Campaign Rules
Campaign Rules
Starting
All forces assumed to have an appropriate JumpShip with costs of 100k per week of contract and 50k
per jump needed
Choice of dropships: (note transport costs will apply to EACH ship, so taking 2 will double travel
expenses)
Reputation
The Force’s Reputation will be calculated using the following tables at creation and during the Campaign
RANDOM BACKGROUNDS: If players do not have a fully formed idea for their Force’s background, or
prefer some background that will influence the Force’s capabilities, they may make a couple of rolls to
see what sort of background results they obtain from the Force Random Background Table. The first roll
to make is 1D6 ÷ 2. The result determines how many times the Force may roll on the Force Random
Background Table, which uses 3D6 for each roll. The primary effects of the random background are to
modify the Force’s Reputation Score (see Force Operations, p. 32). It is up to the controlling player (or
GM, if present) to fill in the details of the resulting events.
Command Rating: To determine a Force’s Command Rating, simply add up its commander’s Leadership,
Tactics, Strategy and Negotiation Skill Ratings. Then add 1 point for each positive Trait the commander
possesses, and subtract 1 point for each negative Trait. For purposes of this calculation, positive Traits
are: Combat Sense, Connections, a positive Reputation, Wealth 7+, and CHA of 7+. Negative Traits are: a
negative Reputation, Combat Paralysis, Unlucky, or CHA of 3 or less. Treat any final results of less than 1
as 1.
Mission Selection
Each week, the GM will pre-make a series of missions for a ‘Mercenary Board’ with certain pieces of info
covered/redacted. Players will have to make the appropriate checks if they wish to gain access to this
info.
Most checks will either be against a target number or negotiations based on opposing rolls of
Commander vs. Employer
Special Command Abilities: Regular and Veteran forces get 1, Elite 2, Heroic 3 and Legendary 4. It is
assumed that the Commander or Lance leaders infer this ability to their troops. Loss of the senior
officer on the field infers a loss of the ability and -2 Initiative.
Pilot Abilities: Each Force gets 1 Pilot Ability and gains Bonus abilities based on the Commander’s
Training/3
Formations: Infer the abilities based on Formation. Abilities are lost in game if 60% of Lance/Star is
Crippled/Destroyed
NPC MechWarriors will use the Random Skills Table. Regular for rank and file, Veteran for Lance
Commanders
Pre-Battle Checks
Before the battle, the highest Officer on each side will make opposing rolls. Levels of success are for
each 3 better.
Leadership: The Officer spurs on their subordinates to greater acts in combat. Each round the force gets
1 re-roll for each level of success.
Tactics: The Officer is adept at knowing the movements of the enemy before the battle. The winning
Commander gets to choose their deployment area, and each level of success grants them the ability to
keep 1 model off the board, to be placed after all other units have been placed. 3 or more levels of
success are attained, they can draw/pick the map used. If Defender, each level of success grants 1 unit
that can be placed as a ‘hidden unit’ instead of keeping units off the board.
Strategy: The Officer monitors the tide of battle, and can change his plans accordingly. Each level of
success gives him +1 to his Initiative rolls.
NPC’s or commanders not made with Time of War will roll 1D6 each to determine the commander’s
Leadership, Tactics, Strategy and Negotiations Skills (or Investigation instead of Negotiation, for pirate
Forces). Add 1 if the commander has a Regular Skill Rating, 2 for a Veteran Rating and 4 for Elite. The
final result is the commander’s Skill Rating in that Skill.
Morale
Unit morale must be checked when any model receives enough damage to go into Structure OR receives
40 damage in 1 Turn, at the beginning of the next turn.
Morale is a DC below the highest rank Officer’s Leadership on the board not crippled/destroyed with the
following modifiers:
If the affected unit’s force outnumbers the enemy, each model above the enemy adds+2
A unit that fails morale must attempt to get out of line of sight as much as possible and receives a
further +2 to weapon attacks. At the end of the turn, they can attempt Morale again with a further -1
for each turn they have been out of Morale.
An Officer can attempt a Leadership check at the beginning of the turn with a DC of 10 but forgo
shooting all but 1 weapon to bolster ANY unit that loses Morale.
Repair Times and Costs
Cost will be based on the steps below. Clan technology incurs a 1.5x multiplier to total cost but no
difference in time (Mixed is assumed to be Clan).
Calculate total armor damage/16 (Round up) then *1000 for money
Calculate total structure damage/ 16 (Round up) then *5000 for money
After the game, each weapon hit is rolled on 2D6. 1-8 repairs are possible and 20% of the weapon’s cost.
9-12 is replacement necessary and availability rolls must be made unless a spare is on hand. Repair or
replacement is 1 day per slot of the weapon.
Engine Hits can result in loss of the engine. 1 Hit a roll of 12, 2 hits 10-12 and 3 hits 8-12 will result in
replacement of the engine and availability rolls must be made unless a spare is on hand. If it can be
fixed, cost is 10% of the value from table below per engine hit and 2 days per hit. Complete
replacement is 10 days
Gyro hits can result in loss of the gyro, 1 hit on 10-12, 2 hits 8-12. Each Hit will add 1 day, replacement 5
days. Cost of replacement will be 5k per Ton of mech weight. 1 hit is this value x 15%, 2 hits x 30%
A-4
B-6
C-8
D-10
F-12
Turrets
Turrets are considered buildings, with a Construction Factor depending on their size. They are
also armed. Turrets sit at one level above whatever hex they’ve been placed on. Unlike combat
vehicles, turrets do not have to worry about heat production or ammunition. Their fixed nature
allows them to rely on deep bunkers of ammunition buried underground and use liquid cooling
systems that dump their heat directly into the ground rather than slowly losing it to the air.
Using Turrets
Generally found across the galaxy in defensive installations, turrets are a simple way to
fortify a position. Much like minefields, turrets are purchased with Battlefield Support Points.
Turrets’ Construction Factor depends on their class, while their armaments vary even within that
class.
Class CF Cost(BSPs)
Light 20 2
30 3
Medium
Heavy 40 5
False Turret Hatches 0 1/2
Turrets can be self-guided, which means they run entirely on their internal computers for
targeting, or can have a Turret Control Center. Self-guided turrets are treated as having a
Gunnery skill of 5, while Turrets that have a Turret Control Center have a Gunnery of 4. The
Turret Control Center is a building, often a large bunker or fortified tower but sometimes a power
generator, with a CF of at least 80. If the Turret Control Center is destroyed, all turrets that it
controlled are also destroyed.
Turrets are also frequently built on top of bunkers or towers. Bunkers are level 1
buildings, so a turret placed atop one is at level 2, while towers are level 2 buildings and a turret
placed on top of one is at level 3. In either case, the building is a Fortified building with a
construction factor of 80.
Arming Turrets
Turrets can be armed with a wide variety of weapons, but some sample types are
commonly found based on class.
Heavy Turrets 4x AC2 or 2x AC10 or 4x Large Laser or 1x Gauss Rifle or 2x PPC or 2x RAC2 or
2x LRM20 or 4x SRM6
Setting Up Turrets
Only rarely does an attacker have complete plans for the victim of their assault. In
addition, turrets are designed to retract into protected bays to keep them safe from the elements
and long distance barrages. When setting up the battlefield, pick locations for each turret. These
can be hardpoints directly mounted on the ground or placed on towers or other buildings via
designed hatches Turrets may begin the game Hidden - the locations of the hatches are known,
but not which turret is within which hatch. Turrets may not make attacks while hidden, but at any
time, a turret may “pop up” from its hatch, revealing its previously secret position. In addition, a
player who is purchasing turrets may additionally purchase “False Turret Hatches” which are
possible locations a turret could be but do not contain a turret, at a cost of two false hatches for
one BSP.
Destroying Turrets
Turrets are buildings, and like all buildings are destroyed when their Construction Factor
hits zero. In addition, turrets are more likely to be disabled by massive damage to their
supporting structure. If a turret is mounted on top of a building, the turret is destroyed if that
building’s CF is reduced to half of its starting value.