In the spirit of the two previous official Mekton Mecha Manuals, herein I present a set of designs that push the boundaries of mecha design: non-humanoid and vehicular technologies and principles. They come from different backgrounds and design philosophies, so don’t assume these all belong in the same game setting. The inspiring artwork is from Pinterest and I also supply a design discussion of how and why certain choices were made in the design of each particular mecha.
Here are a couple examples of BattleTech and Five Star Stories inspired designs: They’re humanoid but have different proportions, different design goals, but are all essentially built using the same principles.
A big portion of designing mecha for your setting is setting consistent themes. BattleTech has a set of design themes. Macross has a different set. What’s a ‘medium’ weight mech in one is a lightweight in another. Different factions can have different design themes, but the setting’s themes also apply to everyone.
But what about non-standard designs? Non-human baselines? A key consideration in designing mecha in the Mekton Technical System is how you want the mecha to play in game. Do you want to track various sub-locations as players blow them off? Or do you want a monolithic block of Kills to whittle down before the entire unit goes kaput? Is this a Player Character’s unit, a minor minion or supporting threat, or a major boss battle?
House Rules and notation style
Scaling Hits and Kills
For Roadstriker and Human scale mecha, I leave the servo and system ‘kills’ values as scaled fractions. This is so that these designs can be ported into Fuzion and Cyberpunk settings if desired, where the Kills to Hits ratios are different (50:1) than in vanilla Mekton Z rules (25:1).
House Rules
Another house rule I applied to Roadstriker designs: In MTS, Roadstriker scaled mecha have to devote a number of internal spaces based on the BODY stat (rate 2 to 10) of the intended pilot. For a form-fitting suit, this makes sense, but for general car-like vehicles it does not. For simplicity’s sake, I am assuming 5 spaces per crew or passenger space. I’ll rationalize this decision thusly: at Mekton scale (1:1) a crew or passenger space takes 1 space; since Roadstrikers are 1:5 scale, one space becomes 5. I also add 0.5 tons per passenger which should translate to 100 kg per body at Roadstriker scale, a reasonable average.
I have another house rule: the “Penetrating” Special Weapon Effect. This 1.33x multiplier applies to beam weapons with a Burst Value. When a Penetrating weapon hits a target: determine the number of hits and their locations as normal, however when more than one hit strikes the same location, add the hits damages together before applying armor; this simulates beams that drill deeper if they are kept on the same location.
Weapons and systems notation
For weapon systems I use the following data format: Scale-Type) WA, Range, Kills. <then any special modifiers like Burst Value, WUT for Warm-up time, etc.> Some examples:
“MS-PW) -2, 4/16H, 2k. BV8. [16 AC bursts]” is a Mekton scaled Projectile weapon. It has -2 Weapon Accuracy, a range of 4/16 (effective/max), 2K damage. Burst Value of 8, and 16 shots of ammo.
“MS-MSL) +1, 13/169H, 6K x5” is a Mekton scaled Missile weapon, with +1WA, 13/169 range, 6k per missile and 5 missiles in the pod.
Pseudo historical
War of the Worlds Martian Tripod
Servos: (Corvette scaled)
Head LW Head w/ MS Armor 20 Kills, 4K SP
Torso STR Torso w/ HS Armor 60 Kills, 5K SP
3 Arms SL Arm w/ LW Armor 20 Kills, 2K SP
3 Legs STR Leg w/ LW Armor 40 Kills, 2K SP
Cage STR Pod w/ LW Armor 00 Kills, 2K SP
Systems:
Head: Heat Beam gun 3 K MS-BW) +0, 10/100H, 3K. BV6+piercing, WUT=1 turn.
Torso: MS Main Sensors 20K SR: 70 KM, Coms: 10,000KM
Torso: Three-crew screen cockpit
Torso: Shield Generator MS-REACT) 10K SP, Ranged-Only, Reset-2
Pod: Cargo space for captured humans Room for dozens of humans
Arms: Main grapple tentacles x3 10K ea MS-MW) +0, melee, 12K, Entangling.
Arms: Smoke Missile launcher x3 2K ea MS-MSL) +0, 12/144H, 10K x3. Smoke, Toxic, BR-3.
Legs: 3x Micromanipulators x3 ea 1k ea (great for grabbing people)
Multipliers:
Martian fusion powerplant (cool, standard charge)
Natural Form: Beast
Totals: CP: 1,720 CP, Weight: 275 tons. MV: -3 MA: 7
Alternate modern day
In this ‘verse, mecha evolved from jet fighters and attack helicopters: designed for speed, agility and high-visibility rather than armor.
High Mobility Land Strider, Mk.7
Servos: (Mekton scaled)
Torso Striker Torso w/ MS Armor 6 Kills, 4K SP
2 Arms Med. Striker Arm w/ LW Armor 5 Kills, 2K SP (1k melee swat)
2 Legs Med. Striker Leg w/ LW Armor 5 Kills, 2K SP (1k melee kick)
Systems:
Torso: HS Main Sensors 2K Sensors: 7km, Coms: 1,000km
Torso: Canopy Cockpit w/ E-Seat 2SP (low protection, but great visibility)
Torso: Jump jets (500 km fuel)
Arms: Weapon mounts x2 1k ea (for Missile and Rocket pods)
R.Arm Light Cannon 3K MS-PW) +0, 5/25H, 3K. [33 Cannon shots]
R.Arm WM Missile Pod 2K MS-MSL) +1, 13/169H, 6K x5.
L.Arm Light Autocannon 2K MS-PW) -2, 4/16H, 2k. BV8. [16 AC bursts]
L.Arm WM Rocket Pod 3K MS-MSL) -1, 5/25H, 2k x20
Multipliers:
Overcharged Powerplant (+1MV, +1 MA)
Totals: CP: 85 CP Weight: 26.78 tons (1.275 tons fuel) MV: -1 Ground MA: 6 Flight MA: 4 (200m jumps)
Infantry Assault Strider, Mk.14
Servos: (Mekton scaled)
Turret SuperHeavy Head w/ SH Armor 10 Kills, 10K SP
Body SuperHeavy Torso w/ SH Armor 20 Kills, 10K SP
4 Legs MediumHeavy Leg w/ HS Armor 9 Kills, 5K SP (3k melee kick)
Systems:
Turret: MW Main Sensors 2K Sensors: 15 km, Coms: 1,500 km
Turret: Screen cockpit for Pilot, Gunner and Commander
Turret: Beehive defense pod 3K MS-MSL) -1, 5H, 2k x20. Countermissile
Turret: Prismatic defense pod 3K MS-MSL) -1, 5H, 2k x20. Smoke/Scatter
Trt.WM: Heavy Cannon & extra mag 9K +1K MS-PW) +0, 9/81H, 9K. 20 shots
Trt.WM: Missile Pods 2K x2 MS-MSL) +1, 13/169H, 6K x10
Body: Striker bay 8 Roadstriker mecha, 50% coverage.
Legs: GES thrusters and 1,000km fuel 36 LP total
Multipliers:
Hot, Overcharged Powerplant
Totals: CP: 226 CP Weight: 70.4 tons (+6.4 tons fuel) MV: -6 Ground MA: 4 Hover MA: 20
Bio/Synth Wars
The Bio/Synth Wars is a setting where rogue AI’s deploy armies of nanotech infused synthetic drone mecha to take and hold territories against each other. Humanity, thrown down from their dominance of the planet, now surviving in the wastelands and in the shadow of battlefields, looking for a way to do more than survive but hopefully one day take back their world. This setting’s themes involve organic tech mecha fused with traditional tech weapons. Most are ‘dumb’ automatons, but there are some smarter ones out there. Enemy units tend to have simple armaments and direct purposes. Humanity will have to scavenge and adapt this tech if they want to survive.
NEMESIS AI Synth, Assault “LOCUST”
Servos: (Mekton scaled)
Core Striker Class Torso w/ MS Armor 6 Kills, 4 K SP
2 Fore legs Striker Class Leg w/ LW Armor 2 Kills, 2 K SP (1K+2K kicks)
2 Aft legs Striker Class Leg w/ LW Armor 2 Kills, 2 K SP (1K+2K kicks)
Systems:
Torso: HS Main Sensors 2K SR: 7km, CR: 1,000km
Torso: Cyberbrain All Stats @4, 5 Skills @4
Torso: Light Cannon 3K MS-PW) +0, 5/25H, 3K. [33 shots]
Multipliers:
Biofusion Powerplant (standard ‘hot’)
Techno Organic (regenerates 1 Kill for servos per turn. Armor regenerates much more slowly.)
Internal Automation (‘cyberbrain’ with Stats at 4 and 5 Skills @4)
Natural Form: Beast (-1 MV, +2 MA, +2K melee)
SMT: Ninja Leap +4 leap MA
Totals: CP: 84 CP, Weight: 19.5 tons MV: -2 Ground MA: 8, Leap MA 6 (300 meters)
NEMESIS AI Synth, AA “SALMON”
Servos: (Mekton scaled)
Core Hvy. Striker Torso w/ HS Armor 10 Kills, 5 K SP
4 Legs Striker Leg w/ MS Armor 4 Kills, 4 K SP (1K+2K kicks)
2 Pods Hvy. Striker Pod w/ MS Armor 0 Kills, 4 K SP
Systems:
Torso: HS Main Sensors 2K SR: 7km, CR: 1,000km
Torso: Cyberbrain All Stats @4, 5 Skills @4
Torso: Spotting Radar 4K 10x sensor range when active
Torso: twin Light Beam Guns 1K x2 MS-BW) +1, 4/16H, 1K x2. Fire linked
Pods: quad Missile Pods 2k x4 MS-MSL) +1, 13/169H, 6K x5 (20 missiles total)
Multipliers:
Biofusion Powerplant (standard ‘hot’)
Techno Organic (regenerates 1 Kill for servos per turn. Armor regenerates much more slowly.)
Internal Automation (‘cyberbrain’ with Stats at 4 and 5 Skills @4)
Natural Form: Beast (-1 MV, +2 MA, +2K melee)
SMT: Ninja Leap +4 leap MA
Totals: CP: 210 CP, Weight: 35 tons. MV: -3 MA: 7, Leap MA: 6 (300m)
The Arsenal Gears are a different line of AI designed automatons that vie for control of the world with the biotech AI’s forces. Arsenal Gears are fewer, but generally stronger units, with more battlefield drone control over their subunits rather than autonomous drones.
ARSENAL AI Gear “Koloss”
Servos: (Corvette scaled)
Oculus Striker Head w/ HS Armor 30 Kills, 5K SP
Ring LightWeight Head w/ HS Armor 20 Kills, 5K SP
Core HeavyStriker Torso w/ HS Armor 100 Kills, 5K SP
4 Legs Striker Legs w/ HS Armor 40 Kills, 5K SP (+2K kick)
QCM also applied to every servo location, representing the exotic ‘binding’ tech this culture possesses.
Systems:
Ring: MS Main Sensors 20K SR: 70km, Coms: 10,000KM
Ring: Advanced Sensor Package
Oculus: Oculus Beam 10K CS-BW) +0, 20h/400H, 10K. BV6+Piercing, WUT-1
Core: Drone mounts 2 Mekton scaled drones.
Core: Drone Bay 4 Striker scale drones.
Core: LH class Drone Controller Control Multiplier: 6, Control Range: 50H, Ops Range: 150H
Core: Drone parts and fuel storage (ten tons of fuel and parts)
Legs: Gravitics 4LP each, 16 total
Multipliers:
Cool Powerplant
Internal Automation (AL@5, Portfolio 5)
Totals: CP: 4,931 CP, Weight: 325 tons. MV: -3 Grav MA: 10
+Drones costs
ARSENAL AI Gear Heavy Gun drone
Systems:
Head: LightWeight Main Sensors 1K CR: 2km, Coms: 500km
Torso: Gravitics 7 Lift Points
Arms: 2 Pulse Laser(s) w/ Fire link 2K ea MS-BW) +0, 5H/25H, 2K. BV3. ea.
Multipliers:
Hot Powerplant (XS 5)
Totals: CP: 45 CP, Weight: 16.5 tons. MV: -1 Grav MA: 8
ARSENAL AI Gear Utility Drone
Totals: CP: 10 CP, Weight: 2.3 tons. MV: -1 Grav MA: 14
Mekton Empire
The Zephyr grav bike is commonly seen on urban worlds as well as frontier worlds. This is a high-tech universe, so antigravity tech is common and even biker gangs have flying hogs.
Zephyr-Tech’s Zt-900 grav bike
H.F. M-111 Police Automech Spinner
Servos: (Roadstriker scaled)
Head HS Head w/ HS Armor 1K, 1K SP
Body SH Torso w/ HS Armor 4K, 1K SP
2 Arms AH Arms w/ HS Armor 2K, 1K SP (+0.4K melee, 50m throw)
2 Legs SH Legs w/ HS Armor 2.2K, 1K SP (+0.8K melee)
3 Wheels HS class (1/Leg, 1 torso) 1K ea.
Systems: (head has 2 spaces free; each arm has 4 internal spaces free)
Head: MW Main Sensors 0.4K SR: 3km, Coms: 300km
Head: Radio/Radar and Target Analyzers
Body: Screen cockpit for driver and co-pilot, Passenger space for two people.
Arms: 2 Hands 1K RS-MW) +0, Melee, 1.4K. Quick, Handy.
Arms: 2 Micromanipulators 0.2K ea
Legs: Grav engines 11 Lift Points ea, for 22 total
(34 pts weight efficiency subtracts 17 tons from pre-scaled weight)
Handheld:
None by default, but each ‘hand’ can carry 10 spaces of RS-scaled weapons.
1h GLOO gun 1.2K RS-PW) +2, 50M, (Entangling attack @18), 12 shots
1h Riot Shield 2.4K SP RS-Shld) +0DA, 2.4K SP.
2h Railcannon 2.4K RS-PW) +0, 850m, 2.4K. 10 shots / clip, +5 clips
2h Beam Cannon 1.6K RS-BW) +2, 750m, 1.6K. ∞ shots
Multipliers:
Cool powerplant
Transform: Car (-1MV, +5 MA)
Internal Automation [Stats & Skills @6, 7 Skills portfolio]
Totals: CP: 100 CP, Weight: 9.4 tons MV: -4 (-5 Auto)
Ground MA: 40mpt (11 auto) Flight MA: 9
A Ghibli ‘verse
The Ghibli verse is somewhere between post-apocalypse and alternative history; a world where a very different implementation of mecha tech has led to unique and quirky vehicle designs. Not many traditional ‘mecha’ tho.
Sow Buggy
Servos: (Roadstriker scaled)
Body Heavy Striker Torso w/ Heavy Striker Armor 2 K, 1K SP
Legs Heavy Striker Legs w/ SuperLight Armor 1.2K, 0.2K SP (many legs as one location)
Systems:
Body: SL Sensors 0.2K SR: 200 meters, Coms: 60km
Body: Saddle cockpit (no protection, but great view)
Body: Cargo space 1.0 tons cargo (with a bit of space efficiency)
Multipliers:
Hot Powerplant (XS 5)
Transformation: Automobile (-1MV and +5 Ground MA in ‘ball’ mode)
Totals: CP: 9.3 CP Weight: 3.4 tons MV: -1 (-2 in Ball mode) MA: 60 m/t (11 MA in Ball mode)
Sparrowhawk
Totals: CP: 5.2 CP Weight: 2.5 tons MV: -2 Flight MA: 14
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