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Earning XPs in Combat:
A pilot or crewmember will earn 1 XP for every amount of enemy BV destroyed equal to the BV of his own vehicle/unit. If an NPC is involved in combat for one whole day without scoring a kill, they will still recieve 1 XP towards a chosen combat skill (as per the below rule for daily skill use). PCs who are involved in combat for one day and score no kills do not get this point of XP, but rather earn the 'hash' mark for successful use of a skill prior to training (as per pgs 210,211 of Mechwarrior 3rd edition).

Earning XPs for Daily Skill Use:
NPCs who use a particular skill for the majority of a single day will earn one XP towards that skill. NPCs involved in training or combat exercises should select one skill they are concentrating on for that particular day in order to determine which skill gets the XP point. Note that this rule is a replacement to the one stated on pg 211 of Mechwarrior 3rd edition which covers "skill use and training" but applies only to NPCs. PCs should use the rules as written.

Anti-Air Units:
Units featuring advanced targetting systems capable of tracking airborne targets will recieve a -2 targetting modifier while using the system in AA mode. While using the system for AA they will also suffer a +1 targetting penalty if they engage a ground unit.

Missile Ammo:
LRMs and SRMs will be interchangable in the sense that you do not need to purchase SRM2 reloads specifically for an SRM2. Missiles will be bought in bulk and allocated as reloads as needed.

Actuators:
Replacement actuators will be purchased\stocked based on the tonnage of the mech needing the replacement.

Base Hire Cost:
A unit's base hire cost (monthly) can be calculated by considering the following factors:

Machine Rating (BV) x 27 CBills   (excluding experience modifiers)

this is modified by the pay rate offered:
Poor 65%
Fair 85%
Average 95%
Good 120%
Excellent 150%

the experience level of the merc unit:
Green 70%
Regular 80%
Veteran 90%
Elite 100%

and further modified by the unit's Dragoon's rating:
D 70%
C 80%
B 90%
A 100%

or MERC Rating:
Poor            70%
Fair             80%
Good          90%
Excellent     100%

10% of all fees are deducted as payment to the mercenary review and bonding comission / mercenary evaluation
and review committee.

Mechwarrior Hire Rates:
Dispossessed Mechwarriors can typically expect to recieve a monthly wage half breitling replica that of a Possessed warrior.

Land Resource Limit Rules:
For every 1,000,000 people you are allowed a number of resources equal to your title level. Each population segment
of 1,000,000 is divided evenly between the related resources in order to determine how much income each generates.

Food Rules:
Food Units (enough for food for one person for one day) can be purchased at a cost of 5 C-Bills each. 100 Food
Units weighs half a ton.

Hyperpulse Generators:
There are two kinds of HPGs: Class A and Class B. Most inhabited worlds will have a Class B HPG. Major worlds
may be lucky enough to have a Class A although there are only 50 or so in the Inner Sphere. Class A Generators
have a range of 50 light tag heuer replica uk years and transmit on average 1 or 2 times per day. Class B have a range of 20 - 30 light years
depending on condition / generator type and only transmit several times per week. Priority transmissions can be made
but are also costly. To calculate the factors for a priority transmission use the following equations:

X=1d6*1d6

Cost: 5000+X*1000 CBills
Transmission Time: 2d6+X Hours

Maintenance Cycles:
Combat Units (Infantry, Vehicles, Mechs, Aerospace etc.) need maintenance to keep them in top operational capacity.
Once a month and after any engagement a unit is involved in it must undergo rolex replica a maintenance cycle. The cost for this
maintenance is equal to the BV of the unit modified as per Pg86 of the Mercenary's Handbook 3055 multiplied by 500 CBills.

Cargo Vehicles:
Any vehicle that is by definition a cargo-hauler can carry additional cargo externally up to it's own tonnage. Once the
vehicles overall weight with cargo has been determined recalculate the vehicles cruise and flank speeds based on the
new tonnage.

Bombs:
These rules are intended to replace the normal bomb rules and address the issues that exist there-in such as light fighters
being able to carry a substantially heavier payload than heavy fighters. Bombs will no longer cause a loss of thrust directly
but will rather have a tonnage rating based on the weight of the weapon itself and it's effect on the aircraft in terms of drag.
The payload must also be balanced across the aircraft in a sensible cartier replica fashion.. for example you could not have one 100 point bomb
and one 60 point bomb since these could not both occupy a central pylon. You could, however, have two 80 point bombs, one
on each wing. The extra weight will then be treated no differently to external cargo as per the rules for Cargo Vehicles.
 
Bomb Rating Equivalent weight of weapon
10 2 Tons
20 4 Tons
40 8 Tons
60 12 Tons
80 16 Tons
100 20 Tons

Aircraft Drop Tanks:
In order to increase the range of Conventional and Aerospace fighters when operating in atmosphere these rules allow
the inclusion of external drop tanks in an aircrafts mission equipment. Operating in a similar fashion to Bombs, each drop
tank will provide a certain amount of additional fuel at the cost of the fighter weighing more overall. Drop Tanks must also
be balanced as per the rules for Bombs.
 
Weight of Drop Tank Additional Fuel (Aerospace) Additional Fuel (Conventional)
2 Tons 160 320
4 Tons 320 640
8 Tons 640 1280
12 Tons 960 1920
16 Tons 1280 2560
20 Tons 1600 3200

Mapsheet Scale Conversions:
These rules are intended to provide a standard conversion system between battletech and battleforce scales so that both
rule systems can be used to govern tactical movement of units. The first necessary change is the definition of the battletech
mapsheet. For these rules to function the battletech mapsheet will now be a 500x500m square (this can be adjusted to 510m in
order to avoid having half hexes). This change eliminates discrepancies in artillery ranges and aerospace movement. a 4x4 block
of battletech boards makes one battleforce board. The following table provides a quick references for distances and hex sizes for
the different scales:
 
1 Battletech Hex 30m
1 Battletech Mapsheet 500m x 500m (17 x 17 Battletech Hexes)
1 Battleforce Hex 100m
1 Battleforce Mapsheet 2000m x 2000m (4 x 4 Battletech Mapsheets)

Strategic & Tactical Movement:
In order to regulate and keep track of the movement of all units across the surface of a planet the following rules describe each level
of the Strategic & Tactical breakdown. All combat takes place at Battleforce & Battletech scales once units have maneuvered to the
appropriate range.

Planetary-Level Strategic: 1500km hexes, each turn lasts 12 hours of real-time with unit's MPs divided by 12. This basically means
that every unit moves 1 hex unless it's cruising speed is 13 or above. Movement at this scale is assumed to be reasonably equal for
it would involve crossing a wide variety of terrain that would effect units in different ways. For more specific movement it is recommended
to use lower scale turns. Units should still be plotted on the Planetary map in order to show their relative locations even if they choose
to do this.

High-Level Strategic: 30x30 block of 50km Hexes, when units enter the same planetary hex they begin maneuvering, reconnoitering etc.
Though they would not know the exact location of the enemy they are most likely aware of their presence. Each turn equals 100 minutes of
real-time with units having their MP divided by 3.

Low-Level Strategic: 25x25 block of Battleforce Mapsheets, when units have entered the same High Level Strategic Hex they begin their
last maneuvers before joining in actual combat. Artillery would also be coming into play at this scale since they have ranges measured
in Battleforce mapsheets. Each turn equals 4 minutes of real-time with units having their MP divided by 3.

High-Level Tactical: 1 Battleforce Mapsheet (20x20 hexes), battle at the Battleforce scale. Units have joined with the enemy and combat
begins proper. Each turn equals 40 seconds of real-time.

Low-Level Tactical: 4x4 block of Battletech Mapsheets, any opposing units that reach a distance of 9 Battleforce Hexes (just outside long
range) from eachother can then have their combat resolved in the normal Battletech fashion. Units begin at a Battletech range of 30 Hexes.
Each turn equals 10 seconds of real-time.

In summary, units move around the planet in a simultaneous fashion based on the following schedule:

Units move at Planetary-Level Strategic scale until 1 or more hexes contain opposing forces. Once this occurs 7 High Level Strategic Turns
must occur between each Planetary Strategic Turn. Again, play continues at this level until opposing units occupy the same hex. Each of
these turns then breaks down to be managed as follows:

25 Low-Level Strategic Turns; each seperated by
6 High-Level Tactical Turns; each seperated by
4 Low-Level Tactical Turns.

Although this seems complex at first the trick will be to keep track of the time of day as well as the turn number and level. The smaller scale turns
will only be used when combat occurs. When such an engagement is over play simply returns to the next highest level turn and the time of
day is updated accordingly.

Any unit that moves at one level may not move at a lower level until after the next high-level turn.. for example:
A unit that makes a High-Level Tactical move (units moving at Battleforce scale) in order to reinforce units involved in a Battletech scale battle
cannot do so and then immediately join in the fight. The units deploy on the battlefield on the High-Level Tactical Turn after the turn in which
the move occured.

This last rule also works in reverse. Fast moving units such as aerospace fighters that could quite feasibly be despatched and reach a battlefield
in time to make a contribution may make use of any turns at any level of movement in order to do so. Simply calcualte the distance the unit would
need to travel in order to determine when it will reach the local area. Once the appropriate level of movement has been determined to accomplish this
the unit concerned may not make use of any higher-level turns in order to reach the target faster. Because of the atmospheric ranges of Conventional
and Aerospace Fighters it is actually more likely that they would make use of movement at scales lower than Planetary- Level.

Containers:
Cargo containers may be of any size but require 10% of their tonnage for internal structure. Any tonnage left over may also be used for armour or
any other modifications the container may require (depending on what it is designed to hold).

Support Unit Designations:
Support units use a four letter code followed by the unit number as a designation. The four letter code is determined by the vehicles motive system,
weight class, functionality and special features. The table below lists all the common codes and their meaning:
 
1st Letter: 2nd Letter: 3rd Letter: 4th Letter:
W: Wheeled L: Light T: Transport (Enclosed) A: Amphibious
T: Tracked M: Medium F: Flatbed Transport T: Trailer
H: Hover H: Heavy E: Engineering X: Nothing
V: VTOL A: Assault C: Cargo Handling J: Jump-capable
N: Naval   L: Liquid (Container) Q: Quad 'mech
A: Conventional Aircraft   R: Reefer (Container) P: Personnel Carrier
C: Container   M: Military/Combat  
F: Aerospace Fighter   A: Munitions Transport  
B: Battlemech      
D: Dropship      
J: Jumpship