Mercenary Company Rules

Rather than bog down with complex money calculations the campaign will use BPs as a currency to track repairs, mech purchases and earnings.

A mercenary company earns BPs each month from their contracts and any salvage they acquire. They spend BPS on repairing and acquiring mechs, paying their mech warriors and upgrading and upkeeping their support areas.

A mercenary company must pay 1 bp per lance (5) of mechs that they keep operational per month to cover basic operational expenses.

Support Areas

Mercenary companies have 5 main support areas for their company. These are:

  • Administration
  • Repairs/Salvagers
  • Procurement
  • Training facilities
  • Intelligence network

Each area has a quality rating (you start with 3 0s a 1 and a 2). The QR can be upgraded each month by spending Bps. The higher the QR the more it costs to upkeep. Note you can upgrade each support area once per month by a max of one level. Each area has an upkeep cost that is paid first before any upgrades. If any support area does not receive BP to up keep it operates at 1 QR level per month not up kept and after two months of being un paid it permanently degrades one level on the third month. The penalty can be removed by paying the upkeep plus any upkeep still owing.

Administration:

The administration support area is unique in that it does not have an upkeep. Its primary job is to make the mercenary company more efficient. Having a strong administration will save your company lots of BPs in the long run. The better your administration the reduced costs it takes to upgrade and upkeep your various support areas. Note that once per month your administration can reduce the cost of upgrading one support area. It also reduces the cost of up keeping one or more areas. The maximum it can reduce the cost or upkeep is equal to ½ the cost or up-keep rounded up. So if you have 3 ptdiscounts and are building something that costs 3 you can reduce the cost to 1. Note that the cost reduction can be applied to upgrading your administration as well as other areas.

Rank Costs Benefit Upkeep Benefit Cost Upkeep
0 None None 0 0
1 -1 None 5 0
2 -2 0 5 0
3 -2 -1 (1 area) 10 0
4 -2 -1 (2 areas) 10 0
5 -3 -1 (2 areas) 10 0
6 -3 -2 (1 area) & -1 (1 area) 15 0
7 -3 -2 (2 areas) & -1 (1 area) 15 0
8 -4 -2 (3 areas) 20 0
9 -4 -3 (1 area) & -2 (2 areas) & -1 (1 area) 20 0
10 -5 -3 (2 areas) & -2 (2 areas) 20 0

Training:

Training facilities can are used to provide xp to mech warriors. They can be as simple as a computer simulation to as fancy as live fire exercises. The better your facilities the more xp they provide. The more experienced your mech warrior the less benefit they get from training (for every 15 xp they already have reduce the xp gained by 1/month).

Rank XP / Month Cap Cost Upkeep
0 1 15 0 0
1 2 15 5 1
2 2 30 5 1
3 2 30 10 2
4 2 45 10 2
5 3 45 15 3
6 4 60 15 3
7 4 60 15 3
8 5 75 20 4
9 5 75 20 4
10 6 90 30 5

Procurement:

You can have all the BP in the world but if you can’t spend them they are worthless. Your procurement section can be used to purchase supplies and mechs.

  • Material and mechs for light and medium is a common rarity.
  • Material and mechs for heavy is uncommon in rarity
  • Material and mechs for Assault mechs is rare

You decide at the start of the month what your procurements officers will attempt to acquire/sell and then they make rolls modified by the quality of your procurement to see if the items can be located and purchased.

  • Every 5BPs of supplies/repair material requires a roll whether to purchase or sell from salvage.
  • Any mech purchases requires a roll
  • Any procurement of non-conventional weaponry/materials for a standard mech requires a roll.

Target Rolls

  • Common has a target of 7
  • Uncommon has a target of 9
  • Rare has a target of 11
  • Star league material has a target of 13
Rank Roll Bonus Rarity Number of Purchases Cost Upkeep
0 -2 Common 3 0 0
1 -1 Common 5 2 1
2 0 Uncommon 5 3 1
3 0 Uncommon 7 5 1
4 1 Uncommon 7 5 2
5 1 Uncommon 10 7 2
6 2 Rare 10 8 2
7 2 Rare 15 10 3
8 3 Star league 20 10 3
9 4 Star league 25 12 3
0 6 Any 30 15 4

Repairs/salvage:

This area fixes your mechs and salvages Bps from mechs you have destroyed. Each mech has a rating after battle assigned by the GM.
The categories that a mech can be after a battle are: Untouched, light, medium, heavy, knocked out or destroyed. To repair the mech you use their base cost (Tonnage/2)(*mech type) times the repair multiplier and then times your repair modifier which goes up the higher your rank in repairs. Conversely you can salvage bps from mechs that you destroy using the same formula. Any bps to repair a mech must come from the pool of bps in that mech category (ie no using bps in the mech light repair pool to repair an assault mech). Any bps salvaged go directly into the appropriate mech repair pool. Note you can repair mechs that you captured instead of salvaging them. If you repair them you can add the mech to your mech pool.

Rank Amount of Salvage Cost of Repairs Cost Upkeep
0 50% 150% 0 0
1 60% 140% 5 1
2 70% 130% 5 1
3 80% 120% 10 2
4 90% 110% 10 2
5 100% 100% 15 3
6 110% 90% 15 3
7 120% 80% 15 3
8 130% 70% 20 4
9 140% 60% 20 4
10 150% 50% 25 5

Here is a chart that shows the costs to repair:
The formula is (Mech cost) times (Repair multiplier) times your (repair modifier based on rank).

Damage Rapair Multiplier Salvage Multiplier
Untouched N/A N/A
Light 0.1 0.5
Medium 0.2 0.33
Heavy 0.33 0.2
Knocked Out 0.5 0.1
Destroyed N/A N/A

Mech cost

Light tonnage/2 times 1
Medium tonnage/2 times 1.1
Heavy tonnage/2 times 1.3
Assault tonnage/2 times 1.5

Intelligence network:

Knowledge is power and the more your commander knows the better he is able to prepare.

Rank Scope Modifier Amount per Mount Type Cost Upkeep
0 None N/A 0 None 0 0
1 Local -2 1 Basic 2 1
2 Local -1 1 Basic 3 1
3 Local 0 2 Basic 5 2
4 Planetary 0 2 Secret 5 2
5 Planetary +1 3 Secret 7 3
6 Planetary +2 3 Secret 8 3
7 Planetary +3 4 Secret 10 3
8 System +4 5 Top Secret 10 4
9 System +5 7 Top Secret 12 4
10 System +6 10 Any 15 5

Each month you can assign your intelligence network to locate specific info which is limited by its scope and how secret the knowledge is. The difficulty or the roll varies (DM based) on the info. Your intelligence network will also provide information to you (if it makes it roll) that can affect you that you are unaware of.

Base target rolls

Common 7
Secret 10
Top secret 12

Mercenary Company Rules

Mechs Mayhem and Madness.... surviving and thriving in 3029 Mazula