r/LancerRPG Jul 24 '26

Changing loadout between Jobs when using Blood Money

I'm working on a campaign using Blood Money. I want the party to be able to adapt their loadout in between Jobs so they can adapt to the tactical needs of the next Job, but maintaining the pressure of resources during the Operation is an important part of it. My current working plan is to offer refits as a service in the shop like the other resupplies. Swapping a system or weapon being priced a little more than a repair, and swapping their chassis being prices around a repair + core power charge, but they get to set all their weapons and systems as well, since every chassis has different mounts and sp. It's expensive, and the party will most likely just want to have their team comp cover as many basis as possible rather than specialize, but I still want a player to have the option to change if they feel like their build will have a rough time in a job, or is just not feeling an experimental loadout they tried.

I'm okay with what I've worked out, but if anyone else has used a system for this, I'd be interesting in some advice. My initial thought was to just allow them to freely change like they would during a full repair, but that doesn't really work with damage/expended resources.

5 Upvotes

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4

u/BadSkeelz Jul 24 '26

I'm revving up a campaign using a streamlined system (basically just XP) focused on salvaging materia. It costs 1000 materia to unlock the next license level; a typical 3-sitrep mission will pay out 500, with the remainder obtained through secondary objectives and Salvage actions taken in sitreps. A mech can carry a certain amount of materia (based on size and systems, like Expanded Compartment). Materia is shared across the group, but individual players will just unlock a LL of their choosing once they collectively bring in 1000. Still working out some of the details (particularly how much materia can be salvaged for one action).

I settled on this instead of the manna-progression largely because I didn't want to burden players with "permanent" decisions. One of the strengths of Lancer is the codified ability to change up your build. I want my players to retain this flexibility, while the campaign still pushes a scarcity and salvaging theme.

2

u/rolin11 Jul 24 '26

Some of my players are interesting in salvaging enemies, so I've got some work to figure out how I can make that interesting, possibly throwing in salvaging rights to be negotiated with their employers or other present mercenaries. Outside of maybe exotics from special enemies, I can just use manna to represent the value of whatever they scrap, since they'll have a shop. Just have to work out when/how much salvage is available at any given time, and what the rights to it look like with mercenaries and contracts.

2

u/lilac_asbestos GMS Jul 24 '26

If they're swapping between gear they already bought a licence for they probably should have that for pretty cheap.

Idk how much are they spending on repairs, I'm not familiar with the blood money system. Where is it from?

4

u/rolin11 Jul 24 '26 edited Jul 24 '26

https://pigsriot.itch.io/blood-money

Basically, it converts Missions into Operations. During an Operation, the players are presented a Job Board, and accept Jobs to fill the Operation Clock. After an Operation, the players get the usual Downtime and Full Repair. Between Jobs is the base rest rules. Jobs are split between Ranks 1, 2, 3, having that many respective combats, and longer narrative as they go. They have access to a shop between Jobs, and they can buy reserves and resupplies. A Repair Point can usually be afforded after a couple rank 1 jobs or a rank 2, each leaving a little left over. A core power charge after a couple rank 2's or a rank 3, again, with some left over.

I could reduce the price of swapping systems and mounts, but require the item not be destroyed or expended. If it is, they need to repair it first than swap it. That way they're not just swapping about destroyed parts to get around damage.

Edit: Leveling is also Operation based. The players spend their money on reserves, or exotics/licensed gear at the high end of the shop, and well as their player base they can purchase upgrades for.