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Author Topic: Have `Mech, Will Travel Rules, version 5  (Read 7926 times)

Darrian Wolffe

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Re: Have `Mech, Will Travel Rules, version 5
« Reply #15 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.
« Last Edit: October 16, 2022, 01:24:18 PM by Darrian Wolffe »
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Darrian Wolffe

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Re: Have `Mech, Will Travel Rules, version 5
« Reply #16 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.
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ItsTehPope

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Re: Have `Mech, Will Travel Rules, version 5
« Reply #17 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.
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ItsTehPope

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Re: Have `Mech, Will Travel Rules, version 5
« Reply #18 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.
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Darrian Wolffe

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Re: Have `Mech, Will Travel Rules, version 5
« Reply #19 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.
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Ice

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Re: Have `Mech, Will Travel Rules, version 5
« Reply #20 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.
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ItsTehPope

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Re: Have `Mech, Will Travel Rules, version 5
« Reply #21 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?
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Darrian Wolffe

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Re: Have `Mech, Will Travel Rules, version 5
« Reply #22 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.
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deadlyfire2345

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Re: Have `Mech, Will Travel Rules, version 5
« Reply #23 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?
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Darrian Wolffe

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Re: Have `Mech, Will Travel Rules, version 5
« Reply #24 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) ANY MEMBER OF YOUR LANCE 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.

EDIT2: Promotion into a Lance Leader also requires Attribute Generation.  Each  non-edge Attribute is set to 3+1d6, where a 6 = 0.  This produces a range from 4 to 8, which guarantees that Lance Leaders will not be disqualified from MechWarrior status due to low rolls, and the Trait System caps at 8.  For Clan Trueborn MechWarriors only, when rolling for your DEX and RFL Attributes, a 6 actually counts as a 6, producing a range from 4 to 9. Finally, add +1 to your EDGE score, to a maximum of 3.

You also gain 3 Trait points which may only be spent on Traits (not SPAs).  You may also take up to 3 negative Traits to give yourself additional positive Trait points (ie, take Stigma/X to offset a Contact/1).

The intent of this is to make promotion viable as compared to a full generated MW3 character.  This is been hugely out of balance for an extremely long time, and I'm sorry it took this long to get it right.
....................

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. 
« Last Edit: October 19, 2024, 08:49:07 PM by Darrian Wolffe »
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Black Omega

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Re: Have `Mech, Will Travel Rules, version 5
« Reply #25 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
« Last Edit: February 19, 2023, 02:06:00 PM by Black Omega »
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deadlyfire2345

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Re: Have `Mech, Will Travel Rules, version 5
« Reply #26 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.
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Darrian Wolffe

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Re: Have `Mech, Will Travel Rules, version 5
« Reply #27 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.
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deadlyfire2345

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Re: Have `Mech, Will Travel Rules, version 5
« Reply #28 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.)
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Darrian Wolffe

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Re: Have `Mech, Will Travel Rules, version 5
« Reply #29 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.

« Last Edit: April 12, 2023, 08:19:29 AM by Darrian Wolffe »
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