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InfernalistGame

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  1. 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.
  2. Re: BattleTech Heat Sinks Yes? No? Maybe?
  3. 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
  4. Re: BattleTech Heat Sinks For reference, here's an Atlas' Weapon Systems...I worked hard to get the stats to match up right. These are accurate to scale, for range, and I have simply used the Damage and Heat as written, might need to scale the damage up, but it's right as far as it goes. Weapon Systems: 34 Gauss Rifle: RKA 5d6 (standard effect: 15 BODY, 30 STUN), Armor Piercing (+1/2), Increased Maximum Range (+1/4) (131 Active Points); OIF Bulky Fragile (-1 1/4), Extra Time (Full Phase, -1/2), 16 Charges (-0), 60 Arc of Fire(Front) (-1) 7 LRM-20: RKA 1 (standard effect: 1 BODY, 2 STUN), Indirect (Same origin, always fired away from attacker; +1/4), Explosion (+1/2), 250 Charges (+1), Autofire (20 shots; +2 1/2), Increased Maximum Range (+1/2) (28 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) 13 ER Large Laser: RKA 3d6+1 (standard effect: 10 BODY, 20 STUN), Increased Maximum Range (+1/4)(62 Active Points); OIF Bulky Fragile (-1 1/4), Custom Modifier (VL Laser Weapon; -1/2), Beam (-1/4), 180 Arc of Fire(Front) (-1/2), Costs Endurance (-1/2), x2 Endurance (-1/2) 13 ER Large Laser: RKA 3d6+1 (standard effect: 10 BODY, 20 STUN), Increased Maximum Range (+1/4)(62 Active Points); OIF Bulky Fragile (-1 1/4), Custom Modifier (VL Laser Weapon; -1/2), Beam (-1/4), 180 Arc of Fire(Front) (-1/2), Costs Endurance (-1/2), x2 Endurance (-1/2) 15 Medium Pulse Laser: (Total: Active Cost 54, Real Cost 15) RKA 2d6+1 (standard effect: 7 BODY, 14 STUN), Armor Piercing (+1/2) (52 Active Points); 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) (Real Cost: 13) plus +2 with any single attack with one specific weapon (Real Cost: 2) 15 Medium Pulse Laser: (Total: Active Cost 54, Real Cost 15) RKA 2d6+1 (standard effect: 7 BODY, 14 STUN), Armor Piercing (+1/2) (52 Active Points); 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) (Real Cost: 13) plus +2 with any single attack with one specific weapon (Real Cost: 2) Total Weapons Systems Cost: Active Points: 387, Real Cost: 97 Weapon System Reference: Gauss Rifle: 10 Dmg, 0 Heat, 330" LRM-20: 1-20 Dmg, 10 Heat, 315" ER Large Laser: 10 Dmg, 12 Heat, 375" ER Large Laser: 10 Dmg, 12 Heat, 375" Medium Pulse Laser: 7 Dmg, 5 Heat, 175" Medium Pulse Laser: 7 Dmg, 5 Heat, 175"
  5. Re: BattleTech Heat Sinks Here's what I've got. Adjust REC by # of Standard Heat Sinks. This is from the Atlas I'm statting. It works great with the Ammo Explosion and Uses Endurance Limits on the weapons. Endurance Reserve: 30 END, 20 REC(50 Active Points) IIF Bulky Fragile (-1) [Applies to REC value] Heat-Induced Side Effects applied after Recovery(??) [Applies to total cost] REC Affected by External Environment(??) [Applies to REC value] Side Effects of Heat Accumulation: 30 Running Ice Cold 29 28 27 25 24 -6" Move 23 22 22 -1 OCV 21 20 -12" Move 19 18 17 -2 OCV 16 Shutdown, 11- 15 -18" Move 14 13 -3 OCV 12 Shutdown, 8- 11 Ammo Explosion, 14- 10 -24" Move 9 8 Shutdown, 5- 7 Ammo Explosion, 11- 6 -4 OCV 5 -30" Move 4 Shutdown, 3- 3 2 Ammo Explosion, 8- 1 0 Shutdown
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