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 |