This section is mostly taken the Mechs section of the book "Sci-Fi Gear Toolkit" written by Paul “Wiggy” Wade-Williams, and modified for my game.
Mechanical Fighting Vehicles (Mechs) become available at Tech lvl 12. They cannot operate in a Zero G environment. Mechs need a solid base to stand on and can move through walls of less than 40 toughness. Their weight will mean that they can only use the ground floor of a building. A Mech will weigh its size x 5tons ( so don't try walking a n wooden floor)
There are three sizes LIGHT,MEDIUM and HEAVY. The basic unit has a cockpit basic sensors and a basic navigation and communications package. It has no locomotion or armour. They have life support and power for 24 hrs at Tech 12, 36 hours at Tech 13, and 48hours at Tech 14
Weapons may be attached to each arm and a weapon on each shoulder. And a close defense (non Meck weapon ) weapon may also be added to the chest or back.
The driver may move and fire a single weapon each turn or not move and fire two weapons each turn with the usual penalties. A gunner can fire up to 2 weapons each turn with the usual penalties, or use linked fire.
Linked Fire.
Up to 4 identical weapons may be fired as a single group, at another Mech or other vehicle , without any penalty. This requires a Targeting System. The Mech may fire some or all of the weapons providing that this is declared before shooting. The weapons must be fired at the same target. A single shooting roll is made with +1 to hit for each additional weapon, and each weapon does its own damage. AP remains the same. Burst fire may be used. Link fire may only be used by a gunner and the driver must make a driving roll ( target 6) after the weapons have been fired.
Critical hits
A Mech taking a Wrecked Critical hit explodes for 3d10 damage in a Medium Burst template. The Mech is completely destroyed and cannot be recovered. The wreck catches fire on 6 (roll d6) and if it has a heavy flamer on a 4-6. The crew may eject if they have an Ejection system (Agility roll to activate, target 6). Individuals, including crew, caught in the blast area are affected.
The driver may attempt to crush people under foot. He makes a driving roll vs the targets parry. If successful the Light Mech does d12+4, Medium Mech does d12+6 and the Heavy Mech d12+10. Only Rigid Armour such as metal breastplate or ceramic insert ares used to stop damage in this attack.
The driver may attempt to sweep away people in front of it with its arms. This only affects the three squares in front of the Mech. He makes a driving roll vs the Agility roll and if successful the target is prone and stunned.
Chassis
Modifications
Per size category. Cost per size is Light x1, Medium x2, Heavy x3. n/n/n are the space requirements for Light / Medium / Heavy Mechs
Weapons
Most heavy weapons can be mounted on a Mech. Below are some new Mech only heavy weapons. These weapons have a minimum effective range of 5, below which it is a -2 to shooting no Mechs.