Okay, I have this crazy idea that came to me right before I went up to bed (don't they always? I swear the brain likes to keep me up with this stuff).
This will operate under Alpha Strike rules, and probably be run as a group/rumble/scrum game.
Everyone starts with a generic sheet of 4 Mechs, one of each size, and each size has the same stats to start with.
As the game progresses and they reach certain points, either way points or kills, they get to draw a card. Each of these cards either comes with an equipment upgrade, such as "Gauss Rifle: Increase M and L by 2", "Jump Jets: Increase Jump by 4 inches", or "Heavy Laser: Increase S, M, and OV by 1"; OR a pilot upgrade, such as "Reduce Skill # by 1" or "Gain Jumping Jack".
Equipment Upgrades die with the 'Mech. Pilot Upgrades are lost with a Crit Roll of 2 (unless CASE is acquired) or 12.
This might work better on the 7th as part of an "Easter Egg Hunt", where would could use jelly beans as part of the objectives to gather (and enjoy) and/or mix in M&Ms and Skittles for Equipment and Pilot Abilities.
I have a few ideas on upgrade cards, so any thoughts to improve or add to this will be helpful.
So far, with equipment upgrades I'm looking at:
* Gauss Rifle: Improve M and L by 2.
* Heavy Laser: Improve S, M, and OV by 1.
* LRMs: Improve M and L by 1, add IF1.
* Plasma Cannon: Add HT1/1/1.
* Hatchet: Gain MEL rule.
* Stealth Generator: Gain STL.
* Supercharger: Gain 2" MV.
* Jump Jets: Increase J by 4", Considered JMPW1 until matches normal unit's MV, changes to JMPS1 if higher than MV.
* CASE: Adds CASE, upgrades to CASEII if CASE exists.
* TAG: Attack a target at S or M. On a successful hit, apply 2 Damage to the target and anyone within 2". On a Miss, roll a D6 and scatter D6". 1 Charge
* Harjel: Repair D3 Armor Once. 1 Charge
* Harjel III: Repair d6 Armor Once. 1 Charge
* Coolant Pod: Reset HEAT to Zero. 1 Charge
For Special Pilot Abilities I'm looking at:
* Inspiration: Reduce Skill by 1 Point till 0.
* Blood Stalker
* Dodge
* Fist Fire
* Float Like a Butterfly: 1 Charge
* Hopper
* Hot Dog
* Human TRO: 1 Charge
* Jumping Jack
* Lucky: 1 Charge
* Manuevering Ace
* Marksman: Either as 1 Charge OR can upgrade to Sharpshooter
* Melee Specialist: Which can upgrade to Melee Master
* Multi-Tasker
* Natural Grace
* Oblique Attacker
* Medium Range Master
* Sniper
* Speed Demon
* Zweihander
For Movement, I'm thinking that Size 4 will have a base MV of 6", Size 3 will have a base MV of 8", Size 2 will have a base MV of 10", and Size 1 will have a base MV of 12". I may consider the base MV of 1 and 2 to be 2" more, though.
For Armor and Structure, I'm think Armor is 3xSize, while Structure will be 2xSize, with S & M = Size, and L = Size-1. So Lights will be S: 1, M: 1, L: 0, but Heavies will be S: 3, M: 3, L: 2.
Again, thoughts and constructive criticism welcome.