Building Your Own Mecha

Welcome to The Cyber Corporation's new Mecha Construction Bay. Here you will find all the necessary components to design and build your own mechas. We have a wide assortment of building options as well as a well trained staff to guide you through the process. Please be careful though. The Cyber Corporation will not be held responsable for on-the-job accidents. Thank you.
Step 1 - The Frame

The following charts show the basic, stripped down frames for each type of mecha. The frames do not come with the wheels or with other options, all of which must be purchased seperately.

Mechabikes

Class Cost (EB) Tonnage Torso SDP Limbs SDP Head SDP Spaces(torso) Max. Pass. Max. Armor Max. Hand Weapons
Lt. Bike
5,000
.5
25
--
--
1
2
25 SP
1
Striker Bike
10,000
.5
25
--
--
1
2
25 SP
1
Med. Bike
15,000
.5
25
25
25
1
2
50 SP
1
Hvy. Bike
20,000
.5
25
25
25
2
2
50 SP
1
 

MechaCars

Class Cost (EB) Tonnage Torso SDP Limbs SDP Head SDP Spaces(torso) Max. Pass. Max. Armor Max. Hand Weapons
Sports
25,000
.5
25
25
25
2
2
50 SP
2
Compact
30,000
.5
50
25
25
2
3
25 SP
3
Med. Car
35,000
1
25
25
25
3
4
50 SP
3
Wagon/Luxury
40,000
2
75
25
25
4
5
75 SP
3
Limo/Mini Van
45,000
3
75
50
50
4
6
75 SP
4
 
 

Step 2 - Movement Options

The next step is to determine how the Mecha moves when in vehicular form. Most vehicles (Cars, Bikes, ect) use wheels for movement. But in some cases, you may decide to use other options.
 
Components Cost (EB) SDP
Standard Wheels
2,000/pair
25
Armored Wheels
5,000/pair
50
Fans
10,000/pair
25
JumpJets
30,000 each
50
 

Wheels, Standard/Armored:Wheels must be placed in one of the following configurations:

  1. 1) Either in the FRONT of the vehicle, the BACK pf the vehicle, or in the MIDSECTION of the vehicle. You may have up to two pairs in each of these areas, for a maximum number of 12 on a single vehicle. Wheels do not take up torso space.
  2. 2) You must designate these wheels as equal right and left side pairs. You may design units with an inner and outer wheel pair (Outer wheels are targeted and destroyed before inner wheels). All wheels are considered to be facing outside.
Fans: While mecha cars and mecha bikes are usually equiped with wheels, you mayopt to replae these with ground effect fans (you may not have both). These fans enable the vehicle to hover two feet off the surface, giving it better speed and movement capabilities. These fansThese fan units directly replace wheels, and are always considered to be in one of the standard wheel configurations. Fans do not take up torso space.

JumpJets: This system allows a Roadstriker the ability to fly similar to the PA Trooper system. JumpJets may be placed in the torso spaces of any type of Roadstriker, but may only be employed when the mecha is in a humanoid configuration. Each JumpJet takes up one torso space. Extra JumpJets amy be installed as backup.
 

Step 3 - Weapons And Speeds

For this step, I would recommend using the Maximum Metal book. However, the weapons can only be hand held and cannot be built into the mecha itself. Please watch this section carfully as I may decide to change a few rules around as I get use to designing Mecha for Cyberpunk. As for speed, Also use the Maximum Metal book's rules on speed for Bikes and Cars/Vans. Unless I come up with my own at a later date.
 

Step 4 - Armor

Now we move on to the defensive portion of the design: the armor. Note the number listed for the maximum armor the mecha can have. Below is a chart that shows the different levels of armor available to the mecha.
 
Armor Type SP Rating
Level 1 - Lght Hiveloc 12
Level 2 - Medium Hiveloc 25
Level 3 - Heavy Hiveloc 50
Level 4 - Extra Heavy Hiveloc 75
 
 

Step 5 - Other Options

Below is the available options for the Mecha. However, Maximum Metal also has a few options that are just as good to use. Again, I recommend the book.
 
Options Cost (EB) Torso Spaces
Camoflage 5,000/level NA
Silent Running 10,000/level NA
Targeting Scope 5,000 NA
Night Driving 2,000 NA
Submersible Option 20,000 1
Ejection Seats 3,000 (+2,000 for Sender) NA
Hydroslick Jets 10,000 1
Bogg Sprayer 10,000 1
Smoke Dispensers 5,000 NA
Radio 4,000 NA
Enhanced Radio 6,000 NA
Enhanced Sensors 5,000 NA
M.A.S.P. 10,000 NA
ECM 10,000 NA
ECCM 10,000 NA
Descriptions

Camoflage: Spotting an unmodified Roadstriker requires a SIMPLE Awareness/Notice roll by the observer. To make distinguishing your Striker from a normal vehicle, you can by this handy Camoflage system. This system makes your unit look more like what it's suppose to resemble in its "street" form. you must pay 5,000 to increase the observer's Awareness/Notice difficulty by one level. At 20,000, your mecha is indistinguishable from any standard, modern street vehicle.

Silent Running: This option allows you to move more silently. The cost is 10,000 for every -1 modifier on the listener's Audio Awareness/Notice roll.

Targeting Scope: Increase weapon accuracy by +1

Night Driving System: Infrared headlights will light a road area 100 meters long and 50 meters wide. Additional IR sensitive cameras and an IR polarized windscreen allows the mecha to maneuver withoutusing visible light.

Submersible Option: Usable only by Mechacars, this option allows your mecha to submerge in any or all rivers and oceans. Integral life-support system carries enough air for 4 hours.

Ejection Seats: You may opt to replace any or all of your standard seats at a cost of 3,000 EB each. Activated by a hidden trigger (Or from a hand held radio sending unit at the cost of an additional 2,000 EB), the seat rockets the occupant skyward dropping him 50 meters behind the vehicle.

Hydroslick Jets: This system sprays a fine mist of frictionless liquid 50 meters directly behind the vehicle. Anyone passing through this contaminated area must make a Driving check > 20, or lose control. the system has enough for 6 slicks. The slick evaporates in 10 turns.

Bogg Sprayer: A thick, gel-like substance which acts as a form of superglue. Anyone passing through the covered area is affected. Those in vehicular form must first make a driving check at -3. If the check is failed, those in cars stop at a skewed angle and those on mechabikes fall over. If the check succeeds, they travel through at about half their top speed. Those in Humanoid form travel through the muck at a -4 to MA. This is deployed just like the hydroslick except that the Bogg doesn't evaporate.

Smoke Dispensers: When used, a smoke cloud is placed around the vehicle covering a 50m area. This cloud makes firing from any direction at the mecha difficult (-3 to strike). The smoke lasts for 3 turns and the hit penalty is reduced by 1 per turn. The cloud does not move with the mecha that make it. The M.A.S.P can see through it.

Multichannel Radio: This option allows communications up to 25km distant, blocked only by sizable mountain ranges, buildings, or amounts of metal.

Enhanced Radio: This aloows the radio to send/receive scarmbled signals up to 50km. It can also be used as a radio-direction finder, if the operator makes a successful Electronics or Awareness/Notice (GM's call) check vs. the signal strength (20 for Roadstriker/backpack radios, 25 for hand comms) +1D10.

Extended Sensors: This special sensor package contains the following sensor additions:

  1. A shotgun mike, which acts as the Cyberaudio option of Amplified Hearing with a 200m range.
  2. A thermosensing Scanner (Thermoptics) with a 100m range
  3. Tracking system and 4 bugs with a 4km range

MILITARY ONLY OPTIONS

M.A.S.P. (Military Advanced Sensor Package): Available only through military or black market channels, M.A.S.P. is similar to the Extended Sensor package. It contains the Thermoptics and the Advanced Hearing options (with a +2 to Awareness on both), as well as a phased-array active radar system (+1 Awareness when detecting flying objects/missiles, aircraft, ect).

ECM (Electronic Counter Measures) & ECCM (Electronic Counter Counter Measures): This system works just like those in the Maximum Metal book.
 

NOTES:

These rules may or may not conflict with those in the Maximum Metal Book. However, I am in the process of converting/creating the Combat rule modifications if necessary. Feel free to design your own and e-mail suggestions to me if you want.

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