Live the Adventure,
Go places
blow things up
Get Paid to do it.
A New Mercinary Unit is looking for a few good Mechwarriors for a new Mercinary unit. This unit will be small at first but as time goes on it will get bigger.
A bit about the RPG:
this is a play by fourm RPG, out side of combat the RPG plays like a normal forum game. In Mech combat however, I will post turns buy posting pictures of the battlefeild and you will be able to move your mech and fire its weapons.
Basically it looks like this, You decide the destination based on your mechs Movement points, and terrain costs (if your new to this, no sweat I plan to have a simple training mission go over how the system works, a tutorial if you will).
Rules:
No Godmodding.
Customizations will happen with GM approval, and if you have the C-bills to do it.
No borrowing characters.
No killing characters.
If you needmech Info:
http://www.chaosmarch.com/ look under Innersphere, 3025.
General Information can be found at:
http://www.classicbattletech.com/index. ... e_Universe
Weapons:
Energy
PPC: The PPC Is basically a Partical Accelerator that discharges a stream of electrically charged particles at a target. This Weapon produces alot of heat, but has a good range and does good dammage.
Damage: 10
Heat: 10
Range (in Hexes): 6/12/18 (3 min)
Ammo: none
Large Laser: The Large laser is the biggest laser, and has longest range and does the most dammage. Also makes the most heat as well.
Damage: 8
Heat 8
Range: 5/10/15
Ammo: None
Medium Laser: The Medium laser does Nice Dammage for the heat it produces, makes for a nice secondary weapon.
Damage: 5
Heat: 3
Range: 3/6/9
Small Laser: Not much to say. Low Heat. Highest Dammage to Heat Ratio. But Poor range. Nice if you have a light mech. But Many like armor in stead of the Small laser.
Damage: 3
Heat: 1
Range: 1/2/3
Flammer: Interesting Weapon. Instead of Dammage you raise the Heat of the target. Visicous against infantry.
Damage: 2
Heat: 3
Range:1/2/3
Ballistic weapons:
Autocannon 2: The lighest autocannon in the game about 30mm. This is also the longest ranged weapon. Perfect for plinking!
Damage:2
Heat1
Range: (4 minimum) 1-8/9-16/17-24
Shots per ton 45
Autocannon 5: 76mm weapon that has shorter range but does a little more damage, has low heat.
Damage: 5
Heat: 1
Range: (3 minimum) 1-6/7-12/13-18
Shots per ton: 20
Autocannon 10: 105mm weapon, does more dammage, shorter range.
Damage: 10
Heat: 3
Range: 1-5/6-10/11-15
Shots per ton: 10
Autocannon 20: 127mm weapon, short range. Lots of damage.
Damage: 20
Heat: 7
Range:1-3/4-6/7-9
Machine Gun: death to infantry, not so much to tanks and mechs:
Damage: 2 (does 2d6 damage to infantry)
Heat 0 (yup, none)
Range:1/2/3
Shots per ton: 200
Missiles:
Short Range missiles: These missiles are direct fire weapns, that trade range for damage. They come in launchers of 2,4,6.
Damage: 2/msl
Heat:
SRM-2: 2
SRM-4: 3
SRM-6: 4
Range: 1-3/4-6/7-9
Shots per ton:
SRM-2: 50
SRM-4: 25
SRM-6: 15
LRM: Long range missiles. They have good range. also can be fired from a launcher that is hiding behind a mountain, indirectly. The come in 5,10,15 and 20 launchers
Damage: 1/msl
Range (6 min)1-7/8-14/15-21
Heat:
LRM-5: 2
LRM-10: 4
LRM-15: 5
LRM-20: 6
shots per ton:
LRM 5: 24
LRM 10: 12
LRM 15: 8
LRM 20: 6
Hand to Hand-
Hatchet.
Weight and damage are based on size of mech. Makes Physical attacks easier and more deadly.
Heat Effect
When you move, fire, do any action in a mech, you make heat. Heat has an affect on your actions. Heat sinks dissappate the heat you make. But if you make more heat than the heat sinks can dissappate, these effects will happen based on how much you over heated.
Code:
Heat level. Effect
30 Shutdown
28 Ammo explosition. Avoid on 8+
26 Shutdown. Avoid on 10+
25 -5 Movement Points
24 +4 to hit modifer
23 Ammo explosition. Avoid on 6+
22 Shutdown Avoid on 8+
20 -4 Movement points
19 Ammo Explosition. Avoid on 4+
18 Shutdown. Avoid on 6+
17 +3 modifer to fire
15 -3 Movement points
14 Shutdown. Avoid on 4+
13 +2 Modifer to fire
10 -2 Movement points
8 +1 modifer to fire
5 -1 Movement points.