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Mekton Zeta Organization Rules

Jul 31st, 2017
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  1. It was a hyper simplified system.
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  3. Start by rolling a d5 for the initial grade of each department: Intel, Medical, R/D, Mess Hall, and Combat. The d5 corresponds to the letter grade for each (1 = E, 2 = D, 3 = C, 4 = B, 5 = A). I gave them five members of each team at the letter grade that they rolled. You could level it up by recruiting staff members between missions - talking to your C/O and requesting troops, or petitioning other military agencies for assistance, or hiring civilians. This was done by just having players make social skill checks and granting them a few crewman whose letter grades were the difference between an appropriate DC and the player's result.
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  5. Additionally, I had my mook pilots eject whenever they lost enough limbs that their Mektons were no longer useful. Some of them just got melted by the players, but the interesting ones that we made some kind of hokey narrative for generally wound up getting captured and after some time in a cell were thrown in the Combat team. The same could be done for boss pilots. To this end I gave my players a single epoxy gun so that they could disable Mektons so that they could be captured. My players captured one boss and several mook suits this way.
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  7. The R/D system essentially worked this way:
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  9. The party started with some arbitrary amount of CP to build their Mektons with. The CP is 1:1 with the cost to build the Mekton itself. After each mission they would receive some slightly less arbitrary amount based on their success in the last mission.
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  11. The players initially had access to one GM each and a single Zaku-II. Their R/D department had the schematics for each, and could construct them for their CP cost (The Zaku-II was something like 15 CP cheaper than the GM, with the GM featuring slightly more armor and a higher MA). They could construct Mektons between missions and repair their own Mektons for a CP cost equal to the Kills in damage each servo sustained.
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  13. Captured Mektons that the R/D department didn't have the schematics for had a slightly different set of mechanics. The CP cost to repair them was double the standard amount to repair. The R/D team could reverse engineer the machine and gain the schematics for it, but would destroy the machine in the process.
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  15. Between missions the players could petition R/D for a Mekton with certain features, or for certain weapons, which they could then start drafting schematics for. I would go ahead and stat them out and they would be available after the next mission.
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