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Game Rules
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Mechwarrior 2nd Edition Changes
I have some rough guidelines for Aerospace support so I would have allowed the pilot, but none of my players choose a Clan member so it wasn't an issue anyway. I used the flexible priorities that allow a player to choose up to 10 pts from the 4 categories. Most took Human for 1 pt, 30 Attribute points for 4 points, and split the remaining 5 between skills and advantages. Next I added some new Advantages based on the Mechwarrior: Dark Age game rules (see appendix below) and disallowed some Advantages that would be inappropriate due to the new setting or other restrictions (mostly because they required a Clan character). For Skill selection I allowed all skill packages but ruled that University packages represented a House or Republic warrior while the general packages represented a self taught or learn as you go type of training. Finally, the characters purchased equipment. This rounded out the Mechwarrior
RPG portion of character creation. |
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Mechwarrior Dark Age Advantages
The following are new Advantages available to Mechwarrior characters. They may only be used in Dark Age tabletop battles and have little use outside of battle. Many of the Advantages require an Edge point to use. Edge points are a pool of points that may be spent by players during a game for their character's benefit. A character starts with 1 Edge, and as he gains experience, he gains more Edge points. At the beginning of each game a character's Edge pool is reset to maximum. Normally an Edge can be spent to reroll any one roll. This in and of itself is a great advantage, so a player with one of the following advantages will sometimes have a tough choice deciding whether to spend the Edge or not. Inspiring Leadership-1pt Great Reflexes-1pt Endurance-1pt Patience-1pt Nimble-2pts Ferocious-2pts |
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Combining the RPG and Tabletop Games There was very little conversion necessary. In fact, I only needed to make house rules for 2 facets of the RPG game to let it tie in flawlessly: Gunnery and Piloting Skills For Dark Age I initially considered ignoring the black die and letting characters roll 2 dice plus a fixed number that would be based on their target number (probably 6 minus your target #). However, after playing a few straight games and seeing the discrepancy between some unit's attack and defense, and knowing that an RPG would be based on the characters each piloting powerful units not using infantry formations etc. to boost attack values, I decided that system simply would not work. Instead I stuck to the idea that in the RPG, an average Mech pilot has a Mech Gunnery and Mech Piloting skill of 4+. So I came up with a simple solution. If you have a 4+, you roll the straight 3d6 to hit as normal. For every point higher than 4+ your target number is you subtract 1 from the roll, and for every point lower you add 1. So the table looks like this:
This gives the characters some impact on the tabletop game without throwing off the numbers too much one way or the other. Also, the skill used (and thus the target #) depends on what you are piloting and what you are doing. For instance, the attack skills are Gunnery: Mech, Gunnery: Battlesuit, Gunnery: Conventional, and Gunnery: Artillery. Characters in a Mech use their Gunnery: Mech skill, most Infantry use the Gunnery: Battlesuit skill, and most Vehicles use the Gunnery: Conventional skill, although I ruled that Indirect Fire uses the Artillery skill instead. Foot Soldiers may be stuck using skills like Small Arms and Support Weapons, but we'll hope the Player Characters are never in that situation! To complicate things (but only slightly), a character can Specialize in a skill, making him 1 point better in a single aspect of a skill but 1 point worse in all others. So a character Specializing in Gunnery: Ballistic Weapons may have a 3+ when firing Ballistic Weapons but only a 5+ with Energy weapons. This makes things interesting when combined with my Charisma rule (see below) as a character won't always get a unit that capitalizes on his Specialty. The other important skills are Pilot: Mech, Pilot: Battlesuit, and Drive: Ground. These skill modifiers are used instead of Gunnery skill modifiers when making Melee, Charge, Ram, and Death from Above attacks. Charisma Attribute |
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