Tech Availability - Current Timeline.   Posted by Comstar Adept.Group: 0
Comstar Adept
 GM, 2 posts
Wed 13 Aug 2014
at 14:12
Tech Availability - Current Timeline
During the year 3028...
The Fourth Succession War begins.

The Federated Commonwealth is unofficially formed, Hanse Davion and Melissa Steiner marry..
Northwind Agreement takes effect.
Thomas Marik Promotion
Wolf's Dragon is betrayed by House Kurita and the Battle of Misery ensues.
The Grey Death Legion discovers Helm Memory Core.


During the year is 3029...
Myndo Waterly named Primus.
Tikonov Free Republic formed.




Effective Immediately, Characters may start accumulating equipment for personal use on and off missions.  Equipment removed is no longer lost and may be accumulated.

There are limits to what a character may accumulate.


Armor is accumulated in anticipation of modifications, and/or SOMETIMES some of it may be used on missions when you do not have access to the unit repair pool.
Maximum Armor = 20% of your Mech's weight.


Internals is accumulated in anticipation of modifications, and SOMETIMES some of it may be used on missions when you do not have access to the unit repair pool.
Maximum Armor =  5% of your Mech's weight.


Ammunition is accumulated in anticipation of the need for alternate munitions, and is used when the character has access to their repair pools, or between contracts.

Maximum Ammo by weight = {Mental Ability + Ballistics + Missile + Trigger Happy (x2) + Rank} tons

Maximum Ammo by clips  = {2 + Rank} clips for each ammo using module.  {Heavy Modules count double}
                         (Heat sinks counts as 'clips' for Energy Weapons)


Equipment is accumulated when removed from your mech for modification, or when you make availability rolls for equipment.  This is done in anticipation of modifications or damage taken during missions.  Equipment is counted in one of three ways, by item, by tonnage, or if you have a Power Loader, by Modules.  Player are free to apply the most advantageous method.

Maximum Equipment by items  = {2 + Mental Ability + X-Tech + Tinker + Noble + Rank}/2 items

Maximum Equipment by weight = {2 + Mental Ability + X-Tech + Tinker + Noble + Rank} tons

Maximum Equipment by module = (4) Torso Modules + (4) Arm Modules + (4) System Modules
                             (x1.5 Modules if the character has a rank of at least one.)


Should a character exceed these limits, they will not be allowed to add to their inventory, until their inventory is reduced.  Characters/Players may NOT share inventory space (no mules).






Availability Rolls are allowed between contracts to acquire equipment for a character.  This can be as small as a machine gun, or as large as an entire battlemech.  Regardless of what is being rolled and if they are successful or failed, a character may not attempt to roll for something more than once per bookkeeping phase.

Modifiers to Roll:
+1 per level of Nobility the character has (it pays to be connected)

+1 per (2) Levels of Mental Ability the character has (knowing who to go to, and how to convince them to give you what you want is helpful.)

+1 if the character has a Rank of 2 or higher(when all else fails pulling rank can get things done)

per the PDF, Rank can no longer loan a bonus.


Number of Rolls:
(2) Base +1 for each (2) Levels of bonus the character has for Availability Rolls.







Repair Rolls sometimes a character doesnt need new equipment, but simply needs parts to get existing equipment, that has been damaged in combat, working again.  Equipment is considered 'damaged', if it the number of critical hits taken does not exceed the number criticals the equipment has.  It is more attractive to 'repair' something than buy it new.

A character can trade one Availability roll for two Repair Rolls.

The target number required to find parts to repair equipment is two lower than to find them new.

{Cost to repair one critical} = {Cost of New Equipment}/{Equipment Criticals}  (plus repair modifier)





Characters may now sell equipment for it's value, or... if they have room in their personal inventory, may save it for future use.

Apply the repair modifier to the equipment removed to determine the cost to remove the equipment.




COST listed are the 'base' cost, and need to be multiplied by the Repair modifier to use.  Ammo and Armor are multiplied by the current mech in use when they are bought.




Salvage Rolls

Availability TN - 5 = the negative adjustment to the Tech Roll for salvage operations.
Gyros   add -2 to the roll, and -1 for each ton.

Engines may not be salvaged.

This message was last edited by the GM at 00:17, Wed 13 May 2015.

Comstar Adept
 GM, 12 posts
Sun 7 Sep 2014
at 17:30
Tech Availability - Armor / Internals / Engines
Beta Ferro Fibrouos Armor:
Available 7+  {up to 2 ton per roll}
Cost      20,000cb per Ton

One ton of Armor(x1.12) = 17.9af
Maximum Armor           =  2af per Internal
Critical Slots          = 20  {6 RT/6 LT ~ 4 RA/4 LA}

Conventional Max Armor per Location
4+1 per ton ~ Hover/VTOL
4+2 per ton ~ Track/Wheel



Beta Plus Ferro Fibrouos Armor:
Available 9+  {up to 2 ton per roll}
Cost      30,000cb per Ton

One ton of Armor(x1.12) = 17.9af
Maximum Armor           =  2af per Internal
Critical Slots          = 20  {5 RT/5 LT ~ 4 RA/4 LA}

Conventional Max Armor per Location
4+1 per ton ~ Hover/VTOL
4+2 per ton ~ Track/Wheel



New Ferro Fibrouos Armor:
Available 11+  {up to 1 ton per roll}
Cost      40,000cb per Ton

One ton of Armor(x1.12) = 17.9af
Maximum Armor           =  2af per Internal
Critical Slots          = 18  {5 RT/5 LT ~ 3 RA/3 LA}

Conventional Max Armor per Location
4+1 per ton ~ Hover/VTOL
4+2 per ton ~ Track/Wheel



True Ferro Fibrouos Armor:
Available 13+  {up to 1 ton per roll}
Cost      50,000cb per Ton

One ton of Armor(x1.12) = 17.9af
Maximum Armor           =  2af per Internal
Critical Slots          = 14  {4 RT/4 LT ~ 3 RA/3 LA}

Conventional Max Armor per Location
4+1 per ton ~ Hover/VTOL
4+2 per ton ~ Track/Wheel



Standard Armor:
Available 6+  {up to 4 ton per roll}
Cost      10,000cb per Ton

One ton of Armor(x1.0)  = 16af
Maximum Armor           =  2af per Internal
Critical Slots          =  0

Conventional Max Armor per Location
4+1 per ton ~ Hover/VTOL
4+2 per ton ~ Track/Wheel



Industrial Armor:
Available 5+  {up to 5 ton per roll}
Cost      5,000cb per Ton

One ton of Armor (x.67) = 10af
Maximum Armor           =  2af per internal
Critical Slots          =  0

Conventional Max Armor per Location
4+1 per ton ~ Hover/VTOL
4+2 per ton ~ Track/Wheel



Commercial Armor:
Available 4+  {up to 5 ton per roll}
Cost      5,000cb per Ton

One ton of Armor (x1.5) = 24af
Maximum Armor           =  1af per internal

Critical Slots          =  0

Conventional Max Armor ~ Total Vehicle
4+1 per ton ~ Hover/VTOL
4+2 per ton ~ Track/Wheel







Beta Endo Steel:
Available 10+  {1/2 ton per roll}
Cost      40,000cb per Ton

Beta Endo Steel         = 0.5tn of Internals per 10tn of Mech
Critical Slots          = 20  {6 RT/6 LT ~ 4 RA/4 LA}



Beta Plus Endo Steel:
Available 12+  {1/2 ton per roll}
Cost      60,000cb per Ton

Beta Plus Endo Steel         = 0.5tn of Internals per 10tn of Mech
Critical Slots          = 18  {5 RT/5 LT ~ 4 RA/4 LA}



New Endo Steel:
Available 14+  {1/2 ton per roll}
Cost      80,000cb per Ton

New Steel         = 0.5tn of Internals per 10tn of Mech
Critical Slots          = 16  {5 RT/5 LT ~ 3 RA/3 LA}



True Endo Steel:
Available 16+  {1/2 ton per roll}
Cost     100,000cb per Ton

True Endo Steel         = 0.5tn of Internals per 10tn of Mech
Critical Slots          = 14  {4 RT/4 LT ~ 3 RA/3 LA}



Standard:
Available  7+  {1 ton per roll}
Cost      16,000cb per Ton



Conventional:
Available  6+  {1 ton per roll}
Cost      16,000cb per Ton







Repair Fusion Engine:
Available  6+  {1 Hit per roll}
Cost     1/6 Value of Engine
{Value of Engine = (5000cb x Engine Rating x Mech Weigth)/75) x Repair Modifier}



Repair Gyro:
Available  6+  {1 Hit per roll}
Cost     1/4 Value of Gyro
{Value of Gyro = (300,000cb x Gyro Weight) x Repair Modifier}



Repair ICE Engines:
Available  7+  {1 Hit per roll}
Cost     1/6 Value of Engine
{Value of Engine = (1250cb x Engine Rating x Mech Weigth)/75) x Repair Modifier}

Conventional Units are limited to I.C.E. Engines



Heat Sink:
Standard
Available  7+  {up to 3 Heat Sink per roll}
Cost     2000cb


Salamander Heat Sink {Triples under water}
Available  7+  {up to 2 Heat Sink per roll}
Cost    10000cb


Inner Sphere Double Strength Heat Sink
Available  9+  {1 Heat Sink per roll}
Cost    60000cb
{Footnote:  Generally not useable on Power Loaders, due to critical limits.
Footnote:  Max of (1) IS/DS installed to each location (RT/LT/RA/LA)
}


Hoff Double Strength Heat Sink {Needs maintenance every other mission}
Available 12+  {1 Heat Sink per roll}
Cost  100000cb


New Hoff Double Strength Heat Sink {Needs maintenance every third mission}
Available 14+  {1 Heat Sink per roll}
Cost  200000cb


Omni Triple Strength Heat Sink {Needs maintenance every other mission}
Available 14+  {1 Heat Sink per roll}
Cost  200000cb



Actuators:
Available  7+ {up to 4 per roll)
Cost   Varies (Multiple cost below x Mech Weight)
Footnote:  (Arms)  Shoulder = 230cb / Upper = 100cb / Lower = 50cb / Hand = 80cb
           (Legs)  Hip = 350cb / Upper = 150cb / Lower = 80cb / Foot = 120cb


CASE:
Available  7+ {1 per roll}
Cost   50000cb



Small Cockpit:
Available  9+
Cost   175,000cb
Footnote:  Mechwarriors are penalty one to Pilot Skills
                   Weighs only two tons and remove 2nd Life Support {available for equipment}/



Ultra Light Cockpit:
Available  9+
Cost   175,000cb
Footnote:  Remove (3) Heat Sinks
                   Weighs only one ton and removes 2nd Life Support {not available for equipment}/



Omni Small Cockpit:
Available  NA+
Cost   NA cb
Footnote:  Weighs only one ton / Remove (3) Heat Sinks
                   Plug suit replaces the 2nd Life Support/

This message was last edited by the GM at 14:52, Wed 08 July 2015.

Comstar Adept
 GM, 14 posts
Mon 22 Sep 2014
at 00:26
Tech Availability - Ballistic Weapons
Stanadard Weapons:
Gauss Rifle  {Heat 1 ~ Damage 15 ~ (min2) Range 7/15/22  ~ Weight 15.0tn ~ Critical 7 ~ 8 Shots per ton}
Available 14+
Cost     300,000cb


AC/20  {Heat 7 ~ Damage 20 ~ Range 3/6/9  ~ Weight 14.0tn ~ Critical 10 ~ 5 Shots per ton}
Available 10+
Cost     300,000cb


AC/10  {Heat 3 ~ Damage 10 ~ Range 5/10/15  ~ Weight 12.0tn ~ Critical 7 ~ 10 Shots per ton}
Available  9+
Cost     200,000cb


AC/5  {Heat 1 ~ Damage 5 ~ (min3) Range 6/12/18  ~ Weight  8.0tn ~ Critical 4 ~ 20 Shots per ton}
Available  8+
Cost     125,000cb


AC/2  {Heat 1 ~ Damage 2 ~ (min4) Range 8/16/24  ~ Weight  6.0tn ~ Critical 1 ~ 45 Shots per ton}
Available  7+
Cost      75,000cb




Machine Gun  {Heat 0 ~ Damage 2 ~ Range 1/2/3  ~ Weight 0.5tn ~ Critical 1 ~ 200 Shots per ton}
Available  7+ {Up to 2 MGs per roll}
Cost       5,000cb


Anti Missile System  {Heat 1 ~ Damage 2 ~ Range 0/1/2  ~ Weight 0.5tn ~ Critical 1 ~ 200 Shots per ton}
Avaialble 10+
Cost     100,000cb
{(EXPERIMENTAL Footnote)  AMS may be used as a Machine Gun. }
{(EXPERIMENTAL Footnote)  Ammo for AMS increased to 200 per ton.  Ammo usage increased from 2d6 to 10d6 against missiles. }



LBX Weapons:
AC/20  {Heat 6 ~ Damage 20 ~ Range 4/8/12  ~ Weight 14.0tn ~ Critical 11 ~ 5 Shots per ton}
Available 16+
Cost     600,000cb


AC/10  {Heat 2 ~ Damage 10 ~ Range 6/12/18  ~ Weight 11.0tn ~ Critical 6 ~ 10 Shots per ton}
Available 13+
Cost     400,000cb


AC/5   {Heat 1 ~ Damage 5 ~ (min 3) Range 7/14/21  ~ Weight 8.0tn ~ Critical 5 ~ 20 Shots per ton}
Available 12+
Cost     250,000cb


AC/2   {Heat 1 ~ Damage 2 ~ (min 4) Range 9/18/27  ~ Weight 6.0tn ~ Critical 4 ~ 45 Shots per ton}
Available 11+
Cost     150,000cb



Ultra Weapons:
AC/20  {Heat 7 ~ Damage 20 ~ Range 3/7/10  ~ Weight 15.0tn ~ Critical 10 ~ 5 Shots per ton}
Available 15+
Cost     480,000cb


AC/10  {Heat 3 ~ Damage 10 ~ Range 6/12/18  ~ Weight 13.0tn ~ Critical 7 ~ 10 Shots per ton}
Available 13+
Cost     320,000cb


AC/5  {Heat 1 ~ Damage 5 ~ (min 2) Range 6/13/20  ~ Weight 9.0tn ~ Critical 5 ~ 20 Shots per ton}
Available 11+
Cost     200,000cb


AC/2  {Heat 1 ~ Damage 2 ~ (min 3) Range 8/17/25  ~ Weight 7.0tn ~ Critical 3 ~ 45 Shots per ton}
Available 11+
Cost     120,000cb



Rifles:
Heavy     {Heat 2 ~ Damage 6 ~ Range 6/12/18  ~ Weight 8.0tn ~ Critical 3 ~ 6 Shots per ton}
Available 13+
Cost     300,000cb


Medium    {Heat 1 ~ Damage 3 ~ Range 5/10/15 ~ Weight 5.0tn ~ Critical 2 ~ 9 Shots per ton}
Available 12+
Cost     150,000cb


Light     {Heat  0 ~ Damage 1 ~ Range 6/12/18 ~ Weight 3.0tn ~ Critical 1 ~ 18 Shots per ton}
Available 11+
Cost      60,000cb



Omni Tech Corporation Weapons:
Light Gauss Rifle  {Heat 1 ~ Damage 8 ~ (min 3) Range 8/17/25 ~ Weight  12tn ~ Critical 5 ~ 16 Shots per ton}
Available 13+
Cost     275,000cb


AC/12              {Heat 4 ~ Damage 12 ~ Range 3/6/9 ~ Weight 8tn ~ Critical 6 ~ 8 Shots per ton}
Available 13+
Cost     240,000cb


AC/6        {Heat  1 ~ Damage 6 ~ Range 4/8/12 ~ Weight 3.5tn ~ Critical 2 ~ 16 Shots per ton}
Available  9+
Cost      65,000cb


AC/5 Rapid {Heat  1*~ Damage 5 ~ Range 3/6/9 ~ Weight 3.0tn ~ Critical 2 ~ 20 Shots per ton} {Uses Ultra ROF options}
Available 10+
Cost     100,000cb


AC/2 Rapid {Heat  1*~ Damage 2 ~ Range 3/6/9 ~ Weight 1.0tn ~ Critical 1 ~ 50 Shots per ton} {Uses Ultra ROF options}
Available  9+
Cost      60,000cb


AC/2 Light {Heat  1 ~ Damage 2 ~ Range 3/6/9 ~ Weight 0.5tn ~ Critical 1 ~ 32 Shots per ton}
Available  9+
Cost      30,000cb



Ammo:
Standard
Available  6+  {Up to 3 tons per roll}
Cost      10,000cb per Ton


LBX Ammo
Available 8+   {Up to 1 ton per roll}
Cost     20,000cb per Ton   {1/2 repair pool recovery}
{May only be used with LBX Auto Canon}


Cluster
Available  9+  {Up to 1 ton per roll}
Cost      30,000cb per Ton  {1/3 repair pool recovery}
{-1 hit modifier all ranges / Roll on missile chart for locations hit for one point of damage.  Adjust this roll by +2 at short range and -2 at long range.}


Armor Piercing
Availble  10+  {Up to 1 ton per roll}
Cost      40,000cb per Ton  {1/4 repair pool recovery}
{Each Hit has a chance to do a critical.  Roll for chance and modify as follows, AC/20 -0, AC/10 -1, AC/5 -2, AC/2 -3.   Ammo reduced from 100 dam per tn to 60 dam per tn.}


Precision
Available 12+  {Up to 0.5 ton per roll}
Cost      60,000cb per Ton   {1/6 repair pool recovery}
Reduce Target Movement Modifier by 2, to a minimum of zero.  Negated by Guardian


White Phosphorous
Avaialble  9+  {Up to 1 ton per roll}
Cost      30,000cb per Ton   {1/3 repair pool recovery}
vs Mech ~ for each point of damage, inflict one point of heat instead of normal damage.
vs Vech ~ for each hit, roll for possible critical -2 adjustment for Combat Vehicles
vs Inf. ~ for each point of Damage, eliminate one trooper.
Volatile ammo ~ Roll twice to check for ammo explosions.

Fractional Tonnage
1.00 ton = 100 Damage
0.50 ton =  40 Damage
0.25 ton =  16 Damage

This message was last edited by the GM at 02:00, Wed 13 Apr 2016.

Comstar Adept
 GM, 15 posts
Wed 24 Sep 2014
at 14:36
Tech Availability - Energy Weapons
Stanadard Weapons:
PPC  {Heat 10 ~ Damage 10 ~ (min3) Range 6/12/18  ~ Weight  7.0tn ~ Critical 3}
Available  9+
Cost     200,000cb


Large Laser  {Heat 8 ~ Damage 8 ~ Range 5/10/15  ~ Weight  5.0tn ~ Critical 2}
Available  8+
Cost     100,000cb


Medium Laser  {Heat 3 ~ Damage 5 ~ Range 3/6/9  ~ Weight  1.0tn ~ Critical 1}
Available  7+
Cost      40,000cb


Small Laser  {Heat 1 ~ Damage 3 ~ Range 1/2/3  ~ Weight  0.5tn ~ Critical 1}
Available  7+
Cost      15,000cb



ER Weapons:
PPC  {Heat 15 ~ Damage 10 ~ Range 7/14/23  ~ Weight  7.0tn ~ Critical 3}
Available 12+
Cost     300,000cb


Large Laser  {Heat 12 ~ Damage 8 ~ Range 7/14/19  ~ Weight  5.0tn ~ Critical 2}
Available 11+
Cost     200,000cb


Medium Laser  {Heat 5 ~ Damage 5 ~ Range 4/8/12 ~ Weight 1tn ~ Critical 2}
Available 13+
Cost     160,000cb


Small Laser   {Heat 2 ~ Damage 3 ~ Range 2/4/5  ~ Weight 0.5tn ~ Critical 1}
Available 11+
Cost      20,000cb



Pulse Weapons:
Large Laser  {Heat 10 ~ Damage 9 ~ Range 3/7/10  ~ Weight  7.0tn ~ Critical 2}
Available 10+
Cost     175,000cb


Medium Laser  {Heat 4 ~ Damage 6 ~ Range 2/4/6  ~ Weight  2.0tn ~ Critical 1}
Available  9+
Cost      60,000cb


Small Laser  {Heat 2 ~ Damage 3 ~ Range 1/2/3  ~ Weight  1.0tn ~ Critical 1}
Available  9+
Cost      16,000cb



Omni Tech Corporation Light Weapons:
PPC          {Heat 14 ~ Damage 10 ~ (min 4) Range 5/10/15  ~ Weight 3.5tn ~ Critical 6}
Available 13+
Cost     300,000cb


Large Laser  {Heat 12 ~ Damage 8 ~ Range 4/8/12 ~ Weight 2.5tn ~ Critical 4}
Available 12+
Cost     150,000cb


Medium Laser {Heat  5 ~ Damage 5 ~ Range 2/4/6 ~ Weight 0.5tn ~ Critical 2}
Available 11+
Cost      60,000cb

This message was last edited by the GM at 00:08, Thu 02 Apr 2015.

Comstar Adept
 GM, 16 posts
Wed 24 Sep 2014
at 15:01
Tech Availability - Missile Weapons
SRM Weapons:
SRM 6     {Heat 4 ~ Damage 2/Missile ~ Range 3/6/9 ~ Weight 3tn ~ Critical 2 ~ (15 Ammo per tn)}
Available  8+
Cost      80,000cb


SRM 5     {Heat 4 ~ Damage 2/Missile ~ Range 3/6/9 ~ Weight 2tn ~ Critical 2 ~ (20 Ammo per tn)}
Available  9+
Cost      70,000cb


SRM 4     {Heat 3 ~ Damage 2/Missile ~ Range 3/6/9 ~ Weight 2tn ~ Critical 1 ~ (25 Ammo per tn)}
Available  7+
Cost      60,000cb


SRM 2     {Heat 2 ~ Damage 2/Missile ~ Range 3/6/9 ~ Weight 1tn ~ Critical 1 ~ (50 Ammo per tn)}
Available  7+
Cost      10,000cb



Streak SRM Weapons:
Streak SRMs do not fire on attack rolls that miss, and when they hit all of the missiles will hit.  These functions are negated by the presence of Guardian EW.


Streak SRM6   {Weight 4.5tn / 2 Critical}
Available 12+
Cost     120,000cb


Streak SRM5  {Weight 3.0tn / 2 Critical}
Available 12+
Cost     105,000cb


Streak SRM4  {Weight 3.0tn / 1 Critical}
Available 11+
Cost      90,000cb


Streak SRM2  {Weight 1.5tn / 1 Critical}
Available  9+
Cost      15,000cb



Ammo:
Standard
Available  6+  {Up to 3 ton per roll}
Cost      30,000cb per Ton


Fragmentation  {Damage 1/missile}
Available  8+  {Up to 1 ton per roll}
Cost     45,000cb per Ton
{Reduce Target Movement Modifer by 2, to a minimum of zero}


Incendiary
Available   8+  {Up to 1 ton per roll}
Cost      30,000cb per Ton
{Do no damage but generate one point of heat per missile.
 Vehicles take an roll on the Crit table with a -2 dice roll adjustment
 Infantry lose one man for each missile that hits.
 Volatile Ammo ~ Roll twice to check for ammo explostions.}


Artemis
Available  +1  {x1   ton per roll}
Cost      x1.5cb per Ton


Streak
Available +2   {x1/2 ton per roll}
Cost      x2cb per Ton


Fractional Tonnage
1.00 ton = 100 Missiles
0.50 ton =  40 Missiles
0.25 ton =  16 Missiles







LRM Weapons:
LRM 20
Available 10+
Cost     250,000cb


LRM 15
Available  9+
Cost     175,000cb


LRM 10
Available  8+
Cost     100,000cb


LRM 6      {Weight 2.0tn / 2 Critical / 3 Heat}
Available  9+
Cost      35,000cb


LRM 5
Available  7+
Cost      30,000cb


LRM 4      {Weight 1.5tn / 1 Critical / 2 Heat}
Available  9+
Cost      30,000cb



LRR Weapons:
Long Range Rockets are very similiar to Long Range Missiles.
They have no minimum, may not indirect fire and a range of 5/10/15

LRR 20    {Heat 6 ~ Damage 1/Missile ~ Range 5/10/15 ~ Weight 10tn ~ Critical 5 ~ (6 Ammo per tn)}
Available 12+
Cost     250,000cb


LRR 15    {Heat 5 ~ Damage 1/Missile ~ Range 5/10/15 ~ Weight 7tn ~ Critical 3 ~ (8 Ammo per tn)}
Available 11+
Cost     175,000cb


LRR 10    {Heat 4 ~ Damage 1/Missile ~ Range 5/10/15 ~ Weight 5tn ~ Critical 2 ~ (12 Ammo per tn)}
Available 10+
Cost     100,000cb


LRR 6     {Heat 3 ~ Damage 1/Missile ~ Range 5/10/15 ~ Weight 2tn ~ Critical 2 ~ (20 Ammo per tn)}
Available 10+
Cost      35,000cb


LRR 5     {Heat 2 ~ Damage 1/Missile ~ Range 5/10/15 ~ Weight 2.0tn ~ Critical 1 (24 Ammo per ton)}
Available  9+
Cost      30,000cb


LRR 4     {Heat 2 ~ Damage 1/Missile ~ Range 5/10/15 ~ Weight 1.5tn ~ Critical 1 (30 Ammo per ton)}
Available 10+
Cost      30,000cb


Streak LRR Weapons:
Streak LRRs do not fire on attack rolls that miss, and when they hit all of the missiles will hit.  These functions are negated by the presence of Guardian EW.


Streak LRR6    {Weight 3.0tn / 2 Critical / 3 Heat}
Available 12+
Cost      60,000cb


Streak LRR5    {Weight 3.0tn / 2 Critical / 2 Heat}
Available 11+
Cost      60,000cb


Streak LRR4    {Weight 2.25tn / 1 Critical / 2 Heat}
Available 12+
Cost      60,000cb



Ammo:
Standard
Available  6+  {Up to 3 tons per roll}
Cost      30,000cb per Ton


Fragmentation
Available 8+  {Up to 1 ton per roll}
Cost     45,000cb per Ton
{Missiles do no damage against armored targets.
 May cause vehicle criticals, from location.
 Will kill one infantry for each 2 missiles that hit.}


Artemis
Availble   8+ {Up to 1 ton per roll}
Cost      45,000cb per Ton
{Benefits from Artemis Target System.}


Bombard
Availble   6+ {Up to 3 ton per roll}
Cost      30,000cb per Ton
{Used for Pre-Mission Indirect Fire.}


Hawkeye
Available 11+ {Up to 1 ton per roll}
Cost      60,000cb per Ton
{Fires during Initiative phase and will attack targets (tn 5+) that have been hit by Hawkeye TAG.  There are no movement modifiers to the attack roll.}


Swarm
Available 11+ {Up to 1 ton per roll}
Cost      60,000cb per Ton


Streak
Available +2   {x1/2 ton per roll}
Cost      x2cb per Ton


Thunder
Available 11+ {Up to 1 ton per roll}
Cost      60,000cb per Ton


Fractional Tonnage
1.00 ton = 120   Missiles
0.50 ton =  48   Missiles
0.25 ton =  19.2 Missiles

This message was last edited by the GM at 00:08, Thu 02 Apr 2015.

Comstar Adept
 GM, 17 posts
Wed 24 Sep 2014
at 15:04
Tech Availability - Electronics
Prerequisites:  Electronics are advanced equipment that serve specialized functions on the battlefield.  The knowledge required to operate them are not commonplace, and there are levels of competence that may need to be met before the mechwarrior is qualified to use equipment to meet it's potential.

Technical Skill = Mental Ability + X-Tech + Tinker


Requires Technical Skill 1:
TAG ~ {Arrow IV}{Heat 0 ~ Damage 0 ~ Range 5/9/15  ~ Weight  1.0tn ~ Critical 1}
Available  9+
Cost      50,000cb
Technical Skill Penalty ~ Attacks with TAG are made at a penalty of one

TAG ~ {Hawkeye LRM}{Heat 0 ~ Damage 0 ~ Range 3/6/9  ~ Weight  0.5tn ~ Critical 1}
Available  9+
Cost      20,000cb
Technical Skill Penalty ~ Attacks with TAG are made at a penalty of one



Requires Technical Skill 2:
Beta Actuator Enhancement System  (Arms}
Available Male Characters 11+ / Female Characters 13+ for Actuators for one arm.
Cost (1000cb x Mech Weight)
Technical Skill Penalty ~ (2) Arm get -1 bonus to Punch Attacks (only)
                          (1) Arm get -1 bonus to All Physical Attacks
                          (0) Arm get -1 bonus to Arm mounted weapons


Beta Actuator Enhancement System  (Both Legs}
Available Male Characters 12+ / Female Characters 14+ for Actuators for both legs.
Cost (3000cb x Mech Weight)
Technical Skill Penalty ~ (2) -1 bonus to Hazard pilot checks
                          (1) -2 bonus to Hazard pilot checks
                          (0) -1 bonus to Kick


            Critical Slots: 2 Light, 3 for Medium 'Mechs.
            These slots must be in the appropriate location.
            Medium Mechs may not use BAES in the legs.

            Weight of the AES equipment:
            Mechs: 'Mech tonnage divided by 25, rounding up to half ton.
            Restriction: AES cannot be used with Smart Actuators, MASC, Targeting Computers, or any type of Triple Strength Myomer.


Artemis
Available 10+
Cost     100,000cb
Technical Skill Penalty ~ Bonus reduced by one for each point short.

C3 ~ {Slave}
Available 12+
Cost     250,000cb
Technical Skill Penalty ~ (2) May only use TAG Functions
                        ~ (1) May only 'spot' for other C3 units.


MASC
Available  Variable
Cost       Variable
Technical Skill Penalty ~ +1 to tn to avoid 'Freeze' for each point short.

Plugsuit
Available Female Characters 11+ / Male Characters 15+
Cost      50,000cb
Male Characters         ~ The Plugsuit will never fit 'right' and will always pull and tug in uncomfortable places.
Technical Skill Penalty ~ (2) You look good in the Plugsuit, but no benefit
                          (1) May only benefit from improved Heat Scale


Skirmish {Target Computer}
Available 11+
Cost     20,000cb per 1/2 Ton
Technical Skill Penalty ~ (2) May only benefit at Medium Range
                          (1) May only benefit from Running


Sniper {Target Computer}
Available 11+
Cost     20,000cb per 1/2 Ton
Technical Skill Penalty ~ (2) Only Range Modifier is Long Range -3
                          (1) May not use Extreme Range



Requires Technical Skill 3:
Beta   {Target Computer}
Available 11+
Cost     30,000cb per 1/2 Ton
Technical Skill Penalty ~ (3) Gains no benefit
                          (2) Gains no benefit at Long/Medium Range
                          (1) Gains no benefit at Long Range



Requires Technical Skill 4:
Beagle Probe
Available 11+
Cost    200,000cb
Technical Skill Penalty ~ (4) Operating Range Reduced to Range 2
                          (3) Operating Range Reduced to Range 3
                          (2) May not use 'Partial Active' Mode
                          (1) May not use 'Full Active' Mode



Raven Probe Suite
Available 9+
Cost    60,000cb {3.75 tons ~ 2 Criticals}
Technical Skill Penalty ~ (4) Operating Range Reduced to Range 2
                          (3) Operating Range Reduced to Range 3
                          (2) May not use 'Partial Active' Mode
                          (1) May not use 'Full Active' Mode



Guardian Suite
Available 11+
Cost    200,000cb
Technical Skill Penalty ~ (4) Operating Range Reduced to Range 2 ~ 'Partial Active' Mode may not be used
                          (3) Operating Range Reduced to Range 3 ~ 'Partial Active' Mode cost 10 Hea
                          (2) Operating Range Reduced to Range 4 ~ 'Full Active' Mode may not be used
                          (1) Operating Range Reduced to Range 5 ~ 'Full Active' Mode cost 15 Heat



Raven ECM Suite
Available 9+
Cost    60,000cb {3.75 tons ~ 2 Criticals}
Technical Skill Penalty ~ (4) Operating Range Reduced to Range 2 ~ 'Partial Active' Mode may not be used
                          (3) Operating Range Reduced to Range 3 ~ 'Partial Active' Mode cost 10 Hea
                          (2) Operating Range Reduced to Range 4 ~ 'Full Active' Mode may not be used
                          (1) Operating Range Reduced to Range 5 ~ 'Full Active' Mode cost 15 Heat



C3 ~ {Master}
Available with special mission, and may (not always) be made available only on request.
Cost   1,500,000cb
Technical Skill Penalty ~ (4) May only use TAG Functions
                        ~ (3) May only 'spot' for other C3 units.
                        ~ (2) May not use as 'Master' for Lance Level 'Net'
                        ~ (1) May not use as 'Master' for Company Level 'Net'

This message was last edited by the GM at 15:26, Tue 16 Dec 2014.

Comstar Adept
 GM, 18 posts
Thu 25 Sep 2014
at 14:08
Tech Availability - Physical Weapons
From the inspiring presence of the Hatchetman, and the exotic matches of the Solaris games,it was inevitable that such fanciful weapons of destruction make their way to the battlefields.  These are the allowable weapons incorporated into the campaign for use.


Hatchet:
Prohibited Units: Only humanoid BattleMechs and IndustrialMechs may carry a hatchet.

Construction Rules: ‘Mechs may mount Hatchets in the arm locations only. Each arm may install a maximum of 1 Hatchet, and then only if the selected arm also possess a full set of arm and hand actuators.

The weight, critical space and base damage for a hatchet is based directly on the weight of the BattleMech/IndustrialMech wielding it. Both the tonnage and critical slots taken up by a Hatchet are equal to the ‘Mech’s tonnage, divided by 15, rounding up to the nearest whole number. The hatchet’s base damage value is equal to the ‘Mech’s tonnage, divided by 5 (rounded up to the nearest whole).

The Hatchet has a -1 Attack bonus when making a normal attack, which resolves using the Standard Hit Locations Table.
The Hatchet also has the option to take a +4 Attack penalty to use to resolve hits on the Punch Table

Attack       -1 Bonus Mod {+3 Penalty for Punch charts}
Damage       Mech Weight/5
Weight       1tn per 15tn Mech
Criticals    Mech Weight/15 (round up)
Cost         5k cb per ton.




Sword:
Unit Restrictions: Only Humanoid BattleMechs and IndustrialMechs may carry a sword.

Construction Rules: ‘Mechs may mount swords in the Arm locations only. Each arm may install a maximum of 1 sword, and then only if the selected arm also possess a full set of arm and hand actuators.

The weight, critical space and base damage for a sword is based directly on the weight of the BattleMech/IndustrialMech wielding it. A sword’s weight (in tons) is equal to the ‘Mech’s tonnage, divided by 20 (rounded up to the nearest whole number). The number of critical slots a sword requires is equal to the ‘Mech’s tonnage, divided by 15 (rounded up to the nearest whole number). The sword’s base damage value is equal to the ‘Mech’s tonnage, divided by 10 (rounded up to the nearest whole), plus 1 additional point.

The Sword has a -2 Attack bonus when making a normal attack, which resolves using the Standard Hit Locations Table.
The Sword also has the option to take a +4 Attack penalty to use to resolve hits on the Punch Table

Attack       -2 Bonus Mod {+2 Penalty for Punch charts}
Damage       1 + (Mech Weight/10)
Weight       1tn per 20tn Mech
Criticals    Mech Weight/15 (Round up)
Cost         10k cb per ton.



Claymore       ~  -2 to Hit  ~  1/per  5 tons Damage
Footnotes      ~  The Claymore requires both hands/arms to use, and uses the Forward attack Arc.
quote:
Unit Restrictions: Only Humanoid BattleMechs and IndustrialMechs may carry a Claymore.

Construction Rules: ‘Mechs may mount Claymore in the Arm locations only. The Claymore is installed in both arms, and requries that the arm possess a full set of arm and hand actuators.

The weight, critical space and base damage for a Claymore is based directly on the weight of the BattleMech/IndustrialMech wielding it. A sword’s weight (in tons) is equal to the ‘Mech’s tonnage, divided by 15 (rounded up to the nearest whole number). The number of critical slots a sword requires, FOR EACH ARM, is equal to the ‘Mech’s tonnage, divided by 30 (rounded up to the nearest whole number). The sword’s base damage value is equal to the ‘Mech’s tonnage, divided by 5.

The Claymore has a -2 Attack bonus when making a normal attack, which resolves using the Standard Hit Locations Table.
The Claymore also has the option to take a +4 Attack penalty to use to resolve hits on the Punch Table

Attack       -2 Bonus Mod {+2 Penalty for Punch charts}
Damage       Mech Weight/5
Weight       1tn per 15tn Mech
Criticals    Mech Weight/30 (Round up) for each arm
Cost         10k cb per ton.


Wrecking Ball:
Tech Base: Inner Sphere and Clan

Unit Restrictions: Only humanoid BattleMechs and IndustrialMechs, and ground- and naval-based Combat and Support Vehicles (those
with Wheeled, Tracked, Hover, WiGE, or Naval motive types—including submersibles and hydrofoils), may install a wrecking ball.

Game Rules: Note that Hover and WiGE units may not use a wrecking ball unless they have first landed (stopped in the previous turn and spent 0 MP in that turn) and are adjacent to the target. Naval units equipped with wrecking balls may only use them while stationary (spending 0 MP in that turn) and surfaced (at Depth 0) directly adjacent to a target.

Construction Rules: Combat and Support Vehicles may only mount a wrecking ball in a Turret location, but only if the location(s) selected does not also include a backhoe, chainsaw, combine, dual saw, heavy-duty pile driver, mining drill or rock cutter.
Humanoid BattleMechs and IndustrialMechs may mount wrecking balls in the arms only, but are limited to one wrecking ball per arm and must remove the hand actuator on the chosen arm to do so. Quad BattleMechs and IndustrialMechs may not mount wrecking balls. As
with vehicles, ‘Mechs may not place a wrecking ball in any location that also includes a backhoe, chainsaw, combine, dual saw, heavy-duty pile driver, mining drill or rock cutter.

Mass - 4 tons from the compiled sheets at the back of the book.

On a natural attack roll of '2', the Wrecking ball successfully delivered a self-infl icted hit against the attacker rather than the target. Such a self-infl icted strike causes half the normal damage and is resolved using the Front Hit Location Table. Immediately after sustaining damage from a self-infl icted wrecking ball hit, the player must make a Piloting Skill Roll to avoid falling from being thrown off -balance by this critical failure.





Total Warfare notes...:
Multiple Physical Attacks: A ‘Mech may only make a single type of physical attack in a single turn: charging, clubbing, death from above, kick, punch, push or phyiscal weapon attack. Even if a ’Mech mounts two physical weapons (identical or otherwise), it can only make a single physical weapon attack. When making a single punch attack, a player can punch with one or two arms (see Punch Attacks, p. 145).


You may punch two separate targets, and ignore the secondary target modifiers this would normally inflict.

Mechs may not punch or make attacks with melee weapons if they suffer a Shoulder critical.

Mechs that have suffered a Upper or Lower arm actuator hit inflict only half their normal damage.  Mechs that have taken an Upper and a Lower actuator hit only inflict a quarter of their normal damage.

You do not need hands to Punch, but doing so without them (from design or damage) will inflict the normal +1 attack penalty.

Mechs that are designed without the Lower Arm actuator, take a +2 modifier to punch instead of the +1 modifer that would be incured by taking damage to the missing actuator.


Physical Combat Attack Modifiers:
Characters Physical stat is the base tn + Movement + Defense Modifier + Target Skill Modifier

+0 Charging, Death from Above, and Punching
-1 Clubbing and Pushing
-2 Kicking

Target Skill Modifier
+0 If the target has a tn 5+ for Pilot skill
+1 for each point lower than 5
-1 for each point higher than 5

Comstar Adept
 GM, 19 posts
Thu 25 Sep 2014
at 20:46
Tech Availability - Mechs
Base tn for mechs is 20% of the mechs weight

tn +0 for Base Models
tn +2 for Variants

tn +1 for mechs for each Advance Tech {not listed below} on them
tn +2 for mechs with Beagle or Guardian  {+3 with both}
tn +3 for mechs with Ferro-Fib
tn +4 for mechs with Endo Steel or Target Computers




Mechs with Double Strength Heat Sinks will AT MOST, only have (6) DS/HS.

(1) in RT, (1) in LT, (2) in RA, and (2) in LA, is the cap of DS/HS i'm allowing on mechs.




Power Loaders are a campaign specific category of mechs.  For the purposes of this campaign they are the prototypes and will eventually evolve into Omnimechs in about 20 years.

There are several key differences between the Power Loaders, and Standard mechs.

Power Loaders use something called 'smart actuators', which adjust the torque applied to actuators, so that when the 'load' of the mech is reduced, the mech gains mobility.

Power Loaders have 'Hard points' and the use of standardized modules which are loaded into these hard points for combat.

Power Loaders as a general rule may not be modified.

The 'X' series are the first generation of Power Loaders.  These Loaders all have (1) Hard point in each torso, and usually had (1) Hard point in each arm.

(25tn) X-3  ~ Mov 4/6/4 ~ (4) Hard Point ~ 7.5tn Load ~ 1 294 584cb
(30tn) X-3A ~ Mov 6/9/0 ~ (3) Hard Point ~ 6.5tn Load ~ 1 808 300cb
(30tn) X-3C ~ Mov 6/9/0 ~ (4) Hard Point ~ 8.5tn Load ~ 1 795 300cb


Standard Module:
Each Hard Point was capable of mounting a weapon no heavier than 15% of the mechs weight.  Ballistic and Missile using weapons automatically add .5 tons to the weight of the weapon for CASE (cost +50% cost to a max of 50k cb for CASE).  The weight of ammo is not calculated as part of the module, but is calculated as 'clips' which are used with ammo using modules.

A Standard Module has enough space for (3) Critical spaces (which needs to include space for the presence of any ammo or CASE)
The cost to install weapons into modules is the value of the weapon (x.3)


Heavy Weapon Module:
A Heavy Weapon Module was used for weapons too bulky or too large for standard modules.  A Heavy Weapon Module made use of both Torso Hard Points or both Arm Hard Points.  They are capable of mounting a weapon no heavier than 25% of the mechs weight.  Ballistic and Missile using weapons automatically add .5 tons to the weight of the weapon for CASE (cost +50% cost to a max of 50k cb for CASE).  The weight of ammo is not calculated as part of the module, but is calculated as 'clips' which are used with ammo using modules.

A Heavy Weapon Module has enough space for (6) Critical spaces (which needs to include space for the presence of any ammo or CASE)
The cost to install weapons into modules is the value of the weapon (x.3)


Footnote:  For technical reasons, the Torso Hard points are required to run (2) identical Standard Modules or (1) Heavy Module.

Footnote:  The X-3A, makes use of an intergrated sword in the arm, and as such only had only one Hard Point.  In 3030, Omni puts out a 'Command kit' to upgrade the electronics in the arm, allowing the sword to be removed and a second hard point installed, effectively converting the X-3A into a X-3C.





The 'A' series are the second generation of Power Loaders.  The 'A'series made use of Ferro-Fibrous armor, and allowed the use of light weapon pack and system modules.

(30tn) A-3 ~ Mov 5/8/0 ~ (4) Weapon Hard Points ~ (4) System Hard Points ~ 10.5tn Load ~ 1,864,720cb


Light Weapon Pack Module:
Removal of the hand actuator on the arm, allowed a larger module to be installed on the Hard Point called Light Weapon Packs.  Each LWP was capable of mounting (2) identical light weapons no heavier than 10% of the mechs weight.  The weapons must have the same target and always fire together.  A single hit on the weapon pack would disable both weapons.

Ballistic and Missile using weapons automatically add .5 tons to the weight of the weapon for CASE (cost +50% cost to a max of 50k cb for CASE).  The weight of ammo is not calculated as part of the module, but is calculated as 'clips' which are used with ammo using modules.

A Standard Module has enough space for (3) Critical spaces (which needs to include space for the presence of any ammo or CASE)
The cost to install weapons into modules is the value of the weapon (x.3)


System Modules:
Are used at various points of the mech for non-weapon systems.  Which included such options as Jump Jets, Heat sinks, Plugsuits, and/or Targeting computers.



Footnote:
Characters are limited to (4) of each type of module that the Power Loader can use.  Characters with a rank of one or higher are allowed an extra (2) modules.

'unused modules' may be used as storage for equipment.  Each module may hold one item, no heavier than 4.5 tons.  Multiple modules may be used to store equipment heavier than 4.5 tons.

This message was last edited by the GM at 12:16, Thu 09 Oct 2014.

Comstar Adept
 GM, 36 posts
Fri 3 Oct 2014
at 17:08
Tech Availability - Infantry
For this campaign...

Infantry are deployed in 7 men squads.  Infantry




SRM Infantry are normally armed with SRM missiles, which do direct fire damage.  It is possible that the infantry to carry and use alternate missiles.

Infernos ~ Inferno missiles do no damage, but for each point of damage that is normally inflicted, a point of heat is added to the mech.


The First Infantryman in the squad may be equipped with TAG, Light.
This soldier may make an attack roll to paint a target for indirect fire support with a laser spotter.  The range for this is 3/6/9.

The rest of the infantry may make normal attacks, but calculate the squad size as one less for damage to account for the loss of the trooper attempting to paint a target.