kcw | battletech campaign | house rules 2.0
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AP Awards

+1 Player shows up
+1 We play BattleTech
+1 Character plays

examples:
+0: Call and say you can't play
+1: Show up and say you can't stay
+2: Show up and play in a random BT adventure
+3: Show up and character plays in the adventure
+2: We go out to movies instead of roleplaying
+1: Character is involved in the adventure but player missed it (rare)

Characters get skill points equal to their LRN each month (real week). Characters that play get 3 bonus skill points assigned by GM at end of night.

For NPPCs: Since usually NPPCs don't play they get 1 AP if they do nothing, 2 AP if they make rolls and are somewhat involved, 3 AP if they are involved throughout the whole night.

Battlemech modifications and repairs

Use BattleTech Master Rules for modifications. Allow an Engineering or Tinker roll for a bonus.

Use BattleTech Master Rules for repairs and parts costs.

Mercenary's Handbook

Use "Field Manual: Mercenaries" for salaries, support/maintenance, etc.

H-bills are not used.

Solaris VII - The Reaches

Arena Prize Money: use standard rules.

Changes to dueling heat table:

1 Engine Hit = +5/turn
2 Engine Hits = +10/turn
Walk through fire = +2/hex
Stand in fire = +5/turn

Reason: These are 2.5 second turns. Over the course of a normal BTech turn these create as much heat as they should (x4 normal). Walk through fire is only 1/4 distance because of ground scale.

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