Current Reinforcement Times (9-22-3045)
Bright Lance: 12-2-5 = TURN 5. Turn 4 if deploying all Jumping Mechs.
Crusher Lance: 12-1-5 = TURN 6. Turn 5 if deploying all Jumping Mechs.
Dancer Lance: 12-3-5 = TURN 4. Turn 3 if deploying all Jumping Mechs.
Dragon Lance: 12-2-5 = TURN 5. Turn 4 if deploying all Jumping Mechs.
Dunedain Lance: 12-4-5 = TURN 3. Turn 2 if deploying all Jumping Mechs.
Freya Lance: 12-3-5 = 4. TURN 4. Turn 3 if deploying all Jumping Mechs.
Ice Lance: 12-3-5 = 4. TURN 4. Turn 3 if deploying all Jumping Mechs.
Kong Lance: 12-1-7. TURN 4. Turn 3 if deploying all Jumping Mechs.
Reaper Lance: 12-2-5 = TURN 5. Turn 4 if deploying all Jumping Mechs.
Skaraborg Lance: 12-3-6 = TURN 3. Turn 2 if deploying all Jumping Mechs.
The Strategy Skill Ratings here *include* the "free" +1 Strategy (to a Cap of 4) which was handed out during the switch to v2-2 of the campaign rules. As it stands now, for Lances with 5+ Mechs, I tried the fastest and slowest combinations of Mechs which could be fielded; in all cases, due to rounding, your MP-based speed variable in the equation didn't change. So these values are good for the TO&E as it currently stands. Do remember, as we add mechs, that your MP-based variable can change depending on what you field, and so if you commit to an earlier reinforcement time, you may have to field lighter, speedier, machines.