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Cost to Replace Division Factor for

Structure and (C-Bills) Cost to Repair 1 Replacement Time


Armor Critical Slot Replacements Time (minutes)*
Cockpit 200 000 - Destroyed location 240
Life Support 50 000 2 Reattach/Replace Blown-off 180
Sensors 2 000 x mech 2 Limb
tonnage Replace Blown-off Head 200
Internal Structure (Std.) 250 per point - Actuator 90
Endo Steel Structure 3 140 per point - Armor (per location) 5 per point
Shoulder* 80 x mech tonnage - CASE 60
Upper Arm Actuator 100 x mech - Engine 360
tonnage Gyro 200
Lower Arm Actuator 50 x mech tonnage -
Heat Sink 90
Hand Actuator 80 x mech tonnage -
Jump Jet 60
Hip** 80 x mech tonnage - Life Support 180
Upper Leg Actuator 150 x mech - Sensors 260
tonnage
Weapons and Other Equipment 120
Lower Leg Actuator 80 x mech tonnage -
*Time based on 1 repair team (1 tech and 6 astechs)
Foot Actuator 120 x mech -
tonnage
Engine (5 000 x engine 6
rating† x mech
tonnage) ÷ 75
Repair Time
Gyro 300 000 x gyro 4 Damage Time (minutes) * Skill Modifier
tonnage†† Internal Structure
Jump Jets 200 x (# of Jump - Up to 1/4 damage 90 -1
Jets)2 x mech
tonnage Up to 2/4 damage 135 0
Heat Sinks 2 000 - Up to 3/4 damage 180 +1
Armor 625 per point - More than 3/4 damage 270 +2
*The shoulder actuator is an integral part of the limb structure. If it is Engine
destroyed, the entire arm’s internal structure must be replaced. 1 critical hit 100 -1
**The hip actuator is an integral part of the limb structure. If it is 2 critical hits 200 0
destroyed, the entire leg’s internal structure must be replaced. 3 or more critical hits 300 +2
†Engine Rating = Mech Tonnage x Walking MP
Sensors
††Gyro Tonnage = Engine Rating ÷ 100, rounded up to nearest whole #
1 critical hit 75 0
2 critical hits 150 +3
Cost to Replace Division Factor Ammo Cost
Weapons (C-Bills) for Cost to Per Ton
Gyro
Repair 1 Critical 1 critical hit 120 +1
Slot 2 or more critical hits 240 +4
Flamer 7 500 - - Life Support
Large Laser 100 000 2 -
1 critical hit 60 -1
Medium Laser 40 000 - -
Small Laser 11 250 - -
2 critical hits 120 +1
PPC 200 000 3 - Weapons and Other
AC/2 75 000 - 1 000 Equipment
AC/5 125 000 4 4 500 1 critical hit 100 -3
AC/10 200 000 4 6 000 2 critical hits 150 -2
AC/20 300 000 5 10 000 3 critical hits 200 0
Machine Gun 5 000 - 1 000 4 or more critical hits 250 +2
LRM 5 30 000 - 30 000
*Time based on 1 repair team (1 tech and 6 astechs)
LRM 10 100 000 2 30 000
LRM 15 175 000 3 30 000
LRM 20 250 000 5 30 000
SRM 2 10 000 - 27 000
SRM 4 60 000 - 27 000
SRM 6 80 000 2 27 000

 All damaged weapons and equipment must first pass a check to see if they can be repaired. The player must roll 10 or greater on a 2D6 roll. This does
not apply to engines or gyros which are always repairable unless all critical locations are hit.
 Weapons and equipment are considered damaged in locations where all internal structure has been destroyed.
 Limbs or a head blown off from 12 rolls on Determine Critical Hits Table or arms blown off because a torso location was destroyed, suffer no additional
damage and may be re attached.
 Damage caused by internal ammunition explosions destroys all weapons and equipment in locations where all internal structure is destroyed and cannot
be repaired or salvaged.
 If the center torso of a mech is destroyed, that mech is considered destroyed beyond repair. Only weapons and equipment from the limbs and head
may be salvaged.
 If the center torso is destroyed by an area effect attack (artillery, bombing, etc.) centered on the hex that mech occupies, it is utterly destroyed and
nothing remains to be repaired or salvaged.

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