A Chaos Campaign Guide to…

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.

Campaign Force

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

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

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.

Training LevelPiloting (or Anti-Mech)/Gunnery
Civilian8/7
Very Green7/6
Green6/5
Regular5/4
Veteran4/3
Elite3/2
Heroic2/1 or below

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.
  • 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.

Formations (Optional)

Players may opt to place each of their Lances/Stars/Level II’s into a specific formation using the rules in either Strategic 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 Strategic Operations or other sources.

A good rule is to limit the starting SPA’s as follows based on experience levels. Veteran 1 SPA. Elite 2 SPA’s. Heroic 3 SPA’s.

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.

Special Command Abilities (Optional)

Players may choose a Special Command Ability for their force as detailed in Strategic 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 [70] (2/2) 4020 BV, Executioner Prime [95] (4/3) 3629 BV, Stormcrow Prime [55] (4/3) 2736 BV, Vulture Prime [60] (4/3) 3103 BV, Kit Fox [30] (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 [80] (3/2) 3044 BV, Marauder MAD-3R* [75] (4/3) 1799 BV, Warhammer WHM-7S [70] (5/4), Archer ARC-2R* [70] (3/2) 1477 BV

Fire Lance – Rifleman RFL-5D [60] (2/3) 2344 BV, Thunderbolt TDR-5S* [65] (3/4) 1762 BV, Wolverine WVR-7D [55] (5/4) 1314, Griffin GRF-1N* [55] (5/4) 1272 BV

Recon Lance – Phoenix Hawk PXH-3D [45] (4/3) 1736 BV, Valkryie VLK-QA* [30] (5/4) 723 BV, Commando COM-2D* [25] (5/4) 541 BV, Locust LCT-3S [20] (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.

Larger Campaigns

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.

WarChest System

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.

Tracks/TouchPoints

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

Options

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.

Objectives

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

Special Rules

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 [70] (2/2) 4020 BV, Kit Fox [30] (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 [60] (2/3) 2344 BV, Thunderbolt TDR-5S* [65] (3/4) 1762 BV, Wolverine WVR-7D [55] (5/4) 1314, Griffin GRF-1N* [55] (5/4) 1272 BV, Commando COM-2D* [25] (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.

Campaign Momentum

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.

Gameplay Rules

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

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 PercentageEquipment Rating
15 or lessF
16-45D
46-65C
66-85B
86-100A

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 RatingTechnology Rating Modifier
A2.0
B1.5
C1.25
D1.0
F0.5
Mixed Forces Clan Front-Line Modifier2.0
Mixed Forces Clan Second-Line/Mixed Technology Modifier1.5

Base Force Size Multiplier (EXPANDED RULES)

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.

Base ForceMultipler
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 Armourx0.5
Vehicle/Infantryx0.5

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.

ActivitySupport 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 Vehicle (Introductory Rules) =Tonnage x 5
Purchase Vehicle (Standard Rules) #=Tonnage x 10
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
Selling a ‘Mech*** #=Tonnage x 5
Selling a Vehicle *** #= Tonnage x 2.5
Purchase ProtoMech= Tonnage x5
Repair ProtoMech= Tonnage x 5
Re-arm Unit (Introductory, per ton
of ammunition [AC, LRM, SRM, MG])
=5
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])
=10
Re-arm Unit (Advanced/Experimental, per ton
of ammunition – Any ammo types found in Tech Manual or TacOps)
=50
Hire new MechWarrior****=100
Hire new ProtoMech Pilot****=200
Hire new Vehicle Crew=200
Heal MechWarrior=30 per wound box
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 mechnised 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 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.

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 is not truly destroyed in terms of the Campaign. 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.

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 LevelCost SP
Civillian0
Very Green5
Green10
Regular100
Veteran600 (1 SPA)
Elite1200 (2 SPA)
Vehicle Crewx2
Clan Units*x2

*Clan MechWarriors (Not Vehicle Crews) when purchase have one Training Level higher than their purchase price.

TrainiNG

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).

ActivitySupport Point Cost
Gunnery Skill –1=200
Piloting (Anti ‘Mech) Skill –1=150
Special Pilot Ability (Optional)=Point Cost x 100

Salvage

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 [95] – Repair Armor (Tonnage SP= 95 SP x2 for Clan Tech 190 SP)+ Standard Ammo Reload (10 SP). Total: 200 SP
  • Kit Fox [30] – 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 [60] – Repair Armour (Tonnage = 60 SP) Internal Structure (Crippling Damage) (Tonnage x2 SP = 120 SP)/ Total = 180 SP
  • Wolverine [55] – Repair Armour (Tonnage = 55 SP) Internal Structure damage (Tonnage x 2 SP = 110 SP) + Standard Ammo (UAC + SRM) 10. Total 175 SP
  • Valkryie [30] – 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 [25] – 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).

Quirks (Optional)

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.

Epic Campaigns

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.

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