From: lunatic@netcom.com (Lunatic Johnathan Bruce E'Sex)
Newsgroups: rec.games.board
Subject: Re: BTECH: House Rules
Date: 14 Oct 92 00:05:59 GMT
Organization: Netcom; Renegade User

In article <1992Oct8.111918.5693@gw.wmich.edu> 91vanderkolk@gw.wmich.edu writes:
>
>Since the idea of a home rules book has come up, I though I would post some
>of the "home rules" my group plays with and see what the opinions are.
>Have at it...
>1) All jump movement requires a piloting skill roll, regardless of terrain.
 
    \/\/hy?  Unless you're landing on something (rough ground, another
 mech, etc.) that would throw your balance off, you're in a controlled
 descent.  Your computers have your jump jets fire to slow you down
 when you're landing.  Otherwise, you'd be taking level 3+ falling
 damage every time you jumped.
 

>2) SRM streaks all hit in the same location.
 
    ][ personally wouldn't WANT that (SRMs are great for finding the
 chinks in the armour into the internal structure that your other
 weapons have made), but making it SELECTABLE would be fine.
 i.e. declare before you fire them if you want them to all hit in
 one location or not.
 

>3) When spotting for indirect LRM fire the spotter can fire his weapons as
>normal and you don't count any of the spotters movement or terrain modifiers.
 
    ][ personally can't stand indirect fire, and never use it.  (I'm
 standing behind a wall 30 levels high.  An enemy spotter mech is right
 in front of me.  The mech with the missles is on the other side of
 the wall.  Because of that spotter mech he can hit me??  No thanks.)
 'Nuff said.
 

>4) CASE vents an ammo explosion out the rear of the mech without damaging the
>internal structure.
    ___
     |hat's a bit much.  An ammo explosion should make you lose at
 least that section.
 

>5) Gauss Rifles can be CASEd.
     _
    (_)k.
 

>6) Initiative alternates.
 
    |\|ot so good.  You'd be arranging your every move with the
 knowledge that the next turn you're not going to have the initiative.
 It would take a lot longer to play, because you'd be extra careful
 to always put yourself in a position you could get out of, next
 turn.  Also, you wouldn't take as many chances, HOPING that the
 next turn you would make the roll and gain the initiative.
 
    ]-[ere's my alternate initiative system:  Every time a person
 loses the initiative roll, they get +1 on their next roll.  As soon
 as they win the roll, they're back down to +0.  This reduces the
 chances of a string of "bad luck" initiative rolls.  At some point
 their modifier is going to get so great that they just CAN'T lose
 the roll again.  (I came up with this idea when playing a tournament
 game where I lost the initiative 7 times in a row.  I should have
 wiped the board with that guy, but ended up winning by only 70
 points.  Turns out that under that scoring system 70 points was a
 moderate score.  I got about the same number of points in a later
 game when I wiped out four Jenners with barely a scratch on my
 mechs and no internal damage.) 
 

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