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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VehiMechs
(VehiMech also called: Shamus, Juggernaut, HalfMech, Reaver, H-K)
based on the "Shamus" rules by Jason Caesar

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

Construction

VehiMechs 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
VehiMechs share the open construction of normal vehicles and are allowed 5 items plus an addition item for every 5 tons in the vehicular base. The 'Mech/turret does not allow for open construction. The 'Mech/Turret has the same number of critical spaces as a standard BattleMech with the following exceptions:

  • VehiMechs do not have legs so they lose those four critical spaces.
  • The two empty critical spaces in the Center Torso are used to house special rotaion equipment and cannot be used for other items.
  • Since VehiMechs do not require gyros for balance, the four Gyro critical spaces are available for equipment. Due to the location in the Center Torso, these spaces cannot be used to store ammuntion and cannot be used to hold part of a large weapon such as a class 20 autocannon or an artillery weapon.

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

Mech Tonnage Jump Jet Weight
20-55 .5 tons/Jump MP
60-85 1 ton/Jump MP
90-100 2 tons/Jump MP

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.

VehiMechs may use Hatchets, Swords, and Clubs Long Toms cannot be mounted in 'Mech/turret
VehiMechs can carry cargo/passengers Ammunition cannot move to/from 'Mech/turret
CASE protection can be used in vehicular base VehiMechs cannot mount A-Pods
Can carry armored troopers like an OmniMech VehiMechs cannot use MASC
Movement not affected by Heat Unarmored infantry injured by heat

Construction | Options | Damage | Movement | Etymology | Rule History | Fluff

Options

Celery
VehiMechs cannot mount Battle Celery or any other Combat Vegetables. Vibra-Tomatoes are technically not vegetables and can be used by VehiMechs.

GEVehiMechs
VehiMechs can be made on GEV (hovercraft) platforms. GEVehiMechs require gyros appropriate to their engines; adding weight and taking the 4 critical slots in the Center Torso.

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
VehiMechs can be destroyed by Inferno Bombs, as vehicles are. At the very least, the VehiMech is immobile and in a fire hex. Both the pilot and salvage can survive this catastophe.

MisMatched 'Mechs
The 'Mech/turret on a VehiMech does not have to be the same weight class as the overall machine. A monsterous 100-ton VehiMech might be equiped with a light or medium 'Mech/turret; a light VehiMech might mount a heavily armored 'Mech/turret for its defense.

'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.

A 30-ton VehiMech supporting a class 70 'Mech/turret does not attack like a 70-ton BattleMech. Although the 'Mech/turret has the size and strength of its BattleMech counterpart, it lacks the physical mass to deliver attacks of the same magnitude. Adding 30 and 70, then dividing by 2, the VehiMech has an EPAT of 50 tons, reasonably curbing its damage potential.

Open Weights
VehiMechs, like all vehicles, need not be built in 5-ton increments. 'Mech/turrets still must be based on BattleMech weight classes.

Construction | Options | Damage | Movement | Etymology | Rule History | Fluff

Damage

Location
VehiMechs can use the Vehicle Hit Location Table, and re-roll any turret hits on the BattleMech Punch Location Table or use the more balanced table below.

VEHIMECH HIT LOCATION TABLE

Die Roll (2d6)   Front/Rear   Side
2*   Armor (Critical)   Armor (Critical)
3   Armor 1   Armor 1
4   Armor 2   Armor 2
5   Armor   Armor 2
6   Armor   Armor
7   Armor   Armor
8   Use BattleMech Punch Location Table   Use BattleMech Punch Location Table
9   Use BattleMech Punch Location Table   Use BattleMech Punch Location Table
10   Use BattleMech Punch Location Table   Use BattleMech Punch Location Table
11   Use BattleMech Punch Location Table 3   Use BattleMech Punch Location Table 3
12*   Use BattleMech Punch Location Table (Critical)   Armor (Critical)

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

Vehicular Base  
Die Roll (1d6)  
1 Neurolink disrupted. VehiMech cannot move for 1 turn
2 Main weapon jams. Cannot use largest system for 1 turn
3 Neurolink destroyed. VehiMech cannot move.
Vehicular base weapons/equipment, except heat sinks, no longer function
4 Neurofeedback. MechWarrior takes 2pts. of damage
5 Vehicular base explodes. Unless base is protected by CASE, 'Mech/turret is
effectively destroyed. Unless auto-eject is enabled, MechWarrior is killed.
MechWarrior takes 2pts. of damage. VehiMech is out of game
6 Vehicular base explodes. Unless base is protected by CASE, 'Mech/turret is
effectively destroyed. Unless auto-eject is enabled, MechWarrior is killed.
MechWarrior takes 2pts. of damage. VehiMech is out of game
'Mech/turret  
  Use Record Sheet

V

Construction | Options | Damage | Movement | Etymology | Rule History | Fluff

Movement

Construction | Options | Damage | Movement | Etymology | Rule History | Fluff

Etymology

Shamus

Named after the old Atari computer game. Shamus is a Yiddish word refering to a policeman or private investigator.

Juggernaut

Originally 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.

VehiMech

Following with the BattleTech nomenclature (BattleMech, ProtoMech and OmniMech), VehiMech seemed to fit the best.

HalfMech

More 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-K

Short for "Hunter-Killer". From the movie.

Reaver

From the comic books.

Johny Five

Never seriously considered.

Construction | Options | Damage | Movement | Etymology | Rule History | Fluff

Rule History

The 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 Location

Most 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.

Gyros

After considering the inherent stability of vehicles and the difficulty of bipedal locomotion in machines, the gyro was dropped from construction requirements.

Vehicle Type

Originally, 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 Tech

Super 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.

Crew

If 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.

Heat

Ballistic 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.

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