This new series of articles will be looking at the BattleTech Chaos Campaign system by Catalyst Games. Over the last few years since the first release in Campaign Operations there have been several versions of Chaos Campaign all which have been slightly different. The aim of this project is to curate all the material to write a current version of Chaos Campaign which can be then used with any era.
This document draws from many sources including: Campaign Operations, Total Chaos, Chaos Campaign, Chaos Campaign Succession Wars and The Battle of Tukayyid.
What is Chaos Campaign?
Chaos Campaign is an abstract system which allows two players to design a CAMPAIGN FORCE for a faction of their choice in a particular era. The players fight a campaign of several battles, each battle is not fought with the entire campaign force by with a fraction of the campaign force called the EXPECTED TRACK FORCE which is usually about 1/3d of the campaign force. Each of these battles is referred to as a TRACK. During each track the players forces will achieve OBJECTIVES and earn WARCHEST POINTS. After each battle the players will need to use WarChest points to buy SUPPORT POINTS to pay to REPAIR AND REARM. The eventual campaign winner is usually the player with the highest WarChest Point total.
Each player will need to build a Campaign Force. It is completely up to the players to decide on the scale of the campaign but for a Classic BattleTech game it is suggested to run a Campaign Force size of a Company, although this system can be used to play easily up to a Regiment (3 Companies).
Faction and Era
Choose what factions each player would like to field and in what era the campaign occurs. This will effect what units a player may purchase. Throughout the BattleTech library of books are many Random Assignment Tables then can be used to roll up a force randomly, but this document assumes players will select their own force.
At this stage you may wish to decide an Equipment rating for each side. The will determine the % of forces which are Standard Rules or those which are Introductory Rules (e.g. those Mechs in the BTAGOAC rules).
Stuart and Adam decided to play a Chaos Campaign set during the Wave 1 of the Clan Invasion in 3050. Stuart decides to play Clan Jade Falcon (Gamma Galaxy 9th Talon Cluster) and Adam takes the Federated Commonwealth 17th Sky Rangers. The Clan forces will have the best equipment possible so have an Equipment Rating of A. The Lyrans are in the process of upgrading their forces so will have an equipment rating of C. Both players decide to choose appropriate BattleMech’s from the RAT in Era Report 3052 book.
Campaign Force BV
Players should decided on a BV total for their campaign. As a rough guide a good value for a Company using Introductory Rules (Fourth Succession Wars) is about 15,000 BV. In other eras such as the Clan Invasion 18,000 BV is a good suggested value.
Campaign force TO&E
The Table of Operations and Equipment is a list of all the assets in your force. Different factions arrange their TO&E in different Force Elements.
In a regular Chaos Campaign players TO&E do not include their DropShip or Aerospace Fighters. Each force is considered to have an appropriate DropShip (e.g. a Union Class) with crew available to them, but which can’t be used in battle.
All Omni-Mechs must be purchase in their base/prime configuration, but may have their configuration altered later.
Both players agree to use 18,000 BV as this is a good value for a Standard Rules game. Stuart will choose two Stars for the Jade Falcons. Adam will choose to make a Company for his InnerSphere Force.
Here are some suggestions for force organisation for a Company level campaign.
Inner Sphere forces are organised into Companies and their base Force Element is a Lance. Each company should include the following:
- 3-4 Lances containing BattleMechs, Combat Vehicles (including troop transports) or 4 suits of Battle Armor.
- Each Lance must include exactly 4 BattleMechs or Vehicles.
- Up to 8 Conventional Infantry Platoons.
Clan Forces base Force Element is a Star. Clan forces should consist of two Stars/10 points (Either a Binary or Nova). Each point should be one of the following:
- A BattleMechs (either Front Line Omni-Mechs or Second Line)
- One Point of 5 Elemental Battle Armor.
Most Clans (except the Hells Horses) abhor the use of Vehicles and Conventional Infantry, but one point in a star can also be made up of 2 Vehicles or a Conventional Infantry Platoons.
ComStar/Word Of Blake
ComStar and Word of Blakes base Force Element is a Level II. ComStar/WoB force should consist of 3 Level II’s. Each Level 2 is made up of 6 Level 1 elements which include:
- 1 BattleMech
- 1 Combat Vehicle
- 1 Conventional Infantry Platoons
- 1 squad of 6 Battle Armor Suits
- 1 Platoon of Conventional Infantry
It is recommended that the ComStar Force includes no more than 2 Level II’s of BattleMechs and 1 Level II made up of Vehicles and Conventional Infantry.
Skills and Experience
Players may when purchasing forces select which level of experience they want the MechWarrior, Vehicle Crew or Infantry to have. Changing training level is a useful way of using BV effectively in force construction.
The following rules should be used when selecting experience level for units.
- There should be a maximum difference of 2 between Gunnery and Piloting (or Anti-Mech) skills. (Note: any Infantry Platoon with no AntiMech capability has an AntiMech skill of 8)
- InnerSphere an ComStar forces may include any experience level from Green (Piloting 6/Gunnery 5) upwards.
- Clan Front-Line Omni-Mechs must be piloted by MechWarriors with a minimum of Veteran Experience (Piloting 4, Gunnery 3).
- Clan Second-Line Omni-Mechs must be piloted by MechWarriors with a minimum of Regular Experience (Piloting 5, Gunnery 4).
- Clan Battle Armor must have a minimum of Regular Experience (Gunnery 4, Anti-Mech 5).
- Clan Vehicles may include any experience level from Green (Piloting 6/Gunner 5) upwards.
- Conventional Infantry may be of any experience level.
Infantry, Battle Armor And Transport
If a player has Conventional Infantry or Battle Armor in their TO&E, their force should include enough units to transport them e.g. Omni-Mechs for Battle Armor, or vehicles with troop capacity (e.g. Maxim Heavy Hover Tank) for Infantry/Battle Armor. If there is not sufficient carrying capacity those units may not be selected for use in Tracks.
Players may opt to place each of their Lances/Stars/Level II’s into a specific formation using the rules in either Campaign Operations, The Clan Invasion Box and the Battle of Tukayyid.
These formations only work if those units are fielded together as one force. If players wish to later change the formations they must expend SP to do so (see later).
Special Pilot Abilities and Character Cards (Optional)
Players may opt to make use of the Special Pilot Abilities rules in Campaign Operations or other sources.
Players may elect to make use of Character Cards from the BTAGOAC, BTCI and Force Pack boxes and purchase the SPA’s detailed on the cards.
|Training Level||SPA Points||Max SPA Level|
Special Command Abilities (Optional)
Players may choose a Special Command Ability for their force as detailed in Campaign Operations pg 83.
Example Force Construction
Stuart constructs his Clan Jade Falcon Force along the lines of a classic Clan Nova with 5 Omni-Mechs and 5 Points of Elementals.
TO&E Clan Jade Falcon (Gamma Galaxy 9th Talon Cluster) 17,794 BV
Striker Star – Summoner Prime  (2/2) 4020 BV, Executioner Prime  (4/3) 3629 BV, Stormcrow Prime  (4/3) 2736 BV, Vulture Prime  (4/3) 3103 BV, Kit Fox  (4/3) 1432 BV
Elemental Star – Elemental Battle Armor [Laser] (3/2) 751 BV, Elemental Battle Armor [Laser] x3 (4/3) 590 BV x 3, Elemental Battle Armor Point [MG] (3/4) 533 BV.
Adam constructs his Federated Commonwealth Company to include 3 Lances of Mech’s.
TO&E Federated Commonwealth 17th Sky Rangers 17972 BV
Command Lance – Awesome AWS-9M  (3/2) 3044 BV, Marauder MAD-3R*  (4/3) 1799 BV, Warhammer WHM-7S  (5/4), Archer ARC-2R*  (3/2) 1477 BV
Fire Lance – Rifleman RFL-5D  (2/3) 2344 BV, Thunderbolt TDR-5S*  (3/4) 1762 BV, Wolverine WVR-7D  (5/4) 1314, Griffin GRF-1N*  (5/4) 1272 BV
Recon Lance – Phoenix Hawk PXH-3D  (4/3) 1736 BV, Valkryie VLK-QA*  (5/4) 723 BV, Commando COM-2D*  (5/4) 541 BV, Locust LCT-3S  (5/4) 483 BV
(*) Introductory Technology Unit
If using the option rules for SPA’s Stuart and Adam could now choose SPA’s for all their Veteran/Elite/Heroic Pilots.
Players may wish to play out larger more epic campaigns. This can simply be accomplished by multiplying the above TO&E organisation. E.g. An InnerSphere Regiment could include 3 Companies. A Clan Cluster could include 6 Stars (3 Binaries/Novas). A ComStar Level III could include nine Level II’s.
Each force is awarded 1000 WarChest Points (WP). These are an abstract method of representing the forces resources, costs and reputation. WarChest points can also be used to purchase Support Points to Repair and Rearm units.
WarChest Debt and Campaign Victory.
If a player ever reaches 0 WP they are in WarChest Debt. There force may no longer convert WarChest Points to Support Points (e.g. to Repair and Rearm). They may take on new missions but they will continue to go into negative WP. Players can sell units to increase their WP.
Final Victory conditions should be decided by both players. It may be one of the following:
The campaign ends after a set number of tracks. Victory is determined by the number of tracks won or by the WP of each player.
Players may choose not to use WarChest Debt and instead end the campaign once either side falls to 0 WP.
If the WP debt ever reach half the starting level the force goes bankrupt and the game ends.
Once your force is ready you may select a battle called a Tracks. Tracks can be found throughout BattleTech supplements (although some may need to be adjusted to work with a player vs player campaign). A Track can be played several times in a campaign.
TouchPoints are special Tracks that advanced the story line or a narrative campaign. They are treated the same way as Tracks but can’t be repeated.
Example Tracks can be found in the following books: Chaos Campaign Succession Wars (CCSW), The Battle of Tukayyid (BOT).
(CCSW) Meeting Engagement, Breakthrough, Assault, Counter Attack, Pursuit, Defence.
(BOT) Assault, Breakthrough, Flank, Meeting Engagement, Persuit, Pushback, Recon, Retreat, Strike, Supply.
Layout of a Track/TouchPoint
Situation: Describes the mission. This is for information only.
Game Setup: This describes how to determine which map sheets to use. Players may roll maps randomly or choose them by mutual consent. The deployment area and what the Expected Track Force size will be for the Attacker and Defender is also stated. Expected Track Force Size is always a percentage of the Company Force BV calculated from the starting Company Force BV (not what it may be currently). Any forces may be selected from the TO&E, and do not have to come from the same Force Element. If Force Elements are not deployed together they do not benefit from Formations.
Track Cost: This is the amount of WP needed to start the track. It’s an abstract cost representing costs such as the resources needed to transport units to the battle. It is usually between 100 and 500 WP.
Options: Options can be selected to modify the Track Cost. Some options are positive (+) and give the player extra WP (usually by giving a benefit to the opponent), in this case the WP are added to the WP scored by Objectives. Some options are negative (-) and make life easier for the player, in this case the WP are subtracted from the Objective WP scored.. Options may be for either Attacker Only or Defender Only, or can be for either. Climate options effect both players so both have to agree to use them.
Objectives: These are the goals of each force. When completed they award a number of WP. Objectives may apply to Attacker Only, Defender Only or for both.
Example Track: Skirmish
Track Cost: 200 WP
Situation: On a routine patrol of a contested world the two forces encounter each other.
Game Setup: The battle takes place on two randomly rolled maps or 1 BattleMat. Determine randomly which force is the Attacker and Defender and which side (North or South) of the map is each players deployment and retreat edge.
Attacker: Expected Track Force Size should be 33% of the Campaign Force value.
Defender: The defenders Expected Track force Size should be 100% of the Attackers forces
No mans land (+100) (Attacker or Defender): This no mans land between the two enemy force has a number of Light Density conventional minefields equal to the number of ’Mechs/Vehicles the Defender has deployed. (See Minefield Support, BM). Each side places these minefields prior to rolling Initiative. Minefields must be place within 8 hexes of the deployment edge.
Bloody their nose (200) (Attacker or Defender): Player destroys or causes crippling damage to at least 25% of opponents BV.
Push them back (200) (Attacker or Defender): Player destroys or causes crippling damage to at least 50% of opponents BV
Fallback: The Track ends at the start of the next turn after one players force lose 50% of their units. That player must then retreat.
For the first Track in their Battle for Barcelona Campaign both players elect to use the Track: Skirmish
Stuart has to choose 33% of his starting Campaign Force BV of 18,000 which is 6000 BV. He chooses for the Track:
Summoner Prime  (2/2) 4020 BV, Kit Fox  (4/3) 1432 BV, Elemental Battle Armor Point [MG] (3/4) 533 BV.
Stuart pays the 200 WP track cost leaving him with 800 WP. He selects the Option No Mans Land (+100) which will mean Adam gets to place 3 minefields.
Adam has to choose 33% of his starting Campaign Force of 18,000 which is 6000 BV. He chooses for the Track:
Rifleman RFL-5D  (2/3) 2344 BV, Thunderbolt TDR-5S*  (3/4) 1762 BV, Wolverine WVR-7D  (5/4) 1314, Griffin GRF-1N*  (5/4) 1272 BV, Commando COM-2D*  (5/4) 541 BV.
Adam pays the 200 WP track cost leaving him with 800 WP. He decides not to make life more difficult for himself and doesn’t take the No-Mans Land (+100) Option.
After an epic battle Stuart achieves victory by Crippling/Destroying two of Adams (The Commando’s Central Torso is destroyed and the Rifleman takes Crippling Damage after losing its Left Torso), while Adam destroys one of Stuarts units (the Kit Fox by blowing its head off and killing the MechWarrior).
Stuart scores 200 WP for each objective scored and then adds on the 100 WP Option bonus for a total of 500 WP. This brings his WP total to 1200.
Adam achieved one of his objectives for 200 Points so ends up on 1000 WP.
Both sides now need to Repair and Rearm.
Each Campaign starts with one side having the Campaign Momentum. This can be randomly determined, or determined as part of the story line narrative. There are three possible steps of Momentum: Player 1, Balanced, and Player 2. After the completion of each Track, the victor of that Track moves the Momentum one step closer to the victor having the Momentum, or keeps the Momentum where it is if they already have it.
After determining a track, roll 1D6. The current Momentum holder is the Attacker on a result of 1-4. Otherwise, on a result of 5-6, the opposing side is counterattacking and is the Attacker for this track. If the Momentum is balanced, a result of 1-3 will cause Player 1 being the Attacker, and 4-6 will have Player 2 being the Attacker.
Tracks may have rules modifying or even overruling the Momentum rules for determining Attacker and Defender.
[Optional] The current momentum holder may choose the Track they wish to do next. If there is a balanced momentum then either roll the track randomly or by mutual consent between players.
After winning the first Track, Stuart’s Clan Jade Flacon forces now have campaign initiative over Adam’s Sky Rangers. Stuart can choose the next Track to be undertaken.
During the Tracks it is suggested you use the following rules:
Entering the play area: If a track’s Game Setup requires a force to “enter through their home edge in Initiative order,” the loser of the Initiative roll for the first turn moves a unit onto the playing area first, then the winner moves a unit, and so on.
Units entering the mapsheet in this way must pay Movement Points (MP) for the first whole hex they enter—1 MP if it is a Clear hex, 2 MP if it contains Light Woods, and so on. They do not need to pay additional MP if their desired entry hex is above or below Level 0; assume that the unit is entering the hex from another hex of the same Level.
Any number of units may use the same entry hex, provided they each end up in their own hex at the end of their movement. Unless the Game Setup indicates otherwise, any whole hex along a force’s home edge is an eligible entry hex.
Deploying Prior’s to Initiative: If a track’s Game Setup requires a force to “deploy prior to Initiative,” that side’s units must be placed on the map before Initiative is rolled. This often occurs when the Defenders have taken up positions on the playing area and face an assault from the Attacking side.
If the Game Setup does not indicate any restrictions for deployment, the force may place its units anywhere on the playing area. Players will usually want to take up an ideal position when this option presents itself.
In certain tracks, only a portion of one side’s units will deploy prior to Initiative, with the rest entering the playing area as described above.
Segmented Fire: All units, in initiative order, declare and then resolve weapon and then immediately physical attacks. See BMM for more details.
Forced Withdrawal/Crippling Damage: If a BattleMech/Vehicle receives Crippling Damage its pilot may choose to eject (use the simplified Ejection rules in the BattleMech Manual). Ejection occurs in the movement phase of the turn after Crippling Damage is received. Once a pilot has ejected the BattleMech and MechWarrior removed from play and may not be targeted. The same rules apply for crews of Vechicles.
Rather than eject, the unit may continue to fight but must move towards the retreat edge of the table at best possible walking speed. They are not required to run, or to turn their back on the enemy.
Infantry and BattleArmor that receive crippling damage “lay down their weapons” and are removed from play (Automatically retreat).
Conditional Surrender: At any time in the Track one player may admit defeat. The Track ends at the end of that turn. Forces that surrender are usually given the option to leave the field and take with them any Mech’s which are damaged or immobilised. Player may elect to play on “Hard mode” and allow surrender to be refuse (also know as playing Word of Blake)!
Retreat: At any time a players forces may retreat by exiting from their Home Edge on the map. These units have retreated and are no longer a part of the battle. They do however count as defeated/destroyed for the purposes of Objectives.
Repair and Rearm
At the end of each battle, players will need to purchase support points using WarChest points. The number of Support points gained depends on the Base Force Size Multiplier which is calculated from the Equipment Rating and Force Size.
Equipment rating is calculated simply by placing each ‘Mech into either an Introductory Equipment Category (Use equipment only found in the BTAGOAC box) or a Standard Rules Equipment Category (which includes unit using Advanced or experimental technology), and then working out the % of forces which are Standard.
|Standard Rules Percentage||Equipment Rating|
|15 or less||F|
When calculating Equipment Rating for forces of mixed InnerSphere, Second-Line Clan, and Front-Line Clan you should multiply the number of units with that technology by the multiplier.
A force consists of 4 Introductory Rules units, 4 Standard Rules units, 2 Second Line Clan units and 2 Front-Line Clan Units for a total of 12 units. When calculating the percentages you should multiply the number of Second-Line units by x1.5 (to get 3) and the number of Front-Line Clan units by x2 (to get 4). Percentage is then calculated by the modified number of units. There are 4/15 x 100 % Introductory Units and 11/15 x 100 % Standard Rules Units.
|Equipment Rating||Technology Rating Modifier|
|Mixed Forces Clan Front-Line Modifier||2.0|
|Mixed Forces Clan Second-Line/Mixed Technology Modifier||1.5|
|Equipment Rating||Era – Example Force|
|F||Late Succession Wars InnerSphere House|
3025 Inner Sphere House
|D||Early Succession Wars InnerSphere House|
Jihad Inner Sphere House Forces
War of 3039 InnerSphere House
Clan Invasion Inner Sphere 2nd Line Force
|C||Star League House Forces|
Clan invasion InnerSphere Front Line Force
Jihad House Forces
|B||Star League SLDF Regular|
Late Clan Invasion/Civil War InnerSphere Front Line Force.
ComStar/Word of Blake
Clan Third Line force
|Star League SLDF Royal Regiment|
Clan Frontline or Second Line force
Jihad Word of Blake Shadow Division
Dark Ages Republic of the Sphere Regular
|AAA||Wars of Reaving – Clan Society|
Dark Ages – Republic of the Sphere RISC
Dark Ages/Jihad Superheavy Companies
Base Force Size Multiplier (Optional RULES)
In the Standard Chaos Campaign Rules all formations (Lances/Stars or Level II’s) are costed the same in terms of Base Force Size Multiplier. This optional rule explains this to give slighting higher BFSM if there are more units in a Formation than 4.
The next step is to calculate the Base Force Size Multiplier. In BattleTech forces are arranged in Lances (InnerSphere), Stars (Clans), of Level II’s (ComStar).
The Base Force Size Multiplier can be found by using this table.
|Per Individual BattleMech (For irregular Formations)||0.25|
|Per Lance (4 units) (InnerSphere)||1|
|Per Star (5 units) (Clan)||1.25|
|Per Level II (6 units) (ComStar/Word of Blake)||1.50|
|Battle Armour Only Formation||x0.5|
|Vehicle/Infantry only Formation||x0.5|
Once you have found the Base Force Multiplier, multiply this by the Campaign Force Size and the Technology Rating Modifier to find the final Base Force Size Multiplier.
Adam’s FedCom 17th Sky Rangers force consists of 50% Introductory Technology Units and 50 % Standard so has an Equipment Rating of C and a Technology Rating Modifier of x 1.25.
The Sky Rangers Campaign Force Size is 3 Lances which gives a Size multipier of x 3
The Sky Rangers final Base Force Size Multiplier is 1.25 x 3 = 3.75 (Rounded to 4).
Stuart’s Clan Jade Falcons have an Equipment Rating of A as they are all Standard Rules units, so have a Technology Modifier of x2.
The Falcons have a Campaign Force Size of 1 Star of BattleMechs and 1 Star of Elementals for a final multiplier of 1.25 + (1.25 x 0.5) = 1.875.
The Jade Falcons final Base Force Size Multiplier is 1.875 x 2 = 3.75 (Rounded to 4).
Repairs and Rearm
Once a player has converted WP to SP they can then pay for repairs to units.
|Activity||Support Point Costs|
|Repair ‘Mechs Entire Armor* #||Tonnage|
|Repair ‘Mechs Entire Internal Structure** #||Tonnage x 2|
|Purchase ‘Mech (Introductory) #||Tonnage x 10|
|Purchase ‘Mech (Standard) #||Tonnage x 20|
|Purchase ‘Mech (Experimental) #||Tonnage x 30|
|Repair Vehicles Entire Armor* #||Tonnage/2|
|Repair Vehicles Entire Internal Structure** #||Tonnage|
|Purchase Vehicle (Introductory Rules) #||Tonnage x 5|
|Purchase Vehicle (Standard Rules) #||Tonnage x 10|
|Purchase Vehicle (Experimental Rules) #||Tonnage x 15|
|Repair Battle Armor #||No. of suits x tonnage per suit x 2.5|
|Purchase Battle Armor (Includes Pilot) #||No. of suits x Tonnage per suit x 50|
|Sell ‘Mech*** #||Tonnage x 5|
|Sell Vehicle *** #||Tonnage x 2.5|
|Purchase ProtoMech #||Tonnage x5|
|Repair ProtoMech #||Tonnage x 5|
|Repair AeroSpace Fighter Armor||Tonnage|
|Repair AeroSpace Fighter Internal Structure/SI||Tonnage x 2|
|Purchase AeroSpace||As per Mech|
|Purchase Bomb Loadout/Per Bomb (Intro/Standard/Advanced)||1/2/5|
|Re-arm Unit (Introductory, per ton|
of ammunition [AC, LRM, SRM, MG])
|Re-arm Unit (Standard, per ton|
of ammunition [Streak, Narc, Artemis, Inferno, Smoke, Flak, LBX, Gauss, UAC, AMS, A-POD, B-POD, Flechette, Fragmentation, Precision, Armour Piercing, Semi-Guided, Arrow IV, ATM, MML, HAG])
|Re-arm Unit (Advanced/Experimental, per ton|
of ammunition – Any ammo types found in Tech Manual or TacOps)
|Hire new MechWarrior/AeroSpace Pilot****||100|
|Hire new ProtoMech Pilot****||200|
|Hire new Vehicle Crew||200|
|Heal MechWarrior||See below|
|Heal Vehicle Crew (Driver Hit, Commander Hit)||60|
|Reconfigure Omni-Mech or Omni-Vehicle. #||Tonnage/4|
|Reconfigure Battle Armor||0|
|Hire new foot infantry platoon (Per Squad)||100 (20)|
|Hire new motorized infantry platoon (Per Squad)||200 (40)|
|Hire new jump infantry platoon (Per Squad)||300 (60)|
|Hire new mechanized infantry platoon (Per Squad)||400 (100)|
|Hire Anti-Mech Infantry||Infantry Cost x 1.5|
|#Unit has Clan Technology Base||Cost x 2|
|#Unit has Mixed Technology Inner Sphere Base||Cost x 1.25|
|#Unit has Mixed Technology Clan Base||Cost x 1.5|
|Change Formation Type||100|
* Armor is restored only to locations which do not have internal structure damage.
** ’Mechs whose center torso internal structure has been reduced to 0 cannot be repaired.
*** A ’Mech must be fully repaired before it can be sold.
**** Regular Training Level (Piloting 5, Gunner 4). Clan Front Line Trueborn Pilots cost 200 SP (Piloting 4, Gunner 3). Does not come with a ’Mech; a new ’Mech must be purchased separately. See Hiring Hall for expanded rules
# Apply Technology Base Multiplier to Repair Armor, Repair Internal Structure, Sell and Purchase values
You may wish manage the Drop Ships your force has in its TO&E. Most Companies use a Union Class DropShip (or Union-C for Clans) with a Regular Crew (Gunnery 4, Piloting 5)). It may occur in a track that a DropShip is lost, either destroyed or even captured.
The costs for repairing or replacing a DropShip are shown below.
|DropShip Action||Cost SP|
|Purchase Small DropShip (4 BattleMech Capacity) e.g. Leopard||500|
|Purchase Medium DropShip (12 BattleMech Capacity) e.g. Union||1500|
|Purchase Large DropShip (36 BattleMech Capacity) e.g. Overlord||4500|
|Hire DropShip Crew||400|
|Train DropShip Crew||As Per MechWarrior x 4|
|Repair Armor on Dropship||Tonnage x 2|
|Repair Internal Structure/SI on DropShip||Tonnage x 5|
|Repair Damage to Landing Gear||Tonnage /2|
|Replace/Heal DropShip Crew||100 per crew member|
|Reconfigure Bays (Changing from Mech/Vehicle/AeroSpace)||Tonnage of Bays to be changed x 10.|
Chaos Campaign Glossary
Destroyed vs Truly Destroyed: A unit may be considered “destroyed” during a game, as described in the A Game of Armored Combat (AGOAC) Rulebook (see p. 35, AGOAC). However, there are instances when a unit “destroyed” in terms of a particular game (e.g. by head destruction or engine destruction) is not truly destroyed in terms of the Campaign. ‘Mechs are only truly destroyed if their Central Torso reaches 0 internal structure. In other words, it may be possible for a unit considered destroyed during gameplay to be returned to operational status by spending SP on repairs between tracks.
A ’Mech is only truly destroyed when its center torso internal structure is eliminated. In that instance, as noted on the SP Unit Activity Cost Table, it cannot be repaired.
A vehicle is truly destroyed if any of its locations reach 0 internal structure. Battle Armour and Infantry are truly destroyed if the last trooper is killed.
All other damage sufficient to consider a unit “destroyed” during gameplay can be repaired between tracks, including a completely destroyed head location (however, in that case, a new MechWarrior will need to be hired).
Reconfigure OmniMech – Omni-Mechs before the start of each Track, may change their OmniPods to a different configuration valid for the era. The new BV for that configuration must be used when calculating the force size for that Track. The Omni-Mech stays it the new configuration until changed again.
Reconfigure Battle Armor – Battle Armor that has multiple weapon configurations on the same basic frame e.g. Elementals, can have their weaponry changed between tracks at no cost.
Reorganising Infantry/Battle Armor – When Infantry or BattleArmor have taken casualties these can either be replaced by buying new units of BattleArmor or by buying additional squads of personnel. Two understrength squads of BattleArmor or Platoons of Conventional Infantry may be combined if of the same type. If they have different skill levels then calculate the average skill of all squads/units and round down.
Reorganising Forces – Any forces may be moved between force elements (e.g. Lances). If this is done the force element retains its Formation Type. If a player wishes to change the formation type they must spend SP to do so.
Injuries and Deaths – If a MechWarrior/Crew dies their unit may be piloted by another spare MechWarrior/crew from the forces TO&E (but not one assigned to a current unit). MechWarriors/Crew may not be transferred from one unit to another.
Paying for Repairs – Players may choose not to pay the cost of repairs, to heal MechWarriors or to Rearm Ammo. If these forces are later deployed to a Track they do so in a damaged state, or holding less ammo. Armor can be repaired on a unit without first repairing the internal structure.
Purchasing Units and RAT (Optional) – Players may elect to only allow the purchase of new units from an appropriate Random Allocation Table. If players wan’t to purchase forces not on their RAT, then it costs double SP.
Purchasing Experience personnel – Players may purchase pilots or crews with different experience levels.
|Training Level||Cost SP|
|Veteran||600 (1 SPA)|
|Elite||1200 (2 SPA)|
*Clan MechWarriors (Not Vehicle Crews) when purchase have one Training Level higher than their purchase price.
Any MechWarrior, Vehicle Crew, Infantry Platoon or Battle Armor group may train after a Track. Only experience units may purchase SPA’s with a maximum based on their experience: Veteran (1), Elite (2) or Heroic (3).
|Activity||Support Point Cost|
|Gunnery Skill –1||=200|
|Piloting (Anti ‘Mech) Skill –1||=150|
|Special Pilot Ability (Optional)||=Point Cost x 100|
Any MechWarriors, Vehicle Crews or Infantry who took part in a Contract may attempt to train to improve their skills. (Simulators also allows training when not in a contract)
Each skill must be increased separately. Only one skill may be improved after each contract. The difference between Pilot/Drive and Gunnery may be no more than 2. The cost then to improve the skill is as follows.
After the next engagement the new green pilot increases his piloting skill. It now costs 5 WP to advance from 6>5.
The Hiring Hall (Expanded)
MechWarriors and Vehicle Crews with different levels of experience may be hired as per the cost below. Infantry Platoons and Battle Armor Groups may also be purchased with higher experience as shown (in brackets)
|Purchase||Cost for MechWarrior [Infantry Platoon/BattleArmor Group]|
|MechWarrior (Very Green)||10 [x 0.1]|
|MechWarrior (Green)||25 [x 0.25]|
|MechWarrior (Regular)||100 [x 1]|
|MechWarrior (Veteran)||600 [x 6]|
|Mech Warrior (Elite)||1200 [x 12]|
|AeroSpace Pilot||As per MechWarrior|
|Vehicle Crew||As per MechWarrior x2|
|Clan Trueborn MechWarrior||As above x 2*|
*Level of training is then increased by 1 e.g. Regular to Veteran
Injured Pilots (Expanded)
After each Track any injured pilots may be healed by 1 hit by paying the cost in Support Points shown on the table below. Only 1 hit can be healed per Track (unless certain edges are taken). The cost for each 1 hit healed must be paid separately.
While a MechWarrior/Crew is injured they may temporarily be placed on Medical Leave and replaced by another unassigned Pilot or from another Combat Unit of the same type (e.g. BattleMech, or Vehicle).
A MechWarrior with 5 Damage has a chance of death on the operating table. Roll a Death roll on 1D6. On a 4 – 6 they die.
|1 Hit (Lightly Wounded)||10|
|2 Hits (Moderately Wounded)||30|
|3 Hits (Heavily Wounded)||60|
|4 Hits (Critically Wounded)||100|
|5 Hits (Incapacitated * Requires death roll)||150|
|6 Hits (KIA)||Not Possible|
|Heal Vehicle Crew (Driver and/or Commander hit results)||60 per damage|
If the Track allows it, players who “Control the Field” at the end of the game may claim any enemy immobile ‘Mechs as salvage. They take control of the the ‘Mech and may either keep it (only if they have space in there TO&E) or sell it.
‘Mechs are immobile and can be salvaged if:
- The MechWarrior has ejected/Crew have abandoned they vehicle.
- The ‘Mech has no legs.
- The ‘Mech has two gyro hits or three engine hits.
- The ‘Mech has no head, has taken a Cockpit grit or the pilot has died of damage.
- The Vehicles crew is killed.
- The Vehicle is Immobile.
If players want to play on “hard mode” they may elect to have salvage for all missions.
Repair and Rearm example
During the battle the Clan Jade Flacon forces take the following damage and have to repair it.
- Executioner  – Repair Armor (Tonnage SP= 95 SP x2 for Clan Tech 190 SP)+ Standard Ammo Reload (10 SP). Total: 200 SP
- Kit Fox  – Repair Armor (Tonnage SP= 30 SP x2 for Clan Tech 60 SP). Internal Structure [Head destroyed] (Tonnage x 2 SP = 60 SP x 2 for Clan Tech 120 SP) + Standard Ammo Reload (10 SP) + Pilot killed. Total 190 SP.
- New Clan Pilot – Regular 100 SP (5/4) x 2 for Clan pilot = 200 SP [The training is then upgraded 1 level to Veteran (Gunnery 3/Piloting 4)]
- Elemental Battle Armor [1 Ton Each] – 3 suits damaged (Tonnage x 2.5 per suit = 7.5 SP), 1 suit destroyed and need replacing (Tonnage x 50). Total 57.5 SP x 2 for Clan Tech = 115 SP.
- Total SP 705 SP
The ComStar forces also need to make repairs:
- Rifleman  – Repair Armour (Tonnage = 60 SP) Internal Structure (Crippling Damage) (Tonnage x2 SP = 120 SP)/ Total = 180 SP
- Wolverine  – Repair Armour (Tonnage = 55 SP) Internal Structure damage (Tonnage x 2 SP = 110 SP) + Standard Ammo (UAC + SRM) 10. Total 175 SP
- Valkryie  – Armor Only (Tonnage SP = 30 SP) + Introductory Ammo (LRM 10) 5 + two hits to MechWarrior (30 SP per hit = 2 x 30 SP = 60 SP). Total 95 SP.
- Commando  – Destroyed (Central Torso reduced to 0 Internal Structure). Can’t be repaired. Pilot ejected but suffered 3 hits (30 SP per hit = 3 x 30 SP = 90 SP)
- New Commando COM-5S which is a Standard Technology BattleMech. Tonnage x 20 SP = 400 SP.
- Total SP = 840 SP
CLAN BIDDING (Optional)
Part of Clan culture is to use the minimum amount or resources possible to achieve a goal.
“We are Clan Ghost Bear. This world is ours. Those who dispute our claim must identify the size and location of their forces for immediate disposal.” = Clan Ghost Bear Batchall.
The InnerSphere or defending player should start by stating the base BV for the game.
The Clan player may then, before an engagement, bid away Battle Value in 10% increments. For each 10% you bid away, you receive a +50WP bonus if you win the mission (if you achieve more objectives or meet the victory conditions). If the lose they still get + 25 WP per 10%. This reduced force is called the “Cut Down”.
If two clan players of the same Clan are playing in the campaign they may bid against each other to see who will defeat the OPFOR. If this happens the Clan forces get +50 WP in they win and +25 WP if they are defeated.
If two clan players are playing against each other they may take it in turns to bid, starting at a set BV value. They only get the bonus WP for each -10% their bid is under their opponents.
At any time a clan player may choose to break their bid and field forces equal to their original battle value. If they do this the units may enter during the next turn but they receive -100 WP for their lack on honour, the are declared degra. (If the opponent is a clan they receive +100 WP for facing this shameless lack of honour and no longer has to follow zellbrigen).
BattleMechs and Vehicles may have additional Quirks which can effect them in Chaos Campaign.
- Easy to maintain – Very easy to repair with lots of spare parts these units cost 10% less SP to repair
- Hard to maintain – It’s difficult to find the parts and make repairs to these units. They cost 10% extra SP to repair.
- Ubiquitous – These units are very common and cost 10% less SP to buy.
- Bad Reputation – No one wants to buy these units and so when sold they sell at 10% less SP.
- Bad Reputation – Very popular units so when sold they sell at 10% more SP.
- Quick Reload – These units cost half the SP cost to reload.
To reach truly epic scale campaigns, players may elect to control more than one force (e.g. Regiment, Cluster or Level III). Each for will have its own TO&E and WarChest Points.
Each force will be stationed on a different planet and players may take it in turns to choose what Track their forces will attempt.
Alpha Strike Conversion
Players may also choose to use alpha strike rules for larger scale games. Players may either use the above force creation rules and then simply convert to the Alpha Strike rules or choose a PV that is equivalent. e.g. 18,000 BV is equivalent of 280 PV.
A starting Mercenary Company may start by spending up to 200 points on Edges, and up to 200 points of flaws. The spending on edges and flaws must be balanced. Note that Edges and Flaws may be purchased later on in the game in the Support Phase. (See Upgrades Edges and Flaws)
The Grey Death Legion decides that one of their pilots, Charles Bear, has an Old Wound (-50). This allows the Grey Death Legion to install Simulators (50) on their Dropship.
Plays may purchase extra edges and flaws to their company (Either buying edges with SP or acquiring flaws to gain SP). When a contract goes bad it may be necessary to purchase extra flaws just to balance the SP expenditure!
The following items may be purchased by the company using SP. If a company purchases a disadvantage, they receive SP points back. Edges and flaws may also be refunded.
Starting Edges/Flaws – These may only be taken during Force generation
DropShip/facility – DropShip edges/flaws can be used wherever the force is. Facility edges/flaws may only be used when the Force is based at their home location (if using a map based/planetary based campaign).
CUSTOMISING UNITS (OPTIONAL)
Some edges and flaws allow for units to be customised. When a unit is customised it’s BV will change and will need to be calculated (e.g. using Tech Manual or MegaMekLab). To calculate the cost for customisations use the following multiplier:
|Technology Level||Technology Level Multiplier|
Front Line Force (200) Starting Company Upgrade – The players force has an Equipment Rating one level higher than the base for force generation for Campaign. The original base Equipment Rating for the Campaign is still used to calculate Battlefield Size Multiplier..
Salvage (100) Starting BattleMech/Vehicle Upgrade – Players may elect to choose one BattleMech or Vehicle from a different RAT during Force Generation.
Salvage dealer (200) Company Upgrade – Players may purchase units in the Support Phase from other RAT’s at x 2 SP rather than the normal x3 SP.
TRAINING SIMULATORS (50 PER LEVEL)
- Level 1 Simulators – Company Upgrade. Very Green and Green pilots may train without being in an Engagement.
- Level 2 Advanced Simulators – Company Upgrade. You get -10% to all training costs. Very Green and Green pilots may train without being in an Engagement.
- Level 3 VR Simulators – Company Upgrade. You get -15% to all training costs. Very Green, Green and Regular pilots may train without being in an Engagement.
- Level 4 SLDF VR Simulators – Company Upgrade. You get -20% to all training costs. Very Green, Green, Regular and Veteran pilots may train without being in an Engagement.
Salvage Vehicle (50)– Company Upgrade. When salvage is available you receive 25% more SP for Mechs sold that are Salvage.
Good Reputation (50/level up to 4) – Company Upgrade. This company is legend. Working for it is payment enough! Decrease hiring costs by -5% per level.
Mobile Command HQ (50 SP) Unit Upgrade – You may purchase a Mobile Command HQ Support Vehicle. While it is on the battlefield, you receive a +1 to initiative. If the Mobile HQ is ever destroyed or the crew killed this edge is removed and has to be purchased again.
Command Mech/Vehicle (100 SP) Unit Upgrade. Receive +1 to initiative when your ‘Mech or Vehicle with the Command Mech quirk is on the field (e.g. Wolverine and BattleMasters). If the BattleMech/Vehicle is ever destroyed or the crew killed this edge is removed and has to be purchased again. [MegaMek note – use the Command Initiative option)
Battle Computer (200 SP) Unit Upgrade. Receive +2 to initiative when your ‘Mech or Vehicle with the Battle Computer quirk is on the field (e.g. Cyclops). If the BattleMech/Vehicle is ever destroyed or the crew killed this edge is removed and has to be purchased again. [MegaMek note – use the Command Initiative option)
Repurpose DropShip Bays (Tonnage of Bays changed in SP) DropShip Upgrade. You may repurpose the Bays inside your DropShip. You must always leave 50 Tons of Cargo Space. The cost of this is the number of tons of space changed in SP. e.g. A Mech Bay could be converted to a Vehicle Bay. Cargo Space could be converted to Infantry bays. (You may use MegaMekLab to change the standard Union Class DropShip)
MEDICAL (50 PER LEVEL)
- Level 1 Mobile Hospital – Company Upgrade (DROPSHIP). Receive -5% to Medical Costs.
- Level 2 Sick Bay – Company Upgrade (DROPSHIP). Receive -10% to Medical Costs and can heal 2 hits per contract. Death roll for MechWarriors on 5 hits is 5-6 on a 1D6..
- Level 3 Field Hospital – Company Upgrade (FACILITY). Receive -15% to Medical Costs and can heal 3 hits per contract. Death roll for MechWarriors on 5 hits is 6 on a 1D6.
- Level 4 Advanced Field Hospital – Company Upgrade (FACILITY). Receive -20% to Medical Costs and can heal 4 hits per contract. Death roll for MechWarriors on 5 hits does not happen.
REPAIRS FACILITIES [SELECT UNITS TYPE] (50 PER LEVEL)
- Level 1 Mobile Repair Unit– Company Upgrade (DROPSHIP). Receive -5% to all SP costs for repairs.
- Level 2 Mech Bay – Company Upgrade (DROPSHIP). Receive -10% to all SP costs for repairs
- Level 3 Mech Hanger– Company Upgrade (FACILITY). Receive -15% to all SP costs for repairs
- Level 4 Mech Facility – Company Upgrade (FACILITY). Receive -20% to all SP costs for repairs
ACQUISITION [SELECT UNIT TYPE] (50 PER LEVEL)
- Level 1 Junk Yard Dealer – Company Upgrade (DROPSHIP). You may receive -5% cost for Units
- Level 2 ‘Mech Dealer – Company Upgrade (DROPSHIP). You may receive -10% cost for that Units
- Level 3 Factory Discount – Company Upgrade (FACILITY). You may receive -15% cost for Units
- Level 4 Straight from the factory – Company Upgrade (FACILITY). You receive -20% costs for Units
Anti-Mech Training (50 SP) – Starting Infantry Platoon/Squad Upgrade. During Force generation this conventional Infantry Platoon has received AntiMech-Training. It starts with an AntiMech Skill of 5 (or 4 for Elementals), which can be increased using BV in the normal manner. (Note all BattleArmor/Elementals capable of AntiMech Attacks automatically starts with this edge for free)
Spotters (50 SP) – Unique Infantry Platoon/Squad Upgrade. This infantry platoon or squad may deploy anywhere on the table in hidden deployment during the deployment phase. When used in a Track this acts as a -50 WarChest Point Option. This option may only be taken once per company.
Paratroopers (50 SP) – Unique Infantry Platoon/Squad Upgrade. This infantry platoon or squad may use the paratrooper combat drop rules to deploy in any game turn. When used in a Track this acts as a -50 WarChest Point Option. This option may only be taken once per company.
Scout (100 SP) – Unique Light BattleMech/Light Vehicle Upgrade (Purchase this for one unit only). This unit may deploy within 12 hexes of their deployment edge. When used in a Track this acts as a -50 WarChest Point Option. This option may only be taken once per company. They may be combined with Camouflaged.
Camouflaged (100 SP) – Unique Light BattleMech/Light Vehicle Upgrade(Purchase this for one unit only). This unit may deploy a hidden deployment state. When used in a Track this acts as a -50 WarChest Point Option. This option may only be taken once per company. This may be combined with Scout.
ADVANCED RULES Customise Design (Tech Manual) (Combat Unit Cost x 2) – BattleMech/VehicleUpgrade. Your Company builds a new combat unit design from scratch. Design your own combat unit the BV must be calculated using a Mech Builder such as MegaMekLab. This edge requires the Level 4 Mech Facility Edge.
ADVANCED RULES Customise Variant (Tech Manual) (50 per 5 tons of equipment changed x Equipments Tech Rating Multiplier) – BattleMech/Vehicle Upgrade. You may change the weapons/equipment/armour on a Mech to create a custom variant using the unit’s current Tech Level (but not the internal structure/criticals e.g. removing hands/engine). New BV must be calculated using a Mech Builder such as MegaMekLab. This edge requires the Level 2 Mech Facility Edge.
ADVANCED RULES Customise Omni-Pod (Tech Manual) (75 per 5 tons of equipment changed x Equipments Tech Rating Multiplier) – Omni-Mech Upgrade. You may change the load out (of weapons and equipment) of your Omni-Mech’s Pods to create a custom Omni-Pod configuration using the current Tech Level. This Omni-Pod is now available when you change configurations. New BV must be calculated using a Mech Builder such as MegaMekLab. This edge requires the Level 4 Mech Facility Edge.
ADVANCED RULES Change PowerPlant (Tech Manual) (Tonnage of new Engine x3 x Equipments new Tech Rating Multiplier) BattleMech/Vehicle Upgrade- You may change a PowerPlant to a different rating with the same tech level. You can either place a higher rating engine of the same technology level OR place an engine that weighs less but add other equipment (heat sinks, weapons etc, or armour). You will need to recalculate movement values and BV using Mech construction rules. If you need to remove equipment to make space for the engine, you must also pay for the Custom Variant edge. This edge requires the Level 4 Mech Facility Edge.
ADVANCED RULES Upgraded Equipment (Tech Manual) (50 per 5 tons rounded up x Equipments new Tech Rating Multiplier) BattleMech/Vehicle Upgrade– You may replace weapons or equipment (Heat sinks, Jump jets) on your Mech. The new equipment must fit in that location. You may not upgrade engines, armour or internal structure this way. The tech level of your combat unit now changes. To calculate the new BV of the unit you will need to use a unit building too such as MegaMekLab. NOTE: If you are changing the 10 free heat sinks on the engine you may not use this – and must purchase a new engine.This edge requires the Level 2 Mech Bay Edge.
ADVANCED RULES Upgraded Armour (Tech Manual) (Tonnage of new Armour x 2 x Equipments Tech Rating Multiplier) BattleMech/Vehicle Upgrade– You may upgrade the combat units armour type. You will need to recalculate armour values and BV using Mech construction rules. The tech level of your combat unit now changes. This edge requires the Level 4 Mech Facility Edge.
ADVANCED RULES Upgraded PowerPlant (Tech Manual) (Tonnage of new Engine x3 x Equipments Tech Rating Multiplier) BattleMech/Vehicle Upgrade– You may upgrade a Powerplant to a higher tech level You can either place a higher rating engine of the same technology level OR place an engine that weighs less but add other equipment (heat sinks, weapons etc, or armour). You will need to recalculate movement values and BV using Mech construction rules. The tech level of your combat unit now changes. This edge requires the Level 4 Mech Facility Edge.
ADVANCED RULES Pilot Abilities (Strategic Operations) (100SP per SPA point) MechWarrior/Vehicle Crew/ Battle Armour/Infantry upgrade – Veteran or above units may purchase new special pilot abilities for the cost of 100 SP per ability/level.
Blood Name – (+100) Clan only, Commander Upgrade – The unit Star Colonel has achieved a Blood Name and receives a -10% cost to training.
Noble Birth – (+100) InnerSphere only, Commander Upgrade – The unit commander is a landed gentry and receives a -10% cost to repairs on their own Combat Unit.
Garrison Force (-200) Starting Company Flaw – The players force has an Equipment Rating one level lower than the base for force generation for Campaign. The original base Equipment Rating for the Campaign is still used to calculate Battlefield Size Multiplier.
Limited Drop Capacity (-200) Starting Company Flaw – The player starts with access to only a Leopard Class DropShip so may not enter any track with more than 4 BattleMechs (and no Vehicles)
The LT’s dead! (-50) Starting Company Flaw. Your company does not start with a one of its Lance Lieutenants This MechWarrior is instead a Regular Training Level.
We lost some good men! (-100) Starting Company Flaw. Your company does not start with a two of its Lance Lieutenants This MechWarrior is instead a Regular Training Level
The CO’s dead! (-150) Starting Company Flaw. Your company does not start with a Company Commander (with Elite Training). This MechWarrior is instead a Regular Training Level
Leaderless (-200) Starting Company Flaw. Your company does not start with any Company Commanders or Lieutenants. All MechWarrior are instead at Regular training level.
Owned Mech (-50) BattleMech/MechWarrior Flaw – Often BattleMechs are owned personally by the MechWarriors and have passed down through the generations. If an Owned BattleMech is destroyed the MechWarrior leaves the company. If the MechWarrior is killed, the BattleMech is removed from the company (inherited by the next of Kin).
Black Market Dealer (-50/Level up to level 4) – Company Flaw – When ever you buy a combat unit roll dice, on a roll 2 dice with a target number of 2 (+ the level of Black Market Dealer). If the test fails the Black Market Dealer disappears without acquiring the Combat Unit but the cost is still paid. Once the dealer disappears this flaw is removed.
Green as Grass (-50 per pilot) – Starting Combat Unit Flaw – One of your pilots/crew must start with a Green level of training instead of regular. Adjust the BV cost of your Combat unit as needed.
What button do I push? (-100 per pilot) – Starting Combat Unit Flaw– One of your pilots/crew must start with a Very Green level of training instead of Regular. Adjust the BV cost of your Combat unit as needed.
So this is a BattleMech? (-200 per pilot) – Starting Combat Unit Flaw– One of your pilots/crew must start with a Civilian level of training instead of Regular. Adjust the BV cost of your Combat unit as needed.
Critical Damage (-50 per critical to a maximum of 4/ -200) BattleMech/Vehicle Flaw – Select one BattleMech/Vehicle. Take this flaw when your BattleMech/Vehicle has taken a Critical. This Critical can’t be repaired until this flaw is paid off.
Fear of Fire (-50) – MechWarrior/Vehicle Crew Flaw – Select one pilot. The unit of this pilot can’t go within 3 hex of a fire. If a fire starts in a hex next to them they must move at the best speed away from the fire in their next movement phase.
Old Wound (-50/level to a maximum of 4 hits/-200) – MechWarrior Flaw – Select one MechWarrior. That MechWarrior always has 1 damage per level that can’t be healed. (May only be selected as a starting flaw or if a MechWarrior has taken damage)
Honour/Zellbrigen – MechWarrior/Vehicle Crew/BattleArmour Flaw. Select one pilot. That pilot must always follow the following honour rules as below per level.
The unit must openly declare his target to fight. The unit may then only attach that target, unless the honour rules are broken (depending on the honour level).
Clan personnel always start with honour level 1. They have to buy honour level 0 as an edge, while honour level 2 and 3 are a flaw.
Units with honour, when they enter the weapons range of an enemy, must issue a challenge to single combat (at the start of the weapons phase). They must challenge an opposing BattleMech with equal or great tonnage, but may challenge two or more other Mechs whose total tonnage is greater than theirs. If no such units are on the table the opponent must be first given the option to withdraw – and if they refuse a challenge can be made. Units with Honour will not attack infantry and vehicles if there is a unit worthy of challenge on the table, unless they are fired upon by those units.
Honour/Zellbrigen is only broken by the following:
- A challenged enemy unit moves out of LoF or Range for 3 consecutive turns
- A challenged enemy unit fails to fire any weapons for 3 consecutive turns
- A challenged enemy unit attacks another BattleMech.
- Another non-challenge BattleMech attacks BattleMechs involved in a duel.
- Attacks on or by Vehicles and Infantry do not break honour (a point of Clan Battle Armour is considered a BattleMech for honour).
- You will never attack a unit which is combat ineffective (no legs, no gyro, no weapons) or in Forced Withdrawal unless it continues to attack you.
Level 0 (+50 Clans) – You have no honour, which means you are a normal InnerSphere mercenary or a dezgra or Dark Caste from the Clans.
Level 1 (-50/0 Clans) – If honour is broken by any unit then this unit may ignore honour. Units may not voluntarily retreat off the table only when facing units of equal Technology Level (units still can enter Forced Withdrawal). If honour is broken all units may disregard honour. This is the default level for all Clan Warriors. This is also the typical level taken by Draconis Combine MechWarriors who follow the old ways.
Level 2 (-100/-50 for clans) – If honour is broken, this unit and any other honour level 1 unit no longer are bound by honour. Units may not willingly retreat (units still can enter Forced Withdrawal) while facing standard or introductory level units.
Level 3 (-150/-100 for clans) – Honour is not broken by other units attacking, and this unit will continue a duel until the opponent is destroyed. Unit may never willingly retreat (units still can enter Forced Withdrawal).
MEDICAL (-50 PER LEVEL)
- Level 1 I dropped out of medical school- Company Flaw. All Medical Costs are at a +5%. Whenever a healing attempt is made roll 1 dice. On a 1-5 it is successful, on a 6 there is no change but still pay the costs. Death roll for MechWarriors on 5 hits is 3-6 on a 1D6..
- Level 2 Field Medics only – Company Flaw. All Medical Costs are at a + 10%. Whenever a healing attempt is made roll 1 dice. On a 1-3 it is successful, on a 4-5 there is no change but still pay the costs, on a 6 cause 1 damage but still take the costs. Death roll for MechWarriors on 5 hits is 2-6 on a 1D6.
- Level 3 Untrained medical staff – Company Flaw. All Medical Costs are at a + 15%. Whenever a healing attempt is made roll 1 dice. On a 1-2 it is successful, on a 3-4 there is no change but still pay the costs, on a 5-6 cause 1 damage but still take the costs. Death rolls for MechWarriors on 5 hits are automatic failures and they die after the contract.
- Level 4 No medical staff – Company Flaw. All Medical Costs are at a + 15%. Whenever a healing attempt is made roll 1 dice. On a 1 it is successful, on a 3-4 there is no change but still pay the costs, on a 5-6 cause 1 damage but still take the costs. Death rolls for MechWarriors on 5 hits are automatic failures and they die after the contract.
Bad Reputation (-50/level up to 4) – Company Flaw. No one wants to work for this company. Increase hiring costs by +5% per level.
Traitor in our midst (-200 WP) Company Upgrade. One of the members of the company is a traitor. During the engagement roll 2 dice the first time one of the following happens: A unit takes internal structure damage, A unit takes a critical hit, A unit goes into forced withdrawal. On a roll of 12 randomly select on mech or vehicle. That unit and its crew/pilot transfers ownership immediately and permanently to the opponent at the start of the next turn. This flaw is then removed.
Combat Paralysis (-50 WP/Level) MechWarrior/Vehicle Crew Upgrade. This unit has seen too much action. At the start of each combat turn roll 2D6. On a 2 (+1 for each level after the 1st) this unit skips the weapons fire and physical attack phase.
ADVANCED RULES Downgrade/Remove Technology (Tech Manual) (-50 per 5 tons rounded up x Equipments current Tech Rating Multiplier) BattleMech/Vehicle Flaw – You may replace or remove weapon or equipment (Heat sinks, Jump jets) on your Mech. The new equipment must fit in that location. You may not downgrade engines, armour or internal structure this way. The tech level of your unit now changes. To calculate the new BV of the unit you will need to use a unit building too such as MegaMekLab. This edge requires the Level 2 Mech Bay Edge.
ADVANCED RULES Downgraded PowerPlant (Tech Manual) (-Tonnage of Engine x 3 x Equipments current Tech Rating Multiplier) BattleMech/Vehicle Flaw – You may downgrade a PowerPlant to a lower Tech Level. You can either place a lower rating engine OR place an engine that weighs more but remove other equipment (heat sinks, weapons etc, or armour) but this requires the purchase of Downgrade/Remove Technology. You will need to recalculate movement values and BV using unit construction rules. The tech level of your unit now changes. This edge requires the Level 4 Mech Facility Edge.
ADVANCED RULES Downgrade Armour (Tech Manual) (-Tonnage of Current Armour x 2 x Equipments current Tech Rating Multiplier) BattleMech/Vehicle Flaw– You may downgrade armour to a lower tech level. You will need to recalculate armour values and BV using unit construction rules. The tech level of your unit may now change. This edge requires the Level 4 Mech Facility Edge.
Solahma – (-50) Clan Mechwarrior/Crew Commander/Elemental Flaw – This unit has Solahma, unworthy of serving in a frontline unit. They do not start the game Piloting an OmniMech. Their Combat units are at +10% cost to repair as they are not a priority. They are very experienced however and receive -10% cost to training.
QUIRKS OPTIONAL RULES FOR CHAOS CAMPAIGN (OPTIONAL)
If quirks are used in the campaign the following quirks affect the campaign. Some quirks have game effects which are not used in this system (only in Strategic operations).[MegaMek does support some Quirks]
- Command Mech and Battle Computer – Only work with the appropriate edge
- Easy to Maintain – Units cost 10% less SP to repair
- Ubiquitous – Units cost 10% less SP to purchase
- Modular Weapons – Half the costs for the Change/Upgrade/Downgrade Equipment when used for weapons.
- Good Reputation – Sale value is +10% SP per level
- Difficult to Maintain – Units cost 10% more SP to repair
- Bad Reputation – Resale value is -50% SP
- Obsolete – For every 15 years after production of an obsolete ’Mech ceased, any costs to repair or replace equipment on the ’Mech cost +10% SP . In addition, for every 20 years after production of an obsolete ’Mech ceased, the resale cost (but not the purchase cost) will decrease by 10 percent (to a minimum of 50 percent).