CAMPAIGN RULES – Rough Draft 0.14 - Work In Progress!!!
If you would like to run a campaign of linked games and need a bit more detail, here are some ideas.

CAMPAIGN YEAR
How long a Campaign Year lasts depends upon your setting and boils down to how often missions can be launched. Low-tech campaigns would have limitations on transport and supply, so missions would be less often than mid- or high-tech campaigns where factories pump out the necessary resources and efficient transportation systems are in place. Low-tech settings would also restrict missions because of climate and weather. A medieval/fantasy setting (not unlike Aura-Battler Dunbine, The Vision of Escaflowne, Panzer World Galient or Rune Masquer) would have one or two Campaign Turns a month, while a "future war" military setting could have one turn every week.

 
Sample Medieval/Fantasy Campaign Year -
Temperate Climate

 
Month Season Turns Notes
January Winter 1* Winter Weather Table
February Winter 1* Winter Weather Table
March Spring 1 Spring Weather Table
April Spring 1 Spring Weather Table
May Spring 1 Spring Weather Table
June Summer 1 Summer Weather Table
July Summer 2 Summer Weather Table
August Summer 2 Summer Weather Table
September Autumn 1 Autumn Weather Table
October Autumn 1 Autumn Weather Table
November Autumn 1 Autumn Weather Table
December Winter 1 Winter Weather Table
*Ground and water transport comes to a halt,
but inside projects may continue.


CAMPAIGN TURN

A campaign turn has only two phases:
1) The Battle – This is where you assign pilots to mechs and slug it out.
2) Not the Battle – Where everything else takes place; the maintenance, repair and building of mechs, salvage, trade, barter, recruiting pilots and hiring mercenaries all happens in this phase.


ACTIVE PILOT LIST a.k.a. "The Combat Roster"
This list assigns pilots to mechs. A pilot assigned to a mech for combat duty may fight in this turn's battle, but may not work on major projects like building a mech. Pilots assigned to major projects may not fight in that Campaign Turn's battle, but may always pilot a mech (if available) to defend the base if it is attacked. If the pilot defends the base then the special project didn't get worked on that Campaign Turn. Pilots may also be assigned to defend the base, but may not work on projects as they must be ready to scramble at any moment.


MONEY

Like everywhere else, it makes the world go round. One mech “Size” of a system = 1 Resource Point = 10 Strategic Points. Resource Points are used to maintain mecha and pay for supplies that keeps your warmachines running. How you “earn” it is decided by the type of campaign.


MECHANICS

Contracting a Mechanic costs 1 resource point for every 4 Campaign Turns, paid at the beginning of the contract. Each active mech needs one Mechanic unless it is placed in storage or used only for spare parts. A pilot with Mechanic Skill is able to maintain their own mech (reload, refuel, swap out identical system, etc.) but cannot build a mech or make major repairs (rebuilding or adding a new system to the mech), unless he is taken off the Active Pilot List and does not participate in any battles for the duration of the project.


MAINTENANCE

It takes one resource point every campaign turn to maintain a small mech, 2 to maintain a medium mech and 3 to maintain a large mech. Double the costs for mechs with Jump Jets. Quadruple the costs for mechs with Flight Systems. Double the entire cost again for mechs that are Transformers. And double the entire cost yet again if the mech has Counter Measures. So, a small mech (1) with Flight System (x4) that Transforms (x2) costs (1 x 4 x 2 =) 8 Resource Points. This does not include any repairing or replacing of battle damage. A mech that is stored or kept for parts does not require maintenance, nor is it able to participate in a battle. It takes its full maintenance cost and a Mechanic an entire Not the Battle Phase to get a stored mech ready for action.


REPAIRS

Repairs are simply re-building the bits that were destroyed in battle. Just buy the systems off the lists. It costs 1 Resource Point to replace 10 Mech Hits.


BUILDING MECHS
It’s the normal cost to build a new mech, but they don’t just come off the shelf. It takes 1 Campaign Turn to build a small mech, 2 to build a medium mech, and 3 to build a large mech. New mechs would be delivered to the player's base the turn after they were finished, while one made at the base would be available immediately. Completion time can be lowered by 1, to a minimum of 1, if you have enough parts at your base to do the job and characters with Mechanics Skill to make the magic happen. An extra Mechanic assigned to the project will shorten it by 1 Campaign Turn and up to 2 mechs with Recovery Rigs may be employed full time to shorten the time until completion 1 turn each. Having the systems on hand means that time is not wasted trying to trade and barter for needed systems.

Example: A large mech with only one mechanic working on it and having all the systems on hand would take 3 campaign turns. The help of a second mechanic would shorten it to 2 campaign turns. Add 1 mech with a Recovery Rig and it's down to 1 turn. These mechanics and Recovery Rigged mech would have to be working on this project full-time, and would be unable to salvage, trade, barter, or do anything other than build this mech. Any project halted simply stays where it's at and will patiently wait until the work is resumed. Mechs being built do not require maintenance until they are completed.


SALVAGE
Only the side that maintains control of the battlefield at the end of the battle may recover or salvage mechs.

Towing -
Mechs do not have to be stripped of their useful bits on the battlefield; they may be taken to the team's base and salvaged or repaired there. One mech may drag another that is 50% (rounding down) or less it's own Mech Size. Example: a Mech Size 7 mech may tow another mech that is Mech Size 3 or less. Several mechs may team up and add their towing capacity together to drag a mech they would not be able to move individually. A mech with a Recovery Rig may tow a mech of equal size.

Captured Mechs-
They have everything that was left undamaged at the end of the battle on their stat sheets. If the mech was captured because the pilot ejected or was killed, then the cockpit must be replaced at a cost one Mech “space”.

Destroyed Mechs-
Destroyed mechs may still have useful bits that can be salvaged and used as replacement parts or traded/sold for resources needed. Examples of salvage: undamaged or partially damaged systems, unspent ammunition, 30% of undestroyed Mech Hits can be salvaged, etc. Mechs that were destroyed by a Bomb or a Bomb-like effect have no salvage value.

 

SALVAGE TABLE – Use the column for percentage of destroyed Hits of the mech. Eek. Math. Roll separately for each undestroyed weapon, system, or ammunition load salvage attempt. Destroyed systems are unusable. Only one roll per item. Characters without Mechanic Skill are -1 to the roll. Using a Recovery Rig grants +1 to the roll.

 

1D6

Up to 25%

Up to 50%

Up to 75%

Greater that 75%

1

Nothing

Nothing

Nothing

Nothing

2

Spare Parts,
No ammo

Nothing

Nothing

Nothing

3

Spare Parts,
25% of unused ammo

Spare Parts,
No ammo

Nothing

Nothing

4

Usable,

50% of unused ammo

Spare Parts,
25% of unused ammo

Spare Parts,
No ammo

Nothing

5

Usable,

75% of unused ammo

Usable,

50% of unused ammo

Spare Parts,
25% of unused ammo

Spare Parts,
No ammo

6

Like New,

all unused ammo

Usable,

75% of unused ammo

Usable,

50% of unused ammo

Spare Parts,
25% of unused ammo

Spare Parts – May be used for maintenance only, counts as one Resource Point.
Usable – “Partially damaged”, but may be used to swap out identical system in another mech. A Mechanic is required to do the job.
Like New – Except for the blood stains, it looks like it just came out of the shipping crate.
Unused Ammo – Round down to nearest whole number: 2.66 equals 2, not 3.

TRADE
Players may trade amongst themselves for needed system if the campaign allows it. If not: there is a merchant in the area, and any salvaged mech systems are worth 50% for “cash”, while items purchased cost full list price. Merchant has a 90% chance of stocking any particular item and a 50% chance of wanting to buy what the player has to sell. Roll once per item desired. The roll is only good for that Not the Battle phase as stock and demand change from campaign turn to campaign turn.

BARTER
You can always try a swap meet, salvage yard or passing trade caravan to find that ever elusive widget. Roll on the Barter chart anytime you try to buy or sell. Mechanics get +1 to their roll to buy items. Roll once per item. Any prices agreed upon are only good for that Not the Battle phase, as the values change from campaign turn to campaign turn.

BARTER – Roll 1D6 once per item, either buying or selling.
 
1D6
Availability
Cost Multiplier
1
Nothing Available/No Demand.
2
Nothing Available/No Demand.
3
Last One
300%
4
Hot Seller
200%
5
Square Deal
List Price
6
Fire Sale
50%


RECRUITING PILOTS
As the campaign goes on, there be times that you'll need to find new pilots, either to man new mechs or replace those comrades lost.

The Simple Way is to assume that there will always be some willing, qualified and trained folks waiting in the shadows for their chance. They enter the game with a 50% chance of 1 random Pilot Skill, and may gain more skills as the game goes on. You don't need to pay them, as they are on your side.

The Slightly More Complex Way is to roll on the table below.

RECRUITING PILOTS -
The Slightly More Complex Way
Roll 1D6 and +1/-1 to the roll for each of the last 2 battles won or lost, -1 if player is a bandit.
 

 D6
 Pilot
1 or less
Trained, no skills.
2
Trained, no skills.
3
Trained, no skills.
4 Blooded, 1 random Pilot Skill.
5 Blooded, Maintenance.
6 Blooded, 1 random Pilot Skill.
7 Veteran, 2 random Pilot Skills.
8+ Veteran, Tactician and 1 random Pilot Skill.
 

HIRING MERCENARIES
Mech ranks may be bolstered by hired guns. Mercenaries vary in cost depending on their abilities and their mechs. Once a Campaign Turn, a player may try to hire mercenaries. Roll on the Mercenary Availability table below. This represents the available mercenaries in the area at this time. The player is under no obligation to hire any of the available mercenaries. Any perspective hires are only available for that Not the Battle phase, as mercs drift away, retire, get killed or get hired by other employers. Mercenaries do not gain any additional Pilot Skills during the campaign.

Mercenary Availability – Roll 1D6 for each column, and +1/-1 to the roll for each of the last 2 battles won or lost, -1 if player is a bandit and -1 for every mercenary pilot that died under your command.
 
D6 Numbers
Available
Contract Length Mercenary Pilot
Generator
Table Modifiers
1 or 
less
None
1 Battle (1 month's pay) -1 to all columns
2
None
2 Battles (2 month's pay) 0
3 None 1 Month 0
4 None 3 Months 0
5 1 6 Months 0
6 2 1 year (10 months pay with 2 months' in advance) 0
7 3 Month-to-Month with 2 months' retainer. +1 to all columns
8 4 Year to year (10 months pay per year) with 6 months' retainer. +1 to all columns


A standard contract includes 10% of mech's value as monthly pay (do not round), full maintenance, repair of all damage incurred during an official mission, replacement of ammo spent during an official mission, one share of the salvage in all missions participated, food, shelter, and medical. If any mercenaries are available, roll for each one a D4 for the number of random Pilot Skills they have and 2D6 for the size of their mech, OR roll for each separately on the Mercenary Pilot Generator table.
 

Mercenary Pilot Generator - Roll 1D10 for each column.
 

D10 Pilot Contract Complications Mech Size
1 or less Kid - Scrappy youngster, -3 to Contract roll, and automatically rolls a D3 for Complications. No Monthly Pay, but roll an unmodified
D6 on Complications.
Hunted - One character on the other side personally wants to kill the pilot - determine randomly. Double their victory points for that battle if successful. If that character is killed, randomly assign another during the next Not the Battle phase. That's right: it never ends. 2 S
M
A
L
L
2 Trained - Small or Medium mech. Monthly pay
5% of
mech's value.
Hated Enemy - Personally wants to kill one character pilot (randomly assigned) on the other side. Once this is fulfilled, he has no Complications. 3
3 Trained - Small or Medium mech. Standard Stolen Mech - Capture or destruction of the mercenary's mech doubles the opponent's victory points for that battle. 4
4 Blooded - Small or Medium mech and 1 random Pilot Skill. Standard Gambler - Roll a D8 every Campaign Turn, on a 1 he has sold off 1 size worth of a random system from his mech to pay off gambling debts. Starts the battle with that system missing. 5 M
E
D
I
U
M
5 Veteran - Small or Medium mech and 2 random Pilot Skills. Standard Trophy Hunter - Must spend 1 entire activation next to a mech he has destroyed during the current battle doing nothing, or -1 to do everything all next battle. 6
6 Gear Head - Mechanic plus 2 random Pilot Skills. Standard Infamous - Has a nasty/creepy reputation, -1 to all Not the Battle phase rolls while he's on the payroll. 7
7 Mecha Fu Artist - Martial Arts, Agility, Crushing Blow, Maneuver, and Parry Skills, -2 to Contract roll, mech must have Jump Jets and one Armor. Standard Lone Wolf - Does not play well with others, only operates alone. 8
8 Duelist - Medium or large mech, must have at least 1 large melee weapon or 2 regular melee weapons, Weapon Katas, Maneuver, Crushing Blow and Parry Pilot Skills. +2 to Contract roll. 2 shares
of salvage.
Famous - As a celebrity, every activity even vaguely involving him becomes a newsworthy media event: a +1  modifier to any and all rolls during the Not the Battle phase whether he is directly involved or not. As his ego smothers all others in the vicinity, only one Famous pilot per side. Any pilot who kills a Famous pilot automatically becomes Famous unless their side already has a Famous pilot. 9 L
A
R
G
E
9 Old Warhorse - Automatically gets Complication: Former Military, 4 random Pilot Skills, Medium mechs only. Monthly pay 15% of
mech's value
Former Military - One free ACTION CARD: Tactics each turn. 10
10 Deadeye - Gunnery, Accuracy, Pinpoint Attack and 2 Random Pilot Skills, mech must have a beam or ballistic weapon and a targeter system. Mech size 5 minimum, if large mech then must have Sniper system. +1 to Contract and Complications Monthly pay 20% of
mech's value.
None 11
11+ God of War - Tactician plus 6 random Pilot Skills, automatic +1 to hit with all attacks. Mech Size 8 minimum, +2 to Contract and +6 to Complications. Keeps all the salvage from his kills. None 12

Mercenary Morale Check
Mercenaries are only employable as long as they are breathing and have a working mech, so the odds are highly unlikely that they'll fight to the death. Mercenaries will need to make a Pilot Check when:

1) Half of his mech's Mech Hits are destroyed.

2) The mech's legs are damaged or jump jets/flight system are destroyed.

3) Half the mech's weapons are destroyed or out of ammo.

4) The mech gets a Electrical Fire critical.

5) The pilot suffers a Pilot Shaken critical.

A Pilot Check is a D6 roll equal or under the pilot's current remaining Pilot Hits, but +1 to the roll for each of the 5 situations listed above. The mercenary will automatically fail if he has only 1 Pilot Hit left, only has 20% of his Mech Hits left, all his weapons are destroyed or out of ammo, or the mech suffers a Reactor Core critical. Failure means that he will exit the battlefield on his starting side. Any ACTION CARDS: Mech Blitz, Mech Hustle or Initiative cards the player has in his hand must be played on that mech to get him off the table as quickly as possible and the fleeing mech may not make any attacks. A player may willingly withdraw a mercenary from a battle at any time before a failed Pilot Check.


Destroyed Mercenary Mech
Any mercenary who loses his mech but survives the battle must roll on the table below for his ultimate fate. A mercenary pilot who loses his mech and lives is no longer Famous
 

Destroyed Mercenary Mech - Ultimate Fate
+1 non-cumulative to roll if
Mecha Fu Artist, Duelist, Old Warhorse, Deadeye, God of War, Hunted or Former Military.
 

D6
Fate
1
Returns next battle, but as a pilot on the other side! Obviously, his contract is now void.
2
Steals random enemy mech to fulfill his contract and gains Stolen Mech.
3
Claims salvage of his mech (if possible) and retires, voiding remainder of contract.
4 Wanders off into wilderness, voiding his contract and is never heard from again.
5 Offers to work off the remainder of his contract at "no pay" or void his contract and leave at player's discretion. He will need a new mech supplied by the player if his offer is accepted.
6

Gains Hated Enemy and pilots randomly selected mech of your side that is part of the next mission against whoever destroyed his mech. Player may void his contract after that battle or keep him on the payroll.

7+ Joins your side as a regular pilot, keeping all of his skills and complications, and voiding remainder of contract. May now gain Pilot Skills like regular pilots.

 

► CLOSE ◄