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Mechwarrior 3130 RPG

For use with Mechwarrior:AoD Ruleset

Battlemaster’s Guide
v.3.5


 
Credits –

Playtesters: Written by: Justin Pflegl


Barry  
“Chief”
“Keanno”
Will
Ozzie
Justin
Jordan

Inspirations from www.basecommand.com, the Wizkids Forum, www.Classic


Battletech.com, Dungeons and Dragon’s 3.5 Edition, and Mechwarrior 3rd
edition.

Images from: Heavy Metal Pro, Light, Vee, Aero. Also from various TRO’s
and Google Searches

Gear effects origionally from the Mechwarrior: AoD game mechanics, and
various gear cards


Mechwarrior,Classic BattleTech,BattleTech, and Battlemech are trademarks of WizKids, Inc in the United
States and/or other countries. ©2004 WizKids, Inc. All rights reserved. Used without permission.
 
 
Table of Contents –
Weather 4

Enemy NPC Tables and Rules 8

Enemy Bases and Indoor Fighting 10

Automatic Fixed Turrets 11

Jumpship Rules 12

Awards 14

Mech Upgrades and Modifications 15


 
Weather
Weather is a random item, generated by dice rolls at the beginning of
a new day. The following tables should be used in order, added up, and
then written down so that the players may know what effects are in
play.


 
Precipitation

Roll 1d6, and use the result to modify the Precipitation

1 Heavy
2-3 Medium
4-5 Light
6 None

None Light Medium Heavy

Attack 0 Attac - Attack -1 Attack -1


k 1

Defens 0 Defen 0 Defense 0 Defense 0


e se

Speed 0 Speed 0 Speed -1 Speed -2


Foot Foot Foot Foot

Speed 0 Speed 0 Speed 0 Speed 0


Hover Hover Hover Hover

Speed 0 Speed 0 Speed -1 Speed -2


Wheele Wheel Wheeled Wheeled
d ed

Speed 0 Speed - Speed -2 Speed -3


Tracke Track 1 Tracked Tracked
d ed

Speed 0 Speed 0 Speed -1 Speed -2


Mech Mech Mech Mech

Heat 0 Heat 0 Heat -1 Heat -1


 
Visibility –

Roll 1d6 and use results to modify the Visibility

1 Dense
2-3 Thick
4-5 Hazy
6 Clear

None Hazy Thick Dense

Attack 0 Attack 0 Attack 0 Attack 0

Defens 0 Defens +1 Defens +2 Defens +3


e e e e

Speed 0 Speed 0 Speed -1 Speed -2


Foot Foot Foot Foot

Speed 0 Speed -1 Speed -2 Speed -3


Hover Hover Hover Hover

Speed 0 Speed 0 Speed -1 Speed -2


Wheele Wheele Wheele Wheele
d d d d

Speed 0 Speed 0 Speed -1 Speed -2


Tracke Tracke Tracke Tracke
d d d d

Speed 0 Speed 0 Speed 0 Speed -1


Mech Mech Mech Mech

Heat 0 Heat 0 Heat 0 Heat 0


 
Temperature-

Roll 1d6, use Results to Modify Temp.

1 Hot
2-3 Warm
4-5 Tepid
6 Frigid

Frigid Tepid Warm Hot

Attack - Attack 0 Attack -1 Attack 0


1

Defens 0 Defens 0 Defense 0 Defense 0


e e

Speed - Speed 0 Speed -1 Speed -2


Foot 2 Foot Foot Foot

Speed 0 Speed 0 Speed 0 Speed -1


Hover Hover Hover Hover

Speed 0 Speed 0 Speed 0 Speed -1


Wheele Wheele Wheeled Wheeled
d d

Speed 0 Speed 0 Speed 0 Speed -1


Tracke Tracke Tracked Tracked
d d

Speed 0 Speed 0 Speed -1 Speed -2


Mech Mech Mech Mech

Heat - Heat 0 Heat +1 Heat +2


1


 
Enemy NPC Tables and Rules
Enemy Recon Force –
Roll 1d6 to see total recon force
Recon/Initial Forces-
1 150
2 200
3 235
4 260
5 300
6 325

Each turn fighting against this group, BM rolls 1d6 and on a 6, the
recon force has sent a message to the main force. If this roll
happens, roll 1d6 to see what the enemy sends on the battleforce
table.

Enemy Battleforce –
Roll 1d6 to see how much comes onto the field.
Battleforce -
1 200
2 250
3 300
4 350
5 400
6 450


 
Enemy Reinforcements-
When enemy battleforce is under half of what they started with, roll
id6, if the result is 4-6 then roll again to see how much is sent to
reinforce the battleforce. If first result is 1-3, then wait two
turns and roll again.
2nd roll
1 100
2 150
3 200
4 250
5 300
6 350

Hidden Forces-
Every time a player goes within 4” of a blocking terrain roll 1d6 on a
1 or a 2 place 200 pts worth of non mech units around the blocking
terrain


 
Enemy Bases and Indoor Fighting –
Enemy Base Random Encounter Table – Use this table to pick encounters
that the players may come across in an enemy base.

1 Armed Soldiers
2 Dogs
3 Guards
4 Hidden Alarm
5 Motion Sensors
6 Friendly Worker that will help

Indoor Fighting - Uses special smaller maps representing the building


(can be drawn or otherwise) Only speed mode foot infantry can fight
in these battles, Infantry are allowed to use assault orders in these
battles and pilots can choose a battle armor to wear, but only get
their attack and defense modifiers

Indoor Encounters *In building fighting only* When dealing with


battles inside a building, roll 1d6 to see how many speed mode foot
units are in the building.

1 20
2 25
3 30
4 35
5 40
6 45

Indoor Traps – Traps may be found in certain building if they are


abandoned, or otherwise, here are some types of traps and the rules
around them.

Pressure Trigger – This type of trap will detonate when steped


on. If stepped on, Battlemaster rolls 1d6 if a 6 is rolled, the
trap is a dud and is not set off, otherwise, roll another 1d6 and
deal that much damage(reduced by 2{to a minimum of 1}) to all
units within a 2” radius.

Timer Trigger – This type of trap is triggered, roll a 1d6 and


wait the rolled amount of turns to dentonate, when the turn
arrives that the trap dentonates, roll a 1d6 and deal that much
damage (reduced by 2{to a minimum of 1}) to all units that are
within 2”

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Automatic Fixed Turrets -
These turrets are pop up turrets that initiate at the enterance of
units into it’s zone of fire. All turrets have a 21 defense and an 11
attack. All turrets go dead if the turret command console is
destroyed. Console is normally hidden underground and has a 15
defense if found. If building holding console is destroyed roll 1d6,
if a 1 is rolled, the console is still operational.

Anti-Mech - This Turret has a 14” range and fires two weapons at
once, one Energy and one ballistic, each doing 4 damage. Unit may
target up to three targets. One single roll is used to see if both
hit. System retracts underground after firing so cannot be fired upon

Anti-Infantry – This Turret has a 16” range and does 5 damage with
anti-personel, and can only target infantry.

Anti-Tank – This Turret has a 14” range and does 5 Armor Piercing, and
can only target vehicles.

Anti-Air – This turret has a 45” range and may only target airborn
VTOLs, airborn Dropships and any other airborn unit that may be in
play. This turret causes either 5 damage to a Vtol or other,and 6
damage per turret to a dropship, and causes it to crash land.

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Jumpship Rules –
Jumpships make the Inner Sphere go round, they are the reason man
jumped out to the stars and colonized what is now the Inner Sphere.
Since the Star League, many things have happened and wars raged to the
point that jumpships are in high demand, but almost impossible to
produce.
Jumpships cost more than any mere mercenary will normally ever be able
to afford. But if a group of characters capture, or are given a
jumpship they will follow these rules and tables

Buying a Jumpship – Jumpships are a rarity to own, and this is because


of the fact that they cost more than most can spend. Most Jumpships
will cost between 200,000 cbills and 900,000 cbills.
Risks of Traveling on a Jumpship – Many things can go wrong on a
jumpship while in transit, this table should show what can go wrong on
a hundred year old space vessel…
1d6 Type Fix Experience Granted
1 Air Leak Deploy Harjel repair 500
Nanobots
2 Fire Put out Fire 500
3 Power Outage Get a tech to the engine 650
room, and make a repair
roll
4 Drunken Calm them down with a 550
Crewmembers Diplomacy check (give
bonuses for player doing
a good impression)
5 Murder Find murderer, and deal 700
with them
6 False Alarm Find whats wrong with the 350
system

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Maintaining a Jumpship – Jumpships can only be repaired in certain
shipyards that are in orbit around a very few planets
Repairs:
Hull Repairs Reduces chance of air 800 cbills
leaks to 0
Electrical Reduces chance of false 650 cbills
Repairs alarm to 0
Anti-Fire Reduces chance of Fire to 800 cbills
System Upgrade 0
Engine Repair Reduces chance of Power 1200 cbills
Outage to 0

Repairs can wear off, and will if combat or rough situations arise.

Shipyards where Jumpship can be repaired:


Illium New Syrtis
Imstar Port Sydney
Kathill Terra
Necromo Arc Royal
New Earth

 
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Awards–
After completing missions, C-bills should be given to players to
spend in towns, rebuild, buy gear… etc.
The game may also bring situations where players find gear and
equipment, as such occasions arise, use fitting CEC cards and allow
the players to apply how they wish.
C-bills - For the last 400 years, Comstar has been the neutral entity
throughout the Inner Sphere, because of such they’re currency is used
throughout the whole Inner Sphere.
On average, a mission should give about 1000 cbills to the party, but
may vary upon difficulty, or employer.
2 c-bill = 1 Point in mech, gear…etc
Experience - As players progress through battles, they should improve,
so use the following table to give modifiers to the pilot character.

Players may also earn experience as they associate with NPC’s and
complete tasks that don’t involve combat, Give appropriate Experience
for these tasks

(Example: Player takes down several mechs with point values adding up
to 1024; they may add a +1 to their attack, defense, movement, etc…)
(Level) (Points) (Modifiers)

0 0 +0 spread however player chooses


1 1000 Add 1 skill
2 2100 +1 spread however player chooses
3 5200 Add 1 skill
4 10200 +1 spread however player chooses
5 17400 Add 1 skill
6 20130 +1 spread however player chooses
7 24500 Add 1 skill
8 28000 +2 spread however Player chooses
9 33200 Add 1 skill
10 47000 +2 spread however player chooses

* If a mech drops another mech double it’s point cost, an automatic +1


to speed and attack is added
*Once a character reaches 48000 points no more modifiers apply, give
an appropriate ability instead
*no one ability may reach above a +3

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Mech Upgrades and Modifications –
This section for battlemasters to allow modifications to
different mechs in the RPG. All items in this book may cost
differently on various planets, and as always… everything is up to the
battlemaster. So the battlemaster may use this book to base things
off of, and to use abilities. Some gear have changes that make them
slightly different than they are in the “Rules of Warfare” due to
balance issues with the different type of gameplay that an RPG offers.

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Gear -
Only one gear may be equipped on a mech at a time, and it will
cost 1000 cbills to install any one gear at a facility. Players may
have a technician install gear if their technician passes a knowledge
check. Point conversion still goes as it does in the Mechwarrior 3130
RPG Player’s Handbook where 1 point = 2 cbills.
Ablative Armor – Unit ignores armor piercing gear.

Price in points: L=52, M=78, H=104, A=130

Additional Heat Sinks – This unit fails a heat roll only on a 1, and
fails critical heat rolls only on a 1 or a 2.

Price in points: L=78, M=117, H=156, A=195

Agility – When this unit is the target of a close combat or special


attack, damage and impact damage is reduced to 1.

Price in points: L=63, M=81, H=105, A=N/A

Anti-Personnel – When shooting a unit, deal full damage to target and


any infantry in base contact with unit.

Price in points: L=48, M=72, H=96, A=120

Armor Piercing – This gear ignores armor when conducting an attack

Price in points: L=69, M=92, H=115, A=138

Artemis V Fire Control System – When this unit succeeds at a ranged


combat attack, roll 1d6, if a 3-5 is rolled add 1 to the damage dealt,
if a 6 is rolled, add 2 to damage dealt.

Price in points: L=60, M=90, H=120, A=150

BattleMech Jump Pack – This gear allows mechs to ignore terrain for
all movement purposes. Mech may not run with this gear in effect.

Price in points: L=42, M=56, H=70, A=325

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Brawling - +1 Damage to all melee attacks.

Price in points: L=34, M=51, H=68, A=85

Camouflage – Unit gains +2 to defense while in hindering terrain.

Price in points: L=75, M=104, H=127, A=151

Decoy – When unit is target of attack, attacker must roll attack, and
succeed twice before damage is dealt.

Price in points: L=63, M=84, H=105, A=126

Electric Camouflage – This unit ignores indirect and streak missile


attacks.

Price in points: L=30, M=40, H=50, A=60

Evade –This unit gets +2 to its defense value against ranged combat
attacks. It fails to break away only on a result of 1. This mech
only gains heat on a run if it is pushing.

Price in points: L=99, M=132, H=265, A=N/A

Extended-Range Ammunition – When this unit makes a Ranged Combat


attack, double its maximum range to a maximum of 16. It gets a -2 to
its attack value for attack.

Price in points: L=75, M=104, H=127, A=151

Flamers- This unit may be given a close combat order, and if


successful, deals 1 heat in addition to damage to mechs. If attacking
a tank or infantry deal 1 extra damage to unit.

Price in points: L=45, M=60, H=75, A=90

Grapple – Units in base contact with this unit must roll a 5 or 6 to


break away, even if unit has jump jets or evade.

Price in points: L=30, M=40, H=50, A=60

 
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Harjel II Auto-Repair System – Unless a black repair marker or the
green starting marker shows on this unit’s combat dial, when this unit
is given an order, repair it of 1 damage after the order resolves.

Price in points: L=70, M=105, H=140, A=175

Heavy Armor – Reduce damage dealt to this unit by 1.

Price in points: L=70, M=105, H=140, A=175

Homing Beacon – This unit gets +2 to attack while using this gear
against a single opposing unit. When attack succeeds line of fire for
friendly units is always clear when using ballistic damage type.

Price in points: L=84, M=112, H=140, A=168

Improved Targeting – This unit may reroll 1 dice when making an attack
roll. Units may not roll into a crit hit or crit fail.

Price in points: L=69, M=92, H=115, A=138

PPC Capacitor – When unit attacks a single opposing figure, player may
choose to take an extra heat to deal 1.5x damage when using energy
ranged weapon.

Price in points: L=70, M=109, H=143, A=178

Pulse – When unit attacks a single opposing unit with this gear, if it
succeeds, it may make a second attack. When making a second attack,
the target gets a +2 to its defense.

Price in points: L=74, M=111, H=168, A=215

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Reflective Armor – Decrease Energy damage dealt to unit by 2.

Price in points: L=69, M=92, H=115, A=138

Reengineered Laser – energy attacks ignore armor.

Price in points: L=15, M=30, H=45, A=60

Repair – This unit may be given a close combat order to a friendly


unit with non speed mode foot. This order if attack succeeds the
unmodified base defense of the target then roll 1d6 and repair the
target of the result( or until target reaches a repair marker)

Price in points: L=69, M=92, H=115, A=138

Stealth Armor – This armor renders a mech invisible to other units and
characters.

Price in points: L=100, M=133, H=166, A=200

TSEMP – Give unit a ranged combat order against a single unit, deal
damage, and add another order token to the targeted unit. Remove
tokens at end of turn.

Price in points: L=81, M=108, H=135, A=162

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