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Mekton Zeta Homebrew Systems

Jul 14th, 2017
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  1. Beam Weapon Modifier
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  3. Charge Time
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  5. This weapon takes time to prepare, and needs to be manually triggered to initiate the warm-up sequence required to fire it. Careful not to hold the charge too long! It costs 1 Action to initiate the Charge Time, which will take a designated number of Turns. After this, it MUST be fired within 1 plus the number of turns it took to warm up, or... BOOM! The weapon overcharges in your hand and explodes for half its firing damage with a Blast Radius of 1. Firing it will, of course, still cost an Action itself.
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  7. Notes: If the weapon has the Advanced Technical Manual's Warmup Time (or "Cooldown Time" if you prefer, given its function) modifer, then the weapon can not initiate Charge Time until /after/ it has undergone the Warmup Time. Charge Time otherwise overwrites the Warmup Time's start-up timer for the first shot of the weapon. Weapons with Charge Time do not start charged and can not hold the charge.
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  9. On the (Core) Warmup/Cooldown timer: With this new Alternative multiplier, you can not take the Core listed modification with any gun that has only 1 Shot.
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  11. Charge Turns: 0 - x1.0 1 - x0.9 2 - x0.7 3 - x0.6
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  15. Powercharge
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  17. Energy storage, backup, secondary and tertiary batteries, increased power draw, forced energy channeling... However you want to explain it, this weapon is capable of storing and unleashing more energy than it normally is capable of otherwise. For every Action this weapon spends charging, its damage output increases by 25%, rounded up, Kills in damage. Be warned, however, that holding a max charge for more than half the number of turns it is capable of charging for will cause the weapon to explode in your hands! The damage value for this is equal to half its firing damage (plus the extra damage from the charge) with a Blast Radius of 2.
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  19. On Feedback: The ability to charge power was an unintended aspect of the weapon's original design, and the components are not made to handle such power draw. Every time a Powercharged shot is fired, the Weapon sustains 1 Kill of damage per Action used to charge.
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  21. On Stability: A weapon with a Stability modification of Unstable is a dangerous toy. When the trigger is pulled and the first Action spent to begin Powercharging, at least one subsequent Action MUST be spent to continue charging or to fire the weapon on the following Turn, and each Turn spent Powercharging after. A Stable weapon, however, cools off by 1 Charged Action per turn if it is not continuously charged or purposefully fired.
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  23. Maximum Actions Charged: 1 - x1.15 2 - x1.25 3 - x1.33 4 - x1.6
  24. Feedback: x0.9
  25. Stability: Stable - x1.0 Unstable - x0.97
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  27. ---
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  29. Long Recharge - x0.8
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  31. This beam weapon is power hungry and needs a /lot/ of juice to function. Consequentially, it can not be recharged in the field, or by the power source of its weilding Mekton. In order to recharge this weapon, it requires the reactor of a Mekton at least one scale up from the level it was designed at, or alternatively, the full dedication of the Mekton's power plant to recharge. To achieve the latter, the Mekton must enter a full "shut-down" state where all it will do is recharge the weapon, over the course of an hour per shot.
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  33. Notes: Can not be Clip Fed, can not be taken with Rechargeable or Burnout. Shots can not be Infinite.
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  35. ---
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  37. Burnout - x0.65
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  39. Maybe the capacitors are faulty, the charging port busted, the battery unstable, or the weapon designer got fired from his job after making it. Whatever the case, your beam weapon can not be recharged under any circumstances. Due to this, you will only be able to get a set number of shots off with this weapon before it becomes a useless hulk of scrap.
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  41. Notes: Can not be Rechargeable or take Long Recharge, and can not be taken with Infinite Shots. If Clip Fed, roll against Luck DC 12 upon firing the final charge. Failure results in the weapon exploding in your hands equal to half its Kills in damage, with a Blast Radius of 1.
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  48. ___________________
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  50. Generic Weapon Modifiers:
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  52. Setup Time
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  54. Switches to flip, levers to pull, dials to turn, distances to sight. Capacitors to charge, thingies to spin, buttons to push! Whatever the case is with this weapon, it requires at least one or more Actions to set up the weapon before it can get into a position where it can be fired.
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  56. On Mobility: If the weapon is "Mobile", it means the Actions spent in setting it up are not lost when you move. If the weapon is "Stationary", movement and changing positions during the setup will cancel all progress. Note: weapons that are located in Servos that are NOT the main firing Servo point of this weapon can still be used without cancelling the current Setup Actions. Any Handheld weapons however can not be used. Additionally, if this weapon has Warmup Time or Charge Time, the Warmup Time or Charge Time starts AFTER the weapon is completely set up. The weapon returns to a neutral, un-setup state at the end of a combat encounter. If taken with Warmup Time, Setup can not be initiated until the post-firing Turn wait has ended.
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  58. On Shots: This is the percentage or number of your Shots or Turns in Use that be fired or spent before the weapon needs to be set up again. If the weapon is Infinite or has only 1 Shot, see the exclaimation notation below and in the multiplier information.
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  60. !!Can only be taken if the weapon has 1 Shot default.
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  62. Notes: When the weapon is reloaded, the Setup is cancelled and must be performed again. Obviously, the Shots modifier can not apply to things that have no shots, like Melee weapons or weapons with Infinite Shots.
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  64. Action Cost: 0 - x1.0 1 - x0.9 2 - x0.85 3 - x0.8 4 - x0.75
  65. Mobility: Mobile - x1.0 Stationary: x0.9
  66. Shots Before Next Setup: 100% - x1.0 10 - x0.9 5 - x0.8 3 - x0.7 2 - x0.6 1 - x0.45 ; !!1 Shot!! - x0.8
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