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==Mekton is batshit crazy== As you read through the most recent book (Mekton Zeta Plus), it might seem as a normal, if modular, RPG. The weapons seem a bit silly but well within the bounds of what you see in [[Anime|your Japanese animes]]. There's energy weapons, projectile weapons, missiles; just like [[BattleTech]] except there's also shields and more melee weapons. There's all sorts of modifications to be found, ranging from drones and extra armor to EWAR and ECCM. But around the time you hit the Thought Control rules ([[Titans_40k|plugging your brain directly into your mech]]) you might start to suspect there's something going on. Then you hit the rules for Lightspeed and Teleportation, where you realize this is not just a "Real Robots" game.* Then you hit the Transformation and Combiner rules (including turning into motorcycles and what the guy in Not-Voltron's left leg does when they're in the big robot form). And then, Stupid Mekton Tricks. This pulls out all of the anime stops. Hammerspace, merging with your Mekton, super jumping skills, hijacking other Mekton, absorbing and reusing parts from other mechs you just tore off, transforming into buildings, gadgets, guns (yes, there are specific rules for building [[Transformers|Megatron]]), rules for super-deformed Mektons [[Weeaboo|including the new "Kawaii" and "Kowai" stats]] and even for building yourself a [[Xeno|moe robot waifu]]. So in other words, you can build [[Wat|a robot girl who leaps across the battlefield and turns into a gun to hijack kawaii enemy mechs by holding their pilots at gunpoint,]] ''Tengen Toppa Gurren Lagann'' style. Yes, you just read that. Suffice to say, Mekton is Batshit Crazy. As such, it is STRONGLY advised that its [[GM]]s clearly define the do's and don'ts, lest you get a batshit crazy game consisting of several mechs that should not exist, alone or in a group. Actually, screw it. Give your players the book, a number of points and let them go to town. Then GM that shit. It will make for the most memorable game of your life. *It's worth noting that while Mekton's construction system will let you build any kind of crazy-ass Shogun Warrior or Megazord or whatever, the rules still have something of a "Real Robot" leaning to them. A lack of Final Attack rules, no kind of rage modes, and no easy way to make a Rocket Punch are examples of this bias. Frankly, its rules do not do a great job of emulating the hot-blooded hyperdrama of the "Super Robot" genre. Your Mekton may be one-of-a-kind, primary-colored monster-buster, but in play it might not exactly deliver on the particular "burning justice" flavor that Super Robot anime is known for.
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