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- Setting up a MegaMekHQ Against the Bots Campaign
- ------------------------------------------------
- Useful documentation:
- http://bg.battletech.com/forums/index.php?topic=41494.msg957784#msg9577842
- From the install folder:
- \docs\AtB Stuff\AtB documentation.19_8 (WIP).txt
- \docs\Official AtB TT Rules 2.31.xls
- * Enter unit name, start date (Jan 1, 3030), and camo
- * Set up settings as desired, see documentation above for suggestions
- * Uncheck all options on Finances tab (will be turned on later)
- * Confirm options
- * Click button to enter GM Mode
- * Marketplace > Hire > Mechwarrior
- * This is your unit commander.
- * Edit statistics
- * Add +1 level to Piloting and Gunnery
- * Roll 1d3 twice to distribute 2 levels between Leadership, Tactics, and Strategy
- * Roll 1d100 twice against the Ability table in the spreadsheet
- * Check Founding member box
- * Roll 1d20 against Origin table in Rules spreadsheet, note result in biography
- * Click OK
- * Set rank to Major
- * Click Hire button
- * Hire 3 officers using the same tool
- * Edit statistics
- * Add +1 level to Piloting or Gunnery (whichever is lower, or choose if equal)
- * Roll 1d3 to add 1 level to Leadership, Tactics, or Strategy
- * Roll 1d100 against the Ability table in the spreadsheet
- * Check Founding member box
- * Roll 1d20 against Origin table in Rules spreadsheet, note result in biography
- * Click OK
- * Set rank to Captain, Lieutenant SG, Lieutenant SG
- * Click Hire button
- * Hire 8 more Mechwarriors
- * Edit statistics
- * Check Founding member box
- * Roll 1d20 against Origin table in Rules spreadsheet, note result in biography
- * Click OK
- * Leave rank blank
- * Click Hire button
- * Close hiring dialog
- * For unranked people, any Ultra-Green skill level, assign to rank Recruit
- * For 2 of the highest experienced unranked people, assign to rank Sergeant
- * All remaining unranked people, assign to rank Private
- * On Major, set special flag: Commander
- * Manage Campaign > Show GM Tools Dialog
- * For each person
- * Select person, not origin in description
- * Select corresponding faction in GM Tools
- * Roll 2d6 twice on Random Mech table in rules spreadsheet and set Quality and Weight
- * Commander gets +2 on both rolls
- * 3 officers get +1 on both rolls
- * Click Add Random Unit
- * Right click on person and Assign to Unit
- * Close tool
- * Marketplace > Hire Personnel in Bulk
- * Select Mech Tech, change number to 10, click Hire
- * Select Doctor, change number to 1, click Hire
- * Select any Admin, make sure number is 1, click Hire
- * Check all Mechwarriors for Administration skill. Consider setting secondary role to an admin
- * Switch to TO&E Tab
- * Right click and Change Name
- * Right click, Add new force
- * Double click company to expand
- * Right click force, add units
- * Add more forces as desired
- * Open Campgain Options
- * On Finances tab, check everything except the last two options
- * Go to Finances tab
- * Click Add Funds (GM) button
- * Enter 10% of Net Worth as Starting Capital with whatever description
- * Go to Overview tab > Parts In Use
- * Spend from initial capital
- * Use normal buy buttons to have funds deducted from capital
- * Consider weapons, actuators, and lots of ammunition and armor
- * Go to Warehouse tab
- * Select all, right click, GM Mode > Deliver part now (for initial stockpile)
- * Go to Campaign Options, Repair and Acquisition tab
- * Set Acquisition Skill to Administration
- * Open Marketplace > Contract Marketplace
- * If no contract options are available, use the Generate (GM) button to generate 2 contracts
- * Garrison Duty, Cadre Duty, or Pirate Hunt are recommended. Use Generate (GM) button to get one
- * Accept contract
- * Open Interstellar Map tab
- * Find planet
- * Calculate Jump Path
- * Go to Finances tab
- * Click Get Loan button
- * Set collateral to 100%
- * Payment Schedule: Quarterly
- * Select loan amount
- * Click Add button
- * Marketplace > Astech pool > Bring All Tech Teams to Full Strength
- * Marketplace > Medic pool > Bring All Tech Teams to Full Strength
- * Mothball mechs before travel
- * This will unassign mechs and remove them from TO&E, so take notes of TO&E structure if needed
- * Open Interstellar Map tab
- * Begin transit
- * Advance Day until arrival
- * Prepare
- * Activate all mothballed units
- * Reassign mechs
- * Assign techs to mechs
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