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I present the Atlas Assault BattleMech!


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ATLAS 100 ton Assault Mech

 

Mech Stats: (Active Points: 222, Real Cost: 208)

Size: 16 hexes tall 60 [60AP]

INT: 0 -10

STR: 70 0

DEX: 10 0

BODY: 152 internal 130

DEF: 10 internal 0

SPD: 2 0

Movement: 27" Ground 28 [42AP, Costs 1/2 END (-1/4)]

45" Noncombat 0 [Costs END(-1/2)]

 

Melee OCV 14

Ranged OCV 4

DCV -8

 

Characteristics Total: 208

 

Mech Armor/Structure: (Active Points: 407, Real Cost 297)

(222) Armor:

BODY: 192 external(f) 128 [192 Active Points, Front 180 only (-1/2)]

112 external® 74 [112 Active Points, Rear 180 only (-1/2)]

DEF: 20 external 20 [30 Active Points, External BODY only (-1/2)]

 

(75) Mech Materials: (7/8 Resistant Damage Reduction)

 

Mech Systems: (Active Cost: 197, Real Cost 124)

(15) 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 Base Cost/Active Points); Custom Modifier (cockpit must be intact and sealed -1/2); IIF Bulky (-1)

 

(15) Cannot Be Stunned

 

(15) Does Not Bleed

 

(45) Takes No Stun (If Internal BODY takes damage or if armor BODY takes a critical, systems take 0-3 critical damage hits[1=0 crits, 2-3=1 crit, 4-5=2 crits, 6=3 crits or head/limb loss, roll 1d20 for locations, if location cannot be used, drop to secondary hit or reroll])

Critical Hit Systems List:

1)Gauss Capacitor Explosion(Mech Takes 20 NNDK-Charges Used to Internals, check again)

2)Gauss Ammo Jam 1(Lose 8 Charges)

3)Gauss Ammo Jam 2(Lose 8 Charges)

4)LRM Hit(Weapon Useless)

5)LRM Ammo Explosion 1(Lose 125 Charges, Mech Takes 125 NNDK-Charges Used to Internals, check again)

6)LRM Ammo Explosion 1(Lose 125 Charges, Mech Takes 125 NNDK-Charges Used to Internals, check again)

7)Left Medium Pulse Laser Hit(Weapon Useless)

8)Right Medium Pulse Laser Hit(Weapon Useless)

9)Life Support Failure(System Useless)

10)Sensor Hit(-2 OCV)

*Second Sensor Hit(Cannot Aim Weapons, Pilot is Blind)

11)Gyro Hit(-3 to All Pilot Rolls, Check or Fall)

**Second Gyro Hit(Cannot Stand, Cannot Walk)

12)Engine Hit(Lose 5 END per turn)

*Second Engine Hit(Lose 10 END per turn)

**Third Engine Hit(Shutdown, can detonate for 400 NNDK to Internals, 400RKA Explosive, 15" increments, pilot ejects automatically if hatch is intact)

13)Heat Sink Hit(-1 REC)(Can be hit 10 times)

14)Left Arm Actuator Hit(One ER Large Laser reduced to 60 Arc of Fire)

*Left Arm Blown Off(Arm Useless)

15)Left ER Large Laser Hit(Weapon Useless)

16)Right Arm Actuator Hit(One ER Large Laser reduced to 60 Arc of Fire)

*Right Arm Blown Off(Arm Useless)

17)Right ER Large Laser Hit(Weapon Useless)

18)Hip Hit(1/2 Move, Cannot Kick)

*Second Hip Hit(0 Move)

19)Cockpit Hit(hatch jammed, pilot takes 1d6K)

*Second Cockpit Hit(cockpit breached, pilot takes 2d6K, pilot unprotected, 360 HUD lost)

**Third Cockpit Hit(Pilot takes full weapon damage)

20)Leg Hit(-6" Move, -1 to all Pilot checks)

*Second Leg Hit(-12" Move, -2 to all Pilot checks)

**Leg Destroyed(0 Move, Mech automatically falls)

 

 

(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)

 

(3) 360 HUD: Defensive Manever 1

 

(13) Sensor Suite: Multipower, 30-point reserve, (30 Active Points); all slots OIF Fragile (-3/4), Sense Affected As More Than One Sense [very common Sense] (-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 Fragile (-3/4), Sense Affected As More Than One Sense [very common Sense] (-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 Fragile (-3/4), Sense Affected As More Than One Sense [very common Sense] (-1/2)

1u 3) IR Perception (Sight Group), +2 to PER Roll, Discriminatory (12 Active Points); OIF Fragile (-3/4), Sense Affected As More Than One Sense [very common Sense] (-1/2)

1u 4) Seismometer: Detect A Single Thing 14- (Unusual Group), Ranged (+1/2) (9 Active Points); OIF Fragile (-3/4), Sense Affected As More Than One Sense [very common Sense] (-1/2)

1u 5) +5 versus Range Modifier for Sight Group (8 Active Points); OIF Fragile (-3/4), Sense Affected As More Than One Sense [very common Sense] (-1/2)

1u 6) Magnetometer: Detect A Single Thing 14- (Unusual Group), Discriminatory, Analyze, Ranged (+1/2) (24 Active Points); OIF Fragile (-3/4), Sense Affected As More Than One Sense [very common Sense] (-1/2)

1u 7) Enhanced Audio Pickups: +3 PER with Hearing Group (6 Active Points); OIF Fragile (-3/4), Sense Affected As More Than One Sense [very common Sense] (-1/2)

 

(5) Extra Limbs: 2 arms, 2 legs

 

(21) Heat Sinks:

Endurance Reserve: 50 END, 20 REC

Advantages:

Limitations(-2 1/4): IIF Bulky Fragile (-1), Heat-Induced Side Effects applied after Recovery(-1), REC Affected by External Environment(-1/4)

(70 Base Cost, 70 Active Points, 21 Real Cost)

Side Effects of Heat Accumulation:

50 Running Ice Cold

49

48

47

45

44 -6" Move

43

42

42 -1 OCV

41

40 -12" Move

39

38

37 -2 OCV

36 Shutdown, Pilot check

35 -18" Move

34 Heat Floods Interior Compartments: If no Life Support, Pilot subjected to Deadly Heat

33 -3 OCV

32 Shutdown, Pilot-2 check

31 Ammo Explosion, Pilot check

30 -24" Move

29

28 Shutdown, Pilot-4 check

27 Ammo Explosion, Pilot-2 check

26 -4 OCV

25 -30" Move

24 Shutdown, Pilot-6 check

23

22 Ammo Explosion, Pilot-4 check

21

20 Shutdown, Pilot-8 check

19 -36" Move

18 Pilot Damage, CON check(1 NNDK, x2 without Life Support)

17 -5 OCV

16 Shutdown, Pilot-10 check

15 Ammo Explosion, Pilot-6 check

14 System Failure

13 -42" Move

12 Shutdown, Pilot-12 check

11 Pilot Damage, CON-4 check(2 NNDK, x2 without Life Support)

10 Ammo Explosion, Pilot-8 check

9 -6 OCV

8 Shutdown, Pilot-14 check

7 -48" Move

6 System Failure

5 Ammo Explosion(unavoidable)

4 Shutdown, Pilot-16 check

3 Pilot Damage, CON-8 check(4 NNDK, x2 without Life Support)

2 -7 OCV

1 -54" Move

0 Shutdown(unavoidable)

 

Weapon Systems: (Active Points: 2170, Real Cost: 504)

(133) Gauss Rifle: RKA 40d6 (standard effect: 120 BODY, 360 STUN)

Advantages:

Limitations(-3 1/2): OIF Bulky Fragile (-1 1/4), Limited Range (-1/4), 16 Charges (-0), 60 Arc of Fire(Front) (-1), Can Be Missile Deflected(-1/4), Side Effects (Side Effect only affects the environment near the character; Explosive components: can detonate if hit, or mech badly overheats(20 NNDK); -3/4),

(600 Base Cost, 600 Active Cost, 133 Real Cost)

 

(49) LRM-20: RKA 2 1/2d6 (standard effect: 8 BODY, 24 STUN)

Advantages(+4 1/4): Indirect (Same origin, always fired away from attacker; +1/4), Explosion (+1/2), 250 Charges (+1), Autofire (20 shots; +2 1/2)

Limitations(-3 1/4 ):OIF Bulky Fragile (-1 1/4), Side Effects (Side Effect only affects the environment near the character; Explosive ammo can detonate if ammo is hit, or mech badly overheats(1 NNDK/charge remaining); -3/4), Can Be Missile Deflected(-1/4), Costs Endurance (-1/2), Cannot Use Targeting (-1/2)

(40 Base Cost, 210 Active Cost, 49 Real Cost)

 

(94) ER Large Laser: RKA 26 1/2d6 (standard effect: 80 BODY, 240 STUN)

Advantages:

Limitations(-3 1/4): OIF Bulky Fragile (-1 1/4), Custom Modifier (VL Laser Weapon; -1/2), Beam (-1/4), 180 Arc of Fire(Front) (-1/2), Limited Range (-1/4), Costs Endurance (-1/2)

(400 Base Cost, 400 Active Cost, 94 Real Cost)

 

(94) ER Large Laser: RKA 26 1/2d6 (standard effect: 80 BODY, 240 STUN)

Advantages:

Limitations(-3 1/4): OIF Bulky Fragile (-1 1/4), Custom Modifier (VL Laser Weapon; -1/2), Beam (-1/4), 180 Arc of Fire(Front) (-1/2), Limited Range (-1/4), Costs Endurance (-1/2)

(400 Base Cost, 400 Active Cost, 94 Real Cost)

 

(67) Medium Pulse Laser: RKA 18 1/2d6 (standard effect: 56 BODY, 168 STUN)

Advantages:

Limitations(-3 1/4): OIF Bulky Fragile (-1 1/4), Custom Modifier (VL Laser Weapon; -1/2), Costs Endurance (-1/2), Beam (-1/4), 180 Arc of Fire(Rear) (-1/2), Limited Range (-1/4) (Real Cost: ??)

(280 Base Cost, 280 Active Cost, 65 Real Cost)

plus +2 with any single attack with one specific weapon (Real Cost: 2)

 

(67) Medium Pulse Laser: RKA 18 1/2d6 (standard effect: 56 BODY, 168 STUN)

Advantages:

Limitations(-3 1/4): OIF Bulky Fragile (-1 1/4), Custom Modifier (VL Laser Weapon; -1/2), Costs Endurance (-1/2), Beam (-1/4), 180 Arc of Fire(Rear) (-1/2), Limited Range (-1/4) (Real Cost: ??)

(280 Base Cost, 280 Active Cost, 65 Real Cost)

plus +2 with any single attack with one specific weapon (Real Cost: 2)

 

 

Total Mech Costs:

Active Cost: 2996

Real Cost: 1133

Vehicle Cost: 226

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Re: I present the Atlas Assault BattleMech!

 

Round to profit on all but Speed...helps alot. And you can squeeze a 4 OCV out of 3 & 1/3 by that rule' date=' as I understand it.[/quote']

 

Methinks you misunderstand. 3.333 rounded to the nearest whole is 3, not 4. Basic HERO system DEX rules since, oh, nineteen canteen...

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