Mounted Paladin

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Organized Play Member. 1,271 posts (15,294 including aliases). No reviews. No lists. 1 wishlist. 3 Organized Play characters. 50 aliases.


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Scarab Sages

Mech rules.... and a sample mech. the Spider.

Base AC by wieght class

Mechs have a base AC based off their size... (there are exceptions which we will get to later)

Light -(20 to 35 tons) - 21 AC
Medium (40 to 55 tons) - 18 or 19 AC
Heavy (60 to 75 rons) - 17 AC
Assault (80 to 100 tons) - 15 AC

Players can add special modifiers to the base AC incoluding pilot skill bonus,Dexterity bonus Movement speed and type bonus, terrain bonus.

Movement - walk or standing +0 to AC
Run - +1 to AC
Jump - +2 to AC

Terrain -
Overgrown grasslands - +1 ac
light forest - +2 Ac
Heavy forest/ jungle - +3 ac (-10 movement range)
Swamp - +2 to Ac +2 Heat dissapating
City Terrain - +3 AC

Hitpoints is calculated with this formula
HP = (Tonnage/2 + Engine rating/10)
Examples
Spider (30 tons, 160 engine 160)
HP= 15 + 16 = 31 HP
Atlas (100 tons, 300 engine)
HP = 50+30 = 90 HP
Base HP (minus parts and hot fixes)

Armor (DR) - Damage Reduction
Armor is Ablative, and it also works exaclty like DR, while you still have armor remaining you get the DR when the armor is spent so too is the damage reduction.
Armor DR
Light and Medium Mechs - Armor DR = Tonnage/ 6
Heavy and Assualt class Armor DR = Tonnage/ 7

Armor Degradation - Certain effects can reduce Armor Reduction.
Every 10 points of damage reduces DR by 1.

Heat System

Heat Capacity Base heat capcaity is based off of engine type and power. there are componants that can be added to a mech to change it for higher or lower but the Base Heat formulae is
Engine Rating /10

Sp 160 engine - 16 heat
300 engine - 30 heat.
Heat Sinks, Heat banks and other componants.
Each heat sink eliminates 3 heat per round
Adcanced heat sinks increase this by their rating... (additional +1,+2, or +3)
A mechs standard heat sink loadout is as follows
light - 9 sinks
Medium - 12 sinks
heavy - 15 sinks
Assault - 18 sinks

(some chassis vary)

Heat banks are basically just giant storage areas (basically heat absorbing batteries) They dont help eliminate heat... but adding more heat to your total can help.

Heat Thresholds -
Heat level 0 to 50% - Normal Heat threshold is modified by your Guts rating and Constitution bonus. You subtract the total to your Heat Threshold check... (a 100 is always a fail.)
50 -76% - -1 to AC, -1 to hit
75 - 100% - -3 to AC, -3 to hit, +10% bonus crit chance
Overheat (100%+} Shutdown check
Shutdown - AC10 Cannot act, Vent 20 heat Automatically per round shut down)

Movement walk/run/jump
Light - 40/60/40
Medium 30/50/30
Heavy - 25/40/ 20
Assualt 20/30/ 0 - 20 ft

Note not all mechs are jump jet equiped.
Jump jets Generate 10 heat the round they are used.

Scarab Sages

Mech rules.... and a sample mech. the Spider.

Base AC by wieght class

Mechs have a base AC based off their size... (there are exceptions which we will get to later)

Light -(20 to 35 tons) - 21 AC
Medium (40 to 55 tons) - 18 or 19 AC
Heavy (60 to 75 rons) - 17 AC
Assault (80 to 100 tons) - 15 AC

Players can add special modifiers to the base AC incoluding pilot skill bonus,Dexterity bonus Movement speed and type bonus, terrain bonus.

Movement - walk or standing +0 to AC
Run - +1 to AC
Jump - +2 to AC

Terrain -
Overgrown grasslands - +1 ac
light forest - +2 Ac
Heavy forest/ jungle - +3 ac (-10 movement range)
Swamp - +2 to Ac +2 Heat dissapating
City Terrain - +3 AC

Hitpoints is calculated with this formula
HP = (Tonnage/2 + Engine rating/10)
Examples
Spider (30 tons, 160 engine 160)
HP= 15 + 16 = 31 HP
Atlas (100 tons, 300 engine)
HP = 50+30 = 90 HP
Base HP (minus parts and hot fixes)

Armor (DR) - Damage Reduction
Armor is Ablative, and it also works exaclty like DR, while you still have armor remaining you get the DR when the armor is spent so too is the damage reduction.
Armor DR
Light and Medium Mechs - Armor DR = Tonnage/ 6
Heavy and Assualt class Armor DR = Tonnage/ 7

Armor Degradation - Certain effects can reduce Armor Reduction.
Every 10 points of damage reduces DR by 1.

Heat System

Heat Capacity Base heat capcaity is based off of engine type and power. there are componants that can be added to a mech to change it for higher or lower but the Base Heat formulae is
Engine Rating /10

Sp 160 engine - 16 heat
300 engine - 30 heat.
Heat Sinks, Heat banks and other componants.
Each heat sink eliminates 3 heat per round
Adcanced heat sinks increase this by their rating... (additional +1,+2, or +3)
A mechs standard heat sink loadout is as follows
light - 9 sinks
Medium - 12 sinks
heavy - 15 sinks
Assault - 18 sinks

(some chassis vary)

Heat banks are basically just giant storage areas (basically heat absorbing batteries) They dont help eliminate heat... but adding more heat to your total can help.

Heat Thresholds -
Heat level 0 to 50% - Normal Heat threshold is modified by your Guts rating and Constitution bonus. You subtract the total to your Heat Threshold check... (a 100 is always a fail.)
50 -76% - -1 to AC, -1 to hit
75 - 100% - -3 to AC, -3 to hit, +10% bonus crit chance
Overheat (100%+} Shutdown check
Shutdown - AC10 Cannot act, Vent 20 heat Automatically per round shut down)

Movement walk/run/jump
Light - 40/60/40
Medium 30/50/30
Heavy - 25/40/ 20
Assualt 20/30/ 0 - 20 ft

Note not all mechs are jump jet equiped.
Jump jets Generate 10 heat the round they are used.

Scarab Sages

Mech rules.... and a sample mech. the Spider.

Base AC by wieght class

Mechs have a base AC based off their size... (there are exceptions which we will get to later)

Light -(20 to 35 tons) - 21 AC
Medium (40 to 55 tons) - 18 or 19 AC
Heavy (60 to 75 rons) - 17 AC
Assault (80 to 100 tons) - 15 AC

Players can add special modifiers to the base AC incoluding pilot skill bonus,Dexterity bonus Movement speed and type bonus, terrain bonus.

Movement - walk or standing +0 to AC
Run - +1 to AC
Jump - +2 to AC

Terrain -
Overgrown grasslands - +1 ac
light forest - +2 Ac
Heavy forest/ jungle - +3 ac (-10 movement range)
Swamp - +2 to Ac +2 Heat dissapating
City Terrain - +3 AC

Hitpoints is calculated with this formula
HP = (Tonnage/2 + Engine rating/10)
Examples
Spider (30 tons, 160 engine 160)
HP= 15 + 16 = 31 HP
Atlas (100 tons, 300 engine)
HP = 50+30 = 90 HP
Base HP (minus parts and hot fixes)

Armor (DR) - Damage Reduction
Armor is Ablative, and it also works exaclty like DR, while you still have armor remaining you get the DR when the armor is spent so too is the damage reduction.
Armor DR
Light and Medium Mechs - Armor DR = Tonnage/ 6
Heavy and Assualt class Armor DR = Tonnage/ 7

Armor Degradation - Certain effects can reduce Armor Reduction.
Every 10 points of damage reduces DR by 1.

Heat System

Heat Capacity Base heat capcaity is based off of engine type and power. there are componants that can be added to a mech to change it for higher or lower but the Base Heat formulae is
Engine Rating /10

Sp 160 engine - 16 heat
300 engine - 30 heat.
Heat Sinks, Heat banks and other componants.
Each heat sink eliminates 3 heat per round
Adcanced heat sinks increase this by their rating... (additional +1,+2, or +3)
A mechs standard heat sink loadout is as follows
light - 9 sinks
Medium - 12 sinks
heavy - 15 sinks
Assault - 18 sinks

(some chassis vary)

Heat banks are basically just giant storage areas (basically heat absorbing batteries) They dont help eliminate heat... but adding more heat to your total can help.

Heat Thresholds -
Heat level 0 to 50% - Normal Heat threshold is modified by your Guts rating and Constitution bonus. You subtract the total to your Heat Threshold check... (a 100 is always a fail.)
50 -76% - -1 to AC, -1 to hit
75 - 100% - -3 to AC, -3 to hit, +10% bonus crit chance
Overheat (100%+} Shutdown check
Shutdown - AC10 Cannot act, Vent 20 heat Automatically per round shut down)

Movement walk/run/jump
Light - 40/60/40
Medium 30/50/30
Heavy - 25/40/ 20
Assualt 20/30/ 0 - 20 ft

Note not all mechs are jump jet equiped.
Jump jets Generate 10 heat the round they are used.

Scarab Sages

mech stats tomorrow. having a day.

Scarab Sages

mech stats tomorrow. having a day.

Scarab Sages

eveeryone must be waiting on the mechs eh?

Scarab Sages

Missles, rockets, mortars &more

There two main types of missles, Short Range Missles, and Long Range Missles. (SRM's & LRM's) The come in different counts.

Short Range Missles
1d8 damage per missle They range from short to long range, though at long range they suffer a -2 to hit.
SRM - 2 Consists of s duo launvhr which fires 2 missles at once.
SRM - 4 conssits of a quad launch system which fires 4 missles at once.
SRM - 6 consists of a six pack launcher fires six missles at once.

Warheads consist of a few types the most common are High Explosive and Plasma tipped. High explosive operate as a high yield high damage warhead.. Plasma tipped forgo the high output of damage for minor damage and a high intensity of heat. 1d2 damage 4d4 heat damage lasts 3 rounds

Long Range Missle
1d4 damage per missle They range from medium range to extreme long range. They can be fired short range but they have a -2 to hit. At extremem long range they have a +2 t0o hit. like their more powerful cousins teh SRM they are generally armed with high explosive or Plasma warheads. A high explosive yeild LRM does 1d4 damage, where as a plasma tipped LRM does 1 point of damage and 2d4 heat damage. )for 3 rounds)

Rockets
Rockets are very powerful unguided warheads that can do phenominal amounts of damage... to whatever tehy may hit. Unfortunately its not always the target they hit. Unlike missles which carry reloads rockets are single use singer shot weapons. Rockets have a range of short to extreme long range. All rockets have a - 4 to hit. and a 25% chance to miss

180 MM the only rocket a Light mech can carry. (up to two) They do 2d10 points of damage.

320 MM - The medium sized rocket are much like their smaller counterparts... only more powerful. They do 4d8 points of damage.
Medium mechs can carry up to two rockets of this size or 4 lesser ones.

400 MM - The large version of the rocket can cause damage untold. able to decimate smaller mechs almost in a singe striked. the large rocket does an 5d10 points of damaqge and a large mech can carry two of them. or 4 medium rockets. or six small rockets.

550 MM - The largest of rockets... This rocket can destroy lesser mechs outright. On;y assualt class mechs can carry this monstrousity. Even an assualt class mech can only carry one of these... An assualt class mech can carry two large rockets, 4 medium class rockets, and six small rockets. The damage the rocket causes is 10d10.

Morters
Indirect fire assets that can cause area wide damage to anything with the range of the mortars. They are medium to extreme long range weapons.They came in small, medium, and large versions.
Snall a small mortar can carry 8 rounds. they do 4d6 damage in a 30 meter radius.
Medium A medium sized mortar can carry six rounds. It does 6d6 points of damage in a 30 meter radius
Large A large sized mortar can carry four rounds. It does 8d6 damage in a 30 foot radius.

Scarab Sages

Missles, rockets, mortars &more

There two main types of missles, Short Range Missles, and Long Range Missles. (SRM's & LRM's) The come in different counts.

Short Range Missles
1d8 damage per missle They range from short to long range, though at long range they suffer a -2 to hit.
SRM - 2 Consists of s duo launvhr which fires 2 missles at once.
SRM - 4 conssits of a quad launch system which fires 4 missles at once.
SRM - 6 consists of a six pack launcher fires six missles at once.

Warheads consist of a few types the most common are High Explosive and Plasma tipped. High explosive operate as a high yield high damage warhead.. Plasma tipped forgo the high output of damage for minor damage and a high intensity of heat. 1d2 damage 4d4 heat damage lasts 3 rounds

Long Range Missle
1d4 damage per missle They range from medium range to extreme long range. They can be fired short range but they have a -2 to hit. At extremem long range they have a +2 t0o hit. like their more powerful cousins teh SRM they are generally armed with high explosive or Plasma warheads. A high explosive yeild LRM does 1d4 damage, where as a plasma tipped LRM does 1 point of damage and 2d4 heat damage. )for 3 rounds)

Rockets
Rockets are very powerful unguided warheads that can do phenominal amounts of damage... to whatever tehy may hit. Unfortunately its not always the target they hit. Unlike missles which carry reloads rockets are single use singer shot weapons. Rockets have a range of short to extreme long range. All rockets have a - 4 to hit. and a 25% chance to miss

180 MM the only rocket a Light mech can carry. (up to two) They do 2d10 points of damage.

320 MM - The medium sized rocket are much like their smaller counterparts... only more powerful. They do 4d8 points of damage.
Medium mechs can carry up to two rockets of this size or 4 lesser ones.

400 MM - The large version of the rocket can cause damage untold. able to decimate smaller mechs almost in a singe striked. the large rocket does an 5d10 points of damaqge and a large mech can carry two of them. or 4 medium rockets. or six small rockets.

550 MM - The largest of rockets... This rocket can destroy lesser mechs outright. On;y assualt class mechs can carry this monstrousity. Even an assualt class mech can only carry one of these... An assualt class mech can carry two large rockets, 4 medium class rockets, and six small rockets. The damage the rocket causes is 10d10.

Morters
Indirect fire assets that can cause area wide damage to anything with the range of the mortars. They are medium to extreme long range weapons.They came in small, medium, and large versions.
Snall a small mortar can carry 8 rounds. they do 4d6 damage in a 30 meter radius.
Medium A medium sized mortar can carry six rounds. It does 6d6 points of damage in a 30 meter radius
Large A large sized mortar can carry four rounds. It does 8d6 damage in a 30 foot radius.

Scarab Sages

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yes to both will have the missle rules/damage tomorrow and stats for some of the starting mechs

Scarab Sages

mech repair.... astrogation, computer, piloting(dropship) pilotiinh (startship), piloting (spacecraft)

Scarab Sages

missles and speciality weapons soon.

Scarab Sages

Lets Discuss Weaponry.(Mech sized) This is not the final list but it is a pretty inclusive one.

Ballistic - Gunpowder based weapons. COnsecutive rounds being used have a - stackable penalty. and most ballistic weapons produce heat.
{Smallest to largest)

Machine Guns - (short range)
Small - 2d4 damage Heat - 1
Medium -4d4 damage Heat - 1
Large - 6d4 damage Heat - 2

AC 2 - 1d8 damage heat -2 (long range)
AC 5 - 1d10 damage heat - 2 (long range)
Ac 10 - 2d10 ddamage heat - 4 (long range)
AC 20 - 4d10 damage heat- 8 (long range)
Gauss Rifle - 5d10 ignores half armor damage heat - 8 (Extreme Long Range)

Energy Weapons - energy based weapons are highly accurate steady dealers of damage they do produce a lot of heat.

Small Laser - Short range 1d6 damage 3 heat
Medium Laser - (Medium range) 1d8 damage 6 heat
Large Laser (Long Range) 1d10 damage 9 heat
PPC (Particle Projection Cannon) (Extreme Long Range) 2d12 damage
12 heat

Scarab Sages

missles and special weaponry soon

Scarab Sages

Lets Discuss Weaponry.(Mech sized) This is not the final list but it is a pretty inclusive one.

Ballistic - Gunpowder based weapons. COnsecutive rounds being used have a - stackable penalty. and most ballistic weapons produce heat.
{Smallest to largest)

Machine Guns - (short range)
Small - 2d4 damage Heat - 1
Medium -4d4 damage Heat - 1
Large - 6d4 damage Heat - 2

AC 2 - 1d8 damage heat -2 (long range)
AC 5 - 1d10 damage heat - 2 (long range)
Ac 10 - 2d10 ddamage heat - 4 (long range)
AC 20 - 4d10 damage heat- 8 (long range)
Gauss Rifle - 5d10 ignores half armor damage heat - 8 (Extreme Long Range)

Energy Weapons - energy based weapons are highly accurate steady dealers of damage they do produce a lot of heat.

Small Laser - Short range 1d6 damage 3 heat
Medium Laser - (Medium range) 1d8 damage 6 heat
Large Laser (Long Range) 1d10 damage 9 heat
PPC (Particle Projection Cannon) (Extreme Long Range) 2d12 damage
12 heat

Scarab Sages

Go ahead and dot the gameplay Candice. We will get more mercs soon i think. Go ahead and post into the gameplay and discussion chats if you wish.

Scarab Sages

The shuttle landed the sign on the Planet Thorn. The teleprompeter told you this particular shuttle would take you back up to a drop ship belonging to the Frag Dolls Drop ship... at the moment named "The Pretty Deadly"... The glight up to a space platform used for invoming and outgoing ore traders was smooth enough the only bit of turbulence came when initially exiting the atmosphere... but with little guidance you found yourself outside an airlock leading into the ship.,,

Scarab Sages

FRAG DOLLS MERC COMPANY — POST

Atmospheric interference is absolutely kicking our comms in the teeth today. I’ve been trying to review the latest batch of applications to join the Dolls, but every time I open a file the uplink stutters like it’s having a panic attack.

If you sent in your résumé, portfolio, or “I swear I can pilot a Jenner” video, sit tight. The storm overhead is scrambling half our bandwidth and the other half is being eaten by the tech crew screaming at the relay tower.

Once the interference clears, I’ll get back to sorting through the applicants. Some of you look promising. Some of you… well, let’s just say piloting a mech requires more than enthusiasm and a ring light.

— Gauge

Scarab Sages

Candice Neko wrote:
TheNine wrote:

Candice i need two thinggs from you.... You introrducty letter or "Application" sent to the Frag dolls.

I would like for you to choose s dtsrting mech if you want to join mechless thats fine too just affeects your starting salary. and finallyy roll me a 1d4 +1 thats how many poimts yyou can spend in your starting mecch skills.... no skill can go higher than a 4 though

Is there a "form" that you want the application to be done?

You mentioned character ability scores factoring into the pilot stats, how does that work? What goes into what?

I'll figure out a mech when I get the "application" done.

[dice=pilot ability bumps]1d4+1

just respond to the add how you feel your charector would. Does she send a powerpoints presentation? A short vid call? a formalized formal resume with unavailible references or even paid fake ones? how deep does her cover go?

Scarab Sages

so its a little complicated but there was some playtesting involved. for the stats
Gunnery - Dexterity
Piloting - Strength
Guts - Constitution
Tactics - Wisdom or Int your choice

You'll add half your ability bonus (or penalty) to the score.

Also about the piloting stats... You get a plus one for every two points in the skill... so if you had a piloting of 4 thats a +2 (with hald your strength bonus.
It helps to reflect what training and practice can do to bump up natural affinity. Or the lack there of... a well trained person can be just as accurate as a natural shot.... not a well trianed natural shot.... You get the gist i think.

Scarab Sages

I was planning on layying all the rules etc as we moved along but crickeets out theere I know one of my intereested parties is on a mini vacay but....Anyyone else?

Scarab Sages

Candice i need two thinggs from you.... You introrducty letter or "Application" sent to the Frag dolls.
I would like for you to choose s dtsrting mech if you want to join mechless thats fine too just affeects your starting salary. and finallyy roll me a 1d4 +1 thats how many poimts yyou can spend in your starting mecch skills.... no skill can go higher than a 4 though

Scarab Sages

Drogeney wrote:
Given what we are playing is Pilot mecha a class skill for everyone?

Yes Pilot mecha is a class skill for everyone, actually all of those listed skills are considered class skills.

Scarab Sages

Now for the fun stuff starting Mech...

The Locust 4 variations. A small fast scout/ harassment mech. there is the 1V (machinge gun variant) 1M - LRM variant, 1S 0 SRM varient, 1E energy variant (lasers)

The Commando is the next mech up, Humanoid in shape, great mobility and stealh like capabilities, decently armed for its size Low stability. 2 main variants the 1B has a large laser and SRM's the 2B 1 medium laser and a healthy SRM package

The Spider - A very fast agile mech with loads of scouting and utility abiliteis... starting out there are the 2 varients The 5K has a medium laser 2 Machineguns and 6 jumpjets.
The 5V has 2 medium lasers and 4 jumpjets

Last starting mech the Venerable Urbanmech- the walking trashcan has good armor for its size and wieght and a heavy punch... but is slow... very very slow. the R90 has A PPC, a medium laser, and a small laser
the R60 has an AC10, a small laser and 2 jumpjets, The R60L has an even bigger gun an AC 20 but only a small laser and no jump jets

Scarab Sages

Recruitment up. feel free to post a charecotr convept and ask away on the wuestions!

here is the link for ease Recruit tab

Here is a list of some of the feats availible when we get to that point during creation.

Gyro Dancer Protocol
Your mech moves like a ballerina in a hurricane.
Effect: +2 to Piloting checks to avoid falls, skid-outs, and DFA recovery. If you fail a DFA, reduce damage taken by half.
Flavor Hook: Used by urban duelists and canyon runners who treat gravity like a suggestion.
Reactive Thruster Burst
Micro-thrusters fire in sync with enemy attacks.
Effect: Once per round, gain +2 to Dodge against ranged attacks if you moved at least 4 hexes.
Flavor Hook: Popular among scout pilots and ex-arenacore racers who live by the motto “never stop moving.”
Mech-Fu Discipline: Iron Lotus
You trained in the lost martial art of mech melee.
Effect: Melee attacks gain +1 to hit and ignore 1 point of armor. On a crit, knock the target prone.
Flavor Hook: Taught in secret by retired Solaris VII champions who believe every mech has a soul — and fists.
Death From Above: Skybreaker Doctrine
You don’t fall — you descend with purpose.
Effect: DFA attacks gain +1 to hit and deal +2 damage. If you destroy the target, land standing.
Flavor Hook: Pilots who follow this doctrine often paint wings on their mechs and recite poetry mid-drop.
Evasive Instinct Subroutine
Your mech twitches before your brain does.
Effect: +1 Dodge against all attacks while prone, jumping, or moving through rough terrain.
Flavor Hook: Installed by paranoid recon pilots who claim their mechs “see ghosts” in the targeting feed.
Momentum Blade Technique
You use speed to turn punches into pile drivers.
Effect: Melee attacks after a charge or jump gain +2 damage. If you moved at least 5 hexes, gain +1 to hit.
Flavor Hook: Common among berserker pilots who believe “impact is everything.”
Evasive Instinct Subroutine
Your mech twitches before your brain does.
Effect: +1 Dodge against all attacks while prone, jumping, or moving through rough terrain.
Flavor Hook: Installed by paranoid recon pilots who claim their mechs “see ghosts” in the targeting feed.
Momentum Blade Technique
You use speed to turn punches into pile drivers.
Effect: Melee attacks after a charge or jump gain +2 damage. If you moved at least 5 hexes, gain +1 to hit.
Flavor Hook: Common among berserker pilots who believe “impact is everything.”
Crash Recovery Instinct
You fall like a cat — and land like a predator.
Effect: When knocked prone, roll Piloting. On success, stand immediately and gain +1 Dodge until next turn.
Flavor Hook: Used by gladiator pilots who turn every stumble into a comeback.
Blade Ballet Protocol
Your mech pirouettes through melee like a dancer with knives.
Effect: When surrounded by 2+ enemies, gain +1 Dodge and +1 to melee attacks against each.
Flavor Hook: Favored by duelists and rogue choreographers who believe combat is a form of art.
Endurance traits
Ironhide Plating Doctrine
“If it bleeds, it still walks.”
• Effect: Once per round, reduce incoming damage by 2 (to a minimum of 1). Stacks with cover.
• Flavor Hook: Favored by frontline brawlers and siege walkers who paint tally marks on their armor plates.

Pain Echo Subsystem
Your mech converts trauma into momentum.
• Effect: When you take internal damage, gain +1 to your next attack or Piloting check.
• Flavor Hook: Used by berserker pilots who believe pain is prophecy — and every wound is a warning shot.

Redline Resilience
You run hot, but you don’t break.
• Effect: While above 50% heat, gain +1 to all damage resistance rolls and ignore the first heat-based penalty each round.
• Flavor Hook: Common among volcanic world veterans and heat cultists who chant, “The hotter, the holier.”
Battlefield Hemostasis Protocol
Auto-sealing systems and trauma dampeners keep you in the cockpit.
Effect: The first time you would suffer a pilot wound each mission, ignore it. Gain +2 to resist further wounds.
Flavor Hook: Installed by medtech-turned-mechwarriors who believe “bleeding is a luxury.”

Unyielding Frame Architecture
Your mech’s skeleton is forged from myth.
Effect: When reduced to 0 HP, roll a Piloting check. On success, remain active with 1 HP and immunity to knockdown for 1 round.
Flavor Hook: Legends say these frames are built from the bones of fallen titans — and they remember.

Kinetic Memory Armor
Your mech learns how to take a hit.
Effect: After being hit by the same weapon type twice in a battle, gain +1 DR against that type for the rest of the encounter.
Flavor Hook: Developed by AI-forged armorers who believe every impact is a lesson in survival.
Stubborn Core Protocol
Your reactor refuses to die — and so do you.
Effect: Once per mission, when your mech would shut down or be destroyed, delay the effect by 1 full round.
Flavor Hook: Used by martyr pilots and last-stand tacticians who call this trait “the Lazarus Loop.”

Juggernaut March
You don’t dodge. You endure.
Effect: While moving in a straight line for 3+ hexes, gain +1 DR and immunity to knockback.
Flavor Hook: Favored by assault-class pilots who believe the shortest path to victory is through the enemy.
Sensors, Missle,and Artillery Traits
Cerian Etcher — 2/1/2026 10:24 PM
Ghost Net Protocol
Your sensors weave a web no one escapes.
Effect: Gain +2 to sensor checks to detect hidden or cloaked units. Once per battle, reveal all units within 10 hexes for 1 round.
Flavor Hook: Used by recon pilots who whisper, “If it moves, it’s mine.”

Lock-On Ritual: “Hunter’s Eye”
You don’t fire missiles — you cast them.
Effect: LRMs gain +1 to hit against targets you’ve scanned. If you maintain lock for 2 rounds, gain +2 damage.
Flavor Hook: Practiced by missile shamans who paint kill runes on their launchers.

Swarm Doctrine: Hiveburst
Your SRMs don’t miss — they multiply.
Effect: SRMs gain +1 damage against targets within 3 hexes. On a crit, roll an extra missile hit.
Flavor Hook: Used by close-range brawlers who believe “the sting is in the swarm.”

Artillery Beacon Implant
You are the eye of the storm.
Effect: Once per battle, call in an artillery strike on a visible hex. Delay: 1 round. Radius: 2 hexes. Damage: 3d6.
Flavor Hook: Pilots with this trait often wear ceremonial targeting visors and speak in coordinates.
Sensor Ghost Camouflage
You flicker on radar like a bad dream.
Effect: Enemies suffer -2 to sensor checks to detect you while stationary or in cover.
Flavor Hook: Used by saboteurs and sniper pilots who believe “being seen is a choice.”

Missile Choir Protocol
Your launchers sing in harmony.
Effect: When firing both LRMs and SRMs in the same round, gain +1 to hit with both. If both hit, target suffers -1 Dodge next round.
Flavor Hook: Practiced by dual-missile specialists who name each launcher after a fallen comrade.

Orbital Whisperer
You speak to satellites like old friends.
Effect: Once per mission, call in a precision orbital strike. Delay: 2 rounds. Radius: 1 hex. Ignores armor.
Flavor Hook: Used by elite tacticians who claim their ancestors live in the stars — and still answer.
Sensor Overclock Surge
You burn your systems to see everything.
Effect: Once per battle, gain +3 to all sensor checks for 2 rounds. During this time, ignore ECM and stealth penalties.
Flavor Hook: Pilots who use this often suffer nosebleeds and claim they “see too
NEGATIVE TRAITS
Cerian Etcher — 2/1/2026 10:34 PM
Gunnery (Precision, Weapon Handling
Trigger Twitch
You fire before you aim.
Effect: -1 to hit with ranged weapons on the first round of combat.
Flavor Hook: Common among rookies and trauma-scarred veterans who flinch at phantom threats.
Scope Drift
Your targeting systems never quite settle.
Effect: -1 to hit with weapons beyond medium range.
Flavor Hook: Blamed on faulty optics, but some say it’s a curse from a failed duel.
Piloting (Mobility, Maneuvering)
Heavy-Handed Controls
You oversteer and underthink.
Effect: -2 to Piloting checks when attempting jumps or DFA.
Flavor Hook: Often found in ex-industrial pilots who treat mechs like forklifts.
Gyro Lag
Your mech reacts a beat too late.
Effect: -1 Dodge against melee and DFA attacks.
Flavor Hook: Rumored to be caused by a haunted gyro core — or just bad maintenance.
Guts (Endurance, Morale, Damage Resistance)
Reactor Sensitivity
You panic when the heat rises.
Effect: At 50% heat or higher, suffer -1 to all rolls involving Guts.
Flavor Hook: Common among pilots who survived reactor meltdowns — and never forgot the glow.
Pain Echo
Old wounds flare up under pressure.
Effect: When taking internal damage, roll Guts. On failure, suffer -1 to next action.
Flavor Hook: Some say it’s psychosomatic. Others say it’s the mech remembering.
Tactics (Sensors, Planning, Coordination)
Tunnel Vision
You focus too hard — and miss the big picture.
Effect: -2 to sensor checks against flanking or hidden enemies.
Flavor Hook: Often seen in duelists and revenge-driven pilots who only see one target.
Command Static
Your comms are cursed with chaos.
Effect: Allies suffer -1 to coordinated attacks or artillery call-ins involving you.
Flavor Hook: Blamed on faulty encryption, but some say your voice carries bad luck.

Scarab Sages

vharector sheets would be handy. Feel free to add two backackground skills. but there will be a few additional skills, notably

Fly becomes Pilot (mecha of course)
The additional professions Mech armorer, Mech Engineer, Mech Weaponry are in play
Instead of Knowledge religion its Knowledge System.

Scarab Sages

Drogeney wrote:

Oh, she isn't bringing any clan tech with her if that is the concern. Whatever mech she has is something she obtained in the Inner Sphere, and she has no idea how to build or maintain clan tech if she got any.

Still, I can re-think her, though I'd likely go with something entirely different at that point.

rereading everything and my initial notes i have planned... "Kitten" as is works just fine. back ground and everything

Scarab Sages

no... but i mean its outerspace.. something stange may happen cant just be all humans right... full disclosure in the hombrew i ran of this for friends they did indded run across a zerg infested planet and Kerrigan is now their mer groups ...medic. The Dog Iron Immortals are insane... the group even made a recruiting powerpoint

Scarab Sages

Well have the base stats as they are for your choice of starting mechs tomooow.... all of them will come with a random .... quirk (it wont be great).

Scarab Sages

im just not sure how she would end up in the inner sphere. got a good reason for it, sounds great.

Scarab Sages

I did not plan on introducing anything clan at first cause that opens up an crazy amount of options tech etc.... if you dont mind slightly reskinning her to just say a scientists lans in the deep periphery or something of the like i like it. Who doesnt love catgirls.

Also will think about it

Scarab Sages

the zerg havent shown up yet.. so kerrigan is out. the Ai robot facility hasnt been discovered so maybe? I've enjoyed your charectores in the past so bya ll means shoot your shot.

Scarab Sages

pretty close to the first invastion of the clans.

Scarab Sages

0700 hours.... communications moniter Guages sitting room....

Scarab Sages

welcome... take a seat

Scarab Sages

Welcome to the Frag Dolls a formerly all female mech warior mercenary unit once led by the legendary Bellamy Gauge. Complications on a mission led to her bing badly wounded and eventually dying aboard their transport ship.... seh elft the unti to her untested nephew.. whom had been secretely living amongst them for some time. The scandal rocked the remaining dolls... most took the offer to withdraw their contract whats left the young, the niave, the stubborn. and now possibly you.

[b]Yhretr are two sets of stats.... your standard Pathfinder Charector stats.... and you Mech stats.... startingh mech stats... Roll 4d6 for your pathfinder stats, reroll 1's drop the lowest.
For your mech pilotint stats start with a 1 in each skill, Gunnery, Piloting, Tactics, Guts you will end up Adding the bonus of the corresponding stat to you score. sor if you have a con of 18 your guts will start out at 5. etc...

Everryone will pick from the pathfinder/d20 charectors class on of the npc classes that doesnt involve magic (i havent made a magic version of the game just yet ) so Commoner, expert, warrior, Aristocrat.

Scarab Sages

Sounds like enough to make an actual recruitment thread will get on that soon

Scarab Sages

RIZZENMAGNUS wrote:
Oooooo cannoneer sounds juicy

its a heavy AoE build. sometimes sueful sometimes not if the enemy is smart enought to stay spread out great against solid defenses like turrents walls and bases

Scarab Sages

everyone is in their own mechs

Scarab Sages

Loose charector classes (this will br repeated in the actual recruitment post if i can get a few more interested.)

Piloting Class -"If Im still moving im winning" Ace (subclasses of Scout, Assault, Brawler)
Gunnery class - "I shoot things until they stop being problems" Gunner (Subclasses Marksman (laser), Sniper (balistic)Cannoneer (morter/artillery)
Tactics class - "I dont fight battles I win them." (subclasses radar savant, Bombadier, ECM Junkie)
Guts class - "Hit me Harder next time. Subclass (Bastion, Brute. workinh on a third)

Scarab Sages

100 HUNDO HOME BREW JUST BASED ON D20 SYSTEMS I WILL HAVE 4 DIFFERENT CHARECTOR CLASSES TO PICK FROM AND EVRYTHING... [PLUS IS YOU MAKE A GOOD ARGUMENT FOR THE PATHFINDER FEAT TO BE EQUIVALENT OF A MECH THINGY I'LL PROLLY ALLOW IT

sorry ... caps

Scarab Sages

Im working on sort of a dual system. loosly based off the mechwarrior video game.. (if you havent played it no big deal) but the game has four stats...
Gunnery, Piloting,Guts, and Tactics. your charectors physical stats.... notably Dex,Con, Int/wis, and str will play into those four stats. The action will mostly be in giant machines trying to exploderize each other, but there will be a few exciting things that happen outside of mechs so... theres that , i have a list of feats and drawbacks made up

I ran this game for almost 2 years with a bunch of friends over dischord ands its changeed a bunch since the start but i think its pretty playable would like to see what others think as well.

like i said knowing the lore of battletech totally not necessary, i go off the rails a bit into homebrew... (like there will be mysterious aliens at some point, and deadly monsters you fight in your mechs etc...)

Scarab Sages

Hello Boards! I am getting a vide check for a pathder esque running of a mechwarrior campaign. No real mechwarrior knowledge will be needed... it will be alot of home brew things involved anyhow but the premise is a decently known mercenary group has a leadership change (old owner passed away in battle) and leaves it to her nephew, an unknown quality so a lot of the old hands move on.. now he is tryin gto rebuild with waht remains....

There will be 4 or 5 custom classes, some custom feats and perks, Giant Mecha machines fighting, roleplaying opportunities, and other things...
Looking for at least four interested parties... Full disclosure in late September i have a surgery that may put me our for a few weeks..(or maybe death if surgeons slip up or something) but It shouldnt put me down for too long. . . .

'unofficial' radio broadcast recieved

-- OPEN CHANNEL -- DEEP PERIPHERY BROADCAST NODE --

Attention MechWarriors drifting between worlds:

The Frag Dolls are assembling a new strike group for operations across Canopus space and the uncharted fringe. We’re looking for pilots who’ve been overlooked, underestimated, or written off by the Inner Sphere.

If you’ve got a machine that still walks, a reactor that still burns, and a heart that hasn’t quit yet, we want you.

We don’t care about your origin.
We don’t care about your bloodline.
We don’t care about your past.

We care about how you fight.

We offer salvage, shares, protection, and a place to belong.
We operate outside the reach of Houses, Clans, and anyone who thinks they can own you.

If you’re ready to stop running and start fighting for something that matters, route your application packet to Node 7‑Delta on the Canopus fringe.

Stand tall. Fight loud. Join the Dolls.

-- END TRANSMISSION --

Scarab Sages

The party heard voices coming from a room ahead. it sounded like three people or so discussing guards.

"Im telling you jonny theres something wrong with the guards... they just march in cirlces. the castle is easy pickings.... "

It was a a Woman's vcoice

Scarab Sages

Roll call who is still about?

Scarab Sages

roll call who is still about?

Scarab Sages

i hit preview.... not subnit and didnt check it til now >.<

Scarab Sages

posts resuming tomorrow thanks for being patien

Scarab Sages

posts resuming tomorroew thanks for being patienr

Scarab Sages

Yes you get the 150 gp

Scarab Sages

"if i only knew his location. Surely there must be some explanation..."

Dhe shed and started walking towards the exit.

{b]" I will figure it out.. let us retrun home. I will figure out the finances... hopeully my family to the south will be able to help soon." [/b]

SO you have a few days of being city folk. any places anyone wants to go or see? before you get called up again?

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