Chris's Scaling Rules for Mekton Zeta
Written by Christopher Thomas.
The rules given in Mekton Zeta Plus for scaling are handy, but have a few
oddities (especially with weight). Also, the gaming group I play with had
floated the idea of additional scales (for nanobots, for miniature robots
like the ones in "Panda Z", and so forth). As a result, I built this
modified scaling ruleset, intended to supplement and/or supersede the one
given in the MZP manual.
The changes to scales given in MZP are minor. The main value affected is
weight, as the rules as-given result in very strange densities (especially
at Roadstriker, Corvette, and Starship scales). Retconning weights doesn't
actually affect gameplay much, as vehicle-to-vehicle interaction is
usually handled with Mekton-scale numbers if combatants are at the same
scale, and by roleplay if they're at different scales.
A revised table of scaling information is provided below. I hope readers
find it useful.
| Scale
| Size*
| Cost
| Weight
|
| Starship
| ×100
| ×500†
| ×100k‡
|
| Corvette
| ×10
| ×25†
| ×100
|
| Mekton
| ×1
| ×1
| ×1
|
| Roadstriker
| ÷5
| ÷3
| ÷100 (1T = 10kg)
|
| Human
| ÷10
| ÷5
| ÷1000 (1T = 1kg)
|
| Pet**
| ÷50
| ÷30
| ÷100k (1T = 10g)
|
| Toy
| ÷100
| ÷75
| ÷1M (1T = 1g)
|
| Micro-Toy
| ÷1000
| ÷500
| ÷1B (1T = 1mg)
|
| Nanobot
| ÷1M
| ÷200k
| ÷1E (1T = 1pg)
|
*Absolute speed and absolute amount of damage scale by
this factor too, unless otherwise noted in MZP.
**This is for smaller pets: Aibo or Robo-Raptor scale.
A full-sized dog would be built with human-scale components.
†This cost scale favours large mecha. A more
realistic cost, tracking mass more closely, would be ×250 for
Corvette scale and ×50,000 for Starship scale.
‡For broader scale like the one given in MZP,
multiply the MZP-sidebar weights by 50.
Here's an example table, scaling a typical Heavy Striker. I'm assuming
that all servo spaces are filled with machinery (this isn't quite true,
but is pretty close). As a result, I have 39 kills of servo, 39 kills of
stuff in the servos, and 30 kills of armour, for a total of 108 kills (59
tonnes). Assuming I pay for a bit of weight efficiency to get it under 50
tonnes, I end up with about 130 cp, and about 50 tonnes (not quite, but
close enough). Per the MZP errata, I'm assuming a 10-kill torso servo
means this Mekton is about 15 metres high.
| Scale
| Relative Cost*
| Height
| Weight
| Density**
|
| Starship
| ×5
| 1.5km
| 5MT
| 0.12
|
| Corvette
| ×2.5
| 150m
| 5kT
| 0.12
|
| Mekton
| ×1
| 15m
| 50T
| 1.2
|
| Roadstriker
| ×1.67
| 3m
| 500kg
| 1.5
|
| Human
| ×2
| 1.5m
| 50kg
| 1.2
|
| Pet
| ×1.67
| 30cm
| 0.5kg
| 1.5
|
| Toy
| ×1.33
| 15cm
| 50g
| 1.2
|
| Micro-Toy
| ×2
| 1.5cm
| 50mg
| 1.2
|
| Nanobot
| ×5
| 15μm
| 50pg
| 1.2
|
*Cost factor divided by scale factor. This tells you how
hard it is to build something of a given scale, more or less. Sweet spots
are Mektons and Toys. Nanites and Starships are expensive.
(This isn't actually a very useful number. It isn't per-robot, and it
isn't per-tonne. It is, however, how much it costs per absolute amount of
damage a group of robots could do. A 10 kill mekton-scale gun costs less
than 250 hits of human-scale guns.)
**This assumes the robot has the same proportions as a
2m tall, 100kg human (6'7", 220lbs). Corvettes and Starships are
assumed to be mostly empty space, more like buildings than robots, as
they're intended to have people and smaller robots housed within them.
As-written, the rules in MZP make it possible to very quickly and very
cheaply build hordes of small robots in your garage workshop. To fix this,
I've added two new rules:
- The time needed to build small-robot prototypes is the same as what
you'd need for a full-scale Mekton (i.e., based on unscaled
CPs).
- The CP value of small robots only applies when made in quantity.
Smaller quantities are much more expensive.
The upshot of the first rule is that any one-offs of a humanoid, toy, or
even something the size of a car will take quite a while to build.
Production only occurs quickly if you have a large number of
highly-specialized tools. A fully-equipped automobile customization shop
could prototype Roadstrikers in the time computed from the scaled CPs, but
a basement inventor with a respectable but modest set of mechanic's tools
would use the time computed using the full Mekton-scale CP value.
The difference in manufacturing time is more pronounced at smaller scales:
consider the amount of effort needed to make complex human- or toy-scale
robots that have very small parts, using only a basement machine shop.
Specialized prototyping gear exists for a reason.
The upshot of the second rule is that even if a remote control toy car
costs $100 over the counter, it'll cost you a lot more than $100 to build
an entirely new one from scratch, even with all necessary equipment;
you'll either be machining custom parts left and right, or cannibalizing
kits for many existing cars to build the prototype, or both. In higher
quantities, economies of scale come into play and you can fabricate many
copies of custom parts at a lower per-unit cost. A cost multiplication
factor is applied to fabrication, based on the following formula:
Multiplier = sqrt( size divisor / number made )
Making 1 copy of a toy-scale device (÷100) would cost
sqrt(100/1) = 10 times as much as normal. Making 25 copies,
on the other hand, would only cost sqrt(100/25) = 2 times as
much as normal. Making more copies than the divisor (more than 100
toys, more than 1000 micro-toys) doesn't give any benefit (the best
you can do is the ordinary scaled cost).
Here's a table showing costs per unit and costs per tonne for prototyping
and mass-producing small robots. Values are based on the 130cp heavy
striker discussed previously:
| Scale
| Weight (ea)
| Cost (ea)
| #/tonne
| Cost/T
| Full Run
| Cost (1-off)
|
| Roadstriker
| 0.5T
| 43cp
| 2×
| 87cp
| 5 units
| 97cp
|
| Human
| 50kg
| 26cp
| 20×
| 520cp
| 10 units
| 82cp
|
| Pet
| 0.5kg
| 4.3cp
| 2000×
| 8.7kcp
| 50 units
| 31cp
|
| Toy
| 50g
| 1.73cp
| 20k×
| 35kcp
| 100 units
| 17.3cp
|
| Micro-Toy
| 50mg
| 0.26cp
| 20M×
| 5.2Mcp
| 1000 units
| 8.2cp
|
| Nanobot
| 50pg
| 0.65mcp
| 20P×
| 13Tcp
| 1M units
| 0.65cp
|
At first glance it may seem unreasonable that making a one-off prototype
robo-pet costs as much as buying a car off the showroom floor. However,
this is actually pretty realistic, given that a) the pet is as complex as
the car (it's a fully-functional miniature Mekton), and b) prototypes in
the real world cost anywhere from 10 to 30 times as much as production
models.
The complexity statement bears repeating. At 1.73cp, a store-bought toy
robot is much cheaper than a car-scale robot. However, it's still not
exactly in "toy" scale. In real-world money (about $1000 per cp in the
campaign I play in), it's a $1700 top-of-the-line toy robot, not a $17
"Zoids" critter (or even a $170 Robo-Raptor).
Another point that bears thinking about is "cost per tonne". Individual
units are individually functional and individually valuable. Weight for
weight, you get a lot more individual units per tonne at small
scales than at large scales. So, cost per tonne goes through the roof. The
retail value of a truckload of expensive robo-toys is far more than the
cost of the truck that carries them. The practical upshot of this twofold.
First, out-of-scale combiners get very expensive very fast (trying to get
ten thousand toys to assemble into a giant robot could be done, but would
cost vastly more than just building the giant robot). Second, nano-goo is
ridiculously expensive to crank out by conventional means. It's
self-replicating for a reason (which of course leads to its own
problems).
Enjoy!
Last updated 30 June 2010.