Archetypes.   Posted by Comstar Adept.Group: 0
Comstar Adept
 GM, 195 posts
 -1 BM Handicap
Tue 12 May 2015
at 14:45
Archetypes
There are character options that are provided to help players distinguish themselves as 'different' from other character types.

You select theses to determine your starting cb, xp, and possible bonus skills to start with.

Alt. Characters start with one less option, -500k cb and -50 xp {-50 max xp}.

Each time the character 'lost' a character, -100k cb and -10 xp {-10 max xp}.

This message was last edited by the GM at 17:46, Thu 14 May 2015.

Comstar Adept
 GM, 196 posts
 -1 BM Handicap
Tue 12 May 2015
at 15:06
Talented Rookie / Cadet
Fresh out of an academy, new cadets havent had the time to figure out what their niche is.  They're raw talented waiting to be molded and tapped.

(Perfect for the new player that wants to start quickly with a minimum of fuss.)




Options     ~ (3) + Edge
Starting XP ~ 300xp / {800xp max.}
Starting CP ~ 3.45 Million CB
(3) Availability Rolls + (1) successful roll of 8+ for ammo and armor.

Advantage ~ You may spend 300k cb to purchase Untapped Potential.  After the character completes a contract, they may convert one of these options to a level (1) Option of their choice.   (You may purchase this three times)

Limitation ~ During character creation, may not spend xp on Options.

You may spend 300k cb to to start the character's Edge at (1), Edge may never be reduced lower than (1).



Recommended for Novice Players

This message was last edited by the GM at 14:38, Wed 01 July 2015.

Comstar Adept
 GM, 197 posts
 -1 BM Handicap
Thu 14 May 2015
at 16:45
Seasoned Mechwarrior
Not everyone is cut out to lead.  Not everyone is interested in being the biggest, or having the fanciest toys on the field.  The vast majority of mechwarriors are there to do one thing, and do it well.  Beat the enemy into submission and collect a paycheck.




Options     ~ (3) + Edge
Starting XP ~ 350xp / {800xp max}
Starting CB ~ 3.2 Million CB
(3) Availability Rolls + (1) successful roll of 8+ for ammo and armor.

Advantage ~  May purchase Tactical Hunch (15xp) without Tactics

Limitation:  This character may not take Leadership or Noble as an Option.

Purchase Options
They may spend  10k cb to increase Mech Familiarity by (1), they may purchase this (10) times.
They may spend 300k cb to to start the character's Edge at (1), Edge may never be reduced lower than (1).

If one of the pilots option slots is Tactics, they may spend 300k cb to to start the option at (1)
If one of the pilots option slots is Well Equiped, they may spend 300k cb to to start the option at (1)



Recommended for Novice to Intermmediate Players

This message was last edited by the GM at 19:42, Fri 03 July 2015.

Comstar Adept
 GM, 198 posts
 -1 BM Handicap
Thu 14 May 2015
at 16:57
Noble / Unit Commander
For centuries, the ruling nobles have been those leaders.  If you have a military unit, youre going to need someone capable to lead them.  While not all of them are capable of leading there is no denying their social muscle in getting things done.





Options     ~ (3) + Edge
Starting XP ~ 350 xp / {800xp max}
Starting CP ~ 3.2 Million CB
(3) Availability Rolls + (1) successful roll of 8+ for ammo and armor.

Advantage ~ May purchase Giving Orders (15xp) without Leadership

Limitation:  This character needs to start the game with a Rank of (2)

Purchase Options
They may spend  10k cb to increase Mech Familiarity by (1), they may purchase this (7) times.
They may spend 50k cb to gain an extra Availability roll, for conventional support.
They may spend 50k cb to allow a one time bonus of +2 to one of their availability rolls, for conventional support.


If one of the pilots option slots is Leadership, they may spend 300k cb to to start the option at (1)
If one of the pilots option slots is Noble, they may spend 300k cb to to start the option at (1)



Recommended for Novice to Intermmediate Players

This message was last edited by the GM at 20:11, Fri 03 July 2015.

Comstar Adept
 GM, 199 posts
 -1 BM Handicap
Thu 14 May 2015
at 17:01
Scouts
Not all Mech Warrior focus on fighting.  Some prefer the support role of scouting and electronic warfare support.




Options     ~ (3) + Edge
Starting XP ~ 350xp / {800xp max.}
Starting CP ~ 3.2 Million CB
(3) Availability Rolls + (1) successful roll of 8+ for ammo and armor.

Advantage ~ May purchase Scout (15xp) without X-Train Tech

Limitation:  This character may not use accuracy Options.

Purchase Options
They may spend  10k cb to increase Mech Familiarity by (1), they may purchase this (7) times.
They may spend 50k cb to allow a one time bonus of +2 to one of their availability rolls, for EW equipment.  (They may do this twice)

If one of the pilots option slots is X-Train Tech, they may spend 300k cb to to start the option at (1)
If one of the pilots option slots is Tinker, they may spend 300k cb to to start the option at (1)



Recommended for Intermmediate to Advance Players

This message was last edited by the GM at 20:11, Fri 03 July 2015.

Comstar Adept
 GM, 200 posts
 -1 BM Handicap
Thu 14 May 2015
at 17:27
Omni / Tech Warrior
Omni pilots were infamous for their lack of talent.  They managed to remain competitive with experience units through the use of advance equipment to level the playing field.  They inspire those who lack the talent to fight, to level the playing field by fielding the most advance tech they can find.




Options     ~ (3) + Edge
Starting XP ~ 250 xp / {800xp max.}
Starting CP ~ 3.7 Million CB
(3) Availability Rolls + (1) successful roll of 8+ for ammo and armor.

Advantage ~ For Availability rolls, reduce tech penalty by one.

Limitation ~Initial mech may not that exceed 3.2 million CB.
(After adjustments for equipment and options, larger dice count as a +1 or +2)
Starting gunnery may not be better than tn 4+.  Starting Piloting may not be better than tn 5+.


Purchase Options
They may spend  10k cb to increase Mech Familiarity by (1), they may purchase this (3) times.
They may spend 50k cb to gain an extra Availability roll, for equipment.   (They may do this three times)
They may spend 50k cb to allow a one time bonus of +2 to one of their availability rolls, for equipment.   (They may do this three times)

If one of the pilots option slots is Tinker, they may spend 150k cb to to start the option at (1)
If one of the pilots option slots is X-Technician, they may spend 150k cb to to start the option at (1)
If one of the pilots option slots is Well Equipped, they may spend 150k cb to to start the option at (1)



Recommended for Intermmediate Players

This message was last edited by the GM at 22:23, Tue 29 Sept 2015.

Comstar Adept
 GM, 201 posts
 -1 BM Handicap
Thu 14 May 2015
at 17:36
Bug Warrior
Bug Warriors are fascinated with piloting the lightest weight class mechs in production.  They find a certain thrill in modifying these little mechs into mighty mite titans on the field where they tempt death on everything mission against mechs larger than them selves.




Options     ~ (4) + Edge
Starting XP ~ 400xp / {850xp max.}
Starting CB ~ 2.7 Million CB
(3) Availability Rolls + (1) successful roll of 8+ for ammo and armor.

Advantage ~ May purchase Surefooted (15xp) without Hazard Check

Limitation ~ May never pilot a mech larger than 20 tons.

Purchase Options
They may spend  10k cb to increase Mech Familiarity by (1), they may purchase this (3) times.
They may spend 300k cb to to start the character's Edge at (1), Edge may never be reduced lower than (1).
They may spend 50k cb to allow a one time bonus of +2 to one of their availability rolls

If one of the pilots option slots is Light Mech Specialist (15 to 20 tons), they may spend 300k cb to to start the option at (1)
If one of the pilots option slots is Tinker, they may spend 300k cb to to start the option at (1)



Recommended for Advance Players

This message was last edited by the GM at 20:12, Fri 03 July 2015.

Comstar Adept
 GM, 202 posts
 -1 BM Handicap
Thu 14 May 2015
at 19:02
LAM Pilot
Mechwarriors make their living on the ground.  Fighting and bleeding over hard won dirt to earn their payout.  A few rare mechwarriors yearn for more, such souls look to the sky and wonder if there might be more for them.

LAM's are flexible and there can be no arguement over their mobile nature.  That said, the limitations of the units size, and the cost to maintain them, make many unit commanders wonder if they're worth the bother.




Options     ~ (4) + Edge
Starting XP ~ 400xp / {850xp max.}
Starting CB ~ 2.7 Million CB
(3) Availability Rolls + (1) successful roll of 8+ for ammo and armor.

Advantage ~ Reduce the penalty For LAM availability rolls from 6 to 2.

Limitation ~ May never pilot anything larger than 20 tons.
                  Required to have an adjusted gunnery tn 5+ /pilot tn 6+ for both Aero and Mech.


Purchase Options
May select a LAM for their initial mech without an availability roll.
They may spend  10k cb to increase Mech Familiarity by (1), they may purchase this (3) times.
If one of the pilots option slots is Light Mech Specialist (15 to 20 tons), they may spend 300k cb to to start the option at (1)
If one of the pilots option slots is X-train Aero, they may spend 300k cb to to start the option at (1)
If one of the pilots option slots is Damage Magnet, they may spend 300k cb to to start the option at (1)
If one of the pilots option slots is Tinker, they may spend 300k cb to to start the option at (1)




Recommended for Veterans of Campaign

This message was last edited by the GM at 20:13, Fri 03 July 2015.

Comstar Adept
 GM, 203 posts
 -1 BM Handicap
Thu 14 May 2015
at 20:15
Lyran Mentality
The Lyran Commonwealth are famous for their approach to mech combat.

Go big or go home.

If the application of force does not solve the problem, you're not using enough force.  To this effect, they're willing to make sacrifices for a larger ride.

Be warned, Lyran mentality characters are NOT popular, and wont get loving welcome from the player unit commanders.




Options     ~ (1) + Edge
Starting XP ~ 250 xp / {700xp max.}
Starting CP ~ 4.2 Million CB
(3) Availability Rolls + (1) successful roll of 8+ for ammo and armor.

Advantage ~ For Mech Availability rolls, Base tn for mechs is 15% of the mechs weight.

Limitation ~ May only pilot a mech 35 tons or larger.

Purchase Options
They may spend  10k cb to increase Mech Familiarity by (1), they may purchase this (3) times.
They may spend 300k cb to to start the character's Edge at (1), Edge may never be reduced lower than (1).

If one of the pilots option slots is Heavy Mech Specialist (35 to 40 tons), they may spend 300k cb to to start the option at (1)
If one of the pilots option slots is Assault Mech Specialist (45 to 50 tons), they may spend 300k cb to to start the option at (1)
If one of the pilots option slots is Damage Magnet, they may spend 300k cb to to start the option at (1)




Recommended for Veterans of Campaign

This message was last edited by the GM at 20:14, Fri 03 July 2015.

Comstar Adept
 GM, 204 posts
 -1 BM Handicap
Thu 14 May 2015
at 20:16
Alternate Character Archetypes
Many players elect to develop a second mechwarrior Alt.  Such characters will rarely exceed the talent their main character has.

Mechwarrior alts are made just like mechwarriors but, are handicapped with one option less, 500k cb less and 50xp less.




Not all characters in the campaign need to be Mechwarriors.  It is possible for alternate characters to develop.  Where the mechwarrior is the star of your story, the supporting characters fill out the role of important supporting cast.  While not the focus of the campaign for you, they can provide important advantages to your mechwarrior to help them along on a successful path of success and glory.  For those of you so minded, they also provide a useful foil to write fictional roleplay with in the campaign.

(Non-Mechwarrior) Alternate Character Archetypes
Options     ~ (2) + Edge
Starting XP ~ 300 xp / {800xp max.}
Starting CP ~ 0 cb
(0) Availability Rolls

Limitation ~ All alts are well rounded and require Accuracy and Physical, min rating of (2) and a mental rating of (1).  alt characters are limited in the x-training they are allowed develop.





Technician

The Alt Technician functions as the mechwarriors faithful companion.  Servicing their mech and tending to logistical issues so that they can focus on the big picture.  For those moment when the mechwarrior comes back from a fight too injured to fight, they have the potential to step in and substitute for their injured companion, for their ten seconds of fame.

Alt Perks for Main Character:
~ Alt Technicians take the place of the Mechwarrrior's Personal Technican, but does not have an upkeep cost
~ Alt Technicians may use their Mental stats to determine the modification cap of the mech they service.
~ Alt Technicians are more effective at keeping inventory and, for not additional upkeep,  add one level to the Mechwarriors Storage of Armor, Internals, Ammo, and Equipment.
~ Alt Technicians may make (1) availability roll, to obtain equipment for the mech they service.  If this roll is made for Advance or Conjecture level equipment, the roll is made at a +2 Bonus.

Allowed X-train
~ Technicians X-train in Mech, have the option to pilot their main's mech for missions.
~ Technicians X-train in Aero, may have a VTOL purchased for them for Salvage Operations.
~ Technicians X-train in Conventional, may have a Conventional ground unit purchased for Salvage Operations.
(Units bought for salvage operations count against the players allowed conventional units, but may be of the sort normally reserved for Unit level salvage operations.)





Conventional Cavalry

If the main character has a rank of at least one, they may purchase Conventional units to support their efforts on missions.  Conventional Cavalry are the unsung units that drive or pilot the conventional units that support the mechs in combat.  The character is trained for piloting VTOLs, or trained to operate any conventional ground unit, two distinctly different skills.

Alt Perks for Main Character:
~ Allow the Cavalry alt. to drive/pilot a Conventional unit, but does not have additional upkeep.
~ Allow the mechwarrior to modify/purchase 'Command Variant' Conventional Units.
~ Allow the Cavalry character the option to modify their conventional units, using Mech modification rules.
~ Allow the Cavalry character a roll for post mission salvage operations.
~ Allow Cavalry character an 'Ejection Roll' to survive destroyed units.
~ Halve the penalty for Cavalry Characters KIA.
~ Energy is not a double cost option for Conventional alts.
~ Alt Cavalry may make (1) availability roll, to obtain equipment for the Vehicle they operate.

Allowed X-train
~ X-train in Aero, Allow Conventional Ground characters the option to use VTOLs.
~ X-train in Conventional, Allow VTOL pilots the option to use Conventional ground units.





Infantry Alts

Every Mechwarrior might want a little conventional support in the field, but not every mechwarrior can afford to field cavalry.  Fortunately, life is cheap, and the option to put infantry in the field for support is available to every mechwarrior.  To lead these teeming mass of flesh shields, are your Infantry commanders.

Your Infantry Commander leads an Elite Platoon (4 squads) of Infantry.  The Infantry Platoon is considered to have the following options {Armory, Pathfinder, and Well Trained}.  This is a 'fighting' platoon, and Well Trained may NOT be used for Astech or Scavanger.

Alt Perks for Main Character:
~ Your Infantry Commander's inspired leadership draws talent and keeps the cost to keep that talent down.  Halve the cost acquire and upkeep infantry.
~ Your Infantry Commander's Options provide perks for all the infantry they command.
~ Your Unit Commander is the last man standing.  As long as there is a man left on the field, the Infantry Commander is considered ready for the next mission.
~ Alt Infantry may make (1) availability roll, to obtain specialty ammo for their Infantry Squads.

Infantry Options (all cost only one option)
~ Edge      ~ May be used for any Infantry Squad they command.
~ Ballistic ~ Increase dice size when using Rifle and Machine Guns
~ Energy    ~ Increase dice size when using Laser and Flamer
~ Missile   ~ Increase dice size when using SRM and LRM
~ Athletic  ~ Infantry movement is Walk 1 or Run 2
~ Toughness ~ Ignore the first point of damage the Squad takes.
~ Hazard    ~ +1 Defense Modifier
~ Fast Healer ~ Add +1 Infantry per squad, for post mission recovery
~ Leadership~ May use 'The Moment has come' for his Infantry Platoon a number of times equal to points in this option.

This message was last edited by the GM at 11:28, Sat 20 June 2015.