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Savage Battletech Rules - Revision 12

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    SS A A V V A AGGEE 

    BB A ATTTTLLEETTEECCHH by

    REVISION HISTORY Revision 12 –  11/02/2012Revision 11 –  06/14/2012Revision 10 –  04/14/2012Revision 9 –  03/23/2012Revision 8 –  02/29/2012Revision 7 –  01/05/2012Revision 6 –  10/20/2010Revision 5 –  02/14/2010Revision 4 –  01/11/2010Revision 3 –  10/27/2009Revision 2 –  10/07/2009Revision 1 –  08/16/2009

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     T ABLE OF CONTENTS 

    Introduction ................................................................................................................ 3

     

    Welcome ........................................................................................................................................... 3 System Overview ............................................................................................................................ 4 

    Scales ............................................................................................................................................... 4 Terminology..................................................................................................................................... 4 

    Resources: ........................................................................................................................................ 5 

    Characters .................................................................................................................. 6 

    New and Revised Skills .................................................................................................................. 6 Origins ............................................................................................................................................. 7 Wildcard’s Edge  ............................................................................................................................ 16 Hindrances .................................................................................................................................... 16 Background Edges ........................................................................................................................ 17 New Edges ..................................................................................................................................... 18 Weird Edges .................................................................................................................................. 21 Modified Edges .............................................................................................................................. 22 

    Basic Mech Scale ...................................................................................................... 23 

    Overview ........................................................................................................................................ 23 

    General Conversion ...................................................................................................................... 23 Turn Order .................................................................................................................................... 23 Piloting .......................................................................................................................................... 23 Movement ...................................................................................................................................... 24 Defense and Attacking ................................................................................................................. 24 Weapons and Weapon Grouping: ................................................................................................. 26 

    Advanced Mech Scale ............................................................................................... 29 

    Overview ........................................................................................................................................ 29  Artillery: ........................................................................................................................................ 29 Battle Armor ................................................................................................................................. 30 Electronic Warfare ........................................................................................................................ 31

     

    Mech Quirks .................................................................................................................................. 33 ProtoMechs .................................................................................................................................... 34 

    Special Equipment ........................................................................................................................ 34 Special Maneuvers ........................................................................................................................ 37 

    Equipment ................................................................................................................ 39 

    Introduction ................................................................................................................................... 39 Traits ............................................................................................................................................. 40  Availability .................................................................................................................................... 41

     

     Armor ............................................................................................................................................. 42 Battle Armor ................................................................................................................................. 44 Weapons and Equipment ............................................................................................................. 49 

    Optional and Experimental Rules ............................................................................ 53 

    Introduction ................................................................................................................................... 53 

    Optional Rules............................................................................................................................... 53 Experimental Rules ...................................................................................................................... 54 

    Appendix A: Tables ................................................................................................... 55 

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    INTRODUCTION 

    WELCOME BattleTech is one of the iconic war games of the American gaming scene.

    While usually overshadowed by more popular miniature games, it has managed to

    survive countless pitfalls that would have killed many other properties. Starting inthe early 1980s, it has since spawned a massive universe of novels, one of the mosthighly respected video game franchises of the 90s and early 2000s, and countlessalternative game play systems to simulate everything from epic space battles tomassive army movements to the classic combat of the original game. Unfortunately,the one area that the game seemed to fail on was the RPG front, with the varioussystems being clunky and overly complex for fun and dynamic table top experience.Further, within the system when you got into a Mech, the rules switched fromMechWarrior to BattleTech. While these rules are excellent for a war game, forcooperative RPG play, they can be very slow and learning both systems can be off-putting to new players.

    Enter Savage Worlds, an exceedingly modular and flexible RPG that, likeBattleTech, is built on a low number-system. Already popular with our gaminggroup, it had a further advantage of having an inexpensive core rulebook comparedto the heavy investment that is BattleTech. The Ninja and Peregry had beenkicking around the idea for years of trying to get the group to play BattleTech, buthad always been stopped by the scaling issues associated with the system and thelack of good role-playing supplement. Finally, they struck on the idea merging thetwo, embracing the Savage World’s mantra of “Fast, Furious, Fun!” whilemaintaining as much of BattleTech as possible, though filtered through the pulpscience fiction feel of the novels.

    Thus was born Savage BattleTech. It did not take long for VaMinion, likelyour groups best game master, and Peregry’s little brother, who had one of the bestheads for balancing numbers, to join the conversion team. We began by focusing onfiguring out Mech combat rules for use with Savage Worlds, focusing on allowingturns to progress faster and actually increasing the lethality of the system to enablekills to occur quicker. This increased lethality was compensated for by making thepilots, now the main player-characters, more important by giving them tricks andedges they can use in their Mechs. Later, as the Mech rules stabilized, classicBattleTech equipment was converted to Savage Worlds rules and the conversionexpanded to enable more extensive out of Mech play, with the goal of allowing anytype of game set in the BattleTech universe.

    So, years later, we present Savage BattleTech, a BattleTech conversion forSavage Worlds.

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    RESOURCES:ESSENTIAL BOOKS 

    BattleTech Total Warfare , © Catalyst Game Labs, 2006Savage Worlds Deluxe Edition , © Pinnacle Entertainment Group, 2011

    SUGGESTED BOOKS 

    BattleTech Strategic Operations , © Catalyst Game Labs, 2009BattleTech Tactical Operations , © Catalyst Game Labs, 2008

    USEFUL SOFTWARE 

    Solaris Skunk Werks , http://www.solarisskunkwerks.com/ 

    WEBSITES 

    Official BattleTech Site , http://www.battletech.com/  Official Savage Worlds Site, http://www.peginc.com/  Sarna, The BattleTech Wiki , http://www.sarna.net/ 

    http://www.solarisskunkwerks.com/http://www.solarisskunkwerks.com/http://www.solarisskunkwerks.com/http://www.battletech.com/http://www.battletech.com/http://www.battletech.com/http://www.peginc.com/http://www.peginc.com/http://www.peginc.com/http://www.sarna.net/http://www.sarna.net/http://www.sarna.net/http://www.sarna.net/http://www.peginc.com/http://www.battletech.com/http://www.solarisskunkwerks.com/

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    Design Note: Gunneryand Mech Piloting Why have the Gunnery skill

    in SBT when in core Savageworlds mounted weapons are

    fired using Shooting? Two

    main reasons: the first is

    game play balance, as we

    determined that we did not

    want a character designed

    as a MechWarrior to

    overshadow a dedicated

    Infantryman in firing

    personal weapons, and to

    build in an obvious cost.

    The second reason is plain

    and simple fluff. Thefiring control systems in

    BattleTech are very

    different from those even

    in modern tanks, and using

    them reflects a specific

    set of skills that are

    unrelated to Shooting.

    Likewise, Mech Piloting was

    created due to both

    mechanical balance and the

    fact that piloting a

    BattleMech is a very unique

    skill that is completely

    unrelated to driving atank, car of hovercraft,

    and involves years of

    specialized training.

    CHARACTERS 

    NEW AND REVISED SKILLS Skills in general are from Savage Worlds and are used normally, though a

    couple skills have been compressed, a handful of skills added and Repair expanded.

    NEW SKILLS 

    Athletics: (Agl)This skill covers most physical activities, from swimming to climbing. Under

    circumstances where a Climbing or Swimming skill roll would normally be used,this skill replaces them.

    Gunnery: (Smt)Gunnery is used to resolve any ranged

    attacks made using mounted weapons on a

    BattleMech, vehicle or other large, emplacedweapon; from direct laser attacks to indirectmissile volleys and everything in between. Thisskill is primarily an In Cockpit skill, though cancome up in Out of Cockpit situations when firingfrom fixed emplacements that use target controlsystems similar to those in vehicles.

    Hacking: (Smt)Sometimes various computer systems and

    security systems need to be broken into. This skill

    is used to hack into any computer andcomputerized systems. When used by a pilot in avehicle equipped with special communicationsgear this skill can be used to gather informationfrom passing satellites that might not be normallyavailable to the pilot as well as perform specialElectronic Warfare maneuvers as outlined later.

    Mech Piloting: (Smt)Mech Piloting is used for any rolls that

    involve controlling a BattleMech, from advancedmaneuvers to maintaining balance when hit. Italso is used in resolving physical attacks betweenBattleMechs. Further, the Defense TN of a Mechis also based off the Mech Piloting skill.

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    Design Note: OriginsOrigins are created

    using the race rules from

    Savage Worlds, but unlike

    races their modifiers

    specifically come to a total

    of 0 rather than a total of

    +2. This is because allcharacters in Savage

    BattleTech still get a free

    Novice Edge at character

    creation, due to being Human.

    REVISED SKILLS 

    Repair: (Smt)Repair is used for any work on vehicles, from customizing weapons and

    layout, to actual repairs.Weapon Salvage:

     You can use the repair skill to salvage weapons that have taken critical hitsbut not been completely destroyed. For each critical hit that is damaged, you must

    make a successful repair roll, with any raises counting as a success on an extradamaged critical slot.

     You can reduce the time this salvage takes by rolling all the critical slots atonce with only one wild die, similar to the Autofire rules.

    If any of the rolls fail, the weapon is rendered useless as if it had taken asingle critical hit.Making Field Repairs:

     You can use the Repair skill to make field repairs to weapons that have takencritical hits so long as you have either parts from or a working model of thatweapon. For each damaged critical slot you roll one repair dice for each critical slot

    you need to repair and only one wild die. A failure means the time and parts usedare wasted.

    ORIGINS Characters are created as per normal

    Savage Worlds with the addition of having theoption of selecting an Origin for the character.Origins reflect the culture they are from.Mechanically, origins are the same as a Raceas outlined in Savage Worlds, though may

    contain some further customization options.Going into great detail concerning every

    faction and group within the BattleTechsetting is well outside the scope of thisdocument; however, the BattleTech Wikiprovides an excellent overview.  Fundamentally though, humanity can be dividedinto three main regions: the Inner Sphere, the Periphery and the Clans. Within theInner Sphere, the cultures can vary wildly from Successor State to Successor State,but the quality of life is generally highest and human civilization the most settled.The Periphery is the frontier of human space, the settled states fewer and pirates

    roam the space ways raiding colonies with near impunity. Finally the Clans are analmost alien warrior culture founded by the long lost Star League Defense Forceafter they left the Inner Sphere at the beginning of the Succession Wars, and whilevery similar at first glance, posses many differences between each Clan.

     All characters in Savage BattleTech are human; there are no aliens, only amassive diaspora of humanity. While some cultures seem completely alien to oneanother, at the end of the day, humans are humans. As such all characters gain afree Novice Edge of their choice, and then gain the additional effects of their origin.

    http://www.sarna.net/wiki/Factionshttp://www.sarna.net/wiki/Factionshttp://www.sarna.net/wiki/Factionshttp://www.sarna.net/wiki/Factionshttp://www.sarna.net/wiki/Factionshttp://www.sarna.net/wiki/Factions

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    INNER SPHERE 

    The cradle of human civilization, centered, literally, on our homeworld: Earth,the Inner Sphere is where the vast majority of humanity lives, divided into the fiveGreat Houses, and a handful of smaller states, these Successor States vie toreestablish the Star League with their head as the new Star Lord.

    Origins

    Capellan Confederation

    Citizens of the Capellan Confederation, a totalitarianstate with the trappings of ancient Imperial China, are taughtfrom birth to live their lives for the greater glory of the Stateand Chancellor. This leads to a fanatical devotion within thepopulation, but a heavily oppressive society.

    For the Greater Good: The Capellan obsession withfamily, the State and honorable living is driven into everyonefrom birth, giving most from the Confederation the hindranceCode of Honor and the Minor Hindrance of Vow: Serve the

    Chancellor.Trapping of Ancient China: Modeled on Ancient China,

    the Confederation encourages the practice of Martial Arts for all people within itsborders, granting them a d6 in Fighting and the Martial Artist edge.

    ComStar/Word of Blake

    Controlling all interstellar communications ComStar and,when it later split off, the Word of Blake holds the keys to HPGs andother LosTech. Using mystical trappings to make themselves seemmore than glorified technicians, they keep communications open, butoften work towards their own goals.

    Secret Keepers of Technology: Members of ComStar and Wordof Blake are under strict training to not reveal secrets to the outsideworld; as such members have a Major Hindrance in

     Vow: To Keep the Secrets of the Order. Further,they cannot take the hindrances Big Mouth or AllThumbs.

    Technical Training: As keepers of LosTech,all members of ComStar are at least familiar with themaintenance of their equipment, granting them a d6 in Repair.

    There’s lways an HPG: On nearly every world colonized byhumanity, ComStar or Word of Blake runs an HPG, and if theother one is there, they assuredly have spies within their ranks.In fact, the only place they have nobody in is the Clans, who runtheir own HPGs. While not in Clanspace (including occupied Clanworlds in the Inner Sphere), members of ComStar and Word ofBlake have all the benefits of the Contacts edge.

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    Lyran Alliance/Commonwealth

    The economic powerhouse of the Inner Sphere, theLyran Commonwealth (later, briefly, called the Lyran

     Alliance), is loosely ruled by the Archon through a vastquantity of nobles, leading to major differences betweenthe governments from a region to region and even worldto world basis.

    Money, Power and Prestige: The LyranCommonwealth runs on money and politics, more so thanany other realm. Most from the Lyran Commonwealthare concerned with money in some way, shape are form,and so generally suffer from the minor hindrance Greedy.However, the realm’s constant wheeling and dealing

    leads to considerable experience with negotiations, even for common folk, givingthem a d6 in Persuasion.

    Living the Good Life: The general wealth of the Lyran Commonwealthcompared to its neighbors is no small feat; the realm has been an economic

    powerhouse since its inception. This manifests in that the general population gainsthe Rich edge (or, if in a game that abstracts wealth and money they may start witha d6 in one attribute to reflect the higher quality of life). Unfortunately, this hasgenerally made the population soft, making them squeamish about war and threatsin general, afflicting them with the minor hindrance Pacifist and a -2 penalty toresist Tests of Will.

    Mercenary

    Though the standing armies of the Great Houses arevast, they often need to supplement their forces withmercenary forces. Some of these mercenary companies have

    existed for generations and so have their own culture thatreflects on generations of being soldiers for hire. There arethree main types of Mercenary companies, each with theirown way of doing things: Heroes for Hire who seek to rightwrong, fight to the last and save the civilians regardless ofcost, Soldiers of Fortune who are professional and proper in their contracts, andNe’er-do-wells who might not be the best money can buy but get the job done,though you may not like how they do it. A character that uses the mercenary originmust choose to be a Hero for Hire, Soldier of Fortune or a Ne’er-do-well.

    Action and Adventure: Mercenaries have frequently

    seen action all across the Inner Sphere and Periphery, andhave seen more than most in their time. This has ledHeroes for Hire to embrace fighting for the little guy bygaining the Heroic hindrance. Soldiers of Fortune, whoknow they are the best and were hired because they are thebest, gain the Arrogant hindrance. While Ne’er-do-wellsoften go overboard and gain the Bloodthirsty hindrance.That said, all this action has made them alert for danger,

    they gain the Danger Sense edge and a d6 in Notice.

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      Held to a Gold Standard: Mercenaries are held to highstandards within the Inner Sphere, and rated according totheir actions and performance on contracts. Heroes for Hireembrace this, and gain the Code of Honor hindrance; Soldiersof Fortune generally fulfill the contract, but rarely go out oftheir way to do so and do so carefully and meticulously, andso gain Cautious and minor hindrance Greedy; however,Ne’er-do-wells only want the gold, gaining the majorhindrance Greedy. However, mercenaries are some of thebest warriors around, and can choose one skill from the following list to begin playwith d6s in: Driving, Fighting, Gunnery, Mech Piloting, Piloting, or Shooting.

    Free Rasalhague Republic

     A state originally conquered by the LyranCommonwealth and the Draconis Combine, before it finallymanaged to reform for a brief time before then being mostlyconquered by the Clans, Rasalhague has a hard history. A

    strong Swedish current to its society was tempered by manyyears of Combine rule. Ruled by a parliament and led by anelected Prince, the people of Rasalhague have a strong sense ofindependence and a great love of country.

    Constant Troubles: People of Rasalhague remember itsdifficult founding and betrayal by mercenary companies whose contracts hadinconveniently lapsed. Due to this, all citizens display visceral hatred towardsmercenaries, taking the form of a minor Quirk. Of course, this was only the first oftheir troubles; to the point where characters from Rasalhague start with one lessbennie per session, though they can still take the “Luck” and “Great Luck” edges,ending up with three or four bennies per session.

    Jarls of Iron: All this difficulty has led the citizens of Rasalhague to neverbreak and always soldier on, making contacts throughout their society; they gainthe Strong Willed edge and a d6 in Streetwise.

    Free Worlds League

    Internally divided, externally united, the FreeWorlds League is technically a representativefederation that has existed in an official state ofemergency since the fall of the Star League under theCaptain-General. All these internal power struggles

    generally make the Free Worlds League more insularthan the other Successor States, and people are oftenmore loyal to a specific member unit of the Free Worlds League than to the Leagueitself.

    Locally Focused: People from the Free Worlds League tend to be up to dateon events happening within their realm, but are likely to be unaware of what ishappening to their neighbors. They take a -2 penalty on any Knowledge rolls andCommon Knowledge rolls that deal with the history and events outside of the FreeWorlds League.

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      Wheeling and Dealing: The Free Worlds League is almost as open and free asthe Federated Suns, though it varies from member state to member state. Further,long traditions of elective representation permeate the culture, leading everyonefrom the League to gain a d6 in Persuasion and a d6 in another skill of their choice.

    St. Ives Compact

     A region that broke away from the Capellan Confederation during the 4th Succession War and now closely allied to the Federated Commonwealth, the St. IvesCompact has managed to keep a distinct culture and people, though it may not lastfor long.

    Maintaining Traditions: Despite leaving the Capellan Confederation, theCompact tries to maintain much of the traditional Chinese culture without thetotalitarian overlays. As such family, duty and honor are heavily emphasized,granting the hindrance Code of Honor.

    Better Lucky and Good: The citizens of St. Ives have historically been in a bitbetter circumstances than the rest of the Capellan Confederation, their rulers a bitmore sane, and they were spared almost all the fighting of the 4th Succession War.

    To reflect this bit of extra luck they’ve had over the years, they gain the Luck Edge.

    PERIPHERY 

    Beyond the Inner Sphere lays the Periphery. Less densely colonized than theInner Sphere and divided among dozens of independent States, from the welldeveloped and settled Taurian Concordant, to mysterious JàrnFòlk far beyond mostof the bounds of humanity. Perhaps there is even more in this region of space thanis known, lost colonies from the Star League or even earlier and hidden caches ofadvanced weapons and LosTec. However, this is also a realm of pirates, pettywarlords and limited to no heavy industry, making every day a struggle.

    THE CLANS The Clans provide a unique challenge in role-

    playing, as either an opponent or for characters. Inmost Clan campaigns, the GM will want the PCs to befrom the same Clan, but even within the same Clanthere are stark differences. Unlike Inner Sphere andPeriphery characters, Clan characters must take anOrigin due to the unique eugenics program of the Clansdividing the society into Freeborns, those born throughnatural methods, and Trueborns, those bred via theClans’ eugenics programs and grown in the artificialIron Wombs. Freeborns are generally looked downupon, but the exact attitude varies from Clan to Clanwith some being very open while others extremelyoppressive.

    The Clans are divided into five distinct castes:Warriors, Scientists, Merchants, Technicians, andLaborers. The Warriors are the ruling caste, and how important members of theother castes are is reflective of how closely they associate with the warrior caste.

     Among the warriors, the ones who actually make decisions are those that have

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    earned Bloodnames, a surname that indicates they have ensured their place in theClan eugenics program via honorable trial.

     All Clan Trueborn characters come from a specific genetic legacy and aremembers of a Bloodhouse, those that share this genetic legacy. When creating aClan Trueborn character, a Bloodhouse should be chosen. If the BloodnamedBackground Edge is selected, or later gained in gameplay, this is the surname thecharacter gains.

    Covering the full scope of Clan society is outside the scope of this document,and once again, the BattleTech wiki provides a good starting point to learn moreabout the Clans.

    Origins

    Clan Freeborn

    Those born of traditional methods within the Clans are known as Freeborns,or derisively as Freebirths, and are generally considered inferior to the eugenicallyselected and artificial womb grown Trueborns. Freeborns can end up in any caste ofthe Clans for the most part, from the lowly laborers to the ruling warriors, though

    they may never become part of the ruling elite of warriors.Freebirth Stigma: Even among Clans who are open to freeborns there is still

    a generally hostile attitude. Freeborns have a -2 Charisma when dealing withothers within the Clans. Further, Freeborn warriors can never earn a rank higherthan Star Captain and may never earn a Bloodname.

    Normal Lives: Clan Freeborn, unlike the Trueborn, have what wouldconsidered a more normal upbringing, and spend their childhood and adolescencemaking friends and meeting people. This grants them the Contacts edge so long asthey are within Clan space.

    Clan Trueborn Aerospace Pilot

    Clan Aerospace warriors are instantly identifiable by their small stature andlarge, oversized head and eyes. Considered by most to be an unimpressive displayof Clan eugenics, they are not without their advantages.

    Sibko Training: Like all Clan Trueborns, Aerospace Pilots are raised in sibko,and there they pick up one of the skills their Clan is noted for. Clan AerospacePilots may choose one skill from their Clan’s skill list to begin play with a d6 in (seeClan Affiliation Table).

    Keen Eyed: Clan Aerospace Pilots are noted for their overly large eyescompared to normal humans. This keen eyesight grants them a d6 in Notice.

    Lithe Build: Aerospace pilots are small and quick moving to better react in

    the harsh environment of space. They gain the Small hindrance as well as startplay with a d6 in Agility.Bound by Honor: As Clan Warriors, an Aerospace pilot is bound by the

    traditional honor code of Zellbrigen and automatically gains the flaw Code of Honor:Zellbrigen.

    http://www.sarna.net/wiki/Clanshttp://www.sarna.net/wiki/Clanshttp://www.sarna.net/wiki/Clanshttp://www.sarna.net/wiki/Clans

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    Clan Trueborn Elemental Warrior Clan Elementals are an impressive display of

    the Clan eugenics program. Massive soldiers whowear the iconic Elemental Power Armor, evenoutside their metal skin, these warriors are powerfuland dangerous.

    Massive Built: Elementals are significantlylarger than others, and receive a +1 Bonus on size.However, this size is a hindrance if put into the tightconfines of a vehicle, Elementals suffers a -2 penaltyon any Driving, Mech Piloting or Piloting checks dueto being too big for the controls.

    Resilient Build: Due to their size and training,Elementals are exceptionally tough, gaining theBackground Edge: Brawny.

    Sibko Training: Like all Clan Trueborns,Elementals are raised in sibko, and there they pick

    up one of the skills their Clan is noted for.Elementals may choose one skill from their Clan’sskill list to begin play with a d6 in (see Clan Affiliation Table).

    Small World: Everything seems small and weak compared to an ElementalWarrior, even an enemy BattleMech. Elementals automatically gain the flawOverconfident.

    Bound by Honor: As Clan Warriors, an Elemental is bound by the traditionalhonor code of Zellbrigen and automatically gains the flaw Code of Honor: Zellbrigen.

    Clan Trueborn MechWarrior

    Clan Warriors are the most common form of Clan Warrior, and are not far

    removed from their normal Inner Sphere counterparts. Their real advantage is thevigorous and dangerous sibko training, which trains them to be MechWarriors froma much younger age than any comparable training program.

    Sibko Training: The governing attribute for Gunnery and Mech Piloting,skills is treated as if it is one die size higher for the purpose raising skills duringcharacter creation and raising skills via XP. Further, they may choose one of theirClan’s skills to begin play with a d6 in. 

    Bound by Honor: As Clan Warriors, a MechWarrior is bound by thetraditional honor code of Zellbrigen and automatically gains the flaw Code of Honor:Zellbrigen. Further, due to expectations of this code, Clan MechWarriors are

    adverse to and less skilled in Mech melee combat than their Inner Spherecounterparts, and suffer a -2 on Mech Piloting to make any physical attacks(including Charging and Death from Above), though they do not take any penaltieswhen defending against them.

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    Clan Affiliation Table

    Zellbrigen

    The Code of Honor that defines Clan Warriors is known as Zellbrigen.Zellbrigen is complex, and has some specific rules mainly dealing with In Cockpitcombat:

    Each Point3 will issue a challenge to a different enemy Point. If one sideoutnumbers the other, then the extra Points on that side will stand asideuntil one of their comrades is defeated. A Point can challenge more than oneunit at a time.

     A Point has a right to refuse challenges from Inner Sphere units, especially ifunderhanded ploys are suspected.4 

     A warrior has the right to refuse a challenge from a unit of differing weight

    class if other unengaged units are available.No artillery or other Area-Effect Weapons shall be employed by either side.Systems that require multiple units to operate, like C3, are forbidden.Fleeing from combat is prohibited unless granted hegira; a form of honorablewithdraw.Further, a warrior is also expected to not retreat from inferior foes, or to

    engage his opponent in melee combat, though these are not part of the formal rulesof zellbrigen.

     As to how Code of Honor governs daily life for a Clanner that varies not justfrom Clan to Clan, but from Warrior to Warrior. Some Warriors hold to a form ofZellbrigen that embraces their role within Clan society, that as the head of theirsociety it is their responsibility to protect and rule wisely. While other warriors usetheir position to lord over the lower castes. In general, a Clan that is liberal

    1 The Fire Mandrills are internally divided into factions known as Kindraa, each which follows its own interpretation

    of Zellbrigen.2 Originally Liberal, once the Wolves split into the Crusader Wolves and the Wolves-in-Exile the CWs are

    Conservative while the WiE are Liberal.3 A Point is defined as a single Mech, two Aerospace Fighters or Vehicles, five Battle Armors or Protomechs, or a

    full Squad of unarmored infantry.4 This only applies post the Battle of Tukayyid in 3052.

    Clan: Associated Skills: Attitude to Freeborns: Adherence to Zellbrigen:Blood Spirit Repair, Streetwise, Survival Liberal Strict

    Burrock Gambling, Stealth, Streetwise Liberal LooseCloud Cobra Knowledge (Religion), Persuasion, Piloting Liberal Loose

    Coyote Hacking, Knowledge (Science), Repair Liberal StrictDiamond Shark Gambling, Persuasion, Streetwise Liberal Loose

    Fire Mandrill Fighting, Intimidation, Taunt Conservative Varies

    Ghost Bear Fighting, Survival, Tracking Liberal StrictGoliath Scorpion Gunnery, Fighting, Survival Liberal Strict

    Hell’s Horses  Driving, Gunnery, Knowledge (Battle) Liberal LooseIce Hellion Notice, Stealth, Taunt Conservative Loose

    Jade Falcon Intimidation, Mech Piloting, Persuasion Conservative StrictNova Cat Gunnery, Knowledge (Mysticism), Persuasion Conservative Loose

    Smoke Jaguar Gunnery, Intimidation, Mech Piloting Conservative StrictSnow Raven Persuasion, Repair, Survival Conservative LooseStar Adder Investigation, Knowledge (Battle), Notice Liberal StrictSteel Viper Fighting, Intimidation, Survival Conservative Strict

    Wolf Knowledge (Battle), Mech Piloting, Notice Conservative/Liberal Loose

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      When making a hyperspace jump, you suffer from TDS. For the next day yougenerally feel nauseous and ill, suffer severe migraines, or are otherwisedebilitating sick. You take a -2 penalty on all rolls until you get a full rest.

    In a campaign focusing on Jumpships and exploration, this Hindrance maybe considered Major at the GM’s discretion.

    Sheltered (Major)

     You have been fortunate in your upbringing and brought up on a world or incircumstances generally isolated from the normal chaos of the Inner Sphere orPeriphery. Of course, this has led to a lack of knowledge of the events of the worldsaround you. You may not make any Common Knowledge rolls outside of yourhomeworld.

    This hindrance is especially useful to people new to the BattleTech setting tohelp them introduce themselves through their character to the expansive universe.

    This hindrance may be replaced with another major hindrance at any time.Clan characters may not take Sheltered.

    Sleeper Agent (Major) Sometime in the past one of the various intelligence agencies caught up toyou and put you through subtle indoctrination and brainwashing. For now, yourprogramming is lying dormant until activated. Upon activating, the character gainsthe hindrance Oath (Major) to the intelligence service and will attempt to fulfilltheir mission. Upon completion of the assigned mission, the Oath Hindrance is lostuntil the Sleeper Agent is again reactivated.

    B ACKGROUND EDGES Bloodnamed

    Prerequisites: Clan Trueborn Origin, GM PermissionBenefits:  You have proven yourself to be one of the best Clan Warriors in a Trial ofBloodrite, and earned a surname, known as a Bloodname, in the Clans. This honorensures that your genetic heritage will be passed on to future warriors of your Clan,and grants you +2 Charisma when dealing with other Clanners. Further, you aretreated as the superior officer when dealing with other Clan Warriors of equal rankwho do not have a Bloodname, and may gain rank above Star Captain. Finally,earning a Bloodname allows the character to sit on their Clan Council, and vote onmatters governing the Clan, and makes them eligible for special ranks within theClan, such as Khan, saKhan, Oathmaster and Loremaster.

    If not taken at character creation, this Edge may only be gained in gameplayvia a Bloodname Trial. If gained in this manner, it does not cost an advance.

    Manei Domini

    Prerequisites: Vow (Major): To serve the Word of Blake, GM PermissionBenefits: You ignore the penalty for having a Small Cockpit. Further gain a +1 onMech Piloting and Gunnery.

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    NEW EDGES Arc Master

    Prerequisites: Smarts d8, Gunnery d8Benefits: You no longer take a penalty forindirect firing.

    Deadeye Prerequisites: Seasoned, Gunnery d8,Notice d6Benefits: Once per turn while in MechScale combat when you miss with a weapongroup, you may immediately make aGunnery roll at -2 at the same target. Ifthis second roll would hit the target, chooseone weapon from the weapon group andtreat it as if it had hit. This attack does not threaten critical hits on raises and maynot be used with weapons that roll on the Cluster Hits Table or any weapon that

    fired more than one shot in the turn.

    Improved Deadeye

    Prerequisites: Veteran, Deadeye, Gunnery d10Benefits: You no longer take a -2 penalty when using the Deadeye Edge.

    Design Quirk Prerequisites: d6 RepairBenefits: Your gain a pool of 2 Design Quick Points to spend on Quirks for yourvehicle. You may take this Edge multiple times, each time adds 2 more points toyour pool.

    Enhanced Mech Melee

    Prerequisites: d8 Mech Piloting, d8 FightingBenefits: When making a melee attack you add+2 on your Mech Melee rolls.

    BattleMech Frenzy

    Prerequisites: Enhanced Mech Melee,Seasoned, Mech Piloting d10Benefits: You make two swift physical or

    melee attacks with the same weapon orlimb on your Mech against a singletarget. You roll two Mech Melee attacksand one Wild die, taking a -2 on all rolls.

    Improved BattleMech Frenzy

    Prerequisites: Veteran, BattleMech FrenzyBenefits: You ignore the -2 penalty when making a BattleMech Frenzyattack.

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    Focused Fire Prerequisites: Seasoned, Agility d8, Gunnery d10Benefit: Once per turn when rolling to determine the hit location of a non-clusterweapon, roll 3d6 and select which two die determine the location.

    Gunkatta Prerequisites: Seasoned, Gunnery d8, Mech Piloting d10Benefit: You may make attacks with weapons mounted in limbs the same roundyou make a melee attack.

    It's Cool

    Prerequisites: Seasoned, Mech Piloting d8, WildcardBenefits: You immediately dissipate heat when dealt theJoker as if it was the end of your turn. This is inaddition to normal end-of-turn heat dissipation.

    Knife Fighter’s Focus 

    Prerequisites: Agility d8, VCS d8Benefits: During your turn, while in Mech scale combatyou may choose one target within five hexes; increaseyour defenses by one for attacks from that target. Thisbonus expires at the same time as Movement Bonuses to Defense.

    Improved Knife Fighter’s Focus 

    Prerequisites: Knife Fighter’s Focus, Seasoned Benefits: The defense bonus against your selected target increases to two, oryou may designate a second target and receive and increase your defenses byone against attacks from both.

    Mech Ambush

    Prerequisites: d6 Stealth, VCS d6Benefits: You may make a Stealth check without shutting down so long as you donot move for one turn.

    Mech Infiltration

    Prerequisites: Mech Ambush, SeasonedBenefits: You may make a Stealth check so long as you only walk in a turn.

    Silent Running

    Prerequisites: Mech Infiltration, Veteran, VCS d10Benefits: You may make a Stealth check while running, even withoutcover.

    Out of the Blue

    Prerequisites: Silent Running, HeroicBenefits: You may make a Stealth check while jumping, evenwithout cover.

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    Mech Block

    Prerequisites: Seasoned, d8 AglBenefits: When hit you may make a Piloting Roll with a TN of the enemy's Gunneryor Melee roll. If you succeed you may change the location of damage to one adjacentlocation.

    Mech Marksman

    Prerequisites: d8 Gunnery, Smarts d8Benefits: When you do not move, you ignore one point of penalty on attack rollsfrom cover or range.

    Improved Mech Marksman

    Prerequisites: Seasoned, Mech Marksman, Gunnery d10Benefits: When you do not move, you ignore ranged penalties to attack rolls.Further, if you only walk or move cruise you ignore one point of penalty onattacks rolls from cover or range.

    Run and Gun

    Prerequisites: d8 AglBenefits: Running in a Mech or movingFlank speed in a vehicle, no longerapplies a penalty.

    Shot on the Run Prerequisites: Run and GunBenefits: You may attack at anypoint during your movement ina Mech or Vehicle, as opposed to

    before or after moving.

    Grasshopper

    Prerequisites: Run and Gun,SeasonedBenefits: Using Jump Jets nolonger applies a penalty.

    Smooth Operator

    Prerequisites: d8 Agility

    Benefits: When attempting to stand, you may automatically stand for 1 movementpoint rather than 3. In addition, gain a +2 bonus on Piloting Skill checks to preventfalling in a Mech.

    Stop Blowing Holes in My Ride

    Prerequisites: SeasonedBenefits: When spending a Bennie to force a reroll on the critical hit table, insteadforce two rerolls, using the better of the results in place of the original roll.

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    Tracking Fire

    Prerequisites: Heroic, d10 GunneryBenefits: When firing at an enemy, you may spend a chip to move a hit from a limbinwards to the appropriate torso section. This edge cannot be used if it would resultin the hit striking the center torso, and it must be used before any critical hit rollsare made.

    Tracking Trigger

    Prerequisites: d8 GunneryBenefit: If you're firing more than one weapon group and you first weapon groupmisses, you gain a +1 bonus on the next Gunnery roll.

    Tough in the Cockpit

    Prerequisites: Vigor d6Benefits: You may immediately make a spirit roll to avoid becoming shaken whenyour Mech’s head is hit or due to an ammo explosion. 

    Trademark Ride

    Prerequisites: Seasoned, VCS d8, 5 missions run inyour vehicleBenefits: So long as you are in your, specific, personalvehicle (not just one of the same class) you get a +1bonus on Gunnery, Mech Piloting, Mech Melee,Piloting, and Driving as appropriate. If you get a newvehicle, or your old one is destroyed, you may transferthe benefits of this edge (and any edges tied to it) to anew vehicle after running three to five missions in it(GM’s discretion). 

    Improved Trademark Ride

    Prerequisites: Veteran, Trademark RideBenefits: So long as you are piloting yourTrademark Ride, you get a +1 bonus to your Defense.

    Legendary Warrior

    Prerequisites: Legendary, Improved Trademark Ride, GM PermissionBenefits: When you first fire at an enemy while in your TrademarkRide the target must make a Spirit roll or be Shaken. Further, add +2to Charisma, as you are well known warrior who people either respect,or fear.

    WEIRD EDGES Phantom Mech

    Prerequisites: Heroic, Spirit d10, GM PermissionBenefits: At the start of your turn you may take an action to make a Spirit roll. Addthe result to your unit’s Defense until the start of your next turn.

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    MODIFIED EDGES These Edges are from normal Savage Worlds that have special case

    applications in Savage BattleTech.

    General Edges

    Ace

    Checks made on Mech-scale do not benefit from the Ace profession edge.

    MacGuiver

    Benefits: This edge allows a person making repairs to use parts from acrosstechnological base to repair damaged weapons systems.

    LEADERSHIP EDGES 

    Due to the advanced communication equipmenton BattleMechs, the leadership default “commandradius” (SWDE 37) is 7 spaces. Further, all unitsconnected by C3 or C3i systems are considered to be

    in the command radius.

    Command

    Benefits: In addition, when allies within theCommand Radius spend a bennie to force a reroll onthe Critical Hits Table, the new roll takes a -1penalty.

    Command Presence Benefits: This edge extends the “commandradius” from 7 to 14 spaces while in Mech-scale

    combat.

    Fervor

    Benefits: In addition, allies within theCommand Radius add a +1 bonus on criticalconfirmation rolls.

    Hold the Line

    Benefits: In addition, apply a -1 on Critical Confirmation rolls against alliesin the Command Radius.

    Inspire

    Benefits: In addition, when allies within the Command Radius spend abennie to force a reroll on the Critical Hits Table, the new roll takes a -2penalty. This replaces the benefit from Command.

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     B ASIC MECH SCALE 

    O VERVIEW The rules presented here are the absolute bare bone essentials for playing

    Savage BattleTech and allowing player characters to pilot BattleMechs. Thissection provide rules specifically for “in-cockpit” combat referred to as “Mech Scale”,which is done generally on the BattleTech scale with BattleTech damage and recordsheets and often on BattleTech hex grid battle maps (though miniature combat ispossible).

    It is strongly suggested that players first master the rules provided in thissection before including the Advanced Mech Scale rules, as this section covers allthat is necessary for basic Mech on Mech combat.

    GENERAL CONVERSION 

    Unless otherwise noted, most bonuses and penalties from BattleTech can beconverted to Savage Worlds by simply multiplying by -1; in other words a -1 bonuson a Piloting Skill roll becomes a +1 bonus on a Mech Piloting check. The inversealso holds true for penalties, where a +1 penalty on Gunnery Skill rolls wouldbecome a -1 penalty on Gunnery checks unless otherwise noted. Many of theBattleTech tables have already been converted and provided. If the modifier doesnot appear there use this conversion convention.

    TURN ORDER Initiative in Mech Scale is determined as per Savage Worlds rules.

    BattleTech turn order is not used. A Savage BattleTech turn on Mech Scale can be divided into three main

    phases: Initial, Action and End. In the Initial phase, all heat penalties aredetermined and applied. In the Action phase, the character takes all their actions.The player may move their unit at any time during this phase, but can normallyonly take other actions before or after movement is complete. In the End phase theDefensive values are calculated, heat buildup due to damage is applied and thencooling is resolved.

    PILOTING PILOTING SKILL CHECKS:

    Certain events force a pilot to make a VCS skill check. This is made againstthe standard Target Number (TN) of 4. However, damage to a Mech, terrain andother circumstances can affect penalties to the check either modifying the MechPiloting roll or the TN.

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    MOVEMENT Most vehicles have two movement types each given a numerical value; for

    Mechs these are Walk and Run while for vehicles they are Cruise and Flank. A unitmust choose what type of movement it is using when it begins moving, after that ischosen, the unit can move up to the number of hexes that is indicated by theWalking/Cruise or Run/Flank value. Unlike normal BattleTech, turning andchanging facing do not cost any extra movement; however, if a unit has nomovement points at the start of its turn (due to damage or heat), it cannot changefacing that turn. Moving is free and does not count as an action; however, if thepilot decides to move at Run or Flank they take a -1 penalty on all other rolls madein the round.

    Friendly units cannot move through a hex occupied by an enemy unit, but canmove through an allied unit’s space.

    Some Mechs and Vehicles have jump jets as standard equipment. Thesedevices allow the unit to jump through the air ignoring normal terrain penaltiesand even moving through hostile vehicles’ hexes. When jumping any further rollsmade by the pilot takes a -2 penalty.

    When a Mech is knocked over due to damage or other circumstances, the pilotmust spend 1 walking movement point and make a Mech Piloting roll. On asuccess, they upright their Mech, on a failure they do not. Alternatively a pilot canspend 3 walking movement points or its entire walk MP if it has less than 3 tostand without the piloting roll. Once the Mech is standing, any remaining walkmovement points can be expended to move, though the unit cannot Run or Jump.

    Otherwise, movement is handled as per BattleTech rules.

    DEFENSE AND ATTACKING  All units have a Defense stat. Their base Defense is calculated by taking the

    relevant VCS, dividing it by 2 and then adding Edge bonuses.In a given turn, however, more can be added to this value, giving the unit a

    higher Defense in any given round. The primary value that is added is the unit’smovement defense bonus. When units move a certain amount, they gain a bonus todefense as follows:

    Distance Moved: Defense Bonus:

    0 - 4 +0

    5 - 6 +1

    7 - 8 +2

    9 - 10 +3

    11 - 12 +4

    13 - 14 +5

    15+ +6

    Jumped +1 Additional

    This bonus lasts until they move again or until the end of their next turn,upon which time it is recalculated. A unit on hold loses its movement bonus to

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    defense when its card comes up on the next round; a joker is treated as a Two ofClubs for this purpose.

     A unit that uses Jump Jets adds an additional +1 to their Defense value inaddition to the bonus gained from the distance moved.

     ATTACKS AND D AMAGE:

     All ranged attacks using weapons

    mounted on a Mech or vehicle are resolvedwith a Gunnery roll vs Defense. Chargingand Death from Above attacks areresolved with opposed VCS rolls.Punches, Kicks and Mech mounted meleeweapon attacks are resolved with a roll ofMech Piloting -2 against Defense. All ofthese attacks are modified by theappropriate circumstantial modifiers aslisted in attack modifier tables (see below

    and Appendix A).If the attack is equal to orsurpasses the Defense score, but is not a raise, the weapon deals its damage to theappropriate location as determined by rolls on the Hits Location Table. Unlikenormal BattleTech, damage is inflicted when the attack is made.

    When a Mech takes enough damage, it may fall over and become prone bothdue to the sheer amount of force it was hit with as well as the sudden change inweight due to loss of armor and mass. A bipedal Mech can take 40 points of damagein a single turn before it falls over, while a quadruped Mech can take 60 points ofdamage. If a quadruped Mech loses a leg, this threshold drops to 40.

    If damage would result in a wildcard pilot being killed, the pilot immediately

    gets an Agility roll. On a success, the pilot survives, but their unit is “combatkilled”, and they are treated as an individual infantry unit on Mech Scale. On afailure the pilot survives and is in the space behind their vehicle, but isIncapacitated with Four Wounds per Savage Worlds rules.

    CRITICAL HITS 

    Within Savage BattleTech, there are three types of Critical Hits chances thatcan occur. The first is a Penetrating Critical Hit, which may happen when a Hitwith a Raise is rolled by an attacker, this type of Critical may only occur to Mechs;

     Vehicles and Infantry are immune to Penetrating Critical Hits. The second type isa Location Critical Hit, which may happen when a specific location is rolled on theHit Location Table (typically from the roll of a 2 on the Hit Location Table). Finallythere is a Structural Critical Hit, which may happen any time a unit takes internalstructure damage. For Penetrating Crits each Raise after the first you add a +1bonus on the roll on the Critical Hits Table. All circumstances that cause criticalhits are cumulative, so if an attack hits with a raise, rolls 2 on the Hit Location anddoes inner structure damage to the target, three separate rolls on the Critical HitsTable are made. Critical Hits are resolved in the order they are inflicted afterdamage is applied: a Penetrating Crit is resolved first, then a Location Crit, andfinally a Structural Crit. All crits are lost if the section is destroyed by damage.

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    Design Note: Weapon GroupsIn BattleTech each

    weapon’s attack is calculated

    separately and individually.

    Very early in design, we

    determined that doing this in

    Savage BattleTech would both

    cause confusion concerning

    actions and multi-action

    penalties, as well as greatly

    slow down game play. The

    solution was drawn from the

    portrayal of triggering weapons

    from the MechWarrior video games

    and occasionally references in

    the BattleTech novels: grouping

    weapons to be fired together.

    Design Note: QuicktriggerUp until Revision 8 of the

    rules, there was an Edge known as

    Quicktrigger that allowed the

    firing of two weapon groups

    without taking a multi-action

    penalty. It had become obvious

    through play testing to us that

    this Edge was basically essential

    to speedy game play, between

    heavier Mechs needing it to fireall their weapons with no

    penalties, to giving more options

    to Mechs with only a handful of

    weapons; most characters had it.

    This lead to the functionality of

    the rule: the firing of a single

    weapon group without it causing a

    multi-action penalty, to be made

    into a core mechanic.

    If a critical hit occurs it is recorded on the critical hit location table on therecord sheet and damage marked appropriately, and any other effects from thecritical hit are immediately applied.

     A Bennie can be spent to force a reroll on the Critical Hits Table from any ofthe types of Critical Hits, and the roll resulting in the fewest critical hits is alwaysused.

    WEAPONS AND WEAPON GROUPING:BattleMechs carry many varied

    weapon systems, which often have differentranges and effects. Firing all these weaponsindividually are an arduous task in themiddle of combat, so pilots group weaponstogether to allow quicker and easiertriggering.

    WEAPON GROUPS:Up to six ranged weapons can be

    placed in one weapon group and firedtogether with no penalty. However, theranges of the weapon group are consideredto be the ranges of the weapon with theshortest range in the group. If a weapongrants bonuses to hit, like Pulse Lasers, the benefit is only applicable if all theweapons in a group all grant the same bonus; however, if any one weapon grants apenalty to hit, including from damage, it is applied to the entire group. When youhit with a weapon group, each weapon's hit location is determined separately by

    rolling on the hit location table. If the attack group threatens a PenetratingCritical, the most damaging single hit location weapon in the weapon group is

    considered to have threatened, if multipleweapons are tied for the single largest hit,or if all the weapons deal identical damage,the first hit location rolled is threatenedwith the critical hit.

    Firing a single weapon group is freeand does not count as an action. So pilotscan fire a weapon group and take other

    actions, like Taunt, make a Skill check, callin an artillery strike or fire a secondweapon group. Firing a second weapongroup is considered an action, so you canfire more than two weapon groups or firetwo weapon groups and take another actionin a given turn by taking a multi-actionpenalty. However, any single weapon canonly be fired once per turn.

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      If a weapon group goes beyond six weapons, and they are all the same type ofweapon they can still be fired as one weapon group; however, trying to orient thatmany weapons is difficult, and even then some of the weapons may still miss. Whensuch a weapon group hits, roll on the cluster hits table to determine how manyweapons actually hit the target, and then roll locations as normal.

    WEAPON MODIFIERS:

     All weapons havethree range brackets, Short,Medium and Long, thatcarry with them benefits orpenalties for firing. Thesemodifiers are similar tothose in BattleTech, but dueto the system differences, areslightly different. Furtherother circumstances may

    affect the Gunnery roll, asdetermined by a wide varietyof circumstances. It canseem intimidating at first,but the vast majority ofthese modifiers are highlysituational. If the tablesprovided in this document donot show the modifiersneeded, use the GeneralConversion Rule and apply them as necessary, though nearly all common modifiers

    have been accounted for.For weapon modifiers, ones that add to “Mech Piloting” rolls only apply when

    making physical attacks with those weapons, and they do not apply to any otherMech Piloting rolls.

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     Physical Attack Modifiers 

    Mech Damage

    Shoulder HitNo punching or physical weapon attacks with arm,no clubbing attacks, -2 to pushing attacks (each)

     Arm actuator hit (each)-2 to punching and physical weapon attacks with arm; half damage forpunching with arm

    Hand actuator hit-1 to punching attach with arm; no clubbing attacks; no physical weaponattacks

    Hip actuator hit No kicking attacksLeg actuator hit (each) -2 to kick attacks and half damage from affected legFoot actuator hit -1 to kicking attacks with that leg

    TargetInfantry -3 on kicking and DFA attacksLarge Vehicle or Grounded Craft +2

    Range Modifiers:Minimum Range -1 Per Space At or Below the

    MinimumShort Range ±0 on Gunnery Skill RollsMedium Range -1 on Gunnery Skill RollsLong Range -2 on Gunnery Skill Rolls

    Weapon Modifiers: Autocannon Ammo:

    LB-X Cluster Munitions +1 on Gunnery Skill RollsPrecision Munitions +1 on Gunnery Skill Rolls

    Lasers:Heavy Lasers -1 on Gunnery RollsPulse Lasers +1 on Gunnery Rolls

    Missiles:MRMs -1 on Gunnery RollsRocket Launchers -1 on Gunnery Rolls

    Melee AttacksBackhoe -1 on Mech Piloting RollsClub +1 on Mech Piloting RollsCombine +2 on Mech Piloting RollsHatchet +1 on Mech Piloting RollsHeavy-Duty Pile Driver -2 on Mech Piloting RollsKick +2 on Mech Piloting RollsMining Drill +1 on Mech Piloting RollsRetractable Blade +2 on Mech Piloting RollsRock Cutter -1 on Mech Piloting RollsSword +2 on Mech Piloting RollsWrecking Ball -1 on Mech Piloting Rolls

    Equipment:Targeting Computer +1 on Gunnery Rolls for non-

    missile weapons

    Attacker Conditional Modifiers Ran/Flank -1 on all other rollsJumped -2 on all other rollsProne -1 Gunnery on non-QuadsSkidding -1 on GunneryIndirect Fire -1 on GunneryIndustrialMech -1 on Gunnery

    Targeting Dropship +2 on GunneryTarget Conditional Modifiers 

    Prone+2 from adjacent,-1 otherwise

    Immobile +4Skidding -2

     Airborne unit at Alt. 1(Attacker in flight path)

    -1

     Airborne unit at Alt. 1(Attacker not in flight path)

    -3

    Mech Damage for Attacks Sensor Hit -2

    Shoulder Hit-4, overrides arm actuatordamage

     Arm Actuator Hit -1 per actuator

    Terrain Modifiers 

    Light Woods-1 per intervening hex,-1 if target is in hex

    Heavy Woods-2 per intervening hex,-2 if target is woods

    Depth 1 Water -1Depth 2 Water -2Partial Cover -1

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     ADVANCED MECH SCALE 

    O VERVIEW The rules presented in this section are for more advanced play using various

    special equipment and units from BattleTech. It is suggested that players firstmaster the Basic Rules before using all the advanced equipment and expandedunits from this section. These rules are not considered optional, as they coverspecific actions that can be taken by players in the field or matter for specific typesof units and equipment.

    The following rules are presented in alphabetical order.

     ARTILLERY:

    Even in BattleTech when the goinggets tough, the tough call for artillery. To dothis artillery must first be available to becalled in as a unit in the battle. With theexception of TAG Guided Arrow IV missiles,most artillery is called onto a specific hex.When a spotter calls in an artillery strikethey immediately make a Gunnery (orShooting in the event a ProtoMech or Infantry unit is calling in the strike) skillcheck that is unmodified by Edges or abilities that would normally modify thecheck. It is further modified by the following conditions:

    Condition: Modifier:Spotter Does Not Have Line of Sight to Target Hex -1Spotter is Effected by an ECM field -2Spotter can use a TAG to spot on the target hex +1Spotter has called a strike on the hex before and missed +1 perSpotter has Satellite Telemetry +2

    If the check fails, the artillery is still called in, but it drifts off target. Thedirection of the drift is determined by rolling 1d6, with a result of one being towardsthe artillery, a result of 2 being one hex clockwise from the result of 1, etc. Thedistance of the drift is determined by rolling 1d8 and adding the amount by whichthe call failed by. On a normal success, the artillery still has some drift. Directionis determined as above, but distance is instead determined by rolling 1d4-1. Drift

    dice do not ace. On a success with a raise, the artillery strike lands precisely on thetargeted hex. Once the targeted hex is successfully struck, and so long as a new hexhas not been targeted, artillery strikes can be called on that hex without makingthe Gunnery check or having any drift.

    Next transit time must be determined as artillery can take significantamounts of time to get from the firing position to the targeted area. For artillerythat is on map, there is no appreciable transit time, the artillery arrives in the sameround it was fired. For off board artillery, the following travel times apply:

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    Number of Maps: Rounds:1 – 8 1

    9 – 15 216 – 21 322 – 26 427 – 30 5

    Once the number of rounds is determined a d6 is placed on the map wherethe strike will hit with the number of rounds until the strike face up. At the start of

    each new round, reduce the die by one, when the die can no longer be counted down,resolve the artillery strike.

    B ATTLE ARMOR Battle Armor in Mech Scale is

    generally at a severe disadvantagecompared the heavier armed and armoredBattleMechs. Unlike a Mech, however,Battle Armor always works in squads of

    between four and six. Battle Armor movesas normal in BattleTech, though they canfreely mount an allied unit when it movesthrough their hex even if they have notacted or already acted in that round ofcombat.

    In the event that a Wildcard is amember of a Battle Armor squad, they arenot assigned as a specific individual withinthe unit record sheet; rather, the Wildcard isalways the last member of such a squad to

    be destroyed.For the purposes of Edges and rolls,

    the entire squad of Battle Armor isconsidered to be a part of the Wildcard character while in combat on Mech Scale.

     All trait and skills are rolled as if rolled by the Wildcard. A Squad of Battle Armor,for instance, would only make one Shooting roll for the entire unit, and, if led by aWildcard, roll a Wild Die along with all their skill rolls.

    Swarm attacks by Battle Armor is resolved as a Fighting attack vs VCS. Ifthe Fighting attack succeeds with a raise, the swarm may immediately deal swarmdamage to the enemy unit.

    Battle Armor, because of its nature as a worn rather than piloted piece ofequipment, do not have special skills required for its use. Ranged attacks using allweapons utilize the Wildcard’s Shooting Die. Swarm Attacks against larger vehiclesuse the Wildcard’s Fighting Die. 

    When on Mech Scale, a Battle Armor squad has a Defense calculated bytaking the Wildcard’s Agility, dividing it by 2 and adding 1. All Gunnery andPiloting based attacks are resolved against this value, as well as Battle Armor onBattle Armor melee attacks.

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    In the event the last member of a Battle Armor squad is destroyed, theWildcard makes an Agility roll. On a success, the Wildcard survives, but is “combatkilled”, their equipment destroyed, and they can only move one space of movementon Mech Scale a turn under their own power though an ally vehicle could pick themup and carry them with them. On a failure the Wildcard survives, but isIncapacitated with Four Wounds per Savage Worlds rules.

    Rules for Battle Armor on Savage Worlds scale is provided in Equipmentchapter of this document.

    ELECTRONIC W ARFARE Electronic Warfare is not unheard of on the

    fields of BattleTech. From brute force methods likesaturating all common radio channels with thewailing of bagpipes, to more subtle methodsdesigned to confuse a single enemy’s IFFtransponder, many different methods are availablefor warriors to disrupt and dismay their enemies.

    To engage in Electronic Warfare on Mechscale, a vehicle must be equipped withCommunication Gear and have the pilot must havethe Electronics skill. Each ton of Comm. Gear thevehicle carries grants one power point per turn tobe used on a specific list of powers. Some of thesepowers further require the unit to mount either anECM (ECM Suite or Guardian ECM) or Probe

    (Active Probe, Beagle Active Probe or Light Active Probe). For the purposes of

    activating powers, any device that has or can function as an ECM or Probe countsfor these. Advanced versions, the Angel ECM or the Bloodhound Active Probe, aswell as duplicate of the base units grant a +1 bonus on Electronics checks that theyare tied to. If an ECM is being used to activate a different system (for instanceStealth Armor) it cannot be used in EW attacks and grants no benefit.

    EW powers can be divided into three main types: Scan, ECM andNetworking. Scans are powers that require a Probe and generally grant bonuses toallies. ECM are powers that require an ECM unit and generally debuff enemies.Networking powers require no special equipment, and generally grant bonuses toallies. Beyond these distinctions, EW powers have two main forms of targeting:Pings and Bubbles. A Ping affects a single unit (this may be a little as a single

    BattleMech or as large as entire squad of Power Armor), while a Bubble affects anarea around the activating unit. Range is tied to these abilities; a Ping's range isgiven in normal BattleTech style, with each longer range increment taking thenormal penalty for that range. Pings cannot be maintained, but last until the endof the affected unit's next turn. A Bubble's range is a single number, which is theradius in hexes that the Bubble affects. Bubbles normally last for one round, butmay be maintained at full cost (including any variables).

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     All powers that are activated against a single hostile target are resolved as VCS vs Electronics, while powers that affect an ally are activated via an Electronicscheck vs TN 4. When a power has an effect via a fumble, fumbles are defined as therolling of a 1 on the VCS, regardless of the result of the Wild Die.

    ELECTRONIC W ARFARE POWER LIST:

    Advanced Terrain Mapping

    Cost: 5Type: ProbeTarget: BubbleRange: 4Effect: All friendly units that starttheir turn in the radius gain +1 totheir Walk/Cruise MP (recalculateRun/Flank accordingly). On a raise,they reduce the cost of leaving a hexby 1 MP, to a minimum of 1 MP. The

    field can be extended at the cost of 2PPs per hex, for each additional hexthe sustain cost of the power increasedby 1.

    Area Targeting Jam

    Cost: 4Type: ECMTarget: BubbleRange: 3

    Effect: All friendly units (including theinitiator) gain +1 to the Defense. On araise the bonus is raised to a +2.Further, any attack that passesthrough a hex affected by Bubblesuffers -1 on gunnery, -2 on a raise.The field can be extended at the cost of2 PPs per hex, for each additional hex.

    Guidance Enhancement

    Cost: 2

    Type: ProbeTarget: PingRange: 5/10/15Effect: On a failure missile attacks onthe target gain a +1 on their ClusterHits roll. On a fumble, this increaseto a +2

    Guidance Interference

    Cost: 4Type: ECMTarget: BubbleRange: 3Effect: Missile attacks against friendlyunits inside the bubble take a -1penalty on their Cluster Hits roll. Ona raise, this increases to a -2. Thefield can be extended at the cost of 2PPs per hex.

    Jamming Field

    Cost: 3Type: ECMTarget: BubbleRange: 3Effect: All units within the field maymake a stealth check without beingshut down. On a raise they gain +2 onthe Stealth check. The field can be

    extended at the cost of 2 PPs per hex.If the field is not maintained, theaffect is lost, and units that do notqualify to be hidden without areimmediately revealed.

    Paint Target

    Cost: 3Type: ScanTarget: PingRange: 4/8/12

    Effect: On a failure, the target takes a-1 penalty to Defense. On a fumblethey take a -2.

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    Sensor Network

    Cost: 2Type: NetworkTarget: BubbleRange: 3Effect: All units within the field gain a

    +2 bonus on Notice. On a raise theygain a +4 bonus on Notice. The fieldcan be extended at the cost of 2 PPsper hex.

    Targeting Sensor Jam

    Cost: 2Type: ECMTarget: PingRange: 5/10/15Effect: On a failure, the target takes a

    -1 penalty to all Gunnery Checks. Ona fumble they take a -2.

    Targeting Sensor Network

    Cost: 4Type: NetworkTarget: BubbleRange: 3Effect: All friendly units (including the

    initiator) gain a +1 bonus on Gunnerychecks. On a raise, the radius of theeffect is doubled to 6 hexes. The fieldcan be extended at the cost of 2 PPsper hex.

    MECH QUIRKS Mech Quirks can be purchased any time a new Mech is acquired or when a

    Mech is modified. Under normal circumstances a Mech’s positive and negativedesign quirks must be in balance, with the total value working out to zero.

    Due to the differences in system, some Mech Design Quirks, if allowed by theGM, function differently as noted in the General Conversion section. However, someQuirks have further changes, and those are listed here:

    Battle Computer (5 points)

    This Quirk functions like the Quick background edge, except that it applies tothe pilot and all allies, and it only allows cards 3 and below to be redrawn.

    Command BattleMech (2 points)

    This Quirk functions like the Quick background edge, except that it applies tothe pilot and all allies, and it only allows 2s to be redrawn.

    Easy to Pilot (2 points)

     A MechWarrior with a Mech Piloting skill of less than a d8 in Mech Piloting

    receives a +1 bonus on Mech Piloting checks made in this BattleMech. More skilledpilots receive no benefits.

    Multi-Trac (3 points)

     A Mech with this Quirk allows the pilot to fire an additional weapon groupwithout taking a multi-action penalty.

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    Narrow/Low Profile (3 points)

     A Mech with this Quirk adds +1 to its Defense.

    PROTOMECHS ProtoMechs occupy a space

    between Battle Armor and BattleMechs.Like BattleMechs they are treated as anindividual unit on the field of combat,and a single Wild Card pilots a singleProtoMech. Pilots can only pilot aProtoMech if they have the EnhancedImaging cybernetic implants.

    Due to the nature of the interfacebetween ProtoMechs and pilot, Ranged

     Attacks are resolved using the pilot’sShooting, and Melee Attacks are resolvedusing Fighting. Defense is calculated bytaking the pilot’s Agility and dividing itby 2. All attacks are resolved againstthis value.

    Because of the nature ofintegration with the ProtoMech systems, the pilot receives significant neurologicalfeedback when the unit takes damage. Any time a ProtoMech loses a limb, the pilottakes damage equal to their Toughness.

    In the event a ProtoMech is destroyed, the Wildcard makes an Agility roll.On a success, the Wildcard survives, but is “combat killed”, their equipment

    destroyed, and they can only move one space of movement on Mech Scale a turnunder their own power though an ally vehicle could pick them up and carry themwith them. On a failure the Wildcard survives, but is Incapacitated with FourWounds per Savage Worlds rules.

    SPECIAL EQUIPMENT Special equipment has specific rules for using them in BattleTech. While

    many of these convert simply enough by replacing the BattleTech skill check for theSavage BattleTech equivalent, there are some special cases that are outlined below.

     ACTIVE PROBES 

     Active probes are enhanced sensor packages that are used in ElectronicWarfare, but more commonly used by scouts to aid in detecting hidden enemiesunits.

     A unit with a Clan Active Probe, Light Active Probe or Beagle Active Probe (orany system that is said to give the same benefits) gains +2 on Notice rolls. ABloodhound Active Probe gains a +4 on Notice rolls.

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    Further, all forms of Active Probes continually search for hidden units. A unitmounting a probe makes a Notice roll to detect a hidden unit as soon as the hiddenunits enters Probe’s range, even if the pilot had previously failed the Notice check todetect them no matter who’s turn it is. Also, if a unit mounting a probe begins itsturn with a hidden unit in range, it may immediately make a new Notice roll todetect them, even if a previous Notice check had failed.

    MASC AND SUPERCHARGERS 

    For every round MASC or a Supercharger is used, the pilot must make a VCScheck with a TN of 2. For each consecutive round the equipment is used, the TN ofthe check goes up by one. On a success with a raise the TN does not go up thatround. A failure on any of these checks results in the normal penalty. This TN isreduced by 1, to a minimum of 2, for each round the devices remain unused.

    MECH STEALTH EQUIPMENT 

    Mech scale stealth equipment, Stealth Armor, Null Signature System plus Chameleon

    Light Polarization Shield or Void SignatureSystem help cloak a unit on the field, grantingbonuses dependent on the systems used.Normal BattleTech rules for equipping andfunctioning apply to these systems; however,the benefits are slightly changed. It should benoted that only Null Signature and Chameleoncan be used in conjunction with each other,Stealth Armor and Void Signature can only beused by themselves.

    Stealth Armor allows the equipped unitto make a Stealth Check even without shuttingdown when activated, though other conditions

    still apply (must remain stationary and have some kind of cover). If a unit can hidewithout shutting down by some other means (due to Edge or being under the coverof a Jamming Field EW power), this system instead grants a +2 bonus to Stealthrolls. Further, while active the system adds +1 to the unit’s Defense.  NormalBattleTech penalties for Stealth Armor still apply.

    The Null Signature System grants the same benefits as Stealth Armor.Further the system also prevents Active Probes (though not a Bloodhound ActiveProbe) from detecting the unit, meaning the unit mounting a probe does not get the

    extra Notice checks normally granted. Normal BattleTech penalties for the NullSignature System still apply.The Chameleon Light Polarization Shield adds +1 to Defense when activated.

    Further, if used in conjuncture with a Null Signature System, it allows the equippedunit to make a Stealth Check even without shutting down and without cover so longas the mounting unit only cruises or walks. If a unit can hide without cover bysome other means (due to Edge), this system instead grants a +2 bonus to Stealthrolls.

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    SPECIAL M ANEUVERS FOCUSED ATTACK 

    Mechs are in constant motion evenwithin the space they occupy, trying toavoid being targeted and fired upon asmuch as possible, or even dashing to try

    and make themselves a hard to hit target.Sometimes, though, hitting the target ismore important than avoiding damage.

    When the shot is more important,pilot can choose to take a -2 penalty onDefense. In return they gain a +2 bonuson Gunnery.

    HIDING B ATTLEMECHS:

    BattleMechs are difficult to hide,between the constant output of the fusion

    engines running and their sheer size. Inorder to hide a BattleMech two conditionsmust be met. First, the Mech must be interrain that offers some sort of cover fromgeneral observation, and second, the Mech must be shut down.

    If both these conditions are met, the pilot can then make a Stealth check fortheir Mech to hide the machine from general observation. This stealth check isopposed by a Notice check by opponents. Certain Edges and equipment may modifythese conditions.

    SHUTDOWN MECHS 

     A shutdown Mech, either voluntarily for ambush or through overheating, is ina precarious situation. While shutdown a Mech cannot maneuver, and so it has aDefense of 2 for all attacks made against it. Further, the pilot cannot make anyMech Piloting Skill rolls while in a shutdown Mech, and so automatically fails anypiloting check.

    Restarting a Mech from a voluntary shutdown takes an action, and the Mechcannot be piloted nor weapons fired until the pilot's next action.

    SITUATIONAL RULES CONVERSION 

    Some of the various Situational Combat Rules from core Savage Worlds can

    be used in Mech Scale, though with minor modifications to reflect the differences infighting on that scale. If it is not listed here, the rule cannot be used.Aim: Functions per normal Savage Worlds.Defend: Works as normal, but grants a +2 Bonus to Defense, while restricting

    movement to Walking or Cruise MP.The Drop: Works per normal, though the bonus only goes to the Attack Roll,

    and grants no bonus on damage.Full Defense: Works as described, but requires an appropriate VCS roll.

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    Test of Wills: Works as described; however, communication with the opponentmust be established before the Test of Wills can begin. If this communication is cutoff, no further Tests may be initiated.

    Tricks: Tricks work as described, but have significantly more ways of beingpreformed. A trick may be made using any of the piloting skills (Driving, MechPiloting, or Piloting) or Gunnery. If using Gunnery, the weapons used are treated as

    if they had been fired for the round, using ammunition and building heat pernormal. This check is opposed by Smarts or Agility, depending on the GM’s ruling. 

    Two Weapons: Mechs carrying two melee weapons do not take any of thepenalties normally associated with wielding two weapons. All other rules for MechMelee weapon attacks apply.

    Unstable Platform: May occur if the GM rules it.

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    EQUIPMENT 

    INTRODUCTION The weapons and armor in Savage BattleTech

    are designed to introduce BattleTech equipment andweapons for the out of cockpit combat using coreSavage Worlds combat. However, the weapons andarmor from core Savage Worlds can be usedunmodified, though it should be understood by theplayers that the stat block they are using are notnecessarily for that specific weapon, as weapon andarmor technology of BattleTech are light-years aheadof modern weapons and armor. Instead, considerthem as setting specific version, for instance the statblock for the M-16 might instead be the stats for a

    Federated Automatic Rifle.It should be noted that, as a science fictionsetting, there are more advanced weapons and armorsavailable. The stats for Infantry Battle and the Hard

     Armor from Savage World should be used to representmost infantry standard armor, though specificBattleTech armors are also available. However, themore “advanced” Powered Armors of Savage Worldsare pale comparisons compared to the highly developed Battle Armors that populatethe fields of BattleTech, and so should be generally disregarded in favor of the moreflavorful armor outlined below.

     You will note that most of this equipmentlacks a cost. This primarily has to do withsimple notions of scale. Most characters in thegame will be piloting a multi-million C-bill warmachine, with the costs and pay scale associatedwith that. Compared to that, the cost of apersonal firearm or even Battle armor pales incomparison. GMs should use common sensewhen allowing players to acquire the equipmentlisted here (most of the military specific power

    armors would not be available on the market,even for major mercenary companies), but notsweat the relatively minor cost of a laser pistoland a few power packs.

    Finally, many of the weapons presentedbelow in place of typical ammunition, usestandardized power packs.

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    TRAITS In addition to the regular Savage

    Worlds properties, due to the uniquenature of some BattleTech equipment newtraits for them have been added:

    Advanced Sensors: Armors with

    this property feature have an enhancedarray of sensors, granting a +4 bonus onNotice.

    Advanced Stealth: Armor with thisproperty features exceptional sensordefeating technologies and camouflage.This grants a +4 bonus on Stealth checks.

    Mimetic Armor: Armor with thisproperty has a chameleon like property toblend itself into its surroundings as wellas highly advanced anti-sensorequipment. This gives the armor a +6bonus on Stealth checks.

    Mounted: Mounted weapons canonly be used if mounted on anemplacement or power armor.

    Powered: Powered weapons utilizea power pack that can range in size from asmall coin to the size of a backpack. Each round these weapons are fired or areactive, they drain the amount from the power pack listed after the Powered value.

    Silent: Silent weapons have very little audible sound when they are fired,

    adding +2 on the TN of any Perception check to notice them being fired.Sensors: Armor with this property feature have built in sensors that enhance

    the senses of the wearer, granting a +2 bonus on Notice.Spread: These weapons fire a Spread of ballistics at the target, much like a

    Shotgun. This grants them a +2 on Shooting rolls when fired with a RoF of 1(though this is lost if fired at a higher RoF) and deal one less die of damage for eachrange increment beyond Short they are.

    Stealthy: Stealthy weapons are easy to hide on a person, granting a +2 bonuson attempts to conceal them.

    Stealth Armor: Armor with this trait is equipped with enhanced camouflageand sensor defeating materials. This grants a +2 on Stealth checks.

    Unwieldy: Unwieldy armor is not designed to be worn in the heat of combatoutside of very specific circumstances. Unwieldy armor grants a -1 penalty on all

     Agility rolls and Agility based skills when worn outside the conditions it is designedfor.

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     A VAILABILITY The BattleTech universe is vast, and not everything is available to everyone.

    The Availability field gives a general idea of how easy equipment should be to comeby by various characters:

    Common items are widespread across inhabited space, without anyrestrictions. Most normal Savage Worlds equipment falls into this category.

    Uncommon items are relatively rare, usually reserved for highly developedregions, often a form of LostTec or highly expensive. High end military weaponsfrom core Savage Worlds (like sniper rifles and heavy machine guns) also should fallin this category.

    Military indicates that only actual House military forces can get their handson this equipment, depending on faction, and can be further specified by whichfaction utilizes the equipment. These are: CapCom (Capellan Confederation),ComStar, DracCom (Draconis Combine), FedCom (Federated Commonwealth), FRR (Free Rasalhague Republic), FedSun (Federated Suns), FWL (Free Worlds League),LyrCom (Lyran Commonwealth), LyrAll (Lyran Alliance), and WoB (Word of Blake).

    Clan items are only available to Clan Warriors and are generally unavailableotherwise.

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     ARMOR Type: Armor: Coverage: Availability: Note:

    Combat Suit +4/+8 Body Uncommon Negates 4 AP, See NotesCombat Vest +2/+4 Torso Common Negates 4 AP, See Notes

    Combat Vest, Reinforced +4/+8 Torso Common Negates 4 AP, See Notes on Combat VestCooling Vest +4 Torso Common Negates 2 AP, UnwieldyCooling Suit +1 Body Uncommon --

    Infiltration Suit +2 Body Uncommon Sensors, Stealth Armor, Powered (Special)

    Tornado +4 Body Military: ComStar/WoB Advanced StealthNeurohelmet +4 Head Common Covers Head, Unwieldy