Author Topic: New Rules/Errata for Refits/Customs/Repair  (Read 4509 times)

Hellraiser

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Re: New Rules/Errata for Refits/Customs/Repair
« Reply #30 on: 20 May 2020, 18:09:03 »
It broke a LOT of designs from Vehicles of TRO3025/26 to Mechs from TRO 3050/55.

Pretty much any vehicle that was under 20 tons &/or was a Hover/Vtol took a hit.

Any mech tonnage ending in 5 with Endo took a hit.
Any mech/ASF mounting XL who's SFE weight ended in .5 tons took a hit.


Then TW/TM came around & they change "Rounding at .5" to be "Round Off any fraction" for Ferro Armor.


When I think of all those nerfs & new RS that had to be created & just those 2 changes could have been avoided or at least minimized down to just be a few small Hover/Vtols & zero mechs............  Ugh, just bad decisions there IMHO.


But we are a bit off topic now.


So about those new rules.

It appears that the Kit cost from the factory is 10% of what is included.

So what would be included exactly?


For Example.

Lets take everyone's favorite Wolverine series.... 2 examples.

6R > 6M & 6M to 7M


So as I'm reading it, the Kit is literally JUST the parts that would be different?

So for a 6R shift to 6M.

1 Set of Blueprints/Instructions +
1 Large Laser
1 Medium Laser
2 Heat Sinks
1 Ton of Standard Armor    (You start with 9.5 & this adds just 1 ton?)

That's it?
So the cost is the total for the 5 items x 10%?



Example #2 - Wolverine-6M to 7M

1 Set of Blueprints/Instructions +
2 ERLL
1 275 XL Fusion Engine.
1 MASC Unit - 3 Ton Variety.
12 DHS

(I forget if there is anything else included)

So here w/ that XL engine we are looking at a MUCH more expensive Refit Kit.

But we don't include anything that would come from the original chassis like existing armor, cockpit, gyro,  etc etc etc?


Seems like some kits might be fairly cheap over all.
Stuff w/o an XL or bunches of new weapons might not be bad.

BattleMaster-1G to 3M  (CASE, ERPPC, 18 DHS)
Crusader-3D to 4D  (2 MPL, 2 STK-2, 1 Ammo)
PhoenixHawk-1 to 2  (Guardian ECM + 1/2 Ton Armor)
WolfHound-1 to 2  (ERLL + 10 DHS)
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RifleMech

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Re: New Rules/Errata for Refits/Customs/Repair
« Reply #31 on: 20 May 2020, 19:40:25 »
Dropping it from the core rules also broke the Warrior VTOL.

True but it didn't have rules for the remote dispenser anyway.


It broke a LOT of designs from Vehicles of TRO3025/26 to Mechs from TRO 3050/55.

It didn't help TRO2750 much either.

Quote
(snip)


So about those new rules.

It appears that the Kit cost from the factory is 10% of what is included.

So what would be included exactly?


For Example.

Lets take everyone's favorite Wolverine series.... 2 examples.

6R > 6M & 6M to 7M


So as I'm reading it, the Kit is literally JUST the parts that would be different?

So for a 6R shift to 6M.

1 Set of Blueprints/Instructions +
1 Large Laser
1 Medium Laser
2 Heat Sinks
1 Ton of Standard Armor    (You start with 9.5 & this adds just 1 ton?)

That's it?
So the cost is the total for the 5 items x 10%?

I imagine its something like that. Plus extra bolts, nuts, screws, washers, sprockets, wires, and hoses needed to connect everything. I guess the x10% in cost is for the plans and gathering all the materials into one package.

Daryk

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Re: New Rules/Errata for Refits/Customs/Repair
« Reply #32 on: 20 May 2020, 20:46:37 »
The beauty of the MG ammo to armor conversion is that it only costs 5,500 C-Bills (half a ton of armor + 10%).

guardiandashi

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Re: New Rules/Errata for Refits/Customs/Repair
« Reply #33 on: 20 May 2020, 20:58:00 »
I always figured the "refit kits" were everything you needed to make the change. 
1 detailed instructions, plans and templates
2 all parts needed such as components, adapters, etc.
3 data files needed, and or reprogrammed chips needed to update the firmware and software to support the new configuration.
etc.

essentially it puts "factory support" in a box that ships out to the users installing the kit.

Daryk

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Re: New Rules/Errata for Refits/Customs/Repair
« Reply #34 on: 21 May 2020, 02:44:21 »
Right, and that's where the 10% overhead comes from.

Kovax

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Re: New Rules/Errata for Refits/Customs/Repair
« Reply #35 on: 21 May 2020, 09:49:59 »
Wait, you're saying that it's 10% of the cost of the items (weapons and equipment), and INCLUDES all of the items, rather than the cost of the items + 10% to cover the converters and instructions?  That doesn't make a lot of sense, because you could buy the refit kits for 10% of the cost of the items, then sell the items for 50% of retail value, making a lucrative 400% profit on it.  Something is wrong here.

Colt Ward

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Re: New Rules/Errata for Refits/Customs/Repair
« Reply #36 on: 21 May 2020, 14:42:00 »
Simple, its 110% of the cost of the items.
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Sartris

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Re: New Rules/Errata for Refits/Customs/Repair
« Reply #37 on: 21 May 2020, 14:45:45 »
yes

Quote from: SO pg 188
A refit kit can be sourced like any other component. The Availability Rating is equal to the highest Availability of the kit’s contents. The cost of a refit kit is equal to the cost of the components plus 10 percent. The kit will normally have a Quality Rating of D unless players elect to source a kit of lower or higher quality.

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guardiandashi

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Re: New Rules/Errata for Refits/Customs/Repair
« Reply #38 on: 21 May 2020, 16:00:08 »
Wait, you're saying that it's 10% of the cost of the items (weapons and equipment), and INCLUDES all of the items, rather than the cost of the items + 10% to cover the converters and instructions?  That doesn't make a lot of sense, because you could buy the refit kits for 10% of the cost of the items, then sell the items for 50% of retail value, making a lucrative 400% profit on it.  Something is wrong here.
lets say you have a MAD-3R marauder and buy a refit kit to upgrade it to a MAD-5S

the "kit" would contain:
1 300XL fusion reactor
1 gauss rifle
2 ER PPC
2 Medium Pulse Lasers
16 Double Heat Sinks
1 Case Module
detailed instructions, plans and templates
all additional parts needed such as components, adapters, etc.
data files needed, and or reprogrammed chips needed to update the firmware and software to support the new configuration.

this is what ends up costing 110% of the cost of the engine, weapons, and heat sinks

Daryk

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Re: New Rules/Errata for Refits/Customs/Repair
« Reply #39 on: 21 May 2020, 16:31:13 »
Yeah, Kovax was clearly confused.  "Overhead" means cost above and beyond that of the components.

Mostro Joe

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Re: New Rules/Errata for Refits/Customs/Repair
« Reply #40 on: 25 May 2020, 17:31:07 »
So the new rules for Repair/Customization/Refits were posted in another thread.

Where is this thread?

Daryk

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Mostro Joe

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Re: New Rules/Errata for Refits/Customs/Repair
« Reply #42 on: 26 May 2020, 04:23:05 »
Thanks! But this cover the customization only. And the repairs?

Xotl

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Re: New Rules/Errata for Refits/Customs/Repair
« Reply #43 on: 26 May 2020, 12:38:52 »
Repairs follow the standard StratOps ruleset: this new document was only intended to patch things a bit, rather than rewrite it all.
3028-3057 Random Assignment Tables -
Also contains faction deployment & rarity info.

http://bg.battletech.com/forums/index.php?topic=1219.0

CrossfirePilot

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Re: New Rules/Errata for Refits/Customs/Repair
« Reply #44 on: 26 May 2020, 16:14:20 »
No core charge (credits) for sending the old unit back for refurb?  :D

Mostro Joe

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Re: New Rules/Errata for Refits/Customs/Repair
« Reply #45 on: 27 May 2020, 06:31:51 »
Repairs follow the standard StratOps ruleset: this new document was only intended to patch things a bit, rather than rewrite it all.

Ok thanks  :)