CincyBattletech

Campaigns (all) => Archived Campaigns => Suns Descendant => Topic started by: Riegien on June 09, 2013, 08:10:14 PM

Title: Repair and upkeep rules
Post by: Riegien on June 09, 2013, 08:10:14 PM
These are the repair and replacement rules for the Warchest system we are using.  All costs listed are in Supply Points (SP)


Repairs: 
Note: all repairs and purchases on advanced or clan units are at x2 normal cost

Armor:
Repair armor on ’Mech:                      Tonnage
Repair armor on Vehicle:                    Tonnage ÷ 2
Repair armor on DropShip or JumpShip: Tonnage x 2
Repair Battle Armor:                          No. of suits x 2.5

Internals:
Repair internal structure on ’Mech:       Tonnage x 2
Repair internal structure on Vehicle:     Tonnage
Repair SI on DropShip or JumpShip:      Tonnage x 5

New Unit Purchases:
Purchase ’Mech(Introductory Rules):      Tonnage x 10
Purchase ’Mech(Standard):                  Tonnage x 20
Purchase ’Mech(Advanced or Clan):       Tonnage x 30
Purchase Vehicle(Introductory Rules):    Tonnage x 7
Purchase Vehicle(Standard Rules):         Tonnage x 15
Purchase Vehicle(Advanced or Clan):      Tonnage x 20
Purchase Battle Armor:                        No. of suits x 50

Rearming:
Rearm Unit(Introductory Rules ammo):                  5
Rearm Unit (Standard Rules ammo):                    10
Rearm Unit (Advanced/Experimental Rules ammo): 50
Reconfigure OmniMech or OmniVehicle: Tonnage ÷ 4

Replacement and healing of pilots:
New MechWarrior:         30*
New ASF Pilot:              30*
New Vehicle crew:         60*
New Battle Armor squad: 25*

Heal MechWarrior:  100 per Wound box
Heal ASF Pilot:        50 per Wound box
Heal Vehicle crew (Commander hit,Crew stunned, critical hits only): 500

*All new pilots come in Green (5/6 or 6/5) as appropriate.  For regular pilots (4/5 or 5/4) the cost is doubled
Title: Re: Repair and upkeep rules
Post by: Riegien on July 07, 2013, 11:12:33 AM
Skill Advancement (All costs in Supply Points)*:
     Mech/Vee/ASF Gunnery Skill Increase:             800 - New Skill Level x 100
     Mech/Vee/ASF Piloting Skill Increase:              700 - New Skill Level x 100
     Battle Armor Gunnery AND Anti-Mech:             600
     Dropship/Jumpship Gunnery:                        1000
     Dropship/Jumpship Piloting:                           750

*Costs are for between tracks after a unit is included in the previous track.  Costs for units which did not participate in the previous track are multiplied x4.
Title: Re: Repair and upkeep rules
Post by: Darrian Wolffe on August 09, 2013, 09:42:01 PM
Skill Advancement (All costs in Supply Points)*:
     Mech/Vee/ASF Gunnery Skill Increase:             800 - New Skill Level x 100
     Mech/Vee/ASF Piloting Skill Increase:              700 - New Skill Level x 100
*Costs are for between tracks after a unit is included in the previous track.  Costs for units which did not participate in the previous track are multiplied x4.

I suck at the maths.


Pilot Skill Increase
Skill ChangeSP Cost
7 to 6100
6 to 5200
5 to 4300
4 to 3400
3 to 2500
2 to 1600
1 to 0700

Gunnery Skill Increase
Skill ChangeSP Cost
7 to 6200
6 to 5300
5 to 4400
4 to 3500
3 to 2600
2 to 1700
1 to 0800

Edit: SP not XP.
Edit: X and S are right next to each other.  :P