So, it's in the Objectives series, and is a new player directed there from the core box materials? I haven't the BMM, yet, so someone with would have to enlighten me.
8) ^-^
But, I'm asking for a touch more than just Militia here in this book, Mercs here in this book, nobles here in the RPG book, though it's a good starting point.
I've read through the FM:Mercs, and a lot of the others, and there are little blurbs in their about the breakdown of forces, and 'average compositions' if they get a mention. (FM: Lyran Alliance and Free Worlds League were pretty good about this.) I've even read the setting primer out of the prior Boxed set, and even though a lot is said about units in general, there's a lot missing that I would have loved as a beginner:
- How do you get started as a merc unit? A lot of wonderful accounting systems to get you started, but not a lot of context for generating the story. And, if someone comes up with something, how do you know it's kosher BattleTech?
- What kind of unit allowance do you get as a particular rank of noble? You don't have to be a Merc, or a house regular, to have Mechs that see actions. As a noble, you get the benefit of having a Mech. Or, is it as a Mechwarrior, you get the benefits of holding a title and land, and protecting it from predators? When do you get to muster with other Knights if all you have is one? How big a retinue do you have access to if you're anything higher? (I am taking this particular thought to a new thread.)
- Do you really see a lot of action as a Minuteman? A lot of what we read is history of the line units, but the House FMs pointed out that militia were generally the first line of defense, stalling until the heavy hitters could arrive in a true invasion. Raids are not invasions, so I doubt that you'd be calling in the Davion Assault Guards in a timely fashion on Timbuktu if there isn't a lance or company there on a Flag-bearing tour.
I don't need hard and fast numbers, but a rough idea would be lovely. I know that 'If it works in your games' is a big rule for these forums, and the game in general. (You might want to lead the rules with that in the box set.) But, if the general player trend is to run a merc unit before committing to a house, how much interstellar action is there? Or, is each planet truly an island?
I"d finally like to see this introductory aspect to Mechwarrioring and Mech Commandering giving a real stab by the Powers-that-be.
Doesn't have to be an honest FM, though. But, something in a new introductory look at the universe and getting started in the story would be awesome.
As for SPAs costs, maybe one should consider paying for each instance where the cost applies? So, pilot in an awesome with the PPC specialist pays for each weapon it applies to, which is normally 3? What if he starts the game with pre-existing damage and one PPC is out? Same pilot in a BMaster pays only once? Same pilot in a different mech with no PPCs pays nothing for the ability.