Professional Documents
Culture Documents
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
Equipment ................................................................................................................ 39
Introduction ................................................................................................................................... 39
Traits ............................................................................................................................................. 40
Availability .................................................................................................................................... 41
Armor ............................................................................................................................................. 42
Battle Armor ................................................................................................................................. 44
Weapons and Equipment ............................................................................................................. 49
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
SUGGESTED BOOKS
USEFUL SOFTWARE
WEBSITES
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.
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
INNER SPHERE
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.
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.
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
Bonus:
+0
+0
+1
+1
+2
HINDRANCES
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
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
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
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
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:
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:
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:
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
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:
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
BATTLE ARMOR
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:
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.
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
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
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)
36
SAVAGE BATTLETECH
SPECIAL MANEUVERS
FOCUSED ATTACK
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
SAVAGE BATTLETECH
TRAITS
40
SAVAGE BATTLETECH
AVAILABILITY
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
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:
Cone
AND
EQUIPMENT
Notes:
Ignores Armor, Mounted
25/50/100
2d8
100
--
Military
AP 2, Auto, Mounted
50/100/200
2d10
75
--
Military
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
Melee
Melee
Melee
Melee
Str+1d8
4d4
Str+2d4
Str+2d6
-----
Melee Weapons
-------d6
Military
Uncommon
Common
Uncommon
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
Common
Uncommon
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
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
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.
EXPERIMENTAL RULES
54
SAVAGE BATTLETECH
APPENDIX A:
TABLES
MOVEMENT BONUS
TO
DEFENSE
+0
5-6
+1
7-8
+2
9 - 10
+3
11 - 12
+4
13 - 14
+5
15+
+6
Jumped
+1 Additional
-3
-1 per*
-2 per
-3
-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
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
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
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