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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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