Optional Melee Rules


There are a number of little things about the Mechwarrior melee combat system that kind of bug me. Now, I understand that melee is not as big a part of the game as it is in other game systems, but I do think it deserves a little bit more attention. With that in mind, I've devised a number of option or house rules for use in melee combat situations.


Melee Maneuvers

There are some options a fighter can take in close combat that, while more effective with training, do not require training to attempt. Any character with an unarmed skill, or even no unarmed skill at all, may attempt the following Special Maneuvers in combat.

Fumbles

Ranged Attack: A fumble on a ranged attack means that the weapon has misfired, failed to fire, etc. but will function normally on the next shot. On certain weapons, however, it indicates that the weapon has jammed and must be cleared before it can fire again.

Unarmed Attack: A fumble on an unarmed attack means that you have injured yourself or fallen during your attack.
Roll 1d6:
1,2,3 - Take 1 fatigue damage.
4,5,6 - If your opponent is actively defending, you have been knocked prone.

Armed Attack: A fumble with a weapon in hand indicates that you have lost your weapon, it has become damaged, you have injured yourself, or you have fallen during your attack.
Roll 1d6:
1,2 - You have dropped your weapon.
3,4 - If defending against a heavier weapon or a vibrobladed weapon, your weapon has broken. If attacking, you have successful hit yourself. Roll damage, taking at least 1 Fatigue.
5,6 - If your opponent is actively defending, you have been knocked prone.

Critical Hits

A critical hit against an unarmored body part is considered to have hit a vital area, nerve bundle or joint. The target must make a Knockdown check.

Initiative and Reach

The choice of weapon, actual distance, and space fought in can affect which fighter has the initiative in a melee. For the purposes of this section, a ranged weapon is only considered a ranged weapon if it is being fired. If a pistol is used to bludgeon, for example, it is considered a melee weapon. The weapons are listed in order from most preferred to least preferred. The combatant with the most preferred weapon gains a +2 modifier to his Initiative roll, relative to the other fighters engaged in melee.

Additionally, a combatant in melee adds his highest close combat skill to his initiative in place of his tactics skill. He may not add the tactics bonus conferred by a leader. The fighter is far more concerned with his single opponent than he is with the overall tactical situation.

Armored Melee

Punching armor is generally considered a bad thing. If a fighter makes an unarmed attack against an object with a Melee Armor Value, subtract the highest Melee Armor Value worn by the attacker from the Melee Armor Value of the area struck. It is assumed that the attacker will be intelligent enough to strike with his most armored body part, be it head, shoulder, fist or foot. If the result is 4+ the attacker has injured himself in the attack, taking 1 Fatigue damage.


That's all I can think of for now. Feedback and comments are welcome!


By Jeremey M. Davis


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