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I'm trying to get into mekton zeta, is there anything I
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I'm trying to get into mekton zeta, is there anything I should keep in mind about the rules/mechanics?

Alternatively, what other mech rpgs are there?
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Mekton Zeta is the most unbalanced, autistic game I've ever played and I love it for that. Making a character and their mech can easily take 4 hours. The actual play experience isn't that great but playing with the numbers is a ton of fun. You feel like an actual engineer struggling with issues like weight and power.
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>>45473942
On one hand I can appreciate that, the idea of looking through the catalogs or whatever for specific parts has an armored core kind of appeal to it...but like, fuck that's a long time. Are there any fanmade resources to speed that stuff up?
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>>45473970
I'll be honest: if you want an actually good game you should probably look elsewhere.
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>>45473989
Aside from chromestrike and adeva I seriously don't know any other real mech games.
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>>45474000
By which I mean rpg games where the mechs are the core focus of the mechanics. I don't wanna use anything just has mechs added to it(rifts), or something so vague that yeah sure given enough time I could cobble together mechs(GURPS).
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>>45474000
Battle century G.

Easy to play and run, is not autistically obsessed with details, has free SRD.
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>>45474000
Jovian Chronicles 2e or Battle Century G.
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>>45474042
>>45474077
alright, i'll look into battle century.
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>>45474000
Heavy Gear for not-VOTOMS, Jovian Chronicles for not-Gundam.
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One of the really nice touches about Mekton Zeta is the flight rules. The heavier you are the more propulsion you need to fly at a given speed. The propulsion systems have a weight unto themselves as well. You also can't go from 0 to max speed in one turn because that would wreck your mech if it can go supersonic. You need to boost to maximum speed over several turns, gaining a Mach each time.
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Thirding BCG.
Mekton is hardcore autism distilled.

>>45474104
This? This is pretty 'tismal. Why are you caring about rocket weight and being forced into gradual acceleration in, get this, a game centered on the most gloriously fun impractical weapons systems ever thought up?

Seriously though fuck Mekton Zeta. R Tal could do decent fluff, but their rules were always shit and MZ didn't even have the kickass fluff of CP2020 to make up for it.
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>>45474155
Wait hang on. I thought that was actually kind of a nice touch. Like I do understand that mechs make no real sense but I do appreciate hard-science kind of shit like this. Is this a simpler or more bulky example of how mekton handles that?
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>>45474104
>One of the really nice touches about Mekton Zeta is the flight rules.
>proceeds to describe boring as shit number crunching and simulationism

Sorry, I don't actually mean to troll, I just find it amusing how different our tastes in games are.
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>>45474166
It just doesn't make any sense to me, especially when it's at the expense of fun. Having to spend multiple turns getting speed up to attack, say, an air battleship while the guy with the longest range guns can just open fire on it just makes the poor fuck with the flight systems feel like a chump.

Battle Century G uses a very similar base mechanic, but it's got much better design. Mechs are built nearly exactly the same way pilots are, both have separate but equal pools of XP that go up simultaneously, and there's no "Pilot Mech" skill that you have to have or else suck.
(Your mech has its own stats that you switch to in combat, with pilot skill added into it with special abilities you activate by spending Genre points. Think something like M&M's hero points and you get how they generally work)
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>>45474176
I'm the guy who said it was a bad game. I just really like crunching numbers and designing characters. I would play the fuck out of a video game where you are given super complex simulationist system and have to design warmachines. Bonus points for writing rudimentary AI routines and making them battle each other in simulated combat.
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>>45474104
So how badly does the math break down at late Macross-tier thrust:weight ratios?
Like, an 8,450kg mech with two engines, each spitting out 1,620kN for a thrust:weight ratio of 39.098:1?
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>>45474213

I mean, what you described was basically Armored Core (the older ones, where you didn't just boost/zip around like a mosquito on speed), except the computer doesn't do all the calculations for you.

> I would play the fuck out of a video game where you are given super complex simulationist system and have to design warmachines. Bonus points for writing rudimentary AI routines and making them battle each other in simulated combat.

AC:Formula Front is about building mechs and then having the AI duel them. It's probably not involved enough for what you want, but it's the closest I can think of.
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>>45474213
>>45474251
>Kerbal War Program
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>>45474258
https://www.youtube.com/watch?v=EUnjxftU6r0
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>>45474258
Wait back the fuck up

is Mekton zeta KSP with mechs? If so then fucking sold.
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>>45474408
Do you like adding together dozens of modifiers?
Do you enjoy games where a round can take half an hour?
Do you become aroused by long division?
Then Mekton is for you.
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>>45474507
The answer to all of that was no, sadly.
Like i'm cool with statting of mechs taking a long time if the actual gameplay is faster.

Sidenote I can't for the life of me find pdfs of battle century G or jovian chronicles. Aside from the pdf share threads where can I grab this kind of thing?
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>>45474251
>Formula Front
Why in the world would you ever recommend that crap to someone?
He's looking for something like VD, which is pretty much exactly what he wants, excepting the fact that it's a dead game.
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>>45474541
>battle century G
http://gimmicklabs.blogspot.hu/p/downloads.html

Grab the SRD.

Couldn't find one for jovian chronicles.
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>>45474541
Just google Gimmick Labs, that should point you to the BCG blog and its SRD. Alternately the book's on drivethruRPG, if you like the look of the free rules. All that's really different between the two is some optional houserules, GM advice and fluff that you can safely ignore in the full book.
Although I find the first two a godsend for actually running it, especially for "open" rolls with no real target number. My campaign is basically an off-brand Gundam Build Fighters, one of the PCs is a nerd who constantly rolls 20+ on his classwork checks, between them the PCs have driven half the faculty to drink
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>>45474541
From the potato vaults of slavland, I give thee JC2e. https://mega.nz/#!uZ1mQLAY!upsS-spmNMtEjmJmFKWYxZ4CsbgFEOyHP_PS4bcBkNA
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>>45474589
>>45474590
>>45474599
Thanks guys, i'll over these + heavy gear.
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>>45474541
Yeah, Jovian Chronicle's is a bitch to find.

On a related note: JC is a nice middle ground between ChromeStrike and Mekton, to my memory. More in-depth customization, but not as much as Mekton. Slower play than ChromeStrike, but definitely faster than Mekton.

ChromeStrike is my mecha waifu, though. I've grown to prefer fast play and shorter books. Though not 'rules light.'
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>>45474637
Chromestrike mechabrofist. That and BCG are my go-tos, depending on my mood. Although BCG may end up supplanting Chromestrike entirely, it depends on how the rest of the coming supplement turns out.

If there's advice and optional rules for doing a more gritty 08th MS Team style game I'm gonna be all over it.
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>>45474667
>08th MS Team
I have to return the mechabrofist, my friend.
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>>45474667
I'd love to do something with 08th in a more crunchy system. Like that series was the realest mech gundam got, so doing it in something rules light feels odd.
People who complain about Shiro x Aina are stupid and emotionally stunted.
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>>45475118
Same. It's just a pity Mekton is so shit at it.

I'll be honest, I only really started considering the concept after reading Zeonquest. Tried using a Gundam conversion guide for MZ ages ago, I gave up because I'm shit with maths
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Someone say that Jovian Chronicles was hard to find? Then may I present my JC, HG and GK troves?
https://mega.nz/#F!aMEziYQL!7lUPbf7rKMvwnXuqEvP8zg
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>>45475155
The biggest Flaw MZ has is that it's tied to another system. Because it's tied to another system, it has 10 stats where 2-3 of them only enhance your ability to pilot a mech.

Also almost EVERY skill that makes you a better pilot in the game runs off of Reflexes. Oh and Reflexes is used for almost every skill outside of a mech.

Better hope your GM doesn't make you roll for stats and you're stuck with reflexes 4.
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Well, since Chromestrike is being discussed here...
I'm thinking of running it for some friends, basing our campaign very loosely on the hijinks of my team in Armored Core Verdict Day. In the shower this morning, I ran into a snag while thinking about it.
How should I go about maps? My initial thought is to get a bunch of my legos when I go home this weekend and use them to make "buildings" on grid paper, but I'm open to more suggestions.
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>>45475334
FUCK, I forgot the second worst part, your skills improve individually based on succeeding on the skill roll, with critting the skill roll getting you more advancement to that single skill.

So you get that 4 in reflexes? You'll be earning less XP than the guy with 10 Reflexes to the things you need to increase because you're behind already.
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>>45475340
Just use a grid map and draw on it. I got away with a very, very basic map on graph paper when I ran a demo of it ages ago.

>>45475334
If you aren't dumping every point you can into Ref and Int/Edu, you're a chump. It's been like this since CP2020. Fucking Interlock.
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>>45475407
But don't the maps need to show differing heights?
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>>45475533
Mine didn't. Besides, you could just use a die to indicate a unit on an elevated position, like a d4 or d8 or some other non-d6 polyhedral.
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What's the best system to run a lot of mechs in? As in, a party of 3-6 PCs versus a dozen or more enemies per combat?
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>>45474221
Nigga, at least use the YF-29. It has the higher main engine thrust and the auxiliary wing engines have almost as much thrust as the VF-25's main engines. It is the fastest beast with the strongest powerplant setup Macross has to offer.
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>>45476051
Probably ChromeStrike, since it will save you on prep time.

Just keep an index card to track each enemy's damage and you're golden.
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>>45474213
>Bonus points for writing rudimentary AI routines and making them battle each other in simulated combat.
Armored Core Verdict Day has a pretty in depth system for this. If you're good enough you can design autistic aimbots that are able to outplay human opponents.
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>>45476253
>that are able to outplay human opponents
You left out "on any map that doesn't have some sort of significant cover such as at least one building."
Granted, there are more maps that don't have that kind of cover than there should be, but regardless, cheesing UNACs is pretty easy.
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>>45476051
Palladium
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There's like a thread on a homebrew one right here

>>45476880
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>>45477315
>GGG is a piece of shit
Aaaand fucking dropped
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>>45477680
Easy there Clawshrimpy, go back to your containment bay.
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>>45479026
...okay, after looking that guy up on foolz, I kek'd
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>>45474000
Also MECHA if you can cop it.
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>>45473910
Mekton Zeta, one of my favorite autism simulators. Never fear, I've managed to distill the autism into a palletable format any old fag can understand. I also have a number of resources on hand for you.

http://www.mediafire.com/download/xi1lrrcziwrcm3z/Mekton_Zeta_Complete_Pack.zip

A shitton of Mekton Zeta and other books and rules, and some homebrew by me and my group.

Includes:
Zeta Core
Zeta Advanced Technical Manual
Zeta Tactical Display
Zeta Errata v1.1 for the above three
Zeta build and character sheets
Zeta - Mekton Wars - Invasion Terra
Zeta Mecha Manuals 1 and 2
Mekton Alpha
3 different Fuzion rules and plugin books
Jovian Chronicles
Operation Rimfire
Homebrew Mek and weapon systems for Zeta (some by me and my group, others not)
Links to Googledocs automatic calculating Mek and character sheets (as done by me, you'll need to make a copy to test it)
And finally, a folder of screencapped references of the Zeta rulebook for easy access and reference during play

Anyone interested in chatting about Mekton or looking for info about rules can email me at [email protected], I'd be more than willing to walk you through using the enclosed automatic sheets I coded or making a Mek if you're confused or looking for pointers.

And a bonus, have this, a tutorial I wrote up in an easy-to-digest and plainly stated format for actually making a Mek.

https://www.dropbox.com/s/cioi4n4ovl9vmxl/READ%20FIRST%20-%20Building%20a%20Mek.txt?dl=0
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>>45479195
>that shitty bullseye battlemap that makes having a speedy mech fucking pointless
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>>45479174
Glad to provide a laugh.
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So has anyone here ever actually played Zeta? I GM two campaigns, one group of 3 players on Saturday and a 1-on-1 today. The 3-player group is a little more down-to-earth...ish, and more military-style, while the 1-on-1 is a game in space with a bunch of alien races and such. They're both a blast, though the 1-on-1 is probably my favorite, just because of the volume me and my player can shoot off to each other and the ideas we can agree on.

It's a blast, and I'm looking forward to tonight. She's a special agent for the galactic government, and a member of a minor race that still hasn't achieved civilian spaceflight yet but which has been in contact with a race that has it, which is how she got off-world in the first place to make a name for herself as a pilot. She's been tasked with going to another world of a minor race that hasn't even had contact with aliens yet, but which had a space pirate vessel crash on it. She has to neutralize the pirate threat and recover any of their technology, because they're biotech specialists and their tech is generally highly prized.

I'm stoked to get her involved with the Meks patrolling around the crash site, then having her infiltrate the ship on foot and possibly picking up some new toys along the way.
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>>45480367
That sounds like a load of fun. Do you prefer the more militaristic style or something a little more freeing? What advice would you give for running a game with a bunch of freelancers (who aren't pirates)?
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>>45476074
It's also not a mass production model.
The Messiah IS.
The whole point of the post was that this is what their GRUNT UNITS put out for thrust.
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>>45481551
Military has its place, and I totally dig it, but I am all for this complete freedom that being in space affords. It quite literally allows me to put damn near whatever I want into the game and not seem out of place, just because of the way the universe works and how everything otherwise "out of the ordinary" can be contained to a planet.

Advice for running a game with freelancers, though? I'm not too good on advice I'm afraid, my GMing style is almost 100% by the seat of my pants, making it up as I go along.

Depending on the style of game you're going for, there's plenty of interesting work for freelancers though. Salvaging operations - either of their own initiative or as requested by a contractor - where there could be some other rivals going after the same salvage. Maybe some under-the-table arms dealings with shady people as requested by one person in power because the shady folk getting the arms would use them to undermine that person's rival. Or something to the opposite effect, staking out and stopping this deal. Better yet, initiate the deal but with faulty weaponry that breaks down and explodes on use. A big thing to consider here is cause and effect chains. "Blow up ammo cache so we can sell faulty weapons as a foreign contractor. Act as intermediate in the deal, don't get spotted and recognized."

There's always the classic "protect w, steal x, blow up y, kill z" type of dealings, too, but politics is always fun to get into. There's infiltration into a contractor's rival faction to plant receivers or transmitters, maybe get info from a mole. And always throw complications at them, whether the recon team is cut off from their return path and needs to blaze a new trail through hostile territory, or having a mission being to acquire a vaguely defined item, only for that item to turn out to be obnoxiously huge, like a shipping truck-size.

Police duty or escort missions to gain favor with factions, inciting and/or subduing riots, tons of stuff.
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>>45481953
Technically, the VF-31 is the most recently mass produced fighter.

The VF-31 Seigfried uses a (presumably) undertuned variant of the YF-30 Chrono's powerplant which is in turn nothing but a slightly overtuned YF-29 Durandal powerplant.

>YF-29 Durandal main engine thrust
2 x 2,105 kN (2 x 1,470 for the wing engines)
>YF-30 Chronos main engine thrust
2 x 2,110 kN

So that should place the VF-31 somewhere between 1,900 (if undertuned) and 2,200 kN of thrust (if an improved engine, presumably in the VF-31S).

To be fair though, neither the VF-25 nor the VF-31 has seen widespread adoption yet in the Macrossverse. If we wanted to talk grunts, wouldn't the VF-171 Nightmare Plus be a better option since it's been NUNS' mainstay fighter since 2049?
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>>45482962
True, I guess "grunt" is the wrong choice of word. But the Messiah was intended as a mass-production unit to replace the Nightmare Plus. It's just itself getting replaced due to already having a show to star in.
Personally I'm looking forward to seeing how OP the SV-262 comes out, since Kawamori has admitted to being a huge Draken fanboy.
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>>45474213
Did you enjoy Carnage Heart? I think you would enjoy it.
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>>45480367
No, I haven't. Can you address the claims made by the other anons above, mainly that MZ sucks?
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>>45483611
Not that anon, but that's the MO on /tg/. People can post a 20 page dissertation about how much fun they have on a system and people will still ignore it just to shitpost.
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>>45483762
So what do you like about it?
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>>45476051
Fan-made Heavy Gear d6.
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>>45483961
Do you have a copy or a link or something?
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>>45484430
https://dl.dropboxusercontent.com/u/2850668/5150/Heavy%20Gear%20d6.pdf

Also ( http://www.stargazersworld.com/2015/04/29/freebies-heavy-gear-d6/ ) has links to three books that have more mecha models stats.
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>>45483611
I might be able to if I had actually read the thread and not skimmed. But to make a long story short, MZ is flawed but fun. It's got that 90s charm, a satisfying amount of crunch once you get to know it, the combat feels impactful and meaningful when you score a hit and the mecha customization is so completely fluid you can make virtually anything imaginable.

But again, it's flawed. The math is ridiculous, the system is easy to game, and there's virtually nothing done for pilots, among any number of other thing. But it's a fun system that's got a special place in my heart.

I'd go on at length more about it but I'm about to start GMing that 1-on-1 game I mentioned.
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>>45484560
Thanks, man.
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>>45483961
>>45484560
Mah nigga.

I'm currently running an "OC" Gundam campaign (that's literally just the Jovian Chronicles setting where the PCs will eventually encounter actual Gundams) using HGD6's silhouette conversion guides to convert JC stats to D6.

The campaign is going pretty swimmingly, and I'm pumped for our next session because the PCs are finally going to encounter their first Gundam.
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>>45484877
That's dope. Do you have the stats for all your stuff written down?
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>>45484905
Not online, if this thread still exists when I get back to my home PC I can throw some conversions up on google docs.
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>>45485002
Excellent. Thank you.
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>>45485022
In the meantime some advice I can give is to follow MiniSix's scale rules and remember that Gears in HGD6 would be 4D scale while JC Exos would be more like 6D scale, meaning if you do the conversion math straight it's safe to chop off two dice from damage and armor to keep numbers more manageable.

Speed is a little bit different though, since silhouette and D6 treat speed really differently. I forget off the top of my head how I handled the ground speed math but for space speed it's probably best to do the conversion math straight following the HGD6 formula for Speed then chopping off 5 dice (which matches with matches up with MiniSix's scaling rules IIRC).
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>>45474637
>>45474667
How is Chromestrike fast but not rules light?

>>45475118
It's not that they're a stupid pair, the problem is that that romance went into necessary places and then hijacked the story and trailed off 90º to what it started as.

Much like Akira's punk biker gangs into psychic old man smurf babies and bio weapons.

I have yet to find anyone that actually likes that last episode.
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>>45485202
I never thought about the speed. Crap. Good thing the system is so good for narrative stuff.
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>>45473910
Bumping.
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>>45485803
>How is Chromestrike fast but not rules light?
Mech creation is about selecting parts and weapons, then adding a handful of modifiers to customize it a bit further. No weight tracking, no thrust calculating and most of all, no multiplicative price modifiers.

In combat, you also have WAY less to keep track of, while still being more than a blob of HP. Each part (Head, Chassis, etc.) has a separate durability score, and you get a simple but appropriate penalty based on damage taken. Chassis at 0, next hit there hits YOU. Leg breaks, half your speed. Both legs break, you can only drag yourself.

Instead of Mekton's acceleration minutia, you have a simple mechanic that 1/2 the squares you move adds to your evasion and is reduced from your accuracy for that round. (It's based heavily on PS1/2 Armored Core, where dashing and stopping is common.)

You roll to hit, roll for damage location, roll an armor save, all of which can be done simultaneously by rolling a couple extra d6. Just use different colors for hit location and armor.

So it's on the light side for the mecha genre, but isn't anywhere near FATE-tier light.
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OP here;
I've actually decided to go with battle century G. Jovian chronicles didn't give me enough customization options for robots and the built in fluff was useless for my idea. Heavy gears weird reverse engineering concept was too confusing for me as well.
That being said I respect mekton zeta for what it tries to do and would love it if there was some kind of automation to the process, like an excel sheet or something.
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>>45479231
FUCK I should have read the thread harder before posting fuck damnit no back to the drawing board I guess...

Actually before this archives, from a plot angle so far i'm basically doing "the moon is a harsh mistress" with robots, but...okay so the lunarian factory workers detonate micro explosives theyve planted inside all the cell phones they produce, and now theyre demanding a shitzillion dollars from the earth to establish a self sufficient colony. How can I portray the earth to keep them as the protagonists faction without resorting to the motivation of "kill all moonrats"?
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The thing to remember with Mekton is at the time it came out its only real contemporary was Battletech, so the rules being as autismal as they are honestly shouldn't be a surprise as back then the only idea anyone had for what mech games should be like was simulationist war games.

Honestly I love MZ for the nostalgia alone, but I won't deny it and the model of game it's based on hasn't aged well. We've got games now that do animu cuh-razy better, we've got games now that do simulation better, we've got games now that do super detailed customization better, games now just plain do everything better.

But never forget that Mekton was the first real mainstream Mecha RPG that wasn't battletech.
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>>45488802
>excel sheet or something

You mean like the one in >>45479231
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>>45488853
>How can I portray the earth to keep them as the protagonists faction without resorting to the motivation of "kill all moonrats"?
Obviously the Moonrats are terrorists who are willing to indiscriminately kill random people just to get what they want, and are too shortsighted and stupid to realize the futility of their goal, making them even more abhorrent as they're willing to indiscriminately kill innocents over practically nothing.

Whether or not this is true doesn't mean this isn't the kind of propaganda Earth wouldn't be using.

Honestly just take a page from almost every war anime ever and do the "war makers are dicks and soldiers are the victims" card.
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>>45489062
Yeah, i'll take another look at mekton Z tomorrow.
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>>45489142
I've already considered the angle of asking every PC "Who amongst the people you care about was killed/maimed in the initial attack?" but I feel like that may be a bit too melodramatic and a copout.
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>>45489184
You could always just offer it as a character motivation, instead of saying "someone you know was killed" give them the option, "a lot of people got killed, there's a good chance someone you care about could have been, it's up to you if you want to use that as motivation."
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>>45485002
Bumping for this glorious post.
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>>45489146
I spent weeks on the autism compression algorithm that I call the Zeta automated sheet, just to make playing the game actually possible.

pls use it so my efforts aren't in vain

I started my Mekton Saturday game for two reasons: 1. To show up my previous Mekton GM who, while they introduced me to the system, ignored 99% of it in favor of being a cunt and a shitty GM ; and 2. To use the fucking sheet.
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>>45489291
Still gonna be another 2+ hours.
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>>45489438
I can understand that, it sucks to do homework for nothing.
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>>45474042
I'm half way through reading this PDf and HOly fuck is this anime. Like...Super anime. Things you would see in an anime are built into the ruleset. I am...Surprisingly ok with this for some reason, Seems like it would be hilarious to get together with friends and play an anime once a week.
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>>45490539
"I've never been a fan of "anime RPGs" that build their system around making mechanics for visual tropes and sight gags to make them "more anime" (and act like "anime" is actually a fucking genre and not a medium), but BCG at least confines itself to things that actually would mechanically matter for the genre its aiming to emulate.
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>>45490638
I just got done reading the Genre Powers and I thought they were just hilarious. Just, flashbacks from some of the more cheesy moments from anime's I've watch just flash before my eyes, and I have a good chuckle. The lame thing is, I don't think I could convince my gaming group to try this out.
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>>45475118
Frankly go with JC then and have it set on like Mars and it will do all that and more. Just be warned at least in the white books we needed to make some slight modifications to make space combat not drag down but that was mostly streamlining how thrust vectoring worked.
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>>45490785
You'd be surprised. I ended up with a group when my friend's Texas Buffy - I mean, ETU campaign fell through, and I was sure it'd be the other way around.
No hard feelings though, my friend joined my game instead.

>>45480367
I was gonna post this way earlier but captcha is a piece of shit so I just decided on sleeping instead.
I couldn't get past mech creation. Maybe it's because I was using some guy's Gundam direct conversion guidelines, but I thought it was fucking impenetrable.
To be fair I did run a single game of CP2020 (never again) so I like to think I still got most of the Mekton experience.
>>
So probably not the smartest thing to do, but to get myself pumped for this kind of game, I decided to have a few beers and watch Mobile Suit Gundam. I am so fucking jacked to try and play this game. The shitty thing is, I'd have to do it as a GM. But it could still be fun...
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>>45493001
You giant silly, that's the smartest thing to do before running this.
And running as a GM is fun, especially when you break out Boss enemies. They always make me start laughing maniacally whenever one of their damage-triggered abilities activates.
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>>45493209
Holy crap man, just...Going through that book, and then going trait over to watching MSG, I am fucking jacked. I didn't think I'd actually get as into the idea of this as I am, but it's pretty silly. I have to come up with some kind of story now. Also, I have to co-opt gaming night from the current GM in my group. Not that he'd mind I imagine. I just have to convince them that this is a good idea.
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>>45493233
Oh, you're gonna want the BCZ beta info. I found the options in that too useful for words (in a virtual reality combat where defeat doesn't mean death Live Another Day is a pointless power, so it's been unanimously replaced with Parting Shot). I'm leaving funnels and fangs alone because I think they're going to get some reworking in the near future, but everything else seems pretty useful.
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So I'm century battle G, is there no upgrade for mechs to fly? Is it assumed all mechs fly? Am I missing something about the movement rules?
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>>45495650
Yes, you are missing something. Mechs do not fly in atmo/ground combat without the Flyer upgrade, but they can "fly" in space just fine without it.
Also the Flyer upgrade means that's the only way they can get around. Think like an Orbital Frame from Zone of the Enders, those fuckers never seem to walk anywhere.
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>>45496422
>Mechs do not fly in atmo/ground combat without the Flyer upgrade
>the Flyer upgrade means that's the only way they can get around
So, what, BCG can't do Variable Fighers/Land-Air Mechs?
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>>45496542
If that's the case, life is suffering.

Does JC allow for this? I know it's the not!Gundam next to Heavy Gear's not!VOTOMs.
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>>45496542
>>45496606
It does, just fluff the Transformation option as going from fighter (fast as shit but weak attack/defense/systems) to battloid (the reverse).

Either way you cannot ignore terrain effects with it, I'm afraid.
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>>45496652
Tell a lie. Antigravity lets you do that. Just take that and Transformation for twenty points total and boom, you have a variable fighter.
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>>45489473
Bumping for the glorious stat-stuff.

Why you gonna leave me hangin', nigga.
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