Alternate Mekton Zeta Weapon Creation
Alternate Mekton Zeta Weapon Creation
Alternate Mekton Zeta Weapon Creation
WEAPONS
Generic Base
Damage 1 2 3 4 5 6 7 8 9 10
Cost 1 2 3 4 5 6 7 8 9 10
Damage 11 12 13 14 15 16 17 18 19 20
Cost 11 12 13 14 15 16 17 18 19 20
Range Mod: 0% 25% 50% 75% 100% 125% 150% 175% 200%
500% 1000% 3000% 5000%
Cost: x0.5 x0.62 x0.75 x0.88 x1.0 x1.12 x1.25 x1.38 x1.5
x3.0 x5.5 x15.5 x25.5
Range cost = ((desired range/default range) x .5) + .5
Beam Weapons
Kills = Damage
Tons = Kills/2
Cost Multiple = x1.5
Accuracy -2 -1 +0 +1 +2 Multi-Feed 1 2 3
4
Cost x0.6 x0.8 x1.0 x1.5 x2.0 Cost x1.0 x1.2 x1.4
x1.6
Projectile Ammunition:
Kills = Weapon Cost (Not Including Multi-Feed, Phalanx, Anti-Personnel, or All-
Purpose) x 0.01 x # shots
Space= Weapon Cost (Not Including Multi-Feed, Phalanx, Anti-Personnel, or All-
Purpose) x 0.01 x # shots (Do not include ammo cost multipliers)
Tons = Kills/2
Note: Add all of the Multipliers together, instead of simply multiplying each time.
Missile Weapons
Kills = (Damage x # Missiles)/15
Tons = Kills/2
Cost Multiple = x0.1
Base Range: Square root (Damage in Kills) x 3.5 hexes (Round off)
Accuracy -2 -1 +0 +1 +2 +3
Cost x0.6 x0.8 x1.0 x1.3 x1.6 x2.0
Max Launch: All 1/2 1/3 1/4 1/5 1/6 1/8 1/10 1/20
Cost: x1.0 x0.75 x0.67 x0.63 x0.6 x0.58 x0.56 x0.55 x0.53
Note: Treat all armor at -4SP (x1 Scale). If AP, Reduce SP by 1/2, 1/4, or -4 SP
(x1 Scale) (Which ever is better for the attacker).
Melee Weapons
Kills = Damage
Tons = Kills/2
Cost Multiple = x0.5
Space = Cost
Accuracy -2 -1 +0 +1 +2
Cost x0.6 x0.8 x1.0 x1.5 x2.0