First Hack at Mecha fighter rules... (long)

3 posts ยท Dec 15 1996 to Dec 15 1996

From: Brian Lojeck <lojeck@r...>

Date: Sat, 14 Dec 1996 21:49:49 -0500

Subject: First Hack at Mecha fighter rules... (long)

(note, as these are unfinished, I do not release my rights to this material to
GZG)

ok, I seem to have misplaced my rules, so I'll do point costs and stuff later
on, consider this brainstorming.

The method of moving craft in FT seems to imply that only large engines (or
only LONG engines) can attain the thrust needed for rapid motion. ships can
turn, obviously, but the majority of their acceleration is along the length of
the craft.

as mecha are not as long as ships, they must attain acceleration using what
are normally termed as "retro" or "manuvering" thrusters (small, efficient
bursts from small jets) they should be able to rotate about their lengthwise
axis as rapidly as fighter can its, but their axis goes perpendicular to most
crafts' (they are tall, most craft are long, geddit?)

so, I propose the following rough rules:

mecha are deployed as fighters, in groups of 6, they must be launched,
recovered, etc.. (I'll work out that stuff later)

Mecha have 8 thrust. they can move 1 inch in any direction or turn one
clockface by paying one thrust. they maintain no inertia from turn to turn, so
may never move more then 8 inches (they're method of propulsion, as well as
the constant and many quick "jukes" the mecha suits are constantly making,
insure that any attempt at movement in a straight line is nearly impossible,
negating any inertial movement)

due to the extra ordinary flexibility of the mecha suits, they have one fire
arc through which they may fire. it is the frontal 180 degrees of the flight
stand. within that arc, engagement is handled just as for fighter weapons.
legal targets are ships, fighters, missles, and other mecha (perhaps not
missles, dunno)

(I need to figure out how to handle dog-fighting, pdaf, adaf, and
missles)

BOARDING ACTIONS:

if a mech squadron ends within 2 inches of a spacecraft (I need to check the
rules for ramming, but the idea is that the requirements are the same as
ramming) they may board. if boarding is successful, the mecha stand is removed
from the board temporarily. every round they remain on the ship, they must
attempt to force a threshold check against up to one system per
mecha left alive (6 mechs can cause between 1-6 checks per round) each
check failed kills one mech. if the ship is destroyed, or the mechs get tired
of dying, they may leave the ship, and the stand is replaced withing ramming
range of the ship they were just aboard

umm... oh yeah, since I'm having a hard time getting my hands on a copy of
more thrust, I'm making these mecha more-thrust-less at the moment. once
I get those rules, I'll be able to more fully integrate them.

for mass and points, I'm thinking they should be slightly more massive (like 8
mass) and slightly more points

feel free to respond to either the list or private email

From: Frank Cathy & Chloe <frussell@b...>

Date: Sun, 15 Dec 1996 01:00:43 -0500

Subject: Re: First Hack at Mecha fighter rules... (long)

hi...was wondering if you could send info on unsubscribing from this list..?
thanks:)

From: Brian Lojeck <lojeck@r...>

Date: Sun, 15 Dec 1996 17:56:17 -0500

Subject: Re: First Hack at Mecha fighter rules... (long)

> On Sun, 15 Dec 1996, Frank Cathy & Chloe wrote:

> hi...was wondering if you could send info on unsubscribing from this

oh god, it was my post that drove them away (brian runs into corner with a
pile of self-help books)

;-)

umm... I'm not sure how though (that's why I'm on so many lists, I can never
remember...