Phasing System


OK, I never included phasing originally in MTS becuase I haven't seen many anime mecha which can pull this off. Admittedly, Star Trek ships have done it, and I do like to think that MTS can handle Star Trek ships nicely (incidentally, yes, Transporters are lesser-scale Teleportation devices), but MTS was primarily conceived for Anime stuff... and there are very few (if any) mecha in Anime which can Phase.

Watch, now everyone's gonna come up with a million and one examples of mecha from anime that can Phase... argh.

Anyway, here it is.

New MTS System: PHASING SYSTEM

Phasing: x0.75 Cost Multiplier
Frequency: Universal Specialized Unique Variable
Cost Mult: x1.0 x1.1 x1.25 x1.5

 

Duration: Infinite 10 5 3 2 1
Cost Mult: x1.0 x0.9 x0.8 x0.75 x0.66 x0.5
Options Cost Multiplier
Fire Control x1.4
Disruptor Phasing x1.3
Energy Damage x0.5
Weakness x0.75

PHASING: x0.75 Cost Multiplier
Molecular harmonics technology. Desolidification engines. Perpetual teleportation loops. Interdimensional decpoupling systems. Astral formation converters. Ghost mecha. No matter what you call it, the result is the same-Phasing Systems allow a mecha to become insubstantial, so that it can move through walls and ignore attacks. When Phased, the mecha is immune to all physical and energy attacks; the mecha is also immune to Piracy Systems and Disruptor-type weapons, as well as being immune to the effects of the environment.

In general, Phased mecha have no impact on the physical world. The mecha can also move through walls and other solid objects at its normal movement rate. When Phased, the mecha will not register on Sonar or Radar and it emits no heat (so it doesn't need Stealth). It does not become invisible, but does look somewhat hazy, making it easy to tell that it is Phased. Note that Cloaking can be used in conjunction with Phasing (if the mecha has paid for a Cloaking System).

Although a Phased mecha can walk on or through the ground, it won't be able to "walk on air"; to do that, it has to have some kind of propulsion. In addition, when the mecha is Phased, it can't affect the physical world in any way; it may launch no attacks of any kind. If the pilot wants to attack, he'll have to de-Phase (and therefore become vulnerable) unless it has paid for the Fire Control capability.

While Phasing is highly effective, it is not almighty. There are still ways for an enemy to affect the mecha while it is Phased:

FREQUENCY
Universal (x1.0): Normally, all Phased mecha in the same campaign setting will use the same Phase frequency. Thus, any Anti-Phase weapon will work against any Phased mecha. Phased mecha can only affect each other if they use the same frequency.

Specialized (x1.1): For added cost, all the mecha fielded by the same organization can use a special frequency which is different than the Universal one. This means that if more than one organization uses Phasing technology, not all Anti-Phase weapons will work against all Phased mecha; the weapon must be tuned to the frequency used by the side which the Phased mecha is allied with.

Unique (x1.25): For an even higher cost, a Phasable mecha can have its own unique frequency, which means that each time an Anti-Phase weapon is used against a new Phased mecha, it will have to find the frequency all over again!

Variable (x1.5): Taking the whole "What's the frequency, Kenneth?" arms race to the ultimate degree, mecha with Variable-Frequency Phasing Systems will require the enemy to constantly fiddle with their weapon settings-because the pilot of the Phased mecha can change his mecha's own Phase Frequency in one action! This can also lead to pilots constantly changing their mecha's own Phase Frequency to match that of their opponents (which follows the same rules as described above for energy weapons).

PHASING OPTIONS
Fire Control (x1.4):
This allows the mecha to make attacks when Phased as well as when it is not. Mecha which can become Phased and still affect the physical world can be very powerful, and the Referee should think carefully about allowing such mecha in his a campaign.

Disruptor (x1.3): This allows the mecha to pass through Reactive Shields just like it can pass though any other object. Forcefields, however, can be jury-rigged to block Phased objects using the same procedure as is used for energy weapons.

Energy Damage (x0.5): If the designer wishes, the mecha's Phasing System may be vulnerable to attacks made by Beam Weapons and Energy Melee Weapons. In this case, any attack made by an energy weapon does full damage against the Phased mecha.

Energy Weakness (x0.75): The designer may make the Phasing System only partially vulnerable to energy attacks; in this case, the mecha takes 1/2 damage from Beam Weapons and Energy Melee Weapons.

DURATION
While it is generally assumed that Phasing Systems work as effectively as any other MTS system, some Phasing Systems may put a tremendous strain on the mecha's powerplant. In these cases, the Phasing System can only operate for a limited number of Rounds before it must be deactivated, and then the powerplant must be allowed to charge up again.

On top of having a time limit, Limited-Duration Phasing Systems require that the Phasing System be turned off for as many Rounds as it was on before it can be used again. Thus, if a Duration-5 Phasing system was on for 5 Rounds, it would have to be off for 5 rounds before it could be activated again. A mechapilot may operate his Phasing System for twice the listed duration if he makes a Mecha Tech, Electronics, or Jury Rig roll at difficulty 20, but after the extended time has run out, the mecha will be depleted of energy and will suffer the same penalties as those of a Turbocharger (see Zeta Plus, page 79).

CONSTRUCTION EXAMPLE
Dr. Marcel Graves thinks he has figured out how to make a Phasing System from technology scavenged from the Hyperlight Drives of the Imperials' starships, so he sets to work constructing a Phase-capable Hermes.

First, he takes a Hermes II-E (246.6 CP). He installs Phasing System (x0.75) which uses a different space-bending algorithm than that used by the Imperials' ships (Specialized Frequency, x1.1). However, the Hermes' powerplant is much smaller than a starship's, so the Phased state can only be maintained for a little less than a minute (Duration 5 Rounds, x0.8). However, since they use similar technologies, the Phasing System will allow the Hermes to slip right through the screens of the Imperials' Hydra-class Flagships (Disruptor, x1.3). Overall, the Cost Multiplier for this Phasing System is x0.858(0.75 x 1.1 x 0.8 x 1.3), so the add 211.6 CP to the Hermes IIE's cost.

ANTI-PHASE WEAPONS: x1.33 Cost Multiplier
Any Beam Weapon, Melee Weapon, EMW, Missile, or clip of Projectile Weapon Ammunition can be designed for use against Phased mecha. By applying the x1.33 Cost Multiplier of the "Special Effect Weapon" Stupid Mekton Trick, the weapon will deliver its full effect against a Phased target. However, if the target is using an unknown Phase Frequency, or is able to change its Phase Frequency, the weapon's own Frequency will also need to be changed. This can be achieved in one action by using a Target Analyzer to make an INT + Electronic Warfare skill roll vs 20. Anti-Phase Weapons are usable against Phased and non-Phased targets equally; if the designer wants a weapon which works only against Phased targets, the cost is multiplied by x0.67 (instead of x1.33).

Benjamin Wright
R. Talsorian Games

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