Please bear in mind these rules are in extremely rough draft, we haven't even come up with a name for the game yet.

If you have any suggestions or comments, let me know here.

 

 

Full Mech
Full Tech
Mech Thrust

 

Construction Rules:

These are based on Full Thrust construction rules with some modifications.

Mass:  Select a mass roughly based on the type of Mech.  Points cost is equal to 1x the total mass.

Body:  Select a mass about 15-20% of the total mass.  This mass is the total number of hits the body can take.  These hits are arranged in rows of four, with the last row sometimes shorter than the other three.  The body costs also include the core systems: Head, Reactor Shielding, and Power Core.  Points cost is equal to 2x the total body mass.

Armor:  Select a mass roughly twice the body.  Armor is arranged in equal layers according to type of mech: 1 layer for light, 2 for medium, 3 for heavy, and 4 for assault.  Points cost is equal to 2x the total armor mass.

Engine:  You may select 1 engine point per 5% of the total mass, i.e. a 100 ton mech with Engine rating of 4 would use 20 mass for the engines.  Points cost is equal to 2x the total engine mass.

0-50       tons:  Light
51-100   tons:  Medium
101-150 tons:  Heavy 
151-200 tons:  Assault  

Fire Control Systems (FCS): This represents the targeting system of a mech.  A mech automatically comes equipped with 1 FCS, additional FCS's may be purchased for 1 mass each.  Points cost is equal to 4x the total FCS mass.  A mech may target as many mechs as it has FCS's.

Weapon Systems: Unless noted, all weapons have a single firing arc, up to a maximum of three, all in the front 180.  Ranges are measured by bands, 1 up to 12 in, 2 from 12-24 in, 3 from 24-36 in, and so on.

Lasers: Mass Cost: Points Cost:
Small-1 band range- 1 die in band 1.(3-arc)   1 3x total mass
Medium-2 band range- 1 die in band 2, 2 die in band 1.(3-arc) 2 3x total mass
Large-3 band range- 1 die in band 3, 2 die in band 2, 3 die in band 3. 3+1 mass per additional arc. 3x total mass

When shooting, roll number of dice indicated; Roll of a 4 or 5 does one point of damage, while a roll of a 6 does two points of damage with a reroll.  All reroll damage penetrates to the next row of boxes, is as above rolls, and successive rerolls penetrate each layer of armor or body.

Missile Racks: Comes with enough ammo for 4 salvoes.  Additional ammo may be purchased for 1 mass per 2 salvoes.
To Hit: roll a die to hit as follows: 0-6 in: auto,  6-12 in: 2+, 12-18 in: 3+, 18-24 in: 4+, 24-30 in: 5+, 30-36 in: 6+.  If a hit is scored, roll a d4 for SMR's, d3 for MMR's, d2 for LMR's, this is the amount of damage the hit does.

Missile Racks: Mass Cost: Points Cost:
Small-1 band range 2+1 mass per additional arc. 3x total mass
Medium-2 band range 3+1 mass per additional arc. 3x total mass
Large-3 band range 4+1 mass per additional arc. 3x total mass

Autocannons:  Comes with enough ammo for 3 bursts.  Additional ammo may be purchased for 1 mass per burst.
To Hit: roll a die to hit as follows: 0-6 in: auto,  6-12 in: 2+, 12-18 in: 3+, 18-24 in: 4+, 24-30 in: 5+, 30-36 in: 6+.  If a hit is scored, roll a die again.  If the number rolled is equal to or larger than the range band of the AC, the AC does 2x the number of the range band.  If the roll is greater than the range band, then the AC does damage equal to the number of range band.  For example, a Medium AC hits, and a 2 is rolled, it does 4 damage.  On the other hand, if a 3 or more is rolled, then 2 damage is done to the target.

Autocannons: Mass Cost: Points Cost:
Small-1 band range 2+1 mass per additional arc. 4x total mass
Medium-2 band range 4+1 mass per additional arc. 4x total mass
Large-3 band range 6+1 mass per additional arc. 4x total mass

TURN PHASE:

1. Roll Initiative
2. Movement
3. Shooting

Initiative:
Highest may move first, or defer to other player.  Players alternate turns, activating one mech, moving and shooting, then the other player activates one mech, and so on. 

Movement:
A mech may walk up to its engine rating in inches or make a 1 pt turn at any time during its movement.  A mech walking may move and turn as much as would like, a long as the number of turns and inches moved doesn't exceed its Engine Rating.  Instead, a mech may run up to double its engine rating in inches, but may only make 1/2 its Engine Rating in turns.  Also, a running mech incurs a -1 range band penalty to all shots taken in the same turn it ran.  A mech running may move and turn as much as would like, a long as the number of turns doesn't exceed 1/2 the Engine Rating, and inches moved doesn't exceed its Engine Rating.  For example a mech with ER of 4 may walk up to 4 inches straight, or may turn 2 points and move 2 in.  However, the same mech running may run up to 8 inches straight, or run 6 and make a maximum of 2 points in turning.

Shooting:

Modifiers:*
-1 Range band for running
-1 Range band for light cover
-2 Range band for heavy cover
+1 Range band for higher terrain

* All modifiers are culmative, however, you can exceed the total range band on a weapon.

Threshold checks:
1st: 6+
2nd: 5+
3rd: 4+

+1 if two or more rows of body are destroyed.