Battletech Mercenaries Crusade
Welcome to the home page for Battletech Mercenaries Crusade - a group-effort system developed to play Classic Battletech campaigns in a flexible,
easy-to-manage environment. We created this system to promote the most important facet of Battletech. Having fun with your friends while playing
one of the greatest tabletop miniatures games ever produced!
We welcome feedback to our campaign system, and are always open to new ideas to improve the rules. Please contact the webmaster at astartes6@att.com,
with your comments.
Please click on a link to review the campaign!
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Concept: (
The
premise behind this campaign is that each player will form a fledgling
Mercenary unit and will fight various missions and earn or lose C-Bills
depending on their skills, luck and audacity.
The campaign organizer determines the year that the campaign starts.
Resources:
Each player should have access to a physical copy of
each of the following:
Battletech
Total Warfare Rules & These Campaign Rules
Appropriate
Battletech Miniatures and corresponding Record Sheets
A
List of available Contracts (Provided)
A
Unit Roster (Provided)
List
of ‘Mechs and their prices (Provided)
Dice,
Tape Measure, Move Markers, Etc
Please
note that this Campaign will use the WSIWIG Rules
Timeline and Units:
Before beginning the Campaign the players should decide on which time
line they would like to use: 2750, 3025, 3050, etc. Also the players should
decide on what kind of Units they would like to use such as ‘Mechs, Infantry,
Tanks, etc.
The Campaign:
Starting Location: It is assumed that all of the player’s Mercenary units
will start their careers on the planet Outreach.
Starting
a Mercenary Unit:
Each
player will assume the role of commander of a mercenary unit and will begin the
campaign with the following:
C-Bills:
$25,000,000
Four
Mechwarriors;
Your
Character @ Gunnery: 4 Piloting:
4
2
Mechwarriors @ Gunnery: 4
Piloting: 5
1
Mechwarrior @ Gunnery: 5 Piloting: 5
1
Set of Jumps for a chosen Contract pre-paid. (This does not have to be the first Contract)
Commander: One of these Mechwarriors must be assigned as the
mercenary Commander. The Commander has some privileges and some restrictions. A
commander may change his Mech to any unoccupied Mech that he wants; however in
doing so he still may not dispossess another Mechwarrior. If the Commander dies
he is replaced by the best remaining pilot in the mercenary outfit.
Mechs: Each
player will purchase their Mechs and upgrade or downgrade their Mechwarriors
and should record their Forces on the Unit Roster. You must purchase at least two Mechs at
start, of which only one may be a Heavy mech.
No Assault Mechs or any clan Mechs may be purchased at the
beginning of the campaign, though they may be purchased later. (Except for
players with Sponsor A or I – See below)
Inner Sphere Omni-Mechs may be purchased at start, but the most
expensive variant must be purchased and there is a 10% extra cost to represent
the ‘Mechs flexibility. (The other
variants are included, and can be freely swapped out at any time afterward.)
Combined
Arms: Combined Arms include
Vehicles, Aircraft, Infantry and Battle Armor and are collectively known as
Other Units in this Campaign. Combined Arms may make up no more then 50% of your
force and have all the restrictions of Mechs (No Clan Tech, only one “Heavy”
class unit may be purchased, etc) to start. Unlike Mechs you must purchase
crews for each vehicle at the cost of $200,000 C-Bills per crew or infantry
unit. Each crew has a beginning Gunnery and piloting of 5 / 5 and may not be
modified at the beginning of the Campaign.
Sponsors: All starting Mercenary units may choose a sponsor;
this represents the mercenary unit’s backer.
The sponsors are as follows:
Sponsor
A:
(Good friends with Blackwell's CEO)
The
unit may start out with any one medium or light Clan Omni-Mech - this is
purchased per the normal rules. Units with this sponsor do not suffer
maintenance penalties of deploying Clan Mechs on a mission.
Sponsor B: (Wealthy
relatives make great sponsors)
The unit starts out with 35,000,000 C-Bills, in place
of the listed amount. Additionally, the
unit's starting pilots are:
Commander
- 3/4
Mechwarrior
- 4/4
Mechwarrior
- 4/4
Mechwarrior
- 4/5
These
pilots may not be upgraded at the campaign's start.
Sponsor C: (Keys to the
spare parts warehouse)
The
unit always uses the damage repair chart with the repair costs / time being one
level less than the ‘Mechs damage would indicate. (Ex: If a ‘Mech is ‘75%
Damaged’ result, this would use the '50% Damage' chart instead for repair time
/ cost) **If a Mech has 25% damage, then it cannot be lowered. If a ‘Mechs is ‘Destroyed’ then it still
cannot be repaired. Salvaged (Sold)
Mechs may not use this ability.
Sponsor D: (Efficient
packer)
The unit's allowable ‘Mechs use the following chart
instead of the standard rules:
Light:
Your force may not exceed 135 tons and no ‘Mech may exceed 55 tons.
Medium:
Your force may not exceed 205 tons and no ‘Mech may exceed 75 tons.
Heavy:
Your force may not exceed 290 tons and there is no max tonnage limit.
Assault:
Your force may not exceed 400 tons and there is no max tonnage limit.
Sponsor E: (Cousin who's
a Jumpship captain)
The
unit has the first 15 jumps of any contract paid for. Additional jumps will be paid per the normal
rules. If a contact contains the ‘All
Jumps Paid For’ special, then the player is awarded the first 15 jumps worth of
payment as a bonus. (Use actual drop weight to determine the amount per
jump) Additionally, due to the judicious
use of pirate jump points, the player is able to gain an advantage over the OP4
in mission selection. The player may add
or subtract 1 from his dice roll for the mission – this is done after the OP4’s
roll for
Sponsor F: (It's not what
you know, but who you know)
The
player has first choice of contracts. This contract cannot be disputed by other
players, unless they pay the requisite three HP to automatically 'win' the
contract – the sponsor player cannot counter bid in this case. Contracts from
employers that the unit currently has negative HP with cannot benefit from this
ability.
Sponsor
G: (Advanced Nerohelmet)
Your
starting Commander will have an additional +1 to be hit while moving, due to
the Advanced Nerohelmet. If your Commander is killed or fired, the ability will
not transfer. Additionally, the unit has
a single re-roll per mission of the last 1D6 or 2D6 result rolled during a
game. (This re-roll cannot be used after the dice are rolled again for the next
result.)
Sponsor H: (Great
reputation)
The unit's contracts all pay 20% more than the listed
price. Mech sales and salvage are not affected by this rule.
Sponsor I: (Don’t trust that new-fangled technology)
The unit can only purchase level 1 mech designs at the start
of the campaign. However, you can start
the campaign with an assault mech of any tonnage in addition to the standard
heavy mech. If all mechs owned are level
1 tech, then you can deploy one assault mech in any medium, heavy or assault
mission. (You are still subject to the
overall weight limits for the mission)
Mechs that are completely destroyed are treated as if 100%
destroyed. This sponsor cannot be taken
in level 1 campaigns.
Starting Mechwarriors:
At the beginning of the Campaign you may
make the following modifications to your Mechwarriors
Piloting: You may decrease the piloting of a SINGLE
Mechwarrior at the cost of $1,000,000. Only one Mechwarrior in the unit may have
his piloting decreased once in this way. Inversely you may increase a SINGLE
Mechwarrior’s piloting to gain $1,000,000.
This may not be the same Mechwarrior whose piloting is increased.
Gunnery: You may decrease the gunnery of a SINGLE
Mechwarrior at the cost of $2,000,000. Only one Mechwarrior in the unit may
have his piloting decreased once in this way. Inversely you may increase a SINGLE
Mechwarrior’s Gunnery to gain $2,000,000.
This may not be the same Mechwarrior whose piloting is increased.
Assign Mechwarriors: Each Mechwarrior must be assigned to a ‘Mech as long
as there are enough ‘Mechs. Once you have assigned a Mechwarrior to a Mech then
you may not change the Mech they are assigned to except in certain
circumstances. If you have a Mech with
no Mechwarrior (Salvage, Purchase with no pilot, Etc) then you may move a
Mechwarrior into the unpiloted Mech as along as:
Upgrade: The new ‘Mech must be in the same or greater
weight category and tech level than the pilot's previous ‘Mech,
unless the pilot is currently dispossessed. If the Mechwarrior’s previous Mech is not sold
a green Mechwarrior must be purchased to pilot the previous Mech.
Sold: If you sell the Mechwarriors previous Mech you may
move the Mechwarrior into any other unoccupied Mech, or any ‘Mech that is
purchased at the end of the current round.
Dispossessed: You may not dispossess one of your Mechwarriors. If a
Mechwarrior is "fired", whatever Mech he is currently piloting is
lost as well and the player must pay a 1,000,000 C-Bill fine. (Early contract
release).
Starting Battlemechs, Vehicles, Infantry and
Your
mercenary unit will have to purchase its Mechs and other units at the start of
the campaign and will use the Battletech
Master Battle Value Table which is
included in these rules or may be found at: http://www.classicbattletech.com/index.php?action=downloads. You may also use any agreed upon ‘Mech creation
software.
‘Mechs: Mechs are still the uncontested king of the
battlefield and thus will usually have priority over all Other Units. There is
no limit to the number of ‘Mechs you may have; however in general ‘Mechs are
the most expensive units to field in terms of actual cost as well as weight and
space requirements. For jump purposes a ‘Mechs will cost its actual tonnage, as
well as for drop tonnage. Mechs may perform any task in a Scenario.
Vehicles: Vehicles are mainly used for support purposes, except
the few “Tread Heads” that are out there. The term Vehicle refers to all air
and ground combat or support vehicles.
Vehicles are considered by most commanders and techs to be less
important then ‘Mechs and sometimes even other Units such as Battle Armor,
therefore they tend to take longer to repair and refit. For jump purposes a
Vehicle will cost half of its tonnage (round up), as well as for drop tonnage.
Vehicles may not be used to recon an objective.
Infantry: Infantry are still considered low man on the totem
pole. Usually they are the least equipped and trained units on the battlefield.
In order to increase an Infantry platoons Gunnery it will cost the normal cost
(instead of the usual lesser amount) as a specialist must be hired or found to
train them. Infantry take up 5 tons of space for jump purposes and 1 ton of
space for drop purposes. Infantry do not count as a “Unit” for purposes of
diversion.
TURN ORDER:
Round: Each time the player in the campaign complete a contract
is considered one round and is broken into the Following sequence.
Select contract
Roll for mission (Bonus chart if
necessary)
Complete contract
Repair and
refit
Contracts:
Contracts
are what pay the bills. Each round the players
will choose one, or more contracts to fulfill. Contracts are broken into the
following components.
Employer: This is the house you are fighting for. It is possible to fight for and against the
same House.
Target: This is the house you are fighting against. It is possible to fight for and against the
same House.
Category: This is the size of the battle that you will be
fighting and this will determine the size of the forces you are allowed to
take. There are four Categories; Light, Medium, Heavy, and Assault.
Light: Your force may not exceed 130 tons and no Mech may
exceed 50 tons.*
Medium: Your force may not exceed 200 tons and no Mech may
exceed 70 tons.*
Heavy: Your force may not exceed 280 tons and there is no
max tonnage limit.*
Assault: Your force may not exceed 390 tons and there is no
max tonnage limit.*
*Unless
Sponsor D Efficient Packer is taken
Technology Level: This is the tech level that is expected to be on
planet, there are four tech levels;
Level
1: 3025
Techs
Level
2: 3050
to 3058
Level
3: 3060+
Clan: Clan
Tech
Note
Some Mechs might be at a higher-level or lower level tech, depending on the
random chart.
Terrain: What kind of terrain you will be fighting in. There
are four types of terrain;
Barren: The terrain is primarily comprised of, well, nothing
such as a desert or moon, etc.
Urban: The terrain is primarily comprised of urban or
suburban buildings and houses.
Mountainous: The terrain is primarily comprised of mountainous or
rocky areas.
The
terrain listed does not mean that it is all that is located on the battlefield,
just that it is the primary feature of the area.
Jumps: This is the number of jumps it will take to get to the
desired location. Each jump will cost
$1,000 for every ten tons of ‘Mechs being transported per jump. All ‘Mechs that
are owned must be calculated in your jump cost, the only exception to this is a
‘Mech that is being repaired or upgraded as it can be left at Outreach. If a
Mech that is left at Outreach is repaired or upgraded you must pay the Jump
cost to bring that Mech to your current location.
X Missions: There are multiple Missions for this Contract, each Contract will have the
same planet, employer and salvage percentages but will otherwise be randomly
generated. You may not leave the planet you are located on until all Contracts
are fulfilled or you decide that you cannot continue fighting. If you do give
up on a Multiple Contract then you will only get paid for the Contracts that
you have completed minus $2,000,000 for each unsuccessful or uncompleted
contract. While repairing ‘Mechs on a Multiple Contract you will pay 10% extra
for faster repairs rather then the normal 5%. For each successful Contract that
you complete on a Multiple Contract you will receive 2 House Points, and for
each Contract that you do not complete you will lose 1 House Point. Any early
termination of an X Missions Contract will automatically be brought up before
the MRCB.
Special: These are random bonuses that come with each contract
and are listed as follows:
Nothing: Repair costs are not reimbursed.
Repair 1 Million: The House you are working for will repair the first 1 Million C-Bills
of damage incurred.
Repair 500K:
The House you are working for will repair the first $500k of damage incurred.
All Jumps Paid: All jumps listed on the
contract are paid for.
1 Point of support Battlearmor: The player gets one chosen Point of Battlearmor. The player
will roll 1D6 and on a roll of a six they may choose Clan Battlearmor otherwise
they must choose IS Battlearmor. This Battlearmor is only available for the
duration of the Contract.
1
1 VTOL 4-5 Wheeled
2-3 Tracked 6 Hover
Payment: How much you are paid for completing the contract. A
Mercenary unit will get paid whether or not they complete the contract. If a
Mercenary unit does not successfully complete the contract then they will not
get salvage or any other special bonuses.
Multiple Missions: Players may split their ‘Mechs and Mechwarriors up,
sending different groups on different missions.
At least two ‘Mechs must be assigned to each contract. All players must
select a Contract before any player may select a second Contract, and it is the
player’s responsibility to ensure that all Missions are scheduled within the
timeframe for a given turn.
Salvage: This is how much salvage you will get from each
mission. There are three types of
salvage:
None:
The player will get no salvage from the contract.
Percentage: This is a percentage of the available salvage, which
is paid in the form of C-Bills in lieu of actual salvage. To determine the amount of C-Bills that a
player will get from a mission take each Unit that was salvaged and repair them
using the base repair chart. The player then gets the listed percentage of the
Units value in C-Bills minus the repair cost of the Unit. Note that Units
repaired in such a way do not have to pay additional time or money for faster
repairs.
Full: The player will get all salvage from the battle.
Note: A Mech with an XL engine that
is salvaged provides the player 50% of the total C-Bill value after modifiers
are complete. (E.G. - after the repair costs have been taken into
account, and the salvage percentage has been calculated, THEN the player receives
50% of what remains.)
House Points:
As
the Contracts are paid for by one of the five Great Houses, the minor periphery
powers, the MRCB, or even Comstar or Word of Blake. You will gain favors and notoriety by
fighting for them - House Points (HP) represent this. HP are gained by
successfully completing a Contract for your employer. For each contract you
successfully complete you will receive two (2) HP, and for each mission you
fail you lose one (1) HP. (This is
cumulative: Ex. – You currently have two HP with House Laio, if you were to
fail the next Contract you do NOT gain the two HP for the mission, and
you lose one HP from your existing stock – in this example it would leave only
one HP. You can go into negative HP this
way.) HP can be used to gain various
advantages for your mercenary unit:
Contract: An HP may be used to bid for a certain contract to
ensure the contract is awarded to the player. (See ‘Shaving’ below) If one person has negative house points with
the hiring house, they automatically lose if bidding against someone with 0 or
positive house points.
Goods:
HP may be used to purchase the following:
Mechs: 1 HP = $1,000,000 credits when purchasing a
Mech. You may only use a House Point to
purchase a Mech if you are currently in the House’s employ. If you have
positive House Points for the location you are in you will pay 20% less and if
you have negative House Points you pay full cost for any Mechs purchased.
You
may also use House Points while employed by a House to find a certain
Mech. It will cost one HP per tonnage
class, ex: a light Mech would cost one HP, a Medium two HP, etc. When rolling for random ‘Mechs, you can spend
one HP to change the variant available within the same tech level. [E.G. – You roll an Archer 4W (level 2) as a
random mech. You pay one HP, and can
choose any other level 2 Archer ‘Mech variant.]
Jumps: 1 HP will purchase all Jumps through that House’s
space for a single contract.
Mechwarriors: HP can also help you to find better (or worse)
Mechwarriors as follows:
For
every 10 total HP from all Houses you may add an additional +1 to the dice roll
when rolling for a random Mechwarrior using the Random Mechwarrior Table.
If
your total HP for all Houses is less then zero then you will get a -1 to any roll
on the Random Mechwarrior Table. This
is cumulative with any other positive or negative modifiers.
Bonus Equipment Chart: A player may use 3 HP to add
+1 or -1 to his or her dice roll when rolling to see if they can roll on the
Bonus Equipment Chart during mission rolls. They may not use HP to affect the
actual roll on the chart.
Bad Reputation: If a player chooses a contract, and has a
total of 5 or more negative house points against the target house, then the OP4
on that mission has the option of letting his mechs stay on the field and
fight, even though they would normally be forced to withdraw from the damage
rules.
Contract Bidding: It may be that certain contracts are more valuable than others to a
player, or players may want to continue working for the same House or for a
variety of other reasons two or more mercenary units want to take on the same
Contract. In this situation, there is a
contract bid - a few ways to bid are listed as follows:
Shaving: the easiest way to win a bid is to cut the payment
amount of the contract, by offering to do the job at a lower cost a mercenary
unit may win the bid - this is known as shaving. House Points may be used to
the same extent; each house point is worth $500,000 for the purposes of
shaving.
House Points: If a player spends three House Points on a contract
they will automatically win the contract. If two or more players submit three
HP on the same contract then other means must be used. Please note that the
House Points must be the same as the employers House. If one person has
negative house points, they automatically lose if bidding against someone with
0 or positive house points.
Special: A unit may also give up the special portion of the
contract if any. (Note: 2 and 3
Determining a Scenario:
Scenarios: There are seven scenarios based on the type of battle
being fought. Once a Contract has been chosen each player rolls 2D6 and
compares the roll to the Scenario
Mission Chart. A roll of a 2 or a 12 means that either the person playing
OP4 will choose the mission type or the player will choose, as well as rolling
on the bonus equipment chart. (See below) After each player has rolled for
their missions they will use the Scenario
Mission Chart to find out what scenario will be played. The player then
chooses the force he wants to send to the planet (to be limited by the
mission).
Bonus Equipment Chart: The bonus equipment chart is a means for a player to
gain goods and equipment as a bonus on some missions. After a player has chosen
a contract and is rolling for the mission, a player and OP4 roll 2D6 for the
mission. On a roll of double ones (1) or double sixes (6) for either the player
or the OP4, the player may then roll on the chart below. If the player successfully
completes the contract, they will receive the bonus.
2. Advanced Neurohelmet: Choose one of your Mechwarriors – this
warrior is treated as having the ‘advanced neurohelmet’ sponsor until he is
killed.
3. Research Lab: Gain one (1) random
mission-class level 3 technology mech.
4. Star League Find: Gain one (1) random
mission-class level 2 technology mech.
5. Advanced Supplies: The player may upgrade one (1) currently
owned mech to the next higher technology level.
(E.G. – Level 1 to Level 2, or Level 2 to Level 3) No Clan!
6. Friends in Low Places: Gain one (1) random mission-class level 1
technology mech.
7. Militia: Gain two (2) random mission-class vehicles or
battle armor.
8. Good Tech: May choose one currently owned mech. This mech may remove one primary weapon
system, and replace it for another. The
removal / addition must remain within the current tonnage restrictions as a C3
master computer – any excess tonnage is lost.
9. Swap Meet: May trade one (1) currently owned mech for
another mech of the same technology level.
(Roll 2D6 random Mechs to determine what is available at the time)
10. Wobbie / Comstar
connection: May upgrade one (1) currently
owned mech to a C3i system at no cost.
(The player may re-roll if he does not wish this to apply.)
11. Gunslinger Manual: The player may lower
the gunnery of a single Mechwarrior in his unit by one. This Mechwarrior (if fired) will incur a
5,000,000 C-Bill penalty for firing.
12. Clan Refit: May choose one currently owned mech. This mech may replace one or two primary
weapon systems with its clan equivalent(s).
The excess space may be filled in accordance with the current house
rules. (E.G. – Adding jump jets, armor,
C3 / C3i, etc.)
OP4s Forces: The OP4 player will then consult the Contract and
determine the number and weight classes of the Mechs they are allowed to use
for the mission. After determining what classes of ‘Mechs are available, the
OP4 player then rolls on the Random Mech
Chart to see what Mechs they will receive. This chart will include
all variants and all appropriate tech levels. After each Mech is
determined, the OP4 player will roll to see the Piloting and Gunnery for each
Mech using the OP4 Random Piloting and
Gunnery Table. Tech level 2 is the default Mech choice unless otherwise
specified.
C3i: When facing a player with
three or more C3i equipped Mechs; all OP4 pilots are 3 / 4 unless the random
roll is better on the OP4 Random Piloting and Gunnery Table.
50% Advantage by BV: If the player’s or the OP4’s Forces have a 50%
advantage based on the unadjusted Battle Value (BV) the following measures will
be taken to make the game more enjoyable for both sides:
OP4 Advantage: If the OP4 has the
advantage then the player may drop an extra 20 tons of Mechs and equipment times
the Mission Category where Light equals one and Assault equals four (E. G. -
Heavy Mission = 20*3 = an extra 60 tons.)
Player Advantage: If the player has the Advantage then the OP4 may roll
an additional Mission Class Mech (Medium Contract equals a Medium Mech)
OP4 Modifications: The OP4 player has many disadvantages; often they are
fighting with Mechs and equipment that are unfamiliar and sometimes
contradictory to each other. In order
to balance this out, OP4 players may adjust their ‘Mechs in the following
manor:
1. The following items:
q
Flamer, Machine guns, Small laser, SRM-2
q
Excess ammunition, Advanced electronics
q
A-pods or B-pods
q
Jump jets, Heat sinks
Can be freely replaced for any of these:
q
Additional armor
q
Jump jets
q
Additional ammunition for other weapons
q
A-pods or B-pods
q
C3 Slave unit (3050 or later), or C3i unit (3065 or later)
2. You can freely replace an
inner sphere XL engine for a light engine (if you are playing in the correct
time period - 3065 or later), but you can only remove items to balance out
the weight. No swapping of equipment is permitted.
3. You can freely replace
inner sphere equipment for a C3 master computer (if you are playing in the
correct time period - 3050 or later), but you can only remove items to
balance out the weight. No swapping of equipment is
permitted.
4. Any weapon that is mounted
in a rear-facing arc may be freely changed to a forward-facing arc.
Damage and
Withdrawal for OP4 Mechs: OP4 Mechs must retreat when one of the following conditions is met:
Side Torso Location is Destroyed Two Engine
Criticals
One Gyro & One Engine Critical Sensors Critical
Internal Structure Damage to 3 or more
Locations Four or more Pilot Hits
Retreating Mechs will run at their maximum speed
towards the nearest table edge that they can disengage from,
and will fire only the weapons that are in one arm
and those mounted to fire backwards.
MRCB:
The
Mercenary Review and Commission Board, or MRCB, is set up to deal with
grievances against Mercenary units. The MRCB is made of two parties; the jury
which is comprised of all the players. The second party is the Judge and is
comprised of a single D6. If the majority of the jury cannot come to a
consensus on any matter then it is the job of the judge to settle the question.
Purpose of the MRCB
1 To establish an equitable scenario
where everyone can enjoy themselves and support fair play.
If
a majority of the MRCB decides that a player has acted in an unfitting manor
then they can award the player -1 MRCB points. If a player reaches -3 MRCB
points they will not be allowed to play in the Campaign. MRCB points cannot be removed
For
the first negative MRCB point, you will lose 1 HP from every House. For each –1 MRCB point, you will have to pay
20% more for every Mech you purchase, no matter what planet you are on to
reflect your poor reputation.
2 To decide upon a Mercenary Withdrawal.
Mercenary Withdrawal: A Mercenary unit may decide to withdrawal from the
battlefield at any time, however unless it is a justified withdrawal they will
be punished. The unit will receive no payment for the Contract, will receive -1
MRCB point and will lose 3 HP from the House that he was fighting for. The
majority of the players must agree in order for this penalty to take effect.
REPAIR AND REFIT:
Repairing Battlemechs, Vehicles, Infantry and
Once
purchased you do not have to pay any upkeep on your Mechs and other units,
however if they become damaged in an engagement they must be repaired. Each
type of unit has its own repair chart listed on the page. Note that each Mech’s
status should be reviewed and agreed upon by the two sides that fought to
determine the appropriate damage level.
If a consensus cannot be reached, then a non-battle participant will act
as a third vote to break ties.
Faster Repairs: A player may pay an additional 5% per damage level to
have a unit repaired faster. You will drop 1 round for each 5% over the initial
repair cost. If on a multiple mission contract it will cost 10% extra per level
instead of the 5% normally paid.
Damaged Units: Units must be repaired before they can fight in a new
contract with the exception of infantry.
Outreach: Any unit may be left at outreach while it is being
repaired; however you must pay its jump cost +10% to get it to you unless you
return to Outreach.
Clan Maintenance: Any clan Mech that participates on a mission will take a minimum effect
of 25% 'damage', even if the mech does not take damage in the mission.
This reflects the difficulty in maintaining clan-based technology. This is not cumulative with
other damage the Mech suffers.
Mechs
Mech
damage is broken into six different categories representing the percentage of
damage received. The chart shows the damage categories, time, and cost in
percentage to repair the Mech**
|
Damage % |
Cost to Repair |
Time to Repair |
Description |
|
0% Damage |
No Cost |
No Time |
Mech has less than 50%
armor damage and less than 5 IS damaged |
|
25% Damage |
5% of Original Value |
No Time |
Mech mostly operational,
examples would be a limb blown off, or a non-engine/gyro critical, this does
not apply to Vehicles and will round up to 50% damage. |
|
50% Damage |
10% of Original Value |
1 Round |
Mech partially operational,
examples would be large amounts of armor destroyed, one engine or a gyro. |
|
75% Damage |
15% of Original Value |
2 Rounds |
Mech almost non
operational, examples would be two engine hits, extensive internal structure
damage. |
|
100% Damage |
25% of Original Value |
3 Rounds |
Mech non operational,
examples would be three engine or two gyro criticals, massive internal
structure damage. |
|
Destroyed |
Must Re-Purchase Mech |
N/A |
Mech is destroyed by an
ammo explosion that does not have CASE, or a Mech that is unable to withdraw
from the battlefield if the player loses the mission. |
Vehicles
In
the campaign a Vehicle’s damage is broken into four different categories
representing the percentage of damage the Mech has received. The following
chart shows the damage categories and the cost in percentage to repair the
Vehicle as well as the amount of time it will take to repair the Vehicle;**
|
Damage % |
Cost to Repair |
Time to Repair |
Description |
|
0% Damage |
No Cost |
No Time |
Vehicle has less than 50%
armor damage, less than 10 IS damaged, and 2 or less Criticals that do not
effect movement. |
|
50% Damage |
10% of Original Value |
1 Round |
Vehicle has greater than
50% armor damage, More than 10 IS damage, more then 2 Criticals, or any
critical that effects movement. |
|
100% Damage |
25% of Original Value |
3 Rounds |
Vehicle non operational,
examples would be anything that stops the vehicle from functioning, or
massive internal structure or armor damage. |
|
Destroyed |
Must Re-Purchase Vehicle |
N/A |
Vehicle is destroyed by an
ammo explosion that does not have CASE, or a Vehicle that is unable to
withdraw from the battlefield if the player loses the mission. |
Infantry: In the
campaign Infantry are the most straight foreword unit when it comes to damage.
If an infantry Platoon is reduced below half of its original starting number
you must purchase a new Infantry Platoon. If an infantry platoon is still above
half its numbers it is returned to full strength after one Round.
Salvaged ‘Mechs: A ‘Mech may be salvaged if you win the
2 Gyro Hits or 3 Engine Hits
One
or Both Legs Destroyed
Pilot
is killed or ejected during the
Center
Torso or Head Destroyed
Anything
that reduces a Mechs MP to 0
*Note that these are just some examples. A Mech that both parties agree should be
salvaged probably is.
A
salvaged ‘Mech may be sold at 75% of its original cost. Only fully repaired ‘Mechs can be sold. If you can’t afford the cost to repair a
‘Mech before it is sold, you can sell a damaged ‘Mech for a quarter of the
undamaged percentage. (E.X. - a 25% damaged Mech can be sold for 75% of its
value divided by four)
Purchasing New Units and Pilots:
Purchasing a Unit: You may purchase new Units after each round, however
your current location will determine what Mechs are available to purchase. When
you purchase a new Mech it will come with or without a Mechwarrior at the
player’s discretion. This Mechwarrior will be randomly generated using the Random Mechwarrior Generation Table
(Page 11). All other units may roll on the Random
Mechwarrior Generation Table but will subtract 1 from their roll after all
other modifiers. If you purchase a Unit, you may not sell that Unit
until two rounds have passed. If a player’s Unit is destroyed or lost, the
player may choose to purchase the exact same Unit (at the end of that
round only) as a replacement.
Outreach: If you are on the planet Outreach any standard Tech
level 1, 2, or 3 Unit may be purchased, but it will take one round to arrive.
Inner Sphere Omni-Mechs may be purchased, but the most expensive variant must
be purchased and there is a 10% extra cost to represent the Mechs flexibility.
(All variants are included, and can be freely swapped out at any time
afterward.)
Clan Mechs: As Clan Mechs (Omni or second line) represent the
pinnacle of modern Mech warfare they are very rare and valuable. Once per round
each player may roll 2D6 and if any double is rolled Clan Mechs are available
for that player in campaign settings where clan technology is available. The Mechs available for purchase are
determined by rolling on the Random Mech
Chart.
House Employ: While in House employ each player may roll on the Random Mech Chart. You may also “Order”
a Mech from outreach but you will pay the full price and it will take two
rounds to arrive. If you have positive House Points for the location you are in
you will have to pay 20% less and if you have negative House Points you pay
full cost for any Mechs purchased. You may also use House Points while in a Houses
employ to find a certain Mech. It will
cost one HP per tonnage class, ex: a light Mech would cost one HP, a Medium two
HP, etc. When rolling for random ‘Mechs, you can spend one HP to change the
variant available within the same tech level.
[E.G. – You roll an Archer 4W (level two) as a random mech. You pay one HP, and can choose any other
level two Archer ‘Mech variant.]
Hiring New Mechwarriors or Crews: You may hire a Mechwarrior or Crew for $250,000. This
Mechwarrior will start out green with a piloting and gunnery of 5.
Clan Mechs and Mechwarriors: If you purchase a Clan Mech and choose to roll
randomly for your Mechwarrior you may reroll once if you roll a regular
Mechwarrior. If you salvage a Clan Mech
roll 2D6 and if you roll a 7 or higher then the Mechwarrior was a Clan
Mechwarrior and he will offer to join your unit, This Mechwarrior uses the same
gunnery and piloting he had when captured.
Upgrading Units and Pilots:
Units: To upgrade a Mech it must be fully repaired, and you
must have positive HP for the house you are in or be on Outreach. Take the full
value of the older version of the Mech from the new version and pay the
difference. All bonuses and penalties
still apply. Note that any Upgrades will take one round to complete and the Mech
that is being upgraded will not be able to participate in any Contract during
that round. Clan second line Mechs can
be upgraded to a different variant, but the process will cost the difference
plus $1,000,000 C-Bills and take two turns.
If an “Upgrade” results in the value of the ‘Mech decreasing, the extra
C-Bills are lost.
Weapons: To upgrade a weapon you must pay the full amount of
the upgraded weapon +10% (Ex: PPC to ER PPC), this may only be done on
Outreach. You may not change the type of weapon, only the Tech Level. Note that
any upgrades will take one round to complete and the Mech that is being
upgraded will not be able to participate in any Contract during that
round. You may also ‘upgrade’ weapons to
a lower technology level, if you wish. You
cannot upgrade Inner Sphere weapons to Clan technology using this method,
unless all group members agree.
C3i – If you are customizing C3i on a mech that does not
have C3i stock, it takes two turns instead of one to upgrade. When facing a player with three or more C3i
equipped Mechs, all OP4 pilots are 3 / 4 unless rolled better on the random OP4
chart.
Mechwarriors and other Units: Once the campaign has begun you must still pay to
upgrade your Mechwarriors and other units piloting and gunnery per the
following Piloting & Gunnery
Advancement Table listed below.
Piloting & Gunnery Advancement Table
|
Gunnery Table |
|
Piloting Table |
||||
|
Starting Level |
Ending Level |
Cost |
|
Starting Level |
Ending Level |
Cost |
|
Level 6 |
Level 5 |
$500,000 |
|
Level 6 |
Level 5 |
$400,000 |
|
Level 5 |
Level 4 |
$1,500,000 |
|
Level 5 |
Level 4 |
$1,000,000 |
|
Level 4 |
Level 3 |
$5,000,000 |
|
Level 4 |
Level 3 |
$3,500,000 |
|
Level 3 |
Level 2 |
$10,000,000 |
|
Level 3 |
Level 2 |
$7,500,000 |
New Mechwarriors or Crews: Any time
you purchase a new Mech or Other Unit it may come with a Mechwarrior (See
Purchasing New Mechs Above) This Mechwarrior is randomly generated using the Random Mechwarrior Chart. Depending on the Category of the ‘Mech you will
add a bonus or negative to the roll for determining the Mechwarriors Piloting
and Gunnery as follows:
Light -1
Medium +0
Heavy +1
Assault +2
Clan +3
Other Units
besides Mechs subtract 1 from the roll after modifiers
Damage and
Withdrawal for OP4 Mechs: OP4 Mechs must retreat when one of the following conditions is met:
Side Torso Location is Destroyed Two Engine
Criticals
One Gyro & One Engine Critical Sensors Critical
Internal Structure Damage to 3 or more
Locations Four or more Pilot Hits
Retreating Mechs will run at their maximum speed
towards the nearest table edge that they can disengage from,
and will fire only the weapons that are in one arm
and those mounted to fire backwards.
Campaign Quick Reference
Round:
Determine
Location: players must determine how
many jumps their forces are from Outreach. When starting the Campaign each
player is located on Outreach.
Select
Contract: The Person with the most
C-Bills will get first choice of the available contracts, at start roll
randomly.
Contract
Bidding: The players will then bid
for any contested Contracts.
Determine
the Scenario: Each player rolls 2D6
and compares their rolls to the Scenario Mission Chart they then determine the
Scenario using the Scenario Chart.
Determine
Players Forces: The player determines
what forces he will land for the
Determine
OP4 Forces: The OP4 will then roll
randomly for their Mechs then determine each mechs Piloting and Gunnery using
the OP4 Random Piloting and Gunnery
Table.
Determine
OP4: The players will then determine
who will be playing against whom
Player
Wins: If the player wins determine
salvage (if any) and repairs; a player may move his forces to another location
if desired.
Player
Loses: Make repairs - player may move
his forces to another location if desired.
Purchasing Mechs:
Outreach: If you are located on Outreach at the beginning or
end of a round you may purchase any tech level 1, 2 or 3 Mech at cost. This ‘Mech will take one round to arrive.
House Employ: While in House employ each player may:
Order:
You may “Order” a ‘Mech from Outreach
and it will take one round to arrive. You will pay full cost if you have no HP
or negative HP with the House you are in, and 20% less if you have positive HP.
Random: You may roll 1D6 random Mechs on the House you are
located in Random Mech Table and this ‘Mech will be available the turn that you
purchase it. You may only roll once for
two Mech Categories (E.G. – Medium and Heavy), and 1D6 Mechs are available for
each.
House
Points: You may use an HP for
$1,000,000 toward the purchase of a ‘Mech or you may use one HP per tonnage
class to “find” a specific Mech. When
rolling for random ‘Mechs, you can spend one HP to change the variant available
within the same tech level. [E.G. – You
roll an Archer 4W (level two) as a random mech.
You pay one HP, and can choose any other level two Archer ‘Mech
variant.]
Inner
Sphere XL Mechs: All costs to purchase, maintain, repair, and sell IS
XL Mechs are based on 50% of the mech's actual cost in C-Bills, rounding up to
the next million C-Bill mark. (Ex: A
3050-era MAD-5S Marauder costs 15,498,000 C-Bills. The cost for the player to purchase this mech
is 8,000,000 C-Bills. [15,498,000
divided by two is 7,749,000, which is rounded up to 8,000,000 C-Bills.] Percentage discounts / penalties are taken
before dividing by 50%.) This does not apply to Clan Mechs,
nor does it apply to IS light engines.
Clan Maintenance: Any Clan Mech that participates on a mission will take a minimum effect
of 25% 'damage', even if the mech does not take damage in the mission.
This reflects the difficulty in maintaining clan-based technology. This is not cumulative with
other damage the Mech suffers.
|
Round: Each time the Players in the Campaign complete a Contract is
considered one round and is broken into the Following sequence. Select A Contract Roll on the Bonus Equipment Chart Move to and Complete Contract Move to any other location, sell or buy
‘Mechs |
Purchasing Mechs: Outreach: If you are located on Outreach at the beginning or
end of a round you may purchase any tech level 1, 2 or 3 Mech at cost. This ‘Mech will take one round to arrive. House Employ:
While in House employ each player may: Order: You may “Order” a ‘Mech from Outreach and it will
take one round to arrive. You will pay full cost if you have no HP or
negative HP with the House you are in, and 20% less if you have positive HP. Random: You may roll 1D6 random Mechs on the House you are
located in Random Mech Table and this ‘Mech will be available the turn that
you purchase it. You may only roll
once for two Mech Categories (E.G. – Medium and Heavy), and 1D6 Mechs are
available for each or 1D3 for Assault. House Points: You may use an HP for $1,000,000 toward the purchase
of a ‘Mech or you may use one HP per tonnage class to “find” a specific
Mech. When rolling for random ‘Mechs,
you can spend one HP to change the variant available within the same tech
level. Inner Sphere XL Mechs: All costs to
purchase, maintain, repair, and sell IS XL Mechs are based on 50% of the
mech's actual cost in C-Bills, which is rounded up to the next million C-Bill
mark. Inner Sphere Omni Mechs: When purchasing an Inner Sphere Omni Mech you must
pay an additional 10% to represent the various flexibility of the Omni Mechs. Salvaged Mechs: A Mech may be salvaged if you win the mission that you are fighting
in and the ‘Mech was unable to leave the field of battle. The criteria for
this are as follows; 2 Gyro
Hits
Pilot is killed or ejected during the 3
Engine Hits
Center Torso or Head Destroyed One
or Both Legs Destroyed Center Torso
or Head Destroyed *Note that
these are just some examples. A Mech
that both parties agree should be salvage probably is.. |
|||||||||||||
|
OP4 Random Piloting and Gunnery Table *Add the
following modifiers to the roll based on the category of ‘Mech: Light = -1;
Medium = +0; Heavy = +1; Assault = +2; Clan = +3 |
||||||||||||||
|
Roll |
Mechwarrior Skill Level |
Gunnery & Piloting |
||||||||||||
|
2 |
Green |
6 / 6 |
||||||||||||
|
3 |
Green |
5 / 6 |
||||||||||||
|
4 |
Green |
5 / 5 |
||||||||||||
|
5 |
Regular |
5 / 4 |
||||||||||||
|
6 |
Regular |
4 / 5 |
||||||||||||
|
7 |
Regular |
4 / 5 |
||||||||||||
|
8 |
Regular |
4 / 4 |
||||||||||||
|
9 |
Regular |
3 / 5 |
||||||||||||
|
10 |
Regular |
3 / 4 |
||||||||||||
|
11 |
Veteran |
3 / 4 |
||||||||||||
|
12 |
Veteran |
3 / 4 |
||||||||||||
|
13 |
Veteran |
3 / 3 |
||||||||||||
|
14 |
Elite |
3 / 3 |
||||||||||||
|
15 |
Clan Elite |
2 / 3 |
||||||||||||
|
C3 & C3I Equipped Mechs: If a Player has a C3 or C3I
equipped unit then it will modify the OP4
Random Piloting and Gunnery Table as follows. Note that you only use the highest modifier
from either C3 or |
Category: This is the size of the battle that you will be fighting and this will
determine the size of the forces you are allowed to take. There are four
Categories; Light, Medium, Heavy, and Assault. Light: Your force may not exceed 130 tons and no Mech may
exceed 50 tons.* Medium: Your force may not exceed 200 tons and no Mech may
exceed 70 tons.* Heavy: Your force may not exceed 280 tons and there is no
max tonnage limit.* Assault: Your force may not exceed 390 tons and there is no
max tonnage limit.* *Unless
Sponsor D Efficient Packer is taken |
|||||||||||||
|
C3 Computer |
C3i Computer |
|||||||||||||
|
Just the Master Mech: +0 |
One C3i Mech: +0 |
|||||||||||||
|
Master and 1 Slave: +0 |
Two C3i Mechs: +1 |
|||||||||||||
|
Additional slave units: +1
per |
Mechs after the first two:
+1 |
|||||||||||||
|
Mechwarrior Upgrades:
Gunnery Table |
Damage Table |
|||||||||||||
|
Starting Level |
Ending Level |
Cost |
Damage % |
Cost to Repair |
Time to Repair |
Description |
||||||||
|
Level 6 |
Level 5 |
$500,000 |
0% Damage |
No Cost |
No Time |
Less than 50% armor dam
& 5 IS damaged |
||||||||
|
Level 5 |
Level 4 |
$1,500,000 |
25% Damage |
5% of Original Value |
No Time |
Mech mostly operational,
examples would be a limb blown off, or a
non-engine/gyro crit |
||||||||
|
Level 4 |
Level 3 |
$5,000,000 |
||||||||||||
|
Level 3 |
Level 2 |
$10,000,000 |
50% Damage |
10% of Original Value |
1 Round |
Mech partially operational,
examples would be large amounts of armor
destroyed, one engine or a gyro hit. |
||||||||
|
Mechwarrior Upgrades:
Piloting Table |
||||||||||||||
|
Starting Level |
Ending Level |
Cost |
||||||||||||
|
Level 6 |
Level 5 |
$400,000 |
75% Damage |
15% of Original Value |
2 Rounds |
Mech almost non operational,
examples would be two engine hits,
extensive internal structure damage. |
||||||||
|
Level 5 |
Level 4 |
$1,000,000 |
||||||||||||
|
Level 4 |
Level 3 |
$3,500,000 |
||||||||||||
|
Level 3 |
Level 2 |
$7,500,000 |
100% Damage |
25% of Original Value |
3 Rounds |
Mech non operational,
examples would be three engine or two gyro
crits, massive internal structure damage. |
||||||||
|
Mech Tech
Level Chart |
||||||||||||||
|
Roll |
Tech Level |
Roll |
Tech Level |
|||||||||||
|
2 |
Clan |
8 |
Level 2 Tech |
Destroyed |
Must Re- Purchase Mech |
N/A |
Mech is destroyed by an ammo
explosion that does not have CASE, or a
Mech that is unable to withdraw from the
battlefield if the player loses the mission. |
|||||||
|
3 |
Level 1 Tech |
9 |
Level 3 Tech |
|||||||||||
|
4 |
Level 1 Tech |
10 |
Level 3 Tech |
|||||||||||
|
5 |
Level 1 Tech |
11 |
Level 3 Tech |
|||||||||||
|
6 |
Level 2 Tech |
12 |
Clan |
**Note that each Mech should
be reviewed and agreed upon by the two sides that fought to determine the
appropriate damage level. |
||||||||||
|
7 |
Level 2 Tech |
|
||||||||||||
|
Scenario |
Scenario
Chart |
|||||||||||||
|
Roll |
|
Roll |
|
Players |
OP4s |
|||||||||
|
2 |
OP4s Choice |
8 |
Recon |
|
Recon |
Defend |
Patrol |
Attack |
||||||
|
3 |
Recon |
9 |
Defend |
Recon |
Free for All |
Diversion |
Break Through |
Recon |
||||||
|
4 |
Defend |
10 |
Patrol |
Defend |
Intercept |
Free for All |
Recon |
Defend |
||||||
|
5 |
Patrol |
11 |
Attack |
Patrol |
Diversion |
Break Trough |
Free for All |
Recon |
||||||
|
6 |
Attack |
12 |
Players Choice |
Attack |
Intercept |
Attack |
Intercept |
Free for All |
||||||
|
7 |
Reroll |
|
|
|
|
|
|
|
||||||
|
Jumps: Each jump will cost $1,000 for every ten tons of ‘Mechs being
transported per jump. All Mechs that are owned must be calculated in your
jump cost, the only exception to this is a ‘Mech that is being repaired or
upgraded as it can be left at Outreach. If a Mech that is left at Outreach
you must pay the Jump cost to bring the Mech to your location. |
Damage and
Withdrawal for OP4 Mechs: OP4 Mechs must retreat when any one of the following conditions is met: Side Torso
Location is Destroyed Two Engine
Crits One Gyro
& One Engine Crit Sensors
Crit Internal
Structure Damage to 3 or more Locations Four
or more Pilot Hits |
|||||||||||||
Free For All
Ø Description:
opposing forces meet on the Battlefield for many different purposes - tactical,
accidental, and a slew of other reasons. When this happens there are many
different ways that a battle may progress, the most fearsome of these for most
commanders is the free for all.
The purpose of the Free for
All is for the player to crush the other side’s force pure and simple.
Ø Turns: 15
Ø Player Objective: The player’s objective is to reduce the OP4s force below 50%.
Ø OP4 Objective:
The OP4’s objective is to reduce the player’s force below 50%.
If both sides are reduced below
50% in the same turn, the player may choose to continue fighting or may end the
scenario as a draw.*
Note that 50% is determined
by tonnage, so if the player has four 50-ton mechs (a total of 200 tons) the
OP4 must destroy three of the players Mechs to win.
Ø Deployment:
Each player will roll 1D6 and whoever rolls higher may choose which corner they
will set up in, the other player will then choose who deploys first.
Ø Victory Conditions: The scenario ends when one side has reduced their opponent’s force below
50%, unless the player chooses to continue in which case the battle must
proceed the full 15 turns.
*If the
|
|
Blue = Player Red = OP4 |
Diversion
Ø Description:
Battles are won or lost by the tactics and maneuvering for position employed
before a primary engagement. A cunning
commander can divert key enemy away from the main battle, increasing the odds
of victory – if they can be delayed for long enough.
Ø Starting the turn after one or more player Mechs cross
the halfway point of the table, the player must spend the below mentioned turns
engaging or avoiding the enemy in combat.
After the player completes the required number of turns, they must exit
the battlefield at the designated area.
Ø Turns:
Light 6
Medium 5
Heavy 4
Assault 4
Ø Player Objective: The player’s objective is to make it through the turns and exit the
battlefield at the designated area or to reduce the OP4 Force below 50%.
Ø OP4 Objective:
The OP4’s objective is to reduce the player’s force below 50%.
If both sides are reduced below
50% in the same turn, the scenario ends as a draw.*
Note that 50% is determined
by tonnage, so if the player has four 50-ton mechs (a total of 200 tons) the
OP4 must destroy three of the players Mechs to win.
Ø Deployment:
The OP4’s force must deploy first.
Ø Victory Conditions: The scenario ends when one side has reduced their opponent’s force
below 50%, or if the player gets at least 50% of his force off of the battlefield
after the allotted time period.
*If the
|
|
Blue = Player. Blue w/ Dotted Line = Player Exit Red = OP4 Sets up
in a 12” square off of the centerline of the table |
Breakthrough
Ø Description:
Often a commander will find a part of his forces cut off from the main body.
When this happens both forces will try to link up by breaking through the enemy
forces.
Ø The player has to make it to the other side of the
battlefield. (A task sometimes easier
said than done)
Ø Turns: N/A
Ø Player Objective: The player’s objective is to get his force to the other side of the
battlefield with more than 50% of his force operational.
Ø OP4 Objective:
The OP4’s objective is to reduce the player’s force to 50% or less.
Note that 50% is determined
by tonnage, so if the player has four 50-ton mechs (a total of 200 tons) the
OP4 must destroy two of the players Mechs to win.
Ø Deployment:
The player’s force must deploy first.
Ø Victory Conditions: The scenario ends once the OP4 has reduced their opponent’s force to
50% or less, or if the player gets more than 50% of his force off of the
battlefield.
|
|
Blue = Player
Sets up in a 12” square off of the centerline of the table Red = OP4 |
Recon
Ø
Description: In battle there is always a need for reconnaissance,
whether it is to rescue an ejected pilot, pinpoint the enemy’s location, or any
number of other purposes.
Ø
At least one
player unit must traverse the battlefield, and spend one complete turn within
five inches of the recon objective, represented by a designated piece of
terrain doing nothing. Once this task is complete the player’s force must exit
the battlefield.
Ø
Turns: N/A
Ø
Player
Objective: The players’ objective is to
ensure that the Mech that completes the recon task passes the halfway mark of
the field, and leaves the board
Ø
OP4 Objective: The OP4s objective is to destroy the Mech that made
it to the recon area, or destroy the player’s force.
Ø
Special: Any Mech within two inches of the “recon” Mech may
choose to take the damage for the recon Mech if the player rolls a 6 or above
on a 2D6. The OP4 or opposing player will place the objective marker.
Ø
Deployment: The player’s force must deploy first.
Ø
Victory
Conditions: The player must complete
the recon objective and exit the battlefield with all of their force. Any Mech that cannot make it off of the battlefield
is considered lost. The scenario ends when the player’s recon Mech has
accomplished the recon and all player forces have left the table beyond the
halfway point of the board, or if the recon Mech is destroyed.
|
|
Blue = Player
Sets up in a 12” square off of the centerline of the table Red = OP4 sets up
in a 12” x 6” rectangle off of the halfway mark. Grey = Recon
objective may be placed anywhere in this area. |
Intercept
Ø Description:
Small units are often sent to intercept other force before the enemy reaches
its final destination.
The player must intercept
the OP4s force before it exits the battlefield, the side that inflicts the most
damage after all OP4 mechs have made it off of the field or been destroyed is
the winner.
Ø Turns: N/A
Ø Player Objective: The player’s objective is to cause as much damage to the OP4 force as
possible before 50% of the OP4s force can exit the battlefield.
Ø OP4 Objective:
The OP4’s objective is to get his force to the other side of the battlefield
with at least 50% of his force operational.*
Ø Deployment: Each
player must roll 1D6, the player who rolls highest will choose which corner the
OP4 will have to set up in. After the OP4s force have deployed the player must
choose one of the opposite corners to deploy in, or can choose to split his
force between the two deployment zones.
Ø Victory Conditions: At the end of the
*If
the
|
|
Blue = Player Red = OP4 Red with no
Border = OP4 Exit |
Defend
Ø Description:
A force will be called upon to defend a certain location or object.
The player must defend a
fortified or strategically important location, preventing the destruction of a
number of objects or buildings within a limited amount of time
Ø Turns: The number of turns are
equal to the number of buildings, markers, unmanned vehicles, etc (see Special)
Ø Player Objective: The player’s objective is to reduce the OP4s force below 50% before
all turns have passed.
Ø OP4 Objective:
The OP4’s
objective is to destroy at least 1/2 (round up) of the buildings, markers,
unmanned vehicles, etc (see Special) before
all turns have passed.
Note that 50% is determined
by tonnage, so if the OP4 has four 50-ton Mechs (a total of 200 tons) the player
must destroy three of the players Mechs to win.
Ø Special: After the terrain for the
Ø Deployment:
The player’s force must deploy first.
Ø Victory Conditions: If neither player has
achieved their objective before all the turns have passed the
scenario ends as a draw.* After destroying 1/2 of the objectives the player may choose to end
the mission or may continue playing until all the turns have passed.
*If
the
|
|
Blue = Player Red = OP4 Sets up
in a 12” square off of the centerline of the table |
Attack
Ø Description: A force will be called upon to attack a
location or object.
The player must assault a fortified or strategy important location,
destroying a number of objects or buildings within a limited amount of time
Ø Turns: The number of turns are equal to the number
of buildings, markers, unmanned vehicles, etc (see Special)
Ø Player Objective: The player’s objective
is to destroy at least 1/2 (round up) of the buildings, markers, unmanned
vehicles, etc (see Special) before the turns have run out.
Ø OP4 Objective: The OP4’s objective is
to reduce the player’s force below 50% before all the turns have passed.
Note that 50% is determined by tonnage, so if the player has four
50-ton mechs (a total of 200 tons) the OP4 must destroy three of the players
Mechs to win.
Ø Special: After the terrain for
the Mission is placed but before either side sets down, the OP4 must place
1D6+6 random buildings, markers, unmanned vehicles, etc in the OP4s deployment
zone. These buildings are the player’s objective; each building can take 25
points of damage before being destroyed however these buildings do not take the
"Immobile Target" penalty as they are camouflaged, hardened, dug in,
etc. If one of the OP4’s mechs falls in the LOS of a player’s mech that is
firing on the building the Attacking mech has a +1 to hit the building.
Ø Deployment: The OP4’s force must deploy first.
Ø Victory Conditions: If neither player has
achieved their objective before all the turns have passed the
scenario ends as a draw.* After destroying 1/2 of the
objectives the player may choose to end the mission or may continue playing
until all the turns have passed.
*If the
|
|
Blue =
Player Sets up in a 12” square off of the centerline of the table Red = OP4 |
Clan
Variation on Mercenary Campaign
This add-on to the Battletech
Mercenary Crusade rules exists to let players take on the role of clan troops,
fighting in their home worlds against other clans. This campaign add-on does not take into account facing off
against Inner Sphere force. players who
participate as clan warriors do not get to use any sponsors, nor can they
re-roll any mission.
In order to participate in a
clan-based campaign, the player must first pass a trial of position. This trial by combat will prove that a player
is worthy to lead clan warriors into battle.
The trial of position will take place as follows: The player will be
given one mech - a Ryoken configured in the primary configuration, and a
Mechwarrior representing the player with a 3 / 4 gunnery and piloting. The opposing mechs will be a Puma-B, a Black
Hawk-Primary, and a Thor-Primary. All
OP4 Mechs have a 3 / 4 gunnery and piloting.
The player will face these mechs, one at a time starting with the Puma,
moving to the Black Hawk next, and finally facing the Thor. The objective is to destroy or force two or
more OP4 clan mechs to withdraw. Clan
OP4 mechs will use the standard rules to determine if they must withdraw. If the player fires on one of the unengaged
mechs before they destroy or force the withdrawal of the current opponent, all
of the remaining OP4 clan mechs will attack the player in the following round. Random
terrain (1-2 = hills, 3-4 = forest, 5-6 = barren)
A player who defeats only one
mech may not play as a clan force, as he was unable to defeat even a single
inferior mech. A player who defeats two
mechs begins the campaign as a star commander.
A player who defeats all three mechs begins the campaign as a star
captain. A Mech that is destroyed or
force to withdraw on the same turn the player’s Mech is destroyed still ‘counts’
as a defeated opponent. A player who
successfully passes his trial of position begins the game with 5,000,000 honor
points (used in lieu of c-bills for the campaign.) and a pilot with a 3 / 4
gunnery and piloting skill.
If the player gains the rank
of Star Commander they may choose either any light or medium mech they wish for
his personal mech. If the player attains
the rank of Star Captain they may choose any light, medium or heavy mech for
his personal mech, and two of the mechs in his star that will be of light or
medium weight class.
The remaining mechs in the
star are then randomly rolled for on the following chart.
2 One Point
of
3-5 Light Mech
6-9 Medium
Mech
10-11 Heavy Mech
12 Player
chooses a Light or Medium Mech
If the commander chooses they
may willingly downgrade any mech to a Point of vehicles or Point of Battle
Armor. Whenever the player acquires a
new pilot, roll on the chart below to determine which tech level piloting chart
to use. On a 1-2, use the tech level one
chart. On a roll of 3-5, use the tech
level two, and a roll of 6 uses the tech level three chart. Then, roll 2D6 to determine the gunnery /
piloting of the Mechwarrior on the appropriate chart.
Honor points will be used in
lieu of C-bills and can be used to “buy” and repair the mechs of their
command. Listed payments from Missions are doubled. You would also be able to use these to
upgrade pilots by getting more access to training equipment or better connections
to your clan’s elders and khans. You
will also use honor points to “pay” for jumps.
Because this campaign will not use house points if the player losses a
mission they will only receive half the number of honor points.
Tech levels will be used to
represent the quality of troops that you are facing in each mission instead of
the enemy Tech Level, as you are facing only clan OP4 opponents. If the player takes a mission that has clan
as the OP4 tech level then OP4 pilots will be rolled on the Tech Level 3 chart
and gain a +1 bonus.
|
Tech
Level 1 (1-2) 2-3 5
/ 5 4-6 4
/ 5 7-9 4
/ 4 10-11 3 / 4 12 3
/ 3 |
Tech
Level 2 (3-5) 2-3 4
/ 4 4-6 3
/ 4 7-9 3
/ 4 10-11 3 / 3 12 2
/ 3 |
Tech
Level 3 (6) 2-3 3
/ 5 4-5 3
/ 4 6-9 3
/ 3 10-11 2 / 3 12 1
/ 2 13 1
/ 1 |
Battletech Mercenaries Crusade Downloads
This is
where you will find all the downloads (duh) for the Campaign Back
to Top
This is the campaign in a word document, our random mech generator and
the random contract generator!
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