Thanks this is one of the most helpful posts I've gotten since I joined here.
Glad to hear it...sort of. Thank you.
I'm not sure what Edge points are but am going to look them up.
I think it's from the old version of the Mechwarrior Roleplaying Game. Basically, for each game, you can spend one of your edge points and reroll a die roll that affects you, whether it's a critical shot you missed or the hit location for an enemy's PPC. It makes it hard for an incredibly improbable turn of luck to bring a player down.
I was intending this to be a 20 ton mech for everyone type beginning force but it just worked out differently with what was painted and how many people showed. Now I think if someones mech is blown beyond repair they will have to buy a new mech, and I will also allow them to buy as much as a lance each and hire more mechwarriors.
Yeah, I forgot that guys who use minis have a lot of issues with what's available. That's always a snag.
The ability to buy extra characters was something I was going to suggest. It lets characters "double" their XP from each fight, provides continued progression in case a primary character hits 0/0, fills a hole in the roster when folks don't show up, and softens the blow a bit whenever a primary character does inevitably bite it.
These are awesome ideas and a couple I had thought of and some I had not. The C-Bill wager is totally new concept to me and I could see this being a huge hit (Imagine doubling your stack .. or even betting the long odds 3-1 and tripling your stack of C-Bills). I will definitely end up using all of these.
Glad you liked it. I'm going to ramble a bit more. My assumption was that if a larger mercenary company took care of the guys, the C-Bills were lagnappe; they could squirrel away a few thousand here and there (mostly though mission bonuses, ransoms, or salvage) to upgrade their 'mech by buying, for example, an ERPPC to replace their old one, specialty ammo, the installation of a new BAP or something else. After they buy it, installation and repairs are handled by the company.
I haven't actually read through the salvage rules so I will have to see how they are set up, but I want salvaging a full operational enemy mech to be a very rare thing (and something to get really excited about).
I forgot to link the Chaos Campaign thing earlier it's free, it's nine pages, and it's here
. It's pretty vague on salvage. Anyway, Sword and Dragon put damage in a few groups and used that to determine repair costs. I don't remember the exact details, but for example, units can have either minor damage, enough damage to be under forced withdrawal, disabled/destroyed, or truly destroyed. Each state has a specific set of clear criterion of increasing damage to determine a 'mech's rating and a repair cost listed as a percentage of its total value. If a heavy 'mech as a WP cost of 100, you might have to pay 25 WP to repair it from 'Damaged,' 50 WP to repair it from 'Crippled,' and 75 WP to repair it from 'Disabled/Destroyed,' if it can be repaired at all.
Salvage can build on the same system used for repairs. The same ratings reduce the unit's value to a flat fraction of its full value. A Damaged enemy 'mech' might be worth 75% of its listed value, one Crippled enough to be under Forced Withdrawal might be at 50% (the chassis is probably still good), a Destroyed one might be at 25% (removable parts), and a Truly Destroyed one might only be worth 10% (whatever you can find with a metal detector).
They probably won't ever salvage a fully operational 'mech and even if they do, the company can have a policy that they pick up the salvage and offer the players' unit either C-Bills rated by the 'mech's salvage value, a new chassis (either the one salvaged or a replacement one as a reward for the salvage), or one of the 'mech's special pieces of equipment. "For downing that Penatrator
, did your recon unit want 1,500 C-Bills each, this spare Wraith
chassis, or the Penetrator's
ER Large Laser to upgrade Mechwarrior Timmy's Enforcer
By handling salvage through the company, you can moderate what the party gets, reward them for efficiently taking down enemies, and engage them in the salvage process.
Of course, that hinges on them: A) destroying significant numbers of enemy combatants and B) holding the field long enough to bring in salvage equipment. If you're using Forced Withdrawal rules, most enemies will retire from the field before they're totally destroyed. If the PCs are, say, on a mission to hold an LZ until a friendly lance makes it there for dustoff, they can down a whole heap of 'mechs, win the day, and still not be able to claim any of it as salvage because they don't have time.
'course, if they blow off an enemy's arm and wield it as a club, they can still get something.