Sorry I forgot to mention but its 3062-3069.
So far the best I've been able to come up with is arbitrarily using the Tracks system found in Sword and Dragon / Chaos campaign for longer contracts and "one off" missions for the shorter contracts.
So you are leading up to the WoB Jihad, in the original timeline? Try giving them a few WoB sponsored missions against the Clans. They have to damage X number of Clan Mechs, or remain in a specific location for Y amount of time (to cover a WoB operative who is hacking/downloading Clan computers), or grab Z amount of salvage (destroy at least n ProtoMechs, and use your mechs' hands to bring the remains back with you).
Or you can give them defensive contracts on Chaos March worlds, and the enemy raiders want to hit them over and over (since they are working for WoB, you can even have the
Allied Mercenary Command attacking them). Lots of opportunities to make the bad guys good, and the good guys bad.
You can even go with alternate forms of payment. I.e. a company that produces armor might not be able to pay them in C-Bills that often, but they will get 5 million C-Bills worth of armor.
I.e. the contract options would be:
1) 10 million C-Bills
2) 5 million C-Bills and 10 million C-Bills in Ferro-fibrous armor
Of course, if you do this, the players will quickly want to buy a Mule or Behemoth Dropship, to carry all the stuff in. The one person in the group that likes to play accountech will be happy though.
Off-hand, you could go with a rough table:
D6 - Result
1 - 50% your force strength, but roll twice on Special stuff
2 - 75% your force strength, roll once on special stuff
3 - 100% force strength, primarily fast movers
4 - 100% force strength,
5 - 125% your force strength, half of which is vehs
6 - 150% your force strength, but if you defeat them you get doubled contract payment
Special stuff:
1 - ASF support - opponent gets 1 ton towards ASF for every 10 tons in your force, rounded to the nearest 5 tons of ASF
2 - neutralized defenses - half of your minefields are actually disabled, or half your wall defenses, or half your heat sinks suddenly fail (apply in this order)
3 - hostile minefield - put 1 pt of minefield for every ton of enemy force
4 - Artillery support - opponent brought artillery, get 1 pt towards artillery damage for every 20 tons your force masses
5 - Infantry spotters - add one platoon of enemy infantry for every 50 tons you have. Tech for enemy platoon will be 'equal' to what you are fielding. If enemy infantry is lower tech, double for each 'level' (Clan -> Star League -> Anti-Mech trained -> basic weapons)
6 - Roll twice, but with a -1 to the die roll.
When I say 'for every XX tons', I mean add up your tonnage, and apply that as the total tonnage towards the enemy force. So if you have 345 tons of forces that you field in battle (i.e. not the Behemoth that is carrying around everything), then the enemy force gets a 35 tons ASF in addition to their regular forces.
For artillery, that would be a total of 17 pts of damage, so a
Thumper artillery piece would apply.
For that same force it would be facing 7 additional units of equal tech enemy infantry. So if the player force had been up-teched to Clan, and it is facing a pirate force armed with Machine guns, SRMs, and/or laser rifles, that would be increased to 56 units of enemy infantry.