Andras Posted July 23, 2013 Posted July 23, 2013 (edited) I registered a little while ago but haven't posted much. I've been working on doing up Macross mecha in Mekton over the years I thought I'd toss up what I have and let you guys look it over and nitpick Be sure to read my notes please. Question, have VF-22s ever used FAST Packs in one of the series? I haven't seen Frontier or the spin off movies. ETA_ Instead of linking to specific documents I'm sharing the folder so I don't have to keep updating the links when I make a revision MekMac Folder Edited August 1, 2013 by Andras Quote
Benson13 Posted July 23, 2013 Posted July 23, 2013 (edited) The 22's have built in versions of the 21's fast packs. Just the under carriage parts at least. Edited July 23, 2013 by Benson13 Quote
Andras Posted July 25, 2013 Author Posted July 25, 2013 (edited) Thanks, I watched a couple vids on YT of how the VF22 models transformed and I decided to make the lower leg covers separate 'pods' that will hold a SRM launcher and a missile hdpt bay. The internal dorsal launcher was reduced by half as before I had them all in one big launcher. Edited August 1, 2013 by Andras Quote
Andras Posted August 5, 2013 Author Posted August 5, 2013 I've gone back and cleaned up some things. I researched all the gunpods and tried to bring them into a structured order. I put the gunpods into the pdf w hardpoint missiles and FAST packs as well as with each appropriate mecha Gunpods that only do 1 damage get tracer ammo, Gunpods that do 2 or more damage get AP ammo. I added the AAMS-02 advanced SRMs to the Hdpt missiles list The VF-22 has to use the hdpt bays to hold the gunpods unless carrying missiles Fold Booster is designed as a FTL Mecha Rider that can attach to a VF weighing up to 80 tons. When attached the VFs MV is -3. I'm sharing the folder instead of individual files to make it easier to keep up with changes, so check back every now and then. https://drive.google.com/folderview?id=0B2MWVpzB0HSIcjdnbjRXMDVxS28&usp=sharing Quote
Roy Focker Posted August 6, 2013 Posted August 6, 2013 I'm waiting to see how Mekton Zero changes the game. Quote
Dax415 Posted August 6, 2013 Posted August 6, 2013 Wow I haven't heard anything about Mekton in years......who owns it now? I believe the last time I played was with the Mecha Manual supplement. Quote
Andras Posted August 6, 2013 Author Posted August 6, 2013 RTG still has it. They are working on a new edition with faster combat geared towards role playing instad of tabletop http://rtalsoriangames.wordpress.com/2013/06/04/mekton-zero-the-designers-notes-2-3/#more-340 So let’s get things clear from the start—Mekton Zero isn’t going to replace Mekton Zeta andZeta Plus. It’s actually meant to enhance them. See, M-Zeta and Zeta+ are great construction systems. You can build freaking anything with them—I have seen hardcore gearheads make toasters with the system just to prove it’s possible. If the parts aren’t there in Zeta, you can even use Zeta+ to MAKE the parts you’ll need in Zeta. So it’s incredibly cool and flexible.What it isn’t is roleplaying friendly. ... So Mekton Zero uses several tricks to simplify this process; a unified hit system derived in part from theMekton SI system in the Mekton Referee’s Screen; several multi-layered damage systems that can be resolved by rolling dice instead of ticking off numbers, and an attack system that modularizes combat into “katas” that accurately reflect a series of actions in a single technique rather than a series of discrete moves. All of these changes are designed to speed combat and better simulate the action you would actually see in a real mecha anime show. Mekton was, after all, designed to be a roleplaying game, not a tabletop wargame. So by adding afilter level to the original rules; the gaming equivalent of a simple programming language translating underlying binary code, roleplayers can now concentrate on the activities of roleplaying, not mecha building, mecha book keeping and tabletop wargame mechanics. Quote
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