End Phase

### Damage

At the end of any Turn in which a Combat Command has seen combat, the Command must adjust its damage and armor values to reflect any damage it may have received. Commands that know they will be engaged in combat in the next Turn follow the rules for combat system they are using see Combat for more details

### Salvage

   To the victor go the spoils—an adage that is very real when it comes to the aftermath of combat. The detritus of a BattleTech field of battle can often provide a unit with enough equipment to fully repair itself, and even expand. Salvage is represented as Cbills in ISW game play. These Cbills can be used to repair a Combat Command (see below). Alternatively, they may be converted to Resource Points at a rate of 50,000,000 Cbills per 1 RP. Total salvage available is calculated by first determining the number of Cbills worth of equipment lost by all combatants in a system during a Game Turn. A roll is then made on the Salvage Recovered Table, and all appropriate modifiers are applied, to determine the final salvage available to be recovered. While salvage may be available, it may not always be fully recoverable by the Faction who won the battle. If the winning Faction was conducting a Raid, they must roll 2D6 on the Salvage Recovered Table (see right) and apply the appropriate Salvage Modifiers from the table to determine how much salvage they can carry away. Regardless of the result of the roll, the maximum salvage a raiding unit can carry is equal to one-half their Armor Points at the start of the raid. To determine what salvage is left, the owner of the world rolls on the Salvage Recovered Table to determine what they can scavenge from the remaining equipment. Salvage remaining after this roll is considered lost, either from the opposing force scuttling it or from natural occurrences such as weather, damage during reclamation and theft. If the winning faction was conducting a Battle, they must roll 2D6 on the Salvage Recovered Table as with a Raid. There is no limit to the amount of salvage the winning Faction may carry away. The winner of a battle may attempt to destroy all remaining salvage. To do so, they automatically reduce the salvage they claim by 20 percent (rounding up). This grants them a 2D6 roll. On a result of 7 or more, all remaining salvage is destroyed. On a result of 5-6, one-half of the remaining salvage is destroyed. Any result under 5 means all remaining salvage is still available. The opposing faction then rolls for the remaining salvage as with a Raid. The maximum salvage the losing faction can claim is whatever percentage remains after the winning faction has claimed their salvage. If the winning Faction was conducting an Invasion, use the same rules as for winning a battle above. Salvage right may be granted in full or partial to a mercenary company. Should a player national commander they receive their nation's share unless specifically ordered to surrender it to their superiors.

### Repair

There are three methods through which a Combat Command may be repaired. The first method is by absorbing other friendly units of the same type (’Mech, Armor, Aerospace, Infantry). This absorption cannot repair a unit past its starting Point Value or change its technology level. The second method is to use salvaged Cbills. Salvaged Armor Points are used on a one-for-one basis to repair a unit back to its starting capabilities. The third method is to spend RP to generate Cbills. 1 RP buys 50,000,000 cbills that can be used to repair any Command.

All armour on units is considered repaired after a single turn spent repairing. This costs no additional Cbills. Any components, such as lost weapons, can be repaired as stated above my paying the cost of the component from either the salvage pool or the RP pool. A cored mech can be repaired by paying the full cost of the mech from either (or both) pool.

### Retreat and Surrender

#### RETREAT

Combat Commands may be forced to retreat as the result of combat (see Morale) overwhelming force (see Surrender below) or voluntarily. In any circumstance, the effects of the retreat can be far-reaching.

Desertion

A force that retreats must make an immediate roll for desertion (see Morale).

Morale Loss

A Command that retreats from a world may be forced to lower its Morale Rating. When a Command retreats from a world, roll 1D6. If the result is higher than the current Morale Rating, Morale worsens by 1 (for example, from Normal to Low). If the world was originally an enemy-controlled world, subtract 1 from the roll

#### SURRENDER

Combat Commands may voluntarily surrender to their opponents. Commands may also be forced into surrender or retreat when faced with overwhelming numbers. Consult the Overwhelming Force table to determine when a Command will automatically retreat or surrender. A Command will first attempt to retreat. If that is not possible, then they will surrender. A victorious force has two options when dealing with surrendering forces: they may offer the honors of war or they may inter the surrendering force. If the honors of war are offered, the players may negotiate a ransom. A force bound by the honors of war may not take any offensive action, but neither may its equipment be seized. Such a force must vacate the world upon which they were defeated (or any enemy-held worlds they may find themselves on) as soon as possible and may not undertake military action against the Faction that defeated them for 2 Turns. An interned force is considered destroyed for the purposes of game play and is considered salvage.

### Fatigue

The more a force fights without taking a break, the less effective it is in combat. To reflect this, each Combat Command tracks Fatigue Points that increase or decrease as it acts and rests. The greater a Command’s Fatigue Points, the less effective the force becomes and the higher the chance that its morale may suffer. Combat Commands accumulate fatigue in a number of ways, through primarily through combat. Fatigue may also be generated through special actions such as Assault Movement and supply shortages. Fatigue can also affect a Combat Command outside of combat; see the Fatigue Rating Table and Effects of Fatigue below to determine these results.

#### Reducing Fatigue

   A Combat Command that does not engage in any movement or combat in a Game Turn will reduce its Fatigue by 1 point at the end of the Turn. Forces can reduce their Fatigue Points faster by issuing a rest order. Units may also reduce their Fatigue Points by spending RP at the end of the Turn. Each RP consumed removes one Fatigue Point. No more than 2 Fatigue Points may be removed from a unit in this manner in each Game Turn.