In the off-chance there are any Mekton Zeta Plus grognards herein, I have three questions relating to building projectile weapons using MZ+:
1. There is a discrepancy between the prices for projectile weapons in Mekton Zeta and Mekton Zeta Plus. The MZ rules seem to give 10 shots for free. For instance, a Light Cannon (3K, Range 5, WA 0) costs 3 CP in MZ+. 10 shots would then cost .3 CP in MZ+, but this cost isn't charged in MZ. Has this inconsistency ever been resolved? Are projectile weapons "supposed" to get 10 free shots? Is MZ just not compatible 100% with MZ+? (This also has implications for space and weight).
2. When calculating space efficiency for a projectile weapon, does one make the calculation before or after calculating the cost and space of ammo? For example, if I create a gun with WA 0, Range 7, Damage 6, BV 2, it has a cost and space of (6 x 1 x 1 x 2) 12 CP. Each shot would cost (.01 x 12) 0.012 CP.
Imagine I want the gun and 10 shots of ammo to fit into 6 spaces total.
a) The gun with 10 shots costs (12) +(1.2) = 13.2 CP. It takes 13.2 spaces. I reduce space to 6 using 7.2 points of space efficiency of 7.2, at a cost of (7.2 x 0.5) 3.6 CP. The gun and ammo cost 16.8 CP in total.
b) The gun, without ammo, costs 12 CP and takes 12 spaces. I reduce space to 5 using 7 points of space efficiency at a cost of 3.5 CP, raising its cost to 15.5 CP. I now purchase 10 shots of ammo at a cost 1.55 CP. The ammo takes up 1.55 spaces. I reduce the ammo's space from 1.55 to 1 space using .55 points of space efficiency at a cost of 0.27. The gun costs (15.5 + 1.55 + 0.27) 17.32 CP in total.
The example of the Super Rapier in MZ+ seems to use method (a) but the various free excel mekbuilders I've found seem to use method (b).
3. According to MZ+, ammunition has kills equal to the weapon's cost x .01 per shot. This raises multiple questions.
a) Are the kills of a weapon's clip added to the weapon? The ammunition in the example projectile weapon used by the Super Rapier has 0 kills. The ammo in the IMK-28 Deathstalker seems to enter Kills as a separate line item. The mecha in the Net.Mekton.Handbook seem to enter Kills as part of the gun.
b) Ammunition never appears on the Hit Location tables except Cinematically where Kills would be irrelevant. When would ammo Kills ever be relevant? Are they just for weight purposes?
c) It seems quite...weird...that a gun being more accurate, capable of multi-feed, or multi-purpose, would make its ammunition weigh more. A baseline gun dealing 2K costs 2 CP, takes 2 spaces, and weighs 1 ton. Its ammo weighs .02 per shot.
A gun with WA +2, +300% range, and all-purpose capability costs 10.4 CP, takes 10.4 spaces, and weighs 1 ton. Its ammo weighs .1 per shot, e.g 5 times as much - for ammo of the same "caliber" as it were.
Is there errata that ammunition should have kills equal to the weapon's kills x .01 rather than the weapon's cost x0.1?
Thanks for any help on the above anyone can provide!
1. There is a discrepancy between the prices for projectile weapons in Mekton Zeta and Mekton Zeta Plus. The MZ rules seem to give 10 shots for free. For instance, a Light Cannon (3K, Range 5, WA 0) costs 3 CP in MZ+. 10 shots would then cost .3 CP in MZ+, but this cost isn't charged in MZ. Has this inconsistency ever been resolved? Are projectile weapons "supposed" to get 10 free shots? Is MZ just not compatible 100% with MZ+? (This also has implications for space and weight).
2. When calculating space efficiency for a projectile weapon, does one make the calculation before or after calculating the cost and space of ammo? For example, if I create a gun with WA 0, Range 7, Damage 6, BV 2, it has a cost and space of (6 x 1 x 1 x 2) 12 CP. Each shot would cost (.01 x 12) 0.012 CP.
Imagine I want the gun and 10 shots of ammo to fit into 6 spaces total.
a) The gun with 10 shots costs (12) +(1.2) = 13.2 CP. It takes 13.2 spaces. I reduce space to 6 using 7.2 points of space efficiency of 7.2, at a cost of (7.2 x 0.5) 3.6 CP. The gun and ammo cost 16.8 CP in total.
b) The gun, without ammo, costs 12 CP and takes 12 spaces. I reduce space to 5 using 7 points of space efficiency at a cost of 3.5 CP, raising its cost to 15.5 CP. I now purchase 10 shots of ammo at a cost 1.55 CP. The ammo takes up 1.55 spaces. I reduce the ammo's space from 1.55 to 1 space using .55 points of space efficiency at a cost of 0.27. The gun costs (15.5 + 1.55 + 0.27) 17.32 CP in total.
The example of the Super Rapier in MZ+ seems to use method (a) but the various free excel mekbuilders I've found seem to use method (b).
3. According to MZ+, ammunition has kills equal to the weapon's cost x .01 per shot. This raises multiple questions.
a) Are the kills of a weapon's clip added to the weapon? The ammunition in the example projectile weapon used by the Super Rapier has 0 kills. The ammo in the IMK-28 Deathstalker seems to enter Kills as a separate line item. The mecha in the Net.Mekton.Handbook seem to enter Kills as part of the gun.
b) Ammunition never appears on the Hit Location tables except Cinematically where Kills would be irrelevant. When would ammo Kills ever be relevant? Are they just for weight purposes?
c) It seems quite...weird...that a gun being more accurate, capable of multi-feed, or multi-purpose, would make its ammunition weigh more. A baseline gun dealing 2K costs 2 CP, takes 2 spaces, and weighs 1 ton. Its ammo weighs .02 per shot.
A gun with WA +2, +300% range, and all-purpose capability costs 10.4 CP, takes 10.4 spaces, and weighs 1 ton. Its ammo weighs .1 per shot, e.g 5 times as much - for ammo of the same "caliber" as it were.
Is there errata that ammunition should have kills equal to the weapon's kills x .01 rather than the weapon's cost x0.1?
Thanks for any help on the above anyone can provide!
[MEKTON] Obscure Questions Relating to MZ+ Projectile Weapons
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