipliers): 277 (337)
Base Weight: 138.5 (168.5)
Cost (w/ multipliers): 1191.1 (1701.9)
Efficiency (-89 tons): 178 (238)
Cost (w/ efficiency): 1369.1 (1939.9)
Final Weight: 49.5 (49.5)
Scale: 1x (1x)
Scaled Weight: 49.5 (49.5)
Scaled Cost: 1369.1 (1939.9
The origins of the Silver Talon and similar warships is lost in the depths of
time. Many of them are literally thousands of years old. Larger craft are
far older; the Death Moon is thought to have been built by the Ancients
themselves tens of thousands of years ago.
The Silver Talon is powerful, single-pilot shapeshifting warship passed from
father to oldest son in the Blackmane family of warrior-nobles. Craft like it
are significantly more powerful than the normal fighter craft normal warriors
have, but less powerful than the corvettes of royalty (x10 scale) and puny
compared to the unique Death Moon dreadnought of the Emperor (x100 scale).
The ship links to the pilot in body, mind, and spirit, and acts as an extention
of its master. Thus, it is tremendously agile and incredibly fast for
something its size. The "weapon system" uses spirit-force concentrated by
the Matrix, "colors" it with the pilot's psyche, shapes it into a destructive
force, and directs it at foes. The only limitation is the pilot's imagination
and emotional strength. The system is an integral part of the warship and
pilot, and cannot be destroyed.
In its base form, the Silver Talon is a hulking gunship capable of inflicting
fearsome amounts of damage at close range. The pilot lashes out with fangs
and claws and literally rips foes apart. The Talon can shapeshift into a
sleeker, faster form at the cost of losing its melee capability. The change
is not a mechanical reorganization but a smooth "metamorphosis", and is an
integral part of the ship. It is powered by the shapeshifting ability of
the pilot.
The feature that makes Hunter warships, the Talon included, so frightening to
other races is its near-undetectability. The ship can become partly astral and
ambush unwary prey. Hunters can use their natural instincts to make effective
attacks, springing from empty space and dividing an enemy group using pack
tactics.
Like the Hunters themselves, Hunter warships can heal inflicted damage with
incredible speed. The pilot and the living ship are connected via the Matrix,
allowing this regeneration. The protective shell cannot heal nearly as
quickly, taking days to recover. "Vital" damage can take months.
By concentrating his (or her) full rage into the Matrix, the pilot and the
Talon can become a ferocious instrument of death for up to half a minute.
Afterwards, both the pilot and ship will be completely exhausted, spiritually
and physically. Only days of rest will return them to action.
While pursuing a flock of Agglies (a long story), Slayer got trapped in the
Solar System, which is inside huge spirit void. He landed on Earth, where
the Talon was significantly weakened in the reduced-spirit environment.
Most significant was the loss of Astral capacity, meaning that he can't leave
the solar system. The second set of stats (in parentheses, usually) are the
"true" stats of the Silver Talon. The stats listed normally are the stats of
the weakened Talon. Even weakened, the Silver Talon is a tremendously
powerful weapon of destruction. Currently, the Talon is "collapsed" into its
Matrix, and looks like a 20 pound flawless diamond. The physical mass is
contained in a pocket realm, and is undetectable with normal technology.
Background note:
The Five Worlds/Wolf Bros. saga is a strange, supernaturally-oriented universe
where many interesting and dangerous creatures inhabit the Earth along with
humanity. "Paranormal" creatures account for 2% of the sentient beings, the
other 98% being human. Of these paranormals, Hunters (werewolves) comprise
0.1%, the largest group. In the Big Picture, the Five Worlds are the major
players, and include the Empire of Man (a human civilization based on Victorian
steampunk-level technology and magic), the Ixlan Confederate (very strange
aliens, experts at crystal-based magic), the Hunters (the designated warrior
race; werewolves, basically), and two others yet to be designed. Basically,
there's a lot of funky magic/psi/whatever going on. Very different from most
mecha settings.
Oh, the warship is called "Silver Talon" after the rather unfortunate effect
a certain metal has on werewolves. This mech has a similar effect... B^>
=============================================================================
David Larsen sent this Mecha and campaign info along to me:
C.1. Name: SteelFire SL-25
Maker: DSL Industries
MV: -3 Ground MA: 6 Tonnage: 34.36 (Combat Load) Cost: 148.72
Servo Type Spaces Kills CP Armor Type CP Total
Torso MS 8 8 8 HS(5) Std 5 13
Rt Arm S 4 4 4 MS(4) Std 4 8
Lt Arm S 4 4 4 MS(4) Std 4 8
Rt Leg S 4 4 4 MS(4) Std 4 8
Lt Leg S 4 4 4 MS(4) Std 4 8
Head S 3 3 3 S(3) Std 3 6
PowerPlant S 1 3 Hot 3
Total 54
Weapon Wa Range Kills Dmg Shots CP Eff Cost Loc Space Spec.
90mm +0 6 4 4K - 5 - 5 Rt&Lt 5 BV:3
Rifle Hand
Ammo 10 7.5 - 7.5 Torso 1 Tracer +1 WA
10 10 - 10 Torso 1 Armor Pier.
10 5 - 5 Torso 1 Standard
Grenade +0 8 3 3K - 2.1 .05 2.15 Rt&Lt 2
Launcher Hand
Ammo 6 3.87 - 3.87 Torso 1 Burst
Grenade I
Blade +1 Melee 4 4K - 8 2 10 Rt Arm 4 Armor Pier.
Shield 6 NA 3 - 3 Lt Arm 1
Rt Hand +1 Melee 1 1K NA 1 - 1 Rt Arm 0 Quick,Handy
Lt Hand +1 Melee 1 1K NA 1 - 1 Lt Arm 0 Quick,Handy
Sensors
Type Cost Kills Range Com: Loc. Space
S 2 4 4km 800Km Head 1
Hydraulics Type Cost Kills Space Dmg Bonus
Standard 0 8 0 0
Other Additive Systems
System Cost Space Game Effects
Env. Prot. 4 - Artic, Desert
Xtras .2 - Spot Lights
Total 4.2
Cost w/o mult. 108.72
Base Weight 54.36
Eff (-20 Tons) 40
Cost w/Eff 148.72
Final Weight 34.36
Scale 1/1
Total Cost 148.72
Notes: Lack of efficient power plants makes usage of beam weapons extremely
difficult (though not impossible). Thusters added to mecha are usually
limited in capabilities, placed in command armor modules and discarded when
fuel is used up. Mecha fights are involved primary on the ground, no known
mechas are designed for space combat. This is a standard mecha suit for the
North American Alliance States front line troops.
Campaign Info:
This is for a campaign idea that's been rolling around in my head for a while.
By 2036, most of the world has developed in large conglomerations of states.
Japan, China and nearly 90% of the Far East countries formed the Asian
Collective States. Europe, including Great Britian, the Baltic States and
what is left of Russia formed the economic powerbase, the European
Commonwealth. Canada and Mexico joined with the United States to form the
new North America Alliance States. The world has grown to be dark place,
the need for resources has grown unimaginable, famine still runs rampant
through Africa and most of the Middle East states and South America a hotbed
of Anarchist states, revolution rising like a bonfire.
With advances in technology, obsolete tanks were replaced with highly mobile
suits, adaptable for any type of climate.
===============================================================================
With the four legged mechs from the Dougram series, (Known in BattleTech
as the Scorpian and the Goliath), I thought it would be interesting to
design a four legged support mech with decent long range weapons and
missle barrage capability. The DSL-1 is design using the MTS.
Name of Mekton:DSL-1 Actions per Turn: +2 Total Cost: 301.4
Maneuver Value: -2 Tonnage: 42
Movement Actions: 8
Servo Location: Type: Spaces: Kills: CP: Armor: Type: CP: Total:
Torso HS 10 10 10 5 Stand 5 15
Head MS 4 4 4 5 Stand 5 9
Front Left Leg MS 5 5 5 5 Stand 5 10
Front Right Leg MS 5 5 5 5 Stand 5 10
Rear Left Leg MS 5 5 5 5 Stand 5 10
Rear Right Leg MS 5 5 5 5 Stand 5 10
Power Plant MW 16 10 Cool+2 10
Total 64
Weapon: WA: Range: Kills: DMG: Shots: CP: Eff: Total cost: Location: Space:
BeamCannon +1 11 7 7K Inf. 14 2 16 Mount 10
BeamCannon +1 11 7 7K Inf. 14 2 16 Mount 10
Missles +0 8 1 3K 60 30 12 42 Torso 6
Weapon Mount - - - -- -- 2 -- 2 Torso 2
Weapon Mount - - - -- -- 2 -- 2 Torso 2
Total: 78
Sensor: Type: Cost: Kills: Range: Comm: Location: Spaces:
Main HS 6 6 11Km 1300Km Head 1
Other Additive Systems
System: Cost: Space: Notes:
Link 2 (BeamCannons)
Advance Sensors 10 2
Env. Protect 4 (Artic & Desert Protection)
Total: 16
Hydraulic Type: Cost: Kills: Spaces: DMG Bonus:
Standard 0 8 0 0
Multiplier Systems
System: Cost: Space: Game Effects & Notes
Jump Rockets X.15 4 +3 Leap Bonus
Stealth X.2 -
Total X.35
Though this mech has potent weaponry, it's primary purpose is to support other
mechs at range, (Lack of Melee Weaponry). With the stealth system, it can
infiltrate behind enemy positions and set up ambushes, smashing a hole to
allow a larger force to come into battle quickly. There is talk of making this
mech transfomable into a tank form, but that will be some time off before a
prototype can be developed.
Any comments can be directed to larsen@cwis.unomaha.edu
========================================================================
D.1. Brian Laxon sent me this design:
Name: Ranger RNG-1000
Total Cost: 445.7
Maneuver Value: -2/-4
Tonnage: 37
Ground MA: 12
Flight MA: 22
Servo Typ Sp Kls Tkn CP Amr Typ CP Total
Head HS 5 5 5 6 Stan 6 11
MB LH 14 14 14 6 " 6 20
R Arm HS 6 6 6 6 " 6 12
L Arm HS 6 6 6 6 " 6 12
R Leg MH 8 8 8 6 " 6 14
L Leg MH 8 8 8 6 " 6 14
Reactor Cool + 2 10 10
Total Cost: 93
Weap WA Rng Kls Dam Sht CP Eff TotCst Loc Sp
Spec
Gauss Ram -1 - 12 12 - 9 2 11 RArm 5
L Hand +1 - 1 1 - 1.4 .2 1.6 L Arm 1.8 handy
R Hand +1 - 1 1 - 1.4 .2 1.6 L Arm 1.8 handy
Lazer +1 8 1 4 - 3 1 4 MB 1
Cutter
Lazer +1 8 1 4 - 3 1 4 MB 1
Cutter
Lazer +1 8 1 4 - 3 1 4 MB 1
Cutter
Blazoning - - 8 - - 6 1 7 L Arm 4 Reactive
Sheild
Utility 0 8 1 3 * 5 - 5 MB 5 Blast 3
Missiles (carries 4 x Explosive and 2 x Smoke)
Total Cost: 38.2
Sensor Type Cost Kills Range Comm Location Spaces
Main MW 9 7 15 1500 Head 1
Aux. LW 1 3 2 500 MB 1
Total: 10
Movement Type: Fan Thr Grv
Cost of System: - 12 12
Additional Thrust: +4 (base 14)
Cost: 24
Space (Cost/3): 4 2
Efficency: 0
Total Cost: 24
Total Space: 6
Total MA: 22
Thrust Location: 2 Thrus, 1 Grav per leg
Hydraulic Type Cost Kills Spaces Damage Bonus
Standard 0 8 0 0
Additives: CP SP Loc
Micro Manip 1 1 L Arm
Escape Pod 1 1 MB
Storage x 2 2 2 MB
Stuff 1 -
(2 x headlights, liftwire, anti-theft lock w/alarm)
Target Analyzer 5 1 Head
Sight Enhan x64 3 1 R Leg
Sound Enhan x64 3 1 L Leg
ECCM 2 2 2 L Leg
Link Laz Cutters 4 -
Adv. Sens Pack. 10 2 Head
R/R Analyzer 5 1 Head
Space Enviro 3 -
Efff for Transfrom 4 -
Total CP: 44
Multipliers:
Item Mutliplier SP Loc
Astro Fighter x.35 * eff for transfor purchased
Vernier 1 x.1 5 3 L Leg, @ R Leg
Total x.45
Final costs:
Cost (w/o Multipliers: 212.2
Base Weight: 106
Cost (after Multipliers): 307.7
Efficency ( 69 tons): 138
Cost (w/Efficency): 445.7
Final Weight: 37
Scale: 1/1
Scaled Weight: 37
Scaled Cost: 445.7
Remote Cost (Total for All): -
Command Armour Cost: -
Total Cost: 445.7
Total Weight: 37
(w/Command Armour):
Notes:
Designed to operate as a deep recon mek the mekton mounts an
extensive sensory array. Mounting a suite of lazer cutters allows the mek
to conduct defensive fire. For heavy combat the mek mounts a Gauss Ram, a
magnetically accelerate wedge is accelerated on the outside of the
forearm. Just for impact the ram will produce a sonic boom just before
impact. There are rumours of a rangers sneaking up on lone gaurds and
destroying them with the ram. A missile support system is included to
help distract pursuing meks.
============================================================================
E.1. Brian Gilmore sent these ones in:
1.Name: Duke Akerton Industries BK-DK 02 "Black Duke Mk2"
Type: Mekton
MV: -3
APT: +2
Total Cost: Normal Black Duke: 168CP
Thought Control: 238CP
Armored: 293CP
Armored Tht Cntrl: 425.5CP
Servos- Typ: Kills: Armor: Typ: Total CP:
Head HS 5 5 S 10
Torso HS 10 5 S 15
Larm MW 7 5 S 12
Rarm MW 7 5 S 12
Lleg HS 6 5 S 11
Rleg HS 6 5 S 11
Powerplant: Cool+2 cost: 14
Total Cost: 85
Weapons- WA: Rnge: Dmg: Shots: Cp: Eff: Cost: Loc: Space: Notes:
R Hand +1 1K 1 Rarm Quick, handy
L Hand +1 1K 1 Larm " "
P.C. 1 +1 8 4K inf 4 1 5 Rarm 2
P.C. 2 +1 8 4K inf 4 1 5 Rarm 2
P.C. 3 +1 8 4K inf 4 1 5 Rarm 2
Sheild 1 SP: 6K Type: S 3 3 Rarm 1
Shield 2 SP: 6K Type: S 3 3 Larm 1
Missiles +0 7 5K 10 4 0 4 Torso 4
Total cost: 27
Sensors- Type: Cost: Kills: Range: Comm: Loc: Spaces:
Main: HS 6 6 11km 1300km head 1
Back-up: SL 0 2 1km 300km torso 1
Cost +Thr Cost Space Eff: MA: Location:
Thrusters: 9 +2 15 5 0 14 9pts in torso, 3 in each leg.
Other systems:
Cost Space
Links 4 0 Links for P.C. 1,2,&3
Detail 2 1 +3 cool
Esc 1 1 escape pod
Multiplier systems:
Thought control (optional) x.5
Command Armor:
Loc: Armor: Type: Class: Spaces: Contents: CP:
Head 1 A MW 2 ASP package 13.5
Torso 3 A HS 10 Two Rocketpacks, linked 26.5
Rarm 2 A HS 6 three more P.C., linked 30
Larm 2 A HS 6 React.sheild SP:8 PF: 1 15
Rleg 2 A HS 6 +1 Thr, linked rocketpack 20
Lleg 2 A HS 6 +1 Thr, linked rocketpack 20
Total MV -.7 Total Cost: 125
Base wieght: 68 tonns Eff: -14 tonns Final wieght: 59 tonns
Design Notes-
The Black Duke was originally intended as a ground-only mecha, and in the
first version didn't even have thrusters. This second version has them,
but still lacks any environmental protection.
Note that a Black Duke like this one is "stripped", up to 10CP of further
equipment can be added without affecting it's performance. Often, this
additional equipment is armor or environmental protection. Or maybe just a
tape deck.
It's worth noting that the Black Duke is lacking any melee weapon. While
some pilots find this odd, others don't seem to notice. After seeing one
of these babys unload plasma bolt after plasma bolt into a foe that comes
into melee range, many just refuse to close.
The two shields are there for two reasons. The Left shield is there to
parry damage, but the right has the critical task of protecting the "gun
arm" from attacks. It is seldom used to parry otherwise.
The Armored Duke is a rather nasty machine. The additional reactive shield
has been found to be very usefull in stopping high-damage attacks, and the
extra suit of three linked plasma cannons make for an incredible volley.
The rocket packs are also quite nice, allowing an Armored Duke to fire up to
84 2K rockets in one action. The extra alpha class armor has proven useful
time and again against small rocket attacks, though foes who have faced it
before usually learn to degrade the command armor as quickly as possible.
The Thought Control feature is a new one, and as of yet untested in combat.
Though simulations look good, no one is certain how it will hold up under
fire.
Apperance-
The Black Duke stands 18 meters tall, and has a smooth, rounded form.
The face-plate is smooth, roughly following the countour of a face, with
two glowing blue eyes. The color is a gloss black with a slight irridescent
blue sheen to it, and some silver trim. There are no markings on it.
============================================================================
E.2. Name: Starblade Mk1
Type: Astrofighter
Tonnage: 99 MV: -7 Cost: 354.4 CP
____________________________________________________________________
Servo: Type: Spaces: Hits: CP: Armor: Type: CP: Total:
Feuselage MgH 22 22 22 11 S 11 33
Nose MgH 11 11 11 11 S 11 22
---------------------------------------------Total Servo Cost: 55
Powerplant: MgH (Cool +2) Cost:22
_______________________________________________________________________
Weapon: WA: Rng: K: Dmg: CP: Ttl: Loc: Notes :
Beam Cannon 1 +1 10 10 10 21.6 21.6 Wpn Mt1 Linked to BC2
BC 2 +1 10 10 10 21.6 21.6 Wpn Mt2 Linked to BC1
-----------------------Total Weapons Cost: 43.2
Shield type: Kills: PF: Cost: EFF: Loc: Space:
Reactive 12 5 54 17 Split between Fslge & Nose 10/10
Sensors: Type: Cost: Range: Comm: Location: Space:
Main MgH 32 50Km Planetary Nose 1
Links: BC1 to BC 2 Cost: 2
Interservo Shield link: 3
Weapon Mounts: 2 in feuselage, cost 4, space 4
Gunner cockpit: Cost 2, space 2 loacated in feuselage. The gunner controls
the Two Beam Cannons
Env: Space Cost: 3
Re- Entry Cost: 4+3 (for EFF)=7
Detailing and Design: 2CP, +3 cool
Movement type: Cost: +THR: cost: Space: EFF Ttl: Spce: MA: Loc:
Thrusters 15 +4 12 4 0 27 5 20 Fslg
Total Cost: 273.2
Base Weight: 136.6
EFF: -37.6 Tonns
Cost W/ EFF: 348.4 CP
-----------------------------------------------------------------------------
Notes: Designed when Humanity first realized the threat posed by the
mechanized planet Red Eye as an experimental addition to the fleet, the
Starblade class starfighter first saw action in the now famous "Operation
Starblade". A desperate attack on Red Eye by the untested fighters in a
suicidal mission that risked everything, Operation Starblade barely saved our
mother planet from destruction. Armed with their two mega-beam cannons,
The Starblade proved to be effective against even capital ships, though they
were originally designed for fleet defense.
Of course, we all know of the Geosword, the fighter that actually destroyed
Red Eye and Iceberg; but there were many other brave pilots who faught, and
many who died, in that historic mission. Since then, the Starblade has been
refined and upgraded, but the early models have lost little of their
effectivness. Many remain active to this day.
-----------------------------------------------------------------------------
Translation notes:
Originally, I wanted to make the cannons variable Anti-missile, but that
more than doubles the cost of the weapons, and with efficiency puts the CP
csot above the threshhold I wanted. I also have a weaker shield than I
originally wanted, but I think the armor makes up for it.
-----------------------------------------------------------------------------
F.1.These mecha were designed by Christian Kosanavich for his campaign which
I participated in. It was a game where we played police officers in a mecha
tech universe. We found ourselves dealing with an alien invasion which we
were ill-equipped to handle, hell we had trouble with some of the criminals,
while we waited for re-inforcements:
=============================================================================
1. Name: Python
Total Cost: 132.6
Maneuver Value: -2
Tonnage: 49
Ground MA: 8
Flight MA: 0
Servo Typ Sp Kls Tkn CP Amr Typ CP Total
Head MS 4 4 4 5 s 5 9
MainBody MS 8 8 8 8 s 8 16
R. Arm HS 6 6 6 6 s 6 12
L. Arm HS 6 6 6 6 s 6 12
R. Leg HS 6 6 6 6 s 6 12
L. Leg HS 6 6 6 6 s 6 12
Powerplant MW 12 12 12
Total Cost: 85
Weap WA Rng Kls Dam Sht CP Eff TotCst Loc Sp Spec
Shotgun 0 6 5 5 * 3 - 3 RH 3 Single Shot
*Ammo 10 7.5 - 7.5 MB 1 Scattershot
*ammo 10 3 - 3 MB 1 HE standard
AP Laser 1 3 2 2 - 1.2 - 1.2 H 1.2 AP only
NightStick 0 mel 5 6 - 5.6 - 5.6 LH 5.6 Quick
R. Hand 0 mel 1 2 - 1 - 1 RA 1 Quick, Handy
L. Hand 0 mel 1 2 - 1 - 1 RA 1 Quick, Handy
Total Cost: 22.3
Sensor Type Cost Kills Range Comm Location Spaces
Main s 2 4 4 400 head 1
Total: 2
Other Additive systems:
system cost space location special
ENV P 5 - - Underwater, High Pressure
ESC Pod 1 1 Head Escape pod.
Ttl cost: 6
Final Costs:
Cost (w/o Multipliers: 115.3
Base Weight: 57.65
Cost (after Multipliers): 115.3
Efficency ( 8.65 tons): 17.3
Cost (w/Efficency): 132.6
Final Weight: 49
Scale: 1/1
Notes:
This is a Cop Mecha designed by a member of Christian Kosanavich's
Campaign. The mecha goes here for consistency. The designer is Russel Kopp.
(appropriate eh?) I know Christian participated in the creation of most of the
player mecha. This mecha is built for law enforcement and is good enough to
handle the roadstrikers used by most civilians. Against actual Mektons, well,
the Epod is appreciated. Mind you, shot gun ammunition, even in single shot,
is an intimidating thing to any mecha, but this mecha is not designed for
warfare.
============================================================================
=============================================================================
F.2. Name: PitViper
Total Cost: 137.6
Maneuver Value: -3
Tonnage: 49
Ground MA: 8
Flight MA: 12
Servo Typ Sp Kls Tkn CP Amr Typ CP Total
Head S 3 3 3 4 s 4 7
Mainbody MS 8 8 8 7 s 7 15
R.Arm MS 5 5 5 5 s 5 10
L.Arm MS 5 5 5 5 s 5 10
R.Leg MS 5 5 5 5 s 5 10
L.Leg MS 5 5 5 5 s 5 10
Powerplant HS 10 10 10
Total Cost: 72
Weap WA Rng Kls Dam Sht CP Eff TotCst Loc Sp Spec
Storm Gun 0 5 3 3 * 3.4 1 4.4 RH 1.4 Machine BV:3
*Ammo1 10 4.4 0 4.4 RA 1 HE standard
*Ammo2 1 5 3.3 0 3.3 RA 1 Tracer
Storm Gun 0 5 3 3 ** 3.4 1 4.4 LH 1.4 Machine BV:3
**Ammo1 10 4.4 0 4.4 LA 1 HE standard
**Ammo2 1 5 3.3 0 3.3 LA 1 Tracer
R.Hand 1 mel 3 3 - 2.8 0 2.8 RA 2.8 quick, handy
L.Hand 1 mel 3 3 - 2.8 0 2.8 LA 2.8 quick, handy
Total Cost: 29.8
Sensor Type Cost Kills Range Comm Location Spaces
main LW 1 3 2 500 head 1
Total: 1
Movement Type: Fan Thr Grv
Cost of System: 6
Additional Thrust: 0
Cost: 0
Space (Cost/3): 2
Efficency: 0
Total Cost: 6
Total Space: 2
Total MA: 12
Thrust Location: MB
Other Additive systems:
system cost space location special
ENV 5 - - Underwater, High Pressure
ESC 1 1 Head Escape Pod
Link 3 - - Stormguns
Ttl cost: 9
Final costs:
Cost (w/o Multipliers: 117.8
Base Weight: 58.9
Cost (after Multipliers): 117.8
Efficency ( 9.9 tons): 19.8
Cost (w/Efficency): 137.6
Final Weight: 49
Scale: 1/1
Notes:
This is Cop Mecha designed by Christian Kosanavich for use in his
campaign. Against standard criminal Mecha, it has its advantages, but against
Aliens, it has its problems. Once again, this is basically a law enforcement
mecha. Though more suited to combat than the python, it is not a front-line
warfare unit.
============================================================================
G.Mark Vesina sent out the following Mecha designs:
=====================================================================
1. NAME: Spacer MK 1 TOTAL COST: 59.9
MANEUVER VALUE: -1 TONNAGE: 29
GROUND MA: 10
FLIGHT MA: 14
SERVO Typ Sp Kls Tkn CP Amr Typ CP Total
Main Body LW 4 4 2 4 2 S 2 6
Head LW 2 2 2 2 3 S 3 5
L Arm LW 3 3 0 3 1 S 1 4
R Arm LW 3 3 0 3 1 S 1 4
L Leg LW 3 3 1 3 2 S 2 5
R Leg LW 3 3 1 3 2 S 2 5
Powerplant S 1 HOT+1 3
Total Cost: 32
WEAPONS WA Rng Kls Dam Sht CP Eff TotCst Loc Sp Spec
Machine
Cannon 0 6 2 2K * 2.5 - 2.5 RH 3 BV3
*ammo 20 5 - 5 MB 2 Stand.
Lasergun +1 8 2 2K inf. 2 0.5 2.5 H 1
Beam Blade +1 Me. 2 6K inf. 4 0.5 4.5 RH 3
L.Hand +1 Me. 1 1K - 1 - 1 LA 0 Qu.,Ha.
R.Hand +1 Me. 1 1K - 1 - 1 RA 0 Qu.,Ha.
q Total Cost: 15.56xD
SENSOR Type Cost Kills Range Comm Location Spaces
Main S 2 4 4km 800km H 1
Total: 2
FLIGHT SYSTEM
Movement Type: Fan Thr Grv
Cost of System: 3
Additional Thrust: 6
Cost: 9
Space (Cost/3): 3
Efficiency:
Total Cost: 9
Total Space: 3
Total MA: 14
Thrust Location: 1MB
1LL
1RL
HYDRAULIC TYPE Cost Kills Spaces Damage Bonus
Standard 0 8 0 0
FINAL COST
Cost (w/o Multipliers: 58.9
Base Weight: 29.5
Cost (after Multipliers): 58.9
Efficiency ( -0.5 tons): 1
Cost (w/Efficiency): 59.9
Final Weight: 29
Scale: 1/1
Scaled Weight: 29
Scaled Cost: 58.9
Remote Cost (Total for All):
Command Armour Cost:
Total Cost: 59.9
Total Weight: 29
(w/Command Armour):
NOTES
The Spacer is a cheap and efficient soldier mecha destined
to be mass-produced; it's modeled after the suit on page 22
of the Mekton II rulebook.
The mecha is pretty close to munchkinism with its 29 tons weight,
but it does the job. The cockpit is located in the head unit
(between the sensors and the lasergun on top), so the head is
well armored for its size. Use it as a general "grunt" suit (it's
pretty fragile with the hot engine).
=====================================================================
G.2.
NAME: Cyber-unit Officer TOTAL COST: 235.2
MANEUVER VALUE: -1 TONNAGE: 56
GROUND MA: 10
FLIGHT MA: 12
SERVO Typ Sp Kls Tkn CP Amr Typ CP Total
Main Body LH 14 14 13 14 4 S 4 18
L Arm MW 7 7 7 7 4 S 4 11
R Arm MW 7 7 7 7 4 S 4 11
L Leg MW 7 7 5 7 4 S 4 11
R Leg MW 7 7 5 7 4 S 4 11
Powerplant LH 1 HOT+2 7
Total Cost: 69
WEAPONS WA Rng Kls Dam Sht CP Eff TotCst Loc Sp Spec
Claw +1 Me. 6 6K - 8 0.5 8.5 LA 7 AP
Claw +1 Me. 6 6K - 8 0.5 8.5 RA 7 AP
Beam Gun +1 8 1 1K inf 4 - 4 MB 4 BV5
Beam Gun +1 8 1 1K inf 4 - 4 MB 4 BV5
SENSOR Type Cost Kills Range Comm Location Spaces
Main HS 6 6 11km 1300km MB 1
Total: 6
ADDITIVE SYSTEMS Cost Notes
Space protection 3
MULTIPLIER SYSTEMS Cost Notes
Internal Automation x0.9 Level 6, Portfolio 10
Maneuver Verniers x0.2 5LL, 5RL
FLIGHT SYSTEM
Movement Type: Fan Thr Grv
Cost of System: 9
Additional Thrust: 0
Cost: 9
Space (Cost/3): 3
Efficiency:
Total Cost: 9
Total Space: 3
Total MA: 12
Thrust Location: 3MB
HYDRAULIC TYPE Cost Kills Spaces Damage Bonus
Standard 0 8 0 0
FINAL COST
Cost (w/o Multipliers: 112
Base Weight: 56
Cost (after Multipliers): 235.2
Efficiency ( tons):
Cost (w/Efficiency): 235.2
Final Weight: 56
Scale: 1/1
Scaled Weight: 56
Scaled Cost: 235.2
Remote Cost (Total for All):
Command Armour Cost:
Total Cost: 235.2
Total Weight: 56
(w/Command Armour):
NOTES
This is the command unit for a squad of cybernetized mecha designed
for "special" operations. It looks like a cross between an ED-209
(from Robocop) and a Zentraedi officer pod.
No skill were given for the artificial intelligence because they are
customized for each mission (although Mecha Piloting, Fighting and
Beam and Melee Weapons are always present).
=====================================================================
G.3.
NAME: Cyber-unit Sergeant TOTAL COST: 120.1
MANEUVER VALUE: -1 TONNAGE: 40.7
GROUND MA: 10
FLIGHT MA: 12
SERVO Typ Sp Kls Tkn CP Amr Typ CP Total
Main Body LH 14 14 14 14 4 S 4 18
L Leg MW 7 7 2 7 4 S 4 11
R Leg MW 7 7 2 7 4 S 4 11
Powerplant MW 1 HOT+2 6
Total Cost: 46
WEAPONS WA Rng Kls Dam Sht CP Eff TotCst Loc Sp Spec
Laser Gun +1 8 4 4K inf 4 1 5 MB 2
Laser Gun +1 8 4 4K inf 4 1 5 MB 2
ScatterGun +1 5 1 1K inf 2.1 0.5 2.6 MB 1.1 BV3
ScatterGun +1 5 1 1K inf 2.1 0.5 2.6 MB 1.1 BV3
AP Gun +1 3 1 1K inf 0.6 - 0.6 MB 1 AP only
AP Gun +1 3 1 1K inf 0.6 - 0.6 MB 1 AP only
SENSOR Type Cost Kills Range Comm Location Spaces
Main MS 4 5 7km 1000km MB 1
Total: 4
ADDITIVE SYSTEMS Cost Notes
Space protection 3
Link for weapons 6 Weapons of same type linked together
MULTIPLIER SYSTEMS Cost Notes
Internal Automation x0.75 Level 5, Portfolio 10
Maneuver Verniers x0.1 2LL, 2RL, 1MB
FLIGHT SYSTEM
Movement Type: Fan Thr Grv
Cost of System: 6
Additional Thrust: 0
Cost: 6
Space (Cost/3): 2
Efficiency:
Total Cost: 6
Total Space: 2
Total MA: 12
Thrust Location: 2MB
HYDRAULIC TYPE Cost Kills Spaces Damage Bonus
Standard 0 8 0 0
FINAL COST
Cost (w/o Multipliers: 81.4
Base Weight: 40.7
Cost (after Multipliers): 120.1
Efficiency ( tons):
Cost (w/Efficiency): 120.1
Final Weight: 40.7
Scale: 1/1
Scaled Weight: 40.7
Scaled Cost: 120.1
Remote Cost (Total for All):
Command Armour Cost:
Total Cost: 120.1
Total Weight: 40.7
(w/Command Armour):
NOTES
This is a sergeant-type commanding machine for the same cybernetic mecha
unit as the previous one. Although this one is smaller, less intelligent,
and is placed in command of less soldier unit, it is similar to the
Officer type. The arms are not present on the Sergeant type, being
replaced with gun clusters, and the main body is a little shorter
because of the smaller powerplant.
No skill were given for the artificial intelligence because they are
customized for each mission (although Mecha Piloting, Fighting and
Beam and Melee Weapons are always present).
==============================================================================
H.Byron Molix sent this Mecha down.
=====================================================================
H.1.
Name:Xanadu - GC-101 Total Cost:536.3
Maneuver Value:-1 Tonnage:56.4
Ground MA:10
Flight MA:16
Servo Typ Sp Kls Tkn CP Amr Typ CP Total
Torso LH 14 14 14 8 Alpha 16 30
Head MW 6 6 6 7 Alpha 14 20
Right Arm LH 8 8 8 6 Alpha 12 20
Left Arm LH 8 8 8 6 Alpha 12 20
Right Leg LH 8 8 8 7 Alpha 14 22
Left Leg LH 8 8 8 7 Alpha 14 22
Powerplant MH 22 22 Cool+2 22
Total Cost: 156
Weap WA Rng Kls Dam Sht CP Eff TotCst Loc Sp Spec
Plasma Beam +1 8 8 6K - 8.0 - 8 LA 8 -
Plasma Beam +1 8 8 6K - 8.0 - 8 RA 8 -
Beam Sword +2 - 8 8K - 9.0 .50 9.5 RA 8 -
Lasergun +2 5 2 2K - 2.1 .55 2.65 H 1 -
Missiles +0 6 1 1K 25 2.0 - 2 LL 2 -
Missiles +0 6 1 1K 25 2.0 - 2 RL 2 -
Pulse
Cannon -1 10 12 12K - 11.5 3.20 14.7 T 5 3 turn charge
Hands +0 - 1 1K - 1.0 - 1 LA 0 Quick, Handy
Hands +0 - 1 1K - 1.0 - 1 LA 0 Quick, Handy
Total Cost:48.85
Sensor Type Cost Kills Range Comm Location Spaces
Main LH 12 8 20km 1800km Head 1
Backup S 2 4 4km 800km Head 2
Total:14
Movement Type: Fan Thr Grv
Cost of System: 9
Additional Thrust: 24
Cost: 16.5
Space (Cost/3): 11
Efficency: -
Total Cost: 9.5
Total Space: 11
Total MA: 16
Thrust Location: 3T 4 in Each Leg
Linked Beamers 2 cost
Escape Pod 1 cost
Enviroments Desert, Underwater, Arctic, High Pressure cost 9
Multipliers Systems
Verneirs .2 cost 10 spaces +2MV, 2 in LL & RL 1 in Head 5 in Torso
Cloak .5 cost 0 spaces Basic and Combat
Total Multiplier: .7
Hydraulic Type Cost Kills Spaces Damage Bonus
Standard 0 8 0 0
Final costs:
Cost (w/o Multipliers: 240.4
Base Weight: 120.2
Cost (after Multipliers): 408.7
Efficency ( -63.8 tons): 127.6
Cost (w/Efficency): 536.3
Final Weight: 56.4
Scale: x1
Scaled Weight: -
Scaled Cost: -
Remote Cost (Total for All): -
Command Armour Cost: -
Total Cost: 536.3
Total Weight: 56.4
(w/Command Armour):
Notes: A General Classification Mecha. It is planned for usage in a strike
role as a strafer while still having the ability to duke it out. It is very
fast (the high MV and MA) and should be a dream to fly. It might also function
well as an interceptor.
=====================================================================
I.1. Mike Picciano sent these mecha out.
Notes on his mecha:
One or two house rules that I use: Energy Melee Weapons do take up space
in the servo which they are stored (thus protected by it's armor from called
shots when not in use). Also, Kills of beam weapons translate into megawatt
output of the thing and Kills of projectile weapons translate into the caliber
of the gun.
1. XME-550X VIKING
(For lack of a better name . . .)
MV-2, Actions +3
Servo Type Spaces Kills CP Armor Type CP Total
Head HS 5 5 5 4 B 8 13
Torso HS 10 10 10 7 B 14 24
Right Arm MS 5 5 5 5 B 10 15
Left Arm MS 5 5 5 5 B 10 15
Right Leg HS 6 6 6 6 B 12 18
Left Leg HS 6 6 6 6 B 12 18
Powerplant SH - 20 20 - Cool+2 - 20
Total Cost-123
Weapon WA Rng. Kills Dmg. Sht. CP Eff Tot. Loc. Spc. Special
Beam Rifle +2 8 7 7 - 30 2.5 32.5 RH 5 MF:3
Beam Saber +2 M 2 8 - 6 2 8 RA 2
Beam Saber +2 M 2 8 - 6 2 8 LA 2
Beam Cannon +1 6 8 8 - 23.3 5 28.8 T 2 WA60
Warmup 1
Missiles +2 7 4 4 4 1.2 - 1.2 RL 1
Missiles +2 7 4 4 4 1.2 - 1.2 LL 1
Chain Gun +2 5 6 6 - 33.8 2 35.8 H 1 Multfire
BV6
Ammo - - - - 10 71.6 - 71.6 H 1 AP
Chain Gun +2 5 6 6 - 33.8 2 35.8 H 1 Multfire
BV6
Ammo - - - - 10 71.6 - 71.6 H 1 AP
Shield - - 5 - - 6.6 - 6.6 LA 1 Beta
2 Binder
Missiles +1 10 6 6 2 2.2 - 2.2 SHE 2
Right Hand +2 M 1 1 - 1 - 1 RA 0 Quick
Handy
Left Hand +2 M 1 1 - 1 - 1 LA 0 Quick
Handy
Total Cost-302.8
Sensor Type Cost Kills Range Comm. Location Spaces
Main MW 9 7 15km 1500 H 1
Backup SL 2 5 1km 300 T 2
Total Cost-11
Additive System Cost Space Game Effects and Notes
Recon 15 3 ASP, Magnification x 32
Environmental 9 6 Space, Arctic, Re-Entry
Links 8 0 Chain Guns, Remotes
Binder 13.5 1 5 Alpha Armor 10 CP spaces (holds remotes on
torso)
Other 1 0 Escape Pod
Total Cost-45.5
Movement Type: THR
Cost of System-12
Additional Thrust-6 (18 CP)
Cost-30
Space-10
Efficiency-2
Total Cost-32
Total Space-6
Total MA-18
Thrust Location-T,RL,LL
Multiplier System Cost Space Game Effects and Notes
Verniers x.2 4 +2 MV (efficiency 3)
Thought Control x.5 0 +2 MV, +1 APT, +1 WA, CM x2
Total Multiplier-x1.7
Remote System Information
Control Multiple-6
Class-HS
Base Cost-6
Control Range-7
Operation Range-21
Range Cost Multiplier-x1.3
Remote Skill-N/A
Wire Connected-No
Number of Remotes-5
Total Cost Per Remote-21.1
Remote Build Information
Servos Weapons Other Systems
SL Torso Beam Gun 6 Thrust (.5 efficiency)
3 Alpha Armor (4 Kills, WA+1,
SL Power RNG 5)
Costs--8.5 Servos, 7.1 Weapons, 6.5 Other
Total Cost Per Remote-21.1
Cost (w/out Multipliers): 526
Base Weight: 262
Cost (after Multipliers): 894.2
Efficiency (-179 tons): 358
Final Weight: 83 tons
Scale: 1/1
Remote Cost (total for everything): 110.7
Total Cost: 1362.9
Total Weight: 83 tons
Notes:
This little gem is my response to meks like the Pariah and Rogue (as well
as the real nasties that my Referee throws at me). You might find that it
sounds very Gundam-ish, but it is an original design. Tell me what you think
of it.
=====================================================================
J.These Mecha came down from Alex Williams(Thanatos):
=====================================================================
J.1.
Name: Scout-I(Z) Total Cost: 52.56
Maneuver Value: -2 Tonnage: 26.28
Ground MA: 8
Flight MA: 14
Servo Typ Sp Kls Tkn CP Amr Typ CP Total
Main Body LW 4 4 4 4 2 S 2 6
L Arm LW 3 3 3 3 1 S 1 4
R Arm LW 3 3 3 3 1 S 1 4
L Leg LW 3 3 3 2 S 2 5
R Leg LW 3 3 3 2 S 2 5
Powerplant LW 1 HOT [ 4]
Total Cost: 28
Weap WA Rng Kls Dam Sht CP Eff TotCst Loc Sp Spec
Plasma
Repeater 0 6 2 2K - 4.32 .66 4.98 LA 3 BV3
Plasma
Repeater 0 6 2 2K - 4.32 .66 4.98 RA 3 BV3
Talons +1 - - 2K - 2.8 2.8 LA - Quick
Handy
Talons +1 - - 2K - 2.8 2.8 RA - Quick
Handy
Total Cost: 15.56
Sensor Type Cost Kills Range Comm Location Spaces
Main SL 0 2 1km 300km MB 1
Total: 0
Movement Type: Fan Thr Grv
Cost of System: 3
Additional Thrust: 6
Cost: 9
Space (Cost/3): 3
Efficency:
Total Cost: 9
Total Space: 3
Total MA: 14
Thrust Location: 3MB
Hydraulic Type Cost Kills Spaces Damage Bonus
Standard 0 8 0 0
Cost (w/o Multipliers: 52.56
Base Weight: 26.28
Cost (after Multipliers):
Efficency ( tons):
Cost (w/Efficency): 52.56
Final Weight: 26.28
Scale: 1/1
Scaled Weight: 26.28
Scaled Cost: 52.56
Remote Cost (Total for All):
Command Armour Cost:
Total Cost: 52.56
Total Weight: 26.28
(w/Command Armour):
Notes:
The Scout-I(Z) is the basic scout frame for the Zamisi insectile
invaders. It combines a light weight frame with just enough base
weaponry and sensor systems to survive long enough to relay scouted
information beck through the hive-mind to the Queen. Lightly armoured,
and, unlike later, more durable self-repairing biotech mecha of the
Zamisi, the Scout-I makes a useful first-pass scout mecha.
=====================================================================
J.2.
Name: Foehammer Mk-I Total Cost: 257.4
Maneuver Value: -4 Tonnage: 63.3
Ground MA: 10
Flight MA: 16
Servo Typ Sp Kls Tkn CP Amr Typ CP Total
Main Body MW 12 12 12 12 8 MHa 12 24
L Leg LH 8 8 7 8 9 AHa 13.5 22.5
R Leg LH 8 8 7 8 9 AHa 13.5 22.5
Powerplant MH 16 COOL+2 [ 16 ]
Total Cost: 85
Weap WA Rng Kls Dam Sht CP Eff TotCst Loc Sp Spec
Missile Pod +2 8 2 2K 30 7.2 2.1 9.3 MB 3
Missile Pod +2 8 2 2K 30 7.2 2.1 9.3 LL 3
Missile Pod +2 8 2 2K 30 7.2 2.1 9.3 RL 3
Beam Cannon +2 8 5 5K 9 9 LSh 9
Elec Gauss
Cannon 0 6 3 3K 10 15.75 15.75 RSh 5.25 AC BV3
AP
Total Cost: 52.65
Sensor Type Cost Kills Range Comm Location Spaces
Main MW 9 7 15km 1500km MB 1
Total: 9
Additive Systems:
System Cost Space Game effects & notes
WpnMnt 4 4 L Shoulder & R Shoulder
WpnLink 6 Links all missile pods
Recon 11.35 2.7 Spotting Radar
Total: 21.35
Movement Type: Fan Thr Grv
Cost of System: 9
Additional Thrust: 6
Cost: 6 18
Space (Cost/3): 2 6
Efficency:
Total Cost: 6 18
Total Space: 2 6
Total MA: +2 14
Thrust Location: LL 3LL
RL 3RL
Hydraulic Type Cost Kills Spaces Damage Bonus
Standard 0 8 0 0
Cost (w/o Multipliers: 192
Base Weight: 96
Cost (after Multipliers): 192
Efficency ( 32.7 tons): 65.4
Cost (w/Efficency): 257.4
Final Weight: 63.3
Scale: 1/1
Scaled Weight: 63.3
Scaled Cost: 257.4
Remote Cost (Total for All):
Command Armour Cost:
Total Cost: 257.4
Total Weight: 63.3
(w/Command Armour):
Notes:
The Foehammer Mk-I is a heavy duty Juggernaut type mecha, designed for
heavy assault and severe interdiction. The most feared maneuver of the
Foehammer is the "DeathBlossom," the launch of 45 missiles at a time
from its accurate pods. One DeathBlossom means the death of almost any
mech they hit, but it does remove half the missiles on the mech in one
shot.
=====================================================================
J.3.
Name: Foehammer Mk-II Total Cost: 86.3
Maneuver Value: -1 Tonnage: 37.15
Ground MA: 10
Flight MA:
Servo Typ Sp Kls Tkn CP Amr Typ CP Total
Main Body MS 8 8 7 8 6 MWS 6 14
L Leg HS 10 10 4.8 10 6 MWS 6 16
R Leg HS 10 10 4.8 10 6 MWS 6 16
Powerplant HS 10 10 COOL+2 [ 10]
Total Cost: 56
Weap WA Rng Kls Dam Sht CP Eff TotCst Loc Sp Spec
Missile Pod +2 8 1 1K 30 4.8 .9 5.7 MB 3
Missile Pod +2 8 1 1K 30 4.8 4.8 LL 4.8
Missile Pod +2 8 1 1K 30 4.8 4.8 RL 4.8
Beam Gun +1 8 3 3K 3 3 MB 3
Total Cost: 18.3
Sensor Type Cost Kills Range Comm Location Spaces
Main MS 4 5 7km 1000km MB 1
Total: 4
Additive Systems:
System Cost Space Game effects & notes
EnvP 2 Desert Environmental Protection
Total: 2
Hydraulic Type Cost Kills Spaces Damage Bonus
Standard 0 8 0 0
Cost (w/o Multipliers): 80.3
Base Weight: 40.15
Cost (after Multipliers): 80.3
Efficency ( 3 tons): 6
Cost (w/Efficency): 86.3
Final Weight: 37.15
Scale: 1/1
Scaled Weight: 37.15
Scaled Cost: 86.3
Remote Cost (Total for All):
Command Armour Cost:
Total Cost: 86.3
Total Weight: 37.15
(w/Command Armour):
Notes:
The Foehammer Mk-II is a much stripped down version of the Mk-I,
however, it retains a slightly less "punchy" version of the Foehammer
signature "DeathBlossom." While the original uses 2K missiles, the Mk-I
uses 90 1K missiles, cutting the damage roughly in half, but also
cutting back on total size of the missile packs and retaining the
targeting bonus for the swarm of missiles.
The technicians in charge of the Mk-II's project were able to strip
three tons of superstructure in the final mass production release, and
added desert protection for those times one vacations in the Gobi desert
or is lost on Arrakis.
============================================================================
K.Mecha by David Kelk
Here are the house rules that I used in making this mecha:
- 10 firings of a projectile gun costs 1/5th of the weapon cost and
takes up .1 spaces.
- A, B and G armour subtract their damage coefficient from the incoming
damage of the weapon even when the SP of the armour is reduced to
zero.
============================================================================
Name: Storm Shatterer
Total Cost: 2866.6
Maneuver Value: +2
Tonnage: 2T
Ground MA: 14
Flight MA: 30
Servo Typ Sp Kls Tkn CP Amr Typ CP Total
Head Ah 9 9 7 9 11 S 11 20
Torso Ah 18 18 18 18 12 S 12 30
L. Arm Ah 10 10 7 10 11 S 11 21
R. Arm Ah 10 10 7 10 11 S 11 21
L. Leg Ah 10 10 9 10 11 S 12 22
R. Leg Ah 10 10 9 10 11 S 12 22
L. Wing Ah 9 9 2 9 11 S 11 20
R. Wing Ah 9 9 2 9 11 S 11 20
Powerplant St 6 Cool+3 6
Total Cost: 182
Weap WA Rng Kls Dam Sht CP Eff TotCst Loc Sp Spec
4 Anti-missle +1 3 4 4 Inf. 19.2 11.2sp 24.8 L/R Arms 4/4 Linked
Beam Cannon +1 8 15 15 Inf. 36 34sp 53 Torso 2
Railgun 0 6 12 12 10 12 2sp 13 L. Hand 10
- Ammo 20 14.4 14.4 WpMt 1 .3 A-P
2 Flack Guns 0 6 2 2 10ea 5ea 0 10 WpMts1,2 5ea Bv6 MF
- Ammo 20ea 22.5 WpMts1,2 .3ea sctrsht
Arioc Charges 0 0 8 8 2/2 2/2 0/0 4 L/R Arms 2ea Br3 Arc
Smoke Charges 0 0 8 8 2/2 1/1 0/0 2 L/R Arms 1ea Br3 Smk
Mines 0 0 1 1 50/50 1/1 0/0 2 L/R Legs 1ea
Mines Mk II 0 0 1 1 10/10 1/1 0/0 2 L/R Legs 1ea Br3
Missles 0 8 3 3 70/70 14/14 0/0 28 WpMts1,2
2 Hands, feet +1 M 2 *4 NA 2.8ea - 11.2 Limbs - Quk,hndy
Total Cost: 182.9
Sensor Type Cost Kills Range Comm Location Spaces
Main Mgh 32 12 50km Planet Head 1
2 Backup Lw 1ea 3 3km 500 km L/R Wings 1ea
Total Cost: 34
Movement Type: Gravitics Thruster
Cost of System: 6 0
Additional Thrust: 0 10
Cost: 6 30
Space (Cost/3): 2 10
Efficency: 0 6sp
Total Cost: 6 33
Total Space: 1/1 2/2
Total MA: 14 run, 30 fly
Thrust Location: L/R legs
Total Cost: 39
Hydraulic Type Cost Kills Spaces Damage Bonus
Superheavy *.2 12 *0 +2
Other Additive systems:
system cost space location special
Adapt 7 6 L/R legs Space, re-entry adapted
Mounts 4 4 Torso Two weapon mounts on torso
UN 1 1 Torso [Campaign Specific] UN package =
computer, wire, escape pod etc.. etc..
for 1cp, 1space
Efficiency 8 0 Hydraulics Space efficiency on hydraulics
ECM *17 2 Torso Lev 6 missle ECM
ECCM 6 0 Torso Lev 6 ECCM
ASP 10 2 Head Advanced Sensor Pkg
TA 5 1 Head Target Analyser
Lense 5 1 Head Gravity Lense
Magnetic 15 1 Head Magnetic Lense
Shield *52 4 Torso Reactive shield 10sp pf:5
Reflect *36 3 Torso Qf:5 reflector
Logic 11 1 Head +3 int
Design 2 1 Torso +3 cool
Tech 11 1 Torso +3 tech
Resolve 5 1 L. Wing *1024 visual resolution
Resolve 5 1 R. Wing *1024 hearing resolution
Note: * means that space efficiency was used on the system. [Even where
the rules say you are not supposed to :) ]
Total cost: 200
Multiplier Systems:
system cost space special
Thought control *.5 0
Automation *.9 1 lev:6 portfolio:10 Sentient computer named
Kai. Mecha pilot/missle/beam/fight/tech,
awareness, computers, gen know, stealth,
persusasion.
Stealth *.2
Cloaking *.7 Basic, magnetic, pulse, combat
Total mult: *2.5
Final costs:
Cost (w/o Multipliers): 637.9
Base Weight: 319
Cost (after Multipliers): 2232.6
Efficency ( -317 tons): 634
Cost (w/Efficency): 2866.6
Final Weight: 2T
Scale: 1:1
Scaled Weight: 2T
Scaled Cost: 2866.6
Remote Cost (Total for All): NA
Command Armour Cost: NA
Total Cost: 2866.6
Total Weight: 2T
(w/Command Armour): NA
Notes:
A munchkin mech I designed for fun. The triply boosted powerplant and
extra armour on the torso and legs are intentional.
=============================================================================
L.Mecha by Jeroen Braamhaar
=============================================================================
L.1.
Type : Tsunami
Mass : 94.9 (44.9)
Total CP : 189.8
CP Class: Armor: Class:
Power Plant : 12 Med Wt NA NA
Main Body : 10 Hvy Str 7 Lt. Hvy
Head : 5 Hvy Str 4 Med Str
Arms : 14 Hvy Str, Hands 12 Med Wt
Legs : 14 Med Wt 12 Med Wt
Flight System : 18
Booster Packs : 6
Extra's : 19
Target Analyzer
Radio/Radar Analyzer
x16 Resolution Intensifier
HS Sensor Package
Escape Pod
Weapons : 56.8
Type: Rn: WA: Dm: Kl: Sh: CP:
Beam Laser 10 +2 6 6 Inf. 14.4+4.5
Beam Laser 10 +2 6 6 Inf. 14.4+4.5
Laser Link - - - - - 3
Mk1:
Heavy Missiles 10 +0 10 10 4 12+4
Mk2:
Force Field - - - 8 - 12+4
Weapons locations:
Beam Laser Lt. Arm
Beam Laser Rt. Arm
Mk1:
Hvy Missiles Main Body
Mk2:
Force Field Main Body PF 2
Ground MA : 10
Air MA : 16 [+0-10]
MV : +0
APT : +2
Flight System Placement:
Main Body : Both Boosters
Lt. Leg : 9
Rt. Leg : 9
Cockpit Type : Open
Cockpit Location: Main Body
Sensor Location : Head
Multiplier Systems:
Maneuver Verniers +2 (Legs: 4, Head: 2)
Weight Scaling: -50.0 tons = +100.0 CP
Total CP Value : 328.8
Overview:
Built as a light, fast attack machine, the Tsunami fullfills that task
well. The lifeblood of the Tsunami are aerial interceptions, where pilots
can fully use the incredible maneuvrability of the mecha. From the original
type, two other versions were produced. One, known as Tsunami Mk. II,
replaces the heavy missile launcher in the machine's main body with a
small, but nonetheless quite effective force screen, something enemy pilots
usually find out a little too late. Next to the Mark I and Mark II, there
is a specially uprated version for squadron commanders, which mounts a
devastating weapons array and a heavy force field for protection.
Capabilities:
In contrast to most machines of it's price, the Tsunami is surprisingly
light and agile. The design started out as an attempt to create a light,
fast scout with combat capabilities. As the project continued, the intended
mission for the machine was changed to interception and raids, which led to
small increase in size and a different weapons array. It's high reaction
speed is a major plus of the design, often allowing mecha pilots to outpace
smaller scout suits, then bringing the superior weapons of the Tsunami to
bear. What a Tsunami can't do is slugging. As an interceptor/scout/raider,
there are few suits that can equal it.
L.2.
Type : Super Tsunami
Mass : 137.5 (47.5)
Total CP : 275
CP Class: Armor: Class:
Power Plant : 12 Med Wt NA NA
Main Body : 12 Med Wt 7 Lt. Hvy
Head : 5 Hvy Str 4 Med Str
Arms : 14 Hvy Str, Hands 12 Med Wt
Legs : 14 Med Wt 12 Med Wt
Flight System : 18
Booster Packs : 6
Extra's : 23
Target Analyzer
Radio/Radar Analyzer
x64 Resolution Intensifier
MW Sensor Package
Escape Pod
Weapons : 136
Type: Rn: WA: Dm: Kl: Sh: CP:
DP Laser - - - 10 Inf. 30+12
+ Laser Setting 10 +2 7 - Inf. [18]
+ EMW Setting M +1 15 - Inf. [18] *
DP Laser - - - 10 Inf. 30+12
+ Laser Setting 10 +2 7 - Inf. [18]
+ EMW Setting M +1 15 - Inf. [18] *
Force Field 0 0 0 10 Inf. 36+16
DP Laser Link - - - - - 3
*: EMW = Energy Melee Weapon
Weapons locations:
DP Laser Lt. Arm InterLinked
DP Laser Rt. Arm InterLinked
Forcefield Main Body Forcefield has PF 5
Ground MA : 10
Air MA : 16 +0-10
MV : +0
APT : +3
Flight System Placement:
Main Body : Both Boosters
Lt. Leg : 9
Rt. Leg : 9
Cockpit Type : Open
Cockpit Location: Main Body
Sensor Location : Head
Multiplier Systems:
Thought Control
Weight Scaling: -90.0 tons = +180.0 CP
Total CP Value : 592.5 CP
Overview:
Designed to lead the Mk1 and Mk2 Tsunami's in battle, the Super Tsunami is
a truly frightening mecha to fight against. It combines high airspeed with
lethal weaponry and advanced technology. In designing the mecha, the
designers refused to cut costs, and it shows in the finished design.
Capable of taking on mecha two to three times their size, this 12-meter
battle machine is every pilot's dream.
Capabilities:
Like it's "smaller brothers" the Super Tsunami mounts two booster packs,
and has the same high reaction speed. Closer inspection reveals several
important differences. First, the Super Tsunami masses 2.6 tons more, and
the arm laser nozzles are a little broader. The sensor arrays are more
extensive and it's main body appears a little sturdier. Only when one looks
into the cockpit the differences really show. Instead of the Beam lasers,
the Super Tsunami has been fitted two Dual Purpose (DP) Lasers, capable of
functioning as ranged weapon or as energy saber. The machine is protected
by a force field strong enough to deflect most hits, which has saved
several pilot's lives already. The biggest change, however, lies in the
control system. Fitted with a Mind-Impulse Link, the Super Tsunami is as
much a testbed for new technology as a battle machine. The MI-Link offers
unparallelled possibilities, but the designers have been unable to buffer
the feedback from it when the machine takes heavy damage (hence the force
field). Pilots are reported to be capable of 20% higher performance than
when using a normal control interface.
L.3.
Type : Morpheus
Mass : 193.5 (53.5)
Total CP : 387
CP Class: Armor: Class:
Power Plant : 14 Lt. Hvy NA NA
Main Body : 12Med Wt 8 Med Hvy
Head : 6Med Wt 5 Hvy Str
Arms : 16Med Wt, Hands 12Med Wt
Legs : 16Lt. Hvy, Feet 12 Med Wt
Flight System : 24
Booster Packs : 6
Extra's : 24
Target Analyzer
Radio/Radar Analyzer
x256 Resolution Intensifier
MW Sensor Package
Escape Pod
Weapons : 232
Type: Rn: WA: Dm: Kl: Sh: CP:
DP Laser - - - 10 Inf. 30+14
+ Laser Setting10 +2 7 - Inf. [18]
+ EMW Setting M +1 15 - Inf. [18]
DP Laser - - - 10 Inf. 30+14
+ Laser Setting10 +2 7 - Inf. [18]
+ EMW Setting M +1 15 - Inf. [18]
DP Laser - - - 10 Inf. 30+14
+ Laser Setting10 +2 7 - Inf. [18]
+ EMW Setting M +1 15 - Inf. [18]
DP Laser - - - 10 Inf. 30+14
+ Laser Setting10 +2 7 - Inf. [18]
+ EMW Setting M +1 15 - Inf. [18]
Force Field 0 0 0 10 Inf. 36+16
DP Links 4
Weapons locations:
2x DP Laser Lt. Arm (Linked)
2x DP Laser Rt. Arm (Linked)
Force Field Main body
Ground MA : 10
Air MA : 17 [+0-10]
MV : +0
APT : +3
Flight System Placement:
Main Body : 2 Boosters
Lt. Leg : 12 Thrusters
Rt. Leg : 12 Thrusters
Cockpit Type : Closed
Cockpit Location: Main body
Sensor Location: Head
Multiplier Systems:
Thought Control
Maneuver Verniers +1
MV Placement: 1 each leg ,1 each arm, 1 head
Weight Scaling -140 tons (+280CP)
Total CP Value : 899.2
The Morpheus is basically the bigger brother of the Tsunami.
Used as commander's machines to lead whole squadrons of Tsunami's into
battle, the Morpeus is an awesome opponent.
L.4.
Type : Excaliber
Mass : 156.5 (113 tons)
Total CP : 313
CP Class: Armor: Class:
Power Plant : 26 Mega Hvy I NA NA
Main Body : 22 Mega Hvy 11 Mega Hvy
Head : 9 Arm Hvy 10 Sup Hvy
Arms : 30 Mega Hvy, Claws 20 Sup Hvy
Legs : 24 Mega Hvy, Feet 20 Sup Hvy
Flight System : 33
Extra's : 9
MW Sensor Package
Weapons : 99
Type: Rn: WA: Dm: Kl: Sh: CP:
Plasma Launcher 8 +1 10 10 Inf. 18+7
Plasma Launcher 8 +1 10 10 Inf. 18+7
Energy Lance M +0 20 5 5 19.5+5
Energy Lance M +0 20 5 5 19.5+5
Weapons locations:
Plasma Launcher Lt. Arm
Plasma Launcher Rt. Arm
Energy Lances Both handheld
Ground MA : 6
Air MA : 15
MV : -4
APT : +1
Flight System Placement:
Main Body : 9
Lt. Leg : 12
Rt. Leg : 12
Cockpit Type : Closed
Cockpit Location: Main Body
Sensor Location : Head
Multiplier Systems:
Maneuver Verniers +5
Vernier Placement:
Legs: 6 each
Arms: 4 each
Main Body: 3
Head: 2
Weight Efficiency: -43.5 tons = +87 CP
Total CP Value : 556.5
Notes:
I've fought against this monster with a Super Tsunami (I won, but the
other guy gave me some very scary moments, really. Like the turn he
charged at me using those HUGE energy lances.. yikes!)
L.5.
Type : Morpheus Mk II
Mass : 192.5 (49.5)
Total CP : 385
CP Class: Armor: Class:
Power Plant : 12 Med Wt NA NA
Main Body : 12 Med Wt 8 Med Hvy
Head : 6 Med Wt 5 Hvy Str
Arms : 16 Med Wt, Hands 12 Med Wt
Legs : 16 Lt. Hvy, Feet 12 Med Wt
Flight System : 24
Booster Packs : 6
Extra's : 24
Target Analyzer
Radio/Radar Analyzer
x256 Resolution Intensifier
MW Sensor Package
Escape Pod
Weapons : 232
Type: Rn: WA: Dm: Kl: Sh: CP:
DP Laser - - - 10 Inf. 30+14
+ Laser Setting 10 +2 7 - Inf. [18]
+ EMW Setting M +1 15 - Inf. [18]
DP Laser - - - 10 Inf. 30+14
+ Laser Setting 10 +2 7 - Inf. [18]
+ EMW Setting M +1 15 - Inf. [18]
DP Laser - - - 10 Inf. 30+14
+ Laser Setting 10 +2 7 - Inf. [18]
+ EMW Setting M +1 15 - Inf. [18]
DP Laser - - - 10 Inf. 30+14
+ Laser Setting 10 +2 7 - Inf. [18]
+ EMW Setting M +1 15 - Inf. [18]
Force Field 0 0 0 10 Inf. 36+16
DP Links 4
Weapons locations:
2x DP Laser Lt. Arm (Linked)
2x DP Laser Rt. Arm (Linked)
Force Field Main Body
Ground MA : 10
Air MA : 18 [+0-10]
MV : +0
APT : +3
Flight System Placement:
Main Body : 2 Boosters
Lt. Leg : 12 Thrusters
Rt. Leg : 12 Thrusters
Cockpit Type : Closed
Cockpit Location: Main body
Sensor Location : Head
Multiplier Systems:
Thought Control
Weight Scaling -144 tons (+288CP)
Total CP Value : 863.5
=================================================================
Mecha by Pieter van der Eems
=================================================================
M.1.
Name: Vokwa
Total Cost: 198.5
Maneuver Value: -1
Tonnage: 50
Ground MA: 12
Flight MA: 12
Actie Bonus: +1
Servos Typ Sp Kls Tkn CP Amr Typ CP Total
Head MS 4 4 4 5 ST 5 9
Main Body HS 10 10 10 7 ST 7 17
L. Arm ST 4 4 4 6 ST 6 10
R. Arm ST 4 4 4 6 ST 6 10
L. Leg ST 4 4 4 6 ST 6 10
R. Leg ST 4 4 4 6 ST 6 10
Powerplant MW 12 12 12
Total Cost: 78
Cockpit Location: Main Body
Weap WA Rng Kls Dam Sht CP Eff TotCst Loc Spc Spec
Phaser Cannon +1 10 4 4 unl. 4.8 0.4 5.2 RH 4
Medium Plasma +1 6 2 2 unl. 1.6 1.6 RT 1.6 linked
Medium Plasma +1 6 2 2 unl. 1.6 1.6 RT 1.6 linked
Missile Launch. 0 8 2 2 20 3 3 MB 3 max. 4
missile's per action
Shield 0 M 6 3 3 RA 1
L. Hand 0 M 1 1 1 1 LA 0 Quick,Handy
R. Hand 0 M 1 1 1 1 RA 0 Quick,Handy
Total Cost: 16.4
* Rt : right side of torso/main body
Sensor Type Cost Kills Range Comm Location Spaces
Main MS 4 5 7km 1000km Head 1
Backup BK 2 5 1km 300km Main Body 2
Total: 6
Movement Type: Thr
Cost of System: 9
Additional Thrust: -
Cost: 9
Space (Cost/3): 3
Efficency: -
Total Cost: 9
Total Space: 3
Total MA: 12
Thrust Location: LL,RL,MB
Hydraulic Type Cost Kills Spaces Damage Bonus
standaard 0 8 0 0
Other Additive systems:
system cost space location special
Linkage 2 - Main Body Linkages for Medium Plasma's
Res.Int. 1.5 1 Head Level 3
R/R Anlys. 5 1 Head
Ttl cost: 8.5
Multiplier Systems:
system cost space special
Manuever Vern *0.3 15 +3MV +1.5cp eff.
Ref. Leg Sev. *0.2 1/leg 150% ground MA (see Notes below)
ttl cost: *0.5
Final costs:
Cost (w/o Multipliers: 119.4
Base Weight: 59.7
Cost (after Multipliers): 179.1
Efficency ( 9.7 tons): 19.4
Cost (w/Efficency): 198.5
Final Weight: 50.0
Scale: 1/1
Total Cost: 198.5
Total Weight: 50.0
Notes:
The multiplier system Refined Leg Servo's are an idea of Jeroen Braamhaar
(tsunami@xs4all.nl). The basic idea has been modified by Pieter van der Eems
(eems@nlr.nl) and Paddy Hovenstad. The system works as follows:
The Multiplier Refined Leg Servo's increase the ground MA of a mecha.
A heavy Mecha ( >50 ton) has to pay more to increase its speed.
=< 50 ton > 50 ton
Ground MA | cost spaces/leg | cost spaces/leg
----------+----------------------+----------------------
150 % | *0.2 1 | *0.3 2
200 % | *0.3 2 | *0.4 3
The Vokwa is a pentrator. The Mecha is designed to be in enemy terratory for
a long while. It has been given Refined Leg Servo's because it needs speed and
jumping is to easily spotted. It's main weapons are its lasers/phasers. The
main reason for giving the vokwa energy weapons is the fact that they run on
the powerplant and don't use (far more limited in ammount) ammo. It's main
drawback is it's high price, but most states are willing to pay, so it is a
well spread design. The Vokwas has no know variants.
M.2. This Roadstriker uses rules from the Roadstriker Supplemental
Name : PHS Police Patrol Helo
Type : Helo Striker
Heavy Helo
Body and Armor
Heavy Helo 4.0
Heavy Hiveloc (2K) 1.5
Propulsion
PowerCell 0.5
Rotor 2.0
Rotor Booster 0.8 (+20 MA , +5 MA per turn max.)
Torso Equipment
Spot Light 0.1
All Weather System 0.3
Multi Channel Radio 0.4
Mini Turret 1.0
Torso Weapons
Plasma Gun 4.3 (3K,Range 6, WA 0, Ammo 10, V-Mounted)
(in Mini Turret)
Storage Space 0.5 (Stores Emergency Medical Kit)
Bogg Sprayers 0.6
Hand Weapons
Missile Rack 1.0 (Standard)
Energy Gun 1.5 (Standard)
Total CP 18.5
MA air : 12-17
MA ground : 4
MV : 0
Actions : 1-3
This is a standard Police Roadstriker unit. It is vast in Air but slow on the ground.
When in Helo form only it;s main weapon the Plasma Gun can be used.
Th Plasma Gun is mounted underneath the Helo in a mini turret , so it has a 360 degree
fire angle down wards and at the same height as the helo.
The helo has already proven its worth and is found almost everywhere. i
Main variants:
PHS-2:
Features Enhanced Radio (instead of Multi Channel Radio)
Extended Sensors
PHS-Striker
Features Enhanced Radio (instead of Multi Channel Radio)
Extended Sensors
Silent Running level 5
Camoflage Level 2
Jump Jets (instead of Storage Space)
=====================================================================
Mecha Through The Ages: A Retrospective Pat Gilliland.
=====================================================================
N.1. Planetary Assault Unit type 4 (PAU-4) Scorpion
212 T (424 c.p.) Ground M.A.: 3 Flight M.A.: 12
M.V.: -6 (-10) Power Plant: Megaheavy
Main Body: Megaheavy, Megaheavy Armour
Arms (2): Megaheavy, Megaheavy Armour, Pincers
Legs (6): Megaheavy, Megaheavy Armour, Claws
Head (1): Megaheavy, Megaheavy Armour, Fangs
Tail (1): Megaheavy, Megaheavy Armour
24 Points Thrusters (3 each leg, 6 main body)
3 Escape Pod, Damage Control Package, 5 Spotlight (1 each arm,
1 head, 2 rear), 3 Lift Wire, Tape Deck.
Weapons: Head: Fangs, 2 linked Plasma Cannon
Main Body: 3x Strike Missile Rack
Arms: (per arm): 300mm Gun, Plasma Cannon, Auto-Cannon,
Rocket Launcher.
Legs: 6x Missile Rack, 1 each leg.
Tail: Drill, Plasma Cannon.
Weapon Control Breakdown: Pilot: Head weapons, 1x Strike Missile
Head Gunner: Arm Weapons, 1x Strike Missile,
Front 4 legs.
Tail Gunner: Tail Weapons, 1x Strike Missile,
Rear 2 legs.
Only three Scorpions were built, the above statistics refer to the
second unit of the class. Heavily armed and armoured, the Scorpions
were just too slow to be a battlefield success. The introduction of
"Beast" servos on units two and three (M.V.: -6) improved the situation
somewhat but did not overcome the units' very poor ground mobility. Unit
one was picked apart by smaller, more agile opponents. Unit two, with
slight damage to the flight system, force landed in a swamp and was unable
to extricate itself before it was destroyed. Unit three was caught in the
impact area of a battlefield nucleonic device. Unit two was recovered by
scrap merchants, etensively repaired using parts recovered from unit one,
and is now in a private collection.
N.2. BRU-7 Retriever
78.5 T (157 c.p.)
Ground M.A.: 0 Flight M.A.: 22 unloaded, 10 loaded
M.V.: -5 unloaded, -8 loaded Powerplant: Armoured Heavy (+2)
Main Body: Megaheavy, Medium Striker armour, (-4k, +2 spaces)
Arms (2): Megaheavy, Medium Striker armour, Claws
Wings (2): Megaheavy, Medium Striker armour, (-4k, +2 spaces)
48 Points Fans (18 Main Body, 15 each Wing)
2 Escape Pod
Weapons: Left Arm: Micro-Manipulator, Drill, Whip, Melee Weapon
Right Arm: Micro-Manipulator, Saw, Laser Gun, Energy Melee Weapon
Main Body: 300mm Gun, 2 reload
Weapon Control: Pilot: 300mm
Torso Gunner: Arm Weapons
Moderately agile for its size but lightly armoured compared to combat Mecha,
the Battlefield Recovery Unit Type 7 was commonly seen picking over the
aftermath of many battles. Its relative agility allowed a competant pilot
to maneuver it easily which meant the BRU-7's flight system did not require
a governor (see BRU (H)-29).
N.3. BRU (H)-29 Valkyrie
145 T (290 C.P.) Ground M.A.: 0 Flight M.A.: 10 loaded (30 see below)
M.V.: -10 Power Plant: Megaheavy
Main Body: Megaheavy, Heavy Striker armour, (-4k, +2 spaces)
Arms (4): Megaheavy, Heavy Striker armour, (-4k, +2 spaces), Claws
Wings (4): Megaheavy, Heavy Striker armour, (-4k, +2 spaces)
Head: Megaheavy, Heavy Striker armour, (-4k, +2 spaces)
84 Points Fans (24 points Main Body, 15 points each Wing)
3 escape pods, 2 Gunner Cockpits in Head, 1 with 4 space extension,
12 storage modules (3 each Arm) which can combine into a platform
allowing up to 6T to be carried under armour.
Weapons: Front Right Arm and Rear Right Arm: Micro-Manipulators, Laser Gun,
Saw.
Front Left Arm and Rear Left Arm: Micro-Manipulators, Drill,
Energy Melee Weapon.
Perhaps the largest Mecha to go into series production (128 units), the
BRU (H)-29 possessed a massive lift capability. While theoretically
capable of speeds up to 430 mph (720 Km/h, 30 hexes/turn), [and this =66rom
a Fan based system], the BRU (H)-29 was usually governed down to a maximum
speed of 108 mph (180 Km/h, 10 hexes/turn) to compensate for its terrible
maneuverability. Even the best pilots were able to do little more than keep
the BRU (H)-29 in the air, thus the presence of two Recovery Technicians
to handle retrieval operations. More than one hot shot pilot had the
governor removed, invariably with spectacular results.
The BRU (H)-29 may not have been a great flier, but it had several features
which made it the best at what it was designed to do. The extended cockpit
allowed specialist personnel to be carried, including engineering and
medical staff. Often, the pilot of a recently dead mech could be found
huddled in the cabin corner, sipping caf, while his mount was dismembered
below. Another unique feature was the conformable storage modules in each
arm. With the four arms locked in the stowed or closed position, these
modules could be opened up into one large bay allowing up to 6 tons of cargo
to be carried under armour. On one (in)famous occasion, this capability
was used to carry a full section of ten Road Striker light mech-bikes in a
Trojan Horse operation. Several BRU (H)-29's are still in use with civilian
materials recovery operations.
N.4. TSU-10 Suzie
33T (66 C.P.) Ground M.A.: 12 Flight M.A.: 12
M.V.: -1 Power Plant: Heavy Striker (+2)
Main Body: Medium Striker, Heavy Striker armour
Legs (2): Medium Striker, Heavy Striker armour, Feet
6 Points Thrusters (3 each Leg)
Weapons: Main Body: 4 linked Plasma Cannons
As fast on the ground as it was in the air, the Tactical Support Unit Type
10, or Suzie as it was known to its pilots, was typical of the "Armour"
variety of Mecha. Its speed and high agility allowed the Suzie to
effectively utilize "shoot and scoot" tactics. Typically, the unit would
emerge from behind cover, take two or even three shots inflicting heavy
damage and then move back into cover, sometimes before an opponent could
react. The very source of this agility was also the TSU-10's weak point.
It was a lightly armoured platform with little felibility, that sacrificed
all to agility including the normal ejection pod for the pilot. The Suzie
lacked any close fighting ability. If it was caught in the open, the
TSU-10 was usually crippled very quickly since the loss of even one
component was fatal.
N.5. FRU-83
19 T (38 C.P.) Ground M.A.: 0 Flight M.A.:21
M.V.: -1 Power Plant: Striker (+2)
Main Body: Super Light, Super Light armour
Wings (4): Super Light, Super Light armour
18 Points Thrusters (6 Main Body, 3 each Wing)
Ejection Pod
Weapons: Main Body: Laser Cannon
Another unit relying on speed over armour, the Fast Reconnaissance Unit
Type 83, while not the fastest Aerofighter Mecha, had the agility to
utilize its speed that was noticibly absent in heavier, faster units.
The FRU-83 was unusual in that it never received a "nickname". What was
not so unusual was the suicidal nature of its pilots. The general feeling
was that the FRU-83's armour and structure were so light that almost any
hit would kill the pilot before the Ejection Pod could be used. Many Pilots
ordered, or bartered for, field modifications to their units. This consisted
of removing the Ejection Pod and Laser Cannon and replacing them with heavier
armament. A Plasma Gun was the most common of these illicit upgrades
followed by the Missile Rack. Rocket Launchers (retaining the Ehection Pod)
and 150mm Guns with extra ammo could occasionally be found. A singular
instance of a Machinecannon is recorded, the pilot remarking she liked to hunt
infantry using single shot. A "war story" relates the tale of one pilot
who packed his FRU-83 with 300mm relaods then flew it into an enemy strong
point. Corroboration for this story has recently been uncovered.....
Notes:
The Scorpion is definately a munchkin Mech. It was an experiment
to see how big a mech could get and still be justifiable. It
owes part of its design to _The Bug Wars_ by Robert Asprin which
dicusses the possibility of insectoid war machines (they turn out to
be just big bugs :( ). There may be a little Battle of the Planets
in the design too, but then it would be called a Crab...
The Retriever is based on the big yellow recovery Mech from Orguss.
It is probably a little large for the Orguss universe though. The
Valkyrie's arm-pod system is derived from a drop ship concept I'm
working on for a book.
The Suzie was constructed to be the Mecha equivalent of the WWII
M 10 tank destroyer. Fast, heavily armed and paper thin.
The FRU-83 was inspired by the bi-plane gunship in Naussica.