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