Optional Shield Rules


Shields are effect based units, a DA 0 small shield might be ultra fast so it can be moved into position, while a very large DA -4 shield might be too large to move adequately to protect your mekton... but that's not covered in the main rules text, and since I'm bored what do ya guys think. This is for another campaign I am/have been/ always will be working on.

The base forms are retained for this topic, however a few new multipliers are added.

Shield Sizes: All x1 multipliers.
Small Shields: 2 SP equals one kill. Thus small shields are half the weight of a standard shield. In megabeams they only protect one system if parry check is made.

Medium Shields: 1 SP equals one kill. This would be the standard, torso sized, Mekton shield. It protects one servo against megabeam.

Large Shields: 1sp equals 2 kills. Large shields cover the entire mekton and weigh considerably more than a standard shield.

This satisfies my requirements of the system being effects base while not handing out undue bonus or penalty.

Binder Space:
While not specifically modified, the amount of binder space is increased, and decreased, on varying types of shielding. 1 SP is equal to one space in a small and four spaces in a large shield as the number of kills has been changed.

Attack Factor:
Active shields can be purchased with the option of adding an Attack Factor, similar to the attack factor for a beam shield. As it is a physical entity, however, it only gains a maximum of three parrys.

        Parrys          1         2       3
        Multiplier      1       1.5     2

Active shields an Reflector units: Occasionally someone will mount a reacitve shield binded to his shield for the added defense against beam weapons. In this case the defelection of incomming enemy attacks is automatic, however none of the other reflector funtions are possible in active mode.

Ex. Ya binds, for simplicity, a quality 2 reflector to his shield, binds away 2 kills giving himself four spaces, and declares that this is on the outer edge of his shield. Hence all shots are logically going to strike the reflector before they hit the shield. Baring a situation with larger cannons that could easily defeat this system, would the reflector in the active shield automatically reflect one shot per round or do you have to act seperatly, assuming that it is the first inbound shot.

Indestructable Shields:
Isamu's nigh indestructable shield, laced with a pin point barrier defensive system. Cost is increased by 1.5 per point of SP/DC added. This reflects base cost for the addition of an energy melee weapon shield. This does not significantly increase the cost of the shield nor does it factor into the binding, as the cost should balance it out, and this system does not allow to make the energy field's sp to be higher than the actual shield.

I have used this once or twice before, and it funtions quite well in high energy games with 15+ kill weapons being tossed about due to defensive system failings at high end games.

Reactive Shields:
Regenerating Ablative: Regeneration ability is purchased with reset ability. Reset of two being sustaining, Reset one regerates 1/2 SP per turn, Reset 0 regenerates the shields SP per turn. Reset of 3 the shield actually loses energy when active, dropping at the rate of 1/2 SP per turn and at the rate of SP per turn on X, IE A SP 10 Ablative shield would have 50 SP of armor. At Reset of 0 it would regenerate 10 sp per turn, if damaged.

All screens can be regenerated completly if shut off for a perscribed period of time.

All or Nothing: This fits into some games where all the shots magically miss the hero, or heroine. A perticular example of this would be the deflector field used in IRIA the Live Action, based off of Iria the Animation, Based off the Iria Magna. This field deflects all small calibur shells, save the main enemy who's assumed to be too accurate to care anyway.

In game terms this shield needs no reset, it either blocks the entire attack or it doesn't, period. It can be used with any modifer save ablative, as they don't mix too well. It is a X1 additional system. Treat all attacks that are ineffective as being dodged.

Iria's shield would be, in case you are wondering, All or nothing, Offensive, SWE no graple bonus, and ranged only. Why do you think they always end up in hand to hand combat :)

Original Source: Mekton Bastion Text Archives

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