Trial by Fire
What is Mekton Alpha?
What is Mekton Zeta?
What is a Role-Playing Game?
Terms
Really Quick Example
Character Concepts
- Attractiveness: How good looking is the character?
- Body Type: How strong and resilient is the character?
- Cool: How well can the character stand up to pressure and stay in control?
- Empathy: How friendly or charismatic is the character?
- Intelligence: How smart is the character?
- Luck: How often to unexpected good things happen to the character?
- Movement Allowance: How fast is the character?
- Reflexes: How dexterous and nimble is the character?
- Technical Ability: How good is the character with machines?
Easy | 10 |
Average | 15 |
Difficult | 20 |
Very Difficult | 25 |
Nearly Impossible | 30 |
Mecha Concepts
Example Characters
Lt. Donchoi Yuh
Stats
8 |
Intelligence |
9 |
Cool |
10 |
Reflexes |
8 |
Attractiveness |
8 |
Empathy |
7 |
Tech Ability |
9 |
Luck |
8 |
Movement Allowance |
7 |
Body Type |
0 |
Psi Potential* |
Hits
Head |
6 Hits |
Torso |
12 Hits |
R.Arm |
9 Hits |
L.Arm |
9 Hits |
R.Leg |
9 Hits |
L.Leg |
9 Hits |
Stun |
6 |
Skills
Skills |
Level |
Aircraft/Shuttle Pilot |
9 |
Zero-Gee Maneuver |
5 |
Awareness |
5 |
Basic Repair |
3 |
Seduction |
2 |
Dodge & Escape |
4 |
Driving |
3 |
Expert: Tactics |
4 |
Handgun |
3 |
Human Perception |
2 |
Hand-to-Hand |
3 |
Leadership |
5 |
Mecha Piloting |
10 |
Mecha Fighting |
6 |
Mecha Melee |
7 |
Mecha Gunnery |
8 |
Mecha Missiles |
8 |
Personal Grooming |
1 |
Wardrobe & Style |
2 |
Persuasion |
2 |
Weapons
Weapons |
WA |
Range |
Damage |
Shots |
Combat Pistol |
+1 |
15/100 |
2d6 |
15 |
“The Vermilion Ace”
Age: 28
Stats
8 |
Intelligence |
7 |
Cool |
10 |
Reflexes |
9 |
Attractiveness |
10 |
Empathy |
5 |
Tech Ability |
10 |
Luck |
6 |
Movement Allowance |
4 |
Body Type |
10 |
Psi Potential* |
Hits
Head |
5 Hits |
Torso |
10 Hits |
R.Arm |
7 Hits |
L.Arm |
7 Hits |
R.Leg |
7 Hits |
L.Leg |
7 Hits |
Stun |
5 |
Skills
Skill |
Level |
Zero-Gee |
4 |
Awareness |
4 |
Seduction |
3 |
Dodge & Escape |
4 |
Handgun |
2 |
Healing* |
4 |
Telepathy* |
5 |
Danger Sensing* |
3 |
Emotion Scan* |
2 |
Telekinesis* |
2 |
Hand-to-Hand |
2 |
Mecha Piloting |
10 |
Mecha Fighting |
5 |
Mecha Melee |
8 |
Mecha Gunnery |
9 |
Mecha Missiles |
9 |
Personal Grooming |
4 |
Wardrobe & Style |
2 |
Persuasion |
4 |
Human Perception |
5 |
*For more on Psychics, see Mekton Zeta Plus.
Weapons
Weapons |
WA |
Range |
Damage |
Shots |
Combat Pistol |
+1 |
15/100 |
2d6 |
15 |
Sword |
+1 |
2 |
2d6 |
- |
Creating Mecha
One of the key strengths of the Mekton system is the ability for Players and Game Masters to create new custom mecha. Although these rules cannot recreate the flexibility and comprehensiveness of the Mekton Zeta or Mekton Zeta Plus rules, the following should provide a taste of how the process works.
1. Pick a Torso: Choose a base frame size for your Mecha.
Class |
Structure/ CP Cost
|
Med.Striker |
8 |
Hvy.Striker |
10 |
Med.Weight |
12 |
Lt.Heavy |
14 |
Med.Heavy |
16 |
Class |
Head |
Arm |
Leg |
Med.Striker |
4 |
5 |
5 |
Hvy.Striker |
5 |
6 |
6 |
Med.Weight |
6 |
7 |
7 |
Lt.Heavy |
7 |
8 |
8 |
Med.Heavy |
8 |
9 |
9 |
Class |
SP/ CP Cost
|
Med.Striker |
4 |
Hvy.Striker |
5 |
Med.Weight |
6 |
Lt.Heavy |
7 |
Med.Heavy |
8 |
Mecha MA and MV chart
Weight |
MA* |
MV |
01-19t |
6 |
-1
to REF |
20-29t |
5 |
-2
to REF |
30-39t |
5 |
-3
to REF |
40-49t |
4 |
-4
to REF |
50-59t |
4 |
-5
to REF |
60-69t |
3 |
-6
to REF |
70-79t |
3 |
-7
to REF |
80-89t |
2 |
-8
to REF |
90-99t |
2 |
-9
to REF |
100t
+ |
2 |
-10
to REF |
Weapons |
Range |
WA |
Damage |
BV |
Shots |
Weight |
Spaces |
CP Cost |
Hand |
1 |
+0 |
1K |
0 |
Na |
0.5t |
1 |
1.5 |
Med. Beam Gun |
7 |
+1 |
3K |
0 |
inf |
1.5t |
4 |
5 |
Autocannon |
4 |
-2 |
2K |
8 |
10 |
1.0t |
5 |
6 |
Hvy. Autocannon |
7 |
-1 |
6K |
4 |
10 |
3.0t |
10 |
13 |
Rocket Launcher |
7 |
+0 |
4K |
0 |
10 |
1.5t |
4 |
4 |
Bazooka |
17 |
+0 |
12K |
0 |
10 |
6.0t |
15 |
15 |
Mecha Examples
Rapier
Name: Defense Mekton “Rapier”
Weight: 44.5t Cost: 153 CP
MV: -4 Land MA: 4 Flight MA: 8
Servos and Armor
SP Kills Servo Class Space Cost Armor Cost
5 4 Head Med.
Str. 4/4 4 5 Hvy.Str.
5 6 R.Arm Hvy. Str. 6/1 6 5 Hvy.Str.
5 6 R.Arm Hvy. Str. 6/1 6 5 Hvy.Str.
5 8 R.Leg Lt.Hvy. 8/3 8 5 Hvy.Str.
5 8 R.Leg Lt.Hvy. 8/3 8 5 Hvy.Str.
5 12 Torso Med.Wt. 12/0 12 5 Hvy.Str.
Movement
Systems
System Location Spaces CP
Thruster
(2MA) Torso 2 2
Thruster
(3MA) R.Leg 6 6
Thruster
(3MA) L.Leg 6 6
Armamment
Weapons Location Spaces CP
Cost Weight
Right Hand R.Arm 1 1.5 0.5t
Left Hand L.Arm 1 1.5 0.5t
Rocket Launcher R.Arm 4 4 1.5t
Rocket Launcher L.Arm 4 4 1.5t
Rocket Launcher R.Leg 4 4 1.5t
Rocket Launcher L.Leg 4 4 1.5t
Autocannon Torso 5 6 1.0t
Autocannon Torso 5 6 1.0t
The Vermilion Ace
Name: Assault Mekton “Gorgon”
Weight: 56.5t Cost: 141 CP
MV: -5 Land MA: 4 Flight MA: 8
Servos and Armor
SP Kills Servo Class Space Cost Armor Cost
7 5 Head Hvy.
Str. 4 4 7 Lt.Hvy.
7 7 R.Arm Med. Wt. 7 7 7 Lt.Hvy.
7 7 R.Arm Med. Wt. 7 7 7 Lt.Hvy.
7 9 R.Leg Lt.Hvy. 9 9 7 Lt.Hvy.
7 9 R.Leg Lt.Hvy. 9 9 7 Lt.Hvy.
7 14 Torso Med.Wt. 14 14 7 Lt.Hvy.
Movement
Systems
System Location Spaces CP
Thruster
(2MA) Torso 5 5
Thruster
(3MA) R.Leg 6 6
Thruster
(3MA) L.Leg 6 6
Armamment
Weapons Location Spaces CP
Cost Weight
Right Hand R.Arm 1 1.5 0.5t
Left Hand L.Arm 1 1.5 0.5t
Rocket Launcher R.Arm 4 4 1.5t
Rocket Launcher L.Arm 4 4 1.5t
Autocannon Torso 5 6 1.0t
Bazooka Handheld 26 15 6.0t
Combat
Combat plays a large role in anime and, thus, is important to many Mekton games as well. The following basic rules provide a hint at how conflicts are resolved in Mekton. Both man-to-man combat and mecha-to-mecha combat are resolved using the same basic rules.Step 1. Determine Order (Initiative)
Each combatant rolls 1d10 and adds their characters Reflexes, modified by their mecha’s Maneuver Value if piloting Mecha. The highest result goes first, with each combatant following in descending order.
Step 2. Actions
On his/her turn, in addition to automatically being able to move their character or Mecha up to half its MA, the player may choose to either move and attack, or attack twice.
- Move: each character or mecha may move its remaining MA.
- Attack: each character or mecha may attack 1 target in a single action.
Determine whether the target character or mecha is within range and is not obscured by any obstacles or terrain.
If so, then the attacker rolls 1d10 and adds the result to their Reflexes + Appropriate Weapon or Fighting skill taking into account the weapon’s WA and the mecha’s MV.
Appropriate Weapon or Fighting Skills include:
- Handgun: used with pistols.
- Rifle: used with rifles.
- Autoweapons: used with machineguns.
- Melee: used with clubs, swords, and axes.
- Hand-to-Hand: used with punches and kicks.
- Mecha Gunnery: used with cannons and lasers.
- Mecha Missiles: used with rockets and missiles.
- Mecha Melee: used with giant swords and axes.
- Mecha Fighting: used with mecha hand-to-hand.
Appropriate Evasion Skills include:
- Dodge & Escape: for Character combat.
- Mecha Piloting: for Mecha combat.
If the attacker’s total is higher than the defender’s total, the target has been hit! Move on to step 4.
Step 4. Resolve Damage
If a mecha or character is hit by a weapon, the mecha or character takes damage. The first step is to determine the location of the hit. Use the following table to determine location:
1d10 |
Location |
Result |
1 |
Head |
The
Head takes damage after armor protection |
2-6 |
Torso |
The
Torso takes damage after armor protection |
7-8 |
Right
Side Limb |
A
Right Limb takes damage after armor protection |
9-0 |
Left
Side Limb |
A Left
Limb takes damage after armor protection |