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Mech Modifications.

Posted by EchoFor group 0
Echo
NPC, 9 posts
Tue 2 Sep 2014
at 16:39
  • msg #1

Mech Modifications

Characters begin the campaign with a mech listed in the TRO.

Based on the character's talent, and the mech selected, they may make modifications to these mechs.  The Player is allowed to remove equipment up to the modification cap, to install new equipment.

The Tonnage of the Modification Cap is equal to...

Character Mental Ability + Character X-Train Level + Character Tinker Level + 10% of the Mech Weight.

Exception:
You may remove a single piece of equipment, even doing so will exceed the Modification cap, as long as this is the only change made.

ie.  A Hunchback-4G's AC/20 and Ammo weighs 16 tons.
This will exceed the modification cap, but may be removed, if nothing else on the Hunchback is modified.





When making mech modifications, you must consider the critical size of equipment.  Removal of equipment will make critical space available for new equipment of equal size or smaller.
This message was last edited by the player at 22:16, Fri 20 Feb 2015.
Echo
NPC, 10 posts
Tue 2 Sep 2014
at 16:46
  • msg #2

Upgrade/Downgrade Modifications

You may not want to completely change equipment, desiring instead to upgrade or downgrade the equipment.

You may upgrade, or downgrade equipment that share common characteristics.
These include the categories of Ballistics, Energy, Missiles, and Advance Electronics.

Downgrading the equipment occurs when you replace the equipment with lighter versions freeing weight for new equipment.  The weight gained for new equipment is counted against your modification cap.

Upgrading the equipment occurs when you replace the equipment with heavier versions of the equipment.  These modifications do not count against your modification cap.

Available Critical space needs to be considered when considering Downgrades and Upgrades.
This message was last edited by the player at 13:53, Wed 17 Dec 2014.
Echo
Senior Technician, 15 posts
Wed 17 Dec 2014
at 13:58
  • msg #3

Non-Weapon Modifications

Some modifications will reduce the Modification Cap. without adding new equipment.

Moving Equipment from one critical location to another critical location is considered is a half ton modification.

Exception:  You may move (2) 0.5 ton pieces of equipment and count it as one move modification.



Arm Actuators:
Adding or subtracting arm actuators is considered a half ton modification for each arm modified.

This message was last edited by the player at 11:56, Sun 05 July 2015.
Echo
Senior Technician, 15 posts
Wed 17 Dec 2014
at 13:58
  • msg #4

'Zero Critical' Modifications

Available critical space on a mech is an aspect of mech modifications that can not be ignored.

Equipment removed will create critical space for new equipment to be installed.

The exception to this rule are the critical spaces in the arms.  You have access to all the empty critical spaces in the mechs arms for modifications.

There are some modifications that are allowed for 'zero' criticals.  These exceptions presumes that there are empty critical spaces available for use per standard construction rules.

Endo Steel/Ferro Fib. Armor:
Installing Endo Steel or Ferro Fib. Armor, is a Zero Critical Modifications


CASE:
Installing CASE, is a Zero Critical Modifications


Splitting and Ammo Bin:
You may split a one ton ammo bin ONCE.  It is considered a zero critical modification.


Double Strength Heat Sinks:
Presuming you have (2) free critical spaces in the Right or Left Torso, you may upgrade one existing standard heat sink for a Inner Sphere Double Strength Heat Sink.

This is not available to Power Loaders.

This message was last edited by the player at 11:53, Sun 05 July 2015.
Echo
Senior Technician, 15 posts
Wed 17 Dec 2014
at 13:58
  • msg #5

'Zero Tonnage' Modifications

Zero Tonnage Modifications are minor modifications that do not count against your Modification Caps...

Install Endo Steel:
Install Endo Steel, is considered a system upgrade, and is a zero Tonnage Modification.

Add (6) Endo Steel. Criticals to the Right and Left Torso.
Add (4) Endo Steel. Criticals to the Right and Left Arms.
* ~ If These criticals can not be used, installation of the Endo Steel. is considered a 1/2 ton modification.

The cost for standard modifications is equal to the Base cost of the equipment.
The cost to install such equipment onto your mech is equal to the Base cost x (mech weight/100)


Install Ferro Fib. Armor:
Install Ferro Fib. Armor, is considered a system upgrade, and is a zero Tonnage Modification.

Add (6) Ferro Fib. Criticals to the Right and Left Torso.
Add (4) Ferro Fib. Criticals to the Right and Left Arms.
* ~ If These criticals can not be used, installation of the Ferro Fib. is considered a 1/2 ton modification.

The cost for standard modifications is equal to the Base cost of the equipment.
The cost to install such equipment onto your mech is equal to the Base cost x (mech weight/100)


Install CASE:
Removing 1/2 ton of ammo, to install CASE, is considered a system upgrade, and is a zero Tonnage Modification.

The cost for standard modifications is equal to the Base cost of the equipment.
The cost to install such equipment onto your mech is equal to the Base cost x (mech weight/100)


Upgrade Heat Sinks:
Swapping Heat Sink types are considered a system upgrade, and is a 'Zero' Tonnage modifications.  Allowing Standard Heat sinks to be upgraded without counting against Modification Tonnage.

The cost for standard modifications is equal to the Base cost of the equipment.
The cost to install such equipment onto your mech is equal to the Base cost x (mech weight/100)






Equipment tweaks are minor adjustments to the equipment, and do not count against your Modification cap.

Change Ammo Bins:
Changing the type of ammo used in an Ammo Bin is consider a zero Tonnage Modification.  {ie. SRM ammo ~> LRM ammo}

Spliting a one ton Ammo bin to allow the use of more than one ammo type is also a zero Tonnage modification (this may be done once for each ammo bin).

The cost for standard modifications is equal to the Base cost of the equipment.
The cost to install such equipment onto your mech is equal to the Base cost x (mech weight/100)


Change Rear Firing Weapons Forward:
Changing rear fire weapons to fire forward is consider a zero Tonnage Modification.

The cost for this modification is equal to the weapon being modified x (mech weight/100)

This message was last edited by the player at 19:26, Tue 17 Mar 2015.
Echo
Senior Technician, 15 posts
Wed 17 Dec 2014
at 13:58
  • msg #6

Engine Modifications

Engine Modifications are rare because they are so expensive and require major refits of a central component of the mech.  These mods however, are not impossible.

Engine modifications are limited to the use of a standard, Hot, or XL engine, that may modify the mechs Walk speed by no more than one level.

Exchanging the standard engine for a heavier one.
The weight difference for the new engine needs to be offset by other modifications to the mech.

Exchanging the standard engine for a lighter one.
This is treated as a component downgrade.  The weight difference for the lighter engine is counted against the mechs modification cap.

Cost...
Calculate the value of the current engine being removed.
Base Value of Engine = (5,000cb x Engine Rating x Mech Weight) / 75


Calculate the cost of the new engine being installed.

For Standard Engine
Base Value of Engine = {(5,000cb x Engine Rating x Mech Weight) / 75}  x repair modifier


For Hot Engine
Base Value of Engine = {(100cb x Engine Rating x Mech Wight) x repair modifier


For XL Engine
Base Value of Engine = {(20,000cb x Engine Rating x Mech Weight) / 75}  x repair modifier

It should be noted, that while upgrading will not affect the mech's value when it is sold, downgrading the Engine will reduce the base value of the mech when you try and resell it.


Hot Engines are lighter than their standard counter parts, cutting corner by reducing the weight of the engine with minimal engine shielding and using lighter, but bulkier components.
Pros:  Hot Engines are half the weight of Standard engines, with a maximum reduction of 5 tons.
Add :  Hot Engines start with one engine critical.  {ie.  Generating 5 points of extra heat is normal for them.}
       Add (1) engine critical to the right and left torso of mechs that use Hot Engines.




Engine Availability.
Roll ~ Rating
tn  8+  10 to  95
tn  6+ 100 to 155
tn  7+ 160 to 195
tn  8+ 200 to 245
tn  9+ 250 to 280
tn 10+ 285 to 300
tn 11+ 305 to 330
tn 12+ 335 to 350
tn 13+ 355 to 375
tn 14+ 380 to 400


+4 for Hot Engine availability.
+4 for XL Engine availability.




Example Engine refit...

A Locust pilot has decided to refit the engine on thier locust.  They have decided to downgrade the Locust's speed to 7/11 to gain a little extra weight for modifications.

Calculations to determine cost to downgrade the engine...

Base Availability of Engine 140, for refit is tn 6+

Value of Old Engine = (5000 x 160 x 20) /75 = 213 333cb

Cost of new Engine = (5000 x 140 x 20) / 75 x 1.2 = 224 000cb

Cost for refited engine = 224 000cb - 213 333cb = 10 667cb

Locust gains one ton from this modification for additional equipment.


If the Locust pilot wanted to install an XL engine for the speed change...

Cost of new XL Engine = (20000 x 140 x 20) / 75 x 1.2 = 896 000cb

Cost for refitted engine = 896 000cb - 213 333cb = 682 667cb

Locust gains 3.5 tons from this modification for additional equipment.




Mech WeightMove 1/2Move 2/3Move 3/5Move 4/6Move 5/8Move 6/9Move 7/11Move 8/12Move 9/14Move 10/15
10 Tons6 667cb13 334cb20 000cb26 667cb33 334cb40 000cb46 667cb53 334cb60 000cb66 667cb
15 Tons15 000cb30 000cb45 000cb60 000cb75 000cb90 000cb105 000cb120 000cb135 000cb150 000cb
20 Tons26 667cb53 334cb80 000cb106 667cb133 334cb160 000cb186 667cb213 334cb240 000cb266 667cb
25 Tons41 667cb83 334cb125 000cb166 667cb208 334cb250 000cb291 667cb333 334 cb375 000cb416 667cb
30 Tons60 000cb120 000cb180 000cb240 000cb300 000cb 360 000cb420 000cb480 000cb540 000cb600 000cb
35 Tons81 667cb163 334cb245 000cb326 667cb408 334cb490 000cb571 667cb653 334cb735 000cb816 667cb
40 Tons106 667cb213 334cb321 000cb427 667cb534 334cb642 000cb748 667cb855 334cb963 000cb1 069 667cb
45 Tons135 000cb270 000cb405 000cb540 000cb675 000cb810 000cb945 000cb1080 000cb
50 Tons166 667cb333 334cb500 000cb666 667cb833 334cb1 000 000cb1 166 667cb1 333 334cb


Cost (/6) to Repair Engine Critical

XL Engine cost are (x4)
Cost (/12) to Repair XL Engine Critical
This message was last edited by the player at 15:08, Wed 08 July 2015.
Comstar Adept
GM, 164 posts
-1 BM Handicap
Tue 17 Mar 2015
at 19:37
  • msg #7

Omni Modifications / Variants

The campaign makes use of a variety of equipment available from Omni, that does not exist in the standard game.  Over time this equipment should be integrated into the use of mechs.  To reflect this the following modifications are allowed on mechs and presumed to be 'variants'

Ballistics
Upgrade Machine Guns:
Swapping Machine guns for AC/2 light, is considered a system upgrade, and is a 'Zero' Tonnage modifications.

The cost for standard modifications is equal to the Base cost of the equipment.
The cost to install such equipment onto your mech is equal to the Base cost x (mech weight/100)



Energy
Swap Laser for TAG:
Swapping a Medium Laser for TAG, or Small Laser for Light TAG, is considered a system modification, and is a 'Zero' Tonnage modifications.

The cost for standard modifications is equal to the Base cost of the equipment.
The cost to install such equipment onto your mech is equal to the Base cost x (mech weight/100)



Missiles
Swap LRM for LRR:
Swapping any LRM for the LRR counterpart, is considered a system modification, and is a 'Zero' Tonnage modifications.

The cost for standard modifications is equal to the Base cost of the equipment.
The cost to install such equipment onto your mech is equal to the Base cost x (mech weight/100)

Comstar Adept
GM, 165 posts
-1 BM Handicap
Tue 17 Mar 2015
at 19:59
  • msg #8

Re: Omni Modifications / Variants

Omni Variant (Advance) Modification

Energy Weapons
Swap a PPC for an ER PPC or Large Pulse Laser:
Swapping one PPC for one ER PPC, or an Large Pulse Laser
{one Large for one ER Large / one Medium for one ER Medium / one Small for one ER Small Laser}, is considered an Advance Omni Variant for mechs that have a PPC


Swap a Laser for an ER Laser:
Swapping one Laser for one ER Laser
{one Large for one ER Large / one Medium for one ER Medium / one Small for one ER Small Laser}, is considered an Advance Omni Variant for mechs that have an Asymmetrical arrangement of Medium Lasers (ie.  Mongoose, Wolverine or T-Bolt)


Swap (2) Lasers for (2) ER Lasers:
Swapping two Lasers for two ER Lasers
{two Large for two ER Large / two Medium for two ER Medium / two Small for two ER Small Laser}, is considered an Advance Omni Variant for mechs that have an Asymmetrical arrangement of Medium Lasers (ie.  Jenners or Blackjacks)



Missiles
Swap LRM10 for (2)Streak LRR4 and CASE:
Swapping LRM10 for (2) LRR4 and installing CASE for the Ammo, is considered an Advance Omni Variant for any mech that uses a LRM 10.

The cost for standard modifications is equal to the Base cost of the equipment.
The cost to install such equipment onto your mech is equal to the Base cost x (mech weight/100)


Swap SRM6 for (2)Streak SRM2:
Swapping SRM6 for Streak SRM4, is considered an Omni Variant for any mech that uses a SRM 6, is considered an Advance Omni Varian for any mech that uses a LRM 10.

The cost for standard modifications is equal to the Base cost of the equipment.
The cost to install such equipment onto your mech is equal to the Base cost x (mech weight/100)

Comstar Adept
GM, 182 posts
-1 BM Handicap
Thu 26 Mar 2015
at 12:42
  • msg #9

Jump Jet Modifications

Jump Jets are a pain in the arse to modify because they have a sliding cost.

Use the following calculations to determine the cost of the various jump jets, for the various weight classes.

Base Cost of Jump Jets = 200 x Mech Tonnage x (number of jump jets) x (number of jump jets)
{DOES NOT INCLUDE WEIGHT MODIFIER}


Jump Jet Critical Locations:
It should be noted, that i have some commonsense placement of critical locations rule for Jump Jets.

Jump Jets can not be placed in the arms or the head.

Jump Jets must be symmetrical, in that an equal number are on the left and right side of the mech.

If you are using an odd numbered Jump Jets you must be able to use a CT Critical for it.

If you do not have a CT Critical available for Jump Jets, the mech may have an odd number of jump jets.


Mech Weight1st JJ2nd JJ3rd JJ4th JJ5th JJ6th JJ7th JJ8th JJ9th JJ10th JJ
1 Tons200cb
(200cb Total)
600cb
(800cb Total)
1 000cb
(1 800cb Total)
1 400cb
(3 200cb Total)
1 800cb
(5 000cb Total)
2 200cb
(7 200cb Total)
2 600cb
(9 800cb Total)
3 000cb
(12 800cb Total)
3 400cb
(16 200cb Total)
3 800cb
(20 000cb Total)
5 Tons1 000cb
(1 000cb Total)
3 000cb
(4 000cb Total)
5 000cb
(9 000cb Total)
7 000cb
(16 000cb Total)
9 000cb
(25 000cb Total)
11 000cb
(36 000cb Total)
13 000cb
(49 000cb Total)
15 000cb
(64 000cb Total)
17 000cb
(81 000cb Total)
19 000cb
(100 000cb Total)
20 Tons4 000cb
(4 000cb Total)
12 000cb
( 16 000cb Total)
20 000cb
(36 000cb Total)
28 000cb
(64 000cb Total)
36 000cb
(100 000cb Total)
44 000cb
(142 000cb Total)
52 000cb
(196 000cb Total)
60 000cb
(256 000cb Total)
68 000cb
(324 000cb Total)
76 000cb
(400 000cb Total)
25 Tons5 000cb
(5 000cb Total)
15 000cb
(20 000cb Total)
25 000cb
(45 000cb Total)
35 000cb
(80 000cb Total)
45 000cb
(125 000cb Total)
55 000cb
(178 000cb Total)
65 000cb
(245 000cb Total)
75 000cb
(320 000cb Total)
85 000cb
(405 000cb Total)
95 000cb
(500 000cb Total)
30 Tons6 000cb
(6 000cb Total)
18 000cb
(24 000cb Total)
30 000cb
(54 000cb Total)
42 000cb
(96 000cb Total)
54 000cb
(150 000cb Total)
66 000cb
(213 000cb Total)
78 000cb
(294 000cb Total)
90 000cb
(384 000cb Total)
102 000cb
(486 000cb Total)
114 000cb
(600 000cb Total)
35 Tons7 000cb
(7 000cb Total)
21 000cb
(28 000cb Total)
35 000cb
(63 000cb Total)
49 000cb
(112 000cb Total)
63 000cb
(175 000cb Total)
77 000cb
(249 000cb Total)
91 000cb
(343 000cb Total)
105 000cb
(448 000cb Total)
119 000cb
(567 000cb Total)
133 000cb
(700 000cb Total)
40 Tons8 000cb
(8 000cb Total)
24 000cb
( 32 000cb Total)
40 000cb
(72 000cb Total)
56 000cb
(128 000cb Total)
72 000cb
(200 000cb Total)
88 000cb
(284 000cb Total)
104 000cb
(392 000cb Total)
120 000cb
(512 000cb Total)
136 000cb
(648 000cb Total)
152 000cb
(800 000cb Total)
45 Tons9 000cb
(9 000cb Total)
27 000cb
(36 000cb Total)
45 000cb
(81 000cb Total)
63 000cb
(144 000cb Total)
81 000cb
(225 000cb Total)
99 000cb
(320 000cb Total)
117 000cb
(441 000cb Total)
135 000cb
(576 000cb Total)
50 Tons10 000cb
(10 000cb Total)
30 000cb
(40 000cb Total)
50 000cb
(90 000cb Total)
70 000cb
(160 000cb Total)
90 000cb
(250 000cb Total)
110 000cb
(356 000cb Total)
130 000cb
(490 000cb Total)
150 000cb
(640 000cb Total)



Modifications use per Jump Jet cost, as appropriate.
ie.  A Jenner-F is looking to add a 6th Jump Jet.  The cost according to the table will be 77k cb.


Repairs use the Total cost / number of Jump Jets.
ie.  A Jenner F that has five jump jets taken Jump Jet damage and needs to repair it.

The cost will be
175,000k cb / 5 Jump Jets = 35,000k cb for each jump jet that needs to be repaired.
This message was last edited by the GM at 17:35, Sat 28 Mar 2015.
Comstar Adept
GM, 185 posts
-1 BM Handicap
Sat 28 Mar 2015
at 03:45
  • msg #10

Advance Mech Variants

It should be noted, that i have limited certain technologies making certain Advance mech variant impossible to exist.  This is not an accident.  I consider certain technology broken and refuse to allow them into the campaign unchecked.  For the purposes of this campaign, i consider something broken if...

1)  It is clearly superior to existing standard technology equivalents

2)  There is no downside to using it without restriction

Together, they lead to a boring and broken campaign.  So...



Regarding Endo Steel/Ferro Fib Mechs:
Currently, because of Crit Space limits, it is very hard to have both Endo Steel, and Ferro Fib. Armor on a mech at the same time.  Advance mechs that use both Endo Steel and Ferro Fib armor do not currently exist.

For these mechs, i currently presume that they use Endo Steel.  It is easier to presume Endo Steel and adjust the mechs armor, than to presume Ferro Fib, and have to figure out what lost with the Endo.




Regarding Double Strength Heat Sinks:
I consider Double Strength Heat Sinks outright Broken, and wont make the mistake of allowing them in the campaign unchecked.

Currently, you can not 'hide'  Double Strength Heat Sinks in the Engine.  If you have Double Strength Heat Sinks, they're listed on your mech and more vulnerable to battle damage.

I further limit the placements of Inner Sphere Double Strength Heat Sinks to one in each of the following locations (Right and Left Torso as well as Right and Left Arm).  If you do not have heat sinks in these locations, i will allow for them to be moved from another location (even the Engine) to be placed on the mech.  Even though no weight is gained or lost, this is considered a half ton modification towards your modification cap, for each heat sink moved.

Hoff Heat Sinks may replace any Heat Sink on the mech providing Double Strength Heat Sinks for one mission but then need to be removed for maintenance to recover their efficiency.  You are limited by how many Hoff Heat sinks are on the mech (as opposed to in the Engine) and by how many you own.




Triple Strength Myomer:
As the story goes, it's discovered in 3029 but is not perfected until 3050.  The Beta version was considered 'unstable' and unsuitable for use because it could be disabled.  Nice for a story, not so useful in a campaign where either it's broken or i introduce the gas agent and cripple you for using it.

So my solution for using TSM, for those of you that want to use it is thus...

It is already noted, that it is not compatible with MASC and wont work with it.  Any turn that the TSM is running at 'hot' (heat 5 or more), the Trriple Strength Myomer will be subject to the same handicap as MASC, and subject to potential burn out.  Each turn that the mech runs the TSM 'hot' the roll increases.

Turn One   tn 3+
Turn Two   tn 5+
Turn Three tn 7+
turn Four  tn 11+

For each turn that the mech does not use TSM, it drops 'down' a level.  Heat calculations are made at the end of the turn.  At this time, make the check to avoid TSM burn out.  If the check is made, the TSM works fine and you gain the benefits for TSM.  If the check fails, they burn out and the mech is immobile for the rest of the mission and will need access to a repair pool, to recover from the burnout status.

Standard Triple Strength Myomer installation requires one critical in each of the following locations  {R-L Torso, R-L Arms, and R-L Legs}.  Not using these locations will make Triple Strength Myomer a 1/2 ton modification.

Weight of Triple Strength Myomer = (Battle Mech Weight / 35) rounded to the nearest 1/2 ton.

Comstar Adept
GM, 207 posts
-1 BM Handicap
Sat 20 Jun 2015
at 11:51
  • msg #11

Conventional Unit Modifications

All conventional units purchased by players are 'standard', and normally may not be modified.




Conventional Units operated by alts may be modified.

Such conventional units may be upgraded to command variants, offering superior protection.

Conventional units may be modified in a manner similar to mechs with the following rule observations.

Maximum Modification weight = For each full (5) tons of unit weight, the Vehicle may be modified 0.5 tons.

Each point of Mental, or Technician (Conventional) that the driver possess will add 1 ton for modifications allowed.

Internals may not be modified (No Endo Steel)

Armor may be upgraded to standard armor (No Ferro Fib.)

Armor may be reinforced at the expense of equipment.

Engines may be modified, but are limited to ICE Engines.

Equipment/Weapons may be modified as allowed by modification cap.




Base Available critical spaces for equipment are as follows.
Front  = 6 criticals + 1 per 5 tons.
Sides  = 4 criticals + 1 per 5 tons.
Back   = 4 criticals + 1 per 5 tons.
Turret = 6 criticals + 1 per 5 tons.

Body   = (Any unused criticals)

Adjustments
Tracked ~ no adjustment
Wheeled ~ -1 critical each location
Hover   ~ -2 critical each location
VTOl    ~ -3 critical each location
This message was last edited by the GM at 19:54, Sat 20 June 2015.
Comstar Adept
GM, 222 posts
-1 BM Handicap
Wed 9 Mar 2016
at 15:35
  • msg #12

Conventional Unit Modifications

Ferro Fib Chart

Tons ~ Standard ~ IS FF ~ Clan FF

0.5t ~    8af   ~   8af ~   9af
1.0t ~   16af   ~  17af ~  19af

1.5t ~   24af   ~  26af ~  28af
2.0t ~   32af   ~  35af ~  38af

2.5t ~   40af   ~  44af ~  48af
3.0t ~   48af   ~  53af ~  57af

3.5t ~   56af   ~  62af ~  67af
4.0t ~   64af   ~  71af ~  76af

4.5t ~   72af   ~  80af ~  86af
5.0t ~   80af   ~  89af ~  96af

5.5t ~   88af   ~  98af ~ 105af
6.0t ~   96af   ~ 107af ~ 115af

6.5t ~  104af   ~ 116af ~ 124af
7.0t ~  112af   ~ 125af ~ 134af

7.5t ~  120af   ~ 134af ~ 144af
8.0t ~  128af   ~ 143af ~ 153af



This message was last edited by the GM at 17:04, Mon 14 Mar 2016.
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