                            *New rules for pilots & Guns*

-All pilots are generated as according to table in mechwarrior RPG handbook.
-Pilots cannot die unless the contract specifically states to the death.
-Any pilot who takes a 'lethal' entry in the course of the match not
 specifically called for in the contract must set out for 1 contest.
-Temprary pilots may be hired at a cost of double the normal mechwarrior's
 salary, plus, the injuried mechwarrior must still be payed for the match.
-Mercanry assistants may be hired if the total CV of one lance is greater than
 or equal to 1.5 times the other lances total CV.  Price is to be determined
 at the time of hiring.  The total CV of hired mechs may not bring the total
 CV of hiring lance to anything greater than the total CV of opposing lance.
-Pilots may be traded with other "stables" or purchased from other stables.
 The cost for trading a pilot is a pilot who's contract (salary) is equal.
 Traded pilots must set out for 1 game.
 The cost for buying a pilot is 1.5 times the actual worth of the pilot, and
 this salary must be payed until the pilot is traded or fired.  Inflated salary
 does not count in a trade. Purchased pilots may start immediately in any mech
 of choosing.
-Purchased pilots may have any skills and are generated randomly buy the GM.
-No additional pilots maybe purchased until the stable owns sufficent mechs.

                           *New Guns and New Gun Rules*

Acid Thrower: For all practical purposes a modified falmer thrower which shoots
              acid as found in the AX SRM warheads.   An AT can do a maxium of
              6 damage to FF armor per turn, all other armor is two per turn.
              This damage is continued for two turns after AT hits, making the
              total damage from a AT equal to 18 for FFA and 6 for all other
              types of armor. (6 per round or 2 per round for a total of three
              rounds).  If an AT takes critical hit all crictical in location
              are destroyed instantly. An AT occupies the same number of crits
              and tonnage as a flamer.  Range is 1 hex only.

Whip: A specially designed form of TSM and Glazed armor the whip occupies
      the same criticals and tonnage as a hatchet.  The whip has a maxium range
      of 1 hex. It may be used to trip the target [resulting in falling
      damage] or hold the target still or draw the target closer. Whips also
      do .5 damage for every five tons the mech weighs.  A whip may only
      perform one of these three effects per turn [trip, hold, attack].
      A hold attack is resolved the same as that of a claw (+2 to hit)
      and if succesful gives attacker and all friendly mechs a -2 to hit
      modifier.  The held mech must make a successful pilot roll to escape, or
      if the held mech wishes to break the whip it must make a successful pilot
      roll at +2 penalty or +4 if the mech has no hands.  A trip attack only
      results in the target taking normal fall damage.  Normal to hit rolls
      are made to determine if successful. And attack roll is also resolved
      normally.  Whip equipped mechs may not use a whip to spoil the aim of
      an enemy mech.  Whips produce 1 heat at all times and 3 heat when used.
      Normal aiming modfiers to target a whip, consider same as head.  Due to
      the glazed armor construction whips take 1/2 laser damage, 1.5 times
      PPC damage and normal damage from all other weapons. Whips may asorb
      10 damage before they break. Also note that a held mech can, in lieu
      of attempting to break the whip, make the same roll and attempt to
      make holding mech fall.  Fall does not break hold of whip unless pilot
      fall unconscious or "dies."

EMP cannon:  An EMP cannon is a specially modified PPC. The EMPC has the
             same range and penalties as a PPC and takes the same tonnage
             and crits as a PPC.  It causes 15 heat instead of normal ten.
             The EMPC does not not do damage.  Instead it adds an additional
             10 heat to mechs equipped with normal engines and 15 to those
             equipped with XL engines.  Causes Gauss rifles coils to malfunction
             and be useless for a period of 1 turn.  All active probes and ECM
             suites are overloaded and destroyed.  A crit to an EMPC causes the
             magnetic field generators to overload and cause 50 damage to
             location and and additional 10 heat or 15 depending on type of
             engine.




