Well, I finished up the rules completely. Its short, simple, and easy to understand, but does lack some polish.
Pilot Generation
Before playing you must first create your pilot. Your pilot is the in game representation you, and is your way of influencing the game. In order to create your pilot, roll 3D10 for each skill and take the highest dice as the skills value.
The skills are: Piloting Cannon Laser Missile Plasma Artillery Melee
Pilot Abilities
The abilities of your pilot greatly affect your performance in the field, influencing how well you pilot your mech and how often you hit with whatever weapons you have equipped. The higher the abilities score the more adept you are in its use.
Piloting: The piloting skill represents how well you handle driving your mech. This skill is used for keeping your mech on its feet whenever it is in danger of falling over.
Roll against your piloting skill when:
Being struck with a weapon that has the knockdown special quality
Whenever you attempt to move through rough terrain
Attempt to get your mech back its feet
Whenever you attempt to jump onto a lower or higher piece of terrain
Weapon Skills: This skill represents how adept you are at using a particular kind of weaponry. There are five types of weapon skills: Cannon, Laser, Missile, Plasma, Artillery, and Melee.
Roll against the appropriate weapon skill whenever you attempt to hit a target
Ability Tests
Whenever you use a skill you must roll against its value. Rolling a D12, you must score equal to or under the value of the skill in order to be successful in that particular action. Should you roll higher than your skills value you have failed the test and the relevant action fails.
Mech Statistics
Every mech possesses the same set of statistics. These statistics determine the overall performance of your mech in the field. The statistics are:
Weight Class: This is representative of how heavy a mechs chassis is. The weight class of a mech determines how far a mech can move in a given round.
Weight classes 1, 2, and 3 are considered light mechs
Weight classes 4, 5, 6, and 7 are considered medium mechs
Weight classes 8, 9, and 10 are considered heavy mechs
Base Armor: A mechs base armor is how much damage the unmodified chassis can take before being destroyed. Buying new kinds of armor can add bonuses to this base value, increasing your mechs durability.
Base Shields: The base shields value indicates how strong the particular mechs protective energy shield is and how much damage it can take before going down.
Weapon Mounts: Weapon mounts are simply the spaces on a mech which can accommodate weaponry. These come in three sizes: Light, Medium, and Heavy. The number of weapon mounts essentially indicates how many weapons a given chassis can accept.
Mech Components
Every mech is comprised of the same components, each having a specific and important function to perform.
Engine: A mechs engine is what allows it to move about freely and determines how far a mech can move in a single round. Engines possess a power value. To determine how many spaces your mech may move each round simply subtract the mechs weight class from its engine power. This will give you the amount of spaces your mech can travel in a single round.
Shield Generator: The shield generator is one of the most important components on a mech. Generators improve the base shielding that a mech comes with by a given percentage.
Armor Plating: Additional armor plating works in the same way as shield generators, improving the base armor of a mech by a given percentage, improving its survivability. However, some heavier armor also increases the weight class of the mech, slowing it down.
Reactor: Reactors supply the energy that is used to fuel shields and certain weapons. Reactors give a fixed amount of energy every round, replacing (not adding to) the energy total from the previous round. Better reactors provide more energy.
Targeting Computer: The targeting computer aids in the pilot in hitting his target. Higher quality computers will actually provide bonuses to the characters weapons skills.
Weaponry: Weapons go into the various weapon mounts on a mechs chassis and come in three sizes (Small, Medium, and Heavy). Weapons can only fit in mount of the same size or larger. There are five types of weapons available, each with their own strengths and weaknesses:
Cannons: Solid projectile weapons. Tend to do good damage against armor, but performs poorly against shields
Lasers: Light based projectiles that perform well against shielding, but is less than ideal at penetrating armor
Missiles: Standard explosive projectiles. Do very high damage but are rendered ineffective by shielding
Plasma: Extreme heat based weaponry that sears matter away at a rapid rate. Performs adequately against shields, but does extreme damage to armor plating
Artillery: Indirect fire weaponry capable of doing heavy damage at extreme ranges. Equally effective against shields and armor but slow to fire (may fire only once every two rounds)
Melee: Pneumatic hammers, drills, and the like. Can deal a good amount of damage to targets armor and ignores all forms of shielding
Damage modifications:
Vs. Shields
Vs. Armor
Cannon
50%
Full damage
Laser
Full damage
50%
Missile
No Damage
Full Damage
Plasma
Full Damage
200%
Artillery
Full Damage
Full Damage
Melee
Ignores Shields
Full Damage
Combat
Combat consists of each unit on the field taking actions during its round. Every unit may do three things: Move, Attack, and Charge Shields
Movement: Each round any unit may move up to it's full speed worth of spaces
Attacking: To attack a target, choose a weapon on the attacking unit. Roll against the respective weapon skill. A success means that the target is hit, while a failure indicates that the shot has missed. Some weapons can shoot multiple times a round. Simply make an ability test each shot made.
Charge Shields: Previously damaged shields may be restored by spending an amount of energy equal to the amount of shield points restored. This can only be done once per round
Damage: Any time a unit is struck with a weapon it takes damage. The amount of damage done first hits a targets shields, then it's armor. When a target takes damage subtract the damage dealt from the shields. After the shields have been depleted begin applying damage to the armor.
Once armor has been depleted internal components will begin to be damaged. Hits that are taken after armor is depleted and when shields are not up cause internal damage. Roll on the following table to determine which component is destroyed:
Roll Outcome
Component
Effect
1--2
Cockpit
Instant death
3--4
Engine
Movement Becomes 0
5--6
Targeting Comp.
-2 to all weapon skills
7--8
Shield Generator
Shields reduced to 0 permanently
9--10
Reactor
Mech explodes, 3D6 damage to all adjacent tiles
Falling over: Mechs can be toppled in various ways, but all have the same effect. A mech that has fallen over may take no action during its turn except attempting to right itself through a piloting test. Success rights the mech while failure forces it to remain on the ground another round.
Combat Order: When entering combat both sides roll a D6 (one player rolls a dice, and the DM rolls a dice) the highest roller goes first. After this, turns alternate between sides.
The Environment
The environment only effects combat in two ways: Rough terrain, and Elevated Terrain.
Rough Terrain: Rough terrain is unstable or weak enough to cause a mech to fall over should the pilot be unskilled. Whenever a unit moves through rough terrain it must make a roll against its piloting skill. Failure causes the unit to fall over or otherwise become immobile
Elevated terrain: Elevated terrain is parts of the landscape that is high enough to inhibit proper battle and movement. Elevated terrain blocks shots from all weapons except artillery, and must be jumped onto in order to move onto the space it occupies. Jumping onto elevated terrain requires a roll against the jumpers piloting skill. Failure indicates that the mech has landed on the terrain, but has toppled over
It's kind of like a tabletop version of cyberstorm, but simplified.