Print report sheets
Open Operations → Scheduled tracks, select the track and lock its submitted rosters. Choose Print unit report sheets. The sheets open in a separate tab; print using the browser. Navigation is hidden in print, and every selected unit gets its own page. Reserve units are excluded.
The GM gets all submitted player units and saved RAT-generated or book-generated opposing units. Players can print only their own selected units. Escaped appears only on enemy sheets.
The database updater converts saved book-generated unit entries and explicit counts into individual report rows; new book generations save these directly. Abstract air support does not get a unit page. Budget-only results do not specify units: choose Unit reports and salvage → Add opposing unit to enter the actual force, using the saved generator text as reference.
Company track history provides the same report links. Scheduled results resolve to their original scheduled track, and shared results resolve to a single report, preventing separate awards for the same battle.
Record the aftermath
Choose Unit conditions. Record Undamaged, Damaged (Armor Only), Structure Damage / Critical Hits, Crippled, Destroyed (salvageable), Destroyed (Scrap), or Escaped for opponents. Mark recovered units separately and confirm that the party held the field and the mission allows enemy salvage.
Unit specifications come from saved values and the exact-variant cache. Use the separate Correct unit data page for missing or incorrect BV/PV, tonnage, tech base or category; condition reporting never asks you to set these up. Escaped or unrecovered opponents never contribute salvage.
Player unit damage has one tab per company. OpFor damage has its own GM-only page and completion step. Both use pages of 25 units. Save before changing tabs or pages. Saving the report freezes the selected roster and generated OpFor. Player conditions lock when applied at completion. Opposing conditions and added opposing entries remain editable until the salvage award is posted. Completed reports retain their values, settings and purchase receipts.
Scheduled track completion applies player unit conditions once. For older reports not already applied, Apply final conditions at salvage award updates explicitly linked company equipment records. Leave it unchecked for historical battles whose equipment has since changed. Old snapshots without unit IDs require separate equipment corrections. Exercise conditions never damage real equipment or generate salvage; standard combat pay still applies.
Pilot and crew diagnostics
After saving destroyed player Mek or vehicle conditions and ordinary battle injuries, choose Player destruction diagnostics. Both salvageable destruction and scrap require a diagnostic before settlement. Exercises do not cause real wounds.
The GM records the actual armor/structure damage bands, unit category and applicable critical or environmental modifiers from Alpha Strike Companion pages 172–173. Classic and Override use the assigned character’s saved Piloting rating; Alpha Strike uses Skill. Prior injury comes from the mission roster. OpFor crews are excluded.
Confirm the injuries have not already been entered elsewhere, then roll. The server saves two random six-sided dice, target, modifiers and wounds. Each point below the target adds one wound; meeting or exceeding it adds none. Player wounds update the explicitly assigned character immediately. No opposing crew roll is required.
A saved diagnostic cannot be rerolled, and its unit condition/category cannot subsequently change. If total wounds exceed the campaign limit, the GM must record survival or death with a reason. Survival retains the full wound total. Pending rolls and decisions block settlement.
Only the GM rolls or decides survival. Players can view their own results. Already-settled historical reports are not automatically injured retroactively; use an audited GM correction.
If no ordinary battle wounds were received, confirm this directly on the diagnostic form; zero crew hits alone is not a wound review. Otherwise follow the crew-specific battle injuries link. After saving, review the two dice, total, target, modifier breakdown and resulting wounds. A potentially fatal result does not mark the character dead: explicitly choose survival or confirm death, with a reason.
Campaign salvage rules
The GM sets Campaign → Salvage rules: the percentage discount for a model already painted in the player’s colors, the lesser percentage for an available unpainted GM print, and whether to pay scrap salvage. Discounts default to zero and scrap payout defaults off until configured.
Normal salvage uses base selling value: BV ÷ 2, or base PV × 20 for Alpha Strike. Repair costs do not reduce the normal salvage payout pool.
With scrap enabled, Destroyed (Scrap) contributes max(0, (base BV − 5 × tonnage) ÷ 5), including in Alpha Strike. Scrap cannot be purchased or repaired as a unit.
Eligible salvage is divided equally among participating companies, then each company’s contractual salvage percentage is applied. Exchange receives one-quarter of its share as repair-only credit in the mission month, not spendable cash; unused credit expires.
Award and purchase once
The GM completes the preceding results steps, including combat pay and Bonus SP, then opens Track > Salvage and purchases and publishes recovered purchasable units. Players use Operations > Salvage selection. Unpublished and unrecovered opponents remain private.
Players rank desired units with unique priorities and mark their lists ready. Once every eligible company is ready, rounds award one available choice per company. A single saved 2d6 order starts a snake draft: odd rounds use the original order and even rounds reverse it. Tied opening rolls use additional saved tie-breaks; later rounds do not reroll. Exchange rights remain repair credit and do not grant unit purchases.
Purchase price is max(0, normal salvage selling value minus standard repair cost), then the automatic single miniature discount. Only free painted stock in the selected company scheme supplies a salvage miniature discount. Unpainted stock supplies the smaller merchant-purchase discount only. Existing company equipment and pending salvage reservations consume stock; printable designs do not qualify.
Resolved purchases remain pending until GM finalization. Finalization credits combat pay, direct bonuses and salvage before debits, then adds damaged units to reserve equipment without charging repairs. The transaction is atomic and protected against repeat payout. Prices and funds are checked again; an increased price requires renewed salvage review.
Reopening salvage or an earlier results step withdraws publication, releases pending reservations and resets readiness. Saved priorities and dice history are retained; the GM republishes after corrections and companies review their choices again.
Repair receipts at finalization
The finalization page lists automatically repaired company units and their company-paid, contract-support and exchange-credit amounts. It also lists unaffordable repairs. Historical mission conditions remain as reported; current equipment reflects successful repairs. Finalization remains atomic and repeat protected. Newly bought salvage retains damage and is not automatically charged for repair.