Showing posts with label Bubblegum Crisis Additions. Show all posts
Showing posts with label Bubblegum Crisis Additions. Show all posts

Monday, May 7, 2007

BubbleGum Crisis Additions

Since R.Talsorian Games makes the Role Playing Game for BubbleGum Crisis as well as the Cyberpunk 2020 and Mekton Zeta Plus RPGs used to play Universal Century 3000, it was an easy leap to merge the two. The additon of Trans-Dimensional roleplay has been thoroughly concieved by Palladium Games' excellent RIFTS role-playing game for over a decade. In UC3K scientists of the Earth Federation simply experienced an accident while experimenting with Faster Than Light, Hyperdrive or Space Fold propulsion systems for their BattleCruiser Starships and discovered the existence of parallel universes quite similar to their own. This is rapidly leading, due to the efforts of the S.S.A.T.13 to leaps in technology based on the superior robotic and warfare technologies of the parallel universe dubbed "A-Earth" (short for alternate Earth) by Olympus Scientists. Now being added to the available list of technologies for UC3K are such advances as:
  • Dimensional Storage (Stupid Mekton Trick - Mekton Zeta Plus - Pg. 91) - Termed "FlatSpace" after the effect shown in the movie "UltraViolet" this new technology allows the character to transport much greater amounts of gear around with them with no added weight. It's the "Portable Hole" of Science-Fiction. While an object is stored in FlatSpace it has only two dimensions, Length and Width with no Depth or Mass. The size of the object is limited by the size of the portal, i.e. - it must fit through a 24-inch opening, which is the maximum portal size that a man-portable FlatSpace generator can open.
  • High-Strength Cybernetic Limbs - Capable of lifting up to 5000 kg if connected to a Full-Conversion Body, these new limbs are Decades beyond any that the UC3K universe has yet seen. They inflict 12d6 AP damange in hand-to-hand
  • Advanced Armor - the SP of standard A-Earth cyborg limbs, based on their "Boomer" war-robot technology is 30! Which is upgradeable to 55sp with the addition of minimal added plating. In UC3K standards this is as much armor as a tough LandMate but at the scale of a human being.
  • High-Power Laser Technology - Man-portable, Rifle sized laser technology can inflict up to 24d6 damage with the new advances made by A-Earth scientists. Pistols can achieve 12d6 with limited shots (six). This FAR outstrips even the impressive technology of the Near Earth Orbital lasters recently seen on the battlefield.
  • Consciouness Download - An Above-top-secret technology! This is the advent that the timeline has been waiting for! Ghost in the Shell-style "Ghost" AI. The Nanotechnological miracle of the bio-cyberbrain is now possible. this is exactly as portrayed in Masmune Shirow's "Ghost in the Shell" manga/anime. You can copy your brain almost exactly into an artificial Boomer-Brain designed for A-Earth war-robots and leave your meat behind entirely. barely larger than a human brain these "CyberBrains" as they are called in UC3K are in their infancy as a super-hot new technology. Interestingly, the original human is harmed in no way by this transfer. Provided it is voluntary and is not done too many times. (see the Ghost in the Shell Manga) Now the process of aging has been stopped. Technical imortality has arrived, provided nobody blow's your head off,
Further advances will follow. In the near future are such changes as the reduction in size of mass-production-model miltary BattleMechs with no loss of Megadamage Capacity, leading to a greater proliferation of Battlemechs and the gradual phase-out of LandMates over the next 20 years. The advent of "HardSuit" technology from A-Earth will change the nature of personal armor, resulting in something more akin to RIFTS mega-damage personal armors. LandMates/ACPAs will double in strencgth and Armor SP.
True Flight with combined HERMES technology and advanced Vector Thrust technology from A-Earth scientists will become a standard feature on all LandMates though NOT on HardSuits. This will be a defining difference.
And of course, war-robot "Boomer" technology will explode onto the battlefield scene as every side of any conflict moves to employ these cheap, deadly, terminator-warriors onto the UC3K battlefields.

A-Earth Full Conversion Cyborg Body

Called the BF-01, which many mistake for meaning big fucker number one, this body is named after a famed A-Earth Boomeroid (A-Earth term for full conversion cyborg) named Billy Fanward. He was a distinguished A.D. Police officer who was converted after extreme bodily trauma brought on in the course of duty. This "Billy" body is basically a boomer war robot body with a human brain in it.

Billy Physical Stats:
Ref: 12
Attr: 0
MA: 12
Meters /turn: 36
Jump: 9m Broad Jump: 12m
BOD: 20 Effective STR: 100
Lift: 5000kg Carry: 2500kg
Can throw an object wieghing 4500kg: Athletics Skill +7(STR/15) +1d10 die roll meters away
Hant to hand: (punch or kick) 12d6 (or 7d10 if you prefer)

Physical Structure:
Head:
SP: 30 (55 with command armor)
SDP: 20 disabled / 30 destoyed
Optic Options: 4 per eye
Audio Options: 4

Torso:
SP: 30 (55 with command armor)
SDP: 20 disabled / 30 destoyed
Options: 2

Arms:
SP: 30 (55 with command armor)
SDP: 20 disabled / 30 destoyed
Options: 2

Legs:
SP: 30 (55 with command armor)
SDP: 20 disabled / 30 destoyed
Options: 2

REF and MA can be bought up to a maximum of 16.


Click on the image for a larger view

Click on the image for a larger view

A-Earth HardSuit

This is a modular construction system which gives players and Referees a fast, easy method of building Stingray-technology Hardsuits. This system is based on our own anime mecha construction system, the Mekton Technical System (MTS for short). MTS fills most of the pages of Mekton Zeta Plus, the technical manual for our generic anime mecha roleplaying game Mekton Zeta.

Although the number-crunchers out there (you know who you are) will find that this system does not give exactly the same totals as those generated by MTS, the numbers come very close to those of both MTS and the BGC RPG. By sacrificing a little bit of technical detail, this system accomplishes the same basic task more easily, and more accurately reflects the "super-heroic" style of Bubblegum Crisis.

While this system can be used to reconstruct the mecha seen in the Bubblegum Crisis OVA series, it is primarily meant to be used to build your own brand-new, original Hardsuits. What this system does NOT do is invalidate the use of MTS—if you want to, you can still make use of the material in Z+ to create new, never-before seen technological gimmickry in the best Bubblegum Crisis tradition.

When using this system, you have the choice of designing your Hardsuit from the ground up, or using die rolls to randomly determine the suit's characteristics.

STEP 1: GENERATION
First decide whether your Hardsuit will be First Generation, like those in BGC 1-4, Second Generation, like those in BGC 8, or Third Generation, like those in Bubblegum Crash!. All Hardsuits cover the entire body and include a helmet; all costs are in Improvement Points (IP – the Experience Points of Cyberpunk 2020/UC3K)

HARDSUIT GENERATION
To randomly determine the Generation of your Hardsuit, roll 1D6:

1-3: First Generation Hardsuit (44 IP)
First Generation Hardsuits have 55 SDP, a STRength of 9 (which also multiplies the wearer's Lift value by 9), a Maneuver value of -1 to REFlexes, an MA bonus of +4, a Jumping range of 100m, a Rank-6 ECCM suite, a bonus of +1 to PREsence, Life Support, and a +2 Perception HUD. The weight of a First Generation Hardsuit is 74+2D6 kilograms.

4-5: Second Generation Hardsuit (55 IP)
Second Generation Hardsuits have 60 SDP, a STRength value of 10 (which also multiplies the wearer's Lift value by 10), a Maneuver value of ±0 to REFlexes, an MA bonus of +4, a Jumping range of 150m, a Rank-7 ECCM suite, a bonus of +2 to PREsence, Life Support, and a +2 Perception HUD. The weight of a Second Generation Hardsuit is 64+2D6 kilograms.

6: Third Generation Hardsuit (66 IP)
Third Generation Hardsuits have 60 SDP, a STRength value of 10 (which also multiplies the wearer's Lift value by 10), a Maneuver value of +1 to REFlexes, an MA bonus of +5, a Jumping range of 200m, a Rank-8 ECCM suite, a bonus of +3 to PREsence, Life Support, and a +2 Perception HUD. The weight of a Third Generation Hardsuit is 57+1D10 kilograms.

HARDSUIT COMPONENTS
In case you want to modify individual aspects of your Hardsuit, the cost for each component is listed below:

Structure: Structure costs 1 IP per 5 points of Hardsuit SDP
Strength: Strength costs 1 IP per point of Hardsuit STIR. The Lifting multiple is equal to the Hardsuit's STR.
Maneuverability: A penalty of -2 to Ref reduces cost by 4 IP; a penalty of -1 to Ref reduces cost by 2 IP; no modifier to Ref & Dex has no cost; a bonus of +1 to Ref costs 2 IP.
Design & Style: Design & Style costs 1 IP for each +1 bonus to the wearer's REP (maximum +3).
Running: Running costs 1 IP per +1 bonus to the wearer's MA.
Jumping: Jumping costs 1 IP per 10m of jumping distance.
Life Support: Full sealing versus Nuclear, Biological, and Chemical agents costs 3 IP.
Electronics: The standard Hardsuit electronic systems (targeting and lowlight vision with 1km range, radio with 10km range, and HUD instrumentation granting a +2 Perception skill bonus) costs 5 IP.
ECCM: Electronic Counter-CounterMeasures cost 3 IP for Rank-6, 4 IP for Rank-7, or 5 IP for Rank-8.
Weight: When you're building a Hardsuit with no particular Generation in mind, roll 3D10+56 to determine the suit's weight in kilograms (if you like, you can add another two D10s to get an additional decimal value).

STEP 2: ARMOR
Next, cover your Hardsuit with whatever armor seems appripriate. The SDP of a Hardsuit depends upon its Generation, but Armor protection varies from suit to suit. First Generation Hardsuits have a maximum SP rating of 50, Second Generation Hardsuits have a maximum SP rating of 60, and Third Generation Hardsuits have a maximum SP rating of 70. In any event, should the suit's armor be penetrated, any remaining damage is divided equally between the suit's SDP and the wearer's Hits. To determine your Hardsuit's Armor Protection, refer to the table below:

HARDSUIT ARMOR
Armor costs 1 IP per 2 KD (round up):
For First Generation Hardsuits, roll 1D6:
(1)= 35, (2-3) = 40, (4-5) = 45, (6) = 50
For Second Generation Hardsuits, roll 1D6:
(1) = 45, (2-3) = 40, (4-5) = 55, (6) = 60
For Third Generation Hardsuits, roll 1D6:
(1) = 55, (2-3)=60, (4-5)=65, (6)=70

CONSTRUCTION EXAMPLE
Let's say we want to construct our own original Hardsuit for our Bubblegum Crossfire campaign. In this case, we want a light, high-maneuverability Hardsuit to serve as a close combat unit, much like Linna's suit.
We begin with Structure; since the suit is supposed to be light, we give it a Structure of 50 SDP (10ip). Strength doesn't need to be too high either, so we choose a basic 9 STR (9ip). On the other hand, we want maximum maneuverability, so we choose a bonus of +1 Ref & Dex (2ip). Design & style is always a concern, but we don't want to overdo it, so we go with +2 PRE (2ip). Running and Jumping will be important, so we choose +5 MOVE (5ip) and 200m jumps (20ip). All Hardsuits include full sealing versus Nuclear, Biological, and Chemical agents (3ip), as well as targeting and lowlight vision with 1km range, a radio with 10km range, instrumentation, and a +2 Perception skill HUD (5ip). We're not too worried about ECM, so we choose Rank-6 ECCM (3ip). Thus, our basic Hardsuit costs 59ip.

Next, we add armor. We want relatively light armor, so we go with a basic 50KD, which costs 25ip.

Finally, we choose weapons. Since this is a close-combat suit we choose a Lasersword (10ip) and a Knuckle-Bomber (2ip) as the main weapons. We decide it would be cool if the lasersword really was a sword, wielded by the left hand, so we decide not to give the left hand a manipulator, but we do want the right hand (the one with the Knuckle Bomber) to have a manipulator (2ip). Feeling that the left hand is under-represented, we add a Knuckle Guard to it (6ip). Overall, the weapons cost 20ip.

Adding up the costs of all our components, our total is 104ip. Rolling 3D10 and adding 56 (and then throwing another two D10 rolls) we find that the suit's final weight is 74.26 kilograms. Now all we need is a good-looking young person from any walk of life to squeeze into this thing, and Look Out Boomers!

STEP 3: FEATURES
Now comes the fun part! Determine what special features your Hardsuit possesses, and don't forget to note where each is located; that part of the Hardsuit could be damaged during combat, in which case you could lose those Features too! Add their costs to those of the Frame and Armor, then move on.

To randomly determine the number of Features your Hardsuit has, roll 1 D6+1. For each Feature, roll 2D10 to determine what feature you get (note that if you get the same feature more than once, you have more than one of the same feature, like Sylia's three pairs of weapons).

HARDSUIT FEATURES & WEAPONS
Roll 1 D6+1 to determine number of Features; for each Feature, roll 2D10 to determine which feature it is:

2 - Ribbon Cutters (17 IP)
A pair of Ribbon Cutters costs 17 IP. They are limited to Melee range and their WA is -2, but a successful hit does 7D6x3 Armor-Piercing damage. This damage is applied twice (to represent the fact that there are two ribbons), and they are Quick, allowing two attacks in one Action.
3 - Wrist Rapier (9 IP)
A single Wrist Rapier costs 9 IP. It is limited to Melee range, has a WA of +1, and does 7D6x3 damage.
4 - Flight Wings (1 IP per 1 Move)
A pair of wings which grant flight cost 1 IP for every 1 Move of Flight (a Flying Move of 60 would cost 60 IP, for example). The maximum flying Move that can be bought depends upon the Hardsuit's Generation: 50 for a First Generation Hardsuit, 75 for a Second Generation Hardsuit, 105 for a Third Generation Hardsuit. If a flight wing is destroyed, the Hardsuit can no longer fly.
5 - Laser Sword (10 IP)
A single Laser Sword costs 10 IP. It is limited to Melee range, has a WA of +1, and does 7D6x4 damage—this damage treats any
armor as offering 20SP less protection.
6 - ECM Suite (cost varies)
Electronic CounterMeasures can be used to affect Radar, sensors, and/or missiles. They cost 35 IP for Rank-6, 45 IP for Rank-7, and 58 IP for Rank-8. The added ability to override missiles in flight costs another 26 IP
7 - Hypersensors (22 IP)
A set of wide-spectrum scanners has a 25km sensor range and adds another +1 to Perception skill checks (+3 total). It includes a 250km Radar array, thermographics, X-ray vision, seismic sensors, a magnetometer, and a Target Analyzer. This package costs 22 IP.
8 - Computer (cost varies)
A Computer costs 10 IP, plus 11 IP per 3 points of POW (max POW 9).
9 - Railgun Array (15 IP)
A multi-barrel railgun array (like the one on Priss' first and second Hardsuits) costs 15 IP. It has a range of 350 meters, has a WA of ±0, and does 7D6x2 Armor-Piercing damage. The weapon has an ROF of 2 and enough ammo for six two-shot bursts.
10 – 10 - Laser (cost varies)
A laser gun costs 1 IP per 1 D6 of damage done while on Beam set ting. Base WA is ±0 and base range is 560m plus 20m per die of damage over 12D6. The cost includes a Burstfire setting, which has an ROF of 10 but does 1/2 damage, 75% range, and suffers -1 WA. Since the output of the Hardsuits' lasers vary greatly, you can randomly determine the damage output of the laser by rolling 1D6+1D10; the result, added to 12, is the number of damage dice done by the laser gun (range is determined as normal).
11 - Manipulator (2 IP)
A powered Manipulator which converts the Hardsuit's STR-derived hand-to-hand damage to Killing damage costs 2 OR A non-powered glove is free.
12 - Knuckle Bomber (2 IP)
A single 6-shot Knuckle Bomber costs 2 IP. It is limited to Melee range, has a WA of +/-0 and does 6D6x5 damage. If you want to randomly determine the number of charges your Knuckle Bomber has, roll 1d6 1 = three charges, 2 = four charges, 3-4 = five charges, 5-6 = six charges.
13 - Increased Maneuverability (13 IP)
A higher-mobility Hardsuit (such as Linna's) gains a bonus of +1 to its Ref values, +1 to its MA, and +100m to its Jumping range. Increased Maneuverability costs 13 IP.
14 - Leg Bombers or Rocket Kicks (7 or 8 IP)
A pair of ankle-mounted Leg Bombers cost 7IP, and a pair of ankle﷓mounted Kick Rockets cost 8 IP. They are limited to Melee range, have a WA of -1, and do 7D6x5 damage. Rocket Kicks do not run out of shots, but Leg Bombers have six charges per leg.
15 - Combat Torch (3 IP)
A single Combat Torch costs 3 IP It is limited to Melee range, has a WA of +1, and does 7D6x4 damage; this damage treats any armor as offering 20SP less protection, but each Combat Torch only has enough fuel for one Phase of use.
16 - Knuckle Guard (6 IP)
An electromagnetic Knuckle Guard costs 6 IP. It is limited to Melee range, has a WA of ±0, and does 7D6x4 damage.
17 - S-Mines (6 IP)
A rack of three S-Mines costs 6 IP. An S-Mine does 18d6 damage, with a blast radius of four meters. A successful hand-to-hand Attack Action plants the S-Mine on your enemy.
18 - Wire-Daggers (77 IP)
A pair of Wire-Daggers costs 77 IP. They have a range of 30 meters, their WA is +1, and a successful hit does 6D6x3 Armor-Piercing Shock damage. This damage is applied twice (to represent the fact that there are two daggers) each time an attack is made.
19 - Pulse-Striker (35 IP)
A Pulse-Striker system costs 35 (!) IP. It has a range of 212 meters, its WA is +3, and a successful hit does 5D6x5 Shocking damage. This damage is applied to a five-meter area, but it takes the system one full Phase to warm up between firings.
20 - Barrier System (30 IP)
A Barrier System like Nene's costs 30 IP It offers 120 SP against energy attacks only, and once it is penetrated, the entire shield collapses and is useless until it's repaired. In addition, the Hardsuited wearer cannot move (MOVE Stat = 0) while the Barrier is up.

Hardsuit Add-Ons

HARDSUIT ADD-ONS
Listed below (and illustrated at right) is an assortment of new weapons and systems which can be added to a hardsuit to enhance its performance.

1. Gatling Cannon +9IP
WEAPON……….......WA…..RNG……....DMG……LOC……SPECIAL NOTES
20mm GATLING..-1……...440m…….12D6*……RA…….*AP, ROF 100, 5 bursts
This triple-barreled, caseless weapon attaches to a hardsuit's powerglove to greatly enhance its firepower. A linkage through the glove powers the cannon's motor, and a weight in the rear improves balance (although recoil is still very strong). It precludes use of the right hand and its weapons, and adds 49.7 kg.

2. Laser Cannon +11IP
WEAPON……….WA…..RNG……DMG……LOC……SPECIAL NOTES
Laser Cannon…..+1……..1km..…7d6x5……RA……..No burstfire ability
A powered-up version of the standard laser gun built into a hardsuit's right arm, this weapon prohibits the inclusion of a manipulator of any kind. In exchange, room is made for the high-speed capacitor which power the laser.

3.Beam Missiles +11IP
WEAPON……….WA…..RNG……DMG……LOC……SPECIAL NOTES
Beam Missiles….-2……550m…..7d6x3….Torso….*Does damage twice per hit
This system packs the power of the Hand Cannon (BGC B&A p69) in a compact package; batteries and converter packs are attached to the outside surfaces of the hardsuit's calves and thighs, linked to the main projector array on the chest. For firing, the chest panels open to clear the dual beam lenses

4. Slingers +1IP
WEAPON……….WA…..RNG……DMG……LOC……SPECIAL NOTES
Slingers…………-1………200m……..(*)……A,A…….*Entangling
This pair of arm-mounted line-throwers uses compressed gas to launch multi-role grapnels. Each grapnel is a combination articulated claw, adhesive plate and electromagnet, and is attached by a weaved monofilament line to a coreless-motor winch. The 200m lines are capable of supporting 3 tons and allow the hardsuit to easily swing from building to building and/or entangle opponents.

5. Wing Pannier +18IP
Armor: 40SP Structure: 30SDC Weight: +31.5kg FLYING MA: 101 (304kph) Ground Maneuver: -2REF & MA when worn
WEAPON……….WA…..RNG……DMG……LOC……SPECIAL NOTES
Vulcan Gun…….+0……480m…….8d6*…..Torso….*AP, ROF 80, 7 bursts
This device attaches to a Hardsuit's shoulders and back to grant full flight capability. Clamplike panels close over the chest to secure the unit, which consists of a turbofan engine, variable-geometry wings, and a triple-barreled Vulcan gun. The Wing Pannier allows the Hardsuit to fly for extended periods of time, although hovering isn't possible (the turbine would stall). When not in use, the wings can fold down over the back of the Hardsuit.

6. BB-2000 Eliminator +16IP
WEAPON……….WA…..RNG……DMG……LOC……SPECIAL NOTES
Eliminator……….+0…..166m……7d6x4*…RA…….*API, ROF5, 20bursts
This weapon uses magnetic fields to fire a mercury-like liquid (stored inside a tank on the back) like a railgun. It was designed to be attached to the right arm of Priss' first Hardsuit, but was never actually deployed in combat.