by Drew South
BattleTechnology sometimes receives suggestions from the preparedness groups who play the simulator games of BattleTech and Mechwarrior, suggestions to make the games more accurate, more true-to-life. These rules may be included in your campaign as they are written, used in whole or in part, or modified as appropriate to your campaign. These house rules come to us from reader Drew South, based in Hamilton, New Zealand on the original planet of Terra. Occasionally there comes a time when a referee for MechWarrior or BattleTech wonders what a non- player character would do when ordered to charge that Hunchback when the NPC is in a light 'Mech, while the players stand off and shoot the Hunchback. While this is not a problem when every 'Mech in the unit is run by a player, in a large campaign there is bound to be a NPC MechWarrior or two. The following is a rough collection of guidelines to determine characteristics of those anonymous people who the players will doubtlessly attempt to order around. There are three characteristics, which can be either chosen by the referee or randomly rolled. Courage: A rough indication of how brave the individual is. Care: A measure of how careful the individual is, and the degrees to which he or she takes notice of surrounding. Aggression: How capable the NPC is of violence in the course of carrying out duty. The die roll is on 2D6, with modifiers added to the number rolled. In the event of rolling a natural 2, roll a second time. If the second roll, including modifiers, totals 5 or less, then use the 2* result. If the second roll totals 6 or greater, use the 2-4 category. Courage
Modifiers: Care
Modifiers:
Aggression
Modifiers: Leadership
When a player gives NPCs an order, if the referee thinks it appropriate, he may have the player make a leadership roll. Piloting and gunnery aren't the only skills of use on the battlefield! Modifiers to Target Number Modifier
Leadership Roll Results
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