shadowcat1313 Posted April 21, 2004 Report Share Posted April 21, 2004 my favorite star league mech pretty standard beyond the gauss rifle and Endo Steel construction though Highlander Battlemech Player: Val Char Cost 59 STR -1 16 DEX 0 29 BODY 9 3 SPD 4 45" RUN 78 0" SWIM -2 45" LEAP 0 Characteristics Cost: 165 Cost Power 32 Gauss Rifle: RKA 5d6 (standard effect: 15 BODY, 30 STUN), Armor Piercing (+1/2) (112 Active Points); OIF Bulky Fragile (-1 1/4), Extra Time (Full Phase, -1/2), 8 Charges (-1/2), Real Weapon (-1/4) 49 LRM-20: RKA 2d6+1 (standard effect: 7 BODY, 14 STUN), Indirect (Same origin, always fired away from attacker; +1/4), Explosion (+1/2), 250 Charges (+1), Autofire (20 shots; +2 1/2) (184 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), Real Weapon (-1/4) 22 SRM-6: RKA 2d6 (standard effect: 6 BODY, 12 STUN), Armor Piercing (+1/2), Autofire (5 shots; +1/2), 250 Charges (+1) (90 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), Limited Range (-1/4), Real Weapon (-1/4) 13 Medium Laser: RKA 2d6+1 (standard effect: 7 BODY, 14 STUN), Autofire (2 shots; +1/4) (44 Active Points); OIF Bulky Fragile (-1 1/4), Custom Modifier (VL Laser Weapon; -1/2), Beam (-1/4), Real Weapon (-1/4) 22 Leaping +45" (45" forward, 22 1/2" upward) (Accurate, Position Shift) (55 Active Points); OIF Bulky (-1), Requires A Skill Roll (-1/2) 36 +31 DEF, Hardened (+1/4) (116 Active Points); OIF Bulky (-1), Ablative BODY or STUN (-1), Limited Coverage Nearly 360 Degrees (Hull/Frame Only; -1/4) 12 +6 DEX (18 Active Points); Custom Modifier (must have room to manuever; -1/2) 19 LS (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) 23 Fusion Powerplant: Endurance Reserve (270 END, 12 REC) Reserve: (39 Active Points); OIF Immobile (-1 1/2) 8 Reinforced legs and shock absorbers: Physical Damage Reduction, Resistant, 50% (30 Active Points); OIF Bulky (-1), Custom Modifier (only to prevent damage from jumping attacks or landings after a jump; -1), Requires A Skill Roll (-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) 10 Sensors and Commo: Multipower, 30-point reserve, (30 Active Points); all slots OIF Immobile (-1 1/2), Costs Endurance (-1/2) 1u 1) Radar (Radio Group), +5 to PER Roll, MegaScale (1" = 1 km; +1/4), Can Be Scaled Down (+1/4) (30 Active Points); OIF Immobile (-1 1/2), Costs Endurance (-1/2) 1u 2) Radio Perception/Transmission (Radio Group), MegaScale (1" = 10 km; +1/2), Can Be Scaled Down (+1/4) (17 Active Points); OIF Immobile (-1 1/2), Costs Endurance (-1/2) 1u 3) IR Perception (Sight Group), +2 to PER Roll, Discriminatory (12 Active Points); OIF Immobile (-1 1/2), Costs Endurance (-1/2) 1u 4) Seismometer: Detect A Single Thing 12- (Unusual Group), Ranged (+1/2) (9 Active Points); OIF Immobile (-1 1/2), Costs Endurance (-1/2) 1u 5) +5 versus Range Modifier for Sight Group (8 Active Points); OIF Immobile (-1 1/2), Costs Endurance (-1/2) 1u 6) Magnetometer: Detect A Single Thing 12- (Unusual Group), Discriminatory, Analyze, Ranged (+1/2) (24 Active Points); OIF Immobile (-1 1/2), Costs Endurance (-1/2) 1u 7) Enhanced Audio Pickups: +3 PER with Hearing Group (6 Active Points); OIF Immobile (-1 1/2), Costs Endurance (-1/2) Powers Cost: 255 Cost Skill 3 +3 with Combat Piloting (6 Active Points); OIF Bulky (-1), Costs Endurance (Only Costs END to Activate; -1/4) 6 Navigation (Land, Marine) 14- (13 Active Points); OIF Bulky (-1) Skills Cost: 9 Total Character Cost: 429 Pts. Disadvantage 10 Rare Mech 10 Hard to Maintain, and Hard to find parts for 10 Distinctive Features: Old Star League Mech (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures) Disadvantage Points: 30 Base Points: 200 Experience Required: 199 Total Experience Available: 0 Experience Unspent: 0 Quote Link to comment Share on other sites More sharing options...
travellerne Posted April 22, 2004 Report Share Posted April 22, 2004 Re: Highlander Battlemech Hi Shadowcat, Did you really mean to make so many of the mech's items OIF Fragile? If I read it right, this means that they all have a 1 DEF. I thought this represented easily destroyed items. Wouldn't Breakable/Durable be more appropriate? K. Quote Link to comment Share on other sites More sharing options...
shadowcat1313 Posted April 22, 2004 Author Report Share Posted April 22, 2004 Re: Highlander Battlemech good question.... I was figuring on weapons and other systems that are knocked out by 1 critical hit, whether or not they take more than one slot as being fragile Quote Link to comment Share on other sites More sharing options...
travellerne Posted April 23, 2004 Report Share Posted April 23, 2004 Re: Highlander Battlemech good question.... I was figuring on weapons and other systems that are knocked out by 1 critical hit, whether or not they take more than one slot as being fragile Hi Shadowcat, I think focuses lose one power every time they take a hit (my FREd isn't handy). So that works for what you want--as each weapon only has one power. But the DEF of 1 makes them as fragile as glass--a .22 pistol could destroy each weapon. IMO, I would just drop the fragile and I think they'll work exactly as you envision. It's cool you're doing all this work on BattleTech. Good work. K. Quote Link to comment Share on other sites More sharing options...
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