==============================================================================
MECH CREATION
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BODY SHELL:
TYPE                    ³CREDITS ³ EACH ³ EACH ³ BODY ³ HEAD ³ SPECIAL
                        ³        ³ ARM  ³ LEG  ³      ³      ³
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Power Armor             ³    2   ³   1  ³   2  ³   3  ³   1  ³ Does not need
                        ³        ³      ³      ³      ³      ³ Gyros
Light Recon Mech        ³    5   ³   3  ³   5  ³  10  ³   3  ³ Needs sensors
                        ³        ³      ³      ³      ³      ³ of 5 or more
Light Assault Mech      ³    7   ³   5  ³   7  ³  14  ³   5  ³ None
Medium Assault Mech     ³   10   ³  10  ³  15  ³  30  ³   7  ³ None
Heavy Assault Mech      ³   12   ³  15  ³  20  ³  40  ³  10  ³ None
Medium Work Mech        ³    7   ³  10  ³  20  ³  20  ³   1  ³ Needs tow and
                        ³        ³      ³      ³      ³      ³ lifting of 5
Heavy Work Mech         ³   10   ³  15  ³  25  ³  25  ³   2  ³ Needs tow and
                        ³        ³      ³      ³      ³      ³ lifting of 7
Heavy Support Mech      ³   20   ³  25  ³  35  ³  70  ³  15  ³ None
Medium AA Support Mech  ³   10   ³  20  ³   5  ³  15  ³  10  ³ All weapons
                        ³        ³      ³      ³      ³      ³ must be AA
Heavy AA Support Mech   ³   12   ³  25  ³   7  ³  20  ³  15  ³ All weapons
                        ³        ³      ³      ³      ³      ³ must be AA
Mobile Weapons Platform ³   30   ³  20  ³  40  ³ 100  ³  20  ³ None
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Power Armor: A power armor is basically a 7ft tall suit of armor.  The
        character wears the power armor and it works like a mini mech.  The
        maximum armor is medium.  Power armor requires no gyros.
        Sensors are not required either but are recommended.  Power armors
        cannot have cockpits, they just suit one person. 
Light Mech: Light mechs are usually 15 to 20 feet tall.  The are very
        fast and usually lightly armed and lightly armored.  Their maximum
        armor is light and they require 3 gyros to move.
Medium Mech: Medium mechs are usually very versitle and can be used to
        accomplish both light and heavy mech tasks.  They stand about 20 to
        40 feet tall and are often equipped with abilities like airdroppable,
        jump jets, and amphibious to allow for a greater versitilty.  Their
        maximum armor is heavy and they require 4 gyros to move.
Heavy Mech: Heavy mechs are very tough, very slow walking guns.  Their
        firepower is only outmatched by moblile weapons platforms.  They
        stand around 40 to 60 feet tall and can only have medium to heavy
        armor.  They require 5 gyros to move.
Mobile Weapons Platform: A giant walking fortress.  It's only purpose is
        to blow things up.  They often require several people to pilot and
        sometimes contain enough room for people to live comfortably for
        a short period of time.  They can only have heavy armor and they
        require 7 gyros to move.  They cannot have a human/mech link.

==============================================================================

REQUIRED SYSTEMS:
SYSTEM   ³ CREDITS ³ SLOTS  ³ LOCATIONS  
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Cockpit  ³ 1 per   ³ 2 per  ³   H, B     
         ³ person  ³ person ³
Sensors  ³ 1 per km³   1    ³   H
Comm     ³ 1 per km³   1    ³   H, B
Gyros    ³ 3 per   ³ 1 per  ³   L, B 
         ³ gyro    ³ gyro   ³
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Cockpit: This is where the pilot(s) work.  Mechs usually only have one pilot
        and their cockpits are usually very cramped.  You cannot be
        clostrophobic and be a mech pilot.
Sensors: Sensors are required in order for a mech to see what is going on
        around them.  Unless the cockpit is in the head, their is no
        other way to see the outside world (coackpit's in the head often
        have well armored windows.)  Your average mech has about a 2km
        radius in sensors.  You will note that it only takes up one slot. 
        This is because no matter how far the sensors can go, the radar is 
        still about the same size.
Communications: The comm is necessary for a group of mechs to keep in
        contact.  The same note about the slots of sensors aplies to the 
        slots in communication too.  Your average mech has about a 5km radius 
        of communication.
Gyros: Gyros are very complex gadgets that allow a mech to maintain its
        balance.  It is very difficult for a giant tank to walk so gyros
        are crucial.  Sometimes a gyro check will be required.  This is
        usually needed when a mech is going over very rough terrain, or it
        gets rammed or something like that.  A gyro check is done by rolling
        a 1d10 and getting under the gyro score.
==============================================================================

ENGINE:
TYPE   ³ SPEED(km/h)             ³ CREDITS ³ SLOTS
       ³ PA ³ LM ³ MM ³ HM ³ MWP ³         ³
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Light  ³ 50 ³ 40 ³ 30 ³ 20 ³  5  ³    5    ³   1
Medium ³ -- ³ 60 ³ 50 ³ 30 ³ 10  ³   10    ³   5
Heavy  ³ -- ³ 80 ³ 65 ³ 45 ³ 15  ³   20    ³  10
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==============================================================================

ARMOR:
TYPE   ³ HP  ³ CREDITS ³ USERS
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Light  ³ 20c ³    5    ³ All except Mobile Weapons Platforms
Medium ³ 40c ³   10    ³ Medium and Heavy mechs, and Power Armors
Heavy  ³ 60c ³   20    ³ Any heavy or Mobile Weapons Platform
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==============================================================================

SPECIAL EQUIPMENT:
EQUIPMENT       ³ CREDITS ³ SLOTS ³ LOCATIONS ³ NOTES
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Life Support    ³    5    ³   5   ³     B     ³ None
Jump Jets       ³  3 each ³ 1 each³    L, B   ³ Every jump jet allows mech to
                ³         ³       ³           ³ jump 2 km (Up or Sideways or
                ³         ³       ³           ³ both)
Airdroppable    ³    1    ³   *   ³     *     ³ Requires 1 Slot in each leg
                ³         ³       ³           ³ and 2 slots in the body
Amphibious      ³    3    ³   *   ³     *     ³ 1 Slot in each location
Ejector Seat    ³    2    ³   1   ³     *     ³ Must be placed in the same
                ³         ³       ³           ³ area as the coackpit
Loudspeakers    ³    1    ³   1   ³    Any    ³ None
Searchlight     ³    1    ³   1   ³   H, A    ³ None
Audiosystem     ³    1    ³   1   ³     *     ³ Must be placed in the same
                ³         ³       ³           ³ area as the coackpit
Human/Mech Link ³   50    ³   2   ³     *     ³ Must be placed in the same
                ³         ³       ³           ³ area as the coackpit.  Gyros
                ³         ³       ³           ³ are not needed.
Lifting         ³2 per ton³ * per ³     *     ³ A slot must be placed in
                ³         ³ ton   ³           ³ both arms and both legs
Towing          ³1 per ton³ 1 per ³  A, L, B  ³ None
                ³         ³ ton   ³           ³
Targeting       ³    3    ³   1   ³    H, B   ³ None
Computer        ³         ³       ³           ³
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Life Support: Even though mechs are ground vehicles by nature, this does
        not mean they don't need a life support.  In a space based campaign
        one may wish to send down a mech to explore a planet with an
        unbreathable atmosphere.  Or if the mech gets caught in mustard gas 
        or something.  Life support may not be needed in all campaigns, but
        you never know when it might come in handy.
        The life support system offers such things as a pressurized cockpit,
        72 hours of oxegen plus a gas filter.  Heat control and other
        environmental controls are included in this package as well.
Jump Jets: Jump Jets allow a mech to 'jump' through the air.  Mechs can't
        jump normally unless they have a human/mech link, in which case the
        mech can jump proportianally as high as it's human pilot.  Jump Jets
        allow a mech to go flying several kilometers up and over by launching
        powerful rockets.  A mech can 'jump' for as many kilometers as it has
        jump jets to be divided any way the pilot wishes between going up and
        across.  A mech can also jump in any direction and does not have to
        land facing the same direction as it did before.
Airdorppable: This mech is equiped with a parachute and a weak version of
        jump jets to allow it to jump from planes and land safly.  Many mechs
        are equiped with this because it is useful for quick attacks and it
        also looks really cool to see a mech parachuting out of a military
        transport jet! :)
Amphibious: A mech that is amphibious has been equipped with two things. One,
        it has been waterproofed, so no water can leak in and goof up the
        systems, though mechs can usually pass through water saftly anyway.
        All you would need to WALK accross the bottom of an ocean or lake
        would be life support for the pilot.  Water usually has very little
        effect on a mechs circuits.  The second thing you would gain with
        this is the ability to swim.  Yes, mechs can swim!  In order to
        use this ability, you must first have life support.
Ejector Seat: Ejector seats allow for a pilot to escape an exploding mech
        quickly.  A pilot can either eject before his mech is destroyed
        (for example: if the pilots mech is trashed and their is no
        possible chance of defeating the enemy(ies) before the mech blows up.)
        This method is the safest but not always the best.  There is no
        guarantee the mech will be destroyed next turn.  However, there is
        another way.  If the mech gets destroyed, there is a slim chance the
        pilot can eject from the burning flames.  To do this requires a
        Combat check.  A failed roll means the pilot is instantly destroyed
        or suffers a whole lot of damage.  Really nice GM's may wish to
        disregard this rule and have the pilot eject safely every time.
Loudspeakers: Loudspeakers allow the pilot to talk to people outside the
        mech without having to get out or use the radio (not everybody is
        always equiped with a radio.)  Loudspeakers not only allow the pilot
        to talk to others but they also come with an external speaker so that
        the pilot can hear others talking to him (Most cockpits are
        soundproof.)
Searchlights: Searchlights are, well, searchlights.  They are big lights
        mounted on the mech which are wired to the cockpit and they allow
        mechs to turn on a light when it's dark.
Audiosystem: Though an audiosystem is not military standard issue, some
        soldiers and mercenarys have discovered that a mech's coackpit
        can become a very good stero system.  This is system includes all
        the latest in stero equipment and is easily accessable.  Of course
        the best part is that since the coackpit is effectivly soundproof,
        unless the stereo is REALLY REALLY loud, nobody will hear you, let
        alone complain!
Human/Mech Link: The latest in mech technology.  This system is nothing
        more than a helmet but it virtually makes the human a part
        of the mech.  Because of the humans natural gyros, the mech no
        longer needs gyros.  It is automatically given a gyro rating of
        7.  This also gives the mech a +5 to dodge and a +2 to strike.
Lifting: This equipment reinforces a mech's arms and legs to allow
        the mech to lift several tons.  Very good for doing labor.
Towing: A cable is attached to the mech so the mech can tow several tons.
Targeting Computer: The mech is equiped with a computer that can keep
        track of thousands of targets and can help a pilot aim correctly
        greatly reducing the chance of missing an enimy.  It adds a +5
        bonus to hitting and allows for rockets, missiles and mortars to
        gain guidance.

==============================================================================

WEAPONS:
WEAPON                   ³ CREDITS ³ RANGE ³ DMG ³ SLOTS ³ AMMO    ³ SLOTS
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Sword(!)                 ³    3    ³   C   ³  1c ³   1   ³  Nil    ³ N/A
Lazer Sword(!)           ³    7    ³   C   ³  5c ³   1   ³  Nil    ³ N/A
Machinegun(!, **)        ³   5/1   ³   S   ³  2c ³   1   ³100 per  ³ 1 per 100
                         ³         ³       ³     ³       ³ammo slot³ ammo
Autocannon(**, !!)       ³   7/1   ³   S   ³  3c ³   1   ³See Machinegun
Lazer Gun(!, **)         ³   10    ³   M   ³  5c ³   2   ³  Nil    ³ N/A
Lazer Cannon(**, !!)     ³   15    ³   M   ³  7c ³   3   ³  Nil    ³ N/A
Particle Cannon(**, !!)  ³   20    ³   L   ³ 10c ³   5   ³  Nil    ³ N/A
Railgun(**)              ³  30/10  ³   L   ³ 20c ³  10   ³ 5 per 1 ³ 1 per 5
                         ³         ³       ³     ³       ³ slot    ³ ammo
Grenade Launcher(!)      ³   2/2   ³   S   ³  5c ³   2   ³ 1 per 1 ³ 1 per 1
                         ³         ³       ³     ³       ³ slot    ³ ammo
Mortar Launcher(*)       ³  10/5   ³   L   ³ 15c ³   5   ³ 1 per 2 ³ 2 per 1
                         ³         ³       ³     ³       ³ slots   ³ ammo
Rocket Launcher(*, **)   ³  15/5   ³   M   ³ 10c ³   5   ³ 6 per 1 ³ 1 per 6
                         ³         ³       ³     ³       ³ slot    ³ ammo
Ground Missile(*)        ³  15/7   ³   L   ³ 15c ³   5   ³See Rocket Launcher
AA Missile(*, **)        ³  15/10  ³   L   ³ 15c ³   5   ³See Rocket Launcher
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* For an extra five credits and one slot weapon can become guided
  (+10 strike.)  Targeting computer required.
** Can be used as an AA weapon.
! Has to be placed in the arm.  It used by a hand.  You can only have a
  maximum of two of these weapons.  The only exception being grenades
  since all the grenades simply count as one weapon.
!! For an extra credit it can become a turret weapon.


==============================================================================
MECH RULES
------------------------------------------------------------------------------
COMBAT:
        Combat is basically the same as normal combat.  You roll the
necessary dice, add the respective bonuses and determine who hits.  Then
you simply deal damage and continue.  When a mech's armor runs out, the mech
is destroyed.  A destroyed mech can range anywhere from the mech blowing
to a million peices or simply falling down.  It all depends on the GM and
the GM's campaign.  One of the few differences between mech combat and
normal combat is what happens when somebody rolls double damage.  When
somebody rolls double damage, you simply roll on the following table.
ROLL ³  EFFECT
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01-35³ Double damage
36-45³ One weapon destroyed (GM's discretion)
46-55³ One of the mechs extra equipment destroyed (GM's discretion)
56-65³ The engine is hit.  If this is the first hit, dodge and
     ³ movement speed are all haved.  If this is the second or more, than
     ³ dodge and movement is impossible.
66-75³ Sensor range is reduced by one kilometer.
76-85³ Communication range is reduced by one kilometer.
86-95³ A gyro is destroyed
96-00³ Coackpit Destroyed.  The pilot(s) can be given a chance to eject
     ³ if they have an ejector seat.  If they can't eject they are killed.
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        If anything is done that could knock over a mech or something that
requires a lot of balance than a gyro check is done.
        'c' is the unit of damage mesurements for mechs.  'c' stands for
centi.  So 100 hit points or damage is equal to 1 'c.' Also, 10 'c'
is equal to one 'k.'

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