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SAVAGE

BATTLETECH
by

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

TABLE OF CONTENTS
Introduction ................................................................................................................ 3
Welcome ........................................................................................................................................... 3
System Overview ............................................................................................................................ 4
Scales ............................................................................................................................................... 4
Terminology..................................................................................................................................... 4
Resources: ........................................................................................................................................ 5

Characters .................................................................................................................. 6
New and Revised Skills .................................................................................................................. 6
Origins ............................................................................................................................................. 7
Wildcards 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

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 in
the early 1980s, it has since spawned a massive universe of novels, one of the most
highly respected video game franchises of the 90s and early 2000s, and countless
alternative game play systems to simulate everything from epic space battles to
massive 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 various
systems 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 from
MechWarrior to BattleTech. While these rules are excellent for a war game, for
cooperative RPG play, they can be very slow and learning both systems can be offputting to new players.
Enter Savage Worlds, an exceedingly modular and flexible RPG that, like
BattleTech, is built on a low number-system. Already popular with our gaming
group, it had a further advantage of having an inexpensive core rulebook compared
to the heavy investment that is BattleTech. The Ninja and Peregry had been
kicking around the idea for years of trying to get the group to play BattleTech, but
had always been stopped by the scaling issues associated with the system and the
lack of good role-playing supplement. Finally, they struck on the idea merging the
two, embracing the Savage Worlds mantra of Fast, Furious, Fun! while
maintaining as much of BattleTech as possible, though filtered through the pulp
science fiction feel of the novels.
Thus was born Savage BattleTech. It did not take long for VaMinion, likely
our groups best game master, and Peregrys little brother, who had one of the best
heads for balancing numbers, to join the conversion team. We began by focusing on
figuring out Mech combat rules for use with Savage Worlds, focusing on allowing
turns to progress faster and actually increasing the lethality of the system to enable
kills to occur quicker. This increased lethality was compensated for by making the
pilots, now the main player-characters, more important by giving them tricks and
edges they can use in their Mechs. Later, as the Mech rules stabilized, classic
BattleTech equipment was converted to Savage Worlds rules and the conversion
expanded to enable more extensive out of Mech play, with the goal of allowing any
type of game set in the BattleTech universe.
So, years later, we present Savage BattleTech, a BattleTech conversion for
Savage Worlds.

SYSTEM OVERVIEW

The population of BattleTech is as wide and varied as the real world, from the
farmer, to the factory worker, to the teacher. The area of interest to players though
is none of the common everyday jobs, but rather the soldiers, mercenaries,
adventurers and those that aid them in their exploits. Most of all, held in the
highest esteem within the Inner Sphere, the Periphery and the Clans, is the
MechWarrior: pilots who control enormous legged war machines with more
firepower than a 20th century tank battalion: the BattleMech. Joining them are the
basically suicidal infantry, the less suicidal but still brave battle armored infantry,
the crews of conventional vehicles and tanks and the pilots who fly aerospace
fighters.
This conversion is oriented towards enabling players to both have adventures
within the BattleTech setting, and to pilot the iconic war machines, from
BattleMechs to Aerospace Fighters.
This document contains three main ingredients essential for a Savage
BattleTech campaign. First rules for character creation, including new and revised
skills, new Hindrances, Origins for PCs and a host of new Edges. Second,
equipment from the BattleTech setting that supplements replaces and expands the
gear outlined in core Savage Worlds, as well as an abstract wealth system to help
handle the more modern and complex economy that is owning a multi-ton war
machine. Finally, and most importantly, rules for piloting and fighting in the iconic
machines of the BattleTech setting.

SCALES

Savage BattleTech works on two primary scales: Savage Worlds scale and
BattleTech scale. Savage Worlds scale runs identically to any normal Savage
Worlds game, though with new setting specific gear. Within this document, activity
on this scale will be known as Out of Cockpit scale. BattleTech scale, on the other
hand, is generally played using the hex maps and miniatures from the BattleTech
war game, and is played with a new set of rules that serve as a total conversion of
the BattleTech system into Savage Worlds. This scale is known as Mech Scale and
uses the rules outlined later in this document.

TERMINOLOGY
In Savage BattleTech, the term VCS (Vehicle Control Skill) refers to any of
the skills needed for controlling and maneuvering the various fighting machines of
the future. For AeroSpace and atmospheric fighters and VTOLs this is the normal
Piloting skill. For ground based vehicles and hovercraft, this is the Driving skill.
For BattleMechs of all shapes and sizes this is the Mech Piloting skill. If an Edge
has a requirement involving VCS, only one of the specific skills need meet those
requirements; however, that Edge can only be applied to units that are controlled
via that VCS.

RESOURCES:
ESSENTIAL BOOKS

BattleTech Total Warfare, Catalyst Game Labs, 2006


Savage Worlds Deluxe Edition, Pinnacle Entertainment Group, 2011

SUGGESTED BOOKS

BattleTech Strategic Operations, Catalyst Game Labs, 2009


BattleTech 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/

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, emplaced
weapon; from direct laser attacks to indirect
missile volleys and everything in between. This
skill is primarily an In Cockpit skill, though can
come up in Out of Cockpit situations when firing
from fixed emplacements that use target control
systems 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 and
computerized systems. When used by a pilot in a
vehicle equipped with special communications
gear this skill can be used to gather information
from passing satellites that might not be normally
available to the pilot as well as perform special
Electronic Warfare maneuvers as outlined later.
Mech Piloting: (Smt)
Mech Piloting is used for any rolls that
involve controlling a BattleMech, from advanced
maneuvers to maintaining balance when hit. It
also is used in resolving physical attacks between
BattleMechs. Further, the Defense TN of a Mech
is also based off the Mech Piloting skill.

Design Note: Gunnery


and Mech Piloting
Why have the Gunnery skill
in SBT when in core Savage
worlds 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. The
firing 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 a
tank, car of hovercraft,
and involves years of
specialized training.

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 hits
but 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 extra
damaged critical slot.
You can reduce the time this salvage takes by rolling all the critical slots at
once 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 a
single critical hit.
Making Field Repairs:
You can use the Repair skill to make field repairs to weapons that have taken
critical hits so long as you have either parts from or a working model of that
weapon. 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 used
are wasted.

ORIGINS

Characters are created as per normal


Design Note: Origins
Savage Worlds with the addition of having the
Origins are created
using the race rules from
option of selecting an Origin for the character.
Savage Worlds, but unlike
Origins reflect the culture they are from.
races their modifiers
Mechanically, origins are the same as a Race
specifically come to a total
as outlined in Savage Worlds, though may
of 0 rather than a total of
+2. This is because all
contain some further customization options.
characters in Savage
Going into great detail concerning every
BattleTech still get a free
faction and group within the BattleTech
Novice Edge at character
setting is well outside the scope of this
creation, due to being Human.
document; however, the BattleTech Wiki
provides an excellent overview. Fundamentally though, humanity can be divided
into three main regions: the Inner Sphere, the Periphery and the Clans. Within the
Inner 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 an
almost alien warrior culture founded by the long lost Star League Defense Force
after they left the Inner Sphere at the beginning of the Succession Wars, and while
very similar at first glance, posses many differences between each Clan.
All characters in Savage BattleTech are human; there are no aliens, only a
massive diaspora of humanity. While some cultures seem completely alien to one
another, at the end of the day, humans are humans. As such all characters gain a
free Novice Edge of their choice, and then gain the additional effects of their origin.

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 five
Great Houses, and a handful of smaller states, these Successor States vie to
reestablish the Star League with their head as the new Star Lord.
Origins
Capellan Confederation
Citizens of the Capellan Confederation, a totalitarian
state with the trappings of ancient Imperial China, are taught
from birth to live their lives for the greater glory of the State
and Chancellor. This leads to a fanatical devotion within the
population, but a heavily oppressive society.
For the Greater Good: The Capellan obsession with
family, the State and honorable living is driven into everyone
from birth, giving most from the Confederation the hindrance
Code 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 its
borders, 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 and
other LosTech. Using mystical trappings to make themselves seem
more than glorified technicians, they keep communications open, but
often work towards their own goals.
Secret Keepers of Technology: Members of ComStar and Word
of Blake are under strict training to not reveal secrets to the outside
world; 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 All
Thumbs.
Technical Training: As keepers of LosTech,
all members of ComStar are at least familiar with the
maintenance of their equipment, granting them a d6 in Repair.
Theres Always an HPG: On nearly every world colonized by
humanity, ComStar or Word of Blake runs an HPG, and if the
other one is there, they assuredly have spies within their ranks.
In fact, the only place they have nobody in is the Clans, who run
their own HPGs. While not in Clanspace (including occupied Clan
worlds in the Inner Sphere), members of ComStar and Word of
Blake have all the benefits of the Contacts edge.

Draconis Combine
Archenemies of the Federated Suns, proud samurai
of the stars, the Draconis Combine is a heavily feudalistic
society founded on the ideals of ancient feudal Japan.
Ruled by the Coordinator, the Combine is one of the most
powerful Successor States, and sees itself as the proper
heir to the Star League.
The Code of Bushido: All members of the Draconis
Combine are ruled by the complex honor code of ancient
Japan, and so all members of the society are considered to
have the hindrance Code of Honor. Further, this obsession with ancient Japanese
traditions has lead to widespread practice of martial arts, granting a d6 in Fighting
to individuals from the Combine.
Ancient Grudges: The long history of the Combine and obsession with
complex honor has ignited more than one blood feud throughout its history. People
from the Combine have the minor hindrance Vengeful, though the resolve to keep
these grudges and see them through grants members of the Combine the Strong
Willed edge.
Federated Suns
A strong as the Draconis Combine, but with a bent
towards the western values of chivalry and honor, the
Federated Suns is a ruled overall by the First Prince, a
position with some check and balances on its power, while
planetary governments are frequently elected
representative governments. One of the freest societies in
the Inner Sphere, the Federated Suns believes itself to be a
bastion of freedom, civilization and right ways.
Always on the Line: Citizens of the Federated Suns
believe themselves to be great upholders of traditions of
freedom, and are always ready to jump out to help the downtrodden. Collectively,
they suffer from the Heroic hindrance.
Fortune Favors the Bold: While often seen as poking into affairs they should
not and often taking greater risks than others, something often seems to smile on
them and give them a little help even at the worst times. To reflect this, whenever
someone from the Federated Suns spends a bennie to reroll a failed skill check, they
add +2 to the reroll.
Federated Commonwealth
A super-state formed by the union of the Federated Suns and the Lyran
Commonwealth in the 3030s, the Federated Commonwealth defined the political
landscape of the first half of the 31st century. However, it is still to new (or did not
last long enough) to truly define its own culture and people. Citizens of the
Federated Commonwealth can choose to use either of the Federated Suns or Lyran
Alliance/Commonwealth Origins, regardless of which member state they came from.

Lyran Alliance/Commonwealth
The economic powerhouse of the Inner Sphere, the
Lyran Commonwealth (later, briefly, called the Lyran
Alliance), is loosely ruled by the Archon through a vast
quantity of nobles, leading to major differences between
the governments from a region to region and even world
to world basis.
Money, Power and Prestige: The Lyran
Commonwealth runs on money and politics, more so than
any other realm. Most from the Lyran Commonwealth
are concerned with money in some way, shape are form,
and so generally suffer from the minor hindrance Greedy.
However, the realms constant wheeling and dealing
leads to considerable experience with negotiations, even for common folk, giving
them a d6 in Persuasion.
Living the Good Life: The general wealth of the Lyran Commonwealth
compared to its neighbors is no small feat; the realm has been an economic
powerhouse since its inception. This manifests in that the general population gains
the Rich edge (or, if in a game that abstracts wealth and money they may start with
a d6 in one attribute to reflect the higher quality of life). Unfortunately, this has
generally made the population soft, making them squeamish about war and threats
in general, afflicting them with the minor hindrance Pacifist and a -2 penalty to
resist Tests of Will.
Mercenary
Though the standing armies of the Great Houses are
vast, they often need to supplement their forces with
mercenary forces. Some of these mercenary companies have
existed for generations and so have their own culture that
reflects on generations of being soldiers for hire. There are
three main types of Mercenary companies, each with their
own way of doing things: Heroes for Hire who seek to right
wrong, fight to the last and save the civilians regardless of
cost, Soldiers of Fortune who are professional and proper in their contracts, and
Neer-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 origin
must choose to be a Hero for Hire, Soldier of Fortune or a Neer-do-well.
Action and Adventure: Mercenaries have frequently
seen action all across the Inner Sphere and Periphery, and
have seen more than most in their time. This has led
Heroes for Hire to embrace fighting for the little guy by
gaining the Heroic hindrance. Soldiers of Fortune, who
know they are the best and were hired because they are the
best, gain the Arrogant hindrance. While Neer-do-wells
often 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.

Held to a Gold Standard: Mercenaries are held to high


standards within the Inner Sphere, and rated according to
their actions and performance on contracts. Heroes for Hire
embrace this, and gain the Code of Honor hindrance; Soldiers
of Fortune generally fulfill the contract, but rarely go out of
their way to do so and do so carefully and meticulously, and
so gain Cautious and minor hindrance Greedy; however,
Neer-do-wells only want the gold, gaining the major
hindrance Greedy. However, mercenaries are some of the
best warriors around, and can choose one skill from the following list to begin play
with d6s in: Driving, Fighting, Gunnery, Mech Piloting, Piloting, or Shooting.
Free Rasalhague Republic
A state originally conquered by the Lyran
Commonwealth and the Draconis Combine, before it finally
managed to reform for a brief time before then being mostly
conquered by the Clans, Rasalhague has a hard history. A
strong Swedish current to its society was tempered by many
years of Combine rule. Ruled by a parliament and led by an
elected Prince, the people of Rasalhague have a strong sense of
independence and a great love of country.
Constant Troubles: People of Rasalhague remember its
difficult founding and betrayal by mercenary companies whose contracts had
inconveniently lapsed. Due to this, all citizens display visceral hatred towards
mercenaries, taking the form of a minor Quirk. Of course, this was only the first of
their troubles; to the point where characters from Rasalhague start with one less
bennie 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 never
break and always soldier on, making contacts throughout their society; they gain
the Strong Willed edge and a d6 in Streetwise.
Free Worlds League
Internally divided, externally united, the Free
Worlds League is technically a representative
federation that has existed in an official state of
emergency since the fall of the Star League under the
Captain-General. All these internal power struggles
generally make the Free Worlds League more insular
than the other Successor States, and people are often
more loyal to a specific member unit of the Free Worlds League than to the League
itself.
Locally Focused: People from the Free Worlds League tend to be up to date
on events happening within their realm, but are likely to be unaware of what is
happening to their neighbors. They take a -2 penalty on any Knowledge rolls and
Common Knowledge rolls that deal with the history and events outside of the Free
Worlds League.

Wheeling and Dealing: The Free Worlds League is almost as open and free as
the Federated Suns, though it varies from member state to member state. Further,
long traditions of elective representation permeate the culture, leading everyone
from 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. Ives
Compact has managed to keep a distinct culture and people, though it may not last
for long.
Maintaining Traditions: Despite leaving the Capellan Confederation, the
Compact tries to maintain much of the traditional Chinese culture without the
totalitarian 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 bit
better circumstances than the rest of the Capellan Confederation, their rulers a bit
more sane, and they were spared almost all the fighting of the 4th Succession War.
To reflect this bit of extra luck theyve had over the years, they gain the Luck Edge.
PERIPHERY

Beyond the Inner Sphere lays the Periphery. Less densely colonized than the
Inner Sphere and divided among dozens of independent States, from the well
developed and settled Taurian Concordant, to mysterious JrnFlk far beyond most
of the bounds of humanity. Perhaps there is even more in this region of space than
is known, lost colonies from the Star League or even earlier and hidden caches of
advanced weapons and LosTec. However, this is also a realm of pirates, petty
warlords and limited to no heavy industry, making every day a struggle.
THE CLANS

The Clans provide a unique challenge in roleplaying, as either an opponent or for characters. In
most Clan campaigns, the GM will want the PCs to be
from the same Clan, but even within the same Clan
there are stark differences. Unlike Inner Sphere and
Periphery characters, Clan characters must take an
Origin due to the unique eugenics program of the Clans
dividing the society into Freeborns, those born through
natural methods, and Trueborns, those bred via the
Clans eugenics programs and grown in the artificial
Iron Wombs. Freeborns are generally looked down
upon, but the exact attitude varies from Clan to Clan
with some being very open while others extremely
oppressive.
The Clans are divided into five distinct castes:
Warriors, Scientists, Merchants, Technicians, and
Laborers. The Warriors are the ruling caste, and how important members of the
other 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

earned Bloodnames, a surname that indicates they have ensured their place in the
Clan eugenics program via honorable trial.
All Clan Trueborn characters come from a specific genetic legacy and are
members of a Bloodhouse, those that share this genetic legacy. When creating a
Clan Trueborn character, a Bloodhouse should be chosen. If the Bloodnamed
Background Edge is selected, or later gained in gameplay, this is the surname the
character 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 more
about 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 eugenically
selected and artificial womb grown Trueborns. Freeborns can end up in any caste of
the 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 with
others within the Clans. Further, Freeborn warriors can never earn a rank higher
than Star Captain and may never earn a Bloodname.
Normal Lives: Clan Freeborn, unlike the Trueborn, have what would
considered a more normal upbringing, and spend their childhood and adolescence
making friends and meeting people. This grants them the Contacts edge so long as
they are within Clan space.
Clan Trueborn Aerospace Pilot
Clan Aerospace warriors are instantly identifiable by their small stature and
large, oversized head and eyes. Considered by most to be an unimpressive display
of 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 Aerospace
Pilots may choose one skill from their Clans skill list to begin play with a d6 in (see
Clan Affiliation Table).
Keen Eyed: Clan Aerospace Pilots are noted for their overly large eyes
compared 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 start
play 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.

Clan Trueborn Elemental Warrior


Clan Elementals are an impressive display of
the Clan eugenics program. Massive soldiers who
wear the iconic Elemental Power Armor, even
outside their metal skin, these warriors are powerful
and dangerous.
Massive Built: Elementals are significantly
larger than others, and receive a +1 Bonus on size.
However, this size is a hindrance if put into the tight
confines of a vehicle, Elementals suffers a -2 penalty
on any Driving, Mech Piloting or Piloting checks due
to being too big for the controls.
Resilient Build: Due to their size and training,
Elementals are exceptionally tough, gaining the
Background 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 Clans
skill list to begin play with a d6 in (see Clan Affiliation Table).
Small World: Everything seems small and weak compared to an Elemental
Warrior, even an enemy BattleMech. Elementals automatically gain the flaw
Overconfident.
Bound by Honor: As Clan Warriors, an Elemental is bound by the traditional
honor 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 the
vigorous and dangerous sibko training, which trains them to be MechWarriors from
a 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 during
character creation and raising skills via XP. Further, they may choose one of their
Clans skills to begin play with a d6 in.
Bound by Honor: As Clan Warriors, a MechWarrior is bound by the
traditional 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 Sphere
counterparts, and suffer a -2 on Mech Piloting to make any physical attacks
(including Charging and Death from Above), though they do not take any penalties
when defending against them.

Clan Affiliation Table


Clan:
Blood Spirit
Burrock
Cloud Cobra
Coyote
Diamond Shark
Fire Mandrill
Ghost Bear
Goliath Scorpion
Hells Horses
Ice Hellion
Jade Falcon
Nova Cat
Smoke Jaguar
Snow Raven
Star Adder
Steel Viper
Wolf

Associated Skills:
Repair, Streetwise, Survival
Gambling, Stealth, Streetwise
Knowledge (Religion), Persuasion, Piloting
Hacking, Knowledge (Science), Repair
Gambling, Persuasion, Streetwise
Fighting, Intimidation, Taunt
Fighting, Survival, Tracking
Gunnery, Fighting, Survival
Driving, Gunnery, Knowledge (Battle)
Notice, Stealth, Taunt
Intimidation, Mech Piloting, Persuasion
Gunnery, Knowledge (Mysticism), Persuasion
Gunnery, Intimidation, Mech Piloting
Persuasion, Repair, Survival
Investigation, Knowledge (Battle), Notice
Fighting, Intimidation, Survival
Knowledge (Battle), Mech Piloting, Notice

Attitude to Freeborns:
Liberal
Liberal
Liberal
Liberal
Liberal
Conservative
Liberal
Liberal
Liberal
Conservative
Conservative
Conservative
Conservative
Conservative
Liberal
Conservative
2
Conservative/Liberal

Adherence to Zellbrigen:
Strict
Loose
Loose
Strict
Loose
1
Varies
Strict
Strict
Loose
Loose
Strict
Loose
Strict
Loose
Strict
Strict
Loose

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 Cockpit
combat:
Each Point3 will issue a challenge to a different enemy Point. If one side
outnumbers the other, then the extra Points on that side will stand aside
until one of their comrades is defeated. A Point can challenge more than one
unit at a time.
A Point has a right to refuse challenges from Inner Sphere units, especially if
underhanded 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 honorable
withdraw.
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 rules
of zellbrigen.
As to how Code of Honor governs daily life for a Clanner that varies not just
from Clan to Clan, but from Warrior to Warrior. Some Warriors hold to a form of
Zellbrigen that embraces their role within Clan society, that as the head of their
society it is their responsibility to protect and rule wisely. While other warriors use
their 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.

towards Freeborns will embrace a more benevolent approach, while ones that are
conservative towards Freeborns will act more arrogantly.
How strictly this Code is held to varies from Clan to Clan as well, some Clans
hold to a more loose form of Zellbrigen, only using it when fighting other Clanners
and taking every opportunity to push it to its limit, while others hold to it strictly,
even against opponents who they should probably break it against.

WILDCARDS EDGE

Wildcards often have a knack above and


beyond the normal for pilots and soldiers. Years of
fighting and piloting their machines have led them
to be able to better control their vehicles and know
just where to place their shots. As Wildcards they
gain a bonus to any skill or trait rolls made while on
Mech Scale:
Experience Tier:
Novice
Seasoned
Veteran
Heroic
Legendary

Bonus:
+0
+0
+1
+1
+2

HINDRANCES

Legendary Defeat (Major/Minor)


This Edge cannot be taken by Novice
characters, but may be taken when creating a
character with higher than Novice XP, or it may be
gained during gameplay.
You have suffered a terrible and widely known defeat that not only was a
military fiasco, but also one that impugned your honor and forever stained your
reputation. If your defeat is known you are treated with suspicion and your ideas
are generally ignored while planning, and you may not be allowed honorable
positions in battle or social situations, as well as taking a -2 penalty to Charisma.
This is a Minor hindrance in the Inner Sphere and Periphery, which tend to
be more forgiving, and a Major hindrance among the Clans, where such a defeat
may earn you the title dezgra, honorless and effectively end your career.
This Edge can only be bought off after ten years in game or after a glorious
victory in the face of overwhelming odds.
Transit Disorientation Sickness (Minor)
Travelling faster than light instantly is an
unsettling experience. Most people report various
feelings of unease, ranging from startling to seeing
the universe spread out and then compressed to a
single point. However, some people experience
much more than simple discomfort, and instead
become debilitating sick.

When making a hyperspace jump, you suffer from TDS. For the next day you
generally feel nauseous and ill, suffer severe migraines, or are otherwise
debilitating 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 may
be considered Major at the GMs discretion.
Sheltered (Major)
You have been fortunate in your upbringing and brought up on a world or in
circumstances generally isolated from the normal chaos of the Inner Sphere or
Periphery. Of course, this has led to a lack of knowledge of the events of the worlds
around you. You may not make any Common Knowledge rolls outside of your
homeworld.
This hindrance is especially useful to people new to the BattleTech setting to
help 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 to
you and put you through subtle indoctrination and brainwashing. For now, your
programming is lying dormant until activated. Upon activating, the character gains
the hindrance Oath (Major) to the intelligence service and will attempt to fulfill
their mission. Upon completion of the assigned mission, the Oath Hindrance is lost
until the Sleeper Agent is again reactivated.

BACKGROUND EDGES

Bloodnamed
Prerequisites: Clan Trueborn Origin, GM Permission
Benefits: You have proven yourself to be one of the best Clan Warriors in a Trial of
Bloodrite, and earned a surname, known as a Bloodname, in the Clans. This honor
ensures 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 are
treated as the superior officer when dealing with other Clan Warriors of equal rank
who 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 on
matters governing the Clan, and makes them eligible for special ranks within the
Clan, such as Khan, saKhan, Oathmaster and Loremaster.
If not taken at character creation, this Edge may only be gained in gameplay
via 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 Permission
Benefits: You ignore the penalty for having a Small Cockpit. Further gain a +1 on
Mech Piloting and Gunnery.

NEW EDGES

Arc Master
Prerequisites: Smarts d8, Gunnery d8
Benefits: You no longer take a penalty for
indirect firing.

Deadeye
Prerequisites: Seasoned, Gunnery d8,
Notice d6
Benefits: Once per turn while in Mech
Scale combat when you miss with a weapon
group, you may immediately make a
Gunnery roll at -2 at the same target. If
this second roll would hit the target, choose
one weapon from the weapon group and
treat it as if it had hit. This attack does not threaten critical hits on raises and may
not 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 d10
Benefits: You no longer take a -2 penalty when using the Deadeye Edge.
Design Quirk
Prerequisites: d6 Repair
Benefits: Your gain a pool of 2 Design Quick Points to spend on Quirks for your
vehicle. You may take this Edge multiple times, each time adds 2 more points to
your pool.
Enhanced Mech Melee
Prerequisites: d8 Mech Piloting, d8 Fighting
Benefits: When making a melee attack you add
+2 on your Mech Melee rolls.
BattleMech Frenzy
Prerequisites: Enhanced Mech Melee,
Seasoned, Mech Piloting d10
Benefits: You make two swift physical or
melee attacks with the same weapon or
limb on your Mech against a single
target. You roll two Mech Melee attacks
and one Wild die, taking a -2 on all rolls.
Improved BattleMech Frenzy
Prerequisites: Veteran, BattleMech Frenzy
Benefits: You ignore the -2 penalty when making a BattleMech Frenzy
attack.

Focused Fire
Prerequisites: Seasoned, Agility d8, Gunnery d10
Benefit: Once per turn when rolling to determine the hit location of a non-cluster
weapon, roll 3d6 and select which two die determine the location.
Gunkatta
Prerequisites: Seasoned, Gunnery d8, Mech Piloting d10
Benefit: You may make attacks with weapons mounted in limbs the same round
you make a melee attack.
It's Cool

Prerequisites: Seasoned, Mech Piloting d8, Wildcard


Benefits: You immediately dissipate heat when dealt the
Joker as if it was the end of your turn. This is in
addition to normal end-of-turn heat dissipation.
Knife Fighters Focus
Prerequisites: Agility d8, VCS d8
Benefits: During your turn, while in Mech scale combat
you may choose one target within five hexes; increase
your defenses by one for attacks from that target. This
bonus expires at the same time as Movement Bonuses to Defense.
Improved Knife Fighters Focus
Prerequisites: Knife Fighters Focus, Seasoned
Benefits: The defense bonus against your selected target increases to two, or
you may designate a second target and receive and increase your defenses by
one against attacks from both.
Mech Ambush
Prerequisites: d6 Stealth, VCS d6
Benefits: You may make a Stealth check without shutting down so long as you do
not move for one turn.
Mech Infiltration
Prerequisites: Mech Ambush, Seasoned
Benefits: You may make a Stealth check so long as you only walk in a turn.
Silent Running
Prerequisites: Mech Infiltration, Veteran, VCS d10
Benefits: You may make a Stealth check while running, even without
cover.
Out of the Blue
Prerequisites: Silent Running, Heroic
Benefits: You may make a Stealth check while jumping, even
without cover.

Mech Block
Prerequisites: Seasoned, d8 Agl
Benefits: When hit you may make a Piloting Roll with a TN of the enemy's Gunnery
or Melee roll. If you succeed you may change the location of damage to one adjacent
location.
Mech Marksman
Prerequisites: d8 Gunnery, Smarts d8
Benefits: When you do not move, you ignore one point of penalty on attack rolls
from cover or range.
Improved Mech Marksman
Prerequisites: Seasoned, Mech Marksman, Gunnery d10
Benefits: 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 on
attacks rolls from cover or range.
Run and Gun
Prerequisites: d8 Agl
Benefits: Running in a Mech or moving
Flank speed in a vehicle, no longer
applies a penalty.
Shot on the Run
Prerequisites: Run and Gun
Benefits: You may attack at any
point during your movement in
a Mech or Vehicle, as opposed to
before or after moving.
Grasshopper
Prerequisites: Run and Gun,
Seasoned
Benefits: Using Jump Jets no
longer applies a penalty.
Smooth Operator
Prerequisites: d8 Agility
Benefits: When attempting to stand, you may automatically stand for 1 movement
point rather than 3. In addition, gain a +2 bonus on Piloting Skill checks to prevent
falling in a Mech.
Stop Blowing Holes in My Ride
Prerequisites: Seasoned
Benefits: When spending a Bennie to force a reroll on the critical hit table, instead
force two rerolls, using the better of the results in place of the original roll.

Tracking Fire

Prerequisites: Heroic, d10 Gunnery


Benefits: When firing at an enemy, you may spend a chip to move a hit from a limb
inwards to the appropriate torso section. This edge cannot be used if it would result
in the hit striking the center torso, and it must be used before any critical hit rolls
are made.
Tracking Trigger
Prerequisites: d8 Gunnery
Benefit: If you're firing more than one weapon group and you first weapon group
misses, you gain a +1 bonus on the next Gunnery roll.
Tough in the Cockpit
Prerequisites: Vigor d6
Benefits: You may immediately make a spirit roll to avoid becoming shaken when

your Mechs head is hit or due to an ammo explosion.


Trademark Ride
Prerequisites: Seasoned, VCS d8, 5 missions run in
your vehicle
Benefits: So long as you are in your, specific, personal
vehicle (not just one of the same class) you get a +1
bonus on Gunnery, Mech Piloting, Mech Melee,
Piloting, and Driving as appropriate. If you get a new
vehicle, or your old one is destroyed, you may transfer
the benefits of this edge (and any edges tied to it) to a
new vehicle after running three to five missions in it
(GMs discretion).
Improved Trademark Ride
Prerequisites: Veteran, Trademark Ride
Benefits: So long as you are piloting your
Trademark Ride, you get a +1 bonus to your Defense.
Legendary Warrior
Prerequisites: Legendary, Improved Trademark Ride, GM Permission
Benefits: When you first fire at an enemy while in your Trademark
Ride the target must make a Spirit roll or be Shaken. Further, add +2
to Charisma, as you are well known warrior who people either respect,
or fear.

WEIRD EDGES

Phantom Mech
Prerequisites: Heroic, Spirit d10, GM Permission
Benefits: At the start of your turn you may take an action to make a Spirit roll. Add
the result to your units Defense until the start of your next turn.

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 across
technological base to repair damaged weapons systems.
LEADERSHIP EDGES

Due to the advanced communication equipment


on BattleMechs, the leadership default command
radius (SWDE 37) is 7 spaces. Further, all units
connected by C3 or C3i systems are considered to be
in the command radius.
Command
Benefits: In addition, when allies within the
Command Radius spend a bennie to force a reroll on
the Critical Hits Table, the new roll takes a -1
penalty.
Command Presence
Benefits: This edge extends the command
radius from 7 to 14 spaces while in Mech-scale
combat.
Fervor
Benefits: In addition, allies within the
Command Radius add a +1 bonus on critical
confirmation rolls.
Hold the Line!
Benefits: In addition, apply a -1 on Critical Confirmation rolls against allies
in the Command Radius.
Inspire
Benefits: In addition, when allies within the Command Radius spend a
bennie to force a reroll on the Critical Hits Table, the new roll takes a -2
penalty. This replaces the benefit from Command.

BASIC MECH SCALE


OVERVIEW

The rules presented here are the absolute bare bone essentials for playing
Savage BattleTech and allowing player characters to pilot BattleMechs. This
section provide rules specifically for in-cockpit combat referred to as Mech Scale,
which is done generally on the BattleTech scale with BattleTech damage and record
sheets and often on BattleTech hex grid battle maps (though miniature combat is
possible).
It is strongly suggested that players first master the rules provided in this
section before including the Advanced Mech Scale rules, as this section covers all
that is necessary for basic Mech on Mech combat.

GENERAL CONVERSION

Unless otherwise noted, most bonuses and penalties from BattleTech can be
converted to Savage Worlds by simply multiplying by -1; in other words a -1 bonus
on a Piloting Skill roll becomes a +1 bonus on a Mech Piloting check. The inverse
also holds true for penalties, where a +1 penalty on Gunnery Skill rolls would
become a -1 penalty on Gunnery checks unless otherwise noted. Many of the
BattleTech tables have already been converted and provided. If the modifier does
not 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 are
determined 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 normally
only take other actions before or after movement is complete. In the End phase the
Defensive values are calculated, heat buildup due to damage is applied and then
cooling is resolved.

PILOTING
PILOTING SKILL CHECKS:

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

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 unit
must choose what type of movement it is using when it begins moving, after that is
chosen, the unit can move up to the number of hexes that is indicated by the
Walking/Cruise or Run/Flank value. Unlike normal BattleTech, turning and
changing facing do not cost any extra movement; however, if a unit has no
movement points at the start of its turn (due to damage or heat), it cannot change
facing that turn. Moving is free and does not count as an action; however, if the
pilot decides to move at Run or Flank they take a -1 penalty on all other rolls made
in the round.
Friendly units cannot move through a hex occupied by an enemy unit, but can
move through an allied units space.
Some Mechs and Vehicles have jump jets as standard equipment. These
devices allow the unit to jump through the air ignoring normal terrain penalties
and even moving through hostile vehicles hexes. When jumping any further rolls
made by the pilot takes a -2 penalty.
When a Mech is knocked over due to damage or other circumstances, the pilot
must spend 1 walking movement point and make a Mech Piloting roll. On a
success, they upright their Mech, on a failure they do not. Alternatively a pilot can
spend 3 walking movement points or its entire walk MP if it has less than 3 to
stand without the piloting roll. Once the Mech is standing, any remaining walk
movement 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 units
movement defense bonus. When units move a certain amount, they gain a bonus to
defense 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

defense when its card comes up on the next round; a joker is treated as a Two of
Clubs for this purpose.
A unit that uses Jump Jets adds an additional +1 to their Defense value in
addition to the bonus gained from the distance moved.
ATTACKS AND DAMAGE:

All ranged attacks using weapons


mounted on a Mech or vehicle are resolved
with a Gunnery roll vs Defense. Charging
and Death from Above attacks are
resolved with opposed VCS rolls.
Punches, Kicks and Mech mounted melee
weapon attacks are resolved with a roll of
Mech Piloting -2 against Defense. All of
these attacks are modified by the
appropriate circumstantial modifiers as
listed in attack modifier tables (see below
and Appendix A).
If the attack is equal to or
surpasses the Defense score, but is not a raise, the weapon deals its damage to the
appropriate location as determined by rolls on the Hits Location Table. Unlike
normal BattleTech, damage is inflicted when the attack is made.
When a Mech takes enough damage, it may fall over and become prone both
due to the sheer amount of force it was hit with as well as the sudden change in
weight due to loss of armor and mass. A bipedal Mech can take 40 points of damage
in a single turn before it falls over, while a quadruped Mech can take 60 points of
damage. 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 combat
killed, and they are treated as an individual infantry unit on Mech Scale. On a
failure the pilot survives and is in the space behind their vehicle, but is
Incapacitated with Four Wounds per Savage Worlds rules.
CRITICAL HITS

Within Savage BattleTech, there are three types of Critical Hits chances that
can occur. The first is a Penetrating Critical Hit, which may happen when a Hit
with 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 is
a Location Critical Hit, which may happen when a specific location is rolled on the
Hit Location Table (typically from the roll of a 2 on the Hit Location Table). Finally
there is a Structural Critical Hit, which may happen any time a unit takes internal
structure damage. For Penetrating Crits each Raise after the first you add a +1
bonus on the roll on the Critical Hits Table. All circumstances that cause critical
hits are cumulative, so if an attack hits with a raise, rolls 2 on the Hit Location and
does inner structure damage to the target, three separate rolls on the Critical Hits
Table are made. Critical Hits are resolved in the order they are inflicted after
damage is applied: a Penetrating Crit is resolved first, then a Location Crit, and
finally a Structural Crit. All crits are lost if the section is destroyed by damage.

If a critical hit occurs it is recorded on the critical hit location table on the
record sheet and damage marked appropriately, and any other effects from the
critical hit are immediately applied.
A Bennie can be spent to force a reroll on the Critical Hits Table from any of
the types of Critical Hits, and the roll resulting in the fewest critical hits is always
used.

WEAPONS

AND

WEAPON GROUPING:

BattleMechs carry many varied


weapon systems, which often have different
ranges and effects. Firing all these weapons
individually are an arduous task in the
middle of combat, so pilots group weapons
together to allow quicker and easier
triggering.
WEAPON GROUPS:

Design Note: Weapon Groups


In BattleTech each
weapons 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.

Up to six ranged weapons can be


placed in one weapon group and fired
together with no penalty. However, the
ranges of the weapon group are considered
to be the ranges of the weapon with the
shortest range in the group. If a weapon
grants bonuses to hit, like Pulse Lasers, the benefit is only applicable if all the
weapons in a group all grant the same bonus; however, if any one weapon grants a
penalty to hit, including from damage, it is applied to the entire group. When you
hit 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 Penetrating
Critical, the most damaging single hit location weapon in the weapon group is
considered to have threatened, if multiple
Design Note: Quicktrigger
weapons are tied for the single largest hit,
Up until Revision 8 of the
rules, there was an Edge known as
or if all the weapons deal identical damage,
Quicktrigger that allowed the
the first hit location rolled is threatened
firing of two weapon groups
with the critical hit.
without taking a multi-action
penalty. It had become obvious
Firing a single weapon group is free
through play testing to us that
and does not count as an action. So pilots
this Edge was basically essential
can fire a weapon group and take other
to speedy game play, between
actions, like Taunt, make a Skill check, call
heavier Mechs needing it to fire
all their weapons with no
in an artillery strike or fire a second
penalties, to giving more options
weapon group. Firing a second weapon
to Mechs with only a handful of
group is considered an action, so you can
weapons; most characters had it.
This lead to the functionality of
fire more than two weapon groups or fire
the rule: the firing of a single
two weapon groups and take another action
weapon group without it causing a
in a given turn by taking a multi-action
multi-action penalty, to be made
penalty. However, any single weapon can
into a core mechanic.
only be fired once per turn.

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

All weapons have


three range brackets, Short,
Medium and Long, that
carry with them benefits or
penalties for firing. These
modifiers are similar to
those in BattleTech, but due
to the system differences, are
slightly different. Further
other circumstances may
affect the Gunnery roll, as
determined by a wide variety
of circumstances. It can
seem intimidating at first,
but the vast majority of
these modifiers are highly
situational. If the tables
provided in this document do
not show the modifiers
needed, use the General
Conversion 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 other
Mech Piloting rolls.

Physical Attack Modifiers


Mech Damage
Shoulder Hit
Arm actuator hit (each)
Hand actuator hit

No punching or physical weapon attacks with arm,


no clubbing attacks, -2 to pushing attacks (each)
-2 to punching and physical weapon attacks with arm; half damage for
punching with arm
-1 to punching attach with arm; no clubbing attacks; no physical weapon
attacks
No kicking attacks
-2 to kick attacks and half damage from affected leg
-1 to kicking attacks with that leg

Hip actuator hit


Leg actuator hit (each)
Foot actuator hit
Target
Infantry
-3 on kicking and DFA attacks
Large Vehicle or Grounded Craft +2
Range Modifiers:
Minimum Range
-1 Per Space At or Below the
Attacker Conditional Modifiers
Minimum
Ran/Flank
-1 on all other rolls
Short Range
0 on Gunnery Skill Rolls
Jumped
-2 on all other rolls
Medium Range
-1 on Gunnery Skill Rolls
Prone
-1 Gunnery on non-Quads
Long Range
-2 on Gunnery Skill Rolls
Skidding
-1 on Gunnery
Weapon Modifiers:
Autocannon Ammo:
LB-X Cluster Munitions+1 on Gunnery Skill Rolls
Precision Munitions
+1 on Gunnery Skill Rolls
Lasers:
Heavy Lasers
-1 on Gunnery Rolls
Pulse Lasers
+1 on Gunnery Rolls
Missiles:
MRMs
-1 on Gunnery Rolls
Rocket Launchers
-1 on Gunnery Rolls
Melee Attacks
Backhoe
-1 on Mech Piloting Rolls
Club
+1 on Mech Piloting Rolls
Combine
+2 on Mech Piloting Rolls
Hatchet
+1 on Mech Piloting Rolls
Heavy-Duty Pile Driver -2 on Mech Piloting Rolls
Kick
+2 on Mech Piloting Rolls
Mining Drill
+1 on Mech Piloting Rolls
Retractable Blade
+2 on Mech Piloting Rolls
Rock Cutter
-1 on Mech Piloting Rolls
Sword
+2 on Mech Piloting Rolls
Wrecking Ball
-1 on Mech Piloting Rolls
Equipment:
Targeting Computer +1 on Gunnery Rolls for nonmissile weapons

Indirect Fire
-1 on Gunnery
IndustrialMech
-1 on Gunnery
Targeting Dropship
+2 on Gunnery
Target Conditional Modifiers
+2 from adjacent,
Prone
-1 otherwise
Immobile
+4
Skidding
-2
Airborne unit at Alt. 1
-1
(Attacker in flight path)
Airborne unit at Alt. 1
-3
(Attacker not in flight path)
Mech Damage for Attacks
Sensor Hit
-2
-4, overrides arm actuator
Shoulder Hit
damage
Arm Actuator Hit
-1 per actuator
Terrain Modifiers
-1 per intervening hex,
Light Woods
-1 if target is in hex
-2 per intervening hex,
Heavy Woods
-2 if target is woods
Depth 1 Water
-1
Depth 2 Water
-2
Partial Cover
-1

SAVAGE BATTLETECH

ADVANCED MECH SCALE


OVERVIEW

The rules presented in this section are for more advanced play using various
special equipment and units from BattleTech. It is suggested that players first
master the Basic Rules before using all the advanced equipment and expanded
units from this section. These rules are not considered optional, as they cover
specific actions that can be taken by players in the field or matter for specific types
of units and equipment.
The following rules are presented in alphabetical order.

ARTILLERY:

Even in BattleTech when the going


gets tough, the tough call for artillery. To do
this artillery must first be available to be
called in as a unit in the battle. With the
exception of TAG Guided Arrow IV missiles,
most artillery is called onto a specific hex.
When a spotter calls in an artillery strike
they immediately make a Gunnery (or
Shooting in the event a ProtoMech or Infantry unit is calling in the strike) skill
check that is unmodified by Edges or abilities that would normally modify the
check. It is further modified by the following conditions:
Condition:
Spotter Does Not Have Line of Sight to Target Hex
Spotter is Effected by an ECM field
Spotter can use a TAG to spot on the target hex
Spotter has called a strike on the hex before and missed
Spotter has Satellite Telemetry

Modifier:
-1
-2
+1
+1 per
+2

If the check fails, the artillery is still called in, but it drifts off target. The
direction of the drift is determined by rolling 1d6, with a result of one being towards
the artillery, a result of 2 being one hex clockwise from the result of 1, etc. The
distance of the drift is determined by rolling 1d8 and adding the amount by which
the call failed by. On a normal success, the artillery still has some drift. Direction
is 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 the
targeted hex. Once the targeted hex is successfully struck, and so long as a new hex
has not been targeted, artillery strikes can be called on that hex without making
the Gunnery check or having any drift.
Next transit time must be determined as artillery can take significant
amounts of time to get from the firing position to the targeted area. For artillery
that is on map, there is no appreciable transit time, the artillery arrives in the same
round it was fired. For off board artillery, the following travel times apply:
29

SAVAGE BATTLETECH
Number of Maps:
18
9 15
16 21
22 26
27 30

Rounds:
1
2
3
4
5

Once the number of rounds is determined a d6 is placed on the map where


the 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.

BATTLE ARMOR

Battle Armor in Mech Scale is


generally at a severe disadvantage
compared the heavier armed and armored
BattleMechs. Unlike a Mech, however,
Battle Armor always works in squads of
between four and six. Battle Armor moves
as normal in BattleTech, though they can
freely mount an allied unit when it moves
through their hex even if they have not
acted or already acted in that round of
combat.
In the event that a Wildcard is a
member of a Battle Armor squad, they are
not assigned as a specific individual within
the unit record sheet; rather, the Wildcard is
always the last member of such a squad to
be destroyed.
For the purposes of Edges and rolls,
the entire squad of Battle Armor is
considered 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 a
Wildcard, roll a Wild Die along with all their skill rolls.
Swarm attacks by Battle Armor is resolved as a Fighting attack vs VCS. If
the Fighting attack succeeds with a raise, the swarm may immediately deal swarm
damage to the enemy unit.
Battle Armor, because of its nature as a worn rather than piloted piece of
equipment, do not have special skills required for its use. Ranged attacks using all
weapons utilize the Wildcards Shooting Die. Swarm Attacks against larger vehicles
use the Wildcards Fighting Die.
When on Mech Scale, a Battle Armor squad has a Defense calculated by
taking the Wildcards Agility, dividing it by 2 and adding 1. All Gunnery and
Piloting based attacks are resolved against this value, as well as Battle Armor on
Battle Armor melee attacks.
30

SAVAGE BATTLETECH
In the event the last member of a Battle Armor squad 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 turn under their own power though an ally vehicle could pick them
up and carry them with them. On a failure the Wildcard survives, but is
Incapacitated with Four Wounds per Savage Worlds rules.
Rules for Battle Armor on Savage Worlds scale is provided in Equipment
chapter of this document.

ELECTRONIC WARFARE
Electronic Warfare is not unheard of on the
fields of BattleTech. From brute force methods like
saturating all common radio channels with the
wailing of bagpipes, to more subtle methods
designed to confuse a single enemys IFF
transponder, many different methods are available
for warriors to disrupt and dismay their enemies.
To engage in Electronic Warfare on Mech
scale, a vehicle must be equipped with
Communication Gear and have the pilot must have
the Electronics skill. Each ton of Comm. Gear the
vehicle carries grants one power point per turn to
be used on a specific list of powers. Some of these
powers further require the unit to mount either an
ECM (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 counts
for these. Advanced versions, the Angel ECM or the Bloodhound Active Probe, as
well as duplicate of the base units grant a +1 bonus on Electronics checks that they
are tied to. If an ECM is being used to activate a different system (for instance
Stealth Armor) it cannot be used in EW attacks and grants no benefit.
EW powers can be divided into three main types: Scan, ECM and
Networking. Scans are powers that require a Probe and generally grant bonuses to
allies. ECM are powers that require an ECM unit and generally debuff enemies.
Networking powers require no special equipment, and generally grant bonuses to
allies. 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 an
area around the activating unit. Range is tied to these abilities; a Ping's range is
given in normal BattleTech style, with each longer range increment taking the
normal penalty for that range. Pings cannot be maintained, but last until the end
of the affected unit's next turn. A Bubble's range is a single number, which is the
radius in hexes that the Bubble affects. Bubbles normally last for one round, but
may be maintained at full cost (including any variables).
31

SAVAGE BATTLETECH
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 Electronics
check vs TN 4. When a power has an effect via a fumble, fumbles are defined as the
rolling of a 1 on the VCS, regardless of the result of the Wild Die.
ELECTRONIC WARFARE POWER LIST:

Advanced Terrain Mapping


Cost: 5
Type: Probe
Target: Bubble
Range: 4
Effect: All friendly units that start
their turn in the radius gain +1 to
their Walk/Cruise MP (recalculate
Run/Flank accordingly). On a raise,
they reduce the cost of leaving a hex
by 1 MP, to a minimum of 1 MP. The
field can be extended at the cost of 2
PPs per hex, for each additional hex
the sustain cost of the power increased
by 1.
Area Targeting Jam
Cost: 4
Type: ECM
Target: Bubble
Range: 3
Effect: All friendly units (including the
initiator) gain +1 to the Defense. On a
raise the bonus is raised to a +2.
Further, any attack that passes
through a hex affected by Bubble
suffers -1 on gunnery, -2 on a raise.
The field can be extended at the cost of
2 PPs per hex, for each additional hex.
Guidance Enhancement
Cost: 2
Type: Probe
Target: Ping
Range: 5/10/15
Effect: On a failure missile attacks on
the target gain a +1 on their Cluster
Hits roll. On a fumble, this increase
to a +2

Guidance Interference
Cost: 4
Type: ECM
Target: Bubble
Range: 3
Effect: Missile attacks against friendly
units inside the bubble take a -1
penalty on their Cluster Hits roll. On
a raise, this increases to a -2. The
field can be extended at the cost of 2
PPs per hex.
Jamming Field
Cost: 3
Type: ECM
Target: Bubble
Range: 3
Effect: All units within the field may
make a stealth check without being
shut down. On a raise they gain +2 on
the Stealth check. The field can be
extended at the cost of 2 PPs per hex.
If the field is not maintained, the
affect is lost, and units that do not
qualify to be hidden without are
immediately revealed.
Paint Target
Cost: 3
Type: Scan
Target: Ping
Range: 4/8/12
Effect: On a failure, the target takes a
-1 penalty to Defense. On a fumble
they take a -2.

32

SAVAGE BATTLETECH
Sensor Network
Cost: 2
Type: Network
Target: Bubble
Range: 3
Effect: All units within the field gain a
+2 bonus on Notice. On a raise they
gain a +4 bonus on Notice. The field
can be extended at the cost of 2 PPs
per hex.

Targeting Sensor Network


Cost: 4
Type: Network
Target: Bubble
Range: 3
Effect: All friendly units (including the
initiator) gain a +1 bonus on Gunnery
checks. On a raise, the radius of the
effect is doubled to 6 hexes. The field
can be extended at the cost of 2 PPs
per hex.

Targeting Sensor Jam


Cost: 2
Type: ECM
Target: Ping
Range: 5/10/15
Effect: On a failure, the target takes a
-1 penalty to all Gunnery Checks. On
a fumble they take a -2.

MECH QUIRKS

Mech Quirks can be purchased any time a new Mech is acquired or when a
Mech is modified. Under normal circumstances a Mechs positive and negative
design 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 the
GM, function differently as noted in the General Conversion section. However, some
Quirks have further changes, and those are listed here:
Battle Computer (5 points)
This Quirk functions like the Quick background edge, except that it applies to
the 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 to
the 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 skilled
pilots receive no benefits.
Multi-Trac (3 points)
A Mech with this Quirk allows the pilot to fire an additional weapon group
without taking a multi-action penalty.

33

SAVAGE BATTLETECH
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 an
individual unit on the field of combat,
and a single Wild Card pilots a single
ProtoMech. Pilots can only pilot a
ProtoMech if they have the Enhanced
Imaging cybernetic implants.
Due to the nature of the interface
between ProtoMechs and pilot, Ranged
Attacks are resolved using the pilots
Shooting, and Melee Attacks are resolved
using Fighting. Defense is calculated by
taking the pilots Agility and dividing it
by 2. All attacks are resolved against
this value.
Because of the nature of
integration with the ProtoMech systems, the pilot receives significant neurological
feedback when the unit takes damage. Any time a ProtoMech loses a limb, the pilot
takes 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 turn
under their own power though an ally vehicle could pick them up and carry them
with them. On a failure the Wildcard survives, but is Incapacitated with Four
Wounds 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 the
Savage BattleTech equivalent, there are some special cases that are outlined below.
ACTIVE PROBES

Active probes are enhanced sensor packages that are used in Electronic
Warfare, but more commonly used by scouts to aid in detecting hidden enemies
units.
A unit with a Clan Active Probe, Light Active Probe or Beagle Active Probe (or
any system that is said to give the same benefits) gains +2 on Notice rolls. A
Bloodhound Active Probe gains a +4 on Notice rolls.
34

SAVAGE BATTLETECH
Further, all forms of Active Probes continually search for hidden units. A unit
mounting a probe makes a Notice roll to detect a hidden unit as soon as the hidden
units enters Probes range, even if the pilot had previously failed the Notice check to
detect them no matter whos turn it is. Also, if a unit mounting a probe begins its
turn with a hidden unit in range, it may immediately make a new Notice roll to
detect 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 VCS
check with a TN of 2. For each consecutive round the equipment is used, the TN of
the check goes up by one. On a success with a raise the TN does not go up that
round. A failure on any of these checks results in the normal penalty. This TN is
reduced 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 Signature
System help cloak a unit on the field, granting
bonuses dependent on the systems used.
Normal BattleTech rules for equipping and
functioning apply to these systems; however,
the benefits are slightly changed. It should be
noted that only Null Signature and Chameleon
can be used in conjunction with each other,
Stealth Armor and Void Signature can only be
used by themselves.
Stealth Armor allows the equipped unit
to make a Stealth Check even without shutting
down when activated, though other conditions
still apply (must remain stationary and have some kind of cover). If a unit can hide
without shutting down by some other means (due to Edge or being under the cover
of a Jamming Field EW power), this system instead grants a +2 bonus to Stealth
rolls. Further, while active the system adds +1 to the units Defense. Normal
BattleTech 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 Active
Probe) from detecting the unit, meaning the unit mounting a probe does not get the
extra Notice checks normally granted. Normal BattleTech penalties for the Null
Signature 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 equipped
unit to make a Stealth Check even without shutting down and without cover so long
as the mounting unit only cruises or walks. If a unit can hide without cover by
some other means (due to Edge), this system instead grants a +2 bonus to Stealth
rolls.
35

SAVAGE BATTLETECH
Void Signature System allows the equipped unit to make a Stealth Check
even without shutting down and without cover when activated so long as the
mounting unit only cruises or walks. The system also prevents Active Probes
(though not a Bloodhound Active Probe) from detecting the unit, meaning the unit
mounting a probe does not get the extra Notice checks normally granted. If a unit
can hide without shutting down by some other means (due to Edge), this system
grants a +2 bonus to Stealth rolls. Further, if a unit does not move, the Void system
grants a +3 bonus to Defense. A unity that moves 1-2 hexes gets a +2 bonus to
Defense, and if the unit move 3-5 hexes it gets a +1 bonus to Defense. A Mech that
moves 6 or more hexes gains no bonus. Normal BattleTech penalties for the Void
Signature System still apply.
LAMS (LAND-AIR MECHS)

The main piloting skill for a LAM depends


on what mode the vehicle is in at the time. While
in Mech mode Mech Piloting is used, while in
Fighter mode Piloting is used, and while in
AirMech mode the lower of the two skills is used.
Defense also varies depending on which
mode the LAM is in at a given time. In Mech
mode it is calculated via Mech Piloting, in Fighter
mode Piloting is used, and in AirMech mode the
lower of the two skills is again used.
ROTARY AUTOCANNONS:

When using the rapid fire mode on a Rotary


Autocannon, treat it as an attack with a Rate of Fire
equal to the number of volleys fired (between two and
six). However, the attacks must target the same
thing and there is no -2 penalty for the attack.
Further, when firing with a Rate of Fire above two,
Rotary Autocannons cannot be grouped with other
weapons except other Rotary Autocannons; though
when fired normally they can be grouped with any
weapon and when fired with a rate of two may be
grouped with Ultra Autocannons.
ULTRA AUTOCANNONS:

When using rapid fire mode on an Ultra


Autocannon treat it as an attack with a Rate of Fire of two. However, the two
attacks must target the same thing and there is no -2 penalty for the attack.
Further, when firing with a Rate of Fire of two, Ultra Autocannons can only be
grouped with weapons that have a similar Rate of Fire; though, when fired
normally they can be grouped with any weapon.

36

SAVAGE BATTLETECH

SPECIAL MANEUVERS
FOCUSED ATTACK

Mechs are in constant motion even


within the space they occupy, trying to
avoid being targeted and fired upon as
much as possible, or even dashing to try
and make themselves a hard to hit target.
Sometimes, though, hitting the target is
more important than avoiding damage.
When the shot is more important,
pilot can choose to take a -2 penalty on
Defense. In return they gain a +2 bonus
on Gunnery.
HIDING BATTLEMECHS:

BattleMechs are difficult to hide,


between the constant output of the fusion
engines running and their sheer size. In
order to hide a BattleMech two conditions
must be met. First, the Mech must be in
terrain that offers some sort of cover from
general observation, and second, the Mech must be shut down.
If both these conditions are met, the pilot can then make a Stealth check for
their Mech to hide the machine from general observation. This stealth check is
opposed by a Notice check by opponents. Certain Edges and equipment may modify
these conditions.
SHUTDOWN MECHS

A shutdown Mech, either voluntarily for ambush or through overheating, is in


a precarious situation. While shutdown a Mech cannot maneuver, and so it has a
Defense of 2 for all attacks made against it. Further, the pilot cannot make any
Mech Piloting Skill rolls while in a shutdown Mech, and so automatically fails any
piloting check.
Restarting a Mech from a voluntary shutdown takes an action, and the Mech
cannot 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 in
fighting 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.
37

SAVAGE BATTLETECH
Test of Wills: Works as described; however, communication with the opponent
must be established before the Test of Wills can begin. If this communication is cut
off, no further Tests may be initiated.
Tricks: Tricks work as described, but have significantly more ways of being
preformed. A trick may be made using any of the piloting skills (Driving, Mech
Piloting, 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 per
normal. This check is opposed by Smarts or Agility, depending on the GMs ruling.
Two Weapons: Mechs carrying two melee weapons do not take any of the
penalties normally associated with wielding two weapons. All other rules for Mech
Melee weapon attacks apply.
Unstable Platform: May occur if the GM rules it.

38

SAVAGE BATTLETECH

EQUIPMENT
INTRODUCTION

The weapons and armor in Savage BattleTech


are designed to introduce BattleTech equipment and
weapons for the out of cockpit combat using core
Savage Worlds combat. However, the weapons and
armor from core Savage Worlds can be used
unmodified, though it should be understood by the
players that the stat block they are using are not
necessarily for that specific weapon, as weapon and
armor technology of BattleTech are light-years ahead
of modern weapons and armor. Instead, consider
them as setting specific version, for instance the stat
block for the M-16 might instead be the stats for a
Federated Automatic Rifle.
It should be noted that, as a science fiction
setting, there are more advanced weapons and armors
available. The stats for Infantry Battle and the Hard
Armor from Savage World should be used to represent
most infantry standard armor, though specific
BattleTech armors are also available. However, the
more advanced Powered Armors of Savage Worlds
are pale comparisons compared to the highly developed Battle Armors that populate
the fields of BattleTech, and so should be generally disregarded in favor of the more
flavorful armor outlined below.
You will note that most of this equipment
lacks a cost. This primarily has to do with
simple notions of scale. Most characters in the
game will be piloting a multi-million C-bill war
machine, with the costs and pay scale associated
with that. Compared to that, the cost of a
personal firearm or even Battle armor pales in
comparison. GMs should use common sense
when allowing players to acquire the equipment
listed here (most of the military specific power
armors would not be available on the market,
even for major mercenary companies), but not
sweat the relatively minor cost of a laser pistol
and a few power packs.
Finally, many of the weapons presented
below in place of typical ammunition, use
standardized power packs.
39

SAVAGE BATTLETECH

TRAITS

In addition to the regular Savage


Worlds properties, due to the unique
nature of some BattleTech equipment new
traits for them have been added:
Advanced Sensors: Armors with
this property feature have an enhanced
array of sensors, granting a +4 bonus on
Notice.
Advanced Stealth: Armor with this
property features exceptional sensor
defeating technologies and camouflage.
This grants a +4 bonus on Stealth checks.
Mimetic Armor: Armor with this
property has a chameleon like property to
blend itself into its surroundings as well
as highly advanced anti-sensor
equipment. This gives the armor a +6
bonus on Stealth checks.
Mounted: Mounted weapons can
only be used if mounted on an
emplacement or power armor.
Powered: Powered weapons utilize
a power pack that can range in size from a
small coin to the size of a backpack. Each round these weapons are fired or are
active, 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 each
range increment beyond Short they are.
Stealthy: Stealthy weapons are easy to hide on a person, granting a +2 bonus
on attempts to conceal them.
Stealth Armor: Armor with this trait is equipped with enhanced camouflage
and sensor defeating materials. This grants a +2 on Stealth checks.
Unwieldy: Unwieldy armor is not designed to be worn in the heat of combat
outside 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 designed
for.

40

SAVAGE BATTLETECH

AVAILABILITY

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 come
by by various characters:
Common items are widespread across inhabited space, without any
restrictions. Most normal Savage Worlds equipment falls into this category.
Uncommon items are relatively rare, usually reserved for highly developed
regions, often a form of LostTec or highly expensive. High end military weapons
from core Savage Worlds (like sniper rifles and heavy machine guns) also should fall
in this category.
Military indicates that only actual House military forces can get their hands
on this equipment, depending on faction, and can be further specified by which
faction 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 unavailable
otherwise.

41

SAVAGE BATTLETECH

ARMOR
Type:
Combat Suit
Combat Vest
Combat Vest, Reinforced
Cooling Vest
Cooling Suit
Infiltration Suit
Tornado
Neurohelmet

Armor: Coverage:
Availability:
+4/+8
Body
Uncommon
+2/+4
Torso
Common
+4/+8
Torso
Common
+4
Torso
Common
+1
Body
Uncommon
+2
Body
Uncommon
+4
Body
Military: ComStar/WoB
+4
Head
Common

Note:
Negates 4 AP, See Notes
Negates 4 AP, See Notes
Negates 4 AP, See Notes on Combat Vest
Negates 2 AP, Unwieldy
-Sensors, Stealth Armor, Powered (Special)
Advanced Stealth
Covers Head, Unwieldy

Combat Suit
Full combat armor usually worn by heavy
infantry and made a materials similar to the Combat
Vest with full reinforcement, granting it +4 armor
points and +8 against energy and projectile weapons,
while negating 4 AP from them.
Combat Vest
The Combat Vest is the successor to the lower
tech Kevlar Armor. Like Kevlar, it grants +2 armor
points, but specially fibers bind bullets and reduce
laser penetration, granting it +4 armor points against
energy weapons and projectile weapons and negating 4
AP from them. This protection can be further
upgraded by adding small plates made of material
similar to BattleMech armor, increasing the protection
to +4 armor points overall, and +8 against ballistic and energy weapons.
Cooling Vest
This is the standard clothing for a MechWarrior in the
cockpit, often matched with a simple pair of shorts and low cut
boots due to the extreme heat of piloting a Mech. Worn over the
torso and filled with small tubes for cooling, it is made out of
high grade anti-ballistic polymers to protect the pilot from stray
shrapnel in event of a hit to the cockpit. While not effective
against heavy weaponry, in a pinch, it serves as passable armor.
Due to its robust design and use of advanced polymers,
the Cooling Vest negates 2 AP from Ballistic and Energy
Weapons.
Cooling Suit
The Cooling Suit is whole, tight fitting bodysuit designed
to keep a MechWarrior cool in the cockpit. It often includes a
neurocowl, a tight fitting hood that replaces the bulky and uncomfortable
neurohelmet. While more effective at these jobs, it is not as tough as its less
advanced cousins, and provides significantly less protection out of cockpit, but it is
much easier to move in.
42

SAVAGE BATTLETECH
Infiltration Suit
Covering everything from the specialized gear of the infamous DEST
Commandoes or Rabid Foxes, the Infiltration Suit is designed to give some light
protection to the wearer, but more importantly help aid them in hiding and
infiltrating. The sensor dampening and sensor array in the armor takes a continual
charge, and so consumes 1 point of power per 15 minutes of usage.
Tornado
The Tornado is a precursor to the Inner Spheres
later Battle Armor, designed and used by ComStar and
later Word of Blake. Equipped with Stealth armor for
concealment, it offers no enhancements for the wearers,
but allows them to use any normal weapons.
Neurohelmet
Worn by most MechWarriors in the cockpit, this
heavy helmet features an advanced HUD that
compresses a 360 degree field of view into a 270 degree
arc, as well as sensors over to the skull to transmit the
pilots sense of balance and motion to the Mech. Like the
Cooling Vest, it also features heavy reinforcement to
protect the pilot in case of cockpit hits, but also shares
the downside of being bulky and uncomfortable to wear outside of cockpit
conditions.

43

SAVAGE BATTLETECH

BATTLE ARMOR
Type:
Achileus
Elemental Armor
Golem
Gray Death Scout
Gray Death Standard
Infiltrator Mk 1
Infiltrator Mk 2
IS Battle Armor
Kage
Kanazuchi
Purifier Adaptive
Raiden
Salamander

Armor: Coverage:
+6
Body
+14
Body
+18
Body
+5
Body
+12
Body
+6
Body
+7
Body
+12
Body
+6
Body
+17
Body
+8
Body
+10
Body
+10
Body

Availability:
Military: FWL/WoB
Clan
Clan: Ghost Bear
Uncommon
Uncommon
Military: FedCom
Military: FedCom
Military
Military: DracCom
Military: DracCom
Military: WoB
Military: DracCom
Clan

Note:
Advanced Stealth
Heavy Armor
Heavy Armor, Immune to Fire
Advanced Sensors
Heavy Armor
Stealth Armor
Stealth Armor
Heavy Armor
Stealth Armor
Heavy Armor
Mimetic Armor
Heavy Armor
Immune to Fire

Armored suits bearing the same kind (if not


quantity) of armor used on BattleMechs, with reinforced
strength using advanced myomer muscles, Battle Armor
allows infantry to move from a joke on the battlefield to
actual threat to the monstrous war machines.
Battle Armor are advanced powered combat suits,
often with anti-Mech weapons and highly advanced
sensors. These sensors grant an inherent +2 on Notice
rolls against Stealth. Further these suits have advanced
power supplies and ammo reserves that allow greater use
of Powered Weapons attached to them, Powered Weapons
do not use any charge when used on Battle Armor, and
the ammo reserves for non-Mounted weapons is tripled.
Achileus
As the first offering of the Free
Worlds League, and designed with aid of
the Word of Blake, the Achileus is an
advanced scout and stealth armor that is
thought to have lead directly to the
development of the later Purifier Adaptive
armor.
Wearing the Achileus armor grants
the ability to jump Pace plus 4d6
horizontally or 2d6 vertically.
It carries a hard point underslung
on its right arm (leaving the right hand
free) capable of mounting a Small Laser,
Gauss Rifle, Battle Armor Flamer or
Machine Gun as well as a Battle Armor Submachine Gun on the left arm, with a
free left hand as well.

44

SAVAGE BATTLETECH
Elemental
Elemental Armor is the standard by
which all other power armor is judged, and for
good reason, it is a highly versatile and heavily
armed and armored platform that also retains
excellent mobility.
Wearing an Elemental Suit grants a
bonus of +4 on Str based rolls (including melee
damage), adds +2 to Pace, and allows the
wearer to jump their Pace plus 4d6 horizontally
or 2d6 vertically. Its advanced HUD also grants
a +1 on Shooting rolls.
Further, the armor is heavily armed,
carrying a variable weapon hardpoint at the
end of the right arm capable of carrying a single
Small Laser, Battle Armor Flamer, Machine
Gun, Heavy Machine Gun, or Gauss Rifle. This is backed up by a Battle Armor
Submachine Gun for anti-personnel use and Battle Armor Claw on the left arm.
Further, it is usually equipped with a detachable backpack containing four single
shot SRMs.
Unfortunately, the Elemental does have one significant disadvantage, and
that is it has no free hand to be able to do fine manipulation.
Golem
Originally developed by Clan Ghost Bear, the Golem is the heaviest battle
armor deployed by forces anywhere. While nowhere near as mobile as its lighter
brethren, its sheer durability ensures that it survives to attack its target.
Wearing Golem armor grants a bonus of +4 on Str based rolls (including
melee damage). Its advanced HUD also grants a +1 on Shooting rolls. Finally, the
armor was specifically designed to be immune to Fire and Heat based weapons.
Built into the armor are two Battle Armor Heavy Machine Guns. These two
weapons are backed up by a truly massive load of ten single-shot SRM launchers
and two Battle Armor Claws.
Like its lighter predecessor, the Golem cannot perform fine manipulation due
to the Claws.
Gray Death Scout
The Grey Death Scout armor was one of the earliest developed power armors
in the Inner Sphere designed and developed by the Gray Death Legion. It is one of
the lightest Battle Armors available, offering protection barely above regular body
armors. It carries no weapon hard points, instead keeping both hands free to use
whatever weapons the operator wishes. However, what it lacks for in protection it
makes up for in mobility, granting the ability to jump their Pace plus 6d6
horizontally or 3d6 vertically.

45

SAVAGE BATTLETECH
Gray Death Standard
A more refined variant of the Inner Sphere Battle
Armor, this armor forgoes the jump capabilities, and
instead enhances the speed of the wearer.
Wearing Gray Death Standard Armor grants a
bonus of +2 on Str based rolls (including melee damage),
and grants a +2 bonus on Pace.
The suit carries one weapon hardpoint on its right
arm capable of mounting a Small Laser, Gauss Rifle,
Battle Armor Machine Gun, Flamer or a SRM with three
shots. On its left arm, along with a Battle Armor Claw,
it carries a Battle Armor Submachine Gun.
Infiltrator Mark 1
Another of the early developed Inner Sphere
Battle Armors; it is not considered a highly effective
design. Its main draw is the basic Stealth armor.
It carries one Battle Armor Submachine Gun.
Infiltrator Mark 2
A great advancement over the original design, the
Infiltrator Mark 2, nicknamed the Puma is an
excellent sniper and scout combat armor. It carries a
short range ECM generator on par with those carried on
BattleMechs. While no faster than normal infantry, it
instead features jump capability.
Wearing this armor allows the wearer to jump
their Pace plus 4d6 horizontally or 2d6 vertically.
It comes equipped with a Gauss Rifle on the right
arm and a Battle Armor Submachine Gun on the left,
though the left hand remains free.
IS (Inner Sphere) Battle Armor
Developed in response to the Clan Elemental armor, it is inferior in almost
every way to the original.
Wearing IS Battle Armor grants a bonus of +2 on Str based rolls (including
melee damage), and allows the wearer to jump 4d6 horizontally or 2d6 vertically.
The suit only carries one weapon hardpoint on the right arm, capable of
mounting Small Laser, Gauss Rifle, Battle Armor Machine Gun, Flamer or a pair of
SRMs. The only backup is the Battle Armor Claw on the left arm.
Like its more advanced cousin, this Battle Armor cannot perform fine
manipulation due to the weapon mount and claw.

46

SAVAGE BATTLETECH
Kage
Developed by the Draconis Combine, Kage
light power armor is primarily designed for
scouting and infiltration. Unlike many others, it
carries no integrated weapons. Its unusual design
includes a distinctive wing over the shoulders that
enhance its jump range.
Wearing Kage light armor allows the wearer
to jump their Pace plus 6d6 horizontally or 3d6
vertically.
Kanazuchi
Designed and primarily deployed by the Draconis Combine, the Kanazuchi is
possibly the heaviest armed power armor deployed by any force, with its only real
weakness is its lack of mobility.
`Wearing Kanazuchi armor grants a bonus of +4 on Str based rolls (including
melee damage), but removes -2 from Pace.
The armor comes equipped with the devastatingly powerful Medium Laser on
the right arm, four single shot SRMs, two Battle Armor Submachine Guns, and a
Battle Armor Claw in its left, granting it unparalleled firepower.
Unfortunately, due to all this equipment, the wearer cannot perform any fine
manipulation.
Purifier Adaptive
Designed originally by ComStar, but deployed
primarily by the Word of Blake, Purifier Adaptive armor
is one of the most advanced power armors designed and
includes highly effective mimetic armor that grants the
armor unparalleled stealth ability.
Wearing Purifier Adaptive armor grants a bonus of
+2 on Str based rolls (including melee damage), and
allows the wearer to jump Pace plus 4d6 horizontally or
2d6 vertically.
The suit carries a single hardpoint on its left arm,
capable of mounting a Small Laser or Particle Cannon.
The right arm ends in a Battle Armor Claw.
Like other Claw- equipped Armors, the Purifier is
incapable of fine manipulation.
Raiden
Designed in tandem with the Kage and
Kanazuchi, the Raiden is the Draconis Combines take on
the Inner Sphere Standard armor. While lighter armored and incapable of
mounting missiles, it instead has superior hand to hand capabilities.
Wearing Raiden armor grants +4 to Str based rolls (including Damage) and
the ability to jump Pace plus 4d6 horizontally or 2d6 vertically.
47

SAVAGE BATTLETECH
The suit only carries one weapon hardpoint on the right arm, capable of
mounting Small Laser, Gauss Rifle, single shot LRM Launcher with four reloads
Battle Armor Machine Gun, or Flamer. The only backup is the Battle Armor Claw
on the left arm.
Salamander
Designed to combat the major bane of armored
infantry, the Salamander stands out for one reason: its
utter immunity to fire and heat based attacks.
Wearing Salamander armor grants a bonus of
+4 on Str based rolls (including melee damage), adds
+2 to Pace, and allows the wearer to jump Pace plus
4d6 horizontally or 2d6 vertically. Its advanced HUD
also grants a +1 on Shooting rolls. Also, as noted
above, the Salamander is immune to any Fire or Heat
based attack.
The Salamander carries two Battle Armor
Flamers underslung on each arm as well as one singleshot SRM. Both arms end in Battle Armor Claws.
Like other Claw equipped Armors, the
Salamander is incapable of fine manipulation.

48

SAVAGE BATTLETECH

WEAPONS
Item:

Range:

Battle Armor Flamer


Battle Armor
Machinegun
Battle Armor Heavy
Machine Gun
Battle Armor
Submachine Gun

Cone

AND

EQUIPMENT

Damage: RoF: Shots: Min Str:


Availability:
Battle Armor Weapons
2d10
1
50
-Military

Notes:
Ignores Armor, Mounted

25/50/100

2d8

100

--

Military

AP 2, Auto, Mounted

50/100/200

2d10

75

--

Military

AP 4, HW, Auto, Mounted

12/24/48

2d6

200

--

Military

AP 1, Auto, Mounted

Laser Pistol
Laser Pistol, Pulse
Laser Rifle
Laser Rifle, Pulse

15/30/60
10/20/40
30/60/120
25/50/100

2d6
2d6
2d8
2d8

1
3
1
3

Energy Weapons
-----d6
-d6

Common
Military
Common
Military

AP 2, Powered 2, Semi-Auto
Auto, 3RB, Powered 2
AP 4, Powered 5, Semi-Auto
AP 2, Auto, 3RB, Powered 4

Gauss Pistol
Gyrojet Pistol
Gyrojet Rifle
Needler Pistol
Needler Rifle

10/20/40
15/30/60
35/70/140
5/10/15
10/20/40

2d8+1
2d4+1
3d4
1-3d4
1-3d4

1
1
1
1
3

Projectile Weapons
4
d6
7
-10
d6
10
-27
--

Clan
Common
Common
Common
Common

AP 4, Semi-Auto
AP 3, Silent, Semi-Auto
AP 4, Silent, Semi-Auto
Silent, Stealthy, Spread, Semi-Auto
Auto, Silent, Spread, 3RB

Battle Armor, Claw


Neural Whip
Vibroblade
Vibrosword

Melee
Melee
Melee
Melee

Str+1d8
4d4
Str+2d4
Str+2d6

-----

Melee Weapons
-------d6

Military
Uncommon
Common
Uncommon

AP 2, HW, Battle Armor


AP 1, Reach 1, Powered 2, See Notes
AP 4, Powered 1, HW
AP 4, Powered 2, HW

Gauss Rifle
Laser, Small
Laser, Medium
LRM Launcher
Particle Cannon
SRM Launcher

60/120/240
30/60/120
50/100/200
100/200/400
40/80/160
40/80/160

2d8+1
4d8
6d8
2d8
2d8+1
4d8

1
1
1
1
1
1

Heavy Weapons
5
d8
-d8
n/a
n/a
2
d8
-d8
2
d8

Military
Military
Military
Common
Uncommon
Common

AP 6, Snapfire, HW
AP 6, Snapfire, HW, Powered 10
AP 6, Snapfire, HW, Mounted
AP 6, Snapfire, HW, Med. Burst
AP 6, Snapfire, HW, Powered 10
AP 6, Snapfire, HW, Med. Burst

Item:
Power Pack, Standard

Availability:
Common

Power Pack, Micro

Common

Power Pack, Satchel

Uncommon

Power Pack, Military

Military

Description:
A small general use power pack slightly smaller than a pistol grip
A very small power pack used for concealing or powering
noteputers or other portable electronics.
A waist worn power pack usually used for industrial tools and
connected to the device with a cable.
A backpack worn power pack usually used by militaries for
powering weapons for long engagements

Notes:
40 Charges
20 Charges
100 Charges
200 Charges

Battle Armor Claw


This heavy claw is mounted on Battle Armors allowing them to easily ride on
Mechs equipped with carrying handles, and allowing them to grab and tear armor
off of vehicles and Mechs in a swarm. Also an effective melee weapon, its largest
drawback is that it makes fine manipulation and use of man-portable weapons
impossible in that hand.
Battle Armor Flamer
This terrifying weapon designed mainly for anti-Mech and vehicular use, is
utterly terrifying to use against infantry. It functions like a military-grade
Flamethrower, but is mounted on a Battle Armor.
49

SAVAGE BATTLETECH
Battle Armor Machine Gun
This is a heavy anti-personnel and anti-light armor machine gun designed to
be mounted on a Battle Armor.
Battle Armor Heavy Machine Gun
This is anti-armor upscale of the Battle Armor Machine Gun is effective
against heavy armor. Usually carried by heavy and assault weight Battle Armors,
it is also mounted on vehicles and fortifications.
Battle Armor Submachine Gun
This anti-personnel weapon is mounted on Battle Armors for use against
unarmored opponents.
Gauss Pistol
This Clan designed large pistol uses a series of magnets to accelerate a
nickel-iron bullet to high velocity, allowing high penetration of everything but the
heaviest armors. This power comes at a price though, ammo capacity limited due to
the high energy demand of the weapon.
Gauss Rifle
While called a rifle, this heavy anti-armor
weapon is typically supported by a sling and fired
from the hip like a support weapon. Like its
smaller brother, it uses a series of magnetic rings
to accelerate a nickel-iron bullet to penetrate any
armor and devastate the targets. Further, this
weapon is capable of being mounted on Battle
Armor, removing the Snapfire property while
mounted.
Gyrojet Pistol
Firing an unusual round, a small rocket
instead of an inert bullet, Gryojet pistols are easy
to wield and have low recoil without sacrificing accuracy. Further, the unique firing
system has low audible noise, and a long range, making it an ideal sidearm.
Gyrojet Rifle
A rifle firing the unusual gryojet rounds, its long range, penetration and quiet
nature make an ideal sniper weapon.
Laser, Medium
Only found mounted on the heaviest Battle Armors, vehicles and fixed
emplacements, this is the same weapon found in some variant on nearly every
BattleMech. Devastatingly powerful, it is only limited by the power requirements
that make unusable as a man-portable weapon that cannot be fired off of the
standard power packs.
50

SAVAGE BATTLETECH
Laser Pistol
The common Laser Pistol is nearly as ubiquitous as its mass driving cousins.
Firing a beam of coherent light, the main advantage of the Laser Pistol is that its
primary ammunition is the standard power pack.
Laser Pistol, Pulse
Usually only found among the militaries of the galaxy, the Pulse Laser Pistol
has more in common with SMGs and is often used in place of them.
Laser Rifle
The powerful and versatile Laser Rifle has
seen use on nearly every world humans have
visited. Using relatively common power packs, it
packs a punch comparable to the best hunting
rifles with an excellent range.
Laser Rifle, Pulse
The assault rifle of the small arms lasers,
the Pulse Laser Rifle is a devastating weapon
typically deployed only by militaries. While it can
be fired off common power packs, its heavy power
consumption make it impractical to be used
without either a satchel or military power pack.
Laser, Small
Like its larger cousin, this is a Mech scale weapon that is often found
mounted on Battle Armor or as infantry support weapon. When used on Battle
Armor, with their advanced power supplies, the weapon has effectively unlimited
power.
LRM Launcher
Firing a single long range anti-armor missile, like those found on Mechs, this
weapon is typically used for long range fire support against hardened targets or
vehicles to keep vulnerable infantry well out of harms way.
Needler Pistol
One of the most effective weapons against an un-armored target, the Needler
fires a spread of razor-sharp plastic flechettes. This unusual ammunition makes
the weapon very quiet, but ensures it has no ability to penetrate even the lightest
armors. Further, its size makes it an ideal carry weapon outside of combat zones
Needler Rifle
A scaled up and automatic version of the Pistol, it retains its smaller cousin,
it attempts to alleviate the penetration problems of the pistol with an unrivalled
ability to put flechettes in the air.
51

SAVAGE BATTLETECH
Neural Whip
This powered weapon is often banned or restricted due not to its capability as
a weapon, but rather its potential for use as an implement of torture. Unlike most
melee weapons, it does not add Str to its damage rolls. However, whenever it would
normally deal a Wound, instead it increases Fatigue.
SRM Launcher
A man portable anti-armor missile like those carried on Mechs; this weapon
is highly effective against most armored targets. A man-portable launcher carries a
single reload. For reloads on those mounted on Battle Armors, see those Armors
description blocks.
Vibroblade
A highly destructive melee weapon, a vibroblade is the size of a combat
dagger and when activated the cutting edge oscillates at a high frequency, allowing
grievous wounds and even penetration of heavy armor. When deactivated, the
weapon functions as a dagger.
Vibrosword
Like its smaller cousin, the vibrosword is highly effective against all targets.
Aesthetically, it can appear as almost any variety of swords, the most notable
variant being the vibrokatana used by the Draconis Combine. When deactivated it
functions as a longsword.

52

SAVAGE BATTLETECH

OPTIONAL AND EXPERIMENTAL RULES


INTRODUCTION

This section contains two main types of rules for Savage BattleTech. The first
is Optional Rules. Optional Rules are rules that we (or perhaps others) have come
up with to enhance the play experience, but are not suited for all types of play.
Some may be fairly minor changes, while others may completely overhaul an aspect
of gameplay. You should feel no pressure to use these rules, as the Core Rules
presented here are completely functional and suit a good general style of gameplay.
The section type of rules presented here are Experimental Rules. These rules
are proposed major changes to the Core Mechanics that we feel need further
playtesting before they can be implemented. If you feel comfortable with the system
as written, we ask you to use these rules and give us feedback.

OPTIONAL RULES
CLASSICALLY BATTLETECH

Overview
Savage BattleTech does quite a few things off from originally BattleTech,
mostly done to adapt the system to Savage Worlds, but also to emphasize the Fast,
Furious, Fun! attitude that Savage Worlds is supposed to bring. Classically
BattleTech rules take Savage BattleTech and move it closer to Classic BattleTech
than Savage Worlds, while still keeping some of the streamlining.
Unlike most of the other Optional Rules presented here, it is possible to mix
and match which changes are used. If used all together, game play should be very
close to BattleTech, except using Savage BattleTech target numbers.
Rule Changes
Turning now costs 1 movement point per facing change.
No Weapon Groups, roll and resolve each weapon attack roll separately.
These attacks do not accrue multi-action penalties unless a different
additional action is taken in the round.
EXTRA SOFT

Overview
In Savage BattleTech Extras piloting Mechs and Vehicles are much tougher
than when they are out of their vehicles. While this is partially intentional as there
will generally be fewer Extras in a Mech scale fight than in a normal Savage Worlds
scale fight, they can feel too tough, as the only real advantage a Wildcard has over
them in Mech Scale is the Wild Die.
This rule seeks to make Extras softer on Mech Scale, while still ensuring that
the toughness of the vehicles they pilot is maintained. It is best used when you
want players to face larger numbers of enemies or you wish to draw a further
distinction between the toughness and skill of Wildcards as opposed to Extras.
53

SAVAGE BATTLETECH
Rule Changes
Critical threats from to-hit raises on Mechs and Aerospace fighters piloted by
Extras automatically inflict a single critical hit to the appropriate location. For
each raise after the first, an additional critical hit is inflicted, to a maximum of
three. Bennies may be spent to reduce the number of critical hits inflicted at one
bennie per critical.
STARTER VEHICLES

Overview
Many people have noted that there are no rules presented in the character
creation section to determine a characters starting Mech. This is an intentional, as
there is no easy way to determine what Mech a character should start with,
between variances in technology over the long timeline BattleTech allows play in
and character concepts varying widely between players, our original group always
found it easier to simply talk with the GM and decide together what an appropriate
Mech would be for our characters.
These rules are best used by groups newer to the BattleTech setting and
system, as they help keep people on a more equalized playing field.
Rule Changes
Novice Player Character start play with a light vehicle (whether it is a
BattleMech, Aerospace fighters, or Vehicle) of their choice as restricted by the GMs
decision of Tech level and Tech base. For each rank above Novice, the character
may have a vehicle of one weight category heavier. If a character has Rich or Noble,
they may choose to forgo the normal monetary benefits of the Edge and instead
choose a vehicle one weight category heavier. A very rich character may also choose
to forgo the normal monetary benefit of the Edge and instead choose a vehicle two
weight categories Heavier.

None at this time.

EXPERIMENTAL RULES

54

SAVAGE BATTLETECH

APPENDIX A:
TABLES
MOVEMENT BONUS

TO

DEFENSE

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

PILOTING SKILL MODIFIERS


Damage to Mech
Reactor Shut Down
Leg/Foot Actuator Destroyed
Hip Actuator Destroyed
Gyro Hit

-3
-1 per*
-2 per
-3

Physical Attacks Against a Mech


Mech successfully Charged or DFAd
-2
Building Movement
Entering/Leaving Medium Building
Entering/Leaving Heavy Building
Entering/Leaving Hardened Building
Special Case
Avoiding Damage while falling
Avoid falling Crit damage to IndyMech
Quad Mech with all Legs Intact
Small Cockpit
Unintentional Charge

-1
-2
-5

-1/level
-1/level
+2
-1
-3

Units Actions
Mech Made a Successful Charge
Mech Made a DFA Attack
Mech Entered Depth 1 Water
Mech entered Depth 2 Water
Mech Entered Depth 3+ Water

Skidded:

Skidding Movement
0-2
3-4
5-7
8 - 10
11 - 17
18 - 24
25+

-2
-4
+1
0
-1

+1
0
-1
-2
-4
-5
-6

ARTILLERY TO-HIT MODIFIERS


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

ARTILLERY TRAVEL TIME


Number of Maps:
18
9 15
16 21
22 26
27 30

Rounds:
1
2
3
4
5

Modifier:
-1
-2
+1
+1 per
+2

WILDCARDS EDGE
Experience Tier:
Novice
Seasoned
Veteran
Heroic
Legendary

Bonus:
+0
+0
+1
+1
+2

55

SAVAGE BATTLETECH

ATTACK MODIFIERS
Physical Attack Modifiers
Mech Damage
Shoulder Hit
Arm actuator hit (each)
Hand actuator hit
Hip actuator hit
Leg actuator hit (each)
Foot actuator hit
Target
Infantry
Large Vehicle or Grounded Craft

No punching or physical weapon attacks with arm,


no clubbing attacks, -2 to pushing attacks (each)
-2 to punching and physical weapon attacks with arm; half damage for
punching with arm
-1 to punching attach with arm; no clubbing attacks; no physical weapon
attacks
No kicking attacks
-2 to kick attacks and half damage from affected leg
-1 to kicking attacks with that leg
-3 on kicking and DFA attacks
+2

Range Modifiers:
Minimum Range
-1 Per Space At or Below the
Minimum
Short Range
0 on Gunnery Skill Rolls
Medium Range
-1 on Gunnery Skill Rolls
Long Range
-2 on Gunnery Skill Rolls
Weapon Modifiers:
Autocannon Ammo:
LB-X Cluster Munitions+1 on Gunnery Skill Rolls
Precision Munitions
+1 on Gunnery Skill Rolls
Lasers:
Heavy Lasers
-1 on Gunnery Rolls
Pulse Lasers
+1 on Gunnery Rolls
Missiles:
MRMs
-1 on Gunnery Rolls
Rocket Launchers
-1 on Gunnery Rolls
Melee Attacks
Backhoe
-1 on Mech Piloting Rolls
Club
+1 on Mech Piloting Rolls
Combine
+2 on Mech Piloting Rolls
Hatchet
+1 on Mech Piloting Rolls
Heavy-Duty Pile Driver -2 on Mech Piloting Rolls
Kick
+2 on Mech Piloting Rolls
Mining Drill
+1 on Mech Piloting Rolls
Retractable Blade
+2 on Mech Piloting Rolls
Rock Cutter
-1 on Mech Piloting Rolls
Sword
+2 on Mech Piloting Rolls
Wrecking Ball
-1 on Mech Piloting Rolls
Equipment:
Targeting Computer +1 on Gunnery Rolls for nonmissile weapons

Attacker Conditional Modifiers


Ran/Flank
-1 on all other rolls
Jumped
-2 on all other rolls
Prone
-1 Gunnery on non-Quads
Skidding
-1 on Gunnery
Indirect Fire
-1 on Gunnery
IndustrialMech
-1 on Gunnery
Targeting Dropship
+2 on Gunnery
Target Conditional Modifiers
+2 from adjacent,
Prone
-1 otherwise
Immobile
+4
Skidding
-2
Airborne unit at Alt. 1
-1
(Attacker in flight path)
Airborne unit at Alt. 1
-3
(Attacker not in flight path)
Mech Damage for Attacks
-2
-4, overrides arm actuator
Shoulder Hit
damage
Arm Actuator Hit
-1 per actuator
Sensor Hit

Light Woods
Heavy Woods
Depth 1 Water
Depth 2 Water
Partial Cover

Terrain Modifiers
-1 per intervening hex,
-1 if target is in hex
-2 per intervening hex,
-2 if target is woods
-1
-2
-1

56

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