Another suggestion for mecha...

1 posts ยท Dec 15 1996

From: B Lin <lin@r...>

Date: Sun, 15 Dec 1996 13:44:50 -0500

Subject: Another suggestion for mecha...

Some off the top of my head ideas,

Comments or suggestions highly welcome...

Mecha can come in a variety of forms, like fighters do.

First are non-transformable humanoid type.

        1) Standard 6" move in any direction, 4 arc firing, +1
dogfighting
        2) Heavy 3" move in any direction, 4 arc firing, +1 dogfighting,

level 1 armor 3) Rocket pack assisted 12" move in any direction, 3 arc firing,

+1 dogfighting.

Transformable:
        3 modes - fighter, cross (between humanoid and fighter) and
humanoid

Transition from one mode to another is counted as an attack action.

                humanoid - same attributes as non-transformable
                cross - same a rocket assist with 4 arcs firing
                fighter - 18" move in any direction, fwd firing arc no
combat bonuses.

Weapons options:
        Mini-missile load - two, single shot submunitions packs 6" range
        Torpedoes - Single shot pulse torpedo, max range 12"
        Heavy missile load - singe Missile, range 24" speed 24" 1 3point
turn.

Weapons option prevent transformation (exception fighter to cross or vice
versa)

Costs:  humanoid - as per normal fighter
        armored - as per heavy fighter
        rocket assist - Normal fighter + 2

        Transformable - + 5 per mecha

        Mini missile load - +2 per mecha
        Torpedoes - +3 per mecha
        Heavy Missile - +4 per mecha

types can be combined, i.e. armored transformable but you pay both costs

and the mecha remains in armored humanoid unless armor is jettisoned, in

which case it has normal transformable attributes.

Rationales:

Mecha are much more maneuverable in terms of being able to face a particular
direction or bring weapons to bear, therefore they are allowed
4 arcs of fire and a +1 in close combat.  Jet assisted assumes a large
rocket strapped to the back of the mecha, reducing maneuverability and
limiting the arc of the weapons mounted. Humanoid mecha are relatively slow
because they have traded off speed for increased flexibility and close combat
ability. The transformable mecha is an attempt to gan the benefits of both
types, fighters and mecha. To increase suvivability one might consider
increasing mecha damage points to 2 or even three for armored versions with an
increase in unit cost this allows mecha to engage in close combat and possibly
survive the first round or two. In some backgrounds mecha are launched from
catapults and this
could be simulated by giving them 4-6" move straight ahead the first
turn. Mecha should be scaled up ow down in importance depending on the

background used.