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Mercenary Company Creation Guide

A starting mercenary company consists of 12 MechWarriors and 12 support personnel divided into techs, doctors, and administrators. The first MechWarrior rolled becomes the company commander and receives bonuses. The next three become officers and also receive bonuses. Veteran and elite MechWarriors gain additional abilities. The company can be run as an employee system where MechWarriors are paid or a share system where they own shares in the company. Administrative functions and officer ranks are also determined.
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0% found this document useful (0 votes)
1K views166 pages

Mercenary Company Creation Guide

A starting mercenary company consists of 12 MechWarriors and 12 support personnel divided into techs, doctors, and administrators. The first MechWarrior rolled becomes the company commander and receives bonuses. The next three become officers and also receive bonuses. Veteran and elite MechWarriors gain additional abilities. The company can be run as an employee system where MechWarriors are paid or a share system where they own shares in the company. Administrative functions and officer ranks are also determined.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as XLS, PDF, TXT or read online on Scribd

Company_Creation

Company Creation

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

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

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

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

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

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

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

Mechwarrior Abilties (d100)


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

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

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

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

The company commander gets a +2 bonus on both


rolls, while the other 3 initial officers get a +1 bonus.
If in any of the rolls the result if 13 or 14, reroll the mech

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

d is only one example of random company creation,


nerally produce a company with a D rating, though
y cover all the needs of you company, that is intended,

t personnel are divided into Techs, Doctors and Admins, in


h. Note that the support personnel are only the chief of
es/paramedics, etc.
mpany from world to world you do not need to
he team (MekHQ has the option to automatically
4
8
6
5
8
8
2
8
6
10
6
7

ersonell, with the following modifiers:

nnery and Piloting. The commander also gains 2 points


he commander officer rank.

mpany, and receive a +1 bonus to either Gunnery or


andomly among Leadership, Tactics and Strategy skills.

e mechwarriors each Veteran mechwarriors gains


e specific ability roll a 1d100 and consult the following

Mech with jump jets.


Mech with a hand, sword or hatchet.

Mech with the weapon.

Mech with 6+ walking speed.


Mech with a ballistic weapon
Mech with a energy weapon
Mech with a missile weapon

Mech with jump jets.


Mech with artillery or LRM weapon.

Pgina 6

Company_Creation

Mech with long range weapon.


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

n using the followin table, it also serves

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

e the following table:

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

f 13 or 14, reroll the mech

Skill Level
Roll (2d6)
2
3

Skill
Ultra-green
Green

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

Star League tables if the


Sphere and from the

Company_Creation
4
5
6
7
8
9
10
11
12

Green
Green
Regular
Regular
Regular
Regular
Veteran
Veteran
Elite

AT that you find in the

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

all personel (including

t/tech level and, when


en a new recruit joins
m the company treasury.
her mech, he/she may

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

e following table:

he gains another

Pgina 8

Company_Creation

ven to the shareholders.


contract payments.

yond the base 20% adds

Command, Transport,

can be reassigned to

can vary) or level 5 officer rank


has more units than personel capable

eive lower ranks.

third (rounded down) of the total combat personell can be


s or defections/retirements) the already assigned officers
s is again below 1/3 the total number of personell.

el that the company can have before


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

start at 3 at level 0) and allows for the


ements to arrive at the battle in 1 turn for

Pgina 9

Company_Creation

e Type and Opfor rolls cannot be rerolled)


ns in MekHQ and Megamek).

point in one of the officer skills. After


vel costs 10xp).

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

Private Citizen roll on the employer table to discover


the allegiance of the citizen and use that faction enemy

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.

table for the Opfor.

Corporate Enemies table (1d6)


Other Corporation
1
Other Corporation
2
Other Corporation
3
Pirates
4
Independent planet
5
Minor Faction
6

a faction. The Opfor also has a 50% chance of being


another independent planet or another faction.

Regional Government Employer is regional power in


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

If employer is a planet from a faction, use that faction


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

After determining the employer, roll the contract/mission type:


Mission Type Roll (2d6)
Roll
IS Houses
2 or less
Guerrilla
3
Recon Raid
4
Pirate Hunting
5
Planetary Assault
6
Objective Raid
7
Objective Raid
8
Extraction Raid
9
Recon Raid
10
Garrison Duty
11
Cadre Duty
12 or more Relief Duty

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

Pgina 17

Roll Modifiers
Rating
A
B
C
D
F

Contract _Generation
Next is finding the enemy in the contract:

If the contract is Pirate Hunting the enemy is always Pirates


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

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

3000 3029 3030 3034 3035 3039 3040 3054


14
14
14
14
5
58
56
5 10
6 14
9 12
7 12
15 18
13 15
13 17
11 16
19
16 17
18 19
18 19
17 19
20
20
20
20

Draconis Combine enemies by Era (d20)

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

3000 3029 3030 3034 3035 3039 3040 3049


14
14
14
14
5
5 15
6 11
5 11
5 11
12 14
16 19
12 19
12 19
15 19
20
20
20
20

Federated Commonwealth enemies by Era (d20)

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

3040 3049 3050 3054 3055 3059


14
14
14
58
58
59
10
9
11
10
9 13
11 14
12 15

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

Federated Suns enemies by Era (d20)

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

3000 3029 3030 3039 3060 3069


14
14
14
5 13
5 11
5 13
14
15
14 18
12 16
16 17
17 18
19
19
18 19
20
20
20

Free Rasalhague Republic enemies by Era (d20)

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

3035 3039 3040 3049 3050 3054 3055 3059


14
14
14
14
5
5
6
68
78
9 11
58
58
9 12
12 14
9 19
13 18
15 19
19
9 19
20
20
20
20

Free Worlds League

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

3000 3029 3030 3034 3035 3039 3040 3059


14
14
14
14
5 11
57
57
58
89
8 10
9 18
10 11
11 12
12 18
12 18
13 18
19
19
19
19
20
20
20
20

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

3000 3029 3030 3034 3035 3039 3060 3069


14
14
14
14
5
5
6
5
5
6
78
9
10
7 15
6 16
6 10
11 12
11 15
13
16 19
17 19
16 19
14 18
19
20
20
20
20

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

3000 3029 3030 3034 3035 3069


14
14
14
58
9 10
5 19
11 19
5 19
20
20
20

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

3000 3054 3055 3059 3060 3069


14
14
14
56
59
10 15
7 17
16 18
5 12
13 19
18 19
19
20
20
20

Outworlds Alliance

Enemy
Rebels
Clan Nova Cat
Draconis Combine
Federated Commonwealth

3000 3039 3040 3059 3060 3069


14
14
14
58
5 12
5 12
9 14
13 19
-

Pgina 20

Contract _Generation
Federated Suns
Others

13 19
20

20

15 19
20

Taurian Concordat

Enemy

3000 3039 3040 3059 3060 3069


14
14
14
59
59
56
10 19
10 19
7 19
20
20
20

Rebels
Capellan Confederation
Federated Commonwealth
Federated Suns
Others

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

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

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

Enemy
-2
+2

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

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

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

When offered a contract, the employer informs a skill/rating for t


Enemy after closing the contract, roll a 2d6 and, if the result is
reroll the enmy skill/rating.

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


regular ones.

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

The modifiers are multiplicative and not additi


x 1.2
X 1.1
X 1.0
X 0.9
X 0.8

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.

Command, Support, Salvage and Transport:


The remaining clauses of the contract are determined using the following tables:

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

Rating
A
B
C
D
F

Command
Transportation
Logistical

Command Modifier
Transport Modifier
Support Modifier

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

+1 in two random clauses


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

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

Command

Salvage
+1

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

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

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

Admins with points in Negotiation c


respective functions. Command Ad
clause, Logistical Admin can reroll
Admin can reroll the transport clau
point.

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

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

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

1
1
5
3

SUBCONTRACTS

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

To see if a subcontract is available, roll a 2d6 using the Human


Resources modifier in a result of 10+ a subcontract from the s
employer is available.

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

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

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

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

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

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

th

Succession War

War of 3039

Start

End

Major Factions Involved

3026
3039

3030
3040

FS, LC, CC, DC


DC, FS, LC

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

FWL, Andurien, MoC, CC


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

Fighting the Clans


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

Mercenary Company size Limits (Optional)


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

Rating
F
D
C

Units
12
24
36

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

ual planets, and one of the most


command. Sometimes the command
as military forces are thin in the

oices, afterwards the number of


rding to the following table:

y month on the 1st of the month.

d100 Roll
3055 3059 3060 3069
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

mployer table to discover


nd use that faction enemy

Pgina 28

Contract _Generation

oyer is regional power in


enemy is always another

loyer is the government of


% chance of being an inhance of being a planet from

a 50% chance of being


r another faction.

faction, use that faction

minor faction like the


Rasalhague Republic post
sing the general RAT.

her mercenary company


ubcontracted the mission
action that the mercenary
the Enemy table that

major corporation, if the


a 50% chance that
me employer will be offered

Roll Modifiers
+2
+1
0
-1
-2

1.2

Pgina 29

Contract _Generation

he enemy but reroll Rebel results.


17
3055 3059 3060 3069
14
1-4
5
57
6 10
8 12
11 16
13 18
17 19
19
20
20

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

employer informs a skill/rating for the


tract, roll a 2d6 and, if the result is a 10+

he ally/enemy uses civilian/primitive units instead of

Pgina 33

Contract _Generation

able on MekHQ with the following

1.92

are multiplicative and not additive.

Pgina 34

Contract _Generation

+1 to one random clause


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

Pgina 35

Contract _Generation

Admins with points in Negotiation can re-roll clauses on their


espective functions. Command Admins can reroll the Command
lause, Logistical Admin can reroll the Support clause and Transport
Admin can reroll the transport clause. One reroll for every Negotiation

y/enemy forces and

Pgina 36

Contract _Generation

get subcontracts with the same

lable, roll a 2d6 using the Human


ult of 10+ a subcontract from the same

if it was an independent contract and

e planet/sector of the main contract and

ance type is always the required for

still limited to the commander

e will be offered a Retainer Contract.


all clauses of the contract will receive
ow 6 the retainer contract is rescinded.

gency Clause of the contract can be


her month, if the result is 1 the contract
tracts do not have Emeergency clauses.

th the same type of contract and the

Pgina 37

Contract _Generation

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

ans. When doing so, after determining


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

eferences for Lances, just substitute

MechWarriors, so you do not receive


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

uy/salvage/gain new units beyond the starting 12.


military force that could rival inner sphere armies.
ilitary force, either through ComStar, MRBC and
ited according to the unit rating. Units can exceed
om -1 modifier to one of the contract condition rolls.

Pgina 38

Contract _Generation

contract types and situations automatically give


the contract score to determine the sucess or
ore is positive, the contract was a sucess.

t was a success. If the score is 0 or


tract failure regardless of the score.

n follow-up contracts the employer and


Accepting the follow up contract is

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.

Lances deployment by contract:


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

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

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

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

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:

Roll (d20) Mechwarrior Origin


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

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

If a vehicle crew comes with a ve


always the number needed for th

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

Pgina 42

Campaign_System

Mechwarrior Abilties (d100)


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

Paid Recruitment Roll (2d6 roll)


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

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

Human Resources Admin


None
-2
Green
-1
Veteran
+1
Elite
+2

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

DropShip Roll (1d20)


Roll
DropShip
1
Buccaneer
27
Mule
8
Seeker
9 12
Gazelle
13
Excalibur
14 15
Leopard
16 19
Union
20
Overlord

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

Mech Bays
0
0
0
0
12
4
12
36

JumpShip Roll (1d6)


Roll
JumpShip
1
Scout
23
Merchant
46
Invader

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

Cargo
2308
8144
1632
68
440
34
74
132

D. Collars
1
2
3

1d6 Roll
Crew
17
18
24

1d20 Roll
Crew
12
20
10
50
9
14
43

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

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

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

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

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

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

Pgina 44

Campaign_System
Factory

A Rating mercs when not in a contract.

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

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

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

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

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

When not in a contract, the availability level wil


according to the merc rating+logistical admin:

Level
0
1
2
3
4
Rating

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

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

Year
3058+
3068+
3064+
3040+
3067+

Pgina 45

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

Ammunition is always one level


are the same level of the weapo

The availability level does not pr


normally. (MekHQ does it autom

ALL Clan equipment/parts are le

If a equipment is not available on


it available at 2 levels higher tha

Parts can be sold freely from the

Note: If the unit is on Outreach o


parts above your availability lev
exceeds your availability level.

Primitive versions of parts are a

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

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

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

MAINTENANCE CHECKS (opti


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

The second, takes advantage of


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

Parts Aquisition /Delivery (Mek


Parts acquisition can be made u

In MekHQ set that the skill for aq


be made per cycle. Waiting perio

Clan equipment should have a p

Delivery time is always 2d6 days


the roll needed minimum 1 day

Campaign_System

Defections/Retirement/Sacking/Killed Pilots

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

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

Roll
1
2
3
4
5
6

-1
+1
+2
+1

Mech/Veh
Lighter
Same
Same
Same
Heavier
Special*

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

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

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

The first roll determines if the leaving pilot or his family must be given a mech/vehicle and 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

Mechwarrior Abilties (d100)


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

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

Civil Disturbance Next enemy morale roll receives a +1 modifier.


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

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

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

d10
1
2
3
4
5
6
7
8

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

d10
1
2
3
4
5
6
7
8

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

Coolant Truck (Hover)


Coolant Truck (Tracked)

9
10

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

d10
1
2
3
4
5
6
7
8
9
10

Buster (PPC)
Lumberjack (LRM)

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

MARKET GENERATION

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

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

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

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

Pgina 51

Campaign_System
Observations:

Cannot be used to sell units.

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

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

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

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

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

Dependents slowly receive xp points in MekHQ because of the monthly


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

RETIREMENT/DEFECTION Roll

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

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

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

-1
-1

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

Enemy Morale Roll


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

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

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

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.

Enemy Morale Roll modifiers:


- Enemy skill rating: Green -1, Veteran +1, Elite +2
- Player Dragoon/MRBC rating: F +2, D +1, B -1, A -2
- For every 5 player victories in last month: -1
- For every 2 player defeats in last month: +1
- Enemy type: Pirates: -2, Rebels/Mercs/Minor factions: -1, Clans: +2
- Beyond the modifiers indicated here, some weekly events apply bonuses/minuses to this roll.
- If no player defeats in last month: -1
- If no player victories in last month: +1
After finding the applicable modifiers, roll according to the following table to find the new morale level:
7
Roll
1 or less
25
68
9 12
13 or more

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

During Garrison months without activity (Rout),


Missions are still possible against Pirates (Gree
periphery table). No Big Battles ou Standard ba
are possible.

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

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

-1
-1
+1
+1
-1

If using the shares system no roll is needed.

Pgina 55

Campaign_System
Easy to Pilot
Cramped Cockpit

+1 (do not apply if Elite pilot)


-1

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

LOANS

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

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

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

The value in c-bills of the maximum loan must always be roun


nearest million.
Existing loans must be counted using their original principal, r
already made.

- All loans are paid Quarterly.


- Defaulting on a loan immediatelly makes the merc company Rogue (see Pirates section).

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

Movement
Foot
Foot
Foot

Weapon
Rifle
MG
Flamer

Mechanized Infantry

Any infantry platoon can be converted to Mechanized Infantry


buying the transports after conversion the Mechanized Infan

Pgina 56

Campaign_System
4
5
6

Motorized
Motorized
Jump

SRM
LRM
Laser

cannot be deployed inside other transports treat them as a


vehicle.

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

Availability

Infantry can be deployed either in platoons or in squads


A platoon needs at least 1 Elite or 2 Veteran soldiers.
Squads need 1 Veteran soldier.

1
2
3
0
1
2
3

So long as the Platoon/Squad is not completely eliminated in


soldier loses can be simply hired without additional rolls.

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

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

Requirements

Guard
Search and Rescue
Sabotage / Loot / Extract

Motorized or Mechanized

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

CONTRACT FATIGUE (Optional)


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

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

Fatigue
-2
-1
0
1
2
3

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

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

8+
9+
10+
11+

Clan prisioners receive a +2 to th


but are Bondsman instead of de
Capturer Rating
F
D
B
A

Permanent Injuries

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

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uld distribute your units on lances and assign a

to every Green skilled unit

n weight classes according to the following table:

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

Pgina 60

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ed units provided by the employer

own unit is training. Regardless


layer controlled.

nt for tonnage purposes.

number and type of lances to be


number of lances below the minimum

s on the company divided by 6 and


ed number of lances is determined
units during the contract.
this means that, from the number

Pgina 61

Campaign_System

hire option to generate the recruit


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

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

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

eir own mech when hired, according

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

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

803 PXH-1
874611.5

f a vehicle crew comes with a vehicle, the number of crewmen is


always the number needed for the vehicle.

roll on the following table:

Pgina 62

Campaign_System

Mech with jump jets.


Mech with a hand, sword or hatchet.

Mech with the weapon.

Mech with 6+ walking speed.


Mech with a ballistic weapon
Mech with a energy weapon
Mech with a missile weapon

Mech with jump jets.


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

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

Number of Recruits
0
1
2
3
4
5
6

Pgina 63

Campaign_System

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

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

The prices of dropships and jumpships


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

urposes and change accordingly:


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

Pgina 64

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o support purposes, increasing the


ip cannot be used for any other purmerc unit is the Defender. If the

When refitting a mech to a canon variant you need the


repair location indicated in MekHQ, but Veteran and
Elite techs can do refits on locations with one and two
levels below the location needed.

, this can be cumulative with

t. When not deployed in contracts

Example: if you are at a Transport Bay location and


need to do a refit of Maintenance, you must set a
Veteran tech to do the refit.

can buy depending on availability level:

contract, the availability level will be


e merc rating+logistical admin:

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

Modifier
-2
-1
0
+1
+2

ral merc units for five years later.

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

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

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

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

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

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

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

Pgina 65

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MAINTENANCE CHECKS (optional)


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

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

Parts Aquisition /Delivery (MekHQ)


Parts acquisition can be made up to 2 times a day for each admin on the company.

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

Clan equipment should have a penalty of 2 for aquisistion

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

Pgina 66

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t go away without receiving a final

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

take their share value (paid in c-bills and/or mechs/vehicles).


the payout values and transfer the shares/mechs to the heir.

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

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

Support and Vehicle Crew


Elite
100,000
Veteran
50,000
Regular
20,000
Green
10,000
Infantry Platoon
50,000

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).

ilots) by training. This experience

Pgina 67

Campaign_System

es that you must add manually.


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

y randomly rolled on the following table:

Mech with jump jets.


Mech with a hand, sword or hatchet.

Mech with the weapon.

Mech with 6+ walking speed.


Mech with a ballistic weapon
Mech with a energy weapon
Mech with a missile weapon

Mech with jump jets.


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

Pgina 68

Campaign_System

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

d (rounded down) of the total combat personell can be


or defections/retirements) the already assigned officers
s again below 1/3 the total number of personell.

1
Combat and Support personell count separately for
Leadership purposes.

hat the company can have before


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

rt at 3 at level 0) and allows for the


ents to arrive at the battle in 1 turn for

Type and Opfor rolls cannot be rerolled)


n MekHQ and Megamek).

nt in one of the officer skills. After


costs 10xp).

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

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

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.

ecome a level lower.


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

until the end of the contract.

of the contract.

Pgina 70

Campaign_System

and vehicles and to sell with the possibility of


available on the Inner Sphere.

enerated only once month, on the 1st day of


erent number of possible units for sale in a given

or each unit available each number above the


he market to sell units the % are inverted.
5
EM

and vehicles.
1
5

3
5

2495621.25

1814880
907440
6.25

Pgina 71

1
3
3

Campaign_System

FS9-H
SHD-2K
STG-3R

9
7
6

6
6

o the Price Target


least 3 units at a time.

0
6

110
0
10

unit and lost


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

t that generates 1d6

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.

echs equal to the number of dependents.

ating and then roll a 2d6,


y (including dependents)

Q because of the monthly


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

e last 12 months you must roll a retirement/defection

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

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

on roll the player can pay a bonus to one or more


us to de roll according to the following table:

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

p them in their deployment. However


er because of the advantages they
, up to 3040, every week you must
see if a special event relating to
ance do not need to roll:

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

Mercenary/periphery table.

ntract, with several different factors


modifiers presented here, notice that

very month after it is necessary to


ere are 6 morale levels, according

ual to a early victory for contracts


y activity for Garrision-type contracts.

Pgina 74

Campaign_System
Battles still possible if rolled in

n months without activity (Rout), Special


ll possible against Pirates (Green/F
). No Big Battles ou Standard battles

cer and assign a worse one (lower weight, lower

els between the current mech and the new one

res system no roll is needed.

Pgina 75

Campaign_System

ns to bankroll the merc operations those loans,

of the signing of the loan.


amount is based on the company rating and the

imum loan must always be rounded down to the

d using their original principal, regardless of payments

on type, according to the tables below:

onverted to Mechanized Infantry by


onversion the Mechanized Infantry

Pgina 76

Campaign_System

er transports treat them as a

ment at MEKHQ costs and the

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

is not completely eliminated in battle,


red without additional rolls.

ions, using these rules:

an do support operations
support operation can be in effect.

a 6 is rolled you can ignore one battle


s a Victory (Resolve manually without

n deploy in any Defensive battle, even


th Defend orders.
warrior is instead wounded (5 hits).
a 6 is rolled gets a Bonus Roll, if a 1

starts taking its tool in the personel


ecide to leave the company.
mber of fatigue points, for each

Pgina 77

Campaign_System

om the other side, the mercenary code

bile after the battle (0 walking points)


uffered applies -1 to the roll.

ary, be either pressure from the captor,


to join a more prestigious/skilled unit.
at the skills and rating are from the

Clan prisioners receive a +2 to the roll,


but are Bondsman instead of defectors.
8

Pgina 78

Campaign_System

incurable with the exception of high tech medicine


ocated in a faction capital or hiring hall the mech-

1d6 if the result is a 6 a possible cure was


bills. Then roll another 1d6, if the result is 2 the

Pgina 79

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Pgina 80

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Pgina 89

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Pgina 90

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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

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Pgina 93

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10

Pgina 96

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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
-

DropShip use (Optional)


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

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

When a DropShip is deployed in battle on the side of the player, roll


a 1d6-3 each number beyond 0 is an additional lance deployed by
the Opfor. Lance types and weight should follow the standard or faction
distribution range.

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

SU

Hide and Seek


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

HTL

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

Player Lance is Medium


Roll
Bot Lances
15
2 Light
6 10
1 Heavy
11 20
1 Medium + 1 Light

19

Player Lance is Assault


Roll
Bot Lances
14
2 Medium + 1 Light
57
1 Heavy + 2 Light
89
2 Heavy
10 11
1 Assault + 1 Light

Bot Lances
1 Medium
2 Light
1 Heavy

Player Lance is Heavy


Roll
Bot Lances
13
3 Light
47
2 Medium
89
1 Assault
10 12
1 Heavy + 1 Light

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

Regional mech weight variations (optional)


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

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

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

Pgina 104

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

Light Lance = Deploys turn 6


Medium Lance = Deploys turn 8

Units can also deploy in 12 minus walking speed


Turns (-1 if has JJ). - This rule is optional as it add
too much micromanagement.

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

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

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

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

SPECIAL MISSIONS

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

Special Missions (d20)


Mission
Officer Duel

9
Raid
1

Garrison
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.

Star League Cache 1


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

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.

Star League Cache 2


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

BIG BATTLES

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

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

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

-For scenarios that fix the map size:


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

Pgina 111

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

Light Conditions (d10)


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

Atmospheric Conditions (d10)


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

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

-For scenarios that use special maps:


Scenario
File name
Duels
Savannah
Star League Cache
Brian-cache
Ally Rescue
Ally-rescue
Convoy Rescue/Attack
Convoy

Pgina 112

Fog
Light
Light
Light
Light
Heavy
Heavy

Battle

s and Big Battles.

olled in a lance by lance


odifiers) to see if any
day of the week when the

62

SU (Att)
614
3

4
8

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

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.

be used according to the

1 Medium + 1 Light
12

2 Medium + 1 Light
1 Heavy + 2 Light

1 Assault + 1 Light

Pgina 116

Battle

1 Heavy + 1 Medium + 1 Light


1 Assault + 1 Medium

of the individual units:

Light
LLLLL
LLLLL
LLLLM
LLLLM
LLLMM
LLLMM

Medium
LLMMM
LMMMM
MMMMM
MMMMM
MMMMH
MMMHH

Heavy
MMHHH
MHHHH
MHHHH
HHHHH
HHHHH
HHHHA

3
Assault
MHHAA
HHHAA
HHHAA
HHAAA
HHAAA
AAAAA

ions in unit weights, you can apply

ged to a Heavy.

rrent week he/she can use the lance


an reinforce a battle on a result of
r away to be able to reinforce the

r not. To see if the bot is reinforcing


6

Pgina 117

Deploys turn 6
= Deploys turn 8

Battle
6
6
5
1

deploy in 12 minus walking speed


JJ). - This rule is optional as it adds
management.

ched units provided by the employer

ive Light units.

ur own unit is training. Regardless


s Player controlled.

ount for tonnage purposes.

yed lances randomly. Wounded


ed or his ride damaged on a previous

Pgina 118

Battle
20

nery/Piloting is rolled one skill level


ting a Assault mech, enemy officer

the battlefield.

ways one weight class lighter than


oy 2 enemy mechs to win.

ss as the officer mech. To win you


n unit. If you win you receive a bonus

must destroy the 2 enemy mechs.

a POW camp. Your mechwarrior must


ght class of the mechwarrior. To win

ntrol the field unless all enemy mechs

tunately the enemy arrives just as the


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

Pgina 119

Battle

ract breach if you refuse.

wise it is a normal. SL Mech is bot


601
3

ust one of your pilots is in position to


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

to 8 units from any lance. If you do


ached mechs controled by the player.

of the Allies force


orce is destroyed

Pgina 120

Battle

ium, use "F" RAT of

ayer must also keep

e Convoy units alive.

Pgina 121

Battle

he bot and sometimes

Turrets (for Base Attack battles)


2d6
1
2
3
4
5
6
7
8
9
10
11
12
13

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

Pgina 122

Enemy Rating
A
B
C
D
F

Battle
14

Dual Turret (reroll for type)

Base Attack on Planetary Assault or Base Defense on Relief Duty contracts ap


Base Attack on Raids or Base Defense on Garrision contracts apply a +1
7
11
8
4
9
10

AC10
AC2
SRM2
AC10
SRM6
SRM2

1 Crosscut RL
1 Lumberjack LRM
6 Powerman Laser

6
2

dfied by any specific condition

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

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

) or Century (Marian Hegemony)


mStar or Word of Blake)
added APCs)

Pgina 124

Battle

Start Location (d10)


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

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

ense on Relief Duty contracts apply a +2


rrision contracts apply a +1

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 Type (2d6)


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

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

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

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

Civilian mechs deployed on garrison slots will be


Mechwarrior for each mech (Piloting and Gunnery

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

Knights can be generated only by k

A mech must be given to the new K


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

Different factions may have differin


are instead Samurai), but aside fro

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

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

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

Weight for enemy lance roll

Pgina 140

Instead of rolling weekly for battles

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

If a Base Attack as a Defender is ro


it as if the battle was on the capitol
highest number of facilities or with

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

Enemy
Rebels
Rebels
Pirates
Pirates
Minor Faction
Major Faction

Changes do Events:
SL Cache missions:

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

Civil Disturbance:
Sporadic Uprisings:
Rebellion:
Betrayal:

Battle against 4 Civilian Units on one random region.


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

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

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

Transport Admin
Skill
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

Play the contract normally and, on a sucessfull completion, roll a


result the faction awards the noble with a new Region to be add

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


already.

Officer Skills:
Leadership:
Strategy:
Tactics:

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

Pgina 142

Noble

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

h the title of Baronet or equivalent.


be either family members or vassals.

or choose if equal) and a +1 bonus on


e dispossessed results when rolling

/her income and also must be defended

axes is equal of bigger than 100.000 c-bills ignore


4

Only 1 additional unit can be stationed


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

ce Facilities and so on. Each


cost of 1/100 the build cost.

units to be deployed on the terrain. Provides 1 Hangar for repair purposes.


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

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

Knights can be generated only by knighting Squires.

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

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

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

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

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

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.

at he/she is a vassal of unless he/she has


allows the player to keep 1 SL mech.

n Field Workshop.

ons. The Transport Admin allows a

Pgina 145

Noble

e obtained if a Factory is built on

that the noble is part of to start a crusade the


um of 1/5 (round up) of the player units must be

d, on a sucessfull completion, roll a 1d6 in a 6


noble with a new Region to be added to the landhold.

nless the landhold has at least 2 Light Urban regions

e same time.

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.

Contract Generation as a Pirate

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

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.

Scenario Changes (only when not in a Mercenary Contract):


Big Battle Ally Rescue is now Ally Attack
ALLY ATTACK
Units Allowed
- no light mechs allowed
- 4 to 8 units. no generated units.
Special Conditions:
- Your units deploy at North
- Main Enemy forces are 12 units deploying at CTR. No Light units allowed.
- 12 Light/Medium units deploy at South at turn 8 (Relief force) - Allied with main enemy force.
Victory Conditions:
- To win the player must destroy 7 units of one of the opposing forces while keeping at least 50% of their units
operational.
Observations:
- Winner controls the battlefield after the battle.

Special Mission Allied Traitors is now Civilian Attack:

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

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

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

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

Executed: pilot is killed.


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

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

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

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

Peaceful determination (random roll)


Violent Struggle
Mech Contest

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

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

Pgina 155

Pirates

ade some changes to adapt it to the current rules.

s pirates and go rogue, this section of the rules

events occur during campaign.

on and use these rules instead of the normal

n become a pirate:

1 to the roll for every 5 score points below


gue (be it true or not) and you become a

eaches you also roll a 1d6 and if the result is a 1


ompany goes pirate.

Rating anymore, and rogue/pirate commands

ement/defection roll for all personnel. Remember

nd can happen only if the unit completes sucessfully

nal contracts, but mostly do Raids, to determine


result, treat all options as 1-month mini contracts
and the command level is always Independent

Pgina 156

Pirates

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

o get a Special Bonus

rson per turn during the contract except if involved


nit (according to the side the lance is).

lue (see table) unless involved in a battle. If the


cued/destroyed.
Note: Parts roll means you can use MekHQ to buy that number of
parts regardless of availability levels. You still need to pay for the
equipment bought.

one. Be it a House battalion, a merc group, other


hat you need to discuss matters with the other party...
ntract of a single month.

shape?) to deal with it very well. But if you can hold


this time. (Game mechanics note: When rolling for

Pgina 157

Pirates

Hunting contract. If TC (Def) is rolled, for example,


w! Result you immediately reroll again and you must

rates... heck, some of them might not even care.


somewhat honest work never hurt nobody... at least
oyer. Reroll Garrison Duty.)

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

east 50% of their units

ght-class and 3 civilian units. To win you must


nits, you lose since the warriors bought time for the civilians to escape.

p any Star League 'Mech you might find; however, even


refore you must fight even if the 'Mech is a

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

Pgina 158

Pirates

re the DropShip really is and extract. If you lose


tack scenario. You get no repair time.
ured. (Of course, this may well be your

band. After determining the officer roll to see if you


etech map. Both mechwarriors start at CTR.

m officer (can be the commander)

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

(see relevant section).

n is one level lower.

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

Pgina 159

Pirates

hases cost 100% more.

nversion are at +1.


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

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

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

usual way, otherwise there is a power-struggle:

er 1-3 receive 1d6 wounds, 4 receive 1 wound, 5 chickened out


if all get wounded at last roll, select randomly among the less

best skill/bigger mechs) engage in a simulated battle.


ually occurs. Winner is new officer. Award experience as if the

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

+1 Piloting and Gunnery


+1 Piloting
+1 Piloting
+1 Piloting
+1 Piloting
Automatic Mercenary Brat

Street
Blue Collar
Farm
Mercenary Brat
White Collar
Nobility

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

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

Education
1d6
1
2
3
4
5
6

Dropout:

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

-1 to Gunnery and -1 Piloting

Pgina 161

-1 years

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

-2 to Gunnery and -1 to Piloting


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

+1 years
+2 years

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

+1 years
+1 years
+2 years

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

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

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

nnery or Piloting (random)

White Collar / Nobility


Dropout
Graduate
Graduate
Graduate
Graduate w/ OCS
Graduate w/ OCS*

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

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

Pgina 163

Dev

e first adds a -1 to the roll)


NAIS/Sun Zhang
None
Tour of Duty
Tour of Duty
Tour of Duty
Covert Ops
Covert Ops
Covert Ops

1d6
1
2
3
4
5
6

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

Pgina 164

Green Skill
Doctor
Admin
Admin
Tech
Tech
Choose

Dev

Random Mech (2d6)


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

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

d academy course, it can also represent other basic


tolen/found mech) and any other means of learning the

my course, but also other proffisional means of learning the


ompany/corporation that provides a training courses or other

s that should be added to the MekHQ rolled years.

Pgina 165

Dev

Pgina 166

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