I know I've told this one before, but it makes for a good example of a way to nerf a powerful player force... and still end up giving you a story to tell.
Many, many years ago I ran a group in Spokane, WA, and we had a mild cheating problem. Nothing huge, but a repeated thing where players would take an AC/10 hit, mark six dots, and then act like they marked the other four. Fire two shots from an Ultra/5 and mark one round used, roll that MASC roll in a dice tray conveniently under the lip of the table where the GM can't see it, that kind of thing. I made it clear a couple of times that I was aware of it, and I would prefer that kind of thing end immediately, and it was generally met with a shrug. Which was fine. I'm a creative and vindictive person.
Our group at this point has been around a while, and have some serious firepower as a result of repeated raids against the Clans (this is around 3060). A Mad Cat C, a Longbow tricked out with Clan LRM-15s, a Turkina (though it had IS weapon pods still at this point)... and this time they're taking on a new kind of enemy, on the far end of the Inner Sphere. A bounty is on their heads, after all, courtesy of the Wolf Clan, so going elsewhere and letting the heat die down is a good idea. And what do you know, there's work available via House Liao!
See, the Trinity Alliance is a shaky thing, still, but it's getting better- and not in a good way if you're Liao. The increasingly strong ties between the Taurians and Canopians is great, but if they get TOO close the Capellans might be on the outside looking in- can't have THAT. So, the occasional false-flag raid to keep things honest is only prudent if your'e a Capellan, right?
The job is easy. Meet the Capellan forces on Repulse, leave your usual gear behind and take a group of 3025/3050 medium and heavy designs painted as 1st Taurian Lancers, and hit a Canopian garrison. Don't take over the place or anything, just hit and fade. Return to Repulse via the chartered jumpship, exchange for your usual gear again, take your payment (a modest amount and a pair of new Mechs, a Lao Hu and a new-tech Raven) and call it a day- oh, and take a vow of secrecy, the kind that ensures you don't talk to anyone about this, EVER, upon penalty of a fate worse than death. Fun! It wasn't bad gear- a Crusader, a Thunderbolt, a couple of Shadow Hawks, etc., but it had to look Taurian- if they show up in a Mad Cat and such, it's going to prompt questions about who the raid really was, and that won't do.
The players arrive, and where they were told they'd face a medium lance and some armor/infantry, there's a problem- frontline Canopian forces have rotated in, including some freshly-purchased Capellan firepower, lead by a Yu Huang. It's bad news- and it's a rout. The players are left running like hell, pursued by gleeful Canopians both on the ground and in the sky. The dropship escapes, but only eight of the original twelve Mechs have survived, and those aren't in great shape.
Back to Repulse to ask the Capellans what the hell just happened... and this was where things REALLY got fun. The Dropship lands, the players come out in their battered (partially repaired) Mechs to make the exchange, and get told by Capellan control that they have no record of the mercs. Leave immediately. The players are of course flummoxed, because they're talking not to some random Liao but to the same Maskirovka operative they took the job from to begin with, why doesn't she remember us?
Final warning- leave at once, or be fired upon. At this point, familiar-looking Battlemechs begin showing up on the far end of the battlefield, a few mapsheets away. A Turkina. A Mad Cat. A Longbow... oh god. OH GOD.
For the better part of an afternoon, my now-ex and a couple of good out-of-town friends chased the players back to their Dropship for the second week in a row, pursuing them in their own Mechs. They escaped (taking two more losses in the process), less as a result of their prowess and more because I made sure they got away with some of the 'Taurian' gear. Their stuff? It's gone. Now there's just... this stuff. And a warrant for their arrest, courtesy of information about their dressing as Taurian raiders that 'somehow' leaked to the Canopians and Taurians.
At this point, the shop is closing, the miniatures go back in their foam trays, and the dazed players want answers. So I simply asked "will you all be cheating again in the future? Don't answer me now, really think about it for next time."... and left for home.
...for the rest of the time I joined that group, they were remarkably good about record-keeping. ^-^
My point here is that the players' munch-tech was removed, but it was as part of a larger story- there was a REASON it was gone, and while they weren't happy about it (particularly as a punitive measure), it set up stories that could allow the campaign to continue in fun directions- they're wanted by two Periphery powers now, as well as Liao really, and that means major problems- but it could also help them fall into pro-Marik or Davion camps in the future. It could set up a situation where they take work with, say the Word of Blake, not knowing it was a setup to hand them off to the vengeful Taurians. If your group is into a story being told rather than stat-crunching, this is golden stuff. If not... well, the GM will have fun, at least, and the players will have some challenges to work through.