If no one sees issues with this, this'll go live in Turn 52.
Effective Turn 52, non-warship units with more than 12 tactical units (not counting DropShips in independent wings) are not eligible to be the target of the projects described below.
Note: Whenever you see the phrase "Military Academy," mentally substitute "PF." Military Academies are something for a later turn when the R&D system is more mature.
This is not the complete path - there are other projects pertaining to loyalty that can't be put in the game until the loyalty rules are updated (won't be ready for turn 52), projects for merging units of un-like skill, and other stuff such as the advanced part of the path and the "by event only" and other special projects. The final implementation of the Clan MechWarrior Training and Inner Sphere Armor Training modules are also absent from this version of the path.
References to Unit Ratings refers to the following table:
| Rating | Quality | Loyalty | Target Number |
| -3 | Untrained (7/8) | N/A | N/A |
| -2 | Very Green (6/7) | Disloyal | 2+ |
| -1 | Green (5/6) | Unreliable | 4+ |
| 0 | Regular (4/5) | Questionable | 6+ |
| +1 | Veteran (3/4) | Reliable | 8+ |
| +2 | Elite (2/3) | Fanatical | 10+ |
| +3 | Heroic (1/2) | N/A | 12+ |
| +4 | Legendary (0/1) | N/A | 14+ |
Modules are commodities that (once Real Cargo is instituted in the future) must be tracked. They can be destroyed (and in some cases, though not the ones for this path, stolen).
Military Doctrine R&D PathNon-Tier ProjectsImprove Quality (Special)Base Cost: See below
Uses: N/A
Restrictions: Once per turn
Improve the quality rating of any one line-item. Success is automatic.
This project cannot be used to raise a unit above quality level +2.
The cost of this project is equal to the units new maximum FP minus its old maximum FP. As this project automatically succeeds, it is always purchased at base cost.
Tier 1: Basic ProjectsImprove Quality/LoyaltyBase Cost: See below
Uses: 1 Military Academy
This project improves the quality or loyalty of one line-item unit by one step if it is successful. To succeed, the target number for the new quality level must be rolled on 2d6 (plus any purchased modifiers). The maximum modifier that can be trained to is equal to the trainer's progress on the corresponding Tier 2 track (by default, it is +1).
When increasing Quality, the base cost of this project is equal to the new maximum FP minus the old maximum FP. For Loyalty, the base cost is 25% of the unit's current maximum FP.
Launch Advanced Training Program (Module)Base Cost: 300 RP
Uses: 3 Military Academy
Succeeds on a 10+. A faction must have this module to access Tier 2 projects in this path.
This module cannot be stolen or copied.
Tier 2: Intermediate ProjectsAdvanced Training (Module)Base Cost: see below
Uses: 1 Military Academy
Succeeds based on the target number of the quality/loyalty level to be unlocked.
On a successful roll, the maximum rating for quality or loyalty increases is raised. See the chart below for steps and costs.
Step | 1 | 2 | 3 |
Maximum Rating | +2 | +3 | +4 |
Base Cost | 75 | 150 | 300 |
The modules created by this project cannot be stolen or copied.