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!

 

Campaign

Scenarios

Downloads

Lawful Stuff

Clan Campaign

 

 

 

 

 

 

Concept: (8/10/07) Back to Top

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 Mission is known.

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 Battle Armor:

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.

 

Battle Armor: Battle Armor are the “New” units and much like Infantry require special training and equipment to increase their skills. In order to increase a Battle Armor Units Gunnery it will cost the normal cost (instead of the usual lesser amount) as a specialist must be hired or found to train them. Battle Armor Units take up 10 tons for jump purposes and 10 tons for drop purposes due to support and supplies for the Battle Armor. Battle armor may perform any task in a Scenario.

 

 


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;

Forest: The terrain is primarily comprised of light to heavy woods,

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 Mission Class Support Vehicle: The player gets one random Mission Class Vehicle with a random piloting and gunnery (see Gunnery and Piloting Chart). The player will roll 1D6 and consult the table below. This Vehicle is only available for the duration of the Contract.

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 Mission specials may not be used in this way).

 


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 Battle Armor:

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