Field Repairs for Battletech Equipment
Field Repairs for Damaged BattleMechs
Internal Structure:
- A damaged location may be repaired as long as the damage does
not exceed 50% of the total Internal Structure. Repairs to a single damaged
location costs one support point for Light 'Mechs, two for Medium 'Mechs,
three for Heavy and four for Asault 'Mechs. If another unit is scrapped
for support points, they may be used to 'pay' for these repairs.
Obviously, a 'Mech scrapped may only repair a 'Mech, a scrapped vehicle
may only repair a vehicle etc. A Green Tech may repair 2 points of damage
a day; a Regular Tech 4 points; a Veteran Tech 6 points; an Elite Tech can
manage 8 points per day. Astech squads always repair 2 points per day, and
may assist a Tech; only 1 Tech at a time may work on a given location.
- If a location is damaged beyond 50%, it must be replaced.
Replacement limbs (including a side torso) costs 10% of the 'Mech's
internal skeleton. In addition to the cost of purchasing the new
part, and the normal cost of repairing, it takes four support point worth
of work to attach the new location (in which case, ALL of the IS in a
location must be 'repaired'). Spare points may NOT be used
for the additional costs: only the work of real Techs, can mend the damage.
Repairs require a suitable repair platform, and take one
additionl day for Arms, Legs and Heads, two for Torsos. A 'Mech's
Center Torso CANNOT be repaired. The entire 'Mech must be replaced,
although arms and legs may be removed for spare parts.
Endo Steel Structure:
- Endo steel is far more difficult to repair, both do to its
composite nature, and its scarcity in the modern Successor States.
Endo Steel may be repaired as normal with the following exceptions:
Each point of Endo Steel structure to be repaired costs two support
points, and may only be repaired by Veteran or Elite Techs (though an
Astech Squad may assist them).
- As Endo Steel is no longer produced, obtaining replacement limbs
is virtually impossible. If one can be found, Veteran or Elite Techs
may attach it, though it requires three additional support points worth
of work. Endo-Steel repairs take one day longer than normal.
Armor Repair:
- Armor must be replaced. Each ton of armor costs 10,000 C-Bills.
Any Tech or Astech squad may replace armor on a 'Mech, provided extra
armor is available. As this duty is considered part of ordinary
battle repairs, it requires no additional expenditure (beyond the
Tech's salary). A Green Tech/Astech may replace 1/2 ton of armor per
day; a Regular Tech/Astech 1 ton; a Veteran Tech 1.5 tons; an Elite
Tech may replace 2 tons of armor a day. Up to two Techs, each assisted
by an Astech Squad may replace a given 'Mech's armor at the same time.
Ferro-Fibrous Armor Repair:
- Like Endo Steel, FF requires a Veteran or Elite Tech to repair
the armor. Repair times are as follows: a Veteran Tech may repair
one ton/day (1.5 with n Astech Squad); an Elite Tech may repair
1.5 tons/day (2 with stechs). As with regular armor, up to two
Techs maay work on a 'Mech simultaneously. The largest problem with
FF repairs is frequently locating supplies of Ferro-Fibrous armor.
Gyro Repairs:
- Gyros are extremely sohpisticated pieces of equipment, difficult
to repair in the best of cases. A damaged Gyro has an 80% chance of being
repairable, and each additional hit reduces that chance by 30%; if a Gyro
hs somehow lost all four slots, it is obviously totally destroyed. Elite
Techs may add 10% to this roll, Veterans add 5%, and Green Techs must
subtract 10%. As long as a Gyro is not completely wrecked, it may be
scrapped for "Gyro parts." A scrapped Gyro provides 1 part for each
undamaged slot; these parts are specific to a given Gyro's weight (i.e.
parts for a 1 ton Gyro are not compatible with those from a 4 ton Gyro).
- As long as a Gyro ay be repaired, each damaged slot requires 5
support points to repair (or two Parts from a similarly a sized Gyro).
Green Techs may repair a single slot in four days. Regular and Veteran
Techs may repair a slot in two dys, and an Elite Tech may repair a slot
in one day. If an Astech squaad assists the Tech, halve the time
required; Astechs cannot repair a Gyro themselves. Only one Tech
may work on a Gyro at a time. If a 'Mech's Gyro is undergoing repairs,
no other repairs may be conducted on the front torsos of that Mech.
Gyro repairs always require a 'Gyro Repair Kit.'
Engine Repairs:
- Fusion Engines are not very robust. 'Mech engines include
shielding both to isolate heat, and to prevent damage. As long as
the shielding is intact, a fusion engine may be repaired. If a 'Mech
has taken three Engine hits, there is only a 25% chance the Engine may
be repaired; Veteran Techs may add 5% to this roll, Elite Techs may
add 10%, and Green Techs may not make the attempt. If the Engine is
destroyed beyond repair, there is a 10% chance that the meltdown
destroyed the BattleMech's center torso as well. Provided the 'Mech
survived the Meltdown, a destroyed engine may still be scrapped for
two points of Engine shielding (a repairble engine yields four points).
- Engine shielding may be repaired at a cost of three support points
per point of shielding (or for two points of spare shielding), plus one
support point worth of labor. Only Techs may perform these repairs, though
they must be assisted by an Astech Squad. A green Tech may replace one
point of shielding in three days; a Regular Tech in two days; Veteran and
Elite Techs may repair a point of shielding in a single day. As with Gyro
repairs, Engine repairs prevent any other repairs on the front torsos of
that Mech, and require an 'Fusion Repair Kit.'.
- Damage to an Engine beyond the shielding is far more difficult to
repair. As long as the engine isn't a total loss, it may be repaired
by a non-Green Tech (and an Astech squad) with a suitable repair
facility. Repairs require five support points worth of work and material,
and take Regular Techs three days, Veteran Techs two days, and Elite Techs
one day. After the repairs are complete, the Engine must still be shielded
as normal.
- If an Engine is totally destroyed, but the 'Mech survives its
destruction, the 'Mech will require a new engine. Installing a new engine
cannot be done by Techs in the field: it requires a full Overhaul.
XL Engine Repairs:
- Extra-Light Engines are far more sophisticated than ordinary engines,
and are far more complicated to repair. XL Engines also have two points
of Engine Shielding, but an XL Engine with three hits has a 60% chance of
being repaired; four hits has 40%; five hits has 20% chance. Only Elite or
Veteran Techs may attempt to repair these Engines (although Elite Techs may
add 10% to the roll). Six or more hits will totally destroy the engine. If
the engine is unsalvageable, there is a 20% chance the 'Mech will be
destroyed in the meltdown. A wrecked XL engine may be scrapped for two
points of XL shielding (an intact XL would yield eight points). Although
XL shielding my be used to repir a normal engine, an XL Enggine MUST be
repaired with XL shielding.
- XL Shielding is repaired in the same manner as normal shielding
(although it takes twice as long). If no XL shielding is available,
Techs maay attempt to jury-rig the shielding at a cost of 5 Support Points.
This process hs an 80% chance of working (minus 10% for each similarly
rigged slot on the Engine); an Elite Tech may add 10% to the roll. If
the roll fails, the Engine is wrecked for good (though the 'Mech survives).
- Damage to the XL beyond shielding is difficult, but not impossible,
to repair. Veteran and Elite Techs may repair one slot in two days (
provided they have the appropriate repair facilities), at a cost of 10
Support Points each. As with normal Engine repairs, only 1 Tech at a
time may work on aan XL engine, and these repairs will prevent other
repairs to the 'Mech's front Torsos.
ICE Engine Repairs:
- Technically obsolete, internal combustion Engines
are too weak to power BattleMechs, but they are often found on conventional
vehicles. If a vehicle suffers an engine hit, there is a 75% chance the
engine can be repaired (provided the vehicle survived). If the engine
can be repaired, it will require a Tech (and his Astech squad) half a
day and one support point to repair. If the Engine is beyond repair, it
may still be scrapped for two Support points.
Sensor Repairs:
- A 'Mech with damaged sensors (i.e. one hit) has a 50% chance of
repairing them; Veteran Techs may add 5% to this roll, Elite Techs may
add 10%. If they can be repaired, it will take two days for Green or
Regular Techs, one for Veteran or Elite Techs. Although Astechs my not
perform these repairs alone, their aid will halve the time required.
The repairs will cost 2 Support Points, and requires an 'Electronics
Repair Kit.'
- If the 'Mech's sensors have been destroyed beyond repair, they must
be replaced. In addition to the cost of the new sensors, the replacement
will cost 5 Support Points, and will take two days for Veteran or Elite
Techs, three for Regular Techs, and four for a Green Tech. Astechs will
still halve the time taken. Only one Tech may lead repairs on the
sensors at a time.
- If the 'Mech has a Satellite Uplink, Sensor repairs cost 2
additional Support Points, and take an extra day.
Electronic Warfare Repairs:
- Beagle Active Probes damaged in battle have a 50% chance of being
repaired. Only Veteran and Elite Techs, and one at a time) may attempt
the repairs (Elite Techs may add 10%). The repairs take 2 Support Points
and two days (one with an Astech squad). Beagles which take two hits
are destroyed and must be replaced similarly to 'Mech sensors.
- A damaged Guardian ECM system has a 40% chance of being repaired.
As with most SLDF equipent, only Veteran and Elite Techs may attempt the
repair (Elite Techs with +10%). The repair costs 3 Support Points and
takes two days (one with Astechs). A destroyed Guardian must be replaced,
following the same procedures as 'Mech sensors.
- TAG systems damaged in battle cannot be repaired. They must be
replaced, as other EW systems.
Double Heat Sink Repair:
- Double Heat Sinks may be repaired by Veteran or Elite Techs. One
damaged slot can be repaired 60% of the time, two damaged slots 20% of
the time (Elite Techs still add 10%). The repairs, if possible, take
half a day, and cost 1 support point per slot. If it must be replced,
a Double Heat Sink requires no special expenditures, though it must be
handled by experienced Techs.
Weapon Repairs: TBA
Overhaul: TBA