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Slythis Federated Suns Colonel
Joined: 09-Aug-2002 00:00 Posts: 712
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Posted: 09-May-2004 23:06 Post subject: House Rules |
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I was curious about the house rules you use, we're trying to finish a Campain that was started in 1989 (we got a hold of it from the local card store owner) and we're looking for house rules to use as this is a house Universe we're playing in.
Here are the ones that we've come up with on our own:
Ambushes: The Defending player can set up hidden units (Mechs Vehicals VTOLs and Infantry) in logical terrain types under the supervision of the GM. The Attacking player rolls to discover the ambushes (to-hit is desided by the GM) the discovered ambushes can be targeted by air/arty support prior to the attack or simply left where they are. Hidden units can only be brought out of hiding when 1. an Enemy unit comes within visual range of the hidden unit or 2. a Friendly unit comes within visual range and gives a "signal"
Death From Above: A shot can be attempted at the head of the enemy mech with a 10 to hit, no modifiers either way. Only lasers and ACs can be fired.
Those are our only true house rules, the rest of the time it's a "I don't like this rule" and so the GM desides if/how to modify it or to drop it all togather
_________________ "It is pleasant, when the winds are high and the seas are rough to watch the stuggles of another from the shore."
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Feral ComStar Sergeant
Joined: 25-Mar-2004 00:00 Posts: 107
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Posted: 10-May-2004 15:11 Post subject: RE: House Rules |
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Well I am running a campaign right now and most of the house rules I had to come up with surround repair, tech, and hardware rules. Basically adding in extra costs for acquisition of rare or expensive items (or mechs) and the actual cost of hiring a better tech and whatnot ... not to mention avoiding excessive tech rolls or impossible ones (mech modification). As for the actual rules they tend to work pretty well. We are using about 50% of the level 3 rules ... the ones that are quick and easy and don't make things too much more complex. Overall I'm pretty satisfied with the base rules. _________________ I know nothing.
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Gangrene Federated Suns Leftenant General
Joined: 04-Feb-2002 00:00 Posts: 939 Location: United States
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Posted: 10-May-2004 21:33 Post subject: RE: House Rules |
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I have a ton of house rules and homebrew equipment. Most have not been playtested, but that which has generally has worked well. Here are a few of my favs:
1) Ignore the piloting skill rolls for taking more than 20+ points of damage. It doesn't add to the game, IMO.
2) Allowing defenders who are using an AMS to select an incoming missile group after the to-hit rolls have been made. I've played this way since I was introduced to the AMS 10+ years ago. Unfortunately, the IS AMS is still a waste of space.
3) Jumping mechs do not get the terrain benefits of the hex they land in, as fire theoretically occurs while they are in the air. For LOS purposes treat the mechs as 1 level higher then their landing terrain. Jumping should have some tactical disadvantage.
4) My following-fire rules, which I posted recently.
5) Homebrew equipment, such as my guided missile rules, alternate pulse laser rules, etc.
_________________ Gangrene
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Slythis Federated Suns Colonel
Joined: 09-Aug-2002 00:00 Posts: 712
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Posted: 11-May-2004 02:34 Post subject: RE: House Rules |
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Quote:
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On 2004-05-09 23:06, Slythis wrote:
Death From Above: A shot can be attempted at the head of the enemy mech with a 10 to hit, no modifiers either way. Only lasers and ACs can be fired.
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I would like to inform the Victor haters of an occurance that happened today involving this house rule... one Victor Ian Steiner-Davion was killed today via PPC to the head, any remains that could have been discovered were surly destroyed when the mechs foot then crushed the cockpit.
Well I hope you people are happy, Victor never even made it to First-Prince as it is only 3040.
In other news Fed Com Forces have over run the Liao capital. a Tearful Davion Soldier is quoted saying "This one's for Victor."
Which brings me to a house rule I forgot.
Morale: In Campains political events (death in the royal family/birth of a heir) can have either a positive or negative effect on Morale. In the case of Victor's death it drove the Fed Com troops into a Frenzy.
_________________ "It is pleasant, when the winds are high and the seas are rough to watch the stuggles of another from the shore."
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SaberDance Federated Suns Colonel
Joined: 07-May-2004 00:00 Posts: 837
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Posted: 11-May-2004 10:12 Post subject: RE: House Rules |
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These are boutique rules I've used in very special circumstances.
When I want a battle to go faster and I have players who are up to it: energy weapons add 1/2 their damage value to the mech's heat that turn. E.G. a PPC would do 10 damage and add five heat. Explosive ammunition adds 1/4, round down. So an SRM 2 would accomplish nothing, an SRM 4 would add 1 heat. Et al. Infernoes still use the regular rules.
This makes mechs heat up faster on both sides and leads to either a disengagement (before they start having real heat issues) or ammo explosions and engine shutdowns.
Obviously I wouldn't use this rule on a newbie. They have enough to worry about in the heat phase.
A second rule that has been invoked for speed is Weapons Grouping.
Basically, my players announce their weapons groups (1-4) and they use the lowest ranged weapon to make the attack. If it hits, all weapons in range hit.
For example: Awsome 8R.
Group 1: Alpha Strike Max range 3 damage 11 + missile hits
Group 2: LRMs and Large Laser max range 15 damage 8 + missile hits
Group 3: LRMs Max range 21 damage missile hits
Group 4: Lasers Max range 3 damage 11
Simplifies combat and heat and makes my players think like real mechwarriors (based on the game) it also encourages them to think tactically. And it simplifies my life since certain of my players who shall remain nameless are far too fond of the Alpha Strike.
SaberDance
_________________ "Politics is the Art of looking for trouble, finding it everywhere, misdiagnosing the problem, and applying the wrong solution."
-Groucho Marx
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