Superheavy Contracts

As allowing Superheavys in normal contracts would heavily impact difficulty and make game balance harder, any contract containing such a unit have been separated into their own series of contracts - which are gated behind Argo upgrades that are unlocked through events. In this guide all factors of Superheavy Contracts will be explained, such as different categories, lance generation and how to unlock them.
IMPORTANT: To enable these contracts and anything listed on this page, the optional Superheavys install option must be chosen during RogueTech installation.
== Superheavy Contract Categories ==
There are several categories of Superheavy Contracts, and to keep them easily distinguishable from standard contracts they have completely new prefixes. To enable access to each contract category (i.e. having them generate), a specific Argo upgrade is needed as per the table below. For more information on how to build these upgrades, see the Unlocking Superheavy Contracts section.
Lance Difficulty for any Superheavy contract dynamically scales as per usual, the base difficulty listed above is just at what base Command Center difficulty rating each Contract can start appearing. For more info see the Superheavy Lances section.
 Superheavy Contract Categories
Contract Category	Base Difficulty Rating	Tier	Argo Upgrade Req 	Description
Basic Flashpoint 	12 	0 	N/A 	Basic Superheavy Flashpoints. Works like normal flashpoints.
Conflict 	10 - 16 	I 	MRB Console: Epsilon Authorization	Standard Superheavy contracts
Challenge 	12 - 20 	I 	MRB Console: Epsilon Authorization	Superheavy Duels, both solo and duo
Hunt 	13+ 	II 	MRB Console: Omega Authorization 	Hunts for a specific set of rare Superheavy Mechs.
=== Basic Flashpoint ===
Basic Superheavy Flashpoints work the same as standard flashpoints
* They do not have a changed contract prefix.
=== Conflict ===
Superheavy contracts with the Conflict prefix are the Superheavy version of standard contracts. These come in most types, e.g. Simple Battle, Capture Base, Rescue, Fire Mission, etc.
* Generally have 1 to 2 superheavy lances (scaled to player's current difficulty rating), with the remaining lances being standard. 
* Usually single contracts, although a few contract chains exist.
* Max player drop tonnage can scale up to 1020 at highest.
=== Challenge ===
Superheavy contracts with the Challenge prefix are the superheavy versions of the standard Duel contracts. They appear both in solo and duel version as per normal.
* Requires you to field Superheavy units, although some exceptions exist.
=== Hunt ===
Superheavy contracts with the Hunt prefix are currently the only Tier II category, and can be considerably harder than Tier I contracts.
* Always Assassinate contracts.
* Has 1 to 3 Superheavy lances of increased difficulty (although base difficulty still scales to player's current difficulty rating). 
* Some of the Superheavys might be piloted by Elite superheavy MechWarriors. These pilots are considerably more adept at bypassing the limitations of superheavy units.
* Generally have limiting requirements for where they can appear, e.g. systems with specific tags or factions.
* Create chains of contracts, where only the last contracts (and usually the hardest) in each chain is repeatable.
* Some of these contracts are unlocked by Superheavy Flashpoints.
* Max player drop tonnage can scale up to 1220 at highest.
== Unlocking Superheavy Contracts ==
=== Tier I ===
To unlock Superheavy Contracts pertaining to Tier I categories, the Argo MRB Console must be upgraded to the Epsilon-level. 
* After completing a total of 50 successful missions, an event offering to upgrade the company's MRB Authorization will appear.
** There is a small fee attached to requesting this upgrade.
** If it is not currently of interest, the event can be passed on and it will reappear after 180 days.
* If the choice to request the upgrade is made, a second event will appear after some time with details of how Superheavy Contracts work.
* Once the second event has appeared, the Argo upgrade MRB Console: Epsilon Authorization will be available.
* After the construction of the Argo upgrade finishes, Superheavy Contracts of Tier I can start appearing.
=== Tier II ===
To unlock Superheavy Contracts pertaining to Tier II categories, the Argo MRB Console must be upgraded to the Omega-level. 
* After completing a total of 10 successful Tier I Superheavy missions, an event offering a second upgrade to the company's MRB Authorization will appear.
** There is a larger fee attached to requesting this upgrade.
** If it is not currently of interest, the event can be passed on and it will reappear after 180 days.
* If the choice to request the upgrade is made, a second event will appear after some time with details of how Tier II Superheavy Contracts work.
* Once the second event has appeared, the Argo upgrade MRB Console: Omega Authorization will be available.
* After the construction of the Argo upgrade finishes, Superheavy Contracts of Tier II can start appearing.
== Drop Tonnage and Rewards ==
As some Superheavy contracts are quite challenging, the max player Drop Tonnage has been increased for them. To compensate for the increased drop cost, an increased contract payout has been added to one of the primary objectives. It will not be apparent on the contract briefing screen due to technical limitations.
 Superheavy Contract Categories
Contract Base Difficulty Rating	Max Drop Tonnage	Reward Bonus
12 	920 	100 000
14 	1020 	200 000
16 	1120 	300 000
18 	1220 	400 000
== Superheavy Mech Tier ==
Since Superheavy Mechs span between 105 and 200 tons, a huge difference in combat capabilities can exist between selected units during contract lance generation. To address this issue a set of new tiered unit tags has been introduced to allow more granular selection of Superheavys that match the current player's Difficulty Rating. These tags are automatically generated based on a series of key factors of the Superheavy Mech, such as damage output, durability, movement speed and tonnage.
 Mech Tiers
Tier Name	Description 	Appears at Approx. Diff.	Example Mechs
1 	Poorly designed or very cheap Superheavys. Usually on level of Assault mechs in combat capabilities.	8 	Marauder III MAD-13A, Ostend OSE-1A, Serket SKT-3A
2 	Smaller and less advanced units. 	10 	Narayana NRY-O, Sobek SBK-6D, DevastatUrb UMD-R1337
3 	Standard Superheavy, not easily dealt with. 	15 	Nanook NNK-1, Subjugator 1, Wannu WNU-OA
4 	Dangerous Superheavy. Using advanced technology, weapons or very durable. 	20 	Jotunn JTN-B, Shieldmaiden SHM-O, Polyphemus PPH-O
5 	Extremely Dangerous, will require proper planning to take on 	20 	Arachnid Prime, Headsman Prime, Texihuitl TEX-R1
H 	Target of Hunt Superheavy Contracts 	- 	[REDACTED]
== Dynamic Superheavy Lances ==
The Lances generated during Superheavy Contracts as the opposing or allied forces cover a vast range of difficulties and will dynamically match the player's current Difficulty Rating as usual.
There are six distinct types of Superheavy lances:
* Duel - Will pick one or two (depending on duel type) Superheavys from appropiate tier.
* Mech - Will pick one to four Superheavy Mech from appropiate tier. If less than four Superheavys, will fill rest of lance with Assault Mechs.
* Mixed - Will pick up to three Superheavy Mechs and one Superheavy Vehicle from appropriate tier. If less than four Superheavys, will fill rest of lance with Assault Mechs or Vehicles.
* Support - Support lance to Superheavy units. Picks range from easier Assault Mechs and Vehicles at lowest difficulty to high tier 3 Superheavy Mechs and 1 Superheavy Vehicle at the harder difficulties.
* Elite - Very hard lances. Will pick from one to four Superheavy Mechs or one Superheavy Vehicle, with special elite pilots that improve the units capabilities.
* Pirates - Similar to Mixed, but only using Pirate units.
== List of all Superheavy Contracts ==
The following list contains all current Superheavy Contracts excluding flashpoints. More contracts will be added over time.
Note: The contract name is not the actual name seen in game, as they are obfuscated.
Note: Generation Threshold means the minimum average drop value rating your company must have before the contract can appear.
Note: Not all contracts might be listed here.
 Conflict Superheavy Contracts
Contract Name 	Type 	Base Difficulty	Generation Threshold	Requirements 	Comment
Peer Review 	Destroy Base 	10 	5 skulls 	System with Research 	One Time Only.
Reproducibility Crisis 	Destroy Base 	12 	6 skulls 	System with Research tag. Completed Peer Review 	Repeatable, 180 day Cooldown.
Interrupting Repairs 	Simple Battle	12 	6 skulls 	System with Battlefield tag 	Repeatable.
Keelhauling 	Simple Battle	12 	6 skulls 	System with Small Population and Periphery Civilization tags	Repeatable. Against Pirates.
Black Hand 	Assassinate 	12 	6 skulls 	System with Manufacturing and Inner Sphere Civilization tags	One Time Only
Black Hand 	Assassinate 	15 	7.5 skulls 	System with Manufacturing and Inner Sphere Civilization tags	Repeatable, 180 day Cooldown.
Superheavy Manufacturing Facility	Capture Base 	12 	6 skulls 	System with Manufacturing tag. 	Repeatable.
Mercenary Revenge 	Simple Battle	14 	7 skulls 	System with Battlefield tag 	Repeatable.
Rocking Boulders 	Simple Battle	14 	7 skulls 	System with Mining tag 	Repeatable.
The Factory 	Destroy Base 	14 	7 skulls 	System with Superheavy Industry tag 	Repeatable.
A Damp Cell 	Rescue 	14 	7 skulls 	- 	Repeatable. Against Pirates.
Break the Curse of the Turtle 	Three Way 	16 	8 skulls 	System controlled by Clan Coyote 	Repeatable, 90 day Cooldown. Doom Turtle provided.
The Iron Wall 	Defend Base 	16 	8 skulls 	- 	Repeatable.
Orbital Storm 	Fire Mission 	16 	8 skulls 	- 	Repeatable.
Rocking Boulders (Hard) 	Simple Battle	18 	9 skulls 	System with Manufacturing tag 	Repeatable.
Just Another Day 	Escort 	18 	9 skulls 	- 	Repeatable.
 Challenge Superheavy Contracts
Contract Name 	Duel Type	Base Difficulty	Generation Threshold	Comment
Catch the Traitors 	Duo 	12 	6 skulls 	Inner Sphere and Clan variants.
At High Noon 	Duo 	12 	6 skulls 	Inner Sphere and Clan variants.
Festive Couple 	Duo 	12 	6 skulls 	Inner Sphere and Clan variants.
Honor Bound 	Duo 	14 	7 skulls 	Inner Sphere and Clan variants.
Last Minute Replacements	Duo 	14 	7 skulls 	Inner Sphere and Clan variants.
We Are Better Than You 	Duo 	14 	7 skulls 	-
A Taste of War 	Solo 	12 	6 skulls 	Inner Sphere and Clan variants.
Just a Little Fun 	Solo 	12 	6 skulls 	-
Ruin the Trial 	Solo 	12 	6 skulls 	-
Daily Dispute 	Solo 	14 	7 skulls 	-
David vs Goliath 	Solo 	15 	7.5 skulls 	Player only allowed up to 100 ton unit.
 Hunt Superheavy Contracts
Contract Name 	Type 	Base Difficulty	Generation Threshold	Hunt Target 	Requirements 	Comment
Reconstructing the Type-3 	Assassinate	15 	7.5 skulls 	Mekagojira 	From the Deep Flashpoint completed. System controlled by Kurita. 	Repeatable, 90 day Cooldown.
Hunting Junk 	Assassinate	15 	7.5 skulls 	Mothball 	Junk Yard Flashpoint completed. System with Research tag. 	Repeatable, 90 day Cooldown.
The Howl of the Beast 	Assassinate	13 	6.5 skulls 	Raczilla 	System with Research tag. 	One Time Only.
The Howl of the Beast 2 	Assassinate	16 	8 skulls 	Raczilla 	System with Research tag. The Howl of the Beast contract completed. 	Repeatable, 150 day cooldown. Two variants of the contract exists.
White Whale 	Assassinate	16 	8 skulls 	Any Hunt target 	Planet with Water climate. 	Repeatable, 120 day cooldown.
Another one to Bite the Dust	Assassinate	16 	7 skulls 	Any Hunt target 	Planet with Manufacturing tag. 	Repeatable, no cooldown.
Beautiful Day 	Assassinate	13 	6.5 skulls 	Any Hunt target 	Planet with Superheavy Industry tag. 	One Time Only.
Beautiful Day 	Assassinate	15 	7.5 skulls 	Any Hunt target 	Planet with Superheavy Industry tag. Difficulty 13 Beautiful Day contract completed.	Repeatable, 120 day cooldown.
Black Hole of Light 	Assassinate	15 	7.5 skulls 	Kugelblitz SNV-KB	Planet with Starleague tag. Difficulty 13 Beautiful Day contract completed. 	Repeatable, 120 day cooldown.
Summoner's Call 	Assassinate	15 	7.5 skulls 	Summoner 	System with Starleague tag. Difficulty 13 Beautiful Day contract completed. 	Repeatable, 120 day cooldown.
Smooth Stones 	Assassinate	12 	6 skulls 	Any Hunt target 	System with Research tag. 	One Time Only.
Iron Spear 	Assassinate	15 	7.5 skulls 	Any Hunt target 	System with Research and Manufacturing tags. Completed Smooth Stones. 	One Time Only.
Five Thousand Shekels 	Assassinate	18 	9 skulls 	Any Hunt target 	System with Research and Manufacturing tags. Completed Iron Spear. 	Repeatable, 150 day cooldown.
Rumours 	Assassinate	18 	8 skulls 	Any Hunt target 	System with Medium Population. 	Repeatable, no cooldown.
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