This is some of the mecha designs I came up with for our little playtest campaign for War of the Mecha by JB over at B/X Blackrazor. I'll post more as they come into play. I don't have the mecha sheets for the other players, so it may be after the campaign ends before I can post theirs (hint, hint guys).
Total AP (80+1d20): 87, Walk/Run: 4/6, Jump: No, Heat Sinks 30
Weapons: 3 Large Energy Weapons
Quick on their feet and with long range weapons, the Archangel is a solid threat.
Total AP (80+1d20): 93, Walk/Run: 3/5, Jump: No, Heat Sinks: 30
Weapons: 4 Large Missile Weapons
A fairly simple long-range attack mecha, the Artemis can fire all of its weapons while running and generate no heat.
Total AP (60+1d20): 78, Walk/Run: 5/8, Jump: No, Heat Sinks 20
Weapons: 2 Large Ballistic Weapons, 1 Large Energy Weapon
Surprisingly fast for a heavy mecha, the Bodyguard can run and fire all its weapons, generating no heat. It favors close in combat, but it can get in some damaging potshots while moving in.
Total AP (80+1d20): 81, Walk/Run: 3/5, Jump: No, Heat Sinks 25
Weapons: 3 Large Ballistic Weapons, 1 Large Energy Weapon, and 1 Small Energy Weapon
The Brickhouse pilot has to be careful about heat as firing all weapons generates more heat than the basic array of heatsinks can handle. In close, all those weapons hitting will devastate the target, which is very tempting for most pilots.
Total AP (20+1d20): 29, Walk/Run: 8/12, Jump: Yes, Heat Sinks 10
Weapons: 1 Small Energy Weapon
Fireballs are designed primarily for scouting purposes and screening heavier units on the move. They are some of the fastest mecha on the battlefield and their jump capability will get them behind an enemy mecha for quick, cheap hits when fighting in urban of heavily forested terrain.
Total AP (80+1d20): 96, Walk/Run: 3/5, Jump: No, Heat Sinks 30
Weapons: 8 Small Energy Weapons
The Pharos (a.k.a. Death-blossom Special) is a rude surprise for any opponent it closes with. This mecha rewards a pilot that makes use of cover to close with the enemy until stepping out at 90 m or less and then “lighting them up”. A full strike from a Pharos will vaporize light mecha, destroy a medium mecha, and deeply wound or kill a heavy or even an assault mecha.
Total AP (40+1d20): 41, Walk/Run: 6/9, Jump: Yes, Heat Sinks 10
Weapons: 2 Large Ballistic Weapons
The Sentinel was designed for fighting in urban terrain or very uneven terrain with many canyons or foothills. The designers sacrificed heat sinks for the ability to jump, so it has a tendency to run hot in combat, something the pilot has to pay attention to. Most pilots jockeying one appreciate the tactical flexibility granted by the high speed and jump-capability granted by the Sentinel.