Addendum to "Gameplay Issues"
Solo Scenario Rules:
I thought I had written these explicitly already, but they aren't in the 4.0 rules packet and I can't find them anywhere so here we go again
Certain scenarios may be generated as "Solo" missions. These are smaller scenarios intended to be played by a single PC Lance Leader, against 1 or possibly 2 OPFOR players. Solo Missions taking place before a contract mission MUST be played prior to the contract mission's in-game date, unless a timely appeal is made to the GM ("I know my solo is on 3 Feb '55 and the unit fights on 4 Feb '55, but I couldn't get my solo in before this weekend's game because my cat spontaneously combusted when she inhaled swamp gas leaking from a weather balloon that was trapped in a thermal pocket and reflecting the light from Venus"). A lance may not take part in a Solo Mission and a contract mission which occur on the same in-game day.
A player may always refuse to play a Solo Mission; unlike the contract missions, Solo Missions are optional and will neither add nor subtract from the unit's Contract Score. They are generated, modified, and resolved exactly as normal scenarios, with certain exceptions. These exceptions are outlined below:
Mission Parameters: The rules for a specific Solo Mission may conflict with HM,WT campaign rules. In such a case, the rules for the Solo Mission take precedence.
Player Participation: Only members of a single Lance may participate in a Solo Mission. No PC reinforcements are permitted. Unless the scenario specifies otherwise, up to 4 units of that Lance Leader's lance (including the Lance Leader themselves) may deploy. it is up to the PC player to find themselves someone to play against. While games are preferred to be played in person, Megamek is an acceptable substitute if a player finds themselves in a bind.
Battlefield Support: Unless the scenario specifies otherwise, Battlefield Support does not exist for Solo Missions.
Salvage: The Lance Leader has total control of any and all salvage recovered during a Solo Mission. They are still bound by the percentages listed in the contract (ie, if your contract is 40% salvage, you can salvage up to 4 million CB worth of units from the 10 million CB lance you just fought), and may not go into "salvage debt". Any room which the unit has under the salvage cap has no effect on the amount salvagable in Solo Missions. If the Lance Leader wishes, he may donate a salvaged unit from a Solo Mission to the Unit. Note that the Lance Leader must first have room in their stable prior to salvaging a unit, or donating it. A Lance Leader who has 7 Mechs and wishes to salvage one and donate one cannot do so; they have the space to salvage only a single Mech. Finally, the total salvage value of the Solo Mission is ADDED to the total salvage value for the contract once the mission is completed - even if little is salvaged in a Solo Mission, the overall unit is still aided by virtue of being able to salvage more CB value in later missions.
Ejected Pilots: Ejected pilots remaining on the battlefield once victory conditions have been met are NOT automatically captured. The only way to capture an enemy pilot is to end your Mech's movement in the pilot's hex. This is true regardless of which side controls the battlefield.
Victory Conditions: The game ends at the end of the game turn in which the victory conditions for one side are met. You may not deliberately prolong the game in order to maximize salvage value or capture ejected pilots. OPFOR players are expected to report to the GM if this is happening. Likewise, if it is clear the the OPFOR player(s) are deliberately stringing the game along or not attempting to meet their victory conditions, the onus is on the PC player to declare victory, and then come to the GM with a report on what happened. Basically, play the game, end the game, don't be a greedy dick.
Rewards: Several Solo Missions indicate some sort of conditional reward for success. Rolls on the Random Bonus Table, cash, or even an SLDF Mech. In no case do the rewards for a Solo Mission count as salvage, and non-personnel rewards may not be traded or donated to any other unit member. This is the SOLE EXCEPTION to the "8 Mechs per stable" rule: a Lance Leader who ends up with a 9th Mech as a result of a Solo Mission Reward may immediately sell or donate (to the unit) sufficient Mechs or vehicles to bring them back to a legal Mech Stable configuration.
After-action Reports: For purposes of tracking the campaign progress, a short after-action report on a Solo Mission is mandatory. You get all the XP, all the salvage, and all the control...so you also get some paperwork. A short AAR should be posted in the relevant Solo Mission thread no more than a week after the game. A blow-by-blow account is not necessary; 1-3 short-ish paragraphs detailing how things started, what happened, how it ended, what/who you captured, and what/who you lost, is perfectly cromulent.