Campaign standard units TRO.   Posted by Precentor Kitty.Group: 0
Precentor Kitty
 GM, 4 posts
Sat 8 Dec 2018
at 18:43
Campaign standard units TRO
Armor     = Armor Points of Mech
Internals = Internal Points of Mech
Movement  = Movement Speed of Mech
Jump      = Jump Distance of Mech

Attack Ratings
OR        = Over Run Combat Rating
S         = Short Range Rating
M         = Medium Range Rating
L         = Long Range Rating

Supply    = Starting Supply Points Carried {Spare Parts / Ammo}
Maint     = Maintenance Cost each non-combat turn  {Spare Parts}
Combat    = Maintenance Cost each combat turn      {Spare Parts/Ammo}

SRM #     = SRM Bonus for Critical Hits
LRM #     = Long Range Indirect Fire Rating
Pierce #  = Mechs of this weight are considered 'Pierced' for duration of combat.
            Pierced units take internal damage for every other hit.


MechArmorInternalsMovementJumpORShortMediumLongUpkeep
{Supply} - {Maint} - {Combat}
Notes
Locust126406200{20/5} - {2/0} - {3/1} MG - Scout
Stinger96336200{20/5} - {2/0} - {3/1} Hand (2) - MG - Scout
Wasp96334300{20/5} - {2/0} - {3/1} Hand (2) - Scout
Commando128304400{20/5} - {2/0} - {3/1} Hand (2) - Scout - SRM 2
Mongoose178404300{20/5} - {2/0} - {3/1} Hand (2) - Scout
Javelin1210334300{20/5} - {2/0} - {3/1} Hand (2) - Scout - SRM 2
Valkyrie1810332111{20/5} - {2/0} - {3/1} Hand (1) - LRM 1
Jenner1211434300{20/5} - {2/0} - {3/1} Overheat - Scout - SRM 1
Panther1911222110{20/5} - {2/0} - {3/1} Hand (1) - Pierce 20 - SRM 1







MechArmorInternalsMovementJumpORShortMediumLongUpkeep
{Supply} - {Maint} - {Combat}
Notes
Cicada1213404300{40/10} - {4/0} - {6/2} Scout
Whitworth2513220000{40/10} - {4/0} - {6/2} LRM (2) - Overheat
Phoenix Hawk2515330000{40/10} - {4/0} - {6/2} Hand Actuator (4) - Scout - Leadership - Overheat
Vindicator2815220000{40/10} - {4/0} - {6/2} Hand Actuator (2)
Centurion2716200000{40/10} - {4/0} - {6/2} Hand Actuator (2) - LRM (1)
Enforcer2816220000{40/10} - {4/0} - {6/2}
Trebuchet2416300000{40/10} - {4/0} - {6/2} Hand Actuator (2) - LRM (3) - Overheat
Shadow Hawk3017320000{40/10} - {4/0} - {6/2} Hand Actuator (4)
Wolverine3017330000{40/10} - {4/0} - {6/2} Hand Actuator (4)







MechArmorInternalsMovementJumpORShortMediumLongUpkeep
{Supply} - {Maint} - {Combat}
Notes
Crusader3820208333{60/3} - {6/0} - {9/3} MG / SRM 2 / LRM 2

This message was last edited by the GM at 01:50, Thu 28 Nov 2019.

Precentor Kitty
 GM, 19 posts
Fri 14 Dec 2018
at 20:08
Campaign standard units TRO
Notes:

Note Game Effect
Hand Actuator The mech has hand actuators.
Leadership If the pilot of this mech is leading the unit, add one to his rolls when checking for initiative.
LRM The mech may use up to the LRM rating of attack dice for indirect fire attacks.  Overheating does not increase this rating.
MG Infantry will take damage, for every 2nd point of damage done by over run attacks (instead of the normal third).
Overheat You may double the attack rating for the mech for one turn but the mech reduce the Pilot's skill level by one, and the mech's movement by one for the rest of the battle.
Piercing If the primary target has tonnage equal to or under the Piercing Rating takes damage from this mech, it, is considered pierced.  A pierced mech will take internal damage, and make critical checks for every 2nd point of damage it takes (instead of the normal third).
Scout The mech is considered a 'scout'
SRM When checking for a critical Chance, add the SRM rating bonus to the roll.

This message was last edited by the GM at 17:45, Thu 17 Jan 2019.

Precentor Kitty
 GM, 31 posts
Thu 17 Jan 2019
at 17:13
Campaign Light Mech Units TRO
Light Mechs

All Light Mechs have a supply capacity of       20 Spare Parts / 5 Ammo
All Light Mechs have a maintenance cost of       2 Spare Parts
All Light Mechs have a combat engagement cost of 3 Spare Parts / 1 Ammo


Locust-1V
Armor    12
Internal  6
Movement  4
Jump      0
Def       4

Weapon Factor
OR        2+4
Short     2
Medium    0
Long      0

Scout
MG 2
Stinger-3R
Armor     9
Internal  6
Movement  3
Jump      2
Def       3

Weapon Factor
OR        2+4
Short     2
Medium    0
Long      0

Hand (2)/Scout
MG 2
Wasp-1A
Armor     9
Internal  6
Movement  3
Jump      2
Def       3

Weapon Factor
OR        2+1
Short     2
Medium    0
Long      0

Hand (2)/Scout
 
Commando-2D
Armor    12
Internal  8
Movement  3
Jump      0
Def       3

Weapon Factor
OR        3+1
Short     3
Medium    0
Long      0

Hand (2)/Scout
SRM 2
Mongoose
Armor    17
Internal  8
Movement  4
Jump      0
Def       4

Weapon Factor
OR        3+1
Short     3
Medium    0
Long      0

Hand (2)/Scout
 
Javelin-10N
Armor    12
Internal 10
Movement  3
Jump      2
Def       3

Weapon Factor
OR        3+1
Short     3
Medium    0
Long      0

Hand (2)/Scout
SRM 2
Valkyrie-QA
Armor    18
Internal 10
Movement  3
Jump      2
Def       3

Weapon Factor
OR        2+1
Short     2
Medium    1
Long      1

Hand (1)
LRM 1
Jenner-D
Armor    12
Internal 11
Movement  4
Jump      2
Def       4

Weapon Factor
OR        3+1
Short     3
Medium    0
Long      0

Scout/SRM 1
Overheat
Panther-9R
Armor    19
Internal 11
Movement  2
Jump      1
Def       2

Weapon Factor
OR        1+1
Short     3
Medium    2
Long      2

Hand (2)/SRM 1
Pierce (20)

This message was last edited by the GM at 20:54, Fri 05 Apr 2019.

Precentor Kitty
 GM, 32 posts
Sat 19 Jan 2019
at 04:05
Campaign Medium Mech Units TRO
Medium Mechs

All Medium Mechs have a supply capacity of       40 Spare Parts /10 Ammo
All Medium Mechs have a maintenance cost of       4 Spare Parts
All Medium Mechs have a combat engagement cost of 6 Spare Parts / 2 Ammo


Cicada-2A
Armor    12
Internal 13
Movement  4
Jump      0

Weapon Factor
OR        3+1
Short     3
Medium    0
Long      0

Scout
 
Whitworth-1
Armor    25
Internal 13
Movement  2
Jump      1

Weapon Factor
OR        3+1
Short     3
Medium    2
Long      2


LRM 2 / Overheat
Phoenix Hawk-1
Armor    25
Internal 13
Movement  3
Jump      2

Weapon Factor
OR        2+5
Short     3
Medium    1
Long      0

Hand (2)/Scout
MG 2/Leadership
Vindicator-1R
Armor    28
Internal 15
Movement  2
Jump      1

Weapon Factor
OR        2+2
Short     4
Medium    2
Long      2

Hand (1)
Pierce 20
Centurion-A
Armor    27
Internal 16
Movement  2
Jump      0

Weapon Factor
OR        4+2
Short     4
Medium    3
Long      1

Hand (1)
LRM 1/Pierce 20
Enforcer-4R
Armor    28
Internal 16
Movement  2
Jump      1

Weapon Factor
OR        3+2
Short     3
Medium    3
Long      0


Trebuchet-5N
Armor    24
Internal 16
Movement  3
Jump      0

Weapon Factor
OR        3+2
Short     3
Medium    3
Long      3

Hand (1)
LRM 3/Overheat
Shadow Hawk-2H
Armor    30
Internal 17
Movement  3
Jump      1

Weapon Factor
OR        2+2
Short     3
Medium    1
Long      0

Hand (2)
 
Wolverine-6R
Armor    30
Internal 17
Movement  3
Jump      2

Weapon Factor
OR        3+2
Short     3
Medium    1
Long      0

Hand (2)
SRM 1

This message was last edited by the GM at 02:43, Sun 20 Jan 2019.

Precentor Kitty
 GM, 33 posts
Sun 20 Jan 2019
at 02:03
Campaign Heavy Mech Units TRO
Heavy Mechs

All Heavy Mechs have a supply capacity of       60 Spare Parts /30 Ammo
All Heavy Mechs have a maintenance cost of       6 Spare Parts
All Heavy Mechs have a combat engagement cost of 9 Spare Parts / 3 Ammo


Dragon-1N
Armor    32
Internal 19
Movement  3
Jump      0

Weapon Factor
OR        4+2
Short     4
Medium    2
Long      2

Hand (1)
LRM 1
Rifleman-3N
Armor    24
Internal 19
Movement  2
Jump      0

Weapon Factor
OR        3+2
Short     3
Medium    3
Long      2


Overheat
Catapult-C1
Armor    32
Internal 20
Movement  2
Jump      1

Weapon Factor
OR        5+2
Short     5
Medium    3
Long      3


LRM 3/Overheat
Crusader
Armor    38
Internal 20
Movement  2
Jump      0

Weapon Factor
OR        3+5
Short     3
Medium    3
Long      3
Hand (2)
MG 2  / LRM 3
Overheat
Thunderbolt
Armor    41
Internal 20
Movement  2
Jump      0

Weapon Factor
OR        5+5
Short     5
Medium    3
Long      1

Hand (2)
MG 2 / LRM 1
Archer
Armor    41
Internal 22
Movement  2
Jump      0

Weapon Factor
OR        3+2
Short     3
Medium    4
Long      4

Hands (2)
LRM 4
Grasshopper
Armor    41
Internal 22
Movement  2
Jump      1

Weapon Factor
OR        7+2
Short     7
Medium    2
Long      0

Hand (2)
 
Warhammer
Armor    32
Internal 22
Movement  2
Jump      0

Weapon Factor
OR        5+6
Short     5
Medium    3
Long      3


MG 2 / SRM 1
Maurader
Armor    36
Internal 24
Movement  2
Jump      0

Weapon Factor
OR        5+2
Short     5
Medium    4
Long      4


 

This message was last edited by the GM at 02:48, Sun 20 Jan 2019.