TEXT: ​ ​
   
   
  Mechwarrior​ ​Hack 
   
  Systems 
   
  When you create your BattleMech, you choose 5 aspects that represent its systems, the first being
   
   
   
   
   
   
    
   
   
   
   
   
   
   
   
  the​ ​chassis​ ​: 
   
  Light BattleMechs weight between 20 to 35 tons. They are very fast and have good
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  maneuverability but lack firepower and armor. Because of that, they are normally used as scouts
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  or​ ​for​ ​light​ ​patrol​ ​duties. 
   
  Medium class BattleMechs weight between 40 to 55 tons. They are the most common type of
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Mechs and have a good balance between speed and firepower, thus are at their best with
   
   
    
   
   
   
   
   
   
   
   
   
   
   
   
  skirmishing​ ​type​ ​of​ ​tactics​ ​where​ ​they​ ​get​ ​in​ ​the​ ​fight,​ ​attack​ ​and​ ​retreat​ ​back​ ​to​ ​safety​ ​rapidly. 
   
  Heavy chassis Mechs weight from 60 to 75 tons. They are of average speed but pack up a lot
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
    
   
  more​ ​weapon​ ​systems​ ​and​ ​heavier​ ​armor.​ ​They​ ​are​ ​mostly​ ​used​ ​as​ ​brawlers. 
   
  Assault BattleMechs weight from 80 up to 100 tons. They are built for maximum firepower and
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  the strongest armor at the expense of speed. Because of this particularity, they are best used for
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  defensive​ ​and​ ​support​ ​roles. 
   
  You can invoke or compel your chassis aspect anytime your Mech size, it's role, functions, etc.
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  would be helpful or give you a disadvantage. For example, your ​Atlas AS7-D Assault Mech chassis
   
   
   
   
   
    
   
   
   
   
   
   
   
   
   
  aspect could be invoked when a ​Commando COM-2D Light Mech tries damaging you with its puny
   
   
   
   
    
   
   
   
   
   
   
   
   
   
   
  weapons. That aspect could be compelled when the same Commando tries to outmaneuver you to
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  keep​ ​out​ ​of​ ​your​ ​firing​ ​arc. 
   
   
   
   
   
   
   
  1 
  
  The four other aspects are any systems you want to have a predominant place on your Mech.
   
   
   
   
   
   
   
   
   
   
    
   
   
   
   
   
  Sure, all Mechs have Heat Sinks but only the ones who got ​Plenty of Heat Sinks or ​Clan Double
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Heat Sinks will have them play an important part of the narrative. Systems can be weapons,
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  sensors, anti-missiles, special armor, jump capacity, powerful engines, scanners, jamming devices,
   
   
   
   
   
   
   
   
   
   
   
  etc.  
  Here's​ ​some​ ​other​ ​examples​ ​of​ ​systems​ ​you​ ​can​ ​find​ ​in​ ​the​ ​BattleTech​ ​universe: 
   
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  Quad​ ​Jump​ ​jets 
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  Guardian​ ​ECM​ ​Jamming​ ​Device 
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  Magna​ ​Starflare​ ​ER-PPC 
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  Defiance​ ​Disintegrator​ ​LB​ ​10-X​ ​Autocannon 
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  Diplan​ ​M3-XR​ ​Extended-Range​ ​Medium​ ​Lasers 
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  LFN​ ​Lindblad​ ​Shotgun​ ​Anti-Missile​ ​System 
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  Type​ ​XVI​ ​LRM​ ​15​ ​Launchers 
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  Master’s​ ​Sight​ ​1-Omega​ ​Targeting​ ​System 
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  Kressly-Lantern​ ​Allet​ ​C500​ ​Communication​ ​System 
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  Angst​ ​Shoulder-Mounted​ ​IR​ ​Searchlight 
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  Durallex​ ​Divine​ ​Guardian​ ​Armor 
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  Triple​ ​Strength​ ​Myomers 
   
  Skills 
   
  Characters start with one Great (+4) skill, one Good (+3), one Fair (+2) and one Average (+1).
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Those who chose to pilot Light or Medium Mechs get respectively +2 and +1 bonus skill points (see
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  the table on p.6 for the different chassis benefits). The skill pyramid is in fact a column. You still
   
   
   
   
   
   
   
   
   
   
   
    
   
    
   
   
   
  need to respect the same rules for skill advancement, thus you can’t have more skills at a certain
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
    
   
  rank​ ​than​ ​you​ ​have​ ​at​ ​the​ ​rank​ ​below​ ​it. 
   
  Detection 
  The Detection skill represents your Mechwarrior’s ability to use his BattleMech’s sensors,
   
   
   
   
   
   
   
   
   
   
   
   
  displays​ ​and​ ​optics​ ​in​ ​the​ ​most​ ​efficient​ ​way. 
   
  Overcome ​: You would use an overcome Detection check to spot a hidden Mech that turned off
    
   
   
   
   
   
   
   
   
    
   
   
   
   
   
  its engine to hide its heat signature or recognize the silhouette of an ECM’ed unit to be in fact an
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
    
   
   
  allied​ ​support​ ​tank. 
   
  Create an Advantage : You can use Detection to place aspects on your enemy, representing
   
   
    
   
   
   
   
   
   
   
   
   
   
   
  how you used your target information displays to find a weak spot in its armor or using an allied
   
   
   
   
   
   
   
   
    
   
    
   
   
   
   
   
   
  TAG​ ​system​ ​to​ ​use​ ​effective​ ​focus​ ​fire. 
   
  Attack​ ​:​ ​You​ ​generally​ ​don’t​ ​use​ ​this​ ​skill​ ​to​ ​make​ ​attacks. 
   
  2 
  
  Defend​ ​:​ ​You​ ​generally​ ​don’t​ ​use​ ​this​ ​skill​ ​to​ ​defend. 
  Gunnery 
  The Gunnery skill represents your character’s ability to use his Mech’s weapon and targeting
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  systems to the best of its capacity, avoiding overheating whenever possible and using good
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  chain​ ​firing​ ​and​ ​alpha​ ​strikes​ ​at​ ​the​ ​right​ ​moment. 
   
  Overcome ​: When attacking a target that has no means of evading your fire, like a defence
    
   
    
   
   
   
   
   
   
   
   
   
    
   
  turret or bunker, make an Overcome roll to see if your shots hit and do damage effectively. The
   
   
   
   
   
   
   
   
    
   
   
   
   
   
   
   
   
  difficulty can be adjusted by the range and situation (like firing on the move), visibility, the
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  suitability of your weapons and armor quality of the target. When you do that, on a success, the
   
   
   
   
   
   
   
   
   
   
   
   
   
   
    
   
   
  target​ ​is​ ​destroyed. 
   
  Create an Advantage : Keeping an enemy under heavy fire to restrict his tactical choices or in
   
   
    
   
   
   
   
   
   
   
   
   
   
   
    
  order to make him take a poor decision under stress is a good way to have an edge over a
   
   
   
   
    
   
   
   
   
    
   
   
   
   
   
   
    
  heavier Mech. You could also benefit from the particularity of a weapon system, for example
   
   
   
   
   
   
   
   
   
    
   
   
   
   
  creating​ ​the​ ​Burning​ ​Fire​ ​aspect​ ​at​ ​an​ ​enemy​ ​when​ ​using​ ​your​ ​Creosote​ ​Special-H​ ​Flamer. 
   
  Attack ​: Most of your Gunnery checks will be attacks. Ranges are treated as narrative and
    
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  unless you compel one of your weapon system for shooting outside of its effective range, you
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  don’t need to worry about it. If all your weapon systems are disabled, you cannot make Gunnery
   
   
   
   
     
   
   
   
   
   
   
   
   
   
   
  attacks. 
   
  Defend​ ​:​ ​You​ ​generally​ ​don’t​ ​use​ ​Gunnery​ ​to​ ​defend​ ​unless​ ​you​ ​have​ ​an​ ​Anti-Missile​ ​device. 
   
  Piloting 
  The Piloting skill represents your character’s ability to maneuver his BattleMech in the most
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  efficient way possible, taking good cover and exposing the better armored or less damaged parts
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  to​ ​enemy​ ​fire. 
   
  Overcome ​: Piloting allows you to overcome tricky terrain obstacles and hazards. You use
    
   
   
   
   
   
   
   
   
   
   
   
   
  overcome actions with Piloting to move between zones in a conflict if there’s a scene aspect or
   
   
   
   
   
   
   
   
    
    
    
   
   
   
  other​ ​obstacle​ ​in​ ​your​ ​way.​ ​You’d​ ​also​ ​use​ ​Piloting​ ​in​ ​a​ ​chase​ ​or​ ​racing​ ​challenge​ ​or​ ​contest. 
   
  Create an Advantage : When you’re creating an advantage with Piloting, you’re using your
   
   
    
   
   
   
   
   
   
   
   
   
   
  higher maneuverability and speed to keep an edge against your enemies. Or maybe you’re just
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  an​ ​ace​ ​pilot​ ​and​ ​make​ ​it​ ​more​ ​difficult​ ​for​ ​your​ ​target​ ​to​ ​move​ ​out​ ​of​ ​your​ ​firing​ ​arc. 
   
  Attack ​: Piloting can be used to physically attack another Mech instead of using your weapons.
    
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Pilots have been known to punch, kick, trip, slam, ram and even jump on their enemies.
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  However,​ ​doing​ ​so​ ​frequently​ ​results​ ​in​ ​damage​ ​to​ ​the​ ​attacker​ ​as​ ​well​ ​as​ ​the​ ​target. 
   
  Defend ​: You use Piloting to defend against other Mech’s attacks, trying to get to cover before
    
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  3 
  
  taking the bulk of a LRM’s launch or turning your Mech at the right moment to avoid a PPC strike
   
   
   
    
   
   
   
   
   
   
   
   
   
   
   
    
   
   
  from​ ​exploding​ ​one​ ​of​ ​your​ ​Mech’s​ ​damaged​ ​arm. 
   
  Reputation​ ​(or​ ​Resources) 
  If you’re playing in a Mercenary style type of game, you’d be having the Resource skill. For a
   
   
   
    
   
   
   
   
   
   
   
   
   
   
   
    
  more military organisation or clan warfare type of game, you’d be having the Reputation skill.
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The Reputation skill represents how much influence you have inside your clan or organisation.
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The​ ​Resources​ ​skill​ ​represents​ ​how​ ​much​ ​c-bills​ ​you​ ​can​ ​muster​ ​and​ ​what​ ​deal​ ​you​ ​can​ ​strike. 
   
  Overcome ​: You’ll be making Reputation (or Resources) overcome check when you need to
    
   
   
   
   
   
   
   
   
   
   
   
   
  acquire a better or second BattleMech, when you need to get your hands on a specific module,
    
   
   
   
   
   
   
   
   
   
   
   
    
   
   
  when you ask for supplies to support an ongoing mission or when you need to hire a
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Mechwarrior​ ​to​ ​fill​ ​a​ ​Lance’s​ ​empty​ ​spot. 
   
  Create an Advantage : You can use Reputation (or Resources) to declare that you have
   
   
    
   
   
   
   
   
   
   
   
   
   
   
  something you need on hand, or can quickly acquire it, which would give you an aspect
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  representing​ ​the​ ​object. 
   
  Attack​ ​:​ ​You​ ​generally​ ​don’t​ ​use​ ​this​ ​skill​ ​to​ ​make​ ​attacks. 
   
  Defend​ ​:​ ​You​ ​generally​ ​don’t​ ​use​ ​this​ ​skill​ ​to​ ​defend. 
   
   
  Tech 
  This skill represents your character’s knowledge of BattleMechs operation, technical statistics,
   
   
   
   
   
   
   
   
   
   
   
  programming and how to tinker with them for specific situations. It also represents how well he
   
   
   
   
   
   
   
   
   
    
   
   
   
   
   
  can​ ​lead​ ​and​ ​manage​ ​a​ ​repair​ ​crew​ ​to​ ​draw​ ​the​ ​best​ ​out​ ​of​ ​them. 
   
  Overcome ​: You make an overcome Tech check when you want your Mech repaired after a
    
   
   
   
   
   
   
   
   
   
   
   
   
    
  mission. After all, who knows it better than yourself? The number of shifts you score correspond
   
   
   
   
    
   
   
   
   
   
   
   
   
   
   
  to the number of shift damage you can repair on your Mech. Each damaged system takes 2
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
    
  shifts to repair. The difficulty of the check depends on the quality and availability of the materials,
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  installations and crew you got at hand. You can only make a repair check once per scenario.
   
   
   
   
   
   
   
   
   
   
    
   
   
   
   
   
  That’s why a lot of Mechwarriors have multiple BattleMechs ready for when they don’t have the
   
    
   
   
   
   
   
   
   
   
   
   
   
   
   
  time​ ​to​ ​fully​ ​repair​ ​their​ ​favorite​ ​one. 
   
  Create an Advantage : A good Mechwarrior is always readjusting his Mech setup between
   
   
    
   
   
   
   
   
   
   
   
   
   
  each mission to adapt to each specific terrain and mission particularities. You can use this skill
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  to place aspects that represent good Mech preparation like ​Adjusted for High Heat Environment
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  or to represent you Mechwarrior’s technical knowledge of a specific Mech model like ​I Know
   
   
   
   
   
   
   
    
   
   
   
    
   
  How to Trick CPLT-C1 Catapults’ Targeting System​. Note that this doesn’t represent if you can
   
   
   
   
   
   
   
   
   
   
   
    
   
   
  effectively explain to your Lance how to do it; that’s covered by the Warfare skill. Most of the
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  time​ ​this​ ​kind​ ​of​ ​knowledge​ ​will​ ​only​ ​benefit​ ​you. 
  4 
  
   
  Attack​ ​:​ ​You​ ​generally​ ​don’t​ ​use​ ​this​ ​skill​ ​to​ ​make​ ​attacks. 
   
  Defend​ ​:​ ​You​ ​generally​ ​don’t​ ​use​ ​this​ ​skill​ ​to​ ​defend. 
  Warfare 
  This skill represents your Mechwarrior’s effective use of field tactics, his commanding and
   
   
   
   
   
   
   
   
   
   
   
   
   
  leadership​ ​abilities​ ​and​ ​tactical​ ​planning. 
   
  Overcome ​: You would make an overcome Warfare check when you don’t want to run the
    
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  specifics​ ​of​ ​a​ ​battle​ ​and​ ​want​ ​to​ ​resolve​ ​the​ ​skirmish​ ​in​ ​a​ ​simple​ ​challenge​ ​or​ ​contest. 
   
  Create an Advantage : You might use Warfare to represent a better tactical planning like ​Ideal
   
   
    
   
   
   
   
   
    
   
   
   
   
   
  Dropship Landing Zone ​or ​Effective Supply Lines​. ​It can also represent the effects of a veteran’s
   
   
   
   
   
   
    
   
   
   
   
   
    
   
  leadership on the Lance’s morale like ​I’d Follow Captain Hugues Through Hell and Beyond or a
   
   
   
   
   
   
   
   
   
   
   
   
   
   
    
  clever​ ​field​ ​tactic​ ​like​ ​Flanking​ ​Through​ ​the​ ​Tree​ ​Line​. 
   
  Attack​ ​:​ ​You​ ​generally​ ​don’t​ ​use​ ​this​ ​skill​ ​to​ ​make​ ​attacks. 
   
  Defend ​: You can use this skill to oppose another Warfare check made to create an advantage
    
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  when you can guess what tactic the enemy tries to pull on you and quickly adjust yours
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  accordingly. 
   
   
  Stunts 
   
  Stunts​ ​can​ ​be​ ​linked​ ​to​ ​a​ ​skill,​ ​as​ ​usual,​ ​or​ ​can​ ​be​ ​linked​ ​to​ ​a​ ​system​ ​aspect​ ​as​ ​well. 
  Here’s​ ​some​ ​examples​ ​of​ ​skill​ ​stunts​ ​and​ ​aspect​ ​stunts: 
    
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  Precise shots​. When you succeed with style on a Gunnery attack that cause a target’s
   
   
   
   
   
   
   
    
   
   
   
    
   
  system​ ​to​ ​be​ ​disabled,​ ​you​ ​get​ ​to​ ​chose​ ​which​ ​one​ ​if​ ​you​ ​forgo​ ​the​ ​Boost. 
  ●
  Off-Map Support​. You can use Warfare to make attacks. These attacks must be
   
   
   
   
   
   
   
   
   
   
   
   
   
  defended​ ​with​ ​either​ ​Piloting​ ​or​ ​Warfare. 
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  Hacking​. Once per scene, you can use Tech to make an attack that can only be
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  defended with Tech. This attack don’t do any damage but it disables a single system for
   
   
   
   
   
   
   
   
   
    
    
   
   
   
  the​ ​scene. 
  ●
  Urban Combat Expert​. When you’re in an urban environment, you get +2 to your
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Piloting​ ​checks. 
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  Opportunist​. When you succeed with style on a Piloting defense check, you can forgo
   
   
   
   
   
   
    
   
   
   
   
   
   
  the​ ​Boost​ ​and​ ​inflict​ ​a​ ​2-shift​ ​hit​ ​on​ ​the​ ​attacker​ ​instead. 
  ●
  Routine repairs​. You can use your Resource (or Reputation) instead of the Tech skill to
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  have​ ​your​ ​Mech​ ​repaired​ ​by​ ​an​ ​engineer​ ​crew. 
   
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  Evasive Jamming​. When you invoke your ​Guardian ECM aspect, you can use Tech
   
   
   
   
   
   
   
   
   
   
   
   
   
  5 
  
  instead of Piloting to defend. You also gain an additional +1 to your check against
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  missiles. 
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  Hot Plasma Flames​. When you invoke your ​Flamer aspect to make an attack, you have
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  the option to lower the damage by 1-shift and gain a boost on a success or a success
   
   
   
   
   
   
   
   
   
    
   
    
   
    
   
  with​ ​style​ ​provided​ ​you​ ​name​ ​the​ ​boost​ ​Overheating​. 
  Heat​ ​management 
    
  The waste heat generated by fusion and fission engines disturb the power plant efficacy and is a
   
   
   
   
   
   
   
   
   
   
   
   
   
   
     
  potential threat to the Mech’s internal systems and pilot. This is why all BattleMechs have
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  integrated Heat Sinks to help dissipate the heat. But since Heat Sinks take up precious space and
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  tonnage, most prefer to manually control their rate of fire and avoid overheating or wait for the right
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  opportunity to make an all-out-attack, called Alpha Strike, which destroys or critically damage an
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  enemy Mech at the expense of an overheat shutdown. Most experienced Mechwarrior manage to
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  keep​ ​their​ ​Mech​ ​from​ ​overheating​ ​or​ ​only​ ​allow​ ​controlled​ ​overheats. 
   
  All​ ​Mechwarrior​ ​get​ ​this​ ​stunt​ ​for​ ​free: 
   
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  Overheating​. You get a free invoke on any of your Mech’s aspect but you also place a
   
   
    
   
   
   
   
   
   
   
   
   
   
   
    
  Overheating ​Boost on you that can be used by any of your opponent. If you already have
   
   
   
   
   
   
   
   
   
   
   
   
    
   
   
   
  that Boost on you, you rename it to ​Overheat Shutdown​. Until the start of your next turn,
   
   
   
   
   
    
   
   
   
   
   
   
   
   
   
   
  you cannot make any skill check unless you take a consequence that represents the
   
   
   
   
   
   
   
   
    
   
   
   
   
  damage​ ​done​ ​to​ ​your​ ​systems​ ​from​ ​overheating. 
   
  Damage 
   
  A BattleMech only has a single stress track that represents its armor integrity. Every Mech starts
   
   
   
    
   
   
   
   
   
   
   
   
   
   
   
  with a 1 point stress box and a 2 points stress box. To compensate for their lack of armor, lighter
     
   
   
   
     
   
   
   
   
   
   
   
   
   
   
   
  Mechs have bonus skill points that represent their better manoeuvrability, versatility and lower cost.
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Those​ ​benefits​ ​are​ ​lost​ ​if​ ​the​ ​pilot​ ​change​ ​his​ ​BattleMech​ ​but​ ​he​ ​gains​ ​the​ ​new​ ​chassis’​ ​benefits. 
   
  Chassis 
  Bonus​ ​Stress​ ​Boxes 
  Bonus​ ​Skill​ ​Points 
  Light 
  - 
  +2 
  Medium 
  one​ ​3-points​ ​box 
  +1 
  Heavy 
  one​ ​3-points​ ​box,​ ​one​ ​4-points​ ​box 
  - 
  Assault 
  One​ ​3-points​ ​box,​ ​two​ ​4-points​ ​box 
  -2 
   
  BattleMechs don’t have normal consequences boxes. Instead, each of its aspects (except the
   
   
   
   
   
   
   
   
   
   
   
   
   
  chassis) can absorb a 2-shift hit. When that happens, you check the box beside the aspect name.
   
   
    
   
   
   
   
   
   
   
   
   
   
   
   
   
  The system is considered disabled and you no longer can invoke the aspect until it is repaired.
   
   
   
   
   
   
   
   
   
   
   
   
   
    
   
   
  6 
  
  Furthermore,​ ​you​ ​place​ ​a​ ​free​ ​invoke​ ​on​ ​that​ ​aspect​ ​that​ ​your​ ​enemies​ ​can​ ​invoke​ ​against​ ​you. 
   
  Tip : Draw a single diagonal line in your aspect’s box when it is disabled. Once the free invoke has
    
    
   
   
   
   
   
   
   
     
   
   
   
   
   
   
  been​ ​used​ ​against​ ​you,​ ​draw​ ​a​ ​second​ ​diagonal​ ​line​ ​so​ ​as​ ​the​ ​square​ ​is​ ​now​ ​marked​ ​with​ ​an​ ​“X”. 
   
  Scale 
   
  BattleMechs represent the pinnacle of thirty-first century warfare with power only equalled by other
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  BattleMechs. As such, when they face other vehicles, they use the Size and Scale rules (Fate
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Core,​ ​p.​ ​292).​ ​Here’s​ ​the​ ​scale​ ​used: 
   
  1.
  Battlesuits​ ​and​ ​Infantry 
  2.
  ProtoMechs​ ​and​ ​Combat​ ​Vehicles 
  3.
  BattleMechs​ ​and​ ​Industrial​ ​Mechs 
  4.
  Support​ ​Vehicles 
  5.
  Aerospace​ ​units 
    
   
  Sample​ ​BattleMechs 
   
  Catapult​ ​CPLT-C1​ ​65​ ​Tons​ ​Heavy​ ​Mech 
  ●
  Holly​ ​LRM-15​ ​Launchers 
  ●
  Martell​ ​Medium​ ​Lasers 
  ●
  Durallex​ ​Heavy​ ​Armor 
  ●
  Artemis​ ​IV​ ​FCS​ ​Targeting​ ​System 
   
   
  Hunchback​ ​HBK-4M​ ​50​ ​Tons​ ​Medium​ ​BattleMech 
  ●
  Tomodzuru​ ​Autocannon​ ​Mount​ ​Type​ ​20 
  ●
  Ichiba​ ​2000​ ​Medium​ ​Lasers 
  ●
  Cellular​ ​Ammunition​ ​Storage​ ​Equipment​ ​(CASE) 
  ●
  Double​ ​Heat​ ​Sinks 
   
   
  Firebee​ ​FRB-3E​ ​35​ ​Tons​ ​Light​ ​Mech 
  ●
  Maui​ ​Crossbow​ ​Inferno​ ​SRM-2 
  ●
  Star​ ​Cutter​ ​80cm​ ​Large​ ​Laser 
  ●
  Anderson​ ​Propulsion​ ​12​ ​Jump​ ​Jets 
  ●
  Ceres​ ​Shield​ ​2.2​ ​Stealth​ ​Armor 
   
   
   
  7 
  
   
   
   
   
  You​ ​can​ ​grab​ ​a​ ​custom​ ​character​ ​sheet​ ​for​ ​this​ ​hack​ ​right​ ​here: 
  https://docs.google.com/drawings/d/1eXsidkisrtDzTxMZcoZQMlZEkHoF_ujJrVXyCglvq6o/edit 
  8 
  
SOURCE: textdata/thevault/FATE (fudge) [multi]/Fate Hacks & Homebrews/Mechwarrior Fate.pdf