Full Name |
Roger "RocketJock" Smithson |
Race |
Human |
About Roger "RocketJock" Smithson
Agility d10
Smarts d8
Spirit d4
Strength d4
Vigor d4
Athletics d4
Knowledge, Battle d4
Knowledge, Common d4
Knowledge, Elec. Warfare d10 (+4 when Noticing, -2 when defending against missiles [with AMCM])
Notice d4
Persuasion d4
Piloting d10+2 (d10 for Out-of-Control)
Repair d6+2
Shooting d10 (ignores 2 points of penalties)
Stealth d4
Missile Defense Target Number (MDTN) = K(EW)/2+2 = 7 (+2 from AMCM)
Hindrances
Code of Honor - Honor is very important to your character. He keeps his word, won’t abuse or kill prisoners, and generally tries to operate within his world’s particular notion of proper behavior.
Heroic - This noble soul never says no to a person in need. She always comes to the rescue of those she feels can’t help themselves.
Loyal - Your character would give his life for his friends. This character can never leave a man behind if
there’s any chance at all he could help.
Edges
Mech Jock: While Piloting a vehicle, you may make one Attack action for free.
MechWarrior (free): you can spend bennies to soak wounds done to your mech. (With your own Vigor die.)
Ace : +2 to Piloting
Mechanic : +2 to Repair
WarMaster (free): Commanding an army comes naturally to you when fed the massive data from a battlemech's sensors. Making a Mass Combat roll is a free action when piloting a battlemech.
=========================================================================== =
Piloting is used when we go Out of Control due to taking any Wounds.
K(EW) is used for shooting missiles, rolling for Notice and Stealth, and as the defending roll against missiles.
Shooting is for lasers and particle accelerators and all other non-missile weapons.
=========================================================================== ==
A) AMCM Anti-Missile Counter Measures.
Almost all mechs have this. It gives you +2 to defend against hostile missile incoming. What happens is that the attacker rolls for all the missiles (explained above) and, for every K(EW) roll that is higher than a 4, the defender rolls, and they get to add +2 if they have AMCM.
While at first this seems unfair, it looks like (and I may be wrong here, so feel free to correct me) that missiles ignore all other defensive bonuses, such as speed. So the AMCM is the only thing that keeps it from being a toss up, and also motivates that character to keep that skill high.
b) Sensors.
Your sensor package has a range of 1000 yards, which is 500 inches on the table top. It gives you +4 to your K(EW) roll to spot things.
c) Targeting.
Exactly what it says. It negates 2 points of modifiers. (Hence, while it doesn't exactly gibe you +2 to hit, it does make a TN of 8 into a TN of 6.) (No, Targeting does not work for missiles. It applies to anything using the Shooting skill)