BattleTech Simulator

Optional Rules Variant 0101-B:
MechWarrior Training and Experience

by J. Andrew Keith

Mech Warrior is FASA's role-playing simulation of man-to-man level actions and interactions in today's Successor States. It is highly recommended as a training aid to all Warriors who wish to test their skills in a wide variety of situations both on and off the battlefield.

The optional rules suggested below are intended to expand the utility of the Mech Warrior character generation system. Among other things, they take into account some of the concepts mentioned in the feature article on Mech Warrior training (MechWarrior: Mind and Machine, beginning on page 26 of this issue). They also cover the generation of characters with greater experience and training than was allowed for in the original system right at the start of play, which allows easier introduction of more skilled, higher-ranking characters and NPCs into the simulation process.

The rules outlined here will modify the original character generation section of the MECH WARRIOR rules. They should be considered strictly optional, and can be used (either in whole or in part) as the Gamemaster permits.

TRAINING

Instead of receiving a basic budget of 150 CPs for each character, have the starting CP amounts generated somewhat at random. Roll 2D6-2 (for a number between 0 and 10, with 5 as the average); this is the Training Level (TRN) for the character being created. Each character starts with 125 CPs plus a bonus of 10 x TRN CPs. Average characters now receive 175 points for the purchase of attributes, skill, inborn abilities, and initial possessions. Actual amounts will run anywhere from 125 to 225 CPs, and give more variety to individual characters being created.

Characters purchase attributes and inborn abilities first, using the normal MECHWARRIOR procedures. Next, choose which of five Character Types to be created: MechWarrior, Tech, Aerospace Pilot, Scout, or Soldier (which takes in infantry, armored, and atmospheric aircraft troops).

Continue the purchase process by paying the cost for any special benefits the character may wish to acquire ('Mechs, Vehicles, Connections, Fighters, etc.), again using the basic rules and/or the summary of such benefits included later in this section. The balance of available CPs can be used to acquire skills.

Initial Training: All characters receive initial training in basic skills appropriate to their chosen career. These are shown on the Character Training Chart under the heading of Initial Training. The skill levels acquired in this step are free (0 CPs). Once initial training has been determined, the character may move on to one of five different categories of Advanced Training. Each has different characteristics and different basic entrance requirements.

Standard Military Training: The character has received the equivalent of Basic Training as a member of some House or Planetary military service. This option is available to any character and is awarded as a default when a charactercannot qualify for any of the other options. Standard military training allows the purchase of any MECHWARRIOR skill according to the standard costs outlined in the basic rules. No higher areas of training may be drawn from if Standard Training is the first (or default) package entered.

Apprenticeship Training: The character has been apprenticed to some existing formation ortamily unit. This is available to any character who can roll 2D6 less than or equal to his TRN score. Skills are purchased as above, but costs may be modified according to the exact TRN level held. See the Character Training Chart for details. No higher levels of training may be drawn from if Apprenticeship Training is the first package entered.

Martial Arts Training: The character has studied under a Master of one of the various Martial Arts in vogue among the Warriors of the Successor States. Techs may not take this type of training; for other character classes, a LRN score of 9+ and BODY and DEX scores of 8+ each are required, together with a successful 2D6 roll less than or equal to the TRN score. If accepted into Martial Arts training, the character may pay 50 CPs and receive a package of skill and attribute increases listed on the Character Training Chart. Though very economical in terms of cost, most of these skills will prove comparatively unnecessary to the ordinary flow of MECHWARRIOR campaigns, being mostly concerned with physical training. Characters who purchase this package may attempt to enter any other form of training (if they qualify for it and can afford it), either higher or lower on the list. They may NOT try to enter a second Martial Arts training program.

Academy Training: The character has trained at one of the many military academies scattered throughout Human Space. Scouts are not permitted to purchase this package, but any other character class can. Both LRN and TRN scores must be 6+, and a 2D6 roll less than or equal to TRN must be achieved. If accepted into an Academy, pay a price of 75 CP to receive the skill increases listed on the chart. Characters may also attempt to enter any other form of training they desire, provided they hold the right qualifications and have sufficient CPs to afford the costs involved. They may NOT enter another Academy training program, though they could attempt the NAIS package.

NAIS Training: The character has been selected for training at the New Avalon Institute of Science. This package is only available to characters from Davion or Steiner space, and Scouts are not permitted. Eligible characters must have LRN and TRN scores at 8+, and need to throw 2D6 for an 11 + to enter (reduce the target score by 1 for each attribute - including TRN - at 9+). If accepted into the NAIS, the character can pay 100 CP to receive all of the skill increases shown on the chart.

EXPERIENCE

Upon completing theTraining process (or after creating a character according to the basic MECHWARRIOR rules, if Training is not being used), roll 4D6-4 for the character's Experience (EXP); the result is a number between 0 and 20. Each level of EXP represents about a year of active combat duty or further training in the field.

Multiply the EXP score by 100 to determine the CPs awarded to the character as a result of his or her post-training experience. Skills, attributes, connections, or titles are all available as per the basic game rules on Character Improvement (NOT Character Creation!). The character can also have unused CPs converted into XP; multiply the number of CPs to be converted by 10 to get this figure. The EXP score also places the character into one of the basic Experience Classes described in MECHWARRIOR, rather than having him automatically start off Green. The Character Experience Chart shows the relationship of classes to levels of EXP, plus the number of skill and attribute increases awarded IN ADDITION to all purchases when a character begins in a given class. REG characters receive the awards shown for their class only; VET characters receive the REG awards and then the VET awards listed. Characters purchasing skill levels with EXP must have at least Level 1 in a number of skill categories equal to their LFIN score. These purchases must be made before any points are spent to raise previously held skills to a higher level.

AGE

A character's starting age depends upon his training and experience. Training lengths (and the effect training has on age) will vary according to the training packages chosen.

TrainingDuration
Initial +0 years
Standard Military15 + (TRN/2) years
Apprenticeship8 + (TRN x 2) years
Martial Arts+3 years
Academy+4 years
NAIS+6 years

Round fractions up; +# indicates that the figure is added to other appropriate age calculations. The minimum age for a character at the end of the training period is 16 years old; raise any lower figure to 16 before going on. After all training has been worked out, add the EXP score to the age already established for the character's age at the time the character actually enters play.

GENERAL NOTES

When introducing these optional rules, keep the following points in mind.

Points received in character creation are not automatically based on 150 CP. Use the TRN score to set starting CPs. The MECHWARRIOR Academy and University skill packages are not used with these rules. Use the package presented here instead.

Do not permit the transfer of character points between characters. Packages of skills purchased under this new system do not limit further skill purchases (except by taking up large numbers of points). Higher increases in skill levels are allowed even after a skill package has been bought. The character may begin play with accumulated XP if he has received Experience and has not used it all on skill increases or other benefits. The GM may feel free to introduce Training without allowing Experience, or Experience without Training, if he so desires. These options are designed to make the system more flexible, but they can be ignored if they don't increase the value of the simulation.

CLASS ENTRY QUALIFICATIONS
MechWarriorSoldierTechScoutAerospace
Pilot
DEX=5+ BODY=5+DEX=4+LRN=5+DEX=6+
LRN=5+ DEX=5+LRN=7+CHA=6+LRN=6+

Character Training

INITIAL TRAINING (Open to All Characters)

Aerospace Pilot: Gunnery/Aerospace-1, Piloting/Aerospace-1
MechWarrior: Gunnery/Mech-1, Piloting/Mech-1
Soldier: Brawling-1, Rifle-1
Tech: Technician-1 and either Mechanical-1 OR Engineering-1
Scout: Rogue-1 and either Diplomacy-1 OR Streetwise-1

STANDARD MILITARY TRAINING (Open to All Characters)

All character classes spend CPs at normal MECHWARRIOR rates for any skills listed in the rules.

APPRENTICESHIP TRAINING (Roll less than/equal to Training Score)

All character classes spend CPs at the rates shown below (according to the character TRN score) for any skills listed in the rules.

TRAINING SCORE : CP COSTS
0-3 : Normal
4-6 : x .9
7-8 : x .75
9-10 : x .5

MARTIAL ARTS TRAINING
(Tech Character Class Not Allowed)
(Requires LRN 9+, BODY 8+, DEX 8+)
(Roll less than/equal to TRIN score)

If accepted, the character may pay 50 CP and receive the following skill and attribute increases:

MechWarriorSoldierScoutAero Pilot
Piloting/Mech +1Acrobatics +1Acrobatics +2Piloting/Aerospace +1
Acrobatics +2Running +2Running +1Running +1
Running +1Brawling +2Brawling +2Acrobatics +2
Brawling +2Hide in Cover +2Hide in Cover +2Hide in Cover +2
Hide in Cover +2Stealth +2Stealth +3Brawling +1
Stealth +2Survival +2Survival +1Stealth +1
Surviva1 +1Bow/Blade +2Bow/Blade +1Survival +2
Bow/Blade +1BODY +1BODY +1Bow/Blade +1
BODY +1DEX +1DEX +1BODY +1
DEX +1 --DEX +1

ACADEMY TRAINING
(Scout Character Class Not Allowed)
(LRN 6+; TRN 6+)
(Roll less than/equal to TRN Score)

If accepted,the character may spend 75 CP to purchase the following skill increases:

MechWarriorSoldierTechAero Pilot
Piloting/Mech +1Rifle +1Technician +2Piloting/Aerospace +1
Gunnery/Mech +1Gunnery/Artillery +1Engineering +1 Gunnery/Aerospace +1
Technician +2Driver +2Mechanical +1Engineering +2
Pistol +1Pistol +1Computer +2Pistol +1
Leadership +1Leadership +1Driver +1Leadership +1
Survival +1Survival +1Piloting/Mech +1Survival +1

NAIS TRAINING
(Davion or Steiner Allegiance)
(Scout Character Class Not Allowed)
(LRN 8+; TRN 8+)
(Roll 11 +; reduce target by 1 for each Attribute--including TRN-- at 9+)

If accepted, pay 100 CP to purchase the following skill increases:

MechWarriorSoldierTechAero Pilot
Piloting/Mech +2Leadership +1Technician +3Piloting/Aerospace +2
Gunnery/Mech +2Tactics +2Engineering +2Gunnery/Aerospace +2
Leadership +2Stealth +2Mechanical +2Jumpship Pilot/Nav +1
Tactics +2Gunnery/Artillery +2Computer +2Engineering +2
Driver +1Driver +1Piloting/Mech +1Computer +2
Rif1e +1Rif1e +1Driver +2Mechanical +1
Diplomacy +2Diplomacy +2Leadership +1Tactics +2
Pistol +2Pistol +2Medical/1stAid +2Leadership +2

EXPERIENCE CHART

LevelClassAttributesSkill
Levels
0-3GRN------
4-15REG1/+12/+1 each
16+VET1/+12/+1 each

AVAILABLE MATERIAL BENEFITS

ScoutsSoldiersTechnicians
Die Roll"Tonnage"Die Roll"Tonnage"Die Roll "Tonnage"
-45-410-44
-35-310-34
-210-215-26
-15-110-14
01502008
11011516
21522028
3531034
420425410
51051556
620625610
725730712
81582088
920925910
103010351014
112511301112
123512401216
133013351314
143514401416
154015451518
164516501620
173517401716
184018451818
194519501920
205020652035

The material benefits gained from these tables are rolled up as given in the basic rules for 'Mech and AeroSpace Fighter as- signments. Before rolling on the table, choose a modifier anywhere between -6 and +9 (zero is allowed). Plus modifiers cost 20 CP per point added, minus modifiers grant a bonus of 15 CP per point subtracted. Roll 2D6, apply the modifier, and read the Tonnage result on the appropriate table.

You may choose any Vehicle (not 'Mechs or AeroSpace Fighters) of the Tonnage shown. Alternatively, take the CP result times 500 for the numberof C-Bills the character receives to start: ALL C-Bills earned this way must be spent on personal equipment prior to starting. Note that you can choose to take a smaller vehicle than the tonnage given and the balance in extra gear; this option should also be allowed for MechWarriors and AeroSpace Pilots as well.

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