Mecha in Car Wars
By Michael Garrity

Mecha are the most advanced vehicles ever built, with their unique design giving them un-paralleled mobility. A mecha's huge cost insures that it will never be general-issue. However, those units lucky enough to receive them quickly find out that tactical flexibility outweighs the cost factor.

Mecha armed with military-grade weapons are strictly military-issue only. Mecha armed with conventional Car Wars-type weapons may be used by police departments (usually the larger and better-funded ones). Un-armed mecha with electric power plants are sometimes used as construction equipment, or service vehicles by fire departments or paramedic units.


 

Body Style

The standard mecha body is of humanoid configuration, with two arms, two legs and a turret. The cost and weight includes the drivetrain and arm motors.
Type Cost Weight Max. Load Spaces HC Armor cost/weight
Small $100,000 2,000 lbs 20,000 lbs 20 3 1,000/10
Medium $150,000 3,000 lbs 30,000 lbs 30 3 1,500/15
Large $225,000 4,500 lbs 45,000 lbs 45 2 2,000/20
Heavy $375,000 7,500 lbs 75,000 lbs 75 2 2,500/25
X-Heavy $500,000 10,000 lbs 100,000 lbs 100 2 3,000/30
Super-hvy $750,000 15,000 lbs 150,000 lbs 150 2 4,000/40
Titan $1,000,000 20,000 lbs 200,000 lbs 200 1 5,000/50

Note: Mecha armor is laminate. It is universal, protecting all six torso locations equally.
 


Chassis

Unlike battlesuits (whose weight capacity is fixed for a particular body style), mecha may upgrade their chassis in order to increase their weight capacity.
Strength Cost Modifier Max. Weight Modifier
Standard 0 None
Heavy +50% +10%
X-Heavy +100%  +20%
Super-Heavy +400% +40%

Arms & Legs

The legs of a humanoid mecha are equal to 60% of the mecha's body spaces. Therefore, each leg has 30% of the body spaces. The arms are each equal to 20% of the body spaces. For example, the legs of a light mecha (with 20 body spaces) are 6 spaces each and the arms are 4 spaces each. Leg armor is half the cost and weight of torso armor. Arm armor is one-quarter the cost and weight of torso armor. The cost and weight is rounded down to the nearest whole number.
 


Turrets

A humanoid mecha's turret is equal to 10% of the body spaces (rounded up). It has a traverse and elevation equal to a normal human head. The costs & weights for the various sizes of humanoid mecha turrets are listed below.
Size Cost Weight Internal Spaces
2-space $2,000 200 lbs 1
3-space $3,000 300 lbs 1
5-space $5,000 500 lbs 2
8-space $8,000 800 lbs 2
10-space $10,000 1,000 lbs 3
15-space $15,000 1,500 lbs 4
20-space $20,0000 2,000 lbs 5

 

Power Plants

Power plants of fixed size are an in-efficient use of the space available in a mecha's torso. In order to economize on the use of this interior space, modular power plants were developed. These are of three different types; electric, nuclear battery, fusion.
Type Cost/space Weight/space DP/space Power Factors
Electric $1,000 75 lbs 2 1,000/space

Electric power plants are compact, high-capacity batteries. They may use platinum catalysts and superconductors. Extra power cells are the normal cost and weight. Electric power plants store power units equal to (DP x 100). They are expended at the rate of (PU x current speed/maximum speed x 400).
Type Cost Weight DP Power Factors
Nuclear Battery $100,000 +$5,000 per space 500 lbs +100 lbs per space Spc 2,000/space

Nuclear batteries do not sustain a fission reaction. Instead, they use arrays of thermocouples to convert the heat released by radioactive decay into electricity. Nuclear batteries last for one year. They can only be refueled at facilities specially designed for that purpose. Refueling costs 20% of the battery's cost. A nuclear battery has an armored casing with 30 DP of metal armor. Inside this casing is the core, which has 10 DP. Damage to the core will reduce the battery's power capacity by 10% for every DP lost. When the last core DP is destroyed, it will begin to leak radiation (treat as a spill of mid-level radioactive waste).
Type Cost Weight DP Power Factors
Fusion $500,000 + $50,000 per space 250 lbs + 50 lbs per space Spc 4,000/space

Fusion power plants are small-scale fusion reactors. They are experimental items only, and are being considered for use by the military. Fusion power plants have the same DP as nuclear batteries. A core breach has the effects of a hit from a heavy flamer (see Ultra-Tech Car Wars). Note that the damage is taken internally.
 
 

Acceleration, Top speed & Handling

All sizes of mecha will accelerate at the rate of 5 mph per turn. Mecha drivetrains are highly efficient (even more so than battlesuit drivetrains). Accordingly, the formula (100 x power factors/power factors + weight) is used to determine top speed. Top speeds are rounded up to the nearest 5 mph.

Mecha of any size handle differently than tracked or wheeled vehicles. Small mecha are more maneuverable than their larger cousins, but are less stable. Conversely, larger mecha are less maneuverable than smaller mecha and more stable. Accrodingly, all mecha have the following modifiers to their crash table rolls; Small/medium: +2, Large/heavy: +1, x-hvy: 0, Super-heavy: -1. Titan: -2. These modifiers are cumulative with those provided by pilot skill and mecha speed.

Small, medium and large mecha may make any maneuver of up to D4 hazard without risk. Maneuvers of D5 or greater will force an automatic control roll. Mecha of any larger size can only perform maneuvers of up to D3 hazard without risk. An automatic control roll is required if they attempt maneuvers of D4 or greater. Failure of these rolls requires a roll on the mecha crash table.

Mecha can operate off-road without penalty. They may also move underwater at up to half-speed (maximum of 30 mph) and half acceleration.
 
 

Mecha Crash Table

2 or less: Trivial skid. Mecha keeps same orientation, but moves 1/4" in the direction it was moving before the maneuver in which it lost control.

3-4: Minor skid. As above, but mecha skids ½". No speed is lost.

5-6: Moderate skid. Mecha skids 3/4" and decelerates by 5 mph. On the next move, it performs a trivial skid.

7-8: Major skid. Mecha skids 1" and decelerates by 10 mph. The mecha performs a minor skid on its next move.

9-10: Severe skid. Mecha turns sideways and skids 1", decelerating by 10 mph per turn. The mecha has a 50% chance per turn of falling over. If this happens, the side which hits the ground takes sideswipe damage. A mecha pilot can attempt to recover from the skid by rolling for control at HC -6. Failure means that the skid continues. Success means that the mecha stops skidding and move normally in the direction it faces.

11-12: Fall. As above, except that the mecha falls over and takes sideswipe damage (multiplied by the mecha's damage modifier). It skids 1" per inch of movement, decelerating by 10 mph per turn. The mecha may not get up until the skid is done.

13-14: As above, except that the mecha takes full ram damage on the side which hits the ground (as if it had run directly into a wall).

15 or greater: Mecha falls over (as per results of 11-12), with a 50% chance of falling to the front or back. The mecha strikes its head on the ground and takes full ram damage to it. After impact, the mecha skids 1" per turn (taking normal sideswipe damage). The pilot is stunned by the impact (roll for results on the ram concussion table) and takes 1 point of damage. The use of impact armor will prevent the damage and will add a -2 bonus to the roll for stunning effects.

This table is also used in cases where control rolls are required because of the hazards from weapons fire or collisions. When skids are made or rolls called for, they will be done in the direction opposite from the attack.
 



 
 

Physical Attacks

All mecha can punch once every three turns or kick once every five turns, causing half-damage to vehicles and buildings.
Mecha Size Damage/attack
Small 4d punch/8d kick
Medium 6d punch/12d kick
Large 8d punch/16d kick
Heavy 10d punch/20d kick
X-heavy 14d punch/28d kick
Super-heavy 18d punch/36d kick
Titan 20d punch/40d kick

If a mecha kicks at a target and misses, the pilot must make a control roll to prevent his machine from falling. This roll is adjusted by the modifiers from pilot skill and mecha size.

A mecha pilot can attack targets by jumping his machine up in the air and landing on top of them. This attack is known as the "piledriver" or "death from above". Success or failure is determined by rolling 2d6 and adding the level of pilot skill. A roll of 9 or better means that the mecha has landed on top of the target, inflicting 10d damage (multiplied by the mecha's damage modifier). Failure means that the mecha misses the target and lands normally. A roll of 2-3 means that the mecha falls.

Mecha can easily lift their own body weight above their heads. If the lifted object is ½ the mecha's body weight, it can be thrown a distance of 1d-3". If the object is 1/4 the mecha's body weight or less, it can be thrown 1d+2".
 


Weaponry

Mecha use full-size versions of all types of weapons. Weapons mounted in mecha arms are automatically stabilized at no extra cost or weight. Weapons mounted in the torso may have auto-stabilizers fitted at the normal cost and weight.

Mecha weapons may have magazines mounted with them in the same location, or in an immediately-adjacent body space. For example, an autocannon mounted in the left arm may have extra magazines in the left arm or in the left side of the torso.
 
 

Beam Cannons

These weapons are particle accelerators. They damage their targets by firing beams of sub-atomic particles. If a beam cannon shot penetrates to a vehicle's interior (even if by 1 point), all electronics in that vehicle will be shorted out. The use of a surge protector will prevent this on a roll of 1-3 on 1d6. Shielded electronics are immune to this effect, bu cost three times normal.

Light Beam Cannon: To-hit: 6, $12,000, 600 lbs, 3 spaces, 3 DP, 3d6+6 damage, uses 6 PU per shot.

Medium Beam Cannon: To-hit: 6, $30,000, 750 lbs, 5 spaces, 5 DP, 5d6+10 damage, uses 10 PU per shot.

Heavy Beam Cannon: To-hit: 6, $50,000, 900 lbs, 8 spaces, 8 DP, 8d6+16 damage, uses 15 PU per shot.

X-hvy Beam Cannon: To-hit: 6, $100,000, 1,200 lbs, 12 spaces, 12 DP, 12d6+24 damage, uses 25 PU per shot.

Super-heavy Beam Cannon: To-hit: 6, $300,000, 1,800 lbs, 18 spaces, 18d6+36 damage, uses 40 PU per shot.
 
 

Flamers

Flamers are advanced versions of the flamethrower which project a stream of super-heated plasma (instead of some type of burning fuel). A flamer shot is a continuous discharge which lasts an entire second. Thus if a flamer is fired on phase 2 of turn 3, the discharge will last until phase 2 of turn 4. Flamer shots use no fuel (only power) and produce no smoke. Regardless of the size of the weapon, all flamer shots have a fire modifier of 6 and a burn duration of 1. Flamer shots automatically melt 1 DP of metal armor per die of damage.

Light Flamer: To-hit: 6, $1,000, 150 lbs, 1 space, 2 DP, 1d-2 damage, uses 1 PU per shot. Maximum range: 8".

Medium Flamer: To-hit: 6, $1,500, 250 lbs, 2 spaces, 3 DP, 1d damage, uses 2 PU per shot. Maximum range: 15".

Heavy Flamer: To-hit: 6, $3,500, 400 lbs, 3 spaces, 5 DP, 2d damage, uses 3 PU per shot. Maximum range: 25".

X-heavy Flamer: To-hit: 6, $5,000, 500 lbs, 4 spaces, 6 DP, 3d damage, uses 5 PU per shot, Maximum range: 40".
 


Plasma Cannons

Unlike flamers, plasma cannons fire a powerful bolt of plasma which has the same range as any gun or rocket weapon. Plasma cannons can only be fired once per turn, with the shot lasting only a fraction of a second. The short duration of a plasma cannon shot means that the fire modifier is 5 and the burn duration is 0. Plasma cannon shots remove metal armor on a roll of 5-6 on 1d6.

Light Plasma Cannon: To-hit: 6, $20,000, 450 lbs, 2 spaces, 3 DP, 5d damage, uses 5 PU per shot.

Medium Plasma Cannon: To-hit: 6, $45,000, 600 lbs, 3 spaces, 4 DP, 8d damage, uses 8 PU per shot.

Heavy Plasma Cannon: To-hit: 6, $80,000, 800 lbs, 5 spaces, 6 DP, 12d damage, uses 12 PU per shot.

X-hvy Plasma Cannon: To-hit: 6, $150,000, 1,200 lbs, 8 spaces, 10 DP, 18d damage, uses 18 PU per shot.
 
 

Gauss Weapons

Gauss weapons use an electromagnetic impulse to drive some sort of projectile, which can range from small uranium-tipped needles to massive 200-mm explosive shells.

Light Gauss Needler: To-hit: 6, $2,500, 100 lbs, 1 space, 2 DP, 2d6+2 damage, 20 shots, CPS: $25, WPS: 2 lbs, loaded cost: $3,000, loaded weight: 140 lbs, area effect, uses 0.10 PU per shot.

Medium Gauss Needler: To-hit: 6, $5,000, 200 lbs, 2 spaces, 3 DP, 3d6+3 damage, 20 shots, CPS: 50, WPS: 3 lbs, loaded cost: $6,000, loaded weight: 260 lbs, area effect, uses 0.15 PU per shot.

Heavy Gauss Needler: To-hit: 6, $10,000, 300 lbs, 3 spaces, 4 DP, 4d6+4 damage, 20 shots, CPS: $100, WPS: 3.5 lbs, loaded cost: $12,000, loaded weight: 370 lbs, area effect, uses 0.25 PU per shot. 5-mm Gauss Cannon: To-hit: 6, $15,000, 350 lbs, 3 spaces, 3 DP, 5d6+5 damage, 20 shots, CPS: $150, WPS: 3.5 lbs, loaded cost: $18,000, loaded weight: 420 lbs, uses 0.5 PU per shot.

7.5-mm Gauss Cannon: To-hit: 6, $40,000, 500 lbs, 4 spaces, 4 DP, 8d6+8 damage, 20 shots, CPS: $200, WPS: 5 lbs, loaded cost: $44,000, loaded weight: 600 lbs, uses 1 PU per shot.

10-mm Gauss Cannon: To-hit: 6, $65,000, 700 lbs, 6 spaces, 6 DP, 10d6+10 damage, 20 shots, CPS: $300, WPS: 7.5 lbs, loaded cost: $71,000, loaded weight: 850 lbs, uses 2 PU per shot.

15-mm Gauss Cannon: To-hit: 6, $200,000, 1,500 lbs, 10 spaces, 10 DP, 15d6+15 damage, 20 shots, CPS: $400, WPS: 9 lbs, loaded cost: $208,000, loaded weight: 1,680 lbs, uses 4 PU per shot.

25-mm Gauss Cannon: To-hit: 6, $350,000, 3,000 lbs, 13 spaces, 13 DP, 25d6+25 damage, 20 shots, CPS: $650, WPS: 10 lbs, laoded cost: $363,000, loaded weight: 3,200 lbs, uses 10 PU per shot.

35-mm Gauss Cannon: To-hit: 6, $400,000, 5,000 lbs, 15 spaces, 15 DP, 35d6+35 damage, 20 shots, CPS: $800, WPS: 12.5 lbs, loaded cost: $416,000, loaded weight: 5,250 lbs, uses 20 PU per shot.

50-mm Gauss Cannon: To-hit: 6, $650,000, 7,500 lbs, 20 spaces, 20 DP, 50d6+50 damage, 20 shots, CPS: $1,000, WPS: 15 lbs, loaded cost: $670,000, loaded weight: 7,800 lbs, uses 40 PU per shot.

75-mm Gauss Cannon: To-hit: 6, $900,000, 10,000 lbs, 25 spaces, 25 DP, 75d6+75 damage, 20 shots, CPS: $2,000, WPS: 20 lbs, loaded cost: $940,000, loaded weight: 10,400 lbs, uses 100 PU per shot.

100-mm Gauss Cannon: To-hit: 6, $1,500,000, 20,000 lbs, 30 spaces, 30 DP, 100d6+100 damage, 10 shots, CPS: $3,000, WPS: 30 lbs, loaded cost: $1,530,000, loaded weight: 20,300 lbs, uses 200 PU per shot.

Gauss needlers fire a small-caliber projectile (1-mm to 2.5-mm) at very high rates of fire. Gauss cannons fire a larger projectile (5-mm + bore size) at lower rates of fire. The standard ammunition for gauss needlers is a finned dart or spike made of tempered durasteel. Depleted-uranium ammunition is available at 4x CPS (no extra weight). It eliminates the extra damage, but then automatically causes the projectile to inflict maximum damage (a 50-mm railgun would now cause 300 points of damage, instead of rolling 50d6+50).

40-mm electromagnetic grenade launcher (EMGL): To-hit: 7, $2,000, 200 lbs, 1 space, 2 DP, 40 shots, CPS: $25, WPS: 2 lbs, loaded cost: $3,000, loaded weight: 280 lbs, uses 0.5 PU per shot.

The CPS reflects the use of standard ammunition (explosive). Other types of grenades may be loaded at their normal CPS.

50-mm Massdriver: To-hit: 8, $5,000, 320 lbs, 2 spaces, 3 DP, 20 shots, CPS: $100, WPS: 5 lbs, loaded cost: $7,000, loaded weight: 420 lbs, RoF: 3, uses 1 PU per shot.

75-mm Massdriver: To-hit: 8, $13,000, 640 lbs, 8 spaces, 6 DP, 20 shots, CPS: $140, WPS: 10 lbs, loaded cost: $15,800, loaded weight: 840 lbs, RoF: 1, uses 15 PU per shot.

105-mm Massdriver: To-hit: 8, $70,000, 1,200 lbs, 10 spaces, 12 DP, 10 shots, CPS: $250, WPS: 35 lbs, loaded cost: $72,500, loaded weight: 1,550 lbs, RoF: 1, uses 25 PU per shot.

120-mm Massdriver: To-hit: 8, $200,000, 1,600 lbs, 12 spaces, 18 DP, 10 shots, CPS: $500, WPS: 50 lbs, loaded cost: $205,000, loaded weight: 2,100 lbs, RoF: 1/2, uses 40 PU per shot.

150-mm Massdriver: To-hit: 8, $400,000, 2,400 lbs, 15 spaces, 20 DP, 5 shots, CPS: $750, WPS: 75 lbs, loaded cost: $403,750, loaded weight: 2,775 lbs, RoF: 1/2, uses 60 PU per shot.

175-mm Massdriver: To-hit: 8, $1,000,000, 4,800 lbs, 25 spaces, 25 DP, 3 shots, CPS: $1,000, WPS: 100 lbs, loaded cost: $1,003,000, loaded weight: 5,100 lbs, RoF: 1/3, uses 75 PU per shot.

200-mm Massdriver: To-hit: 8, $1,500,000, 8,800 lbs, 40 spaces, 50 DP, 2 shots, CPS: $2,500, WPS: 125 lbs, loaded cost: $1,505,000, loaded weight: 9,050 lbs, RoF: 1/4, uses 100 PU per shot.

Massdrivers of all types (except the 40-mm EMGL) can fire the full range of available artillery ammunition. The cost & weight modifiers for other types of ammunition are based on the CPS and WPS listed above. Massdrivers have a built-in automatic loading system which accounts for their higher RoF when compared to conventional artillery pieces of the same caliber. This loading system also means that no extra crew is needed to fire massdrivers of any caliber. Massdriver shells resemble their conventional counterparts, except that they have no powder charge and are cased within a steel sabot which falls away after firing.

The only type of shells which the 40-mm EMGL can fire are HE, HESH, HEAT, HEDP and any of the laser-guided, teleguided or seeking projectiles.

Massdrivers of all sizes may use long barrels at the normal cost and weight.

Electromagnetic Mortars: All massdrivers (except the 40-mm EMGL) may be purchased as mortars. The cost of these "electromag" mortars is halved, and their weight is 75% normal. The size is 75% normal (round down to the nearest whole space). CPS, WPS and power use are unaffected.
 
 

Conventional Guns

Heavy AGL: To-hit: 7, $20,000, 300 lbs, 3 spaces, 5 DP, 3d damage, 20 shots, CPS: $50, WPS: 5 lbs, loaded cost: $21,000, loaded weight: 400 lbs, loaded magazine costs $1,100 and weighs 110 lbs.

This weapon is of 50-mm bore. It fires 1-3 grenades per turn (user's choice), just like the regular AGL. Its grenades are fitted with impact fuzes at no extra cost.

Automatic Mortar: To-hit: 7, $50,000, 450 lbs, 5 spaces, 8 DP, 8d damage, 20 shots, CPS: $100, WPS: 10 lbs, loaded cost: $52,000, loaded weight: 650 lbs, loaded magazine costs $2,100 and weighs 210 lbs.

An automatic mortar functions exactly like a heavy AGL, except that its shells are of 80-mm caliber.

Light Autocannon: To-hit: 6, $6,500, 450 lbs, 3 spaces, 4 DP, 3d damage, burst effect, 20 shots, CPS: $75, WPS: 5 lbs, loaded cost: $8,000, loaded weight: 550 lbs, loaded magazine costs$1,600 and weighs 110 lbs.

This weapon is a single-barrel gun of 20-mm caliber.

Medium Autocannon: To-hit: 6, $11,500, 600 lbs, 4 spaces, 5 DP, 4d damage, burst effect, 20 shots, CPS: $100, WPS: 10 lbs, loaded cost: $13,500, loaded weight: 800 lbs, loaded magazine costs $2,100 and weighs 210 lbs.

Medium autocannons are weapons of intermediate caliber (23-mm to 25-mm).

Gatling Cannon: To-hit: 6, $15,000, 750 lbs, 5 spaces, 6 DP, 5d damage, burst effect, 20 shots, CPS: $150, WPS: 10 lbs, loaded cost: $18,000, loaded weight: 950 lbs, loaded magazine costs $3,100 and weighs 210 lbs.

A gatling cannon is a multi-barrel weapon of the same caliber as the light autocannon. It also fires the same shell (just more of them per shot)

Heavy Autocannon: To-hit: 6, $20,000, 900 lbs, 6 spaces, 8 DP, 6d damage, burst effect, 20 shots, CPS: $100, WPS: 10 lbs, loaded cost: $22,000, loaded weight: 1,100 lbs, loaded magazine costs $2,100 and weighs 210 lbs.

Heavy autocannons range in caliber from 35-mm to 40-mm Although HAC shots cost and weigh the same as those for a medium autocannon, HAC rounds are of larger caliber. There are also fewer of them per shot.

Super-Heavy Autocannon: To-hit: 6, $50,000, 1,800 lbs, 12 spaces, 20 DP, 12d damage, burst effect, 20 shots, CPS: $400, WPS: 40 lbs, loaded cost: $58,000, loaded weight: 2,600 lbs, loaded magazine costs $8,100 and weighs 810 lbs.

The super-heavy autocannon is a modern example of the 30-mm GAU-8 Avenger of the late 20th century. Alternately, it could be a single-barrel weapon of larger caliber (50-mm +)
 
 

Missile Launchers

Light Missile Launcher: To-hit: special, $10,000, 125 lbs, 1 space, 2 DP, 3d damage, burst effect,

10 shots, CPS: $1,500, WPS: 5 lbs, loaded cost: $25,000, loaded weight: 175 lbs, loaded magazines cost $15,100 and weigh 60 lbs.

The missiles fired from an LML have a range of 500" and a flight speed of 400 mph.

Medium Missile Launcher: To-hit: special, $20,000, 250 lbs, 2 spaces, 3 DP, 7d damage, burst effect, 10 shots, CPS: $5,000, WPS: 25 lbs, loaded cost: $70,000, loaded weight: 500 lbs, loaded magazines cost $50,100 and weigh 260 lbs.

Medium missiles have a range of 750" and a flight speed of 650 mph.

Heavy Missile Launcher: To-hit: special, $50,000, 375 lbs, 3 spaces, 4 DP, 12d damage, burst effect, 10 shots, CPS: $10,000, WPS: 50 lbs, loaded cost: $150,000, loaded weight: 875 lbs, loaded magazine costs $100,100 and weighs 510 lbs.

Heavy missiles have a range of 1,000" and a flight speed of 800 mph.

X-heavy Missile Launcher: To-hit: special, $100,000, 750 lbs, 5 spaces, 6 DP, 18d damage, burst effect, 5 shots, CPS: $50,000, WPS: 100 lbs, loaded cost: $350,000, loaded weight: 1,250 lbs, laoded magazine costs $250,100 and weighs 510 lbs.

X-heavy missiles have a range of 2,000" and a flight speed of 1,200 mph.
 


Missile Types

Standard: Standard missiles have the listed figures for CPS and WPS. They are fitted with an explosive warhead and are assumed to be fitted with LPI (Low-Probability of Intercept) radar guidance. Their to-hit score is 7, and they ignore speed-based to-hit penalties.

Brilliant: Brilliant missiles are 2x CPS and normal WPS. They have a to-hit score of 6 and use either advanced LPI radar guidance, IR guidance or active ladar homing (user chooses which). If active ladar homing is the guidance method, note that the guidance laser is built in to the missile (not the launcher), and that only one turn of designation is required.

Genius: Genius missiles are 4x CPS (normal WPS) and their to-hit score is 5. Genius missiles have two guidance systems (advanced LPI radar, advanced active ladar homing) built-in. Optical scanning and advanced IR guidance can also be built-in at a cost of $10,000 each. Genius missiles have an active-countermeasures system which applies a -2 penalty against rolls made to jam, decoy or spoof it. This penalty also applies against the effectiveness of stealth or infrared cloaking systems.

AI (Artificially-Intelligent) Hunter: AI Hunter missiles are 6x CPS and normal WPS. They have all of the different guidance systems built-in, along with a more effective active countermeasures system (-3 penalty). AI hunter missiles automatically hit their targets unless either decoyed or destroyed. They also have full stealth and full infrared cloaking built-in.
 


Warhead Types

The standard warhead for all types of missiles is a large explosive charge.

HESH (High-Explosive Squash Head): +10% to basic missile CPS, works according to HESH rules.

HEDP (High-Explosive Dual-Purpose): +20% to basic missile CPS. This modified HEAT warhead causes double-damage to all non-laminate targets. Targets protected by laminate armor only take +1 per die of damage inflicted by the warhead. Additionally, HEDP warheads have a normal burst effect.

Cluster: +25% to basic missile CPS. Cluster warheads act like cluster bombs.

Brilliant cluster: +50% to basic missile CPS. As above, except that each sub-munition is fitted with a simple guidance system. These warheads do full damage throughout their entire burst radius (this is because more of the sub-munitions hit the target).

Multiple Warheads: 2x missile CPS (after all other modifications). Heavy missiles may may carry five smaller warheads (equal to those on light missiles), or two warheads equal to those on medium missiles. X-hvy missiles can carry 10 light-missile warheads, 4 medium-missile warheads or 2 heavy-missile warheads.

Plasma: +50% to basic missile CPS. Plasma warheads inflict the missile's basic damage. They also automatically melt off 1 DP of metal armor per die of damage done. The intense heat of a plasma warhead's detonation gives it a fire modifier of 6 and a burn duration of 1.
 
 

Use of Guided Missiles
(optional rule)

In combat, missiles are employed by first using their sensors to lock onto a target In game terms, this means that the pilot makes a spotting roll using the missile's sensors. If the pilot fires the missile after maintaining the lock for three turns, the missile will automatically hit the target (no to-hit roll is needed) unless decoyed or destroyed. The listed to-hit score now applies only for snap shots (missiles fired at targets without lock-on). Snap shots are usually done when there isn't enough time for a lock-on, or the firer is taken by surprise).
 
 

Rocket Launchers

Rocket launchers are available in the same sizes as missile launchers. As these weapons do not have targeting hardware in the launcher or guidance electronics in the rocket, they are much less expensive. Rocket launchers cost 10% as much as a missile launcher of the same size. The CPS is also 10% of normal. As with normal rocket launchers, the to-hit score is 8. All other figures (weight, spaces, DP, WPS, etc) remain the same. The only types of warheads these weapons can use are HESH, HEDP, cluster and plasma.


 

Required/built-in equipment

A mecha cannot function without a cockpit. A cockpit costs $100,000, weighs 600 lbs and takes up 6 spaces/ It has a safety/ejection seat, tinted/no-paint windows, a communications suite, and a life-support system with a 24-hour air supply. A one-week supply of food and water is also included. The communications suite incorporates the functions of a military radio, a directional communicator, a communications laser and a portable earth station.

Cockpits include the spaces and weight for a single pilot. Cockpits designed for more than one person cost $25,000, weigh 300 lbs and take up an additional 3 spaces per person. Additonally, mecha have a built-in fire-suppression system. It will extinguish fires on a roll of 1-5 on 1d6.
 
 

Accessories

Weapon magazine: $100 and 10 lbs per space, has CASM built-in.

This item may be purchased in multiple-space sizes. For example an unloaded 40-shot magazine for an autocannon would cost $200, weigh 20 lbs and take up 2 spaces.

Energy Bank: $1,000 and 50 lbs per space. Stores 150 power units per space of size.

Energy banks are used to store the large amounts of energy required by weapons such as lasers, beam cannons and flamers.

Auto-stabilizer: $5,000, 10 lbs and 1/4 space per space of weapon size.

This item is intended for weapons mounted in the torso. It reduces the range penalties from -1 per 4" to -1 per 20". This applies regardless of whether or not the mecha is moving.

Mainframe battle computer: $50,000, 200 lbs, 2 spaces.

This device has 100 points available to store programs. Each program (targeting, etc) takes up 10 points per level of skill. The cost is $1,000 per level and doubles for each level thereafter ($1,000 for a +1, $2,000 for a +2, etc). This computer may have additional memory modules attached in order to store and run larger or more complex programs. Memory modules cost $25,000, weigh 50 lbs and take up ½ space each. Note that the modules may be located in a different section of the mecha's body other than the one the computer is in.

Streamlining/sloping: Streamlining a mecha body costs 50% of the base cost and takes up 10% of the body spaces. It increases the mecha's top speed by 10% (round up to the nearest 2.5 mph). Sloping multiplies the cost of mecha armor by 10% and deducts 10% of the spaces (round to the nearest 1/4 space) from each location so protected. It adds 50% to the armor total to the side on which it is applied.

Ladar Rangefinder: $50,000, 25 lbs, 0 spaces.

This item cuts the range penalty in half. It also gives a +1 to-hit bonus to all weapons linked to it (requires the use of a smart link).

NBC kit: $5,000, 25 lbs, 0 spaces.

Even though mecha have self-contained life-support systems, some pilots will have this device installed so that they have the option of not draining their stored air supply in contaminated environments.

Sealed structure: $500 per space, no weight or space.

This option functions the same as for battlesuits (waterproofs the mecha's body; waterproofs all weapons at no extra cost). It costs more than the same option for battlesuits because of a mecha's greater size.

Heads-up display (HUD): $1,000, no weight or space.

This item gives a +1 to-hit bonus for a mecha's ranged weapons. Neural interfaces already incorporate a HUD.

Neural interfaces

There are two different versions of these devices. The first is a socket interface. It costs $25,000, weighs 10 lbs and takes up no space. A socket interface works by physically linking the pilot's brain to a mecha's control systems. It gives a +2 bonus to piloting and gunner skills, as well as to operate a mecha's other systems (sensors, etc). Neural induction fields are the second variety. They cost $50,000, weigh 25 lbs and take up 1/4 space. They work by picking up the electric signals given off by the pilot's brain and directly translating them into control impulses. The bonus for using a neural-induction field is +4.

Advanced low-light television (ALLTV): $50,000, 100 lbs, 1 space.

This item is more powerful than battlesuit-mounted ALLTV units. It reduces the range-based spotting penalty to -1 per 100" ( from -1 per 60"). It combines the functions of light amplification (reduces the darkness penalty from -3 to -1) and image enhancement (gives a +2 to spotting rolls made at night). If an ALLTV unit is used in daylight, it gives a +5 bonus to visual spotting rolls along with the reduced range penalty.
 
 

Defensive Countermeasures

Partial stealth: $1,000 per space of size, no space or weight.

Installing partial stealth involves applying anti-radar paints and making slight alterations to a mecha's surface. Partial stealth gives a -4 penalty to all radar-based spotting attempts against mecha equipped with it. Additionally, radar-based weaponry has a -3 penalty against any mecha so equipped.

Full stealth: $5,000 and 5 lbs per space of size, 1/4 space.

As above, but with radical changes to a mecha's exterior and extensive use of radar-absorbent materials. The penalties are now -8 for radar-based spotting rolls and -5 for radar-based weaponry.

Basic IR cloaking: $1,000 per space of size, no weight or spaces.

Basic IR cloaking gives a -4 penalty to all attempts to spot the mecha by using thermographs or other infrared sensors. Missiles with infrared guidance have a -2 to-hit penalty.

Full IR cloaking: $5,000 and 5 lbs per space of size, 0 spaces.

Full IR cloaking gives a -6 penalty to infrared-based spotting attempts and a -3 to-hit penalty to missiles with IR guidance.

Basic chameleon system: $250 and 1 lb per space of size, 0 spaces.

This system uses advanced LCD technology built into the mecha's surface at the time of construction. It copies the mecha's surroundings onto its surface, allowing it to blend in. The process is rather slow, taking 10 turns to fully accomplish. A basic chameleon system gives a -3 penalty to all visual spotting rolls made against mecha equipped with it. The penalty drops to -1 if the mecha is moving faster than a slow walk.

Instant chameleon system: $1,000 and 5 lbs per space of size, 0 spaces.

As above, but with fiber-optic light guides and superior computer-processing power. The blending process takes only one turn. The spotting penalty is now -6 (-3 if the mecha is moving faster than a slow walk).
 


Sample Designs

Tribune: Streamlined small mecha, std chassis, 8-space electric power plant w/ upgrades, cockpit (1-man), 2 space turret, long-barreled 5-mm gauss cannon w/ extra magazine (in right arm), 50-mm massdriver w/ extra magazine (in left arm), high-capacity laser battery (in left arm), mainframe battle-computer, socket neural interface, ALLTV, ladar rangefinder (in turret), advanced LPI radar (in turret), advanced long-range thermograph (in turret), NBC kit, sealed structure, Composite Torso Armor : 100 points metal/150 points plastic, Composite Arm Armor: 50 points metal/75 points plastic (each), Composite Leg Armor: 80 points metal/120 points plastic (each), Acceleration: 5, HC: 3, Top Speed: 35 mph, 18,635 lbs, $2,345,000.

Vaporizer: X-hvy mecha, super-heavy chassis, 15-space fusion power plant, 10-space turret (head), 1-man cockpit (in turret), 4 heavy beam cannons (2 in each arm), 2 x-hvy flamers (1 in each arm), 4 linked HXPLs w/ auto-stabilizers (in torso; facing F), energy bank (3,300 power units; powers beam cannons & flamers for 30 seconds, powers lasers for 22 seconds), advanced long-range ladar (in turret), advanced medium-range LPI radar (in turret), advanced short-range thermograph (in turret), ALLTV (in turret), mainframe battle computer (in torso), neural-induction field (in turret), NBC kit, sealed structure, partial stealth, full IR cloaking, Sloped Torso Armor (Composite): 200 points metal/200 points plastic, Composite Leg Armor: 150 points metal/150 points plastic (each), Composite Arm Armor: 100 points metal/100 points plastic (each), Composite Turret Armor: 80 points metal/80 points plastic. Acceleration: 5, HC: 2, Top Speed: 45 mph, 98,625 lbs, $9,372,000.

Cargo Capacity: 1,375 lbs, 18 spaces.
 

Peltast: Medium mecha, std chassis, 3-space turret (head), 1-man cockpit (in torso), 11-space nuclear battery, 2 heavy AGLs (in torso facing F), 80-shot magazine (in torso), long-barreled gatling cannon (in right arm), 20-shot magazine (in right arm), medium plasma cannon (in left arm), energy bank (450 power units; powers plasma cannon for 56 shots), medium missile launcher (in torso facing F; all missiles are brilliant), advanced short-range ladar (in turret), advanced short-range LPI radar (in turret), advanced long-range thermograph (in turret), ALLTV (in turret), socket neural interface, NBC kit, sealed structure, partial stealth, full IR cloaking, instant chameleon system, Composite Torso Armor: 100 points metal/100 points plastic, Composite Leg Armor: 75 points metal/75 points plastic (each), Composite Arm Armor: 60 poinst metal/60 points plastic (each). Acceleration: 5, HC: 3, Top Speed: 45 mph, 28,815 lbs, $2,842,500.

Thunder: Super-heavy mecha, std chassis, 15-space turret (head), 2-man cockpit (in turret), 30-space nuclear battery, 2 long-barreled 150-mm massdrivers (1 in each arm), 2 50-shot magazines (1 in each arm), 2 medium beam cannons (1 in each arm), energy bank (13,200 power units; powers massdrivers until ammunition is gone , powers beam cannons for 30 shots each), 4 automatic mortars (in torso facing F), 160-shot magazine (in torso), advanced long-range ladar (in turret), advanced medium-range LPI radar (in turret), mainframe battle computer (in turret), counter-battery computer (in turret), ALLTV (in turret), 2 socket neural interfaces, NBC kit, sealed structure, Composite Torso Armor: 150 points metal/150 poinst plastic, Composite Leg Armor: 150 points metal/150 points plastic (each), Composite Arm Armor: 100 poinst metal/100 points plastic (each), Composite Turret Armor: 100 poinst metal/100 points plastic. Acceleration: 5, HC: 2, Top Speed: 30 mph, 137,275 lbs, $8,934,800.
 


Mecha in Car Wars
Part 2
by Michael Garrity




The purpose of this article is to give rules for constructing alternate type of mecha. Because of time constraints, this information was not included in the first article.

Mecha Arms (new types)
Type Cost Modifier  Weight Modifier
None -50% -10%
Handless -10% none
Half-arm -25% none
Weapon mount -30% none
Extra-flexible +50% +10%

The cost and weight modifiers on this table are applied against the basic cost and weight for a mecha body. Thus, a mecha with no arms will have the cost of the body reduced by 50% and the weight of the body reduced by 10%. This table assumes that a mecha has two arms.

Handless mecha arms have no actuators for the hand or the wrist, allowing larger weapons to be mounted. The interior space of a handless mecha arm is increased by 25% (round up). For example, if the arm of a light mecha were to be made handless, it would have 5 internal spaces available to mount weapons (instead of 4). Half-arms are treated as handless arms, except that the internal spaces of the arm are increased by 50%. Weapon-mount arms have no actuators or motors of any kind, only a simple pivot at the shoulder. They have double the normal spaces available for mounting weapons. Extra-flexible arms have the same reach as a tail or tentacle, and are used to simulate them

Mecha may have more than two arms. The cost and weight modifiers for each additional arm are +25% to body cost and +5% to body weight. Thus, a mecha with four arms would cost 50% and weigh 10% more than normal.
 


Weapons in Mecha arms

Weapons mounted in mecha arms are protected by the arm's armor. Long-barreled weaopons may be mounted in mecha arms, but the barrel will not be protected by the armor. If the designer wants an arm-mounted weapon to be protected by the arm's armor, the spaces necessary for the weapon increase by 50%. For example, a long-barreled blast cannon would now require 6 spaces instead of 4
 


Mecha Legs

Mecha may have more than two legs. Each additional leg reduces body cost by 10% and increases body weight by 10%. Multi-legged mecha designs are +1 to HC, cheaper (because of their less-sophisticated drivetrains), and faster (increase top speeds by 50% over two-legged models).
 


Mecha Turrets

Size Cost Weight Internal Spaces
4-space $4,000 400 lbs 1
6-space $6,000 600 lbs 2
9-space $9,000 900 lbs 3
12-space $12,000 1,200 lbs 3
16-space $16,000 1,600 lbs 4
30-space $30,000 3,000 lbs 5
40-space $40,000 4,000 lbs 6
60-space $60,000 6,000 lbs 7
80-space $80,000 8,000 lbs 10

These turrets are intended for use on non-humanoid mecha designs.
 


Mecha Armor

A mecha's torso has six armor locations, each of which is protected by the same thickness of armor as all the others. If a designer wishes to increase the armor thickness on one or more facings, armor may be moved from one facing to another. For example, if a mecha has 100 points of metal and 100 points of plastic protecting the torso, this means that each of the six armor locations has 100 points of metal and 100 points of plastic. If a designer wants to double the thickness on the front facing, half of the armor from two other locations must be moved to the front (usually from the top and the bottom). Note that this re-allocation of armor costs nothing.

Each arm and each leg is a separate armor location, protected by its own armor. Turrets of 2-5 spaces in size don't need their own armor, as they are protected by the armor on the top of the torso. Turrets of 6 to 20+ spaces in size must have their own armor. The cost and weight of a mecha's turret armor is equal to the cost and weight of the mecha's arm armor.
 


Counter sizes and mecha heights

The size of the counter for each type of mecha is listed below, along with the height of that particular model.
Mecha Type Counter Size Mecha Height
Small 1/2" L x 3/4" W 25'
Medium 1/2" L x 1" W 25'
Large 3/4" L x 1.25" W 30'
Heavy 3/4" L x 1.5" W 35'
X-heavy 1" L x 1.75" W 40'
Super-heavy 1.25" L x 2" W 45'
Titan 1.5" L x 2.25" W 50'

The size of a mecha counter assumes that the arms are hanging straight down. If the arms are outstretched to the sides, they will double the width of the counter. If the arms are outstretched to the front or back, they will add half of the counter's width to its length.
 


Maneuverability & off-road handling

Mecha take no penalty for going off-road. They may climb slopes of up to 15 degrees without loss of speed. 30-degree slopes reduce speed by 5 mph. 45-degree slopes reduce speed by 10 mph. Steeper slopes can only be climbed by using the mecha's hands and feet. Climbing speed is equal to the mecha's acceleration in mph.
 
 

Mecha in Combat

Targeting modifiers

In combat against mecha, those doing the shooting can choose to either target a specific location on the mecha (head, arm, etc), or the mecha as a whole. In either case, there are different targeting modifiers to be considered.

General targeting

Mecha size Targeting modifier
Small +0 front/-1 sides
Medium +1 front/+0 sides
Large +2 front/+1 sides
Heavy +3 front/+2 sides
X-heavy +4 front/+3 sides
Super-heavy +5 front/+4 sides
Titan +6 front/+5 sides

 

Specific targeting

Mecha size Torso front/sides Turret Arms/legs
Small 0/-1 -3 -3/-2
Medium +1/0 -3 -2/-1
Large +2/+1 -2 -1/+0
Heavy +3/+2 -1 +0/+1
X-heavy +4/+3 +0 +1/+2
Super-heavy +5/+4 +1 +2/+3
Titan +6/+5 +2 +3/+4

Note: The modifiers for targeting the torso are the same as the modifiers for targeting the mecha as a whole.
 


Targeting results

Front Sides
2-4: Legs (1-3 right/4-6 left) 2-5: Leg
5-9: Torso 5-8: Torso
10-11: Arms (1-3 right/4-6 left) 9-11: Arm
12: Turret 12: Turret

Internal Damage Results



Turret

2-3: Turret motors damaged. Turret rotation speed is halved

4-6: Turret motors destroyed. Turret is frozen in last declared facing

7-9: Interior component hit. 1-3 damaged/4-6 destroyed

10-12: Cockpit (if there is one)

Any component that is damaged will malfunction on a roll of 1-4. Damaged weapons will misfire on a roll of 2-5 on 2d6.

Torso

2-3: Turret motors damaged/destroyed (1-3/4-6)

4-7: Internal components. Roll randomly to see which one gets hit.

8-10: Power plant

11-12: Cockpit

Arms

2-5: Arm motors damaged. Punching power and lifting capacity is halved.

6-7: Arm motors destroyed. Arm is frozen in last declared position.

8-12: Weapons/weapon magazines. Roll randomly if there is more than one of each.

Legs

2-5: Leg motor damaged. Reduce top speed by 25%; if both leg motors are damaged, reduce top speed by 50%.

6-8: Leg motor destroyed. Reduce top speed by 50%; if both leg motors are destroyed, mecha can't move.

9-12: No effect, shot strikes into access space.

If the results indicate that a cockpit hit is taken, roll randomly to see which cockpit system is hit. Equipment is damaged on a roll of 1-3 and destroyed on a roll of 4-6. If the result is that the pilot is hit,roll randomly if there is more than one pilot. Pilot hits on mecha with only one pilot cause the mecha to take a D2 hazard. If the pilot is killed, the mecha must make an immediate roll on the crash table. Mecha with more than one pilot are immune to these effect unless all pilots are hit or killed.
 
 

New Weapons

Light Laser Cannon: To-hit: 6, $50,000, 750 lbs, 3 spaces, 4 DP, 6d damage, area effect, uses 4 PU/shot.

Medium Laser Cannon: To-hit: 6, $75,000, 1,000 lbs, 5 spaces, 5 DP, 9d damage, area effect, uses 6 PU/shot.

Heavy Laser Cannon: To-hit: 6, $100,000, 1,500 lbs, 8 spaces, 6 DP, 12d damage, area effect, uses 8 PU/shot.

X-heavy Laser Cannon: To-hit: 6, $200,000, 3,000 lbs, 12 spaces, 7 DP, 18d damage, area effect, uses 12 PU/shot.

Super-heavy Laser Cannon: To-hit: 6, $500,000, 4,500 lbs, 18 spaces, 8 DP, 25d damage, area effect, uses 18 PU/shot.
 


Laser Options

X-ray Lasers: These weapons are available in the same sizes as regular lasers. X-ray laser cannons cost twice as much as laser cannons and use 25% more power per shot (round up). X-ray lasers ignore all penalties based on fog, smoke, rain or mist. The only one which applies is visibility modifiers for the gunner. When fired underwater, x-ray lasers have a range modifier of -1 per 20".

Blue-Green Lasers: BG lasers cost 50% more than a normal laser, and the power consumption is the same. They are designed to fire underwater, where their range modifiers are the same as for x-ray lasers (-1 per 20"). Above water, the range modifier is -1 per 40". Blue-green lasers are subject to the same penalties as ordinary lasers.
 
 

Range Modifiers

Massdrivers, gauss needlers, gauss cannons, rocket launchers, conventional guns & flamers: -1 per 8".

Beam Cannons & Plasma Cannons: -1 per 20".

Laser Cannons: -1 per 40"

Missile Launchers: See individual weapon description for missile ranges.

Back to Supplements Page

Back to Front Page