So!I took the mercenary 'company' / two Level IIs that I made with the Force Creation rules, detailed over here:
http://bg.battletech.com/forums/index.php/topic,24888.msg560219.html#msg560219 and decided to spin them through these rules to see how they fare. I've got, uh, a lot of questions/issues. Issues and questions I will put in ITALICS.
First Step: Calculating ReputationExperience Rating: Easy enough. I bought 4 veteran and 8 regular mechwarriors. Average skill is 8.3 or so, so Regular.
10 pointsCommand Rating: The old PC I used in the force creation rules has Leadership 3, Tactics 4, Strategy 0, Negotiation 4; he also has Connections 2, Wealth 1, and Bad Reputation 2. Throw those all in a hat and I see
12 points.
Question: "Wealth or CHA 7+" means any level of wealth at all or a Charisma of 7+, right? Not wealth of 7+ or CHA of 7+?
Question: Does each level of a positive or negative trait count for a point, or does Connections 5 count equally to Connections 1?Combat Record: They new.
0 pointsTransport Rating: I have a single Union for 12 mechs and 107 non-dropship crew. Here's where things get a bit iffy. So, I have 12 mechs, and a Union has 12 mech bays and 2 vacant ASF bays.
Question: Do I have exactly enough carrying capacity (0 points) or 17% surplus capacity since I'm filling 12 of 14 slots for combat machines?I'll say that trying to count those unused ASF bays is cheating, and award myself
0 points.
Now, the personnel issue. I have 12 mechwarriors, 12 techs, 72 astechs, and 11 Admin Personnel. The Union has 12 mech bays, 2 ASF bays that I suppose could be repurposed for crew quarters (especially since I'm not counting them as surplus combatant carrying capacity!) and... well, I can't actually find how many passenger bays the Union has, but I think it's "none". So... bay personnel I'm having a hard time finding defined. Is it just "Mechwarrior + Tech"? If so, the astechs completely ruin everything, which goes back to the arguments last thread about having to buy astechs starting out instead of just hiring them as unskilled labor wherever you go. If not, then are those 2 ASF bays enough to house 11 admin personnel? Heck, I don't know! I think based on the spirit of the rules each Mech Bay and ASF Bay counts for two bay personnel, in which case with or without the requirement to drag astechs along I don't make the requirement for support personnel.
-3 points.
Question: PLEASE CLARIFY THIS. I am completely confused about personnel transportation, and nothing I'm finding in Stratops or Techmanual is helping me.Support Rating: I made this with the Force Creation rules, which I think means I have exactly as many support personnel as I need since that's how those rules work.
0 pointsQuestion: Is this right? Is a fresh force made with IntOps rules ever going to have anything but a 'zero' here?Financial Rating: I made sure to begin with a year's worth of noncombat expenses, for which I get zero points.
0 pointsCrimes: None!
0 pointsTotal Starting Reputation: 19 points (Reputation Modifier of +1)Comment: This seems depressingly small compared to the examples, but I don't really see how I could have gotten much higher with an IntOps-made force.Okay! So, a few thickets there, but let's move on to offer creation.
First Immediate Reaction: Protocol Skill Rolls for everything? May I ask what the reasoning was? This just opens up the thicket, because aside from the issues already noted now we're into the gory details of specialization. I'm assuming the base TN is 9 per ATOW, but... does my commander who has Protocol(Comstar)-4 and Protocol(Lyran)-1 have to roll against a 4 everywhere? 9 everywhere but hiring halls in Lyran space or Earth, where I can roll against an 8 or a 5 respectively?I'm going to assume my highest Protocol skill rules everywhere, which is probably a poor idea but I don't want to redo every roll. Let's also say I'm at Outreach. So! I'm rolling against a TN of 5 (9-4(Protocol), and I get a +3 from being at Outreach and +1 from my reputation mod, so I'm effectively rolling against a TN of 1.
Question: Do I apply those bonuses after I roll and hit the TN, or before? If I manage to roll snake eyes, do I have a +1 result and get 1 offer or +4 (failure +4) and get 2 offers?Happily that doesn't come up, as I roll a 9; +8 result either way, for 3 contract offers.
Comment: It seems extremely difficult to not get any contract offers. For employer rolls, still using my highest protocol skill, I'm again rolling against a TN of 5 with a +3 to the roll, 2 from being a great all and 1 from rep rating. Rolls are 4, 9, 10; they become 7, 12, and 13, which beat the TN by 2, 7, and 8 respectively. Independent, Capellans, Kuritas. Second roll....
question: Do the same modifiers apply to this second roll as to the first? gets a 3 which after the +3 beats the TN by 1, so that's for Astrokaszy.
Missions!
Question: Does Reputation Modifier apply here? It's not explicitly called out. Again a TN of 5, with a +3 modifier since I'm assuming reputation still matters what mission you're offered. Rolls are (for Astrokaszy, Capellans, Kuritans respectively) 12, 8, and 10 so they beat the TN by 10, 6, and 8. This yields Astrokaszy Garrison Duty, Capellan Objective Raid, Kuritan Extraction Raid. For the sake of digging deeper into contracts, I'll accept the
Capellan Confederation's Objective Raid.
Contract DetailsCapellan Confederation, circa 3057; I'll call them a "Major Power" (since Sun Tzu hasn't quite gotten them back to the mountaintop yet), "Stingy", and "Controlling". My total equipment value is 110,870,000 C-bills, and my peacetime expenses are 692,235 C-bills per month; this works out to a base payment of
6,063,000 or so C-bills per month.
Comment: This seems enormous, since it's before ANY modifiers...Mission Length is 3 months. Without the rest of the book, there's no way to determine a length, so I just rolled 2d6 and got
9 jumps as the distance to target. This yields a 3 month transportation time, for a total mission length of
6 months.
Comment: The example in the book is a 1 month raid. I don't see any way that's possible under Rules As Written!Operational Tempo for an Objective Raid is
1.6.
Comment: There needs to be some guidance on what "High Risk" means for Op. Tempo. Against the Clans? Who else? No hard and fast rules, but just guides for GMs.Employer Multiplier: Given how I characterized them,
1.0Reputation Factor: Oh boy. IF I TRUST THE TABLE, this is a -0.5, and I'm presuming I would add that to my final rating. IF I TRUST THE TEXT, this is (0.2*1+0.5) = 0.7, and I presume I would multiply that to my final rating. The way the formula looks, I'm ASSUMING that the text formula is proper, and further assuming that it's (0.2*1+0.5) and not (0.2*19+0.5). So, the reputation factor I'll say is
0.7.
Comment: This badly needs clarification.Transportation Payment: Repeat the "Oh Boy." I have a Union, but as we saw earlier that isn't enough. I hire an Invader jumpship and the smallest personnel transport I can, the K-1 Drop Shuttle, for my transport needs. 6 months total mission duration, and 9 jumps there. The dropship costs 3% of its total price, which comes out to ~278,000 C-bills. The Jumpship, I'm using all three collars since I doubt the Capellans would let me have civvie merchant jumpships on a raid. 9 jumps, 3 collars, 2.7 million C-bills. I also want the jumpship to stick around so I can be sure of getting out before waves of irate Fedcom reinforcements...
Comment: No way to determine opposition- is that in the Campaigns section of the book? so I'm also paying for 12 weeks of idleness for 3 docking collars which comes to 3.6 million. Total transportation payment:
6.58 million C-billsComment: I can't do support yet! Things are a little out of order..Command Modifier: Objective raid is -1, employer is -2, reputation -1, net mod is -4; roll of 10 becomes 6 and I get House Command.
Overhead Compensation:
Not mentioned anywhere in the master contract table or in the text! Is this a holdover that didn't get deleted?Salvage Rights: Net mod is -4, a roll of 7 becomes 3 which means Exchange; assuming I apply the same rolls, a 11 becomes a 7 for the amount.
40% Exchange Rights on SalvageSupport Rights: Net mod is -1, roll of 8 becomes 7;
100% Straight SupportTransport Terms: Net mod is 0, bad roll of 5 means the Capellans will reimburse
35% of transport (2.3 million C-bills or so!)
Now, time to calculate the complete payment with this Giant Wall of Formula.
Final Payment = (602607 [base] * 3 [mission duration] * 1.6 [op tempo] * 1.0 [employer] * 0.7 [reputation]) + (602607 [base] * 3 [transport] * 1.0 [employer] * 0.7 [reputation]) + (692235 [peacetime expenses] * 3 [mission duration, NOT including transport) + (6577838 [transport cost] * 0.35 [transportation terms]) ==
37,480,707 C-bills.
When you subtract out the full transport payment and peacetime expenses, you're left with a net profit of
26,750,000 C-bills for 3 months of combat. That would cover the loss of 25% of the force, neglecting any salvage. This seems... I dunno, a BIT high? Maybe in the right ballpark, though?
But absolutely if you included the Union Dropship in the equipment cost this would blow up and I strongly recommend not doing so!!! If that happened, the net profit of 26.75 million cbills above would balloon to an astonishing
70 million C-bills- meaning that if I lost half my force and got zero salvage at all, I would still make
more than ten million C-bills in pure profit after replacing the mechs!Hopefully that will help give some more info to the discussions; I'd love to hear responses to the questions and comments I sprinkled through this writeup, or I can try to break them out if that helps.