Optional Rules Compendium

This 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).
Use of the phrase "House Rules" in no way implies that the sequenced garbage played in dance clubs in the early 1990's was even music, let alone any good.


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Actuators* Armour* Critical Spaces* Conventional Aircraft* Damage and Repair* Endo Steel* Ferro Fibrous* Hatchets* Heat Sinks* Misc.* Physical Combat* ProtoMechs* Quads* Weapons and Equipment
Dropships | Warships
VehiMechs | Centaurs | Spiders

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Heat Sinks

Critical Hit-Heat Sink

A critical hit to a Heat Sink from an energy weapon causes additional heat to build in the damaged 'mech. Add 1 point to the target's Heat.

OPTION: Add 2 points for a Double Heat Sink.

OPTION: The attack adds Heat in an amount equal to half of the Damage value due to the highly conductive nature of the Heat Sink.

OPTION: Half of the weapon's Damage may be converted to Heat instead, much like the optional flamer rules.

Heat Build Up

see Misc.

ICE

Although Internal Combustion Engines do not have intregal heat sinks like fusion engines, a BattleMech still has 10 "free" heat sinks. This may cause severe space restrictions if using Double-Heat Sinks.

Mixed Heat Sinks

A battlemech can mix heat sinks and double heat sinks. The 10 "free" heat sinks, must all be normal heat sinks, as well as any integral heat sinks in motors larger than 270. XL Motors with less than 275 power factors may have double heat sinks for the 10 "free" heat sinks. This rule allows more flexibility in 'mech design and reflects the salvaging of 'mech parts. The free heat sink limitations help keep battlemechs from having huge engines with "no space" double heat sinks rounded out with smaller, conventional heat sinks.
This rule may also be applied to Level III heat sinks.

No Space Heat Sinks

A 'mech must have the full amount of heat sinks that will integrate into the engine for engines rated larger than 270 power factors. These heat sinks still do not take up space, but they do count toward a BattleMech's weight. This rule can lead to weight problems when using compact heat sinks.

Underwater Heat Sinks

The official maximum of extra heat dissipation for underwater heat sinks is 6 points. This is reflect the heating of the water by the 'mech. Since deeper waters are usually colder (and may have currents). 'Mechs in depth 2 water (submerged) can dissipate (with sufficient heat sinks--this applies mostly to light 'mechs) an additional point of heat for each adjacent depth 2 or deeper water hex, raising the limit to 12. BattleMechs at depth 3 (if allowed to go to depth 3) can dissipate an additional heat point for the depth 2 hex above.

BattleMechs standing in running water, e.g. a river, can dissipate an additional point of heat above the maximum of 6. Note: standing in a river may require a piloting skill roll due to the effects of current and slippery river rocks.


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 © 1997-2006 by Koichi Ishitandai, Kioshi Ishitandai, and Jason Caesar. All rights reserved.

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