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- Character Sheet
- Name:
- Origin:
- Personal Skills:
- Shooting: 7
- Fighting: 7
- Persuasion: 7
- Protocol: 7
- Hiding: 7
- Leadership Skills:
- Tactics: 7
- Strategy: 7
- Logistics: 7
- Reputation: 7
- Inspiration: 7
- Combat Skills: (Pick one for Gunnery and Piloting: BattleMech, AeroSpace, Conventional Vehicles, BattleArmor, or Infantry. Any subsequent additional gunnery or piloting start at 6)
- Gunnery: 7
- Piloting: 7
- Nerve: 7
- Grit: 7
- Edge: 7
- Education Skills:
- MedTech: 7
- MechTech: 7
- Research: 7
- STEM: 7
- Resourcing: 7
- Origins:
- DracComb: -2 fighting, -2 Protocol, -1 Gunnery, -1 Piloting
- FedSun: -2 Reputation, -2 Inspiration, -1 Persuasion, -1 Nerve
- CapCon: -2 Grit, -2 Hiding, -1 Edge, -1 Strategy
- FWL: -2 Tactics, -1 Gunnery, -1 to any 3.
- Lyran: -2 Logistics, -2 Persuasion, -1 Shooting, -1 Protocol
- Clan: -2 tactics, -1 to all Combat, +1 to any 3 Leadership
- Periphery: -2 Grit, -1 to all Personal, + 1 to any 3 Educational
- ComStar/Word of Blake: -2 Nerve, -1 to all Educational, +1 to any 3 Personal
- Skill definitions:
- Shooting: Personal handling of small arms.
- Fighting: melee Combat and Personal mobility/agility
- Persuasion: Ability to present an argument effectively
- Protocol: history, culture, etiquette
- Hiding: Stealth, disguise, and electronic evasion.
- Tactics: BattleMap command and control
- Strategy: Campaign command and control
- Logistics: access to material, and upkeep efficiency
- Reputation: Access to people, missions, and trust
- Inspiration: Capacity to lead others into danger
- Gunnery: Vehicular or Field weaponry
- Piloting: Vehicle Control
- Nerve: Bravery in adversity
- Grit: Resistance to Pain and difficulty to kill
- Edge: Luck, karma, and sheer capacity to evade fate.
- MedTech: Medical skill
- MechTech: Mechanical maintenance and repair skill
- Research: Education or skill in learning regarding a topic
- STEM: Complex mathematics and science; may be used for miscellaneous knowledge checks.
- Resourcing: Knowledge of and ability to collect, refine, and utilize raw resources as usable material.
- Character Creation:
- 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.
- 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.
- Combat Tips:
- 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.
- Option 2: Weapon types have a set damage bracket, with modifiers to their utility based upon their specifics.
- Option 2 weapons:
- Base:
- Light: 1
- Medium: 2
- Heavy: 3
- Rate of Fire:
- 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.
- 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.
- Firearms: Common ammo, easy to repair or replace, easily modifiable. The baseline.
- 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.
- Flechette/Flack: -2 to hit, +1 damage when at short range, -1 damage when at long range.
- Pistol: 3/6/9 range, one handed, cheap and simple. Light pistols are .22 and 9mm, while heavy pistols would use a .45.
- 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.
- 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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