InfernalistGame Posted May 21, 2005 Report Share Posted May 21, 2005 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 Quote Link to comment Share on other sites More sharing options...
DoctorItron Posted June 3, 2005 Report Share Posted June 3, 2005 Re: I present the Atlas Assault BattleMech! Are the OCVs correct? You wrote Melee OCV 14, Ranged OCV 4. DEX is 10. That give a 3 OCV, and I don't see combat levels or anything else that would modify OCV. Quote Link to comment Share on other sites More sharing options...
InfernalistGame Posted June 11, 2005 Author Report Share Posted June 11, 2005 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, as I understand it. Quote Link to comment Share on other sites More sharing options...
ThothAmon Posted June 12, 2005 Report Share Posted June 12, 2005 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... Quote Link to comment Share on other sites More sharing options...
Warp9 Posted June 13, 2005 Report Share Posted June 13, 2005 Re: I present the Atlas Assault BattleMech! (133) Gauss Rifle: RKA 40d6 (standard effect: 120 BODY, 360 STUN) I assume that you are not a fan of the concept of the "exponential" nature of Hero? Quote Link to comment Share on other sites More sharing options...
Rapier Posted June 13, 2005 Report Share Posted June 13, 2005 Re: I present the Atlas Assault BattleMech! I assume that you are not a fan of the concept of the "exponential" nature of Hero? Yowza. What was the body of a small moon again? Quote Link to comment Share on other sites More sharing options...
Warp9 Posted June 14, 2005 Report Share Posted June 14, 2005 Re: I present the Atlas Assault BattleMech! Yowza. What was the body of a small moon again? Well, I believe that the was rated at 86 BODY in Star Hero. Quote Link to comment Share on other sites More sharing options...
Rapier Posted June 14, 2005 Report Share Posted June 14, 2005 Re: I present the Atlas Assault BattleMech! Well' date=' I believe that the was rated at 86 BODY in Star Hero. [/quote'] EEP! Quote Link to comment Share on other sites More sharing options...
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