Chaos Campaign

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    TM

    WARCHEST POINT SYSTEM CAMPAIGN FRA

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    BATTLETECHTM

    2009 WizKids Inc. All rights Reserved. Chaos Campaign, Classic BattleTech, BattleTech, BattleMech, Mech, and WKGames are registered trademarks and/or trademarks of WizKids, Inc. in the United States and/or other countries.

    Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC.

    Under License From

    TM

    CREDITS

    Writing: Ben Rome, Paul Sjardijn

    BattleTech Line Developer: Herb Beas

    Cover Design and Layout: Matt Heerdt

    Art: Klaus Scherwinski

    35600

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    The inormation presented in this section can be used to create scenarios

    or BattleTech games set during the Jihad or any era.Players will need the Total Warare core rulebook published by Catalyst

    Game Labs in order to play. Additionally, many o the optional rules use ad-

    vanced rules rom TechManual, Tactical Operations and Strategic Operations.

    Complete record sheets or all BattleMechs, vehicles and aerospace crat that

    players can use to recreate scenarios appear in any o the pre-flled Record

    Sheet PDFs or purchase ound at www.battlecorps.com/catalog, including

    BattleTech Record Sheets: 3039, 3050U, 3075 and Project Phoenix: Upgrades (any

    o the previously published Record Sheet compilations by FASA and FanPro

    can be used). Illustrations and game statistics or most o these units appear

    in the various BattleTech Technical Readouts published by

    Catalyst Game Labs (or FASA/FanPro).

    Players and gamemasters may use HeavyMetal Pro,

    HeavyMetal Vee, HeavyMetal Lite and HeavyMetal Plus

    sotware packages (available rom RCW Enterprises) toprint their own BattleTech record sheets. The HeavyMetal

    Aero package allows players to print their own AeroTech record sheets,

    while the HeavyMetal Battle Armorpackage allows players to print battle

    armor record sheets. Gamemasters and players may also create their own

    maps using the HeavyMetal Map program.

    As always, the ollowing rules supplement existing rules. They add variety

    to and enhance game play, but should not give unair advantage, and

    so gamemasters and players should all agree on any supplemental

    rules beore using them in play. Similarly, players should eel ree to

    modiy any rule that seems inappropriate or their campaign and/

    or or the era. All o these rules are considered Advanced and

    may not be used in tournament play.

    Mapsheet Terrain: When a terrain type such as Urban,

    Wooded or Mountain is mentioned in these rules, the reerenceis to the Terrain-Specifc Mapsheet Tables (see p. 263, TW). I a rule

    specifes Light Urban Terrain, or example, it specifcally means the

    maps in Table 7: Light Urban Terrain Table on p. 263, Total Warare.

    Unless specifcally stated otherwise in a track, the number o maps

    used in play is up to the players involved. However, in general it is recom-

    mended that players use a ratio o one map per our units.

    Terminology: The ollowing rules use the term unitas it is used in the

    TW, to reer to a single battlefeld unit such as a Mech or vehicle. Force

    denotes a large combat ormation such as a regiment.

    Types of Scenarios: When these rules mention a scenario type such as

    Breakthrough, Hold The Line or Hide and Seek, they reer specifcally to

    the various types o scenarios in Types o Scenarios (see p. 258, TW). For

    example, i a rule states, use the Breakthrough scenario, it means the sce-

    nario on page 261 oTotal Warare.

    HOW TO USE THE CHAOS CAMPAIGNChaos Campaign rules provides an open-ended campaign rame-

    work that easily allows gamemasters and players to use a variety o

    published-tracks to create their own unique gaming experiences

    using orces o their own creation. Each track that plugs into the

    Chaos Campaign rules system (there are no tracks ound in this

    Chaos Campaign PDF) provides a backstory that fts into the overall

    campaign plot. Likewise, each track is set up as a general ramework

    to assist gamemasters and players in creating the opposing orces and

    adding other battlefeld eects specifc to that track. In addition, using

    the Warchest Point System, player groups may choose what direction the

    campaign takes.

    used to create scenarios

    .k published by Catalyst

    he optional rules use ad-

    and Strategic Operations

    and aerospace crat that

    o the pre-flled Record

    s.com/catalog, including

    ct Phoenix: Upgrades (any

    ions by FASA and FanPro

    ost o these units appear

    ed by

    o,

    us

    ) toetal

    Tech record sheets,

    players to print battle

    also create their own

    rules. They add variety

    ir advantage, and

    y supplemental

    uld eel ree to

    mpaign and/

    anced and

    h as Urban,

    he reerence, TW). I a rule

    cally means the

    , Total Warare

    the number o maps

    in general it is recom-

    r units.

    nitas it is used in the

    ech or vehicle. Force

    nt.

    scenario type such as

    y reer specifcally to

    s (see p. 258, TW). For

    ario, it means the sce-

    PAIGNcampaign rame-

    to use a variety o

    ing experiences

    at plugs into the

    cks ound in this

    ts into the overall

    general ramework

    pposing orces and

    ck. In addition, using

    oose what direction the

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    Because the player group decides which route to take between tracks,

    this campaign can be replayed oten, with dierent tracks, orces and

    even outcomes every time. Gamemasters and players decide how much

    detail they wish to go into and may create urther scenarios to create sub-

    campaigns within the track ramework. Ultimately, the route, game play

    and depth o detail are up to each group o players.

    TRACKSTracks or use with the Chaos Campaign rules are ound in a variety

    o published BattleTech sourcebooks, such as Blake Ascending, Jihad Hot

    Spots: 3074, Starterbook: Wol and Blake, the PDF-onlyJihad Turning Points:Luthien, and so on.

    Each track has a ully developed plot line centered on a single event,

    but with the opportunity or additional sub-events as players and game-

    masters deem necessary. Additional rules allow each event to be run as

    a stand-alone scenario or as part o a ull-edged and exible mini-cam-

    paign. Together, the tracks presented here cover the frst year o the Jihad.

    The Warchest Point System section(see p. 3) describes in detail how many

    Warchest Points a track costs, additional bonus options that may be used to

    add di culty (and as a result, more WP) and optional objectives that net the

    players additional WP i attained. Bonuses only accrue i the bonus option is

    applied to the track and players attain at least a Partial Victory.

    TheAdditional Hooks section describes possible side plots and adven-

    tures in addition to the core event. These hooks can provide ideas or

    additional scenarios that can add as much or as little depth to a given track

    as desired. The Atermath section shows additional goings-on as an end

    result o the track. Finally, i present, the Next Tracksection indicates the

    next track options rom which the players may choose.

    Using the Tracks

    Chaos Campaign outlines the main event or each track with a brie fc-

    tional introduction, Game Set-Up (with subsections or each rule set)and

    Special Rules.

    Each track defnes the orce opposing the players based on a percent-

    age o the players orce. This percentage must be applied to whatever

    system the gamemaster uses to balance the orces. Gamemasters should

    eel ree to use any system they preer, such as Battle Value (see p. 302, TM),

    or balancing based on tonnage, C-bill cost and so on. We also recommend

    using the appropriate Random Unit Assignment Tables (RATs) published in

    various sourcebooks to assist in designating orces, though no gamemas-

    ter should eel restricted to that medium. More detailed recommendations

    and guidelines on orce selection may be included in each track.

    Generic Random Unit Assignment Tables (RAT) appear on pages 267-271

    in Total Warare. Other RATs that appear in current and older publications

    are also valid as long as all players agree to their use.

    Player Force Size

    Though this campaign is designed primarily with company-sized or

    smaller orces in mind, orces o any size and composition should fnd it

    equally challenging. The Base Force Size Multipiler, used when calculating

    the support points a players orce receives rom its Warchest between

    tracks (see p. 3), will adjust or orces o any size. Any type o orce-House,

    Clan, pirate, corporate security or customized player unit-can participate

    in track campaigns.For example, i the players choose to use a House orce, that particular

    orce might be detached rom its parent command to serve as a ready re-

    action orce. Or Clan players can detach orces rom standard commands

    to assist the Clan Watch in intelligence-gathering eorts. Ultimately, game-

    masters and players decide the details. Once the players have determined

    their orces origins, the gamemaster need only spend a little time adjust-

    ing various elements to tailor each track to the players campaign, such as

    the setting, the identity o the opposing orces and even the time rame.

    Opposing Forces

    Most tracks list the players orce and the opposition in terms o percent-

    ages as opposed to a specifc roster. This allows individual campaigns

    exibility and keeps each track air and balanced within the story line.

    When determining percentages rom the players group, the deploye

    orce should represent a percentage o the total orce the players have o

    hand. The players total orce encompasses all units at the players disposa

    whether Mechs, vehicles, aircrat, battle armor or inantry platoons, no

    counting supplemental orces assigned by an employer or granted in th

    scenario rules unless specifcally stated otherwise. All tracks base the

    percentages on this total pool when determining how large a orce th

    players may bring into a scenario. The listed percentage the players ma

    deploy is the maximum component o the players total orce that shou

    be used in a given scenario. Players may elect to take ewer orces at the

    own discretion.Gamemasters should always calculate the size o opposing orces usin

    the players deployed orce, never the total orce the players have at hand

    Assigning Units

    The specifc makes and models o most units a given orce may feld

    whether supplemental orces provided by the scenario or the opposin

    orcemay be determined using the appropriate Random Assignme

    Tables. Players lacking access to these sources may alternatively use th

    standard Random Assignment Tables on pages 267271 oTotal Warare

    In setting up orces or the track Another Day, Another C-Bill (ound

    on page 140 oBlake Ascending),the players determine that theirtotal orce comprises twelve Mechs totaling 20,000 BV (not counting

    Piloting skills) and worth 10 million C-bills. The gamemaster decidesto use BV as the standard or building the players orce, meaning

    that the players may not exceed 5,000 BV in selecting their units.

    Alternatively, i the gamemaster decides to use a numerical standard,

    then the players may select up to three units rom their entire orce.

    I the gamemaster instead uses C-bills as a standard, then the total

    value o the players orce may not exceed 2.5 million C-bills.

    Once the players orce is determined, the gamemaster fgures

    out the attacking orces composition. I he used the BV system or

    the players, he must also use BV or the attacking orce. The track

    states that the Attacker must not exceed 75 percent o the Deender

    (players orce), and so the opposing orce cannot exceed 3,750

    BV (or as close as can be made). Because the gamemaster did not

    account or Piloting skills in the players orce selection, those skills

    also will not actor into the composition o the attacking orce. The

    gamemaster sees that the Fity-frst Panzers are a Veteran unit, and

    so assigns each attacking unit a Veteran skill set using the Average

    Skills Table on p. 40,Total Warare .

    Maps

    Unless otherwise described in a track, use a number o mapsheets equ

    to the number o sub-orces (the Base Force Size) the players will deplo

    This is accomplished by calculating how many lances, Stars or other sub

    orces the players can make using their preerred organization o inant

    method. Round ractions up. For purposes o this calculation, a platoon

    considered equal to a lance.

    You decide to deploy 10 Mechs in Another Day, Another C-Bill. You

    preer to organize in lances, so your Base Force Size is 2.5, rounded

    up to 3. This means the players will use three mapsheets in the track.

    I the player had preerred to organize by Star, his Base Force Size

    would have been 2, and he would be using two mapsheets instead

    during the track.

    CAMPAIGN SPECIAL RULES

    The Special Rules section o each track indicates which special rules,

    any, apply in that track. The gamemaster may use any o the ollowing rul

    in addition to those given or a track i he believes they will add avor an

    depth to the campaign.

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    Force Special Abilities

    I players opt to use an existing orce previously published in a Field

    Manual, they may use that orces special abilities (i any) throughout the

    campaign at the gamemasters discretion.

    Forced Withdrawal

    Unless otherwise noted, units operating under Forced Withdrawal will

    ollow the rules on page 258 in Total Warare.

    Crippling Damage

    Unless otherwise stated in the Special Rules section, crippling damage

    is defned as ollows:

    A Mech is considered crippled when a side torso location is de-

    stroyed; the Mech takes two engine critical hits; one gyro and one

    engine critical hit; or loses the use o its sensors. Internal structure

    damage in three or more limbs and/or two or more torsos, or our

    or more pilot hits, also renders a Mech crippled, as do the loss o

    all the Mechs weapons to damage or ammunition depletion. I

    all o a Mechs weapons are destroyed and it can no longer move,

    the Mech is considered destroyed. The pilot o a destroyed Mech

    may eject normally.

    With the exception o inantry, all o a units weapons are consid-

    ered destroyed i it loses all weapons with a range greater than fve

    hexes or i it can no longer cause more than 5 points o combinedweapons damage.

    A ProtoMech is considered crippled i all its weapons are lost to

    damage or ammunition depletion, or i the pilot suers our or

    more hits. A ProtoMech Point will not begin to withdraw until

    three or more o its component ProtoMechs are either crippled or

    destroyed, at which point the entire Point must withdraw.

    A vehicle is considered crippled i it loses all its armor in a single

    location or i all its weapons are destroyed.

    An aerospace unit is considered crippled i it suers a critical hit to

    its engine or uel tank; i all its weapons are destroyed; i the unit

    loses more than hal its original Structural Integrity; or i its pilot/

    crew suers our or more hits.

    An inantry platoon is considered crippled i it loses 21 or more

    troops (16 or more or jump platoons). I deploying inantrysquads, a squad is considered crippled i it loses 5 or more troops.

    A battle armor unit (Point or squad) is considered crippled i it

    loses hal or more o its members.

    Vehicles and BattleMechs that are immobilizedusually through

    motive, leg or gyro damageare shut down and typically aban-

    doned (though abandonment places the crew at the mercy o

    the battlefeld). Only the most anatical crews or those in dire cir-

    cumstances will continue to fght. Likewise, only orders rom the

    highest possible source will prompt an immobilized element not

    to withdraw rom combat.

    Salvage

    Salvage is the taking o destroyed/crippled equipment remaining on

    the battlefeld at the end o a track. In linked scenarios, salvage may notoccur until the end o the mini-campaign.

    In general, and unless a tracks special rules state otherwise, players

    who achieve at least a Partial Victory in a track may claim all battlefeld

    salvage in any area where their units participated. Players may not claim

    salvage ater battles in which they did not participate.

    Salvage may be sold at hal the units normal list price. Alternatively,

    vehicles, Mechs and other salvaged units may be repaired using the

    Warchest system, or by converting Support Points to C-bills and using the

    appropriate rule set to buy such repairs by spending the C-bill cost o all

    repaired or replaced equipment.

    Players interested in more detailed Salvage rules can fnd them begin-

    ning on page 191 oStrategic Operations.

    WARCHEST POINT SYSTEMThe Warchest Point System is an abstraction o the rewards and oppo

    tunities that arise out o combat. More than merely a monetary concep

    the Warchest also represents actors such as renown, contacts and bein

    at the right place at the right time. It represents opportunities, whether t

    participate in a particular battle, fght under certain environmental mod

    fers or acquire a BattleMech.

    Note: The War Chest nomenclature also appears in Field Manua

    Mercenaries, Revisedwhen generating a mercenary orce. However, th

    system does not aect the Warchest Point System.

    GETTING STARTEDRegardless o how the group comes to the table, the players orc

    begins the Chaos Campaign campaign with 1,000 Warchest Points (WP

    Warchest and Tracks

    Each track has a WP cost that covers the transportation, incident

    costs, connections and reputation required to participate in that trac

    This cost appears in the Warchest section o each track and must be pa

    beore beginning the track. In addition, all tracks have objectives wit

    a WP value listed in parentheses. Players gain (or lose, i the WP value

    negative) those points i they complete that objective.

    Finally, each track includes a set o optional bonuses with a WP valu

    listed in parentheses. Players gain those points i they choose to subject themselves to the listed environmental or operational situations.

    player may elect to use all, none or some o the listed optional bonuse

    Players only gain WP rom optional bonuses i they attain at least a Parti

    Victory or the track.

    All these points go in the Warchest. Between tracks, players may us

    their WP to increase personnel experience, repair and rearm, and pu

    chase other group abilities or equipment. All WP expenditures mu

    occur beore the beginning o the next track. Players may not spend W

    during a track, even i it is split into a mini-campaign. Keep in mind tha

    the next track must also be paid or rom the Warchest.

    Warchest Debt

    I the players lack enough WP to purchase any tracks available to them

    they may go into Warchest debt in order to participate in the next scenariPlayers may NOT purchase services and equipment on Warchest debt.

    As the players gain WP during the track, they can use these points to pa

    o the debt until the Warchest rises to a positive number. I debt still exis

    ater that scenario, players must sell o assets until the orce can purchas

    its next scenario. Players may not go into Warchest debt twice in a row.

    I a orce is so ar in debt that it cannot pay or a new track, the gam

    master may decide that the orce is too damaged to maintain fghtin

    cohesiveness. That orce is then retired or the remainder o the th

    story arc, but may be brought back in uture arcs, as determined by th

    gamemaster or player agreement. Another option is to have the orc

    spend a large amount o time repairing and reftting, oreiting an enti

    track in order to carry out the necessary repairs. I a gamemaster decide

    on this course o action, the players may re-enter the current campaig

    arc at a point beyond the track where they got stuck. To do this, choosetrack rom the options presented under the Next Path guidelines or th

    track the players would have carried out. In addition, the gamemast

    will select one o the optional bonuses listed in the Warchestsection an

    apply it to the track, but the players will not receive the bonus WP. I th

    players or gamemaster select additional options, the players receive W

    or them as normal.

    WARCHEST POINTS BETWEEN TRACKSIn order to use WP between tracks, players must convert them t

    Support Points (SP). To do this, irst determine the Base Force Siz

    Modifer. This modifer remains constant throughout the campaign, eve

    as the players orce expands or decreases in number. To fnd the modife

    players should calculate how many sub-orces they can make using the

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    preerred organization method

    (lances, Stars, or Level IIs). Round

    ractions up.

    A player orce contains

    thirteen Mechs and preers

    to organize in Stars. Its Base

    Force Size Modiier is 3 (5

    units per Star, 2.6 Stars in the

    orce, rounded up). A player

    orce o thirteen Mechs and

    twelve battle armor Points,

    would have a Base Force Size

    Modifer o 5.

    Next, determine the orces

    Technology Rating Modiier in

    accordance with the Technol-

    ogy Rating Modiier Table. The

    Technology Rating (TR) is the per-

    centage o a orces Mech, vehicle

    and fghter tonnage constructed

    with advanced technology, versus

    units constructed with only the

    basic Introductory technology

    that prevailed throughout mosto the Succession Wars.

    A unit is considered to use

    Introductory Rules i its equip-

    ment only includes items shown

    in the Introductory Rules Equip-

    ment Table at top right. I the

    unit eatures items beyond the

    Introductory Rules Equipment

    Tableregardless o whether

    such items are o Clan or Inner

    Sphere origins (including all units

    with Advanced/Experimental

    equipment), the unit is considered

    to used advanced technologieswhere the Technology Rating is

    concerned.

    To calculate a orces TR, deter-

    mine the percentage o the orces

    total number o combat units

    (excluding conventional inantry)

    that use advanced technologies.

    Units that use Clan technol-

    ogy are worth double their TR percentage value, so ater computing the

    percentage o units that carry Clan-made advanced technologies, double

    that result, and add it to the percentage o non-Clan advanced technolo-

    gies units to fnd the orces overall Technology Rating.

    A mercenary command has our Introductory Rules Mechs, sixInner Sphere Mechs using advanced technologies and two Clan

    Mechs using advanced technologies. The percentages or these units

    in the orce are thus computed as ollows:

    Inner Sphere advanced technologies units = (6 12) x 100 = 50

    percent

    Clan-made advanced technologies units = (2 12) x 100 = 16.67 x

    2 = 33.33 percent

    Added together, the total percentage o units with advanced technolo-

    gies is thus 83.33 percent (rounding down to 83 percent).

    At 83%, this units Tech Rating is B.

    ting the

    s, double

    echnolo-

    x

    0

    x

    nolo-

    INTRODUCTORY RULES

    EQUIPMENT TABLE

    AC/2, AC/5, AC/10, AC/20

    Armor (standard)

    Cockpit (standard)

    Engine (standard)

    Flamer, Flamer (vehicle)

    Gyro (standard)

    Hatchet

    Heat Sink (standard)

    Internal Structure (standard)

    Jump Jet (standard)

    Large Laser, Medium Laser, Small Laser

    LRM 5, LRM 10, LRM 15, LRM 20

    Machine Gun

    PPC

    SRM 2, SRM 4, SRM 6

    EQUIPMENT

    RATING TABLE

    Standard Rules

    Percentage

    Equipment

    Rating

    15 or less F

    16 to 45 D

    46 to 65 C

    66 to 85 B

    86 and up A

    TECHNOLOGY RATING

    MODIFIER TABLE

    Equipment

    Rating

    Technology Rating

    Modifer

    A 2.0

    B 1.5

    C 1.25

    D 1.0

    F .5

    Clan Front-line 2.0

    Clan Second-line 1.5

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    I players do not wish to spend the time to determine a orces specifc

    Equipment Rating, they can simply assume a D rating or purposes o

    determining Support Points.

    Finally, multiply the available WP by the Base Force Size Modifer and

    then by the Technology Rating Modifer Table (see p. 4) to determine

    how many Support Points the players have available.

    A B-rated mercenary force has a Base Force Size Modifier of 5. You

    wish to convert 100 WP into Support Points. Multiply 100 by 5 and then

    by 1.5, which equals 750 Support Points.

    I desired, players can then convert these points to C-bills or use with

    more detailed systems o record keeping and support. The Warchest sys-

    tem is intended as a quick and easy way or players to track their logistics,

    rather than attempting to encompass all possibilities in the BattleTech

    universe. Players interested in using units or possibilities not covered by

    the Warchest system are encouraged to convert Support Points to C-bills

    and use the various rule sets to provide the level o detail they desire.

    When converting Support Points to C-bills, multiply the Support Point

    total by 10,000. Likewise, C-bills can be converted to Support Points (di-

    vide the total C-bills by 10,000). Players in turn can convert Support Points

    to WP; simply divide the total Support Points by the Technology Rating

    Modifer and then by the Base Force Size Modifer.

    PurchasingPlayers can use Support Points to make repairs and to purchase new

    units or personnel. When repairing or purchasing units, use SP Activity

    Cost Table 1, at right. For personnel, use SP Activity Cost Table 2, at right.

    All new personnel are considered Green.

    Support Points can also be converted to C-bills to allow or the pur-

    chase o other components not expressly covered by these rules, such as

    DropShips, JumpShips, support vehicles and their attendant crews.

    SKILL ADVANCEMENTBetween scenarios, personnel that participated in the last scenario may

    advance their skills. Those that did not participate in the last scenario may

    also advance their skills, but at twice the Support Point cost.

    Personnel may only advance each skill set one rating at a time. For ex-

    ample, a MechWarrior can improve his Gunnery or Piloting levels by onerating, or improve both his Gunnery and Piloting by one rating, but he

    may not advance either skill by two or more levels. For skill advancement

    between scenarios, use the Skill Advancement Table, at right.

    When using BattleTech RPG (BTRPG), ignore the Skill Advancement Table

    and instead convert Support Points to Experience Points (XP). Each SP is

    equal to 1 XP. Assign Experience Points to personnel as the gamemaster

    deems appropriate. Then use the Skill Advancement rules in the BTRPG

    rulebook to determine the characters advancement.

    ENDING THE CAMPAIGNOnce a player group has completed the campaign, they may ollow

    the directions described in the fnalAtermath section. Now all they need

    to do is wait or their next campaign story arc!Alternatively, gamemasters may create additional scenarios or plots

    based on inormation gained during the campaign and proceed with the

    players rom there, returning to the next arc whenever they eel ready to

    do so. Each arc can be run as a stand-alone campaign, but the real un hap-

    pens when the players go through an entire series o arcs, even as uture

    material is released. Gamemasters and players should eel ree to string

    arcs as they please, as long as they are having un.

    WARCHEST CAMPAIGN RECORD SHEETWhile players can track their campaigns in whatever orm they fn

    most useul, the Campaign Record Sheet on the ollowing page can b

    used to track exactly what optional rules are in eect during a give

    track. The sheet also allows or players to track the damage received in

    track, objectives achieved, salvage taken and so on. Finally, to aid playe

    in understanding exactly how this sheet can be used, an example shee

    taken rom Starterbook: Wol and Blake is also included.

    SP ACTIVITY COST TABLE 1

    Activity Support Point Cost

    Repair Mech or aerospace fghter* = Tonnage

    Repair vehicle* = Tonnage/2

    Reconfgure OmniMech, -Vehicle, or -Fighter = Tonnage/4

    Purchase Mech (Introductory Rules) = Tonnage x 10

    Purchase Mech (Standard Rules) = Tonnage x 20

    Purchase ProtoMech Point = Tonnage x 5

    Purchase Vehicle (Introductory Rules) = Tonnage x 5Purchase Vehicle (Standard Rules) = Tonnage x 10

    Purchase Battle Armor = No. o suits x 50

    Rearm Unit (Introductory Rules ammo) = 5

    Rearm Unit (Standard Rules ammo) = 10

    Rearm Unit (Advanced/Experimental Rules ammo) = 50

    *Players can only repair Mechs, vehicles and aerospace fghters that have not been Tru

    Destroyed (see p. 175, SO).

    Activity Support Point Cost

    Hire new MechWarrior* = 3

    Hire new aerospace pilot* = 3

    Hire new vehicle crew* = 6

    Hire new Battle Armor squad/Point = 10

    Hire new oot inantry platoon = 100

    Hire new motorized inantry platoon = 200

    Hire new jump inantry platoon = 300

    * Does not come equipped with weaponry, vehicles or equipment. These must be purchase

    separately.

    SP ACTIVITY COST TABLE 2

    SKILL ADVANCEMENT TABLE

    Activity Support

    Point Cost

    MechWarrior/ProtoMech Gunnery Skill = 10

    MechWarrior/ProtoMech Piloting Skill = 8

    Aerospace/Aircrat Pilot Gunnery Skill = 8

    Aerospace/Aircrat Pilot Piloting Skill = 10

    Vehicle/Support Vehicle Crew Gunnery Skill = 10

    Vehicle/Support Vehicle Crew Piloting Skill = 5

    DropShip/JumpShip Crew Gunnery Skill = 10

    DropShip/JumpShip Crew Piloting Skill = 12

    Battle Armor Squad/Point Gunnery Skill = 8

    Inantry Platoon Gunnery Skill = 10

    5

  • 8/3/2019 Chaos Campaign

    8/9

    WARCHEST CAMPAIGN

    RECORD SHEET

    TM

    2008 WizKids, Inc. BattleTech, Classic BattleTech, Mech and BattleMech are trademarks of WizKids, Inc. All rights reserved.Permission to photocopy for personal use.

    CAMPAIGN NOTES

    Track Title:

    Starting WP:

    Track Cost:

    Options Used +/-

    +/-

    Force Name:

    Faction:

    Objectives Gained/WP Earned

    Downtime Costs

    Final WP:

    Date/Duration:

    +/-

    Track Title:

    Starting WP:

    Track Cost:

    Options Used +/-

    +/-

    Force Name:

    Faction:

    Objectives Gained/WP Earned

    Downtime Costs

    Final WP:

    Date/Duration:

    +/-

    Track Title:

    Starting WP:

    Track Cost:

    Options Used +/-

    +/-

    Force Name:

    Faction:

    Objectives Gained/WP Earned

    Downtime Costs

    Final WP:

    Date/Duration:

    +/-

    Track Title:

    Starting WP:

    Track Cost:

    Options Used +/-

    +/-

    Force Name:

    Faction:

    Objectives Gained/WP Earned

    Downtime Costs

    Final WP:

    Date/Duration:

    +/-

  • 8/3/2019 Chaos Campaign

    9/9

    WARCHEST CAMPAIGN

    RECORD SHEET

    TM

    2009 WizKids, Inc. BattleTech, Classic BattleTech, Mech and BattleMech are trademarks of WizKids, Inc. All rights reserved.Permission to photocopy for personal use

    CAMPAIGN NOTES

    Track Title:

    Starting WP:

    Track Cost:

    Options Used +/-

    +/-

    Force Name:

    Faction:

    Objectives Gained/WP Earned

    Downtime Costs

    Final WP:

    Date/Duration:

    +/-

    Track Title:

    Starting WP:

    Track Cost:

    Options Used +/-

    +/-

    Force Name:

    Faction:

    Objectives Gained/WP Earned

    Downtime Costs

    Final WP:

    Date/Duration:

    +/-

    Track Title:

    Starting WP:

    Track Cost:

    Options Used +/-

    +/-

    Force Name:

    Faction:

    Objectives Gained/WP Earned

    Downtime Costs

    Final WP:

    Date/Duration:

    +/-

    Track Title:

    Starting WP:

    Track Cost:

    Options Used +/-

    +/-

    Force Name:

    Faction:

    Objectives Gained/WP Earned

    Downtime Costs

    Final WP:

    Date/Duration:

    +/-

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