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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Quads

Some 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)
Quad BattleMechs have the normal critical spaces and internal structure boxes of a two-legged BattleMech of the same weight. Since the fore-legs are smaller, they cannot mount as much armour as the hind legs nor can they take as much damage.

The rules for quad design with fore and hind legs the same are considered optional in the BattleTech Master Rules.

Firing Arcs

Weapons 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)
A quad 'mech can adjust its height to increase weapons range by one hex.

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)
Quad BattleMechs designed with ball-and-socket hip actuators can lash out at two separate 'Mechs. To perform this maneuver, the target 'Mechs must both be in front-side hexes or both in back-side hexes and be making physical attacks against the quad ('Mechs do not fill up an entire 30m hex, so they must be physically attacking to be close enough for this maneuver unless the players or GM agree). The pilot must make a piloting skill roll to keep from falling, and there is a chance his 'Mech will "turtle". Treat this attack as two separate punching attacks for targeting, damage, and damage location (include the +2 penalty for multiple targets).

Minefields

Quad '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)
Quad BattleMechs cannot negotiate Heavy Woods as easily as normal 'mechs. Impose an additional +1MP penalty to quads travelling through Heavy Woods.

Movement--Rough, Rubble

Quad 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 Up

Quad 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.
option two: 'Mech is allowed one kicking attack for double normal damage.
option three: Attack is a combination of kicking and charging attacks, with a single to hit roll.

Turrets

(Scorpion)
These rules vary slightly from those in Maximum Tech (pg. 70) and have been left posted here as an option.
Quad BattleMechs cannot perform a torso-rotation, but may mount a turret. The turret takes up both free spaces in the center torso. Turrets add an additional 10% (round up to nearest 1/2 ton) of turret mounted equipment. Turret mounted weapons may use the top 6 critical spaces of each side torso, for a maximum of 12 spaces. Equipment and ammo mounted in the turret also have the additional 10% weight increase. Ammo explosions in any torso location or in the turret destroy all the ammuntion in the turret and torsos.
An additional targeting roll is required for turreted 'mechs. Use the Front/Rear Damage Location Table for vehicles. Any Turret hit that does not specify Critcal Hit requires a roll on the Critical Hit Table, a result of Head/Limb Blown Off results in the destruction of all turret-mounted equipment. A Turret hit that would lock a vehicle turret also locks the BattleMech's turret. Destruction of either side torso (aside from shearing off both legs) locks the turret in it's last facing and destroys the weapons that were in that half of the turret.

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 Effect

Quad 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.

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