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Maintaining Equipment

Battlemechs And Vehicles
      The annual maintenance cost for a battlemech or a vehicle shall be 0.1% of the value of the battlemech. This cost must be paid monthly. If the cost is not paid, roll on the Unmaintained Mech Or Vehicle Damage Table under Technicians in the Personnel Requirements rule herein.

Infantry
      The annual maintenance cost for an infantry unit shall be 0.1% of the purchase cost of the equipment of the infantry unit. This cost must be paid monthly. If the cost is not paid, the unit is not able to be used in combat.


Modifying Mechs And Vehicles
      Mechs and vehicles may be modified. This may be done at a professional rework facility or by a unit's own technicians.

Krazy Ken's Kustom Tanks And RVs
      Krazy Ken's offers two methods for reworking mechs and combat vehicles.
      First, Krazy Ken's will perform all work on a unit, plus provide all new equipment, and buy all removed equipment. When this is done, Krazy Ken's will provide an absolute guarantee that all installations and equipment is in new, or like new, condition. In game terms, all installations will be problem free, without any technician rolls. In return for the guarantee, Krazy Ken's will buy the removed equipment for 40% of fair market value, and sell added equipment for 110% of fair market value. This method of adding and removing equipment may also be used as a way to fix any incorrect installation, botched change, or imbalance caused in a mech or combat vehicle by any level of technician.
      Second, Krazy Ken's will install any equipment and remove any equipment desired, where the equipment to be added is provided by the owner, and the equipment removed is kept by the owner. In this case, Krazy Ken's will not offer a guarantee. Work will be done by veteran and elite technicians. The Campaign Master will make the necessary technician rolls and record the status of the unit. The owner will be informed of the unit's condition after all work is complete.
      Krazy Ken's will accept a maximum of two mechs and/or combat vehicles from any one unit simultaneously for work.
      The campaign's Excel Mech Change Cost Sheet will be used to determine the cost of modifications.

Krazy Ken's Repairs
      Krazy Ken's is also able to effect repairs on damaged equipment. For guaranteed work, Krazy Ken's charges 10% of the value of the equipment per repairable critical hit. For non-guaranteed work, Krazy Ken's charges 5% of the value of the equipment per repairable critical hit. In each case, the repair time is the same as the installation time for the equipment.
      Krazy Ken's guaranteed work is able to repair a piece of equipment which has a partial repair or damage caused by any technician.

Unit's Own Technicians
      A unit may always modify its own mechs and combat vehicles. All work is performed by the unit's own technicians in whatever facilities are available locally to the unit. Technicians modifying a unit's vehicles may not also perform maintenance work at the same time.

Time To Make Modifications
      Only limited provisions are made in the rules for the time necessary to perform general modifications to mechs or combat vehicles. The Base Time to repair mechs and combat vehicles from the Master Repair Table (page 61) of the Maximum Tech rules will be used as the base for these times. Removal time will be 10% of the Base Time or 30 minutes, whichever is greater. Installation time will be the Base Time listed or 60 minutes, whichever is greater. Weapons and equipment not specifically listed in the table will not use the time shown on the table. Weapons will have a Base Time of 60 minutes per ton, with a minimum of 60 minutes. All ammunition requires 60 minutes per ton or part thereof to load in a modification situation.

Change Limitations
      Weight. The weight of a battlemech or vehicle may not be modified.
      Internal Structure. The type of the internal structure of a battlemech or vehicle may not be modified.
      Others. Any conditions, equipment, or changes which the Battlemech Designer program, Vehicle Factory program, or Mech Change Cost Sheet cannot handle, will not be allowed.

Submitting Changes To Mechs And Vehicles
      The Campaign Masters are not data entry personnel and will not assist in the modification of battlemechs and vehicles. Players will submit complete descriptions of any changes or modifications to be made to a battlemech or vehicle. Such a submission shall be in the form of either a BattleMech Designer program or MechWorks program data file, and/or a detailed listing of changes (ex. "Remove large laser in left torso. Add PPC in right arm."). Incomplete, inexact, or illegal design changes will be rejected for cause. Repeated submission of incomplete, inexact, or illegal designs will result in a refusal of the Campaign Masters to allow any future changes by a unit.

Record Keeping
      A printed copy of all modified mechs and vehicles must be maintained in the unit's records. For mechs, this shall be a copy of the mech data record from the Battlemech Designer program. For vehicles, the vehicle record from the Vehicle Factory program will be used.


Repairs
      The Scavenging rule from the Maximum Tech book will be used. The Repairs And Replacements rule in Maximum Tech (page 58) and the Master Repair Table (page 61) are illogical, often incomprehensible, and effectively useless (the proofreader should be fired for allowing this garbage to get by). The equivalent section and table from the Master Rules (pages 84-87), as modified below, will be used instead.

Obtaining Replacement Parts
      A mercenary unit may purchase replacement parts from the dealers described in the Weapons Dealers section of these rules.

Master Repair Table - Partial Repair Effects
      The following Partial Repair Effects are added to the table. Also see the Master Repair Table - Vehicles, and the Master Repair Table - Internal Structure rules below for additional table modifications.

Master Repair Table -Vehicles
      The Master Repair Table fails to address any of the possible critical hit damage to vehicles, other than locked turrets. The following lines are added to the Master Repair Table to cover repairs to vehicles.

Master Repair Table - Replacements
      The following clarifications are made to the Replacements section of the Master Repair Table.
      To reattach a Blown-Off Limb, the limb must have a functional shoulder or hip actuator (as appropriate) and the internal structure of the torso section must be fully repaired (barring any permanent damage due to repairs or replacements). A limb with permanent internal structure must have at least one point of internal structure to be usable.
      To reattach a Blown-Off Head, the head (excluding internal components) and the head's internal structure must fully repaired (barring any permanent damage due to repairs) and the internal structure of the center torso section must be fully repaired (barring any permanent damage due to repairs). A head with permanent internal structure must have at least one point of internal structure to be usable.

Master Repair Table - Engines
      All "Engines" listed on the Master Repair Table are assumed to be Standard Fusion or XL Fusion engines. The following lines are added to the table for I.C.E. engines.

Master Repair Table - Internal Structure
      The Internal Structure section of this table is illogical and inconsistent with the rest of the table. It does not take into account the different size and amount of structure in units of different tonnages. For example, the repairs to a 100 ton mech with Up to 1/2 damage to its right arm would require the same Base Time as the repairs to a 20 ton mech with the same proportion of damage to its right arm. This is clearly nonsensical.
      Substitute the following lines for the Internal Structure section.

Cockpits
      The Master Repair Table does not include the ability to repair or replace a Cockpit. The following lines are added to the Replacements and Repairs sections of the table.

Removing Equipment
      The Repairs And Replacements rules do not provide for the simple removal of a piece of equipment. When removing equipment, use the Master Repair Table, but halve the Base Time (if necessary, round to the nearest 5 minutes, with a minimum of 15 minutes). If the removal roll fails within a Partial Repair value, the equipment is not removed, and suffers the indicated Partial Repair Effect. If the removal roll fails completely, the equipment remains in place, and is destroyed (totally non-operational). As with any failed repair roll, a higher level technician is required to perform any work on a piece of equipment damaged in a removal attempt.

Removing And Replacing Permanently Damaged Equipment
      The repair rules allow for a Partial Repair which results in permanent damage to the repaired item. This damage may be repaired only by a more experienced technician. Alternately, the permanently damaged item may be removed completely from the mech or vehicle. To perform this removal, however, a technician more experienced than the damaging technician is required. In effect, each time a technician begins to work on an item with permanent damage, a decision must be made as to whether to attempt to make a repair or to remove the damaged item and attempt to replace it.

Overall Design Integrity
      This rule (Maximum Tech, page 63, and Master Rules, page 87) seems to make sense, until some serious thought is given to it. At its heart, it assumes that most technicians are too stupid or too incompetent to correctly modify a mech. It also ignores the description of the function of a mech's gyros, which maintain its balance despite the imbalances in its equipment. Also, it implies that there is additional equipment on a mech, which is not documented (whatever is used to balance the mech). Why can not such equipment be damaged in battle, thus causing the indicated problems for mechs, and giving more things to fill empty critical hit locations? Like most of the repair rules, this rule is a good idea, which was mangled in the writing. Finally, note that the author got the example in the second paragraph of the rule wrong. It states "(each item weighs 2 tons and occupies 2 critical slots)". Any competent Battletech player will quickly note that the equipment described each have a weight of 1 ton and occupy 1 critical slot. The two pieces of equipment together weigh 2 tons and occupy 2 critical slots.
      Despite the problems with the basic logic of this rule, it will be used, but with a modification. Instead of making a Technical Skill roll each time a change is made, only a single Technical Skill roll is made after all modifications are completed. This roll determines whether or not the technical correctly balanced the final condition of the mech, which is all that really matters.

Heads
      In the past, certain individuals have argued that any mech head may be used with any mech body, regardless of tonnage. In a previous campaign, this obviously silly operation was, incorrectly, allowed by a softhearted campaign master. Such an operation will not be allowed in this campaign. Any equipment which includes the tonnage of a mech in its cost, is specific to an individual mech (Maximum Tech, page 57, Obtaining Replacement Parts). Since the cost of sensors for a mech is based on tonnage, they are unique to a specific tonnage of mech, and therefore, the head in which they are installed is unique to a specific tonnage of mech. And, removing the sensors from a head does not allow it to be used on any mech. It is still unique to a specific tonnage of mech.

Vehicle Parts
      The Vehicle Critical Hit Effects (Maximum Tech, page 32) allow the destruction of parts of a vehicle for which no equipment replacements are listed in the rules. The following weights and costs will apply for the indicated vehicle parts. These values apply only to replacement parts, not to vehicle design.

Infantry
      No rules are provided for the handling of the equipment of damaged infantry units.
      In the campaign, infantry units will be healed (see the Healing And Medical Facilities rule), not repaired. As long as one member of a squad survives, all of the equipment for that squad survives. If a unit is destroyed and cannot be healed, all of its equipment is considered lost.
      Infantry equipment cannot be scavenged from a battlefield.

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Contents Previous Next Updated 20 June 1999.