MEKTON ZETA TO SHADOWRUN

"Elves! Trolls! Giant Robot Combat! Yessiree, Shadowrun is tailor made for some serious robot-stomping action in the vein of the truly angsty and dark anime. So suit up and power up your beamswords - because man just met the really BIG machines."

As for the Cyberpunk conversion it is recommended that mecha be restricted the Roadstriker size units. The idea of 40 foot tall multi-ton robots stretches the bounds even of a world with magic and elves. It also keeps things from degenerating into what would essentially be a splatterpunk adventure.

A limit of Scaling to x10 should also be considered, Shadowruns system simply falls apart at the high end. Rampaging mecha units would require literally buckets of dice to be rolled.

GENERAL CONVENTIONS

Conversion: Time
1 Mekton Turn = 1 Shadowrun Combat Turn. Believe me it's not worth the trouble of dividing everything by 3 to get Shadowrun turns.

Conversion: Skills
1 Mekton Skill Point = 1 SR Skill Point. Use the closest approxomation for linked attributes.

Conversion: Hit Modifiers
1 Modifier Point = 1 Inverse SR Modifier Point.

For example, the Anti-Mek Beamgun has a -6 to hit people. In Shadowrun it would have a +6 Target Number modifier to hit people.

Conversion: Target Numbers
Mekton Difficulty / 5 = Shadowrun Target Number. This is used for certain systems that grant special abilities based on a die roll (such as Radio/Radar Analyzer).

Conversion: Cost
1 Construction Point = 10,000 nuyen.


WEAPONS

Conversion: Range
1 Hex = 50 meters. To determine Shadowrun ranges from Mekton Z weapons, assume the Maximum Range of the weapon is Extreme Range in Shadowrun; 1/2 this value is Long Range, 1/4 is Medium range and 1/8 is Short. If the Weapons Range is 1 Hex or less it is assumed to be equal to 4 meters. if a hand weapon assume the weapons Reach is equal to +1 for 1:10, +2 for 1:5, +4 for 1:1 and Lots for 1:10 and above.

Conversion: Weapon Accuracy
WA is not used in Shadowrun for personal weapons. For vehicle scale weapons you can optionally apply the WA as for Hit Modifiers.

Conversion: Damage (Variant 1)
1 Kill of Damage = Special. To determine the damage code of the weapon take the Kill capability of the weapon and divide by 2 (round up). Record the result and compare to the chart below.
1 = Light
2 = Medium
3 = Serious
4+ = Deadly

Weapons are considered personal scale unless x10 scale or the scaled Hit damage of the weapon exceeds 50; in which case it is considered a vehicle scale weapon. To determine the Power of the weapon take the number of hits the weapon can do and divide by 2, rounded down. If the weapon is a vehicle scale weapon take that result and divide by 2 again, rounding up.

For example, a 6 Kill weapon at 1:1 scale would be a 38S vehicle scale weapon. At 1:5 scale that same weapon would be 15S and at 1:10 it would be 7S.

Conversion: Damage (Variant 2)
The alternate way to do this is to first convert to Cyberpunk damage (5d10 damage per 1:1 Kill) and then use my other conversion back to Shadowrun. Using this variation 1:5 scale and above weapons do vehicle damage since they do d10 damage.

Conversion: Naval Damage
1:1 Scale weapons do Naval Damage in Shadowrun. To determine how much, take its 1:1 Scale Kills and use the Variant 1 System to determine Staging.

For example, a 6 Kill 1:1 weapon would do 6SN.

Conversion: Hand to Hand Damage
Figure hand weapon damage staging as for the normal conversion. The damage bonus is equal to unscaled Kill damage /2, round down. Use the Strength of the unit just as for other Shadowrun melee units.

For example, a 6K Katana scaled to 1:5 is (Str +3)D in. Since it is 1/5 it does vehicle scale damage.

Conversion: Recoil
1:10 and 1:5 scale weapons that are not vehicle scale are treated as personal firearms. Vehicle scale damage weapons are obviously heavy weapons.

Conversion: Smart Weapons
Skill = Intelligence Rating. Smart weapons follow the rules for Missile Launchers given on p. 120, SR3.

Conversion: Special Effects
Armor Piercing = Use APDS effects (p. 279, SR3).
Burst Value = BV1 = SA Fire Mode, BV2= BF Fire Mode. BV3= FA Fire Mode. BV4= Supermachinegun ROF, BV5+= Minigun ROF.
Warm Up Time = Time between shots is measured in full Combat Turns.
Wide Angle = Whoo boy. Just like it says in the book (p. 26. MZ+). Hexes x50 meters...
Anti-Personnel = Only applies to 1:1 scale designs.
Smart = Same effects.
Scatter = Treat as a shotgun with a set choke of 3.
Remotes = Remotes Pilot value will equal average of Pilots appropriate remote control specialization x Control Multiple / Number of Remotes. Pilot value cannot exceed pilots remote skill.
Cloaking = Uhh, hmm. I'd take the Difficulty number for the appropriate test and divide by 5 and apply that as either a modifier to the units Signature or to others Target Numbers (depending on the system and circumstances)
Anti-Theft Code Lock = Rating 10
Weapon Mounts/Hands = Hardpoints
Statistical Enhancement: Cool = Can be used a Complimentary 'Skill' when attempting to impress someone on how cool your mecha is.


SPECIAL SYSTEMS

Conversion: ESPer Lens
The entire unit is treated as the mages body with an ESPer Lens. All visual sensors are treated as "natural". Physical adepts can also use an ESPer lens in a similar manner. Shamans cannot use an ESPer lens.

Spells normally cast to LOS have an effective "range" of 4km for purposes of scaling ranges.

Scaling

Scale

VMR

Ranges and Rating
1/10 +5 x5
1/5 +10 x10
1 +25 x25
10 +250 x250
100 +2500 x2500
Excessive ? ?

VMR. These are additional 'Virtual' Magic Rating points added to the mages own.
Range and Rating. Amount you multiply the spells final effective Rating and Range from.

Rank = Maximum base spell rating the unit can scale up
Portfolio = number of specific spells the system can enhance
Draw = Multiplier added to spells Drain power
Backlash = amount of mental condition boxes filled in when the unit takes Deadly damage.


COMBAT

Conversion: Manuever Value
Manuever Value = Handling. Take the inverse value of the Manuever Value. That equals to the units Handling.

For example, a 100 Ton Mecha would have a Handling of 10 in Shadowrun.

Conversion: Speed
The units speed should be converted using the Speedline Chart on p. 64, MZ.

Conversion: Acceleration
MA x 6 = Acceleration Rating.

Conversion: Body
Average of Scaled Servo Hits / 25 = Body.

Conversion: Armor
Unscaled Kills x40 then /10 = Armor. If 1/5 or above then armor is vehicle armor. Otherwise it is treated as normal unhardened armor with a Ballistic and Impact Rating equal to the result.

Conversion: Sensors
Communicator Range / 200, rounded up + Range /1 = Sensor Rating.
or
Superlight = 1
Lightweight = 2
Striker = 3
... and so on

Conversion: Signature
10 - (Unscaled Tonnage /10, round down).

Conversion: ECM/ECCM
Modifier = Rating.

For example, an ECM system that gave -6 Sensors to enemy units is treated as a Rating 6 ECM unit.

Conversion: Flux
Use the range table on p. 137, SR3 to determine the units flux, based on the range for its main sensors.

Conversion: Seating
Should be self explanatory.

Conversion: Entry Points
This will usually be "hatch". And probably 0+1

Conversion: Cargo Factor
Scaled 1:5 Cargo Spaces = CF.

Conversion: Load
How many kilograms the vehicle can transport.

Conversion: Pilot and Autonav
Pilot/Autonav Rating is equal to average of Internal Automation Level and Portfolio /3. If Portfolio is not above 4 then the system is only an Autonav.

Conversion: Maximum Pilot Size
Take the average of the Shadowrun characters Strength and Body and add 2. That is the characters Body Type for cockpit determination.

Conversion: Servo Strength
Multiply the servo level by 10. This is the servos physical Strength in Shadowrun. Scale as normal.

For example, the Bulldog has LH servos. Those are rated level 7. At 1:1 the Strength would be 70. At 1:5 it becomes 14. At 1:10 (human) scale its just 7.


POWERPLANT LIFESPAN
Use the optional powerplant rules given at http://www.mecha.com/mzml.phtml?getmsg=14627.

Changes
The base lifespan of the power plants is measured in hours, not years. Multiply the times by 100 to get their base lifespans in hours (thus the standard plant is 1000 hours).

Notes
Shadowrun tech does not support fusion or fission power for small vehicles currently. You are limited to Power Cells or Internal Combusion. If you want fusion or fission you'll need something of capital ship size.

Special Info
Using these rules the previously converted Licatech Bulldog will have a power cell plant with 12 hours of idle charge and 6 hours of constant use.

Power Cells
You can use the power cell rules at http://www.geocities.com/luckio.geo/rpg/mz/mz058.html as well.