Mekton House Rules


No game system is perfect, and Mekton Zeta is no exception (pretty close to, but...). These are a few rules changing the build system slightly that I used in construction of the mecha on this page.

Keep in mind throughout that the optional fuel rules were not used, and these mecha were not designed to work with the G-Factor or Let's Active rules (Such mecha would have higher armour and maneuver pool values respectively). An interesting side-note is that two Earth Corps mecha are subject to the G-factor rules whereas all other mecha are not; I paid for this as a -x.2 multiplier, to represent extraordinarily cheap and shoddy construction.


Engines

There are to important changes to engine rules here, affecting the cost a fair deal. The first in on the topic of hot and cold powerplants. RTG seems to think that a small, once-per-battle bonus to very good and above pilots is a fair exchange for making your mecha's powerplant 5 times as explosive. Nah. Using this system, both hot and cold powerplants provide a bonus to maneuver pool, whereas hot powerplants (for that afore-mentioned 5-times-as-explosive thing0 always cost x.1 less. Secondly, RTG applies the cost adjustment of the "soucre" (to whit, the kind of feul the powerplant runs on) to the price of the whole mecha, whereas I do it only to the cost of the engine. A -x.33 multiplier is not a fair trade-off for something that will have little to no effect on gameplay.

That said and done, the revised costs for each kind of cold powerplant (charge and source) is listed below. A hot powerplant is always x.1 cheaper.

Charge/Source Combustion Power cell Fusion Bio-energy MP
Undercharged -x.2 -x.17 -x.15 -x.1 -1
Standard x.0 x.0 x.0 x.0 +0
Overcharged x.1 x.13 x.15 x.23 +33%
Supercharged x.2 x.26 x.3 x.45 +67%

Hardpoints

Hardpoints are a usefull little touch to add a good deal of adaptability to your design. A hardpoint is essentially a weapon mount with a quick change mount (one of Mekton Zeta's greatest inventions) added. Design your mecha with the appropriate number of hardpoints, then leave it at that. To equip a hardpoint, simply design the wepon, equipment, or whatever that is to go on it, then figure the additional cost as you would with command armour. The B-Mod for hardpoint equipment is equal to its Kills divided by twenty.
Example: The Turbine is a fighter that can change into a hybrid form. Not sure of what tyo put on its wings, ace designer Crazy Harry assigns it two hardpoints per wing (you can do that) and leaves it for now. When launching on an interceptor mission, he puts two racks of short-range missiles (5 5K missiles per rack) on each wing. The kills of each rack is 2, or a B-Mod of 0.1 The Turbine suffers only a 0.4 total B-mod, meaning no penalties.


Boosted Leg Servos

This originally comes from the dearly departed Net.Mekton.Sourcebook. A usefull system, it directly modifies the mecha's ground MA, after powerplant bonuses.

Speed bonus Weight Cost Spaces/leg Weight Cost Spaces/leg
+50% 0-50 tons x.2 1 50+ tons x.3 2
+100% 0-50 tons x.3 2 50+ tons x.4 3

Example: The Hyper Road-Runner is a scout mecha which simply doesn't have the space to mount a flight system of any worth. It weighs 18.5 tons, and currently has a GMA of 7. Crazy Harry (the designer) increases the myomer-tension and stress absorbancy of its legs, as well as re-routing extra power to them (so what if the cabin gets dark at top speed) and doubles its GMA. It weighs (a lot) less than 50 tons, so this costs x.3 and takes two spaces from each leg, meaning it can run at (14MA) an astounding speed of 454kph!!


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