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 ![]() ActuatorsDefintions(clarification) BattleTech Master Rules lists the Hand Actuator as controlling both the hand and the wrist. As per current rules, 'mechs created without
lower and/or hand actuators do not suffer an automatic
lost actuator aiming penalty. Penalties acrue as damage
indicates. DamageSince battlemechs do not require hands, there should be no ranged weapon aiming penalty for a damaged hand actuator. Ranged weapons are considered "inside" the battlemech; they are protected by armour and take up internal space. Hand-held weapons would be tantamount to clubs, and would occupy the hand, not allowing it to manipulate or strike. see also Weapons: Hand-held 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.