Mech Warrior character creation

Character Creation

At the start of your Mech Warrior’s career he or she has 3 main areas that define them. You prioritize what your mech warrior is good at by assigning them a rank of 1 to one area, a rank of 2 to a second area, and a rank of 3 to the last area.

Rank Area Result
1 Edge 3 3 rerolls
Prime skills Piloting 4 Gunnery 3
Specialties 3 perks
2 Edge 2 2 rerolls
Prime skills Piloting 5 Gunnery 3
Specialties 2 Perks
3 Edge 1 1 reroll
Prime skills Piloting 5 Gunnery 4
Specialties 1 Perk

Advancement table

Advancement (XP) Edge Perks Prime Skills
5   Perk PS increase
10 Edge increase Perk PS increase
15   Perk  
16     PS increase
20   Perk  
23     PS increase
25 Edge increase Perk  
30   Perk  
31     PS increase
35   Perk  
40   Perk PS increase
45 Edge increase Perk  
50   Perk PS increase
55   Perk  
60   Perk PS increase
65   Perk  
70 Edge increase Perk PS increase

Each Prime skills increase alternately increases either Piloting or Gunnery.

Edge: Sometimes it’s better to be lucky than good. Each edge that you have allows you to reroll the dice or force your opponent to reroll their dice once per session.

Prime Skills: Mech warriors have two prime skills that they use all the time. Piloting is used to control their mech, avoid falling over and occasionally used in speciality attacks like charge or death from above. Gunnery is used to shoot things, the lower your score the better.

Specialities: Mech warriors get comfortable with certain aspects of their mech and can get the best possible performance out of that aspect. Once you have a picked a speciality you must take all your perks from that speciality or the general perk pool. Note that all bonuses stack unless otherwise noted.

Perks

General

General perks do not belong to any particular speciality and can be taken by anyone.

Tough: Ignore the first point of damage dealt to your mechwarrior during battle.

Tougher: (prereq Tough) Ignore the first two points of damage taken during battle, also whenever your mechwarrior takes damage roll a d6 on a 5 or 6 you take no damage.

Additional speciality: You can now take another speciality and acquire perks in that speciality.

Rank: You can take this perk multiple times, the higher you rank the more shares you have in the mercenary company (rank squared) and the higher your rank the better choice of mech you get for missions. If you have the highest rank of the group you are considered “in command” by default. All PCs start with a default rank of 1. This Perk can be gained or lost depending on role playing.

Adept learner: You gain an extra 1xp per month from training and the xp cap does not apply to you.

Tactics: Your side gets +2 to initiative rolls if you are in command, otherwise add +1.

Improved Tactics: Your side gets +4 to initiative rolls if you are in command, otherwise add +2.

Co-ordinated fire: (prereq Tactics) If you are in command and 3 or more Mechs fire at the same target, everyone beyond the 2nd mech who fires at that target reduces their penalty to hit due to movement by 2.

Heat optimization: You have learned through timing to regulate the heat that your mech produces at its most efficient level. Reduce the total heat that you produce each round by 1.

Star League familiarity: You are familiar with Star League weapons and armor and do not suffer the -1 unfamiliarity penalty with those weapons. You can also identify just about any Star League equipment that you examine.

Long range missiles

You are skilled at striking opponents from a distance and getting the most out of your missiles.

Sharp shooter: You range penalty at long range is only 3 instead of 4. At extreme it’s 5 instead of 6.

Missile barrage: You are adept at getting the most out of your missiles. +1 when you roll on the missile table to determine the number of missiles that hit.

Close fighter: You are better than most at using your missiles close up. Reduce your minimum range with LRMs by 1.

Extreme range: You can fire missiles effectively further than most. If you take a 6 point penalty you can fire missiles one range segment further than long. If you have the Sharp shooter perk this penalty is reduced to 5.

Arcing shot: When firing at medium range or further you can still fire at targets that you cannot see due to cover. You get a 2 point penalty when you do so.

Improved missile barrage: (prereq Missile barrage) You are adept at getting the most out of your missiles. +1 when you roll on the missile table to determine the number of missiles that hit.

LRM Master: (prereq 3 other LRM specialities) Your gunnery improves by one when firing LRMs.

Anticipation: (prereq 4 other) You’ve learned how to anticipate enemy missile strikes, any LRMs fired at you take a +1 penalty to hit because of your evasive maneuvers.

Alpha strike: (prereq Improved missile barrage, Close fighter) You are adept at hurting people close up with LRMs. Reduce your minimum range by 1 and add +2 when you roll on the missile chart when firing at short range.

Legendary LRM Master: (prereq 7 other LRM specialities, LRM Master): Your gunnery improves by one more when firing LRMS

Short range missiles

You like getting close to your opponent and peppering them with missiles.

Missile barrage: You are adept at getting the most out of your missiles. +1 when you roll on the missile table to determine the number of missiles that hit.

Improved missile barrage: (prereq Missile barrage) You are adept at getting the most out of your missiles. +1 when you roll on the missile table to determine the number of missiles that hit. This stacks with Missile barrage.

Concussive strike: By repeatedly striking the same area with your missiles you can devastate a mech’s internal mechanisms. You get +1 to crit rolls per missile that already struck that location even if the previous missiles did not roll on the crit table.

Improved range: Your range with SRMS becomes 1-4/5-7/8-10

Missile lock: You are adept at conserving ammo. If you fire and would have missed, roll a die. If you get a 6 you managed to anticipate the miss and not fire in time thus preserving your ammo and not expending heat.

Improved Missile lock: (prereq Missile lock) As missile lock but works on a 5 or 6.

Anticipation: (prereq 4 other SRM perks) You’ve learned how to anticipate enemy missile strikes. Any SRMs fired at you take a +1 penalty to hit because of your evasive maneuvers.

SMR Master: (prereq 3 other SRM specialities) Your gunnery improves by one when firing SRMs.

Legendary SRM Master: (prereq 7 other SRM perks, SRM Master) Your gunnery improves by one more when firing SRMS

Auto cannons

Critical strike: Your shots can wreak havoc with internal mechanisms. You get +1 to critical rolls with AC 2, +2 with AC 5, +3 with AC 10 and +4 with AC 20 shots.

Lethal shot: You do 1 additional point of damage with auto cannon shots.

Destabilising shots: Any target that has to make a pilot roll in order to stay standing due to damage dealt by you takes an additional 1 pt penalty to the piloting roll for every AC shot that you hit them with this turn (max 3 pt penalty).

Extreme range: You have learned to fire AC’s at extreme range, you can fire at -6 at one more range increment for your weapon. E.g. an AC 20 could fire at range 10-12 with a -6 penalty.

Anticipation: (prereq 4 other Auto cannon perks) You’ve learned how to anticipate enemy auto cannon strikes. Any auto cannons fired at you take a +1 penalty to hit because of your evasive maneuvers.

Ammo conservaton: You have learned to hold back shots until they count. If you would miss with an AC shot you can roll a d6. On a 6 the ammo is not expended and heat is not gained as you realized you would have missed.

Improved ammo conservation: (prereq ammo conservation) As ammo conservation but works on a 5 or 6.

Auto cannon Master: (prereq 3 other Auto cannon specialities) Your gunnery improves by one when firing auto cannons.

Legendary auto cannon Master: (prereq 7 other auto cannon perks, Auto cannon Master) Your gunnery improves by one more when firing auto cannons.

Energy weapons

(all lasers and PPCs)

Overcharge: Once per turn you can increase the damage done by one laser or PPC by 2 at a cost of 3 extra heat. This is a dangerous maneuver and if you roll a 2 on the shot the weapon is damaged and can no longer fire until repaired.

Sniper: When firing energy weapons you can ignore one point of cover if you did not move this turn.

Anticipation: (prereq 4 other Energy weapon perks) You’ve learned how to anticipate enemy energy weapon strikes. Any energy weapons fired at you take a +1 penalty to hit because of your evasive maneuvers.

Extended range: You can fire energy weapons at any range that you have line of sight to. Each increment adds -2 to hit.

Improved Extended range: As Extended range but the penalty is only -1 per additional range increment.

Heat conservation: By reducing the length of the burst you can reduce the heat emitted lasers by 1 and PPCs by 2 at the cost of reducing the damage done by 1 and 2 respectively.

Pinpoint shot: (prereq Sniper) When firing energy weapons you can do a called shot on an enemy mech that is active if you did not move this turn. You take a -4 penalty on any area but the head, -8 to hit the head. If you hit you still must roll 7 or higher on two dice to actually hit the spot you aimed at.

Energy weapon master: (prereq 3 other Energy weapon specialities) Your gunnery improves by one when firing Energy weapons.

Legendary Energy Weapon Master: (prereq 7 other energy weapon perks, Energy Weapon Master) Your gunnery improves by one more when firing Energy weapons.

Piloting

Skilled pilot: Your skill with piloting improves by 1.

Stability: Your skill with piloting increases by 2 whenever you try and avoid being knocked down from weapon fire.

Evasion: Once per battle you can make a piloting roll to avoid damage from a weapon fired at you that you would otherwise take. You take a penalty equal to 1 per point of damage above 5 that the weapon does.

Acrobat: You automatically succeed on any piloting rolls to stand up from prone.

Improved Evasion: (prereq Evasion) You can use the Evasion ability twice per battle.

Jumper: Your penalty for firing while jumping is reduced by 1. In addition, your piloting improves by 1 whenever you use the Death from above attack.

Great pilot: (prereq 3 other piloting perks, skilled pilot) Your skill with piloting improves by one more.

Pugilist: Your piloting improves by 1 when attacking in melee and your damage dealt with melee attacks increases by 1.

Speedster: You can increase the run/walk speed of a mech by 1 square of movement in exchange for a -2 to all piloting rolls that round. So an Atlas would move 4/6 rather than 3/5.

Legendary Pilot: (prereq 7 other piloting perks including Evasion, Improved evasion and Great pilot) Your piloting increases by 1 more and you can now use evasion once per 2 rounds of combat.

Mech Warrior character creation

Mechs Mayhem and Madness.... surviving and thriving in 3029 Len17