Post by Admin on Feb 15, 2013 8:40:12 GMT -5
Game Terms:
Faction- A unit/guild that controls 1 or more combat units in game. A faction can be either a house faction or a mercenary faction.
Region - An area of space containing multiple planets. Controled by a faction. Rated by a resource number indicating the amount in millions of c-bills collected in taxes by the controlling faction.
Drop- One game of MWO between 2 factions with at least 7 pilots on each side.
Combat Unit - 2 lances (8) of battlemechs controled by a faction. A faction can control multiple units.
Unit Strength - is a number from 1-6 and represents the units strength in tonnage. Each point of unit strength is equal to 250 tons. A house faction can have a maximum unit strength of 6. A mercenary faction can only have a maximum unit strength of 5.
2 units of the same faction can combine their strength for an attack or defense action as long as they don't exceed 6. Mercenary units may only combine their strength with another mercenary unit never with a faction unit.
Jumpship - classified in 3 categories. Light, Medium, and heavy. Able to carry a number of units through regions. Light 1 Medium 2 and Heavy 3.
SEQUENCE OF PLAY
Galactic Events
Spend Taxes
Movement
Combat - Raids, Regional Assault
Place New units
Collect Taxes
Galactic Events:
1. Planetary Catastrophes
Famine,Plagues,Climate Changes, Earthquakes, and other natural disasters.
1-9 Costing the Ruling House CB equal to the resource value of the region in relief efforts to battle the disaster.
0 In extreme cases the catastrophe can be so widespread it reduces the regional tax value by 1
2. Pirates
Pirates have plagued the Innersphere for years raiding along the Periphery.
1-6 pirate raids cost the ruling house 2 million cb
7-9 the pirate band has taken control of a region. The ruling house loses all revenues from the region until a unit is moved into the area.
0 Pirates have destroyed a jumpshimp
3. Trade Matters
1-7 Economic boom gain 5 million cb
8-0 bad economic management lose 5 million cb
4. Rebellion
The ruling house loses all revenues from the region until a unit is moved into the area.
Spend Taxes
During each player's turn he will be able to spend accumulated taxes, some all or none, to buy new units, hire mercenaries, repair manufacturing centers, etc..
Newly purchased units are set aside and placed at the end of the players turn in regions containing friendly undamaged manufacturing centers. If a player has no friendly undamage manufacturing centers he can not purchase new units.If the player has no available units to buy, he may purchase no new units.
PRICE LIST
Unit Price In Millions of C-Bills
Build New House 'Mech Unit 8
Rebuild Mercenary Unit 6
Upgrade Existing Unit 1 million per unit strength
Build JumpShip Number of Units Carried
12 1 Light
16 2 Medium
20 3 Heavy
Build Manufacturing Center 30
Repair Damaged Center 15
BUILDING NEW UNITS
To build anew unit, simply pay the list price from accumulated tax revenues. When building units from those lost in combat, the unit's new combat strength is 3.
REBUILDING MERCENARY UNITS
Friendly Mercenary units that have been destroyed in combat may be rebuilt by the controlling player. They will appear on
the board at the same time as new units. When rebuilding units from those lost in combat, the unit's new combat strength
is 3.
UPGRADING EXISTING UNITS
Any unit may be upgraded to a full combat strength. The unit must be at a Manufacturing
Center at the beginning of the turn. It is taken off the board during the Spend Taxes Phase, and then placed on the board with other new units.
Movement
All movement is made using JumpShips. Movement is determined by each player, based on the
range of the available Jumpships. Jumpships have a normal movement range of three Regions and are rated as to the number of units they can carry at one time. They can make
any number of unit pickups and dropoffs, just so long as the JumpShip never carries more units than its rating allows. While a JumpShip may make any number of pickups and dropoffs, units may travel on only one JumpShip per turn. This is to prevent moving a unit from one side of the map to the other in one turn by transferring from JumpShip to Jumpship.
JumpShips have no combat capability. If a player manages to capture a Region with no enemy combat units (because of movement or destruction in combat), and enemy Jumpships are present, those JumpShips are considered captured and immediately fall under control of the player. JumpShips may be destroyed intentionally, but only if combat units remain
in the same Region with them. This may be done only at the beginning of any player's phase; i.e., at the beginning of any player's Movement Phase, Combat Phase, Spend Taxes Phase, and so forth.
Players may not move through Regions containing enemy combat units. Combat units entering a Region containing enemy units must stop and move no further (though Jumpships may move back to friendly Regions). Players may move through enemy controlled Regions (Regions belonging to but not occupied by enemy combat units) with no penalty.
There are 3 kinds of jumps.
Normal jump: A jumpship can move up to 3 regions. A jumpship can move through friendly regions and enemy regions without combat units, but can not move through regions containing enemy combat units.
It is possible for a jumpship to move into a region containing enemy units then return to the region it left, as long as it still has movement left and there are no enemy units in the region.
Surgical strike: A light or medium jumpship that hasn't moved can perform a special jump known as a surgical strike. It is designed to get a jumpship behind enemy lines for a purpose. A faction can move up to 3 regions away even through regions containing enemy combat units but then must stop.
Costs: Light- .5 million C-bills Medium- 1 million C-bills
Pirate Jump: Lights only- A light class jumpship that has not moved can use pirate jump points to jump into a region up to 2 regions away through combat units perform a combat action and return to the region it started from.
Cost:1.5 million C-bills
Combat actions:
Raids
Raids are attacks made against bordering enemy regions. Done with the intention of gaining resources instead of conquering a region, raids are less costly to a Successor State. Raids can only be performed during the combat phase.
3 kinds of raids
Factory sabotage, guerrilla raid, and resource theft.
All raids are centered around 1 planet so it will consist of 1 drop. Using chassis limitations and a units combat strength as a weight limitation.
Chassis Class Limits
4, 4, 0, 0
If the attacker losses the drop,the unit which preformed the raid drops in strength by 1
If successful:
Factory sabotage : the factory in this region has been damaged. A factory all ready damaged is destroyed.
Guerrilla Raid: a defending unit in the region combat strength drops by 1
Resource Theft: the attackers gain the regions resource level in millions of c-bills.
Regional assaults
A faction moves into an enemy control region of space with the intention of gaining control of the major planets.
The attacker each season will make drops on 3 planets across the region. Using a combination of chassis class limits and each units combat strength as a weight limit for all 3 drops. Trial mechs count as 0 when calculating weight.
Chassis Class Limits
Drop 1: 3, 3, 1, 1
Drop 2: 2, 2, 2, 2
Drop 3: 1, 1, 3, 3
After all 3 drops have been made adjust each units combat strength, subtracting 1 for each loss. The defender uses this new combat strength for weight if the unit must face a second or third attacker.
A unit reduced to a strength of 0 is considered destroyed.
After all attacks have been made the round is over.
MERCENARIES
Mercenaries have become a necessary evil for the rulers of the Inner Sphere. They provide a cheap source of combat 'Mechs but they can disappear unexpectedly or even switch sides. Each House begins the game with a predetermined number of Mercenary units. These move and fight just as House units do. They can be rebuilt at a lower cost than House units.
Faction- A unit/guild that controls 1 or more combat units in game. A faction can be either a house faction or a mercenary faction.
Region - An area of space containing multiple planets. Controled by a faction. Rated by a resource number indicating the amount in millions of c-bills collected in taxes by the controlling faction.
Drop- One game of MWO between 2 factions with at least 7 pilots on each side.
Combat Unit - 2 lances (8) of battlemechs controled by a faction. A faction can control multiple units.
Unit Strength - is a number from 1-6 and represents the units strength in tonnage. Each point of unit strength is equal to 250 tons. A house faction can have a maximum unit strength of 6. A mercenary faction can only have a maximum unit strength of 5.
2 units of the same faction can combine their strength for an attack or defense action as long as they don't exceed 6. Mercenary units may only combine their strength with another mercenary unit never with a faction unit.
Jumpship - classified in 3 categories. Light, Medium, and heavy. Able to carry a number of units through regions. Light 1 Medium 2 and Heavy 3.
SEQUENCE OF PLAY
Galactic Events
Spend Taxes
Movement
Combat - Raids, Regional Assault
Place New units
Collect Taxes
Galactic Events:
1. Planetary Catastrophes
Famine,Plagues,Climate Changes, Earthquakes, and other natural disasters.
1-9 Costing the Ruling House CB equal to the resource value of the region in relief efforts to battle the disaster.
0 In extreme cases the catastrophe can be so widespread it reduces the regional tax value by 1
2. Pirates
Pirates have plagued the Innersphere for years raiding along the Periphery.
1-6 pirate raids cost the ruling house 2 million cb
7-9 the pirate band has taken control of a region. The ruling house loses all revenues from the region until a unit is moved into the area.
0 Pirates have destroyed a jumpshimp
3. Trade Matters
1-7 Economic boom gain 5 million cb
8-0 bad economic management lose 5 million cb
4. Rebellion
The ruling house loses all revenues from the region until a unit is moved into the area.
Spend Taxes
During each player's turn he will be able to spend accumulated taxes, some all or none, to buy new units, hire mercenaries, repair manufacturing centers, etc..
Newly purchased units are set aside and placed at the end of the players turn in regions containing friendly undamaged manufacturing centers. If a player has no friendly undamage manufacturing centers he can not purchase new units.If the player has no available units to buy, he may purchase no new units.
PRICE LIST
Unit Price In Millions of C-Bills
Build New House 'Mech Unit 8
Rebuild Mercenary Unit 6
Upgrade Existing Unit 1 million per unit strength
Build JumpShip Number of Units Carried
12 1 Light
16 2 Medium
20 3 Heavy
Build Manufacturing Center 30
Repair Damaged Center 15
BUILDING NEW UNITS
To build anew unit, simply pay the list price from accumulated tax revenues. When building units from those lost in combat, the unit's new combat strength is 3.
REBUILDING MERCENARY UNITS
Friendly Mercenary units that have been destroyed in combat may be rebuilt by the controlling player. They will appear on
the board at the same time as new units. When rebuilding units from those lost in combat, the unit's new combat strength
is 3.
UPGRADING EXISTING UNITS
Any unit may be upgraded to a full combat strength. The unit must be at a Manufacturing
Center at the beginning of the turn. It is taken off the board during the Spend Taxes Phase, and then placed on the board with other new units.
Movement
All movement is made using JumpShips. Movement is determined by each player, based on the
range of the available Jumpships. Jumpships have a normal movement range of three Regions and are rated as to the number of units they can carry at one time. They can make
any number of unit pickups and dropoffs, just so long as the JumpShip never carries more units than its rating allows. While a JumpShip may make any number of pickups and dropoffs, units may travel on only one JumpShip per turn. This is to prevent moving a unit from one side of the map to the other in one turn by transferring from JumpShip to Jumpship.
JumpShips have no combat capability. If a player manages to capture a Region with no enemy combat units (because of movement or destruction in combat), and enemy Jumpships are present, those JumpShips are considered captured and immediately fall under control of the player. JumpShips may be destroyed intentionally, but only if combat units remain
in the same Region with them. This may be done only at the beginning of any player's phase; i.e., at the beginning of any player's Movement Phase, Combat Phase, Spend Taxes Phase, and so forth.
Players may not move through Regions containing enemy combat units. Combat units entering a Region containing enemy units must stop and move no further (though Jumpships may move back to friendly Regions). Players may move through enemy controlled Regions (Regions belonging to but not occupied by enemy combat units) with no penalty.
There are 3 kinds of jumps.
Normal jump: A jumpship can move up to 3 regions. A jumpship can move through friendly regions and enemy regions without combat units, but can not move through regions containing enemy combat units.
It is possible for a jumpship to move into a region containing enemy units then return to the region it left, as long as it still has movement left and there are no enemy units in the region.
Surgical strike: A light or medium jumpship that hasn't moved can perform a special jump known as a surgical strike. It is designed to get a jumpship behind enemy lines for a purpose. A faction can move up to 3 regions away even through regions containing enemy combat units but then must stop.
Costs: Light- .5 million C-bills Medium- 1 million C-bills
Pirate Jump: Lights only- A light class jumpship that has not moved can use pirate jump points to jump into a region up to 2 regions away through combat units perform a combat action and return to the region it started from.
Cost:1.5 million C-bills
Combat actions:
Raids
Raids are attacks made against bordering enemy regions. Done with the intention of gaining resources instead of conquering a region, raids are less costly to a Successor State. Raids can only be performed during the combat phase.
3 kinds of raids
Factory sabotage, guerrilla raid, and resource theft.
All raids are centered around 1 planet so it will consist of 1 drop. Using chassis limitations and a units combat strength as a weight limitation.
Chassis Class Limits
4, 4, 0, 0
If the attacker losses the drop,the unit which preformed the raid drops in strength by 1
If successful:
Factory sabotage : the factory in this region has been damaged. A factory all ready damaged is destroyed.
Guerrilla Raid: a defending unit in the region combat strength drops by 1
Resource Theft: the attackers gain the regions resource level in millions of c-bills.
Regional assaults
A faction moves into an enemy control region of space with the intention of gaining control of the major planets.
The attacker each season will make drops on 3 planets across the region. Using a combination of chassis class limits and each units combat strength as a weight limit for all 3 drops. Trial mechs count as 0 when calculating weight.
Chassis Class Limits
Drop 1: 3, 3, 1, 1
Drop 2: 2, 2, 2, 2
Drop 3: 1, 1, 3, 3
After all 3 drops have been made adjust each units combat strength, subtracting 1 for each loss. The defender uses this new combat strength for weight if the unit must face a second or third attacker.
A unit reduced to a strength of 0 is considered destroyed.
After all attacks have been made the round is over.
MERCENARIES
Mercenaries have become a necessary evil for the rulers of the Inner Sphere. They provide a cheap source of combat 'Mechs but they can disappear unexpectedly or even switch sides. Each House begins the game with a predetermined number of Mercenary units. These move and fight just as House units do. They can be rebuilt at a lower cost than House units.