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 ![]() VehiMechs
VehiMechs are 1/2 Mech and 1/2 vehicle. Instead of turrets, VehiMechs mount the upper halves of BattleMechs! These formidable hybrids have made a resurgance in the armies of the Inner Sphere since the clan invasion. Construction | Options | Damage | Movement | Etymology | Rule History | Fluff ConstructionVehiMechs are constructed based on a standard vehicle chassis. Choose either a tracked or wheeled chassis; GEVs (hovercraft) cannot be used as a base for a VehiMech. Needless to say, VehiMechs cannot be VTOLs. VehiMechs must meet the minimum BattleMech weight of 20 tons. VehiMechs cannot be constructed with Clan Technology. VEHIMECH CONSTRUCTION VehiMech Space
Limits
Each weapon or piece of equipment counts as one item in the vehicular base. All ammuntion for a class of weapon (LRM-5, LRM-10, AC/20, etc.) counts as one item. Due to the extra rotation equipment, ammuntion cannot be passed to or from the 'Mech/turret. Unlike on vehicles, Heat Sinks in a VehiMechs vehicular portion require space on a 1-Heat-Sink-1-item basis; VehiMechs may, however, mount Double Heat Sinks. Ferro-Fibrous Armor critical spaces count as one item per critical space. VehiMechs cannot use Endo Steel construction due to its bulk. Triple-Strength Myomer may be used, but all 6 critical spaces must be allocted to the 'Mech/turret. DESIGN THE CHASSIS Choose VehiMech Type VehiMechs can be tracked or wheeled. Tracked VehiMechs may weigh up to 100 tons and can opperate on more terrain. Wheeled VehiMechs may weigh up to 80 tons but can use smaller engines. Choose Tonnage Unlike vehicles, VehiMechs can only be designed in weights with 5-ton increments. The restriction allows the base to be mated to the correct size of 'Mech/turret. Add Cockpit VehiMechs use a standard BattleMech cockpit mounted in the head. The cockpit weighs 3 tons regardless of the VehiMech's overall tonnage. Allocate Tonnage for Internal Structure Internal Structure for a VehiMech weighs 10 percent of the VehiMech's total weight plus the weight of the appropriate 'Mech/turret. The 'Mech/turret has the internal stucture boxes of a BattleMech of the appropriate size less the boxes in the legs. The vehicular base has one damage box in each of the four damage locations for every 10 tons the VehiMech weighs. ADD OTHER EQUIPMENT Determine Engine Rating Multiply the VehiMech's Cruising MP by its tonnage then subtract its suspension factor to detirmine engine rating. VehiMechs may not use ICE powerplants but may use XL engines. XL engines also take up 3 critical spaces in each of the side torsos. Since the engine is located in the center torso, extra shielding is not needed and the +50% weight modifier is not used. Determine Jump Capability If your campaign allows for jumping vehicles, you may add jump jets to a VehiMech. Jump jets may not be located in any of the 'Mech/turret locations, including torso locations. Each jump jet exhaust port counts as 1 item toward the vehicular base's equipment maximum. 3 heat sinks (or 2 double heat sinks) must also be added and additional heat sinks are required to dissipate heat if the VehiMech has 4 or more Jumping MP. JUMP JET WEIGHT TABLE
Jump MP may not exceed Cruising MP. Add Armor Standard armor has 16 Armor Points per ton and can be used in 1/2-ton lots. Ferro-Fibrous armor multiplies the Armor Factor by 1.12 (rounded normally) at increased cost in C-Bills and space (14 critical spaces or vehicle items). Maximum Armor: The player may allocate as many armor points to the vehicular base as weight will allow. The 'Mech/turret can only be armored up to twice the number of internal structure boxes except on the head which may mount up to 9 points of armor. Add Weapons, Ammuntion, Heat Sinks, and Other Equipment VehiMechs add weapons and equipment just as BattleMechs do except in the vehicular base. Any piece of equipment or ammuntion bin takes up one item in the base except for Ferro-Fibrous Armor criticals. Energy weapons in the vehicular base require enough Heat Sinks to disipate the heat they generate, even though there is no crew in the base. Ballistic, missile, and artillery weapons in the base do not generate heat, but weapons in the 'Mech/turret do. Heat build-up from weapons in the 'Mech/turret can cause ammuntion explosions in the vehicular base as well as injure the pilot and any passengers.
Construction | Options | Damage | Movement | Etymology | Rule History | Fluff OptionsCelery GEVehiMechs GEVehiMechs not only lose the 1 point piloting skill bonus, but they also suffer a 1 point piloting skill penalty due to their top-heavy, unstable designs. GEVehiMechs must dedicate 10 percent of their weight to lift equipment. Round this figure to the nearest 1/2-ton. GEVehiMechs cannot mount jump jets. Inferno Bombs MisMatched 'Mechs 'Mech/turret armor limits are based on internal structure boxes. Optional Critical Space limits (see Maximum Tech) are based on the 'Mech/turret's weight class. A VehiMech makes Punching and Clubbing (includes swords and hatchets) attacks as if it were a 'Mech of the weight the 'Mech/turret weight class unless the overall VehiMech tonnage is less than the weight class of the 'Mech/turret. If the VehiMech tonnage is less than the weight class of the 'Mech/turret, average the 2 figures (add tonnage and weight class then divide by 2) to determine Effective Physical Attack Tonnage. Sword and Hatchet size must be based on a VehiMech's EPAT and not its 'Mech/turret weight class if the weight class exceeds tonnage. Smaller 'Mech/turrets use hatchets and swords based on weight class.
Open Weights Construction | Options | Damage | Movement | Etymology | Rule History | Fluff DamageLocation VEHIMECH HIT LOCATION TABLE
1 Motive system destroyed. VehiMech can no longer move. 2 Motive system damaged. -1MP penalty (VehiMech may be imbobilized) 3 Rotation equipment destroyed. 'Mech/turret retains its current facing relative to the vehicular base. * A result of 2 or 12 may result in a critical hit. Apply damage normally then consult the Determining Critical Hits Table. VEHIMECH CRITICAL HIT TABLE
V Construction | Options | Damage | Movement | Etymology | Rule History | Fluff Movement
Construction | Options | Damage | Movement | Etymology | Rule History | Fluff EtymologyShamusNamed after the old Atari computer game. Shamus is a Yiddish word refering to a policeman or private investigator. JuggernautOriginally a title for Krishna, whose image appeared on a car in religious festivals, the word Juggernaut evolved into a word representing religious zeal. The contemporary meaning of the word refers to an unstoppable vehicle or force. Unstoppable vehicle is an apt description of the VehiMech. That, and the regimental logo for the mercenary group Jaccob's Juggernauts is a VehiMech. VehiMechFollowing with the BattleTech nomenclature (BattleMech, ProtoMech and OmniMech), VehiMech seemed to fit the best. HalfMechMore for its resemblance to Half-Track than for the fact that it really is half of a 'mech, HalfMech fit with BattleTech naming but lacked any intimidation. H-KShort for "Hunter-Killer". From the movie. ReaverFrom the comic books. Johny FiveNever seriously considered. Construction | Options | Damage | Movement | Etymology | Rule History | Fluff Rule HistoryThe first edition of CityTech introduced vehicles into the BattleTech universe. Although BattleTech was supposed to be about BattleMechs, things like buildings, ground vehicles, and people made the Btech universe more realistic. Of course, if you have cars and people, you can have tanks and infantry. The sci-fi world has been glutted with tank-robots. Police bomb-squads and haz-mat engineers use robots on wheeled or tracked platforms that have humanesque features. Logically, VehiMechs should find there way into the BattleTech Universe. Of course, like all things BattleTech, rules change. The rules published here are based on the BattleTech Master Rules edition of BattleTech. The following is a list of considerations for this work. Damage LocationMost systems (even the original Shamus system) used the BattleMech Hit Location Table. Hits to the legs were re-rolled on the Vehicle Hit Location Table, re-rolling any turret hits. Starting with the Vehicle Hit Location Table was chosen instead. Now, using the Punch Location Table prevented re-rolls of leg hits on the BattleMech Hit Location Table like turret hits from the more common systems. Unfortunately, the Vehicle Hit Location Table did not treat the 'Mech/turret as a big enough target compared to the vehicular base, so a new VehiMech Hit Location Table was developed. GyrosAfter considering the inherent stability of vehicles and the difficulty of bipedal locomotion in machines, the gyro was dropped from construction requirements. Vehicle TypeOriginally, VehiMech construction was limited to tracked vehicles. This was partly for ease of construction and play (terrain limitations). Also, anything else just did not seem right. The wheel still holds great fascination for mankind, and, with the increased popularity of monster trucks, APCs, and huge construction vehicles in television and cinema, wheeled VehiMechs were figured into the design. After allowing wheeled VehiMechs, GEVehiMechs were a natural progression. GEVehiMechs caused many design problems. One could rationalize the look by picturing Saturday morning cartoons with little green men half sticking out of flying saucers. The top-heaviness of the design called for replacement of the gyro. Having a helicopter with legs or a BattleMech with a propeller for a head seemed too ridiculous to accommodate. NavalMechs, or buoys, were dropped in favor of the optional amphibious rules (Maximum Tech or Explorer Corps). SubmarineMechs seemed unnecessary. HydrofoilMechs were also left out of the construction. Maximum TechSuper Heavy Tanks and Large Engines suddenly give the VehiMech incredible power. Even with the 100-ton 'Mech weight limit, VehiMechs could become quite devastating. Allowing Class 200 BattleMechs, VehiMechs rule the battlefield. A 500-ton battleship sporting mech torsos instead of gun turrets (a la Macross) would be an imposing sight. CrewIf one MechWarrior can control all the guns on a BattleMech, then one MechWarrior should be sufficient to control a VehiMech. Use of the Neurohelmet system saves quite a few design headaches. HeatBallistic weapons do not cause heat in vehicles. The question of whether they cause heat in VehiMechs was difficult to resolve. The first major hurtle was: why don't ballistic weapons cause heat in vehicles? The issue was settled by having the 'Mech part act like a 'Mech and the vehicle part acting like a vehicle. Making VehiMechs vulnerable to heat was never questioned. Heat Sinks are items in a VehiMech. There is still plenty of free space. Construction | Options | Damage | Movement | Etymology | Rule History | Fluff Fluff
This is the required BTech Universe fluff. All distortions of timelines and events are purely intentional. Construction | Options | Damage | Movement | Etymology | Rule History | Fluff
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Copyright © 1997-2006 by Koichi Ishitandai, Kioshi Ishitandai, and Jason Caesar. All rights reserved.