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Author Topic: Reworked BattleTech fighting system  (Read 3419 times)

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Minerva12345

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Reworked BattleTech fighting system
« on: January 19, 2013, 05:38:27 AM »

I use following system in my current RPG set in late Third Succerssion War. This is the current system for simple lance vs lance or company versus company fights (my players play officers in Mech unit).

Assume Lance of PXH, Centururion, Urban Mech and Locust. Leader is Veteran.

Step 1) Divide Mechs to Lances with 2 to 6 in each.



Step 2) Give Combat statistic to each lance:
0 for each light mech, 1 for each medium mech, 2 for each heavy mech and 3 for each assault mech.

Add Leader's Skill to each lance (0 to 8 with 1 for Green, 2 for Regular, 3 for Veteran, 4 for Elite and anything beyond for Legendary leaders).

Combat: 1+1+0+0 = 2 with Veteran Leader bonus of 3 for a total rating as 2+3 = 5.

Step 3) Give each Mech in Lance a defensive rating:
This is Armor/Structure of BattleForce 2.

PXH is 7.
Locust is 3.
etc...

Step 4) Give each lance a Leadership rating.
Leadership rating is Leader's Skill (0 to 8 with 1 for Green, 2 for Regular, 3 for Veteran, 4 for Elite and anything beyond for Legendary leaders).

The combat assumes that each side fights with Lances.
1) Numerically weaker side pairs all of its lances at numerically stronger side lances.
2) Numerically stronger side pairs remaining lances as one sees fit.


Fighting turn:
Numerically weaker sides makes attacks first. Both sides roll Combat + 2D6. If attacker rolls more the damage is added to defender's mechs, otherwise nothing happens. Numerically stronger sides then does the similar attack.

Additional rules:

A.1) Leaders can affect firefight by making successful Leadership rolls against target number (typically 12) set by GM. If roll succeeds the leader can add her lance's Combat with one other lance's Combat for next turn. This affects rolls made in attacking and defending.

A.2) One side may decide to retreat. Then both sides of pairing roll following: Movement of slowest Mech in Lance + Combat + 2D6. Each Jumping Mech gives +1 to roll. If pursuer is successful the combat continues otherwise the fleeing force has managed to flee the battlefield.
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Ice Hellion

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Re: Reworked BattleTech fighting system
« Reply #1 on: January 19, 2013, 08:28:29 AM »

How do you decide which 'Mech is hit?
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"In turn they tested each Clan namesake
in trial against the Ice Hellion's mettle.
Each chased the Ice Hellion, hunting it down.
All failed to match the predator's speed and grace.
Khan Cage smiled and said, "And that is how we shall be."

The Remembrance (Clan Ice Hellion) Passage 5, Verse 3, Lines 1 - 5

Minerva12345

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Re: Reworked BattleTech fighting system
« Reply #2 on: January 19, 2013, 04:32:52 PM »

How do you decide which 'Mech is hit?

The MoS is the number of hits. The hits are distributed randomly within lance (typically rolling 1D4, 1D3 or 1D2 ).
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Takiro

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Re: Reworked BattleTech fighting system
« Reply #3 on: January 20, 2013, 09:32:40 AM »

Interesting. Your going for a more teamwork oriented feel.
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Minerva12345

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Re: Reworked BattleTech fighting system
« Reply #4 on: January 20, 2013, 02:54:01 PM »

My game assumes that unit does pre-planning before going to battlefield. All units may move and stop to execute things as long as they keep same movement axis as pre-plan. Unit movement is assumed to be abstracted to be movement between large areas, typically city neighbourhoods or roads between way points. Real maps are usually referenced.

Units may deviate from previous plan if they succeed in individual initiative. This is rolled and then player must tell what is the new plan. Unit will then follow player's plan (like it did in the pre-planning) until player changes it or superior officer makes a successful leadership and reorders wayward unit to perform something else.

Note: Successfully plan changing/using initiative units can wait for unsuccessful units to unass themselves before movement.

All units belong to two kinds of formations: regulars and irregulars. First unit describes a force with some training while second describes variety of mobs typical to guerillas, mercenaries and bandits.

Leadership roll is Leadership rating + 2D6 against TN.

Advanced Rule: Superior leader making plan change rolls first against target. If roll succeeds all the lower leaders get MoS as bonus to their roll.

Natural roll 2 means utter confusion and loss of leadership roll chance to end of fight. 3-4 means loss of leadership (and possibility of making rolls) for 1D6 turns.

TN for orders to go through in Initiative/Movement in battlefield:
6 for regulars, 8 for irregulars

+2 if unit has garbled communication with superior (confusion in CIC, leadership being switched, general incompetence and mixed orders)

+X enemy jamming level in battlefield (this is typically same as Regiment's skill rating plus minus difference in technological level)

+2 if changing battlefield formation

+4 for 1D6 turns if unit is surprised

Effect of enemy fire support:
+2 for 1 turn (normal enemy fire support like arty)
+4 for 1D6 turn when unit is hit by very strong enemy fire support (ASF kill box, DS strafing, very heavy artillery support).
+4 for rest of fight when unit is hit by overwhelming enemy fire support (Nuke, Warship fire)

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Minerva12345

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Re: Reworked BattleTech fighting system
« Reply #5 on: January 28, 2013, 04:30:55 AM »

Interesting. Your going for a more teamwork oriented feel.

My campaign makes a basic assumption that all players play role of a leader. Typically they are either lance leaders, company commanders or staff officers in battalion.

Subsequently every combat starts with a session long planning session. During this they will discuss with NPCs  such as superior officers (giving orders and unwritten hints),  fire support assets (with limits on their availability and use), transport assets (DS pilots are most cowardly lot) and special support (special forces, engineers, infantry, electronic warfare, nuclear weaponry) with specialist roles to play.

Since you cannot always order people you can use influence gathered during previous sessions (being decorated by Archon gives plenty of influence, given medals by local lord much less) or offer anything for a favour (which can be cashed in by NPCs in future sessions).

Then there are also political and organizational problems involved that all make planning far more important than actual fighting.  In this kind of environment the teamwork is very important because it is the glue that keeps the unit together despite these pressures.
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