Deathmatch Battlemech Tabletop

Ok, I want to try something new. Suppose we, the collective anons whom frequent this board, has been hired by Company Inc. to make a Deathmatch Tabletop game in a generic sci-fi setting where most ground combat is done using battle mechs. If you don't know what a mech/mecha/meka is
en.wikipedia.org/wiki/Mecha
Anyway, we need to come up with the setting/rules for a fun game that possibly has a GM to control hostiles and NPCs if players want to cooperate for mvp and story, but also cater to pvp. Each user gets a few lines and I will put them in the design document. When we are done we can playtest it on roll20 or where ever.
>I'll start
There are mobile mechanized walker type, hover type, and belt type robots controlled by pilots and AI which are popular in ground warfare.

shameless bump

Attack Rolls, Damage Rolls, Hit Locations

D6 system probably

Mecha are large, so you should have a system with front,back,sides hit location, with various penalties and bonuses. Or maybe you can hit specific parts of the mech randomly unless you take a sniper feat.

System targeting is too important to be something only one type of mech can do. I'd treat it like GURPS does, with each system having a size value which acts as a to-hit modifier, and a fractional modifier which determines how much damage can be applied to that system (and the mech's general health through hits to the system) before it ceases to function and any further damage is written off.

Then you'd have certain mech options that reduce to-hit penalties.

I'd basically build it as a heavily simplified version of gurps combat.

Hmm.. we dont need a bloated hp system. Maybe each system component has an AC and can take a few hits, from any weapon, no damage roll. So you make an attack roll, and all systems with AC below that are elligble to be hit.

hmm interesting

working off and working off the mechs armour thickness should be a value in this game, and various weapons have various anti armoure values that have the possibility of either damaging or penetrating the armour.

So each component has an AC:

combination of how small it is, and how well it is covered in armor plating.

They have a hit number or basically a non bloated HP, so maybe 1-5 or something, which is reduced by 1 when it is damaged.

Finally the armor plating on the component has a strength/thickness/penetration difficulty, which determines what types of weapons can penetrate the armor?

The problem is it feels a bit funky to have AC combined with missing then

Actually, you can use that armor strength as a modifier for determining which component of AC less than attack roll got hit, maybe that is less weird?