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Warhammer Battlemech


shadowcat1313

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TUV : Warhammer BattleMech

 

Heh Shadowcat1313 , that's really cool . You missed a few things , but they are minor overall . A added what I thought you missed and I've got a few questions in reguards to your conversions . A Warhammer possesses 11 tons of Armor , 18 Heat Sinks , 2 Small Lasers , and 2 MGs . Great stuff BTW . I couldn't even critique it without your hard work on the conversion rules . Please continue to post in non - hdc. format . I haven't got the computer skills to figure out how to download you files . And I want'em .

 

Thank you

 

QM

 

BATTLETECH to HERO Conversion

Warhammer BattleMech

 

Val Char Cost

5 SIZE ?

57 STR -3

15 DEX 15

3 SPD 5

23 DEF ?

 

24 BODY 4

Characteristics Cost: +99pts.

 

Movement Type Inches/Phase Cost

Running (Ground) 12" 12

Swimming 0" -2

Leaping 0" 0

Total Movement Cost : +10pts.

 

 

Length :

Width :

Mass :

DCV :

KB :

DEX :

SPD :

DEF :

Phases : 1 2 3 4 5 6 7 8 9 10 11 12

END Reserve :

BODY :

Driver’s PER :

Driver’s Skill Roll :

Description :

 

 

Cost Equipment END

28 PPC: (Total: 86 Active Cost, 28 Real Cost) RKA 5d6 (standard effect: 15 BODY, 30 STUN) (75 Active Points); OIF Bulky Fragile (-1 1/4), Extra Time (Full Phase, -1/2), Beam (-1/4) (Real Cost: 25) plus Radio Group Flash 3 1/2d6 (11 Active Points); OIF Bulky Fragile (-1 1/4), Linked (RKA; -1/2), Beam (-1/4) (Real Cost: 3)

5 a second PPC: Custom Power (5 Active Points)

10 Medium Laser: RKA 2d6+1 (standard effect: 7 BODY, 14 STUN) (35 Active Points); OIF Bulky Fragile (-1 1/4), Custom Modifier (VL Laser Weapon; -1/2), Limited Arc Of Fire (60 degrees; -1/2), Beam (-1/4)

5 another Medium Laser: Custom Power (5 Active Points) [Notes: same firing arc, straight ahead]

? Small Laser :

? another Small Laser :

? Machine Gun : 100rnds

? another Machine Gun : 100rnds

19 SRM-6: RKA 2d6 (standard effect: 6 BODY, 12 STUN), Armor Piercing (+1/2), Autofire (5 shots; +1/2), 125 Charges (+3/4) (82 Active Points); OIF Bulky Fragile (-1 1/4), Side Effects (Side Effect only affects the environment near the character; Explosive ammo can detonate if ammo is heat, or mech badly overheats; -3/4), Costs Endurance (-1/2), Custom Modifier (weapon mount is exposed and gets half armor rating; -1/2), Limited Range (-1/4)

28 +24 DEF, Hardened (+1/4) (90 Active Points); OIF Immobile (-1 1/2), Ablative BODY Only (-1/2), Limited Coverage Nearly 360 Degrees (Hull/Frame Only; Varies by location; -1/4)

19 Life Support : ( Immunity All terrestrial diseases and biowarfare agents; Immunity All terrestrial poisons and chemical warfare agents; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing ) (39 Active Points); Costs Endurance (-1/2), Custom Modifier (cockpit must be intact and sealed; -1/2)

2 Ejection Seat: Flight 5" (10 Active Points); 1 Charge (-2), Custom Modifier (only to take pilot straight up away from the mech; -1), Extra Time (Full Phase, -1/2)

32 280 Fusion Reactor: Endurance Reserve (280 END, 22 REC) Reserve: (50 Active Points); OIF Immobile Fragile (-1 3/4)

 

9 Sensors: Multipower, 25-point reserve, (25 Active Points); all slots OIF Bulky Fragile (-1 1/4), Costs Endurance (-1/2)

1u 1) Radar (Radio Group), +5 to PER Roll, MegaScale (1" = 1 km; +1/4) (25 Active Points); OIF Bulky Fragile (-1 1/4), Costs Endurance (-1/2)

1u 2) GPS and Navcomp: Navigation (Land, Marine) 14- (13 Active Points); OIF Bulky Fragile (-1 1/4), Costs Endurance (-1/2)

1u 3) Radio Perception/Transmission (Radio Group), MegaScale (1" = 10 km; +1/2), Can Be Scaled Down (+1/4) (17 Active Points); OIF Bulky Fragile (-1 1/4), Costs Endurance (-1/2)

1u 4) IR Perception (Sight Group), +2 to PER Roll, Discriminatory (12 Active Points); OIF Bulky Fragile (-1 1/4), Costs Endurance (-1/2)

1u 5) Seismometer: Detect A Single Thing 12- (Unusual Group), Ranged (+1/2) (9 Active Points); OIF Bulky Fragile (-1 1/4), Costs Endurance (-1/2)

1u 6) +5 versus Range Modifier for Sight Group (8 Active Points); OIF Bulky Fragile (-1 1/4), Costs Endurance (-1/2)

1u 7) Magnetometer: Detect A Single Thing 12- (Unusual Group), Discriminatory, Analyze, Ranged (+1/2) (24 Active Points); OIF Bulky Fragile (-1 1/4), Costs Endurance (-1/2)

1u 8) Enhanced Audio Pickups: +3 PER with Hearing Group (6 Active Points); OIF Bulky Fragile (-1 1/4), Costs Endurance (-1/2)

4 Heavy Duty Floodlights: Sight Group Images Increased Size (8" radius; +3/4) (17 Active Points); OIF Bulky Durable (-1), Only To Create Light (-1), No Range (-1/2), Limited Arc Of Fire (180 degrees; -1/4), Custom Modifier (Exposed Mount is not covered by armor; -1/4)

 

 

Skills Cost : --

Character Cost :99

Powers Cost : 169

Total Cost : 268

 

 

+100 Disadvantage

-15 Physical Limitation: No Hands (Frequently, Greatly Impairing)

-10 Distinctive Features: (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)

 

 

Disadvantage Points: 25

Base Points: 200

Experience Required: 43

 

 

P.S. : A Warhammer has SPD 3 ... hmmm somehow I thought it would be faster say a SPD 4 .

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Re: Warhammer Battlemech

 

I'm glad you like these, I am going to start doing more mechs as soon as the HS issue is resolved... and I will take requests

 

heres the list of what I intend to write up first

Stinger

Wasp

Valyrie

Wolfhound

Pheonix Hawk

Shadow Hawk

Griffin

Wolverine

Archer

Marauder

Battlemaster

Atlas

 

not necessarily in this order

I also need to revise the movement rates I listed for whats done already

I went braindead, and equated HERO hexes with Battletech hexes... oops

considering a BT hex is 30 meters

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  • 7 years later...

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