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Battlemech Special Abilities

3025 Battlemechs
Light Battlemechs JAVELIN JENNER LOCUST OSTSCOUT A piloting skill roll at +1 penalty is required when running through rough terrain, rubble or woods. This mech cannot punch because of its arm design. Any !ech firing from the front or back recei"es a +1 to hit penalty. #ount torso twisting for this. This mech cannot punch because of its arm design. Any !ech firing from the front or back recei"es a +1 to hit penalty. #ount torso twisting for this. This mech has highly sensiti"e sensor arrays that can detect heat, light, sound, etc., at a $%&km radius. 'hile in deep scan howe"er, the mech may not be able to warn it(s pilot of danger. )oll *d+ each turn the enemy !ech is within ,% he-es. A roll of 11+ flags the enemy. Another scanning mode can also alert pilots to the location of mechs, "ehicles, large groups of men .1% or more/, mine fields and cities. Any critical to the rear torso is automatically absorbed by the special sensory arrays. 0uture crits will be resol"ed normally. This mech must roll *d+ upon any successful punches with the right arm. 1f a 1* is rolled, +2 e-tra heat points generated by 33# per attack. Such damaged 33# shuts down at 12 on heat scale. Superior mobility gi"es this !ech a &1 bonus to all piloting rolls. This Battlemech has a highly sensiti"e sensor array and 4#! systems, allowing for e-tended detection of enemy forces. Treat the sensors and 4#! like a Beagle 3robe and 5uardian 4#! with a four he- range. 6owe"er, these systems are outmatched by the Beagle and 5uardian. This mech cannot punch because of arm design. Any !ech firing from the front or back recei"es a +1 to hit penalty. #ount torso twisting for this. All attacks on a 7umping Spider are penali8ed with an additional +1 penalty to their hit rolls. Aberdo"ey !k111 9asers ha"e a &1 to hit bonus, and 9ong range is e-tended to 1% he-es. :o e7ection system; hal"e maintenance costs and support requirements. This !ech(s maneu"erability gi"e attackers a +1 penalty to hit at long range. 3ilot seat "ery small. 6elp required to get out. This mech cannot punch, but attackers get an additional +1 penalty to their to&hit numbers. )oll *d+ after attempting <eath 0rom Abo"e. 1f result is 1%+, amputation of 1d* legs will occur. )oll *d+ to see if this "ersion; if $+ it is. "e$i%m Battlemechs ASSASSIN #onsciousness roll +* due to life support and cockpit problems. #heck also for life support failure when doing shutdown rolls. 1f the roll fails, mark one 9ife Support hit. 4ach time the Assassin falls or is punched in the torso, with a 1%+ roll S)!&* 7ams and must be disassembled for repair 'hen arms or legs are hit, roll another *d+. 1f result is 1*, a critical hit is applied to random actuator. 9u-or A# 7ams with a roll of 1* after firing. +, for finding parts for 9u-or A#, *- repair time. The heatsinks only dissipate + heat points if 1.2 - support hours not applied to this !ech; 1f you

PANTHER

RAVEN

SPI ER

STIN!ER URBAN"ECH #ASP

BLAC&JAC& CENTURION CICA A

roll $+ on *d+, the =!ech(s heatsinks ha"e not been replaced to correct this problem. Any !ech firing from the front or back recei"es a +1 to hit penalty. #ount torso twisting for this. CLINT *- repair time. >ther *?% type gyros incompatible, +, penalty to the a"ailability roll to find its specific gyro. Sloane **% 9ocko"er targeting system gi"es a &1 to hit and eliminates the secondary target modifier. The 9)!(s must take * critical hits before going silent due to being deeply imbedded in the torso for better protection. 0ederation A# 7ams on a 1* roll after firing. >n roll of $+ when A#@1% A7amsA, loaded round e-plodes, causing damage to pilot and blowing off arm. The autocannon has a +1 bonus to hit because of efficient recoil absorption. Also, two critical hits required to take the autocannon out of ser"ice due to the secondary armor the well&designed coolant 7acket affords. This Battlemech has a built&in spotlight for night operations. Any shot that would hit the head of the 5riffin from the left or right sides ha"e a 1 in + chance of striking the armor baffles on the right and left arms. These baffles will only gi"e * e-tra points of protection and are then destroyed. Armor baffles will absorb one critical hit to the knee actuator from the front. 6ea"y battle fists gi"e this !ech +, damage when punching. The hatchet does $ points of damage, instead of the standard 2 points of damage done by a normal punch from a ?2&ton mech. The mech e7ection system remo"es the entire head of the mech, not 7ust the pilot. The mech also has a &1 to hit bonus against aircraft. This mech=s ad"anced communications system has a 1%%%&km range and can communicate with spacecraft in orbit. 'hene"er the mech is hit, roll two dice. >n a 1*, the 4.A.). communication system is knocked out of commission due to the wea"ing of the system through the mechs outer surface. 0lamer can only be fired 2% times before it must be reloaded. The hea"y battle fists do an e-tra , points of damage each. There is an B+ chance on a *d+ that this mech still has its ad"anced Tru&Traks computer which gi"es the 3hoeni- 6awk a &1 bonus to hit at long range. The multi&channel Tek Battlecom communication system gi"es the mech a ,%&km communication range and any unit controlled by this !ech a +1 bonus to the initiati"e roll. The mech can also be outfitted with 7amming and 4#! gear. Treat these systems like a Beagle 3robe and 5uardian 4#! with a * he- range, but they can be o"erridden by their more ad"anced cousins. !ay change its facing at a cost of 1@* mp per he- side turned. All lefto"er fractions are rounded up. Any attack by infantry against mech, in the same he- as the mech automatically gets a chance for a critical hit in each of the following areasC all torsos and the head. This Battlemech also has a built&in floodlight for night operations. 3ilots are fatigued quickly because of rough ride and mo"ement penalties are increased by one. This !ech can mo"e e"en after two legs are destroyed. 1t can raise and lower the angle on its weapons, gi"ing the S)! the following range profile; Short 1&?, !edium 2&B, 9ong $&1*. The 33# has a &1 to hit bonus because of 5arret 5):<T)D $ targeting and tracking system. All attackers ha"e a +1 to hit penalty due to low silhouette of this !ech. This Battlemech has a built&in spotlight for night operations. 11+ "ersion had locking leg plates. >n roll of $+ after leg has been hit, leg free8es. Sparrow ,%%E 9ife Support negates fatigue penalties in e-tended battles or campaigns and the rpg. 1n combat, 9ang 6and Actuators are "ery powerful. 3unches cause F points of damage . 22 tons G 2.2 points, rounded up to +, and an additional +1 / This !ech does an e-tra +1 damage in any physical attack. 33# cooling 7acket enables =!ech to dissipate an additional , 6eat 3oints when in water terrain

ERVISH EN'ORCER

!RI''IN

HATCHET"AN

HER"ES II

HUNCHBAC& PHOENI( HA#&

SCORPION

SHA O# HA#&

TREBUCHET VIN ICATOR

<epth 1 or lower. 'hene"er a pilot e7ects from the Hindicator, there is a chance that the chair propulsion system will strike the medium laser housing and e-plode killing the pilot. This occurs on a $ or higher. &1 bonus for finding parts .any/ for it@ &%.1 to cost multiplier. &,@&%., in #apellan #onfederation territory. Eaguar 9)! 2 ne"er 7ams or breaks down .but for battle damage/ and has a &1 bonus to repair rolls. 1f it takes a critical hit, roll *d+. >n an 11+, the system continues to work, but another crit will finish it off. VULCAN All attacks against this mech at a +* penalty to hit at long range and a +1 penalty at medium range because of the shape of the mech. 1t also has a mandatory heat gain of *, instead of , when 7umping. Battlemech has a built&in spotlight for night operations. 'hene"er the 'hitworth makes a strenuous maneu"er .full out running, any amount of 7umping, etc./ there is a chance that there will be a critical effect on the legs. >n a 1% or higher, roll on the critical hit table. #an be fi-ed by replacing it(s legs with another !ech(s legs. >nly .F2 maintenance time is required. The ball&turret mounted medium laser can fire into the front, left and right arcs. 1t can also fire straight up and almost straight down. B+ 7ump 7ets break down when acti"ated, and cannot be used for the rest of the game. The Tek Battle#om system gi"es the 'ol"erine the same ad"antages and capabilities as the 3hoeni- 6awk. Hea)* Battlemechs ARCHER A(E"AN CATAPHRACT CATAPULT The two hea"y battle fists do an e-tra +, damage when punching. The mechs e7ection system remo"es the entire head of the mech, not 7ust the pilot like a 6atchetman. This Battlemech has a built&in spotlight for night operations. This mech cannot punch because of its arm design. This mech has a side firing escape hatch. ++ "ersion 7ump 7ets are defecti"e, and if so B+ 7ump 7ets will "ent incorrectly and "ent into =mech causing *- heat. This mechs S)! launchers recei"e a &1 bonus to hit due to their stable positioning on the #rusader=s hips while mo"ing. Also, the legs are designed for hea"y combat and produce +1 normal damage when kicking. This mech recei"es a &1 bonus to its piloting skill rolling to pre"ent falling from massi"e damage and when falling from physical attacks .inflicted or recei"ed/. Attackers also gain a +1 penalty to hit when firing at the <ragon from long range. 1f the hip mechanism is not regularly maintained on a monthly basis, the micro&bearings can burn out on any piloting roll of a ? .actual dice, not after bonus/ or less and cause the hip to free8e up. The autocannon also requires two critical hits to silence because of the thick protecti"e slee"e surrounding it. This !ech has a &* bonus to hit against aircraft because of its tracking system. This mech has one critical weaknessC the collar that connects the pod&shaped torso to the mechs legs. >n any hit on the center torso on the Bac+ or Si$e 6it Table, the attacker should roll a *d+. 1f a 1* is rolled the mech either loses its ability to swi"el its torso, or its ammo train to the autocannon is 7ammed. 1f two successful hits are made on the torso swi"el, mo"ement is reduced by half. 1f three hits occur, the mech loses all mo"ement. 1f multiple ammo train hits occur, 1&+ ammo shells e-plode. !arauder pilots may wish to add an impro"ised armor collar around the linkage. To do this, the Tech may add up to 1% points of armor that strictly protects the linkage. 1f this is done, the armor must be breached before critical hits on the linkage only may be made. The pilot of the mech also gains a +1 on his piloting skill number per 2 points of armor .rounded up/ because of the weight imbalance created by the collar. Attackers may aim at the collar as per

#HIT#ORTH

#OLVERINE

CRUSA ER

RA!ON

JA!ER"ECH "ARAU ER

normal aimed shot rules, at an additional +1 penalty on their to&hit numbers. This Battlemech has a built&in spotlight for night operations. Also, this !echs profile gi"es attackers from the front or back a +1 penalty to hit. #ount torso twisting for this. The <alban !icronics comm. system gi"es any unit led by a !arauder a +1 bonus to iniati"e rolls. Also, the ball and 7oint arms allow this !ech to fire straight back with both arms. 0inally, 1 ha"e always considered the autocannon to be on a turret that lets it fire ,+% degrees around because of the artwork. ORION 4fficient design makes it "ery easy to repair. <i"ide the repair time by 1d?. The mechs missile systems also ha"e a &* bonus to hit against aircraft. >ther weapons get a I1 bonus. The 9)! system might shut down because of their inferior cooling system. 'hen rolling for shutdown due to heat, roll separately for the 9)! system. The right arm has a +1 penalty when used in hand&to& hand combat due to the restricted mo"ement caused by the autocannon. 1f the right torso is struck in hand&to&hand combat, a roll of a 1% or higher will 7ar the autocannon out of alignment gi"ing it a +1 penalty to hit. *% rounds 7am A#@1% when loaded on a ++, 1$ rounds or less loaded there is no problem. The two e-tra holes in the >rion(s left arm are designed to easily pump coolant into the !ech, lowering time it takes to hook the !ech up to a coolant truck. +1 penalty when punching, and all attackers gain an additional +1 penalty to hit at long range. 'hen engaged in hand&to&hand combat, roll two dice whene"er the mech attacks or is attacked. >n a 1% or higher, 1 of the lasers is damaged and unusable. 6as a 2&km scanning and targeting equipment. All attackers gain an additional +1 penalty to hit at long range. The first critical hit to the rear center torso destroys the enhanced capabilities of the sensor suite. !ay fire all of its medium lasers rearward. !ech loses 1 mp for hit done to its legs on roll of B+. This !ech has a &* bonus to hit against aircraft because of its tracking system. This Battlemech has a built&in spotlight for night operations. Any shot to the head has a 2+ chance on 1d+ of destroying the 5arret T11&A comm. system, disrupting any unit lead by it. 6owe"er, the system does gi"e any unit lead by a )ifleman a +1 iniati"e roll due to high efficiency while it lasts. !any )iflemen ha"e replaced the weapon&attracting 5arret system with the Tek Battle#om systems found on the 'ol"erines and 3hoeni- 6awks. Such !echs would ha"e the ad"antages and abilities of each of these !echs. A roll of $+ on a *d+ means the )ifleman is this type. This Battlemech has a built&in spotlight for night operations. Assa%lt Battlemechs A#ESO"E ATLAS The left arm does an additional , points when punching due to its hea"y battle fist. !ay communicate with ships in space. Since the autocannon lacks a cooling 7acket, when rolling for shut down, make a separate roll at a +1 penalty for the weapon. Also, since the 9)! system fires four sal"oes of fi"e missiles rather then one large sal"o, treat it like four 9)! 2s for targeting and damage resolution. 1n addition, it takes less time to hook this !ech up to a coolant truck then normal because of the built in coupler. The <onel 33# co"ers the hand, lea"ing it unusable. 6owe"er, the weapon can be simply and quickly disengaged if the !ech needs both hands a"ailable. The #yclops= communications systems allow for a planet&wide sending radius as well as surface&to& space communications. Any hit to the head will damage the equipment on a roll of 2+ on 1d+ and the ad"antages will be lost until it can be repaired. 1f damaged, a roll of + on 1d+ will destroy the sophisticated communication gear stored there. This mech(s ad"anced electronics system also allows a #, computer to be installed at one less critical slot and ton. The holographic Tacticon B& *%%% system allows this !ech to gi"e a +1 bonus to iniati"e roll on anything up to a regiment. #annot mo"e if one of its legs is disabled. This Battlemech has a built&in spotlight for night

OSTROC

OSTSOL

,UIC& RA# RI'LE"AN

#ARHA""ER

BATTLE"ASTER C-CLOPS

!OLIATH

operations. This mech can fire straight down on infantry with its machine guns. 1f roll F+ it is "ersion where !5 creates * heat. 1f it is that "ersion, $+ !5 7ams. The 9)!s can also fire longer then most systems because the 5oliath can arc them up or down better then bipeds. Jse the following range for them; Short 1&B, !edium $&1+, 9ong 1F&*?. Also, 1 ha"e always considered the 5oliath(s 33# to be on a turret that can fire ,+% degrees because of the artwork. STAL&ER #annot punch because of its arm design. This mech takes one quarter less damage when smashing through a building due to its shape and design. Attackers recei"e a +1 penalty to hit when firing from front or rear. 1f on a roll of *d+ the result is 1%+, this "ersion has a faulty ammunition feed. )oll *d+ after each firing. 1f you roll 1%+, the rounds 7am, lea"ing the autocannon useless until cleared by a tech. )oll of 1%+ after firing, 9)! ammo 7ams launcher if not maintained properly. The mechs right arm punch does 1% points of damage. This Battlemech has a built&in spotlight for night operations. The 9arge 9aser takes up only 1 critical slot due to compact design. This Battlemech has the same capabilities and faults as the original !arauder. La/$0Ai1 "echs STIN!ER 1f damaged in a turn in which the Stinger 9A! con"erted modes, the !ech(s sensiti"e con"ersion systems may be destroyed. Such a hit would cause the Stinger to be stuck between two modes and completely helpless. A roll of 1%+ on *d+ will cause this. The 'asp 9A!(s swift con"ersion between modes limits the time a !ech has to hit its con"ersion equipment. 1f you wish to gi"e others a chance to hit them though, it will take a 1* on *d+. 'hen e7ecting, this system sends the pilot though the back of the head and can be unreliable. 'hen e7ecting, roll *d+. >n result of 11+, the system fails and the pilot dies. The 3K6 mounts armor to protect the delicate con"ersion equipment. 1f you wish there to be a chance of damage howe"er, it will take a 1* on *d+. The Amsterdam 9arge 9aser is known for ha"ing heating difficulties. 1f it is not worked on weekly, it will generate 1% heat points. The 6artford S*%%% targeting system can combine the firepower of the medium lasers and machine guns to generate more firepower then normal. 1f at least two of these systems hit an enemy, e"ery system that hits performs one e-tra point of damage. .alternately, they all hit the same location or each mg&ml pair would hit a single location/

VICTOR .EUS

"ARAU ER II

#ASP

PHOENI( HA#&

2250 Battlemechs
Light Battlemechs "ERCURTreat the medium laser in the right arm as if it has two crits beneath the hand actuator. Both crits most be hit to destroy the laser. 1f the laser in the left torso is hit by a critical, a roll of 2+ on *d+ sa"es the laser. Also, all repair time is hal"ed. This mech gains a &1 bonus to achie"e lock&on with primary targeting like a streak system. Before rolling, declare the weapons you wish to fire. 1f lock on is achie"ed the weapons you declared fire and hit the target. )oll for locations normally. 1f the targeting system does not achie"e lock on, the weapons do not fire, but the heat buildup still must be dissipated. The 0lamer can only be fired 2% times before running out of fuel since it does not take plasma from the fusion engine. This mech has a ? in + chance of tapping into enemy mech communications within ,2 km. 1t can also 7am enemy communication nets with a field that can blanket an entire standard&si8ed board. This does nothing to targeting systems though, so artemis and streak systems are unaffected. #, networks howe"er, are compromised. Any !ech firing from the front or back recei"es a +1 to hit penalty. #ount torso twisting for this.

HER"ES

HUSSAR

"ON!OOSE

The center torso and head mounted medium lasers gain a &1 bonus to hit due to the internal stabili8ers. 1f the cooling 7acket in the center torso is not maintained properly, roll *d+ after each firing. >n a roll of 1%+ the sensors malfunction ne-t turn, negating the stabili8er bonus and placing a I* penalty to all targeting rolls. <ue to the modular design of this mech all repair times are hal"ed. Also due to the reloading system for the 9)!@2 if the mech engages in hand to hand combat there is a , in + chance of the 9)! being damaged and a , in + chance of a reload being stuck in the arm, and a * in + chance of the 7ammed reload e-ploding if the arm is used in 6T6 combat again. The right arm cannot punch, but the 9)! has range penalties of +1 and +* at medium and long range, replacing the * and ? standard. 1f the medium laser in the head is fired, roll *d+. 1f 1* is reached, the pilot is in7ured as per a head hit. 4ach consecuti"e the weapon is fired without a one turn cool&down period, the target number drops by one. .1*, 11, 1%, $, et cetera/ "e$i%m Battlemechs

THORN

CRAB

)epairs take only half the time due to the modular nature of this mechs design. The <alban communication system can forecast enemy troop mo"ements, differentiate between suspected positions and known positions, and pro7ect a path for arri"ing at any goal. 1f the sensors are hit in the head, roll 1d+ + 1. That is the number of microprocessors destroyed. There are a total of se"en processors and if e"en one sur"i"es the !ech(s sensors can continue working at minimal le"els, though the loss of each processor limits the special abilities of the suite. 5amemaster and players should decide what is lost each time. 1f a hit is taken the whole system must be remo"ed to be repaired. 1f the hands are used in hand&to&hand combat, a roll of a 1% or higher will knock the laser(s mirrors out of alignment effecti"ely putting them out of commission. This can be repaired in 1% minutes. But the mechwarrior must lea"e the mech and do the repairs on the outside of the mech(s arm. Attackers recei"e a +1 penalty to hit when firing from front or rear. #ount torso twisting for this. The left arm S)! + autoloader requires daily maintenance or the system will not function. Also, if the arm is hit in a turn in which the S)! + fires, roll *d+. >n a result of 11+ the reloads will 7am in the upper arm and it will take *d+ - *% minutes to clear. <ue to the se"ere "ibrations caused when the Jltra A#@2 is fired in ultra mode, it will 7am on a roll of ? or less instead of *. 1t will take about ,% minutes to repair. 1f it is a newer model .roll of 1*/ it will 7am on a roll of , or less. Also, any unit led by a Sentinel will get a +1 bonus to the iniati"e roll due to the Star9ink@Benicia !odel ASB*$5 comm. system. 1n addition, the Hid#om&1F and Targa&F long&range targeting and tracking system gi"es you a I1 bonus to hit at long&range, as well as increasing detection range if using double&blind rules. Because the 9)! 1% is located so close to the engine, engine heat sometimes causes the system to shut down. !ake a separate roll for shutdown regarding the 9)! 1%. Add a +1 penalty to the chance for e-plosion due to heat when rolling for the 9)! 1% ammo. The 9arge 9aser takes up , critical spaces instead of the normal *. Also, if the 9arge 9aser is destroyed, the two Small 9asers are useless as they draw power from the 9arge 9aser. Hea)* Battlemechs

&INTARO

SENTINEL

#-VERN

BLAC& &NI!HT

This !ech can communicate with orbital satellites. Also, the small laser in the head is tied into the Beagle 3robe so that the probe can ride a low&power laser pulse through any interfering ob7ects. <ue to the limited range of the laser, this is done only for analy8ing the detail of nearby ob7ects. >DLthis one is a baddy. 1f you are playing in Star 9eague or 0irst Succession 'ar time periods, you will ha"e this "ersion. 1f you are playing #omstar or 'ord of Bob in modern times, you will ha"e this "ersion. And if you find it in a Star 9eague #A#64 you will ha"e this "ersion. 1f you get one of these !echs A:M >T64) 'AM, roll a separate *d+ for the anti&laser ablati"e armor,

E(TER"INATOR

#hameleon 9ight 3olari8ation Shield, heat baffles, :ull Signature System, electronic countermeasures, 3hased Array Sensors, and Sheathed <irectional #ommunication Beacon. Mes; that is se"en rolls. 0or each 1* you roll, you get the appropriate system. This will take into account cumulati"e damage and equipment failures in the inter"ening centuries. Mou think 1(m going to make it 4ASM to get a fully operational munch !ech like thisN This mech was designed with stealth in mind and was gi"en many hi&tech and costly systems. 0irst the mech is protected with impro"ed anti&laser ablati"es to the first four lasers, protecting the mech from laser fire while the outer layers remain functional. To determine if a laser impacts on anti& laser ablati"e, determine how much of the armor has been destroyed and roll *d+. 1f the result is greater then the armor destroyed, the laser impacts on anti&laser ablati"es. 1f so, the laser will do only 2%O damage. This coating must be kept H4)M clean to ensure efficiency. 5ame !asters and players should decide what affect inclement weather has on this system. Secondly the 4-terminator mounts special heat baffles, a #hameleon 9ight 3olari8ation Shield, and hea"y electronic countermeasure and null signature systems. The heat baffles in the feet channel all heat from normal operations to the ground, making this mech "ery difficult to spot using infra&red sensors. The 9ight 3olari8ation Shield makes the !ech "ery difficult to see as well. And finally, the null signature system and electronic countermeasures make it difficult for an enemy !ech to detect the 4-terminator with standard sensors. Treat the 4#! system like a 5uardian 4#! with a * he- range that a Beagle 3robe can burn through easily. 1t only works against standard sensors. 1f standing still, it will take an act of 5od .or a 5ame !aster/ to find the 4-terminator. 1f mo"ing, do a standard targeting roll to see if you detect it. 0igure medium&range starts at 1%, long starts at *%, and at ,% he-es and up, it will take an act of 5od .or a 5ame !aster/ to find. 1t(ll be easier to see in open terrain, easier to track it(s heated foot prints during a bli88ard, and of course a Beagle probe or better can burn through it(s countermeasures to sense the !ech that way. 5!s; gi"e whate"er modifiers you want; 1 ain(t doing T6AT for yaL;&/ 1f you detect it and fire at it, the :ull Signature System works as normal in !a- Tech. 1n addition, the #hameleon system pro"ides an additional +1 and +* penalty to hit at medium and long ranges. Also, the #hameleon generates 2 points of heat when in use .this is for game balance/. 1f using either the heat baffles >) :SS but not both, it will generate 2 heat points .half of what they both generate in the :SS in !a- Tech/ 9astly, the mech is equipped with the Sheathed <irectional #ommunication Beacon, and 3hased Array Sensor System that allow the !ech to detect enemy units at a longer range to maintain distance and maintain secure communication at all times. Treat the sensor system as a Beagle 3robe with a * he- range that can be o"erridden by a 5uardian 4#!. CHA"PION 'LASH"AN )oll *d+. 1f result is $+, this "ersion has double heatsinks. Any !ech firing from the front or back recei"es a +1 to hit penalty. #ount torso twisting for this. This mech carries the 0aust@Shin7i Auto&Tracking and Targeting System which impro"es laser barrage fire and makes this mech the most accurate in history. Any time this mech fires it recei"es a &1 bonus to hit with its lasers. <ue to the 9arge 9aser power cables location in the arm the cables sometimes bind when the arm is raised o"er the !ech(s head causing the 9arge 9aser not to fire. .#ables bind on a ,+ roll with 1d+/. The mechwarrior must lower the !ech(s arm for the cables to unbind. 1f the pilot does not lower the arm and attempts to fire the weapon the cables will snap requiring technicians to completely replace the cable from chest to laser which takes 2 times as long as normal. This Battlemech has a built&in spotlight for night operations. 4"ery time you fire the S)! +, roll another *d+. >n a result of 11+ the 2th and +th missiles in the S)! + don=t arm and are considered duds. 1f a medium laser takes a critical hit, roll *d+. >n a result of $+, the shot misses the small targeting heads and the bulky but well&protected power supply in the heart of the !ech. Better then a"erage nimbleness gi"es a +1 bonus to any piloting roll.

!UILLOTINE

LANCELOT

1n any battle situation, this !ech(s Starsight computer can single out those mechs targeting the 9ancelot and highlight them for immediate attention. 1t also identifies the most serious threat. <ue to the streamlined design of this mech all units firing at it ha"e a +1 penalty to hit at long range. 1f the 9ancelot(s 33# is not maintained with regular maintenance it will generate +* heat points e"ery time they are fired. The 9arge 9asers recei"e a I1 bonus to hit due to the DB# Battle #omputer. Assa%lt Battlemechs

CROC&ETT

The 4) large lasers ha"e the following range stats due to the ad"anced hyper&e-tension guide beam for the laserC Short 1&B, !edium $&1+, 9ong 1F&*2. These lasers also generate 1? points of heat and require 1.2 times maintenance. The 7ump 7ets on this mech were designed to allow the pilot to redirect the force of the 7ets to compensate for landing on a mo"ing foe. This tactic became to be called the P6ighlander BurialP. All <eath 0rom Abo"e attacks made by the highlander are at a &1 bonus to hit. The <alban 6ire8&B targeting system gi"es this !ech a &1 targeting bonus. )eplacement parts for the 33#s are ?%O scarcer to find. 'hen you QobtainR the !ech, roll 1d+ to see how many redundant targeting circuits are left. Any damage to the 33# will destroy 1d+ targeting circuits. 1f all targeting circuits are destroyed and you ha"e no spares, 33# fire will be at a +* penalty. 4ach time a critical is scored on a 33#, roll *d+. 1f the result is 11+, the shot misses.

HI!HLAN ER

&IN! CRAB THU!

3050 Battlemechs
Light Battlemechs :oteC 1 will not be including most simple refits in this list. 5!s and players can decide if attributes are carried o"er to the upgrade. 'IRE'L'LEA HORNET This !ech cannot punch because of design. Any !ech firing from the front or back recei"es a +1 to hit penalty. #ount torso twisting for this. This !ech cannot punch because of design. Any !ech firing from the front or back recei"es a +1 to hit penalty. #ount torso twisting for this. This !ech cannot punch because of design. Any !ech firing from the front or back recei"es a +1 to hit penalty. #ount torso twisting for this. "e$i%m Battlemechs CICA A CENTURION HOPLITE The heatsinks ha"e been replaced, getting rid of the defecti"e ones. This !ech cannot punch because of design The autocannon has been replaced, getting rid of the defecti"e one. This !ech cannot punch because of design. Any !ech firing from the front or back recei"es a +1 to hit penalty. #ount torso twisting for this. Hea)* Battlemechs !RAN RA!ON This !ech has the same special features as the original <ragon.

"ARAU ER

This !ech has replaced the faulty autocannon with a large pulse laser, but the power runs still flow through the "ulnerable assembly holding it to the main chassis. Assa%lt Battlemechs

"ARAU ER II

This !ech has the same problems and good points as the original !arauder.

3055 Battlemechs
Light Battlemechs BATTLE HA#& HOLLAN ER JAC&AL This mech has a full&head e7ection system similar to the hatchetman. <ue to this !ech(s impro"ed leg design, there is no penalty for weapons fire while walking and only a +1 penalty to fire while running. The 33# is smaller then normal due to the lack of a static discharge system so it takes only two critical slots. Also e"ery time it is fired a harmless blast of blue static electricity e-its the rear of the weapon, back lighting the !ech in night time conditions and remo"ing the +* darkness penalty to hit. The power couplings to the laser group in the left arm can easily be 7arred and disconnected from the lasers. This problem can be fi-ed by fusing the power couplings, but this also doubles the repair time for the lasers. 1f the arm is used in a physical attack and the coupling has not being fused they will disconnect on an 11+. This is cumulati"e by one e"ery time the mech punches. Technicians at a repair base must fi- the coupling. This !ech is e-tremely comfortable to ride in, limiting fatigue and has the same .2 turning costs as the Scorpion. Jnlike most missile systems howe"er, the 6o"ertec Streak system cannot be arced up to get e-tended range because of the nature of the guidance system. The stability of the Tarantula(s mo"ement means it can still accurately target while walking and only gi"es a +1 penalty while running. 9ow silhouette gi"es any attackers a +1 penalty to hit. All attacks on a 7umping Henom are penali8ed with an additional +1 penalty to their hit rolls. "e$i%m Battlemechs #ATCH"AN This !ech has simplified controls to make training easier. A green warrior will get a +1 bonus to piloting and gunnery rolls. .hmmmLtrainees onlyN/ And should regular and up be hampered by the simplicityN !aybe a I1 penalty to both piloting and gunneryN All 'raiths are shipped with liberal amounts of replacement parts and it builds a lot more. A"ailability@price of parts is .&.1@&.1/, in #appellan #onfederation .&.,@&.,/, Hea)* Battlemechs !ALLO#!LAS HERCULES This mech can get a #, computer at one less ton and one less critical slot due to the ease of connections between its communications array and the #,. The electrical systems of this mech are prone to o"erload when this mech is hit by 33# fire. 'hen the 6ercules is hit by a 33# the mech suffers the following penalties; +1 to hit with weapons, +1 on piloting skill rolls and mo"ement reduced to ?@+. These effects last for one round no matter how many 33# hits are made during a round. Because there are no two Bandersnatches alike all repair times are doubled.

SCARABUS

TARANTULA

VENO"

#RAITH

BAN ERSNATCH

#AR O!

<ue to the armor imbalance of this mech all pilots must train with the mech for at least ?2 days to get use to the imbalance. Jntil training is complete all piloting skill rolls are at a +1 penalty.

3053 Battlemechs
Om/imechs O#ENS BLAC& HA#&0&U BLAC&JAC& RAPTOR STRI ER This !ech cannot torso twist. Any !ech firing from the front or back recei"es a +1 to hit penalty. #ount torso twisting for this. This !ech cannot torso twist. Any !ech firing from the front or back recei"es a +1 to hit penalty. #ount torso twisting for this. 4arly models of this !ech cannot accept #lan weapons. 1f it has been through it(s first ma7or o"erhaul, this will be corrected. This !ech cannot torso twist. Any !ech firing from the front or back recei"es a +1 to hit penalty. #ount torso twisting for this. Any !ech firing from the front or back recei"es a +1 to hit penalty. #ount torso twisting for this. Light Battlemechs NI!HT HA#& A tech(s dream come true, this is made of well tested and reliable components, it takes half of the maintenance time of most !echs. This !ech was also designed to allow ma-imum access for repairs. Because of this all repair times are hal"ed. This mech has the same abilities as the 4-terminator battlemech. The main e-ception is that its 5uardian 4#! can 7am a Beagle 3robe, unlike the less ad"anced 4#! on the 4-terminator. "e$i%m Battlemechs BUSH#AC&ER Any mech attacking this mech from its front or back firing arc has a +* penalty to hit the Bushwacker. An attacker firing from the sides howe"er, gets a I1 bonus to hit. #ount torso twisting for this. This mech get a bonus &1 to hit when firing at long range. This !ech cannot torso twist or punch. Any !ech firing from the front or back recei"es a +1 to hit penalty. #ount torso twisting for this. Built to be rugged and dependable, this !ech requires minimal time .2%O/ and effort for maintenance. Hea)* Battlemechs RA!ON 'IRE "AELSTRO" This battlemech has the same collar weakness as the !arauder battlemech. Any !ech firing from the front or back recei"es a +1 to hit penalty. #ount torso twisting for this. Any !ech firing from the front or back recei"es a +1 to hit penalty. This !ech cannot torso twist. Assa%lt Battlemechs SPARTAN This battlemech is equipped with the Dinslaughter 6&#lass 4) 33# that produces only 1* points of heat each time it fires. >nly #omstar and 'ord of Blake forces are currently building this model

SPECTRE

EN'IEL RAIJIN STARSLA-ER

of 4) 33# NI!HTSTAR This Battlemech has a spotlight for night operations. This !ech has the same ball and 7oint arms as the !arauder and also has the same weaknesses as the !arauder for the collar that connects the torso to the legs. This Battlemech has a built&in spotlight for night operations. <ue to the modular design of this mech all repair times are quartered. This !ech cannot punch due to arm design. This battlemech has a &* bonus to hit aircraft due to its special targeting S tracking system. This !ech cannot punch due to arm design. This Battlemech has a built&in spotlight for night operations.

"AC&IE O0BA&E"ONO LON!BO# EVASTATOR

3040 Battlemechs
Light Battlemechs ARCTIC 'O( UAN !UN! EA!LE +1 to hit from front and back. #annot Torso twist. !odular design lowers the maintenance and repair time one half. 4agle is made of a standard design so spare parts are easy to find and it takes ,@?s time to repair.

"e$i%m Battlemechs BISHA"ON This design has the same %.2 turning cost as the other quads and its e-cellent stability. All attackers get a +1 to attack because of her low profile. The !)!(s range is increased to the following stats because of her ability to raise and lower the focal point of the attackC Short 1&?, !edium 2&1%, 9ong 11&1B. Because of the artwork, 1 consider the autocannon to be on a turret that lets this !ech fire in all directions. #an you say Qrun n gunR three times fastN 6ehehe. This !ech carries a spotlight for night operations. This !ech carries a spotlight for night operations. Any attacker firing from the front or back gets a +1 penalty to hit. 1t cannot torso twist. Hea)* Battlemechs BAR!HEST Both the autocannon and the lasers are mounted on turrets that let the weapons fire aft as well as forward. Also, the lasers can fire in the left side arcs. This !ech has a +1 penalty to be hit by any attacker because of her low profile. This !ech cannot torso twist. This Battlemech has a built&in spotlight for night operations. This !ech cannot torso twist.

BLIT.&RIE! BUCCANEER "ARSHAL "EN SHEN

JIN!!AU TI TS5AN! -EO"AN

Assa%lt Battlemechs SIROCCO Jnlike most quads, this !ech can torso twist. The autocannons are placed on turrets allowing them to fire aft, like the medium lasers on the front legs. This !ech mounts a built&in spotlight for night operations. The machine&guns on this !ech are built on turrets allowing them to fire aft as well as forward. Also, the small lasers are built on turrets which allow them to fire one he-&side to either side beyond the standard firing arcs.

VI&IN!

<esign :otesC 0irst things first. This is all a result of !ike Spica(s article, PTricks of the TradeP, in <ragon maga8ine issue 1++ in 1$$1. 4"ery list 1 ha"e e"er seen like this is based on the article by !ike. Thanks dude. This particular list was built on a list gi"en to me by 6ighball and combines information gained from three other sources. 1 also did make 7udgment calls and additions myself on many of the !echs, as well as adding in the ,%+% !echs. 0or the ,%*2 !echs, 1 looked at a list posted on )5! by Eason >8ubko, another very similar list 1 found somewhere a long time ago, and a list similar to 6ighball(s posted on )5! by <anny 0rost. The *F2% and ,%22 !echs were gotten by bringing information in from <anny 0rost(s list, but the ,%2B info was all 6ighball(s. A note to any who wish to add to this list in the future. 3lease lea"e these <esign :otes in so others do not forget where all of this information came from. Alternate )ulesC >ne of the things 1 took into account on many !echs was that when said to ha"e e-tra powerful 4#! and sensors, 1 ga"e them shorter range and less power then the 5uardian and Beagle. 1n almost all cases 1 ga"e them a * he- range. The )a"en though de"oted hea"y tonnage to them so 1 ga"e it a ? he- range. :ote that these system will :>T 7am a true 5uardian and Beagle but will 7am each other. The )a"en didn(t ha"e B4TT4) equipment, 7ust more of it. Another rule 1 considered in anything short of an assault !ech was that the hung o"er or elongated !echs like the !arauder and )a"en are harder to hit from the front and back. A good corollary to that would be gi"ing the same B>:JS to hit for other !echs from the sides. That would make the Bushwacker a +* bonus from the sides instead of one, but would balance those !echs to the others. The final rule 1 considered following, but didn(t write in here is that any quad e-cept for the assaults could hide behind a le"el one hill. Thank you "ery much and 1 hope you en7oy this. !edron 3ryde 3)1 httpC@@pri.mgonetwork.com

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