Micro-Mechs
The Rules
Here are the weapons, their weight and ammo
Weapon wt ammo (kg per shot)
Single LRM tube 400 25/3
Single SRM tube 500 10/1
Machine Gun 500 5/1
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General equipment
Cockpit: 1,500 KG (Low tech cockpit is 100,000 cbills, IS tech Cockpit 150,000)
Gyro: Engine Rating X 10 (result in KG)
Internal: 20% of unit (15% if an Inner Sphere unit)
Jump jets :10-15 tons each is 200 KG / 16-19 tons each is 350 KG
Heat Sinks: 500 KG each
Armor: 1 point = 60 KG
Power amplifiers: 10% of energy weapon wt
Sealing the Micro-Mech: 10% of unit
RULES
Most of the rules for Protomechs applies to Micro-Mech. Only differences are noted.
Micro-Mech hit locations: Use the table for mechs. The right, center and left torso locations become plain torso locations.
A Micro-Mech can engage more than one target at a time. But a cumulative +2 to hit for each additional target. Similar to multiple targets for mechs, just a higher modifier.
Micro-Mechs CAN be knocked down. Conditions are the same for the Micro-Mech as for mechs. A falling Micro-Mech (In the same hex) does not take falling damage. (Too short a distance to fall) Micro-Mech pilots are not harmed in a fall in the same hex. If the Micro-Mech falls more than one level (Off a building or cliff) figure damage as you would for a mech.
Standing after a fall: The stand is automatic and takes 1 movement point. (Unless the Micro-Mech is missing a leg than its -4 to stand on a piloting roll)
Physical Attacks: The Micro-Mech can punch for 1 point of damage. (Base to hit same as a mech) If there is a weapon in the punching arm, the roll is +2 to hit. Kicks cannot be made by Micro-Mech (Overbuilding in the leg prevents it). A Micro-Mech can stomp on infantry for one point of damage in the same hex.
Pushes: A Micro-Mech cannot effectively push any other unit into another hex.
Charges: Use the same rules as for mechs, except that a charging Micro-Mech cannot knock a mech down, nor push it in to another hex unless the entering of the Micro-Mech into the hex violates stacking limits. Then the target can be forced into another hex.
Death from Above: Unlike Protomechs the Micro-Mech can make Death From Above Attacks. The attack is less effect that that of a mech however.
Micro-Mechs use the same rules as mechs with the following exceptions. The target of a DFA from a Micro-Mech does NOT have to make a piloting roll to stay standing (If the target was a mech) The modifiers for the Micro-Mech to remains standing are the same as for a mech. Damage from a Micro-Mech doing a DFA to the target is 1 point of damage for every 5 full tons of the Micro-Mech. Damage to the Micro-Mech is divide the Micro-Mechs weight by 10 round any fractions up, (one or two points) and applie the same as you would for a mech.
If a Micro-Mech is the target of a DFA than treat the Micro-Mech as a normal mech.
Critical Hits:
Roll the same way as you would for a mech.
ARM-- As protomech
LEG-- 1st Critical -1 on walk (recompute run) and +1 piloting
2nd Crit 1/2 of walk (refigure run) and +3 Piloting
3Rd Crit Leg destroyed. Move a max of one hex per turn, Piloting +4 Needs to roll each turn it is standing to stay standing. (If both legs destroyed, unit out of commission)
HEAD-- 1st Crit (damage to sensors) +2 to hit
2nd Crit destroys the head. Unit cannot fire at any unit in extreme, long or medium range, +4 to hit at short range.
TORSO-- 1st Crit reduce Jumping MP by 50% Destroys one weapon (1-3 Weapon "A", 4-6 Weapon "B") If only one weapon i the torso, it is destroyed.
2nd Crit Unit cannot jump, Remaining weapon destroyed, Gyro damaged +2 to piloting.
3rd Crit Unit destroyed.
Destroying a Micro-Mech
Giving 3 criticals to the torso
Destroying both legs
Eliminating all the internal structure of the torso
Micro-Mech Cockpits
Unlike Protomechs, a pilot CAN survive the destruction of the torso. The cockpit is armored with 3 points of armor. When the torso is destroyed, one half of the remaining damage (round down) is transferred to the cockpit. Example: If a Micro-Mech with 5 internal points left on the torso takes a PPC hit in the torso, 5 points destroy the torso, while 2 points transfer to the cockpit. Each point of damage given to the cockpit is equal to TWO head hits to a mechs head in regards too injuring the pilot. When the 3rd point of cockpit internal armor is destroyed and the pilot is killed.
Terrain Restrictions
Same as protomechs. With additions. A "unsealed" Micro-Mech cannot enter level one water. It can enter shallow water, but the unit will "drown" if it enters level 1 water or deeper as the unit has only has limited waterproofing. Vacuum. Only a fusion powered Micro-Mech can remain functional in a vacuum and it must be sealed to do so. For purposes of breaching in water or vacuum use the same rules as mechs.
Buildings
Micro-Mech have a much easier time enter building than mechs do, but not as easy as Protomechs.When a Micro-Mech enters a building a piloting roll is made (Use the same modifiers as mechs) A successful roll means the Micro-Mech has entered the building without damaging it. A failed roll means the building takes one point of damage. On a failed roll the Micro-Mech will make a second piloting roll, success means nothing happens. An unsuccessful roll means the Micro-Mech has damaged itself for one point of damage. Roll for location on the front as would be made for a mech. These piloting rolls are made upon entering, leaving or moving from hex to hex inside a multihex building.
Basements
Unlike vehicles or battlemechs, a Micro-Mech will NOT fall into a building basement unless the CF of the building is lower than the weight of the Micro-Mech. If the CF of the building is lowered to below the tonnage of the Micro-Mech it fall into the basement as per the rules for mechs.
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