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Ingreso al servicio turístico

Propuestas de solución

3.3. Ingreso al servicio turístico

Cost: 1 point/Level Relevant Stat: None Type: Mecha Only

An ordinary mecha operates for a few hours at a time (like a typical automobile, tank, or airplane) before it

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The mecha has one additional form.

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2

The mecha has two additional forms.

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3

The mecha has three additional forms.

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4

The mecha has four additional forms.

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5

The mecha has five additional forms.

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6

The mecha has six additional forms.

MECHA

TRANSFORMA

TION

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Two mecha can merge together.

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2

Up to 4 mecha can merge together.

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3

Up to 8 mecha can merge together.

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4

Up to 12 mecha can merge together.

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5

Up to 20 mecha can merge together.

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6

Up to 50 mecha can merge together.

MERGING

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runs out of fuel, energy, or life support. A mecha that has been given Extra Endurance is designed for lengthier operations without food, rest, recharging, or refuelling as the case may be. In a manned mecha, Extra Endurance at Level 2 or higher usually includes facilities for sleeping, cooking, and even recreation if the mecha is of sufficient size.

MANOEUVRE

BONUS

Cost: 1 point/Level Relevant Stat: Operator’s Body Type: Mecha Only

A mecha with a Manoeuvre Bonus has superior handling characteristics that give it a bonus to Initiative rolls and (at higher Levels) to

Defense Combat Value. It is common for race cars, aircraft, spacecraft, helicopters, motorcycles, and many giant robots or powered armour suits to have a Manoeuvre Bonus. The Manoeuvre Bonus does not equate with actual speed, however, since that is governed by different movement Attributes. For example, a space fighter may be a fast interceptor but not be very manoeuvrable; another fighter may be slow, but highly manoeuvrable in combat.

A Manoeuvre Bonus must be bought individually for each movement method to which it applies: ground, water, flight, or space flight.

MECHAREGENERATION

Cost: 4 points/Level Relevant Stat: None Type: Mecha Only

Regeneration permits a mecha — which normally cannot heal — to regenerate or repair damage without external intervention. It may represent a self-healing

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The mecha gains 1 extra attack and defense each round.

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2

The mecha gains 2 extra attacks and defenses each round.

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3

The mecha gains 3 extra attacks and defenses each round.

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4

The mecha gains 4 extra attacks and defenses each round.

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5

The mecha gains 5 extra attacks and defenses each round.

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6

The mecha gains 6 extra attacks and defenses each round.

MU LTIPLE MECHA AT TACKS

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metabolism, magical ability, a robot with an auto-repair system, or even an omnipresent first-rate repair crew. At high Levels, this ability is even useful in combat since damage can be fixed almost instantly. A mecha cannot use regeneration if destroyed but can regenerate while incapacitated. Regeneration does not allow a mecha to exceed its original number of Health Points.

MECHANICAL

TRANSFORMATION

Cost: 2 or 4 points/Level Relevant Stat: None

Type: Mecha Only

Some mecha can drastically alter their shape or function. For example, a mecha might shift from a

giant robot to an airplane. Each Attribute Level gives either an extra “full-powered” form (costs 4 Points/Level) or “half-powered” form (costs 2 Points/Level). Each form is designed as if it were a different mecha with the same number of Mecha Points as the original form if “full-powered,” or half as many points (round down) if “half-powered”.

The following restrictions apply to the Attributes and Defects each form may take. First, each form must have the same number of Levels of Mechanical Transformation Attribute. For example, if three different full- strength forms exist, each must be given Mechanical Transformation Level 3, costing each form 12 Points. Additionally, each form must be designed so it has identical Energy Points, Health Points and (if taken) Extra- Capacity, Artificial Intelligence, Extra Endurance, and Highly Skilled. Finally, each form must have identical Awkward Size, Crew Requirement, Hangar Queen, and Limited Endurance Defects, should any of these have been taken. The Super Transformation Attribute (page 99) eliminates some of these transforming restrictions.

It requires one round to transform from one form to another (or longer, at the GM’s discretion), during which time it (and any occupants) cannot take other actions. If more than one form exists, name each form and specify a transform order. For example, if a mecha has a “walker,” a “hybrid,” and a “flyer” form, the sequence

may be “walker-hybrid-flyer.” The mecha can turn from hybrid into walker or flyer, but not from flyer to walker (or vice versa). A mecha with three or more forms can ignore this restriction and perform non-sequential transformation for a single extra Point.

MERGING

Cost: 2 points/Level

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The equipment offers a small advantage such as a sound surveillance system, a sick bay, etc.

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2

The equipment offers a moderate advantage such as a high-tech science lab.

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3

The equipment offers a good advantage such as a tractor beam.

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The equipment offers a great advantage such as an medical bay that doubles a patient’s healing rate.

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5

The equipment offers a powerful advantage such as a cloaking device that turns the mecha invisible.

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6

The equipment offers an incredible advantage such as a ship-to-surface teleportation system.

SPECIAL

EQUIPMENT

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The master mecha uses 1 subordinate mecha.

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2

The master mecha uses 2 subordinate mecha.

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3

The master mecha uses 3-5 subordinate mecha.

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The master mecha uses 6-10 subordinate mecha.

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The master mecha uses 11-20 subordinate mecha.

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The master mecha uses 21-50 subordinate mecha.

SUBORDINA TE MECHA

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Relevant Stat: None

Type: Mecha

Merging allows several mecha (each of which must have this Sub-Attribute at the appropriate Level) to

combine into a single giant mecha. The Sub-Attribute Level determines how many mecha can combine together. Players and the GM should design the “merged mecha” as a new mecha with Mecha Points equal to the Mecha Point total of the highest-point mecha plus one-third (round up) of the undamaged point total of the other mecha. Three additional restrictions apply to the combined mecha: First, it must have sufficient levels of Extra Capacity to carry the combined crews and passengers of all individual mecha. Secondly, its Toughness must be at least equal to the Toughness Level of the mecha with the greatest Health Point total. Finally, it must take at least as many Awkward Size Defect Levels as the biggest individual mecha.

One character should be designated as the primary mecha pilot. Other crew members may fire individual weapons (if the mecha has more than one), or run other equipment; who operates what should ideally be specified when the mecha is designed. The mecha cannot merge if any one of them is reduced to 0 or fewer Health Points. If damaged mecha merge together, some damage carries over to the combined mecha. Determine the total Health Points of all the mecha if none were damaged. Divide the sum of the current (damaged) Health Points

by the total. Multiply the combined mecha’s normal Health Points by the result to find out how many Health Points it has left. When a merged mecha that was damaged while merged separates into individual mecha, divide the current (damaged) Health Points of the combined mecha by its normal undamaged Health Points and multiply this by each mecha’s undamaged Health Points to find their uncombined status. Mecha that were damaged before merging cannot have more Health Points after separation than they did before the merging.