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BattleMech Field Repair Guide

This document summarizes the costs and procedures for repairing different components of battlemechs and vehicles in the field. Repairing internal structure, armor, engines, and other components requires support points that represent the resources and labor needed. More experienced techs can repair damage faster but some highly advanced or destroyed components must be replaced entirely.

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0% found this document useful (0 votes)
193 views5 pages

BattleMech Field Repair Guide

This document summarizes the costs and procedures for repairing different components of battlemechs and vehicles in the field. Repairing internal structure, armor, engines, and other components requires support points that represent the resources and labor needed. More experienced techs can repair damage faster but some highly advanced or destroyed components must be replaced entirely.

Uploaded by

dskymaximus
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as DOC, PDF, TXT or read online on Scribd

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

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