Your First Contract

Taking on your first contract in MekHQ

Finding Contracts

Contracts appear in Marketplace > Contract Market. The number of available contracts depends on:

  • Your unit's reputation
  • Your current location
  • The date (new contracts appear on the 1st of each month)
GM Mode

If no contracts are available, wait until next month or use Generate (GM) with GM Mode active.

Contract Market Overview

Contract Market
Contract Market showing available contracts

Contract Information

Column Description
Employer Your future boss
Enemy The OpFor you'll be fighting
Mission Type Overall goal (raid, garrison, pirate hunting, etc.)
Transit Time Days to reach the contract location
Contract Length Duration in months (may change during contract)
Transport Terms Percentage of transport costs covered
Salvage Rights Percentage of salvage you keep
Straight Support Running cost coverage
Battle Loss Compensation Casualty/loss coverage (mutually exclusive with straight support)
Estimated Profit Projected profit (doesn't include salvage value)
Skulls Challenge SkullsA 1-5 skull rating estimating contract difficulty by comparing your forces to the OpFor.Click for full definition Difficulty rating (1-5 skulls)

Fees and Bonuses

MRBC Fee

Usually 25% paid in advance to the Mercenary Review and Bonding Commission

Signing Bonus

Rare upfront payment for taking the contract

Video Tutorial: Contract Market

MekHQ Tutorial — Contracts and the Contract Market

Contract Details

Click a contract to see detailed information in the right panel.

Contract Details
Contract details panel

Challenge Estimate Challenge SkullsA 1-5 skull rating estimating contract difficulty by comparing your forces to the OpFor.Click for full definition

The skull rating Challenge SkullsA 1-5 skull rating estimating contract difficulty by comparing your forces to the OpFor.Click for full definition indicates difficulty:

Rating Meaning
1 Skull Below your level
2.5 Skulls On par with your forces
5 Skulls Significantly harder

Force Quality

Rating Description
Experience Experience RatingA measure of your campaign's veterancy based on Campaign Operations rules.Click for full definition Green to Elite (same as your roster)
Equipment F (worst) to A (best)

Command Rights

Determines your operational independence:

Level Description
Integrated Part of employer's force; employer provides objectives
House Limited independence; employer sets broad goals
Liaison Moderate independence; coordination with allies
Independent Full freedom; accomplish objectives your way

Negotiation

Click Renegotiate next to any term to attempt a better deal. Success depends on your admin staff skills.

Accepting a Contract

Once you've chosen a contract:

1

Review Terms Carefully

Check all contract terms and requirements

2

Negotiate if Desired

Attempt to renegotiate unfavorable terms

3

Accept Contract

Click Accept Contract to finalize

The contract appears in your Briefing Room tab.

Travel

After accepting a contract, you'll need to travel to the deployment location.

Transit

1

Go to the Interstellar Map

2

Your destination is marked

3

Use Advance Day or Advance Multiple Days to travel

Travel time depends on:

  • Distance in jump points
  • Available JumpShip routes
  • Your transport arrangements

Transport Costs

Transport costs are calculated based on:

  • Unit weight requiring transport
  • Distance traveled
  • Transport terms in your contract
Capacity

If you lack sufficient transport capacity, you'll need to hire DropShips and JumpShips.

Deployment

Briefing Room

The Briefing Room tab shows your active contracts and missions.

Briefing Room
Briefing Room showing active contracts

Contract Requirements

Your contract specifies:

  • Mission objectives
  • Required forces
  • Time limits
  • Support available

Force Deployment

When a scenario appears:

1

Go to the TO&E tab

2

Right-click on forces you want to deploy

3

Select Deploy Force to the scenario

The scenario appears in the Briefing Room with assigned forces listed.

Video Tutorial: Starting a New Contract

MekHQ Tutorial — Starting a New Contract

Starting Battle

Start Game

Opens MegaMek with your deployed forces. Assign OpFor and play against bot or human.

Export MUL File

Exports forces for loading into a separate MegaMek instance or dedicated server.

After the Battle

Scenario Resolution

After completing a battle in MegaMek:

1

Declare victory or defeat in MegaMek

2

MekHQ automatically begins scenario resolution (if running from MekHQ)

3

If played separately, use Resolve Manually and load the final save

Resolution Steps

Step Description
Battlefield Control Did you control the field? (Affects salvage access)
Unit Status Review damage to your units
Personnel Status Check for injuries and casualties
Salvage Select enemy units/equipment to keep
Scenario Resolution
Scenario Resolution dialog

Post-Battle

Repairs
  1. Check the Repair Bay tab
  2. Assign techs to repairs
  3. Order replacement parts if needed
  4. Use Advance Day to progress repairs
Medical
  1. Check the Infirmary tab
  2. Assign doctors to patients
  3. Serious injuries may require cybernetic prosthetics
Resupply
  1. Order ammunition
  2. Replace damaged equipment
  3. Replenish armor stocks
Planning Time

Plan 2-3 months between contracts for repairs and procurement.

Video Tutorial: Salvage Operations

MekHQ Tutorial — Salvage Operations