Cold Drop Field Manual
Quick-start guide · game build of 17 October 2026

Cold DropMercenary company field manual

You command a mercenary company in the Inner Sphere of 3025. You take contracts, plan each drop, then watch your lance fight it out on a real hex map under classic BattleTech rules. Between fights you keep the company alive: money, repairs, pilots, salvage and the goodwill of the Great Houses. Every company is one run. What you salvage stays unlocked for the next one.

The DropShip hub: nine rooms on a cutaway Leopard-class DropShip, with the top bar and bottom bar
FIG 0Your DropShip, the Leopard. Every screen in the game is a room on this ship.
Chapter 01

The idea in one minute

  • A company is a run. It ends when the Commander dies, when the treasury sinks below −277,500 C-bills, when you have no 'Mechs left and under 1.2 million C-bills, or when you choose to retire, which you can do once you have grown your net worth by 50 million.
  • You plan, then you watch. Before each battle you pick the lance, their roles, the focus-fire order and when to pull out. Then the fight plays itself, and you can only sound the retreat.
  • The rules are tabletop BattleTech, lightly trimmed: real 'Mech designs, real weapon ranges, heat, armour by hit location, facing and rear shots, critical hits, ammo explosions.
  • Salvage is the long game. Recover an enemy 'Mech and its design unlocks into your Collection for good. Later companies can buy it.
  • Time is money. Travel takes days, and every 30 days the company pays upkeep.
Chapter 02

New to BattleTech?

It is the year 3025. Humanity has spread across hundreds of worlds, and five Great Houses fight over them in an endless war. The Inner Sphere is the region they rule. Their armies hire mercenaries to fill the gaps, and you run one of those mercenary companies.

Wars are fought with BattleMechs ('Mechs for short): walking war machines 6 to 12 metres tall, each driven by one pilot (a MechWarrior). A 'Mech weighs 20 to 100 tons. Light 'Mechs are fast and fragile; assault 'Mechs are slow and devastating. Four 'Mechs fighting together make a lance.

Words you'll see everywhere

C-billsmoney (ComStar bills)
Houseone of the five Great Houses: Davion (Federated Suns), Steiner (Lyran Commonwealth), Kurita (Draconis Combine), Liao (Capellan Confederation), Marik (Free Worlds League). ComStar runs the interstellar mail and stays "neutral".
DropShipthe ship that carries your 'Mechs between a world's orbit and the ground. Yours is a Leopard, and it's your base.
Jumpa hop between star systems by JumpShip, up to 30 light years
Hexone cell of the battle map, 30 metres across
MPmovement points: how many hexes a 'Mech can walk, run or jump in a turn
Gunnery / Pilotinga pilot's skill at shooting and at keeping the 'Mech upright. Lower is better: 4 / 5 is an average rookie, 2 / 3 is a veteran.
BVbattle value: one number for how strong a unit is. Compare your lance's BV with the enemy's to judge a fight.
Heatevery 'Mech builds heat when it moves and fires. Too much heat slows it, spoils its aim, and can shut it down or set off its ammo.
Armour / Structurearmour is the outer plating; structure is the skeleton under it. Damage strips armour first. Damage to structure breaks parts.
Salvagewrecks left on the battlefield. Your contract says how much you may keep.
Chapter 03

Your first contract, step by step

  1. Found a company. Main menu › NEW COMPANY. Keep the defaults and press FOUND COMPANY. You arrive aboard your DropShip with four 'Mechs and four pilots.
  2. Look at the bottom bar. It names your next job. With no contract, that's "Find a contract".
  3. Open the Bridge (key 1) and its CONTRACTS tab. Pick an offer with a low difficulty (one or two diamonds). Read the pay, the salvage rights and the deadline.
  4. Sign. On your current world the button reads SIGN CONTRACT →. On another world it reads SIGN & SHIP OUT · n DAYS: signing also flies you there, and the trip's days and passage are already counted in the offer.
  5. Check the drop. The bottom bar's chips turn green when your lance is fit, repaired and crewed. Click any red chip to fix it.
  6. BRIEF THE LANCE. Choose who drops, give each 'Mech a role, set when to retreat. Then DEPLOY.
  7. Watch the battle. Pause and scrub if you like. If it goes badly, flip SAFETY and SOUND THE RETREAT.
  8. Read the debrief. See what you earned and what broke. BACK ABOARD applies the result.
  9. Sort the salvage in Cargo & Convoy: recover the hulls you want, scrap the rest for parts.
  10. Repair in the Mech Bay, hire if someone was hurt, and pick the next contract. Every 30 days upkeep is due, so keep an eye on the runway in the top bar.
CHIEFOn a new company I'll walk you through all of this, one room at a time. If you know the ropes, you can skip me.
Chapter 04

How it all connects

The orange loop is one contract. The dashed teal lines carry over between runs.

Thisfeedswhich means
Contract payC-billscovers the monthly upkeep, repairs and hiring
C-bills ÷ upkeepRunwaydays until the money runs out; the top bar shows it
Win or lossStandinga win is +5 with the employer, +2 per difficulty level; a loss is −3
StandingContract termshigher salvage cap, bigger advance, cheaper intel; at Hostile a House stops hiring you
Battles wonCompany rankunlocks harder, better-paid contracts and multi-battle operations
Claimed wrecksYour bay, or spare partsa recovered hull unlocks its design in the Collection
Kills, wins, contractsRenownbanked when the run ends; spend it on designs, field mods and Commander perks
Chapter 05

Founding your company

The New Company screen with name, origin, sponsor, livery, Commander's 'Mech, starting lance and traits
FIG 5.1New Company. The defaults are a fine first run.
  • Name and livery. Leave the name blank and the game picks one.
  • Origin. It sets your Commander's 'Mech, the 'Mechs you can start with and your starting cash. Only Green Merc Company is open at first; 17 more unlock through play (contracts won, kills, days survived, standing with a House).
  • Sponsor. Optional: +20 standing with one House, a little less with its rivals.
  • Traits. 5 points to spend. Better gunners, tighter cohesion, a war chest; drawbacks like Green Recruits or Hard Luck give points back. Traits never touch the Commander.
You start with
C-bills2,774,000
LanceCenturion CN9-A, Jenner JR7-D, Wolverine WVR-6R, Shadow Hawk SHD-2H
Pilots4, each Gunnery 4 / Piloting 5 (lower is better)
Ship4 'Mech bays, 4 cold-storage racks, 6 bunks, 100 hold space, 1 astech
Supplies100 spare parts, 5 influence
Chapter 06

Your DropShip

The hub shows the ship as a cutaway. Click a room or press its number.

1Bridge

Star map, the current system, travel, contracts, operations.

2Mech Bay

Your 'Mechs: armour, weapons, ammo, field mods, repairs, paint.

3Barracks

Pilots: skills, XP, perks, injuries, who sits in which 'Mech.

4Cabin

The Commander: level, perks, stay aboard or drop.

5Engineering

Tech crew, repair queue, ship upgrades (bays, hold, bunks).

6Cargo & Convoy

The hold and salvage on deck: recover or scrap.

7Records

Chronicle, ledger, Collection, codex, dossiers.

8Market

Buy and sell 'Mechs, ammo, parts. In port only.

9Hiring Hall

Recruit pilots and astechs. In port only.

The top bar

Top bar: company name, rank tag, date and location, C-bills, runway, renown, the WAIT button, help and settings
FIG 6.1Company and rank · date and world · C-bills · runway in days · run renown · WAIT ▸ · help (?) · settings. Click a figure to open the room that explains it.

The bottom bar

Bottom bar: current order, the four drop-check chips CONTRACT, LANCE, REPAIRS, SALVAGE, CREW, and BRIEF THE LANCE
FIG 6.2Left: your next order and the button that takes you there. Middle: the drop check. Each chip jumps to the room that fixes it. Right: BRIEF THE LANCE ▸ once a contract is signed.
CHIEFRead the bottom bar left to right. If every chip is green, you're ready to drop.
Chapter 07

Money

  • Upkeep every 30 days: 44,500 per pilot, 16,500 per astech (each extra one costs 25% more), 5,000 per 'Mech you own, 1,000 per bay. A starting company pays about 218,500 a month.
  • Runway is how many days your C-bills last at that rate. It turns amber, then red, as it shrinks.
  • WAIT ▸ passes time (for repairs, a hiring refresh or payday). It shows your money and parts after the wait before you confirm.
  • Can't make payday? The non-wage bills still come out, and pilots go unpaid. Each missed payday costs 10 cohesion. After 30 days unpaid, pilots fight worse. After 60, they may leave.
  • Bankrupt at −277,500 C-bills: the run ends.
Records, Ledger tab: treasury, the monthly upkeep breakdown and every transaction
FIG 7.1Records › Ledger: where every C-bill went, and what next month costs.
Chapter 08

The star map

The Bridge galaxy map: Inner Sphere borders, a selected world with its card on the right, lens buttons top left
FIG 8.1Bridge › Galaxy, political lens. Click a world and its card opens on the right.

Lenses

Each lens repaints the map to answer one question. Press L to step through them.

POLITICALwho owns what
MONEYwhere the best contract pays most after the trip
WARlive fronts
TRADEcheap parts (10% off or better)
RECRUITSgood hiring halls
YARDSrepair bays
MECHSlots selling 3+ of your unlocked designs

/ searches for a world, or for a world selling a 'Mech you want. News scrolls along the bottom of the map; click an item to jump to its world.

World card for Rahway: owner, standing, distance, contracts here, transit days, passage cost, climate, the best offer, your share of the trip, what you arrive with, market, repair bay, 'Mechs on the lot, lore
FIG 8.2The world card: distance, passage, the best offer and what it leaves you with, the market, the yard and the world's story.

Travel

  • A jump covers up to 30 light years and takes 7 days. Passage is 83,000 C-bills a jump plus a toll at busy worlds. There is no fuel to manage.
  • While a contract is signed you travel to its target, not wherever you like.
  • The Travel tab shows TREASURY ON ARRIVAL, after passage and any upkeep due on the way.
Galaxy map under the MONEY lens
FIG 8.3The MONEY lens: the brighter the world, the more its best contract leaves you after the trip.
Chapter 09

Contracts

Available contracts list with mission type, employer, target, pay and net after the trip
FIG 9.1Bridge › Contracts. Sort by pay, by net after the trip, by days or by deadline.
  • Eight mission types: Planetary Assault, Objective Raid and Demolition when you attack; Border Defense, Garrison Duty, Recon in Force, Extraction and Pirate Hunt when you defend.
  • Difficulty 1-5 sets the pay and the enemy. Your company rank caps how hard an offer can be.
  • Salvage rights (a percentage) decide how much of the battlefield you may claim. They start around 30% and rise with difficulty.
  • Negotiate before signing: trade pay for salvage, ask for an advance, or buy intel (the map, the enemy force, a reinforcement warning).
  • Operations are chains of 2-6 fights on one contract. They open once your company is BLOODED.
MIND THE DEADLINEA signed contract has a deadline 20-60 days out. Travel days count against it.
Chapter 10

The brief: making the plan

After you sign a contract, BRIEF THE LANCE ▸ opens this screen. It is the only place you give orders. Once you press DEPLOY, your pilots fight on their own using the plan you set here, so take a minute over it.

The Brief screen with seven numbered areas
FIG 10.1The Brief, numbered. The strip at the very top shows where you are: CONTRACT › BRIEF › BATTLE › DEBRIEF.
1 CommanderWhether your Commander stays on the DropShip or drops into battle. Tap to switch.
2 Lance cardsOne card per 'Mech that drops: chassis, pilot and skills, its role and pursue orders.
3 Odds barYour lance's battle value (BV) against the estimate for the enemy. A longer bar is stronger.
4 Drop mapThe battlefield. Amber hexes: where you land. Red: where the enemy starts. Green: an exit or objective zone.
5 MissionThe job: difficulty, pay, salvage share, deadline, objective, terrain. ▾ BRIEF opens the full mission text.
6 Lance ordersWho to shoot first, when the lance pulls out, and when the replay pauses for you.
7 Go◂ SHIP goes back aboard, AUTO-RESOLVE fights without showing it, DEPLOY ▸ starts the battle.

Each 'Mech's orders

A lance card: Centurion, pilot George Williams G4+/P5+, ROLE auto-fire support, PURSUE hold, SWAP
FIG 10.2A lance card. Click the ROLE button to cycle the role; the line under it says what the 'Mech will do ("Hangs back").
A lance card set to GUARD with a GUARD target chip
FIG 10.3GUARD adds a second button: which lancemate to cover.
RoleWhat the 'Mech does
AUTOPicks a role from its build: the chassis and weapons decide. Shown as, for example, "AUTO-SKIRMISH".
BRAWLCloses in and fights close.
SKIRMISHHolds range and trades shots at the distance its weapons hit hardest, moving to stay hard to hit.
FIRE SUPPORTHangs back at its longest weapon's reach and looks for cover.
FLANKCloses to point-blank and works round to the enemy's sides and rear.
GUARDStays with one lancemate and covers it.
COMMANDThe Commander's own 'Mech: always stays with the lance.
  • PURSUE: CHASE runs down a broken, fleeing enemy; HOLD keeps to its role.
  • ⇄ SWAP puts a different 'Mech in this seat. … opens the 'Mech's details. ▲ folds the card.
The details drawer for a lance card: weight, pilot, CREW button, walk/run/jump, damage at 3/9/15 hexes, armour
FIG 10.4The … drawer: weight, pilot (CREW ▸ changes them), walk/run/jump MP, damage at 3, 9 and 15 hexes, armour.

Lance orders

Lance retreat line slider at 50%, per-'Mech retreat chips, PAUSE WHEN ONE OF YOURS RETREATS
FIG 10.5Retreat lines. One 'Mech's chip has been pressed: it now pulls out alone at 15% armour and structure.
  • Focus fire: BY ROLE lets each 'Mech choose by its role. NEAREST, MOST DAMAGED and HEAVIEST make the whole lance pick targets that way.
  • Lance retreat line: the whole lance pulls out when its strength falls to this percentage. The line under the slider translates it ("pulls out after about 2 of 4 hulls go down").
  • Each 'Mech's own line: a single 'Mech leaves the field when its own armour and structure fall this low. AUTO picks a sensible line for its build.
  • Pauses: the replay stops for you when one of yours retreats, and on the moments you switch on: a critical hit, a kill, one of your units going down, the objective, each new turn.

The mission brief and intel

The opened mission brief: story text, tags, deploy zone and terrain
FIG 10.6▾ BRIEF opens the mission text, the mission's tags (here Wolf Pack, Broken Ground, Urban) and the deploy zone and terrain.
Force bar with confirmed enemy BV and the five enemy units named
FIG 10.7With force intel bought (on the Bridge, before signing), the enemy's BV is confirmed and every enemy unit is named.

Intel comes in three steps, bought in contract negotiation: the map (lets you choose your landing edge), the enemy force, and a reinforcement warning.

Dropping the Commander

Commander switch set to DROPS; seat 0 shows the Commander's Centurion with role COMMAND FIXED
FIG 10.8Commander set to DROPS: their own 'Mech takes the first seat, with the fixed COMMAND role.

A dropping Commander adds a strong pilot and earns more experience, but takes a lance seat. If the Commander dies, the run is over. Staying aboard is safe and gives the lance passive bonuses instead.

AUTO-RESOLVE plays the same battle with the same rules without showing it. It names the odds and asks you to confirm.

Chapter 11

The battle: reading the screen

The battle plays out turn by turn on a hex map, like a tabletop game being replayed for you. You can't steer your pilots, but you can pause, rewind, look at any unit, and call a retreat. Everything below is information to help you understand what's happening and plan better next time.

The battle screen with nine numbered areas
FIG 11.1Turn 7 of a protect-the-VIP extraction, paused on a kill.
1 StatusTurn, objective, the mission's tags, who is out of action on each side, your strength against your retreat line, and both sides' resolve. ? asks the Chief for a tip.
2 Your lanceOne card per unit: armour, structure, heat and a damage silhouette. Click a card for details.
3 The boardThe battlefield. Your units and the enemy's, with movement paths and shots drawn as lines.
4 ContactsEnemies you have spotted and how much armour each has left. Unseen ones show as "? unknown contact".
5 EventsWhat just happened, newest first: hits, lost limbs, destroyed parts, kills.
6 Pause stripAppears when the replay stops itself and says why. STOP PAUSING FOR THIS switches that pause off.
7 PlaybackPlay/pause, speed and the scrub bar (rounds R1, R2… with marks for kills and crits).
8 RetreatFlip SAFETY, then SOUND THE RETREAT to pull the whole lance out.
9 SkipJump to the result. After the fight it becomes Continue ▸ After-action.

1 · The status strip

Status strip: TURN 7/30, objective, tags, out-of-action counters, strength 95% retreats at 50%, resolve bars
FIG 11.2Read it left to right, top to bottom.
  • TURN 7/30: a battle lasts at most 30 turns; after that it's a draw.
  • Tags such as WOLF PACK or URBAN are the mission's conditions (enemy tactics, terrain, weather).
  • ENEMY 1/5 OUT OF ACTION: destroyed or fled, out of the enemy's total. OUR 0/4 is the same for you.
  • STRENGTH 95% · RETREATS AT 50%: your lance's remaining strength. When the bar reaches the red notch, the lance pulls out, as you ordered in the brief.
  • RESOLVE: each side's will to fight. It drops as a side loses units. When it breaks, that side runs.
  • LIVE means you're watching the newest moment; after rewinding it reads BACK TO LIVE.

2 · Your lance cards

Two lance cards: Centurion untouched, Jenner with heat 6
FIG 11.3Healthy cards: blue bars full. The Jenner's heat bar is filling after firing.
A damaged Jenner card: armour 18/64, structure 36/58, a red hatched silhouette, STRUCTURE EXPOSED
FIG 11.4A badly hurt Jenner: armour 18 of 64, structure exposed. Red hatching on the silhouette marks the parts that are breaking.
  • ARMOR goes first. STRUCTURE is the skeleton beneath; when it is hit, parts break and the warning line says so.
  • HEAT above zero slows the 'Mech and spoils its aim. Very high heat can shut it down or cook off its ammo.
  • The letters under the name are the pilot's initials. A VIP tag marks a 'Mech you must protect.
Card drawer for the Centurion: weapons with damage, heat, range; ammo; last shots; HOLD TO PULL OUT
FIG 11.5Click a card to open its drawer: each weapon's damage, heat and range (short/medium/long hexes), ammo left, its last shots, and HOLD TO PULL OUT.
CHIEFTo save one 'Mech, open its card and HOLD TO PULL OUT. One that walks off comes home. One left to die might not.

3 · The board

Close view of the board with units and coloured lines for movement and fire
FIG 11.6Lines show where units moved and who shot at whom this turn.
Hover readout: Clear, Elevation +0
FIG 11.7Hover a hex: its terrain and height.
Hover readout over a unit: terrain, Jenner JR7-D, pilot, Active, Evasion +3, moved 8 hexes, +2 own to-hit
FIG 11.8Hover a unit: who it is, its state, how hard it is to hit (evasion), how far it moved and what that does to its own aim.
  • Height matters: grey ridges and buildings block shots and give cover. Woods and rough ground slow movement.
  • Moving fast makes a unit harder to hit but also hurts its own aim.
  • Facing: every 'Mech faces one way and can twist its torso one side left or right. Shots from behind hit thin rear armour.
  • Mouse: wheel to zoom, drag to pan. F re-centres on the fight, E shows hex heights, Tab fades the panels so you can see the whole board.
Zoomed-in battle view with panels floating over the board
FIG 11.9Zoomed in with the mouse wheel.

4 and 5 · Contacts and events

Contacts list with armour percentages and an events list of heat-sink hits
FIG 11.10Contacts with their remaining armour; events, newest on top.
Readout for an enemy Wasp: status, role, silhouette with armour per location, facing, evasion, heat, weapons
FIG 11.11Hover an enemy in the contact list for its full readout: armour and structure for every body part, its role, its weapons.

Contacts can read DOWN (destroyed), PULLED (fled the field) or OUT OF SIGHT SINCE TURN n.

6 and 7 · Pauses and playback

A kill caption on the board, Locust LCT-1M destroyed, with the pause strip below reading PAUSED, A KILL
FIG 11.12A kill: a caption on the board, and the replay pauses if you asked it to.
Pause strip PAUSED, A CRITICAL HIT, with STOP PAUSING FOR THIS, and the playback bar at 4x
FIG 11.13Paused on a critical hit. The playback bar below: play, speed (here 4×) and the scrub bar with marks where things happened.
KeyDoes
Spaceplay / pause
= · −faster / slower (1×, 1.5×, 2×, 4×)
] · [step one moment forward / back
Homeback to the start
F · E · Tabre-centre · heights · fade panels
Enter or Cskip to the result / continue
Escclose the open card drawer

You can drag the scrub bar or click a mark to jump to any moment you have already watched.

8 · Sounding the retreat

Retreat panel armed: PULL OUT NOW, pay 2,332,714 C-bills, keep 5 of 5 hulls, salvage kept; ARMED 7 s; SOUND THE RETREAT
FIG 11.14SAFETY armed. The plate above prices the retreat before you commit: what you'd be paid, which hulls you keep, whether salvage is kept.
  1. Press SAFETY ▸ ARM. It stays armed for 8 seconds.
  2. Read the plate: pay, hulls kept, salvage.
  3. Press SOUND THE RETREAT. The whole lance pulls out from this moment on.

Whether you still get paid depends on the contract and the objective; the plate tells you before you commit. A 'Mech that gets away comes home. You can only sound the retreat while watching a battle for the first time.

Chief tip strip at the bottom left
FIG 11.15The ? in the status strip brings up a tip from the Chief. Press it again for the next one.

When it's over

BATTLE OVER card: you won the fight, 3 destroyed 2 withdrew, 4 of 4 'Mechs standing, lost none, objective met
FIG 11.16The result. Nothing is settled yet: pay, salvage, repairs and your pilots' fate are decided on the next screen.

From the debrief, REVIEW THE BATTLE ▸ replays the whole fight.

The rules underneath

TurnsEach turn every unit moves, then everyone fires at once, then physical attacks. Who moves first is rolled.
MovementWalk, Run or Jump, with each design's real MP. Rough ground, woods, water, snow, mud and each level of height cost more.
To hitThe pilot's gunnery, plus range (short +0, medium +2, long +4), plus the shooter's own movement, plus the target's evasion and cover. 2d6 must meet the total.
WeaponsReal ranges in hexes: a medium laser reaches 3 / 6 / 9. Missiles roll how many hit.
HeatWalking, running, jumping and firing build heat; heat sinks shed it. Hot 'Mechs move slower and shoot worse; at 30 they shut down.
Hit location2d6 on a table for the side you're hit from. A 12 hits the head.
Critical hitsDamage that reaches structure can wreck engines, gyros, weapons, heat sinks and ammo bins.
AmmoAn exploding bin is deadly. Your pilots auto-eject first (you can switch this off).
FallsHeavy damage, a broken gyro or a leg hit can knock a 'Mech down and hurt its pilot.
PhysicalPunch, kick, charge, and death from above (jumping onto an enemy).
Chapter 12

After the battle

Debrief: VICTORY header, MVP, pay and payday, hull damage with yard quotes, salvage by kill type, reputation, crew XP, new to Collection
FIG 12.1The debrief: result, MVP, the money, damage and yard quotes, salvage, standing and XP.

Salvage is a draft

Your salvage rights give you an allowance, a share of the value of everything left on the field. Each wreck you claim spends its value. What you don't spend arrives as spare parts. The employer keeps the rest.

Salvage by kill type: three gutted wrecks with recover and scrap values
FIG 12.2Every wreck is tagged by how it died. The tag sets what it costs to rebuild.
TagHow it diedWhat you get
HEAD-SHOTcockpit destroyedthe pilot is dead, the hull nearly whole: the cheapest rebuild
ABANDONEDthe pilot ejectedcheap to rebuild
LEGGEDboth legs gonea normal rebuild
GUTTEDcentre torso shot outbrought home, rebuilt at a new 'Mech's full price, in parts and weeks
COREDengine destroyeddouble cost; often only scrap
New to Collection: Locust, two Wasps, each marked RECOVER TO UNLOCK, CARGO & CONVOY
FIG 12.3A design unlocks only when you recover its hull in Cargo & Convoy. A kill alone doesn't unlock it.
Cargo & Convoy after the battle: hold space, salvage on deck with recover and scrap buttons, dockside summary
FIG 12.4Cargo & Convoy: recover a hull (costs parts, takes hold space) or scrap it for parts.
Chapter 13

'Mechs, repairs and field mods

Mech Bay: roster on the left, a Centurion's damage silhouette, armour by location, weapons, ammo bins, field-mod slots
FIG 13.1Mech Bay: the roster, damage by location, weapons, ammo and the six field-mod slots.

Getting fixed

  • Astechs repair a little every day for free while you travel and wait. You start with one; each bay supports two.
  • A yard (a world with a repair bay) fixes faster: 25% deposit, then daily instalments. Leave early and you lose what you paid.
  • REPAIR ALL books every damaged 'Mech you can pay for in full, lance first, then cheapest. It never puts you into debt.
  • A GUTTED 'Mech waits 28 days in the yard.

Field mods

Six typed slots per 'Mech, each a small upgrade on top of the real design:

BALLISTICautocannon and gauss: damage, accuracy, crits, range
ENERGYlasers and PPCs: damage, heat, accuracy, range
MISSILELRM and SRM: damage, accuracy, cluster hits, range
ARMORextra armour and structure
HEATcooler running, safer shutdown and ammo rolls
CHASSISmore walk, run or jump; harder to hit

Space

  • Bays hold the 'Mechs you can field. Cold storage keeps spares, but nothing in it is repaired or fielded.
  • The hold starts at 100 space: a hull takes 1 per ton, 10 parts or 5 rounds take 1, a field mod takes 1.
  • Engineering sells upgrades: +1 bay 1,387,000, +50 hold 555,000, +2 bunks 666,000.
  • Loading ammo is free; you pay for the rounds you fire.
Market: 'Mechs for sale with tags and prices, your 'Mechs with sell values, supply market panel
FIG 13.2The Market. A sale or purchase shows your C-bills, runway and bays after it, before you confirm.

Vehicles. Tanks and hovercraft are on the market too, and they sit in the Mech Bay like 'Mechs. A vehicle comes with its own crew, so it can drop without one of your pilots; seat a pilot in it and it fights better. A vehicle has one damage pool instead of body parts: when its armour and structure run out, it's destroyed.

Chapter 14

People

Barracks: pilot list with skills, selected pilot's rank, perks
FIG 14.1Barracks: pilots, skills, perks.
Hiring Hall: recruits with skills and signing price, ground crew panel
FIG 14.2Hiring Hall: recruits and astechs.

Pilots

  • Gunnery and Piloting: lower is better. New hires are usually 4 / 5.
  • XP: 5 per battle, +3 for a win. Ranks run Green, Regular (30), Veteran (90), Elite (200), Ace (400).
  • Perks (22 of them) cost 15, 40 or 90 XP. Spending XP never lowers rank.
  • Injury keeps a pilot out for 21 days. Some fights leave a flaw, a few of them permanent.
  • Death: a head-shot always kills. An engine kill (cored) kills about 1 time in 6; otherwise the pilot is hurt.
  • The hiring pool refreshes every 30 days. Veterans you kept from earlier companies can turn up.

The Commander

Cabin: the Commander's level, drafted perks, next-drop choice, renown store
FIG 14.3The Cabin: the Commander's level, perks and next-drop choice.
  • Before each contract the Commander either stays aboard and gives the lance passive bonuses, or drops in their own 'Mech.
  • If the Commander is killed, the run ends. If they're wounded or captured, it goes on. A captured Commander can try to escape.
  • The Commander's 'Mech always comes home, however badly it's hurt.
  • They level up (to level 6) from battles and buy perks with renown.
Chapter 15

Standing and rank

Standing with each House (−100 to +100)

BLOOD FEUD−80 or lower
HOSTILE−50: this House stops offering you contracts
WARY−20: travel there is marked HOSTILE
NEUTRALwhere everyone starts
KNOWN+20
LIKED+40: first time pays 3 influence
HONORED+70: first time pays 5 influence

Every 10 points of standing raises the salvage cap and the advance by 5% and cuts intel prices by 5%. Fighting a House's forces costs 4 standing with it.

Company rank

UNTRIED → BLOODED → SEASONED → FEARED → FAMED. Rank decides how hard an offer can be (difficulty 2 for an untried company, up to 5), and opens operations from Blooded on.

Chapter 16

The long game

Records, Collection: a grid of 'Mech designs, unlocked and locked, with where to buy them
FIG 16.1Records › Collection: every design you've unlocked, and where to buy it.
  • The Collection is shared by every company you ever found. An unlocked design shows up on markets; you still have to buy it.
  • Renown is earned from contracts, wins, kills and callsigns, and banked when the run ends. Retiring pays the most.
  • The Renown store sells designs, field mods, Commander perks and a head start in standing.
  • Origins unlock through deeds: win 2 contracts, survive 365 days, earn 20 kills, reach standing 40 with a House…
  • Three company slots on the main menu; all three share one Collection.
  • The codex (Records › Codex) explains 209 things: designs, weapons, mechanics, factions, worlds.
Records, Codex: categories and an article
FIG 16.2The codex fills in as you discover things.
Chapter 17

Help and settings

  • The Chief walks a new company through its first days, one room at a time. You can skip it.
  • ? in the top bar explains the room you're in. Hover almost anything for a tooltip.
  • F8 files a bug report with a screenshot. Please use it whenever something looks or feels wrong.
  • Settings › Accessibility: text size 85-150% (default 115%), colourblind palettes, font choice, spacing, reduced motion.
Settings modal, Display and Video tab
FIG 17.1Settings: Display, Audio, Battle watch, Controls, System, Accessibility.
KeyDoes
1-9open a room
/search the star map
L · Shift+Lnext and previous map lens
Home · + · −recentre and zoom the map
Enterplot the jump to the selected world
Escclose a panel or go back
F8report a bug
Chapter 18

Still coming before testers

IN PROGRESS
  • A living reputation web: a win or a betrayal ripples to allies and rivals and fades over months; two employers per world; news through your contacts.
  • The living war: real fronts that move, sparks that flare into fights, worlds changing hands.
  • Commander 'Mechs: any design can carry the Commander; special command 'Mechs unlock during a campaign; factory worlds and order desks at trade hubs.
  • Salvage, step two: buy more salvage rights after the battle.
  • Vehicles, round two: critical hits for vehicle crews, salvaging enemy vehicles, field mods built for vehicles, and the Commander riding into battle in one.
  • The escort mission and a round of battle-rule fixes.