Expanded Campaign Rules
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Command Skills
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SkillWhat They Do:
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TacticsThe Tactics skill directly translates into an initiative bonus in Megamek. Enemy commanders will also have tactic skills, so the higher your officers' Tactic skill the better off you are. Multiple officers' Tactics do not stack, however, if anything happens to the field commander, it helps to have someone else with tactics to take over.
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LeadershipThe Leadership skill determines the size of a unit a commander can lead. Soldiers following a poor leader are likely to become unhappy and leave the unit to find greener pastures. While each officer technically requires leadership, if for example a Lance commander does not have any Leadership but his Company commander has higher than necessary Leadership to command the entire company, the personnel in his lance will be less likely to want to leave. I.e. a Company commander with 3 Leadership can make up for a Lance commander serving under him with 0 Leadership.
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1Lance
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2Company
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3Battalion
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4Regiment
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5RCT
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StrategyThe Strategy skill is related to Leadership in that it determines how large of a force a commander can effectively control. However, instead of being required to keep a unit running smoothly off the field, Strategy relates to how well a commander plans and keeps him people together for combat operations. Inadequate Strategy skill will result in the unit entering the battlefield at staggered times (i.e. 1 lance round 1, 2 more round 4, the rest at round 8) and/or scattered across the map (i.e. opposite ends of the starting edge) - alternatively a commander with a high Strategy skill will have a chance to cause the opposing forces to respond poorly and possibly entered the map at staggered times and/or scattered. Unlike Leadership, Strategy is only required for the overall commander of a battle and not each officer that commands people. However, due to the possibility of forces being split to hit multiple objectives and different battle locations (i.e. Space vs Ground) there should be more than one strategist among the various officers.
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Administrative Skills
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SkillWhat They Do:
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ScroungeOriginal rules for Scrounge have been superceded by improvements to MekHQ. Scrounge is still used for finding parts, 'Mechs, vehicles, etc. but it is all internal to MekHQ. The better scrounge the shorter transport times will likely be and the easier it will be to find parts.
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NegotiationThe Negotiation skill is used to barter for better prices when buying or selling anything as well as when negotiating contracts. Every 3 points in Negotiation allows the unit to reroll a contract term (i.e. payment modifier, salvage,etc), with a max of 3 rerolls. Additionally, Every 3 points of both Negotiation and Scrounge adds a +1 bonus to all cost rolls (buying and selling) capping at +3
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AdminThe Admin skill will simply be used to track the skill (and thus pay) of an admin person and for now has no other use, it will automatically improve as the admin person's skill in Scrounge/Negotiation does.
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Expanded Injuries / Recovery - In MekHQ
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Experience Gain and Costs.
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Review the MekHQ Campaign file for the experience gain and costs, under the Experience tab of the Campaign Options. For costs not in MekHQ:
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Toughness:10 XP for 1st point20 XP for 2ndCaps at 2.
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Edge:10 XP per point2 edge expended to avoid permanent death (or reroll career ending injuries.
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Expanded Unit Abilities
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Unit TypeSpecial AbilityDescription
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Recon (Infantry)Advanced DeploymentIn many situations where the battlefield is known in advance, Recon Squads will be able to dig in and take up a hidden overlook position prior to the start of the battle. These units will be considered to be using the 'hidden unit rules' from TW and will remain unseen as long as they do not move or fire, however they can spot for indirect attacks and remain hidden. (Note: Hidden Unit rules are not implemented in MM at this time so I will simply be ignoring the recon units as long as they stay stationary and don't do anything beyond spotting).
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Elective
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Requirements:Battle Type:The type of battle is the primary determining factor for advanced deployment. For instance, in a standard defensive or raid battle where your command knows an attack is going to occur and/or where it will occur, you will almost always be able to use Advanced Deployment. Conversely, in instances where the enemy has caught your unit by surprise (i.e. an ambush), Advanced Deployment can almost never be used. In instances where the squad(s) must go into hostile territory there is a small chance they will be detected while getting into position.
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Commander:Another important factor in determining if recon elements will be able to deploy before a battle is the battlefield commander's strategy level. The commander with higher strategy is more likely to decide the flow of the battle and the locations where fighting will take place. This will also allow the commander to have his recon elements in place when and where he needs them. As a result, 'winning' strategic dominance in a battle will allow for Advanced Deployment in situations that otherwise would not warrant it (i.e. during a fighting withdrawal or other quick response action).
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Transports:The final aspect for Advanced Deployment is dependent on the type of transports available to the recon squad(s) that are deploying. In battles that are planned out far in advance, they will be able to deploy regardless of transports. However in many of the situations where the battlefield is more fluid the deployment of a recon squad may depend on being able to relocate from point A to point B before the enemy force can, which is usually impossible without some form of transport. Additionally, the speed and motive type of transport will play a factor. VTOLs are the fastest and ignore terrain, however they will be vulnerable if the enemy has aerospace/conventional fighter superiority. APCs won't attract the same attention but can be limited by their speed and by terrain and traveling through enemy territory has risks in any case.
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Recon (Infantry)Advanced Detection:Infantry recon units often act as the eyes and ears for a unit and will be sent to monitor the far edge of the command's perimeter and have a chance to detect and provide early warning if a surprise enemy attack is incoming, thus giving their command the vital minutes they need to rouse the forces and put up a fight. Additionally, this works in situations where the command is on the attacking side as well. After the recon squad(s) gets in place, they will have a chance to send back additional intel prior to the battle or warn off the attack entirely if the enemy has reinforced the location unexpectedly.
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Automatic
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Requirements:For defensive warning: 3+ recon squads deployed and active (require sufficient numbers to cover the area and work in shifts when watching for attacks around the clock)
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For attack warning: 2+ recon squads for sufficient eyes and ears on the enemy
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Recon (Heavy)Advanced Detection:Recon (Heavy) Advanced Detection is similar to Recon (Infantry) Advanced Detection, however Heavy Advanced Detection requires tanks or 'Mechs and is focused on detecting hidden threats while the unit is on the move. Commands with lighter/faster units doing the recon work and a skilled battlefield commander can potentially spot and avoid ambushes entirely. While units with a less skilled battlefield commander and/or slower recon units may detect the threat but simply receive enough advanced warning to react to the threat.
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Automatic
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Requirements:Active Probe:A unit must have an Active Probe (Beagle, Clan, Clan Light, Bloodhound, and/or 'Improved Sensors' trait, etc.) in order to have a chance to detect hidden enemy units. Better sensors (BHAP > cAP > BAP/Imp. Sensor > cLAP) will have a better chance of detecting hidden enemy units. Enemy ECM can block Active Probes, however, once again the better the sensors, the better the chance of detection and more Active Probes never hurt (the Imp. Sensor quirk acts as a BAP on its own or improves any AP the unit carries).
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Minimum Speed:The next most important aspect after the Active Probe is the recon unit(s) minimum speed. Forward units require a walking/cruising speed of at least 7 (6 if they have jump jets) in order to provide enough advanced warning for the commander to react. A slower unit will ensure that the command isn't caught completely by surprise but they will not have a chance to avoid the trap.
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Commander:The battlefield commander's tactics skill will be used to determine if the commander is able to sufficiently avoid the detected trap entirely (assuming the detecting unit was an advanced scout). With enough skill, the commander can bypass the trap entirely or potentially turn the trap on the ambushers and swing wide to attack from their rear.
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MechanizedCombat EngineersMechanized Infantry will double as combat engineers which will allow them a number of special out of combat abilities that can make certain fights easier for their command or assist in other ways.
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