Human Stats
Human Skills
Human Ads
Human Disads
Human Traits
Mecha Rules
Combat Rules
Human
Note that humans start out with 5d20x2 in money and 100 PTs.
Stats
Stats are available for 1PT/level up to 18.
STR: Strength. Determines how much the character can lift, how strong he/she is.
BOD: Body. Helps determine HP.
RFL: Reflex. Helps determine accuracy of hits. Helps determine the amount of combative actions you can take per turn.
INT: Intelligence.
CHA: Charisma.
SOC: Social. Helps determine the amount of non-combative actions you can take per turn.
WIL: Will. Helps combat Sonic and mental attacks.
EDG: Edge. A measure of raw combat potential.

Secondary stats:

Speed: RFLx2. The number of feet a character can run in one turn.

Stun HP (SHP): BOD+STRx2. How much damage the character can take before having to make an unconsciousness roll. To get SHP per limb, divide the total sum by ten and round off: 3/10ths plus the extra go in the body, 2/10ths go in each leg, 1/10th goes in each arm, and 1/10th goes in the head.
Stunned effects are as follows.
BODY: The character gets the wind knocked out of him/her. The character is immobile and helpless for 2d20 seconds.
ARM: The character's arm is essentially useless for 1d4 minutes.
LEG: The character's speed is reduced to 2/3 normal for 1d4-1 days, if both legs are clipped, 1/3.
HEAD: The character takes 1d10 additional damage and must make a conc roll.

Kill HP (KHP): BOD+STR. How much damage the character can take before having to make a Life roll. To get KHP per limb, divide the total sum by ten and round off: 3/10ths plus the extra go in the body, 2/10ths go in each leg, 1/10th goes in each arm, and 1/10th goes in the head.
BODY: The character must make a life roll, if a success, then the character needs 3d20 days of hospitalization.
ARM: The character's arm is broken. It will knit in 1d20x2 days.
LEG: The character's leg is broken. It will knit in 1d20x2 days and speed is reduced to 1/2 normal, if both legs are broken, then the character is essentially immobile and needs a wheelchair (moves as per Speed secondary stat using STR instead of SPD).
HEAD: The character must make a life roll, if success, the character needs 1d10 months of hospitalization.

Skills
Skills fall into two zones: Standard and Battle Skills. Standard skills are like those you'd find in any rulebook, and Battle skills are more of the Front Mission III type.
Standard skill costs in PT
Skill rank Skill cost
5 1
6 2
7 3
8 4
9 5
10 6
11 7
12 8
13 9
14 10
15 11
16 12
17 14
18 16
19 18
20 20
Battle skills are a special case.
Standard Skill List
Weapon: Laser
Weapon: Missile
Weapon: Grenade
Weapon: Gyroc
Weapon: Firearm
Weapon: Gauss
Weapon: Flamer
Weapon: Sonic
Pilot Mech
Interact (specialty)
Battle Skill List
You get 4 points to spend on Battle skills to start.  They can be increased up to level three. You may trade in PTs for SP at a rate of 7PT=1SP, or the reverse at the same rate.

Aiming: The Pilot can choose to aim a multi-hit weapon(that is, multiple dice rolls are used) at a single body part.  The accuracy drops accordingly.  Level one, you're at -2 normal to hit, level two, -1, and level 3, full to-hit.

Smashing: Once per enemy mech per combat, with a single hit weapon, the character may attempt a 1d4 dice roll.  On a (level or less), instead of incurring damage, a body part is Crippled (if normal) or destroyed (if crippled) with the following priority:
Leg (Either; flip a coin for which gets hit if both intact)
Arm (ditto)

Ejection: With an attack, the character can roll a 1d4 thrice per enemy mech per combat.  On a (level or less), the enemy is ejected, and cannot get back into his mech for 1d4 rounds.

Pilot Damage: With an attack, the character can roll a 1d4 thrice per enemy mech per combat.  If they roll a (level or less), the pilot takes 1d6 damage.

Zoom: With an attack, flip a coin.  If heads, the character has a further increased To-Hit, with +1 for the first level, +2 for the second, and +3 for the third.

Protect Vitals: 3 times per combat, you may elect to have other parts take the damage that normally the head and body would take, at: Level 1: Full damage, Level 2: .75x damage, Level 3: .5x damage.

Brace: Activated when you are attacked, three times per combat.  You do 66% damage with your next attack afterward, but you take less damage at a rate of -20%/level.

Initiative: Activate when you attack, three times per combat.  You take 33% more damage from the next attack afterward, but you do more damage at a rate of 20%/level.
Advantages
Disadvantages
Traits
Traits are both advantages and disadvantages. They cost no points, but you may only take up to two. These are not mandatory.

Obsessive-Compulsive. You've been in your mech a long time. And you've done everything there is to be done. Five times. Bonus of 1 to TN to preforming a repeating action. Penalty of 1 if you have to do something once and only once.

Jumpy. Maybe you're half prey-species, maybe you're an ex-con, maybe you're just a safety buff gone off his nut, but in any case, enemies can't sabotage you without getting a face full of your handiest weapon. However, you can't stop yourself very well if the person that surprised you is your friend. You make reaction rolls to ANYONE who comes up from anywhere vaguely behind you. At +4 to EYE, though, which is nice.

Anger Issues. You're not ALWAYS pissed off, it just SEEMS that way, especially since getting hit or seeing someone you care about get hurt pushes you over the edge faster than Wile E. Coyote by the Roadrunner. Anger lasts 1d6 rounds and decreases AP required by 1, but increases TN to hit by 1 as well. If you're hit by an enemy you can't see, anger lasts 2d6. If you roll 6 (or double 6), you snap, shooting at the nearest suspicious enemy uncontrollably untill it dies, you hit the mech you couldn't see, 6 rounds go by, or you accidentally hit an ally.

"Hi, My Name Is Quatre." You're nice. Really, really nice. So nice, that you don't even WANT to shoot the enemy, they're MAKING you. You always try for non-lethal hits, destroying arms and legs first, and people will treat you well. Making an enemy die, or watching an ally get killed, causes you to either go into depression (roll 1-5 of a d6) or causes you to go completely "grief-stricken" insane (roll that fateful 6) for 1d6 days (hours, if insane). When depressed, it takes a little more willpower to pull the trigger (1 more AP), but you hit much more often (+3 TN). When insane... hoo boy. You decide that the best way to make people stop fighting is to kill them all and show what it means to die. You are much more likely to get critical hits (rolling 3 over TN causes a critical), but you also lose your sight of who is your ally. You're just as likely to shoot the enemy as you are an ally, as they all look the same, with their guns and their missiles.

Goddamn Snob. Your daddy knows everyone in every major business. He gave you a mech for your 16th birthday (without that gigantic shotgun, of course; you bought that later). You're fabulously rich, and everyone knows it. You're also a brat. Anyone without this trait will treat you with little respect, and everything will cost you 10-20% more. However, you'll also be sent money every once in a while.

Pact. You and one or more of your companions are blood-brothers, literally or figuratively. You always work together, and cover each other. You've been friends for as long as you can remember. And you can't imagine life without each other. Pact members always aware of where the others are, what danger they're in, and what enemy they're targetting. If 2 or more pact members target the same enemy, they do 10% more damage each. However, if one of the pact members can't fight for whatever reason, the remaining pact members operate at -5% damage, and -1 total AP. If a pact member dies, the remaining pact members go through 1d6 months of depression (without accuracy bonus). If all pact members but one die, after the depression ends, the Pact trait is removed.

Reason to Live. Whether you have a wife and kids, a girlfriend, or just a mouse back home that you named Alicia, you've got better things to do than die out here in this shitty-ass war. You're more likely to survive, but you strongly desire not to be hit, either by not going on some of the more dangerous missions, or by always electing to be back away from the front line any way you can. You can't use melee or extra-short range weapons, but your Acc0 range is increased 10%, and you're more likely to hit with a long-range weapon (+1 TN).

Inappropriate Laughter. Most people consider you just a happy-go-lucky person. In truth, you just laugh whenever a funny thought comes to mind, and you're easily amused to boot. In general, people like you, but you have a bad habbit of laughing when people're trying to be serious, which can land you in some deep trouble every now and then.

Night Student. You're still in school, by night. All your assignments are delivered electronically, and you're never without a laptop. If you LOSE your laptop, you have to stop at a terminal with internet connections every night for 1d6 hours untill you get a new one. You occasionally learn new insights which can be applied to various fields, but if a nasty test comes up and you're up all night, you won't preform very well the next day.

Musical Fighter. When in action, you tend to listen to high-energy music to help you with your rhythm. When you have music on, your TNs are reduced by 1 for combat, but you can't hear the status of others and various other vocal warnings.

Thrill Seeker. You delight in putting yourself in mortal danger, only to pull yourself out just before you get too deep. You tend to do more damage more often, but you also tend to get shot at more.

Cut Fetishist. Your favourite things in the world are blades. Scarily so, in fact. You get a damage bonus for every sharp weapon you use, in a mech and out, but you also feel the unnerving desire to carry a knife on you at all times, or you get jittery.

Man of Steel?. You never, ever, EVER show anyone when you're hurt. You'll fight to the death on principle. You never decline to do something dangerous. You're an idiot, in other words. But by some blind luck, you've survived long enough to get used to having the crap beat out of you and back again. You and your mech are harder to damage, but you also must go head first into the most dangerous of situations. You're the one that always volunteers himself to be the decoy. The scars show it.

Not Human. You're an alien, an animal, half-demon, whatever. The point is, you get a bonus stat. The downside is that you're also a freak in a world of normal people. For every tech-level the world is set at less than max, roll that many d6 for everybody you see. If the roll is less than TLx2, people act hysterically at your very presence, leading to some bad consequences. (Formula may need adjusting)

Wussy. For whatever reason, you don't take pain well. You may be able to take a lot, but either way, you don't take it well. Whenever you, personally, take damage, roll against CON. If you fail, you make wussy noises, flinch, and generally look like a dumbass. All further attemtps to hit you are at a bonus of 1. However, people react better to you out of pity. You get a bonus of 1 to social TNs.

New Age Artist. The pain and anguish you inflict on others inspires you to draw things that're completely unrelated to it. Your mind works in mysterious ways to most people, but other artists have respect for you. You can occasionally sell your pieces for decent money, but you're also confusing to most people you talk to.

Flirty. You tend to flirt with everyone you see who's of a compatible sexual preference.  You get +2 to interaction skills that eal with this, but some think of you as a bit trashy; -2 to SOC.  (This CAN be re-increased with PTs if you really want to.)




Mecha Stats
Mecha Weapons
Mecha Armor
Mecha Advantages
Mecha Disadvantages
Human Rules
Combat Rules
Mecha
Note that mecha start with 85 SUs and $100k.
Stats
Target/TGT        The aptitude of the mecha's targeting/sensor systems; how well it can hit a target and sense the enemy
Attack/ATK        The aptitude of the mecha's offensive systems; how well it can damage a target
Defense/DEF       The aptitude of the mecha's defensive systems; how well it can block damage, also used for intelligent
                  defense.
Dexterity/DEX     The aptitude of the mecha's mobility systems; how well it can move/dodge/use fine motor control
Structure/SCR     The aptitude of the mecha's structural components; how much damage it can take
Strength/STR      The aptitude of the mecha's motors, how strong it is
Stats are available at a rate of 1SU/level and 1K/level, up to 18.

Secondary stats are as follows:

Base Slots: TGT+SCR/2+(TL-8) round up. This is the number of slots the Mech starts off with. Divide the sum of the above formula by nine and round off: put 3/9ths in the body as well as any extra, 2/9ths in each arm, and 1/9th in each leg.

Soak: SCR+DEX/4 round down. This is the number to roll 1d20 against to negate 1/2 of damage.

Hit Points (HP): All Statsx2+TL round down. This is how much damage the mech can take before becoming crippled.
To get HP per part, divide the total sum by ten and round off: 3/10ths plus the extra go in the body, 2/10ths go in each leg, 1/10th goes in each arm, and 1/10th goes in the head.
Crippled part effects are as shown:
BODY: The mech is treated as if it had half its actual stat levels. In addition, using an AP boost deals 1d20 damage against no armor to the body. Half armor applies to all future hits to the body.
ARM: The arm's armor is at half strength, all weapons use the 0AccR range, and have no Acc bonus.
LEG: The leg's actuators jam, crack, or just plain fall to shit, along with the armor, which is now at half strength. Speed is treated as 2/3 normal, and if both legs get clipped, 1/3 normal.
HEAD: The pilot must make a conc roll, and his skill levels are effectively halved.

HP may be bought for 1K/point up to twice the base, please enter this into the total formula before it is divided for individual parts.

Cripple Points (CP): All Stats+TL round up. This is what is used when HP is depleted.
To get CP per part, divide the total sum by ten and round off: 3/10ths plus the extra go in the body, 2/10ths go in each leg, 1/10th goes in each arm, and 1/10th goes in the head.
When CP for a part is gone, see its effects as below:
BODY: KA-BOOM! The mech explodes in a giant fireball. The parts are mostly salvageable, but there's little to no chance that the mech can be used again. If the pilot is in the body, he dies, and dies hard.
ARM: The arm rattles off, taking its slots with it. Any hits that would hit that arm now hit the body instead.
LEG: The leg shambles off, requiring a piloting roll to avoid falling. The mech cannot move, and any actions that involves turning require a piloting roll. If both legs are destroyed, the pilot gets a chance to enjoy a view of the turf.
HEAD: Ouch. This usually kills the pilot (if the pilot is in the head), but regardless it KO's the mech.

AP: DEX+TGT/2 round down. The number of slots that may be fired in a turn.

Speed: (DEX+STR/2+TL)x3. The number of yards the mech may travel in a turn with no penalty. For 1/2 total APs round up, the mech may travel twice this far, this is called an AP boost.

NOTE: Whenever the mech takes damage, roll 1d20: a 1 or 20 means that the pilot takes 1/10th damage to the same zone.
NOTE 2: To repair a mech, use the following formula. This consists of multipliers and base numbers, multiply the base number by the multiplier, duh. Base numbers are as follows per body part:
Body: 3
Leg: 2
Arm: 1
Head: .5
The multiplier to repair damage not sufficient to cripple is x3, to repair damage not enough to destroy but sufficient to cripple is x5, and the multiplier to repair a destroyed part is x7. So a destroyed body and crippled legs comes out to a repair bill of $41K. A completely destroyed mech - one that has no part at crippled status or better - may not be repaired. It may, however, be sold as souvenirs of the battle. ^_^
Weapons
Core Weaponry By Technology Level
 
Name TL Damage Accuracy 0AccR Range Ammunition STR Cost Type Armor Slots
Pistol 8 2d6 2 300y 800y 12/Clip 0 1.5K Laser n/a 1
Laser Pistol 8 1d4+1 1 200y 500y 20/Cell 0 1K Laser n/a 1
Laser Rifle 8 2d6 3 900y 1,200y 12/Cell 0 2K Laser n/a 2
Military Carbine 8 1d6 3 750y 1,200y 200/Cell 0 3K Laser n/a 2
Military Rifle 8 2d6 3 1,500y 2,000y 140/Cell 0 4K Laser n/a 2
Portable Missile Launcher 8 4d6 0 n/a 4,000y 1/Single-Shot 9 6K Missile Base/5 1
Electromag Mortar 8 Special 3 n/a 6,000y 20/Clip 15/20 15K Missile n/a 2
Electromag GL 8 Special 2 n/a 1,000y 5/Clip 0 5K Grenade n/a 2
ARL 8 5d6 2 1,800y 2,500y 20/Clip 12/17 3K Gyroc Base/2 2
Launch Pistol 8 5d6 1 550y 1,000y 3/Clip 0 800 Gyroc Base/2 1
Rocket Carbine 8 5d6 1 900y 1,600y 10/Clip 0 1.5K Gyroc Base/2 2
Assault Carbine 8 4d6 1 1,000y 4,500y 30/Clip 9 1K Firearm n/a 2
Machine Pistol 8 2d6+3 0 180y 2,000y 30/Clip 9 700 Firearm n/a 1
Sporting Pistol 8 1d4+1 0 50y 200y 10/Clip 7 200 Firearm n/a 1
Gauss Rifle 8 2d6 2 500y 1,000y 100/Clip 0 2.5K Gauss n/a 2
Gauss Pistol 8 1d6 1 100y 300y 100/Clip 0 2K Gauss n/a 1
Blaster Pistol 9 4d6 2 n/a 300y 20/Cell 5 2K Laser n/a 1
Blaster Rifle 9 7d6 3 300y 800y 12/Cell 6 3K Laser n/a 2
Heavy Pistol 9 4d6+3 2 300y 450y 16/Cell 8 2.5K Laser n/a 1
Heavy Rifle 9 2d6+3x1.5 3 600y 1,600y 60/Cell 9 6K Laser n/a 2
Electrolaser Pistol 9 2d6 1 60y 120y 10/Cell 0 1.2K Laser n/a 1
Electrolaser Rifle 9 2d6+3 3 100y 300y 5/Cell 0 1.8K Laser n/a 2
Hand Flamer 9 6d6 3 70y 150y 8/Cell 6 1.3K Flamer n/a 1
Plasma Rifle 9 5d6 4 80y 250y 70/Cell 9 5.2K Flamer n/a 2
Tripod Flamer 9 2d6+3x5 5 100y 200y 40/Cell 12/17 10K Flamer n/a 3
Dinosaur Laser 9 11d6 3 4,000y 12,000y 1/Cell 0 4K Laser n/a 2
Gatling Laser 9 11d6 5 4,000y 12,000y 150/Cell 15/20 20K Laser n/a 2
Military Dinosaur Laser 9 11d6 3 4,000y 12,000y 10/Cell 0 6K Laser n/a 2
Survival Laser 9 1d4 3 150y 300y 50/Cell 0 6K Laser n/a 1
Disruptor Rifle 9 4d6 2 500y 1,000y 20/Cell 0 2.5K Laser n/a 2
Scrambler 9 1d46 0 40y 80y 4/Cell 0 750 Laser n/a 2
Screamer 9 4d6 2 250y 500y 10/Cell 0 3K Sonic n/a 2
Tripod Screamer 9 4d6x1.5 3 500y 800y 100/Cell 12/17 9K Sonic n/a 3
Infantry Missile Launcher 9 4d6x5 0 n/a 4,000y 1/Single Shot 7 5.8K Missile Base/5 1
M-LAWS 9 4d6x4 0 n/a 4,000y 5/Clip 11 9.5K Missile Base/5 1
Splat Gun 9 3d6+3 2 n/a 500y 8/Clip 15/20 3.5K Grenade Base/5 2
Gauss Battle Rifle 9 5d6 3 1,200y 4,500y 60/Clip 0 3.5K Gauss Base/2 2
Gauss SMG 9 3d6+3 3 250y 2,500y 60/Clip 0 3K Gauss Base/2 1
Laser Crystal 10 2d6 1 25y 75y 1/Single Shot 0 200 Laser n/a 1
Gatling X-Laser 10 16d6 5 4,500y 13,500y 75/Cell 15/20 20K Laser Base/2 2
Heavy X-Pistol 10 2d6+3 2 400y 1,000y 12/Cell 0 1.5K Laser Base/2 1
Military Dinosaur X-Laser 10 16d6 3 4,500y 13,500y 7/Cell 0 6K Laser Base/2 2
Military X-Carbine 10 2d6 3 900y 1,800y 200/Cell 0 3K Laser Base/2 2
Military X-Rifle 10 3d6+3 3 1,800y 2,400y 140/Cell 0 4K Laser Base/2 2
Electron Pistol 11 3d6x1.5 2 450y 675y 20/Cell 6 2.2K Laser n/a 1
Electron Rifle 11 4d6x2.5 3 900y 2,400y 100/Cell 9 3.5K Laser n/a 2
Fusion Pistol 12 3d6x5 1 300y 450y 6/Cell 7 3.2K Flamer n/a 1
Fusion Rifle 12 3d6x5 2 500y 750y 20/Cell 11 6K Flamer n/a 2
Assault Pulsar 13 2d6+3x5 3 400y 800y 60/Cell 8 20K Laser Base/2 2
Heavy Pulsar 13 3d6+3x5 3 600y 1,200y 24/Cell 13/18 30K Laser Base/2 2
Hunter Missile Launcher 13 4d6x12.5 0 n/a 10,000y 3/Clip 9 4K Missile Base/5 1
Gatling Graser 14 21d6 5 6,000y 18,000y 75/Cell 15/20 40K Laser Base/2 2
Heavy Grapistol 14 3d6 2 500y 1,400y 12/Cell 0 3K Laser Base/2 1
Military Dinosaur Graser 14 21d6 3 6,000y 18,000y 7/Cell 0 12K Laser Base/2 2
Military Gracarbine 14 2d6+3 3 1,200y 2,400y 160/Cell 0 6K Laser Base/2 2
Military Grarifle  14 3d6 3 2,400y 3,200y 112/Cell 0 8K Laser Base/2 2
Disintegrator Pistol 15 5d6 3 n/a 1,000y 6/Cell 0 6K Laser Base/50 1
Disintegrator Rifle 15 8d6+3 4 n/a 3,000y 30/Cell 0 20K Laser Base/50 2
Tachyon Pistol 15 3d6+3 2 2,000y 3,500y 8/Cell 0 5K Laser Base/5 1
Tachyon Rifle 15 5d6 3 4,000y 4,000y 40/Cell 0 25K Laser Base/5 2
Antimatter Rifle 15 4d6x10 3 n/a 5,000y 60/Cell 0 2K Gauss n/a 2
TL: Technological Level. TL8 is around 2050.
Damage: The formula for determining how much damage a weapon deals.
Acc: The bonus to the skill roll for the weapon.
0AccR: The range in yards at which the result of the damage roll is cut in half and the Acc stat effectively drops to zero.
Range: The maximum range of the weapon.
Ammunition: How many effective shots one cell or clip holds. Additional clips to load in the weapon are one slot each and cost 1/10th the weapon's price, with a slot in a turn to load the weapon.
STR: The minimum STR stat needed to hold the weapon. If there is a slash between two numbers, the first is with a tripod (takes one slot to assemble or disassemble a tripod, which is assumed to come with the weapon), the second is without.
Cost: The cost in dollars to purchase the weapon. Assume additional cells or clips are 1/10th the price of the weapon.
Type: The skill needed to operate the weapon.
AP (Armor Penetration): The formula for effective armor protection.
Slots: How many slots the weapon takes.

Also, each weapons type has a special effect it does to a target. This can be nullified by taking an advantage against it, which is listed in the weapontype's ability listing.

FIREARM: The slim projectile of the Firearm allows it to burrow further into armor than most weapons.
1/15th damage dealt to HP is dealt to CP, and 1/10th damage done to CP is done again.
Gel Armor (2SU, 1K): There is a coating of gel under your 'standard' armor.  This absorbs a fair amount of momentum and nullifies Firearm special abilities.

FLAMER: The flamer's intense heat means that the pilot of an unsealed mech is far more susceptible to damage.
For the pilot damage roll (see stats section), the hit ranges are increased from 1/20 to 1-5/16-20, plus one more on each end of the spectrum for each level of Small Size. For instance, a mech with Small Size 3's hit ranges would be 1-8/13-20.
Vaccuum Seal nullifies a flamer.

GAUSS: The hypervelocity projectiles of Gauss weapons cause extensive surface and armor damage, causing difficulties for repair teams.
The repair cost, BasexMod, is inflated to BasexNormal mod+1.
Microweave Armor (2SU, 1K): Your armor is made from a nano-manufactured substance called Microweave that effectively bends to impacts instead of resisting until split. This makes it easier to repair, and nullifies Gauss projectiles' habit of plowing lines in armor.

GRENADE: Grenades contain explosive residue.  You do another 20% damage with a non-grenade weapon after striking with a grenade if you roll a 1-5 on a D20.
Waterworks (2SU, 1K): Your mech's armor is fitted with a water system much like fire sprinklers that wash the mech upon flipping a switch in the cockpit. This nullifies the special ability of Grenades.

GYROC: The spinning of the Gyroc round causes it to warp upon impact.
If a location is hit with a Gyroc, roll 1d10.  If it's 1-(number of slots taken up by weapons on that limb multiplied by three), one of the weapons on that location is unusable until it's repaired.
Weapon Casing (2SU, 1K): For whatever reason, you have a hookup with some cheap, efficient weapon coatings.  Weapons are harder to break or affect with other environmental problems.

LASER: The laser's focused impact and heat cause armor to destabilize.
Take the armor rating of the hit part and multiply it by five. This is that part's Heat Threshold. If a Laser weapon does that much or more damage, the mecha loses one point of armor on that component. It costs the normal armor rating x2 in K to repair it, PER POINT.
Superbonded Armor (2SU, 1K): Your armor's molecular bondings have been amplified to the point of complete immunity from Laser weapons.

MISSILE: The explosive warhead of the Missile does deeper damage than most weapons.
1/15th damage dealt to HP is dealt to CP, and 1/10th damage done to CP is done again.
Shaped Armor (2SU, 1K): Your armor's lines have been modified to present the greatest challenge to Missile weapons possible.

SONIC: Sonic weapons can, under prolonged explosure, actually remove the bondings that keep armor where it's supposed to be, and even longer than that, cause bolts and wires to break.
When you fire a sonic weapon, state whether you are, essentially, pulling the trigger or holding it down. Holding down the trigger costs double the normal APs plus one every turn. On the first turn, roll 1d20, if a 20 is achieved, remove all effective armor for that part and arc (eg RArm rear, Body front, Head left). This can be repaired for the normal repair costs times 1.5. This is for normal repairs AND rebonding the armor. For every turn the trigger is held down, increasem the arc of success by one, eg the arc of success for the third turn is 18-20.
On the fifth turn (16-20) stop adding numbers to that arc of success. Instead start a new one, starting at 1 and inflating as per above. When the new arc of success is hit, roll 1d4 on the following table.
1: Limb falls off/Mech is immobile for 1 turn.
2: All weapons and items in that part are unusable.
3: Catastrophic computer failure, part takes 10d10 damage.
4: No effect.
Soundproofed Armor (2SU, 1K): Your armor and limb hookups have been fitted with soundproofing, white noise generators, and a few other tricks of the trade. This nullifies the special ability of Sonic weapons.

NOTE: As denoted in Battle Skills above, there are singlehit and multihit weapons. Quite simply, anything with Rifle, Carbine, Gatling, SMG, or Tripod in the name is Multihit. Anything else is not.
NOTE 2: You can buy a shotgun version of a multihit for 1.5x cost, and it hits for 1/2 its 'normal' damage on three bodyparts.  One is Body, the other you roll as follows.
1-2: LArm
3-4: RArm
5-6: LLeg
7-8: RLeg
9: Body
10: Head
Armor
Calculate base armor as (SCR+DEF+TL)/2 round down. This is how much damage the mech stops before it affects HP. Additional armor may be bought for 5K a point up to half the base.
To get armor per part, divide total by 10, assign 3/10ths plus the extra to the body, 2/10ths go in each leg, 1/10th goes in each arm, and 1/10th goes in the head.
Advantages
Stylizing your mecha isn't as cheap as you fucking THINK, Captain Dumbass!  You're going to PAY MONEY.

$1k: Small amount of stylization.  Little fins, 'ribbons', custom paint job, whatever.
$5k: Small-to-good amount of stylized parts.  Make the head look like a wolf's, give it non-functional wings, whatever.
$10k: Very stylistic.  Everything on the component mecha- and even things not, like weapons- are stylized to whatever theme you like.

To get monetary costs for the advantages, assume every 1 SU purchased costs 0.5K, or 500.

Note: The following list of advantages was shamelessly ripped from Eliot "Lostfactor" Lefebvre's 'Mecha Thrash', with the appropriate changes to reflect the different systems.

Advanced Manueverability (2SU per +1): Your mecha has a greater range of motion than most - perhaps it's constructed from ultralight metals, or simply more responsive. The bonus is added directly to melee attacks, piloting rolls, and dodging.

Autopilot (4/8): The mecha has at least a rudimentary intelligence that allows it to operate by its own in some situations. Depending on the SUs spent, this may be a rather elaborate system, or simply a dummy program that can hold down the fort. At 4 SUs, the mecha operates with mental stats of 6, and can obey any simple commands short of entering combat. At 8 SUs, the mecha operates with mental stats of 10, and can perform any moderately complex task, up to engaging in one-on-one combat.

Cloaking (10/level): Cloaking makes your mecha virtually invisible to all forms of detection - thermal, visual, etc. It costs 1 slot per round to maintain a cloak, but nobody else is aware of you unless you make them aware. Should another mecha have the chance to see through the cloak and locate your mecha - usually after you've attacked - they roll Intelligence vs. your mecha's Defense and levels in Cloaking. Success negates the invisibility (with respect to that enemy), while failure means you can continue to dance around without being seen...

ECM (4/level): ECM, shorthand for electronic countermeasures, is the name given to a wide variety of systems designed to seriously screw with mecha sensors, hopefully to prevent your opponents from getting anything but a field of white snow on their targeting computer. For each level of ECM, any sensor rolls made by enemy mecha gain a +1 to difficulty, including any attack rolls. It's generally assumed friendly systems are immune to ECM on their side, but if all of the mecha are from wildly different sources, the GM is within their power to state that it effects all mecha within its area of effect. ECM can be turned on and off at will, and affects targets up to (TGT x 2) hexes away.

ECCM (2/level): ECCM is the direct response to ECM - a system designed to prevent ECM from effectively taking hold. However, it doesn't do anything like ECM - just prevents the usage of ECM. For each level in ECCM, the mecha can negate one level of ECM acting on them. If the level of ECCM is higher than any ECM systems working on the mecha, the ECCM maybe extended out in a radius of 1 hex per extra level.
Example: Shiro's mecha has, among other things, ECCM at Level 6. While tromping around, he encounters three other mecha - one with ECM 6, one with ECM 3, and one with ECM 8. Should the mecha with ECM 6 turn on its system, Shiro would be unaffected thanks to his ECCM. If the ECM 3 mecha turns on, he could not only remain unaffected, but extend the protection of the ECCM out to a radius of 3 hexes to protect allies. The mecha with ECM 8 would get through, but it would effectively operate as ECM 2 against the ECCM of Shiro's mecha.

Eject (2/4): Basically, a last-ditch attempt of the pilot to avoid going down with the mecha. For two point, this is simply having your control seat hurled out of the exploding mecha, leaving you more or less defenseless and hoping you land on something that won't explode. For four points, the eject system ejects a small pod, which has 10 Hit Points/5 Cripple Points and is vacuum-sealed if the mecha itself is. Neither system will actually provide you with transport - once you've landed, it's time to get far away from the battle as fast as possible, or time to get stepped on by a mecha.

Enhanced Hydraulics (4): Maybe your mecha was originally designed to be a construction robot and you later slapped guns on it, maybe it's just really strong. For whatever reason, you don't have much trouble lifting things, and your mecha's strength is effectively doubled for lifting purposes only.

Exceptional Attribute (4 per +1): All mecha have a limit of 18 in all six of their attributes. Your mecha, however, is capable of reaching beyond that. For every 4 SUs used, your mecha can go one point higher in that stat than usual. This doesn't include that extra point, which you'll have to pay for yourself.

Parachute (2): Nothing much to say - a big piece of cloth designed to keep the mecha from crashing into the earth when falling. Can also be used for swifter stops for mecha moving at extremely high speeds.

Passenger Storage (2/level): The mecha or vehicle is made to hold extra passengers. Each level will allow you take up to 3 people with you. The passengers may not interact with your operation of the vehicle unless you pick up the Tailgunner advantage.

Material Storage (2 per 8 cubic feet of space): Your mecha has a special storage compartment that allows you to store extra cargo. Such mecha tend to have this space in a sort of 'backpack', if humanoid.

Micromanipulators (4): Via utility arms, energy manifestations, or any pseudoscience explanation you can come up with, the mecha can manipulate objects down on human scale. This is rather awkward, fairly useless in combat, and does not exactly make the mecha eligible to hold a position as a waiter, but it can allows for relatively fine manipulation.

Nanotech (12): Nanites (tiny robots) inhabit the mecha's body and help it self-repair at an amazing rate. The mecha automatically regenerates 1 HP every round of combat it's below full. Outside of combat, the mecha autorepairs 1d10 damage per day, and can regenerate any destroyed components of its body within 1d10 days.

Reinforced Knuckles (2 per +1): The mecha's knuckles are reinforced with several layers of extra metal or some spikes, giving it a bonus to punching damage. This advantage can also be used as "Reinforced Feet" for kicking damage.

Shield (2/level): On one of your mecha's arms sits a plate of reinforced steel that acts similar to a shield by the european knights of old. This shield can be used to parry damage that might normally cripple or destroy your mecha. All the character has to do is declare that he's going to parry the incoming attack with the shield and 1\2 of whatever damage is done is absorbed by the shield (the other half is not counted). If the shield's HP/CP (Lvlx6 for Hit, Lvlx3 for Cripple) reaches zero, it is now a molten piece of scrap metal.

Silent Running (2/6): If you ever sell your mecha via infomercial, you can't go wrong with this - your mecha is whisper-quiet when running, making it difficult to detect by sound. 2 SU only confers this effect on your mecha - it still makes noise when you step on things, crash through a forest, but your weapons fire silently. At 6 SU, your mecha has sound-dampening equipment installed, actually removing ambient sound and cancelling even resultant sounds from your operation.

Small Size (2/level): While mecha are generally considered to be around 16 feet tall (or more or less depending on the base size the GM has set for the campaign), your mecha is unusually small, making it hard to notice or hit. For each level of this advantage, your mecha loses 1½ foot of height, and other mecha suffer a -1 penalty to hit or detect your mecha. This is common among quick, lightly armed and armored mecha. (It can also be ludicrous if you form the "Leprechaun Brigade" of 3½-feet-tall mecha human beings are supposedly piloting.)

Tailgunner (8): Your mecha is designed to be run with more than one pilot. The advantage to this is obvious - one person can concentrate completely on moving the mecha, while the other one can fire weaponry. (Why did you think it was called a tailGUNNER?) The tailgunner can either be an autopilot system (in which case you need the earlier advantage - it will still act with mental stats & skills as before, but can enter combat normally), or another person entirely (which is free with this advantage).

Techno-Organic (12): The mecha is a synthesis of organic and technological elements. Although it is not sentient, it does regenerate its "body" at a rate of 2d6 HP and half the result in CP per day. It can also regrow any lost body elements in 1d10 days.

Vacuum Sealing (2): Your mecha is self-contained, and can operate inside a vacuum, underwater, or what have you, without the pilot instantly dying.
Disadvantages
To get "freed" money for taking disadvantages, for every 1SU in disadvantages, 0.5K is gained.

Note: The following list of disadvantages was shamelessly ripped from Eliot "Lostfactor" Lefebvre's 'Mecha Thrash', with the appropriate changes to reflect the different systems.

Defective Fire Controls (2 per -1): Your mecha's targeting system has a few flaws in it - namely, that it likes to say it has a lock when it doesn't, causing you to waste ammo and effort needlessly. Any rolls to hit a target apply a -1 modifier per level of this disadvantage.

Defective Sensors (2 per +1): The state-of-the-art sensors inside your mecha have a wonderful habit of going on the blink when there's anything important happening. Whenever you need to make a roll with your sensors (excluding fire controls - though taking both disadvantages does make sense), you have to make a Pilot Mecha + Intelligence roll against a difficulty of 15 + 1 per level of the disadvantage just to keep your sensors functional. Needless to say, this can get irritating.

Huge Size (2 per +1): While most mecha are supposed to be fairly big (I usually assume around 16 feet), your mecha is even bigger, and consequently sticks out like a sore thumb. Since it's easier to hit a massive mecha, you make a wonderful target as a result. Each level tacks on 1½feet of height, and all other mecha get +1 to hit your mecha and +1 to detect your mecha per level. This disadvantage goes well with those wanting a heavy mecha with loads of heavy armor.

Large Crew (2/level): More people are required to run the mecha, and that is a bad thing. For each level of Large Crew, two extra people are needed to run the mecha. Relevant skills are the average of all the crew members' skill values.

Overheating (8): Your mecha tends to run pretty hot in combat - and we mean furnace-level heat. Every round of combat after the first (or every two minutes of a non-combat, high-activity situation), roll 1d10. If you get a 1, the mecha is overheating, and the pilot takes 1d4 damage every round / two minutes until they spend one round / two minutes letting their mecha cool off. This is pretty standard in a Battletechish campaign.

Poor Armor Quality (6): Your armor is made of shoddy material or was poorly made. As a result you get half starting armor.

Poor Fire Controls (4): For whatever reason, your mecha's targeting system has trouble locking on to things if you've been moving around first. If you move at least 1 hex, then you incur a -2 penalty to any to-hit rolls.

Random Shutdown (12): Sometimes, the damn thing just doesn't want to start - and multi-ton machines tend to do what they want. This works like Overheating, but if you roll 1, your mecha cannot do ANYTHING (except watch things fall apart and get pummeled) for 1d4 rounds / 1d8 minutes. Roll 1d10 again before it restarts - if you get another 1, you're still shut down, and have to wait another few rounds/minutes...




 
RArm 01-02
LArm 03-04
RLeg 05-08
LLeg 09-12
Body 13-19
Head 20
Init: ATK+DEX/4+D20.

Target, attack, and dexterity of the attacking mech can be compared to the defending mech's dexterity and structure. Make rolls based on the stats, 1d4 for every six points in the stat. If the defending mech rolls higher, the attack is negated. If they roll 7 higher than the attacker, the attacker gets hurt by 1/2 the defender number minus the attacker number times d8-5. Melee weapons would add to the attacker number (or defender number if the defender has a weapon) and increase the die size rolled when damage is done. If a melee weapon is used on an enemy without a melee weapon, though, they must roll against the enemy's STR/DEX to avoid arm damage equal to the average damage of the mech or weapon.
Any weapon with a monofilament edge would probably have to be blocked by another weapon with a monofilament edge, but they'd have excessively high tech levels and prices.



Down here is the stuff we really haven't fleshed out. Namely boosters and jumpjets.
 [21:04] KrineOne: Like X speed per turn before extra AP is used.
[21:04] KrineOne: ...Yes. I like that.
[21:05] KrineOne: When it's your turn, you're allowed to move X amount of distance based on total weight and legs rating and tech-level.
[21:05] KrineOne: If you want to exceed that distance, use 1 AP for every X distance.
[21:05] KrineOne: You can figure out what's best, right?
[21:06] Fuchikoma NJ: Probably.
[21:06] KrineOne: And boosters would, like, multiply the no-AP distance by 1.5 to 10 based on the rating of the booster.
[21:06] KrineOne: The catch would be the energy involved by using boosters.
[21:07] Fuchikoma NJ: Mmhmm.
[21:07] KrineOne: If you used them for 3-10 turns (opposite of what was just figured above) they'd burn out and you'd be stuck without them until they recharged.
[21:07] Fuchikoma NJ: Mm.
[21:07] KrineOne: Of course, they'd probably provide a negative modifying for firing at a target.
[21:08] KrineOne: Get all that?
[21:08] Fuchikoma NJ: Yes.
[21:08] KrineOne: You'd be harder to hit with boosters on, but you'd also have a harder time hitting with them on.
[21:09] KrineOne: For every turn used, to regenerate what was used takes twice as long. You use the 10X boosters for 2 turns, you need 4 before you can use them for 3 turns solid, otherwise you can only use them for one turn before they burn out.
[21:09] KrineOne: Fair?
[21:09] Fuchikoma NJ: Mmhmm.
[21:09] KrineOne: And Jumpjets.
[21:09] KrineOne: Jumpjets are going to be something different entirely.
[21:11] KrineOne: There are a couple different types of Jumpjets that I'm getting at.
[21:11] KrineOne: One is the vertical flight unit. You use this to go up X distance and it turns on again automatically before you hit the ground so you don't shatter anything on landing. Use isn't extremely limited, but you can't fly every turn and forever.
[21:12] KrineOne: Higher ratings can go higher and fly longer, but require more recharge time when they're completely drained.
[21:12] Fuchikoma NJ: Mmhmm.
[21:12] KrineOne: Another type is the Escape/Travel type.
[21:13] KrineOne: You get launched at a 45 degree angle in the direction that you're facing. Really fast. And you go really far.
[21:13] Fuchikoma NJ: Uh-huh.
[21:13] KrineOne: You get about 5-10 "jumps" before they have to be refueled. They don't work on energy, you have to buy fuel for them.
[21:15] KrineOne: Yet another type is the Air Combat type. It works like the Jump type, only providing extremely long durations of airtime at various mobilities. The catch is that they generally can't carry heavily armored mechs very well.
[21:15] KrineOne: And the final type... this is fun.
[21:15] KrineOne: The Escape Velocity/Planetary Landing type.
[21:16] KrineOne: For those times when you just need to get the hell off this planet. It also works in reverse, to slow your decent when you enter another planet's atmosphere.