The technical wonders that they are, mechwarriors themselves, are often a talented genius.  Such are the likes of Dr. Banzai and the legions of fix it yourself mechwarriors like him.




Options     ~ (3) + Edge
Starting XP ~ 250 xp / {800xp max.}
Starting CP ~ 3.7 Million CB
(3) Availability Rolls + (1) successful roll of 8+ for ammo and armor.

Advantage ~ For Availability rolls, reduce tech penalty by one.

Limitation ~ Availability roll is increased by 2 for purchasing mechs that exceed 3.2 million CB.
(After adjustments for equipment and options, larger dice count as a +1 or +2)

Starting gunnery may not be better than tn 4+.  Starting Piloting may not be better than tn 5+.


Purchase Options
They may spend  10k cb to increase Mech Familiarity by (1), they may purchase this (3) times.

They may spend 50k cb to gain an extra Availability roll, for equipment.   (They may do this three times)

They may spend 50k cb to allow a one time bonus of +2 to one of their availability rolls, for equipment.   (They may do this three times)

If one of the pilots option slots is Tinker, they may spend 150k cb to to start the option at (1)

If one of the pilots option slots is X-Technician, they may spend 150k cb to to start the option at (1)

If one of the pilots option slots is Well Equipped, they may spend 150k cb to to start the option at (1)



Recommended for Intermmediate Players