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R. TALSORIAN GAMES, INC.

P.O. Box 2288, Aptos, CA.


MK 1101 95001-2288
ROADSTRIKER CONTENTS
0.1 Introduction 6.1 Damage
0.2 Roadstriker Terminology 6.11 MEKTONS Hit by Roadstrikers
1.0 Constructing Roadstriker Types 6.12 Roadstrikers Hit by MEKTONS
1.10 Mechabikes 6.13 Roadstrikers vs Roadstrikers
1.12 Powered Armor Suits 6.14 Damage Blowthrough
1.13 Mechacars 6.2 Damage Effects
1.14 Mechatrucks 7.0 Knockback Effects
1.2 Powerplants 8.0 Ramming
1.12 Optional Power Rules 8.01 Ramming Classes
1.3 Sensors 8.02 Calculating Ram Displacement
1.4 Wheels & Movement Systems 8.03 Ram Displacement
1.41 Mechacar & Truck Wheels 8.04 Collision Damage to Objects
1.42 Mechabikes & Trikes 9.0 Repair
1.43 Ground Effect Fans 9.01 Battlefield Repairs
1.44 Ziprollers 9.02 Patching
1.45 Jumpjets 9.03 Replacing
1.5 Armoring Your Unit 9.04 Major Repair
1.6 Weapons
1.61 Striker to MEKTON Weapons ADVANCED TRANSFORMABLES
1.62 Striker to Striker Weapons 0.1 Introduction
1.7 Weapons Table 1.0 Multiform Types
2.0 Options 2.0 Components
2.01 Camouflage 2.01 Streamlining
2.02 Silent Running 2 02 Environmental Sensors
2.03 Targeting Scopes 2.03 Pressure Hull
2.04 Night Driving System 2.04 Tank Armor Plate
2.05 Submersible Options 2.05 Metaform Arm/Talons
2.06 Ejection Seats 2.06 Walkerform Legs
2.07 Hydroslick Jets 2.07 Walkerform Arms
2.08 Bogg Sprayer 2.08 Rotorblades
2.09 Radios 2.09 Beast Strength
2.10 Extended Sensors 2.10 Ground Effect Fan Nacelle
3.0 Combat Rules 2.11 Water Turbines
3.01 Hex Size 3.0 Multiform Types
3.02 Terrain Classes 3.01 Tank
3.03 Time 3.02 Submarine
304 Turns 3.03 Surface Craft
3.05 Facing 304 As:ro Fighter
3.06 Units in the Same Hex 3.05 Walkerform
3.07 Firing Arc 3.06 Helicopter
4.0 Movement and Movement Allowance 3.07 Avianform
4.1 General Movement 3.08 Beastform
4.2 Changing Facing 3.09 Humanoid
4.21 Swerving 3.1 Armoring Your Multiform
4.22 "Bandit" 8 "Bootlegger" Turns 3.2 Weapons
4.23 Vehicle "Jumps" 3.3 Weight Calculation
4.24 Piloting Rolls 3.4 Multiform Building Example
4.25 Control Loss 4.0 Targeting Your Multiform Unit
4 26 Maneuver Points 5.0 Exotic Multiforms
4.3 Other Movement Forms
4.31 Fan Equipped Units CONCEPTS & DESIGN: Mike Pondsmith, Derek
4.32 Swimming Units Quintanar
4.33 Submerged Units WRITTEN BY: Mike Pondsmith
4.34 Jump Jets WITH: Derek Quintanar & Ellen Guon
4.35 Dragging & Towing
4.36 Falling Units ILLUSTRATION: Jason Waltrip, Michael Ebert
437 Orientation After Falls COVER: Michael Ebert
5.0 Attacking
5.01 Line of Sight PRODUCTION: The Graphic Mercenaries
5.02 Ranges PLAYTESTERS: Adrian Kaehler, Russ Huber, Lars
5.03 Optional Rangefinding Mapstead, Dave Friedman, Rob Mace, Jason Stouffer,
5.04 Actions
Will Moss.
5.05 Targeting Choices
6.0 Random Targeting & Damage Allocation
6.01 Grenade Targeting
6.02 Optional Autocannon Fire ROADSTRIKER" & MEKTON™ are Registered
6.03 Strike & Dismember Trademarks of the R. Talsorian Game Company, Inc.
6.04 Judo Throws
6.05 Knockovers COPYRIGHT 1986, R. Talsorian Games, Inc.
6.06 Grabs, Trips & Pins
0.1 INTRODUCTION 1.0 CONSTRUCTING ROADSTRIKER
Roadstrikers are a class of small, lightweight mecha designed TYPES
for crowd management, battle support, and covert operations. The Roadstrikers listed below are the basic, stripped chassis
Roadstrikers are always some form of vehicle, either a car, forms of their individual classes. You will need to purchase
motorbike, or truck, with the ability to reconfigure into a basic WHEELS. WEAPONS, ARMOR and OPTIONS separately (not
humanoid mecha form. to mention that flashy paint job and custom Vazool-skin
upholstery you were planning to get down in the Southern
0.2 ROADSTRIKER TERMINOLOGY Archipelago).
These are terms you will encounter in these rules directly
relating to Roadstriker class mecha. 1.10 CLASS ONE A: MECHABIKES
These are small, two-wheeled type "motorcycles" with the
Base Cost: This is how much the stripped Roadstriker body ability to reconfigure into a humanoid mecha suit. The lowest
costs. Roadstriker Construction Points are worth exactly one- two classes of this type (Light Bike & Striker), require that the
third that of MEKTON Construction Points. driver be wearing full COMBAT ARMOR, to allow the bike to
mesh over the driver's body without crushing it. Light Bikes
Torso, Limb and Head Hits: This is how much damage (in and Striker Bikes do not augment the driver's own strength
hits) each area can take. or speed, but do supply augmented torso armor protection
for the driver as well as a platform for carrying heavier
Torso Spaces: These are spaces built into the torso areas weaponry than usual.
of your Roadstriker. These may be used for either weapons
or jump-jet systems (described later). Medium and Heavy Bikes are designed to fully enclose the
Pass: This is the number of passengers (including the driver) rider's body — as a result, combat armor need not be worn
which the Roadstriker can carry while in vehicle mode. It may while transforming. These configurations give the rider in-
carry one-half this amount when in humanoid form. Extra creased strength (see STRIKE & DISMEMBER, 6,03) as well
passengers onboard during a transformation must get out of as full armor protection.
the Roadstriker or risk being crushed by reconfiguring inter-
nal machinery. Roadstrikers have a lot of extra machinery 1.12 CLASS ONE B: POWERED
which takes up the place of potential passengers. ARMOR SUITS
These are non-transformable, humanoid suits designed to pro-
Vehicle Mode: This is when the Roadstriker is converted to tect infantry units in mecha assaults. They provide full body
its wheeled or fanned equivalent of a common road vehicle. coverage. NOTE: These units are too massive to be worn
Powered Armors, of course, have no vehicle mode either inside or astride of any other mecha unit!

Max Hand Weapons: This is the maximum number of hand


1.13 CLASS TWO: MECHACARS
held weapons the unit may carry into combat. These weapons Mechacars are much larger, more durable Roadstriker
are assumed to be clipped (in a non-functional manner) to variants. They may carry passengers and cargo, and an in-
the outer body of the mecha when not in use. The only time creased number of heavy weapons. Note that in their usual
when hand weapons may be used while in vehicle form is format, mechacars do not resemble the average automobile
in the case of BIKES, when ONE weapon may be clipped to — you will have to spend additional Construction Points to
the front of the bike for use. 2 handed weapons count as two modify your vehicle to pass as a normal street car.
weapons.
1.14 CLASS THREE: MECHATRUCKS
Max Armor: This is the heaviest armor which may be placed Not as common as mechacars and bikes, mechatrucks are
on this particular Roadstriker type. usually used in industrial, military or semi-military applications.
MECHABIKE

CLASS BASE TORSO LIMB HEAD TORSO PASS MAX MAX


COST HITS HITS HITS SPACES ARMOR HW
- -
Lt. Bike 8 4 1 2 L 1
Striker 10 6 4 - 1 2 L 2
Medium 12 8 3 2 1 2 M 2
Heavy 14 10 4 3 2 2 M 2

POWERED ARMOR SUIT

CLASS BASE TORSO LIMB HEAD TORSO PASS MAX MAX


COST HITS HITS HITS SPACES ARMOR HW

Lt. Suit 15 10 5 3 2 1 L 2
Hvy. Suit 25 20 10 6 2 1 M 3

MECHACAR

CLASS BASE TORSO LIMB HEAD TORSO PASS MAX MAX


COST HITS HITS HITS SPACES ARMOR HW

Sports 16 12 6 4 2 2 M 2
Compact 16 14 7 5 2 2 M 3
Medium Car 20 16 8 6 3 4 M 3
Wagon/luxury 22 18 9 7 4 4 H 3
Limo/MiniVan 24 20 10 8 4 6 H 3
MECHATRUCK

CLASS BASE TORSO LIMB HEAD TORSO PASS MAX MAX


COST HITS HITS HITS SPACES ARMOR HW

Van 28 24 12 9 4 6 H 4
Road hauler 30 26 13 10 4 6 SH 4

1.2 POWERPLANTS 1) Either in the FRONT of the vehicle, the BACK of the vehi-
Each Roadstriker type is powered by energy fuel cells (for a cle, or the MlDSECTION of the vehicle. You may have up
more detailed description, see the side article, to 2 pairs in each of these areas, for a maximum number
ROADSTRIKER POWER SYSTEMS). Each Roadstriker class of 12 on a single vehicle.
requires two fuel cells for operation. Each type has its own 2) You must designate these wheels as equal right and left
size of cell — these are not interchangeable with other types. side pairs. You may not design units with an inner and
Fuel cells cost 1 Construction Point (10cr), and are rated in
outer wheel pair (see illustrations). All wheels are con-
what are called OUTPUT HOURS (OH). One Output Hour is
equal to the amount of power required to operate that type sidered to be facing outside.
of Roadstriker tor one full hour of continuous operation (360
game turns). These ratings are: WHEEL CONFIGURATION

Mechabikes 6hrs
Mechacars 8 hrs
Mechatrucks 10hrs
Powered Armor 6hrs

1.21 OPTIONAL P O W E R DRAW RULES


We have arbitrarily set the total number of times in which jump
systems and energy weapons may be activated in a single TYPE COST PER HITS PER
game. However, in a long term campaign, you may wish to WHEEL WHEEL
consider the information on ROADSTRIKER POWER
SYSTEMS. In our optional rules, each particular weapon or Normal 1 5
jumpjet unit draws power from the main fuel cells. In addi-
tion, every 36 turns, the Roadstriker consumes 10% of an Out- Armored 2 7
put Hour maintaining movement, sensors, servos and other
basic systems. When a fuel ceil has reached 0 Output Hours,
the Roadstriker is out of power and 'alls ignominously to the 1.3 SENSORS
ground until recharged. All units (excepting Light & Striker Bikes) have a VISUAL sen-
sor pack, which projects a 180-degree view around the
Roadstriker, superimposing a targeting scope upon demand.
SYSTEM TYPE POWER DRAIN Range is 50 hexes. This pack is always mounted in the head.
When in vehicle mode, you may choose, of course, to use
windows (bikes don't even have those!), but if your sensors
Every 36 turns of combat 10% of 1 OH are destroyed while in humanoid mode, you are effectively
Laser Gun (per shot) 10% of 1 OH blinded and must apply modifiers as described in MEKTON
Plasma Gun (per shot) 20% of 1 OH (pg. 29, Para 4). Sensor costs are assumed in the basic unit
Jump Jets (per hex) 20% of 1 OH price and may take 2 hits.
per hex
Energy Sword (per turn) 10% of 1 OH 1.4 WHEEL MOVEMENT SYSTEMS
The next step in designing your Roadstriker is to decide ex-
actly how it moves when not in its humanoid configuration.
1.41 MECHACAR & TRUCK WHEELS In most cases, (his movement will involve wheels. There are
When constructing wheeled mechacars and trucks, you must two types of wheels: Normal and Armored. Note that Powered
place your wheels in one of the following configurations: Armor Suits may not use wheels.
1.42 MECHABIKES & TRIKES 1.6 WEAPONS
These units must be configured in one of two ways: one wheel In combat situations, taking a single Striker up against a
in front, one wheel in back, or two wheels in back, one wheel MEKTON is like tackling an elephant with a popgun.
in front. Roadstriker class units are designed for close infantry com-
bat and anti-personnel work, rather than mass combat attacks.
1.43 GROUND EFFECT FAN SYSTEMS Unless attacking in a fairly large group, Roadstrikers will not
The majority of Striker vehicles are equipped with wheels, but stand a chance against MEKTONS.
you may opt to replace those wheels with ground effect fans
instead (you may not have both). These fans enable the vehi- Because of this, Roadstrikers carry two types of weapons. One
cle to hover 2 feet off of the surface, giving it better speed type is limited in attacks and accuracy, are primarily designed
and movement capabilities. These fan units directly replace to be used against MEKTONs. The other (while they could
wheels, and are always considered to be in one of the follow- be used in a pinch against MEKTONs), are mostly designed
ing configurations; to tackle other Striker type units.

1.61 STRIKER TO MEKTON WEAPONS


Mechacars: 2 fans front, 2 fans back GUIDED MISSILE PACK: Two wire guided, anti-MEKTON
Mechatrucks: 2 fans front, 2 fans middle, missiles, ready to fire. Rate of fire is one per action. You may
carry one reload. Range: 4 hexes.
2 fans back
Mechabikes: 1 fan front, 1 fan back PLASMA GUN: The standard anti-MEKTON plasma weapon,
Mecha"trikes": 1 fan front, 2 fans back with a once every other turn rate of fire. Range: 6 hexes.

ROCKET POD: Fires salvoes of 5, 2 salvos per turn maximum.


The base cost of a fan system is 3 per fan. Fans may take (-10% in the second salvo.) Roll once to hit, then roll 1D10
5 hits each, Powered Armor Suits may NCT have fan systems. divided by 2 (round all fractions UP) to see how many of the
salvo hit. Each hit does 8 hits. All rockets in a salvo hit the
1.44 ZIPROLLERS same location. No reloads. Range: 3 hexes.
These are small roller wheels which may only be placed in
the footplates of Powered Armor Suits, allowing them to "zip" GRENADE LAUNCHER: Can fire one grenade per action.
over terrain at a rate of speed higher than normal humanoid Normal high explosive grenade does 1 Kill (10 hits). (See
walking. No other unit type may use them. Cost is 2. Ziprollers GRENADE TARGETING, 6.01.)
have no separate hit value, but are destroyed when the legs
are.
1.62 STRIKER TO STRIKER WEAPONS
1.45 JUMPJETS SMALL LASER GUN: Fires once per action. 20 shots/ unless
This system allows a Roadstriker the ability to "jump" over using rules for Optional Power Draw (1.21). Range: 4 hexes.
intervening hexes, up to 4 hexes per action, for a total of 20
hexes per game. This movement does not count against ENERGY SWORD: Pumped plasma version of personal
regular MA. Jumpjet actions are not like conventional flight, energy sword, unusable by anything less than a Light Bike
in that the unit must takeoff from one hex and land in another armored man; power given off would sizzle arm. Range: 1 hex.
hex in the same action. The unit may never rise higher than
1 hex off of the surface at any time, and may not hover.

Jumpjets may also choose to use Rule 1.21 (Optional Power SHIELD: Smaller version of standard MEKTON shield. Can
Draw Rules), paying for jumpjet movement as defined therein. parry or bash with it. May take up to 20 hits.
However, note that in this variation, overall Output Hours will
be drastically consumed! Jumpjets may be placed in any type LIGHT AUTOCANNON: Fires up to 3 bursts per action (roll-
of Roadstriker, including POWER SUITS, but may only be ing for each burst separately, with a -10 modifier for each
employed when the mecha is in a humanoid configuration. consecutive burst). You may fire a total of 9 bursts per reload.
Cost is 6. Each burst does 8H. Each burst must be targeted separate-
ly. For a more advanced form of autocannon fire, see Optional
1.5 ARMORING YOUR UNIT Rule 6.02. Range: 4 hexes.
This is the next step in designing your Roadstriker. Unlike
MEKTON Construction, where armor is purchased for each
individual area, Roadstriker armor is purchased as an all-over MAGNETIC GRAPPLES: Cables with flat, electro-static
covering, giving equal protection to each area. adhesive heads. Attacks as a GRAB (for a weapon), a TRIP,
or a PIN. Range: 1 hex.

HAND FLAMER: One shot per action, but has 50% chance
TYPE COST STOPPING of igniting struck area, causing 1 Hit residual damage for
1D10/2 additional turns. No reloads. Range: 2 hexes.
POWER

Light 4 4H 1.7 WEAPON TABLE


Medium 8 6H The following table lists the weapon types, ranges, damages
Heavy 12 8H and accuracies of weapons covered in these rules. These
Superheavy 14 10H weapons are designed to interface with similar weapon
classes in MEKTON, pg. 15.
WEAPON RANGE CAN BE USED W/A DAMAGE COST HITS SHOTS

Missile Pack 4 1H or T 20 10H 4 2


Plasma Gun 6 T or 2H 30 20H 6 5
Rocket Pod 3 2H or T/V 30 8Hper 6 3
Grenade Launcher 2 1H or T/V 40 10H 5 4

Laser Gun 4 1H or T/V 50 8H 3 20


Energy Sword 1 1H 50 8H 1 10
Shield 1 1H 50 4H + 2 20
Lt. Autocannon 4 2H or T/V 40 8Hper 4 -
Mag. Grapples 1 T/V 50 1 2
Flamer 2 1H or T/V 50 6H + 1H 3 10

1H, 2H: These weapons may be carried in one or two hands respectively. Your Roadstriker must be in humanoid
form to use them. 2H weapons count as two hand-carried weapons.
T: These weapons must be mounted in a torso space and used while the Roadstriker is in humanoid form.
T/V: These weapons must be mounted in a torso space, but may be used in either vehicle or humanoid forms.
BIKES: Bikes may clip one 1H weapon to the front of their vehicle form (see page 1).
Per: per hit or burst, not salvo.

All Reloads cost 1, take no spaces. Only autocannons, grenade launchers and missile packs may be reloaded.
All Weapons have 5 hits, unless otherwise marked.

a cost of 2 Construction Points each. Activated by a hidden


2.0 OPTIONS trigger (or from a hand held radio sending unit at an addi-
Like any good auto show-corn, we'd like to offer a lew options tional 2 C.P.), the seat rockets the occupant 10 meters
to the discriminating mecha buyer. Option costs should be skyward, dropping him 1 hex behind the vehicle.
added to the overall cost of constructing your unit, and are
primarily designed to be used in a roleplaying context. 2.07 HYDROSLICK JETS
This system sprays a fine mist of frictionless liquid 1 hex direct-
2.01 CAMOUFLAGE OPTION ly behind the vehicle. Any unit passing through this con-
Your unmodified Roadstriker has a basic 30% chance of pass- taminated hex must make a Piloting Roll to avoid Control Loss
ing a casual Notice roll as a normal vehicle. To increase this (4.25). You may cover 1 hex per turn, up to 6 hexes. Hydroslick
chance, you can buy points of CAMOUFLAGE OPTION. This evaporates in 10 turns. Cost is 4.
makes you unit look more like what it is supposed to resem-
ble in its "street" form. You must pay 1 point to decrease an
observer's NOTICE roll by -10%. At 100%, your Roadstriker
is virtually indistinguishable from any standard street model
of vehicle.

2.02 SILENT RUNNING OPTION


This option is usuable on wheeled vehicles only, and allows HYDROSLICK DEPLOYMENT
you to move more silently. The cost is 1 point for every -10% 2.08 BOGG SPRAYER
modifier on listener's Notice Roll.
A thick, gel-like substance which acts as a form of superglue.
2.03 TARGETING SCOPE OPTION Units passing through a "bogged" hex pay tor movement at
a rate of 4MA per hex travelled. Bogg is deployed exactly as
Increases percentage to hit by 10%. Cost 2. hydroslick, but does not evaporate. Cost is 5.
2.04 NIGHT DRIVING SYSTEM 2.09 RADIO
Infrared headlights will light a road area 100 meters long and This option allows communication up to 25km distant, block-
50 meters wide. Additional IR sensitive sensor cameras and ed only by sizable mountain ranges, buildings or amounts of
an IR polarized windscreen allow unit to maneuver without metal. Cost is 1.
using visible light, Cost 6. 2.10 EXTENDED SENSORS
This special sensor pack contains the following sensor addi-
2.05 SUBMERSIBLE OPTION tions (primarily tor roleplaying): 1) A shotgun mike, which
Usable by mechacars, Mechatrucks and Powered Armors on- allows user to overhear a whispered outdoors conversation
ly, this allows your striker to submerge in any or all rivers, at 200 meters, or any normal conversation through a stan-
shallow or ocean hexes. Integral lifesupport system carries dard sheetrock wall at 100 meters. 2) A thermosensing
air for 4 hours. Cost 4. camera, allowing a heat-shape image to be filmed outdoors
up to 100 meters away, or through glass up to 10 meters away.
2.06 EJECTION SEATS 3} Tracking system and four "bugs," allowing user to locate
You may opt to replace any or all of your standard seats at and follow tracer up to 4km. Cost is 8.
3.0 COMBAT RULES 3.03 TIME
In general, the combat rules for Roadstrikers are identical to Time is as in MEKTON, (Pg. 24, para 1) but ROADSTRIKERS
those for MEKTONs. Where there are exceptions, we have will always move before all MEKTONs, and after all men do.
annotated the specific rules change and its reference in the All Roadstrikers will move in the following order — BIKES and
original MEKTON rulebook. POWERED ARMOR SUITS first, CARS second, and TRUCKS
last. Among each class, order will be determined by the
3.01 HEX SIZES AND SCALES highest MCS (or PILOTING Roll), as in MEKTON. You may
choose to use the optional rules for Varying Reaction Rolls
In this specific rules set, 1 hex = 50 meters. One Movement in MEKTON (Pg. 24, Para. 5).
Allowance Point (MA) is equal to 1 hex. Because of this reduc-
tion in scale, FOREST and CITY terrains will be dealt with
on an individual tree-by-tree, building-by-building basis. Units 3.04 TURN ORDER
must either go around such obstructions or blast them down. Turns are as in MEKTON (Pg. 25, Para. 2) with
ROADSTRIKERS able to do one of the following in a turn:
3.02 TERRAIN CLASSES
1) Move up to full Movement Allowance and take 1 action.
Terrain in these rules is defined as:
OPEN ground is any free and clear terrain, including roads, 2) Up to ½ full Movement Allowance interrupting that move-
field3, hard packed mud and earth. Movement is 1 MA to 1 ment at any time to take 2 actions.
hex travelled.
3) Not move at all and take 3 actions.
RUBBLED ground is any rock, wreckage or rubble strewn
ground, making footing uncertain. Movement is 2 MA to 1 hex. In addition to any standard MEKTON action, Roadstrikers may
also RECONFIGURE (or "transform"} as one action. They
WATER includes RIVERS, OCEANS, and SHALLOWS. Only may also, when equipped with Jumpjets, JUMP once per turn
submersible type Roadstrikers may cross water. as one action.
ELEVATIONS are in 50 meter increments. Thus, a level 4 3.05 FACING
elevation is 200 meters high. It takes 1 MA to rise or fall one Facing is essentially the direction in which the front of your
elevation. DEPRESSIONS are like elevations, but annotated unit is pointed. The "front" of your vehicle or unit is defined
in negative values. in the illustrations below. Roadstrikers must always declare
facing towards one of the six possible sides of a hex.

REAR

RUBBLED WATER

FRONT
ELEVATIONS OPEN
3.06 UNITS IN THE SAME HEX 4.2 CHANGING FACING (Turning)
In the reduced scale (1 hex = 50 meters) used in these rules, Humanoid forms may change facing at no MA cost. However,
only one unit may occupy a given hex at one time. Other units vehicle formed Roadstrikers must pay 1 MA per hex side
may fire into any of the six surrounding walls of the hex pro- rotated, and may only change 1 hex side for each hex moved.
viding line of sight is not blocked.
4.21 SWERVING
3.07 FIRING ARC Swerving allows you to move to a hex 35 degrees to either
Roadstrikers in vehicle form may only fire out of the front hex side of your forward facing (see illustration), with your forward
in which they are facing (illustration). However, humanoid facing unchanged. There is no additional MA cost for a
formed Roadstrikers may attack in the 3 front hexes. swerve.

4.22 "BANDIT" OR "BOOTLEGGER"


TURNS
This maneuver allows a Roadstriker to reverse its facing 180
degrees in a minimum amount of distance. The unit moves
in a straight line along 4 hexes, changing it's facing one hex
side per hex travelled (see illustration). Only mechacars and
trucks may use this maneuver
FIRING ARC

4.0 MOVEMENT & MOVEMENT


ALLOWANCE
Below are listed movement allowances 'or all Roadstriker
class mecha. Note that Humanoid Roadstrikers have a much
lower movement than humanoid MEKTONS. This is based BANDIT
on the fact that Roadstrikers (being much shorter) have a
much smaller stride. However, the much lighter wheeled vehi-
cle types are able to move over terrain much faster than wheel- 4.23 VEHICLE "JUMPS"
ed or tracked MEKTONs. All MEKTON M.A.'s remain as in If planning an "Evil Kneivel" stunt jump, the following
MEKTON, pg. 26. guidelines apply to Roadstrikers.
1) You must have a takeoff run equal to the distance you in-
MOVEMENT ALLOWANCE TAB LE tend to jump. You MUST jump from one hex to another, main-
taining your original facing throughout the jump.
TYPE MOVE
2) Your takeoff area must be of an equal or higher elevation
In Wheeled Vehicle Forms 6 than your landing area. It may NOT be higher than 1 eleva-
In Fan Vehicle Farm 8 tion level over your landing point.
In Humanoid Form 2 3) If using Optional Piloting Roll Rules (4.24), you must make
Powered Armor Suits 2 a Piloting (or MCS) Roll to see if you successfully make the
P.A.S.'s with Ziprollers 4 jump without augering in. Unsuccessful rolls result in the unit
coming to rest at the far side of the jump, but on it's back.
(Consult the RAMMING section, 8.0, as if hitting CONCRETE).
4.1 GENERAL MOVEMENT
You may move a Roadstriker through any hex in which it is 4) You must have a landing "runout" area equal to your takeoff
directly lacing (3.05), as long as the hex is not occupied by run. Also, your landing point must be of a height equal or lower
any other unit or obstruction. A hex is occupied if any part than your takeoff point.
of an obstruction intersects the hex line. To move around an
obstacle in your path, you must either change facing (turn)
or swerve.

In these rules, acceleration and deceleration are not con-


sidered as factors. However, if using the optional rules on
Piloting Rolls (4.24). Referees may choose to require drivers START END
to make Piloting Rolls whenever an emergency stop seems
appropriate. JUMP
5) You may NOT make a jump longer than your maximum
MA in a turn. MAJOR SKID
6) Powered Armor may use this rule in a "running jump" with
a -10% penalty on pilot roll.
7) Roadstrikers must stay in vehicle form while jumping.

4.24 OPTIONAL RULE: PILOTING ROLLS


This rule is designed to be primarily applicable in roleplay-
ing situations, where a Referee's discretion may call for a MINOR SKID
"Piloting Roll" to be made. This may be any previously men-
tioned maneuver or a specific situation, such as an emergen-
cy stop. The pilot of the vehicle must make a percentage roll
equal to or lower than his Piloting Skill (or MCS if he has no
Skills). This roll is modified by road conditions, driver condi-
tion, type of maneuver and other factors. Unsuccessful
Piloting Rolls should consult section 4.25 for results.

ROLL
CONDITION MODIFIER Move 1 hex for every 2 rolls.

Rubbled Terrain - 5 RESOLVING VEHICLE ROLLS: To resolve a vehicle roll, you


will:
Icy, wet or slick surface -10
Hydroslicked Surface -20 1) Roll 1D10/2 (odd values round down). This is how many
Each additional facing times your unit has rolled.
change made in the same turn - 5 2) For each time unit rolls, take 5 hits of torso damage.
Pilot wounded -10
Road obscured by fog. 3) Consult Section 4.37 to determine orientation after your roll.
darkness, smoke -10
"Bandit" or "Bootlegger" -25 4.26 MANEUVER POINTS
Specialized handling options can increase your chances of
making Piloting rolls in these situations. These options are
reflected in MANEUVER POINTS. You may increase the base
Maneuverability of your particular vehicle by applying Con-
As the main emphasis of ROADSTRIKER is on mecha-to- struction Points (which are then credited to your Piloting or
mecha combat, not vehicle driving skills, we recommend that MCS rolls in these situations). 1 Construction Point is equal
you use this and other related rules sparingly for "effect" in to 1 Maneuver Point.
roleplaying situations.

4.25 CONTROL LOSS VEHICLE TYPE MAX # MAN. POINTS


Units which make unsuccessful Piloting Rolls risk a chance ALLOWED
of losing control. To determine the outcome, do the following:
Mechabike 30
1) Roll 1D1Q Mechacar 20
Mechatruck 10
2) For each hex of movement travelled previous to the failed
roll, add 1 to your die roll.
4.3 OTHER MOVEMENT FORMS
3) If maneuver was "Bandit" turn, add 2 Other forms of movement include ground effect fans, swim-
4) If maneuver was a Turn, add 1 ming and submerged movement, jump jets, dragging and
towing, and falling units.
5) Consult Control Resolution Table.
4.31 FAN EQUIPPED UNITS
6) Check diagrams of Resolutions and move units Fan equipped Roadstrikers may move over all rubbled or water
accordingly. terrains as if on Open ground. They may not, however, FLY
over obstacles.
7) It Resolution results in collision, see RAMMING, 8.0,
4.32 SWIMMING UNITS
Only Roadstrikers with Submersible options may swim. Swim-
ming here is defined as moving along the surface of the water,
CONTROL RESOLUTION not necessarily in a paddling motion. They may swim in any
water terrain type (River, Shallow or Ocean). They may swim
DIE ROLL RESOLUTION in either humanoid or vehicle configurations.
1-5 Minor Skid
6-11 Major Skid 4.33 SUBMERGED UNITS
12+ Vehicle Rolls Submerged movement is as in MEKTON, Pg. 27, Para. 7, but
may only be done in RIVER or SHALLOWS hexes. Only
submersible optioned Roadstrikers may submerge. 4.37 ORIENTATION AFTER A FALL
4.34 JUMPJETS To determine orientation after falling:
Roadstrikers with Jumpj9is may JUMP, a move allowing them 1) Roll 1D10, On an even roll, unit is now on it's back. On
to leap over up to 4 intervening hexes (see 1.45), paying this an odd roll, unit is now on it's front (vehicles with fans or
cost out of their JUMP allotment or from their Fuel Cell OH wheels down).
(depending on rule3 employed). They must land at the end
of the jump, pointing in the original direction of facing before 2) Roll 1D10 again, and consult following diagram. Unit's new
the jump. Jumping is considered to be one action, and you facing is along the designated hex face.
may only jump ONCE per turn.

4.38 FALLING ON OTHER UNITS


Falling on other units is considered as if it were a RAMMING
attack (8.0). Failing is considered to have occurred as if from
a distance of 1 hex (50 meters); use this value when com-
puting damage as in 8.02, Part #1. Displaced units move along
the line of the throw, as if it were a normal ram.

5.0 ATTACKING
In general, attacks are carried out as in MEKTON, Pgs. 28-31,
with the following changes and modifications.

5.01 LINE OF SIGHT


In this rule set, wo have restricted line of sight to VISUAL
targeting. Visual line of sight is defined as a straight line be-
tween target and attacker, which does not intersect any
obstacle, and which is encompassed by the particular unit's
4.35 DRAGGING & TOWING FIRING ARC (as defined in 3.07). You may not acquire any
Roadstrikers may drag and tow as in MEKTON, Pg. 27, Para. target which is blocked by any intervening elevation, building,
9, when two Roadstrikers are dragging one another. However. tree or obstacle.
MEKTONS may actually pick up and carry Roadstrikers (or
even throw them, if in a bad mood). Line of sight exists from the center of the attacker's hex to
the center of the target's hex. If LOS is not obvious, place
a straight edge between both points. If the edge intersects
an obstacle, line of sight is blocked. The exception to this is
MEK WE IGHT if a target or attacker is ON the obstacle (such as a MEKTON
CLASS of on a hill). In these cases, LOS is not blocked (See illustration).
Striker 1-66 67-133 134-200+

Bikes/P.A.S. 2 Hands 1 Hand 1 Hand


Cars 2 Hands 2 Hands 1 Hand
Trucks Cannot 2 Hands 2 Hands
Lift

4.36 FALLING UNITS


Falling can happen if the Roadstriker has the misfortune to
De used as art "improvised throwing weapon by an enraged
MEKTON pilot. MEKTONS may throw Roadstriker units 1 hex
in any direction of the MEKTON's firing arc. Thrown units take
10 hits damage on impact to all areas, distributed based on
current configuration:

IN BIKE FORM: (Including Light and Striker Bikes when in


humanoid Forms): All areas, including pilot's 6 areas of body).
IN ALL HUMANOID FORMS OR IN CAR/TRUCK FORMS:
All areas, excluding pilot. If equipped with Jump Jets, a unit
may make a Piloting Roll (or a roll less than or equal to his
MGS) to land safely and avoid damage.
5.02 RANGES CARS, TRUCKS
Ranges listed in Roadstriker are what are called FUNC- IN VEH ICLE CONFIG.
TIONAL ranges. This means the best average for both
penetration and accuracy. For a more complex way of using
ranged weapons (Guns, Missiles, Rockets or any other fired Roll Location
weapon), you may wish to consider the optional rangefinding 1-3 Torso
rules below. 4-5 Front (Arms - Attacker's Choice)
6-7 Rear (Legs - Attacker's Choice
5.03 OPTIONAL RANGEFINDING RULES 8-9 Wheel or Fan (Attacker's Choice
In this rules variant, the listed ranges become "best case" 10 Weapon
ranges, not the extreme weapon ranges. You may choose to
extend or enhance the range and accuracy of firing weapons
by doing the following:
1) At ½ of the functional range, add 10% to your attack roll.
2) For every hex BEYOND the functional range, subtract 10%
from your attack roll.
BIKES IN
5.04 ACTIONS VEHICLE CONFIG.
Roadstrikers may, as actions choose to:
Roll Location
1) Fire any or all rocket pods or missiles. 1-2 Front (Arms - Attacker's Choice)
2) Fire 1 hand or rifle type weapon. 3-4 Rear (Legs - Attacker's Choice)
5-6 Wheel or Fan (Attacker's Choice)
3) Use 1 striking type weapon once. 7-8 Torso
4) Make 1 grappling attack (on anything Roadstriker size or 9 Driver/Passenger (Attacker's
less). Choice)
5) Make 2 striking attacks (using any combination of arms 10 Weapon
or legs, but not head).

5.05 TARGETING CHOICES


In these rules, you may choose to aim at one particular area ALL ST RIKERS IN
of a target, (with appropriate Modifiers) or roll randomly. You HUMAN OID CONFIG., INCL.
may use all Combat Modifiers from MEKTON, Pg. 29, as well PERSO NAL ARMORS
as adding the following Attack Modifiers:
Roll Location
Roadstrikers 1 Head
Target is MEKTON +30 2 Rt. Arm
MEKTON attacking 3 Lft. Arm
Humanoid Formed Roadstriker 4 Lft. Leg
or Powered Arnor Suit -20 5 Rt. Leg
6-7 Torso
Roadstriker making aimed shot
for Head, Weapon or Sensor -20 8 Jumpjets
9 Weapon
Roadstriker making aimed shot Sensor
10
(or Arm or Leg -10
Roadstriker making aimed
shot for Torso - 5
6.01 GRENADE TARGETING
Grenades differ from other weapons in that they affect
6.0 RANDOM TARGETING & DAMAGE MEKTONS differently than they effect Roadstrikers A suc-
cessful grenade attack against a Roadstriker means that the
ALLOCATION grenade entered the hex in which the target is, delivering a
When computing randomly rolled damage locations, random cloud of shrapnel over the area. To locate this
Roadstrikers attacking MEKTONS will use the basic damage, the attacking unit rolls twice randomly on the ap-
TARGETING TABLES for MEKTON (Pg. 29-30)- Attacks bet- propriate targeting table, delegating the damage in 5 hit in-
ween Roadstrikers, or MEKTONS attacking Roadstrikers must crements to each area.
use a targeting table consistent with the current configura-
tion of the Roadstriker. Grenades employed against MEKTONS are exploding against
a much larger specific surface area. Therefore, damage Ioca-
Note that in the cases of legs, arms, fans, or wheels, the at- tions are rolled randomly once, with the full 10 hits (1 Kill) go-
tacker may choose to assign damage to right or left areas. ing to that designated area.
6.02 OPTIONAL AUTOCANNON FIRE a weapon that causes 15 hits of damage will cause (he ar-
In this rule, autocannons and other "machinegun" type mor to drop 1, with the remaining damage (if any), continu-
ing through to the servo. Servo damage is also cumulative
weapons are treated as an area effect, with damage being — remember, 10 Hits = 1 Kill. Of course, with the weapon
dealt with as in the following cases: doing a mere 2 or 3 hits, it may take quite a while to actually
hurt anything.
Case 1: Autocannons
6.12 ROADSTRIKERS HIT BY MEKTONS
1a) Roadstrikers against Roadstrikers. All damage is bro MEKTON level weapons are far more dangerous than
ken into 4 hi( blocks. Each block is randomly rolled on the Roadstriker weapons — as a result, they knock Roadstriker
appropriate Targeting Table. armor down faster as well. As a standing rule, for every 2
KILLS of damage a MEKTON weapon is capable of doing,
1b) Roadstrikers against MEKTONS. All damage does the armor of the struck Roadstriker will drop 1 level (round
directly to one area. This area may be selected randomly or odd values up). This means that Plasma Gun that causes 2K
be targeted, using proper modifiers for targeted fire. will reduce a SUPERHEAVY level armor form 10 to 9, but
a Plasma RIFLE (4K) will reduce that armor from 10 to 8! A
Case 2: Machine Rifles 6K Missile Rack would reduce our Superheavy armor from
10 to 7. (Yeah, it sounds pretty awful doesn't it? Just remem-
2a) MEKTONS against Roadstrikers. All damage automati- ber that in most cases, a 6K missile launcher will deliver 60
cally goes into the torso area. hits of damage, 10 of which are stopped by your armor —
the rest will vaporize you into next week. We WARNED you
2b) MEKTONS against MEKTONS. Roll 1D10. 1 - 5 , all that Roadstrikers weren't designed to tackle MEKTONS head
damage goes directly to one area of the target. This area may to head!)
be randomly rolled or targeted. On a 6 - 1 0 , the damage
breaks into 2 groups of 3 Kills each. Each group is rolled ran-
domly on the appropriate targeting table. 6.13 ROADSTRIKERS VS ROADSTRIKERS
In these situations, armor proceeds exactly as in MEKTON
6.03 STRIKE & DISMEMBER DAMAGE combat. The Stopping power of the armor is subtracted from
Roadstrikers do STRIKE and DISMEMBER damage based the weapon damage, with the rest going through to the servo.
on the following table: The armor drops 1 for each hit.

TYPE STRIKE DISMEMBER


6.14 DAMAGE BLOWTHROUGH
* * When damage slams through a MEKTON servo, there's a
Lt. Bike, Striker Bike lot of room for it to rattle around. But even the largest
Med. Bike, Heavy Roadstriker is not much larger than a family automobile —
Bike, Lt. & Med. when the damage breaks through the servo, it has to go
P. Armors 6 4 someplace. To resolve this, we have BLOWTHROUGH rules.
Sport, Compact,
Medium, Wagons, Whenever an arm, leg or head servo has taken more than
it's maximum damage, that servo becomes scrap metal and
Luxury 8 6 is no longer useable. Weapons may not be targeted to it; it
Limo, Mini Van, Van may not be used as a shielding or parrying device. When a
Roadhaulers 10 8 TORSO servo takes more than its full amount, the remainder
is allocated in the following manner:
*according to driver's body type, MEKTON, pgs 57,42.
a) The Torso servo is now destroyed. The Roadstriker may
6.04 JUDO THROWS no longer fire or move.
Judo thrown units (Pg. 31, Para 2) will be considered as b) Subtract the remaining hits the torso had from the damage
KNOCKED OVER, and will not be moved into an adjacent done. The remainder is the amount of blowthrough. For
hex. They will take no damage. each individual point of blowthrough, roll 1D10 and designate
6.05 KNOCK OVERS it's location on the table below:
You may only KNOCK OVER (PG. 31, Para. 5) humanoid con-
figured Roadstriker units (however, knockback from weapon ROLL AREA HIT
attacks may flip a vehicle configured unit. See 7.1). Stomp-
ing causes damage as a STRIKE. MEKTONS may STOMP 1 Pilot's Head
on Roadstrikers. Roadstrikers stomping on MEKTONS must 2 Pilot's Torso
make a saving throw against delusions of grandeur.
3 Pilot's Rt. Arm
6.06 GRABS, TRIPS OR PINS 4 Pilot's Rt. Leg
These are as in MEKTON, pg. 31. 5 Pilot's Lft. Arm
6 Pilot's Lft Leg
6.1 DAMAGE
7-8 Controls
In general, Damage operates as in MEKTON, Pgs. 29-31,
with the following changes and modifications: 9-10 Passengers, if any
(roll 1D10 for location of hit)
6.11 MEKTONS HIT BY ROADSTRIKERS
MEKTON armor will be unaffected by Roadstriker level Note: If you roll Passenger, have each roll 1D10, with lowest
weapons until a cumulative total of 1 KILL of damage has roll taking the flak. You may then roll on a normal targeting
been caused. For example, a weapon that causes 5 hits of table to determine where the passenger took it. This rolling
damage will not cause MEKTON armor to drop its Stopping down damage is going to take a little time, but relax — if your
Power until it has struck the armor at least twice. However, torso's destroyed, you aren't going anywhere anyway . . .
7.0 DAMAGE EFFECTS CLASS 4: Mechacars; Wagons to Mini vans, Jets, Large trees
When a Roadstriker has lost all of its wheel pairs in a par- CLASS 5 Vans, Roadhaulers. Brick walls
ticular area (Front or Back), it must reconfigure to its
humanoid mode in order to move. The same is true for CLASS 6: Fan Attackers. Tanks, Huge trees
Ground Effect Fans. Piloting Rolls against wheel hits are a!
the discretion of the Referee CLASS 7: All MEKTONS, Concrete structures
When a Roadstriker has lost use of its legs, it may either
CRAWL, or reconfigure to its vehicle mode and use that type
of movement (or Jumpjets, if present). 8.02 CALCULATING RAM DAMAGE
When in humanoid mode, all wheels and fans automatically
retract into the main torso and are not targetable or useable. Each unit has a ramming class value from 1 to 7.
On the other hand, JUMPJETS are only useable in humanoid
configuration. To see how much damage YOU do to your target,
1) Add 1 for every 1 hex between units involved in ram.
7.1 KNOCKBACK EFFECTS
When units are throwing large amounts of high explosives 2) Subtract 2 for tail end collisions.
around, residual knockback effects occur. To determine the 3) Subtract 1 for sideswiping collisions.
extent and effect of knockback, you will:
4) Add 2 for head on collisions.
1) Identify your unit's Ramming Class (8.1)
5) Subtract 1 if you are stationary.
2) Find a damage value on the Knockback Table correspond-
ing to the amount taken in the attack. 6) Multiply this result by your RAMMING CLASS NUMBER.
3) Check the diagrams below to locate unit's new position. Then do the same for your target to see how much damage
YOU take.

For example, we have three units crashing into each other;


a light bike (class 1), a medium mechacar (class 4) and a
MEKTON (class 6). The MEKTON is stationary, the other units
are hitting from either side at a speed of 5 hexes each.
The Mechacar does 5 x 4 - 20 Hits
The Bike does 5 x 1 = 5 Hits
DAM AGE TAKEN The MEKTON does (5 - 1) x 6 = 24 hits to each. The
Mechacar is badly hurt, and the Mechabike is destroyed. The
CLASS 1-4 5-10 1Kill 2KIIIS 3Kills 4+Kills MEKTON has taken a total of 2 kills in one leg. and 5 hits
in the other. No problem.
1 S K KB KS KB KB
2 S S K KB KB KB
3 S S S K KB KB
4 N S S S K KB
5 N N S S S K
6 N N N S S S
7 N N N N S S
N=No Effect S=S!agger 1 hex back
K=Knocked over in same hex KB=knocked
back 1 hex, then knocked over

5.0 RAMMING
Whenever units attempt to crash into each other, a ramming
situation occurs. Ramming will always occur torso to torso
with one exception — if a Roadstrikers target is a MEKTON
with legs, the rammer must strike one of the legs of the
MEKTON. You may not use Jump Jets to ram.

8.01 RAMMING CLASSES


Each Unit or structure in the game has a RAMMING CLASS,
based upon it's relative weight and size.
CLASS 1: Lt. Bikes. Striker Bikes. Sheetrock walls
CLASS 2: Medium & Heavy Bikes, All PA. Suits, Small trees
CLASS 3: Mechacars; Sports to Medium
8,03 CALCULATING RAM 1 Hit of damage to the designated part, up to one-half of the
part's ORIGINAL Hit value. Example: You set out to repair
DISPLACEMENT an Armored Wheel. You may repair up to 3 hits to this wheel,
It's impossible for two objects to occupy the same space at taking 3 turns to do so.
one time — therefore it is assumed that ramming units will
displace each other from hexes in which ramming has
occurred. This depends a great deal upon the relative sizes 9.03 REPLACING
of the participants. After a ramming action, consult the table Each unit has a designated amount of STORAGE SPACE for
below: spare parts. This space may not be used (or any other pur-
pose. Each part stored takes up 1 point of this Storage Space
RA MMING CL ASS OF TAR GET (such as 1 wheel = 1 space, or 1 piece of replacement leg
armor takes 1 space}. You must buy replacement parts before
R/C OF entering combat. It takes 1 turn to replace a part.
ATTACKER 1 2 3 4 5 6 7

1 D D B B B B B UNIT SPACE POINTS


2 D D D B B B B
3 D D D D B B B Mechabikes 2
4 D D D D D B B Mechacars 4
5 D D D D . D D B Mechatrucks 6
6 D D D D D D B
7 D D D D D D D
D = Target is displaced one hex directly opposite
of direction of ram.
B = Attacker bounces back one hex opposite of
direction of ram.

8.04 COLLISION DAMAGE TO OBJECTS


This is very important if you're planning on running down the
occasional tree or wall.

KILLS Another option is to steal parts off another damaged unit. The
TYPE unit must be of the exact classification as your unit (such as
Light Bike to Light Bike), and must be inoperative at the time
Sheetrock 1 (no fair stealing hubcaps off a moving mechacar!). It takes
Trees (small) 1 1 turn to remove the part and another turn to install it.
Trees (large) 2
Most wood structures 4-5 9.04 MAJOR REPAIR
Brick 6 Major repair includes such things as building, rebuilding, or
modifying an existing unit. You may NOT do this under bat-
Concrete 8 tlefield conditions, and you MUST have access to a full repair
Steel 10 shop to do this (for more on repair shops, see the articles on
PORTABLE SHOPS and MECHA SUPPORT VEHICLES). Dif-
ficulty of obtaining parts or of making certain repairs is best
9.0 REPAIR adjudicated by the Referee of your particular game, but in
There are two types of repairs to be considered in Roadstriker. general, you may apply the following guidelines:
The first, BATTLEFIELD REPAIRS, are simple patch jobs that
may serve to temporarily replace damaged armor or integral 1) Parts cost 10 crowns for every point of value (1 crown is
components of the unit. The other type, MAJOR REPAIR, equal to 10 U.S. dollars). A medium mechabike, for exam-
requires more time and usually full shop facilities. ple, would cost about 22 Construction Points, which is
about $2,200.00 dollars.
9.01 BATTLEFIELD REPAIRS
2) In general, it takes about 3 days for a home-shop mechanic
These repairs may replace damaged armor or wheels, but to build a mechabike, 6 to build a mechacar, and 8 to build
not servo parts. You must take one full turn, doing nothing a mechatruck. Referees should feel free to vary this
else in that turn, to attempt battlefield repairs. You must specify amount based on the amount of complexity in the planned
exactly what you are repairing; i.e., what particular piece of Roadstriker.
armor covering what servo, or which wheel is being repaired.
You may opt to try and PATCH (restoring a small number of 3) While parts are usually common, Referees should feel free
points back to the damaged area), or REPLACE (if you have to apply availability modifiers based on the sophistication
previously bought spare parts and have designated them as and complexity of the part. The ability to procure a par-
stored somewhere on your Roadstriker). ticular part at a decent price will take a bit of roleplaying
ana a judicious use of the player's Streetwise and Persua-
9.02 PATCHING sion Skills. Don't just give them the part. You have a
For every turn spent patching, you may automatically restore glorious roleplaying opportunity here; make the most of it!
HEAD TORSO PASS MAX MAX MOVEMENT ALLOWANCE
HITS SPACES ARMOR HW
Vehicle Form
Humanoid Form

CLASS BASE TORSO POWER


LIMB
COST HITS HITS
HITS PER
WHEEL

TYPE HITS ARMOR STOPPING


POWER
Head
Rt. Arm
Lft. Arm
Lft. Leg
Rt. Leg
Torso
Jumpjets
Sensor

WEAPON RANGE CAN BE USED W/A DAMAGE COST HITS SHOTS

OPTIONS COST
BIRTH OF THE ROADSTRIKER
Most people tend to assume that MEKTONS are constructed
in secret government bases, designed by military staffs skilled
in warfare technology and tactics. The mundane truth is that
the majority of mecha are constructed by a number of powerful
industrial complexes; huge corporations similar to the
Lockheeds, IBMs or General Dynamics of 20th century Earth.
As with any type of advanced hardware, the cost of building
is something the average man on the street can hardly dream
of affording. This is, until LJ-10.
LJ-10 was formed in 2490 by a group of dissatisfied young
mecha designers originally employed by the gigantic Nissian
Advanced Technologies Corporation, supplier of most of the
Elaran Government's mecha. U-10's ten founding members,
led primarily by the brilliant and somewhat temperamental
Lian Jariten, deserted N.A.T.C. in what was later described
as the "Payday Massacre." and within a month had set up
a small factory on the island of Kalia. Their program was
simple — to design a small, advanced MEKTON prototype
which would be accessible to the common man.
Their first model, dubbed ROADHAULER class one, was an
all utility mecha about eight feet tall, with the ability to recon- INTERCEPTOR POINTS
figure itself into a small flatbed truck. ROADHAULERS proved Luxury Car .................................................................. 22
to be exceptionally useful in business, construction and fac- 6 Armored Wheels (4F, 2B).......................................... 12
tory situations. Later in the same year, the civil government Heavy Armor. . . . . . . . . . ....... ...................................... 12
of Kalia commissioned LJ-10 to design a larger version of the Grenade Launcher (T/V)............................. ..................... 5
ROADHAULER as an all purpose police vehicle. With the 2 Rocket Pods (T) .........................................................12
completion of the prototype, the ROADSTRIKER class was Laser Gun (1H) .............................................................. 3
born. Jumpjets............................................................................... 6
TOTAL.......................................................................... 72
In the past five years, LJ-10 has successfully built and
marketed a wide variety of ROADSTRIKER class mecha, all
based on a standard humanoid form with vehicle alternates.
While a small MEKTON will cost several million, a basic SHADOW POINTS
Roadstriker may only cost thousands, and may even be pur- Medium Car .................................................................20
chased used. While not an everyday sight, many designs are 4 Normal wheels (2F, 2B) ............................................... 4
employed in police work, factory handling, fire-and-rescue Medium Armor .............................................................. 8
work, and military field support. Many wealthy individuals also 2 Lasers........................................................................ 6
purchase units for their own recreational use or personal pro- 1 Laser (1H) .................................................................. 3
tection. With the Roadstriker class, the MEKTON World has Camouflage Option (20%)............................................. 2
finally met the Everyday World. Jumpjets........................................................................ 6
TOTAL ..........................................................................49

PORTASHOPS
With the sort of abuse Roadstrikers take, it was only a
matter of time before someone invented the
PORTASHOR Porta-shops are fairly large, box like units BLUE 5-5 POINTS
about 2 meters by 2 meters by 1 meter, on a 2 wheeled Luxury Car .................................................................. 22
or fanned trailer. They may be towed by any 2 Wheels (F) ................................................................. 2
Roadstriker unit Medium Class and above. Inside a 2 Armored Wheels (R)................................................... 4
Portashop, you're likely to find cutting tools, a full set Heavy Armor................................................................12
of hand tools, a compressor powered set of air tools, 2 Missile Packs (T)......................................................... 8
a collapsible rack for underbody work, and shop lights, 2 Reloads ..................................................................... 2
all powered for a 6 hour period by 2 fuel cells. 2 Rocket Pods (T) ........................................................12
Portashops cost between 400 and 500 crowns, and 1 Plasma Gun (2H) .................................... ................. 6
are usually owned by private techs who make a living Camouflage Option (10%) .............................................1
doing "along-the-highroad" repairs. TOTAL ......................................................................... 69
MECHA SUPPORT VEHICLES
The elite of Roadstriker owners will often own a MECHA SUP-
PORT VEHICLE to repair his expensive unit. This vehicle is
usually a large truck or van equipped with full shop facilities,
working racks, and garaging facilities for one or more units.
Most advanced police or military units will have access to a
MSV, usually kept in a backup position during an important
mission or battle. There are three types of MSV: the BASIC
(a van with garage space for 1 heavy bike type Roadstriker
and a portashop), the ADVANCED (a truck with spaces for
two units of Limo class or lower, portashop facilities, and some
WC
sleeping facilities), and the ELITE (with all of the above, plus
BEDRM.
living spaces, lab spaces and parts storage bays). With a price
tag of between 800 to 20,000 crowns, a MSV isn't just an in-
BEDRM.
vestment — it's a lifestyle.

LAB
HIGHWAYS IN THE MEKTON WORLD
LOUNGE In the earliest days of Algolian civilization, roads were a ma-
jor problem. Travelers kept getting eaten by the wildlife. This
STORAGE
dismal state of affairs required some major adaptations in
transportation, and many of the earliest Algolian vehicles
resembled tanks more than anything else.
SHOP
In the late Nucleonic Age, the great Kargan builder Errina
Kendar came up with the novel idea of elevating all Kargan
intercity routes on pillars some forty feet in the air. High above
the ravenous crowd of native predators, people could go about
their daily business 'airly unmolested (the occasional lightning
hawk attack was considered to be the luck of the draw). With
this innovation, regular intercity transportation and commerce
finally became practicable. All major intercity highways are
now elevated to heights between fifteen and forty feet above
ground level, depending on the relative terrain and the ferocity
of the wildlife. These highways, known as HIGHROADS, are
usually smooth, well banked for high-speed transport, and
have four lanes, two in each direction. Highroads connect only
major cities, with smaller connecting roads running between
these cities and smaller towns. Within the vast arcology cities,
roads are integrated into the design of the living spaces. Some
are elevated, passing over or through buildings. Others are
underground parkways, crossing the city through express tun-
nels. Inner city roads are usually two lanes wide, with a low
ROADHAULER, MILITARY VERSION POINTS central divider separating directions.
Roadhauler ................................................................ 30
While intercity road transport is relatively safe, intercity road
10 Armored Wheels (2F, 4M, 4B)............................20 building is not. Older roadworkers still recall the harrowing
S. Heavy Armor ..........................................................14 ten year ordeal of building the Arcadian Highroad between
3 Rocket Pods (T/V) .................................................. 18 Arcada and Loriel. Attacks by looter packs, wild predators,
Plasma Gun (T) ........................................................... 6 Kargan saboteurs and violent weather killed close to nine hun-
Light Autocannon (1H) ............................................... 4 dred roadworkers before the highroad was completed. Even
1 Laser (1H) ................................................................ 3 now, repair workers receive extreme hazard pay for even the
Grenade Launcher (1H) ..............................................5 most minor Highroad upkeep.
Radio ............................................................................ 1
TOTAL ....................................................................... 101 There are 3 major Highroads in Elara. The ANDORAN
HIGHROAD runs from the western city of Andor to Kandar.
ROADHAULER, CIVILIAN VERSION POINTS The GREAT HIGHROAD travels from Kandar to Arcol, pass-
Roadhauler . . . . . . . ................................................... 30 ing through Koriel and Loriel to connect with the ARCADIAN
6 Fans (2F, 2M, 2B) .................................................. 18 HIGHROAD. A new highroad running from Arcada to Keor is
Light Armor ..................................................................4 now under construction, but is yet unnamed.
1 Laser (T/V) .................................................................3
Radio ............................................................................1 In the Kargan Empire, the KARGOL HIGHROAD connects the
TOTAL .........................................................................56 cities of Bendak and Kargol. This connects at Kargol with the
EMPEROR'S HIGHROAD running along the coast to the
LIGHT ROADARMOR, TYPE 1 POINTS cities of Korthad, Kerriss and Kardak. While a highroad from
Striker Bike.................................................................10 Kimir to Kerriss has been started, repeated attacks by the
2 Wheels (1F, 1B) ........................................................ 2 nomadic Shafirin have brought work to a standstill — one com-
Light Armor ................................................................. 4 mon assignment for novice Kargan mecha pilots is guarding
Laser Gun (1H) ........................................................... 3 roadcrews on this highroad. At this time, the major access
Missile Pack (1H) ........................................................ A to Kimir is the INNER SEA HIGHROAD, which travels from
Jumpjets ...................................................................... 6 Bendak eastward along the coast to Kimir.
Radio ........................................................................... 1
TOTAL ........................................................................ 30
ROADSTRIKER POWER SYSTEMS While fuel cells longevity is normally not a question in the
Because Roadstrikers are so much smaller than MEKTONS, COMBAT version of ROADSTRIKER, it's virtually important
they are unable to use a standard fusion furnace for power. in a roleplaying context. Fuel cells are rated in what are called
Instead, these units make use of a system of "fuel cells" for OUTPUT HOURS. Each Output Hour is the rated amount re-
power. A central core of radioactive isotopes releases a con- quired to run that type of Roadstriker for one full hour of con-
stant barrage of alpha particles. The heat produced uses ther- tinuous operation. Output Hour Ratings are:
mocouple technology to generate electrical current, which is
then stored in a battery located in the base of the fuel cell, Mechabike 16 hrs
Mechacar 8 hrs
The electrical energy is drained off by the servos, engines Mechatruck 10 hrs
and weapons of the Roadstriker, usually in a 6-10 hour period Powered A.S. 6 hrs
of operation. At this point, a fresh fuel cell can be inserted,
or the old one removed and allowed to recharge its battery Certain weapons, such as lasers and energy swords, draw
section (about 6 hours). A fuel cell may be recharged in this power directly off of the Roadstrikers fuel cells. Direct use of
manner about 10 times before it is exhausted. voltage in these amounts is extremely expensive: it takes 1
tenth of an OH to fire a laser once, or maintain an energy
Because of the radioactive isotopes used in fuel cells, they swordblade for a single turn. One battle can wipe out your
are always carefully sealed at the factory and cannot be ability to make a fast and speedy retreat. So be smart — and
opened by anything short of a fusion cutting torch. Any un- always buy a second set of ceils just in case!
protected lifeform (this means anything NOT encased in full
radiation suit) within ten square feel of an opened fuel cell MECHABIKERS
will die of radiation poisoning within 12 hours. Opening cells As Roadstriker Class vehicles became more accessible to the
is NOT recommended. average citizen,-it was inevitable that Looter "wanna-bes"
would begin to appear. Within a few months of the first reports
of mechabike and mechacar thefts, police of all nations began
facing the threat of organized mechabike gangs.

Mechabikes, much like their less well-off motorbike counter-


parts, live to ride. The biggest difference is that motorbikes
can't pick up a fan car and toss it off the road. Because
mechabikes are expensive to maintain, most mechabiker
clubs automatically turn to crime. Armed robbery when you're
encased in twelve feet of armor and servo is a major tempta-
tion. Drug and weapon smuggling, using lightly armored and
highly mobile mechacars is another favorite activity, with the
take being split with major crime syndicates who employ the
gangs as runners, strong arm men and gofers.

Occasionally, like a high tech version of The Wild Ones, a


mechagang will take over an unprotected town and terrorize
the helpless inhabitants. By the time police or freelancer
forces arrive, the gang has stripped the town and vanished.
Currently, mechabike gangs operate underground in most ma-
jor cities, though their actions are understandably more limited
in the oppressive Kargan Empire (where mere possession of
an unauthorized mecha may result in execution). In the Em-
pire, mechagangs are usually composed of groups of spoiled
young noblemen, whose positions make them relatively
invulnerable to the common police officer. Wherever they are,
most mechabikers are fond of colorful gang symbols, threaten-
ing names, and have a tendency towards wearing combat ar-
mor in public places (the best way to avoid road rash when
rolling a mechabike). The best way to deal with a mechabiker
is to avoid him. The next best way is to shoot him.

MECHACOPS
With the invention of the ROADSTRIKER, MEKTON-world
As a safeguard against this deadly side effect, the chambers police suddenly could walk a beat one minute and engage
in which fuel cells are inserted into a Roadstriker are always in high speed pursuit the next; all with the flip of the transfor-
made of an incredibly dense metal indestructable by existing mation levers. The first units were produced by the LJ-10 facili-
weapons technology. Secondary compartments can hold one ty for the government of Kalia, and spread like wildfire to the
set of backup cells in readiness. Each class of Roadstriker police forces of many other nations. It was just in the nick
(Mechabike, Mechacar, Mechatruck and Powered Armor Suit) of time. By the time the first Mechabiker bands had begun
has its own size of fuel cell — they are not interchangeable. to appear, there were nearly enough Roadstriker-trained police
New cells may be purchased at any government approved to handle the onslaught.
mecha dealer at a cost of 10 crowns with exchange of the
old cores (there is an additional 5cr. core charge if an ex- Police Roadstrikers come in a variety of formats, but three
change unit cannot be produced).
types are the most common. The PatrolBike, based on a
Striker Class Bike, is primarily used to "walk" local MECHACOP CHARACTERS
neighborhood beats. The Enforcement Patroller, based Law enforcement on Algol in many ways resembles
on a Heavy Class Bike, is used in patrolling highways and the organization of a military unit more than it does a
freeways. The Interceptor Patrol Car, based on a police force. Most Algolian cities divide their law
Medium Class mechacar, is the standard investigator enforcement duties into Tactical Areas, or "beats",
and detective work vehicle. covering roughly a quarter of a city. Within the "beat", there
are usually three to four Enforcement Teams who divide
the policework of the beat equally between themselves,
often on a block by block area.
Each Enforcement Team consists of a Commanding
Officer or Inspector, two or three Detective Officers, and
a varying number (4-6) Patrol Officers. Each team member
has a strong grounding in POLICE SKILLS, as well as
one or more Specialist Areas (such as INVESTIGATION,
TACTICAL, UNDERCOVER WORK, MEDIATION and
WEAPONS). When creating a "mechacop" character, you
should allot your Skill Points to reach these minimum
standards:

POLICE SKILLS (All mechacops must have these)

Handgun: 40% Hand to Hand: 35% Dexterity: 35%


Notice; 35% Gen'l Knowl: 35% Streetwise: 35%
Social: 30% Interrogation: 35% Persuasion: 35%
Piloting: 35% Medical: 30%

SPECIALIST SKILLS

Investigation
Investigators are the detectives of Algol, rooting out mysteries
ENFORCER BIKE POINTS and solving crimes, A good investigator will spend a lot of
Heavy Bike ..................................................................14 time out on the "beat," hunting down clues and checking
2 Armored Wheels (1F, 1B) ......................................... 4 out leads.
Medium Armor.............................................................. 8
Laser Gun (1H).............................................................. 3 Notice: 50% Streetwise: 50% Gen'l Knowl: 40%
Silent Running Option (20%) ........................................2 Interrogation: 50% Persuasion: 40%
Beam Saber (1H) ......................................................... 1 Undercover
Rocket Pod (T/V) ...........................................................6 Undercover mechacops stop crime by infiltration,
Missile Pack (T) ........................................................... 4 shadowing, pretending to be criminals, "Sting" operations,
Extended Sensors ........................................................8 etc. They spend most of their time out on the street, mixing
Targeting Scope Opt on ............................................ 2 with the bad guys and setting them up for a fall.
Radio .............................................................................1
TOTAL ........................................................................ 53 Notice: 50% Interrogation: 35% Streetwise: 55%
Disguise: 30% Avoid Pursuit: 35% Infiltration: 40%
CRUSHER MKII POINTS
Persuasion: 40%
Medium Bike ............................................................... 12 Mediation
2 Wheels (1F, 1B) ......................................................... 2 Mediators are the problem solvers — usually everything from
Light Armor ...................................................................4
domestic arguments to gang wars fall into their jurisdiction.
Laser Gun (1H).............................................. ...............3
As much of the MEKTON-world crime is related to major
Beam Saber (1H) ......................................................... 1
crime guilds, mediators often end up keeping the guilds from
Rocket Pod (T/V)...........................................................6
getting out of hand.
TOTAL .......................................................................28
Notice: 50% Streetwise: 35% Persuasion: 50%
PATROL BIKE POINTS Weapons
Medium Bike................................................................12 Weapons Officers are specialists in armament and combat.
2 Armored Wheels (1F, 1B)..........................................4 They are usually responsible for repairing vehicles,
Medium Armor..............................................................8 weapons, armor; designing new police units and weapons,
Laser Gun (1H) ............................................................. 3 etc.
Silent Running Option (20%) ....................................... 2 Mechanical: 35% Electrical: 35% Mecha Tech: 40%
Beam Saber (1H)..........................................................1 Handgun; 40% Blades: 35% Rifle: 30%
Mag. Grapples (T) ........................................................1 Programming: 35%
Extended Sensors ........................................................8
Targeting Scope Option................................................2
Radio ............................................................................ 1
TOTAL ......................................................................... 42
MILITARY ROADSTRIKER UNITS
Before the invention of the Roadstriker class, the average
MEKTON-world infantryman was in a sorry state. Outflanked
by fan attacker tanks on one side, and stomped by gigantic
MEKTONS on the other, he was usually reduced to huddling
in a foxhold somewhere, hoping the bigger guns wouldn't
notice him. Then came Roadstrikers.
To a large extent, military Roadstriker units have largely replac-
ed standard infantry on the battlefield — in fact, in some
cases, they have replaced MEKTONS as □ major force for tak-
ing and holding ground. Units are divided into two types —
Mecha Vehicle Squads and Powered Armor Squads.
Powered Armor Squads are usually made up of five men, four
wearing Light Suit Power Armor equipped with Plasma Guns
or missile packs. In addition, they may also carry light autocan-
nons for anti-personnel work. The fifth man is usually the
Squad Leader, and wears Heavy Suit type Armor with addi-
tional rocket packs. Four Powered Armor Squads make up
a Powered Armor Platoon, while four Platoons make up a
Company. A normal assault on an infantry-held position will
employ about two Platoons at any one time, supported by
MEKTONS only when the opposition is well dug in.

Mecha Vehicle Squads are usually based on a combination


of Medium Mechabikes and Medium Cars. Each Squad nor-
mally has four Bike elements armed with a combination of
Missile Packs and Grenade launchers, with two Mechacar
V.O.F.A.M. TYPE MILITARY POWERED ARMOR POINTS elements (2 men per each, one of whom is the Squad Leader)
Light Suit .......................................................................15 with Missile Packs. Rocket Pods and two or three Autcan-
Light Armor ...................................................................4 nons. Mecha Vehicle squads are used to make lightning at-
Plasma Gun (2H) ..........................................................6 tacks against enemy scout teams, headquarters units and
or supply bases. They are normally not supported by MEKTONS
1 Grenade Launcher (1H) ..............................................5 — if the opposition is too stiff, they use their speed and
1 Energy Sword (1H) .....................................................1 maneuverability to escape.
Missile Pack (T) ............................................................4
Ziprollers .......................................................................4
Jumpjets ........................................................................4 Roadstriker units are often supported by non-combatant units,
including Military portashops, Mecha Support Vehicles, and
Targeting scope............................................................. 2 Roadhaulers used to load, and transport supplies from
Radio .............................................................................1 basecamp to basecamp. All in all, the Roadstriker has made
Submersible Option .......................................................4 itself at home in the militaries of most MEKTON-world nations,
TOTAL............................................................................44 After all; a Roadstriker isn't much of a chance, but at least
it's a fighting chance.

MILITARY MECHABIKE POINTS


Heavy Bike ....................................................................14
Fans (1F, 1B) .................................................................6
Medium Armor...............................................................8
1 Autocannon (1H) ........................................................3 ROADSTRIKER MILITARY CHARACTERS
1 Grenade Launcher (1H) ..............................................5 When playing military Roadstriker groups, you should allot
Rocket Pod (T/V) ...........................................................6 your skills to reach these minimum standards:
Missile Pack (T) ............................................................4
Targeting Scope Option.................................................2
Radio.............................................................................1 BASIC WARRIOR (Private)
Jumpjets ........................................................................6
TOTAL............................................................................55 Handgun: 35% Rifle; 35% Dexterity: 30%
Piloting: 40% Survival: 30% Hand to Hand: 35% All
MILITARY ROAD VEHICLE POINTS Other Mecha Combat Skills: at least 32%
Medium Car................................................................. 20
6 Armored Wheels (2F, 4B) ...........................................12 SQUAD LEADER (Sergeant)
Medium Armor ..............................................................8
1 Autocannon (1H) ........................................................3
1 Grenade Launcher (1H) ..............................................5 Handgun: 45% Rifle: 40% Dexterity: 40%
1 Rocket Pod (1H) .......................................................6 Piloting: 50% Survival: 35% Hand to Hand: 45%
Plasma Gun (T) ............................................................6 Infiltration: 35% Persuasion; 35% All Other Mecha Combat
Rocket Pod (T/V) ...........................................................6 Skills: at least 40%
Missile Pack (T) ............................................................4
Targeting Scope Option .................................................2
Radio.............................................................................1
Jumpjets ........................................................................6
TOTAL............................................................................79
0.1 INTRODUCTION re-conform to a roughly torpedo shaped torso with fins and
rudders. When in flying forms, these parts re-conform to
Transformation or multiforming is an ability designed into a shape cowlings and wind resistance reducers. This also alters
MEKTON unit allowing it to shift configuration from several WINGS to resemble either aircraft or avian forms, depending
different forms. In MEKTON, we introduced a simplified form on what type you have taken. In boat forms, this gives your
for building one of three basic multiformed types. The expan- MEKTON a somewhat PT boat like shape with an open deck
sion for this, small vehicle types, is covered in the first sec- to carry troops (they may not be carried below). COST:
tions of this supplement. In this second section, we'll cover 5. KILLS: 0
the possibilities of advanced multiforming MEKTONS.

1.0 MULTIFORM TYPES 2.02 ENVIRONMENTAL SENSORS


These are specially adapted sensors allowing your MEKTON
The format of this construction system allows you to build to sense and acquire targets in adverse environments. When
almost any combination of multiform abilities your games used underwater, these sensors employ sonar and magne-
might demand; however, to preserve some play balance, we tometer technologies. In space, they use DeBroglie wave
have limited the TYPES of forms to 9 basic Categories. Com- detectors, radar and spectragraphic readouts. COST 2 KILLS:
bined with ROADSTRIKER (Small transformable vehicles be- Add 1 to Sensors.
ing a tenth type), these categories cover almost all of the com-
mon shape-changing mecha types, with the exception of 100
foot guns, cameras, and microscopes. Soft core reality will 2.03 PRESSURIZED HULL
only stretch so f a r . . . This adaptation reinforces your torso and body areas to hold
air in and water/vacuum out. You may use this option for sub-
Each type of form has a certain number and type of com- marines or flying craft. COST: 6 KILLS: 0
ponents you must purchase in order to take 1hat form. For
example, a submarine would require: 2.04 TANK ARMOR PLATE
This is a special, hardened armor plate which slides up and
1) Environmental Sensors over the dorsal surface of your mecha. The plate weighs 4.
2) Underwater Turbines This armored plats allows you to divide all torso damage (while
3) Streamlining in TANK form) by 2 (round odd values down). COST: 8 KILLS:
4) Pressurized Hull 0, but allows torso to divide armor by 2.
5) Torso
2.05 METAFORM ARM/WINGS
These arms have special structures allowing them to flatten
2.0 MULTIFORM COMPONENTS into wing surfaces in lieu of adding a set of regular wings.
Listed below are the types of components available to build COST: Add 2 to base cost of arm servo. KILLS: 0.
MULTIFORM UNITS. When constructing non-specialized
legs, arms, wings, torsos, jets, tracks, wheels and heads, use 2.06 METAFORM ARM/TALONS
the servos listed in pgs. 13-15, MEKTON. Modification costs These arms may restructure themselves into front legs with
are then added to this base value. You must also provide talons on the ends, but only in Beast or Animal forms. COST:
points tor a HYDRAULIC SYSTEM (1), SENSORS (1) and a Add 2 to cost of arm servo. KILLS: 0
POWERPLANT (as described in MEKTON, pg. 7).
2.07 WALKERFORM LEGS
2.01 STREAMLINING This option allows your legs to fold with knee joints reversed,
This is what allows your MEKTON to slip silently and smoothly making them hovering platforms. You must have a jet system
through air and water. When in submarine form, these parts in your legs. COST: Add 2 to base cost of leg servo. KILLS: 0
MULTIFORMS F L Y I N G M/A GROUND M/A P I L O T DATA

React. SPD.

Con Points

Weight

Pilot MCS

Cons t r u c t i o n Data & Internal Syste ms

armor stopping
part type class location spaces cost kills cost
class Power

sensor
hydraulics
powerplant
pilot
torso
1
2
3
4
5
6
7
8
9
10
11
12

W e a p o n Da ta

Weapon Cost W/A Location #Shots Range Damage Kills

MEKTON DRAWING
2.08 WALKERFORM ARMS Disadvantages: Easier to hit than a submarine. Cannot leave
water. May only use torso weapons.
This option increases the angle of your arms so that they may
be used around your reconfigured legs. COST: Add 2 to base
cost of arm servo. KILLS: 0 3.04 ASTRO FIGHTER
Advantages: Ability to fly at extremely fast speeds (16 MA).
2.09 ROTORBLADES -10 to be hit by all units, based on speed. Disadvantages:
These are 4-bladed rotors which are retracted when not in Must always move at least 4 MA. Fighters may only change
helicopter form. Assumed in this is a second, smaller blade facing by one hex side per turn, at a cost of 1 MA. May only
for turning and stabilization. COST: 2 KILLS: 2 use wing, torso and head mounted weapons. May not hover.
COMPONENTS; 1) Streamlining- 2) Wings or Metaform
2.10 BEAST STRENGTH SERVOS Arm/Wings. 3) Jet System (must be in legs). 4) Pressuriz-
These servos reconfigure your arms and legs into a compact, ed Hull. 5) Legs (where Jets are placed), 6) Torso.
more efficient and powerful package. Your Strength is increas-
ed. (Add +5 to Striking attacks, and add 2 Kills to Striking 3.05 WALKERFORM
damage) and your reactions quicken (Add +10 to your Reac- Advantages: Walkers combine the best parts of Fighter and
tion Speed). The process of this restructuring makes it im- Humanoid Forms. May hover, paying 1 MA. May change fac-
possible to apply Beast Strength while in other modes, COST ing as many hex sides per turn as needed, paying 1 MA for
Add 2 to the base cost of each and every servo used in your each change. May use all weapons, no matter where located.
MEKTON, on top of any METAFORM costs incurred. KILLS: 0 Disadvantages: Cost of all the components. Slower speed
than Fighter (14 MA).
2.11 GROUND EFFECT FAN NACELLE
This unit may be placed on tanks to provide faster movement COMPONENTS: 1) Streamlining. 2) Wings (May not use
than regular tracks. The nacelle lifts the vehicle up to 1 meter Metaforms). 3) Jet System (must be in legs). 4) Pressurized
(3.2 feet) off of the surface, whether the surface is ground or Hull. 5) Legs (where Jets are placed). 6) Torso. 7) Arms (may
water. COST: 6 KILLS: 6. This area may be armored with any not use Metaform).
armor up to Mediumweight.
3.06 HELICOPTER
2.12 WATER TURBINES Advantages: May hover, paying no MA. May change facing
These are turbine jets designed for water use, and are re- to any direction in a hex as often as needed, paying no MA.
quired to propel your MEKTON on or in water. COST: When hovering, may add +5 to attacks. Disadvantages:
2 KILLS: 4 Slower than Fighters or Walkers (10 MA). May only use head,
torso weapons. May not rise higher than 10 hexes in air.
3.0 MULTIFORM TYPES
Listed below ere all types of multiforms available. We have COMPONENTS: 1) Streamlining. 2) Torso. 3) Rotors.
listed each type in terms of its required components, major
advantages, major disadvantages, abilities and costs, 3.07 AVIANFORM
Advantages: Avian, Dragon or birdlike forms take the advan-
3.01 TANK tages of BEAST STRENGTH, combined with the speeds of
flying units. Your Strength is increased (Add +5 to Striking
Advantages: A special armored dorsal plate rises from the attacks, and add 2 Kills to Striking damage) and your reac-
interior of the tank and protects the back from damage (divide tions quicken (Add +10 to your Reaction Speed). You may
all torso damage hits by 2, rounding decimal values down). strike with your wings. You do not need an extra flight system,
Disadvantages: Limited to attacks with TORSO weapons on- as you move by flapping your wings. Disadvantages: May not
ly, May not use any other types. Slower than other units use hand weapons. Not as fast as Fighters (10 MA). May not
(Treads, Wheels at 4, GE fans at 6). utilize jet or fan systems for extra flight speed. Must always
expend at least 1 MA to stay airborne, which may be expended
COMPONENTS: 1) Tank Armor Plate 2) Tracks, Wheels or in hovering, but not in changing facing. May change facing
GE Fan Nacelle, mounted in torso. 3) Torso (as in MEKTON, by moving forward 1 hex, then changing facing by 1 hexside,
pg. 13). at a cost of 1 MA.
3.02 SUBMARINE COMPONENTS: 1) Torso. 2) Metaform Legs. 3) Pressuriz-
Advantages: Ability to move undetected in Ocean Hexes, and ed Hull. 4) Hull. 5) Beast Strength Servos. 6) Streamlin-
at a -50% to observer's Notice Roll in Shallows hexes. +5 ing. 7) Wings, or Metaform Arms/Wings.
to all attacks while submerged. +2 to Movement Allowance
while submerged. Disadvantages; May not leave water, or 3.08 BEASTFORM
enter river hexes. May not use guns or plasma weapons while
submerged. While submerged, laser range and damages are Advantages: Combined strength and power in the optimum
divided by 2. Missiles are unaffected. May only use torso form. With this type, you may build any quad or multilegged
weapons. creature, with the exception of ape forms (which are con-
sidered HUMANOID). Your Strength is increased (Add +5 to
COMPONENTS: 1) Pressurized Hull. 2) Water Turbines. 3) Striking attacks, and add 2 Kills to Striking damage) and your
Streamlining. 4) Environmental Sensors, 5) Torso (as in reactions quicken (Add +10 to your Reaction Speed). Disad-
vantages: May not use hand weapons, grappling attacks.
MEKTON, pg. 13).

3.03 SURFACE CRAFT COMPONENTS: 1) Torso. 2) At least 4 Legs, or front legs with
Metaform Arm/Talons). 3) Beast Strength Servos. 4) Head.
Advantages: Faster movement on surface of water (add+2
to MA when on Ocean, Shallows or River hexes). Can carry
10 men (per ton of mass), making it capable of transporting 3.09 HUMANOID
a Troop unit and temporarily "borrowing" their firepower. Advantages: May use all weapons types. Optimum form for
most roleplaying missions, as can pick things up, do grappl- to be until after we've worked out the unit's weight.
ing attacks, etc, Disadvantages: May not use Beast Strength
Servos. May not fly as fast as most flying forms, Step 3: Now armor the MEKTON. We have 6 areas to cover
(head, torso, 2 arms, 2 legs). We must make the armor of equal
COMPONENTS; 1) Torso. 2) Two legs. 3) Two arms. 4) Head. strength on all areas, and it cannot be more than 2 classes
higher than the lowest rated servo (which is STRIKER). We
3.1 ARMORING YOUR MULTIFORM choose Medium Striker armor at 4 Construction Points. Our
Because multiforms must change and shift servo segments armor total is 24 (4 pts x6 areas). We've now used 76 points
so readily, they must employ the same level of armor on all (24+52).
servo components. Example: You build a Multiform with the
following abilities: HUMANOID, ASTRO FIGHTER and SUB- Step 4: The next step is weapons. First of all, let's look a!
MARINE. It will have the following types of servos: 1) Head. how many spaces we have to place weapons in. Each arm
2) Torso. 3) Wings. 4) Legs. 5) Head, Each one of these or leg has 1. The torso has 2. The head has 1. We know that
must be covered by equal types of armor. As you may not ar- the jet system will take up both leg spaces, leaving us with
mor a part with an armor more than two classification levels 5 remaining. We decide to allot the weapons like so:
higher than the servo, your servos will naturally have to be
within one level of each other. 1) 2 hands, one on each arm (1 pt each).
2) 300mm gun in torso, for our tank form (4 pts).
3) Missile rack in torso, for our fighter form (2 pts)
3.2 WEAPONS 4) Plasma rifle in our head (4 pts).
Weapons may be selected as in MEKTON, pg. 15. Servo
spaces are as defined in MEKTON rules, pg. 15. In addition, we'll buy three hand weapons and a couple
reloads, one for each gun type.
3.3 WEIGHT CALCULATION
Weight in Multiform is calculated exactly as MEKTON weight. 5) 15 mm gun (2 pts).
As you add servos, each adds a weight value (equal to the 6) Energy Melee Weapon (2 pts).
part's COST). You do not, however, count SENSORS, 7) Melee Weapon (1 pt).
HYDRAULICS, FLIGHT SYSTEMS, TRACK or WHEEL 8) 2 reloads (1 pt each).
SYSTEMS, TURBINES or GE FAN SYSTEMS. Our weapons total is 18. Our overall total is now 94 (75+18).
Note that special modifications to servos, such as BEAST, Step 5: Now we can calculate WEIGHT. We will subtract all
METAFORMED or WALKERFORMED servos add 2 to the the values for sensors, hydraulics, streamlining, and
weight of the servo altered. TANK ARMOR weighs 8. pressurization (total=13). Our unit weighs 81 pts (94-13).
ROTORBLADES weigh 2. Pressurization and streamlining add Armed with a weight, we can swiftly determine a general value
no weight to your unit. for our powerplant, Jets and Tracks.
3.4 MULTIFORM BUILDING EXAMPLE We're going to spend at least 10 points on our powerplant,
In our example, we will build a fairly simple, three form which will bring our weight to 91. To lift 91 points, you need
MEKTON. The forms we have chosen are TANK (with tracks), a jet system with a cost of 11. The powerplant will have to come
HUMANOID, and ASTROFIGHTER. up to cover it. The next step is one at a cost of 12. This kicks
STEP 1: Make a list of all the components needed for each the weight up 2 more points for a total of 93. Our
form. Now look your list over to see what components are com- Mediumweight Jets can carry this easily, and a Mediumweight
mon among the forms. For example: Track system will also suffice. Our overall cost is 125 Con-
struction Points (12+11+8+94).
TANK (torso, tank armor, tracks)
HUMANOID (torso, 2 arms, 2 legs, head)
FIGHTER (torso, 2 legs, 2 wings, pressurized hull, stream-
lining, jets)
The common components are torso and 2 legs. A little think-
hg tells us that we could get around the arms and wings by
buying the metaformed arm/wing package. We'll need to
decide exactly what level servo we'll use as the basis for each
of these, then add whatever modification costs are applicable
(like the +2 for Metaforming). In our example, we decide on
a Medium Striker Torso (8 pts), and Striker legs and arms (4
limbs =16+4 for the Metaforming=20).
In addition, like all MEKTONS, we'll need sensors (1 pt),
hydraulics (1 pt) and a powerplant. Because the most expen-
sive part on this MEKTON will be its Tracks and Jets, we can't
really estimate a powerplant cost until we have the general
weight of the rest of the MEKTON. So we'll skip powerplant
costs till later. Our total is now up to (8+20+1+1) 30 Con-
struction Points.
Step 2: List all of the special parts you'll need for each form.
We'll need tank armor (8 pts), a head (we choose a Striker
head at a cost of 3), a pressure hull (6 pts) and streamlining
(5 pts). Our total is now 52. (30+8+3+6+5). We'll also need
tracks and jets, but we can't determine how big they'll need
4.0 TARGETING YOUR MULTIFORM UNIT 4 points devoted to limbs. Divide these sort of values by two
Now !hat you've built a multiform, you have to determine how — as right and eft side limbs. Obviously, heads get their own
to destroy it. Multiform targeting requires a very specialized section.
table to allow for changes in type. The following table reads
as so: Section A is the specific areas of the body. Section b) Weapons: As a rule, weapons are harder to hit, because
B is the type of Multiform. To randomly determine location they're smaller. We suggest you devote 10% (1 point) to cover
of damage, you will roll 1D10 and consult Section B for the the ability to hit any or all weapons, and let your opponent
form the target is currently in. Follow across the table until choose which one was hit.
you hit the box where the die roll value is contained. This is
the location of the hit. c) Movement systems: These are normally integrated into
another servo, but things like GE fans and tracks stick out

SECTION A

*move.
SECTION B syst. torso Head L. limb R.limb rotor weapons wings
Humanoid 1-4 1-4 5 6-7 8-9 10
Tank 1-4 5-8 9-10
Sub 1-4 5-8 9 10
S. Craft 5-10
A Fighter 1-4 5 6 7 8-10
Walker 1-3 4-5 6-7 8 9-10
Heli 1-6 7-9 10
Avian 1-3 4 5 6 7 8-10
Beast 1-4 5 6-7 8-9 10

*Move System encompasses any track, wheel or GE Fan further, and may deserve their own targeting value (this is up
Nacelle. to you). We normally assign this between 1 and 4 points.
Note: Humanoids with wings should roll the wings as if left
or right side limbs. d) Torso: In our book, torsos usually get a flat base of be-
tween 40 and 50% (4-5 points) of the overall MEKTON, with
5.0 EXOTIC MULTIFORMS whatever odd leftover points (after allotting everything else)
going also to the torso.
The design of exotic multiforms (such as the ever popular
giant-truck-that-turns-into-a-robot-then-a-camera). is a section
far loo diverge to be distilled into a mere rules set (after all,
there are thousands of you, and only about a dozen of us.
Your imaginations have the drop on us...). To those wishing
to stretch the bounds of anime physics (not to mention player
credulity), we offer the following guidelines.

1) Clearly determine what (if any) advantage this new form


will give your MEKTON. Write it down concisely. For ex-
ample, if your new form will make your MEKTON faster,
don't just say that — say "This will make my MEKTON
move at a +2 on its MA."

2) Take the new form idea to the Referee of your game. If


you have no Referee, you may wish to consult with all of
the other players in the game. Have the Referee determine
what such a transformation will cost. Will it involve existing
Multiform systems? Will it require new options? If so, what
will the overall package cost per term?

3) Pay the costs and write out a MULTIFORM TACTICAL


SHEET as usual, making sure to detail the new forms and
advantages or the back of the sheet (just in case we meet
you at a tournament and demand to see your
documentation).

4) With the aid of your Referee, design a targeting table


for these exotic forms. You'll find that the system below
will reasonably cover all but the most bizarre constructions.
The table should be based on 1D10. As a rule, we suggest
that you allot the percentages of the table in these rough
amounts:

a) Limbs, wings, heads: Each one is worth 10% or 1 point.


This means that if you have two arms and two legs, you'll have
A MODULE FOR ROADSTRIKER

There's a syndicate war going on. You've known it for There's one way to stop it. Get Takamura before the Guild has
months. In every back alleyway and illegal bar in the vast to. They won't thank you for it, but maybe you'll head the war
mega city of Arcadia, the word is out. The Takamura Gang off in time.
Is going up against the Crime Guild, and it's going to be
bloody. 0.1 ADVENTURE SUMMARY
In this adventure, the PC's (player characters) are undercover
Someone's going to have to stop it before the whole city cops in the MEKTON-world megacity of Arcadia. Up until the
goes up in flames — before the crime lords go down to last year, all the crime in Arcadia was controlled by the vast
the mats and start putting their illegal mecha in the and powerful Crime Guild, a Mafia-like organization with
streets. That somebody is you. You're mechacops. It's worldwide operations. The Crime Guild, while illegal, has
your job. never been a big police problem before. So far, the players
have arrested a few drug smugglers, occasional enforcers and
Here's what little you do know. Up until last year, all the crime small time thugs — but the big Guild Lords are almost always
in the arcology of Arcadia was controlled by the Crime Guild untouchable. The Arcadia Police Unit has a policy of "if you
— that shadowy organization of cutthroats and gangsters who keep your people under control, we'll ignore the Guild's
have their lingers in every illegal operation in the MEKTON- shadier business operations."
world. A year ago, Eji Takamura was a minor syndicate sec-
tor boss, handling the two crown gambling rackets and other Last year, Eji Takamura, a local crime boss muscled into Guild
things the big guys didn't bother themselves with. But he got operations in Arcadia. His methods were brutal, and so were
ambitious. First, a few Guild couriers got fried with high power his people. Inevitably, the Guild will move in force to wipe
lasers. Then, certain operations stopped paying protection to Takamura out — and this means a major war in|the streets.
The Guild. When the syndicate bosses sent out their enforcers, If the Mechacops of the Arcadian force could bust Takamura
they didn't come back. Now the word is on the street — Ar- first, the major violence could be averted. To pull it off, the
cadia is Takamura turf. PCs need to get Takamura on a major charge — something
that'll stick.
It's only a matter of time before the Guild comes in force to
take care of Takamura. Nobody, but nobody messes with the One of Takamura's biggest operations is the smuggling of
Guild. As cops, you know you aren't going to be able to tackle L'shan, a highly addictive, mind altering drug. In this adven-
them either. Maybe it's better if they just take Takamura out ture, the PCs will:
of the picture — at least the Guild keeps it's members in line.
But there are these rumors on the street. Takamura isn't go- 1) Confront a major Guild crime lord with their plan, in order
ing to go down easy. Takamura's got weapons. Takamura's to get information on Takamura's known operations. This
got Roadstrikers. Takamura's got MEKTONS. Suddenly, it isn't as easy as it looks. It's going to involve a lot of serious
looks like a minor gang squabble is going to explode into deal-making with the Guild Lord, and not making the fatal
major war. error that gets the team greased.
2) Set up an operation to bust Takamura's lower echelon
of enforcers to force him into the open. Most crime lords ARCADIAN POLICE CODE
work through a web of flunkies, who can afford to "take The Civil Government of Arcadia and the Royal
a fall." The best way to get Takamura to do something il-
legal is to remove the majority of flunkies, forcing him to Chancellors Office do hereby proclaim that all duly
do it himself. The Team has learned from the Guild Lord appointed law enforcement officers must:
the location of the secret warehouse where Takamura stores a) Identify themselves as police officers when mak-
the L'shan. All they have to do is stake it out, wait for the ing arrests or demanding entry.
main lieutenants to go there, and arrest the whole bunch
a! once. Of course, it isn't going to be easy, with the sort b) Must give warning to a suspect if Intending to
of weaponry these thugs have . . . hold the suspect at gunpoint. (This may be as sim-
ple as yelling, "FREEZE! POLICE OFFICERS!").
3) Catch Takamura in the act of picking up the huge drug
shipment enroute to Arcadia and close him down. The c) May not fire unless the suspect actually makes
pickup is usually outside the city about twenty kilometers an attempt to draw or use a weapon.
down the vast, elevated ARCADIAN HIGHROAD. Smug-
glers bring their trucks up the Highroad to this point, then d) If the attack is made without weapons, police of-
transfer the drugs to Takamura's waiting mechacars. A good ficers must attempt to use hand-to-hand or other
team of cops should be able to take them. Are the PCs good restraining methods. They may NOT shoot.
enough? They'd better be . . .
e) Must not use weapons or police equipment in any
0.2 PLAYER CHARACTERS manner which would endanger Innocent bystanders.
(This means no hot pursuit chases UNTIL you've
ARCADIAN DEATHROAD is designed for a group of 4-6 turned on your lights and siren!)
MEKTON players. If you have decided to generate your own
player characters, they must have the minimum skills f) Actions which are contrary to this Code are
described in the article on MECHACOPS in ROADSTRIKER. punishable by suspension, dismissal from the Force.
They should also have some Skills in one or more of the or criminal prosecution and imprisonment.
Specialist Options in the same section, as each adventure
segment will test different abilities. We've provided 6 SIGNED
pregenerated Characters in this adventure — the perfect pic- CHANCELLOR of the SEVEN KINGDOMS
tures of hardbitten, super-tough vice cops in a tough and
dangerous modern city. The Lifepath information for these
characters, as well as their weapons, habits and preferences
may be grafted onto player-provided characters to give the
adventure more flavor. 0.3 NON PLAYER CHARACTERS
Throughout this adventure, your Mechacop Team will be run-
It's important to remind your players that they're Mechacops ning into a colorful cast of thugs, cops, informers and other
— not some mecha jockey in a hot battlesuit. This means that lowlifes. These NON PLAYER CHARACTERS will all be por-
they will have to be moderately responsible for their actions: trayed by the Referee (or any convenient friends looking for
they can't just randomly run around rocket-pistoling any con- a chance to check out their acting skills. If the Referee is will-
venient target. On the wall of the 24th Tactical Sector Head- ing, they may even pilot enemy mecha in the combats of this
quarters (where the PCs normally are based), is a now grimy adventure). We've compiled an extensive Rogue's Gallery in
copy of the Police Code. The parenthesized areas are com- the section below. Each character outline contains informa-
ments later added by the Chief Inspector of the 24th to clarify tion on weapons and personal Statistics, as well as how he
points to the more bullheaded members of the force. or she can be played — we call this section Stage Directions.

DEKKER
Dekker spends the majority of his off-hours sitting
in dimly lit bars looking for trouble. Never the
sort to do things halfway, Dekker is the first to
kick in a door, pick a fight, or total his mechabike
doing something reckless. BODY TYPE: Strong SKILLS:
All Basic Police Skills, plus Specialist Skills in
Weapons (see pg. 20). All other Mecha Comabt Skills
35. WEAPONS: Rocket Pistol w/laser sight, 9mm
Automatic. ARMOR: Combat Armor & Helmet.

BLAYNE
Why Blayne is a cop is a mystery the rest of the
team has never been able to figure out. He claims to
be entirely neutral about everything. But deep in-
side, Blayne hates to see helpless people getting
hurt. It makes him mad. Once he caught his neighbor
kicking his dog, and in retaliation Blayne drove his
mechabike over the guy's car. BODY TYPE: Average
SKILLS: All Basic Police Skills, plus Specialist
Skills in Investigation (see pg. 20). All other
Mecha Combat Skills 35. WEAPONS: 9mm Automatic
w/laser sight, Needle Gun. ARMOR: Flack Jacket ft
Helmet.
CROCKER
One half of the Interceptor crew, Crocker is always
"laid back". No one can remember a time when he
wasn't wearing expensive sunglasses, even on night
stakeouts. Not to mention the snappy tailored
jackets. Crocker is really, really smooth. Watch
him. BODY TYPE: Strong SKILLS: Basic Police
Skills, plus Specialist Skills in Undercover (See
pg. 20). All other Mecha Combat Skills 35. WEAPONS:
Rocket Pistol w/laser sight, 9mm Automatic, Needle
Gun. ARMOR: Flack Jacket, Pants.

CHANDLER
The other half of the Interceptor crew, Chandler is
also the Team's ladies man. Good looks, winning
smile and lost of roguish charm— no one on the Team
would ever leave him alone with a girlfriend for
more than 4 seconds. The flip side to Chandler is
his professional image. Cool, competent and a little
ruthless. BODY TYPE: Strong SKILLS: All Basic
Police Skills, plus Specialist Skills in Undercover
(see pg.20). All other Mecha Combat Skills
35. WEAPONS: 9mm Automatic, Submachine gun. ARMOR:
Flack Jacket, Pants.

HAMMERMAN
An ex-mecha pilot from the Elaran Defense Force,
Hammerman quit because the EDF Marines weren't tough
enough. Pain bother Hammerman? Naw. Exhaustion bot-
her him? No problem. Feelings, emotions? Don't make
me laugh. Get outa my way—I've got thugs to arrest.
BODY TYPE: Very Strong SKILLS: All Basic Police
Skills, plus Specialist Skills in Undercover (see
pg. 20). All other Mecha Combat Skills 35. WEAPONS:
Rocket Pistol, Submachine gun. ARMOR: Combat Armor 3
Helmet.

NICK
Nick wanted to be a private aye, but he couldn't
make a living at it. So he became a cop. Fond of
long internal monologues about "life in the naked
arcology", he's the only member of the Team with a
romantic streak. A talented sleuth of sorts, he's
usually the first to pick up on clues and other bite
of information. BODY TYPE: Average SKILLS: fill
Basic Police Skills, plus Specialist Skills in
Investigation (see pg. 20). All other Mecha Combat
Skills 35. WEAPONS: 9mm Automatic w/laser sight,
Knife. ARMOR: Flack Jacket, Pants, Helmet. Armor &
Helmet.

SHARD
Build Lord and disputed ruler of the Orcadian Undei—
world, Shard is a dangerous tempered albino man with
glittering red eyes. When playing Shard, be sure to
emphasize his soft, steely voice and deceptively
languid manner. BODY TYPE: Average SKILLS: Handgun
38, Hand to Hand 36, Dexterity 40, Interrogation 50,
Streetwise 60 WEAPONS: 5mm Automatic w/laser sight.
ARMOR: None.
KARRINNA GALTHEY
Karrinna is a quiet, dark-haired ex-lawyer, now
handling Shard's more legitimate operations.
Normally efficient and forbidding, she occasionally
regrets over becoming involved with the Guild. BODY
TYPE: Average SKILLS! Handgun 30, Hand to Hand 32,
General Knowledge 60, Persuasion 50, Dexterity 34,
Interrogation 40 WEAPONS: 9mm Automatic ARMOR:
None.

TAKAMURA
Ambitious, murderous, and rock hard, Takamura deals
in L'Shan, gambling, illegal loans, and hot mecha
parts, all run from behind the scenes. Walks with a
Blight limp from a gunshot wound in the foot, drinks
heavily, collects weapons, and has an explosive
temper. BODY TYPE: V. Strong SKILLS: Handgun 60,
Hand to Hand 56, Dexterity 50, All Mecha Combat
Skills 50 WEAPONS: 9mm Automatic w/laser sight.
ARMOR: None.

SLAM & DAK


Slam likes big weapons and has an itchy trigger
finger. His voice is rough and his manner abrupt.
Dak is Slam's right hand man, with a specialty in
machineguns. He squints, due to an eye injury. He
dislikes annoyances and usually disposes of them
with a few quick bursts. BODY TYPE: Both are Average
SKILLS: Rifle 50/55, Hand to Hand 45, Dexterity 40
WEAPONS: 9mm automatic w/laser sight. ARMOR: Both
wear Flack Jackets, Pants.

GRON & BRAK (Basic Thugs)


These two are typical examples of BASIC THUGS. Dull,
unimaginative guys with big muscles and guns. Thugs
don't have personalities, so you'll have to fake it.
BODY TYPE: V. Strong SKILLS: Handgun 40, Blade 30,
Hand to Hand 35, Dexterity 35, All Mecha Combat
Skills 35 WEAPONS) Rocket Pistols w/laser sight,
Fighting Knives. ARMOR: Combat Armor 1 Helmet.

DEI & TAAK


Dei is the smallest of the Gang, and the meanest. He
likes knives (Blade Skill 50). And guns. And roc-
kets. Taak is Takamura's main man, and the leader of
the smuggling team. Handsome, blonde, and a ladies
man (He's currently chasing Karrinna Galthey). He
plans to take over the Gang when Takamura falls.
BODY TYPES: Weak/ Average SKILLS: Handgun 45/45,
Hand to Hand 30/35, Dexterity 45/40, Interrogation
30/48 WEAPONS: Submachine gun/ 9mm Automatic
w/laser sight. ARMOR: Flak Jacket/None.
0.4 MECHA UNITS ALL PLAYERS: "As all of you turn around and notice, a black,
ARCADIAN DEATHROAD has been designed to make use lowstung vehicle careens around the corner. It's backblast
of pregenerated Roadstrikers, as described in this section. knocks Player #6's mechabike to one side — it hurtles down
While you may wish to design our own mecha, we strongly the middle of the street. Each of you recognize it as a very
advise using these to contribute to play balance. small MEKTON; a torso mounted on two fan powered legs,
about 10 tons. It thunders up the street. The woman with the
packages screams and drops her expensive shopping bags
0.5 MAPS & COUNTERS all over the sidewalk. The mechabiker gang all sit up on their
There are two combat maps tor this adventure, as well as bikes — one of them powers up. The drug dealer near the
several smaller Reference Maps for player use. These maps, gallery turns. His eyes widen — he tries to throw himself to
depicting the area of the Highroad and the interior of the ground. There is a tremendous hammering noise as the
Takamura's warehouse, are stapled into the middle section twin machine rifles mounted in the MEKTON's torso zap the
•f this book, along with other general combat maps and dealer. The front of the gallery collapses into rubble — you
counters. Gently pry the staples holding the booklet together, can hear screams from inside. The MEKTON carooms off the
and remove these maps. Refold the staples. You're now ready opposite side of the street, it's legs knocking two cars flying
to take on Organized Crime. into shop windows. It kicks in it's fans, hurtles over the park,
and drops away down the face of the dam, gone. There's no
COMMERCIAL TEASER: "STRIKER way you can follow — YOU haven't got jets . . .
STREET BLUES"
"You run over to the drug dealer's body. You roll him over,
1.0 ON THE STREET and recognize the face. It's one of Takamura's men."
Like the beginning of any TV show, we'll want to get the EPISODE ONE: "MY ANIME VICE"
players involved from the start, Below is a map of three blocks
of the Arcadian arco-city. Randomly assign your players a 2.0 THE 25th TACTICAL SECTOR
number from 1 to 6. Read each one in turn the following
information. HEADQUARTERS
The Referee should read the following text aloud to the
players to describe the Headquarters:
"It's two hours after the battle on Sylvani Boulevard. The
firemecha have cleared the rubble and the Medfech Teams
have cleared the survivors. The six of you are headed in to
make your reports.
'The lower half of Headquarters is an underground parking
garage where you store your mecha when off duly. The next
level is the detention cells, the crime lab, and the library com-
puter. The upper floor is an open space with only one enclosed
office, the Chief Inspector's Office. The rest is a maze of dull
PLAYER #1: "You're standing on the street corner, writing out beige partitions, desks and office machines, all lit with a sort
a parking ticket on a double parked fan car. Your mechabike of greenish track lighting. As you walk into the main floor, Tac
is parked about four feet away. The driver of the fan car, an Officer Aldiss is waiting for you. 'Heard ya had a little excite-
attractive young woman in expensive clothes, has just walked ment on the Street today,' he says. 'The Chief wants to talk
out of a glitzy boutique — her arms are filled with packages. to you guys in his office. Better move it. I'll bring ya some
She gives a little squeal of dismay and hurries over to try to kava in a minute.'
talk you out of the ticket. What are you going to do?"
"The Chief Inspector's Office is a glassed in area about ten
PLAYER #2: "You and Player #3 are sitting in your Intercep- by twelve. The furniture is old — mostly a huge steel desk,
tor mechacar, parked across the street from a trendy art some uncomfortable chairs. The Chief is about fifty, heavy
gallery. You've been staking this area out since midmorning, set, looks like a rock with arms. He motions you to sit down.
looking for the well known drug dealer who often makes drops 'Give me your report,' he says."
to his high class clientele from this location. You see him walk-
ing up the street towards you, on the gallery side of the road. After the players have made whatever report they can
Do you want to wait and catch him in the act?" muster, the Chief continues:

PLAYER #4: "You and Player #5 are about three blocks away, "The word's out on the Street that Takamura's finally expelled
your mechabikes sitting in a small park at the end of the street. the Crime Guild. You and I both know they aren't going to
The park faces the water side of the huge city, which is built take this without a fight. That scene on Sylvani Boulevard was
into a dam overlooking the sea of Emmeris. Also in the park just the worst of an escalating war that's been going on for
are three mechabiker wannabees — fairly middle class kids the last month. It's just the first time anyone's used anything
or mechabikes, who are part of a gang called the Road- BIG. It won't be the last, at this rate."
masters. As mechabikers go, they're pretty harmless — they
do a little parts stealing and occasionally harrass other " 'Here's where you guys come in. I want you to get Takamura
teenagers at the local equivalent of a high school. You think before the Guild has to level Arcadia to get him. If you can
they might have some hot mechaparts on their bikes. Going get a charge against him — anything — even spitting on the
to check?" sidewalk, I'II do my best to make it stick. I want it legal. I don't
want him dead — I want him on ice. You're the best
PLAYER #6; "You've just finished a patrol of the upper edge Mechateam I've got. Can you do it?'
of your Team's 'beat'. You're rounding the corner on your bike,
when suddenly something rockets onto the street, spinning "Tactical thinks the best way to nail Takamura is to use the
your bike. Make a piloting roll to avoid crashing onto the Guild against him. Aldiss thinks you may be able to convince
sidewalk." One Of the Guild Lords to give you some inside information
on Takamura's operations. But you'll have to play it smart. relating to other aspects of the case. In either case, your
You can't just blast your way in. This is the Guild. You'll have players will probably be wise to take notes.
to play it their way. Any questions?' "

Here are answers to the most common questions your NAIT


players will ask: "Nait runs a small time mecha parts fencing operation. When
you hunt him down at his scrap yard, he is affable - until you
Q: What Kind of equipment can we get access to? ask him about the Guild. Then he says; 'Look, I don't know
A: You've got your bikes and cars. Also, each Officer may draw nothin' about the Guild. But a week ago, one of Takamura's
from the Police Armory the following: 1) One 9mm automatic lieutenants wuz in here, looking to buy a used Roadstriker.
with gunsight and 5 clips; 2) Arm, Leg and Chest Guards with He didn't say what he wanted it for, but he wanted if in two
optional helmet; 3) One communicator; 4) One tape recorder days. I sold it to him, and that wuz it. I don't want no part of
for taking statements; 5) One pair handcuffs; 6) One medical this whole Guild-Takamura war, see? Just leave me out of it!' '
kit
TOBY KALIL
Q: What Kind of backup can we get? "Toby Kali! runs a local Guild hangout, the EDGEWATER
A: You're the best team we have. Nobody could back you up CLUB (a natural name for a bar built into the side of a dam).
any better. Besides, the smaller an operator!, the better — He doesn't have any leads on Guild operations right now, but
do you want it to get out that we're working to do the Guild's he does tell you that the word is out that Takamura recently
dirty work for them? raided an old battlefield site north of Keor, and brought back
'something big.' "
Q: Can we kill Takamura?
A: I said, I want him alive. You're cops, not assassins. PLOOKO THE KNIFE
"You find Plooko in his usual backroom booth in the (Organ's
0; What kind of stuff does Takamura have access to? Skull Tavern. Plooko is an ex Guild enforcer, now making a
A: If we knew that, we wouldn't need the Guild. Mechabikes quick crown strongarming gamblers on the mecha-race cir-
for certain. Some Mechacars. Maybe MEKTONS. Upwards cuit. As usual, Plooko cons you out of a smoke and offers you
of a hundred gang members. a drink of whatever foul brew he's currently drinking. He tells
you, 'Yeah, I did some work for Takamura about a year ago
Q: How do we contact the Guild? — before he honked the Guild. We was running stuff out of
A: If I knew that, I'd do this job myself. You know the Street an import-export firm; it was legit on the front and crooked
— get on out there and scare up some informants. And good down at the warehouse. Guy who ran it was named Shard;
luck — you're going to need it. I never saw him personal, y' understand, but that's the name
he works under."
2.1 OUT ON THE STREET AGAIN
In this section of the adventure, the PCs will have to sift MACLAURIN
through their possible informants for a lead to the Guild Maclaurin is an ex-cop whose specialty was cracking Guild
Chief in the area. Some of the leads will pan out: others operations in Arcadia. He was pretty good at it — so good
will be dead ends. To get the PCs Into the proper mental that eventually he quit the force and went underground to
framework for grilling a few lowlifes read the following avoid Guild reprisals. You get an address for him from a buddy
aloud: in Tactical. It's a small townhouse apartment on the better
side of the City.
"You're streetwise, tough-guy cops; you've got eyes and ears
all over the City. It's just a matter of time before someone "As you knock on the door of Maclaurin's flat, the door swings
brings in some information you can use. But where do you open. Light from the hallway spills into the room. You see a
start - who are you going to check out? You go over your sofa, two chairs, a stereo (still on), and a body lying face down
informants and come up a few good possibles. Now the only on the beige carpet. It looks as if Maclaurin has taken two
question is, which ones and in what order?" or three rocket-pistol rounds.
Read the following list of informants to your players and CLICK! Behind you, the door to the cross-hall apartment
ask them which ones they intend to check out: opens. There are two men there, dressed in dark clothes and
carrying submachine guns. They open fire."

NAIT Small time mecha parts fence with Guild


connections.
MCLAURIN; Ex-Tac Squad cop specializing in Guild
operations.
TOBY KALIL: Nightclub owner with a large Guild
clientele.
PLOOKO THE KNIFE: Ex-Guild enforcer, now freelance.
ISSAC THE TECH: Renegade computer tech and in-
formation seller.

As Referee, you'll read the background section for each


informant as the PCs talk to them. Many of the informants It didn't take long for the Guild to figure out that the PCs
have only partial information. Others have information were snooping around their operations. The local Guild
Lord decided to eliminate two problems at once. The two On the back side of the card is a single handwritten word:
assassins are SLAM and DAK (described In Section 0.3).
The apartment hallway can be seen in the map section.
If the players are able to survive the encounter and arrest
their assassins, the will find the following card on Slam's
body.

"Shard-

Arcadian Trade & Export


2157 Skypillar Way, Arcada

33-30-2222

2.2 THE CRIME LORD


In this part of the adventure, tipped off by their various infor-
mants and by the mysterious business card, the mechacop
team pays a visit to what they suspect is the stronghold of
On the back of the card is written: a Guild Crime Lord.
Read this section aloud:
"2157 Skypillar is an eleven story office building of blue glass,
steel and granite from the Crystal Sea region. As you approach
the expensively appointed lobby, you see a wide semicircular
wood desk with an attractive and smiling receptionist. On the
wall behind her, the building directory shows 10 floors listed,
"I want them taken care of. with Acardian Trade & Export on the 10th, A public elevator
Quietly. on the far wall shows numbers for floors 1 through 10. A private
express elevator stands to the right of the public one. This
— Shard" may possibly lead to the 11th floor. Closer examination shows
that a special key will be required to activate this particular
elevator.

In response to your direct inquiries after Corbett Verne, you


are politely told that he is currently in a meeting and will be
ISSAC THE TECH unavailable. However, if you wish, you may speak to his assis-
The glaring while light hurts your eyes as you enter the Com- tant, Karrinna Galthey. The receptionist is pleasant but firm."
puter Room in the basement of the City Building. You don't
come there often — the techs look at you mechacops like Direct inquiries for "Shard" will get an immediate
you're carrying the Tandar Plague. The only techie you talk response — a dozen large men (basic thugs from Section
to down here is Fast Issac. Issac works for the City Govern- 0.3) with ominous bulges will materialize around the Team
ment, but in his spare time he runs an information and gossip and "suggest" they leave. Firmly. The showing of a Police
brokerage for the Street. He swaps information for favors, elec- ID badge will also elicit the same response. There are
tronic parts, and other information "You want the major front enough innocent bystanders around to generally
for the Guild drug operation, eh?" he says, the white light discourage a firefight in the lobby of an office building.
bouncing back off his glasses. "Can do." He rummages in
a nearby file and comes up with a small white rectangle of However, if the players DO choose to speak with Karrinna
paper. It's a business card. "Try this," he grins. The card Galthey, the receptionist will smile, and speak briefly in-
reads: to her intercom. "Miss Galthey asks you to please come
up, gentlemen" says the receptionist. "Her offices are on
the tenth floor — you may take the elevator on the left.
Thank you."

Read your players the following description:


Corbett Vern "The office you enter is about twenty by twenty, paneled in
wood. There are comfortable chairs and a bar to one side.
Arcadian Trade & Export Next to the bar is a heavy wood door into another room —
2157 Skypillar Way, Arcadia it's closed."

33-30-2222 At this point, have Players with Notice skills over 50 make
a roll. Slip those who make the roll a note with the follow-
ing information on it: "There are gunslits along three of
the walls, and some cleverly hidden observation cameras
at the corners of the room." Continue reading your
description:
"From the long windows, you car. see the view over the dam- "Shard smiles. It's a cold, metallic kind of smile. 'This poten-
cily towards the sea. Sealed at the uncluttered marble desk tial gang war, as you call it, is the business of the Guild and
is a slim, blue-haired woman in her 30's. She rises. 'How may no other party. . . . But the waste of men and materials... if
I help you today, gentlemen (and ladies)? Or is this something that could be avoided and we could get down to business as
which requires Mr. Verne's attention?' ' usual . . . I think I will help you gentlemen, despite your...
hmm . . . police association. This once, mind you. I rather like
the idea of the Arcadian Police coming to me for favors...'
He gets up, walks over to a nearby cabinet. He pushes a hid-
den button, and the top unfolds to reveal a computer screen.
He reads a single line of coded data displayed there.

"He says, 'Takamura's main warehouse is at 1500 Seaview,


in the storage levels of the City. Word has it he'll be expect-
ing a large shipment in a few days, but where and when is
something he doesn't feel inclined to tell us. You ought to have
enough time to round up part of his organization at the
warehouse, and flush him out in the open when he makes
the pickup.' He watches you a long time as you note the in-
formation. Finally, he says, 'Don't make the mistake of think-
ing this changes our business relationship. I expect never to
have to see any of you again. Good day, gentlemen.' He turns
back to the musical player and the girl.

Galthey leads you down the stairs, to the elevator, and wishes
you good day. The interview is definitely over."

If the players insist on seeing Verne, Galthey will say


"Gentlemen, I am Mr. Verne's main executive officer.
Because of his busy schedule, anything which concerns EPISODE TWO: "MEKTON P.I."
him goes through me first. Therefore, until you state your
business to me, Mr. Verne will be unavailable. You're In this part of the adventure, the PCs will begin to take the
choice.' " Takamura operation apart from the inside, starting with a major
bust atone of the gang's key drug warehouses. During a mid-
Galthey is firm on this. Threats of police action will only nignt stakeout, they'll see and confront the main enforcers
make her laugh a delightful, musical laugh. She could of the Takamura mob, get down to some intense striker-to-
have any one of the Team killed on sight — the cops don't striker combat, and hopefully arrest the ringleaders when it's
worry her. Physical threats will get the team gunned down all over. If, of course, it isn't all over for THEM by the end of
Instantly by the half dozen hidden weapon slits. If the the bust.
players announce their police connections, she will also
laugh — she already knows THAT. If the players tell her
their business openly, she will listen attentively, then say, 3.0 THE STAKEOUT
'I see, gentlemen. Perhaps Mr. Verne will be interested in Read this to the players, allowing them to position their
hearing you." She looks up at one of the monitor earners. characters on the overview mop of the area as you begin:
'Mr. Verne?' she says." Read the following:
"For the past day, you've been staking out the warehouse
at 1500 Seaview, wailing for a sign of life. Most of the time,
"A voice says from a hidden desk speaker, 'Yes, Karrinna, the only people you've seen are the aged watchman who
I would like to speak with them. Send them up.' The heavy tends the place, and an occasional band of hidemice steal-
wooden door opens with a click and a muted putt of air. There ing the odd bit of hardware. It's midnight, and two of the three
is a spiral staircase in an alcove beyond, leading upwards. moons are up, casting weird double shadows on the pave-
Galthey motions you to go up first. ment. Suddenly, headlights come around the corner. A
Mechacar and four Mechabikes pull up, One converts to
2.3 SHARD'S STRONGHOLD humanoid form and unlocks the padlock you've been trying
Read this to the players. to crack for the last two hours. The Mechabike slides up the
big garage doors to the warehouse, waits till the others roll
"You enter a room about half again as wide as the first. It's in, then slides the door back down. He stands guard outside
obviously the sitting room of a luxury apartment. There are the door. Inside the warehouse, lights go on."
couches, chairs, and a large piano-like instrument. Seated
at this instrument is a tall, white haired man with red eyes. At this point, the PCs will probably want to: 1) wait to see
He has an obvious bearing of one used to ruthless power and if anymore fish take the bait, or 2) kick in the doors and
command. Leaning over him is a violet eyed beauty with grey- come in shooting. Remind them again of their civic
silver hair. Her eyes have the wide, slightly bewildered look responsibilities toward the Police Code, then let 'em go.
of a L'shan addict. Both of them are dressed in expensive
lounging robes. 'Good morning, gentlemen,' he says. 'I see
you've passed my little test. I am Corbett Verne — perhaps
you also know me as Shard.' He watches you closely. 'What 3.01 THE GUARD
do you need from me?' he says, in a tone that is more of a GRON, the guard at the door, is equipped with a Heavy Striker
command than a question.' Bike, known commercially as a CRUSHER MKII. The Crusher
is NOT equipped with extended sensors, but does have a
If the players stall or try to fabricate, Shard will keep radio. It won't take a let to disable him, but any weapons fire
pushing at them until he has the entire story. Read the will alert his companions inside the warehouse.
following:
3.02 THE WAREHOUSE 2) SOLVENT BARRELS
Read this aloud: These are stacked two meters high, so that vehicle formed
units may hide behind them, but humanoid units may have
"As you enter the warehouse, you see a large, open area, their heads, arms and torso targeted. If they are knocked
roughly L-shaped. Along one side of the L are (our heavy metal over, they will fill that hex with a corrosive liquid that will
cause a cumulative 2 hits of damage to wheels, fans of legs.
If they are fired into, there is a 50% chance they will ex-
plode into flames, causing damage equivalent to 1 Kill to
all units in the adjacent (roll as a grenade hit) 6 hexes, and
residual 2 hits of flame damage for 2 turns thereafter.

3) FACTORY WASTE
This is spilled industrial products with the consistency of
Bogg — the legendary anti-mecha stickum. Units entering
these hexes must pay 4 MA for each hex traversed.
4) SHIPPING OFFICE
A desk, two old chairs, and a tacky calendar with an
overstacked pink-haired pinup from the June issue of AR-
MORED CUTIES (the Magazine for sophisticated MEKTON
pilots).

5) DRUG SHIPMENT
10 cases of prime cut, totally pure L'shen. A one way trip
to Hades for 50,000 lucky addicts. Each case can take the
equivalent of 5 Hits — a couple of missile shots would
racks, filled with boxes of parts. At the lower corners of this destroy the evidence forever. Go ahead.
L are two stacks of metal drums, painted green and marked
"Flammable". At the upper end of the L, there is a glass walled 3.05 MAKING THE BUST
office overlooking the main warehouse; the door is closed and if the PCs are able to destroy (or make inoperative) enough
looks far too small to allow a Roadstriker unit to pass through. gangster vehicles to give themselves a two Roadstriker
advantage, there Is a 50% chance the smugglers will sur-
"Parked in the upper part of the L, the mechacar (aces render on the spot. If the PCs are able to get a three vehi-
towards the northside rolling door. It is in vehicle form. It's cle advantage, there is a 70% chance the baddies will give
two drivers are in the middle of the room, directing an up automatically.
unloading operation. At point B are three mechabikes in
humanoid form. They have just finished loading a cargo of In the sad event that the CRIMINALS get the upper hand,
sealed boxes out of the trunk of the mechacar and are plac- or in the event that there are no gang survivors from whom
ing them on the floor at point D. You recognize these as the to learn the location and time of the Big Drop, the Referee
temperature-controlled cases in which liquid L'shan is ship- should read the following to the players at the conclusion
ped." of the episode.

3.03 GANG FORCES AND STRATEGY "You stagger into the Headquarters Motorpool at dawn, holes
The gangsters have come well prepared for any conflict. The all through your units (and maybe your skins). There's an
CRUSHER MKII unit piloted by the guard outside is one of envelope pinned to your tac group's bulletin board. Inside is
three of this type. The mechacar is of the SHADOW type. In a computer card, which says "TOMORROW. THOUSAND-
addition, TAAK, the gangleader and driver of the mechacar, FOOT-BRIDGE. MIDNIGHT. YOU OWE ME. ISSAC."
as well as his other THUGS, are also well-armed with a variety
of personal weapons and the inclination to use them. EPISODE THREE: "THE BIG DROP"
4.0 INTERROGATION
Faced with a police raid, the gangleaders will first and If the players have been able to arrest at least one live
foremost attempt to fight their way out. After all, they didn't
get where they are today by being pushovers. For the first six suspect, read the following passage aloud:
turns, they will devote all of their energies to trying to waste "You've just spent five hours in a hot, stuffy interrogation
the mechacop team. If combat lasts beyond this point, they room, grilling the survivor(s) of the warehouse bust in teams.
will attempt to: 1) destroy the evidence; 2) try to make a break Nobody gets any sleep — least of all you. Finally, you get
for it. Therefore, it's vitally important that the PCs take posses- some information. The big shipment is tomorrow night. Twenty
sion of and protect at least one case of L'shan. Otherwise, clicks down the Highroad, at Thousand-Fool-Bridge, you
they have no evidence and the smugglers will go free. They check out a roadmap of the area; start making plans, you've
will also need to capture at leas! one suspect alive in order got about twelve hours to get ready for it. You figure you can
to find out when and where the big drop Is. waste three hours of that on sleep and a meal. Maybe a shave.
If you ever shave, that is.
3.04 INTERIOR TERRAIN & COVER
1) WAREHOUSE RACKS At this point, allow the PCs to make preparations for the
These are 4 meter tall metal racks, filled with parts and final assault. Mecha damage may be repaired, weapons
storage bins. Units behind these may not be fired at. Units reloaded, damaged may be repaired, weapons reloaded,
which land on top of these racks will crush the rack, which damaged body armor replaced. They may also examine
automatically changes the hex terrain to RUBBLED the Road Map, but without seeing the placement of the
GROUND. Takamura forces.
getaway). 2) Capture at least part (if not all) of the drug ship-
4.01 THE DROP ment. 3) Get the cuffs on Takamura. This means someone's
In this section, the PCs will try to intercept Takamura's L'shan going to have to get out of the suit and go hand to hand with
drop on the Arcadian Highroad, a tour-lane freeway elevated Takamura.
forty feet above the rocky, mountainous Mirion Pass region.
Takamura has chosen this region because it's elevation makes 5.0 THE WRAP UP
it impossible to be ambushed. It's going to require a face to
face attack, with a free-for-all over a very small space. At the end of the confrontation, read one of the most ap-
propriate Resolutions to the players. If the players are all
Read this aloud: killed, skip this step. It'll only rub things in more . . .
"It's midnight, and you're out on the Arcadian Highroad, better 1) Takamura Gets Away.
known to the locals as the Arcadian Deathroad. The moons "Well, you gave it a good shot,' says Chief Inspector as
are down, and the skies are dark with a heavy, ominous over- you stagger back into Headquarters. Maybe the breaks will
cast. You roar around the last major bend before you hit the fall the other way, and the gang war won't be as bad as
Thousand-Foot-Bridge. You see headlights; vehicles up we thought.' But you know he's lying. It's going to be Sylvani
ahead. It would have been nice to get more backup, but they'd Boulevard all over again, on a City-wide scale You grit your
probably get in the way anyway. No problem. You can han- teeth, and get ready to face the Street again. If you wanted
dle it. You're the best damned mechacops on the planet. It's it easy, you would have just joined the military instead of
time to prove it." being a cop."

4.02 GANG FORCES AND TACTICS 2) The PCs Bust Takamura


The Takamura Gang has brought a team of 7 Roadstrikers " ' You pulled it off men, and against some pretty tough
for use on this smuggling operation. Two of these are stock opposition too, I might add.' Police work like that deserves
SHADOW roadsters, driven by DEI and BRAK, and are to be recognized. I'm promoting each of you to Detective.
designed for high speed pursuit and protection. A more ex- You'll pick up your new mecha from the Pool in the morn-
pensive BLUE 5-5 luxury model is being driven by Takamura, ing, and you can start on your new assignment tomorrow.
and is obviously his personal vehicle. Next to this is the used It's going to be a tough one. We need someone to clean
ROADHAULER mentioned by Nait. The remaining units are up what's left of the Takamura Gang before they can get
of the CRUSHER MKII type currently favored by the gang. reorganized. Think you can do it?"
These are being driven by THUGS.
3) The PCs Kill Takamura
" 'Well, it wasn't the best solution, but at least it's a solu-
The drugs have already been loaded onto the Roadhauler tion,' says the Chief. 'You did a good job considering the
— it may not change configuration without dumping it's load. odds, and I think it should be recognized, I'm promoting
All units are currently in vehicle form, preparing to make the each of you to Detective. You can start on your new assign-
run northwards to the city and safety. Their main objective ment tomorrow. It's going to be a tough one. We need some-
will be to get past the PCs and lose themselves in the lower one to clean up what's left of Takamura Gang before they
sections of Arcadia — before any backup forces or roadblocks can get reorganized. Think you can do it?"
can be called in.

5.01 EDUCATION POINTS AWARDED


4.03 TERRAIN AND OBSTACLES
The map of this confrontation represents one sectional Referees should award the players these additional skill
kilometer of the highway running north-south. This section points in the following areas:
is elevated 50 meters form the surface. Units which leave the
roadway into the shaded areas on either side are considered Beam Weapon +2 Handgun +2
to have fallen 50 meters to the rocks and brush below. They Missile Weapons +2 Hand to Hand +1
may reenter if equipped with Jumpjets. When mapping this Grappling +1 Dexterity +2
combat, gang units will begin at the SOUTH side of the road- Piloting +3 Infiltration +1
way section and fight their way to the NORTH side. When they Persuasion +1
have fought their way off the map, they will reenter the map
on the south side again (having entered a new 1 km. sec- If the PCs CAPTURE Takamura, add the following benefits:
tion). This process will continue until the combatants have
fought their way across the map 20 times — in short, the 20 A) Each member gets an additional 4 points to distribute
kilometers from the Bridge to Arcada. At this point, the to any skills they wish.
Takamura gang will have successfully made its way to safety. B) The team is moved up into two passenger Interceptor
Squad cars.
The objective of the PCs is to make sure that Takamura and
the Roadhauler, at least, don't make it. To do this, they must: Now go on out there and Keep those mean streets safe. We're
1) Destroy Takamura's vehicle (at least enough to stop a counting on you. Aloha.
NOTES
NOTES
CUT & GLUE TO CARDBOARD

CUT OUT & MATCH ARROWS