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 ![]() Here are the long lost (and out-of-print) conversion rules for Top Gun/AeroTech. TOP GUN IN BATTLETECH
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The following weapons affect Top Gun planes as guns: Small ER Lasers, Small Pulse Lasers, Artemis LRM-5 packs, Ultra AC/2s, LB-2X Autocannon (includes cluster), Heavy Machine Guns, Heavy Flamers, and Light Machine Guns. Other weapons, including Streak SRM-2 Packs, affect Top Gun planes as missiles.
Chaff can be used to "break" the lock from Streak SRMs. If the to hit roll was within 2 points of missing (as if using the +2 chaff modifier) the shot misses, and the firing player must deduct the ammuntion from his inventory. A chaff equipped plane dispenses chaff automatically when an enemy achieves lock with a Streak SRM system unless the player decides to drop chaff manually (like switching off the auto-eject).
While most clanners tend to ignore such limited air assets as more affrontery from the backwards Inner Sphere freebirth, there are a few exceptions in clan attitude toward convetional air power. The clans do not maintain a force of conventional aircraft.
Clan Smoke Jaguar
Possibly the most agressive of the clans, the Jags cannot stand
the idea of airplanes and destroy them agressively. They consider
confronting a trueborn warrior or pilot in such an inferior
machine as a great offense. They do not take air pilots as
bondsman nor claim grounded planes as isorla (crashed planes
cannot be salvaged).
Clan Ice Hellion
The Ice Hellions admire the bravery of air pilots but view such
token resistance as foolhardy. Ice Hellion pilots will dogfight
with air pilots, admiring any pilots of great skill, but mostly
for target practice.
Clan Wolf-in-Exile
Clan Wolf-in-Exile, it numbers depleted by war with the Jade
Falcons and its succession from the crusader Clan Wolf, has come
to recognize the importance of conventional airplanes. Such
planes can help garrison a world without incurring the the
expense of heartier machines like AeroSpace Fighters and
BattleMechs. This allows the Wolves to dedicate more resources to
troublesome areas.
Clans Diamond Shark and Nova Cat
Both of these clans have large merchant castes and cannot ignore
the commercial aplications of conventional air power. Even if
particular MechWarriors or AeroSpace Pilots frown on the idea of
airplanes, the powerful merchants use planes for transport as
well as try to control related markets. These clans do not use
planes for military applications.
Clan Snord
Very little is known of this clan so their use of conventional
aircraft is speculative at best.
Clan Wolverine (The Not-Named Clan)
If any members survived and made their way back toward the Inner
Sphere, they may well be using conventional aircraft to bolster
their forces.
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
Copyright © 1997-2006 by Koichi Ishitandai, Kioshi Ishitandai, and Jason Caesar. All rights reserved.