1)
Choose or roll the mission tonnage
2)
Roll for the employer and target
3)
Roll to determine the mission
4)
Bid for the contract as the attacker
5)
Both sides select their forces, and Support
Forces
6)
Both sides select their contract special
clauses
Example Contract Record Sheet.
Tonnage
You and your opponent should first agree to a specific game size – small, medium or large. This sets the maximum tonnage you and your opponent can take in the game.
Once you’ve selected a game size roll 2d6 and consulting the appropriate column to get the maximum tonnage for each side. If you don’t want to roll on the table, you and your opponent can instead agree to one of the listed tonnages – perhaps If time is short you might agree to a 100 ton game, or possibly you might agree ahead of time to a really large game, and pick 600 tons so people can select their forces ahead of time.
Employer
You
now determine the faction that is hiring a mercenary company.
Roll 2d6 and consult the contract table below to determine if the employer is an Inner Sphere or Periphery power, and then roll another 2d6 and look up the appropriate column to determine exactly which faction is looking for a mercenary force.
Roll 2d6 and consult the contract table below to determine if the employer is an Inner Sphere or Periphery power, and then roll another 2d6 and look up the appropriate column to determine exactly which faction is looking for a mercenary force.
You then need to determine the target ‐ which
of the employing faction’s many, many enemies they are attacking, by rolling a
D6 and consulting the following table;
The Inner Sphere approx. 3085
Mission
Your
mercenary company will be hired for a specific mission, typically something
focused on getting in, shooting up as much stuff as possible, maybe grabbing
something while you’re there, and then getting out as soon as possible. Roll
2d6 and consult the contract table below;
The mission type not only determines the
scenario you’ll play, but also the maximum amount you could get paid for
undertaking the mission, and whether basic salvage rights are given.
Faster objective based missions like Rapid Recon and Extraction pay less, while bloodier missions like Open Engagement pay more.
Meanwhile the defender will typically be paid less for missions in which he is guarantee board control at the end of the game, but he will automatically receive 50% salvage rights for any enemy units left on the field.
Faster objective based missions like Rapid Recon and Extraction pay less, while bloodier missions like Open Engagement pay more.
Meanwhile the defender will typically be paid less for missions in which he is guarantee board control at the end of the game, but he will automatically receive 50% salvage rights for any enemy units left on the field.
As an example, two players might have rolled
up a 250 ton game, and rolled up the Sabotage mission. This will mean the
maximum bid for the attacker is 7,500,000, while the defender’s pay will be
3,750,000, but the defender will also start with 50% salvage rights.
See the Missions attachment for the special
rules and objectives for each mission.
Bidding
Both players now bid for the role of attacker
in the contract, both writing their bid as the attacker on their contract
record sheet. You can bid as low as you want, but cannot bid higher than the
contract’s maximum bid.
The player with the lower bid is now the attacker, and his mission pay will be whatever he bid.
The other player will become the defender and his pay for the mission will be the fixed amount given in the defender’s pay column of the Contract Table
The player with the lower bid is now the attacker, and his mission pay will be whatever he
The other player will become the defender and his pay for the mission will be the fixed amount given in the defender’s pay column of the Contract Table
Select Forces & Determine Supporting Units
Both players now select their forces
–selecting a force from their available units that does not exceed the
mission’s total tonnage limit.
No employer is going to commit an obviously
inferior force to the field, and so if one side is clearly weaker than their
opponent their employer will allocate additional Support Units.
Both players should calculate their side’s battle value. If any units in the force are connected to a C3 network then those units should have another 5% of their BV added to the total.
Both players should calculate their side’s battle value. If any units in the force are connected to a C3 network then those units should have another 5% of their BV added to the total.
The player with the smaller battle value
receives 80% of the difference in Support Units.
Example. The two players have completed their
forces; the attackers is worth 3,850 and the defenders 4,760. The players
subtract 3,850 from 4,760 and get 910. Multiplying this by 80% you get 728
points to spend on Support Units. For example, the player might use those 728
points to select a Vedette (RAC) with a regular crew.
Support Units will always begin to retreat
when they meet the conditions for Forced Withdrawal (which are modified from
those in Total Warfare, see the Missions attachment). Note that support units
withdrawing from the board will not trigger a General Retreat.
In addition, Support Units cannot claim objectives nor prevent the opposition from claiming objectives (so a Support Unit cannot complete a Recon roll, or pick up the objective in Extraction, nor do they count as either attacker or defender forces in Take the Position. Nor can a support unit be an objective, such as the target in Assassination. They can attack and destroy the enemy Target in Assassination, and they can attack the buildings in Sabotage.
In addition, Support Units cannot claim objectives nor prevent the opposition from claiming objectives (so a Support Unit cannot complete a Recon roll, or pick up the objective in Extraction, nor do they count as either attacker or defender forces in Take the Position. Nor can a support unit be an objective, such as the target in Assassination. They can attack and destroy the enemy Target in Assassination, and they can attack the buildings in Sabotage.
OPTIONAL RULE – If both players agree, then
one or both players can add make up some portion of their original force with
models not on their mech rosters. That is, some portion of the force they
select to meet the mission’s tonnage, before BV is calculated and Support Units
are taken. Players might do this because they can’t make up the tonnage, or
because they want a little variety in the units they field, or some other
reason, but it must be done with the consent of both players in the game. These
Support Units are always regular (4/5), and follow all the Support Unit rules
above, and in addition the player will not be paid for the portion of his force
made up with Support Units. Instead his total mission pay will be just the
proportion of the tonnage made up by his forces, so if he is playing a 300 ton
game and puts 200 tons of his own units on the field and makes
up the other 100 tons with units not on his roster, he would be paid 200/300 of
his mission pay. All forms of income will be reduced by that percentage – the
mission, bonus pay and salvage would all be reduced.
Special clauses
Players don’t just bid on the price of a
contract; they also negotiate special terms and conditions – requesting salvage
rights, loss compensation, mine fields, artillery support, and so on. Each
player is given three points to allocate across the various special clauses,
and additional points may be allocated to the player with the smaller battle
value (see Select Forces above). You can only take each special clause once,
though special clauses may have their own rules for upgrading their effects.
Your accumulated faction points with your
current employer can net you additional special clauses, per the following
table;
Note you don’t lose your factions points using
them in this way, they are kept and can be used in this way every time you work
for this employer.
Paid transport – One special clause point. Transport costs are fully covered by the
employer.
Salvage rights – Two special clause points. Increases salvage
rights by 50%. Some missions automatically grant the defender 50%
salvage rights and if that is the case then spending two special clause points
will increase salvage rights to 100%. Other missions do not grant either side
salvage rights automatically, in these cases a player can pay two special
clause points to claim 50% salvage, or four points to claim 100% salvage rights.
After the mission, a player with salvage rights and control of the board can
claim 50 or 100% of the value of whatever units have been left on the board by
the opposition, in their current condition (most abandoned units will be scrap
and worth only 20% of their original value).
Loss compensation – One to three special
clause points. A player can spend one point to have 10% of any losses
covered by his employer, two points to have 20% of his losses covered or 3
points to have 30% of his losses covered. Players will be
compensated for units that are lost entirely (except for the value of any crew
killed), and for the repair expenses needed to bring Mechs back up to full
working order ‐ ie a Hatchetman HCT‐6D is worth 7,633,090, and if it suffered
heavy damage, costing 1,526,618, loss compensation of 20% would mean the player
is paid 305,324 in compensation.
Bonus
faction points – One to
three special clause points. For each special clause point spent, the player
will get one extra faction point if the contract is successful. However, if
the player fails in completing his mission he will get nothing.
Change mission time limit – One or two special clause points. If the
mission is timed the player can spend one or more points to change the
mission time limit in his favour, with each point spent improving the time limit
by one point ‐ i.e. the attacking player might spend two points to increase the
time limit for Rapid Recon by two turns.
Recon – One special clause point. Your employer’s forces have performed
thorough air recon of the area, giving you a significant advantage on
the ground. This allows you to re‐roll your initiative roll three times per
game.
Comms Jammer – One special clause point. Your employer has
deployed a sophisticated white noise machine targeted at your enemy’s
communications, making co‐ordination of forces much more difficult. This allows
you to force your opponent to re‐roll their initiative three times per game. If
your opponent has selected Recon then it and your Comms Jammer cancel each
other out.
Artillery – Two special clause points. Your employer has allocated a Thumper
artillery piece to provide fire support during the mission. During the
firing phase of each turn the player can select a single hex on the map and
roll to hit it with the Thumper, on a roll of 9 or more the attack strikes the
target hex, otherwise it scatters in a random direction (roll a D6, with each
number corresponding to one of the six possible directions), travelling in a
straight line a number of hexes equal to the margin of failure. The artillery
piece does 15 damage in 5 point clusters to one unit in the hex (if multiple
units are in the hex this unit is randomly determined), and 5 damage to all
other units in the affected hex and adjacent hexes. It only affects ground
based units, VTOLs and other airborne units are not affected. The attack always
strikes the front of the target. The artillery attack is considered
simultaneous with all other attacks made during the firing phase.
Anti‐artillery task force – One special clause point. Your employer has
tasked a special forces unit with moving ahead of your position and
taking out any enemy artillery. If the enemy took artillery, then at the end of
each turn roll 2d6, on a roll of 9+ the special forces troops have located and
taken out the artillery, and your opponent cannot fire his artillery again in
this game.
Air Support – One special clause point. Your employer has committed an aerospace
fighter to one strafing run of the battlefield. One time during the
game, during the Attack Declaration phase, you can nominate a straight line of
hexes five long anywhere on the map. All targets in those five hexes (including
structures and friendly units) are hit on a target number of 4 plus the
target’s movement modifier and any terrain bonus. Each unit hit is struck with
a single 10 point damage cluster to one location, rolled as if the target were
hit from the front. You can only spend one special clause point on Air Support.
Special Clauses available only to the
attacking player
Air Deployment – One special clause point. The player is able
to deploy 100 tons worth of jump capable mechs and infantry by air. They
are placed at the start of the second turn in any hex, with any facing, before
any units have moved that turn. They can move and fire like any other unit from
then on.
Rapid Assault – One special clause point. You have deployed
and advanced rapidly and caught the enemy unprepared. The attacker can
extend his deployment zone forward an additional six hexes. In the Diversion
mission, only the diversionary force is deployed an extra six hexes forward.
Fog of War – One special clause point. An elaborate ruse
has been plotted, causing the enemy to get a false impression of your
forces. At the end of the first movement phase the attacker can remove one
friendly unit and redeploy it from his deployment area, then moving as normal.
This unit cannot have performed any attacks or taken any damage. The unit then
acts as normal, taking part in the subsequent combat phase like any other unit.
Portable Beagle – One special clause point. One mech with at
least one hand actuator is given a portable Beagle Active Probe, which
functions the same as a standard Beagle Active Probe. The mech carrying the probe
must have marked on its record sheet which hand the probe is carried in ‐ it
cannot punch with the hand carrying the probe, nor can the mech carrying the
probe wield a club. The probe is destroyed if the mech takes critical damage to
the hand actuator holding the probe or if it loses the arm to which the probe
is attached.
Orbital bombardment – Four special clause points, only useable in
large games, and only in mission where the defender begins in control of
most of the board (Escort, Sabotage, Diversion, Recon, Take the Position). The
employer is able to support your attack on the enemy’s fixed position with a
single strike from orbit with a capital scale weapon. The attacker selects a
single hex somewhere on the map and marks it down, before either side has
deployed any units. Then, once deployment is completed but before the first
turn has begun, the capital strike lands. Rolling 2d6, the attack will hit the
target hex on a 9 or more, otherwise scatters in a random direction in a
straight line a number of hexes equal to the margin of failure. The strike will
damage anything in the impacted hex and all hexes within 2, for a total of 19
hexes impacted. Everything in those hexes takes 10 damage (in two five point
clusters). Any mines in those hexes are destroyed, and any hidden unit is
revealed, in addition to taking damage as above.
Special Clauses available only to the
defending player
Hidden
units – One special clause
point. The defender can deploy 100 tons of as hidden units. They can be
set up anywhere more than six hexes from the attacker’s deployment area, and
work as hidden units per the rules in Total Warfare. They can be located by
active probes.
Minefields – One to two special clause points. At your request your employer has
deployed a number of minefields across the map. For one special clause
point the defender can secretly designate 8 hexes as minefields (he should
write these locations down on a piece of paper). As soon as a ground unit from
either side enters one of these hexes, they suffer 5 points of damage (mechs
take the full five points of damage to a randomly determined leg, vehicles to
their front armour), and in addition any mech must make a piloting skill roll
to avoid falling over, and vehicles suffer a motive system hit. The unit can
continue moving after detonating the mine. Once detonated, the minefield is
used up and will no longer affect the game. You cannot place minefields in or
adjacent to mission objectives. Minefields will be detected by active probes,
and will be destroyed if their hex is affected by artillery or an orbital
bombardment. You can spend a second special clause point to upgrade to
vibrobombs, which do 10 damage instead of 5.
Fortifications – One special clause point. The defender’s
employer has spent time constructing fieldworks for the defender to
place his forces in. The defender can deploy two units in fortifications – this
should be marked with a token when you deploy the unit. The unit has had its
lower half hidden making it much harder to hit – it receives +2 to all ranged
attacks against it, a fortified mech can hit in the legs treats that damage as
missing, while fortified vehicles do not suffer any motive system hits from
attacks at range. The unit can torso twist or change facing without losing the
fortification, but as soon it moves out of the hex the bonus is lost and
cannot be regained. It costs two extra points of movement for a unit to
extricate itself from the fortification, unless jumping. Enemy units in
adjacent hexes kicking the fortified unit will allocate damage using the punch
location table.
Weapons Emplacement – One special clause point, with the option of
spending a second point to upgrade the emplacements. For one special
Your employer will install two static weapon emplacements, each two levels
high, with a turret with a full 360 range of fire, and a construction factor of
20. The crew have a gunnery of 5. They function like standard buildings,
meaning they are immobile and therefore ‐4 to be hit. They are placed before
standard units deploy, and can be deployed anywhere on the board except in the
attacker’s deployment area. They are well stocked with ammo and will never run
out. They cannot be salvaged. You can choose to arm the emplacements with
either an LRM‐10, two SRM 4s, a large laser or four light machine guns and two
flamers.
You can spend an additional special clause
point and gain one of the following;
Well hidden – the bunkers are concealed
extremely well, enough to offset the standard ‐4 to hit modifier for being
immobilised (so they are at +0 to be hit through the game). Grizzled gunner –
the crew’s gunnery is improved to 4.
Reinforced – the bunkers use advanced
components, increasing the CF to 35.
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