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BattleTech 3000

Skills

Each skill level subtracts from its corresponding Characteristic. Continuing our example, if the MechWarrior has Gunnery (a Physical Skill) Level 3, his Gunnery target is 7-3=4, so he would need to roll 4 or higher on 2D6 for an unmodified success (just like the boardgame).

So a lower target roll is better; bonuses are negative modifiers (lowering the skill target) and penalties are positive.

Purchasing Skills

One purchases skills with skill points according to the priority assigned:

  1. 12
  2. 16
  3. 20
  4. 24

Skills cost points at character creation equal to the level being purchased. Thus, Level 1 costs 1 point, then Level 2 costs 2 more points and so on. Note that these skill points are different from the points used for Character Advancement (though they have the same name) and cannot be saved after Character Creation.

There are Academy skill packages available that will give a price break on selected skills. These packages are the only way a character can learn some skills (any skill mentioned on this page) before entering play. Med Tech and Small Arms are required for all packages.
Package Cost Level 3 Skills Level 2 Skills Level 1 Skills
Basic Academy 9 0 3 3
Advanced Academy 15 2 2 2
Basic University 12 0 4 4
Advanced University 18 2 3 3

See the Player Only section for a complete list of skills. If a skill is not on the list, it is probably not available for this campaign.

Special Rules for skills

  • Administration, Protocol, Strategy, Technician - see here for special tasks you can perform with these skills.
  • Unarmed Combat - Includes melee weapons; no Blade skill.
  • Small Arms - Includes bows; no Archery skill.
  • Tactics - You get a +1 on Initiative for each level in Tactics the team leader is better than his opponent.
  • Leadership - The owner of a Town may muster troops in its defense. On a successful leadership roll, one unit of Foot Rifle Infantry is raised. The noble gets one roll for each point of POP. A character may also, on a successful roll (once per battle), recover lost troops in a unit he is leading.

Character Advancement

Characters in MechWarrior 2nd edition earn Adventure Points (AP) for participating in a session of play. An average award is 3 APs per session.

Characters in MechWarrior 2nd edition also earn Skill Points (SP) for studying and practicing at skills. Each skill accrues SPs separately. Characters earn:

  • 1 SP for a skill roll of 2 or 12.
  • 1 or 2 SPs for general use of the skill during the play session.
  • A number of SPs equal to the LRN attribute for each month of use, study or practice, divided among the skills one is using. A year on Simpson Desert has 10 months.

Each Skill Level may be purchased in one of the following ways:

  • 10 SPs plus APs equal to the new Level.
  • 10 SPs times the new Skill Level, up to the character’s LRN.
  • APs equal to twice the new Level, up to the character’s LRN.
BattleTech, MechWarrior and all associated terms are copyright WKGames and none of the above is intended as a challenge to their copyright.
Last Modified on 03/22/04
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