Tuesday, March 15, 2011

Repairs, Reloads, Customs

Repairs:

After every battle, it is assumed that the players have some method of recouping from the last battle unless otherwise stated (such as after disastrous defensive actions or botched planetary landings). After every battle, new critical hits can be repaired on a roll of 7+ modified by the conditions found on page 171 of the StratOps book. A failed roll means that the equipment cannot be rigged back into functioning and needs to be replaced wholesale at cost. Internal structure can never be repaired in the field and requires a factory environment to take place. It is mended automatically on Outreach for free. Missing and replacement internal sections that have been completely destroyed need to be purchased per StratOps pg. 180. These sections are too time consuming to be replaced in the field and must be done at Outreach. Armor is replaced in whole ton lots. All repairs are assumed to be instantly completed and ready for the next game.

Reloads:

Ammo is replaced in whole ton lots or not at all.

Customs:

Class A and Class B refits (pg. 188 StratOps) are perfectly acceptable and capable of being performed at Outreach should the player have the equipment to do them. Attempting to do them in the field requires a repair roll, failure just means the mech is out of action for that week and for any remaining games.

Something more significant such as a Class C or Class D requires a custom order from the factories and distributors of Outreach. Such orders requires a week with the unit in question and 20% of the final unit cost plus the cost of the equipment. The unit gains the quirk, “Working the kinks out”. The unit looses “Working the kinks out” after a week and on a successful repair roll while at Outreach (only 1 roll per week) or after rolling less than the number of games the unit has been used in during deployment with a 2d6.

Custom unit fabrication can be done by paying a 25% service charge for the first unit and 15% over cost for every unit after that for that order. These units gain the quirk, “Working the kinks out”. These units loose “Working the kinks out” after 2 weeks and on a successful repair roll while at Outreach (only 1 roll per 2 weeks) or after rolling less than the number of games the unit has been used in during deployment with a 2d6. If any of the units have successfully worked the kinks out, and still works, future orders of that unit do not have this quirk.

Working the kinks out:

At the beginning of every game, roll for the result of floating critical(s). Ammo bins and weapons do not explode, they merely cannot be used or ejected for the duration of the fight. On a result of 12, in addition to the 3 criticals, the unit starts the game shutdown and needs a piloting roll on the end of every turn to continue operating or shutdown again. These effects do not carry from game to game and must be re-rolled every time.


Updated: 032311

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