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Table of Contents

Summary Campaign Play (Contracts and Procedure)


Lance Leader Generation -Mission Types
-Important Resources -Transport Rules
-Attribute Use Summary Chart -Contract Roles and Effects
-Skill Use Summary Chart
-Lance Leader Trait Summaries Pre-mission Steps
-Custom Mechs during Character -Determine Player Participation
Generation -Determine Reinforcements
-Determine Battlefield Support
Force Composition -Logistics

Lance Warehouse Gameplay Issues


-Part Acquisition (buying/selling) -Number of Players
-Initiative
Force Tracking -Ejected Pilots
-C-bills and Salaries -Prisoners
-Edge
-Parts, Supplies, and Refits
-Abandoning Units
-Maintenance
-Medical Care, Injuries, and Attribute Loss
Post-mission Steps
-Salvage -Salvage
-Pilot Stable -Healing
-Prisoners -Report Lance Readiness
-Spare BattleMechs -Adjust Contract Score
-Upgrading 2-Mech Starting Lances -Advance Time
-Experience
-Special Piloting Abilities Effects Campaign Play Between Contracts
-Recruitment -Adjust Dragoons Rating
-Minimum Ranks -Prisoner Ransom/Recruitment
-Lance Leader Death -Paychecks and BLC
-Retirement
Force Tracking (Unit Commander) -Advance Time and Aging
-Administrators -Out of Contract Status
-Support Forces
-Unit-level Assets Special Case and Advanced Rules
-DropShip Purchasing -Searchlights and Hand-held Weapons
-Land-Air-Mechs
Repairs, Refits, and Customizations -Aerospace Fighters and BattleMech
-Repairs & Master Repair Table Manual Rules
-Refit Kits -Combat Engineers
-Customizations
-Mech Quirks APPENDIX 1: Random Mech Access Tables
-DropShip Modification APPENDIX 2: Mech Quirk List by Chassis
APPENDIX 3: Mech Quirk Effects
SUMMARY

Campaign start date: 1 May, 3044

All TRO3039 / advanced-tech retcons are in play. Even the ones that make no sense.

Summary: Each player will control either 2 or 4 Mechs – their choice. Each player will maintain their own tech and
medical support, and C-bill balance. Each player is SOLELY responsible for tracking, maintaining, healing, and repairing
their force. In essence, the merc unit is run as a co-op; with forces coming together for missions but being maintained
separately.

The overall unit is in charge of Vehicles, Aerospace units, and Administration. Individual players need not hire these
personnel. The Unit CO will be responsible for hiring Aero and Vehicle Techs and maintaining any such support forces
the unit decides to use.
Administrators reduce the amount of money you have to spend on certain expenses, and help you negotiate
contracts (embedded in the AtB system). You will be guaranteed to start with at least 1 Regular and 1 Veteran Admin,
each of whom must be assigned to one of: HR, Transport, Logistics, and Command. If the group desires, additional
officers can be hired once unit creation is finished; remember they must be paid, and their salaries will reduce your
monthly operating income.

Rules Sources
BattleMech combat: BattleMech Manual
Vehicles and Infantry: Total Warfare and TacOps, as appropriate
Artillery and Aerospace: BattleMech Manual (Battlefield Support), or Total Warfare for Aero-only scenarios
Running a Merc unit: Field Manual Mercenaries (Revised) and Against the Bot
Customizations and Repairs: StratOps and Campaign Rules

Rules Variants in play


Floating Criticals: TacOps
Movement Dice
Per-player Card Initiative
Expanded Terrain and Battlefield Conditions: TacOps
Artillery and Minefields: TacOps
Combat Engineers: Campaign Rules
Rapid-fire MGs: TacOps
BattleMech Quirks: BattleMech Manual
Special Piloting Abilities: ATOW and ATOW Companion
Expanded Battlefield Support: Campaign Rules
Land-Air-Mechs: StratOps and Campaign Rules
LANCE LEADER GENERATION

Each player will generate one character using MechWarrior 3e. This is their “Lance Leader” (whether or not they’re
using 2 or 4 Mechs).

Affiliations Available:
Federated Suns St. Ives Confederation
Draconis Combine Magistracy of Canopus
Lyran Commonwealth Taurian Concordat
Free Rasalhauge Republic Outworlds Alliance
Free Worlds League Bandit Kingdom
Capellan Confederation Minor or Independent World

Character Generation Procedure:


1) Choose an Affiliation. Apply Affiliation bonuses to Worksheet
2) Set Attribute Thresholds and minimums. All Thresholds start at 6 (EDG at 8). All minimums are 2 (SOC is 1)
The Effect of Edge: Your Edge Threshold can voluntarily be reduced to -1 for your benefit in three ways:
1) Reroll a Lifepath roll (may keep spending Edge and rerolling)
2) Add +1 or -1 to a Lifepath roll result (ie, go from 11 to 10 or 12)
3) Enter a path that didn’t appear on your “Path Exit” (ie, go from Stage 3: Capellan Academy/Capellan War
College, to Stage 4: Tour of Duty: Federated Suns)
4) Remember, your EDG minimum is 2; you cannot go below that during character creation

3) Choose a Stage 1 lifepath. Apply fixed bonuses to Worksheet. Roll on your Stage 1 Lifepath and apply effects. Move
to Stage 2. Trueborn Creche may not be take. “Clan War” Orphan is simply “War Orphan”.
4) Choose a Stage 2 lifepath that is a legal exist from your Stage 1 path (see “Path exits”). Apply fixed bonuses to
Worksheet. Roll on your Stage 2 Lifepath and apply effects. Each time you gain an Occupational Field (“Basic
Training”, “Doctor”, “MechWarrior”) you gain +3 points to each skill within that Field. Move to Stage 3.
5) Choose a Stage 3 lifepath that is a legal exist from your Stage 2 path (see “Path exits”). Apply fixed bonuses to
Worksheet. Roll on your Stage 3 Lifepath and apply effects.
6) If you have a sub-path on Stage 3 (for MechWarriors, this is almost always some sort of advanced Academy training
or an equivalent), apply its fixed bonuses to your Worksheet, then return to the main path and look for your
Path Exit. Note that it is possible to go through multiple sub-paths. Sub-paths do *not* generate lifepath die
rolls.
7) Choose a Stage 4 lifepath that is a legal exist from your Stage 3 path (see “Path exits”). Apply fixed bonuses to
Worksheet. Roll on your Stage 4 Lifepath and apply effects.
8) You may choose to go back to a Stage 3 path (rolling again) or continue to take more Stage 4 paths (rolling on each).
There is a -1 penalty each time you roll on a lifepath you’ve already taken before. You may continue to take Life
Paths until you are 26 years old (if taking a single Stage 4 path makes you older than 26, that’s fine, but you have
to stop immediately thereafter) or until you choose to end running the lifepaths.
9) Once you have stopped the lifepath system, it’s time to apply your bonuses. Find the highest minimum Attribute
score you’ve gotten for each attribute thus far. You must raise that Attribute at least that high with Trait Points.
You gain 50 Trait Points to buy Attributes and Traits. Raising an Attribute from 2 costs 1 point per point, up to
that Attribute’s Final Threshold Value. It costs 2 points per point above the Threshold Value. Positive Traits cost
their listed costs, Negative Traits give you bonus Trait points as listed. You can “sell off” scalerd Positive Traits to
gain extra trait points as well (going from Wealth 4 to Wealth 1 gives 3 Trait Points). All Lance Leaders
automatically receive the “Owns Vehicle” Trait at no cost; note that the Vehicle Trait will tell you how heavy
your Lance Leader’s Mech is, and you do have to spend points on it if you don’t have one as a result of Lifepaths.
10) Skills.
Each +1 bonus you gain during the lifepath system is not a direct “+1” to the final skill ranking. First, total the
number of bonuses you’ve earned during the lifepath system for each of the following individual skills:
Piloting/Mech Leadership
Gunnery/single best type (Laser, Missile, or Ballistic) Negotiation
Administration Best of Rifles OR Pistols (“Small Arms”) (unused is lost)
Bureaucracy/Any Scrounge
Career/Soldier Strategy
First Aid Tactics/Mech

You now convert these skill point totals to a Skill Bonus. Excess points go to a “free point” pool. The conversion chart is
below:

So if your Scrounge skill had 8 points at the end of character creation, you’d get a +2 skill bonus, and 1 point into your
“free points”. If you had Fast Learner it’d be a +2 bonus, and 2 points (8-6 = 2) into your “free points” pool.

Next, total up the number of skill points you’ve received from ALL OTHER SKILLS. Every 2nd point (1st, 3rd, 5th, etc) will go
into your “free point” pool. You may use your free points to increase the skill ratings of the individual skills above. For
example, if you had 17 points in your “free point pool”, and your Scrounge skill was a +2 bonus, you could spend 6 points
(the difference between 13 and 7) to increase from +2 to +3. Skills are capped at +5 at character creation.

Note that the Fast Learner Trait applies to ALL skills. The Natural Aptitude Trait applies to the cost of a SINGLE skill.

Finally, subtract your total Piloting/Mech Bonus from 8. This is your BattleTech Piloting Skill. Same for Gunnery. The
number of Pilot hits available to your character is [BOD+STR/2]+1. Round mathematically. (Normal MechWarriors have
6 hits on their record sheet; with 5’s in each Attribute).
Important Resource Links:
All Affiliations and Bonuses: http://www.mediafire.com/file/8ym3u5mu8fb1qde
All Occupational Fields and the Skills Therein: http://www.mediafire.com/file/c96olrwbcivcncd
All Lifepaths (hyperlinked to each other): http://www.mediafire.com/file/lj48o4s72cz3fjh
MechWarrior 3e RPG (full PDF): https://www.mediafire.com/?8ytbtam8o2eglim

Attribute Use Summary Chart

Skill Use Summary Chart


MECHWARRIOR LANCE LEADER TRAIT SUMMARIES:
Allergy: -1/-1 if applies (2-pt only) Lost Limb: see GM (skill penalties)
Addiction: -1/-1 if don’t have fix (2-pt only) Natural Aptitude: Cheaper Skill cost
Alt ID: See GM Night Blindness: +1 penalty to hit targets in darkness
Ambidextrous: +1 bonus if making 2 punch attacks Night Vision: -1 bonus to hit targets in darkness
Amnesia: See GM Pain Resistance: As SPA
Attractive: Unit CO bonus Poison Resistance: See GM
Bad Rep: makes finding spare parts harder, Unit CO Poor Hearing: Misc
penalty Poor Vision: Misc
Brave: Unit CO bonus Poverty: lose money each month
Combat Paralysis: 1/game must go 1st in initiative order Promotion: Gain rank and base pay
(GM’s call) Quirk: GM will make you do stuff as per quirk
Combat Sense: 1/game may delay movement by 1 Rank: higher rank = higher pay
“slot” Sixth Sense: 1/game may delay movement by 1 “slot”,
Commission: Better pay Unit CO Bonus
Contact: Unit CO bonus, spare parts easier to find Slow Learner: Higher Skill costs (see above chart)
Custom Vehicle: See “Force Composition” Stigma: Unit CO Penalty
Demotion: Counters Promotion Trait Timid: Unit CO penalty
Dependents: What it sounds like Title: See GM, can’t be higher than SOC score
Disabled: See GM (skill penalties) Toughness: reroll Unconc checks, gain 1 bonus Pilot hit
Enemy: Unit CO penalty, See GM box
Exceptional Attribute: +1 to Attribute, can go higher TDS: -1/-1 for 24 hours after a hyperspace jump
than 8 Unattractive: Unit CO penalty, not getting laid
Fast Learner: Cheaper skill costs (see above) Vehicle: 2 = Light, 4 = Medium, 6 = Heavy, 8 = Assault
G-tolerant: -2 bonus to hotdrop PSRs Wealth: Extra money per month
Glass Jaw: +1 penalty to Unconsciousness TNs Well-connected: spare parts/units easier to find
Good Hearing: misc Well-equipped: start play with items of SLDF equipment
Good Reputation: Unit CO bonus, spare parts easier to (see GM)
find
Good Vision: misc
Gregarious: Unit CO bonus SPECIAL PILOT ABILITIES: You may spend Trait points at
In for Life: SEE GM (!!!) character creation to buy SPAs. Each Trait point gives
Introvert: Unit CO penalty you 10 XP worth of XP to buy SPAs. No more than 60 XP
Land Grant: See GM, Must have Title (6 Trait Points) may be bought this way. Excess XP from
Lemon: gain 1 random negative Mech Quirk this source are lost.
Custom Mechs during Character Generation
Unless the Lance Leader has the “Custom Mech” trait, he must randomly determine his Mech. Well-equipped (2) means
that you will get 1 piece of SLDF-era gear in your warehouse. Well-equipped (6) would be 3 pieces of gear. DHS are not
"equipment", but an XL engine is. Each piece of gear can be switched out to get you 10 tons of F/F armor instead. Note
that nobody can refit a Mech with Endo, and that nothing on the random charts has Endo Steel.

Unless you have the Custom Vehicle Trait, you'll have to roll for your Mech on your affiliation's random chart. Once play
begins, you can choose to have your Techs mount the SLDF-era gear from Well-equipped onto your Mech, or save it for
later. Your call. That's a customization, and it'll work just like normal customization (including Tech rolls and time
required).

Custom Vehicles are still bound by faction availability for parts (see below chart). A FedSuns custom Mech in 3044
couldn't mount an ERLL, because the Suns can't get them until 3045. If the FedSuns PC had an ERLL from Well-equipped,
he can have his Tech mount it only his Mech after play starts.
FORCE COMPOSITION
ALL RANDOM ROLLS USE XOTL’S GUIDES, SEE APPENDIX 1
Each Lance Leader will automatically be considered to have the “Owns Vehicle” trait from MW3e. The Lance Leader will
begin play with a weight class of Mech appropriate to the Traits that Leader has received during chargen. The Mech
must be a design available to the character’s “Tour of Duty” faction (ie, a Capellan who ends up going to NAIS and
entering service with the AFFS would roll on the FedSuns Mech table).

Unless the Lance Leader has the “Custom Mech” trait, he must randomly determine his Mech. “Custom Mech” allows
you to choose any one design available to a Great House faction outright (in a weight class you can afford with the
Vehicle Trait), or it allows you to roll randomly on any Great House faction table and then customize the Mech using
IntroTech or 3044-era available tech(Internal Structure may not be modified). This customization automatically passes
all necessary Technician rolls.

All other Lance units must be randomly determined based on the Lance Leader’s faction choice. The Lance has a total
BV2 allowance of 5800 BV2 if there are 4 units, and 3200 if there are only two units**. Choose a weight class for the
other units desired and randomly determine the resulting Mech variant, rerolling if the total lance BV is greater than the
limit. Each other MechWarrior in the lance aside from the Lancer Leader is termed a “Wingman.

Wingmen are classified as “light”, “medium”, “heavy”, or “assault” Pilots, based on the Mech in which they enter play,
or to the first Mech type to which they’re assigned (ie, a newly-hired Mech pilot is assigned to an empty Thunderbolt; he
is now classified as a Heavy Mech pilot). For a newly-created lance only, this classification also will inform their
beginning G/P scores. Mech Pilots hired from the Personnel Market have the G/P scores of their experience level.
Light Mech Pilot: 3/3
Medium Mech Pilot: 3/4
Heavy Mech Pilot: 4/5
Assault Mech Pilot: 5/5
A Wingman can add an additional class of Mech pilot for a cost of 10 XP. A wingman who is piloting a unit outside his
class loses access to any SPAs purchased and takes a penalty of -2/-2 to his G/P scores while driving a Mech of the wrong
class (or until re-classifying). Finally, each Wingman receives a single random 20-XP SPA on a 10+. The GM will make all
SPA determinations. Wingmen begin play at the age of 18+1d6 years.

All Mechs will use Quirks as found in the BattleTech Manual (see APPENDIX 2).

Additionally, all Lances begin play with two Mech Techs; one Veteran and one Regular-rated. Additional Technical
support staff can be hired from the Personnel Market. All Mech Tech salaries are the responsibility of the Lance to
which they are assigned. Aero Techs and Vehicle Mechanics are not administratively assigned to a Lance (though aero
or vehicle units may be assigned to a particular lance for a particular mission), and are therefore paid by the overall unit.
AsTechs and Medical Assistants are not required or tracked. (consider them hired locally).
Tech Skill Ratings:
Green: 9+ (there is no 8+ result) Veteran: 6+
Regular: 7+ Elite: 5+ or less
**This BV cap will change over the course of the campaign. See GM or the forums for the current BV cap.

Each lance is responsible for providing their own medical care. Doctors must be recruited from the Marketplace.

Finally, note that all personnel can receive Special Pilot Abilities. Lance Leaders may not have more than 5 SPAs, while
wingmen and miscellaneous unit personnel are capped at 3. All gunners of a vehicle crew must share the same SPA for
the vehicle to gain a benefit. SPA slots may be cleared for an extra XP cost, but prerequisites must always be met.
LANCE WAREHOUSE

Each player should maintain a spreadsheet denoting their Lance’s available money, spare parts, and so forth.

Each part should be listed as a separate line item, along with the quantity immediately available, the cost per line item,
the total C-bill value of all instances of each line item (ie, 5 items at 10,000 CB each totals to 50,000 CB), and the total
quantity of ammunition or armor points (ie, 64 shots of AC/5 ammo, or 622 points of standard armor).

Money should be tracked with a “Cash on Hand” value, and a separate line item each for your lance’s MechWarrior
Salaries, Technical Staff Salaries, and the monthly maintenance cost of all Mechs controlled by your Lance Leader
(including any spare Mechs, non-active Mechs under repair, or non-active Mechs being salvaged).

Finally, your sheets should include a line item for each MechWarrior or Tech under your Lance Leader’s command, and a
record of their total available XP.

Lance Spreadsheets will not be regularly checked by the GM, but may be requisitioned by the GM at any time, so be
strict about maintaining them. An (abridged) example warehouse sheet is pictured below:
Parts, Acquisitions, and Selling Things
Buying Units: The Unit market which refreshes each month. Units can simply be purchased immediately by
informing the GM you are making a purchase, and by deducting the appropriate amount of money from your Lance
Warehouse. If you purchase something from the Black Market, the price will be less, but there is a risk of being
cheated. Roll 2d6; on a 10+ the unit never arrives and the money is lost.

Purchasing parts requires a skill roll on the part of the PC. This is a Scrounge roll, requiring a base value of the
following
Normal BattleMech armor (10 ton lots only for our sanities sake): 5+
IS F/F BattleMech Armor (10 ton lots only): 8+
Clan F/F BattleMech Armor (10 ton lots only): 12+
IntroTech parts, weapons, and Equipment: 7+
Advanced Tech parts, weapons, and Equipment (3044-3055): 10+
Advanced Tech parts, weapons, and Equipment (3056-3060): 9+
ClanTech parts, weapons, and Equipment (3049-3052): 14+
ClanTech parts, weapons, and Equipment (3053-3060): 12+

A roll of snake eyes (2) on the dice is *always* a failure, irrespective of skill bonuses.

Your PC’s Scrounge Skill will always apply to this roll; if your Scrounge score is a +3, then roll 2d6+3.
For each +10% you are willing to pay over the base price of a part, weapon, or equipment, add a +1 bonus to
your roll. This doesn’t apply to ClanTech.
Each negative trait which is listed in the rules as “making it harder to get things” will apply a penalty to your roll
per trait, regardless of the Trait’s level. The Well-connected trait gives a +1 bonus to these checks. The Contact (World)
Trait gives +3 if you’re within 2 jumps of the world where your Contact is. The Good Reputation Trait gives you a +1
bonus if you’re within the area of your rep (or a -1 penalty if you’re within the area of a Bad Reputation). Location-
based modifiers are up to the player to remember and to apply correctly; retroactive modifiers to rolls are disallowed.

Any parts, weapons, or equipment purchased via the Scrounge skill will be delivered to you in 21 days.

Selling Components: You can sell your unused parts for 25% of their purchase price, +5% per MoS on your Lance
Leader's TN 7 Negotiation check (caps at 50%). Failure just means you have to sell them at 25% - there's no "backsies",
though. If you're selling them, you're selling them.

Selling Mechs: An undamaged Mech is sold for 50% of its retail price, +2% per MoS on your Lance Leader's TN 7
Negotiation check. A Mech which is damaged in any way but is not crippled is sold for 30% of the retail price (+2% per
MoS in the same way). A Mech which is crippled is sold for 15% of the retail price (again, +2% per MoS). Failure on the
check works the same way as for components; once you're selling it, you're selling it. Because Mechs are particularly
easy to sell, each point of Charisma above 5, or each point of Willpower above 6, gives a +1 bonus to the Negotiation
check.

Selling ASFs or other vehicles: An undamaged vehicle is sold for 50% of its retail price. A damaged but not crippled
vehicle is sold for 25% of its retail price. A crippled vehicle is sold for 10% of its retail price. Negotiation checks are not
used. Add +10% to each value listed in this section for ASF’s specifically (60%/35%/20%).

Maximum Acquisition Rolls: A character may make a maximum number of Acquisition Rolls per calendar month
(resetting on the 1st) equal to 5x their CHA stat, or 4x their WIL stat, whichever produces a higher result. Each set of
rolls is made “per day”; if you don’t get the PPC you want on the 1st, you have to wait until the 2nd to roll again, keeping
the maximum monthly roll limit in mind.
FORCE TRACKING

C-bills
On the 1st day of each in-game month, each player must deduct their monthly operating expenses from their
total cash on hand value in their Warehouse Spreadsheet. They will then add any Trait-based income to the total cash
on hand. Players will receive 20,000 extra CB per point of Wealth Trait and/or 5,000 extra CB per point of Well-
Connected Trait. Each player begins play with 4 months of Wealth and/or Well-connected cash, plus $500,000 from the
overall unit’s Cash on Hand *if* the player enters play after the start of the campaign.

During a contract, on the 1st day of each in-game month, the players will receive a payout from the amount paid
by the employer. Each contract disburses a certain amount to the overall unit each month; each Lance is entitled to a
single share, and the overall unit gets 5 shares (which means if the payout is $10 million, and there are 5 lances, each
lance will get $1 million [1 share each] and the overall unit will gain $5 million [5 shares]). The final disbursement in a
contract occurs the day after the contract completes, and may not be the 1st day of a month.
Parts, Supplies, and Refits
As detailed in the “Lance Warehouse” section, spare parts are purchased from each players C-bills. On the 1st of
each month the unit is on-planet (ie, there are no markets available when traveling to another world), there will be a
generated available list of personnel, and combat units available for purchase. These may be purchased automatically.
Technicians may make Scrounge Checks to source other spare parts (only); these require time to get to you.
There will be no – none – crossover of spare parts or pilot/technical personnel between players.

Maintenance
Each unit requires a certain monthly C-bill cost, as follows:

Failure to pay for the maintenance will result in component failures for the following month (don’t do
maintenance in July, components will fail all through August). Each time a Mech which hasn’t had its maintenance done
enters a battlefield, roll 1d4 (ignore a 5 or 6 on a d6). On a 1-2, actuators fail. Randomly determine a location
containing actuators (rerolling if necessary), and 1 random actuator in that location is counted as “hit” for this battle.
On a 3, a Head system fails: roll on the Internal Damage chart for the Head location, rerolling Cockpit or ammunition
results; the system rolled is counted as “hit” for this battle. On a 4, a Torso system fails; roll a d6 (1-2 LT; 3-4 CT; 5-6 RT)
and apply a single critical hit slot to the location. Ammunition cannot be detonated as a result of this hit, but otherwise,
the “thing” struck counts as being “hit” for this battle (for example, an ammo crit means that the weapon cannot get
ammo from that bin this battle). Note that anything “virtually hit” as a result of failed maintenance can still be
“actually” hit during a battle.

If maintenance is completed correctly for a month, the above impacts will no longer apply. Ex. If maintenance wasn’t
done in July, the Mech experiences failures in August. While it’s experiencing those failures in August, the maintenance
is done correctly that month. It will therefore function as normal in September.

Medical Care
Immediately following the game, each injured unit member should be assigned to a Lance doctor. Each doctor
can handle up to 2 patients. After a battle, each wounded person should be assigned to a doctor. On the following day,
and on each successive week, the doctor will make one Medicine skill roll per patient assigned to them. On a success,
the patient heals 1 pilot hit. On a failure, the patient heals 0 hits. On a roll of 2, the patient will randomly lose 1 point
from 1 random Attribute (BOD, STR, RFL, DEX, INT, WIL, CHA). Natural healing without a doctor still tests every week
with a base TN of 10, and an attribute point is lost on a result of 2-4. Edge cannot be used to influence a Doctor or
Natural Healing roll.

Green doctors have a skill rating of 9+, Regular of 7+, Veteran of 6+, and Elite of 5+

Major Injuries
Any MechWarrior or ASF pilot who takes 4+ pilot hits during a scenario runs the risk of major long-term injury. After the
scenario, roll 1d6; on a 4+, the MechWarrior has suffered a Major Injury (Edge may be spent on this roll). If an injury is
suffered, roll 1d6 on the following table:
1: Major Broken Limb: No piloting for 3 weeks. If you do, mark off 1 "virtual" hit at the start of the game, which also
count for additional major injury checks
2: Internal Injuries: No piloting for 5 weeks. If you do, mark off 2 "virtual" hits at the start of the game, which also count
for additional major injury checks
3: Concussion Symptoms: +1 penalty to Piloting. Lose ALL Piloting or movement-dependent SPAs for 6 weeks, +2 weeks
for each time you pilot a Mech while under these symptoms. ASF pilots apply an additional +1 penalty to PSRs to avoid
Lawn Darting.
4: Lost Limb (minor): No effect the first time. Permanent +1 penalty from Piloting or Gunnery thereafter, unless you
spend $30,000 and 5 weeks under medical care (no piloting, period) for an artificial replacement
5: Lost Limb (major): Permanent +1 from Piloting or Gunnery, unless you spend $50,000 and 8 weeks under medical care
(no Mech piloting, period) for an artificial replacement
6: Catastrophic Trauma: Roll again (rerolling 6s) AND lose a point from a random attribute exactly as though you'd rolled
a "2" on the medical check

Attribute Loss
BOD and STR attributes determine your total number of pilot hits. If your RLF or DEX drop below 4, you are no longer
suitable for a MechWarrior pilot and must retire. If your INT, WIL, or CHA drops to 2 you are in a permanent coma and
must create a new PC. If your CHA drops to a 4 or less, you will lose one wingman “slot” each time (lose 1 slot at “4” and
1 slot at “3”); additionally, being a unit commander is REALLY tough without a CHA of 5+ (it affects contract rolls and
Dragoons rating).
If your beginning CHA is 4 or less, you do not lose those slots at character creation.

Medical assistants
Like Techs, Doctors require assistants. We are assuming that you hire these from local personnel when you reach the
planet of your contract, and these salaries are subsumed in the “Overhead Costs” section of the contract. Basically,
don’t worry about it.

Death and Edge Taxes


During a game, if a Lance Leader takes an effect which would result in their death (cockpit critical, cERPPC to the head,
etc), the Lance Leader may permanently burn 1 point of Edge to miraculously survive the attack. While this point of
Edge may be repurchased with XP as per the normal rules for raising Attributes, no Lance Leader may burn more Edge
than they started the game with. In other words, if your Lance Leader started the game with 4 point of Edge, once he's
used the "Burn Edge" rule 4 times, the next instance will result in death, guaranteed. Nobody's luck lasts forever.

Additionally, certain instances resulting in death may require additional burning of Edge. Generally speaking, this is
limited only to Area of Effect Attacks or environmental effects which would be effectively impossible to escape from. For
example, ejecting unprotected into a hard vacuum or while underneath Depth 4+ water. Or auto-ejecting from an
ammo explosion as a result of a direct hit from a Long Tom shell (since the ammo explosion and subsequent auto-
ejection interrupt the damage resolution step, strictly speaking the MechWarrior would be ejecting into the continuing
AoE effect of the shell). These may require additional Edge, up to the value of "everything you have remaining". These
points are considered burnt in the same manner as if they'd been spent individually.

A Lance Leader who burns Edge to survive cannot be deliberately targeted further in the scenario by OPFOR units, or
further damaged by environmental conditions, though randomly-scattering damage may still impact the unfortunate
soul. The Lance Leader is immediately set to "5 pilot hits marked off", and must be medically-healed as normal. Note
that these 5 Pilot Hits can cause a Major Injury.

Salvage
The Unit CO will distribute destroyed units to player forces, which may be salvaged using standard rules. Players
can request that salvage be sent to other players (ie, Rob is given a Marauder as salvage because his force killed it, but
Rob knows that Bryan’s force has a Marauder which needs spare actuators badly. Rob can request to the CO that Bryan
be given the Marauder salvage instead). Alternatively, if the group agrees, then a salvaged unit claimed by the
mercenary force may be sold instead.
Once a salvaged unit is assigned to a lance by the Unit CO, it is up to that Lance Leader what to do with the unit.
Note that maintenance costs on the unit must still be paid, even if the unit is non-functional.

Pilot Stable
It is possible, in fact entirely probable, that you will have more MechWarriors than available Mechs for them to
pilot. Each Lance may have up to 8 pilots assigned to that lance, including the Lance Leader.

Prisoners
Prisoners can be taken for ransom or for possible recruitment. No Lance may possess a number of prisoners
greater than the Lance Leader’s Intelligence attribute.

Spare BattleMechs
No Lance may possess more than 8 BattleMechs at any single time, for any reason. Regardless of the status of
any Mechs possessed by a Lance (repairing, being salvaged, ready for duty, kept as spares, etc), all Mechs must remain
current on maintenance C-bill expenditure.

2-Mech Lances, and upgrading from a 2 Mech to a 4 Mech Lance


2 Mech Lances have half the number of total Mech slots that a 4 mech lance does. They may only deploy 2
Mechs at a time, and may not own more than 4.
If a player of a 2 Mech lance desires, they may permanently upgrade their lance to a 4-Mech Lance between
contracts. If this occurs, a single randomly generated MechWarrior and 50, 55, or 60-ton Mech will be assigned to that
Lance, befitting the character’s original affiliation. The fourth Mech of the Lance must be bought, recovered, or
salvaged during game play.
Experience:
Each member of a Lance (MechWarriors and Technical staff) can gain experience points to help them improve their skill
ratings. Pre-requisites for Special Piloting Abilities are in parenthesis. Only units which actually appear on the battlefield playing
area can gain XP from mission event (survival, kills, etc).

XP Rewards:
1 XP:
Surviving a Mission
Completing a Mission Successfully
Rendering an enemy unit Combat Ineffective (may be GM-adjucated during a mission)
Successfully ejecting from an incapacitated Mech
(Techs and Doctors only) Rolling a 12 on a skill check.
2 XP:
Group blind vote for “mission MVP” (includes all members of that Player’s Lance)
Group blind vote for “most enjoyable at table” (includes all members of that Player’s Lance)
4 XP:
(Admins and Doctors only) gain +4 XP each year (1 May) on a 1d6 roll of 3+.
5 XP:
Becoming an Ace (5 total Mech kills); one-time bonus per pilot
10 XP:
Becoming a Master Ace (25 total Mech kills); one-time bonus per pilot
Variable XP:
(MechWarriors only) Receive a 1/year roll for “misc experience” (no EDG reroll). On a 9+, gain 1d6 XP
(Technical Staff only) Gain XP equal to their MoS on a customization skill roll

XP COSTS
Decrease Piloting from 6 to 5: 5 XP*
Decrease Piloting from 5 to 4: 10 XP*
Decrease Piloting from 4 to 3: 20 XP*
Decrease Piloting from 3 to 2: 30 XP*
Decrease Piloting from 2 to 1: 40 XP*
Decrease Gunnery from 5 to 4: 15 XP*
Decrease Gunnery from 4 to 3: 25 XP*
Decrease Gunnery from 3 to 2: 35 XP*
Decrease Gunnery from 2 to 1: 45 XP*
Buy an unknown Skill to TN 10: 10 XP* (+0 bonus)
Improve a Skill from 10+ to 9+ 7 XP* (+1 bonus)
Improve a Skill from 9+ to 8+ 14 XP* (+2 bonus)
Improve a Skill from 8+ to 7+ 21 XP* (+3 bonus)
Improve a Skill from 7+ to 6+ 28 XP* (+4 bonus)
Improve a Skill from 6+ to 5+ 35 XP* (+5 bonus)
Improve a Skill from 5+ to 4+ 42 XP* (+6 bonus)
*(All at +/-2 for either Nat. Aptitude or Slow/Fast Learner Traits)
Increase a non-EDG Attribute: 5 + (new score x 4)
Increase Leader Edge: New Score x4 (max 8)
Add Wingman Edge: 10 per point (max 2)
Add Wingman Classification: 10 per Weight Class
Clear a Used SPA Slot: 12 XP

Base non-Combat Skill Ratings:


Green: 9+ (and 8+) Regular: 7+ Veteran: 6+ Elite: 5+ and lower
Base Combat Skill Ratings (added together and averaged)
Green: higher than 4.5 Regular: 3.51-4.5 Veteran: 2.51-3.5 Elite: 2.5 and lower
SPECIAL PILOT ABILITY COSTS

20 XP SPAs (10 XP after character creation):


Dodge (Plt 4, RFL 5) Hot Dog (none)
Eagle Eyes (none) (10 XP at all times) Lucky (EDG 4)
Environmental Specialist [type] (INT 5) Melee Specialist (Plt 4)
Fist Fire (Gun 4) Marksman, (Gun 4, DEX 5)
Heavy Lifter, (Plt 5) (10 XP at all times) Pain Resistance (none, BOD 5) (10 XP at all times)
Hopper, (Plt 3, Maneuvering Ace or Natural Grace) Wind Walker (PLT 3; LAM-qualified)

30 XP SPAs (20 XP after character creation):


Blind Fighter (INT 5) Shaky Stick (PLT 3; LAM-qualified)
Blood Stalker (Gun 3, WIL 5) Speed Demon (Plt 4, DEX 5)
Cluster Hitter (Gun 4, Marksman) Slugger (Plt 4; Heavy Lifter)
Forward Observer (Eagle Eyes) Stand-Aside (Plt 4; Maneuvering Ace or Natural Grace)
Melee Master (Plt 3, Melee Specialist) Terrain Master (type) (Plt 4, EnivroSpec [same])
Sharpshooter (Marksman) Zweihander (Plt 3; Melee Specialist)

40 XP SPAs (25 XP after character creation):


Sandblaster (Gun 3, WpnSpec: Cluster Wpn) Weapon Specialist (Gun 3, DEX 5)
Multi-tasker (Gun 3, INT 5) Sniper (Gun 3, Marksman)
Maneuvering Ace (Plt 3, DEX 5) Street Fighter (Plt 3; Melee Specialist)
Tactical Genius (Tactics 4, Lance Leader, INT 5) Swordsman (Plt 3; Melee Specialist)

60 XP SPAs (35 XP after character creation):


Oblique Attacker (Gun 3) Natural Grace (Dodge or Maneuv. Ace or Melee Spec. or
Jumping Jack (Plt 3, DEX 5; RFL 5) Speed Demon)
Range Master (Sniper) Combat Intuition (PLT 2; 6th Sense or Tactical Genius)

Special Piloting Ability Effects

Blind Fighter: reduce to-hit penalties for low light or darkness by 2


Blood Stalker: Nominate 1 target per scenario in LOS. -1 Gun vs that target, +1 Gun vs all others until nominated target destroyed.
Cluster Hitter: +1 bonus on Cluster Hits Table, can Aimed Shot with 1 Cluster Weapon/turn. Doesn’t stack with Oblique
Attacker or Sandblaster
Combat Intuition: Nominate 1 target in LOS. This turn, move immediately after that target, and resolve your ranged or melee
attacks before that target can act. Inflicts 1 automatic pilot hit.
Dodge: Opposed Piloting skill roll (high MoS wins) to completely avoid 1 enemy melee attack/turn
Eagle Eyes: Gain free 1-hex range Beagle Probe during daylight hours. +2 to minefield TNs vs this unit.
Environmental Specialist: Reduce MP cost for moving through selected terrain type by -1 to a minimum of 1 MP (Darkness, Forest,
Mountain, Mud/Swamp, Rough/Rubble, Urban, Water)
Fist Fire: May fire an unfired arm-mounted weapon in the same phase as a Punch attack with a -1 bonus to hit. Automatically strikes
same target as the punch.
Forward Observer: If within LOS of an artillery attack (or spotting for it), apply a -1 to the artillery TN. The Forward Observer can
spot without penalty to his attack rolls and doesn’t inflict a penalty on the artillery unit for his own firing.
Heavy Lifter: Increases Mech lifting capacity, max weight allowance, and throwing distances by 50%.
Hopper: When Mech loses a leg may make a PSR (all normal modifiers) to remain standing. May Run with one leg missing for 2 MP
instead of 1 MP.
Hot Dog: +1 bonus to avoid Shutdown and Ammo explosion effects.
Lucky: May spend two points of Edge to automatically succeed in one Piloting or Gunnery skill check per scenario at an MoS of 0.
Jumping Jack: +1 Attacker Movement modifier when Jumping instead of a +3. Affects both Ranged and Melee attacks.
Maneuvering Ace: May make Lateral Shift Maneuver for 2 MP (1 for quads); gain +1 bonus on PSRs to avoid skidding
Marksman: Don’t move, fire one weapon that turn. That weapon may make an Aimed Shot as per TComp rules.
Melee Master: Make 2 identical Melee Attacks in the Physical Phase instead of one.
Melee Specialist: Gain +1 bonus to hit with Melee Attacks and +1 to Melee Damage.
Multi-tasker: Ignore the secondary target penalty, and when spotting for indirect fire, ignore the to-hit penalty on your own attacks
Natural Grace: +1 bonus to PSRs to avoid falls, damage from moving through buildings, pilot damage from falls, and setting off
minefields. Gain 1 extra hexside torso twist distance. May flip one arm and may flip arms with all actuators. Hostile physical attacks
deal 1 less damage (if Dodge or Melee Specialist). May Run in reverse (if Maneuvering Ace or Speed Demon).
Oblique Attacker: +1 bonus to hit when firing indirectly; also ignores the “Indirect Firing” penalty for indirect LRM fire.
Pain Resistance: +1 bonus to all Unconsciousness checks
Range Master: Switch your Medium or Long range band modifiers with that of the Short range band.
Sandblaster: Gain +2/+3/+4 to Cluster rolls at Long/Medium/Short range.
Shaky Stick: Reduce your Attacker Movement Modifier when performing evasive Maneuvering by 1. (ASF only) During air-to-ground
attacks, ground-based opponents suffer a +1 penalty to hit you.
Sharpshooter: Gain automatic Critical Hit Table roll when using an Aimed Shot.
Slugger: May wield improvised clubs 1-handed, and may fire weapons in the torso and free arm while doing so.
Sniper: Reduce weapons-fire range penalties by half (+2 at Long Range, etc).
Speed Demon: Make no weapon or physical attacks and gain +1 Walking MP (recalculate Running MP)
Stand-Aside: May make an opposed Piloting Skill roll (high MoS wins) to move through a hex containing 1+ enemy units
Street Fighter: May make Physical Attacks during Weapons Fire Phase (all other restrictions apply)
Swordsman: When using a mounted melee weapon, you may make an Aimed Shot as though you had a targeting computer assisting
you (melee weapon accuracy bonuses still apply). Alternatively, take a -2 penalty on your attack roll and gain an automatic Critical
Hit check against the location struck, regardless of remaining armor.
Terrain Master:
-Darkness: While Walking, ignore all light-based MP modifiers. If Running, reduce MP costs by only 1.
-Forest: -1 to MP costs for entering Woods. -1 to be hit while in Woods.
-Mountain: -1 to MP costs from Elevation changes. +1 PSR bonus to avoid falling in rubble/rough terrain.
-Mud/Swamp: -1 to MP cost from Mud terrain, ignore Depth 1 Water. Spend 2 extra MP in a Mud or Depth 0 Water hex to
gain a -1 penalty to be hit for that turn.
-Rough/Rubble: No MP penalty for Rough/Rubble terrain. +1 PSR bonus to avoid falling in rubble/rough terrain. May spend
2 MP in Rubble to find cover, gaining a -1 penalty to be hit for that turn.
-Urban: +1 Walking MP on Paved, Ice, or Black Ice surfaces. Reduce MP cost for moving through all but Hardened Buildings
by -1. May make a PSR at +5 penalty to displace out of a collapsing building if inside.
-Water: -1 MP for moving through Depth 1+ Water hexes. +1 bonus to all PSRs in Depth 1+ Water. May reroll 1 Breach
Check/turn.
Tactical Genius: 1/game may move last in initiative order or may order 1 wingman to move last. Ties are simultaneous.
Weapon Specialist: -2 to hit with SPECIFIC type of selected weapon
Wind Walker: -1 to PSRs to avoid WiGE or VTOL skidding, and -1 to PSR for all landings (including crashes).
Zweihander: Deal double damage when using a melee weapon to attack if you have 2 hand actuators operational (uses both arms
as per a Club attack). If you miss, make a PSR to avoid falling.
Recruitment
Lance Leaders may choose to recruit new personnel while they are on a planet. On the 1st of each month, the
Personnel Market will refresh and Lance Leaders may make a claim on recruiting personnel from that Market with the
Unit CO. The Unit CO makes the final decision in the case of a claim by more than one Lance Leader.
All personnel besides MechWarrior require a hiring bonus equal to of 5,000 CB for Green, 10,000 CB for Regular,
15,000 CB for Veteran, and 25,000 CB for Elite skill ratings. All incoming non-MechWarrior Personnel who are rated
Green begin at a TN 9+ (Skill Rank +0), and are not considered Regular until reaching 7+. For ease of use, the 8+ skill
target will not be tracked; save XP until you have enough to reach Skill Rank +3.
MechWarriors require a hiring bonus of 10,000 CB for Green, 20,000 CB for Regular, 30,000 CB for Veteran, and
50,000 CB for Elite pilots.

Additional Skills
Any MechWarrior recruited may have picked up some random skills in their travels. Roll 2d6 with a TN of 7. The
MoS represents the number of skills acquired by the MechWarrior. You may sacrifice 1 skill to gain 1 point of Edge. Roll
another 1d6 for each skill acquired to determine the level of the skill.

2, 3: Administration 4: Bureaucracy/Random 5: First Aid


6: Small Arms 7: Tactics/Mech 8: Career/Soldier
9: Leadership 10: Strategy 11,12: Negotiation

Additional SPAs
Any non-Lance Leader MechWarrior has a small chance to have an SPA. Roll 2d6. On a 12, they have a
randomly-determined 20XP SPA, ignoring pre-requisites.
Additionally, Veteran and Elite MechWarriors have a larger chance to begin play with an SPA. Veteran and Elite
MechWarriors have 1-2 SPAs on a roll of 8+ on 2d6. These always ignore prerequisites.

Veteran MechWarrior Random SPAs (roll 1d6)


1-3: choose 1, 20 XP SPA.
4-5: Choose 1, 20 XP SPA and randomly determine 1, 30 XP SPA.
5: Choose 1, 20 XP SPA and randomly determine 1, 40 XP SPA.

Elite MechWarrior Random SPAs (roll 1d6)


1-2: choose 1, 20 XP SPA.
3-4: Choose 1, 20 XP SPA and 1, 30 XP SPA.
5: Choose 1, 20 XP SPA and randomly determine 1, 40 XP SPA.
6: Randomly determine 1, 20 XP SPA, and 1, 60 XP SPA.

MechWarrior Skills and SPAs are never determined until after the MechWarrior is recruited. Type-specific SPAs
(such as Weapon Specialist) are always chosen by the recruiting player.

Minimum Ranks
Certain unit members have minimum rank values which must be met, in accordance with their importance in
the unit structure or to be representative of their level of training. Additionally, certain roles must be met for the unit to
function as a military organization.

Each Mech Lance requires both a CO (commanding officer) and an XO (executive officer). Each Mech company
requires a company commander. The company commander can be a Captain or higher rank (so the Unit CO could be a
company commander at the rank of Colonel). The Unit XO need not be a company commander.
Each Vehicle Platoon (4 vehicles) requires a CO, as does the Air Group.

Only unit personnel of Officer Rank may use their Strategy or Tactics scores in order to influence gameplay,
including reinforcements and support forces.
Minimum Rank Chart
MechWarrior Sergeant
Lance XO LT JG
Lance CO LT SG
Company CO Captain
Unit XO Major
Unit CO Colonel

Vehicle Crewman Corporal


Vehicle Commander Sergeant
Vehicle Platoon CO LT JG

ASF Pilot Chief Petty Officer


ASF Group XO Master Chief PO
ASF Group CO LT JG

*Large Vessel Crewman Spaceman


Hyperspace Navigator LT JG
Large Vessel Pilot Chief Petty Officer
*DropShip Commander Commander
*JumpShip Commander Captain
*Large vessels have a minimum number
of officers; promote Crewmen to fill ranks

Administrator Sergeant
Admin Group CO LT JG
Doctor LT JG
Battlemech Tech Sergeant
ASF Tech Sergeant
Mechanic Sergeant

Lance Leader Death


In the case of a dead PC, the lance becomes inactive until a new lance leader is found. It cannot participate in
missions and must be assigned to the “Unassigned” role (meaning it can still repair damaged units). If desired, a
wingman can be promoted to command the lance and becomes the new Lance Leader. They are immediately granted
the rank of Lieutenant JG and their salary is adjusted to that of an officer. A new wingman may be hired normally or a
prisoner who has been recruited can “jump up” into the wingman slot. A Wingman promoted to Lance Leader
immediately receives 10 Skill Points to directly and without XP expenditure increase their Tracked Skills (not including
Piloting or Gunnery), or even to buy skills they did not already have. Consider them blossoming under the pressures of
leadership.
Alternatively, between contracts, a new MW3e character can be generated by the player and can be “hired” by
the unit using the normal hiring bonus costs.
If the generating of the new Lance Leader allows for it within the rules, new personnel may be mounted in
existing Mechs. For example, if a new MW3 character comes into the lance and has the Vehicle(6) trait and owns a
Quickdraw, the headless Crusader already owned by the lance can be his new ride as well once repaired and hosed out.
GMs note: while I’m trying to avoid having to make people constantly be buying new minis for the campaign,
people should expect it to occasionally have happen.
FORCE TRACKING (UNIT COMMANDER)

The various elements that make up a mercenary unit which don’t consist of Mech Lances and their technical
support are the purview of the Unit Commanding Officer (Unit CO). This includes administrative and medical staff, a
motor pool, any aerospace units, and any logistics elements controlled by the unit.

In general, the unit is run exactly as though it were a player Lance, simply with having to track a wider variety of
personnel and units. The Unit should have its own Warehouse sheet, and technical support for vehicles or aerospace
units is handled exactly in the same manner as a player’s Lance. Income for the unit’s provenance is disbursed
simultaneously to player disbursements; the Unit receives 5 shares while each player Lance receives a single share.

At his or her discretion, the Unit CO may use unit money to purchase unit-equipment to help the unit, or to hire
new personnel at the unit level. However, he may not purchase spare parts, ammunition, or provide technical
assistance to the individual Lances, as this is the purview of the Warehouse System. If majority of the Lance Leaders
agree, he may use unit funds to make purchases of BattleMech units to be assigned to individual Lances, or temporarily
assign damaged Mechs owned by the unit to a player lance for up to 6 months (once/year/lance). The Unit CO may also
sell Units owned by the Mercenary Unit (assuming the majority of Lance Leaders agree) to raise funds for the unit,
disbursing the proceeds of these sales among Lance Leaders as he sees fit.

Administrators
There are 4 types of Administrators dealt with by the Unit CO. Any number of Administrators may be hired, but
if the Unit CO doesn’t have a sufficient Administration Skill Rating (see Skill Summary Use Chart on pg5), the CO’s
deficiency will impart a -3 initiative penalty on the battlefield during games. Each of the Administrator types has a
distinct and following game effect:

Command. After being assigned to a Battlefield Role at the beginning of a contract, a Veteran or Elite-rated Command
Admin will give +1 Battlefield Initiative Bonus to missions with assigned units in that Role (Scout, Fight, etc). This can
partially offset the initiative penalty suffered for having hired too many Administrators.

Human Resources. After being assigned to a Lance for at least 1 month, a Veteran or Elite-rated Logistics Admin will give
that lance will get to add 30 minutes to the number of Technical man-hours available for repair/refit duties per Tech, per
Day.

Logistics. After being assigned to a Lance for at least 1 month, a Veteran or Elite-rated Logistics Admin will give that
lance a -1 bonus to all IntroTech equipment availability TNs.
After the year 3055, this modifier is changed to: Veteran & Elite give -1 bonus to all IntroTech equipment
availability, Elite gives a -1 bonus to TW-tech equipment availability.
After the year 3060, this modifier is changed to: Veteran & Elite give -1 bonus to all IntroTech and TW-tech
equipment availability, Elite gives a -1 bonus to Clan-tech equipment availability.

Transport. A Veteran or Elite-rated Transport Admin has a chance to increase the Transportation Percentage covered
under an offered contract. This is handled internally by MekHQ.

Administrators, like Vehicle Techs and Doctors, build XP. Non-Mech Techs gain XP exactly as Mech Techs. Doctors and
Administrators have the option to gain 4 XP per year on a 3+ on a 1d6 roll, purchasing new skill rankings in the same
manner as Techs.

Assigning Support Forces


The Unit CO may, under some scenarios, have the ability to assign supplementary units (aerospace, vehicles,
infantry) to assist the player Lances. While these rules appear in Pre-Mission Steps, #3, they also appear here for
reference If the Unit CO chooses, they can assign support forces to a mission under the command of a PC (the Unit CO
included). Support forces cannot benefit from Administrators and need not be assigned a Role.

Determining Battlefield Support.


The Unit CO determines whether he wants to deploy any battlefield support forces owned by the Unit. These
include: vehicle units, aerospace units, artillery support, and combat engineers (which are separate from vehicle units).
Vehicle Units are deployed just as Mech units are (including reinforcement times). All other Battlefield Support Units
will operate under the Battlefield Support rules found on pages 75-79 of The BattleMech Manual. Each aerospace or
engineering asset which costs BSP may be used ONCE in a scenario (ASFs may make 1 attack pass); each artillery asset
may be used TWICE. If the unit elects to use BSP assets, the OPFOR will have GM-determined percentage of the Unit’s
final Battlefield Support Cost. In some scenarios, OPFOR may receive BSPs to use irrespective of PC BSP expenditure
(this will be noted in the scenario ahead of time).
Example: The Unit CO decides to add Battlefield Support to a scenario. He has two Heavy ASFs, 2 Combat
Engineering Vehicles, and two Sniper Artillery pieces available. Each ASF can be used once, so he selects a Heavy
Bombing and Heavy Air Cover, just in case (totaling 6 BSPs). Each CEV can be used once, and each may deploy up to 2
Medium or Light-Density Minefields (or a single Heavy Density Minefield); he has each vehicle deploy two Medium-
density fields for a total of 4 minefields (and 8 BSPs). Finally, each artillery piece may fire twice in the scenario, but he
doesn’t want the OPFOR to have as many BSP to work with, so he’ll call in only a single strike each (totaling 8 BSP). The
Unit has used 22 total BSPs.
The GM now generates the OPFOR BSP allowance. He rolls 1d6, getting a result of 4. He also rolls an extra d6,
getting a result of 3. 4x10 = 40%, the second die rolls subtracts 10% from this number. So the OPFOR will get a total of
30% of the PC’s BSP allowance; or 7 BSPs. The OPFOR get 1 use of Heavy Air Cover (2) and 1 Strafing Run (5).

BSP may be spent by the Local CO publicly or privately, as long as, a) the GM is informed of the choice ahead of
time, b) the total number of points spent are revealed to the GM at least 3 days prior to the game date so the OPFOR
totals can be generated, and c) the final purchases are in a written format at the game. Failure to have them in writing
at the game will result in not having the support available for the game. An error in BSP math will result in a financial
penalty to the Lance Leader who made the blind purchases: $500,000+500,000 additional for each time this has
happened.

Miscellaneous
The other duties of the Unit CO include being the deciding vote on hiring when two players both want to hire
the same person, care and upkeep of all unit-level assets, assigning units to Roles in a contract, dividing salvage,
assigning injured personnel to unit Doctors, and generally being the deciding vote any time there’s a tie in what the unit
wants to do.

Unit-level Assets
The Unit may maintaing a certain number of non-BattleMech assets to aid its job in warfighting and other
duties. The specific composition of these assets is up to the Unit CO and Unit members, but assets are capped in
number so as to make manageable the burden of running the Unit for the CO player.

Combat Vehicles: Capped at 24, with no more than 12 total additional vehicle crewmen. Unit Mechanics are
capped at 12. Note that this includes conventional vehicles, VTOLs, and conventional fighters.
Support Vehicles: Capped at 12, with no more than 12 total additional vehicle crewmen. Unit Mechanics also
cover these. This also includes Mobile HQs, Field Bases, and Mobile Hospitals. This does NOT include the plethora of
personal-scale vehicles (equivalents of Jeeps and Toyota Hiluxes) which are a necessary part of any combat unit.
AeroSpace Fighters: Capped at 6, with no more than 2 additional pilots. Aero Techs are capped at 6.
Infantry: Capped at 1 total company (4 platoons of up to 28 personnel each), with the option for an additional
HQ squad (7 personnel). Infantry platoons perform their own maintenance, so no additional personnel are authorized.
BattleMechs: The unit may maintain up to 8 “spare” BattleMechs for reassignment (or sale to Lance Leaders),
and up to 4 total Mech Techs.
DropShips and JumpShips: Capped at 3 and 1, respectively.
WarShips and other unit types not mentioned elsewhere are capped at 0.
Medical Staff: The Unit must have at least 1 Doctor, may have up to 12, and must have at least 1 per 28 Unit
Personnel (ie, all unit members not in Lances or part of a Large Vessel crew)
Administrative Staff: The Unit’s Administrative Staff is uncapped, save by the CO’s Administration Skill Rating.

Unit-level assets are repaired by making an immediate acquisition roll for each required component (only a
single roll is required for all of a unit’s armor), and then a Tech skill roll as normal. If both rolls are successful, deduct the
cost of the component from the Unit Treasury. An acquisition roll for the component may be made once per week, and
may not be stored, saved offset or made ahead of timeThis means that a component may be attempted to be repaired
or replaced once per week. The intent is to NOT maintain a complete warehouse for all Unit-level assets.
The acquisition roll described above is not modified by any number aside from the following: a single Logistics
Administrator without a current assignment to a Lance may assist in these rolls as per the normal rules.
Unit-level assets may NOT be customized by Unit Techs.
Unit BattleMechs may be sold to Lance Leaders for their standard sale price. All proceeds of such a sale are
entered into the Unit’s Treasury. The reverse is not true: a Lance may not sell its Mechs to the Unit Reserve.

DropShip Purchasing
DropShip Costs
1) Multiply the cost (listed in AtB/MegaMek) by 0.4 (rounding upwards to the nearest 100 C-bills).
Ex. A Leopard DropShip's base cost is $157,461,066 C-bills. After conversion, the cost will be $62,984,426.4 C-bills,
rounding to a total of $62,984,500.
2) Primitive DropShips are instead multiplied by 0.3 (rounding upwards to the nearest 100 CB).
3) Any DropShip with Advanced Technology onboard will increase the price multiplier by 0.1 during the 3050-
3063 period, and by 0.05 after 3063.
4) The DropShip Purchase Modifier WILL change as an effect of universe events (Clan Invasion, FedCom Civil
War, the fact that Mechs get so expensive that a Leopard can cost less than the lance it carries, etc).
3050: 0.51 (standard) / 0.4 (primitive)
3052: 0.64 (standard) / 0.55 (primitive)
3055: 0.7 (standard) / 0.55 (primitive)
3057: 0.75 (standard) / 0.55 (primitive)
3060: 0.61 (standard) / 0.48 (primitive)
3063: 0.57 (standard) / 0.45 (primitive)
3067: 0.55 (standard) / 0.4 (primitive)

DropShip Purchase Rules


If the Unit wishes to purchase a DropShip, first the availability of the DropShip must be established. The Unit
must spend $50,000 C-bills and make only a single roll per game month (on the 1st of the month) against the following
table (this is a list of all DropShips which AtB supports as per the 3046 universe date. List will be adjusted in 3055 and
later.)
Salvaged DropShips have undergone extremely traumatic events in their past, and are subject to system
breakdowns. This has the game effect of adding 1d3 negative Quirks to the ship, and quadrupling monthly maintenance
costs.
Assuming the desired DropShip has been located, the Unit may then expend the cash required to purchase the
DropShip. Arrival is instantaneous.
By sacrificing an Elite-rated Transport Administrator's effects for 1 full month, the Unit CO may make a
Negotiation check against a TN of 10. Each point of MoS reduces the (modified) DropShip cost by 2%. Each point of
MoF increases the cost by 1%. If the Unit CO chooses to use this negotiation option, he is bound by the results of the
check and cannot "back out" of the deal.
The unit may not possess more than 3 DropShips (the capacity of an Invader JumpShip) at any one time.
REPAIRS, REFITS, AND CUSTOMIZATIONS

Repairs
To find the TN required to make the repair, start with the Tech’s Skill Rating, and add the repair modifier
(located next to the time required for that repair). Next, determine the type of facility being used and apply that
modifier. Finally, determine if extra time is being taken (reducing the TN) or if there is a rush job being attempted
(increasing the TN). Apply the Time Taken modifier to the TN. If the 2d6 roll is equal to or less than the TN, the repair is
successful.
Each Tech has 480 minutes available per day to make repairs or refits. The time required to make a repair is
found on the Master Repairs Table, below. When you attempt to make a repair, locate the repair type on the table, and
multiply it accordingly if extra time or a rush job is in effect. Then, deduct the time required from the Tech’s available
minutes that day. This time required to make a repair attempt is lost whether or not the repair succeeds.
If the repair attempt fails, a Tech with a greater skill type is required to take the time to try again (ie, if a Regular
Tech fails, you can only try again with a Veteran or Elite Tech). The part is *not* destroyed. If you have no higher-rated
Tech available, you can also destroy the part (it is lost – delete it from your warehouse; this takes no time) and attempt
to replace it.
Note that damaged components can be repaired. However, a destroyed component (such as a location reduced
to 0 Internal Structure, or a component which has taken all of its critical hits) can only be replaced. This includes armor
boxes. Partial Repair Rules are not in use.
Refits
A Refit is the change of a canon Mech type from one designation to a different, canon, designation. A Mech
could be refitted from a MAD-3R Marauder, for example, to a MAD-3D Marauder. There are several classifications of
refit, each which requires access to a differing type of facility (or a facility with a lower TN modifier). The classification of
a refit is equal to the highest level of work done during the process; use only the modifiers for the highest level of
classification.

To find the time required for a refit, add up the total time for both the removal and installation of all
components involved in the refit (using the Replacement column of the Master Repair Table; armor boxes count only for
5 minutes during refits and customizations, not 15). For example, swapping a large laser for an ER Large Laser would
require 120 minutes to remove the Large Laser, and 120 minutes to install the ER version, for a total Base Refit Time of
240 minutes.
Next, find the level of classification of the refit, using the definitions above. On the Refit Installation Table,
locate the Time Multiplier for the relevant refit classification and multiply the Base Refit Time by this amount.
The TN of the refit is determined by the Tech’s base skill rating, plus any Facility or Condition modifiers, plus the
modifier of the refit classification on the Refit Installation Table. For a Facility Modifier to apply, you must have access
to that facility for 75% of the time involved (ie, in a Factory-level Mech refit that takes 4,000 minutes, at least 3,000 of
them must be with access to a Factory that makes Mechs). Insufficient access to an appropriate facility at any point in
the process means that the customization halts with all involved components dismounted from the Mech; they must be
reinstalled with normal time and difficulty.
Refit Kits
A Refit Kit is a specific bundle of material and explicit instructions (a “kit”) which is sent from a factory to the end
user to allow the end user to upgrade their Mech to a differing set of specifications. These Refit Kits premiered during
the Clan Invasion and allowed individuals to make significant changes to their BattleMechs which would otherwise
require dedicated facilities.
Refit Kits can only ever change a Mech from a canon designation to a canon designation. Any changes to the
Refit Kit invalidate the Kit bonuses and will count as a simple customization. A Mech which is already customized may
not benefit from a Refit Kit. Refit Kits include all the parts necessary to change a Mech from one canon designation to
another. Under no circumstances can a Refit Kit be “parted out” and the sub-components be individually sold.
To find the cost of a Refit Kit, find the cost differential between the upgraded Mech design and the existing
Mech design (such as between a SHD-5M and a SHD-2H). The Refit Kit costs 90% of this difference.
A Refit Kit can be installed at any Facility equal to or better-equipped than a DropShip Bay (regardless of the
actual contents of the Refit Kit). The Facilities Modifier, however, will apply to the skill check as normal.
The TN of the Refit Kit installation is determined by the Tech’s base skill rating, plus the Facility Modifier. Refit
Kits are designed in a specific, step-by-step method, and therefore no Condition Modifiers may apply. A Refit Kit which
involves only Equipment takes 2 days (960 minutes) to install. A Refit Kit which involves Heat Sinks takes 1 week (3,360
minutes) to install. A Refit Kit which involves an Engine or Myomer change takes 3 weeks (10,080 minutes) to install. A
Refit Kit which involves an Internal Structure change requires 6 weeks (20,160 minutes) to install.
Quirks may be gained on a 2 or 12 on the dice, as described above.

Customizations
A customization is any change to an existing Mech that is not covered by the auspices of a canon Mech design.
It may be as simple as pulling off 1 ton of armor to add a Medium Laser, or it may be as complex as changing the Mechs
base skeleton.
Customizations are figured in the exact manner as a Refit. However, there is an additional +2 modifier to the
final TN, and the refit time receives a x2 multiplier after all other time modifiers have been applied.
Quirks may be gained on a 2 or 12 on the dice, as described above.

Note that items on a Mech can be removed under the auspices of a Refit (and a skill check made to perform this
action). After this is completed, new items may be installed under the auspices of a Customization. This has the benefit
of saving time (the removed items don’t get hit by the x2 customization time multiplier), but it means that more rolls will
be required, usually increasing the odds of failure at some point in the process.

Critical Slots
If you are choosing to fit an item of equipment somewhere where you have to move other equipment to make
space for it, it’s a customization. If you end your customization with an empty slot between items, you can close that
gap and it’s not a customization. So if you have a Medium laser in Slot 1, a Small laser in Slot 2, nothing in Slot 3, and a
TAG in Slot 4, closing the gap is not a refit. However, if you've got a Medium laser in Slot 1, a Small laser in Slot 2,
nothing in Slot 3, and a TAG in Slot 4, and you decide to pull the Small Laser and want to add an IS DHS in the 2-slot gap
there, you need to perform the A-level refit (120 minute base time each for removing and replacing a piece of
equipment in a different slot) to move the TAG to Slot 5 to create a 3-slot gap for the DHS to fit into.

Failing Refit or Customization Skill Checks


Failure on the Tech’s skill check during a Refit, Refit Kit Installation, or Customization means that the refit is
completed, but takes double the time (assuming constant access to the facility required, see above if this is not the
case). Rolling a natural 2 on the check will result in a GM-determined Negative Quirk applied to the Mech. Rolling a
natural 12 on the check will result in a GM-determined Positive Quirk being applied to the Mech. Some existing Quirks
which are not integral to the Mech can also be bought off in this fashion.

Mech Quirks
Many BattleMechs have Mech Quirks, found listed by chassis in Appendix 2. Solid rules for Mech Quirks from
Catalyst are extremely sketchy right now, so we’re going to apply these unless and until we get something more
comprehensive.

Only Player-controlled Mechs and particularly important NPC Mechs are subject to Mech Quirks. Players will
always be informed when an NPC unit with Mech Quirks is active. Mech Quirks will not apply to an NPC unit, but if it is
salvaged and brought into service with a PC Lance, its Quirks will apply.

Gaining and Losing Quirks


Mech Quirks are primarily gained as a result of rolling a natural 2 or 12 during a customization or Refit Kit
installation.
Some Positive Quirks may also be gained via customization (these are decided on a case-by-case basis with
consultation from the GM; Good Reputation or Narrow/Low Profile could not be added, but Rumble Seat or Battle Fist
could. Adding Quirks is a customization which may not be performed in conjunction with any other customization. It is
a Class F procedure, requiring access to a Mech Factory, with a base time of 1000 minutes (+100 minutes per
customization point), and ignores the Factory Location Modifier to the TN. A MoF on this roll of 4 or more will impose a
diametrically-opposed Negative Quirk.

Some Negative Quirks can be removed from a Mech via customization (these are decided on a case-by-case
basis with consultation from the GM; Bad Reputation or Narrow/Low Profile could not be removed, but Poor Cooling
Jacket or Inaccurate Weapon usually could.) Removing Quirks is a customization which may not be performed in
conjunction with any other customization. It is a Class F procedure, requiring access to a Mech Factory, with a base time
of 1000 minutes (+100 minutes per customization point), and ignores the Factory Location Modifier to the TN. A MoF on
this roll of 4 or more will impose an additional Negative Quirk as decided by the GM.

Another way around Negative Quirks is the basic customization process. By removing the source of many
Negative Quirks, the Quirk can be suppressed, if not negated. For example, an Enforcer has the Ammo Feed Problem
(AC/10) Quirk. It doesn’t matter if you replace the AC/10 with an AC/5, or an LRM-20, or a Machinegun, or even move
the AC/10 from the arm to the torso; there will always be an Ammo Feed Problem which applies to a weapon mounted
on that Mech. However, removing the AC/10 and replacing it with a PPC and heat sinks would suppress – but not
remove – the effects of the Quirk. The Quirk would still be on the Mech, but there would be nothing for it to affect
unless or until an ammo-fed weapon was installed onto the design.
Whether a specific Quirk can be suppressed in this manner is a case-by-case decision by the GM, taking the
Mech’s fluff into account. If your intention is to suppress a Quirk using a customization, check first with the GM before
committing to the customization process. While an Ammo Feed Problem may be suppressed by swapping it for an
energy weapon, something like a Poor Cooling Jacket may require the removal of any and all weapons from the location
instead.

DropShip Modification Rules


The following components of a DropShip may not be modified: Engine, Structural Integrity, Bridge.
The following components may only be modified with access to a Naval Refit Facility: Bays & Doors, Fuel & Pump
Equipment, Escape Pods/Lifeboats, Armor Type, Ammunition Stowage, Electronic Equipment, Crew Quarters, Heat Sinks
The following components may be modified in the field or at a Naval Refit Facility: Weapons (may not add
beyond Fire Control Limits), Cargo Space
Any time the DropShip is grounded, it counts as being “In the Field”. “In the Field” refits cannot be performed in
space unless in a specified Refit Facility (such as the Galax Shipyards or moored in a Faslane Yardship).

The Base TN for any modification is equal to the rating of the Ship’s Crew+1. For example, a Veteran Crew
would have a Base TN of 6+1 = 7. The highest modifier from all procedures being performed is applied to this TN. Work
done In The Field has a further TN penalty of +1, and work done in a Naval Refit Facility has a TN modifier of +0. The
Rush Job or Extra Time modifiers can be taken to further adjust the TN.
Note there is no intrinsic TN penalty nor time modifier to customization. Simply add up the TN, add up the
amount of minutes required, and at the end of that time make success roll. On a success, the customization works as
desired. On a failure, the customization is botched. Roll 2d6; on a 2 the vessel is permanently structurally unsound and
must be retired. On a 3-7 the vessel is not spaceworthy and the entire customization process must be repeated
(including buying entirely new parts). On an 8+ the vessel can be made spaceworthy with extra time, but will pick up an
idiosyncrasy. Spend the amount of time required again and the vessel will automatically complete the customization,
and will pick up a GM-applied Negative Qurk.
Use the standard prices for all items, and increase the sum by 80% to find the total modification cost.

Naval Repair Facilities: These rare and exclusive locations are designed to work on naval vessels. Simple access to the
facility will cost $20,000 CB per day of work (or portion thereof), and requires a Negotiation Skill Check from the Unit CO
with a TN of 11+ (having an appropriate Contact or similar Trait reduces this to a base TN 9+); this may be tested weekly
while in-system. Additionally, work crews can be hired in lieu of onboard crew members to perform modifications or
customizations. Recruiting a Regular Work Crew costs an additional $25,000 per day (or portion). Recruiting a Veteran
Work Crew costs $50,000 per day (or portion).
CAMPAIGN PLAY (CONTRACTS)

Each contract has several components, each providing important data in regards to a certain portion of the mercenary
experience.
Employer: Who the mercs will be working for. Affects the RATs for Allied units.
Enemy: Who the mercs will be fighting against. Affects the RATs for Enemy units.
Mission Type: There are several mission types; each type has differing objectives and modifiers to the
experience. The most common types are listed below:
Mission Types
-Cadre: Long mission; requires Skill Checks every few months to “train” NPCs; failure on enough skill checks
terminates the contract early with a failure. All units gain access to Maintenance Facilities for Repair/Maintenance
irrespective of whether they’re assigned to Scout, Fight, or Defense.
-Defense: Usually short mission. Defend a specific point or target on a planet against an attacker. If the thing is
captured or destroyed, contract can end early with a failure.
-Diversionary Raid: Short mission. Slightly more chance of Chase missions.
-Extraction: Short mission. Based around capturing a target unit. If target is captured, contract can end early
with a victory.
-Garrison: Long mission. Sit and wait to be attacked. Much higher chances of being defender in scenarios.
Sometimes forces retirement checks halfway through the mission.
-Guerilla Warfare: Variable length. Once on-planet, cannot make any purchases, and all repairs/maintenance
must be done “in the field.” Can end early by killing opposition leadership. Extremely high pay.
-Pirate Hunting: Variable length. Requires JumpShip. Usually low pay and good salvage, and ill-equipped
enemies with more vehicles than average. Occasionally will have WMDs deployed against you, and ejected pilots will
get shot at a lot. Slightly higher chance of Star League Cache missions.
-Planetary Assault: Medium length. Much higher chances of being attacker in scenarios. Opposition ratchets
up number of Heavy and Assault Mechs slightly; Allies will often be in Assault Mechs.
-Objective Raid: Same as Extraction, save that if you destroy the target, the contract ends early with a victory.
Most “average” mission type.
-Recon Raid: Short mission, lots and lots of movement-based scenarios against lighter opposition. Fighting
scenarios are few (if any), but when they happen they’re against Heavy and Assault units.
-Riot Duty: Variable length. Lots of attacker scenarios against very poorly-equipped troops, often in
IndustrialMechs. Success in this mission type will penalize Base Pay modifiers for future contracts for some factions, for
about a year after the contract ends.
-Security: Very similar to defense, but you get better allies at the cost of worse base pay. Often takes place at
Factories, and you gain Factory bonuses to Repair/Maintenance checks irrespective of lance assignments to Scout, Fight,
or Defense, and can buy products of that Factory for reduced cost.

Ally/Enemy Ratings: The skill level is the average pilot skill levels you’ll face or be helped by. Equipment is rated
from A (best) to F (worst; often obsolete units or IndustrialMechs)

Overhead Compensation: The overall unit has to pay overhead costs (basically, miscellaneous costs like new
Toilet Paper or replacement Hunky Hanse blow-up dolls). This is either not covered by the employer at all, half of it is
covered, or all of it is covered.

Command Rights: There are 4 types of Command a unit can operate under:
-Independent: very rare, there are no allied units to get in the way and you get more rerolls when determining
mission weather/map parameters.
-Liaison: Usually a single allied unit accompanies you. If they get destroyed you take a penalty to your contract
score. Sometimes takes a reroll for a mission parameter away.
-House: Between 0-4 allied units will accompany you. The more of them get destroyed, the greater the contract
score penalty. Sometimes takes a reroll (or three) for a mission parameter away. Contract failure can involve a
temporary blacklisting from that employer.
-Integrated: Between 0-4 allied units will accompany you (rarely more). The more of them get destroyed, the
greater the contract score penalty. Almost always takes away rerolls. Contract failure can involve a temporary
blacklisting from that employer, or even being attacked by the employer’s forces.
Transport Terms: The percentage of the transport costs the employer pays for you to get to the mission site. If
you own your own transport, this is pure profit. Otherwise, per-jump rates are *expensive. See “Travel to and from
Contract Location and Elsewhere”, below, for details.. A Transport Administrator can increase this value.

Salvage Rights: The percentage of the retail value of the stuff you kill that you get to keep. Kill $5 million worth
of stuff on a 50% contract? You can keep up to $2.5 million of it. Note that some missions don’t leave you in command
of the battlefield, so you can’t salvage stuff even if you win. This is particularly common on Recon Raid missions and can
pop up with regularity on defensively-oriented missions.

Straight Support: The percentage of salaries the employer pays. An HR Administrator can increase this value.

Battle Loss Compensation: If you have a unit destroyed during the contract, the employer pays a percentage of
that unit’s retail value, directly to the Lance Leader who lost the unit. This covers ONLY loss of the unit, not the cost of
destroyed or damaged components.

Required Lances: You have to have this many active lances at all times during the contract. If you fall below that
value, it’s an automatic defeat and the contract ends immediately. A Lance must have at least 3 units in it to count
towards the minimum.

Advance Money: A percentage of the total value of the contract, delivered up front. The more you reduce this,
the greater the renegotiation potential at other points in the contract.

Monthly Amount: The amount of money paid by the employer each month. This is divided between the Lance
Leaders (1 share each) and the overall unit (5 shares).

Estimated Total Profit: The amount of money the whole unit stands to make over the course of the contract
(before shares are figured, and discounting salvage and repair/BLC costs entirely). This is an estimate, not a guarantee.

Transportation Rules (to Contract Locations and elsewhere)


1) If the Unit has no DropShips or JumpShips available, the cost to the Unit PER JUMP to travel is $1,056,000 C-
Bills.
2) If the Unit has enough DropShips to transport all units (even as cargo), but no Jumpship available, the cost to
the Unit PER JUMP to travel is $600,000 C-Bills.
3) If the Unit has a JumpShip, but no DropShips available, the cost to the Unit PER JUMP to travel is $436,000 C-
Bills.
4) If the Unit has both enough DropShips to transport all units (even as cargo) and a JumpShip available, the cost
to the Unit PER JUMP to travel is $350,000 C-Bills.

All travels costs must be paid UP FRONT, by the Unit (not Lances) prior to beginning travel. This can necessitate
the Unit going into Debt.
At the end of a successful contract, the amount of C-bills listed under “Transportation Amount” is paid in a lump
sum to the Unit, and is not split among the Lances. At the discretion of the Unit CO, up to one-half of the Transport
Amount profit (if any – profit being any C-bills above the amount it took to get the Unit to its current contract location)
may be split evenly among the Lances as a Bonus.
Starting a Contract

The very first thing that needs to be done for each contract upon reaching the planet is that each lance must be assigned to a Role. On the bottom-right
section there’s the “Current Assignments” tab. Each lance must be assigned to one of 5 Roles, seen in the drop-down menu. Scout missions come up the most,
then Fight, then Defend. Unassigned means a Lance has no role at all but can still repair/refit units. Training means a Lance cannot fight or repair, but each
month each member of the Lance (tech and MechWarrior) will automatically gain 5 XP. Note that VERY occasionally units in Training can be hit by OPFOR forces;
and the Training units will not have live ammunition for their weapons.

Roles may be reassigned on a weekly basis; once you’re in a role, you’re there for a minimum of 7 days. In the case of Training, you gain no benefit
unless you’re assigned there for 4 consecutive weeks.
Contract Roles
If you have access to a DropShip and are in the Fight, Defend, Unassigned, or Training Role, you qualify for the
“Maintenance Facilities” Location bonus on the Master Repair Table.
If you are on a planet with a BattleMech Factory and are in the Defend, Training, or Unassigned Role, you quality
for the “Factory” Location bonus on the Master Repair Table.
If you share a Role with a unit containing a Mobile Field Base, you qualify for the “Mobile Field Base” Location
bonus on the Master Repair Table.
If you are in the Training Role for 4 consecutive weeks (28 days), each member of your Lance (Tech and
MechWarrior) will gain +5 XP. A Lance can only benefit from this twice per calendar year.
If none of the above apply, then you are assumed to be “In the Field” and should apply the appropriate
Location modifier on the Master Repair Table.

Contract Roles affect the frequency that Lances within a particular role will show up in certain mission types.
For example, Scout Lances will show up more in missions geared towards reconnaissance, pursuit, and so forth. They
will also have a higher propensity to draw certain types of Solo Missions (Solo Mission draws are also affected by
Contract Type: Raids, Garrison, etc). In general, Scout missions will fight the most and involve the lightest enemy
opposition, and Defense will fight the least and involve the heaviest opposition. However, these are tendencies and
individual missions can and will defy these tendencies.
Pre-Mission Steps (in order)

1) Player Participation. The GM determines which Lances will participate in the mission and confirms that the
players themselves can make it to the game. If different Lances need to be assigned due to an IRL conflict, he informs
the Unit CO. Players are guaranteed to have the chance to participate in at least one of every three games, though IRL
conflicts will override this contingency. There will always be a Commanding Lance Leader in any battle; usually the
Lance which is originally deployed to the mission in the AtB Briefing Tab. If more than one lance is deployed to the
mission within the AtB Briefing Tab, the Lance Leader with the higher Tactics Skill will be the Commanding Lance Leader.

2) Reinforcements. The Unit CO determines which – if any – lances who are not already assigned to the mission
will be deployed as reinforcements. There can be a total number of lances deployed on each mission equal to the
Strategy Rating of the Unit CO. BattleMech Reinforcement units can enter the board in a scenario specific way on “Turn
12-(average unit walk speed)-(Reinforcement Lance Leader’s Strategy skill rating).” If the entire Reinforcement Unit is
jump-capable, subtract one additional Turn from this result. Under no circumstances can a Reinforcement Unit enter
the Battlefield until Turn 2.
Note that the Unit CO does not have to commit a reinforcement unit until the day of the game.

Non-Mech Reinforcements
Non-Mech Reinforcements (vehicles, infantry, and air units not using BSP rules) use the highest Strategy Rating
out of all non-Mech units pulled upon for reinforcements. All non-Mech reinforcements are lumped together as one ad
hoc unit, and the highest Strategy Rating found among the deployed Officer personnel is used for the ad hoc unit. All
other reinforcement equations are as normal; Thrust is treated as being equivalent to normal ground MP for purposes of
reinforcement times.

The UNIT CO only, if he appears on the battlefield as a reinforcement, can also sacrifice his own Strategy Rating
in order to boost the arrival time of Non-Mech Reinforcements (essentially shepherding them to the battle area). He
can "loan" Strategy Rating to the Non-Mech Reinforcements at a 2-for-1 ratio. These sacrificed points will affect his own
arrival time as a Reinforcement Lance. His Strategy Rating cannot be reduced below 0 as a result of this.
If no member of the Non-Mech Reinforcement Group has a Strategy Rating, then treat it as a -1 and figure the
remaining equation normally. (Example 3). Finally, Non-Mech Reinforcements are still bound to the Turn 2 limit. No
reinforcements can enter the board until Turn 2.

Example 1:
The following unit is being deployed as reinforcements in a mission. Striker Vee (highest Gunner's Strategy Rating of +1),
Saladin Vee (highest Gunnery's Strategy Rating of +0), and a Vedette Vee (highest Gunner's Strategy Rating of +3). The
Vedette Commander's Strategy of +3 is used to determine the arrival time. The final arrival time is calculated by taking
the base time of 12, subtracting the Strategy Rating of 3 (running total of 9), and averaging the movement speeds and
rounding appropriately. The average Cruising Ground speed of this group is 6, therefore 12-3-6 = 3. This group can enter
on Turn 3.

Example 2:
The following unit is being deployed as reinforcements in a mission. Striker Vee (highest Gunner's Strategy Rating of +1),
Saladin Vee (highest Gunnery's Strategy Rating of +0), and a Vedette Vee (highest Gunner's Strategy Rating of +3), Foot
Infantry Platoon (Strategy +2), and Stingray ASF (Strategy +0). The Vedette Commander's Strategy of +3 is used to
determine the arrival time. The final arrival time is calculated by taking the base time of 12, subtracting the Strategy
Rating of 3 (running total of 9), and averaging the movement speeds and rounding appropriately.
Foot Platoon = 1
Vedette & Striker = 5
Stingray = 6 (Safe Thrust is treated as ground MP)
Saladin = 8
The average Cruising Ground speed of this group is 5, therefore 12-3-4 = 4. This group can enter on Turn 4.

Example 3
The following unit is being deployed as reinforcements in a mission. Striker Vee (highest Gunner's Strategy Rating of +0),
Saladin Vee (highest Gunnery's Strategy Rating of +0), and a Vedette Vee (highest Gunner's Strategy Rating of +0). There
is no positive Strategy Rating, making the effective score a -1. The final arrival time is calculated by taking the base time
of 12, subtracting the Strategy Rating of -1 (running total of 13), averaging the movement speeds and rounding
appropriately. The average Cruising Ground speed of this group is 6, therefore 12+1-6 = 7. This group can enter on Turn
7

3) Determine Battlefield Support. The Unit CO determines whether he wants to deploy any battlefield support
forces owned by the Unit. These include: vehicle units, aerospace units, artillery support, and combat engineers (which
are separate from vehicle units). Vehicle Units are deployed just as Mech units are (including reinforcement times). All
other Battlefield Support Units will operate under the Battlefield Support rules found on pages 75-79 of The BattleMech
Manual. Each aerospace or engineering asset which costs BSP may be used ONCE in a scenario (ASFs may make 1 attack
pass); each artillery asset may be used TWICE. If the unit elects to use BSP assets, the OPFOR will have 2d6x10% (+1d6:
1: -50%, 2: -20%, 3: -10%, 4: +0%, 5: +10%, 6: +25%) of the Unit’s final Battlefield Support Cost. In a very limited number
of scenarios, OPFOR will receive BSPs to use irrespective of PC BSP expenditure (this will be noted in the scenario ahead
of time).

Example: The Unit CO decides to add Battlefield Support to a scenario. He has two Heavy ASFs, 2 Combat
Engineering Vehicles, and two Sniper Artillery pieces available. Each ASF can be used once, so he selects a Heavy
Bombing and Heavy Air Cover, just in case (totaling 6 BSPs). Each CEV can be used once, and each may deploy up to 2
Medium or Light-Density Minefields (or a single Heavy Density Minefield); he has each vehicle deploy two Medium-
density fields for a total of 4 minefields (and 8 BSPs). Finally, each artillery piece may fire twice in the scenario, but he
doesn’t want the OPFOR to have as many BSP to work with, so he’ll call in only a single strike each (totaling 8 BSP). The
Unit has used 22 total BSPs.
The GM now generates the OPFOR BSP allowance. He rolls 1d6, getting a result of 4. He also rolls an extra d6,
getting a result of 3. 4x10 = 40%, the second die rolls subtracts 10% from this number. So the OPFOR will get a total of
30% of the PC’s BSP allowance; or 7 BSPs. The OPFOR get 1 use of Heavy Air Cover (2) and 1 Strafing Run (5).

BSP may be spent by the Local CO publicly or privately, as long as, a) the GM is informed of the choice ahead of
time, b) the total number of points spent are revealed to the GM at least 3 days prior to the game date so the OPFOR
totals can be generated, and c) the final purchases are in a written format at the game. Failure to have them in writing
at the game will result in not having the support available for the game. An error in BSP math will result in a financial
penalty to the Lance Leader who made the blind purchases: $500,000+500,000 additional for each time this has
happened.

4) Logistics. The GM will contact players regarding printing of record sheets, bringing of mapsheets, and other
mundanity related to the scenario.

5) Play the Scenario


Gameplay Contingencies
Number of Players
There should be a roughly even number of players between PCs and OPFOR. If 8 people show up, and 3 of them
are running Lances, then of the 5 remaining players, 1 should assist the PCs and the other 4 play OPFOR. Players
*always* play their Lance Leader, but additional non-Lance Leader players should be assigned a number of Mechs from
Player Lances to make numbers of units controlled by each player roughly even.

Initiative
PCs gain an initiative bonus equal to the Commanding Lance Leader’s Tactics Skill. They may also receive a
bonus from a Veteran or Elite Administrator assigned to their role (Scout, Defend, Fight, or Training)

Ejected Pilots
Pilots eject from Mechs as per the standard TacOps rules. They then become a normal, 1-person infantry unit,
which can be picked up automatically by either friendly or enemy units. If an ejected OPFOR pilot and an ejected PC
pilot move into the same hex, they will sit down and crack open some beer on a 2d6 roll of a 2-7. On an 8+, they will
engage in contested Small Arms rolls each turn until one is dead. The winner inflicts 1 point of damage on the loser per
3 points of MoS or portion thereof.
Ejected PC pilots can move to engage OPFOR vehicles or infantry, and will not be fired upon until the turn after
they fire upon the OPFOR. An ejected PC which moves into an OPFOR Vehicle hex may attempt to disable the vehicle
during the Physical Attacks Phase, make a Small Arms check, and on an 8+ he inflicts a Critical Hit (Rear) to the vehicle
with a +4 modifier on the table. An ejected PC which moves adjacent or into an OPFOR Infantry hex may fire upon them
during the Fire Phase, making a Small Arms check and inflicting the MoS of the check as casualties. Small Arms checks
can be Edged as normal.
Firing at an Ejected PC pilot is a normal attack check for the firing unit, with an inherent +2 TMM which cannot
be reduced.

Prisoners
The PCs can take prisoners. Track OPFOR ejected BattleMech pilots; if a PC unit shares a hex with an ejected
pilot, they can choose to pick that pilot up in the end phase (same goes in reverse for OPFOR; OPFOR Mechs will almost
NEVER attack a downed pilot). If this happens the pilot is a prisoner of the other side. No PC can be responsible for
more prisoners than their Intelligence score. For further details regarding Prisoners, see “Post-contract Steps”.

Edge
Some PC or NPC units may have Edge. This represents Luck, and therefore a point of Edge may be spent to gain
a single reroll on a roll that directly and solely impacts the unit spending the Edge. You cannot spend Edge on another
unit’s Piloting Skill roll to stay standing, for example, though you might spend it to force another unit to reroll a physical
attack roll (using Piloting Skill) targeting your Mech. Edge refreshes at the end of each mission and does not have to be
re-purchased. Note that in some cases Edge can be Burned, which permanently costs that point of Edge.

Abandoning Units
Under certain conditions, NPC forces can abandon their unit. If they have no ability to fire a weapon dealing
more than 5 damage, and they are unable to move (destroyed gyro, immobilized vehicle, etc), the crew may abandon
the unit. The unit is counted as destroyed for scenario purposes, and if the abandoned unit is a Mech, the crew is
tracked as though it had ejected (it may be made prisoner, etc). A non-Mech crew is not tracked and simply disperses.
A PC unit may be abandoned at any time, for any reason. Non-Mech crews are, again, not tracked on the map.
Post-Mission steps (in order)

1) Salvage. Immediately following the game, salvage will be assigned to players by the Unit CO. The relevant record
sheets will be assigned to the player receiving the salvage and from then on will be that player’s sole responsibility.

2) Healing. Immediately following the game, each injured party must be healed, following the rules for Injuries and
Healing found in the “Medical Care” section of Force Tracking.

3) Repairs. Repairs are conducted by each Lance Leader regarding their own forces. Reference the “Repairs, Refits, and
Customizations” section above for details.
It is up to the individual player to manage their technical staff’s time appropriately. Every minute need not be
logged publicly on the forum; this is a logistical process you can do at home and if you feel like cheating, then you’re
cheating yourself out of the experience.

4) Report Lance Readiness. Each player whose Lance participated in the mission should report to the Unit CO when/if
their unit will next be ready for action. It is possible to have missions in quick succession, so sufficient time for repairs
are not a given. MekHQ will almost always give at least 2 days notice of an impending mission, so it is legal to work a
day or so ahead on repairs if necessary.

5) Contract Score is Adjusted. Each contract has a score, by which it is determined whether the contract is successful or
not. This score is tracked by the GM.
-Each successful mission adds +2 to the score.
-Each successful mission where there are no surviving enemy units on the field on the last turn AND the PCs control the
battlefield adds an additional +1.
-Each failed mission subtracts 2.
-Each failed mission where there are no surviving PC units on the field on the last turn AND the OPFOR control the
battlefield subtracts an additional -1.
-Each minor contract breach subtracts 1.
-A major contract breach ends the contract immediately (GM selects “Contract Breach”, obviously).
-When individual missions occur (see GMing notes, below), these have no impact on the Contract Score.
-It is possible for some missions to end the contract immediately, irrespective of the contract score.

For the Contract to be a Success, the final score must be higher than (number of games*1.25, rounding up). So a 3-game
contract requires a score of 4+ to be a success. If the score is lower than that, the contract is Failed. A failed contract is
still paid in full and salvage is kept, but the PCs may not take another contract from that employer for 5 years AND their
Dragoons Rating will drop (hurting their pay from all employers).

6) Time is advanced to the next determined mission. The GM will advance time within MekHQ until the next
appropriate mission, updating Personnel and Unit Marketplaces as necessary, and informing players when monthly
turnover and financial alterations are necessary.
Individual Scenarios
From time to time AtB will generate individual scenarios, the most common being “discover a Star League
Depot”, where if the PC in question wins a 1-v-2 game against 2 mechs in their own weight class and with a 2-to-1 BV
disadvantage, then they get a shiny pristine SLDF-era Mech. These missions don’t count against the overall contract
game cap, shouldn’t have any relevance at all to the actual scheduled games (ie, a player who is playing a scenario on
6/10/3045 can have this pop up on 6/9/3045 and just have to lump the repairs or choose to skip out on the individual
scenario entirely), and you should randomly determine a player whom it happens to, and you and the player have to
have played this game prior to the next scheduled game. If that player cannot make the game, the scenario should be
passed to a different player (again, random), or if the player just flakes and doesn’t show up, the game is lost. These
scenarios can be extremely difficult; fair warning.

7) End of Contract. After the final mission of a contract, any remaining money owed the Unit will be paid immediately
by the employer. This includes the total Transportation fee, if the Unit owns their own Transport vessels.
Campaign Play Between Contracts

Post-Contract Steps (in order)


1) Adjust Dragoons Rating. The first thing done after a mission is to adjust the Unit’s Dragoons Rating, using the
standard rules found in FM:Mercs(r).

2) Prisoner Ransom and Recruitment. Prisoners taken by the PCs can be ransomed back for C-bills. Prisoners are worth
50,000 CB for Green, 75,000 CB for Regular, 150,000 CB for Veteran, and 250,000 CB for Elite skill ratings. This value can
sometimes be increased in the case of specific NPCs.
Some prisoners may be recruited by Lance Leaders. A Lance Leader has one chance to attempt to recruit
prisoners; a failed roll means you must hold them prisoner or ransom them back. Roll 2d6 and get equal or less than
your CHA score (the roll gains a -1 bonus for the Attractive Trait, -1 if you have Good Reputation 3+ and your prisoner is
from the area of your Good Reputation, and a -1 bonus if your SOC is 5+ and your prisoner is of the same faction as you).
A Leadership score of 3+ gains you a reroll for one prisoner per contract. If you succeed then the prisoner can be
recruited for a hiring bonus of 5,000 CB for Green, 10,000 CB for Regular, 15,000 CB for Veteran, and 25,000 CB for Elite
skill ratings.
A recruited prisoner has skills and SPAs determined as normal.

3) Final Disbursement and Battle Loss Compensation. The unit is paid any remaining money for the contract’s duration,
which is split between the Lances and the Unit as normal. Each Lance Leader who has had combat units under their
command Completely Destroyed during the contract receives a percentage of that units retail value as per the terms of
the contract. This BLC is not split between the Lances and the Unit; it is paid directly and in full to the Lance Leader in
question.

4) Make retirement checks.


After a player’s 3rd contract (irrespective of when they joined the unit), their members may be ready to move
on. After completion of each additional contract, each time the unit completes a contract, all personnel except for Lance
Leaders immediately test for retirement. Each member is rolled for individually (the Unit CO is responsible for testing for
generally-employed unit members such as Admin staff). The Base Retirement Target number is 3+the first digit of the
unit member's age (a 42 year old member would add +4, for a total target number of 7). Roll 2d6 and add either your
Leadership skill bonus OR half your Charisma Score (rounded down) to generate a total. If you fail to meet or beat the
Modified Retirement Target, the unit member will retire the day the next contract is signed. If a character has a
negative Trait which directly impacts a unit member (ie, a Lance Leader with "Stigma/hates FRR people" who has a
person from the FRR in their lance), then the GM may assign a modifier to the roll; Positive Traits have no effect, as your
people expect you to have positive qualities as their boss. Lancer Leader Edge cannot be used on these rolls.

Players can prevent a retirement by spending CB on a retention bonus. As long as $20,000 CB are paid to the
unit member, you can make a single reroll for that unit member. Every 10,000 CB spent after the first allotment will
generate a -1 bonus to the re-roll result, to a maximum cap of -5 ($50,000). Whether the member retires or not, the
money is lost (it’s been paid to that person). Retiring MechWarriors specifically require either a non-crippled BattleMech
of the weight class which they were originally classified in, or a cash payment of 2 million CB for light Mechs, 4 million
for Medium,6 million for Heavy, or 8 million for Assaults. Retiring non-MechWarrior officers require a separation
payment of $15,000 (Green), $35,000 (Regular), $65,000 (Veteran), or $90,000 (Elite). Retiring enlisted personnel
require a payment of $10,000 (Green), $25,000 (Regular), $50,000 (Veteran), or $75,000 (Elite).

Once it has been determined that a unit member is leaving, you have until the start date of the next contract
until that unit member leaves. It is suggested that a replacement unit member be hired during that time. Any non-Lance
Leader personnel can be immediately fired at no cost to the unit (aside from MechWarriors, who use the weight class or
cash payment rules as per retirement). However, once it is determined that a unit member *is* going to retire, they
cannot be fired. Non-PC personnel will automatically retire upon reaching 60 years old, unless paid a $500,000 CB
bonus. They will then be willing to work until age 65 (they no longer need to roll at the end of a contract), and will retire
at 65, period.

A roll of a 2 on a retirement check (or reroll) is ALWAYS a failure, and a roll of 12 is ALWAYS a success. There are
no autosuccesses or failures during this process.

A Lance Leader has the option to voluntarily retire at the end of a contract. If they do, the player decides
whether they leave the unit alone or take their lance with them. A Lance Leader who retires may be replaced by a new
Lance Leader generated under the Lance Leader Creation Rules, and after character generation will receive the available
XP possessed by the Lance Leader at their time of retirement, to a minimum of 20 XP. In addition, if the old Lance Leader
had purchased any SPAs after character creation, the new Lance Leader will choose a single 20 XP SPA for free. A player
may not voluntarily retire a Lance Leader more often than once per two full contracts.

5) Advance Time, Aging, Look for next contract.


Aging
All characters will age 1 year on 1 May. Lance Leaders are responsible for tracking all Lance member ages, while
the Unit CO tracks the ages of all other unit members.
Aside from the aging effect on Retirement Rolls, at the ages of 50, 55, and 60, a character will gain 1 point in
either their Piloting or Gunnery Skill (for example, going from a 3 gunner to a 4 gunner). Which is affected is randomly
determined by the controlling character. If the character in question isn’t a combat character, that character instead
gets 1 point worse in their primary field specialty (a Veteran Administrator goes from a 6+ to a 7+, becoming Regular).
For player characters only, 1 point of RFL and DEX is automatically lost at ages 50 and 60, and 1 point of BDY and
STR is lost at ages 55 and 65. This can cause a character to become medically unfit for further duty.
All of these losses can be re-purchased using XP.

Out of Contract Status


Note that the unit need not look for a new contract immediately. Given the transportation rules, the unit is free
to move around as it wishes between contracts. However, unit members may become unhappy when they aren’t
working. On the 1st day of the FOURTH month, and every month thereafter, the unit is outside the bounds of a contract,
each Lance Leader must make a Charisma Attribute test (roll 2d6+Charisma Score). The TN is a 10, +1 per additional
month after the fourth the unit has been out of contract. If this roll fails, the player rolls 1d6. The result is the number
of randomly determined Lance Members who will make a Retirement Roll at a +2 penalty. Retention bonuses can assist
efforts to retain members who wish to retire, as normal.
The Unit CO must make this roll on 2d10 (ignoring Large Vessel Crew aside from the vessel commander; if their
vessel commander goes, so does the rest of the crew), instead of a 1d6. All other modifiers remain the same.
Special Case Rules

Searchlights
Low-light environmental conditions come up often during scenario generation. As the canon searchlight rules
are confusing, here is a summary of how searchlights will function during this campaign:

There are five ways for a Mech unit to access a Searchlight:


1) Have the Searchlight Quirk. (Rifleman, Warhammer)
2) Have a Searchlight pretty clearly delineated in the fluff or art (Marauder, Crusader)
3) Carry a hand-held searchlight (TacOps, Hand-held weapon rules)
4) Carry a Mounted Searchlight (TacOps, p57)
5) Customize your Mech to carry a searchlight (standard customization rules)

#1, 2, & 5 should require no explanation. A Mech with a searchlight which falls under conditions #1 or #2 need not
spend Tech Time or money to replace a searchlight damaged on a mission.
Searchlights are a piece of equipment, just like all other components. They are rolled for via acquisition rolls,
and stocked in your warehouse in the same way a PPC might be. They are very obviously IntroTech-level equipment
(with an intro date of ~1910), for purposed of Target Number. They cost $2,000 CB and weigh 0.5 tons. They cannot be
repaired, only replaced with a new searchlight.

#3) Searchlights as Hand-held weapons: They need to be built into a hand-held weapon via TacOps rules. The short
version is that you can build a hand-held weapon that is just a Searchlight and Armor (16 pts/ton) as long as you have
the components and can make a Tech roll at a fixed TN of 7+ (no modifiers; requires 1 day to build). The total mass
cannot be more than 10% of the mass of your Mech. The Unit carrying a hand-held weapon must have a full set of arm
actuators, including hands. The carrying unit cannot make any physical attacks except for kicks, charges, and DFAs, and
cannot fire any torso-mounted weapons while using - not just carrying -a hand-held weapon. You cannot fire arm-
mounted weapons at all while carrying a hand-held. If the carrying unit is struck on the arm locations, roll 1d6; on a 6,
the hand-held weapon is struck, tracking damage normally with no internal structure. A hand-held weapon can be
dropped during the End Phase; if dropped, the weapon is not recoverable (ie, we aren't tracking dropped weapons on
the mapsheet; screw that). If the carrying unit takes a Hand Actuator critical hit, the hand-held weapon is dropped
automatically.

#4) Searchlights as mounted equipment: Any Mech can have a Searchlight Mounted on it, as long as you have an
available searchlight in your warehouse. Mounting a Searchlight on a Mech requires a Tech roll of 8+ (applying location
and time modifiers) and a Base Time of 480 minutes. A Mounted Searchlight is destroyed on any Torso Hit using the
standard rules (TN 7+).

A Mech can have only a single built-in searchlight (conditions 1, 2, or 4). The only way a Mech can have 2 searchlights is
by carrying a hand-held searchlight in addition to one it already has.

Rules Change: All searchlights have a Range of 30 hexes, hand-held or not. That's a pointless nerf on hand-helds.

OPFOR Searchlights: OPFOR units (Mechs and vehicles) will have searchlights available to them on Conditions 1 or 2. An
OPFOR Rifleman, for example, will always have a searchlight. Additionally, OPFOR units can have searchlights on them if
a custom Mech is generated. Finally, during a scenario in which low-light conditions are in place, up to one-half the
OPFOR which does not already mount a searchlight will be rolled for. On a 2d6 roll of a 10+, a qualifying OPFOR unit
may carry a hand-held searchlight.
Land-Air-Mechs
Land-air Mechs are complex units necessitating several rules modifications. All normal campaign rules apply to
these units, except where specifically changed below:

Monthly Maintenance Cost: Monthly includes standard fuel loads, but does not include any ordnance carried (including
fuel pods).
Part Costs: The base costs of the following components are doubled from their BattleMech equivalent: Cockpit,
Avionics, Sensors, Life Support, and all non-Hand/non-Foot Actuators.
Acquisition TNs: All LAM components which have their cost doubled also suffer a +2 TN penalty for acquisition. This
penalty increases to +3 after 1 January, 3055, and +4 after 1 January, 3060.
Customization and Refit TNs: All LAM Refit TNs have an inherent +1 TN penalty. All Customization TNs have an
inherent +3 TN penalty.
Repair TNs: All Repair/Replacement TNs for a LAM suffer a +1 penalty.
Purchasing and Selling LAMs: The C-Bill cost to purchase a LAM is double the listed amount if you are in Inner Sphere
territory, and triple if you are in the Periphery. If you are selling a LAM, figure the sale cost as normal (including the
check to increase the sale price). Whatever the final result of this process is, double it to find the actual sale price.
LAM Pilots: Make an Acquisition Roll to acquire a LAM pilot; the TN is 10. You may attempt 1 Roll per month, and may
not roll if in transit. This attempt takes 5 of your monthly acquisition "slots". Your roll gets a bonus of half your CHA
score (round down), no other modifiers except for Bad Reputation and Contact apply. If your MoS is 0, you find a Green
LAM Pilot (5/6 to both Mech and ASF piloting stats). If your MoS is 1-2, you find a Regular LAM pilot (4/5 Mech scores,
5/4 ASF scores; 1 random SPA on a 9+). If your MoS is 3+, you find a Veteran LAM pilot (3/4 Mech Scores, 4/3 ASF
scores; 2 random SPAs each on an 8+). You MUST hire the pilot in question if you find one, and may not fire them for at
least 6 months. Add +$50,000 CB to their hiring bonus. All qualified LAM pilots are automatically classified as both
Medium and Light Mech pilots.

All standard LAM rules from Interstellar Operations apply to gameplay and LAM construction/customization. In
addition, apply the following Quirks to LAMs:

Stinger LAM: Cramped Cockpit, Nimble Jumper (Mech), Exposed Actuators (AirMech)
Wasp LAM: Extended Torso Twist (Mech), Nimble Jumper (Mech), Atmospheric Flyer (ASF, AirMech), Difficult Ejection,
Exposed Actuators (AirMech)
Phoenix Hawk LAM: Improved Comms, Improved Targeting (Short), Protected Actuators, Atmospheric Flyer (ASF,
AirMech), Weak Undercarriage (ASF), No Cooling Jacket (LL)*
*Roll 2d6 when you first acquire the Mech: this Quirk applies on a 7+.

Rules Clarification:
If a LAM transforms during a battle to ASF mode with the intent to provide air support, it must spend 1 turn reaching
altitude. Therefore, two turns after it leaves the battlefield, it may make a Strike, Strafe, or Bomb attack as normal (all
are "light"-class), assuming it can carry the appropriate weaponry to make the attack. It must depart the battle
permanently after making this attack, or must undergo normal re-entry to the battlefield in AirMech or Mech
mode. Alternately, the LAM may stay on CAP duty, generating a free Light Air Cover marker.
Aerospace Fighters and BattleMech Manual Rules
Under normal BattleMech Manual play, ASFs are wholly immune to ground fire. This is because the BSP system is
intended for one-off gameplay, and not for a continuing campaign. The following text should be added to the Aerospace
Support section of the BMM text:
Combat Engineers
Combat Engineers are a particular type of infantry who are capable of erecting various structures or traps to
support a military unit or confound their enemies. Combat Engineers are incredibly rare outside of House Militaries and
will show up on the monthly Unit Availability List (when and if they show up at all). Combat Engineers receive triple
standard infantry pay, but allow for the following options:

In Defensive Scenarios:
Construct Breastworks: If deployed in the same hex or adjacent to a friendly Mech unit, the Engineers can
construct breastworks for that mech. As long as that Mech stays stationary (not immobile), it receives a Partial Cover
modifier and reduces damage as though it is in a Medium (CF 40) Building. Once the breastworks have taken 30
damage, it will no longer absorb damage or provide the partial cover modifier.
Minelayers: Engineers can deploy up to 3, 10-point minefields* (TN 8; no BSP cost) within 3 hexes of the engineers
starting location. Hexes must be written down. Once the attack is made the minefield is revealed.
Battlefield Traps – Pits: Engineers can deploy up to 1 Hidden Pit Trap* within 4 hexes of the engineers starting
location. An enemy Mech which enters this hex is "hit" by this attack on a TN 7. Roll on the Basement Table, rerolling
until you get a basement effect, add 1 level to the depth** of the "basement" (PCs cannot Edge the Basement table roll),
and resolve the fall damage into the "basement" as normal. Hexes must be written down. Once the attack is made the
Trap is revealed.
Battlefield Traps – Deadfalls: Engineers deployed within 2 hexes of a wooded hex can deploy 1 Hidden Deadfall Trap.
The first enemy Mech which enters this hex is “hit” by this attack on a TN 7. In a Light Woods, the Mech takes 3 damage
on the Punch Table and must make a PSR to avoid falling in that hex. In a Heavy Woods, the Mech takes 5 damage on
the Punch Table and must make a PSR at a +2 penalty to avoid falling in that hex. In an Ultra-heavy Woods hex, the
Mech takes two groups of 5 damage on the Punch Table, and the PSR to avoid falling suffers a +4 modifier.

In all Scenarios:
Minefield Clearance: Engineers can move adjacent to a minefield and spend 1 turn stationary beside it. Make a roll on
2d6; on a 6+, the minefield is cleared. On a failure, the Engineers take 1d6 casualties.
Demolitions: Engineers can move adjacent to a structural terrain feature (building, bridge, etc) and spend 1 turn
stationary beside it. At this point the demolitions are set, and as long as the Engineers survive on the battlefield they
can choose to blow the demolitions; the structure takes 2d6 groups of 5 damage and may collapse. Any unit in the hex
when the demolitions blow takes 5 AE damage, but that may be the least of its problems depending on what happens to
the structure.
Anti-Engineering: Any type of Minefield or Battlefield Trap is automatically revealed when an enemy combat engineer
unit is moved adjacent. By spending 1 turn stationary and adjacent to the Battlefield Trap, the engineers may
permanently disable that trap.
APPENDIX 1
APPENDIX 2
APPENDIX 3

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