Darq666 wrote:I don't want to treat the mecha as characters, per se. I want to handle combat and movement like character combat and movement, not vehicle combat and movement.
Ah, OK I think I see where you going now. I'll just say that ever having to roll 10d20 would be a major minus for me. I've been down the buckets of dice path before with the d6 system and I can say I wouldn't want to go that route again. I guess if 10 dice would be the max ever it could work, but rolls like that are definitely going to slow things down.
1) You don't have two sets of rules (Biggest reason)
I don't see it so much as 2 different sets of rules, but as having an additional table you make 2d6 rolls against and a additional character ('Mech) sheet that you track damage and heat on. If you're referring to 2 different scales ('Mech scale Vs Out of Cockpit) for sure there's 2 different of those.
2) You don't have to track armor in 10 locations
Actually it's 11 external and 8 internal, but its defnitely much more to consider than the core SW rules. However, even in the core rules you're forced to track 4 different locations if you want to maintain the tech and flavor of Heavy Armor combat. That's because in SW, HA opponents have varying armor for front, sides and rear spec'd in the form Front/Sides/Rear. In some ways you might consider it even more effort, as you also have the AP protection factored as additional stats in the form (Front/Sides/Rear). Which forces you to do the AP protection math realtime whenever calculating the damage.
You could forgo that with mecha as IZ did and just spec a single HA factor with a single parenthesesed AP. That sort of works for that setting (I didnt care for it all for golemmech Vs golemmech combat though) where mecha are small, but IMO that'd be very much out of place for the megaton, hulks you have in BT. I don't care how futuristic tech would be, a 'Mech with 50 toughness is going to have some thickness variation on their armor. Not having thickness variation also wipes out a lot of the fun tactics involved in unit positioning.
I've had a scenario in a Weird Wars Tour of Darkness campaign where a party only armed with a 57mm AP recoiless had to go up against a T-54 with its 40/30/25 (25/15/10) armor. With that recoiless only having an AP10 that meant a successful rear shot or forget it. That encounter was about as lengthy as any of the 1-off battles I've run with SBT.
3) You don't have to track damage in 10 locations
I'd say if you want to handle it differently without chucking the hard-Sci flavor of BT to the wind, you could combine the 11 damage locations into 4 as such:
Front = Left Torso + Front Center Torso + Right Torso + Head
Rear = Rear Left Torso + Rear Center Torso + Rear Right Torso
Left Side = Left Arm + Left Leg
Right Side = Right Arm + Right Leg.
Doing anything less that that though, IMO means taking the BT flavor into a Pulp SciFi setting.