I really would not like to assume that the sensors in Mekton Z are Protected equally by the armor that protects the rest of the servo it is housed in, at least not to a called shot. This shot is aimed at the unprotected part of the sensors that views the outside world. In general, there should be a good reason to buy backup sensors other than getting your entire mecha's head blown off.
These propulsion units stradle the line between standard thrusters and gravtics. They follow the rules of inertia, make lots of noise, and act like jump jets if the MA is below 8, just like thrusters do. On the other hand, they do not require a propellant, they may be used to exit the atmosphere if they have a MA of at least 16 (It would take a very long time), and they may enter the atmosphere without reentry multipliers or options (with the same rules as gravtics). The Multiplier for a MA of 8 is (x0.35).
These weapons may target and fire on any enemy in a 360 degree angle within range. This should not be confused with the wide angle fire option for beam weapons. (Which fire on ALL targets with in thier range.) The cost to the weapon is (x1.3). The weapon is not considered to be protected by the servo that supports it. The weapon takes up only one space. (But the servo still must be able to support the weapon space. Treat it like a hand held weapon.)
Many force shields in science fiction relate closely to the screen reactive shields, but with a differance. These shields are able to eventually recover their lost deflection ablity. This cost is the same as regular Reactive shields but with a kill capacity only 2 times the sp instead of the 5 times of the sp of regular "screens". Unlike other types of reactive shields, the regenerating shields will not 'blow' unless the servo that houses them is breached. A new multiplier replaces the "reset time" multiplier. This is the recovery multiplier. as long as the shields are at less then maximum they will regenerate a number of points equal to the Recovery.
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What would be the cost of a stargate? This kinda cropped up in my head while designing a wargame using the Mekton Z rules. First, decide on the biggest ship you want to pass though the gate and determine how many spaces it has. (Include what spaces any external mounted systems would have taken up, had they not been turreted or mounted in weapon mounts. This is the base cost of the transporter. Second, multiply the space by the desired teleportation system. You may buy two other options for the transporter, Recieve(x2) or Limited(x.75). Recieve allows transportation from a location other then the base transporter and bring the cargo/passangers to the transporter. Limited only allows transportation from one gate to another. Third, buy any space effiency. Space effiency is allowed down to the base cost unless the transporter has the recieve ability, then it can be efficient down to any level. This will be the total space and cost of the transporter. The stargate / transporter will not be able to teleport itself only the objects that pass though it. Transporters may be split between systems as anything else. Just remember to have enough space to hold the cargo. Transporters have no kills but may be hit on a critical hit and is destroed when a servo that houses it is destroyed.
To get the advantages of single shot weapons (aiming your shots) and burst value weapons (Thowing lots of nasty objects in the air). The cost of the weapon can remain the same. But you have to buy the ammunition in single shots (Hint, this makes it cost more). A burst would use up as many single shots as its BV. There is no actions required to change from burst to single fire.
I would assume that a combustion power plant has about 10 hours of continious use. With this in mind you could buy extra endurance in the forms of the fuel tanks used in the propulsion rules. Each tank would add on another 10 hours of constant use. In addition, for an extra multiplier of x.08 to the power plant, the fuel types could be interchangable with the thruster fuel. (At a trade off of about 50km of flight per hour of operation.)
To build your own Energy Pool, your power available would be the base cost. You can add on Maximum power by adding 1 cp per 3 points of maximum power. The base kills will be equal to (1/4 of the PA) + (1/10 of the MP). (This is about as close as I want get it without becomming very complex.) Use the portfolio and morphable multipiers as normal.
You may use any projectile Ammunnition option as part of a missile warhead. If the Ammo type used has a multiplier greater then x2, divide the multiplier by 2. (Except for nuclear, as it already an option in Missile Weapons. One other multiplier for missiles is Nuclionic. (This is from the old MTS book.) Nuclionic is similar to scattershot in that it hits all locations of the target, but it hits at full damage for each location. Use the rules for Mega beam in the beam weapons. The Nuclionic multiplier is x10.
Missile salvos Each five missiles in an attack agensed a single target gives the target a -1 penalty to the evasion roll. Reason ( I would imagine it would be more difficult to avoid any damage from a swarm of 20 missiles coming at you than a single missile. As written in the rules for MZ it is just as easy do dodge a mass swarm of missiles then it is a single one. It just hurts more if you don't make the dodge. )
Maximum Missile Firing Multiplier For most systems this would be a multiplier of 1. But, some missile systems are not built to fire off all of there missiles in one salvo. These systems need to reload the launchers after each firing. (This was the concept behind the old rocket launcher in Mekton II.) There is an advantage to this, it costs less and takes up less space. What you have to determin is the fraction of missiles that can be fired off in one volly. (It really helps if the numerator (Is that the one on top?) is a one. The number of missiles fired should be an even fraction of the total, it helps. (1/4 of fourty missiles is good. This could even be 1/10 of ten missiles allowing only one missile to be fired off per turn. Umm... 1/20 of ten? One being fired off every other turn.) Now we can find the cost multiplier.
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For those who have gottne to know that I like having neat little equasions for figuring out things, (such as the range modifier for weapons,) Here is the one for up above.
Multiplier=(fraction+1)/2 Simple? It is the same basic equasion as the RTG's range multiplier.
This multiplier is effective for both the cost and the space of the missile system. The weight is figured out normally.
Their is no strike roll, as it is automatically assumed that the attack roll equals10+WAx3, giving it a range between 9 and 21. There are no modifiers for weapon skill or MV. Reason ( A wide beam attack is not really controlled by the pilot or the mech in the locations of the area covered. ) There is of course still the penalty for longer than effective combat range.
Effect of Wings Wings, realisticly, do not make a viehicle go faster. (They actually add drag.) Instead, they add to the lift and the handling of the craft. (If a fighter form craft doesn't have wings, and is not VTOL, add 2 to the minimum airspeed of the craft, making it fly at 6 hexes minimum.) Instead of adding a +2 Flight MA give it a +1 Flight MV Bonus.
Non VTOL aircraft need a minimum length of runway of twice their minimum Flight MA to both take off and land. (ie. about 400m for your standard fighter) Landing is an Easy check on a runway 200% of the minimum, average roll for the minimum, difficult at 75%, very difficult at 50%, Nearly impossible at 25%. None of these take in to fact of ram assisted takeoffs and arrester cable landings.
VMax Backup Generators With the listed cost, no one in their right mind will take a backup generator if they can get another VMAX. With its limited duration and flexablity, it costs way too much. (How many multiplier systems can you get to add up to the cost of that one system?) Instead it should be a .3 cost multiplier system.
Mecha Bays I have noted a x10 scale ship that carried a squadron of full scale mechs. (Robotech: Southern Cross, the robotech masters, transports carried about four times their weight in mechs almost catagorizing them as a mecha rider.) In this I have decided to put on an optional rules set. There are two types of mecha bays; Dedicated and Omni. The dedicated bay only carries one mecha type. The Omni type can put any type that can fit into the space. Both types of bays are assumed to be equiped with the tools to repair mecha. (Within their own tech level.) The costs and space requirement is x2 the total spaces a mech has the total spaces of all of the servoes) or carries(hand held weapons and weapon mounted weapons). The multiplier for cost and space is x1 for dedicated mech bays and x2 for Omni bays. This cost is scaled, (1/10 the cost to put one in on a x10 ship.)
Transformation Option: Storage form
Transformation: Storage/Box Form This one is a transformable system that halves the space requirements for storage. For just a x.1 multiplier it boxes itself up for storage. (As it compresses the cockpit as well it is a bad idea to do this while inside.) This idea came from the cyclones in 'Robotech: Invid Invasion'.