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 ![]() QuadsSome of these rules are based on a particular design of quad 'mech. The Scorpion is pictured as a platform suspended by legs. The Goliath is a small platform supported by legs with an armless 'mech body for atop. The body atop the Goliath could easily be assumed to swivel as per a turret or 'mech torso; the platform of a scorpion seems to defy that possibility. The insect like legs of a Scorpion would set it's stance lower than normal 'mechs of it's weight class, but could easily allow it to adjust it's height. The elephantine legs on a Goliath would make it seem unable to perform a lateral shift like other quads. Critical Spaces(clarification) The rules for quad design with fore and hind legs the same are considered optional in the BattleTech Master Rules. Firing ArcsWeapons on the fore-legs of quad 'mechs are assumed to have the firing arcs of arm-mounted weapons. Weapons placed on the hind legs would have a reversed arm firing arc. Weapons mounted on a quad 'mechs legs may not have a reverse facing like their two-legged counterpats due to interference from the opposing legs. Height(Scorpion) Raising in height would make a 'mech an easier target. This would also imply that the 'mech could duck and become a harder target or seek cover behind low objects. A normal two-legged 'mech would not be able to duck in this manner. Jackie Chan(Scorpion) MinefieldsQuad 'mechs are more likey to trip mines in a minefield. A quad will set off mines on a 5 or higher on 2d6 instead of the usual 7. Mine damage to a quad is determined by the Frontal Damage Table instead of the Kicking Damage Table, re-rolling any results of Head. Quads are less likely to set off weight sensitive mines as they were intended. Treat the 'mech as if it weighed only 2/3 (round to the nearest 5 tons) of its actual weight. Movement--Heavy Woods(Scorpion) Movement--Rough, RubbleQuad BattleMechs cannot more easily negotiate harsh terrain. Apply a -1MP bonus to rough and rubble terrains. This make these terrains equal to clear terrain. Mule Kick (Quads)A quad BattleMech may make a double kicking attack with its hind legs. The target must be immediately behind the 'Mech. Only a single to hit roll is used. The normal damage location chart may be used instead of the kicking location chart, at the GM's discretion. A piloting skill roll is required, and the 'Mech may "turtle". Rearing UpQuad BattleMechs can rear up (as a horse) on their hind legs to issue a double-kicking attack. option one: 'Mech is allowed two kicking attacks,
resolved separately. Turrets(Scorpion) At the GM's option, a turret may be mounted on either side torso instead of centrally. Such a turret has a maximum of 6 spaces, and still requires 2 additional critical spaces. Side-mounted turrets are immune to ammo explosions from the other side torso. A 'mech cannot mount 2 side turrets and maintain a 360-degree arc of fire. Double turrets would be mounted at opposite corners and have a 300-degree (5 hexsides) arc of fire. Special locking mechanisms would prevent the turret from firing into the 6th hexside, even if the other turret was destroyed. A second turret may not be mounted "higher" than another turret to allow one turret to have a 360-degree arc while the other only had a 300-degree arc. Double turrets do not reduce the multiple target penalty due to the concentration required to control both turrets. Turtle EffectQuad BattleMechs must make a second (unless fall was mandatory) piloting skill roll when they fall to prevent "turtling". A turtled 'mech has additional difficulty righting itself; the pilot must make a skill roll to become prone. Once prone, the quad may attempt to stand. If the quad fails to stand, the pilot must make a skill roll to keep from turtling again. Turtled 'Mechs cannot fire weapons or make attacks. Exceptions can be made for leg-mounted weapons or kicking attacks. 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.