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BattleTech D20

This document provides a basic skeleton for playing the Battletech


RPG using a variant of the D20 system rather than the original system
developed for the Time of War RPG. The system is designed to make use of a
variant of the D20 system incorporating elements from many different
editions of the worlds most popular roleplaying game.

Ability Scores
Roll 4d6, drop lowest roll, assign scores to abilities as desired.
Abilities include: Strength, Intelligence, Wisdom, Dexterity, Constitution,
Charisma
Ab
ilit
y
Sc
or
es

Abil
ity
Mo
dif
er

14

-3

56

-2

78

-1

912

13
15

+1

16
17

+2

18

+3

19

+4

20

+5

21
22

+6

Ability Check System (Optional Rule): If choosing not to use the optional
skill system supplied below, skills can be deployed using ability checks. Just
roll a d20 and add the bonus or penalty for the ability being checkedif
there is oneand if the result matches the ability score or above the check
succeeds. The Game Master can feel free to add whatever situational or
story-based bonuses or penalties to the roll he or she feels appropriate.
Saving Throw Skill Check System (Optional Rule): Since Saving
Throws scale with level and provide a hard value for each class, they can
also be used to serve a double role in the game and make skill checks if the
optional skill system outlined below is not used. Simply roll a d20, add any
situational bonuses or penalties as determined by the Game Master, and if
the result matches the saving throw value for that characters level or is
above it, the skill check succeeds.

Character Races

Inner Sphere or Periphery Human (+1 to two ability scores of players

choice)
Clan Trueborn General Strain (+2 to Dexterity, +1 to Intelligence, -2

to Wisdom)
Clan Trueborn Elemental Strain (+4 to Strength, +2 to Constitution,

-2 to Intelligence, -2 to Charisma)
Clan Trueborn Aerospace Pilot Strain (+4 to Dexterity, -2 to

Constitution, -2 to Charisma)
Clan Freeborn (+1 to two abilities of players choice)
Clan Freeborn Hybrid (child of two trueborn of any strain) (+2 to one

ability of players choice, -1 to one ability)


Manus Domini Cyborg (+4 to Strength, Intelligence, Dexterity or
Constitution depending on type of implant, -2 to Charisma, saving
throws required for rejection syndrome every month, failure results in
onset of immune rejection of implants which means a -3 to all ability
scores, and -2 to hit bonus until next monthly check. Cumulative
failure doubles the penalties. If Constitution hits zero after a failed
check, the character dies. In place of the penalties, the character can
agree to take a permanent mental derangement, as worked out
between the Game Master and the characters player)

Character Classes
The Soldier
Hit Points: d10
Progression Table: As Fighter or see below
Prime Requisite: Strength

Saving Throws: As Fighter or see below, +2 to saving throws against


poisons or death
Optional Skill Points: 2 at creation +2 per level
Weapons and Armor Use: Can use any weapon, any armor, requires
training for Battle Armor
Special: Only the Soldier class can be trained to wear Battle Armor;
The Soldier can choose to substitute his Strength bonus wherever a
Dexterity bonus would normally apply; Weapon Specialization
provides +2 to hit and damage in entire ranged or melee weapon
class chosen at character creation. A weapon class can be swords,
laser pistols, or ballistic assault rifles, but not, for instance, ALL laser
weapons.
Backgrounds: Inner Sphere Special Operator, Inner Sphere Jump
Infantry, Inner Sphere Battle Armor Infantry, Clan Elemental, Clan
Watch officer
Note: Clan Warrior Caste members can only start with this class if
they are Elementals but can multiclass into it freely after their first
level of another class.

The Pilot
Hit Points: d8
Progression Table: As Fighter or see below
Prime Requisite: Dexterity
Saving Throws: As Fighter or see below, +2 to saving throws against
explosion or environmental hazards
Optional Skill Points: 4 at creation + 2 per level
Weapons and Armor Use: Can use any weapon or armor; cannot use
Battle Armor
Special: Only the Pilot class can serve as Mechwarriors or Aerospace
Pilots;
A Pilot can specialize in BattleMechs, Aerospace Fighters, or
spacecraft like DropShips, JumpShips or WarShips and gets +2 to add
to either the armor class, to hit bonus or damage roll of one successful
hit from the vehicle that he or she is currently piloting. The Pilot may

choose which of these statistics to modify each round, and can select
a different one each time.
Backgrounds: Inner Sphere Mechwarrior, Clan Mechwarrior, Inner
Sphere Aerospace Pilot, Clan Aerospace Pilot, Clan ProtoMech pilot,
Independent Freighter Pilot, Military Spacecraft Pilot, Manus Domini
Cyborg Pilot, Inner Sphere Armor Driver, Clan Armor Driver

The Expert
Hit Points: d6
Progression Table: As Rogue or see below
Prime Requisite: Players choice
Saving Throws: As Rogue or see below, +2 to saving throws made to
resist attempts to influence or cloud the mind
Optional Skill Points: 4 at creation +3 per level
Weapons and Armor Use: Can use any weapon and any armor;
cannot use Battle Armor
Special: Beginning at 4th level most experts begin to draw a retinue of
followers of a type appropriate to their chosen backgrounds (i.e.
assistant techs if they are a BattleMech or Aerospace Fighter
technician, junior scientists if a scientist, special operators if an
intelligence officer, soldier bodyguards if a planetary or Great House
noble). This entourage includes 2d6 members of levels 1-2, but it is
best if the player works with the Game Master to flesh out each of
these NPCs to make them more real and engaging for the character.
Backgrounds: Inner Sphere Mech or Aerospace Fighter Technician,
Clan Technician Caste, Inner Sphere Scientist or Physician, Clan
Scientist Caste, Inner Sphere Scholar, Inner Sphere Planetary or
Great House Noble, Great House or ComStar Intelligence Officer,
ComStar Explorer, Inner Sphere Merchant, Clan Merchant Caste,
Kuritan Yakuza, Inner Sphere Smuggler/Organized Criminal, Inner
Sphere Pirate, Clan Bandit Caste, Clan Laborer Caste

Optional Character Advancement Tables


The Soldier

LEVEL

XP

HIT DICE
(d10)

BASE
ATTACK
BONUS

UNIVERS
AL
SAVING
THROW

1+1

+0

14

2,000

+1

13

4,000

+2

12

8,000

+2

11

16,000

+3

10

32,000

+4

64,000

+5

128,000

+6

256,000

+7

10

512,000

10

+7

XP

HIT DICE
(d8)

BASE
ATTACK
BONUS

UNIVERS
AL
SAVING
THROW

The Pilot

LEVEL

+0

15

2,000

+1

14

4,000

+2

13

8,000

+2

12

16,000

+3

11

32,000

+4

10

64,000

+5

128,000

+6

256,000

+6

10

512,000

10

+7

LEVEL

XP

HIT DICE
(d6)

BASE
ATTACK
BONUS

UNIVERS
AL
SAVING
THROW

+0

13

1,500

+1

12

3,000

+1

11

6,000

+2

11

The Expert

12,000

+2

10

24,000

+3

48,000

+3

96,000

+4

192,000

+4

10

384,400

10

+5

Levels Beyond 10: To level a class beyond 10, simply continue


to double the necessary number of experience points with each
new level and add 2 hit points per level. The base attack bonus
continues to increase in the pattern shown while the universal
saving throw number no longer advances.
Multiclassing: Multiclassing is simple. At the next level simply
choose the new class you want to be and add its Base Attack
Bonus and new Hit Dice roll to that of your existing class. Take
the best Universal Saving Throw number available to you. It
costs the listed number of experience to attain the next level in
either class. So if you are a level 2/3 Pilot/Expert, you will need
6,000 experience points to become a level 4 Expert. If you then
want to advance your Pilot level again, you will need to gain
another 2,000 xp. Each class is essentially on its own separate
track of advancement when multiclassing.

The Optional Skill System


This system presents one possible way to manage skills within
your BattleTech D20 game. All characters can attempt actions
related to all of these skills. Yes, player characters are a creative
and capable lot. Therefore, this skill system describes in which
areas a character has expertise, and how to make skill checks.
Starting characters normally have expertise in the number
of skills they choose to put the points in that they receive as
listed above. Each time they raise their level, they receive the
listed number of points for the new level listed for their class and
may add the points to an existing skill or place 1 point in a new
skill of their choice. No skill can receive more than 5 points.
A skill is performed with a d20 roll. Your Game Master will
tell you which skill and ability modifier apply to the roll. For
instance, Give me an Intelligence + Perception check if
searching for complex clues. You roll d20, add your Intelligence
modifier and your Perception expertise (if any). You must total
equal to or higher than the target number set by the Referee
(normally 10 for most actions, but can be higher for more
challenging uses of the skill). See the table below.
Target Number
5
10
15
20
25

Difficulty
Easy
Average
Hard
Very Difficult
Practically Impossible

Automatic Success and Failure

Any skill check which has a reasonable chance of


succeeding (no matter how
slim) should automatically succeed on a natural roll of 20,
regardless of the skill
check total. Additionally, any skill check which has a reasonable
chance of failing
(no matter how slim) should automatically fail on a natural roll of
1, regardless of
the skill check total. So yes, you have to roll even if your
expertise is +5 and
youre attempting an Easy action with a target number of 5.
Skill Contests
If two players are acting in opposition to one another then
each rolls d20 and
adds his appropriate ability modifier and skill expertise. Whoever
rolls higher wins
the contest. For example, to pick someones pocket a Game
Master might request a
Dexterity + Sleight of Hand check versus the targets Wisdom +
Perception.
In other situations, a Game Master can feel free to use an
opponents ability score as the target number for an action. For
instance, if the guards in your adventure have a
Wisdom score of 12 and your Game Master doesnt feel like
making everything a rolled skill contest, he might just say your

attempt at Charisma + Disguise will have a


target number of 12.
Skills Not Listed
The skill list is fairly comprehensive, but is not exhaustive
by any means. Referees may fill in any gaps with ideas of his own
in reaction to the ideas of his players. For instance, although its
not specifically listed, if a player wants his character to be good
at doing impressions of famous people, go ahead and allow him
to list
impressions as a skill even though he could have taken
entertainment instead
and had a broader application of his expertise. Its his character
and his concept.
Another common type of new skill are those meant to represent
specific
professions. For instance, a player who worked for a mining
company before
starting a life of adventure might want to list mining as a skill
rather than taking
expertise in the generic science skill.
Some skills are rather broad and others are more narrowly
focused. Individual
Game Masters may wish to alter the skill list to give more
resolution to certain types of skills. For instance, the science
skill is very broad, allowing skill checks for
all types of science, whether environmental, geological, physical,

astrophysical,
biological, xenobiological, etc. in nature. Some Game Masters
may want to make
individual entries for these or require a character to choose a
field of specialization
when he takes expertise in one of these broad knowledge skills.
Skill List

Related Ability Modifer

Aerospace Pilot
background)

Dexterity (automatic skill for Pilot with this

Agriculture

Intelligence

Animal Handling

Wisdom

Art

Intelligence

Astrogation
Intelligence (automatic skill for Pilot with
Spacecraft background)
Bureaucracy
Business
Computers
Cultures
Demolitions
Disguise

Intelligence
Intelligence
Intelligence
Intelligence
Intelligence
Charisma

Diplomacy

Charisma

Entertainer

Charisma

Forgery

Intelligence

Gambling
Haggling

Wisdom
Wisdom

Intimidation
History

Strength
Intelligence

Languages
fluency)

Intelligence (each +1 adds a new language

Martial Arts
receive this free)

Strength (see below) (all Clan Warriors

Mechwarrior Pilot
background)

Dexterity (automatic skill for Pilot with this

Medicine
Intelligence (can heal 1d8 hp a number of times
per day equal to
the points in the skill)
Navigation

Intelligence

Perception

Wisdom

Religion

Intelligence

Robotics

Intelligence (includes Cybernetics)

Science
Xenobiology)

Intelligence (can be particular specialty like

Sleight of Hand

Dexterity

Stealth

Dexterity

Survival

Wisdom

Technician
machinery)

Intelligence (can be specialized in type of

Zero-G

Dexterity

Martial Arts
The Martial Arts skill is the only combat-related skill in this
optional skill system. There is never a martial arts skill check
rolled. Instead, players receive one of the following Martial Arts
Maneuvers for each level of expertise. The player must roll to see
which maneuver he receives (reroll duplicate results), though
with Game Master permission he can just choose whichever
maneuver he or she prefers. Without at least +1 in the Martial
Arts skill a character who fights unarmed does only 1d2 of
damage (roll 1d4 and halve the result or just assume 1 average
point of damage) with each hit. With at least 1 point in Martial
Arts the character does 1d6 points of damage with each hit, and
can also choose to make this non-lethal subdual damage until his
opponent is unconscious.
D20 Roll Martial Art Maneuver
1

Accuracy Receive +1 To Hit opponents while unarmed.

This doesnt apply


if holding anything in your hands.
2

Aggressive Fighting Receive a +1 bonus to unarmed

combat damage.
3

Awareness Character is surprised only on a 1 in 6.

Blind Fighting Receive no penalties when fighting

against enemies you


hear.

cannot see, as long as you can at least

Block This allows a Saving Throw against the martial

maneuvers of others
to avoid disarms, find weakness, hold, nerve strike, or take
down.
6

Defensive Fighting Receive a bonus to Armor Class

equal to +1 as long
as you are wearing Light Armor or no armor.
7

Disarm This attack causes no damage but if successful

the victim must drop


whatever is in his hand.
8

Find Weakness This attack causes no damage but

uncovers a weakness;

next attack (only) will cause an

additional +1d6 damage. Usable 1/day.

Hold This attack causes no damage but places victim in a

restraining hold.
He may break free in subsequent rounds on a 2 in 6.
10

Improved Landing Reduces by half any damage caused

by falls.
11

Leap Attack Leap at foe up to 10 feet and make an attack

against him
(using any attack based maneuvers, if desired), end
adjacent to him in close
range.
12

Meditation Enter trance for 1 hour and recover 1d6 hit

points, 1/day.

13

Nerve Strike This attack causes no damage, but if

successful paralyzes one


limb for 1d6 rounds.
14

Rapid Strike One extra unarmed attack per round (no

martial maneuvers).
15

Runner Add +2 to your movement rate while in combat.

16

Swiftness Receive +1 to initiative rolls while unarmed.

17

Take Down This attack causes no damage but if

successful knocks
opponent prone on ground next to you.
18

Toughness You receive +2 to your hit point total.

19

Whirlwind Make one attack roll to damage all foes in

melee range 1/day.


You may not add maneuvers to this, only a normal unarmed
attack.
20

Choose one martial maneuver from the list.

Action Points (Optional)


Another optional game mechanic for Battletech D20 Game
Masters is the use of action points. Every character can start the
game with 5 action points, which can be spent to guarantee a
success on any single dice roll or to carry out a special action
from the list below. New action points can be gained whenever a
character advances a level at the rate of 5 + the characters
new level. In addition, the Game Master can award an action
point as a reward whenever a major story point is resolved, a
player roleplays his or her character particularly well in a given

scene, or a character carries out a particularly cool or innovative


action in-game.
Action Point Special Actions
A character can perform certain special tasks by spending an
action point.
Activate Class Ability - A character can spend 1 action
point to gain another use of a class ability or skill that has a
limited number of uses per day.
Boost Defense - A character can spend 1 action point when
fighting defensively for a +4 bonus to Armor Class for the
duration of the combat.
Extra Attack - During any round in which a character takes
a full attack action, he or she may spend 1 action point to
make an extra attack at his or her highest Base Attack
Bonus. Action points may be used in this way with both
melee and ranged attacks.
Stabilize - Any time a character is dying, he can spend 1
action point to become stable at his current hit point total.

Individual Combat
Every player rolls initiative on d20 before combat begins;
players act in order of roll from highest to lowest; Game
Master characters all act as a group in the initiative order
when their turn comes
Range is Close, Medium or Far; only creatures in Close
range can be attacked using a melee weapon
Each player rolls to hit on d20 + Base Attack Bonus +
Ability Modifier + situational bonuses/penalties against
opponents Armor Class
If hit occurs, player rolls weapon damage or can take
average weapon damage
A Critical Hit occurs on a roll of 20 resulting in double
damage, a Critical Failure occurs on a roll of 1,
consequences for the player to be determined by the Game
Master
Dual wielding of weapon leads to +2 to hit and damage; no
extra attacks
Add Dexterity modifier to hit if using ranged weapons; add
Strength modifier to hit if using melee weapons
Unarmed Combat does only 1d2 points of damage unless
the character has the Martial Arts skill.
In personal combat wearing Battle Armor provides an AC of
+10 and +50 hit points
Vehicle Combat (including Battle Armor)

Every player rolls initiative on d20 before combat begins;


players act in order of roll from highest to lowest; Game
Master characters all act as a group in the initiative order
when their turn comes
Range is Close, Medium or Far; only BattleMechs in Close
range can engage in melee combat
Determine Armor Class of all vehicles involved in the
combat as described below
Each player rolls to hit on d20 + pilots Base Attack Bonus
+ pilots Dexterity modifier + Called Shot modifiers or
Pilots Special Bonus (if chosen that round)
If a hit occurs, player rolls weapon damage for the vehicle
weapon he is using that round or can choose to take the
average weapon damage; all damage is subtracted first
from the opponents armor points and then hit points; at
zero hit points the BattleMech or Aerospace Fighter
explodes and the Pilot must make a saving throw versus
explosions to manage to eject safely. He or she can choose
to eject early and make no saving throw but suffer the
indignity of cowardice and the capture of their BattleMech
if they are a Mechwarrior
A Critical Hit occurs on a roll of 20 resulting in double
damage, a Critical Failure occurs on a roll of 1,
consequences for the player to be determined by the Game
Master
A Mechwarrior or Aerospace Pilot can choose to fire more
than one or all of their weapons at once at a target, each
weapon makes a separate to hit roll; afterwards, the pilot

must make a saving throw or his vehicle immediately


overheats. If the pilots vehicle is a BattleMech, it shuts
down for 5 rounds to dump excess heat; if an Aerospace
Fighter it cannot fire its weapons again for 5 rounds
For Called Shots, a BattleMech has 50% of its armor and hit
points in the main body, 10% in its cockpit, and the
remaining 40% in each limb; for Aerospace Fighters, 25% of
the hit points are in the cockpit, the rest in the main body. A
Called Shot against a BattleMech arm or leg that reduces it
to zero hit points destroys that limb and makes all the
weapons on it nonfunctional. If the main body is reduced to
0 hit points, the BattleMechs fusion generator explodes,
destroying the vehicle.
A BattleMech or Aerospace Fighters armor points and hit
points added together are equal to its tonnage. Half of the
total is armor, the other half is hit points. Or, if the Game
Master prefers, the table below can be used for generic
vehicles of a given class if the exact tonnage is not know.
When a vehicles armor points are gone, the pilot must
make a saving throw or suffer a -2 penalty to all to hit and
damage rolls because of malfunctioning systems. The Game
Master can choose, instead, to have an NPC pilot make a
d20 morale check against a target number of 15. If it is
failed, the vehicle attempts to retreat from the battlefield
for repairs.

How to Determine BattleMech and Aerospace Fighter


Armor Class
1
0

Size
Modifier

Pilots Dexterity
Bonus

Pilots Special Bonus (if chosen


+ that round)

Vehicle Size Modifer

Battle Armor

+5

Light Class/ProtoMech

-1

Medium Class

-2

Heavy Class

-3

Assault Class

-4

How to Determine BattleMech and Aerospace Fighter To


Hit Number

d2
0

Pilots
Base
Attack
Bonus

Called Shot Modifiers

Pilots
Dexterity
Modifier

Any called shot penalties or


other bonuses like Pilots
Special Bonus (if chosen that
round)

Head/Cockpit

-10

Arms/Weapon

-8

Legs

-6

Main Body

-4

BattleMech/Aerospace Fighter Class


Battle Armor
Light Class
Medium Class
Heavy Class
Assault Class

Vehicle Weapon Type


Machine Gun
SRM
LRM
Small Laser
Medium Laser
Large Laser
PPC
Autocannon
Extended Range
Melee Weapon

Vehicle Weapon Type


Machine Gun
SRM-2
SRM-4
SRM-6
LRM-5
LRM-10

Armor Points/Hit Points


5/5
15/15
25/25
35/35
50/50

Maxium Range
Medium
Medium
Far
Close
Medium
Medium
Far
Close
Add one range increment to weapon
Close

Damage
1d4 (only against non-Battle Armor infantry)
1d4
2d4
2d6
1d6
1d10

LRM-15
LRM-20
Small Laser
Medium Laser
Large Laser
Pulsed Lasers (any size)
PPC
Autocannon/2
Autocannon/5
Autocannon/10
Autocannon/20
Melee Weapon (BattleMechs Only)

2d8
1d20
1d6
1d8
1d10
Move up one size of dice
1d10
1d4
1d6
1d10
1d20
1d10

All vehicle weapons using limited ammunition (SRMs,


LRMs, and Autocannons) can fire once for twenty-five
rounds of combat and then the ammunition is exhausted.
All vehicle-sized weapons for BattleMechs and Aerospace
Fighters do the listed damage x 10 to individual
infantrymen hit by them not wearing Battle Armor.
Capital ship-sized versions of these weapons do the listed
damage x 10 to vehicles and will simply kill individuals hit
by them outright.
All technological advances above the baseline weapons
noted above add bonuses to hit, Armor Class or increase the
damage dice by one size (i.e. 1d4 becomes 1d6) depending
on the description of the technology and the Game Masters
discretion.

Type

Movement Speed Per Round

Unarmored Person
Armored Person
Battle Armored Person
Light Class BattleMech
Medium Class BattleMech
Heavy Class BattleMech
Assault Class BattleMech
Light Class Aerospace Fighter
Medium Class Aerospace Fighter
Heavy Class Aerospace Fighter
Assault Class Aerospace Fighter

30 feet
20 feet
60 feet
120 feet
90 feet
60 feet
40 feet
480 feet
350 feet
240 feet
150 feet

With Jump Jets a BattleMech or person in a suit of Battle


Armor can move at 150 feet per round and jump several
hundred feet into the air. It can stay airborne for three
rounds; every round thereafter requires the pilot to make a
saving throw or suffer from an overheat as described above.
If the BattleMech overheats while still in the air, the jets will
turn off and the BattleMech will fall from that height and
incur 1d6 points of damage for every ten feet off the
ground. Jump Jets can only be fitted to Light and Medium
class BattleMechs.

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