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Highlander Battlemech


shadowcat1313

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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

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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. :thumbup:

 

K.

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