Mercenary Company Creation Guide
Mercenary Company Creation Guide
Company Creation
Before starting play you will need to create a mercenary command. The following method is only one example of random
feel free to generate a company in any way you would like to. The following rules will generally produce a company with a
it might create a company with C or F rating too. The support personnel will not normally cover all the needs of you compa
as BT literature often alludes to the difficulty of maintaining equipment for lack of skilled personnel.
A starting company consists of 12 MechWarriors and 12 support personnel. The support personnel are divided into Techs,
any proportion you wish, but we recommend 10 techs, 1 medic and 1 admin to start with. Note that the support personnel
each support team. Each Tech has 6 astechs working with him, each Doctor has 4 nurses/paramedics, etc.
However, since these assistants are often hired locally and do not accompany the company from world to world you do n
roll for them, they are automatically hired if you have the Tech, Doctor or Admin to lead the team (MekHQ has the option t
hire the helpers needed).
MekHQ will roll the gunnery/piloting, skill levels and any special abilities of the starting personell, with the following modifie
The first Mechwarrior rolled is the company commander, and receives a +1 bonus in Gunnery and Piloting. The command
randomly distributed among Leadership, Tactics and Strategy skills. Remember to set the commander officer rank.
The second, third and fourth Mechwarriors rolled are the starting officers of the merc company, and receive a +1 bonus to
Piloting (apply to the higher one or choose if both are equal). The officers gain 1 point randomly among Leadership, Tactic
Remember to set the officer ranks.
After rolling all mechwarriors, you must assign bonus special abilities to Veteran and Elite mechwarriors each Veteran m
1 bonus ability and Elites gain 2 bonus abilities beyond any rolled by MekHQ. To find the specific ability roll a 1d100 and c
table (ignore requisites):
Roll (d100)
1 10
11 20
21 30
31 40
41 50
51 60
61 65
66 70
71 74
75 78
79 82
83 86
87 88
89 90
91 92
93 94
95 96
Origin
Maxtech
Unofficial
Unofficial
aToW
Maxtech
aToW
aToW
aToW
aToW
aToW
aToW
aToW
Unofficial
Unofficial
Unofficial
aToW
aToW
14
Freq
Common
Common
Common
Common
Common
Common
Uncommon
Uncommon
Uncommon
Uncommon
Uncommon
Uncommon
Rare
Rare
Rare
Rare
Rare
Pgina 1
Cost (XP)
20
20
20
20
20
20
40
40
40
40
40
40
60
60
60
60
60
Requisites
None
None
Mech with jump jets.
Mech with a hand, sword or hatche
None
Mech with the weapon.
None
Mech with 6+ walking speed.
Mech with a ballistic weapon
Mech with a energy weapon
Mech with a missile weapon
None
None
None
None
Mech with jump jets.
Mech with artillery or LRM weapon
Company_Creation
97 98
Sniper
aToW
Rare
60
Mech with long range weapon.
99
Natural Aptitude (Gunnery)
aToW
Very Rare
Only at recruitment/hiring.
100
Tactical Genius
aToW
Very Rare
Only at recruitment/hiring.
Melee Master
aToW
Very Rare
Melee Specialist
Gunnery/Ballistic
Unofficial Very Rare
Ballistic Specialist
Gunnery/Laser
Unofficial Very Rare
Laser Specialist
Gunnery/Missile
Unofficial Very Rare
Missile Specialist
Edge points cost 10xp and if you roll an ability that the mechwarrior already has, he/she gains instead an edge point.
When reaching a Veteran or Elite skill level the mechwarrior gains a free ability - free abilities ignore requisites.
Very Rare skills cost the same as the requisite skill and Very Rare Gunnery skills substitute the requisite skill.
Jumping Jack substitutes Hopping Jack. A mechwarrior with Hoppping Jack can buy Jumping Jack for 40 Xps.
If you wish to add some flavor to the Mechwarriors, you can roll the Mechwarrior Origin using the followin table, it also se
to determine the table from where the mech that the mechwarrior owns (if any) comes from:
Roll (d20) Origin
Table
5
16
Periphery
Mercenary/Periphery table
7
Major Periphery
Any Major Periphery table.
8
Mercenary
Custom Mech
9 10
Lyran Commonwealth
Steiner Table
11 12
Free Worlds League
Marik Table
13 14
Capellan Confederation
Liao Table
15 16
Federated Suns
Davion Table
17 18
Draconis Combine
Kurita Table
19
ComStar or Word of Blake ComStar or WoB Table
20
Clans
Any Clan 2nd Line Table
ComStar, WoB and Clan origins only possible after 3055, consider it
a Mercenary result in the previous eras.
Custom Mech means that you roll a 'Mech in the Mercenary/Periphery
table and can customize that 'Mech as you see fit, with the equipment
available for the era. (Clan equipment only possible after 3055).
To find if a Mechwarrior comes with a mech, and the weight and quality of the mech, use the following table:
Random Mech (2d6)
Roll (2d6)
Mech
2
None
3
None
5
Tech
F
F
Pgina 2
Company_Creation
4
5
6
7
8
9
10
11
12
Light
Light
Light
Medium
Medium
Medium
Heavy
Heavy
Assault
F
F
D
D
D
C
C
B
A
weight and roll the mech from Star League tables if the
mechwarrior is from the Inner Sphere and from the
Clan Frontline tables if a clanner.
It is highly recommended to use the Xotl RAT for these rules, but feel free to use any RAT that you find in the
battletech products.
Shares system
When a mechwarrior joins a mercenary company he/she can do so either as an employee or as a shareholder
depending on the system used by the company. At the start you must define if the company will use the
employer/employee system or the shares system this system will be used until the company is dissolved.
The shares system can be applied for the Mechwarriors only, Combat personel only or all personel (including
Support).
If using the employer/employee system, you must keep track of the starting mech weight/tech level and, when
the mechwarrior leaves the company he/she must receive an equivalent mech. Also, when a new recruit joins
the company and own a mech, he/she must receive half the stock price of the mech from the company treasury.
Finally, when using the employer system, each time a non-officer is reassigned to another mech, he/she may
need to roll a defection/retirement roll.
If using the shares system, there is no need to keep track of the starting mech, as it is converted in a number of
shares that, when the mechwarrior leaves the company, he/she receives in c-bills or equipment, and there is no
need to pay part of the mech stock price to new recruits and there is no need for retirement/defection rolls when
assigning mechwarrior to other mechs.
To find the number of shares a mechwarrior receives when joining the company, use the following table:
Mechwarrior
Base
Founder
Green
Veteran
Elite
Officer
Shares
+1
+1
-1
+1
+2
+1
Mech
Light/Medium
Heavy/Assault
IS2
Clan
Shares
+1
+2
+1
+2
Every time a mechwarrior changes skill levels (Green > Regular > Veteran > Elite) he/she gains another
share. Every officer rank gained also adds another share.
Pgina 3
Company_Creation
If using the shares system, all payments received by contract must have 20% to 50% given to the shareholders.
BLC, Support, Salvage and Transport values received do not need to be shared only contract payments.
The player is free to choose the percentage shared from 20% up to 50% - each 10% beyond the base 20% adds
a +1 modifier on the next retirement/defection roll for all shareholders.
Admin Functions
When hiring an Admin, he/she must be assigned to one of the four possible funcitons: Command, Transport,
Logistical or Human Resources.
An Admin mus keep his/her function until the next retirement/defection roll, then he/she can be reassigned to
another function.
Officer Ranks
The maximum rank a Mercenary can achieve is the equivalent of Colonel (rank names can vary) or level 5 officer rank
depending on the number of units company has that can be deployed if the company has more units than personel capa
of deploying them, disregard units that do not have pilots/mechwarriors:
N Units
4
12
36
Maximum Rank
Captain (Rank 3)
Major (Rank 4)
Colonel (Rank 5)
Only the company commander can have the maximum rank all other officers must receive lower ranks.
You are free to assign officer rank to your combat personell, but a maximum of 1/3 one third (rounded down) of the total c
assigned officer rank. If the company has their personell reduced (either by combat loses or defections/retirements) the al
do not lose their ranks, but new officers can only be assigned after the number of officers is again below 1/3 the total num
Support personell never get officer ranks.
Officer Skills
Officers have 3 additional skills that must be keep track off: Leadership, Strategy, and Tactics.
Leadership: Effects (on company leader) the max number of combat/support personnel that the company can have befo
receiving a -1 in the retirement/defection roll. Starts at 12 for each category with 0 Leadership and adds +6
each point. If personnel number is twice or higher the allowed for the commander leadership the modifier is
Each point of Leadership on the battle commander (highest ranked officer) increases in 5% the need numb
of Merc+Allied forces that need to be destroyed for the OpFor do win the scenario.
Strategy:
Defines the max number of Combat/Scout lances the player can deploy (start at 3 at level 0) and allows for
commander in a battle to reduce the number of turns needed for reinforcements to arrive at the battle in 1 t
Pgina 4
Company_Creation
every point on the Strategy skill.
Tactics:
Allows the commander to reroll one or more of the battle conditions (Battle Type and Opfor rolls cannot be r
and also gives bonus do commander initiative rolls (just enable the options in MekHQ and Megamek).
When a mechwarrior is assigned as an officer for the first time, he/she gains a random point in one of the officer skills. Aft
the officer skills must be bought with xp points at the cost of 10xp x current level (first level costs 10xp).
Pgina 5
Company_Creation
Pgina 6
Company_Creation
9
11
9
9
5
8
5
8
5
7
5
5
s a +2 bonus on both
fficers get a +1 bonus.
Skill Level
Roll (2d6)
2
3
Skill
Ultra-green
Green
Pgina 7
9
6
8
5
4
3
6
10
7
7
7
6
5
20
16
5
8
7
9
16
11
6
19
2
234
140
171
702
527
810
876
459
840
873
722
758
Company_Creation
4
5
6
7
8
9
10
11
12
Green
Green
Regular
Regular
Regular
Regular
Veteran
Veteran
Elite
ee or as a shareholder
any will use the
mpany is dissolved.
onverted in a number of
uipment, and there is no
ent/defection rolls when
e following table:
he gains another
Pgina 8
Company_Creation
Command, Transport,
can be reassigned to
Pgina 9
Company_Creation
Pgina 10
Company_Creation
8
5
9
8
11
7
12
8
7
8
5
7
18
17
7
9
19
20
3
20
14
15
16
7
716
586
821
650
663
461
638
902
124
858
355
910
Pgina 11
Company_Creation
3
Merc
Davion
Periphery
Marik
Kurita
Davion
Steiner
Periphery
Steiner
Steiner
Kurita
x
x
x
x
x
x
x
x
90
121
652
477
760
876
359
790
823 x
622 x
658 x
Pgina 12
Company_Creation
Pgina 13
Company_Creation
Pgina 14
Company_Creation
Pgina 15
Contract _Generation
CONTRACT GENERATION
Mercenaries always fight and work on contract for houses, minor powers or even individual planets, and one of the most
important parts of the campaign is the generation of contract options for the mercenary command. Sometimes the comma
will have only a single offer but most likely there will be multiple offers for the command as military forces are thin in the
ground and all factions always have need of additional forces.
Starting companies, in the first day of the campaign will always be offered 2 contract choices, afterwards the number of
contract offers will vary according to a random roll and the company current rating, according to the following table:
Contract offers
Rating
A
B
C
D
F
Offers
1d6
1d6-1
1d6-2
1d6-3
1d6-4
Modified
d6 Roll
6
2
4
-1
2
New contracts are rolled every month on the 1st of the month.
Location Modifiers
Periphery/Minor Faction
-1
Backwater/Interior (no other faction planet in 30ly)
-1
Hiring Hall
+1
Faction Capital
One additional contract from the faction.
After finding the number of contracts, identify the employer using the following table:
Employers by Era (1d100)
Employer
3000 3029 3030 3034 3035 3039 3040 3049 3050 3054
Capellan Confederation
1 10
15
15
15
16
Draconis Combine
11 30
6 23
6 21
6 21
7 21
Federated Commonwealth
22 70
21 71
Federated Suns
31 54
24 49
22 47
Free Rasalhague Republic
48 51
71 74
72 73
Free Worlds League
55 70
50 64
52 66
75 89
74 89
Lyran Alliance/Commonweal
71 90
65 88
67 88
Magistracy of Canopus
91 92
89 91
89 91
90 91
90 91
Marian Hegemony
93
92
92
92
92
Outworlds Alliance
94 95
93 94
93 94
93 94
93 94
Taurian Concordat
96 97
95 97
95 97
95 97
95 97
Others
98 100
98 100
98 100
98 100
98 100
Others Roll
1d6
Description
Pgina 16
Contract _Generation
Private Citizen
1
Regional Government
2
Planetary Government
3
Minor Faction
4
Mercenary
5
Corporation
6
All allied forces from the Others roll use
the Merc RAT unless otherwise noted.
2d6 Roll
11
Minor Powers/Others
Guerrilla
Recon Raid
Planetary Assault
Objective Raid
Extraction Raid
Pirate Hunting
Security Duty
Objective Raid
Garrison Duty
Cadre Duty
Diversionary Raid
Pgina 17
Roll Modifiers
Rating
A
B
C
D
F
Contract _Generation
Next is finding the enemy in the contract:
Enemy
Rebels
Chaos March
Draconis Combine
Duchy of Andurien
Federated Commonwealth
Federated Suns
Free Worlds League
Lyran Alliance/Commonwealth
Magistracy of Canopus
Saint Ives Compact
Others
Enemy
Rebels
Capellan Confederation
Chaos March
Clan Nova Cat
Clan Smoke Jaguar
Federated Commonwealth
Federated Suns
Free Rasalhague Republic
Clan Ghost Bear / Dominion
Lyran Alliance/Commonwealth
Others
Enemy
Rebels
Capellan Confederation
Chaos March
Clan Jade Falcon
Clan Nova Cat
Clan Steel Viper
Draconis Combine
Pgina 18
Contract _Generation
Free Rasalhague Republic
Free Worlds League
Taurian Concordat
Others
14 15
16 18
19
20
15
16 18
19
20
16
17 18
19
20
Enemy
Rebels
Capellan Confederation
Chaos March
Clan Nova Cat
Draconis Combine
Free Worlds League
Taurian Concordat
Others
Enemy
Rebels
Clan Jade Falcon
Clan Nova Cat
Clan Steel Viper
Clan Wolf
Draconis Combine
Federated Commonwealth
Clan Ghost Bear
Lyran Alliance/Commonwealth
Others
Enemy
Rebels
Capellan Confederation
Chaos March
Circinius Federation
Duchy of Andurien
Federated Commonwealth
Federated Suns
Lyran Alliance/Commonwealth
Magistracy of Canopus
Others
Pgina 19
Contract _Generation
Lyran Alliance/Commonwealth
Enemy
Rebels
Arc-Royal Defense Cordon
Capellan Confederation
Circinius Federation
Clan Jade Falcon
Clan Nova Cat
Clan Wolf / Wolf In-Exile
Draconis Combine
Free Rasalhague Republic
Free Worlds League
Rim Collection
Others
Magistracy of Canopus
Enemy
Rebels
Capellan Confederation
Duchy of Andurien
Free Worlds League
Others
Marian Hegemony
Enemy
Rebels
Circinius Federation
Free Worlds League
Illyrian Palatinate
Lothian League
Niops Association
Others
Outworlds Alliance
Enemy
Rebels
Clan Nova Cat
Draconis Combine
Federated Commonwealth
Pgina 20
Contract _Generation
Federated Suns
Others
13 19
20
20
15 19
20
Taurian Concordat
Enemy
Rebels
Capellan Confederation
Federated Commonwealth
Federated Suns
Others
Now define the enemy and ally skill and rating using the following tables:
Quality/Skill Modifiers
Enemy is Rebels/Pirates
Mission is Guerrilla
Mission is Garrison/Security
Mission is Cadre Duty
Employer is Minor Power
Employer is Other
Mission is Planetary Assault
Enemy is Minor Power/Other
Enemy is Clan Front Line
Enemy is Clan 2nd Line
Up to 3038
Ally/Enemy (2d6)
Roll
2
3
4
5
6
7
8
9
10
11
12
Skill
Rating
Green
Green
Green
Green
Regular
Regular
Regular
Regular
Veteran
Veteran
Elite
Enemy
-2
+2
Ally
-1
-3
-2
-3
-1
-2
+1
+1
-1
+4
+1
+2
-1 on the Quality Rating.
8
Quality
Rating
F
F
F
F
D
D
D
C
C
B
A
Pgina 21
Contract _Generation
Contract Duration:
Contract Type
Cadre Duty
Garrison Duty
Security Duty
Diversionary Raid
Extraction Raid
Guerrilla
Objective Raid
Pirate Hunting
Planetary Assault
Recon Raid
Relief Duty
Riot Duty
Duration
12 months
18 months
6 months
3 months
3 months
24 months
3 months
6 months
9 months
3 months
9 months
4 months
Contract Payment:
Contract payment uses the modified payment rules (based on the company TOC) available on MekHQ with the following
modifiers:
Company Rating:
A
x 2.0
B
x 1.5
C
x 1.0
D
x 0.8
F
x 0.5
Employer modifiers
IS House
Minor Faction/Mercenary/Corporation
Planetary Government
Regional Government
Private Citizen
Contract Type:
Cadre Duty
Garrison Duty
Security Duty
Diversionary Raid
Extraction Raid
Guerrilla
Objective Raid
Pirate Hunting
Planetary Assault
Recon Raid
Relief Duty
Riot Duty
Multiplier
x 0.8
x 1.0
x 1.2
x 1.8
x 1.6
x 2.1
x 1.6
x 1.0
x 1.5
x 1.6
x 1.4
x 1.0
Pgina 22
Contract _Generation
Overhead:
Overhead payment is always based on the number of units on the merc company.
If the merc is up to company-size (12 units) the overhead is always paid in Full by the employer.
If the merc is up to battalion-size (48 units) the overhead is always paid in Half by the employer.
In bigger units the employer does not pay any overhead.
Administrator Modifiers
None
-2 Modifier
Green
-1 Modifier
Regular
No Modifier
Veteran
+1 Modifier
Elite
+2 Modifier
Rating
A
B
C
D
F
Command
Transportation
Logistical
Command Modifier
Transport Modifier
Support Modifier
Veteran enemy
+1 to one random clause
Elite Enemy
+1 to two random clauses
Against Clans Apply a -2 to Salvage clause and +1 to
all other clauses. Do not apply Veteran/Elite bonuses.
Contract Type:
Cadre Duty
Garrison Duty
Security Duty
Diversionary Raid
Extraction Raid
Guerrilla
Objective Raid
Pirate Hunting
Planetary Assault
Recon Raid
Relief Duty
Riot Duty
Command
Salvage
+1
+1
-3
-1
-2
-1
+2
-2
-1
-1
-2
+2
-1
+3
+2
-2
+1
+1
Pgina 23
Support
-1
+1
+2
+2
+2
-2
+1
-1
+2
+1
+1
-1
Transport
-3
+1
+1
+1
-1
+2
-1
+3
-1
+1
-1
Contract _Generation
Employer
IS House
Minor Faction
Corporation/Mercenary
Planetary Government
Regional Government
Private Citizen
Command
-1
+1
Salvage
-1
-2
+2
-1
-1
+2
Support/BLC
Transport
+1
+1
-1
-1
-3
+1
-1
-2
Contract Results
2d6 Rolls
10
8
7
6
Rolls
Command
Salvage
Support
Transport
1 or less
Integrated
None
None
None
2
Integrated
Exchange
None
20%
3
House
Exchange Straight/20%
25%
4
House
10%
Straight/40%
30%
5
House
20%
Straight/60%
35%
6
House
30%
Straight/80%
45%
7
House
40%
Straight/Full
50%
8
Liaison
50%
BLC/10%
55%
9
Liaison
60%
BLC/20%
60%
10
Liaison
70%
BLC/40%
Full
11
Liaison
80%
BLC/60%
Full
12
Independent
90%
BLC/80%
Full
13 or more Independent
Full
BLC/100%
Full
If you roll Exchange on the salvage clause, reroll to find the %.
Contract Location:
To find the contract location, select the nearest planet that fits to the misson type and ally/enemy forces and
apply the following modifiers:
1d6
1
2
3
4
5
6
Distance
Nearest + 1d6-2 jumps
Nearest + 1d6 jumps
Nearest + 1d6+2 jumps
Nearest + 2d6-2 jumps
Nearest + 2d6 jumps
Nearest + 2d6+2 jumps
1
1
5
3
SUBCONTRACTS
Pgina 24
Contract _Generation
If your company has a rating of C or higher and you are in a Garrison Contract you can get subcontracts with the same
employer. The higher the rating you can get more subcontracts.
Rating
A
B
C
Limits
3 subcontracts
2 subcontracts
1 subcontract
If a subcontract is available, you roll the contract type, enemy, payment and duration as if it was an independent contract a
receive payment normally. Subcontracts cannot be hired if they exceed base contract duration.
Command, Support and Salvage are always 1 level lower than your base Garrison contract.
Transport clauses do not apply to subcontracts. (The subcontract happens on the same planet/sector of the main contrac
any additional transport costs are paid 100% by the employer)
Each subcontract adds 1 lance to the number of lances that need to be deployed. The lance type is always the required fo
the subcontract type.
All lances roll battle rolls for all contracts.
Regardless of the number of subcontracts in effect, the number of deployable lances is still limited to the commander
Strategy skill.
RETAINER CONTRACT
If your company manages a balance of 6 successful contracts for the same employer he will be offered a Retainer Contra
If the player accepts all the following contract offers will be from the same employer and all clauses of the contract will rec
a +1 bonus to their rolls. If at any moment the balance of successful contracts goes below 6 the retainer contract is rescin
EMERGENCY CLAUSE
If at the end of a contract the employer is involved in a major war (see tables) the Emergency Clause of the contract can b
activated by the employer. Roll a 1d6 if the result is 2 the contract is extended for another month, if the result is 1 the co
is extended to half the base duration (minimum 1 month). Pirate Duty and Riot Duty contracts do not have Emeergency cl
Treat the extension as a new contract, beggining immediatelly after the previous one, with the same type of contract and t
same clauses as the previous one, but with a x 1.5 modifier applied to the pay modifier.
Major Wars 3025+
4
th
Succession War
War of 3039
Start
End
3026
3039
3030
3040
Pgina 25
Contract _Generation
Andurien Wars
Ronin Wars
Clan Invasion
War of 3057
FedCom Civil War
WoB Jihad
Capellan-St. Ives War
3030
3034
3049
3057
3062
3067
3060
3040
3034
3052
3057
3067
3063
Rating
F
D
C
Units
12
24
36
Pgina 26
Contract _Generation
B
A
48
no limit
Contract Resolution
At the end of every contract you must verify if the contract was sucessfull or not. Some contract types and situations autom
a contract victory or failure regardless of other factors, but normally you will need to find the contract score to determine th
failure. If the contract score is equal do 0 or negative the contract was a failure, if the score is positive, the contract was a
The score is calculated using these points:
+1 for every Victory on a Standard or Big Battle.
-2 for every Defeat on a Standard or Big Battle
-1 for every Defeat on a Special Mission.
-1 for every minor contract breach from the mercs.
+1 for every minor contract breach from the employer.
+4 if the contract ends with a Early Victory.
+1 if no battles were fought for the entire contract.
If after adding all the bonuses/minuses to the score you get a positive score the contract was a success. If the score is 0 o
negative it is a defeat. Note that losing a Base Attack as a defender is an automatic contract failure regardless of the scor
If successful, some contract types have a possibility of generating a follow-up contract. In follow-up contracts the employe
enemy are the same and you do not have transport costs. Roll other clauses normally. Accepting the follow up contract is
optional. Roll a 1d6 in the following contract types, if the result is a 6, a follow-up contract is offered.
Follow-up contracts
Diversionary Raid
Recon Raid
Riot Duty
6
leads to
leads to
leads to
Objective Raid
Planetary Assault
Garrison Duty
Pgina 27
Contract _Generation
d100 Roll
3055 3059 3060 3069
17
18
8 23
9 25
24 69
26 51
70 89
52 69
70 89
90 91
90 91
92
92
93 94
93 94
95 97
95 97
98 100
98 100
Pgina 28
Contract _Generation
Roll Modifiers
+2
+1
0
-1
-2
1.2
Pgina 29
Contract _Generation
19
3050 3054 3055 3059 3060 3069
14
14
14
5
56
56
78
78
9 16
9 17
6 11
17 18
19
18 19
12 14
15 19
20
20
20
Pgina 30
Contract _Generation
3060 3069
14
56
7
8
9 11
12 13
14
15 19
20
3060 3069
14
59
10
11
12 18
19
20
Pgina 31
Contract _Generation
Pgina 32
Contract _Generation
Pgina 33
Contract _Generation
1.92
Pgina 34
Contract _Generation
Pgina 35
Contract _Generation
Pgina 36
Contract _Generation
Pgina 37
Contract _Generation
Pgina 38
Contract _Generation
Pgina 39
Campaign_System
The main campaign system works in a dayly, weekly, monthly and yearly basis, with different phases
Daily phases:
Battles (determined in a weekly roll)
Repairs/Conversions
Healing and Experience advancement
Post-battle Salvage
Weekly phases:
Lance and Unit Assignments
Battle Rolls
Event Rolls
Recruitment Rolls
Monthly phases:
Market Generation
Contract Generation
Enemy Morale Roll
Dropship/Jumpship Search
Yearly/Contract End phases:
Retirement/Defection Rolls
Dependents Roll
Lance Assignements
There are several type of lance assignements that need to be made every week you should distribute your units on lanc
mission role for the lance from the following table:
Type/Role
Fight
Defend
Scout
Training
Observations
General offensive lance.
General defensive lance.
Scouting lance units always deploy in 6 minus walking speed turns.
Training lance needs a officer with Veteran skill levels and adds 1xp point to every Green skilled unit
Lances can deployed with 3 to 6 units, can be mixed (mechs + vehicles) and are divided on weight classes according to th
Tonnage
0 to 130
131 to 200
201 to 280
281 to 390
Weight
Light
Medium
Heavy
Assault
Note that employer attached units COUNT for the min/max number of units on
COUNT for tonnage purposes.
All lances must have a minimum of 1 officer.
Pgina 40
Campaign_System
ATTACHED UNITS
Depending on contract command level or if the contract is Cadre Duty you will have attached units provided by the employ
to be deployed with your own units. These units follow some rules detailed here:
Command Level
Integrated
House
Liaison
Independent
Effect
Two employer units for every lance. Bot controlled.
One employer unit for every lance. Bot controlled.
One employer unit for every lance. Player controlled.
No attached units.
You roll the attached units every battle, using the skill/rating/RAT of the employer forces.
Attached units of Fight and Defend Lances are Medium. Scout and Training lances receive Light units.
Attached are rerolled for every battle (add them on Megamek)
If a attached unit is destroyed during battle you get a Minor Contract Breach.
Cadre Duty contracts are contracts where the attached units are in fact cadets that your own unit is training. Regardless
of command level you always receive three cadets for every lance and they are always Player controlled.
Attached Units count for the min/max limits (3/6) in unit numbers in a lance but do not count for tonnage purposes.
The number of lances that the company must deploy is always equal to the number of units on the company divided by 6
rounded down example: a 12 mech company must deploy 2 lances. Note that the required number of lances is determin
at the contract start an does not change if the merc increases or decreases the number of units during the contract.
Each contract type has a lance type/role that is required by the employer in that contract this means that, from the numb
of required lances to be deployed at least half (round down) must be of this type:
Contract Type
Cadre Duty
Garrison Duty
Security Duty
Diversionary Raid
Extraction Raid
Guerrilla
Objective Raid
Pirate Hunting
Planetary Assault
Recon Raid
Lance Type
Training
Defend
Defend
Scout
Scout
Fight
Scout
Fight
Fight
Scout
Pgina 41
Campaign_System
Relief Duty
Riot Duty
Fight
Defend
RECRUITMENT ROLLS
Recruitment rolls are done using a 2d6 and consulting the following table:
Recruitment Roll
Roll
Recruit
2
Admin
3
Tech
4
Mechwarrior
5
Aero/Vehicle Crew
6
Infantry
7
No Recruits
8
Infantry
9
Vehicle Crew
10
Mechwarrior
11
Tech
12
Doctor
Infantry is hired by platoon
and Vehicle crews appear
as 1d6 personell.
3 After finding the recruitment type use MekHQ hire option to generate the recru
skill levels. During a contract, the following modifiers should be applied to the
skill roll, based on the skill level of the Human Resources Admin:
Admin
None
Green
Regular
Veteran
Elite
Effect
-4 to the Skill Level Roll
-3 to the Skill Level Roll
-2 to the Skill Level Roll
-1 to the Skill Level Roll
No modifier to the roll.
Mechwarriors also have a chance of having their own mech when hired, accor
to the following table:
Mech Weight
Roll
2
3
4
5
6
7
8
9
10
11
12
Veteran and Elite mecharriors start with 1 or 2 abilities if MekHQ did not generate them, roll on the following table:
Pgina 42
Campaign_System
+2
-2
+1
+3
+2
+1
-1
-2
-3
Pgina 43
Number of Recruits
3 or less
45
68
9 10
11 12
13 15
16 or more
Campaign_System
Acquiring DropShip/JumpShips
When not deployed in a contract you can, once a month, do a roll to see if you find a DropShip or JumpShip to buy. You p
and roll a 2d6 applying you Logistical Admin modifier and the following modifiers:
A* Rating
A Rating
B Rating
D Rating
F Rating
+3
+2
+1
-1
-2
You need to roll 10+ to find a DropShip and 12+ to find a JumpShip.
If the roll was the minimum for success, the DropShip will not be for sale but fo
If you manage to find a DropShip or JumpShip you then need to determine the
and pay for it.
Mech Bays
0
0
0
0
12
4
12
36
Vehicle Bays
0
0
40 (L)
15
90
0
0
0
Cargo
2308
8144
1632
68
440
34
74
132
D. Collars
1
2
3
1d6 Roll
Crew
17
18
24
1d20 Roll
Crew
12
20
10
50
9
14
43
20
Hiring Cost
12,000
40,000
45,000
30,000
300,000
40,000
120,000
360,000
3
Hiring Cost
70,000
120,000
150,000
DropShips and JumpShips come with their crews, there is no need for separate recruitment rolls.
REPAIR/CONVERSIONS
Repairs and conversions should all be made using MekHQ with these additional rules.
Depending on the contract you must consider the location where the units are for repair purposes and change accordingly
Repair Location
In the Field
Field Workshop
Transport Bay
Maintenance Facility
Contract Types
Guerilla and all Raid-type contracts.
Planetary Assault, Relief Duty and Pirate Hunting.
Remaining contract types and when not in a contract.
B Rating mercs when not in a contract.
Pgina 44
Campaign_System
Factory
If the merc unit owns a DropShip with bays (Mech or Vehicle) it can assign the DropShip to support purposes, increasing t
level of the repair location in one level up to the maximum of Transport Bay. The DropShip cannot be used for any other
pose and there is a 1 in 6 chance that the DropShip will be present to any battle where the merc unit is the Defender. If the
mercenary loses the mission it also loses the DropShip.
If a merc unit has a B+ Dragoon Rating it also increases the repair location to one level up, this can be cumulative with
a DropShip in support role, but still has the maximum of Transport Bay when in a contract. When not deployed in contrac
units with B rating consider their repair location as Maintenance Facility and A rating as Factory.
You can always buy and sell parts at any time, but there are some restrictions of what you can buy depending on availabil
Contract
Guerilla
Raids
Planetary Assault/Relief Duty
Pirate Hunting
Other Contracts
Not in a Contract
From 2950 to 3040 apply a -1 modifier
Level
0
1
2
3
4
Rating
Rating
Level
F
0
D
1
C
2
B
3
A
4
From 2950 to 3040 apply a -1 modifier
Note: Availability year is the date first released, such parts are not available to general merc units for five years la
Parts
Armor (Commercial/Industrial)
Flamers
Hatchet/Retractable Blade
Machine Guns
Searchlight
Sword
ACs
Actuators
Armor (Standard)
Cockpit
Engines (ICE)
Heat Sinks
Life Support
Machine Gun Arrays
Mech Limbs (Arms, Legs, Head, etc)
Rocket Launchers
Sensors
Armor (Ferro-Fibrous)
Cockpit (Small)
Year
3058+
3068+
3064+
3040+
3067+
Pgina 45
Level
0
0
0
0
0
0
1
1
1
1
1
1
1
1
1
1
1
2
2
Campaign_System
Engines (Fuel Cell)
Gauss Rifle
Gyros (Standard)
Heat Sinks (Double)
Jump Jets
LB 10-X
LB 2-X, 5-X, 20-X
LRM Launchers
Mech Limbs (Endo-Steel)
Rotary ACs
Single Shot (OS) Missile Launchers
SRM Launchers
UAC/2, UAC/10
UAC/20
UAC/5
Active Probe
AMS
Arrow IV
C3
CASE
Engines (Fusion)
Gauss Rifle (Heavy)
Gauss Rifle (Light)
Gyros (Compact)
Gyros (XL/Heavy Duty)
Lasers (Small, Medium and Large)
MASC
MRM Launchers
NARC
Streak SRM2 Launchers
Streak SRM4/SRM6 Launchers
TAG
C3 (Improved)
Engines (XL)
Lasers (ER Large)
Lasers (ER Medium and Small)
Lasers (Pulse)
NARC (Improved)
PPC
Targeting Computer
Engines (Compact)
Engines (Light)
PPC (ER)
PPC (Heavy/Light/Snub-nose)
3040+
3040+
3035+
3058+
3035+
3062+
3030+
3057+
3060+
3035+
3045+
3040+
3044+
3050+
3036+
3061+
3056+
3068+
3067+
3035+
3058+
3035+
3035+
3058+
3033+
3062+
3035+
3037+
3058+
3037+
3062+
3062+
3068+
3062+
3037+
3067+
Pgina 46
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
3
3
3
3
3
3
3
3
3
3
3
3
3
3
3
3
3
4
4
4
4
4
4
4
4
5
5
5
5
Campaign_System
Defections/Retirement/Sacking/Killed Pilots
When mechwarrior/vehicle crews defect, retire, die or are sacked by the player they do not go away without receiving a fin
payment (to themselves or to their family) and this payment may even include mechs/vehicles.
Every time a mechwarrior/vehicle crew leaves the company or dies you must pay the value indicated on the payout table a
consult the tables below:
Modifiers
Green
Veteran
Elite
Officer
Roll
1
2
3
4
5
6
-1
+1
+2
+1
Mech/Veh
Lighter
Same
Same
Same
Heavier
Special*
If using the shares system, Mechwarriors only take their share value (paid in c
If killed in battle and there is a heir only deduct the payout values and transfer
If killed in battle do not apply the modifiers
Vehicle Crews never take vehicles, but you can pay the c-bill value in vehicles
1d6 Roll
6
If killed in battle
No effects
Add 1 Dependent
Add 1d6 Dependents (extended family).
Roll 1 recruitment roll (reroll infantry/no recruits results)
Roll 1 recruitment roll (reroll infantry/no recruits results)
Change one Dependent to a Green mechwarrior (heir).
*Special 50/50% Chance of either random mech from the company unassigned
mechs or the mech he/she was piloting but no treasury % (he/she simply stole a
mech).
The first roll determines if the leaving pilot or his family must be given a mech/vehicle and its weight class based on the m
The second roll, only made if killed in battle, gives any other effects.
For retirement purposes, IS2 and Clan units are worth one level more than their weight classes.
Mechs with damage levels of Inoperable count as one level lower.
If a killed mechwarrior gets a heir and he has a Mech when leaving the unit, the heir will own the mech if you decide to hir
Experience Advancement
Both your mechwarriors and vehicle crews receive experience in battle or (for very green pilots) by training. This experienc
is tracked using Experience Points (XPs) and you they gain then according to the following table:
+ 1 xp every month if rolling 10+ in a 2d6.
+ 1 xp for every battle fought, regardless of the battle result.
+ 1 xp for every unit destroyed by the mw/crew
+ 1 xp each turn for each Green mw/crew in a training lance.
+ 1 xp for every 25 sucessfull task performed (Techs/Doctors)
+ 2 xp to the most skilled admin on the 4 main functions for each new contract.
+ 1 xp to Command Admin if the new contract is at Liaison or Independent command
+ 1 xp to Transport Admin if the new contract is at 55% or higher.
+ 1 xp to Logistics Admin if the new contract is at BLC 10% or higher.
Pgina 47
Campaign_System
MekHQ can keep track of all experience points except for the ones gained in training lances that you must add manually.
The mw/crews accumulate XPs and can use then to better their gunnery and piloting ratings according to the following tab
Experience Advances
Each improvement towards 5
5 to 4
4 to 3
3 to 2
2 to 1
1 to 0
5 xp
10 xp
20 xp
40 xp
60 xp
100 xp
When a Mechwarriors reaches Veteran and Elite skill levels they gain a free special ability randomly rolled on the followin
Pgina 48
Campaign_System
If using the shares system, remember that Mechwarriors gain an additional share when they change skill levels (Green > R
Officer Rank
You are free to assign officer rank to your combat personell, but a maximum of 1/3 one third (rounded down) of the total c
assigned officer rank. If the company has their personell reduced (either by combat loses or defections/retirements) the al
do not lose their ranks, but new officers can only be assigned after the number of officers is again below 1/3 the total num
Support personell never get officer ranks.
Officer Skills
Officers have 3 additional skills that must be keep track off: Leadership, Strategy, and Tactics.
Leadership: Effects (on company leader) the max number of combat/support personnel that the company can have befo
receiving a -1 in the retirement/defection roll. Starts at 12 for each category with 0 Leadership and adds +6
each point. If personnel number is twice or higher the allowed for the commander leadership the modifier is
Each point of Leadership on the battle commander (highest ranked officer) increases in 5% the need numb
of Merc+Allied forces that need to be destroyed for the OpFor do win the scenario.
Strategy:
Defines the max number of Combat/Scout lances the player can deploy (start at 3 at level 0) and allows for
commander in a battle to reduce the number of turns needed for reinforcements to arrive at the battle in 1 t
every point on the Strategy skill.
Tactics:
Allows the commander to reroll one or more of the battle conditions (Battle Type and Opfor rolls cannot be r
and also gives bonus do commander initiative rolls (just enable the options in MekHQ and Megamek).
When a mechwarrior is assigned as an officer for the first time, he/she gains a random point in one of the officer skills. Aft
the officer skills must be bought with xp points at the cost of 10xp x current level (first level costs 10xp).
EVENT ROLLS
Event rolls are rolled once a month and are rolled in a per contract basis one roll for the the base contract and one addit
Event Roll (d20)
Event
Bonus Roll
Special Mission
Civil Disturbance
Sporadic Uprisings
Rebellion
Raid
19
10 13
Garrison
17
8 11
12
13
14
Pgina 49
Riot Duty
17
8 10
11
12
13 14
Pirate Hunt
19
10 13
14
14
Others
19
10 14
Campaign_System
Betrayal
Treachery
Logistics Failure
Reinforcements
Special Events
Big Battle
14 15
16
17
18
19
20
15
16
17
18
19
20
15
16
17
18
19
20
15
16
17
18
19
20
15
16
17
18
19
20
Major logistics problem parts availability level for the rest of the contract become a level lower.
Transport - Player is abandoned in the field by employer transports, if he loses a Base Attack battle he lose
Diversion all Battle rolls for the rest of the contract get a -5 modifier.
False Intelligence Battle rolls for the month get a -10 modifier.
The Company Store - All equipment/supplies prices are increased by 100% until the end of the contract.
False Alarm - No betrayal - The employer still gets a minor breach.
Treachery - Bad info from employer. Next Enemy Morale Roll gets a +1. Employer minor breach.
Logistics Failure parts availability level for the month are 1 level lower.
Reinforcements Next Enemy Morale Roll gets a -1 modifier.
Special Event - Roll a 1d6 and consult the table.
Special Events (roll another 1d6)
Roll
1
Change of Alliance Next Enemy Morale Roll gets a +1 modifier.
2
Internal Dissension Ambush Special Mission
3
ComStar Interdict base availability level decreases in one level for the rest of the contract.
4
Defectors Next Enemy Morale Roll gets a -1 modifier.
5
Free Trader base availability level increases in one level for the rest of the contract.
6
Surplus sale - Random weight class F mech from employer offered at half price.
d10
1
2
3
4
5
6
7
8
Civilian Vehicles
J-27
Flatbed (SRM)
J-27 (Killjoy)
Flatbed (LRM)
Truck (AC)
Flatbed (RL)
Coolant Truck (Wheeled)
Truck (SRM)
d10
1
2
3
4
5
6
7
8
Pgina 50
Civilian Mechs
Harvester Ant (MG)
Harvester Ant (LRM)
Crosscut (Flamer)
Powerman (SRM)
Powerman (Laser)
Carbine (RL)
Crosscut (RL)
Buster (AC)
Campaign_System
9
10
d10
1
2
3
4
5
6
7
8
9
10
9
10
APC
Wheeled MG
Tracked MG
Hover MG
Wheeled SRM
Tracked SRM
Hover SRM
Wheeled LRM
Tracked LRM
Hover LRM
Heavy (reroll for type)
d10
1
2
3
4
5
6
7
8
9
10
Buster (PPC)
Lumberjack (LRM)
Primitive Mechs
WSP-1
COM-1A
FRB-1E
TR-A-1
QUA-51T
KY2-D-01
SHD-1R
DV-1S
PX-1R
GLD-1R
MARKET GENERATION
You can sell mechs and vehicles at any time directly from MekHQ, but to buy new mechs and vehicles and to sell with the
getting close to the stock price of a mech or vehicle, you need to use the various markets available on the Inner Sphere.
Each market type has its requisites, advantages and disvantages and all of them can be generated only once month, on t
the month. Each market uses different RATs to determine the units available and has a different number of possible units
month.
After finding the number and specific model of units available, a Price Roll must be made for each unit available each nu
Price Target reduces the stock price in 5%, each number below increases in 5%. If using the market to sell units the % are
Vehicle markets receive a +1 bonus on the number of units available.
Open Market
General official market of the inner sphere, always available for buying and selling mechs and vehicles.
Mech Table:
Random IS
Number of Units:
1d6-2
Price Target (2d6):
7
Observations:
Cannot be used to sell damaged units.
Employer Market
Local employer market, where the employer sells surplus units to authorized buyers.
Mech Table:
Employer
Number of Units:
1d6-3
Price Target (2d6):
7
Pgina 51
Campaign_System
Observations:
Mercenary Auctions
Auctions where merc companies sell excess salvage or liquidate their assets.
Mech Table:
Periphery/Mercenary
Number of Units:
(1d6-3) x 3
Price Target (2d6):
5
Observations:
If selling damaged units, each level of damage applies a -1 do the Price Target
(Light:-1 / Heavy:-2 / Crippled:-3 / Inoperable:-4). Must sell at least 3 units at a time.
Factory Line
Units bought straight from the factory.
Mech Table:
Local planet owner.
Number of Units:
1d6-3
Price Target (2d6):
6
Observations:
Only mercenaries with B+ rating can use this market.
Cannot be used to sell units.
Black Market
Unofficial (and illegal) market, where stolen units are normally bought and sold.
Mech Table:
Random IS
Number of Units:
(1d6-3) x 2
Price Target (2d6):
6
Observations:
For each unit bought roll a 1d6 if 2 you did not received the unit and lost
half the value paid if 1 the unit was not received and you lost all the value
paid. If selling, a roll of 2 receives only half the payment and a roll of 1 loses
the unit without receiving anything. Damaged units can be sold without proce
modifiers.
Civilian Vehicles can be bought and sold at any time. Civilian Mechs have their own market that generates 1d6
Civilian Mechs for sale every month for the stock price.
Mechs with the Bad Reputation quirk receive +1 to the price roll when buying and -1 when selling.
When selling SL mechs prior to 3040, add +4 to the price roll.
DEPENDENTS ROLL
Once every year you must roll to see if you gain/lose dependents.
Pgina 52
Campaign_System
An explanation about dependents: each dependent acts as an assistant to your support personnel and reduce the numbe
For MekHQ purposes, all Dependents are permanent Astechs, so just hire permanent Astechs equal to the number of dep
To find if dependent leave/join the unit, first you apply any modifiers according to the unit rating and then roll a 2d6,
the result is the number that you must multiply against the total personnel of your company (including dependents)
to find how many dependents join/leave the unit.
2d6 Roll
6
Dependents Roll
Roll
Modifier
2
-0.03
3
-0.02
4
-0.01
5
0.00
6
0.01
7
0.02
8
0.03
9
0.04
10
0.05
11
0.06
12
0.07
Roll Modifiers
Rating
F
D
C
B
A
-2
-1
0
+1
+2
RETIREMENT/DEFECTION Roll
Every time you finish a contract or every year if not retirement/defection roll was done in the last 12 months you must roll a
roll for all your personell.
The defection/retirement roll is a 2d6 roll for each person on the company if the result is equal to 4 or below, that person
The roll itself has several modifiers, according to the company rating and the person skill level
Company Rating/Skill
F
D
Green
C
Regular
B
Veteran
A
Elite
Other Modifiers
Last contract failure
Pirate
Each difference between the person skill level and the company rating applies
to the roll.
Bonus
Before the Retirement/Defection roll the player can pay a bon
personell to receive a +1 bonus to de roll according to the foll
-1
-1
Pgina 53
Campaign_System
Officer
Age 50+
Received Bonus
Mechwarrior Shares
Infantry Platoon
Non-officer Tactical Genius
For each permanent injury
+1
-1
+1
+0 to +3
+1
-1
-1
If using the shares system, each mechwarrior receives a +1 bonus for every 10% paid above the
minimum of 20% on that system, to a maximum of +3 if the % used is 50%.
Infantry Platoons are rolled as a whole instead of the individual soldiers.
Lostech Units
Some events allow the player to acquire Lostech (Star League) units before 3040 and keep them in their deployment. How
these units are considered valuable by a several different powers in the Inner Sphere, either because of the advantages th
have in battle or to keep the Lostech from other hands (ROM, etc.). To reflect this situation, up to 3040, every week you m
roll a 1d6 and, if the result is equal to 1, roll another d6 and consult the following table to see if a special event relating to
each Star League unit you have deployed. SL units owned but not actively deployed in a lance do not need to roll:
2
Roll
1
2
3
4
5
6
1d6 Roll
Effect
The unit is ambushed (the same as Ambush special mission Elites Mercenary/Periphery Table A)
The unit is ambushed (the same as Ambush special mission Veterans Mercenary/Periphery Table A)
Mysterious buyer offers twice the stock price for the unit.
Mysterious buyer offers 2 mechs/vehicles of same weight class for the unit. Mercenary/periphery table.
No event
No event
All contract start with the enemy forces with a Normal morale level, but every 1 st day of every month after it is necessary
do a 2d6 roll, apply a series of modifiers, and see if the morale increases or decreases. There are 6 morale levels, accord
to the following table:
Morale
Rout
Description
Enemy defeated, retreats or do not offer opposition to the player forces, equal to a early victory for contract
that are not Garrision-type, and a 1d6-3 (minimum 1) months without enemy activity for Garrision-type contr
Pgina 54
Campaign_System
Very Low
Low
Normal
High
Invincible
Partial retreat, no standard battles this month, but Special Missions and Big Battles still possible if rolled in
events.
Reduced operations.
Normal operations, no effects.
Increased operations.
Mandatory Base Attack (Defender) battle once per week.
2d6 Roll
Result
Morale level decreases 2 levels
Morale level decreases 1 level
Morale level remains the same
Morale level increases 1 level
Morale level increases 2 levels
Mech Assignments
You can freely assign any mech to any mechwarrior, but if you take a mech from a non-officer and assign a worse one (low
tech, etc.) you must do a retirement/defection roll for that pilot.
To determine if a defection roll is needed first you compare the tonnage class and tech levels between the current mech a
assigned:
Tonnage levels: Light > Medium > Heavy > Assault
Tech levels: Primitive/Industrial > IS 1 > IS 2 > Clan and IS Omni > Clan Omni
For each difference in level you assign a +1 or -1 if going up or down, then apply any mech quirks:
Bad Reputation
No Ejection Mechanism
Full Head Ejection
Improved Life Support
Hard to Pilot
-1
-1
+1
+1
-1
Pgina 55
Campaign_System
Easy to Pilot
Cramped Cockpit
Remember that quirks from the old mech apply their values in reverse.
Some pilot abilities also give bonuses/minuses, the bonus/minus is +- 1 for each ability that applies:
Melee Specialist: prefer mechs with melee weapons. Dislikes mechs with no/minimal arms quirk.
Oblique Attacker: prefer mechs with LRM or Artillery
Weapons Specialist (gunnery, single or specialist): prefer mechs with the specialized weapon(s).
Sniper: prefer mechs with long-range (15+) weapons.
Jumping Jack: prefer mechs with jump jets.
If the result is positive or equal to 0 no defection roll is needed. If negative, it is mandatory.
LOANS
When starting the campaign, and at any time the player wishes to, he/she can contract loans to bankroll the merc operatio
however, must follow some rules:
- All loans must have 100% collateral coverage using the company assets on the moment of the signing of the loan.
- There is a limit on the amount of loans a merc company can have at the same time, this amount is based on the compan
total assets of the company, using the following table:
Rating
F
D
C
B
A
Maximum Loan
No loan allowed
25% of company assets
50% of company assets
75% of company assets
100% of company assets
INFANTRY
When infantry soldiers are recruited, they com randomly with a movement type and weapon type, according to the tables
Roll (1d6)
1
2
3
Movement
Foot
Foot
Foot
Weapon
Rifle
MG
Flamer
Mechanized Infantry
Pgina 56
Campaign_System
4
5
6
Motorized
Motorized
Jump
SRM
LRM
Laser
To change infantry weapons and/or transportation the merc company must buy the equipment at MEKHQ costs and the
equipment must be available on the current availability rating:
Equipment
Motorized transports
Mechanized transports
Jump Packs
MG and Rifle
Flamer
SRM and LRM
Laser
Availability
1
2
3
0
1
2
3
Infantry squads and platoons can be deployed either on the battlefield or in support operations, using these rules:
- Each infantry platoon counts as 1 unit for lance unit numbers.
- Foot Infantry can only be deployed with Defense lances unless inside a transport.
- Foot infantry inside transports do not count for lance unit numbers.
- Infantry never counts for victory/defeat conditions.
Support Operations:
- Only platoons can take part in support operations. The number of infantry platoons that can do support operations
depend on the Strategy skill of the company commander for each point in Strategy one support operation can be in effe
Operation
Scout / Patrol
Requirements
Guard
Search and Rescue
Sabotage / Loot / Extract
Motorized or Mechanized
Effects
Roll a 1d6 once per week if a 6 is rolled you can ignore one
on the week and consider it as a Victory (Resolve manually w
salvage or damage to any unit).
A infantry platoon in Guard can deploy in any Defensive battle
if the lance deployed is not with Defend orders.
Once per week a dead mechwarrior is instead wounded (5 hi
Roll a 1d6 once per week if a 6 is rolled gets a Bonus Roll,
is rolled the platoon is lost.
Pgina 57
Campaign_System
Monthly Fatigue Accumulation/Decrease
Situation
Not in a Contract and stationary
Garrision/Cadre/Security Duty
En route
Guerilla/Pirate Hunting/Riot Duty
Planetary Assault/Relief Duty
Raids
Fatigue
-2
-1
0
1
2
3
Prisioners
After a battle, the side that controls the battlefield frequently captures surviving personel from the other side, the mercena
allows this personell to be ransomed.
To see if someone is captured, his/her unit must be destroyed or at least completely immobile after the battle (0 walking p
and only in a result of 1 in a 1d6 roll the individual is captured if wounded, each wound suffered applies -1 to the roll.
Prisioners should be ransomed for these values:
Mechwarriors/Aero
Elite
150,000
Veteran
75,000
Regular
25,000
Green
10,000
Vehicle/Infantry/Others
Elite
50,000
Veteran
25,000
Regular
10,000
Green
5,000
Prisioner Defection
Sometimes when a combatant is captured he/she can defect to the other side motives vary, be either pressure from the
brainwashing, hate for the previous employer and/or members of the unit, or even a desire to join a more prestigious/skille
To see if a prisioner wants to defect, roll a 2d6 and compare to the following table, note that the skills and rating are from t
company/side, regardless of individual skill of the prisioner.
Captured Recruitment chances
Captured Skill
Green
Regular
Veteran
Elite
8+
9+
10+
11+
Permanent Injuries
Pgina 58
-2
-1
1
2
Campaign_System
Sometimes a mechwarrior acquires a permanent injury during combat those injuries are incurable with the exception of
(bionics, genetic engineering, etc.). When outside of a contract and if the unit is currently located in a faction capital or hiri
warrior can try to find a cure for his/her injury.
Once a month, when outside of a contract, spend 100.000 c-bills for each injury and roll a 1d6 if the result is a 6 a possi
found. Roll a 2d6 to find the cost of the possible cure and multiply the result to 100.000 c-bills. Then roll another 1d6, if the
cure did not work, if it is 1 the mechwarrior dies, otherwise the cure did work and the injury is gone.
If on Terra or Canopus IV add +1 to all rolls.
Pgina 59
Campaign_System
Pgina 60
Campaign_System
Pgina 61
Campaign_System
Skill Level
Roll (2d6)
2
2
3
4
5
6
7
8
9
10
11
12
Tech Type
BA/Mechanic
Mechanic
Mechanic
Aero/Mech
Mech
Mech
Skill
Ultra-green
Green
Green
Green
Regular
Regular
Regular
Regular
Veteran
Veteran
Elite
Mech Weight
Mech
None
None
None
None
None
None
Light
Light
Medium
Medium
Heavy
803 PXH-1
874611.5
Pgina 62
Campaign_System
nt, you can do one recruitment roll per week and must pay
e. Roll a 2d6, apply your Human Resources admin modifier and
Number of Recruits
0
1
2
3
4
5
6
Pgina 63
Campaign_System
+ to find a JumpShip.
opShip will not be for sale but for long-term hiring instead.
you then need to determine the specific DropShip/JumpShip found
Pgina 64
Campaign_System
Admin
None
Green
Regular
Veteran
Elite
040 apply a -1 modifier
Modifier
-2
-1
0
+1
+2
Ammunition is always one level below the level of the weapon. Special munitions
are the same level of the weapon.
The availability level does not preclude the tech availability roll that must be made
normally. (MekHQ does it automatically in the Repair Bay).
f a equipment is not available on a given era (like Ferro-fibrous before 3040), consider
available at 2 levels higher than normal for Lostech units.
Parts can be sold freely from the MekHQ warehouse at any time.
Note: If the unit is on Outreach or another heavily industrialized planet, you can get
parts above your availability level by paying the cost of the part for each level that
exceeds your availability level.
Primitive versions of parts are always one level below the standard one.
Pgina 65
Campaign_System
The second, takes advantage of MekHQ options with the following modifications:
- Do not use era mods for repair rolls.
- Make maintenance checks
- Maintenance cycle is 30 days.
- Maintenance modifier is 0
- Do not use quality modifiers
- Only damage parts that are already A.
n MekHQ set that the skill for aquisition is ADMINISTRATION and that 2 rolls can
be made per cycle. Waiting period between aquisitions rolls is 1 day.
Delivery time is always 2d6 days, with reduction of 1 day for each number beyond
he roll needed minimum 1 day transit time.
Pgina 66
Campaign_System
e indicated on the payout table and roll a 1d6 (2 times if killed in battle) and
Payout values
Mechwarriors
Elite
300,000
Veteran
150,000
Regular
50,000
Green
20,000
Double the value if Officer
its weight class based on the mech he/she entered the company with.
wn the mech if you decide to hire him/her (you still need to pay half the mech value).
Pgina 67
Campaign_System
Pgina 68
Campaign_System
ey change skill levels (Green > Regular > Vetaran > Elite)
1
Combat and Support personell count separately for
Leadership purposes.
the base contract and one additional roll for each subcontract.
Bonus roll is a roll in the following table:
Roll
1
2
3
4
Bonus
1d6 dependents
Recruit (choose)
1d6 parts*
Civilian Vehicle
Pgina 69
Campaign_System
5
APC
6
Civilian Mech
*Parts can be from any availability
level but cannot be Lostech and their
value must be paid normally.
Instead of the Civilian Vehicle/Mechs you
can choose to receive the c-bill value.
of the contract.
Pgina 70
Campaign_System
and vehicles.
1
5
3
5
2495621.25
1814880
907440
6.25
Pgina 71
1
3
3
Campaign_System
FS9-H
SHD-2K
STG-3R
9
7
6
6
6
0
6
110
0
10
Pgina 72
85
110
100
3,046,950
4,544,807
1,615,440
Campaign_System
ersonnel and reduce the number of assistants that must be contracted to work at the unit.
Pgina 73
Campaign_System
Mechwarriors
Elite
300,000
Veteran
150,000
Regular
50,000
Green
20,000
Support/Vehicle/Infantry
Elite
100,000
Veteran
50,000
Regular
20,000
Green
10,000
enary/Periphery Table A)
Mercenary/Periphery Table A)
Mercenary/periphery table.
Pgina 74
Campaign_System
Battles still possible if rolled in
Pgina 75
Campaign_System
Pgina 76
Campaign_System
er in platoons or in squads
e or 2 Veteran soldiers.
an do support operations
support operation can be in effect.
Pgina 77
Campaign_System
Pgina 78
Campaign_System
Pgina 79
Campaign_System
Pgina 80
Campaign_System
Pgina 81
Campaign_System
Pgina 82
Campaign_System
Pgina 83
Campaign_System
Pgina 84
Campaign_System
Pgina 85
Campaign_System
Pgina 86
Campaign_System
Pgina 87
Campaign_System
Pgina 88
Campaign_System
Pgina 89
Campaign_System
Pgina 90
Campaign_System
Pgina 91
Campaign_System
2,589,908
4,999,288
1,615,440
2589907.5
4999287.7
1615440
0
2
5
9204635.2
5
2
6
2
Pgina 92
Campaign_System
Pgina 93
Campaign_System
Pgina 94
Campaign_System
Pgina 95
Campaign_System
10
Pgina 96
Campaign_System
Pgina 97
Campaign_System
Pgina 98
Campaign_System
Pgina 99
Battle
There are 3 types of battles possible on these rules: Standard Battles, Special Missions and Big Battles.
Special Missions and Big Battles are determined by events, while Standard Battles are rolled in a lance by lance
basis every week. Roll a 1d100 for each lance and consult the following tables (apply modifiers) to see if any
particular lance invlves itself in a battle during the week roll randomly to determine the day of the week when the
battle occurs.
Battle Roll
Battle
BA (Def)
HTL (Def)
BK (Att)
TC (Att)
HS (Def)
RR (Def)
EX (Def)
PB (Att)
PB (Def)
No Battle
SU (Att)
SU (Def)
EX (Att)
RR (Att)
HS (Att)
TC (Def)
BK (Def)
HTL (Att)
BA (Att)
Fight
0
18
9 68
69 76
77 84
85 92
93 100
101
Scout
0
1 10
11 20
21 30
31 40
41 80
81 90
91 100
-
Defend
0
14
58
9 12
13 92
93 96
97 100
-
Training
0
12
34
56
78
9 98
99 100
-
Pgina 100
BA = Base Attack
EX = Extraction
TC = Chase
HTL = Hold the Line
BK = Breakthrough
HS = Hide and Seek
SU = Stand Up
RR = Recon Raid
PB = Probe
Att = As Attacker
Def = As Defender
Morale levels apply +5 or -5 modifiers
for each level below or above normal.
If you roll a BA (Att) battle ignore all other
battles for the week and play only the
Base Attack.
Battle
If the merc unit does not have a DropShip, the employer will
provide a single Leopard class DropShip for the use of the
unit. Loss of the DropShip will result in 5 minor contract
breaches.
Mission Type
SU (Att and Def)
HTL (Att)
BK (Def)
RR (Att)
DropShip use(1d6)
12
1
1
13
Standard Battles:
Standup Fight
Special Conditions:
- Forces start at opposing map edges
Victory Conditions:
- Destroy 1/2 of the enemy forces
Results:
- Winner controls the battlefield after the battle.
SU
HTL
Pgina 101
Battle
- Attacker starts at map edge. Defender starts at center.
- If bot is Attacker, bot lances roll receives a +4
- Defender reinforcements deploy on the opposite edge of Attacker.
Victory Conditions:
- Attacker must destroy 1/2 of the enemy units. Defender must
destroy 1/3 of the enemy units.
Results:
- Winner controls the battlefield after the battle.
Extraction
EX
Special Conditions:
- Attacker starts at map edge with 4 Allied Civilian units at
opposite map edge (bot controlled). Defender starts at CTR.
- Defender reinforcements deploy at opposite edge of Attacker.
Victory Conditions:
- If player is Attacker half the Civilian units must survive until the end
of turn 12 and keep more than 2/3 of units alive.
- If player is Defender must destroy all bot's civilian units and 1/3 of
bot's units before the end of turn 10.
Results:
- Defender controls the battlefield after the battle.
- Each civilian unit extracted gives a random bonus to the attacker.
Breakthrough
BK
Special Conditions:
- Attacker starts at South edge. Defender at Center.
- Attacker reinforcements deploy at North - Defender at South.
Victory Conditions:
- If player is Attacker, must reach north edge with more than 2/3 of
the starting forces.
- If player is Defender, set Bot with Forced Withdrawal and Immediate
Withdrawal (North) and destroy more than of Bot units to win.
Results:
- Defender controls the battlefield after the battle.
Chase
TC
Special Conditions:
- Both Attacker and Defender start at South Edge - all units deploy
in 12 minus walking speed turns (-1 if the unit has JJ).
- Roll twice on the bots lances but consider the lances rolled one
one weight level lower.
- If bot is Attacker set North as the home edge and the bot starts
with Forced Withdrawal and Immediate Withdrawal active.
- Both Attacker and Defender reinforcements deploy at North.
Victory Conditions:
- Attacker must reach North edge with 1/2 of the starting forces.
Pgina 102
Battle
Results:
- Defender controls the battlefield after the battle.
Probe
PB
Special Conditions:
- No Heavy Urban terrain allowed
- Forces start at opposing map edges.
- Change any bot Heavy unit to 1 Light and 1 Medium unit and any
Assault to 2 Medium Units.
Victory Conditions:
- Both Defender and Attacker must destroy 1/4 of enemy forces to
win.
Observations:
- Winner controls the battlefield after the battle.
Recon Raid
RR
Special Conditions:
- Attacker starts at map edge. Defender at Center.
- If bot is Attacker, change any Heavy unit for 1 Light and 1 Medium
and any Assault unit for 2 Mediums.
Victory Conditions:
- If player is Attacker, one of his units must reach opposite map edge
and remain immobile there for 2 turns (not counting the turn when it
reaches the hex) and then return to the starting map edge while
keeping more than 3/4 of the starting units alive.
- If player is Defender, must destroy 1/2 of the enemy units before the
end of turn 10.
Results:
- Defender controls the battlefield after.
- If successful, Attacker gains 1d6-2 bonuses.
After finding the battle type, roll a d100 to find the bot lances for the battle, the table to be used according to the
player lance weight:
Light
Roll
19
10 16
17 20
17
19
Bot Lances
1 Medium
2 Light
1 Heavy
Pgina 103
Battle
13 16
17 20
1 Medium + 2 Light
1 Heavy + 1 Medium
12 15
16 18
19 20
3 Medium
1 Heavy + 1 Medium + 1 Light
1 Assault + 1 Medium
If you are playing with vehicles, roll a d6 for each enemy lance.
If a lance is a vehicle or a mixed one, double the number of vehicle
units.
Description
Roll
Vehicle lance
13
Mixed lance (half vehicles, half mechs)
45
Mech lance
6
If the lance is a vehicle or mech only lance, roll on the following table to find the weights of the individual units:
Lance Mech/Vehicle Weights
Roll
Light
Medium
1
LLLL
LLMM
2
LLLL
LMMM
3
LLLL
LMMM
4
LLLM
MMMM
5
LLLM
MMMM
6
LLMM
MMMH
Heavy
MMHH
MHHH
MHHH
HHHH
HHHH
HHHA
1
Assault
HHAA
HHAA
HAAA
HAAA
HAAA
AAAA
Clan Stars
Roll
1
2
3
4
5
6
Reinforcements
If the player has a lance with Fight or Scout orders that does not have a battle on the current week he/she can use the lan
to reinforce a battle. To see if the lance can reinforce a battle, roll a 1d6 Fight lances can reinforce a battle on a result of
6, Scout lances can reinforce a battle on a result of 6 or 5. Otherwise the lance is too far away to be able to reinforce the
battle. Reinforcements do not count for victory/defeat conditions.
Player reinforcements always deploy in 12 minus walking speed turns of the slowest unit.
The bot also has a chance of reinforcing a battle regardless if the player is reinforcing or not. To see if the bot is reinforcin
use the following table:
Pgina 104
Battle
Bot Reinforcements
Roll (1d6)
Reinforcements
None
1
None
2
None
3
Light Lance
4
Light Lance
5
Medium Lance
6
ATTACHED UNITS
Depending on contract command level or if the contract is Cadre Duty you will have attached units provided by the employ
to be deployed with your own units. These units follow some rules detailed here:
Command Level
Integrated
House
Liaison
Independent
Effect
Two employer units for every lance. Bot controlled.
One employer unit for every lance. Bot controlled.
One employer unit for every lance. Player controlled.
No attached units.
You roll the attached units every battle, using the skill/rating/RAT of the employer forces.
Attached units of Fight and Defend Lances are Medium. Scout and Training lances receive Light units.
Attached are rerolled for every battle (add them on Megamek)
If a attached unit is destroyed during battle you get a Minor Contract Breach.
Cadre Duty contracts are contracts where the attached units are in fact cadets that your own unit is training. Regardless
of command level you always receive three cadets for every lance and they are always Player controlled.
Attached Units count for the min/max limits (3/6) in unit numbers in a lance but do not count for tonnage purposes.
SPECIAL MISSIONS
Special missions always involve a single unit of the company choosen among the deployed lances randomly. Wounded
mechwarriors and damaged mechs cannot be chosen, so, if a mechwarrior gets wounded or his ride damaged on a previo
battle on the week, the mechwarrior do not participate of the random roll.
9
Raid
1
Garrison
12
Riot Duty
1
Pgina 105
Pirate Hunt
1
Others
12
Battle
Ace Duel
Ambush
Civilian Help
Allied Traitors
Prision Brake
Star League Cache 1
Star League Cache 2
2
36
7
8
9 12
13 16
17 20
34
56
7 10
11 12
13 16
17 20
23
47
8
9 12
13 16
17 20
24
57
8 11
12
13 16
17 20
34
56
78
9 10
11 12
13 16
17 20
Officer Duel
- One of your officers is challenged for a duel against an enemy officer. The enemy Gunnery/Piloting is rolled one skill leve
above the enemy force skill. The enemy mech is one weight higher. If your officer is piloting a Assault mech, enemy office
receives a -1 modifier to both Gunnery and Piloting.
- The battle is always in Daylight without other atmospheric conditions. Winner controls the battlefield.
Ace Duel
- Identical to the Officer Duel, except that your mechwarrior is rolled among the non-officers.
Ambush
- One of your mechwarriors is ambushed by 3 enemy mechs. The enemy mechs are always one weight class lighter than
your mech. If the merc mech is Light only 2 enemy Light mechs deploy. You must destroy 2 enemy mechs to win.
- Both forces start at the Center of the map. Winner controls the battlefield.
Civilian Help
- One officer deploys with 4 civilian units against 3 enemy mechs of the same weight class as the officer mech. To win you
Must destroy 2 of the enemy mechs while keeping alive your officer and at least 1 civilian unit. If you win you receive a bo
for each civilian unit that survived. Civilian units are bot controlled. Winner controls the battlefield.
Allied Traitors
- One of your mechwarriors is ambushed by 2 traitors from the allied forces. To win you must destroy the 2 enemy mechs.
- Enemy mechs have the same weight class as your mech.
- Both forces start at Center. Winner controls the battlefield.
Prision Brake
- One random mechwarrior that pilots a Light/Medium mech tries to free prisoners from a POW camp. Your mechwarrior m
Defend 4 Civilian units piloted by an allied bot against 3 enemy mechs of the same weight class of the mechwarrior. To w
you must keep your mech and at least 1 civilian unit alive for 8 turns.
- Each civilian unit alive at the end of the mission gets a bonus.
You+Prisoners deploy at Center and the Guards deploy in a random border. Guards control the field unless all enemy mec
are destroyed before the end of turn 8.
Pgina 106
Battle
offers a mech of the same weight class for the mech in exchange. You get a minor contract breach if you refuse.
- Player starts at Center, Bot at North. Winner controls the field.
-Roll a 1d6, if result is 6 the SL mech is a Royal, if the result is a 1 it is a Primitive, otherwise it is a normal. SL Mech is bot
controlled.
- If the mech is Primitive you can keep it without fighting a battle.
BIG BATTLES
In Big Battles your units deploy reagardless of lance assignments, and you can draw up to 8 units from any lance. If you d
not have enough units to fill all the 8 spots, the Allies will fill the remaining spots with attached mechs controled by the play
Battle (1d6)
Ally Rescue
Civilian Riot
Convoy Rescue
Convoy Attack
Pirates Free-for-All
Raid
Garrison
Riot Duty
Pirate Hunt
Others
1
2
35
6
12
3
45
6
1
24
5
6
1
23
4
56
12
3
4
5
6
ALLY RESCUE
Units Allowed
- any unit.
- Attached units are Light or Medium.
Special Conditions:
- A 8 mechs force (Bot controlled) designated Allies deploys at CTR, No Assaults allowed.
- Enemy forces are 12 mechs deploying at N. No Light units allowed. Bot controlled.
- Your+Attached units deploy at S in 12-walking speed turns.
- Allies force is allied with Player forces.
Victory Conditions:
- To win the player must destroy 1/2 of the attacking force while keeping at least 3 units of the Allies force
alive. If the player loses more than 5 units of the Allies force or of his+attached units force is destroyed
the battle is lost.
Observations:
- Winner controls the battlefield after the battle.
Pgina 107
Battle
CIVILIAN RIOT
Units Allowed
- only units that have Machine Guns, Flamers or Small Lasers.
- Attached units are Light or Medium.
Special Conditions:
- Map is always Light Urban or Heavy Urban (50% chance each)
- 8 Civilian units force designated Loyalists deploys at Center (bot controlled)
- 12 Civilian units force designated Rioters deploys at Center (bot controlled)
- 3 Mech Lance force designated Rebels deploys at N. Lances can only be Light or Medium, use "F" RAT of
employer. (Bot controlled)
- Your+Attached units deploy at S.
- Loyalists are allied with the player. Rebels and Rioters are allied with each other.
- Rioters and Loyalists are always Green skilled. "Rebels" have same skill of main enemy.
Victory Conditions:
- To win the player must destroy 1/2 of the Rebels force OR 100% of the Rioters. The player must also keep
at least 1 of the Loyalists alive and of his+attached units.
Observations:
- Winner controls the battlefield after the battle.
- Each Loyalist unit alive after the battle gives a random bonus.
CONVOY RESCUE
Units Allowed
- any units.
- Attached units are Light (reroll units with walking speed slower than 6)
Special Conditions:
- 12 Civilian units controlled by a allied bot designated Convoy deploy at CTR.
- 12 enemy mechs deploy at S.
- Your+Attached units deploy at N in 7-(walking speed) turns
- Convoy is allied with your forces.
Victory Conditions:
- To win the player must destroy 1/2 of the enemy forces while keeping at least half of the Convoy units alive.
The player also loses if more than 1/2 of the rescuing forces are destroyed.
Observations:
- Winner controls the battlefield.
- Each Convoy unit alive after the battle gives a random bonus.
CONVOY ATTACK
Units Allowed
- any unit.
- Attached units cannot be Assault.
Special Conditions:
- 12 Civilian units controlled by a enemy bot designated Convoy deploy at CTR
- 8 enemy mechs deploy at CTR.
- Your+Attached units deploy at S
- Convoy is allied with the enemy mechs.
Victory Conditions:
Pgina 108
Battle
- To win the player must destroy all Convoy units.
- The player loses if the enemy destroys 1/2 of his+attached forces.
Observations:
- Winner controls the battlefield.
PIRATES FREE-FOR-ALL
Units Allowed
- any unit.
- Attached units cannot be Assault.
Special Conditions:
- 12 mechs designated Enemy deploy at N.
- 12 mechs designated Pirates deploy at S (uses General Mercenary/Periphery RAT)
- Enemy and Pirates are not allied.
- Your forces deploy at CTR
Victory Conditions:
- To win the player must destroy 1/2 of both Enemy and Pirates.
- The player loses if 1/2 of his+attached units are destroyed.
Observations:
- Winner controls the battlefield after the battle.
Civilian Units
Some battle types determine the deployment of Civilian units, sometimes controlled by the bot and sometimes
by the player. The Civilian units can be determined by the following tables:
Civilian Units
Unit Type
d10
Civilian Vehicle
1
Civilian Vehicle
2
Civilian Vehicle
3
APC
4
APC
5
APC
6
Civilian Mech
7
Civilian Mech
8
Civilian Mech
9
Primitive Mech
10
Civilian Units, unless otherwise noted, are always Green skilled.
d10
1
Civilian Vehicles
J-27
d10
1
Pgina 109
APC
Wheeled MG
Battle
2
3
4
5
6
7
8
9
10
d10
1
2
3
4
5
6
7
8
9
10
Flatbed (SRM)
J-27 (Killjoy)
Flatbed (LRM)
Truck (AC)
Flatbed (RL)
Coolant Truck (Wheeled)
Truck (SRM)
Coolant Truck (Hover)
Coolant Truck (Tracked)
2
3
4
5
6
7
8
9
10
Civilian Mechs
Harvester Ant (MG)
Harvester Ant (LRM)
Crosscut (Flamer)
Powerman (SRM)
Powerman (Laser)
Carbine (RL)
Crosscut (RL)
Buster (AC)
Buster (PPC)
Lumberjack (LRM)
d10
1
2
3
4
5
6
7
8
9
10
Tracked MG
Hover MG
Wheeled SRM
Tracked SRM
Hover SRM
Wheeled LRM
Tracked LRM
Hover LRM
Heavy (reroll for type)
Primitive Mechs
WSP-1
COM-1A
FRB-1E
TR-A-1
QUA-51T
KY2-D-01
SHD-1R
DV-1S
PX-1R
GLD-1R
Some battles give bonuses, these bonuses are rolled on the following table:
Roll
Bonus
6
1
1d6 dependents
2
Recruit (choose)
3
1d6 parts*
4
Civilian Vehicle
5
APC
6
Civilian Mech
*Parts can be from any availability
level but cannot be Lostech and their
value must be paid normally.
Instead of the Civilian Vehicle/Mechs you
can choose to receive the c-bill value.
MAP CONDITIONS
The map type, size and battle conditions should be found using the following tables, modfied by any specific condition
stated on the individual battle:
Pgina 110
Battle
Terrain Type (2d6)
Roll
Sub-Table
2
Hills
3
Badlands
4
Wetlands
5
Light Urban
6
Hills
7
Flatlands
8
Wooded
9
Heavy Urban
10
Coastal
11
Wooded
12
Mountains
The Terrains table give the name
of the template file to be used.
The template files should be attached
to these rules.
Map dimensions (d20)
Roll
Size
15
20 x 10
6 10
10 x 20
11 12
30 x 10
13 14
10 x 30
15 18
20 x 20
19
40 x 10
20
10 x 40
Terrains (d6)
Roll (1d6)
Badlands
Sandy-valley
1
Rocky-valley
2
Light-craters
3
Heavy-craters
4
Rubble-mountain
5
Cliffs
6
Roll (1d6)
1
2
3
4
5
6
Roll (1d6)
1
2
3
4
5
6
Coastal
River-huge
Woods-river
Sandy-river
Rubble-river
Seaport
River-wetlands
Heavy Urban
Fortress-city
Fortress-city
Town-concrete
Town-concrete
City-high
City-dense
Hills
Sandy-hills
Hills-craters
Hills
Wooded-hills
Cliffs
Town-hills
Mountains
Mountain-lake
Cliffs-lake
Rubble-mountain
Cliffs
Mountain-medium
Mountain-high
Wetlands
Muddy-swamp
Lake-marsh
Lake-high
Wooded-lake
Swamp
Wooded-swamp
Modify both dimensions for the following variables, to a minimum of 20x20 and
Variable
Condition
+5
For each lance.
+5
For each five-unit Star (Clans) or Century (Marian Hegemony)
+5
For each six-unit Level II (ComStar or Word of Blake)
+10
Base Attack scenario (for the added APCs)
-10
Hide and Seek scenario
Pgina 111
Battle
65 x 65
Civilian Riot
Do not modify these for the variables, as they are calibrated for the scenario already.
Storm
Storm
Torrential Downpour
Sleet
Ice Storm
Tornado F1-F3
Tornado F4
Pgina 112
Fog
Light
Light
Light
Light
Heavy
Heavy
Battle
62
SU (Att)
614
3
4
8
pply +5 or -5 modifiers
elow or above normal.
(Att) battle ignore all other
week and play only the
Pgina 113
Battle
Pgina 114
Battle
Base Attack
BA
Special Conditions:
- Attacker starts at map edge. Defender at Center.
- Ally deploys 2 lances of a lighter weight class than the player.
- Always in Light or Heavy Urban terrain.
- "Base" force allied with Defender starts with 8 Civilian units and 6
turrets.
- Roll 2x on bot lances roll.
Victory Conditions:
Pgina 115
Battle
- If player is Attacker, must destroy all Base forces and
50% of the other enemy units.
- If player is Defender, must keep at least 3 Base units
operational and destroy 50% of enemy forces.
- Keep more than 50% of yours+ally units operational.
Observations:
- Winner controls the battlefield after the battle.
- If player is the Defender and loses, the contract ends
early with a Contract Defeat.
- If player is the Attacker, wins the battle and the contract required lance is Fight or Scout, it ends with a
Early Victory, otherwise treat as a Rout by the enemy.
1 Medium + 1 Light
12
2 Medium + 1 Light
1 Heavy + 2 Light
1 Assault + 1 Light
Pgina 116
Battle
Light
LLLLL
LLLLL
LLLLM
LLLLM
LLLMM
LLLMM
Medium
LLMMM
LMMMM
MMMMM
MMMMM
MMMMH
MMMHH
Heavy
MMHHH
MHHHH
MHHHH
HHHHH
HHHHH
HHHHA
3
Assault
MHHAA
HHHAA
HHHAA
HHAAA
HHAAA
AAAAA
ged to a Heavy.
Pgina 117
Deploys turn 6
= Deploys turn 8
Battle
6
6
5
1
Pgina 118
Battle
20
the battlefield.
Pgina 119
Battle
Pgina 120
Battle
Pgina 121
Battle
Turret
Small Laser
AC2
SRM2
AC5
SRM4
Medium Laser
LRM5
SRM6
AC10
LRM10
Large Laser
LRM15
LRM20
Pgina 122
Enemy Rating
A
B
C
D
F
Battle
14
AC10
AC2
SRM2
AC10
SRM6
SRM2
1 Crosscut RL
1 Lumberjack LRM
6 Powerman Laser
6
2
Pgina 123
River-wetlands
Muddy-swamp
Wooded-swamp
Battle
2
Flatlands
Savannah
Dust-bowl
Sandy-hills
Town-ruin
Town-generic
Some-trees
3
1
Light Urban
Town-mining
Town-wooded
Town-generic
Town-farming
Town-ruin
Town-mountain
4
16
7
2
24292286
52
467159.3462
Wooded
Some-trees
Wooded-lake
Woods-medium
Wooded-hills
Woods-deep
Wooded-valley
Pgina 124
Battle
Pgina 125
Battle
Pgina 126
Battle
Pgina 127
Battle
Pgina 128
Battle
Pgina 129
Battle
Pgina 130
Battle
Pgina 131
Battle
Pgina 132
Battle
Pgina 133
Battle
Pgina 134
Battle
Enemy Rating
+2
+1
0
-1
-2
Pgina 135
Battle
Pgina 136
Battle
Some-trees
40 x 60
Full Moon Night
Heavy Gale
NW
Pgina 137
Battle
Pgina 138
Noble
Instead of running a mercenary company, these rules can be used with several modifications to run a game as a noble
great houses.
When playing as a noble, the commander is the head of a noble family, and starts with the title of Baronet or equivalen
In addition to the Baronet, the player also has under his command 2 Knights that can be either family members or vassa
The Baronet receives a +1 bonus on either Gunnery or Piloting (apply to the higher one or choose if equal) and a +1 bonu
the mech weight/rating roll. The 2 starting knights do not receive any bonuses, but ignore dispossessed results when roll
their starting mechs.
The player starts with 6 support personel.
Each noble has a landhold, composed of one or more regions that is the source of his/her income and also must be defe
continuous garrision contract.
To determine the starting landhold, roll on the following table until the total of monthly taxes is equal of bigger than 100.00
urban results. Choose one of the terrains to start with a Basic Base.
Terrain
Taxes
Units
Hills
60,000
2
Badlands
20,000
0
Wetlands
20,000
0
Light Urban
200,000
4
Flatlands
100,000
3
Wooded
60,000
2
Heavy Urban
400,000
6
Coastal
80,000
2
Mountains
40,000
1
Units is the number of civilian units that
assist the player on the defense of the
terrain. (Green Bot Controlled)
each terrain can have special facilities built on them Forts/Bases, Factories, Maitenance Facilities and so on. Each
facility has a build cost, requirement and benfits. All facilities have a monthly maintence cost of 1/100 the build cost.
Facility
Build Cost Requirement
Basic Base
3,000,000 Standard Base
15,000,000 Hospital
5,000,000 Urban terrain.
Maintenance Facility
10,000,000 Standard Base
Factory
20,000,000 Heavy Urban
Starport
10,000,000 Heavy Urban / Base
Training Grounds
5,000,000 Baron
Hangar = Transport Bay for repair purposes.
Pgina 139
Effects
Allows up to 4 units to be deployed on the terrain
Allows up to 12 units to be deployed on the terrai
6 in d6 chance/month of healing permanent injuri
1 unit can be repaired/refit as if on a Maintenance
+1 to Availability Level. 1 Unit can be repaired/ref
50% increase on terrain taxes. 4 units can be dep
Civilian mechwarriors start with 7 on Gunnery/Pilo
Noble
Hint: Use the new Assets option of MekHQ to automate Terrain and Facilities taxes and maintenance costs.
As long as the requirements are met, a region can have any number of facilities, but each facility beyond the first adds +1
region. Scrapping a facilty brings back 50% of its building cost.
Any non-urban terrain that has at least 1 facility has a chance of becoming a Light Urban terrain if it rolls a 12 on a 2d6 rol
Light Urban terrain as a chance of becoming Heavy Urban terrain if it rolls a 12 on a 2d6 roll (once a year / +1 to roll for ev
If instead of Battlemechs the player uses the unit slots to deploy Civilian Mechs (even if combat-capable ones) these mec
adds 10% of the base terrain tax value but not all terrains allow this and different terrains need different civilian mechs:
Civilian Mech
Harvester Ant
Crosscut
Powerman
Carbine
Buster
Lumberjack
Terrain Required
Flatlands
Wooded
Urban or Coastal
Hills or Mountains
Urban or Coastal
Wooded
Title
Requirement
Max. Knights
Knight
Heir or Vassal of a higher noble / Mech
Baronet
Has a Landhold
2
Baron
Light Urban terrain on Landhold
4
Viscount
Heavy Urban terrain on Landhold
8
Count
More than one Heavy Urban on Landhold.
12
Marquis
Starport + Maint. Facility
18
Duke
Starport + Factory
24
A noble can also have Squires equal to double the number of knights
allowed. Squires do not own their mechs (they belong to the noble)
and cannot be deployed without a Knight or the noble on the same
region.
New Squires can be obtained by 3 ways: By recruitment roll if there is a Mechwarrior result (always dispossessed) by sq
ting mechwarrior Gunnery/Piloting levels) or by squiring a civilian mechwarrior that manages to kill at least 1 enemy mec
Vehicles and vehicle crews can be bought/recruited according to the standard rules and do not receive titles. They can be
The Landhold is considered a continuous Garrision contract, but instead of rolling battles for each lance, the player roll ba
weight, consider each region as a Light Lance if no facilities are present, a Medium if the terrain is Urban or at least one fa
facilities.
Terrain
Pgina 140
Noble
Non-urban without facilities Light
Urban or with facilities
Medium
Urban with facilities
Heavy
Instead of adding a contract on MekHQ, use instead a Mission for the Landhold Garrision.
Ignore unit ratings if playing as a noble. Consider the rating as always D for any purposes needed.
Each year a new Enemy must be rolled according to the table
Roll (1d6)
1
2
3
4
5
6
Enemy
Rebels
Rebels
Pirates
Pirates
Minor Faction
Major Faction
Changes do Events:
SL Cache missions:
The player must always give the SL mech to the faction that he/she is a vassal of unless he/s
a Title higher than Baronet. Each title rank above Baronet allows the player to keep 1 SL mec
Civil Disturbance:
Sporadic Uprisings:
Rebellion:
Betrayal:
Other Changes:
Unless the player has slots provided by facilities, all repairs are considered as if done on Field Workshop.
Human Resources and Logistical Admins work as in the standard rules.
The Command Admin applies a percentage modifier on the taxes received from all regions. The Transport Admin allows a
number of units to be drawn from another region to reinforce battles in another region:
Command Admin
Skill
Modifier
None
-20%
Green
-10%
Regular
No modifier
Transport Admin
Skill
N Units
None
0
Green
1
Regular
2
Pgina 141
Noble
Veteran
Elite
10%
20%
Veteran
Elite
3
4
Nobles do not have access to the Black Market and access to the Factory Market can be obtained if a Factory is built on
the landhold.
If a battle is lost in a region, there is a 1 in 6 chance that the noble will lose the region attacked.
If a battle is lost in the Capitol, one random region (including the Capitol itself) will be lost.
INCREASING THE LANDHOLD
The only way of increasing the size of a landhold is by crusading in behalf of the faction that the noble is part of to start
noble must detach part of his forces to do a contract on behalf of the faction - a minimum of 1/5 (round up) of the player
detached, with a minimum of 1 knight on the detached duty.
Roll a standard contract for the faction as if a mercenary, but with the following clauses:
Payment multiplier:
Command Rights:
Overhead:
Transport:
BLC:
Support:
Salvage:
Do not pay the MRBC fee.
1
Integrated
None
Full
None
Full
Half
Officer Skills:
Leadership:
Strategy:
Tactics:
Each level increases in 1 the number of Knights the Noble can have at the same time.
Each level allows 1 additional unit to be deployed in one region on the landhold.
Each level adds 1 civilian unit to the battle.
Pgina 142
Noble
Pgina 143
Noble
d maintenance costs.
ch facility beyond the first adds +10 on the roll to determine the enemy lance weight on a battle in the
n terrain if it rolls a 12 on a 2d6 roll (once a year / +1 to roll for every facility beyond the first)
6 roll (once a year / +1 to roll for every facility beyond the first)
combat-capable ones) these mechs add additional revenue. Each Civilian Mech deployed
ins need different civilian mechs:
deployed on garrison slots will be controled by the player during the battle. Roll a Civilian
r each mech (Piloting and Gunnery = 8) the civilian mechwarriors do not count as Squires
A mech must be given to the new Knight the Knight will be the owner of the mech and only
him/her can pilot the mech maintenance and repair costs are covered by the player, along with
a small stipend (salary) to the knight. The new mech can be Primitive but not a Civilian Mech. If the
night loses the mech on battle, the noble must replace the mech for another no new knights
an be ennobled while there are dispossessed knights.
Different factions may have differing names for the titles (in the Cappellan Confederation the Knights
are instead Samurai), but aside from the names, they are functionally identical.
sult (always dispossessed) by squiring a dependent (he/she still needs 10xp to buy the starnages to kill at least 1 enemy mech in battle (vehicles do not count).
do not receive titles. They can be deployed on garrision without the need of a Knight present.
s for each lance, the player roll battles for each region. For determining enemy unit numbers and
e terrain is Urban or at least one facility is present and a Heavy if the terrain is Urban and has
nstead of rolling weekly for battles, each region rolls monthly. Recruitment rolls also happen monthly.
Pgina 144
Noble
f a Base Attack as a Defender is rolled in any region, ignore all battles for that month and fight
as if the battle was on the capitol of the Landhold. The Capitol is always the region with the
highest number of facilities or with the more costly facilities.
n Field Workshop.
Pgina 145
Noble
e same time.
Pgina 146
Noble
Wooded
Flatlands
Pgina 147
Noble
Pgina 148
Noble
Pgina 149
Noble
Pgina 150
Pirates
This section has mostly developed by Sandslice from classicbattletech forums, I only made some changes to adapt it to th
Pirate/Rogue Commands
Sometimes mercenary commands, either by bad luck or intentionally, become wanted as pirates and go rogue, this sectio
allows the player to play these kind of units.
Becoming a Pirate
The player can either start the campaign as a pirate or become one if some conditions/events occur during campaign.
If the command will be a pirate command from the start you just roll the company creation and use these rules instead of
campaign rules.
If you start as mercenary command there are several ways in that, willing or not, you can become a pirate:
1. If you end a contract with a negative score of -10 or lower you roll a 1d6, applying a -1 to the roll for every 5 score point
-10, if the result is 1 or lower, the employer/mrbc/ComStar decree that you had gone rogue (be it true or not) and you beco
wanted unit
2. Every time on a contract that you refuse to deploy for a mission, beyond the minor breaches you also roll a 1d6 and if th
the employer decree that you had gone rogue ending the contract early and the merc company goes pirate.
3. By voluntary choice at any moment.
When a merc outfit becomes pirate, or starts as one, it does not have a MRBC/Dragoon Rating anymore, and rogue/pirate
should always be considered as F rating for all purposes.
If the unit becomes rogue/pirate during the campaign, when it does you must roll a retirement/defection roll for all personn
that the unit new rating is now F.
Becoming Respectable
The reverse process, transforming a Pirate unit to a Merc one is possible, but harder, and can happen only if the unit com
a Mercenary Contract and roll a 1d6 and the result is 6.
Pirate/Rogue commands, except when rolling Mercenary Contracts do not have traditional contracts, but mostly do Raids,
what the command is doing in a given month, with the exception of Mercenary Contract result, treat all options as 1-mon
where you receive no payment, support, BLC or transport rights but keep 100% salvage and the command level is always
Pgina 151
Pirates
Location is always 1d6-2 jumps. You are not obligated to accept the mini-contracts, unless it is a result of the Lay Low
must wait for the beginning of next month for another roll.
1d10
1
23
47
8
9
10
Result
Guerilla
Extraction Raid
Objective Raid
Break Force
Lay Low!
Mercenary Contract
Guerilla: as guerilla contract, if at the end of the month you have a score of 10+ you also get a Special Bonus
Extraction Raid: As Extraction Raid contract. Each deployed lance will extract one person per turn during the contract e
in a battle. If the battle involves Civilian units the player also gets one person for each unit (according to the side the lance
At the end of every turn roll a 1d6 for each person extracted and get the bonus:
Roll
1
2
3
4
5
6
Result
Nothing
Extra recruitment roll
Extra recruitment roll
250.000 c-bills
500.000 c-bills
1.000.000 c-bills
Objective Raid: As Objective Raid contract. Each deployed lance will loot a certain value (see table) unless involved in a
battle involves civilian units the player also gets an additional loot roll for every unit rescued/destroyed.
Loot rolls
Result
1d10
Nothing
1
250.000 c-bills
2
500.000 c-bills
3
1.000.000 c-bills
4
1 Parts
5
2 Parts
6
5 Parts
7
10 Parts
8
Random F rating vehicle from Enemy RAT
9
Random F rating Light/Medium mech from Enemy RAT
10
Break Force: Once in a while, someone wants to kill you... or you want to kill the someone. Be it a House battalion, a m
pirates, or even the morons who lost your last Black Market shipment, you've decided that you need to discuss matters w
in the sweet negotiating language of PPC discharges. - Treat as a Planetary Assault contract of a single month.
Lay Low!: Once in a while, someone wants to kill you... and you aren't in the mood (or shape?) to deal with it very well. B
out long enough... and maybe bloody their noses just enough... maybe you'll be all right this time. (Game mechanics note:
Pgina 152
Pirates
standard battles, imagine that your force is playing Opfor to someone who has a Pirate Hunting contract. If TC (Def) is ro
play TC (Att.) If you win, *the other team* loses victory points.). When you roll a Lay Low! Result you immediately reroll ag
do the mini-contract.
Mercenary Contract: And on strange rare occasions, people haven't heard of you as pirates... heck, some of them might
They have things that need done, and money and vital supplies to pay for it. And heck, somewhat honest work never hurt
off the books. (Game mechanics note: Roll a standard contract with "Other" as the employer. Reroll Garrison Duty.)
OpFors: Except for Mercenary Contract, roll 1d10. On 1-8, the OpFor is the target world's controller. On 9-10, use the em
though the target world's controller is an employer.
Civilian Attack: One random warrior deploys against 2 enemy 'Mechs of the same weight-class and 3 civilian units. To w
destroy all civilian units. If you destroy both BattleMechs before destroying all civilian units, you lose since the warriors bo
Opfor controls the battlefield unless you destroyed one of the BattleMechs.
Special Mission Star League Cache 1: You have no employer, and therefore may keep any Star League 'Mech you migh
if the OpFor wouldn't be interested in the 'Mech, they're certainly interested in you! Therefore you must fight even if the 'M
Succession Wars tech.
Special Mission Star League Cache 2: You have no employer; so you may choose to not fight for the 'Mech even if it ha
If you win it, of course, you may keep it.
Pgina 153
Pirates
Base Attack - Defense: If you lose and did not lose a DropShip, you can retreat to where the DropShip really is and extra
and did lose a DropShip, you must immediately deploy the defeated units in a Chase-Attack scenario. You get no repair
If you lose this follow-up Chase, the deployed units are all considered destroyed or captured. (Of course, this may well be
pirate band's entire ground forces. Such is life.)
Event Rolls: If not employed in a Mercenary Contract, use this new chart:
1d20
17
8 11
12 13
14 15
16
17
18
19
20
Result
No Event
Special Mission
Officer Mutiny
Crew Mutiny
Betrayal
Supply Failure
Loot for the Taking
Special Event
Big Battle
Officer Mutiny: One random officer attempts to seize control of the pirate band. After determining the officer
control the officer or the commander (50% chance each). Use a 1x1 Battletech map. Both mechwarriors sta
Crew Mutiny: As Officer Mutiny, but one non-officer fights against a random officer (can be the commander)
In mutinies treat defeated personnel (if not killed outright) according to the tables:
Roll
1
23
45
6
Non-Officer
Executed
Executed
Abandoned
Bountied
Officer
Executed
Abandoned
Bountied
Demoted
Commander
Executed
Abandoned
Bountied
Bountied
Result
Until the end of the month repair / conversion repair location is one level lower.
Space chicken: Your DropShips chicken out. If you lose BA (Def,) you don't lose any DropSh
though you did.
Pgina 154
Pirates
Space chicken: Your DropShips chicken out. If you lose BA (Def,) you don't lose any DropSh
though you did.
3
4
5
6
Local intel: Until end of month, battle type rolls take a -1.
Ratted out: Next turn's battle number roll is +1, and battle type is -2.
Unstable Black Market: until after next market roll, all purchases cost 100% more.
False Alarm: No betrayal.
Loot for the Taking: You gain 1d6 times on the Loot table
Special Events: use the following table instead of the normal one:
1d6
1
2
3
4
5
6
Result
Stepped Up Patrols: Next week battle number roll is at +1.
Annoying Recon: Next week battle type roll is at -1.
ComStar Interdiction: Until the end of the month, repair/conversion are at +1.
Enemy Confusion: Next weeks battle number roll is at -1, or battle type roll at +-1 (your choic
Black Market Surplus: next Black Market roll prices receive a +2 bonus (cheaper) and part pu
Locals Harbor You: Whether willingly or not, some locals hide your forces. The next week re
Power Vacuum
Any time an officer is removed from officer status (for any reason,) it creates a Power Vacuum. The following things happ
1. Make a Defection roll for each MechWarrior and ASF Pilot in the company; if the commander was lost, a
2. If a mutiny took place, the successful mutineer is promoted to the stolen position.
3. If there is no commander, then the officers must pick a commander. Roll 1d6 for method: 1-2 random ro
4. If an officer position remains open, the commander must try to stave off the power struggle. Roll 1d6, th
Commander Skill (Green -4, Reg -2, Elite +1) + Leadership value
HR Admin (Green -4, Reg -2, Elite +1)
If the result is greater than 0 you choose the officer in the usual way, otherwise there is a pow
1d6
12
34
56
Violent Struggle (fisticuffs, bar-brawl, etc.): Roll a 1d10 for each non-officer 1-3 receive 1d6 wounds, 4 rec
(disqualified). Repeat with unwounded warriors until only one is standing, if all get wounded at last roll, sele
wounded. Anyone wounded stays 1 week/hit without deployment.
Mech contest (simulated combat): Up to 5 of the best eligible personnel (best skill/bigger mechs) engage in
Use a 2 x 1 random terrain, everyone drops at Any. No damage/injury actually occurs. Winner is new officer
battle was real.
Pgina 155
Pirates
n become a pirate:
Pgina 156
Pirates
Pgina 157
Pirates
not fight for the 'Mech even if it has Star League tech.
Pgina 158
Pirates
A (Def,) you don't lose any DropShips, but you must play a Chase scenario as
Pgina 159
Pirates
acuum
acuum. The following things happen:
pany; if the commander was lost, apply a -2 to this roll.
Roll 1d6 for method: 1-2 random roll. 3-6 Mech contest.
ff the power struggle. Roll 1d6, then apply the following modifiers:
Pgina 160
Dev
Life Modules
Gunnery/Piloting start as 8/8
Affiliation
1d6
1
2
3
4
5
6
Others
1d6
1
2
3
4
5
6
Class
1d6
1
2
3
4
5
6
Cappelan Confederation
Draconis Combine
Federated Suns
Free Worlds League
Lyran Alliance
Others
Minor Periphery
Outworlds Alliance
Marian Hegemony
Taurian Concordat
Magistracy of Canopus
Mercenary
Street
Blue Collar
Farm
Mercenary Brat
White Collar
Nobility
-3 Mech roll
-2 Mech roll
-2 Mech roll / if dispossessed has a Civilian Mech instead
-1 Mech roll / if dispossessed has a Primitive Mech instead
+1 Mech roll
Family Trained: Nobility and Mercenary Brat get the Family Trained advantage: -1 in Gunnery or Piloting (random)
Education
1d6
1
2
3
4
5
6
Dropout:
Street
Farm / Blue Collar
Merc. Brat
Dropout
Dropout
Dropout
Dropout
Dropout
Dropout
Dropout
Dropout
Graduate
Dropout
Graduate
Graduate
Graduate
Graduate
Graduate
Graduate
Graduate w/ OCS
Graduate w/ OCS
* if Federated Suns or Draconis Combine is a NAIS/Sun Zhang Graduate.
Pgina 161
-1 years
Dev
Graduate:
Graduate w/ OCS:
NAIS/Sun Zhang:
+1 years
+2 years
Carrer (roll until None is the result or 3 rolls are made each additional roll beyond the first adds a -1 to the roll)
1d6
Dropout
Graduate
Graduate w/ OCS
0
None
None
None
1
Paramilitary Service
Paramilitary Service
Training Battalion
2
Paramilitary Service
Training Battalion
Tour of Duty
3
Paramilitary Service
Training Battalion
Tour of Duty
4
Training Battalion
Tour of Duty
Tour of Duty
5
Training Battalion
Tour of Duty
Covert Ops
6
Tour of Duty
Covert Ops
Covert Ops
Paramilitary Service: -1 Gunnery or Piloting (random)
Training Battalion: -1 Gunnery or Piloting (highest)
Tour of Duty: -1 Gunnery and Piloting
Covert Ops: -1 Gunnery and Piloting + Green Skill
+1 years
+1 years
+2 years
If Covert Ops is rolled more than once, the skill is the same but at Regular level.
Select a commander and 3 officers (first from founders with OCS) the commander gets a -1 in Gunnery or Piloting (rand
The commander and officers get a +1 on the Mech roll
Pgina 162
Dev
2
4
6
1
3
6
LA
Street
Graduate
T Duty
T Duty
T Duty
LA
DC
CC
MoC
FS
FWL
LA
FS
FWL
CC
CC
LA
432
-3M
-2G/-1P
-1G/-1P
-1G/-1P
-1G/-1P
GP
45
44
66
46
34
55
55
33
55
75
65
34
+1y
+1y
+1y
Mech
MON-66b
Crosscut RL
UM-R60
SHD-2H
SDR-5V
WVR-6R
WVR-6R
ARC-2R
None
STG-3R
WSP-1A
None
Other
+1y
+4y / OCS
+2y
+4y/G Tech/OCS
+1y
+2y
+5y/G Admin/NAIS
+3y
-1y
+3y
Rank
O
CO
Mech instead
e Mech instead
Dropout does not necessarily means a failed academy course, it can also repr
training courses, self-taught (with a bought/stolen/found mech) and any other m
mechwarrior trade that are not officialy recognized.
Graduate may not necessarily be an academy course, but also other proffision
trade, like working directly to a mercenary company/corporation that provides a
profissional ways to acquire mechwarrior skills.
The years modifiers are the number of years that should be added to the MekH
Pgina 163
Dev
1d6
1
2
3
4
5
6
Pgina 164
Green Skill
Doctor
Admin
Admin
Tech
Tech
Choose
Dev
11
Tech
F
F
F
F
D
D
D
C
C
B
A
Pgina 165
Dev
Pgina 166