kcw | battletech campaign | house rules 1.0
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Principles

1 real week = 1 game month. Campaign starts in Jan 3020. No time skipping; we should get to the 4th Succession War in late 1999.

If I run multiple campaigns they will share the same timeline.

Each adventure/episode should run in one session.

If a player doesn't show up character will be unavailable. Adventure will be adjusted to reflect current party strength.

When a character dies next player's character is made with 1 point less than last time. Add 1 point for each 40 AP the character had at time of death (including AP for current adventure).

Useful skills for a Mechwarrior

piloting/mech perception
gunnery/mech leadership
technician/mech strategy
tactics communications/conventional
computer training


medtech small arms
blade unarmed combat

Mechwarrior Misc

All PCs have piloting/mech specialized in the mech type they start with (LIght, Medium, Heavy, Assault; use Quad for Dispossesed). This is to give PCs a reason for staying in their mech weight.

Specializations are not used otherwise.

Specializations are skill roll modifiers, not base target number modifiers (i.e. your best base target is still 0, +/- specialization).

The best skill roll base target number is zero. Characters can keep increasing their skill levels but the base target number will not get any better. This is before specializations are taken into account.

MechWarrior damage increase the characteristic base rolls. This is to allow characters with really good skills to not be affected by a little damage.

Ransoms are 10-25% of mech value. If only pilot then 1/10 of that.
Copyright (c) 1998 Kevin C. Wong
Page Created: May 14, 2004
Page Last Updated: May 14, 2004