URINE 5k
yj
BAYADVANCED TECHNICAL MANUALA
PH iit
CREDITS Table of Contents A Epeeiclaeas
waireRs
(ener INTRODUCTION .....:4204 Anti-Missile & Anti- All-Purpose ss
pefine] Mastona ‘Tech Levels . Personnel Varaible 26 Example Projectile
ORIGINAL SYSTEM — If Roleplaying Tech AlPurpose Weapon Design 37
DESIGN BEYOND THE COMBAT GAMIE 6 Mega-Beam |. 2.2. 2.2.2.27 AMMUNITION «0.0.00... 37
Adrian Kaehler Designing Mecha Long Range “Ammunition ist 38
CONTRIBUTIONS BY ff Complexity Table Fragile High Explosive 38
plexity 3 igh Exp
Darren Miguez Pooling Disruptor ET? Foam 38
Gilbert Milner CONSTRUCTING MECHA Hydro Paintba ie
Mike Pondsmith Tech Construction Table Example Beam Weapon Tracer 38
Mark Schumann How Long Wilt Take? Designs 27 Tangier 38
James Teal What's Ths Going To Cost? “8 Energy Melee Weapons Kinetic Energy 38
Ross Wi PARTS UNKNOWN" Damage ‘Armor Piercing 39
EDITOR }) Pans Unknown™ Catalog Accuracy Disruptor Seaeee
Janice Sellers Big Science Attack Facior Incendiary 39
PLAYTESTERS |] LONG TERM RESEARCH AND = Tumsin Use Shock. = 39
Steven Douglas BREAKTHROUGHS Rechargeable 2.2. Scattershot 39
Ryan Fisk Improvement Thrown Bast Radius 40
Tristan Heyat Innovation Quick Nuclear 40
Scott Hil Invention, Hyper.” Energy Pools 2.2.2.2. 240
John Mehrolz COMBINATION RESEARCH “10 Beam Shield Cost/Space 41
Darren Miguez The Research Process Example EMW Designs Power Available al
Craig Sheeley Breakthroughs Melee Weapons ........ 30 Maximum Power 4
Robert K. Willis Getting Stumped Damage kills a1
Mike Zebrowski PRODUCTION Accuracy Porto ae
COVER ARTIST MIs. 1 Thrown Morphabie a
Yuji Koida THE MEKTON Handy Example Energy
COVER MECHA TECHNICAL SYSTEM Enlangle Pool Design a2
DESIGNED BY NEW SYSTEMS Quick Weapon Mount =. 2.2... 42
Don Choi Spaces ArmorPercing Weapon Mating 3
inmenionarnsts | Kis Disruptor Shields see scc secs
Devid Ackerman SYSTEM DEFINITIONS Shock. Chass 45
Bon Chol Additive vs Multipliers Example Melee Weapon Stopping Power 45
Newton Ewell ‘Weapon and System Design 12 Design. Cost 45
Malcolm Hee Weapons Missiles 2.22.02.01000.0131 Defense Abiity 45
Kari Martin Weapons linkage Damage Binder Space... 45
ex Racine Damaging & Destroying Range Reset 45
jeff Strout Systems Accuracy Tums in Use 45
Bryant Velez EFFICIENCY Blast Radius Weakness : 45
our BUILDING YOUR MECHA Smart Reflectors 46
Benjamin Wtight MTS Design Flowchart ....16 Skil ADDITIVE SYSTEMS 2.48
pd aaa te ‘THE FRAME Long Range Grow ressesdisente a
COVER DESH, Senvos Hypervelocity Passengers 49
Torso Servo : Leer Extra Crew : 49
Head Servo 519 Nuclear’ 2200000000001 Extra Actions 49
‘Arm Servo... (20. Foam Commanders 49
eg Servo Countermisies 6.21.2) Sensors ; 50
Wing & Tall Servos - Fare Recon Systems 21.0021. 51
Pod Servo 21 Scatter ‘Advanced Sensor Package. 51
WHEELS & TREADS Smoke : Radio/Radar Analyzer... 51
ARMOR TTIz2 Smoke(Scatter Resolution Intensifies |. 51
SEMMEMRIRE Energy Absorbing Armor’ ...23 Example Missile Designs « Spotting Radar $1
adventure game. Mek & Mekton Projectile Weapons . .-... Target Analyzer 31
perigee mremng Seam Weapons ‘25 Damage Marine Suite 31
Pere neiny Dsmage ACCUTAGY eset Gravity Lens 52
tions, and persons portrayed Mada Range Magnetic Resonance Lens. 52
ON MMIIIE Range Burst Value «. 1136 Electronic Warfare 32
MACNROEMiOrM Shois 020 0002000.02.0.25 Long Range TT 36 Value... 3
PENT Cli-Fec : Hypervelocty 2 3
ec Warm-Up Time. Mult-Feed, ie 3
Wideangle... .00120000126 Phalanx 200 ITS : 3
Allshows, characters and subjects (URNA! Anti-Personne! : 3
Seer nS Ant-Missic.. 26 Phalanx ad ee
erent AntiPersonnel Anii-PersoaneiPhalanx =. 4
Sennen
oer ra eeeOs 2 ay A Oy ele ea BEL Contents
Control Muttiple..........54 Control System 69° Beast... ...e.2++4+-86 Conversion: Damage .... 119
Cost Endosure ET aan! 185 Conversion: Others... 119
Control Range Location 2202022 70 Transformable Options - Psionics . San0
; WireControled Hydraulics = 70 Concealment .... ‘CREATING & PSIONIC
Options ...es-.2+ Cost Multiplier IL71 Conditional Movernent 120
Stereo : Spaces... SIU71Bicient Transformation 2420
Litwive Melee Damage Bonus... 71 Metaform Legs PSIPONTS 121
‘Anithett Codelock £25.36 iting Capacity. .....:.2.<71 Metaform Wings How Psi Points Are Spent 121
Spotlights ‘56 Environmentals |... 2.71 Modular Metaforms - Increasing Psi Points... 121
; Noghtights |. 0000000500156 Arete Environment 71 Transat Ability Wile Talents at
Storage Mode 21.211'56 Malfunction Table <.2.2.2°71 VTOLAbiity - PSIONIC SKILLS 121
Micromanipulators '56 Desert Environment... 172 Weapon Network Resisting Ps Skis 122
Sick Spray. -..+-..s.2.2.56 Underwater Environment ...72 Combiners. Using Psonic Skis... 122
ogg Spray '56 High Pressure Environment 72 Combining Weapons ‘Concentration 12
Damage Control Package |. 56 EM. Environment ........72 What About All Those Distractions 12
: Quick-Change Mount... -'56 Re-Entry Environment»... ..72 Guys in The Feel? 89 Psi Unpredicatbiliy |... 122
Silent Running ‘56 Maneuver Verniers .......73 FINAL TOUCHES 90 Psi Ski List 1
Parachute... 2. s.sss.10.57 Cost & Space 73. Stupid Mekton Tricks Astral Projection 22.2.2 123,
. Re-entry package 357 ACE. ces. ssccss21273_ Dimensional Storage ‘Aura Viewing 133
Ejection Seat 57 Pool 73. Bxpanding Plasma Ciairoyance 124
Escape Pod .. Sy cae 2s i 73 Material Absorption Danger Sensing 2.21. 124
Maneuver Pod ‘57 nternal Automation. .-...74 Merging With Your Mecha . 92 Emotion Scan 124
chide Pod 202205015157 Automation Level 74 Morphable Mecha ....... 92 Energy Manipulation =. 124
: Stat Enhancement’ 201010137. Coiteeeeesceeeseccssi 74 ‘Old cseeeseeseecccsess93 Healing 124
SPECIAL SYSTEMS 1 1111'58 Portfolio 74 Ninja Leaping 93 tusion 125
Fuel. .s.sesesresss59 Cloaking 74 Piracy System 93 Levitation 125
Base Fuel Load 59 Cost 74 Sel-Duplication 94 Mind Lock 125
Buying Extra Fuel 62.212. 2.60 Basic Cloaking .2.2.1.2.°75 Special ffect Weapons ....|94 Possession 235
Jnternal Fuel Tanks ‘60 Active Cloaking 75 Super-Deformed Mektons'..94 Precogrition 126
External Drop Tanks 160 Pulse Reract 75 Summoning Your Mecha. 95 Psi Bast 126
Fuel Consumption 160 Magnetic Refract <-.2.2.2.75 Building Form 1195 Psi Block 126
Propulsion 61 Beam Refract 75 Gizmo Form 98 Psychometry 126
Types of Propuision ‘61 Fire Control... 75 GunForm 96 Pyrokinesis 127
ces {61 Combat Cloak 75 Mundane Fora 96 Regeneration i427
Hyekojets © ‘61 Stealth 75 Tunneling 97 Retrocognition 127
Thrusts 61 Shadow imager’ --.......76 SFX: You Can Change the Stat Boost 127
é Gravis «=. (62 of Shadows 78 Laws of Physics! 97 Suggestion 128
The Ins and Outs of Cost seen sosess e176 Tons of Trouble 98 Telekinesis 128
Buying Propulsion 62 Shadow Type 76 Damaging Results 1198 Telepathy 2200000020028
What's With These ESPer Lens .0.0.0.2.2.2:77 Tipping the Scales 98 Teleportation 128
G's Anyway? 63 Rank 77 Speed and Time ........1.99 Roleplaying Psionics |... 129
‘ANote on Reverse Portfolio 2.2.22210.012.77 When Burst Comes to Burst 99 Powerful Psionics 129
Engineering 63 Draw 7, Sample Construction . 8.3: Bulling The Betier
Boosterpacks 163 Backiach 77 Sample Paysheet Beast... 129
MA Points 268 Spaces 6 220.020000002.78 Sample Playsheet Animal Stats 130
Cost ‘64 Thought Control 78 SCALING ...0.000020.106 Size cea
ils ‘64 Turbocharger Sop Seales se ccc ncenctee Temperament 130
Balance Modifier 164 Techno-Organics 1.2.1 80 Scaling MA Reflexes 130
Max Boast (64 Regenerating ‘80 Human Seale Movement Alowance 130
Command Armor « {64 Lightspeed .....2......81 Scaling Armor” Scale. 130
Torso (64 Teleportation 1011.7.1'81Roadstriker Scale Abilities 130
Limbs (64 Combat Teleport 1.1.1. .'81 Corvette Scale ANIMAL COMBAT 431
Other ‘64 Global Tepor 81 Starship Scale . fnime-To-Englsh | 2.00131
Space (64 Cost Multiplier ©1711."11'82. Excessive Seale ‘nime-To-Englsh I 132
Stopping Power (64 Dimensional... 82 ADVANCED RULES ......114 Hurting Animas «5. 2..132
Balance Modifier (65. Transformation <°1.."..'82 Let's Activet SEMIS ightor Fight 2122222132
Balance Veriers 265° Humanoid 000 00000010'83 About Knockbade ©.2.2°2115 SAMPLE ANIMALS 132
: Fighter (Covet) ......83 Tang « S116 The Series . 133
Hybrid TOT 83 Reversing A ail” ‘116 The Series and is Premise 133
Helicopter Lifting Capacity “117. The Series Smopss Sheet . 133
Tank. Nukes. SIZ Stock Premises of Anime
Submarine Electromagnetic Puke |". "118 Mecha Series 133
Boat .. Mechapunke Mekton Zeta ‘SAMPLE SERIES: ALGOL 134
‘to Meets Cyberpunk “118 _ Bank Series Synopss
Source Gyde 22 Conversion: Range 2... c119 140 .
Option (Spiting) : Mecharier Conversion: Cost SM3 Blak iy &'6id sheis tat '
Cockpit Controls» Ship (Base) Conversion: ils." 1119 MEKTON'ZETA ERRATA ...1441h
>MEKTON ZETA PLUS
kom to Melon Zeta Pi the prefered source for ied mecha
VA sie pig ol nd any pereantd
tenements ofthe sc etn Zt gue these Ganges ond atone
carne tne sdvenoed vero of te game Fran te mos comprenenve nd
ts) medurtar eign tem ees puedo now combat nde ths bok
hosita Mlton Zt Ps the uma toa or the thane Mon Zt payer
he ht of to et she Mston Tcl ys, th hh ayes
and lees on ul ely ay mean hy can mage th seton ne
‘rpc concen procera tales ern tou the MS sgn
proces Spiny tp MTs sepped ot nh sn as fic expand MS ta
Jey se gn fom a pnerstad clade toa pet brn teen
With hese gone MTs Mato Zeta Paks he gues este
lt of py, the ade es sector, the resale poets Be
rin exes Mekton 2~ ie pcs ase noon peso cate, Dt
tare ws MTS Gee he Eero) fan owe non smenson eda
Combes Pyberycic Mecha Corfe noes cue expanded ran
Srlarsions ner cobot ranean an son how to spend ply The ced
fue Secon ens wih css of hw to i Meson Zt wth see
tere Ste ures prot een
Len eee
Melton Zeto has a Tech Level listing, and
a potentially generic anime mecha
RPG, capable of simulating all the
‘myriad universes of Japanese mecha.ani-
‘mation, we need a way for players (and
referees) to keep track of the technologies
available for their mecha and equipment.
Thus, in Mekton Zeta, we introduced the
concept of Tech Levels.
Tech Levelis measured ona scale from 1 to
10, with one being the technological equivalent
of the Stone Age, and 10 being a super-sclence
saciety where even death has fallen before the
scentiic might of humanity (or whomever.
Below is alist of the ten Tech Levels, as
well as a rough guide for placing them in a
‘campaign setting, Most equipment in
B:: that Mekton Zeta is designed as
you AGE WEAPONS
{7 Stone Clubs
| 2 Iron Swords
} 3 Bronze Bows
4 Industrial Guns
5 Nucea Missiles
} 6 Information Rallguns
| 7 Superconductors Beam Weapons
8 Biotech EMWs
7 Nanotech _Panet-Busters
10 Magic Magic
some other systems do as well (notably light-
speed drives and medical technologies). In
MI, the various systems have not been
iver corresponding Tech Levels, forthe sim:
ple reason that, in anime, there is seldom any
{governing logic to what mecha can or cannot
do, Various anime features have placed giant
robots in medieval settings, in. feudal apan,
and in the 20th century (not to mention the
‘ear to far-fiung future). The types of tec
nology available to mecha have also been
scattered throughout time; psi-tech in the
early 21st-century, alate 22nd century with-
‘out beam weaponry, an alternate World War
I with 15-meter mecha... Its all dependent
‘upon the style of the series
PROPULSION MEDICAL
Walking Dream ont
Riding Beasts Bloodletting
Trained Animals Basic Pharmacy
Early Vehicles Basic Surgery
Jet Vehices Advanced Surgery
‘Walking Vehicles ‘Meat Cloning,
CCwvllan Flyers Full Cloning
Anti-Gravity Regeneration
FIL Resurrection
‘Teleporiation immortahiy
Introduction A
PT
a Cael
Cea mar
ee ed
Cir nae
‘sees his home-and
eae ee cd
irl aed
ee Ree
Te od
Dae aid
esate oes
a eA
[eee eo
ee eal
ane ee
Dread
Ree eel
ee Renae)
eee
eee Re
ee ed
Cee)
ee ec
eee
ee
would know that it.
Ce ecard i
eee ee 8
eRe ed
eee
greatest were the
etc ee
re ea
BeBe ed
ea eeIntroduction A
oe eid
Coe aa ae
ol Tale Bee Pla
Ea eed
get this straight
ad aes tae
Oe ie
eee ae
eee)
ea
eee a
Te
Bean a)
eae
am
BEYOND THE
Comsat Game
TS was created to be an effective
and comprehensive way to design
Jany one of a hundred types of
‘mecha from almost as many anime and sci-
ence fiction sources. As a system for creat:
ing units with which to play massed mecha
battles, it will give enterprising roleplayers
and wargamers hours of fun, building and
fighting with their favorite war machines.
SO YOU SAY YOU WANNA ROLEPLAY THE
MECHA.DESIGN PROCESS.
If you are simply planning to use Meton,
Zeta a5 a mechanized combat game, you will
probably want to skip this section. But if you
tse Mekton Zeta as the basis for roleplaying
adventures (which we hope you wil), youtl
definitely want to read this,
Designing Mecha
Theoretically, anyone should be able to
design a Mekton—after all, you just fip
through the Mecha Construction System in
Mekton Z, put together the best possible bal:
{ance of components, weapons and armor for
your particular needs. No problem, right?
Here, however, is where game realism
Catches up to the unwary Mekton Zeta play-
er Suppose you wanted to build a modem-
day jet interceptor: say, an F-16? Obviously,
it wouldn't be as easy as sitting down with a
rulebook, would it? No, you'd need to know
about aeronautics, engineering, weapons
technology, materials science, electronics—
dozens of specialized fields which all go into
the creation of a highly advanced piece of
machinery. Uikewise, your Mekton Zeta
‘character has also had to learn a lot of new
skills in order to know exactly how to con:
struct his complex vehicle. This huge body
‘of knowledge is integrated into the skill of
Mecha Design.
Whenever a roleplaying character
intends to design a mecha unit, he must sit
dow with a CAD program and actually go
through the process of blueprinting the thing.
Here's how i's done:
1) Go ahead and design your intended unit,
Using the rules for construction on pages 52.
65 of Mekton Z or use MTS in this book, Once
you've done all the designing, its time for
‘your character to go to work.
2) For every 25 (or less) Construction Points
of the proposed mecha‘s cost, your Mekton
Zeta character will spend 1 day in the process
Of actually designing the unit. At the end of
this period, he mus rll his:
INT+Mecha Design Skill+-1D10
versus 2 Difcuty Number found on the
Complexity Table (below). A successful roll
means be staggers away from his Computer
‘Aided Design terminal with a completed set of
blueprints. A faled roll means he must spend
‘one additional day of design work, then roll
again atthe end ofthat day. This process con-
tinues until he makes a. successful Mecha
Design rll and lurches off into the night o find
Someone to work from his revised blueprints
Comptexity TaBLe
The Difficulty of designing a Mekton is
based on the square root of the
mecha's total cost (before scaling). For
those of you without a scientific caleu-
lator, see below:
Tora. cost oF
Prorosen Desicn _Duricucry Numer
1-100 DifF 10 (Easy)
101-225 Diff 15 (Average)
226-400 iff 20 (Difficult)
401-625 Diff 25 (Very Difficut)
626-900. Diff 30 (Near Impossible)
901-1225 Diff 35
1226-1600, Diff 40
1601-2025 Diff 45
2026-2500 Diff 50
2501+ Diff 55
Pooling
Sometimes you won't have enough stil
toffnsh a design atl. However, two or more
‘mecha designers can combine their talents,
rolling 1D10 for the total. Use the highest
INT and add everyone's Mecha Design sks
For example: With an INT of 9 ond a
‘Mecha Design of +4, Jesse can't possibly design
the Rapier Cornrnando (1000 CPs) by himself
However, Rocket Russel (INT 8, Mecha Design
+8) and Professor Kodai (INT 10, Mecha
Design +8) agree to work on the Ropier
Commande project; the skil roll becames INT
10 (Kodai) + Mecha Design [+8 (Kodai) +4
esse) +6 Rocket] = 28+ 1D10. This team has
‘much better chance of success than Jesse id
al by his lonesome.
— ST9) On iy aS od
‘The design process offers Mekton Zeta
players and referees infinite possibilities fr role-
playing fun, Characters can become design
specialists, hiring themselves out tothe highest
Bidder. They could have plans stolen, or steal
plans themselves. Budding entrepreneurs can
ge into business with their own mecha facto-
fies, engaging in industial espionage or other
corporate skullduggery. Remember: Mekton.
Zeta is a roleplaying game. So why not use
these opportunities to add more depth and
substance to your adventures?
CONSTRUCTING
MeEcHA
Your Melton Zeta character has just
rushed into the hangar bay, blueprints
ddutched in his sweaty litle mitts. But who's
{going to buld the thing for him? This is where
the sk of Mecha Tech comes into play
‘Mecha Tech is the knowedge of how to
bring together the complex arvalgarrations of
tlectronics, fusion power, hydraulics and
weapon technology that goes into an ultra
FaL_Wearons Sensors
jam after 1D6 tums,
6 —Allbeam weapons
‘overheat & shut off
for 1D6 tums. to hit.
3. All missiles/rockets
Jam after 16 turns
of use.
© Noproblem, No problem.
Fa Amwow
15 Cheap armor fr
random locations.
6 Armor fited wrong;
normal MA.
3. Refractive coating
flawed; -2 SP vs
bbeam weapons.
1. Inconsistent density;
“2 SP vs missiles and
-projectile weapons.
No problem.
Increased by
from MA.
No problem.
TECH CONSTRUCTION TABLE
15 All beams lose power; Sensors cut out after
Range, damage lose 2. 1D6 tums of use
10 Allrapicifire weapons Flawed array: Ranged
‘weapons at 1/2 range.
Targeting misalignment; Readouts show false
ranged weapons at -3
Bad shielding: you get
random TV and radio
signals for 110 tums.
1 Faulty guidance; -4 for Sensors cut out for 1
missiles & rockets WA. tur after 1D6 turns.
Movement Syst
Movement System cuts Too mud
contractor; value is 1/2 out after 1D10 turns
‘normal SP! of use! ater 1D10 tums use.
10 Armor placed wrong; System sluggish; Cracked pump; lose use
18P from two move up to only 1/2. of 2 random locations after
Throttle jammed; move Leak; ose use of 1 random
random location -1$P. at 1/2 MA or not at al
Directional system
stuck; turning radius
Movement System
misalignment; lose 1
rmediem war machine. As any fighter jock can
tell you, its the crew chief down in the shop
Who makes sure the jet gets airbome. A Melton
Zeta technician is more than just a mechanic—
he or she sa gifted artist who takes a mere blue-
print and makes it work, Here's how
Every mecha will have some or all of
these systems: Hydraulics, Armor,
Powerplant, Sensors, Weapons and
‘Movement Systems. For each system pre-
sent, the Techie constructing the vehicle wil
roll once on the appropriate Tech
Construction Table (below) for that system,
adding his or her Tech Stat +Mecha Tech skill
+1D10; the lificuties are the same as those
from the Complexity Table, and the Pooling
rule applies as well. Depending on the out
‘come, each system of the newly constructed
mecha may or may not have litle “hidden
flays"—flaws which wil only show up during
tse (usually at some embarassing or poten-
tially deadly time). For this reason, its always
advisable to shake down your new unit before
taking it into combat (creating an entirely new
career dlass, the Heroic & Suicidal Test Pilot)
PowsRrtant I
‘Overheat: Mecha shuts
down after 1010 turns.
Bad power transmission;
lose 1 from MV.
“Critical Overheat” alarm,
after 16 turns operation.
Engine underpowered;
Land MA drops by 106/2
after 1D6 tums.
‘Overheating drops XS#
by 1 until fixed
No problem.
= mecha
willbe unable to move
106 tums.
location after 1D6 turns use,
Hydraulic fluid is burning; |
‘cockpit fils with smoke,
Thex. 2 toallroll
Low pressure in fluid; all
hand-to-hand and melee
attacks lose 2 Kills.
No problem
Introduction A
NEW A
Coa eae!
bead tla
HEROIC AND SUICIDAL TEST
PILOT (D)
Aorenaune Juwie, GUINEA PIG, ETC.
Mecha Pilot +1 Awareness: +1
lury Rig+1 Survival: +1
Mecha Tech: +1. Fst Aid: +1
Aircraft Shuttle Pilot: +1
Cr 1 a
think there’s a
Fe ea eee
ship between Man
PrN escgeecaed
Pei Tier
De ee ea
Preece
Perea ed
aes aero
bodly-spirit. This,
eee ae
ER oe a
Pm ee ee eee
Oo oe
ee ee
sed
Pee
See ea
Read
eri
Te ee es 1
Bree Ree
Eran oe
Bey eee
Pee ee ead
_ | speech to the
Pelee era eet
ee
TYeT Lay
The Tech Construction Tables are
designed to enhance the roleplaying aspects
of your Mekton Zeta adventures, rather than
to be used in a combat game situation, For
this to work, It's important that the players
actually act as though their characters don’t
know that ther vehicles have flaws. One way
to do this i to have the Techie player make
the rolls while the Referee reads the tables
“The Referee then makes a copy of the Mekton,
sheet and annotates it with the required
‘changes. As each ltle problem comes up, he
then tells the player piloting the mecha to
make these changes on his original sheet.
How Long Will It
Take?
{In general, it wil take 4 days of construc-
tion time for every 50 or less Construction
Points used in your mecha. This s because, in
most cases, you will be building a one-of-a
kind unit. Any subsequent units of the same
type will take half as lnng—2 days per 50 CPs.
youre able to set up an assembly line, such
a in a factory, any subsequent models of this
prototype will take 1 day for every 50
‘Construction Points
Referees may want to extend or contract
this time frame as the needs of their game
‘demand. This construction formula also does
‘not take into account breaks for lunch, need:
ing new parts or tools, aliens invading the city,
rival Mekton warriors assauiting your head
quartes, or any of the hundreds of other dis-
tractions possible in a good roleplaying
adventure
What’s This Going to
Cost?
In attempting to integrate Anime, real:
ism and playability, Mekion Zeta faces @
Sticky problem: attempting to rationalize
fighting machines more complex than jet
aircraft being owned by people other than
national governments. Afterall, at a price tag
‘of some 40 milion dolar, not all that: many
people can actually afford to buy an F117
Stealth Fighter. Ideally, Mekton Zeta would
provide a price structure for mecha that
‘would, on one hand, be somewhat realistic,
yet on the other hand be affordable to the
‘average anime hero.
Down that road les madness. Given the
Wide range of campaign settings possible in
‘a Mekton Zeta game, there can be no
absolute conversion between Construction
Points and actual monetary values. The best
way to handle this problem is to fake It—
most campaigns assume military-owned
‘mecha, every-man-for-himself scrounging,
‘or some kind of tribal/itual/rayal system of
‘merit over actual, money-based, mecha-
trade. However, there is certainly the poten-
‘tal in both anime and Mekton Zeta for
worlds in which mecha are sold, not earned,
In such a campaign, we have priced
most mecha in the range of a modem
home—somewhere between $75,000 and
$200,000. Yes, yes, we know it's thoroughly
unrealistic. ItS also, however, a fun way to
play. It means that eventually. somehow, 2
really determined player could scrape up
enough money to buy himself a robot. Prices
would be low enough that tis even possible
to find wrecked battlefield units or used civil
jan models. Affordable prices also bring up
the prospect of bank-financed mecha loans,
complete with possibilities for mecha-
repomen and skip tracers, or even—under-
worldsinanced loan sharking! All of these
variations offer a wealth of roleplaying expe-
riences in what otherwise might degenerate
into an endless round of robot-bashing,
The most important part of any
Mekton is the torso, the main body which
integrates a basic skeletal arrangement,
‘much like a car chassis, onto which all other
components are bolted. Torsos could be
found in junkyards, deserted battlefields
and old, abandoned work sites. judicious
tse of Mecha Tech skill can usually modity
an old Torso into something workable—#
not, you may be forced to actually buy one
at new prices. The actual new cost is deter:
‘mined by the formula:
(Construction Points x $1,000)
-minus-
(Buyer's Persuasion, Streetwise or
Streetdeal skill oll x $50)
Prices for servo components, armor,
weapons, sensors, cockpits, etc. can be
determined by multiplying their CPs x
$1,000. Serious stickers can adjust this num:
ber to get “realistic” mecha prices—say, CPs
x $100,000 or so
Parts
UNKNOWN™
To make the Techie's role even more
interesting, and to offer a new realm of
adventuring, we have created the Parts
Unknown” catalog (named after a famous
‘Mekton Z-world spare parts chain), These are
small, reasonably affordable parts that have
absolutely nothing to do with the combat
{game aspect of a mecha unit—they have no
Kill values and no official Construction Point
costs. However, they have the ability to cre-
ate new Plot Complications for Mekton Zetaplayers, and thus, many new adventures
Finging on the replacement, jury-igging, oF
even downright theft of ar important wid-
get. To use the Parts Unknown'™ catalog, roll
1D10 four times, comparing each roll with
the appropriate column of the table. One of
the nice things about the Parts Unknown"™
Ite Ta (ea
Lonc TERM
RESEARCH AND
BREAKTHROUGHS
ig Sdence—i's the stu ofc and
Beis ict tie sn
fechology. Tough the, work ot
beat sent a erson ofa Sasi
Sued ever may be developed. that
sould Minto a sal fighter or corvette
Teceloglealsdvanarents ou oten
Eemoepame rice meri cies One
ofthe portant tings that he Referee
tes dea show the echelon the
gare vl ropes or regress ma ow
tech wold were mecha are heat ne
of dene agence a new Gath age
feprovement cr novation may be deat
lowed ‘entey. Technological advance:
ee ee
govemed by compler eas esearch
fay be aga reo, some ess
Ce ie tomaced eporcreniter et
tis
Tee ge pepe isla
ek veer he ioncenem,
imovaon, and oven. Each lvl as
Daaty Number scted wih Ste
tefeees vy choose to change te
Dieaty Numbes to ait thr paso
fens, or ever ale ther ‘ne
Tice doctor a or nets
a ieee
Parts UNkNown™ CaTatos
mes Ist Rou 2no Rou ‘3eo Rou.
Trydraulic olographic processor
parallel sequence sender
heat-sensitve pressurized receiver
dielectric ‘aerosol sensor
auto bimetal shaft
fiberoptic servo display
integrated wire water
digital fluid feeder (0.08)
‘micro lubricant linkage (0.09)
(nothing) separator (0.00)
(nothing)
catalog is that each roll alo generates the
price of the part: write down each valve in
‘the order rolled and place your decimal point
in the second place from the right.
For example: You ralla 9, a2, a 4 anda
4. You need a Micro Sequence-Sensor, which
costs 92.44%,
Improvement (2ORP)
Improvements are the easiest advancements
in technology. They are enhancements that
do not change weight, range, efficiency, or
‘effect by more than ten percent. When
attempting to improve multiple characteris
ties of a weapon or other system, one extra
task is always required to combine the
advancements. For example, Kenty (an aspir-
ing mecha engineer) may want to increase
the range and damage (and decrease the
size of) a beam weapon commonly used on
her world, There are four improvements
hhere—one for each improvement (range,
‘damage, size) and one improvement task for
combining the improvements. It is also
important to note that though the size was
decreased the mass (weight) remained con-
stant. Each characteristic should be handled
separately,
Innovation (GORP)
Innovation involves a sweeping change in
the technological field. Innovation may
improve any characteristic of a piece of
equipment up to thirty-three percent. This
level of technological advancement may be
combined with an improvement at the cost
‘of an additional Innovation. Example, Kenty
‘now wants to reduce the size of a weapon
by 33% and the weight by 10%, so she
‘now has three tests: one Improvement, one
Innovation, and one Innovation to combine
the two,
be Tiers nal
eed
[arent a ad
OF eM al le Ta
em a ee
Pr aa) ‘
Germans. From
Ca
eee a
Port ea dial
Eee aaa
eee ead
eg ea
cee ar Meee
Deepal ena
eer es
Pet ee
they;need over
ee eh ee a
of the first mis-
Fea at
Prete eens
eee tee)
Pee meio
ee! eed e od
re Wey aTo es ad
pee ee
Cea
[era oma
(any
Pee eared
ett ee
Fett ee
Perea ee
pilots up ina
eM lat ao
Pee ae
Been
enemy.Invention (100RP)
‘An Invention is something entirely new. It
usually works completely differently, or does
something completely diferent than before
the technology was used. The particle beam
is an example of an Invention—it was based
(0n laser research, and even was very compa-
rable to lasers in terms of performance and
function, but the process to deliver the ener.
‘gy and the effects of delivery were signif
‘cantly different from the laser. Invention usu-
ally involves a new process, but can also
encompass radical and new ways of accom
plshing the same goal (ie., damage, loco-
‘motion, communication). An Invention
would involve at least.a thirty-three (or more)
percent increase in performance.
COMBINATION
RESEARCH
‘As mentioned under Improvement, this
‘always involves an extra task. In most cases
the Referee should assign ita task equal in dif
ficulty to the hardest improvement attempt-
ed. In some cases the Referee may choose to
use lower Difficulty tasks. That is his decision
alone. As a general rule only one Invention
Per string of combined research should be
allowed. Again, ifthe Referee feels this is too
restrictive, he may change the Difficulties or
amounts,
The Research
Process
The research process is fairy involved. eis
‘not usually something that will occur “on the
run.” For one thing, a laboratory or research
facility of some kind is avays required.
Research is more than sticking chewing gum
‘on a diode and saying, “Eureka!” Research
involves the sow and tedious testing of ideas
and retesting to duplicate effects. Research
should be categorized in three difficulties:
‘Average, Difficult, and Very Difficult.
* AVERAGE (DIFF = 15): Ths usually involves
a simple problem. Its an existing technology
simply put to @ new use. The engineer has
‘worked in the field and has developed at least
three improvements, or an Innovation
* DIFFICULT (DIFF =20): Ths research is usu-
ally a new idea in the field that has limited
effect. The engineer has only worked on one,
‘or no, Improvement or Innovation,
+ VERY DIFFICULT (DIFF = 25): Such
research involves a field the engineer has
‘never worked in, andor incorporates alien
(0r “lost” technology.
Pape ae
‘The engineer or technician leading the
research is the arbiter of the researchers!
progress. Yes, though occasionally a young asis-
tant makes a breakthrough or somehow affects
research, its the projet director who kills one
avenue of exploration and opens another
Each interval (determined by the
Referee—usually 2 day, week or month), the
lead engineer makes a TECH +Mecha Tech
(or other related skill) +1D10 roll vs the
Difficulty appropriate for the type of research
being conducted. f that roll is successful, the
‘amount by which the rll succeeded is added
to a grand tolal. When enough of these
“Research Points” have been accumulated,
the research pays off.
The number of Research Points required
are set by the Referee, but a good range is 20
points for an Improvement, 60 points for an
Innovation, and 100 points for an Invention
‘OF course, the Referee can make the targets
higher or lower at his whim.
For example: Doc Fujita (with the help of
his staf is attempting a Dial Innovation. He
‘must successuly roll his TECH +Mecha Tech
+IDIO vs 20 enough times to rack up 60
Research Point in order to realize his erection.
Breakthroughs
Occasionally, things go better than
planned. Should a researcher roll a Critical
Success on a Research Roll add twice the
number of Research Points to the total
‘Should a researcher roll Critical Successes on
three consecutive Dificulty rolls, the research
automaticaly succeeds,
Getting Stumped
Should a researcher roll a Citical Failure,
subtract twice the amount of Research Points
the rll was failed by. Should a researcher roll
three Fumbles in a row, there has been a ter-
rible accident or blunder that makes the
improvement twice as cificult,
PrRopuctTion
Production is a whole diferent ball
‘game, as they say ust because the engineer
makes an Innovation on a single mecha
Gesign doesnot mean that the innovation can
be reproduced a huncted times over. the
engineer wants to make the improvement a
production item, then the research process
must be succesiuly duplicated atleast wo
times (and without a major disaster). The
improvernent can then be mast produced.
FINAL NOTES: I's easy to say that an improve-
ment is a 1096 improvement, but in Mekton Z
eta things don’t always work out that easy if
‘you are attempting to improve the damage on.4K weapon then Improving it by 10%
‘would yield a 4.4-Kil weapon, Any improve-
‘ment must be in whole numbers. Therefore,
that 4-Kil weapon can have no less than
2596 efficiency increase (Lo get 5 Kis out oft)
THE MEKTON
TECHNICAL
SYSTEM
The Mekton Technical System makes
Mekton Zeta’s potential as infinite as yourimag-
ration. Players and Referees now have the
opportunity to create a limites variety of
weapons and make use of over a dozen new
systems, both offensive and defensive. With
IMTS, your mecha can use anything—from cus
tom-desgned armaments to the (expensive)
abit to teleport it may seem overwhelming at
Fist, but doa't worry. Not everyone wil use all
of MTS, but everyone will use some part off
What will MTS do? Glad you asked.
Quite simply, MTS provides endless var
ety forthe construction of mecha, from mas
sive firepower platforms to small scout units.
IMTS gives players and Referees the ability to
custom-build every aspect of their designs,
from sensors to servos to weapons. With
IMTS, the Mekton Zeta player can construct
literally any mecha he wishes, limited only by
his imagination.
New Systems
Certain terms and concepts crop up
repeatedly throughout MTS. While most of
these are only sight modifications of ideas in
Medion Z, tis absolutely necessary that these
changes be explained
Warning: Read carctully and thoroughly
before continuing on to buld mecha of your
‘own! Think ofthese new ideas and rule as
Updated or more inticate versions of the
familar methods outlined in Metion Zs
Mecha Construction section, These new con
cepts ae Used in conjunction with all other
sjsems and wl influence overall constuction
of the mecha
Spaces
‘though the formula was not stressed
in MekionZ, it was and sil s tre that 35-
tems which require Spaces take up as much
Space a thei cost (working ona parallel but
apposite principle to servos). This being the
hse, Beam Weapon which costs 6 Ps abo
takes up 6 Spaces. Some systems take no
Introduction A
Whether or not research is even prop-
er for the game is purely up to the Referee.
‘Any of these ideas can and should be mod.
ified by any factors the Referee sees fit.
Afterall, i’ your game, gearheads!
Spaces, and stil others take up only a frac-
tion of their cost; such systems are clearly
marked in their description in the mechank
‘cal catalogue. There are no placement
restrictions for weapons and other systems
any weapon or system may be mounted in
any location provided that the necessary
‘Spaces are availabe.
‘As was explained in Mekton Z, the num
ber of spaces 2 servomodule has is equal to
its cost (Pads are an exception to this rule,
hhaving 2 spaces per Construction Point); 2
servo costing ten CP's would have ten
Spaces in which to mount weapons and
other systems, As in Mekton Z, structural
integrity may be sacrificed for additional
space: one sacrificed Kill gives two addition:
al CP spaces, There Is no limit to how many
Kills may be sacrificed for Spaces
For example: The Rapier has
Mediureight rm servos (7 Spaces). However,
the heavy assault version (the Gun Rapier) has 0
9 CP Projectile Weapon mounted nts right ar.
In order to make the weapon ft, 2 extra Spaces
of room are needed. Therefor, one Kili sar
feed fom the right arm serv.
Hands (and other gripping devices, such
‘as claws or “handy” melee weapons) may
catty as many Spaces worth of equipment as
the servo in which they are mounted. IF Kills
‘were sacrificed from the arm for adtional
Spaces, there is no increase in the capacity of
the hand, It continues to hold as many Spaces
as the original cost ofthe servo,
Kills
Most systems in MTS havea Kill vale list
ed, which represents their structural integr-
ty--that is their ability to take damage. 1 Kil
{s equal to 25 “Hits,” which are Humanscale
points of damage. 1 Kilis also equal to U2
ton, The relationship between structural
integrity and weight eliminates the need! fora
separate weight value for al systems, Instead,
‘only a mecha’s overall weight is important,
and can be changed from the basic value of 1
“Ton for 2 Kil. This makes calculating weight
‘very simple; just add together all the Kis your
mecha has in its design (servos, armor SP,
weapon Kills [not Damage], shield SP, etc)
and divide by 2, That's the mecha's weight.
a Related
aa Marea
Cena ccd
Cd
gre ee er
ee Raped iced
are pretty huge;
Ree eee]
eee ics
et Rule ed
Pea aad
eee
ee cea)
eee ead
fe Re ee
era hase)
ead
enemy units ... well,
ena s
Peis ahaa
enna
Pee and
eee sd
rel eas aoe
esa gaol
ae de ee eed
Ore
ye
Cea cua
Pea aa
yee
last meter of the
ee eed
FET ed
eg ees
ae dees
eae ae
GK at Im, 5K at
eee
at 4m, 2K at 5m,
Edel earn)
dae p
eo
Fe rd
eae mere
Cee ad
Bes Reid(irene we
Td
ea at
eee ae
and blood,
elated
Tp eee
ee ra
Pe
Cea
Cea eg
cae
[ee
6:12.
SyYsTem
DEFINITIONS
There are thre types of systems in MTS:
ADDITIVE: ltems or machinery thot ae
rectly added to the cost of your mecha
Servos, armor and most other systems from
Mekion 2 are Adkitve
+ WEAPON: Really 2 subset of adetve ys-
tems—they are Adtive systems with specie
Multipliers which apply only to them.
+ MULTIPLIER: Systems which have no fixed
ost, They influence the overall performance
Of the mecha as a whole, so ther cost i
based on the totaled cost of your mecha’
Additive systems. The transformation sys-
tems from Mekfon Z is an example of a
Multiplier system,
Additive vs
Multipliers
Most of the systems in MTS have a de
inite cost associated with them, and usually
2 Space requirement as. well. These are
Additive stems, such as such as servos,
armor, and weapons from Mettan Z. The
costs of these systems are added up and
their sum isthe total Base Cost forthe mecha
design. However, Mulplier systems do not
have a specific cost— they affect the cost of
the unit as a whole, For example, a x0.2
Maltiplier system costs 0.2 times the units
Base Cost that, It adds 20% to the sum of
all Additive systems).
For example: The Ropier has several
‘Adkve ses serves, armor, sensor, 0 fev
‘weapons and some other subosembles which,
when added up, total 150 CPs. This Is the
Rapier’ Base Cost. The Rapler aso has tee
Matiprsstems: an Energy Absorption system
(0.1 Cost. Multis), Stealth (40.2. Cost
‘Muti and basic Cloaking system with Fre
Control and Combet Cooking bites (x 0.8
Cost Multiply). The Roper’ Base Cost was 150
points, sof determine the cost ofthe Muliper
Syste, apply the sum of al the Muli 3-
tems (0.1+0.2+0.8=1.1) to the Base Cost. The
resting amount then added to the Base Cos.
in this case, 150 x1.1 = 165, and 150 +165
#315 CPs total cos forthe Roper.
‘A faster way of determining total cost is
1) total up all Cost Multipis, 2) add 1.0, and
3) mutipythe Base Cost by this new number.
In the above example, 1.1 +1.0 = 21, and
1503221 = 315
IMPORTANT: Is assumed, unless other
wise tated in MTS, that Multiplier Systems do
‘ot increase the weight of the mecha.
4.NGTE ON ROUNDING: The ideal
rounding for system costs to the tenth; a
weapon that coxs 23.46 should round to
235. It seems that rounding to the whole
‘number does not accurately represent the
cost of a mecha or system, and keeping any
further places after the tenths place becomes
too cumbersome.
Weapon and System
Design
The MettnZ ule book contains list of
various weapons (each with is own advan-
{ages and disadvantages) and thei cost.
Athough the standard weapon desigrs ited
in Mekton Z are not invalidated by MTS (care
thas been take to insure tata weapon costs
remain unchanged), itis now possible to cus-
torm-bulé your ovm weapons. Many other
systems (Ley non-weapors) that appear in
IMTS are aso capable of some level of cus
tomization, These systems are constructed in
the same manner as weapons
Weapons
There are five separate categories of
weapons; each category has its own advan
tages, disadvantages and special options
(avalabe only toa specie categor). The five
categories ae
+= BEAM WEAPONS: The assorted plasmaand
laser weapons from Mekton Z, as well s any
ther form of particle or energy projector.
Characterized by long range and high accura
6, these weapons often have a lage or end
less supply of shots and a correspondingly
high cost,
+ ENERGY MELEE WEAPONS: Both the
bbeam swords and nova swords from Mekton
Z' weapons lst, as well as any other close-
combat energy’ weapons. Such weapons
have no range and are somewhat expensive
but they are arguably the most powerful
weapons in the game. Most EMWS are some
form af fusion or plasma reaction contained in
‘a magnetic fil.
* MELEE WEAPONS: Similar to EMS, but
are more physical in nature. Swords, claws,
teeth, baseball bats, and males are all mem.
bers of this category. These weapons are also
rangeless, but are cheap and very versatile
Theyre aso heavy.
+ MISSILES: Technically speaking, this catego
ry covers rockets, grenades, torpedoes, mines
and bombs as well. These selt-propeled,
destructive projectiles are the most versatile
type of weapon: guided or unguided, conwen-
tional or nuclear, shaped charge or wide area
of efect—is your choice. These weapons are
very cheap, but they get used up fast.
* PROJECTILE WEAPONS: This category
includes the guns, cannons and machine
guns from Mekton Z, as well as any other
form of conventional, casles, rocket assised, rallgun, oF massdriver artillery. Weapons
Of this sort are generally characterized by
lower cost and much greater versatility than
‘beam weapons, but aso shorter range and
lower accuracy.
‘More detailed descriptions of these vari
cus weapon types can be found under their
individual entries. Printed with these descrip-
tions are charts listing the major weapon sta-
tists (Weapon Accuracy, Range, Damage,
etc) and a few adaitional charts for mocifica
tions (Wide Angle Bearn Weapons, Incendiary
Projectiles, Nuclear Missies, etc). For each
weapon category, there is one base chart. This
chart fists damage and Kill, and is the only
chart which gives cost in whole numbers. Al
ther charts in the weapon category's descrip
tion list modifiers to the base cost as decimal:
‘value numbers. These numbers are preceded
byan "x" symbol.
The damage determines the basic cost of
the weapon, whereas the other factors modi:
fy tis base cost. To determine the cost of a
‘weapon you have designed, simply multiply
the listed costs together. For example, a range
that has a cost modtier of *x0.6" will reduce
the cost ofthe weapon asa whole (by 40% in
this case); therefore its considered disadvan
tageous when compared to the norm (e.9,
range 8 hexes for beam weapons). Similarly,
‘high Weapon Accuracy (WA) for a projectile
‘weapon might have a cost asoclated with it
(Gey "2.5" this would increase the cost of
the weapon and thus make it more potent
than an average-WA projectile weapon with
the same damage potential. All weapons
must have a damage and a WA; in addition,
all beam, projectile, and missle weapons
‘must aso have a range.
‘Any weapon's range is a function of its
damage; after all, big guns shoot farther. To
determine a weapon's base range, find the
square root of the weapon's damage and
multiply by 4 (its a beam weapon}; 3.5 Gf
its a mise) or 3 (it’s a projectile weapon):
the results the weapon's range.
For Example: A T-Kl beam weapon would
Ihave range of 4 hexes (V=1x1, Txd=4), 04
Kil beam weapon would have'a range of 8
hexes (4=2x2, 2x48), 9K bear weapon
would have 2 range of 12 heres (93:3
3i=12), and a 16-Kill bear weapon would
havea range of 16 hexes (I6=4x4, 424=16).
‘This base range can be modified by mod
lying the weapon's cost.
+ WEAPON CREATION EXAMPLE: Racket
Russelhotshot ~mecha-designer and
‘weaponsmith—decides that a backup.
‘weapon is needed for the EDF's frontline
Mektons. Noting that most already have
beam sabers (EMWs), Rocket decides that a
liited-use, high-yield eneray cannon might
be desirable (sort of a mecha-equivalent to a
‘modem LAW rocket). Since Mr, Russel already
hhas a design concept in mind (that’s always
Step 1), he continues to Step 2: He must set
the numerical values for the weapon's statis
tics, He chooses the following:
* DAMAGE: 10 Kils (good enough to pen
fetrate all but the heaviest armor). Base
Cost: 15 CP's
+ WA: -1 (cheap targeting systems). Cost
Mocifier:x0.8
* RANGE: 13 (normal for this beam
‘weapon—hy not?) Cost: x1.0
* SHOTS: 1 (keeps with the design concep-
tion, and keeps the cost down) Cost: x0.5
‘# TOTAL COST: 15 x0.8x 1.00.5 =6.0CP.
This procedure is not used exclusively to
design weapons; some other systems have a
similar design and construction procedure. In
these cases, simply follow the method above,
Using the cost listed as a whole number (the
‘one not preceded by the “x") as the Base
Cost, andthe athers as cast modifiers
Weapons Linkage
In Mekton Z, multiple weapons within a
single mb or servo may be Linked for a cost
‘of one CP. Linkage allows two or more
‘weapons to be fired in one action (as one
attack rol), with each hit striking seperate ran-
domly rolled locations; you may also Link sys
tems other than weapons for simultaneous
use. In this section, MTS offers several new
versions of Weapons Linkage (see below).
However, there are some important rules
which govern all Linkages: Linked items must
be of the same category (such as beam
‘weapon, EM, ete), and in the case of more
than two items being Linked, every item
Linked—after the first—must pay the listed
Linkage cost. All Links take up no Space and
have no.weight.
*# CROSS-LINK (COST=2): This Linkage works
exactly ike the standard Link in Mekton Z—al
Weapons are fired in one action as one attack
roll—except that Cross inked weapons will
all hit the same location. This is @ double-
riple,, quadruple, ete) or-nothing sub-
assembly; you ether hit with all weapons/sys-
tems or miss with ll of them
+ INTERSERVO LINK (COST=3): This option
CGross-Links items that are not in the same
servo—even if one or more are located in
‘command amor or binder locations. The
higher cost is due to increased complexity
‘and physically longer connection. require-
ments, I the systems are not CrossLinked,
the cost is only 2 CPs
* MELEE WEAPON LINK (COST=4): Cross-
Links two or more melee weapons and/or
Introduction APt]
Introduction A
EMWs (as long as they are not automated),
The intricacies of synchronizing close-combat
attacks make this system tvice as expensive as
normal Weapons Linkage. If the systems are
ot Cross-Linked, te costs only 3 CPs,
+ INTERMECHA LINK (COST=4): Yes, its
even possible to Crossink items between
multiple mecha. The advantage of this i that
‘only one pilot need roll and only one pilot
need expend an. action to fire the Cross-
Linked weapons. For an Intermecha Link, the
cost must be paid by each item not in the
“controling” mecha (that, the unit that fires
the weapon)—should there aso be weapons
Linked within the controling mecha, these
must pay the regular prce to be Linked to
leach other (as described above). The control
ling unit must be designated when the mecha
are designed. Ifthe Intermecha items are not
CCrossLinked, the cost is only 3 CPs,
Weapon Linkage Example: The Strike
Rapier has so identical, Cros-Linked, 3K beam
weapons—three jn each arm servo, The beam
guns cost 6.6 points each; each arm, having
three guns, thus pays 19.8 CP and Spaces. For
each arr, two ofthe beamguns must be Cross
Linked to the third, controling, bearngun; that's
‘nother 4 CP per arm. Total cost for each arm's
Dbearngun array thus costs 23.8 CPs—the Strike
Rapier can now fre ether its right or lft arm’
array 0s ane action, wit aif three shots hitting
the same location, To Cros-Lnk the two batter
les together, an adational 3 CPs are pod, Cross:
Linking each arm's controling guns to eoch
‘thet. Now both arrays can be fied as one
array, a successful attack wil result inal ie 3K
shot hitting the trget in one location! The total
casts 23.8 forthe right arm’ aay, 23.8 forthe
ft arm's aay, and 3 forthe Inteservo Link, for
{@ grand total of 50.6 CPs. Were the Strike Rapier
to nat Link any ofthese weopons, it would have
pid 39.6 CPs and only be able to make ane 3K
‘attack per action!
‘Anather application of Weapons Linkage
technology is Spliting. Spliting caries the
same ost as Linkage, but its uses are some-
what diferent.
+ WEAPON OR SYSTEM SPLITTING: By
using this option, the Spaces taken up by a
‘weapon or system may be split between mui-
tiple servo locations, or even mutiple mecha!
Thisisa good method to use yourmecha has
a lot of space in its various servos, and houses
asystem which is larger than the Spaces in any
one of is servos. When using Splitting, fist
decide which servo locations will house the
system each ofthese locations must pay to be
Linked to each other (the cost is as per
Interservo and/or Intermecha Cross-Links, as
described above). The “controling” location
(or the controlling mecha, if Spliting
Intermecha) must be stated when the system
is Gesigned—the Spit system can only be used
by the Controling location (that is, a beam
weapon which has been Split between the
head and torso servos could only be fired by
tne of those servos). n the case of intermecha
Spliting, each mecha must be within two
hexes of atleast one other unit. Note: Hand:
hid weapons need not be Spit between mu
tiple hands—itis assumed that two- (three?
four?) handed weapons are inherent “Spt.”
and they pay no CPsfor this, Fight ysters are
also exempt from Spliting requirements, since
they are designed to be spread across multiple
locations.
The whole concept of Linking and
Splitting may seem a bit complex a fst. The
simple ules: Each item ater the fst mus pay
the Linking (or Spliting) cast to be Linked to
the controling ite. ites housed in multiple
locations need not Link to eachother, only to
the controling item. Remember: The conto
ling item isa controle for bookkeeping pur.
poses ony Its destroyed, it doesnot take
the other components with but they can
no longer operate a a Linked system.
Damaging &
Destroying Systems
The rules for damaging and destroying
systems in MTS are virtually the same as the
rules for damage in Mekton Z. However, there
are some special cases and modifications
* WEAPONS AND ARMOR: These follow the
same rules as listed in Mekton Z.
* ADDITIVE SYSTEMS: if there is a Kil value
listed in the system's description, the system
‘may be targeted and hit in the same way sen
Sots can be hit in Mekton Z, ether randomly
or through aimed shots.
* MULTIPLIER SYSTEMS: Same as above—if
there Kill value listed, the syster can be hit
and damaged normaly
‘ SYSTEMS WITH SPACES BUT NO LISTED
KILL_VALUE: These systems are only
knocked out of action when the servo that
contains part or all of the system is
destroyed. For this reason, itis critical to
keep track of where all the Spaces for 5)5-
tems are contained in your mecha,
For example: If a Mekton has @ beam
weapon that is spit between its arms (that is,
both arms have Spaces dedicated to the
weapon), when the right arm servo is
destroyed, the weapon i put out of action.
Flight systems and maneuver vemiers are
‘exceptions to this rule—see below.
* MANEUVER VERNIERS: When your
‘mecha loses a servo that contains maneuver
verniers, those Spaces (that is, the number of
Spaces worth of verniers that were in thatservo) are subtracted from the total Spaces
of the maneuver vernier system. The new
[MV bonus forthe vernier is then calculated
by using the number of Spaces worth of
Yemiers remaining on the mecha, and
checking the new value on the char.
Far example: The Ropier as +4 manawer
emis (20 Spaces) with 7 those Spaces each
Jeg sono I the Roper oes one fs gs eases 7
‘Spaces worth of vere. Checking the maneuver
veri chart, we ee that 13 Spaces than 15
(otc ore required for o +3 MV torus), 50 the
Fagiers veers now only grant +2 MV.
+ FLIGHT SYSTEMS: These are damaged as
pet the rls in Mekton Z, page 104.
+ SYSTEMS WHICH TAKE NO CP SPACES:
These systems will function no matter how
much damage the mecha takes; they are
dssumed to bean integral pat of the unit asa
whole, and wil only cease functioning when
the mecha [totaly destroyed.
ErriciENCY
When using MTS, you wil find that not
‘only weapons, but Mektons in general, wil
fave a tendency to grow much larger (in
terms of cost Space and weight). In Melton Z
ie generally holds true that Mektons with
high-Kil structure, strong armor andor pow
esl weapons tend to be the largest. Tis is
because the technology of miniaturization is
rot an aspect of the basic game—the con-
ventions of two Kis equaling one ton and
tone Space per one CP are converientstan-
ards. Should @ more efficient Mekton be
necessary for your campaign oF scenario, itis
possbe to alter these conventions—altnough
doing so can get petty expensive
+ SPACE EFFICIENCY (COST=0.5 PER
SPACE): The most common form of
iicency, this allows you to fit large systems
{in terms of Spaces) into smaller amounts of
Space. To pull his of, you simply pay an extra
(05 CP for every required Space you remove
from a weapon or system.
or example: The Roper caries a 9 CP
team cannon, but it arm servo is only Medium
Sinker level (5 Spaces), st cannot it ts om
gun! In roleplaying terms, the mecho-techi-
ins decide to ntadace some new power relays
andrew containment ied forthe beam con-
ron’ power source, The overl eect the gun is
sanar In MTS. tems, 4 Spaces of ize must be
removed fom the beam weapon; at 0.5 CP per
Space removed, we must od 2 CP to the cast of
the beam weapon to remove the 4 Spaces After
Space Efceny, the Ropers beam cannon now
an takes up 5 Spaces, but costs 11 CP to buy
* WEIGHT EFFICIENCY (COST=2 PER TON):
TWith ths te of Eficency, the weight of any