Optional Rules CompendiumThis is a compilation of "house
rules" for the BattleTech gaming system. These rules come
from different sources and might not be used by your GM. If your
gaming group does not use a GM, then rules can be adopted by
general consensus of the players. Please note that some of these
rules may conflict with each other; this list is meant to
complement existing rules. This list is based on FASA's BattleTech, not
the newer version by FanPro (Classic BattleTech). ![]() Actuators* Armour* Critical
Spaces* Conventional Aircraft* Damage and Repair* Endo
Steel* Ferro Fibrous* Hatchets* Heat
Sinks* Misc.* Physical Combat* ProtoMechs* Quads*
Weapons and Equipment ![]() Damage and Repairsee also Actuatorssee also Critical Spacessee also Endo SteelAmmo ExplosionsDamage from ammunition should also affect the
remaining armour of the surrounding location. If more
than 50% of the armour remains on a location suffering an
ammunition explosion, only 1/4 of the damage should
affect the armour; the armour is assumed to tamp the
explosion back into the 'mech. If less than 50% of the
armour remains, transfer 1/2 of the explosion damage to
the armour, ignoring excess, as per CASE rules, or
applying the excess damage to the armour of the next
location. Gauss RifleA Gauss gun, be it a rail gun or a coil gun, fires
projectiles by using a series of electro-magnets.
The "gun" itself cannot explode
catastrophically. It is assumed that the engine cannot
provide enough power to "fire" the weapon, so
energy is stored in a capacitance medium; this is what
can potentially explode. However, a recently fired weapon
simply cannot have enough residual charge to explode
(especially with recharge/reload rules). If the weapon
can store enough charge for an extended battle, it could
explode, but it would have to carry more than
enough to reflect 'mechs with multiple reloads or
"empty" gauss guns exploding. Gauss ammunition still does not explode. Mech Recoverysee Physical Combat--Dragging Salvage -- Destroyed SectionsWhen a side torso location loses all of it's internal structure, it is considered destroyed; the corresponding arm is also considered lost. Equipment, or even the entire arm, may be salvaged, subject to damage that arm actually suffered. Further hits to the arm are still transfered down the Damage Transfer Diagram into the centre torso, and do not affect the arms salvagability. OPTION: Any weapons not destroyed by critical hits may survive the destruction of a BattleMech's section. The weapon is useless to the 'mech, but may be salvaged. Your GM may wish to assign a chance of salvage (2 in 6) to the equipent, instead. The GM should also determine if the equipment is left on the battlefield or still attached to what is left of the 'mech. see also Severed Arms Severed Arms -- AttachingBattleMechs may mount the severed (not destroyed) arms
of other 'mechs as long as that 'mech is of the same or
lesser overall tonnage. The new limb may only have the
same amount of armour and internal structure as an arm of
a 'mech of the original weight. For every 25 tons of
weight difference (rounded down) between 'mechs, add a +1
penalty to Piloting Skill rolls. BattleMechs cannot mount legs from smaller or larger
'mechs. Certain 'mechs of the same weight may have leg
designs compatible with each other. Severed Arms -- DamageSevered arms used as clubs suffer extreme damage to their components. Armour is too battered to salvaged. Likewise, internal structure is also too damaged for re-use. Some pieces of equipment may survive, at GM's option. If you use the multiple critical hit damage rules, each piece should be considered to have suffered a critical hit (in addition to any combat damage). OPTION: TSM critical locations, consisting of flexible materials, may survive clubbing. They may be used as standard TSM replacement bundles.
XL EnginesSince all equipment in a destroyed location is lost, BattleMechs with XL Engines are effectively destroyed if they lose any torso location instead of just the center. If it has not been destroyed by critical hits, players may agree that the engine is still functioning but "hanging in the breeze." Since the center torso may still be protected by armor, a new way to calculate damage must be used. Any hits to the missing arm or torso automatically destroy the engine (salvage impossible). Damage can be calculated to the center torso, as normal, if salvage rules are being used. The "Stackpole Rule" or another rule dealiong with spectacular explosions may be used here, instead. To submit a rule for posting, e-mail Koichi (please include "BattleTech" in the subject line) This list was compiled by Jason Caesar and Koichi Ishitandai
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Copyright © 1997-2007 by Koichi Ishitandai, Kioshi Ishitandai, and Jason Caesar. All rights reserved.