Author Topic: Mechwarrior RPG - house rules  (Read 925 times)

Chimera

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Mechwarrior RPG - house rules
« on: 15 February, 2013, 13:06:33 »
Ok, this will be fleshed out more as I go, but kicking off I am just going to list stuff.

Optional rules used
1) 'Hero Mode' pg.25 ATOWC
All level 1 (standard) except for:
Armour effectiveness: Level 2
Assisted Healing Rates: Level 2
Wound Patches: Level 2

2) Mech quirks used - I need to put this up on forum.

House rules used
1) Edge point recovery: 1 point every time a natural 2 or 12 is rolled.

2) Trait restrictions - learner traits no available.

3) Priority system for character creation: See separate forum post

4) Attribute bonuses: the bonuses on of page 41 of the main rulebook are not used. They create too much of a breakpoint given a +1 bonus is extremely strong in a 2d6 system. They are being replaced with skill attribute limits below.

5) Skill attribute limits and linked attributes: the linked attribute rules on page 37 are replaced as follows. All skills are limited to the level of their linked attributes. Where a skill has two linked attributes the lowest of the two acts as the limit for the character maximum skill level. This rule is taken from shadowrun third edition, in it attributes are held separate from skills but still represent a maximum level of capability.

6) Advanced skills may be advanced by spending the standard cost then (after points spent) achieving a test success with a dice roll of 10 or higher. I see this 10 as functionally similar to the edge recovery on dice extreams. I means you have to test a few times to get the advance. We will monitor this for effectiveness.

7) Basic skills use the fast learner costs for advancement purposes and still require one success to advance.

8] SPA changes
Hot Dog: see reply 2 below.

Mech house rules
1) AC ammo and MOS
2) Active Coolant Heat Sinks - see tech head post.
3) Reduced lethality ammo explosions
« Last Edit: 17 June, 2013, 14:57:22 by Chimera »

Chimera

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Re: Mechwarrior RPG - house rules
« Reply #1 on: 17 June, 2013, 14:55:39 »
Hot Dog SPA
PG.222 ATOW
This +1 roll bonus is extended to all heat effects as raising or reducing a skill check or effect by one.
Eg, ammo explosion check gets a bonus, mech hit roll penalty is reduced by one, mech movement penalty is reduced by one.
Why: SPAs are limited in number, as it is the hit modifier ones are too good, this makes the hotdog SPA an option if you plan to build a little heat.

Chimera

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Re: Mechwarrior RPG - house rules
« Reply #2 on: 13 November, 2013, 16:53:27 »
MOS used in damage determination for mech battles.
As per direct blows on page 81 of tactical operations. 3 MOS adds one damage.
Limit is as per my autocannon rules,
Base damage 1-2 = +1 max
Base damage 3-5 = +2 max
Base damage 6-10 = +3 max
Base damage 11+ = +4 Max
No effect on criticals.

For cluster weapons, 3 MOS adds +2 to the cluster hit roll, no maximum limit (eventually all hit).

I can't find a listing for my AC ammo rules.
High explosive ammo is standard, damage is increased as per the table above, at a rate of +1 damage per +1 MOS up to the limit.
Armor piercing ammo does not increase damage, for each 2 MOS, one point of the damage transfers to internal structure. Up to the damage Limit. Test for criticals as per normal when taking internal damage. Fear the AC/2 now.