Every Battle Mech has 3 Clichés. If the Mech can Jump it has one additional Cliché, and three additional "jump dice".These are:
Battle Mech
Resist Damage (4), Shoot (4), Pilot Eject (2)
Battle Mech (Jump)
Resist Damage (4), Shoot (4), Pilot Eject (2), Jump (3)
Battle Mechs also have a Speed listing. This is used to out maneuver or run away from another Mech.
You should also give your creation a cool name. Such as, PNT-9R PANTHER, or DRG-1N DRAGON, or AS7-D ATLAS.
Battle mechs must also have a pilot. Pilots are considered "Proper Tools". If your Mech does not have a pilot, or the pilot is killed, your Mech can not move or fight.
Pilots come in four classes
Green (0)
Rookie (+1)
Veteran (+2)
Elite (+3)
Every Mech starts the game with a Pilot: Green (0). If you survive your first adventure, you automatically become a Rookie (+1). Filling your boots in terror, and ejecting on Turn One of your First Battle does not count as surviving your first adventure (You are not Sun-Tzu Liao).
You may, subject to referee approval, become a Veteran (+2) any time after you have survived your 10th adventure. Elite (+3) should be very rare. Most Elites will be NPCs. Someone has to give the PC Mechs a hard time.
Sample Battle Mechs
Light Mech COM-2D COMMANDO
25 tons
Speed: 97 kph
Jump: No
Hands: Yes
1 Shannon Six-Shooter Missile Pack
1 Coventry 4-Tube Missile System
1 Hesperus-B3M Medium Laser
Resist Damage (4D6), Shoot (4D6), Pilot Eject (2D6)
Pilot: Green (0)
Light Mech PNT-9R PANTHER
35 tons
Speed: 65 kph
Jump: 120 meters
Hands: Yes. One Hand Only.
1 Telos Four-Shot SRM Missile System
1 Lord's Light Particle Beam Weapon
Resist Damage (4D6), Shoot (4D6), Pilot Eject (2D6), Jump (3D6)
Pilot: Green (0)
Medium HCT-3F HATCHETMAN
45 tons
Speed: 65 kph
Jump: 120 meters
Hands: Yes. One Hand Only.
Melee Weapon: LARGE Metal Hatchet. Adds +3 to Melee Atacks
1 Defiance Killer Autocannon
2 Defiance B3M Medium Lasers
Resist Damage (4D8), Shoot (4D8), Pilot Eject (2D6), Jump (3D6)
Pilot: Green (0)
Medium HBK-4G HUNCHBACK
50 tons
Speed: 65 kph
Jump: No
Hands: Yes
1 Tomodzuru Type 20 Autocannon
2 Ichiba 2000 Medium Lasers
1 Diverse Optics Type 10 Small Laser
Resist Damage (4D8), Shoot (4D8), Pilot Eject (2D6)
Pilot: Green (0)
Heavy Mech DRG-1N DRAGON
60 tons
Speed: 86 kph
Jump: No
Hands: Yes. One Hand Only.
1 Telos DecaCluster LRM Missile System
2 Victory 23R Medium Lasers
Resist Damage (4D10), Shoot (4D8), Pilot Eject (2D6)
Pilot: Green (0)
The Game System
Target Numbers (TN) are only used in Risus Battletech for shooting at things which do not have Clichés. Large Buildings, masses of Hapless Civilians. They should also be used to see if your Mech can perform a task. Such as, Two Mechs try to pick up and drag off a Downed Mech.
Sample Tasks
Target Number 5: Mechs Shoot/Stomp Hapless Civilians. Fire missiles at a Shopping Mall.
Shoot a Downed Mech at Short Range. Jump in Clear Terrain.
Target Number 10: Shoot a Downed Mech at Medium Range. Two Mechs pick up and drag off a Downed Mech. Jump in Rough Terrain. Pilot Eject from a destroyed Mech.
Target Number 15: Shoot/Stomp an Infantry Rocket Launcher Team. Shoot/Stomp an Ejecting Pilot who has made it safely to the ground.Shoot a Downed Mech at Long Range. Jump in Rough and Dangerous Terrain ( A canyon filled with new lava flows). Shoot at a jumping Mech in the air.
Target Number 20: Shoot a Downed Mech at Extreme Range. Shoot an Ejecting Pilot in the air.
Target Number 30: Throwing a motorcycle or automobile.
Target Number 50: Throwing a big rig truck and trailor, or a tank.
Target Number 70: Throwing a train locomotive or train car.
Proper Tools
Pilots are proper tools for Battle Mechs. No pilot, or a dead pilot-No movement or fighting with your Mech.
The Combat System
The combat system is very simple. The bigger, heavier weight Mechs are tougher than the smaller, lighter weight Mechs. Battle Mechs fight until one of them has its Resist Damage Cliché reduced to 0D. Then the referee rolls on the Battle Mech Damage Chart, and announces what happens to the victum. Battle Mechs do not "heal" until repaired.
Battle Mechs may shoot each other from various distances, or (those that have hands or a melee weapon) fight hand-to-hand.
How to out maneuver or run away from another Mech
If you have a Mech that can jump, then jump out of harms way. This would be a good time to pump your Jump Cliché (See Advanced Option II: Pumping Clichés). If you can not jump, then you must out maneuver or run away from the other Mech. Compare the Mechs Speed listings. If one Mech is 10 kph faster than the other Mech, the faster Mech adds +1D when it rolls its Resist Damage Cliché to out maneuver or run away. The +1D is only added to the Resist Damage Cliché when the Mech is maneuvering or running away. It is not added when the Mech is resisting damage.
Battle Mech Damage Chart ( Roll 1D6)
1 Mech's fusion engine explodes and the pilot dies. Mech totally destroyed.
2 Mech's fusion engine explodes. Make Pilot Eject Cliché roll. TN=10. Mech destroyed.
3 Mech's on board ammo and missiles explode. Make Pilot Eject Cliché roll. TN=10. Mech destroyed.
4 Mech shuts down due to heat overload. Stays standing. Make Pilot Eject Cliché roll. TN=10.
5 Mech falls down. Pilot trapped inside.
6 Mech falls down. Make Pilot Eject Cilché roll. TN=10
Combat Example
Two medium Mechs face each other. One is a HCT-3F HATCHETMAN. The other is a HBK-4G HUNCHBACK. Turn 1 Both Mechs fire at each other. The HATCHETMAN rolls Shoot (4D8) and Resist Damage (4D8).The HUNCHBACK rolls Shoot (4D8) and Resist Damage (4D8). All rolls are 12. A tie. The referee rules that both miss. Turn 2 Both fire again. HATCHETMAN rolls Shoot 11 and Resist Damage 16. HUNCHBACK rolls Shoot 26 and Resist Damage 21. The HATCHETMAN is hit and loses 1D to become Resist Damage (3D8). Turn 3 The situation is critical. The HATCHETMAN jumps to melee range (TN=5, rolls 7) , and attacks with his hatchet. The referee rules that the HUNCHBACK can shoot at the jumping Mech (TN=15) or punch with his hands. But not both. He will punch. HATCHETMAN rolls Shoot 17 (4D8+3 for hatchet), and Resist Damage 10. The HUNCHBACK rolls Shoot 18, and Resist Damage 16. Both Mechs lose 1D from the Resist Damage Cliché. The HATCHETMAN is Resist Damage (2D8). The HUNCHBACK is Resist Damage (3D8). Turn 4 Both Mechs have a Speed of 65 kph, so the RUN AWAY bonus does not apply. The HATCHETMAN will jump out of harms way. He Pumps his Jump (3D6), by 2D, to Jump (5D6) and rolls a 30. The best he can do. The HUNCHBACK will attempt to punch the other Mech before it jumps. He rolls Shoot (4D8) for 31. The punch lands just as the other Mech leaves the ground. The HATCHETMAN loses 1D from his Resist Damage Cliché. He is at Resist Damage (1D). But, because he pumped his Jump Cliché, tried to jump and failed, the referee rules that he crashes.The referee rolls on the Battle Mech Damage Chart. The roll is a 3. The HATCHETMAN explodes. The pilot fails his Pilot Eject roll, and goes up with the Mech. The referee rules that the HUNCHBACK is too close to the exploding Mech and takes damage. He is reduced to Resist Damage (2D8). The HUNCHBACK looks for other prey.
Concluding Remarks
This is my mini-sourcebook for Risus, The Anything RPG. I hope you like it. Feedback is welcome.
Welcome to the 31st century. Fight with Honor. Enjoy!
Dale C. Blessing
pineappleleader