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Author Topic: Campaign Rules, Version 3-1 (Final)  (Read 1836 times)

Darrian Wolffe

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Campaign Rules, Version 3-1 (Final)
« on: December 15, 2018, 05:59:34 PM »

As of this posting, version 3-1 of the Campaign Ruleset is now in effect.  You should be familiar with the changes due to the public review, but as a reminder, this update includes a MAJOR change in Lance Salary structure.  Update your Lance Warehouses immediately and accordingly - you will be responsible for paying the correct amounts as of 1 February, 3047.

There is the possibility of a further rules update as the Strategic Operations Repair & Refit rules are being revised by CGL (and Xotl specifically).  When and if those rules drop, we will look them over and decide whether or not (probably) to apply them in the form of another campaign rules update.

Further bulletins as events warrant.
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Darrian Wolffe

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Re: Campaign Rules, Version 3-1 (Final)
« Reply #1 on: December 19, 2018, 03:54:54 PM »

Oh, hey, I was sent an email last night containing the various writeups and modifiers for different contract types. I'm putting them here after translating them a bit to put them in context for our particular campaign ruleset.  Keep discussion of them in another thread, if any is warranted.

These are considered to be "in play" immediately.



STATIC DEFENSE

Garrison Duty  
Strictly speaking garrisons are found on uncontested worlds with enough strategic significance and potential for trouble to warrant the presence of combat troops. In theory such worlds are low risk stations where combat or civil disorder are not expected. Because of this, a unit hired for garrison duty is not likely to see action, and probably will not receive good pay or other benefits. Because House units are more loyal, less cautious, and certainly less expensive to maintain in the field that are mercenaries, House leaders often employ mercenaries for garrison duty to free up House troops for frontline duty.

-IntroTech Acquisition TNs are at a -1 bonus, to a minimum of 3 (2 always fails)
-Can require use of non-MechWarrior skill to pass contract objectives
-Will likely require mercs to adhere to rules of engagement to minimize damage to friendly territory (no flame weapons or AE weapons in urban centers, etc)
-Contract can automatically end if base defense mission is failed


Security Duty  
One step removed from garrison duty is security duty, in which the unit is hired to provide security for some target believed threatened by hostile forces. Where garrisons usually watch over a whole planet, a security mission might revolve around the protection of a single installation, supply convoy, or other limited target. Non 'Mech mercenaries (infantry for example) are sometimes hired to serve as marines on exposed JumpShips or commercial transports, or to act as bodyguards for dignitaries and the like.

-IntroTech Acquisition TNs are at a -1 bonus, to a minimum of 3 (2 always fails)
-If the target is on a Factory World, any units from that Factory on the Unit Market can be bought at 60% retail instead of the listed price
-Will definitely require mercs to adhere to rules of engagement to minimize damage to friendly territory (no flame weapons or AE weapons in urban centers, etc)
-Contract can automatically end if Security Target is destroyed/captured/etc


Cadre Duty
As a cadre force, the mercenaries must organize and train new recruits or militia forces. It is often easy duty, in which even low ranking mercenaries have temporary authority while training the recruits. Though usually a low-risk assignment and never paying particularly well, cadre duty becomes dangerous if recruit forces are suddenly thrust into combat before their training is complete.

-IntroTech Acquisition TNs are at a -1 bonus, to a minimum of 3 (2 always fails)
-Will require use of non-MechWarrior skill to pass contract objectives
-Will likely require mercs to adhere to rules of engagement to minimize damage to friendly territory (no flame weapons or AE weapons in urban centers, etc)
-Will almost always result in multiple allied Mechs (usually Green) attached to your combat formations



TERRITORIAL CAMPAIGNS

Riot Duty
Mercenaries are frequently hired for riot duty, the suppression of a smoldering or active rebellion on a world under the employer's control. The duty is unglamorous, very difficult and dangerous, but, like garrison and security duty, it does not pay well. Although few rebels can stand up to high-tech mercenaries in battle, the threat of terrorism and general insurgency fills a merc's every hour with danger. Employers usually stipulate that mercs are to do the least possible damage to targets of strategic or economic value, complicating the mercenaries position. In addition, an employer might unleash mercenaries on a rebellious planet while keeping House units clear not only of violence, but of all involvement. After the mercenaries quell the riot, the employer steps in, blames the mercenaries for exceeding their authority, and so becomes a savior rather than an oppressor. Meanwhile the mercenaries are sent packing in disgrace.

-Will likely require mercs to adhere to rules of engagement to minimize damage to friendly territory (no flame weapons or AE weapons in urban centers, etc)
-Higher incidence of Random Bonuses as mission rewards
-Can require use of non-MechWarrior skills to pass contract objectives or fight off dismounted attacks


Siege Campaign
In many instances an aggressor will implement a policy of siege warfare rather than a true offensive. Sieges are conducted on a planet-wide scale to reduce enemy forces on the planet without the need for pitched battles. In a siege campaign, troops wage a war of maneuver in which most battles are minor skirmishes rather than major clashes. Aerospace superiority is exerted to deny off-planet supplies and reinforcements.

Most mercenaries favor siege campaigns. There is little danger of taking heavy casualties and the campaign is long enough to guarantee steady employment. Like most operations undertaken in the face of an enemy, pay tends to be good and there are plenty of opportunities for independent operations without excessive employer involvement. Periodically, such campaigns go awry and lead to major battles, but on the whole, a siege campaign is the mercenary's idea of a perfect ticket.

No special rules


MINOR RAIDS

Recon Raid        
There are several distinct missions that fall into the category of raiding, all offering a high-risk/high-gain potential that some mercenaries love and others loathe. Recon raids are fairly straight forward operations in which a small unit make an assault on a planet to test local defences and to collect information for later strikes. As in a planetary assault, raiders travel from space to a planet's surface, but the same force is expected to carry out its mission and then withdraw without further support. As recon raids are normally launched at fairly unsuspecting targets, they are less dangerous than other types of raids. Nonetheless, they are considered hazardous duty.

Like all raids, recon attacks are high-pay jobs. Because small units are used, mercenaries are rarely forced to co-operate heavily with employer forces, which is a major benefit. However the chance of running up against heavy opposition or being cut off from transport ships makes the recon raid a chancy mission that many mercenaries would rather pass up.

-All Acquisition TNs are at a +3 penalty
-Most missions will be Scout Role
-High incidence of Solo Missions


Objective Raid  
An objective raid is a limited attack to capture or destroy a specific target: a supply depot or convoy, a scientist or political leader, a specific installation, and so on. It shares many of the characteristics of a recon raid, except that it is generally carried out against heavier or better organised opposition: a target worth raiding is usually worth guarding too.

The raids pay well and provide a wide degree of latitude for individual command and initiative. Like any raid, however, they are high-risk affairs that can be very costly to the troops involved.

-All Acquisition TNs are at a +2 penalty
-High incidence of Solo Missions
-Can end contract early on Base Assault victory or specifically-generated mission to achieve the objective


Extraction  
Extraction raids, commonly known as "smash-and-grabs" are nearly identical to objective raids. In an extraction raid, however, the mercenary group must capture a target and return it to the employer. Understandably, extraction raids that target people often become complicated if the target resists. In fact, if a mercenary unit extracts a hostile target who has no demonstrable military value, the unit, as well as the employer, may be charged.

-All Acquisition TNs are at a +2 penalty
-High incidence of Solo Missions
-Can end contract early on Base Assault victory or specifically-generated mission to achieve the objective


Pirate Hunting
Pirate-hunting duty is considered an excellent combat assignment for its fair pay and excellent salvage rights. Command rights are rarely a problem, and most employers provide adequate transportation reimbursement to carry out the mission. Few employers provide battlefield support, but mercenary units are unlikely to face opposing forces large enough to warrant reinforcements.

-All Acquisition TNs are at a +3 penalty, or a +2 penalty if the world is within the employer's territory
-Extremely high incidence of Solo Missions, highest incidence of Star League Cache Missions
-Only contract type which generates JumpShip Capture Missions
-Pirates will rarely employ WMDs against attacking forces
-Can end contract early on Base Assault victory


INVASION

Planetary Assault        
Sometimes used to indicate almost any kind of offensive activity, the true planetary assault mission is the initial attack to establish a 'planet head' on a world. This involves gaining aerospace superiority, establishing initial drop and landing zones and then building a secure perimeter into which additional forces can be deployed for further campaigns. It is high-risk duty with a commensurably high financial return.

-All Acquisition TNs are at a +1 penalty
-Heaviest OPFOR unit generation in the campaign (both mass and numbers-wise)
-Gives a +1 bonus to any Employer Award roll at contract end
-Heaviest Allied Mechs
-Higher incidence of Fight Role Missions
-Low incidence of Solo Missions
-Can end contract early via Base Assault victory or Base Defense loss



Relief Duty
When unexpected attacks materialize, relief expeditions must move to support local garrison and defensive forces. Sometimes this is fairly simple, but usually it is the equivalent of mounting a whole new planetary assault. The original attacker often controls the approaches to the world and much of the planetary surface. Moreover, relief duty is chancy because there is no way of predicting whether the original defenders will still be in position and putting up a fight when help reaches them.

Mercenaries on relief duty draw good pay, but this sort of mission means close co-ordination with employer troops, leaders, and transport, and those conditions are often major disadvantages.

-All Acquisition TNs are at a +3 penalty to begin the contract; this penalty drops by -1 for each mission victory to a minimum of -1 bonus.
-Mercs do not get Factory Bonuses or access to Unit Market until they have won at least 3 missions in a row
-As contract continues, Allied units become heavier and more plentiful
-High incidence of Solo Missions


MAJOR RAID

Diversionary Raid
The diversionary raid may be the most dangerous duty of all the Mercenary missions. There raids are mounted against enemy planets to confuse the opposition and to divert reserves away from the real target of an interstellar campaign. Small forces launch planetary assaults on several different worlds and simulate attacks. When friendly forces make their real thrust elsewhere, the diversionary forces withdraw.

There assaults are fraught with danger. Defense against a diversionary attack is often especially strong because false information has been leaked to suggest that the attack is genuine. Diversionary forces are usually kept to a minimum (to save the bulk of the army for the real drive), but they are given orders to make a lot of noise and to cover a lot of ground.  When they know what to expect, mercenaries can earn very high fees for diversionary raids. They should also do their utmost to ensure the maximum possible support from the employer. A unit that lacks its own transports should rarely undertake such a mission for any House.

-All Acquisition TNs are at a +2 penalty.  Unit Market is not available.
-High incidence of Scout and Solo Missions
-Low-mass and poor Allied units
-Can end contract early by dealing sufficient number of OPFOR casualties, or via "Escape the Planet" scenario


Guerrilla Warfare
This is one of the rarest, most difficult, and most dangerous missions a unit can undertake. In a guerrilla warfare mission, troops infiltrate a planet and then remain there for lengthy period, unsupported by other friendly forces. The object of guerrilla warfare is no only to harass the enemy, but more importantly, to recruit, arm, train, and lead discontented citizens against their overlords.

Guerrilla warfare is dangerous and difficult because it pits non-'Mech troops against enemy 'Mech garrisons. Also, it is never as easy to stir up native populations as optimistic nobles predict. Then, too, supplies must be scavenged locally or stockpiled in advance, at least until a reliable underground can set up local supply networks. Finally, is the assignment fails there is rarely a chance for escape.

-No access to Acquisition Rolls, Personnel Market, or Unit Market
-Extremely high incidence of weighted Random Bonuses (personnel & units)
-Extremely High incidence of Solo Missions, second only to Pirate Hunting
-Will require use of non-MechWarrior skill to pass contract objectives
-Can end contract early by dealing sufficient number of OPFOR casualties, or via "Escape the Planet" scenario, or via Base Assault victory


BLACK MARKET CONTRACTS

This is not an official category and the MRBC does allow listings of these types of contracts, but they sometimes they are under the guise of another contract type and the deals are done behind closed doors between the employer and mercenary unit.  Acceptance of certain contracts will force a dice roll to be made in secret; depending on the result, a Black Market Contract may be offered - in parallel - to the actual contract.

Sabotage        
Sabotage contracts take up where espionage ends. The mercenary command is usually required to engage in fast raids against targets designated by their employer. They vary from crippling military infrastructure to destroying any form of civilian targets that might put an end to normal operations on the targeted world, in effect preparing the target for occupation for large scale assault. Mercenary commands might be asked to do it in plain sight or infiltrate through formal means in order to accomplish their objective. Command rights are always in favor of the mercenary command as is salvage at the cost of any official or unofficial support from the employer.

Apply the identical special rules as the "parent" contract type
Will generate a special scenario to perform this contract.
Will almost never include Allied Units, regardless of Command Rights
If successful, every Lance Leader rolls a Random Bonus (no Personnel results) with a reroll.
If mission is failed, the employer publicly disavows the unit; lose 2d6 Dragoons Points and cannot work for this employer for 12 months


Espionage
The first step into any black market contract. Espionage requires the mercenary command to infiltrate by any means the targeted objective and observe any relevant information that will be used at a later date. The mercenary command is usually tasked with keeping their involvement secret in order to prevent the compromise of further operations. It's a known fact that the compromise of any black market contract will effectively kill any further operation and the mercenary command will be left with no support what so ever.

Apply the identical special rules as the "parent" contract type
Will generate a special scenario to perform this contract, usually requiring non-MechWarrior skills to complete
Will almost never include Allied Units, regardless of Command Rights
If successful, every Lance Leader rolls a Random Bonus (no Personnel results) with a reroll.
If mission is failed, the employer publicly disavows the unit; lose 2d6 Dragoons Points and cannot work for this employer for 12 months


Terrorism  
A step up from sabotage and espionage, terrorism contracts give a free hand to the mercenary command. Shunned upon by the DMM and former MRBC, these contracts are not sanctioned in any way and discovery of involvement can bring about penal charges against the mercenary command and its employer if they are identified. The most relevant fact about terrorism contract is that civilians make fair game for targets. Less civilized governments and extremist groups are the most likely employers for mercenary assassins and terrorists, though some covert agencies within the Great Houses and minor governments may find use for such "outside services" when their own agencies are considered too compromised. Because of the heinous nature of these extremely covert assignments, payment and command rights are remarkably good, but transportation reimbursement and support is often lacking to ensure that no trails lead back to the employer.

Apply the identical special rules as the "parent" contract type
Will generate a special scenario to perform this contract, sometimes requiring non-MechWarrior skills to complete
Will almost never include Allied Units, regardless of Command Rights
If successful, every Lance Leader rolls two Random Bonuses (no Personnel results) with a reroll.
Regardless of success or failure, can generate future reprisal missions which interrupt current contracts (60 month maximum timer)
If mission is failed, the employer publicly disavows the unit; apply a Major Contract Breach and you cannot work for this employer for 60 months


Assassination
Less brutal then terrorism contracts but just as effective, assassination contracts have the sole objective for the mercenary command to infiltrate the planet by any means available, be it subterfuge or frontal assault with the sole objective of locating a target or targets and executing them.  Some mercenary commands fall prey to the illusion that such a contract is easy since it requires only a couple of people to be killed, but fall prey to private armies and advanced warning that bring about the downfall of their operation. As with any other black market contract, command rights are remarkably good as well as salvage and payment, but at the cost of any official or unofficial support.

Apply the identical special rules as the "parent" contract type
Will either generate a special scenario to perform this contract or require a subobjective within an existing scenario
Will almost never include Allied Units during the assassination scenario, regardless of Command Rights
If successful, every Lance Leader rolls two Random Bonuses (no Personnel results) with a reroll.
Regardless of success or failure, can generate future reprisal missions which interrupt current contracts (60 month maximum timer)
If mission is failed, the employer publicly disavows the unit; apply a Major Contract Breach and you cannot work for this employer for 60 months
« Last Edit: January 14, 2019, 09:33:34 PM by Timberwolfd »
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Timberwolfd

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Re: Campaign Rules, Version 3-1 (Final)
« Reply #2 on: December 20, 2018, 08:36:48 PM »

1. Is or should there be an annual XP rule for vehicle crews and aerospace pilots? Currently everybody else gets some kind of chance at annual XP or a variable success XP bonus like the techs.  

2. How are support forces divided in terms of being eligible for training? Are the ASFs on training at the same time as the vehicles? Are the ASFs and infantry even eligible for training?
« Last Edit: December 25, 2018, 10:48:30 PM by Timberwolfd »
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Re: Campaign Rules, Version 3-1 (Final)
« Reply #3 on: December 25, 2018, 10:14:39 PM »

Something I missed when looking through before.  Rules 3.1 pg. 3 #6 under Character Generation Procedure states:

"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 bonus to your Worksheet, then return to the main path and look for your Path Exit.  Note that is is possible to go through multiple sub-paths.  Sub-paths do *not* generate lifepath die rolls."

From the linked MechWarrior 3e RPG (full PDF), p. 24 under Events (2nd column)
"Unlike the other parts of character creation, events are determined randomly by rolling 2d6 (this roll is not open-ended).  Roll once on the event table for each path or subpath your character takes.  If taking a subpath, use the event table for the main path under which the subpath is given."

I understand this to mean that each of those subpaths gets its own roll.  Under AIT, it specifically notes no event roll.  In support of this position, I'd also reference p 22, Path Limits (2nd column) which states:

"Mandatory subpaths such as military Advanced Individual Traing (AIT) and University Majors are not considered separate paths for purposes of this rule.  However, elective subpaths such as military Special Training and University Schools are considered separate."

As a related question, in Field Manual: Lyran Alliance, p. 138, Events section (2nd column) it states:

"Players and gamemasters will follow all of the standard rules for determining character events (p 24, MW3) with one exception: instead of rolling 2D6, players will roll 2D10 to randomly select an event.  In addition, each Edge point spent to affect an event roll on these tables can either be used for a reroll or to modify the result by 1 or 2 points."

It makes sense that given the greater range of possible outcomes (20 vs. 12), EDG would be given a bit more flexibility to try and avoid a very bad result or get a better one.  The MW3 Lifepaths summary includes all of the Paths, but not necessarily the rules related to event rolls.  This flexibility is not included explicitly in either FM: FS or FM: CC, but both were published before FM: LA.  Neither makes a specific note of how the events for those lifepaths should be handled though.  FM: P which was published after, contains the same wording (p. 159, Additional Lifepaths section (1st column)), implying this is the intent for all 2D10 charts.

Do you want to leave it at just +/-1 regardless of length of chart (per current 3.1 rules) or change?
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Darrian Wolffe

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Re: Campaign Rules, Version 3-1 (Final)
« Reply #4 on: December 27, 2018, 04:11:33 PM »

2. How are support forces divided in terms of being eligible for training? Are the ASFs on training at the same time as the vehicles? Are the ASFs and infantry even eligible for training?

Right now your "support" is your combat vehicle group, which is small enough to technically be one platoon (just).  We've just been calling it "support" because it's half-full of Support Vees.  You can certainly decide to put your infantry platoon or an air lance into Training.  However, since you only have one Air Lance and one infantry platoon, putting them into training deprives you of their help for a month.

Basically, any given platoon/lance-sized element can be put into Training at a time.

1. Is or should there be an annual XP rule for vehicle crews and aerospace pilots?   

No.  Because of the way those forces interact with BSP rules and generally being "off-board", increasing their skills results in a much larger apparent benefit, and therefore XP gain needs to be reduced commensurately.

Do you want to leave it at just +/-1 regardless of length of chart (per current 3.1 rules) or change?

As per the rules packet, thank you.
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Re: Campaign Rules, Version 3-1 (Final)
« Reply #5 on: December 27, 2018, 05:33:56 PM »

Do you want to leave it at just +/-1 regardless of length of chart (per current 3.1 rules) or change?

As per the rules packet, thank you.

Is that the same answer for the non-AIT subpaths as well?  Thanks for the clarifications.
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Timberwolfd

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Re: Campaign Rules, Version 3-1 (Final)
« Reply #6 on: December 27, 2018, 09:48:11 PM »

So far we haven't been taking our ASF pilots' SPAs into account for BSP support. Presumably for simplicity.
We have 2 relevant SPAs: Golden Goose and Weapon Spec
Golden Goose reduces bomb scatter. Presumably this should reduce bombing TNs for BSP?
Weapon spec reduces weapon attacks and should reduce strafing attacks?
Now that we have 6 pilots and 6 ASFs, we have a bit more complex of a table for which attacks can be made by which ASF at what TN.  Depending on the answers above, some ASFs will have different TNs. I'll put it together a quick table detailing TNs and attack types.
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Darrian Wolffe

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Re: Campaign Rules, Version 3-1 (Final)
« Reply #7 on: December 31, 2018, 09:02:56 PM »

Rules which are currently being misplayed
This is not a discussion thread.  Take any question to the 'Questions' thread

1. Paying for TN bonuses after purchase fails
If you want to pay money to improve your TN, you have to pay the money BEFORE you make the roll.  You do not make the roll, then pay money to even out the TN.  

This was allowed for one pass early in the campaign because people were unsure how the rules worked, and has been misplayed ever since.  Stop.


2. ASF Pilot XP.
ASF pilots do not have a yearly XP gain in the way that MechWarriors, Techs, Admins, and Doctors do.  However, they DO gain scenario, victory, and kill XP for when they appear in a combat role in which there is a risk of their being damaged.  These roles include:
1 - any sort of BSP "attack" role
2 - a dedicated aerospace scenario
3 - any time the full low-altitude aerospace combat rules are being used
Yes, this means that Local COs *should* be noting which pilot is in which BSP expenditure, and which one is making which attack.  I haven't actually *been* a local CO with aerospace BSP since the BSP rules were introduced, and I didn't realize this wasn't being played correctly.  Also, as a reminder, Aerospace fighters up to 50 tons are considered "light", and 55 tons or more are considered "heavy" for purposes of BSP rules.


3. Salvage for solo missions is still limited to contract percentages.
This was misplayed several times during the last contract, and I let it go because I didn't find out about it until it was well after the fact.  This came about as an understandable miscommunication.  

To whit, when I said, "you get all the salvage during a solo mission", I didn't mean you get 100% salvage regardless of the contract salvage percentage.  What I meant was that you get the RIGHTS to as much salvage as the contract percentage allows - the Unit CO doesn't get to step in and say that X Mech is actually going to Y Lance.  So the person who played the Solo Mission is the only person who can receive salvage from a Solo Mission...but they still have to turn in the remainder beyond the contract percentage.  If I have a Solo Mission and kill 4 Wasp -1As, and I have 25% salvage rights, I get to keep one of those Wasps, not all 4.

Again, I totally understand how and why this miscommunication happened, so...no harm, no foul.  Keep it in mind for Solo Missions from now on.


4. Infantry hiring bonuses? Salaries?
Infantry was played wrong by *me* and I'm copping to it.  Against the Bot meant that when you see a "Soldier" in the Personnel Market, that's the CO of a PLATOON of infantry...not that you have to hire 1-3 guys a month and eventually end up with a platoon.  So, my bad.

Infantry will no longer be tracked in the TO&E by name, except for the platoon leader.  The platoon leader must always be an officer once hired, and will have X number of enlisted infantry under his command (where X is the Platoon Type; 21 for Jump Infantry, etc).  Each member is paid normally (in a Regular Infantry Platoon, you have 27 Regular Enlisted Infantry each making $1200/mo, and 1 Regular Officer making $1440/mo).  The officer is always the last person lost in the platoon.  As long as the officer is alive, the platoon can be reconstituted.  To hire replacement infantrymen for that platoon, pay an extra amount equal to 1 month's salary.  As per the previous example, if you have to hire 10 new regular infantry, that will cost $12,000 CB in hiring payments, and will draw their normal monthly salary on the next payday.  Finally, the hiring bonus for infantry is only paid to the officer, not each member of the unit (the officer divides it between the PBIs as he sees fit).  

This will make tracking Infantry WAY easier, and will take WAY less space inside the TO&E, and keep the PBIs where they belong in a game about BattleMechs.
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agustaaquila

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Re: Campaign Rules, Version 3-1 (Final)
« Reply #8 on: April 02, 2019, 11:35:26 PM »

(When) Will the random assignment tables be updated to reflect new mech designs? The current RATs in the rules are from 3039. Will more advanced tech become available?

I'm assuming that ATB has the RATs and dates and will update appropriately, but amen to this question. Looking forward to seeing new designs on the table. And in the marketplace.

Upgraded mechs have already been showing up on the tables.  Just not a ton of them, and I assume the level of opfor also plays some role in what is available. 
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Timberwolfd

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Re: Campaign Rules, Version 3-1 (Final)
« Reply #9 on: April 02, 2019, 11:43:19 PM »

(When) Will the random assignment tables be updated to reflect new mech designs? The current RATs in the rules are from 3039. Will more advanced tech become available?

I'm assuming that ATB has the RATs and dates and will update appropriately, but amen to this question. Looking forward to seeing new designs on the table. And in the marketplace.

Upgraded mechs have already been showing up on the tables.  Just not a ton of them, and I assume the level of opfor also plays some role in what is available. 
For new PC creation.
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Timberwolfd

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Re: Campaign Rules, Version 3-1 (Final)
« Reply #10 on: April 14, 2019, 07:43:22 PM »

Retirement rolls for lances with no PC:
Do they happen before/after new PC creation/arrival?
Are there any additional penalties?
Do junior officers have any impact/use any skills?
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Re: Campaign Rules, Version 3-1 (Final)
« Reply #11 on: April 14, 2019, 08:50:14 PM »

I'm making the rolls prior to leaving

I cant leave until we make it to new planet anyway

What kind of character are you planning to bring in.
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Darrian Wolffe

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Re: Campaign Rules, Version 3-1 (Final)
« Reply #12 on: April 17, 2019, 12:48:39 PM »

Retirement rolls for lances with no PC:
Do they happen before/after new PC creation/arrival?
Are there any additional penalties?
Do junior officers have any impact/use any skills?

If you have a junior officer, you will use their leadership skill, if they have one.  If they do not, then apply their "Charisma"; assume their Charisma is a 4.


Other misc. clarifications:

1) Using Clan Ammo in IS Launchers, and vice versa.  This is actually covered in StratOps (p192), but it fundamentally requires the use of Quality Ratings, which we're avoiding at all costs.  To modify 1 ton of ammo from one tech base to the other tech base takes 60 minutes and requires an unmodified (that is, location, time, and tech base modifiers don't matter) Mech Tech skill check of 5+.  Failure means you lose the ton of ammo.  A ton of ammo which has been modified in this way is treated exactly the same as normal, store-bought ammo of that type.  This means that only two ammo potentialities need be tracked by warehouses: Clan XXX ammo, and IS XXX ammo.
(This will be added to the Customization and Refit section)

2) You cannot make acquisition checks in transit.  When I wrote that there's no access to marketplaces during transit, I meant buying stuff *at all*, not just the posted Personnel and Unit Marketplaces.  I can see how this was confusing, and duly apologize.  Note that you can certainly still receive things which have been ordered, whether you are in transit or not.
(This will be added to the Acquisition section)

3) SPA Effects.  In general, look at the Campaign Rules as your primary source for SPA effects, not the rulebooks.  Several SPAs had to be altered or rewritten (keeping the original intent in mind) to deal with the lack of a full RPG ruleset, and a few have been altered between their original appearance in ATOW, and the current SPA list in Campaign Operations.

4) Speed Demon SPA.  Change "Make no weapon or physical attacks" to, "Make no weapon or physical attacks (except Charge Attacks)"






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Darrian Wolffe

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Re: Campaign Rules, Version 3-1 (Final)
« Reply #13 on: May 21, 2019, 05:45:17 PM »

OmniPod Weapons

Making a Non-Podded Weapon into a Podded Weapon?
Converting a weapon (or equipment) into a Pod-capable Weapon (or equipment) requires a Tech roll with the following modifiers:
   
**+2 Tech roll modifier (may be modified by Extra Time or Rush Job)
**360 total minutes of Tech time for a Weapon (may be modified by Extra Time or Rush Job)
**270 minutes of Tech time for a piece of non-Weapon Equipment (may be modified by Extra Time or Rush Job)
**REQUIRES a DropShip Bay or equivalent facility, and the Maintenance Bay Location Bonus to Tech rolls does not apply
**A number of C-bills equal to 1/4th the cost of the weapon or equipment being made Pod-capable

Failure on the roll means the refit has not completed, but the C-bill cost must still be paid.

*Strategic Operations pg189 outlines the base concept of this process.  In essence, you are performing a Class D (Maintenance) customization on each weapon or piece of equipment you wish to make pod-capable.  The Class D refit rules are already applied to the above time and difficulty modifiers, such as the x3 Time multiplier increasing the 120 minutes for a weapon to the above listed 360 minutes.


Can a Podded Weapon be used as a non-podded weapon?
Yes.  However, once it is mounted as a non-podded weapon, it loses its pod-capable status and must be reclassified as a pod-capable weapon using the rules above.  This applies ESPECIALLY to Salvaged Clan-tech weapons being mounted on standard IS-tech BattleMechs.


Are IS and Clan Pods interchangeable (yet)?
Yes.

Can I put a non-pod weapon on an OmniMech
No, BUT.  Strictly speaking, if you do this, the OmniMech loses its Omni Capability, but there's no rules about how to get that back, so to keep things simple, the answer is just "no".  You may use only Pod-capable weapons on an OmniMech.

BUT.  The exception is if you are directly replacing a non-pod weapon or equipment (such as the Adder's Flamer) with a weapon or equipment which has identical net tonnage and critical slot use to the replaced item.  Example., you could replace the 2 fixed Medium Lasers in the Avatar's CT with a single piece of equipment weighing 2 tons and taking 2 crits.  However, you could not replace them with a piece of equipment that takes 2 tons and only 1 crit without losing the Avatar's Omni capability entirely.

How does this interact with my Warehouse?
You will need a separate entry for each type of weapon or equipment you have made Pod-Mountable.  For example:

Weapon.............Quantity..........Cost
IS ERPPC...............4..............300,000
(pod) IS ERPPC.......1.............300,000

Clarification
An OmniMech using all OmniPodded Weapons never qualifies as a “custom unit” for purposes of repair modifiers and maintenance costs.  However, an IS Base OmniMech using Clan OmniPod Weapons (and vice versa) still counts as a MixTech unit for purposes of repair modifiers.

Thusly, a Clan Summoner with a loadout of 6 CERMLs and a whole lot of DHS is not "custom".  Likewise, a Clan Summoner Prime with a pod-capable ISERLL is *also* not "custom".

Clarification
An IS Tech repairing a Ranger Thunderbolt which has been customized with a Clan ERPPC would suffer a total penalty to his Tech rolls of +3.  The Thud is a Customized Unit (+1), and the unit being repairs has ClanTech on a Base-IS-Technology unit (+2).
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Timberwolfd

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Re: Campaign Rules, Version 3-1 (Final)
« Reply #14 on: May 22, 2019, 12:43:59 PM »

Per the omnipod rules, is ammo considered weapon or non-weapon?
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