Self-Repair Systems
We all know about the additive system "Damage Control Package," which is actually meant for external repairs. The Self-Repair Systems are a purely mechanical form of techno-organics. The system can repair any *SYSTEM* damage to a mecha. Note that this is systems damage ONLY. It will NOT restore Kills to your mecha, nor will it grow back expended ammunition. When your ammo is gone, it's *gone,* if you want ammo to grow back, buy a full-up Regeneration system. Self-Repair Systems, for the sake of simplicity are considered a primitive version of Techno-Organics.
I first saw SRS's in Wing Commander (they were there in all of the games, but they only really worked in Privateer and later).
Self-Repair System: x0.1
Self-Repair Systems are subject to the following rules:
1) Self-Repair Systems are essentially a smart subroutine with miniature waldoes and other similar systems moving about within the understructure of the mecha, drawing from a spare-parts reservoir somewhere within the mecha (which occupies one space). Because of this, each Servo is effectively one Space smaller inside (to make 'crawlways' for the moving repair arms).
2) SRS can bring back any system that has taken 99% damage or less; anything that is completely destroyed MUST be repaired back at base.
3) Propulsion Systems CAN be repaired, but they must first be shut down and cooled down for one minute (six rounds) before repairs can be effected. If you're in a universe where the propulsion system and the main power system are one and the same, then you're SOL.
4) Unlike techno-organic mecha, mecha with SRS's are NOT alive and do NOT feel pain.
5) Although the main powerplant can be repaired (and its Explosion Save thus reduced), SRS will not prevent it from exploding if the XS is failed, nor can it reduce the XS below what it originally was (a Hot powerplant can never get an XS below 5, a Cool powerplant can never get an XS below 1).
Although self-repair systems are somewhat limited compared to other forms of Techno-Organics, they are far more efficient in terms of time used (repairing 10% for all systems per round active), and far easier for a technologically based society (like most sci-fi human societies) to design and implement.
By: Mark Berger
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