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