Hinterlands campaign rules · second printing
Separate from the combat system. Classic and Alpha Strike follow the book; Override uses the Classic campaign values as a house adaptation.
| Rule | Values and procedure |
|---|---|
| Start | 3,000 SP, reputation 1, scale 1; one or two Meks within 3,000 BV or 100 PV. Starting skill advances: two in Classic, one in Alpha Strike. Skill advances do not change BV/PV (pp. 14–16). |
| Track allowance | 3,000 BV / 100 PV per scale. No Battlefield Support raises Classic/Override to 3,500 BV per scale. The book does not specify the Draconis Reach 110 PV option; Hinterlands Alpha Strike keeps 100 PV and normal support. |
| Support | 32 BSP per scale plus one per 20 unused BV, at most 32 extra per scale. Alpha Strike: 5 BSP per scale plus one per 4 unused PV, at most 5 extra per scale (pp. 16, 36). |
| Reputation | +1 for a track win, −1 for a loss, zero for a tie. Compare objective points; report this separately from combat pay. Contract completion gives no additional reputation. Breaking contract normally costs 3 reputation; the below-two-thirds-force escape clause costs 1 (pp. 17, 32). |
| Roster limits | Monthly maintenance and 100% base pay are 500 SP per contract scale. Transport is 300 SP per scale once per contract. Combat pay is 250 / 500 / 750 SP per played scale for unsuccessful / successful / all-objective results (p. 18). |
| Roster limits | Hinterlands has no Draconis Reach contract-roster value or three-unit cap. Track BV/PV still applies. Company starting limits and formation restrictions require GM review. |
| Healing | 30 SP per wound box, one box per month. An Alpha Strike injury counts as three wound boxes: enter 3 when reporting it. Each box heals separately (pp. 30, 38). |
Between-contract costs and procedures
Purchase a Mek: BV or PV × 40; sell a fully repaired Mek: BV / 2 or PV × 20. Omni reconfiguration: tonnage / 4. Rearm: 10 SP per ton, 20 in Alpha Strike. Hire a regular pilot: 100 SP; green pilot: free. Formation creation/change: 10 / 5 SP per unit. These activities use GM ledger entries; adding an equipment record alone does not charge for it.
| Skill change | Gunnery SP | Piloting SP | Alpha Strike SP |
|---|---|---|---|
| 6→5 or higher | 50 | 25 | 50 |
| 5→4 | 100 | 50 | 125 |
| 4→3 | 200 | 100 | 250 |
| 3→2 | 400 | 200 | 500 |
| 2→1 | 800 | 500 | 1000 |
| 1→0 | 1000 | 750 | 1500 |
Advance one skill between contracts; double the cost for personnel who did not participate. The book also allows SPA training at 200 SP per point, with experience limits (p. 30). The site's Override conversions remain Edge abilities; they are not automatically interchangeable with those printed SPAs.
GM procedures: negotiation permits up to twice contract scale in reputation steps; hiring-hall discounts, debt limits, salvage/ransom, starting choices, formation eligibility, and training are recorded manually. Structural repairs or healing make that unit unavailable for the next track when there are multiple tracks in the same month (p. 29); account for this when selecting the roster. Existing monthly and repair tools cover the shared monetary rules.
The scheduled-track book generator uses Hinterlands’ four faction groups and their scale 1–3 tables (pp. 138–149). Larger combined scales use multiple packets. Choose era-appropriate substitutions when playing outside the book timeline.