With the appearance of psis in many Mekton Z+ campaigns, normal players are confronted by the various spectres of mental attack without an effective defense. But now, an effective, non-psychic defense is available, Psychic Armor.
Like most MTS systems, Psychic Armor is a "fluid" concept, and can cover just about any system-active neurological jamming based upon developments in mental sciences, magical enchantment of the cockpit armor, or just that the Farraday cages that your mecha uses for radiation shielding causes the telepaths to bang their heads against the walls (ok, so they have to bang their heads against the wall to make their powers work, but it actually seems like they're *trying* to hurt themselves)....
(Rank)-The system's overall power level. When a player is confronted by a attack based upon psionic powers, they get to add the system's rank to their rolls. The power level of the system out of scale is the same as most other scaling. The system will defend against attacks against the pilot (i.e. telepathy, telekinesis against the pilot, etc), defense against attacks on the mecha are up to the universe concept (i.e., a GM call).
(Spaces)-Psychic armor takes up space, regardless of the system. The more effective the system, it takes up less space, but all Psychic armor protects all crews.
(Defense Systems)-Psychic armor works one of two ways-"double mirror" or "single mirror". Double mirror systems defend against psionic attacks going either way-out of the cockpit or into it. If the unit has a psi-lens, it *must* have a Link with the Psychic armor-there is no other way to pierce the barrier without such a system linkage.
Single mirror systems are one-way-attacks cannot get in, but psychic abilities can get out, allowing psychic players to use their powers.
(Defense Nature)-Like Defense Systems, there are two types-passive and active. Passive merely means that the armor defends against attacks, and nothing else. Active means that the telepath could suffer damage if they fail to defend properly-a Rating+1D10 for the Psychic Armor, Psi+Psi Block+1D10 for the psionic. The difference in favor of the armor is the amount of damage delivered to the psychic, a fumble by the psychic does double the rating. Regardless of the effects, the psychic loses one action due to the feedback.
RANK: 1 2 3 4 5 6 7 8 9 10 COST: x0.2 x0.3 x0.4 x0.5 x0.7 x0.9 x1.1 x1.3 x1.5 x1.8
SPACES: 1 5 10 20 30 COST: x2.0 x1.3 x1.0 x0.9 x0.8
DEFENSE MIRROR DOUBLE MIRROR SINGLE MIRROR COST x1.0 x2.0
DEFENSE NATURE PASSIVE ACTIVE COST x1.0 x10 Original Source: Mekton Bastion Text Archives
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