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Mekton Zeta Automated Mek Sheet Readme

Mar 18th, 2015 (edited)
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  1. MEKTON ZETA AUTOMATED MEK SHEET MAKER
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  3. SHEET: https://docs.google.com/spreadsheets/d/1HrqFYexa2QrbEBJi0EeCmK5Fa8B1nD63aLHygAnLVvM/edit#gid=2081447678
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  5. HOMEBREW CUSTOM SYSTEMS (applied in sheet above): http://pastebin.com/d6Vumpi7
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  7. 1d4chan PAGE: http://1d4chan.org/wiki/Mekton
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  10. EMAIL ME: MektonMonkeyZeta@gmail.com
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  13. READ ME - HOW TO USE: To try the sheet for yourself, you'll have to copy it to your Google Drive. Downloading it as a file only works on very rare occasions. Old tests indicate it works on Excel 2013, though things have changed in the sheet since then and we have yet to test again. We have not tested any versions of Excel besides 2013 other than 2003, which does not work, so results may vary. As for functionality in Open Office, it is completely nonexistent. The sheet and its code simply does not translate into Open Office.
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  15. COLORED FIELDS: Fields in grey are automatically calculated and must not be altered manually. Light orange colored fields are manually editable fields that are colored for your convenience, so it is easier and quicker to pick them out from the rest of the sheet. These ARE editable, and in fact you will need to do so if you hope to track values during a game properly.
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  17. NAME: The "Name" field is for the name of your Mek. This shouldn't need explaining.
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  19. DESCRIPTION: The "Description" field with the word "FLUFF" in it is an area for you to describe and fluff your Mek.
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  21. "MANUAL" FIELDS: The fields in red prefixed with "Manual" are fields made for manually editing their respectively listed values. If your Mek is suffering a penalty to its MV that isn't calculated, for example, add the penalty as a negative number into the "Manual MV Adjust" field to apply it to the Mek's fully calculated MV. These are good for on-the-fly adjustments during a game or alternating values to accommodate any homebrew or narrative-based changes to their values.
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  23. REFLEX, MR AND MV: Enter your character's Reflex stat into the "Personal Reflex" field to automatically calculate Mecha Reflex values, as indicated in the "MR" column. This is done by subtracting your Mek's Maneuver Value, or MV, from your Reflex.
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  25. MANEUVER POOL: "Personal Man. Pool" is equal to your Mecha Piloting Skill subtracted by 5. This is your Personal Maneuver Pool. Enter your Mecha Piloting Skill into the "Mecha Piloting Skill" field to calculate this. "Mecha Man. Pool" is equal to your Personal Man. Pool multiplied by any modifiers. "Maneuver Pool Total" is equal to your "Personal Man. Pool" plus your "Mecha Man. Pool" values. Finally, "Man. Pool Total Left" is simply a manually editable field for your convenience to track how many Maneuver Pool points you have remaining for any one session or encounter.
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  27. SERVO ASSIGNMENT TO SYSTEMS: Items with listings of "Location" followed by "Designation" refer to the Servos list of "Servos" and "Designation" respectively. So for example, a gun in the "Location"/"Designation" of "Arm"/"Right" on the Armaments page will refer back to the Overview page, to the Servo listing of "Servos"/"Designation" being "Arm"/"Right." This is for calculating Space values and the like.
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  29. CONFIGURATIONS: Usable configurations include: Humanoid, Fighter, Hybrid, Helicopter, Tank, Submarine, Boat, Auto, Cycle, Mecharider, Beast, and Avian. Enter one of those exactly as written (minus the comma obviously) into the "Configuration" field and all relevant bonuses, as well as a short description of the configuration, will be applied and shown.
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  31. SERVO TYPE LISTINGS: Servo type listing, under the "Servos" column, work as follows: Head, Torso, Arm, Leg, Wings, Tail, Pod. The "Designation" class is for referring and differentiating Servos of the same type. For example, two Arms could be Designated as Left and Right, but do not need to be as such. If your Mek has more than two arms, you give each one a different Designation. For example: Upper Left, Lower Left, Upper Right, Lower Right. Designation is simply something for you to differentiate Servos of the same kind, and so the sheet can calculate Spaces of items in the Servos.
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  33. KILL ADJUSTMENT OF SERVOS: "Kills Sacrificed" removes 1 Kill from the Servo, and adds 2 Spaces. "Kills Reinforced" adds 1 Kill, 2 CP on the cost, and removes 2 Spaces. The latter also affects the listed weight value.
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  35. PROPULSION SYSTEMS: For "Movement System", possible "System" listings include: Thrusters, GES, Hydrojets, Gravitics, DAST. Enter a desired Flight MA for that particular Servo (that being applied through the Location and Designation columns) and the cost will be tallied depending on the system and MA, as well as the relevant number of spaces being removed from the Free Space column of the respective Servo listing in Servos.
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  37. Additionally for Movement System, remember that tires add 2 Land MA, no matter the class. The Land MA fields are tallied automatically onto the final Land MA value.
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  39. The field listed as "Requires Fuel?" is for adding the weight of fuel to your Mek. If your Mek uses systems that require fuel, such as Thrusters or Hydrojets, set that field to "Yes". Otherwise, leave it as "No".
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  41. WEIGHT EFFICIENCY: The "Weight Efficiency" field at the top removes equally as many Tons from your Mek's "Pre-Fuel" weight as you input, and adds 2 CPs to the "Unmodified Cost".
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  43. CLASS LEVELS: Most of the major systems, such as Servos, Armor, and Sensors, automatically apply values depending on the Class level. Class levels are typed exactly as follows, in ascending order: Superlight, Lightweight, Striker, Medium Striker, Heavy Striker, Mediumweight, Light Heavy, Medium Heavy, Armored Heavy, Super Heavy, Mega Heavy.
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  45. ARMOR: Armor "Type" listings, which will automatically change the DC and cost, are as follows: Ablative, Standard, Alpha, Beta, Gamma. Though Ablative sets the DC to -4 on Overview, this is only used for calculating the proper cost, and is not how it functions in the game. Ablative armor has in reality a DC of 0. A simple formula error is the reason for this, but it's too much effort to change for what amounts to a cosmetic adjustment. Additionally, the numbers to enter for the "Absorption" field are: 0.2, 0.25, 0.33 and 0.5, to apply Absorption values of 1/5, 1/4, 1/3 and 1/2.
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  47. "CURRENT" LISTINGS: Slots with Kill and SP values prefixed with "Current", as in, "Current Kills" or "Current SP" are there for your convenience, to track any damage the servo/armor/weapon/whatever sustains without needing a separate page or to change the primary values.
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  49. TO DESIGNATE SOMETHING AS HANDHELD OR WEAPON MOUNTED: Because handheld and mounted weapons, items and such take no Spaces from the internals of the Servo, they are recorded separately. To calculate something as a handheld or mounted item, set the "Location" to be exactly what the row's field of "Extremity" is, and the "Designation" to be the same of the same name as the Extremity's "Designation" field. In the template example on the sheet, if I wanted a pistol to be held externally in my Mek's right hand, I would set the Armaments' Location and Designation to "Hand" and "Right."
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  51. Because it is possible to hold one item between multiple hands, a separate entry must be made exclusively for designating the hands' Spaces for whatever is being shared between the hands, on that held item entry's page. For example, if I wanted a rifle to be held externally between my Mek's two hands, I would need two entries on the Armaments page for the rifle. The first entry would hold all the rifle's information as normal, but its "Spaces" field would be /HALF/ the value of what it /SHOULD/ be. Then, in the row below, I note that the rifle's Spaces being split (since it is held in two hands), the location/hand holding the second half of the rifle, and input the other half of the rifle's true Space value into this row. In this way the fields are equal to the sum of all the hands that will be working together.
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  53. TO CALCULATE HANDHELD SPACE FOR HANDS AND WEAPON MOUNTS: In the "Extremity" field, you MUST enter any of the following, depending on what it is: Hand, Weapon Mount, Weapon Mount 1, Weapon Mount 2, Weapon Mount 3, Weapon Mount 4, Weapon Mount 5, Weapon Mount 6, Weapon Mount 7. The multiple Weapon Mount entries are only for having multiple Weapon Mounts on the same Servo. Remember that Weapon Mounts take 2 Spaces from their mounted Servo, but can hold as many Spaces, like a hand, as that Servo's original Space value before any modifiers such as Kills Sacrificed or Reinforced.
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  55. NOTE ON HANDHELDS: The "Handheld Space" column's field is automatically calculated by relating to the Extremity's Location-Designation's respective Arm (or whatever else if it is a Weapon Mount) Servo. A Hand can hold as many Spaces as its connected Arm Servo can contain originally (that is, internal changes, additions or mounts do not affect this value, nor does sacrificing Kills for more Spaces or reinforcing the Servo with more Kills, as that is also internal). Additionally, if an Extremity is a hand, you MUST INPUT IT AS SUCH. By this I mean, the "Extremity" field must read "Hand" and NOTHING ELSE! Referring to the Handheld Space and its values works as above, by indicating a Location-Designation as Hand-Designation. Finally, note that the Extremity's listing of "Hand" is something MANUALLY typed, and understood. If an Extremity is a set of claws, then they obviously can not hold items like hands, and thus will not be allocated Handheld Space.
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  57. Also, please note that any "Spaces" column which is NOT greyed out must be entered manually, and that those fields' "Space Efficiency" must also be taken into account manually, though the cost of such Space Efficiency will be tallied and calculated normally and automatically.
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  59. "MANUAL SPACE SPLIT" FIELDS: Systems with "Man. Space Split" or "Manual Space Split" are systems that have their Space values automatically calculated, but which can be split among multiple Servos. To use these fields, enter a negative number to remove a number of Spaces from the automatically calculated value, then add a positive number equal to the amount you removed to the Manual Space Split field on a different row. In this manner, you can allocate Spaces among different Servos automatically, even if the Space cost is calculated in a lump sum on a single Servo.
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  61. ARMAMENTS AND WEAPON BUILDING: Because of the varied nature that Weapons can be, most of the information for them must be input manually. However, all is not lost, so don't grab that calculator yet. On the final page of the sheet, "Weapon Building", is used for creating every type of weapon. The respective weapon making fields' usable values are listed on the right side. The "Manual Multiplier" fields are there for any missed, homebrewed or otherwise multiplier values, so you do not need to take those into account for the complete weapon's cost. You must simply enter the number of the multiplier value into that field.
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  63. REFLECTORS: Because Reflectors are so simple, large, and easy, just put them under the "Weapons" listing of Armaments. Reflectors are equal in Cost and Space to their quality squared. So a Reflector with a quality of 3 costs 9 CP and takes up 9 Spaces. These Spaces can be split across the Mek. Remember that a Reflector can only deflect beams equal to 3 times its quality, and that the quality is equal to a WA.
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  65. ENERGY POOL, STANDARD/ACTIVE AND REACTIVE SHIELDS: All fields either work with values and listings taken straight from the book or previously established bases, such as Class. For Standard/Active shields, the "Binder Size" value must be a two-place decimal equal roughly to what the book lists as a fraction. For example, a Binder Size of "1/3" would be input as "0.33", similar to Absorption for Armor.
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  67. "S. EFFICIENCY" FIELDS: The fields listed as "S. Efficiency" are Space Efficiency fields. Adding 1 into these fields will subtract 1 from the final Space value, and add to the overall cost of the Mek. The total Space Efficiency used is listed at the top right of Overview. Remember that a system can not go to or below 0 Spaces, even if the sheet can calculate as such.
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  69. ADDITIVE SYSTEMS: "Crew" should be self-explanatory, but any white "Layout" fields under the three grey ones function with inputs of "Passengers" or "Extra Crew" as above them.
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  71. SENSORS: Simple. Input a class level. "Backups" functions as a Class in this case.
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  73. RECON SYSTEMS: All Recon Systems are typed into the "System" slot exactly as they are in the book. A short description and effects will come up under "Effects". "Level of Intensifiers" is only for the "Intensifier" option, which was not a fixed value.
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  75. ELECTRONIC WARFARE: All Electronic Warfare systems are typed into the "System" slot exactly as they are in the book. Additionally, the Value, Radius and Beaming functions, which you input as in the book at the desired level, automatically calculate together to form an appropriate cost. Note: You MUST put the most expensive system at the top of the list.
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  77. REMOTE CONTROL SYSTEMS: Because of the odd nature of these systems, in that they basically require their own separate sheets, only the necessary information was put here. If the Remotes are internally or externally stored, then set the Space value as necessary.
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  79. OPTION SYSTEMS: Option systems include: Stereo, Liftwire, Antitheft Code Lock, Spotlights, Nightlights, Storage Module, Slick Spray, Bogg Spray, Damage Control Package, Quick-Change Mount, Silent Running, External Parachute, Internal Parachute, Internal Re-Entry Package, External Re-Entry Package, Ejection Seat, Escape Pod, Maneuver Pod, Vehicle Pod, Logic Processor, Technical Analyzer, Design and Decor, and Cupholder. Descriptions and effects of all systems appear when entered in the "Option" field. The "Level of Option" field is for inputting how many of or what level you wish to have an Option. For example, Logic Processor, Technical Analyzer, or Design and Decor all relate to the Level of Option field with values of 1, 2 and 3, and list prices accordingly, as indicated in the book. You can also have multiple items such as Spotlights or Nightlights, the cost and hex illumination of which is calculated by the Level of Option field.
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  81. MULTIPLIER SYSTEMS: In Multiplier Systems, there is a table listed as "Space Allocation." This table is ONLY used for automatically distributing the Spaces that some systems, like an ESPer Lens or Maneuver Verniers, will take up. As those values can be split in any number across the Mek, you must apply them yourself, but that's just like 1st grade math so if you can't do that then why are you even trying to play Mekton, god damn.
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  83. POWERPLANTS: If you have a single-location Plant, you don't have to worry about the "Split Plant" options. But if you want to split your Plant between multiple locations, enter the Location and Designation for your reference. If that Servo happens to break during combat, enter "Yes" in the "Servo Broken?" column and respective row of that Servo. The MR, Land MA and Flight MA will be subtracted accordingly from the Overview values. For the main Plant field, any location input will do, as it does not affect anything, and is merely for your convenience. Although it must be noted that if you enter "Exposed" in the "Location" field of Powerplants, you will gain all the benefits of an Exposed Plant as indicated in the Homebrew Systems link at the top of this Readme. "Source" inputs include: Fusion, Bioenergy, Combustion, Power Cell. "Hot / Cold" inputs are: "Hot" and "Cold". The XS will automatically adjust accordingly for the first time. I don't think a "Current XS" field should be necessary, since there are only 2 possible standard values for a Plant to have a default XS of. "Charge" inputs include: Undercharged, Standard, Overcharged, Supercharged. Note that the MV bonus from higher Plant charges can not bring MV above 0.
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  85. ACE: All you need to know for the ACE system is that you must input the Maneuver Pool % modifier as a decimal. So if you wanted an ACE system that grants +67% Maneuver Pool, you must enter 0.67 into the "Pool % (Decimal)" field.
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  87. TRANSFORMATION: Enter into the "Form" fields a configuration that your Mek can transform into. For your convenience the "Native Form" is listed as taken from the "Configuration" field on Overview.
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  89. REMAINING MULTIPLIER SYSTEMS: All are entered with either Yes/No values, or values as written in their respective descriptions directly from the rulebooks. Additionally, Maneuver Verniers and Techno-Organics will add MV as necessary ONLY until the MV reaches 0, at which point they will not go any higher, as the book dictates. On that note, Super and Overcharged Plants, as well as Mind Control, WILL bring the MV above 0.
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  91. OPTION EQUIPMENT - COMMAND ARMOR: It would be entirely too vast an undertaking to automate Spaces for Command Armor. I have effectively determined that if I were to try and automate the Weight, Cost and Spaces of Systems of various type attached to Command Armor, my waning sanity would demand I kill myself. To that extent I have given the venture up, and added a "Manual Weight Total Adjust" box to Overview, as well as "Manual Weight Adjust" and "Manual Cost Adjust" fields to Command Armor instead. If there are systems attached to Command Armor, simply reduce the "Free Space" from the relevant Command Armor row's listing in accordance with the number of Spaces that the system(s) take up, add their Weight and Cost onto the Command Armor's Manual Weight Adjust and Manual Cost Adjust, then subtract the same values from Overview's fields of the same. This will balance everything out properly without fucking up the carefully coded house of cards that's been built up around the entire sheet.
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  93. The "Affected by Multipliers" field dictates whether the Command Armor is affected by the systems in Multiplier Systems. Putting a value of Yes will add the Command Armor's value to the Mek's cost BEFORE the Multiplier Value is taken into account. Putting it as a value of No will make the Command Armor's value add to the Mek's cost AFTER the Multiplier Value is taken into account, but will also not allow you to use your Multiplier Systems while the Command Armor is in use. The "Is Armor On?" field is simply for calculation purposes of MV and MAs. If the Armor is not currently equipped by your Mek, set this value to No and the MV/MA will be adjusted accordingly.
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  95. BOOSTERPACKS: Should be simple enough. All of it is automated with values ripped straight from the book. The "Is Booster On?" field is simply for calculation purposes of MV and MAs. If the Boosterpack is not currently equipped by your Mek, set this value to No.
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  97. Please note that there is a lot of invisible code in the side bars, so be cautions when clicking, dragging and typing, as a misstep could make the entire sheet stop functioning.
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  99. Occasionally, Excel likes to not function properly, so values may not change, even when an appropriate value is listed. This is normal, if not bothersome. To fix, simply change the value of that field to something different, then return to what you were attempting to change it to in the first place.
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  101. NOTE ON SCALING: The "Scale" entry above the Final Cost **ONLY!** affects the final cost. None of the other values scale, because that would be a ridiculously time-consuming endeavor to make happen. The "Scale Factor" listing indicates how you should scale Kills and Damage appropriately. Remember 1 Kill = 25 Hits, so a Scale Factor of "1/5" would mean that every value listed as 1 in Mekton (the sheet's base) would be equal to 5 /HITS/ in Roadstriker. Scales are: Human, Roadstriker, Mekton, Corvette, Starship.
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  103. Coded by Aperture Fan, Smas and Dwarfy.
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  107. Email me at MektonMonkeyZeta@gmail.com if you have any questions, comments, recommendations for the sheet.
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