Battletech House Rules

These rules are designed to provide some added flavor to the existing Battletech game. I recommend them for specific scenarios or for on-going campaigns. For general Battletech game play, I use the standard Battletech rules as printed.

Rules for Specific Units

A number of the Battlemechs and vehicles in the technical readouts published by FASA have various advantages and disadvantages listed in their descriptions that are not reflected in any game mechanics. These rules provide a way to model those effects on the Battletech playing field.

3025

3026

3050

Carrying Capacity

The Battlemech carrying capacity listed in the Battletech master rules absurdly small. In my campaigns, I usually raise the carrying capacity of a battlemech to 10% of its total weight in each arm.

Aerospace Fighters

These optional rules are designed to make atmospheric aircraft and aerospace fighters in Battletech behave more like actual aircraft. In particular, these rules seek to address the laughably slow speed and pitifully short endurance that air units have under the printed Battletech rules. Note that using these rules will significantly increase the power of such units. Scenarios should be adjusted accordingly.

Fuel

The pitifully short endurance of Battletech aircraft has long been an annoyance for me. In my Battletech campaigns, I usually increase the fuel reserve of all aircraft and aerospace fighters by a factor of three to five to solve that problem. Note that this significantly reduces the impact of fuel on the game which may or may not be desireable depending on what players want out of the game.


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