Character Creation and EXP

At the beginning of the campaign New Characters begin play with a base template and 70 EXP to spend on upgrades from the following lists. You can find a sample build Here
Late arrivals and replacement pilots begin with 70 EXP at a cost of 1 Unit Advantage, which may be augmented up to the lowest active Pilot XP at a cost of 1 Unit Advantage for every 5 XP or fraction thereof.

The base template is:

Pilot Characteristics

Gunnery Skill: 6
Piloting Skill: 7
Initiative Skill: 0 (A bonus to initiative rolls)
Special Abilities: None
EXP Schedule: Slow Learner

Equipment Characteristics

Mech Class: Light (New and Replacement Mechs)
Hangar Size: 1 (This many rolls on the appropriate RAT, all resulting ‘mechs available to player)
Tech Access: Primitive
Clan Access: No (Tech Level must be at least ’Advanced’ to chose this option)
Refit Level: None

Secondary Characteristics

Auxiliaries: None (Additional Units you may deploy and control, according to your Tech Access. crews have Gunnery, Piloting, and Tactics as the owning player but no other special abilities.)
Pilot Rank and Influence: Private (1) (Spent on repairs – to a maximum cost of 2 per mission – and mission options. Unspent influence will carry over between missions at a rate of 1/2 available influence.)
Salvage Priority: 0 (Highest nonzero rank gets first pick of battlefield salvage, roll off in case of a tie. Salvaged units may be added to the Hangar, or can be used to increase hangar size by granting 1/10th of the Salvage Priority as XP to the Hangar stat.)

Pilot Characteristics

Pilot Skills (Per Point)
Purchase Cost
Piloting Skill Improvement 4
Gunnery Skill Improvement 8
Tactics Skill Improvement 6
Special Abilities (Any Number)
Purchase Effect Cost
Edge (1 pt.) used to re-roll head hits, consciousness checks, and ammo crits 10
Dodge allows a ‘dodge’ physical attack option that forces a to-hit penalty on attackers 8
Hot Dog improves shut down avoids and ammo explosion avoids 4
Jumping Jack -1 to hit when jumping instead of -3 12
Maneuvering Ace opens ‘lateral shift’ movement choice and +1 on skid/slip rolls 8
Melee Specialist +1 to physicals and +1 damage 8
Multi-Tasker reduces secondary target modifier by 1 4
Oblique Attacker +1 to indirect fire, no spotter needed to fire indirect 4
Pain Resistance +1 to consciousness checks 4
Sniper range modifiers drop to -1 at medium and -2 at long 12
Tactical Genius Re-roll of initiative 8
Gunnery Specialist +1 to hit with all weapons of a certain class, -1 with all others 4
Weapon Specialist +2 to hit with a specific weapon of the same class as his GS 1
Natural Aptitude, Gunnery roll 3 dice to hit, taking the best 2 40
EXP Schedule (Choose One)
Purchase Effect Cost
Slow Learner 1 XP / 4 Kills 0
Average 1 XP / 3 Kills 5
Quick Study 1 XP / 2 Kills 10
Gifted 1 XP / Kill 15

Equipment Characteristics

Mech Class (Choose One)
Purchase Cost
Light 0
Medium 6
Heavy 12
Assault 18
Hangar Size (Per Rank)
Purchase Cost
+ 1 Rank Current Rank
Tech Access (Choose One)
Purchase Effect Cost
Primitive These are pre-3025 tech units with Age of War equipment with reduced capabilities 0
Standard These are the baseline 3025 tech units, no advanced technology 10
Advanced* This is Star League and Clan Era technology, encompassing everything in TW 20
Experimental* This is the bleeding edge Jihad Era technology, prototype equipment and the like. This equipment is detailed in TacOps 30
Clan Access This is a supplemental charge for access to clan technology, for ‘*’ tech levels only 10
Refit Level (Choose One)

Note: Refitting to a ‘Standard’ variant (such as a BNC-3E to a BNC-3S) counts as one refit level lower than a true customization.

Purchase Effect Cost
None No Refit Possible 0
A Replace a weapon with another of the same category and the same or fewer crit spaces (Including Ammunition). Change the facing or location of an existing weapon. 2
B Replace a weapon with any other weapon of the same or fewer crit spaces (including Ammo). 4
C Change Armor Types. Replace a weapon or equipment item with any other. Change armor quantity and/or distribution. Move components. Add ammo or heat sinks. 10
D Add new components, install ECM, C3 or Targeting computer. Change Heat sink type. Change engine rating. 14
E Change Myomer type, Install CASE 18
F Change Internal Structure type, Engine type, Gyro type, or cockpit type 24

Secondary Characteristics

Auxiliaries (Any Number)
Purchase Cost
Infantry Platoon 2
Battle Armor Squad 4
Light Vehicle 5
Medium Vehicle 7
Heavy Vehicle 10
Assault Vehicle 15
Pilot Rank and Influence (Per Rank)
Purchase Cost
+ 1 Rank Current Influence Value
Salvage Priority (Per Rank)
Purchase Cost
+ 1 Rank Current Rank + 1

Character Creation and EXP

TCB Irregulars DavidLely