"Junkyard Dogs" Campaign

Campaign Rules

"Junkyard Dogs" Megamek campaign

This campaign starts at the begining of the Word of Blake invasion of Solaris 7. Its meant to be a salvage campaign where the losses from battles and the gains from salvage force players to change or modify their "rides" constantly to keep them running. Preferrably being more changes from good salvage than from battlefield losses. When you think you have it just the way u want it, your ride will change on u, so get ya better get used to it "Dogs"! Shocked Evil

This will be a Mercenary campaign which is split into 2 parts, an A time campaign and a B-time campaign. Each player plays one PC, that drives only one mech, for the A or the B time campaign, or one in each campaign they are in. So if they can play in both the A-time game and the B-time game they can have at most 2 PC's. If a player plays 2 PC's then his PC's have to share the same cache (see cache rules below).

They PC's of the "Dogs" unit will fight against one or more players playing as the OPFOR in this campaign. The OPFOR player will always change from one battle to the next.

OPFOR Forces

Normally before game day, the OPFOR player will be given a OPFOR force created by another player. On game day the OPFOR player will roll a random % of the BV that the players field for that battle. The amount of BV used by the OPFOR, on game day, will be unit wise, or skill (P/G) wise, trimmed in size or skill, until it is within the fraction range of BV that was rolled. The fraction of BV that the OPFOR will use is 70-90% {2d6x2 + 66%} of the combined BV that the players field, on game day.

Bonus BV for OPFOR

If the OPFOR is willing to split his forces, in time or in position, there will be an additional bonus to his BV %.

If the OPFOR splits his forces in separate time groups, at least 25-75% of his BV into each of the 2 groups, that start at separate times there will be this additional BV %. For every turn greater than a 5 Turn separation in time, there will be a 1% increase in the OPFOR's BV %. So, for example, if half (25-75%) the OPFOR enters on turn zero, and the other half of the OPFOR enters just before the start of Turn 6, the Bonus BV % will be 1%. Or if half (25-75%) the OPFOR enters on turn zero, and the other half of the OPFOR enters just before the start of Turn 10, the Bonus BV % will be 5%. Or if half (25-75%) the OPFOR enters on turn zero, and the other half of the OPFOR enters just before the start of Turn 15, the Bonus BV % will be 10%, etc...

If the OPFOR splits at least 25-75% of his force into 2 groups that start at diametrically opposed positions he will get an additional 2 % Bonus to his BV %. That means that roughly half (25-75%) of his forces start in opposite starting positions, such as half in the N, and half in the S, or such as half in the NE, and half in the SW, etc... If the OPFOR splits at least 25-75% of his force into 2 groups that start at same side separated positions he will get an additional 1 % Bonus to his BV %. That means that roughly half (25-75%) of his forces start in same side separated starting positions, such as half in the NE, and half in the SE, or such as half in the S, and half in the W, etc... There is no bonus for starting forces in NE and E, or SW and S, etc...

OPFOR Composition

The Opfor force must be made up only of canon units Level 1 or Level 2 tech (2750-3067-ish tech) but can include any canon/stock mechs, vees, BA, and infi, which can be used against the players. The only units I will disallow are the SRM-3 and SRM-5 toting BA, that are way beyond munchkinism, because for a few hundred BV they can dish out 40+ damage in one turn... way too nasty, even for me. Dead Combined arms for the OPFOR will be allowed, but a cap on the maximum total number of units will be in place. this number will be up to 50% numerically more units than the PC's field on game day, so if there are 5 players then the max number of OPFOR units will be 7, if 9 player then 13 OPFOR units total, etc... Also OPFOR units may have their P/G skills adjusted on game day to adjust to the appropriate BV.

OPFOR Players incentives and rewards.

If a player plays as the OPFOR player in this campaign, he will be rewarded with 4 PC experience points for his PC character of his choice (one of his PC's) for winning a battle as OPFOR, and he will be rewarded with 2 PC experience points for his PC character of his choice (one of his PC's) for losing a battle as OPFOR. {Since PC's can only get 2 PC experience points for winning a campaign game and 1 for losing one, this is double the experience for players in campaign playing as the OPFOR.

Pilot Skills and Rolling of Mechs

As for Rolling of mechs we will be using the random mech tables in FPR10976 Field Manual Updates. Choices allowed are CAPELLAN CONFEDERATION, FREE RASALHAGUE REPUBLIC, DRACONIS COMBINE, FEDERATED SUNS, FREE WORLDS LEAGUE, LYRAN ALLIANCE, MERCENARIES, STAR LEAGUE (no extra edge bonuses given), and PERIPHERY (Magistracy of Canopus and Taurian Concordat, all others do not give extra edge bonuses). And for your mech rolls, you always get 2 rolls and get to pick the best of the 2 rolls. You are NOT requiring you to Roll on the same table twice, so choosing one roll from DC and one from FWL is acceptable. You are required to roll from the same weight class, however. But beware, if you roll the same mech twice with your 2 rolls for a mech, then you only get that one mech to choose from, and have no other choice. Cheesy

1) If you choose a 4/4 pilot with no edge then you can start with an assault mech and can roll twice on any of the Assault mech tables for the affiliations given above, and then pick the best of your 2 rolls. This must still be a canon IS TW level 2 tech mech.

2) If you chose a 3/4 pilot then you will roll twice off mech tables above for IS level 2 (TW) canon Heavy mechs, and pick the better of the 2 rolls. With a 3/4 pilot you will start with 1 edge, and will gain 1 edge for each Mech table to the right that you make your roll on. So if you roll on the A table for your mech, then you stay with 1 edge, but if you roll on the B table, then you pilot gains 1 additional edge, and if you roll on th C table then you pilot gains 2 additional edge, up to a max of 2 for any affiliation. Note that lesser affiliations do not allow for additional bonus edge points.

3) If you chose a 3/3 pilot then you will roll twice off mech tables above for IS level 2 (TW) canon Medium mechs, and pick the better of the 2 rolls. With a 3/3 pilot you will start with 2 edge, and will gain 1 edge for each Mech table to the right that you make your roll on. So if you roll on the A table for your mech, then you stay with 1 edge, but if you roll on the B table, then you pilot gains 1 additional edge, and if you roll on th C table then you pilot gains 2 additional edge, up to a max of 2 for any affiliation. Note that lesser affiliations do not allow for additional bonus edge points.

Any mechs salvaged will be picked by players in their ranking or pecking order. Players that don't play as often, or play very fewer turns of a game, will fall to th bottom of the pecking order. So its a good strategy to keep your mechs alive through many battles or play often enough to saty high in the pecking order. Then you can get the best picks of the mechs salvaged in campaign. Wink

Repairs, Modifying of Mechs, etc...

The player's mechs in this campaign will evolve in an appropriate manner as part of the junkyard campaign, and will be done as such:

After much discussion, there will be a limit on the type of modifications available to players in campaign. There will be no refit kits available for any modifications more difficult than Class C refits. So there will not be any engine rating changes, changes from Reg Eng to Light XL or to XL engines. The only Class D refit, exception to this rule is that I will allow adding weapons to places where there was no weapon. As an example, the Ostsol 4F has no weapons in its CT, but the Ostsol 5M has 2 MPL's there, so Fasa allowed it adding weapons to where there were none, so I shall too. So this also means that I will NOT allow changes from single to double heat sinks on a mech since that is a class D refit. Also, because HMP doesnt seem to allow locking a number of heatsinks inside the engine, like it used to, I may have to allow you to add Heatsinks to the engine, if and only if, the design tools such as heavy metal pro forces it when you make changes from 10 internal heatsinks to as many 16 internal heatsinks in the engine. This is more a problem with the tool than a desire of mine. As for Ferro fib and other armor changes, I am therefore going to allow changes from regular armor to Ferro Fibrous and back again, but I will also make this change cost 5 repair rolls just for changing the armor type on your mech. That does not include the additional rolls required for each time you add 16 points of armor onto the mech. So the best your mech can be is to have 160 points of new armor on it (10 rolls x 16 points), no matter what the tonnage of the mech is. And then after playing in one more game you can add more armor when your rolls are replenished back to 15. For now, I am not allowing Light Ferro Fibrous and Heavy Ferro Fibrous to the mix. Lastly, since I am going to try to conform to the customization rules identified by Wizkids I am NO longer allowing the addition of C3s, C3m, c3i, or ECM to a mech that doesn't already have one on-board in the original canon configuration, but I may allow you to move it around for simplicity. So it might be a good idea to keep those ECM mechs alive... Roll Eyes

http://www.classicbattletech.com/downloads/SO_Page188.pdf

After each game, the repairs, mods, etc... on the mechs will be done by random rolls made by each player for the amount of internals and armor repaired between the battles. Armor for repairs will come from the individual players supply cache. Together we will modify the mul files of each of these mechs saved at the end of each game for the repairs made. At the start of the Campaign each player will create their own 20 tons of items for their re-supply cache. This cache of equipment will be used for repairing and modifying his personal mech. This cache, itemized prior to the start of the campaign will be "20 tons". In order to use this supply tonnage for the replacement of weapons, armor, ammo, Jump Jets, and CASE, that are destroyed during battle, this supply cache list must be submitted to me prior to the start of battle. This re-supply/supply cache does not need to have any Heat Sinks, Engine Parts, Gyros, Actuators, Sensors, Life support, Internal Structure/EndoSteel, or MASC in the cache list. These items will be supplied by the unit command. You will be allowed to repair these items by using your repair rolls, which you will have 15 of, between each Battle. So, no matter how much damage these items have taken, they are never un-repairable by the unit command. There is no tonnage cost, needed in the players cache, for these items. Internal Structure, no matter how much damage it has taken will be repaired by unit command without any cost to the PC and without requiring repair rolls. So, no mech will ever have to enter a battle with a low amount of Internal Structure on any location. I plan to run this campaign as a pure "Junkyard" campaign without having to spend lots of time accounting the finances. Finance campaigns take even more work than what I am planning to do. So buying and selling of parts on the Black market won't be necessary in reality, so don't worry about that stuff, but for fun we may RPG some of those issues at a later date.

Regarding Mods, I do NOT allow changes of the engine ratings on a given mech {bigger engines don't fit in chassis' with a fixed amount of engine compartment}, any changes of engine type from XL to standard, or from Standard to XL, nor any changes of the types of heatsinks from single to double, in this campaign.

Regarding Passing mechs down the pecking order list... because removing weapons is a free action, I am requiring players to remove their customizations, and return their mechs to their canon configs free of charge, before passing them to the next player. The armor on the mech that is being given up must stay on the mech in the condition it was in and must not be removed when trading out these rides. Just the weapons and items must be returned to canon. Changes from regular armor to ferro fib armor should be the only customization that gets passed onto the next player for free.

This next item is VERY important, please make sure that you SPECIFY whether the armor in your supply cache is standard/regular armor, stealth armor, or ferro fibrous armor. Since Stealth Armor requires an ECM, if your mech does not have ECM, then you cannot change to stealth armor. So we will need to keep track of each kind of armor separately. As you will eventually see, the amount of standard armor vs ferro fibrous armor that we salvage from the battlefield may affect which kind of armor you have on your mech. It may also even affect which salvaged mechs you may want to take as your ride.. Cheesy Afro

Endo steel cannot be added or removed, MASC cannot be added. Heat sinks cannot be changed from Single to Double (or vise versa) {a class D refit}. Speed changes to mechs cannot be made with engine rating changes. Targeting computers cannot be added, so unless you have a mech with a TC on it, you wont have one. If your mech did have one then changing the tonnage of the TC is allowed.

Since CASE is a Class E refit, specified by Wizkids it cannot be added. I will allow you to removed or place it back on if your mech originally had it in its canon version. So those of you that added CASE to your caches can replace it with something else. Cry

Starting Cache is 20 tons and can grow to infinity.

Also, having a supply cache of 20 tons, may seem like a lot, but if you take a lot of damage, you may not thinks so anymore. I will probably have to increase it to 25 tons for a battlefield win, at a later date, just so that you will be able to get every weapon in the game (HGR's cost 21 tons).

All undamaged weapons that are removed, will go back into that PC's supply cache. All ammo reloads that are not fully depleted, but removed from the mech, and all unused armor, will also go back into your supply cache. If you removed 2x LRM5's with 20 rounds ammo, and replaced them with an Ultra AC2, but then had the Ultra AC2 destroyed in combat, you could then pull the 2x LRM5's with 20 rounds ammo, out of your cache and place them back on your mech with the appropriate repair rolls.

There is not trading of supply caches, in this campaign for these reasons: 1) If we were to trade then we'd be running this as a unit with only one supply cache, and the command would then choose who gets what weapons and supplies to fix your mech, and that would not be much fun. 2) If we traded then everyone would essentially have a 480 ton supply cache (20 tons x 24 players so far) so there would never be anything that u needed.

Cache

As for the Maximum amount of supply cache your PC's are allowed to have... there is NO limit! So if you can get some huge amount of cache then you get to keep it. Then, you will only be limited on mech changes by the number of repair rolls you have between battles. But beware, if we do too well in campaign, I may reduce the amount of resupply cache gains received as plunder from battle. But this also means if we become too weak and starved as a unit then I will increase the amount of resupply gains and/or repair rolls we have between battles. With time and experience, the rules will be refined and adjusted with time. Azn Afro

Just a note to you guys, on making repairs, I am not going to sit with each of you guys, while you figure out what repairs you want to make... I am planning on having you guys submit your design files to me showing me what changes you intend to try to make, having you prioritize the changes and then making the necessary repair rolls. Only if you fail a roll with you need to stop and reconsider the remaining order of repair rolls that you need to do in order to fix your mech.

As an example, for myself, the first things I expect to have to repair after a battle, are going to be in order of 1) internal damage, 2) armor, 3)remove destroyed weapons, 4) then remove the weapons that I am not interested in using [for me these are going to be my ERLL's {which go back to the supply cache}], and with my remaining repair rolls, I would then add on the weapons that I want to use. but remember if you take off too many weapons, tonnage wise, and fail the rolls to add new weapons back on, then you could run out of repair rolls to complete the mech. Grin Embarrassed

I allow all ammo types for LRM's including swarm, narc, artemis, thunder, etc... but I will only track the number of LRM and SRM rounds for weapons ammo regardless of type. For all other types of ammo, I will only track the number of rounds of ammo. Count the max number of shots used and double it for armor piercing and other types of specialty ammo's. Unless someone randomly rolls an Arrow IV equipped mech for the campaign, Arrow IV will be kept out of the game so don't add it to your caches {it will NOT be used in game by the OPFOR as well}. In this campaign, Heatsinks, whether single or double, are free (paid for by unit command), so you can add and subtract heatsinks without having to track the tonnage of the heatsinks or cache tonnage (but repair rolls will be required to add heatsinks).

After each battle, players will gain 20 more tons of cache for a successfully completed mission (a Win) and 10 more tons for an unsuccessfully completed mission (a Loss) to add to their personal cache.

Repair Rolls

In this campaign, each PC will get 15 repair rolls between each battle that the PC takes part in. If you play as OPFOR your number of repair rolls will be reset back to 15. If you don't play as a PC or as OPFOR, and you miss a game, you don't get more repair rolls. You can never save up or have more than 15 repair rolls at any time. This means that no matter how long you wait or how many games you miss, you only get 15 rolls between games played.

If you have an arm blown off, you may not want to waste repair rolls to put on un-necessary hand and/or arm actuators back on your mech in order to save on the repair rolls needed. Mechs that require more than 15 repair rolls to repair the internal damage, eng, gyros, adding side torsos (3 repair rolls), all leg actuator hits and arm actuator hits, etc ... will be consedered un-salvageable. There may be times where a heavier mech that takes too much resupply tonnage to repair, may need to be abandoned for a lighter mech, that is easier to repair. Or otherwise, for example, you may have to drive your mech into battle with a foot actuator hit and only one arm. Cheesy Roll Eyes So it is possible to enter a battle with a pre-existing damage, or Hits, or weapons missing if you don't manage your losses...! Grin and players that completely lose their rides well we may have a Hover Scout or less for you to ride around in Grin .

These 15 rolls might seem like a lot at first, but you will need one repair roll for each actuator destroyed, u will need one repair roll for every 16 points of armor that you add back on your mech {each failed armor repair roll makes that location(s) 16 armor points un-repairable for one game}, and one repair roll for each engine hit (there can be as many as 12 of these on a mech with XL engines), one repair roll for each gyro hit (as many as 4 of these), one repair roll for each sensor hit, each life support hit, and each cockpit hit, one repair roll for each damaged crit taking by any multi-crit weapon or item (so a PPC with 2 crits requires 2 rolls and one with 3 crits has to be thrown away). When all crits are destroyed then an item is considered unrepairable. When an arm's interal structure is destroyed then all the weapons and ammo in that arm are also destroyed. Any arm weapons that are still undamaged before taking a "boxcar" roll of arm blown off may still be salvageable provided the merc unit holds the battlefield.

This will also mean that engine and gyro hits are all repairable in this campaign, even if the mech dies from 3 engine (3E) hits, or if the head is destroyed (head blown off - HBO) is 5 repair rolls to repair the head, or 4 if you go with one life support, each leg is also 4 repair rolls to be repaired one for each actuator (armor roll for the legs are separate). A failed repair roll for leg actuator means that the mech must take the field at the next battle with that one leg actuator damaged, but may leave the field after the first turn of battle. The leg actuator can then receive a new repair roll for repair prior to the next battle. The only time a mech cannot be repaired in this campaign is if your Center Torso is completely destroyed (CTD), and that inlcudes when you have an ammo explosion and do not have case and the mech dies of CTD.. Then that mech is completely destroyed! Cheesy You will also need to spend/use your repair rolls for each crit spot a weapon has, only one repair roll is required per per weapon or item when it is being added onto a mech. Adding ammo back on does not require any repair rolls. Adding Jump Jets to any mech will also be allowed in this campaign and will only require that you have the right tonnage JJ's are in your re-supply cache and making a successful repair roll for each JJ added. Lastly, these repair roll are easy to make, just dont roll a 2 "snake eyes" on 2d6. If you do happen to fail one of these repair rolls, then you will need to enter into the next battle with some damage that could not be repaired. If the failed roll was a ENG, GYRO, foot actuator, sensor hit, or Life support, then you WILL enter the next battle with that damage on your mech. If the failed repair roll was for a weapon with multiple crits then you would have to enter the next battle with this item damaged... or you could remove it for free (no repair roll required), but it will be considered destroyed in that case, and add another weapon in its place if you have the equipment in the re-supply cache and if you have enough repair rolls left over. If a failed repair roll happens to be for a cockpit hit... the most rare exception, then you are in trouble!

Note that all items that cannot take a critical hit do not require repair rolls, things such as TSM, ferro fibrous armor, and endo steel.

Removing any weapons from a mech is free and does not require any repair rolls, so removing a PPC with 2 crits may be wiser than trying to repair it. Also all ammo reloads are free and do not require any rolls. Only if an ammo crit location takes a battlefield hit does it require a repair roll. If you make a repair roll to add any weapon that requires ammo then the ammo for that weapon is added automatically and does not require any repair rolls.

For any mech mods made to a PC's mechs, players will have to submit their desired designs to me, {in a usable form such as HMP, TDB, or SSW}, make their repair/mod rolls with me, and deplete those parts from their re-supply cache, at least a day BEFORE game day. No last minute mods, as the normal MO for games are a typical frenzy trying to get players set up just before the game on game day. I only request that players come well prepared in advance, and also have some patience here for the ones that aren't, until we get the ship moving smoothly.

Omnimechs

The one big advantage for omnimechs is that, if you have enough parts in your re-supply cache to fill out two complete POD space loadouts, then you can pick from these two POD space configurations on game day, but this is ONLY provided that you send me a *.hmp or *.tdb (whatever the drawing board file is) for both configs full up with all the repair rolls made for each of the POD configurations.

Salvage and Rights to Salvage

All mechs, weapons, and items salvaged will be summarized after each battle, and players will then pick from the items lists by the pecking order for that individual battle. Only players that played in that battle will be allowed to pick from the salvage like a "good" Junkyard Dog. Cheesy Be nice Fido! Cheesy These weapons and items would then be added to that player's cache. Armor by individual points will be added to a player's cache in this manner also, in 16 point allotments, per pick... this will be the hard part of my job. FerroFibrous and regular armor is NOT interchangeable. I am now allowing the players to refit entire mechs from regular armor to ferro fibrous armor, and using 5 repair rolls, provided the players have enough repair rolls available, armor in the cache, and crit spaces on the mech! This picking will be only for weapons, armor (1 ton per pick or fraction thereof), ammo (1 ton per pick or fraction thereof), and other equipment. Any salvaged engines and gyros will go to the commands supply cache, and will be used to repair mechs of the same tonnage that require them.

The picking/pecking order for salvage for each "Dog" will be based on the cumulative amount of damage done by each player against the enemy during that battle. If a player drops from a game due to RL, his accumulation of points from then on, in game, ends. His Proxy, provided the Proxy in not alrady in the game gains the points for salvage rights from then on. {This is only for salvage received from a given battle.} So if a player drops from a battle for several turns, or just disappears from a game before it is over, will fall behind in the pecking order... Also if player cant make a game on time and has requested having a sub start the game for them, will also be subject to these rules. So players that aren't able to play as often will also be lower on the pecking order for dibbs on salvage. Cheesy Salvage is also only available to players that were part of that Battle, so players that may be high in the pecking order, but were not part of that battle, do not have dibs on a mech salvaged in a given battle. But if a mech is vacated for a salvaged mech then the vacated mech is not part of a battle's salvage, so that mech goes down the pecking order of that companies, A-time or B-time, salvage rights.

Items of salvage will picked through after the battle and after I can summarize the list, so you may need to be patient. If anyone wants, he/she can help me summarize the salvage from battle. Every ammo based weapon picked from salvage will receive at least one ton (or fraction thereof) of the corresponding ammo type (free) provided there is some of it to salvage.

After salvage is picked through, rolls will be made for the weapons and armor to be added/installed/repaired/replaced on a players mech in preparation for the next battle. Ammo reloading will not require any rolls unless an ammo bin took a crit hit, even if it was empty. Roll Eyes All level 2 ammo types will be allowed, and no level 3 ammo types will be allowed. Single tons of ammo may only be of one type in battle, this is a Megamek campaign not a BT campaign, so one ton may not be split in half tons of 2 different types of ammo. Wink

Players do keep entire mechs as salvage, and here is how it goes {if you were in my last campaign you might already know this}.... I allow you, if you have first dibs on a salvaged mech, to keep the mech, but in the process, the mech you were driving becomes vacated and can then be taken by the next player in the pecking order for the unit, even if that player was not part of the battle that gave the salvaged mech. The next player can then pick your discarded mech, or keep his own. In either case, the mech which is discarded then goes down to the next player in the pecking order, and it goes like this all the way down the pecking order for each of the PC's in the same A or B time campaign. If you guys do well then there is a good chance for every PC to get a mech "upgrade". If everyone has a mech then the least desirable mech chassis is then kept by the unit command. This mech MAY then be given to any appropriate player who is dispossessed, that the GM/unit command thinks is worthy of getting such a mech. In this way, the extra "salvaged" mech could be kept in inventory by unit command. Most likely, I will not pass spare mechs from the A-time company to the B-time company, and vice-versa, unless unit command feels it is necessary. Tongue

Multi PC players

Each player will have only one PC and one mech in this campaign, with the following exceptions. The only exception to this rules is for the players that play in both the A time games and the B time games. These players will have 2 player character’s (PC’s) which I will have them rolled for separately in the same manner as described above. These mechs and PC's will be required to be played for the A-time Junkyard Dogs company, or for the B-time Junkyard Dogs company. They will then belong to that unit and and that unit only and will NOT play as part of the other unit. What becomes a new challenge and benefit for these players who have 2 PC's and 2 corresponding mechs, is that they must draw from the same cache, so if u are not doing well {Ahem Katana} you will be doubly bad, but if u are doing well then maybe doubly good {Switeck}.

Proxy Players and Player Disconnects

Any player that leaves a battle prior to its conclusion will need to leave it in the control of another player, his Proxy, in which case the credit for the damage done from that point forward goes to that Proxy if He is NOT already in the game. Also when a player leaves, he ends the accumulation of Salvage points from that point forward. Cheesy Each player will have a designated alternate in battle who will take control of the players mech should he drop or be permanently disconnected. Disconnects of over 1 minute, can/should be automatically proxied by the designated backup/alternate, until the primary player is able to return. Grin

Pilot Skill Improvements for Game Play and PC Experience Points

Lastly, pilot improvements, ie leveling up, happens slowly in my campaigns. Normally I use a simple points system for games played for leveling up. I will probably use that here... I normally give 2 points for a battle that is won, and 1 point for a battle that is lost. Leveling up gunnery cost double what it cost to level up piloting. P and G should not be more than 2 numbers different in campaign, but I may be flexible here if enough players want.

So if the players were 4/5 Pilots, normally it takes 10 points to level up a 5 piloting skill to a 4 piloting skill, and 20 points to level up a 5 gunnery skil to a 4 gunnery skill.

So if your pilot has a 4 piloting skill then it would take 20 points to level up his piloting skill to a 3 piloting skill. If your pilot has a 4 gunnery skill then it would take 40 points to level up his gunnery skill to a 3 gunnery skill.

So if your pilot has a 3 piloting skill then it would take 30 points to level up his piloting skill to a 2 piloting skill. If your pilot has a 3 gunnery skill then it would take 60 points to level up his gunnery skill to a 2 gunnery skill.

And just as a reminder, each player gets 2 points experience for a win and 1 point experience for a loss. More points go to the OPFOR players as they get 4 points for their characters for a win and 2 points for a loss, provided their BV falls in the required ranges. The OPFOR also will get experience base on the % of the battle he plays as OPFOR. If there are multiple OPFOR players then more PC experience will be given out.

Megamek Version Used and Game Settings etc...

Lastly, the version of Megamek we will be using depends on which version has the most servers and most reliable servers available for us to use... We currently use 33.36 Cheesy Afro As for game settings, there are only a few game settings that I generally always prefer playing by, such as Double Blind, teams share vision, No TW fire and smoke, TW firing while prone, TacOps damage per round, etc... which I will summarize in more detail at a later time. The weather setting for all battles will always be set to normal for equal footing for players salvage rights ranking.

Sign up here if you are interested, -Mekslayer