Astra Mechanis
Mecha Construction for
Stellar Sanctums
General Rules
- 1 Mecha Dmg = 1000 Human Damage
- Armor covers the Whole Mecha, unless otherwise noted - see Cockpits
- Scale :
- One Size = 180 pounds/0.22 Cubic Meters
- One Ton of TNT is 300 Damage, One Kiloton is 300,000 Damage.
- One Hex/Move of One is 50 Meters in 6 Seconds or 30 KPH or 0.1 Gees
- One Power is 15.6 Kilowatts
- One Cost is 100,000 Dollars
- THESE ARE DEFINITIVE AS OF 15 MAY 1999!!!
Mecha Generations:
- 1st Generation
- Uses a mix of Air motors, Hydraulics and other primitive techniques
to move the Musculature.
- 2nd Generation
- Uses Memory Metals, Electroreacitive Polymers or Ceramics to move -
Primitive Modular Mecha are Possible
- 3rd Generation
- Nanotechnology renders this Generation the most Agile, and makes Advanced
Modular and Standard Conversion Technology possible.
- Speed/Strength Table
A Strength "0", Size "0" Mecha:
|
Tons able to Carry
|
Percentage of space used at STR:0
|
1st Generation
|
2
|
15%
|
2nd Generation
|
4
|
10%
|
3rd Generation
|
8
|
5%
|
- Base cost for Mecha is: 10 + Tech Level of Mecha - Manufacturers Tech
Level
Frame
- Frame has space equal to it's SIZE + 10 for Stuff.
- Mecha smaller than -5 cannot be made, as this is about 2x the size
of an average Human. Other Smaller races may make smaller Mecha.
- Frame adds it's SIZE to cost
- example:
- The Boomer is size +1.
- Base cost is 10
- The mecha design is a TL+2 design.
- The manufacturer is a TL+2 Facility
- Design and Manufacturer's TL's cancel out.
- Add size and the base cost is 11.
- A SPACE is equal to about 180 pounds, and 0.22 Cubic Meters
- A Mecha may be any size, but the following Conventions are usually
adhered to:
- Powered Armor - -5 to -3
- Light Mecha -3 to -1
- Standard Mecha -1 to +1
- Heavy Mecha +2 to +4
- Gunner-mech +4 to +6
- Tank-mechs - +6 to +8
- Heavy Tank-mech +8 to +10
- Main Battle Mecha are any Mecha that are considered able to lead an
Assault - this would be Gunner-mechs through the Tank-mechs. Heavy Tank-mechs
are too slow generally. Anything lighter usually cannot mount a Weapon
large enough to breach fortifications or (if it can) not enough Ammo to
maintain Weapon-fire for long.
- Main Battle Mecha are usually maintained by the Mecha Division, though
a single soldier is usually assigned to a single MBM for the duration of
his assignment.
- Trooper Mecha are Heavy Mecha down to the Powered Armor. A single soldier
can usually maintain them, though the Heavy Mecha are only included if
used by Elite or better forces.
- ADD EXAMPLE ABOVE FROM HERE TO END>>>>>>>>>
Strength
- Both measured like Human stats: -5 to +5 - though you can exceed this.
- Supports Weapons and Armor
- This is usually the one spoken of, as this is what limits Weapons load
(but not Ammo Load)
- For each drop of "1" in Strength, Cut "tons able to
carry" in half, for each +1, double it.
- For each drop of "1" in Size, Cut "tons able to carry"
in half, for each +1, double it.
- Mecha may throw objects if the Mecha has hands:
- Mecha may not throw objects that are greater in Scale than they
are without a STR of 100+
- Range is equal to STR/100 in Mecha hexes
- For Mecha Scale Objects:
- Compare Mecha Scale Size of object to strength.
- For every Two Points that Strength is greater than the objects size
at Mecha Scale (this includes other mecha) the object is thrown one Hex.
- If a thrown object is smaller in scale:
- The throw range is equal to (STR+6) x 10 in Mecha Hexes.
- Mecha may carry objects:
- Maximum carried Object size at Mecha Scale is equal to STR +
2 to simply drag the object slowly.
- Maximum carried Object size at Mecha Scale is equal to STR to
carry the object
- Maximum carried Object size at Mecha Scale is equal to STR -
2 to carry the Object and not be encumbered.
- These change by Generation:
- Generation 1 -
- For each drop of "1" in Strength, Cut "percentage of
space used" by 4.
- For each +1 in Strength, increase by 8.
- Generation 2 -
- For each drop of "1" in Strength, Cut "percentage of
space used" by 2.
- For each +1 in Strength, increase by 4.
- Generation 3 -
- For each drop of "1" in Strength, Cut "percentage of
space used" by 1.
- For each +1 in Strength, increase by 2.
Speed
- Is dependant on STRENGTH of the Engines and Leg Actuators
- Supports the Whole Mecha
- Leg STR determines Speed in Walk Mode:
- For each drop of "1" in Strength, Cut "Top Speed"
by One, for each +1, Increase 25%.
- For each drop of "1" in Size, Increase "Top Speed"
by 50%, for each +1, drop 50%.
- In order to reach top speed, you must install an Engine capable of
supporting that speed, You need not install an Engine capable of driving
your legs (or Secondary Movement Systems) at top speed.
- For each drop of "1" in Strength, Cut "tons able to
carry" in half, for each +1, double it.
- For each drop of "1" in Size, Cut "tons able to carry"
in half, for each +1, double it.
- These change by Generation:
- Generation 1 -
- For each drop of "1" in Strength, Cut "percentage of
space used" by 4.
- For each +1 in Strength, increase by 8.
- Generation 2 -
- For each drop of "1" in Strength, Cut "percentage of
space used" by 2.
- For each +1 in Strength, increase by 4.
- Generation 3 -
- For each drop of "1" in Strength, Cut "percentage of
space used" by 1.
- For each +1 in Strength, increase by 2.
Engine Size Used = Engine Factor (given
in chart below) X [ (Mecha SIZE +6) SQUARED ]
The numbers (1-12) are
the Mecha Speed, given number is the Engine Factor...
|
Tech Level
Available
|
Standard
Run Hours
|
Assumed Power Source
|
Cost per size
|
1
|
2
|
3
|
4
|
5
|
6
|
7
|
8
|
9
|
10
|
11
|
12
|
-4
|
4
|
Internal Combustion
(Turbine, V-Motor, Wankel)
|
|
1
|
1
|
1
|
1
|
1.6
|
3.2
|
6.4
|
12.8
|
25.6
|
51.2
|
102.4
|
204.8
|
-3
|
2
|
Inertial Power Unit
|
|
0.1
|
0.1
|
0.1
|
0.1
|
0.15
|
0.2
|
0.25
|
0.5
|
1.0
|
2.00
|
4.1
|
8.2
|
-2
|
4
|
Fuel Cells
|
|
0.025
|
0.05
|
0.1
|
0.2
|
0.4
|
0.8
|
1.6
|
3.2
|
6.4
|
12.8
|
25.6
|
52
|
-1
|
8
|
Cold Fusion Pak
|
|
0.5
|
0.5
|
0.5
|
0.5
|
0.5
|
0.5
|
0.96
|
1.9
|
3.85
|
11.5
|
23
|
46
|
0
|
72
|
MIGMA Core
|
|
2
|
2
|
2
|
2
|
2
|
2
|
2
|
2
|
2
|
2.1
|
4.2
|
8.2
|
+1
|
12
|
Biokinetic Battery
|
|
0.01
|
0.02
|
0.05
|
0.1
|
0.2
|
0.3
|
0.65
|
1.3
|
2.6
|
5.10
|
10.25
|
20.5
|
+2
|
2
|
Power Core
|
|
0.1
|
0.1
|
0.1
|
0.1
|
0.1
|
0.1
|
0.2
|
0.4
|
0.8
|
1.6
|
3.2
|
6.5
|
+4
|
2400
|
Dimensional Rift Engine
|
|
4
|
4
|
4
|
4
|
4
|
4
|
4
|
4
|
4
|
4
|
4
|
6.2
|
+7
|
4800
|
Microfusion Reactor
|
|
6
|
6
|
6
|
6
|
6
|
6
|
6
|
6
|
6
|
6
|
6
|
6
|
Notes on Power Systems:
- We use Internal Combustion today in cars.
- Inertial Power is basically a flywheel in a armored vaccum housing,
that's spun at a VERY HIGH RPM. It has coils attached that act like both
a motor OR a generator, depending on the exterior circuit. Function may
be switched back and forth to recharge, or to supply power on the fly.
- Fuel Cells are Advanced Models simiiar to the experimental ones in
development today.
- Cold Fusion Packs are Commercially Available at this tech level - they
operate like the "unreproducible" ones we hear about today.
- MIGMA is an Advanced Aneutronic Accelerator-Based Reactor. It's lighter
and smaller than the ones that operate in labs today as Sub-Atomic manipulators
-using advanced coil design and materials.
- Biokinetic Batteries are powered by a substance called Biomass (known
by it's detractors as bio-ooze), an engineered Bacteria that eats any inert
biological matter in the presencse of the proper Catalysts. It grows slowly,
and if not fed, consumes itself. The excess that it eats is converted to
electricity. There are rumors that there are unihibited versions of the
bacteria that either grow faster or consume ANY biological matter (or both).
Possession of Unihibited Biomass is a Felony in some Systems. A standard
Bio-Battery is about 2 liters in size.
- Power Cores are Room Temperature Superconductors in a Coil, capable
of storing huge amounts of power - an electrical version of the Inertial
Power Unit.
- The Dimensional Rift Engine is a tiny "dimensional tear"
that allows Superspacial Matter to decay inside, producing power. Not as
hazardous as larger early units used aboard Starships, Explosive force
upon destruction is in the Sub-Kiloton range. This is due to the "Pulse
Gate" technology used, which opens only for short intermittent periods
to acquire SS Matter to fuel the unit.
- The Microfusion Reactor is a miniaturised Fusion Plant, made possible
with Plasma-Based Superconductor fluids and Hypermetals.
Secondary Movement Systems
Cockpit, Communications, and Sensors
- The Sensor Suite rating, Communications Type, and Cockpit enclosure
are rated seperately.
- Communications:
- Rating gives the Range (in Starship Hexes) per the formula:
- Tech Level of the Communications Suite gives the difficulty to "crack"
encryption.
- Sensors are as follows:
- They are rated -5 to +5 (surprise) which is directly usable as a Fire
Control (ie a "to-hit" bonus)
- Size is equal to: Rating +10 - Tech Level
- Sensors CAN take up "0" space.
- Sensors cannot create space by having a negative size, a negative size
is merely "0".
- You can add additional Sensors onto the mecha:
- Each additional +1 gives you a corresponding -1 to Piloting due to
the bulky array
- Cockpits are Equipped as Follows, cost is equal to (
[Rating + 2] Squared):
- -5
- Primitive - a seat on the "shoulders" from which to fall
or have your Mech Roll onto you....
- Great view, Lousy Protection
- Joystick Controls - hope you pilot well..... -3 to Piloting
- -4
- Bad - an Enclosed Rollcage - You don't get squashed, but you get shot
at....
- Primitive Walking Heuristics ... - 2 to Piloting
- No AI at all, No Autopilot
- -3
- Really Poor - Sheet Metal Around the Cage - They don't see you as well.
- Walking Heuristic ... -1 to Piloting
- No AI
- Autopilot that can maintain speed (ie Cruise Control)
- -2
- Poor - Sheet Metal that can repel antipersonnel Rounds and some Bulletproof
(NOT ROCKETPROOF) Glass
- A Gas Mask is available
- Autopilot can walk straight lines
- Good Walking Heuristic - No Piloting Mods
- AI - A really Stupid one that only walks in the Daytime, can't avoid
anything - Requires FC -2 or better.
- -1
- Below Average - 1/2 Armored (half the Mecha's).
- You can breath from an O2 Bottle if you havta...
- Autopilot can accept simple course changes.
- Good Walking Heuristic
- AI is able to walk at night and avoid occasional obstacles - Requires
FC -1 or better.
- 0
- Average - You aren't visible, you have Full Armor around you.
- O2 Bottle and a Gas Mask available.
- Autopilot can accept simple course changes.
- Good Walking Heuristic
- AI can walk at night, avoid Obstacles occasionally, and Run during
the day. (Requires FC -2 or better)
- +1
- Fair - you have Full Armor around you.
- Full NBC Protection - no need for a mask of any type.
- Autopilot can accept simple course changes.
- Good Walking Heuristic
- AI can walk at night, avoid Obstacles occasionally, and Run during
the day. (Requires FC -2 or better)
- AI is able to Refuel & Reload Ammo.
- +2
- Fair - you have Full Armor around you.
- Full NBC Protection - no need for a mask of any type.
- Autopilot takes verbal instructions
- Good Walking Heuristic
- AI
- can walk at night
- avoids Most Obstacles
- may Run at night (Requires FC 0 or better)
- AI is able to Refuel & Reload Ammo.
- +3
- Good - Armored Chest Cockpit
- Full NBC Protection - no need for a mask of any type.
- Autopilot takes verbal instructions
- Walking Heuristic +1 to Piloting
- AI
- can walk at night
- avoids Most Obstacles
- may Run at night (Requires FC 0 or better)
- Takes Verbal instructions
- AI is able to Refuel & Reload Ammo.
- +4
- Good - Armored Chest Cockpit
- Full NBC Protection - no need for a mask of any type.
- Autopilot takes verbal instructions
- Walking Heuristic +2 to Piloting
- AI
- can walk at night
- avoids All Obstacles
- may Run at night (Requires FC 0 or better)
- Takes Verbal instructions
- AI is able to Refuel & Reload Ammo.
- +5
- Superb - Enclosed Chest Pod - Double Cockpit Armor Rating
- Full NBC Protection - no need for a mask of any type.
- Autopilot takes verbal instructions
- Walking Heuristic +3 to Piloting
- AI
- can walk at night
- avoids All Obstacles
- may Run at night (Requires FC 0 or better)
- AI is able to Refuel & Reload Ammo.
- Takes involved Verbal instructions for full combat manuevers ( "I
feel very confident about the mission, Dave" )
Armor
- Armor is placed on the outside of the machine.
- You have the following Locations - Each Equally Armored
- TORSO FRONT
- TORSO REAR
- LIMBS (4 of them normally)
- COCKPIT
- Here are the Base Armors
Armor TL
(change to current)
|
Description
|
Notes
|
Relative AS
|
Cost/Value
|
Density
|
Space Used per Value used
|
-8
|
Standard Steel
|
None
|
0.5
|
15
|
8.2
|
1
|
-5
|
Titanium
|
None
|
0.38
|
45
|
4.6
|
0.5
|
-4
|
Chobham Lamellar
|
Dense +1
|
1
|
300
|
17.5
|
2
|
0
|
Advanced Plasteel
|
Bulky
|
0.17
|
1575
|
2.0
|
1
|
+3
|
Aeromax
|
Ablative, Bulky +2
|
0.16
|
350
|
0.4
|
3
|
+5
|
Ceramite
|
none
|
.78
|
4600
|
3.7
|
.5
|
+7
|
Olympianite
|
Dense +2
|
2.15
|
2200
|
43.6
|
4
|
- Armor that is bulky reduces ability to pilot - Reduces Manuever by
one, and another for each +1 in addition.
- Dense armor reduces speed by one, Each +1 in addition reduces speed
by an additional hex/turn
- Ablative armor blows away, but has a higher protection
- Figuring Some Values:
- Penalty for Density & Bulkiness = Square root of Density Divided
by 2
- If less than 0.17 it's Bulky +3 (-4 to Manuever/Agility)
- If 0.17 to 0.34 - it's Bulky +2 (-3 to Manuever/Agility)
- If 0.35 to .52 - it's Bulky +1 (-2 to Manuever/Agility)
- if 0.53 to .75 - Bulky (-1 to Manuever/Agility)
- If 0.75 to 1.5 - no penalty
- 1.5 to 2 - Dense (-1 to speed)
- 2 to 3 - Dense +1 (-2 to speed) ...ad nausem
- Space used per Value used is equal to; Density/8 (round to nearest
0.5, and add any bulkiness penalty)
- Armor is rated on +5 to -5 (or wider if you like) -
- Add to the Useable Space if you are using a negative Armor Value.
- Subtract the space for armor if you are using a positive Armor Value.
- Bulkiness and Density Penalties apply even at negative values.
- Armor Strength is 5 at a "0" armor Value, 0 at a -5, 10 at
a +5, etc (we can adjust this if need be).
Fields and Shields
Weapons
- Weapons take up Useable Space, equal to their size.
- Mecha are assumed to have basic power, movement and Armor systems.
They are NOT assumed to carry weapons.
- Refer to the weapons chart for Size and Power Requirements.
Reliability
- Generally, as Tech Level goes up, you get improved Mileage/Efficiency
and the device takes up less space.
- When an occurence happens that requires it, you may be required to
roll for Device Failure, or RELIABILITY. This is generally upon recieving
damage, or experienceing EMP effects. Other circumstances may require a
Reliability roll also.
- Relability has a base of +3 - that is to say, that a device in the
game has to roll less than +3 on 1d6 - 1d6 when a Reliability Roll is required.
- It is possible to raise or lower this number to the players advantage
(or disadvantage) as follows....
Change in Tech Level From
the Manufacturer's
|
Cost Change
|
Space Change
(See Notes below)
|
Efficiency Change
|
Reliability Change |
+3
|
X 4
|
- 20 %
|
+50 %
|
Base = -3
|
+2
|
X 2
|
- 15 %
|
+25 %
|
Base = -1
|
+1
|
+25 %
|
- 10 %
|
+10 %
|
Base = +1
|
0
|
No Change
|
No Change
|
No Change
|
No Change (+3)
|
-1
|
-10 %
|
+ 20 %
|
- 5 %
|
Base = +4
|
-2
|
- 5 %
|
+ 50 %
|
- 15 %
|
Base = +5
|
-3
|
+ 20 %
|
+ 100 %
|
- 30 %
|
Base = +6
|
- Bear in mind that this is (in many cases) changes from the manufacturers
way of doing things.
- This is also using OLD (and perhaps obsolete) technology, and applying
new techniques to it. Try to buy a MFM drive controller, and you get the
idea.
- You can apply this to each system, or only one.
- You cannot use this technique to acquire technology that the Manufacturers
don't know exist, only to improve to improve the performance of EXISTING
technology.
- Modifications based on Production Type - OPTIONAL RULE:
- You may change reliability based on the type of Production :
Production Type |
Change in Reliability |
Military Only |
+1 |
Test Models, Prototypes, Early Production Runs, War Production |
-1 |
Scratch Built, Custom Jobs |
As Builder's Skill |
|
|
Gadgets
- Hands
- Micromanipulators
- Hardpoints (usual method)
- ECM Suites - Size = RATING [(+5 to -5) +6 ]/2
- Cloaking Device - Tech Level 16-17
- Smoke Pots - 10 per SIze
- Parachute
- Rentry Pods
- BOGG spray & APE Tanglers
- Regeneration Technology
Calculating Stats:
- Each Component takes SPACE in the Frame, and some may only fit in a
single hit location
- Each Hit Location takes components based on their size and builders
prefeences:
- Each Hit Location has a percentage of Free Space (Mecha Size + 10)
as follows:
- Torso - 50%
- Limbs - (2 Arms, 2 Legs) - 10%
- Cockpit - 10%
- Each Location may take up to 50% (ie 50% more than in the preceeding
rule) more...
- but each pair of limbs must be the same %, even if space on the opposing
side is unused.
- This re-allocation is taken from the Torso's space if added to limbs
or Cockpit.
- Re-Allocated space is taken equally from all four limbs if space is
added to the torso, but limbs may not be reduced to below 5% of Free Space.
- To Hit is the same as Size - IE Profile is equal to Mecha
Size
Benefits and Penalties - an optional thing to liven things
up a bit more...