rules 2.31

Company_Creation Company Creation Before starting play you will need to create a mercenary command. The following metho

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Company_Creation Company Creation

Before starting play you will need to create a mercenary command. The following method is only one example of random feel free to generate a company in any way you would like to. The following rules will generally produce a company with a it might create a company with C or F rating too. The support personnel will not normally cover all the needs of you compa as BT literature often alludes to the difficulty of maintaining equipment for lack of skilled personnel.

A starting company consists of 12 MechWarriors and 12 support personnel. The support personnel are divided into Techs, any proportion you wish, but we recommend 10 techs, 1 medic and 1 admin to start with. Note that the support personnel each support team. Each Tech has 6 astechs working with him, each Doctor has 4 nurses/paramedics, etc. However, since these “assistants” are often hired locally and do not accompany the company from world to world you do n roll for them, they are automatically hired if you have the Tech, Doctor or Admin to lead the team (MekHQ has the option t hire the helpers needed).

MekHQ will roll the gunnery/piloting, skill levels and any special abilities of the starting personell, with the following modifie

The first Mechwarrior rolled is the company commander, and receives a +1 bonus in Gunnery and Piloting. The command randomly distributed among Leadership, Tactics and Strategy skills. Remember to set the commander officer rank.

The second, third and fourth Mechwarriors rolled are the starting officers of the merc company, and receive a +1 bonus to Piloting (apply to the higher one or choose if both are equal). The officers gain 1 point randomly among Leadership, Tactic Remember to set the officer ranks.

After rolling all mechwarriors, you must assign bonus special abilities to Veteran and Elite mechwarriors – each Veteran m 1 bonus ability and Elites gain 2 bonus abilities beyond any rolled by MekHQ. To find the specific ability roll a 1d100 and c table (ignore requisites):

Roll (d100) 1 – 10 11 – 20 21 – 30 31 – 40 41 – 50 51 – 60 61 – 65 66 – 70 71 – 74 75 – 78 79 – 82 83 – 86 87 – 88 89 – 90 91 – 92 93 – 94 95 – 96

Mechwarrior Abilties (d100) Ability Dodge Iron Man Hopping Jack Melee Specialist Pain Resistance Single Weapon Specialist Hot Dog Maneuvering Ace Ballistic Specialist Laser Specialist Missile Specialist Multi-Tasker Blind Fighter Weathered All Weather Jumping Jack Oblique attacker

Origin Maxtech Unofficial Unofficial aToW Maxtech aToW aToW aToW aToW aToW aToW aToW Unofficial Unofficial Unofficial aToW aToW

14 Freq Common Common Common Common Common Common Uncommon Uncommon Uncommon Uncommon Uncommon Uncommon Rare Rare Rare Rare Rare

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Cost (XP) 20 20 20 20 20 20 40 40 40 40 40 40 60 60 60 60 60

Requisites None None Mech with jump jets. Mech with a hand, sword or hatche None Mech with the weapon. None Mech with 6+ walking speed. Mech with a ballistic weapon Mech with a energy weapon Mech with a missile weapon None None None None Mech with jump jets. Mech with artillery or LRM weapon

Company_Creation 97 – 98 Sniper aToW Rare 60 Mech with long range weapon. 99 Natural Aptitude (Gunnery) aToW Very Rare Only at recruitment/hiring. 100 Tactical Genius aToW Very Rare Only at recruitment/hiring. Melee Master aToW Very Rare Melee Specialist Gunnery/Ballistic Unofficial Very Rare Ballistic Specialist Gunnery/Laser Unofficial Very Rare Laser Specialist Gunnery/Missile Unofficial Very Rare Missile Specialist Edge points cost 10xp and if you roll an ability that the mechwarrior already has, he/she gains instead an edge point. When reaching a Veteran or Elite skill level the mechwarrior gains a “free” ability - “free” abilities ignore requisites. Very Rare skills cost the same as the requisite skill and Very Rare Gunnery skills substitute the requisite skill. Jumping Jack substitutes Hopping Jack. A mechwarrior with Hoppping Jack can buy Jumping Jack for 40 Xps.

If you wish to add some “flavor” to the Mechwarriors, you can roll the Mechwarrior Origin using the followin table, it also se to determine the table from where the mech that the mechwarrior owns (if any) comes from: Roll (d20) Origin Table 5 1–6 Periphery Mercenary/Periphery table 7 Major Periphery Any Major Periphery table. 8 Mercenary Custom Mech 9 – 10 Lyran Commonwealth Steiner Table 11 – 12 Free Worlds League Marik Table 13 – 14 Capellan Confederation Liao Table 15 – 16 Federated Suns Davion Table 17 – 18 Draconis Combine Kurita Table 19 ComStar or Word of Blake ComStar or WoB Table 20 Clans Any Clan 2nd Line Table ComStar, WoB and Clan origins only possible after 3055, consider it a Mercenary result in the previous eras. Custom Mech means that you roll a 'Mech in the Mercenary/Periphery table and can customize that 'Mech as you see fit, with the equipment available for the era. (Clan equipment only possible after 3055).

To find if a Mechwarrior comes with a mech, and the weight and quality of the mech, use the following table: Random Mech (2d6) Roll (2d6) Mech 2 None 3 None

5 Tech F F

The company commander gets a +2 bonus on both rolls, while the other 3 initial officers get a +1 bonus. If in any of the rolls the result if 13 or 14, reroll the mech

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Company_Creation 4 5 6 7 8 9 10 11 12

Light Light Light Medium Medium Medium Heavy Heavy Assault

F F D D D C C B A

weight and roll the mech from Star League tables if the mechwarrior is from the Inner Sphere and from the Clan Frontline tables if a clanner.

It is highly recommended to use the Xotl RAT for these rules, but feel free to use any RAT that you find in the battletech products.

Shares system When a mechwarrior joins a mercenary company he/she can do so either as an employee or as a shareholder depending on the system used by the company. At the start you must define if the company will use the employer/employee system or the shares system – this system will be used until the company is dissolved. The shares system can be applied for the Mechwarriors only, Combat personel only or all personel (including Support). If using the employer/employee system, you must keep track of the starting mech weight/tech level and, when the mechwarrior leaves the company he/she must receive an equivalent mech. Also, when a new recruit joins the company and own a mech, he/she must receive half the stock price of the mech from the company treasury. Finally, when using the employer system, each time a non-officer is reassigned to another mech, he/she may need to roll a defection/retirement roll. If using the shares system, there is no need to keep track of the starting mech, as it is converted in a number of shares that, when the mechwarrior leaves the company, he/she receives in c-bills or equipment, and there is no need to pay part of the mech stock price to new recruits and there is no need for retirement/defection rolls when assigning mechwarrior to other mechs. To find the number of shares a mechwarrior receives when joining the company, use the following table: Mechwarrior Base Founder Green Veteran Elite Officer

Shares +1 +1 -1 +1 +2 +1

Mech Light/Medium Heavy/Assault IS2 Clan

Shares +1 +2 +1 +2

Every time a mechwarrior changes skill levels (Green > Regular > Veteran > Elite) he/she gains another share. Every officer rank gained also adds another share.

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Company_Creation If using the shares system, all payments received by contract must have 20% to 50% given to the shareholders. BLC, Support, Salvage and Transport values received do not need to be shared – only contract payments. The player is free to choose the percentage shared from 20% up to 50% - each 10% beyond the base 20% adds a +1 modifier on the next retirement/defection roll for all shareholders.

Admin Functions When hiring an Admin, he/she must be assigned to one of the four possible funcitons: Command, Transport, Logistical or Human Resources. An Admin mus keep his/her function until the next retirement/defection roll, then he/she can be reassigned to another function.

Officer Ranks

The maximum rank a Mercenary can achieve is the equivalent of Colonel (rank names can vary) – or level 5 officer rank depending on the number of units company has that can be deployed – if the company has more units than personel capa of deploying them, disregard units that do not have pilots/mechwarriors: Nº Units 4 12 36

Maximum Rank Captain (Rank 3) Major (Rank 4) Colonel (Rank 5)

Only the company commander can have the maximum rank – all other officers must receive lower ranks.

You are free to assign officer rank to your combat personell, but a maximum of 1/3 one third (rounded down) of the total c assigned officer rank. If the company has their personell reduced (either by combat loses or defections/retirements) the al do not lose their ranks, but new officers can only be assigned after the number of officers is again below 1/3 the total num Support personell never get officer ranks. Officer Skills Officers have 3 additional skills that must be keep track off: Leadership, Strategy, and Tactics.

Leadership: Effects (on company leader) the max number of combat/support personnel that the company can have befo receiving a -1 in the retirement/defection roll. Starts at 12 for each category with 0 Leadership and adds +6 each point. If personnel number is twice or higher the allowed for the commander leadership the modifier is Each point of Leadership on the battle commander (highest ranked officer) increases in 5% the need numb of Merc+Allied forces that need to be destroyed for the OpFor do win the scenario. Strategy:

Defines the max number of Combat/Scout lances the player can deploy (start at 3 at level 0) and allows for commander in a battle to reduce the number of turns needed for reinforcements to arrive at the battle in 1 t

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Company_Creation every point on the Strategy skill. Tactics:

Allows the commander to reroll one or more of the battle conditions (Battle Type and Opfor rolls cannot be r and also gives bonus do commander initiative rolls (just enable the options in MekHQ and Megamek).

When a mechwarrior is assigned as an officer for the first time, he/she gains a random point in one of the officer skills. Aft the officer skills must be bought with xp points at the cost of 10xp x current level (first level costs 10xp).

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Company_Creation

d is only one example of random company creation, nerally produce a company with a D rating, though y cover all the needs of you company, that is intended,

t personnel are divided into Techs, Doctors and Admins, in h. Note that the support personnel are only the “chief” of es/paramedics, etc. mpany from world to world you do not need to he team (MekHQ has the option to automatically 4 8 6 5 8 8 2 8 6 10 6 7

ersonell, with the following modifiers:

nnery and Piloting. The commander also gains 2 points he commander officer rank.

mpany, and receive a +1 bonus to either Gunnery or andomly among Leadership, Tactics and Strategy skills.

e mechwarriors – each Veteran mechwarriors gains e specific ability roll a 1d100 and consult the following

1

Mech with jump jets. Mech with a hand, sword or hatchet.

Mech with the weapon.

Mech with 6+ walking speed. Mech with a ballistic weapon Mech with a energy weapon Mech with a missile weapon

Mech with jump jets. Mech with artillery or LRM weapon.

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Company_Creation

Mech with long range weapon. Only at recruitment/hiring. Only at recruitment/hiring. Melee Specialist Ballistic Specialist Laser Specialist Missile Specialist gains instead an edge point. abilities ignore requisites. ute the requisite skill. mping Jack for 40 Xps.

n using the followin table, it also serves

4

9 11 9 9 5 8 5 8 5 7 5 5

e the following table:

s a +2 bonus on both fficers get a +1 bonus.

f 13 or 14, reroll the mech

Skill Level Roll (2d6) 2 3

Skill Ultra-green Green

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9 6 8 5 4 3 6 10 7 7 7 6

5 20 16 5 8 7 9 16 11 6 19 2

234 140 171 702 527 810 876 459 840 873 722 758

Star League tables if the Sphere and from the

Company_Creation 4 5 6 7 8 9 10 11 12

Green Green Regular Regular Regular Regular Veteran Veteran Elite

AT that you find in the

ee or as a shareholder any will use the mpany is dissolved.

all personel (including

t/tech level and, when en a new recruit joins m the company treasury. her mech, he/she may

onverted in a number of uipment, and there is no ent/defection rolls when

e following table:

he gains another

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Company_Creation

ven to the shareholders. contract payments.

yond the base 20% adds

Command, Transport,

can be reassigned to

can vary) – or level 5 officer rank has more units than personel capable

eive lower ranks.

third (rounded down) of the total combat personell can be s or defections/retirements) the already assigned officers s is again below 1/3 the total number of personell.

6

el that the company can have before ry with 0 Leadership and adds +6 for mmander leadership the modifier is -2. r) increases in 5% the need number

start at 3 at level 0) and allows for the ements to arrive at the battle in 1 turn for

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Company_Creation

e Type and Opfor rolls cannot be rerolled) ns in MekHQ and Megamek).

point in one of the officer skills. After vel costs 10xp).

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Company_Creation

8 5 9 8 11 7 12 8 7 8 5 7

18 17 7 9 19 20 3 20 14 15 16 7

716 586 821 650 663 461 638 902 124 858 355 910

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Company_Creation

3 Merc Davion Periphery Marik Kurita Davion Steiner Periphery Steiner Steiner Kurita

x x x x x x x x

90 121 652 477 760 876 359 790 823 x 622 x 658 x

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Company_Creation

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Company_Creation

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Company_Creation

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Contract _Generation CONTRACT GENERATION

Mercenaries always fight and work on contract for houses, minor powers or even individual planets, and one of the most important parts of the campaign is the generation of contract options for the mercenary command. Sometimes the comma will have only a single offer but most likely there will be multiple offers for the command as military forces are thin in the ground and all factions always have need of additional forces.

Starting companies, in the first day of the campaign will always be offered 2 contract choices, afterwards the number of contract offers will vary according to a random roll and the company current rating, according to the following table: Contract offers Rating A B C D F

Offers 1d6 1d6-1 1d6-2 1d6-3 1d6-4

Modified d6 Roll 6 2 4 -1 2

New contracts are rolled every month on the 1st of the month.

Location Modifiers Periphery/Minor Faction -1 Backwater/Interior (no other faction planet in 30ly) -1 Hiring Hall +1 Faction Capital One additional contract from the faction. After finding the number of contracts, identify the employer using the following table: Employers by Era (1d100) Employer 3000 – 3029 3030 – 3034 3035 – 3039 3040 – 3049 3050 – 3054 Capellan Confederation 1 – 10 1–5 1–5 1–5 1–6 Draconis Combine 11 – 30 6 – 23 6 – 21 6 – 21 7 – 21 Federated Commonwealth 22 – 70 21 – 71 Federated Suns 31 – 54 24 – 49 22 – 47 Free Rasalhague Republic 48 – 51 71 – 74 72 – 73 Free Worlds League 55 – 70 50 – 64 52 – 66 75 – 89 74 – 89 Lyran Alliance/Commonweal 71 – 90 65 – 88 67 – 88 Magistracy of Canopus 91 – 92 89 – 91 89 – 91 90 – 91 90 – 91 Marian Hegemony 93 92 92 92 92 Outworlds Alliance 94 – 95 93 – 94 93 – 94 93 – 94 93 – 94 Taurian Concordat 96 – 97 95 – 97 95 – 97 95 – 97 95 – 97 Others 98 – 100 98 – 100 98 – 100 98 – 100 98 – 100

“Others” Roll 1d6

Description

Private Citizen – roll on the employer table to discover the allegiance of the citizen and use that faction enemy

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Contract _Generation Private Citizen 1 Regional Government 2 Planetary Government 3 Minor Faction 4 Mercenary 5 Corporation 6 All allied forces from the Others roll use the Merc RAT unless otherwise noted.

table for the Opfor.

Corporate Enemies table (1d6) Other Corporation 1 Other Corporation 2 Other Corporation 3 Pirates 4 Independent planet 5 Minor Faction 6

a faction. The Opfor also has a 50% chance of being another independent planet or another faction.

Regional Government – Employer is regional power in a minor independent planet – enemy is always another power on the same planet. Planetary Government – Employer is the government of a single planet. There is a 50% chance of being an independent planet and 50% chance of being a planet from

If employer is a planet from a faction, use that faction RAT for allied forces. Minor Faction – Employer is a minor faction like the St. Ives Compact or the Free Rasalhague Republic post Clan Invasion, roll normally using the general RAT. Mercenary – Employer is another mercenary company (generally a bigger one) that subcontracted the mission to the player. Determine the faction that the mercenary is subcontracting from to find the Enemy table that need to be used. Corporation - Employer is a major corporation, if the contract is sucessfull, there is a 50% chance that another contract from the same employer will be offered on the following month.

After determining the employer, roll the contract/mission type: Mission Type Roll (2d6) Roll IS Houses 2 or less Guerrilla 3 Recon Raid 4 Pirate Hunting 5 Planetary Assault 6 Objective Raid 7 Objective Raid 8 Extraction Raid 9 Recon Raid 10 Garrison Duty 11 Cadre Duty 12 or more Relief Duty

2d6 Roll 11 Minor Powers/Others Guerrilla Recon Raid Planetary Assault Objective Raid Extraction Raid Pirate Hunting Security Duty Objective Raid Garrison Duty Cadre Duty Diversionary Raid

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Roll Modifiers Rating A B C D F

Contract _Generation Next is finding the enemy in the contract:

If the contract is Pirate Hunting the enemy is always Pirates If the contract is Garrision Duty and the enemy rolled is “Rebels” it is a Riot Duty contract instead. If the contract is a Raid, Guerrilla, Planetary Assault or Relief Duty you roll normally for the enemy but reroll Rebel results. Capellan Confederation enemies by Era (d20)

Enemy Rebels Chaos March Draconis Combine Duchy of Andurien Federated Commonwealth Federated Suns Free Worlds League Lyran Alliance/Commonwealth Magistracy of Canopus Saint Ives Compact Others

3000 – 3029 3030 – 3034 3035 – 3039 3040 – 3054 1–4 1–4 1–4 1–4 5 5–8 5–6 5 – 10 6 – 14 9 – 12 7 – 12 15 – 18 13 – 15 13 – 17 11 – 16 19 16 – 17 18 – 19 18 – 19 17 – 19 20 20 20 20

Draconis Combine enemies by Era (d20)

Enemy Rebels Capellan Confederation Chaos March Clan Nova Cat Clan Smoke Jaguar Federated Commonwealth Federated Suns Free Rasalhague Republic Clan Ghost Bear / Dominion Lyran Alliance/Commonwealth Others

3000 – 3029 3030 – 3034 3035 – 3039 3040 – 3049 1–4 1–4 1–4 1–4 5 5 – 15 6 – 11 5 – 11 5 – 11 12 – 14 16 – 19 12 – 19 12 – 19 15 – 19 20 20 20 20

Federated Commonwealth enemies by Era (d20)

Enemy Rebels Capellan Confederation Chaos March Clan Jade Falcon Clan Nova Cat Clan Steel Viper Draconis Combine

3040 – 3049 3050 – 3054 3055 – 3059 1–4 1–4 1–4 5–8 5–8 5–9 10 9 11 10 9 – 13 11 – 14 12 – 15

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Contract _Generation Free Rasalhague Republic Free Worlds League Taurian Concordat Others

14 – 15 16 – 18 19 20

15 16 – 18 19 20

16 17 – 18 19 20

Federated Suns enemies by Era (d20)

Enemy Rebels Capellan Confederation Chaos March Clan Nova Cat Draconis Combine Free Worlds League Taurian Concordat Others

3000 – 3029 3030 – 3039 3060 – 3069 1–4 1–4 1–4 5 – 13 5 – 11 5 – 13 14 15 14 – 18 12 – 16 16 – 17 17 – 18 19 19 18 – 19 20 20 20

Free Rasalhague Republic enemies by Era (d20)

Enemy Rebels Clan Jade Falcon Clan Nova Cat Clan Steel Viper Clan Wolf Draconis Combine Federated Commonwealth Clan Ghost Bear Lyran Alliance/Commonwealth Others

3035 – 3039 3040 – 3049 3050 – 3054 3055 – 3059 1–4 1–4 1–4 1–4 5 5 6 6–8 7–8 9 – 11 5–8 5–8 9 – 12 12 – 14 9 – 19 13 – 18 15 – 19 19 9 – 19 20 20 20 20

Free Worlds League

Enemy Rebels Capellan Confederation Chaos March Circinius Federation Duchy of Andurien Federated Commonwealth Federated Suns Lyran Alliance/Commonwealth Magistracy of Canopus Others

3000 – 3029 3030 – 3034 3035 – 3039 3040 – 3059 1–4 1–4 1–4 1–4 5 – 11 5–7 5–7 5–8 8–9 8 – 10 9 – 18 10 – 11 11 – 12 12 – 18 12 – 18 13 – 18 19 19 19 19 20 20 20 20

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Contract _Generation Lyran Alliance/Commonwealth Enemy Rebels Arc-Royal Defense Cordon Capellan Confederation Circinius Federation Clan Jade Falcon Clan Nova Cat Clan Wolf / Wolf In-Exile Draconis Combine Free Rasalhague Republic Free Worlds League Rim Collection Others

3000 – 3029 3030 – 3034 3035 – 3039 3060 – 3069 1–4 1–4 1–4 1–4 5 5 6 5 5 6 7–8 9 10 7 – 15 6 – 16 6 – 10 11 – 12 11 – 15 13 16 – 19 17 – 19 16 – 19 14 – 18 19 20 20 20 20

Magistracy of Canopus Enemy Rebels Capellan Confederation Duchy of Andurien Free Worlds League Others

3000 – 3029 3030 – 3034 3035 – 3069 1–4 1–4 1–4 5–8 9 – 10 5 – 19 11 – 19 5 – 19 20 20 20

Marian Hegemony Enemy Rebels Circinius Federation Free Worlds League Illyrian Palatinate Lothian League Niops Association Others

3000 – 3054 3055 – 3059 3060 – 3069 1–4 1–4 1–4 5–6 5–9 10 – 15 7 – 17 16 – 18 5 – 12 13 – 19 18 – 19 19 20 20 20

Outworlds Alliance

Enemy Rebels Clan Nova Cat Draconis Combine Federated Commonwealth

3000 – 3039 3040 – 3059 3060 – 3069 1–4 1–4 1–4 5–8 5 – 12 5 – 12 9 – 14 13 – 19 -

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Contract _Generation Federated Suns Others

13 – 19 20

20

15 – 19 20

Taurian Concordat

Enemy

3000 – 3039 3040 – 3059 3060 – 3069 1–4 1–4 1–4 5–9 5–9 5–6 10 – 19 10 – 19 7 – 19 20 20 20

Rebels Capellan Confederation Federated Commonwealth Federated Suns Others

Now define the enemy and ally skill and rating using the following tables: Quality/Skill Modifiers Enemy is Rebels/Pirates Mission is Guerrilla Mission is Garrison/Security Mission is Cadre Duty Employer is Minor Power Employer is “Other” Mission is Planetary Assault Enemy is Minor Power/Other Enemy is Clan Front Line Enemy is Clan 2nd Line Up to 3038

Ally/Enemy (2d6) Roll 2 3 4 5 6 7 8 9 10 11 12

Skill Rating Green Green Green Green Regular Regular Regular Regular Veteran Veteran Elite

Enemy -2 +2

Ally -1 -3 -2 -3 -1 -2 +1

+1 -1 +4 +1 +2 -1 on the Quality Rating.

8 Quality Rating F F F F D D D C C B A

When offered a contract, the employer informs a skill/rating for t Enemy – after closing the contract, roll a 2d6 and, if the result is reroll the enmy skill/rating.

If the Quality roll is below 2, the ally/enemy uses civilian/primitiv regular ones.

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Contract _Generation

Contract Duration: Contract Type Cadre Duty Garrison Duty Security Duty Diversionary Raid Extraction Raid Guerrilla Objective Raid Pirate Hunting Planetary Assault Recon Raid Relief Duty Riot Duty

Duration 12 months 18 months 6 months 3 months 3 months 24 months 3 months 6 months 9 months 3 months 9 months 4 months

Contract Payment: Contract payment uses the modified payment rules (based on the company TOC) available on MekHQ with the following modifiers: Company Rating: A x 2.0 B x 1.5 C x 1.0 D x 0.8 F x 0.5

Employer modifiers IS House Minor Faction/Mercenary/Corporation Planetary Government Regional Government Private Citizen

Contract Type: Cadre Duty Garrison Duty Security Duty Diversionary Raid Extraction Raid Guerrilla Objective Raid Pirate Hunting Planetary Assault Recon Raid Relief Duty Riot Duty

Multiplier x 0.8 x 1.0 x 1.2 x 1.8 x 1.6 x 2.1 x 1.6 x 1.0 x 1.5 x 1.6 x 1.4 x 1.0

The modifiers are multiplicative and not additi x 1.2 X 1.1 X 1.0 X 0.9 X 0.8

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Contract _Generation Overhead: Overhead payment is always based on the number of units on the merc company. If the merc is up to company-size (12 units) the overhead is always paid in Full by the employer. If the merc is up to battalion-size (48 units) the overhead is always paid in Half by the employer. In bigger units the employer does not pay any overhead.

Command, Support, Salvage and Transport: The remaining clauses of the contract are determined using the following tables:

Administrator Modifiers None -2 Modifier Green -1 Modifier Regular No Modifier Veteran +1 Modifier Elite +2 Modifier

Rating A B C D F

Command Transportation Logistical

Command Modifier Transport Modifier Support Modifier

Veteran enemy +1 to one random clause Elite Enemy +1 to two random clauses Against Clans – Apply a -2 to Salvage clause and +1 to all other clauses. Do not apply Veteran/Elite bonuses.

+1 in two random clauses +1 in one random clause no modifiers -1 in one random clause -1 in two random clauses

Contract Type: Cadre Duty Garrison Duty Security Duty Diversionary Raid Extraction Raid Guerrilla Objective Raid Pirate Hunting Planetary Assault Recon Raid Relief Duty Riot Duty

Command

Salvage +1

+1 -3 -1 -2 -1 +2 -2 -1 -1 -2

+2 -1 +3 +2 -2 +1 +1

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Support -1 +1 +2 +2 +2 -2 +1 -1 +2 +1 +1 -1

Transport -3 +1 +1 +1 -1 +2 -1 +3 -1 +1 -1

Contract _Generation Employer IS House Minor Faction Corporation/Mercenary Planetary Government Regional Government Private Citizen

Command

-1

+1

Salvage -1 -2 +2 -1 -1 +2

Support/BLC

Transport +1

+1 -1 -1 -3

+1 -1 -2

Admins with points in Negotiation c respective functions. Command Ad clause, Logistical Admin can reroll Admin can reroll the transport clau point.

Contract Results 2d6 Rolls 10 8 7 6 Rolls Command Salvage Support Transport 1 or less Integrated None None None 2 Integrated Exchange None 20% 3 House Exchange Straight/20% 25% 4 House 10% Straight/40% 30% 5 House 20% Straight/60% 35% 6 House 30% Straight/80% 45% 7 House 40% Straight/Full 50% 8 Liaison 50% BLC/10% 55% 9 Liaison 60% BLC/20% 60% 10 Liaison 70% BLC/40% Full 11 Liaison 80% BLC/60% Full 12 Independent 90% BLC/80% Full 13 or more Independent Full BLC/100% Full If you roll “Exchange” on the salvage clause, reroll to find the %.

Contract Location: To find the contract location, select the nearest planet that fits to the misson type and ally/enemy forces and apply the following modifiers: 1d6 1 2 3 4 5 6

Distance Nearest + 1d6-2 jumps Nearest + 1d6 jumps Nearest + 1d6+2 jumps Nearest + 2d6-2 jumps Nearest + 2d6 jumps Nearest + 2d6+2 jumps

1 1 5 3

SUBCONTRACTS

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Contract _Generation If your company has a rating of C or higher and you are in a Garrison Contract you can get subcontracts with the same employer. The higher the rating you can get more subcontracts. Rating A B C

Limits 3 subcontracts 2 subcontracts 1 subcontract

To see if a subcontract is available, roll a 2d6 using the Human Resources modifier – in a result of 10+ a subcontract from the s employer is available.

If a subcontract is available, you roll the contract type, enemy, payment and duration as if it was an independent contract a receive payment normally. Subcontracts cannot be hired if they exceed base contract duration. Command, Support and Salvage are always 1 level lower than your “base” Garrison contract.

Transport clauses do not apply to subcontracts. (The subcontract happens on the same planet/sector of the main contrac any additional transport costs are paid 100% by the employer)

Each subcontract adds 1 lance to the number of lances that need to be deployed. The lance type is always the required fo the subcontract type. All lances roll battle rolls for all contracts. Regardless of the number of subcontracts in effect, the number of deployable lances is still limited to the commander Strategy skill.

RETAINER CONTRACT If your company manages a balance of 6 successful contracts for the same employer he will be offered a Retainer Contra If the player accepts all the following contract offers will be from the same employer and all clauses of the contract will rec a +1 bonus to their rolls. If at any moment the balance of successful contracts goes below 6 the retainer contract is rescin

EMERGENCY CLAUSE If at the end of a contract the employer is involved in a major war (see tables) the Emergency Clause of the contract can b activated by the employer. Roll a 1d6 – if the result is 2 the contract is extended for another month, if the result is 1 the co is extended to half the base duration (minimum 1 month). Pirate Duty and Riot Duty contracts do not have Emeergency cl

Treat the extension as a new contract, beggining immediatelly after the previous one, with the same type of contract and t same clauses as the previous one, but with a x 1.5 modifier applied to the pay modifier. Major Wars 3025+ 4

th

Succession War

War of 3039

Start

End

Major Factions Involved

3026 3039

3030 3040

FS, LC, CC, DC DC, FS, LC

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Contract _Generation Andurien Wars Ronin Wars Clan Invasion War of 3057 FedCom Civil War WoB Jihad Capellan-St. Ives War

3030 3034 3049 3057 3062 3067 3060

3040 3034 3052 3057 3067 3063

FWL, Andurien, MoC, CC DC, FRR, Ronin DC, LC, FRR, Clans Jade Falcon/Wolf/Ghost Bear/Smoke Jagu CC, FWL, FS, LC LC, FS, Clan Jade Falcon All CC, St. Ives

Fighting the Clans Some employers, during and after the Clan Invasion, may offer contracts against the Clans. When doing so, after determi the Clan that is being attacked/defended against, you must determine if the Clan forces that you are fighting against are fr Frontline or Second Line units. All Garrison type contracts (Garrison, Cadre, Security duty, etc.) are always fought against Frontline clan units, as you are on the side of the defender and Clan Frontline units are mainly for attacks and not defense When you are on Raids, Guerilla and Planetary Assaults the Clan units are always 2 nd Line, as in these contracts you are on the side of the attacking forces, and Clan 2 nd Line units are used mainly for garrisoning. Relief Duty contracts, however can be fought either on the side of the Attacker or Defender so, in that case, you should a roll a 1d2 and determine random if the Clan forces are Front or Second line. Clan deployment is in Stars instead of Lances, anywhere in these rules where you see references for Lances, just substitu for Stars instead. Also, Clans do not ransom back captured mercenaries or get back their own captured 'MechWarriors, so you do not rece any bonus for captured enemy warriors and any of your own that is captured is not ransomed back. Captured Clan warrior that “defect” to your unit are instead “Bondsman”. They will work for you during 3 contracts (not counting the one where th were captured) and, after the end of the 3rd contract you should provide them with a working 'Mech (any will do) and do a roll: If 6 they remain in the unit, if 5 they remain in the unit if you grant them officer status, 4 to 1 they leave the unit and ta the 'Mech with them. If you do not give a 'Mech to a Bondsman after the 3rd contract, no more captured Clans will “defect your unit and all clanners currently in your unit will immediately retire taking with them their current 'Mechs. When generating Clan Stars, roll a 1d12 for each Star, if the result is 12 it is a Nova and has Elemental Points equal to the number of 'Mechs on the Star.

Mercenary Company size Limits (Optional) During the various contracts a merc company works with there will be opportunities to buy/salvage/gain new units beyond However, the various Inner Sphere factions do not like that just anyone could grow up a military force that could rival inner To ensure that only experienced and somewhat old commands could amass a bigger military force, either through ComSt other mercenary regulatory bodies the number of units (be they vehicle or 'Mechs) is limited according to the unit rating. U the number/rating ratio, but for each 2 units beyond the limit, the merc will suffer a random -1 modifier to one of the contra Note that the number/rating of units is only checked when rolling contracts.

Rating F D C

Units 12 24 36

Página 26

Contract _Generation B A

48 no limit

Contract Resolution At the end of every contract you must verify if the contract was sucessfull or not. Some contract types and situations autom a contract victory or failure regardless of other factors, but normally you will need to find the contract score to determine th failure. If the contract score is equal do 0 or negative the contract was a failure, if the score is positive, the contract was a The score is calculated using these points: +1 for every Victory on a Standard or Big Battle. -2 for every Defeat on a Standard or Big Battle -1 for every Defeat on a Special Mission. -1 for every minor contract breach from the mercs. +1 for every minor contract breach from the employer. +4 if the contract ends with a Early Victory. +1 if no battles were fought for the entire contract.

If after adding all the bonuses/minuses to the score you get a positive score the contract was a success. If the score is 0 o negative it is a defeat. Note that losing a Base Attack as a defender is an automatic contract failure regardless of the scor

If successful, some contract types have a possibility of generating a follow-up contract. In follow-up contracts the employe enemy are the same and you do not have transport costs. Roll other clauses normally. Accepting the follow up contract is optional. Roll a 1d6 in the following contract types, if the result is a 6, a follow-up contract is offered. Follow-up contracts Diversionary Raid Recon Raid Riot Duty

6 leads to leads to leads to

Objective Raid Planetary Assault Garrison Duty

Página 27

Contract _Generation

ual planets, and one of the most command. Sometimes the command as military forces are thin in the

oices, afterwards the number of rding to the following table:

y month on the 1st of the month.

d100 Roll 3055 – 3059 3060 – 3069 1–7 1–8 8 – 23 9 – 25 24 – 69 26 – 51 70 – 89 52 – 69 70 – 89 90 – 91 90 – 91 92 92 93 – 94 93 – 94 95 – 97 95 – 97 98 – 100 98 – 100

mployer table to discover nd use that faction enemy

Página 28

Contract _Generation

oyer is regional power in enemy is always another

loyer is the government of % chance of being an inhance of being a planet from

a 50% chance of being r another faction.

faction, use that faction

minor faction like the Rasalhague Republic post sing the general RAT.

her mercenary company ubcontracted the mission action that the mercenary the Enemy table that

major corporation, if the a 50% chance that me employer will be offered

Roll Modifiers +2 +1 0 -1 -2

1.2

Página 29

Contract _Generation

he enemy but reroll Rebel results. 17 3055 – 3059 3060 – 3069 1–4 1-4 5 5–7 6 – 10 8 – 12 11 – 16 13 – 18 17 – 19 19 20 20

19 3050 – 3054 3055 – 3059 3060 – 3069 1–4 1–4 1–4 5 5–6 5–6 7–8 7–8 9 – 16 9 – 17 6 – 11 17 – 18 19 18 – 19 12 – 14 15 – 19 20 20 20

Página 30

Contract _Generation

3060 – 3069 1–4 5–6 7 8 9 – 11 12 – 13 14 15 – 19 20

3060 – 3069 1–4 5–9 10 11 12 – 18 19 20

Página 31

Contract _Generation

Página 32

Contract _Generation

employer informs a skill/rating for the tract, roll a 2d6 and, if the result is a 10+

he ally/enemy uses civilian/primitive units instead of

Página 33

Contract _Generation

able on MekHQ with the following

1.92

are multiplicative and not additive.

Página 34

Contract _Generation

+1 to one random clause +1 to two random clauses Salvage clause and +1 to y Veteran/Elite bonuses.

Página 35

Contract _Generation

Admins with points in Negotiation can re-roll clauses on their espective functions. Command Admins can reroll the Command lause, Logistical Admin can reroll the Support clause and Transport Admin can reroll the transport clause. One reroll for every Negotiation

y/enemy forces and

Página 36

Contract _Generation

get subcontracts with the same

lable, roll a 2d6 using the Human ult of 10+ a subcontract from the same

if it was an independent contract and

e planet/sector of the main contract and

ance type is always the required for

still limited to the commander

e will be offered a Retainer Contract. all clauses of the contract will receive ow 6 the retainer contract is rescinded.

gency Clause of the contract can be her month, if the result is 1 the contract tracts do not have Emeergency clauses.

th the same type of contract and the

Página 37

Contract _Generation

con/Wolf/Ghost Bear/Smoke Jaguar/Nova Cat/Steel Viper/Diamond Shark

ans. When doing so, after determining that you are fighting against are from ty, etc.) are always fought against mainly for attacks and not defense. Line, as in these contracts you are ng. Relief Duty contracts, however, a roll a 1d2 and determine randomly

eferences for Lances, just substitute

MechWarriors, so you do not receive omed back. Captured Clan warriors cts (not counting the one where they rking 'Mech (any will do) and do a 1d6 s, 4 to 1 they leave the unit and take o more captured Clans will “defect” to eir current 'Mechs. has Elemental Points equal to the

uy/salvage/gain new units beyond the starting 12. military force that could rival inner sphere armies. ilitary force, either through ComStar, MRBC and ited according to the unit rating. Units can exceed om -1 modifier to one of the contract condition rolls.

Página 38

Contract _Generation

contract types and situations automatically give the contract score to determine the sucess or ore is positive, the contract was a sucess.

t was a success. If the score is 0 or tract failure regardless of the score.

n follow-up contracts the employer and Accepting the follow up contract is

Página 39

Campaign_System The main campaign system works in a dayly, weekly, monthly and yearly basis, with different phases

Daily phases: Battles (determined in a weekly roll) Repairs/Conversions Healing and Experience advancement Post-battle Salvage Weekly phases: Lance and Unit Assignments Battle Rolls Event Rolls Recruitment Rolls Monthly phases: Market Generation Contract Generation Enemy Morale Roll Dropship/Jumpship Search Yearly/Contract End phases: Retirement/Defection Rolls Dependents Roll

Lance Assignements There are several type of lance assignements that need to be made – every week you should distribute your units on lanc mission role for the lance from the following table: Type/Role Fight Defend Scout Training

Observations General offensive lance. General defensive lance. Scouting lance – units always deploy in 6 minus walking speed turns. Training lance – needs a officer with Veteran skill levels and adds 1xp point to every Green skilled unit

Lances can deployed with 3 to 6 units, can be mixed (mechs + vehicles) and are divided on weight classes according to th Tonnage 0 to 130 131 to 200 201 to 280 281 to 390

Weight Light Medium Heavy Assault

Note that employer attached units COUNT for the min/max number of units on COUNT for tonnage purposes. All lances must have a minimum of 1 officer.

Página 40

Campaign_System

ATTACHED UNITS Depending on contract command level or if the contract is Cadre Duty you will have attached units provided by the employ to be deployed with your own units. These units follow some rules detailed here: Command Level Integrated House Liaison Independent

Effect Two employer units for every lance. Bot controlled. One employer unit for every lance. Bot controlled. One employer unit for every lance. Player controlled. No attached units.

You roll the attached units every battle, using the skill/rating/RAT of the employer forces. Attached units of Fight and Defend Lances are Medium. Scout and Training lances receive Light units. Attached are rerolled for every battle (add them on Megamek) If a attached unit is destroyed during battle you get a Minor Contract Breach.

Cadre Duty contracts are contracts where the attached units are in fact “cadets” that your own unit is training. Regardless of command level you always receive three “cadets” for every lance and they are always Player controlled. Attached Units count for the min/max limits (3/6) in unit numbers in a lance but do not count for tonnage purposes.

Lances deployment by contract: Depending on the mercenary size and type of contract the employer will demand a certain number and type of lances to b deployed every week – failure to do so will result on minor contract breaches equal to the number of lances below the min number/type required.

The number of lances that the company must deploy is always equal to the number of units on the company divided by 6 rounded down – example: a 12 mech company must deploy 2 lances. Note that the required number of lances is determin at the contract start an does not change if the merc increases or decreases the number of units during the contract.

Each contract type has a lance type/role that is required by the employer in that contract – this means that, from the numb of required lances to be deployed at least half (round down) must be of this type: Contract Type Cadre Duty Garrison Duty Security Duty Diversionary Raid Extraction Raid Guerrilla Objective Raid Pirate Hunting Planetary Assault Recon Raid

Lance Type Training Defend Defend Scout Scout Fight Scout Fight Fight Scout

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Campaign_System Relief Duty Riot Duty

Fight Defend

RECRUITMENT ROLLS

Recruitment rolls are done using a 2d6 and consulting the following table: Recruitment Roll Roll Recruit 2 Admin 3 Tech 4 Mechwarrior 5 Aero/Vehicle Crew 6 Infantry 7 No Recruits 8 Infantry 9 Vehicle Crew 10 Mechwarrior 11 Tech 12 Doctor Infantry is hired by platoon and Vehicle crews appear as 1d6 personell.

3 After finding the recruitment type use MekHQ hire option to generate the recru skill levels. During a contract, the following modifiers should be applied to the skill roll, based on the skill level of the Human Resources Admin: Admin None Green Regular Veteran Elite

Effect -4 to the Skill Level Roll -3 to the Skill Level Roll -2 to the Skill Level Roll -1 to the Skill Level Roll No modifier to the roll.

Mechwarriors also have a chance of having their own mech when hired, accor to the following table:

Roll (d20) Mechwarrior Origin Table 1–6 Mercenary/Periphery Mercenary/Periphery table 7 Major Periphery Any Major Periphery table. 8 Solaris VII Custom Mech 9 – 10 Lyran Commonwealth Steiner Table 11 – 12 Free Worlds League Marik Table 13 – 14 Capellan Confederation Liao Table 15 – 16 Federated Suns Davion Table 17 – 18 Draconis Combine Kurita Table 19 ComStar or Word of Blake ComStar or WoB Table 20 Clans Any Clan 2nd Line Table ComStar, WoB and Clan origins only possible after 3055, consider it as a Solaris VII result in the previous eras. Custom Mech means that you roll a 'Mech in the Mercenary/Periphery table and can customize that 'Mech as you see fit, with the equipment available for the era. (Clan equipment only possible after 3055).

5

Mech Weight Roll 2 3 4 5 6 7 8 9 10 11 12

If a vehicle crew comes with a ve always the number needed for th

Veteran and Elite mecharriors start with 1 or 2 abilities – if MekHQ did not generate them, roll on the following table:

Página 42

Campaign_System

Mechwarrior Abilties (d100) 76 Roll (d100) Ability Origin Freq Cost (XP) Requisites 1 – 10 Dodge Maxtech Common 20 None 11 – 20 Iron Man Unofficial Common 20 None 21 – 30 Hopping Jack Unofficial Common 20 Mech with jump jets. 31 – 40 Melee Specialist aToW Common 20 Mech with a hand, sword or hatc 41 – 50 Pain Resistance Maxtech Common 20 None 51 – 60 Single Weapon Specialist aToW Common 20 Mech with the weapon. 61 – 65 Hot Dog aToW Uncommon 40 None 66 – 70 Maneuvering Ace aToW Uncommon 40 Mech with 6+ walking speed. 71 – 74 Ballistic Specialist aToW Uncommon 40 Mech with a ballistic weapon 75 – 78 Laser Specialist aToW Uncommon 40 Mech with a energy weapon 79 – 82 Missile Specialist aToW Uncommon 40 Mech with a missile weapon 83 – 86 Multi-Tasker aToW Uncommon 40 None 87 – 88 Blind Fighter Unofficial Rare 60 None 89 – 90 Weathered Unofficial Rare 60 None 91 – 92 All Weather Unofficial Rare 60 None 93 – 94 Jumping Jack aToW Rare 60 Mech with jump jets. 95 – 96 Oblique attacker aToW Rare 60 Mech with artillery or LRM weap 97 – 98 Sniper aToW Rare 60 Mech with long range weapon. 99 Natural Aptitude (Gunnery) aToW Very Rare Only at recruitment/hiring. 100 Tactical Genius aToW Very Rare Only at recruitment/hiring. Melee Master aToW Very Rare Melee Specialist Gunnery/Ballistic Unofficial Very Rare Ballistic Specialist Gunnery/Laser Unofficial Very Rare Laser Specialist Gunnery/Missile Unofficial Very Rare Missile Specialist Edge points cost 10xp and if you roll an ability that the mechwarrior already has, he/she gains instead an edge point. When reaching a Veteran or Elite skill level the mechwarrior gains a “free” ability - “free” abilities ignore requisites. Very Rare skills cost the same as the requisite skill and Very Rare Gunnery skills substitute the requisite skill. Jumping Jack substitutes Hopping Jack. A mechwarrior with Hoppping Jack can buy Jumping Jack for 40 Xps.

Paid Recruitment Roll (2d6 roll) When your unit is not deployed in a contract you can search for specific units for recruitment, you can do one recruitment 100.000 c-bill for each roll. You may also choose to roll the standard recruitment roll for free. Roll a 2d6, apply your Huma the following modifiers to the roll: Infantry Mechwarrior Tech/Medic A* Rating A Rating B Rating D Rating F Rating In debt

+2 -2 +1 +3 +2 +1 -1 -2 -3

Human Resources Admin None -2 Green -1 Veteran +1 Elite +2

Página 43

Number of Recruits 3 or less 4–5 6–8 9 – 10 11 – 12 13 – 15 16 or more

Campaign_System

Acquiring DropShip/JumpShips

When not deployed in a contract you can, once a month, do a roll to see if you find a DropShip or JumpShip to buy. You p and roll a 2d6 applying you Logistical Admin modifier and the following modifiers: A* Rating A Rating B Rating D Rating F Rating

+3 +2 +1 -1 -2

DropShip Roll (1d20) Roll DropShip 1 Buccaneer 2–7 Mule 8 Seeker 9 – 12 Gazelle 13 Excalibur 14 – 15 Leopard 16 – 19 Union 20 Overlord

You need to roll 10+ to find a DropShip and 12+ to find a JumpShip. If the roll was the minimum for success, the DropShip will not be for sale but fo If you manage to find a DropShip or JumpShip you then need to determine the and pay for it.

Mech Bays 0 0 0 0 12 4 12 36

JumpShip Roll (1d6) Roll JumpShip 1 Scout 2–3 Merchant 4–6 Invader

Vehicle Bays 0 0 40 (L) 15 90 0 0 0

Cargo 2308 8144 1632 68 440 34 74 132

D. Collars 1 2 3

1d6 Roll Crew 17 18 24

1d20 Roll Crew 12 20 10 50 9 14 43

20 Hiring Cost 12,000 40,000 45,000 30,000 300,000 40,000 120,000 360,000

3 Hiring Cost 70,000 120,000 150,000

DropShips and JumpShips come with their crews, there is no need for separate recruitment rolls.

REPAIR/CONVERSIONS Repairs and conversions should all be made using MekHQ with these additional rules.

Depending on the contract you must consider the location where the units are for repair purposes and change accordingly Repair Location In the Field Field Workshop Transport Bay Maintenance Facility

Contract Types Guerilla and all Raid-type contracts. Planetary Assault, Relief Duty and Pirate Hunting. Remaining contract types and when not in a contract. B Rating mercs when not in a contract.

Página 44

Campaign_System Factory

A Rating mercs when not in a contract.

If the merc unit owns a DropShip with bays (Mech or Vehicle) it can assign the DropShip to support purposes, increasing t level of the repair location in one level up to the maximum of “Transport Bay”. The DropShip cannot be used for any other pose and there is a 1 in 6 chance that the DropShip will be present to any battle where the merc unit is the Defender. If the mercenary loses the mission it also loses the DropShip. If a merc unit has a B+ Dragoon Rating it also increases the repair location to one level up, this can be cumulative with

a DropShip in support role, but still has the maximum of “Transport Bay” when in a contract. When not deployed in contrac

units with B rating consider their repair location as “Maintenance Facility” and A rating as “Factory”.

You can always buy and sell parts at any time, but there are some restrictions of what you can buy depending on availabil

Contract Guerilla Raids Planetary Assault/Relief Duty Pirate Hunting Other Contracts Not in a Contract From 2950 to 3040 apply a -1 modifier

When not in a contract, the availability level wil according to the merc rating+logistical admin:

Level 0 1 2 3 4 Rating

Rating Level F 0 D 1 C 2 B 3 A 4 From 2950 to 3040 apply a -1 modifier

Note: Availability year is the date first released, such parts are not available to general merc units for five years la Parts Armor (Commercial/Industrial) Flamers Hatchet/Retractable Blade Machine Guns Searchlight Sword ACs Actuators Armor (Standard) Cockpit Engines (ICE) Heat Sinks Life Support Machine Gun Arrays Mech Limbs (Arms, Legs, Head, etc) Rocket Launchers Sensors Armor (Ferro-Fibrous) Cockpit (Small)

Year 3058+ 3068+ 3064+ 3040+ 3067+

Página 45

Level 0 0 0 0 0 0 1 1 1 1 1 1 1 1 1 1 1 2 2

Ammunition is always one level are the same level of the weapo

The availability level does not pr normally. (MekHQ does it autom

ALL Clan equipment/parts are le

If a equipment is not available on it available at 2 levels higher tha

Parts can be sold freely from the

Note: If the unit is on Outreach o parts above your availability lev exceeds your availability level.

“Primitive” versions of parts are a

Campaign_System Engines (Fuel Cell) Gauss Rifle Gyros (Standard) Heat Sinks (Double) Jump Jets LB 10-X LB 2-X, 5-X, 20-X LRM Launchers Mech Limbs (Endo-Steel) Rotary ACs Single Shot (OS) Missile Launchers SRM Launchers UAC/2, UAC/10 UAC/20 UAC/5 Active Probe AMS Arrow IV C3 CASE Engines (Fusion) Gauss Rifle (Heavy) Gauss Rifle (Light) Gyros (Compact) Gyros (XL/Heavy Duty) Lasers (Small, Medium and Large) MASC MRM Launchers NARC Streak SRM2 Launchers Streak SRM4/SRM6 Launchers TAG C3 (Improved) Engines (XL) Lasers (ER Large) Lasers (ER Medium and Small) Lasers (Pulse) NARC (Improved) PPC Targeting Computer Engines (Compact) Engines (Light) PPC (ER) PPC (Heavy/Light/Snub-nose)

3040+ 3040+ 3035+ 3058+ 3035+ 3062+ 3030+ 3057+ 3060+ 3035+ 3045+ 3040+ 3044+ 3050+ 3036+ 3061+ 3056+ 3068+ 3067+ 3035+ 3058+ 3035+ 3035+ 3058+ 3033+ 3062+ 3035+ 3037+ 3058+ 3037+ 3062+ 3062+ 3068+ 3062+ 3037+ 3067+

Página 46

2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 4 4 4 4 4 4 4 4 5 5 5 5

MAINTENANCE CHECKS (opti AtB uses two systems of Mainte The first, easier system, is to no as a Tech is assigned to a mech quality level (level D). If using the

The second, takes advantage of - Do not use era mods for repai - Make maintenance checks - Maintenance cycle is 30 days. - Maintenance modifier is 0 - Do not use quality modifiers - Only damage parts that are alr

Parts Aquisition /Delivery (Mek Parts acquisition can be made u

In MekHQ set that the skill for aq be made per cycle. Waiting perio

Clan equipment should have a p

Delivery time is always 2d6 days the roll needed – minimum 1 day

Campaign_System

Defections/Retirement/Sacking/Killed Pilots

When mechwarrior/vehicle crews defect, retire, die or are sacked by the player they do not go away without receiving a fin payment (to themselves or to their family) and this payment may even include mechs/vehicles.

Every time a mechwarrior/vehicle crew leaves the company or dies you must pay the value indicated on the payout table a consult the tables below: Modifiers Green Veteran Elite Officer

Roll 1 2 3 4 5 6

-1 +1 +2 +1

Mech/Veh Lighter Same Same Same Heavier Special*

If using the shares system, Mechwarriors only take their share value (paid in c If killed in battle and there is a heir only deduct the payout values and transfer If killed in battle do not apply the modifiers Vehicle Crews never take vehicles, but you can pay the c-bill value in vehicles

1d6 Roll 6 If killed in battle No effects Add 1 Dependent Add 1d6 Dependents (extended family). Roll 1 recruitment roll (reroll infantry/no recruits results) Roll 1 recruitment roll (reroll infantry/no recruits results) Change one Dependent to a Green mechwarrior (heir).

*Special 50/50% Chance of either random mech from the company unassigned mechs or the mech he/she was piloting but no treasury % (he/she simply stole a mech).

The first roll determines if the leaving pilot or his family must be given a mech/vehicle and it´s weight class based on the m The second roll, only made if killed in battle, gives any other effects. For retirement purposes, IS2 and Clan units are worth one level more than their weight classes. Mechs with damage levels of “Inoperable” count as one level lower. If a killed mechwarrior gets a heir and he has a Mech when leaving the unit, the heir will own the mech if you decide to hir

Experience Advancement Both your mechwarriors and vehicle crews receive experience in battle or (for very green pilots) by training. This experienc is tracked using Experience Points (XPs) and you they gain then according to the following table: + 1 xp every month if rolling 10+ in a 2d6. + 1 xp for every battle fought, regardless of the battle result. + 1 xp for every unit destroyed by the mw/crew + 1 xp each turn for each Green mw/crew in a training lance. + 1 xp for every 25 sucessfull task performed (Techs/Doctors) + 2 xp to the most skilled admin on the 4 main functions for each new contract. + 1 xp to Command Admin if the new contract is at Liaison or Independent command + 1 xp to Transport Admin if the new contract is at 55% or higher. + 1 xp to Logistics Admin if the new contract is at BLC 10% or higher.

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Campaign_System

MekHQ can keep track of all experience points except for the ones gained in training lances that you must add manually. The mw/crews accumulate XPs and can use then to better their gunnery and piloting ratings according to the following tab Experience Advances Each improvement towards 5 5 to 4 4 to 3 3 to 2 2 to 1 1 to 0

5 xp 10 xp 20 xp 40 xp 60 xp 100 xp

When a Mechwarriors reaches Veteran and Elite skill levels they gain a “free” special ability randomly rolled on the followin

Mechwarrior Abilties (d100) 68 Roll (d100) Ability Origin Freq Cost (XP) Requisites 1 – 10 Dodge Maxtech Common 20 None 11 – 20 Iron Man Unofficial Common 20 None 21 – 30 Hopping Jack Unofficial Common 20 Mech with jump jets. 31 – 40 Melee Specialist aToW Common 20 Mech with a hand, sword or hatc 41 – 50 Pain Resistance Maxtech Common 20 None 51 – 60 Single Weapon Specialist aToW Common 20 Mech with the weapon. 61 – 65 Hot Dog aToW Uncommon 40 None 66 – 70 Maneuvering Ace aToW Uncommon 40 Mech with 6+ walking speed. 71 – 74 Ballistic Specialist aToW Uncommon 40 Mech with a ballistic weapon 75 – 78 Laser Specialist aToW Uncommon 40 Mech with a energy weapon 79 – 82 Missile Specialist aToW Uncommon 40 Mech with a missile weapon 83 – 86 Multi-Tasker aToW Uncommon 40 None 87 – 88 Blind Fighter Unofficial Rare 60 None 89 – 90 Weathered Unofficial Rare 60 None 91 – 92 All Weather Unofficial Rare 60 None 93 – 94 Jumping Jack aToW Rare 60 Mech with jump jets. 95 – 96 Oblique attacker aToW Rare 60 Mech with artillery or LRM weap 97 – 98 Sniper aToW Rare 60 Mech with long range weapon. 99 Natural Aptitude (Gunnery) aToW Very Rare Only at recruitment/hiring. 100 Tactical Genius aToW Very Rare Only at recruitment/hiring. Melee Master aToW Very Rare Melee Specialist Gunnery/Ballistic Unofficial Very Rare Ballistic Specialist Gunnery/Laser Unofficial Very Rare Laser Specialist Gunnery/Missile Unofficial Very Rare Missile Specialist Edge points cost 10xp and if you roll an ability that the mechwarrior already has, he/she gains instead an edge point. When reaching a Veteran or Elite skill level the mechwarrior gains a “free” ability - “free” abilities ignore requisites. Very Rare skills cost the same as the requisite skill and Very Rare Gunnery skills substitute the requisite skill. Jumping Jack substitutes Hopping Jack. A mechwarrior with Hoppping Jack can buy Jumping Jack for 40 Xps.

Página 48

Campaign_System

If using the shares system, remember that Mechwarriors gain an additional share when they change skill levels (Green > R Officer Rank

You are free to assign officer rank to your combat personell, but a maximum of 1/3 one third (rounded down) of the total c assigned officer rank. If the company has their personell reduced (either by combat loses or defections/retirements) the al do not lose their ranks, but new officers can only be assigned after the number of officers is again below 1/3 the total num Support personell never get officer ranks. Officer Skills Officers have 3 additional skills that must be keep track off: Leadership, Strategy, and Tactics.

Leadership: Effects (on company leader) the max number of combat/support personnel that the company can have befo receiving a -1 in the retirement/defection roll. Starts at 12 for each category with 0 Leadership and adds +6 each point. If personnel number is twice or higher the allowed for the commander leadership the modifier is Each point of Leadership on the battle commander (highest ranked officer) increases in 5% the need numb of Merc+Allied forces that need to be destroyed for the OpFor do win the scenario. Strategy:

Defines the max number of Combat/Scout lances the player can deploy (start at 3 at level 0) and allows for commander in a battle to reduce the number of turns needed for reinforcements to arrive at the battle in 1 t every point on the Strategy skill.

Tactics:

Allows the commander to reroll one or more of the battle conditions (Battle Type and Opfor rolls cannot be r and also gives bonus do commander initiative rolls (just enable the options in MekHQ and Megamek).

When a mechwarrior is assigned as an officer for the first time, he/she gains a random point in one of the officer skills. Aft the officer skills must be bought with xp points at the cost of 10xp x current level (first level costs 10xp).

EVENT ROLLS

Event rolls are rolled once a month and are rolled in a per contract basis – one roll for the the base contract and one addit Event Roll (d20) Event Bonus Roll Special Mission Civil Disturbance Sporadic Uprisings Rebellion

Raid 1–9 10 – 13

Garrison 1–7 8 – 11 12 13 14

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Riot Duty 1–7 8 – 10 11 12 13 – 14

Pirate Hunt 1–9 10 – 13 14

14 Others 1–9 10 – 14

Campaign_System Betrayal Treachery Logistics Failure Reinforcements Special Events Big Battle

14 – 15 16 17 18 19 20

15 16 17 18 19 20

15 16 17 18 19 20

15 16 17 18 19 20

15 16 17 18 19 20

Civil Disturbance – Next enemy morale roll receives a +1 modifier. Sporadic Uprisings – Next enemy morale roll receives a +2 modifier. Rebellion – Civilian Riot Big Battle. Betrayal – roll a 1d6 and consult the table (all are minor breaches from the employer): 1 2 3 4 5 6

Major logistics problem – parts availability level for the rest of the contract become a level lower. Transport - Player is abandoned in the field by employer transports, if he loses a Base Attack battle he lose Diversion – all Battle rolls for the rest of the contract get a -5 modifier. False Intelligence – Battle rolls for the month get a -10 modifier. The Company Store - All equipment/supplies prices are increased by 100% until the end of the contract. False Alarm - No betrayal - The employer still gets a minor breach.

Treachery - Bad info from employer. Next Enemy Morale Roll gets a +1. Employer minor breach. Logistics Failure – parts availability level for the month are 1 level lower. Reinforcements – Next Enemy Morale Roll gets a -1 modifier. Special Event - Roll a 1d6 and consult the table. Special Events (roll another 1d6) Roll 1 Change of Alliance – Next Enemy Morale Roll gets a +1 modifier. 2 Internal Dissension – Ambush Special Mission 3 ComStar Interdict – base availability level decreases in one level for the rest of the contract. 4 Defectors – Next Enemy Morale Roll gets a -1 modifier. 5 Free Trader – base availability level increases in one level for the rest of the contract. 6 Surplus sale - Random weight class F mech from employer offered at half price.

d10 1 2 3 4 5 6 7 8

Civilian Vehicles J-27 Flatbed (SRM) J-27 (Killjoy) Flatbed (LRM) Truck (AC) Flatbed (RL) Coolant Truck (Wheeled) Truck (SRM)

d10 1 2 3 4 5 6 7 8

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Civilian Mechs Harvester Ant (MG) Harvester Ant (LRM) Crosscut (Flamer) Powerman (SRM) Powerman (Laser) Carbine (RL) Crosscut (RL) Buster (AC)

Campaign_System 9 10

d10 1 2 3 4 5 6 7 8 9 10

Coolant Truck (Hover) Coolant Truck (Tracked)

9 10

APC Wheeled MG Tracked MG Hover MG Wheeled SRM Tracked SRM Hover SRM Wheeled LRM Tracked LRM Hover LRM Heavy (reroll for type)

d10 1 2 3 4 5 6 7 8 9 10

Buster (PPC) Lumberjack (LRM)

Primitive Mechs WSP-1 COM-1A FRB-1E TR-A-1 QUA-51T KY2-D-01 SHD-1R DV-1S PX-1R GLD-1R

MARKET GENERATION

You can sell mechs and vehicles at any time directly from MekHQ, but to buy new mechs and vehicles and to sell with the getting close to the stock price of a mech or vehicle, you need to use the various markets available on the Inner Sphere.

Each market type has its requisites, advantages and disvantages and all of them can be generated only once month, on t the month. Each market uses different RATs to determine the units available and has a different number of possible units month.

After finding the number and specific model of units available, a Price Roll must be made for each unit available – each nu Price Target reduces the stock price in 5%, each number below increases in 5%. If using the market to sell units the % are Vehicle markets receive a +1 bonus on the number of units available. Open Market General official market of the inner sphere, always available for buying and selling mechs and vehicles. Mech Table: Random IS Number of Units: 1d6-2 Price Target (2d6): 7 Observations: Cannot be used to sell damaged units.

Employer Market Local employer market, where the employer sells surplus units to authorized buyers. Mech Table: Employer Number of Units: 1d6-3 Price Target (2d6): 7

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Campaign_System Observations:

Cannot be used to sell units.

Mercenary Auctions Auctions where merc companies sell excess salvage or liquidate their assets. Mech Table: Periphery/Mercenary Number of Units: (1d6-3) x 3 Price Target (2d6): 5 Observations: If selling damaged units, each level of damage applies a -1 do the Price Target (Light:-1 / Heavy:-2 / Crippled:-3 / Inoperable:-4). Must sell at least 3 units at a time.

Factory Line Units bought straight from the factory. Mech Table: Local planet owner. Number of Units: 1d6-3 Price Target (2d6): 6 Observations: Only mercenaries with B+ rating can use this market. Cannot be used to sell units.

Black Market Unofficial (and illegal) market, where stolen units are normally bought and sold. Mech Table: Random IS Number of Units: (1d6-3) x 2 Price Target (2d6): 6 Observations: For each unit bought roll a 1d6 – if 2 you did not received the unit and lost half the value paid – if 1 the unit was not received and you lost all the value paid. If selling, a roll of 2 receives only half the payment and a roll of 1 loses the unit without receiving anything. Damaged units can be sold without proce modifiers. Civilian Vehicles can be bought and sold at any time. Civilian Mechs have their own market that generates 1d6 Civilian Mechs for sale every month for the stock price. Mechs with the “Bad Reputation” quirk receive +1 to the price roll when buying and -1 when selling. When selling SL mechs prior to 3040, add +4 to the price roll.

DEPENDENTS ROLL Once every year you must roll to see if you gain/lose dependents.

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Campaign_System

An explanation about dependents: each dependent acts as an assistant to your support personnel and reduce the numbe

For MekHQ purposes, all Dependents are permanent Astechs, so just hire permanent Astechs equal to the number of dep

To find if dependent leave/join the unit, first you apply any modifiers according to the unit rating and then roll a 2d6, the result is the number that you must multiply against the total personnel of your company (including dependents) to find how many dependents join/leave the unit. 2d6 Roll 6 Dependents Roll Roll Modifier 2 -0.03 3 -0.02 4 -0.01 5 0.00 6 0.01 7 0.02 8 0.03 9 0.04 10 0.05 11 0.06 12 0.07

Roll Modifiers Rating F D C B A

-2 -1 0 +1 +2

Dependents slowly receive xp points in MekHQ because of the monthly chance of gaining xp – if a dependent accumulates enough xp points he/she can become a support or combat personell by buying the related skills. Note that to become a combat personel the dependen needs to buy both Gunnery a Piloting skills.

RETIREMENT/DEFECTION Roll

Every time you finish a contract or every year if not retirement/defection roll was done in the last 12 months you must roll a roll for all your personell. The defection/retirement roll is a 2d6 roll for each person on the company – if the result is equal to 4 or below, that person The roll itself has several modifiers, according to the company rating and the person skill level Company Rating/Skill F D Green C Regular B Veteran A Elite Other Modifiers Last contract failure Pirate

Each difference between the person skill level and the company rating applies to the roll.

Bonus Before the Retirement/Defection roll the player can pay a bon personell to receive a +1 bonus to de roll according to the foll

-1 -1

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Campaign_System Officer Age 50+ Received Bonus Mechwarrior Shares Infantry Platoon Non-officer Tactical Genius For each permanent injury

+1 -1 +1 +0 to +3 +1 -1 -1

If using the shares system, each mechwarrior receives a +1 bonus for every 10% paid above the minimum of 20% on that system, to a maximum of +3 if the % used is 50%. Infantry Platoons are rolled as a whole instead of the individual soldiers.

Lostech Units Some events allow the player to acquire Lostech (Star League) units before 3040 and keep them in their deployment. How these units are considered valuable by a several different powers in the Inner Sphere, either because of the advantages th have in battle or to keep the Lostech from other hands (ROM, etc.). To reflect this situation, up to 3040, every week you m roll a 1d6 and, if the result is equal to 1, roll another d6 and consult the following table to see if a special event relating to each Star League unit you have deployed. SL units owned but not actively deployed in a lance do not need to roll: 2 Roll 1 2 3 4 5 6

1d6 Roll Effect The unit is ambushed (the same as Ambush special mission – Elites – Mercenary/Periphery Table A) The unit is ambushed (the same as Ambush special mission – Veterans – Mercenary/Periphery Table A) Mysterious buyer offers twice the stock price for the unit. Mysterious buyer offers 2 mechs/vehicles of same weight class for the unit. Mercenary/periphery table. No event No event

Enemy Morale Roll The enemy forces present against the player have a moral rating that varies during the contract, with several different fact influencing the morale level. Several weekly events affect the morale roll, so, beyond the modifiers presented here, notice some events add bonuses/minuses to this roll.

All contract start with the enemy forces with a “Normal” morale level, but every 1 st day of every month after it is necessary do a 2d6 roll, apply a series of modifiers, and see if the morale increases or decreases. There are 6 morale levels, accord to the following table: Morale Rout

Description Enemy defeated, retreats or do not offer opposition to the player forces, equal to a early victory for contract that are not Garrision-type, and a 1d6-3 (minimum 1) months without enemy activity for Garrision-type contr

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Campaign_System Very Low Low Normal High Invincible

Partial retreat, no standard battles this month, but Special Missions and Big Battles still possible if rolled in events. Reduced operations. Normal operations, no effects. Increased operations. Mandatory Base Attack (Defender) battle once per week.

Enemy Morale Roll modifiers: - Enemy skill rating: Green -1, Veteran +1, Elite +2 - Player Dragoon/MRBC rating: F +2, D +1, B -1, A -2 - For every 5 player victories in last month: -1 - For every 2 player defeats in last month: +1 - Enemy type: Pirates: -2, Rebels/Mercs/Minor factions: -1, Clans: +2 - Beyond the modifiers indicated here, some weekly events apply bonuses/minuses to this roll. - If no player defeats in last month: -1 - If no player victories in last month: +1 After finding the applicable modifiers, roll according to the following table to find the new morale level: 7 Roll 1 or less 2–5 6–8 9 – 12 13 or more

2d6 Roll Result Morale level decreases 2 levels Morale level decreases 1 level Morale level remains the same Morale level increases 1 level Morale level increases 2 levels

During Garrison months without activity (Rout), Missions are still possible against Pirates (Gree periphery table). No Big Battles ou Standard ba are possible.

Mech Assignments You can freely assign any mech to any mechwarrior, but if you take a mech from a non-officer and assign a worse one (low tech, etc.) you must do a retirement/defection roll for that pilot.

To determine if a defection roll is needed first you compare the tonnage class and tech levels between the current mech a assigned: Tonnage levels: Light > Medium > Heavy > Assault Tech levels: Primitive/Industrial > IS 1 > IS 2 > Clan and IS Omni > Clan Omni For each difference in level you assign a +1 or -1 if going up or down, then apply any mech quirks: Bad Reputation No Ejection Mechanism Full Head Ejection Improved Life Support Hard to Pilot

-1 -1 +1 +1 -1

If using the shares system no roll is needed.

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Campaign_System Easy to Pilot Cramped Cockpit

+1 (do not apply if Elite pilot) -1

Remember that quirks from the old mech apply their values in reverse. Some pilot abilities also give bonuses/minuses, the bonus/minus is +- 1 for each ability that applies: Melee Specialist: prefer mechs with melee weapons. Dislikes mechs with “no/minimal arms” quirk. Oblique Attacker: prefer mechs with LRM or Artillery Weapons Specialist (gunnery, single or specialist): prefer mechs with the specialized weapon(s). Sniper: prefer mechs with long-range (15+) weapons. Jumping Jack: prefer mechs with jump jets. If the result is positive or equal to 0 no defection roll is needed. If negative, it is mandatory.

LOANS

When starting the campaign, and at any time the player wishes to, he/she can contract loans to bankroll the merc operatio however, must follow some rules:

- All loans must have 100% collateral coverage using the company assets on the moment of the signing of the loan. - There is a limit on the amount of loans a merc company can have at the same time, this amount is based on the compan total assets of the company, using the following table: Rating F D C B A

Maximum Loan No loan allowed 25% of company assets 50% of company assets 75% of company assets 100% of company assets

The value in c-bills of the maximum loan must always be roun nearest million. Existing loans must be counted using their original principal, r already made.

- All loans are paid Quarterly. - Defaulting on a loan immediatelly makes the merc company Rogue (see Pirates section).

INFANTRY When infantry soldiers are recruited, they com randomly with a movement type and weapon type, according to the tables Roll (1d6) 1 2 3

Movement Foot Foot Foot

Weapon Rifle MG Flamer

Mechanized Infantry

Any infantry platoon can be converted to Mechanized Infantry buying the transports – after conversion the Mechanized Infan

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Campaign_System 4 5 6

Motorized Motorized Jump

SRM LRM Laser

cannot be deployed inside other transports – treat them as a vehicle.

To change infantry weapons and/or transportation the merc company must buy the equipment at MEKHQ costs and the equipment must be available on the current availability rating: Equipment Motorized transports Mechanized transports Jump Packs MG and Rifle Flamer SRM and LRM Laser

Availability

Infantry can be deployed either in platoons or in squads A platoon needs at least 1 Elite or 2 Veteran soldiers. Squads need 1 Veteran soldier.

1 2 3 0 1 2 3

So long as the Platoon/Squad is not completely eliminated in soldier loses can be simply hired without additional rolls.

Infantry squads and platoons can be deployed either on the battlefield or in support operations, using these rules: - Each infantry platoon counts as 1 unit for lance unit numbers. - Foot Infantry can only be deployed with Defense lances unless inside a transport. - Foot infantry inside transports do not count for lance unit numbers. - Infantry never counts for victory/defeat conditions.

Support Operations: - Only platoons can take part in support operations. The number of infantry platoons that can do support operations depend on the Strategy skill of the company commander – for each point in Strategy one support operation can be in effe Operation Scout / Patrol

Requirements

Guard Search and Rescue Sabotage / Loot / Extract

Motorized or Mechanized

Effects Roll a 1d6 once per week – if a 6 is rolled you can ignore one on the week and consider it as a Victory (Resolve manually w salvage or damage to any unit). A infantry platoon in Guard can deploy in any Defensive battle if the lance deployed is not with Defend orders. Once per week a dead mechwarrior is instead wounded (5 hi Roll a 1d6 once per week – if a 6 is rolled gets a Bonus Roll, is rolled the platoon is lost.

CONTRACT FATIGUE (Optional) No company can be constantly deployed – even in low activity contracts a level of fatigue starts taking its tool in the perso be they new hires or old hands, and this fatigue increases the chance that the personell decide to leave the company. For every month in some types of contracts the company as a whole receives a certain number of “fatigue points”, for eac 10 Fatigue Points accumulated, apply a -1 penalty on the retirement/defection roll.

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Campaign_System Monthly Fatigue Accumulation/Decrease Situation Not in a Contract and stationary Garrision/Cadre/Security Duty En route Guerilla/Pirate Hunting/Riot Duty Planetary Assault/Relief Duty Raids

Fatigue -2 -1 0 1 2 3

Prisioners After a battle, the side that controls the battlefield frequently captures surviving personel from the other side, the mercena allows this personell to be ransomed. To see if someone is captured, his/her unit must be destroyed or at least completely immobile after the battle (0 walking p and only in a result of 1 in a 1d6 roll the individual is captured – if wounded, each wound suffered applies -1 to the roll. Prisioners should be ransomed for these values: Mechwarriors/Aero Elite 150,000 Veteran 75,000 Regular 25,000 Green 10,000 Vehicle/Infantry/Others Elite 50,000 Veteran 25,000 Regular 10,000 Green 5,000

Prisioner Defection Sometimes when a combatant is captured he/she can defect to the other side – motives vary, be either pressure from the brainwashing, hate for the previous employer and/or members of the unit, or even a desire to join a more prestigious/skille To see if a prisioner wants to defect, roll a 2d6 and compare to the following table, note that the skills and rating are from t company/side, regardless of individual skill of the prisioner. Captured Recruitment chances Captured Skill Green Regular Veteran Elite

8+ 9+ 10+ 11+

Clan prisioners receive a +2 to th but are Bondsman instead of de Capturer Rating F D B A

Permanent Injuries

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-2 -1 1 2

Campaign_System

Sometimes a mechwarrior acquires a permanent injury during combat – those injuries are incurable with the exception of (bionics, genetic engineering, etc.). When outside of a contract and if the unit is currently located in a faction capital or hiri warrior can try to find a cure for his/her injury. Once a month, when outside of a contract, spend 100.000 c-bills for each injury and roll a 1d6 – if the result is a 6 a possi found. Roll a 2d6 to find the cost of the possible cure and multiply the result to 100.000 c-bills. Then roll another 1d6, if the cure did not work, if it is 1 the mechwarrior dies, otherwise the cure did work and the injury is gone. If on Terra or Canopus IV add +1 to all rolls.

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uld distribute your units on lances and assign a

to every Green skilled unit

n weight classes according to the following table:

he min/max number of units on a lance but DO NOT

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ed units provided by the employer

own unit is training. Regardless layer controlled.

nt for tonnage purposes.

number and type of lances to be number of lances below the minimum

s on the company divided by 6 and ed number of lances is determined units during the contract. this means that, from the number

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hire option to generate the recruit difiers should be applied to the Resources Admin: Roll 1 2 3 4 5 6

Skill Level Roll (2d6) 2 2 3 4 5 6 7 8 9 10 11 12

Tech Type BA/Mechanic Mechanic Mechanic Aero/Mech Mech Mech

eir own mech when hired, according

Skill Ultra-green Green Green Green Regular Regular Regular Regular Veteran Veteran Elite

Mech Weight Mech None None None None None None Light Light Medium Medium Heavy

803 PXH-1 874611.5

f a vehicle crew comes with a vehicle, the number of crewmen is always the number needed for the vehicle.

roll on the following table:

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Mech with jump jets. Mech with a hand, sword or hatchet.

Mech with the weapon.

Mech with 6+ walking speed. Mech with a ballistic weapon Mech with a energy weapon Mech with a missile weapon

Mech with jump jets. Mech with artillery or LRM weapon. Mech with long range weapon. Only at recruitment/hiring. Only at recruitment/hiring. Melee Specialist Ballistic Specialist Laser Specialist Missile Specialist ains instead an edge point. bilities ignore requisites. e the requisite skill. ing Jack for 40 Xps. 6

nt, you can do one recruitment roll per week and must pay e. Roll a 2d6, apply your Human Resources admin modifier and

Number of Recruits 0 1 2 3 4 5 6

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Ship or JumpShip to buy. You pay 100.000 c-bills

+ to find a JumpShip. opShip will not be for sale but for long-term hiring instead. you then need to determine the specific DropShip/JumpShip found

The prices of dropships and jumpships are the stock ones found in MekHQ and Megamek. The “Hiring Cost” is by week – long-term hiring will cost half the value and the long-term hiring duration will be for 1d6 years.

urposes and change accordingly: Custom Mechs You can freely refit your mechs to other variants or custom builds when not deployed in a Contract – but custom mechs automatically receive the Difficult to Maintain quirk. If the Chassis already has the Difficult to Maintain you do not need to add other quirk.

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o support purposes, increasing the ip cannot be used for any other purmerc unit is the Defender. If the

When refitting a mech to a canon variant you need the repair location indicated in MekHQ, but Veteran and Elite techs can do refits on locations with one and two levels below the location needed.

, this can be cumulative with

t. When not deployed in contracts

Example: if you are at a “Transport Bay” location and need to do a refit of “Maintenance”, you must set a Veteran tech to do the refit.

can buy depending on availability level:

contract, the availability level will be e merc rating+logistical admin:

Admin None Green Regular Veteran Elite 040 apply a -1 modifier

Modifier -2 -1 0 +1 +2

ral merc units for five years later.

Ammunition is always one level below the level of the weapon. Special munitions are the same level of the weapon.

The availability level does not preclude the tech availability roll that must be made normally. (MekHQ does it automatically in the Repair Bay).

ALL Clan equipment/parts are level 5 for IS forces.

f a equipment is not available on a given era (like Ferro-fibrous before 3040), consider available at 2 levels higher than normal for Lostech units.

Parts can be sold freely from the MekHQ warehouse at any time.

Note: If the unit is on Outreach or another heavily industrialized planet, you can get parts above your availability level by paying the cost of the part for each level that exceeds your availability level.

Primitive” versions of parts are always one level below the standard one.

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MAINTENANCE CHECKS (optional) AtB uses two systems of Maintenance Cheks – according to the player preferences. The first, easier system, is to not use maintenance checks, assuming that, as long as a Tech is assigned to a mech for maintenance it keeps the mech on the average quality level (level D). If using the easier system, use era mods for repair rolls.

The second, takes advantage of MekHQ options with the following modifications: - Do not use era mods for repair rolls. - Make maintenance checks - Maintenance cycle is 30 days. - Maintenance modifier is 0 - Do not use quality modifiers - Only damage parts that are already “A”.

Parts Aquisition /Delivery (MekHQ) Parts acquisition can be made up to 2 times a day for each admin on the company.

n MekHQ set that the skill for aquisition is ADMINISTRATION and that 2 rolls can be made per cycle. Waiting period between aquisitions rolls is 1 day.

Clan equipment should have a penalty of 2 for aquisistion

Delivery time is always 2d6 days, with reduction of 1 day for each number beyond he roll needed – minimum 1 day transit time.

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Campaign_System

t go away without receiving a final

e indicated on the payout table and roll a 1d6 (2 times if killed in battle) and

take their share value (paid in c-bills and/or mechs/vehicles). the payout values and transfer the shares/mechs to the heir.

n pay the c-bill value in vehicles if you wish to do so.

Payout values Mechwarriors Elite 300,000 Veteran 150,000 Regular 50,000 Green 20,000 Double the value if Officer

Support and Vehicle Crew Elite 100,000 Veteran 50,000 Regular 20,000 Green 10,000 Infantry Platoon 50,000

it´s weight class based on the mech he/she entered the company with.

wn the mech if you decide to hire him/her (you still need to pay half the mech value).

ilots) by training. This experience

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es that you must add manually. gs according to the following table: For these rules, all combat related kills (gunnery/piloting) start at 8. Non-combat skills start at 9 and always skip from 9 to 7. The costs for advancing Techs, Admins and Doctors skills are 10, 20 and 40 to go from Green, to Regular,Veteran and Elite. The most experienced admins in the 4 admin functions (Logistics, HR, Command and Transport) receive an additional xp point after the end of any contract.

y randomly rolled on the following table:

Mech with jump jets. Mech with a hand, sword or hatchet.

Mech with the weapon.

Mech with 6+ walking speed. Mech with a ballistic weapon Mech with a energy weapon Mech with a missile weapon

Mech with jump jets. Mech with artillery or LRM weapon. Mech with long range weapon. Only at recruitment/hiring. Only at recruitment/hiring. Melee Specialist Ballistic Specialist Laser Specialist Missile Specialist ains instead an edge point. bilities ignore requisites. e the requisite skill. ing Jack for 40 Xps.

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ey change skill levels (Green > Regular > Vetaran > Elite)

d (rounded down) of the total combat personell can be or defections/retirements) the already assigned officers s again below 1/3 the total number of personell.

1 Combat and Support personell count separately for Leadership purposes.

hat the company can have before with 0 Leadership and adds +6 for ander leadership the modifier is -2. ncreases in 5% the need number

rt at 3 at level 0) and allows for the ents to arrive at the battle in 1 turn for

Type and Opfor rolls cannot be rerolled) n MekHQ and Megamek).

nt in one of the officer skills. After costs 10xp).

the base contract and one additional roll for each subcontract. Bonus roll is a roll in the following table: Roll 1 2 3 4

Bonus 1d6 dependents Recruit (choose) 1d6 parts* Civilian Vehicle

2

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Campaign_System 5 APC 6 Civilian Mech *Parts can be from any availability level but cannot be Lostech and their value must be paid normally. Instead of the Civilian Vehicle/Mechs you can choose to receive the c-bill value.

ecome a level lower. es a Base Attack battle he loses all mechs on repair.

until the end of the contract.

of the contract.

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2

and vehicles and to sell with the possibility of available on the Inner Sphere.

enerated only once month, on the 1st day of erent number of possible units for sale in a given

or each unit available – each number above the he market to sell units the % are inverted. 5 EM

and vehicles. 1 5

3 5

2495621.25

1814880 907440 6.25

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1 3 3

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FS9-H SHD-2K STG-3R

9 7 6

6 6

o the Price Target least 3 units at a time.

0 6

110 0 10

unit and lost st all the value a roll of 1 loses d without proce

t that generates 1d6

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85 110 100

3,046,950 4,544,807 1,615,440

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ersonnel and reduce the number of assistants that must be contracted to work at the unit.

echs equal to the number of dependents.

ating and then roll a 2d6, y (including dependents)

Q because of the monthly ates enough xp points he/she buying the related skills. Note en needs to buy both Gunnery and

e last 12 months you must roll a retirement/defection

equal to 4 or below, that person leaves the company.

and the company rating applies a -1 or +1 modifier

on roll the player can pay a bonus to one or more us to de roll according to the following table:

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Campaign_System Mechwarriors Elite 300,000 Veteran 150,000 Regular 50,000 Green 20,000 Support/Vehicle/Infantry Elite 100,000 Veteran 50,000 Regular 20,000 Green 10,000

p them in their deployment. However er because of the advantages they , up to 3040, every week you must see if a special event relating to ance do not need to roll:

enary/Periphery Table A) Mercenary/Periphery Table A)

Mercenary/periphery table.

ntract, with several different factors modifiers presented here, notice that

very month after it is necessary to ere are 6 morale levels, according

ual to a early victory for contracts y activity for Garrision-type contracts.

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Campaign_System Battles still possible if rolled in

n months without activity (Rout), Special ll possible against Pirates (Green/F ). No Big Battles ou Standard battles

cer and assign a worse one (lower weight, lower

els between the current mech and the new one

res system no roll is needed.

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Campaign_System

ns to bankroll the merc operations – those loans,

of the signing of the loan. amount is based on the company rating and the

imum loan must always be rounded down to the

d using their original principal, regardless of payments

on type, according to the tables below:

onverted to Mechanized Infantry by onversion the Mechanized Infantry

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Campaign_System

er transports – treat them as a

ment at MEKHQ costs and the

er in platoons or in squads e or 2 Veteran soldiers.

is not completely eliminated in battle, red without additional rolls.

ions, using these rules:

an do support operations support operation can be in effect.

a 6 is rolled you can ignore one battle s a Victory (Resolve manually without

n deploy in any Defensive battle, even th Defend orders. warrior is instead wounded (5 hits). a 6 is rolled gets a Bonus Roll, if a 1

starts taking its tool in the personel ecide to leave the company. mber of “fatigue points”, for each

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om the other side, the mercenary code

bile after the battle (0 walking points) uffered applies -1 to the roll.

ary, be either pressure from the captor, to join a more prestigious/skilled unit. at the skills and rating are from the

Clan prisioners receive a +2 to the roll, but are Bondsman instead of defectors. 8

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incurable with the exception of high tech medicine ocated in a faction capital or hiring hall the mech-

1d6 – if the result is a 6 a possible cure was bills. Then roll another 1d6, if the result is 2 the

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2,589,908 4,999,288 1,615,440

2589907.5 4999287.7 1615440 0

2 5

9204635.2

5 2 6 2

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10

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Campaign_System

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Battle There are 3 “types” of battles possible on these rules: Standard Battles, Special Missions and Big Battles. Special Missions and Big Battles are determined by events, while Standard Battles are rolled in a lance by lance basis every week. Roll a 1d100 for each lance and consult the following tables (apply modifiers) to see if any particular lance invlves itself in a battle during the week – roll randomly to determine the day of the week when the battle occurs. Battle Roll Battle BA (Def) HTL (Def) BK (Att) TC (Att) HS (Def) RR (Def) EX (Def) PB (Att) PB (Def) No Battle SU (Att) SU (Def) EX (Att) RR (Att) HS (Att) TC (Def) BK (Def) HTL (Att) BA (Att)

Fight 0 1–8 9 – 68 69 – 76 77 – 84 85 – 92 93 – 100 101

Scout 0 1 – 10 11 – 20 21 – 30 31 – 40 41 – 80 81 – 90 91 – 100 -

Defend 0 1–4 5–8 9 – 12 13 – 92 93 – 96 97 – 100 -

Training 0 1–2 3–4 5–6 7–8 9 – 98 99 – 100 -

DropShip use (Optional) Some battle types need the use of a DropShip by the player to deploy Mechs/vehicles. The deployment can be either as a Hot Drop or a land drop. Hot drops can only be made with DropShips that have mech bays while land drops can be made with any DropShip that has mech or vehicle bays or even cargo bays. In a Hot Drop the DropShip launch the units from the air/low orbit. In a Land Drop the DropShip must land at the predefined location of the battle and the units disembark from the DropShip. On Land Drop the units housed in mech/vehicle bays disembark in the 1st turn of the battle, while units housed in cargo bays only disembark after turn 9. The player can use both Hot Drop and Land Drop at same time. If the player unit loses the battle where a Land Drop was used, there is a 50% chance of the DropShip being captured.

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BA = Base Attack EX = Extraction TC = Chase HTL = Hold the Line BK = Breakthrough HS = Hide and Seek SU = Stand Up RR = Recon Raid PB = Probe Att = As Attacker Def = As Defender Morale levels apply +5 or -5 modifiers for each level below or above normal. If you roll a BA (Att) battle ignore all other battles for the week and play only the Base Attack.

Battle

If the merc unit does not have a DropShip, the employer will provide a single Leopard class DropShip for the use of the unit. Loss of the DropShip will result in 5 minor contract breaches. Mission Type SU (Att and Def) HTL (Att) BK (Def) RR (Att)

DropShip use(1d6) 1–2 1 1 1–3

When a DropShip is deployed in battle on the side of the player, roll a 1d6-3 – each number beyond 0 is an additional lance deployed by the Opfor. Lance types and weight should follow the standard or faction distribution range.

Standard Battles: Standup Fight Special Conditions: - Forces start at opposing map edges Victory Conditions: - Destroy 1/2 of the enemy forces Results: - Winner controls the battlefield after the battle.

SU

Hide and Seek HS Special Conditions: - Attacker starts in map edge. Defender starts at Center. - No Wetland, Coastal or Flatland terrain allowed. - If Bot is Attacker, bot lances roll receives a +2. - If Bot is Defender, exchange any Assault units to 1 Light and 1 Medium. - Defender reinforcements deploy in any edge. Victory Conditions: - Attacker, must destroy 1/2 of the enemy units, while the Defender must destroy 1/3 of the enemy units. Results: - Winner controls the battlefield after the battle. Hold the Line Special Conditions:

HTL

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Battle - Attacker starts at map edge. Defender starts at center. - If bot is Attacker, bot lances roll receives a +4 - Defender reinforcements deploy on the opposite edge of Attacker. Victory Conditions: - Attacker must destroy 1/2 of the enemy units. Defender must destroy 1/3 of the enemy units. Results: - Winner controls the battlefield after the battle. Extraction EX Special Conditions: - Attacker starts at map edge with 4 Allied Civilian units at opposite map edge (bot controlled). Defender starts at CTR. - Defender reinforcements deploy at opposite edge of Attacker. Victory Conditions: - If player is Attacker half the Civilian units must survive until the end of turn 12 and keep more than 2/3 of units alive. - If player is Defender must destroy all bot's civilian units and 1/3 of bot's units before the end of turn 10. Results: - Defender controls the battlefield after the battle. - Each civilian unit extracted gives a random bonus to the attacker. Breakthrough BK Special Conditions: - Attacker starts at South edge. Defender at Center. - Attacker reinforcements deploy at North - Defender at South. Victory Conditions: - If player is Attacker, must reach north edge with more than 2/3 of the starting forces. - If player is Defender, set Bot with Forced Withdrawal and Immediate Withdrawal (North) and destroy more than ½ of Bot units to win. Results: - Defender controls the battlefield after the battle. Chase TC Special Conditions: - Both Attacker and Defender start at South Edge - all units deploy in 12 minus walking speed turns (-1 if the unit has JJ). - Roll twice on the bot´s lances but consider the lances rolled one one weight level lower. - If bot is Attacker set North as the home edge and the bot starts with Forced Withdrawal and Immediate Withdrawal active. - Both Attacker and Defender reinforcements deploy at North. Victory Conditions: - Attacker must reach North edge with 1/2 of the starting forces.

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Battle Results: - Defender controls the battlefield after the battle. Probe PB Special Conditions: - No Heavy Urban terrain allowed - Forces start at opposing map edges. - Change any bot Heavy unit to 1 Light and 1 Medium unit and any Assault to 2 Medium Units. Victory Conditions: - Both Defender and Attacker must destroy 1/4 of enemy forces to win. Observations: - Winner controls the battlefield after the battle. Recon Raid RR Special Conditions: - Attacker starts at map edge. Defender at Center. - If bot is Attacker, change any Heavy unit for 1 Light and 1 Medium and any Assault unit for 2 Mediums. Victory Conditions: - If player is Attacker, one of his units must reach opposite map edge and remain immobile there for 2 turns (not counting the turn when it reaches the hex) and then return to the starting map edge while keeping more than 3/4 of the starting units alive. - If player is Defender, must destroy 1/2 of the enemy units before the end of turn 10. Results: - Defender controls the battlefield after. - If successful, Attacker gains 1d6-2 bonuses. After finding the battle type, roll a d100 to find the bot lances for the battle, the table to be used according to the player lance weight: Light Roll 1–9 10 – 16 17 – 20

17

Player Lance is Medium Roll Bot Lances 1–5 2 Light 6 – 10 1 Heavy 11 – 20 1 Medium + 1 Light

19

Player Lance is Assault Roll Bot Lances 1–4 2 Medium + 1 Light 5–7 1 Heavy + 2 Light 8–9 2 Heavy 10 – 11 1 Assault + 1 Light

Bot Lances 1 Medium 2 Light 1 Heavy

Player Lance is Heavy Roll Bot Lances 1–3 3 Light 4–7 2 Medium 8–9 1 Assault 10 – 12 1 Heavy + 1 Light

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Battle 13 – 16 17 – 20

1 Medium + 2 Light 1 Heavy + 1 Medium

12 – 15 16 – 18 19 – 20

3 Medium 1 Heavy + 1 Medium + 1 Light 1 Assault + 1 Medium

If you are playing with vehicles, roll a d6 for each enemy lance. If a lance is a vehicle or a mixed one, double the number of vehicle units. Description Roll Vehicle lance 1–3 Mixed lance (half vehicles, half mechs) 4–5 Mech lance 6

If the lance is a vehicle or mech only lance, roll on the following table to find the weights of the individual units: Lance Mech/Vehicle Weights Roll Light Medium 1 LLLL LLMM 2 LLLL LMMM 3 LLLL LMMM 4 LLLM MMMM 5 LLLM MMMM 6 LLMM MMMH

Heavy MMHH MHHH MHHH HHHH HHHH HHHA

1 Assault HHAA HHAA HAAA HAAA HAAA AAAA

Clan Stars Roll 1 2 3 4 5 6

Regional mech weight variations (optional) After finding the bot lances and individual unit weights, to better reflect biases of BT factions in unit weights, you can apply the following modifiers to specific factions: Kurita – Any lance with 2 Medium units, change 2 Mediums for 1 Light and 1 Heavy. Steiner – Any lance with 3+ Light/Mediums and at least one Medium, a Medium is changed to a Heavy. Marik – Any lance with 2+ Assaults, one Assault changes to a Heavy.

Reinforcements If the player has a lance with Fight or Scout orders that does not have a battle on the current week he/she can use the lan to reinforce a battle. To see if the lance can reinforce a battle, roll a 1d6 – Fight lances can reinforce a battle on a result of 6, Scout lances can reinforce a battle on a result of 6 or 5. Otherwise the lance is too far away to be able to reinforce the battle. Reinforcements do not count for victory/defeat conditions. Player reinforcements always deploy in 12 minus walking speed turns of the slowest unit.

The bot also has a chance of reinforcing a battle regardless if the player is reinforcing or not. To see if the bot is reinforcin use the following table:

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Battle Bot Reinforcements Roll (1d6) Reinforcements None 1 None 2 None 3 Light Lance 4 Light Lance 5 Medium Lance 6

Light Lance = Deploys turn 6 Medium Lance = Deploys turn 8

1

Units can also deploy in 12 minus walking speed Turns (-1 if has JJ). - This rule is optional as it add too much micromanagement.

ATTACHED UNITS Depending on contract command level or if the contract is Cadre Duty you will have attached units provided by the employ to be deployed with your own units. These units follow some rules detailed here: Command Level Integrated House Liaison Independent

Effect Two employer units for every lance. Bot controlled. One employer unit for every lance. Bot controlled. One employer unit for every lance. Player controlled. No attached units.

You roll the attached units every battle, using the skill/rating/RAT of the employer forces. Attached units of Fight and Defend Lances are Medium. Scout and Training lances receive Light units. Attached are rerolled for every battle (add them on Megamek) If a attached unit is destroyed during battle you get a Minor Contract Breach.

Cadre Duty contracts are contracts where the attached units are in fact “cadets” that your own unit is training. Regardless of command level you always receive three “cadets” for every lance and they are always Player controlled. Attached Units count for the min/max limits (3/6) in unit numbers in a lance but do not count for tonnage purposes.

SPECIAL MISSIONS

Special missions always involve a single unit of the company choosen among the deployed lances randomly. Wounded mechwarriors and damaged mechs cannot be chosen, so, if a mechwarrior gets wounded or his ride damaged on a previo battle on the week, the mechwarrior do not participate of the random roll.

Special Missions (d20) Mission Officer Duel

9 Raid 1

Garrison 1–2

Riot Duty 1

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Pirate Hunt 1

Others 1–2

Battle Ace Duel Ambush Civilian Help Allied Traitors Prision Brake Star League Cache 1 Star League Cache 2

2 3–6 7 8 9 – 12 13 – 16 17 – 20

3–4 5–6 7 – 10 11 – 12 13 – 16 17 – 20

2–3 4–7 8 9 – 12 13 – 16 17 – 20

2–4 5–7 8 – 11 12 13 – 16 17 – 20

3–4 5–6 7–8 9 – 10 11 – 12 13 – 16 17 – 20

Officer Duel - One of your officers is challenged for a duel against an enemy officer. The enemy Gunnery/Piloting is rolled one skill leve above the enemy force skill. The enemy mech is one weight higher. If your officer is piloting a Assault mech, enemy office receives a -1 modifier to both Gunnery and Piloting. - The battle is always in Daylight without other atmospheric conditions. Winner controls the battlefield. Ace Duel - Identical to the Officer Duel, except that your mechwarrior is rolled among the non-officers. Ambush - One of your mechwarriors is ambushed by 3 enemy mechs. The enemy mechs are always one weight class lighter than your mech. If the merc mech is Light only 2 enemy Light mechs deploy. You must destroy 2 enemy mechs to win. - Both forces start at the Center of the map. Winner controls the battlefield.

Civilian Help - One officer deploys with 4 civilian units against 3 enemy mechs of the same weight class as the officer mech. To win you Must destroy 2 of the enemy mechs while keeping alive your officer and at least 1 civilian unit. If you win you receive a bo for each civilian unit that survived. Civilian units are bot controlled. Winner controls the battlefield.

Allied Traitors - One of your mechwarriors is ambushed by 2 traitors from the allied forces. To win you must destroy the 2 enemy mechs. - Enemy mechs have the same weight class as your mech. - Both forces start at Center. Winner controls the battlefield.

Prision Brake - One random mechwarrior that pilots a Light/Medium mech tries to free prisoners from a POW camp. Your mechwarrior m Defend 4 Civilian units piloted by an allied bot against 3 enemy mechs of the same weight class of the mechwarrior. To w

you must keep your mech and at least 1 civilian unit alive for 8 turns. - Each civilian unit alive at the end of the mission gets a bonus. You+Prisoners deploy at Center and the Guards deploy in a random border. Guards control the field unless all enemy mec are destroyed before the end of turn 8.

Star League Cache 1 - You find a long lost Star League cache with one functional star league era mech, unfortunately the enemy arrives just as mech is being powered up. One of your mechwarriors pilots his mech together with a single star league era mech piloted b a Green mechwarrior (tech that was powering up the mech) against 3 enemy mechs of the same weight class of the playe mech. To win you must destroy ALL 3 enemy mechs. If the SL mech is functional after the battle, up to 3050 the employer

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Battle

offers a mech of the same weight class for the mech in exchange. You get a minor contract breach if you refuse. - Player starts at Center, Bot at North. Winner controls the field. -Roll a 1d6, if result is 6 the SL mech is a Royal, if the result is a 1 it is a Primitive, otherwise it is a normal. SL Mech is bot controlled. - If the mech is Primitive you can keep it without fighting a battle.

Star League Cache 2 - The enemy finds a long lost Star League cache with one functional star league mech, just one of your pilots is in position stop the enemy from escaping with the advanced mech. One of your mechwarriors pilots his mech against a star league mech of the same weight class piloted by a enemy mechwarrior. You must destroy the enemy mech. Up to 3050 the employer will demand the SL mech in exchange for a random employer mech of the same weight class. You can also kee the mech and get a Minor Contract Breach. Your pilot starts at N and the enemy at S. Roll a 1d6, if the result is 6 the SL mech is a Royal, otherwise it is a normal).

BIG BATTLES

In Big Battles your units deploy reagardless of lance assignments, and you can draw up to 8 units from any lance. If you d not have enough units to fill all the 8 spots, the Allies will fill the remaining spots with attached mechs controled by the play

Battle (1d6) Ally Rescue Civilian Riot Convoy Rescue Convoy Attack Pirates Free-for-All

3

Raid

Garrison

Riot Duty

Pirate Hunt

Others

1 2 3–5 6

1–2 3 4–5 6

1 2–4 5 6

1 2–3 4 5–6

1–2 3 4 5 6

ALLY RESCUE Units Allowed - any unit. - Attached units are Light or Medium. Special Conditions: - A 8 mechs force (Bot controlled) designated Allies deploys at CTR, No Assaults allowed. - Enemy forces are 12 mechs deploying at N. No Light units allowed. Bot controlled. - Your+Attached units deploy at S in 12-walking speed turns. - Allies force is allied with Player forces. Victory Conditions: - To win the player must destroy 1/2 of the attacking force while keeping at least 3 units of the Allies force alive. If the player loses more than 5 units of the Allies force or ½ of his+attached units force is destroyed the battle is lost. Observations: - Winner controls the battlefield after the battle.

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Battle CIVILIAN RIOT Units Allowed - only units that have Machine Guns, Flamers or Small Lasers. - Attached units are Light or Medium. Special Conditions: - Map is always Light Urban or Heavy Urban (50% chance each) - 8 Civilian units force designated Loyalists deploys at Center (bot controlled) - 12 Civilian units force designated Rioters deploys at Center (bot controlled) - 3 Mech Lance force designated Rebels deploys at N. Lances can only be Light or Medium, use "F" RAT of employer. (Bot controlled) - Your+Attached units deploy at S. - Loyalists are allied with the player. Rebels and Rioters are allied with each other. - Rioters and Loyalists are always Green skilled. "Rebels" have same skill of main enemy. Victory Conditions: - To win the player must destroy 1/2 of the Rebels force OR 100% of the Rioters. The player must also keep at least 1 of the Loyalists alive and ½ of his+attached units. Observations: - Winner controls the battlefield after the battle. - Each Loyalist unit alive after the battle gives a random bonus. CONVOY RESCUE Units Allowed - any units. - Attached units are Light (reroll units with walking speed slower than 6) Special Conditions: - 12 Civilian units controlled by a allied bot designated Convoy deploy at CTR. - 12 enemy mechs deploy at S. - Your+Attached units deploy at N in 7-(walking speed) turns - Convoy is allied with your forces. Victory Conditions: - To win the player must destroy 1/2 of the enemy forces while keeping at least half of the Convoy units alive. The player also loses if more than 1/2 of the rescuing forces are destroyed. Observations: - Winner controls the battlefield. - Each Convoy unit alive after the battle gives a random bonus. CONVOY ATTACK Units Allowed - any unit. - Attached units cannot be Assault. Special Conditions: - 12 Civilian units controlled by a enemy bot designated Convoy deploy at CTR - 8 enemy mechs deploy at CTR. - Your+Attached units deploy at S - Convoy is allied with the enemy mechs. Victory Conditions:

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Battle - To win the player must destroy all Convoy units. - The player loses if the enemy destroys 1/2 of his+attached forces. Observations: - Winner controls the battlefield. PIRATES FREE-FOR-ALL Units Allowed - any unit. - Attached units cannot be Assault. Special Conditions: - 12 mechs designated Enemy deploy at N. - 12 mechs designated Pirates deploy at S (uses General Mercenary/Periphery RAT) - Enemy and Pirates are not allied. - Your forces deploy at CTR Victory Conditions: - To win the player must destroy 1/2 of both Enemy and Pirates. - The player loses if 1/2 of his+attached units are destroyed. Observations: - Winner controls the battlefield after the battle.

Civilian Units Some battle types determine the deployment of Civilian units, sometimes controlled by the bot and sometimes by the player. The Civilian units can be determined by the following tables:

Civilian Units Unit Type d10 Civilian Vehicle 1 Civilian Vehicle 2 Civilian Vehicle 3 APC 4 APC 5 APC 6 Civilian Mech 7 Civilian Mech 8 Civilian Mech 9 Primitive Mech 10 Civilian Units, unless otherwise noted, are always Green skilled. d10 1

Civilian Vehicles J-27

d10 1

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3

APC Wheeled MG

Battle 2 3 4 5 6 7 8 9 10 d10 1 2 3 4 5 6 7 8 9 10

Flatbed (SRM) J-27 (Killjoy) Flatbed (LRM) Truck (AC) Flatbed (RL) Coolant Truck (Wheeled) Truck (SRM) Coolant Truck (Hover) Coolant Truck (Tracked)

2 3 4 5 6 7 8 9 10

Civilian Mechs Harvester Ant (MG) Harvester Ant (LRM) Crosscut (Flamer) Powerman (SRM) Powerman (Laser) Carbine (RL) Crosscut (RL) Buster (AC) Buster (PPC) Lumberjack (LRM)

d10 1 2 3 4 5 6 7 8 9 10

Tracked MG Hover MG Wheeled SRM Tracked SRM Hover SRM Wheeled LRM Tracked LRM Hover LRM Heavy (reroll for type) Primitive Mechs WSP-1 COM-1A FRB-1E TR-A-1 QUA-51T KY2-D-01 SHD-1R DV-1S PX-1R GLD-1R

Some battles give “bonuses”, these bonuses are rolled on the following table: Roll Bonus 6 1 1d6 dependents 2 Recruit (choose) 3 1d6 parts* 4 Civilian Vehicle 5 APC 6 Civilian Mech *Parts can be from any availability level but cannot be Lostech and their value must be paid normally. Instead of the Civilian Vehicle/Mechs you can choose to receive the c-bill value.

MAP CONDITIONS The map type, size and battle conditions should be found using the following tables, modfied by any specific condition stated on the individual battle:

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Battle Terrain Type (2d6) Roll Sub-Table 2 Hills 3 Badlands 4 Wetlands 5 Light Urban 6 Hills 7 Flatlands 8 Wooded 9 Heavy Urban 10 Coastal 11 Wooded 12 Mountains The Terrains table give the name of the template file to be used. The template files should be attached to these rules. Map dimensions (d20) Roll Size 1–5 20 x 10 6 – 10 10 x 20 11 – 12 30 x 10 13 – 14 10 x 30 15 – 18 20 x 20 19 40 x 10 20 10 x 40

Terrains (d6) Roll (1d6) Badlands Sandy-valley 1 Rocky-valley 2 Light-craters 3 Heavy-craters 4 Rubble-mountain 5 Cliffs 6 Roll (1d6) 1 2 3 4 5 6 Roll (1d6) 1 2 3 4 5 6

Coastal River-huge Woods-river Sandy-river Rubble-river Seaport River-wetlands

Heavy Urban Fortress-city Fortress-city Town-concrete Town-concrete City-high City-dense

Hills Sandy-hills Hills-craters Hills Wooded-hills Cliffs Town-hills

Mountains Mountain-lake Cliffs-lake Rubble-mountain Cliffs Mountain-medium Mountain-high

Wetlands Muddy-swamp Lake-marsh Lake-high Wooded-lake Swamp Wooded-swamp

Modify both dimensions for the following variables, to a minimum of 20x20 and Variable Condition +5 For each lance. +5 For each five-unit Star (Clans) or Century (Marian Hegemony) +5 For each six-unit Level II (ComStar or Word of Blake) +10 Base Attack scenario (for the added APCs) -10 Hide and Seek scenario

-For scenarios that fix the map size: Dimensions Scenario 18 x 50 Breakthrough (BK) 18 x 70 Chase (TC) 20 x 20 All one-map Events 20 x 30 Prison Break 20 x 35 Star League Cache (both) 50 x 50 Pirate Free For All 65 x 45 Ally Rescue, Convoy Rescue 45 x 65 Convoy Attack

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Battle 65 x 65 Civilian Riot Do not modify these for the variables, as they are calibrated for the scenario already.

Light Conditions (d10) Roll Condition Daylight 1 Daylight 2 Daylight 3 Daylight 4 Daylight 5 Dusk/Dawn 6 Dusk/Dawn 7 Full Moon Night 8 Moonless Night 9 Pitch Black 10 Atmospheric Conditions (d6) Roll Rain Snowfall 1 Light Light 2 Light Light 3 Light Light 4 Moderate Medium 5 Moderate Medium 6 Heavy Heavy

6

Atmospheric Conditions (d10) Roll Table None 1 None 2 None 3 None 4 None 5 Rain 6 Snowfall 7 Gale 8 Storm 9 Fog 10 6 Gale Light Light Light Medium Medium Heavy

Storm Storm Torrential Downpour Sleet Ice Storm Tornado F1-F3 Tornado F4

-For scenarios that use special maps: Scenario File name Duels Savannah Star League Cache Brian-cache Ally Rescue Ally-rescue Convoy Rescue/Attack Convoy

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Fog Light Light Light Light Heavy Heavy

Battle

s and Big Battles.

olled in a lance by lance odifiers) to see if any day of the week when the

62

SU (Att) 614 3

4 8

pply +5 or -5 modifiers elow or above normal. (Att) battle ignore all other week and play only the

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1

Battle

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Battle

Base Attack

BA

Special Conditions: - Attacker starts at map edge. Defender at Center. - Ally deploys 2 lances of a lighter weight class than the player. - Always in Light or Heavy Urban terrain. - "Base" force allied with Defender starts with 8 Civilian units and 6 turrets. - Roll 2x on bot lances roll. Victory Conditions:

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Battle - If player is Attacker, must destroy all Base forces and 50% of the other enemy units. - If player is Defender, must keep at least 3 Base units operational and destroy 50% of enemy forces. - Keep more than 50% of yours+ally units operational. Observations: - Winner controls the battlefield after the battle. - If player is the Defender and loses, the contract ends early with a Contract Defeat. - If player is the Attacker, wins the battle and the contract required lance is Fight or Scout, it ends with a Early Victory, otherwise treat as a Rout by the enemy.

be used according to the

3

1 Medium + 1 Light 12

2 Medium + 1 Light 1 Heavy + 2 Light

1 Assault + 1 Light

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Battle

1 Heavy + 1 Medium + 1 Light 1 Assault + 1 Medium

of the individual units:

Light LLLLL LLLLL LLLLM LLLLM LLLMM LLLMM

Medium LLMMM LMMMM MMMMM MMMMM MMMMH MMMHH

Heavy MMHHH MHHHH MHHHH HHHHH HHHHH HHHHA

3 Assault MHHAA HHHAA HHHAA HHAAA HHAAA AAAAA

ions in unit weights, you can apply

ged to a Heavy.

rrent week he/she can use the lance an reinforce a battle on a result of r away to be able to reinforce the

r not. To see if the bot is reinforcing 6

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Deploys turn 6 = Deploys turn 8

Battle 6 6 5 1

deploy in 12 minus walking speed JJ). - This rule is optional as it adds management.

ched units provided by the employer

ive Light units.

ur own unit is training. Regardless s Player controlled.

ount for tonnage purposes.

yed lances randomly. Wounded ed or his ride damaged on a previous

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Battle 20

nery/Piloting is rolled one skill level ting a Assault mech, enemy officer

the battlefield.

ways one weight class lighter than oy 2 enemy mechs to win.

ss as the officer mech. To win you n unit. If you win you receive a bonus

must destroy the 2 enemy mechs.

a POW camp. Your mechwarrior must ght class of the mechwarrior. To win

ntrol the field unless all enemy mechs

tunately the enemy arrives just as the ngle star league era mech piloted by he same weight class of the player he battle, up to 3050 the employer

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Battle

ract breach if you refuse.

wise it is a normal. SL Mech is bot 601 3

ust one of your pilots is in position to ts his mech against a star league era nemy mech. Up to 3050 the me weight class. You can also keep oll a 1d6, if the result is 6 the SL

to 8 units from any lance. If you do ached mechs controled by the player.

of the Allies force orce is destroyed

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Battle

ium, use "F" RAT of

ayer must also keep

e Convoy units alive.

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Battle

he bot and sometimes

Turrets (for Base Attack battles) 2d6 1 2 3 4 5 6 7 8 9 10 11 12 13

Turret Small Laser AC2 SRM2 AC5 SRM4 Medium Laser LRM5 SRM6 AC10 LRM10 Large Laser LRM15 LRM20

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Enemy Rating A B C D F

Battle 14

Dual Turret (reroll for type)

Base Attack on Planetary Assault or Base Defense on Relief Duty contracts ap Base Attack on Raids or Base Defense on Garrision contracts apply a +1 7 11 8 4 9 10

AC10 AC2 SRM2 AC10 SRM6 SRM2

1 Crosscut RL 1 Lumberjack LRM 6 Powerman Laser

6 2

dfied by any specific condition

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River-wetlands

Muddy-swamp

Wooded-swamp

Battle 2

8

Flatlands Savannah Dust-bowl Sandy-hills Town-ruin Town-generic Some-trees

3 1

Light Urban Town-mining Town-wooded Town-generic Town-farming Town-ruin Town-mountain

4 16 7 2

24292286 52 467159.3462

Wooded Some-trees Wooded-lake Woods-medium Wooded-hills Woods-deep Wooded-valley

ables, to a minimum of 20x20 and no maximum:

) or Century (Marian Hegemony) mStar or Word of Blake) added APCs)

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Battle

Start Location (d10) Roll Location N 1 NE 2 E 3 SE 4 S 5 SW 6 W 7 NW 8 CTR 9 Any 10

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Battle

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Battle

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Battle

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Battle

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Battle

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Battle

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Battle

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Battle

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Battle

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Battle

8

Enemy Rating +2 +1 0 -1 -2

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Battle

ense on Relief Duty contracts apply a +2 rrision contracts apply a +1

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Battle Some-trees 40 x 60 Full Moon Night Heavy Gale NW

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Battle

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Noble

Instead of running a mercenary company, these rules can be used – with several modifications – to run a game as a noble great houses.

When playing as a noble, the “commander” is the head of a noble family, and starts with the title of “Baronet” or equivalen In addition to the Baronet, the player also has under his command 2 “Knights” that can be either family members or vassa

The Baronet receives a +1 bonus on either Gunnery or Piloting (apply to the higher one or choose if equal) and a +1 bonu the mech weight/rating roll. The 2 starting knights do not receive any bonuses, but ignore “dispossessed” results when roll their starting mechs. The player starts with 6 support personel.

Each noble has a landhold, composed of one or more “regions” that is the source of his/her income and also must be defe continuous “garrision” contract.

To determine the starting landhold, roll on the following table until the total of monthly taxes is equal of bigger than 100.00 urban results. Choose one of the terrains to start with a Basic Base.

Terrain Type (2d6) Roll Terrain 2 Hills 3 Badlands 4 Wetlands 5 Light Urban 6 Hills 7 Flatlands 8 Wooded 9 Heavy Urban 10 Coastal 11 Wooded 12 Mountains

Terrain Taxes Units Hills 60,000 2 Badlands 20,000 0 Wetlands 20,000 0 Light Urban 200,000 4 Flatlands 100,000 3 Wooded 60,000 2 Heavy Urban 400,000 6 Coastal 80,000 2 Mountains 40,000 1 Units is the number of civilian units that assist the player on the defense of the terrain. (Green Bot Controlled)

each terrain can have special facilities built on them – Forts/Bases, Factories, Maitenance Facilities and so on. Each facility has a build cost, requirement and benfits. All facilities have a monthly maintence cost of 1/100 the build cost. Facility Build Cost Requirement Basic Base 3,000,000 Standard Base 15,000,000 Hospital 5,000,000 Urban terrain. Maintenance Facility 10,000,000 Standard Base Factory 20,000,000 Heavy Urban Starport 10,000,000 Heavy Urban / Base Training Grounds 5,000,000 Baron Hangar = Transport Bay for repair purposes.

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Effects Allows up to 4 units to be deployed on the terrain Allows up to 12 units to be deployed on the terrai 6 in d6 chance/month of healing permanent injuri 1 unit can be repaired/refit as if on a Maintenance +1 to Availability Level. 1 Unit can be repaired/ref 50% increase on terrain taxes. 4 units can be dep Civilian mechwarriors start with 7 on Gunnery/Pilo

Noble Hint: Use the new “Assets” option of MekHQ to automate Terrain and Facilities taxes and maintenance costs.

As long as the requirements are met, a region can have any number of facilities, but each facility beyond the first adds +1 region. Scrapping a facilty brings back 50% of its building cost.

Any non-urban terrain that has at least 1 facility has a chance of becoming a Light Urban terrain if it rolls a 12 on a 2d6 rol Light Urban terrain as a chance of becoming Heavy Urban terrain if it rolls a 12 on a 2d6 roll (once a year / +1 to roll for ev

If instead of Battlemechs the player uses the unit slots to deploy Civilian Mechs (even if combat-capable ones) these mec adds 10% of the base terrain tax value – but not all terrains allow this and different terrains need different civilian mechs: Civilian Mech Harvester Ant Crosscut Powerman Carbine Buster Lumberjack

Terrain Required Flatlands Wooded Urban or Coastal Hills or Mountains Urban or Coastal Wooded

Civilian mechs deployed on garrison slots will be Mechwarrior for each mech (Piloting and Gunnery

Title Requirement Max. Knights Knight Heir or Vassal of a higher noble / Mech Baronet Has a Landhold 2 Baron Light Urban terrain on Landhold 4 Viscount Heavy Urban terrain on Landhold 8 Count More than one Heavy Urban on Landhold. 12 Marquis Starport + Maint. Facility 18 Duke Starport + Factory 24 A noble can also have Squires equal to double the number of knights allowed. Squires do not own their mechs (they belong to the noble) and cannot be deployed without a Knight or the noble on the same region.

Knights can be generated only by k

A mech must be given to the new K him/her can pilot the mech – maint a small stipend (salary) to the knigh knight loses the mech on battle, the can be ennobled while there are di

Different factions may have differin are instead Samurai), but aside fro

New Squires can be obtained by 3 ways: By recruitment roll if there is a Mechwarrior result (always dispossessed) – by sq ting mechwarrior Gunnery/Piloting levels) – or by squiring a civilian mechwarrior that manages to kill at least 1 enemy mec

Vehicles and vehicle crews can be bought/recruited according to the standard rules and do not receive titles. They can be

The Landhold is considered a continuous Garrision contract, but instead of rolling battles for each lance, the player roll ba weight, consider each region as a Light Lance if no facilities are present, a Medium if the terrain is Urban or at least one fa facilities. Terrain

Weight for enemy lance roll

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Instead of rolling weekly for battles

Noble Non-urban without facilities Light Urban or with facilities Medium Urban with facilities Heavy

If a Base Attack as a Defender is ro it as if the battle was on the capitol highest number of facilities or with

Instead of adding a “contract” on MekHQ, use instead a “Mission” for the Landhold Garrision. Ignore unit ratings if playing as a noble. Consider the rating as always “D” for any purposes needed. Each year a new Enemy must be rolled according to the table Roll (1d6) 1 2 3 4 5 6

Enemy Rebels Rebels Pirates Pirates Minor Faction Major Faction

3

Changes do Events: SL Cache missions:

The player must always give the SL mech to the faction that he/she is a vassal of unless he/s a Title higher than Baronet. Each title rank above Baronet allows the player to keep 1 SL mec

Civil Disturbance: Sporadic Uprisings: Rebellion: Betrayal:

Battle against 4 Civilian Units on one random region. Battle against a Light Rebel Lance on one random region. Battle against Rebels on the Capitol region. Consider the rolled betrayal in effect for the rest of the year.

Other Changes: Unless the player has slots provided by facilities, all repairs are considered as if done on “Field Workshop”. Human Resources and Logistical Admins work as in the standard rules.

The Command Admin applies a percentage modifier on the taxes received from all regions. The Transport Admin allows a number of units to be drawn from another region to reinforce battles in another region: Command Admin Skill Modifier None -20% Green -10% Regular No modifier

Transport Admin Skill Nº Units None 0 Green 1 Regular 2

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Noble Veteran Elite

10% 20%

Veteran Elite

3 4

Nobles do not have access to the Black Market and access to the Factory Market can be obtained if a Factory is built on the landhold. If a battle is lost in a region, there is a 1 in 6 chance that the noble will lose the region attacked. If a battle is lost in the Capitol, one random region (including the Capitol itself) will be lost. INCREASING THE LANDHOLD

The only way of increasing the size of a landhold is by crusading in behalf of the faction that the noble is part of – to start noble must detach part of his forces to do a “contract” on behalf of the faction - a minimum of 1/5 (round up) of the player detached, with a minimum of 1 knight on the detached duty. Roll a standard contract for the faction as if a mercenary, but with the following clauses: Payment multiplier: Command Rights: Overhead: Transport: BLC: Support: Salvage: Do not pay the MRBC fee.

1 Integrated None Full None Full Half

Play the contract normally and, on a sucessfull completion, roll a result the faction awards the noble with a new Region to be add

Reroll Heavy Urban awards unless the landhold has at least 2 L already.

Officer Skills: Leadership: Strategy: Tactics:

Each level increases in 1 the number of Knights the Noble can have at the same time. Each level allows 1 additional unit to be deployed in one region on the landhold. Each level adds 1 civilian unit to the battle.

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Noble

cations – to run a game as a noble for one of the

h the title of “Baronet” or equivalent. be either family members or vassals.

or choose if equal) and a +1 bonus on e “dispossessed” results when rolling

/her income and also must be defended

axes is equal of bigger than 100.000 c-bills – ignore 4

Only 1 additional unit can be stationed on landholds without bases/forts. Any terrain where a battle was fought (regardless of the outcome), needs to spend a value equal to the montly taxes on repairs to infrastructure.

ce Facilities and so on. Each cost of 1/100 the build cost.

units to be deployed on the terrain. Provides 1 Hangar for repair purposes. units to be deployed on the terrain. Provides 4 Hangar for repair purposes. month of healing permanent injuries / defending units receive 1 less hit after battle. paired/refit as if on a Maintenance Facility. y Level. 1 Unit can be repaired/refited at Factory level. n terrain taxes. 4 units can be deployed as reinforcements to other terrains. arriors start with 7 on Gunnery/Piloting. Green combat personell receive 1xp/month.

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Noble

d maintenance costs.

ch facility beyond the first adds +10 on the roll to determine the enemy lance weight on a battle in the

n terrain if it rolls a 12 on a 2d6 roll (once a year / +1 to roll for every facility beyond the first) 6 roll (once a year / +1 to roll for every facility beyond the first)

combat-capable ones) these mechs add additional revenue. Each Civilian Mech deployed ins need different civilian mechs:

deployed on garrison slots will be controled by the player during the battle. Roll a Civilian r each mech (Piloting and Gunnery = 8) – the civilian mechwarriors do not count as Squires

Knights can be generated only by knighting Squires.

A mech must be given to the new Knight – the Knight will be the owner of the mech and only him/her can pilot the mech – maintenance and repair costs are covered by the player, along with a small stipend (salary) to the knight. The new mech can be Primitive but not a Civilian Mech. If the night loses the mech on battle, the noble must replace the mech for another – no new knights an be ennobled while there are dispossessed knights.

Different factions may have differing names for the titles (in the Cappellan Confederation the Knights are instead Samurai), but aside from the names, they are functionally identical.

sult (always dispossessed) – by squiring a dependent (he/she still needs 10xp to buy the starnages to kill at least 1 enemy mech in battle (vehicles do not count). do not receive titles. They can be deployed on garrision without the need of a Knight present.

s for each lance, the player roll battles for each region. For determining enemy unit numbers and e terrain is Urban or at least one facility is present and a Heavy if the terrain is Urban and has

nstead of rolling weekly for battles, each region rolls monthly. Recruitment rolls also happen monthly.

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Noble

f a Base Attack as a Defender is rolled in any region, ignore all battles for that month and fight as if the battle was on the capitol of the Landhold. The Capitol is always the region with the highest number of facilities or with the more costly facilities.

at he/she is a vassal of unless he/she has allows the player to keep 1 SL mech.

n “Field Workshop”.

ons. The Transport Admin allows a

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Noble

e obtained if a Factory is built on

that the noble is part of – to start a crusade the um of 1/5 (round up) of the player units must be

d, on a sucessfull completion, roll a 1d6 – in a 6 noble with a new Region to be added to the landhold.

nless the landhold has at least 2 Light Urban regions

e same time.

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Noble

Wooded Flatlands

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Noble

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Noble

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Noble

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Pirates

This section has mostly developed by Sandslice from classicbattletech forums, I only made some changes to adapt it to th Pirate/Rogue Commands

Sometimes mercenary commands, either by bad luck or intentionally, become wanted as pirates and go rogue, this sectio allows the player to play these kind of units. Becoming a Pirate The player can either start the campaign as a pirate or become one if some conditions/events occur during campaign. If the command will be a pirate command from the start you just roll the company creation and use these rules instead of campaign rules.

If you start as mercenary command there are several ways in that, willing or not, you can become a pirate:

1. If you end a contract with a negative score of -10 or lower you roll a 1d6, applying a -1 to the roll for every 5 score point -10, if the result is 1 or lower, the employer/mrbc/ComStar decree that you had gone rogue (be it true or not) and you beco wanted unit

2. Every time on a contract that you refuse to deploy for a mission, beyond the minor breaches you also roll a 1d6 and if th the employer decree that you had gone rogue ending the contract early and the merc company goes pirate. 3. By voluntary choice at any moment.

When a merc outfit becomes pirate, or starts as one, it does not have a MRBC/Dragoon Rating anymore, and rogue/pirate should always be considered as “F” rating for all purposes.

If the unit becomes rogue/pirate during the campaign, when it does you must roll a retirement/defection roll for all personn that the unit new rating is now “F”.

Becoming Respectable

The reverse process, transforming a Pirate unit to a Merc one is possible, but harder, and can happen only if the unit com a Mercenary Contract and roll a 1d6 and the result is 6.

“Contract” Generation as a Pirate

Pirate/Rogue commands, except when rolling Mercenary Contracts do not have traditional contracts, but mostly do Raids, what the command is doing in a given month, with the exception of “Mercenary Contract” result, treat all options as 1-mon where you receive no payment, support, BLC or transport rights but keep 100% salvage and the command level is always

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Pirates Location is always 1d6-2 jumps. You are not obligated to accept the “mini-contracts”, unless it is a result of the “Lay Low” must wait for the beginning of next month for another roll. 1d10 1 2–3 4–7 8 9 10

Result Guerilla Extraction Raid Objective Raid Break Force Lay Low! Mercenary Contract

2

Guerilla: as guerilla contract, if at the end of the month you have a score of 10+ you also get a Special Bonus

Extraction Raid: As Extraction Raid contract. Each deployed lance will “extract” one person per turn during the contract e in a battle. If the battle involves Civilian units the player also gets one person for each unit (according to the side the lance At the end of every turn roll a 1d6 for each person “extracted” and get the bonus: Roll 1 2 3 4 5 6

Result Nothing Extra recruitment roll Extra recruitment roll 250.000 c-bills 500.000 c-bills 1.000.000 c-bills

Objective Raid: As Objective Raid contract. Each deployed lance will “loot” a certain value (see table) unless involved in a battle involves civilian units the player also gets an additional “loot” roll for every unit rescued/destroyed. Loot rolls Result 1d10 Nothing 1 250.000 c-bills 2 500.000 c-bills 3 1.000.000 c-bills 4 1 Parts 5 2 Parts 6 5 Parts 7 10 Parts 8 Random F rating vehicle from “Enemy” RAT 9 Random F rating Light/Medium mech from “Enemy” RAT 10

Break Force: Once in a while, someone wants to kill you... or you want to kill the someone. Be it a House battalion, a m pirates, or even the morons who lost your last Black Market shipment, you've decided that you need to discuss matters w in the sweet negotiating language of PPC discharges. - Treat as a Planetary Assault contract of a single month.

Lay Low!: Once in a while, someone wants to kill you... and you aren't in the mood (or shape?) to deal with it very well. B out long enough... and maybe bloody their noses just enough... maybe you'll be all right this time. (Game mechanics note:

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Pirates

standard battles, imagine that your force is playing Opfor to someone who has a Pirate Hunting contract. If TC (Def) is ro play TC (Att.) If you win, *the other team* loses victory points.). When you roll a Lay Low! Result you immediately reroll ag do the “mini-contract”.

Mercenary Contract: And on strange rare occasions, people haven't heard of you as pirates... heck, some of them might They have things that need done, and money and vital supplies to pay for it. And heck, somewhat honest work never hurt off the books. (Game mechanics note: Roll a standard contract with "Other" as the employer. Reroll Garrison Duty.)

OpFors: Except for Mercenary Contract, roll 1d10. On 1-8, the OpFor is the target world's controller. On 9-10, use the em though the target world's controller is an employer.

Scenario Changes (only when not in a Mercenary Contract): Big Battle Ally Rescue is now Ally Attack ALLY ATTACK Units Allowed - no light mechs allowed - 4 to 8 units. no generated units. Special Conditions: - Your units deploy at North - Main Enemy forces are 12 units deploying at CTR. No Light units allowed. - 12 Light/Medium units deploy at South at turn 8 (Relief force) - Allied with main enemy force. Victory Conditions: - To win the player must destroy 7 units of one of the opposing forces while keeping at least 50% of their units operational. Observations: - Winner controls the battlefield after the battle.

Special Mission Allied Traitors is now Civilian Attack:

Civilian Attack: One random warrior deploys against 2 enemy 'Mechs of the same weight-class and 3 civilian units. To w destroy all civilian units. If you destroy both BattleMechs before destroying all civilian units, you lose since the warriors bo Opfor controls the battlefield unless you destroyed one of the BattleMechs.

Special Mission Star League Cache 1: You have no employer, and therefore may keep any Star League 'Mech you migh if the OpFor wouldn't be interested in the 'Mech, they're certainly interested in you! Therefore you must fight even if the 'M Succession Wars tech.

Special Mission Star League Cache 2: You have no employer; so you may choose to not fight for the 'Mech even if it ha If you win it, of course, you may keep it.

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Pirates

Base Attack - Defense: If you lose and did not lose a DropShip, you can retreat to where the DropShip really is and extra and did lose a DropShip, you must immediately deploy the defeated units in a Chase-Attack scenario. You get no repair If you lose this follow-up Chase, the deployed units are all considered destroyed or captured. (Of course, this may well be pirate band's entire ground forces. Such is life.)

Event Rolls: If not employed in a Mercenary Contract, use this new chart: 1d20 1–7 8 – 11 12 – 13 14 – 15 16 17 18 19 20

Result No Event Special Mission Officer Mutiny Crew Mutiny Betrayal Supply Failure Loot for the Taking Special Event Big Battle

Officer Mutiny: One random officer attempts to seize control of the pirate band. After determining the officer control the officer or the commander (50% chance each). Use a 1x1 Battletech map. Both mechwarriors sta

Crew Mutiny: As Officer Mutiny, but one non-officer fights against a random officer (can be the commander) In mutinies treat defeated personnel (if not killed outright) according to the tables: Roll 1 2–3 4–5 6

Non-Officer Executed Executed Abandoned Bountied

Officer Executed Abandoned Bountied Demoted

Commander Executed Abandoned Bountied Bountied

Executed: pilot is killed. Abandoned: Pilot automatically desert, without taking his/her mech. Bountied: Sold to slavery or bounty hunters. Roll a 1d6 and multiply by 1k for non-officer. 10k for officers an the commander. Demoted: the officers ceases to be a officer. If a Officer or Commander is lost i creates a POWER VACUUM situation (see relevant section). Betrayal: use the following table instead of the normal one: 1d6 1 2

Result Until the end of the month repair / conversion repair location is one level lower.

Space chicken: Your DropShips chicken out. If you lose BA (Def,) you don't lose any DropSh though you did.

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Pirates

2

Space chicken: Your DropShips chicken out. If you lose BA (Def,) you don't lose any DropSh though you did.

3 4 5 6

Local intel: Until end of month, battle type rolls take a -1. Ratted out: Next turn's battle number roll is +1, and battle type is -2. Unstable Black Market: until after next market roll, all purchases cost 100% more. False Alarm: No betrayal.

Loot for the Taking: You gain 1d6 times on the Loot table Special Events: use the following table instead of the normal one: 1d6 1 2 3 4 5 6

Result Stepped Up Patrols: Next week battle number roll is at +1. Annoying Recon: Next week battle type roll is at -1. ComStar Interdiction: Until the end of the month, repair/conversion are at +1. Enemy Confusion: Next week´s battle number roll is at -1, or battle type roll at +-1 (your choic Black Market Surplus: next Black Market roll prices receive a +2 bonus (cheaper) and part pu Locals Harbor You: Whether willingly or not, some locals hide your forces. The next week re

Power Vacuum Any time an officer is removed from officer status (for any reason,) it creates a Power Vacuum. The following things happ 1. Make a Defection roll for each MechWarrior and ASF Pilot in the company; if the commander was lost, a 2. If a mutiny took place, the successful mutineer is promoted to the stolen position. 3. If there is no commander, then the officers must pick a commander. Roll 1d6 for method: 1-2 random ro 4. If an officer position remains open, the commander must try to stave off the power struggle. Roll 1d6, th Commander Skill (Green -4, Reg -2, Elite +1) + Leadership value HR Admin (Green -4, Reg -2, Elite +1) If the result is greater than 0 you choose the officer in the usual way, otherwise there is a pow 1d6 1–2 3–4 5–6

Peaceful determination (random roll) Violent Struggle Mech Contest

Violent Struggle (fisticuffs, bar-brawl, etc.): Roll a 1d10 for each non-officer – 1-3 receive 1d6 wounds, 4 rec (disqualified). Repeat with unwounded warriors until only one is standing, if all get wounded at last roll, sele wounded. Anyone wounded stays 1 week/hit without deployment.

Mech contest (simulated combat): Up to 5 of the best eligible personnel (best skill/bigger mechs) engage in Use a 2 x 1 random terrain, everyone drops at Any. No damage/injury actually occurs. Winner is new officer battle was real.

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Pirates

ade some changes to adapt it to the current rules.

s pirates and go rogue, this section of the rules

events occur during campaign.

on and use these rules instead of the normal

n become a pirate:

1 to the roll for every 5 score points below gue (be it true or not) and you become a

eaches you also roll a 1d6 and if the result is a 1 ompany goes pirate.

Rating anymore, and rogue/pirate commands

ement/defection roll for all personnel. Remember

nd can happen only if the unit completes sucessfully

nal contracts, but mostly do Raids, to determine ” result, treat all options as 1-month mini contracts and the command level is always Independent

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Pirates

less it is a result of the “Lay Low” option, but

o get a Special Bonus

rson per turn during the contract except if involved nit (according to the side the lance is).

lue (see table) unless involved in a battle. If the cued/destroyed. Note: Parts roll means you can use MekHQ to buy that number of parts regardless of availability levels. You still need to pay for the equipment bought.

one. Be it a House battalion, a merc group, other hat you need to discuss matters with the other party... ntract of a single month.

shape?) to deal with it very well. But if you can hold this time. (Game mechanics note: When rolling for

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Pirates

Hunting contract. If TC (Def) is rolled, for example, w! Result you immediately reroll again and you must

rates... heck, some of them might not even care. somewhat honest work never hurt nobody... at least oyer. Reroll Garrison Duty.)

d's controller. On 9-10, use the employer chart, as

east 50% of their units

ght-class and 3 civilian units. To win you must nits, you lose since the warriors bought time for the civilians to escape.

p any Star League 'Mech you might find; however, even refore you must fight even if the 'Mech is a

not fight for the 'Mech even if it has Star League tech.

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Pirates

re the DropShip really is and extract. If you lose tack scenario. You get no repair time. ured. (Of course, this may well be your

band. After determining the officer roll to see if you etech map. Both mechwarriors start at CTR.

m officer (can be the commander)

for non-officer. 10k for officers and 100k for

(see relevant section).

n is one level lower.

A (Def,) you don't lose any DropShips, but you must play a Chase scenario as

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Pirates

hases cost 100% more.

nversion are at +1. or battle type roll at +-1 (your choice.) a +2 bonus (cheaper) and part purchases receive a 20% discount this month de your forces. The next week repair location is one level higher.

acuum acuum. The following things happen: pany; if the commander was lost, apply a -2 to this roll.

Roll 1d6 for method: 1-2 random roll. 3-6 Mech contest. ff the power struggle. Roll 1d6, then apply the following modifiers:

usual way, otherwise there is a power-struggle:

er – 1-3 receive 1d6 wounds, 4 receive 1 wound, 5 chickened out if all get wounded at last roll, select randomly among the less

best skill/bigger mechs) engage in a simulated battle. ually occurs. Winner is new officer. Award experience as if the

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Dev Life Modules Gunnery/Piloting start as 8/8

Affiliation 1d6 1 2 3 4 5 6 Others 1d6 1 2 3 4 5 6 Class 1d6 1 2 3 4 5 6

Cappelan Confederation Draconis Combine Federated Suns Free Worlds League Lyran Alliance Others

Minor Periphery Outworlds Alliance Marian Hegemony Taurian Concordat Magistracy of Canopus Mercenary

+1 Piloting and Gunnery +1 Piloting +1 Piloting +1 Piloting +1 Piloting Automatic “Mercenary Brat”

Street Blue Collar Farm Mercenary Brat White Collar Nobility

-3 Mech roll -2 Mech roll -2 Mech roll / if dispossessed has a Civilian Mech instead -1 Mech roll / if dispossessed has a Primitive Mech instead +1 Mech roll

Family Trained: Nobility and Mercenary Brat get the Family Trained advantage: -1 in Gunnery or Piloting (random)

Education 1d6 1 2 3 4 5 6

Dropout:

Street Farm / Blue Collar Merc. Brat Dropout Dropout Dropout Dropout Dropout Dropout Dropout Dropout Graduate Dropout Graduate Graduate Graduate Graduate Graduate Graduate Graduate w/ OCS Graduate w/ OCS * if Federated Suns or Draconis Combine is a NAIS/Sun Zhang Graduate.

-1 to Gunnery and -1 Piloting

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-1 years

Dev Graduate: Graduate w/ OCS: NAIS/Sun Zhang:

-2 to Gunnery and -1 to Piloting -2 to Gunnery and -2 to Piloting -2 to Gunnery and -2 do Piloting / +1 Mech

+1 years +2 years

Carrer (roll until “None” is the result or 3 rolls are made – each additional roll beyond the first adds a -1 to the roll) 1d6 Dropout Graduate Graduate w/ OCS 0 None None None 1 Paramilitary Service Paramilitary Service Training Battalion 2 Paramilitary Service Training Battalion Tour of Duty 3 Paramilitary Service Training Battalion Tour of Duty 4 Training Battalion Tour of Duty Tour of Duty 5 Training Battalion Tour of Duty Covert Ops 6 Tour of Duty Covert Ops Covert Ops Paramilitary Service: -1 Gunnery or Piloting (random) Training Battalion: -1 Gunnery or Piloting (highest) Tour of Duty: -1 Gunnery and Piloting Covert Ops: -1 Gunnery and Piloting + Green Skill

+1 years +1 years +2 years

If Covert Ops is rolled more than once, the skill is the same but at Regular level.

Select a commander and 3 officers (first from founders with OCS) – the commander gets a -1 in Gunnery or Piloting (rand The commander and officers get a +1 on the Mech roll

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Dev

2 4 6 1 3 6

LA Street Graduate T Duty T Duty T Duty LA DC CC MoC FS FWL LA FS FWL CC CC LA

432 -3M -2G/-1P -1G/-1P -1G/-1P -1G/-1P GP 45 44 66 46 34 55 55 33 55 75 65 34

+1y +1y +1y Mech MON-66b Crosscut RL UM-R60 SHD-2H SDR-5V WVR-6R WVR-6R ARC-2R None STG-3R WSP-1A None

Other +1y +4y / OCS +2y +4y/G Tech/OCS +1y +2y +5y/G Admin/NAIS +3y -1y +3y

Rank O

O

CO

O

Mech instead e Mech instead

nnery or Piloting (random)

White Collar / Nobility Dropout Graduate Graduate Graduate Graduate w/ OCS Graduate w/ OCS*

Dropout does not necessarily means a failed academy course, it can also repr training courses, self-taught (with a bought/stolen/found mech) and any other m mechwarrior trade that are not “officialy” recognized. Graduate may not necessarily be an academy course, but also other proffision trade, like working directly to a mercenary company/corporation that provides a profissional ways to acquire mechwarrior skills.

The years modifiers are the number of years that should be added to the MekH

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Dev

e first adds a -1 to the roll) NAIS/Sun Zhang None Tour of Duty Tour of Duty Tour of Duty Covert Ops Covert Ops Covert Ops

1d6 1 2 3 4 5 6

s a -1 in Gunnery or Piloting (random).

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Green Skill Doctor Admin Admin Tech Tech Choose

Dev

Random Mech (2d6) 382 Roll (2d6) Mech 2 None 3 None 4 Light 5 Light 6 Light 7 Medium 8 Medium 9 Medium 10 Heavy 11 Heavy 12 Assault

11 Tech F F F F D D D C C B A

d academy course, it can also represent other basic tolen/found mech) and any other means of learning the

my course, but also other proffisional means of learning the ompany/corporation that provides a training courses or other

s that should be added to the MekHQ rolled years.

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Dev

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