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Refit Challenge

BattleMechs Loadout Upgrades

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#1 Danghen Woolf

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Posted 28 October 2014 - 02:06 PM

So I have been working with my mechbays recently and have decided to challenge myself to play by some simple rules just to see how things go. The Table Top customization rules have several levels that can be done both in the field as well as in the factory. With the limits on hardpoints being what they are for out Inner Sphere mechs I thought that since I do not own a factory I would stick to refitting my mechs based on the Maintenance refit levels allowed.

A quick run down of the levels:

Class A Refit (Field): Allows replacement of one weapon with another of the same category and with the same (or fewer) critical spaces (including ammunition); for example, replace a medium laser with a medium pulse laser or ER medium laser, or replace an AC/10 with an LB 10-X AC, and so on. Additionally, changing a weapon's location or facing falls into this category.

Class B Refit (Field): Allows the replacement of one category of weapon with another class of weapon(s), but with the same or fewer critical spaces (including ammunition); for example, replacing a machine gun and ammo with a small pulse laser, replacing a Gauss rifle with two large lasers (as they're both the same class and have fewer critical slots), and so on.

Class C Refit (Maintenance): Allows replacement of one type of armor with another (all locations); for example, replacing standard armor with ferro-fiberous. A Class C refit also enables replacement of a weapon or item of equipment with any other, even if it is larger than the item(s) being replaced; for example, replacing an ER large laser with an LRM-10 launcher and ammunition. Also allows modification of armor quantity and distribution, moving components, and adding ammunition or heat sinks.

Class D Refit (Maintenance): Permits installation of a new item where previously there was none, or to install an ECM suite, C3 system or targeting computer. May also change heat sink types (including those integral to the engine) or engine ratings (but not engine type). Also allows replacement of a location with a custom part. Assuming that Artemis IV FCS (not specifically mentioned).

Class E Refit (Factory): Allows changing the type of myomers installed or install CASE.

Class F Refit (Factory): Allows changing of internal structure type (all locations), engine type, gyro type, or cockpit type.

Not saying it should be forced, just saying try it out.

[Strategic Operations, pg 188]

See you out there.

edit: Added Artemis IV FCS

Edited by Danghen Woolf, 28 October 2014 - 02:27 PM.


#2 terrycloth

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Posted 28 October 2014 - 02:17 PM

Just trade your stipped mech for some NPC's stripped mech that already has the engine type upgrade or internal structure upgrade. Since those are the only two things that require a factory aside from CASE. (seriously? CASE?)

#3 Danghen Woolf

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Posted 28 October 2014 - 02:24 PM

View Postterrycloth, on 28 October 2014 - 02:17 PM, said:

Just trade your stipped mech for some NPC's stripped mech that already has the engine type upgrade or internal structure upgrade. Since those are the only two things that require a factory aside from CASE. (seriously? CASE?)


As soon as PGI lets me trade stripped chassis or start field salvage operations I will. I thought that CASE install was pretty high in the chain too at first but then realized that it really is more than just a modification of the ammo bins and is more of a retooling of the internals to allow for the ammo to detonate through the rear armor panels.

#4 Danghen Woolf

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Posted 28 October 2014 - 07:21 PM

Addendum 1: Engine Sizes

Only engine ratings to be used will be based off of TT movement values (Tonnage x Walking MP = Engine size) and type will not change per Refit limitations.

20 Ton Mech can use engine sizes 20, 40, 60, etc

40 Ton Mech: 40, 80, 120, etc

90 Ton Mech: 90, 180, 270, 360





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