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