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    MECHA TERMINOLOGY   

Carrying Capacity: A mech's carrying capacity equals its mass (i.e. a 50 ton mech can carrying 50 tons). HTH Damage is determined as usual (thus, a 50 ton mech would do 5d10 damage in physical combat).

Design Type: The design type of the mecha determines its overall general appearance. The player gets to determine the mecha's exact appearance (some examples are given below).

1)  Humanoid Design: i.e. a samurai, a knight, a robot, etc.
2)  Bestial Design: i.e. a wolf, a gorilla, a dinosaur, etc.
3)  Vehicle Design: i.e. a jet, a car, a tank, etc.
4)  Geometric Design: i.e. a pyramid, a sphere, a polyhedron, etc.

Engine Type: The base Power Battery (and its recharge rate) is determined by the specific engine type.

1) Fusion: This generator is powered by the energy released from the bombardment of atomic nuclei.
2) Fission: This generator is fueled by the energy released from the splitting of atomic nuclei.
3) Psionic: This generator is powered by mental energy stored in a psionic energy cell.
4) Energy Conversion: This generator is fueled by the conversion of super-charged plasma fields or anti-matter.

Height Modifier: The Height Modifier is used in three ways:

1)  Add Height Mod./2 to Mecha Weight roll
2)  Multiple against the Mecha's MV, range, areas of effects
3)  Divide the effective range to hit the mecha

Hit Points: 40 HPs per tonnage (i.e. a mecha weighing 50 tons would have 2000 HPs). Mecha are not disabled until they lose half of their HP. For each point of HP damage, the mecha runs a chance (equal to HP damage) of something malfunctioning.

Interface Type: The specific interface type determines just how the mecha is controlled by the pilot.

1) Manual Operations: The mecha is controled by manual manipulation of switches, dials, buttons, etc. A mech controlled manually may roll with the punch but its Power Battery score is halved for the purposes of determining how much damage may be reduced.
2) Neural Interface: The pilot plugs into the mecha's interface system, via his cybernetic neural implants and/or a neural impulse helmet, to control the mecha. This mech may roll with the punch as per the normal rules.
3) Empathic/Psionic: A psionic bond/empathic transfer is achieved with the pilot without any need for the pilot to physically interface with his mech. This empathic connection can only be achieved with the technology located in the mech's cockpit. This mech may roll with the punch as per the normal rules.
4) Telepresence: The mech is controlled via a remote sensing unit located elsewhere. The range of such a system equals the mech's Power Battery score x100 miles. This mech may roll with the punch but its Power Battery score is halved for the purposes of determining how much damage may be reduced.

Mecha Components: The Mech starts with the Armour and Life Support options. Roll 1d6 for the number of additional components. New components may be added as the pilot/commander increases in level (this costs a training bonus).

Mecha Modifier: This number represents the mecha's sensors, weapon systems, and operating systems. This modifier has several uses:

1)  Pilot/commander Initiative bonus equaling the Mecha Mod/3.
2)  Recharge points of power at the end of each turn equal to Mecha Mod./4 (round down)
3)  Weapon to hit modifier and damage multiplier equal to Mecha Mod/5 (round down)

Miscellaneous:
1)  Initiative is determined by the Mecha's Commander, even though there may be many number of agents who actually control the mecha.
2)  Mecha may use their cargo capacity to determine HTH Damage (if applicable).

Power Battery: This determines the mecha's available power reserve from which it draws the needed energy to run its various systems, weapons, and specialty devices.

Weapons: Roll 1d12 for the number of weapons that the mech starts with. New specialty devices may be added as the pilot/commander increases in level (this costs a training bonus).