Extra Rules for Coopers World Campaign

 

Space Travel Costs

 

Coopers World has a small starport, mainly for industrial shipping but several small passenger transports arrive each month carrying new settlers drawn by the lure of work.

Mercenaries can get passage on these ships to take off world contracts but transport isn’t cheap as most ships need to be charted especially.

 

Costs are as follows.

Per TU of infantry and personnel equipment                -               100Cr

Towed weapons                                                                   250Cr

 

For a vehicle

Light 1                                                                                   250Cr

Light 2                                                                                   300Cr

Medium 1                                                                             500Cr

Medium 2                                                                             600Cr

Heavy 1                                                                                                800Cr

Heavy 2                                                                                                900Cr

 

Ammunition – per vehicle / weapon                                20% of base cost.

 

These costs are single trip costs for 1 weeks travel. Each extra week is an extra 20% on the base cost. (This includes return travel.

 

 

 

 

Facilities

 

Mercenaries can build up facilities and Infrastructure to aid them in getting and achieving missions and to increase the effectiveness of their forces.

Several different types of facility can be built, each of which has it’s own benefits to the mercenary force and it’s commander.

 

Medical Facility

 

A medical facility has a number of positive effects.

 

1)       Decreases the amount of time TUs are out of battle due to wounds.

2)       Increases the ability of the unit’s medics due to the available training facilities and equipment.

3)       Can increase the effectiveness of ambulances.

 

A medical facility is not cheap to build and run. The size and technology level of the facility determines the benefits it bestows on the mercenaries.

 

A medical facility has 4 tech levels and can be various sizes. The tech levels define the effect and the size defines the number of TU’s affected.

Both together determine the cost to run!

 

Tech Level

Pre-requisites

Cost to build (incremental)

Cost to run

Modifier to wounded TUs

Modifier to medics ***

Modifier to ambulance

1

1 Regular medic + 1 Untrained medic full time for each 3 TU capacity over 3

4000Cr + staff costs *

150/month + staff costs **

-D2 days

+1 exp per month

None

2

1 Regular medic + 1 Untrained medic full time for each 3 TU capacity over 3 + 1 Regular medic full time

4000Cr + staff costs *

300/ month + staff costs **

-D3 days

+1 exp per month

+1 save for 1 space

3

1 Veteran medic + 1 Regular medic full time for each 3 TU capacity over 3 + 1 Regular medic full time

6000Cr + staff costs *

450/ month + staff costs **

-D4 days

+D2 exp per month

+ 1 save for 3 spaces

4

1 Veteran medic + 1 Regular medic full time for each 3 TU capacity over 3 + 1 Veteran medic full time

8000Cr + staff costs *

600/ month + staff costs **

-D6 days

+D3 exp per month

+ 1 save for 6 spaces

 

*             Staff costs are the costs to recruit enough full time medics to staff the facility. This depends on both the size and tech level of the facility.

**           Staff costs to run are 10 per TU per experience level per month. Untrained 10, Regular 20 etc.

***         A medic can only gain a maximum of 1 experience level from working in a medical facility. (or 20 XP max, if also a battlefield medic.) The number of Medicss that can benefit from this bonus is equal to half the capacity of the facility rounded down.

 

 

 

Facility Size

 

The major part of the cost of setting up a facility is getting the technology and staff. Expanding the facility is relatively straightforward after that. A standard facility has a base capacity of 3 TU.

 

For each TU capacity added to the size of the facility, the cost increases by 200Cr multiplied by the tech level.

e.g. to build a 8 capacity tech 3 facility, would cost 23,000Cr.

20,000 for a tech three facility + 5 TU capacity increments at 200 each times a tech level of 3 giving 23,000.

 

Don’t forget the costs to staff it!

 

In this case, that would be 3 regular full time medics at 800Cr each.

 

Also remember that to run a tech 3 facility requires at least 1 Veteran medic within the mercenary force.

 

A tech 4 size 10 medical facility is going to set you back about 40,000Cr to set up plus 1500Cr per month to run! But shared out between several commanders, it won’t take too many games to accrue that back in saved casualties!

And, once you’ve got that Elite infantry stand, it would be a damned shame to lose it!

 

 

Workshops and Engineering Facilities

 

Workshops also have a number of positive effects.

 

1)                   Allow modifications to vehicles

2)                   Decrease repair times on vehicles

3)                   Decrease chance of break downs

4)                   Can increase the experience of engineers

 

A workshop is not cheap to build and run. The size and technology level of the facility determines the benefits it bestows on the mercenaries.

 

A workshop has 4 tech levels and can be various sizes. The tech levels define the effect and the size defines the number of TU’s affected.

Both together determine the cost to run!

 

Tech Level

Pre-requisites

Cost to build (incremental)

Cost to run

Modifications allowed.

Repair time modifiers

Breakdown modifiers

Modifier to engineers ***

1

1 Regular engineer + 1 Untrained engineer full time for each 2 capacity over 2

5000Cr + staff costs *

100/month + staff costs **

Light weight vehicles only. Class 4 weapons or lower. No hazard mods.

-1 D2 days

1 on D10 saving throw

+1 exp per month

2

1 Regular engineer + 1 Untrained engineer full time for each 2 TU capacity over 2 + 1 Regular engineer full time

5000Cr + staff costs *

200/ month + staff costs **

Light and medium 1 vehicles only.

Class 5 weapons or lower. All hazard mods allowed.

-1 D4 days

1 on D8 saving throw

+1 exp per month

3

1 Veteran engineer + 1 Regular medic full time for each 3 TU capacity over 3 + 1 Regular engineer full time

5000Cr + staff costs *

300/ month + staff costs **

All light and medium vehicles. Class 6 weapons or lower. All hazard mods.

-1 D6 days

1 on D6 saving throw

+D2 exp per month

4

1 Veteran engineer + 1 Regular engineer full time for each 3 TU capacity over 3 + 1 Veteran engineer full time

8000Cr + staff costs *

400/ month + staff costs **

All vehicles, all weapons, all hazard mods.

-2 D4 days

1 on D4 saving throw

+D3 exp per month

 

*             Staff costs are the costs to recruit enough full time engineers to staff the facility. This depends on both the size and tech level of the facility.

**           Staff costs to run are 10 per TU per experience level per month. Untrained 10, Regular 20 etc.

***         An engineer can only gain a maximum of 1 experience level from working in a workshop. (or 20 XP max, if also a battlefield engineer.) The number of Engineers that can benefit from this bonus is equal to half the capacity of the facility rounded down.

 

Modifications

 

The rules for modifications are the same as the main rules with the following exceptions.

Cost

Cost of modifications is just the base cost of the parts as the labour expense is paid for in the facility costs.

 

Time

This is still 1 week per 1000Cr of mods but remember that because manufacturers charge double, the actual time for the mod will be halved. The maximum time is 4 weeks.

 

Breakdown saving throws are made if a poor condition vehicle fails it’s breakdown throw. This represents the better maintenance facilities keeping the vehicle running. The number of throws that can be made prior to each game is equal to the capacity of the facility.

 

Facility Size

 

Same rules as for medical facilities.

 

Command Facilities

 

Command facilities deliver fewer benefits to the mercenaries but can be vitally important for intelligence gathering etc.

 

Command facilities have a number of positive effects.

 

1)                   Increase intelligence gathering capability. (Intercepts, satellites etc)

2)                   Increase units prestige via improved communications and facilities. (Increases honour)

3)                   Can increase the experience of leaders and command stands.

 

A command facility is not cheap to build and run. The size and technology level of the facility determines the benefits it bestows on the mercenaries.

 

A command facility has 4 tech levels and can be various sizes. The tech levels define the effect and the size defines the number of TU’s affected.

Both together determine the cost to run!

 

Tech Level

Pre-requisites

Cost to build (incremental)

Cost to run

Intelligence gathering benefits

Prestige modifier

Modifier to command stands ***

1

1 Regular command stand + 1 Untrained command stand full time for each 2 capacity.

5000Cr + staff costs *

100/month + staff costs **

Allows limited radio intercepts. 1 in 6 chance of locating any command AI in game. 1 roll per capacity.

+ 1d6 when built. 1 roll per capacity.

+1 exp per month.

No benefit to leaders.

2

1 Regular command stand + 1 Regular command stand full time for each 2 capacity.

5000Cr + staff costs *

200/ month + staff costs **

1 in 4 chance of locating AI in game. 1 roll per capacity.

1d8 when upgraded. 1 roll per capacity.

+1 exp per month.

No benefit to leaders.

3

1 Veteran command stand + 1 Regular command stand full time for each 2 capacity.

7500Cr + staff costs *

300/ month + staff costs **

1 in 4 chance of locating AI in game. +1 to all artillery location rolls. 1 roll per capacity.

1d10 when upgraded. 1 roll per capacity.

+D2 exp per month

+1 exp per month benefit to leaders.

4

1 Veteran command stand + 1 Veteran command stand full time for each 2 capacity.

10000Cr + staff costs *

400/ month + staff costs **

1 in 4 chance of locating AI in game. +1 to all artillery location rolls. 1 roll per capacity.

Allows satellites. $

1d20 when upgraded. 1 roll per capacity.

+D3 exp per month.

+D2 exp per month benefit to leaders.

 

*             Staff costs are the costs to recruit enough full time engineers to staff the facility. This depends on both the size and tech level of the facility.

**           Staff costs to run are 10 per TU per experience level per month. Untrained 10, Regular 20 etc.

***         A command stand can only gain a maximum of 1 experience level from working in a command facility. (or 20 XP max, if also a battlefield engineer.) Leaders can only gain 10 XP maximum from working in a command facility. The number of Leaders and Command Stands that can benefit from this bonus is equal to half the capacity of the facility rounded down.

 

 

Facility Size

 

Same rules as for medical facilities.

 

$ Satellite rules

Satellites can be used to give both strategic and battlefield reconnaissance.

Each satellite costs 500Cr and can be used in either geo-stationary mode or planetary sweep mode.

A satellite in geo-stationary mode is placed over a specific point on the planet and stays there for 1 month before self-destructing.   While over that point, anything moving in the open will be spotted and any heat sources or electrical radiation sources under cover will be spotted although the units involved will not be identified.

Also, geo-stationary satellites add 1 to the roll to find firing artillery.

A satellite in planetary sweep role will provide general reconnaissance of the whole planet over a period of time depending on the size of the planet. Again, it only stays in orbit for one month, but on average, will pass every point on the planet 150 times over that period.

Satellites used in this fashion provide no bonuses to troops in battle, but can help provide key intelligence in long term conflicts.