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Post by Kaj on Oct 31, 2005 21:03:20 GMT -5
[Outline]
In large-scale combat, it is not uncommon to see large, humanoid robots assisting in combat. These machines are referred to commonly as "Mecha", although their technical names are actually "MCS", which stands for Mechanical Combat System(s).
Varying from 14 to 20 feet tall, they are not the massive harbingers of doom that they could be. Instead, the Megacorporations follow an unwritten rule to keep the power curve from destroying what is left of the precious ecosystem.
Although expensive, they are available to the general public, and are an integrated part of society, ranging from special-assignment MCSs to Arena-Combat MCSs. An MCS is powered by a magnetic force core, which actually draws amperes from the surrounding area in a small scale, pulling it's power from buildings and the natural magnetic forces of the earth. They have a backup fusion battery which lasts for about 2 hours in non-combat use. The battery will recharge when the MCS is inactive, so long as the MFC isn't damaged.
A mechanical combat system is defined by a series of different parts. Included in these parts are:
Head: Heads control all of the delicate systems of an MCS and are vital to its functioning. If the head is destroyed, an MCS stops functioning completely. Affected areas: Def. vs status effects and special functions
Frame: The frame of an MCS houses the pilot and all of the important internal systems. Affected areas: Health and defense of the MCS
Legs: Legs support the movement of the MCS. They come in many different models, each with their own energy consumption and speed. Affected areas: Movement speed and type of the MCS, and energy cost for movement
Generator (MFC) / Battery: The Generator supplies a certain amount of energy to the MCS per round, enabling it to function. The battery stores this energy up to a maximum, allowing it to function independantly of the battery. Together, they serve as a maximum energy and amount used per turn. If the Generator is destroyed, an MCS may function only so long as it's battery life holds out. Affected areas: Energy recovery and maximum energy
Core Drive: The Core Drive is the engine of the MCS, providing it with a certain amount of physical strength. The Core Drive can be knocked offline when it's control center in the head is damaged, but it can not really be destroyed without annihilating the entire MCS. An MCS with an offline Core Drive cannot take any physical action, but it's internal systems continue to function as per normal. Affected areas: Strength, physical control
Internal Weapons: Internal weapons can be mounted in some frames, heads, and legs, and oftentimes they require no Core Drive activity to function as a last resort. As such, Internal Weapons are generally missiles or energy weapons. Unlike External Weapons, Internal Weapons also have a stability rating, since they are not independant systems and can thus be knocked offline. Affected areas: Offensive power
External Weapons: The external weapons of an MCS are generally classified as melee or ranged weapons. Melee weapons have a base attack and are supplimented by the Core Drive, and Ranged weapons depend on Pilot Dexterity. They are the basis of all MCS offensive capabilities. Affected areas: Offensive Power
MCS Augmentations: MCS augmentations are equipped to an MCS to increase the parameters of a particular or series of functions. A number of many special abilities are specialized to this category. Affected areas: Offensive Power, Defensive Power, Strength, Energy Recovery, Maximum Energy, Movement Speed, Energy Cost for Movement, Energy Cost for Attacks, Special Functions.
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Post by Kaj on Oct 31, 2005 21:27:45 GMT -5
[Breakdown of Ability Scores]
[Defense vs. ES/EMP/LSSF/ERSF]: The percent chance to resist the various MCS status effects that this part affords the MCS. Generally applies to Heads and Augmentations. [Stability Bonus]: The amount added to the total stability of all other parts in the MCS. Generally applies to heads and augmentations. [Internal Weapon Slots]: The amount of internal weapons that can be contained within a certain part. Only applies to Head, Frame, and Legs. [HP]: The amount of damage that an MCS can sustain before collapsing. Generally applies to Frames. [Impact/Ballistic Defense]: The amounts of Impact and Ballistic Defense that an MCS is afforded by a certain part. Generally applies to Frames and Shields. [Augmentation Slots]: The amount of MCS augmentations that can be installed in this part. Only applies to Frames. [Movement Range]: The distance(s) that this part can carry an MCS in one round at full speed. Only applies to Legs. [Energy Drain]: The amount of energy that this part costs the MCS battery to function. Applies to Legs, Core Drive, Internal Weapons, and External Weapons. [Energy Recovery]: The amount of energy that this part adds to the battery every round. Applies only to MFC/Battery. [Max Energy]: The maximum amount of energy that this part allows the MCS to store at one time. Generally applies to MFC/Battery. [Drive Power]: The maximum amount of physical power that this part can generate. Generally applies to Core Drives. [Offensive Power]: The amount of destructive power that a part can generate. Applies only to Internal Weapons and External Weapons. [Ammo]: The usage limit for a part before it must be reloaded. Applies to Internal Weapons and External Weapons. [Cost]: The base price of the part. Applies to all parts.
[Classifications and Types]
[Rakura]: Exclusively manufactured by the megacorporation Rakura. [Musei]: Exclusively manufactured by the megacorporation Musei. [Military-Issue]: Standard-grade, cheap and reliable. [Neutype]: Recently released, officially "cutting-edge". [Prototype]: Unreleased versions of pending designs. [Alphatype]: Illegally-obtained, 1-in-a-million parts. Like a prototype, but more high-profile.
[Line Breaker]: Oversized sword or saber with a high-density cutting edge. [Pile Lance]: An independant-battery lance which attacks using a sonic vibration-blade. [Heat Line Breaker]: A Line Breaker in which a fusion coil has been installed, which can be activated in short bursts for additional attack power. [ECM Line Breaker]: A Line Breaker composed entirely of brilliant energy, making it versatile for all sorts of attack, although it sacrifices it's ability to parry blows. [Battle Rifle]: A standard equivilent MCS long-range rifle. [Automatic Rifle]: A smaller firearm which dispenses rounds at a blinding rate. Light and energy-efficient. (MCS Machinegun) [Concussion Rifle]: A burst-shot firearm used to equalize terrain and several opponents at once. Devestating in close range. (MCS Shotgun) [Grenade Catapult]: A barrel composed of 3 magnetic lines which force a concussion grenade out at high speed. The grenades' blasts are extremely devestating and are useful for clearing terrain and infantry. [Sniper Rifle]: A high-accuracy long-range firearm designed to strike an enemy out of their retaliatory range and/or strike exploitable areas of an enemy.
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Post by Kaj on Oct 31, 2005 22:05:05 GMT -5
[ Special Rules] - Movement Rules:
- Walking consumes no EP. Movement within a Turn is assumed unless stated otherwise.
- A Running MCS consumes an additional 2 EP per turn. Running increases evasion and movement range.
- A Stationary MCS taking no action besides changing it's facing and/or defending doubles their Engine Recovery for that turn.
- Energy Rules:
- Energy Recovery is applied at the end of the turn, after all expenditures have been accounted for. EP cannot exceed it's maximum, and EP that are incomplete (0.1 to 0.9) do count towards the energy total, although they cannot be used, even if the Engine Recovery for that turn would give them sufficient EP.
- Status Effect Rules:
- Engine Shutdown by attacks have a 50% chance of recovering in the first turn, and always recover on the second turn.
- Engine Shutdown by EMP has no chance of recovering in the first turn, 50% in the second turn, and always abates on the third turn.
- ESRF (Engine Recovery System Failure) cuts the Engine Recovery of an MCS in half. It abates after two turns.
- LSSF (Life Support System Failure) causes 1/5th of the damage dealt to an MCS to also be dealt to the pilot.
- Other Rules:
- Mecha Upgrades can be performed once for every five levels the player-character has obtained.
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Post by Kaj on Oct 31, 2005 22:21:49 GMT -5
[ Head Parts] Head: MSI-002-036 [ The 002-036 is a balanced head part produced by Musei as a standard industry-level part, made for it's low cost and relative ease in production. It contains no special abilities, but has a high stability score for what it is.] - Defense vs. ES: 50%
- Defense vs. EMP: 15%
- Defense vs. ERSF: 30%
- Defense vs. LSSF: 40%
- Stability Bonus: +15
- Internal Weapon Slots: 0
Head: MSI-014-192 [ The 014-192 is an enhanced-shielding version of the 002-036, releasing it's meager electromagnetic shielding for defenses against more physical means. The stability is again increased without causing deep damage to one's checkbook. An internal weapons slot was also added in the new version.] - Defense vs. ES: 60%
- Defense vs. EMP: 0%
- Defense vs. ERSF: 50%
- Defense vs. LSSF: 50%
- Stability Bonus: +25
- Internal Weapon Slots: 1
Head: ANO-ISSUKA [ The Issuka is a specialized work model head made by Anodyne which is used to deal with high-temperature situations. It has since been adapted into combat MCS use, and besides having a respectable stability score, engine shutdown is completely defended against by non-EMP means.] - Defense vs. ES: 100%
- Defense vs. EMP: 10%
- Defense vs. ERSF: 20%
- Defense vs. LSSF: 30%
- Stability Bonus: +15
- Internal Weapon Slots: 0
Head: RAK-843-216 [ The 843-216 is a high-profile model made by Rakura that centers around life support and neural interface. Any pilots using an MCS with the 843-216 equipped are subject to increase their [Pilot: Ballistics] skill by one rank.] - Defense vs. ES: 40%
- Defense vs. EMP: 40%
- Defense vs. ERSF: 50%
- Defense vs. LSSF: 70%
- Stability Bonus: +5
- Internal Weapon Slots: 0
Head: RAK-846-316 [ The 846-316 is a second-generation model of the 843-216 that sports overall lower defensive scores, but does not suffer from such embarrasing stability scores, as well as having an internal weapon slot. Also, any pilots using an MCS equipped with the 846-316 are subject to increase their [Pilot: Ballistics] skill by one rank.] - Defense vs. ES: 30%
- Defense vs. EMP: 30%
- Defense vs. ERSF: 40%
- Defense vs. LSSF: 60%
- Stability Bonus: +10
- Internal Weapon Slots: 1
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Post by Kaj on Oct 31, 2005 23:25:53 GMT -5
[ Table: MCS Melee Weapons] - SLB-04 [Military-issue Line Breaker]
Saber-Type, 3 EP/Use, ∞ Ammo, +6 Drive [Cost]: 1,400 Nuyen
- SLB-06 [Special Assignment Line Breaker]
Saber-Type, 3 EP/Use, ∞ Ammo, +9 Drive [Cost]: 3,100 Nuyen
- SLB-10 [Prototype Line Breaker]
Saber-Type, 4 EP/Use, ∞ Ammo, +15 Drive [Cost]: 10,450 Nuyen
- HPL-02 [Military-issue Pile Lance]
Lance-Type, 4 EP/Use, ∞ Ammo, +6 Drive [Cost]: 950 Nuyen
- HPL-04 [Neutype Pile Lance]
Lance-Type, 4 EP/Use, ∞ Ammo, +12 Drive [Cost]: 5,650 Nuyen
- HPL-06 [Rakura Prototype Pile Lance]
Lance-Type, 6 EP/Use, ∞ Ammo, +22 Drive [Cost]: 13,200 Nuyen
- SHB-04 [Musei Heat Line Breaker]
Saber-Type, 6(3) EP/Use, 3(∞) Ammo, +24(8) Drive [Cost]: 10,650 Nuyen
- SHB-SX [Musei Alphatype Heat Line Breaker]
Saber-Type, 11(3) EP/Use, 2(∞) Ammo, +45(8) Drive [Cost]: 21,050 Nuyen
- SRE-02 [Rakura Special Assignment ECM Breaker]
Saber-Type, 8 EP/Use, ∞ Ammo, +18 Drive [Cost]: 8,900 Nuyen
- SRE-04 [Rakura Prototype ECM Breaker]
Saber-Type, 12 EP/Use, ∞ Ammo, +34 Drive [Cost]: 14,200 Nuyen
- R2-BAKADE [Specialty Option Pile Lance]
Lance-Type, 4 EP/Use, ∞ Ammo, +16 Drive (-1 Option Slot) [Cost]: 11,000 Nuyen
- NX-NARACT [Specialty Option Line Breaker]
Saber-Type, 3 EP/Use, 6 Ammo, +24 Drive (-2 Option Slots) [Cost]: 15,200 Nuyen
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Post by Kaj on Nov 24, 2006 17:36:20 GMT -5
[ Frame Parts] Frame: MSI-N34-R2 [ The N34-R2 is a lightweight frame which sports a sleek planar design which blends well with mobility and melee attacks. It is also affordable, and has balanced defenses against both ranged and melee attacks.] - HP: 220
- Impact Def: 16
- Ballistic Def: 16
- Internal Weapon Slots: 1
- Augmentation Slots: 2
Frame: RAK-B4D-X [ The B4D-X is a stout impact frame which is often used in high-level sentry positions. Although it sports a high amount of HP, it is not suited to highly mobile combat, and as such the base Energy Drain of movement is increased by 10. Additionally, the B4D-X cannot engage a run function whilst on flight-type legs.] - HP: 270
- Impact Def: 22
- Ballistic Def: 14
- Internal Weapon Slots: 3
- Augmentation Slots: 2
Frame:ANO-HALZEN [ A lightweight core by Anodyne, the Halzen employs what could be referred to as a sort of clear plastic "skin" over strategic points of it's anatomy, giving it excellent ballistic defense. Although it suffers in the health category, its armor also has an unexpected side-effect, giving an additional 5% resistance against electromagnetic attacks.] - HP: 190
- Impact Def: 14
- Ballistic Def: 28
- Internal Weapon Slots: 1
- Augmentation Slots: 3
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Post by Kaj on Nov 24, 2006 17:40:17 GMT -5
[ Leg Parts] Legs: MSI-003-867 [ The 003-867 are a Musei-built basic two-legs type which is both energy-efficient and fairly fast. They are the base of many models, and their stability is definately one of the best.] - Movement Range: 40ft Ground
- Energy Drain: 30
- Stability: 20
- Internal Weapon Slots: 1
Legs: MSI-953-875 [ The 953-875 are a lightweight Musei two-legs part which boast incredible speed for ground-based performance. Their stability is fair.] - Movement Range: 60ft Ground
- Energy Drain: 50
- Stability: 16
- Internal Weapon Slots: 0
Legs: RAK-S3-Z4N [ A Rakura-made model, these "legs" have the appearance almost that of a reversed lotus flower, causing the MCS to hover above the ground. Obvious advantages to this are the ability to move over dangerous or unstable terrain without penalty, aside the ability to actually fly in the air at high speeds.] - Movement Range: 80ft Air
- Energy Drain: 90
- Stability: 12
- Internal Weapon Slots: 0
Legs: ANO-TENGU [ The Tengu are a specialty pair of reverse-joint legs which besides being fairly stable and respectable in terms of ground movement also sport a pair of high-powered thrusters which enable the MCS to take flight. Although it's flight mode is inefficient, it is still a highly respectable innovation.] - Movement Range: 40ft Ground/60ft Air
- Energy Drain: 40/80
- Stability: 12
- Internal Weapon Slots: 1
Legs: ANO-SABOT [ The pinnacle of both stability and energy reservation, the Sabot are heavyweight two-legs which, although they have slow movment, are nearly impossible to knock offline and have such a meager energy requirement that they are often used to create effective moving turrets.] - Movement Range: 30ft Ground
- Energy Drain: 10
- Stability: 30
- Internal Weapon Slots: 2
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Post by Kaj on Nov 24, 2006 17:43:13 GMT -5
[ MFC/Battery Parts] MFC: RAK-022 [ A stable, low-cost Magnetic Force Core paired with a cheap and stable battery. The cost-efficiency for this unit is respectible indeed compared to some of the more specialized models, and it has been in service as the staple MFC for almost ten years.] - Energy Recovery: 50
- Max. Energy: 150
- Stability: 24
MFC:RAK-044 [ A higher-end version of the 022, the 044 sports a higher output and maximum energy while still maintaining it's trademarked stability. It is the second choice for MCS users who still want to save their funds, but are slightly more affluent than others.] - Energy Recovery: 60
- Max. Energy: 170
- Stability: 24
MFC:RAK-KA7 [ The KA7 is a monstrous piece of heavyweight equipment which takes up all of the standard MFC room inside of a frame as well as having to expand into an Augmentation slot. However, both it's battery life and it's maximum energy are highly impressive.] - Energy Recovery: 70
- Max. Energy: 200
- Stability: 18
MFC:ANO-LOTUS [ The Lotus uses a high-powered cluster of batteries to store a massive quantity of energy, counting on battles not fully exhausting it's stores and having time to recharge inbetween. It is extremely stable, as the force core is somewhat low-key.] - Energy Recovery: 30
- Max. Energy: 450
- Stability: 32
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Post by Kaj on Nov 24, 2006 17:46:09 GMT -5
[ Core Drive Parts] Core Drive: MSI-7800 [ The 7800 is a basic hydraulic Core Drive which is easy on energy, making it the almost universal choice for contruction and work MCS. It's stability, almost suprisingly, is a little lacking.] - Drive Power: 14
- Energy Drain: 30
- Stability: 18
Core Drive: MSI-8650 [ The 8650 is an expanded combat model based on the 7800, boasting highly improved stability and drive power.] - Drive Power: 24
- Energy Drain: 50
- Stability: 22
Core Drive: MSI-11250 [ The Musei 11250 is a Core Drive based entirely on power. There are about 1-in-10 construction MCS using a 11250 to handle heavier jobs.] - Drive Power: 30
- Energy Drain: 60
- Stability: 14
Core Drive: ANO-TNTLS [ The Tantalus is a drive system mostly focused on being able to move the MCS around by it's own power and not requiring a great deal of anything else. It requires only a meager amount of energy, and is virtually impossible to shut down.] - Drive Power: 5
- Energy Drain: 10
- Stability: 40
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Post by Kaj on Nov 24, 2006 17:50:06 GMT -5
[ Internal Weapons Parts] Internal Weapons: RAK-77E [ The 77E is a Micro Missile system which can be installed anywhere, unleashing a wild frenzy of miniature warheads in a 45-degree arc in front of the MCS. The 77E can only be reloaded in an MCS Hangar due to arming complications.] - Location: Frame, Head, Legs
- Offensive Power: 35
- Ammo: 2
- Energy Drain: 20
- Stability: 15
Internal Weapons: RAK-OM3A [ The OM3A is a high-impact warhead which can only be mounted in the frame due to size restrictions. It locks onto a single target and drives into them, unleashing a high-power detonation. Unfortunately, it is a one-shot and can only be reloaded in an MCS hangar.] - Location: Frame
- Offensive Power: 70
- Ammo: 1
- Energy Drain: 40
- Stability: -
Internal Weapons: RAK-SGN1 [ The SGN1 is a Line-of-Sight Slug Gun which can only be mounted in the head, for obvious reasons. It fires very large shells with considerable impact, and it is very often used in conjunction with other weapons due to it's low energy requirements. Reloads are possible if an external ammunition magazine is available.] - Location: Head
- Offensive Power: 25
- Ammo: 5
- Energy Drain: 10
- Stability: 10
Internal Weapons: ANO-LUCID [ The Lucid is a powerful Line-of-Sight positron laser which can only be mounted in the head, for obvious reasons. It fires a slender lance of radiant energy into an enemy which cuts through armor with relative ease. However, the system requires a high amount of energy to function and suffers from a devestatingly low stability score.] - Location: Head
- Offensive Power: 20 (Ignore Armor)
- Ammo: Infinite
- Energy Drain: 70
- Stability: 2
Internal Weapons: ANO-CARBIDE [ The Anodyne Carbide is a modular ammunition magazine which carries ammunition for a particular solid-shell weapon. As a standard action, a pilot can reload an external weapon. However, if the weapon being reloaded is internal, then the reload is a simultaneous action, although it still requires the normal round to accomplish.] - Location: Frame, Head, Legs
- Ammo: 2 Clips
- Energy Drain: 10
- Stability: 12
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Post by Kaj on Nov 24, 2006 17:53:38 GMT -5
[ Table: MCS Ranged Weapons] - F5R-01 [Military-Issue Battle Rifle]
Rifle-Type, 10 Energy Drain, 18 Ammo, 10 Power [Cost]: 1,100 Nuyen
- F5R-03 [Special Assignment Battle Rifle]
Rifle-Type, 10 EP/Use, 14 Ammo, 18 Power [Cost]: 2,400 Nuyen
- F5R-05 [Musei Neutype Battle Rifle]
Rifle-Type, 10 EP/Use, 8 Ammo, 23 Power [Cost]: 5,050 Nuyen
- F9R-01 [Military-issue Automatic Rifle]
MG-Type, 5 EP/Use, 150 Ammo, 1.2 Power (x10) [Cost]: 1,350 Nuyen
- F9R-03 [Prototype Heat Automatic Rifle]
MG-Type, 5 EP/Use, 100 Ammo, 1.9 Power (x10) [Cost]: 6,150 Nuyen
- CRM-01 [Special Assignment Concussion Rifle]
Rifle-Type, 20 EP/Use, 20 Ammo, 5 Power (x5) [Cost]: 5,200 Nuyen
- CRM-03 [Musei Alphatype Concussion Rifle]
Rifle-Type, 20 EP/Use, 32 Ammo, 4 Power (x8) [Cost]: 7,150 Nuyen
- CRM-ES [Special Option Concussion Rifle]
Rifle-Type, 70 EP/Use, ∞ Ammo, 6 Power (x7) (-1 Augmentation Slot)
[Cost]: 14,700 Nuyen
- GS-MARS [Special Option Grenade Catapult]
Catapult-Type, 30 EP/Use, 3 Ammo, 47 Power (-1 Augmentation Slot) [Cost]: 11,050 Nuyen
- KA-HAYABUSA [Special Option Sniper Rifle]
Rifle-Type, 30 EP/Use, 8 Ammo, 29 Power, (20% ESRF Attack) (-1 Augmentation Slot) [Cost]: 13,950 Nuyen
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