>Reploid Combat< This will be a modification table setup for the Mekton combat tables and such, listing them indavidualy and wether or not they are changed because I ate using a model system I'll use the conversion rules I have for when I run mekton so that we need not set up a fraggin board game. [The Basics Rounds Unchanged Initiative Unchanged Turns&Actions Initiative [Gameboard Scale of the game In Mekton Zeta there is the human and the Mekton scale, the average human or reploid is 1/100th the size of an average mekton. [Movement Humans move at 1/20 the speed of a Mekton Reploids move at 1/25 the speed of a Mekton Full sized vehicles move at 1/1 the speed of Mekton [Changing your facing (Note: these are a modifications for a mecha only) (Note: All movements are thought as though you may only move to octagonical sides) Humanoid|You may spend 1 MA to move to move onto any of the 4 possible directions (not counting the one you are already facing, 2 to turn completly around. This may be done as many times as you have MA (Incase you wanna just spin for shits and giggles) beasts/Hybrids|You may spend 1 MA to move to any direction,so to turn completly around would require 5 ma. Tank|You may spend 1 MA to move to any direction, as in the beast, but Tanks may move bacwards without turning completly around also with no MA loss (backwards movement is a 1/2 MA penalty for others) Fighters|You may spend 1 MA to move to any direction in the same method as the tank and beast. Their turning radius is modified by their current speed. See table below. To turn they must have space infront and in angular arc to the direction equal to the size of the fighter x1.5. 08-16 1 MA 17-24 2 MA 25-32 3 MA 33-40 4 MA 41-48 5 MA 49+ 6 MA Verticle movement/Flying You may treat vertile movement if your reploid/mecha has flying as if you were in a 3D octagon (A 12sided die is a great for getting an idea as to how it works) so up an or down angle would only require that you spend one MA 1 but to move to strait up or down would require 2. Line Of Sight Line of sight is a clear un-obstructed view, anything as tall or large enough for a reploid/mecha to hide behind adds a modifier to the difficulty, to make it simple, for every ten percent until you reach 100% ads a range modifier of 1 meter, at 100%+ you cannot see the opposing force so there for you cannot hit them with a ranged weapon (save grenades, but the obstacle would not change the difficulty of getting it over the obstacle). Obstacles Unchanged Cover Unchanged