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Riot Duty – Somewhat similar to garrison duty, but larger groups of ‘Mechs will appear, and you’ll be
paid more. You gotta get ‘em all to complete the mission.
Reconnaissance Raid – You have to locate and collect a specific object on the planet while fighting off
enemy ‘Mechs.
Objective Raid – One step up from recon raids. The objective is still to collect something, but there’ll be
more ‘Mechs in your way this time, and of course the pay is better.
Planetary Assault – Enemy ‘Mechs are trying to get into a base, and you gotta stop ‘em all. If just one
gets in or if the base gets destroyed, you’ve failed in your mission.
Offensive Campaign – Same as a planetary assault, but there’ll be more ‘Mechs and higher pay.
Security Duty – Protect a base from attack ‘Mechs. You’ll have to destroy them all, and make sure the
base doesn’t get destroyed in the process.
Siege Campaign – You have to locate and destroy an enemy base. It’s protected by ‘Mechs, of course,
and you’ll have to deal with those, too.
Civil Disturbance – Local riots and small-scale agitation take place. On a 2d6 roll or 2 or 3, the player characters
must undertake a campaign against a regiment of locals (likely infantry, but possibly some vehicles as well).
Otherwise, the disturbances have no particular impact on the unit.
Sporadic Uprisings – Substantial civil uprisings sweep the planet. A 2d6 roll of 2 – 8 causes an active campaign
against 1d6 local regiments (likely infantry and possibly some light vehicles as well). Otherwise, the disturbances
die out without the unit’s intervention.
Rebellion – The local populace erupts in widespread resistance to the government. Regardless of original
assignments, the unit and its supporting troops are placed on riot duty. Add any rebel troops generated to enemy
forces deployed against the unit.
Betrayal – The mercenaries have been betrayed by their employer. Perhaps all House troops accompanying the
unit are withdrawn, promised supplies and transports are not delivered, or false information regarding the nature
of the mission and the size of the enemy forces facing the unit was provided.
Treachery – The unit is betrayed into the enemy’s power by self-seeking individuals in positions of trust. Mostly
this is restricted to false intelligence about enemy strength and intentions (secretly add enemy forces to the table
that are only revealed when the battle begins), but it could also include the destruction of money for supplies or
repair, an assassination attempt against the unit commander, sabotage of the unit by the enemy, or other
nefarious schemes.
Logistical failure – Bureaucratic snarls, enemy action, profiteering, and other outside interference causes problems
with supply shipments.
Attrition – A natural disaster, disease, or other crisis causes casualties to the unit and is unconnected with enemy
actions.