Monday, July 15, 2019

Rule Overview

Classic Battletech rules with expanded critical hits.
8 Mechs start in two drop ships.
After Operation bulldog, follows ‘Mech 3 story Mechs changed.
Pilots start with a 3 gunnery skill and 4 piloting skill.
Each pilot may select one weapon class skill and one ‘Mech class skill.

Mech class skills:
-1 to all piloting skill rolls Choose one class.
Light Mech, Medium Mech, Heavy Mech, Assault Mech

Weapon Class Skills: - 1 when firing a weapon of that class
Small Arms (Small class lasers, Flamers, Machine Guns, Anti Personal Weapons)
Medium Lasers (All Medium class lasers)
Large Lasers (All Large class lasers)
PPC’s (All PPC Class Weapons)
SRM (All forms of SRM)
LRM (All forms of LRM)
Alt Missile (All forms of MRM, T-Bolt, ATM)
Light AC (All forms of AC 2 and AC 5)
AC 10 (All forms of AC 10)
AC 20 (All forms of AC 20)
Gauss (All Gauss class weapons)

REPAIRS / Mods: 2xD10
Base target roll = 10
Each MFB missing increase target roll by 1
Like for like exchanges only for non-Omni Mechs as field repairs. (Laser for Laser etc.)
Omni Mechs can build pods but for every roll less than target increase unbalance by that roll.
Obvious unbalanced builds increase difficulty accordingly
Armor repair = -2 Like for like cannot change armor type on Mechs.

No comments:

Post a Comment