Campaign Setup

Configuring your campaign rules and options for MekHQ

Starting a New Campaign

When you first start MekHQ, click New Campaign. After a brief loading screen, you'll see the Campaign Preset selection.

Campaign Preset Selection
Campaign Preset Selection dialog

Preset Options

For single-player campaigns against the computer, select either:

New Player Preset

Easier experience, fewer complex mechanics.

Recommended for: First-time players

Veteran Player Preset

Full Campaign Operations rules with StratCon.

This guide uses: Veteran Player Preset

Both include StratCon Digital GM: StratConThe premier Digital GM system for single-player campaigns, featuring strategic objectives and area control.Click for full definition , an automated campaign system that acts as your digital GM for single-player gameplay.

Quick Start

If you select New Player Preset and click "Confirm," you can skip to Starting Your First Company.

Click Customize to fine-tune the campaign options, which we'll cover below.

General Settings

General Settings
General Settings tab

Start Date

Choose when your campaign begins. The era affects available technology and the political landscape.

Recommended for New Players

Late Succession Wars (around 3025). No advanced technology to worry about, but plenty of interesting political events in the following decades.

Unit Configuration

Setting Description
Unit Name Your company's name (can be randomized)
Unit Faction Who you represent (Mercenary recommended)
Reputation Force ReputationHow well-known your unit is and whether others trust your ability to complete missions.Click for full definition How reputation is calculated (keep CamOps default)
Insignia Your unit's icon
Camo Your unit's color scheme

Human Resources

These settings control personnel management.

Personnel - General

Option Recommendation
Edge EdgeA resource that can be spent to reroll negative events like failed skill checks or head hits.Click for full definition Optional "luck" points from A Time of War. Disable for grittier gameplay.
SPAs Special Pilot Abilities add variety. Enable with a limit (2-3 per character).

Personnel - Awards

Keep defaults. If you disable Edge, set award bonuses to XP only.

Personnel - Medical

Fine-tune if doctors over/underperform. Advanced Medical includes traumas, illnesses, and amputations.

Personnel - Personnel Information

Enable all tracking/logging options. Slows down large units (200+ personnel) but provides useful statistics for smaller companies.

Personnel - Prisoners & Civilians

  • Capture Style "MekHQ" adds roleplay events even if you don't take prisoners
  • Uncheck "Random addition" for civilians unless you want surprise arrivals

Personnel - Biography

Notable settings:

  • Backgrounds tab: Enable clan origins if desired
  • Education module: Recommended for roleplay value—send personnel to academies and bootcamps instead of just spending XP

Rank Systems

Choose a rank structure matching your unit's origin. Custom ranks can also be created.

Relationships

Enable for marriages, divorces, and procreation. Check "Determine Father at Birth" and "Log Name Changes" for proper records.

Turnover and Retention

Option Description
Fatigue FatigueA measure of how exhausted a character is, affecting performance and retention.Click for full definition Models exhaustion from deployment. Adds depth but can be disabled.
Turnover TurnoverThe rate at which personnel leave your unit due to various factors.Click for full definition Controls when personnel quit. Quarterly checks are manageable; annually is easier.
Hide Loyalty Adds intrigue—you won't know who plans to leave.

Advancement

Awards and Randomization

Keep defaults initially. The Advancement Multiplier (default 1.0) affects XP costs—set to 0.5 for faster progression.

Skills

Keep defaults for your first campaigns.

Abilities

All SPAs should be checked. Uncheck "unofficial" abilities if you prefer pure rulebook options.

Logistics

Supplies and Acquisition

Logistics Settings
Logistics Settings tab
Setting Recommendation
Delivery Time Delivery TimesHow long it takes for ordered parts and units to arrive (usually months, not days).Click for full definition Change from Months to Weeks for faster resupply
Autologistics Set parts to 25-50%, armor/ammo to 100%+
Planetary Acquisitions Parts AvailabilityModifier to procurement based on contract type, representing resource difficulty.Click for full definition Enable for realism (harder to find tech in the Periphery)
Clan Parts Disable if not playing as Clans

Maintenance MaintenanceRegular upkeep required to keep units operational, performed by assigned technicians.Click for full definition and Repairs

If maintenance MaintenanceRegular upkeep required to keep units operational, performed by assigned technicians.Click for full definition feels too punishing:

  • Set Maintenance Modifier to -2 (easier rolls)
  • Increase maintenance cycle beyond 7 days
  • Untick "Use Era Modifiers" for repairs
Balance

Making everything too easy removes challenge. Try defaults first.

Operations

Finances

For hardcore accounting, enable:

  • Pay for Overhead
  • Pay for Maintenance
  • Recruitment costs
  • Taxes

Disable these if money is too tight.

Markets

Market Recommendation
Contract Market Lower max salvage to 50% for realism
Personnel Market Enable "Hiring Halls only" for realism
Unit Market Disable if you prefer pure acquisition rolls

Digital GMs (StratCon)

StratCon Settings
StratCon Settings
Enable StratCon

Enable StratCon for single-player campaigns against the computer.

Setting Description
Difficulty Start with Ultra-Green for first playthrough
Unit Ratios 1:1:1 generates meks, vehicles, and mixed forces equally
Weather/Planetary Conditions Disable for simpler battles; enable for variety

Final Touches

1

Save Your Preset

Go to File > Save Preset for future campaigns

2

Apply Settings

Click Apply Settings to finalize

MekHQ Options

Go to File > MekHQ Options and configure:

Nag Options

Untick all (show all reminder dialogs while learning)

New Day Options

Enable all automation features

Autosave Options
  • Increase autosaves to 10
  • Enable save before scenario start
  • Enable save before mission conclusion

Configuring Battle Rules (Optional)

Access via File > MegaMek Options to configure tactical combat rules.

Double Blind (More Realistic Vision)

Option Recommendation
TacOps Double Blind Enable
TacOps Sensor Rules Enable
Blind Drop Enable
No Double Blind Messages Enable
Exclusive double blind deployment zones Disable (doesn't work well with StratCon)

Allowed Units

  • Check "Variable tech level"
  • Check "Allow invalid unit designs"

Combat Rules

Search "TacOps" in the options for the full list. Notable options:

Option Description
Careful Stand Slower but more reliable standing
Starting Fires Lasers can ignite forests
Backward Movement Move backwards on slopes
Minefields Enable minefield use

Miscellaneous

  • "Flamers per BattleMech Manual" - More viable flamers
  • "Infantry don't count for movement initiative"
  • "Through-armor criticals will float"
Flexibility

All options can be changed at any time during the campaign.