Showing posts with label Stable. Show all posts
Showing posts with label Stable. Show all posts

Wednesday, June 1, 2011

Stable: The Hangmen


Name: The Hangmen

Faction:
Any Periphery
Mercenary

Rating: F

Mechs Lists Available: 
Unaffiliated

Minimum Fame Required: 3

Character Point (CP) Cost: 5

C-Bill Entry Fee:   500,000

Special Abilities:  Relatively new Stable, eager to make a name for itself.
  • Initiative Bonus. If more than 3 active mechs are on the battlefield, this mechwarrior cannot be 1st to move.  If their card is flipped first, place to side and flip another initiative card.  If that card also has the "Initiative Bonus" ability also place it to the side, flip until a card without Initiative Bonus is flipped.  Once one mech has moved all Initiative bonus mechs whose cards have been flipped move in the order they were originally flipped.  If there are 3 or fewer mechs remaining the Initiative Bonus ability has no effect. If all remaining mechwarriors have the Initiative Bonus ability, the ability has no effect.

Stable: The Dispossessed Cooperative

Name: The Dispossessed Cooperative

Faction:
Any Periphery
Mercenary

Rating: D

Mechs Lists Available: 
Unaffiliated
Mercenary "Other"

Minimum Fame Required: 4

Character Point (CP) Cost: 10

C-Bill Entry Fee:   850,000

Special Abilities:  A community of Mechwarriors sworn to help each other in a time of crisis.  Many have seen time having lost their mech and not having a replacement.  Train each other on how to disable an opponent and still still claim victory.  The dispossessed do not wish to add to their ranks through their own actions.
  • May Aim "low" at a +2 to hit penalty with ranged attacks.  If a hit, may use the "Kick" chart to assign damage to the legs of the target.
  • May purchase from the Mercenary "Other" mech list.

Stable: Renegade Cooperative

Name: Renegade Cooperative

Faction:
Any Periphery
Mercenary

Rating: C

Mechs Lists Available: 
Unaffiliated
Any Periphery

Minimum Fame Required: 2

Character Point (CP) Cost: 5

C-Bill Entry Fee:   250,000

Special Abilities:  Band of Periphery mechwarriors with agreements to share technology and spare parts.

  • May purchase Mechs from any periphery list.
  • -5% to final repair costs.

Stable: Huntsmen

Name: Huntsmen

Faction:
Any Periphery
Mercenary

Rating: A

Mechs Lists Available: 
Unaffiliated
Solaris mechs

Minimum Fame Required: 4

Character Point (CP) Cost: 11

C-Bill Entry Fee:   1,250,000

Special Abilities:  When originally founded this Stable was know for carrying out duels to the death.  Though they will never surrender, Huntsmen mechwarriors are now willing to accept the surrender of an opponent.  They are currently feuding with Banshee Stables and have been for the last year.    

  • May not Surrender
  • May purchase Solaris Mechs
  • May use Solaris technology for upgrades.
  • -10% to final repair costs.
  • -1 To Hit for any Banshee stable mech at the cost of 1 extra heat per weapon or physical attack.

Stable: Blake's Castaways

Name: Blake's Castaways

Faction:
Any Periphery
Mercenary

Rating: A

Mechs Lists Available: 
Unaffiliated
Mercenary
Word of Blake (10 Fame)

Minimum Fame Required: 3

Character Point (CP) Cost: 9

C-Bill Entry Fee:   1,350,000


Special Abilities:  Founded by a group of underdog mechwarriors who felt unappreciated when compared with the major stables and house mechwarriors.  Has gotten some backing from the Word of Blake as of recent. 

  • -1 To Hit (Shooting and physical attacks) any other Stable mech.
  • May Purchase from Word of Blake mech list once the mechwarrior has at least 10 Fame.
  • 25% discount to purchase cost of Medium or Heavy Inner sphere mech.

Friday, May 27, 2011

Stable: Banshee Stables


Name: Banshee Stables

Faction: House Steiner

Rating: C

Mechs Lists Available: 
House Steiner

Minimum Fame Required: 3

Character Point (CP) Cost: 9

C-Bill Entry Fee:   1,350,000


Special Abilities:  This stable is in an on going fued with the Huntsman Stable (Unaffiliated).  Members will push their mechs beyond their limits when facing a Hunstman Stable mech.  Warriors are also trained on how best and when best to maneuver their mech. 
  • -1 To Hit for any Huntsman stable mech at the cost of 1 extra heat per weapon or physical attack.
  • Initiative Bonus. If more than 3 players on the table, this mechwarrior cannot be 1st to move.  If card is flipped first, place to side and flip another initiative card.  If that card also has the "Initiative Bonus" ability also place it to the side, flip until a card without Initiative Bonus is flipped.  Once one mech has moved all Initiative bonus mechs whose cards have been flipped move in the order they were flipped.
  • -10% to repair costs.

Stable: Skye Tigers

Name: Skye Tigers

Faction: House Steiner


Rating: B

Mechs Lists Available: 
House Steiner


Minimum Fame Required: 10

Character Point (CP) Cost: 12

C-Bill Entry Fee:   1,250,000



Special Abilities:  Anti-Davion propaganda fills this stable.  Warriors are trained to counter standard Davion mechs and mechwarrior tactics.  Other training focuses on keeping a mech upright when maneuvering or taking damage, at the expense of physical attack training.  Always has the cutting edge mechs available to Lyran Alliance and offers them to their stable members.
  • -2 To Hit for any Federated Suns (House Davion) stable mech.
  • +1 to any Piloting Skill rolls.
  • +1 to Hit for any Physical attacks
  • Free Variant swap to any Inner Sphere chassis on the House Steiner mech list. Example (May swap Atlas AS7-D for AS7-S2 at no cost)...Must exchange back to original chassis when selling back, may not sell swapped chassis to market or another player.

Stable: Lion City Stables

Name: Lion City Stables

Faction: House Steiner


Rating: B

Mechs Lists Available: 
House Steiner


Minimum Fame Required: 10

Character Point (CP) Cost: 15

C-Bill Entry Fee:   1,500,000



Special Abilities:  Intensive training for Long Ranged attacks at the expense of all other training.  Mechs are ranged to that weapons will converge at long range, costing short range accuracy.  These adjustments and lack of training also impairs the mechwarriors ability to make physical attacks.
  • -1 To Hit for any Long Range ranged attack. (+3 total)
  • +1 to Hit for any Short Range ranged attack (+1 total)
  • +1 to Hit for any Physical attacks
  • -5% Repair costs

Stable: Overlord Stables


Name: Overlord Stables

Faction: House Steiner


Rating: A

Mechs Lists Available: 
House Steiner
Clan Jade Falcon

Minimum Fame Required: 14

Character Point (CP) Cost: 20

C-Bill Entry Fee:   3,500,000


Special Abilities:  Members are trained that it is best to fire their weapons at the shortest possible range.  Mechs are modified to accentuate this training so that weapons may be aimed rapidly making it easier to hit a fast moving close target.  These modification come at a cost to accuracy of Long range fire.
  • -1 To Hit for any Short Range ranged attack.
  • +1 to Hit for any Long Range ranged attack (+5 total)
  • Ties to Steiner worlds along the Jade Falcon border (Lots of Clan salvage). May purchase Clan mechs from the Jade Falcon mech list. 
  • Access to Clan Weapons for modifications.

Stable: Lynch Stables

Name: Lynch Stables

Faction: House Steiner


Rating: A

Mechs Lists Available: 
House Steiner
Solaris Mechs

Minimum Fame Required: 12

Character Point (CP) Cost: 15

C-Bill Entry Fee:   2,500,000


Special Abilities:  Members are trained that a moving target is harder to hit.  Extra time is spend on firing weapons while on the move.  Extra time is spent enhancing the mech targeting systems to compensate for the mechs movement.

  • -1 TH so long as the Lynch mech walked, ran or jumped this turn.
  • Access to Solaris technology for modifications
  • May buy Solaris mechs.

Stable: Bromley Stables


Name: Bromley Stables

Faction: House Marik

Rating: A

Mechs Lists Available: 
House Marik
Solaris Mechs

Minimum Fame Required: 11

Character Point (CP) Cost: 15

C-Bill Entry Fee:   2,000,000


Special Abilities:  Members of this stable are trained to never give up no matter how minimal the chance of victory.  They have been given the best possible equipment available in the inner sphere to do battle with.  the Stable master looks poorly upon those that surrender, considering them coward and unworthy of setting foot in the Arena.
  • May not surrender
  • Access to Solaris technology for modifications
  • May buy Solaris mechs.
  • Free Inner Sphere and Solaris weapon modifications

Stable: Galahad Stables

Name: Galahad Stables

Faction:
House Marik

Rating:
A

Mechs Lists Available: 

House Marik

Clan Diamond Shark

Minimum Fame Required:
14

Character Point (CP) Cost:
20

C-Bill Entry Fee:
3,000,000


Special Abilities:  Noble mechwarriors wishing to show skill with the use of precision hits from small weapons, rather than lucky hits from one massive one.  Feel it is better to fall in honorable combat, face to face with another mechwarrior, rather than resort to sneak attacks from behind to win the day.  Knights of the Arena.

  • May not attack opponent from the rear.  (Penalty: -2 fame, -250,000 C-Bills per attack phase)
  • -1 TH with ranged weapons that do <9 points Maximum damage. (SRM6 = 12 damage, LRM20 = 20 damage)
  • Can aim at limbs of target mechs with a +2 to hit penalty.  Allows re-rolls of Head or Torso hits, keeping the 2nd roll.  Re-Roll location of floating crit if it hits Head or Torso as regular attack, keeping 2nd result.
  • Access to Clan tech for modifications
  • May buy Clan mechs from Clan Diamond Shark lists.

Stable: Black Lion Cooperative


Name: Black Lion Cooperative

Faction: House Marik

Rating: D

Mechs Lists Available: 
House Marik

Minimum Fame Required: 3

Character Point (CP) Cost: 10

C-Bill Entry Fee: 1,250,000






 

Special Abilities:  Minimal training on how to seize the initiative in combat.

  • Initiative Bonus. If more than 3 players on the table, this mechwarrior cannot be 1st to move.  If card is flipped first, place to side and flip another initiative card.  If that card also has the "Initiative Bonus" ability also place it to the side, flip until a card without Initiative Bonus is flipped.  Once one mech has moved all Initiative bonus mechs whose cards have been flipped move in the order they were flipped.
  • -10% to Mech repairs

Stable: Fitzhugh Stables

Name: Fitzhugh Stables

Faction: House Marik

Rating: C

Mechs Lists Available: 
House Marik
Word of Blake

Minimum Fame Required: 5

Character Point (CP) Cost: 8

C-Bill Entry Fee: 750,000


Special Abilities:  Training focuses on making the best use of cover, Maneuvering mechs to take advantage of terrain and maintaining the pristine image of a Fitzhugh mechwarrior (Pretty boys)

  • +1 on all Piloting checks
  • Attackers must increase the TH penalty by 1 point if Fitzhugh mech is in partial cover or wooded hex.
  • -1 Fame for every wound the mechwarrior takes.
  • Word of Blake mech design test bed.  May purchase mechs from Word of Blake mech lists.

Stable: Zelazni Stables


Name: Zelazni Stables

Faction: House Liao

Rating: A

Mechs Lists Available: 
House Liao
Solaris 7 Mechs

Minimum Fame Required: 15

Character Point (CP) Cost: 30

C-Bill Entry Fee: 4,000,000


Special Abilities:  Training focuses on Battlemech maneuverability over ranged attacks
  • -1 TH for Physical attacks.
  • +1 on all Piloting checks
  • May purchase Solaris 7 Mechs
  • Access to Solaris technology for modifications

Stable: Tandrek Stables

Name: Tandrek Stables

Faction: House Liao

Rating: A

Mechs Lists Available: 
House Liao
House Davion

Minimum Fame Required: 7

Character Point (CP) Cost: 10

C-Bill Entry Fee: 1,000,000

Special Abilities:
  • -1 TH for Physical attacks for first 8 turns of the game.
  • -1 TH for Ranged attacks at 10" or less for the first 8 turns of the game.
  • St. Ives Compact connections,  Allows for the purchase of House Davion mechs

Tuesday, May 17, 2011

Stable: Toranaga Stables


Name: Toranaga Stables

Faction: House Kurita

Rating: B

Mechs Lists Available: 
House Kurita

Minimum Fame Required: 8

Character Point (CP) Cost: 12

C-Bill Entry Fee: 1,250,000

Special Abilities:

  • +1 Fame after successful melee weapon attack. (Hatchet, Club, Sword, Mace, etc...)
  • -1 Fame after sustaining 40 points of damage in a single phase
  • Free Hatchet or Sword for Modification / upgrade.
  • 10% discount when purchasing a mech that has a Hand weapon.

Stable: Cenotaph Stables

Name: Cenotaph Stables

Faction: House Liao

Rating: A

Mechs Lists Available: 
House Liao
Clan Diamond Shark

Minimum Fame Required: 14

Character Point (CP) Cost: 20

C-Bill Entry Fee: 3,500,000

Special Abilities:

  • Free Edge point when Joining.  (Still a maximum of two Edge per player)
  • +1 Fame to all solo kills
  • -10% to final repair costs.
  • Must re-roll head hit and accept 2nd result.  Floating Crits that hit the head are not re-rolled.
  • Can buy Clan mechs from Clan Diamond Shark list.
  • Access to Clan tech for modifications / upgrades

Stable: DeLon Stables

Name: DeLon Stables

Faction: House Kurita

Rating: A

Mechs Lists Available: 
House Kurita

Clan Nova Cat (25% discount)

Minimum Fame Required: 13

Character Point (CP) Cost: 22

C-Bill Entry Fee: 3,500,000






 

Special Abilities:

  • Clan Nova Cat Clan Mechs may be purchased at 25% discount.
  • May not use Targeting Computers
  • Access to Clan technology for modifications
  • Free Clan and IS weapons for repairs or upgrades.

Wednesday, May 11, 2011

Stable: Zellbrigen Stables

Stable: Zellbrigen Stables

Faction: Any Clan

Rating: A

Mechs Lists Available: 
All Clan lists

Minimum Fame Required: 15

Character Point (CP) Cost: 22

C-Bill Entry Fee: 1,500,000

 



Special Abilities:  This stable is the home of abandon or solahama Clan warriors.  True Duelist, they attempt to bring the Clan fighting style to the ArenaPersonal Glory is that which they seek, or a honorable death in combat.  

  • +2 Fame for each Solo Kill
  • Prowler Solaris Mech available for purchase. (Clan built mech for Solaris)
  • May only use Clan Mechs (With the exception of "Challenge" matches, where mechs are provided.)
  • May not modify mechs other than Omni swaps.
  • May not use Physical attacks, unless mech has lost the use of all weapons.
  • May not Surrender
  • 20% discount on all Clan Mech purchases
  • 20% discount on all Clan Mech repairs
  • Ignores penalty for killing stable mate, though you still get the base penalty for killing a mechwarrior.