Micromechwarrior
Micromechwarrior
Piloting Skill = 6 - Coor Skill Level Ranged Weapon Fire: Attacks only
against targets within front 3 hex arc.
Requires clear LOS to target. Targets with burst fire). This uses double
can be in same hex as attacker. Base ammo per shot.
to hit is determined by DEX TN
Autofire: an automatic firearm can
modified by: Subtract Coor Skill level;
spray fire into an area with bullets;
add Movement Modifiers; add Range
the attack is against a specific target.
Modifiers; add Terrain Modifiers.
If they hit, anyone in adjacent ring of
Attacking into a melee adds +2.
hexes must make a DEX attribute
Attacking a target that is in melee
check or be hit. This uses double
against shooter adds +4. The result is
ammo per shot.
the target number. Attack roll of 2d6
must be equal or higher than TN to Thrown Explosives: These weapons
hit. (usually grenades) requires the
attacker to make a ranged attack. A
Burst Fire: an automatic firearm can
miss requires a d6 roll to see which
fire a burst at a single opponent. Add
adjacent hex the weapon lands (and
+2 modifier to to-hit number, if
explodes).
attack succeeds, the shooter gets
double the dice for damage (a
firearm that does 2d6 would do 4d6
(a) Can be used vs. vehicles/Battlemechs. (b) Can be used vs. vehicles/Battlemechs, also
causes an extra point of heat if heat is being tracked for Mechs. * Automatic weapon
capable of burst or auto fire. ** A successful attack forces a target to make a STR stat
check or become unconscious. Target also takes 1d6/2 (round up) damage. *** Causes
hex to be aflame for 2 combat rounds after. 1d6 dmg to anyone who enters. (1) Pump
Shotgun - can hold 6 shots.
Melee Attacks: Requires target to be does not get reduced, but does
in same. Base to hit number is STR reduce damage to body by 1.
TN, modified by: subtract Phys Skill;
add Movement Modifiers. The result Armor
is the target number. Attack roll of Armor Armor Protection
2d6 must be equal or higher to TN to Points
hit. Add STR bonus to all melee Ablative Suit 56** T, A, L, H
damage rolls. Ablative Vest 28** T
Helmet 5 H
Melee Weapons Hvy Env. Suit 56* T, A, L, H
Weapon Type Damage Ammo Light Env. Suit 32* T, A, L, H
Club 1d+1 -- Leather Jacket 5 T, A
Knife 1d -- Leather Armor 10 T, A
Neural Whip 1d* 20 Neurohelmet
5 H
Sword 2d -- (a)
Sonic Blade 3d 20 Tactical Vest 20 T
Stun Stick 1d-1* 20 Tactical Armor 40 T, A, L, H
* A successful attack also forces a target T- Torso, L - Legs, A - Arms, H - Head.
to make a STR stat check or become Armor Points are divided equally
unconscious. among locations protect. *
Resolve Damage: Roll vs. Battletech Environment suits add bonus of 2 to
Mech damage location table to save vs. tranq./stun weapons. **
determine location, using Effective against energy weapons
appropriate attack column. All torso only. (a) Only Mechwarriors can wear
hit locations applies to body torso. A neurohelmets - if it’s destroyed, the
critical hit (roll of 2) results in double Mechwarrior can’t pilot a Battlemech
damage. Reroll to determine replaced.
location, ignoring results of 2. For Body damage: Legs/Arms - At 0 bp,
melee hits, use front/rear column. limb considered useless, make a stat
Roll the damage indicated by the check against STR to stay conscious.
weapon type and apply to the Body/Head - At 0 bp, character is
indicated location on the target, first unconscious. Make a stat check
to any protective armor, then against against STR to avoid death. If
the body itself. If the hit location is to subsequently damaged after 0 bp,
a limb that is useless, apply the death occurs.
damage to the torso (ignoring torso Serious/Critically Injured: (Optional)
armor). When a character loses half of their
Armor: A character’s armor may bp, they are seriously injured. All skill
reduce the damage first before being rolls and stat checks have a penalty
applied to the target location. Apply modifier of -2. They cannot run.
ths
the damage to the armor; once it is When a character loses 3/4 of their
all gone, the damage goes to the bp, they are critically injured. All skill
body. For unarmed combat, armor rolls and stat checks have a penalty
of -4. They may do only one thing per
combat round, move 1 hex or poison. Effect varies with poison
perform an action. type.
Battlemech and Vehicle combat: Extreme Heat & Cold : If not wearing
Vehicle vs. Mech or Mech vs. Mech suitable protection, Phys skill check
combat is done using Battletech rules (STR or MIND TN) once every 10
that GM has for scenario. Character minutes (-1 cumulative penalty
weapon attacks vs. vehicles with modifier per subsequent check), take
certain weapons will score 1 point of 1d6 damage on each failed save.
damage on a successful attack, then
a “check roll” of 2d6 resulting in 2 or Healing
12. Roll for location of hit on Characters that have more than half
appropriate location chart. of their total body points heal 1 point
per day or 2 points if at complete bed
Optional Scale: These rules assume
rest. Characters below half require
the same scale of maps and
medical attention. Someone trained
measurements as the Battletech
in Medical may heal as many dice as
boardgame. To reduce scale to the
they have Know skill levels. Hospital
original Mechwarrior game, make
resources or field surgery kit is
each hex equal 5 m/16 ft. Multiply all
required. Someone not trained
ranges and movement by 6.
specifically in medical may apply first
Other Hazards
aid with a Know skill check. A first aid
kit is required. If successful, they may
Mechwarrior Damage: When using
heal 1d6. Medical healing can occur
Battletech rules, for each point of
only once per day. Once a character
damage that a vehicle’s occupant
is healed above half their total body
would take (such as a Battlemech
points, they must heal naturally.
Head hit), the character takes 10
points of damage. Location is not
important. Once a character takes
Advancement
more hits than their Body Points, the Experience Points (EP) are earned as
character is dead. For consciousness follows:
rolls, the character must make a STR Personal Combat: 1 EP, add 1 EP for
stat check. each doubling of number of foes
versus number of characters (ie., 4
Ejecting from vehicle: 3d6 damage, characters versus 8 thugs would give
Coor Skill (Piloting – use DEX or MIND 2 EP per character)
TN) check to avoid. Roll for location.
Vehicle Combat (characters
Armor does not reduce.
mounted): 1EP for surviving scenario,
Falling: 1d6 damage per 10', half add 1 EP for each doubling of
damage on Phys skill check using DEX opponents vs. number of characters.
TN. Vehicle Combat (characters
Poison: STR stat check avoid effects dismounted): 2EP for surviving
or suffer half damage, depending on scenario, add 2 EP for each doubling
of opponents vs. number of Rangefinder 250
Binoculars
characters.
Scanalyzer 5,000
Assignment Completion: Game I/R Scanner 100
Master determined, but usually 1 to Personal 100
Communicator
2 EP for successful objectives
Personal Computer 250
completed, per character involved.
Survival Field Kit 25
Encounter Rewards: Game Master Ablative Suit 1,000 [Patch 20]
determined, but may award 1 to 3 EP Ablative Vest 300 [Patch 20]
Helmet 20
per character involved in specific
Leather Jacket 20 [Patch 1]
encounter where major objective Leather Armor 50 [Patch 1]
was accomplished without combat. Neurohelmet (a) 20,000 [Patch 1,000C]
Tactical Vest 50 [Patch 2C]
When the total EP you have is 10 x Tactical Armor 150 [Patch 2C]
your current level, you advance to Handgun 40 [Reload 15 for 4C]
the next level. At each new Automatic Pistol 50 [Reload 20 for 5C]
experience level, you may add 1 to Shotgun 30 [Reload 4 for 1C]
Submachine gun 40 [Reload 25 for 5C]
one skill only. For every 3 levels you Rifle 80 [Reload 10 for 2C]
attain, you may add 1 point to STR, Assault Rifle 100 [Reload 30 for 6C]
DEX, MIND or CHA. Every 3 levels Machine Gun (a) 1,000 [Reload 200 for
represent a class of experience: 1 to 20C]
Laser Pistol 750 (req Power Pack)
3 is GREEN, 4 to 6 is a REGULAR, 7 to Laser Rifle (a) 1250 (req Power
9 is a VETERAN, 10 and above is an Pack)
ELITE. Power Pack (20 chgs) 5
Military Power Pack 20
Equipment (50 chgs)
A character’s starting equipment Stun Gun 100 [Reload 15 for
and/or wealth is determined by the 16C]
Club 1
GM depending on their campaign or Knife 4
scenario. A random roll of 2d6 x 100 Neural Whip 500 (req Power Pack)
(C-Bills) could be used to determine Sword 20
starting wealth. Sonic Blade 100 (req Power Pack)
Stun Stick 200 (req Power Pack)
Item Cost in C-BlIIs Bow 15 [Reload 20 for 1C]
Field Surgery Kit 200 Crossbow 15 [Reload 20 for 1C]
First Aid Kit 75 Gyrojet Rifle (a) 1,250 [Reload 1 for
Electronics Repair Kit 2,000 100C]
Fusion Repair Kit 100,000 SRM Launcher (a) 1,500 [Reload 1 for
Gyro Repair Kit 50,000 400C]
Mech Repair Platform 150,000
Flamer (b) 100 [Reload 1 for 2C]
Repair Tool Kit 500
Grenade 20
Sensor Repair Kit 50,000
Welding Kit 1,000 Patch costs are to repair one point of
Light Environmental 200 [Patch 5] armor. Reloads are priced at number
Suit
Heavy Environmental 10,000 [Patch 20]
of shots for number of C-Bills.
Suit
Low Tech Lock Picks 50
High Tech Lock Picks 5,000
of -2. The player must roll a 10 or
Example NPCs better on 2d6 to succeed. (Roll of 10
Name BP Stats Skill Levels
+ 1 (Know skill) – 2 (Situation
(TN)
Bounty Hunter 80 7 (8) Phys 1, penalty) = 9.
Coor 1
Comstar 40 6 (9) Comm 1, Designer Notes
Acolyte Know 2
Criminal 60 6(9) Know 1, These rules are adapted from many
Coor 1 sources, including the Microlite20
Drug Dealer 50 5(10) Comm 1, and Microlite20 Modern role-playing
Coor 1 games, and the first edition of the
Explorer Agent 70 7(8) Phys 2,
Coor 1 FASA Mechwarrior™ role-playing
Gang Leader 70 7(8) Phys 1 game. These rules are best used for
Coor 2 quickly adding an RPG “rules-light”
Gang Member 50 6(9) Phys 1,
component to a Battletech™ game,
Coor 1
Police Officer 80 7(8) Phys 1, for playing a convention game that
Coor 1 combines RPG and Battletech, or if
Politician 40 6(9) Comm 2, you simply wish to have a quick
Know 1
alternative to the current
Reporter 40 6(9) Comm 1,
Know 1 Mechwarrior role-playing games. The
Scientist 40 6(9) Comm 1, idea is that these rules are simple
Know 2, and that the Game Referee will
Soldier 90 6(9) Know 1,
usually say “Yes” or “Roll dice” to
Phys 2
Technician 50 7(8) Know 2, most situations. Not all situations are
Phys 1 covered by these rules; a certain
Trader 50 6(9) Comm 2, amount of flexibility and Game
Know 1
Referee creativity is needed.
For NPC activities, use given stat
value and TN. GMs may increase My recommendation that you
value to reflect an exceptional NPC . combine these “micro” rules with the
Classic Battletech Introductory
GM Notes Rulebook and the Vehicle and
Infantry Combat rules from the
Situation Modifers: For skill and or
Classic Battletech Quick Start. No
stat checks, if the situation is
attempt has been made to include
favorable to the player, add a bonus
any of the other vehicle types, such
of 1 to 5 to the roll. If the situation is
as conventional aircraft, Aerotech or
against the players, a penalty of 1 to
Starships. The GM should employ
5 against the roll can be taken.
their best judgement and houserule
Example of a Skill Check: To override as they see fit to make the characters
a computer shutdown, a character work within the boardgame in a
with a MIND of 7 has a TN of 9. Their straightforward fashion. I’ve also left
Know skill is a 1. The GM decides out a lot of things that are going to
they are in somewhat difficult be campaign dependent, such as
circumstances and assigns a penalty creating a unit, figuring out
Battlemech assignments, dealing
with salvage and a 100 and 1 more
things – but these are all things that
you as a GM can figure out either on
your own or from existing source
materials.
If you have any comments, questions
or suggestions, drop me an email at
[email protected]. If you’re
curious where all this “microlite”
inspiration came from, go check out
Microlite20 and Microlite20 Modern
at http://www.microlite20.net – it’s
the complete Wizards of the Coast
d20 system in 2 pages. Seriously.