Warchest Point System

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Warchest Point System

Post  Admin on Tue May 08, 2012 7:20 pm

Chaos Campaign Rules

Warchest Points: Warchest Points are an abstract method of tracking the resources of a large Battletech force. Warchest Points are used in purchasing and maintaining combat equipment, as well as hiring and paying personnel. For Mercenary forces, this may represent actual C-bills and hoarded equipment as well as reputation, while House forces use Warchest Points represent supply priorities and access to stocks of replacements and contacts in the quartermaster corps.

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Purchasing Units

Post  Admin on Tue May 08, 2012 7:24 pm

Purchasing Units: Warchest Points may be spent to purchase new units anytime the force has access to markets (for Mercenaries) or supply lines (for House troops). When purchasing units, cost, in Warchest Points, is equal to the C-Bill cost of the unit in question divided by 25,000, rounded up. Then apply the following modifer, based on its condition:

StatusWP Cost
Undamaged100%
Lightly Damaged75%
Heavily Damaged55%
Crippled30%
Destroyed10%

Selling Units:
When selling a unit, use the chart above, but then multiply the result by 80%. This is the final amount gained for the sale.

Optional Rule (Availability): GM's may choose to require an Acquisition roll, as per FM: Mercs, to acquire units.
THIS IS IN EFFECT
Optional Rule (Era Modifiers): GM's may choose to apply appripriate era and faction modifiers to the purchase cost, using WPs in place of C-Bills, and/or to the Acquisition roll.
THIS IS IN EFFECT


Last edited by Admin on Tue May 08, 2012 7:33 pm; edited 3 times in total

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Maintaining Units

Post  Admin on Tue May 08, 2012 7:30 pm

Maintaining Units: Warchest Points may also be spent to maintain and repair units anytime the force as adequate time to do so. These maintenance operations are performed by Technical Teams. Each Technical Team may contributes 1 day of work per day of campaign time in which the unit they are assigned to is available for them to work on. Multiple Technical Teams may work on a single project (ie. having 4 Teams repair a Lightly Damaged Assault ‘Mech in 1 day). Consult the table below for details. Machine Guns cost 0 WP to reload.

OperationWP CostDays Required
Rearm Introductory Ammunition1 WP per ton (Ballistic), 2 WP per ton (Missile)0 Days
Rearm Standard Ammunition1 WP per ton (Ballistic), 3 WP per ton (Missile)0 Days
Rearm Advanced Ammunition2 WP per ton (Ballistic), 4 WP per ton (Missile)0 Days
Repair Lightly Damaged5% of Unit's Cost1 Day per 25 Tons
Repair Heavily Damaged35% of Unit's Cost2 Days per 25 Tons
Repair Crippled65% of Unit's Cost4 Days per 25 Tons


Last edited by Admin on Tue May 08, 2012 7:48 pm; edited 2 times in total

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Refits and Customization

Post  Admin on Tue May 08, 2012 7:46 pm

Refits: Players may refit their units as per the rules in Strategic Operations and Techmanual. To determine the cost and time required of such refits, first determine the Level of the refit as per Strategic Operations. Then compare the WP costs of the current design and the planned design. If the planned design costs more, subtract the difference from the player's Warchest. If the current design costs more, add the difference to the player's Warchest instead. In addition, subtract an amount of WP from the player's Warchest representing refit expenditures as per the following table:

OperationAdditional WP CostDays Required
Class A Refit5% of Difference in WP Cost1 Day
Class B Refit10% of Difference in WP Cost1 Day
Class C Refit20% of Difference in WP Cost1 Day per 25 Tons
Class D Refit35% of Difference in WP Cost1 Day per 20 Tons
Class E Refit55% of Difference in WP Cost1 Day per 15 Tons
Class F Refit80% of Difference in WP Cost1 Day Per 5 Tons
Customization+20% of Difference in WP CostNumber of Days x2
OmniChassis-30% of Difference in WP CostNumber of Days /2

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Facilities

Post  Admin on Tue May 08, 2012 7:55 pm

Facilities: The conditions and equipment available to your repair teams makes a big difference in the speed and quality of their work. The following table shows the effects each location has on the cost of work. This modifier is applied to the repair and maintenance cost, but not to rearm costs for ammunition. When conducting refits, it only applies to the additional costs of conducting the refit, not to the cost difference of the refit itself. Also remember that some types of refits have a required level of facilities.

LocationCost Modifier
In the Field130%
Mobile Field Base110%
Transpory Bay100%
Maintenance Facility95%
Factory85%

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Maintenance and Upkeep

Post  Admin on Tue May 08, 2012 7:59 pm

Upkeep: Any unit that does not have sufficient technical support during a month rolls 2d6, adding the modifiers listed below. On a 10+, that unit suffers a Breakdown, as per the following table.

ConditionModifier
Each consecutive month without full Technical Support+1 (cumulative)
In the Field+2
Mobile Field Base+1
Transport Bay+0
Maintenance Facility-1
Factory-2
Unit was Heavily Damaged this month+1
Unit was Crippled this month+2

If a unit suffers a breakdown, roll once on the Battleforce Critical Hit table for the appropriate unit type. Results that affect stored ammunition do not trigger ammunition explosions, but do decrease the unit's Damage Value by 1 for each range bracket, to a minimum of 0. Crew hits for vehicles should be rolled on the Motive System Critical Hit table instead, automatically assuming that the hit has occurred. Protomech Destroyed hits prevent the Protomech from being used, and count as Heavily Damaged, representing failures in the complex control system of a Protomech. Crew hits (including Head Blown Off) against all other types of units are treated as FCS hits instead instead.

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