1)
Mission Pay
2)
Award faction points
3)
Transport costs, salaries and maintenance
4)
Repair damaged units
5)
Rescue pilots, and deal with captives
6)
Work out salvage
7)
Buy and sell units
8)
Upgrade units
9)
Award skill points
10) Upgrade pilots and crew
11) Recruit new pilots
12) Update roster
Mission Pay
Players will be paid their full pay, or some
portion of that depending how they performed in the mission. The mission will
give players details of how much of their contract they will be paid (typically
100% if completely successful, and 50% if unsuccessful).
In addition to the standard contract pay there
is also bonus pay available ‐ 200,000
c‐bills for playing at a club, and 50,000
c‐bills if your force was fully painted.
Faction points
Mercenary companies that accomplish their
mission will develop goodwill and a positive relationship with their employer,
while mercenaries that don’t get the job done will be treated with caution or
even disdain. This is represented with faction points and the bigger the
mission the more faction points you will gain for success, and the more you
will lose for failure.
Mercenary companies that can successfully pull
of raids for their employer get even more credit – there’s a lot more fame to
be won in raiding enemy territory than in handling garrison duty. The faction
points you gain or lose following a game are determined by the following table;
There is no upper limit to how many faction
points you can have with any faction, but ‐5 is the lowest you can go, this
represents the maximum contempt a faction can have for a mercenary force.
Faction points have two uses;
1) Special clauses – if you have built up a strong
reputation with your current employer they will treat your more favourably in
your current contract, per the table below. Note you don’t lose your faction
points using them in this way; they are kept and can be used in this way every
time you work for this employer.
2) Equipment – you can use faction points to decrease
the price of new gear purchased from that faction. Each faction point you cash
in reduces the cost by 500,000 c‐bills. You can only use the faction points of
a single employer on any single purchase, and those faction points must be with
an employer who sells the unit you are purchasing. You can check which faction
sells which unit on the Master Unit List.
Paying transport, salaries and maintenance
You
must now pay your transport costs, 1,000 c‐bills for every ton you brought in
to the mission. You then pay maintenance on all units that took part in the
mission, a flat 2% of the cost of the unit. You then pay your units their unit
salary per the table below. You only play for units that took part in the
mission, but this should include the units who died.
Repair damaged units
You now pay for the repair to damaged units,
as per the tables below. First apply the most severe category of damage that
applies to your unit, but apply only that category (i.e. if a Mech suffered
internal damage to the torso and lost a limb, apply the costs and special rules
for heavy damage only). Then repair any damage to key systems – Mechs must pay
for repairs for any hits to their engines or gyros, while vehicles must pay for
any damage to their motive systems.
If you cannot afford to repair a unit, or
simply choose not to, then you cannot deploy it again until you have repaired
It – you must either save up to repair it or sell it.
Repairs to your commander’s unit will always
be prioritized, and so your commander’s unit will never be forced to miss the
next game.
Battle Armour and Infantry units are replaced
on a trooper by trooper basis. Divide the cost of the unit by the number of
troopers in the unit, this is the cost you must pay to replace each trooper
that was destroyed in the battle. The trooper must be destroyed to require
replacement – Battle Armour that merely take damage are automatically repaired.
Battle Armour and Infantry units are only available for the next mission when
their numbers have been brought back up to full.
Recover pilots and crew
Pilots and crew that lost their units during
the mission but successfully escaped the wreckage will have been stranded on
the battlefield and in need of rescue. If you control the battlefield at the
end of the game then you recover your crew automatically. If you didn’t control
the field then there’s a chance the enemy will get to your crew before you
rescue team. Roll a single D6 for each pilot or crew that escaped their wrecked
vehicle, on a roll of 4+ you manage to recover them. If you have one or more
active probes in your list, you recover them on a 3+. Furthermore, if your mech
has a Full Head Ejection system and this is stated on its record sheet, you can
re‐roll a failed attempt.
Each unit that you failed the roll for was
instead picked up by the enemy, and now you’ll have to negotiate to get them
back. If both sides captured one or more pilots or crew from the other, then
they have to perform a prisoner swap, returning all captives with no c‐bills
changing hands. But if only one side took captives, then the two sides will
have to negotiate a price to get him back. There’s no minimum or maximum price,
it’s entirely up to the players, and nor is there any requirement that they
must come to a deal. If the two sides cannot come to a deal and the player has
given up any chance of getting his captured pilot or crew back, then the
capturing player can make an attempt to persuade the captive to sign on to his
own list – roll a D6 and if you roll a 6 the captive can be added to your own
roster. Any other roll and the captive refuses, and is effectively gone from
the game. Your Commander will always refuse to work for his captor.
Salvage
Whoever controls the board when the game ends
can claim enemy units that were abandoned, as long as he has some level of
salvage rights. In some missions control of the board will be determined by who
retreated (Take the Position, Open Engagement & Assassination) while in the
other missions control of the board is automatically claimed by the defender,
as the attacker is retreating from the area before enemy reinforcements close
in (Escort, Diversion, Sabotage, Rapid Recon, Extraction).
If a player controls the board and has 50%
salvage rights, then he will receive as cash 50% of the value of any enemy
units left on the board, in their current state. If a player controls the board
and has 100% salvage rights then he receives all enemy units left on the board
in their current state, and is free to sell them or add them to his forces as
he sees fit. If he wants he can even sell them back to his opponent, if they
can agree on a price.
Buying & Selling
You can now buy new units and sell old ones.
New Mechs are purchased with a combination of c‐bills and faction points, at
the price given on the masterunitlist website. You cannot purchase any clan
tech, mixed tech or proto‐mech units.
When selling units you don’t get the full
price, not even in perfect condition.
Upgrading Units
You can upgrade a mech to an improved version,
ie upgrading from the basic Sentry SNT‐04 to the far more potent Sentry SNT‐W5.
The cost of an upgrade will be either the difference in price between your
current version and the upgrade + 25%, or 5% of the price of the upgraded mech,
whichever is higher. As an example, the above mentioned Sentry SNT‐04 cost
3,231,527, while the upgraded version is a much pricier 7,275,380. This is a
difference of 4,043,853, so the difference in price plus 25% is 5,054,816,
while 10% of the price of the new model is 727,538. The upgrade would cost the
higher amount, 5,054,816.
As another example, you might planning on
upgrading from the Shockwave SKW‐2F to the SKW‐4G. The SKW‐2F cost 8,493,500,
while the SKW‐4G is priced at 8,447,000, and is actually 46,500 cheaper. In
this case 5% of the value of the price of the upgraded mech, 422,350, is the
higher value and the amount you will have to pay to upgrade. Whatever price you end up paying for your
upgrade, on your record sheet simply record the unit’s cost as if you’d bought
it new (so the Sentry SNT‐W5 would be recorded at 7,275,380 and the Shockwave
SKW‐4G at 8,447,000). Also note in some cases the cost of upgrade might be so
great that you are better off selling your current mech and buying the new
outright (this is often the case when the new version contains a much more
powerful XL engine).
Award skill points
Every unit that took part in the mission
receives a single skill point, which should be recorded on your merc roster. As
well as that, a single unit that excelled during the game can be awarded an
additional skill point, regardless of how the mission went. Because there is a
great deal more skill and daring in pulling off a successful raid, if the
attacker won the game then he can award extra skill points to his units,
getting 1 extra skill point if he won a small mission, 2 extra skill points if
he won a medium mission, and 3 extra skill points if he won a large mission.
You are free to hand your extra skill points
out to whichever unit you felt did the most to achieve your mission, or
inflicted the most damage on the enemy, or took the most damage and still got
his mech off the field, or made the most outrageous shot, whatever you like. If
you like you can discuss the most deserving winner with your opponent. You can
give no more than 2 skill points to any unit – if you have three bonus skill
points they must go to 3 different units.
Upgrade pilots and crew
You can spend skill points to upgrade your
pilots and crew. In upgrading units, you lose the skill points that upgrade
cost (ie a unit with piloting 5 and 6 skill points upgrades to piloting 4,
costing 4 points and leaving the unit with 2 skill points). You cannot
accumulate skill points indefinitely, while you are allowed to ignore a cheaper
upgrade to save up for a more expensive one (bypassing piloting for a gunnery
increase, for instance) you cannot continue delaying once the most expensive
option is affordable. No unit can have a differential between his piloting and
gunnery greater than two.
Recruiting new pilots and crews
You
can employ a new Mechwarrior or vehicle crew for the cost of 100,000 c‐bills.
They will be green, with gunnery and piloting of 5/6. Battle armour and
infantry do not need to have crews purchased for them, you simply purchase them
at the listed price.
Re‐assigning Mechwarriors and crews
You can move Mechwarriors between Mechs, but
you can never move them to a cheaper Mech than their current unit. You can move
vehicle crews between vehicles only of that same type (for instance, the crew
of a tracked vehicle can only be moved to another tracked vehicle), and like
Mechwarriors, vehicle crews will not accept being moved in to a cheaper vehicle
than the one they are currently in.
If a
pilot or crew has been dispossessed you can move them to any unit in their
category (Mechwarriors in to Mechs, vehicle crews in to an appropriate vehicle
type), regardless of how valuable their destroyed unit might have been (beggars
can’t be choosers).
Dispossessed
Mechwarriors and vehicle crews do not have to be furnished with a new vehicle
straight away, but they won’t wait forever. If you haven’t placed them in a new
vehicle within three games of being dispossessed, they will leave for another
company and you must take them off your roster.
Update Roster
Finally, the players should make sure
everything they’ve done has been entered in to their contract record sheet and
reflected in their company roster.
Note
that at any time you are free to fold your current merc company and start
again, if the tides of war have turned against you and you feel like you’d
stand a better chance of starting again. You can only run one company at a
time, however.
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