Rather than bog the combat down with rolls every round, I have came up with the following system. At the start of the battle i wil lroll 2d6 with the following results.<br/><br/>1-2: Critical Complication- the first three rounds go terrible bad for the unit(s). Perhaps a lucky shot damages your PPc, or pierces the armor and damages the engine or Gyro. Those who are familliar with the game system this is the equivelent of rolling a 2 on hit location(scoring a critcal hit). We wil lwork out the basics via PM before we start the battle(sort of like setting up a one on one). I'll leave it mostly up to you to decide the extent of the daamges, as long as they are serious, How serious is up to you, you might even decided to have yuor ride blown out from under you, though I don't expect that to happen very often.<br/><br/>3-4: Bad Start: The first few rounds go badly for you. no critical hits, but you take a few good solid ones, that severely deplete your armor.<br/><br/>5-8: Could go eitehr way: Both combatants take a few hits and deal a few hits. Damage wil lbe relatively minor at the end of three rounds.<br/>9-10: Bad start for the enemy: as #3-4 except reversed.<br/><br/>11-12: Critical Complication: As #1-2 except reversed.<br/><br/>Every three rounds I will make a new die roll.If you have roleplayed out some good tactics or stategy I will add in a modifier of ip to +/- 2. I will keep a rough track of damage dealt each turn and update the mech diagrams every three turns. It wil lbe up to you to keep track of heat build up, and use it in the rp accordingly, though I will also be monitoring this as well. As always this is open for suggestions, on ways to make it better.