House Rules
- 50,000 Cr per Dropship per Jump. Standard price.
- Ejection: Pilot rolls 2d6. Subtract this total from pilot's Piloting
score plus five. That is the number of injury boxes they take during
ejection.
- Influence: Influence points can be used for various non-combat
bonuses. Current examples are:
- Subtract a portion of payment for equipment, to be determined by the
GM.
- Make a number of black market items available for purchase. GMs
determine what items are currently "hot" and which are available.
- Assist in the negotiation procedure, per the "Mercenaries" rules of
negotiation.
- Pull one small favor per GM discretion.
- Edge: An edge point allows you to cause a re-roll for any die roll
that affects the particular pilot. You can re-roll one of your own rolls
or a roll that is targeted to your pilots. You may also re-roll an
initiative die if you are contributing a bonus to the initiative roll.
Pilots gain one edge point when they reach Veteran status and another when
they reach Elite status.
- Pilot Quality: There are four ratings for pilots in Battletech: Green,
Regular, Veteran and Elite. Base scores are as follows:
Pilot Ratings | Piloting | Gunnery | Edge
Points |
Green | 6 | 5 | 0 |
Regular | 5 | 4 | 0 |
Veteran | 4 | 3 | 1 |
Elite | 3 | 2 | 2 |
- Kills: A pilot scores a kill if they were mainly responsible for the
demise of an opponent 'Mech. Pilots may score half-kills, but no more than
two half-kills will be given for any enemy casualty. For every five kills
that a pilot gets, they may lower either their Piloting or Gunnery score by
one point. For every two points lowered in this way, the pilot increases
their Pilot Quality by one level, gaining any bonuses entitled to that
rating.
- Pilot schtick: Once a player has consitently played a character with
good schtick, they may acquire special rules that apply only to that
character. Under no circumstances should you reveal these rules to any
other player. Furthermore, the GM reserves the right to revoke these rules
if they appear broken or unbalancing.
- Mundane items: If you want to purchase mundane items that are not part
of a 'Mech, send e-mail to either Derek (warrend@dimins.com) or Mark
(kelrig@u.washington.edu) and ask. Derek will probably give you more
boring, and safer, equipment. Mark has a flair for the truly grand, but
will make you pay for every bonus you get. Your call.
- Starting equipment: For roleplaying sake, every pilot is assumed to
start with the following items in their possession: Neurohelmet, Cooling
Vest, prefered sidearm with holster, survival knife. If you want anything
else, you will either need to get GM approval or buy it in game. Who
knows, you may think of something clever that will give you a serious edge
in the game.
dave cho (dcctdw@mit.edu)