Difference between revisions of "Warchest"

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| Repair Head Blown Off
 
| Repair Head Blown Off
 
| =40
 
| =40
 
 
|}
 
|}
 
 
 
 
 
 
* Players can only salvage ’Mechs, vehicles and aerospace fighters that have not been Truly Destroyed also includes rearming. This is taking a mech that was knocked out of action in a battle and returning it to a functional status. (Round up)
 
* Players can only salvage ’Mechs, vehicles and aerospace fighters that have not been Truly Destroyed also includes rearming. This is taking a mech that was knocked out of action in a battle and returning it to a functional status. (Round up)
 
* All categories are modified by the scarcity of the vehicle, ammo, repair part, etc.
 
* All categories are modified by the scarcity of the vehicle, ammo, repair part, etc.
** Common x1 (Easy to find all standard ammo anytime)
+
** Common x1 (Easy to find all standard ammo anytime)
** Uncommon x2 (Difficult to find Advance IS tech in 3050)
+
** Uncommon x2 (Difficult to find Advance IS tech in 3050)
** Rare x4 (Clan Tech in IS 3050)
+
** Rare x4 (Clan Tech in IS 3050)
 +
 
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 120: Line 119:
 
|}
 
|}
  
* Does not come equipped with weaponry, vehicles or equipment. These must be purchased separately.  This is based on Regular crew (R1).
+
Does not come equipped with weaponry, vehicles or equipment. These must be purchased separately.  This is based on Regular crew (R1).  Modify these points as follows (round normally):
 
 
Points are based on regular quality troops.  Modify these points as follows (round normally):
 
  
 
* Green x 0.5  
 
* Green x 0.5  
Line 130: Line 127:
 
* Crack x 8.0
 
* Crack x 8.0
  
Monthly Unit Costs SP Cost
+
 
Personnel Support (food, medical etc.) = 1 per 7 man sqd
+
{| class="wikitable"
Vehicle Maintenance (mech, aero, vehicle) = 1 per size*
+
! Monthly Unit Costs
Dropship Maintenance = 15**
+
! SP Cost
Jumpship Maintenance = 12**
+
|-
 +
| Personnel Support (food, medical etc.)
 +
| = 1 per 7 man sqd
 +
|-
 +
| Vehicle Maintenance (mech, aero, vehicle)
 +
| = 1 per size  
 +
|-
 +
| Dropship Maintenance
 +
| = 15
 +
|-
 +
| Jumpship Maintenance
 +
| = 12
 +
|}
  
 
* Size: light = 1, Medium =2, heavy = 3, Assault = 4.  Includes crew personal support
 
* Size: light = 1, Medium =2, heavy = 3, Assault = 4.  Includes crew personal support
** Includes crew personal support
+
* All cost above includes crew personal support
  
  
Transportation Costs* SP Cost
+
{| class="wikitable"
Jumpship Rental cost, per jump = 5 per dropship
+
! Transportation Costs*
Dropship, Leopard, both types = 6
+
! SP Cost
Union = 15
+
|-
Overlord = 40
+
| Jumpship Rental cost, per jump
Fury = 3
+
| = 5 per dropship
Gazelle = 4
+
|-
Seeker = 10
+
| Leopard Dropship, both types
Triumph = 43
+
| = 6
Condor = 30
+
|-
Excalibur = 70
+
| Union Dropship
Avenger = 50
+
| = 15
Achilles = 75
+
|-
Intruder = 100
+
| Overlord Dropship
Fortress = 400
+
| = 40
Buccaneer = 25
+
|-
Mule = 85
+
| Fury Dropship
Monarch = 23
+
| = 3
Mammoth = 400
+
|-
Behemoth = 840
+
| Gazelle Dropship
 +
| = 4
 +
|-
 +
| Seeker Dropship
 +
| = 10
 +
|-
 +
| Triumph Dropship
 +
| = 43
 +
|-
 +
| Condor Dropship
 +
| = 30
 +
|-
 +
| Excalibur Dropship
 +
| = 70
 +
|-
 +
| Avenger Dropship
 +
| = 50
 +
|-
 +
| Achilles Dropship
 +
| = 75
 +
|-
 +
| Intruder Dropship
 +
| = 100
 +
|-
 +
| Fortress Dropship
 +
| = 400
 +
|-
 +
| Buccaneer Dropship
 +
| = 25
 +
|-
 +
| Mule Dropship
 +
| = 85
 +
|-
 +
| Monarch Dropship
 +
| = 23
 +
|-
 +
| Mammoth Dropship
 +
| = 400
 +
|-
 +
| Behemoth Dropship
 +
| = 840
 +
|}
  
 
* All dropship cost are one way.  All transportation costs are modified by the following costs; Combat mission x5
 
* All dropship cost are one way.  All transportation costs are modified by the following costs; Combat mission x5

Latest revision as of 03:02, 2 April 2015

Warchest Rules

The Warchest Point (WP) System is an abstraction of the rewards and opportunities that arise out of combat. More than merely a monetary concept, the Warchest also represents factors such as renown, contacts and being at the right place at the right time. A certain amount of WP will need to be spent before every mission to prepare for that mission. Each mission will supple WP to the unit dependent on objectives finished and addition difficulty added. The additional difficulty may be environmental, engagement rules, or just about anything.

Conversion Rate

  • 1 WP = 10 SP (Support Points) = 100,000 C-bills
  • 1 SP = 10,000 C-bills
  • 10 WP = 1,000,000 C-bills


Warchest and Missions

Each mission has a WP cost that covers the transportation, incidental costs, connections and reputation required to participate in that mission. This cost appears in the Warchest section of each mission and must be paid before beginning the mission. In addition, all missions have objectives with a WP value listed in parentheses. Players gain (or lose, if the WP value is negative) those points if they complete that objective. Finally, each mission includes a set of optional bonuses with a WP value listed in parentheses. Players gain those points if they choose to subject themselves to the listed environmental or operational situations. A player may elect to use all, none or some of the listed optional bonuses. Players only gain WP from optional bonuses if they attain at least a Partial Victory for the mission. All these points go in the Warchest. Between missions, players may use their WP to increase personnel, repair and rearm, and purchase or equipment. All WP expenditures must occur before the beginning of the next mission. Players may not spend WP during a mission, even if it is split into a mini-campaign. Keep in mind that the next mission must also be paid for from the Warchest.


Warchest Debt

If the players lack enough WP to purchase any tracks available to them, they may go into Warchest debt in order to participate in the next scenario. Players may NOT purchase services and equipment on Warchest debt. As the players gain WP during the track, they can use these points to pay off the debt until the Warchest rises to a positive number. If debt still exists after that scenario, players must sell off assets until the force can purchase its next scenario. Players may not go into Warchest debt twice in a row. If a force is so far in debt that it cannot pay for a new track, the gamemaster may decide that the force is too damaged to maintain fighting cohesiveness. That force is then “retired” for the remainder of the story arc, but may be brought back in future arcs, as determined by the gamemaster or player agreement. Another option is to have the force spend a large amount of time repairing and refitting, forfeiting an entire track in order to carry out the necessary repairs. If a gamemaster decides on this course of action, the players may re-enter the current campaign arc at a point beyond the track where they got stuck. To do this, choose a track from the options presented under the Next Path guidelines for the track the players would have carried out. In addition, the gamemaster will select one of the optional bonuses listed in the Warchest section and apply it to the track, but the players will not receive the bonus WP. If the players or gamemaster select additional options, the players receive WP for them as normal.


Forced Withdrawal

Unless otherwise noted, units operating under Forced Withdrawal will follow the rules on page 258 in Total Warfare.


Crippling Damage

Unless otherwise stated in the Special Rules section, crippling damage is defined as follows:

  • A ’Mech is considered crippled when a side torso location is destroyed; the ’Mech takes two engine critical hits; one gyro and one engine critical hit; or loses the use of its sensors. Internal structure damage in three or more limbs and/or two or more torsos, or four or more pilot hits, also renders a ’Mech crippled, as do the loss of all the ’Mech’s weapons to damage or ammunition depletion. If all of a ’Mech’s weapons are destroyed and it can no longer move, the ’Mech is considered destroyed. The pilot of a destroyed ’Mech may eject normally.
  • With the exception of infantry, all of a unit’s weapons are considered destroyed if it loses all weapons with a range greater than five hexes or if it can no longer cause more than 5 points of combined weapons damage.
  • A ProtoMech is considered crippled if all its weapons are lost to damage or ammunition depletion, or if the pilot suffers four or more hits. A ProtoMech Point will not begin to withdraw until three or more of its component ProtoMechs are either crippled or destroyed, at which point the entire Point must withdraw.
  • A vehicle is considered crippled if it loses all its armor in a single location or if all its weapons are destroyed.
  • An aerospace unit is considered crippled if it suffers a critical hit to its engine or fuel tank; if all its weapons are destroyed; if the unit loses more than half its original Structural Integrity; or if its pilot/crew suffers four or more hits.
  • An infantry platoon is considered crippled if it loses 21 or more troops (16 or more for jump platoons). If deploying infantry squads, a squad is considered crippled if it loses 5 or more troops.
  • A battle armor unit (Point or squad) is considered crippled if it loses half or more of its members.
  • Vehicles and BattleMech that are immobilized—usually through motive, leg or gyro damage—are shut down and typically abandoned (though abandonment places the crew at the mercy of the battlefield). Only the most fanatical crews or those in dire circumstances will continue to fight. Likewise, only orders from the highest possible source will prompt an immobilized element not to withdraw from combat.


Salvage

Salvage is the taking of destroyed/crippled equipment remaining on the battlefield at the end of a mission. In linked scenarios, salvage may not occur until the end of the mini-campaign. In general, and unless a mission’s special rules state otherwise, players who achieve at least a Partial Victory in a mission may claim all battlefield salvage in any area where their units participated. Players may not claim salvage after battles in which they did not participate. Salvage may be sold at half the unit’s normal list price. Alternatively, vehicles, ’Mechs and other salvaged units may be repaired using the Warchest system, or by converting Support Points to C-bills and using the appropriate rule set to buy such repairs by spending the C-bill cost of all repaired or replaced equipment. Players interested in more detailed Salvage rules can find them beginning on page 191 of Strategic Operations


Activities

Activity SP Cost
Salvage ’Mech or aerospace fighter* = tonnage
Salvage vehicle* = tonnage/2
Reconfigure OmniMech, -Vehicle, or -Fighter = tonnage/4
Purchase ’Mech** = tonnage x10
Purchase ProtoMech Point = tonnage x5
Purchase Vehicle** = tonnage x10
Purchase Battle Armor** = No. of suits x50
Rearm Ammo, per Unit** =2
Repair Armor, per point** =4
Repair Internal Structure, per point** =5
Repair FCS or MP, per hit** =10
Repair Weapon, per hit** =10
Repair Head Blown Off =40
  • Players can only salvage ’Mechs, vehicles and aerospace fighters that have not been Truly Destroyed also includes rearming. This is taking a mech that was knocked out of action in a battle and returning it to a functional status. (Round up)
  • All categories are modified by the scarcity of the vehicle, ammo, repair part, etc.
    • Common x1 (Easy to find all standard ammo anytime)
    • Uncommon x2 (Difficult to find Advance IS tech in 3050)
    • Rare x4 (Clan Tech in IS 3050)


SP ACTIVITY COST TABLE 2 SP Cost
Hire new MechWarrior, Aerospace pilot = 3
Hire new vehicle crew* = 6
Hire new Battle Armor squad/Point = 10
Hire new foot infantry platoon = 100
Hire new motorized infantry platoon = 200
Hire new jump infantry platoon = 300

Does not come equipped with weaponry, vehicles or equipment. These must be purchased separately. This is based on Regular crew (R1). Modify these points as follows (round normally):

  • Green x 0.5
  • Regular x 1.0
  • Veteran x 2.0
  • Elite x 4.0
  • Crack x 8.0


Monthly Unit Costs SP Cost
Personnel Support (food, medical etc.) = 1 per 7 man sqd
Vehicle Maintenance (mech, aero, vehicle) = 1 per size
Dropship Maintenance = 15
Jumpship Maintenance = 12
  • Size: light = 1, Medium =2, heavy = 3, Assault = 4. Includes crew personal support
  • All cost above includes crew personal support


Transportation Costs* SP Cost
Jumpship Rental cost, per jump = 5 per dropship
Leopard Dropship, both types = 6
Union Dropship = 15
Overlord Dropship = 40
Fury Dropship = 3
Gazelle Dropship = 4
Seeker Dropship = 10
Triumph Dropship = 43
Condor Dropship = 30
Excalibur Dropship = 70
Avenger Dropship = 50
Achilles Dropship = 75
Intruder Dropship = 100
Fortress Dropship = 400
Buccaneer Dropship = 25
Mule Dropship = 85
Monarch Dropship = 23
Mammoth Dropship = 400
Behemoth Dropship = 840
  • All dropship cost are one way. All transportation costs are modified by the following costs; Combat mission x5