MultiFlex System
(Energy Pool Alternative)


Multiflex is my alteration of The old Energy pool systems. The energy pool in my mind wasn't as well done as the rest of the weapon systems in the book so I decided to make them a bit more flexible, as well as integrate them more fully with the rest of the system.

The number of kills a MultiFlex system is equal to the number of construction points of the most expensive configuration of energy systems that you (des/requ)ire. This is multiplied by 1.1 to give the base cost and space.

Now you determine the maximum number of configurations you need. The square root of this is your Configuration Multiplier (Or portfolio multiplier speaking in Energy Pool terms.)

 

Configurations 1 2 3 4 5 6 etc.
Multiplier x1.0 x1.4 x1.7 x2.0 x2.2 x2.4 ...

(Of course these are rounded off. I usually just use my calculator's sqrt function and don't round. So if the numbers come out not exeact, you'll know why.)

Two multipliers are exclusive of each other as well as to other multipliers that limit the number of shots a weapon may make have been added. They are Energy Dependant and Energy Dependant Self Storage.

Energy Dependance means that the energy using system requires a number of energy points equal to the cost (after the multiplier) in cp of the weapon to fire once or be used for a full turn. Self storage meant that the system is assumed to be able to store the needed enery until it is used. Otherwise, the system needs to get energy from either a constant energy source or a battery (paid all at once).

Energy Dependant x0.5
Energy Dependant S.S. x0.6

The last two items are Constant Energy and Batteries (or capaciters.) Constant energy provides one energy point per turn per cp of cost. (Each CP of cost takes one space and adds one kill.) Batteries may store energy and allocate it as neeeded. Batteries cost 1cp per 10 points of energy they may store. (As with Constant energy, they take up space and have kills based on their cost.)

Both type of energy sources are assumed to be linked to one system automaticly when designed. (That system needs to be in the same servo. otherwise it gains a 1 cp discount to buy linking to another location.) Every additional linked system must pay the cost of linking as normal. If a combination of Constant Energy and Batteries are linked to an item. The Constant energy is usually linked to the battery which is linked to the system.

Constant energy (1ep/turn) = 1 cp, space & Kill
Battery (1 point of energy storage) = 0.1 cp, space and kill

An example of a simple system using MultiFlex technology could be this.

Example 1-
MultiCP = 6 cp Base cost=6.6 (The maximum cost of a configuration)
Configurations = 2 Multiplier= x1.4 (Two configurations)

Configuration 1:
- Beam Gun (Range:8 WA+1 Dmg:4k) cost = 6cp

-Configuration 2:
- Energy Blade (WA+1 Damage:6k) cost = 6cp
Total Cost = 9.2 cp & space
Kills = 6

A slightly more complex example-

Example 2-
MultiCP = 4.5 cp Base Cost = 5.0
Configurations = 4 Multiplier= x2.0

Configuration 1:
- Energy gun (Range:7 WA+1 Damage:3k) cost=4.5

-Configuration 2:
- Beam Knife (WA+1 Damage:4k) cost=4.0

-Configuration 3:
- Pulse Gun (Range:7 WA+1 Damage:3k BV:3 Energy Dependant) cost=4.5
-Configuration 4
- Nova Blade (WA+1 Damage:9k Energy Dependant) cost=4.5
Total Cost= 10 cp & space
Kills= 4.5
Battery power=10 energy storage (cost, space & kills = 1)

The batteries may just be charged from base or constant energy could be fed to them or even charged by RAM armor.

It should be noted that a Constant energy source has enough 'intelligence' not to over charge a system. (resulting in the same results as overcharging an energy pool) But power fed from RAM isn't so discriminating. Batteries may also be purged (5 ep / round & takes a turn). ANd constant energy may of course be turned on or off. Linked Batteries can have energy altered between them at the cost of one action.)

By Shan Edge

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