Professional Documents
Culture Documents
AI\IIME
RDLEPLAYIJ\16
All of the game rules and ............... .......
and Referees need to create • inllllestilll_. D • &
series ••• etT, c.npaicn in the finest ..........
,\ Introduction~
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elcome to Mekton -machines shaped like a man, capable In these pages you will find alien inva-
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ANI ME
. CHARACTERS
CHARACTER
GENERATION
SEmLJENCE
1. Generate Basic lifepath to
age 16. (p.20)
2 Generate Stats (p.24-25)
3. Select Starting Skills (p.26-31)
4. Select Character Age/Type
A Professional (p.32-35)
Select Profession(s)
Generate add'l Litepath
B. Rookie (p.35-38)
Select Template
5. Purchase Equipment (p.40-49)
LIFEPATH
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they were working with the military on a
top secret project, and the enemy sent
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The lifepath is a series of random
assassins to lcill them. The more inventive
you are with your Ufepath, the more
charts that help determine your charac- *feel" you will get for your character.
ter's background and the status d his Referees should feel free to modify
friends and family. But it's more than that the charts (or their results} for their par-
Ufepath is a way d recreating the com- ticuW game world, as they always have
plex mental landscape d a ~ anine the right d flnal approval on all charac-
character. It gives you tasty dues on what ter bldrgrounds.
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GO TO A2 GOTO B
8: FAMILY STANDING
To determine your family's situation, roll 1D10: To determine your family's standing, roll 1D10:
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F: FRIENDS GOTO H
Most of your friends are from your school days, but I • / ''-- • •
/,.. I •
some can be more than just simple students. Roll
106: This Is how many friends you have. For each
friend, roll 1010: even=male, odd=female.
H: ROMANTIC UFE
Roll MOther D10: The friend Is •. . In your first sixteen years you have had a few
loves come and go, various crushes, dates and the
an old school pal. like. The followlne charta are for 8 truly serious
someone who erew up With you. romance, somethlne that you will carry with you
a teacher or mentor. tor the years to come. Roll 1010 or choose:
an ex-lover.
like a youneer brother/slater to you. 1-3 You are currently Involved In a romance.
like a foster parent to you. GO TO H1.
like a big brother/sister to you. 4-7 You are uninvolved. GO TO H2.
a partner or co-worker. 8-10 You are recovertne from a traeedy In your
romantic past. GO TO H3.
GO TOG
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H1: AH. LOVE ...
You are currently Involved with a lover. He/she Is
the first true deep love In your young life. But as Use the following charts to help you decide what your
usual, things are rarely prefect. Roll 1010: character look/acts like. You should only roll on these
1: Your lover's friend/relatives hate you! charts If you (or your Referee) Is determining Infor-
2 Your friends/ family hate your lover. mation about a frlendjloverj enemy. Otherwise you
3 One of you has a romantic rival. should always choose all of the Information for your
4 You are currently separated In some way. character. Roii1D10 (or choose) for each column on
5 You constantly fight (but making up Is fun!). the table.
6 One of you Is Insanely jealous.
7 You think your lover Is seeing someone else! HAIR ~QL.QB HAIB STYLE EYE COLOR
1 Red Neat Blue
8-10 Everything Is going smoothly (for now).
2 Blue Long, straight Green
GOTO I 3 Green Short, w/ bangs Sliver/ Grey
4 Blonde Swept over one eye Ruby
s.6 Black Short, straight Brown/ Black
7 Orange Long, curly Amber
8 Purple Long w/ bangs Gold
9 Sliver/ white Short, curly VIolet
You may not have found the right person yet, but 10 Brown Wild Always
changing
that doesn't mean you can't keep looking! Roll
1010 or choose. PEBSQNALITY TBAITS
1-2 You will date anything that moves. 1 Shy & secretive
3-4 You are waiting for the right one. 2 Angst-ridden, antisocial, violent
5-6 You don't have time to waste on 3 Arrogant, proud & aloof
romance. 4 Moody, rash & headstrong
7-8 You just don't want to get serious. 5 Friendly, outgoing
9-10 Sex? Romance? What's that? 6 Picky, fussy, nervous
7 Stable & serious
GOTO I 8 Silly & fiuffheaded
9 Sneaky & deceptive
10 Intellectual, detached
• BODY TYPE [BOP]: Determines how • COOL [(:L]: A measure of how well you
much damage a character can take stand up under pressure and how charis-
before being killed. For more on Hits, Kills matic you are. A high Cool denotes
and other types of damage, as well as sophistication and a great leadership
specific values for the damage your char- potential. Most skills that deal with
acter will be able to take, see below. willpower and social interaction will also
use Cool.
SECONDARY BODY
• EMPATHY [EMP]: This stat represents
TYPE VALUES
how well you relate to other living things-a
DETERMINING HITS: The chart measure of likability and sympathetic emo-
below assumes a humanoid crea- tions. You may need to be Cool for troops
ture of about the same size., num- to follow you, but you need Empathy for
ber of limbs and toughness as a them to like fighting for you.
human being:
• INTELLIGENCE [INTI: How smart you
BOD 2 3-4 5-7 8-9 10 are. This stat also helps determine how
Head 4H SH 6H 7H 8H
aving gone through the many skill points your character will
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you may add any or all of the Luck you • REFLEXES [REF]: A combination of
have in the game to an important die roll. agility and hand-to-eye coordination. If
Remember: luck replenishes itself at the you are a combat-oriented character, STAT GENERATION
end of each game session, if you run out high Reflexes are a must, as just about METHODS
during game play, you're out of Luck. any physical skill will use them. • RANDOM CHARACTERS: Roll
1D1 0 for each statistic (don't for-
• MOVEMENT ALLOWANCE [MA]: • nCHNICAL ABILITY ITECH]: Your get Education). Re-roll all1's-this
has the possibility of rolling all 2's,
How far (in meters) your feet can carry character's ability to create, modify, and and thus giving you a vel}' unde-
you in a pinch. This stat is also used to repair technology. This stat will be used sirable character. So, if the total
determine how fast your character can with all skills that involve the repair and number of character points (the
jump (from a standing or running start): function of machinery. A must for tech- total of all your rolled statistics) is
• ~ Your character's MA x 3 meters nicians and engineers. below 40 (an average of 4 in all
determines how fast he can run on the stats) you may re roll your charac-
ground at top speed. If you are walking ter. After all, the heroes of anima-
or trying to seem circumspect, then that tion are never mediocre!
speed is divided by 3 (plain old MA). • CONCEPT CHARACTERS: Roll
• ~ How far (in meters) your charac- 1OD1 0. The total is the number
ter can jump in a turn is equal to your MA of character points that you can
divided by 4 (do not round decimals). spend. Place the points into stats
• Running lump: A character may per- as you wish (including
Education). As above, a roll of less
form a running jump of a distance equal than 40 character points will
to their running distance divided by 4. allow you to re-roll the character.
Example: With an MA of 6, I can run Unless your referee says other-
18 meters per tum, jump 1.5 meters wise, this is the standard method
(6/4= 1.5), and perform a running jump of for Player Character creation.
4.5 meters (18/4=4.5). • CINEMATIC CHARACTERS: This
method is best used for NPCs and
STABIUTV pre-generated PCs. You will be
This is a Difficulty Number assigned a pool of character points
which represents how hard a person and these will be used to build the
is to sway, confuse, frighten or oth- character. The number of points a
erwise befuddle. Stability is equal to character receives depends on his
the character's COOL times 2.5. DETERMINING place in the game universe:
rounded down. For example, a PC STATISTICS • Major Character: 80 points
with a COOL of 2 would have a The heavy hitters. This is either
Each statistic must have a numeri- the main bad guy, or a very hero-
Stability of 5, which is essentially an cal value, from two (2) to ten (10),
instant success in terms of skill rolls. ic character. This should be
However, someone with a COOL of with two being the lowest possible reserved for NPCs.
value and ten being the highest; this • Minor Characters: 75 points.
6 (Average) would have a Stability of Good villains. Not too powerful,
15, (equal to an Average Difficulty makes six (6) the average.
Stats are "purchased" by using a but far from weak. A villain's top
Number); a character with a COOL henchman, or a powerful PC/NPC.
of 10 would have a Stability of 25, pool of points for each character. How • Primary Character: 70 points
which is Very Difficult to overcome. many points you get to purchase stats This is the majority of PCs and
Stability applies to Interro- with Is determined by one of three NPCs that will be in a game. They
gation, Intimidation, Leadership methods (sidebar). are the military officers, compe-
and Seduction (but NOT Persua- tent civilians, and general bad
While stats are the basic numerical guys of a campaign.
sion, which is countered by Human building blocks of the Mekton Zeta char-
Perception Skill). • Secondary Character: 65 points
acter, they don't really address the ques- This is a good point spread for
The character who is actively characters fresh out of the Lifepath:
using his skill rolls his Stat+Skill tion of what your character knows.
Naturally high Reflexes won't mean a lot family, friends and lower enemies.
+1010 vs. the subject's Stability. • Average joe: 60 points
Example: jeff is trying to seduce if, for example, you don't have any The guy on the street.
Rachel/e. His EMP is 7 and his Seduction knowledge of how to fight, use a • Basic NPC: 55 points
is +2. He rolls a 5 for a total of 14. weapon, or even do simple acrobatics. To A low-level "grunt" of an NPC.
Rochelle has an 8 Cool, so her Stability achieve higher levels of competence than Good for the faceless masses.
is 20. jeff gets slapped in the face. what comes from natural ability, your
character will need to learn some SKILLS.
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ldlls are grouped Into categories, SKILL LIST groups. At +3 you can win most debates
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ally tell you only infonnation relating to reasoning seen In most TV shows ('1"he
what he is well known for. At +6 the sub- killer was left handed because the knife
ject will tell you anecdotes about the past had a special handle. j. Sherlock Holmes
and pontificate about favorite philoso- is a good example of someone with a
phies and interests. At +9 or greater, he AUract:jyeness:
+10 Awareness. Note: Awareness is an Personal Grooming
tells you everything-including personal important skill for just about everyone. If Wardrobe & Style
information about his illegitimate son, you do not have this skill, you may use ~
the time he stole a cookie at age four, only your Intelligence if the Referee calls Interrogation (H)
Intimidate (H)
and the fact that no one ever loved him. for an Awareness roll. Persuasion and Fast Talk (H)
• Leadership: The skill of leading and • Compose or Write: The required skill Resist Torture/ Drugs (H)
convincing people to follow you. A skill of for writing songs, stories or articles. A skill Streetwise
+2 can manage a small office successfully of +4 gives your character the ability to Empathy:
Acting
and be respected for it With a +4 you can produce a salable work. A skill of +8 or Human Perception
lead a small band of troops into battle and better produces work of such a high cal- Interview
not get shot in the back. With +8 or bet- iber that the author may have a strong Leadership
ter you are capable of leading battlefteets literary following and not a little critical Seduction
Social
and entire armies. Note: This skill can be acclaim. Intelligence:
used with either Empathy or Cool. The • Di5!1ulse: The skill of disguising yourself Awareness/ Notice
effects are the same, but the methods are to resemble someone else, whether real or Compose or Write
very different. Wrth an Empathy-based fictitious. This skill incorporates elements Disguise
Expert
Leadership your people follow you of both make-up and acting, although it is Gamble (H)
because they love you, and with Cool not the same as being an actor. Know Language
they follow you because they know you • Expert: You may use this skill to be in Programming (H)
will lead them to victory. Shadowing/Avoid Pursuit (H)
expert in one specific subject, be it exot- Survival
• Seduction: The skill of forming and ic postage stamps, ancient weapons, Teaching (H)
maintaining romantic relationships (this enemy mecha, or whatever. At +3 you Reflexes (Personal Combat>:
includes your ability as a lover). This skill are a local expert at +6 you have written Automatic Weapon
Blade
may be used to determine whether or not a few books on the subject. At +8 or bet- Dodge & Escape
players can form relationships with non- ter your books are recognized as major Handgun
player characters, and the intensity of the texts on the subject, and you could do Hand to Hand
relationships. In certain cases Referees may the talk show circuit if you wanted to. Rifle
Reflexes CMecha Combat>:
want to average this skill with Note: This skill is how most of the hard Mecha Fighting (H)
Attractiveness to get a more realistic result. sciences (Chemistry, Biology, Botany, Mecha Gunnery (H)
• ~ The ability to deal with social etc) can be bought. Mecha Melee (H)
situations, like knowing when not to tell • Gamble [H]: The trained skill of know- Mecha Missiles (H)
Mecha Piloting (H)
the joke about the farmer's daughter and ing how to make bets, figure odds, and Reflexes CNon-Combatl:
the traveling Mekton salesman. A skill of play games of chance successfully. As any Aircraft/Shuttle Pilot
+2 will get you into any fancy restaurant professional gambler knows, this is not Athletics
or social function. At +5 you can dine the luck skill. At +2, you are the local card Dance
Driving
with statesmen and kings with no fear of shark in the Saturday night poker game. Stealth
committing a faux pas. At +8 you can At +6 you can make a living at the card Swimming
lecture Emily Post on what's proper. tables of Monte Cario and Las Vegas. At Zero Gee
Stealth
+9 and better you can take on James
Intelligence Bkllle Bond at roulette and stand a good
Technical Ability:
Ba.sic Repair
• Awareness/Notice: This is the equiva- chance at breaking the bank. First Aid
lent of a trained observer skill, allowing • Know lai'JgUCige: The knowledge of a Jury Rig
Mecha Design (H)
characters to notice or be aware of dues, foreign language. At +2 you can get by Mecha Tech (H)
shadowers and other events. ~ an with the language. At +3 you can actual- Medical (H)
Awareness of +2 you will usually spot ly read and write it At +6 you are fairty Play Musical Instrument
small, obvious items and dues. An fluent, but your accent still gives you Paint or Draw
Photography & Film
awareness of +5 or better allows you to iNRl'j as a non-native. At +8 and above Pick Lock (H)
spot small, well hidden items, and spot you speak the language like a native, and Pickpocket (H)
fairty sophisticated attempts to shadow are capable of simulating regionlll
you. ~ an Awareness d +8 or better, cialects Each language known recpes a
you can perform the types d decluctt.te sepllale Know Language slcl.
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• rr.rammlng [H]: The skill required Raftex Bklllll
to program, reprogram and break into EPa ..a~ ... Carnbai:J
computer systems. This skill does not
allow players to actually do repairs on • Automatic Weapon: This skill covers all
a computer. With a Programming skill type of automatic weapons, from SMG's
of +1 you can do simple BASIC pro- to tripod-mounted heavy machine guns.
grams. A skill of +3 allows you to know Otherwise, as handgun, below.
some higher level languages and to be • ~ This skill is used for all melee
able to write reasonably complex pro- weapons that have a point and/or a cut-
grams. Players with a +6 are consid- ting edge, such as polearms, swords,
ered to be professionals, who can knives, and hand-held energy blades.
build operation software, design • Dodge & Escape: This skill is required
mainframe systems, and hold down a to dodge attacks and escape holds. If an
steady job at the average Silicon Valley attack is made without your knowledge
firm. With a skill of +9 or higher other you do not get the bonus of your Dodge
programmers speak your name with skill in your defense roll.
reverence, young hackers set out to • Handgun (personal combat): You
crack your systems, and any software must buy this skill to effectively wield pis-
you design instantly gets used by tols in combat. The higher the skill, the
every business application in the greater the ability to hit your target. At
world. +2 you are a good shot on the range. At
• Shadowing/Avoid Pursuit [H]: The +5 you are as skilled as most military or
skill of shadowing and following peo- police personnel. At +7 you can start
ple. This skill is primarily used in urban doing fancy tricks (like shooting the gun
or inhabited areas (whereas the skill of out of someone's hand). At +10 you are
Survival deals with the tracking of equal to gunfighters like Doc Holliday or
game in the wilds). Knowledge of Wyatt Earp.
Shadowing/Avoid Pursuit gives your • Hand to Hand: The skill of fighting
character an added advantage in with fists, feet and other martial arts
avoiding pursuers. moves. This skill is used to cover all hand-
• Survival: The required skill for know- to-hand combat. Whether you are a bar-
ing how to survive in the wilds. room brawler, boxer, martial artist, or
Knowledge includes how to set traps, wrestler, Hand to Hand is "generic";
forage for wood, track game, build shel- whatever style you wish to fight in is sim-
ters and make fires. The average boy ply special effects. (Example: A Boxer
scout has a survival of +3. A special with +4 and a Martial Artist with +4 have
forces Green Beret has a survival of +6 the same combat ability.) In anime, fight-
or greater. Grizzly Adams, Mountain ing is fighting, and how skilled you are is
Man of the Wilderness, would have a +9 more important than how you fight.
or 10 skill in this. • Rifle (personal combat): You must
• Teaching [H]: The skill of imparting have this skill to use rifles effectively.
knowledge to someone else (if you Otherwise as handgun, above.
don't think this is a skill, you ought to
try it sometimes). Players may not Reflex Skills
teach a skill unless they have a higher [Nan-Carnbat:J
skill level than the student. The Referee • Aircraft/Aeroshuttle Pilot [H]: The
is the final arbiter of how long it takes required skill needed to pilot small
to teach a skill. At +3 you can profes- spacecraft and any fixed wing aircraft.
sionally teach students up to high This skill may be used to pilot any aero-
school. At +6 you know enough to be a form mecha (or you may use your
college professor (if you wished to). At mecha piloting, whichever is higher.)
+9 you are actively sought out by insti- This skill does not allow you to pilot
tutes of higher learning, as your skill as humanoid, semi-humanoid or beast
a teacher is legendary-like that of mecha. It is also not usable with any
Plato or Socrates. ground vehicle. A Pilot skill of +1 allows
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you to safely take off and land in clear must default to one half your Athletics
conditions. A skill of +3 makes you a skill (If you have one).
trained pilot, able to engage in most • Zero Gee: You must have this skill in
combat situations. Pilots with a skill of order to use a spacesuit and maneuver in
+6 are combat veterans, able to handle a zero gravity environment If you do not
themselves in almost any situation, have this skill at all, any Reflex-based action
including any aerobatic maneuvers. is at -4 when in zero G. This includes all
Pilots with a +9 or better are the true mecha-based combat skills. At a skill of +2
masters of their art, renowned for their or lower, you are at -2 in any zero G set-
skill and ability. ting. At +3 you are at no penalty whatso-
• Athletics: This skill is required for ever. At +8 and above you are so used to
throwing, climbing, and balancing. It the environment that you gain +1 to any
combines the basic elements of any high Hand to Hand or Athletics actions
school level sports program. At +3 you attempted in zero G.
are at the level of a high school"jock." At Reflex Skills
+5 you can perform at college-level
sporting events. At +8 or higher you are tMecha Combat)
of Olympic or professional caliber. • Mecha Fighting: [H) This is a specific
• Dance: The specific skill needed to skill used only when you are using a
become a professional dancerr (or just to mecha in hand-to -hand combat-other
impress your date). A trained dancer at hand-to-hand skills may not be applied
+4 can successfully dance for payment in to the attack. This skill is used when you
small clubs or dance troupes. Dancers at are attempting Grapple, Dismember, or
+6 will be considered to be of profession- a plain Punch or Kick.
al caliber, will regularly gilve perfor- • Mecha Gunnery [H): This skill is used
mances, and will have a sizable fan fol- to fire all direct weapons on any vehicle,
lowing. Dancers +9 or greater are of from the main gun of a tank to a
"star'' caliber, have a giant fan following, Mekton's handheld plasma cannon. In
and may be recognized on the street. the list of mecha weapons, this skill is
• Driving: This skill allows yoUJ to pilot all used to operate Beam &: Projectile
ground vehicles like cars, motorcycles, Weapons, Scribble Guns and
trucks, tanks, and hovercraft. This skill is Autocannon. At +2 you can usually hose
not usable for piloting mecha. A skill of down your target with fire and hit
+3 is equal to that of a very good profes- something; at +6 you can aim well
sional driver. A skill of +6 allows you to enough to plug a sensor plate at range;
drive with the skill of a moderately skilled at +9 or better you can knock a can of
race driver. A driver with +8 or better is beer out of your opponent's hand servo
capable of entering the best national at 1OOOm with a 90mm beam cannon
races, and have a good chance of win- during a hurricane.
ning them. This skill will also allow you to • Mecha Melee [H): This skill is what you
pilot Mekton Armors. will use when attempting to use melee
• Stealth [H]: The skill of shadowing, weapons in mecha combat. This skill
moving silently, evading guards, etc. A applies to both melee and energy melee
skill of+1 is about the level of your aver- weapons. It is also what you will use to
age 10 year old sneaking cookies. At +3 throw an item while in mecha combat
you are able to get past most guards, or • Mecha Missiles [H): This skill is used
your parents if you've been grounded. when firing missiles or rockets from a
At +6 you are good enough to slip from mecha or vehicle.
shadow to shadow without making any • Mecba Piloting [H): The skill needed
noise. At +8 you are the equal of most to pilot the classic humanoid mecha and
ninja warriors. At +10 you move as similar vehicles. Generally if it uses arms
silently as a shadow, making the ninja or legs, this is the skill you need to pilot
sound like elephants. it. This skill is also used for fine manipula-
• Swimming: This skiH is required for you tion (such as picking up something in
to know how to swim. Otherwise you your mecha's hands) and manewering
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(flying through an asteroid field). A skill ground up. At +7 you have a reputation
of + 1 allows you to safely move your among the other designers for produc-
mecha from place to place (assuming no ing good, innovative designs. Wrth a +9
outside interference). A skill of +3 makes or better you are legendary in your field,
you a trained pilot. able to engage in and the government is always trying to
most combat situations. A skill of +6 indi- get you to design their new fighter.
cates a veteran pilot. able to handle your- • Mecba Tech [H]: The required skill of
self in any situation. Pilots with a skill of knowing how to build, repair and main-
+9 or greater are so good that they have tain mecha. Your character must have
an established reputation, and are this skill to in order to successfully do any
known to all other mechajocks. type of mecha technical work-otherwise
he is in the position of the man on the
Technical Skills street trying to build a B-52 bomber
• Basic Repair: The required skills for from reading the manual. At +4 you are
building or repairing simple mechanical considered capable of building the suit
and electrical devices, such as car from the ground up (although not very
engines, 1V sets, etc. With a skill of +3 well). At +7 you are a good, competent
you can fix minor car problems, perform mechanic. At +9 and higher you are
basic repair wiring, etc. At +6 or better sought after to help design teams finish
you can repair stereos, rebuild an their mecha.
engine, etc. At +9 or better you can • Medical [H]: The skill of fixing injuries,
build a computer from scratch, put diagnosing diseases, and administrating
together a race-car engine, and main- medications. A level of +4 is considered
tain most industrial machinery. Note: doctor level, allowing diagnosis and
This skill does not cover mecha (see minor surgical skills. level +6 is consid-
Mecha Tech, below). ered surgeon level, allowing major
• First Aid: The skill of knowing how surgery to be performed. At+10 you can
to deal with simple injuries and ill- save the Horta, replace Spock's brain, and
nesses, excluding surgery or other even cure a rainy day.
complex medical tasks. At+ 1 you can • Play Musical Instrument: The skill of
put on a band-aid and give out knowing how to play a musical instru-
aspirin. At +5 you can bandage most ment. You must take this skill separately
wounds, treat minor bullet wounds for each instrument that you wish to play.
and set simple fractures. At +8 o r 9 A skill of +4 will qualify your character for
you can set complex fractures, diag- professional"gigs." A skill of +8 will gain
nose concussions, and treat major the musician some professional acclaim,
bullet or sword wounds. possibly with recording contracts and
• lury Rig: A quick repair skill, jury Rig is command performances. At +10 you are
the knack of knowing how to repair and wildly acclaimed, have lots of Grammys,
keep machinery together with "bubble and are considered "it" on the music
gum and a couple of rubber bands." At scene.
+3 you can fix missing springs, splice • Paint or Draw: The skill of producing
wires, etc. A skill of +6 can patch togeth- professional drawings. A skill of + 3 allows
er minor damage, fix wires, make simple you to produce salable "modem art" A
hookups, etc. A skill of +9 or better can skill of +6 will produce artwork that is rec-
rig a mecha powerplant to function with ognizable and extremely pleasant to the
half the important components missing. eye-as 'Nell as salable. An artist with a skill
• Mecha Design [H): The required of +8 or greater will be nationally known,
knowledge for designing mecha. This is a have exhibits in galleries, and have stu-
fusion of mechanical, electrical, dents studying his style.
hydraulic, and computer engineering, as • Pbot~rapln- & FUm: The skill of pro-
applied specifically to mecha. Your char- ducing professional level photographs
acter must have this skill to design and motion pictures. A skill of +2 allows
mecha. At +3 you are considered capa- you to make decent home movies. A skill
ble of designing a mecha from the of +4 will create wort<s capable of win-
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-· ~J
Characters ~
ning amateur contests. A skill c:l +6 wiU (2) Next, If you have any one skill
produce work of the average Playboy directly relating to the task at hand,
cover or rock video level. A photograph- add that skill to your statistic. You
er or cinematographer with a +8 or bet- may only apply one skill and one stat
ter will be nationally known and probably to a situation at a time.
famous. (3) Finally, roll1010 and add the
• Pick Lock [H]: The skill required to pick totals of the dice, stat and skill. The
locks and break into sealed containers final result is your Result Number.
and doors. At +3 you can jimmy most If you are challenging another
simple locks. At +6 you can crack safes character, he will do exactly as you
and electronic locks. At +9 you have a have done, adding together the total
reputation as a master safe-cracker, and of stat, skill, and dice. Compare the
are known the world over. two result numbers, with the higher
• Pickpocket [H]: The required skill for value being the victor. If the result is a
picking pockets without being noticed, tie, the defender always wins.
as well as shoplifting small objects. For Not all of your Skill Rolls will be
examples of levels of ability, see Pick against other characters-most of them Referee declares that a roll of 20 is need-
Lock, above. in fact will be against the Referee who ed to get power to the sensors so jeff can
• Sing: The skill of vocal training. A will be playing most of the NPCs and call for help. jeff has a Technical Ability
trained singer of +4 or greater can suc- situations that your character will of 8 and a jury Rig of 5. He rolls 1010,
cessfully sing for payment at weddings encounter. If the referee is represent- and his result is 6. His Result Number is
or small clubs. Singers of level +6 will be ing an NPC he will follow the proce- a 19. He fails, and his suit begins to drift
considered to be of professional caliber, dure above. If, however, you are further off course.
and may have recording contracts and attempting to do something that does
fans. Singers +9 or greater are of "star'' not directly interact with anyone else
SOME SITUATIONAL
caliber, have a huge number of fans, (such as picking a safe's combination
and may be recognized on the street. lock, or trying to hack into a computer MODIFIERS
-
-A*.11..(7) l
Basic Difficulty
Levels
Don't have the right parts ......+2
Don't have the right tools ....... +3
dice roll is -91 "Old age and treachery ~Mill ahNays overcotne
youth and speed." -Old Proverb
WHICH WAY NEXT?
Your Mekton Zeta character is almost t's time to go work for a IMng. Older, aged to create such templates for his
complete. Now comes one of the most
critical (and anime) steps in the process: Ior "Professional", characters have
more skills than their younger coun-
the choice between Age and Talent or terparts, but they also have more of a
own anime world.
Youth and Potential. history built up from their years of Each Profession has seven skills listed
It's the long-standing tradition of the woli<. They are slower in Improving beneath it These are the possible skills that
anime genre that there are two types of skills later in the game through experi- a character can pick up while working that
major characters: rash fresh-faced kids ence (page 116), because they already job. Each time a profession Is chosen,
who start out short of skills but long on know most of the easy things and now the player chooses five of the seven
potential (Rookies), and world-wise, are forced to master harder abilities. skills, and the chosen five are added to
hardened veterans who have a lot of skill, The method of aeating a Profes- his character sheet. Each skill counts as
but not much room for growth sional character is simple: For every an automatic +1 to the skill, whether
(Professionals). In Mekton Zeta, we reflect two full years of age past 16 that your you already have It or not. If the skill is a
this by offering you the choice of two ~ character has lived (up to a maximum Hard one, the bonus is still +1, and you
arate paths of development, each tailored of 30) you can pick one additional pro- may exceed the maximum beginning +5
to one of these two types of characters. fession that your character pursued. in Mecha Piloting by professional
Pick one or the other, but not both. Example: an eighteen-year-old could advancement
Whichever path you choose, you wiH have held one profession, a twenty year-old For f!NefY two (2) years spent work-
be presented with a series of anime--style Mo, etc. Also, for each two yeatS spent Ing, the character also receives an adcl-
templates, depicting typical kinds of char- ~ )'W will rol once on the "profes- tional 2010¥ for starting equipment.
acters found in the genre. Each template sionar appendix to the Lifepath. In addition, Professions marked with a
also has a list c:l skills beneath it, which These are by no means the only "D" are considered dangerous, and have
have bonuses (marked like so: +2, +1, available Professional templates that effects on the Lifepath as described on
etc.) which can be added to any skills you could be available. The R~ Is encour- page34
- -- -- - -- - -----
P age 32
---------- ,
' ~~ 7 7 .? - -·--------------
~
Characters ~
Pt IDFESBIDNB
r-------------------------~
ACTOR/ ACTRESS FLEET OFFICER (D) NOBLEMAN
MOVIE STAR. STAGE PERFORMER, ETC. SPACE NAVY COMMANDER, SHIP cAvrAIN, ETC. KING, DuKE, FOP, ETC.
Acting:+1 D~u~:+l Leadef'Ship: +1 Human Perception: +1 Oratory: + 1 Dance: + 1
Persuasion: +1 Soc.ial: +1 Expert: Tactics: +1 Handgun: + 1 Social: + 1 Wardrobe & Style: +1
Oratory: + 1 Personal Groom: +1 Oratory: +1 Personal Groom: + 1 Blade: + 1 Personal Groom: +1
Wardrobe & Style: + 1 Zero.G or Swimming: +1 Expert: Genealogy: + 1
----------------------------
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Page 33
--
Characters ~
...________
~, ..
* ~ 7 ~ 3'- ,
UFEPATH APPENDIX:
WORKING FOR A UVING
For each two years spent wol'kJnlln one of the above professions, roll once on the chart below. A " danger-
ous" profession Is one that has a "D" followln~ Its title. This Llfepath should be rolled with (or even by) the
Referee. No re-olllng--lt's supposed to be claneerousl
L: NOT-SO-DANGEROUS PROFESSION
What happened durlne this period? Roll 1010: What happened durin& this period? Roll 1010:
You had a short term love affair. GO TOM. 1·2 You had a short term love affair. GO TO M .
You had a lastln& affair, pick up a lover. 00 3 You had a lasting affair, pick up a lover. 00
TO H1 (on earlier llfepath p.23). TO H1 (on earlier llfepath p.23).
You pick up a Mend. GO TO N. You pick up a friend. 00 TO N.
You make an enemy. GO TO 0. You make an enemy. 00 TO 0 .
You Jet a windfall. 00 TO P. You gat a windfall. 00 TO P.
You have an accident. 00 TO Q. You have an accident. 00 TO Q.
. I •
.c"
/
I
/
--...._
I
. .
./
~
You had a short, Intense affair. Roll 1010 for your N: FRIEND
partner's current feelln&s: You have picked up a new friend. Roll 1010; this
1-2 They couldn't care leu; you haven't seen friend 18 a ...
them since "That NICht." 1-2 superior In your work.
3-4 They didn't take the break-up well; make an 3-4 subordinate In your work.
enemy. 00 TO 02 on page 22.
6-6 rival at your work.
6-6 They were tine with a short flln&. Make a 7-8 someone you just "met."
new Mend. 9-10 an old friend you met apln after losing track
They were killed In an accident. of her.
They were murdered, likely because of you.
0: ENEMY
You have nate an enemy. Roi1D10; this enemy Is •••
a superior at work.
a subordinate at work.
a co-worker or rival at work.
an outside competitor.
a person who deals with your comf)MY
an old rival you meet acaln.
someone whoa job you took.
someone you don't even know.
a personal rival on the job.
Roll on chart 0 on page 22.
GO TO 02
Page 34
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_......___..,.._
, * ~ 7 :? .? - .. ...._.___Characters
_ ~
0: ACCIDENT!
Something bad has happened to you; roll 1010 on
the chart below to find out what.
, THE ROOKIES ~
- A ·"J =\"--
-·· ·
"But; youth and speed always get the glrla. 11
--Mecha)ack Proverb
I
The rookie templates on the follow-
old, world-weary type, you have ing pages are rather abstract (and
the option of starting to adven- meant to be that way). They serve a dual
ture at a young age (somewhere purpose: to provide extra goodies to
between sixteen and twenty). You beginning characters, and to provide a
will not receive any further back- loose framework for some typical amine-
ground on your Llfepath, but you type personalities. Each template pro-
will get a few more skills, a few vides 7 skill points In the skills listed.
pieces of equipment, and some Apply all seven points to your charac-
extra starting cash. ter when you choose a template.
------------------------------
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Characters ~
--------- * ~ 7 7 3'- ,
• ···
SOME TOP TEN EXAMPLES
THE Yount & SPEED ToP T EN THE AGE & ExPERIENCE ToP TEN
Hikaru lchijo (Macross) Roy Fokker (Macross)
Amuro Rei (Gundam) Han Solo (Star Wafl)
luke Skywalker (Star Wafl) Indiana Jones (Indiana jones)
Camille Vidan (Zeta Gundam) Chirico Cuvie (Votoms)
Kei Kathulagi (Orguss) Olsen ( Orguss)
Shogo Yahagi (Megazone 23) South Burning (Gundam 0083)
Kimbal Kinnison (Lensman) B.D. (Megazone 23)
Johnny Rico (Staflhip Trooperl) M.D. Geist (Geist)
Susumu Kodai, aka Alex Wildstar Captain Harlock (Captain Harlock)
(Space Cruiser Yamato, aka Captain Henry Gloval (Macross or
Starblazefl) Robotech)
Noriko Takaya (Gunbustery
CELEBRITY
Whether a singer, actor, or
model, the strength of this character
is based on his or her popularity.
Loved by the "masses", this person is
not as interested in fighting as in
bringing love/peaci/harmony/beau-
ty to the people (unless the charac-
ter involved is the ruthless/greedy/
setf<entered type, who manipulates
everyone [including the villains] for
more fame and money).
This space is for This is your PROFESSION/TEMPLATE w indow. Use This is your
an illustration of this space to record the age of your character, as well as STATISTICS window.
your character, as the Template or most recent Profession that was used in Use this space to record
well as a space to her construction. Page 32. Use the back of your sheet to the various Primary and
record her name. keep track of the Professions (if any) you may have taken Secondary stastics of
up along the way. your character as found
on p24-25.
This is the place for your REMEMBER: You have two options when creating characters.
EQUIPMENT (p40-49), its weight Professionals are best when you want a character who is already
and cost. Don't forget to keep an advanced in skills and abilities. The catch, however, is that "Pros" run
eye on all the extra weight you the risk of being harmed (maimed or worse) by t heir life experiences,
are carrying around, as it may and they don't advance in skills as fast. Rookies (or template characters),
effect your EV (p40). don't have as many high skills, but they have fewer enemies, problems
and so on. They also advance faster than t he older, world-weary Pros.
,_______..
Characters ~~ 7 ~ _5' - ,
-
TECH LEVELS
As Mekton Zeta covers the
EOUIPMENT
LDCKED 1 LDADED
------ WEAPONS
~ ::r.. ~ 1 7 ~ ;..- y. ,
··•
Characters ~
··
BOW T1.: 3
The weapon made famous by Robin
Hood and William Tell, bows require
some physical strength to draw, and a
great deal of skill to master.
COMPOUND BOW T1.: 4
A high-tech, fiberglass version of a regu-
lar bow, this uses a system of pulleys and
cables to increase power and range vast-
ly, and to make it easier to draw.
CROSSBOW TL: 3
A rifle-like weapon with a high-tension
steel "bow'' capable of firing "bolts" as
fast as you can load them.
WRIST-CROSSBOW TL: 4
A small, bracer-worn version of the larg-
er crossbow, this little gizmo is often used
by marauding road punks and mischief-
making guttersnipes.
bulky and hard to come by, while Combat. pg.95), and are effective room-
Handguns advanced versions get truly sleek. to-room assault weapons. They are popu-
The most common type of weapon Recharges from a wall outlet in one hour. lar with police because they will not pen-
in any modem battlefield. The popularity HEAVY ENERGY PISTOL TL: 7 etrate walls and hurt bystanders. The
of the handgun stems from the long list of A high-powered, non-adjustable beam same specifics for handguns apply to
advantages common to all guns: they're gun which is powerful enough to dam- SMGs (such as the nature of the weapon).
cheap, easy to maintain, and a solid age mecha. Noisy, flashy and otherwise
chunk of metal moving at the speed of high profile, subtlety is not this weapon's MACHINEPISTOL TL: S
sound will usually drop a 90kg man with strong suit. A fully automatic version of the combat
one shot Mekton Z guns are kept "gener- HIDEOUT PISTOL n: S pistol, this weapon may even look like its
ic'' for the sake of varying tech levels- A concealable, small-caliber weapon semiauto counterpart. High recoil renders
these could be 20th-century weapons fir- usually carried as a backup. Also the utility of MPs questionable, but fire-
ing lead slugs from brass cases loaded referred to as a "lady's gun", but used power freaks still keep buying them.
with gunpowder, plastic blasters which by almost everyone. NEEDLE SMG TL: 6
use caseless ammunition and explosive MAGNUM REVOLVER TL: S A larger, fully automatic version of the
bullets, low-recoil "Gyrojet" weapons Game hunters and bounty hunters alike needle pistol, its listed damage is used
which fire self-propelled loads, or even swear by this gun. It's big. It's noisy. It for armor penetration ONLY-its nee-
railguns (which use magnetic tracks to shoots through car engines. It also takes dles are usually coated with poison or
accelerate tiny metal darts to incredible 1 Action to reload 3 rounds, so be sure to sleep-inducing drugs.
velocity). Reloads are usually available in count your shots carefully. SMG TL: S
clips which take 1 Action to replace. NEEDLE PISTOL TL: 6 A rifle-scale weapon loading pistol-type
A compressed air-powered weapon that rounds, a submachinegun is arguably
AUTOMAG TL: S is cheap and easy to use, this gun fires the ultimate all-purpose weapon. They
A macho version of the common combat tiny metal needles at speeds high are found in the hands of corporate secu-
pistol, an automatic magnum packs a big enough to pierce armor. The needles are rity, MPs, mechapilots and SWAT teams.
wallop, but has a smaller magazine too small to cause more than minor
capacity and pretty harsh recoil. damage (damage is listed for armor pen- Rlflea
COMBAT PISTOL TL: S etration ONLY), but are often coated Rifles have the advantage of
A standard semiautomatic handgun. with poison or sleep-inducing drugs, increased accuracy over longer ranges;
High capacity, high reliability, lethal, making them excellent weapons for they also have the disadvantages of
accurate ... what more could you want? assassins and the non-violent alike. greater weight and size. Certain rifles are
ENERGY PISTOL Tl.: 7 capable d automatic fire Hke SMGs,
Designed for space and anti-annor com- either single shot or burst (see Combat,
bat, this beam gun can be dialed from 1 These are fuRy automatic weapons pg. 95). In geueral, rifle rounds are
to 4 dice d damage, taking power from YAlich 1ft handgun amnulition. SMGs longer and more powerful than hand-
a 40-dice capacitor. Early prototypes are may fire single shots or bursts (see goo I'CMnk. Rifles are dJject to the
---------------------
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-·- ~ -v 7 ~ 3'- ,
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2-BARREl. SHOTGUN Tl: S
capable rA firing into two hexes at once,
or emptying both barrels into one target.
this weapon would be a lot more devas-
tating if it wasn't a break-action job. Each
barrel holds one shell, and then the gun
must be reloaded (taking 1 Action).
Range is so short because this gun has
been sawed off for a wider spread.
Heavy We~~pane
When the chips hit the fan, things
start blowing up. Heavy weapons are all
about blowing things up. These hellrais-
ers are used to support whole squads of
soldiers, destroy bunkers and vehicles,
bring down mecha and save your tiny
butt from getting stomped by a 50-ton
Mekton.
same "special effects clause" as hand- assassination, cover fire and countersniper
guns and SMGs. duty. Sniper rifles are heavy (for balance) ANTI-MECHA MINE Tl: 6
and often bolt-action rather than semiau- A big, heavy, metal disk about the size of
ASSAULT RIFLE Tl:5 to. They usually come with an optical an inner tube. Bury it somewhere you
The standard weapon used by "grunt" sight (for long-range shooting) and a expect enemy Mektons or vehicles to be
troops, assault rifles usually fire small, bipod (for bracing) as standard features. passing through, and the magnetic
high-velocity projectiles in short, con- proximity fuse will detonate it when a
trolled bursts. Often tricked out with Shotguns large mass of metal passes over it.
grenade launchers, optical sights and Shotguns scatter lots of small pellets over ANTI-MEK BEAMGUN n: 7
other doohickeys, the basic AR can be a wide area. They come with either one About the size and shape of a modem-day
found in every army everywhere. or two barrels, and may be "sawed off" mortar, this crew-served version of a
ENERGY RIFLE Tl: 7 for ease of concealability (this is usually Mekton beam rifle is fielded only when
A long-range weapon good for sniping illegal). Everyone from police to street- nothing else is available. Sure, it's power-
and anti-vehicle work in space and gangs use shotguns--they are very effec- ful (6 Kills), but watch out If you don't
groundside alike. This man-portable tive at bringing a target down quickly, take out your target on the first try, you've
beam cannon can be dialed from 1 to 6 thanks to the overwhelming shock of probably just attracted some unwanted
dice of damage, powered by a 60-dice being hit with numerous pellets of buck- attention ... Note: -6 to hit people, -3 to hit
capacitor. Larger and bulkier than a shot simultaneously. Uke other guns, vehicles, no modifier to hit Mektons.
sniper rifle, but lighter overall due to the these could be defined as anything from ANTI-MEK MISSILE Tl: S
preponderance of focusing elements. black-powder pump-guns to electro- A single-shot, disposable, shoulder-fired
HEAVY ENERGY RIFLE Tl: 7 magnetic cone rifles, depending on the missile launcher with a maximum range
A grossly overpowered, non-adjustable n of the game being played. of 1.8 kilometers. Capable of engaging
beam cannon which is routinely used to targets in the air and on the ground, and
harass mecha. Usually only found in mil- AUTO SHOTGUN Tl:S can be collapsed to a smaller size for ease
itary situations, the secondary effects of The ultimate house-to-house '"room- d carriage. Note: -6 to hit people, -3 to
this weapon tend to cause massive col- sweeper", one burst from an auto shot- hit vehicles, no modifier to hit Mektons.
lateral damage. gun is enough to tum an entire room into ARMOR-BUSTER RJR£ Tl: 5
NEEDLE RIFLE Tl: 5 lead-poisoned dog food. The main ~ This gigantic rifle is so heavy and powerful
The most powerful of the needlers, this is vantage is that, although it is capable d that it can only be fired while braced with
a scaled-up version of the needle SMG. It burst fire, an Auto Shotgl.rl has a very lim- its bipod. Its OOge, hypervelocity shells are
fires larger needles at greater speed, but ited magazine~ shels are bigl made d collapsed isotopes which treat
its listed damage is still used for armor SHOTGUN Tl: 4 the SP d any armor as only 1/2 SP. Used
penetration ONLY~ needles c.1 be An excelent choice for tu1ting water- for destroying vehicles and small mecha-
coated as well. fowl, this could be a pwnp-actiol\ a semi- attadcing people with this thing is OYertdUI
SNIPER RIFLE Tl: 5 auto or even a lcMr-action scattsgun. Note: -3 to hit people, +3 to hit Metctons;
A highly acante long-range rile used for Relabity is excelent but fW9 is short. W!hides are • no mocMer.
Page 44 ------------------------- -
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Characters
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FRAG GRENADE, SLEEP GRENADE. SILENCER 0.5 kg, 100¥, Tl: S numbers In a location (such as boots or
INCENDIARY GRENADE Tl: 4 Attached to the barrel of a gun, this shorts) has weight and cost equal to the
These nast¥ devices can cause a variety d sound suppresser quiets firing so much percentage of the Location it protects.
effects. Early versions look like little pineap- that an Average Awareness roll is Example: Yulci needs to buy an
ples, while the more high-tech breed have required to hear the gunshot armored boot to replace one she lost. She
sman digital timers (S to 60 seconds) and SMARTGUN 0.3 kg, 500¥, Tl: 6 pays 7/2 the cost and weight for one full
magnetic or double-sided tape strips to This conversion adds a computerized tar- location, because the boot only cove~ #8
affix them to doors, walls or nearby geting array and a laser designator to the (Right Lower Leg) of #7-8 (Right Leg).
mecha. When a grenade explodes, it weapon. Adds +2 to Weapon Accuracy
affects everything around it (see the at Combat Range, while the Maximum SAMPL£ ARMOR CovERAGE
Combat section for applying explosive Range penalty becomes only -3. ARMOR TYPE AREAs COVERED
damage). Frag grenades do normal dam- Hat, Cap, Helmet: 1 (Head)
age to everything in a 6m radius, while ARMOR T-Shirt, Vest: 2-4 (Torso)
sleep grenades requires anyone in the blast Armor in Mekton Zeta is constructed Shirt, jacket, Coat: 2-4 (Torso)
radius to make a Stun/Shock roll at -3 or on the piece plan, allowing players to tai- 5 (R. Arm)
fall asleep. Incendiaries are vicious-they lor protection by a method that accu- 6 (L. Arm)
cause 106 damage to f?llery location of rately reflects the setting they are playing Overcoat, Cloak: 2-4 (Torso)
f?llery target within the 6m blast radius. No in. When "building" your own armor 5 (R. Arm)
reloads--grenades are bought singly. (such as from ballistic mesh or multi- 6 (L. Arm)
GAniNG GUN TL: 4 polymer plate, see below), it must be 7 (R. Thigh)
With a multi-barrel array rotating around purchased per location. A "location" is 9 (L. Thigh)
a central axis, this electrically powered considered any one of six areas of the Pants, Slacks, 7-8 (R. Leg)
assault cannon turns its carrier into a one- body: Head, Torso, Right and Left Arm, Long Skirt: _ _ _9 _-1 0 (~
man invasion force. While wickedly cool, Right and Left Leg. However, some loca- Shorts, Tunic, Skirt: 7 (R. Thigh)
this monster is also heavy, noisy and has tions are represented by more than one 9 (L. Thigh)
near-unbearable recoil and torque. slot on the Human Targeting Table (such Boots, Leggings: 8 (R. Lower Leg)
MACHINEGUN n: S as Torso, which is 2-4). Armor which is 10 (L. Lower Leg)
This is a heavy, rapid-fire squad support "built" as covering only some of the
weapon. Best used with a bipod or tri-
pod, it can fire bursts only (no single
shots from this beast). PERSONAL ARMOR TABLE
Weapon Options BALLISTIC MESH SP location Weight (kg.) Cost
Light Mesh 10 Single 0.2 38¥
These are things which can be added Medium Mesh 12 Single 0.3 47¥
to existing weapons to improve accuracy, Heavy Mesh 15 Single 0.4 56¥
stealth, ammunition loads or readiness. Flak Mesh 18 Single 0.5 65¥
As with all other weapons, their availabil- FUll UTILITY HELMET SP location Weight Cost
ity is based upon the Tech Lf?llel of the Light Helmet 20 Single 1.6 106¥
particular setting you are playing in. Medium Helmet 23 Single 1.8 117¥
LASERSIGHT 0.1 kg, 100¥, Tl: S Heavy Helmet 25 Single 2.0 128¥
A small red-dot designation attached to MULTI-POLYMER PLATE SP location Weight Cost
a gun or bow, this adds +1 to Weapon Light Plate 20 Single 0.5 98¥
Accuracy at Combat Range only. Medium Plate 23 Single 0.6 108¥
MAGAZINE EXTENSIONS Heavy Plate 25 Single 1.0 119¥
+20% of weapon's weight, +10% of SPACE SUIT SP location Weight Cost
weapon's cost (or 2x reload), Tl: S Standard Suit 5 All 1.6 260¥
This adds 100% to the number of shots Industrial Suit 15 All 3.4 502¥
Military Suit 25 All 7.0 785¥
the weapon has, but makes it almost
OTHER ARMOR SP location Weight Cost
impossible to conceal (Ref's decision).
Shield SP15 Handheld 1.5kg 142¥
OPTICAL SCOPE 0.21cg, 100¥, Tl: 4
Flight jacket SP12 Torso & Arms 1.2kg 300¥
This is a rugged, compact telescope
Powered Armor SP28 All 43.0kg 1056¥
mounted atop the weapon. It reduces Personal Force Screen All 5kg 1800¥
SP=306
the Maximum Range penalty to only -2, Advanced Force Screen SP=18 All 0.5kg 2500¥
but also reduces Combat Range acancy
by -2 (due to a nanowed field d vision).
- ------------------------- PaJ.!;e 45
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. . . . . . . . _ _ . _ . . ..
Mecha Construction
~.!
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LONG COAT Cost: ¥SO
The latest from Doc N. designs, this long
overcoat is perfect for the occasions
where you need to conceal something
from prying eyes. Wrt:h the fasteners
down the right side (left for the ladies),
the coat can be worn closed for the
,.scholarly" look, or open, showing the
world you are ready for action.
UNIFORM Cost: 60¥
Not quite military issue, but it sure does
look cool. With a matching jacket, it's
what the well dressed anime character is
wearing this year.
SCHOOL UNIFORM Cost: 40¥
The typical garb for any Japanese
teenager. A "sailor suit" for the girls,
and a black button-up jacket and pants
for the boys. mal/plant studied and compare it to the meter per tum. Gas will last 20 turns.
EVENING GOWN Cost: 100¥ library program. Refills cost 1¥ each. Each TL above 5 that
Hanging in the closet of every anime vil- BREATHER the item is bought at increases the thick-
lainess everywhere. Comes with garters, Cost: 35¥, TL: 5, Weight: 0.2 kg ness that can be cut by 1 inch.
silk stockings and spiked heeled shoes This small airmask/filter holds 1 hour of DIVING GEAR
capable of acting as a deadly weapon on breathable oxygen. It is designed to Cost: 150¥, TL: 5, Weight: 5 kg
the right feet work in hostile environments and under A complete kit for adventuring and sur-
CLOAK Cost: 40¥ water, not in a vacuum. viving under water. Includes recycling
Great for a villain making a statement or CAMPKIT full-face mask (1 hour supply of oxy-
for a lady on an illicit rendezvous. Comes Cost: 20¥, Tl.: 4, Weight: 1kg gen), weight belts, buoyancy compen-
in all colors and sizes. A small, compact unit that contains all of sator, and fins.
the tools needed for a camping trip. DRIED FOOD
Gadgets Includes a small gas stove, mess kit, shov- Cost: 20¥, Tl.: 4 Weight: 1 kg
Useful devices and things characters el and fire-lighting equipment Enough food to feed one person for one-
can use to spot things, see in the dark, CANTEEN week.
breathe underwater, or just set up camp. Cost: 5¥, TL: 3, Weight: 0.5 kg LIGHT BAR
GOGGLES Cost: 2¥, Tl.: 4, Weight: 0 Holds one day's worth of water. Cost: 30¥, Tl.: 4, Weight: 0 .1 kg
Protection from dust, light and smoke. CARRYALL A small, compact source of light.
AMPLIFIED GOGGLES Cost: 10¥, TL: 4, Weight: 0.1kg Capable of fully lighting a 50' area. The
Cost: 20¥, Tl.: 5, Weight: 0 A small nylon bag with adjustable straps batteries enclosed in the unit are capable
In addition to the protection from the to form a pack or handbag. of functioning for two hours.
above elements, this item uses low scan- COMMUNICATOR Cost: 100¥ LOGCOMPASS
ners to aid vision in such settings. Any This small device allows long-range Cost: 100¥, Tl.: 6, Weight: 0.4kg
penalty to Awareness rolls in such an envi- communication. The range and size of Small electronic compass that records
ronment is negated by these goggles. this "phone" depends on the Tech Level both direction and distance traveled,
BINOGLASSES that it is purchased at, but cost is gener- using a gravity reading sensor. A small
Cost: 30¥, Tl.: 5, Weight: 0.7 kg ally the same. screen in the bottom allows you to
High tech binoculars with special attach- n Size &Weight Range ,.replay" a sequence of directions, such
ments that allow you to read the dis- 4 WaBcie-tallcie; 0.5 kg 10km as 11travel west 4 miles, go north 5 miles,
tance to the viewed object You can view 5 Cellular phone; 0.2lcg 1000km etc.,. Using a satellite uplink, this device is
a man-sized object clearly at 10 km, and 6-7 Pocket Conm; O.lkg 1000km also capable of determining your loca-
read print at 2500 meters. 8 Wrist Conm; N/A 10,000km tion on a planet's surface within 1Okm.
BIOSCANNER 9 Pin or brooch; N/A 100,000km MANEWER PACK
Cost: 200¥, Tl: 6, Weight 0.5 kg CUTTING TORCH Cost 100¥, Tl: 6, Weight: 1kg
The library program of this device holds Cost: 15¥, Tl: 5, Weight: 1kg This small thruster unit fits on the back~
data on every known life-form. A keypad Small oxyacetylene torch that can art any space/pilot's suit and allows the user
allows the user to enter data on the ani- through 3an of metal at a rate d 1 to move and maneuYer in mo G erwi-
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Characters
·- ------- ·
. . .~. . . . _ _ _ . . . . . * ~ 7 ~ .? - ,
ronments. Once attached to the back d PATCH KIT ~ pkJgs into jades in machine.
a suit, two maneuver jets extend, allow- Cost: 10¥, TL: 5, Weight NH 8 can tel typeJiocation d damag; scan-
ing a full range of mobility. A simple adhesive patch for a ning field up to 1 meter.
MANEUVER ROD spaa/pilot's suit A piece of tough doth 9 Can tel type/location/needed repair;
Cost SO¥, TL: 6, Weight 0.2kg treated with a p<Miefful adhesive. scanning field up to 1Om.
A universal piece of space survival ~ PERSONAL RECORDER Cost: 7~ TECH TOOLKIT
ment This small rod (about 30 em long) The most popular form of information Cost 100¥, TL: 5, Weight 1kg
is used by almost everyone who ~ storage in a technological sodety is the This high-impact plastic toolchest con-
and fights in space. The rod is strapped to personal recorder. Depending on the Tech tains three adjustable wrenches; socket
the leg of your space suit and is used only leYel of the setting you are in, the media wrench; pliers and screwdrivers; mini-
in an emergency. On each end, the rod used to store information may range from tools for working on small devices; com-
has a small vernier motor, which is capa- reel to reel tape spools to crystalline chips. bination hammer and prybar, electrical
ble of slow movement and maneuvering. Extra recording media cost 1¥ each. tape; 40 meters of wire; spray lubricant;
When activated, the rod automatically n Media Size Hours spray insulation; filler putty; vicegrips;
emits a high frequency distress call, with a 3-4 Tape/Wire Notebook 1 and a large assortment of nuts, bolts,
range of 2 km. The signal will alert any 5 ~e Paperback 2 screws, etc.
mecha or ships within this area. The effec- 6 l..asefdisc Cigarette Pack 4 TTL (Tracers, Trackers & Ustening)
tive MA of the rod is 1. Fighting in space 7 Silicon Chip Matchbox 8 DEVICES
and not using this tool is suicide. 8-9 Crystal sliver Matchbook 10 Cost: SO¥, TL: 6, Weight Nil
MEDKIT 10 Matrix Pin 24 These are all devices used for surveillance
Cost 100¥, Tl: 6, Weight 1 kg ROPE (30M) work. Sizes and ranges are based on
High impact plastic "doctor's bag" that Cost 20¥, TL: 5, Weight 1kg Tech Level. Trackers send their signal to a
contains local anesthetic, 1 dose synthe- Ughtweight. high-grade climbing rope, small beeper at Tls 4-5, and a modified
flesh spray, antiseptic spray, micro sur- with a tensile strength of 500kg. logcompass (which then prints out the
gical kit 2 doses pan spectrum antibiot- SLEEPING BAG path of the tracked unit) at Tls 6 and
ic, 1 dose poison neutralizer, 2 doses Cost 25¥, Tl: 3, Weight 1kg above. Ustening devices send their signal
stun-stim. One person bag, good for temperatures to a specific audio unit. Tracers, when
MEDSCANNER down to -15 degrees, c (-60 F). placed on a phone line, allow you to
Cost .200¥, Tl: 6, Weight 1kg SURVIVAL KIT locate the origin of any call using that
A small hand-held computer with a Cost SO¥, TL: 6, Weight O.Skg line. The information is then uploaded to
library of almost every known injury or A small kit designed to help someone a logcompass and is printed out
disease. A diagnostic program will read stranded in space while waiting for a
data entered into the scanner and iden- pick-up. It includes an additional 2-hour n Slze&Type Range
tify the most probable disease/injury, oxygen supply, emergency transmitter 4 2" microphones and
prognosis, and recommended treat- (4km range, transmit only) and 12 glow- trackers, no video cameras ......1OOm
ment. (Successful identification is a 1-6 stick flares. All packaged in a case the size 5 Quarter-sized mics, trackers
on a d1 0 roll.) In addition to the readout of a small briefcase. & tracers, small videoc.ams .......1km
screen on the top of the scanner, it TECHSCANNER 6-7 Dime-sized mics,trackers
includes sensors and probes to monitor Cost 200¥, Weight 1kg & tracers, lily videocams ........5km
all vital signs. A small hand-held computer which can 8-9 Pin-sized mics, tradcers
MICRO-CAM connect to diagnostic inputs in most & tracers, dime-sized videocams ..1Olan
Cost 300¥, TL: 5, Weight 1kg mecha and vehicles, or can diagnose TTL JAMMER
Small hand-held video camera. Output is using projected scanner fields at higher Cost SO¥, TL: 4, Weight 0 .2kg.
recorded on small mini-disk. Tech leYels. Based on the Tech leYel of A small device that locates and jams any
MICRO-COMP your game setting, Techscanners can run m device located with in 3 meters ot
Cost 600¥, TL: 6, Weight 2kg diagnosis programs, identify damaged the jammer.
Laptop computer about the size of a components, and display schematics of
small notebook. Has enough memory to internal systems on a small, built-in DRuaa &
run six programs. screen. A roll of 1-6 on 101 0 indicate a M•~ a
MICRO TOOLS successful diagnosis, adding +5 to a A number of sophisticated drugs exist
Cost 10¥, TL: 5, Weight 0.2kg repair roll. in the Mekton Z world, designed to
A set of tools for picking locks, working n Abilities &Input Method cover all types of emergency and med-
on micro drcuits, etc. Comes in a small 4-S Detects only dM1aged circuits or ical situations. The listing to follow is
black bag with a full range of mechanical chips; pkJgs Into jlcks in machine. only a small portion of what could be
and electrical tools. 6-7 can tel type c:1 damage, but not available; Referees should feel free to
------------~-
Pa ~;e 48
- - - - - -- _
,"* ~ 7 7 3'-
- -----------
~- ~
Characters~
invent new and different medications POISON NEUTRAUZER
as their campaign demands for use in Cost 50¥ Per dose, Tl: 6
their adventures. This drug is known to counteract most
PAN-SPECTRUM ANTIBIOTIC poisons and similar alkaloid complexes. It
Cost: 5¥ Per Dose, TL: 4 will not restore any Hits already lost to
This drug will arrest all fevers and rots. poison, but it will keep damage from
Does not neutralize poisons or restore spreading. This drug is ingested.
hits. Game Effects: Stops further damage
Game Effects: Heals rashes & infections. from poison.
PAINKILLER SLEEP DRUG
Cost: 10¥ per dose, TL: S Cost: 200¥ Per dose, TL: 6
A powerful anesthetic which can be A single dose of this drug will cause a In case your character has a
applied locally (via spray) or generally deep, dreamless sleep for a set amount of lot of loose cash, he may desire
(through injection). time, depending on Body Type of target. to pick up a vehicle of his own.
Game Effects: Gives recipient +2 to a Can be applied by injection or ingestion. Here are the current five best- ~
Stun/Shock roll made after application. Game Effects: Target is put to sleep for sellers in the world of Mekton Z. p
SYNTHE-FLESH SPRAY 106+6 hours, minus one hour for each Keep in mind that the fisted vehi-
Cost: 2.0¥ Per dose, TL: 6 point of Body Type he has.
cles are somewhat generic-just
Used to cover burns and shallow STUN-STIM
wounds, this spray-foam hardens to a like the guns listed previously,
Cost: 1SO¥ Per dose, TL: 6
rubbery consistency in minutes. Can be used to counteract the effects of the special effects of their opera-
Game Effects: Any area suffering from sleep drug, or to promote wide-awake tion is up to the Referee. A "car''
"Burns," "Wound,s" or "Scrapes & activity for a number of hours. This drug might be a Ford sedan riding on
Bruises" will add +1 Hit per day to its can be either injected or ingested. Fire-RockTM tires, a fan-propelled
recovery rate. Game Effects: Counteracts the effects of hovermobile, or even a contra-
SPEED HEAL a sleep drug, or keeps the target grav skyrider depending on the
Cost: SO¥ Per dose, TL: 6 "awake" for 106+4 hours. While in this Tech Level of the game.
This injected medication speeds the heal- state, all Stun/Shock rolls are at +2.
ing rate. This medication may only used INTELLIGENCE BOOSTER Note: For human-scale vehicles
once in a 24-hour period. During this Cost 300¥ Per dose, n: 8 (not mecha), Hits are used to
period, the patient is in a drugged and This powerful drug boosts neural activity,
determine damage. Hits used for
nearly comatose state, as his body's sys- essentially boosting the user's IQ for a
tem is punched into overdrive to heal vehicles are also known as SOP
period of time based on Body Type. This
quicker. (While under the influence of is an ingested drug. If this drug is used (Structural Damage Points).
the drug, all characters are at -5 to all more than once a week, the Intelligence Naturally, 25 SOP (like Hits) are
dice rolls.) of the user is dropped by 1 pennanently equal to a single Kill. MA is mea-
Game Effects: Character heals at double (as the neurons are fried.) This drop sured in 50-meter mecha-scale
the listed rate (see page 11 5). occurs each time a user "overdoses". hexes.
REGENERATION SPRAY Game Effects: User gains +5 to all
Cost: 50¥ Per dose, n: 8 Intelligence-based skill rolls for 106+4 MOTORCYCLE
This drug, when sprayed on a wound, turns. Cost: 1,000¥ MA: 11 SDP: 15
will accelerate the healing process
intensely, allowing wounds to heal
SPEEDBOOffiR
Cost: 300¥ Per dose, TL: 8
m
Cost: 2,000¥ MA: 8 SOP: 40
almost instantly. This powerful drug boosts neural activity
Game Effects: Heals 2 points of damage ~
in the spinal column and other nerve-
(except broken bones) instantly. Cost: 4,000¥ MA: 9 SOP: 35
muscle interactions, essentially boosting
OS-X AMPOULE the user's Reflexes for a period of time TRUCK
Cost: 150¥ Per dose, TL: 10 based on Body Type. This is an ingested Cost: 5,000¥ MA: 7 SDP: 60
This powerful drug totally heals a drug. If this drug is used more than once SPORTSCAR
human being of all damage sustained, a week, the Reflexes of the user is Cost: 6,000¥ MA: 12 SOP: 30
healing the recipient to full Hits. This can dropped by 1 pennanently (as the mus-
even "heal the dead" if applied no cles are fried.) This drop occurs each time
longer than 10 Turns after "death" has a user "overdoses".
occurred. Game Effects: User gains +5 to all
Game Effects: Heals the target to full. Reflex-based skill rolls for 106-H turns.
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Mecha Construction
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BASIC
MEKTON BUILD
SEBUENCE
1. Concept (p.52-54)
Select Form
Select CP Total
Select Weight
- -
2. Build Frame (p.54-57)
Buy Servos
Buy Armor (If any)
CONCEPT!\
-
our first step In constructing a
Zl·'- •V'2/,
AND FIBHTEAB
BODY FORM also have Wheels, Treads, or a GES sys-
tem. Mecha-tanks get +2SP to aN Armor
There are four basic forms of mecha locations. ANIME MECHA
that can be constructed in Mekton Zeta. • MECHAFIGHTERS (Aircraft and As a Referee, the first thing
As a rule, you will soon discover that no Spaceaaft): While Mektons may be you'll have to decide is whether
matter what you want to build, it will maneuverable, aerodynamic they're not your show (campaign) will be
probably fall into one of the categories And as long as speed is needed, there characterized by superheroic
below. Each form also has a list of advan- will always be aircraft in the ani me world. mecha, or military mecha. In the
tages and disadvantages that will affect Mechafighters must have a Torso and a stand-out, superheroic shows,
its performance in combat. pair of Wings. (Note: If the Mechafighter the hero (or heroes) pilot mecha
• MEKTON (Humanoid Mecha): The is designed for space, Wings are option- that are more powerful than the
classic giant robot of anime. These al.) Such Mechafighters double their MA, other units on their side. In aver-
machines are the standard mecha of most but suffer a -2 to their MV. age or military shows, the hero's
japanese animation and, as such, occupy mecha is rarely more powerful
about 80% of the mecha market Their CP AND PLAY than the mecha his peers have.
versatility is legendary. A single Mekton In a superheroic-style show,
can do the work of an entire platoon; it BALANCE the mecha flown by the PCs are
can engage in melee combat, work on Construction Points (or CP) are usually 1.5 to 3 times the CP val-
engineering projects, and operate in the the "money'' that you expend to con- ues of the other equipment used
most adverse environments. Humanoid struct your mecha. They are an abstract by other good guys. This ratio
form also allows for greater maneuverabil- concept, with each one representing a will change as the show goes
ity (rf not speed) while in flight. along (and the good guys get
certain amount of work, time, personal even better mecha). In some
The humanoid tag for Mektons is clout and finances needed to construct extreme circumstances this ratio
rather loosely defined; it is left to the play- something as complicated as a Mekton. could be as high as 10 or even 20
ers and Referee to specifically define. In most campaigns and roleplaying times the CP (for the "Shogun
Most should have two (2) Arms, two (2) games the Referee will either build the Warriors" type of robot action,
Legs, a Head and a Torso, but this does mecha himself, or assign a number of CP where the heroes are really the
not exclude the use of Tails and/or Wings. for a player to build his own machine. CP only power for good).
• MECHABEAST (Animal Mecha): are the final judge of a mecha's tough- In a military-style show, the
Another favorite from the worlds of ness, but are not always exactly equal to hero gets the same number of CP
anime, the Mechabeast uses an animal- one another; an F-1 6 and an A-1 0 are to build his mecha as the NPCs
form frame, rather than one that copies designed for very different tasks, and as have. This type of show tends
the human form. These solid, powerful such a fight between them may not be towards the more "realistic" sto-
machines are devastating in close com- fair. Yet they cost roughly the same num- ries, where the power level of the
bat, although they lack the ability to use ber of Points (in terms of money, research, mecha will go up with rank and
hand-held weapons. While there are design time and materials) to build. This is experience. Bad guys work on the
many animals that may be represented where concept becomes important As a same principle, with main villains
by this type of mecha, most will have the Referee you will want to keep an eye on having the same bonuses or
following components: 1 Torso, 4, 6, or armor levels and the Kills (more on this on restrictions as the heroes.
8 Legs, a Head, and possibly Wings or pg.54) of weapons to make sure that Lastly, there are the ratios for
Tails. Mechabeast do an extra +2K in things are not too unbalanced. the grunt players: Standard good
melee damage, gain +2 to their land MA, guy mecha versus standard bad
but suffer a -1 to MV. Allelgnlng CP guy mecha. The rule here is, who-
ever has more units gets less points
• MECHATANK (Vehicle-type Mecha): When deciding how many points to make them with. If you have an
These are the grunts of the anime worid. the players get to build their mecha, the alien fleet that outnumbers
This category covers everything from Referee should decide just what the set- humanity a hundred to one, you
APCs to ground installations (no one said ting of the game wiU be. If mecha are should make the aliens' mecha
your mecha had to move)! A Tank must mass-produced and common, they are much weaker than the humans'
have a Torso, and may have a Head which going to cost less than super-secret mili- (unless you're feeling truly crue~.
serves as a turret (such Heads get a 360- tary prototypes. If mecha are something
degree firing arc). To ITlOII'e, they must relatively new in the game setting, they
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Pag e 54
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Mecha Construction ~
mounted in. All extnmltJes have a WA
of +0. These are considered weapons for
the purposes of hit allocation. CONSTRUCTION TABLE 1
Lag Servo TORSO SERVO Cost Space Kills Weight
Legs are used for walking, kicking or Supertight 2 2 2 1 Ton
clawing (If a Mechabeast). Legs come UghtWeight 4 4 4 2Tons
with Feet free of charge, but these may Striker 6 6 6 3 Tons
replaced with other extremities for an Medium Striker 8 8 8 4 Tons
additional cost This upgrade makes the Heavy Striker 10 10 10 5 Tons
unit do more damage when kicking, but Medium Weight 12 12 12 6 Tons
will slow down its ground movement. Ught Heavy 14 14 14 7Tons
You can purchase any number of Legs, Medium Heavy 16 16 16 8 Tons
but you must buy at least two to be able Armored Heavy 18 18 18 9 Tons
to walk. Leg servos must be at least one Super Heavy 20 20 20 10 Tons
level below the Torso to be able to walk. Mega Heavy 22 22 22 11 Tons
EXTREMITIES FOR LEG SERVOS:
ARM SERVO Cost S~ace Kills Add+ Throw Weight
Unlike Arms, Legs must have Feet, so
Feet take up no Spaces from the Leg. All Supertight 2 2 2 +0 3 Hexes 0.5 Tons
of these types have a +0 WA when used UghtWeight 3 3 3 +0 3 Hexes 1 Ton
to strike. If you have more than one set Striker 4 4 4 +0 4Hexes 1.5 Tons
of Legs, each with different types of Feet Medium Striker 5 5 5 +1 4Hexes 2Tons
(extremities), the MA penalty applied is Heavy Striker 6 6 6 +1 5Hexes 2.5 Tons
the greatest one of all the sets. Medium Weight 7 7 7 +1 5Hexes 3 Tons
Note: In a gravity environment, your Ught Heavy 8 8 8 +2 6Hexes 3.5 Tons
Legs may not be smaller than one level Medium Heavy 9 9 9 +2 6Hexes 4 Tons
lower than that of your Torso servo. Armored Heavy 10 10 10 +2 7Hexes 4.5 Tons
Super Heavy 11 11 11 +3 7 Hexes 5 Tons
Head Servo Mega Heavy 12 12 12 +3 8 Hexes 5.5 Tons
Heads may be humanoid looking or
somewhat turret-like. They are a popular ARM EXT. Cost S~ace Damage Kills Mani~ulation? Weight
choice for mounting sensors (there is a Hand 2 1 1K 1 Yes 0.5 Tons
penalty of -3 to Awareness skill if your Claw 4 1 2K 2 Yes 1 Ton
mecha does not have its sensors in a Head Talon 1 1 2K 2 No 1 Ton
servo because of limbs flailing in front of Pincer 2 1 3K 3 No 1.5 Tons
the cameras, etc) and pilot cockpits (you LEG SERVO Cost S~ace Kills Add+ Weight
get a bonus to your chances of surviving Supertight 2 2 2 +0 0.5 Tons
an emergency ejection). A word of cau- UghtWeight 3 3 3 +0 1 Ton
tion, however: Due to their lower Kill val- Striker 4 4 4 +1 1.5 Tons
ues, mecha have a habit of "losing their Medium Striker 5 5 5 +1 2Tons
heads" in combat You have been warned. Heavy Striker 6 6 6 +2 2.5 Tons
Medium Weight 7 7 7 +2 3 Tons
Wing Servo Ught Heavy 8 8 8 +3 3.5 Tons
'Nings must be bought in matching Medium Heavy 9 9 9 +3 4 Tons
pairs. They may not be used for striking, Armored Heavy 10 10 10 +4 4.5 Tons
but can give the unit a bonus when fly- Super Heavy 11 11 11 +4 5 Tons
ing. If you are creating an atmospheric Mega Heavy 12 12 12 +5 5.5 Tons
Mechafighter, you must buy a pair of
wings. Mecha with 'Nings 2 levels below LEG EXT. Cost S~ace Damage Kills MA Penalty Weight
their Torso level or greater gain a +2 MA Foot 0 0 2K 0 0 0 Tons
while in flight; lower than 2 levels, and Claw 1 0 3K 1 -1 0.5 Tons
the Wings become merely stabilizers Talon 2 0 5K 3 -2 1.5 Tons
without enough lift to affect flight The
+2 flight MA bonus for Wings is not
cumulative for multiple sets of Wings.
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Mecha Construction ~
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1'WI B•rva
These may be used for striking or
CONSTRUCTION TABLE 2 entangling. A non-humanoid mecha
may be equipped with as many of these
HEAD, WING, TAIL Cost Space Kills Weight as component restrictions allow. They
Superlight 1 1 1 0.5 Tons also make great tentacles; the most sen-
lightWeight 2 2 2 1 Ton sible way to build an octopod, for exam-
Striker 3 3 3 1.5 Tons ple, is to use eight tails, not eight legs!
Medium Striker 4 4 4 2Tons
Heavy Striker 5 5 5 2.5 Tons Pad Servo
Medium Weight 6 6 6 3 Tons This is effectively a hollow servo,
light Heavy 7 7 7 3.5 Tons used to store lots of equipment Pods
Medium Heavy 8 8 8 4 Tons have no internal Kill rating, and cannot
Armored Heavy 9 9 9 4.5 Tons move at all. The weight of a Pod comes
Super Heavy 10 10 10 5 Tons only from the annor that covers it On
Mega Heavy 11 11 11 5.5 Tons humanoid Mektons, they often take the
form of a back-pack like device.
Kills Weight There are disadvantages to using a
POD SERVO Cost Space
Pod, and a player should consider them
Superlight 1 2 0 OTons before taking advantage of this "free"
lightWeight 2 4 0 OTons space. Remember.
Striker 3 6 0 OTons • Its armor will add more weight to your
Medium Striker 4 8 0 OTons Mekton, making it less maneuverable.
Heavy Striker 5 10 0 OTons • If the Pod's armor is penetrated by an
Medium Weight 6 12 0 OTons attack, all damage will translate directly
light Heavy 7 14 0 OTons to the systems inside. If the systems
Medium Heavy 8 16 0 OTons inside are destroyed, then all remain-
Armored Heavy 9 18 0 OTons Ing damage is transmitted directly
Super Heavy 10 20 0 OTons Into the Torso servo.
Mega Heavy 11 22 0 OTons The Pod is also the only servo that
has no level restrictions. It may be as
ARMOR Cost Stopping Power Weight large or as small as the player desires.
Superlight 1 1 0.5 Tons However, for every 2 full levels by which
light Weight 2 2 1.0 Tons the Pod outclasses the Torso, the mecha
Striker 3 3 1.5 Tons suffers a -1 MV penalty. All Pods must
Medium Striker 4 4 2.0 Tons have at least Super1ight armor.
Heavy Striker
Medium Weight
5
6
5
6
2.5 Tons
3.0 Tons ARMOR ~
- 7- -?-
Ught Heavy
Medium Heavy 8
7 7
8
3.5 Tons
4.0 Tons -
ow that you have constructed
N
Armored Heavy 9 9 4.5 Tons
Super Heavy 10 10 5.0 Tons your mecha's "slceleton" (Its
Mega Heavy 11 11 5.5 Tons frame), It Is time to armor it.
Armor provides protection against
SENSORS Cost Space Kills Weight damage by absorbing or deflecting
Main Sensors 4 1 2 1 Ton energy of all types. Each level of armor
Backup Sensors 2 2 2 1 Ton has a cost (In CP) and a Stopping
Power (or SP). Stopping Power rates
COCKPIT the effectiveness of the armor, st~
Cost Space Crew Weight
ping that many Klls before the servo
Main Cockpit 0 OTons underneath Is damaged.
Passenger Space 1 +1 OTons Example: The Switch Blade has
Mediln Sttbr armor on its Head. This gives
Page 56 ----------------------- ,
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Mecha Construction ~
., ~
Mecha Construction ~
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-
~
WEAPONS ~ -~o. tt
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1o
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.. ....
Mecha Construction
.
~
... i
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-u
OPTIONS ~
-
WEAPON
TERMINOLOGY
• BEAM WEAPONS: Beam weapons are
usually lasers or particle accelerators.
They are generally more accurate and
- ::t7~3;...-
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Mecha Construction ~
UFJWIRE
Cost 0.3 CP Space: 0
-
WHEELS AND TREADS ~
nmt al touch the ground to get the bonus-
es (so if )00 IleNe wheels in )00' anns, no
-
A heavy cable with a foot-loop at the ;t; 1 - .1l. ~ y. [... •'J y. firing a hand-held weapon while driving).
bottom, connected to a winch at the • Armor: Wheels and treads may not be
top, near your cockpit Used to enter a hile your mecha (probably)
W
armored, but do get armor protection
cockpit from the ground if you aren't has legs and can walk, you from the servo they are mounted in.
using an anime leap. may want an alternate • Damage: There are two stages of
MICROMANIPULATORS ground movement system. Wheels damage to wheels and treads: Disabled
Cost: 1 CP Space: 1 allow your mecha to move faster on and Destroyed. A system is Disabled
A small set of tool-tipped, retractable the ground, while treads allow more when it takes 1/2 its total Kills or
manipulator arms, used for making effective maneuvering over rough ter- greater; then all of the bonuses given by
repairs, opening hatchways, or doing rain. Cost, Kills and tonnage for that system are lost.
work too small for a Mekton-sized
hand. These may be mounted in any
servo location.
wheels and treads are listed In the
table below. Your locomotive system
may be no less than 1 level less than FINAL WEIGHT ~ -
-r .1L.
-
mREOSYSTEM your Torso servo; It may, however, be 7.,. 1 . ;t; .:r. 1 y.
Cost: 0.1 CP Space: 0 up to 2 levels greater.
Useful for going into battle with a
proper theme. Can also be linked with • Wheels: Add +2 to your ground MA. ou are now finished with the
a PA system to share your taste in
music with others.
STORAGE MODULE
• Treads: These add nothing to your
MA. but any terrain type other than
water and swamp may be crossed
Y body of your Mekton. It's time
to add up all the weights of your
design to get a final weight. To do
Cost: 1 CP Space: 1 without ANY MA penalty. this, simply add your frame's tonnage
Can hold up to 500kg (aka 0.5 metric Note: To get both bonuses, you must plus the tonnage of all other weapons
tons) of assorted equipment, taking up buy a full set of both wheels and and systems that have structural Kills.
one space. Sometimes used to stash a treads! See the table below for stats. The sum of these two numbers is your
small Roadstriker. • Spaces: Treads and wheels take up final weight; that is to say, the total of
WEAPON LINKAGE no Spaces from the mecha. all Kills In your mecha, divided by two,
Cost: 1 CP Space: 0 • Location: The Kills of wheels or Is the final tonnage.
A weapon linkage (or simply a link) treads may be split up between two or
allows a pilot to connect two or more FINAL WEIGHT: (TOTALED KILLS)/2
more locations.
weapons and fire them with the push of For example: Mediumweight wheels Once you have your final weight,
a single button. The restrictions are that could be six 1-Kill wheels, two 3-Kill wheels,
you can proceed to buying a flight sys-
the weapons must be of the same type, two 2-Kill wheels and two 1-Ki/1 wheels, or tem (to get all that weight off the
they must be mounted in the same one 6-Ki/1 wheel. These may be placed ground) or other specialty systems that
servo, and they must target the same wherever the designer wishes, but they deal with your mecha's mass.
opponent Unked weapons do not HAVE
to fire together; when fired individually,
these weapons' Attacks are made as nor- WHEELS AND TREADS TABLE
mal. When firing as linked weapons, they
are both fired in one Action, with hit res- LOCOMOTION WHEELS TREADS
olution being based on one Attack roll. If LEVEL CP/K T CP/K T
the Attack roll is a success, then BOTH Superlight 1 0.5 2 1
shots hit the target. Each of the shots hits Light Weight 2 1 4 2
a seperately-rolled random location. Striker 3 1.5 6 3
Unked weapon attacks may be called Medium Striker 4 2 8 4
shots, but only one of the shots will hit Heavy Striker 5 2.5 10 5
the called location; the other will hit a Mediumweight 6 3 12 6
randomly-rolled location. Light Heavy 7 3.5 14 7
Example: The Gcxgon Zero has three Medium Heavy 8 4 16 8
linked beam guns in its right arm. It Armored Heavy 9 4.5 18 9
makes one Attock roll on the R-Jerion and
Super Heavy 10 5 20 10
hits; the Gatgon Zero rolls on the Random
Mega Heavy 11 5.5 22 11
Hit Table three times, damoglng the R-
}etion in three plaas with only 1 Action/
----------------------------
'
---------- Page 61
Mecha C
------------·_ ~7J ' t /v it-:> ',
··-~ ~
PROPULSION
---------
SYSTEMS ~
A
a;..- · ~ A..:Y A
THRUSTERS THRUSTER
This is a full-blown flight system. With LIFT POINT
this, rockets or jet engines propel your
TABLE
mecha at speeds that can take it off the
ground. At MAs of less than 8, this isn't
Weight
true flight, but rather a rocket-assisted
jump. The MA for these jumps may be
MA Multiple
expended in either the vertical or horizon- 2 x0.075
tal plane, so that a Mekton with a thruster 3 x0.1125
MA of 6 could jump 3 hexes high and 3 4 x0.15
hexes long (or 6 high, or 6 long, etc.). 5 x0.1875
MAs of 8 and greater are considered
6 x0.225
true flight, allowing the mecha to stay in
7 x0.2625
the air and even hover.
To determine the number of "Lift 8 x0.3
Points" (a value representing CP and 9 x0.3375
Spaces) you'll need to reach a desired 10 x0.375
Movement Allowance (MA), first deter- 11 x0.4125
mine the top MA you wish to move at.
12 x0.45
The cost and Space of the thruster sys-
tem is found by multiplying your
13 x0.4875
mecha's final weight by the Weight 14 x0.525
Multiple for thrusters. 15 x0.5625
16 x0.6
THRUSTER COST: 17 x0.6375
18 x0.675
WEIGHT x0.0375 PER 1 MA
19 x0.7125
Propulsion system example: Once 20 x0.75
you have the MA you wish to move at 22 x0.825
(we will take MA 70 for our 50 ton 24 x0.9
example mecha), all you need to do is 26 x0.975
multiply the weight (SO) times the multi-
28 x1.05
plier (x0.375). The resulting number
(7 8.75) is the number of Lift Points (i.e., 30 x1.125
CP and Spaces) you need to allow your
mecha to fly at that MA.
Page 62
·- - - - - - -
- -- - - -- - - --
,
__ ,_ . .
, ~» 't /v 1:t-:> . . . . . . _ Mecha
.___ Construction~
_ .,
GROUND EFFECT
SYSTEMS Once you have figured out the Lift
Points needed for your mecha, all you
Sometimes you don't need to fly, but need do is purchase them.
just want a faster ground MA. If this is Example: Our 50-ton mecha needs
the case, then ground effect systems 79 (rounded down from 78.75) Lift
(GES for short) are the thing for you. A Points, so its propulsion system costs
GES is similar to thrusters, but is 79CP and will take 79 Spaces. The num-
designed to skim above the ground GES bers might get a bit into the decimal
(much like a modern hovercraft). This LIFT POINT range, so to make it easier we advise
system will give you a greater MA, but always rounding to the nearest 0.5.
TABLE
it only operates within the first level of Spaces: A propulsion system can
altitude (see page 90 for altitude lev- Weight be placed in Spaces anywhere on your
els). You buy them exactly like MA Multiple mecha. You may fit 1 CP worth of
thrusters, but using the chart below: 2 xO.OS propulsion Into 1 Space. One advan-
3 x0.075 tage to this system is that you can
arrange your propulsion Spaces to
GES COST: 4 xO. l maximize your ability to survive in
WEIGHT x0.025 PER 1 MA 5 x0.125 combat. For example, if your unit
6 xO.lS required 12CP of propulsion, you
could put 6CP in each Leg servo and a
7 x0.175
GES example: Once you have the backup 6CP in a Pod; such a design
MA you wish to move at (again, MA 10 8 x0.2 could now lose one Leg and still man-
for our 50-ton example mecha), all you 9 x0.225 age to stay airborne.
need to do is multiply the weight (50) 10 x0.25 Note: Neither of the propulsion sys-
times the multiplier (x0.25). The result-
11 x0.275 tems (thrusters or GES) add weight to
ing number (12.5) is the number of Uft your mecha. For a more realistic view of
Points (i.e., CP and Spaces) You need to 12 x0.3 weight, see the sidebar on fuel (on page
allow your mecha to sldm at that MA. 62).
-------------------------
•
-·- ---- - h~~
-· ···-
Mecha Construction
~
~
...
~~ 't /v 1t" ~ ~,
Y
form. Once you have the total cost mul-
1 Hex = 50 meters, 165 feet tiplier for the different forms, you will tion before your mecha is fin-
1 Tum = 10 seconds then multiply that cost times the total ished: A way to make it run; in
l.MA = 1 Hex per tum point value of your Mekton. short, its powerplant. In the basic
1 Hex/Ium - 18kph, 11.2mph Example: Say we have a 700-point Mekton Zeta game there are two type
Mach 1: 1187kph, 741mph Mekton that we wish to be a transformable of powerplants, Hot and Cool.
Escape Veloci~: 40,000kph, or jet. The Mechafighter CM is a x0.3, so 700 Powered by cold fusion systems,
25,000mph x.03= 30 points. We add that to the base "protomixture," or whatever type of non-
Example: An MA of 76; 76/1 0 cost of our mecha, so our new total for our explosive energy your Referee can devise,
= 1.6. 1.6 x2 =3.2. 3.2 -1 =2.2. transformable Mekton is 730 points. Cool powerplants are the standard gen-
2.2 x1 6 =35.2. 35.2 x1 8 Simple, neh? erator for a Mekton. They are assumed in
=633.6kph (rounds to 634) the cost and weight of your frame, are
Beast [xQ.3J located in your main body, and have no
MA KPH MPH This transforms your humanoid effect on either the weight, or the Spaces,
4 72 45
6 108 67 Mekton into an animal-form, gaining the of your unit When a Cool powerplant is
8 144 90 abilities of that shape. You receive +2 Kills hit (see the combat section) it will explode
10 180 112 to all Damage done in melee combat, on a roll of 1 on 1010.
12 302 188 and you also gain +2 MA for ground Hot powerplants involve hot fusion,
14 454 282 movement (walking only, not Wheels or atomic generators, or other types of
~
16 634 394
18 842 524 GES). However, the mecha also suffers a explosive/radioactive systems best avoid-
20 1,080 672 -1 penalty to MV and cannot use Hands ed by any right thinking mechajock.
22 1,346 838 (Mach 1.1) or Hand-held weapons. However, if you wish to save a few points
26 1,965 1,223 (Mach 1.6) you may purchase a cheaper, Hot power-
30 2,700 1,680 (Mach 2.3) Flylllair lx0.3J plant (think of it as trading down) with a
34 3,550 2,209 (Mach 3)
38 4,514 2,809 (Mach 3.8) This gives your mecha the form of cost multiplier of -x0.1 (that is, a 10%
42 5,594 3,481 (Mach 4.7) a fighter plane, and the corresponding rebate on the cost of your unit). Here's the
46 6,790 4,225 (Mach 5.7) abilities and weaknesses. While in catch: This pc:PNefplant explodes on a 1-S
50 8,100 5,040 (Mach 6.8) Fighter form, the mecha receives a (on 101 0) when damaged. It's something
54 9,526 5,297 (Mach 8)
109 40,810 25,393 (Esc. Vel.)
+100% flight MA bonus (a flight MA of to think about For further infotmation,
8 becomes 16), but this fonn may not see page 104, powerplant explosions and
use hand-held weapons and suffers a last minute escapes for more information
.penalty d-2 to MV. on the effects ct a powerplant hit.
-----------
', ~~ 't /v "tt---:>
·------------- Mecha Construction ~
---------------
- ~
'
--------- Page 65
SUMMARY OF THE MEKTON BUILD SHEET
Fill this area in with all the This is your OVERVIEW win-
BODY FORMS your mecha has If your mecha has any COST dow. Use this space for a small
(p52-53), and their various stats: MULTIPLIER SYSTEMS, such as sketch of your mecha. Below, fill in
MV & MR (p65) and MA for run- a Hot Powerplant (p64) or any its name, serial number, "title," or
ning (p65) and flying (p62-64). Transformation abilities (p64), whatever else you like) and note its
There's also a space for final weight & cost (p61 ).
MANEUVER POOL (p65) below.
RAPIER
·-
CO§T MULTIPLIER§
I
-
AS_SAULT MECHA
GORGON
-
CO§T MULTIPLIER§ ~
CO§T MULTIPLIER§ llrD!I
-
MECHATANK
-
TALOS
-
MECHAEIEAST
KRAKEN
-
CO!!iT MULTIPLIER§ lmJII
-
HYBRIC_ NIECHA
HER IVIES
-
' ~ n 't ~ it~ --------
Mecha Construction ~
~~
-
MECHARICER
..J-HARRIER
-
, MECHARIDERS _~~ ------------
~-
__,t'fJ 7 1 ?-
M
echarfders are designed to within their Space restrictions. They • Weapons: During its Actions, a mecha
carry other mecha. They are can be of any size, but the larger they may fire its own weapons or those of the
designed (usually) with are, the larger the mecha (and the Mecharider (but not both).
movement in mind. They can take the more mecha) they can carry. • Movement: The riding unit(s) move
form of anything from a giant mecha Because of their particular design, at the Mecharider's MA and may not
"motorcyde" to a simple rocket sled Mechariders suffer an additional -2 to boost this with its own MA.
that Is used to get a little extra speed. their no rmal MV, but may carry five • Maneuver Pool: The riding mecha's
Mechariders are designed as nor- times their own weight in riding Maneuver Pool is not affected by using a
mal mecha, but with the following mecha. Attacks made to such groups Mecharider (they do not add together).
restrictions: of mecha (that is, Mechariders and • Maneuverability: When on a
Mechariders are not controlled by a their carried units) are made as if Mecharider, the riding unit uses the MV
human pilot. Although one may have a against one unit; successful attacks roll of the Mecharider to calculate its Mecha
cockpit as a backup, a Mecharider is randomly as to which of the units, or Reflex.
normally controlled by the mecha that the Mecharider, were hit. Example: The R-}erion has an MV of-
is riding it Without a mecha on It, the 4, a flight MA of 10, a Monet..Ner Pool of +2
Mecharider seeks out the closest land- Mecherldar Rulee and assorted ~.ry. Its Mecharider, the
ing spot on autopilot (or, in the case of Once you have designed a }-Hairier, has an MV of -3, a flight MA of 12,
a crewed Mecharider, reverts to the Mecharider, it may carry up to 5 times a+ 1 ManetNer Pool and assorted~
pilot's control). its weight and still maintain its MA (so ty. When riding the }-Hairier, the R-jerion
Most Mechariders are buHt as a a Mecharider that weighed 30 tons «
has an MV -3, a light MA of 12, a
Torso only; sometimes they haw wings could carry 150 tons of mecha, etc.). MGnaM!r Pool «+2 and two suites of
as well. They may mount 1/lf'J we~po.-u When on a Mecharider, a unit Is ~~jgq, which It con alter-
and other systems the desigMr desires subject to the following rules: , .· -_ , Acllan, it so chooses.
- ---------------------- Page 73
--· -·
Mecha Construction ~
---------- ~~ 't /v -tt ""'? ~,
~-.
Sometime!;i a 30-
CONSTRUCTION:
meter-tall robot
can't do the job all
by ·itself. When · ·
fighting in tur,nels
or in tightly
packed cities, a
smaller machine
has to do-thus
the role of pow-
ered armor and
Roadstrikers . ·
becomes impor-
tant. And even
when mecha are
useful . in .combat,
they need support
. vehicles and .
transportation.
So in Mektan
Zeta, we have ·
rules for ships as
well as f .o r the
~ sr;naller; more t~a
' ditional combat
vehicles.
BASIC
STARSHIP BUILD
SECiUENCE
1. Build The Hull (p.75)
Select Hull Size
Calculate Ship Tum length
STARSHIPS~
-- ~ -~ 1 1!: /,_~ · /..-
Buy Armor (if any)
2 Equip the Hull (p.76-77)
Buy Weapons (if any)
-
ust like aircraft in the real world,
· -;
-----------------------
Page 74
------ ,
••a• •
Pag e 76 -------------------------
~
,
,· ~ n 't /v it-:> ---------·
Mecha Construction ~
~·
Fill this area in with all the If your ship has any SUB-
SHIP MULTIPLIERS your starship ASSEMBLIES, (p77) such as
has (p78), and the turn radius of The NAME, WEIGHT, AND
cargo, mecha (note number of
your ship (p76). Record Crew TOTAL COST of your starship
mecha carried) or force screens
Quality, Skill, MA (note Day (note SP Value) list them here. goes here.
Move), and any Hyperdrive.
AMM-V16C -
BACLANCER
-
----------~-
RDADSTRIKERS ~ o - t- 7,. t- 7 1 ~ - '
·· --
oadstrikers are mini-mecha that hexes, while walking and running MAs The body forms available to
--------------------------
Page 82
----------- ,
'\ ~ -n 't ~ 1t---:> ·---------
Mecha Construction ~
.-.:.. . - - - - - - - - - .
• Annor: \Nheels and treads may not
be annored, but do get annor protec-
tion from the servo they're mounted
in.
• Damage: As with the Mekton sys-
tems, wheels and treads are Disabled
when they take 1/2 their total Hits and
are Destroyed when all their Hits are
gone.
FINAL RDADSTRIKER
WEIGHT
Add up all the weights of your
design. The sum of all tonnage values
is your final weight: In other words, the
total of all Hits in your mecha, divided
by 100, is the final tonnage.
-
RDADSTRIKER PROPULSION .\
-
o- ~ "~ 7 1 ~- · 7 0"'1.~ 3;.,
MA
THRUSTERS
Weight Multiele MA Weight Multiele
leaping, flying, traveling through space,
etc. Such Roadstrikers are also subject 2 x0.25 24 x3.0
to the same optional fuel rules (i.e., 3 x0.375 25 x3.125
+10% weight) as Mektons. For the pur- 4 x0.5 26 x3.25
poses of our example, we will assume a 5 x0.625 27 x3.375
5-ton Roadstriker. 6 x0.75 28 x3.5
7 x0.875 29 x3.625
THRUSTERS & GES 8 x1.0 30 x3.75
Roadstrikers have access to the same
propulsion systems as Mektons: Thrusters 9 x1.125
with an MA of 8+ allow true flight, those 10 x1.25
with an MA of 7 or less serve as jumpjets, 11 x1.375 GROUND EFFECT SYSTEM
and a ground effect system will allow the 12 x1.5 MA Weight Multiele
Roadstriker to skim the ground's surface 13 x1.625 2 x0.166
at high speeds. To determine the cost in 14 x1.75 3 x0.25
CP and Spaces required by any propul- 4 x0.332
15 x1.875
sion system, you'll need to decide upon a x0.415
16 x2.0 5
maximum MA The cost and Space of
17 x2.125 6 xO.S
the propulsion system is found by multi-
plying your mini-mecha's final weight by 18 x2.25 7 x0.581
the weight multiple for Thrusters or GES 19 x2.375 8 x0.664
(as appropriate). 20 x2.5 9 x0.747
21 x2.625 10 x0.83
THRUSTER COST: 22 x2.75 11 x0.913
WEIGHT x 0.125 PER 1 MA 12 x0.996
23 x2.875
GES COST:
WEIGHT x0.083 PER 1 MA
---·
,
----------- Page 83
.. ...
Mecha Construction ~ ~ 7J ' t /v it-:> ,
-. . . _ _ . . _ .._...
Unlike with Mektons, the cost of a propul-
sion system is not equal to the Spaces it
Autos increase their land MA by +50%
(however, they also suffer a -1 to MV).
-
ROAOSTRIKER STATISTICS \
takes up; for Roadstrfkers, propulsion
takes up 3x Its cost In Spaces.
For example: Once you have the MA
you wish to move at (we will take MA 10
When using wheels (or treads), they
increase the Wheeled MA (see Wheels
and Treads on page 61); should the
mecha have a land MA c:i 60 MPT, its
-
o- 1- A.J-7 1 ~-.:: hd ~.c~
• GROUND MA & MANEUVER
VALUE: To figure your Roadstriker's
for our 5-ton example mini-mecha), apply Auto form MA would be 12 (60/10 =6; MY and walking MA, check the final
the multiplier to the MA (10 xO. 125). 6+2[for wheels] = 8; 8 x1.5[MA bonus} = weight of the mecha (don't forget to
Multiply that number (1.25) by the weight 12). Most Autos enclose the driver inside, include that 10% fuel weight if you're
(5), and the resulting number (6.25, or but some mechacars may be jeeps, con- using it). Keep in mind that while
6. 3) is the number of CP I need to allow my vertible, or feature other saddle-like cock- Roadstrlkers use 50-meter Mekton
mecha to ffy at that MA. That cost x3 pits (cockpits may change from enclosed hexes for thrusters, GES and
(18. 9) is the number of Spaces taken. to exposed through Transformation). wheeled and/ or tracked movement,
As with Mektons, the Spaces taken Autos may move in reverse at 1/2 their their walking MA Is measured In
by thrusters can be split across the var- normal MA meters per tum (MPT). As always,
ious servos as the designer wishes, your Roadstriker's MV is subtracted
allowing the mecha to stay airborne • CYCLE FORM (x0.35): This Form rep- from the pilot's Reflexes to determine
even if it loses certain servos_ resents motorcycles, 'bikes, 'trikes, 4- the mini-mecha's MR (Mecha Reflexes)
TRANSFORMATION ~
- wheelers and any other small, fast,
maneuverable ground vehicle designed
for one or two people. These are univer- ROADSTRIKER
o- 1-
--
A. 1- 7 1 :/J- <7)~·-/.,
-
~ ... 17 - 77 ;..- 1-
have been known to be supported by 6.0-6.9 -6
more than a dozen wheels on as many as 7.0-7.9 -7
six different axles; this is because small, Mektons, Roadstrikers may
J
ust like
8.0-8.9 -8
individual wheels are relatively easy to purchase hot or cool powerplants.
destroy, but having many means that any Cool powerplants have an Explosion 9_0-9.9 -9
single wheel hit is unlikely to disable the Save of 1, while hot powerplants have 10_0+ -10
vehicle. The advantage to Auto form is its an XS of 5 and grMt a 10% rebate on
lower profile and its increased speeG- the cost of the mWrnecha.
~
Page 84
--------- -
SUMMARY OF ROADSTRIKER BUILD SHEET
Below is an explanation of the Roadstriker Btild Sheet Ablank one can be bn:l at the blck cl this book--i's OK for you to photo copy it, we said so.
Fill this area in with all the This area has spaces for the
BODY FORMS your roadstriker five primary MECHA COMBAT If your roadstriker has any
has (p84), and their various stats: SKILLS (p29-30). Take your COST MULTIPLIER SYSTEMS,
MV & MR (p65) and MA for run- character's Ski ll level, add the such as a Hot Powerplant (p84)
ning ( in MTP, see p81) and fly- roadstriker's MR, and note the or any Transformation abilities
ing (p83). There's also a space for totals in the boxes. This will (p84), note them here.
MANEUVER POOL (p65) below. make combat faster and easier!
Combat ~ it /v t! ; ,
~·
• - -
COMBAT -----·
THE BASICS L\
0
Now that you know
how to design and that the combat system In During her Tum, each combatant
constr<uct mecha, · you Meldon Zeta Is similar to that may perform two Actions. Once the
need to know how to of several of our other Interlock games player has taken two Actions, her Tum is
destroy them. Luckily, (Cyberpunlc®, Cybergeneratlon.,., and over, and the combatant with the next
that's even easier Teenagers from Outer Space,.,. It's no highest Initiative may take their Tum. A
than building them.! mistake that we've structured Meldon list of possible Actions are listed below:
Combat in Mekton Zeta In this fashion; with very little
Zeta Is both quick
adjustment, you can now combine MOVEMENT
and cinematic-the
hallmark of any good
cyberpunks and mecha jocks to simu- • RUNNING: Move up to 1/2 your total
late a wide variety of the cyberpunk- MA at no Action cost You may run at
anime simula~ion . .
style anlme features now being pro- your full MA in one Action.
While In the real • DRIVING, SKIMMING OR FLYING: You
world, the difference duced across the ocean. Sneaky, neh?
may move up to 1/2 your total MA in a
between mecha com- As in all lnterlockTM system games, single Action; to move up to your full MA
bat and man-to-man the basics are p retty simple: combat will take both Actions.
fighting is ex'J;reme, in a lways involves Rou nds, Initiative, • ALL TYPES OF MOVEMENT: You may
the worlds .of anime Turns and Actio ns. never move more than your full MA in a
this isn't the case; Tum, and you may not save MA from one
mecha prove to I:Je ROUNDS Tum to the next.
just as maneuverable
All combat in MZ takes place in a ATTACKING
(if not more sol than
series of Rounds, with each player acting • SHOOT: You may fire any single
human combatants.
In keeping with this in an order determined by their Initiative. weapon (or group of linked weapons)
Each Round represents about 10 seconds, once per Action.
time-honored tradi-
with each of the players acting in pseudo- • THROW: Once per action.
tion, the- combat sys-
• STRIKE: You may Attack with any melee
tem in Mekton Z ·is simultaneous Turns. Since it's very difficult
weapon once per Action.
' usable for every' com- to keep track of things when everything is • CLAW, BITE, PUNCH: You may attack
bat situation, from happening at once, the order in which twice per Action.
bar room brawls to the players will act is determined by their • KICK: Once per Action.
high-speed space bat- Mecha Reflex (or just Reflexes, in a • FIGHT: Any grapple, knockdown or full
tles, with the only dif- human-scale combat situation). body blow can be done once per Action.
ference being the
amount of damage DEFENDING
dished out.
INmATIVE • EVADE: Evade rolls are made automati-
The beginning of every Round is cally whenever you are attacked, and
t he Initiative ro ll. The result of this ro ll thus take no Actions.
BASIC COMBAT will d etermine in what o rder t he com- • ESCAPE: One attempt per Action.
SEGUENCE batants will act. To make t his roll, each • PARRY: Parry rolls can be made whenev-
player ro lls: er you are attacked, and take no Actions.
1. On your tum, determine range
to target (p. 92). 1010 + (MECHA) REFLEXES OTHER
• Check Une of Sight (P.90) • GET UP: Once per Action.
• Move into Range (p.93) The highest result goes first, then • TRANSFORM: One form change per
2 Make any Attacks (p.91) the second highest, down o n throug h Action.
the rest of the players until everyone • ENTER VEHICLE/BAIL OVT (SAFELY):
• Modify your attack (P.95)
has acted for that Round. Once every- Once per Action.
• Make Pany & Evade Rolls (P.92) • UFf OR CARRY: Once per Action.
3. Determine where you hit. if you one has acted, that Round is over, and • REPLACE/RELOAD WEAPON: Once per
did (p.102) Initiative is rolled for the next Round of Action. Note: It takes no Actions to take
• Use Human Table combat. In the event of a tie, the play- out a weapon or to throw it away-only
• Or Mecha/Roadstriker Table er with the highest (Mecha) Reflexes properly putting it back takes an Action.
goes first. If (Mecha) Reflexes are tied (Now you know why anime battlefields
4.Determine Damage (p.103)
as well, have both players roll 1 01 0, are littered with cast-away weapons!)
• PERFORM A NON-COMBAT SKILL ROLL:
the highest roll acting first. Each play-
Such as rolling Awareness when using
er's o pportunity to act in a Round Is Sensors, etc. Once per Action.
called a Tum.
--------------------------
Page 88
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Combat ~
~'
THE GAMEBOARD - ~
Facing &. Attack Arc
\Nhen you move from hex to hex, it
-
'r - A;T--J- must always enter the next hex from the
cftction of it's Facing. Facing is defined as
hlle MZ Is a roleplaying
W
the side of the hex toward which your DESIGNER'S
game, combat Is still a very character or mecha is pointed. Facing must NOTE
Important element (why be along a hex side, not along a corner
go to all of the trouble to buDd giant (See diagram below). Men or mecha may Man-to-man combat is
robots If aR you're going to do Is sit attack along the hex side that they are fac- easy to measure. Men tend
around and admire them?), and dur- ing and/or along the other two sides direct- to fight in close quarters-a
Ing combat you'll need a playing area ly connecting, to encompass the 180 hand-to-hand attack occurs
to represent the battlefield. In MZ, we degree arc in the front of them. To attack within a few feet-a ranged
have made provisions for using either units behind them, they must tum around. weapon attack within a few
a hex map (usable with counters or yards (60 feet is considered
offldal Mekton miniatures), or your by most combat experts to
living room floor (best used with fig- be the extreme range of
ures or models). If you have a lot of combat handgun accuracy).
room, we suggest the latter. After all, real life isn't like a
All ranges listed are in hexes. If target range.
you're not using a hex map, 1 hex equals Not so with Mektons.
twice the height of your average figure. Here we find giant robotic
Example: We are using 1/144 models warriors fighting with tank-
on the floor of my living room. My average sized weapons - weapons
model is 6" tal~ so a hex is 1 foot. This with ranges of literally dozens
makes ranges very long, and my combat is of miles! To show such battles
likely to spread out to the rest of my house! even using a tiny scale such
If you're using tall figures and have limited as 1 /285th (the traditional
space, make the measurement 1 hex =the microarmor wargame scale)
height of the average figure. In the example would require hex maps 20
above, my hex would now equal 6 inches. or 30 feet long! On top of
When a unit is being fired at, there is this, a scale designer also has
Scale of the Game a negative modifier to its Evade and Parry to deal with lots and lots of
There are two scales in MZ: Human rolls depending on where the attack is small humans running
Scale, in which a hex equals 1 meter, used coming from. If it is coming from the around underfoot. In order to
for all personal equipment, and Mekton unit's flank (the right rear or left rear sides) even see these participants,
Scale, in which a hex is 50 meters across. there is a -1 penalty to Evade it, and if the one is required to contract
Important: In either scale, no two units attack is coming from the rear arc (direct- the scale of operations even
may occupy the same hex. When using ly behind), there is a -2 penalty (see dia- smaller, once again conflict-
the "floor'' scale, units may touch. gram on page 90 for Parry Arcs). ing with the realistic ranges
of modern high-tech
MOVING DN THE Changing Your Facing weapons. The challenge is to
BOARD The way your mecha turns depends provide a common meeting
Uke a piece in any game, your mecha on the type (form) of mecha that it is. ground between man-sized
or character moves from hex to hex on the Humanoid mecha are very maneuverable combat action and horizon-
board. You pay for each hex mc:M!d with and agile, so their ability to tum is far supe- spanning mecha weapons.
your MoJement Allowance (MA). Your rior to their non-humanoid counterparts. Our compromise was to
MA is generated in the process of creating • HUMANOID: May expend 1 MA to design a scale in which, while
your character or building )'OUr mecha. rotate up to 3 hex sides in 1 Action. This the ranges of weapon attacks
Under normal circumstances, it costs may be perfonned as often as desired, as are somewhat compressed,
1 MA to move 1 hex. A Mekton with an long as the unit has enough MA remain- the proportions of speed and
MA of 8 can move 8 Mekton-scale hexes ing. This is also the way that people tum distance closely match those
in a tlm. When on the groood, the twe in human-scale movement of the real things.
of terrain you are aossing wil affect your • MECHABEASTS & HYBRIDS: 1 MA
mobility (see page 93, Terruln T)f'tS, for will tum them up to 2 hex sides.
more Information on terrain). Otherwise, the same as above.
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• TANK: 1 MA will allow up to 2 hex is blocking this line (one that is larger
sides, otherwise as above. Tanks also than one of the two combatants) the
have the ability to travel in reverse. It's attacker cannot see the target If LOS is
just like moving fOtWard, but the back of not available, the only way you can
the unit iis now what is moved from hex attack the target is to use an Indirect Fire
to hex. Otherwise all other rules regard- Weapon (see page 96).
ing movement apply.
• MECHAFIGHTERS: 1 MA will tum 1 Dbataclaa
hex side. Mechafighters are also subject Obstacles are things that block
to speed modifiers to their turning movement and a clear field of fire. In
radius, as listed in the sidebar. The hexes Mekton Zeta, these obstacles may cover
column is the number of hexes that must 1 or more hexes. When drawing out a
be traveled in a straight line before a 1- combat area on your mapsheet (or set-
hexside tum may be attempted. ting up your battlefield in 3D), you
ATTACK ARcs AND should always be sure to define what is
PARRYING
Vertical Movement an obstacle and what is not.
A unit may not Parry an While the gameboard is in two Characters may run through
attack coming from the rear arc. dimensions, mecha (and sometimes groups of trees or buildings, acting as if
It may only Parry attacks from the people) can move in three. This is repre- running through rough terrain. Mecha,
flank if the item used to Parry is sented by a concept called Hex Levels. however, must either blast/ram their way
on that arm. The ground's level is Hex Level Zero- through these obstacles, or go around
Example: The unit above has this goes up 50 meters, after which the them. If characters choose to climb into
a Shield on its left Arm, so it may next 50-meter stretch is called the First buildings or trees to snipe at targets, they
Parry an attack coming from the Hex Level, and so on. It takes flying will treat this movement as going
left flank, but it cannot parry an mecha 1 MA to move up or down 1 Hex up/down one or more hex Level of the
attack from the right flank. Level. Mecha with a flight MA of 8 or obstacle. In a building, each floor is 4
Attacks in the front arc may better may hover in place in the air with- meters (4 man scale hexes).
be parried with an item in either out expending an Action to do so. This
arm. effect is only available for Humanoid and Caver
Hybrid form mecha. Cover is defined as anything that
Re member: blocks line of sight. If there is an obstacle
• Flying mecha in the first hex of alti- between you and your target, you may
MA&TURNING tude or greater ignore terrain effects. not have a clear line of sight. If there is a
MECHAFIGHTER MA HEXES
8-16 ...................1 • Each hex of a ltitude counts as 1 hex question of LOS, place a straight edge
17-24 ..................2 for range purposes. So a mecha 4 between the center of the target's hex
25-32 .................. 3 hexes away and 4 hexes above in alti- and the center of the attacker's hex. If
33-40 ................. .4 tude is treated as being 8 hexes away the edge intersects an obstacle, line of
41-48 ................. .5 (for simplicity's sake). sight is properly blocked, and that unit is
49+ ................... 6 behind full cover.
How To Denote V rt;loal When a unit behind an obstacle is
M ayan llllllt not fully covered (such as a Mekton
There are several ways to do this. On standing behind a building that is half it's
"floor" style games, a stand of some sort height, or a person standing behind a
is good, with marks denoting each alti- low wall), LOS is available, but that unit
tude. Another way is to use a counter of is considered partially covered. Partial
some sort next to the mecha, with a num- cover works as follows:
ber indicating the current level (a 1~sided
die wor1<s well). You can also use stackable 1) The Referee decides just what
30 mart<ers on a hex map, including our areas of the unit are covered by
favorite, Grox BloxTM, or similar materials. the obstacle (in the example
above, the Mekton's legs are cov-
LINE OF BIGHT ered by the building).
Une of sight (LOS} can be described 2) An attack roll is made. No special
as a straight, unobstructed line between modifications are applied for the
the attacker and defender. If an obstacle cover.
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3) If the attack is a hit, and the result , BASIC COMBAT SUMMARY ~ -tt /..., 1!. ; -; Z>
on the random hit location chart
indicates an area covered by the ooner or later, your going to get •5: Apply the damage to the location
obstacle, the obstacle is hit instead
of the target. If the result on that
chart is in question (e.g. a weapon
S the enemy in your sights and try
to blow the living daylights out of
them. This requires the Attack proce-
that was hit (page 102-104).
•6: Check for knockback (page 100) or
other special effects.
result, and the target has weapons dure which we will outline here.
that are covered and some that ATTACK RoLLS
aren't), the result is always a hit on
General Attack
Whenever you make an attack,
the uncovered system. Procedure you make a die roll (called an Attack
4) If the die roll result was a miss, In almost all cases, attacks will follow Roll), and try to beat your target's
then the miss was clean, and nei- this general procedure. Some attacks Defense Roll(s). If you can overcome
ther target nor obstacle were dam- may differ from this; see Attack Actions, his defense, you will hit, and do dam-
aged. pages 95-1 00, for specific variations and age as described in Resolving Damage
tactics. (page 102). You formulate your attack
If a unit behind cover fires at an roll as follows:
opponent, it always exposes the firing •1 : Determine if target Is within attack
servo (or arm and weapon, etc.) to arc and range. (MECHA) REFLEXES +
enemy fire. It will also expose whatever •2: Attacker rolls Attack Roll; defender (PERTINENT WEAPON SKILL) +
servo or location it uses to aim at the tar- attempts to Evade and Parry. Keep WA (OF THE GIVEN WEAPON) +
get (i.e., its head, or sometimes a in mind all modifiers! 1010.
Mekton's Torso or even other servo). •3: If the attack misses, proceed to
Remember, while we are acting in order next Action/Tum. This roll may be modified by adding
of Initiative, Actions are supposed to be •4: If the attack is a success, then roll points from the character's Luck stat
occurring roughly simultaneously. In random hit location (page 1 02). and/or from the mecha's Maneuver Pool,
short, if you shoot, you expose yourself Ignore this step if the attack was a if there are any points remaining. Any
to enemy fire. called shot and was a success. points put in must be announced before
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the Attack Roll is attempted. When in FOR CHARACTERS: 1D10 + Each weapon also has a Maximum
human-scale combat use the Reflexes Reflexes+ Blade Skill +I- Range, which is the actual distance its
stat instead of Mecha Reflexes. DA of parrying item attacks can reach and still cause damage
Example: Nidc (in his AdVantage) has A Pany may be attempted once per to a target The maximum range is
a Mecha Reflexes of 7. His skill with Beam attack, as many times as incoming determined by the square of the combat
Weapons is +5, and the WA on the Turbo's attacks call for it. The Pany Roll is the range (that is, combat range x combat
main Beam Rifle is + 7. So, every time he court of last resort, for if the Pany fails, range). Thus, a weapon with a combat
attacks with that weapon, he would roll the target takes the hit for sure. range of 10 hexes would have a maxi-
7070, and add 73 (7+5+ 1= 73) Shields may parry any attack. mum range of 100 hexes.
Melee weapons and energy melee
EvADE RoLLS weapons may only parry other melee
Whenever a unit is attacked, it auto- weapons and EMWs (this Is not exdu- MAX RANGES
matically gets a chance to avoid harm. slve; an EMW can parry a melee
RANGE MAXIMUM RANGE
This is called an Evade Attempt. This weapon and vice versa).
Evade takes up no Actions, and may be Uke Evading, there is a difference 1 ...............1 (0.05km)
performed as many times as needed dur- where you can Parry. If your shield is on 2 ............... .4 (0.2km)
ing a tum, but may only be attempted your right arm you may Pany attacks 3 ........ . . . .. . . .9 (0.5km)
once per Attack. An Evade Roll is: from the entire front arc and the right 4 ...............16 (0.8km)
flank, and if your shield in on your left 5 ............. . .25 (1.3km)
FOR MECHA COMBAT: 1D10+
arm you may Parry attacks from the 6 . ..............36 (1.8km)
Mecha Reflex + Mecha Piloting
entire front arc and the left flank. 7 . ............. .49 (2.5km)
-or- When using a melee weapon to 8 .. . .. . .. . ...... 64 (3.2km)
pany, its Kills rating is treated like t he SP 9 ..... . .. . ......81 (4.1 km)
FOR HUMAN COMBAT: 1D10+
of a Shield (i.e., any attack it Parries low-
Reflexes + Dodge 1 0 ............. 100 (5.0km)
ers its Kills by one, no matter what the
15 ............225 (11.3km)
If the total of this roll is greater than damage inflicted by the attacking
20 . . ......... .400 (20.0km)
or equal to the total of the attacker's roll weapon was).
(see above) the attack fails. If t he attack- For Example: A 4-Ki/1 melee weapon
er wins, then the Evade attempt fails. may successfully parry four times before its
This roll may be modified by adding Kills drop to zero, and is destroyed. Any attack made within maximum
points from the character's Luck and/or When using an Energy Melee Weapon Range, but beyond combat range, is at
from the mecha's Maneuver Pool, if to parry, its Damage rating is treated like -4 to hit. Such long-range attacks are
there are any points remaining. Any the SP of a Shield. However, successful best made w hen you have time to aim
points put in must be announced before Parries do not reduce its Damage or Kills- first (see page 94).
the Evade Roll is attempted. There may instead, if the attack does more Damage
be negative modifiers to the Evade Roll, than the Damage of the EMw, the EMW
Maximum Attack
based on the direction from which the does not stop the attack at all (the attack Range
attack originated: breezed through the energy blade). This is the factor which ultimately
FRONT ARC: No penalty (front three determines how far you can use your
hexes) RANGE weapons to attack. Maximum attack
FLANK: -1 to roll (rear right and All mecha weapons have a listed range is determined by your sensor
left side hexes) range in 50-meter hexes, while human range; if t he referee declares that your
REAR: -2 to roll (directly rear- weapons list their ranges in meters. This sensors can't pick up the enemy, you
ward hex) range is the optimum range at which the can't fire at him. As a reminder, stan-
weapons can be effectively targeted. dard Mekton sensors have a range of
PARRY RoLLS Needless to say, any laser or a bullet can 7km (140 hexes), and backup sensors
If an attempt to Evade fails, a unit travel a lot further, and be able to hit tar- have a range of 1km (20 hexes).
may still attempt to Pany the incoming gets much further away than listed in
attack. This also costs no Actions, and their ranges (usually from 8-1 00 hexes). MODIFIERS
uses the formula below. There are two ranges for any There are two common modifiers on
FOR MECHA: 1D10 +
weapon. Combat Range is determined the dice rolls when attacking or defend-
by the weapon's listing. This is the range ing. These are the WA (Weapon
M echa Reflex+ Mecha Melee Skill+/
at which the weapon has its given WA, Accuracy) of the attacking weapon, and
DA of parrying item
and is usually betYJeen 0 (melee range) the DA (Defense Ability) of a shield or
and 2S (for same long-range missiles). weapon used to parry.
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Wasron Aaaut'IIDV Melee and EMWs use their WA as
a measure cl how likely a their OA. In a pinch, if you use another
WA is
weapon is to hit its target. This represents type of weapon (such as a machinegun)
how bulty the weapon is, how well it is to parry a melee attack, its DAis -2. MISSILE
hooked into a targeting system, and its
ability to place a shot exactly where you DAMABE TRA.VEL TIMES
aim it. For example, a machinegun would All mecha-sized weapons do dam-
ha'v'e a relatively low weapon accuracy (It It may seem a bit
age in Kills. There are 25 Hits to a single
ext:reme 'that a
relies on spraying a lot of lead to hit its tar- Kill. Kills are designed to simulate dam-
weapon with a . range
get), while a sniper rifle would ha'v'e a high age on a scale that levels buildings, not
WA, as it needs to hit on the first shot of 400 hexes can be
wounds people. You can pretty much
When in combat, the WA of your fired and reach its
assume that if a person is hit square on
targ~ in a single .
weapon will either add to, or subtract (If a with a mecha-sized weapon that he will
Action. ·As an option-
negative number) from, your Attack Roll. die. (Rather messily; see pages 102-1 04.)
c;tl rule, each . typ~ of
All mecha weapons have their
Dafan- Ability damage in Kills listed on the weapon
weapon 'may have a
The DA rating is how well you can travel time.
chart. This is how much damage is
parry with a given item. Shields with a transmitted to the unit hit by an attack
E(ea_m_We~gons:
low DA are small (covering a small por- from that particular weapon.
tion of the mecha), so you have to move R _e ach the ' target
All human scale weapons (as listed in
them farther and faster to intercept an instantly
Equipment, page 41) usually do dam-
incoming shot, or slow (being a heavy Proj~Ctil~_ Wea _Qn_sz
age in Hits, rolled with D6s or 01 Os.
slab of armor). A large shield (one with a Travel at MA 30
On your Tum, you will have one of
DA of zero) covers almost all the mecha's [1.5 km per Turn)
several choices of what to do (listed on
area, so it requires only a tiny amount of page 88). The specific rules covering Missiles & Ro_c_~~~-=-
maneuvering to be effective. these Actions are found below. Travel at MA' 40 [2 "'
· km per .-.:-urn)
-- .
, COMBAT ACTIONS ~ -tt A.- t:! ; ">;t 7 ~ 3 ;..-
,Travel time also, modi-
fies the chance to hit
MOVEMENT 3) Because leg-powered movement is
a target. For each
relatively slow, you do not suffer any
The first option is Movement. This WA penalties for a high MA in com- Turn spent travelling
covers Walking, Flying, using Jump Jets between attacker and
bat (see page 94).
and Ground Effect Systems, and When a unit is on the ground, the a MOVING target: -2.
Driving (using wheels and/or treads). type of terrain it is trying to cross will
modify its mobility. Because of this, each This may all be . .
Walking Mecha type of terrain has a Movement Cost
ignored at the
The "walking" (running, marching, Referqe•s discretion.
modifier, as listed on the chart below.
whatever) MA of any mecha depends on In reality, extreme
Normally it costs 1 MA to move 1 hex.
its weight The chart for determining · long-range attacks
If the terrain has a modifier (like x3 for
your Ground MA is listed on page 65. have many fa~ors
snow), it costs that many MA to move a
Humans have their own MA stat Using t that must be taken
single hex; to move 2 hexes in snow
intp account, not the
your legs has three advantages over dri- would cost 6 hexes of MA.
ving, skimming or flying: least of which i~ the
1) When walking/running, you may curvature of the
TERRAIN TYPE MA COST Earth! Fortunately,
move up to 1/ 2 your total MA at '
~ ....................x1 a 'n ime is held to no ""'
no Action cost at all. Therefore, you '•
(plains, grasslands, pavement. shrub- ·such restrictions. It
may run at your full MA in one bery)
Action. In other words, when run- is a~sumed t~at if
Rough ....................x2 your sen'sors can
ning, you can move your full MA (thin forest or woods, boulders, pick up the enemy,
and still get off a shot at the enemy. mountains, rubble) you can fire at him .
2) You can attempt to obtain cover Restrictive .................x3
(partial or fuR) while on the groood, (dense forest, jungle, snow, water
although the enemy may still and mud)
attempt lnclrect fire (see page 96). •
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lndlreol; Fire Mecha Melee + DA 0 + 1Dl 0) is greater AREA EFFECT DAMAGE: Damage is
What sets indirect-fire apart from a than the attacke(s Indirect Fire Attack applied from weapons with a Blast
normal attack is that it is not aimed at Roll, the defender manages to get behind Radius according to the table below.
any mecha as its target. but instead is the shield in time to put its SP between Locations are rolled on the random hit
aimed at a hex. Indirect fire can only be himself and the damage of the explosion. location chart.
perfonned with weapons which satis- DEVIATION: If the indirect fire attack Example: If a humanoid Mekton (six
fy two requirements: misses, then the explosion still has to go servos) finds itself within the Blast Radius of
1) the weapon has a Blast Radius, a~ off somewhere, right? Right To deter- a 7OK grenade attack, it will take 5 Kills to
2) the weapon must be able to be fired in mine where the new center of your Blast two randomly rolled locations.
an arc: Thus, it must be a projectile wea- Radius will be, roll 106 and consult the Note that area effect weapons may
pon, missile, or a thrown weapon such as chart below to determine which direction still be fired directly at a target; in such
a grenade. from the target hex the attack deviates. cases, a regular Attack Roll vs Defense
When an indirect fire attack Is to Roll is made. If the target is hit. it suffers
be made, the attacker must first desig- a regular hit (full damage to one loca-
nate the target hex and detennlne Its tion), while the hexes around it which
range. Range is determined by counting are within the Blast Radius are still subject
the number of hexes between the to area effect damage.
attacker and the target hex. Range For example: A D-Stalker hurls a
decides the Difficulty Number that the grenade at an AdVantage squadron. The
attacker must equal or overcome in grenade does 70 Kills and has a Blast radius
order to successfully place his attack in of 7 hexi there are three AdVantage's stand-
the target hex. ing in a row (1 in each of three adjacent
hexes). The D-Stalker throws at the middle
INDIRECT FIRE TABLE AdVantage's Torso and hitsi the middle
AdVantage takes 10 Kills to its Torso, while
DISTANCE RANGE DIFF
the other two mecha (both being within the
1-2 Hexes Point-Blank 10
3-4 Hexes 7-hex Blast Radius) take two S-Kill hits, each
Close 15
5-8 Hexes Medium to a randomly rolled location.
20
9-16 Hexes Long 25 The number rolled on the unsuc-
17-32+ Hexes Extreme 30 cessful attack is the determining factor
on how far it deviates: AREA EFFECT
MODIFIERS TO DIFFICULTY: 1-2 ......... ....1 hex DAMAGE TABLE
• Enemy is not in sight, but is in 3-5 ..... .. .....2 hexes QS~mag~ tQ LQ~S~tiQn~:
view of an ally (i.e., a spotter): +5 6-9 ............ 3 hexes
• Enemy is entirely hidden from KILLS: 1 2 3 4
10+ .......... .4 hexes 1 1
view (such as behind cover): +10 A grenade may never deviate behind 2 2
an attacking mecha. If the result indi- 3 3
cates a deviation directly behind, the 4 4
If the attacker's (Mecha) Reflexes+ grenade is dropped in the same hex as 5 5
(Mecha Melee) or Athletics Skill+ WA the attacking unit (i.e., it attacks itself)! 6 5 1
+ 1D10 roll is equal to or greater than If the deviation sends the grenade 7 5 2
the range's Difficulty, the explosion towards the attacker's flank, the 8 5 3
occurs in the target hex. Anything grenade lands on an even line with the 9 5 4
which is occupying the target hex (and attacker. 10 5 5
any surrounding hexes within the indirect 11 5 5 1
fire weapon's Blast Radius) is hit by the Arw Effllct; 12 5 5 2
blast What makes indirect fire attacks so All indirect fire weapons have a Blast 13 5 5 3
devastating is the fact that the effects of Radius rating; this number measures 14 5 5 4
overpressure, fragmentation and shock- how many hexes (beyond the hex they 15 5 5 5
waves cannot be avoided. However, if the land in) will take damage. A grenade 16 5 5 5 1
attacked mecha has a large shield (i.e., its with a Blast Radius of 1 would affect the 17 5 5 5 2
DA is zero; and the mecha hunkers down hex it lands in, and the 6 hexes around 18 5 5 5 3
19 5 5 5 4
behind the shield and prays for the best), that hex. Any mecha, scenety element
20 5 5 5 5
explosive blasts can be Parried. If the and other possible target within the Blast
defending mecha's Pany Roll (MR + Radius would then take damage.
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(less knockback). age. The attacker must have Legs.
Drops may be made from above, but hit (from a weapon the size
damage still goes t o the Torso. of a small car), quite a bit
HUMAN KNOCKBACK of force can be transferred from the
HITS EFFECT DEFENSIVE attack to the frame of the mecha.
1-2 None. When an attack of sufficient force
ACTIONS
3-4 Stagger on feet. No game hits a mecha, this is likely to cause
effect. Evade or Pany attempts (page 82) Knockback (sidebar). It should be noted
5-6 Knocked back 1 hex are not considered actions. But there is that when a unit evades, it suffers no
7-8 Knocked back 2 hexes also a hand to hand defensive action: knockback (natch), but even if it suc-
9 Knocked back 3 hexes, lose ceeds in parrying an attack, it will take
1 Action. Escape Knockback from the impact on the
10 Knocked back 4 hexes. This is effectively the only defensive shield (or whatever). However, any
Make Stun/ Shock Roll or Action you can take. To free yourself from Knockback from a parried attack Is
fall unconscious. Lose all an entanglement or other grappling always shifted one level up on the
Actions for next tum. attack, you must make a successful chart (that is, less Knockback).
Escape Roll. To keep you in his clutches, EFFECT OF LOSING ACTIONS: You
the attacker must attempt to beat you may still act on your next tum, but you
BODY TYPE ADJUSTMENTS with the following roll: will suffer a penalty as if you had already
FOR DEFENDER expended the number of Actions listed.
BOD 2: Down 2 level REFLEX (or MECHA REFLEX)+ Example: You lose 1 t4ction due to
BOD 3-4: Down 1 Level HAND-TO-HAND (or MECHA Knodcbc:Jd. Next Tum, )W can only per·
BOD 5-7: No change FIGHTING) + 1 DlO. fotm OM Action, such as mow 1/2 )W'
BOD 8-9: Up 1 Level MA or~ a single Attod.
BOD 10: Up 2 Levels You must make a roll using the same People can also take ICnoc:kback In
stats and skills; you escape if you belt comblt; they use the Humin Knoclcback
him or If the rols .-e tied. c:hlrt to the 11ft.
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Combat ~. . . _ _ _ . _ . . . . . _ ._.. '"tt /v I! ; ,
RESOLVING DAMAGE
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W
standard hit charts, like sensors and location hit redeves NO annor protec-
you wll folow one of the fol.. thrusters. The Onernatic chart causes a tion! This represents the lucky shot that
lowing procedlres: special damage result (as listed on the finds the Achilles heel of enemy's armor.
1: If the hit was a called shot, the chart), and may also cause 1/2 damage to
ARMOR AND
number of Kills the weapon causes be applied to the location most likely asso-
is subtracted from the area indicat- ciated with the special result. PRO I ECTION FROM
ed. See page 95 for the modifiers on DAMABE
called shots. Critical Hlte Combat in Mekton would be very
2: If the attack was not a called shot, Whe n an attacker's roll beats a short and very fatal without armor pro-
then you will roll on one of the hit defender's by 5 or g reater, a Critical tection. Armor, whethe r the heavy
location charts to the right. Hit has been scored on the opposing plates of metal alloys used to cover
READING THE CHARTS: Roll 1010 unit. The result of this hit is that the mecha components or the lighter bal-
and consult the chart in question. Most of attacker may choose which of the 3 listic meshes of character armor, pro-
the results will simply apply the damage of charts he rolls on: Normal, Special, or tects the wearer from taking the full
the weapon to a body location. Ho\Yever, Cinematic. If you beat the defender by amount of damage thrown at him.
there are two results that take you to 1 0 or greater, a Mega-Critical Hit has There are two important factors to
another chart Spedal and Clnematk. been scored. Wrt:h a Mega-Crit you roll remember when dealing with Mekton
The Special Hit chart has some sys- on the Random Hit Charts as normal Zeta armor: Stopping Power and
tems on it that are not available on the (unless the attack was called), but the Staged Pe netra-tion.
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SLapping Pawer
Each level d armor has its own
Stopping Power (SP). When )'OU are hit.
subtract the current SP value from the
amount d damage. The remaining dam-
age (If any) will then be subtracted from
the hit area.
Btagad Pentrt:rat:lan
Mekton armor works on the idea of
Staged Penetration. Each time armor is
hit by a single attack (of one Kill or
greater for mecha, 1 Hit or greater for
characters), it loses one point of SP.
When it reaches 0, there will be no armor
left covering the area, and no armor pro-
tection will remain.
Example: A unit has Striker armor
(3SP). It takes a 5 Kill attack. 2 points pen-
etrate the armor, and the armor protection
is ablated one point. Now the armor SP on
that location is 2SP. Even if the armor had
stopped the attack, it still would have
dropped one level. to or lower than his Stun/Shock NEEDLER$: For each "dart" that
value, the character remains awake, hits a target, that target is at -1 to his
HUMAN DAMAGE and can act normally. This roll must be Stun/Shock Roll. So a person hit with
RESULTS made at the beginning of the three needler darts would suffer a -3
Heacl character's Turn, as long as the condi- penalty to his roll.
tions that call for the roll exist. If the roll
At 0 Hits, humans are automatically comes as the result of an attack, the roll Knockout Attacks
unconscious. They may take no Actions is made instantly and only once. The infamous "karate chop" is an
except lie on the floor until they are Following is a list of cases where attack specifically designed to knock
healed to 1 or more Hits. At -2 Hits the you'll have to make a Stun/Shock Roll. characters out. When struck, t he
head is severely traumatized, and the tar- defender must make a Stun/Shock Roll
get is dead. Half Damage
If you take over 1/ 2 of your to stay conscious.
ArmiiiL..aqw In addition, any blow with a hand
remaining damage in a location in a
At 0 Hits the limb is broken and use- single attack, you must make a or club weapon may be converted into
less. It may not be used to cany equip- Stun/Shock Roll to avoid passing out. a knockout blow (requiri ng the
ment, attack or move. At -2 the limb is Example: jeff is shot in the Torso, defender to make a Stun/Shock Roll to
shattered and shredded, and will be lost where he has 6 hits remaining. He takes maintain consciousness) if the attacker
unless immediate medical attention is 4 points from the attack, so he must has paid the additional modifiers for
given. At -5, the limb is blown clean off. make a Stun/Shock Roll to avoid passing making a knockout attack (see page
out from shock. 98).
Tbrlla
At 0 Hits the torso has taken massive Drusa or SIMp Gaa
internal damage and the character is MECHA DAMAGE
Some attacks (like gas grenades or
unconscious. At -2 the target is dead. A-5, needlers) do not cause damage, but RESULTS
there is barely enough left d the Torso to rather are intended to knock out their Servo.
keep the arms and legs attached. intended victim. On the equipment list, When the Internal damage of a
Btun/Bhack Rail• these weapons do not have a damage, servo reaches 0 Kills It Is destroyed,
but instead have a listed modifier to the and can no longer function In any
Certain conditions may force a victim's Stun/Shock Roll; i.e.; a gas way. If a pilot is located in a servo that
character to make a Stun/Shock Roll to grenade with a "-1" damage requires a is reduced to 0 Kills, he must instantly
remain conscious. In these cases, he Stun/Shock Roll at -1 for the victim to attempt an emergency ejection roll or
must rol 1010. If the result Is ecpl remain conscious. be killed.
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thrusters is hit, as it has no adverse effect
so when its armor SP reaches 0, it is on the servo. For this reason the thruster
destroyed. location destroyed is rolled randomly.
Paw•r' IIi
'Nhen the Kills of a sensor reaches 0, As mentioned eartier in the construc-
they are destroyed and all of the Actions tion chapter (pg.64), there are two types
that mecha takes are at -4 (-2 if the cock- of powerp1ant: a hot, or volatile, version,
pit is a canopy type). and a cool, or annored, one. Both types
w JlD'W of powerplants use the same system for
When a weapon reaches 0 Kills it is damage, buuuuut ...
destroyed, and may no longer be used to Whenever a powerplant hit Is Indi-
attack or parry. cated on the Special Chart (there Is no
D-aade ar Wheal• other way to hit a powerplant~
At 1/2 their Kills, wheels and treads may not attempt to call a shot on one)
are inoperable but may be made to func- you must roll vs. an Explosion Save
tion if the pilot succeeds in an emer- (XS). Roll 1010, and if you roll your XS
gency Mecha Tech roll vs.15. At 0 Kills, or less, your suit instantly goes up in a
the system is destroyed and useless. fireball. You still may attempt a last-
Prapulalon S yatwna minute ejection Roll (sidebar next page).
When any mecha is designed, the
"COOL" POWERPLANT XS = 1
spaces of its propulsion system are usual-
" HOT" POWERPLANT XS = 5
ly spread between different servos. If a
propulsion system is hit, you have to If a Powerplant hit doesn't blow
know how many dMsions there are. For you up, add +1 to your XS number.
example, if you had spaces for your Example: A hot fX1Ne!Piant is hit in bat-
thrusters in both Legs and Torso, your tle. Its pilot rolls an 8, so it does not explode.
flight system is in 3 locations. However, its XS number is f)(Mf 6. If it is hit
Remember: flight systems are pro- again, a roll of 6 or less destroys the suit.
tected by the armor of the servo they are tf your mecha explodes, and there
in. If armor levels on servos are different, are other units in the six hexes directly
roll randomly for the location of the adjacent to the hex your mecha occu-
thrusters that are hit. Not having Kills, pies, they are all engulfed in a 101 0 Kills
propulsion systems are rather fragile ... explosion (for cool powerplants; hot
If you suffer a flight system hit that powerplants do 201 0 within those 6
successfully penetrates armor, one loca- hexes and 101 0 to the 10 hexes outside
tion is knocked out. It doesn't matter how those 6. This explosion works exactly like
many spaces are in the servo; if the sys- any area effect damage (see pa-ge 97).
tem is hit it is gone. The game effects are
as follows: Once you know how many Self Deetruct
servos you have your propulsion system At any time during your tum you
in, dMde your MA by that number, may decide to self-destruct your unit (a
rounding down (to a minimum value of classically anime thing to do). If you do,
1). If you get hit in a thruster area, reduce at the END of your tum the suit goes up,
your MA by that much. When the last and you must make an emergency ejec-
area is hit, all remaining MA goes as well. tion roll (or go up with it). The explosion
Example: The Armored Malco has a destroys your entire unit, and causes the
flight MA of 10. Its thrusters spit between same explosion as a powerplant hit If
thn!e locations (both Legs and Torso). By you're really lucky, the damage caused
dMding 10 by 3, I get 3.3333... which may cause a second powerplant explo-
rounds to 3. If the Malco talces a thruster hit, sion ... this time your opponent's!
It loses 3 points off of its MA, which m:luces
It to 7 (rodcet-assisted jumps). /fa S«<nd hit Caakplt: Hit:
Is scwat it Is lf!dua!d to 4 (shatter jumps), If a codcplt hit Is Indicated, the attack
and the final hit de5troys it entRiy. has hit the mecha ecactly In the pilot com-
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__________.Combat
,,
EMERGENCY
E~ECTION
REF+1010 RESULT
1-5: You are vaporized without
knowing what hit you.
6: You get to scream and feel
some pain before you go
(lucky you).
7: You get to yell the name of
partment. If the hit penetrates the a loved one, then die.
annor of the servo the cockpit is in, It
THE G-FACTOR
8: You get a small flashback
vaporizes the pilot, leaving the mecha Ever notice how mecha on many of to the happiest moment
whole but useless. The only exception to yourfavorite TV shows seem to be made of your (now) tragically
this is a hit on a canopy-type cockpit. If out of tin foil? Even a single attack often short life.
such a cockpit is hit, the canopy offers only reduces an entire suit to molten slag. We 9: You get to make a short,
2 Kills of armor (regardless of the servo's like to call this the G-Factor (if you don't heroic speech ... then
armor) protection to the pilot This 2K rat- know what we are talking about, ask us explode.
ing is only used on a direct cockpit hit. at a con and we'll be happy to enlight- 10: You have time for a long
Yes, you may attempt a last minute en you). To best simulate this, we have heroic speech and a flash-
ejection with a cockpit hit (see sidebar). included the optional "G-Factor'' Quick back (while wondering
Kill Rule. You may use this rule in your where all of the cherry
Falling Dawn game or not, as you see fit blossoms came from)
One major factor in flying mecha com- When your mecha Is on the receiv- before you die.
bat is falling. Falling occurs whenever Ing end of an attack that penetrates Its 11 : You escape with serious
you no longer have thrusters to keep armor, you must roll1010. 1fthe result wounds (1 d6 wounds to
your unit airborne (speeding over cliffs, of this die roll is greater then the num- all areas).
being thrown and other such troubles ber of remaining Kills in the servo that 12: You escape with minor
also come to mind). All mecha fall at a was hit, that servo explodes and Is wounds (1 d6/2 wounds
rate of 8 hexes per Tum. To compute destroyed. to all areas).
falling damage: "Yikes," you say, but fear not-you 13+ You escape unharmed.
1) Check the weight of the rnecha still have a chance to avoid this fate. If
with the Ram Table (page 99). This Is you wish, you may expend your Luck MODIFIERS TO THE CHART:
your base damage taken. Points to lower the dice roll. However, Cockpit in the Head . . . . . . +2
2) Add + 1 Kill for every 2 hexes you must say you are expending these Escape a Self-Destruct: . . . . +4
fallen. Apply total damage to the points (but not how many) before the Escape a Powerplant Hit . . . -2
mecha's Torso servo. die roll is made. Once the result of the Escape a Cockpit Hit . . . . . . -4
3) Roll1010 to see how you land roll is known, you may then choose No Escape Pod or Eject. Seat -6
(1= upright, 2-6= on your back, 7-10= how many points you wish to spend.
on your face). Your new facing will be But if you said you were going to
the same as when you began your fall. expend your Luck points, you must
Fallng humans see page 114. expend at least one.
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DRIVING ROLL
MODIFIERS
----- MEKTDNS
RDADSTRIKER COMBAT ~
VB.
~ -; ,
CONDITION MODIFER
Base Difficulty ............ 15+
Wet road .................+2
R same combat rules as those
used by Mektons-they are, In
effect, only smaller versions of the
RDADB I A•KERB
Sometimes (rf you're really unlucky)
Terrain obscured (smoke, big guys. However, certain special combat occurs between Mektons and
snow, fog .................+2 rules apply to Roadstrikers; smaller Roadstrikers. In such situations, woe be
Very tight tum (bootlegger tum)+2 and quicker, they can get Into situa- to the mini-mechal There is only one
Oriverwounded ............+2 tions no Mekton could ever do. On advantage to being the smaller com-
Oil, ice, other slick surface ....+3 one hand, they can engage In high- batant in a Mekton-Roadstriker fight
Under attack ..............+3 speed Mechacar chases, but on the you act faster.
Lost control previous Turn ....+5 other hand, they can really suffer at Roadstrlkers get +5 Initiative
Performing a jump ..........+5 the hands of a full-blown Mek! when fadng Mektons, and +3 to
Hydroslick ................+5 attack Mektons (they're such big tar-
ROADSTAIKEA gets). Similarly, Mektons suffer -3 to
attack Roadstrikers
FAILED DRIVING INITIATIVE But Mektons have a big advantage
ROLL RESULTS Roadstrikers being so small and in the discrepancy between their armor
quick, add +5 to their Mecha ablation rates and those of mini-mecha:
D10 RESULT Reflexes for Initiative Rolls, but only Roadstriker armor ablates In S-Hit
when in combat with Mektons. Increments, while Mekton armor
1-3 Minor Skid: Vehicle stalls ablates in 1-KIII Increments. This
out; lose one Action.
4-5 Major Skid: Vehicle ends up DRIVING ROLLS means that a Roadstriker must be able
stalled and one hex diago- While there are many mecha which to do at least 25 Hits of damage to a
nal to the direction of trav- could be described as "land vehicles" Mekton if it wants to have any effect at
el; lose one Action, and (including humanoid mecha skating on alii If less than 25 Hits are done to a
treat any collision as a ram. leg-mounted wheels, hovercraft and Mekton, the damage is simply
6-7 Spin: Roll 1 06 twice. Each even tanks), the most common form of ignored.
number represents a hex "driven" mecha is the transformable Even beyond the armor ablation
side-fi rst roll represents Roadstriker. Whether zipping around gap between the two types of mecha,
hex vehicle ends up in, sec- comers, skidding around obstacles and there is the fact that Roadstrikers are
ond represents facing of maneuvering inside buildings, the pilot often of a comparable size to greater-
vehicle. Lose one Action
of the careening mecha may be required scale melee weapons.
and treat any collisions as a
to make a Driving/Piloting Roll. This means that the smaller mecha
ram.
8+ Roll Vehicle. Roll 1 06 twice. All land vehides must contend in an inter-scale battle can be actually
Each number represents a with Driving Rolls. The base dffftculty be picked up and thrown for distance
hex side-first roll repre- any vehide's driver must equal or beat and accuracy!
sents hex vehicle ends up In order to perform a Driving/ Piloting
in, second represents facing Roll is 15. However, this roll is often Plaklna Up end Throwing
of vehicle, which is now modified by special conditions. Some of Raecletrlkerw
upside down. Take damage these conditions are listed in the sidebar In these cases, the lesser-scale mecha in
as if from a ram, lose one on the left. question is treated like a thrown weapon
Action and treat any colli- If a Driving Roll is failed, the driver for the purposes of the larger-scale
sions as another ram.
will lose control. Take the amount by mecha's target, doing damage equal to
which the roll was failed and consult the smaller-scale mecha's base Ram
the table in the sidebar to the left. Damage plus the melee Damage Bonus
For example: Rocket Russel is taking of the throwing mecha's Arm servo.
his Mechabike around a tight (+2), icy
PITCHING DAMAGE:
(+3) tum. His total Driving Difficulty is
(Roadstriker's base Ram Damage)
15 + 2 + 3 = 20. Missing his roll by 4
-plus-
points, he goes into a major skid.
(M ekton's Melee Damage Bonus, as
Unfortunately, his slcid places him smock
based on Arm servo Class)
into a brick wall.
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Pag e 106
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---------------Combat
.. "tt ~ i! ;
example: Konzoki's 3-ton Mechabike is Table), +5H for the 2 hexes the bike is You'll need these modified Ram,
snagged by a 55-ton Mekton. The Mek's thrown, +25H (that's +1K for the Knockback and Dismemberment
Mediumweight Atm con throw the bike 2 Mediumweight Atm); Konzoki's bike tokes Tables for ease of play; we thought
hexes (normal throwing range is 4 hexes,- the same damage (SOH, or 21<), reducing it we'd spare you the mathl
2 for the bike's weight), and he aims and him to paste. Oh well.
ROADSTRIKER KNOCKBACK
TABLE
HITS
S-1S
EFFECT
No effect.
IWEIGHT ADJUSTMENTS FOR
DEFENDER:
ROADSTRIKER
RAM TABLE
20-30 Roll Stun/Shock or lose 0.1-1.9 tons: M ove down
1 Action from force of table 2 points Rammer ....Target Damage
attack. (more knock- 0.1-2.9 tons ....... ..1S Hits
3S-40 Lose one Action from back).
3.0-4.9 tons ......... 20 Hits
force of attack. 2.0-3.9 tons: Move down
4S-SO Knocked down, lose 1 table 1 point S.0-6.9 tons .........2S Hits
Action. (more knock- 7.0-7.9 tons .........30 Hits
SS-60 Knocked down and back). 8.0-8.9 tons ........ .3S Hits
back 10 meters, lose 1 I 4.0-6.9 tons: Do not adjust 9.0-9.9 tons ....... . .40 Hits
Action. table. 10.0+ tons . . .. ..... .4S Hits
6S-70 Knocked down and 7.0-8.9 tons: Move up table 1
back 10 meters, lose 2 1 point (less
Actions. knockback). Add +SH per 2 hexes traveled
7S+ Knocked down and 9.0+ tons: Move up table 2 between rammer and target.
back 20 meters and lose points (less
2 Actions. knockback).
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-------- Pa~:e 107
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Combat ~ it 1v <!. ; ,
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STARSHIP COMBAT ~
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hlle Mektons and Roadstrik- Ships do not suffer any penalty for tak- • CIOS: CIDS systems are difficult to
,
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Page 108
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MOVEMENT DRIVING ROLL
COST MOD FAILURES
MACOST
Open (plains, pavement) .........x1 1-3 Minor Skid: Vehicle stalls out; lose
Rough (woods, rocks, rubble) .....x2 one Action (see diagram).
Restrictive Gungle, snow, water) .... x3 4-5 Major Skid: Vehicle ends up stalled
and one hex diagonal to the direction of
travel (see illustration); lose one Action,
and treat any collision as a ram.
CONDmON MODIFER 6-7 ~: Roll 1D6 twice. Each number
Base Difficulty .................15+ represents a hex side-first roll repre-
sents hex vehicle ends up in, second rep-
Wet road ......................+2
resents facing of vehicle. Lose one Action
FIGHTER TURN Terrain obscured (smoke, snow. fog ..+2
and treat any collisions as a ram.
RADIUS Very tight tum (like a bootlegger tum)+2 8+ Roll Vehicle: Roll 106 twice. Each
Mecha Fighter MA Hexes Driver wounded .... ..... ....... .+2 number represents a hex side-first roll
8-1 6 ..........................1 Oil, ice, other slick surface .........+3 represents hex vehicle ends up in, second
17-24 .........................2 Under attack ...................+3 represents facing of vehicle, which is now
25-32 . ....... ........... . ..... 3 upside down. Take damage as if from a
Lost control previous Tum .........+5
33-40 . ... .................... .4 ram, lose one Action and treat any colli-
41-48 ............ . ........... .5 Performing a jump ..............+5
sions as another ram.
49+ ........................ . .6 Hydroslick . ................. .. .+5
---------------------------------------------HAND-TO-HAND MAATTACK
ATTACK TABLE PENALTIES
ATTACK DAMAGE MA Penai!Y to Attack
8-16 .........................-0
0/VA) MEN MECHA
17-24 ........... ... ..........-1
• Punch, etc. 25-32 ... .... ............. ....-2
WA: +() 1D2h+ 1K+ 33-40 ........................-3
• Chop 41-48 ........................-4
WA:-2 Stun (NA) 49+ .............. ...........-5
• Jab
WA: -5 1D3h+ 2K+
ATTACK • Kick THROWING,
WA: +O 1D3h+ 2K+
MODIFIERS INDIRECT FIRE &
Condition Mod • Wheel Kick
Beyond Combat Range ..........-4 WA: -1 1D6h+ 3K+ AREA EFFECT
Man vs Roadstriker .............+3 • Crescent Kick
Man vs Mekton ............ . . ..+6 WA:-2 1D6+1 h+ 4K+ THROWING DISTANCE
Man vs Ship .................+12 • Thrust Kick WEIGHT {round u~Q MOD
Roadstriker vs Man ... . . . ........-3 WA: -3 1D6+2h+ 5K+ 1/ 4 Ton • .•...........+2 Hexes
Roadstriker vs Mekton ...........+3 • Spin Kick 1/2 Ton ..............+1 Hexes
Roadstriker vs Ship ........... ..+9 WA:-4 1D6+3h+ 6K+ 1 Ton ...............+0 Hexes
Mekton vs Man ................-6 • Bite 2 Tons ...... . ...... . .-1 Hexes
Mekton vs Roadstriker ...........-3 4 Tons ...............-2 Hexes
WA: +1 1D3h+ 4K+
Mekton vs Ship ................+6 8 Tons . ... . ... . . .. . ..-3 Hexes
• Throw INDIRECT FIRE TABLE
Ship vs Man . . ............. ...-12 WA: -1/10 *Special* *Special*
Ship vs Roadstriker ....... .......-9 DISTANCE RANGE DIFF
• Slam
Ship vs Mekton ................-6 1-2 Hexes Point-Blank 10
WA: -2/10 103+ 3K+
3-4 Hexes Close 15
• Trip/Sweep
5-8 Hexes M edium 20
WA: +1 *Special* *Special*
CALLED SHOT • Grab
9-16 Hexes Long 25
MODS 17-32+ Hexes Extreme 30
WA: -1 *Special* *Special*
location Penalty to Hit • Pin Modifiers to Difficulty:
Servo .....................-3 WA: +O *Special* *Special* • Enemy is not in sight, but is in view of
Weapon ...................-4 • Bearhug an ally (i.e. a spotter): +5
Thrusters ................. .-4 WA: -1 * Special* *Special* • Enemy is entirely hidden from view
Sensors ... . ......•........-5 • Dismember (such as behind cover): +10
Other* ........ . .... . ......-5 WA:-2 *Special* *Special*
MECHA RANDOM Flight system cuts out for 1d6 turns (1/2
HIT CHART Weapon (chosen randomly, gets armor damage to Torso).
1010 RESULT protection). S Thruster malfunction. Next Tum all you can
1 .........................Head Sensors (get armor protection). do is move your full flight MA forward, and
2-3 .......................Torso Flight System (gets armor protection). hope there is nothing in the way (Torso takes
4 .............Pod (Torso if no pod) Shield Mount (no armor protection; Shield 1/2 damage).
is severed). 6 Ammo Explosion. If the mecha has missiles or
5-6 ...............Right Side Umb
Other (random subassemblies). Servo loca- projectile weapons stored inside a servo, they
7-8 ................Left Side Umb
tion of subassembly takes 1/2 damage. go up in a fireball, destroying the servo from
9 ...........Other (Wing, Tail, etc.)
Cockpit (gets armor protection, see page the inside (roll servo randomly).
10 ............Roll on Special Chart Random weapon malfunctions for 106 Turns,
59 for Open vs. Closed). Remaining dam- 7
age goes to pilot during which time it is useless (servo housing
Cinematic Damage (roll on next chart) weapon takes 1/2 damage).
Powerplant (gets armor protection). 1/2 8 Control jam. All actions are at -2 until repaired
damage goes to Torso. (Sask repair roll vs. 15; Torso takes 1/2 dam-
HUMAN RANDOM HITS age).
CINEMATIC HIT CHART
1010 RESULT 9 Systems shutdown. Mecha useless for next
Hydraulics hit. Random limb takes 1/2 dam-
1 ...................... Head age and ceases to function. tum ( 1/2 damage to Torso).
2-4 ........... . ........ Torso Blunt Hit. Mek suffers double damage for pur- 10 Powerplant Overload. Fuses blow and mecha
5 .................. RightArm poses of determining Knockback, takes 1/2 shuts down for remainder of battle (Torso
6 ................... Left Arm damage to Torso. takes 1/2 damage).
7-8 ................. Right Leg Sensor Overload. Sensors suffer malfunction,
9-1 0 . . . . . . . . . . . . . . . . . Left Leg and suit is blinded for 1d6 turns (housing
servo takes 1/2 damage).
WE most Mekton pme mechlnlcs can be dealt with In the previous sections on combat and skills,
section covers rules specific to Referees: How to judge character advancement in skills, medical
care and heaHng of damaged characters, how to fit the rules to the style of game you want to run.
-- - - - - --
MEKTON MEDICAL . \ ""~ l- ;.. (?) ""~ ~ -'t.. ,
~ c
o matter how lucky your play- lower than his Stun/ Shock number to his relevant stat is 8. He rolls a 4, and bare-
N ers are, or how well they plan, remain awake and movtng. This roll will
eventually they are going to also be called for when under attack by
get hurt. And at such times you are any means designed to make a character
ly succeeds with an 18. The operation will
leave a nasty scar, but the pilot will live.
The successful use of Medical skill
going to need to know how long It Is fall unconscious, and may be required on automatically brings the patient's natural
going to take for the medics (or the any of the other damage charts. recovery rate (that is, points healed per
characters themselves) to put the Note: If you must make two Stun/ day) up to the level listed in the Medical
things back together again. Shock Rolls for a single attack (say an Attention Table, next page.
attack that instantly reduces your head
Haw Hurt: Ia Hurt:? to 0; you must roll one for losing half Praethetlca
For some people (the more squea- your Hits, and one for your Head droop- In mid-range Tech Levels, one has the
mish among us) it's enough to know that ing to below 1 Hit) the Stun/Shock Roll is option of replacing a destroyed limb with
a character has taken "4 Hits to his Torso at 1/2 nonnal. So a Stun/Shock of 6 is an artificial one. However, these are not
and 2 Hits to his Head." But for your play- automatically reduced to 3. the advanced limbs of a cyberpunk future;
ers who really want graphic descriptions of these are simple fake arms of wood and
the violence rendered unto them, we have RECOVERY metal (at Tech Levels 1 thru 4) or of plas-
created the Realistic Damage Table (next Nat:ural Healing tic and muscle fibers (at Tech Levels 5 thru
page); a simple way to determine just Natural healing is just That-healing 6). These limbs 'NOrk all right, but don't
what happened to the character, and without the aid of medical attention. It's mount guns, knives and other garbage.
what the game effects of that damage are. not the easiest way to heal; in fact, some (Shameless plug: If you really want this
people will actually lose Hits without kind of hardware, check out our other
Sa They Didnit: Bat: medical attention, based on Body Type. popular game, Cyberpunk®. It does the
Shot ••• To detennine how many Hits characters full metal body thing better than any
But maybe they fell 50 meters, or can recover PER DAY, cross reference other game around). However, prosthet-
dropped a hair dryer into the tub while that character's Body Type on the ics are a viable option for those who lose
they were bathing ... or maybe they were Natural Recovery Table (see next page) a limb in combat and don't want to spend
hit by a car going 120kph. These types of with the type and location of injury. the rest of their lives moving on crutches.
injuries are known as Non-Combat Injuries
and have their own tables (see next Medical Aid Regeneration Tanka
page) for determining damage. Natural healing may be all right for In games with a very high Tech Lf!Vel
NOTE: For fiNery five points the char- some people, but when your planet's (TL 7+), regeneration of lost limbs is pos-
acter beats 10 by on an Athletics roll, he being invaded by giant aliens, you don't sible. Regeneration tanks are large vats
may shift the chart 1 Level downwards. have time to heal slowly. Also, your char- that use a process similar to cloning to
Example: jeff will be hit by a car that acter may be the sort who gets wocse regrow lost limbs, organs, etc. In the
has traveled 20 meters this tum. KncNving without medical attention ... highest of technologies these tanks can
that Jeff is going to die, the Referee (kind To perform basic first aid (bandaging even be used to make a clone of a
soul that he is) allows Jeff to malce an wounds up to 5 points) you need only a deceased character, and age that clone
Athletics Roll. jeff ludcs out, and gets a total Rrst Aid skill. However, to treat more up to a point where it can be a viable PC
of 25. That shifts the damage duNn to 8, severe wounds (in the 5-1 0 Hit range) in a matter of weeks. This process
which breaks jeff's Leg (but doesn"t kill him.) you must have at least a +1 Medical skill. assumes that a recording has been made
All other medical operations are rolled as of the character's mind which is down-
Stun & Shaak a function of the severity of the in;ury loaded into the clone body upon matu-
As any paramedic will tell )'OU, com- against )'OUr Medical skill. ration. Regeneration tanks and cloning
bating the side effects of pain and blood Example: Nid< MISt mnove a large abilities are left entirely up to the Referee.
loss is half the battle in keeping a patient piea d steel from a falen c:oorude~ gut. He can use them or not as he desires. For
alive. Whenever a character gets down The Reletee decides tM optlution is a time to create a clone, or to repair cata-
to half his remaining hits In a single Dilliculty 15 (It would lkely be a 10 I Nick strophic damage, see the Regeneration/
location he must roii1D10 equal to or had proper tools). His Medical~ is .f, and Clone chart on the next page.
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('-_.:_R:.=E=F-=E=R:...:.=E=E::....:.:M:.:.E==D:.:I.:=C::..A...::UD:::...::::..;:A.....:::..;;M;..;;,;;A~G;;...;;,.E_T_'A_B_L_E_S___)
REALISTIC SHOCK OR BURN""'' FALL
DAMAGE TABLE Determine the severity of the shock OR
HEAD DAMAGE : or bum (Referee's discretion) and
1 Hit Remajnjng: Severe scalp wound.
COLLISION
consult the chart below.
Blood is flowing everywhere, includ- " M eters" is t he dista nce (in
ing into your eyes. -1 to all actions. ~No effect
human-scale) that a person fall s,
~ Skull cracked from major con- Small: l ose 1 Action from shock.
or the distance an object travels
cussion. You pass out from shock and .MinQr;. Take 1 Hit to all areas, loose (in a single Turn) to hit the char-
blood loss. 1 Action.
-1 Hits: Skull crushed and victim will be acter.
Major: Take 2 Hits to all location,
brain dead if medical attention is not
lose next Turn.
instantly received. A medical roll @1 0 is 1-3 Meters: The character rolls
~ Take 3 Hits to all locations, roll
needed to keep the character alive. with the fall/ impact. No effect.
Stun/Shock to remain awake.
-2 tlits; Skull and face totally 4-6 Meters: Wind knocked out of
destroyed. "He's pulp, Jim.'' Critical: Take 4 Hits to all locations,
roll Stun/Shock at -2 to remain you. l ose 1 Action.
TORSO DAMAGE: awake.
] Hit B~m~ining; Blood is every- Z-2 M ~t~r~: Break Arm (1-5
Right, 6-1 0 left).
where, and you are at -1 to all BODY TYPE MODIFIERS: The
actions from pain. above chart can be modified by the 1Q-] .2 M~t~[~; Break l eg (1-5
0 t:lits: Your internal organs have character's Body Type: Right, 6-10 left).
been punctured and are severely 2 .........Move up two level 1 3-15 M eters: Break Ribs (Torso
damaged. -2 to all actions, and 3-4 ........Move up one level
make a Stun/Shock Roll every turn reduced to 1 Hit) and crack skull
5-7 ............Do not move (Head reduced to 0.)
to remain conscious. 8-9 . ......Move down 1 level
-2 tlits; Severe internal damage 10 .......Move down 2 levels 16-18 Mete[s; Break Back (Torso
causes painful death. reduced to 0 Hits) and suffer
LIMB DAMAGE : Head injuries (Head at 0 Hits.).
] tlit Bemaining: Blood covers the NATURAL RECOVERY 19+ ; The impact reduces the
limb, and severe muscle/tendon TABLE body to pulp. Character dead.
damage reduces either lifting (if Arm)
INJURY BQDY TYPE:
or MA (if leg) to 1/ 2 normal. TYPE 2 3-4 S-7 8-9 10
.QJ::tits: Umb is broken and useless. All BODY TYPE MODIFIERS: The
Internal -2 -1 0 0.5 1 above chart can be modified by
actions are at -1 from the pain.
Broken the character's Body Type:
~: Umb suffers multiple breaks
and muscle damage. It's useless and Bones -2 -1 0 0.5 1 2 .........Move up two level
all actions are at -3. Mangled 3-4 . .......Move up one level
-5 Hits: The limb is blown dean off. All limbs -2 -1 0 0 0 5-7 ........ . ... Do not move
that's left is a bloody stump. Burns -1 0 1 2 3 8-9 .......Move down 1 level
Character must make Stun/Shock Roll Wounds -1 0 1 2 2 10 .......Move down 2 levels
every tum to remain conscious; all Bruises -1 0 2 3 4
actions are at -5.
MEDICAL ATTENTION
REGENERATION/CLONE CHART TABLE
INJURY BQ~YTYPE INJURY BO~Y TYPE:
TYPE 2 3-4 5-7 8-9 10 TYPE 2 3-4 S-7 8-9 10
Internal Injuries 3D 2D JD 12H 6H Internal 1 1 2 3 3
Broken Bones 2D JD 12H 6H 3H Broken
Manqled Umbs 3W . 2W JW 4D 2D Bones 0.5 0.5 1 2 2
Burns, Wounds, Bruises JD 12H 6H 3H JH Mangled
Missinq Eve, Finqers 6D 4D 2D 1D 12H limbs 0 0 0 0 0.1
Missinq Hand, Foot 12D 8D 4D 2D JD Burns 2 2 3 4 4
Missinq leq, Arm 3W 2W JW 4D 2D Wounds 2 2 3 4 4
Entire Clone 6M SM 4M 2M 1M Bruises 3 4 6 7 8
H: 1 Hour • D: 1 Day (24 hours) • W: 1 Week (7 Days) • M: 1 Month (4 Weeks)
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EXPERIENCE
REPUTATION
Another colorful rule to use in a true
anime-style game is Reputation. If your
character does something long enough,
and what he does is memorable enough,
eventually he will acquire a "rep." This increased like one as well, granting hands out of other people's clothing and
could be something good (like being a Reputation Points (RP) at the Refs discre- your Rep as hentai (perverted) will eventu-
great pilot with nerves of steel) or some- tion using the Reputation Chart. ally fade from recollection. The bad news:
thing very bad (like being a dork who 'What's so bad about that?" you Unless you keep doing new things to keep
always fouls up the mission objectives). wonder. Here's the catch. Every time your the legend going, your Rep as a major
This is a great way for the Referee to help character meets someone either new or league mechajock will also fade. Sort of
his players fit into the world better. who is not a regular acquaintance, you like real life, right?
Reputation should be treated like a
skill. It's given a name on a character's
record sheet much as a skill by the Referee
must make a roll on 101 0 to see if he
knows of your various Reputations. If the
roll is equal or less than your current Rep,
-
ANIME ABILITIES ~
(i.e., This Guy Has a Terrible Temper) and
REPUTATION CHART
the person knows all about you and will
react accordingly. Which means if you
have a planetwide rep for being a drool-
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f you are totally unfamiliar with anime , it will be very difficult to introduce you to
I all of Its concepts here. But in a nutshell, anlme is a style of art and storytelling that
have evolved in Japan, where it was discovered long ago that pen and ink could do
far more than modem spedal effects. Ever since then, Animation has been a large
part of the SF/fantasy lV and film markets In Japan. With sophisticated plots and gor-
geous art, the shows of Japan have developed a strong following over here In the states. If you are
interested in finding out more about animation, we advise checking out many of the dubs and sub-
titles of shows that are available in your local Blockbuster, or check out such magazines as V-Max,
Protoculture Addicts or Anime UK. Any one of these should be available through your local comic shop.
Mekton has, since its very inception been based on mecha-oriented anime, from the early "Shogun
Warrior'' period, up through the "Realistic" period, and out the other side to the current "Mecha Bashing"
phase that has become so popular. Over the years the anime side of Mekton has been downplayed, and
the technical side has been getting most of the attention. With the publication of Operation: Rimfire we
attempted to return Mekton to its anime roots, a move that was very successful.
With this new edition, Mekton Z, anime has become a very important part of our background. Not a
particular show, or even group of shows, but the entire range of mecha anime. It can not be stated strong-
ly enough that Mekton Z is in no way an attempt to make a realistic mecha game. Without the conven-
tions of anime to protect them, mecha are clumsy, unbalanced, inefficient, and totally outclassed by any
tank or jet. Only through the convention of an artistic medium are such machines even thinkable.
Anime is that medium.
In the worlds of anime, mecha exist because of one thing: they look cool. Mecha have more in com-
mon with superheroes than they do with jets or tanks. Anime realizes this, and makes certain allowances.
These allowances are generally set up as part of the background for the show in question. If the show has
a very heavy amount of melee combat, effective long-range weapons are often removed or made less
viable, usually through some sort of obscure techno-babble; guided missiles are often a victim of this.
As well as technology, the role of mecha themselves vary from show to show, and from universe to uni-
verse. Sometimes they are realistic war machines, working alongside other, more conventional weapons.
Other times they have taken over the role of war machine altogether. Sometimes they are very powerful;
other times a single blow with a medium-powered weapon will reduce them to slag.
So what is anime? The simplest answer is that it's just a cartoon that comes from Japan. But for our pur-
poses it's something a little more. It's a style, or in the words or Cyrano, panache! In anime a 16-year-old
kid can steal a top secret prototype weapon, be allowed to keep it, and go on to win the war for the good
guys. In anime your future wife could be on the other side, trying to kill you! It is these elements of s1yle
that separates an anime game from a game that just happens to use giant robots. This style is the core of
Mekton Z, and it is the foundation that this edition's rules are built on.
This foundation is fictional. All of the rules are therefore based on fiction, not reality. In
many cases some of the rules might not work a.s they should, or may seem to violate the
technology and reality that we know. This is done on purpose. Mekton Z is designed to sim-
ulate animation, not reality.
We like to call it Cinematk Roleplaying.
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truth is that fantasy is one of the easiest
genres to •adapt" to Meldon.
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People are created just the same.
Armor and weapons are at the lower Tech
ANI ME nlme Is not Hmlted to giant l...eYels, while "magic" can raise the ~
DEFINED
FOR THE
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PLAYER~
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PLAYING ANIME be "I've got a 10! Let me try it!" anytime Many Referees may also adjust the
Anime, like any other genre, only a strength feat is called for. The stats and difficulty level of a task if you put a little
works when everyone is into it. If the skill show the physical and skill restric- English on your attempt to act. Instead
Referee tries to run an anime game, tions on your character, and should have of, "I pick his pocket," which may be a
and all of his players are treating it like little effect on how you play your charac- difficulty 20 roll, if you say: "I press my
straight science fiction, it is unlikely ter. just because you have an Intelligence body against his in the elevator as I pre-
that anyone will enjoy the game. This of 10 doesn't mean that you're a cold, tend to trip on one of my high heels. As
section covers playing In an anlme- calculating scientist. You could be a very I steady myself I try to pick his pocket,"
style game. This is very Important smart rockergirl. The same goes for all of this might reduce the difficulty from 20
because since the PCs of a game are your other stats and skills. to 10! Good role-playing should always
the main characters, and they should- Next Never, ever, use a roll of the be rewarded. You don't have to do this,
n't be shown up by the non-players. dice when role-playing could do the job but it might be easier than relying on a
While these "guidelines" are as well. If you are trying to pick up a girl, good die roll all of the time.
designed for playing anime-type charac- don't walk up to her and say: "I make a
ters, you may discover that adapting Seduction Roll! I roll a 9; my result is a 20, Raakiaa and
them to any game may prove to so does she go home with me?" Prafaaalanala
enhance your enjoyment of the game. Roleplaying is nothing but glorified In Mekton Z there are two basic
improvisational acting, so try to push types of characters: The "Rookie"or
Rale1 nat: Roll, Playing yourself a little further. Anything like, "I template types and the "Professionals."
This time-honored saying should be tell her that her eyes are like the night sky, These are discussed in detail on page
the motto of any good RPG. The num- full of mystery and beauty. I roll a 9 on my 32, but we will readdress them here,
bers on your character sheet are there for Seduction skill. Do I get a positive from an anime (rather than a system)
the system, not for you to fall back on response?" is fine. These aren't the viewpoint.
instead of "acting." You may have a high Oscars, but putting a little life into your The "professional" is the more typical
Body Type, but that doesn't mean that performance helps both the other players RPG player character, with a focus on
the first thing out of your mouth should and the Referee enjoy the game more. sklls and abilty. In an anime game, how·
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ever, the professional serves a much high- ond thought Just about any character Bhart 1 Dark and
er function. There are examples of .,pro- under 18 in any anime you have ever Neurotic-the Anima
fessionals" in any anime mecha show. seen fits into a template category. With
They are the older, experienced charac- these characters, style and attitude is Hera
ters who act as mentors to the young everything. Mer all, what you lack in Another important difference in tra-
hero and his friends. Such examples experience you make up for in talent. ditional Japanese fiction is the nature of
would include Roy Fokker in Maaoss, the ideal Japanese hero. In almost all
Char Aznable in Zeta Gundam, and Stick ..Japaneee Peyche and mecha-oriented anime shows, the
Bernard in Mospeada. They are profes- the Melodramatic "hero" is anything but heroic. He is usu-
sional soldiers who have "been there" Tradition ally short, weak, none too stable, and a
before and who often serve to pull the One of the hallmarks of anime is the real pain to work with. In short, he is
hero's rear end out of the fire. They also melodramatic nature of the characters. It what we would call a "flawed" hero. In
have a nasty habit of dying mid-season to may seem crazy (to American viewers) the eyes of the japanese, however, he is
give the show an added boost in angst that a girl would throw herself in front of anything but flawed; he is the "ideal"
and ratings. In other words, because they a shot aimed at her boyfriend (that he hero. Their heroic tradition is very dif-
are old (compared to the 16 year olds!) could likely dodge!) and get herself ferent than the Western one. In japan, if
they are often considered expendable by killed. To American audience.s that would you start out strong, wise, self-assured
the writers of anime shows. Hopefully, seem like suicide, but to the eyes of the and powerful you have an unfair advan-
your referee isn't going to kill you off just japanese, it's high drama. tage: it's easy for you to save the world!
to boost the enjoyment of his game (at The Japanese have a saying: "Duty is However, if you grow from someone
least we don't condone such action), but heavier than a mountain, but death is who is weak, confused, angst-ridden
if you play a Professional character, you lighter than a feather," which is to say and helpless into a person capable of
do have one important responsibility. As that death, once duty is finished, can saving the world, it's much more hero-
the "pro" of the group, you are the first come as a welcome relief. While not all ic. This is why older characters of great
in harm's way. The kids need protection, Japanese attend this philosophy, it is very skill and daring almost always take a
and you're the one to do it You laugh at common in their fiction, and anime is back seat to the younger kids-because
danger, simply because you've been just another name for fiction in Japan. the "supermen" have an unfair advan-
there so many times ... This is why dozens of promising charac- tage.
Rookie characters are the typical, ters always seem to throw their lives So it seems that anime, if nothing
run-of-the-mill anime heroes: young, away- they would rather die than con- else, is the triumph of the Everyman. This
brash, headstrong and determined, the tinue under the everyday burdens they is why, in Mekton Zeta, we put such
stuff legends are made of. If you're play- face (not to mention the fact that it adds heavy influence on roleplaying above
ing a template character, you know yet more pathos to the show). So stats and dice rolling. It's not your char-
you're invincible. Ufe is your adventure, remember, in anime, if it's worth fighting acter's "power level" that makes him
and you haven't even given death a sec- for, it's worth dying for. interesting, it's how you play the game.
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The Light voice is on the opposite can reach -S wotl1ds in chest and head the Medkm voice tends to be the most
end of the scale; it's Love Boat in space. before they die. comfortable for both Referee and play-
The good guys dress in shining white Example: Golan & Dai11J9!P 1S ers. It is rare that a story or game will be
and the evil guys are horrible monsters (aka the two .rvo~tron• shows), Tench# completely dark (or light) but it is not
that are bent on irrational conquest If Muyo, G-Gundam. unheard of; Cyberpunlc® and Teenagers
any death occurs, it's a shock and a hor- The Medium voice is where most from Outer s~ being possible exam-
ror. Sure, bad guys can die, but the modem mecha shows fall, and where ples of both ends of the spectrum.
death of a good guy is a tragic event; (by default) most campaigns will head. When choosing the tone for your cam-
expect lots of tears, an impressive funer- There are periods of intense (and often paign, keep in mind the personalities
al scene and a monument to the fallen deadly) action, punctuated by times of and motivations of your players. If they
brave warrior. In its ultimate extreme, the rest, real life, and even some comedy like Cyberpunk®, they might enjoy a
Light voice falls into comedy and parody. relief. Serious tone much more than a Light
If you want to try a light cam- Examples: Gundam, Macross, one. However, if your players are
paign, here is a rules modification you Mospeada, Orguss. Teenagers from Outer Space® veterans,
may want to try: All ejections are auto- Most campaigns will settle some- they will probably prefer a Lighter
matically successful, and characters where in between the two extremes- touch.
- - - - --
GETTING
-----------.
CAST & CREW !\
GROUPS TOGETHER enough to stop the alien invaders. up in a resistance movement to defend
One of the more difficult decisions Ufe in the military varies from show their home.
when putting together a Melcton Zeto to show. Generally, the military in • The characters are civilians or mili-
campaign Is just what role the PCs as a anime is much like the Federation in tary who are fighting a losing war or are
whole are going to play In the cam- Star Trek- it's "military lite." There is a retreating from their world in search of a
paign. Below are just a few of the command structure, people get to wear new place to live.
potential possibilities for player char- neat uniforms and live in a ship/base,
acter groups in the anlme world. but the strict hierarchies and disciplines • VIVA LA REVOLU1JON: If the charac-
found in today's military are pretty ters are part of a pseudo-military rebel-
• RANK-OUTS: A common choice in much absent The worst punishment lion (such as is seen in Star Wa11), there
Anime, the military provides enough one can get is a stint in the brig or are several options. The decimated ranks
structure to keep players in line and being "disciplined" (i.e., punched of the PCs' military may be filled out with
enough support to keep their mecha across the room) by a superior officer. civilian volunteers, in which case it would
on-line. If the characters are all in the Playing it a little more strictly involves then be up to them to come up with a
military when the show starts, there things such as personal accountability last-minute plan to defeat the enemy, or
are several options: They may have just for one's actions, and disobeying an to protect evacuation ships from enemy
finished basic training {probably order can land you in the brig (or lead attack as they retreat Listed below are
ranked as ensigns or lieutenants) and to a court-martial or getting shot). some of the variations on this theme that
most likely haven't even seen combat The convenient thing about the have been seen in anime.
yet-be sure to throw in lots of hazing players being in the military is they do • The PCs are ex-military who get
from senior pilots to make the new not have to worry about repairing or caught up in a rebellion against the
recruits feel at home! At the other end resupplying their mecha or their own conquerors.
of the scale, the players could be com- personal supplies. The military supplies • The PCs are civilians who get
bat-scarred aces, waiting for some new eveything the players will need to main- caught up in a rebellion.
action. Another option is for the play- tain combat reaclness, including the • The PCs are part of a rebel organi-
ers to be civilians; they would probably occasional prototype mecha. Usted zation seeking freedom or attempting
get drafted into the military because below are some of the variations on this to overthrow the government.
mecha were developed after the first theme that are commonly seen in • The PCs are a resistat w::e 1'1'l0\181lerlt
wave of invasion (when all the real anine. attempti 19 to stage a ~ against a
pilots were killed flying jets or driYing • The PCs are milmry personnel fight- repressive or ilegitinate goyemment (one
tanks). Such a group could also ing the enemy. d the charadas may be the rightful ruler).
become irwolved with the ..-.ry • The PCs a clvlllns who are drafted • The PCs are civilians living in a police
after one of the PCs (or one fl h or who join the nlgUIIr ..-.y to fight state trying to find out and expose the
NPCs they know) his JIMt lit.:• II d/ the...-ny. truth.
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• WARTIME BLUES: One of the big mes- nologically augmented to be superior sol- Of course, no one said that the play-
sages in anime is ''War is Hell." No matter diers. They are serving in the military dur-ers had to be the cops; mecha-assisted
how lighthearted the show is, there is ing a war, or have gotten tired of being crime can be very lucrative. If the players
always at least one incident that brings weapons of destruction and are running have consciences that nag them about
this message home to the characters- from the regular military. stealing, throw in a Robin Hood angle-
the violent death of a friend, the destruc- • The PCs are a special ops group who they're stealing from wealthy oppressors
tion of their home, etc. In fact, some are hunting down rogue soldiers after and giving to the deserving poor (which
shows are legendary for the fact that half the end of a war. may just be the players). Listed below are
the characters die horribly by the end of some variations on this theme that have
the series. However, don't let your show • TAKE A BITE OUT OF CRIME: Not all been seen in anime.
get too caught up in the war aspect of mecha shows have a war as their back- • The PCs are a special team fighting a
the story-the basis for all good stories in ground. With a little creativity, mecha can world-wide/space-wide crime group.
anime is not the politics, nor the cool appear in just about any storyline you can • The PCs are a special team fighting
mecha-of-the-week, but the PCs and imagine. Stories about police and spies terrorists or a group that is trying to
how they interact and develop over the are quite popular, and it wouldn't take too overthrow the government.
course of the series. Usted below are much effort to create a plot that is basi- • The PCs are civilians who take the law
some variations on this theme that have cally Hill Street Blues or james Bond with into their own hands and fight crime.
been seen in anime. mecha-just make sure that the mecha • The PCs are a special police unit who
• The PCs are civilians who get draft- concept fits with the storyline, and that investigate mecha-related crime.
ed into the regular army (perhaps due to the Tech Levels are believable. The police • The PCs are a special police unit
special skills they posses) to fight in a in our anime-warped version of Hill Street fighting serious crime or terrorists.
war. Blues probably wouldn't be running • The PCs are escaped prisoners seeking
• The PCs are mercenaries-for-hire. around in 20 meter rnecha armed with justice or retribution if they were wrong-
• The PCs are test pilots in the military. plasma cannons; Roadstriker-scale rnecha fuly imprisoned, or vengeance on their
• The PCs (or one c:l the characters) with machineguns or powered annor jailers if rightfuly imprisoned.
have been genetically engineered or tech- would be much more believable. • The PCs are aiminals, amateur or pro.
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than starring roles. In such cases the focus lmost all of the non-player char- • Relatives usually have a vested
of the story is the characters, and the
mecha are just set decoration. These
shows usually involve elements of explo-
A acters (NPCs) that players interest in keeping the PC alive. If the PC
encounter In your campaigns dies, not only will the NPC lose a family
will fall into one of three categories: member, but they are also likely to catch
ration, rescue, comedy or superheroics. Friends, Enemies, or Neutral. Some of hell from the rest of the family: ''What do
Below are some variations on this theme these people will be from the charac- you mean you thought it would be okay
that have been seen in anime. ters' bad<grounds while others will be to let Kerri fight the Vorgon hordesll??l"
• The PCs are nobility or part of an elite picked up as the game goes along. No The most annoying thing about Relatives
organization. matter where the NPC comes from, who are NPC Friends is that (especially if
• The PCs are part of a group fighting what role he plays In your campaign, they are older relatives) they are always
for survival in a hostile world. or how long he Is going to be Involved doing things for "your (PC's) own
• The PCs are civilians who build mecha with the plot. each should have a dis- good." And it's always a drag trying to
as a hobby for use in sporting events. tinct personality. Try to avoid the "face- save the free world (not to mention hard
• The PCs inherited mecha from family less source of Information" NPC that to get a date) with your older brother
members and are seeking revenge for the often aops up In roleplaytng. This Is hanging around.
murder of said family members. anlme; make It colorful! For each NPC A good example of a Relative Friend
• The PCs have invented mecha that you should at least rol on the physi- is Racer Xfrom the old Speed Racer show.
evetyOne wants to steal and use for mili- cal/personality section of the Ufepath How many times did old X save Speed's
tary or evil purposes. (page 23) for a bask desatpdon. bescarfed neck?
• The PCs 'NOli< for (or are) a c~ • A lover is a double-edged sword
tion, taking on "business" ptoblems: ~ NPC TYPES: Fr._ICt. to have as an aly. The fringe benefits are
men or insuance investigators harding Friends come in ftYe basic types: admittedly pretty good (those long
mecha-related cases, reporters COYering Relatives, Lovers, Malton, Alles, and nights sure do get lonely in space) but a
dangerous stories (natural disasters, eo> Partners. The exact nature d the rela- Lover is perhaps the greatest weak spot a
logical crises, brushfire wars), or extradion tionship is left up to the Referee and play- character can have. If one d your PCs
teams caning out industrial espionage. er, but most should be self-eWtel d. For has an active IoYer in the game, he or she
• The PCs are specialy trained emer- example, there is no saying yow wire Is at yow mercy. What red-blooded
gency-response experts, who conduct res- couldn't be I ~ pMner, and tfu anime character wouldn't risk his neck to
cue and disaster control operatiol as. fll the LcMr and,.... rale. SIYe his girtfriend1 The old lddnlp ploy is
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a great W1fY to motivate characters, but
don't CM!fdo itl After a while evet)f1I'Je
gets tired of it. SOME TYPICAL ANIME NPCS
Going back to Speed Racer (how nos- • THE YILLAIN: Every anime show has at least one Villain, a guy (or
talgic!), Trixie is a classic example of a gal) who exists for the sole purpose of making the hero's lives miser-
lover/Friend (~ come on, surely you able. Anime Villains are, however, a more interesting life-form than
didn't think they were just friends?). She's your average lV baddie. In most cases they are almost mirrors of the
always there to bail Speed out, but when hero- intelligent, good looking, and quite witty. A good Villain can pro-
she isn't saving him, he's saving her! vide possible love interests for your players, change allegiances at cru-
• The Ment or is a classic anime cial times, or even turn out to be a good guy in disguise.
type. He is a person that the PC looks up • THE GIRLFRIEND/ BOYFRIEND: Each week this character provides
to and, to a certain extent, hero wor- the Villain with someone to torment, kidnap, or just plain hassle. Prone
ships. The Mentor is always there with a to breaking off the relationship at weird moments, investigating things
piece of advice, words of encourage- she/he has no business investigating, and getting romantically
ment, or perhaps a technical invention to involved with the Villain, the Girlfriend/Boyfriend is a constant source
save the day! While respected by the PC, of surprises for the PCs.
there is often not a great deal of emo- • THE BUDDY: Everyone needs one good friend who will back you up
tional attachment between the NPC and no matter what. The Buddy is usually someone who can't help falling
the PC. This friendship, w hile important, into the wrong place at the right time, going after the same guy/gal
usually isn't as deep or as critical to the you want to date, giving you a hard time when you screw up, etc., but
player as others might be. The M entor is the Buddy is always there when you need him/ her and is willing to lay
a good way to introduce information or down his/her life when the chips hit the fan.
new equipment to the player. In most of • THE BRilliANT SCIENTIST: In most adventures, this is the character
the early "Shogun Warriors" type of that designed/developed the technology used by the characters.
anime, the Mentor was always the inven- Usually brilliant but eccentric, the scientist is constantly engaging in
tor of the robot. dangerous experiments or being kidnapped by villains after his secrets.
• Allies are NP's whose friendship • THE COMBAT ACE: The heroic guy all the characters look up to, and
comes as part of the plot. They are on the one who helped train the heroes. He's the one who rides to the res-
the same side in the war, team members, cue when the chips are really down. Traditionally, the Combat Ace
or business associates of the player. The always seem s to buy it about halfway through the story (allowing the
friendship isn't emotional at all, and is hero to take the "limelight" of the show).
t he result of pract icality. You simply • THE HEROIC LEADER: A variation of the Combat Ace, the Heroic
watch your ally's back, and he'll watch Leader doesn't have to fly a mecha to command respect. With steely
yours. While allies will try to help players gaze and visionary ideals, his troops know he is the person to follow.
out, it's rare that o ne will put his life on His soldiers are willing to go to any lengths under his command, even
the line for a PC. just about anyone on to Hades and back, knowing that he will get them out.
the same side as the player falls into this • COM EDY RELIEF: Usually comes in the form of an animal, children,
category. or a small robot. This character exists for the purpose of providing
• Partners are close associates, laughs and a break in the tension of dramatic moments. For some rea-
halfway between simple Allies and son, this character is always stumbling across the plots of the villains
Family. They are the long-term friends of and informing the heroes in time to avert the catastrophe. At all other
the PC, and people who consider the life tim es he enjoys harassing any PC he can find, especially if that PC is
of the PC to be at least as important as trying to catch a romantic moment alone with his girlfriend.
their own. Partners (also called Close, or • THE TRAGIC ORPHAN: A small child who lost his/ her parents during
Best, Friends) are the types of friends that the war, and the local paternal/ maternal character decided that the
the Ufepath supplies: willing to stand by child was best protected by dragging him/her right into the middle of
the PC no matter what. Partners stick the warzone (hey, we don't understand it either, but it's true)!
with PCs in times of trouble and share • THE EXOTIC LOVE INTEREST: Something more than the average
the limelight in tim es of glory. run of the mill boy/girlfriend, the Exotic Lover is the perso n a PC can't
Depending on the indMdual, Partners resist. They are always incredibly sexy, wise, loving ... and usually (a)
might even be wiling to sacrifice their one of the Villain's henchmen, (b) an alien in human form, most often
own lives to protect the player. from the other side, (c) the Villain's sister or girlfriend, or (d) doomed
Fa in Zeta Gundam Is a good exam- with a horrible curse like telepathy or brain cancer.
ple d a Close Friend, always at Camille's
side, through thick and thin.
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NPC TV'Jia81 ••till• Luke if Darth Vader hadn't been his AnaYel Gato in Gcnbn 0083, who will-
Enemies are the cream cl the NPC father). ingly died for his cause, eYef'l though he
crop in Mekton. They're also a great • Personal enemies have a good knew it was doomed.
way for the Referee to strut his stuff. reason to hate the PC. Some past • Clra~mstantlal enemies are
Ani me villains are always memorable, so wrong (real or imagined) can tum a exactly the same as Allies, except their
you must put some thought and WC>It normal person into a mortal enemy; the beftefs or profession put them at odds
into their personalities (see box on page classic example is in Zeta Gundom, with the PC. A Circumstantial enemy
131 for more info). Remember the sec- where jerrid kills Camille's mother, mak- will try to kill a PC if it's his job to do it
ond rule of anime: It's Always Personal. ing him Camille's personal enemy. Later (after all, it's the old '"him or me" situa-
Enemies come in four types: Relatives, Camille kills jerrid's girlfriend, repaying tion), but for the most part the
Personal, Ideological, and Circum- the debt and insuring that jerrid hates Circumstantial enemy isn't gunning for
stantial. As with Friends, you should him as much as he hates jerridl Personal the PC. He might have no interest at all
have at least a sketch of the villain's per- enemies usually fight to the death, in the PC other than the fact that the PC
sonality when you introduce him. ensuring that the end of the show is is on the other side. Circumstantial ene-
• Relatives have a very personal properly dramatic. mies are best used to introduce a char-
reason to hate the player. After all, who • Ideological enemies can be just acter that will play a bigger part in the
knows you better than the people who as fanatical as a personal enemy, but in a story later on; a classic situation in
watched you grow up? A relative who much more obnoxious way. They are anime is that a Circumstantial enemy
hates you is bound to have a specific certain that what they know is right and (who is not in uniform) finds a PC (also
reason for it-a Relative enemy is are willing to kill anyone who doesn't not in uniform) and either becomes her
among the most passionate of enemies think so. Once an enemy has been friend or falls in love with her.
you can have. Having a grudge against made into such a fanatic, the outcome is Circumstantial enemies may also evolve
the PC, they are bound and deter- inevitable: Either he or his enemy must into Personal enemies over the course
mined to carry it out. However, in the die. In the world of anime such ideolog- of a series (if you fight someone long
end, blood ties can usually save the PC ical differences are rarely "worked out." enough, you're bound to leam to hate
(think what would have happened to An example of an Ideological enemy is them).
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t may seem that running an anlme-
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Innocent sex goes Into the mix too,
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RULE 12:
stories have a very rigid structure, ble well-known pop singers (females), Think Eplaodlc
with a beginning, development, ell- because our producer knows that a lit- Anime is television. Even when it's
max and conclusion. That's right- tle titillation never hurts. in the movie theater.
they end. Keeping this structure Is crit- Our producer also knows the tech- Because of this, anime is an
ical to any anlme game. However, the nical side can't be neglected; mecha episodic medium, with each episode
same structure that makes a game should look cool and do nifty and sci- containing as many elements as possi-
truly anlme may well make It no fun entifically plausible (or at least excus- ble to make it a success (our producer
for the players. After all, who would able) things to attract the science fic- knows that if you tune into his show
play the skilled mentor knowing he tion fans, especially the older ones. for the first time and the episode's a
dies in episode 18? To help you with And last, he has to keep everything as dog, you won't tune in for his next
this problem, following are a few "no- high speed and kinetically active as an really good one). Translating this into
fail" ground rules for adding anime MTV video, using frenetically paced your Mekton Zeta games, you too
structure to your game, giving it a plots, rock and roll soundtracks, com- should aim to make each game its
focus, and yet allowing your charac- plex camera angles and special effects, own really great "episode" as part of
ters to feel in control of their actions. so that he doesn't lose an audience the larger "show" you're producing.
jaded by too many videogames and As such, your episodes should have all
RULE # 1: action movies. Finally, he rounds this of the elements you plan to have
Think Like a all out by licensing models, candy, T- throughout your series: combat,
..Japanese TV shirts, posters and so on, so the view- romance, intrigue, new mecha and
Producer ers can get their hands on a physical fast action.
representation of the show they so
It sounds a bit silly, but it works. love to watch. RULE #3:
Real anime shows are always struc- So how does this all apply to you, Think Soap Opera
tured within a very specific type of the Mekton Zeta Referee? Interestingly Question: Why do people of all
media: half-hour to one hour television enough, it turns out that your players sexes, races and nationalities watch
shows with an upwardly mobile, well- are probably very much like the origi- soap operas? Answer: Because it's fun
educated, young adult audience in nal audience the typical producer at to get involved vicariously in the lives
mind. Even the relatively recent phe- NHK, Nippon Sunrise or Gainax was of other people, especially if you have
nomenon of Original Video Animation trying to reach when he came up with to come back each week to see how
(OVA) tapes tend to follow this struc- his TV series (except that they proba- their predicaments will turn out. Our
ture, breaking most tapes into conve- bly aren't japanese). By following the hypothetical producer knows this, and
nient half hour segments with opening same mix that your hypothetical pro- that's why so many anime shows have
and closing sequences. ducer does, you should always makes plots that rival General Hospital for
In that half hour, an anime pro- sure that each "episode" of your pathos, anguish and emotion.
ducer must cram as much in as his ani- games has some serious combat, some In your Zeta episodes, you should
mation budget will allow, while still intense interpersonal action, a few make sure to use this important ele-
targeting his show for as many viewers sexy and utterly cool NPCs (as friends, ment of human nature to your advan-
as possible. He has to make sure to get allies or enemies), at least one new tage. Don't neglect the interpersonal
in the requisite amount of combat and mecha to play with, and a breakneck stuff-the vendettas, friendships, love
adventure for a typical battle-hungry pace complete with a rock and roll affairs, betrayals and tragic events.
male audience. He has to get enough "soundtrack" of your favorite tunes Make sure you fit a few soap opera ele-
interpersonal soap opera-romance, and as many props (in the form of ments into each episode for your play-
vengeance and politics-to keep the character drawings, maps and mod- ers, making them the vicarious viewers
female audience coming back week els) as you can possibly throw on your of a show starring the characters they
after week for the next revelation (not gaming table. created. And don't forget to leave
to mention more than a few males And then you'll know what that some of those plots unresolved, so they
who secretly like the soap opera just as Japanese producer knows: that if you have to come back next week to see
much as the ladies). A bit of relatively make something interesting enough how the cliffhanger ends.
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BU' E 14: eventually get them to stumble over
what they have to do, and save your
Bet: • lla.l •nd plot at the same time. As a last resort,
Knaw When Ta while it's best if the players accomplish
Beach It: the goal, it's acceptable to have an
Our anime producer also knows NPC save the day if they don't
one rule that you probably haven't Example: It's six hours into my
thought of yet: You am get too much of game, and the PCs have decided to
a good thing. Plots taken too far "vacation" on the base, taking advan-
become hackneyed; characters tage of the R&R. They have ignored pos-
onstage too long get stale. He's sible opportunities to get involved with
learned to set an end goal for his the espionage going on. Getting desper-
series; a place where it's headed, plot- ate, I have one of the single characters in
wise, and where it will end when it the group bump into an attractive
gets there-even if it's tops in the rat- female technician; she spills her papers
ings at the time. all over the place. He helps her pick them
In anime, it's not the trip that up, and she takes a liking to him and
counts, it's the destination. When you asks him out to dinner. Now my spy is a
start a game, you should have a good PC's love interest!
idea where it is going to lead. In terms Even if it's in a roundabout way,
of an anime story, the conclusion is the you should always nudge events to
high point of the story ... the grand cli- achieve your goal for the episode; if
max. There isn't a Referee out there the players throw you a loop, you
who hasn't regretted running his cam- should be ready to bounce back. In
paign just a few games too long. the above example, our spy is now a
To help with this idea, there are love interest, and a two-dimensional
two different types of "goals" to have "prop" character must now become a
in anime: the Episode Goal, or what much more important element in the
must occur in order to advance the story; I therefore decide to throw
plot; and the Series Goal, or what all of some pathos in.
the action is leading too. Example: It seems that the spy has
really fallen in love with the PC and tells
• Episode Goals him about the secret weapon, trying to
Each time you sit down to run an convince him to flee with her to neutral
episode you should have some idea South America, where both of them can
where the action is going to go. be free of the war.
Example: It's the twelfth episode of By this point the characters should
my "WWIII" game, and the players are know the situation ... but in a worst-
on their way to the American moonbase. case scenario the PC keeps the infor-
This episode will have a lot of talking and mation to himself and decides to leave!
politics, so I decide to put a little spice At this point the Referee would really
into the mix. On the base is a spy, and have to work hard!
this spy is carrying information about a Example: As the PC and his lover are
new Chinese super-weapon being built in boarding the shuttle to leave, the
orbit. I want my players to find this spy authorities on the base figure out who
and get the information. the spy was and arrest her (right at the
Once you have a rough idea what flight pad). Unwilling to risk her lover's
you feel your characters absolutely life, our spy confesses all and tells the PC
must accomplish, you can let them go she still loves him.
their merry way and wreak havoc-just Now my episode goal is achieved:
keep in mind that there is something the players have the information they
in particular that the characters must need, and I can begin planning my
accomplish during this gamel By gen- next episode. This wasn't the best solu-
tly-gentlyl--plldng the goal In front tion I could have worked out, but now
of them CM!I' lnd ave~ again, you can my plot can progress.
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ALGOL ~
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he solar system of Algol Is located discovered. Between the orbits of Algol brown, Pikk seems pale yellow, Desha is
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use of modem technology (see below), after the establshment of the Empire's the planet's land-mass would be either
but this has caused a severe shift in the Algolian colony, It was destroyed by an covered with glacial ice or uninhabitable
weather patterns. It is not uncommon for Aggendi attack and the surviving humans due to intense cold. The ice had already
a hurricane-force storm to pop up with scattered across the surface of the hostile cracked open the arcology-cities of Keor
little warning, do its damage, and vanish planet Eventually the surviving humans and lllyria in Elara, and the fertile fields
as quickly as it came. Despite the storms, banded together into four basic national- surrounding Kardak were now only use-
the best weather is still found in the ities: the Elarans in the north, the Kargans ful for ice skating.
Archipelago, which is warm and pleasant in the south, the Ettarrons in the islands of Into this gloom and hopelessness
During these times the Archipelago is a the Archipelago and the Murians clinging came Korax, a young Kargan nobleman
literal tropical paradise (with a hurricane to the original colony site. with ambitions of power. He ascended
waiting around the comer). As the centuries passed, the humans the throne with the help of a stranger, a
The wildlife of Algol is the greatest dawed their way back up from stone- man named Arkon Verian. Verian was a
threat to individual safety. The fauna of age technology. With the nature of the Murian-probably a renegade or crimi-
Algol is either derived from stock brought local life-forms, most humans found it a nal-who sought to help Korax conquer
from the original colonists Oike dogs, cats, full-time job to simply survive, so the the world. Two years after his ascension,
and horses) or native life-forms. The reinvention of technology took longer Korax led Kargan troops in an invasion of
native forms tend to run toward huge than it might have otherwise. Two thou- the Archipelago. This started a full scale-
mammalian and reptilian types. Some of sand years after the landing, the Kargans war as the Elarans responded. At first the
the more extreme types of local wildlife and Elarans reencountered each other on Kargans had a decided advantage: Arkon
are even capable of focusing bio-electric- maritime voyages. Happy to find that Verian was providing Murian technology
ity or organic acids as part of their offen- there were other humans remaining, to Korax, technology that the Elarans
sive armament. Easily capable of killing a both sides established friendly relations could not counter.
well armed and armored man, the local and the year they met was marked as One such item of technology was
wild life is the reason for the "clustering" Algol Year 0, the beginning of a new age. the " Mekton", a humanoid war machine
of human society on Algol. that could destroy any force sent against
The Great Ice Age
ALGDLIAN HISTORY·- ~
In AY 1000 relations between Karga
and Elara became downright hostile.
it. With the Mekton at its disposal, Karga
marched across the planet, essentially
unopposed. This period of Kargan dom-
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7 A :J .!t"" t A .,. IJ - There is no record as to why relations
(which had remained fine for a millenni-
ination was the Mekton War.
T
he history of the planet Algol um) suddenly took a turn for the worse.
spans over 3500 years, and as But it is an interesting historical note that Archipelago War
such can only be touched upon AY 800 marks the rediscovery of t he leg- Only one man outside Muria was a
briefly here. In the upcoming book endary island of Muria-an island sepa- threat to Arkon Verian-Dr. Tallisar
Algol: 1530, much of the history here rated from the outside world by an Alexandar, also known as "Dr. Tal." Tal
will be gone over in detail, and more impenetrable force-field. had also come from Muria, but he
extensive information given. By AY 1400 Karga and Elara were went to the Elarans and provided them
bitter enemies, the centuries of peaceful with advice and limited technology to
The Landing trade long forgotten. To make matters counter the threat posed by the
Mankind first came to Algol in the worse, in 1420 the Great Ice Age began. Arkon/Korax alliance. When Mektons
year -2000 AY (or 2000 years before the For decades the harsh Algolian win- appeared on the field, Tal realized that
Algolian calendar was formalized.) These ters had g rown progressively worse. without t heir own humanoid mecha
original settlers were fleeing something After years of study, the scientists came Elara would fall. Organizing a sneak
called the Empire. The reasons are to the startling conclusion that the plan- attack on Arkon's private factory, Dr. Tal
unclear, but at least one deciding factor et was entering an ice age. Over the next led the team t hat stole the HeadHunter
seemed to be that the Empire at the time few hundred years the ice on the poles (the latest Kargan prototype), and
was involved in a war with the Aggendi, would expand, and the continents of made it Elara's entry into the mecha-
a xenophobic, genocidal race locked in a Karga and Elara would freeze. race. Once Elara had access to Mekton
life or death struggle with mankind. technology, the war slowly ground to a
There are some scholars who believe that THE FIRST stalemate and continued like that for
humani1;y eventually lost that war, and MliK'T'DN WAR years. This long period of slow, hard,
that the Algol Ncolony" is the last pocket After eighty years of study, it fighting became known as the
of humanit)' remaining. became painfully obvious that the ice Archipelago War. It lasted for t hirteen
No matter the outcome of the war, was not going to go away. By best esti- years, and was the bloodiest period in
the fact remains that a few short years mates, in a little CNer 200 years, 75% of Algolian history.
THE CITIES
OF ALGOL
hostilities.
In a surprisingly well-timed move,
the Murians lowered their force-field
E tinent. Its government Is a con-
stitutional monarchy, with the
power of the King (or Queen) ·
and offered the people of Algol hope: checked (or hindered) by a Council of
by using the military complexes of Lords that meets once a month. The
There are very few small Karga and Elara-and the technology council has the power to overrule the
towns on Algol. Most con- of the Murians-the people of Algol monarch's wishes by a two-thirds
struction is at the city or could expand into space, and use majority vote. The social strata of
mega-city level for better space-bound technology to warm the Elara are very similar to feudal sys-
protection. Algolian cities planet. tems-the royal family and various
always have one thing in The plan worked wonders, and for noble families occupy the highest
common: They are massive a brief moment there was peace and niche, with most citizens falling into
undertakings. Rather than a prosperity. The orbital holding began the middle class. The poor of Elara are
series of dispersed city to take shape, and the giant solar well taken care of, with government-
blocks, they are actually arrays started to counteract the effects funded programs assuring that any
huge living complexes, com- of the ice. An organization was devel- able-bodied citizen can find produc-
plete with residential areas, oped to police and protect the orbitals: tive employment. The capital of Elara
parks, shopping districts, and the UAA. This organization was is the Crystal Palace, an ancient castle
governmental centers. These destroyed as soon as it begun to take made out of pure, reflective crystal.
huge arcologies are usually shape. The power center of the Council lies
built into extremely defensi- in the nearby city of Loriel.
ble, fortress-like arrange- TI-E ABGENDI WAR The current Queen of Elara is Ymri
ments. Some are constructed The UAA was crushed by a single II, who rules by the side of her consort,
into natural formations (like man, Lord Dremmond, one-time ter- Lord Kerion. Leading the Council is Lord
cliffs or extinct volcanoes); rorist leader and a total sociopath. His Delany, a man with great ambition.
others are built taking advan- actions set in motion the events now There are currently eight major
tage of natural formations, called the Aggendi War. It seems t hat Elaran cities: Loriel, the political heart
like the dam-city of Arcadia those Aggendi who destroyed t he of the kingdom; Arcol, the center of
t hat uses the water f lowing original colony never left t he Algol star finances; Andor, home of the best uni-
through it to provide the system. Dremmond attempted to versity outside Muria; Koriel, the beau-
power for its industrial cen- awaken them, only to be stopped by tiful cliff-side resort community; Kaol,
ters. Currently 80% of the the last crew still loyal to the UAA. with its heavy military complexes;
planet's population occupies During that adventure, the stargate Tandar, the home of Elaran's best flight
these huge city-fortresses. that brought man to Algol was discov- schools; Arcadia and its power genera-
ered. tion stations; and Mishtar, the semi-
Sadly, Dremmond succeeded. The aquatic agricultural center. The cities of
Aggendi were awakened, and in the Keor, lllyria and Fiora were either aban-
year 1528 the attacks began. From doned due to the advancing ice, or
1528 to the present (1 530) Algol has destroyed in the war.
been under nearly constant bombard- KARGA occupies the southern con-
ment from the Aggendi. The attacks tinent, and has remained a strict empire
stwted slowly, one unit at a time. But since recorded memoty. The social ele-
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ments of Karga's society are much more tried to conquer the world, then act as sonal freedoms. It is only the w ill of the
rigidly enforced, with marriage outside the focal point for a lasting peace. With Emperor that holds the disparate
of your class frowned on, if not out- the death of his advisor, Arkon Verian kamas in line as a nation.
lawed. The average citizen works an 8- (who was murdered in 1520) and the MURIA occupies the largest land-
hour day, with the harshness of your death of his son during an Aggendi mass in the Archipelago, and is the loca-
work depending on your class. attack, the Emperor has named his tion of the original colony sight. After
Everyone has to work, but some work is young daughter the heir to the ages of isolation, the Murians have final-
much more pleasant than others. If you Emperor's Seat-a move that has ly opened their borders to travelers, and
are lower class and without resource, enraged the more conservative mem- the wonders of this advanced society
you are sold into indentured servitude, bers of the Kargan court. are still amazing the rest of humanity.
where after a few years you can make Most Kargan cities are built along The political situation seems to be an
enough money to buy back your place similar lines, each a paragon of defen- absolute dictatorship, headed by a class
in society. Slavery is also a common sive architecture. With entire cities of techno-priests and led by the Lady
punishment for crimes brought to the built into naturally defensible posi- Attican, the most powerful psionic on
attention of the Kargan court. tions, there isn't a single man-made the entire planet. She seem s to be a
The city-state of Kardak is the cur- structure on the continent of Karga throwback to another humanoid race,
rent seat of the Empire, as well as serv- that can't withstand a siege of perhaps one that was represented on
ing as the ancestral home of Kamas immense proportions. Each city has a the original colony ship.
(Family) Korax. particular kamas that rules it, each There is little doubt that Muria is the
The current Emperor, Torrlan answerable only to the Emperor him- most technically advanced society on the
Korax, is a man of contnldictions. He self. With such an arrangement, each planet, perhaps even rivaling the science
has rested on the Imperial throne for city is really best described as a city- d the lost empire. Citizens of Muria live
nearly thirty years, and in that time has state with differing civic laws and per- In a very rigid structure, with workers
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and laborers striving to serve the scien- Archipelago. These gypsies have been jerrin in an attempt to establish the first
tists and priests. the victims of nearly constant war for Ettarran city. For reasons unknown the
In the years since the "sealing" of decades and, as such, they have a ten- construction has been postponed indef-
Muria, nearly all local life-forms were dency to distrust both Kargans and initely.
either domesticated or eradicated, so Elarans. THE FREELANCERS GUILD shares
the cities on Muria resemble quiet, rus- The leadership of Ettarra is the the Archipelago with the Ettarran peo-
tic villages. The only true "metropolis" responsibility of a council that is made ple. The Guild is an organization of pro-
is the city of Kallicar that has sprung up up of the heads of all the trading fami- fessional mercenaries who gained fame
around the "Black Tower". Even in lies. This council meets once a year to as one of the most effective fighting
1530, no outsiders are allowed inside discuss trading possibilities and to forces in the Archipelago War. After the
the tower. renew the ties that bind these loose-knit war the Guild faded from sight. with
The Templar Knights are the only people into a single nationality. only a few isolated incidents betraying
Murian "army'' and they seem to be There are no Ettarran cities; instead, the fact that the group still existed.
enough. Using mecha that are light- the people of the islands live and work In recent months the Guild has
years beyond anyone else's on the plan- on giant fan carriers, capable of canying come to international attention once
et. the Knights travel the globe "observ- hundreds of people in relative comfort more. It seems that the group has
ing" the events outside Muria. The only (imagine a cross between a cruise ship become involved in a micro-war with
time these fearsome giants go into bat- and an aircraft carrier). Each family has the Axis (see below). With national
tle is when the Aggendi attack. In all multiple carriers, and they often travel attentions focused on the Aggendi
other conflicts they remain neutral. in caravans from city to city, trading problem, the Guild and the Axis are
ETTARRA is not a nation, but a their goods. left to slug it out without interference
loose collection of trading families who Recently there has been some pre- from anyone, which seems to suit
ply the ocean between the islands of liminary construction on the island of them fine.
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Sunlight
These giant reftection stations are
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ship of the Halo League) is currently tious Kargan named Xoniver Ebonflack With the current Aggendi problems,
engaged in a scouting mission to rose to take command. Possessing the Axis is running rampant-not caus-
examine the ancient stargate, hopeful- much greater subtlety than his prede- ing too much damage, but taking
ly to find technology to use against the cessor, Ebonflack molded the Axis into advantage of the fact that men and
aliens. an effective world-wide "guild" of machines are needed elsewhere.
With members on every major con- assassins and mechajocks for hire.
tinent of the planet, and every colony in While the bombing of innocent chil- The Fleet:
space, the Halo league is perhaps the dren is no longer a preferred way for Currently under construction at
most well-known secret society ever. the Axis to make a point, they are not Sunlight 1, the fleet represents
above creating mayhem for profit. The Mankind's ability to take the fight to the
The Axis group has hidden bases and produc- Aggendi. The fleet is composed of four-
Another subversive group, the his- tion facilities all over the Archipelago. teen ships, led by the carrier/flagship
tory of the Axis is written in blood. There are also rumors of hidden orbital Endeavor commanded by Lathrin
Originated inside Karga, the group was facilities that are capable of producing Dart<moor. The other thirteen ships are a
a terrorist organization from the begin- spaceships. combination of cruisers and light carriers
ning. Using bombs, guns and knives to Being smaU in number, the Axis with a single battleship designed to go
carve out a niche in the political mecha make up for their numerical dis- toe to toe with the Aggendi mothership.
scheme, the Axis was very good at advantage with sheer firepower. A sin- The fleet is nearty complete, with only
being bad. About the time of the UM, gle Axis unit can take two or three the battleship and four other cruisers
the leader of the Axis (Lord Mektons In a fair fight, If the Axis ever non-operational. It is expected that the
Dremmond) was killed, and an ambi- bothered to fight fair. fleet will launch near the end of 1530.
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ALGDLIAN -
WILDLIFE~
floaters travel in "packs" of up to 100,
floating on the winds that blow over the
KICKUZARD: Large, ostrich-like
lizards that live in open plains areas.
·-
'? t- ::1 .ll. c7) 17 1 ~1.. }- 7 1 7 Archipelago, northern Karga and south- Kicklizards rush their prey and kick it to
em Elara. The largest floaters are over death with powerful legs and sharp
s mentioned In the before, the 1Om in diameter, with tentacles that can talons. Some kicklizards grow to massive
A human threats to life and Hmb dangle for 15m or more. The danger of
are not the only dangers that the floaters lies in their light weight, and
the citizens of Algol face. The local near invisibility. On overcast days one
proportions, and are capable of damag-
ing a Mekton or vehicle.
KREGOR DRAGON: The largest
wldllfe, tough and resilient, stiU poses a could walk into a floater "pack" without predator of the open seas, kregor drag-
very real threat Outside the giant arcol- seeing them visually or on radar (the sig- ons will attack anything, although their
ogy-dties the landscape of Algol Is still nals seem to pass right through the semi- main prey is the fog hunter. A wreath of
very dangerous. Following Is a small solid bodies of the floaters). The fact that ripping tentacles ring a gaping mouth
sampling of the flora and fauna that you can "blunder'' into entire packs of filled with ten rows of teeth, and its mass
make ftso. floaters has doomed many men and a is comparable to a gunfark. Its physical
BEACHMASTER: This small crab-like few mecha. The skin of these beasts aspects make the dragon feared, but its
creature is the scourge of the Algolian exudes a highly corrosive acid capable of bio-chemistry makes it truly terrible. The
beaches. Traveling in packs that can killing a man, and in enough quantity dragon can generate a bio-electric field
sometimes number in the hundreds, the severely damaging a Mekton. There capable of jamming sensor signals,
beachmaster hunts in great numbers have been over a dozen "mecha-kills" thereby offering it limited invisibility to
with dozens of individual creatures attributed to unlucky pilots getting modem detection techniques. It is also
attacking with claws and stinging spines. mired in packs of floaters. capable of "throwing" that field in an
Singularly these creatures are no prob- FOG HUNTER: A giant plesiosaur, offensive attack. This attack can stun or
lem, but encountered in packs they can this creature hunts the popular fishing kill a fog hunter outright, or fry a pilot
incapacitate and devour a human. areas of the Archipelago, surviving on the inside a Mekton.
DEATHGRASS: A frightening varia- local fish (and sometimes fisherman). RAZOR: A deadly scavenger, this
tion on a carnivorous plant Deathgrass is These beasts are not much of a threat bipedal lizard travels in small packs, and
only encountered on a few isolated other than picking off lone fishermen---<>r uses intelligence to outwit would-be
islands of the Archipelago (it has been an occasional Ettarran off the deck of a prey. Experts at setting up deadly
destroyed on the continents). It appears fan-carrier. The largest fog hunters (33m ambushes, the razors' natural weaponry
as waist-high grass and weeds. If a or so in length) can damage lightly and stealth perfectly match their cun-
human (or any creature, for that matter) armored mecha with their powerful jaws. ning. Some believe that if not for man's
wanders through the grass no immediate GREY HUNTER: Packs of these large, arrival on Algol, the razors would have
ill effects will be felt, but the damage is loping predators travel hundreds of miles evolved to become the dominant, possi-
already done. Deathgrass is covered with across the polar ice seeking game. Silent bly intelligent, life form of the planet. It is
thousands of needle-sharp spores that and deadly, they prey on the weak, con- accepted that the razor is the most intel-
puncture and enter the skin of an animal fused, and lost. Seemingly invulnerable ligent life form on Algol after man.
that moves through it These spores deliv- to the Arctic chill, they hunt on the cold- SCREAMER: An extremely fast form
er seeds into the host. Once inside, the est nights, when other creatures are hud- of predator which uses a form of limited
seeds begin to grow, using the bio-mass dled together for warmth. Their pelts are teleportation to attack prey. It flickers
of the infected creature for nourishment a prized hunting trophy, as the light grey from place to place, confusing a target
The sap of both the plants and seeds pro- color offers a natural camouflage in the into a blind panic, and finally pounces
duces a mild anesthetic effect, making it snows, and the thick fur is one of the best when the target attempts to flee in terror.
difficult to detect infection. After a matter natural insulators against cold. The screamer is currently an endangered
of hours, the seeds are so established in GUNFARK: One of the most species, as scientists continue to experi-
the system that the victim is doomed. If imposing locals, the gunfark is a giant, ment in hopes of discovering what gives
the creature passes away in a fertile area, two-headed, armored lizard. If its size the screamer its unique ability. So far the
a new colony of deathgrass is established. (about the length of a 20m cargo carri- screamer hasn't given up its secrets.
FENRIS: A large, wolf-like creature er) and its hide (capable of withstand- URU KILLER: The only thing big and
that has been domesticated for use as a ing some Mekton weaponry) weren't nasty enough to tangle with the gunfark,
pet and companion. A very dangerous enough, the heads can project a size- the uru killer will attack anything big
pack-hunter in the wild. able spray of digestive juices. This spit- enough to attract its nearsighted atten-
FLOATER: Perhaps the most danger- tle is capable of sizzling through armor tion. The killer is always attacking mecha.
ous fotm of life on Algol. The floater (and just about anything else) in Its hide is immune to gunfark "venom",
resembles a giant jellyfish, with nearly moments. The gunfark is assuredly the and it is hardly bothered by most
translucent skin and tentacles. The top of the Algolian food chain. Mekton weapons.
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Elaran Mekton
''VIGILANTE"
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7 ·- A '7 - "~ ~·· ,
IMPERIAL
---------
STAR ~
--~ ···
1 A- '1 -r~t · 7....5'- ,
W
more than just starfleets and mecha- hile the Empire Is an
nized warriors. It is also made up of Immense sprawl of stars, Imperial Senate, the Great Arena and
millions of people, some of them there are only a few of Its the Imperial Spaceport.
human, many of them not. It is also a worlds which have strategic signifi- As center of the Empire, Rigel
place of great change and growth, as cance. These vital planets are known Kentauris is also orbited by Graven-
its citizens rise phoenix-like from the as the Constellation worlds-solar stone, a moon-sized asteroid that is the
ashes of a fallen empire whose leg- systems which are home to the most main operations center for the Imperial
endary technologies and great arro- Important governmental, social, eco- Navy. It Is from here, in this gigantic
gance caused it to immolate itself a nomic and mUitary structures of the base, that the activities of the four
thousand years earlier. Empire. Imperial Sector Fleets are directed.
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Eart:h NOVA )ANIERO: The tropical par- years. Traveling with para-gravltlc
The Sol system occupies a special adise of the Empire, with perfect sand ships through a network of Interstellar
place as the birthplace of the human beaches, white walled villas, and the only Jump gates that Instantly hurled them
species, the most dominant race in the underwater spaceport in the Empire. from star to star, the Confederation
Empire and its defacto masters. The First ORADIN: A temperate world similar was a prosperous and extensive net-
Empire maintained Earth as its capital for to Old Earth, it is the site of the Great work that had kept the galaxy at
many centuries, until it was devastated in Imperial Ubrary (a structure covering peace for an Immensely long time.
the horrors of the Succession Wars. several square miles) and the Imperial
Throughout the Wars and the long fall University (a city in itself). The MEIS lnvadere
that followed, a few dedicated people It was at this time that Confederation
(chief among them the Imperial Ragle Aquaria traders first encountered a vicious and
Terraforming Corps) worked to restore The homeworld of one of the princi- extremely xenophobic race who prompt-
life to the blasted plains of glass that pal non-human races of the Empire, the ly attacked and nearly destroyed the
remained where once-mighty cities natives of Regis Aquaria are 1.2-meter tall harmless tradeships they encountered.
stood. It was not until the rise of the bipedal amphibians resembling newts. Traveling via sub-light colony ships from
Second Empire and the ascension of the They are adapted to IMng in the hot (49° the nearby MES Galaxy (whose core had
Valeron House to the throne that Earth Celsius, o r 120° F), shallow, seltzer-water gone unstable and was in the process of
was finally terraformed into the beautiful seas of their homeworld, principally in exploding and destroying all life in its
parkworld it is today. sprawling underwater cities. At a Tech neighborhood), the insect-like invaders
Level equal to any other in the Empire, viewed all other races as deadly competi-
Mara the oft mis-named "Saurians" travel the tors and immediately set out to eliminate
Mars became the economic and galaxy as merchants, each allied with the members of the Confederation.
financial center of the Second Empire powerful matrilineal trade clans. The Confederation, having been at
during t he Succession Wars, w hen all peace for millennia, had no idea of how
the remaining nobles who were not Kazan [Canis Majarl to defend itself against this ruthless foe.
caught in the attack on Earth relocated Home to the second principal race In desperation, they decided to look for
under the protection of the red planet's of the Empire, the 2-meter tall, roughly another race with the necessary skills to
huge planetary screens. M ars has never wolf-like (although they are actually mar- fight the invaders. One of the best possi-
been fully terraformed. Althoug h its supials) Kazan are adapted to life on the bilities lay with a bipedal hominid race
thin atmosphere has been oxygenated open grassy plains of their world under IMng out on the Orion arm, one which
to breathable levels, in the years of t he their dim red sun. They are among the had previously been encountered by
long fall its sturdy citizens became used Empire's best warriors and scouts, adept tradeships stopping on their world for
to their rusty red deserts and large at everything from hand-to-hand com - supplies of transuranic elements.
domed cities. Most of Mars' industry bat to piloting their deadly animal- So the Confederation came to Earth.
and comm erce centers are located shaped combat mecha. THE PRE-EMPIRE: Prior to the foun-
underground in vast caverns carved out
by fusion drills and covered with
transparasteel domes.
-
HISTORY OF THE EMPIRE~
dation of the Empire, humanity was lim-
ited to a single world, known (without
much imagination) as Earth. Earth had
The Diadem
The Diadem is the system name for
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,
• I • ....._ ~
densely populated worlds. This region • SPACESHIPS: Small ships with aews of Scouts teams operate as a unit
never totally fell back into barbarism, between 10 to 1()() people. These Me the around 1 single exploration starship,
but it tends to be somewhat antiquated. most commonly seen transports. with mecha optimized for collecting
SECTOR TWO (The Imperial • STARFIGHTERS: Seat up to four and data, dealing with hostile environ-
Arm): The modem, up-and<oming are used as part of the defensive ments and defending their base ship
cosmopolitan center of the Empire: the screens of starships. against unique and often never-before
place for art, music, culture and style. • CUTTERS: Small spaceships which encountered threats. Scouts are also
This is where finance and government also convert to a humanoid mecha- the most common users of cutters; a
are mostly transacted. This region was form for certain missions. Mainly used hybrid mecha form that combines very
also selected as the Capital Sector, as it by scouts, pirates, etc. large humanoid mecha that can be
was relatively untouched during the • MEKTONS: Humanoid or other forms transformed into small spacecraft.
Succession Wars. of robotic personal armor, usually not
SECTOR THREE (The Splnward larger than 12 meters tall, used for explo- Imperial Navy
Arm): The expanding inner frontier of ration, defensive screens around warships The long arm of the Empire, the
the Empire, filled with rough pioneers On the same role as starfighters), plane- Imperial Navy is both protector of the
and ambitious industrial giants. This is tary landings and general purpose work. Empire's many worlds as well as its
also the region of the Saurian home-
worlds and their colonies (ten in all).
SECTOR FOUR (The Rim): The ORGANIZATIONS . \- interstellar police and army. In the first
role, the Empire employs four great
fleets, one to a sector, known as Red
cold outer frontier of the Empire that
faces out onto the eternal night
between galaxies. People out here tend
-
:t-~.::..~-~ 3;...
Black Bratherhaad
occasionally do subcontract work for .
NOTE: For Mekton
the Navy, Psionics Corps and the Scout
Not all the organizations of the Corps. The Guild is the best place for a Zeta design, build two
Empire are legal ones; the Black young mechajock to make a name for mecha [a fighter and a
Brotherhood is the most powerful him/herself, starting with an experi- . transformabfe
. humanoid/fighter) and
extralegal force in Galactic Space, made enced team and working up the ladder.
de;signate the fighter
up of the pirate bands, criminal gangs Contracts are submitted through
as capable of attach·
and mercenary freebooters who prey the Central Guild office on the
ing to the humanoid's
on civilization wherever it is unprotect- Throneworld; once posted on the Guild
back; when this
ed. There is no exact governing body or datanet, competing freelancers can ~
center of operations in
Brotherhood, but rumor has it that a
shadowy cabal of the most powerful
the then offer resumes and bids for the job.
The Guild refers these to the client, who
makes a pick and then is directed by the
occurs, increase the
humanoid's MA by
+500/o and reduce its
MV by 1 [t.e., an MV
•
members controls the Brotherhood's Guild as to how to meet his new of ·? becomes ~Sl. For
overall direction. employee. This system avoids burning detailed .rules on such
As it is made up of all types of freelancer and patron alike; the Guild "Combiners," see
groups, the mecha of the Brothemood takes a 10% agents fee which goes into Mekton Zeta Plus •
tend to vary based on the members' a general fund to support retired or dis-
professions. Pirates, for example, lend to abled freelancers. •
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1-Star Mekton
" CORSAIR"
1-Star Mekton
"CAsTER"
Callisto Cutter's
Packflghter ~
(not attached)
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