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Another suggestion for mecha...

From: Binhan Lin <Binhan.Lin@U...>
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.

--Binhan Lin

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