Newsgroups: rec.games.board
Date: Wed,  7 Oct 1992 15:22:43 -0400 
From: Robert Everett Brunskill <rb6t+@andrew.cmu.edu>
Subject: Aquatic Mechs

	I've always thought that the main advantage that Mechs had over
vehicles was their ability to go anywhere.  Ground based Mechs can
traverse almost any terrain, jump capable are even more flexible, and
LAM are the ultimate achievement of the 'go anywhere' Mech.
	But there has always been one area where Mechs severely lack - water. 
Sure they can move and fight in it but they are reduced to targets that
can barely move.  My solution is an item called the swim jet.  The data
I am going to post is my original draft for this item.  I am considering
updating and improving some of the rules, but I'd like to get some input
before I do so.  All modifiers I give are to the to-hit number, and I'll
put some comments on changes in {}'s.

Construction:
Mass of Jets (total) is equal to 10% of the Mech's tonnage.
The full system takes up 3 critical spaces in each side torso. {I am
considering making this Tonnage/20, round up number of spaces in each
side torso.}

{I am considering the possibility of factoring in the Mech's engine size
into these equations - what do you think?}

Basic Movement additions:
Mech gets a number of swim MP equal to it's walking MP.
To use this system normally the Mech must be able to be one level above
the bottom while still being entirely submerged (ie. in Depth 3 water or
deeper).
A Mech is considered to be at  the level where it's feet are (but
remember that Mechs are two level tall). (ie. in the Depth 3 water the
mech is at Depth 2, where it's feet are and blocks Depth 1 with it's
upper body, basically the Mech 'swims' upright)
Heat generated is 1 point per MP spent {should this be lower? my
original was as normal walking heat}
MP costs are the same as submarines

Special Maneuvers:

Rising - Mech 'launces' itself straight up so that it's upper torso is
exposed (as if it were standing in Depth 1 water).

This may not be combined with any other movement {how about it costs 3
MP and ends movement for the turn?}
Produces 3 points of heat and gives a +3 to hit for the riser.
At the end of the turn a +3 PSR must be made to reenter the water
succesfully, a successful roll means the riser will begin the next turn
at Depth 2, an unsuccessful roll means that the Mech has gone off
balance and will fall to the bottom taking normal falling damage for
water {This does not account for exceptionally deep water - how about
some relation to the Mech's mass?}

Attacking a riser
All opponents that have a riser in their front arc can make a +2 PSR to
get their weapons in a ready position (this is to simulate surprise, if
for some reason the attacker would not be surprised then don't bother
with the roll)
All attacks to hit the riser are at +4 to-hit (this does not include
water and partial cover) {Should this be higher or lower?}

Tactics
	The main advantage of the Swim jets is the ability to strike Mechs by
surprise when they are retreating or attempting to cool off.

	I already have a Mech design to facilitate the swim jets that uses 3025
tech, I will post it a little later as I don't have time to right now. 
It is based on the Aquallo of the Robotech model line from Revel (which
came from Dougram as many FASA mechs did), so don't expect it to be the
most wonderful design ever made (I think it's about on par with other
FASA designs).
	Let me know what you think.

Robert Brunskill
"It's a 55 ton custom LAM, Clan and "Unbound" tech, triple strength
myomers, a big hatchet, skill targets at 0, and the pilot has Phantom
Mech skill.  Can I use it?  Please?  I'll let you have a whole company. "
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