Maximum Missile Firing Multiplier For most systems this would be a multiplier of 1. But, some missile systems are not built to fire off all of there missiles in one salvo. These systems need to reload the launchers after each firing. (This was the concept behind the old rocket launcher in Mekton II.) There is an advantage to this, it costs less and takes up less space. What you have to determin is the fraction of missiles that can be fired off in one volly. (It really helps if the numerator (Is that the one on top?) is a one. The number of missiles fired should be an even fraction of the total, it helps. (1/4 of fourty missiles is good. This could even be 1/10 of ten missiles allowing only one missile to be fired off per turn. Umm... 1/20 of ten? One being fired off every other turn.) Now we can find the cost multiplier.
Fraction: 1/2 1/3 1/4 1/5 Multiplier: x0.75 x0.67 x0.63 x0.60 For those who have gotten to know that I like having neet little equasions for figuring out things, (such as the range modifier for weapons,) here is the one for up above.
Multiplier=(fraction+1)/2 Simple? It is the same basic equasion as the RTG's range multiplier.
This multiplier is effective for both the cost and the space of the missile system. The weight should be figured out normally.
By: Shan Edge
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