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 ![]() Heat SinksCritical Hit-Heat SinkA 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 Upsee Misc. ICEAlthough 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 SinksA 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. No Space Heat SinksA '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 SinksThe 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.