Speaking of rules, we use an adapted D6 system nearly identical to that employed for West End�s Star Wars RPG (Second Edition). I only have the original MechWarrior rulebook, most of our players were not familiar with the MechWarrior system, and I was too lazy to learn it. Enough reason for ya?
In following with my novelistic approach, record sheets and hex maps will not be used. Neither will I report how many points of armor you have left or how many points of heat your mech currently has. I will use sources such as record sheets and technical manuals for reference, but gameplay will be more like...
Joe fires his pulse lasers. A wave of heat floods his cockpit, and his heat scale edges into the red zone.
OR
A wave of missiles slams into Joe�s mech, ripping protection from all over his machine and stripping away most of the armor over the left torso.
...and not like...
Joe fires his pulse lasers. A wave of heat floods his cockpit as his heat scale goes up to 20.
OR
A wave of missiles slams into Joe�s mech, ripping 37 points of protection from all over his machine and leaving only 3 points of armor on his left torso.
Character Generation
Send all applications to [email protected]. It would probably be best to e-mail me saying you are interested first to see if I am accepting players and what slots I would currently like filled, if any. Characters get 18D for attributes and 10-12D (see below for clarification) for skills. Another 1D+1 - 2D+2 (4-8 pips) is also given to purchase extras. These dice can ONLY be used for extras. Extra skill dice may be awarded for good backgrounds.
Character Guidelines
Clanners:
Include some failure or disciplinary action (major or minor) that would cause you to be relegated to garrison duty. It could even be something as simple as a lackluster codex. You could also be a reinstated bondsman from another Clan. Clan players will get to select their mech from a list once their character is approved.
Clan players get 12D for skills, with the following restrictions:
-extra skill dice must be used in Mechanical, Strength, or Dexterity to represent your lifelong training in various fields
-automatic (-1D) on Tactics when fighting non-Clanners
-Strength cannot be mimimum (2D)
-Elemental STR range is 4D-6D
-Elemental TECH range is 1D-4D
-1D+1 for Extras (4 pips)
-restricted equipment access
Spheroids:
Try to be �average� at best. I don't want anyone high-profile. A disgraced/troublesome mechwarrior would work well, but it not required. House warriors will be assigned a mech. Please state the general kind you like in your application (i.e. medium, fire-support, jump-capable, etc.)
Inner Sphere players get 10D for skills, with the following restrictions:
-no real restrictions thought of at this time.
All equipment is subject to my approval.
Do not neglect specializations! Remember that most mechwarriors tend to operate only one specific type of mech. They can adapt easily to other mechs designs of the same weight class, but shove a light mech pilot into an assault chassis and he/she will not function as well. Check the skills list for more information.
*The skills, equipment and extras lists can be found at the bottom/end of the Unlikely Allies forum. At the time of writing this, they rest on the second page of the board.
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