kcw | battletech campaign | house rules 1.0
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MWII BattleMech Combat

Other Notes
  1. Usually, a unit does a (move then fire) or a (fire then move). If they declare a Simple Action While Moving then the unit can do an action in the middle of its move.
  2. Location hit is based on current torso twist of a 'Mech, not on its feet like the standard rules. Hits on the kick location table are based on the direction of the feet. This rule is to offset the ease of getting behind a 'Mech with the current rules.
  3. 'Mech pilots make piloting rolls each time they take 1/2 tonnage in points of damage from any one attacker. This is a rule change. So if a 'Mech is hit by three other 'Mechs each doing 1/2 tonnage in points of damage then the pilot must make three piloting rolls, each at a +1 penalty. Smaller units are less likely to cause a 'Mech to fall. Heavy units are unlikely to fall from weapons fire.
  4. Partial Cover: Do not use the +3 to hit modifier for partial cover. Instead, roll on the normal left/front/right hit location table. Leg hits do no damage. Torso hits do 1/2 damage (rounded up). Partial cover does not prevent hits but does block about 1/2 of the damage. [In my campaign 'Mechs did not want to get in partial cover since it allowed other 'Mechs to get hits in the punch location table. Note that 'Mechs can still do aimed shots.]
  5. Level 1 Water: 'Mechs in level 1 water can dissipate heat from torso locations (not from the engine). Torso weapons can still fire. If a 'mech in level 1 water has a torso location armor destroyed the location does not flood while the mech is in level 1 water. It will flood when the 'mech moves deeper or when the 'mech moves up and then back down into level 1 water.
  6. 'Mechs in level 1 water can dissipate an extra two heat points from their engine. This assumes the engine has at least 2 integral heat sinks. A 'Mech can still only dissipate 6 extra heat points in water. This rule gives every 'Mech some extra heat dissipation in water.
  7. Movement penalties due to heat also affect physical attack rolls.

Skill Definitions

Some specific skill uses in my campaign.

Administration
Quaterly administration roll. Good rolls mean some extra money due to efficient use of money. Bad rolls lose some money. About 5% of monthly payroll per +/- 1.

Engineering
Used to design BattleMech changes. See "Battlemech modifications" section.

Impersonation
Also used for acting.

Leadership
At beginning of combat leader makes roll. Each +/- 2 points of success/failure equals +/- 1 initiative bonus/penalty. If leader becomes combat ineffective next leader makes leadership roll, add an extra -1 initiative penalty for each leader down the command chain. Skill is also used to rally troops when they break.

Perception
Used for memory rolls to see if characters remember something.

Seduction
This also used as a general friendliness roll to see how well characters get along with NPCs in an informal setting.

SI/Sex
Used to see how good character is in bed.

Copyright (c) 1998 Kevin C. Wong
Page Created: May 14, 2004
Page Last Updated: May 14, 2004