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MODIFICATIONS FOR INGRAL MECHA
Ingral mecha are extremely versatile, with many areas that modifications can be made, wether they're sensory, mobility, or any other possibly catagory.
However, the Ingral military has a very strict budget (designed for expanding troop & fleet capacity). Therefore, rarely are any of these modifications issued. Instead the soldier must pay for them out of his own salary, and that's not the end of it.
Each Ingral Mecha can only be modified to a certain extent. More complex models (like Variable Sled units) are harder to modifiy, while the simple Metae Power Suit is very easy to modify. To this extent, all Ingral Mecha have a certain number of Modification Points (M.P.), which designates how extensively they can be tweaked. Some modifications take very few M.P., like a Basic Sniper Modification (2x Telescopic Magnification) only takes 1 M.P. However Stealth Coating (increases the chance you might go unnoticed by radars) could cost up to 10 M.P.! By making a balance of cheap and expensive mods, you can make your own variant designed for specific combat roles.
ARMOUR MODIFICATIONS
REINFORCED CHASSIS: Plain and simple, the mecha's frame is strengthened, enabling it to soak up damage. Any damage done to the mecha equaling 5 M.D. or less, does NO damage to the mecha. Cost: 10,000 Ingral Credits M.P. Cost: 3 M.P.
REINFORCED FRONT/BACK/LEFT/RIGHT: A more focused version of Reinforced Chassis, strengthening certain sides of the mecha's frame. Any damage done to the reinforced side equaling 10 M.D. or less, does NO damage to the mecha. However, if the mecha combines this modification with Reinforced Chassis, it's running, flying, and underwater speeds are reduced by 5% (no modifications to space speed).Cost: 7,500 Ingral Credits for each strengthened side. M.P. Cost: 2 for each strengthened side.
COMBAT MODIFICATIONS
MANIPULATOR ARM: Increases lifting and punching power of the suit. Cost: 10,000 Ingral Credits for every M.P. spent. M.P.: Every 2 M.P. gives +1 to punch damage & adds 250lbs to lifting power. A maximum of 8 M.P. can be put into this.
MOBILITY MODIFICATIONS
RUGGED MOVEMENT SYSTEM: The auto-balancer gyros on the mecha have been upgraded, allowing it faster and more easily controlled travel over rough terrain. Reduce any rough terrain penalties by 5%. Cost: 5,000 Ingral Credits M.P. Cost: 2.
SPACE VERNIERS: Several vernier thrusters are placed across the mecha in order to allow better agility in space combat. +1 to dodge in space. Cost: 3,000 Ingral credits for Power Armours & Variable Sled Units. 10,000 for destroid/battloid scale mecha. M.P. Cost: 2.
TREDS/HEEL WHEELS: This option is only avaiable to non-transformable ground mecha. Treds/Wheels are installed the heels of the Mecha's feet, enabling it fast travel on flat surfaces. Speed is determined by how much they pay and how many M.P. are used. The wheels aren't very good for rough or even slightly hilly terrain, reducing speeds, and pilot rolls by 15%. Cost: 6,000 Ingral credits for Power Suits, and 10,000 for large destroids/battloids. M.P. Cost: 2 for 60mph, 3 for 75mph, and 5 for the maximum of 90mph.
UNDERWATER THRUSTERS: Underwater thrusters are placed across the mecha in order to allow better agility in underwater combat. +1 to dodge underwater. Cost: 3,000 Ingral credits for Power Armours & Variable Sled Units. 10,000 for destroid/battloid scale mecha. M.P. Cost: 2.
SENSORY ADD-ONS
ACTIVE/PASSIVE RADAR: By variating the signal intensity, it's possible to remain invisible from other enemy radar, or make it easier to spot them. Passive weakens the signal, making it harder to be spotted on radar (with Stealth coating this can be nasty), however it's also harder to spot enemies unless they have a screaming radar signature. While Active boosts the signal, making it easier to detect enemies, but it also makes the mechas own signature stand out like a sore thumb (unless Stealth Coating is employed). In game terms Active Radar gives the mecha a 90% chance of detecting anyone within radar range, however they also have a 90% chance of being detected by normal radar, and 100% chance of being detected by another Active Radar. Passive Radar gives the mecha a 50% chance it won't be detected by radar at 500m and beyond, reducing that by 10% at 350m, 20% at 300m, 30% at 250m, etc. However, passive radar only has a 30% chance of detecting those also using Passive Radar, 50% for those using normal, and 60% for those using Active. Cost: 10,000 Ingral credits for each Radar signature variant M.P. Cost: 2 for each Radar signature variant
BOOSTED RADAR: By boosting the radio signal, radar range is increased. Increase the mechas radar range by 25%. Cost: 5,000 Ingral Credits M.P. Cost: 2.
NIGHTVISION: Active or Passive Nightvision. Active emits some of it's own light to create a visible image, allowing vision in 'total darkness'. Passive emits no light of it's own, only using ambient light to produce a visible image, making it impossible to see in total darknesss. 1000ft range Cost: 3,000 Ingral Credits for each variant M.P. Cost: 1 for each variant.
SNIPER (TELESCOPIC MAGNIFICATION): Simple, telescopic magnification. Cost: 1,000 for 2x, 2,000 for 4x, and 4,000 for 8x. M.P. Cost: 1 for 2x, 2 for 4x, and 3 for 8x.
THERMO-IMAGING: By reading variated levels of Infrared radiation, a picture is made. Can see through smoke. 1000ft range. Cost: 5,000 Ingral credits. M.P. Cost: 2.
MISCELLANEOUS
STEALTH COATING: Special radar absorbent coating covers the mecha, enabling it to remain undetected at long ranges. For every time this add-on is purchased, chances of being spotted by radar are reduced by 10%, enabling it to possibly become COMPLETELY invisible on enemy radar. Of course each bonus is reduced by 5% (i.e. the bonus is purchased twice, so then it's a total of 10% reduction) when the mecha comes within 250m of the enemy, and reduced by 5% for every additional 50m closer. Cost: 30,000 Ingral Credits to coat a power suit once, 100,000 Ingral Credits to coat a Destroid/Battloid once. M.P. Cost: Power Suits and Variable sleds can purchase this a maximum of five times for 2 points each time. Destroids/Battloids can only select it twice for 4 points each time.
That's all I've got for now, I'm more than open to suggestions! My email can be found on the main page or you can post them on the message board!
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