Occassionaly there will be a need to resolve character actions in the game world outside of the MegaMek software. These rules will be used as guidelines for those occasions. As always, GM decisions can modify or change these rules at any time.
Simplified Out-of-Mech rulesSince we don’t have a whiteboard function with this software we will be going old-school for the RP out of the ‘Mechs. You guys remember this, right?
DM: “Ok, you open the door and on the other side is a 10’ x 10’ room.
Player 1: “What’s in it”
DM: “An Ancient Red Dragon!”
Players: “WTF?!?!?!”
But seriously, we will play this part fast and loose so we don’t bog down the game. The following rules are guidelines I will use but are not necessarily written in stone.
Difficulty Numbers:
Using 2d6 as opposed to d20 creates a huge challenge in balancing random rolls to affect the game world. As such this is how I am planning to adjudicate die rolls.
Out-of-Mech Combat:Again, this will be run old-school and simplified. The basics are this:
1. To-Hit numbers will be determined by the GM fluidly, but mostly following the table above.
2. All humans have 20 “Hit Points”. This is an abstraction of combat, you aren’t actually ‘hit’ with a weapon until you reach 10 hit points, then permanent damage can occur, if you survive the fight.
3. Weapon Damage and Availability:
Mechwarrior Injury:Anytime a Mechwarrior blacks out in MegaMek due to Mechwarrior Damage, or suffers permanent damage (reduced to 9 or fewer hit points), they must roll on the following table to determine if there are any lasting or permanent effects.
![Out-of-Mech Rules Injury](https://2img.net/h/i288.photobucket.com/albums/ll189/ehoffm1/injury.jpg)
All negative numbers indicate a penalty, regardless of how they are implemented in the game.
*Immediately make an equipment procurement roll. On a 10+ a high-quality bionic replacement can be found, mitigating the penalties to -1 and increasing Martial Arts damage by +1.