Mecha Combat
The Battlegrid
Hit Location
"Humanoid" mecha HP is determined in pieces. It's divided into Head, Torso, Arms and Legs. When an attack that is NOT a called shot is made against a mecha (which incurs a dice penalty), you roll 1d10 to determine where you hit.
1.) Head
2.) Arms
3.) Arms
4.) Arms
5.) Torso
6.) Torso
7.) Torso
8.) Legs
9.) Legs
10.) Legs
The HP Values of each of the parts is calculated separately, based on the part that you buy. Of course, humanoids aren't the only mecha available. However most of the others only use a base hull and lack the same hardpoints that the humanoid shells have. Regardless, here's the outline to follow.
The Shell or Torso should take up at least 1/3 of the hit slots, right in the middle. All of your average rolls should hit the thickest piece.
The weakest link should be a 1, maybe 2 only. These rolls are considered good for the rest of the system, and this should be no different.
Limbs and less desired hit locations should be both at the ass end of the die and as a buffer between the "best" location and the shell.
When in doubt, ask Classic Battletech.
And that's a general guideline on hit locations for something I didn't cover like Frigate shells with arms. God dammit, Outlaw Star.
Hit Effects
Arguably the best part of some systems (coughDarkHeresycough) is what happens when you take a significant portion of damage. For mecha, parts being disabled doesn't necessarily mean they die. Your legs getting taken out will slow you down, maybe knock you over, but your systems still exist and this you can still fight. Your cockpit is either in the head or torso, and so long as that doesn't get destroyed, you, the pilot are still alive and kicking. Your engine is often in the torso, and if that gets disabled, you're definitely not moving, and sometimes it might even become unstable and you'd better hope you bought an auto-eject.
I'll make a set of tables for this. ((I'll also move it to the Optional Rules Page after the rebalance edits.))
Mecha Hit Tables
Sharing the Battlefield
I don't care what Auren says, infantry and armor should be able to share the field. And I'm gonna make it work, god dammit. A large part of this is of course the GM not being a giant dick and throwing a party of infantry against a full squad of power armor. As much as I can balance it out a little, the capabilities of heavy units does make them a more compelling option in a straight firefight. But I want everything to be a viable option, so I need to write up rules explaining why Infantry are a viable option. Here 'goes.
Infantry Are Viable, Dammit!
Size: Infantry get to use stuff like Cover that wouldn't hit a Mech shell or even a power armor. Got a doorway or hall that they PA can't fit through? The perfect Infantry hiding place. They can poke their heads out to fire Penetrating weapons. This is, unfortunately, entirely in the hands of the GM's map design, but I'll write up rules for cover before the playtest.
Aside from cover, a smaller target means it's more difficult to hit. Using larger weapons and hulls will give a penalty to attacking infantry (damn you small sig radius frozen corpse!) You can reduce this penalty with more advanced targeting systems, but generally if you're going for a giant hull, it's because you're fighting giant enemies that calls for it. You're not gonna try and snipe infantry with a cap ship.
That said, the destructive power of that kind of weaponry is something to be feared, and even an indirect hit will cause some damage. Good thing I haven't written splash rules yet... Ahahahaaaa I'll be getting on that soon.
What else? Hmm. Auren suggested an interesting infantry item. Again, a large part of this is the GM not sucking and sculpting encounters reasonable for the party. Also the party not being dicks and making characters reasonable for the campaign. Communication here is really important.