Post by Overkill on Aug 17, 2009 3:18:34 GMT -5
Mechs available to NEW Characters. (used only if joining the Death Dealers)
Any new player who wishes to play a mechwarrior may choose a mech from the following list. The mech chosen will be a family airloom. Note some of them have state of the art tech while some are older with no advancements. The word 'Modified' means they are not 'standard' versions, but modified by me. Any questions, please just ask. I am willing to make 'small' adjustments for experienced players (such as a 3050 refit kit). Once in the unit all mechs may be modified with unit stores if the techs have time to do the upgrades. Your characters assistance may be required. Only the high points and all modifications are listed here. Once chosen a full detailed record will be displayed for you. I expect questions so please feel free to ask here in this thread.
Added Flavor: Mechs have been around for centuries. They tend to get passed down from geneation to generation. Many merc. units buy mechs at auction, many as is from their last battle. As the centuries pass more technologies are lost and less people know how to repair and make these war machines. Only House troops have the luxury of getting brand new mechs off an assembly line. For these reasons Mechs tend to have...quirks. The 'fluff' of the rule books tend to reflect this and so will I. All the mechs below will have quirks and in rare cases bonuses determined by the description in the rules. Some will bear quirks of my own. Because your mechs are family owned your warrior will be well aware of them and can try to overcome them any way he/she wants. Choose wisely. Some are impossible to fix.
LIGHT MECHS: (20-35 tons)
1. Locust-1v 20ton (Modified)
-Speed 8/12
-3 Machine Guns
-1/2 ton ammo (100 rounds)
-armor 4 tons (72points)
-Ferro-Fibrous Armor
-Quirk: Built in 2822, this Locust is a survivor. As the lightest mech produced, most locusts don't see many seasons. This Locust's hip joint assemblies have suffered irrepairable damage. Hip actuators must be hand modified to fit. Even then at high speeds the hips on occation sieze up rendering the mech with drasticly reduced speed or even immobile. GAME RULES: Hip repairs take twice as long to complete and there is a 20% chance one or both hips will freeze up when 'running'.
2. Javelin-10n 30t (mod)
-Speed 6/9
-Jump 6
-2 SRM 6's
-Ammo 2 tons (30 volleys)
-Armor 5.5 tons (88points)
-EndoSteel Internal Structure
QUIRKS: The Javelin's SRM's protrude from the breast of the mech making it top heavy and it's center of ballance is to far forward. GAME RULES: +1 Penalty to all piloting checks unless ammo is empty.
3. Spider-5v 30t
-Speed 8/12
-Jump 8
-2 M Lasers
-Armor 3.5 tons (56 points)
-No adv. Tech.
QUIRKS: No Ejection System. Cramped cockpit.
4. Firestarter-9h 35t
-Speed 6/9
-Jump 6
-3 Flamers
-1 Flamer (rear facing)
-2 M Lasers
-2 Machine Guns
-Ammo 1 ton (200 rounds)
-Armor 5.5 tons (88 points)
-No adv. Tech.
QUIRKS: Flamer Propellent improperly protected. GAME RULES: Criticals on arms are rolled on a 7 or higher instead of an 8.
Any new player who wishes to play a mechwarrior may choose a mech from the following list. The mech chosen will be a family airloom. Note some of them have state of the art tech while some are older with no advancements. The word 'Modified' means they are not 'standard' versions, but modified by me. Any questions, please just ask. I am willing to make 'small' adjustments for experienced players (such as a 3050 refit kit). Once in the unit all mechs may be modified with unit stores if the techs have time to do the upgrades. Your characters assistance may be required. Only the high points and all modifications are listed here. Once chosen a full detailed record will be displayed for you. I expect questions so please feel free to ask here in this thread.
Added Flavor: Mechs have been around for centuries. They tend to get passed down from geneation to generation. Many merc. units buy mechs at auction, many as is from their last battle. As the centuries pass more technologies are lost and less people know how to repair and make these war machines. Only House troops have the luxury of getting brand new mechs off an assembly line. For these reasons Mechs tend to have...quirks. The 'fluff' of the rule books tend to reflect this and so will I. All the mechs below will have quirks and in rare cases bonuses determined by the description in the rules. Some will bear quirks of my own. Because your mechs are family owned your warrior will be well aware of them and can try to overcome them any way he/she wants. Choose wisely. Some are impossible to fix.
LIGHT MECHS: (20-35 tons)
1. Locust-1v 20ton (Modified)
-Speed 8/12
-3 Machine Guns
-1/2 ton ammo (100 rounds)
-armor 4 tons (72points)
-Ferro-Fibrous Armor
-Quirk: Built in 2822, this Locust is a survivor. As the lightest mech produced, most locusts don't see many seasons. This Locust's hip joint assemblies have suffered irrepairable damage. Hip actuators must be hand modified to fit. Even then at high speeds the hips on occation sieze up rendering the mech with drasticly reduced speed or even immobile. GAME RULES: Hip repairs take twice as long to complete and there is a 20% chance one or both hips will freeze up when 'running'.
2. Javelin-10n 30t (mod)
-Speed 6/9
-Jump 6
-2 SRM 6's
-Ammo 2 tons (30 volleys)
-Armor 5.5 tons (88points)
-EndoSteel Internal Structure
QUIRKS: The Javelin's SRM's protrude from the breast of the mech making it top heavy and it's center of ballance is to far forward. GAME RULES: +1 Penalty to all piloting checks unless ammo is empty.
3. Spider-5v 30t
-Speed 8/12
-Jump 8
-2 M Lasers
-Armor 3.5 tons (56 points)
-No adv. Tech.
QUIRKS: No Ejection System. Cramped cockpit.
4. Firestarter-9h 35t
-Speed 6/9
-Jump 6
-3 Flamers
-1 Flamer (rear facing)
-2 M Lasers
-2 Machine Guns
-Ammo 1 ton (200 rounds)
-Armor 5.5 tons (88 points)
-No adv. Tech.
QUIRKS: Flamer Propellent improperly protected. GAME RULES: Criticals on arms are rolled on a 7 or higher instead of an 8.