Something on my mind in terms of maintenance costs. How do we factor in a custom from a stock? Would we consider the mech at custom value before or after customization is completed?
They are not a custom unit until after the customization has successfully taken effect; you pay normal maintenance costs until then.
Is it possible to buy/sell 'mechs within the unit? I would think at full price if it's permitted. I tried to find something in the rules that either prevented it or allowed it and didn't see it.
No. The Unit Reserve can TEMPORARILY LOAN a unit to an understrength lance (has 3 or fewer Mechs - damaged or not - available to it), but there's no sales up or down. This was incorrectly played once early in the campaign.
If you have the no cooling jacket quirk for the P-Hawk LAM’s LL, and you refit to another variant that changes out the weapon, is the quirks removed? If not, is there a way to remove the quirk? This particular one sounds more like a maintenance issue than a design flaw.
The quirk will apply to any weapon you change it out with. The only quirks which can be outright avoided are the ones like Bad Ammo Feed where (if you replace an ammo weapon with a non-ammo weapon) it can't affect the mounted weapon. In that case, the quirk still exists, but has nothing to work on. The Pixie's Poor Cooling Jacket quirk will always apply to *a* weapon on the Mech, because all weapons build up heat (even if the Heat Value is 0).
Basically the rules for getting rid of quirks are found in the rules doc. If you want to get rid of a quirk, use those; they're
supposed to be very hard to get rid of. It is a stated goal by CGL that someone who attempts to min/max quirks is playing the game wrong, and attempts to game the quirk system via customization should be shut down by the GM.
I do understand that in the particular case of the Pixie LAM, that quirk stems from a maintenance issue, but if it's not treated the same as other quirks, then it may as well not exist in the first place.
I know in terms of rules, this is a yes, but for the campaign, I would like to know if we can equip communication equipment onto our mechs?
Is this intended to be the comms equipment which grants an initiative bonus based on tonnage? Or the essentially non-functional comms equipment that's mounted on Mechs like the 3028 Raven?
If the former, then I have to think about it; I can definitely see the custom design space for someone taking a Mech, stripping all weapons/armor from it, keeping it in the back corner of the board where it'll never get shot at, and granting a permanent +4 Init or something (on top of Tactics, Admin, and Command Mech bonuses) and making the initiative roll completely pointless with the quantity of static bonuses to the roll. I'm not OK with that as a concept, and tbh, neither is the BT universe, given that nobody has ever actually done that.
In the full game, IIRC, this is countered by the fact that Comms Equipment is basically just "not available for sale" unless you're a multi-planet government. Its availability is "X"s and "NA"s all the way down; the fact that it's purchasable under these campaign rules is an artificial artifact of the fact that our purchasing rules are 1 page, and not 30 pages of details and specific exceptions. The entire point behind the Mobile HQ being so rare, after all, is that the Comms Equipment is basically just "not available".
If a lancemate is to buy a spa requiring a dex of 5 what are considering them to have
We don't track Wingman Attributes, so you can safely ignore the attribute-based pre-requisites for SPAs. A Wingman would still have to have Melee Spec before buying Melee Master, and still has to have Piloting 4 before buying Melee Specialist...but doesn't have to worry about the INT 5 requirement for Environmental Specialist.
Note that pilots generated for OPFOR by AtB are NOT subject to these restrictions. It's entirely possible for a pilot to have a single SPA, and for it to be Sniper or Sandblaster.