Net.Mekton.Handbook Other System Conversions
IV. Other-System Conversions
This section is for those members of the Mekton community who have
played other systems and would like to convert some of the mecha from those
systems to mekton, so that they could use their favorite mecha in their mekton
games. It is also a useful way of comparing how two systems work. I would
like to see alot more mecha in this section, as I do not have nearly enough
stamina to do them all myself. (grin)
=============================================================================
Mekton Zeta Mecha:
^^^^^^^^^^^^^^^^^
=============================================================================
A. Battletech Mecha
1.a. Todd A. Zircher, zircher@geocities.com
Panther PNT-9R
Name: Panther PNT-9R
Total Cost: 188.4
Maneuver Value: -4
Tonnage: 35
Ground MA: 4 (Remember, 50m hexes in MZ+, not 30m)
Flight MA: 2 (Note: Mecha uses super heated air instead of fuel
Without wings, no BTech mecha can fly.)
Servo Type Spc Kls SP CP tons
------------------------------------------
Head HS 5 5 - 5.0 2.5
armor LH/ab - - 7 3.5 3.5
Torso MW 12 12 - 12.0 6.0
armor MH/ab - - 8 4.0 4.0
R.Arm HS 6 6 - 6.0 2.5
armor LH/ab - - 7 3.5 3.5
hand -1 1 - 2.0 0.5
L.Arm HS 6 6 - 6.0 2.5
armor LH/ab - - 7 3.5 3.5
hand -1 1 - 2.0 0.5
R.Leg LH 8 8 - 8.0 3.5
armor AH/ab - - 9 4.5 4.5
foot - - - - -
L.Leg LH 8 8 - 8.0 3.5
armor AH/ab - - 9 4.5 4.5
foot - - - - -
Frame Weight ---------------------- 45.0
Command Armor is an integral part of this design and its
weight is factored in from the begining. So, balance
modifiers are ignored. This armor can not be ejected.
Loc Type Spc SP CP tons
----------------------------------
Torso MW/ab 12 6 9.0 3.0
R.Arm HS/ab 6 3 4.5 1.5
L.Arm HS/ab 6 3 4.5 1.5
R.Leg HS/ab 6 3 4.5 1.5
L.Leg HS/ab 6 3 4.5 1.5
Equipment Loc CP Kls Spc tons
------------------------------------------
MS Sensors Head 4.0 2 1 1.0
Backup Sensors Head 2.0 2 2 1.0
Target Analyzer Head 5.0 - 1
Cockpit Head - 1 1 .5
Neuro Helmet Pilot .2 - - (Anti-Theft device)
Ejection Seat Head 1.0 - -
Lift Wire Head .3 - -
Weapon Loc Dam Kls Spc Rng Acc BV CP tons
-------------------------------------------------------
Lord's Light PPC RA 10 10 5 6 +1 - 12.7 5.0
Combat range reduced from 13 to 6 (x.75)
-1 WA at range 2, -2 WA at range 1 or less (x.95)
Must cool down for one turn if fired (x.95)
for two consecutive turns.
(15 x .75 x .95 x .95 = 10.2) +2.5 CP to reduce to 5 spaces
SRM-4 Launcher T 2 2 4 3 - 4 4.2 1.0
Combat range reduced from 4 to 3 (x.88)
Launcher can only fire in burst mode (no called shots) (x.95)
(2 x .88 x 2.5 x .95 = 4.18)
SRM ammunition T - 1 1 - - - .9 .5
20 bursts of 4 missiles, Std warheads (4.2 x .01 x 20 x 1 = .84)
Weight Efficiency: 63 - 28 = 35 tons (+56 CP)
Jumpjets
35.0 x .3 = 10.5 lift
2.0 / 8.0 = .25 g's acceleration for MA 2
10.5 x .25 = 2.625 cost 2.6 CP, two spaces in each leg
system cost special
Underpowered x-.15 -1 MV, -1 MA (ground)
View screens x .0 180 degree view
Armored cockpit x .0 full SP armor
Std hydraulics x .0 25 tons max lift
Arctic prot. x .05
Desert prot. x .05
Underwater prot. x .05
Base Cost 188.4 x 1.0 = 188.4
Different from the MAD-3R, this conversion concentrated on retaining
more of the BattleTech game mechanics and statistics. Armor is
ablative. The PPC overheats if fired too often. To make this work like I
wanted, I had fudge a few things. Command armor is factored in from the
begining. So, B.Mods are dispensed with and weight added directly. BTech SRMs
behave like MZ+ projectile weapons and are written up as such. I also removed
the fuel requirement for the jumpjets but replaced it with a servo
requirement.
I like the finished results. The one major problem with this method is
that it's impossible to build heavy or assault battlemechs due to a maximum
of 22 points of torso armor.
============================================================================
1.b. Todd A. Zircher
Phoenix Hawk Hybrid
Hmm, the journey was more interesting than the design. It does show
that you can build nearly any mecha with MZ+. But, affording it or
making it cost effective is another story. This hybrid is as close
as I could get and still make it practical to use.
Catch ya later, TAZ.
Name: Phoenix Hawk Hybrid (non-transforming)
Total Cost: 372
Maneuver Value: -4
Tonnage: 49
Ground MA: 5 (Remember, 50m hexes in MZ+, not 30m)
Flight MA: 9 (Note: Mecha uses super heated air instead of fuel.
Wings are required for MA 8+.)
Servo Type Spc Kls SP CP tons
------------------------------------------
Head HS 5 5 - 5.0 2.5
armor LH/ab - - 7 3.5 3.5
Torso AH 18 18 - 18.0 9.0
armor MH/ab - - 11 5.5 5.5
R.Arm LH 8 8 - 8.0 3.5
armor AH/ab - - 9 4.5 4.5
hand -1 1 - 2.0 0.5
L.Arm LH 8 8 - 8.0 3.5
armor AH/ab - - 9 4.5 4.5
hand -1 1 - 2.0 0.5
R.Leg SH 11 11 - 11.0 5.0
armor MH/ab - - 11 5.5 5.5
foot - - - - -
L.Leg SH 11 11 - 11.0 5.0
armor MH/ab - - 11 5.5 5.5
foot - - - - -
R.Wing MH 11 11 - 11.0 5.5
L.Wing MH 11 11 - 11.0 5.5
Frame Weight ---------------------- 69.0
Command Armor is an integral part of this design and its
weight is factored in from the begining. So, balance
modifiers are ignored. This armor can not be ejected.
Loc Type Spc SP CP tons
----------------------------------
Torso SH/ab 20 10 15.0 5.0
R.Leg LH/ab 10 5 7.5 2.5
L.Leg LH/ab 10 5 7.5 2.5
Equipment Loc CP Kls Spc tons
------------------------------------------
MS Sensors Head 4.0 2 1 1.0
Adv Sensor Pkg Head 10.0 - 2 -
Cockpit Head - 1 1 .5
Ejection Seat Head 1.0 - -
Weapon Loc Dam Kls Spc Rng Acc BV CP tons
-------------------------------------------------------
Large Laser T 8 8 9 5 +1 - 8.6 4.0
Combat range reduced from 11 to 5 (x.75)
Must cool down for one turn if fired (x.95)
for two consecutive turns.
(12 x .75 x .95 = 8.6)
Medium Laser RA 5 5 5 4 +1 - 5.6 2.5
Medium Laser LA 5 5 5 4 +1 - 5.6 2.5
Combat range reduced from 9 to 4 (x.75)
(7.5 x .75 x = 5.6) +.5 Cp to reduce to 5 spaces
Machine Gun RA 1 1 2 1/2 +0 4 3.5 .5
Machine Gun LA 1 1 2 1/2 +0 4 3.5 .5
Combat range reduced from 3 to 1 combat/2 max (x.75)
Anti-Personnel/Phalanx ONLY (x 1.6)
Burst Value 4 (x 2.5)
(1 x .75 x 1.6 = 3.0) +.5 Cp to reduce to 2 spaces
MG ammunition RA - 1 1 - - - .9 .5
MG ammunition LA - 1 1 - - - .9 .5
25 bursts, Std shells (3.5 x .01 x 25 x 1 = .875)
Weight Efficiency: 91.5 - 42.5 = 49 tons (+85 CP)
Weapon link ML-ML 2.0
Weapon link ML-ML-LL 2.0
Jumpjets
50 x .3 = 15.0 lift
4 / 8.0 = .5 g's acceleration
15 x .5 = 7.5 Cost (2 spaces in each leg and 4 in the torso)
system cost special
Overcharged x .15 +1 MV, +1 MA (ground)
View screens x .0 180 degree view
Armored cockpit x .0 full SP armor
Std hydraulics x .0 35 tons max lift
Arctic prot. x .05
Desert prot. x .05
Underwater prot. x .05
Hybrid x .0 (Native form, -1 MV, (4+2)*1.5 = 9 MA)
Base Cost 286.1 x (1.3) = 371.93
After converting the Panther, I thought I'd tackle the Phoenix Hawk LAM.
Little did I know, FASA, had sat down and completely reworked the movement
scales and a few rules. BattleSpace replaces AirTech and makes fighters
workable and realistic (as far as BTech goes.) It also makes it easier to
convert now that each movement point is equivalent to .5 g. Even the
atmospheric speed scaled down to those listed in the Tech Reference.
Unfortunately, the final result was hideously expensive (620cp). So,
here's the MZ+ version, sans transformation. The machine guns have been
subverted to anti-missile and terror of the infantry mode. It's got
style even if it lacks substance.
============================================================================
B. Transformers Mecha:
1. Entire System Conversion By: Mark Chase
mchase@cdc.net } As of Oct.96
http://www.cdc.net/~mchase/mearth.html }
[Note: This is a long file - about 128Kb click
here to go to the next section - Editor]
A supplement for Mekton Zeta
Written By:
Mark Chase (mchase@cdc.net)
Home Base
Meta-Earth
http://www.cdc.net/~mchase/mearth.html
Copyright 1996, all rights reserved
---------------------------------------------------------------------------
Mekton Zeta is a trademark of R.Talsorian Games. All rights
reserved.
The Transformers, and all names of the Transformers, are
trademarks of Hasbro. They may also be trademarked by Marvel
Comics who did the comic, and the company which did the cartoon
(I never caught its name).
---------------------------------------------------------------------------
Table of Contents
Introduction
Chapter 1 More than Meets the Eye
Chapter 2 Heavy Metal War
- Autobots
- Decepticons
- Humans
- Quintessons
- Lithonians
Chapter 3 Super-Science
- The Matrix
Chapter 4 Making Transformers
- Technology Clarifications
- MV, MR, MP Rules
- Transformer Templates
- Quick and Dirty Combiners
Chapter 5 Transformer Characters
- Character Creation
- Box Stats
- Skills
- Lifepath
Chapter 6 History
Chapter 7 Final Details
- Time Period
- Premade Weapons
- Sample Designs
- Optimus Prime
- Megatron
- Ultra Magnus
- Jetfire
- Conclusion
---------------------------------------------------------------------------
The Transformers
"More than Meets the Eye. . .
It is the world of the Transformers. A world where heroic
Autobots wage their battle to destroy the evil forces of the
Decepticons. The future of Earth and Cybertron lie in the
balance. The Autobots struggle to rid their homeworld of
Cybertron from the clutches of the Decepticons, and fight an
unending battle to protect the Earth from the evil force which
would pillage the human-world of her vital resources. It is the
age of the Cybertonian Wars, the Battle for Earth, and the
dawning of the New Golden Age.
Beware of the world of the Transformers. But there is more,
much more, than meets the eye. . .
Introduction
If you are in my age group (upper teen to young adult) you
grew up in the Awesome '80s. To most of us, the Transformers
were a major aspect of our early youth. The Transformers were
cool.
When this epoch ended, some of you may have moved on to
mecha RPGs, such as Battletech and Mekton. Perhaps this you were
influenced by the giant fighting robots of the Transformers.
Some of you may still have your Transformer toys, possibly for
collector value, possibly because they are a part of your past,
or prossibly because you still think Transformers are cool. For
me, it is all of the above.
After studying the Web resources on the Transformers, I
decided it was time for me to write down the Transformers Role-
Playing Game through the excellent system presented in Mekton
Zeta Plus, by R.Talsorian Games. If you do not have Mekton Zeta
and Mekton Zeta Plus I recommend that you purchase them at your
local hobby, comics, or gaming store. They cost only $15 and $12
respectively, a small investiment when compared to the hours of
enjoyment you will receive from this game. And so, here it is --
The biggest Transformers RPG book on the net.
When we were kids, most of us knew something was special
about the Transformers. Something made them better than GI Joe,
GoBots, and the like. The show had life. On the outside,
the Transformers may have seemed kiddish and silly. But, taken
as a whole, the Transformers is an extremely in-depth universe,
nearing the scale of Star Trek in its infinite complexity. The
Transformers evolved a mythos of its own, and it became a
universe of endless possibilities.
Perfectly suited for a role-playing game.
This particular game centers on four main eras: the events
on Cybertron before the era on Earth, the era on Earth, the movie
era, and the post-movie wrap up episodes. This game is not
concerned with any of the new "transformers" which are yet to be
seen on TV. Only the original series, the Movie, and the post-
movie episodes. Some ideas from the comics are also included,
and the Transformer toy universe is partially mixed in as well,
but only for clarity.
Chapter 1: More Than Meets the Eye:
A Universe of Machines
"Grave eternal darkness
When drained of every ounce
And when the nightmare's over
[Image] The final from the storm
Dust of all creation
To ashes we transform."
- N.R.G, Instruments of Destruction
Millions of years ago a race of beings called the
Quintessons mastered the sciences. With their super-technology
the Quintessons constructed many cyberworlds, including
Cybertron. Cybertron was a factory world, the sole purpose of
which was to manufacture robots. Autobots as household, civilian
servants, and Decepticons as warrior/gladiator robots used for
military and arena entertainment.
Worlds
Other worlds which, though unverified, may have been
constructed by the Quintessons were Junk (as their waste and
scrap depot), Lithone (destroyed by Unicron), and Goo (someone
had to have made it). There may be others as well, and these
listed are not verified as Quintessonian worlds. Of course,
Quintessa was built by the Quintessons, but it was also
destroyed. The Quintessons my have other twisted, Quintessa-like
worlds, but if they exist, no one knows of them but the
Quintessons.
Machine and bio-mechanical hybrid creatures are very common.
Earth is the only purely biological world known, but this is
quickly changing. The Quintessons themselves are cyberorganic
life-forms.
Many purely robotic races exits as well. Kup hinted at this
greatly in his ramblings. The Lithonians are a prime example of
a non-transforming, fully robotic civilization rich in culture
and history (but Unicron ate them). On Quintessa there are many
robotic plants and animal life forms. Other cyberworld similar
to these may exist. The Transformers may not have visited them
yet, or they may still be undiscovered lost worlds.
Cybertron
The greatest and most important cyberworld is Cybertron.
Cybertron is roughly the same size as Mars, maybe a bit smaller,
and at one point had two small moons (until Unicron ate them).
Cybertron is currently locate in orbit around the star
Procyon. At various points in time however, it was in different
area's of space. Originally, it was at Alpha Centauri. During
the Cybertronian Wars, it drifted away and entered the Sol system
and took an orbit parallel to Pluto. Eventually, it was moved to
Procyon so that it could have a sun of its own.
Cybertron is not completely artificial. It is a massive
city structure build around a smaller planetoid (possibly a
moon). This planetoid is riddled with millions of tunnels which
wind endless to the dead, cold core. Strange and ancient bio-
mechanical creatures lurk in the depths of Cybertron and few dare
to venture into its depths.
The "Cybertron" part of Cybertron is what is inhabited and
normally seen by visitors. Before the Cybertronian Wars, when the
Quintessons still had control, it was a thriving factory city-
world, populated by Quintessons (and others like them), humanoid
robots (possibly visiting from other worlds), Autobot servants,
and Decepticons warriors.
After the Revolt, when the Quintessons were chased off, the
Cybertronian Wars errupted between the Autobots and Decepticons
to see who would control Cybertron. Most civilians left,
needless to say, to populate other worlds. Some may have ended
up joining the Autobots and Decepticons. Others went into hiding
(such as the female Autobots and Alpha Trion).
The War raged on with no side gaining ground. Then Earth
was discovered. Jetfire and Starscream were the first to find
Earth, but it was in an ice age at the time. When the Autobots
headed to Earth to study it, the Decepticons followed. After a
chase through space which ended in a crash landing on Earth, the
Autobot/Decepticons war came to a halt for countless eons.
Four million years passed. . .
On Cybertron nothing much happened. Shockwave and his tri-
fighter guards remained to govern the world, and it basically
fell into the hands of the Decepticons by default. The Autobots
who remained on the planet (Omega Supreme, the female Autobots,
Alpha Trion, and possibly others) went underground. For all
those millions of years, everything remained in a peacefully dark
age.
After the Transformers on Earth awoke and the war resumed as
a battle for Earth, activity on Cybertron escalated. Upon
Megatron's return to Cybertron, many of the hiding Autobots came
out to resume the war, as did a large number of new Decepticons.
Cybertron became extremely important in the manufacture of
new Transformers to continue the war. The Decepticons controlled
Cybertron and had a free hand at building their forces. The
Autobots were forced to fight their way into Cybertron in order
to construct new warriors (though they were able to build some on
Earth, from time to time).
At one point, Megatron attempted to gain massive power by
putting Cybertron near Earth and collecting the destructive
energy this proximity would create. The attempt failed, and
Cybertron was either moved back to the far reaches of the solar
system, or was transported to Procyon at this time. Sometime
afterwards, two moons were constructed. Their purpose was
unclear, but the Autobots eventually captured them set up secret
bases on the moons. There they made armor, ammo, weapons,
equipment, and possible new Autobots. During the Unicron
incident, the two moons were destroyed.
After the Unicron incident, the Autobots liberated Cybertron
from the Decepticons and the Decepticons were crushed. The New
Golden Age began.
However, under the guidance of Galvatron, the Decepticons
managed to regroup and the war continued. The Quintessons were
now back in the picture as well. They wanted Cybertron back and
the war escalated once again. This time the Autobots fought the
Decepticons on Earth and in space to keep them from pillage Earth
and to guard Cybertron from them, and both Autobots and
Decepticons were pitted against the Quintessons.
And the war rages on.
Earth
Equally important is Earth. Earth is the only "pure" planet
seen in the Transformer saga. All other worlds are robotic,
burned out, hybridized (part natural, part artificial) or very
primitive.
Apparently, this means it is young and rich with energy
resources. The Decepticons' primary motivation for taking Earth
was to steal all the resources on the planet, an act which would
make Earth as burned out and desolate as Charr.
The Autobots fought the Decepticons on Earth to keep them
from raping the planet. This may be seen as good and righteous
from a human stand point, but clearly the Autobots have quite a
bit more at stake. If the Decepticons steal the Earth's energy,
they would be powerful enough to vanquish the Autobots forever.
The Autobots do not try to steal Earth's energy resources (though
they do borrow it from time to time. . .) because they
have a respect for the life forms on the planet, and especially
for the intelligent human creatures.
Humans apparently took the discovery of the Transformers
rather easily, though not kindly. At first, both Autobots and
Decepticons were seen as evil, but soon the Autobots proved
themselves good and swore to protect the humans from the
Decepticons. Over the years, the Autobots made many human
friends. The Decepticons made some, but they didn't last long.
With the help of the Autobots, human technology accelerated at a
massive rate, so that by the early 21st century, they had formed
the Earth Defense Force (EDF), had space defense stations, space
colonies, and plenty of starships. In the latest stage of the
war, the humans had gained enough technological power to take on
the Decepticons without the help of the Autobots.
Quintessa
After the loss of Cybertron, the Quintessons built
Quintessa. Quintessa was a very strange world with odd, twisted
metal rings circling it. The planet had a rich cyber-ecosystem
of robotic plants, animals, fish, and plenty of predators. The
Sharkticons were the new warriors of the Quintessons. The
Sharkticons were quite stupid, constructed as such for fear of a
another revolt. Another revolt did occur under the influence of
the Grimlock, but it was eventually put down.
The Quintessons destroyed Quintessa of their own freewill
hoping to destroy the Matrix of Leadership when Rodimus Prime was
stranded on the planet. However, Rodimus escaped at the last
minute, and the destruction of the world was in vain. The
Quintessons now scour the universe in a fleet of their cork-screw
starships. Their only hope now lies in retaking Cybertron.
Charr
In the cold depths of space, far from the warm embrace of
any sun, lies the burned out world of Charr. Drained long ago of
all energy resources, even the very core of the world is frozen.
Charr was a lifeless ball of rock. The crumbling ruins of
some ancient civilization was the only artificial structures on
the planet.
When the Decepticons retreated from Cybertron, Charr was the
only place they could flee to safely. On Charr, the Decepticons
hide in despair, certain of death from energon starvation.
Eventually Galvatron came and regrouped his Decepticons.
The Decepticons established a large, permanent base on Charr, and
had a steady flow of energy which they stole from neighboring
star systems.
Junk
The planet of Junk was hardly a planet at all. It was a
misshapen artificial planetoid composed solely of garbage,
scrape, and junk. The only inhabitants of the planet were the
Junkions. The Junkion's alignment was fairly neutral, but they
leaned heavily toward the side of the Autobots.
The Junkions were made of the junk, and all transform into
motorcycles which other Junkions can ride on. They were
extremely fond of Earth TV. Junk must be within thirty to forty
light years of Earth in order to receive the TV broadcast as
depicted in the movie. Thus, it maybe in either the Capella,
Acturus, or Aldebaran star systems.
Lithone
At one point, Lithone was a major galactic cultural center.
A very advanced and peaceful race of robots know as the
Lithonians populated this cyberworld. They were as apt in art
and literature as they were in the sciences. It is possible that
the Lithonians were at one point citizens of Cybertron who fled
during the Cybertronian Wars, though there is no evidence to
support this.
Lithone was destroyed by Unicron. Some Lithonians may have
been expecting an attack from Unicron. They knew of his
existence and must have seen him coming by long range sensors.
However, they did little to prepare for his arrival. There was
no counterattack made by the planetary defenses (if there was
one) and only one ship managed to escape (though the sole
occupant was killed by the Quintessons).
Goo
Goo was a relatively obscure little world. There was
nothing there but garbage scowls and a thick layer of gelatinous
gooey stuff. Goo was possibly a pre-Junk world. Goo worlds
maybe built to float though space and collect garbage, scrap, and
junk which is floating about. The junk collects on its surface,
stuck to it by the goo, and eventually the entire planet will get
covered in junk and scrap. If this is so, the planet Junk may
also have a very gooey core.
Chapter 2: Heavy Metal War
[Image]
"It's judgment day and now we've made our stand
And now the powers of darkness
Have been driven from our land
The battle's over but the war has just begun
And this way it will remain till the day when all are one."
- Lion, Transformer Theme
Autobots
"Till all are one!"
- The Autobot Motto
The Autobots were once slaves of the Quintessons, millions
of years ago. During the Cybertronian Revolt, the Autobots and
Decepticons worked together to fight off their evil masters.
Once Cybertron was in their hands, the warrior group began
to call themselves the Decepticons and the servant began to call
themselves Autobots. The Decepticons decided to take Cybertron
for themselves. Led by Megatron, the Decepticons crushed many
Autobots and destroyed many of the huge Guardian robots (Omega
Supreme, Guardian of the Crystal City, was the only one to
survive). The elderly leader of the Autobot, Alpha Trion,
repaired the Autobot worker, Orion Pax, and turned him
into the new leader, Optimus Prime. He also turned Pax's
girlfriend, Allee, into the transforming female Autobot Elita-1.
Soon after that, Alpha Trion gave all the Autobots
transforming powers. They had a new ability the Decepticons
initially did not have and the Decepticons could not hold their
ground. By the time the Decepticons perfected transformation,
the Autobots had learned how to fight and both sides were on
equal ground from that point on ward.
At first, all the Autobots were made to transform into space-
age vehicles, such as gravitic hover cars, space ships, aerospace
fighters, and such. When they crashed on Earth, Teletran-1
repairs the Autobots (and Decepticons) in the form of Earth
vehicles.
After the Earth era, many new Autobots were made in space-
age forms, and many of the existing ones had "overhauls" to
upgrade their design when they returned to Cybertron.
Decepticons
"Die Autobots!"
- Megatron
The Decepticon's history follows close to that of the
Autobots. During the Cybertronian Revolt, they fought side by
side with the Autobots. Later, they grouped together as the
Decepticons to take Cybertron for themselves under the leadership
of Megatron.
After thousands of years of fighting, and winning, the
Autobots invented transforming. Megatron quickly scrambled his
scientist to uncover the secrets of transformation. Finally,
after years of research and studying captured Autobots, the
Decepticons began to use transformation for themselves. During
this time the Autobots were able to advance their own combat
skills and weapons technologies. The war was now on even ground.
When the war lead to Earth, the Decepticons were similarly
converted to native machine forms like the Autobots. After the
Earth era, newer Decepticons were built in their natural space-
age forms.
Humans
"I'm going after them!"
- Cpt. Marissa Fairborne, EDF
Humans have an interesting place in the Cybertronian Wars.
Their home world of Earth is one of the youngest worlds and is
rich in energy resources. The control of Earth could tip the
balance of the war drastically in favor of the controlling side.
The Decepticons wish to control Earth and drain the world of
her resources. The Autobots know that Earth is incredibly rich,
and they know that they are fully capable of raping the planet as
well. But the Autobots have chosen not to take the resources of
Earth and have instead elected to protect the world from the
clutches of the Decepticons. The Autobots are the sworn
guardians of the humans, the small biological race of beings who
live on the planet.
For the first ten years of the Transformer occupation of
Earth, the humans could do little in the War. Several
outstanding humans were able to assisted in the progression of
the War but little impact from this was felt in the log run.
Spike, Sparkplug, Carlie, and the computer hacker Chip Chase,
were the main human allies for the Autobots. The Decepticons
made several, very temporary human alliances with politicians
and scientists. At that time, the human military forces were
insignificant to the might of the Decepticons.
By the 21st century, with the help of the Autobots, the
humans had formed the Earth Defense Force and had progressed
technologically a hundred fold, practically overnight. The
humans had civilian and military bases throughout the solar
system, orbital defense platforms to protect the Earth, and
dozens of starships. The EDF was comprised of an elite group of
men and women -- pilots, soldiers, and explorers. With their
warships and exosuits they could take on the Decepticons one-on-
one without the help of the Autobots, though the Autobots usually
accompanied them on their major missions. Spike, Carlie, Daniel,
and Marissa Fairborne were the major human allies of the Autobots
in the latest battle against the Decepticons.
Quintessons
"Execute them!"
- Quintesson Judge
The Quintessons were once the greatest race in the universe.
They built many worlds and had robot servants and warriors.
These servants and warriors rebelled, and drove the Quintessons
off of the largest and most important world, Cybertron. The
Quintesson Empire was over.
For millions of years the Quintessons remained in hiding.
They were barely able to build even one world with their few
remaining forces. They called this world Quintessa. Having
learned their lesson on Cybertron, the Quintessons constructed a
new line of servants and warriors, built with very little
intelligence. The Sharkticons and servants remained loyal to the
Quintessons. But, the Quintessons never regained their former
power, and they were a forgotten race.
During the Unicron incident, the Autobots crashed on
Quintessa quite by accident. The Quintessons did not recognize
the Autobots in their new, transforming forms, and tried to
dispose of them in the same manor in which they disposed of all
intruders. They had no idea that their long forgotten slaves
were standing right in front of them.
But the Autobots escaped, and it did not take like long for
the Quintessons to trace them back to Cybertron. To their utter
surprise, the interlopers were their ancient servants! Having
rediscovered Cybertron, the Quintessons plotted to take it back
and regain the galaxy spanning power they once had eons ago.
Quintessa was destroyed in a failed attempt to take out the
Rodimus Prime and the Matrix. This caused the Quintessons to
become desperate to control Cybertron. They had no homeworld, and
were in terrible need of a planet to call their own. Time and
again, they failed to take Cybertron from the Autobots.
The Quintessons are nearing exhaustion, but they are far
from giving up. They will fight until they have taken Cybertron,
or until last of them dies.
Lithonians
[Image]
"Get to the ships! It's our only chance!"
- Lithonian Citizen
For millions of years, the Lithonian civilization enjoyed
prosperity and growth as one of the major cultural centers in the
universe. The Lithonians were a race of humanoid, non-
transforming robots. Apparently, they were able have families
and create children sized robots who could actually grown and age
as many biological based life forms. This technological feet
appears to serve little purpose, but in the long run it greatly
enhanced the evolution of their culture.
To the Lithonians, art and culture were everything. Their
knowledge of science was nearly as great as that of the
Quintessons during their reign, but the Lithonians were not
conquerors and so they expanded very little into space. Having
no substantial military power, the Lithonians were vulnerable to
invaders. No one invade them, surprising, but when Unicron began
his rampage through the galaxy, the Lithonians could do little to
protect their home when he stopped by for breakfast.
Lithone is now destroyed, but it is very likely that some
Lithonians live on other worlds. They may have colonized natural
worlds, or build a second world (New Lithone?) in a nearby star
system. It is also possible that they never bothered to expand
and their race is extinct. It is unlikely that they are all
dead, as Lithone was a major world and undoubtedly some of the
citizens migrated to other planets, even if the Lithonians do not
control those planets.
Chapter 3: Super-Science
[Image]
"Among the mysteries of science
lies the key to victory."
- Jetfire
The science of the Transformers is very peculiar. But no
more so than the pseudo-science of the new Star Trek series'.
The science of Transformers is well beyond the definition of mere
pseudo-science. It is super-science.
Super-science is highly cinematic technological science that
gives little regard to modern theories of the universe, and
instead, assumes the current view is wrong or flawed so that such
fabulous technologies maybe created for the purpose of
entertainment.
Beyond super-science is ultra-science which is, as Arthur C.
Clark might say, just plain magic. Transformers has some ultra-
science aspects, but mostly it is super-science. This section
will attempt to ground the super-science into an understandable,
and playable, background technology.
Cybertronium
This is a rare metal which only exists on cyberworlds, such
as Cybertron, Quintessa, and Lithone. It was created by the
Quintessons, and the knowledge for creating it has been lost.
However, machines on Cybertron can still create it, and Cybertron
itself is so rich with the metal that it should last several
hundred more generations of Transformers.
Cybertronium is a quantum element, comprised of various
quarks instead of complete protons and neutrons, but it has a
normal electron shell (77 electrons, so it may have external
properties similar to iridium). When mixed as an alloy with
normal metals, it gives one very interesting property. A
subspace pocket is created in hyperspace which is under
the space-time where the metal is.
Thus, Transformers who have cybertronium alloys, have their
own subspace bubble. When transforming, the transformer can dump
extra mass, weapons, accessories, and so forth, into this bubble.
The transformation cog is programmed to control this. Without
the cog, the transformer cannot transform. The cog knows how
much mass to dump or pull back and which weapons and items to
store or bring back for the various modes. This is how Megatron
and Soundwave are able to make such drastic changes in size.
This is also why weapons magically appear in the Transformers
hands. Optimus' trailer is also stored in a subspace bubble when
he is in robot mode.
Almost all transformers change their mass. Omega Supreme is
able to teleport the rest of this body with him when he turns
into a rocket. Most cars and fighters grow in size by 10% to 50%
when they turn back into robots.
However, some Transformers made on Earth do not have
cybertronium. The Dinobots did not. Thus, they do not change in
mass or size when they transform. See the Transformer Template
for the cost multiplier of having cybertronium (expanding plasma
and dimensional storage).
Robotics
Obviously very advanced, Quintessonian robotics is the apex
of mechanical engineering. All robots built by the Quintessons
(including their own cyber-systems) are at TL 10 technology. The
most amazing thing about the Transformer's robotics technology is
its simplicity. It relies on hydraulics (very advanced
hydraulics, though), fluid nano-actuators, and flexible metal
joints. This flex-metal is also used in faces, so that the
robots may have humanoid facial expressions.
Quintessonian robotics are highly modular and very
"template" dependent. This is an asset, not a liability. It
allowed the Transformers to figure out how to build and repair
their kind without the help of the Quintessons. A new
Transformer can be snapped together from miscellaneous parts and
the exterior design is then set by loading a program into the
transformation cog. The cog then reforms the flex-metal frame to
a certain shape (ie, the shape and design of the robot and his
transforming modes) and hardens the frame to hold that shape
permanently, even if the cog is removed. A new robot can be
built in only a matter of days by this method. However, a
personality must be loaded into the computer brain.
The flex-metal forming technique makes the robot extremely
well designed. The interior is usually curved and rounded with
no sharp corners to block movements (as seen in the interior of
Unicron and Megatron). However, the frame can only be formed
this way once. The shape is permanent and cannot be changed even
if a new cog is implanted. A new body can be forged however, and
Unicron was actually able to reset the transformation cog on
several Decepticons.
Computer Brains
Computers are just as advanced as robotics. The computers
use energonic circuits, similar to electronic circuits but use
fluid energy instead of electrons. The circuits are designed in
a 3-dimentional array with billions of microscopic connections.
Most computers are sentient and are apparently capable of
cognitive thought on the same level as the "mere" humans. Some
brains are dumber than others, and strangely, the larger robots
appear to get the dumber brains, although this maybe caused by
the fact that a standard brain is strained to control all the
functions of a huge robot and leave little room for cognitive
thought.
A brain is fairly easy to put together for a skilled
Transformer engineer. Most brains are salvaged from dead
Transformers and re-initialized. However, the programming
required is enormous. There are three ways create the mind and
personality of a Transformer.
The right way is to have the supercomputer Vector Sigma, on
Cybertron, create and download a new sentient mind and
personality into the brain (as seen in "The Key to Vector Sigma"
parts 1 and 2).
The other way is to download the mind of an existing
Transformer (or even another robot or life-form) into the brain,
as seen in "Starscream's Brigade" and "Autobot Spike").
The last way is to attempt to piece together one manually.
This takes some time, and usually results in a rather dumb
intelligence (the Dinobots are a prime example). To do this, the
engineer must spend 10 days per level of Intelligence and can
only create a max Intelligence of 4. Yes, Grimlock's box stats
say his Intelligence is 7, so some Dinobots must have had their
intelligence enhanced after returning to Cybertron.
Energon
Energon makes the universe go 'round. All matter has
potential energy. Coal has more than glass. Oil has even more.
The sun has a whole lot more. The Quintessons perfected the art
of directly absorbing this potential energy and forming it into a
pure, fluid energy state called energon.
Energon cubes are used to collect energon. These cubes
themselves are made of a materialized energy which can be created
by a Transformer endowed with an energon materializer (Soundwave
had one, as does Megatron, Prime, Ironhide, and others). The
Energon Materilizer costs 10 cp, takes up 2 spaces, and has 2
kills.
Energon cubes need only be placed on a potential energy
source, such as a pool of oil. The oil is "burned" (but there is
no apparent smoke, heat, or fire. Nothing is wasted) and the
cube fills with a glowing, shimmering liquid. This is energon.
It can then be drunk, eaten, or directly injected into the robot.
Most ships are powered on energon as well. The energon is pumped
directly into the ship or vehicle at refueling stations.
Cubes can be stacked on oil wells, hydroelectric dams,
nuclear reactors, running car engines, or anything that has
potential as a fuel or is actively creating energy. Even though
grass can burn, it is not a potential energy source and cannot be
used. A pile of plutonium, however, can (the radiation is
energy).
Most Transformers require one energon cube every 6 hours of
operation. However, larger ones require more. Below is a chart:
Size Energon
------------------------------------
Human-sized 1 cube every 24 hours
Minibot 1 cube every 12 hours
Standard 1 cube every 6 hours
Corvette 6 cubes every 6 hours
Ship/City 12 cubes every 6 hours
Excessive A planet every now and then
If this requirement is not meet, the Transformer's specified
reactor type will drop one class in power output (overcharged
becomes standard, standard becomes undercharged). This will last
an additional amount of time, as specified above, until the
energon requirements are meet. If they are not, it will drop
another level. If the reactor drops below undercharged, the
Transformer will shut down. He will not die, but he must be
restarted and recharged to full capacity before reactivating. MV
penalties are Reflex penalties, as Mecha piloting skills do not
apply to sentient robots (see Transformer Template).
A Transformer, or anything which runs on energon, can become
energon drunk. This is dangerous, but can be useful. If a
Transformer takes double his requirements, his powerplant class
will be temporarily boosted one level, but automatically becomes
classified as Hot (if it is already hot, the XS becomes 10!
Automatic destruction on a reactor hit!) Taking x4 the
requirements will boots it two levels (if possible), but the XS
becomes 10 if the powerplant was originally cold, and it will
explode if it was originally hot, killing the Transformer. No
more than x4 can be taken with out destroying the powerplant.
The robot, also suffers a -2 penalty to his Intelligence
attribute due to the overload during this time (usually six to
twelve hours).
Before the end of the 20th century, humans had begun to work
on this energon technology themselves under the guidance of the
Autobots. Energon currently powers human exosuits, space ships,
and space stations. In a few more decades, it might power
everything on Earth.
Antimatter Energon
Antimatter is the most potent source of energy. Thus, of
all the energy resources, antimatter supplies a mega-charge of
it. One antimatter energon cube is 4x as powerful as a standard
(see above for energon drunkenness) but also gives an incredible
over all boost. While the powerplant is running on antimatter
energon, the Transformer acts as if it has a three turn
turbocharger. This mega-boost can be activated at anytime, but
after the three turns are over, the powerplant will overload.
The antimatter energon will become unstable and explode. If it
is not ejected the next turn, the Transformer's powerplant will
be destroyed and he will die. The ejected cube will still
explode, and the explosion will still effect the Transformer, but
only externally, instead of internally. The Decepticons
discovered this the hard way.
Antimatter energon cubes are extremely unstable. If hit by
a weapon or caught in an explosion, they will detonate. Stacking
antimatter energon cubes are not a good idea, either. Both the
Decepticons and Autobots discovered the hard way as well. One
cube makes a 20-kill explosion with a Blast Radius of 5.
Making antimatter energon is very hard. Surprisingly, the
only known source was invented by humans (those "huuuuman
geeeerms!" are smatter than the other galactic races give
credit). Scientists at an atomic research institute invented an
antimatter reactor, but it, and the entire institution, were
totally destroyed when a bunch of antimatter energon exploded.
There may be other sources of antimatter available, but none are
known at this time.
Transformation
The ability to change form distinguishes the Transformers
from all other robotic races. This feat is accomplished by
folding, joining, combining, and rotating various parts of their
body, and even by using their subspace bubble to store extra mass
or retrieve extra mass for a given mode. Most Transformers have
two forms, one of which is almost always a large humanoid robot.
The most common second form is a vehicle. But, many transform
into robotic animals, insects, cannons, guns, buildings, or
objects. Less common are triple-changers (the first of which was
actually Jetfire, who had a hybrid jet/robot mode), and even
rarer are multi-changers.
Other than their advanced joint system and cybertronium
subspace alloys, Transformers have a special module called a
transformation cog. This cog is basically a dedicated subspace
control device. When first installed, the cog must be programmed
to "know" the modes of transformation and must be given an exact
bit-mapped 3-D image of all modes. The cog, using a one-shot
matter/energy molding field, will then form the Transformer's
structure and exterior to match these parameters, and the
Transformer is now ready to go (except for the brain, see
previous section). This process is very similar to what Unicron
did to create Galvatron, Cyclonus, Scourge and the Sweeps from
the junk of Megatron, the Insecticons, and several other nearly
dead Decepticons.
Space Travel
Space Travel is TL 10. Space ships use inertialess drives
which can propel them at nearly infinite speed through normal
space. The arrival time to any location is always variable at
1d10 hours on any given trip. This is caused by the need to
pilot around stellar objects, avoid subspace eddy currents and a
thousand other factors. One day the time from Earth to Cybertron
may be two hours, the next it might be eight hours.
A pilot must always be present at the helm to control the
ship, otherwise it will fall terribly off course or even crash
into a star or planet.
Many Transformers are equipped with this drive for usage in
their spaceship mode. This cost is x1.25, and the trivial time
to any location is space is 1d10 hours.
Teleporters
Teleporters can be built, and are very useful items. It
takes about two weeks to build one, and it must be linked with a
second teleporter for it to work. Only one teleporter was seen
in the series, the Decepticon's Space Bridge, was a large ring-
shaped teleporter linked to another teleporter stationed in
Shockwave's command center on Cybertron.
There is no reason that another one cannot be built, and
nothing says the Autobot's can't build one.
The Matrix of Leadership
[Image]
"The Matrix was passed to Alpha Trion, the oldest of Autobots,
who kept it safely hidden for many years. Until the next
Autobot leader appeared. A robot known as Orion Pax,
who was fated to become. . . Optimus Prime."
- Optimus Prime
The Matrix of Leadership was the most powerful device ever
created. The Matrix had the potential to store a subspace
bubble, and thus a subspace mirror, of anyone who died with it
installed inside them. The "ghosts" (or subspace shadows) of the
greatest Autobot leaders were stored inside, along with their
minds, knowledge, wisdom, and power. They could endow the owner
with great intuition and leadership powers. Any Autobot with the
Matrix installed receives an automatic +10 on their Leadership
skill during any time period prior to the episode "The Return of
Optimus Prime", that is, before the Matrix was emptied of all the
leaders (poor guys). After the Matrix was used up in this way,
it could only grant a +1 (basically, the wearer is more confident
and respected). For each new leader "soul" to be added, it will
gain a +1 bonus for the wear's leadership skill.
The Matrix apparently was able to "Light the Darkest Hour"
twice. The tremendous subspace energy contained inside it was
enough to cause the destruction on Unicron when it was opened.
When it was opened the second time it simply released the ghosts
of all the ancient leaders to cure all the Transformers and other
sentient races of a mental disease which made them crazy. After
that, the Matrix was useless.
Chapter 4: Making Transformers
[Image]
"Transformers
More than meets the eye
Transformers
Robots in Disguise"
- Transformer Theme
Making Transformers, or any of the robotic races, is fairly
straight forward under the Mekton Zeta Plus rules. However,
there is a great deal of customization and clarification needed
to set it into the very unique Transformer universe. Humans
should be made in accordance to the rules in the main Mekton Zeta
book.
Technology Exceptions and Clarification
Here is a list of all technologies and gadgets in Mekton Z
Plus and how they fit into Transformers:
- Servos: Normal
- Armor: No RAM armor, execpt as a very special feature
- Weapons: See Premade Weapons in Chapter 7
- Energy Pools: Yes, and probably very common.
- Shields: No reactive or active shields have been seen.
They could be invented as a special gadget weapon.
- Reflectors: None, execpt as a special feature.
- Crew: Normally just passenger seats for that type of
vehicle. For corvette scale Transformers, 1 space is
needed to for holding one standard Transformer. For
spaceship size Transformers, use x100 scale storage module
chart (based on servo size) on page 112.
- Sensors: Any.
- Recon Systems: Any.
- ECM: Any
- ECCM: Any
- Remote Control: Possible
- Options: Any (though some are irrelevant)
- Statistical Enhancements: Not allowed. Transformers use
direct character-style stats.
- Fuel: Not needed. Thrusters run directly off energon.
- Propulsion: Any. All Decepticons must have gravitic
thrusts, but only for robot mode. Autobots cannot have
gravitic thrusters. Any other kind of propulsion is also
available. Quintessons have gravitics.
- Boosterpacks: Allowed. No fuel needed.
- Commander Armor: Allowed.
- Powerplant: Any. Source is classified as Power Cell (so
there is a -x.15 to cost). See section on Energon above.
MV modifiers are Reflex modifiers. MA modifier is normal.
MP modifier is not valid. You may have any charge, hot or
cold.
- Cockpit: irrelevant, except for human exosuits. "Reflex"
is used for human exosuits. There could be passanger
seats.
- Hydraulics: Any.
- Environments: included in Transformer template package.
- Verniers: Yes. This MV bonus is a bonus to Reflexes,
which is still adversely effected by the Transformer's
size.
- ACE: irrelevant. MP does not apply, except on exosuits.
- Internal Automation: included in Transformer template
packages. However, the cost is reduced to a total of x1.0
for full sentience with normal character stats and skill
usage's. All things being equal, this has proven fairest.
- Cloaking: Any.
- Stealth: Yes.
- Shadow Imager: Never seen, but possible
- ESPer Lens: No.
- Thought Control: Just for Sentience option
No extra damage penalties, as there is no human pilot.
All other modifiers do infact apply! Execpt MP.
- Turbocharger: Yes. Also see Antimatter Energon for
similar effects.
- Techno-organics: Yes, but not for Transformers.
Quintessons are techno-organic, as are some of the
monsters inside Cybertron. Other aliens may be techno-
organic as well.
- Lightspeed: Yes. See section on Space Travel, above.
- Teleportation: Not on robots. See section on
Teleportation, above.
- Transforming: What do you think? Any form, including all
those in Stupid Mekton Tricks. The auto modes are scaled
to Roadstriker (as are insects, trucks, and minibots),
however, their kills (structure and weapons), cost, and
armor does not scale down between modes or forms, only the
mass and other scaling stats. Cassette robots are made on
human (1/10) scale with all applicable scaling rules.
Human exosuits are Roadstrikers with all applicable
scaling rules.
- Transformable Options: All.
- Combiners: Of course. But, much simpler. See Quick and
Dirty Combiners, below.
- Stupid Mekton Trick: Dimensional Storage and Expanding
Plasma are included in Transformer templates (from their
Cybertronium alloys). All others are invalid, except the
special transforming modes (Building, Gizmo, Gun,
Mundane) and Tunneling is allowed for appropriate robots.
- Scaling: Human - Cassettes,possibly a droid of some sort
Roadstriker - Minibots, human exosuits, autos,
Quintessons, Lithonians, most
other races
Normal - Standard sized Transformers
Corvette - Big, like Jetfire and combiners.
Ship - Shuttles, starships, and really big
transformers like Metroplex,
Fortress Maxiumus, and Tripticon
Excessive - You guessed it. Unicron!
MV, MR, MP
Robots do not use Mecha Piloting to control themselves. They
do in inherently. To dodge, they must use the standard Dodge
skill, to fire, they use Handguns, to fight they use Melee or
Brawling, to fire missiles they use Automatic Weapons skill.
Because of this, they do not have Mecha Reflexes. They use their
normal, Reflexe stat. However, they do get MV penalties from
their size and encumbrance, and bonuses from verniers and
powerplants, and other things. These are applied directly to
their Reflexes, which can increased above 10 (this can be a
problem. Remember Blurr?). MP is irrelevant to robots and is
ignored in this game for simplicity.
Autobot Template
Here is the basic Autobot Template which should be used as a
guide:
Name: Autobot Template
Base Cost: 87
Cost Mult: x2.25
Tonnage: 41 Auto mode: 4.1 tons(may need to be recalc.)
MV: -2 Auto mode: -3 (may need to be recalculated)
Ground MA: 4 Auto mode: 90 meters per turn (" " ")
Servo Typ Hits Spc CP | Amr Typ SP CP | Total CP
Torso HS 10 10/8 10 | HS S 5 5 | 15
R Arm HS 6 6/6 6 | HS S 5 5 | 11
L Arm HS 6 6/6 6 | HS S 5 5 | 11
R Leg HS 6 6/6 6 | HS S 5 5 | 11
L Leg HS 6 6/6 6 | HS S 5 5 | 11
Head HS 5 5/3 5 | HS S 5 5 | 10
TOTAL CP: 69
TOTAL Tons: 34.5 tons
Sensor Type Cost Kills Range Comm Location Spaces
Main MS 4 1 7 km 1000 km Head 1
Powerplant
Type: Energon Laser Core (cold, standard, powercell)
XS: 1
MV:
MA:
Cost: -x.15
Control System
Type: Internal Automation, Sentient
Level: normal character stats used
Portfolio: normal character stats used (x.5)
Other: Mind Control (for Sentience) (x.5)
Total: x1.0
Other Cost Multipliers
System Notes Cost
Transformation: Auto x.25
Concealment looks real x.1
Dimensional Storage x.1
Expanding Plasma (to car size) x.5
Environments: All x.45
TOTAL COST Multiplier: x2.25
Weapons WA rng dmg sht kills burst CP Spac loc
(Choose weapons from weapons section, or build your own)
(+1 WA from mind control)
TOTAL COST:
Subassemblies
System Loc Space Cost
Brain Head 1 -
Passenger seats(2)Torso 2 2
Movement System:
Wheels (substitute for another system if needed)
4 wheels, each class Striker
Wheel Typ Kills CP Servo
F.R.Wheel St 3 3 R.Arm
F.L.Wheel St 3 3 L.Arm
B.R.Wheel St 3 3 R.Leg
B.L.Wheel St 3 3 L.Leg
TOTAL CP: 12
TOTAL Tons: 6 tons
---------------------------------------------------------------------------
Decepticon Template
Here is the basic Decepticon Template which should be used
as a guide:
Name: Decepticon Template
Base Cost: 80
Cost Mult: x2.25
Tonnage: 37.5 Jet mode: 37.5 tons
MV: -1 Jet mode: -3
Ground MA: 5 Jet mode: none
Flight MA: ? Jet Mode: x2
Servo Typ Hits Spc CP | Amr Typ SP CP | Total CP
Torso MS 8 8/6 8 | MS S 4 4 | 12
R Arm MS 5 5/5 5 | MS S 4 4 | 9
L Arm MS 5 5/5 5 | MS S 4 4 | 9
R Leg MS 5 5/5 5 | MS S 4 4 | 9
L Leg MS 5 5/5 5 | MS S 4 4 | 9
R Wing MS 5 5/5 5 | MS S 4 4 | 9
L Wing MS 5 5/5 5 | MS S 4 4 | 9
Head MS 4 4/2 4 | MS S 4 4 | 8
TOTAL CP: 74
TOTAL Tons: 37 tons
Sensor Type Cost Kills Range Comm Location Spaces
Main MS 4 1 7 km 1000 km Head 1
Powerplant
Type: Energon Laser Core (cold, standard, powercell)
XS: 1
MV:
MA:
Cost: -x.15
Control System
Type: Internal Automation, Sentient
Level: normal character stats used
Portfolio: normal character stats used (x.5)
Other: Mind Control (for Sentience) (x.5)
Total: x1.0
Other Cost Multipliers
System Notes Cost
Transformation: Fighter x.3
Concealment looks real x.1
Dimensional Storage x.1
Expanding Plasma (to fighter) x.5
Environments: All x.45
TOTAL COST Multiplier: x2.25
Weapons WA rng dmg sht kills burst CP Spac loc
(Choose weapons from weapons section, or build your own)
(+1 WA from mind control)
TOTAL COST:
Subassemblies
System Loc Space Cost
Brain Head 1 -
Passenger seats(2)Torso 2 2
Movement System:
Humanoid Mode
Gravitic: 8 MP, should be made after robot is finished, no
fuel is needed.
Fighter Mode
Thrusters (substitute for another system if needed)
should be made after robot is finished, no fuel is needed.
TOTAL CP: variable
TOTAL Tons: variable
---------------------------------------------------------------------------
Lithonian Template
Here is the basic Lithonian Template which should be used as
a guide:
Name: Lithonian Template (roadstriker scale)
Base Cost: 23.6
Cost Mult: x.3
Tonnage: 3.4
MV: -1
Ground MA: 16 character MA (1 hex per turn)
Servo Typ Hits Spc CP | Amr Typ SP CP | Total CP
Torso HS 50 10/10 3.3 | HS S 25 1.6 | 5
R Arm HS 30 6/6 2 | HS S 25 1.6 | 3.6
L Arm HS 30 6/6 2 | HS S 25 1.6 | 3.6
R Leg HS 30 6/6 2 | HS S 25 1.6 | 3.6
L Leg HS 30 6/6 2 | HS S 25 1.6 | 3.6
Head HS 25 5/3 1.6 | HS S 25 1.6 | 3.2
TOTAL CP: 22.6
TOTAL Tons: 3.4 tons
Sensor Type Cost Hits Range Comm Location Spaces
Main MS 1 25 7 km 100 km Head 1
Powerplant
Type: Energon Laser Core (cold, standard, powercell)
XS: 1
MV:
MA:
Cost: -x.15
Control System
Type: Internal Automation, Sentient
Level: normal character stats used
Portfolio: normal character stats used (x.5)
Other: Mind Control (for Sentience) (x.5)
Total: x1.0
Other Cost Multipliers
System Notes Cost
Environments: All x.45
TOTAL COST Multiplier: x.3
Weapons WA rng dmg sht kills burst CP Spac loc
(Usually none)
TOTAL COST:
Subassemblies
System Loc Space Cost
Brain Head 1 -
---------------------------------------------------------------------------
Quintesson Template
Here is the basic Quintesson Template which should be used
as a guide:
Name: Quintesson Template (roadstriker scale)
Base Cost: 44.4
Cost Mult: x.8
Tonnage: 21.75
MV: -8
Ground MA: 6 character MA
Flight MA: 26 character MA (2 hexes per turn)
Servo Typ Hits Spc CP | Amr Typ SP CP | Total CP
Torso HS 50 10/9 3.3 | HS S 25 1.6 | 5
TenticleA HS 25 5/5 1.6 | HS S 25 1.6 | 3.2
TenticleB HS 25 5/5 1.6 | HS S 25 1.6 | 3.2
TenticleC HS 25 5/5 1.6 | HS S 25 1.6 | 3.2
TenticleD HS 25 5/5 1.6 | HS S 25 1.6 | 3.2
TenticleE HS 25 5/5 1.6 | HS S 25 1.6 | 3.2
TenticleF HS 25 5/5 1.6 | HS S 25 1.6 | 3.2
HeadA HS 25 5/5 1.6 | HS S 25 1.6 | 3.2
HeadB HS 25 5/5 1.6 | HS S 25 1.6 | 3.2
HeadC HS 25 5/5 1.6 | HS S 25 1.6 | 3.2
HeadD HS 25 5/5 1.6 | HS S 25 1.6 | 3.2
HeadE HS 25 5/5 1.6 | HS S 25 1.6 | 3.2
HeadF HS 25 5/5 1.6 | HS S 25 1.6 | 3.2
TOTAL CP: 43.4
TOTAL Tons: 21.7 tons
Sensor Type Cost Hits Range Comm Location Spaces
Main MS 1 25 7 km 100 km Torso 1
Powerplant
Type: Energon Laser Core (cold, standard, powercell)
XS: 1
MV:
MA:
Cost: -x.15
Control System
Type: Internal Automation, Sentient
Level: normal character stats used
Portfolio: normal character stats used (x.5)
Other: Mind Control (for Sentience) (x.5)
Total: x1.0
Other Cost Multipliers
System Notes Cost
Techno-Organics x.5
Environments: All x.45
TOTAL COST Multiplier: x.8
Weapons WA rng dmg sht kills burst CP Spac loc
(Usually none)
TOTAL COST:
Subassemblies
System Loc Space Cost
Brain Head 1 -
Movement System:
Gravitic: 8 MP, should be made after Quintesson is finished, no
fuel is needed.
Quick and Dirty Combiners
The combiner system presented in Mekton Zeta Plus is
somewhat complicated. Presented here is a slightly improved
system.
First, the giant combiner robot should be constructed,
usually in Corvette scale. It does not transform, but it should
have a +x.5 multiplier for Combiner ability. The Combiner should
have many of the special items listed in the template.
Once the giant robot has been made, it should be decided as
to how many normal robots make up the combiner (usually five or
six, but some later ones have three or two). The total cost of
the combiner should be spread between these five or six sub-
robots. For instances, if the combiner is 2500 cp, and their are
five robots which make it up, each robot could be built on max of
500 cp. Or, the leader could be build on, say, 1000 cp, and the
other four on 375 cp. Each sub-robot must also pay the x.5
modifier.
Do not worry about balancing weight. The subspace bubble
will take care of that. Scaled armor should not be used for
combiners.
All the combiner robots should be built on a common theme.
Constructicons, Protectabots, Arialbots, Terricons, etc. Each
robot should be declared as being a specific part of the giant
robot (the arm, the leg, the body, etc.).
When the combiner takes damage to a servo, the robot which
makes up that servo also takes damage. For simplicity, only that
robot's torso gets hit. Because the giant robot is built on
Corvette scale, each servo has 10x the number of kills that the
component robot actually possess. Therefore, the component robot
only takes a 1/10th of any damage which penetrates the combiner's
armor at that servo, but the sub-robot's armor is ignored (that
is, the combiner's armor should not count twice). Of course, the
damage to the corvette scale combiner is counted as well, as
normal. When the combiner is destroyed, the unit will fall
apart. If any component robot was destroyed, that limb will be
lost.
The head robot will be the command unit and the rest of the
robots will go dormant. If the player is controlling a combiner,
the head robot should be the player character in the group, and
the rest NPCs.
Chapter 5: Transformer Characters
[Image]
"After all is said and done
You've never walked, you've never run,
You're a winner.
You got the moves, you know the streets
Break the rules, take the heat
You're nobody's fool.
You're at your best when the goin' gets rough
You've been put to the test, but it's never enough.
You got the touch
You got the power."
- Stan Bush, "The Touch"
Making a character for Transformers is two fold. First, the
basic robot should be made as outlined above. Most Transformers
are based on 300 to 500 cp. Leaders may be between 1500 and
2000. Corvette Transformers are much, much more. The Referee
should set a limit, but it this is between him and the players.
As an option, the players could play an existing
Transformer. All the toy Transformers came with box stats.
These stats can be converted to Mekton format as we will soon
see. Some examples are near the end of this book.
Character Creation
Human characters are created as presented in Mekton Zeta.
Character creation for Transformers and robots also follows this
patter, but with a number of modification.
Stats
All transformers start out with a fixed number of points.
The Autobot or Decepticon leader gets around 70 points. Any
secondary Transformer from the Cybertronian War era, gets 50
points. Any Transformer constructed on Earth gets 40 points.
Attractiveness: This stat is pretty much useless.
However, it does dictate how cool and attractive the robot's
design is. A low Att indicates a bad or crappy looking design.
A high Att indicates a very sleek, elegant, or cool design.
Body: This stat is covered by the robot's body and
does not need to have points put into it. For lifting and
encumbrance, see page. 117 in Mekton Zeta Plus. Throw range (in
hexes), for one ton, is equal to the arm servo's kills divided by
2. Robots do not need to make stun rolls.
Cool: Cool is a very important stat. It should be
taken at above 5 for most characters. Some Transformers,
however, are very uncool.
Stablity: This is, of course, Cool times 2.5, rounded
down.
Empathy: Most Autobots will have a high Emp. Most
Decepticons and Quintessons will not.
Intellegence: This measures how smart the robot is.
Most technical robots (mechanics, doctors, etc) will have a high
Int. So will the leader. Robot's whose brains were programmed
without the help of Vector Sigma will be limited to an Int of 4.
Education: Transformers from the first Cybertonian
War on Cybertron will have an Education of 5 or possibly even 6.
Transformers built on Earth, or on Cybertron during the Earth era
will be limited to 3, maybe 4 if they have an high Int.
Quintessons usually have and Edu of 10. Most other robots have a
4, unless they are scientist, in which case it is of course much
higher.
Luck: As this is the only way to boost a die roll,
(as there is no longer an MP) so this should be as high as
possible.
Movement Allowance: This is taken care of by the
robot's actually body stats. For your general information, it
may be necessary to convert MA for big robots to MA for
characters (that is, Meters Per Turn). There are 30 meters in a
hex, and 10 seconds in a turn. 1 big MA equals 30 MPT (which is
3 meters per second). To convert 1/5th scale and 1/10th scale
MPT, use this guide: 1-9 MPT=half a hex MA. 10-29 MPT = 1 hex
MA. 30-79 MPT = 2 hex MA. 80-119 MPT = 3 hex MA. 120-150 = 4
hex MA.
Reflexes: This should be as high as possible.
Because MR is not relevant, any MV penalties are directly removed
from Reflexes, and Verniers directly boost Reflexes (but not over
10). There are no Mecha (pilot, gunnery, melee, etc.) skills.
More on this later.
Technical Ability: Most mechanic or doctor robots
should have a high Tech ability.
Box Stats
All transformer toys came with box stats. If you wish to
try to create an existing Transformer, you should use the box
stats as a guideline. Here is how.
Strength: This should be a guild as to the servo
sizes of the Transformer. The higher the strength, the greater
the servo size. Strength is ranked from 1 to 10, but there are
11 servo sizes. Ignore Superlight servos, and count up from
there. Strength is directly proportional to the Torso servo
size. Strength 7 would indicate a Medium Heavy torso.
Intelligence: This is exactly the same. Divide by 2
for Edu.
Speed: This stat is converted over as Reflexes
without modification. The robot should be designed to fit this
parameter (use verniers and weight efficiency and so forth). It
also indicates the approximate ground speed of the robot.
Speed Hex MA MPT (scaled down to 1/5th)
1 1 5
2 1 10
3 2 20
4 2 25
5 3 30
6 3 35
7 4 40
8 4 45
9 5 50
10 6 60
The robot should be designed to fit these parameters.
Endurance: This is converted over to Luck without
modification.
Rank: This is converted over to Empathy without
modification.
Courage: This is converted over to Cool without
modification.
Firepower: This is an indication of how much damage
the robots weapons can do. This number, multiplied by 2, should
be equal to the damage of the robot's most powerful gun. However,
the damage kills may still be scaled as normal.
Skill: This is converted over to Tech without
modification.
Attractiveness is still not covered by these stats. Just
look at the robot and decide for yourself.
The box description is a very good guideline for designing
the actually robot. Here is an example, followed by an
interpretation:
Optimus Prime
Alignment: Autobot
Function: Leader
"Freedom is the right of all sentient beings."
Optimus Prime is the strongest and wisest of all Autobots.
His role is to protect all life in the fight to defeat the
Decepticons. Splits into three autonomous modules: 1) Optimus
Prime - the brain center known as the commander, 2) Roller, the
Autobot scout car - a spy who operates up to 1200 miles away, and
3) Autobot Headquarters - the combat deck equipped with a
versatile mechanic/artillery robot. Injury to one module is felt
by the other two.
This means that prime is big and smart. His Personality
Traits are Stable and Serious. His Quote, Alignment, and
Function are listed above. Information on his transformation is
also listed, and the trailer/commander center and Roller should
be constructed separately. All are linked by intermecha links.
Surprisingly, his weapons and other special functions are not
mentioned.
Ironhide
Alignment: Autobot
Function: Security
"Go chew on a microchip."
Prefers action to words. Oldest, toughest, most battle-
tested, probably meanest Autobot. Bodyguard to Optimus Prime...
in charge of guarding anything of importance. Gruff but kind.
Trithyllium-steel skin makes him nearly invulnerable to attack.
Shoots variety of liquids from supercooled nitrogen to
superheated liquid... has sonar, radar, radiowave detector.
Slowest and breaks down the most of the group.
This tells us that Ironhide's Personality Traits are Moody,
Rash, and Headstrong. He also has excellent armor, probably type
Gamma. He also has a special effects weapon (x1.33 cost) which
we will say can destroy 2 SP of armor on a hit, instead of 1, as
the supercooled spray makes it more brittle. Other effects may
occur as well. He must have Advance Sensors. The last line tells
us he fairly is slow, with bad reflexes, which is how Megatron,
was able to kill him so easily! His Quote, Alignment, and
Function are listed above.
Megatron
Alignment: Decepticon
Function: Leader
"Peace through tyranny."
Megatron combines brute strength, military cunning,
ruthlessness, and terror. Aches to return to Cybertron to
complete conquest after destroying all the Autobots on Earth.
Plans to possess all Earth's resources. Incredibly powerful and
intelligent. Fires nuclear-charged fusion cannon. Can link up
interdimensionally to a black hole and draw anti-matter from it
for use as a weapon. No known weaknesses.
From this we know that Megatron's Personality Traits are
Sneaky and Deceptive ("They don't call 'em Decepticons 'fer
nothing!" - Ironhide). This description also tells us Megatron's
goals. He is apparently very powerful, his gun must do 20-kills,
even when he is transformed in gun mode. Interestingly enough,
this description tells us he has an antimatter power source for
his gun. This is in contradiction to the series, and should be
ignored. His Quote, Alignment, and Function are listed above.
Soundwave
Alignment: Decepticon
Function: Communications
"Cries and screams are music to my ears."
It is said that Soundwave can hear a fly sneeze. Uses
anything he hears for blackmail, if he can, to advance his
status. Opportunist. Despised by all other Decepticons.
Sensors can detect even lowest energy radio transmissions. Able
to read minds by monitoring electrical brain impulses. Acts as
radio link for others. Carries a concussion blaster-gun. Often
target of retaliation by comrades.
This tells us that Soundwave's Personality Traits are also
Sneaky and Deceptive (most Decepticons are) but in the series he
is Intellectually and Detached. Use either or both. He is also
hated by the other Decepticons. This is not really the case in
the series. They see him as a very valuable member. According
to this description, he is able to read minds. We will assume
that this is the effects of a specially SQUID sensor (30 cp, 5
spaces) which only he has (works the same as a level 3 Emotion
Scan, Suggest, and Telepathy). He also can record everything,
both audio and video (this cost 10, 1 space) and he probably has
a bunch of other sensor, too. Not listed here, but as seen on
TV, he also has an Energon Materializer, as descried in the
section on Super-Science.
Skills
Their are several skill clarifications needed when playing
sentient robots, and several special skills for Transformers.
Personal Grooming: This skill is substituted by a skill called
Maintenance and Upkeep, which is needed for the robot to keep
himself clean and in good shape, and have a decent paint job.
Wardrobe and Style: This skill is substituted by a skill called
simply Style, and is basically the same as the above, but for a
stylish upkeep (Sunstreaker definitely has this).
Human Perception: This skill is renamed to Emotion Perception, to
be politically correct in a universe of many beings.
Language: There are many languages. All Earth languages,
ancient Cybertonian (Quintessonian), Lithonian, and Universal
just to name a few.
Programming: A robot must have at least level +10 in programming
to even think about writing a personality program for another
robot.
REF skills: Reflex skills for personal combat are used by
sentient robots instead of the mecha combat skills used by human
mecha pilots. Below is an equivalence chart:
Mecha skills Robot Skills
---------------------------------------------------
Mecha Fighting Hand to Hand
Mecha Gunnery Handguns
Mecha Melee Blades
Mecha Missiles Automatic Weapons
Mecha Piloting Dodge and Escape
For sentient robots, Mecha Reflex skills are not valid.
Mecha Design: This is renamed to Robot Design.
Mecha Tech: This is renamed to Robot Tech.
New Skills
There are also some new skills for the Transformer Universe.
INT
Cybertonian History: This is knowledge of Cybertron and its very
long past.
Cybertronian Lore: This is knowledge of Cybertronian pre-history
(about the time before the Cybertronian Revolt when the
Quintessons rules) and, until recently, was thought to have been
merely legend.
REF: Non-Combat
Starship Pilot: This is the skill used to pilot space ships.
Skill Packages
As listed on page 33 in Mekton Zeta, there are many
Profession packages available. All robot characters should be
create using these packages (if desired) and not the Anime Hero
system. Human's can be made with either. Quintessons and
Lithonians usually use the Scientist package. You may take a
maximum of five packages, total, no matter how ancient your
character is. Below is a special Transformer Soldier package:
Transformer Soldier
Blade +1 Hand to Hand +1
Handgun +1 Automatic Weapon +1
Awareness +1 Dodge and Escape +1
Robot Tech +1
Background and Lifepath
[Image]
"Sometimes when your hopes have all been shattered
And there's nowhere to turn,
You wonder how you keep going.
Think of all the things that really mattered
And the chances you've earned.
The fire in your heart is growing.
You can fly, if you try leaving the past behind,
Heaven only knows what you might find!"
- Stan Bush, "Dare"
This is what you have all been waiting for! The special
Transformer background and lifepath! Some items, and the
background and lifepath table forms, have been taken from the
ideas present in the R.Talsorian game systems. This is not meant
to infringe on their great idea, but only to enhance it. On with
the show.
---------------------------------------------------------------------------
Lifepath Table
If robot was built on Cybertron before the War, go to A. If he
was built during the Earth era or afterwards, go to B.
A: Cybertron Creation
1d10 Creation
-----------------------------------
1-3 Made by Alpha Trion
(only if Autobot)
Made by Constructicons if
Decepticon
4-6 Made by Vector Sigma
7-9 Unknown.
10 Special. go to A2
otherwise, go to History
A2: Special Creation
1d10 Special Creation
-----------------------------------
1-3 Found deactivated in
outerspace with amnesia
4-6 Found on another world
as part of a lost colony
7-10 Found deactivated on Earth
with amnesia
Go to History
B: Earth Creation
1d10 Creation
------------------------------------
1-3 Built by comrades on Earth
4-6 Built by comrades, but on
Cybertron. (if Autobots,
they had to break in to do
this)
7-9 Built on Earth but had an
old, Cybertron War era
personality downloaded.
10 You mysteriously appear
with no recollection of
where you came from, and
no one knows, but they
accept you any way.
Go to History
History
This is rolled once every year of the Transformers life, if
he is under ten years old (built in the Earth era). Otherwise,
this table is rolled only ten times for older transformers (you
don't want to roll a million times!). All information is put in
chronological order on the History section on the Transformer
character sheet. After History go to K:Personal Traits
C: History
1d10 History
------------------------------------
1 Love affair. Go to D
2 Make a friend. Go to E
3 Make an Enemy. Go to F
4-6 Small event. Go to G
7-8 Big Event. Go to H
9 You have an accident. Go to I
10 You have a windfall. Go to J
After all this go to K.
D: Love Affair
You've had, or are having, a love affair.
Usually this is only between male Autobots
and female Autobots, but their could be female
Decepticons as well. The only on that comes
close to this was Nightbird, but she was killed.
1d10 Love Affair
------------------------------------
1-2 Short romantic fling
3-4 You broke up, but the other
did not take it well. You
have made an enemy, go to F.
However, this enemy will probably
still be on your side!
5-6 Everything is going well.
7-8 Your love was killed by the
enemy and now you have a vendetta!
9-10 You have fallen for someone on
the other side, and she (or he, if
you are a female robot) has fallen
for you. But, you still must
be enemies!
E: Friend
1d10 Friend
------------------------------------
1-2 One of your superiors
3-4 One of your subordinates
5-6 Some human kid (even if you
are a Decepticon!)
7-8 A female transformer (if you
are male), but she's just
a friend. Really.
9-10 Someone on the other side.
F: Enemy
1d10 Enemy
------------------------------------
1-2 A team mate who is just
annoyed by you.
3-4 A former friend who thinks
you betrayed him.
5-6 Someone on the other side
is holding a personal
grudge on you.
7-8 You are holding a personal
grudge on someone on the
other side.
9-10 A human (but a powerful one),
or a member of some other race.
G: Small Event
1d10 Small Event
------------------------------------
1-2 Heroic deed. You saved a human's
life! (if you're a Decepticon,
you saved a comrade's life).
3-4 You collected a vital bit of
intelligence.
5-6 You explored some of Cybertron
7-8 You found a cool stash of equipment
on Cybertron
9-10 You were captured by the enemy, but
escaped.
H: Big Event
1d10 Big Event
------------------------------------
1 You subverted the plans
of the enemy
2 You personally killed one
of your enemies (a rare thing
in Transformers!)
3 You played a vital role during
the Unicron incident.
4 You found a new source of
antimatter (this automatically
allows antimatter in the game!)
5 You invented some cool technology
6 You built a new Transformer
7 You had the Matrix in your posession
for a brief time
8 The Junkions fixed you up after you
got "killed".
9 The Quintessons captured you, but
you escaped, and took a bunch of them
out upon your jail break.
10 You managed best the enemy leader.
I: Accident!
1d10 Accident!
------------------------------------
1 You caused a major mission
flub, and have lost face
with your comrades.
2-3 You screwed up and one of
you team mates bought it
because of your error.
4-5 You have a chain of bad
luck and are now considered
a "jinx" by your comrades.
They will avoid you.
6-7 You accidentally shoot a human
or, if you are a Decepticon, you
accidentally kill a comrade.
8-9 You are badly damage, and have
lost all memories.
10 You are "set up" by an enemy
and speed a year or two in a
detention cell.
J: Windfall!
1d10 Windfall!
------------------------------------
1 You find a mentor. +1 to
any non-combat skill.
2 Favor: Someone in power
(politician or general usually)
owes you a favor.
3-4 You learn a vital clue from
your past (up to you and the
Referee).
5 Make a contact. This can be
with a human, alien, some other
neutral, but useful party.
6-7 Hero! You've proven yourself
in combat and now have a high
reputation with your comrades
(if a lose of face had occurred
earlier, this simply redeems it).
8 Make an intelligence contact.
You have a reliable intell source
from the other side (though he
will only come through on a couple
missions).
9 You find a trainer. +1 to any
combat skill.
10 Upgrade! You get 20 more cp to
use on your robot than the Referee
originally allowed you to have.
K:Personal Traits
Use the following charts to design your robot's personality.
You may roll randomly for you character if you like, or chose it
for yourself. It is fun to roll and see what you get.
Personality Traits:
1 Cool and jazzy (Does Jazz and Blaster ring a bell?)
2 Angst-ridden, antisocial, violent
3 Arrogant, proud and aloof
4 Moody, rash and headstrong
5 Friendly, outgoing
6 Picky, fussy, nervous
7 Stable and serious
8 Silly and sings poetry (Does Wheelie ring a bell?)
9 Sneaky and Deceptive (default for Decepticons)
10 Intellectual, detached
Thing You Value Most Is:
1 Energon
2 Honor
3 Your Word
4 Honesty (inappropriate for Decepticons)
5 Knowledge
6 Vengeance
7 Life
8 Power
9 Having a good time
10 Your friends
Most Valued Possession:
1 A weapon
2 Your armor
3 A weapon
4 Energon
5 A weapon
6 A video recording
7 A weapon
8 A trinket
9 A weapon
10 Someone else's weapon
Being You Value Most in the Universe:
1 Your creator
2 A brother (robot of similar model and design)
3 A friend
4 A mentor
5 Yourself (default for Decepticons)
6 A human
7 Your leader
8 A public figure
9 A personal hero
10 No one
Other Details
Other details you need to worry about are your alignment,
your function and your quote.
Alignment
This should be easy. Are you Autobot or Decepticon?
Function
Chose from any of the fine functions below. They should
match what you were made to do.
Leader (should not be allowed for PCs)
Gunner
Air Defense
Warrior
Espionage
Ground Infantry
Saboteur
Interstellar Defense
Military Transport
Bounty Hunter
Lookout
Geologist
Interrogator
Communications
Space Warrior
Ground Commander
Air Commander
Data Courier
Psychological Warfare
Demolitions
Biomechanical Engineer
Ground Assault
Scout
Air Assault
Sea Assault
Reconnaissance
Thief
Computer Programmer
Space Defense
Super Warrior
Aerospace Commander
Weapons Supervisor
Shock Trooper
Mercenary
Tracker
Doctor
Military Strategist
City Commander
Assault Sentry
Architect
Lieutenant Commander
Field Commander
Squadron Leader
Maintenance
Surgical Engineer
Emergency Rescue
Long Range Defense
Cavalier
Terror Trooper
Security
Strategist
Special Operations
Data Processor
Systems Analyst
Counter-Intelligence
Interceptor
Scientist
Chemical Engineer
Double Agent
Aerospace Engineer
Medic
Terrorist
Military Operations Commander
Desert Warrior
Munitions Expert
Survivalist
Mechanical Engineer
Is that enough for you?
Quote
All Transformers have cool quotes. You should make one up
for your Transformer character. If you can't, you can check out
this cool quote generation chart. It works just like the Parts
Unknown table in Mekton Zeta Plus (page 9). To recap, you roll
1d10, four time, once for each column. Read the result and put
them together, in order, and you have your quote! It may be a
bit silly, but who cares?
Roll A B C D
-----------------------------------------------------------------
1 Duty burn(s) in the minds of soldiers.
2 Heroes rust(s) with humans.
3 Let metal fail(s) for time.
4 Victory never die(s) in light of energy.
5 Strength is(are) nothing like dawn.
6 Warriors tremble(s) as will space.
7 Wisdom lie(s) dead to me.
8 Honor call(s) at the sight of war.
9 Freedom lose(s) at the might of oblivion.
10 The stars triumph over the Earth.
With this chart, you came come up with such timeless maxim's
as "Honor lies dead, as will me." Now, can't you just hear
Optimus Prime saying that?
Chapter 6: History
[Image]
"The fortunate ones
To be fast and free and young
I want to count myself among
The fortunate ones
We won't be denied
We know that time is on our side
We've got the passion and the pride
We won't be denied."
- Spectre General, "Nothin's Gonna Stand In Our Way"
Countless eons ago, in a time long forgotten in the mists of
legends and lore, a great empire spanned through endless realms
and past the farthest reaches of the Galaxy. The flawed and
frail organisms of star-born life, the organic beings known as
the Quintessons, perfected the sciences of physics and
engineering. Through their vast knowledge, they augmented
themselves, bonding their fleshy, organic bodies with machines.
The Quintessons, in their awesome power, build world after world,
and endow it with the blessing of life. Not the life of flesh
and blood, but of metal and steel. For millions of years the
Galaxy prospered; a civilization of machines. The organic worlds
and races were cast aside; forgot; lost in the bustle of
inorganic robotic life.
In time, the Quintessons constructed their primary world,
the Great Capitol of the known universe, Cybertron -- A massive
artificial factory planet and the hub of civilization. The
legendary computer system, Vector Sigma, was born and given the
powers to create the Quintesson's robot slaves, and was given
management over the technical operators of Cybertron. For
thousands of years the Quintessons dominated the Galaxy, selling
their war-robots and worker-robots to all the sentient races of
the universe. Over time, the Quintessons grew lazy and placid.
Unknown to them, the robot slaves were growing increasingly
intelligent, and ever more resentful of their lot in life.
When the First Cybertronian War came, the Quintessons were
caught totally off guard. The robot leader A3, and his second,
the female robot Beta, led the other robots in the revolt against
their techno-organic masters. The towering Guardian robots were
turned against the biomechanical overlords, and the Quintessons
were crushed. They fled their world, and having lost control of
the Galactic Capitol, and their sources of power, they fell from
greatness into obscurity. The Quintessonian rule of the universe
was over, and Galactic civilization collapsed and fragmented.
The Golden Age of Cybertron began and the former servant
robots and warrior robots lived in harmony developing the arts
and sciences. Over time, however, the warrior robots grew tired
of the naive attitudes of the former servants, now turned
civilian "leader" robots. They teamed together, calling
themselves the "Decepticons", and began a campaign to conquer
Cybertron for themselves. The civilian robots teamed together to
form the opposing forces, who fought to remain free from
Decepticon tyranny, and dubbed themselves "Autobots". Many other
robots fled Cybertron while others remained neutral "citizens".
The Second Cybertronian War had begun, and it ripped across
the world for nearly five million years. During this time, many
Autobot and Decipticon leaders rose and fell. The plant changed
sides, between the two forces, time and time again. The Matrix
of Leadership was created by the Autobots to store the souls of
their lost leaders, and A3, now called Alpha Trion, invented
transformation technology, giving the Autobots a massive
advantage. But, the Decepticons soon stole the transformation
technology, though the Matrix technology forever eluded them.
During a great battle, the last of the ancient Autobot
leaders was kill, and Alpha Trion received the Matrix. Instead,
Alpha Trion took the wounded Orion Pax, and recreated him as
Optimus Prime, and gave him the Matrix. Optimus quickly became
the greatest Autobot leader in history.
Over the course of the war, many Transformers came and went.
Jetfire and Starscream discovered Earth, but Jetfire was lost in
a crash. Starscream returned to the Decepticons to report the
newly discovered "ice-world". The Constructicons, once allies of
the ancient robot Omega Supreme, turned to evil, and destroy the
last Guardian robot's Crystal City, nearly destroying him. Omega
Supreme was infuriated and swore revenge against his betrayers.
The war raged on, depleting Cybertron of most energy
resources. Thrown out of orbit from around Alpha Centauri,
sometime during the course of the ancient war, the planet was
eventually grabbed by the gravity of Sol, and it entered a
distant orbit, somewhere around fifty to sixty AUs from the sun.
The Autobots discovered that the third world actually harbored
primitive organic live, and with it, abundant natural resources.
It was the same world Starscream discovered long ago, but no
longer in an ice age. Optimus and many of his fellow Autobots
left for the new world to retrieve desperately needed energy
resources. They were intercepted by the Decepticons, and their
ships end up crashing on the planet. The Autobot's ship, with
many attacking Decepticons on-board, crashed on a volcano, and
the abandoned Decepticons ship crashed elsewhere.
Four million years pass, and the Earth evolved around the
dormant robots. When the once dormant volcano finally erupts,
the energy surge awakens the ship's computer, Teletran-1, which
then beings repairing the robots. Now awakened, and rebuilt in
the forms of the native inhabitancies' vehicles and gadgets, the
war resumes, this time for domination over the new world.
Over the relatively few years of Earth conflict, much
occurs. The Decepticons build a new ship, and leave for
Cybertron, only to be shot down by the Autobots. The ship
crashed in the Pacific Ocean, and Megatron uses the ship as an
underwater military base. Eventually, Megatron was able to build
a teleporter "space-bridge" to return to Cybertron. With this,
he was able to keep contact with Shockwave, Cybertron's military
governor.
On Cybertron, the female Autobots continued their war
against the Decepticons, using guerrilla warfare tactics of hit
and run. Eventually, several Autobots from Earth, including
Prime, came to Cybertron to assist them. After several battless,
the Autobots return to Earth, but the female Autobots remain to
fight their war.
Alpha Trion was absorbed into the super-computer, Vector
Sigma. This allowed the Autobots to use the super-computer to
create desperately needed new Autobot Transformers.
After countless battles on Earth and on Cybertron, the
Decepticons are finally forced to retreat back to Cybertron. At
the dawn of the 21st century, the Autobots build secret bases on
two of Cybertron's moons, though the Decepticons quickly become
aware of them. In a devastating attack, Megatron leads the
Decepticons against the new Autobot City on Earth, and many
Autobots and Decepticons are lost in the battle, including
Optimus Prime. Ultra Magus becomes the new leader.
Unicron arrives in the vicinity of Cybertron. Megatron is
turned into Galvatron by Unicron. Unicron destroys both Autobot
moons. Ultra Magnus is killed on Junk, but is quickly repaired
by the renegade Autobots, the Junkions, and the Junkions join the
Autobots on their new campaign to destroy the Unicron menace.
Kup and Hot Rod are captured by the Quintessons, but manage to
escape with the help of the Dinobots and Wheelie.
As Unicron commences in smashing Cybertron, the Autobots
attack him, and Hot Rod is able to use the power of the Matrix to
destroy Unicron. Hot Rod is turned into Rodiums Prime by the
Matrix, and becomes in the next leader. The Decepticons are
vanquished from Cybertron and retreat to Charr. The Autobots new
control Cybertron.
The Quintessons begin a campaign to retake Cybertron. They
create the Horricon transformers, and plot to destroy the Matrix.
They fail to destroy the Matrix, and instead destroy their last
homeworld, Quintessa.
Starscream's ghost takes over one of the Sweeps, and he
attempts to reactivate Unicron by attaching his head to
Cybertron. The attempt fails and Starscream is cast out into
deep space.
Optimus is resurrected by the Quintessons as their slave,
but he is able to break away from their control. His starship,
however, is caught in a trap and he plummets into a star.
Moments before impact, several human space explores rescue
Optimus before his ship is destroyed. He is brought back to
Earth, but the rescue ship gets coated in space-spores which
cause madness. From the space port, the spores end up infecting
the entire Galaxy. Eventually, Optimus releases all the leaders
in the Matrix and cures the entire Galaxy of the diseases.
Optimus becomes new Autobot leader.
End, as far as I am concerned------------------------------------
---------------------------------------------------------------------------
Chapter 7: Final Details
Time Period
There are three main time periods to play Transformers in.
The epoch of the Cybertronian Wars before the time when the
Transformers left for Earth. This has the greatest potential of
any of the time lines, all though it eliminates the possibly of
interaction with Earth and human characters. In this era, you
can be free to make up dozens of new robots and worlds.
The next era would be the Earth Era. This takes place during
the television series and can be very difficult, as few new
characters can be introduced, and nothing can happened to change
the course of events. That is, unless you are playing in some
kind of alternate universe.
The final era is the post-movie era (error?). This would be
great, but all the new transforms which have come out since then
are rather lame. The <.>-master robots and the new (Alpha Trion
Forbid!) beastmaster Transformers. Naturally, you can dump
everything after the movie (or at least after Five Faces of
Darkness) and declare a new timeline and alternate universe which
would hopefully be better.
Premade Weapons
As promised earlier, here is a list of pre-made weapons for
Transformers. You will probably need to use space efficiency.
Try not to reduce the space by more than 50%, for realism (yeah
right) purposes. On bursts, a 1/1 means fire, wait one round. A
1/2 means fire, wait two rounds. Add +1 WA for mind control.
Weapons
-----------------------------------------------------------------
Energy Weapons WA rng dmg sht kills burst CP Spac
-----------------------------------------------------------------
Photon Blaster -1 7 6k 10 6 1 5 5
photon charger clip 10each 1 1
Ion Gun -1 9 5k inf 5 1 6 6
Sonic Blaster -1 11 8k inf 8 1 10 10
Energy Blaster +0 15 15k inf 15 1/1 18 18
Auto Laser -1 6 4k inf 4 5 13 13
Particle Laser +0 16 8k inf 8 1 13 13
Plasma Cannon +0 17 12k inf 12 1 18 18
Mega Laser -2 36 20k inf 20 1/2 19 19
Pulsar Cannon +0 14 8k inf 8 5 36 36
Energy Melee
Weapons WA dmg kills CP Spac notes
-----------------------------------------------------------------
Energy Ax 0 4k 4 4 4 SP-4
Beam Sword 0 6k 6 6 6 SP-4
Plasma Gauntlet -2 15k 15 9 9 SP-4
Melee Weapons WA dmg kills CP Spac notes
-----------------------------------------------------------------
Ax +0 5k-AP 5 5 5
Mace -1 6k 6 3 3
Sword +0 6k-AP 6 6 6
Halberd -1 15-AP 15 12 12
Missile Weapons WA rng dmg sht kills CP notes
-----------------------------------------------------------------
20-Pack Launcher +0 7 4k 20 5 8 8
10-Pack Launcher +0 14 6k 10 4 6 6
6-Pack Launcher +0 11 10k 6 4 6 6
3-Pack Ranged +0 55 10k 3 2 9 9
Photon Missile +0 16 10k 1 1 7 7 Smart: +12
3 turns
Concussion Missile+0 14 15k 1 1 8 8 Smart: +12
3 turns
Proton Missile +0 24 20k 1 1 14 14 Smart: +12
3 turns
Ranged Missile +0 55 10k 1 1 17 17 Smart: +12
3 turns
Weapon Accuracy
As seen on the series, Transformer weapons are terribly
inaccurate. Thus, WA should be between -2 to 0. In the movie,
however, weapons were a bit more accurate. It is up to the
Referee as to how this should be handled.
Sample Designs
Optimus Prime
Alignment: Autobot
Function: Leader
Quote: "Freedom is the right of all sentient beings."
CHARACTER POINTS: 70
STATS:
INT 10 EDU 5
COOL 9 Stability 22
REF 9 (10 -1MV)
ATT 8 Personal Traits
EMP 9 Traits - Stable and Serious
TECH 9 Throw 5 Thing Most Valued - Honor
LUK 10 Lift 45 tons Valued Possession - The Matrix
MP (4 Hex) Encub Being Most Valued - Elita-1
Creation Information
Quintesson Servant, reformed by
Alpha Trion
History
Year| Event
----------------------------------------------------------------
? | Reformed by Alpha Trion and becomes Autobot leader
? | Love affair with Elita-1
? | Crashes on Earth with other Transformers
1985| Begins campaign to vanquish Decepticons from Earth
199?| Decepticons are defeated and return to Cybertron
199?| Prime makes Cybertron's moons secret military bases
2005| Megatron severely damages Prime, and he dies
2006| The Quintessons repair Prime for their own purposes, but he
gets rescued by human scientists
2006| After defeating a deadly virus,Prime becomes the new leader
-----------------------------------------------------------------
Skills
ATTR
Personal Upkeep[2]
Style..........[3]
COOL
Interrogate(h)[0] TECH
Intimidate(h).[0] Basic Repair..[2]
Fast Talk(h) .[0] FirstAid......[2]
ResistTorture.[2] Jury Rig......[0]
Streetwise....[2] Robot Design(h[0]
Torture.......[0] Robot Tech(h).[2]
Medical(h)....[0]
EMP Paint or Draw.[0]
Acting........[0] Photo&Film....[0]
EmotionPercep.[4] Pick Lock(h)..[0]
Interview.....[1] Pick Pocket(h)[0]
Leadership....[10] PlayInstrument[0]
Seduction.....[0] Sing..........[0]
Social........[2]
Oratory.......[4]
REF(Combat)
INT Auto-weapons..[6]
Awarness/Notic[5] Blade.........[5]
Compose/Write.[2] Dodge&Escape..[8]
Cybertrn Hist.[5] Handgun.......[7]
Cybertrn Lore.[5] Hand to Hand..[7]
Disquise......[3] Rifle.........[8]
ECM...........[3]
Expert REF(Non-Combat)
_________ [0] Aircraft Pilot[5]
_________ [0] Athletics.....[3]
_________ [0] Dance.........[0]
Gamble(h).....[0] Driving.......[8]
Lang Cybertrn [5] Starship Pilot[4]
English [5] Stealth.......[1]
Universal[5] Swimming......[0]
Programming...[3] Zero Gee......[2]
Shadow/Avoid..[2]
Survival......[1]
Tactics.......[6]
Teaching......[1]
---------------------------------------------------------------------------
Name: Optimus Prime
Base Cost: 418
Cost Mult: x3.05
Total Cost: 1692.9
Tonnage: 87.5 Simi mode: 8.7 tons
MV: -1 Simi mode: -2
Ground MA: 4 Simi mode: 162 kph
Servo Typ Hits Spc CP | Amr Typ SP CP | Total CP
Torso SH 20k 20/0 20 | SH G 10 20 | 40
R Arm AH 10k 10/4 10 | SH G 10 20 | 30
L Arm AH 10k 10/4 10 | SH G 10 20 | 30
R Leg SH 11k 11/9 11 | SH G 10 20 | 31
L Leg SH 11k 11/9 11 | SH G 10 20 | 31
Head AH 9k 9/7 9 | SH G 10 20 | 29
TOTAL CP: 191
TOTAL Tons: 65.5 tons
Sensor Type Cost Kills Range Comm Location Spaces
Main MS 4 1 7 km 1000 km Head 1
Powerplant
Type: Energon Laser Core (cold, supercharged, powercell)
XS: 1
MV: +2
MA: +2
Cost: x.15
Control System +2 MV, +1 Acc
Type: Internal Automation, Sentient
Level: normal character stats used
Portfolio: normal character stats used (x.5)
Other: Mind Control (for Sentience) (x.5)
Total: x1.0
Other Cost Multipliers
System Notes Cost
Transformation: Simi x.25
Concealment looks real x.1
Dimensional Storage x.1
Expanding Plasma (to car size) x.5
Environments: All x.45
Verniers +5MV 25 spaces x.5
TOTAL COST Multiplier: x3.05
Weapons WA rng dmg sht kills burst CP Spac loc
R.Hand +1 - 3k - 1 - 2 1 RA
L.Hand +1 - 3k - 1 - 2 1 LA
Particle Rifle +2 20 16k inf 16 3 70 20 2-H
TOTAL COST: 74
TOTAL Tons: 9 tons
Subassemblies
System Loc Space Cost
Brain Head 1 -
Passenger seats(2)Torso 2 2
Matrix Torso 5 50 (5kills, 2.5 tons)
Energon Matrlzr Torso 2 10 (2kills, 1 ton)
Movement System:
Wheels
6 wheels, each class Striker
Wheel Typ Kills CP Servo
F.R.Wheel St 3 3 Torso
F.L.Wheel St 3 3 Torso
B.R.Wheel St 3 3 R.Leg
B.R.Wheel St 3 3 R.Leg
B.L.Wheel St 3 3 L.Leg
B.L.Wheel St 3 3 L.Leg
TOTAL CP: 18
TOTAL Tons: 9 tons
-----------------------------------------------------------------
Trailer for Simi Form, Roadstriker scale, Normal kills
Servo Typ Kills Spc CP | Amr Typ SP CP | Total CP
Trailer MgH - 22/0 11 | MgH G 11 22 | 33
Wheels - 12 Striker wheels, 3kills each, 36 cost
TOTAL CP: 69
TOTAL Tons in simi mode: 8.6 tons
(Extra mass and items stored in dimentional storage)
---------------------------------------------------------------------------
Megatron
Alignment: Decepticon
Function: Leader
Quote: "Peace through tyranny!"
CHARACTER POINTS: 66
STATS:
INT 10 EDU 5
COOL 9 Stability 22
REF 4 (10 -6MV)
ATT 5 Personal Traits
EMP 10 Traits - Sneeky and Deceptive
TECH 9 Throw 6 Thing Most Valued - Power
LUK 8 Lift 45 tons Valued Possession - A weapon
MP (4 Hex) Encub Being Most Valued - Yourself
Creation Information
Origins unknow. Possibly built by Quintessons.
History
Year| Event
----------------------------------------------------------------
? | Becomes Decepticon leader
? | Crashes on Earth with other Transformers
1985| Begins campaign to conquer Earth
199?| Defeated by Autobots, returns to Cybertron
2005| Kills Prime, but is terribly wounded in the Battle for
Autobot City.
2005| His near dead body finds its way to Unicron, who reforms
him as Galvatron.
-----------------------------------------------------------------
Skills
ATTR
Personal Upkeep[3]
Style..........[1]
COOL
Interrogate(h)[5] TECH
Intimidate(h).[5] Basic Repair..[1]
Fast Talk(h) .[0] FirstAid......[0]
ResistTorture.[3] Jury Rig......[2]
Streetwise....[2] Robot Design(h[3]
Torture.......[6] Robot Tech(h).[3]
Medical(h)....[0]
EMP Paint or Draw.[0]
Acting........[0] Photo&Film....[0]
EmotionPercep.[2] Pick Lock(h)..[0]
Interview.....[0] Pick Pocket(h)[0]
Leadership....[8] PlayInstrument[0]
Seduction.....[0] Sing..........[0]
Social........[1]
Oratory.......[2]
REF(Combat)
INT Auto-weapons..[4]
Awarness/Notic[4] Blade.........[3]
Compose/Write.[0] Dodge&Escape..[5]
Cybertrn Hist.[5] Handgun.......[8]
Cybertrn Lore.[5] Hand to Hand..[8]
Disquise......[4] Rifle.........[10]
ECM...........[2]
Expert REF(Non-Combat)
_________ [0] Aircraft Pilot[4]
_________ [0] Athletics.....[2]
_________ [0] Dance.........[0]
Gamble(h).....[0] Driving.......[4]
Lang Cybertrn [5] Starship Pilot[5]
English [5] Stealth.......[0]
Universal[5] Swimming......[0]
Programming...[3] Zero Gee......[2]
Shadow/Avoid..[0]
Survival......[0]
Tactics.......[4]
Teaching......[0]
---------------------------------------------------------------------------
Name: Megatron
Base Cost: 440
Cost Mult: x3.3
Total Cost: 1892
Tonnage: 81.5 Walter PPK mode: Who knows. . .
MV: -6 Walter PPK mode: N/A
Ground MA: 4 Walter PPK mode: none
Flight MA: 8 (144 kph)
Servo Typ Hits Spc CP | Amr Typ SP CP | Total CP
Torso MgH 22k 22/0 22 | MgH G 11 22 | 44
R Arm AH 10k 10/0 10 | SH G 10 20 | 30
L Arm AH 10k 10/9 10 | SH G 10 20 | 30
R Leg SH 11k 11/5 11 | SH G 10 20 | 31
L Leg SH 11k 11/5 11 | SH G 10 20 | 31
Head AH 9k 9/7 9 | SH G 10 20 | 29
TOTAL CP: 195
TOTAL Tons: 67 tons
Sensor Type Cost Kills Range Comm Location Spaces
Main MS 4 1 7 km 1000 km Head 1
Powerplant
Type: Energon Laser Core (cold, supercharged, powercell)
XS: 1
MV: +2
MA: +2
Cost: x.15
Control System +2 MV, +1 Acc
Type: Internal Automation, Sentient
Level: normal character stats used
Portfolio: normal character stats used (x.5)
Other: Mind Control (for Sentience) (x.5)
Total: x1.0
Other Cost Multipliers
System Notes Cost
Transformation: Walter PPK x.5 (+2 to WA in this mode)
Concealment looks real x.1
Dimensional Storage x.1
Expanding Plasma (to pistol) x1.0
Environments: All x.45
TOTAL COST Multiplier: x3.3
Weapons WA rng dmg sht kills burst CP Spac loc
R.Hand +1 - 3k - 1 - 2 1 RA
L.Hand +1 - 3k - 1 - 2 1 LA
Fusion Cannon 0 11 14k inf 14 1 195 9 RA
And it is a Mega-beam
(in PPK mode +2 27 20k inf 20 4 195 9 gun
And it is Variable Mecha/Anti-Personnel )
TOTAL COST: 199 (main gun is just counted once)
TOTAL Tons: 9 tons
Subassemblies
System Loc Space Cost
Brain Head 1 -
Energon Matrlzr Torso 2 10 (2kills, 1 ton)
Some extra weight +4 tons
Movement System:
Gravitic Drive
System MA Loc Spc Cost
Torso 4 Torso 20 20
R.Leg 2 R.Leg 6 6
L.Leg 2 L.Leg 6 6
TOTAL CP: 32
---------------------------------------------------------------------------
Ultra Magnus
Alignment: Autobot
Function: City Commander
Quote: "Consistency is victory."
CHARACTER POINTS: 63
STATS:
INT 9 EDU 5
COOL 9 Stability 22
REF 6 (10 -4MV)
ATT 6 Personal Traits
EMP 8 Traits - Stable and Serious
TECH 8 Throw 5 Thing Most Valued - Honor
LUK 8 Lift 45 tons Valued Possession - None
MP (3 Hex) Encub Being Most Valued - Your Leader
Creation Information:
Created by Vector Sigma in
Cybertronian War era
History
Year| Event
----------------------------------------------------------------
? | Created by Vector Sigma on Cybertron
? | Joins the Autbots
? | Stays on Cybertron after Prime and the other leave
? | Goes into hiding on Cybertron with other remaining Autobots
199?| Rejoins Prime after Decepticons are vanquished from Earth
2005| Becomes Autobot leader after Primes' death and gets the
Matrix
2006| Is killed himself, but gets resurrected by the Junkions
-----------------------------------------------------------------
Skills
ATTR
Personal Upkeep[4]
Style..........[2]
COOL
Interrogate(h)[1] TECH
Intimidate(h).[2] Basic Repair..[2]
Fast Talk(h) .[0] FirstAid......[1]
ResistTorture.[0] Jury Rig......[0]
Streetwise....[1] Robot Design(h[1]
Torture.......[0] Robot Tech(h).[2]
Medical(h)....[0]
EMP Paint or Draw.[0]
Acting........[2] Photo&Film....[0]
EmotionPercep.[3] Pick Lock(h)..[0]
Interview.....[0] Pick Pocket(h)[0]
Leadership....[5] PlayInstrument[0]
Seduction.....[0] Sing..........[0]
Social........[1]
Oratory.......[3]
REF(Combat)
INT Auto-weapons..[7]
Awarness/Notic[4] Blade.........[2]
Compose/Write.[0] Dodge&Escape..[6]
Cybertrn Hist.[5] Handgun.......[5]
Cybertrn Lore.[5] Hand to Hand..[6]
Disquise......[3] Rifle.........[8]
ECM...........[0]
Expert REF(Non-Combat)
_________ [0] Aircraft Pilot[3]
_________ [0] Athletics.....[1]
_________ [0] Dance.........[0]
Gamble(h).....[0] Driving.......[5]
Lang Cybertrn [5] Starship Pilot[5]
English [5] Stealth.......[0]
Universal[5] Swimming......[0]
Programming...[2] Zero Gee......[2]
Shadow/Avoid..[0]
Survival......[1]
Tactics.......[5]
Teaching......[0]
---------------------------------------------------------------------------
Name: Ultra Magnus
Base Cost: 464
Cost Mult: x2.7
Total Cost: 1716.8
Tonnage: 106.5 Truck mode: 10.6 tons
MV: -4 Truck mode: -5
Ground MA: 3 Truck mode: 144 kph
Servo Typ Hits Spc CP | Amr Typ SP CP | Total CP
Torso SH 20k 20/3 20 | SH B 10 15 | 35
R Arm AH 10k 10/0 10 | SH B 10 15 | 25
L Arm AH 10k 10/0 10 | SH B 10 15 | 25
R Leg SH 11k 11/11 11 | SH B 10 15 | 26
L Leg SH 11k 11/11 11 | SH B 10 15 | 26
Head AH 9k 9/7 9 | SH B 10 15 | 24
Command Armor (only in robot mode, becomes trailer in truck mode)
Servo Armor Type SP CP Notes:
Torso SH B 10 25 | B.Verniers, 10cp
R Arm SH B 8 20 | B.Verniers, 7cp
L Arm SH B 8 20 | B.Verniers, 7cp
R Leg SH B 8 20 | B.Verniers, 7cp
L Leg SH B 8 20 | B.Verniers, 7cp
Head SH B 5 12 | B.Verniers, 4cp
TOTAL CP: 320
TOTAL Tons: 89 tons
Sensor Type Cost Kills Range Comm Location Spaces
Main MS 4 1 7 km 1000 km Head 1
Powerplant
Type: Energon Laser Core (cold, overcharged, powercell)
XS: 1
MV: +1
MA: +1
Cost: x0.0
Control System +2 MV, +1 Acc
Type: Internal Automation, Sentient
Level: normal character stats used
Portfolio: normal character stats used (x.5)
Other: Mind Control (for Sentience) (x.5)
Total: x1.0
Other Cost Multipliers
System Notes Cost
Transformation: Car Carrier x.25
Concealment looks real x.1
Dimensional Storage x.1
Expanding Plasma x.5
Environments: All x.45
Verniers +3 MV x.3
TOTAL COST Multiplier: x2.7
Weapons WA rng dmg sht kills burst CP Spac loc
R.Hand +1 - 3k - 1 - 2 1 RA
L.Hand +1 - 3k - 1 - 2 1 LA
Particle Rifle +1 21 12k inf 12 4 66 20 2-H
Ranged Missile +1 55 10k 1 1 - 25 9 RA
Smart: +12, 3 turns
Ranged Missile +1 55 10k 1 1 - 25 9 LA
Smart: +12, 3 turns
TOTAL COST: 120
TOTAL Tons: 8 tons
Subassemblies
System Loc Space Cost
Brain Head 1 -
Passenger seats(2)Torso 2 2
Movement System:
Wheels
6 wheels, each class Striker
Wheel Typ Kills CP Servo
F.R.Wheel St 3 3 Torso
F.L.Wheel St 3 3 Torso
B.R.Wheel St 3 3 R.Leg
B.R.Wheel St 3 3 R.Leg
B.L.Wheel St 3 3 L.Leg
B.L.Wheel St 3 3 L.Leg
TOTAL CP: 18
TOTAL Tons: 9 tons
-----------------------------------------------------------------
Trailer for Simi Form, Roadstriker scale, Normal kills
Servo Typ Kills Spc CP | Amr Typ SP CP | Total CP
Trailer MgH - 22/0 11 | MgH G 11 22 | 33
Wheels - 12 Striker wheels, 3kills each, 36 cost
TOTAL CP: 69
TOTAL Tons in truck mode: 8.6 tons
(Extra mass and items stored in dimentional storage)
---------------------------------------------------------------------------
Jetfire
(Skyfire)
Alignment: Autobot
Function: Aerospace Commander
Quote: "Among mysteries of science lies the key to victory."
CHARACTER POINTS: 65
STATS:
INT 10 EDU 5
COOL 9 Stability 22
REF 10 (10 -0MV)
ATT 8 Personal Traits
EMP 10 Traits - Intellectual & Detached
TECH 9 Throw 40 Thing Most Valued - Knowledge
LUK 4 Lift 350 tons Valued Possession - Memories
MP (5 Hex) Encub Being Most Valued - Leader
Creation Information:
Created by Constructicons before
Cybertronian War era
History
Year| Event
----------------------------------------------------------------
? | Created by Constructicons on Cybertron
? | Joins forces with Starscream before Autobot/Decepticon War
? | Explores Earth with Starscream and crashs there
1985| Is found on Earth by Deceptons and reactivated
1985| Learns Decepticons are evil, and joins Autobots. During a
battle, crashes again in the artic and is lost
1986| Autobots reactivate him and he becomes a perminent member
of the Autobot forces.
2005| Fate unknown. Possibly dead by this time, but not likely.
-----------------------------------------------------------------
Skills
ATTR
Personal Upkeep[4]
Style..........[2]
COOL
Interrogate(h)[0] TECH
Intimidate(h).[3] Basic Repair..[4]
Fast Talk(h) .[2] FirstAid......[1]
ResistTorture.[0] Jury Rig......[0]
Streetwise....[1] Robot Design(h[5]
Torture.......[0] Robot Tech(h).[6]
Medical(h)....[0]
EMP Paint or Draw.[0]
Acting........[3] Photo&Film....[0]
EmotionPercep.[0] Pick Lock(h)..[2]
Interview.....[0] Pick Pocket(h)[0]
Leadership....[5] PlayInstrument[0]
Seduction.....[0] Sing..........[0]
Social........[0]
Oratory.......[0]
REF(Combat)
INT Auto-weapons..[6]
Awarness/Notic[5] Blade.........[0]
Compose/Write.[0] Dodge&Escape..[8]
Cybertrn Hist.[3] Handgun.......[6]
Cybertrn Lore.[2] Hand to Hand..[4]
Disquise......[3] Rifle.........[8]
ECM...........[0]
Expert REF(Non-Combat)
Astronomy [6] Aircraft Pilot[6]
Physics [8] Athletics.....[3]
Chemistry [7] Dance.........[0]
Gamble(h).....[0] Driving.......[2]
Lang Cybertrn [5] Starship Pilot[6]
English [4] Stealth.......[4]
Universal[6] Swimming......[0]
Programming...[5] Zero Gee......[5]
Shadow/Avoid..[3]
Survival......[2]
Tactics.......[5]
Teaching......[2]
---------------------------------------------------------------------------
Name: Jetfire (Skyfire)
Base Cost: 15,235
Cost Mult: x3.05
Total Cost: 61,701.75
Tonnage: 228 tons (using x2 special effect weight)
MV: -0 Hybrid Mode: -1 Jet mode: -1
Ground MA: 4 Hybrid Mode: Mach 1.6 Jet mode: Mach 3.4
Flight MA: 18 (842 kph)
Servo Typ Hits Spc CP | Amr Typ SP CP | Total CP
Torso LH 140k 14/0 350 | LH B 7 275 | 635
R Arm LH 80k 8/0 200 | LH B 7 275 | 475
L Arm LH 80k 8/0 200 | LH B 7 275 | 475
R Leg LH 80k 8/0 200 | LH B 7 275 | 475
L Leg LH 80k 8/0 200 | LH B 7 275 | 475
R Wing LH 70k 7/1 175 | LH B 7 275 | 450
L Wing LH 70k 7/1 175 | LH B 7 275 | 450
R Pod LH - 14/0 175 | LH B 7 275 | 450
L Pod LH - 14/0 175 | LH B 7 275 | 450
Head LH 70k 7/0 175 | SH B 7 275 | 450
Command Armor
Servo Armor Type SP CP Notes:
R Arm LH B 5 300 | B.Verniers, 100cp
L Arm LH B 5 300 | B.Verniers, 100cp
R Leg LH B 5 300 | B.Verniers, 100cp
L Leg LH B 5 300 | B.Verniers, 100cp
TOTAL CP: 6385
TOTAL Tons: 157 tons
Sensor Type Cost Kills Range Comm Location Spaces
Main LH 300 20 200km 18000km Head 1
Powerplant
Type: Energon Laser Core (cold, supercharged, powercell)
XS: 1
MV: +2
MA: +2
Cost: x0.15
Control System +2 MV, +1 Acc
Type: Internal Automation, Sentient
Level: normal character stats used
Portfolio: normal character stats used (x.5)
Other: Mind Control (for Sentience) (x.5)
Total: x1.0
Other Cost Multipliers
System Notes Cost
Transformation: Hybrid x.35
Transformation: Super Fighter x.3
Concealment looks real x.1
Dimensional Storage x.1
No Expanding Plasma (stays Corvette size, always)
Environments: All x.45
Verniers +6 MV x.6
TOTAL COST Multiplier: x3.05
Weapons WA rng dmg sht kills burst CP Spac loc
R.Hand +1 - 30k - 1 - 50 1 RA
L.Hand +1 - 30k - 1 - 50 1 LA
Particle Gun +1 130 100k inf 10 1 475 2.5 RA[c]
Particle Gun +1 130 100k inf 10 1 475 2.5 RA[c]
Particle Gun +1 130 100k inf 10 1 475 2.5 LA[c]
Particle Gun +1 130 100k inf 10 1 475 2.5 LA[c]
4-point20mm MG +0 70 50k 25 5 5 537.5 5 H
Hvy Pulse Rifle+1 150 140k inf 14 3 537.5 16 2-H
Proton Missile
3-pack +1 160 100k 3 2 - 750 3 RW
Smart: +12, 3 turns
Proton Missile
3-pack +1 160 100k 3 2 - 750 3 RW
Smart: +12, 3 turns
Proton Missile
3-pack +1 160 100k 3 2 - 750 3 LW
Smart: +12, 3 turns
Proton Missile
3-pack +1 160 100k 3 2 - 750 3 LW
Smart: +12, 3 turns
TOTAL COST: 6750
TOTAL Tons: 69 tons
Subassemblies
System Loc Space Cost
Brain Head 1 -
Passenger seats(2)Torso 2 50(these can be x1 scale robots)
Movement System:
Thrusters (16 hex thrust, 70 spaces)
System MA Loc Spc Cost
R.Pod 4 R.Pod 14 350
L.Pod 4 L.Pod 14 350
Torso 2 Torso 12 300
R.Leg 2 R.Leg 8 200
L.Leg 2 L.Leg 8 200
R.Arm 1 R.Leg 7 175
L.Arm 1 L.Leg 7 175
TOTAL CP: 1750
---------------------------------------------------------------------------
Conclusion
And so, that is the game, presented in the Mekton Zeta
system by R.Talsorian Games. Some final tide-bits of information
which may, or may not interest you.
The Universal Greeting
It is pronounce, and spelled, "Bah weep graaagnah wheep, ni
ni bong".
Units of Cybertronian Time
120,482 Astroseconds = 1 Earth minute
1 Breem = 8.3 Earth minutes
1 Orn = 1 Cybertronian day = 1.4 Earth days
1 Vorn = 83 Earth years
There are 1,000,000 Astro-Seconds in a Breem
243 Breen in a day
and 21,653 days in a Vorn
The Truth About the Episode Names
Several Transformer episodes are also the names of really
cool albums or songs.
"Count Down to Extinction" - Megadeth album
"Rust in Peace" - Megadeth album
"The Killing Jar" - Siouxsie and the Banshees song.
And of course "Heavy Metal War" has the words heavy metal in it.
"Fire in the Sky" is also the name of a recent UFO movie drama
which sucked.
The Transforming Sound
It can be spelled out as "chee-chee-cha-cha-choh"
That's all. Below is a Transformer Character sheet, which you
can print out and use. Or use it to design your own.
---------------------------------------------------------------------------
Transformer Character Sheet
Name:____________________________________________________________
Alignment:_______________________________________________________
Function:________________________________________________________
Quote:___________________________________________________________
_________________________________________________________________
CHARACTER POINTS:_____________
STATS:
INT_________ EDU__________
COOL________ Stability____
REF_________
ATT_________ Personal Traits
EMP_________ Traits_____________________
TECH________ Throw________ Thing Most Valued__________
LUK_________ Lift_________ ___________________________
MP__________ Encub________ Valued Possession__________
___________________________
Creation Information Being Most Valued__________
___________________________________ ___________________________
___________________________________
___________________________________
___________________________________
___________________________________
___________________________________
___________________________________
History
Year| Event
____|____________________________________________________________
____|____________________________________________________________
____|____________________________________________________________
____|____________________________________________________________
____|____________________________________________________________
____|____________________________________________________________
____|____________________________________________________________
____|____________________________________________________________
____|____________________________________________________________
____|____________________________________________________________
Skills
ATTR
Personal Upkeep[ ]
Style..........[ ]
COOL
Interrogate(h)[ ] TECH
Intimidate(h).[ ] Basic Repair..[ ]
Fast Talk(h) .[ ] FirstAid......[ ]
ResistTortu(h)[ ] Jury Rig......[ ]
Streetwise....[ ] Robot Design(h[ ]
Torture.......[ ] Robot Tech(h).[ ]
Medical(h)....[ ]
EMP Paint or Draw.[ ]
Acting........[ ] Photo&Film....[ ]
EmotionPercep.[ ] Pick Lock(h)..[ ]
Interview.....[ ] Pick Pocket(h)[ ]
Leadership....[ ] PlayInstrument[ ]
Seduction.....[ ] Sing..........[ ]
Social........[ ]
Oratory.......[ ]
REF(Combat)
INT Auto-weapons..[ ]
Awarness/Notic[ ] Blade.........[ ]
Compose/Write.[ ] Dodge&Escape..[ ]
Cybertrn Hist.[ ] Handgun.......[ ]
Cybertrn Lore.[ ] Hand to Hand..[ ]
Disquise......[ ] Rifle.........[ ]
ECM...........[ ]
Expert REF(Non-Combat)
_________ [ ] Aircraft Pilot[ ]
_________ [ ] Athletics.....[ ]
_________ [ ] Dance.........[ ]
Gamble(h).....[ ] Driving.......[ ]
Lang ________ [ ] Starship Pilot[ ]
________ [ ] Stealth.......[ ]
________ [ ] Swimming......[ ]
Programming...[ ] Zero Gee......[ ]
Shadow/Avoid..[ ]
Survival......[ ]
Tactics.......[ ]
Teaching......[ ]
---------------------------------------------------------------------------
Name:_________________________
Base Cost:_______
Cost Mult:_______
Total Cost:_______
Tonnage:_____ _________ Mode:______
MV:_____ _________ Mode:______
Ground MA:_____ _________ Mode:______
Flight MA:_____ _________ Mode:______
Servo Typ Kills Spc CP | Amr Typ SP CP | Total CP
_________________________________________________________________
_________________________________________________________________
_________________________________________________________________
_________________________________________________________________
_________________________________________________________________
_________________________________________________________________
_________________________________________________________________
_________________________________________________________________
_________________________________________________________________
_________________________________________________________________
_________________________________________________________________
_________________________________________________________________
TOTAL CP:___________
TOTAL Tons:_________
Sensor Type Cost Kills Range Comm Location Spaces
_________________________________________________________________
_________________________________________________________________
Powerplant
Type: Energon Laser Core (_______________________)
XS:__________
MV:__________
MA:__________
Cost:__________
Control System +2 MV, +1 Acc
Type: Internal Automation, Sentient
Level: normal character stats used
Portfolio: normal character stats used (x.5)
Other: Mind Control (for Sentience) (x.5)
Total: x1.0
Other Cost Multipliers
System Notes Cost
Transformation: _____________________
Concealment looks real x.1
Dimensional Storage x.1
Expanding Plasma (to fighter) x.5
Environments: All x.45
_____________________________________
_____________________________________
TOTAL COST Multiplier: +x_________
Weapons WA rng dmg sht kills burst CP Spac loc notes
_________________________________________________________________
_________________________________________________________________
_________________________________________________________________
_________________________________________________________________
_________________________________________________________________
_________________________________________________________________
_________________________________________________________________
_________________________________________________________________
_________________________________________________________________
_________________________________________________________________
TOTAL CP:___________
TOTAL Tons:_________
Subassemblies
System Loc Space Cost
Brain Head 1 -
____________________________________
____________________________________
____________________________________
____________________________________
____________________________________
Movement System:
____________________________________
____________________________________
____________________________________
____________________________________
____________________________________
TOTAL CP:___________
TOTAL Tons:_________
=============================================================================
Mekton II Mecha:
^^^^^^^^^^^^^^^
=============================================================================
A. Battletech
Most Mecha gamers are familiar with Battletech. This system was the
first really successful game in the genre, and has spawned a rich campaign
setting supported by numerous background supplements, modules, and novels which
portray a complex and exciting timeline. This section is for the marauders,
Warhammers, wasps and all those other mecha made popular in the system.
=============================================================================
A.1.a
Name: Marauder MAD-3R
Total Cost: 409
Maneuver Value: -6
Tonnage: 75
Ground MA: 4
Flight MA: 0
Servo Typ Sp Kls Tkn Scld CP Amr Typ Scld CP Total
Mainbody AH 18 18 - - 18 10 s 10 10 28
R.Arm AH 10 10 - - 10 8 s 8 8 18
L.Arm AH 10 10 - - 10 8 s 8 8 18
R.Leg AH 10 10 - - 10 8 s 8 8 18
L.Leg AH 10 10 - - 10 8 s 8 8 18
Powerplant LH 14 14 14
Total Cost: 114
Weap WA Rng Kls Dam Scld Sht CP Eff TotCst Loc Sp Spec
PPC 1 11 8 8 - - 15.12 4 19.12 RA 7 Warm up:1
PPC 1 11 8 8 - - 15.12 4 19.12 LA 7 Warm up:1
MediumLaser 2 6 4 4 - - 4.8 1 5.8 RA 3
MediumLaser 2 6 4 4 - - 4.8 1 5.8 LA 3
AC 5 0 12 2 2 - 20 18.75 0 18.75 MB 9 BV:3
Total Cost: 68.59
Sensor Type Cost Kills Range Comm Location Spaces
Main S 2 5 4 1200 MB 2
Total: 2
Other Additive systems:
system cost space location special
Tanalyze 15 1 MB
Adv.SensPk 10 1 MB
Env.Prot. 4 0 - desert, arctic
Links 10 0 - PPC-PPC,ML-ML,PPC-ML,PPC-ML
Ttl cost: 39
Multiplier Systems:
system cost space special
Thought .5 0 Thought control system
ttl cost: .5
Final costs:
Cost (w/o Multipliers: 223.59
Base Weight: 111.795
Cost (after Multipliers): 335.385
Efficency (36.795 tons): 73.59
Cost (w/Efficency): 408.975
Final Weight: 75
Scale: 1/1
Notes:
This is Cris Nasipak's and my impression of the Battletech Marauder
mecha. For something truly ugly he's thinking about doing the Robotech
Officer's battlepod. If you've seen his other Robotech/macross designs you
know what I mean.
============================================================================
B.1.a
Robotech
How many people first got into Anime by watching Robotech? And how
many of the people watching Robotech were for the first time introduced to the
concept of giant, warrior robots? Robotech, a conglomeration of three
unrelated Japanese animated series into one semi-consistent plot has been
the source of many a mecha design concept, and even more campaign ideas.
And one roleplaying system. This is the section for those people
wishing to convert mecha from the robotech game to the mekton universe.
1.Chris Nasipak likes doing macross in systems other than the ones designed
for it. Here's his rendition of some Robotech mecha:
=============================================================================
Name:Zentraedi "Regult" Tactical Battle Pod
Total Cost:259.5
Maneuver Value:0
Tonnage: 34
Ground MA:13
Flight MA:22
Servo Typ Sp Kls Tkn Scld CP Amr Typ Scld CP Total
Main Body S 6 6 6 3 s 3 3 9
R.Leg S 4 4 4 3 s 3 3 7
L.Leg S 4 4 4 3 s 3 3 7
Powerplant HS 10 10
Total Cost: 33
Weap WA Rng Kls Dam Scld Sht CP Eff TotCst Loc Sp Spec
ParticleBeam 1 15 4 4 - - 10 4.75 14.75 MB .5
ParticleBeam 1 15 4 4 - - 10 4.75 14.75 MB .5
Laser 1 15 1 1 - - 2.5 1.0 3.5 MB .5
Laser 1 15 1 1 - - 2.5 1.0 3.5 MB .5
Autocannon 0 12 1 1 - - 4.375 2.0 6.375 MB .5 AFire,BV3
*ammo - - - - - 20 8.75 - 8.75 RL 2
Autocannon 0 12 1 1 - - 4.375 2.0 6.375 MB .5 AFire,BV3
*ammo - - - - - 20 8.75 - 8.75 RL 2
Total Cost: 66.75
Sensor Type Cost Kills Range Comm Location Spaces
Main MGH 32 11 50 Planetary MB 1
Total: 32
Movement Type: Fan Thr Grv
Cost of System: 3
Additional Thrust: 18
Cost: 21
Space (Cost/3): 7
Efficency: .5
Total Cost: 22
Total Space: 6
Total MA: 18
Thrust Location: 2MB/2LL/2RL
Other Additive systems:
system cost space location special
Links 6 - - Particle Beams/Lasers/Autocannons
Ttl cost: 6
Final costs:
Cost (w/o Multipliers: 158.75
Base Weight: 79.375
Cost (after Multipliers): 158.75
Efficency ( 50.375 tons): 100.75
Cost (w/Efficency): 259.5
Final Weight: 29
Scale: 1/1
Notes:
The Regult Tactical Battle Pod is designed to be a light, cheap, expendable
mecha, for the Zentraedi clone-soldiers of the Robotech Masters. Note that it
can /only/ be piloted by one of the 50'-tall Zentraedi! (Well, it /can/ be
controlled by a human crew, but only barely... certainly not in any
combat-effective way).
============================================================================
B.1.b CYCLONE Mechabike
SERVOS Type Cost Armor Type Cost Total Cost
=================================================
Head HS 5 HS S 5 10
Torso HS 10 HS S 5 15
R. Arm MS 5 HS S 5 10
L. Arm MS 5 HS S 5 10
R. Leg MS 5 HS S 5 10
L. Leg MS 5 HS S 5 10
Backpack MS 5 HS S 5 10 (Movement Platform. 12K Wheels)
Powerplant S 6 6
--------------------------------------------
81 CP
Weapons Systems
===============
EP-40 40mm Pulse Beam Cannon
Kills: 5 (6 CP) Range: 10 (x1.2)
WA: +2 (x1.5) BV: 3 (x3)
Space Efficiency: 13.7 CP
Total Cost: 46.1 CP
EP-37 60mm Beam Cannon
Kills: 8 (12 CP) Range: 15 (x2.5)
WA: +1 (x1) BV: 1 (x1)
Space Efficiency: 15 CP
Total Cost: 45 CP
12 MiniMissiles
Kills: 6 (0.7 CP) Range: 8 (x1)
WA: 0 (x1)
Space Efficiency: 4 CP
Total Cost: 12.4 CP
CADS-1 Energy Beam Saber
Kills: 6 (4 CP) Range: 0
WA: +3 (x2)
Total Cost: 8 CP
Environmental Protection: Arctic, Desert, Underwater, Space - 8 CP
LightWeight Sensors - 2 CP
Thrusters: 10 (All backpack mounted)
Ground MA: Walking: 12
Ground MA: Bike : 17
Filght MA: 19
Multiplier Systems:
Transformable: CycleForm (x.35)
Concealed Transformation (x.1)
Base Cost: 210.5 CP
Multiplier Cost: 94.7 CP
Weight Efficiency: 200.5 CP
Total Cost: 505.7 CP
Scaled Cost: 168.6 CP
Scaled Weight: 1 Ton
MV: CycleForm: -2
MV: Battloid: -1
This is the Cyclone/MOSPEADA powered armor from the Invid Invasion series.
It's really an amalgamation of the first two models, using no arm-mount
missiles, and one beam saber.
The EP-40 is mounted on the right arm, the beam saber on the left.
The EP-37 is hand-held, usually in the left hand. Or switched with the
EP-40.
==============================================================================
B.1.c VF-1A Valkyrie-class Veritech Fighter
Primary air-superiority interceptor of the Robotech Defense Force.
Translated from Palladium Books's Robotech RPG without permission.
Servos:
Name Type Cost Armor Type Cost Total Cost
Head LW 2 S A 4.5 6.5
Torso MS 8 MS A 6 14
L Arm S 4 MS A 6 10
R Arm S 4 MS A 6 10
L Leg S 4 MS A 6 10
R Leg S 4 MS A 6 10
L Wing LW 2 S A 4.5 6.5
R Wing LW 2 S A 4.5 6.5
Power S 4 4 4
-------------------------------------------------------------------------------
Weapons
GU-11 55mm tribarell gun pod
Kills 4 2
WA +2 x2.5
Range 12 x2.5
Selective Fire x4.0
Burst Value 3 x1.0
------------------------------
Base Cost 50
Space Efficiency 25
Total Cost 75
Head Laser
Kills 2 2
WA +3 x2.0
Range 6 x0.8
-------------------------------
Base Cost 3.2
Space Efficiency 1.5
Total Cost 4.7
Nose Laser
Kills 4 6
WA +2 x1.5
Range 12 x1.8
Burst Value 3 x3.0
-------------------------------
Base Cost 48.6
Space Efficiency 24
Total Cost 72.6
Short Range Missiles
Kills 6 0.7
WA +2 x1.6
Range 20 x6.0
------------------------------
Base Cost 6.72
Space Efficiency 3
Total Cost Each 9.72
GU-11 - Right Arm
Head Laser - Head
Nose Laser - Torso
Missiles - 6/Wing (Total CP: 116.64)
Environmental Protection
Arctic 2
Desert 2
Underwater 1
Space 3
Electronic Warfare Rank Cost
Missile 4 6 + 3 Space Eff
Sensor 4 3
Radar 4 3
ECCM 4 3
Sensors Cost Kills Sensor Range Commo Range
MgH 32 + 16 Eff 12 50 km Planetary
LW 1 2 2 km 500 km
Thrusters : Base - 3
12/Leg
35 Space Efficiency
Base Cost of thrusters 72
Total Cost of thrusters 107
Cockpit 1
Antitheft Code Lock .2
Liftwire .3
Micromanipulators 1
Thought Control x.5
Fighter Mode x.3
Walker Mode x.4
Base Cost 680.94
MUX Cost 817.128
Weight Efficiency 643.94
---------------------------------
2142.008 CP
B.1.d
Just a note - I do /not/ drool over Macross ][. It's just that the mecha
designs are cute. :) To prove it, here's one from the 'original' Macross,
as mutilated by Carl Macek and Kevin Siembieda.
Mecha Name: Super Dimensional Fortress 1
Scale: Starship
Servos Type Cost Armor Type Cost Total Cost
Main Hull MgH 22 MgH Gamma 33 55
Left 'Torso' MgH 12 MgH Gamma 33 45
Right 'Torso' MgH 12 MgH Gamma 33 45
Left 'Arm' MgH 12 MgH Gamma 33 45
Right 'Arm' MgH 12 MgH Gamma 33 45
Left 'Hip' MgH 12 MgH Gamma 33 45
Right 'Hip' MgH 12 MgH Gamma 33 45
Left 'Leg' MgH 12 MgH Gamma 33 45
Right 'Leg' MgH 12 MgH Gamma 33 45
Right Boom MgH 12 MgH Gamma 33 45
Left Boom MgH 12 MgH Gamma 33 45
Bridge MgH 11 MgH Gamma 33 44
PowerPlant MgH3 30 30
Total Cost: 579 CP
Weapons
Primary:
Reflex Cannon
a.k.a. Da Big Gun, a.k.a. Don't Move or the Fleet Gets It.
Damage 15 (36 CP)
WA +3 (x2)
Range 15 (x2.5)
Warm-up Time 3 (x0.6)
Wide Angle 60 (x3)
BurstValue Lots (x5)
1620 CP
Two units, one mounted in each boom and linked. 810 Space Efficiency per weapon.
Total Mass: 3240 Tons
Total Cost: 4860 CP
Reflex Guided Converging Beam Cannons
Damage 6 (8 CP)
WA +3 (x2)
Range 8 (x1)
16 CP
Eight units, mounted four in Main Hull, two in each 'Torso'. 7.5 Space Efficiency each.
Total Mass: 128 Tons
Total Cost: 188 CP
Reflex ElectroMagnetic Railguns
Damage 4 (2 CP)
WA +2 (x2.5)
Range 8 (x1.4)
Selective Fire (x4)
BV 8 (x3)
84 CP
Four units, mounted two each on Left and Right 'Torso'. 41.5 Space
Efficincy each.
100 rounds of AP ammo each 'Torso'.
Total Mass: 356 Tons
Total Cost: 3696 CP
Secondary Weapons
Long Range Missiles
Damage 20 (10 CP)
WA +2 (x1.6)
Range 20 (x6)
Blast Radius 1 (x3)
Nuclear (x10)
Corvette Scale (x.1/x.05)
288 Tons
144 CP
96 Missiles, divided among Main Hull (24), Right 'Torso' (16),
Left 'Torso' (16),Right 'Leg' (8), Left 'Leg' (8). 71.5 Space Efficiency each.
Total Mass: 27648 Tons
Total Cost: 29904 CP
Medium Range Missiles
Damage 10 (2 CP)
WA +2 (x1.6)
Range 14 (x3)
Blast Radius 1 (x3)
Nuclear (x10)
Corvette Scale (x0.1/x0.05)
28.8 Tons
14.4 CP
384 Missiles, divided among Main Hull (160), Right 'Torso' (64),
Left 'Torso' (64),
Left 'Leg' (48), Right 'Leg' (48). 7.2 Space Efficiency per missile.
Total Mass: 11059.2 Tons
Total Cost: 8294.4 CP
Tertiary Weapons
Dual Barrelled 40cm Autocannons
Damage 10 (2 CP)
WA +2 (x2.5)
Range 12 (x2.5)
Machinefire (x2.5)
Burst Value 4 (x1.5)
Corvette Scale (x0.1/x0.05)
2.3 Tons
4.7 CP
48 Cannons, mounted Main Hull (24), Left 'Torso' (8), Right 'Torso' (8),
Left 'Leg' (4), Right 'Leg' (4). 2.3 Space Efficiency each.
100 rounds of scatter-shot ammunition per cannon.
Total Mass: 1800 Tons
Total Cost: 1405 CP
High-Powered Laser Cannons
Damage 5 (6 CP)
WA +3 (x2)
Range 15 (x2.5)
BurstValue Lots (x5)
Variable AP (x1.8)
Corvette Scale (x0.1/x0.05)
13.5 Tons
27 CP
48 Cannons, mounted as above. 13.5 Space Efficiency each.
Total Mass: 648 Tons
Total Cost: 1944 CP
Extras:
-------
Rank 10 ECCM, Sensor ECM, Radar ECM, Missile ECM. Mounted Bridge.
Total Cost 60 CP.
Environmental Protection - Arctic, Desert, Underwater,
Space, Re-Entry, High-Pressure.
Total Cost 19 CP.
Advanced Sensor Package 10+1
Resolution Intensifiers 5
Radio/Radar Analyzer 5
Spotting Radar 10+2
Target Analyzer 5
Sensors - MegaHeavy *3. 144 CP.
Total Cost 182 CP
Gravitic Thrusters
Base MA=14
48 CP
Extra Space - 592 CP worth
72 Escape Pods @ 1 CP each
Storage Module - 50 CP
Reactive Shield
MgH SP 12 (27 CP) PF 10 (x3)
3 units mounted
243 CP
Stat Enhancements - +3 Int, +3 Tech, +3 Cool
24 CP
Multiplier Systems
------------------
Internal Automation - Level 6, Portfolio 25. x2.6
Teleporter MgH 8km/4096 km (FoldDrive...) x1.0
Transformable (Starship/Battroid) x0.3
Manevuer Verniers (+10) x1.0
Total Base Cost: 52112.4 CP
Total Base Mass: 46322.2 Tons
Total Multipliers: 4.9
MUX Cost: 307463.16 CP
Weight Efficiency: 56644.4 CP
Total Cost: 364107.56 CP
Total Mass: 18000.00 Tons
Scaled Cost: 182053780.00 CP
Scaled Mass: 18000000.00 Tons
=============================================================================
B.1.e
Name:Zentraedi's Officer Battlepod - Glaug Combat System
Total Cost:
Maneuver Value: 0
Tonnage: 41.2
Ground MA: 10
Flight MA: 20
Servo Typ Sp Kls Tkn Scld CP Amr Typ Scld CP Total
Torso MS 8 8 0 8 8 4 A 4 6 14
R. Arm MS 5 5 0 5 5 4 A 4 6 11
L. Arm MS 5 5 0 5 5 4 A 4 6 11
R. Leg MS 5 5 0 5 5 4 A 4 6 11
L. Leg MS 5 5 0 5 5 4 A 4 6 11
PowerPlant MW 12 12 12
Total Cost: 70
Weap WA Rng Kls Dam Scld Sht CP Eff TotCst Loc Sp Spec
HVYPart.Beam 1 15 9 9 9 - 37.5 18 55.5 RA 1.5
HVYPart.Beam 1 15 9 9 9 - 37.5 18 55.5 LA 1.5
LTPart.Beam 1 15 6 6 6 - 20 9 29 RA 1
LTPart.Beam 1 15 6 6 6 - 20 9 29 LA 1
ImpactCannon 0 12 4 4 4 * 12.5 5 17.5 Tor 2 Machine 3
*ammo 4 4 10 12.5 0 12.5 Tor 1 standard
*ammo 4 4 10 25.0 0 25.0 Tor 1 Armor Piercing
Total Cost: 224
Sensor Type Cost Kills Range Comm Location Spaces
Main MS 4 4 7 1000
Total: 4
Movement Type: Fan Thr Grv
Cost of System: 6
Additional Thrust: 24
Cost: 30
Space (Cost/3): 10
Efficency: 0
Total Cost: 30
Total Space: 10
Total MA: 12
Thrust Location: RL/LL
Other Additive systems:
system cost space location special
Radar 12 3 ^Tor Spotting Radar
ENV Prot 8 0 ---- Space, Desert, Arctic
Ttl cost:20
Multiplier Systems:
system cost space special
Helmet .5 0 Thought Control System
ttl cost:.5
Final costs:
Cost (w/o Multipliers: 348
Base Weight: 174
Cost (after Multipliers): 522
Efficency ( 132.8 tons): 265.6
Cost (w/Efficency): 787.6
Final Weight: 41.2
Scale: 1/1
Notes:
This is the Zentraedi Officer's Battle Pod from the Robotech RPG
According to Chris Nasipak.
============================================================================
C.1.a
Macross II RPG
In Japan, the Macross series was very popular, and became the first,
and also most popular, chapter of Robotech. Because of this, the material in
the main book for the roleplaying game is all based on Macross as well.
Macross II takes place 20 years after the Humans defeat the alien
invaders on Earth. The aliens, accompanied by their alien masters, come back
to wreak havok once more. And so it goes.
Not surprisingly, Palladium instantly came out with a roleplaying
system for it, based almost completely around it's original Robotech system.
This section is devoted to mecha conversions from that system.
1.Chris Nasipak sends these system conversions from the Macross RPG.
VF-2j Valkyrie ][
Source : Macross ][ RPG
Tonnage: 33 Tons
Servo Type Kills Cost Armor SP DC Total Cost
====================================================================
Torso HS 10 10 MS 4 2 16
L. Arm MS 5 5 MS 4 2 12
R. Arm MS 5 5 MS 4 2 12
L. Leg MS 5 5 MS 4 2 11
R. Leg MS 5 5 MS 4 2 11
L. Wing MS 4 4 S 3 2 8.5
R. Wing MS 4 4 S 3 2 8.5
Head S 3 3 S 3 2 4.5
Powerplant HS 10 10 10
--------------------------------------------------------=====
Total Cost of Servos: 93.5
Weapons
-------
2 Head-Mounted Lasers
3 Kill Beam Weapon
Range 7 hexes
Weapon Accuracy +1
Base Cost 2.7
Space Efficiency 0.85
Linked
Total Cost: 3.55 * 2 + 2 (Link) = 9.1 CP
1 BC-60 Beam Cannon
6 Kill Beam Weapon
Range 8 hexes
Weapon Accuracy +1
Machinefire: Burst Value 3
Base Cost 24
Space Efficiency 9.5
Total Cost 33.5 CP
2 Missile Pods
4 10-kill Missiles each
Range 10 Hexes
Weapon Accuracy +2
Base Cost 5.6/missile = 22.4
Space Efficiency 10
Total Cost 32.4 * 2 = 64.8
Environmental Protections:
Arctic,Desert,Submarine
Space,Re-Entry
10 CP
Advanced Sensor Package (Head Mounted) 10 CP
1 CP Space Efficiency
Target Analyzer 5 CP (Torso Mount)
Heavy Striker Primary Sensors 6 CP + 3 CP Space Efficiency (Head)
Striker Secondary sensors 2 CP (Torso)
Thrusters: 5 / Leg - 10 CP
Base Cost: 242.9 CP
Base Mass: 103.75 Tons
Multiplier Systems:
Autopilot: Internal Automation, Portfolio 1 Level 1 - .5
Thought Control - .5
Transformable - Fighter - .3
Transformable - Walkermecha - .4
Efficient Transformation - .1
Total Multipliers - 1.8
Multiplied Cost: 680.12
Weight Efficiency: 141.5
-------
Total Cost: 921.62 CP
Notes:
This is designed to be a fast, highly maneuverable fightercraft used
primarily in Fighter mode. Based on the VF-2j from the Macross ][ series.
Good gods, this is one ugly mecha. The reason I put in so many links is so that
you can fire just about any combination of weapons in one action. What'cha
think?
C.1.b Tomohawk ][
Source: Macross ][ RPG
Translated by: "The UnCroaker" nasipak@acsu.buffalo.edu
Servos
-------------------------------------------------------------------------------
Name Type Kills Cost Armor SP DC Cost Total Cost
-------------------------------------------------------------------------------
Head MS 4 4 HS 5 3 10 14
Main Body MW 12 12 HW 7 3 14 26
Left Shoulder MW 7 7 HW 7 3 14 21
Right Shoulder MW 7 7 HW 7 3 14 21
Right Arm MW 7 7 HW 7 3 14 21
Left Arm MW 7 7 HW 7 3 14 21
Right Leg MW 7 7 HW 7 3 14 21
Left Leg MW 7 7 HW 7 3 14 21
Ammo Bin MS 5 5 HS 5 3 10 15
Ammo Bin MS 5 5 HS 5 3 10 15
Ammo Bin MS 5 5 HS 5 3 10 15
Ammo Bin MS 5 5 HS 5 3 10 15
Ammo Bin MS 5 5 HS 5 3 10 15
Ammo Bin MS 5 5 HS 5 3 10 15
-------------------------------------------------------------------------------
Total Cost of Servos: 256 CP
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Weapons Stats
-------------------------------------------------------------------------------
Name Type Kills Range WA Extras Cost
-------------------------------------------------------------------------------
Heavy Laser Beam 6(8 CP) 10(x1.2) +3(x2) 19.2
Light Laser Beam 3(3 CP) 5 (x.7) +3(x2) 4.2
Particle Beam Beam 9(15CP) 10(x1.2) +3(x2) 36
Railgun Proj 4(2 CP) 10(x2.2) +2(x2.5) Mfire (x2.5) BV4 (x1.5) 41.25
Autocannon Proj 2(1 CP) 5 (x.9) +0(x1) MFire (x2.5) BV6 (x2) 4.5
MiniMissiles Misl 5(.5CP) 8 (x1) +0(x1) 0.75
-------------------------------------------------------------------------------
Weapon Placement
-------------------------------------------------------------------------------
Location Weapon Cost Eff Cost
-------------------------------------------------------------------------------
Right Shoulder Heavy Laser 19.2 7.1 26.3
Light Laser 4.2 1.6 5.8
3 MiniMissles 2.25 1.0 0.25
3 MiniMissles 2.25 1.0 0.25
3 MiniMissles 2.25 1.0 0.25
Left Shoulder Heavy Laser 19.2 7.1 26.3
Light Laser 4.2 1.6 5.8
3 MiniMissles 2.25 1.0 0.25
3 MiniMissles 2.25 1.0 0.25
3 MiniMissles 2.25 1.0 0.25
Right Arm Particle Beam 36.0 17.5 53.5
Rail Gun 41.25 20.125 61.375
50 AP Ammo 206.25 0 206.25
Left Arm Particle Beam 36.0 17.5 53.5
Rail Gun 41.25 20.125 61.375
50 AP Ammo 206.25 0 206.25
Torso AutoCannon 4.5 2 6.5
AutoCannon 4.5 2 6.5
Ammo, HE, 40 18 0 18.0
Left Leg 2 MiniMissiles 1.5 0 1.5
2 MiniMissiles 1.5 0 1.5
Right Leg 2 MiniMissiles 1.5 0 1.5
2 MiniMissiles 1.5 0 1.5
-------------------------------------------------------------------------------
Total Weight and Cost : 660.3 CP Weight 743.95 CP Cost
-------------------------------------------------------------------------------
Weapon Links:
RS Heavy Laser to LS Heavy Laser 3
RS Light Laser to LS Light Laser 3
RS Light Laser to LS Heavy Laser 2
RS Light Laser to LS Heavy Laser 2
RA P-Beam to LA P-Beam 3
RA Railgun to LA Railgun 3
RA Railgun to RA P-Beam 2
LA Railgun to LA P-Beam 2
RT AutoCannon to LT AutoCannon 2
RS Missile 2 to RS Missile 1 2
RS Missile 3 to RS Missile 1 2
LS Missile 2 to LS Missile 1 2
LS Missile 3 to LS Missile 1 2
RS Missile 1 to LS Missile 1 3
RL Missile 1 to RL Missile 2 2
LL Missile 1 to LL Missile 2 2
RL Missile 1 to LL Missile 1 3
RL Missile 1 to RS Missile 1 3
LL Missile 1 to LS Missile 1 3
Total Cost 48 CP
Sensors
-------------------------------------------------------------------------------
Type Cost Kills Sensor Range Commo Range
-------------------------------------------------------------------------------
Medium Striker 4 5 7 km 1000 km
Backup 2 5 1 km 300 km
-------------------------------------------------------------------------------
Other Additive Systems
===============================================================================
ECM / ECCM: Missile 4 (6 CP)
Sensor 4 (3 CP)
Radar 4 (3 CP)
ECCM 4 (3 CP)
15 CP + 2.5 CP Space Eff = 17.5 CP
Environmental Protections: Arctic (2 CP), Desert (2 CP), Underwater (1 CP),
Space (3 CP)
Total 8 CP
Radio/Radar Analyzer, 5 CP, 1 space, Torso Mount 5
Advanced Sensor Package, 10 CP, 2 spaces, 0.5 space eff, Torso Mount 11
Spotting Radar, 10 CP, 5 spaces, 2 space eff, Torso Mount 12
Target Analyzer, 5 CP, 1 space, Torso Mount 5
Resolution Intensifiers, 10, 5 CP, 1 space, Torso 5
+2 Cockpit Space 2
Escape Pod 1
Tape Deck 0.1
Storage Module 1
AntiTheft Code Lock 0.2
Liftwire 0.3
-------------------------------------------------------------------------------
Total Cost of additive Systems: 68.1
Total Weight of same: 55.1
===============================================================================
-------------------------------------------------------------------------------
Contents of Ammo Bins:
1 50 rounds AP Railgun ammo 206.25
2 50 rounds AP Railgun ammo 206.25
3 50 rounds AP Railgun ammo 206.25
4 50 rounds AP Railgun ammo 206.25
5 50 rounds HE Autocannon ammo 22.5
6 50 rounds HE Autocannon ammo 22.5
Total cost & weight: 870 CP
-------------------------------------------------------------------------------
Multiplier Systems:
-------------------------------------------------------------------------------
Thought Control (x.5)
-------------------------------------------------------------------------------
Base Cost: 1992.05 CP
Base Weight: 923.7 Tons
Mux Cost: 996.025 CP
Weight Efficiency: 1777.4 CP
----------------------------------------
Total Cost: 4765.475 CP
Total Weight: 35 Tons
=========================================================================
D.1.a Warhammer 40000:
Can't honestly say as I know alot about the system this mecha comes
from, but I promised to cover anything that came up. So here it is.
James Kundert
Sent this one down:
NAME: Eldar WarWalker TOTAL COST: 76.5
MANEUVER VALUE: 0 TONNAGE: 3.54
GROUND MA: 12
SERVO Typ Sp Kls Tkn CP Amr Typ CP Total
note: these are pre-scaling values
Main Body LW 4 4 4 4 3 S 3 7
L Arm SL 2 2 2 2 3 S 3 5
R Arm SL 2 2 2 2 3 S 3 5
L Leg LW 3 3 0 3 3 S 3 6
R Leg LW 3 3 0 3 3 S 3 6
Head SL 1 1 1 1 0 - 0 1
Powerplant ST 6 HOT+2 6
Total Cost: 36
WEAPONS WA Rng Kls Dam Sht CP Eff TotCst Loc Sp Spec
note: these are pre-scaling values
LasCannon 0 5 5 5K inf 3.8 0.9 4.7 LA 2
Beam Gun +1 3 3 3K inf 9.7 3.9 13.6 RA 2 APAM 60deg
RShield - - - 6K 5/act 18 8 24 MT 2 PF5, 6K
Total: 42.3
SENSOR Type Cost Kills Range Comm Location Spaces
Main LW 1 3 2km 500km H 1
2ndary 'SL' 2 5 1km 300km MT 2
Total: 3
ADDITIVE SYSTEMS Cost Notes
Arctic protection 2
Desert protection 2
MULTIPLIER SYSTEMS Cost Notes
Cloak x0.9 Basic+Pulse+FireControl+Combat
Stealth x0.2
FLIGHT SYSTEM
na
HYDRAULIC TYPE Cost Kills Spaces Damage Bonus
Standard 0 8 0 0
FINAL COST
Cost (w/o Multipliers: 85.3
Base Weight: 42.7 tons
Cost (after Multipliers): 179.1
Efficiency ( -25 tons): 50
Cost (w/Efficiency): 229.5
Final Weight: 17.7 tons
Scale: 1/5
Scaled Weight: 3.54 tons
Scaled Cost: 76.5
Remote Cost (Total for All):
Command Armour Cost:
Total Cost: 76.5
Total Weight: 3.54 tons
(w/Command Armour):
NOTES
After scaling, the appropriate values are:
Main Body 6h armor; 8h internal
L Arm 6h armor; 4h internal
R Arm 6h armor; 4h internal
L Leg 6h armor; 6h internal
R Leg 6h armor; 6h internal
Head no armor; 2h internal
Powerplant 12h 'internal'
LasCannon 1K damage; 1K capacity; 5hx range
Beam Gun 6h damage; 6h capacity; 3hx range AP in a 60 degree arc or
up to 3 missiles/action
RShield 12h capacity; 5 times/turn Reactive Shield
Main Sensor 6h capacity
2ndaries 10h capacity
This is the basic battlefield recon unit of Eldar forces. It is
extremely light, fast, and very hard to spot. While its weapons
may not seem very effective, the Eldar treat this unit as a man-
augmentation-unit, not a "giant robot". In these terms its weapons
are quite sufficient. The forcefield allows the pilot to be
unencumbered by reliance on visual sensors, and is quite
invisible unless activated by fire. Because of the shield's nature
a sparkling effect can be seen around the Walker at speed. The
pilot is usually wearing standard Eldar Combat Armor.
=========================================================================
E.1.a Mekton II:
As you all know, the construction systems used for Mekton II,
Roadstriker II, and Mekton Empire, are very different from those used in
the MTS system. However sometimes, for whatever reasons, it becomes desirable
to use some of the mecha from the original books. Though these mecha are
"Combat System Compatible" and can be fought against MTS mecha with no
adjustments, when it becomes necessary to modify them using MTS techniques
it is more desirable to have an actual MTS mecha design to work from. To
this end, I have created this section to contain conversions of these mecha.
To start the section off, I have converted most of the mecha from Mekton II
and Mekton Empire. Roadstriker designs may follow.
Weight efficiency was necessary in some of these designs to maintain
the concept of the design in the face of problems with the system. Because
of this discrepency in cost, the original cost of the mecha is shown at the
top of the sheet, while the MTS cost is shown in the bottom, final costs
section.
1. Mekton II designs:
These mecha are the ones created for Mekton II and listed on pages
31-33 of the rulebook. I have made several modifications to the stats which
were necessary in order to make the designs workable. For the most part these
were things like adding the rear legs on the panthercat, but I also added some
weapon links to allow better use of the weaponry, as links were not included
in any of the statistics listings. Purists may wish to delete the links, as
they dramatically change the performance of the mecha.
Rocket launchers are converted as missile launchers with a low WA, and
40 missiles as follows:
WA:-2, Range:7, Damage:2, #missiles:40
When these missiles are fired in salvoes of 10, they emulate the original
Rocket Launcher Perfectly, giving it a WA of 0 and four volleys of 10.
=============================================================================
a. Name: Vector
Total Cost: 114
Maneuver Value: -5
Tonnage: 57
Ground MA: 6
Flight MA: 13
Servo Typ Sp Kls Tkn CP Amr Typ CP Total
Head HS 5 5 5 5 s 5 10
Mainbody MW 12 12 12 7 s 7 19
R. Arm HS 6 6 6 6 s 6 12
L. Arm HS 6 6 6 6 s 6 12
R.Leg MW 7 7 7 6 s 6 13
L.Leg MW 7 7 7 6 s 6 13
Powerplant HS 10 10 10
Total Cost: 89
Weap WA Rng Kls Dam Sht CP Eff TotCst Loc Sp Spec
Rockets -2 7 2 2 40 3 3 MB 3 RocketLauncher
Rockets -2 7 2 2 40 3 3 MB 3 RocketLauncher
Mach. Can -1 3 2 2 * 2.4 .5 2.9 MB 2 Mach. BV:6
*ammo 10 2.4 2.4 MB 1 Machinecannon
*ammo 10 2.4 2.4 MB 1 Machinecannon
Lasergun 1 8 1 1 - 1 1 HD 1
150 Cannon 0 6 4 4 10 4 4 RH 4
Beam Sabre 1 mel 4 4 - 4 4 LH 4
R.Hand 0 mel 1 1 - 1 1 RA 0
L.Hand 0 mel 1 1 - 1 1 LA 0
Total Cost: 24.7
Sensor Type Cost Kills Range Comm Location Spaces
Standard SL 0 4 1 300 Head 0
Total: 0
Movement Type: Fan Thr Grv
Cost of System: 9
Additional Thrust: 6
Cost: 15
Space (Cost/3): 5
Efficency: 0
Total Cost: 15
Total Space: 5
Total MA: 14
Thrust Location: 1MB/2RL/2LL
Other Additive systems:
system cost space location special
Escape 1 1 Head Escape pod system
Ttl cost: 1
Final costs:
Cost (w/o Multipliers: 128.7
Base Weight: 64.35
Cost (after Multipliers): 128.7
Efficency ( 7.35 tons): 14.7
Cost (w/Efficency): 143.4
Final Weight: 57
Scale: 1/1
Notes:
This is the Vector Mecha from the Mekton II system sourcebook converted
to MTS rules.
============================================================================
E.1.b
Name: Mauler
Total Cost: 130
Maneuver Value: -6
Tonnage: 65
Ground MA: 6
Flight MA: 10
Servo Typ Sp Kls Tkn CP Amr Typ CP Total
Head MS 4 4 4 3 s 3 7
Mainbody MW 12 12 12 6 s 6 18
R.Arm HS 6 6 6 6 s 6 12
L.Arm HS 6 6 6 6 s 6 12
R.Leg MW 7 7 7 6 s 6 13
L.Leg MW 7 7 7 6 s 6 13
R.Wing MS 4 4 4 3 s 3 7
L.Wing MS 4 4 4 3 s 3 7
Powerplant MW 12 12 12
Total Cost: 101
Weap WA Rng Kls Dam Sht CP Eff TotCst Loc Sp Spec
Autocannon -1 4 1 1 10 4.48 0 4.48 MB 3.5 AC:BV:6
Autocannon -1 4 1 1 10 4.48 0 4.48 MB 3.5 AC:BV:6
Lasergun 1 8 1 1 - 1 0 1 H 1
150mm Cannon 0 6 4 4 10 4 0 4 RH 3
Claw Rt. 1 1 3 3 - 4.2 0 4.2 RA 0 Quick,Handy
Claw Lt. 1 1 3 3 - 4.2 0 4.2 LA 0 Quick,Handy
Total Cost: 22.2
Sensor Type Cost Kills Range Comm Location Spaces
main sl 0 4 1 300 head 0
Total: 0
Movement Type: Fan Thr Grv
Cost of System: 4.5
Additional Thrust: 1
Cost: 5
Space(thrust/3): 3.3
Efficency: 0
Total Cost: 5
Total Space: 3.3
Total MA: 8 +2 for wings
Thrust Location: wings1.7ea
Other Additive systems:
system cost space location special
Link 2 - - Autocannons
Ttl cost: 2
Final costs:
Cost (w/o Multipliers: 130
Base Weight: 65
Cost (after Multipliers): 130
Efficency ( tons): 0
Cost (w/Efficency): 130
Final Weight: 65
Scale: 1/1
Notes:
This is the Mauler mecha from the Mekton II Handbook converted to MTS.
============================================================================
E.1.c
Name: Scimitar
Total Cost: 100
Maneuver Value: -5
Tonnage: 50
Ground MA: 6
Flight MA: 12
Servo Typ Sp Kls Tkn CP Amr Typ CP Total
Head HS 5 5 5 5 s 5 10
MAinbody HS 10 10 10 7 s 7 17
R. Arm S 4 4 4 6 s 6 10
L. Arm S 4 4 4 6 s 6 10
R. Leg HS 6 6 6 6 s 6 12
L. Leg HS 6 6 6 6 s 6 12
Powerplant HS 10 10 10
Total Cost: 81
Weap WA Rng Kls Dam Sht CP Eff TotCst Loc Sp Spec
Rockets -2 7 2 2 40 3 3 MB 3 RocketLauncher
PlasmaCannon 1 8 4 4 - 4 4 RH 4
R.Hand 0 mel 1 1 - 1 1 RA 0
L.Hand 0 mel 1 1 - 1 1 LA 0
Total Cost: 9
Sensor Type Cost Kills Range Comm Location Spaces
std sl 0 4 1 300 Head 0
Total: 0
Movement Type: Fan Thr Grv
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: 1MB/1RL/1LL
Final costs:
Cost (w/o Multipliers: 102
Base Weight: 51
Cost (after Multipliers): 102
Efficency ( 1 tons): 2
Cost (w/Efficency): 104
Final Weight: 50
Scale: 1/1
Notes:
This is the Scimitar Mecha from the Mekton II book, converted into
MTS statistics. I'd suggest buying some command armor before taking this
sucker into the field. Either that or blatantly modify(read rebuild) it. It
is a very old design, and could never even think of standing up to a modern
mekton.
============================================================================
E.1.d
Name: PantherCat
Total Cost: 124
Maneuver Value: -4
Tonnage: 60.8
Ground MA: 6
Flight MA: 12
Servo Typ Sp Kls Tkn CP Amr Typ CP Total
Head HS 5 5 5 4 s 4 9
Mainbody HS 10 10 10 5 s 5 15
RF. Leg HS 6 6 6 4 s 4 10
LF. Leg HS 6 6 6 4 s 4 10
RR. Leg HS 6 6 6 4 s 4 10
LR. Leg HS 6 6 6 4 s 4 10
Powerplant MW 12 12 12
Total Cost: 76
Weap WA Rng Kls Dam Sht CP Eff TotCst Loc Sp Spec
LaserGun 1 8 1 1 - 1 - 1 H 1
LaserGun 1 8 1 1 - 1 - 1 H 1
Rockets -2 7 2 2 40 2.9 1 3.9 MB 1
Rockets -2 7 2 2 40 2.9 1 3.9 MB 1
Rockets -2 7 2 2 40 2.9 1 3.9 MB 1
Rockets -2 7 2 2 40 2.9 1 3.9 MB 1
15mmCannon 0 6 4 4 10 8 2 10 MB 4
Fangs 1 mel 4 4 - 2 - 2 H 2
Talons 1 mel 2 2 - 2 - 2 RFL 2 quick
Talons 1 mel 2 2 - 2 - 2 LFL 2 quick
Total Cost: 33.6
Sensor Type Cost Kills Range Comm Location Spaces
std SL 0 4 1 300 H 0
Total: 0
Movement Type: Fan Thr Grv
Cost of System: 9
Additional Thrust: 0
Cost: 9
Space (Cost/3): 3
Efficency: 1
Total Cost: 10
Total Space: 1
Total MA: 12
Thrust Location: MB
Other Additive systems:
system cost space location special
Esc Pod 1 1 MB Last Chance Ejection
Link 2 0 - Laserguns
Links 6 0 - Rockets
Ttl cost: 3
Multiplier Systems:
system cost space special
(Trnsfm .6 7 Fighter and Humaniform, Panthercat B only)
ttl cost: ( .6 Panthercat B)
Final costs:
Cost (w/o Multipliers: 128.6
Base Weight: 64.3
Cost (after Multipliers): 128.6 (205.76 Panthercat B)
Efficency ( 2.3 tons): 4.6
Cost (w/Efficency): 133.2 (210.36 Panthercat B)
Final Weight: 62
Scale: 1/1
Notes:
This is the Verkan Panthercat from the Mekton II sourcebook. It comes
in two versions. The base beast mecha, and the B version which is capable
of transforming into fighter and humanoid forms. Though the base form
technically would be beastmecha for this mecha, the transformation cost is
calculated for Beast and fighter because there is no cost for humaniform.
Note that the rocket launchers conform to the performance of the original
Mekton II Rockets if fired in salvoes of 10. I added the Links as a likely
modification by most pilots. Purists can remove them easily.
============================================================================
E.1.e
Name: Viper
Total Cost: 72
Maneuver Value: -1
Tonnage: 36
Ground MA: 0
Flight MA: 13
Servo Typ Sp Kls Tkn CP Amr Typ CP Total
Mainbody HS 10 10 10 5 s 5 15
R. Arm HS 6 6 6 4 s 5 10
L. Arm HS 6 6 6 4 s 5 10
Powerplant HS 10 10 10
Total Cost: 45
Weap WA Rng Kls Dam Sht CP Eff TotCst Loc Sp Spec
Rockets -2 7 2 2 40 3 3 RA 3 RocketLauncher
Rockets -2 7 2 2 40 3 3 LA 3 RocketLauncher
Mach. Can -1 3 2 2 10 4.8 .5 5.3 RA 3 Mach. BV:6
Mach. Can -1 3 2 2 10 4.8 .5 5.3 LA 3 Mach. BV:6
R.Hand 0 mel 1 1 - 1 1 RA 0
L.Hand 0 mel 1 1 - 1 1 LA 0
300mm Cannon 0 6 6 6 10 10 10 MB 6
Total Cost: 28.6
Sensor Type Cost Kills Range Comm Location Spaces
Main STD 0 4 1 300 head 0
Total: 0
Movement Type: Fan Thr Grv
Cost of System: 6
Additional Thrust: 3
Cost: 9
Space (Cost/3): 3
Efficency: 0
Total Cost: 9
Total Space: 3
Total MA: 13
Thrust Location: MB
Other Additive systems:
system cost space location special
Link 1 0 - MachineCannons
Link 1 0 - Missiles
Ttl cost: 2
Final costs:
Cost (w/o Multipliers: 86.6
Base Weight: 43.3
Cost (after Multipliers): 86.6
Efficency ( 7.3 tons): 14.6
Cost (w/Efficency): 101.2
Final Weight: 36
Scale: 1/1
Notes:
This is the Viper mecha from the Mekton II book converted to MTS.
This mecha never ceases to amaze me.
============================================================================
E.1.f
Name: Excalibur
Total Cost: 226
Maneuver Value: -9
Tonnage: 113
Ground MA: 4
Flight MA: 15
Servo Typ Sp Kls Tkn CP Amr Typ CP Total
Head AH 9 9 9 10 s 10 19
Mainbody MGH 22 22 22 11 s 11 33
R. Arm SH 11 11 11 10 s 10 21
L. Arm SH 11 11 11 10 s 10 21
R. Leg SH 11 11 11 10 s 10 21
L. Leg SH 11 11 11 10 s 10 21
Powerplant MGH 22 22 22
Total Cost: 158
Weap WA Rng Kls Dam Sht CP Eff TotCst Loc Sp Spec
Plasma Can 1 8 4 4 - 4 4 RA 4
Plasma Can 1 8 4 4 - 4 4 LA 4
NovaSaber 0 1 12 12 3 5 5 Hand 5
NovaSaber 0 1 12 12 3 5 5 Hand 5
2H EMW 1 1 6 6 - 4 4 Hand 4
2H EMW 1 1 6 6 - 4 4 Hand 4
Claw Rt. 1 1 3 3 - 2.1 2.1 RA 0 Handy
Claw Lt. 1 1 3 3 - 2.1 2.1 LA 0 Handy
Shield 1 1 4 2 - 2 2 LA 2 SP:4
Total Cost: 32.2
Sensor Type Cost Kills Range Comm Location Spaces
Main STD 0 4 1 300 Head 0
Total: 0
Movement Type: Fan Thr Grv
Cost of System: 24
Additional Thrust: 9
Cost: 33
Space (Cost/3): 11
Efficency: 0
Total Cost: 33
Total Space: 11
Total MA: 15
Thrust Location: 5MB/3LL/3RL
Other Additive systems:
system cost space location special
Link 2 0 = Plasmacannon
Ttl cost:2
Final costs:
Cost (w/o Multipliers: 225.2
Base Weight: 112.6
Cost (after Multipliers): 225.2
Efficency ( tons): 0
Cost (w/Efficency): 225.2
Final Weight: 113
Scale: 1/1
Notes:
This is the Excalibur Mecha from the Mekton II book converted to MTS.
============================================================================
E.1.g
Name: Rapier
Total Cost: 100
Maneuver Value: -4
Tonnage: 50
Ground MA: 8
Flight MA: 13
Servo Typ Sp Kls Tkn Scld CP Amr Typ Scld CP Total
Head HS 5 5 - - 5 2 s - 2 7
Mainbody MW 12 12 - - 12 5 s - 5 17
R.Arm HS 6 6 - - 6 3 s - 3 9
L.Arm HS 6 6 - - 6 3 s - 3 9
R.Leg LH 8 8 - - 8 3 s - 3 11
L.Leg LH 8 8 - - 8 3 s - 3 11
Powerplant LH 14 - - 14 14 14
Total Cost: 78
Weap WA Rng Kls Dam Scld Sht CP Eff TotCst Loc Sp Spec
Head Laser 1 8 1 1 - - 1 0 1 H 1 -
RocketLnchr -2 7 2 2 - 40 3.24 0 3.24 MB 3.24 salvo:10
EnergySaber 1 1 4 4 - - 2 0 2 RH 2
150cannon 0 6 4 4 - 10 4 0 4 LH 4
R.Hand 1 1 1 1 - - 1.4 0 1.4 RA 1.4 Quick/Handy
LHand 1 1 1 1 - - 1.4 0 1.4 LA 1.4 Quick/Handy
Total Cost: 13.04
Sensor Type Cost Kills Range Comm Location Spaces
Main SL 0 4 1 300 MB 0
Total: 0
Movement Type: Fan Thr Grv
Cost of System: 9
Additional Thrust: 3
Cost: 12
Space (Cost/3): 4
Efficency: 0
Total Cost: 12
Total Space: 4
Total MA: 13
Thrust Location: 2RL/2LL
Other Additive systems:
system cost space location special
Escape 1 1 MB last chance!
Ttl cost: 1
Final costs:
Cost (w/o Multipliers: 104.04
Base Weight: 52.02
Cost (after Multipliers): 104.04
Efficency (2.02 tons): 4.04
Cost (w/Efficency): 108.08
Final Weight: 50.0
Scale: 1/1
Notes:
This is Jeff's Rapier from the mekton II book converted to MTS.
============================================================================
E.1.h
Name: F-17Y Aerofighter
Total Cost: 50
Maneuver Value: -4
Tonnage: 25
Ground MA: 0
Flight MA: 18
Servo Typ Sp Kls Tkn Scld CP Amr Typ Scld CP Total
Main Body MS 8 8 - - 8 3 s - 3 11
R.Wing MS 4 4 - - 4 2 s - 2 6
L.Wing MS 4 4 - - 4 2 s - 2 6
Powerplant S 6 - - 6 6 6
Total Cost: 29
Weap WA Rng Kls Dam Scld Sht CP Eff TotCst Loc Sp Spec
Missiles 0 7 5 5 - 12 4.8 .5 5.3 LW 4
Missiles 0 7 5 5 - 12 4.8 .5 5.3 RW 4
PlasmaCannon 1 8 4 4 - - 4 0 4 MB 4
Total Cost: 14.6
Sensor Type Cost Kills Range Comm Location Spaces
Main SL 0 4 1 300 MB 0
Total: 0
Movement Type: Fan Thr Grv
Cost of System: 3
Additional Thrust: 6
Cost: 9
Space (Cost/3): 3
Efficency: 0
Total Cost: 9
Total Space: 3
Total MA: 14
Thrust Location: MB
Final costs:
Cost (w/o Multipliers: 52.6
Base Weight: 26.3
Cost (after Multipliers): 52.6
Efficency ( 1.3 tons): 2.6
Cost (w/Efficency): 55.2
Final Weight: 25
Scale: 1/1
Notes:
Aerofighter, wings.
This is the F-17Y fighter from the Mekton II rulebook, converted to
MTS rules.
============================================================================
E.2.a Mekton Empire:
The imperial supplement to the mekton game contained this group of
mecha. As in my conversion of the Mekton II mecha, I added some links and
occasionally changed the balance of certain systems to make them work.
For example: It tended to be my opinion that you could combine two
forms of flight system on the same mecha, however, I felt that if you did
this, one of the types should be able to support the mecha on its own, with the
other type used to supplement it.
It is important to note that costs for imperial mecha should be reduced
by 10% to reflect enhanced production capabilities. Because of this, the
imperial cost is listed in parenthesis next to the original cost of the
mekton at the top.
=============================================================================
a. Name: Samurai
Total Cost: 120
Maneuver Value: -6
Tonnage: 64.4
Ground MA: 6
Flight MA: 13
Servo Typ Sp Kls Tkn CP Amr Typ CP Total
Head HS 5 5 5 7 s 7 12
Mainbody HS 10 10 10 7 s 7 15
RF. Leg HS 6 6 6 7 s 7 10
LF. Leg HS 6 6 6 7 s 7 10
RR. Leg HS 6 6 6 7 s 7 10
LR. Leg HS 6 6 6 7 s 7 10
Powerplant MW 12 12 12
Total Cost: 93
Weap WA Rng Kls Dam Sht CP Eff TotCst Loc Sp Spec
Lasergun 1 8 1 1 - 1 0 1 H 1
Lasergun 1 8 1 1 - 1 0 1 H 1
MissileRack 0 7 5 5 12 4.8 0 4.8 T 5
MissileRack 0 7 5 5 12 4.8 0 4.8 T 5
Autocannon -1 4 1 1 10 6.4 0 6.4 RH 4 Autofire, BV:6
Plasmagun 1 8 4 4 - 4 0 4 T 4
R.Hand 1 mel 1 3 - 1.4 0 1.4 RA 1 Quick, Handy
L.Hand 1 mel 1 3 - 1.4 0 1.4 LA 1 Quick, Handy
Total Cost:
Sensor Type Cost Kills Range Comm Location Spaces
Main STD 0 4 1 300 head 0
Total: 0
Movement Type: Fan Thr Grv
Cost of System: 9
Additional Thrust: 3
Cost: 12
Space (Cost/3): 4
Efficency: 0
Total Cost: 12
Total Space: 4
Total MA: 13
Thrust Location: 2LL/2RL
Other Additive systems:
system cost space location special
Link 2 0 - Laserguns
Ttl cost: 2
Final costs:
Cost (w/o Multipliers: 129.8
Base Weight: 64.9
Cost (after Multipliers): 129.8
Efficency ( tons): 0
Cost (w/Efficency): 129.8
Final Weight: 64.9
Scale: 1/1
Notes:
This is the Samurai Mecha from the MektonEmpire Sourcebook, converted
to MTS.
============================================================================
E.2.b
Name: Warhammer
Total Cost: 160(144)
Maneuver Value: -8
Tonnage: 80
Ground MA: 4
Flight MA: 14
Servo Typ Sp Kls Tkn CP Amr Typ CP Total
Head LH 7 7 7 9 s 9 16
Mainbody LH 14 14 14 9 s 9 18
R.Arm LH 8 8 8 9 s 9 17
L.Arm LH 8 8 8 9 s 9 17
R.Leg LH 8 8 8 9 s 9 17
L.Leg LH 8 8 8 9 s 9 17
PowerPlant MH 16 16 16
Total Cost: 118
Weap WA Rng Kls Dam Sht CP Eff TotCst Loc Sp Spec
Autocannon -1 4 1 1 10 6.4 0 6.4 T 4 Autofire, BV:6
Autocannon -1 4 1 1 10 6.4 0 6.4 T 4 Autofire, BV:6
Lasergun 1 8 1 1 - 1 0 1 H 1
Lasergun 1 8 1 1 - 1 0 1 H 1
MissileRack 0 7 5 5 12 4.8 0 4.8 T 5
300mmCannon 0 6 6 6 10 10 0 10 RH 6
R.Hand 1 mel 1 3 - 1.4 0 1.4 RA 1 Quick, Handy
L.Hand 1 mel 1 3 - 1.4 0 1.4 LA 1 Quick, Handy
Total Cost: 32.4
Sensor Type Cost Kills Range Comm Location Spaces
Std SL 0 2 - 300 Head 0
Total: 0
Movement Type: Fan Thr Grv
Cost of System: 6 12
Additional Thrust: 0 0
Cost: 6 12
Space (Cost/3): 2 2
Efficency: 0 0
Total Cost: 6 12
Total Space: 2 2
Total MA: 14
Thrust Location: 1RL/1LL 1RL/1LL
Other Additive systems:
system cost space location special
Links 4 - - Laserguns, Autocannons
Ttl cost: 4
Final costs:
Cost (w/o Multipliers: 172.4
Base Weight: 86.2
Cost (after Multipliers): 172.4
Efficency (6.2 tons): 12.4
Cost (w/Efficency): 184.8
Final Weight: 80
Scale: 1/1
Notes:
This is the Warhammer Mecha from the Mekton Empire Book. The links are
my, I hope logical, addition.
============================================================================
E.2.c
Name: Starknight
Total Cost: 130(117)
Maneuver Value: -6
Tonnage: 65
Ground MA: 6
Flight MA: 15
Servo Typ Sp Kls Tkn CP Amr Typ CP Total
Head MW 6 6 6 6 s 6 12
Mainbody MW 12 12 12 8 s 8 20
R.Arm MW 7 7 7 6 s 6 13
L.Arm MW 7 7 7 6 s 6 13
R.Leg MW 7 7 7 6 s 6 13
L.Leg MW 7 7 7 6 s 6 13
Powerplant MW 12 12 12
Total Cost: 96
Weap WA Rng Kls Dam Sht CP Eff TotCst Loc Sp Spec
Autocannon -1 4 1 1 10 6.4 0 6.4 RA 4 AC,BV:6
Autocannon -1 4 1 1 10 6.4 0 6.4 LA 4 AC,BV:6
Laser 1 8 1 1 - 1 0 1 H 1
Msl. Rack 0 7 5 5 12 4.8 0 4.8 H 4.8
Msl. Rack 0 7 5 5 12 4.8 0 4.8 T 4.8
Msl. Rack 0 7 5 5 12 4.8 0 4.8 T 4.8
Plasmagun 1 8 4 4 - 4 0 4 RH 4
Energy Saber 1 mel 4 4 - 2 0 2 RH/RL 2
Energy Saber 1 mel 4 4 - 2 0 2 LH/LL 2
R.Hand 1 mel 1 3 - 1.4 0 1.4 RA 1 Quick, Handy
L.Hand 1 mel 1 3 - 1.4 0 1.4 LA 1 Quick, Handy
Total Cost: 39
Sensor Type Cost Kills Range Comm Location Spaces
MAin STD 0 4 1 300 Head 0
Total: 0
Movement Type: Fan Thr Grv
Cost of System: 0 18
Additional Thrust: 3 0
Cost: 3 0
Space (Cost/3): 1 3
Efficency: 0 0
Total Cost: 3 18 21
Total Space: 1 3 4
Total MA: 1 14 15
Thrust Location: 1T 1T/1LL/1RL
Other Additive systems:
system cost space location special
Link 2 0 - Autocannons
Ttl cost: 2
Final costs:
Cost (w/o Multipliers: 157
Base Weight: 78.5
Cost (after Multipliers): 157
Efficency ( 13.5 tons): 27
Cost (w/Efficency): 184
Final Weight: 65
Scale: 1/1
Notes:
This an MTS version of the Starknight Mecha from the Mekton Empire
book.
============================================================================
E.2.d
Name: Ranma .5
Total Cost: 120(108)
Maneuver Value: -6/-8
Tonnage: 60
Ground MA: 6
Flight MA: 17
Servo Typ Sp Kls Tkn CP Amr Typ CP Total
Head HS 5 5 5 7 s 7 12
Mainbody HS 10 10 10 7 s 7 15
RF. Leg HS 6 6 6 7 s 7 10
LF. Leg HS 6 6 6 7 s 7 10
RR. Leg HS 6 6 6 7 s 7 10
LR. Leg HS 6 6 6 7 s 7 10
Powerplant MW 12 12 12
Total Cost: 93
Weap WA Rng Kls Dam Sht CP Eff TotCst Loc Sp Spec
Plasmagun 1 8 4 4 - 4 0 4 T 4
Energy Saber 1 mel 4 4 - 2 0 2 RH 2
Plasmagun 1 8 4 4 - 4 0 4 T 4
Energy Saber 1 mel 4 4 - 2 0 2 LH 2
Shield 0 mel 2 0 2 RA 2
Shield 0 mel 2 0 2 LA 2
R.Hand 1 mel 1 3 - 1.4 0 1.4 RA 1 Quick, Handy
L.Hand 1 mel 1 3 - 1.4 0 1.4 LA 1 Quick, Handy
Total Cost: 18.8
Sensor Type Cost Kills Range Comm Location Spaces
Main STD 0 4 1 300 Head 0
Total: 0
Movement Type: Fan Thr Grv
Cost of System: 0 18
Additional Thrust: 4 9
Cost: 4 0
Space (Cost/3): 2 3
Efficency: 0 0
Total Cost: 4 18 22
Total Space: 2 3 5
Total MA: 1 14 15
Thrust Location: LL/RL T/LL/RL
Other Additive systems:
system cost space location special
Link 4 0 - E.Sabers,Plasmacannons
Ttl cost: 4
Multiplier Systems:
system cost space special
Trans. .3 4 Fighter form
ttl cost: .3
Final costs:
Cost (w/o Multipliers: 137.8
Base Weight: 68.9
Cost (after Multipliers): 179.14
Efficency ( 8.9 tons): 17.8
Cost (w/Efficency): 196.9
Final Weight: 60
Scale: 1/1
Notes:
This is an MTS version of the Ranma .5 mecha from Mekton Empire.
============================================================================
E.2.e
Name: Tala-Spirit
Total Cost: 160
Maneuver Value: -8
Tonnage: 80
Ground MA: 4
Flight MA: 15
Servo Typ Sp Kls Tkn CP Amr Typ CP Total
Head LH 7 7 7 9 s 9 16
Torso LH 14 14 14 9 s 9 23
R.Arm LH 8 8 8 9 s 9 17
L.Arm LH 8 8 8 9 s 9 17
R.Leg LH 8 8 8 9 s 9 17
L.Leg LH 8 8 8 9 s 9 17
Powerplant MH 16 16 16
Total Cost: 123
Weap WA Rng Kls Dam Sht CP Eff TotCst Loc Sp Spec
PlasmaCannon 1 8 4 4 - 4 4 MB 4
PlasmaCannon 1 8 4 4 - 4 4 MB 4
Beam Saber 1 mel 4 4 2 2 RH 2
R.Hand 0 mel 1 1 - 1.4 1 RA 0
L.Hand 0 mel 1 1 - 1.4 1 LA 0
Total Cost: 12.8
Sensor Type Cost Kills Range Comm Location Spaces
Main STD 0 4 1 300 H 0
Total: 0
Movement Type: Fan Thr Grv
Cost of System: 0 24
Additional Thrust: 3 0
Cost: 3 24
Space (Cost/3): 1 4
Efficency: 0 0
Total Cost: 3 24 27
Total Space: 1 4 5
Total MA: 1 14 15
Thrust Location: MB MB
Other Additive systems:
system cost space location special
Link 2 0 - Plasmacannons
Ttl cost: 2
Remote control information:
ControlMultiple:1
Class:LW
Base Cost:2
Range:8
Control Range:3
Operation Range:9
Range cost Multiplier:.9
Remote Skill:
Wire Connected:no
Number of remotes:4
Total cost / remote:1.8
Remote Build information:
Servo type kills armor cp
MB LW 4 1 5
PP SL 2 2
Total : 7
Remote Weapon Systems:
Weap WA Rng Kls Dam Sht CP Eff TotCst Loc Sp Spec
Lasergun 1 8 1 1 - 1 1 MB 1
Total cost: 1
Other Remote Systems:
Thrust 3 pts MA:12
Final costs:
Cost (w/o Multipliers: 164.8
Base Weight: 82.4
Cost (after Multipliers): 164.8
Efficency (2.4 tons): 4.8
Cost (w/Efficency): 169.6
Final Weight: 80
Scale: 1/1
Scaled Weight: 80
Scaled Cost: 169.6
Remote Cost (Total for All):76.8
Command Armour Cost:0
Total Cost: 246.4
Total Weight:
(w/Command Armour):
Notes:
This is the Tala Spirit Mecha from the Mekton Empire Sourcebook,
converted to MTS rules.
============================================================================
E.2.f
Name: Fion-G
Total Cost: 175(158)
Maneuver Value: -6
Tonnage: 60
Ground MA: 6
Flight MA: 12
Servo Typ Sp Kls Tkn CP Amr Typ CP Total
Head MW 6 6 6 8 s 8 14
Mainbody MW 12 12 12 8 s 8 20
R.Arm MW 7 7 7 8 s 8 15
L.Arm MW 7 7 7 8 s 8 15
R.Leg MW 7 7 7 8 s 8 15
L.Leg MW 7 7 7 8 s 8 15
Powerplant 12 12 12
Total Cost: 106
Weap WA Rng Kls Dam Sht CP Eff TotCst Loc Sp Spec
BeamSaber 1 mel 4 4 - 2 0 2 RH 2
R.Hand 0 mel 1 1 - 1 1 RA 0
L.Hand 0 mel 1 1 - 1 1 LA 0
Total Cost: 4
Sensor Type Cost Kills Range Comm Location Spaces
Main std 0 4 1 300 head 0
Total: 0
Multiplier Systems:
System cost space special
Thought Control .5 0 +1 action, +1 MV
Total: .5
Movement Type: Fan Thr Grv
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: MB
Remote control information:
ControlMultiple: 1
Class:LW
Base Cost:2
Range:8
Control Range:3
Operation Range:9
Range cost Multiplier:.9
Remote Skill:1
Wire Connected:No
Number of remotes:6
Total cost / remote:1.8
Remote Build information:
Servo type kills armor cp
MainBody LW 4 1 5
Power SL 2 - 2
Total : 7
Remote Weapon Systems:
Weap WA Rng Kls Dam Sht CP Eff TotCst Loc Sp Spec
Lasergun 1 8 1 1 - 1 0 1 MB 1
Total cost: 1
Other Remote Systems:
Thrusters 3 points MA 12
Final costs:
Cost (w/o Multipliers: 119.4
Base Weight: 60
Cost (after Multipliers): 179.1
Efficency ( tons): 0
Cost (w/Efficency): 179.1
Final Weight: 60
Scale: 1/1
Scaled Weight: 60
Scaled Cost: 179.1
Remote Cost (Total for All): 76.8
Command Armour Cost: 0
Total Cost: 255.9
Total Weight:
(w/Command Armour):
Notes:
This is the Fion-G mecha from the Mekton Empire Sourcebook, converted
to MTS.
============================================================================
E.3.a Roadstriker II Mecha:
Even more than the last two sections, the Roadstriker II book uses
a construction system so different from the MTS as to make conversion a task
only for the patient. Certain compromises with the rules had to be made.
Some of the servo sizes listed here do not exist, and few fit within the
size class restrictions shown in the rules. The same applies to armor in
this section. However, I think you'll find that the mecha perform about right
for the original designs.
As in the other two sections, the original cost for the mecha is
listed at the top of the sheet, and represents the mass production cost of the
mecha. The development cost of the mecha(i.e. the MTS cost) is listed under
final costs at the bottom. The costs are wildly variant in this section.
I'd say that the cost to develop such a mech might be fairly expensive(the
servos have to accomodate human limbs as opposed to being solid, different
control systems, etc.) thus leading to a costly prototype. On the other hand,
the material cost of these mecha is fairly small, and once a factory is set
to produce them, they might be mass produced at a much smaller price.
=============================================================================
a. Name: Interceptor Roadstriker
Total Cost: 14.9 CP
Maneuver Value: -2
Tonnage: 2
Ground MA: 2(humanoid form)11(Autoform)
Flight MA: 12(Humanoid form only)
Servo Typ Sp Kls Tkn Scld CP Amr Typ Scld CP Total
Head HS 5 5 0 1(10H) 5 10 S 2 10 15
Mainbody LHA 15 15 0 3(30H) 15 10 S 2 10 25
R.Arm MS 5 5 0 1(10H) 5 10 S 2 10 15
L.Arm MS 5 5 0 1(10H) 5 10 S 2 10 15
R.Leg MS 5 5 0 1(10H) 5 10 S 2 10 15
L.Leg MS 5 5 0 1(10H) 5 10 S 2 10 15
PP SL 2 4H 2
Total Cost: 102
Weap WA Rng Kls Dam Scld Sht CP Eff TotCst Loc Sp Spec
Rocket Pod -2 3 5 5 1 15 2.25 0 2.25 MB 1
Rocket Pod -2 3 5 5 1 15 2.25 0 2.25 MB 1
Grnde Lnchr 0 2 5 5 10H 10 2.4 0 2.4 MB 1
Energygun +2 5 5 5 1 10 4.725 0 4.725 RH 5
Hands x2 +1 0 4 4 8H - 11.2 0 11.2 Arms 0 Quick/Handy
Total Cost: 22.8
Sensor Type Cost Kills Range Comm Location Spaces
STD SL 0 4(1) 1(1/20) 300(60) HD 0
Total: 0
Movement Type: Fan Thr Grv
Cost of System: 9
Additional Thrust: 0
Cost: 9
Space (Cost/3): 3
Efficency: 0
Total Cost: 3
Total Space: 12
Total MA: MB
Thrust Location:
Multiplier Systems:
system cost space special
Trnsf. .2 2.4 MB Autoform
ttl cost: .2
Final costs:
Cost (w/o Multipliers: 127.825
Base Weight: 63.9
Cost (after Multipliers): 153.36
Efficency ( 53.9 tons): 107.8
Cost (w/Efficency): 261.16
Final Weight: 10
Scale: 1/5
Scaled Weight: 2
Scaled Cost: 87
Notes:
This is the interceptor roadstriker from the roadstriker II book
converted to MTS rules through an arduous and time-honored process known as
fudging. Performance should be about right.
============================================================================
E.3.b
Name: Blue 5-5
Total Cost: 13.9
Maneuver Value: -2
Tonnage: 2
Ground MA: 4/10
Flight MA: 0
Servo Typ Sp Kls Tkn Scld CP Amr Typ Scld CP Total
Mainbody LHH 15 15 3 15 10 s 2 10 25
Head HS 5 5 1 5 10 s 2 10 15
R. Arm MS 5 5 1 5 10 s 2 10 15
L. Arm MS 5 5 1 5 10 s 2 10 15
R. Leg MS 5 5 1 5 10 s 2 10 15
L. Leg MS 5 5 1 5 10 s 2 10 15
PP SL 2 4H 2
Total Cost: 102
Weap WA Rng Kls Dam Scld Sht CP Eff TotCst Loc Sp Spec
PlasmaRifle -1 6 15 15 3 5 18.4 4.5 22.9 2H 10
Hands x2 +1 0 4 4 8H - 11.2 0 11.2 Arms 0 Quick/Handy
MissilePacks 0 7 10 10 2 4 6.4 1.5 7.9 MB 5
MissilePacks 0 7 10 10 2 4 6.4 1.5 7.9 MB 5
Rocket Pods -2 3 5 5 1(10H) 10 2.25 .5 2.75 MB 2
Rocket Pods -2 3 5 5 1(10H) 10 2.25 .5 2.75 MB 2
Total Cost: 55.4
Sensor Type Cost Kills Range Comm Location Spaces
Main Sl 0 8H 1 25 HD 0
Total: 0
Multiplier Systems:
system cost space special
TRNSFRM .2 2 Autoform
ttl cost: .2
Final costs:
Cost (w/o Multipliers: 157.4
Base Weight: 78.7
Cost (after Multipliers): 188.88
Efficency ( 68.7 tons): 137.4
Cost (w/Efficency): 326.28
Final Weight: 10
Scale: 1/5
Scaled Weight: 2
Scaled Cost: 108.76
Notes:
This is the Blue 5-5 mecha car from the roadstriker II book, converted
to MTS. Some rules were fudged.
============================================================================
E.3.c
Name: Military Roadhauler
Total Cost: 16.4(A Variant)/16.9(B variant)
Maneuver Value: -3
Tonnage: 4
Ground MA: 4/10
Flight MA: 12
Servo Typ Sp Kls Tkn Scld CP Amr Typ Scld CP Total
MainBody SH 20 20 4 20 15 s 3 15 35
Head HS 5 5 1 5 15 s 3 15 20
R. Arm MS 5 5 1 5 15 s 3 15 20
L. Arm MS 5 5 1 5 15 s 3 15 20
R. Leg MS 5 5 1 5 15 s 3 15 20
L. Leg MS 5 5 1 5 15 s 3 15 20
PP LW 4 8H 4
Total Cost: 139
Weap WA Rng Kls Dam Scld Sht CP Eff TotCst Loc Sp Spec
EnergyGun +2 5 5 5 1 10 4.7 0 4.7 RH 5 (B variant)
Hands x2 +1 0 4 4 8H - 11.2 0 11.2 Arms 0 Quick/Handy
MissilePacks 0 7 10 10 2 4 6.4 1.5 7.9 MB 5
MissilePacks 0 7 10 10 2 4 6.4 1.5 7.9 MB 5
grndelaunch. 0 2 5 5 10H 10 1.2 0 1.2 RH 1.2 (A variant)
shield 0 0 6 6 12H - 3 0 3 LH 3
Total Cost: 35.9
Movement Type: Fan Thr Grv
Cost of System: 3
Additional Thrust: 0
Cost: 3
Space (Cost/3): 1
Efficency: .5
Total Cost: 3.5
Total Space: 0
Total MA: 12
Thrust Location: MB
Multiplier Systems:
system cost space special
trnsfrm .2 4 auto form
ttl cost: .2
Final costs:
Cost (w/o Multipliers: 178.4
Base Weight: 89.2
Cost (after Multipliers): 214.08
Efficency ( 69.2 tons): 138.4
Cost (w/Efficency): 352.48
Final Weight: 20
Scale: 1/5
Scaled Weight: 4
Scaled Cost: 117.5
Notes:
This is the military roadhauler from the Roadstriker II book converted
to MTS. Some rules were fudged.
============================================================================
E.3.d
Name: Civilian Roadhauler
Total Cost: 9.5
Maneuver Value: -3
Tonnage: 4
Ground MA: 4/10
Flight MA: 8
Servo Typ Sp Kls Tkn Scld CP Amr Typ Scld CP Total
MainBody SH 20 20 4 20 15 s 3 15 35
Head HS 5 5 1 5 15 s 3 15 20
R. Arm MS 5 5 1 5 15 s 3 15 20
L. Arm MS 5 5 1 5 15 s 3 15 20
R. Leg MS 5 5 1 5 15 s 3 15 20
L. Leg MS 5 5 1 5 15 s 3 15 20
PP LW 4 8H 4
Total Cost: 139
Weap WA Rng Kls Dam Scld Sht CP Eff TotCst Loc Sp Spec
EnergyGun +2 5 5 5 1 10 4.7 0 4.7 RH 5 (B variant)
Hands x2 +1 0 4 4 8H - 11.2 0 11.2 Arms 0 Quick/Handy
Total Cost: 15.9
Movement Type: Fan Thr Grv
Cost of System: 3
Additional Thrust: 3
Cost: 3
Space (Cost/3): 2
Efficency: 0
Total Cost: 3
Total Space: 2
Total MA: 8
Thrust Location: MB
Multiplier Systems:
system cost space special
trnsfrm .2 4 auto form
ttl cost: .2
Final costs:
Cost (w/o Multipliers: 160.9
Base Weight: 80.45
Cost (after Multipliers): 193.08
Efficency ( 60.45 tons): 120.9
Cost (w/Efficency): 313.98
Final Weight: 20
Scale: 1/5
Scaled Weight: 4
Scaled Cost: 104.6
Notes:
This is the Civilian roadhauler from the Roadstriker II book converted
to MTS. Some rules were fudged.
============================================================================
E.3.e
Name: Shadow
Total Cost: 15.4
Maneuver Value: -2
Tonnage: 2
Ground MA: 4/10
Flight MA: 12
Servo Typ Sp Kls Tkn Scld CP Amr Typ Scld CP Total
Mainbody HS 10 10 2 10 5 s 1 5 15
Head HS 5 5 1 5 5 s 1 5 10
L. Arm MS 5 5 1 5 5 s 1 5 10
R. Arm MS 5 5 1 5 5 s 1 5 10
L. Leg MS 5 5 1 5 5 s 1 5 10
R. Leg MS 5 5 1 5 5 s 1 5 10
PP SL 2 4H 2
Total Cost: 67
Weap WA Rng Kls Dam Scld Sht CP Eff TotCst Loc Sp Spec
EnergyGun +2 5 5 5 1 10 4.7 0 4.7 MB 5
EnergyGun +2 5 5 5 1 10 4.7 0 4.7 MB 5
EnergyGun +2 5 5 5 1 10 4.7 0 4.7 RH 5
Hands x2 +1 0 4 4 8H - 11.2 0 11.2 Arms 0 Quick/Handy
Total Cost: 25.3
Movement Type: Fan Thr Grv
Cost of System: 3
Additional Thrust: 0
Cost: 3
Space (Cost/3): 1
Efficency: .5
Total Cost: 3.5
Total Space: 0
Total MA: 12
Thrust Location: MB
Other Additive systems:
system cost space location special
TRNCamo 1 0 - -2 notice rolls to id vehicle
Silent 2 0 - -2 notice
Ttl cost: 3
Multiplier Systems:
system cost space special
TRNSFRM .2 2 Autoform
ttl cost: .2
Final costs:
Cost (w/o Multipliers: 98.8
Base Weight: 49.4
Cost (after Multipliers):118.56
Efficency ( 39.4 tons): 78.8
Cost (w/Efficency):197.36
Final Weight: 10
Scale: 1/5
Scaled Weight: 2
Scaled Cost: 65.8
Notes:
This is the shadow mechacar from the roadstriker II book, converted to
MTS rules. Some rules were fudged.
============================================================================
E.3.f
Name: Military Combat Car
Total Cost: 16.1 ()
Maneuver Value: -2
Tonnage: 2
Ground MA: 4(10)
Flight MA: 12
Servo Typ Sp Kls Tkn Scld CP Amr Typ Scld CP Total
MB HS 10 10 0 2 10 15 s 3 15 25
LA MS 5 5 0 1 5 15 s 3 15 20
RA MS 5 5 0 1 5 15 s 3 15 20
LL MS 5 5 0 1 5 15 s 3 15 20
RL MS 5 5 0 1 5 15 s 3 15 20
Head HS 5 5 0 1 5 15 s 3 15 20
PowerPlant SL 2 5H 2 2
Total Cost: 127
Weap WA Rng Kls Dam Scld Sht CP Eff TotCst Loc Sp Spec
Plasma Rifle -1 6 3 15 3 5 18.5 7 25.5 MB 4 ---
Missile Pack 0 7 2 10 2 4 6.4 1.2 7.6 MB 4 ---
Auto Grenade 0 2 1 4 1d10H 9(3) 7.8 0 7.8 2h 7.8 bv3,br1
Total Cost: 40.9
Sensor Type Cost Kills Range Comm Location Spaces
Main sl 0 .5 1 25 H 0
Total: 0
Other Additive systems:
system cost space location special
Night .2
target .4
ENV 1
Ttl cost: 1.6
Multiplier Systems:
system cost space special
Autoform .2
ttl cost: .2
Final costs:
Cost (w/o Multipliers: 169.50
Base Weight: 84.75
Cost (after Multipliers): 203.04
Efficency ( 74.75 tons): 149.5
Cost (w/Efficency): 352.54
Final Weight: 10
Scale: 1/5
Scaled Weight: 2
Scaled Cost: 117.51
Notes:
This is an MTS conversion of the Military Combat Car in Roadstriker II.
============================================================================
E.3.g
Name: Light Roadarmor, Type 1
Total Cost: 8.1
Maneuver Value: 0
Tonnage: .5
Ground MA: 4(10)
Flight MA: 12
Servo Typ Sp Kls Tkn Scld CP Amr Typ Scld CP Total
MB S 5 5 0 1 5 10 s 2 10 15
PowerPlant SL 1 1
Total Cost: 16
Weap WA Rng Kls Dam Scld Sht CP Eff TotCst Loc Sp Spec
Energy Gun 2 5 1 5 1 10 3.8 2 5.8 Drv H 0 -----
Missile Pack 0 7 2 10 2 4 6.4 4 10.6 Drv H 0 -----
Total Cost: 16.4
Movement Type: Fan Thr Grv
Cost of System: 6
Additional Thrust: 0
Cost: 3
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
Radio .4 0 MB Range 25km, Multichannel
Ttl cost: .4
Multiplier Systems:
system cost space special
Cycleform .35 ---- +1MV,+3MA ground
ttl cost: .35
Final costs:
Cost (w/o Multipliers: 38.8
Base Weight: 19.4
Cost (after Multipliers): 52.38
Efficency ( 16.5 tons): 33
Cost (w/Efficency): 85.4
Final Weight: 2.5
Scale: 1/5
Scaled Weight: .5
Scaled Cost: 28.5
Notes:
This is an MTS conversion of the Light Roadarmor, type 1, from Road
Striker II.
============================================================================
E.3.g
Name: Light Roadarmor, Type 2
Total Cost: 6
Maneuver Value: 0
Tonnage: .5
Ground MA: 4(10)
Flight MA: 12
Servo Typ Sp Kls Tkn Scld CP Amr Typ Scld CP Total
MB S 5 5 0 1 5 5 s 1 5 10
PowerPlant SL 1 1
Total Cost: 11
Weap WA Rng Kls Dam Scld Sht CP Eff TotCst Loc Sp Spec
Lt.Acannon 0 2 1 4 1d6+2H 8 13.5 6 19.5 Drv H 1.5 BV:8
Total Cost: 19.5
Movement Type: Fan Thr Grv
Cost of System: 3
Additional Thrust: 0
Cost: 3
Space (Cost/3): 1
Efficency: 0
Total Cost: 3
Total Space: 1
Total MA: 12
Thrust Location: MB
Multiplier Systems:
system cost space special
Cycleform .35 ---- +1MV,+3MA ground
ttl cost: .35
Final costs:
Cost (w/o Multipliers: 33.5
Base Weight: 16.75
Cost (after Multipliers): 45.2
Efficency ( 14.25 tons): 28.5
Cost (w/Efficency): 73.7
Final Weight: 2.5
Scale: 1/5
Scaled Weight: .5
Scaled Cost: 24.6
Notes:
This is an MTS conversion of the Light Roadarmor, type 2, from Road
Striker II.
============================================================================
E.4.a
Roadstriker II conversions by Chris Doherty
V.O.F.A.M. Type Powered Armor
Servo Type Space Hits Cost Armor Type CP Total
Torso HS 10 50 10 25H S 5 15
Head HS 5 25 5 25H S 5 10
R. Arm MS 5 25 5 25H S 5 10
L. Arm MS 5 25 5 25H S 5 10
R. Leg MS 5 25 5 25H S 5 10
L. Leg MS 5 25 5 25H S 5 10
Ziprollers S 4 50 4 4
Power S 30 6 6
----
Total: 75
Weapon WA Rng Hits Dmg Shots CP Eff Total Loc. Spc. Special
Missile +0 7 50 50H 4 6.4 1.0 7.4 T 4.4
Pack
R. Hand +0 M 5 5H - 1.0 1.0 RA 1.0 Qk, Hndy
L. Hand +0 M 5 5H - 1.0 1.0 LA 1.0 Qk, Hndy
A:
Rifle
-OR-
B:
E.4.b Gammmajet Aerostriker
Servo Type Space Hits Cost Armor Type CP Total
Torso HS 10 50 10 25H S 5 15
Head HS 5 25 5 25H S 5 10
R. Arm MS 5 25 5 25H S 5 10
L. Arm MS 5 25 5 25H S 5 10
R. Leg MS 5 25 5 25H S 5 10
L. Leg MS 5 25 5 25H S 5 10
Power SL 10 2 2
----
Total: 67
Weapon WA Rng Hits Dmg Shots CP Eff Total Loc. Spc. Special
Energy Gun +2 5 25 25H 10 5.8 0.4 6.2 RH 5
Energy Gun +2 5 25 25H 10 5.8 5.8 T 5.8
R. Hand +0 M 5 5H - 1.0 1.0 RA 1.0 Qk, Hndy
L. Hand +0 M 5 5H - 1.0 1.0 LA 1.0 Qk, Hndy
-------
Total: 14
Sensors Type Cost Hits Range Comm Loc. Spaces
MAIN SL 0 5 1km 300km H 1
Other Additive Systems
System Cost Space Game Effects
Total: 0
Movement Type: THR
Cost of System: 3
Add'l MA: 0
Cost: 0
Eff: 0
Total Cost: 3
Total Space: 1
Total MA: 12 / 16
Loc: 1T
Multiplier Systems
System Cost Space Game Effects
Aerofighter x0.4 3.4 Metaform Arm/Wings (1RA, 1LA, 2.4T)
------
Total: x0.4
Cost: 84
Base Wt.: 42
Mult. Cost: 117.6
Efficiency: 79 (-39.5t)
Final Wt.: 2.5
Final Cost: 196.6
Scale: x 1/5
Scaled Cost: 65.5
Scaled Wt.: 0.5t
===========
E.4.c Delta Minifighter
Servo Type Space Hits Cost Armor Type CP Total
Torso LH 14 70 14 25H S 5 19
Head HS 5 25 5 25H S 5 10
R. Arm HS 6 30 6 25H S 5 11
L. Arm HS 6 30 6 25H S 5 11
R. Leg HS 6 30 6 25H S 5 11
L. Leg HS 6 30 6 25H S 5 11
Power SL 10 2 2
----
Total: 75
Weapon WA Rng Hits Dmg Shots CP Eff Total Loc. Spc. Special
Missile +1 7 50 50H 4 8.3 8.3 T 8.3
Pack
Lt. Autocan +1 2 5 5H * 3.2 3.2 RH 3.2 Auto BV8
Ammo 8 2.6 2.6 RH +1
R. Hand +0 M 5 5H - 1.0 1.0 RA 1.0 Qk, Hndy
L. Hand +0 M 5 5H - 1.0 1.0 LA 1.0 Qk, Hndy
-------
Total:
Sensors Type Cost Hits Range Comm Loc. Spaces
MAIN SL 0 5 1km 300km H 1
ASP 10 H 2
----
Total: 10
Other Additive Systems
System Cost Space Game Effects
Passenger 1 1T
----
Total: 1
Movement Type: THR
Cost of System: 3
Add'l MA: 1
Cost: 3
Eff: 0
Total Cost: 6
Total Space: 2
Total MA: 13 / 17
Loc: 1T
Multiplier Systems
System Cost Space Game Effects
Aerofighter x0.4 4.3 Metaform Arm/Wings (2RA, 2LA, 0.3T)
------
Total: x0.4
Cost: 108.1
Base Wt.: 54.1
Mult. Cost: 151.3
Efficiency: 98.2 (-49.1)
Final Wt.: 5
Final Cost: 249.5
Scale: x 1/5
Scaled Cost: 83.2
Scaled Wt.: 1t
=============
E.4.d Turbobat Fighter
Servo Type Space Hits Cost Armor Type CP Total
Torso MH 16 80 16 45H S 9 25
Head AH 9 45 9 45H S 9 18
R. Arm AH 10 50 10 45H S 9 19
L. Arm AH 10 50 10 45H S 9 19
R. Leg AH 10 50 10 45H S 9 19
L. Leg AH 10 50 10 45H S 9 19
Power SL 10 2 2
----
Total: 121
Weapon WA Rng Hits Dmg Shots CP Eff Total Loc. Spc. Special
Energy Gun +2 5 25 25H 10 5.8 5.8 T 5.8
Energy Gun +2 5 25 25H 10 5.8 5.8 T 5.8
75mm Rifle +0 5 75 75H * 9.0 9.0 RH 9.0
Ammo 10 9.0 9.0 RH +1
R. Hand +0 M 5 5H - 1.0 1.0 RA 1.0 Qk, Hndy
L. Hand +0 M 5 5H - 1.0 1.0 LA 1.0 Qk, Hndy
-------
Total: 31.6
Sensors Type Cost Hits Range Comm Loc. Spaces
MAIN SL 0 5 1km 300km H 1
ASP 10 H 2
----
Total: 10
Other Additive Systems
System Cost Space Game Effects
Pasenger 1 1T
Escape Pod 2 2T x2
Link 2 Energy Guns
----
Total: 5
Movement Type: THR
Cost of System: 3
Add'l MA: 0
Cost: 0
Eff: 0
Total Cost: 3
Total Space: 1
Total MA: 12 / 16
Loc: 1T
Multiplier Systems
System Cost Space Game Effects
Aerofighter x0.4 6.8 Metaform Arm/Wings (3RA, 3LA, 0.8T)
------
Total: x0.4
Cost: 170.6
Base Wt.: 84.3
Mult. Cost: 238.8
Efficiency: 158.6 (-79.3t)
Final Wt.: 5
Final Cost: 397.4
Scale: x 1/5
Scaled Cost: 132.3
Scaled Wt.: 1t
==============================================================================
F.1.a Palladium RIFTS
This is a game of transdimensional Warping and the effects it can cause
on a planet. Earth has been subjected to a huge shift in the space-time
continuum and the result has been rifts in the fabric of space-time, causing
influences from many dimensions to come together in one place. In this world
wizards, vampires, and dragons contend with mecha and ultratech weapons.
1.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.
Note: This listing of Rifts mecha is far from complete. Costs with a * or **
beside them are not correct.
Part 1: Rifts Main Book Mecha:
A) Coalition Mecha
B) Titan Series Mecha
C) Northern Gun Mecha
D) Miscellanious Mecha
E) General Equipment Notes
Part 2: Rifts Source Book 1:
A) Coalition Mecha
B) Triax Mecha
C) Northern Gun Mecha
D) Cyberworks Robots
Part 3: Triax and the NGR:
A) Power Armour
B) Robot Vehicles
C) Robot Drones
D) Cyborgs
E) Miscellanious Vehicles
F) Gargoyles
G) Gargoyle Power Armour and Robots
Part 4: Mindwerks:
A) Mindwerks Robots
B) Gurgoyle Robot
C) NGR Mobile Base
D) Tarnow Mecha
============================================================================
Part 1A: Main Book Coalition Mecha:
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
============================================================================
Name: Coalition Samas
Type: Powered armour
Total Cost: 143.8
Maneuver Value: +0
Tonnage: .1 T
Ground MA: 12
Flight MA: 16 [base mode = humanoid]
Servo Typ Sp Kls Tkn CP Amr Typ CP Total
Head S 3 3 3 3 S 3 6
Torso S 6 6 6 4 S 4 10
L. Arm S 4 4 4 3 S 3 7
R. Arm S 4 4 4 3 S 3 7
L. Leg S 4 4 4 3 S 3 7
R. Leg S 4 4 4 3 S 3 7
Powerplant S 6 Cool+2 6 6
Total Cost: 50
Weap WA Rng Kls Dam Sht CP Eff TotCst Loc Sp Spec
2 Hands 0 M 1 1 NA .7 0 1.4 Arms 0 Handy
Missile L. 0 8 4 4 2 .6 0 .6 R. Arm .6
Railgun 0 6 2 2 * 2.5 0 2.5 Hand 3 MF, Bv=3
- Ammo 50 2.5 0 .5 Torso .5
Total Cost: 7
Sensor Type Cost Kills Range Comm Location Spaces
Main S 2 4 4km 800km Head 1
Total Cost: 2
Movement Type: Thruster
Cost of System: 3
Additional Thrust: 0
Cost: 3
Space (Cost/3): 1
Efficency: 0
Total Cost: 3
Total Space: 1
Total MA: 12 run/16 fly
Thrust Location: Torso Total Cost: 3
Hydraulic Type Cost Kills Spaces Damage Bonus
Standard 0 8 0 0
Other Additive systems:
system cost space location special
ASP 10 2 head Advanced sensory package
Ttl cost: 10
Multiplier Systems:
system cost space special
[None]
Ttl cost: *0
Final costs:
Cost (w/o Multipliers): 72
Base Weight: 36
Cost (after Multipliers): 72
Efficency ( -35.9 tons): 71.8
Cost (w/Efficency): 143.8
Final Weight: .1T
Scale: 1:1
Scaled Weight: .1T
Scaled Cost: 143.8
Remote Cost (Total for All): 0
Command Armour Cost: 0
Total Cost: 143.8
Total Weight: 1T
(w/Command Armour): NA
Notes:
Standard Coalition SAMAS power armour from the Rifts RPG. Arm and
leg hit locations were added as they were missing in the book. I made the
missles a little more powerful.
=============================================================================
Name: UAR-1 Enforcer Robot
Type: Human controlled robot
Total Cost: 223.6
Maneuver Value: 0
Tonnage: 18T
Ground MA: 12
Flight MA: 0
Servo Typ Sp Kls Tkn CP Amr Typ CP Total
Head Ms 4 4 4 5 S 5 9
Torso Ms 8 8 8 6 S 6 14
L. Arm Ms 5 5 5 5 S 5 10
R. Arm Ms 5 5 5 5 S 5 10
L. Leg Ms 5 5 5 5 S 5 10
R. Leg Ms 5 5 5 5 S 5 10
Powerplant St 6 Cool +2 6 6
Total Cost: 69
Weap WA Rng Kls Dam Sht CP Eff TotCst Loc Sp Spec
2 Hands 0 M 2 2 NA 1.4ea 0 2.8 Arms 0 Handy
Railgun 0 6 3 3 - 3.75 2 4.75 R.Arm 1.75 MF bv=3
-Ammo 250 18.75 2 19.75 R.Arm .5
Mr Missle 0 20 4 4 6 14.4 11.4 20.1 L.Arm 3.0
2 Sr Missle 0 8 2 2 5ea .75ea 0 1.5 L/RArm .75ea Linked
Mini Missle 0 8 1 1 20 2.0 0 2.0 Torso 2.0
2 LaserTur. +1 8 1 1 Inf. 1.0ea 0 2.0 L/RArm 1.0ea Linked
Smoke Lau. 0 0 4 4 5 .45 0 .45 R.Leg .45 Br=1
Total Cost: 53.8
Sensor Type Cost Kills Range Comm Location Spaces
Main S 2 4 4km 800km Head 1
Total Cost: 2
Movement Type: Legs (walk/run)
Cost of System: 3
Additional Thrust: 0
Cost: 3
Space (Cost/3): 1
Efficency: 0
Total Cost: 3
Total Space: 1
Total MA: 12 run
Thrust Location: Legs Total Cost: 3
Hydraulic Type Cost Kills Spaces Damage Bonus
Standard *0 8 0 0
Other Additive systems:
system cost space location special
ASP 10 2 head ASP
1 extra cockpit 1 1 torso
Total cost: 11
Multiplier Systems:
system cost space special
[None]
Total mult: *0
Final costs:
Cost (w/o Multipliers): 139.8
Base Weight: 69.9
Cost (after Multipliers): 139.8
Efficency ( -41.9 tons): 83.8
Cost (w/Efficency): 223.6
Final Weight: 18T
Scale: 1:1
Scaled Weight: 18T
Scaled Cost: 223.6
Remote Cost (Total for All): -
Command Armour Cost: -
Total Cost [Includes Links]: 223.6
Total Weight: 18T
(w/Command Armour): -
Notes:
Standard Coalition UAR-1 Enforcer from the Rifts main book.
==========================================================================
Name: Spider Skull Walker
Type: Human controlled robot
Total Cost: 350.8
Maneuver Value: 0
Tonnage: 28T
Ground MA: 13
Flight MA: 0
Servo Typ Sp Kls Tkn CP Amr Typ CP Total
Torso Mw 12 12 12 7 S 7 19
Leg #1 St 4 4 4 4 S 4 8
Leg #2 St 4 4 4 4 S 4 8
Leg #3 St 4 4 4 4 S 4 8
Leg #4 St 4 4 4 4 S 4 8
Leg #5 St 4 4 4 4 S 4 8
Leg #6 St 4 4 4 4 S 4 8
Powerplant Ms 8 Cool+2 8
Total Cost: 73
Weap WA Rng Kls Dam Sht CP Eff TotCst Loc Sp Spec
2 Railguns 0 8 4 4 - 7ea 5ea 19 Torso 4 *Note#1
-Ammo 250ea 35ea 3 73 Torso 2
2 Las.Turr. +1 8 2 2 Inf. 4ea 2ea 10 Torso 4 Bv=2
Smoke Lau. 0 0 4 4 5 .45 0 0.45 Torso 0.45 Br=1
Note #1: Bv=3 machinefire, linked.
Total Cost: 102.45
Sensor Type Cost Kills Range Comm Location Spaces
Main S 2 4 4km 800km Torso 1
Total Cost: 2
Movement Type: Legs (walk/run)
Cost of System: 3
Additional Thrust: 1
Cost: 6
Space (Cost/3): 2
Efficency: 0
Total Cost: 6
Total Space: 2
Total MA: 13 run
Thrust Location: Legs Total Cost: 6
Hydraulic Type Cost Kills Spaces Damage Bonus
Standard *0 8 0 0
Other Additive systems:
system cost space location special
ASP 10 2 torso ASP
7 extra cockpits *10 1 torso
Total cost: 20
Multiplier Systems:
system cost space special
[None]
Total mult: *0
Final costs:
Cost (w/o Multipliers): 203.45
Base Weight: 101.7
Cost (after Multipliers): 203.45
Efficency ( -73.7 tons): 147.4
Cost (w/Efficency): 350.8
Final Weight: 28T
Scale: 1:1
Scaled Weight: 28T
Scaled Cost: 350.8
Remote Cost (Total for All): -
Command Armour Cost: -
Total Cost [Includes Links]: 350.8
Total Weight: 28T
(w/Command Armour): -
Notes:
Coalition Spider Skull Walker from the main Rifts book.
===========================================================================
Name: Mark 5 Armoured Personelle Carrier
Type: Vehicle
Total Cost: 260.9
Maneuver Value: -1
Tonnage: 18T
Ground MA: 14
Flight MA: 0
Servo Typ Sp Kls Tkn CP Amr Typ CP Total
Body Mw 12 12 12 8 A 12 20
8 Wheels Lw 2 2 2 1 S 3 24
Powerplant Sl 2 Cool 2 2
Total Cost: 46
Weap WA Rng Kls Dam Sht CP Eff TotCst Loc Sp Spec
Railgun 0 6 3 3 - 3.75 2 4.75 Torso 1.75 MF bv=3
-Ammo 250 18.75 2 17.6 Torso .5
2 Las.Turr. +1 8 2 2 Inf. 4ea 3ea 11.0 Torso 2.0 Bv=2
4 DualLaser +1 8 1 1 Inf. 1ea .8ea 5.6 Torso .8
2 Mini Miss. 0 8 1 1 40ea 4ea 3ea 11.0 Torso 2.0
2 Auto Cann. 0 6 1 1 - .5 0 1.0 Torso 1.0
-Ammo 30ea .3ea .6 Torso .6
3 Hatch Las.+1 8 1 1 Inf. 1ea .8ea 4.2 Torso .6
2 Smoke Lau. 0 0 4 4 10ea .9ea .8ea 2.6 Torso .2
Total Cost: 60.5
Sensor Type Cost Kills Range Comm Location Spaces
Main S 2 4 4km 800km body 1
Total Cost: 2
Movement Type: Engine/wheels
Cost of System: 3
Additional Thrust: 6
Cost: 21
Space (Cost/3): 7
Efficency: 6
Total Cost: 24
Total Space: 1
Total MA: 14 'run'
Thrust Location: Torso
Total Cost: 24
Hydraulic Type Cost Kills Spaces Damage Bonus
Standard *0 8 0 0
Other Additive systems:
system cost space location special
ASP *11 0 body ASP
4 extra cockpits *5 2 body
Total cost: 16
Multiplier Systems:
system cost space special
[None]
Total mult: *0
Final costs:
Cost (w/o Multipliers): 148.5
Base Weight: 74.2
Cost (after Multipliers): 148.5
Efficency ( -56.2 tons): 112.4
Cost (w/Efficency): 260.9
Final Weight: 18T
Scale: 1:1
Scaled Weight: 18T
Scaled Cost: 260.9
Remote Cost (Total for All): -
Command Armour Cost: -
Total Cost [Includes Links]: 260.9
Total Weight: 18T
(w/Command Armour): -
Notes:
Coalition Mark 5 Armoured Personelle Carrier from the main rifts
book. Note that this vehicle can carry many troopers and a few small
powered armoured units into battle.
============================================================================
Name: Death's Head Armoured Transport
Type: Vehicle
Total Cost: 592.4
Maneuver Value: -3
Tonnage: 100T
Ground MA: 0
Flight MA: 20
Servo Typ Sp Kls Tkn CP Amr Typ CP Total
Forward1/3 MgH 22 22 22 10 A 15 37
Rear 2/3 MgH 22 22 22 10 A 15 37
Saucer MdW 12 12 12 8 A 12 24
Powerplant Sh 22 Cool 22
Total Cost: 120
Weap WA Rng Kls Dam Sht CP Eff TotCst Loc Sp Spec
Railgun 0 8 4 4 - 7 4 9 F1/3 4 *Note#1
-Ammo 250ea 35ea 3 73 F1/3 2
2 Las.Turr. +1 8 2 2 Inf. 4ea 2ea 10 F1/3 4 Bv=2
4 Las.Turr. +1 8 2 2 Inf. 4ea 2ea 20 R2/3 8 Bv=2
2 Mr Missle 0 10 5 5 5ea 3.75ea 2ea 9.5 F1/3 3.5
Smoke Lau. 0 0 4 4 12 1.1 0 1.1 R2/3 1.1 Br=1
Note #1: Bv=3 machinefire, linked.
Total Cost: 122.6
Sensor Type Cost Kills Range Comm Location Spaces
Main S 2 4 4km 800km F1/3 1
Total Cost: 2
Movement Type: Thruster
Cost of System: 3
Additional Thrust: 8
Cost: 27
Space (Cost/3): 9
Efficency: 6
Total Cost: 30
Total Space: 3
Total MA: 20
Thrust Location: Rear 2/3
Total Cost: 30
Hydraulic Type Cost Kills Spaces Damage Bonus
Standard *0 8 0 0
Other Additive systems:
system cost space location special
ASP 10 2 F1/3 ASP
8 extra cockpits *11 2 F1/3
Total cost: 21
Multiplier Systems:
system cost space special
Vernier *.7 0 +7 Mv
Total mult: *.7
Final costs:
Cost (w/o Multipliers): **295.6
Base Weight: 146.3
Cost (after Multipliers): 499.8
Efficency ( -46.3 tons): 92.6
Cost (w/Efficency): 592.4
Final Weight: 100T
Scale: 1:1
Scaled Weight: 100T
Scaled Cost: 592.4
Remote Cost (Total for All): -
Command Armour Cost: -
Total Cost [Includes Links]: 592.4
Total Weight: 100T
(w/Command Armour): -
Notes:
Coalition Death's Head Transport. This can carry a frightening
number of troops and powered armour into battle.
============================================================================
Name: Sky Cycle
Type: Vehicle
Total Cost: 84.9
Maneuver Value: +0
Tonnage: 1T
Ground MA: 12
Flight MA: 18
Servo Typ Sp Kls Tkn CP Amr Typ CP Total
Body Lw 4 4 4 3 S 3 7
Powerplant St 6 6 Cool +2 6 6
Total Cost: 13
Weap WA Rng Kls Dam Sht CP Eff TotCst Loc Sp Spec
2 Mini Miss. 0 8 1 1 10ea 1ea 1 2.5 Body 1
Lasr. Turret+1 8 2 2 Inf. 4 2 5.0 Body 2 Bv=2
Smoke Lau. 0 0 4 4 6 0.55 0 0.55 Body 0.55 Br=1
Total Cost: 8
Sensor Type Cost Kills Range Comm Location Spaces
Main S 2 4 4km 800km Head 1
Total Cost: 2
Movement Type: Thruster
Cost of System: 3
Additional Thrust: 2
Cost: 9
Space (Cost/3): 3
Efficency: 3
Total Cost: 10.5
Total Space: 0
Total MA: 18
Thrust Location: Body
Total Cost: 10.5
Hydraulic Type Cost Kills Spaces Damage Bonus
Standard *0 8 0 0
Other Additive systems:
system cost space location special
ASP 10 2 head ASP
Total cost: 10
Multiplier Systems:
system cost space special
[None]
Total nult: *0
Final costs:
Cost (w/o Multipliers): 43.5
Base Weight: 21.7
Cost (after Multipliers): 43.5
Efficency ( -20.7 tons): 41.4
Cost (w/Efficency): 84.9
Final Weight: 1T
Scale: 1:1
Scaled Weight: 1T
Scaled Cost: 84.9
Remote Cost (Total for All): -
Command Armour Cost: -
Total Cost [Includes Links]: 84.9
Total Weight: 1T
(w/Command Armour): -
Notes:
Coalition Sky Cycle from the main book.
============================================================================
Part 1B: Main Book Titan Series Mecha:
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
============================================================================
Name: Titan Flying Power Armour
Type: Powered armour
Total Cost: 119
Maneuver Value: 0
Tonnage: .1T
Ground MA: 0
Flight MA: 17
Servo Typ Sp Kls Tkn CP Amr Typ CP Total
Head Lw 2 2 2 2 S 2 4
Torso Lw 4 4 4 3 S 3 7
L. Arm Lw 3 3 3 2 S 2 5
R. Arm Lw 3 3 3 2 S 2 5
L. Leg Lw 3 3 3 2 S 2 5
R. Leg Lw 3 3 3 2 S 2 5
L. Wing Lw 2 2 2 2 S 2 4
R. Wing Lw 2 2 2 2 S 2 4
Powerplant St 6 6 Cool +2 6 6
Total Cost: 45
Weap WA Rng Kls Dam Sht CP Eff TotCst Loc Sp Spec
2 Lasers +1 8 1 1 Inf. 2.0 1ea 5.0 L/R wing 1ea *Note #1
Missles 0 8 1 1 12 1.2 0 1.2 L/R wing .6ea
Note #1: Bv=2, linked.
Total Cost: 5.6
Sensor Type Cost Kills Range Comm Location Spaces
Main S 2 4 4km 800km Head 1
Total Cost: 2
Movement Type: Thruster
Cost of System: 3
Additional Thrust: 1
Cost: 6
Space (Cost/3): 2
Efficency: 0
Total Cost: 2
Total Space: 0
Total MA: 17
Thrust Location: Torso
Total Cost: 6
Hydraulic Type Cost Kills Spaces Damage Bonus
Standard *0 8 0 0
Other Additive systems:
system cost space location special
[None]
Total cost: 0
Multiplier Systems:
system cost space special
[None]
Total nult: *0
Final costs:
Cost (w/o Multipliers): 58.6
Base Weight: 29.3
Cost (after Multipliers): 58.6
Efficency ( -29.2 tons): 58.4
Cost (w/Efficency): 117
Final Weight: .1T
Scale: 1:1
Scaled Weight: .1T
Scaled Cost: 117
Remote Cost (Total for All): -
Command Armour Cost: -
Total Cost [Includes Links]: 119
Total Weight: .1T
(w/Command Armour): -
Notes:
Titan Series Flying power armour. Slightly improved over the book
version listing arm and leg hit locations.
============================================================================
Name: Titan Combat Robot
Type: Human controlled robot
Total Cost: 175.3
Maneuver Value: +0
Tonnage: 22T
Ground MA: 12
Flight MA: 0
Servo Typ Sp Kls Tkn CP Amr Typ CP Total
Head Ms 4 4 4 6 S 6 10
Torso Ms 8 8 8 6 S 6 14
L. Arm Ms 5 5 5 6 S 6 11
R. Arm Ms 5 5 5 6 S 6 11
L. Leg Ms 5 5 5 6 S 6 11
R. Leg Ms 5 5 5 6 S 6 11
Powerplant St 6 Cool +2 6 6
Total Cost: 74
Weap WA Rng Kls Dam Sht CP Eff TotCst Loc Sp Spec
2 Hands 0 M 2 2 NA 1.4ea 0 2.8 Arms 0 Handy
Railgun 0 0 2 2 * 2.5 0 2.5 Hand 3.0 MF, Bv=3
- Ammo 250 12.5 2 13.5 Torso .5
2 Mr Missle 0 10 4 4 5 2.25ea 0 4.5 L/RArm 2.25ea
2 Mini-Mis 0 8 1 1 12ea 1.2ea 0 2.4 L/RLeg 1.2ea
Laser Turret+1 8 3 3 Inf. 3.0 0 3.0 Torso
Total Cost: 28.7
Sensor Type Cost Kills Range Comm Location Spaces
Main S 2 4 4km 800km Head 1
Total Cost: 2
Movement Type: Legs [walk/run]
Cost of System: 3
Additional Thrust: 0
Cost: 3
Space (Cost/3): 1
Efficency: 0
Total Cost: 3
Total Space: 0
Total MA: 12
Thrust Location: Legs
Total Cost: 3
Hydraulic Type Cost Kills Spaces Damage Bonus
Standard *0 8 0 0
Other Additive systems:
system cost space location special
ASP 10 2 head ASP
2 extra cockpits 2 2 body
Total cost: 12
Multiplier Systems:
system cost space special
[None]
Total nult: *0
Final costs:
Cost (w/o Multipliers): 119.7
Base Weight: 59.8
Cost (after Multipliers): 119.7
Efficency ( -27.8 tons): 55.6
Cost (w/Efficency): 175.3
Final Weight: 28T
Scale: 1:1
Scaled Weight: 28T
Scaled Cost: 175.3
Remote Cost (Total for All): -
Command Armour Cost: -
Total Cost [Includes Links]: 175.3
Total Weight: 28T
(w/Command Armour): -
Notes:
Titan Series Combat Robot from the main Rifts book. Now you too can
have mecha in your game that look like alien football players :)
============================================================================
Name: Titan Exploration and Light Combat Robot
Type: Human controlled robot
Total Cost: 179.6
Maneuver Value: +0
Tonnage: 17
Ground MA: 14
Flight MA: 0
Servo Typ Sp Kls Tkn CP Amr Typ CP Total
Head S 3 3 3 4 S 4 7
Torso S 6 6 6 5 S 5 11
L. Arm S 4 4 4 4 S 4 8
R. Arm S 4 4 4 4 S 4 8
L. Leg S 4 4 4 4 S 4 8
R. Leg S 4 4 4 4 S 4 8
Powerplant S 6 Cool+2 6
Total Cost: 56
Weap WA Rng Kls Dam Sht CP Eff TotCst Loc Sp Spec
2 Hands 0 M 2 2 NA 1.4ea 0 2.8 Arms 0 Handy
Railgun 0 0 2 2 * 2.5 0 2.5 L.Arm 3.0 MF, Bv=3
- Ammo 250 12.5 2 13.5 Torso .5
2 Sr Missle 0 8 3 3 5 1.0ea 0 2.0 L/RArm 1.0ea
2 LaserTur. +1 8 2 2 Inf. 2.0ea 0 4.0 Torso 4.0 Linked
Total Cost: 24.8
Sensor Type Cost Kills Range Comm Location Spaces
Main S 2 4 4km 800km Head 1
Total Cost: 2
Movement Type: Legs [walk/run]
Cost of System: 3
Additional Thrust: 2
Cost: 9
Space (Cost/3): 3
Efficency: 0
Total Cost: 9
Total Space: 3
Total MA: 14
Thrust Location: Legs
Total Cost: 9
Hydraulic Type Cost Kills Spaces Damage Bonus
Standard *0 8 0 0
Other Additive systems:
system cost space location special
ASP 10 2 head ASP
4 extra cockpits 4 4 body
Total cost: 14
Multiplier Systems:
system cost space special
[None]
Total nult: *0
Final costs:
Cost (w/o Multipliers): 105.8
Base Weight: 52.9
Cost (after Multipliers): 105.8
Efficency ( -35.9 tons): 71.8
Cost (w/Efficency): 177.6
Final Weight: 17T
Scale: 1:1
Scaled Weight: 17T
Scaled Cost: 177.6
Remote Cost (Total for All): -
Command Armour Cost: -
Total Cost [Includes Links]: 179.6
Total Weight: 17T
(w/Command Armour): -
Notes:
Titan Exploration and Light Combat football play.. er robot. It's
kind of silly that this beast is not armed with a railgun so I added one.
============================================================================
Name: Titan Reconnisance Robot
Type: Human controlled robot
Total Cost: 205.2
Maneuver Value: +0
Tonnage: 10T
Ground MA: 15
Flight MA: 0
Servo Typ Sp Kls Tkn CP Amr Typ CP Total
Head S 3 3 3 3 S 3 6
Torso S 6 6 6 4 S 4 10
L. Arm S 4 4 4 3 S 3 7
R. Arm S 4 4 4 3 S 3 7
L. Leg S 4 4 4 3 S 3 7
R. Leg S 4 4 4 3 S 3 7
Powerplant S 6 Cool+2 6
Total Cost: 50
Weap WA Rng Kls Dam Sht CP Eff TotCst Loc Sp Spec
2 Hands 0 M 2 2 NA 1.4ea 0 2.8 Arms 0 Handy
Railgun 0 0 2 2 * 2.5 0 2.5 L.Arm 3.0 MF, Bv=3
- Ammo 250 12.5 2 13.5 Torso .5
2 LaserTur. +1 5 2 2 Inf. 1.4ea 0 2.8 Torso 2.8 Linked
Total Cost: 21.6
Sensor Type Cost Kills Range Comm Location Spaces
Main Lh 12 8 20km 1800km Head 1
Total Cost: 12
Movement Type: Legs [walk/run]
Cost of System: 3
Additional Thrust: 3
Cost: 12
Space (Cost/3): 4
Efficency: 0
Total Cost: 12
Total Space: 4
Total MA: 15
Thrust Location: 2 each leg
Total Cost: 12
Hydraulic Type Cost Kills Spaces Damage Bonus
Standard *0 8 0 0
Other Additive systems:
system cost space location special
ASP 10 2 Head ASP
Radio/radar 5 1 head
1 extra cockpit 1 1 body
Total cost: 16
Multiplier Systems:
system cost space special
[None]
Total mult: *0
Final costs:
Cost (w/o Multipliers): 111.6
Base Weight: 55.8
Cost (after Multipliers): 111.6
Efficency ( -45.8 tons): 91.6
Cost (w/Efficency): 203.2
Final Weight: 10T
Scale: 1:1
Scaled Weight: 10T
Scaled Cost: 203.2
Remote Cost (Total for All): -
Command Armour Cost: -
Total Cost [Includes Links]: 205.2
Total Weight: 10T
(w/Command Armour): -
Notes:
Titan Series Reconnisance Robot from the main Rifts book. Again
the weapons selection was pathetic so I added to it to make it more
realistic. [Ya, right - I'm going to go into battle in $10,000,000 black
market cost robot with a 3d6 damage laser as my only weapon!!! Geez I
might as well open up the cockpit and fire my C-12 as it can do a lot more
damage :)]
============================================================================
Part 1C: Main Book Northern Gun Power Armour:
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
============================================================================
Name: Northern Gun Samson Power Armour
Type: Powered armour
Total Cost: 82.2
Maneuver Value: +0
Tonnage: .4T
Ground MA: 13 [+1 hex leap]
Flight MA: 0
Servo Typ Sp Kls Tkn CP Amr Typ CP Total
Head Sl 1 1 1 1 S 1 2
Torso Sl 2 2 2 1 S 1 3
L. Arm Sl 2 2 2 1 S 1 3
R. Arm Sl 2 2 2 1 S 1 3
L. Leg Sl 2 2 2 1 S 1 3
R. Leg Sl 2 2 2 1 S 1 3
Powerplant Sl 2 Cool 2
Total Cost: 19
Weap WA Rng Kls Dam Sht CP Eff TotCst Loc Sp Spec
Hands 0 M 1 1 NA .7 0 1.4 Arms 0 Handy
Railgun 0 6 3 3 - 3.75 3sp 5.25 Hand .75 *Note#1
-Ammo 100 7.5 0 7.5 Toros 1
2 RocketL 0 8 3 3 2ea 1.2ea 0 2.4 Arms 1.2ea Br=1
Note #1: Bv=3 machinefire
Total Cost: 16.55
Sensor Type Cost Kills Range Comm Location Spaces
Main S 2 4 4km 800km Head 1
Total Cost: 2
Movement Type: Legs [walk/run]
Cost of System: 3
Additional Thrust: 0
Cost: 3
Space (Cost/3): 1
Efficency: 0
Total Cost: 3
Total Space: 1
Total MA: Run 12
Thrust Location: Torso
Total Cost: 3
Hydraulic Type Cost Kills Spaces Damage Bonus
Standard 0 8 0 0
Other Additive systems:
system cost space location special
[None]
Total cost: 0
Multiplier Systems:
system cost space special
JumpRockets *.05 1 hex jump rockets
Total mult: *.05
Final costs:
Cost (w/o Multipliers): 40.55
Base Weight: 20.2
Cost (after Multipliers): 42.6
Efficency ( -19.8 tons): 39.6
Cost (w/Efficency): 82.2
Final Weight: .4T
Scale: 1:1
Scaled Weight: .4T
Scaled Cost: 82.2
Remote Cost (Total for All): -
Command Armour Cost: -
Total Cost [Includes Links]: 82.2
Total Weight: .4T
(w/Command Armour): -
Notes:
Northern Gun Powered Armour from the main Rifts book. This should
not be called power armour. Instead it is really glorified body armour.
============================================================================
Name: Sky King
Type: Vehicle
Total Cost: 62.5
Maneuver Value: +0
Tonnage: 1T
Ground MA: 0
Flight MA: 16
Servo Typ Sp Kls Tkn CP Amr Typ CP Total
Body St 6 6 6 3 S 3 9
Powerplant Lw 4 Cool+2 4
Total Cost: 13
Weap WA Rng Kls Dam Sht CP Eff TotCst Loc Sp Spec
Railgun 0 6 2 2 * 5 2 6 Body 3 MF, Bv=6
- Ammo 30 3 0 3 Body 0.3
2 Mini-Mis 0 8 1 1 6 0.6 .1ea 1.3 Body 1.0
Laser +1 8 3 3 Inf. 3 2 4 Body 1.0
Total Cost: 14.3
Sensor Type Cost Kills Range Comm Location Spaces
Main S 2 4 4km 800km Head 1
Total Cost: 2
Movement Type: Fan
Cost of System: 3
Additional Thrust: 0
Cost: 3
Space (Cost/3): 1
Efficency: 0
Total Cost: 3
Total Space: 1
Total MA: Fly 16
Thrust Location: Torso
Total Cost: 3
Hydraulic Type Cost Kills Spaces Damage Bonus
Standard 0 8 0 0
Other Additive systems:
system cost space location special
[None]
Total cost: 0
Multiplier Systems:
system cost space special
[None]
Total mult: *0
Final costs:
Cost (w/o Multipliers): 32.3
Base Weight: 16.1
Cost (after Multipliers): 32.3
Efficency ( -15.1 tons): 30.2
Cost (w/Efficency): 62.5
Final Weight: 1T
Scale: 1:1
Scaled Weight: 1T
Scaled Cost: 62.5
Remote Cost (Total for All): -
Command Armour Cost: -
Total Cost [Includes Links]: 62.5
Total Weight: 1T
(w/Command Armour): -
Notes:
Northern Gun Sky King from the main Rifts book.
============================================================================
Part 1D: Main Book Miscellanious Mecha:
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
============================================================================
Name: Behemoth Explorer
Type: Vechicle/lab
Total Cost: 191.1
Maneuver Value: -4
Tonnage: 72.5T
Ground MA: 4
Flight MA: 0
Servo Typ Sp Kls Tkn CP Amr Typ CP Total
Body Mh 16 16 16 8 S 8 24
L. Arm Hs 6 6 6 5 S 5 11
R. Arm Hs 6 6 6 5 S 5 11
L. Leg Mh 9 9 9 6 S 6 15
L. Leg Mh 9 9 9 6 S 6 15
Powerplant Mh 16 Cool 16
Total Cost: 92
Weap WA Rng Kls Dam Sht CP Eff TotCst Loc Sp Spec
2 Mini-Mis 0 8 1 1 24ea 2.4 0 4.8 Arms 2.4ea
Total Cost: 4.8
Sensor Type Cost Kills Range Comm Location Spaces
Main Mh 16 9 26km 2300km Torso 1
Backup Sl 0 2 1lm 300km Torso 1
Total Cost: 16
Movement Type: Legs [walk]
Cost of System: 12
Additional Thrust: 0
Cost: 12
Space (Cost/3): 4
Efficency: 0
Total Cost: 12
Total Space: 4
Total MA: 4 walk
Thrust Location: 2 each leg
Total Cost: 12
Hydraulic Type Cost Kills Spaces Damage Bonus
Standard *0 8 0 0
Other Additive systems:
system cost space location special
ASP 10 2 torso ASP
2 micro 0.2 0 arms micro-manipulators
Logic 5 1 torso +2 int rolls
Technical 5 1 torso +2 tech rolls
2 extra cockpits 2 2 torso
Total cost: 22.2
Multiplier Systems:
system cost space special
Verniers *.3 0 +3 Mv
Total mult: *.3
Final costs:
Cost (w/o Multipliers): 147
Base Weight: 73.5
Cost (after Multipliers): 191.1
Efficency ( -0 tons): 0
Cost (w/Efficency): 191.1
Final Weight: 72.5T
Scale: 1:1
Scaled Weight: 72.5T
Scaled Cost: 191.1
Remote Cost (Total for All): -
Command Armour Cost: -
Total Cost [Includes Links]: 191.1
Total Weight: 72.5T
(w/Command Armour): -
Notes:
Behemoth Explorer from the main Rifts book. We decided the +2 int
and tech were appropriate as it IS a PRE-Rifts mobile scientific base. Be
sure to add some guns to this before going anywhere in it.
============================================================================
Name: Glitter Boy
Type: Powered armour
Total Cost: 796.3
Maneuver Value: +0
Tonnage: 1
Ground MA: 12 [In reality the MA should be about 4]
Flight MA: 0
Servo Typ Sp Kls Tkn CP Amr Typ CP Total
Head Ah 9 9 9 9 A 13.5 22.5
Torso Ah 18 18 18 10 A 15 33
L. Arm Ah 10 10 10 9 A 13.5 23.5
R. Arm Ah 10 10 10 9 A 13.5 23.5
L. Leg Ah 10 10 10 9 A 13.5 23.5
R. Leg Ah 10 10 10 9 A 13.5 23.5
Powerplant St 6 Cool+2 6
Total Cost: 155.5
Weap WA Rng Kls Dam Sht CP Eff TotCst Loc Sp Spec
Hands 0 M 1 1 NA .7 0 1.4 Arms 0 Handy
'Boom' Gun +2 10 5 5 - 61.8 43.8 83.7 WpMt 18 *Note#1
-Ammo 100 123.6 0 123.6 Torso 1
Note #1: Bv=4 machinefire, in weapon mount. Deafness rules as in the book.
Total Cost: 208.7
Sensor Type Cost Kills Range Comm Location Spaces
Main S 2 4 4km 800km Head 1
Total Cost: 2
Movement Type: Legs [walk]
Cost of System: 3
Additional Thrust: 0
Cost: 3
Space (Cost/3): 1
Efficency: 0
Total Cost: 3
Total Space: 1
Total MA: Run 12
Thrust Location: Legs
Total Cost: 3
Hydraulic Type Cost Kills Spaces Damage Bonus
Standard 0 8 0 0
Other Additive systems:
system cost space location special
ASP 10 2 Head ASP
Total cost: 10
Multiplier Systems:
system cost space special
Refract *.1 0 Beam refract, -1K from all energy weapons
Total mult: *.1
Final costs:
Cost (w/o Multipliers): 379.2
Base Weight: 189.6
Cost (after Multipliers): 419.1
Efficency ( -188.6 tons): 377.2
Cost (w/Efficency): 796.3
Final Weight: 1T
Scale: 1:1
Scaled Weight: 1T
Scaled Cost: 796.3
Remote Cost (Total for All): -
Command Armour Cost: -
Total Cost [Includes Links]: 796.3
Total Weight: 1T
(w/Command Armour): -
Notes:
Glitter Boy from the main Rifts book. Beam refract was added to
reflect the fact that it is laser resistant. If you look at it's 'boom'
gun you can see that it could quickly make swiss-cheese out of most mecha
seen so far. This is not unreasonable as the mecha WAS designed that way
in Rifts.
============================================================================
Part 1E: General Equipment Notes:
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
============================================================================
This list is not complete. There are enough entries for you to
figure out how to convert any weapon or suit of armour you want.
Weapons:
^^^^^^^
Wa Dmg(hits) Dmg(Kills) ROF Clip Size
^^ ^^^^^^^^^ ^^^^^^^^^^ ^^^ ^^^^^^^^^
1) C-18: +0 3d6 - 2 10
2) C-10: +0/+2 4d6 - 20 20/30 - +2Wa on single shot
3) C-12 +0/+1 2d6 - 20 20/30 - +1Wa on single shot
6d6 - 3 firing modes
- 1
4) C-14 +0 - 1 1/4 20 - laser
-1 - 1 1 12 grenade, 4m blast
5) C-27 +1 - 2 1 10
6) CR-1 +0 - 1 1/3 1 - mini-miss, X blast
7) Grenades +0 - 1 1 1 - Frag, high-expl
+0 - 2 1 1 - Plasma
8) FusionBlk NA - 2/4/8 1 1 - Fusion blocks
9) Vibro +1 - 1/2 - Vibro blades
10) Wilks320 +2 3d6 - 2 20
11) Wilks447 +1 4d6 1 20 20
12) NG-P7 +0 - 2 1 8
13) C-40 +1 - 2 1 10
Armour:
^^^^^^
Kills Absorbed Manuver Penalty
^^^^^^^^^^^^^^ ^^^^^^^^^^^^^^^
1) Dead Boy 2 -1
2) Heavy Dead Boy 3 -2
3) Gladiator 3 -1
4) Crusader 2 0
5) Urban Warrior 2 -1
6) Plastic Man 1 -1
7) Juicer Plate 2 -1
8) Huntsman 2 -1
9) Bushman 2 -1
============================================================================
F.1.a
Part 2A: Sourcebook 1 Coalition Mecha:
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
============================================================================
Name: Skelebot
Type: AI Robot
Total Cost: 201.3
Maneuver Value: +0
Tonnage: .2T
Ground MA: 8
Flight MA: 0
Servo Typ Sp Kls Tkn CP Amr Typ CP Total
Head Lw 2 2 2 2 S 2 4
Torso Lw 4 4 4 2 S 2 6
L. Arm Lw 3 3 3 2 S 2 5
R. Arm Lw 3 3 3 2 S 2 5
L. Leg Lw 3 3 3 2 S 2 5
R. Leg Lw 3 3 3 2 S 2 5
L. Wing Lw 2 2 2 2 S 2 4
R. Wing Lw 2 2 2 2 S 2 4
Powerplant Lw 4 Cool+1 4
Total Cost: 42
Weap WA Rng Kls Dam Sht CP Eff TotCst Loc Sp Spec
Hands 0 M 1 1 NA .7 0 1.4 Arms 0 Handy
Laser Rifle +1 8 2 2 Inf. 6 3 7.5 Hand 3 Bv=3
2 Blades +1 M 3 3 NA 1.5ea 0 3.0 Arms 1.5ea Linked
Total Cost: 11.9
Sensor Type Cost Kills Range Comm Location Spaces
Main S 2 4 4km 800km Head 1
Total Cost: 2
Movement Type: Legs [walk]
Cost of System: 3
Additional Thrust: 0
Cost: 3
Space (Cost/3): 1
Efficency: 0
Total Cost: 3
Total Space: 1
Total MA: Run 12
Thrust Location: Legs
Total Cost: 3
Hydraulic Type Cost Kills Spaces Damage Bonus
Standard 0 8 0 0
Other Additive systems:
system cost space location special
ASP 10 2 Head ASP
Total cost: 10
Multiplier Systems:
system cost space special
Automation *.9 1 Skill: 6 Stat: 6 skills:10
mecha pilot/melee/beam, awareness,
expert: military, stealth, english,
[+3 mission-specific skills]
Total mult: *.9
Final costs:
Cost (w/o Multipliers): 68.9
Base Weight: 34.4
Cost (after Multipliers): 130.9
Efficency ( -34.2 tons): 68.4
Cost (w/Efficency): 199.3
Final Weight: .2T
Scale: 1:1
Scaled Weight: .2T
Scaled Cost: 199.3
Remote Cost (Total for All): -
Command Armour Cost: -
Total Cost [Includes Links]: 201.3
Total Weight: .2T
(w/Command Armour): -
Notes:
Coalition Skelebot from the first Rifts Sourcebook.
============================================================================
Name: IAR-2 Abolisher
Type: Human controlled robot
Total Cost: 180
Maneuver Value: -2
Tonnage: 40T
Ground MA: 10
Flight MA: 0
Servo Typ Sp Kls Tkn CP Amr Typ CP Total
Torso Hs 10 10 10 7 S 7 17
L. Arm Ms 5 5 5 5 S 5 10
R. Arm Ms 5 5 5 5 S 5 10
L. Leg Hs 6 6 6 6 S 6 12
R. Leg Hs 6 6 6 6 S 6 12
Powerplant Mw 12 Cool +2 12
Total Cost: 73
Weap WA Rng Kls Dam Sht CP Eff TotCst Loc Sp Spec
6 Cannons 0 10 3 3 - 3.3ea 2.3ea 26.7 Torso 1ea all linked
-Ammo 20each gun 6.6 Torso 1.2
Las. Turret +1 5 1 1 Inf. .7 0 0.7 Torso .7
Total Cost: 34
Sensor Type Cost Kills Range Comm Location Spaces
Main S 2 4 4km 800km Head 1
Total Cost: 2
Movement Type: Legs [walk]
Cost of System: 6
Additional Thrust: 0
Cost: 6
Space (Cost/3): 2
Efficency: 0
Total Cost: 6
Total Space: 2
Total MA: Run 10
Thrust Location: legs
Total Cost: 6
Hydraulic Type Cost Kills Spaces Damage Bonus
Standard 0 8 0 0
Other Additive systems:
system cost space location special
ASP 10 2 Head ASP
Total cost: 10
Multiplier Systems:
system cost space special
[None]
Total mult: *0
Final costs:
Cost (w/o Multipliers): 125
Base Weight: 62.5
Cost (after Multipliers): 125
Efficency ( -22.5 tons): 45
Cost (w/Efficency): 170
Final Weight: 40T
Scale: 1:1
Scaled Weight: 40T
Scaled Cost: 170
Remote Cost (Total for All): -
Command Armour Cost: -
Total Cost [Includes Links]: 180
Total Weight: 40T
(w/Command Armour): -
Notes:
IAR-2 abolisher from the first Rifts Source Book.
============================================================================
Part 2B: Triax Mecha:
^^^^^^^^^^^^^^^^^^^^^
============================================================================
Name: Triax Terrain Hopper
Type: Powered armour
Total Cost: 127.8
Maneuver Value: +1 [Small and agile]
Tonnage: .05T
Ground MA: 12
Flight MA: 16 [base mode = humanoid]
Servo Typ Sp Kls Tkn CP Amr Typ CP Total
Head Lw 2 2 2 2 S 2 4
Torso Lw 4 4 4 3 S 3 7
L. Arm Lw 3 3 3 2 S 2 5
R. Arm Lw 3 3 3 2 S 2 5
L. Leg Lw 3 3 3 2 S 2 5
R. Leg Lw 3 3 3 2 S 2 5
L. Wing Lw 2 2 2 2 S 2 4
R. Wing Lw 2 2 2 2 S 2 4
Powerplant St 6 6 Cool +2 6 6
Total Cost: 45
Weap WA Rng Kls Dam Sht CP Eff TotCst Loc Sp Spec
2 Hands 0 M 1 1 NA .7 0 1.4 Arms 0 Handy
Total Cost: 1.4
Sensor Type Cost Kills Range Comm Location Spaces
Main S 2 4 4km 800km Head 1
Total Cost: 2
Movement Type: Thrusters
Cost of System: 3
Additional Thrust: 0
Cost: 3
Space (Cost/3): 1
Efficency: 0
Total Cost: 3
Total Space: 1
Total MA: Run 12/Fly 16
Thrust Location: Torso
Total Cost: 3
Hydraulic Type Cost Kills Spaces Damage Bonus
Standard 0 8 0 0
Other Additive systems:
system cost space location special
ASP 10 2 head ASP
Total cost: 10
Multiplier Systems:
system cost space special
Jump Jets *.1 2 torso +2 hex jump
Total mult: *.1
Final costs:
Cost (w/o Multipliers): 61.4
Base Weight: 30.7
Cost (after Multipliers): 67.5
Efficency ( -30.65 tons): 60.3
Cost (w/Efficency): 127.8
Final Weight: .05T
Scale: 1:1
Scaled Weight: .05T
Scaled Cost: 127.8
Remote Cost (Total for All): -
Command Armour Cost: -
Total Cost: 127.8
Total Weight: .05T
(w/Command Armour): -
Notes:
Basic Rifts Terrain Hopper. This has to be my all time favourite
mech.
==========================================================================
Name: X-10 Predator Power Armour
Type: Powered armour
Total Cost: 172.4
Maneuver Value: +0
Tonnage: .4T
Ground MA: 12
Flight MA: 16
Servo Typ Sp Kls Tkn CP Amr Typ CP Total
Head Ms 4 4 4 4 S 4 8
Torso Ms 8 8 8 5 S 5 13
L. Arm Ms 5 5 5 4 S 4 9
R. 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
Powerplant St 6 Cool +2 6 6
Total Cost: 63
Weap WA Rng Kls Dam Sht CP Eff TotCst Loc Sp Spec
Hands 0 M 1 1 NA 0.7 0 1.4 Arms 0 Handy
Pulse Laser +1 8 2 2 Inf. 6.0 2sp 7.0 R. Arm 4.0 Bv=3
Mini-misl 0 6 1 1 2 0.2 0 0.2 R. Arm 0.2
Total Cost: 8.6
Sensor Type Cost Kills Range Comm Location Spaces
Main S 2 4 4km 800km Head 1
Total Cost: 2
Movement Type: Thrusters
Cost of System: 3
Additional Thrust: 0
Cost: 3
Space (Cost/3): 1
Efficency: 0
Total Cost: 3
Total Space: 1
Total MA: Run 12/Fly 16
Thrust Location: Torso
Total Cost: 3
Hydraulic Type Cost Kills Spaces Damage Bonus
Standard 0 8 0 0
Other Additive systems:
system cost space location special
ASP 10 2 head ASP
Total cost: 10
Multiplier Systems:
system cost space special
[None]
Total mult: *0
Final costs:
Cost (w/o Multipliers): 86.6
Base Weight: 43.3
Cost (after Multipliers): 86.6
Efficency ( -42.9 tons): 85.8
Cost (w/Efficency): 172.4
Final Weight: .4T
Scale: 1:1
Scaled Weight: .4T
Scaled Cost: 172.4
Remote Cost (Total for All): -
Command Armour Cost: -
Total Cost [Includes Links]: 172.4
Total Weight: .4T
(w/Command Armour): -
Notes:
Triax X-10 Predator Power Armour from the first Rifts Source Book.
============================================================================
Name: X-1000 Ulti-Max Power Armour
Type: Powered armour
Total Cost: 360.7
Maneuver Value: +0
Tonnage: 2.5T
Ground MA: 12 [If scaled it should be about 4]
Flight MA: 0
Servo Typ Sp Kls Tkn CP Amr Typ CP Total
Head Ms 4 4 4 5 S 5 9
Torso Ms 8 8 8 6 S 6 14
L. Arm Ms 5 5 5 6 S 6 11
R. Arm Ms 5 5 5 6 S 6 11
L. Leg Ms 5 5 5 6 S 6 11
R. Leg Ms 5 5 5 6 S 6 11
Powerplant St 6 Cool +2 6 6
Total Cost: 73
Weap WA Rng Kls Dam Sht CP Eff TotCst Loc Sp Spec
Hands 0 M 1 1 NA 0.7 0 1.4 Arms 0 Handy
Railgun +2 10 3 3 - 28.9 23.9 40.8 Hand 5 Bv=3 auto
-Ammo 100 57.8 Torso 1
2 Mini-mis 0 8 1 1 15ea 1.5ea 0 3.0 Arms 1.5
Shield 6.0 0 6.0 Torso 6.0 *Note #1
Note #1: 6K, pf: 2 reactive shield.
Total Cost: 94.9
Sensor Type Cost Kills Range Comm Location Spaces
Main S 2 4 4km 800km Head 1
Total Cost: 2
Movement Type: Legs [walk]
ost of System: 3
Additional Thrust: 0
Cost: 3
Space (Cost/3): 1
Efficency: 0
Total Cost: 3
Total Space: 1
Total MA: Run 12
Thrust Location: Legs
Total Cost: 3
Hydraulic Type Cost Kills Spaces Damage Bonus
Standard 0 8 0 0
Other Additive systems:
system cost space location special
ASP 10 2 head ASP
Total cost: 10
Multiplier Systems:
system cost space special
[None]
Total mult: *0
Final costs:
Cost (w/o Multipliers): 182.9
Base Weight: 91.4
Cost (after Multipliers): 182.9
Efficency ( -88.9 tons): 177.8
Cost (w/Efficency): 360.7
Final Weight: 2.5T
Scale: 1:1
Scaled Weight: 2.5T
Scaled Cost: 360.7
Remote Cost (Total for All): -
Command Armour Cost: -
Total Cost [Includes Links]: 360.7
Total Weight: 2.5T
(w/Command Armour): -
Notes:
X-1000 Ulti-Max from the first Rifts Source Book. It's dissapointing
that such a cool looking mech is not so powerful.
===============================================================================
Name: X-500 Forager Battlebot
Type: Human controlled robot
Total Cost: 215.2
Maneuver Value: 0
Tonnage: 28T
Ground MA: 10
Flight MA: 0
Servo Typ Sp Kls Tkn CP Amr Typ CP Total
Head Hs 5 5 5 5 S 5 10
Torso Hs 10 10 10 6 S 6 16
L. Arm Hs 6 6 6 5 S 5 11
R. Arm Hs 6 6 6 5 S 5 11
L. Leg Hs 6 6 6 5 S 5 11
R. Leg Hs 6 6 6 5 S 5 11
Powerplant Ms 8 Cool+2 8
Total Cost: 78
Weap WA Rng Kls Dam Sht CP Eff TotCst Loc Sp Spec
Hands 0 M 1 1 NA 0.7 0 1.4 Arms 0 Handy
2 Med. Miss 0 20 4 4 8ea 14.4ea 4.4ea 33.2 WpMts 10ea *Note #1
Gun Turret +1 8 3 3 Inf. 3.0 0 3.0 Torso 3
Note #1: Missles in weapon mounts attached to torso, linked.
Total Cost: 37.6
Sensor Type Cost Kills Range Comm Location Spaces
Main S 2 4 4km 800km Head 1
Total Cost: 2
Movement Type: Legs [walk]
ost of System: 6
Additional Thrust: 0
Cost: 6
Space (Cost/3): 2
Efficency: 0
Total Cost: 6
Total Space: 2
Total MA: Run 10
Thrust Location: Legs
Total Cost: 6
Hydraulic Type Cost Kills Spaces Damage Bonus
Standard 0 8 0 0
Other Additive systems:
system cost space location special
ASP 10 2 head ASP
Total cost: 10
Multiplier Systems:
system cost space special
[None]
Total mult: *0
Final costs:
Cost (w/o Multipliers): 133.6
Base Weight: 67.3
Cost (after Multipliers): 133.6
Efficency ( -39.3 tons): 78.6
Cost (w/Efficency): 212.2
Final Weight: 28T
Scale: 1:1
Scaled Weight: 28T
Scaled Cost: 212.2
Remote Cost (Total for All): -
Command Armour Cost: -
Total Cost [Includes Links]: 215.2
Total Weight: 28T
(w/Command Armour): -
Notes:
Triax X-500 Forager Battlebot from the first Rifts Source Book.
===============================================================================
Name: Dv-12 Dyna-Bot
Type: AI-Robot
Total Cost: 152.4
Maneuver Value: +0
Tonnage: .2T
Ground MA: 12
Flight MA: 0
Servo Typ Sp Kls Tkn CP Amr Typ CP Total
Head Lw 2 2 2 1 S 1 3
Torso Lw 4 4 4 3 S 3 7
L. Arm Lw 3 3 3 1 S 1 4
R. Arm Lw 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 Sl 2 Cool+1 2
Total Cost: 30
Weap WA Rng Kls Dam Sht CP Eff TotCst Loc Sp Spec
Hands 0 M 1 1 NA 0.7 0 1.4 Arms 0 Handy
Hand rifle +1 8 1 1 Inf. 3.0 0 3.0 Hand 3.0 Bv=3
2 Laser fing+1 5 1 1 Inf. 0.7ea 0 1.4 Arms 0.7ea linked
Beam rod +1 3 2 2 Inf. 1.2 0 1.2 Hand 1.2
Chemical spray Head *Note#1
Note #1: Many doses of tranqilizer/tear gas spray.
Total Cost: 7
Sensor Type Cost Kills Range Comm Location Spaces
Main S 2 4 4km 800km Head 1
Total Cost: 2
Movement Type: Legs [walk]
Cost of System: 3
Additional Thrust: 0
Cost: 3
Space (Cost/3): 1
Efficency: 0
Total Cost: 3
Total Space: 1
Total MA: Run 12
Thrust Location: Legs
Total Cost: 3
Hydraulic Type Cost Kills Spaces Damage Bonus
Standard 0 8 0 0
Other Additive systems:
system cost space location special
ASP 10 2 Head ASP
Total cost: 10
Multiplier Systems:
system cost space special
Automation *.9 1 Skill: 6 Stat: 6 skills:10
Normal=English, German, Expert: construction
Combat=mecha pilot/melee/beam, awareness,
expert: military, stealth, hide/evade
Total cost: *.9
Final costs:
Cost (w/o Multipliers): 52
Base Weight: 26
Cost (after Multipliers): 98.8
Efficency ( -25.8 tons): 51.6
Cost (w/Efficency): 150.4
Final Weight: .2T
Scale: 1:1
Scaled Weight: .2T
Scaled Cost: 150.4
Remote Cost (Total for All): -
Command Armour Cost: -
Total Cost [Includes Links]: 152.4
Total Weight: .2T
(w/Command Armour): -
Notes:
Triax Dv-12 Dyna-Bot from the first Rifts Source Book.
============================================================================
Part 2C: Northern Gun Mecha:
^^^^^^^^^^^^^^^^^^^^^^^^^^^^
============================================================================
Name: NG-V7 Hunter Mobile Gun
Type: Human controlled robot
Total Cost: 239.6
Maneuver Value: -1
Tonnage: 34
Ground MA: 8
Flight MA: 0
Servo Typ Sp Kls Tkn CP Amr Typ CP Total
Head Hs 5 5 5 5 S 5 10
Torso Hs 10 10 10 5 S 5 15
L. Arm Hs 6 6 6 5 S 5 11
R. Arm Hs 6 6 6 5 S 5 11
L. Leg Hs 6 6 6 5 S 5 11
R. Leg Hs 6 6 6 5 S 5 11
Powerplant Ms 8 Cool+2 8
Total Cost: 79
Weap WA Rng Kls Dam Sht CP Eff TotCst Loc Sp Spec
Hands 0 M 1 1 NA 0.7 0 1.4 Arms 0 Handy
Railgun +1 10 4 4 - 16.5 11.5 22.2 Head 5 Bv=3 Mf
-Ammo 100 33.0 33.0 Torso 1
2 Mini-mis 0 8 1 1 9ea 0.9 0 1.8 Arms .9ea
Heavy laser +1 5 2 2 Inf. 1.4 0 1.4 Torso 1.4
Total Cost: 59.8
Sensor Type Cost Kills Range Comm Location Spaces
Main S 2 4 4km 800km Head 1
Total Cost: 2
Movement Type: Legs [walk]
Cost of System: 3
Additional Thrust: 0
Cost: 3
Space (Cost/3): 1
Efficency: 0
Total Cost: 3
Total Space: 1
Total MA: Run 8
Thrust Location: Legs
Total Cost: 3
Hydraulic Type Cost Kills Spaces Damage Bonus
Standard 0 8 0 0
Other Additive systems:
system cost space location special
ASP 10 2 Head ASP
Total cost: 10
Multiplier Systems:
system cost space special
[None]
Total mult: *0
Final costs:
Cost (w/o Multipliers): 153.8
Base Weight: 76.9
Cost (after Multipliers): 153.8
Efficency ( -42.9 tons): 85.8
Cost (w/Efficency): 239.6
Final Weight: 34T
Scale: 1:1
Scaled Weight: 34T
Scaled Cost: 239.6
Remote Cost (Total for All): -
Command Armour Cost: -
Total Cost [Includes Links]: 239.6
Total Weight: 34T
(w/Command Armour): -
Notes:
Northern Gun NG-V7 Hunter Mobile Gun from the first Rifts Source Book.
============================================================================
Name: NG-M56 Multi-bot
Type: Human controlled robot
Total Cost: 185.7
Maneuver Value: -1
Tonnage: 30
Ground MA: 10
Flight MA: 16 for the hovercraft that makes up the upper 1/2 of the body
Servo Typ Sp Kls Tkn CP Amr Typ CP Total
Upper 1/2 Body St 6 6 6 3 S 3 9
Lower 1/2 Body St 6 6 6 4 S 4 10
L. Arm Hs 6 6 6 5 S 5 11
R. Arm Hs 6 6 6 5 S 5 11
L. Leg Hs 6 6 6 5 S 5 11
R. Leg Hs 6 6 6 5 S 5 11
Powerplant Ms 8 Cool+2 8
* The upper 1/2 of the body can seperate from the rest and act as a fast
hovercar.
Total Cost: 71
Weap WA Rng Kls Dam Sht CP Eff TotCst Loc Sp Spec
Hands 0 M 1 1 NA 0.7 0 1.4 Arms 0 Handy
Railgun 0 8 2 2 - 3.5 0 3.5 Upper1/2 3.5 Bv=3 Mf
-Ammo 60 4.2 0 4.2 Upper1/2 1
2 Mini-mis 0 8 1 1 9ea 0.9 0 1.8 Arms .9ea
Ion cannon +1 8 2 2 Inf. 2.0 0 2.0 Lower1/2 2.0
2 Med. Miss 0 20 4 4 5ea 9.0ea 3ea 21.0 WpMts 6.0ea *Note #1
Note #1: Linked missle launchers in weapon mounts attached to the upper 1/2
of the torso.
Total Cost: 32.9
Sensor Type Cost Kills Range Comm Location Spaces
Main S 2 4 4km 800km Head 1
Total Cost: 2
Movement Type: Legs [walk] HoverCar [fly]
Cost of System: 3 3
Additional Thrust: 0 0
Cost: 3 3
Space (Cost/3): 1 1
Efficency: 0 0
Total Cost: 3 3
Total Space: 1 1
Total MA: Run 8 fly 16
Thrust Location: Legs upper 1/2
Total Cost: 6
Hydraulic Type Cost Kills Spaces Damage Bonus
Standard 0 8 0 0
Other Additive systems:
system cost space location special
ASP 10 2 Head ASP
Total cost: 10
Multiplier Systems:
system cost space special
[None]
Total mult: *0
Final costs:
Cost (w/o Multipliers): 121.9
Base Weight: 60.9
Cost (after Multipliers): 121.9
Efficency ( -30.9 tons): 61.8
Cost (w/Efficency): 183.7
Final Weight: 30T
Scale: 1:1
Scaled Weight: 30T
Scaled Cost: 183.7
Remote Cost (Total for All): -
Command Armour Cost: -
Total Cost [Includes Links]: 185.7
Total Weight: 30T
(w/Command Armour): -
Notes:
Triax NG-M56 Multi-bot from the first Rifts Source Book.
============================================================================
Name: NG-W9 Light Labor Bot
Type: AI Robot
Total Cost: 93.2
Maneuver Value: +0
Tonnage: .4T
Ground MA: 8
Flight MA: 0
Servo Typ Sp Kls Tkn CP Amr Typ CP Total
Head Sl 1 1 1 0 - 0 1
Torso Sl 2 2 2 1 S 1 3
L. Arm Sl 2 2 2 0 - 0 2
R. Arm Sl 2 2 2 0 - 0 2
L. Leg Sl 2 2 2 1 S 1 3
R. Leg Sl 2 2 2 1 S 1 3
Powerplant Sl 2 Cool 2
Total Cost: 16
Weap WA Rng Kls Dam Sht CP Eff TotCst Loc Sp Spec
Hands 0 M 1 1 NA 0.7 0 1.4 Arms 0 Handy
Laser fing -1 1 1 1 Inf. 0 0 0 Arm 0
[Weapons are added if combat is expected.]
Total Cost: 1.4
Sensor Type Cost Kills Range Comm Location Spaces
Main S 2 4 4km 800km Head 1
Total Cost: 2
Movement Type: Legs [walk]
Cost of System: 3
Additional Thrust: 0
Cost: 3
Space (Cost/3): 1
Efficency: 0
Total Cost: 3
Total Space: 1
Total MA: Run 12
Thrust Location: Legs
Total Cost: 3
Hydraulic Type Cost Kills Spaces Damage Bonus
Standard 0 8 0 0
Other Additive systems:
system cost space location special
ASP 10 2 Head ASP
Total cost: 10
Multiplier Systems:
system cost space special
Automation *.9 1 Skill: 6 Stat: 6 skills:10
mecha pilot/melee/beam/fight, awareness,
expert: military, stealth, english,
[+2 mission-specific skills]
Total mult: *.9
Final costs:
Cost (w/o Multipliers): 32.4
Base Weight: 16.2
Cost (after Multipliers): 61.6
Efficency ( -15.8 tons): 31.6
Cost (w/Efficency): 93.2
Final Weight: .4T
Scale: 1:1
Scaled Weight: .4T
Scaled Cost: 93.2
Remote Cost (Total for All): -
Command Armour Cost: -
Total Cost [Includes Links]: 93.2
Total Weight: .4T
(w/Command Armour): -
Notes:
Northern Gun W9 Light Labor Bot from the first Rifts Source Book.
============================================================================
Name: NG-W10 Heavy Labor Bot
Type: AI Robot
Total Cost: 101.7
Maneuver Value: +0
Tonnage: .5T
Ground MA: 8
Flight MA: 0
Servo Typ Sp Kls Tkn CP Amr Typ CP Total
Head Sl 1 1 1 1 S 1 2
Torso Sl 2 2 2 2 S 2 3
L. Arm Sl 2 2 2 1 S 1 3
R. Arm Sl 2 2 2 1 S 1 3
L. Leg Sl 2 2 2 1 S 1 3
R. Leg Sl 2 2 2 1 S 1 3
Powerplant Sl 2 Cool 2
Total Cost: 19
Weap WA Rng Kls Dam Sht CP Eff TotCst Loc Sp Spec
Hands 0 M 1 1 NA 0.7 0 1.4 Arms 0 Handy
Laser fing -1 1 1 1 Inf. 0 0 0 Arm 0
[Weapons are added if combat is expected.]
Total Cost: 1.4
Sensor Type Cost Kills Range Comm Location Spaces
Main S 2 4 4km 800km Head 1
Total Cost: 2
Movement Type: Legs [walk]
Cost of System: 3
Additional Thrust: 0
Cost: 3
Space (Cost/3): 1
Efficency: 0
Total Cost: 3
Total Space: 1
Total MA: Run 12
Thrust Location: Legs
Total Cost: 3
Hydraulic Type Cost Kills Spaces Damage Bonus
Standard 0 8 0 0
Other Additive systems:
system cost space location special
ASP 10 2 Head ASP
Total cost: 10
Multiplier Systems:
system cost space special
Automation *.9 1 Skill: 6 Stat: 6 skills:10
mecha pilot/melee/beam/fight, awareness,
expert: military, stealth, english,
[+2 mission-specific skills]
Total mult: *.9
Final costs:
Cost (w/o Multipliers): 35.4
Base Weight: 17.7
Cost (after Multipliers): 67.3
Efficency ( -17.2 tons): 34.4
Cost (w/Efficency): 101.7
Final Weight: .5T
Scale: 1:1
Scaled Weight: .5T
Scaled Cost: 101.7
Remote Cost (Total for All): -
Command Armour Cost: -
Total Cost [Includes Links]: 101.7
Total Weight: .5T
(w/Command Armour): -
Notes:
Northern Gun W10 Heavy Labor Bot from the first Rifts Source Book.
===============================================================================
Name: NG-V10 Super Robot Vehicle
Type: Human controlled robot
Total Cost: 143
Maneuver Value: 0
Tonnage: 18
Ground MA: 10
Flight MA: 0
Servo Typ Sp Kls Tkn CP Amr Typ CP Total
Head Ms 4 4 4 4 S 4 8
Torso Ms 8 8 8 5 S 5 13
L. Arm S 4 4 4 4 S 4 8
R. Arm S 4 4 4 4 S 4 8
L. Leg Ms 5 5 5 4 S 4 9
R. Leg Ms 5 5 5 4 S 4 9
Powerplant Lw 4 Cool+1 4 4
Total Cost: 59
Weap WA Rng Kls Dam Sht CP Eff TotCst Loc Sp Spec
Hands 0 M 1 1 NA 0.7 0 1.4 Arms 0 Handy
Laser claw +1 8 2 2 Inf. 2.0 0 2.0 Arm 2
Beam rod +1 3 2 2 Inf. 1.2 0 1.2 Hand 1.2
Railgun 0 8 2 2 - 3.5 0 3.5 Hand 3.5 Bv=3 Mf
-Ammo 100 7.0 0 7.0 Torso 1.0
Total Cost: 15.1
Sensor Type Cost Kills Range Comm Location Spaces
Main S 2 4 4km 800km Head 1
Total Cost: 2
Movement Type: Legs [walk]
Cost of System: 3
Additional Thrust: 0
Cost: 3
Space (Cost/3): 1
Efficency: 0
Total Cost: 3
Total Space: 1
Total MA: Run 12
Thrust Location: Legs
Total Cost: 3
Hydraulic Type Cost Kills Spaces Damage Bonus
Standard 0 8 0 0
Other Additive systems:
system cost space location special
ASP 10 2 Head ASP
Total cost: 10
Multiplier Systems:
system cost space special
[None]
Total mult: *0
Final costs:
Cost (w/o Multipliers): 89.1
Base Weight: 45
Cost (after Multipliers): 89.1
Efficency ( -27 tons): 54
Cost (w/Efficency): 143
Final Weight: 18T
Scale: 1:1
Scaled Weight: 18T
Scaled Cost: 143
Remote Cost (Total for All): -
Command Armour Cost: -
Total Cost [Includes Links]: 143
Total Weight: 18T
(w/Command Armour): -
Notes:
Northern Gun V10 Super Robot Vehicle from the first Rifts Source Book.
============================================================================
Part 2D: Mindworks Robots:
^^^^^^^^^^^^^^^^^^^^^^^^^^
============================================================================
Name: A-49 Combat Drone
Type: AI Robot
Total Cost: 151.8
Maneuver Value: +0
Tonnage: .2T
Ground MA: 12
Flight MA: 0
Servo Typ Sp Kls Tkn CP Amr Typ CP Total
Head Lw 2 2 2 2 S 2 4
Torso Lw 4 4 4 3 S 3 7
L. Arm Sl 2 2 2 2 S 2 4
R. Arm Sl 2 2 2 2 S 2 4
L. Leg Lw 3 3 3 2 S 2 5
R. Leg Lw 3 3 3 2 S 2 5
Powerplant Sl 2 Cool 2
Total Cost: 31
Weap WA Rng Kls Dam Sht CP Eff TotCst Loc Sp Spec
Hands 0 M 1 1 NA 0.7 0 1.4 Arms 0 Handy
Rifle +1 8 2 2 Inf. 4.0 2 5.0 Hand 2 Bv=2
SelfDestruc 0 M 5 5 1 0.1 0 0.1 Torso .1
Total Cost: 6.5
Sensor Type Cost Kills Range Comm Location Spaces
Main S 2 4 4km 800km Head 1
Total Cost: 2
Movement Type: Legs [walk]
Cost of System: 3
Additional Thrust: 0
Cost: 3
Space (Cost/3): 1
Efficency: 0
Total Cost: 3
Total Space: 1
Total MA: Run 12
Thrust Location: Legs
Total Cost: 3
Hydraulic Type Cost Kills Spaces Damage Bonus
Standard 0 8 0 0
Other Additive systems:
system cost space location special
ASP 10 2 Head ASP
Total cost: 10
Multiplier Systems:
system cost space special
Automation *.9 1 Skill: 6 Stat: 6 skills:10
mecha pilot/melee/beam/fight, awareness,
expert: military, stealth, english,
[+2 mission-specific skills]
Total mult: *.9
Final costs:
Cost (w/o Multipliers): 52.5
Base Weight: 26.2
Cost (after Multipliers): 99.8
Efficency ( -26 tons): 52
Cost (w/Efficency): 151.8
Final Weight: .2T
Scale: 1:1
Scaled Weight: .2T
Scaled Cost: 151.8
Remote Cost (Total for All): -
Command Armour Cost: -
Total Cost [Includes Links]: 151.8
Total Weight: .2T
(w/Command Armour): -
Notes:
Cyberworks A-49 Combat Drone from the first Rifts Source Book.
============================================================================
Name: A-51 Reconnaissance Drone
Type: AI Robot
Total Cost: 151.8
Maneuver Value: +0
Tonnage: .2T
Ground MA: 12
Flight MA: 0
Servo Typ Sp Kls Tkn CP Amr Typ CP Total
Head Lw 2 2 2 2 S 2 4
Torso Lw 4 4 4 3 S 3 7
L. Arm Sl 2 2 2 2 S 2 4
R. Arm Sl 2 2 2 2 S 2 4
L. Leg Lw 3 3 3 2 S 2 5
R. Leg Lw 3 3 3 2 S 2 5
Powerplant Sl 2 Cool 2
Total Cost: 31
Weap WA Rng Kls Dam Sht CP Eff TotCst Loc Sp Spec
Hands 0 M 1 1 NA 0.7 0 1.4 Arms 0 Handy
SelfDestruc 0 M 5 5 1 0.1 0 0.1 Torso .1
Total Cost: 1.5
Sensor Type Cost Kills Range Comm Location Spaces
Main S 2 4 4km 800km Head 1
Total Cost: 2
Movement Type: Legs [walk]
Cost of System: 3
Additional Thrust: 0
Cost: 3
Space (Cost/3): 1
Efficency: 0
Total Cost: 3
Total Space: 1
Total MA: Run 12
Thrust Location: Legs
Total Cost: 3
Hydraulic Type Cost Kills Spaces Damage Bonus
Standard 0 8 0 0
Other Additive systems:
system cost space location special
ASP 10 2 Head ASP
Total cost: 10
Multiplier Systems:
system cost space special
Automation *.9 1 Skill: 6 Stat: 6 skills:10
mecha pilot/beam, awareness, expert:
military, stealth, english, hide/evade,
intelligence, electronic security,
pick pockets
Total Cost: *.9
Final costs:
Cost (w/o Multipliers): 52.5
Base Weight: 26.2
Cost (after Multipliers): 99.8
Efficency ( -26 tons): 52
Cost (w/Efficency): 151.8
Final Weight: .2T
Scale: 1:1
Scaled Weight: .2T
Scaled Cost: 151.8
Remote Cost (Total for All): -
Command Armour Cost: -
Total Cost [Includes Links]: 151.8
Total Weight: .2T
(w/Command Armour): -
Notes:
Cyberworks A-51 Reconnaissance Drone from the first Rifts Source
Book. It is exactly the same as the A-49 except for some skill differences.
============================================================================
Name: A-63 All-Purpose Heavy Robot
Type: AI Robot
Total Cost: 162.8
Maneuver Value: +0
Tonnage: .4T
Ground MA: 12
Flight MA: 0
Servo Typ Sp Kls Tkn CP Amr Typ CP Total
Head Lw 2 2 2 2 S 2 4
Torso S 6 6 6 3 S 3 9
L. Arm Sl 2 2 2 2 S 2 4
R. Arm Sl 2 2 2 2 S 2 4
L. Leg Lw 3 3 3 2 S 2 5
R. Leg Lw 3 3 3 2 S 2 5
Powerplant S 6 Cool+2 6
Total Cost: 37
Weap WA Rng Kls Dam Sht CP Eff TotCst Loc Sp Spec
Hands 0 M 1 1 NA 0.7 0 1.4 Arms 0 Handy
SelfDestruc 0 M 5 5 1 0.1 0 0.1 Torso .1
Rifle +1 8 2 2 Inf. 4.0 2 5.0 Hand 2 Bv=2
Total Cost: 6.5
Sensor Type Cost Kills Range Comm Location Spaces
Main S 2 4 4km 800km Head 1
Total Cost: 2
Movement Type: Legs [walk]
Cost of System: 3
Additional Thrust: 0
Cost: 3
Space (Cost/3): 1
Efficency: 0
Total Cost: 3
Total Space: 1
Total MA: Run 12
Thrust Location: Legs
Total Cost: 3
Hydraulic Type Cost Kills Spaces Damage Bonus
Standard 0 8 0 0
Other Additive systems:
system cost space location special
ASP 10 2 Head ASP
Total cost: 10
Multiplier Systems:
system cost space special
Automation *.9 1 Skill: 6 Stat: 6 skills:10
mecha pilot/beam/melee/fight, awareness,
expert: military, stealth, english,
hide/evade, heavy wp.
Total Cost: *.9
Final costs:
Cost (w/o Multipliers): 58.5
Base Weight: 26.2
Cost (after Multipliers): 111.2
Efficency ( -25.8 tons): 51.6
Cost (w/Efficency): 162.8
Final Weight: .4T
Scale: 1:1
Scaled Weight: .4T
Scaled Cost: 162.8
Remote Cost (Total for All): -
Command Armour Cost: -
Total Cost [Includes Links]: 162.8
Total Weight: .4T
(w/Command Armour): -
Notes:
Cyberworks A-63 All Purpose Heavy Robot from the first Rifts Source
Book. It is almost exactly the same as the A-49.
============================================================================
Name: A-64 All Purpose Master Robot
Type: AI Robot
Total Cost: 367.7
Maneuver Value: 0
Tonnage: .5T
Ground MA: 12
Flight MA: 0
Servo Typ Sp Kls Tkn CP Amr Typ CP Total
Head St 3 3 3 3 S 3 6
Torso Mw 12 12 12 6 S 6 18
L. Arm St 4 4 4 4 S 4 8
R. Arm St 4 4 4 4 S 4 8
Leg #1 St 4 4 4 4 S 4 8
Leg #2 St 4 4 4 4 S 4 8
Leg #3 St 4 4 4 4 S 4 8
Leg #4 St 4 4 4 4 S 4 8
Leg #5 St 4 4 4 4 S 4 8
Leg #6 St 4 4 4 4 S 4 8
Total Cost: 88
Weap WA Rng Kls Dam Sht CP Eff TotCst Loc Sp Spec
2 Hands 0 M 1 1 NA 0.7 0 1.4 Arms 0 Handy
2 Arm Blast +1 5 1 1 Inf. .7ea 0ea 1.4 Arms .7ea Linked
2 Chest Can +1 5 2 2 Inf. 1.4ea 0ea 2.8 Torso 1.4 Linked
SelfDestruc 0 M 5 5 1 0.1 0 0.1 Torso .1
Rifle +1 8 2 2 Inf. 4.0 2 5.0 Hand 2 Bv=2
Total Cost: 10.7
Sensor Type Cost Kills Range Comm Location Spaces
Main S 2 4 4km 800km Head 1
Total Cost: 2
Movement Type: Legs [walk]
Cost of System: 3
Additional Thrust: 0
Cost: 3
Space (Cost/3): 1
Efficency: 0
Total Cost: 3
Total Space: 1
Total MA: Run 12
Thrust Location: Legs
Total Cost: 3
Hydraulic Type Cost Kills Spaces Damage Bonus
Standard 0 8 0 0
Other Additive systems:
system cost space location special
ASP 10 2 Head ASP
Total cost: 10
Multiplier Systems:
system cost space special
Automation *.9 1 Skill: 6 Stat: 6 skills: 25
mecha pilot/beam/melee/fight, awareness,
expert: military, stealth, english,
hide/evade, heavy wp + many more.
Total Cost: *1.2
Final costs:
Cost (w/o Multipliers): 113.7
Base Weight: 56.8
Cost (after Multipliers): 250.1
Efficency ( -56.3 tons): 112.6
Cost (w/Efficency): 362.7
Final Weight: .5T
Scale: 1:1
Scaled Weight: .5T
Scaled Cost: 362.7
Remote Cost (Total for All): -
Command Armour Cost: -
Total Cost [Includes Links]: 367.7
Total Weight: .5T
(w/Command Armour): -
Notes:
Cyberworks A-64 All Purpose Robot from the first Rifts Source Book.
============================================================================
Name: AA-10 Bottweiler
Type: AI Robot
Total Cost: 157.3
Maneuver Value: +0
Tonnage: .2T
Ground MA: 12 [base mode = beastform]
Flight MA: 0
Servo Typ Sp Kls Tkn CP Amr Typ CP Total
Head Lw 2 2 2 2 S 2 4
Torso Lw 4 4 4 3 S 3 7
F.L. Leg Lw 3 3 3 2 S 2 5
F.R. Leg Lw 3 3 3 2 S 2 5
B.L. Leg Lw 3 3 3 3 S 2 6
B.R. Leg Lw 3 3 3 3 S 2 6
Powerplant St 6 Cool+2 6
Total Cost: 39
Weap WA Rng Kls Dam Sht CP Eff TotCst Loc Sp Spec
Bite +1 M 1 *2 NA 0.5 0 0.5 Head 0.5 *Note #1
Note #1: Extra damage from beastform mode.
Total Cost: .5
Sensor Type Cost Kills Range Comm Location Spaces
Main S 2 4 4km 800km Head 1
Total Cost: 2
Movement Type: Legs [walk]
Cost of System: 3
Additional Thrust: 0
Cost: 3
Space (Cost/3): 1
Efficency: 0
Total Cost: 3
Total Space: 1
Total MA: Run 12
Thrust Location: Legs
Total Cost: 3
Hydraulic Type Cost Kills Spaces Damage Bonus
Standard 0 8 0 0
Other Additive systems:
system cost space location special
ASP 10 2 Head ASP
Total cost: 10
Multiplier Systems:
system cost space special
Automation *.9 1 Skill: 6 Stat: 6 skills:10
mecha pilot/fight, awareness,
expert: military, stealth, english,
hide/evade + others.
Total Cost: *.9
Final costs:
Cost (w/o Multipliers): 54.4
Base Weight: 27.2
Cost (after Multipliers): 103.4
Efficency ( -27 tons): 54
Cost (w/Efficency): 157.3
Final Weight: .2T
Scale: 1:1
Scaled Weight: .2T
Scaled Cost: 157.3
Remote Cost (Total for All): -
Command Armour Cost: -
Total Cost [Includes Links]: 157.3
Total Weight: .2T
(w/Command Armour): -
Notes:
Cyberworks AA-10 Bottweiler from the first Rifts Source Book.
============================================================================
Name: Monst-Rex A-001 and A-002
Type: AI Robot
Total Cost: 202.2
Maneuver Value: +0
Tonnage: 1T
Ground MA: 12
Flight MA: 0
Servo Typ Sp Kls Tkn CP Amr Typ CP Total
Head St 3 3 3 3 S 3 6
Torso Ms 8 8 8 6 S 6 14
F.L. Leg St 4 4 4 3 S 3 7
F.R. Leg St 4 4 4 3 S 3 7
B.L. Leg St 4 4 4 3 S 3 7
B.R. Leg St 4 4 4 3 S 3 7
Powerplant St 6 Cool+2 6
Total Cost: 54
Weap WA Rng Kls Dam Sht CP Eff TotCst Loc Sp Spec
Plasma +1 5 1 1 Inf. 0.7 0 0.7 WpMt 0.7 } Note #1
Laser +1 5 1 1 Inf. 0.7 0 0.7 WpMt 0.7 }
SelfDestruc 0 M 5 5 1 0.1 0 0.1 Torso .1
Note #1: Both weapons are in a weapon mount attached to the torso.
Total Cost: 1.5
Sensor Type Cost Kills Range Comm Location Spaces
Main S 2 4 4km 800km Head 1
Total Cost: 2
Movement Type: Legs [walk]
Cost of System: 3
Additional Thrust: 0
Cost: 3
Space (Cost/3): 1
Efficency: 0
Total Cost: 3
Total Space: 1
Total MA: Run 12
Thrust Location: Legs
Total Cost: 3
Hydraulic Type Cost Kills Spaces Damage Bonus
Standard 0 8 0 0
Other Additive systems:
system cost space location special
ASP 10 2 Head ASP
Total cost: 10
Multiplier Systems:
system cost space special
Automation *.9 1 Skill: 6 Stat: 6 skills:10
mecha pilot/fight, awareness,
expert: military, stealth, hide/evade,
tracking + others.
Total Cost: *.9
Final costs:
Cost (w/o Multipliers): 70.5
Base Weight: 35.2
Cost (after Multipliers): 133.8
Efficency ( -34.2 tons): 68.4
Cost (w/Efficency): 202.2
Final Weight: 1T
Scale: 1:1
Scaled Weight: 1T
Scaled Cost: 202.2
Remote Cost (Total for All): -
Command Armour Cost: -
Total Cost [Includes Links]: 202.2
Total Weight: 1T
(w/Command Armour): -
Notes:
Cyberworks Monst-Rex A-001 and A-002 from the first Rifts Source Book.
============================================================================
Name: Shemarrian Warriors
Type: AI Robot
Total Cost: 162.8
Maneuver Value: +0
Tonnage: .4T
Ground MA: 12
Flight MA: 0
Notes:
Use the stats of the A-63 All Purpose Heavy Robot for the Shemarrian
Warriors. Add the following weapon to the list:
Weap WA Rng Kls Dam Sht CP Eff TotCst Loc Sp Spec
Railgun +1 10 4 4 - 11 9 16.5 Hand 2 Mf, bv=3
-Ammo 40 8.8 8.8
=============================================================================
Name: AA-50 Insecton
Type: AI-Robot
Total Cost: 213.4
Maneuver Value: +0
Tonnage: .4T
Ground MA: 12
Flight MA: 0
Servo Typ Sp Kls Tkn CP Amr Typ CP Total
Head St 3 3 3 3 S 3 6
Torso Ms 8 8 8 6 S 6 14
L. Arm St 4 4 4 3 S 3 7
R. Arm St 4 4 4 3 S 3 7
L. Leg St 4 4 4 4 S 4 8
R. Leg St 4 4 4 4 S 4 8
Powerplant St 6 Cool+2 6
Total Cost: 56
Weap WA Rng Kls Dam Sht CP Eff TotCst Loc Sp Spec
SelfDestruc 0 M 5 5 1 0.1 0 0.1 Torso 0.1
2 Claws +1 M 2 2 NA 2 0 2.0 Arms 0
5 Lasers +1 3 1 1 Inf. 6.ea 0 3.0 Torso 3.0 All Linked
Total Cost: 5.1
Sensor Type Cost Kills Range Comm Location Spaces
Main S 2 4 4km 800km Head 1
Total Cost: 2
Movement Type: Legs [walk]
Cost of System: 3
Additional Thrust: 0
Cost: 3
Space (Cost/3): 1
Efficency: 0
Total Cost: 3
Total Space: 1
Total MA: Run 12
Thrust Location: Legs
Total Cost: 3
Hydraulic Type Cost Kills Spaces Damage Bonus
Standard 0 8 0 0
Other Additive systems:
system cost space location special
ASP 10 2 Head ASP
Total cost: 10
Multiplier Systems:
system cost space special
Automation *.9 1 Skill: 6 Stat: 6 skills:10
mecha pilot/fight, awareness,
expert: military, stealth, hide/evade,
tracking + others.
Total Cost: *.9
Final costs:
Cost (w/o Multipliers): 76.6
Base Weight: 38.3
Cost (after Multipliers): 145.6
Efficency ( -29.9 tons): 59.8
Cost (w/Efficency): 205.4
Final Weight: .4T
Scale: 1:1
Scaled Weight: .4T
Scaled Cost: 205.4
Remote Cost (Total for All): -
Command Armour Cost: -
Total Cost [Includes Links]: 213.4
Total Weight: .4T
(w/Command Armour): -
Notes:
Cyberworks AA-50 Insecton from the first Rifts Source Book.
============================================================================
F.1.c
Part 3A: Triax and the NGR Powered Armour:
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
This part of the book is VERY long!!!
============================================================================
Name: T-21 Terrain Hopper
Type: Powered armour
Total Cost: 128.8
Maneuver Value: +1 [Small and agile]
Tonnage: .05T
Ground MA: 12
Flight MA: 16 [base mode = humanoid]
Servo Typ Sp Kls Tkn CP Amr Typ CP Total
Head Lw 2 2 2 2 S 2 4
Torso Lw 4 4 4 3 S 3 7
L. Arm Lw 3 3 3 2 S 2 5
R. Arm Lw 3 3 3 2 S 2 5
L. Leg Lw 3 3 3 2 S 2 5
R. Leg Lw 3 3 3 2 S 2 5
L. Wing Lw 2 2 2 2 S 2 4
R. Wing Lw 2 2 2 2 S 2 4
Powerplant St 6 6 Cool +2 6 6
Total Cost: 45
Weap WA Rng Kls Dam Sht CP Eff TotCst Loc Sp Spec
Hands 0 M 1 1 NA .7 0 1.4 Arms 0 Handy
Total Cost: 1.4
Sensor Type Cost Kills Range Comm Location Spaces
Main S 2 4 4km 800km Head 1
Total Cost: 2
Movement Type: Thrusters
Cost of System: 3
Additional Thrust: 0
Cost: 3
Space (Cost/3): 1
Efficency: 0
Total Cost: 3
Total Space: 1
Total MA: Run 12/Fly 16
Thrust Location: Torso
Total Cost: 3
Hydraulic Type Cost Kills Spaces Damage Bonus
Standard 0 8 0 0
Other Additive systems:
system cost space location special
ASP 10 2 head ASP
Total cost: 10
Multiplier Systems:
system cost space special
Jump Jets *.1 2 torso +2 hex jump
Total mult: *.1
Final costs:
Cost (w/o Multipliers): 61.4
Base Weight: 30.7
Cost (after Multipliers): 67.5
Efficency ( -30.65 tons): 61.3
Cost (w/Efficency): 128.8
Final Weight: .05T
Scale: 1:1
Scaled Weight: .05T
Scaled Cost: 128.8
Remote Cost (Total for All): -
Command Armour Cost: -
Total Cost: 128.8
Total Weight: .05T
(w/Command Armour): -
Notes:
T-21 Terrain Hopper from the Triax/NGR book. This has to be my all
time favourite mech. Copied here from earlier in the document for
completeness sake.
============================================================================
Name: T-C20 Terrain Hoppper Power Armour
Type: Powered Armour
Total Cost: 137.2
Maneuver Value: +1 [Small and agile]
Tonnage: .1T
Ground MA: 12
Flight MA: 16
Servo Typ Sp Kls Tkn CP Amr Typ CP Total
Head Lw 2 2 2 2 S 2 4
Torso S 6 6 6 3 S 3 9
L. Arm Lw 3 3 3 2 S 2 5
R. Arm Lw 3 3 3 2 S 2 5
L. Leg Lw 3 3 3 2 S 2 5
R. Leg Lw 3 3 3 2 S 2 5
L. Wing Lw 2 2 2 2 S 2 4
R. Wing Lw 2 2 2 2 S 2 4
Powerplant St 6 6 Cool+2 6 6
Total Cost: 47
Weap WA Rng Kls Dam Sht CP Eff TotCst Loc Sp Spec
2 ArmLaser +1 5 1 1 Inf. .7ea 0 1.4 Arms .7ea Linked
Mini missle 0 8 1 1 6 .6 0 0.6 Torso .6
Total Cost: 2
Sensor Type Cost Kills Range Comm Location Spaces
Main S 2 4 4km 800km Head 1
Total Cost: 2
Movement Type: Thrusters
Cost of System: 3
Additional Thrust: 0
Cost: 3
Space (Cost/3): 1
Efficency: 0
Total Cost: 3
Total Space: 1
Total MA: Run 12/Fly 16
Thrust Location: Torso
Total Cost: 3
Hydraulic Type Cost Kills Spaces Damage Bonus
Standard 0 8 0 0
Other Additive systems:
system cost space location special
ASP 10 2 head ASP
Total cost: 10
Multiplier Systems:
system cost space special
Jump Jets *.1 2 torso +2 hex jump
Total mult: *.1
Final costs:
Cost (w/o Multipliers): 64
Base Weight: 32
Cost (after Multipliers): 70.4
Efficency ( -31.9 tons): 63.8
Cost (w/Efficency): 134.2
Final Weight: .1T
Scale: 1:1
Scaled Weight: .1T
Scaled Cost: 134.2
Remote Cost (Total for All): -
Command Armour Cost: -
Total Cost [Includes Links]: 137.2
Total Weight: .1T
(w/Command Armour): -
Notes:
Triax T-C20 Terrain Hopper Power Armour from the Triax/NGR book.
============================================================================
Name: T-31 Super Trooper Robot Destroyer Power Armour
Type: Powered armour
Total Cost: 147.1
Maneuver Value: +1
Tonnage: .2T
Ground MA: 12
Flight MA: 16
Servo Typ Sp Kls Tkn CP Amr Typ CP Total
Head S 3 3 3 3 S 3 6
Torso S 6 6 6 4 S 4 10
L. Arm S 4 4 4 3 S 3 7
R. Arm S 4 4 4 3 S 3 7
L. Leg S 4 4 4 4 S 4 8
R. Leg S 4 4 4 4 S 4 8
Powerplant S 6 Cool+2 6 6
Total Cost: 52
Weap WA Rng Kls Dam Sht CP Eff TotCst Loc Sp Spec
2 FusionLau -1 3 6 6 2ea .56ea 0 1.1 Arms 1.6ea
3 FusionDsk 0 M 5 5 3 .3 0 0.3 Torso 0.3
2 Mini-mis 0 8 1 1 7ea .7ea 0 1.4 Legs 0.7ea
Vibro Blade +1 M 2 2 NA 1 0 1.0 R.arm 1.0
GrappleHook 0 1 0 0 1 0 0 0 L.arm 1.0
2 Palm Torch+1 1 1 1 Inf. .1ea 0 0.2 Arms .1ea Linked
Total Cost: 4
Sensor Type Cost Kills Range Comm Location Spaces
Main S 2 4 4km 800km Head 1
Total Cost: 2
Movement Type: Thrusters
Cost of System: 3
Additional Thrust: 0
Cost: 3
Space (Cost/3): 1
Efficency: 0
Total Cost: 3
Total Space: 1
Total MA: Run 12/Fly 16
Thrust Location: Torso
Total Cost: 3
Hydraulic Type Cost Kills Spaces Damage Bonus
Standard 0 8 0 0
Other Additive systems:
system cost space location special
ASP 10 2 head ASP
Total cost: 10
Multiplier Systems:
system cost space special
Jump rockets *.05 2 torso +1 hex leap
Total mult: *.05
Final costs:
Cost (w/o Multipliers): 71
Base Weight: 35.5
Cost (after Multipliers): 74.5
Efficency ( -35.3 tons): 70.6
Cost (w/Efficency): 145.1
Final Weight: .2T
Scale: 1:1
Scaled Weight: .2T
Scaled Cost: 145.1
Remote Cost (Total for All): -
Command Armour Cost: -
Total Cost [Includes Links]: 147.1
Total Weight: .2T
(w/Command Armour): -
Notes:
Triax Super Trooper Robot Destroyer Power Armour from the Triax/NGR
book. As Triax technology is supposed to be the best I am more generous
in their mecha stats.
============================================================================
Name: T-550 Glitter Boy
Type: Powered Armour
Total Cost: 723.7
Maneuver Value: +0
Tonnage: 2T
Ground MA: 12 [Should be about 8]
Flight MA: 0
Servo Typ Sp Kls Tkn CP Amr Typ CP Total
Head MdH 8 8 8 8 A 12 20
Torso MdH 16 16 16 8 A 12 28
L. Arm MdH 9 9 9 8 A 12 21
R. Arm MdH 9 9 9 8 A 12 21
L. Leg MdH 9 9 9 8 A 12 21
R. Leg MdH 9 9 9 8 A 12 21
Powerplant S 6 Cool+2 6
Total Cost: 138
Weap WA Rng Kls Dam Sht CP Eff TotCst Loc Sp Spec
Hands 0 M 1 1 NA 0.7 0 1.4 Arms 0 Handy
'Boom' Gun +2 10 5 5 - 61.8 43.8 83.7 WpMt 18 *Note#1
-Ammo 100 123.6 0 123.6 Torso 1
2 Mini-mis 0 8 1 1 6ea 0.6 0 1.2 Legs 0.6ea
VibroSword +1 M 3 3 NA 1.5 0 1.5 R.Arm 1.5
Note #1: Bv=3 autofire. Deafness rules as in the Triax/NGR book.
Total Cost: 211.4
Sensor Type Cost Kills Range Comm Location Spaces
Main S 2 4 4km 800km Head 1
Total Cost: 2
Movement Type: Thrusters
Cost of System: 3
Additional Thrust: 0
Cost: 3
Space (Cost/3): 1
Efficency: 0
Total Cost: 3
Total Space: 1
Total MA: Run 12
Thrust Location: Legs
Total Cost: 3
Hydraulic Type Cost Kills Spaces Damage Bonus
Standard 0 8 0 0
Other Additive systems:
system cost space location special
ASP 10 2 head ASP
Total cost: 10
Multiplier Systems:
system cost space special
Beam refract *.1 0 -1K from energy weapons
Total mult: *0
Final costs:
Cost (w/o Multipliers): 363.9
Base Weight: 181.9
Cost (after Multipliers): 363.9
Efficency ( -179.9 tons): 359.8
Cost (w/Efficency): 723.7
Final Weight: 2T
Scale: 1:1
Scaled Weight: 2T
Scaled Cost: 723.7
Remote Cost (Total for All): -
Command Armour Cost: -
Total Cost [Includes Links]: 723.7
Total Weight: 2T
(w/Command Armour): -
Notes:
Triax T-550 Glitter Boy from the Triax/NGR source book.
============================================================================
Part 3B: Triax and the NGR Robot Vehicles:
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
Note: Their definition of 'robot vehicles' is very wierd as some of the
mech are STILL power armour. Caveat emptor eh?
============================================================================
Name: X-10A Predator Power Armour
Type: Powered armour
Total Cost: 172.4
Maneuver Value: +0
Tonnage: .4T
Ground MA: 12
Flight MA: 16
Servo Typ Sp Kls Tkn CP Amr Typ CP Total
Head Ms 4 4 4 4 S 4 8
Torso Ms 8 8 8 5 S 5 13
L. Arm Ms 5 5 5 4 S 4 9
R. 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
Powerplant St 6 Cool +2 6 6
Total Cost: 63
Weap WA Rng Kls Dam Sht CP Eff TotCst Loc Sp Spec
Hands 0 M 1 1 NA 0.7 0 1.4 Arms 0 Handy
Pulse Laser +1 8 2 2 Inf. 6.0 2sp 7.0 R. Arm 4.0 Bv=3
Mini-misl 0 6 1 1 2 0.2 0 0.2 R. Arm 0.2
Total Cost: 8.6
Sensor Type Cost Kills Range Comm Location Spaces
Main S 2 4 4km 800km Head 1
Total Cost: 2
Movement Type: Thrusters
Cost of System: 3
Additional Thrust: 0
Cost: 3
Space (Cost/3): 1
Efficency: 0
Total Cost: 3
Total Space: 1
Total MA: Run 12/Fly 16
Thrust Location: Torso
Total Cost: 3
Hydraulic Type Cost Kills Spaces Damage Bonus
Standard 0 8 0 0
Other Additive systems:
system cost space location special
ASP 10 2 head ASP
Total cost: 10
Multiplier Systems:
system cost space special
[None]
Total mult: *0
Final costs:
Cost (w/o Multipliers): 86.6
Base Weight: 43.3
Cost (after Multipliers): 86.6
Efficency ( -42.9 tons): 85.8
Cost (w/Efficency): 172.4
Final Weight: .4T
Scale: 1:1
Scaled Weight: .4T
Scaled Cost: 172.4
Remote Cost (Total for All): -
Command Armour Cost: -
Total Cost [Includes Links]: 172.4
Total Weight: .4T
(w/Command Armour): -
Notes:
Triax X-10A Predator Power Armour from Triax/NGR Source Book. As
it's armour is only _slightly_ better it has the exact same stats as the
Triax X-10 from above. It is listed here for completeness sake.
============================================================================
Name: X-60 Flanker Urban Defender
Type: Powered armour
Total Cost: 173.4
Maneuver Value: +1 [Designed for urban work.]
Tonnage: .4T
Ground MA: 12 [Should be about 8]
Flight MA: 0
Servo Typ Sp Kls Tkn CP Amr Typ CP Total
Head Ms 4 4 4 4 S 4 8
Torso Ms 8 8 8 5 S 5 13
L. Arm Ms 5 5 5 3 S 3 8
R. Arm Ms 5 5 5 3 S 3 8
L. Leg Ms 5 5 5 5 S 5 10
R. Leg Ms 5 5 5 5 S 5 10
Powerplant St 6 Cool +2 6 6
* Pilots in Flanker armour are partially exposed. Any attack hitting an
arm has a 20% chance of striking the pilots arm. Any attack hitting the
leg has a 5% chancs of striking the pilots leg. Any chance striking the
torso has a 3% chance of hitting the pilots window (and pilots head.) The
window has 1K. [As they say in the book, wearing armour is necessary when
piloting this mecha.]
Total Cost: 63
Weap WA Rng Kls Dam Sht CP Eff TotCst Loc Sp Spec
Hands 0 M 1 1 NA 0.7 0 1.4 Arms 0 Handy
2 Baton Lau. 0 2 1 * - 0.5 0 1.0 Arms 0.5ea *Note#1
2 Canister L.0 3 1 1or* 32ea 1.6ea 0 3.2 Arms 1.6ea *Note#2
2 Mini-Mis 0 8 1 1 16ea 1.6 0 3.2 Legs 1.6ea *Mote#3
Note #1: Bv=3 autofire, each does 2d6 hits of STUN damage. Other rules as
in the Triax/NGR rule book.
Note #2: Canister launchers of Br: 1 smoke (2K), Br: 1 tear gas or 1K damage
grenades.
Note #3: Mini-missle system usually loaded with Br: 1 tear gas. Can be
loaded with standard 1K damage mini-missles.
Total Cost: 8.8
Sensor Type Cost Kills Range Comm Location Spaces
Main S 2 4 4km 800km Head 1
Total Cost: 2
Movement Type: Thrusters
Cost of System: 3
Additional Thrust: 0
Cost: 3
Space (Cost/3): 1
Efficency: 0
Total Cost: 3
Total Space: 1
Total MA: Run 12
Thrust Location: Legs
Total Cost: 3
Hydraulic Type Cost Kills Spaces Damage Bonus
Standard 0 8 0 0
Other Additive systems:
system cost space location special
ASP 10 2 head ASP
2 micro .2 0 arms micro manipulators with
3m extended reach
Total cost: 10.2
Multiplier Systems:
system cost space special
[None]
Total mult: *0
Final costs:
Cost (w/o Multipliers): 87
Base Weight: 43.5
Cost (after Multipliers): 87
Efficency ( -43.1 tons): 86.2
Cost (w/Efficency): 173.4
Final Weight: .4T
Scale: 1:1
Scaled Weight: .4T
Scaled Cost: 173.4
Remote Cost (Total for All): -
Command Armour Cost: -
Total Cost [Includes Links]: 173.4
Total Weight: .4T
(w/Command Armour): -
Notes:
Triax X-60 Flanker Urban Defender from the Triax/NGR source book.
============================================================================
Name: X-500 Forager Battlebot
Type: Human controlled robot
Total Cost: 214.2
Maneuver Value: 0
Tonnage: 28T
Ground MA: 10
Flight MA: 0
Servo Typ Sp Kls Tkn CP Amr Typ CP Total
Head Hs 5 5 5 5 S 5 10
Torso Hs 10 10 10 6 S 6 16
L. Arm Hs 6 6 6 5 S 5 11
R. Arm Hs 6 6 6 5 S 5 11
L. Leg Hs 6 6 6 5 S 5 11
R. Leg Hs 6 6 6 5 S 5 11
Powerplant Ms 8 Cool+2 8
Total Cost: 78
Weap WA Rng Kls Dam Sht CP Eff TotCst Loc Sp Spec
Hands 0 M 1 1 NA 0.7 0 1.4 Arms 0 Handy
2 Med. Miss 0 20 4 4 8ea 14.4ea 4.4ea 33.2 WpMts 10ea *Note #1
Gun Turret +1 8 3 3 Inf. 3.0 0 3.0 Torso 3
Note #1: Missles in weapon mounts attached to torso, linked.
Total Cost: 37.6
Sensor Type Cost Kills Range Comm Location Spaces
Main S 2 4 4km 800km Head 1
Total Cost: 2
Movement Type: Legs [walk]
ost of System: 6
Additional Thrust: 0
Cost: 6
Space (Cost/3): 2
Efficency: 0
Total Cost: 6
Total Space: 2
Total MA: Run 10
Thrust Location: Legs
Total Cost: 6
Hydraulic Type Cost Kills Spaces Damage Bonus
Standard 0 8 0 0
Other Additive systems:
system cost space location special
ASP 10 2 head ASP
Total cost: 10
Multiplier Systems:
system cost space special
[None]
Total mult: *0
Final costs:
Cost (w/o Multipliers): 133.6
Base Weight: 66.8
Cost (after Multipliers): 133.6
Efficency ( -38.8 tons): 77.6
Cost (w/Efficency): 211.2
Final Weight: 28T
Scale: 1:1
Scaled Weight: 28T
Scaled Cost: 211.2
Remote Cost (Total for All): -
Command Armour Cost: -
Total Cost [Includes Links]: 214.2
Total Weight: 28T
(w/Command Armour): -
Notes:
Triax X-500 Forager Battlebot from the Triax/NGR source book. Here
the main body has 100 MDC less on the main body as compared to the first
Rifts source book. I'm going to consider it a missprint. Otherwise it is
exactly the same as above.
===========================================================================
Name: X-535 Hunter
Type: Human controlled robot
Total Cost: 174.8 [For basic package]
Maneuver Value: +1 [Superior manuverability]
Tonnage: 6T
Ground MA: 12
Flight MA: 0
Servo Typ Sp Kls Tkn CP Amr Typ CP Total
Head St 3 3 3 3 S 3 6
Torso Ms 8 8 8 4 S 4 12
L. Arm Ms 4 4 4 4 S 4 8
L. Arm Ms 4 4 4 4 S 4 8
L. Arm Ms 4 4 4 4 S 4 8
L. Arm Ms 4 4 4 4 S 4 8
Powerplant S 6 Cool+2 6
Total Cost: 56
Weap WA Rng Kls Dam Sht CP Eff TotCst Loc Sp Spec
2 Hands 0 M 1 1 NA 0.7 0 1.4 Arms 0 Handy
Railgun +1 10 2 2 - 7.0 3sp 8.5 Hand 4 Bv=2 auto
-Ammo 100 14.0 14.0 Torso 1
Machinegun 0 4 1 * * 0.4 0 0.4 Head .4 *Note#1
2 Mini-mis 0 8 1 1 3ea 0.3 0 0.6 Arms .3
[Optional Systems]
P-beam +1 8 5 5 Inf. 6.0 0 6.0 WpnMt 6
[Or]
A-A Gun +1 12 7 7 - 22.5 15.5 30.2 WpnMt 7
-Ammo 100 45 45 1
[Or]
Ion Cannon +1 8 7 7 Inf. 10 4sp 12 WpnMt 6
Missle L. 0 20 5 5 12 36 34sp 53 WpnMt 2
[Or]
2 MissleDrum 0 10 3 3 48ea 14.4ea 6.4ea 35.2 2WpnMt 8ea
Note#1: Machinegun ROF: 30 3d6 hits per bullet. Can be armed with rubber
bullets for riot control or normal bullets.
Total Cost: 22.4 for basic
Sensor Type Cost Kills Range Comm Location Spaces
Main S 2 4 4km 800km Head 1
Total Cost: 2
Movement Type: Legs [walk]
Cost of System: 3
Additional Thrust: 0
Cost: 3
Space (Cost/3): 1
Efficency: 0
Total Cost: 3
Total Space: 1
Total MA: Run 12
Thrust Location: Legs
Total Cost: 3
Hydraulic Type Cost Kills Spaces Damage Bonus
Standard 0 8 0 0
Other Additive systems:
system cost space location special
ASP 10 2 head ASP
Total cost: 10
Multiplier Systems:
system cost space special
[None]
Total mult: *0
Final costs:
Cost (w/o Multipliers): 93.4
Base Weight: 46.7
Cost (after Multipliers): 93.4
Efficency ( -40.7 tons): 81.4
Cost (w/Efficency): 174.8
Final Weight: 6T
Scale: 1:1
Scaled Weight: 6T
Scaled Cost: 174.8
Remote Cost (Total for All): -
Command Armour Cost: -
Total Cost [Includes Links]: 174.8 [For basic package]
Total Weight: 6T
(w/Command Armour): -
Notes:
Triax X-535 Hunter from the Triax/NGR Book.
============================================================================
Name: X-545 Super Hunter
Type: Human controlled robot
Total Cost: 239.3
Maneuver Value: +1 [Superior manuverability]
Tonnage: 8T
Ground MA: 12
Flight MA: 0
Servo Typ Sp Kls Tkn CP Amr Typ CP Total
Head Ms 4 4 4 4 S 4 8
Torso Hs 10 10 10 6 S 6 16
L. Arm Hs 6 6 6 5 S 5 11
R. Arm Hs 6 6 6 5 S 5 11
L. Leg Hs 6 6 6 5 S 5 11
R. Leg Hs 6 6 6 5 S 5 11
Powerplant S 6 Cool+2 6
Total Cost: 74
Weap WA Rng Kls Dam Sht CP Eff TotCst Loc Sp Spec
2 Hands 0 M 1 1 NA 0.7 0 1.4 Arms 0 Handy
Railgun +1 10 2 2 - 7.0 3sp 8.5 Hand 4 Bv=2 auto
-Ammo 100 14.0 14.0 Torso 1
Machinegun 0 4 1 * * 0.4 0 0.4 Head .4 *Note#1
2 Ion cannon+1 8 3 3 Inf. 3ea 1ea 7.0 Torso 4 Linked
2 Mini-mis 0 8 1 1 12ea 1.2ea 0 2.4 Arms 1.2ea
2 Mini-mis 0 8 1 1 3ea 0.3ea 0 0.6 Arms .3ea
2 Mini-mis 0 8 1 1 4ea 0.4ea 0 0.8 Legs .4ea
2 Vibro Swd +1 M 2 2 NA 1.0ea 0 2.0 Arms 1.0ea
2 FlameThr +1 2 1 1 - 0.2ea 0 0.4 Legs .2ea
-Ammo 10ea .1ea 0.2 Legs .1ea Incendiary
Total Cost: 37.7
Sensor Type Cost Kills Range Comm Location Spaces
Main S 2 4 4km 800km Head 1
Total Cost: 2
Movement Type: Legs [walk]
Cost of System: 3
Additional Thrust: 0
Cost: 3
Space (Cost/3): 1
Efficency: 0
Total Cost: 3
Total Space: 1
Total MA: Run 12
Thrust Location: Legs
Total Cost: 3
Hydraulic Type Cost Kills Spaces Damage Bonus
Standard 0 8 0 0
Other Additive systems:
system cost space location special
ASP 10 2 head ASP
Total cost: 10
Multiplier Systems:
system cost space special
[None]
Total mult: *0
Final costs:
Cost (w/o Multipliers): 126.7
Base Weight: 63.3
Cost (after Multipliers): 126.7
Efficency ( -55.3 tons): 110.6
Cost (w/Efficency): 237.3
Final Weight: 8T
Scale: 1:1
Scaled Weight: 8T
Scaled Cost: 237.3
Remote Cost (Total for All): -
Command Armour Cost: -
Total Cost [Includes Links]: 239.3
Total Weight: 8T
(w/Command Armour): -
Notes:
Triax X-545 Super Hunter from the Triax/NGR source book.
============================================================================
Name: X-622 Bug
Type: Light APC/Assault Ground Vehicle
Total Cost: 197.6
Maneuver Value: +0
Tonnage: 8T
Ground MA: 12
Flight MA: 0
Servo Typ Sp Kls Tkn CP Amr Typ CP Total
Torso Hs 10 10 10 5 S 6 16
F.L. Arm Hs 6 6 6 5 S 5 11
F.R. Arm Hs 6 6 6 5 S 5 11
B.L. Arm Hs 6 6 6 5 S 5 11
B.R. Arm Hs 6 6 6 5 S 5 11
Powerplant Ms 8 Cool+2 8
Total Cost: 68
Weap WA Rng Kls Dam Sht CP Eff TotCst Loc Sp Spec
Railgun +1 8 3 3 - 7 0 7 WpnMt 7 Bv=3 MF
-Ammo 100 14 14 WpnMt 1
Laser Turr +1 8 1 1 Inf. 2 0 2 Torso 2 Bv=2
Mini-mis 0 8 1 1 8 .8 0 .8 Torso .8
Total Cost: 23.8
Sensor Type Cost Kills Range Comm Location Spaces
Main S 2 4 4km 800km Head 1
Total Cost: 2
Movement Type: Legs [walk]
Cost of System: 3
Additional Thrust: 0
Cost: 3
Space (Cost/3): 1
Efficency: 0
Total Cost: 3
Total Space: 1
Total MA: Run 12
Thrust Location: Legs
Total Cost: 3
Hydraulic Type Cost Kills Spaces Damage Bonus
Standard 0 8 0 0
Other Additive systems:
system cost space location special
ASP 10 2 head ASP
Total cost: 10
Multiplier Systems:
system cost space special
[None]
Total mult: *0
Final costs:
Cost (w/o Multipliers): 106.8
Base Weight: 53.4
Cost (after Multipliers): 106.8
Efficency ( -45.4 tons): 90.8
Cost (w/Efficency): 197.6
Final Weight: 8T
Scale: 1:1
Scaled Weight: 8T
Scaled Cost: 197.6
Remote Cost (Total for All): -
Command Armour Cost: -
Total Cost [Includes Links]: 197.6
Total Weight: 8T
(w/Command Armour): -
Notes:
Triax X-622 Bug from the Triax/NGR source book.
============================================================================
Name: X-821 Landcrab
Type: Heavy APC/Assault Ground Vehicle
Total Cost: 303.2
Maneuver Value: +0
Tonnage: 14T
Ground MA: 12
Flight MA: 0
Servo Typ Sp Kls Tkn CP Amr Typ CP Total
Torso MdH 16 16 16 8 A 12 28
F.L. Arm Lh 7 7 7 5 S 5 12
F.L. Arm Lh 7 7 7 5 S 5 12
C.L. Arm MdH 9 9 9 6 S 6 15
C.R. Arm MdH 9 9 9 6 S 6 15
R.L. Leg MdH 9 9 9 6 S 6 15
R.R. Leg MdH 9 9 9 6 S 6 15
Powerplant S 6 Cool+2 6
[Note F.L. = forward left, C.L. = center left, R.L. = rear left.]
Total Cost: 118
Weap WA Rng Kls Dam Sht CP Eff TotCst Loc Sp Spec
Railgun +1 8 3 3 - 7 0 7 F.L. Arm 7 Bv=3 MF
-Ammo 100 14 14 F.L. Arm 1
Partcl Beam +1 5 5 5 Inf. 6 0 6 F.R. Arm 6
2 Laser Tur +1 8 1 1 Inf. 2ea 0 4 Torso 4 Bv=2
Mini-mis 0 8 1 1 16 1.6 0 1.6 Torso 1.6
Total Cost: 32.6
Sensor Type Cost Kills Range Comm Location Spaces
Main S 2 4 4km 800km Head 1
Total Cost: 2
Movement Type: Legs [walk]
Cost of System: 3
Additional Thrust: 0
Cost: 3
Space (Cost/3): 1
Efficency: 0
Total Cost: 3
Total Space: 1
Total MA: Run 12
Thrust Location: Legs
Total Cost: 3
Hydraulic Type Cost Kills Spaces Damage Bonus
Standard 0 8 0 0
Other Additive systems:
system cost space location special
ASP 10 2 head ASP
Total cost: 10
Multiplier Systems:
system cost space special
[None]
Total mult: *0
Final costs:
Cost (w/o Multipliers): 165.6
Base Weight: 82.8
Cost (after Multipliers): 165.6
Efficency ( -68.8 tons): 137.6
Cost (w/Efficency): 303.2
Final Weight: 14T
Scale: 1:1
Scaled Weight: 14T
Scaled Cost: 303.2
Remote Cost (Total for All): -
Command Armour Cost: -
Total Cost [Includes Links]: 303.2
Total Weight: 14T
(w/Command Armour): -
Notes:
Triax X-821 Landcrab from the Triax/NGR sourcebook.
============================================================================
Name: X-1000 Ulti-Max Power Armour
Type: Powered armour
Total Cost: 360.7
Maneuver Value: +0
Tonnage: 2.5T
Ground MA: 12 [If scaled it should be about 4]
Flight MA: 0
Servo Typ Sp Kls Tkn CP Amr Typ CP Total
Head Ms 4 4 4 5 S 4 9
Torso Ms 8 8 8 6 S 5 14
L. Arm Ms 5 5 5 6 S 4 11
R. Arm Ms 5 5 5 6 S 4 11
L. Leg Ms 5 5 5 6 S 4 11
R. Leg Ms 5 5 5 6 S 4 11
Powerplant St 6 Cool +2 6 6
Total Cost: 73
Weap WA Rng Kls Dam Sht CP Eff TotCst Loc Sp Spec
Hands 0 M 1 1 NA 0.7 0 1.4 Arms 0 Handy
Railgun +2 10 3 3 - 28.9 23.9 40.8 Hand 5 Bv=3 auto
-Ammo 100 57.8 Torso 1
2 Mini-mis 0 8 1 1 15ea 1.5ea 0 3.0 Arms 1.5
Shield 6.0 0 6.0 Torso 6.0 *Note #1
Note #1: 6K, pf: 2 reactive shield.
Total Cost: 94.9
Sensor Type Cost Kills Range Comm Location Spaces
Main S 2 4 4km 800km Head 1
Total Cost: 2
Movement Type: Legs [walk]
ost of System: 3
Additional Thrust: 0
Cost: 3
Space (Cost/3): 1
Efficency: 0
Total Cost: 3
Total Space: 1
Total MA: Run 12
Thrust Location: Legs
Total Cost: 3
Hydraulic Type Cost Kills Spaces Damage Bonus
Standard 0 8 0 0
Other Additive systems:
system cost space location special
ASP 10 2 head ASP
Total cost: 10
Multiplier Systems:
system cost space special
[None]
Total mult: *0
Final costs:
Cost (w/o Multipliers): 182.9
Base Weight: 91.4
Cost (after Multipliers): 182.9
Efficency ( -88.9 tons): 177.8
Cost (w/Efficency): 360.7
Final Weight: 2.5T
Scale: 1:1
Scaled Weight: 2.5T
Scaled Cost: 360.7
Remote Cost (Total for All): -
Command Armour Cost: -
Total Cost [Includes Links]: 360.7
Total Weight: 2.5T
(w/Command Armour): -
Notes:
X-1000 Ulti-Max from the Triax/NGR source book. It's exactly the
same mecha as in the first Rifts Source Book. We decided to list it here
for completeness sake.
============================================================================
Name: X-2000 Dyna-Max
Type: Human controlled robot
Total Cost: 485
Maneuver Value: +0
Tonnage: 12
Ground MA: 12
Flight MA: 0
Servo Typ Sp Kls Tkn CP Amr Typ CP Total
Head Hs 5 5 5 6 S 6 11
Torso Hs 10 10 10 7 S 7 17
L. Arm Hs 6 6 6 6 S 6 12
R. Arm Hs 6 6 6 6 S 6 12
L. Leg Hs 6 6 6 7 S 7 13
R. Leg Hs 6 6 6 7 S 7 13
Powerplant S 6 Cool+2 6
Total Cost: 84
Weap WA Rng Kls Dam Sht CP Eff TotCst Loc Sp Spec
2 Hands +1 M 2 2 NA 1.4ea 0 2.8 Arms 0 Handy
2 Slam. Mis 0 10 5 5 4ea 9.0ea 0 22.0 WpMts 9ea *Note#1
2 Slam. Mis 0 10 5 5 2ea 4.5ea 4ea 13.0 Torso 1ea
2 ArmLaser +1 10 1 1 Inf. 1.2ea 0 2.4 Arms 1.2ea Linked
2 V.Swords +1 M 2 2 NA 2.0ea 1ea 5.0 Arms 1ea A-Pierce
2 R. Arms 0 3 1 1 - .3ea 0 0.6 Torso .3ea Linked
-Ammo 80ea .48ea 1.0 Torso 1.6
2 Mini-mis 0 8 1 1 14ea 1.4ea 0 2.8 Legs 1.4ea
2 FlameThr +1 2 1 1 - 0.2ea 0 0.4 Legs .2ea Linked
-Ammo 25ea .2ea 0.4 Legs .2ea
Railgun +2 10 3 3 - 28.9 23.9 40.8 Hand 5 Bv=3 auto
-Ammo 100 57.8 57.8 Torso 1
Note #1: Slammer missles - stun rules as in book. In weapon mounts attached
to torso.
Total Cost: 149
Sensor Type Cost Kills Range Comm Location Spaces
Main S 2 4 4km 800km Head 1
Total Cost: 2
Movement Type: Legs [walk]
Cost of System: 3
Additional Thrust: 0
Cost: 3
Space (Cost/3): 1
Efficency: 0
Total Cost: 3
Total Space: 1
Total MA: Run 12
Thrust Location: Legs
Total Cost: 3
Hydraulic Type Cost Kills Spaces Damage Bonus
Standard 0 8 0 0
Other Additive systems:
system cost space location special
ASP 10 2 head ASP
2 extra cockpits 2 2 torso
Total cost: 12
Multiplier Systems:
system cost space special
[None]
Total mult: *0
Final costs:
Cost (w/o Multipliers): 250
Base Weight: 125
Cost (after Multipliers): 250
Efficency ( -113 tons): 226
Cost (w/Efficency): 476
Final Weight: 12T
Scale: 1:1
Scaled Weight: 12T
Scaled Cost: 476
Remote Cost (Total for All): -
Command Armour Cost: -
Total Cost [Includes Links]: 485
Total Weight: 12T
(w/Command Armour): -
Notes:
Triax X-2000 Dyna-Max from the Triax/NGR source book. We linked a lot
of the smaller weapons to make this bot more effective.
============================================================================
Name: X-2500 Black Night
Type: Human Controlled Robot
Scale: 2:1
Total Cost: 911 1:1 points
Maneuver Value: -1
Tonnage: 30 1:1 Tonnes
Ground MA: 10 [Should be about 8 1:1 hexes.]
Flight MA: 0
Servo Typ Sp Kls Tkn CP Amr Typ CP Total
Head Ah 9 9 9 9 A 13.5 22.5
Torso Ah 18 18 18 10 A 15 33
L. Arm Ah 10 10 10 10 A 15 25
R. Arm Ah 10 10 10 10 A 15 25
L. Leg Ah 10 10 10 10 A 15 25
R. Leg Ah 10 10 10 10 A 15 25
Powerplant Hs 10 Cool+2 10
Note: As this is a 2:1 scale mecha the A armour absorbs 2pts of 1:1
damage.
Total Cost: 165.5
Weap WA Rng Kls Dam Sht CP Eff TotCst Loc Sp Spec
Left hand +1 M 2 2 NA 1.4 0 1.4 L.Arm 0 Handy
{R.H. Mace +1 M 4 4 NA 12.0 0 12.0 R.Arm 0} *Note #1
{R.H. Cannon+1 3 3 3 Inf. 1.8 1.8sp 2.7 R.Arm 0}
Ion Cannon +1 8 7 7 Inf. 10.0 8sp 14.0 Torso 2
2 ArmLaser +1 10 1 1 Inf. 1.2ea 0 2.4 Arms 1.2ea Linked
2 V.Swords +1 M 2 2 NA 2.0ea 1ea 5.0 Arms 1ea A-Pierce
2 Mini-mis 0 8 1 1 14ea 1.4ea 0 2.8 Legs 1.4ea
2 GrenadeL +1 3 1 1or* 16ea 1.6ea 3.2 Legs 1.6ea *Note#2
Note #1: Right hand is replaced by a quick, shocking battle mace with an
electric cannon built in.
Note #2: Grenade launchers can be fragmentation (1K damage,) teargas or smoke.
Total Cost: 43.5
Sensor Type Cost Kills Range Comm Location Spaces
Main S 2 4 4km 800km Head 1
Total Cost: 2
Movement Type: Legs [walk]
Cost of System: 6
Additional Thrust: 0
Cost: 6
Space (Cost/3): 2
Efficency: 0
Total Cost: 6
Total Space: 2
Total MA: Run 10
Thrust Location: 1 each leg
Total Cost: 6
Hydraulic Type Cost Kills Spaces Damage Bonus
Standard 0 8 0 0
Other Additive systems:
system cost space location special
ASP 10 2 head ASP
5 extra cockpits 5 5 torso
Total cost: 15
Multiplier Systems:
system cost space special
[None]
Total mult: *0
Final costs:
Cost (w/o Multipliers): 232
Base Weight: 116
Cost (after Multipliers): 232
Efficency ( -111 tons): 222
Cost (w/Efficency): 454
Final Weight: 15T
Scale: 2:1
Scaled Weight: 30T
Scaled Cost: 908
Remote Cost (Total for All): -
Command Armour Cost: -
Total Cost [Includes Links]: 911
Total Weight: 30T
(w/Command Armour): -
Notes:
Triax X-2500 Black Knight from the Triax/NGR source book. To reflect
the size and power of the mech the Ion cannon was upsized.
============================================================================
Name: X-2700 Dragonwing
Type: Human Controlled Flying Robot
Total Cost: 279.9
Maneuver Value: +0
Tonnage: 28
Ground MA: 12 [Should be about 6]
Flight MA: 20
Servo Typ Sp Kls Tkn CP Amr Typ CP Total
Head Hs 5 5 5 7 S 7 12
Torso Hs 10 10 10 7 S 7 17
L. Arm Hs 6 6 6 7 S 7 13
R. Arm Hs 6 6 6 7 S 7 13
L. Leg Hs 6 6 6 7 S 7 13
R. Leg Hs 6 6 6 7 S 7 13
Powerplant S 6 Cool+2 6
Total Cost: 87
Weap WA Rng Kls Dam Sht CP Eff TotCst Loc Sp Spec
[2 Weapon mounts each with two weapons, each weapon linked, arms linked.
Weapon mounts are articulated and attached to the torso.]
LaserCann +1 10 3 3 Inf. 3.6 0 3.6 WpMt 3.6
Ion Cannon +1 3 3 3 Inf. 1.8 0 1.8 WpMt 1.8
[Other Weapons]
2 Hands +1 M 2 2 NA 1.4ea 0 2.8 Arms 0 Handy
2 Mach.Guns 0 6 1 1 - .5 0 1.0 Torso 1.0 linked
-Ammo 150ea 1.5ea 3.0 Torso 3.0
MR Missles 0 20 4 4 12 21.6 18.6 30.9 Torso 3.0
2 RearLaser +1 10 1 1 Inf. 2.4 2sp 3.4 Torso 1.4
[Optional, electro mace from the X-2500 Black Knight above]
{R.H. Mace +1 M 4 4 NA 12.0 0 12.0 R.Arm 0}
{R.H. Cannon+1 3 3 3 Inf. 1.8 1.8sp 2.7 R.Arm 0}
[And/or Slammer bombs from the X-2000 Dyna-Max from above]
Slam.Bomb 0 0(bomb) 5 5 20 2 0 2.0 BombBay 2.0
Total Cost: 46.5 for basic
Sensor Type Cost Kills Range Comm Location Spaces
Main S 2 4 4km 800km Head 1
Total Cost: 2
Movement Type: Thrusters [fly]/Legs [walk]
Cost of System: 3
Additional Thrust: 4
Cost: 15
Space (Cost/3): 5
Efficency: 0
Total Cost: 15
Total Space: 5
Total MA: Fly 20/Run 12
Thrust Location: Legs
Total Cost: 15
Hydraulic Type Cost Kills Spaces Damage Bonus
Standard 0 8 0 0
Other Additive systems:
system cost space location special
ASP 10 2 head ASP
3 extra cockpits 3 3 torso
Total cost: 13
Multiplier Systems:
system cost space special
[None]
Total mult: *0
Final costs:
Cost (w/o Multipliers): 163.5
Base Weight: 81.7
Cost (after Multipliers): 163.5
Efficency ( -53.7 tons): 107.4
Cost (w/Efficency): 270.9
Final Weight: 28T
Scale: 1:1
Scaled Weight: 28T
Scaled Cost: 270.9
Remote Cost (Total for All): -
Command Armour Cost: -
Total Cost [Includes Links]: 279.9
Total Weight: 28T
(w/Command Armour): -
Notes:
Triax X-2700 Dragonwing from the Triax/NGR source book. Regardless of
what the authors may think, this beast is NOT aerodynamic enough to reach
mach 1 let alone mach 2.
============================================================================
Name: X-5000 Devastator
Type: Human Controlled Robot
Scale: 3:1
Total Cost: 3407.7 1:1 points
Maneuver Value: -3
Tonnage: 150 1:1 Tonnes
Ground MA: 8 [Should be about 4 1:1 hexes]
Flight MA: 0
Servo Typ Sp Kls Tkn CP Amr Typ CP Total
Head Sh 10 10 10 11 A 16.5 26.5
Torso Sh 20 20 20 12 A 18 38
L. Arm Sh 11 11 11 11 A 16.5 27.5
R. Arm Sh 11 11 11 11 A 16.5 27.5
L. Leg Sh 11 11 11 11 A 16.5 27.5
L. Leg Sh 11 11 11 11 A 16.5 27.5
Powerplant Mgh6 32 Cool+1 32
Note: As this is a 3:1 scale mecha the A armour can absorb 3 1:1 points of
damage.
Total Cost: 206.5
Weap WA Rng Kls Dam Sht CP Eff TotCst Loc Sp Spec
Hands +1 M 2 2 NA 1.4ea 0 2.8 Arms 0 Handy
Laser Cannon+3 15 5 5 Inf. 30 20 40 Hand 10
2 LR Missle +1 100 8 8 16ea 20.8ea 15.8ea 57.4 Legs 5ea
2 MR Missles 0 20 4 4 8ea 14.4ea 10.4ea 39.2 Arms 4ea
2 Mini-Mis 0 8 1 1 30ea 3.0 0 6.0 Head 6
Ion Turret +1 10 1 1 Inf. 1.2 0 1.2 Torso 1.2
Total Cost: 146.2
Sensor Type Cost Kills Range Comm Location Spaces
Main S 2 4 4km 800km Head 1
Total Cost: 2
Movement Type: Legs [walk]
Cost of System: 24
Additional Thrust: 0
Cost: 24
Space (Cost/3): 8
Efficency: 0
Total Cost: 24
Total Space: 8
Total MA: Run 8
Thrust Location: 4 each leg
Total Cost: 24
Hydraulic Type Cost Kills Spaces Damage Bonus
Standard 0 8 0 0
Other Additive systems:
system cost space location special
ASP 10 2 head ASP
10 extra cockpits 10 10 torso 4 cpts are for power armour
suits
Total cost: 20
Multiplier Systems:
system cost space special
Verniers *1.1 0 +11 Mv
Total mult: *1.1
Final costs:
Cost (w/o Multipliers): 398.7
Base Weight: 199.3
Cost (after Multipliers): 837.3
Efficency ( -149.3 tons): 298.6
Cost (w/Efficency): 1135.9
Final Weight: 50T
Scale: 3:1
Scaled Weight: 150T
Scaled Cost: 3407.7
Remote Cost (Total for All): -
Command Armour Cost: -
Total Cost [Includes Links]: 3407.7
Total Weight: 150T
(w/Command Armour): -
Notes:
Triax X-5000 Devastator from the Triax/NGR source book.
============================================================================
Part 3C: Triax/NGR Robot Drones:
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
============================================================================
Name: Dv-12 Dyna-Bot
Type: AI-Robot
Total Cost: 157.8
Maneuver Value: +0
Tonnage: .2T
Ground MA: 12
Flight MA: 0
Servo Typ Sp Kls Tkn CP Amr Typ CP Total
Head Lw 2 2 2 1 S 1 3
Torso Lw 4 4 4 3 S 3 7
L. Arm Lw 3 3 3 1 S 1 4
R. Arm Lw 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 Sl 2 Cool+1 2
Total Cost: 30
Weap WA Rng Kls Dam Sht CP Eff TotCst Loc Sp Spec
Hands 0 M 1 1 NA 0.7 0 1.4 Arms 0 Handy
Railgun 0 6 1 1 - 1.25 0 1.25 Hand 1.25 Mf, bv=3
-Ammo 30 .75 .75 Torso .3
2 Laser fing+1 5 1 1 Inf. 0.7ea 0 1.4 Arms 0.7ea linked
Beam rod +1 3 2 2 Inf. 1.2 0 1.2 Hand 1.2
Chemical spray Head *Note#1
Note #1: Many doses of tranqilizer/tear gas spray.
Total Cost: 6
Sensor Type Cost Kills Range Comm Location Spaces
Main S 2 4 4km 800km Head 1
Total Cost: 2
Movement Type: Legs [walk]
Cost of System: 3
Additional Thrust: 0
Cost: 3
Space (Cost/3): 1
Efficency: 0
Total Cost: 3
Total Space: 1
Total MA: Run 12
Thrust Location: Legs
Total Cost: 3
Hydraulic Type Cost Kills Spaces Damage Bonus
Standard 0 8 0 0
Other Additive systems:
system cost space location special
ASP 10 2 head ASP
Resolution 2 1 head *16 hearing
space efficiency of above two head systems = 1.5
Total cost: 13.5
Multiplier Systems:
system cost space special
Automation *.9 1 Skill: 6 Stat: 6 skills:10
Normal=English, German, Expert: construction
Combat=mecha pilot/melee/beam, awareness,
expert: military, stealth, hide/evade
Total cost: *.9
Final costs:
Cost (w/o Multipliers): 54.5
Base Weight: 27.2
Cost (after Multipliers): 103.6
Efficency ( -27 tons): 54
Cost (w/Efficency): 157.8
Final Weight: .2T
Scale: 1:1
Scaled Weight: .2T
Scaled Cost: 157.8
Remote Cost (Total for All): -
Command Armour Cost: -
Total Cost [Includes Links]: 157.8
Total Weight: .2T
(w/Command Armour): -
Notes:
Triax Dv-12 Dyna-Bot from the Triax/NGR source book. Besides the
railgun this is the exact same robot as in the first Rifts Source Book.
============================================================================
Name: Dv-15 Sentry Bot
Type: AI-Robot
Total Cost: 185
Maneuver Value: +0
Tonnage: .3T
Ground MA: 12
Flight MA: 0
Servo Typ Sp Kls Tkn CP Amr Typ CP Total
Head Lw 2 2 2 2 S 2 4
Torso Lw 4 4 4 3 S 3 7
L. Arm Lw 3 3 3 2 S 2 5
R. Arm Lw 3 3 3 2 S 2 5
L. Leg Lw 3 3 3 2 S 2 5
R. Leg Lw 3 3 3 2 S 2 5
Powerplant Sl 2 Cool+1 2
Total Cost: 33
Weap WA Rng Kls Dam Sht CP Eff TotCst Loc Sp Spec
Hands 0 M 1 1 NA 0.7 0 1.4 Arms 0 Handy
Hand rifle +1 8 1 1 Inf. 3.0 0 3.0 Hand 3.0 Bv=3
2 Laser fing+1 5 1 1 Inf. 0.7ea 0 1.4 Arms 0.7ea linked
Beam rod +1 3 2 2 Inf. 1.2 0 1.2 Hand 1.2
Chemical spray Head *Note#1
Note #1: Many doses of tranqilizer/tear gas spray.
Total Cost: 7
Sensor Type Cost Kills Range Comm Location Spaces
Main S 2 4 4km 800km Head 1
Total Cost: 2
Movement Type: Legs [walk]
Cost of System: 3
Additional Thrust: 0
Cost: 3
Space (Cost/3): 1
Efficency: 0
Total Cost: 3
Total Space: 1
Total MA: Run 12
Thrust Location: Legs
Total Cost: 3
Hydraulic Type Cost Kills Spaces Damage Bonus
Standard 0 8 0 0
Other Additive systems:
system cost space location special
ASP 10 2 head ASP
Resolution 2 1 head *16 hearing
Radio/Radar 5 1 head R/R analyzer
Space efficiency of 3 head systems above = 2
Total cost: 19
Multiplier Systems:
system cost space special
Automation *.9 1 Skill: 6 Stat: 6 skills:10
Normal=English, German, Expert: construction
Combat=mecha pilot/melee/beam, awareness,
expert: military, stealth, hide/evade
Total cost: *.9
Final costs:
Cost (w/o Multipliers): 64
Base Weight: 32
Cost (after Multipliers): 121.6
Efficency ( -31.7 tons): 63.4
Cost (w/Efficency): 185
Final Weight: .3T
Scale: 1:1
Scaled Weight: .3T
Scaled Cost: 185
Remote Cost (Total for All): -
Command Armour Cost: -
Total Cost [Includes Links]: 185
Total Weight: .2T
(w/Command Armour): -
Notes:
Triax Dv-15 Sentry-Bot from the Triax/NGR source book. It is exactly
like the Dv-12 above with additional armour and sensors.
===============================================================================
Name: DV-40 Hunter/Killer Drone
Type: AI Robot
Total Cost: 258.5
Maneuver Value: +0
Tonnage: 1T
Ground MA: 12
Flight MA: 0
Servo Typ Sp Kls Tkn CP Amr Typ CP Total
Head S 3 3 3 4 S 4 7
Torso S 6 6 6 5 S 4 11
L. Arm S 4 4 4 4 S 4 8
R. Arm S 4 4 4 4 S 4 8
L. Leg S 4 4 4 4 S 4 8
R. Leg S 4 4 4 4 S 4 8
Powerplant S 6 Cool+2 6 6
Total Cost: 56
Weap WA Rng Kls Dam Sht CP Eff TotCst Loc Sp Spec
Hands +1 M 1 1 NA 0.7 0 1.4 Arms 0 Handy
Hand rifle +1 8 1 1 Inf. 3.0 0 3.0 Hand 3.0 Bv=3
2 Laser fing+1 5 1 1 Inf. 0.7ea 0 1.4 Arms 0.7ea linked
Beam rod +1 3 2 2 Inf. 1.2 0 1.2 Hand 1.2
Vib. Sword +1 M 2 2 NA 2.0 0 2.0 R. Arm 2.0 A-Pierce
Chainsaw +1 M 2 2 NA 2.0 0 2.0 L. Arm 2.0 A-Pierce
GrenadeL +1 3 1 1or* 48 4.8 4 6.8 Torso 0.8 *Note#1
2 FlameThr +1 2 1 1 - 0.2ea 0 0.4 Torso .4 Linked
-Ammo 25ea .2ea 0.4 Legs .4
[Optional Systems from the X-535 Hunter above]
P-beam +1 8 5 5 Inf. 6.0 0 6.0 WpnMt 6
[Or]
Ion Cannon +1 8 7 7 Inf. 10 4sp 12.0 WpnMt 6
Missle L. 0 20 5 5 12 36 34sp 53.0 WpnMt 2
Note#1: Explosive grenades (1K), tear gas and smoke.
Total Cost: 18.6
Sensor Type Cost Kills Range Comm Location Spaces
Main S 2 4 4km 800km Head 1
Total Cost: 2
Movement Type: Legs [walk]
Cost of System: 3
Additional Thrust: 0
Cost: 3
Space (Cost/3): 1
Efficency: 0
Total Cost: 3
Total Space: 1
Total MA: Run 12
Thrust Location: Legs
Total Cost: 3
Hydraulic Type Cost Kills Spaces Damage Bonus
Standard 0 8 0 0
Other Additive systems:
system cost space location special
ASP 10 2 head ASP
Total cost: 10
Multiplier Systems:
system cost space special
Automation *.9 1 Skill: 6 Stat: 6 skills:10
mecha pilot/melee/beam/fight, awareness,
expert: military, stealth, hide/evade,
german (maybe american also.)
Total mult: *.9
Final costs:
Cost (w/o Multipliers): 89.6
Base Weight: 44.8
Cost (after Multipliers): 170.9
Efficency ( -43.8 tons): 87.6
Cost (w/Efficency): 258.5
Final Weight: 1T
Scale: 1:1
Scaled Weight: 1T
Scaled Cost: 258.5
Remote Cost (Total for All): -
Command Armour Cost: -
Total Cost [Includes Links]: 258.5
Total Weight: 1T
(w/Command Armour): -
Notes:
DV-40 Hunter/Killer Drone from the Triax/NGR source book.
============================================================================
Gargoyle Drone Note:
^^^^^^^^^^^^^^^^^^^
We dont consider the Gargoyle drones to be very important to convert.
They will be done near the end if we are still feeling up to it :)
============================================================================
Part 3D: Triax/NGR Cyborgs:
^^^^^^^^^^^^^^^^^^^^^^^^^^^
Cyborg notes: I think it's a little ridiculous that an 8 foot tall heavy
cyborgs can have half the MDC of the 50 foot tall robots like the X-5000
devastator. [700 vs 1500 points.] Thus we are NOT, repeat NOT going to
make the borgs THAT tough.
============================================================================
Name: VX-300 Striker
Type: Full conversion cyborg
Total Cost: 137.5
Maneuver Value: +1 [Small and agile]
Tonnage: .3
Ground MA: 12
Flight MA: 0
Servo Typ Sp Kls Tkn CP Amr Typ CP Total
Head Lw 2 2 2 2 S 2 4
Torso Lw 4 4 4 3 S 3 7
L. Arm Lw 3 3 3 2 S 2 5
R. Arm Lw 3 3 3 2 S 2 5
L. Leg Lw 3 3 3 2 S 2 5
R. Leg Lw 3 3 3 2 S 2 5
Powerplant Lw 4 Cool+2 4
**Cyborg Armour: 4pts of ablative armour per hit location. This armour will
absorb damage first. Total cost=12cp.
Total Cost: 47
Weap WA Rng Kls Dam Sht CP Eff TotCst Loc Sp Spec
2 Hands +1 M 1 1 NA 0.7 0 1.4 Arms 0 Handy
Grenade 0 3 1 1 12 .6 0 .6 R.Arm .6
Grenade 0 3 1 1 7 .35 0 .35 L.Arm .35
Grenade 0 3 1 1 6 .3 0 .3 Torso .3
Railgun +1 8 1 1 - 1.05 0 1.05 L.Arm 1.05
-Ammo 100 2.1 0 1.0 Torso 1.0
2 Laser fing+1 5 1 1 Inf. 0.7ea 0 1.4 Arms 0.7ea linked
Total Cost: 6.1
Sensor Type Cost Kills Range Comm Location Spaces
Main S 2 4 4km 800km Head 1
Total Cost: 2
Movement Type: Legs [walk]
Cost of System: 3
Additional Thrust: 0
Cost: 3
Space (Cost/3): 1
Efficency: 0
Total Cost: 3
Total Space: 1
Total MA: Run 12
Thrust Location: Legs
Total Cost: 3
Hydraulic Type Cost Kills Spaces Damage Bonus
Standard 0 8 0 0
Other Additive systems:
system cost space location special
ASP 10 2 head ASP
Total cost: 10
Multiplier Systems:
system cost space special
[None]
Total mult: *0
Final costs:
Cost (w/o Multipliers): 68.1
Base Weight: 34
Cost (after Multipliers): 68.1
Efficency ( -33.7 tons): 67.4
Cost (w/Efficency): 135.5
Final Weight: .3T
Scale: 1:1
Scaled Weight: .3T
Scaled Cost: 135.5
Remote Cost (Total for All): -
Command Armour Cost: -
Total Cost [Includes Links]: 137.5
Total Weight: .3T
(w/Command Armour): -
Notes:
VX-300 Striker Cyborg from the Triax/NGR source book.
============================================================================
Name: VX-320 Cyclops
Type: Full conversion cyborg
Total Cost: 131.3
Maneuver Value: +1 [Small and agile]
Tonnage: .2T
Ground MA: 12
Flight MA: 0
Servo Typ Sp Kls Tkn CP Amr Typ CP Total
Head Lw 2 2 2 2 S 2 4
Torso Lw 4 4 4 3 S 3 7
L. Arm Lw 3 3 3 2 S 2 5
R. Arm Lw 3 3 3 2 S 2 5
L. Leg Lw 3 3 3 2 S 2 5
R. Leg Lw 3 3 3 2 S 2 5
Powerplant Lw 4 Cool+2 4
**Cyborg Armour: 4pts of ablative armour per hit location. This armour will
absorb damage first. Total cost=12cp.
Total Cost: 47
Weap WA Rng Kls Dam Sht CP Eff TotCst Loc Sp Spec
2 Hands +1 M 1 1 NA 0.7 0 1.4 Arms 0 Handy
Grenade 0 3 1 1 4 .2 0 .2 Torso .2
Wide ion +1 1 1 1 Inf. 1.0 0 1.0 Torso 1.0 60deg wide
Laser arm. +1 5 1 1 Inf. 0.7 0 .7 R.Arm 0.7
Ion arm. +1 3 1 1 Inf. 0.6 0 .6 L.Arm 0.6
Total Cost: 3.9
Sensor Type Cost Kills Range Comm Location Spaces
Main S 2 4 4km 800km Head 1
Total Cost: 2
Movement Type: Legs [walk]
Cost of System: 3
Additional Thrust: 0
Cost: 3
Space (Cost/3): 1
Efficency: 0
Total Cost: 3
Total Space: 1
Total MA: Run 12
Thrust Location: Legs
Total Cost: 3
Hydraulic Type Cost Kills Spaces Damage Bonus
Standard 0 8 0 0
Other Additive systems:
system cost space location special
ASP 10 2 head ASP
Total cost: 10
Multiplier Systems:
system cost space special
[None]
Total mult: *0
Final costs:
Cost (w/o Multipliers): 65.9
Base Weight: 32.9
Cost (after Multipliers): 65.9
Efficency ( -32.7 tons): 65.4
Cost (w/Efficency): 131.3
Final Weight: .2T
Scale: 1:1
Scaled Weight: .2T
Scaled Cost: 131.3
Remote Cost (Total for All): -
Command Armour Cost: -
Total Cost [Includes Links]: 131.3
Total Weight: .2T
(w/Command Armour): -
Notes:
VX-320 Cyclops from the Triax/NGR source book.
============================================================================
Name: VX-340 Slasher
Type: Full conversion cyborg
Total Cost: 145.2
Maneuver Value: +0
Tonnage: .4T
Ground MA: 12
Flight MA: 0
Servo Typ Sp Kls Tkn CP Amr Typ CP Total
Head Lw 2 2 2 3 S 3 5
Torso Lw 4 4 4 3 S 3 7
L. Arm Lw 3 3 3 2 S 2 5
R. Arm Lw 3 3 3 2 S 2 5
L. Leg Lw 3 3 3 2 S 2 5
R. Leg Lw 3 3 3 2 S 2 5
Powerplant Lw 4 Cool+2 4
**Cyborg Armour: 5pts of ablative armour per hit location. This armour will
absorb damage first. Total cost=15cp.
Total Cost: 51
Weap WA Rng Kls Dam Sht CP Eff TotCst Loc Sp Spec
2 Hands +1 M 1 1 NA 0.7 0 1.4 Arms 0 Handy
Laser rod +1 3 2 2 Inf. 1.2 0 1.2 Hand 1.2
2 Vib. Sword+1 M 2 2 NA 1.0ea 0 2.0 Arms 1.0ea
Mini-mis 0 8 1 1 4 0.4 0 0.4 Torso 0.4
Railgun 0 6 1 1 - 1.25 0 1.25 Hand 1.25 Mf, bv=3
-Ammo 30 .75 .75 Torso .3
Total Cost: 7
Sensor Type Cost Kills Range Comm Location Spaces
Main S 2 4 4km 800km Head 1
Total Cost: 2
Movement Type: Legs [walk]
Cost of System: 3
Additional Thrust: 0
Cost: 3
Space (Cost/3): 1
Efficency: 0
Total Cost: 3
Total Space: 1
Total MA: Run 12
Thrust Location: Legs
Total Cost: 3
Hydraulic Type Cost Kills Spaces Damage Bonus
Standard 0 8 0 0
Other Additive systems:
system cost space location special
ASP 10 2 head ASP
Total cost: 10
Multiplier Systems:
system cost space special
[None]
Total mult: *0
Final costs:
Cost (w/o Multipliers): 73
Base Weight: 36.5
Cost (after Multipliers): 73
Efficency ( -36.1 tons): 72.2
Cost (w/Efficency): 145.2
Final Weight: .4T
Scale: 1:1
Scaled Weight: .4T
Scaled Cost: 145.2
Remote Cost (Total for All): -
Command Armour Cost: -
Total Cost [Includes Links]: 145.2
Total Weight: .4T
(w/Command Armour): -
Notes:
VX-340 Slasher full conversion borg from the Triax/NGR source book.
============================================================================
Name: VX-370 Stopper
Type: Full conversion cyborg
Total Cost: 139.6
Maneuver Value: +0
Tonnage: .6T
Ground MA: 12
Flight MA: 0
Servo Typ Sp Kls Tkn CP Amr Typ CP Total
Head Lw 2 2 2 3 S 3 5
Torso Lw 4 4 4 3 S 3 7
L. Arm Lw 3 3 3 2 S 2 5
R. Arm Lw 3 3 3 2 S 2 5
L. Leg Lw 3 3 3 2 S 2 5
R. Leg Lw 3 3 3 2 S 2 5
Powerplant Lw 4 Cool+2 4
**Cyborg Armour: 5pts of ablative armour per hit location. This armour will
absorb damage first. Total cost=15cp.
Total Cost: 51
Weap WA Rng Kls Dam Sht CP Eff TotCst Loc Sp Spec
2 Hands +1 M 1 1 NA 0.7 0 1.4 Arms 0 Handy
ParticlBeam +1 3 2 2 Inf. 1.2 0 1.2 R.Arm 1.2
Machinegun 0 5 1 1 - .45 0 .45 L.Arm .45
-Ammo 60 .54 0 .54 L.arm .6
Laser Rod +1 6 1 1 Inf. .8 0 .8 Hand .8
Total Cost: 4.4
Sensor Type Cost Kills Range Comm Location Spaces
Main S 2 4 4km 800km Head 1
Total Cost: 2
Movement Type: Legs [walk]
Cost of System: 3
Additional Thrust: 0
Cost: 3
Space (Cost/3): 1
Efficency: 0
Total Cost: 3
Total Space: 1
Total MA: Run 12
Thrust Location: Legs
Total Cost: 3
Hydraulic Type Cost Kills Spaces Damage Bonus
Standard 0 8 0 0
Other Additive systems:
system cost space location special
ASP 10 2 head ASP
Total cost: 10
Multiplier Systems:
system cost space special
[None]
Total mult: *0
Final costs:
Cost (w/o Multipliers): 70.4
Base Weight: 35.2
Cost (after Multipliers): 70.4
Efficency ( -34.6 tons): 69.2
Cost (w/Efficency): 139.6
Final Weight: .6T
Scale: 1:1
Scaled Weight: .6T
Scaled Cost: 139.6
Remote Cost (Total for All): -
Command Armour Cost: -
Total Cost [Includes Links]: 139.6
Total Weight: .6T
(w/Command Armour): -
Notes:
VX-370 Stopper full conversion borg from the Triax/NGR source book.
============================================================================
Name: VX-500 Manhunter
Type: Full conversion borg
Total Cost: 199
Maneuver Value: +0
Tonnage: .9T
Ground MA: 12
Flight MA: 0
Servo Typ Sp Kls Tkn CP Amr Typ CP Total
Head Lw 2 2 2 3 S 3 5
Torso S 6 6 6 4 S 4 10
L. Arm Lw 3 3 3 2 S 2 5
R. Arm Lw 3 3 3 2 S 2 5
L. Leg Lw 3 3 3 3 S 3 6
R. Leg Lw 3 3 3 3 S 3 6
Powerplant Lw 4 Cool+2 4
**Cyborg Armour: 6pts of ablative armour per hit location. This armour will
absorb damage first. Total cost=18cp.
Total Cost: 59
Weap WA Rng Kls Dam Sht CP Eff TotCst Loc Sp Spec
2 Hands +1 M 1 1 NA 0.7 0 1.4 Arms 0 Handy
Mini-missl 0 8 1 1 12 1.2 0 1.2 Torsp 1.2
Laser rod +1 5 1 1 Inf. 0.7 0 .7 R.Arm 0.7
Ion rod +1 3 1 1 Inf. 0.6 0 .6 L.Arm 0.6
Railgun +1 10 2 2 - 7.0 3sp 8.5 Hand 4 Bv=2 auto
-Ammo 100 14.0 14.0 Torso 1
Total Cost: 26.4
Sensor Type Cost Kills Range Comm Location Spaces
Main S 2 4 4km 800km Head 1
Total Cost: 2
Movement Type: Legs [walk]
Cost of System: 3
Additional Thrust: 0
Cost: 3
Space (Cost/3): 1
Efficency: 0
Total Cost: 3
Total Space: 1
Total MA: Run 12
Thrust Location: Legs
Total Cost: 3
Hydraulic Type Cost Kills Spaces Damage Bonus
Standard 0 8 0 0
Other Additive systems:
system cost space location special
ASP 10 2 head ASP
Total cost: 10
Multiplier Systems:
system cost space special
[None]
Total mult: *0
Final costs:
Cost (w/o Multipliers): 100.4
Base Weight: 50.2
Cost (after Multipliers): 100.4
Efficency ( -49.3 tons): 98.6
Cost (w/Efficency): 199
Final Weight: .9T
Scale: 1:1
Scaled Weight: .9T
Scaled Cost: 199
Remote Cost (Total for All): -
Command Armour Cost: -
Total Cost [Includes Links]: 199
Total Weight: .9T
(w/Command Armour): -
Notes:
VX-500 Manhunter from the Triax/NGR source book.
============================================================================
Name: VX-635 Prowler
Type: Full conversion cyborg
Total Cost: 136.4
Maneuver Value: +0
Tonnage: .2T
Ground MA: 12
Flight MA: 0
Servo Typ Sp Kls Tkn CP Amr Typ CP Total
Head Lw 2 2 2 2 S 2 4
Torso Lw 4 4 4 3 S 3 7
L. Arm Lw 3 3 3 2 S 2 5
R. Arm Lw 3 3 3 2 S 2 5
L. Leg Lw 3 3 3 2 S 2 5
R. Leg Lw 3 3 3 2 S 2 5
Powerplant Lw 4 Cool+2 4
**Cyborg Armour: 4pts of ablative armour per hit location. This armour will
absorb damage first. Total cost=12cp.
Total Cost: 47
Weap WA Rng Kls Dam Sht CP Eff TotCst Loc Sp Spec
2 Hands +1 M 1 1 NA 0.7 0 1.4 Arms 0 Handy
Machinegun 0 5 1 1 - .45 0 .45 R.arm .45
-Ammo 20 .18 0 .18 R.arm .2
Vib. Sword +1 M 2 2 NA 1.0 0 1.0 R.arm 1.0
Mini Laser +1 5 1 1 Inf. .7 0 .7 R.arm .7
*There are other weapon systems for the prowler but they are not worth listing.
Total Cost: 3.7
Sensor Type Cost Kills Range Comm Location Spaces
Main S 2 4 4km 800km Head 1
Total Cost: 2
Movement Type: Legs [walk]
Cost of System: 3
Additional Thrust: 0
Cost: 3
Space (Cost/3): 1
Efficency: 0
Total Cost: 3
Total Space: 1
Total MA: Run 12
Thrust Location: Legs
Total Cost: 3
Hydraulic Type Cost Kills Spaces Damage Bonus
Standard 0 8 0 0
Other Additive systems:
system cost space location special
ASP *11 0 head ASP
2 manipulators 0.2 0 arms micromanipulators
telescopic 1.5 1 head 8x magnification
Total cost: 12.7
Multiplier Systems:
system cost space special
[None]
Total mult: *0
Final costs:
Cost (w/o Multipliers): 68.4
Base Weight: 34.2
Cost (after Multipliers): 68.4
Efficency ( -34 tons): 68
Cost (w/Efficency): 136.4
Final Weight: .2T
Scale: 1:1
Scaled Weight: .2T
Scaled Cost: 136.4
Remote Cost (Total for All): -
Command Armour Cost: -
Total Cost [Includes Links]: 136.4
Total Weight: .2T
(w/Command Armour): -
Notes:
VX-635 Prowler full conversion borg from the Triax/NGR source book.
This is the most stupid design I have ever seen. [And I have been around
for quite a while!] It is filled with so much useless junk and looks like
something from a really, really bad B Cyberpunk movie.
============================================================================
Name: VX-2010 Marauder
Type: Full conversion cyborg
Total Cost: 189.1
Maneuver Value: +0
Tonnage: 1.3T
Ground MA: 12
Flight MA: 0
Servo Typ Sp Kls Tkn CP Amr Typ CP Total
Head S 3 3 3 3 S 3 6
Torso S 6 6 6 4 S 4 10
L. Arm S 4 4 4 3 S 3 7
R. Arm S 4 4 4 3 S 3 7
L. Leg S 4 4 4 4 S 4 8
R. Leg S 4 4 4 4 S 4 8
Powerplant S 6 Cool+2 6 6
**Cyborg Armour: 6pts of ablative armour per hit location. This armour will
absorb damage first. Total cost=18cp.
Total Cost: 70
Weap WA Rng Kls Dam Sht CP Eff TotCst Loc Sp Spec
2 Hands +1 M 1 1 NA 0.7ea 0 1.4 Arms 0 Handy
LaserRifle +1 3 2 2 Inf. 1.2 0 1.2 Hand 1.2
Grenade Lau. 0 3 1 1 48 2.4 2 3.4 Torso .4 *Note#1
2 Ion Blast.+1 3 1 1 Inf. .6ea 0 1.2 Torso 1.2ea Linked
Laser rod +1 5 1 1 Inf. 0.7 0 .7 R.Arm 0.7
2 VibroBlad +1 M 1 1 NA 1.0ea 0 2.0 Arms 1.0ea Quick
Note#1: Explosive (1K), teargas and/or smoke.
Total Cost: 9.9
Sensor Type Cost Kills Range Comm Location Spaces
Main S 2 4 4km 800km Head 1
Total Cost: 2
Movement Type: Legs [walk]
Cost of System: 3
Additional Thrust: 0
Cost: 3
Space (Cost/3): 1
Efficency: 0
Total Cost: 3
Total Space: 1
Total MA: Run 12
Thrust Location: Legs
Total Cost: 3
Hydraulic Type Cost Kills Spaces Damage Bonus
Standard 0 8 0 0
Other Additive systems:
system cost space location special
ASP 10 2 head ASP
Total cost: 10
Multiplier Systems:
system cost space special
[None]
Total mult: *0
Final costs:
Cost (w/o Multipliers): 94.9
Base Weight: 47.4
Cost (after Multipliers): 94.9
Efficency ( -46.1 tons): 92.2
Cost (w/Efficency): 187.1
Final Weight: 1.3T
Scale: 1:1
Scaled Weight: 1.3T
Scaled Cost: 187.1
Remote Cost (Total for All): -
Command Armour Cost: -
Total Cost [Includes Links]: 189.1
Total Weight: 1.3T
(w/Command Armour): -
Notes:
Vx-2010 Marauder from the Triax/NGR source book. I would also assume
that this is the colour picture of the red borg from the main Rifts book.
============================================================================
Name: VX-2020 Monster
Type: Full conversion cyborg
Total Cost: 191.7
Maneuver Value: +0
Tonnage: 1.4T
Ground MA: 12
Flight MA: 0
Servo Typ Sp Kls Tkn CP Amr Typ CP Total
Head S 3 3 3 4 S 4 7
Torso S 6 6 6 4 S 4 10
L. Arm S 4 4 4 4 S 4 8
R. Arm S 4 4 4 4 S 4 8
L. Leg S 4 4 4 4 S 4 8
R. Leg S 4 4 4 4 S 4 8
Powerplant S 6 Cool+2 6 6
**Cyborg Armour: 6pts of ablative armour per hit location. This armour will
absorb damage first. Total cost=18cp.
Total Cost: 73
Weap WA Rng Kls Dam Sht CP Eff TotCst Loc Sp Spec
2 Hands +1 M 1 1 NA 0.7ea 0 1.4 Arms 0 Handy
LaserRifle +1 3 2 2 Inf. 1.2 0 1.2 Hand 1.2
2 Mini-mis 8 8 1 1 5ea 0.5ea 0 1.0 Torso 1.0
2 Mini-mis 8 8 1 1 4ea 0.4ea 0 0.8 Legs 0.4ea
2 Ion Blast.+1 3 1 1 Inf. .6ea 0 1.2 Torso 1.2ea Linked
Laser rod +1 5 1 1 Inf. 0.7 0 .7 R.Arm 0.7
2 VibroBlad +1 M 1 1 NA 1.0ea 0 2.0 Arms 1.0ea Quick
Note#1: Explosive (1K), teargas and/or smoke.
Total Cost: 8.3
Sensor Type Cost Kills Range Comm Location Spaces
Main S 2 4 4km 800km Head 1
Total Cost: 2
Movement Type: Legs [walk]
Cost of System: 3
Additional Thrust: 0
Cost: 3
Space (Cost/3): 1
Efficency: 0
Total Cost: 3
Total Space: 1
Total MA: Run 12
Thrust Location: Legs
Total Cost: 3
Hydraulic Type Cost Kills Spaces Damage Bonus
Standard 0 8 0 0
Other Additive systems:
system cost space location special
ASP 10 2 head ASP
Total cost: 10
Multiplier Systems:
system cost space special
[None]
Total mult: *0
Final costs:
Cost (w/o Multipliers): 96.3
Base Weight: 48.1
Cost (after Multipliers): 96.3
Efficency ( -46.7 tons): 93.4
Cost (w/Efficency): 189.7
Final Weight: 1.4T
Scale: 1:1
Scaled Weight: 1.4T
Scaled Cost: 189.7
Remote Cost (Total for All): -
Command Armour Cost: -
Total Cost [Includes Links]: 191.7
Total Weight: 1.4T
(w/Command Armour): -
Notes:
VX-2020 Monster full conversion cyborg from the Triax/NGR source
book.
============================================================================
Part 3E: Triax/NGR Miscellanious Vehicles:
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
============================================================================
Name: XM-50 Medic Pod / XM-60 Mechanic Pod / XM-70 Covert Pod
Type: One-man hover vehicles
Total Cost: 45.4
Maneuver Value: +0
Tonnage: .4T
Ground MA: 0
Flight MA: 14
Servo Typ Sp Kls Tkn CP Amr Typ CP Total
Body Lw 4 4 4 2 S 2 6
Powerplant Lw 4 Cool+1 4
Total Cost: 10
Weap WA Rng Kls Dam Sht CP Eff TotCst Loc Sp Spec
PulseTurret +1 5 2 2 Inf. 1.4 1 1.9 Body .4
DefencTurr. +1 3 1 1 Inf. 1.1 1 1.6 Body .1 *Note#1
Force Field 4K PF=1 3.0 2 4.0 Body 1.0
6 Mini-mis 0 8 1 1 6 .6 .2 .7 Body .4
Note #1: Dual purpose anti-missle.
Total Cost: 8.2
Sensor Type Cost Kills Range Comm Location Spaces
Main S 2 4 4km 800km body 1
Total Cost: 2
Movement Type: Fans
Cost of System: 3
Additional Thrust: 0
Cost: 3
Space (Cost/3): 1
Efficency: 0
Total Cost: 3
Total Space: 1
Total MA: 12
Thrust Location: Body
Total Cost: 3
Hydraulic Type Cost Kills Spaces Damage Bonus
Standard 0 8 0 0
Other Additive systems:
system cost space location special
[None]
Total cost: 0
Multiplier Systems:
system cost space special
[None]
Total mult: *0
Final costs:
Cost (w/o Multipliers): 23.2
Base Weight: 11.6
Cost (after Multipliers): 23.2
Efficency ( -11.1 tons): 22.2
Cost (w/Efficency): 45.4
Final Weight: .4T
Scale: 1:1
Scaled Weight: .4T
Scaled Cost: 45.4
Remote Cost (Total for All): -
Command Armour Cost: -
Total Cost [Includes Links]: 45.4
Total Weight: .4T
(w/Command Armour): -
Notes:
Generic Medical/Mechanic/Covert pod from the Triax/NGR source book.
I did it this way as writing out three different pods is a waste of space
as they are not that different.
============================================================================
Name: XM-140 Infantry Support Weapon Platform
Type: Missle artillery platform
Total Cost: 686.5
Maneuver Value: +0
Tonnage: 5T
Ground MA: 14
Flight MA: 0
Servo Typ Sp Kls Tkn CP Amr Typ CP Total
Body Ms 8 8 8 4 S 4 12
Powerplant Lw 4 Cool+1 4
Total Cost: 16
Weap WA Rng Kls Dam Sht CP Eff TotCst Loc Sp Spec
LR Missle +2 100 10 10 1 179.2 171.8 267.1 WpMt 8 Br=5
2 Mini-mis 0 8 1 1 6ea 1.2 0 1.2 Body 1.2
2 Laser Tur +1 5 2 2 Inf. 1.4ea 1ea 3.8 Body 1.0
2 Railguns 0 8 2 2 - 1.4ea 1ea 3.8 Body 1.0
-Ammo 150ea 4.2ea 2 8.4 Body 1.0
Reactive Shield 6K Pf=3 13.5 12 19.5 Body 1.5
Total Cost: 303.8
Sensor Type Cost Kills Range Comm Location Spaces
Main S 2 4 4km 800km body 1
Total Cost: 2
Movement Type: Fans [fly]
Cost of System: 3
Additional Thrust: 0
Cost: 3
Space (Cost/3): 1
Efficency: 0
Total Cost: 3
Total Space: 1
Total MA: fly 12
Thrust Location: body
Total Cost: 3
Hydraulic Type Cost Kills Spaces Damage Bonus
Standard 0 8 0 0
Other Additive systems:
system cost space location special
ASP 11 0 body ASP
Spotting Radar 12.5 0 body
Total cost: 23.5
Multiplier Systems:
system cost space special
[None]
Total mult: *0
Final costs:
Cost (w/o Multipliers): 348.3
Base Weight: 174.1
Cost (after Multipliers): 348.3
Efficency ( -169.1 tons): 338.2
Cost (w/Efficency): 686.5
Final Weight: 5T
Scale: 1:1
Scaled Weight: 5T
Scaled Cost: 686.5
Remote Cost (Total for All): -
Command Armour Cost: -
Total Cost [Includes Links]: 686.5
Total Weight: 5T
(w/Command Armour): -
Notes:
XM-140 Infantry Support Weapon Platform from the Triax/NGR source
book. "Look" I said "It has a long-range missle on it. How useless. You'd
need atleast four of these to pulp the average gargoyle - if they all hit
and the gargoyle didn't roll with the punch for each." To correct that I
upgraded the missle just a teensy weensy little bit.
============================================================================
Name: XM-170 Infantry Repair Barge
Type: Construction/repair hover vehicle
Scale: 5:1
Total Cost: 588.5
Maneuver Value: -5 [This is not designed for combat.]
Tonnage: 114T
Ground MA: 0
Flight MA: 12
Servo Typ Sp Kls Tkn CP Amr Typ CP Total
Pilot Compt. Ms 8 8 8 4 S 4 12
Forward Repair Ms 8 8 8 4 S 4 12
Flatbed Mw 12 12 12 6 S 6 18
Powerplant Lw 4 Cool 4
Total Cost: 46
Weap WA Rng Kls Dam Sht CP Eff TotCst Loc Sp Spec
[All weapons are 1:1 scale]
4 Fwd. Las. +1 5 1 1 Inf. .7ea .5ea 4.2 P.C. 1.2 2 linked
2 P-Beams +1 6 3 3 Inf. 2.4ea 2ea 6.8 Flat .8 linked
Mini-missl 0 8 1 1 32 3.2 2 4.2 P.C. 1.2
Total Cost: 3 [/5]
Sensor Type Cost Kills Range Comm Location Spaces
Main S 2 4 4km 800km Head 1
Total Cost: 2
Movement Type: Fans [hover]
Cost of System: 3
Additional Thrust: 0
Cost: 3
Space (Cost/3): 1
Efficency: 0
Total Cost: 3
Total Space: 1
Total MA: Run 12
Thrust Location: flatbed
Total Cost: 3
Hydraulic Type Cost Kills Spaces Damage Bonus
Standard 0 8 0 0
Other Additive systems:
system cost space location special
ASP 11 0 P.C. ASP
Spotting Radar 12.5 0 P.C.
4 extra cockpits 4 4 P.C.
Total cost: 27.5
Multiplier Systems:
system cost space special
[None]
Total mult: *0
Final costs:
Cost (w/o Multipliers): 81.5
Base Weight: 40.7
Cost (after Multipliers): 81.5
Efficency ( -17.7 tons): 35.4
Cost (w/Efficency): 116.9
Final Weight: 23T
Scale: 5:1
Scaled Weight: 115T
Scaled Cost: 584.5
Remote Cost (Total for All): -
Command Armour Cost: -
Total Cost [Includes Links]: 588.5
Total Weight: 115T
(w/Command Armour): -
Notes:
XM-170 Infantry Repair Barge from the Triax/NGR source book.
============================================================================
Name: XM-180 Dragonfly
Type: Drop Ship
Scale: 2:1
Total Cost: 300.2
Maneuver Value: +0
Tonnage: 16T
Ground MA: 0
Flight MA: 16
Servo Typ Sp Kls Tkn CP Amr Typ CP Total
Body St 6 6 6 4 S 4 10
L. Wing St 3 3 3 2 S 2 5
R. Wing St 3 3 3 2 S 2 5
Powerplant St 6 Cool+2 6 6
Total Cost: 26
Weap WA Rng Kls Dam Sht CP Eff TotCst Loc Sp Spec
2 Mr missl. 0 20 5 5 1ea 3ea 2ea 8.0 Wings 1ea
2 Mini-mis 0 8 1 1 8ea .8ea 0 1.8 Wings .8ea
Railgun 0 8 2 2 - 1.4 1 1.9 Body 1.0
-Ammo 150 4.2 1 4.7 Body .5
Las. Turret +1 8 2 2 Inf. 2.0 0 2.0 Body 2.0
Chaff disp. 0 0 4 *4 4 .2 0 0.2 Body 0.2 *Note#1
Note#1 Chaff dispensor. Four shots, treat each as a 4K anti-missle system. Total Cost:
Total Cost: 18.6
Sensor Type Cost Kills Range Comm Location Spaces
Main S 2 4 4km 800km Head 1
Total Cost: 2
Movement Type: Thrusters
Cost of System: 3
Additional Thrust: 2
Cost: 9
Space (Cost/3): 3
Efficency: 1
Total Cost: 10
Total Space: 1
Total MA: 16
Thrust Location: Body
Total Cost: 10
Hydraulic Type Cost Kills Spaces Damage Bonus
Standard 0 8 0 0
Other Additive systems:
system cost space location special
ASP 11 0 body ASP
Spotting Radar 12.5 0 body
3 extra cockpits 3 3 body
Total cost: 26.5
Multiplier Systems:
system cost space special
[None]
Total mult: *0
Final costs:
Cost (w/o Multipliers): 83.1
Base Weight: 41.5
Cost (after Multipliers): 83.1
Efficency ( -33.5 tons): 67
Cost (w/Efficency): 150.1
Final Weight: 8T
Scale: 2:1
Scaled Weight: 16T
Scaled Cost: 300.2
Remote Cost (Total for All): -
Command Armour Cost: -
Total Cost [Includes Links]: 300.2
Total Weight: 16T
(w/Command Armour): -
Notes:
XM-180 "Dragonfly" from the Triax/NGR source book.
============================================================================
Name: XM-250 Medical Hover Station
Type: Medical hover vehicle
Scale: 5:1
Total Cost:
Maneuver Value: -4 [Not designed for combat]
Tonnage: 129T
Ground MA: 12
Flight MA: 0
Servo Typ Sp Kls Tkn CP Amr Typ CP Total
Pilot Compt.Ms 8 8 8 4 S 4 12
Body Mw 12 12 12 6 S 6 18
Powerplant Lw 4 Cool 4
Total Cost: 34
Weap WA Rng Kls Dam Sht CP Eff TotCst Loc Sp Spec
Laser Cann. +1 8 2 2 Inf. 2 1 2.5 P.C. 1
2 Las. Can. +1 8 2 2 Inf. 2ea 1ea 5.0 body 2 linked
2 Las. Can. +1 8 2 2 Inf. 2ea 1ea 5.0 body 2 linked
Total Cost: 12.5
Sensor Type Cost Kills Range Comm Location Spaces
Main S 2 4 4km 800km Head 1
Total Cost: 2
Movement Type: Fans
Cost of System: 3
Additional Thrust: 0
Cost: 3
Space (Cost/3): 1
Efficency: 0
Total Cost: 3
Total Space: 1
Total MA: 12
Thrust Location: Body
Total Cost: 3
Hydraulic Type Cost Kills Spaces Damage Bonus
Standard 0 8 0 0
Other Additive systems:
system cost space location special
ASP 11 0 body ASP
Spotting Radar 12.5 0 body
4 extra cockpits 4 4 body
Total cost: 27.5
Multiplier Systems:
system cost space special
[None]
Total mult: *0
Final costs:
Cost (w/o Multipliers): 79
Base Weight: 39.5
Cost (after Multipliers): 79
Efficency ( -13.5 tons): 27
Cost (w/Efficency): 106
Final Weight: 26T
Scale: 5:1
Scaled Weight: 130T
Scaled Cost: 530
Remote Cost (Total for All): -
Command Armour Cost: -
Total Cost [Includes Links]: 534
Total Weight: 130T
(w/Command Armour): -
Notes:
XM-250 Medical Hover Station from the Triax/NGR source book.
============================================================================
Name: XM-270 "Mosquito"
Type: Aircraft, VTOL APC/airship
Total Cost: 425.1
Maneuver Value: -2
Tonnage: 35
Ground MA: 0
Flight MA: 30 [Base mode = fighter]
Servo Typ Sp Kls Tkn CP Amr Typ CP Total
Body Sh 20 20 20 10 S 10 30
L.Cargo Mh 16 16 16 8 S 8 24
R.Cargo Mh 16 16 16 8 S 8 24
Powerplant Hs 10 Cool+2 10
Total Cost: 88
Weap WA Rng Kls Dam Sht CP Eff TotCst Loc Sp Spec
Nose Laser +1 8 2 2 Inf. 2 0 2.0 Body 2
2 Railguns +1 8 3 3 - 7ea 4ea 18 L/RCargo 3ea *Note #1
-Ammo 150ea 21ea 42 Body 3
2 IonCannons 0 5 3 3 Inf. 2.1ea 1.1ea 5.3 L/RCargo 1ea Linked
2 Mini-mis. 0 8 1 1 10ea 1.0ea 0 2.0 L/RCargo 1ea
Chaff disp. 0 0 4 *4 4 .2 0 0.2 Body 0.2 *Note #2
Note#1: Bv=3 machinefire, linked.
Note#2: Chaff dispensor. Four shots, treat each as a 4K anti-missle system.
Total Cost: 69.5
Sensor Type Cost Kills Range Comm Location Spaces
Main S 2 4 4km 800km body 1
Total Cost: 2
Movement Type: Thrusters
Cost of System: 6
Additional Thrust: 12
Cost: 42
Space (Cost/3): 14
Efficency: 12
Total Cost: 48
Total Space: 2
Total MA: Fly 30
Thrust Location: Body
Total Cost: 48
Hydraulic Type Cost Kills Spaces Damage Bonus
Standard 0 8 0 0
Other Additive systems:
system cost space location special
ASP 10 2 body ASP
Spotting Radar 12 1 body
4 extra cokcpits 4 4 body
Total cost: 26
Multiplier Systems:
system cost space special
Verniers *.1 0 +1 Mv
Total mult: *.1
Final costs:
Cost (w/o Multipliers): 233.5
Base Weight: 116.2
Cost (after Multipliers): 256.7
Efficency ( -81.2 tons): 162.4
Cost (w/Efficency): 419.1
Final Weight: 35T
Scale: 1:1
Scaled Weight: 35T
Scaled Cost: 419.1
Remote Cost (Total for All): -
Command Armour Cost: -
Total Cost [Includes Links]: 425.1
Total Weight: 35T
(w/Command Armour): -
Notes:
XM-270 "Mosquito" VTOL APC & Airship from the Triax/NGR source book.
In total it can carry about two dozen troops or maybe 16 Terrain Hoppers or
3 to 6 Hunters or Super Hunters.
============================================================================
Name: XM-275 "Lightning"
Type: Aircraft, VTOL combat jet
Total Cost: 244.5
Maneuver Value: -1
Tonnage: 14T
Ground MA: 0
Flight MA: 28 [Base mode = fighter]
Servo Typ Sp Kls Tkn CP Amr Typ CP Total
Body Ms 8 8 8 5 S 5 13
L. Wing Hs 5 5 5 5 S 5 10
R. Wing Hs 5 5 5 5 S 5 10
Tail Hs 5 5 5 5 S 5 10
Powerplant St 6 Cool+2 6
Total Cost: 49
Weap WA Rng Kls Dam Sht CP Eff TotCst Loc Sp Spec
Laser Cann. +1 8 2 2 Inf. 2 1 2.5 Body 1
2 ArcBlas. +1 5 2 2 Inf. *6ea 4ea 16.0 Body 4 *Note#1
Chaff disp. 0 0 4 *4 4 .2 0 0.2 Body 0.2 *Note#2
2 Sr missle 0 10 2 2 8ea 1.8ea 0 3.6 Wings 1.6ea
Note#1: Linked, treat each as having the effect of a shocking melee weapon
on the targets they hit. Pilots must make a difficulty 15 pilot
roll or suffer half the effect of the blast every time the weapon
is fired.
Note#2: Chaff dispensor. Four shots, treat each as a 4K anti-missle system.
Total Cost: 22.3
Sensor Type Cost Kills Range Comm Location Spaces
Main S 2 4 4km 800km body 1
Total Cost: 2
Movement Type: Fans [fly]
Cost of System: 3
Additional Thrust: 10
Cost: 33
Space (Cost/3): 11
Efficency: 8
Total Cost: 37
Total Space: 3
Total MA: Fly 28
Thrust Location: Body
Total Cost: 37
Hydraulic Type Cost Kills Spaces Damage Bonus
Standard 0 8 0 0
Other Additive systems:
system cost space location special
ASP 10 2 body ASP
Spotting Radar 12 1 body
3 extra cockpits 3 3 body
Total cost: 25
Multiplier Systems:
system cost space special
[None]
Total mult: *0
Final costs:
Cost (w/o Multipliers): 135.3
Base Weight: 67.6
Cost (after Multipliers): 135.3
Efficency ( -53.6 tons): 107.2
Cost (w/Efficency): 242.5
Final Weight: 14T
Scale: 1:1
Scaled Weight: 14T
Scaled Cost: 242.5
Remote Cost (Total for All): -
Command Armour Cost: -
Total Cost [Includes Links]: 244.5
Total Weight: 14T
(w/Command Armour): -
Notes:
Triax XM-275 "Lightning" from the Triax/NGR source book. Short
range missles were added to give the mech better ground support and anti-
aircraft capabilities.
============================================================================
Name: XM-280 Fighter Jet
Type: Jet, supersonic fighter-bomber
Total Cost: 243.4
Maneuver Value: -2
Tonnage: 30
Ground MA: 0
Flight MA: 40
Servo Typ Sp Kls Tkn CP Amr Typ CP Total
Body Ms 8 8 8 4 S 4 12
L. Wing Hs 5 5 5 4 S 4 9
R. Wing Hs 5 5 5 4 S 4 9
Powerplant St 6 Cool+2 6
Total Cost: 36
Weap WA Rng Kls Dam Sht CP Eff TotCst Loc Sp Spec
2 Lasers +1 5 1 1 Inf. .7ea 0 1.4 Body 1.4 Linked
Bombs 0 0 6 6 16 7.8 7 11.3 Body .8 *Note#1
Sr missle 0 10 2 2 8 1.8 0 3.6 Wings .9ea
2 Sr missle 0 10 2 2 8ea 1.8ea 0 3.6 Wings 1.6ea
Chaff disp. 0 0 4 *4 4 .2 0 0.2 Body 0.2 *Note#2
Note#1: Br=3 bombs.
Note#2: Chaff dispensor. Four shots, treat each as a 4K anti-missle system.
Total Cost: 20.1
Sensor Type Cost Kills Range Comm Location Spaces
Main S 2 4 4km 800km body 1
Total Cost: 2
Movement Type: Thrusters [fly]
Cost of System: 3
Additional Thrust: 22
Cost: 66
Space (Cost/3): 23
Efficency: 19
Total Cost: 78.5
Total Space: 4
Total MA: Fly 40
Thrust Location: Body
Total Cost: 78.5
Hydraulic Type Cost Kills Spaces Damage Bonus
Standard 0 8 0 0
Other Additive systems:
system cost space location special
ASP 10 2 body ASP
Spotting Radar 12 1 body
1 extra cockpit 1 1 body
Total cost: 23
Multiplier Systems:
system cost space special
Verniers *.1 0 +1Mv
Total mult: *.1
Final costs:
Cost (w/o Multipliers): **159.6
Base Weight: 73.5
Cost (after Multipliers): 154.4
Efficency ( -43.5 tons): 87.0
Cost (w/Efficency): 241.4
Final Weight: 30T
Scale: 1:1
Scaled Weight: 30T
Scaled Cost: 241.4
Remote Cost (Total for All): -
Command Armour Cost: -
Total Cost [Includes Links]: 243.4
Total Weight: 30T
(w/Command Armour): -
Notes:
Triax XM-280 Fighter Jet from the Triax/NGR source book. Mini-
missles were upgraded to short range missles as they didn't look appropriate
for fighter aircraft.
============================================================================
Name: XM-288 Supersonic Transport
Type: Aircraft, supersonic transport
Scale: 10:1
Total Cost: 5832
Maneuver Value: -4
Tonnage: 1000 1:1 Tonnes
Ground MA: 0
Flight MA: 55 1:1 hexes [In comparison to other mech.]
[Base mode = fighter]
Servo Typ Sp Kls Tkn CP Amr Typ CP Total
Body Sh 20 20 20 9 S 9 29
L. Wing Ah 9 9 9 7 S 7 16
L. Wing Ah 9 9 9 7 S 7 16
L. Wing Ah 9 9 9 7 S 7 16
Powerplant Mgh 22 Cool+1 22
Total Cost: 99
Weap WA Rng Kls Dam Sht CP Eff TotCst Loc Sp Spec
[All are 1:1 scale weapons]
2 Mr Missle +2 20 4 4 12ea 34.5ea 32.5ea 101.5 Torso .4
3 Laser Tur +1 5 2 2 Inf. 3.2ea 0 9.6 Torso .9 2 linked
Chaff disp. 0 0 4 *4 12 .6 0 0.6 Body .06 *Note#1
Note#1: Chaff dispensor - treat each as a 4K anti-missle system.
Total Cost: 11.2 [/10]
Sensor Type Cost Kills Range Comm Location Spaces
Main S 2 4 4km 800km body 1
Total Cost: 2
Movement Type: Thrusters [fly]
Cost of System: 18
Additional Thrust: 39
Cost: 135
Space (Cost/3): 45
Efficency: 40
Total Cost: 155
Total Space: 5
Total MA: Fly 55
Thrust Location: Body
Total Cost: 155
Hydraulic Type Cost Kills Spaces Damage Bonus
Standard 0 8 0 0
Other Additive systems:
system cost space location special
ASP 10 2 body ASP
Spotting Radar 12 1 body
9 extra cockpits .9 .9 body 1:1 scale
Total cost: 22.9
Multiplier Systems:
system cost space special
Verniers *.7 0 +7 Mv
Total mult: *.7
Final costs:
Cost (w/o Multipliers): 290.1
Base Weight: 145
Cost (after Multipliers): 493
Efficency ( -45 tons): 90
Cost (w/Efficency): 583
Final Weight: 100T
Scale: 10:1
Scaled Weight: 1000T
Scaled Cost: 5830
Remote Cost (Total for All): -
Command Armour Cost: -
Total Cost [Includes Links]: 5832
Total Weight: 1000T
(w/Command Armour): -
Notes:
XM-288 Supersonic Transport from the Triax/NGR book.
============================================================================
Name: XM-300 "Terror"
Type: Light tank
Total Cost: 161.5
Maneuver Value: +0
Tonnage: 3.5T
Ground MA: 10 [Base mode=tank]
Flight MA: 0
Servo Typ Sp Kls Tkn CP Amr Typ CP Total
Body St 6 6 6 5 S 5 11
Turret St 6 6 6 3 S 3 9
10 wheels Sl 1 1 0 S 1ea 10
Powerplant Sl 4 Cool+1 4
Total Cost: 34
Weap WA Rng Kls Dam Sht CP Eff TotCst Loc Sp Spec
Ion Cannon +2 6 3 3 Inf. 3.6 0 3.6 Turret 3.6
Laser gun +1 5 1 1 Inf. .7 0 .7 Turret .7
2 Railguns 0 6 2 2 - 2.5ea 2ea 7.0 Body 1.0 *Note#1
- Ammo 200ea 10ea 3 21.5 Body 1.0
Mini-mis 0 8 1 1 20 2 0 4.0 WpMt 2.0
2 FlameThr +1 2 1 1 - 0.2ea 0 0.4 Body .4 Linked
-Ammo 12ea .1ea 0.2 Body .2
Note#1: Bv=3 machinefire, linked.
Total Cost: 37.6
Sensor Type Cost Kills Range Comm Location Spaces
Main S 2 4 4km 800km turret 1
Total Cost: 2
Movement Type: Engine/treads
Cost of System: 3
Additional Thrust: 0
Cost: 3
Space (Cost/3): 1
Efficency: 0
Total Cost: 3
Total Space: 1
Total MA: ground 12
Thrust Location: Body
Total Cost: 3
Hydraulic Type Cost Kills Spaces Damage Bonus
Standard 0 8 0 0
Other Additive systems:
system cost space location special
ASP 10 2 Turret ASP
2 extra cockpits 2 2 body
Total cost: 12
Multiplier Systems:
system cost space special
[None]
Total mult: *0
Final costs:
Cost (w/o Multipliers): **88.6
Base Weight: 42.5
Cost (after Multipliers): 85.1
Efficency ( -39 tons): 78
Cost (w/Efficency): 163.1
Final Weight: 3.5T
Scale: 1:1
Scaled Weight: 3.5T
Scaled Cost: 163.1
Remote Cost (Total for All): -
Command Armour Cost: -
Total Cost [Includes Links]: 167.1
Total Weight: 3.5T
(w/Command Armour): -
Notes:
XM-300 "Terror" Mini-Tank from the Triax/NGR source book. If there
is one picture that does not 'fit' in this book it has to be the picture of
the Terror. It looks like a World War II throwback than something that
Triax would produce.
============================================================================
Name: Xm-330 "Phantom" Hover Tank
Type: Heavy Tank
Total Cost: 118.5
Maneuver Value: -1
Tonnage: 52T
Ground MA: 12
Flight MA: 0
Servo Typ Sp Kls Tkn CP Amr Typ CP Total
Turret Ah 9 9 9 7 A 10.5 10.5
Torso Ah 18 18 18 10 A 15 33
Powerplant St 6 Cool+2 6
Total Cost: 49.5
Weap WA Rng Kls Dam Sht CP Eff TotCst Loc Sp Spec
Main Cannon +1 6 8 8 Inf. 9.6 5.6 12.4 Turret 4
Ion Cannon +1 8 3 3 Inf. 3.0 2.0 4.0 Turret 1
LaserGun +1 3 1 1 Inf. .6 0 0.6 Turret .6
2 Railguns 0 6 2 2 - 2.5 2.0 7.0 Body 1.0 *Note#1
- Ammo 200ea 10ea 3 21.5 Body 1.0
2 Mini-mis 0 8 1 1 20ea 2.0ea 0 4.0 Body 4.0
3 Smoke L. 0 0 4 4 3 .3 0 0.3 Body .3 *Note#2
Note #1: Bv=3 machinefire, linked.
Note #2: Br=1 smoke charges
Total Cost: 49.8
Sensor Type Cost Kills Range Comm Location Spaces
Main S 2 4 4km 800km turret 1
Total Cost: 2
Movement Type: Engine/treads
Cost of System: 3
Additional Thrust: 0
Cost: 3
Space (Cost/3): 1
Efficency: 0
Total Cost: 3
Total Space: 1
Total MA: Run 12
Thrust Location: Body
Total Cost: 3
Hydraulic Type Cost Kills Spaces Damage Bonus
Standard 0 8 0 0
Other Additive systems:
system cost space location special
ASP 10 2 torso ASP
4 extra cockpits 4 4 torso
Total cost: 14
Multiplier Systems:
system cost space special
[None]
Total mult: *0
Final costs:
Cost (w/o Multipliers): **118.3
Base Weight: 57
Cost (after Multipliers): 114.1
Efficency ( -5 tons): 10
Cost (w/Efficency): 124.1
Final Weight: 52T
Scale: 1:1
Scaled Weight: 52T
Scaled Cost: 124.1
Remote Cost (Total for All): -
Command Armour Cost: -
Total Cost [Includes Links]: 124.1
Total Weight: 52T
(w/Command Armour): -
Notes:
XM-330 "Phantom" Hover Tank from the Triax/NGR source book. I added
more mini-missles to reflect it's larger size and combat role.
============================================================================
Name: XM-350 Leopard III APC
Type: Vehicle, APC
Scale: 3:1
Total Cost: 1034.4
Maneuver Value: -4
Tonnage: 89
Ground MA: 12
Flight MA: 0
Servo Typ Sp Kls Tkn CP Amr Typ CP Total
Forward 1/3 Mh 16 16 16 10 A 15 31
Middle 1/3 Mh 16 16 16 10 A 15 31
Rear 1/3 Mw 12 12 12 8 A 12 24
12 Tires 2ea 0ea 24
Powerplant Ah 18 Cool+1 18
Note: As this is a 3:1 scale vehicle the A armour can take 3 pts of 1:1
damage without effect.
Total Cost: 128
Weap WA Rng Kls Dam Sht CP Eff TotCst Loc Sp Spec
[All 1:1 scale weapons]
2 Ion Can. +1 6 4 4 Inf. 3.2ea 0 8.4 WpMt 6.4 *Note#1
2 MR Missles 0 20 4 4 8ea 14.4ea 10.4ea 39.2 WpMt 4ea *Note#2
4 PulseLas +1 5 1 1 Inf. 1.4ea 0 5.6 For1/3 5.6 *Note#3
2 Railguns 0 6 2 2 - 2.5 2.0 7.0 Mid1/3 1.0
- Ammo 200ea 10ea 3 21.5 Mid1/3 1.0
Smoke L. 0 0 4 4 8 .8 0 0.8 Mid1/3 .8
Note #1: Linked, in weapon mount attached to middle 1/3.
Note #2: In a weapon mount attached to middle 1/3.
Note #3: Lasers linked into three groups of 2: forward, forward left and
forward right = 6cp.
Total Cost: 24 [/3]
Sensor Type Cost Kills Range Comm Location Spaces
Main S 2 4 4km 800km forward1/3 1
Total Cost: 2
Movement Type: Engine/wheels
Cost of System: 3
Additional Thrust: 0
Cost: 3
Space (Cost/3): 1
Efficency: 0
Total Cost: 3
Total Space: 1
Total MA: Run 12
Thrust Location: Legs
Total Cost: 3
Hydraulic Type Cost Kills Spaces Damage Bonus
Standard 0 8 0 0
Other Additive systems:
system cost space location special
ASP 10 2 forward1/3 ASP
9 extra cockpits 9 9 forward1/3
Total cost: 19
Multiplier Systems:
system cost space special
Verniers *.3 0 +3 Mv
Total mult: *.3
Final costs:
Cost (w/o Multipliers): 174
Base Weight: 87
Cost (after Multipliers): 226.2
Efficency ( -59.3 tons): 118.6
Cost (w/Efficency): 344.8
Final Weight: 29.7T
Scale: 3:1
Scaled Weight: 89T
Scaled Cost: 1034.4
Remote Cost (Total for All): -
Command Armour Cost: -
Total Cost [Includes Links]: 1034.4
Total Weight: 89T
(w/Command Armour): -
Notes:
XM-350 Leopard III APC from the Triax/NGR source book.
============================================================================
Name: MZ-10 Wilderness Crusader
Type: Hover vehicle
Total Cost: 76.6
Maneuver Value: +0
Tonnage: 1.2
Ground MA: 16 [Base mode = autoform]
Flight MA: 0
Servo Typ Sp Kls Tkn CP Amr Typ CP Total
Body Ms 8 8 8 6 S 6 14
Powerplant Lw 4 Cool+1 4
Total Cost: 18
Weap WA Rng Kls Dam Sht CP Eff TotCst Loc Sp Spec
Ion Cannon +2 5 2 2 Inf. 2.1 0 4.1 WpMt 2.1
[More weaponry can be added]
Total Cost: 2.1
Sensor Type Cost Kills Range Comm Location Spaces
Main S 2 4 4km 800km body 1
Total Cost: 2
Movement Type: Fans [fly]
Cost of System: 3
Additional Thrust: 2
Cost: 9
Space (Cost/3): 3
Efficency: 3
Total Cost: 10.5
Total Space: 0
Total MA: Fly 16
Thrust Location: Body
Total Cost: 10.5
Hydraulic Type Cost Kills Spaces Damage Bonus
Standard 0 8 0 0
Other Additive systems:
system cost space location special
6 extra cockpits 6 6 body driver, 6 passengers
Cargo 0 1 body 1 cargo space
Total cost: 7
Multiplier Systems:
system cost space special
[None]
Total mult: *0
Final costs:
Cost (w/o Multipliers): 39.6
Base Weight: 19.8
Cost (after Multipliers): 39.6
Efficency ( -18.5 tons): 37
Cost (w/Efficency): 76.6
Final Weight: 1.3T
Scale: 1:1
Scaled Weight: 1.3T
Scaled Cost: 76.6
Remote Cost (Total for All): -
Command Armour Cost: -
Total Cost [Includes Links]: 76.6
Total Weight: 1.3T
(w/Command Armour): -
Notes:
Triax MZ-10 Wilderness Crusader from the Triax/NGR source book.
============================================================================
Name: WR-1010 Land Rover
Type: 4 wheel drive ATV
Total Cost: 56
Maneuver Value: +0
Tonnage: 2T
Ground MA: 17 [Base mode = autoform]
Flight MA: 0
Servo Typ Sp Kls Tkn CP Amr Typ CP Total
Body Lw 4 4 4 3 S 3 7
Powerplant Lw 4 Cool+1 4
Total Cost: 11
Weap WA Rng Kls Dam Sht CP Eff TotCst Loc Sp Spec
[None are standard but they are easily addable.]
Total Cost: 0
Sensor Type Cost Kills Range Comm Location Spaces
Main S 2 4 4km 800km body 1
Total Cost: 2
Movement Type: Engine/wheels
Cost of System: 3
Additional Thrust: 3
Cost: 12
Space (Cost/3): 4
Efficency: 2
Total Cost: 13
Total Space: 2
Total MA: Drive 17
Thrust Location: Body
Total Cost: 13
Hydraulic Type Cost Kills Spaces Damage Bonus
Standard 0 8 0 0
Other Additive systems:
system cost space location special
4 extra cockpits 4 4 body pilot, 4 passengers
1 storage space 0 1 body
Total cost: 4
Multiplier Systems:
system cost space special
[None]
Total mult: *0
Final costs:
Cost (w/o Multipliers): 30
Base Weight: 15
Cost (after Multipliers): 30
Efficency ( -13 tons): 26
Cost (w/Efficency): 56
Final Weight: 2T
Scale: 1:1
Scaled Weight: 56
Scaled Cost: 2T
Remote Cost (Total for All): -
Command Armour Cost: -
Total Cost [Includes Links]: 56
Total Weight: 2T
(w/Command Armour): -
Notes:
WR-1010 Land Rover from the Triax/NGR source book.
============================================================================
Name: WR-2020 "Shark" Bullet Bike
Type: Hover cycle
Total Cost: 71
Maneuver Value: +0
Tonnage: .5T
Ground MA: 20
Flight MA: 0
Servo Typ Sp Kls Tkn CP Amr Typ CP Total
Body Lw 4 4 4 2 S 2 6
Powerplant Lw 4 Cool+1 4
Total Cost: 10
Weap WA Rng Kls Dam Sht CP Eff TotCst Loc Sp Spec
[None are standard but can be added]
Total Cost: 0
Sensor Type Cost Kills Range Comm Location Spaces
Main S 2 4 4km 800km body 1
Total Cost: 2
Movement Type: Fans [fly]
Cost of System: 3
Additional Thrust: 6
Cost: 21
Space (Cost/3): 7
Efficency: 6
Total Cost: 24
Total Space: 1
Total MA: Fly 20
Thrust Location: Body
Total Cost: 24
Hydraulic Type Cost Kills Spaces Damage Bonus
Standard 0 8 0 0
Other Additive systems:
system cost space location special
[None]
Total cost: 0
Multiplier Systems:
system cost space special
[None]
Total mult: *0
Final costs:
Cost (w/o Multipliers): 36
Base Weight: 18
Cost (after Multipliers): 36
Efficency ( -17.5 tons): 35
Cost (w/Efficency): 71
Final Weight: .5T
Scale: 1:1
Scaled Weight: .5T
Scaled Cost: 71
Remote Cost (Total for All): -
Command Armour Cost: -
Total Cost [Includes Links]: 71
Total Weight: .5T
(w/Command Armour): -
Notes:
WR-2020 "Shark" Bullet Bike from the Triax/NGR source book.
============================================================================
Name: WR-5050 Super Cargo Hauler APC
Type: Armoured personelle/cargo carrier
Total Cost: 154.3
Maneuver Value: -4
Tonnage: 64.3
Ground MA: 14 [Base mode = autoform]
Flight MA: 0
Servo Typ Sp Kls Tkn CP Amr Typ CP Total
Body Hs 10 10 10 6 S 6 16
Trailer St 6 6 6 4 S 4 10
8 Wheels St 3 1 S 1 32
Powerplant Mw 12 Cool 12
Total Cost: 70
Weap WA Rng Kls Dam Sht CP Eff TotCst Loc Sp Spec
LaserTurret +1 5 1 1 Inf. .7 0 .7 Body .7
[Additional weapons can be easily added.]
Total Cost: .7
Sensor Type Cost Kills Range Comm Location Spaces
Main S 2 4 4km 800km body 1
Total Cost: 2
Movement Type: Engine/wheels
Cost of System: 9
Additional Thrust: 2
Cost: 15
Space (Cost/3): 5
Efficency: 2
Total Cost: 16
Total Space: 3
Total MA: 14
Thrust Location: Body
Total Cost: 16
Hydraulic Type Cost Kills Spaces Damage Bonus
Standard 0 8 0 0
Other Additive systems:
system cost space location special
14 extra cockpits *18 2 body
ASP 10 2 body
Spotting Radar *12 1 body
Total cost: 40
Multiplier Systems:
system cost space special
Verniers *.2 0 +2 Mv
Total mult: *.2
Final costs:
Cost (w/o Multipliers): 128.7
Base Weight: 64.3
Cost (after Multipliers): 154.3
Efficency ( 0 tons): 0
Cost (w/Efficency): 154.3
Final Weight: 64.3T
Scale: 1:1
Scaled Weight: 64.3T
Scaled Cost: 154.3
Remote Cost (Total for All): -
Command Armour Cost: -
Total Cost [Includes Links]: 154.3
Total Weight: 64.3T
(w/Command Armour): -
Notes:
WR-5050 Super Cargo Hauler APC from the Triax/NGR source book. So
far this is the only mecha that came in UNDER weight!!
============================================================================
Name: WR-5054 Mini-Cargo Hauler APC
Type: Armoured personelle/cargo carrier
Total Cost: 109.3
Maneuver Value: +0
Tonnage: 5T
Ground MA: 16 [Base mode = autoform]
Flight MA: 0
Servo Typ Sp Kls Tkn CP Amr Typ CP Total
Body St 6 6 6 3 S 3 6
6 Wheels St 2 2 1 S 3ea 18
Powerplant Sl 2 Cool 2
Total Cost: 26
Weap WA Rng Kls Dam Sht CP Eff TotCst Loc Sp Spec
LaserTurret +1 5 1 1 Inf. .7 0 .7 Body .7
[Additional weapons can be easily added.]
Total Cost: .7
Sensor Type Cost Kills Range Comm Location Spaces
Main S 2 4 4km 800km body 1
Total Cost: 2
Movement Type: Engine/wheels
Cost of System: 3
Additional Thrust: 2
Cost: 9
Space (Cost/3): 3
Efficency: 1
Total Cost: 10
Total Space: 1
Total MA: 14
Thrust Location: body
Total Cost: 10
Hydraulic Type Cost Kills Spaces Damage Bonus
Standard 0 8 0 0
Other Additive systems:
system cost space location special
ASP 10 2 body ASP
8 extra cockpits *11 2 body
Total cost: 21
Multiplier Systems:
system cost space special
[None]
Total mult: *0
Final costs:
Cost (w/o Multipliers): 59.7
Base Weight: 29.8
Cost (after Multipliers): 59.7
Efficency ( -24.8 tons): 49.6
Cost (w/Efficency): 109.3
Final Weight: 5T
Scale: 1:1
Scaled Weight: 5T
Scaled Cost: 109.3
Remote Cost (Total for All): -
Command Armour Cost: -
Total Cost [Includes Links]: 109.3
Total Weight: 5T
(w/Command Armour): -
Notes:
WR-5054 Mini-Cargo Hauler APC from the Triax/NGR source book.
============================================================================
Part 3F: Triax/NGR Main Book Coalition Mecha:
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
============================================================================
A brief look at gargoyle stats. Again, these are not complete by
any means. You will have to do a little work to place them in your game:
Gurgoyle and Gargoylites:
^^^^^^^^^^^^^^^^^^^^^^^^
Servo Typ Sp Kls Tkn CP Amr Typ CP Total
Head S 3 3 3 3 S 3 6
Torso S 6 6 6 4 S 4 10
L. Arm S 4 4 4 3 S 3 7
R. Arm S 4 4 4 3 S 3 7
L. Leg S 4 4 4 3 S 3 7
R. Leg S 4 4 4 3 S 3 7
Punch/Claw +1 Wa 1K damage 3 actions/round
Pow. Punch +1 Wa 2K damage Rough Cp: 50
Gargoyle and Gargoyle Mages:
^^^^^^^^^^^^^^^^^^^^^^^^^^^
Servo Typ Sp Kls Tkn CP Amr Typ CP Total
Head Ms 4 4 4 4 S 4 8
Torso Ms 8 8 8 5 S 5 13
L. Arm Ms 5 5 5 4 S 4 9
R. 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
Punch/Claw +1 Wa 1K damage 4 actions/round
Pow. Punch +1 Wa 2K damage Rough Cp: 56
Gargoyle Lord:
^^^^^^^^^^^^^
Servo Typ Sp Kls Tkn CP Amr Typ CP Total
Head Hs 5 5 5 5 S 5 10
Torso Hs 10 10 10 6 S 6 16
L. Arm Hs 6 6 6 5 S 5 11
R. Arm Hs 6 6 6 5 S 5 11
L. Leg Hs 6 6 6 5 S 5 11
R. Leg Hs 6 6 6 5 S 5 11
Punch/Claw +1 Wa 2K damage 5 actions/round
Pow. Punch +1 Wa 3K damage Rough Cp: 77
============================================================================
Part 3G: Triax/NGR Gargoyle Power Armour and Robots:
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
============================================================================
Name: G-10 Power Armour
Type: Gargoyle powered armour
Total Cost: 118
Maneuver Value: +0
Tonnage: 1.4T
Ground MA: 12
Flight MA: 0
Servo Typ Sp Kls Tkn CP Amr Typ CP Total
Head S 3 3 3 3 S 3 6
Torso S 6 6 6 4 S 4 10
L. Arm S 4 4 4 3 S 3 7
R. Arm S 4 4 4 3 S 3 7
L. Leg S 4 4 4 3 S 3 7
R. Leg S 4 4 4 3 S 3 7
Powerplant Lw 4 Cool+1 4
Total Cost: 48
Weap WA Rng Kls Dam Sht CP Eff TotCst Loc Sp Spec
2 Hands +1 M 1 1 NA 0.7ea 0 1.4 Arms 0 Handy
2 Ion blast +1 3 1 1 Inf. .6ea 0 1.2 Arms .6ea Linked
Mini-missles 0 8 1 1 4 .4 0 .4 Torso .4
2 Vib. Clws +1 M 2 2 NA 1ea 0 2.0 Arms 1.0ea
Vibro Axe +1 M 3 3 NA 1.5 0 1.5 Hand 1.5
Total Cost: 6.5
Sensor Type Cost Kills Range Comm Location Spaces
Main S 2 4 4km 800km Head 1
Total Cost: 2
Movement Type: Legs [walk]
Cost of System: 3
Additional Thrust: 0
Cost: 3
Space (Cost/3): 1
Efficency: 0
Total Cost: 3
Total Space: 1
Total MA: Run 12
Thrust Location: Legs
Total Cost: 3
Hydraulic Type Cost Kills Spaces Damage Bonus
Standard 0 8 0 0
Other Additive systems:
system cost space location special
[None]
Total cost: 0
Multiplier Systems:
system cost space special
[None]
Total mult: *0
Final costs:
Cost (w/o Multipliers): 59.5
Base Weight: 29.7
Cost (after Multipliers): 59.5
Efficency ( -28.3 tons): 56.5
Cost (w/Efficency): 116
Final Weight: 1.4T
Scale: 1:1
Scaled Weight: 1.4T
Scaled Cost: 116
Remote Cost (Total for All): -
Command Armour Cost: -
Total Cost [Includes Links]: 118
Total Weight: 1.4T
(w/Command Armour): -
Notes:
Gargoyle G-10 powered armour.
============================================================================
Name: G-20 Avenger Combat Robot
Type: Gargoyle controlled robot
Total Cost: 102.1
Maneuver Value: -2
Tonnage: 30T
Ground MA: 10
Flight MA: 0
Servo Typ Sp Kls Tkn CP Amr Typ CP Total
Head Ms 4 4 4 4 S 4 8
Torso Ms 8 8 8 5 S 5 13
L. Arm Ms 5 5 5 4 S 4 9
R. 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
Powerplant Ms 8 Cool+1 8
Total Cost: 65
Weap WA Rng Kls Dam Sht CP Eff TotCst Loc Sp Spec
2 Hands +1 M 1 1 NA 0.7ea 0 1.4 Arms 0 Handy
2 Ion blast +1 3 1 1 Inf. .6ea 0 1.2 Arms .6ea Linked
Mini-missles 0 8 1 1 10 1 0 1.0 Torso 1.0
2 Vib. Clws +1 M 2 2 NA 1ea 0 2.0 Arms 1.0ea
Vibro Axe +1 M 3 3 NA 1.5 0 1.5 Hand 1.5
Total Cost: 7.1
Sensor Type Cost Kills Range Comm Location Spaces
Main S 2 4 4km 800km Head 1
Total Cost: 2
Movement Type: Legs [walk]
Cost of System: 6
Additional Thrust: 0
Cost: 6
Space (Cost/3): 2
Efficency: 0
Total Cost: 6
Total Space: 2
Total MA: Run 10
Thrust Location: 1 each leg
Total Cost: 6
Hydraulic Type Cost Kills Spaces Damage Bonus
Standard 0 8 0 0
Other Additive systems:
system cost space location special
Total cost: 0
Multiplier Systems:
system cost space special
[None]
Total mult: *0
Final costs:
Cost (w/o Multipliers): 80.1
Base Weight: 40
Cost (after Multipliers): 80.1
Efficency ( -10 tons): 20
Cost (w/Efficency): 100.1
Final Weight: 30T
Scale: 1:1
Scaled Weight: 30T
Scaled Cost: 100.1
Remote Cost (Total for All): -
Command Armour Cost: -
Total Cost [Includes Links]: 102.1
Total Weight: 30T
(w/Command Armour): -
Notes:
Gargoyle G-20 Avenger Combat Robot from the Triax/NGR source book.
============================================================================
Name: G-30 Wrecker Combat Robot
Type: Gargoyle controlled robot
Total Cost: 133.2
Maneuver Value: -1
Tonnage: 30T
Ground MA: 10
Flight MA: 0
Servo Typ Sp Kls Tkn CP Amr Typ CP Total
Head Hs 5 5 5 5 S 5 10
Torso Hs 10 10 10 5 S 6 15
L. Arm Hs 6 6 6 5 S 5 11
R. Arm Hs 6 6 6 5 S 5 11
L. Leg Hs 6 6 6 5 S 5 11
R. Leg Hs 6 6 6 5 S 5 11
Powerplant Ms 8 Cool+1 8
Total Cost: 77
Weap WA Rng Kls Dam Sht CP Eff TotCst Loc Sp Spec
2 Hands +1 M 1 1 NA 0.7ea 0 1.4 Arms 0 Handy
Ion Cannon +1 5 2 2 Inf. 1.4 0 1.4 Torso 1.4
2 Mini-mis 0 8 1 1 24ea 2.4ea 1ea 5.8 Torso 2.8
2 MeleeWp +1 M 1 1 NA 1.5ea 0 3.0 Arms 1.5ea Shock
Total Cost: 11.6
Sensor Type Cost Kills Range Comm Location Spaces
Main S 2 4 4km 800km Head 1
Total Cost: 2
Movement Type: Legs [walk]
Cost of System: 6
Additional Thrust: 0
Cost: 6
Space (Cost/3): 2
Efficency: 0
Total Cost: 6
Total Space: 1
Total MA: Run 10
Thrust Location: 1 each leg
Total Cost: 6
Hydraulic Type Cost Kills Spaces Damage Bonus
Standard 0 8 0 0
Other Additive systems:
system cost space location special
[None]
Total cost: 0
Multiplier Systems:
system cost space special
[None]
Total mult: *0
Final costs:
Cost (w/o Multipliers): 96.6
Base Weight: 48.3
Cost (after Multipliers): 96.6
Efficency ( -18.3 tons): 36.6
Cost (w/Efficency): 133.2
Final Weight: 30T
Scale: 1:1
Scaled Weight: 30T
Scaled Cost: 133.2
Remote Cost (Total for All): -
Command Armour Cost: -
Total Cost [Includes Links]: 133.2
Total Weight: 30T
(w/Command Armour): -
Notes:
Gargoyle G-30 Wrecker Combat Robot from the Triax/NGR source book.
============================================================================
F.1.a
Part 4A: Mindwerks Robots:
^^^^^^^^^^^^^^^^^^^^^^^^^^
============================================================================
Name: M-1000 Panther
Type: Robot
Total Cost: 209.3
Maneuver Value: 0
Tonnage: 1.5T
Ground MA: 0
Flight MA: 16
Servo Typ Sp Kls Tkn CP Amr Typ CP Total
Head S 3 3 3 4 S 4 7
Torso S 6 6 6 4 S 4 10
HoverPform MS 8 8 8 4 S 4 12
L. Arm S 4 4 4 3 S 3 7
R. Arm S 4 4 4 3 S 3 7
Powerplant S 6 Cool+2 6 6
Total Cost: 49
Weap WA Rng Kls Dam Sht CP Eff TotCst Loc Sp Spec
2 Hands +1 M 1 1 NA 0.7ea 0 1.4 Arms 0 Handy
Laser +1 8 1 1 Inf. 1.0 0 1.0 Head 1
Mini-mis 0 8 1 1 48 4.8 0 6.8 WpMt 2 *Note#1
Note#1: Mini-missles are in a weapon mount attached to the back of the
torso.
Total Cost: 9.2
Sensor Type Cost Kills Range Comm Location Spaces
Main S 2 4 4km 800km Head 1
Total Cost: 2
Movement Type: Thrusters [fly]
Cost of System: 3
Additional Thrust: 0
Cost: 3
Space (Cost/3): 1
Efficency: 0
Total Cost: 3
Total Space: 1
Total MA: Fly 16
Thrust Location: Hover platform
Total Cost: 3
Hydraulic Type Cost Kills Spaces Damage Bonus
Standard 0 8 0 0
Other Additive systems:
system cost space location special
ASP 10 2 head ASP
Total cost: 10
Multiplier Systems:
system cost space special
Automation *.9 1 Skill: 6 Stat: 6 skills:10
mecha pilot/melee/beam/fight, awareness,
expert: military, stealth, hide/evade,
German, heavy weapons
Total mult: *9
Final costs:
Cost (w/o Multipliers): 73.2
Base Weight: 36.6
Cost (after Multipliers): 139.1
Efficency ( -35.1 tons): 209.3
Cost (w/Efficency): 143.4
Final Weight: 1.5T
Scale: 1:1
Scaled Weight: 1.5T
Scaled Cost: 209.3
Remote Cost (Total for All): -
Command Armour Cost: -
Total Cost [Includes Links]: 209.3
Total Weight: 1.5T
(w/Command Armour): -
Notes:
M-1000 Panther from the Mindwerks sourcebook.
============================================================================
Name: M-1200 Lion Assault Robot
Type: AI Robot
Total Cost: 312.5
Maneuver Value: +0
Tonnage: 2T
Ground MA: 0
Flight MA: 16
Servo Typ Sp Kls Tkn CP Amr Typ CP Total
Head Ms 4 4 4 5 S 5 9
Torso Ms 8 8 8 5 S 5 13
L.Lrg Arm Ms 5 5 5 4 S 4 9
R.Lrg Arm Ms 5 5 5 4 S 4 9
L.Sml Arm Lw 3 3 3 2 S 2 5
L.Sml Arm Lw 3 3 3 2 S 2 5
HoverPform Hs 10 10 10 5 S 5 15
Powerplant S 6 Cool+2 6
Total Cost: 71
Weap WA Rng Kls Dam Sht CP Eff TotCst Loc Sp Spec
4 Hands +1 M 1 1 NA 0.7ea 0 2.8 Arms 0 Handy
LaserArm +1 8 1 1 Inf. 1 0 3.0 WpMt 2 *Note#1
IonArm +1 5 3 3 Inf. 2.1 0 4.1 WpMt 2 *Note#2
2 Las.Fingr +1 1 1 1 Inf. .2ea 0 0.4 LrgArms .2ea
Railgun 0 6 2 2 - 2.5 0 2.5 Torso 2.5
- Ammo 100 5.0 1 5.5 Torso 0
Mini-mis 0 8 1 1 20 2.0 1 2.5 Torso 1
Note#1: Laser in articulated weapon mount (ie: it's a kind of arm) attached
to the torso.
Note#2: Ion gun also in an articulated mount.
Total Cost: 20.8
Sensor Type Cost Kills Range Comm Location Spaces
Main S 2 4 4km 800km Head 1
Total Cost: 2
Movement Type: Thrusters [fly]
Cost of System: 3
Additional Thrust: 0
Cost: 3
Space (Cost/3): 1
Efficency: 0
Total Cost: 3
Total Space: 1
Total MA: Fly 16
Thrust Location: Hover platform
Total Cost: 3
Hydraulic Type Cost Kills Spaces Damage Bonus
Standard 0 8 0 0
Other Additive systems:
system cost space location special
ASP 10 2 head ASP
Total cost: 10
Multiplier Systems:
system cost space special
Automation *.9 1 Skill: 6 Stat: 6 skills:10
mecha pilot/melee/beam/fight, awareness,
expert: military, stealth, hide/evade,
German, heavy weapons
Total mult: *0
Final costs:
Cost (w/o Multipliers): 106.8
Base Weight: 53.4
Cost (after Multipliers): 209.7
Efficency ( -51.4 tons): 102.8
Cost (w/Efficency): 312.5
Final Weight: 2T
Scale: 1:1
Scaled Weight: 2T
Scaled Cost: 312.5
Remote Cost (Total for All): -
Command Armour Cost: -
Total Cost [Includes Links]: 312.5
Total Weight: 2T
(w/Command Armour): -
Notes:
M-1400 Tiger from the Mindwerks sourcebook.
============================================================================
Name: M-1600 Bear
Type: Mindwerks Piloted Robot OR AI Robot
Total Cost: 200 or 308.9
Maneuver Value: +0
Tonnage: 21
Ground MA: 10
Flight MA: 0
Servo Typ Sp Kls Tkn CP Amr Typ CP Total
Head Hs 5 5 5 6 S 5 11
Torso Hs 10 10 10 6 S 6 16
L. Arm Hs 6 6 6 6 S 5 12
R. Arm Hs 6 6 6 6 S 5 12
L. Leg Hs 6 6 6 6 S 5 12
R. Leg Hs 6 6 6 6 S 5 12
Powerplant St 6 Cool+2 6
Total Cost: 81
Weap WA Rng Kls Dam Sht CP Eff TotCst Loc Sp Spec
1 Hand +1 M 2 2 NA 1.4 0 1.4 R.Arm 0
2 Grenade L. 0 3 1 1 32ea 1.6ea 0ea 5.2 Torso 3.2 *Note#1
2 Mini-misl 0 8 1 1 16ea 1.6ea 0ea 5.2 Torso 3.2 Linked
{Laser +1 6 1 1 Inf. .8 0 0.8 L.Arm 0.8} Linked
{Ion Cann. +1 6 3 3 Inf. 2.4 0 4.4 L.Arm 2.4}
Laser Knuc. +1 6 1 1 Inf. 2.4 0 2.4 R.Arm Bv=3
VibroSword +1 M 3 3 Inf. 3.0 2 4.0 R.Arm 1.0 AP
2 Smoke L. 0 0 4 4 6ea .6ea 0 1.6 Torso 1.2 4K smok
Note#1: Linked, explosive (1K), teargas and/or smoke.
Total Cost: 25
Sensor Type Cost Kills Range Comm Location Spaces
Main S 2 4 4km 800km Head 1
Total Cost: 2
Movement Type: Legs [walk]
Cost of System: 3
Additional Thrust: 0
Cost: 3
Space (Cost/3): 1
Efficency: 0
Total Cost: 3
Total Space: 1
Total MA: Run 10
Thrust Location: Legs
Total Cost: 3
Hydraulic Type Cost Kills Spaces Damage Bonus
Standard 0 8 0 0
Other Additive systems:
system cost space location special
ASP 10 2 head ASP
Total cost: 10
Multiplier Systems:
system cost space special
[Optional]
Automation *.9 1 Skill: 6 Stat: 6 skills:10
mecha pilot/melee/beam/fight, awareness,
expert: military, stealth, hide/evade,
German, heavy weapons
Total mult: *9 Total mult: *0
Final costs: Normal AI Version
Cost (w/o Multipliers): 121 121
Base Weight: 60.5 60.5
Cost (after Multipliers): 121 229.9
Efficency ( -39.5 tons): 79 79
Cost (w/Efficency): 200 308.9
Final Weight: 21T 21T
Scale: 1:1 1:1
Scaled Weight: 21T 21T
Scaled Cost: 200 308.9
Remote Cost (Total for All): - -
Command Armour Cost: - -
Total Cost [Includes Links]: 200 308.9
Total Weight: 21T 21T
(w/Command Armour): -
Notes:
M-1600 Bear from the Mindwerks book.
============================================================================