Lightweight Vehicles and
mobile suits:All MUSCATech vehicles and
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
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 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
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
HTM Rules:Hover Tank
mobile suits allowed as in MUSCATech
Rifle Rules:Rifle Rules as covered in MUSCATech Rifle
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.
LRTs/LRMs: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.
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.
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
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.
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.