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Credits ∆ dLøwi

CREDITS Table of Contents ∆ g'o'i;o-≤K


WRITERS
Benjamin Wright INTRODUCTION . . . . . . . . . .4 Anti-Missile & Anti- All-Purpose . . . . . . . . . . . . . .37
Michael MacDonald Tech Levels . . . . . . . . . . . . . . .5 Personnel Varaible . . . . . . . . .26 Example Projectile
ORIGINAL SYSTEM Roleplaying Tech . . . . . . . . . .6 All-Purpose . . . . . . . . . . . . . .27 Weapon Design . . . . . . . . . . .37
DESIGN BEYOND THE COMBAT GAME .6 Mega-Beam . . . . . . . . . . . . . .27 AMMUNITION . . . . . . . . . . .37
Adrian Kaehler Designing Mecha . . . . . . . . . .6 Long Range . . . . . . . . . . . . . .27 Ammunition List . . . . . . . . . .38
CONTRIBUTIONS BY Complexity Table . . . . . . . . . .6 Fragile . . . . . . . . . . . . . . . . . .27 High Explosive . . . . . . . . . . . .38
Darren Miguez Pooling . . . . . . . . . . . . . . . . . .6 Disruptor . . . . . . . . . . . . . . . .27 Foam . . . . . . . . . . . . . . . . . . .38
Gilbert Milner CONSTRUCTING MECHA . . . .7 Hydro . . . . . . . . . . . . . . . . . .27 Paintball . . . . . . . . . . . . . . . . .38
Mike Pondsmith Tech Construction Table . . . . .7 Example Beam Weapon Tracer . . . . . . . . . . . . . . . . . . .38
Mark Schumann How Long Will It Take? . . . . . .8 Designs . . . . . . . . . . . . . . . . .27 Tangler . . . . . . . . . . . . . . . . .38
James Teal What’s This Going To Cost? . .8 Energy Melee Weapons . . .28 Kinetic Energy . . . . . . . . . . . .38
Ross Winn PARTS UNKNOWN™ . . . . . . .8 Damage . . . . . . . . . . . . . . . . .28 Armor-Piercing . . . . . . . . . . .39
EDITOR Parts Unknown™ Catalog . . . .9 Accuracy . . . . . . . . . . . . . . . .28 Disruptor . . . . . . . . . . . . . . . .39
Janice Sellers Big Science . . . . . . . . . . . . . . .9 Attack Factor . . . . . . . . . . . . .28 Incendiary . . . . . . . . . . . . . . .39
PLAYTESTERS LONG TERM RESEARCH AND Turns in Use . . . . . . . . . . . . . .28 Shock . . . . . . . . . . . . . . . . . . .39
Steven Douglas BREAKTHROUGHS . . . . . . . . . .9 Rechargeable . . . . . . . . . . . . .28 Scattershot . . . . . . . . . . . . . .39
Ryan Fisk Improvement . . . . . . . . . . . . .9 Thrown . . . . . . . . . . . . . . . . .28 Blast Radius . . . . . . . . . . . . . .40
Tristan Heydt Innovation . . . . . . . . . . . . . . . .9 Quick . . . . . . . . . . . . . . . . . . .28 Nuclear . . . . . . . . . . . . . . . . .40
Scott Hill Invention . . . . . . . . . . . . . . . .10 Hyper . . . . . . . . . . . . . . . . . . .28 Energy Pools . . . . . . . . . . . .40
John Mehrolz COMBINATION RESEARCH . .10 Beam Shield . . . . . . . . . . . . . .29 Cost/Space . . . . . . . . . . . . . .41
Darren Miguez The Research Process . . . . . .10 Example EMW Designs . . . . .29 Power Available . . . . . . . . . . .41
Craig Sheeley Breakthroughs . . . . . . . . . . . .10 Melee Weapons . . . . . . . . . .30 Maximum Power . . . . . . . . .41
Robert K. Willis Getting Stumped . . . . . . . . .10 Damage . . . . . . . . . . . . . . . . .30 Kills . . . . . . . . . . . . . . . . . . . .41
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Mike Zebrowski PRODUCTION . . . . . . . . . . . .10 Accuracy . . . . . . . . . . . . . . . .30 Portfolio . . . . . . . . . . . . . . . . .41
COVER ARTIST MTS . . . . . . . . . . . . . . . . . . . 11 Thrown . . . . . . . . . . . . . . . . .30 Morphable . . . . . . . . . . . . . .41
Yuji Kaida THE MEKTON Handy . . . . . . . . . . . . . . . . . .30 Example Energy
COVER MECHA TECHNICAL SYSTEM . . . . . . .11 Entangle . . . . . . . . . . . . . . . .30 Pool Design . . . . . . . . . . . . . .42
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DESIGNED BY NEW SYSTEMS . . . . . . . . . . .11 Quick . . . . . . . . . . . . . . . . . . .30 Weapon Mount . . . . . . . . . .42


Don Choi Spaces . . . . . . . . . . . . . . . . . .11 Armor-Piercing . . . . . . . . . . .30 Weapon Mating . . . . . . . . . .43
INTERIOR ARTISTS Kills . . . . . . . . . . . . . . . . . . . .11 Disruptor . . . . . . . . . . . . . . . .30 Shields . . . . . . . . . . . . . . . . .43
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David Ackerman SYSTEM DEFINITIONS . . . . . .12 Shock . . . . . . . . . . . . . . . . . . .30 Class . . . . . . . . . . . . . . . . . . .45


Don Choi Additive vs Multipliers . . . . . .12 Example Melee Weapon Stopping Power . . . . . . . . . .45
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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

Page 2
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
file
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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Hydrojets . . . . . . . . . . . . . . . .61 Stealth . . . . . . . . . . . . . . . . .75 Tunneling . . . . . . . . . . . . . . .97 Retrocognition . . . . . . . . . . .127


Thrusters . . . . . . . . . . . . . . . .61 Shadow Imager . . . . . . . . . .76 SFX: You Can Change the Stat Boost . . . . . . . . . . . . . .127
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Gravitics . . . . . . . . . . . . . . . . .62 # of Shadows . . . . . . . . . . . .76 Laws of Physics! . . . . . . . . . .97 Suggestion . . . . . . . . . . . . .128


The Ins and Outs of Cost . . . . . . . . . . . . . . . . . . . .76 Tons of Trouble . . . . . . . . . . .98 Telekinesis . . . . . . . . . . . . . .128
Buying Propulsion . . . . . . . . .62 Shadow Type . . . . . . . . . . . .76 Damaging Results . . . . . . . . .98 Telepathy . . . . . . . . . . . . . . .128
What’s With These ESPer Lens . . . . . . . . . . . . . .77 Tipping the Scales . . . . . . . . .98 Teleportation . . . . . . . . . . . .128
G’s Anyway? . . . . . . . . . . . . .63 Rank . . . . . . . . . . . . . . . . . . .77 Speed and Time . . . . . . . . . .99 Roleplaying Psionics . . . . .129
A Note on Reverse Portfolio . . . . . . . . . . . . . . . . .77 When Burst Comes to Burst .99 Powerful Psionics . . . . . . . . .129
Engineering . . . . . . . . . . . . . .63 Draw . . . . . . . . . . . . . . . . . . .77 Sample Construction . . . . . .99 B-3: Building The Better
Boosterpacks . . . . . . . . . . . .63 Backlash . . . . . . . . . . . . . . . . .77 Sample Playsheet . . . . . . . .103 Beast . . . . . . . . . . . . . . . . . .129
MA Points . . . . . . . . . . . . . . .63 Spaces . . . . . . . . . . . . . . . . . .78 Sample Playsheet . . . . . . . .104 Animal Stats . . . . . . . . . . . .130
Cost . . . . . . . . . . . . . . . . . . . .64 Thought Control . . . . . . . . .78 SCALING . . . . . . . . . . . . . . .106 Size . . . . . . . . . . . . . . . . . . .130
Kills . . . . . . . . . . . . . . . . . . . .64 Turbocharger . . . . . . . . . . . .79 Scale . . . . . . . . . . . . . . . . . .107 Temperament . . . . . . . . . . .130
Balance Modifier . . . . . . . . . .64 Techno-Organics . . . . . . . . .80 Scaling MA . . . . . . . . . . . . .107 Reflexes . . . . . . . . . . . . . . . .130
Max Boost . . . . . . . . . . . . . . .64 Regenerating . . . . . . . . . . . . .80 Human Scale . . . . . . . . . . .107 Movement Allowance . . . . .130
Command Armor . . . . . . . .64 Lightspeed . . . . . . . . . . . . . .81 Scaling Armor . . . . . . . . . . .108 Scale . . . . . . . . . . . . . . . . . .130
Torso . . . . . . . . . . . . . . . . . . .64 Teleportation . . . . . . . . . . . .81 Roadstriker Scale . . . . . . . .109 Abilities . . . . . . . . . . . . . . . .130
Limbs . . . . . . . . . . . . . . . . . . .64 Combat Teleport . . . . . . . . . .81 Corvette Scale . . . . . . . . . .110 ANIMAL COMBAT . . . . . . . .131
Other . . . . . . . . . . . . . . . . . . .64 Global Telport . . . . . . . . . . . .81 Starship Scale . . . . . . . . . . .112 Anime-To-English I . . . . . . .131
Space . . . . . . . . . . . . . . . . . . .64 Cost Multiplier . . . . . . . . . . . .82 Excessive Scale . . . . . . . . . .113 Anime-To-English II . . . . . . .132
Stopping Power . . . . . . . . . .64 Dimensional . . . . . . . . . . . . .82 ADVANCED RULES . . . . . .114 Hurting Animals . . . . . . . . .132
Balance Modifier . . . . . . . . . .65 Transformation . . . . . . . . . .82 Let’s Active! . . . . . . . . . . . .115 Fight or Flight . . . . . . . . . . .132
Balance Verniers . . . . . . . . . .65 Humanoid . . . . . . . . . . . . . . .83 About Knockback . . . . . . .115 SAMPLE ANIMALS . . . . . . . .132
Cost . . . . . . . . . . . . . . . . . . . .65 Fighter (Corvette) . . . . . . . . .83 Tailing . . . . . . . . . . . . . . . . .116 The Series . . . . . . . . . . . . . .133
COST MULTIPLIERS . . . . . . .66 Hybrid . . . . . . . . . . . . . . . . . .83 Reversing A Tail . . . . . . . . . .116 The Series and Its Premise . .133
Powerplant . . . . . . . . . . . . . .67 Helicopter . . . . . . . . . . . . . . .83 Lifting Capacity . . . . . . . . .117 The Series Synopsis Sheet . .133
Charge . . . . . . . . . . . . . . . . .67 Tank . . . . . . . . . . . . . . . . . . . .84 Nukes . . . . . . . . . . . . . . . . .117 Stock Premises of Anime
Explosion Save . . . . . . . . . . . .67 Submarine . . . . . . . . . . . . . . .84 Electromagnetic Pulse . . . . .118 Mecha Series . . . . . . . . . . . .133
Cost . . . . . . . . . . . . . . . . . . . .67 Boat . . . . . . . . . . . . . . . . . . . .84 Mechapunk: Mekton Zeta SAMPLE SERIES: ALGOL . .134
Modifiers . . . . . . . . . . . . . . . .67 Auto . . . . . . . . . . . . . . . . . . . .84 Meets Cyberpunk . . . . . . . .118 Blank Series Synopsis
Source . . . . . . . . . . . . . . . . . .67 Cycle . . . . . . . . . . . . . . . . . . .85 Conversion: Range . . . . . . .119 Sheet . . . . . . . . . . . . . . . . .140
Option (Splitting) . . . . . . . . .68 Mecharider . . . . . . . . . . . . . .85 Conversion: Cost . . . . . . . . .119 Blank Play & Build Sheets .141
Cockpit Controls . . . . . . . . .69 Ship (Base) . . . . . . . . . . . . . .85 Conversion: Kills . . . . . . . . .119 MEKTON ZETA ERRATA . .144

Page 3
INTRODUCTION
INTRO

file
ple
m
Sa
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.
file
Tech Levels ∆ oid*L≥K
ple

“Of all the weapons

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
m

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
Sa

Metal Knights. The


mation, we need a way for players (and given corresponding Tech Levels, for the sim-
referees) to keep track of the technologies ple reason that, in anime, there is seldom any
MeKs had served
available for their mecha and equipment. governing logic to what mecha can or cannot the Bendari
Thus, in Mekton Zeta, we introduced the do. Various anime features have placed giant Emperors for gener-
concept of Tech Levels. robots in medieval settings, in feudal Japan, ations—wreaking
Tech Level is measured on a scale from 1 to and in the 20th century (not to mention the vengeance and
10, with one being the technological equivalent near to far-flung future). The types of tech- striking terror in
of the Stone Age, and 10 being a super-science nology available to mecha have also been the Empire’s ene-
society where even death has fallen before the scattered throughout time; psi-tech in the
scientific might of humanity (or whomever). early 21st-century, a late 22nd century with-
mies. These
Below is a list of the ten Tech Levels, as out beam weaponry, an alternate World War mechanical giants
well as a rough guide for placing them in a II with 15-meter mecha... It’s all dependent were shaped like
campaign setting. Most equipment in upon the style of the series. men ... Shaped like
men so that the
alien blasphemers
T. L. AGE WEAPONS PROPULSION MEDICAL
would know that it
1 Stone Clubs Walking Dream on!
2 Iron Swords Riding Beasts Bloodletting was Man who
3 Bronze Bows Trained Animals Basic Pharmacy defeated them.”
4 Industrial Guns Early Vehicles Basic Surgery
5 Nuclear Missiles Jet Vehicles Advanced Surgery —Lady Attican,
6 Information Railguns Walking Vehicles Meat Cloning addressing the
7 Superconductors Beam Weapons Civilian Flyers Full Cloning Vanguard Host
8 Biotech EMWs Anti-Gravity Regeneration assembly in Muria.
9 Nanotech Planet-Busters FTL Resurrection
10 Magic Magic Teleportation Immortality

Page 5
Introduction ∆ xTeaw
INTRO

Roleplaying Tech ∆ oid*:-K¯L-

BEYOND THE 2) For every 25 (or less) Construction Points


of the proposed mecha’s cost, your Mekton
COMBAT GAME Zeta character will spend 1 day in the process
Kenty stared at

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
file
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-
ple

Theoretically, anyone should be able to lator, see below:


design a Mekton—after all, you just flip TOTAL COST OF
through the Mecha Construction System in
m

PROPOSED DESIGN DIFFICULTY NUMBER


Mekton Z, put together the best possible bal- 1-100 . . . . . . . . . . . . . . .Diff 10 (Easy)
ance of components, weapons and armor for
Sa

101-225 . . . . . . . . . .Diff 15 (Average)


your particular needs. No problem, right? 226-400 . . . . . . . . . .Diff 20 (Difficult)
Here, however, is where game realism 401-625 . . . . . . .Diff 25 (Very Difficult)
catches up to the unwary Mekton Zeta play- 626-900 . . .Diff 30 (Near Impossible)
er. Suppose you wanted to build a modern- 901-1225 . . . . . . . . . . . . . . . . . .Diff 35
day jet interceptor: say, an F-16? Obviously, 1226-1600 . . . . . . . . . . . . . . . .Diff 40
it wouldn’t be as easy as sitting down with a 1601-2025 . . . . . . . . . . . . . . . .Diff 45
rulebook, would it? No, you’d need to know 2026-2500 . . . . . . . . . . . . . . . . .Diff 50
about aeronautics, engineering, weapons 2501+ . . . . . . . . . . . . . . . . . . . .Diff 55
technology, materials science, electronics—
dozens of specialized fields which all go into
the creation of a highly advanced piece of
machinery. Likewise, your Mekton Zeta Pooling
character has also had to learn a lot of new Sometimes you won’t have enough skill
skills in order to know exactly how to con- to finish a design at all. However, two or more
struct his complex vehicle. This huge body mecha designers can combine their talents,
of knowledge is integrated into the skill of rolling 1D10 for the total. Use the highest
Mecha Design. INT and add everyone’s Mecha Design skills.
Whenever a roleplaying character For example: With an INT of 9 and a
intends to design a mecha unit, he must sit Mecha Design of +4, Jesse can’t possibly design
down with a CAD program and actually go the Rapier Commando (1000 CPs) by himself.
through the process of blueprinting the thing. However, Rocket Russel (INT 8, Mecha Design
Here’s how it’s done: +6) and Professor Kodai (INT 10, Mecha
Design +8) agree to work on the Rapier
1) Go ahead and design your intended unit, Commando project; the skill roll becomes INT
using the rules for construction on pages 52- 10 (Kodai) + Mecha Design [+8 (Kodai) +4
65 of Mekton Z or use MTS in this book. Once (Jesse) +6 (Rocket)] = 28+1D10. This team has
you’ve done all the designing, it’s time for a much better chance of success than Jesse did
your character to go to work. all by his lonesome.

Page 6
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-
file
career class, the Heroic & Suicidal Test Pilot).
and Mekton—that
TECH CONSTRUCTION TABLE the machine
FAIL WEAPONS SENSORS POWERPLANT becomes an exten-
ple

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
m

10 All rapid-fire weapons Flawed array: Ranged Bad power transmission;


the whole of mind-
jam after 1D6 turns. weapons at 1/2 range. lose 1 from MV.
body-spirit. This,
Sa

6 All beam weapons Targeting misalignment; Readouts show false


overheat & shut off ranged weapons at -3 “Critical Overheat” alarm ladies and gentle-
for 1D6 turns. to hit. after 1D6 turns operation. men, is a crock.
3 All missiles/rockets Bad shielding; you get Engine underpowered; Don’t get caught
jam after 1D6 turns random TV and radio Land MA drops by 1D6/2 up in this delu-
of use. signals for 1D10 turns. after 1D6 turns. sion! A Mekton is
1 Faulty guidance; -4 for Sensors cut out for 1 Overheating drops XS#
a means to an
missiles & rockets WA. turn after 1D6 turns. by 1 until fixed.
0 No problem. No problem. No problem.
end; you use it to
attack the enemy
FAIL ARMOR MOVEMENT SYSTEM HYDRAULICS and to protect
15 Cheap armor from Movement System cuts Too much pressure; mecha yourself. You are
contractor; value is 1/2 out after 1D10 turns will be unable to move the weapon—the
normal SP! of use! after 1D10 turns use. Mekton is a tool.
10 Armor placed wrong; System sluggish; Cracked pump; lose use
Nothing more,
-1SP from two move up to only 1/2 of 2 random locations after
random locations. normal MA. 1D6 turns.
nothing less.”
6 Armor fitted wrong; Throttle jammed; move Leak; lose use of 1 random
random location -1SP. at 1/2 MA or not at all. location after 1D6 turns use. —Major Altair
3 Refractive coating Directional system Hydraulic fluid is burning; Attaris, from his
flawed; -2 SP vs stuck; turning radius cockpit fills with smoke, speech to the
beam weapons. increased by 1 hex. -2 to all rolls. graduating cadets
1 Inconsistent density; Movement System Low pressure in fluid; all of the EMA.
-2 SP vs missiles and misalignment; lose -1 hand-to-hand and melee
-projectile weapons. from MA. attacks lose 2 Kills.
0 No problem. No problem. No problem.

Page 7

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