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Lightweight Vehicles and mobile suits:

All MUSCATech vehicles and mobile suits equal to or under 10 tons in weight may purchase all their equipment in fractional tonnages, without rounding to the nearest half ton. This applies for all equipment.

mobile suit Use of Vehicle Cockpits:

Mobile suits (less than or equal to 10 tons) may elect to use vehicle cockpits instead of the standard 3 ton mobile suit cockpits. These cockpits weigh 10% of the mobile suit's tonnage, no rounding necessary. All units with such cockpits suffer a -2 to initiative due to the lack of a neural interface.

Air to Air Refueling:

MUSCATech aircraft may mount air to air refueling points in critical locations on the aircraft. An ATA refueling plane must have a pylon free to mount the refueling gear. A 'receiving' aircraft need only have a designated refueling point (critical location) on its nose or wing to receive fuel in this manner. The two aircraft must remain one in front of the other for the transfer to occur. One turn in the same relative positions is required to ready the gear, then a ton of fuel may be transfered during every turn the aircraft remain connected. No maneuvers or turns are allowed during the refueling.

Refueling gear takes up an insignificant amount of tonnage, though it does take up a critical space on each aircraft.

Hidden Unit Rules:

A vehicle or mobile suit may be 'hidden' inside the armor of another vehicle or mobile suit. The hidden unit takes up as many critical locations as its weight in tons. I.e., a 5 ton VTOL hidden inside a mobile suit takes 5 critical locations. The locations must be contiguous internally, i.e., a hidden unit may take up critical locations throughout the torso areas, but may not have part of its locations in an arm location (since the arm is not internally contiguous to the torso.)

If hits to the carrier vehicle or mobile suit penetrate the armor and do criticals on the hidden unit, the hits are applied to the unit as if the unit were hit normally and in the open. For example, if a mobile suit carrying the 5 ton VTOL has its armor penetrated and the VTOL hit with a critical, the hits are assessed to the front hit table of the VTOL.

If the carrier unit has all of its internal structure destroyed around the hidden unit, the unit 'falls out' of the location and is now located in the same hex as the carrier.

Autonomous Units:

Remote Control units may be used in place of standard Battlemobile suit or Vehicle control centers. The weight of the remote control is equal to the weight of the standard cockpit for that unit. Vehicles with Remote Control cockpits do not require protective shielding around their fusion engines.

Naval Unit heat sinkage:

Naval units mount their heat sinks in their hulls and therefore may dissipate double the amount of heat as heat sinks.

Shield Rules:

Shield rules as covered in MUSCATech Shield Rules.

HTM Rules:

Hover Tank mobile suits allowed as in MUSCATech HTM Rules.

Rifle Rules:

Rifle Rules as covered in MUSCATech Rifle Rules.

Munitions Explosions (Optional, occasionally deactivated):

Ammuntions explosions do damage to the location in which the ammo bay was placed. Excess damage is then assessed against remaining locations adjacent to the detonated one until the mobile suit is destroyed or damage points run out. In addition, the same amount of excess damage is assessed against all units in the hex, half of the excess damage for all surrounding hexes, and half yet again to the next set until the damage level reaches 10pts. For example, if a mobile suit with 5pts of internals in its arm suffers a critical hit which detonates a ton of MG ammo in that arm, the arm is blown off, and the remaining 395pts is assessed against the rest of the mobile suit. However, 395pts of damage is assessed against all units in the hex, roughly 200pts to all units 1 hex away from the target hex, roughly 100pts to all units 2 hexes away and so forth. Damage is taken in groups of 5, with the appropriate hit location table used (as if the detonating mobile suit had shot the mobile suit that is currently being hit by the blast wave.)

High Explosive:

MUSCATech torpedoes and other demolitions devices use a HX material equivalent to MG ammo in power. I.e., 1 ton of HX is capable of doing up to 400pts damage. Small vehicles and missiles may carry fractional amounts of HX.

Vehicle Flamers:

Fusion powered vehicles may be equipped with mobile suit flamers.

Machine Gun Stacking:

Up to two MGs may be placed in the single head critical location. A critical hit to this slot destroys both MGs.


LRT ammunition may be carried in any LRM launcher, but must be fired underwater. Likewise, submarine LRT launchers may fire conventional LRMs once the sub has surfaced.


Any mobile suit may parry a punch or hatchet/club attack. The parry may be executed by the target mobile suit as soon as the attacker declares the physical attack. Before the Attacker's to-hit roll is made, the defender rolls as if rolling for a physical attack, with a +3 modifier, for a parry with an arm. (Either arm may be used for frontal parries; for attacks from the sides, only the arm on that side may parry.) If the roll is successful, the damage that the attacker's melee weapon would have caused is taken up by the arm used to parry. However, if the arm used to parry carries a melee weapon itself, the defender takes no damage as it is deflected by the melee weapon. If the arm carries a shield that is not currently engaged protecting a torso location, the damage is taken by the shield. If the to-parry roll fails, the attacker rolls normally for his to-hit.

A defending mobile suit that wishes to parry may not fire any weapons on the parrying arm, nor may it have been using its shield to defend torso locations that round. In the event that the defending mobile suit fired first in the fire phase, it may not have fired any weapons from the parrying arm that round.

Kicks, charges, pushes, DFA's, etc., may not be parried.

Firing During DFAs:

A mobile suit attempting to execute a DFA on a target mobile suit is allowed to fire the weapons on one of its arms at the target mobile suit while in flight. The weapons fire with a +1 to hit on top of the standard +3 to hit after jumping, the range is taken as 1 hex. The damage to the enemy mobile suit, due to the high final trajectory, is taken on the punch allocation table.

A mobile suit must have both its arms with all their respective actuators functional to execute such an attack, though only one arm may actually fire (the other is used to help balance the mobile suit). mobile suits with flip-arms are thereby prohibited from firing during a DFA.

Ammunitions loads:

Any mobile suit may carry a mixture of ammunition types, not necessarily in ton and half-ton lots. Also, mobile suits do not have to enter battle with their full ammo load. For example, a mobile suit carrying a ton of LB-10X ammo may carry a mixture of both standard and clustered rounds and fire them individually at will. Also, the mobile suit may decide to enter battle with less than 10 total rounds of ammunition, should he so desire.

Arm-Stabilized Weapons:

mobile suits with arm mounted 'rifle' weapons may choose to stabilize that weapon for firing with a free arm, giving them a -1 to hit for the stabilized weapon. For example, a Griffin may choose to s mounted PPC with its left arm, to minimize vibration and thereby make aiming easier. To stabilize a weapon, the player must first designate a single arm weapon to stabilize. The weapon will be supported by the opposing arm, which may not fire any of its weapons or conduct physical attacks during that attack phase. All arm actuators must be present on the stabilizing arm. The stabilized weapon then gains a -1 to hit for the turn it is fired stabilized.

Arm weapons firing into side arcs may not be stabilized.

Unit Stacking:

Any number of units may be stacked in one hex, so long as the combined tonnage of those units does not exceed 50tons. For example, a Locust, a Stinger, and one 10ton tank may occupy a single hex. Furthermore, should one of the units carry AMS, it will attack a missile spread directed against any of the units. In this example, should the Locust be a LCT-3S (with AMS), its AMS will engage missile s directed at itself, the Stinger, or the tank.

Partial Water Submergence:

A mobile suit submerged in level 1 water may be attacked as normal with the exception that any hits assessed against the legs (through the standard hit table) are disregarded as absorbed by the water.

mobile suit Stability after impacts:

A mobile suit must make a piloting roll after absorbing an amount of damage equal or in excess of its tonnage divided by 3, rounded up. A mobile suit must also make piloting rolls for every time the internal structure in a physical location is completely destroyed.