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
VehiMechs
|
| 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
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.
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
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
Construction | Options | Damage | Movement | Etymology | Rule History | Fluff
Named after the old Atari computer game. Shamus is a Yiddish word refering to a policeman or private investigator.
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.
Following with the BattleTech nomenclature (BattleMech, ProtoMech and OmniMech), VehiMech seemed to fit the best.
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.
Short for "Hunter-Killer". From the movie.
From the comic books.
Never seriously considered.
Construction | Options | Damage | Movement | Etymology | Rule History | Fluff
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.
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.
After considering the inherent stability of vehicles and the difficulty of bipedal locomotion in machines, the gyro was dropped from construction requirements.
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.
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.
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.
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
This is the required BTech Universe fluff. All distortions of timelines and events are purely intentional.
Construction | Options | Damage | Movement | Etymology | Rule History | Fluff

Copyright © 1997-2006 by Koichi Ishitandai, Kioshi Ishitandai, and Jason Caesar. All rights reserved.