You are on page 1of 38
OMmrOop>a 2ZO-AZm44> rpo-oms OZ> om-DCcZ- eee aye ferns Di carr ere ST Cee eas aia Ls ec ces Hits: Sul cracked from major con- ee neon) blood loss. SS eee ura’ brain dead if medical attention is not instantly received, A medical roll @10 is Dee een SMe ee emg ere Me a kee De cone or car Ce oe Coe ra Ore tae ua been punctured and are. severely Ce ee ace me Dene aoa) to remain conscious. Cums Te Rea mee enc damage reduces either lifting (it Arm) PVC aus eran ar oan actions are at -1 from the pain. Sees ea and muscle damage. I's useless and all actions are at -3 Sa ees cae eee Cae Sere Se inyurY 3 FALL AND/OR COLLISION Pay Ne mee cea Cn es Reece Pa cue Sees tc (in a single Tun) to hit the char- ccd De me em Rue ca Cece acs ces prema Ree rs ed Caan PRP cree os GE) Pe as PER cra ame) reduced to 1 Hit) and crack skull (Head reduced to 0.) Sara ea ened eR Re cd Head injuries (Head at 0 Hits.). See ase body to pulp. Character dead. Ce ae La pee ny csr au ER CCL Move up one level ear Rt ae) Berea aisle aa BE! Determine the severity of the shock eee ORG eee cee a) ern ead aaNet A ana SCC eee ay De a estas Fee esa neo ue Cree eee roll Stun/Shock at -2 or pass out. Ce ae) a above chart can be modified by the ees ard Deora aaoad Bye ONUa Cr andad Li a ee) [rae Broken eee eel Iara rn Se Bums —|-1[0 Ae FS ora) Nad Ertan LG) ee ee aR) Sara? intemal [1] 1 [2] 313 Eran ma) co emer EVA mae Perea OS MRSA Por) Roe) SSIS Manoa Co ei Sa A OY Missing Hand, Foot 12D EX ee Donne Nec Pe Ei SC Cake aE ria aa a acta oe eta er) ae UT caesar beeen ete eae Es Fad a kanaceg Mle coal earl hese adroit preg shri paleyrganeghilbpreatal incidents and persons portrayed within ar fictional and any similarity without satiric intent, to ‘characters living or dead is strcty coincidental. O Ree ar Pt coe es aa PTT Ls MEKTON COMBAT SUMMARY LTT Ele Ptr ——— Sareea pane ee eo] eee ee ed Neen ACTIONS LIST MOVEMENT. = RUNNING: Move up to 1/2 your total MA at no Action cost, You may fun at your full MA in one Action. ‘= DRIVING, SKIMMING OR FLYING: You ‘may move up to 1/2 your total MA in a single Action; to move up to your full MA will take two Actions. ‘= ALL TYPES OF MOVEMENT: You may never move more than your full MA in a Turn, and you may not save MA from one ‘Tur to the next ATTACKING SHOOT Fire any single weapon (or ‘group of Linked weapons) once per Acton. THROW: Once per Action. « STRIKE: You may Attack with any melee weapon once per Action. ‘© CLAW, BITE, PUNCH: You may attack twice per Action. ‘= KICK: Once per Action ‘= FIGHT: Any grapple, knockdown or full body blow can be dane once per Acton. DEFENDING. RVADE: Grade rolls are made automat cally whenever you are attacked, and thus take no Actions. + PARRY: Parry ros can be made whenever you are attacked, and take no Actions. * ESCAPE: One attempt per Action, OTHER = GET UP: Once per Action, + TRANSFORM/COMBINE: Once per Action, ‘ ENTER VEHICLE OR BAIL OUT (SAFE- LY): Once per Action, ‘= LIFT OR CARRY: Once per Action. ‘= REPLACE/RELOAD WEAPON: Once pper Action. Note: It takes no Actions to take out a weapon or to throw it away—only properly putting it back takes an Action, PERFORM A NON-COMBAT SKILL ROLL: Such as rolling Awareness when using Sensors, ete. Once per Action. Ca er ae into frelon Viena -r ee oe target and then move LN) | tapes ag MOVEMENT DRIVING ROLLS cOsT MOD CONDITION MODIFER ‘TERRAIN TYPE MACosT. Base Difculty 15+ ‘Open (plains, pavement) xl Wet road... ee Rough (woods, rocks, rubble)... x2 Terrain obscured (smoke, snows. fog) 42 Restrictive Gungle, snow, water) .. x3 ee ry tight turn (ike a bootlegger turn)+2 Driver wounded .....seseseseed2 Olt ee, other slick surface 43 FIGHTER TURN Under attack “3 RADIUS Lost control previous Turn 45 Mecha Fighter MA\ Hexes pacume alert = 16 Hydrostck 45 Ni cts neue DRIVING FAILURES 25:32 ROLL RESULT. 33-40 1-3 Minor Skid: Vehicle stalls out; Tose 148 vee one Action. 45+ 45 Majot Skid: Vehicle ends up stalled and one hex diagonal to the direction of travel; lose one Action, and SHIP TURN TABLE treat any collision as a ram. HULL TURN LENGTH 6-7. Spin: Roll 1D6 twice. Each num- Superiight 1 Hexes ber represents a hex side—frst rll rep- Light Weight .<-... 42 Hexes resents hex vehicle ends up in, second Striker... 23 Hexes represents facing of vehicle. Lose one Medium Striker ...... +4 Hexes Action and treat any colisions asa ram Heavy. Striker . #5 Hexes 8+ Roll Vehicle: Roll 1D6 twice. Each Medium Weight “+6 Hexes number represents a hex side—first roll Light Heavy ........ 47 Hexes represents hex vehide ends up in, second Medium Heavy [3B Hexes represents facing of vehicle, which is now Armored Heavy "29 Hexes Upside down. Take damage as i from a Super Heavy 410 Hexes ram, lose one Action and treat any col Mega Heavy +11 Hexes sions as another ram. Geen eamesetat Cee ees Modifiers ee Reese eee ay ATTACK MODIFIERS: a Mod Attacker’s MA Mod Roadster vs Ship... +9 Beyond Comba Wange ot OTE imnerscale (x1) Mod ‘Aiming (per Action) ...+1 17-24 “| Mekton vs Man Attack Arc Mod 25-32 “2. Mekton vs Roadster || -3 Attacking Font ...-..30 33-40 "3 Mekton vs Corvette .43 Attacking Flank A 4148 “4 Mekton vs Ship Attacking Rear 42494 *5_Interscale (x10) Miscellaneous Mod Interscale (1/10) “Mod. Corvette vs Called Shot: Servo... 3 Man vs Roadstrker-...+3 Corvette vs Roadsiiker .-6 Called Shot: Weapon ..-4 Man vs Mekton 46 Corvette vs Mekton . 1-3 Called Shot: Thrusters Man vs Corvette 49. Corvette vs Ship 3 Called Shot: Sensors Man vs Ship... 2.412 Interscale (100) "Mod. Gite shoe Other 2223. Inara 1/8)" Mod Supe Wore Primed Misses... joadstrker vs Man ..-3 Ship vs Roadster Melee Charging Roadstriker vs Mekton’... +3. Ship vs Mekton Swing (per target) Roadstriker vs Corvette. +6 Ship vs Corvette 3 MEKTON COMBAT SUMMARY Make Your Dlee tH 4 | ATTACK STRIKES HAND-TO-HAND ATTACK TABLE WA -DAMAGES. WA MECHA ‘= Punch (ete) +0 Dane Ke (eres Weir Cy Conc THROWING, INDIRECT FIRE & AREA EFFECT THROWING DISTANCE WEIGHT (round up) MOD 1/4 Ton ve eves o#D Hexes 1/2 Ton TAT Hexes +0 Hexes 1 Hexes -2 Hexes LLILE3 Hexes INDIRECT FIRE TABLE DISTANCE __RANGE _ DIFF “2 Hexes Point-Blank 10 3-4 Hexes Close 15 SB Hexes Medium 20 916Hexes Long 25 17+Hexes Extreme 30 Modifiers to Difficulty: + Enemy is notin sight, but is in view of an aly Le. a spotter): +5, + Enemy is entirely hidden from view (such as behind cover): +10 HUMAN RANDOM HITS RESULT Head Torso «Right Arm eve eee Left Arm Right Leg (thigh, shin) tet eg cin, sit) J MECHA RANDOM HIT CHART 110 RESULT Head Torso Pod (Torso if no pod) i Right Side Limb «eft Side Limb (Other (Wing, Tail, etc.) «Roll on Special Chart 39 10 23 * Job s * Chop z ey Kick + Wheel Kick =I Crescent Kick -2 eThrust Kick 3 “Spin Kick 4 Tes WA HUMANS WIECH “Bite 41 |RNOCKDOWNS— WA HUMANS MECHA “Throw * Slam *Trip/Sweep +1 FULLBODY = Stomp S Tackle 4 Ram * Drop 103h+ stun 2K+ (NA) WA HUMANS MECHA +0 1D3he 2k 1D6h+ = 3K+ 1D6+Ih+ 4K+ 1D6+2h+ Skt 1D6s3h+ 6K+ Tosh+ K+ “1/10, Special 2/10 IDB Special ‘Special 3K+ Special {GRAPPLES___ WA HUMANS. MECHA *Grab 1 *Pin +0 *Bearhug = -1 Dismember 2 ‘Special Special Special Special Special Special (NA) Special ‘WA HUMANS: MECHA GNA) Squish! 103+ 3k+ +0 +th/meter +1K/hex 2. #Hhfmeter +1K/hex SPECIAL HIT CHART ‘Weapon takes damage (chosen random ly: armor protects) Sensors (armor protects). Flight System (armor protects) Shield Mount (n0 armor protection; Shield is severed). Other (random subassemblies). Servo location of subassembly takes 1/2 dam. age, armor protects Cockpit (gets armor protection, as per Open, Closed or Saddle types) Remaining damage goes to pilot. Cinematic Damage (rll on next chart) Powerplant (gets armor protection) 1/2 damage goes to Torso. CINEMATIC HIT CHART Hycrauls hit. Random lm takes 1/2 dam: age (armor protec) and ceases to function. Bunt Hit, Mek suffers double damage for purposes of determining Knockback, takes 11/2 damage to Torso (armor protect). Sensor Overoad, Sensors suffer mafunction, BT nr ACT) The next step in the Cee ee Need Re etd ST h eee ed Cee toe eee ee eects eee oe nea SHIP HIT TABLE Ship its automatically stke the Hull; Aitack Rolls which hit by 5+ roll blow as well as doing Hull damage. 1D10__SHIP LOCATION HIT TS woeeeeeeees + Weapon esincen deeds 56. Sensor Array 7B eee ccceeeee so Engines 9 Bekeasw GW. 10 Powerplant* “tf the ship i not “Fragile” this hit should be reroll. ‘SHOTGUN HIT CHART RESULT Head & Torso Torso & Left Arm Torso & Right Arm Left Leg & Right Leg - - Torso & Torso and suit Binded for 146 turns (housing serv takes 1/2 damage, armor protects) Flight sytern cuts out for 166 tums (1/2 damage to Torso, amor protect) Propulsion jam, Next Tur all you can do is move your full fight MA forward, and hope nothing's in the way (Torso takes 1/2 damage, armor protect) sAeneno Explosion! if any mises or project weapons are stored inside a servo, they go up na feebal, destroying the servo from the inside (servo randomly, armor protects). Random weapon malfunctions for 106 Tums, during which time ts useless (housing servo takes 1/2 damage, armor protec). Control Jam. All actions at -2 until repaired (Basic repair roll vs. 15; Torso takes 1/2 damage, armor protects). Systems shutdown. Mecha useless for next, tum (1/2 damage to Tos, amor protects) Powerplant. Overload. Fuses blow and mecha shuts down for remainder of bate (Torso takes 1/2 damage, armor protects) YS a Hite Damage Peet damage your attack See aoe) Poa MECHA DISMEMBERMENT TABLE Attacker along to} MS_HS. jefender down side. MW MH AH 4K SK 4K U SCALING EFFECTS Scale ye & Other Factors Human THO Roadstriker 5 Mekton x1 Corvette x10 Starship x100 x Anything Tetley None. Stagger on feet. No game effect. Knocked back 1 hex. Knocked back 2 hexes. Knocked back 3 hexes, lose 1 Action, Knocked back 4 hexes. Make Stun/Shock roll or fll uncon scious. Lose all Actions for next Turn, BODY TYPE ADJUSTMENTS FOR DEFENDER: BODZ........ Down 2 Levels BOD 3-4: Down 1 Level ++ No change “Up 1 Level “Up 2 Levels MGH 6K 5K 4k 8K 7K 6K 5K 4K 3K 2K 1K 9K 8K 7K 6K 5k 4K 3K 2K 1K 11K 10K 9K 8K 7k 6K SK 4k 3K 0 2k 1K Check Special Effects & Other MECHA RAMS Rammer ....... Target Damage _ [01-29 tons ak 30-49 tons .... 50-69 tons is] 70-79 tons 80-89 tons 90-99 tons 8K 100+ tons 9k [>] Add 11K per 2 hexes traveled between rammer and target. = AREA EFFECT DAMAGE Damage to Locations: Kis) _@ @) 1s 1S 610 5 Wis 5 16-20 aK SK 6K 7K Eee eee oo ree ead Seen ee EFFECT No effect. Roll Stun/Shock or lose 1 Action from force of attack. Lose one Action from force of attack. Knocked down, Action, Knocked down and back 1 hex, lose 1 Action. Knocked down and back 1 hex, lose 2 Actions. Knocked down and back 2 hhexes and lose 2 Actions. lose 1 WEIGHT ADJUSTMENTS FOR DEFENDER 1.19 tons: Move down table 2 points (more knockback). 20-39 tons: Move down table 1 point (more knockback). 40-69 tons: Do not adjust table. 70-89 tons: Move up table 1 point (less knockback) '90+ tons: Move up table 2 points (less knockback). iia EMERGENCY EJECTION REF+1D10 RESULT You ate vaporized without knowing what hit you, You get to scream and feel some pain before you go (ucky you). You get to yell the name ofa loved one, then de You get a small flashback to the happiest moment of your (now) tragically short ie You get to make a short, heroic speech ... then explode. You have time for a long heroic speech and a flashback (while won- dering where all ofthe chery bios- Soms came from) before you die. You escape with serious. wounds (146 to al areas). You escape with minor wounds (146/2 to all areas). 14+ You escape unharmed. 2 B MODIFIERS TO THE CHART: ‘Cockpit in the Head: 42 Escape a Self-Destruct: “ Escape a Powerplant Hit: Escape a Cockpit Hit No Escape Pod/Eject Seat: 2 A 6 a FEUR ITC PREVA 5 = at A "DISPLAY WELCOME, LOYAL MECHAHEADS, to the Mekton Tactical Display (that's fancy Mekton-ese for “Referee's Screen,” in case you were wondering). This project. ‘completes the core rules of the Mekton Zeta game system, Before we go any further, let's get our terminology clear: “Mekton Zeta” refers to the rules system (Mekton Z, Z+ and this Tactical Display) while “Mekton Z” refers to the actual rulebook. The bulk of the material provided in this Tactical Display consists of Mekton Z, The Movie. This cinematic combat sys- {tem presents an alternate method of combat resolution, best used in games where high levels of detail are not desired ‘or needed in combat. A conversion system is included, allowing mecha constructed in Mekton Z and Z+ to be used in The Movie if you lke, Construction rules are also provided for The Movie, so that you can build mecha which are only to be used with the cinematic system. We have also included a few short, versatile adventure hooks in the Tactical Display. These are designed to be used with The Movie, and can be expanded to fit into your campaigns if you like. There are veral extra goodies at the back of the booklet, including some advanced combat rules, guides on how to use MTS to design your characters) ‘weapons, and an MTS system which was accidentally left out of Mekton Z+—the Targeting Computer. f you have any ‘comments, questions, or ideas regarding the Mekton Zeta line please write us at: RTG Mekton Wing, PO Box 7356, Berkeley, CA 94707 ‘oF E-Mail us at: Talsorian@aol.com. TABLE OF CONTESEnNITs CONTENTS ...PAGE CONTENTS: CONTENTS . . .PAGE INTRODUCTION Table of Contents 1 Aggendi Infiltration ..... Special, Cinematic & Armor . ..25 1 Aggendi Attack ....... Using Psi Healing ........25 Credits 2 Axisvsthe Convoy ...... MTS Questions 25 MEKTON ZETA, THE MOVIE ...2 Axis Spy... MIRVs Structural Integrity ........2 The Dion Incident ....... Reconnaissance Systems Translating MZ Mecha .....2 _Kargan Politics HARM Movie Mecha Construction 3. NEW COMBAT MANEUVERS ..23 Slave Control Skil Cinematic vs. Tactical 5 Melee Charging Linking Energy Pools The Cinematic System .....5 Melee Swinging .........23 ERRATA FOR ZETA PLUS The Tactical System .......8 Missle Priming .........23 PERSONAL WEAPON DESIGN Movie Reference Data .....10 TARGETING COMPUTER .....24 BLANK MOVIE SHEETS . MOVIE-STYLE MECHA ......12 DARK SECRETS OF ZETA.....25 BLANK ESPER SHEETS MEKTON ZETAO.V.AS ......16 Zeta Questions R.TALSORIAN GAMES, INC. Lia Pee ee ee ee I Nee) on eae eee Ce eae Me cee mark R Coe and any similarity, without satiric intent, of characters living or dead is strictly coincidental bre Display A a aul Bed ay) ails Soto deine mee a MOWIE Ee Aa oad CreEbDITS WRITERS Michael MacDonald Mark Sehurmann Benjamin Wright INTERIOR ARTISTS Malcolm Hee Benjamin Wright Layout Benjamin Wright COVER CELWORK Schulhoff Tam COVER MECHA DESIGNED BY Benjamin Wright Mark Schumann, Schulhoff Tam, COVER DESIGN Mark Schumann, EDITOR Janice Sellers PLAYTESTERS David Ackerman Peter Bogdasarian Richard Brewer Stephen Douglas Josh Geurink ‘Alan Halden. Brett Lynch Michael MacDonald Mark Schumann David Walter Benjamin Weight Richard Ziulkowski SPECIAL THANKS To all of the players, testers, and ther folks at the “94.'95 conevn- tions. You were too numerous to name. Thank you. EKTON ZETA—The Movie is a rules variant that allows for fast and furi- Jous mecha battles without cum- bersome system mechanics getting in the ‘way. Ibis designed to take advantage of the best aspects of MZ+ and the core system, without detracting from the Anime “fee!” ‘of your games. The Movie also permits larg- cerscale battles with a variety of mecha units, Now the aspiring mecha general can field entire armies! Imagine for a moment the outcome of a Soviet Bloc invasion of Western Europe—as the mechatanks come ‘over the hill to run into massed NATO and US mecha units. The mind boggles. Because this system is designed to allow ‘you to place larger numbers of units on the board, we have added a few innovations to speed play and reduce bookkeeping. Hey, we lke the Mektan Zeta syste, but realize the df= ficulty of trying to control dozens of ‘MechaSheets at once. With The Movie is easy STRUCTURAL INTEGRITY The principle idea behind The Movie is “Structural Integr,” or "St" for short. SI replaces both SP fr Armor and Kills for Servos and systems in The Movies combat system, Serving asa composite measure of how tough and damage-resistant both the Mekton’s ‘Amor and Servos are. By consolidating Kils and SP into one rating, and by further deter mining an average rating of the mecha’s over- all structure, numerous steps are removed from the processes of constuction, play and damage allocation. By reducing the "number- crunching” factor, $1 can make your Mekton Z game less wesintensve, allowing for more ‘nematic play and more focus on roleplaying TRANSLATING MZ mecHa TO THE Movie Converting Mekton Zeta mecha designs to The Movie pares down a great deal of nurn- bers, and may seem strange to some players, bbut don't worry—the changes only make ‘game play faster and easier. Also keep in ‘mind that you can now design mecha from the ground up in The Movie; the procedure will be delineated after this section, To convert your mecha from Zeta to The Movie all ofits Servos Kill and Armor SP must ‘consolidated into one number—Structural Integity. Sine SI is a composite measure of how tough and damage resistant both the Mekton’s Armor and Frame are, it completely replaces Armor SP and Servo Kil. When con- verting a Mekton built in Melton Zeta and/or with MTS, compute Stas shown below: 1) Average Servo Kills (Le., add up all Kills of all Serves and divide by the ‘number of Servos) (2) _ Divide the result of Step 1 by 2.5. (3) Average Armor SP (Le,, add up all SPs ofall Servos! Armor and divide by the number of Servos). (4) Divide the result of Step 3 by 1.5. (3) Multiply result of Step 4 by Armor Multipir (see “1B, Armor,” next page) (6) Add the results of Step 2 & Step 5, the round to the nearest whole number. For example: The D-Stalker has 59 Kils distrib luted among its 8 Servos; 598 =7.375. As per step 2, 7 375425 =2.95. The D-Stalker has 48 ‘SP of Armor distributed among the 8 locations; 48/8 = 6. AS per step 4, 621.5 = 4. The D. Stalker has Alpha Armer, so the Armor’s Sl of 4 's multipted by 1.1; 4 x1.1 = 4.4. Adding the SI ofthe Frame (2.95) and Amor (4.4) grants 0 fino Sof 7.35, which rounds to 7. SOME SAMPLE MEKTON Sis advantage Dsstalker Calisto Rampant Calisto Rapier Packfight Talos Gorgon Vigiante Gunther 1112 A_NOTE ON THE MOVIE'S MECHA SHEETS: The space assigned to Slis a set of twenty white boxes, When writ ing out a sheet, fill n as many boxes as 20 minus your SI; an Sl of 14 = 6 fled boxes, an Sl of 7 = 13 filled boxes, etc. When your Movie mecha takes damage; fillin as many boxes as the SI you lost. When all boxes are filled, your mecha is destroyed. Hermes Kraken WTI FA. OPN ETB) RPL — Beta ey Cl ea f you don't want to go through the process of building your mecha in MTS nly to reduce them to a single num: ber (SI), you can create your mecha entirely in The Movie. While the is some- what lfferent from what you're used to, mecha construction in The Movie is @ faster and easier process than in MTS. STEP 1: Frame and Armor Begin by determining the unit's Si. SI is bought in two steps: Frame and Armor. The Frame is your mecha design's skeleton—ie., it represents the Servos of the unit—while Armor denotes the amount of protection those Servos’ Armor affords them (‘natch). 1A. FRAME: The Frame is bought as one complete chassis, rather than Servo-by-Servo as in Mekton Z. You should still decide how ‘many Servos your mecha's Frame has (and what they are), because hit location wil still be an issue on some occasions. Note that, while the Frame is supposed to represent ‘your mecha’s Servos, there are no Spaces lt fed here. This is because, as a simplified, streamlined system, The Movie does not use Spaces. Ibis assumed that, one way or anoth- your mecha-techs willbe able to shoehorn all the desired equipment into your unit's Frame. Weapons and equipment should have specified hit locations (Head, Torso, Limbs, handheld, etc), since you may conceivably lose that location, and thus any Weapons or equipment it has as well FRAME CONSTRUCTION TABLE Frame Rating _Si_Weight_ Cost Supertight ....05...3t...+20 Lightweight 0.1... 7t.... 25 striker 15.0138. ,..30 Medium Striker . 2... 201 ....35 Heavy Striker ...25 ...27t ....40 Mediumweight 3... 33t ... AS Light Heavy ....35 ..40t....50 Medium Heavy .4....47t 2.55 Armored Heavy 4.5 .. S31. 60 Supetheayy 24.5 -...60t ....70 Megaheayy ....5.5 ...67t....80 SI: The Structural Integrity for this Frame. Weight: The number of metric tons that the Frame weighs Cost: The price of the Frame in CP. ‘1B. ARMOR: Like the Frame, Armor bought asa complete st, rather than Servo by Servo. as in Mekton 2. Do not include Shields or ‘Command Armor when determining your ‘Armor’ SI- they are treated separately ARMOR CONSTRUCTION TABLE ‘Armor Rating Si Superiight 05 Lightweight ... 1.5 striker 2 Medium Striker «2.5, Heavy Striker... 3.5 Mediumweight 4 Light Heavy... 4.5 Medium Heavy . 5.5 ‘Armored Heavy Superheavy Megaheavy Weight Cost 2t....10 a 71... 20 Tot... 25 at... 30 Wt... 35 20... 40 23t 1. Ss 27... $0 30t ... 55 33 ....60 Sk: The Structural Integrity for the Armor. This Slis added to the SI of the Frame—but riot yet (see step 181, below). Weight: The number of metric tons that the Armor weighs. This is added to the Weight of the Frame Cost: The price of Construction Points the Armor in 181. ARMOR MULTIPLIER: This factor reflects the varying Armor Types (Alpha, Beta, etc.) and their effectiveness. Since Staged Penetration is not an issue in The Movie, the Damage Coefficients of these refined Armor Types are now factored into the all-encompassing SI rating, ARMOR TYPES y SiMultiplier Cost ‘Ablative x09 x05 Standard x10 x10 Alpha xd x1.25 Beta 31.25 x15 Gamma x15 x20 Ny Yy ia) WN AN BETH Cr mt El pag Frame Weight + Armor Weight. ‘Base Gosr: Frame Cost + (Armor Gost) x (Armor Cost Muttiplier33. ee TN Mediumweight ence ae "Heavy Beta Armor ree eed ecw eee ea) ald eae eae Reed ree coi) ee ke el CP (45 + (40 pee ia F: The multiplier listed, being a representation of the Armor Type’s Damage Coefficient, is applied to the St of the level of Armor you purchased in Step 1B. The result is your Armor's actual SI. For example: Mediumweight Gamma Armor would have an Sl of 6 (4 x1.5 = 6) ‘Type: The MTS name of the refined Armor. Cost: The listed multiplier is applied to the cost of Armor you purchased in Step 18, For example: Mediumweight Gamma Armor would cost 70 CP (35 x2.0 = 70). 1C. FIGURING St: Now that you have pur- chased your Frame, its Armor, and the ‘Armor’s Multiplier, you can determine your ‘mecha’s Structural Integrity. To do so, refer to the sidebar. STEP 2: Weapons and Other Equipment Once your mecha’s Structural Integrity has been determined, the rest of the mecha construction process is very similar to ‘Mekton Zeta, The primary diference is that you no longer need to worry about Spaces, The Movies fully compatible with al ofthe ‘Weapons and other systems from Mekton Zeta and Mekton Zeta Plus—they all work the same as described in those books, with the following exceptions: 2A. WEAPONS: These are designed and purchased just as they are in Z/Z+. The structural Kill capacity of any Weapon will not be needed for record-keeping, only for tallying Weight (add. up all Weapon Kil, divide by 2, and add to your mecha's Weight). Remember to designate which Servo each Weapon is located in, since hit location will stil be an issue occasionally (but you don't need to worry about Space—it's just an issue of location). cost 11 31 COMMAND ARMOR TABLE 2B, SHIELDS: These are designed and pur ‘chased just as they are in Z/Z+. The SP of the Shield is converted into its Si equivalent (that is, $P:1.5, multiplied by refined ‘Armor Type multiplier). The original SP of the shield (divided by 2, as always) is used to determine Weight. Remember to desig- nate which location the Shield has been assigned to, 2C. OTHER ADDITIVE SYSTEMS: All of these components are designed and pur- chased just as they are in Z/Z+. Systems with structural Kill ratings (Sensors, Boosterpacks, Wheels and Treads, etc.) will affect Weight but will not affect SI Remember to designate which Servo each system is located in. 20. A SPECIAL NOTE ON ENERGY. ABSORBING ARMOR: The Absorption Coefcient wil reduce the Mekton’s overall SI.An AC of 4/5 or 3/4 drops SI by 1 and an AC of 2/3 or 1/2 drops Si by 2. STEP 3: Fuel and Propulsion Systems This works the same way as in Mekton Zeta and MTS; once you have the total Weight of your mecha, decide upon the MA you want your mecha to be able to move at, and you can determine how much this sy. tem wil cost. As always, you should desig nate wich locations have some (or all) of your fight system STEP 4: Command Armor Unlike in MTS, you buy a total package of Command Armor rather than’ buying it location by focation. You may not buy Command Armor that fs more than one level greater in size than the Frame’s clas. A bonus to St replaces Armor SP, but in al other respects this isthe same as MTS, BALANCE MOD_ Wi) 27 FDL + 5 4 STEP 5: Cost Multiplier Systems. As with Additive Systems, most of these sys tems work just as they doin Meton Zeta and Zeta Pus. There are afew special notes, which are listed below: TANK FORM: When in Tank Form, the ‘Mekton gains +2 tos SI. COMBINERS: Since SI replaces SP & Kil the need for a Damage Scale is eliminated. As with regular Combiners, the total may bbe greater than the sum of the parts, so SIs need not be added mathematically; three mecha with Sls of 5 could make 1 Combiner with an SI of 20. SORUU CU ECa CMC Ay ‘ow that you know how to con. vert, create and use mecha in The Movie, a discussion of how to use The Movie itself is in order. Being based fon the concept of Structural Integrity, The Movie is extremely versatile—it can be used to enhance roleplaying, or it can SOCATEC eC Ay 1e general combat procedure in I the Cinematic Movie System is the same as in Mekion Z. As always, the attacker rolls MR +Skill-1D10, while the defender rolls his MR +Piloting +1010. If the attacker's roll is higher, the attack hits, As in Mekton Zeta, you may attack targets outside your weapon's Combat Range but within its Maximum Range at a-4 penalty. Parrying As in Mekton Z, i the defender fails his Evade Roll he may make a Party rol. Asuc- cessful Party adds the S ofthe Shield to the mecha’s St when the damage resolution check is performed. However, ary Paried attack which sill causes damage automat cally reduces the shields SI by 1 (on top of ‘whatever other damage results occur). Damage Resolution ‘Once a hit has been scored, determine the ‘Damage Potential (DP) by subtracting the target's SI from the Kills the attacker's APL MORPHABLE MECHA: Extending takes 0.5 SI to gain 1 Hex of range, while fattening takes 2 Sito fully cover 1 Hex SUPER-DEFORMED MEKTONS: SD mecha reduce their I by 208% (that i, $1 x0.) BUILDING FORM: Such mecha have their SI multiplied by 2. STEP 6: Final Stats and Scaling All Stats (MA, MV, MP, etc.) are calculated exactly the same way as they are in 2/2s, and all Scaling calculations ae performed exactly the same way a8 they ace in MTS, with Kis being converted to Stas above, Pie be Ae acl be used to engage in large-scale wargame-style battles. The fact that these two Ideas have very little common. ground demonstrates the potential of The Movie, which can be tapped in one of two ways: through the Cinematic sys- tem or through the Tactical System. Pai aA Weapon does. Roll 206 and reference the Damage Chart below. If the DP isles than 3, roll on the "-3" column, and every point less than -3 becomes a negative modifier to the die roll (for example, if the DP in an attack tums out to be-5, the attacker rolls on the *-3" column and subtracts 2 from the result of his 206 ro. the DP is greater than +6, roll on the “6” column, and every point ‘greater than 6 becomes a positive modifier to the die roll (for example, if the DP in an attack turns out to be 8, the attacker rolls on the "6" column and adds 2 to the result of his 206 roll). Any rolls on the +6 column that total greater than 12 are instant kil. Critical Hits If the attacker beats the defender by 5, he ‘may automatically roll on Cinematic Table 1 (Light Damage). If the attacker beats the defender by 10, he may automatically roll (on Table 2 (Serious Damage). Ifthe altack- cer beats the defender by 15, he may auto- ‘matically roll on Cinematic Table 3 (Severe Damage). Tactical Display SS ne GFA IY. DAMAGE Damage Potential 464544 Cl. DIauscl ee cere 0) be Gee 02 ee) D3 G3 a a. ba D3. a G a Da 4 B42 a D1 a D2 a 02 a D3 a D4 a Da ca Results D# (STRUCTURAL DAMAGE): “i” is a negative modifier that you subtract from your SI. For every two points you subtract from your SI, subtract 1 point from MA (both walking and Propulsion types) and Mecha Reflex. Due to increasing damage, MR and MA can go below 0 until they are repaired; however, if SI reaches 0 oF less, the Mekton collapses in a useless heap of metal, and @ Powerplant Explosion check should be made. The effects of D# results are cumulative—if you take a D1 hit (there- by suffering -1 to your SI) and then later took a D2 hit (thereby suffering another -2 to your SI, and -1 to your MR and MA), your now suffer -3 to SI and -1 to MR and MA CH (CINEMATIC DAMAGE): Roll on the Cinematic Damage table indicated by the umber, These tables include spectacu- lar/catastrophic results that make life ctf- cult for Anime heroes. Feel free to embel- ish them or alter them, or add fun twists such as delayed effects. K (KILL): A catastrophic chain reaction causes your Powerplant, fuel, and ammuni- tion to explode. Make your ejection roll as your Mekton is destroyed, and apply Powerplant explosion effects immediately. Special Weapon Effects There are several Weapons whose Movie effects difer from Mekton Zeta and MTS. These special Weapon effects are noted below: ENERGY MELEE WEAPONS: Due to the 1 CHART weapons such as energy swords or plasma axes, these weapons shift left one column, fon the Damage Result chart MISSILE SALVOS, LINKED WEAPONS AND AUTOFIRE WEAPONS: Each dou- bling of the number of hits increases the damage done by 50%; hitting with 2 4-Kill attacks would be treated as a 6-Kill hit, it ting with 3-4 4-Kill attacks would be treat- ed as an 8-Kil hit, hitting with 5-8 4-Kill attacks would be treated as a 12-Kill hit, etc. fa critical hit also occurs, itadds to the final damage (i, +1 Kill to the 12 Kills done by the 8-hit attack). BLAST RADIUS WEAPONS: Since area effect damage is broken into blocks of up to Skill, apply the 5-kill blocks separately; the first’ rolls its 206 Damage Resolution roll regularly, the second rolls its 206 Damage Resolution roll on 1 column less, the third rolls on 2 columns les, et. NUCLEAR EXPLOSIONS, MEGA-BEAM WEAPONS AND SCATTERSHOT AMMO: ‘These are Weapons which are all capable of hitting every location of their target. In The Movie, such weapons add +3 to their 206 Damage Resolution roll ARMOR PIERCING: Armor piercing ‘weapons shift left two columns on the Damage Result chart. INTERSCALE COMBAT: {fa smaller-Scale mecha unit is attacker a larger-Scale mechs, it subtracts @ from its Damage Potential per Scale; similarly, if a larger- ‘Scale mecha unitis attacker a smaller-Scale it adds & to its Damage Potential of Pr Ol 27 Fe FAZFLE— Tactical Display A C1: Light Damage DIE___ RESULT 1. Powerplant maffunction. Make a Mecha Tech Skil roll vs 15 to keep it omfine. Ifyou fail it goes down for one tur, and comes back online the next tur, Maneuvering systems jammed—subtract 1 from Mecha Reflex. Sensors & Fire Control giving inaccurate targeting information; -2 to all Attack Rolls Limb andor Frame damaged. One randomly determined limb (see sidebar) is dam- aged and is now useless, as are all systems mounted in It. f the limb contains a Cockpit, rol on the Cockpit Hit Table on the next page Cockpit breach—see Cockpit Hit Table on the next page. Damage Escalation! Roll on Table C2. C2: Serious Damage 106 RESULT _ 1. Powerplant damaged. The Power Plant goes offline, and you can’t de anything as ume HIT all systems shut down. Make a Mecha Tech Skil rll vs 15 next turn to bring it back TABLE ‘ondine. If you fail it stays down, ‘Maneuvering systems jammed—subtract 2 from Mecha Reflex. ‘Sensors & Fire Control damaged—range reduced by one hall, and subtract 2 from 1D10_ LOCATION all Attack Rolls 1 Head Limb andjor Frame destroyed. One randomly determined limb (see sidebar) is 23 ..RAm destroyed, as ae al systems mounted in it.I the mb contains a cockpit, roll on geil the Cockpit Hit Table, and then make a plot ejection rol. Cockpit hit! Armor protection is 1/2. Ssee Cockpit Mit Table on the next page ee ‘Damage Escalation! Roll on Table C3 9. Leg 10.....Wing, Tail or Pod C3: Severe Damage 1D6__RESULT 1 Powerplant damaged. The Powerplant goes offline, and you can’t do anything 2s all systems shut down, Make @ Mecha Tech Skil rll vs 25 next tur to bring it hack ‘orn. If you fail, it stays down, {Gyro system fault = make a piloting roll vs. 20 after any maneuver to stay in con= ‘rol. Ifyou fal, and the Mekton is waking, it falls down. If you're fying, it starts tumbling, et. Sensors & Fire Control damaged, and reporting inaccurate IFF returns. Al (renly Units are designated as enemies by your fre control computer, and all enemies des ignated as friends! Frame and Weapon malfunction. One body location malfunctions (oll randomly as per the sidebar), and the weapon init fires uncontrollably. Rol fora random tar- ‘get, and don't forget to include yourself! Cockpit hit; ignore armor! See the Cockpit Hit Table on the next page. ‘Damage Escalation! Roll on Table C4, below. Tactical Display A eer re bai lea Be lm C4: Catastrophic Damage 16 _ RESULT 1 Powerplant destroyed; roll Explosion Save, IFitS a Cold ‘plant, it explodes on a 1 If it’s a Hot ‘plant, it explodes on a 1-5. “Motive Systems destroyed. Mecha Reflex is 0 Sensors & Fire Control destroyed: -4 to all Attack ral Limb and/or Frame critically damaged. The circuitry and components in one ran- domly determined limb (see the sidebar) die in a massive short-circuit. The limb is now useless. Make Mecha Tech rols vs. 20 for every other location on your -Mekton to see if feedback shorts them out as well, Cockpit destroyed. Make your ejection rol ‘A catastrophic chain reaction causes your power plant fuel, and ammunition to explode. Make your ejection roll as your mecha is destroyed, Cockpit Hits LMB HIT TABLE Head 23 ...RAm 45 ...LAm 67 |. Rleg 89 ...L Leg Wing, Tail or Pod tole nosh, Results 4: Damage done to pilot by shrapnel, explo. sions, short-circuit, etc. #is the points of Damage done to the pilot's Torso. ree eats Subtract 4 (or SI, whicHevers less f your cockpit is Armored, 2 (or SI, whichever ils) f your cockpit is a Canopy, oF 0 (f you have a Saddle cockpit) from the normal Damage Potential of the attack. The result is the Damage Potential used on the table below. COCKPIT HIT TABLE [Denage Botenting et ae ER ea ss S: Pilot Stunned, for (DP) in turns. Cal ame ee Re eee ee ears Fees eee ao eee to dodge, failing with 2 17. The X-Gorgon then tries to Fae i Rae ae ee ee te a ee ee rd ee eee eee ae ee aa ee ea ec te eae eee ead ae ae ee ree Cia dane eee Ce ee a ee eee ea ee eee ee ee ee ee ee eee ea ee ee ae) Fea ae areca eae er I ee ee eee The Rapier eat MPM) IC A hereas the Cinematic Movie sys- ‘tem is simply a more freestyle, ‘effectoriented combat system for use when each player controls one or two mecha, the Tactical system is designed for large-scale engagements in which each player controls two or more mecha. The general combat procedure in the Tactical ‘Movie system is the same asin Mekton Z. As always, the attacker rolls MR Skil -1D10, while the defender rolls his MR +Plloting +1D10. If the attackers roll is higher, the attack hits. As in Mekton Zeta, you may attack targets outside your weapon's Combat Range but within its Maximum Range at a 4 penalty. Parrying Asin Mekton Zeta and the Cinematic System, ifthe defender fails his Evade Roll he may make Parry ral, A successful Parry adds the Sl ofthe ‘Shield to the mecha’s Sl when the damage re. lution check is performed. However, any Parried attack which still causes damage auto- ‘matically reduces the shield’ Stby 1 (on top of Whatever other damage results occu’. Damage Resolution (Once @ hit has been scored, determine the damage result by subtracting the target's SI from the Kill of the attacker's Weapon: ‘Ifthe result is ess than zero, then the target takes no damage. * If the result is exactly zero, then the target’s SI drops by 1, but suffers no fother penalties (no drop in MA or MR). * If the result is greater than zero, then the target's SI drops an amount equal to the amount by which the attacking Weapon's Kills exceeds the target's SI For example: The Rapier-Sigma hits the Gorgon-X with its 10-Kil Beam Gun. The Gorgon-X has an SI of 6, so its I drops by 4 to.a new Slof 2, “The effects are cumulative you take a point hit and then later took another 2-point ‘nit, your St is now 4 points less than before. Critical Hits For every three points by which the Altacker beat the Defender, he adds +1 Kilto Damage his Weapon does. I the attacker beats the defender by 10 or more, he may choose to destry a component (Le, ary Weapon or System or any Servo other than the Torso) futomatialy—avhich component & dete mined random: CARAMEL eAN umB DESTRUCTION TABLE 1D10_ LOCATION 1 Head 2 Wing, Tall or Pod 34 Am 57 Leg &9 Weapon (random) 10 System Flight, Sensor, ete; determine randomly) Special Weapon Effect Notes There are several Weapons whose Movie effects difer from Mekton Zeta and. MTS. ‘These special Weapon eects ace noted below: ENERGY MELEE WEAPONS: Due to the “Hot knife through butter” effect of Weapons such as energy swords or plasma axes, these Weapons add two Kills to their damage. MISSILE SALVOS, LINKED WEAPONS AND AUTOFIRE WEAPONS: Each doubling of the number of hits increases the damage done bby 50%; hitting with 2 4-Kill attacks would be treated as a 6-Kil hit, hitting with 3-4 4-Kill attacks would be treated as an 8-Kil hit, hit- ting with 5-8 4-Kill attacks would be a 12-Kill hit, te. Ifa critical it also occurs, it adds to the final damage (i., +1 Kill to the 12 Kills done by the &-hit attack) BLAST RADIUS WEAPONS: Area effect dam- age isnot broken into blocks ofS kl instead, any target within the last Radius of a Weapon takes 1/2 the Weapon's normal damage. HITTING EVERY LOCATION: Nukes, Mega- Beam Weapons and Seattershot Ammo are all ‘capable of hitting every location of their tar- get. In the Tactical Movie system, such Weapons add +1D6 to their damage. ARMOR PIERCING: Armor Piercing Weapons shift add two Kills to thelr damage. INTERSCALE COMBAT: Smaller-Scale mecha ‘unt attacker larger-Scale mecha divide darn- age by 5 per Scale; siilary, larger Scale ‘mecha attacking smaller Scale mecha mut= ply damage by 5 per Scale. Tactical Display

You might also like