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Aces campaigns and the shared force

Aces organizers and players · Reviewed for v433

Create a Scouring Sands campaign with one shared force, campaign-specific SP accounting and voted decisions.

Prepare the campaign

  1. Open Start a campaign. Choose Campaign type: BattleTech Aces, then choose the combat system and an installed Campaign book. Scouring Sands is available; Snowblind is marked not installed yet. Aces creation uses a single shared force and does not ask for company packages, RAT draws, contract reporting, a separate campaign calendar or Dobless options.

  2. Unit inventory uses the same exact-variant suggestions as the company equipment editor. Choose Unit type, then type at least two letters or numbers under Unit name or variant; separate name/model fragments with spaces (for example loc 1v). Choose a matching variant with the pointer or Arrow keys and Enter. The selected unit shows its current source-calculated BV/PV, role and tonnage, with Preview selected unit in a separate tab. Typing another name or changing type clears the selection and disables Add until another exact variant is selected. Choose the exact variant, then Add starting unit as GM or submit the player suggestion. No product name or model-ownership confirmation is required. Search and selection retain unsaved form entries. The same picker is used for unrestricted campaign supplies, same-chassis Omni changes and vehicle source bindings; each keeps its own rules and permissions. Published supply offers and printed Alpha Strike scenario cards retain their existing controls. Without JavaScript, Find units loads a paginated Exact unit variant selector and the normal server-rendered save. Current source authorization, advanced availability, layout restrictions, prices and voting are rechecked on save; no MUL or manually entered combat-value fallback is used.

  3. The GM catches up past missions through Tabletop > Paper records > Paper sortie history. Start a draft with its paper source, select the first played sortie from the opening choices (or the current unlocked choices when extending an existing campaign), and Save played sortie with Success or Failure / replay. On success, enter the requested branch facts: intelligence returned, supplies recovered/destroyed, the Sortie 10 objective and qualifying Escape APC count, plant defense and any recorded keyword waypoints. Only legal next sorties are offered. Failure keeps the same sortie available for replay. Draft entries do not move the campaign; Undo last draft entry or Discard this draft can correct work before application. Stop when the recorded path reaches the current position. Review the current shared force, Warchest and total earned pilot SP, confirm the snapshot, then Apply current campaign position. Setup campaigns adopt the current paper force without new starting funds or rechecking original starting-force limits against current survivors. Applied history preserves current units/pilots and money, cancels open/tied suggestions with their votes retained, and never replays pay, expenses, damage, salvage or SP awards. The campaign offers the resulting next sorties through Campaign > Briefing and route choices; choose an unfinished current sortie there and prepare it normally. A completed terminal path unlocks the epilogue. Mission history and Sortie expense logs distinguish historical route records from posted settlement receipts. Applied history is read-only; a later draft can extend only the current legal route. Finish any active mission and pilot progression before starting catch-up.

  4. To catch up from paper, the GM opens Tabletop > Paper records > Warchest from paper or Pilot SP from paper. Enter an absolute current total and the paper source or reason. Warchest saves preserve a recorded setup balance through force commitment, without another opening credit; normal equipment allowances and force requirements still apply. A negative Warchest records an existing deficit. Pilot SP from paper selects one saved pilot in place: enter total earned SP including the original 150 SP and later awards. The total cannot fall below already invested SP. Investments, skill levels, learned abilities, injuries and past receipts stay intact. Use Invest this pilot’s SP afterward to allocate the remainder. Both pages are GM-only and available during setup, between sorties or progression; complete the current mission before adjusting totals. Mission history records old/new totals, the reason, GM and time. Reentering the same absolute total does not award it again. These entries do not recreate completed sorties or repeat payouts.

  5. GM entries apply immediately in Aces: starting units and named pilots, pilot details and investments, purchases, sales and Omni configurations, draft removals, deployment, reconnaissance, waypoint purchases, commander salvage and next destinations. This lets the GM enter decisions already made on paper without collecting votes again. Normal campaign steps, source requirements, limits and costs still apply; Use Paper sortie history to record the branching path of already played missions. In Group decisions, Apply as GM handles an existing open or tied suggestion once. The original author and votes are retained, and GM account, time and balances are recorded in the decision history and Mission history. Players continue to suggest and vote. Already posted receipts are never replayed.

  6. On Named pilots, choose New named pilot (or Add beside an existing pilot), enter the name, assigned player and unit type. The GM clicks Add pilot to save immediately; the pilot then appears in the selector and shared force. Players click Add pilot suggestion to submit for voting. Pending pilot suggestions links to Group decisions, where the GM may Apply as GM to record an already agreed decision. Add beside an existing pilot opens a new draft. Unsaved edits are retained when switching records.

  7. Open Campaign options to choose starting-force construction, supply availability, difficulty, pilot control, Edge ability collection and assistant depth. Campaign bookkeeping only uses manual tabletop reports; Decks and initiative adds automated opponents; the full depth enables optional interactive damage. Change depth and deck handling between sorties.

  8. Alpha Strike starts with 400 PV and converts unspent PV at 40 SP each. Classic and Override start with 12,000 BV and convert unspent BV at one SP each. The initial Warchest also includes 400 SP. Choose at least eight units and two to six named pilots. Named pilots may operate Meks, combat vehicles or battle armor.

  9. Basic construction keeps the printed model-selection guidance as guidance. The site does not request product names or model-ownership attestations, or infer physical inventory from them. Advanced construction offers source designs with reviewed Mercenary/ilClan availability and enforces the printed chassis/variant duplication limits. Current source calculations supply BV/PV; missing calculations do not become free units.

  10. Unit searches accept both reporting and Clan names when the MegaMek source explicitly supplies both. For example, Mad Cat and Timber Wolf (also Timberwolf) find the original variants; combine either name with Prime, A or another configuration. Suggestions and unit-library results show both names where available. Selecting a result retains its exact canonical design and source ID; this does not rename saved units or combine distinct designs such as Mad Cat II.

  11. Unit suggestions show every matching variant across result pages. Use <<, <, the Page number, > or >> below the suggestions to browse; entering or changing a page number loads that page in place. The range and total show which matches are visible. Paging keeps the query and unrelated unsaved entries. Aces also retains the search page when returning from campaign overview. Changing the name or unit type restarts at page 1. If a read fails, use Retry this search page; a lookup never adds or purchases a unit. Select the exact variant, then submit its unit form.

  12. Supplied scenario emplacements are linked to the campaign’s published profiles and prepared automatically. They do not require entering printed card statistics or choosing a stock vehicle construction. Previously saved bindings and damage stay unchanged until explicitly adopting a supplied template during preparation; recorded damage or active play prevents replacement.

Shared decisions

  1. Group decisions records purchases, deployments, reconnaissance, mission choices and optional commander salvage. Purchase votes use campaign members; session decisions use attending online players. The organizer breaks tied votes. An approved suggestion is rechecked against the current campaign step, source quote and balance before application.

  2. Use Named pilots to invest all earned SP, retaining progress below thresholds. Unlocked Edge ability slots may remain unchosen; learned abilities and specializations are permanent. Shared control uses suggestions and votes. Personal control lets the assigned player or organizer save investment directly.

  3. The printable pilot logs govern Edge ability thresholds: 60, 180, 360, 600 and 900 SP. Scouring Sands, all Aces, published, and published plus house-rule collections are separate options. Legendary pilot-card identity restrictions still apply.

  4. Commit the starting force after reviewing its unit allowance and pilot investments. Starting construction mode becomes fixed. Aces uses its own shared Warchest and does not create ordinary Hot Spots company payments.

Invite and manage the shared players

  1. For an existing site account, open Tabletop > Shared-force invitations, choose Existing user and click Add player. Type to filter the list or use its arrow to browse. The account joins immediately without a link or email, and Current players updates in place. Only the organizer can browse eligible accounts or add them; names and saved account IDs identify the choices.

  2. Existing-account choices include verified, enabled accounts that are not already in the campaign. Company placeholder accounts and blocked players are excluded. Restore a removed player through Shared-force players. Direct additions grant ordinary shared-force access only; they do not grant GM or OpFor-helper permissions, mark attendance, change saved voting groups or create a company.

  3. The organizer opens Tabletop > Shared-force invitations. Generate one single-use link per player, optionally binding it to their email address. Copying the link does not send mail. Send invitation email is an explicit action and requires configured public HTTPS sign-in and mail delivery. Failed or unconfirmed delivery keeps the saved link available; retry only after reviewing delivery.

  4. A player opens the link and signs in or creates a verified account. An Aces invitation works with closed registration and grants shared-force player access, without a separate company or GM privileges. A player who already belongs to the campaign does not consume another person’s invitation.

  5. Shared-force players lets the organizer remove or restore access while preserving pilots, votes, receipts and history. Removal clears attendance and OpFor-helper access. Open or tied suggestions involving that voter are cancelled and need a new suggestion for the remaining membership. Restoring access does not restore helper permissions.

Edit pilots and keep campaign logs

  1. Named pilots selects one saved pilot in place and retains unsaved work across selections. Add opens a new pilot draft. The GM saves it directly; players submit a suggestion for voting. The details link opens a separate editor for the name, assigned player and uncommitted unit type. GM details saves apply immediately and player details suggestions are voted on separately from SP investment, so reassignment does not force the organizer to choose someone else’s investment.

  2. Only the organizer may reassign a pilot to another player; the GM save applies immediately. Personal control protects another player’s pilot. Committed unit types, invested SP and learned abilities remain protected. The GM can remove a starting draft pilot immediately; players suggest removal for voting. The author or organizer may withdraw an open or tied suggestion; applied accounting and history cannot be withdrawn.

  3. Mission history provides the campaign, force, memorial, individual pilot and completed-sortie records, including saved expenses and balance receipts. Each print view opens a separate tab and hides navigation on paper. These are app-generated logs containing the recorded fields, rather than edited copies of the supplied PDF forms.

Creation and campaign overview

  1. Create campaign opens Campaign options with the shared-force session already initialized. Select difficulty, pilot control, Edge ability availability and tabletop assistance there. The organizer is also a player. The campaign book is fixed at creation; use a separate campaign for another book or for Hot Spots company rules.

  2. Campaign overview shows the selected book, shared force, current stage and next actions. During the starting draft it shows the equipment allowance; after commitment it shows the shared Warchest. The dashboard card uses the same shared-force summary rather than company, contract or merchant links.

  3. Use Shared-force invitations for players. Build the shared force and named pilots through their own pages. Existing Hot Spots campaigns continue to use their separate company creation, calendar, contracts, travel and merchants. Those workflows are absent from Aces campaign menus.

  4. Changing Campaign type updates creation options in place and retains entered values. Aces does not submit hidden Hot Spots fields. Without JavaScript, choose the type and use Update campaign options before creating. If a creation response is uncertain, check the dashboard before trying again.

GM decisions for BV2/PV differences

  1. Shared force shows PV and BV2 totals prominently above the unit list for organizers and players, before and after starting-force commitment. Totals use the current authorized source values for the listed operational owned units; sold, lost and scenario-allied units are excluded. Resolve a source problem before relying on the totals.

  2. When an Aces force exceeds its selected combat system’s allowance but fits its other allowance, the GM can explicitly approve the exact roster. This works for Classic/Override above BV2 but within PV, and for Alpha Strike above PV but within BV2. Forces exceeding both limits cannot use the exception. A force within its selected system’s allowance already passes normally, even if its other total is over. Other force, source and pilot requirements still apply.

  3. At starting commitment, an approved over-BV2 force uses 400 SP plus 40 SP per unused starting PV. An approved over-PV Alpha Strike force uses 400 SP plus unused starting BV2 at 1 SP per BV2. A force exactly at its alternate allowance receives 400 SP. Recorded paper Warchests are retained; ordinary native-budget starting calculations remain unchanged.

  4. In Campaign > Prepare mission force, both totals update as units are selected. When an exception is eligible, the GM approval checkbox appears beside Save deployed roster. Required allies, exemptions and plant defenders follow the normal mission rules. Approval does not change funds. Players cannot grant approval.

  5. Mission history record the GM, totals and saved unit IDs. Approval covers only the reviewed units, source values, combat system, sortie and allowance. Changed forces require another review; starting approval does not waive sortie limits. Suggestions, application and starting play all recheck the shared policy.

Read the story before choosing a route

  1. After committing the starting force, open Campaign > Briefing and route choices. Planetary approach explains the contract and landing options from Scouring Sands. The three opening choices are Make contact with the locals (Sortie 01), Establish a base first (Sortie 02), and Strike the Falcon outpost (Sortie 03). Optional tutorials may be skipped.

  2. The GM chooses a route directly; players use Suggest and the existing vote workflow. Labels identify the choice and its sortie number. Reading this screen does not select a route, spend SP or advance the campaign.

  3. After a successfully completed sortie and pilot progression, Campaign > Briefing and route choices shows that sortie’s published outcome context before its available next steps. Conditional continuation pages follow the saved outcome. Successful paper-history entries also provide this context; failed attempts do not reveal successful-outcome pages.

  4. Only the current completed outcome is supplied here. Unchosen mission briefings, future outcomes and unrevealed waypoints remain protected. A chosen mission’s preparation and briefing become available through the normal route decision.

Find units, record sheets and the Merchant

  1. Use Campaign > Unit inventory for every operational unit owned by the shared force, including units not brought on the current sortie. The campaign overview also keeps Unit inventory, Named pilots, Merchant, Group decisions, and Mission history together. These are shared campaign units, not the GM’s physical miniature collection.

  2. Select a unit name to open its saved details, pilot and condition. Open the labelled record-sheet link from inventory or Deployed player force to use the existing exact-source viewer in a separate tab. Classic, Alpha Strike and Override formats are also linked on unit details. These design previews use undamaged/base-crew values; saved pilot skills and current damage are shown in unit details and the damage tracker, not applied to the design preview. Unsupported or unauthorized sources must be repaired or authorized; another variant is never substituted.

  3. Record sheets and print previews retain the campaign menu and an inventory return link. Opening them from deployment leaves unsaved unit and pilot selections in the original tab. A nondeployed owned unit’s tracker can be viewed, but its battle controls remain read-only.

  4. Use Campaign > Merchant to browse the campaign supply list or the configured unrestricted catalog. Purchases and sales are available after a sortie, before choosing the next route. Before the first sortie, commit the starting force first; purchases need enough shared Warchest SP. During preparation or play, the Merchant explains why shopping is closed and still offers record previews.

  5. A GM purchase immediately adds a unit to Unit inventory and debits its shared SP price once. Player purchase suggestions wait for the existing group approval workflow and do not debit funds immediately. Use View Unit inventory to check the new unit or Group decisions to review a pending purchase.

  6. Omni configurations may change between sorties and during sortie preparation, as described in the Aces Player Force setup rules (printed p.31). Select the exact saved unit and configuration. The shared price/quote checks still apply; a changed unit invalidates an old force-budget approval when appropriate. Purchases and sales follow the after-sortie rules on printed p.36.

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