Xenos Rampant: Mechcommander EN

Have you been wanting to play with Mechs from Battletech but are put off by the detailed game system? Are you put off by the quality of the models? The former is solved by simple generic game systems like Xenos Rampant, the latter by 3D printing and new model releases.



Editorial

I'm not a hard-core Battletech fan, but I had an old Czech starter box at home, the Grey Death trilogy, and that got me into Mechcommander and Mechwarrior 2 and 4. Now that there's a Battletech renaissance, mechs are available both from Catalyst Games (in acceptable quality) and cheaply from 3D print with MW:O visuals, and with Xenos Rampant thrown in as excellent sandbox rules, why not give Battletech a try.

I'm not interested in playing Battletech rules for many reasons (and maybe even prejudice), and that includes Alpha Strike. And I'm not going to carefully study the entire Davion family tree. I don't need that to play. I just need it to look and behave like Mechwarrior/Mechcommander without the granularity that is a staple of boardgames. The Mechcommander in particular, which was a nice strategy, is what interests me the most as a player. That is, making it fast, fun, and full of mechs.

That's why we developed the environment to Xenos Rampant, named Mechcommander. We are not converting the detailed system of Battletech, we don't want to modify XR to be more like Battletech. But we're taking the mechs, taking some of the spice from Battletech and trying to fit them into the confines set by Xenos Rampant. Not the other way around.

This, of course, means many limitations. For example, the difference in weight categories, where we apply that heavier light mechs have increased squad size, so they shoot better than medium mechs without upgrades, on the other hand take into account that Heavy Infantry statblock has free shooting, meanwhile light mech you have to activate to shoot, which means heavy mech shoots better than light mech.

Same with Stabilised Weaponry. The XR rule allows for 2 points Mech to fire while moving, which Xenos Rampant does not allow. We are considering Stabilised Weaponry to represent (for lack of any other bonus) Clan mechs, which are better at moving and shooting than Inner Sphere mechs. But there is still the possibility to apply this rule across all mechs (for free, so as not to increase the point burden). Which in turn works against the spirit of the one activation = one action rules.

And similar problems are thrown at you everywhere. How to represent melee combat, how to represent weapons acting with heat? What about weapons that are both antiarmor with heat increase effect. And still fit the point value? What about weapon range?

We've answered some questions. Mechs fighting at close range (so that the Attack vs Defence stat is used) are shooting at close range. Thus, the Xenos Rules and Unit Upgrades modifying melee weapons in the XR rules are there to represent for example, the flamethrower (Mono-Molecular Blades Xeno Rules).

All of this works better if you imagine not the bravery of the Mechwarrior instead of Courage rule, but the ability of the mech to lead the fight before it is knocked out (Regeneration rule is thus a redirection of the emergency shutdown).

 The biggest struggle is with ranges, as mechs have a variety of weapons at different ranges, something that XR doesn't reflect and so we decided to work very loosely with it. And so Close Order Doctrine is for mechs equipped primarily for short range. You could use rule, saying that even units with a range less than 12" can shoot at extreme range, but then you have issues with the point difference.

This brings us back to the difference between clans and the inner sphere, because the XR doesn't work with that much detail. Yet, for example, extending the range of weapons for Clan mechs makes sense.

So if you want to do stats for your mech, use www.sarna.net, and adjust the mech's speed, armor, and equipment as you see fit according to unit statblocks.

As a reminder, any house rules must be agreed to by all players.

These rules are more intended to have mechs played as Single Model in infantry statblocks, but there is no problem applying the rules to entire lances of mechs, for infantry, aircraft, tanks and other armoured units. Use your imagination and all the possibilities of the rules with strength points (these apply not only that 1 model represents multiple strength points, but that multiple models represent one strength point.

Simply put, our goal is to modify and create homebrew rules for Xenos Rampant as little as possible.



Weight categories

We propose the following weight categories

Option 1

Light Mechs

20-25t Light Infantry

30-35t Light Infantry Increased Squad Size

Recon Infantry for specialised Recon Mechs

Medium Mechs

40-55t Heavy Infantry

Heavy Mechs

60-75t Heavy Infantry Increased Squad Size

Assault Mechs

80-95t Elite Infantry

100t Elite Infantry Super Heavy Armor

 

Option 2

20-30t Light Infantry

35-45t Light Infantry Increased Squad Size

50t-60t Heavy Infantry

65-75t Heavy Infantry Increased Squad Size

80-95t Elite Infantry

100t Elite Infantry Super Heavy Armor

Other units

The Berserk Infantry can represent mechs equipped primarily for close combat. Heavy Armour and Even Heavier Armour upgrades represent mechs in different weight categories

Support Infantry represents mechs designed primarily for fire support, such as the Catapult or Vulture. House Rule: Use upgrades from Berserk Infantry Heavy Armour and Even Heavier Armour to represent mechs by weight category.



House Rules

Elite Infantry

Adjust the base movement value of Elite Infantry to 5" and reduce the cost by 1 point. Except in very rare cases, a unit cannot gain Mobility or Xenos Rules: Slow

Reason for this is, that Assault Mechs has to be slower then heavy mechs, so it is not possible to use Slow rule.

Jump Jets

The game reprints the Skimmer rule in jets. With this, the mech can land in impassable terrain where it can no longer move except to jump away again.

Recon Infantry

Modify the wording of the Firefight rule as follows: if the rules allow a unit to react with the Firefight mechanic, that unit has three options:

  • Firefight: Standard use of the Firefight mechanic.
  • Dodge: The unit moves ½ its movement to the nearest cover and must always move to increase its distance from the unit that initiated the Firefight. The unit does not fire
  • Combat Retreat: apply the Skirmish rule (with activation rule), however the movement must be made towards the nearest cover and must always increase its distance from the unit that initiated the Firefight. 

Fearsome

The Fearsome rule also applies to shooting attacks within 12".


Shooting to the back

Units in Xenos Rampant fight in a loose formation, so they have neither flanks nor rear and can see 360° to the right. However, if you want to help the light mechs a bit and also simplify the destruction of 100t giants, apply that, when firing from the rear, the armor is reduced by 1. Define how you will deal with firing from the rear with the opponent before the game starts.

We recommend that you define the back as a 45° or 60° cone defined by the position of the back of the torso of the mech (where possible). Thus, use this rule to rotate the torso to define the position of it.

The Firefight rule is only triggered after the attacker has been shot. Thus, the activated model moves behind targeted mech, fire with a -1 penalty shot at the target's armor, and then the Firefight rule will be triggered. The player of the targeted mech may move the torso of the mech at any time during the Firefight rule. Since mechs shoot and move in 360°, the actual shooting is not affected by the torso rotation (and real LOS).

 

Fire support mechs

A number of mechs are equipped for both firefights and long-range weapons capable of indirect fire. Heavy and Assault mechs armed with at least 30 LRM launchers may use the Artillery and Indirect upgrades reserved for Support Infantry, and may also use the Spotter rule, but at a cost of 2 points.

However, be careful with this house rule, long ranges can ruin the balance of the game.


Long range

Some mechs are equipped with extra long range weapons and advanced targeting systems (ER PPC,ER Laser, Gaus Rifle, but not ER Flamer). Use the Artillery rule for such mechs, but again use this rule with care, long ranges can ruin the balance of the game.


What's what in Xeno Rules

Cloaking Device - Mechs equipped with electronic warfare devices

Combat Medic - Mechs equipped with electronic warfare devices

Fearsome - Can represent a mecha piloted by a known mechwarrior, or mechs of known units such as the Saurimat Commando

Force Field - Mechs equipped with electronic warfare devices

Infiltrators - Lightweight mechs, or mechs with zero heat or electronic signature (like I think off)

Mono-Molecular Blades - Flamethrowers, or maybe SRM6

Regeneration - Redirecting the system before an emergency shutdown, or the Mechwarriot's ability to properly work with systems.

Skimmer - Jump Jets - see House Rules

Slow - Mechs that are significantly slower in their weight class, such as the Crusader. House Rule: Cannot be applied to Elite Infantry.

Special Insertion - Battletech's history offers plenty of opportunities to get similar mechs onto the battlefield, such as light mechs that move off the table, etc.

Stabilized Weaponry - This rule is applied to highlight the design possibilities of Clan mechs. House Rule: Shooting on the move belongs to Battletech. Apply this Xeno Rule to all mechs for 0 points. Suggest how to differentiate between Clan and IS mechs.

 

What's what between upgrades

Armor Piercing - PPC , AC 10/20 and other piercing weapons

Heavy Weapons - Gauss Rifle, Large Lasers or LB-X and other weapons that deal massive damage

Close Quarters Doctrine - the mech is equipped primarily with short range weapons or targeting restrictions

Guerrilas - can represent the capabilities of small mechs, exploiting terrain irregularities for cover, or active electronic warfare devices

Mobile - mechs with speeds over 120km/h, or faster mechs in their category

Undisciplined - mechs that have heat management issues (such as the Crusader) , or mechs equipped with heat-boosting weapons such as PPCs, half-cannons and heavy lasers.

Assault Doctrine - specialized mechs for close combat, such as the Crusader

Indirect Fire - mechs that use weapons that conduct indirect fire

Artillery - Mechs armed with more than the normal amount of SRMs and LRMs in their weight class.

 

Wargaming ASP Dalibor and Jindřich Zeman

Photos and painting: Ales Gregorek

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