Secondary stats:
Speed: RFLx2. The number of feet a character can run in one turn.
Stun HP (SHP): BOD+STRx2. How much damage
the character can take before having to make an unconsciousness roll. To
get SHP per limb, divide the total sum by ten and round off: 3/10ths plus
the extra go in the body, 2/10ths go in each leg, 1/10th goes in each arm,
and 1/10th goes in the head.
Stunned effects are as follows.
BODY: The character gets the wind knocked
out of him/her. The character is immobile and helpless for 2d20 seconds.
ARM: The character's arm is essentially useless
for 1d4 minutes.
LEG: The character's speed is reduced to
2/3 normal for 1d4-1 days, if both legs are clipped, 1/3.
HEAD: The character takes 1d10 additional
damage and must make a conc roll.
Kill HP (KHP): BOD+STR. How much damage the
character can take before having to make a Life roll. To get KHP per limb,
divide the total sum by ten and round off: 3/10ths plus the extra go in
the body, 2/10ths go in each leg, 1/10th goes in each arm, and 1/10th goes
in the head.
BODY: The character must make a life roll,
if a success, then the character needs 3d20 days of hospitalization.
ARM: The character's arm is broken. It will
knit in 1d20x2 days.
LEG: The character's leg is broken. It will
knit in 1d20x2 days and speed is reduced to 1/2 normal, if both legs are
broken, then the character is essentially immobile and needs a wheelchair
(moves as per Speed secondary stat using STR instead of SPD).
HEAD: The character must make a life roll,
if success, the character needs 1d10 months of hospitalization.
Skills
Skills fall into two zones: Standard and
Battle Skills. Standard skills are like those you'd find in any rulebook,
and Battle skills are more of the Front Mission III type.
| Skill rank | Skill cost |
| 5 | 1 |
| 6 | 2 |
| 7 | 3 |
| 8 | 4 |
| 9 | 5 |
| 10 | 6 |
| 11 | 7 |
| 12 | 8 |
| 13 | 9 |
| 14 | 10 |
| 15 | 11 |
| 16 | 12 |
| 17 | 14 |
| 18 | 16 |
| 19 | 18 |
| 20 | 20 |
Aiming: The Pilot can choose to aim a multi-hit weapon(that is, multiple dice rolls are used) at a single body part. The accuracy drops accordingly. Level one, you're at -2 normal to hit, level two, -1, and level 3, full to-hit.
Smashing: Once per enemy mech per combat,
with a single hit weapon, the character may attempt a 1d4 dice roll.
On a (level or less), instead of incurring damage, a body part is Crippled
(if normal) or destroyed (if crippled) with the following priority:
Leg (Either; flip a coin for which gets hit
if both intact)
Arm (ditto)
Ejection: With an attack, the character can roll a 1d4 thrice per enemy mech per combat. On a (level or less), the enemy is ejected, and cannot get back into his mech for 1d4 rounds.
Pilot Damage: With an attack, the character can roll a 1d4 thrice per enemy mech per combat. If they roll a (level or less), the pilot takes 1d6 damage.
Zoom: With an attack, flip a coin. If heads, the character has a further increased To-Hit, with +1 for the first level, +2 for the second, and +3 for the third.
Protect Vitals: 3 times per combat, you may elect to have other parts take the damage that normally the head and body would take, at: Level 1: Full damage, Level 2: .75x damage, Level 3: .5x damage.
Brace: Activated when you are attacked, three times per combat. You do 66% damage with your next attack afterward, but you take less damage at a rate of -20%/level.
Initiative: Activate when you attack, three
times per combat. You take 33% more damage from the next attack afterward,
but you do more damage at a rate of 20%/level.
Advantages
Disadvantages
Traits
Traits are both advantages and disadvantages.
They cost no points, but you may only take up to two. These are not mandatory.
Obsessive-Compulsive. You've been in your mech a long time. And you've done everything there is to be done. Five times. Bonus of 1 to TN to preforming a repeating action. Penalty of 1 if you have to do something once and only once.
Jumpy. Maybe you're half prey-species, maybe you're an ex-con, maybe you're just a safety buff gone off his nut, but in any case, enemies can't sabotage you without getting a face full of your handiest weapon. However, you can't stop yourself very well if the person that surprised you is your friend. You make reaction rolls to ANYONE who comes up from anywhere vaguely behind you. At +4 to EYE, though, which is nice.
Anger Issues. You're not ALWAYS pissed off, it just SEEMS that way, especially since getting hit or seeing someone you care about get hurt pushes you over the edge faster than Wile E. Coyote by the Roadrunner. Anger lasts 1d6 rounds and decreases AP required by 1, but increases TN to hit by 1 as well. If you're hit by an enemy you can't see, anger lasts 2d6. If you roll 6 (or double 6), you snap, shooting at the nearest suspicious enemy uncontrollably untill it dies, you hit the mech you couldn't see, 6 rounds go by, or you accidentally hit an ally.
"Hi, My Name Is Quatre." You're nice. Really, really nice. So nice, that you don't even WANT to shoot the enemy, they're MAKING you. You always try for non-lethal hits, destroying arms and legs first, and people will treat you well. Making an enemy die, or watching an ally get killed, causes you to either go into depression (roll 1-5 of a d6) or causes you to go completely "grief-stricken" insane (roll that fateful 6) for 1d6 days (hours, if insane). When depressed, it takes a little more willpower to pull the trigger (1 more AP), but you hit much more often (+3 TN). When insane... hoo boy. You decide that the best way to make people stop fighting is to kill them all and show what it means to die. You are much more likely to get critical hits (rolling 3 over TN causes a critical), but you also lose your sight of who is your ally. You're just as likely to shoot the enemy as you are an ally, as they all look the same, with their guns and their missiles.
Goddamn Snob. Your daddy knows everyone in every major business. He gave you a mech for your 16th birthday (without that gigantic shotgun, of course; you bought that later). You're fabulously rich, and everyone knows it. You're also a brat. Anyone without this trait will treat you with little respect, and everything will cost you 10-20% more. However, you'll also be sent money every once in a while.
Pact. You and one or more of your companions are blood-brothers, literally or figuratively. You always work together, and cover each other. You've been friends for as long as you can remember. And you can't imagine life without each other. Pact members always aware of where the others are, what danger they're in, and what enemy they're targetting. If 2 or more pact members target the same enemy, they do 10% more damage each. However, if one of the pact members can't fight for whatever reason, the remaining pact members operate at -5% damage, and -1 total AP. If a pact member dies, the remaining pact members go through 1d6 months of depression (without accuracy bonus). If all pact members but one die, after the depression ends, the Pact trait is removed.
Reason to Live. Whether you have a wife and kids, a girlfriend, or just a mouse back home that you named Alicia, you've got better things to do than die out here in this shitty-ass war. You're more likely to survive, but you strongly desire not to be hit, either by not going on some of the more dangerous missions, or by always electing to be back away from the front line any way you can. You can't use melee or extra-short range weapons, but your Acc0 range is increased 10%, and you're more likely to hit with a long-range weapon (+1 TN).
Inappropriate Laughter. Most people consider you just a happy-go-lucky person. In truth, you just laugh whenever a funny thought comes to mind, and you're easily amused to boot. In general, people like you, but you have a bad habbit of laughing when people're trying to be serious, which can land you in some deep trouble every now and then.
Night Student. You're still in school, by night. All your assignments are delivered electronically, and you're never without a laptop. If you LOSE your laptop, you have to stop at a terminal with internet connections every night for 1d6 hours untill you get a new one. You occasionally learn new insights which can be applied to various fields, but if a nasty test comes up and you're up all night, you won't preform very well the next day.
Musical Fighter. When in action, you tend to listen to high-energy music to help you with your rhythm. When you have music on, your TNs are reduced by 1 for combat, but you can't hear the status of others and various other vocal warnings.
Thrill Seeker. You delight in putting yourself in mortal danger, only to pull yourself out just before you get too deep. You tend to do more damage more often, but you also tend to get shot at more.
Cut Fetishist. Your favourite things in the world are blades. Scarily so, in fact. You get a damage bonus for every sharp weapon you use, in a mech and out, but you also feel the unnerving desire to carry a knife on you at all times, or you get jittery.
Man of Steel?. You never, ever, EVER show anyone when you're hurt. You'll fight to the death on principle. You never decline to do something dangerous. You're an idiot, in other words. But by some blind luck, you've survived long enough to get used to having the crap beat out of you and back again. You and your mech are harder to damage, but you also must go head first into the most dangerous of situations. You're the one that always volunteers himself to be the decoy. The scars show it.
Not Human. You're an alien, an animal, half-demon, whatever. The point is, you get a bonus stat. The downside is that you're also a freak in a world of normal people. For every tech-level the world is set at less than max, roll that many d6 for everybody you see. If the roll is less than TLx2, people act hysterically at your very presence, leading to some bad consequences. (Formula may need adjusting)
Wussy. For whatever reason, you don't take pain well. You may be able to take a lot, but either way, you don't take it well. Whenever you, personally, take damage, roll against CON. If you fail, you make wussy noises, flinch, and generally look like a dumbass. All further attemtps to hit you are at a bonus of 1. However, people react better to you out of pity. You get a bonus of 1 to social TNs.
New Age Artist. The pain and anguish you inflict on others inspires you to draw things that're completely unrelated to it. Your mind works in mysterious ways to most people, but other artists have respect for you. You can occasionally sell your pieces for decent money, but you're also confusing to most people you talk to.
Flirty. You tend to flirt with everyone
you see who's of a compatible sexual preference. You get +2 to interaction
skills that eal with this, but some think of you as a bit trashy; -2 to
SOC. (This CAN be re-increased with PTs if you really want to.)
Secondary stats are as follows:
Base Slots: TGT+SCR/2+(TL-8) round up. This is the number of slots the Mech starts off with. Divide the sum of the above formula by nine and round off: put 3/9ths in the body as well as any extra, 2/9ths in each arm, and 1/9th in each leg.
Soak: SCR+DEX/4 round down. This is the number to roll 1d20 against to negate 1/2 of damage.
Hit Points (HP): All Statsx2+TL round down.
This is how much damage the mech can take before becoming crippled.
To get HP per part, divide the total sum
by ten and round off: 3/10ths plus the extra go in the body, 2/10ths go
in each leg, 1/10th goes in each arm, and 1/10th goes in the head.
Crippled part effects are as shown:
BODY: The mech is treated as if it had half
its actual stat levels. In addition, using an AP boost deals 1d20 damage
against no armor to the body. Half armor applies to all future hits to
the body.
ARM: The arm's armor is at half strength,
all weapons use the 0AccR range, and have no Acc bonus.
LEG: The leg's actuators jam, crack, or just
plain fall to shit, along with the armor, which is now at half strength.
Speed is treated as 2/3 normal, and if both legs get clipped, 1/3 normal.
HEAD: The pilot must make a conc roll, and
his skill levels are effectively halved.
HP may be bought for 1K/point up to twice the base, please enter this into the total formula before it is divided for individual parts.
Cripple Points (CP): All Stats+TL round up.
This is what is used when HP is depleted.
To get CP per part, divide the total sum
by ten and round off: 3/10ths plus the extra go in the body, 2/10ths go
in each leg, 1/10th goes in each arm, and 1/10th goes in the head.
When CP for a part is gone, see its effects
as below:
BODY: KA-BOOM! The mech explodes in a giant
fireball. The parts are mostly salvageable, but there's little to no chance
that the mech can be used again. If the pilot is in the body, he dies,
and dies hard.
ARM: The arm rattles off, taking its slots
with it. Any hits that would hit that arm now hit the body instead.
LEG: The leg shambles off, requiring a piloting
roll to avoid falling. The mech cannot move, and any actions that involves
turning require a piloting roll. If both legs are destroyed, the pilot
gets a chance to enjoy a view of the turf.
HEAD: Ouch. This usually kills the pilot
(if the pilot is in the head), but regardless it KO's the mech.
AP: DEX+TGT/2 round down. The number of slots that may be fired in a turn.
Speed: (DEX+STR/2+TL)x3. The number of yards the mech may travel in a turn with no penalty. For 1/2 total APs round up, the mech may travel twice this far, this is called an AP boost.
NOTE: Whenever the mech takes damage, roll
1d20: a 1 or 20 means that the pilot takes 1/10th damage to the same zone.
NOTE 2: To repair a mech, use the following
formula. This consists of multipliers and base numbers, multiply the base
number by the multiplier, duh. Base numbers are as follows per body part:
Body: 3
Leg: 2
Arm: 1
Head: .5
The multiplier to repair damage not sufficient
to cripple is x3, to repair damage not enough to destroy but sufficient
to cripple is x5, and the multiplier to repair a destroyed part is x7.
So a destroyed body and crippled legs comes out to a repair bill of $41K.
A completely destroyed mech - one that has no part at crippled status or
better - may not be repaired. It may, however, be sold as souvenirs of
the battle. ^_^
Weapons
Core Weaponry By Technology
Level
| Name | TL | Damage | Accuracy | 0AccR | Range | Ammunition | STR | Cost | Type | Armor | Slots |
| Pistol | 8 | 2d6 | 2 | 300y | 800y | 12/Clip | 0 | 1.5K | Laser | n/a | 1 |
| Laser Pistol | 8 | 1d4+1 | 1 | 200y | 500y | 20/Cell | 0 | 1K | Laser | n/a | 1 |
| Laser Rifle | 8 | 2d6 | 3 | 900y | 1,200y | 12/Cell | 0 | 2K | Laser | n/a | 2 |
| Military Carbine | 8 | 1d6 | 3 | 750y | 1,200y | 200/Cell | 0 | 3K | Laser | n/a | 2 |
| Military Rifle | 8 | 2d6 | 3 | 1,500y | 2,000y | 140/Cell | 0 | 4K | Laser | n/a | 2 |
| Portable Missile Launcher | 8 | 4d6 | 0 | n/a | 4,000y | 1/Single-Shot | 9 | 6K | Missile | Base/5 | 1 |
| Electromag Mortar | 8 | Special | 3 | n/a | 6,000y | 20/Clip | 15/20 | 15K | Missile | n/a | 2 |
| Electromag GL | 8 | Special | 2 | n/a | 1,000y | 5/Clip | 0 | 5K | Grenade | n/a | 2 |
| ARL | 8 | 5d6 | 2 | 1,800y | 2,500y | 20/Clip | 12/17 | 3K | Gyroc | Base/2 | 2 |
| Launch Pistol | 8 | 5d6 | 1 | 550y | 1,000y | 3/Clip | 0 | 800 | Gyroc | Base/2 | 1 |
| Rocket Carbine | 8 | 5d6 | 1 | 900y | 1,600y | 10/Clip | 0 | 1.5K | Gyroc | Base/2 | 2 |
| Assault Carbine | 8 | 4d6 | 1 | 1,000y | 4,500y | 30/Clip | 9 | 1K | Firearm | n/a | 2 |
| Machine Pistol | 8 | 2d6+3 | 0 | 180y | 2,000y | 30/Clip | 9 | 700 | Firearm | n/a | 1 |
| Sporting Pistol | 8 | 1d4+1 | 0 | 50y | 200y | 10/Clip | 7 | 200 | Firearm | n/a | 1 |
| Gauss Rifle | 8 | 2d6 | 2 | 500y | 1,000y | 100/Clip | 0 | 2.5K | Gauss | n/a | 2 |
| Gauss Pistol | 8 | 1d6 | 1 | 100y | 300y | 100/Clip | 0 | 2K | Gauss | n/a | 1 |
| Blaster Pistol | 9 | 4d6 | 2 | n/a | 300y | 20/Cell | 5 | 2K | Laser | n/a | 1 |
| Blaster Rifle | 9 | 7d6 | 3 | 300y | 800y | 12/Cell | 6 | 3K | Laser | n/a | 2 |
| Heavy Pistol | 9 | 4d6+3 | 2 | 300y | 450y | 16/Cell | 8 | 2.5K | Laser | n/a | 1 |
| Heavy Rifle | 9 | 2d6+3x1.5 | 3 | 600y | 1,600y | 60/Cell | 9 | 6K | Laser | n/a | 2 |
| Electrolaser Pistol | 9 | 2d6 | 1 | 60y | 120y | 10/Cell | 0 | 1.2K | Laser | n/a | 1 |
| Electrolaser Rifle | 9 | 2d6+3 | 3 | 100y | 300y | 5/Cell | 0 | 1.8K | Laser | n/a | 2 |
| Hand Flamer | 9 | 6d6 | 3 | 70y | 150y | 8/Cell | 6 | 1.3K | Flamer | n/a | 1 |
| Plasma Rifle | 9 | 5d6 | 4 | 80y | 250y | 70/Cell | 9 | 5.2K | Flamer | n/a | 2 |
| Tripod Flamer | 9 | 2d6+3x5 | 5 | 100y | 200y | 40/Cell | 12/17 | 10K | Flamer | n/a | 3 |
| Dinosaur Laser | 9 | 11d6 | 3 | 4,000y | 12,000y | 1/Cell | 0 | 4K | Laser | n/a | 2 |
| Gatling Laser | 9 | 11d6 | 5 | 4,000y | 12,000y | 150/Cell | 15/20 | 20K | Laser | n/a | 2 |
| Military Dinosaur Laser | 9 | 11d6 | 3 | 4,000y | 12,000y | 10/Cell | 0 | 6K | Laser | n/a | 2 |
| Survival Laser | 9 | 1d4 | 3 | 150y | 300y | 50/Cell | 0 | 6K | Laser | n/a | 1 |
| Disruptor Rifle | 9 | 4d6 | 2 | 500y | 1,000y | 20/Cell | 0 | 2.5K | Laser | n/a | 2 |
| Scrambler | 9 | 1d46 | 0 | 40y | 80y | 4/Cell | 0 | 750 | Laser | n/a | 2 |
| Screamer | 9 | 4d6 | 2 | 250y | 500y | 10/Cell | 0 | 3K | Sonic | n/a | 2 |
| Tripod Screamer | 9 | 4d6x1.5 | 3 | 500y | 800y | 100/Cell | 12/17 | 9K | Sonic | n/a | 3 |
| Infantry Missile Launcher | 9 | 4d6x5 | 0 | n/a | 4,000y | 1/Single Shot | 7 | 5.8K | Missile | Base/5 | 1 |
| M-LAWS | 9 | 4d6x4 | 0 | n/a | 4,000y | 5/Clip | 11 | 9.5K | Missile | Base/5 | 1 |
| Splat Gun | 9 | 3d6+3 | 2 | n/a | 500y | 8/Clip | 15/20 | 3.5K | Grenade | Base/5 | 2 |
| Gauss Battle Rifle | 9 | 5d6 | 3 | 1,200y | 4,500y | 60/Clip | 0 | 3.5K | Gauss | Base/2 | 2 |
| Gauss SMG | 9 | 3d6+3 | 3 | 250y | 2,500y | 60/Clip | 0 | 3K | Gauss | Base/2 | 1 |
| Laser Crystal | 10 | 2d6 | 1 | 25y | 75y | 1/Single Shot | 0 | 200 | Laser | n/a | 1 |
| Gatling X-Laser | 10 | 16d6 | 5 | 4,500y | 13,500y | 75/Cell | 15/20 | 20K | Laser | Base/2 | 2 |
| Heavy X-Pistol | 10 | 2d6+3 | 2 | 400y | 1,000y | 12/Cell | 0 | 1.5K | Laser | Base/2 | 1 |
| Military Dinosaur X-Laser | 10 | 16d6 | 3 | 4,500y | 13,500y | 7/Cell | 0 | 6K | Laser | Base/2 | 2 |
| Military X-Carbine | 10 | 2d6 | 3 | 900y | 1,800y | 200/Cell | 0 | 3K | Laser | Base/2 | 2 |
| Military X-Rifle | 10 | 3d6+3 | 3 | 1,800y | 2,400y | 140/Cell | 0 | 4K | Laser | Base/2 | 2 |
| Electron Pistol | 11 | 3d6x1.5 | 2 | 450y | 675y | 20/Cell | 6 | 2.2K | Laser | n/a | 1 |
| Electron Rifle | 11 | 4d6x2.5 | 3 | 900y | 2,400y | 100/Cell | 9 | 3.5K | Laser | n/a | 2 |
| Fusion Pistol | 12 | 3d6x5 | 1 | 300y | 450y | 6/Cell | 7 | 3.2K | Flamer | n/a | 1 |
| Fusion Rifle | 12 | 3d6x5 | 2 | 500y | 750y | 20/Cell | 11 | 6K | Flamer | n/a | 2 |
| Assault Pulsar | 13 | 2d6+3x5 | 3 | 400y | 800y | 60/Cell | 8 | 20K | Laser | Base/2 | 2 |
| Heavy Pulsar | 13 | 3d6+3x5 | 3 | 600y | 1,200y | 24/Cell | 13/18 | 30K | Laser | Base/2 | 2 |
| Hunter Missile Launcher | 13 | 4d6x12.5 | 0 | n/a | 10,000y | 3/Clip | 9 | 4K | Missile | Base/5 | 1 |
| Gatling Graser | 14 | 21d6 | 5 | 6,000y | 18,000y | 75/Cell | 15/20 | 40K | Laser | Base/2 | 2 |
| Heavy Grapistol | 14 | 3d6 | 2 | 500y | 1,400y | 12/Cell | 0 | 3K | Laser | Base/2 | 1 |
| Military Dinosaur Graser | 14 | 21d6 | 3 | 6,000y | 18,000y | 7/Cell | 0 | 12K | Laser | Base/2 | 2 |
| Military Gracarbine | 14 | 2d6+3 | 3 | 1,200y | 2,400y | 160/Cell | 0 | 6K | Laser | Base/2 | 2 |
| Military Grarifle | 14 | 3d6 | 3 | 2,400y | 3,200y | 112/Cell | 0 | 8K | Laser | Base/2 | 2 |
| Disintegrator Pistol | 15 | 5d6 | 3 | n/a | 1,000y | 6/Cell | 0 | 6K | Laser | Base/50 | 1 |
| Disintegrator Rifle | 15 | 8d6+3 | 4 | n/a | 3,000y | 30/Cell | 0 | 20K | Laser | Base/50 | 2 |
| Tachyon Pistol | 15 | 3d6+3 | 2 | 2,000y | 3,500y | 8/Cell | 0 | 5K | Laser | Base/5 | 1 |
| Tachyon Rifle | 15 | 5d6 | 3 | 4,000y | 4,000y | 40/Cell | 0 | 25K | Laser | Base/5 | 2 |
| Antimatter Rifle | 15 | 4d6x10 | 3 | n/a | 5,000y | 60/Cell | 0 | 2K | Gauss | n/a | 2 |
Also, each weapons type has a special effect it does to a target. This can be nullified by taking an advantage against it, which is listed in the weapontype's ability listing.
FIREARM: The slim projectile of the Firearm
allows it to burrow further into armor than most weapons.
1/15th damage dealt to HP is dealt to CP,
and 1/10th damage done to CP is done again.
Gel Armor (2SU, 1K): There is a coating of
gel under your 'standard' armor. This absorbs a fair amount of momentum
and nullifies Firearm special abilities.
FLAMER: The flamer's intense heat means that
the pilot of an unsealed mech is far more susceptible to damage.
For the pilot damage roll (see stats section),
the hit ranges are increased from 1/20 to 1-5/16-20, plus one more on each
end of the spectrum for each level of Small Size. For instance, a mech
with Small Size 3's hit ranges would be 1-8/13-20.
Vaccuum Seal nullifies a flamer.
GAUSS: The hypervelocity projectiles of Gauss
weapons cause extensive surface and armor damage, causing difficulties
for repair teams.
The repair cost, BasexMod, is inflated to
BasexNormal mod+1.
Microweave Armor (2SU, 1K): Your armor is
made from a nano-manufactured substance called Microweave that effectively
bends to impacts instead of resisting until split. This makes it easier
to repair, and nullifies Gauss projectiles' habit of plowing lines in armor.
GRENADE: Grenades contain explosive residue.
You do another 20% damage with a non-grenade weapon after striking with
a grenade if you roll a 1-5 on a D20.
Waterworks (2SU, 1K): Your mech's armor is
fitted with a water system much like fire sprinklers that wash the mech
upon flipping a switch in the cockpit. This nullifies the special ability
of Grenades.
GYROC: The spinning of the Gyroc round causes
it to warp upon impact.
If a location is hit with a Gyroc, roll 1d10.
If it's 1-(number of slots taken up by weapons on that limb multiplied
by three), one of the weapons on that location is unusable until it's repaired.
Weapon Casing (2SU, 1K): For whatever reason,
you have a hookup with some cheap, efficient weapon coatings. Weapons
are harder to break or affect with other environmental problems.
LASER: The laser's focused impact and heat
cause armor to destabilize.
Take the armor rating of the hit part and
multiply it by five. This is that part's Heat Threshold. If a Laser weapon
does that much or more damage, the mecha loses one point of armor on that
component. It costs the normal armor rating x2 in K to repair it, PER POINT.
Superbonded Armor (2SU, 1K): Your armor's
molecular bondings have been amplified to the point of complete immunity
from Laser weapons.
MISSILE: The explosive warhead of the Missile
does deeper damage than most weapons.
1/15th damage dealt to HP is dealt to CP,
and 1/10th damage done to CP is done again.
Shaped Armor (2SU, 1K): Your armor's lines
have been modified to present the greatest challenge to Missile weapons
possible.
SONIC: Sonic weapons can, under prolonged
explosure, actually remove the bondings that keep armor where it's supposed
to be, and even longer than that, cause bolts and wires to break.
When you fire a sonic weapon, state whether
you are, essentially, pulling the trigger or holding it down. Holding down
the trigger costs double the normal APs plus one every turn. On the first
turn, roll 1d20, if a 20 is achieved, remove all effective armor for that
part and arc (eg RArm rear, Body front, Head left). This can be repaired
for the normal repair costs times 1.5. This is for normal repairs AND rebonding
the armor. For every turn the trigger is held down, increasem the arc of
success by one, eg the arc of success for the third turn is 18-20.
On the fifth turn (16-20) stop adding numbers
to that arc of success. Instead start a new one, starting at 1 and inflating
as per above. When the new arc of success is hit, roll 1d4 on the following
table.
1: Limb falls off/Mech is immobile for 1
turn.
2: All weapons and items in that part are
unusable.
3: Catastrophic computer failure, part takes
10d10 damage.
4: No effect.
Soundproofed Armor (2SU, 1K): Your armor
and limb hookups have been fitted with soundproofing, white noise generators,
and a few other tricks of the trade. This nullifies the special ability
of Sonic weapons.
NOTE: As denoted in Battle Skills above, there
are singlehit and multihit weapons. Quite simply, anything with Rifle,
Carbine, Gatling, SMG, or Tripod in the name is Multihit. Anything else
is not.
NOTE 2: You can buy a shotgun version of
a multihit for 1.5x cost, and it hits for 1/2 its 'normal' damage on three
bodyparts. One is Body, the other you roll as follows.
1-2: LArm
3-4: RArm
5-6: LLeg
7-8: RLeg
9: Body
10: Head
Armor
Calculate base armor as (SCR+DEF+TL)/2 round
down. This is how much damage the mech stops before it affects HP. Additional
armor may be bought for 5K a point up to half the base.
To get armor per part, divide total by 10,
assign 3/10ths plus the extra to the body, 2/10ths go in each leg, 1/10th
goes in each arm, and 1/10th goes in the head.
Advantages
Stylizing your mecha isn't as cheap as you
fucking THINK, Captain Dumbass! You're going to PAY MONEY.
$1k: Small amount of stylization. Little
fins, 'ribbons', custom paint job, whatever.
$5k: Small-to-good amount of stylized parts.
Make the head look like a wolf's, give it non-functional wings, whatever.
$10k: Very stylistic. Everything on
the component mecha- and even things not, like weapons- are stylized to
whatever theme you like.
To get monetary costs for the advantages, assume every 1 SU purchased costs 0.5K, or 500.
Note: The following list of advantages was shamelessly ripped from Eliot "Lostfactor" Lefebvre's 'Mecha Thrash', with the appropriate changes to reflect the different systems.
Advanced Manueverability (2SU per +1): Your mecha has a greater range of motion than most - perhaps it's constructed from ultralight metals, or simply more responsive. The bonus is added directly to melee attacks, piloting rolls, and dodging.
Autopilot (4/8): The mecha has at least a rudimentary intelligence that allows it to operate by its own in some situations. Depending on the SUs spent, this may be a rather elaborate system, or simply a dummy program that can hold down the fort. At 4 SUs, the mecha operates with mental stats of 6, and can obey any simple commands short of entering combat. At 8 SUs, the mecha operates with mental stats of 10, and can perform any moderately complex task, up to engaging in one-on-one combat.
Cloaking (10/level): Cloaking makes your mecha virtually invisible to all forms of detection - thermal, visual, etc. It costs 1 slot per round to maintain a cloak, but nobody else is aware of you unless you make them aware. Should another mecha have the chance to see through the cloak and locate your mecha - usually after you've attacked - they roll Intelligence vs. your mecha's Defense and levels in Cloaking. Success negates the invisibility (with respect to that enemy), while failure means you can continue to dance around without being seen...
ECM (4/level): ECM, shorthand for electronic countermeasures, is the name given to a wide variety of systems designed to seriously screw with mecha sensors, hopefully to prevent your opponents from getting anything but a field of white snow on their targeting computer. For each level of ECM, any sensor rolls made by enemy mecha gain a +1 to difficulty, including any attack rolls. It's generally assumed friendly systems are immune to ECM on their side, but if all of the mecha are from wildly different sources, the GM is within their power to state that it effects all mecha within its area of effect. ECM can be turned on and off at will, and affects targets up to (TGT x 2) hexes away.
ECCM (2/level): ECCM is the direct response
to ECM - a system designed to prevent ECM from effectively taking hold.
However, it doesn't do anything like ECM - just prevents the usage of ECM.
For each level in ECCM, the mecha can negate one level of ECM acting on
them. If the level of ECCM is higher than any ECM systems working on the
mecha, the ECCM maybe extended out in a radius of 1 hex per extra level.
Example: Shiro's mecha has, among other things,
ECCM at Level 6. While tromping around, he encounters three other mecha
- one with ECM 6, one with ECM 3, and one with ECM 8. Should the mecha
with ECM 6 turn on its system, Shiro would be unaffected thanks to his
ECCM. If the ECM 3 mecha turns on, he could not only remain unaffected,
but extend the protection of the ECCM out to a radius of 3 hexes to protect
allies. The mecha with ECM 8 would get through, but it would effectively
operate as ECM 2 against the ECCM of Shiro's mecha.
Eject (2/4): Basically, a last-ditch attempt of the pilot to avoid going down with the mecha. For two point, this is simply having your control seat hurled out of the exploding mecha, leaving you more or less defenseless and hoping you land on something that won't explode. For four points, the eject system ejects a small pod, which has 10 Hit Points/5 Cripple Points and is vacuum-sealed if the mecha itself is. Neither system will actually provide you with transport - once you've landed, it's time to get far away from the battle as fast as possible, or time to get stepped on by a mecha.
Enhanced Hydraulics (4): Maybe your mecha was originally designed to be a construction robot and you later slapped guns on it, maybe it's just really strong. For whatever reason, you don't have much trouble lifting things, and your mecha's strength is effectively doubled for lifting purposes only.
Exceptional Attribute (4 per +1): All mecha have a limit of 18 in all six of their attributes. Your mecha, however, is capable of reaching beyond that. For every 4 SUs used, your mecha can go one point higher in that stat than usual. This doesn't include that extra point, which you'll have to pay for yourself.
Parachute (2): Nothing much to say - a big piece of cloth designed to keep the mecha from crashing into the earth when falling. Can also be used for swifter stops for mecha moving at extremely high speeds.
Passenger Storage (2/level): The mecha or vehicle is made to hold extra passengers. Each level will allow you take up to 3 people with you. The passengers may not interact with your operation of the vehicle unless you pick up the Tailgunner advantage.
Material Storage (2 per 8 cubic feet of space): Your mecha has a special storage compartment that allows you to store extra cargo. Such mecha tend to have this space in a sort of 'backpack', if humanoid.
Micromanipulators (4): Via utility arms, energy manifestations, or any pseudoscience explanation you can come up with, the mecha can manipulate objects down on human scale. This is rather awkward, fairly useless in combat, and does not exactly make the mecha eligible to hold a position as a waiter, but it can allows for relatively fine manipulation.
Nanotech (12): Nanites (tiny robots) inhabit the mecha's body and help it self-repair at an amazing rate. The mecha automatically regenerates 1 HP every round of combat it's below full. Outside of combat, the mecha autorepairs 1d10 damage per day, and can regenerate any destroyed components of its body within 1d10 days.
Reinforced Knuckles (2 per +1): The mecha's knuckles are reinforced with several layers of extra metal or some spikes, giving it a bonus to punching damage. This advantage can also be used as "Reinforced Feet" for kicking damage.
Shield (2/level): On one of your mecha's arms sits a plate of reinforced steel that acts similar to a shield by the european knights of old. This shield can be used to parry damage that might normally cripple or destroy your mecha. All the character has to do is declare that he's going to parry the incoming attack with the shield and 1\2 of whatever damage is done is absorbed by the shield (the other half is not counted). If the shield's HP/CP (Lvlx6 for Hit, Lvlx3 for Cripple) reaches zero, it is now a molten piece of scrap metal.
Silent Running (2/6): If you ever sell your mecha via infomercial, you can't go wrong with this - your mecha is whisper-quiet when running, making it difficult to detect by sound. 2 SU only confers this effect on your mecha - it still makes noise when you step on things, crash through a forest, but your weapons fire silently. At 6 SU, your mecha has sound-dampening equipment installed, actually removing ambient sound and cancelling even resultant sounds from your operation.
Small Size (2/level): While mecha are generally considered to be around 16 feet tall (or more or less depending on the base size the GM has set for the campaign), your mecha is unusually small, making it hard to notice or hit. For each level of this advantage, your mecha loses 1½ foot of height, and other mecha suffer a -1 penalty to hit or detect your mecha. This is common among quick, lightly armed and armored mecha. (It can also be ludicrous if you form the "Leprechaun Brigade" of 3½-feet-tall mecha human beings are supposedly piloting.)
Tailgunner (8): Your mecha is designed to be run with more than one pilot. The advantage to this is obvious - one person can concentrate completely on moving the mecha, while the other one can fire weaponry. (Why did you think it was called a tailGUNNER?) The tailgunner can either be an autopilot system (in which case you need the earlier advantage - it will still act with mental stats & skills as before, but can enter combat normally), or another person entirely (which is free with this advantage).
Techno-Organic (12): The mecha is a synthesis of organic and technological elements. Although it is not sentient, it does regenerate its "body" at a rate of 2d6 HP and half the result in CP per day. It can also regrow any lost body elements in 1d10 days.
Vacuum Sealing (2): Your mecha is self-contained,
and can operate inside a vacuum, underwater, or what have you, without
the pilot instantly dying.
Disadvantages
To get "freed" money for taking disadvantages,
for every 1SU in disadvantages, 0.5K is gained.
Note: The following list of disadvantages was shamelessly ripped from Eliot "Lostfactor" Lefebvre's 'Mecha Thrash', with the appropriate changes to reflect the different systems.
Defective Fire Controls (2 per -1): Your mecha's targeting system has a few flaws in it - namely, that it likes to say it has a lock when it doesn't, causing you to waste ammo and effort needlessly. Any rolls to hit a target apply a -1 modifier per level of this disadvantage.
Defective Sensors (2 per +1): The state-of-the-art sensors inside your mecha have a wonderful habit of going on the blink when there's anything important happening. Whenever you need to make a roll with your sensors (excluding fire controls - though taking both disadvantages does make sense), you have to make a Pilot Mecha + Intelligence roll against a difficulty of 15 + 1 per level of the disadvantage just to keep your sensors functional. Needless to say, this can get irritating.
Huge Size (2 per +1): While most mecha are supposed to be fairly big (I usually assume around 16 feet), your mecha is even bigger, and consequently sticks out like a sore thumb. Since it's easier to hit a massive mecha, you make a wonderful target as a result. Each level tacks on 1½feet of height, and all other mecha get +1 to hit your mecha and +1 to detect your mecha per level. This disadvantage goes well with those wanting a heavy mecha with loads of heavy armor.
Large Crew (2/level): More people are required to run the mecha, and that is a bad thing. For each level of Large Crew, two extra people are needed to run the mecha. Relevant skills are the average of all the crew members' skill values.
Overheating (8): Your mecha tends to run pretty hot in combat - and we mean furnace-level heat. Every round of combat after the first (or every two minutes of a non-combat, high-activity situation), roll 1d10. If you get a 1, the mecha is overheating, and the pilot takes 1d4 damage every round / two minutes until they spend one round / two minutes letting their mecha cool off. This is pretty standard in a Battletechish campaign.
Poor Armor Quality (6): Your armor is made of shoddy material or was poorly made. As a result you get half starting armor.
Poor Fire Controls (4): For whatever reason, your mecha's targeting system has trouble locking on to things if you've been moving around first. If you move at least 1 hex, then you incur a -2 penalty to any to-hit rolls.
Random Shutdown (12): Sometimes, the damn
thing just doesn't want to start - and multi-ton machines tend to do what
they want. This works like Overheating, but if you roll 1, your mecha cannot
do ANYTHING (except watch things fall apart and get pummeled) for 1d4 rounds
/ 1d8 minutes. Roll 1d10 again before it restarts - if you get another
1, you're still shut down, and have to wait another few rounds/minutes...
| RArm | 01-02 |
| LArm | 03-04 |
| RLeg | 05-08 |
| LLeg | 09-12 |
| Body | 13-19 |
| Head | 20 |
Target, attack, and dexterity of the attacking
mech can be compared to the defending mech's dexterity and structure. Make
rolls based on the stats, 1d4 for every six points in the stat. If the
defending mech rolls higher, the attack is negated. If they roll 7 higher
than the attacker, the attacker gets hurt by 1/2 the defender number minus
the attacker number times d8-5. Melee weapons would add to the attacker
number (or defender number if the defender has a weapon) and increase the
die size rolled when damage is done. If a melee weapon is used on an enemy
without a melee weapon, though, they must roll against the enemy's STR/DEX
to avoid arm damage equal to the average damage of the mech or weapon.
Any weapon with a monofilament edge would
probably have to be blocked by another weapon with a monofilament edge,
but they'd have excessively high tech levels and prices.