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.