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Mechs use starship rules.

Use the hulls given in the book, renamed for whatever


mech classes you care to use,
but divide prices by 10. Most of the fittings won't be relevant, so decrease eac
h hull's free Power and Mass
by 1/3rd or so. Weapons and defenses can be reskinned with different names and a
re bought as normal,
at 1/10th the book price for starship equivalents. From that point on, just use
normal starship rules
for mech fights. If you prefer to use a traditional BT hex map, then just use it
as normal and run the fights with round-by-round combat and initiative as if it
were a human-scale fight. Movement rates are X hexes+"Spike Drive" engine ratin
gs for each mech, or double that if they do nothing but move.
Spike drive phasing is obviously not a factor in mech fights, but heating is. Mo
re advanced engines are better
at bleeding heat. A mech can fire as many non-ammo-using weapons per turn as its
"spike drive" rating without
accruing heat. For each one it fires beyond that, it gains one heat point. At th
e end of every turn,
roll 1d12 and add the mech's spike drive rating. If the roll is not higher than
the mech's heat point total,
it cannot fire any weapons next round, but the heat total resets to zero. A mech
that does not fire any weapons
during a round, including ammo-based ones, resets its heat total to zero. Ammo-b
ased weapons do not add heat
but cannot be fired during a heat-based shutdown.
Phasing is no longer a meaningful weapon quality. Instead, for each point of Pha
sing, add +1 to the hit roll
with the weapon.

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