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One of the things we do when we play BattleTech is change the rules so they make sense to us. And why shouldn't we? It's our damn game. I paid $25.00 for it, why shouldn't I play however I want? Exactly, I can do anything I want, and I choose to change the rules so they make more sense. I've listed all the ones I can think of here, but you can be sure I'll add more as time goes on.

Ultra Autocannon Fire - We don't think you should have to hit a 7 or higher for your second shot to hit if the target number for the first shot was riducously easy or terribly difficult, so instead of using the missile hits table, we just make there be two separate to-hit rolls, with the second shot at a +2.

Effect of Side Torso Destruction on Mechs With XL Engines - We decided to make a 1D6 roll if a side torso of a mech with an XL engine was destroyed. On a roll of 1-3, the engine takes one critical hit. On a roll of 4-6, the engine takes two hits.

Angel ECM - Since it's such a powerful weapon, the Angel ECM in our rules affects both sides when it is turned on, rather than just the enemy. This helps make the game kind of fair when you've got rules lawyers like us playing.

Deceleration from High Speed - If a Mech moves over his walking MP, whether running, using MASC, or whatever, in the next turn it must use at least half the MP as hexes traveled in the current turn. That's because it doesn't make sense for a Dasher to go twenty hexes in one turn and then stop on a dime and fire five medium lasers at your back for the rest of the game. This doesn't apply to jumping MP.

Land-Air-Mechs - According to the BattleTech Compendium, LAMs are illegal for tournament play and cannot be built as OmniMechs. Well, guess what? The Dark Phoenix uses LAMs and has an OmniMech design which is a Land-Air-Mech. In other words, the compendium can just put its LAM rules, or lack thereof, where the sun doesn't shine.

Streak SRMs and LRMs - In normal rules, a Streak SRM or LRM that hits does its damage the same way a standard SRM or LRM does, only all the missiles hit. In our rules, they are made more effective by doing all their missiles' damage to a single location. For example, a Streak SRM-6 does 12 points of damage to a single mech location, rather than six separate groups of two. A Streak LRM-15 that hits does 15 points of damage to one location, rather than three groups of five.

Gauss Rifle minimum range - We ignore it. Don't ask me why, we just do.

Gauss Cannon - We haven't quite agreed on this one yet, but certain mechs like the Behemoth have a Gauss in each side torso, even though the picture shows a single weapon on top of the mech. We've considered treating such a weapon as a Gauss Cannon, basically using it as a single weapon rather than two, doing 30 points of damage and having four shots per ton of ammunition. Please note that a critical hit to a Gauss Cannon does forty points damage to the internal structure rather than the usual twenty.

Improved Piloting and Gunnery Skills - We think it's dumb to have a limit on improvement for a pilot's skills. So we ignore the rule that says you can't go below zero for improvements. I have some pilots with -2 Gunnery skills. They kick ass.

Mad Cat

Last Updated: 23 October 1998 by The Neon Samurai
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