CincyBattletech

Campaigns (all) => Have `Mech, Will Travel: The Next Generation => Topic started by: Darrian Wolffe on June 27, 2022, 01:19:21 PM

Title: Have `Mech, Will Travel Rules, version 5
Post by: Darrian Wolffe on June 27, 2022, 01:19:21 PM
Version 5 ruleset:  https://www.mediafire.com/file/4i6edxnqwhfbc9d/HM+WT+Rules+v5.pdf/file (https://www.mediafire.com/file/4i6edxnqwhfbc9d/HM+WT+Rules+v5.pdf/file)

Changelog:
-Corrected the download link for the lifepaths during character creation: DOWNLOAD THE NEW FILE BEFORE CHARACTER CREATION; it has options the old file didn't
-Reduced "free" skill points during character creation; non-G/P skills rated higher than +2 are going to be RARE to exit character creation with.
-Gave skill point bonuses to affiliations which don't have fully-realized lifepaths
-All PCs are guaranteed to be 3/4 coming out of character creation and a significant slowdown in base G/P skill improvement
-Starting wingmen will suck less
-Major Injuries are easier to get so we actually use them in play
-Rearranging SPAs in XP categories based on proven game utility, not what CGL published
-Removed lots of pre-requisites for SPAs that were annoying
-Added several SPAs, including Iron Man, Human TRO, and Gunnery Specialization
-Addition of OPFOR MVP XP awards
-Lance personnel caps are added (you only can get so many Techs/Docs/Wingmen)
-Adjusted XP math to bring characters in line with MW3e's intent
-Lance stables will be reduced to 6 Mechs and 2 "salvage slots" used solely for picking up salvage
-Lance warehouses will include a "soft cap" maximum tonnage
-Clarified Refits changing multiple items in 1 location
-Only 1 Quirk can be gained or lost during a single refit
-Support units will be significantly reduced
-Company Commanders will be responsible for repairs on attached company-level conventional assets (max of 4 vees and 16 battle armor)
-Each lance may support its own paint scheme, which may not be "bare metal" or "primer grey".
Title: Re: Have `Mech, Will Travel Rules, version 5
Post by: Hat on June 27, 2022, 01:53:08 PM
Rob: when we discussed bonus free skill points for affiliations outside of FS, LC, CC and St.I, it had been done under the assumption that the others didn't have comparable enhanced academy and ToD options.  The 315 page lifepath generation has them.  If you still want to give the extra free points to FWL and DC, your call, but wanted to mention it.

Also, as a nitpick, the intro section states the campaign starts May 1, 3044.  If you happen to be making other changes to the doc great, if not, not a big deal.
Title: Re: Have `Mech, Will Travel Rules, version 5
Post by: Darrian Wolffe on June 27, 2022, 02:16:19 PM
OK, problem solved.  Continue making characters.

There should be no issues to resolve.  If you have already started a character, continue using the same documents that you were using.  The affiliation enhancement rules in the v5 rules doc specify that if you're from those affiliations AND you're rolling on 2d6 tables, then add the free points.  That is correct and if you've rolled on 2d6 tables in Stages 3 and 4, you should add those points. 

If you don't roll on 2d6 tables, then you don't add the points, even if you're from that affiliation.  Simple.

If you've already posted a character, then you're using that character. Even if you wanted the options in the new document. 
Title: Re: Have `Mech, Will Travel Rules, version 5
Post by: Darrian Wolffe on June 27, 2022, 02:29:47 PM
Oh, hey, if it wasn't clear, you don't have to use the same Lance name/moniker.  These aren't the same lances, and your original lances still exist (in theory) wherever they're currently based. Probably as Kato's expanded personal guard on an extremely long-term retainer, similar to Chandy Kurita keeping the 17th Recon Regt (Camacho's Caballeros) as pets.
Title: Re: Have `Mech, Will Travel Rules, version 5
Post by: Darrian Wolffe on June 29, 2022, 04:13:20 PM
Effective immediately, you may bring across a small number of parts from your previous warehouse, subject to the following limitations:

-up to 10 tons of armor, maximum, of one single type, which counts as its own item separate in all ways from the below restrictions.
-up to 20 tons of spare parts, all of which MUST be spare parts that are found on your transferred Mech**
-no more than 2 of any single item, except for heat sinks (any type) which are limited to a total of 10
-No more than 30 total items may be transferred (this is to limit the number of items which do not require tonnage commitments, like actuators and spare locations).

**Example: Fury Lance had a Thunderbolt transferred in.  I could not transfer a 75-ton left torso section, because that it not an item compatible with the transferred Mech.  I also could not transfer a large pulse laser, because the Thunderbolt did not mount a large pulse laser when it was transferred.
Title: Re: Have `Mech, Will Travel Rules, version 5
Post by: Hat on July 18, 2022, 10:26:40 AM
Effective immediately, you may bring across a small number of parts from your previous warehouse, subject to the following limitations:

-up to 10 tons of armor, maximum, of one single type, which counts as its own item separate in all ways from the below restrictions.
-up to 20 tons of spare parts, all of which MUST be spare parts that are found on your transferred Mech**
-no more than 2 of any single item, except for heat sinks (any type) which are limited to a total of 10
-No more than 30 total items may be transferred (this is to limit the number of items which do not require tonnage commitments, like actuators and spare locations).

**Example: Fury Lance had a Thunderbolt transferred in.  I could not transfer a 75-ton left torso section, because that it not an item compatible with the transferred Mech.  I also could not transfer a large pulse laser, because the Thunderbolt did not mount a large pulse laser when it was transferred.

Rob, I was chatting with someone today and we had different understandings of the "no more than 2 of any single item" bullet item.  I thought it was a clarification on the "20T of spare parts" bullet above it, and they interpreted it as being able to bring over 2 of any single item on top of the 20T, then still capped by the 30 total items in the bullet below it.  Can you confirm which interpretation is correct?  Thanks.
Title: Re: Have `Mech, Will Travel Rules, version 5
Post by: Darrian Wolffe on July 19, 2022, 02:10:22 PM
Effective immediately, you may bring across a small number of parts from your previous warehouse, subject to the following limitations:

-up to 10 tons of armor, maximum, of one single type, which counts as its own item separate in all ways from the below restrictions.
-up to 20 tons of spare parts, all of which MUST be spare parts that are found on your transferred Mech**
-no more than 2 of any single item, except for heat sinks (any type) which are limited to a total of 10
-No more than 30 total items may be transferred (this is to limit the number of items which do not require tonnage commitments, like actuators and spare locations).

Rob, I was chatting with someone today and we had different understandings of the "no more than 2 of any single item" bullet item.  I thought it was a clarification on the "20T of spare parts" bullet above it, and they interpreted it as being able to bring over 2 of any single item on top of the 20T, then still capped by the 30 total items in the bullet below it.  Can you confirm which interpretation is correct?  Thanks.

All three are simultaneous requirements.

-You can have 2 PPCs.  This takes 14 tons and 2 of your item slots.
-You cannot have a 3rd PPC, as it would be over the 20 ton limit.
-In addition to your 2 PPCs (14 tons), you could bring 1 medium pulse laser (2 tons) and 1 Clan ERLL (4 tons).  That is 20 total tons of equipment.
-In addition to the PPCs and lasers, you could then bring 2 each of RT (70 ton), LT (70 ton), RA (70 ton), LA (70 ton), RL (70 ton), LL (70 ton), and Head internal sections, as they have no tonnage cost.  This is 14 more items, bringing the running total to 18 items.
-In addition to the above, you could bring 2 each of Hand (70 ton), Lower Arm (70 ton), Upper Arm (70 ton), Foot (70 ton), Lower Leg (70 ton), and Upper Leg (70 ton) Actuators, as they have no tonnage cost.  This is 12 more items.  You could not also bring a Life Support module, as while it has no tonnage cost, it would take you over the 30-item limit.  You could also not bring a "Repair Part" (ie, Schrodinger's Part), as while it has no tonnage cost, it is still a single "item" that takes you over the 30-item limit.
Title: Re: Have `Mech, Will Travel Rules, version 5
Post by: Timberwolfd on August 08, 2022, 09:48:54 PM
Saltier's ghost throws in a random comment that may not be relevant (yet):

Clarification for OmniMech transfers: Do pod mounted weapons count as "spare parts" for an Omni?
Title: Re: Have `Mech, Will Travel Rules, version 5
Post by: ItsTehPope on August 09, 2022, 01:03:49 AM
Saltier's ghost throws in a random comment that may not be relevant (yet):

Clarification for OmniMech transfers: Do pod mounted weapons count as "spare parts" for an Omni?

Get that wrench out of my turkina you damned ghost.
Title: Re: Have `Mech, Will Travel Rules, version 5
Post by: Hat on August 09, 2022, 08:37:16 AM
Saltier's ghost throws in a random comment that may not be relevant (yet):

Clarification for OmniMech transfers: Do pod mounted weapons count as "spare parts" for an Omni?

As I understand it and the way I've updated the warehouse template is that weapons that are podded to go onto an omni-mech are stored in the warehouse when not actively deployed (i.e. part of the omni's current configuration).  They're tracked separately because they've been converted to pod ready and would need to be converted back to be put in a non-omni mech.  Not counting podded weapons as part of the warehouse when not in use would be a huge loophole to the 225T max warehouse limit each lance operates under.
Title: Re: Have `Mech, Will Travel Rules, version 5
Post by: Timberwolfd on August 12, 2022, 05:55:35 PM
Saltier's ghost throws in a random comment that may not be relevant (yet):

Clarification for OmniMech transfers: Do pod mounted weapons count as "spare parts" for an Omni?

As I understand it and the way I've updated the warehouse template is that weapons that are podded to go onto an omni-mech are stored in the warehouse when not actively deployed (i.e. part of the omni's current configuration).  They're tracked separately because they've been converted to pod ready and would need to be converted back to be put in a non-omni mech.  Not counting podded weapons as part of the warehouse when not in use would be a huge loophole to the 225T max warehouse limit each lance operates under.
There are two tracks to consider.
1. Pod mounted hands, lower arm actuators, etc. that should be a no-brainer for inclusion as spare parts, but are not mounted in canon configs. As an example, hand actuators for a Timber Wolf could be argued as spare parts, or argued against since no canon config mounts hands.
2. The pod mounted issue isn't about warehouse space/tonnage. It is about access.
Quote
-up to 20 tons of spare parts, all of which MUST be spare parts that are found on your transferred Mech**
Do all pod mountable equipment qualify for an OmniMech? For example, a Timber Wolf D only mounts cER PPCs, cSSRM-6s and a cER SLAS. Do only those weapons count for "spare parts" or can a pod mounted plasma cannon be considered a "spare part"?
Title: Re: Have `Mech, Will Travel Rules, version 5
Post by: Darrian Wolffe on August 13, 2022, 08:45:35 AM
Do all pod mountable equipment qualify for an OmniMech? For example, a Timber Wolf D only mounts cER PPCs, cSSRM-6s and a cER SLAS. Do only those weapons count for "spare parts" or can a pod mounted plasma cannon be considered a "spare part"?

Oh, I see the disconnect here. 

Does your T-wolf D have cER PPCs, cSSRM-6s and a cER SLAS, currently mounted to it when the campaign switch-over happened?  Then the cER PPCs, cSSRM-6s and  cER SLASs are valid spare parts.  Did you fuck around with its loadout and put on cERLLs and a couple of cERMLs in the place of the PPCs, and that was the current configuration when the campaign switch-over happened?  Then your valid spare parts list would instead be cERLLs, cERMLs, cSSRM-6s, and cER SLASs.  In neither case would a cUAC/10 be a valid spare part for that machine.

The spare parts list was about being able to support and repair your transferred Mech to the specific configuration it was in when the campaign switch-over happened.  That was all it ever was, and that is consistent with the way other BattleTech products (particularly the RPG books where those can be "quest rewards") handle "spare parts for your Mech".
Title: Re: Have `Mech, Will Travel Rules, version 5
Post by: Timberwolfd on August 13, 2022, 01:42:51 PM
I didn't expect it to be a big issue, more of a bit of potential ambiguity that might be worth clarifying in the next round of revisions.

Live long and prosper.
Title: Re: Have `Mech, Will Travel Rules, version 5
Post by: Hat on September 02, 2022, 02:13:59 PM
Copied from the rules thread to make it easy to find:

1. Scrapping a damaged limb/component - Mod: N/A, Time: 0 (per previous question thread)
Modifier: n/a
Time: n/a*.  Removing a destroyed component or location doesn't require time or a roll.  For example, a medium laser or hand actuator which takes a critical hit can simply be outright replaced (at the normal modifiers/time) and don't have to be removed prior to installing a new one.  I feel the need to point out that hips and shoulders are the exception here, requiring *removal* of all intact components in the limb as per the normal rules, and installing a totally new limb.  Note that you CAN scrap a limb without removing components, with the caveat that it'll scrap all the components, too. Scrapping the intact left arm of a Wasp 1A?  You'll also lose the armor, and the upper arm, lower arm, and hand actuators.


2. Attaching a new limb after carefully removing/scrapping an old one - Mod: ?, Time: ? (blown off limb would seem harder and it's a +2, 180 minutes)
As it's not listed elsewhere on the Master Repair Table, it would quality as replacing Miscellaneous Equipment.
Modifier: +1
Time: 120.


3. Removing a head or side torso - Mod: ?, Time: ? (breaking down a mech for parts may certainly have intact pieces that can be removed)
As it's not listed elsewhere on the Master Repair Table, it would quality as replacing Miscellaneous Equipment.
Modifier: +1
Time: 120.  *However, you have to remove EVERYTHING removable on the old location before removing it.  Taking off the left arm of a Wasp 1A?  Remove the armor, and the upper arm, lower arm, and hand actuators.


4. Attaching a side torso or head after a previous one carefully removed - Mod: ?, Time: ? (not sure if this counts as "destroyed" location for torso, or "blown off" for head)
As it's not listed elsewhere on the Master Repair Table, it would quality as replacing Miscellaneous Equipment.
Modifier: +1
Time: 120.  *Attaching a new location only gets you the location, not the components in that location (as a corollary to the requirement above that everything attached to the location has to be removed prior to removing the location itself). Attaching the left arm of a Wasp 1A?  You've just installed the internal structure and shoulder actuator; you will subsequently have to install the armor, and the upper arm, lower arm, and hand actuators.
Title: Re: Have `Mech, Will Travel Rules, version 5
Post by: Black Omega on September 03, 2022, 06:22:02 PM
Found change not previously mentioned on pg 45.  Reinforcement lance turn arrival formula is now 12-slowest mech walk-strategy-jump [not avg lance walk].
Title: Re: Have `Mech, Will Travel Rules, version 5
Post by: Darrian Wolffe on October 14, 2022, 06:19:15 PM
This isn't a rule change, but I'm putting this here for easier reference:

Repairing a DropShip uses the base Skill rating of the crew as the technical TN.  Elite: 5+.  Veteran: 6+.  Regular 7+.  Crews can work 40 hours/week in addition to other required duty.

Use one of:
On plantetary surface: -1
Pressurized repair yard: -5
Unpressurized repair yard: -3

Use one of:
Rush job (normal mods)
Extra time (normal mods)

Aerospace-specific component modifiers start on page 183 of Campaign Ops.
Title: Re: Have `Mech, Will Travel Rules, version 5
Post by: Darrian Wolffe on December 11, 2022, 07:44:58 AM
ERRATA

page 22 of the rules packet is amended to the following:

Quote
ADMINISTRATORS
There are 4 types of Administrators dealt with by the Unit CO. Any number of Administrators may be hired, limited only by the Unit CO's Administration Skill (see Skill Summary Chart on pg5). Each of the Administrator types has a distinct and following game effect:

Command. After being assigned to a Battlefield Role at the beginning of a contract, a Veteran or Elite-rated Command
Admin will give +1 Battlefield Initiative Bonus to missions with assigned units in that Role (Scout, Fight, etc). This can
partially offset the initiative penalty suffered for having hired too many Administrators.

Human Resources. After being assigned to a Lance for at least 1 month, a Veteran or Elite-rated Logistics Admin will give
that lance will get to add 30 minutes to the number of Technical man-hours available for repair/refit duties per Tech, per
Day.

Logistics. After being assigned to a Lance for at least 1 month, a Veteran or Elite-rated Logistics Admin will give that
lance a -1 bonus to all IntroTech equipment availability TNs.
After the year 3055, this modifier is changed to: Veteran & Elite give -1 bonus to all IntroTech equipment
availability, Elite gives a -1 bonus to TW-tech equipment availability.
After the year 3060, this modifier is changed to: Veteran & Elite give -1 bonus to all IntroTech and TW-tech
equipment availability, Elite gives a -1 bonus to Clan-tech equipment availability.

Transport. A Veteran or Elite-rated Transport Admin has a chance to increase the Transportation Percentage covered
under an offered contract. This is handled internally by MekHQ.


Additionally, page 23 is amended as per the following:

Quote
UNIT-LEVEL ASSETS
The Unit may maintain a certain number of non-BattleMech assets to aid its job in warfighting and other duties.  While the number of BattleMech Lances is soft-capped by the higher of either of the Unit CO's Administration or Bureaucracy scores* (see Skill Summary Chart on pg5), the number of non-BattleMech forces is hard-capped to ensure that the focus of the game remains on BattleMech forces.  The specific composition of these assets is to the Unit CO and Unit members, but assets will remain permanently capped in number so as to make manageable the burden of running the Unit for the CO player.

*if the Unit CO doesn’t have a sufficient Administration Skill Rating to allow the number of lances actually present (see Skill Summary Use Chart on pg5), the CO’s deficiency will impart a -3 initiative penalty on the battlefield during all non-Solo games.
Title: Re: Have `Mech, Will Travel Rules, version 5
Post by: ItsTehPope on January 24, 2023, 09:35:47 PM
Requesting clarification on Negative Quirk/Obsolete.

example - the Rampage has the quirk Obsolete in 2780.  Per current rules in Campaign Operations (P231, Corrected Third Printing) for every 15 years after a unit is marked Obsolete any rolls to repair/replace equipment suffers a +1 to the base TN, up to a maximum of a +5 penalty.

Using this rule as currently stated, as I cannot locate an overriding rule in HMWT5 - assuming the Fight role, a Regular Tech is expected to make armor repairs on a final TN of 11 (Base TN7 -1 ARM +1 Field Workshop +5 Obsolete) before time modifiers.

This feels excessive.
Title: Re: Have `Mech, Will Travel Rules, version 5
Post by: ItsTehPope on January 24, 2023, 10:56:43 PM
Also requesting clarification on the multipliers involved for Obsolete, Bad Reputation and the base resale value.  Pretty sure I know the end result but... we'll see.
Title: Re: Have `Mech, Will Travel Rules, version 5
Post by: Darrian Wolffe on January 29, 2023, 09:45:17 AM
Yeah, OK.  That's stupid. 

The Obsolete Quirk is under review.  If you have a Mech with Obsolete, until I post something different, assume the following:
1) Internal structure repair/replacement is going to have a LARGE modifier.  Assume a +3 (on top of whatever else) until I say otherwise.
2) Other components do not have a modifier, because armor is agnostic to the Mech, and so forth (the Rampages armor never actually goes out of production, why the hell does it incur a modifier to replace?)
3) See the GM to talk about your Obsolete Mech.

A full rule revision will be published at some point in the future.
Title: Re: Have `Mech, Will Travel Rules, version 5
Post by: Ice on January 29, 2023, 10:33:47 AM
Ok so for ease of reference alternate ammunition types they are available the year of in Affiliation and the following year widespread. There will be ammo types that are prohibited such as tandem srm and augmented thunder LRM ammo. Ask before you buy as it will save you headache later.
Title: Re: Have `Mech, Will Travel Rules, version 5
Post by: ItsTehPope on February 05, 2023, 02:29:11 PM
GM question.  When purchasing a AGOAC part, such as an SRM4 or an actuator, does paying the premium for it being an omnipod automatically bring it to a TW level thus modifying the TN for purchase?
Title: Re: Have `Mech, Will Travel Rules, version 5
Post by: Darrian Wolffe on February 06, 2023, 07:51:03 AM
GM question.  When purchasing a AGOAC part, such as an SRM4 or an actuator, does paying the premium for it being an omnipod automatically bring it to a TW level thus modifying the TN for purchase?

Yes, any component which is Omnipod capable is automatically a TW-level part. That's been official since they were Level 1 and Level 2 rules.
Title: Re: Have `Mech, Will Travel Rules, version 5
Post by: deadlyfire2345 on February 10, 2023, 12:06:14 PM
Since it appears that the clan tech knowledge skill is becoming more common, would it be possible to add as an SPA purchase limited only to techs?
Title: Re: Have `Mech, Will Travel Rules, version 5
Post by: Darrian Wolffe on February 19, 2023, 10:49:19 AM
OK, I thought I had this in the rules, but it isn't there.  So in the event of a Lance Leader retirement, you can either create a new PC using the standard Lance Leader Creation rules, OR you can promote your XO to the Lance Leader slot.  However, the rules for the latter aren't in the document.  So here they are:

....................

Alternatively, you may choose to promote your Lance XO (and only your XO) into the Lance Leader slot.  For the remainder of the contract, the new Lance Leader must operate on whatever skills they have available to them without modification.  Following the current contract, the new Lance Leader will receive a small number of points to flesh out their skills into a full character, representing their extremely intensive "on the job" training and blossoming into their current role.  The new Lance Leader - upon completion of the contract - will receive 6+1d3 points which may be directly added to any or all of the following Skills:  Administration, Bureaucracy, Leadership, Negotiation, Scrounge, Strategy, Tactics

Using these points, no skill may be improved by more than 2 points, no skill may be improved to greater than a +3 rating, and no more than one total skill may be improved to a +3 rating.  Thusly, A character who started with a +1 Tactics may spend 2 points to improve Tactics to +3, but may not also improve their +2 Scrounge skill to a +3.  A character who started without a Strategy score at all may spend 2 points to improve their Strategy score to a +2 rating, but no higher.  If points cannot be spent because the above limitations make the expenditure impossible, excess points are lost.

EDIT: Yes you still get the SPA XP and other stuff from the rules packet.

....................

Since it appears that the clan tech knowledge skill is becoming more common, would it be possible to add as an SPA purchase limited only to techs?

No. 
Title: Re: Have `Mech, Will Travel Rules, version 5
Post by: Black Omega on February 19, 2023, 12:33:19 PM
1] What about attributes for promoted XO?
2] Also, Could you explain why the difference from rules in "Lance Leader Death" on page 21 of rulebook?
Thanks
Title: Re: Have `Mech, Will Travel Rules, version 5
Post by: deadlyfire2345 on February 19, 2023, 02:21:18 PM
Could we add a subsection to parts that shows which advanced gear is considered TW standard and the allowed advance tech at this time.
Title: Re: Have `Mech, Will Travel Rules, version 5
Post by: Darrian Wolffe on February 19, 2023, 03:37:46 PM
Could we add a subsection to parts that shows which advanced gear is considered TW standard and the allowed advance tech at this time.

I am STILL trying to find the goddamn chart that gives that information. I've been looking for literal weeks, plural.

1] What about attributes for promoted XO?
2] Also, Could you explain why the difference from rules in "Lance Leader Death" on page 21 of rulebook?
Thanks

1) All non-EDG, non-SOC attributes are set to 4, and you have 8 points to buy them up.  EDG attribute is the minimum required to justify the wingman's existing EDG score.  SOC is set to 1.
2) This was intended to replace that section; ignore the page 21 text.
Title: Re: Have `Mech, Will Travel Rules, version 5
Post by: deadlyfire2345 on April 06, 2023, 11:43:39 AM
For those that were wondering why certain skills were 1 higher than they should have been, (I.E. Veteran tech showing it to be +5 rather than +6) its due to some errata changes when .48 was released.
Showed that some of the technical/admin skills were set at a base 9. So for now, any pilot, tech, admin, etc that has any administrative or technical skill(s), treat it as being 1 worse (base 10.)
Title: Re: Have `Mech, Will Travel Rules, version 5
Post by: Darrian Wolffe on April 12, 2023, 08:14:20 AM
Replacing Non-tracked Personnel casualties

Add to "Force Tracking (Unit Commander)", page 25

A few personnel types are not tracked on an individual basis by AtB and the Marketplace system.  These personnel include: infantry, Battle Armor infantry, DropShip and JumpShip crews.  This is not intended as an exhaustive or exclusive list.  For each personnel casualty suffered on the battlefield (an infantry box marked off, a Battle Armor soldier who takes their last point of damage), roll 1d6.  On a 1-3, the person is killed in action.  On a 4-6, the person is wounded and returns to duty in 28 days (4 weeks) from the date of the injury.  A person can be assigned to a Unit-level Doctor to reduce this time to 14 days (2 weeks); each Unit-level doctor can provide care for 10 non-tracked personnel, but cannot simultaneously care for tracked and non-tracked personnel types.

If a non-tracked person is killed, they can be replaced by the Unit CO.  No roll is required; the person is automatically replaced once the Unit CO spends the required time and money.  Each non-tracked person requires a replacement cost of 10,000 CBills to the unit, and is replaced 21 days after the money is paid (this time is representative of their being trained into the unit and adopting the required standards required).  Obviously, the suit of Battle Armor would have to be replaced as well, at normal list price.

Finally, note that element commanders (platoon leaders, etc) are in fact tracked by AtB and are not covered by these rules.  The element commander is ALWAYS the last casualty taken, and if they are eliminated on the battlefield no d6 roll for "wounding" is made; the entire element is considered destroyed and is removed permanently from the campaign.  Replacing the unit requires a new element commander to be hired from the Marketplace.

Title: Re: Have `Mech, Will Travel Rules, version 5
Post by: deadlyfire2345 on April 23, 2023, 02:45:34 PM
I would like to request restrictions on how Company C3 can be played out.
1. Company structure should have the BV % scaled based on number of lances connected, including tank units (despite only 5 tanks having either C3 system currently installed)
2. CO, XO, and company officers can be the only ones to set up the system.
3. Reinforcements cannot enter primary units band, nor the band of other reinforcement lances.


Looking through the recent ruleset, refitting omni mechs is still not in the actual document so pulled from first campaign p27 on questions thread per Rob


"As per pg 27 of the rules, swapping OmniPod stuff around is a always a Class A refit, with an equipment modifier of -4 and with a base time of 30 minutes per item.

So swapping an cERPPC for a cLPL would look like this:

OmniPod Swap.  Base time, 30 minutes.  TN modifier -4
Class A refit.  Time multiplier: x2  TN modifier +2

Total time, 60 minutes
TN: -2, not counting time modifiers and location modifiers


Screwing around with NON-OmniPodded stuff (with a sole exception, outlined on pg 30 of the HM,WT rules) always means that you permanently lose OmniMech status.  Hard-mounted stuff is hard-mounted.

Converting non-Omni equipment to Omni-capable equipment is also on page 30 (this is in there at least)."
Title: Re: Have `Mech, Will Travel Rules, version 5
Post by: Darrian Wolffe on June 20, 2023, 06:39:58 PM
OK, C3 deployment rules.

First, COMPANY denotes the in-game organizational company we use.  Alpha, Baker, etc.  Company denotes a group of 12 Mechs connected to a C3 network with 2 Master units. 

1) Mechs within the same COMPANY may connect to a Company-level network formed by their own COMPANY freely.  If Alpha COMPANY has a Company-level C3 network, and Lance 1 and Lance 2 are in the game, they may be connected freely.  If a C3-active Lance 3 enters the game late for some reason, they may still be considered connected to the Company C3 network the moment they step on the board.

2) Mechs from different COMPANIES may not be part of the same Company C3 network, with the exception noted below.
2a) Mechs from different COMPANIES may be part of a Company C3 network *if and only if* they both deploy as reinforcements, AND they enter the board on the same turn.  (Remember that Lances can choose to delay their reinforcement entrance time; your entrance turn is the minimum).  All other normal Company-level C3 rules apply to this, so one of the entering Mech must mount dual Master Computers (1 for their lance, and 1 for the expanded network).

Rule 2a Example:  Alpha Company, Lance 2, and Charlie Company, Lance 3, are reinforcements.  Both Alpha and Charlie normally have a COMPANY level network active, so all Mechs are C3-compatible, and Lance 2 has a dual-Master Mech.  Lance 2 deploys on Turn 3, and Lance 3 deploys on Turn 5.  These two lances may connect into a Company-level network if Lance 2 is willing to delay its entry until Lance 3 enters the board on Turn 5, otherwise they may not form a Company-level network, as they are from different COMPANIES of the unit.  Regardless of when they enter the board, the C3 network in each individual lance may still be active within that Lance as long as the normal BV premium is accounted for.


Looking through the recent ruleset, refitting omni mechs is still not in the actual document

Goddammit.
Title: Re: Have `Mech, Will Travel Rules, version 5
Post by: Darrian Wolffe on June 20, 2023, 11:17:15 PM
C3 Systems and Unit Building

There is no good, scalable way to ensure that C3 is balanced on a basis where each individual Mech/Tank/Catgirl has a different BV2 based on whether or not it has C3 active.  So, effective at the end of FLINT, we will use the following system for Lance Construction in regards to C3.

A Lance is either C3 active, or it is not. There is no middle ground. If it is C3 active, then any number of its deployed Mechs may have an active and connected C3 system (following all normal C3 rules).  A Lance with one C3 Master Mech and one C3 Slave Mech, with those C3 systems active on the battlefield, counts as being "C3 active".  So does a Lance with one C3 Master and three C3 Slaves active.  So would a lance with four active C3i systems.  Note that if you do not have an active C3 system during a scenario, you do not qualify as being C3-active (ie, if you turn the C3 systems off).  A Lance may not change its C3 status during a scenario.

A C3 active Lance functions exactly as normal Lance, except that its total BV2 cap for deployment is 5% lower, rounded to the nearest 5 or 0.  At the time of this writing, the BV2 cap is 7,500 BV2.  Therefore a C3-active Lance would have an effective BV cap of 7,125 (5% of 7,500 being 375).  USE ONLY THE UNIT'S BASE BV2 NUMBER TO FIGURE YOUR TOTAL LANCE BV, do not use the "C3-active" BV2 amount; the C3 premium is paid by virtue of a lower total BV cap, instead of making each unit individually more expensive.

*Mathematically, the current-rules 5% surcharge on each C3-active Mech in a lance means that you have an effective 20% surcharge on your Lance's BV if you deploy 4 C3-active Mechs.  Or put another way, it would drop the lance cap down to 6,000 BV2. These rules are functionally applying a single 5% surcharge on the ENTIRE Lance, and are doing so in a way that's easier to track, rather than worrying about the BV2 of lots of individual machines.


Company-level C3
Lances from the same organizational company may combine to form a company-level C3 network freely, as described above in "C3 Deployment Rules".  The unit with the second C3 Master Computer that enables a company-level setup MUST be found in either the Company CO, or Company XO's, Lance.

For the sake of clarity, C3i systems may not (and indeed, cannot) be used on the company level, nor interface in any way with a normal C3 system.  If Lances 1 and 2 in Able Company have normal C3 networks, Lance 1 contains a duel C3 Master unit, and Lance 3 has 4 Mechs with C3i, then Lances 1 and 2 may form a company-level network, but Lance 3 may not join in and operates as its own C3i-networked unit.

There is no additional BV effect for setting up a Company-level network.  As long as each lance abides by the lower BV2 deployment cap, everything is fine.

C3 and Non-Mech Supporting Units
Non-Mech units with C3 may form a C3 network independently, but may not join a Company-level network.  If Delta Company has a 4-tank, legal, C3 network, and Delta Company only has Lances 1 and 2 who have 4-Mech, legal, C3 networks, the tank unit may not join the Mechs in a Company-level network, even though there is space in the network for them to participate.  This is a GM call purely to reduce the possibility of friction between members of a Company, and to ensure that Company Commander Solo Missions which allow for vehicle deployment are not completely trivialized.
Title: Re: Have `Mech, Will Travel Rules, version 5
Post by: Darrian Wolffe on July 20, 2023, 08:36:40 AM
Yeah, OK.  That's stupid. 

The Obsolete Quirk is under review.  If you have a Mech with Obsolete, until I post something different, assume the following:
1) Internal structure repair/replacement is going to have a LARGE modifier.  Assume a +3 (on top of whatever else) until I say otherwise.
2) Other components do not have a modifier, because armor is agnostic to the Mech, and so forth (the Rampages armor never actually goes out of production, why the hell does it incur a modifier to replace?)
3) See the GM to talk about your Obsolete Mech.

A full rule revision will be published at some point in the future.

HEY GUESS WHAT?!  IT"S THE FUTURE!

"A unit with the Obsolete Quirk cannot have any variants in active production, and must note the year in which its production ceased as part of the Quirk.  After that, the unit will become hard to maintain, and its resale price will drop.  To reflect this, for every full 100 years after production of an obsolete unit ceased, any rolls to repair or replace equipment on the unit will suffer a +1 TN increase, to a maximum of +2.  For every full 25 years after production of an obsolete unit ceased, any rolls to locate replacement parts for the unit will suffer a +1 TN increase, to a maximum of +3.  Alternatively, a Tech can also attempt to hand-modify existing actuators, head components and weapons to fit the obsolete unit: assume that the Tech is replacing the part as per normal, but must also include the "Must Fabricate Components" Parts-based Modifier from the Master Repair Table.  Engines, gyros, internal locations cannot be modified in this manner - they must be purchased as replacement parts with the above time-based modifier.  Armor is always considered to be available and never requires penalties to located and purchase. Finally, for every full 20 years after production of an obsolete unit ceased, the final resale cost of an obsolete Mech will decrease by 5%, to a minimum of 50% of the otherwise final resale price."
Title: Re: Have `Mech, Will Travel Rules, version 5
Post by: Darrian Wolffe on July 20, 2023, 10:28:51 AM
Could we add a subsection to parts that shows which advanced gear is considered TW standard and the allowed advance tech at this time.

I am STILL trying to find the goddamn chart that gives that information. I've been looking for literal weeks, plural.


GUESS WHAT I FOUND!!!!

TRO Prototypes, pages 206-208, has the information.  It's 3 full pages, so it's too long to reproduce in-line with the thread here, but this chart includes all the experimental tech AND when/if it drops in Tech level.

Remember, you can buy TW equipment, and you can buy Advanced Tech equipment.  Experimental equipment must be found/salvaged/awarded.
Title: Re: Have `Mech, Will Travel Rules, version 5
Post by: deadlyfire2345 on July 24, 2023, 09:50:51 AM
Seeing as how the mobile field base works as a means to repair either Mech, vehicle, or Aero. How do you want to play it in terms of repair when assigned to a unit?
This chart has the Mobile Field Base treated as a field workshop, which is a +1 to repair TNs. This chart is found in old Strat ops and new Camp ops.
Title: Re: Have `Mech, Will Travel Rules, version 5
Post by: Darrian Wolffe on July 25, 2023, 06:42:28 PM
A Mechwarrior may have only ONE Gunnery Specialization, and only ONE Weapon Specialization. 

Yes, I need to make a full document revision soon. I'd try it before the next contract, but 100% I won't have time.
Title: Re: Have `Mech, Will Travel Rules, version 5
Post by: Darrian Wolffe on August 01, 2023, 03:01:53 AM
Reading Contract Terms

Against the Bot pulls its contract generation system largely from Field Manual Mercenaries (Revised), FanPro 10977.  The charts which govern most contract terms can be found in the "Running A Mercenary Force" chapter, beginning on page 153. 

Contract terms are set by several sliding scales; each contract term is weighted by a combination of contract TYPE (raid, planetary assault, garrison duty, etc), the EMPLOYER (the faction offering the contract), and the DRAGOONS RATING of the mercenary unit in question.  Each contract term is randomly generated, and then adjusted by approximately the values listed in Master Contract Terms Table A.  Being a computer program, AtB allows for a somewhat finer degree of fidelity than the strictly analog system found in FM Mercs.

As a matter of practice, a C-rated mercenary command can expect the following very rough averages in their contract monetary terms prior to modifiers for things like contract type :
Overhead Compensation: 0-100% (increments of none, half, and full only)
Salvage: 10-40%
Straight Support: 30-60%
Battle Loss Compensation: 25-45%
Transport: 0-55%


These percentages can increase or decrease sharply depending on the employer.  While FM Mercs uses a GM-based bidding system to provide variance, and AtB used to allow for a number of rerolls based on your CO skill ratings and administrator skill, AtB after version 0.47 simply seems to add percentage points to the various contract terms, although the specific math remains functionally black-boxed in the Java code.  Using the FM Mercs guidelines, then, and discounting the employer, contract type, and whatever bonuses appear as a result of CO/admin skill, an A-rated (not an A*) mercenary command should expect the following rough averages in their contract monetary terms:
Overhead Compensation: 0-100% (increments of none, half, and full only)
Salvage: 40-60%
Straight Support: 40-70%
Battle Loss Compensation: 30-50%
Transport: 25-75%

(Not all contracts offer both Straight Support AND Battle Loss Compensation; many offer only one or the other, and the roll to determine whether it's one or both is independent of any other modifiers whatsoever.)

Values above this range are less common, and will appear significantly less frequently the further from this range they go.  Note that modifiers can affect things greatly.  Assuming that the rolls were ported directly across to AtB, for example, simply taking on a Pirate Hunting mission can increase an otherwise average Salvage term result of 40%, to a term of 60%, prior to any bonuses from the CO or Admin which may be present in the system.

Enemy Ratings post 3050

As far as I can determine, this is more or less how AtB breaks down the Ally and OPFOR equipment ratings:

A: Mostly brand new, mostly top of the line, or just-released, equipment.  A well supplied frontline OmniMech force with few, if any, 2nd line Mechs.
B: Mostly FoundTech, but not necessarily top of the line equipment. Some older machines, with a few IntroTech Mechs and a few just-released Mechs.  A lower end frontline OmniMech force, with a few 2nd line Mechs
C: Some FoundTech, little of it top of the line.  A typical Clan garrison force, with mostly 2nd line machines and a few Omnis, mostly in command positions
D: FoundTech is mostly only for commanders or aces, and most units are IntroTech.  A poorly supplied Clan garrison unit, perhaps with no Omnis at all, and some Star League gear
F: Almost entirely IntroTech, and a greater preponderance of conventional units. A totally rear echelon or sohlama Clan unit, possibly including IntroTech Mechs.

Note that this is not ironclad.  It is entirely possible to see a Star of 5 Stormcrows generated in a C-rated Clan force.  But it's much less likely to get generated there than in an A-rated force.
Title: Re: Have `Mech, Will Travel Rules, version 5
Post by: Darrian Wolffe on September 02, 2023, 06:45:06 AM
At the end of Operation FUSILIER, I will be increasing the lance BV limit to 8000 to account for the degree of recovered technologies post-3060. 

I do not plan to increase the limit further.
Title: Re: Have `Mech, Will Travel Rules, version 5
Post by: ADHDtv on September 02, 2023, 09:20:55 AM
will the C3 penalty remain 5% shaved off the total max? Result being 7600 BV limit on C3 active lances.
Title: Re: Have `Mech, Will Travel Rules, version 5
Post by: Hat on September 23, 2023, 04:49:40 PM
Ok, after watching the custom Assault company use a full C3 company network, I really think there needs to be an additional BV cost beyond the base 5% if you connect lances.  Having the multi-gauss Hauptmann sit in the back and fire at targets within 7 hexes of 11 other mechs providing they're within 22 of him doesn't feel like it should have the same cost as getting data feeds from only 3 other mechs.  ECM bubbles don't protect the target mechs, they cut off mechs within range and with so many in the network, tracing from another unit should be easy.  If the unit is cut off because it's in the ECM bubble, then it's pretty much close enough not to need the benefits from other units.  Not real interested in getting on the C3 bandwagon, but not sure what happens if I stay off.
Title: Re: Have `Mech, Will Travel Rules, version 5
Post by: ItsTehPope on September 23, 2023, 06:02:34 PM
Ok, after watching the custom Assault company use a full C3 company network, I really think there needs to be an additional BV cost beyond the base 5% if you connect lances.  Having the multi-gauss Hauptmann sit in the back and fire at targets within 7 hexes of 11 other mechs providing they're within 22 of him doesn't feel like it should have the same cost as getting data feeds from only 3 other mechs.  ECM bubbles don't protect the target mechs, they cut off mechs within range and with so many in the network, tracing from another unit should be easy.  If the unit is cut off because it's in the ECM bubble, then it's pretty much close enough not to need the benefits from other units.  Not real interested in getting on the C3 bandwagon, but not sure what happens if I stay off.


I'm not sure I agree or disagree yet.  But I do think some context is in order.  The Hauptman pilot is a gunner 0 effectively (base 2 gauss specialist) So he's always going to be hitting on relatively low numbers. I can't speak for ice but the two lances networked together I was only using the Atlas to spot for the Hauptmann once or twice - every other time my individual units were closer - and the times that I was using the Atlas, I am reasonably certain I had a friendly element that could have provided the same role.
Title: Re: Have `Mech, Will Travel Rules, version 5
Post by: deadlyfire2345 on September 28, 2023, 12:11:18 PM
Since its slowly being released in the IS, could we get customization rules in regards to ASF and Tank Omni?
Title: Re: Have `Mech, Will Travel Rules, version 5
Post by: deadlyfire2345 on November 05, 2023, 07:18:08 PM
Per talks with Rob at his house

TSM/MASC treated as JJ for terms of reinforcement.
Title: Re: Have `Mech, Will Travel Rules, version 5
Post by: Darrian Wolffe on November 06, 2023, 10:48:56 PM
Per talks with Rob at his house

TSM/MASC treated as JJ for terms of reinforcement.

Confirmed.  This was actually brought up and decided back in the first Rangers campaign, and it just never made it into the rules doc. 

Also, while I know it's going to make people irritated, I am now taking discussion on the value of increasing the Active C3 BV modifier to a flat 10% for each C3-Active Lance, instead of 5%.  I do not agree with the official rules that make it 20%+20% per extra lance (meaning a 60% modifier to a company's BV), and never will, but I can see the argument Hat made about C3 being more effective than a simple 5%.  Unfortunately, there is no way within our existing rules framework to actually create a scaling modifier that increases the more lances join the network, because each individual lance has to be capped.  I very much want people to be able to use and have fun with C3, but I also don't want it to turn into a "must have" bit of kit, and based on my PMs, pretty much everyone who isn't running a C3 lance feels like it is.  Therefore, I'd like to have that discussion, pros and cons and so forth.  Nothing will change until the end of the contract regardless, as per every other rules issue. If someone wouldn't mind starting a thread for that discussion, that would be helpful.

It would also be helpful for people to review the rules around ECM and C3, because unless there's been an errata somewhere of which I'm unaware, C3 links are drawn in a direct straight-line LOS back to the C3 Master, which means that if you put an ECM unit BETWEEN a spotter and the Master, that spotter is cut off from the network. A normal C3 system can't route around an ECM bubble (though, note, a C3i system absolutely can). Deliberate use of ECM to break up C3 networks is a player skill issue, and not necessarily indicative of a C3 network being OP.
Title: Re: Have `Mech, Will Travel Rules, version 5
Post by: Darrian Wolffe on November 06, 2023, 11:18:57 PM
Since its slowly being released in the IS, could we get customization rules in regards to ASF and Tank Omni?

Rules for upgrading Support Units are already found on page 24 of the HM,WT v5 ruleset.  With that said, no, I do not ever plan to allow for full customization of Support Units.  Upgrading from stock config to stock config is fine, but full customization on top of full Mech customization is simply too much, particularly for company commander solos.

If it's a question about swapping between OmniVehicle and/or OmniFighter configs, that's something that's inferred from the ruleset, but not directly stated, so I'll state it here.  Figure out the cost of the config, make a single roll for config acquisition using the highest penalty item in the config, and track your ownership of the config as a separate line item.  So the unit might have a "Visigoth C config kit, quantity 2".  Actually swapping configs needs its own rules, though, because we aren't tracking individual weapons for Support Units.  Let's say a -4 bonus and a flat 6 total hours** to swap an Omni Support Unit from 1 config to any other config you have in stock - it's not a customization so the Class A/-F Refit multipliers don't apply - and you would apply other modifiers like ClanTech, Conditions, or Rush Job as normal.  Does that make sense?

**It's normally a -4 bonus and 30 minutes "per item" to swap OmniPodded stuff, so taking the whole thing as a "batch", this feels about right for a single-use rule that handles all possible unit/config combinations. This would cover removing 6 items, and then installing 6 items, so it'll cost a bit more time in some cases and save some time in others, and fits with the old Clan Invasion fluff that an OmniUnit can fight that morning and come back that evening with a new configuration.
Title: Re: Have `Mech, Will Travel Rules, version 5
Post by: Hat on November 16, 2023, 05:55:18 PM
Given the increasing prevalence of Clantech within the IS, can we add an option for a tech to add that training for an XP cost, perhaps at a discounted rate by year?  So maybe it starts out at 30 or 40 XP and stages down by 5 XP periodically? 
Title: Re: Have `Mech, Will Travel Rules, version 5
Post by: Darrian Wolffe on December 17, 2023, 04:53:56 PM
After pondering the question for most of the day, I am reiterating the existing policy.  Structural customizations are not possible outside of the bounds of a canon-to-canon refit kit.

Therefore, if for some reason you had, for example, a primitive Ostwar, you would not flatly not be able to perform a customization which changed the design from to a Royal Ostwar spec.  The Royal Ostwar requires Endo-steel, while the primitive version uses standard structure.  You would be able to perform a customization to upgrade the engine, cockpit, and armor as per the standard rules, but as you cannot change the internal structure, the "Royal" spec is therefore simply out of reach. Customize it elsewise how you'd like, but an Endo refit is out of bounds.

The sole exception was, and remains, a fluff-supported refit kit that upgrades internal structure to a different type.  An example would be the refit kit for the ENF-4R Enforcer which upgrades to the ENF-5D model.  However, as a reminder, refit kits are only produced for TRO 3025 Mechs which upgrade to foundtech models in the 3050s.  The Ostwar is, technically, out of production ("extinct") between 2790 and 3075 when it re-enters production, and therefore no refit kit could exist for it to bypass the existing limitation.

This is really the sole hard boundary in this campaign when it comes to customizations, and on reflection I am sticking to my guns on this one.
Title: Re: Have `Mech, Will Travel Rules, version 5
Post by: Darrian Wolffe on December 17, 2023, 07:03:37 PM
Due to their fluff-supported extreme rarity, dual cockpits are considered Experimental Tech and therefore not available for sale.  If you want 2 people in a BattleMech, you can use a Command Console, which is Advanced Tech.

Ways to get Experimental Tech:
1) Buy it off the marketplace - say an Orion DC comes up on the market. You can buy that and strip the dual cockpit out of it.
2) Get it as salvage from a mission.
3) Ask for one from a Contact and burn a point of the Contact advantage for the "care package".


**4) if you already have an Experimental Tech ammo-using weapon, you can buy ammo for it normally, using TNs for Advanced Equipment. But you have to already have the weapon, and you cannot buy Experimental Ammo for a weapon that uses standard ammo (ie, no Tandem-Charge SRMs, as you can use normal SRM ammo.  Since an HVAC/10 can only use HVAC ammo, you can buy HVAC ammo if you have the gun already.)
Title: Re: Have `Mech, Will Travel Rules, version 5
Post by: Darrian Wolffe on January 01, 2024, 07:52:44 PM
Quote
How is BLC for Omnis calculated as their costs can vary per mission.

I see 3 options

Option 1: Base chassis costs (IE: Naked)
Option 2: The configuration it was in upon acquisition (IE: BHKU-OB vs BHKU-OA)
Option 3: Configuration upon date of loss.

Use Option 3, please.  Configuration upon date of loss.
Title: Re: Have `Mech, Will Travel Rules, version 5
Post by: Darrian Wolffe on January 15, 2024, 06:35:09 AM
Effective Immediately as per 1-15-24

-Max BV per lance is now 8000.  It will not be raised in the future.
-The active C3 modifier is set to 7.5%, instead of 5%.  With the new BV cap, this means that a C3 lance can effectively spend 7,400 BV, a +300 BV higher limit than the previous 7,125 when applying the 5% modifier.
-Reminder that TSM/MASC on a unit is treated as Jump Jets for purposes of reinforcement times
-Warehouse maximum is increased to 250 tons, +25 ton "slush".  It will not be raised in the future.
Title: Re: Have `Mech, Will Travel Rules, version 5
Post by: Darrian Wolffe on January 16, 2024, 12:42:51 AM
As a general reminder regarding acquiring equipment from a special event like "choose 10 tons of equipment for your Mech" from Random Bonuses or Employer Awards.  The equipment in question still can't be extinct. It has to be actually available to buy; the event simply lets you bypass the Scrounge roll and purchase price.  It also must be possible to acquire. Three examples:
1) RISC hyper lasers are experimental tech which debut in 3134. As such, in 3059, they are extinct and you can't acquire one.
2) Dual cockpits go extinct as per 3054, the date of the Tactical Handbook.  As such, in 3059 they cannot be purchased.
3) A Timber Wolf A does exist in 3015, but parts for it are flatly unavailable in Marian Hegemony space in 3015, no matter that the event says.

Note that in ALL cases , something showing up in the marketplace or the battlefield overrides this limitation. A prototype hyperlaser might show up quite early (if AtB is buggy enough), and a Dual Cockpit Mech can show up any time and anywhere, since it's on the AtB RATs. If you salvage it off the battlefield, you get to play with it.
Title: Re: Have `Mech, Will Travel Rules, version 5
Post by: deadlyfire2345 on March 05, 2024, 10:49:13 AM
I have noticed this with a few people purchasing head parts. Buying certain things that should be included with replacement head, when it should just have all items included in the purchase. (Head, Cockpit, Sensors, Life Support)
The replacement head, as per p203 of new Campaign Ops (p 180 for old Strat Ops) states that:
"The base cost for replacing a ’Mech head does not include
the cost of the head’s cockpit, sensors and life-support system.
However, replacement heads always contain these items, so the
additional costs must be paid when buying a head."

So I believe that the replacement head would also need to have the Command Console (Since its considered a cockpit) to be pre-installed and purchased under Advanced TNs per rules. Given that at least 1 lance has it installed, this should be clarified in full.
Title: Re: Have `Mech, Will Travel Rules, version 5
Post by: Darrian Wolffe on March 27, 2024, 04:33:36 PM
(https://i.imgur.com/UvRNdmH.png)

60: East to West
30: North to South
Title: Re: Have `Mech, Will Travel Rules, version 5
Post by: Darrian Wolffe on April 19, 2024, 01:30:44 AM
For future reference. I don't care how it's been run up until today, this is how it is going to work from this point forward.  Feel free to print the image for reference.

(https://i.imgur.com/XLHfFYr.png)
Title: Re: Have `Mech, Will Travel Rules, version 5
Post by: deadlyfire2345 on April 19, 2024, 09:53:43 AM
Seeing as how some SPAs are not in the rule packet, I will transfer them over from the Camp Ops (Mainly for Infantry and ASF)

ASF:
Golden Goose:
 A pilot with the Golden Goose Ability is an intensely
dedicated air-to-ground precision attacker. Pilots with this
ability receive an additional –1 To-Hit Modifier when executing
air-to-ground Strike attacks, and a –2 To-Hit Modifier when
Bombing. In addition, if a Bombing attack misses, the Golden
Goose ability reduces the bomb’s scatter distance by 2 hexes
(to a minimum of 0).

Infantry:
Foot Cavalry:
The Foot Cavalry Ability is only effective with infantry squads
who are not equipped with vehicles or mounts to ride upon. The
Foot Cavalry squad leader has trained himself for endurance
running, even in full combat gear, and pushes his men hard to
keep them up to his level. Squads led by a Foot Cavalry character
gain an additional 30 meters (1 MP) of movement per turn, and
reduce by 1 MP the movement penalties for moving through
rough terrain, woods, jungle, and even buildings. Additionally,
a foot infantry squad with this ability that has a Move-or-Fire
rule can move and fire in the same turn.

Urban Guerilla:
 The Urban Guerrilla ability is effective with
infantry squads that use any motive type, as long
as they can function within an urban environment
and enter buildings. Urban Guerrilla squad leaders
have trained their troops to use the ambient cover
of any urban or suburban setting, from buildings
and statues to parked vehicles and street lamps,
to maximum effect, enabling them to claim cover
even when out in the open. This ability applies a –1
roll modifier for all weapon attacks made against
members of an infantry squad led by an Urban
Guerrilla. It also reduces the damage from vehicular
weapons targeting infantry by eliminating the
double-damage effect for attacking infantry in
the open.
 Offensively, an Urban Guerrilla can call upon “local
support” within an urban area once per scenario—
 typically made up of armed residents ranging from
the neighborhood watch to local street thugs. When
called up, this “support” will take the form of a new
Rifle (Ballistic) Foot Platoon with a Skill Rating of Green.
 This “supporting infantry” will attack a target of the Urban
Guerrilla’s choice from any structure within 3 hexes of the Urban
Guerrilla’s position, but will scatter as soon as their numbers are
reduced to half or less.