Rogue Space Mechs is an 8-page rule supplement for the 8-page rules-light sci-fi RPG Rogue Space (rules can be found here and the blog abut it is here).
The beauty with RS is how you can fight from vehicles, have dogfights, or even epic naval battles with just the core rules - just make attribute checks! But sometimes its just fun to have some specialized rules for things -- especially for giant robots -- and Rogue Space Mechs is just that! Like RS, it is a simple ruleset that adds little added complexity to the game. The mech construction (widely considered the best part of any mecha-themed game) is really simple and fun. It also offers a lot of room for adjustments - it even encourages it. So, here are my additions:
Torso may mount two pieces of gear (including weapons). This makes sense to me, as most mech designs have two items on their shoulders.
If the head is destroyed, the pilot may opt to lookout the hatch (the seat may even elevate like in Patlabor) or open to canopy to see outside the cockpit, in which case, the pilot is exposed.
[Optional] All NRC Mechs are Pintos: If a NPC mech looses all its hit points (torso HP+2), than it will blow-up doing X damage to everyone in the same hex. This is only used, if the players want to emulate the action in anime shows... and most movies for that matter.
New attack type:
Blast: Roll a single to-hit. Everyone in a target hex -- regardless of alliance -- is hit with that hit roll. Targets make individual defense rolls.
New Weapons
Weapon Part Dmg Rng Special BP
2h Melee Arm V — +Power Dmg, 2-handed, -1 initiative. 1
Chaingun Any (X) S Anti-infantry. 1
Rocket-salvos Torso M M Blast, 2 uses. 3
Grenade Disperser Torso or Legs — — Blast, 6 uses (may choose for each, see Grenade Rounds below). 1
Grenade Rounds
Anti-infantry Mines: Hits all infantry with X damage.
Smoke: Covers hex with chaff-lined smoke for instant cover.
Napalm: Covers hex in fire.
Fire-suppressant: Smothers fire with firefighting foam.
Flairs: Colored types are used for signalling. Can be blinding to targets with normal vision.
New Gear [location and Build Point cost]
Hoverskirts [Legs 4] Add 2 to Speed over smooth ground or over water.
Filght-wings [Torso 10] As Thrusters, but with greater length of flight.
Grappling Hook [Arm 3] May be used to climb, swing, trip, etc. It allows for +1 when attempting such stunts. It can hit things at 3 hexes.
Wheeled feet [Legs 2] Add 2 to Speed over smooth ground.
Searchlights [Torso 1] Illuminate wide area at short distance or a narrow beam at long-distance. Can be blinding to targets with normal vision. Always counts as an Exposed Hardpoint.
New Upgrades
[TMP] Booster [choose type 6] A one-shot boost to chosen system, with no roll required.
Submersible [5] Can operate freely underwater.
[Fire, EMP, etc] Resistant [choose type 5] Add 2 to armor vs selected attack type.
[Arctic, Desert, Toxic, etc.]-Environment Protection [choose type 3] Can freely operate in a hostile environment.
Armored View-Ports [4] If the head is blown-off, the pilot is not running blind.
New Defects
Cockpit Death-Cage [+6 BP] If the torso is destroyed, the pilot is trapped, and must be pulled free by a Repair Rig. The pilot might be endanger of burning or gas-fumes.
[Fire, EMP, etc] Vulnerable [choose type +5] Subtract 2 to armor vs selected attack type.