Campaign Game Mechanics.   Posted by Comstar Adept.Group: 0
Comstar Adept
 GM, 21 posts
Fri 26 Sep 2014
at 14:32
Campaign Game Mechanics
Most of my campaigns run on two guiding rules that move from campaign to campaign.  They are universal rules that apply to any campaign i conduct, and they are rules that have guided me through some really fun and long lasting campaigns.


Rule One:
None of us are being paid to participate in the campaign.  We are all here to have fun.  We all need to understand that, because the moment it stops being fun for someone, it's time for them to pack up, call it a day and move on.

If it happens to the players, I'm sad, because it means something somewhere went wrong and i have to wonder what it was.

If it happens to me, i pack up and the campaign is over.  Packing up a campaign is not something i take lightly, but it does happen.



Rule Two:
This has been known as the "Mexican Rule".  There's a whole story behind it, but the long short of it is that i reserve the right to make up rules on the spot appropriate to the situation.  That it's understood that these rules are temporary and not lasting, and are subject to change in the future.  Such rules will often favor the side that is at a disadvantage when the time the ruling is made (often the players, but sometimes not).  That such rules should not be quoted and used as if it were a permanent rule of the campaign and that such rules are made for reasons you may not understand.  (Essentially, nothing is written in stone and that i have an eraser to apply to the rules when i think its necessary)

I am a seasoned game master, and more times than not, players approve of the decisions i make, or at least understand why i am making them.

This message was last edited by the GM at 00:49, Tue 30 Sept 2014.

Comstar Adept
 GM, 28 posts
Tue 30 Sep 2014
at 00:37
Campaign Game Mechanics - Engagement
Engagement:
A status upon which a unit has when they have the attention of the Op Force.   The status of Engagement will often prevent a character from withdrawing from a mission, or from passing from one area of the mission map to another.



A character is considered 'Engaged' and unable to advance/withdraw through a zone, if any of the following occurs.

1)  They have taken damage the previous turn.  The character has taken damage the previous turn, they are under fire, and as such may not withdraw.

2)  They have not taken damage, but they were the target of (4) or more weapons firing on them the previous turn.  The character is under suppression fire, and may not withdraw.

3)  The character passes within 2 hexes of an Op Force unit during the movement phase, they enter the Op Force movement zone, and while this does not affect their movement, it will give them the status of 'Engaged' and they may not withdraw.

This message was last edited by the GM at 22:29, Thu 02 Apr 2015.

Comstar Adept
 GM, 57 posts
 -1 BM Handicap
Wed 22 Oct 2014
at 14:23
Campaign Game Mechanics - Merc Unit Officers
Merc Commander (CO) {Required} ~ The Merc Commander, is the leader of the unit, and his decisions are used to guide and lead the unit on and off the field.

On the battlefield, the CO's Leadership value is used to determine the advantage of Initiative for his Lance.
Lance Initiative = Mental Ability Rating + Leadership Option Level

Off the battlefield, the CO's mech's weight is used to determine the tonnage available for Unit Transports.

A Unit Commander MUST make themselves available to act as a BM for missions.



Merc Executive Officer (XO) {Elective} ~ As a unit grows, their needs will evolve.  When a Merc unit reaches six members they have clearly outgrown the single commander leadership structure, and an (XO) is appointed to assist the Unit CO.

On the battlefield, the XO's Leadership value is used to determine the advantage of Initiative for units that are not under the CO's direct command.
Lance Initiative = Mental Ability Rating + Leadership Option Level

Off the battlefield, his mech's weight is added to the CO's to determine the tonnage available for Unit Transports.

A Unit Executive Officer may make themselves available to act as a BM for missions, particularly if their CO is unavailable.


Logistics Officer (LO)  or Quarter Master (QM)  {Elective} ~ While a unit does not need a Logistics Officer or Quarter Master, appointing one will have a positive influence on the units available inventory.  A Logistics Officer will determine the unit maximum levels of inventory allowed.  The difference between the two titles, is one is an Officer, and the other is an NCO.

Max Standard Armor = Mental + X-Tech + Damage Magnet + Damage Magnet
Max FerroFib Armor = Mental + X-Tech + Damage Magnet + Damage Magnet
Max Internals = 1 ton

Max Ammo = Mental + Ballistics + Missiles + Trigger Happy + Trigger happy

Max Equipment = Mental + X-Tech + Tinker + Tinker

The Logistics Officer will also gain, +1 Availability Roll to be used only for stocking Unit Inventory (Armor/Ammo/Internals/Ammo/Equipment}



A Unit without a Logistics Officer, (using an NPC tech with a Mental 1 and X-Train 1) they have the following inventory caps
Max Stnd. Armor = 2 tons
Max Ferro Armor = 2 tons
Max Internals   =.5 ton
Max Ammo        = 1 ton
Max Equipment   = 2 tons


If the unit CO makes a successful Leadership check, they may direct the NPC tech, to make an  Availability Roll when appropriate.




During the assignment of unit Mission Contracts, Merc Commanders have the option of drafting extra help from the Freelancer Pool.

Freelancers ~ Freelancers are the pool of talent that are not assigned to any player Merc Units.  As the name implies they freelance mission, and drift around never quite knowing who they will end up working with on any particular mission.

Merc Commanders may loan some unit members to other units.  How they are compensated for this, is strictly a matter to be determined between the two Merc entities.

The unit (CO) and (XO) may not be loaned out.

This message was last edited by the GM at 21:23, Sat 02 May 2015.

Comstar Adept
 GM, 67 posts
 -1 BM Handicap
Tue 28 Oct 2014
at 13:55
Campaign Game Mechanics - Summary end to missions.
There will be times when missions need to end early.  At this point a summary ending will be used to determine likely outcomes for the mission.

The unit commander will state the level of damage they are willing to accept to finish mission objectives.

Damage Level ~ Goal

None  ~ The unit has had enough and it's time to go.  The focus is a retreat.  The unit has given up on objectives and will try and withdrawal with as little damage as possible.

Light ~ The unit has had enough and it's time to go.  The focus is an orderly withdrawal.  The unit has decided it is time to go, and will only attempt objectives that may be achieved as they withdraw.

Moderate ~ The unit is looking to take as little damage as possible, while completing objectives.  The unit is more concerned with getting as many units out of the mission intact than completing objectives.

Heavy ~ Withdrawing is not a primary concern.  The Unit will focus on Objectives and is not concerned with damage taken.  Making an effort to withdraw only when the unit is in danger being lost or all reasonable objectives have been completed.

At all Cost ~ The unit has given up any effort to withdraw, and will linger to achieve all mission objectives, or die trying.  The Marines, Persians and Mexicans taking on D-Day, the 300 and Alamo come to mind.  The objectives were achieved... at all cost.

This message was last edited by the GM at 14:01, Tue 28 Oct 2014.

Comstar Adept
 GM, 68 posts
 -1 BM Handicap
Tue 28 Oct 2014
at 19:55
Campaign Game Mechanics - Conventional Unit Notes.
Roads

Tracked and Wheeled units that start their movement on the road, and end their movement on the road, are granted an extra hex of movement.  It is important to note that their movement is not recalculated from this bonus, it is an simple additional hex of movement.

Infantry Notes

Mech Weapons damage is greatly reduced when applied against infantry.

Damage Value/10   for  Direct Fire (Ballistic or Energy)
Damage Value/10+1 for  Cluster (Ballistics)   {LBX/Flak}
Damage Value/10+2 for  Medium and Large Pulse Lasers
Damage Value/5    for  Cluster (Missiles)
2d6 Damage        for  Small Pulse Lasers and Machine Guns
4d6 Damage        for  Flamers


Infantry Carriers
To Mount an Infantry Carrier, an infantry unit must start it's Ground Movement Phase in the same hex as the carrier.  The infantry unit may mount only at the end of the carrier's movement.  (ie.  The Infantry Carrier may not move on the turn that Infantry is mounting it.)

To Dismount from a Carrier, at the end of the Carrier's movement, by expending their movement to appear in the hex that the Carrier occupies.

Infantry Carriers must spend 1 mp to mount and dismount each infantry unit.  Once mounted, the infantry does not affect the Carrier's movement.  If this movement point is not available no more than one Infantry unit may mount or dismount from the unit.

Jump Infantry may dismount from a VTOL that has not landed.  They are attacked as if they have moved 0 hexes but are allowed a +1 Jump modifier.




Side Slips
Slipping has been reworked to work in the framework of RPOL.

When ever a Hover Tank or VTOL moves at Flank speed turns and attempts to continue forward movement, there is a chance for the unit to start Side Slipping.

Make a Driver/Pilot skill check with the additional modifier of the total number of hexes being attempted to move from the chart below.

-1 Modifier ~  0 to  2 Hexes
+0 Modifier ~  3 to  4 Hexes
+1 Modifier ~  5 to  7 Hexes
+2 Modifier ~  8 to 10 Hexes
+4 Modifier ~ 11 to 17 Hexes
+5 Modifier ~ 18 to 24 Hexes
+6 Modifier ~    25+   Hexes


The unit must pass a Driver/Pilot check before it may continue forward movement.
If the check is failed, the unit does not move, and expends a movement point.  If the unit desires to continue movement, another roll may be made attempted.

After the unit has finished movement, the Opponent may move a unit one hex in any direction for each Sideslip check that was failed.

(Elevation does not change from a sideslip.)




VTOL's
VTOLs are air units and as such have an addition +1 Modifier from Movement when attacking and being attacked.

ie.  +2 Attack Penalty while moving at Cruise speed, +3 Attack Penalty while moving at Flank speed, and +1 Defense Modifier from movement.




Base availbility {Round all fractions up}

Tracked  ~ Unit weight / 5    + 0
Wheel    ~ Unit weight / 4    + 2
Hover    ~ Unit weight / 2.5  + 3
VTOL     ~ Unit weight / 1.5  + 4

This message was last edited by the GM at 16:57, Thu 16 July 2015.

Comstar Adept
 GM, 119 posts
 -1 BM Handicap
Fri 19 Dec 2014
at 21:17
Campaign Game Mechanics - Electronic Warfare.
I define Electronic Warfare as the application of advance electronics to gain an edge on the battlefield during a mission.  They require that the Mechwarrior have a certain level of Technical skill to use the equipment to it's fullest capabilities.

Mechwarriors that do not meet this level of expertise get reduced results out of the equipment, depending on how notable the gap is between what the equipment requires and what the mechwarrior is capable of.

This is noted on message 6 of this thread.
link to a message in this game


Special attention needs to be noted for the use of the Beagle Probe, Guardian Suite, Raven ECM Suite, and C3 network.

Beagle Probes are electronics that specialize in detecting and identifying threats on a battlefield.   There are three modes of operation for the Beagle Probe.  Passive, Partial, and Active.  Character may make an EW check to gain some benefit from equipment.

The Base roll for this is equal (10 - Mental Ability - Tech Ability)

Passive Mode ~ 0 Heat Generated:
The Beagle Probe in passive mode operates to enhance existing sensors.  Allowing them to magnify results, and zoom in on targets of interest to identify exactly what the target's level of threat.

Game Effect:  Scout checks made by a unit with a Beagle Probe may be made at four times the range of a unit that is not using one.



Partial Mode ~ 5 Heat Generated:
Game Effect:
Two scout checks may be made, both at a penalty of one.
One scout check may be made, at a bonus of one.
The penalty for attacks at long range is reduced by one.

A successful EW check, will allow up to three friendly units near (Range four or less) the Beagle Probe to share the reduced range penalties.

+1 Heat for each friendly unit that is trying to benefit from the Beagle Probe.
+1 to the difficulty roll for more than one unit
+2 to the difficulty for units at range 3 or 4.



Active Mode ~ 10 Heat Generated:
Game Effect:
Up to Three scout checks may be made, all at a penalty of one.
One scout check may be made, at a bonus of Two.
The penalty for attacks at long range is reduced by two.
The penalty for attacks at medium range is reduced by one.

A successful EW check, will allow up to three friendly units near (Range four or less) the Beagle Probe to share the reduced range penalties.

+1 Heat for each friendly unit that is trying to benefit from the Beagle Probe.
+1 to the difficulty roll for more than one unit
+2 to the difficulty for units at range 3 or 4

This message was last edited by the GM at 21:31, Fri 19 Dec 2014.

Comstar Adept
 GM, 136 posts
 -1 BM Handicap
Fri 2 Jan 2015
at 18:26
Campaign Game Mechanics - Unit Prestige
A unit that performs well may earn unit prestige (or unit points).

quote:
Base Unit Roll = Unit Commanders Base Mental tn - Rank



Unit points are used for...

Mission Salvage
1 unit point will per 10 tons of mech being salvage.
 {Doubling the Salvage value for the mission payout, and allowing mech to be available for players to upgrade into without the need of an availability roll.}
       Available tn +1 per 10 tons  {Partial success allowed}


Mission Support
2 unit point (+4 unit points if destroyed) Pegasus Scout tn +6
2 unit point (+4 unit points if destroyed) Pegasus EW    tn +8

1 unit point ~ Premission Bombardment ~ tn +0 ~ 2d6+rank  Standard HE or HEAP
1 unit point ~ Mission Support        ~ tn +0 ~ 2d6+rank  Copperhead, Illumination or Smoke rounds *

* ~ Mission support must be plotted on locations and turns they are deployed.  Max of (4) may be allocated on any one turn.  (May vary by mission)


Promotions
Unit commander may attempt one promotion during contract bookkeeping.
Unit commander may expend availability rolls to attempt additional promotions during contract bookkeeping.

Unit commander must make the Unit Roll to make the attempt.
If failed, no Unit points are used.
If successful, the character must make a promotion roll.  {Character mental + Promotion adjustment}
If failed, no Unit points are used.  If success, the character pays 100k cb and gains one rank, and 25 xp.

It goes without saying that a character may not be both an Officer and NCO.


OCS ~ Officer Candidate School.  The character has completed the schooling expected from someone expected to lead.
      Gain one Officer rank and 25xp
      Requirements the character has no rank and a Leadership rating of 2
       Limit one per character.

       Cost 10 Unit Points ~ Available tn +2

XO  ~ Appoint a character trained to lead to be XO of the unit.
      Gain one Officer rank and 25xp
      Requirements the character has one Officer rank and a Leadership rating of 3
      Limit one per Unit

       Cost 10 Unit Points ~ Available tn +4

Corporal ~ The Mechwarrior is recognized for competence on the battlefield and rewarded with a stripe.
       Gain one NCO rank and 25xp
      Requirement the character has no rank and may not be an officer ~
      Limit one per lance.

       Cost 10 Unit Points ~ Available tn +1

Sargent ~ The Corporal is promoted is recognized as the Senior NCO of the lance.
       Gain one NCO rank and 25xp
       Requirement the character has one NCO rank
      Limit one per lance.

       Cost 10 Unit Points ~ Available tn +2

This message was last edited by the GM at 17:12, Thu 16 July 2015.

Comstar Adept
 GM, 144 posts
 -1 BM Handicap
Mon 5 Jan 2015
at 18:40
Campaign Game Mechanics - Fire Support
Long Toms, Snipers, Thumpers, Arrow IV and LRM equipped Combat units may provide Fire Support for Merc Missions


Pre- Mission Bombardment

Artillery Bombardment ~ Before a Battle, the Mercs may call on their Artillary Asset to provide Pre-mission shell Bombardment.

The purpose of such bombardment is not to destroy Op Force Units.

The purpose of such bombardment is the destruction of Op Force Fortifications and Static Structures of Interest to the Mercs.

Artillary Bombardment Steps:
Step 1)  Mercs select a Hex that they wish to see Bombarded.

Step 2)  A Salvo of (1) or more rounds are fired at the Hex.

Step 3)  Resolve Damage from Salvo.

Step 4)  Return to Step 1 or Artillary Bombardment ends.




Step 2) Calculations for each Salvo's 'To Hit'.  To land on target, Base tn 12+  (For each point that this roll is failed by, the round will scatter one hex)

Merc Infantry may infiltrate the Battlefield and act as spotters for Artillery Bombardment.  Spotting for Artillary is not with out danger.  There is a possibility that such spotters are captured and lost.
+0 tn for Green  {Roll 2d6 ~ Captured on a '5-'}
-1 tn for Reg.   {Roll 2d6 ~ Captured on a '4-'}
-2 tn for Vet.   {Roll 2d6 ~ Captured on a '3-'}
-3 tn for Elite  {Roll 2d6 ~ Captured on a '2' }
-1 tn for Infantry Trained in Spotting


Artillery Crew Level
+1 tn for Green
+0 tn for Reg.
-1 tn for Vet
-2 tn for Elite


If three or more rounds are fired, there is a Spotter Salvo Adjustment to continue Bombardment on the same Hex  (-4 tn max)
-1 tn for each Salvo Fired
-1 tn if Target Hex was hit.





Step 3) Damage Calculations

Long Tom  20 base direct hit damage / 10 base adjacent hit damage.
Sniper    10 base direct hit damage / 5 base adjacent hit damage.
Thumper    5 base direct hit damage / 2 base adjacent hit damage.
LRM 'x'  'x' base direct hit damage / 0 base adjacent hit damage.


Buildings take Full Damage... (and potentially take Adjacent damage too.)

Woods takes Double Damage from Artillary (not LRMs).
Heavy woods have 90TF ~~ reduces to ~> Light Woods.
Light woods have 50TF ~~ reduces to ~> Rough.

Reduce Damage to Mechs and Conventional units
If Conventional / Mechs are not taking shelter in Buildings/Fortifications, they reduce damage by their Maximum Def Mod.




Pre Mission LRM Fire Support

Conventional units armed with LRMs may provide Pre Mission Missile Bombardment.

The number of missile salvos such units are capable of providing are equal to the units Maximum Def Modifier.






Mission Fire Support
Missions are whirlwinds of activity where friendly units engage the enemy.  Artillery is considered too haphazard to use during active engagement of missions.  The exception to this is the deployment and use of Pin Point Arrow IV and Hawkeye LRM Fire Support.


(Rules Pending)



{Beta Campaign Rules subject to change}

This message was last edited by the GM at 17:14, Wed 25 Feb 2015.

Comstar Adept
 GM, 155 posts
 -1 BM Handicap
Tue 3 Feb 2015
at 02:18
Campaign Game Mechanics - Salvage
Life as a merc is more than completing a mission successfully.

Mercs live and die on the whims of the all mighty bottom line.

Salvage operations after a successful battle is crucial to a units success.  These are the campaign currently uses these rules for Salvage Operations.



Salvage operations are the sole method of gathering resources for a Merc Unit.

After a (successful) battle, members of a merc unit may try and call in transports to conduct Salvage operations.


Base Salvage roll = Character Tech Roll (Mental Ability + 2 - X-Train Tech) + (Equipment availability roll -5)

This message was last edited by the GM at 18:32, Tue 26 May 2015.

Comstar Adept
 GM, 194 posts
 -1 BM Handicap
Sat 2 May 2015
at 21:32
Campaign Game Mechanics - Hover and VTOLs
Side Slipping rules (for Hover and VTOLs) , as written do not work for the RPOL environment, so i have re-written them.

Hovertanks and VTOLs that move at flank speed, need to make a side slip check every time they move forward after making a turn.  If they pass check, they may move normally.  If they fail the check, make a note of the failure, the unit does not move, but expends one movement point and must another side slip check until they pass or are out of movement points.  After the unit is done with movement, their opponent may displace the unit a number of hexes in any direction up to the number of failed side slip checks.  This may chance the units available to attack, this may force the unit into unfriendly terrain causing collision and possible disabling the unit by having it travel through illegal terrain.


VTOL Movement.
VTOLs that do no move, but are not landed are penalty 1 to Attack Rolls.
VTOLs that move at Cruise Speed are penalty 2 to Attack Rolls.
VTOLs that move at Flank Speed are penalty 3 to Attack Rolls.

per standard rules, VTOLs, gain a +1 'jump' bonus to their defense modifier.  This defense modifier is lost if the VTOL lands.

This message was last edited by the GM at 21:32, Sat 02 May 2015.

Comstar Adept
 GM, 219 posts
 -1 BM Handicap
Thu 2 Jul 2015
at 18:13
Mech Perks
Mech Perks are the gathered from the flavor text of mechs from the Techncial readout.

They are gained by mechwarriors that have piloted the over time, and invested the cash to develop the synergy between flesh and machine.  Most perks are good, a few are bad.

Bad perks are part of the mech design and to use the mech is to accept the flaw.

Good perks need to be developed.  Each completed mission in the mech counts as one familiarity point.  Once a perk is developed and available once the cash is spent and the familiarity point is expended.  Perks may be developed between missions and do not require a bookkeeping phase.

Like the Heirloom mech, Perks are only developed for a specific mech and not all mechs of that type.

These are considered 'Roleplaying' Perks for the Mech, and when used, a reasonable bit of roleplaying should accompany the turn order to reflect the perk being used.

Flipping arms to rear arc ~ Allowed if the mech has symmetrical weapons, does not have hands and lower actuators.

{EW} = The Perk is reliant on electronics and Guardian will interfere with its use.

Heirloom Perks ~ Grants the Pilot an Option, they do not already have.
Accuracy ~ (1) Ballistic, Missiles, or Close Assault Tactics
Physical ~ (1) Hazard Check, Physical Combat or Tactics



MechCB costFamiliarity
required
PerkGame Effect
10tn Ultra Light 40k cb 3 fpRecon MechScout per X-Train Spec {EW}
40k cb 3 fpTough TargetEvasive Man. per Hazard Check
140k cb 7 fpSmall Target+1 Def Mod
120k cb10 fpHeirloom MechSelect (1) Heirloom Mech bonus
FLAW Ultra Light (Treat as Ultra Light) / {-3 heat sinks/1 Ton Cockpit}
15tn Ultra Light 60k cb 3 fpRecon MechScout per X-Train Spec {EW}
60k cb 3 fpTough TargetEvasive Man. per Hazard Check
60k cb 3 fpRoad RunnerSprinting per Mech Specialist
180k cb10 fpHeirloom MechSelect (1) Heirloom Mech bonus
FLAW Ultra Light (Treat as Ultra Light) / {-3 heat sinks/1 Ton Cockpit}
Locust 80k cb 3 fpRecon MechScout per X-Train Spec {EW}
80k cb 3 fpRoad RunnerSprinting per Mech Specialist
160k cb 7 fpUltra Light (Treat as Ultra Light) / {-3 heat sinks/1 Ton Cockpit}
240k cb10 fpHeirloom MechSelect (1) Heirloom Mech bonus
FLAW Turret Arms(May not use Hand Actuators) {May Flip both arm weapons rear.}
Stinger 80k cb 3 fpRecon MechScout per X-Train Spec {EW}
80k cb 3 fpTough TargetEvasive Man. per Hazard Check
60k cb 2 fpAnti InfantryRapid Fire Machine Guns per Ballistics Spec
240k cb10 fpHeirloom MechSelect (1) Heirloom Mech bonus
FLAW Cramp Cockpit-1 Pilot Skill Penalty ~ No Pilot penalty for using Small Cockpit
Wasp 80k cb 3 fpRecon MechScout per X-Train Spec {EW}
80k cb 3 fpMech FuIn your face per Physical Combat
80k cb 3 fpMech Fu+1 Attack Bonus for DOB
240k cb10 fpHeirloom MechSelect (1) Heirloom Mech bonus
FLAW Weak Legs+1 for Leg Crit checks
Commando100k cb 3 fpRecon MechScout per X-Train Spec {EW}
100k cb 3 fpTough TargetEvasive Man. per Hazard Check
300k cb10 fpHeirloom MechSelect (1) Heirloom Mech bonus
Mongoose100k cb 3 fpRecon MechScout per X-Train Spec {EW}
100k cb 3 fpCommand MechGive Orders per Leadership Spec {EW}
300k cb10 fpHeirloom MechSelect (1) Heirloom Mech bonus
Falcon120k cb 3 fpRecon MechScout per X-Train Spec {EW}
60k cb 2 fpAnti InfantryRapid Fire Machine Guns per Ballistics Spec
360k cb10 fpHeirloom MechSelect (1) Heirloom Mech bonus
Javelin120k cb 3 fpRecon MechScout per X-Train Spec {EW}
120k cb 3 fpTough TargetEvasive Man. per Hazard Check
120k cb 3 fpMissile BarrageTight Cluster per Missiles
360k cb10 fpHeirloom MechSelect (1) Heirloom Mech bonus
FLAW Top HeavyHazard checks made at -1 Penalty
Spider120k cb 3 fpRecon MechScout per X-Train Spec {EW}
120k cb 3 fpAir MobileBorn to Fly per Mech Specialist
120k cb 3 fpTough TargetEvasive Man. per Hazard Check
360k cb10 fpHeirloom MechSelect (1) Heirloom Mech bonus
FLAW No Ejection(4 Penalty to Ejection rolls)
Urbanmech120k cb 3 fpCity Mech+1 Pilot on Urban Missions
120k cb 3 fpCity Mugging+1 Def Mod in City
280k cb 7 fpSmall Target+1 Def Mod
360k cb10 fpHeirloom MechSelect (1) Heirloom Mech bonus
FLAW Dirt SlowMax +1 Def Mod from movement
Valkyrie120k cb 3 fpRecon MechScout per X-Train Spec {EW}
120k cb 3 fpTeam PlayerBodyguard per Tactics Spec
360k cb10 fpHeirloom MechSelect (1) Heirloom Mech bonus
Firestarter140k cb 3 fpCommand MechGive Orders per Leadership Spec {EW}
105k cb 2 fpAnti InfantryRapid Fire Machine Guns per Ballistics Spec
420k cb10 fpHeirloom MechSelect (1) Heirloom Mech bonus
Jenner140k cb 3 fpRoad RunnerSprinting per Mech Specialist
140k cb 3 fpTough TargetEvasive Man. per Hazard Check
420k cb10 fpHeirloom MechSelect (1) Heirloom Mech bonus
FLAW Turret Arms (May not use Hand Actuators) {May Flip both arm weapons rear.}
Panther140k cb 3 fpCity Mech+1 Pilot on Urban Missions
140k cb 3 fpSniperStand and Deliver per Ballistics {EW}
420k cb10 fpHeirloom MechSelect (1) Heirloom Mech bonus
Assassin160k cb 3 fpRecon MechScout per X-Train Spec {EW}
160k cb 3 fpRoad RunnerSprinting per Mech Specialist
160k cb 3 fpAir MobileBorn to Fly per Mech Specialist
480k cb10 fpHeirloom MechSelect (1) Heirloom Mech bonus
FLAW Cramp Cockpit-1 Pilot Skill Penalty ~ No Pilot penalty for using Small Cockpit
Cicada160k cb 3 fpRecon MechScout per X-Train Spec {EW}
160k cb 3 fpRoad RunnerSprinting per Mech Specialist
160k cb 3 fpSteady as she goesSurefooted, per Hazard Check Spec
2480k cb10 fpHeirloom MechSelect (1) Heirloom Mech bonus
FLAW Turret Arms(May not use Hand Actuators) {May Flip both arm weapons rear.}
Whitworth160k cb 3 fpMissile BarrageTight Cluster per Missile Specialist {EW}
160k cb 3 fpSniperStand and Deliver per Ballistics {EW}
480k cb10 fpHeirloom MechSelect (1) Heirloom Mech bonus
FLAW Weak Legs (+1 for Leg Crit checks)
Blackjack180k cb 3 fpSharpshooterStand and Deliver per Ballistics {EW}
360k cb 7 fpStand and DeliverSniper per Ballistics {EW}
540k cb10 fpHeirloom MechSelect (1) Heirloom Mech bonus
FLAW Weak Legs (+1 for Leg Crit checks)
Hatchetman180k cb 3 fpMelee MechHead Hunter per Physical Combat
180k cb 3 fpCity Mech+1 Pilot on Urban Missions
540k cb10 fpHeirloom MechSelect (1) Heirloom Mech bonus
Merit Full Head Ejection +2 Bonus to Ejection Rolls
Hunchback200k cb 3 fpCity Mech+1 Pilot on Urban Missions
200k cb 3 fpOne Shot / One KillFire Discipline per Ballistics
600k cb10 fpHeirloom MechSelect (1) Heirloom Mech bonus






Tentative, work in progress, SUBJECT TO CHANGE

This message was last edited by the GM at 17:38, Thu 16 July 2015.

Comstar Adept
 GM, 220 posts
 -1 BM Handicap
Fri 24 Jul 2015
at 19:04
Re: Mech Perks
Mech merits and flaws

http://www.sarna.net/wiki/Design_Quirks