Well, I've got a very rough system together, it still needs the common sense test applied to it, and I want to stress that it's rough; at any rate, here's what I've got: (And I'll also point out that we don't need a system, though it can certainly help)

Dice Mechanics: The game uses the ORE, where characters roll a number of d10s and look for matches to determine success. The number that is matched is the height of the roll, which determines hit location, and the number of matches is the width of the roll, which determines the effectiveness of the attack. When all of the slots on a hit track are filled, the affected limb becomes useless. Disabling damage to the torso or groin incapacitates a character, and disabling damage to the head kills a character unless immediate first aid is received. A character can have a maximum of 10 dice in any skill check. A character rolling to defend cancels out 1 die of choice from the attacker's dice pool for each matched die in the defensive action, so long as the die being cancelled is of the same value or lower than the die cancelling. (three matched 7s could cancel three 5s, but four matched 3s couldn't cancel a pair of 10s)

Characters can, through exceptional skill, get hard dice and wiggle dice. Hard dice count against the limit of 10 dice, and automatically count as 10s. Wiggle dice don't count against the character's limit of dice, and increase the width of any successful action by 1. (the character still needs to get a match for the wiggle dice to count though) Characters may also split their action in combat, usually to attack and dodge in the same round, but occasionally to attempt to deliver a barrage of attacks. Splitting an action inflicts a penalty equal to the number of actions being attempted to the first action in the sequence, and an additional -1 penalty for each action added after the first.

Characters: Built with 175 Points

Starting Stats:

1 die in each stat

Skills: Native Language 2 dice, Standard 2 dice

Hit Track: 1. Left Leg: 5, 2. Right Leg: 5, 3-4. Left Arm: 5, 5-6. Right Arm: 5, 7. Groin: 4, 8-9. Torso: 6, 10. Head: 4

Stats:

Body: Used for strength and endurance

Coordination: Used for speed and dexterity

Sense: Used for empathy and awareness

Brains: Used for analysis and intuition

Command: Used to socialize and coordinate groups

Cool: Used not to freak out in the heat of battle

Skills:

Athletics

Bluff

Brawl

Computers

Demolitions

Dodge

First Aid

Gunnery (specialty required)

Investigation

Language (specialty required)

Leadership

Medicine (specialty required)

Melee Weapons

Persuade

Pilot (specialty required)

Profession (specialty required)

Stealth

Survival

Tactics

Tech

Stats: 5 points per die to 5d, 10 points per die afterwards

Skills: 2 points per die to 5d, 7 points per die afterwards

Willpower: 6 points each

Skill Mastery: (Wiggle Die) 30

Skill Mastery: (Hard Die) 15

Extra Hit Box: 8 points per hit box

Mechs: Built with 300 points (usually) 100 points for powersuits and industrialmechs

Size: 15 points per level; size 4 represents a battlesuit, size 6 represents a light mech, size 8 a medium mech, size 10 a heavy mech, and size 12 an assault mech. A mech that steps on or collides with a target deals width + size damage. A mech gains 1 free point of body for every 2 points of size. (round down.)

Health Boxes: A mech has 7 health boxes per size level, divided between up to 10 hit locations. Location 10 is always the cockpit, and the cockpit always must have half as many health boxes any other hit locations on the mech.

Heat: A mech has 2 heat capacity per point of size. Heat dissipates at a rate of 1 per round of combat, doubled if fighting underwater. Heat may dissipate more slowly or quickly if fighting in extremely hot or cold conditions. When a mech's heat capacity is reached, an automatic reactor shutdown occurs. The pilot can override this shutdown, but if even more heat equal to the mech's heat capacity -10 is acquired, the mech explodes fantastically.

Mech Stats: (A mech uses its body and sense skills in place of those of its pilot, and its coordination skill for any task other than operating its own weapons.)

All mech stats start at 1d.

Body: 5 points per die, 10 points per hard die, 20 points per wiggle die

Coordination: 20 points per die, 40 points per hard die, 60 points per wiggle die

Sense: 10 points per die, 20 points per hard die, 35 points per wiggle die

Extra Hit Box: 2 points per hit box

Armor: 3 points per level

Jump Jets: 15 points per level of size

Heat Sinks: 5 points per extra point of heat capacity, 10 points per extra point of heat dissipated per round of battle

Weapons:

A mech can attack with multiple weapons, taking the heat for all weapons used and suffering a -1 die penalty on the attack for each additional weapon used in the alpha strike.

Energy Weapons:

Small Laser: 5 points, damage: width, heat: 1

Medium Laser: 8 points, damage: width +2, heat: 2

Large Laser: 15 points, damage: width +6, heat: 5

PPC: 20 points, damage: width: width +12 + stun, heat: 7

Ballistic Weapons:

AC-2: 15 points, damage: width +5, heat: 1

AC-5: 25 points, damage: width +8, heat: 1

AC-10: 35 points, damage: width +10, heat: 2

AC-20: 45 points, damage: width +15, heat: 3

Gauss Rifle: 50 points, damage: width +10, heat: 1

Long Tom: 70 points, damage: width + 25, heat: 12

Missiles:

SRM-2: 6 points, damage: width x2 (max 6), heat: 2

SRM-4: 10 points, damage: width x3 (max 9), heat: 2

SRM-6: 14 points, damage: width x4 (max 12), heat: 3

MRM-10: 12 points, damage: width x3 (max 12), heat: 3

MRM-20: 16 points, damage: width x4 (max 16), heat: 4

MRM-30: 20 points, damage: width x5 (max 20), heat: 5

MRM-40: 25 points, damage: width x6 (max 24), heat: 6

LRM-5: 10 points, damage: width x4 (max 8), heat: 2

LRM-10: 15 points, damage: width x5 (max 10), heat: 2

LRM-15: 20 points, damage: width x6 (max 12), heat: 3

LRM-20: 25 points, damage: width x7 (max 14), heat: 3

Melee weapons cost 15 points, and generate 0 heat. They double the damage a mech does in melee.