August 18, 2007
Cool Mechwarrior Repaint
I'm usually not a big fan of customizing Mechwarrior miniatures. This is mainly just my own bias again painting -- if I wanted to paint, I might actually play frikkin' Warhammer once in awhile. Nevertheless, I have to admit this repainted Atlas fig looks pretty sweet:

Posted by Discoshaman at 10:48 PM | Comments (0)
August 12, 2007
Solaris VII "Linebacker" Battlemaster Stats
Here are the basic stats for the new Linebacker Battlemaster battlemech that's part of the Solaris VII action pack. I'll get a pic of the mech up as soon as I find one:
"Linebacker Battlemaster"
points: 262
primary, 1 target ballistic 0/10 inch
secondary, 3 targets energy 0/6 inch
vent: 2
6 (r) / 3 (p) / 6 (r) / 3 (p) / 6 (r) / 3 (p) / 3 (p) / 3 (p) / 2 (p) / 2 (p) / 2 / 2 / 0 / 0 / 0 / 2 / dead
3 / 3 (r) / 3 / 3 (r) / 2 / 2 (r) / 2 / 2 (r) / 2 / 2 (p) / 2 / 2 / 2 / 2 / 0 / 2 / dead
6 / 6 / 6 / 6 / 5 (r) / 5 (r) / 5 / 5 / 5 / 5 / 5 / 5 / 4 / 4 / 4 / 4 / dead
10 / 10 / 9 / 9 / 8 / 8 / 8 / 8 / 7 / 7 / 7 / 7 / 6 / 6 / 5 (b) / 5 (b) / dead
23 (b) / 22 (g) / 21 (g) / 21 (g) / 20 / 20 / 20 / 19 / 19 / 18 / 18 / 18 / 17 / 16 / 16 / 15 / dead
no repair-marker
(p) means purple
(r) means red
(b) means black
(g) means grey
0 (g) / 0 / 0 / -1 / -2 / s
0 (g) / 0 / 0 / 0 (b) / 0 (b) / s
0 (g) / 0 / 0 / -1 (y) / -1 (b) / s
(g) = green
(b) = black
(y) = yellow
Annie Chu ( +1 / +2 / +1 )
46 or 58 points, 8 recruit
Lean into it (optional):
When this unit would be dealt more than 3 damage, roll a d6. On a result of 5 or 6, this unit is dealt 3 damage instead.
Posted by Discoshaman at 11:02 PM | Comments (0)
August 10, 2007
Mech Stats for Solaris VII Assault Mech Action Pack
ASSAULT -- MECHs & PILOTs: (mech/pilot have same number sequence)
S7 021 - "Linebacker" Battlemaster 262pts (Ballistic 1 @ 0/10 & Energy 3 @ 0/6) w/ Annie Chu 45pts/58 (8 Recruit) (+1/+2/+1) Lean Into It: (optional) When this unit would be dealt more than 3 damage, roll a d6. On a result of 5 or 6, this unit is dealt 3 damage instead.
S7 022 - "Corruptor" Daishi 263pts (Energy 2 @ 0/12 & Ballistic 2 @ 0/14) w/ Flavio Rodriguez 37pts/50 (10 Recruit) (-/+2/+1) skill name?: When two or more heat effects appear on this unit's heat dial, you can choose and ignore one of them. For purposes of this ability, a heat effect includes both the colored square and any number that appears in the square.
S7 023 - "Celaeno" Shrike 271pts (Ballistic 2 @ 0/8 & Ballistic 3 @ 4/14) w/ Jennifer Braille 28pts/44 (10 Recuit, No CJF) (+2/+1/+1) What Goes Up: Modify this unit's speed value by +4 when it makes a death from above attack. When this unit makes a death from above attack, it ignores allnegative modifiers to its attack value and all positive modifiers to the target's defense value. When this unit makes a successful death from above attack, it scores 4 impact damage to the target, instead of impact damage equal to its primary damage value +2.
S7 024 - "Ogre" Kodiak 273pts (Ballistic 2 @ 0/12 & Energy 3 @ 0/12) w/ Michael Miller 28pts/38 (8 Recruit, 0 Davion) (+2/+1/+1) skill name?: When this unit is given a close combat order, its secondary range type becomes (Melee). When this unit is assigned gear, gear with the (melee) range type requirements can be assigned to its secondary damage value.
ASSAULT -- GEAR:
G-021 - Additional Heat Sinks - 56pts - A
G-022 - Reflective Armor - 50pts - A
G-023 - Pile Driver - 25pts - A (optional) When this unit makes a close combat attack, modify its attack value by -2. If the attack succeeds, score 4 damage against the target, instead of this unit's damage value.
G-024 - Artemis V Fire-Control System - 44pts - A
ASSAULT -- MAP:
24x24 Courtyard - Big open spaces with blocking pillars by the deployment locations, hindering planters along the long sides, and a big pool of water in the middle. Connects 1 & 2
Posted by Discoshaman at 11:10 PM | Comments (0)
Mech Stats for the Solaris VII Heavy Mech Action Pack
HEAVY -- MECHs & PILOTs: (mech/pilot have same number sequence)
S7 015 - "Silas" Neanderthal 189pts (Melee 0/0 & Ballistic 2 @ 0/14) w/ Del Pinnick 33pts/45 (8 Recruit) (+2/+2/+1) skill name?: When this unit is the target of a successful close combat attack, if this unit is dealt 3 or more damage reduce damage dealt by 1, minimum 2 damage.
S7 016 - "Crucible" Rifleman 215pts (Ballistic 2 @ 3/14 & Energy 2 @ 0/6) w/ Marciello Donnici 21pts/35 (6 Recruit) (+3/+1/+1) skill name?: If this unit makes a ranged combat attack using a damage value of 0, roll a d6 and subtract 1 from the result. The result replaces this units damage value for the attack.
S7 017 - "Rosse's Revenge" Cave Lion 229pts (Melee 0/0 & Energy 3 @ 0/16) w/ Avanishi Khalsa 32pts/42 (8 Recruit) (+1/+2/+1) Pent-Up Rage: When this unit makes a ranged combat attack, modify its damage value by +1 for each target of the attack.
S7 018 - "Black Tooth" Warwolf 221pts (Ballistic 1 @ 0/16 & Ballistic 2 @ 0/10) w/ Valerius Deodatus 35pts/49 (8 Recruit, 0 to Clan Wolf) (+3/+2/+1) skill name?: This unit can choose to make a special attack against a target with a lower initiative result. Modify this unit's attack value by +1 when it makes a special attack. When this unit would gain heat after resolving an order, you can choose to deal unpreventable damage to it equal to the heat that would have been gained instead.
S7 019 - "Seraph" Mortis 219pts (Energy 1 @ 0/14 & Melee 0/0) w/ Fearghal Doughal 21pts/30 (8 Recruit) (+3/+1/+1) skill name?: This unit can make a close combat attack against a single target withou having it's front arc in base contact with the target if it can draw a clear line of fire to the target. This unit's range value becomes 2 for the attack. If there are no hexsides, this unit's range value becomes 3 for the attack.
S7 020 - "Cynosure" Catapult 215pts (Energy 2 @ 0/10 & Ballistic 3 @ 4/16) w/ Jonas Saunders 31pts/40 (7 Recruit) (+1/+2/+1) skill name?: This unit ignores the indirect-fire modifier when making an indirect-fire ranged combat attack. If this unit's indirect-fire ranged combat attack succeeds, it scores damage to the target equal to its damage value, maximum 3 damge, instead of 2 damage.
HEAVY -- GEAR:
G-015 - Reflective Armor - 44pts - H
G-016 - Battlemech Jump Pack - 20pts - H
G-017 - Mace - 13pts - H (optional) When this unit makes a close combat attack, modify its attack value by -1 and its damage value by +2. If the attack fails, roll a d6; on a result of 1, this unit gets -1 to its next initiative roll.
G-018 - Heat Dissipating Armor 33pts - H
G-019 - Inferno Flamers - 34pts - H (optional) This unit can use this damage value to make a close combat attack. When this unit succeeds at a close combat attack targeting a single opposing figure, deal no damage. Instead, the target gains 3 heat. Shutdown figures ignore an attack using this gear.
G-020 - Reactive Armor - 44pts - H
HEAVY -- MAP:
24x24 Junkyard - Lots of elevated/blocking terrain with hindering at edges. A tight corridor arena. Looks like the wreckage of many battles is just swept aside to make pathways. Connects 3 & 4
Posted by Discoshaman at 11:07 PM | Comments (0)
Mech Stats for the Solaris VII Light Mech Action Pack
LIGHT -- MECHs & PILOTs: (mech/pilot have same number sequence)
S7 001 - "Yojinbo" Rokurokubi 126pts (weapons & range?) w/ Chiang Lanh 20pts/32 (5 Recruit /0HK) (+1/+2/+1) Hit and Run: When this unit is given a Close Combat Attack, it can move up to it's entire speed value. If it does not use its entire speed value, after resolving the close combat attack ti can continue moving using the rest of its speed value.
S7 002 - "Laser Bait" Hellion 122pts (weapons & range?) w/ Paulina Ferrar 11pts/20 (5 Recruit) (+3/+1/+1) Dive For Cover: When this unit is the target of a successful ranged combat attack, roll a d6. On a result of 5 or 6, reduce the damage scored by 1, minimum of 1 damage.
S7 003 - "Six Gun" Koshi 126pts (weapons & range?) w/ Imad "Hal" Aglin 20pts/32 (5 Recruit) (+1/+2/+1) Rapid Fire: When this unit makes a ranged combat attack using a damage value of 2 or less, roll a d6. On a result of 3-5, modify this unit's damage value by +1; on a 6, modify it by +2.
S7 004 - "Lucky" Spider 123pts (weapons & range?) w/ Chris Chapman 23pts/30 (4 Recruit /0HD) (+3/+2/+1) Lucky Shot: When this unit makes a successful (energy) ranged combat attack, score 1 damage instead of this unit's damage value. The target's attack value can't be modified on it's next turn.
S7 005 - "Possum" Cadaver ???pts (weapons & range?) w/ Randy Creighton 11pts/26 (5 Recruit) (+2/+1/+1) Not Dead Yet: This unit is not eliminated as soon as three bullet hole symbols show in it's stat slot. Instead, roll a d6. On a result of 1-4, this unit is eliminated. On result of a 5 or 6, repair this unit of 6 damage and eliminate it's gear, if any.
S7 006 - "Valentine" Vixen 119pts (weapons & range?) w/ Kerensa Maybourne 11pts/20 (5 Recruit) (+2/+1/+1) Never Turn Your Back: Modify this unit's attack value by +3 instead of +2 when it applies the rear arc modifier.
S7 007 - "Tick" Nyx 124pts (weapons & range?) w/ Douglas Patris 21pts/28 (5 Recruit) (+2/+2/+1) Fast and Wily: This units does not have to end it's movement when it comes into base contact with an opposing figure. Modify this unit's attack value by +1 when it targets an opposing figure with a point value greater than it's own.
S7 008 - "Metablade" Solitaire 123pts (weapons & range?) w/ Thomas Tabor 10pts/22 (6 Recruit) (+1/+1/+1) Eyes in the Back of his Head: At the end of the move phase, after all units have had a turn, this unit can make a free spin. In addition, this unit can make a free spin whenever it is the declared the target of an attack.
LIGHT -- GEAR:
G-001 - Heavy Armor - 23pts - L
G-002 - Reactive Armor - 23pts - L
G-003 - Reflective Armor - 23pts - L
G-004 - Advanced Anti-Missile System - 23pts - L
G-005 - Fluid Gun - Corrosive - 23pts - L
G-006 - Fluid Gun - Viscid Incindiary - 29pts - L
G-007 - Lance - 14pts - L (optional) When this unit makes a close combat attack, modify its attack by -1 and its damage by +2. This unit scores impact damage for the attack.
G-008 - Brawling - 11pts - L
LIGHT -- MAP:
24x24 ?
Posted by Discoshaman at 11:05 PM | Comments (0)

