Technical readout 2866 Rise of the Scavengers
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Creating a <strong>Rise</strong> <strong>of</strong> <strong>Scavengers</strong> Unit<br />
Mech Rarity Table:<br />
Light ‘Mechs<br />
Locust 4+<br />
Wasp 5+<br />
Stinger 3+<br />
Mercury 10+<br />
Thorn 11+<br />
Commando 7+<br />
Mongoose 9+<br />
Javelin 10+<br />
Spider 6+<br />
UrbanMech 9+<br />
Valkyrie 7+<br />
Hermes 11+<br />
Firestarter 7+<br />
Night Hawk 7+<br />
Jenner 9+<br />
Ostscout 9+<br />
Pan<strong>the</strong>r 6+<br />
Talon 9+<br />
Hussar 10+<br />
Medium 'Mechs<br />
Assassin 10+<br />
Cicada 10+<br />
Clint 10+<br />
Hermes II 7+<br />
Vulcan 7+<br />
Whitworth 11+<br />
Sentinel 8+<br />
Blackjack 11+<br />
Phoenix Hawk 6+<br />
Wyvern 10+<br />
Vindicator 8+<br />
Centurion 10+<br />
Chameleon 8+<br />
Enforcer 7+<br />
Hunchback 8+<br />
Trebuchet 8+<br />
Crab 11+<br />
Starslayer 8+<br />
Dervish 8+<br />
Griffin 4+<br />
Shadow Hawk 8+<br />
Scorpion 8+<br />
Wolverine 5+<br />
Kintaro 11+<br />
Lynx 8+<br />
Heavy 'Mechs<br />
Dragon 9+<br />
Ostroc 13+<br />
Ostsol 11+<br />
Quickdraw 8+<br />
Rifleman 8+<br />
Champion 12+<br />
Lancelot 9+<br />
Catapult 12+<br />
Crusader 8+<br />
Cestus 12+<br />
JagerMech 8+<br />
Thunderbolt 8+<br />
Exterminator 12+<br />
Bombardier 12+<br />
Archer 8+<br />
Grasshopper 11+<br />
Excalibur 12+<br />
Warhammer 6+<br />
Shootist 12+<br />
Guillotine 12+<br />
Marauder 7+<br />
Orion 8+<br />
Black Knight 11+<br />
Flashman 9+<br />
Assault 'Mechs<br />
Awesome 9+<br />
Charger 10+<br />
Goliath 9+<br />
Victor 10+<br />
Spartan 13+<br />
Striker 13+<br />
Zeus 10+<br />
Thug 10+<br />
BattleMaster 9+<br />
Longbow 10+<br />
Stalker 9+<br />
Crockett 14+<br />
Cyclops 13+<br />
Emperor 11+<br />
Highlander 11+<br />
Banshee 14+<br />
Nightstar 13+<br />
Atlas 10+<br />
King Crab 13+<br />
Pillager 12+<br />
Thunder Hawk 14+<br />
Players begin by selecting <strong>the</strong>ir starting BattleMech. Once <strong>the</strong>y have selected <strong>the</strong> model BattleMech <strong>the</strong>y wish to pilot <strong>the</strong>y must roll on <strong>the</strong> BattleMech Rarity Table. If <strong>the</strong>y roll <strong>the</strong> target<br />
number or higher, <strong>the</strong> BattleMech is available. If <strong>the</strong>y roll lower than <strong>the</strong> target number <strong>the</strong>y must select ano<strong>the</strong>r model BattleMech and roll for that one. This process repeats until <strong>the</strong> player<br />
obtains a BattleMech.<br />
Once <strong>the</strong>y have determined <strong>the</strong>ir BattleMech, <strong>the</strong>y apply a randomly determined starting amount <strong>of</strong> damage to it based upon <strong>the</strong> class and weight <strong>of</strong> <strong>the</strong> ‘Mech.<br />
Light BattleMechs receive 1d6 + 1 damage rolls.<br />
Medium BattleMechs receive 1d6 + 2 damage rolls.<br />
Heavy BattleMechs receive 1d6 + 3 damage rolls<br />
Assault BattleMechs receive 1d6 + 4 damage rolls.<br />
The amount <strong>of</strong> each damage rolls equals <strong>the</strong> ‘Mech tonnage / 10 rounded up. In addition, for each damage roll <strong>the</strong>re is an automatic chance <strong>of</strong> a critical hit. For each successful critical, a<br />
second critical roll is made to determine whe<strong>the</strong>r <strong>the</strong> component is destroyed or salvageable. A second successful critical means <strong>the</strong> component is destroyed and must be entirely replaced.<br />
For example, a player wishes to start with a Hermes II which has a rarity <strong>of</strong> 7+. They roll a 5 so <strong>the</strong>y have to select a different model. They pick an Enforcer which has a rarity <strong>of</strong> 7+. They<br />
roll a 10 so <strong>the</strong>y receive that ‘Mech. The Enforcer is assessed 1d6 + 2 damage rolls since it is a medium class ‘Mech. They roll a 3 so <strong>the</strong> Enforcer takes five damage rolls. Each damage<br />
roll does 5 points <strong>of</strong> damage since <strong>the</strong> ‘Mech weighs 50 tons.<br />
The first location roll is 3, so 5 damage is assessed to <strong>the</strong> right arm. A critical roll gives a 7, so <strong>the</strong>re is no critical damage. The second roll is an 11, so 5 damage is placed on <strong>the</strong> left arm.<br />
The critical roll is a 6, so once again no critical damage. The third damage roll is ano<strong>the</strong>r 3, so ano<strong>the</strong>r 5 damage is assessed to <strong>the</strong> right arm. The critical roll is a 7, again no critical. The<br />
fourth damage roll is an eight, 5 damage to <strong>the</strong> left torso. Critical roll is a 5, so once more no critical. The final damage roll is a six, so five damage is applied to <strong>the</strong> right torso. The critical<br />
roll is an eight. The critical roll is resolved as per <strong>the</strong> standard rules and is determined to be <strong>the</strong> AC/10 ammunition bin. This results in <strong>the</strong> ‘Mech being able to carry only half <strong>the</strong> standard<br />
amount <strong>of</strong> ammunition in that bin. Since one ton <strong>of</strong> AC/10 ammunition is normally 10 rounds, with <strong>the</strong> critical damage applied <strong>the</strong> ‘Mech is only able to carry 5 rounds.<br />
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