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by Benjamin Wright inspired by ideas from the Mekton Mailing List Phasing: x0.75 Cost Multiplier
Molecular harmonics technology. Desolidification engines. Perpetual teleportation loops. Interdimensional decpoupling systems. Astral formation converters. Ghost mecha. No matter what you call it, the result is the same--Phasing Systems allow a mecha to become insubstantial, so that it can move through walls and ignore attacks. When Phased, the mecha is immune to all physical and energy attacks; the mecha is also immune to Piracy Systems and Disruptor-type weapons, as well as being immune to the effects of the environment. In general, Phased mecha have no impact on the physical world. The mecha can also move through walls and other solid objects at its normal movement rate. When Phased, the mecha will not register on Sonar or Radar and it emits no heat (so it doesn't need Stealth). It does not become invisible, but does look somewhat hazy, making it easy to tell that it is Phased. Note that Cloaking can be used in conjunction with Phasing (if the mecha has paid for a Cloaking System). Although a Phased mecha can walk on or through the ground, it won't be able to "walk on air"; to do that, it has to have some kind of propulsion. In addition, when the mecha is Phased, it can't affect the physical world in any way; it may launch no attacks of any kind. If the pilot wants to attack, he'll have to de-Phase (and therefore become vulnerable) unless it has paid for the Fire Control capability. While Phasing is highly effective, it is not almighty. There are still ways for an enemy to affect the mecha while it is Phased: First of all, Phased mecha are still affected by Electronic Warfare systems--their Sensors, Spotting Radar, and Missile targeting systems can be confounded by normal ECM systems, and their own ECM systems can be countered by normal ECCM systems. There is no way around this situation; there is no special "Anti-EW Phasing" capability. The same is true for Psionic powers; Phased mecha (and their pilots) care as vulnerable to Psionic attack as the next guy. Second, weapons can be tuned to an "Anti-Phase Frequency," which allows them to affect Phased mecha. Usually, this function must be designed into the weapon when it is built, but sometimes a Beam or Energy Melee Weapon can be modified in the field to operate on an Anti-Phase Frequency. To jury-rig an Anti-Phase Beam Weapon or EMW, one must use a Target Analyzer to make an INT + Electronic Warfare skill roll vs 25; this takes one Action and determines the target's Phase Frequency. Next, spend another Action to make an INT + Electronics or TECH + Mecha Tech or TECH + Jury Rig skill roll vs 20; this allows the mecha pilot to tune the weapon to affect Phased targetsÉ only. However, if the roll equaled or exceeded 25, then the weapon can be used normally AND against Phased targets! Third, Reactive Shields will stop Phased mecha as if they were an energy attack; Phased mecha cannot pass through forcefields unless the Phasing System is bought with the Disruptor ability. Beam Shields, however, will not stop a Phased mecha. FREQUENCYUniversal (x1.0): Normally, all Phased mecha in the same campaign setting will use the same Phase frequency. Thus, any Anti-Phase weapon will work against any Phased mecha. Phased mecha can only affect each other if they use the same frequency. Specialized (x1.1): For added cost, all the mecha fielded by the same organization can use a special frequency which is different than the Universal one. This means that if more than one organization uses Phasing technology, not all Anti-Phase weapons will work against all Phased mecha; the weapon must be tuned to the frequency used by the side which the Phased mecha is allied with. Unique (x1.25): For an even higher cost, a Phasable mecha can have its own unique frequency, which means that each time an Anti-Phase weapon is used against a new Phased mecha, it will have to find the frequency all over again! Variable (x1.5): Taking the whole "What's the frequency, Kenneth?" arms race to the ultimate degree, mecha with Variable-Frequency Phasing Systems will require the enemy to constantly fiddle with their weapon settingsÑbecause the pilot of the Phased mecha can change his mecha's own Phase Frequency in one action! This can also lead to pilots constantly changing their mecha's own Phase Frequency to match that of their opponents (which follows the same rules as described above for energy weapons). PHASING OPTIONSFire Control (x1.4): This allows the mecha to make attacks when Phased as well as when it is not. Mecha which can become Phased and still affect the physical world can be very powerful, and the Referee should think carefully about allowing such mecha in his a campaign. Disruptor (x1.3): This allows the mecha to pass through Reactive Shields just like it can pass though any other object. Forcefields, however, can be jury-rigged to block Phased objects using the same procedure as is used for energy weapons. Energy Damage (x0.5): If the designer wishes, the mecha's Phasing System may be vulnerable to attacks made by Beam Weapons and Energy Melee Weapons. In this case, any attack made by an energy weapon does full damage against the Phased mecha. Energy Weakness (x0.75): The designer may make the Phasing System only partially vulnerable to energy attacks; in this case, the mecha takes 1/2 damage from Beam Weapons and Energy Melee Weapons. DURATIONWhile it is generally assumed that Phasing Systems work as effectively as any other MTS system, some Phasing Systems may put a tremendous strain on the mecha's powerplant. In these cases, the Phasing System can only operate for a limited number of Rounds before it must be deactivated, and then the powerplant must be allowed to charge up again. On top of having a time limit, Limited-Duration Phasing Systems require that the Phasing System be turned off for as many Rounds as it was on before it can be used again. Thus, if a Duration-5 Phasing system was on for 5 Rounds, it would have to be off for 5 rounds before it could be activated again. A mechapilot may operate his Phasing System for twice the listed duration if he makes a Mecha Tech, Electronics, or Jury Rig roll at difficulty 20, but after the extended time has run out, the mecha will be depleted of energy and will suffer the same penalties as those of a Turbocharger (see Zeta Plus, page 79). CONSTRUCTION EXAMPLEDr. Marcel Graves thinks he has figured out how to make a Phasing System from technology scavenged from the Hyperlight Drives of the Imperials' starships, so he sets to work constructing a Phase-capable Hermes. First, he takes a Hermes II-E (246.6 CP). He installs Phasing System (x0.75) which uses a different space-bending algorithm than that used by the Imperials' ships (Specialized Frequency, x1.1). However, the Hermes' powerplant is much smaller than a starship's, so the Phased state can only be maintained for a little less than a minute (Duration 5 Rounds, x0.8). However, since they use similar technologies, the Phasing System will allow the Hermes to slip right through the screens of the Imperials' Hydra-class Flagships (Disruptor, x1.3). Overall, the Cost Multiplier for this Phasing System is x0.858(0.75 x 1.1 x 0.8 x 1.3), so the add 211.6 CP to the Hermes IIE's cost. ANTI-PHASE WEAPONS: x1.33 Cost MultiplierAny Beam Weapon, Melee Weapon, EMW, Missile, or clip of Projectile Weapon Ammunition can be designed for use against Phased mecha. By applying the x1.33 Cost Multiplier of the "Special Effect Weapon" Stupid Mekton Trick, the weapon will deliver its full effect against a Phased target. However, if the target is using an unknown Phase Frequency, or is able to change its Phase Frequency, the weapon's own Frequency will also need to be changed. This can be achieved in one action by using a Target Analyzer to make an INT + Electronic Warfare skill roll vs 20. Anti-Phase Weapons are usable against Phased and non-Phased targets equally; if the designer wants a weapon which works only against Phased targets, the cost is multiplied by x0.67 (instead of x1.33). |
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