Net.Mekton.Handbook Mekton Campaign Setting Mecha
III. Mekton Campaign Settings
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A. Mekton II and Mekton Empire : Algol and the Bendari Spiral Arm:
This campaign setting is the one created specifically for Mekton by
the creators of the Mekton game. Algol is the planet put forward in the
Mekton II rulebook and the Bendari Spiral Arm is the portion of the galaxy
in wwhich this planet exist. The planet Algol is populated by the descendents
of a group of refugees from the Empire. The planet is undergoing an ice age
similar to the one which occurred on Earth. Prehistoric-type dinosaurs roam
the still habitable portions of the planet, making mektons necessary to simple
travel and eventually necessitating the invention of the roadstriker class
mecha for civilian use, as the ice age forced a migration of monsters into the
human held sectors of the planet. Due to an alien attack soon after making
planetfall, the humans are just now recovering from a dark age and recovering
their original level of mecha technology and have been cut off from the Empire
for centuries.
Offplanet, the Empire has finally won the war that the Algolians were
fleeing. The Aggendi have been reduced to remnants of their former strength,
but other races loom on the horizon, and somewhere, there is the feeling that
the Aggendi massmind may be forming again. . .
I [James] have generated a complete time line for this universe. If
anyone wants a copy, they can probably ask me.
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B. Jovian Chronicles:
The Jovian Chronicles setting takes us out of the original Mekton
world and universe and puts us into a universe nearer and closer to home:
Our own solar system. The Jovian Chronicles contains no interstellar travel,
but rather places you in the middle of an war between opposing factions in the
space colonies surrounding our own sun. If you play Jovian Chronicles, we'd
like to hear from you here. By the by, Jovian Chronicles is heavily based
on space combat and has rules changes to reflect it. I personally like those
changes and use them in my own campaign.
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Mekton Zeta mecha for Mekton Empire:
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
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1) David Crowe's Designs:
a) From: David Crowe
[Algol]EMA-108 Vantage
Almost the same as the Vigil, the Vantage's improvements are Alpha armor,
Radar ECM, overcharged powerplant and a plasma LAW instead of an autofire head
laser.
The MA and MV are a little better too. Its beam saber will eat up a
Deathstalker with a Rastas in close combat, but a Deathstalkers superior
flight speed may allow it to play keep-away.
The old Vantage is
MV-6 156.8 CP and 78.4 tons
EMA-108 Vantage
189.3 CP
MV -4 Cost Land MA 5, Flight MA 13
55.5 tons
Servos & Armor
Torso-MW with MS-alpha armor 17 cp
Head-MW with MS-alpha armor 11cp
R. Arm-MW with MS-alpha armor 12 cp
L. Arm-MW with MS-alpha armor 12 cp
R. Leg-MW with MS-alpha armor 12 cp
L. Leg-MW with MS-alpha armor 12 cp
Total Cost 76 CP Total Kills: 70
Weapons
Plasma Rifle WA +1, Rng. 8, Dmg 6K, Shots inf., 6 Kills, Loc R. Hand,
Spc. 7, Handheld, -2 spc. eff. Cost 10
Plasma Launcher WA +1, Rng. 10, Dmg 10K, Shots 1, 1 Kill, Loc R. Hand,
Spc 6.6, Handheld, fragile, Cost 6.6
Beam Sword WA +1, Rng. M, Dmg 4K, Shots inf., 1 Kill, Loc R. Hand, Spc.
4, Cost 4
Missiles WA -1, Rng. 6, Dmg 5K, Shots 10, 3 Kills, Loc R. Arm , Spc.
3.5, Linked to other arm Cost 3.5
Missiles WA -1, Rng. 6, Dmg 5K, Shots 10, 3 Kills, Loc L. Arm , Spc.
3.5, Linked to other arm Cost 3.5
Missiles WA -1, Rng. 6, Dmg 5K, Shots 10, 3 Kills, Loc R. Leg, Spc.
3.5, Linked to other leg Cost 3.5
Missiles WA -1, Rng. 6, Dmg 5K, Shots 10, 3 Kills, Loc L. Leg, Spc.
3.5, Linked to other leg Cost 3.5
R Hand WA 0, Rng M, Dmg 1K, Shots inf., 1 Kill, Loc RA, spc 1 Quick,
Handy Cost 2
L Hand WA 0, Rng M, Dmg 1K, Shots inf., 1 Kill, Loc LA, spc 1 Quick,
Handy Cost 2
Total Weapon Cost 38.6 CP Total Kills 22
Sheild- MS, DA-2, 8 kills, Spc. 1, loc. L Arm, cost 8
Sensors LW loc. Head, 1 Kill, 1 space cost 1
ECM Radar 3 Loc. head, spc. 4, cost 4
Head cockpit, no options
Links, Arm missiles, leg missiles cost 6
Total Option costs: 19
Fuel 1000 KM, 5 tons
Thrusters MA 13 27 CP + -8 eff. 12 Torso, 3.5 per leg. Total 31 CP
Base Cost cost 164.6 CP
Cool Overcharged powerplant (.15)
164.6x1.15=189.3 CP
==========
b) From: David Crowe
[Algol]IMK-08 Deathstalker
The new missile rules in Zeta make the Deathstalker's Death Blossom
somthing to worry about a little more (the bulk of those missiles can
theoretically hit a target now).
It got lighter, but more expensive in the conversion. The
Deathstalker is somewhat dependant on its sheild, which can be a problem
since it won't take but 3-4 hits. It is faster than a Vantage or Vigil and
should hang back and shoot from safety.
The old Deathstalker is 134.3 CP, MV -5 and 67.2 tons
IMK-08 Deathstalker
183.8 Cp
MV -4 Land MA 5, Flight MA 16
56.7 tons
Servos &Armor
Torso-HS with MS armor 14cp
Head-HS with MS armor 9 cp
R. Arm-MS with MS armor 9 cp
L. Arm-MS with MS armor 9 cp
R. Leg-HS with MS armor 10 cp
L. Leg-HS with MS armor 10 cp
R. Wing-MS with no armor, 3 kills, 6 spaces 4 cp
L. Wing-MS with no armor, 3 kills, 6 spaces 4 cp
Total Kills: 43 Total cost 69 CP
Weapons
Autocannon WA 0, Rng. 6, Dmg 4K Shots clips, 4 Kills, Loc. R. Hand, Spc
4.2, Burst Value 3, -3.8 spc. eff., cost 9.9 cp
*Standard ammo clip 10 shots, 1 kill, .8 spc cost .8 cp
*Armor Piercing clip 5 shots, 1 kill, .4 spc cost 1.6 CP
AP laser WA +1 Rng 6 Dmg 2K Shots inf 2 Kills Loc H Spc 3
Anti-personnel only cost 3 cp
Rastas (melee weapon) WA 0, Rng. (throw) Dmg 4K, shots inf. 4 Kills, Loc
R Hand,spc 2.4, thrown, cost 2.4 cp
Missiles WA +1, Rng. 9, Dmg 4K, Shots 10, 3 Kills, Loc R. Wing, Spc.
5.8, Linked to other wing Cost 5.8 cp
Missiles WA +1, Rng. 9, Dmg 4K, Shots 10, 3 Kills, Loc L. Wing, Spc.
5.8, Linked to other wing Cost 5.8 cp
Death Blossom WA 0, Rng. 8, Dmg 1K, shots 50, 3 Kills, Loc. Torso, spc.
7.5, cost 7.5 cp
R Hand WA 0, Rng M, Dmg 1K, Shots inf., 1 Kill, Loc RA, spc 1 Quick,
Handy Cost 2 cp
L Hand WA 0, Rng M, Dmg 1K, Shots inf., 1 Kill, Loc LA, spc 1 Quick,
Handy Cost 2 cp
Total weapon cost 40.8 cp Total kills 23
Sheild MH-ablative DA -1 12 Kills Loc LA spc. 1 cost 7.5 cp
Sensors Str. loc. Head, 1 Kill, 1 space cost 2 cp
Link-wing missile pods cost 3 cp
Head cockpit-no options
Fuel 5.2 tons
Thrusters MA 14 29.8 cp + -15.3 eff. 2.5 Torso, 6 per leg. 37.5 cp
Hot overcharged power plant. 159.8 x 1.15= 183.8 CP
==========
c) From: David Crowe
[Algol]EMA-121 Armored Mako
The Armored Mako is mentioned a lot in the Techbook but was never written
up. The general assumption from the text seemed to be that it was a
Gundam-like high-end suit, with sophisticated systems and excellent
reflexes. There was a writeup for the Mako in the Tactical Display that I
have painstakingly converted from the MZ-The Movie system to the regular
Zeta Plus rule. The Mako they wrote up there is a brick suit, with heavier
armor, weapons and servoes than any other Algol Mek.
It is also as fast and as manueverable as a brick. The Hellwing was
designed to counter the Mako. If it is within range, the Mako can eat a
Hellwing for breakfast, since it is one of the only Elaran meks that has
standard firepower capable of cracking the Hellwing's barrier
EMA-121 Armored Mako
359.3 CP
85.8 Tons
MV -5 Land MA 2 Flight MA 12
Servos & Armor
Torso-AH with SH armor 28 cp
Head-MH with SH armor 18 cp
R. Arm-MH with SH armor 19 cp
L. Arm-MH with SH armor 19 cp
R. Leg-MH with SH armor 19 cp
L. Leg-MH with SH armor 19 cp
Pod MH with SH armor 18 cp
Total Cost: 140 CP Total Kills: 132
Weapons
Beam Smartgun WA +2, Rng. 11, Dmg 8K, Shots inf., 8 Kills, Loc 2-H, Spc
18, BV 4, -27 spc. eff. Cost 58.5
Energy Claymore WA +2 Rng. M, Dmg 12 K, Shots 7 TIU, 3 Kills, Loc 2-H, spc
15.8, Rechargeable, 7 Turns in use, Cost 15.8
Missile pod WA -1, Rng. 8, Dmg 5K, Shots 8, 3 Kills, Loc RA, Spc. 3,
-.2 spc. eff, Linked to other arm Cost 3.3
Missile pod WA -1, Rng. 8, Dmg 5K, Shots 8, 3 Kills, Loc LA, Spc. 3,
-.2 spc. eff, Linked to other arm Cost 3.3
R Hand WA 0, Rng M, Dmg 1K, Shots inf., 1 Kill, Loc RA, spc 1 Quick,
Handy Cost 2
L Hand WA 0, Rng M, Dmg 1K, Shots inf., 1 Kill, Loc LA, spc 1 Quick,
Handy Cost 2
Total weapon Cost 84.9 CP. Total Kills 19
Sensors MH loc. head. 3 kills, 1 spc, cost 16 CP
Backup loc. torso 2 kills, 2 spc., cost 2 CP
Torso cockpit, E pod 2 spaces, cost 2 CP
Liftwire, lock, 2 lights in torso .9 CP
Link for missile pods 3 CP
Fuel 1000 KM + 7.8 tons
Thrusters 12 MA 38.6 CP 9 per leg, 16 in pod, 2.6 Torso 38.6 CP
Base Cost 287.4 CP
Hot powerplant (-.1)
Env. Protection: Space (.05)
Maneuver Verniers +3 5 RA, LA, T (.3)
Total Modifiers= .25
287.4 x 1.25= 359.3 CP
============
d) From: David Crowe
[Algol]EMA 216-X Comet
The old Comet had a design oversight that I fixed: No space environmental
protection. The mines it had were nukes, which back in MTS only acted
like a megabeam. Since there is no such option for Z+ missiles, I went with
Blast 1 instead. The beam sabers and head laser are identical to weapons
from the Vantage and Vigil. This was the only conversion where the new
and old costs were identical. The Comet is faster than the Shaitan and
has a heavier (if oddball) primary weapon. We won't know how it fares
against Orbital meks until I convert the one in the Tactical Readout from
MZ the Movie.
The old Comet is MV-3, 395 CP and 79.7 tons
EMA 216-X Comet
395 CP
51.7 tons
MV -3/-5 Land MA 6 Flight MA 16/32
Servos & Armor
Torso-MW 10 Kills, 16 Spaces with MW-A Armor 19.5 cp
Head-MW with MW-A Armor 13.5cp
R. Arm-HS with MW-A Armor 13.5 cp
L. Arm-HS with MW-A Armor 13.5 cp
R. Leg-LH with MW-A Armor 15.5 cp
L. Leg-LH with MW-A Armor 15.5 cp
Total Cost: 91 CP Total Kills: 80
Weapons
Laser Net WA 0, Rng. 8, Dmg 6K, Shots. inf., 6 Kills, Loc T, RA, LA, Spc
25, 60 degree Wide Angle, Variable antimissile, -15.5 spc. eff. Cost 45.2
Pulse Laser WA 0, Rng. 4, Dmg 3K, Shots 5, 1 Kill, Loc Head, Spc. 5, BV 5,
fragile, -.7 eff Cost 6
Beam Sword WA +1, Rng. M, Dmg 4K, Shots inf., 1 Kill, Loc R. Hand, Spc. 4,
Cost 4
Beam Sword WA +1, Rng. M, Dmg 4K, Shots inf., 1 Kill, Loc R. Hand, Spc. 4,
Cost 4
Mines WA 0, Rng 0, Dmg 8K, Shots 2, 1 Kill, Loc RL, spc 2.4, Mine, Blast
1, cost 2.4
Mines WA 0, Rng 0, Dmg 8K, Shots 2, 1 Kill, Loc LL, spc 2.4, Mine, Blast
1, cost 2.4
R Hand WA 0, Rng M, Dmg 1K, Shots NA., 1 Kill, Loc RA, spc 1 Quick,
Handy Cost 2
L Hand WA 0, Rng M, Dmg 1K, Shots NA., 1 Kill, Loc LA, spc 1 Quick,
Handy Cost 2
Total weapon cost 68 CP Total kills 13
Sensors Str. loc. Head, 1 Kill, 1 space cost 2 cp
Cockpit, torso, no options
Splitting for Laser Net T, RA, LA 6 CP
Fuel 1000 KM, 4.7 tons
Thrusters, MA 16 31 CP + -19.8 spc. eff. Rt. Leg 8 MA, Left Leg 8 MA
Total CP
40.9
Base cost 207.9
Cool Supercharged power plant (.3)
Transformation (.55): Fighter (.3), Transat (.15), Weapon Network (.1)
Env. Protection: Space (.05)
Total Modifiers .9
207.9 x 1.9=395 CP
=============
e) From: David Crowe
[Algol]IMK-17X Shaitan
The Shaitan is supposed to be the Kargan equivilant of the Comet. They
have almost the same base cost. The Pulse Cannons were originally BV
Infinite,but that has become rather complex, so I just made them BV 8. Part
of the gunand ammo (5.5 spaces) are split with the torso. Like a gyro-mount,
I guess.
The plasma swords are the most impressive weapon the Shaitan carries. One
hit can lop off the limb of most opposing Meks. The Pulse Cannons won't
work against the Comet's Alpha armor, and the Comet's laser net does enough
damage to penetrate the Shaitan's armor with the first hit. The Comet can
also run away much faster than the Shaitan.
IMK-17X Shaitan
250.8 CP (313.5 CP for officer version)
MV -3 Land MA 6, Flight MA 15
47.3 tons
Servos &Armor
Torso-HS with HS-A armor 16.3 cp
Head-HS with HS-A armor 4 kills, 7 spaces 10.3 cp
R. Arm-HS with HS-A armor 4 kills, 10 spaces 12.3 cp
L. Arm-HS with HS-A armor 4 kills, 10 spaces 12.3 cp
R. Leg-HS with HS-A armor 12.3 cp
L. Leg-HS with HS-A armor 12.3 cp
Total Kills: 64 Total cost 76.8 CP
Weapons
Adv. JAC Rifle WA +1, Rng 9, Dmg 4K, Shots clips, 4 Kills, Loc 2-H & T,
spc 22.5, BV 4, Multi-feed 2, cost 22.5
*Std. Clip Shots 10, 2 Kill, loc. T, spc. 2.3 Standard ammo cost 2.3 CP
*AP Clip Shots 3, 1 Kill, loc. T, spc. .7, Armor Piercing ammo cost. 2.7
CP
Pulse Cannon WA +2 Rng 6 Dmg 1K, shots inf. 1 Kill, Loc RA, spc. 6, BV 8,
linked, -6.7 spc. eff. Cost 16 CP
Pulse Cannon WA +2 Rng 6 Dmg 1K, shots inf. 1 Kill, Loc LA, spc. 6, BV 8,
linked, -6.7 spc. eff. Cost 16 CP
AM Laser WA +1, Rng (8), Dmg 4K, shots inf. 4 Kills Loc. Head, spc 6
Anti-missile only, 6 CP
Plasma sword WA 0, Rng M, Dmg 8K, Shots 10, 2 Kills, Loc R-hand, spc 6.5,
cost 6.5 CP
Plasma sword WA 0, Rng M, Dmg 8K, Shots 10, 2 Kills, Loc R-hand, spc 6.5,
cost 6.5 CP
Missiles WA 0, Rng 10, Dmg 2K, shots 8, 1 Kill, Loc RA, Spc 2.4 Linked
Cost 2.4 CP
Missiles WA 0, Rng 10, Dmg 2K, shots 8, 1 Kill, Loc LA, Spc 2.4 Linked
Cost 2.4 CP
R Hand WA 0, Rng M, Dmg 1K, Shots inf., 1 Kill, Loc RA, spc 1 Quick,
Handy Cost 2 cp
L Hand WA 0, Rng M, Dmg 1K, Shots inf., 1 Kill, Loc LA, spc 1 Quick,
Handy Cost 2 cp
Total Weapon Cost 87.3 CP Total Kills: 21
Sensors Str. loc. Head, 1 Kill, 1 space cost 2 cp
Links-arm missile pods, pulse cannons, rifle & torso cost 9 cp
Torso cockpit
Fuel 1000 KM 4.3 tons
Thrusters MA 15 26.6 CP+ -14.6 spc. eff 6 spc RL, 6 spc LL 33.9 CP
Bases cost 209 CP
Cool overcharged powerplant (.15)
Space env. protection (.05)
Optional basic cloak for Officer Type [(.3)]
209 x 1.2+ 250.8 CP
209 x 1.5= 313.5 CP Officer Type
=========
f) From: David Crowe
[Algol] KMM-19X Crusader
The Crusader is the Kargan's autopiloted atrocity machine. It is one of
the very few Algol Meks with sensors above the Striker level. Its linked AP
blades are nasty if it gets in close, and with its high MA, that shouldn't be a
problem. This is a very high endurance Mek, with no ammo restrictions and
a grav drive eliminating the need for fuel. It is still a viable fighting
machine even if everything but the torso is shot off.
The old Crusader is MV-2, 574.8 CP and 33 tons
KMM-19X Crusader
506.2 CP
MV -1 Land MA 6, Flight MA 14 Grav, 20 Grav & Thrusters
33 tons
Servos & Armor
Torso-HS with LH-beta armor 20.5 cp
Head-S with HS-alpha armor 9.3 cp
R. Arm-MS with MW-alpha armor 12.5 cp
L. Arm-MS with MW-alpha armor 12.5 cp
R. Leg-MS with LH-alpha armor 13.8 cp
L. Leg-MS with LH-alpha armor 13.8 cp
Total Cost 82.4 CP Total Kills: 71
Weapons
Blade WA +2 Rng M Dmg 4K, Shots na, 4 Kills, Loc. RA, spc 2, Quick, AP,
-14 spc. eff Cost 23 CP
Blade WA +2 Rng M Dmg 4K, Shots na, 4 Kills, Loc. LA, spc 2, Quick, AP,
-14 spc.eff Cost 23 CP
Multi-shot Beam WA +1, Rng 6, Dmg 4K, Shots inf., 4 Kills, loc. RA, BV 3,
-8.6 eff. Cost 14.9 CP
Multi-shot Beam WA +1, Rng 6, Dmg 4K, Shots inf., 4 Kills, loc. LA, BV 3,
-8.6 eff. Cost 14.9 CP
AP Shot WA +2, Rng 5, Dmg 1K, Shots inf., 1 Kill, Loc H spc 2, AM/AP only,
60 degree Wide Angle, -11.6 spc. eff Cost 19.4 CP
Heavy Shot WA +1, Rng 11, Dmg 8K, shots inf, 8 Kills, Loc. T spc 3, -9
spc. eff. Cost 16.5 CP
R Hand WA 0, Rng M, Dmg 1K, Shots inf., 1 Kill, Loc RA, spc 1 Quick,
Handy Cost 2
L Hand WA 0, Rng M, Dmg 1K, Shots inf., 1 Kill, Loc LA, spc 1 Quick,
Handy Cost 2
Total Weapon Cost 115.7 CP Total Kills 27
Sensors LH, Loc H, 2 Kills, 1 spc, cost 12
Backup loc. T, 2 kills, 2 spc,. cost 2
Cross-link for blades, cross-link for multi-shot beam, light Cost 7.2 CP
Internal re-entry package split between RL and LL 9 CP
Torso Cockpit, no options
Fuel 1000 KM, 5.1 tons
Weight efficiency -23.1 tons 46.2 CP
Gravitics MA 14 23.1 CP +-20.1 eff. 3 spc. Torso 33.2 CP
Thrusters MA 6 7.4 CP + -3.4 eff 1.5 RL, 1.5 LL 9.1 CP
Base Cost 270.6
Hot supercharged Powerplant .3
Internal Automation level 5, Portfolio 3 Pilot, Gunnery, Mecha Melee .35
Env. Protection space .05
270.6 x 1.7= 460 CP + 46.2 CP= 506.2 CP
g) From: David Crowe
[Algol] EMA-223X Fireball
Rather than being 2-handed, the Fireball's E-pool is now on 2 weapon
mounts (The miniature has over-the shoulder guns, and the Guncannon has
always been a favorite of mine, hence the change). Damage is much higher
on the Pulse Cannon (14 K from 9K), making it one of the most powerful
beam weapons on Algol meks. The Sweeping Beam's wide angle was reduced
from 180 degrees to 60 for cost reasons.
The Fireball is likely to mix it up with the Crusader and the Pariah. The
Crusader is a bit faster and will be able to stay in melee range and cut
the Fireball pretty badly with its blades. The Firball's Pulse Cannon will
remove any Crusader servo but the torso with one hit, but the Rapid Fire beam
won't affect the torso at all. The Pariah is slower but sturdier. A Fireball
should definately stay out of melee range against it.
The old Fireball is
MV-3 394.6 CP and 89.5 tons
EMA-223X Fireball
343.6 CP
MV -3 Land MA 6, Flight MA 18
58.9 tons
Servos & Armor
Torso-MW with MW-alpha armor 19.5 cp
Head-MW with MW-alpha armor 13.5cp
R. Arm-MW with MW-alpha armor 14.5 cp
L. Arm-MW with MW-alpha armor 14.5 cp
R. Leg-MW with MW-alpha armor 14.5 cp
L. Leg-MW with MW-alpha armor 14.5 cp
Total Cost 91 CP Total Kills: 82
Weapons
Variable Beam Gun Energy Pool 10 Kills, Loc R-mt & L-Mt. Spc 24 Portfolio
3, Power 20 -16 spc. eff., Cost 48 CP
*Rapid Fire WA +2, Rng 9, Dmg 3K, Shots inf., BV 4 (18.9 CP)
*Pulse Cannon WA +1, Rng 15, Dmg 14K, 1 turn warm-up (18.9 CP)
*Sweeping Beam WA +1, Rng 8, Dmg 4K, 60 degree Wide Angle (18 CP)
Beam sword WA +1, Rng M, Dmg 6K, shots inf., 2 Kills, Loc. R. Hand, Spc
(6) cost 6 CP
Sheild MS-B DA-2 Kills 8 Loc LA spc. 1, Cost 12
R Hand WA 0, Rng M, Dmg 1K, Shots inf., 1 Kill, Loc RA, spc 1 Quick,
Handy Cost 2
L Hand WA 0, Rng M, Dmg 1K, Shots inf., 1 Kill, Loc LA, spc 1 Quick,
Handy Cost 2
Total Weapon Cost 58 CP Total Kills 14
Sensors Str loc. Head, 1 Kill, 1 space cost 2
Backup loc. T, 2 Kills, 2 spaces cost 2
Torso cockpit with escape pod spc. 2 cost 2
2 Torso weapon mounts spc. 4, cost 4
Fuel 1000 KM, 5.4 tons
Thrusters MA 18 39.8 CP +-21.8 Eff. 4 spc. Torso, 7 per leg 50.7 CP
Base cost 221.7 CP
Cool Supercharged powerplant .3
Stealth .2
Env. Protection Space .05
221.7 x 1.55= 343.6 CP
=========
h) From: David Crowe
[Algol] EMA-219X Turbo
The Turbo shows what happens when you take money from the military and
give it to social programs. :) It is a wholly inadequate Mekton. The
_Armored_ Turbo presented in Mekton Mecha Manual #1 is pretty good, but I
haven't been able to reverse engineer the normal servos it has as part of
its command armor package.
A Shaitan could eat several Turbos for breakfast...
The old Turbo is MV-4, 144 CP and 65.5 tons
EMA-219X Turbo
174.3 CP
48.4 tons
MV -3 Land MA 5 Flight MA 13
Servos & Armor
Torso-HS with MS Armor 14 cp
Head-HS 4 kills, 7 spaces with MS Armor 8cp
R. Arm-HS with MS Armor 10 cp
L. Arm-HS with MS Armor 10 cp
R. Leg-HS with MS Armor 10 cp
L. Leg-HS with MS Armor 10 cp
Total Cost 63 CP Total Kills: 62
Weapons
Beam Carbine WA +1, Rng. 8, Dmg 4K, Shots 10, 4 Kills, Loc R. Hand, Spc.
5.4, Handheld Cost 5.4
Pulse Laser WA 0, Rng. 4, Dmg 3K, Shots 5, 1 Kill, Loc Head, Spc. 5, BV 3,
fragile, Cost 4.9
Missiles WA 0, Rng. 6, Dmg 5K, Shots 10, 3 Kills, Loc R. Arm , Spc. 4.4,
Linked to other missiles Cost 4.4
Missiles WA 0, Rng. 6, Dmg 5K, Shots 10, 3 Kills, Loc L. Arm , Spc. 4.4,
Linked to other missiles Cost 4.4
Missiles WA 0, Rng. 6, Dmg 5K, Shots 10, 3 Kills, Loc Torso, Spc. 4.4,
Linked to other missiles Cost 4.4
Beam Sword WA +1, Rng. M, Dmg 4K, Shots inf., 1 Kill, Loc R. Hand, Spc. 4,
Cost 4
Sheild DA -2 LW-Alpha 6 Kills, Loc L. Arm, spc. .6 -.4 spc. eff. Cost 7.7
R Hand WA 0, Rng M, Dmg 1K, Shots NA., 1 Kill, Loc RA, spc 1 Quick,
Handy Cost 2
L Hand WA 0, Rng M, Dmg 1K, Shots NA., 1 Kill, Loc LA, spc 1 Quick,
Handy Cost 2
Total Weapon Cost 39.2 CP Total Kills 23
Sensors LW loc. Head, 1 Kill, 1 space cost 1
Backup loc. torso, 2 kills, 2 spaces, cost 2
Torso cockpit, no options
Links, Arm missiles, torso missiles cost 6
Fuel 1000 KM 4.4 tons
Thrusters, MA 13, 23.6 CP + - 9.2 spc. eff. 2.6 spaces Torso, 6 spaces
per leg. Cost 28.2 CP.
Cool overcharged powerplant .15
Env. Protection Space and Desert .1
Base cost 139.4 x 1.25= 174.3 total cost
=========
i) From: David Crowe
[Algol] IMK-30X Vengeance
The Vengance is the "latest" Mekton in the MTS, being made in 1530. Still,
it isn't as good as the Nova, its contemporary. Its cheaper though, and
very, very fast. The knuckledusters seem kind of redundant with the
plasma sword. Perhaps they'd be more useful linked. This is one of the
few Meks with weight efficency added on after conversion. It was so close
to a break point I couldn't pass it up.
The old Vengance is 305.3 CP, MV -3 and 58.9 tons
IMK-30X Vengance
285.4 CP
MV -2 Land MA 7, Flight MA 14 Gravitic + 18 Thruster (32 total)
39 tons
Servos &Armor
Torso-S with MS-B armor 12cp
Head-MS 2 Kills 8 spaces with MS-B armor 10 cp
R. Arm-S with MS-B armor 10 cp
L. Arm-S with MS-B armor 10 cp
R. Leg-S with MS-B armor 10 cp
L. Leg-S with MS-B armor 10 cp
Total Kills: 36 Total cost 62 CP
Weapons
Plasma Rifle WA +1 Rng 9 Dmg 5K Shots inf., 5 Kills, Loc 2-H & T, Spc 13,
BV3, -2 spc. eff, Cost 16
AM/AP Laser WA +1, Rng 7, Dmg 3K, shots 10, 3 Kills Loc. Head, spc 7,
Anti-missile & anti-personnel only, -.3 spc. eff. 7.5 CP
Plasma sword WA +0, Rng M, Dmg 8K, Shots 10, 2 Kills, Loc R-hand, spc 4,
-2.5 spc. eff cost 7.8
Sheild DA -2 LW-Beta 6 kills, Loc L arm, spc 0, -1 spc. eff. Cost 9.5
Knuckle duster WA +2 Rng M, Dmg 4K, shots inf., 4 Kills, Loc R arm Spc 3
-1 Spc. eff, cost 4.5
Knuckle duster WA +2 Rng M, Dmg 4K, shots inf., 4 Kills, Loc L arm Spc 3
-1 Spc. eff, cost 4.5
R Hand WA 0, Rng M, Dmg 1K, Shots inf., 1 Kill, Loc RA, spc 1 Quick,
Handy Cost 2 cp
L Hand WA 0, Rng M, Dmg 1K, Shots inf., 1 Kill, Loc LA, spc 1 Quick,
Handy Cost 2 cp
Total Weapon Cost 53.8 CP Total Kills: 26
Sensors Str. loc. Head, 1 Kill, 1 space cost 2 cp
Link splitting for gun& torso 3 cp
Torso cockpit
Fuel 1000 KM 3.7 tons
Gravitics MA 14 7 MA RL, 7 MA LL 27.3 CP
Thrusters MA 18 9 MA RL 9 MA LL 26.3
Space efficency for grav & thrusters -51.6 spc 20.8 CP
Base cost 195.2 CP
Cool supercharged powerplant (.3)
Env. protection Space, reentry (.15)
195.2 x 1.45= 283 CP modifer cost
Wt. efficiency -1.2 tons 2.4 CP
285.4 Total cost
=========
j) From: David Crowe
[ALGOL]EMA-229X Nova update
The newest Ettaran Mekton, and a personal favorite, perhaps because it is
reminiscent of Dynamo Joe. The Nova has more firepower and is better
protected than the Vengeance and overmatches the Aggendi Warrior by a
considerable margin.
The force screen is the Nova's best feature, as it allows it to completly
ignore the ranged weapons of the above meks. Again, I have applied the
old MTS parry factor modifer to the MZ+ reset time. Still no ejection
system, alas.
Given that it doesn't need to carry a shield, a melee weapons link for
the beam swords would make it much nastier in close combat.
The old Nova is MV-2 476.1 CP and 69.9 tons
EMA-229X Nova
464.7 CP
MV -2 Cost Land MA 5, Flight MA 17
63.3 tons
Servos & Armor
Torso-MW with MW-beta armor 21 cp
Head-MW with MW-beta armor 15cp
R. Arm-MW with MW-beta armor 16 cp
L. Arm-MW with MW-beta armor 16 cp
R. Leg-LH 7 kills, 10 spaces with MW-beta armor 17 cp
L. Leg-LH 7 kills, 10 spaceswith MW-beta armor 17 cp
Total Cost 102 CP Total Kills: 82
Weapons
Plasma Rifle WA +2, Rng. 10, Dmg 10K, Shots inf., 10 Kills, Loc 2-Hand,
Spc. 14, Handheld, -5.8 spc. eff. Cost 22.7 CP
Autocannon WA +0, Rng 3, Dmg 2K, shots-below, 2 Kills, Loc. Head, BV 8, -4
spc eff. Cost 9.9
*AC ammo shots 5, kills 1, spc .4, Loc H, armor piercing, 1.6 CP
Beam Sword WA +1, Rng. M, Dmg 6K, Shots inf., 2 Kill, Loc R. Hand, Spc.
(6), Handheld Cost 6 CP
Beam Sword WA +1, Rng. M, Dmg 6K, Shots inf., 2 Kill, Loc L. Hand, Spc.
(6), Handheld Cost 6 CP
Force screen Dmg 5K, 5 Kills, Loc. Torso, spc 9, Reset Time 1, -13.5 spc.
eff, cost 29.3 CP
Missiles WA +0, Rng. 5, Dmg 8K, Shots 10, 5 Kills, Loc R. Arm, Spc. 6,
Cost 6
Smoke grenade WA -, Rng. 10, Dmg (3K), Shots 1, 1 Kill, Loc L. Arm, Spc.
4.1, Smoke/Scatter, Blast Radius 10 Cost 4.1 CP
R Hand WA 0, Rng M, Dmg 1K, Shots inf., 1 Kill, Loc RA, spc 1 Quick,
Handy Cost 2
L Hand WA 0, Rng M, Dmg 1K, Shots inf., 1 Kill, Loc LA, spc 1 Quick,
Handy Cost 2
Total Weapon Cost 89.6 CP Total Kills 30
Sensors Str loc. Head, 1 Kill, 1 space cost 2
Backup loc. Torso, 2 kills, cost 2
Vernier efficency -10 spaces cost 5
Torso cockpit, no options
Fuel 1000 KM, 6.3 tons
Thrusters MA 17 40.4 CP + -20.4 eff. 10 per leg. Total 50.6 CP
Base Cost cost 251.2 CP
Cool Supercharged powerplant (.3)
Stealth (.2)
Env. Protection Space, Re-entry (.15)
Verniers (5 per leg) +2 MV (.2)
251.2 x1.85=464.7 CP
===================
2) David Kelk's Designs:
a) [Algol] Hermes III "Kestrel"
Name: Hermes III "Kestrel"
Created By: David Kelk
Total Cost: 247.7
Maneuver Value: -2
" Pool Bonus: +133%
Tonnage: 39
Ground MA: ?
Flight MA: 33
Servos:
Location Class Space Used Kills Cost Armour Type Absorp DC Cost
Torso MgH 34 33 16 16 7 S 23
L.Arm Lh 10 10 7 7 5 S 12
R.Arm Lh 10 9.5 7 7 5 S 12
L.Wing Sh 16 13 7 7 5 S 12
L.Wing Sh 16 9 7 7 5 S 12
Note: 6K removed from torso, 3K per wing, 1K per arm
Cost: 71
Weight: 35.5
Weapons:
Name WA Rng Dam Sht Kls Loc CP Eff Spc TotCst Spec
2 Hands 0 M 1+2 - 1 Arms 1.5ea 1.5ea 3.0 Note#1
Beamer +1 12 2 Inf 2 Torso 24.3 16.3 8 32.3 Note#2
Hvy Beamgun+3 10 6 Inf 6 Torso 18 10 8 23 Bv=3
Missles 0 7 4 20 4 L.Wing 8 8 8
Note #1: Quick, handy, linked
Note #2: x2 range, 60 degree wide angle, variable anti-personelle/mecha,
linked to Hvy Beamgun
Cost: 66.3
Weight: 8.3
Sensors:
Type Location Range Comm Kills Cost Effic. Spaces F.Cost
Main/Lh torso 7km 1000km 2 4 1 4
Backup/Sl torso 1km 300km 0 0 1 0
Cost: 4
Weight: 1
Movement Systems:
Type MA Location Kills Cost Sp. Effic. Space Final Cost
Thrusters 4 torso 1 4 4 4 4
" 8 L.wing 1 8 8 8 8
" 8 R.wing 1 8 8 8 8
Cost: 20
Powerplant Source Explos. Save MV MA M-Pool Cost
Supercharged 5 +2 +2 +67% *.3
Control System M-Pool Cost
Reflex +67% *.1
Hydraulics Space +Melee Dmg Lift Cost
Standard
P+C+H Cost Multiplier: *.4
P+C+H M-Pool Bonus(+%): +133%
Other Multiplier Systems:
System Cost Space Special
[None]
Total "Other" Multiplier:
Total "Other" M-Pool Bunus(+%):
Other Non-Multiplier Systems:
System Spc Effic. Cost Location Notes
Anti-theft .2
Micromanip. 1 0 1 L.Arm
Storage 10 5/torso 5/left wing Pwr arm. storage
Storage 10 5/torso 5/rght wing Pwr arm. storage
Storage 4 R.Wing For other stuff
Cost: 1.2
Weight: 0
Final costs:
Cost (w/o Multipliers): 162.5
Base Weight: 44.8T
Fuel Weight: 4.4T
New Weight: 49.2t
Total Multiplier: *1.4
Cost (after Multipliers): 227.3
Efficency ( -10.2 tons): 20.4
Cost (w/Efficency, links): 247.7
Final Weight: 39T
Remote Cost (Total for All):
Command Armour Cost:
Scale:
Scaled Cost: 247.7
Scaled Weight:
(w/Command Armour):
Notes:
This mecha comes from a Algol campaign where the characters are
soldiers or civilians on a huge colony ship that is lost in space.
The campaign is unique in that two of the player characters command
squads of 20 powered armour marines each with support from larger mecha.
My (David Kelk's) character is a civilian mecha pilot who supports one of the
PA squads with heavy firepower.
The Hermes III is a redesign of the basic Hermes frame. The missles
were removed as they were inappropriate for in close fire support for PA
suits. The Beam Gun's burst value was lowered and its accuracy was increased
to improve the overall effectiveness of the weapon.
Most important of all the beamer was installed to sweep enemy
positions clear of PA suits and infantry. It has proven to be devistatingly
effective as it cleared one enemy ship's deck of 60 PA suits in two rounds.
=======
b) [Algol] Valour 1.3
Name: Valour 1.3
Total Cost: 974.6
Maneuver Value: 0
" Pool Bonus: +233%
Tonnage: 27T
Ground MA: 7
Flight MA: GES = 22, GES+Thrusters = 37 (x2 in fighter mode)
Servos:
Location Class Space Used Kills Cost Armour Type Absorp DC Cost
Head Mh 8 6 8 8 10 S 18
Torso Mh 16 15 16 16 10 S 26
L.Arm Mh 9 6 9 9 10 S 19
R.Arm Mh 9 9 9 9 10 S 19
L.Leg Mh 9 1 9 9 10 S 19
R.Leg Mh 9 1 9 9 10 S 19
Cost: 120
Weight: 60T
Weapons:
Name WA Rng Dam Sht Kls Loc CP Eff Spc TotCst Spec
2 Hands/Feet0 M 4+2 NA 4 Limbs 24 0 - 24 *Note#1
Pick-Axe 0 M 15+2 NA 15 L.Arm 30 25 5 42.5 *Note#2
Missles 0 0 10 10 10 Torso 15 10 5 20 *Note#3
Mines 0 0 10 4 10 R.Arm 10 6 4 13 br=3
Anto-prs +1 6 2 Inf. 2 Head 9 4 5 11 *Note#4
Note#1: All are quick, handy and linked together.
Note#2: Quick, armour-piercing, linked to hands and feet.
Note#3: Smoke/arioc br=3.
Note#4: 60 degree wide angle anti-personelle beamgun
Cost: 108
Weight: 21.5T
Sensors:
Type Location Range Comm Kills Cost Effic. Spaces F.Cost
Main Head 11km 1300km 2 6 0 1 6
Backup Torso 1km 300km 0 0 0 1 0
Cost: 6
Weight:
Movement Systems:
Type MA Location Kills Cost Sp. Effic. Space Final Cost
Thrusters 15 all servos 0 16.3 16.3 0 24.4
GES 20 all servos 0 14.5 14.5 0 21.75
Cost: 46.15
Powerplant Source Explos. Save MV MA M-Pool Cost
Supercharged fusion 5 +2 +2 +67% *.3
Control System M-Pool Cost
Reflex +67% *.1
Hydraulics Space +Melee Dmg Lift Cost
Standard 0 0 *0
P+C+H Cost Multiplier: *.4
P+C+H M-Pool Bonus(+%): +67%
Other Multiplier Systems:
System Cost Space Special
ACE manuver pool *.2 0 +100% manuver pool
Space adaption *.05 0 Can operate in space
Basic cloak *.15 0
X-form *.3 0 Fighter mode
Stealth *.2
Total "Other" Multiplier: *.9
Total "Other" M-Pool Bunus(+%): +100%
Other Non-Multiplier Systems:
System Spc Effic. Cost Location Notes
Cockpit 1 1 2.5 torso ejection seat
Co-pilot 1 1 2.5 torso ejection seat
Missle ECM 2 7 12.5 torso lev: 5
ECM/ECCM 0 0 24 torso lev: 7 radar/sensor/ECCM
silent running 0 0 20 10 gev / 10 thrusters
logic coproc. 1 0 11 torso +3 int
2 airlocks 2 0 0 Torso on either side
Cost:
Weight:
Shields:
Location Class Type DA SP DC Absorp. Space Sp.Eff. F.Cost Notes
L.Arm Mh Active 12 4 38.5
Cost: 38.5
Weight:
Final costs:
Base Weight: 87.5
Fuel Weight: -
New Weight: 87.5
Base Cost: 392.9
Multipliers: *2.2
Cost (after Multipliers): 864.3
Efficency ( -55.15tons): 110.3
Cost (w/Efficency, links): 974.3
Final Weight: 27T
Notes:
This mecha was designed for a post-apocalyptic mekton game on Algol.
[Different campaign than the Hermes III listed above.]
In this setting the Empire had been successfully driven off. The
governments on Algol did not survive and the planet plunged into anarchy
with different sections being controlled by different warlords.
The characters are mercenaries for hire who earn money working for
various warlords and parties or by destroying and scavenging mecha. We
started off with small mecha and were able to build them up to the 700 to
1000 CP range.
I decided to create a melee monster mecha as an experiment. It
worked out much better than I thought. This mecha served a dual role of
scout/espionage and close-combat.
After much experience and thought the mecha received a major overhall
which led to version 2.0 of the mecha which is next.
=======
c) By: David Kelk
[Algol] Valour II
Name: Valour II
Total Cost: 944.2
Maneuver Value: 0
" Pool Bonus: +233%
Tonnage: 9.9T
Ground MA: 7
Flight MA: GEV only = 33, GEV+Thrust=153 + boosterpack
Servos:
Location Class Space Used Kills Cost Armour Type Absorp DC Cost
Head Sh 10 5 10 10 12 S 22
Torso Sh 20 15.1 20 20 12 S 32
L.Arm Sh 11 10 11 11 12 S 23
R.Arm Sh 11 7 11 11 12 S 23
L.Leg Sh 11 8 11 11 12 S 23
R.Leg Sh 11 5 11 11 12 S 23
Cost: 146
Weight: 73T
Weapons:
Name WA Rng Dam Sht Kls Loc CP Eff Spc TotCst Spec
2 Hands 0 M 5+3 NA 5 Arms 3.75ea 0 0 7.5 *Note#1
2 Feet 0 M 5+4 NA 5 Arms 3.75ea 0 0 7.5 *Note#1
2 PickAxes 0 M 15+3 NA 15 Arms 15ea 11ea 4ea 41 *Note#2
Gunk Gun 0 27 10 - 10 Torso 20 16 4 28 x3 range
-Ammo Torso .1 10 tangler
Anti-beam +1 8 4 Inf. 4 Head 10.8 6.8 4 14.2 *Note#3
2 MineDrop 0 0 15 1/leg 15 L/Rleg 3.75ea 2.75ea 1/leg10.2 br=3
2 scatter 0 14 15 1/leg 15 L/Rleg 4.5ea 3.5ea 1/leg12.5 *Note#4
Note #1: In this game hands and feet were naturally quick and took up no
on the limb they were attached to. These are also handy and
ALL (hands, feet, axes) linked.
Note #2: Quick, linked to hands and feet.
Note #3: Anti-personelle and missle.
Note #4: Br=1 smoke and arioc.
Cost: 104.2
Weight: 33T
Sensors:
Type Location Range Comm Kills Cost Effic. Spaces F.Cost
Main Head 20km 1800km 2 12 0 1 12
ASP Head 20km - - 10 1 1 10.5
R/R/T anal Head 20km - - 10 1 1 10.5
Backup Torso 1km 300km 0 0 0 1 0
Cost: 33
Weight: 1T
Movement Systems:
Type MA Location Kills Cost Sp. Effic. Space Final Cost
GES 20 all servos 0 4.5 4.5 0 6.75
Thrust 80 all servos 0 27 27 40.5
Cost: 47.25
Powerplant Source Explos. Save MV MA M-Pool Cost
Supercharged fusion 5 +2 +2 +67% *.3
Control System M-Pool Cost
Screen +0% *0
Hydraulics Space +Melee Dmg Lift Cost
Standard 0 0 *0
P+C+H Cost Multiplier: *.3
P+C+H M-Pool Bonus(+%): +67%
Other Multiplier Systems:
System Cost Space Special
ACE manuver pool *.2 0 +100% manuver pool
Space adaption *.05 0 Can operate in space
Total "Other" Multiplier: *.25
Total "Other" M-Pool Bunus(+%): +100%
Other Non-Multiplier Systems:
System Spc Effic. Cost Location Notes
Cockpit 1 1 2.5 torso ejection seat
Co-pilot 1 1 2.5 torso ejection seat
ECM/ECCM 4 12 40 L.Leg all at level 7
re-entry 1 0 1 R.Leg one-shot
damage control 1 0 1 R.Arm
8 storage 8 0 0 Torso living space
4 storage 4 0 0 L.Leg " "
4 storage 4 0 0 R.Leg " "
Stuff 0 0 1.5 stereo, wire, etc..
4 storage 4 0 0 L.Arm
4 storage 4 0 0 R.Arm
2 airlocks 2 0 0 Torso on either side
logic coproc. 1 0 11 torso +3 int
Booster pack - - 15 - 15K, 500 pts, 50/turn
Cost: 87.5
Weight: 15T
Shields:
Location Class Type DA SP DC Absorp. Space Sp.Eff. F.Cost Notes
L.Arm Mh Active 12 4 38.5
Cost: 38.5
Weight: 6T
Final costs:
Base Weight: 120T
Fuel Weight: -
New Weight: 120T
Base Cost: 456.25
Multipliers: *1.55
Cost (after Multipliers): 707.2
Efficency ( -111 tons): 222
Cost (w/Efficency, links): 944.2
Final Weight: 9T
Notes:
Version two of the Valour mecha comes from a number of ideas and
situations in the campaign which I will share for you so you too can build
better mecha:
- Basic cloak, stealth and silent running were removed as the game master
didnt let us use them to any great effect. In effect I was wasting a lot
of CP on them.
- Fighter transformation was removed as a greater move allowance and
manuverability could be had from decreasing the weight and choosing hybrid
mode as the mechs only form.
- Armour piercing was removed from the axe and a second axe was installed
for the same price - increasing the # of axe attacks from two to four
per action. [Moral: Twice as many attacks beats armour-piercing any
day.]
- The GM allowed us to place our screen controls in a sub-mecha (detailed
next) so that saved some cost.
- Arioc missles and mines were decreased in number as I rarely used them.
- Gunk Gun was added to immobilize targets at long range so that they could
not shoot at me and they would be easier to kill :).
Overall the mecha lost a cost multiplier of .65 and a little bit of
CPs from removing equipment. The mecha cost went down about 50cp from
version 1.3 above but the mecha itself is better.
======
d) By: David Kelk
[Algol] Iczelion Sub-mecha control for the Valour II
Name: Iczelion - a 1/10th scale mecha
Total Cost: 70
Maneuver Value: 0
" Pool Bonus: +67%
Tonnage: 5 kg
Ground MA: equal to users ma
Flight MA: 20
Servos:
Location Class Space Used Hits Cost Armour SP Type Absorp DC Cost
Head Ms 4 3 10 4 15 S 10
Torso Ms 8 4 20 8 15 S 14
L.Arm Ms 5 2 13 5 15 S 11
R.Arm Ms 5 3 13 5 15 S 11
L.Leg Ms 5 13 5 15 S 11
R.Leg Ms 5 13 5 15 S 11
Cost: 68 [1:1]
Weight: 34
Weapons:
Name WA Rng H.Dmg Sht Hits Loc CP Eff Spc TotCst Spec
Sword 0 M 23+3 NA 23 L.Hand 9 4 5 11 Quick
2 hands/feet0 M 5+3 NA 5ea Limbs 1.5ea 0 0 6 *Note#1
Tangle gun 0 45m - - 25 Torso 10 8 2 14
-Ammo 10 Torso 4 .1 4 *Note#2
Scatter mis 0 55m *10 4 25 L/RArms 4 2 1ea 5 *Note#3
Anti-miss +1 40m *4 Inf. 10 Head 6 5 1 8.5 Anti-mis
Note #1: All linked, linked to sword also. In this game hands are naturally
quick and take up no space on the limb they are attached to. These
hands and feet are all also 'handy' :).
Note #2: Tangler ammo, difficulty = 30 to escape.
Note #3: Smoke/scatter missles.
Cost: 48.5
Weight: 18.5T
Sensors:
Type Location Range Comm Kills Cost Effic. Spaces F.Cost
Main/MS Head
Backup/Sl Torso
ASP Torso
Cost:
Weight:
Movement Systems:
Type MA Location Kills Cost Sp. Effic. Space Final Cost
GEV 20 all servos 0 .5 .5 0 .75
Cost: .75
Powerplant Source Explos. Save MV MA M-Pool Cost
Standard fusion 5 0 0 0 *0
Control System M-Pool Cost
Reflex +67% *.1
Hydraulics Space +Melee Dmg Lift Cost
[None]
P+C+H Cost Multiplier: *.1
P+C+H M-Pool Bonus(+%): +67%
Other Multiplier Systems:
System Cost Space Special
Space adaption *.05
Total "Other" Multiplier: *.05
Total "Other" M-Pool Bunus(+%): +0%
Other Non-Multiplier Systems:
System Spc Effic. Cost Location Notes
Int enhance 1 0 11 Head +3 int
Tech enhance 1 0 11 Torso +3 tech
Cool enhance 1 0 3 Torso +3 cool
Stuff 0 0 1.5 - stereo, liftwire, etc...
Damage control 1 0 1 R.Arm damage control pkg.
Cost: 27.5
Weight:
Shields:
Location Class Type DA SP DC Absorp. Space Sp.Eff. F.Cost Notes
R.Arm MW reactiv 25 2 27.1
Cost: 27.1
Weight: 5T
Remote Control System:
System Control Mult. Cost Control Range Operation Range
Str 2 6 100m infinity
Remote Build information:
Servo Class Space Used Cost Armour Type Cost
torso sl 2 1.25 2 0 - 2
Remote Weapon Systems:
Name WA Rng Dam Sht Kls Loc CP Eff Spc TotCst Spec
[none]
Other Remote Systems:
20pts GES .25cp
sl sensors
Drone Information:
Name Manuver Value Actions/Turn M.Pool Land MA Flight MA
Scout 0 =pilots +67% 0 20
Cost per drone: 2.25
Weight per drone: 1T
Final costs:
Base Weight: 58.5T
Fuel Weight:
New Weight: 58.5T
Base Cost: 212.35
Multipliers: *1.05
Cost (after Multipliers): 222.95
Efficency ( -58.48 tons): 117
Cost (w/Efficency, links): 340
Final Weight: .02T
Remote Cost (Total for All): 10.5
Command Armour Cost:
Scale: 1/10th
Scaled Cost: 70
Scaled Weight: 4 kg
(w/Command Armour):
Notes:
This small mecha was designed as a suit of heavy clothes (and a
flight helmit) that could be worn when not in your mech. It proved to be
very fast and manuverable - allowing a pilot to get to his mecha with
minimal difficulties. The drones are included to scout out enemy units so
the pilot can avoid them if possible.
=============================================================================
Mekton Zeta mecha for Mekton Empire:
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
=============================================================================
============================================================================
Mekton II mecha for Mekton Empire:
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
============================================================================
1. The following Mecha are created by James Shank(That's me), for use
in my current campaign on planet algol, with a little help from the Mekton
Empire book.
The Zizziti are an insectlike race that are currently attacking the
planet Algol. The second generation of mecha, beginning with the Scorpion,
add thought control systems. All Zizziti mecha are Techno Organic mecha and
incur both the benefits and penalties of such. The Zizziti only know this
method for creating mecha as the mecha are an extension of the race. Therefore
there is no additional cost to the mecha creator (in theory).
The Zizziti are a hive race, organized into swarms of mecha which
act as one cohesive unit. They are capable of highly organized strategy.
However, unlike the massminded Aggendi, (or the borg) the Zizziti place some
value on the ability of the individual to take initiative. Hence although
the network of thought is always present to aid in the attack, it is not always
in control. Though this characteristic makes their individual warriors
somewhat less overwhelmingly coordinated than the Aggendi, it also makes their
strategies somewhat more flexible. The Zizziti swarm because of the life cycle
of their species, and therefore are somewhat less able to depend on numbers
during an invasion. An invasion swarm consists of an expeditionary force
to establish a new hive, not a developed army. Therefore they are very
cautious, if somewhat single minded.
=============================================================================
A.1.a.1.
Name: Mantis
Total Cost: 366
Maneuver Value: -3
Tonnage: 66
Ground MA: 8
Flight MA: 19
Servo Typ Sp Kls Tkn CP Amr Typ CP Total
head hs 6 6 6 5 A 7.5 13.5
torso hs 10 10 10 5 A 7.5 17.5
Rt. Arm hs 7 7 7 5 A 7.5 17.5
Lt. Arm hs 7 7 7 5 A 7.5 17.5
RF. Leg hs 7 7 7 5 A 7.5 17.5
RR. Leg hs 7 7 7 5 A 7.5 17.5
LF. Leg hs 7 7 7 5 A 7.5 17.5
LR. Leg hs 7 7 7 5 A 7.5 17.5
Tail hs 6 6 6 5 A 7.5 13.5
R. Wing hs 6 6 6 5 A 7.5 13.5
L.Wing hs 6 6 6 5 A 7.5 13.5
Powerplant MH 16 16 16 16
Total Cost: 174.5
Weap WA Rng Kls Dam Sht CP Eff TotCst Loc Sp Spec
Eyebeam 1 8 6 6 - 6 2 8 H 2
Eyebeam 1 8 6 6 - 6 2 8 H 2
Bite 1 1 4 4 - 4 2 6 H 2 AP
Claw 1 1 4 4 - 6 0 6 RA 6 QU,ENT
Claw 1 1 4 4 - 6 0 6 LA 6 QU,ENT
Missiles 0 10 3 3 25 7.5 0 7.5 T 7.5
Total Cost: 43.5
Sensor Type Cost Kills Range Comm Location Spaces
Main STD 0 4 1 300 head 0
Backup BAK 2 5 1 300 Torso 2
Total: 2
Movement Type: Fan Thr Grv
Cost of System: 9
Additional Thrust: 15
Cost: 15
Space (Cost/3): 8
Efficency:
Total Cost: 24
Total Space: 8
Total MA: 17
Thrust Location: RW/LW/RFL/RRL/LFL/LRL/T/T
Hydraulic Type Cost Kills Spaces Damage Bonus
Standard 0 8 0 0
Other Additive systems:
system cost space location special
links 5 0 - Eyebeams,Claws
Ttl cost:5
Multiplier Systems:
system cost space special
techorg .5 0 +1 MV, regeneration
ttl cost: .5
Final costs:
Cost (w/o Multipliers: 249
Base Weight: 124.5
Cost (after Multipliers): 249 (373.5)
Efficency ( 58.5 tons): 117
Cost (w/Efficency): 366 (490.5)
Final Weight: 66
Scale: 1/1
Scaled Weight: 66
Scaled Cost: 366
Remote Cost (Total for All):
Command Armour Cost:
Total Cost: 366
Total Weight: 66
(w/Command Armour):
Notes:
This mecha falls into the beastmecha category, receiving the bonus
to its melee attacks and MV. It further receives the +2 Flight Bonus due to
wings. It is designed as a generic medium close assault mech among the
Zizziti raiders.
=============================================================================
A.1.a.2.
Name: Scarab
Total Cost: 472
Maneuver Value: -3
Tonnage: 67
Ground MA: 4
Flight MA: 14
Servo Typ Sp Kls Tkn CP Amr Typ CP Total
Head HS 6 6 6 7 LHA 10.5 16.5
Torso HS 10 10 10 7 LHA 10.5 20.5
RF Leg HS 7 7 7 7 LHA 10.5 17.5
RM Leg HS 7 7 7 7 LHA 10.5 17.5
RR Leg HS 7 7 7 7 LHA 10.5 17.5
LF Leg HS 7 7 7 7 LHA 10.5 17.5
LM Leg HS 7 7 7 7 LHA 10.5 17.5
LR Leg HS 7 7 7 7 LHA 10.5 17.5
R Wing HS 6 6 6 7 LHA 10.5 16.5
L Wing HS 6 6 6 7 LHA 10.5 16.5
PowerPlant HS 12 12 12
Total Cost: 175
Weap WA Rng Kls Dam Sht CP Eff TotCst Loc Sp Spec
Bite +2 --- 6 6 --- 24 11 35 Hd 1 Quick AP
EyeBeam +1 8 6 6 --- 12 5 17 Hd 2 BV 2
EyeBeam +1 8 6 6 --- 12 5 17 Hd 2 BV 2
Missiles +1 10 4 4 20 11.7 4.5 16.2 To
Missiles +1 10 4 4 20 11.7 4.5 16.2 To
Hvy Mssls 0 8 8 8 4 4 0 4 RW 4
Hvy Mssls 0 8 8 8 4 4 0 4 LW 4
Total Cost: 110
Sensor Type Cost Kills Range Comm Location Spaces
Standard 0 4 1 km 300 km Head 0
Backup 2 5 1 km 300 km Torso 2
Total: 2
Movement Type: Thr
Cost of System: 9
Additional Thrust: 0
Cost: 9
Space (Cost/3): 3
Efficency: 0
Total Cost: 9
Total Space: 3
Total MA: 12
Thrust Location: 1 Torso, 1 R Wing, 1 L Wing
Other Additive systems:
system cost space location special
Link 2 0 Head Link Eyebeams
Link 3 0 Wings Link Heavy Missiles
Link 2 0 Torso Link Light Missiles
Ttl cost: 7
Multiplier Systems:
system cost space special
techorg .5 0 +1 MV, regeneration
ttl cost: .5
Final costs:
Cost (w/o Multipliers: 303
Base Weight: 151.5
Cost (after Multipliers): 303 (454.5)
Efficency ( 84.5 tons): 169
Cost (w/Efficency): 472 (623.5)
Final Weight: 67
Scale: 1:1
Scaled Weight: 67
Scaled Cost: 472
Remote Cost (Total for All): 0
Command Armour Cost: 0
Total Cost: 472
Total Weight: 67
(w/Command Armour): 67
Notes: This is the tank of the main Zizziti forces. Another BeastMecha, it
is also built with an armor configuration which gives it the capabilities of
a Tank mecha to resist damage. Armed with heavy missiles, it is capable of
a more laid back support role in combat.
===========================================================================
A.1.a.3.
Name: Hornet
Total Cost: 391
Maneuver Value: -3/-5
Tonnage: 66
Ground MA: 6
Flight MA: 21
Servo Typ Sp Kls Tkn CP Amr Typ CP Total
Head HS 6 6 6 5 A 7.5 13.5
Main Body HS 10 10 10 5 A 7.5 17.5
RF Leg HS 7 7 7 5 A 7.5 14.5
RM Leg HS 7 7 7 5 A 7.5 14.5
RR Leg HS 7 7 7 5 A 7.5 14.5
LF Leg HS 7 7 7 5 A 7.5 14.5
LM Leg HS 7 7 7 5 A 7.5 14.5
LR Leg HS 7 7 7 5 A 7.5 14.5
Rt. Wing HS 6 6 6 5 A 7.5 13.5
Lt. Wing HS 6 6 6 5 A 7.5 13.5
Tail HS 6 6 6 5 A 7.5 13.5
Powerplant MW 12 12 12 12.0
Total Cost: 170.5
Weap WA Rng Kls Dam Sht CP Eff TotCst Loc Sp Spec
Eyebeam 1 8 6 6 - 6 2 8 H 2
Eyebeam 1 8 6 6 - 6 2 8 H 2
Mouth 1 - 4 4 - 2 0 2 H 2
Leg claws(6) 1 - 1 1 - .75 0 .75 Legs .75 Entangle
X 6 = 4.5
Stinger 1 - 4 4 - 12 6 15 Tail 6 AP,Shock
Missiles 0 10 3 3 25 7.5 0 7.5 Tor 7.5
Total Cost: 45
Sensor Type Cost Kills Range Comm Location Spaces
STD SL 0 4 1 300 head 0
BAK BAK 2 5 1 300 torso 2
Total: 2
Movement Type: Fan Thr Grv
Cost of System: 9
Additional Thrust: 21
Cost: 30
Space (Cost/3): 10
Efficency:
Total Cost: 30
Total Space: 10
Total MA: 19
Thrust Location: RW/LW/RML/LML/RFL/LFL/RRL/LRL/T/T
Hydraulic Type Cost Kills Spaces Damage Bonus
standard 0 8 0 0
Other Additive systems:
system cost space location special
Links 14 0 - Eyebeams, claws
Ttl cost: 14
Multiplier Systems:
system cost space special
techorg .5 0 +1 MV, regeneration
ttl cost: .5
Final costs:
Cost (w/o Multipliers: 261.5
Base Weight: 130.75
Cost (after Multipliers): 261.5 (392.25)
Efficency ( 64.75 tons): 129.5
Cost (w/Efficency): 391 (521.75)
Final Weight: 66
Scale: 1/1
Scaled Weight: 66
Scaled Cost: 391
Notes:
This Avianform Mecha is a Zizziti equivalent to an Aerospace Fighter.
It's purpose is to intercept and either shoot down or capture enemy aircraft.
One method of accomplishing the latter is to make a melee attack using the
leg claws to grasp the mecha or plane while the stinger disables the crew
inside. The stinger actually injects a gas into the interior of the plane
which is treated basically as a standard shock attack with the exception that
unconciousness is the worst effect which can result.
============================================================================
A.1.a.4.
Name: Scorpion
Total Cost: 583.5
Maneuver Value: 0
Tonnage: 60
Ground MA: 8
Flight MA: 0
Servo Typ Sp Kls Tkn CP Amr Typ CP Total
Head HS 6 6 6 5 A 7.5 13.5
M. Body HS 10 10 10 5 A 7.5 17.5
R. Pincer HS 7 7 7 5 A 7.5 14.5
L. Pincer HS 7 7 7 5 A 7.5 14.5
FR Leg HS 7 7 7 5 A 7.5 14.5
FL Leg HS 7 7 7 5 A 7.5 14.5
MR Leg HS 7 7 7 5 A 7.5 14.5
ML Leg HS 7 7 7 5 A 7.5 14.5
RR Leg HS 7 7 7 5 A 7.5 14.5
RL Leg HS 7 7 7 5 A 7.5 14.5
Tail HS 6 6 6 5 A 7.5 13.5
Engine MH 16 16 16 16
Total Cost: 180.5
Weap WA Rng Kls Dam Sht CP Eff TotCst Loc Sp Spec
Claw +2 --- 1 4 --- 1.5 --- 1.5 FRL 1.5 Quick
Claw +2 --- 1 4 --- 1.5 --- 1.5 FLL 1.5 Quick
Claw +2 --- 1 4 --- 1.5 --- 1.5 MRL 1.5 Quick
Claw +2 --- 1 4 --- 1.5 --- 1.5 MLL 1.5 Quick
Claw +2 --- 1 4 --- 1.5 --- 1.5 RRL 1.5 Quick
Claw +2 --- 1 4 --- 1.5 --- 1.5 RLL 1.5 Quick
R. Pincer -- --- 4 7 --- 2.1 --- 2.1 RPn 2.1 Entangle
L. Pincer -- --- 4 7 --- 2.1 --- 2.1 LPn 2.1 Entangle
Tail Spike -- --- 4 7 --- 14 4.5 18.5 Tl 5 Qk,Shk,Ent
MachineGun --- 6 2 2 2.5 --- 2.5 MB 2.5 MachineFire
ammo 10 2.5 2.5 MB 1 HE Ammo
EyeBeam +1 8 3 3 --- 9 3.5 12.5 Hd 2 BV 3
EyeBeam +1 8 3 3 --- 9 3.5 12.5 Hd 2 BV 3
Total Cost: 61.5
Sensor Type Cost Kills Range Comm Location Spaces
Standard 0 4 1 km 300 km Head 0
Backup 2 4 1 km 300 km Head 0
Total: 2
Hydraulic Type Cost Kills Spaces Damage Bonus
standard 0 8 0 0
Other Additive systems:
system cost space location special
Links 20 Claws
Links 4 Pincers
Links 8 Eyebeams and MachineGun
Ttl cost: 32
Multiplier Systems:
system cost space special
Camo .15 Camouflage Unit
Stealth .2
Thought .5 Thought Control
(techorg .5 0 +1 MV, regeneration)
ttl cost: .85 (1.35)
Final costs:
Cost (w/o Multipliers: 276.5
Base Weight: 138.25
Cost (after Multipliers): 511.5 (649.775)
Efficency ( 72 tons): 144
Cost (w/Efficency): 655.5 (793.775)
Final Weight: 66.25
Scale: 1:1
Scaled Weight: 66.25
Scaled Cost: 655.5
Remote Cost (Total for All): 0
Command Armour Cost: 0
Total Cost: 655.5
Total Weight: 66.25
(w/Command Armour):
Notes: This beast mecha is another close assault mecha. Unlike the mantis, the
Scorpion has no flight capability and very no missiles. It is meant for
ground attack, and is configured for ambush and infiltration missions. The
Zizziti have used this mecha to invade the access tunnels of a number of
military bases. It's size is too large for actual maneuvering in such close
quarters, but it is capable of entering the tunnels and dealing with the
personnel and Roadstriker class mecha found within. It is also a BeastMecha.
This mecha is the first of a new generation of Zizziti mecha using thought
control and camauflage systems. It is a bad sign for the Algolian resistance
forces, as it posesses unique capabilities which make it a truly unusual foe.
(Stealth is a new technology on Algol, as is Thought control.) Original design
by Charles Waterman adjusted to my needs by me.
============================================================================
A.1.a.5.
I (James Shank) designed this mecha for my wife at the start of my
campaign. Strangely enough, I think she's still piloting it:
Name: Gennar
Total Cost: 147.4
Maneuver Value: -6
Tonnage: 65.7
Ground MA: 10
Flight MA: 14
Servo Typ Sp Kls Tkn CP Amr Typ CP Total
Head HS 5 5 5 7 s 7 12
Torso HS 12 12 12 7 s 7 19
R. Arm MS 6 6 6 7 s 7 13
L. Arm MS 6 6 6 7 s 7 13
R. Leg MS 6 6 6 7 s 7 13
L. Leg MS 6 6 6 7 s 7 13
Powerplant MH 16 16 16 16
Total Cost: 95
Weap WA Rng Kls Dam Sht CP Eff TotCst Loc Sp Spec
LaserCannon 1 8 6 6 - 8 - 8 TOR 8
Arm Blaster 1 5 3 3 - 6.3 2 8.3 RA 2.3 BV:3
Laser Sword 1 Mel 10 10 - 8 1.5 9.5 LH 5
Right Hand 1 Mel 2 3 - 2.8 0.5 3.3 RA 1.8 Quick,Handy
Left Hand 1 Mel 2 3 - 2.8 0.5 3.3 LA 1.8 Quick,Handy
Total Cost: 32.4
Sensor Type Cost Kills Range Comm Location Spaces
Main S 2 4 4 800 head 0
Backup BAK 2 5 1 300 Torso 2
Total: 4
Movement Type: Fan Thr Grv
Cost of System: 4.5
Additional Thrust: +6
Cost: 9
Space (Cost/3): 9
Efficency: .5
Total Cost: 14
Total Space: 8
Total MA: 14
Thrust Location: 3Torso/12RL/12LL
Hydraulic Type Cost Kills Spaces Damage Bonus
Std STD 0 8 0 0
Final costs:
Cost (w/o Multipliers: 139.4
Base Weight: 69.7
Cost (after Multipliers): 139.4
Efficency ( 4 tons): 8
Cost (w/Efficency): 143.4
Final Weight: 65.7
Scale: 1/1
Notes:
This mecha is a good starter mecha for most campagns. Cheap to build,
it is a logical choice for the kind of mass production which exists for the
sort of standard issue mechs given to beginning mechwarriors by a military
organization. It has a Machine Fire Laser for burning off armor, and a
heavy damage weapon for actually doing damage once the armor is mostly gone.
Also, the Laser Sword is effective for dealing damage whether the armor is
there or not. The only real weakness is the lack of missile or projectile
weapons for purposes of using specialty munitions. This is not a serious
weakness in a mecha of this cost.
============================================================================
A.1.b.1.
This mecha was created by Charles Waterman for my campaign:
Name: Starfighter-AT
Total Cost: 760.65
Maneuver Value: -2
Tonnage: 67.1
Ground MA: 0
Flight MA: 25
Servo Typ Sp Kls Tkn CP Amr Typ CP Total
Fuselage MW 12 12 - 12 8 A 12 24
Nose HS 5 5 - 5 7 A 10.5 15.5
Left Wing LH 7 7 - 7 9 A 13.5 20.5
Right Wing LH 7 7 - 7 9 A 13.5 20.5
Tail HS 5 5 - 5 7 A 10.5 15.5
Engine MH - 16 - 16 - - - 16
Total Cost: 112
Weap WA Rng Kls Dam Sht CP Eff TotCst Loc Sp Spec
Rail Gun 0 8 5 5 26.25 10 36.25 MB 6.25 M:BV4
Ammo 10 26.25 MB 1 HE
Ammo 10 26.25 MB 1 HE
Rocket Pod 0 7 4 4 15 3.6 .8 4.4 RW 2
Rocket Pod 0 7 4 4 15 3.6 .8 4.4 LW 2
DefensePod -2 0 10 10 10 7.2 1.5 8.7 T 4.2 Arioc-B/1HX
FuelAirExp 0 50 10 10 1 45 16.5 63.5 MB 2 1K1HNuke
x10 scale 10hx AOE
Heavy Msl 0 30 20 20 3 16.8 5.9 22.7 LW 5 2K1Hex
x10 scale 10hx AOE
Heavy Msl 0 30 20 20 3 16.8 5.9 22.7 RW 5 2K1Hex
x10 scale 10hx AOE
Total Cost: 156.35
Sensor Type Cost Kills Range Comm Location Spaces
Main MW 9 7 15 1500 Fuselage 1
Backup BAK 2 5 1 300 Nose 2
Total: 11
Movement Type: Fan Thr Grv
Cost of System: 15 18
Additional Thrust: 5 -
Cost: 15 18
Space (Cost/3): 5 6
Efficency: 1 3
Total Cost: 6 9
Total Space: 4 -
Total MA: 19
Thrust Location: MB MB
Hydraulic Type Cost Kills Spaces Damage Bonus
STD 0 8 0 0
Other Additive systems:
system cost space location special
Epod 1 1 Nose Last chance
Links 6 0 --- Rocket Pods, Heavy Missiles
Gunner 2 2 nose gunner cockpit
ECM 10 0 nose ecm pod level 8 w/eff
ENV Prot 14 0 ---- space, re-entry, water, highpressure
eff 5 0 ---- Maneuver verniers
Ttl cost:32
Multiplier Systems:
system cost space special
Thought .5 0 Thought control system +1 action/MV
Maneuver .2 0 +2 MV Maneuver Verniers
ttl cost:.7
Final Costs:
Cost (w/o Multipliers: 331.35
Base Weight: 165.675
Cost (after Multipliers): 563.295
Efficency ( 98.67 tons): 197.35
Cost (w/Efficency): 760.65
Final Weight: 67
Scale: 1/1
Scaled Weight: 67
Scaled Cost: 760.65
Remote Cost (Total for All):
Command Armour Cost:
Total Cost:
Total Weight:
(w/Command Armour):
Notes:
Astrofighter. This Mechafighter was designed using the Out-Of-Scale
Weapons-System to create the heavy weapons systems. This ship was originally
created to harrass corvettes, which it can destroy when flying in numbers.
However, it can function well as an artillery platform.
============================================================================
A.1.c.1.
This mecha was created by Christian Kosanavich for use in my campaign. This
isn't the starting version, but rather the modified version after a period of
play:
Name: Paladin Mk6
Total Cost: 558.9
Maneuver Value: -3
Tonnage: 58.8
Ground MA: 10
Flight MA: 15
Servo Typ Sp Kls Tkn CP Amr Typ CP Total
Head MW 6 6 6 8 S 8 14
Torso MH 16 16 16 10 S 10 26
R. Arm LH 8 8 8 9 S 9 17
L. Arm LH 8 8 8 9 S 9 17
R. Leg AH 10 10 10 10 S 10 20
L. Leg AH 10 10 10 10 S 10 20
Powerplant SH 20 20 40
Total Cost: 134
Weap WA Rng Kls Dam Sht CP Eff TotCst Loc Sp Spec
Plasma Can. 1 8 6 6 - 8 1.5 9.5 RA 5
Plasma Can. 1 8 6 6 - 8 1.5 9.5 LA 5
Autocannon 0 6 4 4 - 7.5 1.3 8.8 TO 5 BV:4 Machine
* Ammo 6 11.3 0 11.3 TO 1 Shotgun
Autocannon 0 6 4 4 - 7.5 1.3 8.8 TO 5 BV:4 Machine
* Ammo 6 11.3 0 11.3 TO 1 Shotgun
Gauntlet 1 Mel 3 5 - 6 2 8 RA 3 Quick,AP
Gauntlet 1 Mel 3 5 - 6 2 8 LA 3 Quick,AP
Hand 1 Mel 1 3 - 1.4 0.2 1.6 RA 1 Quick,Handy
Hand 1 Mel 1 3 - 1.4 0.2 1.6 LA 1 Quick,Handy
Boot 1 Mel 1 5 - 1 0 1 RL 1 AP
Boot 1 Mel 1 5 - 1 0 1 LL 1 AP
AM Laser 2 3 5 5 - 4.3 1.7 6 RL 1 Anti-msl only
AM Laser 2 3 5 5 - 4.3 1.7 6 LL 1 Anti-msl only
Total Cost: 92.4
Sensor Type Cost Kills Range Comm Location Spaces
Main MW 9 7 15 1500 Torso 1
Backup SL 2 5 8 500 Head 1
Total: 11
Movement Type: Fan Thr Grv
Cost of System: 9
Additional Thrust: 3
Cost: 9
Space (Cost/3): 6
Efficency: 0
Total Cost: 18
Total Space: 6
Total MA: 15
Thrust Location: 3RL/3LL
Hydraulic Type Cost Kills Spaces Damage Bonus
Std Std 0 8 0 0
Other Additive systems:
system cost space location special
Links 9 0 - plasma cannons/Autocannons/Gauntlets
Envirn. 14 6 2RL/2LL/2HD Arctic, Underwater, High Pressure,
Space, Re-entry
Escape 1 1 head Last Chance
Dam.Con. 1 1 Head Emergency equipment
Storage 2 2 1RL/1LL 1000lbs each storage.
Cock.Ext 1 1 TO Extra Cockpit space.
Spotlite 0.2 .2 TO Spotlights
Ttl cost: 28.2
Multiplier Systems:
system cost space special
Automation .24 1T Lvl:6 Portfolio:1 Beam 6 RL laser
Automation .24 1H Lvl:6 Portfolio:1 Beam 6 LL laser
ttl cost: .48
Final Costs:
Cost (w/o Multipliers: 287.1
Base Weight: 125.6
Cost (after Multipliers): 424.9
Efficency (67 tons): 134
Cost (w/Efficency): 558.9
Final Weight: 58.6
Scale: 1/1
Notes:
Designed to remove "minor Annoyances" from the battle field, this mecha
can take on most mecha in single combat. To be completely honest, however,
if it runs out of Ammunition, it becomes somewhat vulnerable, as the mecha
then mounts only the two single shot lasers and its melee weapons. It is
generally used to take out select objectives on the battlefield. Its mission
completed, it then returns to base for reloads before someone else notices it.
============================================================================
A.2.a
Keith Rohrer sent these mecha out. At first I was going to log them
with the generic mecha, but because the notes on these mecha make repeated
references to the Mekton II universe, I'm putting them here under the
Mekton II timeline. These mecha have seen service in my own campaign.
A short intro follows:
The 200 line is the cheap run of the new series of S-mecha, though if the
Samurai 200 is any example, the "cheap" versions can still hold their own
against even the more advanced "grunt" meks.
Samurai-200
Servo Type Kills Armor Class CP Total
Torso MW 12 6 A 9 21
R.Arm HS 6 5 A 7.5 13.5
L.Arm HS 6 5 A 7.5 13.5
R.Leg HS 6 5 A 7.5 13.5
L.Leg HS 6 5 A 7.5 13.5
Head MS 4 4 S 4 8
Power MH 16 Cool+2 16
Total 99
Weapon WA Range Damage Shots CP Eff Total Loc
AM laser +1 - 3 Inf 3 - 3 Head AM only
Katana +1 - 10 Inf 6 - 6 R.Hand
Wakizashi +1 - 4 - 8 1 9 L.Hand AP Q
Daikyu +1 8 4 Inf 4 - 4 Torso
Missile 0 10 10 1 3 - 3 Torso
OR 10 1 20
Shield - - SP=10K - 6 - 6 L.Arm Std.
R.Hand +1 - 1 - 1 - 1 R.Arm Q,H
L.Hand +1 - 1 - 1 - 1 L.Arm Q,H
Thrust: base 9, addl 9, 2 in Torso, 2 each leg 18 2T2RL2LL
Sensors 0 Torso
Link: Katana and Wakizashi 4
Total: 54
Multiplier Systems Cost Spaces Notes
Verniers, +2 MV x0.2 10 3 each arm, 2 each leg
Total: x0.2
Servo/Armor: 100
Weapon/Misc: 54
Subtotal: 154
Base Tons: 77
Multipliers: 0.2
Multiplied: 184.8
Weight Eff.: 15.2
Total Wt.: 69.4
Total Cost: 200.0
MV: -2
MA: 4/15
Notes:
The 200 line is the cheap run of the new series of S-mecha, though if the
Samurai 200 is any example, the "cheap" versions can still hold their own
against even the more advanced "grunt" meks. The Samurai is designed as
a fast, agile, close-in fighter; its flight speed is second in its class
only to the Hellwing, and its maneuverability is matched, but not exceeded,
only by such mecha as the Gadram, and the Vandal. Initial designs showed
the mecha to be almost helpless in a one-on-one fight with the Hellwing,
which could stay out of reach of the Samurai, letting its force screen
absorb the damage from the Daikyu indefinitely. Designers attempted to
hush this up, and settled on a cheaper targetting system for the katana,
allowing them to mount a single missle capable of overloading the
Hellwing's force field, or a rack of 20 small missiles which can be fired
fast enough to overrun the antimissile laser and trigger the force screen;
both options have range equal to the Hellwing's missiles, and greater than
the Hellwing's rifle. Despite, or perhaps because of these solutions, the
mecha is being advertized as a team fighter, capable of providing cover fire,
or drawing fire in its own right, as it advances, and devastating the target
when it arrives.
A.2.b Shrike-200
Servo Type Kills Armor Class CP Total
Torso MS 8 5 B 10 18
R.Arm MS 5 4 B 8 13
L.Arm MS 5 4 B 8 13
R.Leg MS 5 4 B 8 13
L.Leg MS 5 4 B 8 13
Head S 3 4 B 8 11
Power MW 1 Hot+2 6
Total 91
Weapon WA Range Damage Shots CP Eff Total Loc
AM laser +1 - 3 Inf 3 - 3 Head AM only
PlasGat +1 8 2 Inf 8 1 9 Torso BV5
Shield - - - SP=8K 4 - 4 L.Arm Normal
R.Hand +1 - 1 - 1 - 1 R.Arm Q,H
L.Hand +1 - 1 - 1 - 1 L.Arm Q,H
Thrust: base 6, addl 3, 1 in Torso, 1 each leg 9 1T1RL1LL
Sensors 0 Torso
Ejection Pod 1
Total: 28
Multiplier Systems Cost Spaces Notes
Thought Control x0.5 0 +1 action, +2 MV, all WA +1, feedback
Total: x0.5
Servo/Armor: 91
Weapon/Misc: 28
Subtotal: 119
Base Tons: 59.5
Multipliers: 0.5
Multiplied: 178.5
Wt. Eff.: 21
Total Wt.: 49
Total Cost: 199.5
MV: -2
MA: 6/13
Notes:
The Shrike was designed as an extremely fast attack mek, agile and accurate.
The Shrike-200 is a much stripped-down version of the original Shrike: the
feared Strike Beamer has been moved out of the torso, and the plasma gattler
has been moved there, in order to use cheaper, less miniaturized parts.
The shield is constructed of standard armor alloy, and pilots are cautioned
not to parry small attacks with it needlessly; the mek is still armored with
the class-3 alloy. The missile systems which fill the legs have been
removed, and many of the lightweight construction techniques have been
abandoned in order not to lose money on their bid. The thrusters, while
essentially unchanged, are adequate, but the mek flies more slowly, and can
only lose one thruster pack before falling. They did not, however,
omit the critical mental control rig, which dramatically improves a pilot's
ability to fire quickly and accurately, and also enhances the agility of the
mek.
A.2.c Sniper-200:
Servo Type Space Kills Armor Class CP Total
Torso MW 12 12 7 S 7 19
L.Arm LH 10 6 8 A 12 18
R.Arm LH 10 6 8 A 12 18
L.Leg HS 6 6 5 S 5 11
R.Leg HS 6 6 5 S 5 11
Head HS 5 5 5 S 5 5
Power MgH -- 1 Hot+1 11
Total 93
Weapon WA Range Damage Shots CP Eff Total Loc Notes
AA Laser +3 12 3 Inf 10.8 0.4 11.2 R.Hand
Sprayer +1 6 3 Inf 14.4 2.7 17.1 R. Arm BV2
WA=60
150mm 0 6 4 -- 7 0.5 7.5 L.Arm AF BV3
Ammo: 10 Norm + 4 Incendiary (or AP) + 4 SS 19.6 L.Arm
NOTE: this ammo cost is "full" MTS cost. A redesign with 1/5 cost
ammo is pending.
150nm 0 6 11 Inf* 13.6 2.3 15.9 L.Hand Warm 1*
*Warmup time 1 turn, OR 10 shot limit.
Mdm Lsr +1 3 2 Inf 2 - 1.2 Torso APers
Mdm Lsr +1 - 3 Inf 3 - 3 Torso AMiss
R.Hand +1 - 1 - 1 - 1 R.Arm Hand
L.Hand +1 - 1 - 1 - 1 L.Arm Hand
Links: sprayer, 150mm, 150nm to AA laser. 8
Sensors 0 Head
ASP 10 Head
Fans Base 15 7.5 Torso, legs
Total 103
Servo/Armor: 93
Weapon/Misc: 103
Subtotal: 196
Base Weight: 98
Wt. Eff. 4
Total Wt. 96
Total Cost: 200
MV: -6
MA 4/10
Note:
This was designed as a "clone" of the Rifleman/Raidar X. (Editor's note: This
comment almost landed this design in the systems conversions section, however,
as the mecha is part of this series it will remain here.) In the process of
translation, I decided to make each of the weapons a little different, and
added an actual game-useful sensor package. The one laser has good range
and excellent accuracy, while another laser engages multiple targets. A
third weapon is designed to degrade even gamma armor, and packs a little more
punch. There is a fourth weapon, designed for high damage capacity, that is
even capable of bringing down those 10-kill force fields the high end
meks use. It's also quite often capable of degrading armor despite a
successful shield parry, or taking out some meks' limbs with a single shot.
The power drain from the weapon, however, is such that it requires large
capacitors, which may be run indefinitely with a slower recharge cycle,
or for about 10 shots on fast recharge. The capacitors are modular, for
easy replacement, so switching back and forth is a simple matter--often
the pilots themselves will "reload" their weapons while their techs work
on other repairs.
A.2.d Storm-200:
Main form: tankform
Servo Type Space Kills Armor Class CP Total
Torso MgH 22 22 11 G 33 55
Power SH -- Cool+2 20
Total 75
Weapon WA Range Damage Shots CP Eff Total Loc Notes
Main Gun 0 6 10 -- 25 1.5 26.5 Mount1 MFBV3
Burst Grenade 3 Ammo 2 7 Torso1
Tracer Ammo 10 7.5 Torso1
TriLas +1 8 4 inf 12 0 12 Mount2 BV3
AM Laser +1 - 4 inf 4 1.5 6.5 Torso1 AM
Weapon Mounts (2) 4 Torso4
Sensors 0 Torso1
Cockpits (2) 2 Torso2
Fans 12 Base, 6 spare 2 9 Torso2
A-Rack 0 8 3 40 8 3 11 Torso2
B-Rack 0 7 4 4 9.6 2.8 12.4 Torso4 Balial
C-Rack 0 8 3 12 12 4 16 Torso4 Rds 3
Total 113.9
Servo/Armor: 75
Weapon/Misc: 113.9
Subtotal: 185.9
Base Weight: 94.5
Wt. Eff. 11.1
Total Wt. 88.9
Total Cost: 200.0
MV: -6
MA: 4/10
Note:
This tank has not been combat-tested yet, and its single-servo structure is
probably the key to its success or failure. Although the tankform is
resistant to damage, its armor will be worn down fairly quickly by the main
weapons of most mecha. It is, however, reasonably nimble for its bulk; the
oversized powerplant enhances both maneuverability and endurance; while the
fans are not fast, the unit can often close with single-pilot meks by facing
them with a choice between firing and holding their distance. One cannon is
mounted on each side of the tank, as is one crewman. Both main cannon, and
the B-rack of missiles, can degrade even gamma armor. The A-rack and C-rack
can devastate single opponents or groups of opponents, respectively, of
beta-quality or lesser armor. The ammo mix on the heavy cannon can be varied,
of course. Due to the low number of missiles in the B-rack, which limits
its effectiveness against anti-missile-equipped units, there have been some
attempts to replace the B-rack entirely; point-defense weapons have not been
terribly successful, but other plans, such as radically improving
the triple laser and adding ammunition for the heavy cannon, or adding a
force screen (likely a factor-10 slow-cycling model; units with faster
recycle rates are usually too large or too expensive, or else far too easily
overloaded). Like all units in the 200 series, this can be considered a
low-end model compared to its more expensive brothers, compared to which
it is heavy, slow, and short on firepower and defensive systems.
Nonetheless, it is still potent both one-on-one (or one-on-two, if the crew
doesn't panic, and if the enemy units are inferior) situation, and even more
capable in group actions.
[NOTE: This tank becomes drastically more/less powerful depending on whether
the "half damage to main body" for tankforms is applied before or
after armor degradation is checked...]
=============================================================================
Jovian Chronicles Mecha created using Mekton II:
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
=============================================================================
B.1.a
Mark Vezina (creator of the Jovian chronicles(with help)) has graciously
given me permission to use the following designs from the Jovian Chronicles
Sourcebook (Now selling at a bookstore near you.)
=============================================================================
Name: Retaliator Total Cost:108.7
Maneuver Value: -5 Tonnage:37.7
Ground MA: 6
Flight MA: 18
Servo Typ Sp Kls Tkn CP Amr Typ CP Total
torso s 6 6 6 s s 3 9
head lw 2 2 2 lw s 2 4
right arm lw 3 3 3 sl s 1 4
left arm lw 3 3 3 sl s 1 4
right leg s 4 4 4 lw s 2 6
left leg s 4 4 4 lw s 2 6
Powerplant s 6 6 cool 6
Total Cost: 39
Weap WA Rng Kls Dam Sht CP Eff TotCst Loc Sp Spec
railgun 0 6 5 5 * 3 1 4 RA 1
ammo RG 20 8 8 T 2 standard
lt. missl. +2 10 2 2 10 3.6 3.6 spec 4 3LA/3LA/
2LL/2RL
med. missl. +2 10 4 4 4 2.8 .5 3.4 spec 2LA/2RA
PlasmaLance +1 0 2 6 3 2 2 LH 2
PlasmaLance +1 0 2 6 3 2 2 RH 2
Left Hand +1 0 1 1 na 1 1 LA 0 Qu./Hand
Right Hand +1 0 1 1 na 1 1 RA 0 Qu./Hand
Total Cost: 11.8
Sensor Type Cost Kills Range Comm Location Spaces
main s 2 4 4 800 Head 1
Total: 2
Movement Type: Fan Thr Grv
Cost of System: 6
Additional Thrust: +6
Cost: 6
Space (Cost/3): 4
Efficency: -
Total Cost: 12
Total Space: 4
Total MA: 18
Thrust Location: 2T/1LL/1RL
Hydraulic Type Cost Kills Spaces Damage Bonus
standard std 0 8 0 0
Other Additive systems:
system cost space location special
Esc. Pod 1 0
space prot. 3 0 protection in space
links 12 0 medium missiles, light missiles
Ttl cost: 16
Final costs:
Cost (w/o Multipliers: 92
Base Weight: 46
Cost (after Multipliers): 92
Efficency ( tons): 16.6 (8.3 tons)
Cost (w/Efficency): 108.7
Final Weight: 37.7
Scale: 1/1
Scaled Weight: 37.7
Scaled Cost: 108.7
Remote Cost (Total for All): 0
Command Armour Cost: 0
Total Cost: 108.7
Total Weight: 37.7
(w/Command Armour):
Notes:
This mecha uses the Jovian Chronicles rules for MV, MA, and actions.
============================================================================
B.1.b
Name: Pathfinder
Total Cost: 76.8
Tonnage: 28.4
Maneuver Value: -3
Ground MA: 9
Flight MA: 18
Servo Typ Sp Kls Tkn CP Amr Typ CP Total
Torso LW 4 4 4 LW s 2 6
Head SL 1 1 1 LW s 2 3
Lt. Arm SL 2 2 2 LW s 2 4
Rt. Arm SL 2 2 2 LW s 2 4
Lt. Leg LW 3 3 3 LW s 2 5
Lt. Leg LW 3 3 3 LW s 2 5
Powerplant S 6 6 cool 6
Total Cost: 33
Weap WA Rng Kls Dam Sht CP Eff TotCst Loc Sp Spec
Part. Can. +1 6 4 4 - 3.2 1.1 4.3 RA 1
med. missl. +2 10 4 4 2 1.5 1.5 LA 1.5
PlasmaLance +1 0 2 6 3 2 2 LH 2
PlasmaLance +1 0 2 6 3 2 2 RH 2
Left Hand +1 0 1 1 na 1 1 LA 0 Qu./Hand
Right Hand +1 0 1 1 na 1 1 RA 0 Qu./Hand
Total Cost: 11.8
Sensor Type Cost Kills Range Comm Location Spaces
Main MS 4 5 7 1000 Head 1
Total:
[The rest of this mech has been lost - most likely to a disk error.]
============================================================================
B.2.a.
Class : Tiger (Jovian Escort Carrier)
Designer : Brian Laxson
Design objectives: Long Range Combat Cruiser
Exo-Armor Carrier
Fleet Escort
Length : 225m
Crew : 8 officers, 32 Crew, 50 Drones, 10 AI
No. Built : 14
No. Active (2210): 12
Fleet Assignments:
Alpha: 4 Tiger, Snow Tiger, Ocelot, Puma
Beta : 4 (3) Leopard, (Taby), Bobcat, Wildcat
Gamma: 6 (5) Panther, Cougar, Lion, Caracal, (Lynx), Tigress
Battle Stats:
Total CP : 9800
Hull Kills: 500
Batteries : 5
Main Wpn : 0
Exo Bay : 5
CIDL : 4
Armor SP : 6
Tons : 5000
Total Crew: 100
Move : 12
Sensor : 400
CP Cost Item
5000 Base Hull
600 +3 Armor SP
1200 4xKinetic Kill Cannon (Dam 30, RV 4, K 10)
400 Missile Bay (Dam 40, RV 2, K 10)
400 +2 MA
200 Extra Sensors
2000 +2 Mecha Bay
Overview:
Fulfilling the need for an exo-armor carrying escort the Tiger
class has seen comparatively frequent action. Primary use of
these vessels is in convoy escort and anti-pirate operations.
The latter is where two of these vessels have been lost.
Multiple batteries of Kinetic Kill Cannons provide the Tiger
class with impressive anti-ship capabilities. A missile bay and
CIDL batteries round out the ships own offensive systems.
Designed as a carrier the vessel a Tiger Escort Cruiser is
capable of easily carrying ten exo-armors. Additional exo-armors
may be squeezed into the bays but with a great reduction in the
technicians abilities to provide proper maintenance. Exo-armors
will typically be deployed as forward scouts and providing combat
space patrol cover.
The combination of exo-armors and anti-ship armaments give Tigers
good survivability. Convoy groups in dangerous areas will often
have an escort carrier added to the destroyer group. Overall,
Tiger Escort Carriers perform an excellent job of providing a
[?? - part of the file has been lost here - Editor]
has the most liveable crew quarters of any CEGA ship. The armament
of the Kiowa class is intended for quick strikes from a range that
is hard for most other designs to match. It's large amount of CIDL
batteries (for a corvette) give it a defensive screen that is more
commonly found on ships almost twice it's size. About the only flaw
with the Kiowa-class corvettes is the cost, almost 1.66 times that of
the Bricriu-class.
Ship Layout:
Profile Map:
______
_________________/__l___|_________________
/_ 3_|__4__|___5__|6|__b___|E_|_R1__|__P1__<
\___k___/ \esh_7_c_|__9_|_R2__|__P2__<
\__l__|__C____/
Key:
1: Outer Hull (not shown, outline only)
2: Engineering Hull (not shown, outline only)
3: Sensor Array
4: Cargo Bay (Side Hatch)
5: Crew Quarters
6: Officers Quarters
7: Mess Hall
8: Maintenance Bay
b: Bridge
e: Elevator (crew only)
s: Sick Bay
c: Common Lounge and Rec Area
k: Kinetic Kill Cannon
l: Laser Cannon
E: Engineering
C: Cargo Bay (Bottom Hatch)
R1: Reaction Mass Tank 1
R2: Reaction Mass Tank 2
P1: Plasma Drive 1
P2: Plasma Drive 2
Notes: The following are equipped with escape pods: Crew Quarters (2)
Officers Quarters (1), Bridge (2), Lounge (2), Engineering (2).
The Sick Bay, Common Lounge and Rec Area, and Mess Hall are all
one large room with low partitions (or thin walls, in the case of
the Sick Bay). The Sick Bay can also be sealed off from the rest
of the common room if necessary.
===================================================================
B.3.a.
Class : Franklin-class CEGA Escort Carrier
Designer : John Dunkelburg
Design Objectives : Long-Range Combat Cruiser
Raider Command Ship
Exo-Armor Carrier
Fleet Escort
Length : 255 meters
Crew : 12 Officers, 108 Crew, 70 Drones, 10 AI
No. Built : 12
No. Active (2210) : 12
Ships curr. Active: Benjamin Franklin, Graf Zeppelinn, Shokaku, St. Lo,
Clemenceau, Gambier Bay, Zuikaku, Illustrious,
Yorktown, Admiral Gorshkov, Akagi, Adm. Kuznetsov
Battle Stats:
Total CP : 10900
Hull Kills : 600
Batteries : 4
Main Weapons: 1
Exo Bays: : 6
CIDL : 6
Armor SP : 4
Tons : 6000
Total Crew : 200
Move : 12
Sensor : 400
Item Cost Notes
Base Hull 6000
2xKinetic Kill Cannons 600 Dam 30, RV 4, K 10
2xLaser Cannon 200 Dam 10, RV 6, K 10
1xHvy Particle Accel. 700 Dam 70, RV 4, Chrg 2, K 20
+2 Mecha Bay 2000
Extra Sensors 200
+1 CIDL 200
+1 Armor 200
+2 MA 400
2xCatapults 40
Overview:
The Franklin-class carriers are intended to work primarily as
the command ship of small hunter-killer battlegroups composed of
one Franklin, two Kiowa-class corvettes, and possible one or two
Tengu-class light carriers. The other main job of the Franklins
is defense of larger CEGA fleets, with the Franklins in close and
Tengus out on the perimeter with Kiowas.
The only drawback of the Franklins is the cost, almost as much
as the larger Poseidon-class battleships. However, the capabilities
of the Franklins make the class worth it. At the heart of the
Franklin's capabilities are the 6 exo-armors it carries. This gives
the Franklins the ability to project power much as the old water-
borne aircraft carriers did. Combined with the firepower carried
by the Franklins themselves (it is one of the only carrier designs
to have any main weapon batteries as part of it's armament), and
the Franklins make themselves felt on the battlefield.
Side View:
_____________________
_________/___hp___|_6a__e|__l__\_____________
/|e3____|___4__e|_5__|6b_e| |__P1__|__T1__<
/7|e___me_8_me_|e9__|_10_ke| |__P2__|__T1__<
\ |e___me11_me_|e__12____ke|__E__|__P3__|__T3__<
\|__13me_|_me14e__|_15___e|_16___|_P4_____/
\___l___|
Key:
1 Outer Hull (not shown, outline)
2 Engineering Hull (not shown, outline)
3 Flight Crew Quarters and Ready Room
4 Crew Quaters
5 Flight Ops and CIC
6a Nav Bridge
6b Battle Bridge
7 Main Sensor Array
8 Exo-armor Bay 1
9 Sick Bay
10 Officers Quarters
11 Exo-armor Bay 2
12 Mess Hall and Crew's Lounge
13 Exo-armor catapult and Exo-armor ready staging area
14 Machine Shop
15 Armory
16 Storage
E Engineering
P Propellant storage tank (3)
T Plasma Thruster (3)
e elevator
me exo-armor elevator
l laser battery
k Kinetic Kill Cannon
hp Heavy Particle Accelerator
Notes: Escape pods located in: Flight Crews Quarters (2), Crew Quarters
(6), Flight Ops and CIC (2), Nav Bridge (1), Battle Bridge (2),
Sick Bay (1), Officer's Quarters (2), Mess Hall and Crews' Lounge
(4), Exo-armor Bays (2 each), Armory (1), and Engineering (3).