Unit Creation and Management

Unit Creation

Battlemechs are obtained using the Requisitioning Equipment rules. The company can be structured however the players see fit, but must hold to standard Federated Commonwealth practices – 3 lances of 4 Battlemechs.

Mechwarriors are selected from the Available Mechwarriors list.

Technical Team will be provided by the GM.

Initial Unit Quality for Battlemechs

To determine the Quality Rating for a new Battlemech, roll 2D6:

  • 2 or 3 – C rating
  • 10, 11 or 12 – E rating
  • else D rating

Maintenance and Repairs

The campaign will use a hybrid of the Battletech Maintenance, Repair and Salvage Rules (Strategic Operations pp.166-200) and Alpha Strike Expanded Repair and Salvage Rules (Alpha Strike Companion pp. 168-180). Generally, the Maintenance, Repair and Salvage Rules in Strategic Operations will be used applied to the Alpha Strike abstracted unit statistics.

The Battletech Master Repair Table (SO pp. 183-185) will not be used, but the Alpha Strike Expanded Repair and Rearming Table (AS Companion p.175) will replace it. As a result, the ’Mech Damage Status Table (SO p.173) is replaced by Mech Damage Status Table.

The Battletech Maintenance, Repair and Salvage Check Modifiers Table (SO pp. 170-172) applies, however, the Technology Level modifier for the Battlemech only applies to the Maintenance Check as repairs and replacements are abstracted by the Alpha Strike Expanded Repair and Rearming Table. The Unit Quality Modifier is determined based on the Battlemech’s Quality rating.

Maintenance Checks are made after each combat scenario and every other week when out of combat. These checks reflect routine preventive maintenance and unit reconditioning after combat. A Maintenance Cycle is the period between combats if deployed or 2 weeks if not deployed.

Maintenance, Repair and Salvage Checks are made by individual Technicians on each unit. The campaign assumes sufficient Astechs are always available, therefore there are no penalties for understaffed Technical Teams.

Alpha Strike rules apply for determining partial repairs. However, as per Strategic Operations, a higher experienced Technician can attempt repeat a failed or partial repair. Once an elite technician has attempted the repair, it cannot be attempted again until after the next combat or 2 weeks (which ever is the current Maintenance Cycle).

Maintenance Example

Command Lance’s Phoenix Hawk PXH-1 is due for routine, semi-weekly maintenance. The Battlemech is Tech Level D ( +1) and Quality Level D ( +0). Corporal Line Rokstad (Regular Experience, Tech TN 7) is assigned to grease the joints and flush the coolant lines, which will take 1 hour. Since 2nd Company is not deployed, the Phoenix Hawk is in the company’s Maintenance Facility (-2). Since there’s not much going on at the moment, the Corporal decides to take her time servicing the ’Mech, taking 4 hours instead of 1 (-3).

  • Regular Tech TN 7
  • ’Mech Tech Level D +1
  • ’Mech Quality Level D +0
  • Maintenance Facility -2
  • Quad Time -3
  • Maintenance Check TN = 7+1+0-2-3 = 3

If Line rolls a 2, she fails the Maintenance Check by 1 MoF, which has no impact on the Phoenix Hawk as per the Maintenance Check Table (SO p. 172)

Spare Parts and Ammunition

Since the ’Mech statistics are abstracted in Alpha Strike, the Support Point system defined in Alpha Strike Companion (p.169) determines the available consumables for the unit. The average skill rating is based on the average skill rating of the Technical Team, not the combat unit.

While the unit has access to Fort Karlheinz, tracking of SP is not necessary as the unit can get nearly any part it needs delivered by the Quartermaster Corps. However, when the unit is deployed away from Fort Karlheinz, it will need to track SP. How SP are replenished is dependent on the nature of the deployment (location, access to a drop port) and role-play.

As per the Alpha Strike Errata (v2.0, 27 Aug 2014), any unit that does NOT have the ENE special ability needs to be rearmed between combats. If a unit without the ENE special ability does not rearm between combats, it suffers a -1 damage penalty at all ranges.

Repair Example

Battle Lance’s Hunchback HBK-4G (Tech Level D, Unit Quality E) returns from pirate hunting with 5 armor damage, 1 structure damage and a Weapon Critical Hit. 2nd Company is deployed to edge of Steiner space to keep the Periphery pirates under control, thankfully, their Dropship remained behind to provide a mobile base (In Transport Bay).

Damage SP Cost TN Modifier Repair Time (hrs)
Weapon Hit 30 SP 0 1.5 hrs
Structure Hit 20 SP +1 2 hrs
Armor Hit 10 SP -2 2 hrs
Armor Hit 10 SP -2 2 hrs
Armor Hit 10 SP -2 2 hrs
Armor Hit 10 SP -2 2 hrs
Armor Hit 10 SP -2 2 hrs
Rearm 10 SP n/a 0.5 hrs

To return the Hunchback back to full strength will take 14 hours and cost 110 SP. Since the rest of Battle Lance did not get damaged, Sergeant Carin Lindholm (Elite, Tech TN 5), Corporal Connor MacRory (Regular, Tech TN 7) and Private Dean Roberts (Green, Tech TN 9) are assigned. Sergeant Lindholm wants to be sure to get the weapons and internals back online and elects to take double time for the repairs (-1) while MacRory and Roberts hit the armor and reloads at their normal pace.

  • Weapon Hit TN = Elite Tech 5 + Weapon Repair (0) + In Transport Bay (0) + Quality Level E (-1) + Double Time (-1) = 5+0+0-1-1= 3 (3 hrs)
  • Structure TN = Elite Tech 5 + Structure Repair ( + 1) + In Transport Bay (0) + Quality Level E (-1) + Double Time (-1) = 5+1+0-1-1= 4 (4 hrs)
  • 3x Armor Hits TN = Regular Tech 7 + Armor Repair (-2) + In Transport Bay (0) + Quality Level E (-1) = 7-2+0-1 = 4/each (6 hrs)
  • 2x Armor Hits TN = Green Tech 9 + Armor Repair (-2) + In Transport Bay (0) + Quality Level E (-1) = 9-2+0-1 = 6/each (4 hrs)
  • Rearm = no check (0.5 hrs)

Lindholm has an hour left (8-3-4=1) for other work, MacRory has 2 hours (8-6=2) and Roberts has 3.5 hours (8-4-0.5=3.5).

Unit Creation and Management

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