Battlemech Special Abilities
3025 Battlemechs
Light Battlemechs
JAVELIN A piloting skill roll at +1 penalty is required when running through rough terrain, rubble or woods.
JENNER This mech cannot punch because of its arm design. Any ‘Mech firing from the front or back receives a +1 to hit penalty. Count torso twisting for this.
LOCUST This mech cannot punch because of its arm design. Any ‘Mech firing from the front or back receives a +1 to hit penalty. Count torso twisting for this.
OSTSCOUT This mech has highly sensitive sensor arrays that can detect heat, light, sound, etc., at a 90-km radius. While in deep scan however, the mech may not be able to warn it’s pilot of danger. Roll 2d6 each turn the enemy ‘Mech is within 30 hexes. A roll of 11+ flags the enemy. Another scanning mode can also alert pilots to the location of mechs, vehicles, large groups of men (10 or more), mine fields and cities. Any critical to the rear torso is automatically absorbed by the special sensory arrays. Future crits will be resolved normally.
PANTHER This mech must roll 2d6 upon any successful punches with the right arm. If a 12 is rolled, +5 extra heat points generated by PPC per attack. Such damaged PPC shuts down at 15 on heat scale. Superior mobility gives this ‘Mech a -1 bonus to all piloting rolls.
RAVEN This Battlemech has a highly sensitive sensor array and ECM systems, allowing for extended detection of enemy forces. Treat the sensors and ECM like a Beagle Probe and Guardian ECM with a four hex range. However, these systems are outmatched by the Beagle and Guardian. This mech cannot punch because of arm design. Any ‘Mech firing from the front or back receives a +1 to hit penalty. Count torso twisting for this.
SPIDER All attacks on a jumping Spider are penalized with an additional +1 penalty to their hit rolls. Aberdovey MkIII Lasers have a -1 to hit bonus, and Long range is extended to 10 hexes. No ejection system; halve maintenance costs and support requirements.
STINGER This ‘Mech’s maneuverability give attackers a +1 penalty to hit at long range. Pilot seat very small. Help required to get out.
URBANMECH This mech cannot punch, but attackers get an additional +1 penalty to their to-hit numbers.
WASP Roll 2d6 after attempting Death From Above. If result is 10+, amputation of 1d2 legs will occur. Roll 2d6 to see if this version; if 9+ it is.
Medium Battlemechs
ASSASSIN Consciousness roll +2 due to life support and cockpit problems. Check also for life support failure when doing shutdown rolls. If the roll fails, mark one Life Support hit. Each time the Assassin falls or is punched in the torso, with a 10+ roll SRM-2 jams and must be disassembled for repair
BLACKJACK When arms or legs are hit, roll another 2d6. If result is 12, a critical hit is applied to random actuator.
CENTURION Luxor AC jams with a roll of 12 after firing. +3 for finding parts for Luxor AC, 2x repair time.
CICADA The heatsinks only dissipate 6 heat points if 1.5 x support hours not applied to this ‘Mech; If you roll 9+ on 2d6, the 'Mech’s heatsinks have not been replaced to correct this problem. Any ‘Mech firing from the front or back receives a +1 to hit penalty. Count torso twisting for this.
CLINT 2x repair time. Other 240 type gyros incompatible, +3 penalty to the availability roll to find its specific gyro. Sloane 220 Lockover targeting system gives a -1 to hit and eliminates the secondary target modifier.
DERVISH The LRM’s must take 2 critical hits before going silent due to being deeply imbedded in the torso for better protection.
ENFORCER Federation AC jams on a 12 roll after firing. On roll of 9+ when AC/10 *jams*, loaded round explodes, causing damage to pilot and blowing off arm. The autocannon has a +1 bonus to hit because of efficient recoil absorption. Also, two critical hits required to take the autocannon out of service due to the secondary armor the well-designed coolant jacket affords.
GRIFFIN This Battlemech has a built-in spotlight for night operations. Any shot that would hit the head of the Griffin from the left or right sides have a 1 in 6 chance of striking the armor baffles on the right and left arms. These baffles will only give 2 extra points of protection and are then destroyed. Armor baffles will absorb one critical hit to the knee actuator from the front. Heavy battle fists give this ‘Mech +3 damage when punching.
HATCHETMAN The hatchet does 9 points of damage, instead of the standard 5 points of damage done by a normal punch from a 45-ton mech. The mech ejection system removes the entire head of the mech, not just the pilot. The mech also has a -1 to hit bonus against aircraft.
HERMES II This mech's advanced communications system has a 1000-km range and can communicate with spacecraft in orbit. Whenever the mech is hit, roll two dice. On a 12, the E.A.R. communication system is knocked out of commission due to the weaving of the system through the mechs outer surface. Flamer can only be fired 50 times before it must be reloaded.
HUNCHBACK The heavy battle fists do an extra 3 points of damage each.
PHOENIX HAWK There is an 8+ chance on a 2d6 that this mech still has its advanced Tru-Traks computer which gives the Phoenix Hawk a -1 bonus to hit at long range. The multi-channel Tek Battlecom communication system gives the mech a 30-km communication range and any unit controlled by this ‘Mech a +1 bonus to the initiative roll. The mech can also be outfitted with jamming and ECM gear. Treat these systems like a Beagle Probe and Guardian ECM with a 2 hex range, but they can be overridden by their more advanced cousins.
SCORPION May change its facing at a cost of 1/2 mp per hex side turned. All leftover fractions are rounded up. Any attack by infantry against mech, in the same hex as the mech automatically gets a chance for a critical hit in each of the following areas: all torsos and the head. This Battlemech also has a built-in floodlight for night operations. Pilots are fatigued quickly because of rough ride and movement penalties are increased by one. This ‘Mech can move even after two legs are destroyed. It can raise and lower the angle on its weapons, giving the SRM the following range profile; Short 1-4, Medium 5-8, Long 9-12. The PPC has a -1 to hit bonus because of Garret GRNDTRK 9 targeting and tracking system. All attackers have a +1 to hit penalty due to low silhouette of this ‘Mech.
SHADOW HAWK This Battlemech has a built-in spotlight for night operations. 11+ version had locking leg plates. On roll of 9+ after leg has been hit, leg freezes. Sparrow 300J Life Support negates fatigue penalties in extended battles or campaigns and the rpg. In combat, Lang Hand Actuators are very powerful. Punches cause 7 points of damage ( 55 tons = 5.5 points, rounded up to 6, and an additional +1 )
TREBUCHET This ‘Mech does an extra +1 damage in any physical attack.
VINDICATOR PPC cooling jacket enables 'Mech to dissipate an additional 3 Heat Points when in water terrain Depth 1 or lower. Whenever a pilot ejects from the Vindicator, there is a chance that the chair propulsion system will strike the medium laser housing and explode killing the pilot. This occurs on a 9 or higher. -1 bonus for finding parts (any) for it/ -0.1 to cost multiplier. -3/-0.3 in Capellan Confederation territory. Jaguar LRM 5 never jams or breaks down (but for battle damage) and has a -1 bonus to repair rolls. If it takes a critical hit, roll 2d6. On an 11+, the system continues to work, but another crit will finish it off.
VULCAN All attacks against this mech at a +2 penalty to hit at long range and a +1 penalty at medium range because of the shape of the mech. It also has a mandatory heat gain of 2, instead of 3 when jumping. Battlemech has a built-in spotlight for night operations.
WHITWORTH Whenever the Whitworth makes a strenuous maneuver (full out running, any amount of jumping, etc.) there is a chance that there will be a critical effect on the legs. On a 10 or higher, roll on the critical hit table. Can be fixed by replacing it’s legs with another ‘Mech’s legs. Only .75 maintenance time is required.
WOLVERINE The ball-turret mounted medium laser can fire into the front, left and right arcs. It can also fire straight up and almost straight down. 8+ jump jets break down when activated, and cannot be used for the rest of the game. The Tek BattleCom system gives the Wolverine the same advantages and capabilities as the Phoenix Hawk.
Heavy Battlemechs
ARCHER The two heavy battle fists do an extra +3 damage when punching.
AXEMAN The mechs ejection system removes the entire head of the mech, not just the pilot like a Hatchetman.
CATAPHRACT This Battlemech has a built-in spotlight for night operations.
CATAPULT This mech cannot punch because of its arm design. This mech has a side firing escape hatch. 6+ version jump jets are defective, and if so 8+ jump jets will vent incorrectly and vent into 'mech causing 2x heat.
CRUSADER This mechs SRM launchers receive a -1 bonus to hit due to their stable positioning on the Crusader's hips while moving. Also, the legs are designed for heavy combat and produce +1 normal damage when kicking.
DRAGON This mech receives a -1 bonus to its piloting skill rolling to prevent falling from massive damage and when falling from physical attacks (inflicted or received). Attackers also gain a +1 penalty to hit when firing at the Dragon from long range. If the hip mechanism is not regularly maintained on a monthly basis, the micro-bearings can burn out on any piloting roll of a 4 (actual dice, not after bonus) or less and cause the hip to freeze up. The autocannon also requires two critical hits to silence because of the thick protective sleeve surrounding it.
JAGERMECH This ‘Mech has a -2 bonus to hit against aircraft because of its tracking system.
MARAUDER This mech has one critical weakness: the collar that connects the pod-shaped torso to the mechs legs. On any hit on the center torso on the Back or Side Hit Table, the attacker should roll a 2d6. If a 12 is rolled the mech either loses its ability to swivel its torso, or its ammo train to the autocannon is jammed. If two successful hits are made on the torso swivel, movement is reduced by half. If three hits occur, the mech loses all movement. If multiple ammo train hits occur, 1-6 ammo shells explode. Marauder pilots may wish to add an improvised armor collar around the linkage. To do this, the Tech may add up to 10 points of armor that strictly protects the linkage. If this is done, the armor must be breached before critical hits on the linkage only may be made. The pilot of the mech also gains a +1 on his piloting skill number per 5 points of armor (rounded up) because of the weight imbalance created by the collar. Attackers may aim at the collar as per normal aimed shot rules, at an additional +1 penalty on their to-hit numbers. This Battlemech has a built-in spotlight for night operations. Also, this ‘Mechs profile gives attackers from the front or back a +1 penalty to hit. Count torso twisting for this. The Dalban Micronics comm. system gives any unit led by a Marauder a +1 bonus to iniative rolls. Also, the ball and joint arms allow this ‘Mech to fire straight back with both arms. Finally, I have always considered the autocannon to be on a turret that lets it fire 360 degrees around because of the artwork.
ORION Efficient design makes it very easy to repair. Divide the repair time by 1d4. The mechs missile systems also have a -2 bonus to hit against aircraft. Other weapons get a –1 bonus. The LRM system might shut down because of their inferior cooling system. When rolling for shutdown due to heat, roll separately for the LRM system. The right arm has a +1 penalty when used in hand-to-hand combat due to the restricted movement caused by the autocannon. If the right torso is struck in hand-to-hand combat, a roll of a 10 or higher will jar the autocannon out of alignment giving it a +1 penalty to hit. 20 rounds jam AC/10 when loaded on a 6+, 19 rounds or less loaded there is no problem. The two extra holes in the Orion’s left arm are designed to easily pump coolant into the ‘Mech, lowering time it takes to hook the ‘Mech up to a coolant truck.
OSTROC +1 penalty when punching, and all attackers gain an additional +1 penalty to hit at long range. When engaged in hand-to-hand combat, roll two dice whenever the mech attacks or is attacked. On a 10 or higher, 1 of the lasers is damaged and unusable.
OSTSOL Has a 5-km scanning and targeting equipment. All attackers gain an additional +1 penalty to hit at long range. The first critical hit to the rear center torso destroys the enhanced capabilities of the sensor suite.
QUICKDRAW May fire all of its medium lasers rearward. Mech loses 1 mp for hit done to its legs on roll of 8+.
RIFLEMAN This ‘Mech has a -2 bonus to hit against aircraft because of its tracking system. This Battlemech has a built-in spotlight for night operations. Any shot to the head has a 5+ chance on 1d6 of destroying the Garret T11-A comm. system, disrupting any unit lead by it. However, the system does give any unit lead by a Rifleman a +1 iniative roll due to high efficiency while it lasts. Many Riflemen have replaced the weapon-attracting Garret system with the Tek BattleCom systems found on the Wolverines and Phoenix Hawks. Such ‘Mechs would have the advantages and abilities of each of these ‘Mechs. A roll of 9+ on a 2d6 means the Rifleman is this type.
WARHAMMER This Battlemech has a built-in spotlight for night operations.
Assault Battlemechs
AWESOME The left arm does an additional 3 points when punching due to its heavy battle fist.
ATLAS May communicate with ships in space. Since the autocannon lacks a cooling jacket, when rolling for shut down, make a separate roll at a +1 penalty for the weapon. Also, since the LRM system fires four salvoes of five missiles rather then one large salvo, treat it like four LRM 5s for targeting and damage resolution. In addition, it takes less time to hook this ‘Mech up to a coolant truck then normal because of the built in coupler.
BATTLEMASTER The Donel PPC covers the hand, leaving it unusable. However, the weapon can be simply and quickly disengaged if the ‘Mech needs both hands available.
CYCLOPS The Cyclops' communications systems allow for a planet-wide sending radius as well as surface-to-space communications. Any hit to the head will damage the equipment on a roll of 5+ on 1d6 and the advantages will be lost until it can be repaired. If damaged, a roll of 6 on 1d6 will destroy the sophisticated communication gear stored there. This mech’s advanced electronics system also allows a C3 computer to be installed at one less critical slot and ton. The holographic Tacticon B-2000 system allows this ‘Mech to give a +1 bonus to iniative roll on anything up to a regiment.
GOLIATH Cannot move if one of its legs is disabled. This Battlemech has a built-in spotlight for night operations. This mech can fire straight down on infantry with its machine guns. If roll 7+ it is version where MG creates 2 heat. If it is that version, 9+ MG jams. The LRMs can also fire longer then most systems because the Goliath can arc them up or down better then bipeds. Use the following range for them; Short 1-8, Medium 9-16, Long 17-24. Also, I have always considered the Goliath’s PPC to be on a turret that can fire 360 degrees because of the artwork.
STALKER Cannot punch because of its arm design. This mech takes one quarter less damage when smashing through a building due to its shape and design. Attackers receive a +1 penalty to hit when firing from front or rear.
VICTOR If on a roll of 2d6 the result is 10+, this version has a faulty ammunition feed. Roll 2d6 after each firing. If you roll 10+, the rounds jam, leaving the autocannon useless until cleared by a tech.
ZEUS Roll of 10+ after firing, LRM ammo jams launcher if not maintained properly. The mechs right arm punch does 10 points of damage. This Battlemech has a built-in spotlight for night operations. The Large Laser takes up only 1 critical slot due to compact design.
MARAUDER II This Battlemech has the same capabilities and faults as the original Marauder.
Land-Air Mechs
STINGER If damaged in a turn in which the Stinger LAM converted modes, the ‘Mech’s sensitive conversion systems may be destroyed. Such a hit would cause the Stinger to be stuck between two modes and completely helpless. A roll of 10+ on 2d6 will cause this.
WASP The Wasp LAM’s swift conversion between modes limits the time a ‘Mech has to hit its conversion equipment. If you wish to give others a chance to hit them though, it will take a 12 on 2d6. When ejecting, this system sends the pilot though the back of the head and can be unreliable. When ejecting, roll 2d6. On result of 11+, the system fails and the pilot dies.
PHOENIX HAWK The PXH mounts armor to protect the delicate conversion equipment. If you wish there to be a chance of damage however, it will take a 12 on 2d6. The Amsterdam Large Laser is known for having heating difficulties. If it is not worked on weekly, it will generate 10 heat points. The Hartford S2000 targeting system can combine the firepower of the medium lasers and machine guns to generate more firepower then normal. If at least two of these systems hit an enemy, every system that hits performs one extra point of damage. (alternately, they all hit the same location or each mg-ml pair would hit a single location)
2750 Battlemechs
Light Battlemechs
MERCURY Treat the medium laser in the right arm as if it has two crits beneath the hand actuator. Both crits most be hit to destroy the laser. If the laser in the left torso is hit by a critical, a roll of 5+ on 2d6 saves the laser. Also, all repair time is halved.
HERMES This mech gains a -1 bonus to achieve lock-on with primary targeting like a streak system. Before rolling, declare the weapons you wish to fire. If lock on is achieved the weapons you declared fire and hit the target. Roll for locations normally. If the targeting system does not achieve lock on, the weapons do not fire, but the heat buildup still must be dissipated. The Flamer can only be fired 50 times before running out of fuel since it does not take plasma from the fusion engine.
HUSSAR This mech has a 4 in 6 chance of tapping into enemy mech communications within 35 km. It can also jam enemy communication nets with a field that can blanket an entire standard-sized board. This does nothing to targeting systems though, so artemis and streak systems are unaffected. C3 networks however, are compromised. Any ‘Mech firing from the front or back receives a +1 to hit penalty. Count torso twisting for this.
MONGOOSE The center torso and head mounted medium lasers gain a -1 bonus to hit due to the internal stabilizers. If the cooling jacket in the center torso is not maintained properly, roll 2d6 after each firing. On a roll of 10+ the sensors malfunction next turn, negating the stabilizer bonus and placing a –2 penalty to all targeting rolls.
THORN Due to the modular design of this mech all repair times are halved. Also due to the reloading system for the LRM/5 if the mech engages in hand to hand combat there is a 3 in 6 chance of the LRM being damaged and a 3 in 6 chance of a reload being stuck in the arm, and a 2 in 6 chance of the jammed reload exploding if the arm is used in HTH combat again. The right arm cannot punch, but the LRM has range penalties of +1 and +2 at medium and long range, replacing the 2 and 4 standard. If the medium laser in the head is fired, roll 2d6. If 12 is reached, the pilot is injured as per a head hit. Each consecutive the weapon is fired without a one turn cool-down period, the target number drops by one. (12, 11, 10, 9, et cetera)
Medium Battlemechs
CRAB Repairs take only half the time due to the modular nature of this mechs design. The Dalban communication system can forecast enemy troop movements, differentiate between suspected positions and known positions, and project a path for arriving at any goal. If the sensors are hit in the head, roll 1d6 + 1. That is the number of microprocessors destroyed. There are a total of seven processors and if even one survives the ‘Mech’s sensors can continue working at minimal levels, though the loss of each processor limits the special abilities of the suite. Gamemaster and players should decide what is lost each time. If a hit is taken the whole system must be removed to be repaired. If the hands are used in hand-to-hand combat, a roll of a 10 or higher will knock the laser’s mirrors out of alignment effectively putting them out of commission. This can be repaired in 10 minutes. But the mechwarrior must leave the mech and do the repairs on the outside of the mech’s arm. Attackers receive a +1 penalty to hit when firing from front or rear. Count torso twisting for this.
KINTARO The left arm SRM 6 autoloader requires daily maintenance or the system will not function. Also, if the arm is hit in a turn in which the SRM 6 fires, roll 2d6. On a result of 11+ the reloads will jam in the upper arm and it will take 2d6 x 20 minutes to clear.
SENTINEL Due to the severe vibrations caused when the Ultra AC/5 is fired in ultra mode, it will jam on a roll of 4 or less instead of 2. It will take about 30 minutes to repair. If it is a newer model (roll of 12) it will jam on a roll of 3 or less. Also, any unit led by a Sentinel will get a +1 bonus to the iniative roll due to the StarLink/Benicia Model AS829G comm. system. In addition, the VidCom-17 and Targa-7 long-range targeting and tracking system gives you a –1 bonus to hit at long-range, as well as increasing detection range if using double-blind rules.
WYVERN Because the LRM 10 is located so close to the engine, engine heat sometimes causes the system to shut down. Make a separate roll for shutdown regarding the LRM 10. Add a +1 penalty to the chance for explosion due to heat when rolling for the LRM 10 ammo. The Large Laser takes up 3 critical spaces instead of the normal 2. Also, if the Large Laser is destroyed, the two Small Lasers are useless as they draw power from the Large Laser.
Heavy Battlemechs
BLACK KNIGHT This ‘Mech can communicate with orbital satellites. Also, the small laser in the head is tied into the Beagle Probe so that the probe can ride a low-power laser pulse through any interfering objects. Due to the limited range of the laser, this is done only for analyzing the detail of nearby objects.
EXTERMINATOR OK…this one is a baddy. If you are playing in Star League or First Succession War time periods, you will have this version. If you are playing Comstar or Word of Bob in modern times, you will have this version. And if you find it in a Star League CACHE you will have this version. If you get one of these ‘Mechs ANY OTHER WAY, roll a separate 2d6 for the anti-laser ablative armor, Chameleon Light Polarization Shield, heat baffles, Null Signature System, electronic countermeasures, Phased Array Sensors, and Sheathed Directional Communication Beacon. Yes; that is seven rolls. For each 12 you roll, you get the appropriate system. This will take into account cumulative damage and equipment failures in the intervening centuries. You think I’m going to make it EASY to get a fully operational munch ‘Mech like this?
This mech was designed with stealth in mind and was given many hi-tech and costly systems. First the mech is protected with improved anti-laser ablatives to the first four lasers, protecting the mech from laser fire while the outer layers remain functional. To determine if a laser impacts on anti-laser ablative, determine how much of the armor has been destroyed and roll 2d6. If the result is greater then the armor destroyed, the laser impacts on anti-laser ablatives. If so, the laser will do only 50% damage. This coating must be kept VERY clean to ensure efficiency. Game Masters and players should decide what affect inclement weather has on this system.
Secondly the Exterminator mounts special heat baffles, a Chameleon Light Polarization Shield, and heavy electronic countermeasure and null signature systems. The heat baffles in the feet channel all heat from normal operations to the ground, making this mech very difficult to spot using infra-red sensors. The Light Polarization Shield makes the ‘Mech very difficult to see as well. And finally, the null signature system and electronic countermeasures make it difficult for an enemy ‘Mech to detect the Exterminator with standard sensors. Treat the ECM system like a Guardian ECM with a 2 hex range that a Beagle Probe can burn through easily. It only works against standard sensors.
If standing still, it will take an act of God (or a Game Master) to find the Exterminator. If moving, do a standard targeting roll to see if you detect it. Figure medium-range starts at 10, long starts at 20, and at 30 hexes and up, it will take an act of God (or a Game Master) to find. It’ll be easier to see in open terrain, easier to track it’s heated foot prints during a blizzard, and of course a Beagle probe or better can burn through it’s countermeasures to sense the ‘Mech that way. GMs; give whatever modifiers you want; I ain’t doing THAT for ya…;-)
If you detect it and fire at it, the Null Signature System works as normal in Max Tech. In addition, the Chameleon system provides an additional +1 and +2 penalty to hit at medium and long ranges. Also, the Chameleon generates 5 points of heat when in use (this is for game balance). If using either the heat baffles OR NSS but not both, it will generate 5 heat points (half of what they both generate in the NSS in Max Tech)
Lastly, the mech is equipped with the Sheathed Directional Communication Beacon, and Phased Array Sensor System that allow the ‘Mech to detect enemy units at a longer range to maintain distance and maintain secure communication at all times. Treat the sensor system as a Beagle Probe with a 2 hex range that can be overridden by a Guardian ECM.
CHAMPION Roll 2d6. If result is 9+, this version has double heatsinks. Any ‘Mech firing from the front or back receives a +1 to hit penalty. Count torso twisting for this.
FLASHMAN This mech carries the Faust/Shinji Auto-Tracking and Targeting System which improves laser barrage fire and makes this mech the most accurate in history. Any time this mech fires it receives a -1 bonus to hit with its lasers.
GUILLOTINE Due to the Large Laser power cables location in the arm the cables sometimes bind when the arm is raised over the ‘Mech’s head causing the Large Laser not to fire. (Cables bind on a 3+ roll with 1d6). The mechwarrior must lower the ‘Mech’s arm for the cables to unbind. If the pilot does not lower the arm and attempts to fire the weapon the cables will snap requiring technicians to completely replace the cable from chest to laser which takes 5 times as long as normal. This Battlemech has a built-in spotlight for night operations. Every time you fire the SRM 6, roll another 2d6. On a result of 11+ the 5th and 6th missiles in the SRM 6 don't arm and are considered duds. If a medium laser takes a critical hit, roll 2d6. On a result of 9+, the shot misses the small targeting heads and the bulky but well-protected power supply in the heart of the ‘Mech. Better then average nimbleness gives a +1 bonus to any piloting roll.
LANCELOT In any battle situation, this ‘Mech’s Starsight computer can single out those mechs targeting the Lancelot and highlight them for immediate attention. It also identifies the most serious threat. Due to the streamlined design of this mech all units firing at it have a +1 penalty to hit at long range. If the Lancelot’s PPC is not maintained with regular maintenance it will generate +2 heat points every time they are fired. The Large Lasers receive a –1 bonus to hit due to the KBC Battle Computer.
Assault Battlemechs
CROCKETT The ER large lasers have the following range stats due to the advanced hyper-extension guide beam for the laser: Short 1-8, Medium 9-16, Long 17-25. These lasers also generate 14 points of heat and require 1.5 times maintenance.
HIGHLANDER The jump jets on this mech were designed to allow the pilot to redirect the force of the jets to compensate for landing on a moving foe. This tactic became to be called the "Highlander Burial". All Death From Above attacks made by the highlander are at a -1 bonus to hit.
KING CRAB The Dalban Hirez-B targeting system gives this ‘Mech a -1 targeting bonus.
THUG Replacement parts for the PPCs are 40% scarcer to find. When you “obtain” the ‘Mech, roll 1d6 to see how many redundant targeting circuits are left. Any damage to the PPC will destroy 1d6 targeting circuits. If all targeting circuits are destroyed and you have no spares, PPC fire will be at a +2 penalty. Each time a critical is scored on a PPC, roll 2d6. If the result is 11+, the shot misses.
3050 Battlemechs
Light Battlemechs
Note: I will not be including most simple refits in this list. GMs and players can decide if attributes are carried over to the upgrade.
FIREFLY This ‘Mech cannot punch because of design. Any ‘Mech firing from the front or back receives a +1 to hit penalty. Count torso twisting for this.
FLEA This ‘Mech cannot punch because of design. Any ‘Mech firing from the front or back receives a +1 to hit penalty. Count torso twisting for this.
HORNET This ‘Mech cannot punch because of design. Any ‘Mech firing from the front or back receives a +1 to hit penalty. Count torso twisting for this.
Medium Battlemechs
CICADA The heatsinks have been replaced, getting rid of the defective ones. This ‘Mech cannot punch because of design
CENTURION The autocannon has been replaced, getting rid of the defective one.
HOPLITE This ‘Mech cannot punch because of design. Any ‘Mech firing from the front or back receives a +1 to hit penalty. Count torso twisting for this.
Heavy Battlemechs
GRAND DRAGON This ‘Mech has the same special features as the original Dragon.
MARAUDER This ‘Mech has replaced the faulty autocannon with a large pulse laser, but the power runs still flow through the vulnerable assembly holding it to the main chassis.
Assault Battlemechs
MARAUDER II This ‘Mech has the same problems and good points as the original Marauder.
3055 Battlemechs
Light Battlemechs
BATTLE HAWK This mech has a full-head ejection system similar to the hatchetman.
HOLLANDER Due to this ‘Mech’s improved leg design, there is no penalty for weapons fire while walking and only a +1 penalty to fire while running.
JACKAL The PPC is smaller then normal due to the lack of a static discharge system so it takes only two critical slots. Also every time it is fired a harmless blast of blue static electricity exits the rear of the weapon, back lighting the ‘Mech in night time conditions and removing the +2 darkness penalty to hit.
SCARABUS The power couplings to the laser group in the left arm can easily be jarred and disconnected from the lasers. This problem can be fixed by fusing the power couplings, but this also doubles the repair time for the lasers. If the arm is used in a physical attack and the coupling has not being fused they will disconnect on an 11+. This is cumulative by one every time the mech punches. Technicians at a repair base must fix the coupling.
TARANTULA This ‘Mech is extremely comfortable to ride in, limiting fatigue and has the same .5 turning costs as the Scorpion. Unlike most missile systems however, the Hovertec Streak system cannot be arced up to get extended range because of the nature of the guidance system. The stability of the Tarantula’s movement means it can still accurately target while walking and only gives a +1 penalty while running. Low silhouette gives any attackers a +1 penalty to hit.
VENOM All attacks on a jumping Venom are penalized with an additional +1 penalty to their hit rolls.
Medium Battlemechs
WATCHMAN This ‘Mech has simplified controls to make training easier. A green warrior will get a +1 bonus to piloting and gunnery rolls. (hmmm…trainees only?) And should regular and up be hampered by the simplicity? Maybe a –1 penalty to both piloting and gunnery?
WRAITH All Wraiths are shipped with liberal amounts of replacement parts and it builds a lot more. Availability/price of parts is (-.1/-.1), in Cappellan Confederation (-.3/-.3),
Heavy Battlemechs
GALLOWGLAS This mech can get a C3 computer at one less ton and one less critical slot due to the ease of connections between its communications array and the C3.
HERCULES The electrical systems of this mech are prone to overload when this mech is hit by PPC fire. When the Hercules is hit by a PPC the mech suffers the following penalties; +1 to hit with weapons, +1 on piloting skill rolls and movement reduced to 4/6. These effects last for one round no matter how many PPC hits are made during a round.
BANDERSNATCH Because there are no two Bandersnatches alike all repair times are doubled.
WARDOG Due to the armor imbalance of this mech all pilots must train with the mech for at least 45 days to get use to the imbalance. Until training is complete all piloting skill rolls are at a +1 penalty.
3058 Battlemechs
Omnimechs
OWENS This ‘Mech cannot torso twist. Any ‘Mech firing from the front or back receives a +1 to hit penalty. Count torso twisting for this.
BLACK HAWK-KU This ‘Mech cannot torso twist. Any ‘Mech firing from the front or back receives a +1 to hit penalty. Count torso twisting for this.
BLACKJACK Early models of this ‘Mech cannot accept Clan weapons. If it has been through it’s first major overhaul, this will be corrected.
RAPTOR This ‘Mech cannot torso twist. Any ‘Mech firing from the front or back receives a +1 to hit penalty. Count torso twisting for this.
STRIDER Any ‘Mech firing from the front or back receives a +1 to hit penalty. Count torso twisting for this.
Light Battlemechs
NIGHT HAWK A tech’s dream come true, this is made of well tested and reliable components, it takes half of the maintenance time of most ‘Mechs. This ‘Mech was also designed to allow maximum access for repairs. Because of this all repair times are halved.
SPECTRE This mech has the same abilities as the Exterminator battlemech. The main exception is that its Guardian ECM can jam a Beagle Probe, unlike the less advanced ECM on the Exterminator.
Medium Battlemechs
BUSHWACKER Any mech attacking this mech from its front or back firing arc has a +2 penalty to hit the Bushwacker. An attacker firing from the sides however, gets a –1 bonus to hit. Count torso twisting for this.
ENFIELD This mech get a bonus -1 to hit when firing at long range.
RAIJIN This ‘Mech cannot torso twist or punch. Any ‘Mech firing from the front or back receives a +1 to hit penalty. Count torso twisting for this.
STARSLAYER Built to be rugged and dependable, this ‘Mech requires minimal time (50%) and effort for maintenance.
Heavy Battlemechs
DRAGON FIRE This battlemech has the same collar weakness as the Marauder battlemech. Any ‘Mech firing from the front or back receives a +1 to hit penalty. Count torso twisting for this.
MAELSTROM Any ‘Mech firing from the front or back receives a +1 to hit penalty. This ‘Mech cannot torso twist.
Assault Battlemechs
SPARTAN This battlemech is equipped with the Kinslaughter H-Class ER PPC that produces only 12 points of heat each time it fires. Only Comstar and Word of Blake forces are currently building this model of ER PPC
NIGHTSTAR This Battlemech has a spotlight for night operations. This ‘Mech has the same ball and joint arms as the Marauder and also has the same weaknesses as the Marauder for the collar that connects the torso to the legs.
MACKIE This Battlemech has a built-in spotlight for night operations.
O-BAKEMONO Due to the modular design of this mech all repair times are quartered. This ‘Mech cannot punch due to arm design.
LONGBOW This battlemech has a -2 bonus to hit aircraft due to its special targeting & tracking system. This ‘Mech cannot punch due to arm design.
DEVASTATOR This Battlemech has a built-in spotlight for night operations.
3060 Battlemechs
Light Battlemechs
ARCTIC FOX +1 to hit from front and back. Cannot Torso twist.
DUAN GUNG Modular design lowers the maintenance and repair time one half.
EAGLE Eagle is made of a standard design so spare parts are easy to find and it takes 3/4s time to repair.
Medium Battlemechs
BISHAMON This design has the same 0.5 turning cost as the other quads and its excellent stability. All attackers get a +1 to attack because of her low profile. The MRM’s range is increased to the following stats because of her ability to raise and lower the focal point of the attack: Short 1-4, Medium 5-10, Long 11-18.
BLITZKRIEG Because of the artwork, I consider the autocannon to be on a turret that lets this ‘Mech fire in all directions. Can you say “run ‘n gun” three times fast? Hehehe.
BUCCANEER This ‘Mech carries a spotlight for night operations.
MARSHAL This ‘Mech carries a spotlight for night operations.
MEN SHEN Any attacker firing from the front or back gets a +1 penalty to hit. It cannot torso twist.
Heavy Battlemechs
BARGHEST Both the autocannon and the lasers are mounted on turrets that let the weapons fire aft as well as forward. Also, the lasers can fire in the left side arcs. This ‘Mech has a +1 penalty to be hit by any attacker because of her low profile.
JINGGAU This ‘Mech cannot torso twist.
TI TS’ANG This Battlemech has a built-in spotlight for night operations.
YEOMAN This ‘Mech cannot torso twist.
Assault Battlemechs
SIROCCO Unlike most quads, this ‘Mech can torso twist. The autocannons are placed on turrets allowing them to fire aft, like the medium lasers on the front legs. This ‘Mech mounts a built-in spotlight for night operations.
VIKING The machine-guns on this ‘Mech are built on turrets allowing them to fire aft as well as forward. Also, the small lasers are built on turrets which allow them to fire one hex-side to either side beyond the standard firing arcs. |