Powercells


Introducton: The lack of consistency is the point, if R-Tal. says powercells work this way specificaly.  That obliterates every idea somebody has that says they work another way.  If they tried to make a comprehensive chart to cover all options, it would be pages long.  So, like I said.  Powercells work how the GM says they do...

...but what is the CP value of a powercell?  At least they had this stuff in Roadstriker II.

Concept: In many anime series, Powercells can become an important story device for adventure, but MZ+ has lost this ability somewhere in the revision from Mekton II to Mekton Zeta. This is an optional way to create or add more detail to your Mekton by creating the actual powercells when needed.

Proposal: Although Powercells in MZ+ are covered to be nelgiable in weight and cost, this article will try to expand a little on the two.

Disclaimer: These are SIMPLY suggestions, and are not meant to be any sort of hard and fast rules.  The following is interpreted to be1:1 scale designs which would then be scaled appropriately for size, range, and structural integrity.

These are the figures used to determine the Powercell information.

Mekton II Rule Revival: While powercells longevity is normally not a question in the combat part of the game, it's vitally important in a roleplaying context.  They are rated in Output Points (OP); or better termed as Operational Hours.  Each OP is the rated amount of Energy Points (EP), (See MZ+ pg. 41,) required to run that type and class of mecha for one full hour of continuous operation.  All standard powercells are good for 50 OP or hours of operation for it's type of mecha.
          Optionally: Certain weapons and abilities, such as lasers and energy swords, draw more power directly off of the mecha's powercells.  Direct use of energy in these amounts is extremely expensive:  it takes 0.1 EP to fire a laser once, or maintain an energy swordblade for one turn.  One battle can quickly wipe out your ability to make a fast and speedy retreat.  So be smart and always buy a second set of cells just in case.
          Scale, Model, and Class can have also have an effect on the power available from the powercell, and are therefore generally not interchangable without heavy modifications.

Each mecha type is energized by it's own type of powercells.  Powercells cost 0.05 CP (50cr), and are rated in Output Points.  One OP is equal to the amount of power required to operate that type of mecha for one full hour of continuous operation.

Figure out Powercell Varibles:

Powercell Operational Time: (Hours/50) x0.05 = CP
Charge Type:

Battery Source:

Speacial:

Find out Worth: CP x1000 xScale <Round to nearest 1/100th>
Find out Weight: CP x500 kg xScale <Round to nearest 1/10th>
Find out Kills/Hits: CP = Kills xScale <Round to nearest one> SP is automatically 5.
Find out Energy Points: Use Charge Modifier with Powercell's OP.

Note 1: CP, OP, EP, & Spc is the CP of the Scale of the mech.
Note 2: Powercell Spc is equal to it's CP value.

Powercell Example: for the Cyclone Battler, Roadstriker.

  1. 25 hour Operational time (25 OP) = (25/50) x0.05 = 0.025 CP.
  2. Supercharge Type: 0.025 CP x1.3 = 0.0325 CP
  3. Bioenergenic (Protoculture), Cold Fusion Battery Source: 0.0325 CP x1.2 x1.2 x1.5 = 0.0702 CP.
  4. Non-Recharable Battery: 0.0702 CP x0.5 = 0.0351 CP
  5. Transformable Mech (2 forms): 0.035 CP x1.1 = 0.03861 CP
  6. Powercell Worth: 0.03861 CP x1000 x0.2 = 7.72¥
  7. Powercell Weight: 0.03861 CP x500 kg x0.2 = 3.9 kg
  8. Powercell Hits: 0.03861 x5 hits = 1 hit; SP 5.
  9. Powercell EP: 25 OP x1.3 = 32.5 EPs

Therefore a Cyclone Battler Roadstriker's battery costs 7.72¥, weighs 3.9 kg, has 25 OP/32.5 EP.

Additional Rules:

Optional Rules:

Referance: Roadstriker II & a MZML Discusion Thread

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