Académique Documents
Professionnel Documents
Culture Documents
Newton Ewell Weapon and System Design .12 Design . . . . . . . . . . . . . . . . . .31 Cost . . . . . . . . . . . . . . . . . . . .45
Malcolm Hee Weapons . . . . . . . . . . . . . . . .12 Missiles . . . . . . . . . . . . . . . . .31 Defense Ability . . . . . . . . . . .45
Karl Martin Weapons Linkage . . . . . . . . .13 Damage . . . . . . . . . . . . . . . . .32 Binder Space . . . . . . . . . . . . .45
Alex Racine Damaging & Destroying Range . . . . . . . . . . . . . . . . . .32 Reset . . . . . . . . . . . . . . . . . . .45
Jeff Strout Systems . . . . . . . . . . . . . . . . .14 Accuracy . . . . . . . . . . . . . . . .32 Turns In Use . . . . . . . . . . . . . .45
Bryant Velez EFFICIENCY . . . . . . . . . . . . . .15 Blast Radius . . . . . . . . . . . . . .32 Weakness . . . . . . . . . . . . . . . .45
LAYOUT BUILDING YOUR MECHA . . .15 Smart . . . . . . . . . . . . . . . . . . .33 Reflectors . . . . . . . . . . . . . . .46
Benjamin Wright MTS Design Flowchart . . . .16 Skill . . . . . . . . . . . . . . . . . . . .34 ADDITIVE SYSTEMS . . . . . .48
THE FRAME . . . . . . . . . . . . .18 Long Range . . . . . . . . . . . . . .34 Crew . . . . . . . . . . . . . . . . . . .49
COVER DESIGN
SERVOS . . . . . . . . . . . . . . . . .19 Hypervelocity . . . . . . . . . . . .34 Passengers . . . . . . . . . . . . . . .49
Mark Schumann
Torso Servo . . . . . . . . . . . . . .19 Fuse . . . . . . . . . . . . . . . . . . . .34 Extra Crew . . . . . . . . . . . . . . .49
Head Servo . . . . . . . . . . . . . .19 Nuclear . . . . . . . . . . . . . . . . .34 Extra Actions . . . . . . . . . . . . .49
Arm Servo . . . . . . . . . . . . . . .20 Foam . . . . . . . . . . . . . . . . . . .34 Commanders . . . . . . . . . . . .49
Leg Servo . . . . . . . . . . . . . . .20 Countermissiles . . . . . . . . . . .34 Sensors . . . . . . . . . . . . . . . . .50
Wing & Tail Servos . . . . . . . .20 Flare . . . . . . . . . . . . . . . . . . . .35 Recon Systems . . . . . . . . . . .51
Copyright© 1995 R. Talsorian
Pod Servo . . . . . . . . . . . . . . .21 Scatter . . . . . . . . . . . . . . . . . .35 Advanced Sensor Package . . .51
Games. All Rights Reserved.
WHEELS & TREADS . . . . . . . .21 Smoke . . . . . . . . . . . . . . . . . .35 Radio/Radar Analyzer . . . . . .51
MektonZeta © is R. Talsorian’s ARMOR . . . . . . . . . . . . . . . . .22 Smoke/Scatter . . . . . . . . . . . .35 Resolution Intensifiers . . . . . .51
Trademark name for its anime Energy-Absorbing Armor . . .23 Example Missile Designs . . . .35 Spotting Radar . . . . . . . . . . .51
adventure game. Mek & Mekton WEAPONS . . . . . . . . . . . . . .24 Projectile Weapons . . . . . . .35 Target Analyzer . . . . . . . . . . .51
are both trademark R. Talsorian Beam Weapons . . . . . . . . . .25 Damage . . . . . . . . . . . . . . . . .36 Marine Suite . . . . . . . . . . . . .51
Games Inc. All incidents, situa- Damage . . . . . . . . . . . . . . . . .25 Accuracy . . . . . . . . . . . . . . . .36 Gravity Lens . . . . . . . . . . . . . .52
tions, and persons portrayed Accuracy . . . . . . . . . . . . . . . .25 Range . . . . . . . . . . . . . . . . . .36 Magnetic Resonance Lens . . .52
within are fictional, and any Range . . . . . . . . . . . . . . . . . .25 Burst Value . . . . . . . . . . . . . . .36 Electronic Warfare . . . . . . . .52
similarity, without satiric intent, Shots . . . . . . . . . . . . . . . . . . .25 Long Range . . . . . . . . . . . . . .36 Value . . . . . . . . . . . . . . . . . . .53
of characters living or dead is Clip-Fed . . . . . . . . . . . . . . . . .25 Hypervelocity . . . . . . . . . . . .36 Cost & Space . . . . . . . . . . . .53
strictly coincidental. Warm-Up Time . . . . . . . . . . .26 Multi-Feed . . . . . . . . . . . . . . .36 Radius . . . . . . . . . . . . . . . . . .53
Wide-Angle . . . . . . . . . . . . . .26 Phalanx . . . . . . . . . . . . . . . . .37 Beaming . . . . . . . . . . . . . . . .53
All shows, characters and subjects Burst Value . . . . . . . . . . . . . . .26 Anti-Personnel . . . . . . . . . . . .37 ECCM . . . . . . . . . . . . . . . . . .53
mentioned herein are trademarks Anti-Missile . . . . . . . . . . . . . .26 Phalanx . . . . . . . . . . . . . . . . .37 Remote Control . . . . . . . . . .54
of their respective owners. Anti-Personnel . . . . . . . . . . . .26 Anti-Personnel/Phalanx . . . . .37 Class . . . . . . . . . . . . . . . . . . .54
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g'o'i;o-≤K Table of Contents ∆
Control Multiple . . . . . . . . . .54 Control System . . . . . . . . . . .69 Beast . . . . . . . . . . . . . . . . . . .86 Conversion: Damage . . . . .119
Cost . . . . . . . . . . . . . . . . . . . .54 Enclosure . . . . . . . . . . . . . . . .70 Avian . . . . . . . . . . . . . . . . . . .86 Conversion: Others . . . . . . .119
Control Range . . . . . . . . . . . .55 Location . . . . . . . . . . . . . . . . .70 Transformable Options . . . .86 Psionics . . . . . . . . . . . . . . . .120
Wire-Controlled . . . . . . . . . . .55 Hydraulics . . . . . . . . . . . . . . .70 Concealment . . . . . . . . . . . . .86 CREATING A PSIONIC
Options . . . . . . . . . . . . . . . . .55 Cost Multiplier . . . . . . . . . . . .71 Conditional Movement . . . . .87 CHARACTER . . . . . . . . . . . .120
Stereo . . . . . . . . . . . . . . . . . .56 Spaces . . . . . . . . . . . . . . . . . .71 Efficient Transformation . . . . .87 Active or Latent? . . . . . . . . .120
Liftwire . . . . . . . . . . . . . . . . . .56 Melee Damage Bonus . . . . . .71 Metaform Legs . . . . . . . . . . .87 PSI POINTS . . . . . . . . . . . . .121
Antitheft Codelock . . . . . . . .56 Lifting Capacity . . . . . . . . . . .71 Metaform Wings . . . . . . . . . .87 How Psi Points Are Spent . .121
Spotlights . . . . . . . . . . . . . . .56 Environmentals . . . . . . . . . .71 Modular Metaforms . . . . . . .87 Increasing Psi Points . . . . . .121
Nightlights . . . . . . . . . . . . . .56 Arctic Environment . . . . . . . .71 Transat Ability . . . . . . . . . . . .88 Wild Talents . . . . . . . . . . . . .121
Storage Module . . . . . . . . . .56 Malfunction Table . . . . . . . . .71 VTOL Ability . . . . . . . . . . . . .88 PSIONIC SKILLS . . . . . . . . . .121
Micromanipulators . . . . . . . .56 Desert Environment . . . . . . .72 Weapon Network . . . . . . . . .88 Resisting Psi Skills . . . . . . . . .122
Slick Spray . . . . . . . . . . . . . . .56 Underwater Environment . . .72 Combiners . . . . . . . . . . . . . .88 Using Psionic Skills . . . . . . .122
Bogg Spray . . . . . . . . . . . . . .56 High Pressure Environment . .72 Combining Weapons . . . . . .89 Concentration . . . . . . . . . . .122
Damage Control Package . . .56 E.M. Environment . . . . . . . . .72 What About All Those Distractions . . . . . . . . . . . . .122
Quick-Change Mount . . . . . .56 Re-Entry Environment . . . . . .72 Guys In The Feet? . . . . . . . . .89 Psi Unpredicatbility . . . . . . .122
Silent Running . . . . . . . . . . . .56 Maneuver Verniers . . . . . . .73 FINAL TOUCHES . . . . . . . . .90 Psi Skill List . . . . . . . . . . . . .123
Parachute . . . . . . . . . . . . . . .57 Cost & Space . . . . . . . . . . . .73 Stupid Mekton Tricks . . . . .91 Astral Projection . . . . . . . . .123
Re-Entry package . . . . . . . . . .57 A.C.E. . . . . . . . . . . . . . . . . . .73 Dimensional Storage . . . . . . .91 Aura Viewing . . . . . . . . . . . .123
Ejection Seat . . . . . . . . . . . . .57 Pool . . . . . . . . . . . . . . . . . . . .73 Expanding Plasma . . . . . . . . .91 Clairvoyance . . . . . . . . . . . .124
Escape Pod . . . . . . . . . . . . . .57 Cost . . . . . . . . . . . . . . . . . . . .73 Material Absorption . . . . . . . .92 Danger Sensing . . . . . . . . . .124
Maneuver Pod . . . . . . . . . . . .57 Internal Automation. . . . . .74 Merging With Your Mecha . .92 Emotion Scan . . . . . . . . . . .124
Vehicle Pod . . . . . . . . . . . . . .57 Automation Level . . . . . . . . .74 Morphable Mecha . . . . . . . .92 Energy Manipulation . . . . . .124
Stat Enhancement . . . . . . . .57 Cost . . . . . . . . . . . . . . . . . . . .74 ‘Oid . . . . . . . . . . . . . . . . . . . .93 Healing . . . . . . . . . . . . . . . .124
SPECIAL SYSTEMS . . . . . . . .58 Portfolio . . . . . . . . . . . . . . . . .74 Ninja Leaping . . . . . . . . . . . .93 Illusion . . . . . . . . . . . . . . . . .125
Fuel . . . . . . . . . . . . . . . . . . . .59 Cloaking . . . . . . . . . . . . . . . .74 Piracy System . . . . . . . . . . . .93 Levitation . . . . . . . . . . . . . . .125
Base Fuel Load . . . . . . . . . . . .59 Cost . . . . . . . . . . . . . . . . . . . .74 Self-Duplication . . . . . . . . . . .94 Mind Lock . . . . . . . . . . . . . .125
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Buying Extra Fuel . . . . . . . . .60 Basic Cloaking . . . . . . . . . . . .75 Special Effect Weapons . . . . .94 Possession . . . . . . . . . . . . . .125
Internal Fuel Tanks . . . . . . . . .60 Active Cloaking . . . . . . . . . . .75 Super-Deformed Mektons . . .94 Precognition . . . . . . . . . . . .126
External Drop Tanks . . . . . . .60 Pulse Refract . . . . . . . . . . . . .75 Summoning Your Mecha . . .95 Psi Blast . . . . . . . . . . . . . . . .126
Fuel Consumption . . . . . . . . .60 Magnetic Refract . . . . . . . . . .75 Building Form . . . . . . . . . . . .95 Psi Block . . . . . . . . . . . . . . .126
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Propulsion . . . . . . . . . . . . . .61 Beam Refract . . . . . . . . . . . . .75 Gizmo Form . . . . . . . . . . . . .96 Psychometry . . . . . . . . . . . .126
Types of Propulsion . . . . . . . .61 Fire Control . . . . . . . . . . . . . .75 Gun Form . . . . . . . . . . . . . . .96 Pyrokinesis . . . . . . . . . . . . . .127
Ges . . . . . . . . . . . . . . . . . . . .61 Combat Cloak . . . . . . . . . . . .75 Mundane Form . . . . . . . . . . .96 Regeneration . . . . . . . . . . . .127
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INTRODUCTION
INTRO
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xTeaw Introduction ∆
INTRO
MEKTON ZETA PLUS
W
elcome to Mekton Zeta Plus, the preferred source for informed mecha
mashers. Within these pages you will find many improvements and
refinements of the basic Mekton Zeta game; these changes and additions “The Mekton ...
complete the advanced version of the game. From the most comprehensive (and What power it has!
usable) mechanical-design system ever published to new combat rules, this book The enemy’s will is
has it all. Mekton Zeta Plus is the ultimate tool for the advanced Mekton Zeta player.
The heart of Mekton Zeta Plus is the Mekton Technical System, with which players
crushed when he
and referees can build literally any mechanism they can imagine; this section includes sees his home and
a sample construction procedure, which takes the reader through the MTS design family trampled
process step-by-step. MTS is capped off with scaling rules, which expand MTS to han- underfoot by a
dle any size design, from a pocket-sized switchblade to a planet-busting battlecruiser. hundred ton metal
With the same vigor found in MTS, Mekton Zeta Plus takes the game’s rules to new
levels of playability. In the advanced rules section, the immeasurable powers of the
man.”
mind explode into Mekton Z—the psionics system not only applies to characters, but
interfaces with MTS (see the ESPer lens) for an incredible new dimension in mecha —Arkon Verian,
combat: Psyber-Psychic Mecha Conflict! Other new rules include expanded terrain from The Merits of
explanations, new combat maneuvers and tips on how to speed play. The Advanced Mekton Combat.
Rules Section ends with a discussion of how to mix Mekton Zeta with RTG’s other
Interlock System games, particularly Cyberpunk.
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Tech Levels ∆ oid*L≥K
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B
eing that Mekton Zeta is designed as Mekton Zeta has a Tech Level listing, and
a potentially generic anime mecha some other systems do as well (notably light- of the Empire, the
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RPG, capable of simulating all the speed drives and medical technologies). In greatest were the
myriad universes of Japanese mecha-ani- MTS, the various systems have not been
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Introduction ∆ xTeaw
INTRO
M
TS was created to be an effective of actually designing the unit. At the end of
the blueprints for a and comprehensive way to design this period, he must roll his:
long time. Finally any one of a hundred types of
she said, “Let me mecha from almost as many anime and sci- INT+Mecha Design Skill+1D10
get this straight ... ence fiction sources. As a system for creat- versus a Difficulty Number found on the
ing units with which to play massed mecha Complexity Table (below). A successful roll
six arms?” battles, it will give enterprising roleplayers means he staggers away from his Computer
and wargamers hours of fun, building and Aided Design terminal with a completed set of
Jesse looked at fighting with their favorite war machines. blueprints. A failed roll means he must spend
her smugly. “I got one additional day of design work, then roll
a great deal on a SO YOU SAY YOU WANNA ROLEPLAY THE again at the end of that day. This process con-
MECHA-DESIGN PROCESS .... tinues until he makes a successful Mecha
half-dozen Design roll and lurches off into the night to find
beamswords,” he If you are simply planning to use Mekton someone to work from his revised blueprints.
grinned. Zeta as a mechanized combat game, you will
probably want to skip this section. But if you
use Mekton Zeta as the basis for roleplaying COMPLEXITY TABLE
Kenty picked up a
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adventures (which we hope you will), you’ll The Difficulty of designing a Mekton is
wrench and hit definitely want to read this. based on the square root of the
him. mecha’s total cost (before scaling). For
Designing Mecha those of you without a scientific calcu-
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xTeaw Introduction ∆
The design process offers Mekton Zeta modern war machine. As any fighter jock can
INTRO
players and referees infinite possibilities for role- tell you, it’s the crew chief down in the shop
playing fun. Characters can become design who makes sure the jet gets airborne. A Mekton NEW
specialists, hiring themselves out to the highest Zeta technician is more than just a mechanic— CHARACTER
bidder. They could have plans stolen, or steal he or she is a gifted artist who takes a mere blue-
plans themselves. Budding entrepreneurs can print and makes it work. Here’s how: PROFESSION:
go into business with their own mecha facto- Every mecha will have some or all of
ries, engaging in industrial espionage or other these systems: Hydraulics, Armor, HEROIC AND SUICIDAL TEST
corporate skullduggery. Remember: Mekton Powerplant, Sensors, Weapons and PILOT (D)
Zeta is a roleplaying game. So why not use Movement Systems. For each system pre- ADRENALINE JUNKIE, GUINEA PIG, ETC.
these opportunities to add more depth and sent, the Techie constructing the vehicle will Mecha Pilot: +1 Awareness: +1
substance to your adventures? roll once on the appropriate Tech Jury Rig:+1 Survival: +1
Construction Table (below) for that system, Mecha Tech: +1 First Aid: +1
Aircraft/Shuttle Pilot: +1
CONSTRUCTING adding his or her Tech Stat +Mecha Tech skill
+1D10; the difficulties are the same as those
MECHA from the Complexity Table, and the Pooling
Your Mekton Zeta character has just rule applies as well. Depending on the out-
rushed into the hangar bay, blueprints come, each system of the newly constructed
clutched in his sweaty little mitts. But who’s mecha may or may not have little “hidden
going to build the thing for him? This is where flaws”—flaws which will only show up during
the skill of Mecha Tech comes into play. use (usually at some embarrassing or poten- “Some pilots
Mecha Tech is the knowledge of how to tially deadly time). For this reason, it’s always think there’s a
bring together the complex amalgamations of advisable to shake down your new unit before
electronics, fusion power, hydraulics and taking it into combat (creating an entirely new
symbiotic relation-
ship between Man
weapon technology that goes into an ultra-
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career class, the Heroic & Suicidal Test Pilot).
and Mekton—that
TECH CONSTRUCTION TABLE the machine
FAIL WEAPONS SENSORS POWERPLANT becomes an exten-
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15 All beams lose power; Sensors cut out after Overheat: Mecha shuts sion of yourself,
Range, damage lose 2. 1D6 turns of use. down after 1D10 turns. integrated into
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