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Author Topic: Have `Mech, Will Travel Rules, version 5  (Read 8057 times)

Darrian Wolffe

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Have `Mech, Will Travel Rules, version 5
« on: June 27, 2022, 01:19:21 PM »

Version 5 ruleset:  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".
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Hat

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Re: Have `Mech, Will Travel Rules, version 5
« Reply #1 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.
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Darrian Wolffe

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Re: Have `Mech, Will Travel Rules, version 5
« Reply #2 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. 
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Darrian Wolffe

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Re: Have `Mech, Will Travel Rules, version 5
« Reply #3 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.
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Darrian Wolffe

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Re: Have `Mech, Will Travel Rules, version 5
« Reply #4 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.
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Re: Have `Mech, Will Travel Rules, version 5
« Reply #5 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.
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Darrian Wolffe

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Re: Have `Mech, Will Travel Rules, version 5
« Reply #6 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.
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Timberwolfd

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Re: Have `Mech, Will Travel Rules, version 5
« Reply #7 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?
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ItsTehPope

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Re: Have `Mech, Will Travel Rules, version 5
« Reply #8 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.
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Hat

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Re: Have `Mech, Will Travel Rules, version 5
« Reply #9 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.
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Timberwolfd

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Re: Have `Mech, Will Travel Rules, version 5
« Reply #10 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"?
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Darrian Wolffe

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Re: Have `Mech, Will Travel Rules, version 5
« Reply #11 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".
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Timberwolfd

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Re: Have `Mech, Will Travel Rules, version 5
« Reply #12 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.
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Hat

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Re: Have `Mech, Will Travel Rules, version 5
« Reply #13 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.
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Black Omega

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Re: Have `Mech, Will Travel Rules, version 5
« Reply #14 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].
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