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New Battletech rules enhancements

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Nick Pilon

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Nov 28, 1995, 3:00:00 AM11/28/95
to
Sorry, my mailer sent the message before I was ready. Here are the
compleat rule enhancements:

Double-Streangth Punches and kicks:
A mech may declare a double streangth punch/kick BEFORE the to-hit
roll is made. If the attack connects, it does double damage. If it
misses, the mech AUTOMATICLLY falls.

Guided-Missle Systems(Level 4 tech):
A mech may install a Guided missle system before a game.The ammo type
is selected in full-ton lots (one missle type per ton). Guided-missle
systems are compatable with ALL warheads in the Tactical Handbook and the
mechwarrior adventure Unbound.
A G-SRM provides a -1 to-hit bonus, and a G-LRm provides a -2 to-hit
bonus. Also, add +2 to the roll on the Missle Hits table. Damage is by
missle type, not system type. Shots per ton of ammo is identical to the
standard missle launcher.
Type Heat Minimum Range(Sht/Med/Lng) Tons
GSRM-2 4 - 1-4/5-9/10-13 2
GSRM-4 6 - 1-4/5-9/10-13 4
GSRM-6 8 - 1-4/5-9/10-13 6
GLRM-5 4 7 1-8/9-16/17-24 4
GLRM-10 8 7 1-8/9-16/17-24 7
GLRM-15 10 7 1-8/9-16/17-24 9
GLRM-20 12 7 1-8/9-16/17-24 12

Guided missle launchers can exclusively use the following ammo types:
Type DMG Extra Effects
Plasma 2/missle +2 heat for target
HeadHunter 5/missle on a roll of 8+ the missles hit the terget's head, 2
they hit the attacker's head.

E-Mail for more missle types or comments.


--
Nick Pilon
Mail to: Npi...@king.kingsedge.windsor.ns.ca
Long Live Battletech!

Nick Pilon

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Nov 28, 1995, 3:00:00 AM11/28/95
to
Double Streangth Punches and Kicks:
A mech can declare a double streangth punch or kick BEFORE a two-hit
roll is made. If the attack hits, it does DOUBLE DAMAGE!. If it misses,
though, the mech falls down.

dreamer:tacien

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Nov 29, 1995, 3:00:00 AM11/29/95
to
Nick Pilon <npi...@king.kingsedge.windsor.ns.ca> writes:
> Sorry, my mailer sent the message before I was ready. Here are the
> compleat rule enhancements:

The CoM can confirm this for me no doubt, but wasn't it you who was
ranting how bad munchies were a while back? and then you come up
with what can only be described as a "Monty Hall Munchkin" rule like:

> Double-Streangth Punches and kicks:
> A mech may declare a double streangth punch/kick BEFORE the to-hit
> roll is made. If the attack connects, it does double damage. If it
> misses, the mech AUTOMATICLLY falls.

Is there any basis behind this? Or have you simply decided that mechs
aren't using the full potential of their myomer?

> Guided-Missle Systems(Level 4 tech):
<snip> <mush> <mush> <slurp!>

> HeadHunter 5/missle on a roll of 8+ the missles hit the terget's head, 2
> they hit the attacker's head.

Hm.. your odds are way too good.
chance of head hit = 15/36 = 5/12 = .41667 = 40% without modifiers.
two of these hit and hello critical!

chance of fumble = 1/36 = .02778 = 3% without modifiers.

--
mental notes * second thoughts * dizrythmia * frenzy * beginning of the enz
douglas 'duck' davey email: d.d...@waikato.ac.nz
disclaimer: unless otherwise stated, I speak only for myself.
true colours * waiata * time and tide * conflicting emotions * see ya round
^~-,_,-~^~-,_,-~^~-,_,-~\._.-~-----------------------------dreamer@flatline

Scott Cooper

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Nov 29, 1995, 3:00:00 AM11/29/95
to
In <49frgo$m...@news.nstn.ca> Nick Pilon

<npi...@king.kingsedge.windsor.ns.ca> writes:
>
>Sorry, my mailer sent the message before I was ready. Here are the
>compleat rule enhancements:
>
>Double-Streangth Punches and kicks:
> A mech may declare a double streangth punch/kick BEFORE the to-hit
>roll is made. If the attack connects, it does double damage. If it
>misses, the mech AUTOMATICLLY falls.
>
>Guided-Missle Systems(Level 4 tech):
> A mech may install a Guided missle system before a game.The ammo
type
>is selected in full-ton lots (one missle type per ton). Guided-missle
>systems are compatable with ALL warheads in the Tactical Handbook and
the
>mechwarrior adventure Unbound.
> A G-SRM provides a -1 to-hit bonus, and a G-LRm provides a -2
to-hit
>bonus. Also, add +2 to the roll on the Missle Hits table. Damage is by

>missle type, not system type. Shots per ton of ammo is identical to
the
>standard missle launcher.
>Type Heat Minimum Range(Sht/Med/Lng) Tons
>GSRM-2 4 - 1-4/5-9/10-13 2
>GSRM-4 6 - 1-4/5-9/10-13 4
>GSRM-6 8 - 1-4/5-9/10-13 6
>GLRM-5 4 7 1-8/9-16/17-24 4
>GLRM-10 8 7 1-8/9-16/17-24 7
>GLRM-15 10 7 1-8/9-16/17-24 9
>GLRM-20 12 7 1-8/9-16/17-24 12
>
>Guided missle launchers can exclusively use the following ammo types:
>Type DMG Extra Effects
>Plasma 2/missle +2 heat for target

>HeadHunter 5/missle on a roll of 8+ the missles hit the terget's
head, 2
> they hit the attacker's head.
>

>E-Mail for more missle types or comments.
>
>
>
>

>--
>Nick Pilon
>Mail to: Npi...@king.kingsedge.windsor.ns.ca
>Long Live Battletech!
>

Didn't you recently go on a crusade AGAINST Munchie Mechs?

Oh, well, MUNCH ON!!!!!

Haverson
COM Silent Minority


Jonathan R Bezeau

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Nov 30, 1995, 3:00:00 AM11/30/95
to
dreamer:tacien (its...@waikato.ac.nz) wrote:

: Nick Pilon <npi...@king.kingsedge.windsor.ns.ca> writes:
: > Sorry, my mailer sent the message before I was ready. Here are the
: > compleat rule enhancements:

: The CoM can confirm this for me no doubt, but wasn't it you who was


: ranting how bad munchies were a while back? and then you come up
: with what can only be described as a "Monty Hall Munchkin" rule like:

One Nick Pilon did indeed, in the very recent past, rant for ages about
munchkinism being bad. We are glad he turned over a new leaf and became
totally munchkin.

: > Double-Streangth Punches and kicks:


: > A mech may declare a double streangth punch/kick BEFORE the to-hit
: > roll is made. If the attack connects, it does double damage. If it
: > misses, the mech AUTOMATICLLY falls.

: Is there any basis behind this? Or have you simply decided that mechs


: aren't using the full potential of their myomer?

Hmm. This is about as munchy as it gets. I bet TSM will boost the
attack by quite a bit.

: > Guided-Missle Systems(Level 4 tech):
: <snip> <mush> <mush> <slurp!>

: > HeadHunter 5/missle on a roll of 8+ the missles hit the terget's head, 2

: > they hit the attacker's head.

: Hm.. your odds are way too good.


: chance of head hit = 15/36 = 5/12 = .41667 = 40% without modifiers.
: two of these hit and hello critical!

: chance of fumble = 1/36 = .02778 = 3% without modifiers.

More to the point, how the hell can you hit yourself. All of a sudden
your entire flight of rockets turns 180 degrees (or pi radians) and locks
on to a friendly mech... you to be exact. DOH!

Jonboy!

SGAU...@vm1.ulaval.ca

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Dec 1, 1995, 3:00:00 AM12/1/95
to
[snip, snip, snip, snip and more snip]
Well, I haven't seen an RPG yet that I didn't add my rules to, so here it
goes.(BTW, I really laugh when some kid complains that btech isn't realistic,
it really isn't that hard to make it realistic, ya know. These rules are an
attempt to do that...)

1. recoil rules, all weapons have a recoil value, each mech has a recoil
absorbtion value. After fireing all your weapons, count the total recoil,
substract MAV, and if the total is 1 or above, make a piloting skill roll
at 4+that number. If you fail, the mech falls.
lasers have no recoils
ppcs have a recoil of 1
acs have a recoil equal to half of their value(I.E. ac10/5 ac20/10)
acultras double their recoils when in double fire rate
SRMs have recoils equal to half of their ratings
lrm have recoils equal to one quarter their ratings

MAV is equal to one tenth of a mech's weight.
For vehicles, one fifth their weights.
For aerospace fighters, one tenth, but no piloting skills, every unit over
slows the fighter by this much.(if it stops the fighter, now you have a
problem...)

2. Some weapons may jam, rules are kind of tricky, but lets just say that if
you roll below a certain target number(this is the tricky part) the weapon
jams, by how much you miss the roll is how bad th jam is. Fixing it depends
on how bad the jam is. A miss by one means that the weapon can be used on the
next turn. By two, and you can reroll jam with a +1 mod in three turns. By
three, and you can hit the weapon against a tree or something and get a reroll
with a +3 mod. By four, and you need to get out of your mech. By five and
need a techie...

3. Narc pods. When you miss with the narc, roll on the missile hits table
with a mod equal to how bad you missed(E.G. you rolled a 9 and needed 10, roll
at -1mod on the missle hits) Yeah, I know, muchie. But it is the only
way to deal with this weapon.(luckily, not many people use it...)

4. Artemis, thats another story. When you miss, if you miss by one, then
one or two missles may hit(roll on the '2' collum) otherwise, outa luck.

5. reloads, calculate how heavy one srm is(lets see, you get 50 reloads for
an srm2, 100 per ton, and its pretty close for srm4 and 6, but a little lower.
so lets call it 100, more easily calculated) and you may have any tonnage of
reloads down to the hundreth.(I can hear complaints from here, but you see,
an ammo bin is simply a somwhat reshaped skeleton/armor, there is no weight
added here. Also, the reload mechanisms are included in the weight of the
launchers, otherwise they would just be holes)
Also, if you have less reloads left than the launcher value, you can still
fire.(I.E. 2 reloads left in an srm 6, it becomes an srm2, with srm2's heat)
Conversly, you may chose to fire any number of missiles from the launcher.
you'll have to improvise for heat and missle hits tables though...

6. Same goes for lrms

7. ACs too, I've had a tough time trying to figure out if they fired one
shell or mane, like a machine gun(original compendium says that an AC fire
many thousands of shells) But the arrival of the 2750 tr settled it, shell.
and so an ac20 MUST do 20 points of dammage.

8. Critical spaces can be added to a mech. (I can hear munchies cheering
all over the world) A mech can easily be made bulkier. But every 20 CS weighs
one ton, and one half ton is minimum. Also, every two CS added substracts one
from the Mech Recoil Absorbtion Value(If you use this, you must use recoil
rules, sorry munches:)

These are the main ones, there are other, but they just slow the game down
without adding anything. These may look like they do just that too, but
they're actualy kinda fun and really don't slow down the game much. Twas
kinda funny when I played a huntchback, dammed thing couldn't stay on its feet.

I don't use these all the time, just, say, half the time(making it clear at
the begining of a game, of coarse...)

F.G.

Mike Kelley

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Dec 2, 1995, 3:00:00 AM12/2/95
to
In article <174678D3B...@vm1.ulaval.ca>, SGAU...@vm1.ulaval.ca says:
>
>acs have a recoil equal to half of their value(I.E. ac10/5 ac20/10)
>acultras double their recoils when in double fire rate
>SRMs have recoils equal to half of their ratings
>lrm have recoils equal to one quarter their ratings

Weapons like acs would be built simular to todays machine guns. They use
springs to absorb the recoil. You can put a M60 right in your crotch and
fire away all day and talk normally right after even if you are male. The
larger caliber ie AC 20's would use a venting system to eliminate recoil.
If the Ac's weren't recoiless than your mech would be sitting on his ass
after every shot. These aren't low squat tanks after all. Missles would
also be vented to eliminate recoil. But lets assume they aren't. Then a
LRM would logically produce more recoil because they need greater
propolsion (sp) to reach the greater ranges. SRM's would need less
propolsion (sp) to reach their max. range. After all SRM pack more
explosives than LRM's because they need less propolsion (sp).

Just a couple thoughts
Manowar

incr...@flinthills.com

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Dec 2, 1995, 3:00:00 AM12/2/95
to
SGAU...@vm1.ulaval.ca wrote:

>[snip, snip, snip, snip and more snip]
> Well, I haven't seen an RPG yet that I didn't add my rules to, so here it
>goes.(BTW, I really laugh when some kid complains that btech isn't realistic,
>it really isn't that hard to make it realistic, ya know. These rules are an
>attempt to do that...)
>
>

> 3. Narc pods. When you miss with the narc, roll on the missile hits table
>with a mod equal to how bad you missed(E.G. you rolled a 9 and needed 10, roll
>at -1mod on the missle hits) Yeah, I know, muchie. But it is the only
>way to deal with this weapon.(luckily, not many people use it...)

Well there is always ECM I feel sorry for the guys carrying IS
NARCS--especially if they have LRM's--they have to go to the LTRM's
penalty range to get a good shot--and of course everone zeros in on
the poor guy carrying it. Unless the have ECM--then they let him
close and scrag the poor guy....


>
> 4. Artemis, thats another story. When you miss, if you miss by one, then
>one or two missles may hit(roll on the '2' collum) otherwise, outa luck.
>
>

> 8. Critical spaces can be added to a mech. (I can hear munchies cheering
>all over the world) A mech can easily be made bulkier. But every 20 CS weighs
>one ton, and one half ton is minimum. Also, every two CS added substracts one
>from the Mech Recoil Absorbtion Value(If you use this, you must use recoil
>rules, sorry munches:)

every 20? you meant 2 didnt you?
>


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