Many players elect to develop a second mechwarrior Alt. Such characters will rarely exceed the talent their main character has.
Mechwarrior alts are made just like mechwarriors but, are handicapped with one option less, 500k cb less and 50xp less.
Not all characters in the campaign need to be Mechwarriors. It is possible for alternate characters to develop. Where the mechwarrior is the star of your story, the supporting characters fill out the role of important supporting cast. While not the focus of the campaign for you, they can provide important advantages to your mechwarrior to help them along on a successful path of success and glory. For those of you so minded, they also provide a useful foil to write fictional roleplay with in the campaign.
(Non-Mechwarrior) Alternate Character Archetypes
Options ~ (2) + Edge
Starting XP ~ 300 xp / {800xp max.}
Starting CP ~ 0 cb
(0) Availability Rolls
Limitation ~ All alts are well rounded and require Accuracy and Physical, min rating of (2) and a mental rating of (1). alt characters are limited in the x-training they are allowed develop.
Technician
The Alt Technician functions as the mechwarriors faithful companion. Servicing their mech and tending to logistical issues so that they can focus on the big picture. For those moment when the mechwarrior comes back from a fight too injured to fight, they have the potential to step in and substitute for their injured companion, for their ten seconds of fame.
Alt Perks for Main Character:
~ Alt Technicians take the place of the Mechwarrrior's Personal Technican, but does not have an upkeep cost
~ Alt Technicians may use their Mental stats to determine the modification cap of the mech they service.
~ Alt Technicians are more effective at keeping inventory and, for not additional upkeep, add one level to the Mechwarriors Storage of Armor, Internals, Ammo, and Equipment.
~ Alt Technicians may make (1) availability roll, to obtain equipment for the mech they service. If this roll is made for Advance or Conjecture level equipment, the roll is made at a +2 Bonus.
Allowed X-train
~ Technicians X-train in Mech, have the option to pilot their main's mech for missions.
~ Technicians X-train in Aero, may have a VTOL purchased for them for Salvage Operations.
~ Technicians X-train in Conventional, may have a Conventional ground unit purchased for Salvage Operations.
(Units bought for salvage operations count against the players allowed conventional units, but may be of the sort normally reserved for Unit level salvage operations.)
Conventional Cavalry
If the main character has a rank of at least one, they may purchase Conventional units to support their efforts on missions. Conventional Cavalry are the unsung units that drive or pilot the conventional units that support the mechs in combat. The character is trained for piloting VTOLs, or trained to operate any conventional ground unit, two distinctly different skills.
Alt Perks for Main Character:
~ Allow the Cavalry alt. to drive/pilot a Conventional unit, but does not have additional upkeep.
~ Allow the mechwarrior to modify/purchase 'Command Variant' Conventional Units.
~ Allow the Cavalry character the option to modify their conventional units, using Mech modification rules.
~ Allow the Cavalry character a roll for post mission salvage operations.
~ Allow Cavalry character an 'Ejection Roll' to survive destroyed units.
~ Halve the penalty for Cavalry Characters KIA.
~ Energy is not a double cost option for Conventional alts.
~ Alt Cavalry may make (1) availability roll, to obtain equipment for the Vehicle they operate.
Allowed X-train
~ X-train in Aero, Allow Conventional Ground characters the option to use VTOLs.
~ X-train in Conventional, Allow VTOL pilots the option to use Conventional ground units.
Infantry Alts
Every Mechwarrior might want a little conventional support in the field, but not every mechwarrior can afford to field cavalry. Fortunately, life is cheap, and the option to put infantry in the field for support is available to every mechwarrior. To lead these teeming mass of flesh shields, are your Infantry commanders.
Your Infantry Commander leads an Elite Platoon (4 squads) of Infantry. The Infantry Platoon is considered to have the following options {Armory, Pathfinder, and Well Trained}. This is a 'fighting' platoon, and Well Trained may NOT be used for Astech or Scavanger.
Alt Perks for Main Character:
~ Your Infantry Commander's inspired leadership draws talent and keeps the cost to keep that talent down. Halve the cost acquire and upkeep infantry.
~ Your Infantry Commander's Options provide perks for all the infantry they command.
~ Your Unit Commander is the last man standing. As long as there is a man left on the field, the Infantry Commander is considered ready for the next mission.
~ Alt Infantry may make (1) availability roll, to obtain specialty ammo for their Infantry Squads.
Infantry Options (all cost only one option)
~ Edge ~ May be used for any Infantry Squad they command.
~ Ballistic ~ Increase dice size when using Rifle and Machine Guns
~ Energy ~ Increase dice size when using Laser and Flamer
~ Missile ~ Increase dice size when using SRM and LRM
~ Athletic ~ Infantry movement is Walk 1 or Run 2
~ Toughness ~ Ignore the first point of damage the Squad takes.
~ Hazard ~ +1 Defense Modifier
~ Fast Healer ~ Add +1 Infantry per squad, for post mission recovery
~ Leadership~ May use 'The Moment has come' for his Infantry Platoon a number of times equal to points in this option.
This message was last edited by the GM at 11:28, Sat 20 June 2015.