Saturday, August 28, 2010

Starting Mechwarrior Roster and MechBay

Here is the starting Mechwarrior Roster


And the starting MechBay.


The colors just represent the paint scheme on the mech.  BV is a good way to compare mechs but not the only way.  You should also consider things like...does the mech have ammo and if so does it have case.
The weapon abbreviations should be obvious, FL = flamer, SSRM2 = Streak SRM2, MPL = Medium Pulse Laser, if there is a w/Art after the weapon it has an Artemus system (+2 to the how many missile hit roll)

How will we determine who gets what mech?  Still to be determined, might do next birthday, might do who shows up first, might just random draw.  But here are the mechs you are starting with.

Friday, August 27, 2010

Gunnery, Piloting and Mech Skills




All Mechwarriors will start at 4/5 with one regular skill chosen below.  

As the campaign goes on a mechwarrior may improve (reduce) his skill, 5 kills for piloting, 10 kills for gunnery.  Gunnery and Piloting may never be more than 2 steps apart.  Meaning you can not be a 2/5 mechwarrior you would have to improve your piloting to a 4 before getting the 2 gunnery.  
Also for every 5 kills you may select another skill from the list below.  It adds a little bit of flavor to the campaign.  Yes I know that there are some weapons here you will not see, this is a generic list that I use for all my campaigns.
-----------------
--REGULAR SKILLS--
------------------

Regular Skill is awarded to MechWarriors who reach the 4/5 skill level. An additional skill is awarded after each 5 kills.

Name: LIGHT 'MECH
Type: chassis
Description: +1 to all piloting checks when Piloting a Light mech.  -1 to all physical attacks when piloting a light mech.

Name: LASER
Type: weapons
Description: -1 to hit with Small, Medium and Large Lasers.

Name: LIGHT AC
Type: weapons
Description: -1 to hit AC-2, AC-5, Ultra AC-2, and Ultra AC-5. +1 on the missile hit chart when using Ultra.

Name: MEDIUM AC
Type: weapons
Description: -1 to hit AC-10, or Ultra AC-10.
+1 on the missile hit chart when using Ultra.

Name:
SRM
Type: weapons
Description: -1 to hit with all
SRM and Streak SRM’s

Name: SMALL ARMS
Type: weapons
Description: -2 to hit with Flamers and MG’s

Name: TOUGHNESS
Type: general
Description: -2 to consciousness checks.

Name: BRAWLER
Type: Close combat
Description: -1 to hit with Punching attacks

Name: SENSOR BASIC
Type: general
Description: Can spot Active units out of LOS within 24”, Can use TAG to target for non-arty weapons (Remove movement modifier of the target).
 
------------------
--VETERAN SKILLS--
------------------

Available with the 3rd skill choice. (10 Kills)

Name: MEDIUM 'MECH
Type: chassis
Description: +1 to all piloting checks when Piloting a Medium mech,
-1 to all physical attacks when piloting a medium mech.

Name:
MRM
Type: weapons
Description: -1 to hit with all
MRM, +1 on the missile hit chart.

Name: PPC
Type: weapons
Description: -1 to hit with PPC, and ER PPC.  Ignore min range rule with PPC

Name: ER LASER
Type: weapons
Description: -1 to hit with all ER Lasers

Name: LRM
Type: weapons
Description: -1 to hit with all LRM’s, +1 on the missile hit chart.

Name: LB-AC
Type: Weapon
Description: -1 to hit with LB-2xAC, LB-5xAC, LB-10xAC.  +1 on missile chart when using cluster.

Name: JUMP
JET
Type: Close Combat
Description: -1 to hit Death from above attack. +1 on piloting skill rolls when required for landing with a Jumping move.

Name: SENSOR ADVANCED
Type: general
Description: Can spot Active units out of LOS within 36”, can tell if those units are Vehicle or Battlemech.  Must have SENSOR Basic Skill. (-1 to lock on with TAG)
    
----------------
--ELITE SKILLS--
----------------

Available with the 4th skill (15 Kills)

Name: HEAVY 'MECH
Type: chassis
Description: +1 to Piloting skill rolls when piloting a Heavy Mech,
-1 to all physical attacks when piloting a Heavy  Mech.

Name: HEAVY AC
Type: weapons
Description: -1 to hit with AC-20, Ultra AC-20, LB-20xACs.  +1 on missile chart when using Ultra or cluster shot.

Name: GAUSS
Type: weapon
Description: -1 to Hit with all Gauss Rifles.

Name: HEAVY LASER
Type: weapons
Description: -1 to hit with Small, Medium and Large Heavy Lasers.

Name: KICKBOXER
Type: Close combat
Description: -1 to all kicking attacks.

Name:
MAN AT ARMS
Type: Close Combat
Description: -1 to hit with attacks made with Hatchet, Sword or Club.

Name: SENSOR VETERAN
Type: general
Description: Can spot Active units out of LOS within 48”, can tell if those units are Vehicle or Battlemech and can tell Weigh class. Must have SENSOR ADVANCED skill. (-2 to lock on with TAG)

Name: JUST BRING IT!
Type: general
Description: Tough to knock over.  +2 to piloting skill checks for taking damage…convert the normal -1 check to +1 to remain standing when checking for taking 20 points of damage.
--------------
--ACE SKILLS--
--------------

Available with the 5th Skill (20 Kills)

Name: ASSAULT 'MECH
Type: chassis
Description: +1 to all piloting skill rolls when piloting an Assault Mech, 
-1 to all physical attacks when piloting a Assault Mech.
 
Name: ROTARY AC
Type: weapon
Description: -1 to hit with all Rotary AC’s, +1 to unjamming roll with Rotary AC’s. +1 to the roll for number of missile hit when shooting Rotary AC’s
 
Name: PULSE LASER
Type: weapons
Description: -1 to hit with Pulse Lasers, Large Pulse Lasers,
Clan Pulse Lasers and Clan Large Pulse Lasers.  Yeah this will be a total of -3.

Name: LINEBACKER
Type: Close Combat
Description: -1 to hit Charging attacks.

Name: SENSOR Elite
Type: general
Description: Can spot Active units out of LOS within 60”, can tell what exact unit is.  Must have SENSOR VETERAN skill. (-3 to lock on with TAG)

Name: SNIPER
Type: weapons
Description:  Can take aimed shots like having a “targeting computer” at a +4 to hit specific location.


Name: THAT ALL YOU GOT?
Type: general
Description: add +2 to all standup attempts.

Invite email for the New Battletech campaign

Ok, here goes...



After hearing about it from the peanut gallery for long enough...I'm going to be starting up another Battletech campaign.  If you are interested that is.

Friday nights, once a month.  Starting between 6pm and 7pm (Don't worry if you are late Larry).  My place.  Looking at the 2nd Friday of every month.  Bring your own food or eat before you get there.

1st session will be Friday, September 10th.  We will pick mechs, have a rules refresher, go over the campaign details.  I will run this just like the '05-'06 campaign.  You each will have one mech and I'll run the opposing ones.  With experience you will get extra skills I've added to the game.

Some of you are probably saying...What about the 40k campaign?!  Well the 40k campaign is still there, and only 3 of us were showing any interest.  We can always fall back on that.  Just had numerous requests...especially recently, to run B-Tech again, so here it goes.

Setting of the campaign will be...



Date: 3059 (Operation Bulldoog)
Location: Port Arthur (Smoke Jaguar occupied space)
Your Force: 1st Davion Guards - at least initially, Draconis Combine reinforcements later in the campaign.
Opposition: Clan Smoke Jaguar (first bondsmen in inner sphere stuff, later you'll face the clanners in their Front line Omni-mechs)