Pp 111. Tables do not include, nor does text identify, the WP cost for reconfiguring a Clan Omnimech between Tracks.
Does reconfiguring also repair the mech? Can a damaged mech be reconfigured at all?
pp109, force composition table. "Clan players should reduce the Piloting/Gunnery skills of Green, Regular, and Veteran warriors by 1 (only one skill—either Piloting OR Gunnery—may be reduced in this way)."
It is unclear if this is already accounted for in the table.
General GM notes from running this Chaos Campaign.
Playing Clan the track selection never imposes forced withdrawl on the attacking player, which makes sense, the clans were ruthless and didn't back down. However this makes the objectives for several tracks meaningless or trivial to obtain. Some tracks specify a minimum number of turns that a force must survive, or withdraw after but otherwise most tracks do not specify an end clause to the game. With the clan never backing down, time limits will always be achieved due to the huge disparity in technology fielded in the RATs.
Only once did a clan player fail a mission, when they shot up a Recon mission and one enemy mech was destroyed via ERPPC headshot and another force withdrew off the map without being scanned.
The IS Defender is given little detail as to the objective they are to attempt. Why does the OPFOR in Recon stick around on the map at all, if they are 'leery of a full press engagement'.
Understanding this is all expected to be modified by the GM and players for what is fun, per the insert on p111.