Machi Battlemechs

Combat Walkers

Description:

Machi Battlemechs are Walkers developed in the Machi sector in their ongoing wars (the wars have been going on for the last three hundred years or so by local reconing).

All Machi Battlemechs are Walker scale and can be operated by a single pilot, but have a seat for a second crewman (second crew station is for a mechanic/comm officer and doesn’t have control of the weapons).

To convert a battletech mech design use the following;

Body is internal structure tonnage plus armor tonnage in pips (round a .5 up to 1 after adding together.

Armor Rating is 1 pip for every 2 tons of armor (rounded down).

Move is walk speed x5 (that speed can be compared on the chart or multiplied by 2.9 and rounded to the nearest 5 kmph)

Hand to hand damage is tonnage / 10 in pips (minimum 1D)

A mech can carry 1/10 of its own tonnage or drag 1/2 its own tonnage

Consumables is added heat sinks plus 1 in days (usually 1-11) All Machi Battlemechs (and other full combat vehicles) are sealed to operate in space and other hostile environments. A vehicle with no heat heat sinks is still environmentally sealed, but only good for 12 hours of operation.

Machi mechs never have shields

Maneuverability is 0D unless unit has jump jets then jump rating in pips

Fire control on weapons is 0D (primitive fire control systems)

Weapons are as follows;

Flamer (Damage 1D [1 meter radius] for 3 rounds, range 100/200/300)
Large Laser (Damage 4D, range 500/1 km/1.5 km)
Medium Laser (Damage 3D, range 300/600/900)
Light Laser (Damage 2D, range 100/200/300)
PPC (Damage 5D, range 600/1.2 km/1.8 km)
Autocannon 2 (Damage 2D, Range 600/1.6 km/2.4 km)
Autocannon 5 (Damage 3D, Range 600/1.2 km/1.8 km)
Autocannon 10 (Damage 5D, range 500/1 km/1.5 km)
Autocannon 20 (Damage 10D, range 300/600/900)
Machinegun (Damage 1D [3 meter radius], range 100/200/300)
LRM 5 (Damage 1D [5 meter radius], range 700/1.4 km/2.1 km)
LRM 10 (Damage 1D [10 meter radius], range 700/1.4 km/2.1 km)
LRM 15 (Damage 1D [15 meter radius], range 700/1.4 km/2.1 km)
LRM 20 (Damage 1D [20 meter radius], range 700/1.4 km/2.1 km)
SRM 2 (Damage 2D [2 meter radius], range 300/600/900)
SRM 4 (Damage 2D [4 meter radius], range 300/600/900)
SRM 6 (Damage 2D [6 meter radius], range 300/600/900)
Long Tom (Damage 10D [10 meter radius] 5D [30 meter radius], 7 km/14 km/21 km)
Sniper (Damage 5D [10 meter radius] 3D [30 meter radius], 4 km/8 km/ 12 km)
Thumper (Damage 3D [10 meter radius] 2D [30 meter radius], 5 km/ 10 km/ 15 km)

Bio:

Craft: As listed
Type: by weight class (Scout/Battle/Assault)
Scale: Walker
Length: 10 meters tall
Skill: Drive/Operate: Walker
Crew: 1
Passengers: 1
Cargo Capacity: 100 KG
Consumables: added heat sinks plus 1 in days
Cover: Full
Cost: tonnage x 1,000 credits (80% used)
Maneuverability: jump jets
Move: walk x 5 (base x2.9 rounded to nearest 5 kmph)
Body Strength: internal structure plus armor tons in pips rounded up
Armor Rating: 1/2 armor tons in pips round down

Weapons:

Weapon as listed
Fire Arc: as listed arms are side turrets and head is turret
Skill: Weapon Systems: (laser, autocannon, PPC, missile, flamer, machinegun)
Fire Control: 0D
Range: As listed above
Damage: As listed above

Non-Mechs

Ground vehicles and VTOLs can use the same conversions as Mechs and are assumed to be Walker scale also.

Aerospace Fighters can be converted to Starfighter Scale by lowering body and weapon damage by 2D (an AC-20 would do 8D while a PPC would do 3D). Thrust represents Space Move and weapon ranges are 1 space unit per 100 meters. Treat 1 ton of fuel as 1 more heat sink (adding a day to consumables). Do not count overthrust as that is calculated into all out movement. Since normal aerospace fighters don’t have maneuverability the LAMs have a considerable advantage.

Space to Atmosphere:
1 = 210; 600 kph
2 = 225; 650 kph
3 = 260; 750 kph
4 = 280; 800 kph
5 = 295; 850 kph
6 = 330; 950 kph
7 = 350; 1,000 kph
8 = 365; 1,050 kph
9 = 400; 1,150 kph
10 = 415; 1,200 kph
11 = 435; 1,250 kph
12 = 450; 1,300 kph

Imperial Technology
Imperial technology doesn’t merge well with Machi technology, but it is highly sought after and someone with enough wealth could engineer new designs using Imperial level technology.

Imperial Engines like the Clan engines in Battletech weigh half as much.

Lightweight frames can be made (weigh half as much, but only have half as many pips of body making them more fragile – this is only to make unarmored units lighter to carry more cargo or systems).

Repulsorlift Systems (build as hover for groundspeeders or VTOL for airspeeders and either way ignore weight limits).

Shield Generators (Assume 1 slot per ton if in a mech); shields and armor rating do not stack.

Advanced Lasers (Tramp freighter are available and have the same stats just made to walker scale at no extra cost, space range is x100 in meters).

Advanced Controls (treat as adding jump jets, but may be applied to any vehicle to give it a maneuverability rating – still limited to base move).

Advanced Sensors (assume a 1/2 ton per 20 units/2km or 2D of system stats a 25/1D, 50/2D, 75/3D, 10/4D system would be 6.5 tons and 7 slots on a mech).

Hyperdrives (Use the listings in Tramp Freighter)

Nav Computers (A full nav computer is 10 tons, a mini-nav computer is 1/2 ton per jump capacity and a Droid Slot for an R2 takes up 3 tons).

Other Systems (Fuel Converters, tractor beams, and other systems could all be seen as valuable to the right person; the Tramp Freighter rules have additional systems that could be considered and for other things the GM should use their best judgement).

Advanced armor doesn’t provide any additional protection (armor is rated by tonnage only) and the same is true for consumables (1 day base, plus 1 day per ton of added consumables).

A design made with Imperial Technology costs twice as much (2,000 credits per ton) as a Machi System design.

Machi Battlemechs

STAR WARS - Rise of Rebellion Fortebrocci