BattleTech: Mercenary Company is an open ended, multiplayer, campaign system based on the Chaos Campaign rules and designed to allow any number of players (without the need for a GM) to take part, facing against each other, anytime, anywhere, and in any BattleTech time period!
Each player taking part in the campaign starts by creating a company sized Force. They then select a Track to face against another player. After each Track they enter the support phase where they repair, rearm and improve their company.
[Developers Note – This system, while based on Chaos Campaign, has some expanded options.]
WHAT IS CHAOS CAMPAIGN?
Chaos Campaign is a simple and abstract system for managing campaigns in BattleTech. Each player creates a Campaign Force using the guidance provided and starts with a set number of WarChest Points. WarChest Points represent the forces resources, reserves, cash, reputation etc.
The players then undertake scenarios called Tracks. In each scenario, players can take a certain % of their Campaign Force to take part in the Track, called the Track Force. At the start of each Track players will pay a Track Cost to play. This cost can be modified by Options as shown in the scenario which often makes the cost cheaper. At the end of each Track players will score Objectives which will earn them more WarChest Points.
After each Track players will repair units, replace ammo, train MechWarriors, heal injured MechWarriors, purchase new units, bury their dead etc. This is accomplished by spending Support Points which can be purchased by exchanging WarChest Points with a multiplier called the Battle Force Size Multiplier (BFSM).
Selecting Time Period
The first part of setting up a campaign is to select a time period. The time period selected may also affect the BattleValue (BV) allocated to each company (as more advanced technologies require more BV). Players may use the appropriate Random Assignment Tables (RAT) in supplements such as the Era Reports/Era Digests and other source-books as a guide to determine available forces if they wish. The below table suggests some BVs for Forces
|Late Succession Wars (IS Regular)||15,000|
|Late Succession Wars (IS Veteran)||18,000|
|Clan Invasion (IS Regular/Clan Veteran)||18,000|
|Clan Invasion (IS Veteran/Clan Elite)||21,000|
Creating your Company
In the BattleTech: Mercenary Company campaign each player creates their own unique mercenary company. You can join a campaign at any time as the system is designed to continually balance individual games.
Each company must consist of 12 Combat Units which may be BattleMechs or Vehicles arranged in 3 Lances (or 2 Stars for clans). No player may start the game with less combat units in an understrength lance.
Each Company starts with 1000 WarChest Points (WP). This rating is an abstract measure of the experience and resources of the Force and may go up and down. It may even enter negative figures (See WarChest Debt).
Each Company owns a Union Class DropShip – with a standard crew (although in the current system the DropShip does not usually take a direct part in the game other than to limit the maximum size of the Company). The standard InnerSphere DropShip can carry 12 Mechs, 50 tons of Vehicles, 4 Infantry platoons (and optionally 300 Tons of Aerospace Fighters).
Step 1: Design your Company
BattleTech: Mercenary Company uses the Battle Value 2.0 Value for force building. All values can be found for units at http://www.masterunitlist.info
A Combat Unit can either be a BattleMech, Vehicles, Group/Point of Battle Armour or Protomechs.
A Support Unit can be standard Infantry or Vehicles.
The basic level of experience for a Force is Regular, but in different campaigns this can be changed to suit a Forces background. The number of MechWarriors (out of the 12 in the company) with each level of training is limited by the Forces experience as shown below.
Most members of a Company are usually Privates (or NCO’s e..g Corporal, Sergeant) or even Recruits/Cadets. Each Lance will be commanded by a Lieutenant (LT). In each company there should be one Command Lance which includes the Company Commanding Officer (CO) and is usually a Captain (CPT), although in experienced companies they could be a Major, Colonel or even a General, and one Lieutenant. (other equivalent ranks can be used in other organizations).
(Max Gunnery/Max Piloting)
|Green||8||3 (LT)||1 (CPT)|
|Regular||8||3 (LT)||1 (CPT+)|
|Elite||8||3 (LT)||1 (MAJ+)|
The below table defines the exact skills for each experience category. There can never be a difference of more than 2 between Gunnery and Piloting.
This force should consist of 4 combat units. It should not exceed 16.7% (1/6th) of the company BV. The Combat Units should be made up from light and medium units. One MechWarrior should be the Lieutenant and have a maximum experience of Veteran. The others should be Regular.
e.g. Using the BattleTech: A Game of Armoured Combat box, InnerSphere Force Packs, and a Company BV of 15000, a Light lance would have a BV of 3000 (17% of 15000)
- Commando COM-2D (3/4)  Lieutenant
- Valkyrie VLK-QA (4/5)  Private
- Locust LCT-1E (4/5)  Private
- Stinger STG-3G (4/5)  Private
- Total BV 2487
This force should consist of 4 combat units. It should not exceed 33% (1/3rd) of the company BV. The Combat Units can be made up from a mixture of light and medium units and heavy units. One MechWarrior should be the Lieutenant and have a maximum experience of Veteran. The others should be Regular.
e.g. Using the BattleTech: A Game of Armoured Combat box, InnerSphere Force Packs, and a Company BV of 15000, a Medium lance would have a BV of 5000 (33% of 15000)
- Rifleman RFL-3N (3/4)  Lieutenant
- Shadow Hawk SHD-2H (4/5)  Private
- Wolverine WVR-6M (4/5)  Private
- Griffin GRF-1N (4/5)  Private
- Total BV 4998
This force should consist of 4 combat units. It should not exceed 50% (1/2 th) of the Company BV. The Combat Units may be made up from a mixture of medium and heavy units, and assault units (but no light units). One MechWarrior should be the Captain and have a maximum experience of Elite. One MechWarrior should be the Lieutenant and have a maximum experience of Veteran. The others should be Regular.
e.g. Using the BattleTech: A Game of Armoured Combat box, InnerSphere Force Packs, and a Company BV of 15000, a Heavy lance would have a BV of 7500, 50% of 15000)
- BattleMaster (2/3)  Captain
- Awesome AWS-8Q (3/4)  Lieutenant
- Thunderbolt TDR-5S (4/5)  Private
- Catapult CPLT-C1 (4/5)  Private
- Total BV 7405
Any remaining BV that a player does not spend on their combat units may be spent on support units, including up to four vehicles (of any BV or Tonnage) and infantry. Support vehicles e.g. Infantry carrying units or other units as detailed in edges (e.g. Mobile HQ) may also be purchased as part of the 4 vehicles.
Support Units may not start with a training above Regular but they can be given a training lower than this as long as there is not a difference of more than 2 between gunnery and piloting. Infantry usually have Gunnery 4, but can have a training of lower than this (Green 5, Very Green 6, Civilian 7). Infantry have an Anti-Mech skill of 8, but may be selected with Anti-Mech training up to a rating of 5.
e.g. Out of the starting 15000 BV the Company has 110 BV remaining, which is used to purchase the following
- Foot Platoon (4/8) (SRM) 
- Mechanized Hover Platoon (4/8) (LRM) 
AeroSpace Support (Expanded)
If players wish they may include AeroSpace units in Force building.
Each player may start with an additional amount of BV – to 1/3 rd the Starting Force BV to spend on Aerospace Fighters. e.g a 15,000 BV Starting Campaign Force could have an additional 5000 BV of Aerospace units.
One AeroSpace Pilot should be a Lieutenant with a training level of Veteran.
For each Track both players may agree to allow Aerospace assets to take part. In this case each player selects units with a BV up to to half the BV of their ground forces. In Tracks where players choose to allow AeroSpace units, multiply all WarChest Points Earned and Track Costs by 50%.
AeroSpace units are limited by the capacity of the DropShip the Force is using.
Aerospace Forces should follow the same rules for Equipment rating and other units (see below).
Alternatively, if only one player wishes to use AeroSpace assets then they should be considered a WarChest Option as follows (a maximum number of 2 Fighters may be taken x the Engagement Size Multiplier):
|AeroSpace Fighter Support||WarChest Points (Per Fighter)|
Artillery pieces can be selected during Force construction or purchased during the campaign. They can be used in two ways:
On Board Artillery – Artillery units are deployed as per normal on the map like other units. They do not receive any predesignated hexes.
Off Board Artillery – Players may deploy their artillery off board during a Track (at a distance of 1 game board). In addition to counting towards the BV cost for the force, a WarChest Option must also be selected as shown below (a maximum number of 2 offboard artillery may be taken x the Engagement Size Multiplier).
|Off Board Artillery Support||WarChest Option Cost|
If all of a player’s units on the table are crippled/destroyed, all off their board artillery are also considered crippled/destroyed and may also be subject to salvage (as per the track).
Step 2: Determine Equipment Rating
Each Force has an Equipment Rating based on how technologically advanced that Force is. This determines the % BV of that forces units which are Introductory Technology and the % BV which are Standard Technology.
Equipment rating is used only in Force generation and does not change as the campaign progresses.
|Standard Rules Percentage||Equipment Rating|
|15 or less||F|
|100% & Experimental Technologies||AAA|
The average Equipment Rating of Forces should be decided at the start of the Campaign and varies by era, technology base and by how well equipped forces are. Different Forces in the same campaign may be given different Equipment Ratings e.g. Clans vs InnerSphere.
|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
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|
Introductory Technology vs Standard Technology
There are considered to be two technology levels in Chaos Campaign which are important for force Equipment Rating, repairs and purchasing new units.
Introductory Technology units tend to be 3025 era units with basic weapons systems e.g. the BattleMechs in the BattleTech: A Game of Armored Combat box. Introductory Technology units in your TO&E should be identified e.g. by an *.
A unit is considered to be introductory if it has only the following:
- Standard Armor
- Standard Internal Structure
- Standard Engine
- AC 2/5/10/20
- SRM 2/4/6
- LRM 5/10/15/20
- Small/Medium/Large Laser
- Machine Guns
- Melee Weapon
- Long Tom/Thumper
This category includes most infantry (Laser, Rifle, SRM).
If a unit is not an Introductory Technology unit it is usually a Standard Technology Unit. This includes all Clan Mechs. Standard Technology item availability changes as per the era. Standard Technology units may have any of the following in 3052 for instance:
- XL Engine
- UAC 2/5/10/20
- LB-X 2/5/10/20
- Gauss Rifle
- SRM Streak
- Small/Medium/Large Pulse Lasers
- ER Email/Medium/Large Lasers
- Arrow IV
- Beagle Active Probe
- Any ECM
- Any BattleArmor
This should not be confused with the Categories in the MegaMek database (e.g. Advanced/Experimental).
These technologies are the pinnacle of technological achievement including:
- Republic of the Sphere RISC
- Super Heavy BattleMechs
- Society Technology
- If using Technology Codes anything with a Tech level of F and Availability of F is experimental. This may change by era.
Step 3: Select Edges and Flaws
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.
Step 4: Flesh out the background
You should now select a name for your Company and your DropShip, and you are encouraged to flesh out your MechWarriors with personal details including name, sex, age and maybe even some personal history. One of these is your Company Commander – who should be assigned a Mech in the Command Lance.
Starting with Special Pilot Abilities (Optional)
You may choose to allow Special Piloting Abilities as per Strategic Operations (and shown on personnel cards in BTAGOAC and other products).
Each unit may purchase SPA’s using Starting Edges (see edges/flaws) or purchased later but are limited to a maximum as per the following table based on their level of training.
|Training Level||1 Point SPA||2 Point SPA||3 Point SPA|
Clan Forces – Special Rules
Clan’s organise themselves in Binaries/Nova’s rather than Companies. Each Binary consists of 2 Stars. Each Star consists of 5 BattleMechs. In place of a BattleMech players may select a point of Elementals, 2 Vehicles or a Platoon of Conventional Infantry. Due to the Clans’ prejudice against conventional Armor and Infantry these formations are commonly found in Solhama Binaries or, more rarely, garrison units (with the exception of Clan Hell Horse). Light and heavy-weight types are preferred, while medium-weight vehicles are particularly rare.
When assembling a clan force you may select to spend BV in any way you wish with the following conditions.
Each Star must contain a Star Captain (Trinary Command officer)/Star Commander (Star Commanding Officer) with a skill of up to 2/3. All other units are at a skill of 3/4 for Omni-Mechs and 4/5 for Second line Mechs. All Clan forces have the automatic flaw Zellbrigen (honour level 3).
Clans usually deploy in Stars, but when deploying against InnerSphere single lance forces they may deploy in different arrangements with any combination of units. Examples of possible forces are shown below:
Light Lance Equivalent – Partial Star (1-2 Light Mechs + 1-3 Elementals + 0-1 Medium Mech)
Medium Lance Equivalent- Light Star (1-2 Medium Mechs, 1-3 Light Mechs + 0-2 Elementals)
Heavy Lance Equivalent – Medium Star (Heavy Mech – 1-2 Medium Mechs, 1-2 Light Mechs, 0-2 Elementals)
Omni Units and Battle Armor
When purchasing Omni units (Mechs, Vehicles or Fighters) you must purchase the Prime configuration. You may then change the configuration before the engagement by spending Support Points, but after you have chosen the Track (this will change the BV for that engagement) in the Force Selection phase. This also applies to InnerSphere Omni units such as the BlackJack-O.
When purchasing Battle Armor you should purchase the base configuration) e.g. Elemental Battle Armor (Laser). Before each scenario Battle Armour may be reconfigured to a different weapons package as per the Era.
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 Clan player may, before an engagement, bid away Battle Value in 10% increments. For each 10% you bid away, you receive a +50 WP bonus if you win the mission (if you achieve more objectives or meet the victory conditions). If they 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 if 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 the additional held back forces equal to their original battle value. If they do this the units may enter during the next turn but they receive -100 WP Option for their lack of honour, they are declared dezgra. (If the opponent is a clan they receive +100 WP Option for facing this shameless lack of honour and no longer has to follow zellbrigen).
BattleTech Mercenary Company complete scenarios called Tracks. A Track has an arbitrary length of time. In game terms there is no need however to keep track or synchronise the number of contracts each player has completed.
Choosing a Track
Player’s forces confront each other in a variety of Tracks. Each Track can score Objective Points split over a number of different objectives.
There are two ways in which you can determine which Track to use:
Campaign. The Campaign is made up of a series of Tracks that are followed in order.
Region Random Table. The players roll on a random table of Tracks for a region. A region could either be a whole planet or just one area of a planet.
Player Choice. You and your opponent mutually agree on a track and who will be the attacker or defender.
Tactical Initiative. Both players roll 2d6 (modifiers can apply). The person who scores highest chooses the scenario and to be the attacker. A player retains tactical initiative as long as they win Tracks. If they lose a Track the other player gains Tactical Initiative. In the case of a draw, Initiative is rolled again to determine the choice of next Track.
The Grey Death Legion are facing the Waco Rangers. They roll Tactical Initiative. GRL rolls 8 and WR rolls 4. GDL chooses the Scenario “Supply Raid”, and the Waco Rangers choose to be the Attacker.
There are two types of team play available in addition to basic 1 Player vs 1 Player
Two players can combine their forces together for a double sized game (2 vs 2). If this happens use the Engagement Multiplier for the combined force. Both allied players pay half the Track Cost and can claim half of the WarChest + Options if they win. If this is the case you will need to double the number of maps (which may require some work with the Map Editor).
Size of Engagement and Options
Players must decide between themselves on the Size of Engagement. As an estimate playtimes are roughly 2-3 hours for a Lance, 5-6 hours for a Double Lance, and 8-9 hours of a full Company. Where a range of % is included, players may decide (or Tracks may be adjusted to) any number in that range).
|% of Campaign Force||Size of Engagement (Estimate Track Force Size)||Clan Equivalent||Engagement Multiplier||Suggested number of Map Sheets|
|Dual (1 Combat Unit)||1 Combat Unit||X0.25||1|
|Skirmish (2 Combat Unis + support)||2 Combat units||X0.5||1-2|
|Lance (4 Combat Units + Support)||Partial Star (up to 4 Mechs + Elementals – See below)||X1||2-4|
67% (50% -83.3%)
|Double Lance (8 Combat units + Support)||Star (up to 5 Mechs)||X2||4-6|
|100% (90%+)||Company (12 Combat Units + support) OR Nova||2 Stars||X3||4-8|
|200% (Multiplayer only)||2 Companies (1 per Player)||4 Stars (2 per player)||x6||4-8|
Each Track also included WarChest Options. Options are complications which make the scenario easier or more difficult for the attacked, defender, or for both. By taking an option you receive a bonus to the WarChest Points earned in that Track as long as you complete at least 1 Objective.
The Track Cost, Objectives and Options are modified by the Track Engagement Multiplier. When attempting a Track with a force size other than 33% (a Lance), then the Track may change in additional ways to reflect this (as listed in the Track).
The Grey Death Legion are starting an engagement with 66% of Campaign Force (two lances). The Engagement has a multiplier of x2 so the Track Cost, Objectives and Options in the Scenario will increase by X2.
During planning the player selects their units for the mission. The player can then draw on any number of their forces (Support Units, Mechs, Vehicles or Battle armour, infantry) up to the % of Campaign force for the Track.
The players agree together to play larger or smaller Tracks using the Engagement Multiplier above.
During Force selection Omni-Mech’s may select which configuration to use (before the opponent reveals their force) and Battle Armor may change weapon configuration.
Once all these are selected they should be recorded in a combat roster. This should include the Combat Unit name and model/configuration, Type, Tonnage, BV, Pilot Skill and Gunnery Skill.
The Grey Death Legion are entering a Track with a Track size of 33% of Staring Campaign Force (15,000BV). They field a Track Force of four BattleMechs (4,879 BV). The Northwind Highlanders Track Force has a BV of 4,820 BV.
Achieve Objectives and earn Option Points
During the Track players will be able to achieve Objectives which will earn them WarChest Points. The base points for each objective is given in the Track but is also modified by the Engagement Multiplier.
At the start of a Track (or as the units appear on the map) players should then show the opponent their record sheets and combat roster.
Players do not have to “win” to earn objectives, some WP may be earned even in defeat. Positive Option WP’s are only earned if at least one Objective is met. Negative Option Points are applied even in defeat.
The Grey Death Legion completes the “Supply Raid” scenario against the Waco Rangers. The player gets +100WP as they selected the optional negative of “Ammo Dump go BOOM!”. The Grey Death Legion manages to achieve the objective of “Supplies Destroyed” for 3 out of 4 supply dumps before retreating and scores 300 WP. Overall giving a net of 400 WP.
Some Tracks may include the option for Salvage. Unless this is an option, players may not claim Salvage. In most Mercenary Battles, after there is a clear victor, the Mercenary Commanders will usually allow the defeated Commander to organise the collection of any of their damaged Mechs or Vehicles from the battlefield without opposition.
If Salvage is available – any immobilised or destroyed Mech is available for Salvage by the victor in the battle (See Support Phase).
Forced Withdrawal/crippling Damage
In most contracts mercenary companies will follow the Mercenary Code of Conduct (MCoC). Once a unit is rendered combat ineffective you should no longer continue hostilities. Once your combat unit is rendered combat ineffective you should cease hostilities. The code helps preserve the life of mercenaries and their equipment (which in some cases may be irreplaceable). There have been times when blood feuds between Mercenaries had led to Total War but such as the infamous attack by the Waco Rangers on Wolf”s Dragoons on Outreach.
Under the Forced withdrawal rules, units which suffer crippling damage may either retreat from the map or may eject or abandon their vehicle during the movement phase of the next turn. In the phases after a unit suffers crippling damage, that unit may not attack or be attacked. Ejected Mech Warriors and Vehicle Crews may not be targeted and are not placed on the field [Note for MegaMek – enable (Unofficial) Advanced Ground Movement – Ejected Pilots Flee and (Unofficial) Advanced Ground Movement – Vehicles can be abandoned].
e.g. During the movement phase a damaged Cicada turns while running on concrete, fails a piloting roll and falls. The resulting damage causes the unit to have Crippling Damage. During the movement phase of the net turn the MechWarrior ejects.
Crippling damage is defined as per Total Warfare:
A side torso location is destroyed;
’Mech takes two engine critical hits.
‘Mech takes one gyro and one engine critical hit.
‘Mech takes two gyro hits.
Internal structure damage in either three or more limbs or two or more torso locations (the torso internal structure damage does not count towards crippling damage if that location still has front armor)
Four or more pilot hits.
Loss of all the ’Mech’s weapons to damage or ammunition depletion. If all of a ’Mech’s weapons are destroyed and it can no longer move, the ’Mech is considered destroyed.
With the exception of infantry, all of a unit’s weapons are considered destroyed if it loses all weapons with a range greater than five hexes and if it can no longer cause more than 5 points of combined weapons damage. If the unit did not start with the ability to do 5 or more damage, or the ability to do damage at a range greater than five hexes, the unit is never considered to have all its weapons destroyed.
A ProtoMech is considered crippled if all its weapons are lost to damage or ammunition depletion, or if the pilot suffers four or more hits. A ProtoMech Point will not begin to withdraw until three or more of its component ProtoMechs are crippled or destroyed, in which case the entire Point must withdraw.
A vehicle is considered crippled if it loses all its armor in a single location or if all its weapons are destroyed.
An aerospace unit is considered crippled if it suffers a critical hit to its engine or fuel tank; if all its weapons are destroyed; if it loses more than half its original Structural Integrity; or if its pilot/crew suffers four or more hits.
A conventional infantry platoon is considered crippled if it loses 75 percent (round down) or more of its troopers.
A battle armor unit (Point or squad) is considered crippled if it loses half or more (round up) of its members.
Surrendering the field
“I yield the field of battle to you sir. Under the articles of the Mercenary Code of Conduct expect you to retrieve my casualties, and equipment and offer safe conduct to my command off planet.”
During a Track, at the end of any phase, the command can Surrender the Field. At this point, all hostilities end. The opponent scores all objectives that they could be able to score automatically without further gameplay.
e.g. In the contract TRACK Inferno player A places 3 out of 4 combat units in the opposing lance in forced withdrawal. After the opponent Surrenders the Field, the players forces can complete the objective to destroy the 4 target buildings without opposition.
After the engagement is won or lost, Combat Units need to be repaired and reamed, and pilots need to heal (or be buried and replaced).
Actions in the Support Phase are purchased using Support Points. Support Points are purchased using WarChest Points at a rate of WarChest Points x BattleField Force Size Multiplier.
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 calculated by using this table.
|Base Force Formation Type||Multiplier|
|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|
Once you have found the Base Force Formation Type Multiplier, multiply this by the Number of Formations in the Force and the Technology Rating Modifier (Based on the forces Equipment Rating) to find the final Base Force Size Multiplier.
An InnerSphere Federated Commonwealth Company from 3039 has a base Campaign Force Size of 3 Lances. It has an Equipment Rating of E which has a Technology Rating Modifier of x1. It has a final Battle Field Size Multiplier of 1 x 3 x 1 = x3.
An InnerSphere Draconis Combine Front Line Company from 3067 has a base Campaign Force Size of 3 Lances. It has an Equipment Rating of B which has a Technology Rating Modifier of x1.5. It has a final Battle Field Size Multiplier of 1 x 3 x 1.5 = x4.5 (rounded to x5).
A Word of Blake Force made from 2 Level II’s from 3073 has a base Campaign Force Size of 3 Lances. It has an Equipment Rating of A which has a Technology Rating Modifier of x2. It has a final Battle Field Size Multiplier of 1.5 x 2 x 2 = x6.
A Clan Binary is made up of two Stars. It has an Equipment Rating of and a Technology Rating Modifier of x2. The Clan Binary has a final Battle Field Size Multiplier of 1.25 x 2 x 2 = x5
Support Phase Costs
The cost for Support Phase actions is listed in the blow table.
|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|
|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|
|Selling a ‘Mech*** #||=Tonnage x 5|
|Selling a 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, HE Bombs])
|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 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
As a default each Force starts with 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.|
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).
Random Assignment Tables
For campaigns a Random Assignment Table may be used for Force generation. Plays can either roll randomly on the RAT or choose units from the RAT.
Players may elect to purchase units from another faction’s RAT but at x 3 SP.
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|
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
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.
Select additional Edges/Flaws
At this point players may add extra edges and flaws to their company. When a contract goes bad it may be necessary to purchase extra flaws just to balance the SP expenditure!
Players may find that their WarChest rating has 0 or less WP. Players in WarChest debt may not spend any points in the Support Phase. If a player is about to go into WarChest debt they may immediately acquire any number of flaws to increase their WP.
Players may also decide that any force that goes into WarChest debt is disbanded.
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.
ADVANCED RULES – COMBAT FORMATIONS (FOR USE WITH STRATEGIC OPERATIONS)
Players may select for each combat formation a special Formation Type for free. Players may change the Formation Type in the Support Phase for a cost of 100SP.
ADVANCED RULES – FORCE ABILITY (FOR USE WITH STRATEGIC OPERATIONS)
You may choose a Command Ability for the company from strategic operations. You may change the command ability in the support phase for a cost of 100SP.
ADVANCED RULES – SPECIAL PILOT ABILITY (FOR USE WITH STRATEGIC OPERATIONS)
You may choose a Special Pilot Ability for the company from strategic operations. You may also train Veteran and Elite pilots with Special Pilot Abilities (see Training).
QUIRKS OPTIONAL RULES FOR CHAOS CAMPAIGN
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).