"Big Eyes, Small Mouth" Mecha Rules  and Mecha Construction v1.2 by Matthew Webber [with contributions by Robert Bersch] File:1
ACCESS FILE 2:  Attributes and Defects
ACCESS FILE 3: Pilot Barraks - Mecha Tables
ACCESS FILE 4: Mecha bay - Examples

 Mecha Rules

v1.2
FILE 3: Mecha Bay has become FILE 4.
The new FILE 3: is now "Pilot Barraks and Mecha Tales" and features character creation tables and a Malfuntion/Fumble table.

What is a Basic O.B.R.?
The Stats listed under the Character Attribute O.B.R. gets you the most basic MECHA possible for that level. With these rules you can add, augment and change these basic systems for something a little more personal, a little more powerful.
Basic O.B.R.
Number of starting Weapons equals Level of O.B.R. Atttibute.
Damage in the O.B.R. attribute is expressed as a range. The first weapon does the maximum damage in that range, the last weapon does the minimum damage in that range, with the rest doing damage that falls somewhere within that range. Here is the damages I use:

 Level 1 OBR  1 Weapon  (Dam: 1-8) Level 2 OBR  2 Weapons  (Dam: 8-12) Level 3 OBR  3 Weapons  (Dam: 12-20) Level 4 OBR  4 Weapons  (Dam: 20-30) Level 5 OBR  5 Weapons  (Dam: 30-60) Weapon 1:  8 Damage Weapon 1:  12 Damage Weapon 1:  20 Damage Weapon 1:  30 Damage Weapon 1:  60 Damage Weapon 2:  8 Damage Weapon 2:  16 Damage Weapon 2:  27 Damage Weapon 2:  50 Damage Weapon 3:  12 Damage Weapon 3:  24 Damage Weapon 3:  45 Damage Weapon 4:  20 Damage Weapon 4:  40 Damage Weapon 5:  30 Damage

Armor Points
Except for Level 1 Mecha, I recommend that the Type A armor by chosen to reflect the armor of the Mecha. The  Mecha equivalent of Health Points are called Armor Points but the function in exaclty the same way. When the Mecha's armor points are reduced to 0, then the Mecha is rendered inoperative. Below 0 and the Mecha is destroyed. If the Gm allows it, a pilot can sacrifice Energy Points to keep the Mecha from being destroyed but the Mecha is still inoperative.

Most mecha do not have energy points. However, Magical or sentient Mecha do and these points can be used as a Power source for certain weapons or for the Mecha itself.

Mecha Stats
Mechas  do not have Stats in the normal sense.  However, their may be situations where the Strength or toughness will be required, such as a contest of strength between two Mechas. In order to determine the Mecha's Body stat take the Pilot's Body Stat + Level of O.B.R Attribute + Added Strength Mecha Attribute.
Mind checks may be aided by the A.I. attribute, but otherwise, for any Soul or Mind checks, simply use the Pilot's Stats.

Mecha Combat Value.
All Mecha Pilots must take "Focused Combat: Mecha". Their resulting Combat Value, plus any bonus added by the suit becomes the total Combat Value when the pilot is in the mecha.

Pilot Damage
A pilot in Type A armor can take damage while inside a Mecha if their opponent scores a Critical Hit.
-A roll of 1-3 on the Critical Damage table will inflict double damage on the Mecha and 10 points of Damage to the pilot. Psychic pilots must make a Mind roll to avoid falling unconscious.
-A roll of 4-5 on the Critical Damage table will inflict triple damage to the Mecha and 15 points of damage on the pilot. Psychic pilots must make a Mind roll +4 to avoid falling unconscious.
-A roll of 6 on the Critical Damage Table will shut down the Mecha, do 25 points of damage to the pilot and automatically render psychic pilots unconscious.

 Contructing and Customizing Your Own Mecha
All Mecha start with the bonuses listed in the O.B.R. Attribute.. However if the GM chooses, they can allow the players to custom their Mecha in a manner similar to regular character creation.

First, the GM chooses how many points they will give to the characters. 5, 10 or 15 points are recommended, but the final number is up to the GM. The players can then begin to choose to spend those points on Attributes and Defects for the Mecha. If only one character in a group is given a Mecha, it is usually a good idea to award the other players a few extra points to put into their character so that the characters do not start off completely unbalanced.

If a specific type of Mecha is required, then a certain amount of pre-planning may be required and careful consultation with the GM may be required, but sometimes its fun just to choose Attributes at random to see what you come up with.

Once the Mecha is finished then its ready to play. If the GM chooses, players can put Experience points into the Mecha instead of their characters.

ACCESS  File:2 Attributes and Defects
ACCESS File: 3 Pilot Barraks
ACCESS File 4: Mecha Bay

Check out Mark Tassin's Page for an alternate set of "BESM" Mecha Rules. Plus an excellent "Magic Knight: Rayearth" section.
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