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 ![]() WeaponsAdjacent AmmoAmmuntion for weapons must reside in the same or an immediately adjacent location. Machine guns can be an exception to this rule. Artemis IIIArtemis IVAll missile launchers of the same type (SRM/LRM) do not need to be Artemis equipped. A single Artemis IV system can guide all launchers in a single location (even if different types). Every single launcher must have a Artemis IV designator mounted to it to benefit from its use. An Artemis IV system in the Center Torso may guide a head mounted missile launcher. A single Artemis IV unit may guide any
Artemis-equipped missiles that share its firing arc. Hand-held (see Tactical Handbook) Missile Launchers may be used by 'mechs with Artemis systems. Hand-held weapons cannot have Artemis IV, however. This overrides the all launchers of a particular class must be Artemis equipped. Artemis equipped launchers may be loaded with normal missiles (to save cost). These function as standard missile launchers but still damage as normal Artemis launchers. Battle Macesee Hatchets CarrotsBattlemechs may not use giant mutant carrots for clubbing attacks. Carrots are too fragile to make effective weapons. The do not have enough distraction or impact value to warrant a piloting skill roll. Carrots may not be used to hide 'mech weapons as the extreme heat turns the carrots to mush. Chaingun(unofficial)
It weighs more than a standard machine gun, but has slightly better range. Based on Top Gun (© 1986 Paramount and FASA) rules. Based on the AeroTech conversion rules. Conventional ControlsConventional MissilesBattlemechs may mount the same type of missiles found on conventional aircraft. This rule is being revised to compare with Maximum Tech IR-LRM rules. Based on Top Gun (© 1986 Paramount and FASA) rules. Based on the AeroTech conversion rules. Deflector ShieldsDevelopment(philosophy) An example of the development philosphy is seen in the
Autocannon family of weapons. BattleTech originally
started with 1 type of autocannon, simply called AC not
AC/5. At the release of CityTech, that family grew. Now,
there are over a dozen cannon to choose from. They are
restricted by damage, heat, size, range, cost, weight,
and even ammo. These guidelines are used to judge new weapons submissions to this archive. Rough guidlines: EMP CannonEMP MissilesFSDS RoundsGauss Riflesee also DamageGrenade LauncherThis type of launcher is different from the kind listed in Maximum Tech. HandsArm-based weapons, such as PPCs are often assumed to warrant the lack of hands on a BattleMech. The BattleTech PPC is actually a compact weapon; although it weighs a hefty 7 tons, it only takes up 3 critical spaces. 'Mechs often depicted without a hand may be considered to have a hand if space permits. This would allow these 'mechs to manipulate objects (clubs) and allow them easier punching attacks. Conversely, 'mechs may have their hands and lower actuators removed to allow for reversed firing arcs. A 'mech cannot take advantage of both these situations. NOTE: OminMechs cannot have hands on arms mounting PPCs and/or autocannon. Hatchetssee Hatchets IFFIR LaserManrikigusariThe manrikigusari, chain flail, was derived from a utility chain designed for utilitymechs. The weapon version has a weighted barb and a rapid deploy and retrieve system. The manrikigusari achieved a high popularity in the Draconis Combine in the late 3050's, with the introduction of 'mech-mounted swords.
To strike with a manrikigusari, a 'mech must make a successful punching attack with the flail-equipped arm. Hit location is rolled on the standard hit location table, not the punching location table. A hit to any location other than the center torso requires the defender to make a piloting skill roll.
'Mechs attacking form different elevations use the
punching/kicking hit location table. A 'mech may only make one manrikigusari attack per turn. The chain is assumed to retract after use, and cannot
be targetted or grabbed. A defending 'mech with
functioning hand actuators may attempt to grab the chain
during an attack. Since all attacks are resolved
simultaneously, an attacker must claim to be making a
flail attack at the beginning of the attack phase. The
defender must them claim to be grabbing the chain, if
desired. The actual combat rolls do not need to be
resolved immediately. Grabbing a manrikigusari reults in
an automatic hit to the defender's arm. Actually grabbing
the chain requires a successful punching attack roll.
'Mechs attempting to grab a manrikigusari may not make
any other attacks with that arm in the same turn. A
BatleMech may attempt to grab with both arms. Only one
arm takes damage, regardless of success. Both arms must
still be committed to the grab, even if the first
succeeds. A successful grab with one hand requires a
piloting skill roll for both 'mechs (+1 penalty to the
attacker). A successful grab with both hands requires
both 'mechs to make a piloting skill roll (-1 defender,
+3 attacker). LEVEL III OPTION: Microwave LaserMine DropperReinforced Fistsee Hatchets RocketsSabot RoundsShields (hand-held)Hand-Held Shields are constructed as normal hand-held weapons (see Tactical Handbook) except that the internal structure (handle, framework, etc.) weighs 1 ton per ton of armour. Each 1 ton of IS is capable of absorbing 1 damage point with excess damage passing on to the 'mech. This prevents BattleMechs from lugging aroung huge 160pt shields. Mechs without funtioning hands may not carry shields. Mechs armed with hatchets and the like may not use shields, either. Mechs may not fire arm mounted weapons (on the shield arm) while carrying the shield. Arm-mounted AMS weapons may fire, as they are automatic, but they have a 50% chance of hitting the shield instead of the incoming missiles. Treat this as an attack by an AMS (per Maximum Tech) against the shield. Excess damage not absorbed by the shield may be converted into a normal AMS response to a missile threat, but the shield is still destroyed. Torso mounted AMS units are considered to be mounted high enough to avoid interference from the shield. To reflect the bulk of the shield you may: Hits to the centre torso, and front side torso of the side that has the shield arm also must roll and aditional die to see if the hand-held object is hit instead. Double the chances of the shield being hit instead of the original target location. Smoke ScreensSplit Allocations(clarification) Swordssee Hatchets Tesla Cannon (Lighting Gun)Tetsubosee Hatchets Underwatersee also Misc Underwater(obsolete) Missiles and PPCs are not affected. Machine guns and flamers do not function.
From The Fox's Teeth © 1986 FASA. From the "Water, Water Everywhere" campaign scenario XRMsTo 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.