Quote:
Originally Posted by raketenjagdpanzer
I view starting cash not as actual physical dollars, but basically "buy points". The rules (at least the 1.0 rules) state that starting vehicles are to be considered in good working order, IIRC, so if (for example) the party wants to pool their dough and they have enough for an Abrams or whatever then that's also part of their starting unit. The most well-armored force I have run as a GM had a Bradley and an HEMTT and then later salvaged an abandoned M113; there were numerous characters, and had they had enough from the outset, yes, I'd have said "Okay you can purchase the Stingray," etc.
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You left out the part about the M113 basically being about as beat up as one can be and still work - but we got it running for sure - showing just how important a good mechanic is to a party
I think many parties may have just left it there but to me even a beat up piece of junk sure beats walking
and I agree with you - the question is do they have enough money to properly arm it - thats what we did with the Bradley we rolled in the above mentioned campaign - game gives you one ammo load for it - but considering how much combat we saw even in the short length of the campaign thats not going to cut it - so we made sure we had the TOW's to spare