Академический Документы
Профессиональный Документы
Культура Документы
Ability Scores
Roll 4d6, drop lowest roll, assign scores to abilities as desired.
Abilities include: Strength, Intelligence, Wisdom, Dexterity, Constitution,
Charisma
Ab
ilit
y
Sc
or
es
Abil
ity
Mo
dif
er
14
-3
56
-2
78
-1
912
13
15
+1
16
17
+2
18
+3
19
+4
20
+5
21
22
+6
Ability Check System (Optional Rule): If choosing not to use the optional
skill system supplied below, skills can be deployed using ability checks. Just
roll a d20 and add the bonus or penalty for the ability being checkedif
there is oneand if the result matches the ability score or above the check
succeeds. The Game Master can feel free to add whatever situational or
story-based bonuses or penalties to the roll he or she feels appropriate.
Saving Throw Skill Check System (Optional Rule): Since Saving
Throws scale with level and provide a hard value for each class, they can
also be used to serve a double role in the game and make skill checks if the
optional skill system outlined below is not used. Simply roll a d20, add any
situational bonuses or penalties as determined by the Game Master, and if
the result matches the saving throw value for that characters level or is
above it, the skill check succeeds.
Character Races
choice)
Clan Trueborn General Strain (+2 to Dexterity, +1 to Intelligence, -2
to Wisdom)
Clan Trueborn Elemental Strain (+4 to Strength, +2 to Constitution,
-2 to Intelligence, -2 to Charisma)
Clan Trueborn Aerospace Pilot Strain (+4 to Dexterity, -2 to
Constitution, -2 to Charisma)
Clan Freeborn (+1 to two abilities of players choice)
Clan Freeborn Hybrid (child of two trueborn of any strain) (+2 to one
Character Classes
The Soldier
Hit Points: d10
Progression Table: As Fighter or see below
Prime Requisite: Strength
The Pilot
Hit Points: d8
Progression Table: As Fighter or see below
Prime Requisite: Dexterity
Saving Throws: As Fighter or see below, +2 to saving throws against
explosion or environmental hazards
Optional Skill Points: 4 at creation + 2 per level
Weapons and Armor Use: Can use any weapon or armor; cannot use
Battle Armor
Special: Only the Pilot class can serve as Mechwarriors or Aerospace
Pilots;
A Pilot can specialize in BattleMechs, Aerospace Fighters, or
spacecraft like DropShips, JumpShips or WarShips and gets +2 to add
to either the armor class, to hit bonus or damage roll of one successful
hit from the vehicle that he or she is currently piloting. The Pilot may
choose which of these statistics to modify each round, and can select
a different one each time.
Backgrounds: Inner Sphere Mechwarrior, Clan Mechwarrior, Inner
Sphere Aerospace Pilot, Clan Aerospace Pilot, Clan ProtoMech pilot,
Independent Freighter Pilot, Military Spacecraft Pilot, Manus Domini
Cyborg Pilot, Inner Sphere Armor Driver, Clan Armor Driver
The Expert
Hit Points: d6
Progression Table: As Rogue or see below
Prime Requisite: Players choice
Saving Throws: As Rogue or see below, +2 to saving throws made to
resist attempts to influence or cloud the mind
Optional Skill Points: 4 at creation +3 per level
Weapons and Armor Use: Can use any weapon and any armor;
cannot use Battle Armor
Special: Beginning at 4th level most experts begin to draw a retinue of
followers of a type appropriate to their chosen backgrounds (i.e.
assistant techs if they are a BattleMech or Aerospace Fighter
technician, junior scientists if a scientist, special operators if an
intelligence officer, soldier bodyguards if a planetary or Great House
noble). This entourage includes 2d6 members of levels 1-2, but it is
best if the player works with the Game Master to flesh out each of
these NPCs to make them more real and engaging for the character.
Backgrounds: Inner Sphere Mech or Aerospace Fighter Technician,
Clan Technician Caste, Inner Sphere Scientist or Physician, Clan
Scientist Caste, Inner Sphere Scholar, Inner Sphere Planetary or
Great House Noble, Great House or ComStar Intelligence Officer,
ComStar Explorer, Inner Sphere Merchant, Clan Merchant Caste,
Kuritan Yakuza, Inner Sphere Smuggler/Organized Criminal, Inner
Sphere Pirate, Clan Bandit Caste, Clan Laborer Caste
LEVEL
XP
HIT DICE
(d10)
BASE
ATTACK
BONUS
UNIVERS
AL
SAVING
THROW
1+1
+0
14
2,000
+1
13
4,000
+2
12
8,000
+2
11
16,000
+3
10
32,000
+4
64,000
+5
128,000
+6
256,000
+7
10
512,000
10
+7
XP
HIT DICE
(d8)
BASE
ATTACK
BONUS
UNIVERS
AL
SAVING
THROW
The Pilot
LEVEL
+0
15
2,000
+1
14
4,000
+2
13
8,000
+2
12
16,000
+3
11
32,000
+4
10
64,000
+5
128,000
+6
256,000
+6
10
512,000
10
+7
LEVEL
XP
HIT DICE
(d6)
BASE
ATTACK
BONUS
UNIVERS
AL
SAVING
THROW
+0
13
1,500
+1
12
3,000
+1
11
6,000
+2
11
The Expert
12,000
+2
10
24,000
+3
48,000
+3
96,000
+4
192,000
+4
10
384,400
10
+5
Difficulty
Easy
Average
Hard
Very Difficult
Practically Impossible
astrophysical,
biological, xenobiological, etc. in nature. Some Game Masters
may want to make
individual entries for these or require a character to choose a
field of specialization
when he takes expertise in one of these broad knowledge skills.
Skill List
Aerospace Pilot
background)
Agriculture
Intelligence
Animal Handling
Wisdom
Art
Intelligence
Astrogation
Intelligence (automatic skill for Pilot with
Spacecraft background)
Bureaucracy
Business
Computers
Cultures
Demolitions
Disguise
Intelligence
Intelligence
Intelligence
Intelligence
Intelligence
Charisma
Diplomacy
Charisma
Entertainer
Charisma
Forgery
Intelligence
Gambling
Haggling
Wisdom
Wisdom
Intimidation
History
Strength
Intelligence
Languages
fluency)
Martial Arts
receive this free)
Mechwarrior Pilot
background)
Medicine
Intelligence (can heal 1d8 hp a number of times
per day equal to
the points in the skill)
Navigation
Intelligence
Perception
Wisdom
Religion
Intelligence
Robotics
Science
Xenobiology)
Sleight of Hand
Dexterity
Stealth
Dexterity
Survival
Wisdom
Technician
machinery)
Zero-G
Dexterity
Martial Arts
The Martial Arts skill is the only combat-related skill in this
optional skill system. There is never a martial arts skill check
rolled. Instead, players receive one of the following Martial Arts
Maneuvers for each level of expertise. The player must roll to see
which maneuver he receives (reroll duplicate results), though
with Game Master permission he can just choose whichever
maneuver he or she prefers. Without at least +1 in the Martial
Arts skill a character who fights unarmed does only 1d2 of
damage (roll 1d4 and halve the result or just assume 1 average
point of damage) with each hit. With at least 1 point in Martial
Arts the character does 1d6 points of damage with each hit, and
can also choose to make this non-lethal subdual damage until his
opponent is unconscious.
D20 Roll Martial Art Maneuver
1
combat damage.
3
maneuvers of others
to avoid disarms, find weakness, hold, nerve strike, or take
down.
6
equal to +1 as long
as you are wearing Light Armor or no armor.
7
uncovers a weakness;
restraining hold.
He may break free in subsequent rounds on a 2 in 6.
10
by falls.
11
against him
(using any attack based maneuvers, if desired), end
adjacent to him in close
range.
12
points, 1/day.
13
martial maneuvers).
15
16
17
successful knocks
opponent prone on ground next to you.
18
19
Individual Combat
Every player rolls initiative on d20 before combat begins;
players act in order of roll from highest to lowest; Game
Master characters all act as a group in the initiative order
when their turn comes
Range is Close, Medium or Far; only creatures in Close
range can be attacked using a melee weapon
Each player rolls to hit on d20 + Base Attack Bonus +
Ability Modifier + situational bonuses/penalties against
opponents Armor Class
If hit occurs, player rolls weapon damage or can take
average weapon damage
A Critical Hit occurs on a roll of 20 resulting in double
damage, a Critical Failure occurs on a roll of 1,
consequences for the player to be determined by the Game
Master
Dual wielding of weapon leads to +2 to hit and damage; no
extra attacks
Add Dexterity modifier to hit if using ranged weapons; add
Strength modifier to hit if using melee weapons
Unarmed Combat does only 1d2 points of damage unless
the character has the Martial Arts skill.
In personal combat wearing Battle Armor provides an AC of
+10 and +50 hit points
Vehicle Combat (including Battle Armor)
Size
Modifier
Pilots Dexterity
Bonus
Battle Armor
+5
Light Class/ProtoMech
-1
Medium Class
-2
Heavy Class
-3
Assault Class
-4
d2
0
Pilots
Base
Attack
Bonus
Pilots
Dexterity
Modifier
Head/Cockpit
-10
Arms/Weapon
-8
Legs
-6
Main Body
-4
Maxium Range
Medium
Medium
Far
Close
Medium
Medium
Far
Close
Add one range increment to weapon
Close
Damage
1d4 (only against non-Battle Armor infantry)
1d4
2d4
2d6
1d6
1d10
LRM-15
LRM-20
Small Laser
Medium Laser
Large Laser
Pulsed Lasers (any size)
PPC
Autocannon/2
Autocannon/5
Autocannon/10
Autocannon/20
Melee Weapon (BattleMechs Only)
2d8
1d20
1d6
1d8
1d10
Move up one size of dice
1d10
1d4
1d6
1d10
1d20
1d10
Type
Unarmored Person
Armored Person
Battle Armored Person
Light Class BattleMech
Medium Class BattleMech
Heavy Class BattleMech
Assault Class BattleMech
Light Class Aerospace Fighter
Medium Class Aerospace Fighter
Heavy Class Aerospace Fighter
Assault Class Aerospace Fighter
30 feet
20 feet
60 feet
120 feet
90 feet
60 feet
40 feet
480 feet
350 feet
240 feet
150 feet