kcw | battletech campaign | house rules 1.0
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MWII BattleMech Combat

Actions
  1. During each turn each unit can do two simple actions or one complex action.
  2. A unit that does two simple actions can do any two actions except two movement actions. Note that most attack actions have a penalty if done twice.
  3. Incidental actions can be done in addition to any other actions. Most incidental actions can only be done once during a turn.
  4. Any declared movement actions affect attack rolls. Even if the movement is cancelled.
Incidental Actions
  1. Definition: Incidental actions can be done with no thinking and no time. Walk/Cruise is an exception to fit within the universe.
  2. Walk/Cruise.
  3. Torso Twist/Turret Rotation. Can be done after weapons fire declaration to try to prevent damage to a side. Can only do once a turn so if two 'Mechs attack a unit one may get a rear shot.
  4. Emergency Ejection. If a pilot takes a deadly hit he can make a piloting roll with a +3 penalty to eject automatically. Use the normal ejection rules otherwise.
  5. Disengage PPC Inhibitor. Must be done each turn that pilot wants to do this (doesn't stay disengaged). No minimum range for PPC. Feedback on 2d6 roll of [4 or less at range 3, 8 or less at range 2, automatic at range 1]. If feedback then PPC explodes with a 10 point explosion.
Simple Actions
  1. Definition: Simple actions can be done with little or no thinking and minimal time.
  2. Run/Jump/Flank.
  3. Fire Weapons. Fire any weapons at one target. To fire at two targets you can do this action twice or do a complex action. Can declare twice to fire before movement and after movement. See below for firing a weapon twice in a turn.
  4. Punch/Kick/Push/Club/Hatchet. Use Piloting for attack rolls. There is a -1 bonus for Punch, Club, Hatchet, or Push; -2 bonus for Kicking. See below for doing two physical attacks in a turn.
  5. Two-hex torso twist. Doing this causes a +1 penalty for all Piloting rolls.
  6. Careful aim. Any weapons not fired can be careful aimed at one target. Next turn unit can fire with a -1 bonus or continue aiming at the same target until the bonus maxes out at -3. If the target leaves the LOS of the aiming unit the bonus is lost. A unit can't careful aim a physical attack.
  7. Eject.
  8. Spotting for Indirect Fire.
  9. Hot Load LRMs. Must be done each turn pilot wants at least 1 LRM fired hot loaded. No range penalty, roll 3d6 take lowest 2 dice for # of LRMs that hit. If LRM launcher hit before it fires then missiles explode with damage = # LRMs in launcher. So a firing 'Mech could be preempted and have its launcher destroyed before it fires.
  10. Talk. Talking is a simple action. Allows a unit commander to give complex orders, for example. Simple sentences are treated as incidental actions. Alternatively, use subunit initiative penalties if the players want to well coordinated. Talking back uses up a future Simple Action.
  11. Dumping Ammo is a simple action. Dumping is not done until start of the unit's next declaration. Can dump any or all or partial ammo with one simple declaration.
Copyright (c) 1998 Kevin C. Wong
Page Created: May 14, 2004
Page Last Updated: May 14, 2004