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Commander_Xillian

BattleTech RPG

Nov 14th, 2022 (edited)
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  1. Character Sheet
  2. Name:
  3. Origin:
  4.  
  5. Personal Skills:
  6. Shooting: 7
  7. Fighting: 7
  8. Persuasion: 7
  9. Protocol: 7
  10. Hiding: 7
  11.  
  12. Leadership Skills:
  13. Tactics: 7
  14. Strategy: 7
  15. Logistics: 7
  16. Reputation: 7
  17. Inspiration: 7
  18.  
  19. Combat Skills: (Pick one for Gunnery and Piloting: BattleMech, AeroSpace, Conventional Vehicles, BattleArmor, or Infantry. Any subsequent additional gunnery or piloting start at 6)
  20. Gunnery: 7
  21. Piloting: 7
  22. Nerve: 7
  23. Grit: 7
  24. Edge: 7
  25.  
  26. Education Skills:
  27. MedTech: 7
  28. MechTech: 7
  29. Research: 7
  30. STEM: 7
  31. Resourcing: 7
  32.  
  33.  
  34. Origins:
  35. DracComb: -2 fighting, -2 Protocol, -1 Gunnery, -1 Piloting
  36. FedSun: -2 Reputation, -2 Inspiration, -1 Persuasion, -1 Nerve
  37. CapCon: -2 Grit, -2 Hiding, -1 Edge, -1 Strategy
  38. FWL: -2 Tactics, -1 Gunnery, -1 to any 3.
  39. Lyran: -2 Logistics, -2 Persuasion, -1 Shooting, -1 Protocol
  40. Clan: -2 tactics, -1 to all Combat, +1 to any 3 Leadership
  41. Periphery: -2 Grit, -1 to all Personal, + 1 to any 3 Educational
  42. ComStar/Word of Blake: -2 Nerve, -1 to all Educational, +1 to any 3 Personal
  43.  
  44. Skill definitions:
  45. Shooting: Personal handling of small arms.
  46. Fighting: melee Combat and Personal mobility/agility
  47. Persuasion: Ability to present an argument effectively
  48. Protocol: history, culture, etiquette
  49. Hiding: Stealth, disguise, and electronic evasion.
  50. Tactics: BattleMap command and control
  51. Strategy: Campaign command and control
  52. Logistics: access to material, and upkeep efficiency
  53. Reputation: Access to people, missions, and trust
  54. Inspiration: Capacity to lead others into danger
  55. Gunnery: Vehicular or Field weaponry
  56. Piloting: Vehicle Control
  57. Nerve: Bravery in adversity
  58. Grit: Resistance to Pain and difficulty to kill
  59. Edge: Luck, karma, and sheer capacity to evade fate.
  60. MedTech: Medical skill
  61. MechTech: Mechanical maintenance and repair skill
  62. Research: Education or skill in learning regarding a topic
  63. STEM: Complex mathematics and science; may be used for miscellaneous knowledge checks.
  64. Resourcing: Knowledge of and ability to collect, refine, and utilize raw resources as usable material.
  65.  
  66. Character Creation:
  67. Label one skill field Primary, one skill field secondary, one skill field tertiary, and one skill field quarternary. You may subtract a total of 8 points from your primary field, 7 points from your secondary field, 6 points from your tertiary field, and 5 points from your quarternary field. When you level up, you may either reduce a skill by a single point, or you may add a piloting and gunnery from a chosen unit, both starting at level 6.
  68.  
  69. How to play: Call out skill you are using. If valid, additional modifiers may be applied (+0 for easy, +2 for medium, +4 for hard, +6 for very hard, +8 for near impossible). Then roll 2d6. Meet or beat your modified skill number. If you take damage, roll a Grit check, modifying your target number by the damage taken. On a failure, you take a wound, similar to the BattleMech pilot wound table. You may roll Edge at any time when you fail a check, with no modifiers. On a success, you automatically pass instead. After rolling edge and succeeding, increase your edge score by one.
  70.  
  71. Combat Tips:
  72. Option 1: Console Infantry Weapons from A Time of War or the damage per weapon for Infantry Platoons, and scale the damage appropriately for your preferred level of lethality.
  73. Option 2: Weapon types have a set damage bracket, with modifiers to their utility based upon their specifics.
  74.  
  75. Option 2 weapons:
  76. Base:
  77. Light: 1
  78. Medium: 2
  79. Heavy: 3
  80.  
  81. Rate of Fire:
  82. Assuming no modification or specifications, each weapon can have a rate of fire above 1. When this occurs, the attack is made as normal, but the number of hits is defined by a roll on the cluster table at the value of the rate of fire. Having a rate of fire above 6 would be reserved for heavy automatic machine guns. Most personal weapons would have a rate of fire between 2 and 5 if they are not single shot semi-automatic only. Semi-automatic weapons get a -2 to Shooting target number and can be fired two times per turn, but jam on double ones and cannot be fired again until the jam is cleared as an action.
  83.  
  84. Melee: Opponent makes attacks with non-melee weapons using 3d6, dropping the highest. Fists are light, knives and knuckles are medium, dedicated melee weapons such as swords are heavy.
  85. Firearms: Common ammo, easy to repair or replace, easily modifiable. The baseline.
  86. Laser: +2 damage, -1 to hit. Superior in almost all ways, but ammo is restricted to power packs, the weapons are fragile and more difficult to repair, and replacement is not always an option.
  87. Flechette/Flack: -2 to hit, +1 damage when at short range, -1 damage when at long range.
  88. Pistol: 3/6/9 range, one handed, cheap and simple. Light pistols are .22 and 9mm, while heavy pistols would use a .45.
  89. Carbine: 5/10/15 range, two handed, Light and agile but still better ranges than a pistol. Light carbines might be modified pistols, while heavy carbines could be submachine guns or PDWs.
  90. Rifle: 3/6/12/18 range, two handed, heavy and accurate. The most common weapons, though can get in its users way under certain near-melee conditions. A Light rifle is a lever action, while a heavy rifle bolt action. A semi-automatic would be a medium most often.
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