You are a pilot, specifically a mech pilot straight out of boot camp. You work for
The Coalition of Sovereign Nations, an alliance that controls most of the Free world. They are currently engaged in a bloody struggle with the evil
Divine Empire. naturally, you enlisted to join the fight. Now that you have graduated, you'll be sent to the front lines of the war along with a 4 other pilots and their mechs.
But you are getting ahead of yourself. first, you need to fill out the following form
Callsign: (should be no more than 1 or 2 words)
Pilot skills: (pick one from the list)
Mech: (a brief description of your mech)
Mech traits: (pick one from the list)
Weapons: (Pick two)
Eagle Eye: +1 to hit
Quick reactions: +1 to dodge
Lucky: you may choose to add +1 to one roll per battle
Good instincts: You will occasionally be able to know what you opponent will do next
Ambusher: +1 to hit and +1 to damage if you manage to hide your mech from the enemy
Missile Massacre: You get +1 when using missiles
Moar Dakka: +1 when using ballistic weapons
Beam Spam: +1 when using lasers
All rounder: no benefits, no weaknesses
Agile: +1 to dodge rolls, -1 to defense rolls, does not stack with Quick reactions
Walking Tank: +1 to your defense roll, -1 to dodge rolls
Extra Guns: -1 to your defense roll, may take an additional weapon
Heat Sinks: May re-roll overheating, but cannot use missiles
Target tracker: enemies get -1 to their dodge when you fire missiles, may not use Energy weapons
Recoil Stabilizer: Enemies get -1 to dodge when you fire ballistic weapons. may not use Energy weapons
Close Combat: +1 to dodge, +1 to defense, +1 when attacking in melee, may not use ranged weapons
Weapons fall under three categories: Energy (Lasors and anything that doesn't use a projectile), Ballistic (unguided projectiles, like bullets), and Missiles (...Missiles, duh.).
Beam weapons can overheat on a natural 1 when you fire. if they overheat, they will be unuseable for d6 rounds. if they overheat twice, the weapon is permanently damaged and cannot fire until the next mission.
Ballistic weapons may jam on a natural 1 when you fire. if they do, you will not be able to use the weapon until they are cleared (requires you to use a full round) however, they do a bit more damage.
Missiles do the most damage, but run out quickly. if you roll a 2 or less, the mech has run out of missiles and you cannot use the weapon till the next mission.
You also have 4 ranges, melee, short medium and long. weapons have a better chance to hit if the enemy is in their range (short hits better at short, long hits better at long, medium hits better at medium). Melee can only hit at melee distances.
Possible weapons
DCX-17 far-focus laser (Energy Long)
GRZ Medium laser (Energy Medium)
Flame Thrower (Energy Short)
Military Plasma Cutter (Energy melee)
200mm Artillery (Ballistic long)
105mm Abrams Rifle (Ballistic Medium)
50 Caliber Autocannon (Ballistic Short)
"Punisher" hammer (Ballistic Melee)
M3 LRM (Missile Long)
"Massacre" LOS seekers (Missile Medium)
"Hornet" Heat-Seekers (Missile short)
Current Players (no more than 5 at a time)
Callsign: Paladin
Pilot skills: Lucky
Mech: Uller
Mech traits: Agile
Weapons: 50 Caliber Autocannon (Ballistic Short), DCX-17 far-focus laser (Energy Long).
Callsign: Occam
Pilot skills: Good Instincts
Mech: Tri-pedal (For stability), humanoid.
Mech traits: Close Combat
Weapons: Military Plasma Cutter (Energy melee), "Punisher" hammer (Ballistic Melee)
Callsign: Panther
Pilot skill: Quick reactions
Mech: A small human shaped mech, with an entirely black paintjob with it's callsign on the chest.
Mech trait: Target tracker
Weapons: M3 LRM (missile long), "Punisher" hammer (Ballistic Melee)
Callsign: Shield
Pilot skills: Quick Reactions
Mech: A humanoid mech, but with one arm enveloped by a thick shield. It's painted a vibrant shade of red to attract the attention of the enemy.
Mech traits: Walking Tank
Weapons: GRZ Medium laser (Energy Medium), 50 Caliber Autocannon (Ballistic Short)
Callsign: Witch Hunter
Pilot skills: Beam Spam
Mech: A humanoid mech, with two legs, with stabilising rails on each leg so it doesn't fall over.
Mech traits: Extra Guns
Weapons: DCX-17 far-focus laser (Energy Long), GRZ Medium laser (Energy Medium), Flame Thrower (Energy Short)
Waiting list (recruited after mission)
Callsign: Haifisch
Pilot skills: Missile Massacre
Mech: Type D 'Konigstiger Ultra", heavily armored tread mech with stability control, retracting body for mobility and four wheel drive. Fashionable blue and white paint scheme, custom!
Mech traits: Target tracker
Weapons: Kv.18 "Feuersturm" (Missile short), Hypertech Rheinmetall 120 mm smoothbore Quadgun (Ballistic Medium)
Callsign: Beowulf
Pilot skills: More Dakka
Mech: A heavy red humanoid mech with the Artillery gun slung over it's right shoulder and the Autocannons mounted on both forearms. It has bulky armor and thrusters on the back of it's body and legs.
Mech traits: Recoil Stabilizer
Weapons: 50 Caliber Autocannon, 200mm Artillery
Callsign: Iron Wolf
Pilot skills: Ambusher
Mech: Small bipedal frame, wolf bits marks painted over the front.
Mech traits: Agile
Weapons: "Punisher" hammer - 105mm Abrams Rifle
Callsign: Hive
Pilot skills: Missile Massacre
Mech: An incredibly thick mech that requires three people to operate; a pilot to control the body, a gunner to control the weapons, and a general engineer to reload and perform various other functions. It is humanoid in design, although headless and armless.
Mech traits: Target Tracker
Weapons: "Massacre" LOS seekers, "Hornet" Heat-Seekers
The Fallen
Callsign: Vanguard
Pilot skills: Eagle Eye
Mech: A quadrupedal mech based on a spider-type design, it has a humanoid torso and arms for holding its weapons. Its head resembles a skull. The mech is left unpainted save for the pilot's callsign down the left arm.
Mech traits: Recoil Stabilizer
Weapons: 105mm Abrams Rifle (Ballistic Medium) / 200mm Artillery (Ballistic long)