Callous Rake

Darwin "Nasty D" Foxwell's page

18 posts. Alias of GM Red.


Full Name

Nasty D

Race

Str d4 | Agi d10 | Int d6 | Spirit d4 | Vigor d6 // d10 Piloting d10 Shooting d8 Knowledge(EW) d6 Repair

About Darwin "Nasty D" Foxwell

5 points

Strength d4
Agility d10
Smarts d6
Spirit d4
Vigor d6

Skills
Piloting: d10
Shooting: d10
Knowledge: d8
Repair: d6

Mech Jock: While Piloting a vehicle, you may make one Attack action for free.

MechWarrior: you can spend bennies to soak wounds done to your mech.

Mech:
Stats for the PNT-9R Panther:
Okay, all Light mechs are size '6'.

Pace: 22
Toughness 36(17)

Mods:
Jump Jets
ATS
2 SRM launcher 100/200/400 6d6 AP 20
2 SRM launcher
24 SRM missiles
Medium Particle Accelerator 100/200/400 4d8+2 AP 10

____
Combat actions:
1) Move your mech it's Pace.
(We are rounding down to the nearest 5, since each "square" is 5...units of distance.)

2) Fire one weapon.

2a) For shooting anything OTHER than missiles: Determine how far it is to your target, calculate the range penalty (-2 for Medium, -4 for long), get their movement penalty (we haven't gotten to that yet, but suffice that the faster your target is, the harder it is to hit), factor in your Targetting system (which removes up to 2 of penalties) and then roll your Shooting ONCE and a d6 for your wild die ONCE. Take the best.
To save time, also roll damage.

2b) For firing missiles, you may ignore speed penalties (because missiles are fast) but still factor in range penalties. Roll your Knowledge (Electronic Warfare!) against the target's MDTN (which will always be '6' for this scenario).
You get to roll your K(EW) for AS MANY times as the # of missiles you are firing PLUS one roll of a d6 for your Wild Die (which you can use if it's higher than any ONE of your K(EW) rolls.