Current game rules can be found in this thread.
Official FGC Record SheetFaction Leaders are required to use the official FGC Record Sheet for recording their monthly faction orders. Modifications to the sheet require prior approval by the GM team and will be reviewed on a case by case basis.
The current version of the sheet is 0.53, but versions 0.50 and forward are currently "game legal."
Orders and Posting rules1. Faction leaders are responsible for submitting their orders on time. A deadline (usually the 5th of the month) will be posted by the GMs at the start of each turn.
2. Orders must be submitted to fgc_orders@intelser.org.
Orders that are submitted to GM personal email accounts or to the orders mailboxes of other campaigns are not guaranteed to be processed until late orders processing.3. The GM team will transmit monthly faction reports to all factions who submitted orders on time 1-3 days after the orders deadline.
4. Players have one week (seven calendar days) from the orders deadline to open any military operations threads they plan to carry out. The only exception to this is threads which are unable to be posted on time because they are waiting on responses to precursor threads such as allied or hostile movement requests.
5. Late orders will be accepted, but the reports for these orders will not be sent until the posting deadline expires. The posting deadline for late submitters is still based on the normal orders due date, so if orders are posted more than seven days late no ops threads can be opened by that faction that turn.
6. Players will have until the end of the month to resolve their threads.
Thread Title GuidelinesAll threads must be placed in the appropriate folder (by turn)
All threads must identify the following factors:
- Type of thread - [RP] for Roleplaying only threads, [RP/MM] for Roleplaying + Combat threads
- Turn the thread occurs in
- Originating faction and target faction
- Hex and system the thread occurs in
Example:[RP/MM] Turn 45, Dark vs FS - 3629 New Avalon
When a thread is complete, the thread owner should update the title to add [Complete].
MovementMovement PointsMovement points (MP) are used to transport various assets around the Inner Sphere.
One MP can move one FP one hex. The maximum number of hexes that can be moved in a turn depend on the unit type.
Unit TypesFor movement purposes there are several types of units in the game: static, transported, mobile, and WarShip.
Static Units are rare units that cannot move at all (military space stations, for example).
Transported Units do not have permanent JumpShip. These units are unable to conduct interstellar travel on their own, and need to use the factions' transportation assets.
Mobile Units include their own JumpShips. This allows them to make interstellar journeys unaided; WarShips fall into this category and also provide some additional benefits.
Some Mobile Units are equipped with Lithium-Fusion batteries and are capable of crossing more hexes than regular mobile units; they also produce more movement points and have the option of special fast movement at the cost of movement points. These units' movement class is listed as "LFB Mobile" on the record sheet.
Calculating Permanent Pool of Movement Points Permanent PoolThe Permanent MP Pool represents the stored capacity of a factions economy to cover a major event. This pool is refilled once every 12 turns. The next scheduled reset of the permanent pool is
Turn 44.
Permanent MP Pool is equal to one MP for each transported FP in a faction's military.
Cyclical PoolThe Cyclical Pool of Movement Points is a collection of movement points that is refilled every cycle; any unused movement points are lost at the end of any turn.
The Cyclical MP Pool is calculated as follows:
- All factions gain 5 MP for each recharge station they control.
- Inner Sphere Technology factions gain 1 MP for every 10 FP of transported forces in their military.
- Clan Technology factions gain 1.5 MP for every 10 FP of transported forces in their military.
- All factions gain 1 MP for every 1 FP of mobile units in their military not equipped with Lithium Fusion Batteries.
- All factions gain 4 MP for every 1 FP of mobile units in their military that are equipped with Lithium Fusion Batteries.
- WarShips provide MP as if they were mobile units, plus the following bonus MP:
- 2 bonus MP for each WarShip docking collar.
- 15 bonus MP for each Special Warship (Nightlord, Potemkin, Thera, Conqueror, and Kyushu classes).
Purchasing Additional Movement PointsMovement points can be bought or sold between players; in these trades it is up to the players to negotiate the payment for such transactions.
Movement points can also be purchased from NPC corporations and merchants at a rate of 1 RP per 1 MP.
Using Movement PointsStatic units cannot be moved, regardless of the available movement points.
To move a Transported Unit from one hex to another, movement points from one of the two pools must be expended. The maximum range of transported units is five hexes per turn.
Mobile Units and WarShip may move without spending MP.
- Units without Lithium Fusion Batteries may move five hexes per turn
- Units with Lithium Fusion Batteries may move up to six hexes per turn for mobile units and seven hexes per turn for WarShips. These units additionally have the option to use fast movement (see below).
Fast movement: Mobile and WarShip units equipped with Lithium Fusion Batteries can move up to ten hexes per turn, but any movement past their normal range limit requires the use of movement points. The normal rate of 1 MP per 1 FP per 1 hex applies.
Command CircuitA command circuit is a collection of JumpShips arranged at 30 light-year intervals to facilitate rapid movement. This method is very expensive and can only be used by transported units.
Each command circuit has a per-turn cost of 1 RP and 1 MP for every two hexes (round up) in the circuit.
The following restrictions apply:
- Each Command Circuit cannot contain more than 18 hexes
- Each hex can only contain one Command Circuit
- No two Command Circuits can be adjacent to one another
- Command Circuits can be co-owned by two or more factions, but two different Command Circuits cannot be combined.
Movement on a command circuit is free, but each command circuit can move a
total of 10 FP (Inner Sphere technology factions) or 15 FP (Clan technology factions) per turn.
Command Circuit movement cannot be combined with any other special movement types (unplanned reinforcement, ready reserve, pirate transit, etc.)
Interstellar TradeThe ravages of the Succession Wars have striped most of the Inner Sphere of it's advanced industries and manufacturing centers. The few centers that are left are far flung and closely guarded. As such, it can be difficult for a nation to produce the quantity of military hardware where it is most useful.
A profitable way for JumpShip captains to make money(and an easy avenue for nations to gain tax income) is exporting military hardware. JumpShips not being employed for military operations can be used to carry military hardware across vast expanses of space.
When used in this capacity, JumpShips are able to 'transport' production capacity from one facility to another within their national borders. This is the only method availible to skirt the 4 hex maximum distance for FP funneling. A single jumpship can 'transport' as much production capacity as it has dropship collars(so an Invader-class could transport the full production capacity of a single Shipyard).
When used within a nation's borders to bolster it's own production facilities, the faction must pay 1 MP per hex for each point of production, aswell as a flat 1 RP per hex traveled. The JumpShip must originate at the facility whose production capacity it is transporting, and the maximum production of the hex is the maximum production that can be transported away from that hex(so a 1 SY hex can't give away more than 3 production capacity to another SY).
When exporting production to other nations, the rules are a bit different. A faction can sell as much of it's production capacity as it wishes per turn, to as many other factions as it wishes. A JumpShip in this way can transport 2 production capacity per dropship collar. It must originate at any friendly MF or SY(depending on the type of production capacity being sold), and must end at the point of manufacture that the buying faction designates.
Any time a faction attempts to export production capacity, some money is lost due to tariffs and export duties. Each point of production capacity exported costs the exporting faction .25 RP. The actual cost of the deal is totally up to the players to decide, but this tariff is unavoidable.
Pirate TransitFor all order types except Invasion, pirate transit can be specified. If successful, hostile air defenses may not engage the "pirate" force; however, there is the possibility of a catastrophic misjump - roll on the Pirate Transit chart.
Pirate Insertion Chart02 Misjump - Entire Force Disappears
03 Misjump - Half of Force Disappears
04 Failed Pirate Insertion
05 Failed Pirate Insertion
06 Failed Pirate Insertion
07 Failed Pirate Insertion
08 Successful
09 Successful
10 Successful
11 Successful
12 Successful
Infrastructure MovementHex Improvements (MF, SY, IC, etc) can be moved but require extensive preparations.
One turn before the move is to be executed, the facility must be taken offline for packing. The following turn it is removed from the map and becomes a transported unit with FP equal to its RP construction cost. These transport units may not initiate combat but they may be attacked. Note that issuing Blockade Running and/or Break Interdiction orders in response to enemy blockade or offensive interdiction is not considered to be "initiating combat" for the purposes of this rule if the infrastructure transport is attempting to flee the hex.
Infrastructure transports cannot contest a hex; if an infrastructure transport enters an uncontested foreign hex (or is present in one when its allegiance changes), the hex owner may seize control of the infrastructure transport without the need for combat.
Infrastructure transport units move per the normal rules for transported units.
Once a transport unit arrives at its destination, it must spend one full turn unpacking, at which point the Hex Improvement will come back online at the new location.
ConstructionTo construct units a faction must allocate Resource Points (RP) and indicate the exactly what type of unit is being built (and where) on their orders sheet.
Each faction his a per-turn production limit based on their number of military factories (MF) and shipyards (SY). This limit is cyclical and unused capacity cannot be banked between turns. A faction can have a combination of 3 MFs and SYs per hex; this number can be increased through research.
Each MF provides 2 points of capacity, which can be used for all types of transported units except for DropShips.
Each SY provides 3 points of capacity, which can be used for all types of mobile and WarShip units, as well as transported DropShips and Aerospace units. SY capacity can also be used to build static space defenses such as military space stations.
FP funneling(building more FP in a hex than that hexes' independent production would allow) is allowed, but only for MF/SY within 4 hexes of the build location. This is to reduce the ability to produce multiple regiments in a single hex 'instantly', and also to prevent players from building everything on PF hexes with their whole production capacity.
ie, if you wish to build 20 FP on Marik, and Marik only has a single MF, only MFs within 4 hexes of the Marik hex can contribute their production capacity.
To use production capacity, resources must be expended. Each point of capacity that is "activated" to be used in construction cost 1 Resource Points. In most cases, this means that every Force Point that is constructed costs one Resource Point; however, some movement classes are more expensive - see the table below.
- Static and Transported units require 1 point of capacity for each 1 FP that is actually produced
- Mobile and WarShip units without a Lithium Fusion Battery require 6 points of capacity for each 1 FP that is produced (i.e. it costs 6 RP for every 1 FP that is produced)
- Mobile and WarShip units with a Lithium Fusion Battery require 10 points of capacity for each 1 FP that is produced (i.e. it costs 10 RP for every 1 FP that is produced)
If insufficient capacity is available to build a unit in a single turn, the unit can be built over the course of multiple turns.
Technology Base restrictions1. Inner Sphere Technology factions may not produce new Clan technology. They may maintain and repair Clan Technology units they acquire through other means.
2. Inner Sphere Technology factions may produce Clan technology from a captured Clan factory or shipyard for one cycle. At that point the facility runs out of parts and becomes useless. It may be retooled to Inner Sphere technology for 1/3 the cost of building a new one. The same is true for Inner Sphere Technology factories captured by Clan forces.
For the purposes of these rules, Clan Technology factions are defined as those capable of producing Clan technology. These are:
All Grand Council Clans
Inner Sphere Technology factions are:
Lyran Commonwealth
Federated Suns
Capellan Confederation
Free Worlds League
Draconis Combine
St Ives Compact
Free Rasalhauge Republic
All Periphery Nations
Dice RollingAll dice rolling must be done through one of the following methods:
- Rolled used INTELSER Forums' built-in die roller
Previously-approved methods (rolling in MegaMek or requesting a roll from a GM) are no longer authorized. The GM team may still make their rolls on the private GM board, but must roll them there for record-keeping purposes.
Note: The GM private message redirect does not correctly capture die rolls. Please do not use [ roll ] in PMs to FC62GM as we will not be able to see the results.
Game Master Rules1. All Private Messages from players will be answered in the order they are received (effective Turn 43).
2. All final GM decisions, regardless of size or scope, must be communicated through on-board means.
3. Any combat situation may deviate from the stated rules at the discretion of a GM. Any such ruling should be adhered to, but should not be regarded as precedent-setting unless it is accompanied by a rules update.
GM Private Message GuidelinesA new user account has been created: FC62GM -- all in-character PMs and all PMs which require GM action must/must include this account as an addressee. Private Messages that are not addressed to FC62GM are not "legal" for game purposes.
Non-game-related private messages should still go to the individual GMs' accounts.
Requests for rules clarification, rulings, and/or roleplaying posts will be addressed in the order they are received. To ensure the messages can be quickly parsed by the GM team, please make sure the title line on each post contains either [RULES], [RP], [TRADE], or a similar descriptor.
This system is brand new, so the rules may be modified going forward based on our experience, but hopefully this will help not only improve turnaround on responses but will also keep a more effective permanent record of both back-channel roleplaying and GM rulings.
EconomicsResource Point PoolThe Resource Point (RP) Pool represents the overall economic resources available to a faction at the start of the current turn. In addition to any RP banked from prior turns, the following revenue is gained each turn:
- Each control world generates 0.25 RP of revenue each turn
- Each Clan homeworld zone generates 0.50 RP of revenue each turn
- Each regional capital world generates 1.00 RP of revenue each turn
- Each national capital world generates 2.00 RP of revenue each turn
- Each MF and IC hex improvement generates 0.50 RP of revenue each turn
- Each SY and RS hex improvement generates 1.00 RP of revenue each turn
- Member worlds and PF hex improvements generate no revnue
Additional income can be obtained through commerce and through HPG service fees.
CommerceFactions may engage in commerce with each other, exchanging MP, RP, and/or actual goods (such as military units). It is up to the players to determine the terms of these agreements. The details of all final trade agreements must be sent to the GMs by private message.
Technology TransfersFactions may exchange blueprints and other technological information; the terms of such exchanges are up to the individual players to negotiate. Finalized technology transfer agreements must be copied to the GMs by private message.
Executing a technology transfer does not automatically allow the receiving faction to use the new technology. A research and development period of 2d6 turns is required, along with an expenditure of either 10 RP or 10x the production cost of the item being copied (whichever is greater).
Note: If an example of the item being reverse-engineered is also present, it can be sacrificed (disassembled and considered totally destroyed) to halve the RP cost of development.
Technology Transfers cannot be used to change an Inner Sphere Technology faction into a Clan Technology faction, nor can they be used to change a faction's communications rating.
BankingAny unused RP is automatically assumed to be banked, and is added to the next turn's RP Pool.
Guest Facilities
Guest facilities are military bases, civilian enclaves, and hex improvements that are located on planets belonging to a different faction.
Guest facilities generate revenue for the planet's owner as if they were part of that faction, but their output goes to the facility's owner.
The exact details of any guest facility arrangement are up to the two involved factions to negotiate.
Exploration and Colonization Rules
If a faction wishes to conduct exploration for habitable worlds, the following rules apply.
RP Cost: 8 RPs per hex searched, multiple searches may be conducted in the same hex.
2D6 Target number for successfully discovering a world: 9+
Die roll modifiers
General location already known (previous or rediscovered records*): +3
Each habitable world (beyond one) already in hex: +1 (Maximum modifier of +3)
Totally uncharted territory: -1
* Factions are expected to provide sufficient Role Playing to explain such an event.
If successful, any discovered world immediately becomes a Member World for that faction. The new world cannot be upgraded to a Control World for at least 10 cycles after discovery. This time represents the faction's efforts to turn the planet into an economically viable world and/or time needed to integrate it into general society.
Characters and VIPsPlayers may create an unlimited number of characters from their faction to use as narrative devices. Characters may be canon characters, or they may be non-canon; other than the advantage of the notoriety and availability of background information for canon characters, they have no special game mechanical advantage over non-canon player-created characters.
Characters broadly fall into two categories: normal characters and VIPs.
Normal Characters are 'ordinary individuals' created for narrative purposes. Normal chracters are entitled to slightly less built-in rules protection then VIPs but otherwise function in the same manner.
VIPs are particularly important characters who have additional protections under the rules in order to ensure that they cannot be effortlessly killed. To qualify as a VIP, a character must be one of the following:
- A military official in command of a "line item" on the faction's orders sheet.
- A government official who is either head of government, head of a government ministry or department, or the administrator of a planetary or larger region.
- Any character who has become a recurring POV character (i.e. featured in multiple threads or in a large number of posts within a faction's IC roleplaying thread).
At this time, the definitions of VIP characters are somewhat vague. Players are expected to use discretion when declaring VIP status in borderline cases; if this becomes a problem, the GM team will develop explicit, concrete rules and require the tracking of VIPs (an added level of paperwork we are hoping to avoid).
Movement of CharactersCharacters of any type may choose to "hitch a ride" on any of their faction's units or any unit of another faction (only with permission in the latter case).
Characters may move on their own up to five hexes per turn.
VIPs may move up to the maximum command circuit distance their parent faction is able to create. This option does not incur command circuit expenses.
The movement of characters is not impeded by Offensive Interdiction, but is stopped by Blockades. Characters may attempt Blockade Running, but if the results indicate their take damage they are considered to be in the power of the blockading faction and may be injured or killed (see Injuring Characters, below).
Activities of CharactersCharacters are narrative devices; by default they do not have any special game mechanical abilities - their purpose is to carry out roleplaying. This is an aspect of the rule that may be expanded upon in future revisions.
Injuring CharactersA player may injure or kill his or her own characters at will, as long as it does not involve forcing an adverse action on another player's characters. For example, a faction leader may choose for one of their characters to suffer a heart attack, die in a shuttle accident, or be bitten by a snake, but cannot arbitrarily decide that their character is stabbed to death by another faction's ambassador.
A player generally may not injure or kill another player's character's without that player's permission, unless that character is in their power. Exceptions to this are the game mechanical functions of Assassination, Kidnapping, and certain critical hit results.
A character is "
in the power" of another player when:
- The character is on in an uncontested hex owned by the other player, and is not 'hidden' by Clandestine Movement or other game mechanical means.
- The character has been captured or kidnapped by game mechanical means, or by the agreement of the character's owner (such as when a character offers themselves up as a hostage).
- The character's owner explicitly places the character in a location that will be subject to a mass destruction attack such as orbital bombardment or a nuclear explosion.
In these situations, without the permission of the other player, the player who holds the character in their power may:
- Dictate specific injuries or even death for an helpless* character.
- Initiate individual combat with an non-VIP character.
- Attempt to initiate combat with a VIP character.
*A character is "helpless" if they are either physically restrained, held in confinement they lack the means to escape (i.e. in a jail cell or similar imprisonment), or lack the skills or physical condition neccessary to defend themselves (i.e. character has injuries that prevents them from attempting to fight for their life).
VIPs who are not helpless may avoid combat on a successful initiative roll. If they survive the first seven rolls of combat and are still not helpless, they may attempt another initiative roll to escape. Note that this does not allow a VIP to avoid game-mechanical effects such as Assassinations.
Individual CombatAll individual combat will be decided via best of seven D6 rolls; ties are rerolled.
In
unarmed combat, the following modifiers apply
- Clan Elementals recieve a +2 bonus to their roll
- Clan Protomechwarriors recieve a -1 to their roll
- Clan Naval/Areo pilots recieve a -2 to their rolls
- Other modifiers or special scenarios may be applied at the mutual agreement of both players or at GM direction
If a player wins two consecutive rounds a secondary roll is made to determine injuries to his opponent. Injuries effect P/G skills for 1 real time week (i.e. two weeks game time) and can stack.
Quote
Injuries (1D6 roll)
1 - Broken Nose
2- Cracked Ribs
3- Broken Jaw
4- Broken Arm (+1 to Gunnery Skill)
5- Broken Leg (+1 to Piloting Skill)
6- Concussion (+1 to Gunnery and Piloting Skill)
If a player wins 3 consecutive rounds the opponent must make a roll 1d6 to determine consiousness. On a roll of 1
or 6 he is knocked out and loses the battle.
If a player wins all 4 roll rolls in succession the opponet must roll 2D6. On a roll of 10+ the player has suffered enough punishment to cause his death. All seven rolls must be completed even if a player wins 4 rolls to determine injuries sustained in the fight unless opponent was knocked out.
Melee CombatIf one or both characters are armed with individual melee weapons (swords, clubs, and so forth), any armed characters may substitute the appropriate modifier for their normal unarmed modifier:
- Simple Weapon (chair leg, police baton, broken bottle, etc): +1 modifier
- Deadly Weapon (sword, dagger, bayonette, etc): +2 modifier
- Powered Weapon (vibro weapons and other weapons which require a power source): +3 modifier
Note that a player may opt to use their normal unarmed modifier if it is better than that granted by their weapon, even if for roleplaying purposes the character is described as armed.
Ranged CombatThe use of firearms by one or both characters in individual combat significantly changes the balance of power in such a fight.
If any character involved in a particular round of combat is armed with a firearm (including ranged energy weapons), all positive unarmed and melee modifiers are negated. Negative modifiers still apply if one of the characters is attempting to fight unarmed.
Using a firearm in personal combat applies a +1 bonus to that character's combat rolls. Additionally, if one roll "hits" (i.e. exceeds the defender's roll), that character may continue to roll against that defense roll until they miss. Additional "hits" do not count towards determining victory in the fight, but do could towards determining injuries, unconciousness, and death.
At this time, the rules do not differentiate between the properties of different types of firearms, but players may enact special scenarios to reflect this if they both agree on the terms.
Research and Development
Technology is a powerful tool in the BattleTech universe. In an era where the secrets of the past are still being slowly rediscovered, technological advancement is one of many routes to power for a faction. There are six different Technology Paths, all of them granting unique bonuses. However, some avenues of research offer quick short term gains with minimal effort, but suffer in their long-term goals. Others require patience and time, but once completed, open up the Inner Sphere to a new superpower.
Technological research can also be dangerous. ROM agents continue to thwart research when possible, but their hold over technological advancement is slipping. The Great Houses have made advancements, and as their research continues, ROM grows more desperate to keep its edge in the technology market., through suppression, theft, and disinformation.
Activating Prestigious Facilities:
Tier 1(single PF) is a well respect facility within the host nation. A Tier I Prestigious Facility generates 1 SP(Research/Science Point) when activated for research, and costs 4.5 RP.
Tier II(2 PFs) is a widely respected facility, even outside the host nation. Tier 2 PFs generate 3 SP when activated for research, and costs 9 RP.
Tier III(3 PFs) is a nearly unrivaled in it's areas of expertise. Tier III PFs generate 6 SP when activated for research, and costs 13.5 RP, half the normal rate.
The six technology paths are divided into 15 Tech Trees. Technologies marked with an (x) are Restricted Technology, according to ComStar's technolgoical development policies. ROM has been almost universally successful in suppressing these technologies in the Successor States. No nation is able to allocate research to these technology trees without ComStar's active assistance(or through rare random events, or lucky technology theft).
Technologies marked with an asterisk(*) are able to be repeated at half their initial cost, as their benefits apply to a specific facility, weapon design, or vehicle chasis.
Tech Path: Battlemechs
Training & Tactics Development:
Tier I – Basic Training Theory (10 SP): Allow 2 battlemech units to be trained per turn
Tier II – Advanced Training theory (15 SP): Allow 3 battlemech units to be trained per turn
Tier III – Improved Training Centers (20 SP): Mech units built in hexes with a Tier 2 PF start as Veteran(Max 2 units/turn)
Tier IV – Advanced OCS (25 SP): Units commanded by a military VIP gets +1 on Critical Table
Tier V – Experimental Training Theory (45 SP): Allow up to 5 battlemech units to be trained per turn
Tier VI – Experimental Training Centers (75 SP): Mech units built in hexes with Tier 3 PF start as Veteran(Max 5/turn)
Design Theory:
Tier I – Technological Revolution (30 SP): All new MF/SY are Tech I capable; ability to upgrade Intro-Tech facilities to Tech I(takes 1 turn and costs 1/2 the construction RP cost)
Tier IIa* – Develop Prototype Design (35 SP): Add Custom Mech to VIP Armory
Tier IIb* - Develop Prototype Equipment (35 SP): Add New or SL-era Equipment to VIP Armor(2 Design max)
Tier IIIa* - Retool Factories (45 SP): Add previously designed Custom Mech to Faction Armory
Tier IIIb* - Mass Produce Equipment (45 SP): Add Previously designed Equipment to Faction Armory
Tier IV* - Recover Designs (60 SP): Add Star League-era Design to Faction Armory
Tier V* - Advanced Prototype (75 SP): Add TRO3050 design to VIP Armory
Tier VI* - Advancing Technology (100 SP): Add previously designed TRO3050 chassis to Faction Armory
Weapons Development:
Tier I – Restart Weapons Program (20 SP): Stage I Weapons Recovery
Tier II – Develop Prototype (30 SP): Add 1 Star League-era weapon to VIP Armory(1 design only)
Tier III* – Redesign Weapon Systems (45 SP): Add 1 Star League-era weapon to VIP Armory
Tier IV* - Manufacture Weapon Systems (60 SP): Add 1 previously researched Star League-era weapon to Faction Armory
Tier V* - Develop New Weapon System (75 SP): Add 1 future faction weapon System to VIP Armory
Tier VI* - Advanced Weapon Design (90 SP): Add 1 previously researched future faction weapon system to Faction Armory(max 3 weapons)
Tech Path: Conventional Forces
Armored Vehicles:
Tier I – Basic Training Theory (10 SP): Allow 2 armor units to be trained per turn
Tier II – Advanced Training Theory (15 SP): Allow 3 armor units to be trained per turn
Tier III – Improved Training Centers (20 SP): Armor units built in hexes with a Tier 2 PF start as Veteran(Max 2 units/turn)
Tier IV – Advanced OCS (25 SP): Units commanded by a military VIP gets +1 on Critical Table
Tier V – Experimental Training Theory (45 SP): Allow up to 5 armor units to be trained per turn
Tier VI – Experimental Training Centers (75 SP): Armor units built in hexes with Tier 3 PF start as Veteran(Max 5/turn)
Infantry/Armored Infantry:
Tier I – Improved Infantry Combat Weapons (20 SP): Enables building of Special Forces Teams
Tier II – Miniaturized Heavy Weapons (30 SP): Special Forces teams gain +1 in Combat vs SF teams
(x)Tier III – Armored PA/L Suits (45 SP): Stage I Battle Armor Development
(x)Tier IV – Battle Armor Design Theory (60 SP): Stage II Battle Armor Development
(x)Tier V – Prototype Battle Armor Design (75 RP): SF Teams gain additional +1 in Combat vs SF Teams
(x)Tier VI* – Production Battle Armor (100 SP): Gain 1 future faction Battle Armor Design (3060s)
Combined Arms Tactics:
Tier I – Basic Training Theory (10 SP): Allow 2 Inf/BA units to be trained per turn
Tier II – Advanced Training theory (15 SP): Allow 3 Inf/BA units to be trained per turn
Tier III – Improved Training Centers (20 SP): Inf/BA units built in hexes with a Tier 2 PF start as Veteran(Max 2 units/turn)
Tier IV – Advanced OCS(25 SP): Units commanded by a military VIP gets +1 on Critical Table
Tier V – Experimental Training Theory(45 SP): Allow upto 5 Inf/BA units to be trained per turn
Tier VI – Experimental Training Centers(75 SP): Inf/BA units built in hexes with Tier 3 PF start as Veteran(Max 5/turn)
Tech Path: Aerospace Fighters
Training/Tactics:
Tier I – Basic Training Theory (10 SP): Allow 2 ASF units to be trained per turn
Tier II – Advanced Training theory (15 SP): Allow 3 ASF units to be trained per turn
Tier III – Improved Training Centers (20 SP): ASF units built in hexes with a Tier 2 PF start as Veteran (Max 2 units/turn)
Tier IV – Advanced OCS (25 SP): Units commanded by a military VIP gets +1 on Critical Table
Tier V – Experimental Training Theory (45 SP): Allow up to 5 ASF units to be trained per turn
Tier VI – Experimental Training Centers (75 SP): ASF units built in hexes with Tier 3 PF start as Veteran(Max 5/turn)
Tech Path: Naval Technology
KF Technology(x)
Tier I – Jump Drive Construction (30 SP): Ability to construct JumpShips
Tier II – Compact Drive Construction (50 SP): Ability to construct WarShips(Required to research Naval Engineering Tier III)
Tier III – Lithium-Fusion Battery Construction (75 SP): Ability to construct LF Battery JumpShips, WarShips, Recharge Stations, and to add LF batteries to modified WarShip designs
Tier IV – Improved Jump Calculations (125 SP): Pirate Insertions now only fail on 4-6
Tier V – High Capacity LF Batteries (175 SP): LF equipped JumpShips may move 6 hexes per turn, WarShips move 8.
Tier VI – Stealth Jump Drive (250 SP): LF equipped JumpShips and WarShips can pay double their construction cost to be equipped with a Stealth Jump Drive. It acts as a normal LF Battery system, but allows the WarShip to move with Clandestine Movement.
Naval Armament(x)
Tier I – Rediscover Naval Weapons (30 SP): Ability to Construct WarShips (Required to research Navel Engineering Tier III)
Tier II – Miniaturize Power Systems (50 SP): Ability to construct Pocket WarShips (Required to research Naval Engineering Tier VIIa)
Tier III – Develop Naval Missile Systems (75 SP): Add Naval Missiles to Faction Armory
Tier IV – Design AR-10 Launcher (100 SP): Add AR10 Missile Launcher to Faction Armory
Tier V – Sub Capital Missile Design (125 SP): Add Sub-Capital Missiles to Faction Armory
Tier VI – Sup Capital Weapon Design (150 SP): Add Sub-Capital Weapons to Faction Armory
Naval Engineering
Tier I – Low-Orbit Manufacturing Centers (30 SP): Ability to Construct Shipyards(SYs)
Tier II – Zero-G Design Theory (50 SP): Ability to construct Space Stations(SS)
(x)Tier III – WarShip Design Theory (75 SP): Ability to Construct WarShips
(x)Tier IV – Re-engineer Star League Design (100 SP): Add SL-era WarShip Design to Faction Armory
(x)Tier Va* – Advanced WarShip Design (145 SP): Add 'modified' WarShip Design to Faction Armory
(x)Tier Vb – Re-engineer WarShip Armor (145 SP): Modify existing SL-era Design's armor profile by 15%
(x)Tier VIa – Experimental WarShip Design (175 SP): Add future faction WarShip Design to Faction Armory
(x)Tier VIb – Re-engineer WarShip Small Craft Bay (225 SP): Modify SL-era Design's Small Craft Bay by 20%
(x)Tier VIIa – Experimental WarShip Design II (260 SP): Add future faction Pocket WarShip design to Faction Armory
(x)Tier VIIb – Re-engineer WarShip Drives (260 SP): Modify SL-era Design Drive by 10%
(x)Tier VIIc – Re-engineer WarShip Armor II (260 SP): Modify existing SL-era Design's armor profile by 25%
(x)VIIIa – Re-engineer WarShip Fighter Bay (325 SP): Modify SL-era Design Fighter Bays by 25%
(x)VIIIb – Rearm WarShip(325 SP): Rearm any SL-era WarShip, keeping same weapon tonnage
(x)IX– Experimental WarShip Design III (375 SP): Add future WarShip design to Faction Armory
(x)Xa – Reinforced Hull Design (450 SP): WarShip survival rolls now fail on 4 or lower
(x)Xb – Redesign WarShip (450 SP): Redesign any design you currently have, modifying all systems by up to 35%
Tech Path: Electronics
Battlefield Electronics Tech
Tier I – C3 Systems (15 SP): Add Beagle Active Probe to Faction Armory
Tier II – Fire Control Systems (30 SP): Add Targeting Computers to Faction Armory
Tier III – Enhanced Sensors (50 SP): Add C3 Master and C3 Slave to Faction Armory
Tier IV – Advanced C3 Systems (75 SP): Add Stealth Armor(all types) systems to Faction Armory
Tier V – Advanced Electronics (125 SP): Add Angel ECM Suite and Bloodhound Active Probe to VIP Armory
Tier VI – Stealth Technology (200 SP): Add Naval C3 and Boosted C3 to Faction Armory
(x)Tier VII – Advanced Stealth Technology (300 SP): Add Void Signature System to VIP Armory
Communications Tech(x)
HPG-based ComTech tree is locked out, pending someone acquiring the HPG tech from ComStar
Tier I – Black Box Theory (50 SP): Ability to use Black Boxes(must acquire BB tech from FS before beginning this tech path)
Tier II – Black Box Construction (75 SP): Ability to build Black Box Factories
Tier III – Improved Transmitters (125 SP): Black Box transmission range increased by 10%
Tech Path: Special Projects
Logistics
on hold pending Upkeep rules
Economics
Tier I – Economic Theory (15 SP): Reduce international trade tariffs by 10%(round up)
Tier II – Economic Growth (30 SP): Ability to upgrade Control Worlds to Regional Control Worlds
Tier III – Intermediate Economics (50 SP): Reduce international trade tariffs by 25%(round up)
Tier IV – Integrated Economy (75 SP): Additional 5% per turn income(multiply income by 1.05%)
Tier V – Advanced Economics (100 SP): Reduce international trade tarrifs by 50%(round up)
Tier VI – Industrial Revolution (150 SP): Additional 12.5% per turn income(multiply income by 1.15%)
Industrialization
Tier IA – Light Industry (10 SP): Ability to upgrade worlds to Control Worlds
Tier IB – Manufacturing Centers (10 SP): Ability to construct Military Factories (MFs)
Tier II – Large Factories (15 SP): Ability to place 5 MF/SY in a hex
Tier III – Factory Complex (30 SP): Ability to place 8 MF/SY in a hex
Tier IV – Optimization (50 SP): 2% RP discount in hexes with 8+ MF or SY
Tier V – Industry City (75 SP): Ability to place 12 MF/SY in a hex
Tier VI – Automated Factories (100 SP): 5% RP discount in hexes with 12 MF or SY
Factions must start research at Tier I for all Tech Paths, and must complete each Tier before advancing to the next one. In cases where a technology path might have more than one research Tier(such as Tier Ia and Tier Ib), BOTH must be completed before advancing to the next Tier. Each turn, PFs must decide which research project to undertake. They can only apply their SP to a single project per turn, although multiple PFs may allocate their SP to the same project. SP that goes over the required SP to finish a research DOES NOT carry over to the following Tier.
Note: 'equipment' in the Design Theory branch refers to things like XL Engines, Endo Steel structure, Ferro-Fibrous Armor, Double Heat Sinks and things of that nature.
VIP Armory:
The VIP Armory is the list of all mechs, aerospace fighters, tanks, custom designs, and weapons available to be used by your faction's VIPs. Factions are limited to 3 custom battlemechs, 3 custom tanks, and 3 custom aerospace fighters. This limit cannot be increased at this time. For a design to be valid, it must conform to the faction's VIP Armory limitations, and it must be submitted for approval to the GM team. Once the GM team approves a design, it may be added to the VIP Armory.
Faction Armory:
The Faction Armory is similar to the VIP Armory, except it holds the information on all equipment and designs availible to the faction's rank-and-file. Custom designs from the VIP Armory can be added to the Faction Armory with certain research. For a faction to use advanced designs(SLDF and post-3030s), they must first ensure they possess all approporate weapons and technologies that make up the design in question. This also holds the faction's list of custom Dropships, Pocket WarShips and WarShips. Factions are limited to 3 custom Dropships, 2 Custom Pocket WarShips, 1 'modified' WarShip(WarShips designs that have been modified using up to 3 Naval Engineering paths), and 2 custom WarShips(WarShips designed using Naval Engineering Tier X).
Faction Heads are responsible for keeping their Armory up-to-date. GMs will spot check factions at random internvals, and if discrepencies are found, factions could face harsh consequences, including but not limited to: losing weapons from the armory(thus disqualifying any custom design using such weapons), loss of a Custom Design slot, or in extreme(repeat) cases, the loss of a specific technology, or technology tree, requiring the faction to go back and research it again.
The GMs reserve the right to disqualify a player from the Faction Head position for abusing the Armory system. If it becomes too much of a problem, custom designs will be removed from the game entirely.
Mercenaries
Mercenaries are private military contractors that offer their services to factions in exchange for payment.
Hiring Mercenaries
When a mercenary unit is out of contract, either due to expiration or due to a contract breach by the client, the MRBC will open bidding for that unit's services. Any faction may bid for mercenary contracts. Whichever faction makes the highest bid wins the contract. Contract points are awarded as follows:
+1 per 5% of the unit's FP that will be paid every month (minimum 5%)
+1 if the bidder guarantees full repairs
-1 if the bidder is to receive all salvage
+0 if salvage is to be split 50/50 between bidder and mercenaries
+1 if the mercenary will receive all salvage
+1 for a 3-turn contract
+0 for a 6-turn contract
-1 for a 9-turn contract
-1 for no signing bonus
+0 for 10% signing bonus
+1 for 25% signing bonus
+1 for a front-loaded contract (50% of the contract pay advanced in first turn of the contract)
-1 if the bidder's house troops fought against the unit in the last three turns
+1 if the bidder is the unit's historical sole client*
-1 if the bidder is a member of the Clan Grand Council
+1 renewing a prior contract on same or better terms**
*based on canon employment history up to 3039.
**only if the underlying contract was awarded under the current version of the rules.
Accounting for Mercenaries
Mercenaries are listed as normal units on the appropriate tab of the client's record sheet. However, they must also be listed in the mercenaries section of the expenses tab, including their per-turn salary and (in the notes column) the terms of their contract.
When a mercenary unit's contract expires, it is the responsibility of the client to post the unit for rebid in the MRBC thread. Failure to do this will result in loss of the +1 contract renewal bonus and in repeat cases will result in the MRBC applying a blanket penalty to future contract bids.
Force PointsOne Force Point (FP) of ground forces is approximately equivalent to one company of Inner Sphere Standard Medium 'Mechs.
One Force Point (FP) of aerospace forces is approximately equivalent to 15,000 BV points.
Elite units apply a 1.5x multiplier to their FP
Veteran units apply a 1.25x multiplier to their FP
Green units apply a 0.80x modifier to their FP
Inner Sphere FormationsIntroductory-level TechnologyMarine Infantry Company: .25*
Marine Mechs Company: -50%*
Conventional Infantry Battalion: .25
2x Light Armor Company: .25
Medium Armor Company: .25
Heavy Armor Company: .5
Assault Armor Company: .75
Light Mech Company: .5
Medium Mech Company: .75
Heavy Mech Company: 1
Assault Mech Company: 1.25
Inner Sphere Standard TechnologyMarine Battle Armor Company: .5*
Marine Mechs Company: -50%*
2x IS BA Company: .25
2x Light Amor Company: .5
Medium Armor Company: .5
Heavy Armor Company: .75
Assault Armor Company: 1
Light Mech Company: .75
Medium Mech Company: 1
Heavy Mech Company: 1.25
Assault Mech Company: 1.5
Clan TechnologyMarine Infantry Company: .5*
Marine Battle Armor Company: 1*
Marine Mechs Company: -50%*
Clan BA Company: .25
Light Armor Company: .5
Medium Armor Company: 1
Heavy Armor Company: 1.25
Assault Armor Company: 1.5
Light Mech Company: 1
Medium Mech Company: 1.5
Heavy Mech Company: 1.75
Assault Mech Company: 2
Clan FormationsIntroductory-level TechnologyConventional Infantry Binary: 0
Marine Infantry Binary: 0.25*
Marine 'Mech Binary: -50%*
2x Light Armor Star: .25
Medium Armor Star: .25
Heavy Armor Star: .5
Assault Armor Star: .75
Light Mech Binary: .5
Medium Mech Binary: .75
Heavy Mech Binary: 1
Assault Mech Binary: 1.25
Inner Sphere Standard TechnologyMarine Battle Armor Binary: 0.5*
Marine 'Mech Binary: -50%*
2x IS BattleArmor Binary: .25
Light Armor Star: .25
Medium Armor Star: .5
Heavy Armor Star: .75
Assault Armor Star: 1
Light Mech Binary: .75
Medium Mech Binary: 1
Heavy Mech Binary: 1.25
Assault Mech Binary: 1.5
Clan TechnologyMarine Battle Armor Binary: 1.00*
Marine 'Mech Binary: -50%*
Clan BattleArmor Binary: .25
Clan ProtoMech Binary: .75
Light Armor Star: .5
Medium Armor Star: .75
Heavy Armor Star: 1
Assault Armor Star: 1.25
Light Mech Binary: 1
Medium Mech Binary: 1.5
Heavy Mech Binary: 1.75
Assault Mech Binary: 2
*Marine units can participate in naval boarding actions and combat on Space Stations, but are not equipped for ground combat.
Free MilitiaEvery faction maintains local small-scale militias for law enforcement and limited planetary defense. Militia can be "called up" when a planet is attacked and when there are no friendly forces eligible to defend.
Note: in the context of this rule, an "attack" is defined as launching a Raid, Battle, or Invasion order targeting the hex. Movement orders, Special Operations, Biological Warfare etc, do not constitute an "attack" for the purposes of activating militia.
Characteristics of militia
- Militia may be Green or Regular
- Militia is always Reliable
- Militia is 1.0 FP (after adjustment for quality, if they are Green)
- The composition of that 1.0 FP is up to the player, but once activated its composition cannot be changed. Create aerospace militia at your own risk, as it cannot be converted back to ground FP until the next turn.
- Militia always has the Static movement class. In other words, no WarShip Militia and no movement type orders
- Militia cannot use guerilla warfare
- Militia does not benefit from damage control
- Militia cannot be repaired
- Militia that is routed surrenders instead of withdrawing
[li]During GM-rolled combat during the cleanup phase of the turn, militia will always lose (without a die roll) against large invasion forces. It is GM discretion as to whether or not to roll out combat in these situations. (i.e. if you want to try for the 'stacked natural 12s victory', do not let the fight wait until the cleanup phase).
[/li][/list]
Training, Repair, and RefitNote: For the purpose of these rules, a "unit" is defined as
- 1 Inner Sphere Regiment
- 1 Clan Cluster
- 1 Naval formation (i.e. one line-item on the naval tab)
- any smaller unit up to or equal to the sizes listed above
TrainingEach faction may train one unit per turn. The cost of a training operation is equal to the unit's new maximum FP minus its old maximum FP.
Training a unit from Green to Regular does not have any special pre-requisites.
Training a unit from Regular to Veteran requires the unit has participated in at least one combat operation in the last six turns.
Training a unit from Veteran to Elite requires the unit has participated in at least three combat operations in the last six turns (and since the unit was promoted to Veteran).
Currently, regular military units cannot be trained to Heroic or Legendary skill (though Special Forces units may be -- see the special rules for that unit type).
Battlefield RepairAt the end of any combat operation, all units that sustain damage recover 10% of their losses, rounded to the nearest 0.25 FP. Additionally, up to 30% of the unit's total FP may be repaired using salvaged RP (see step 7 of the combat procedure).
Any additional repair beyond these limits must be accomplished by constructing new force points at an MF or SY. Repairing damage to units using new construction has a chance to reduce that unit's skill level (due to the influx of new troops). The chances are listed on the chart below; if any such rolls are required, they must be listed on the cover email and expense tab of the orders sheet - the outcome of the repairs will be listed on that faction's monthly report.
Percentage of FP lost Roll on 2d6 required to retain quality levelLess than 10% 2+ (always succeeds)
10-20% 3+
21-30% 4+
31-40% 5+
41-50% 6+
51-55% 7+
56-60% 8+
61-70% 9+
71-80% 10+
81-90% 11+
91-99% 12
100% cannot be repaired – rebuild as new unit
If a unit fails its skill retention check, it may opt to forfeit the repairs in order to retain its original skill level. Units that take this option may attempt to repair again in subsequent turns and make a new roll at that time.
Note that currently the rules do not support combat units with "Very Green" and "Unskilled" skill levels, so no unit may drop below "Green" skill.
Repairing damaged infrastructureIn most situations when infrastructure is damaged, it is automatically repaired after a certain timeframe (specified in the description of the event that caused the damage). However, if a Hex Element receives actual FP damage (usually as a result of being attacked while being moved), RP must be spent to repair the damage.
The cost of repairing FP damage to infrastructure is equal to 50% of the
total RP cost to build the hex improvement, regardless of the exact amount of FP damage sustained.
RefittingRefitting is the process of significantly changing the composition of a unit. The following changes fall into the category of refits:
- Changing the unit type or tech base of an existing ground unit (i.e. infantry to battle armor or standard technology to Clan technology)
- Changing the type of a WarShip or JumpShip to a different variant of the same class (i.e. Invader to Invader (PPC) or Leviathan to Leviathan II)
- Note: Adding entirely new companies/squadrons/DropShips to an existing formation does not require refitting, but does incur a chance of skill loss as if the unit is repairing from its current FP up to its new maximum FP.
The cost of refitting is equal to the full production cost of the units new configuration minus 75% of the full production cost of its old configuration (including movement mode modifiers if applicable).
Hex Elements
Each hex can contain several elements. In general, before any other hex elements can be added, at least one Control World must be present in the hex (Space Stations are an exception to this).
National Capital World
Cost to Purchase: Special
Construction Time: NA
Each faction has one national capital. If the current national capital is lost, or if the faction wishes to relocate their capital, all income for one turn must be spend to create the new capital. If for any reason a faction has more than one national capital world, all but one automatically downgrade to Regional Capital Worlds.
Homeworld Zone
Cost to Purchase: NA
Construction Time: NA
Some highly developed planets contain multiple zones, each of which independently produces revenue and can contain hex improvements. Homeworld Zones cannot currently be manufactured or destroyed.
Regional Capital World
Cost to Upgrade (from Control World): 24 RP
Upgrade Time: 1 turn
Regional capital worlds produce more resources than normal Control Worlds; however, if an RCW is lost, all faction income in a two hex radius is lost. Worlds cannot be upgraded within 8 hexes of another friendly RCW.
Control World
Cost to Upgrade (from Member World): 12 RP
Upgrade Time: 1 turn
Control Worlds are sufficiently developed to provide revenue on a national scale, but are also able to be attacked by enemies.
Improved Communications
Cost to Purchase: 24 RP
Construction Time: 1 turn or more (note: see communications rules)
Improved Communications centers are hubs of the HPG network, greatly stabilizing and enhancing interstellar communications in the region. Real-time communications are possible between hexes with IC improvements, and ICs enhance the revenue earned by communications providers.
Each hex can only support one IC. IC hex improvements cannot be built on the Clan Homeworlds map.
Member World
Cost to Purchase: NA
Construction Time: NA
Member Worlds are worlds that while inhabited and present on the map are too insignificant to have any game impact. If all higher-order worlds in a hex ae captured by a rival faction, member worlds automatically surrender.
Military Factories
Cost to Purchase: 24 RP
Construction Time: 2 turns
Military Factories increase the production capacity of the owning faction. All Military Factories are built able to construct Intro-Tech formations, and must then be upgraded to produce Tech I designs.
Prestigious Facilities
Cost to Purchase: 72
Construction Time: 3 turns
Activation Costs: Tier I - 4.5 RP/turn, Tier II - 9 RP/turn, Tier III - 13.5 RP/turn
Prestigous Facilities contribute to a faction's research, as well as serve as training grounds for the elite soldiers that make up Special Forces teams. There can be no more than 3 PFs in a hex, with each PF representing a level of sophistication, or a 'Tier'.
A faction can have any number of Tier I prestigious facilities.
For every Tier II prestigious facility, a nation must have two Tier I prestigious facilities.
For every Tier III prestigious facilty, a nation must have three Tier II prestigious facilities.
Recharging Station
Cost to Purchase: 72 RP
Construction Time: 2 turns
Recharge Stations increase the efficiency of a faction's merchant fleet, increasing the Cyclical MP Pool.
Shipyards
Cost to Purchase: 48 RP
Construction Time: 2 turns
Shipyards increase a faction's capacity to produce aerospace and naval equipment.
Black Box Factory
Cost: 100 RP
Construction Time: 2 turns
Requirements: Primary or Secondary Black Box service provider.
Allows production of Black Boxes. May produce one per cycle (see communications rules for costs).
Space Station
Cost to Purchase: 24RP
Construction Time: 6 Turns (3 turns if a Yardship is present in the hex that will contain the station)
Space Stations may only be build in hexes that do not already contain hex elements. If for any reason a hex containing a Space Station gains a control world or a capital world, the Space Station immediately changes into a member world.
Space Stations located more than three hexes from one of the builder's friendly hexes take an additional turn to complete for each hex of distance beyond three.
Space Stations operate like Control Worlds, but may only be invaded by Marine units.
Hex Status Effects
There are several game effects that impact an entire hex, and are reflected on the map by overlaying the impacted hex with a symbol.
C (Contested) - this hex is occupied by two or more factions and is not subject to a sharing agreement. Contested hexes generate no resource points, and the hex improvements within them do not function.
T (Terrorized) - this status is caused by a number of different orders, projects, and events. A terrorized hex generated no resource points.
I (Interdicted) - this hex does not have access to FTL communications; see the Communications rules for full game effects.
☣ (Biohazard) - this hex has been infected with a biological warfare agent and poses a risk of infection to those who enter it.
Yardships
Yardships area special category of space vehicles that combine the functions of WarShips and Hex Improvements
Two types of Yardships exist: Newgrange-class and Faslane-class. The cost of building these vessels is equal to the normal production cost of the unit plus 48 FP (Newgrange) or 24 FP (Faslane); this extra cost is subject to the normal 6x cost multiplier for mobile units.
Yardships function as mobile WarShips in all regards, but are also considered to contrain a mobile, packed Shipyard which can be unloaded (and loaded back up for transport) in any hex per the infrastructure movement rules. For income and production capacity purposes, a Newgrange unpacks into a full shipyard, while a Faslane unpacks into one-half of a shipyard. Unless concealed by an intelligence operation or located in a hidden location, an unpacked yardship must be placed on the map.
The Hex Improvement carried in a YardShip may only be attacked by enemy special forces when it is in unpacked condition.
The Newgrange design is available to the Terran Hegemony, Star League, and all Clans.
The Faslane design is available only to the Terran Hegemony.
Communications Rules
HPG Service & Revenue:
Hyperpulse Generators(HPGs) are the lifeblood of commerce, government, and communications. Planets without an HPG are devoid of external contact, except for JumpShips that bring news from other planets,(though this news arrives days or even weeks late). This makes military, commercial, intellectual and administrative actives difficult or impossible.
Worlds without a functional HPG suffer several penalties:
I. They cannot produce military equipment partially built off world(ie cannot place more FP on planet than it has production capacity)
II. PFs cannot contribute SP to the same project as another PF
III. The planet cannot be part of any trade deal until communication is restored
IV. No new Hex Elements may be built until communication is restored.
To have a connection with other nations, there must be an IC on both sides of the border within range of each other. Only ICs are able to communicate with HPGs across national borders, making ICs extremely important for international diplomacy. Taking an IC offline when it is the only connection to another nation means that all trade deals are suspended unless there is an alternate route*, and the two factions treat each other as if they were interdicted for the purposes of Intelligence missions.
*Nations can conduct diplomacy with nations they do not neighbor, IF they have a connection through the Terra hex, or through another nation. However, messages would be cost prohibitive if they were to pass through more than a single network before reaching their destination, let alone the time required for such a lengthy series of relays. For example, the Lyran Commonwealth cannot contact the Free Rasalhauge Republic without a direct IC network along the LC-FRR border or a network connection along the LC-DC border(LC -> DC -> FRR). It would take far to long for a message to travel the long way around(LC -> Terra -> DC -> FRR)
Member Worlds do not have HPGs, nor will ComStar build them on such worlds.
Control Worlds have Class B HPGs, and generate 0.10 RP/turn for their service provider
Regional Capital Worlds have a more powerful Class A HPG, and generate 0.25 RP/turn
National Capital Worlds also have Class A HPGs, but due to the proximity to the administrative and economic capital of a nation, they generate 0.50 RP/turn
Improved Communications(IC) hex elements are comprised of 4 Class A HPGs, and serve as major transfer hubs, use imrpoved control software, and are housed in heavily fortified bastions to prevent sabotage and collateral damage from conventional warfare. They generate 2.00 RP/turn
Class A and B HPGs have a 2 hex range. ICs have a 4 hex range, thanks to improved(but hugely expensive) improved transmission cores, and new transmission protocols.
Building HPGs
Only service providers(ComStar) are able to build, maintain, or repair HPGs. For a planet to have an HPG built, a faction must contact ComStar and request a new HPG be constructed on the planet. For Class B HPGs, ComStar will generally foot the full bill. For higher cost construction(Class A and ICs), ComStar generally charges a 'Construction Fee' to defer part of the construction costs. This fee is negotiated seperately for each construction site.
Class B HPGs cost 2.5 RP, and take 1 turns to be constructed
Class A HPGs cost 5 RP, and take 1 turns to be constructed
Improved Communications(ICs) cost 24 RP, and take 2 turns to be constructed
Communications Outages
Service Blackout(Interdiction):
At any time, ComStar may decide to interdict a nation by immediately cutting off all HPG service into our out of an area except for ComStar approved clients and ComStar personnel. This effectively cuts off a nation from everyone else; the only alternative is time consuming and even more expensive 'pony express' JumpShip couriers.
Being interdicted has the following game mechanical consequences(in addition to roleplaying and storytelling impact):
I. The interdicted faction suffers a -4 modifer on intelligence missions targeting different factions
II. All intelligence missions targeting the interdicted faction receive a -2 modifer. ComStar may choose to waive this penalty for themselves or any other faction.
III. The interdicted faction loses all trade revenue, and 80% of ownership revenue for the duration of the interdict. The trade losses are reduced by 15% per turn, to a minimum of 0%. The ownership losses are reduced by 10% per turn, to a minimum of 40%.
IV. Every planet of an interdicted faction suffers the same penalties as planets that lack an HPG.
Special Forces Mission: Distrupt Communications(Strategic):
A Special Forces team attempts to attack a nation's communications network. By breaking into an HPG compound, and introducing a computer virus, the HPG transmission core is sent into overdrive, transmitting hundreds of overcharged pulses per minute. This overloads the core and causes a catastrophic failure. To hide evidence of who perpertrated the attack, the compound is then destroyed with explosives.
ICs are unaffected by these overcharged pulses.
Infected HPGs attempt to overload the cores of the HPGs surrounding them. The GM will roll 2d6 for all HPGs within 2 hexes to see if the overcharged pulses damage them, according to the following table:
Roll
5-8: No Effectively
9: HPG core is damaged, reduce range to 1 hex for 1d6 turns
10: HPG is severely damaged, facility is offline for 1d3 turns
11: HPG is severely damaged, facility is offline for 1d6 turns
12: HPG is destroyed; hex is interdicted until HPG is replaced
Special Movement OrdersIn addition to the general movement orders listed in the movement section, several special options are available:
Offensive Ready ReserveCost: 1MP for 1FP per planned hex traveled.
Execution: The MP cost must be paid and the target hex specified for the units being placed on Offensive Ready Reserve in the faction orders for the turn; the hex being targeted may not be changed mid-turn.
Forces on Offensive Ready Reserve are not eligible for defensive use in their current hex. Offensive Ready Reserve forces may only be activated if friendly troops become outnumbered during the course of the campaign. Reserve forces may only be drawn from once, and will arrive in the target hex 1 round of combat after being called.
If the attacking force is destroyed or forced to retreat before the reinforcements arrive, those reinforcements stop at the nearest friendly hex to the target.
The attacker may only call up enough reserves to equal the original attacking force (in FP).
Defensive Ready ReserveCost: 1MP for 1FP per planned hex traveled.
Execution: The target hex and units placed on reserve must be specified in the faction orders for the turn; MP costs must be paid even if the order is not activated.
Forces on Defensive Ready Reserve are not eligible for defensive operations in their current hex.
Defensive Ready Reserve forces may only be called up after combat begins in the targeted hex and the defending player becomes outnumbered.
Reinforcement may only be called up once per turn for each hex. The reserve forces will arrive in the target system one combat round after being called. If the defending force is destroyed or forced to retreat before the reinforcements arrive, they end the turn in the closest friendly hex.
Defenders may only call up enough reserves to make his force equal the original attackers' FP.
Unplanned ReinforcementCost: 2MP for 1FP per hex traveled. Additionally, all RP income from the hex the reinforcing units originate is lost next turn.
Execution: When under attack, or attacking, a player (or a player's allies) may call upon unplanned reinforcements if the forces to be reinforced have already engaged and are outnumbered 2 to 1 or worse.
Reinforcing forces will arrive two rounds of combat after being called up. Unplanned Reinforcement may only be used once per faction, per turn.
If the forces to be reinforced are destroyed or forced to retreat before reinforcements arrive, the force will end the turn in the nearest friendly hex.
There is no limit on the size of force that can be utilized in this fashion, but it can only originate from a single hex.
A dice roll of 8 or higher on 2D6 must be rolled, per unit, once the order is issued, to determine if it is able to muster quickly enough.
HuntingCost: The cost of the intelligence order "Formation Location" plus the cost in MP to move the attacking force its maximum per-turn travel per the Movement Rules.
Execution: The player must execute a successful "Formation Location" intelligence operation.
- If this operation is successful, the player's designated attack force will move to the discovered unit's location and engage them.
- If the operation provides false intelligence, the attacking force may end up in the wrong place.
- If the operation provides no information, the attacking force will remain in its starting hex, with the MP spent lost.
Attacking force must follow the Hostile Territory Movement rules.
Upon successful completion of intelligence and arrival in the Hunted unit's location, a forced engagement (either Battle or Naval Engagement) would occur. Both forces must fight at least one round before attempting retreat, and either can interdict the other's withdrawal attempt. Other, non-hunted, units in the same hex are eligible to fight as well, but not forced.
Hostile Territory MovementUnder normal circumstances, forces moving through foreign territory are detected by the hex's owner and may be intercepted.
Unless Clandestine movement is used to conceal the move or Allied movement has been granted, a force seeking to leave a foreign hex must accomplish it through hostile territory movement. The sequence of events for hostile territory movement is as follows:
1. (optional) the faction initiating hostile movement may request permission by private message. This PM must include the intended flight plan of the unit and the unit's FP value. This PM must be copied to the GM account. If the defender allows the hostile movement, no action is required. However, in the event that the movement is denied or there is no response by the 12th of the month, continue to step 2.
2. The faction initiating hostile movement must open a hostile movement thread. The thread must indicate the following:
- Flight plan of the unit
- Total FP of the unit
- Whether or not the unit is moving to engage in a combat operation
3. The faction that owns the hex must either approve or deny the hostile movement within a reasonable timeframe. 'A reasonable timeframe' is defined as:
- For units moving to engage in a combat operation: within 72 hours of the request or by the 15th of the month, whichever is later.
- For units moving for any other purpose: by the end of the turn*.
*Note: if defenders intend to resist the hostile movement, they are still bound by normal combat restrictions. Waiting until the last minute and then initiating a large naval engagement is frowned upon by the GMs.
If the response is to allow the movement, this need only be posted in the movement thread. Otherwise, the hex owner must open a combat thread at the point on the hostile mover's flight plan that they will be intercepted on. A link to this combat thread must be posted in the hostile movement thread.
Restrictions on Hostile Movement
- A unit cannot use Hostile Movement and Invasion orders in the same turn
- A unit cannot use more than one hex of Hostile Movement and Raid or Battle orders in the same turn*
- The 'Hunting' order is an exception to this - Hunters may use as much Hostile Movement as desired and still execute their order
*i.e. these order types cannot be more than two hexes "deep" into enemy territory.
Allied Territory MovementAllies may allow each other to transit military forces through each other's territory. Allied movement may be requested by PM, carbon copied to the GM account. The PM
must contain the following information:
- Full identity of the units moving (name, type, quality, current FP)
- Flight plan of the unit
- Whether or not the unit will conduct combat operations this turn within the ally's territory
The procedure for conducting allied movement is the same as hostile movement. At any time, the ally may deny allied movement, automatically converting the order to hostile movement if the mover opts to continue on their flight plan.
Allied movement has no restrictions on what type of orders can be combined with it.
Failure to Adhere to Movement Posting RequirementsTo ensure proper game balance and passive intelligence gathering, the procedures listed above for hostile and allied movement must be followed. Improperly-documented moves automatically fail; additionally, the GM team reserves the right to apply punitive measures - up to an including the loss of all forces attempting an invalid move - in the event of repeat violations.
Note: There is no option for "neutral" movement. For game mechanical purposes, open movement through foreign hexes must be characterized as either allied or hostile, since this determines what information must be provided to the owner of the hex.Clandestine MovementSome mobile units are specifically designated as being capable of Clandestine Movement. This is an option that allows a force to move through foreign territory without utilizing allied or hostile movement. Clandestine movement has none of the restrictions of allied or hostile movement, nor does it require the forces moving in this mode to be posted.
Clandestine Movement has a chance of being detected by the hex owner. Any Clandestine movement, and the flight path being used for that movement, must be noted on both the cover email and the appropriate military tab of the orders sheet. The GMs will provide a Clandestine Movement report along with the other monthly reports, providing instructions to the player as to whether or not they are discovered.
Clandestine forces that are not discovered may proceed directly to their mission. Forces that are discovered must instead immediately post a hostile movement thread for the hex they are discovered in.
Normally, the hex owner will only discover clandestine movers on a roll of 11+ on 2d6. The presence of at least one mobile unit in the hex adds a +2 bonus to this roll. A blockade in the hex adds an additional +2 bonus (for a total of +4).
Improved Clandestine MovementSome special units (such as Special Forces teams) may use Improved Clandestine Movement. This movement order has all the benefits of Clandestine Movement but has no chance of discovery.
Combat OrdersRecon RaidType: Raid
Minimum Force Size: 0.25 FP
Effect: Successful Recon Raids will discover the deployment of forces in the target star system.
Naval ReconType: Raid
Minimum Force Size: 0.25 FP
Requirements: May not be executed by static or transported units. Pirate Transit is required.
Effect: On a successful pirate insertion, all enemy naval and aerospace units in the hex are discovered (Name, type, quality, and current FP are revealed). If the pirate insertion fails, the raider has two options...
- The raider may immediately withdraw, without rolling initiative (i.e. there is no opportunity for the enemy to attack them). In this case, the raider receives no intelligence information.
- The raider may voluntarily lose initiative for the operational round, allowing the enemy to attack it. This may reveal information on some enemy naval forces in the hex.
Resource RaidType: Raid
Minimum Force Size: None, but see below.
Effect: If successful, the raiders steal RP equal to the maximum RP output of the hex, or the total FP of the raiding force, whichever is less.
Destroy Resources RaidType: Raid
Minimum Force Size: 10% of the RP cost of the hex element being targeted, rounded to the nearest 0.25.
Special: Ground forces are required to target all elements except for SYs and RSes, which must be targeted by naval forces. Hex elements on space stations are an exception to this and must be attacked with naval forces or marines.
Effect: If the raid is successful, roll 2D6:
2–10: Targeted element is offline for a number of turns equal to the roll result.
11-12: Targeted element is destroyed.
Quote from: Quick Refence Chart - minimum force size by target
HPG: 0.25
MF or IC: 2.50
SY or PF: 5.00
RS: 7.50
Blackbox Factory or HPG Network Hub: 10.00
InvasionType: Invasion
Effect: Initiates an Invasion operation, consisting of three or more combat operations. If successful, attacker may gain control of the target world.
Note: Invasions cannot occur without the presence of ground forces. Aerospace fighters may be used on Invasion orders in
support of ground forces.
DefenseType: Any, as per attacker.
Effect: Defends assets of target world or hex (all friendly forces in a star system under attack may use this order, unless they are specifically prohibited by their orders).
Naval EngagementType: Battle
Effect: Forces will engage enemy space forces and/or attempt to break an interdiction.
Planned Naval EngagementType: Raid
Requirement: Mobile or WarShip movement type. Successful Naval Recon by a different friendly force.
Effect: Forces will engage enemy space assets if a successful naval reconnaissance identified the targets, and if a successful pirate insertion is rolled. The attack will however only allow one roll of the simple resolution chart or five turns on a 100 x 100 hex map. This may not be retreated from. A single formation can be targeted. A failed pirate insertion will convert this attack to a standard Naval Engagement.
TrialType: Battle
Goal: Obtain a desired item through customary Clan methods.
Effect: Whole planets can be acquired through the exertion of minimal resources. Clan Trials minimize waste and maximize results.
BlockadeType: Invasion
Effect: No forces or supplies can move in, out or through of the Hex any faction save the blockader's
faction. The Blockade remains in effect until the blockading faction chooses to cease the blockade or the blockade force is destroyed.
Blockade may be bypassed with Blockade Running orders or with Pirate Transit*
During a Blockade no RP from the target hex may be used, and it may only be banked a maximum of one cycle, in addition no troop or Flotilla movements will be allowed in, out or through the hex unless Blockade Running or Pirate Transit* is used.
*The presence of a Blockade imposes a -2 penalty on pirate transit attempts. A failed transit into or out of a blockade hex allows the blockade force the option of immediately attacking the interlopers.
Blockade RunningType: Movement
Effect: Contest a blockade without directly attacking the blockade force. Roll 2d6;
2-7 - Failure: Blockade force catches the runners and inflicts 2d6x5% of its FP to them. Runners inflict 1d6x5% of their FP on the Blockade force.
8-10 - Failure: Runners are able to escape the Blockade Force but cannot execute their movement order.
11-12 - Successful: Runners are able to execute their movement order.
Commerce DisruptionPhase: Main
Type: Invasion
Effect: Remove a random number of resource points from a power. 2D6 roll: 2= fleet takes 50% damage
and is caught (GM will announce how much information is available to those who caught the Flotilla on
Commerce Raiding) and engages in 2 rounds of combat with defending OZ forces at 50% damage, 3-9 no
effect, 10= 1 resource point of Hex lost (plus lose .5 RP per cycle for three cycles), 11=2 resource points
lost (plus lose .5 RP per cycle for six cycles), 12=100% of Hex resource points lost (plus lose 1 RP per
cycle for 6 cycles). Note multiply lost resource points per Cycle the mission is successful. If the result is
10-12, roll 2D6, on a 2 or 12, power is caught. Any merchant group trading in said area loses equivalent
resource points percentages based on investment in the area.
PatrolType: Special
Goal: Defend all worlds in hex.
Requirement: Mobile or WarShip movement type.
Effect: The unit is declared on a standard defensive mission. This normally is done patrolling one hex of
space, but can include two hexs. If an offensive operation is attempted in a hex patrolled by a unit on
Defensive Patrol, the unit may respond, although its effectiveness against raids, battles and invasions
are different. They may be utilized as the forces defending an aero based raid if the raid is uncovered,
or as the percentage of raiding force defending. If a battle, they may defend on a roll of 5+ on 2D6.
They may always defend against Invasions.
The second hex must be specified in the faction orders and must be adjacent to the first.
Ground SupportType: Battle
Requirement: Non-WarShip Aerospace units.
Effect: Eligible ASF units can contribute their FP in support of ground operations.
Guerilla WarfareType: Special Scenario
Requirement: Ground forces that have survived at least one round of combat since the start of combat operations and which have been reduced to 10.00 FP or less*.
*If a Castle Brian or similar fortification is present, this scenario works differently; see below.
Effect: Forces designated as Guerillas immediately take 1d6 FP of damage reflecting abandonment of equipment. Once active, Guerilla status may be maintained indefinitely. Guerilla units may not be the target of any combat order.
Once per
turn, hostile forces garrisoning the same planet may attempt to pin down the Guerillas. On a roll of 10+ on 2d6, the Guerilla status is cancelled. On a roll of 2-9, the Guerilla force rolls on the Interdiction/Guerilla warfare table and sustains the indicated percentage of losses.
Castles Brian and other super-fortificationsGame mechanically, units protected by a Castle Brian functions as if they were using Guerilla Warfare, except the 10 FP maximum force size limit does not apply and units entering the Castle do not take damage from equipment abandonment. Each
round, the enemy may attempt to penetrate the defenses (using ground FP only) on a 10+ on 2d6; otherwise, the attackers are repelled by the static defenses and the defenders take damage based on a single roll on the Guerilla Warfare chart; unlike normal guerilla warfare, these static defenses also damage the attacker; regardless of whether or not they penetrate the defenses, the attacker takes damage according to a roll on the Guerilla Warfare chart.
ScatterType: Special Scenario
Effect: Forces can be scattered to avoid orbital attacks. Scattering makes all but 2d6+5% of the force immune to orbital attacks, but also leaves 2d6% of the force out of position and unable to participate in the next round of combat (invasion scenarios).
Defensive InterdictionType: Special
Requirement: Aerospace units
Effect: Successful interdiction prevents attacking transports from landing their troops. This is the default combat order for defensive aerospace and naval forces, and may be changed before the engagement if the defending player so chooses. If an interdiction is cancelled, there is nothing to stop the transports from landing.
Note: Naval Engagement or Break Interdiction orders can be used to penetrate interdiction. If 25% of the interdiction force is destroyed, the interdiction fails and is no longer effective.
Offensive InterdictionType: Special
Requirement: Aerospace units
Effect: Successful interdiction prevents defending transports from retreating from a system. Offensive Interdiction is only possible where no hostile forces are on interdicton, blockade, or naval engagement orders.
Note: Naval Engagement or Break Interdiction orders can be used to penetrate interdiction. If 25% of the interdiction force is destroyed, the interdiction fails and is no longer effective.
Break InterdictionType: Battle
Requirement: Non-aerospace units attempting to execute a movement order
Effect: If a force has no remaining aerospace or naval units and thus cannot use Naval Engagement to contest interdiction, it may continue attempting to break through the interdiction by using its transports to attack. When this is done, the attacker rolls on the Interdiction chart with a -2 modifier for damage dealt to the enemy. The interdicting force also rolls on the Interdiction chart, with a +2 modifier to determine its damage dealt.
This process may be repeated until the interdiction is broken, the attackers are destroyed, the attackers surrender, or the interdicter lets them go.
Weapons of Mass DestructionWeapons of Mass Destruction are a category of weapons that includes nuclear, chemical, biological, and orbital weapons. Sometimes euphemistically referred to as strategic weapons, limited WMD use can dramatically alter the outcome of even a large battle; however, WMD can also cause serious economic and ecological disruption, making their use controversial.
WMD are represented in the game by 'tokens' which can be used to add special scenarios to combat orders (to to apply certain effects outside of normal combat). The token types are:
☢ - Nuclear Weapon (formerly *)
☠ - Chemical Weapon (formerly #)
☣ - Biological Weapon (formerly ß)
◆ - Orbital Strike
◇ - Orbital Strike (limited)
⊽ - Unknown
Accounting for TokensTokens are normally attached to military units, and are listed in the unit's name.
For example: 12th Striker Cluster ☢☢☢
Because an attached token is part of a unit's name, its presence is disclosed whenever that unit's name is disclosed. Tokens do not change the FP value of a unit and do not impact the unit's movement provile.
Nuclear, Chemical, Biological, and ⊽ tokens may also be stockpiled. Stockpiles are transported units listed on the ground forces tab. Stockpiles cannot initiate combat and will surrender if no other friendly forces are in the hex. For the purposes of calculating movement costs, each token is worth 5 FP. Stockpiles are detected normally by intelligence and reconnaisance orders that reveal ground units.
Obtaining TokensSome tokens are manufacutered by various hex improvements:
- Nuclear Tokens: manufactured at PF. Cost: 25 RP each
- Chemical Tokens: manufactured at MF. Cost: 5 RP each
- Biological Tokens: manufactured at PF. Cost: variable, see biowarfare R&D path
Orbital strike tokens are generated by certain types of naval units:
- A WarShip with FP value of 0.25-4.75 has one ◇ token. This token, if used, is replaced at the end of the turn.
- A WarShip with an FP value of 5.00 or more has one ◆ token, plus one additional ◆ for every further 10.00 FP (15, 25, 35, etc). These tokens, if used, are replaced at the end of the operational round.
- For every 5.0 FP (or fraction thereof) of capital- or subcapital-armed DropShips, a naval unit has one ◇ token. These tokens, if used, are replaced at the end of the turn.
It is currently unknown how to obtain ⊽ tokens.
Special Scenarios TableThe table below describes the special scenarios that can be added by spending tokens:
| Special Scenario | ☢ | ☠ | ☣ | ◆ | ◇ | ⊽ |
| Inflict 1d6 damage to an enemy unit before simple resolution is rolled* | x | x | - | x | x | ? |
| Inflict 2d6 damage to an enemy unit before simple resolution is rolled** | x | - | - | x | x | ? |
| Force a WarShip to make a survival roll (ship is always destroyed if roll fails) | x | - | - | - | - | ? |
| Destroy a Space Station | x | - | - | x | - | ? |
| Use one nuclear weapon in MegaMek | x | - | - | - | - | ? |
| Execute a "Sabotage Hex Element" order | x | x | - | x | x | ? |
| Execute a "Terrorism" order*** | x | x | - | x | x | ? |
| Damage planetary biosphere (on a "12" on 2d6, downgrade the planet by one level of development) | x | x | - | x | - | ? |
| Add a +1 on simple resolution for marine boarding operations | - | x | - | - | - | ? |
| Add a +1 bonus to an "Attack Special Forces Team" order | - | x | - | - | - | ? |
| Add a +1 bonus to an "Assassination" order | - | x | - | - | - | ? |
| Infect the hex with a biological weapon | - | - | x | - | - | ? |
| ?? | - | - | - | - | - | ? |
*On a roll of "1" reroll and apply that damage to a friendly unit
**On a roll of "2" reroll and apply that damage to a friendly unit
***Note that this represents deliberately targeting the civilian population of the hex. Multiple successes in the same turn extend the terror period to 5, 7, 8, 9, and 10 turns respectively (maximum 10 turns).
Orders CleanupThese rules render the Tactical Orbital Bombardment and General Orbital Bombardment orders obsolete. Those orders are abolished.
The Scatter order may be used against any damage-inflicting token-based special scenario which targets a ground unit.
The Horrors of WarLarge-scale combat, especially in conjunction with WMD use, has a serious disruptive effect on nearby economies. Part of this is due to an outpouring of refugees fleeing the warzone, part is due to disruption of trade routes, and part of it is due to the diversion of civil resources to recovery and damage-mitigation efforts.
Any time more
any WMD tokens are used or when more than a total of 25 FP of damage is inflicted in a single operational round, roll on the Horrors of War table at the end of the turn.
Modifiers:
- +1 for every 50 FP of total damage inflicted over the course of the turn
- +1 for every token used
- +1 for every token used against a ground target (cumulative)
- +5 if a terrorism order was used that turn
| 2d6 Roll | Result |
| 2-9 | No Effect |
| 10-14 | Hex is terrorized for 3 turns* |
| 15 | As 10-14 plus one adjacent hex is terrorized for 3 turns** |
| 16 | As 10-14 plus two adjacent hexes are terrorized for 3 turns** |
| 17 | As 10-14 plus three adjacent hexes are terrorized for 3 turns** |
| 18 | As 10-14 plus four adjacent hexes are terrorized for 3 turns** |
| 19 | As 10-14 plus five adjacent hexes are terrorized for 3 turns** |
| 20 | As 10-14 plus all adjacent hexes are terrorized for 3 turns** |
| 21-25 | As 20, plus roll a sabotage hex element against each hex improvement in the battle location's hex. If a space station is present in the hex, it is destroyed. |
| 26+ | As 21-25, plus check for biosphere damage. Add a bonus to the roll equal to the amount by which the Horrors of War roll exceeded 26. For example: on a roll of 30, add a +4 modifier to the roll. |
*If already terrorized by separate action, extend the terror duration per the rules for multple token-based terrorism orders as described above.
**Determine which adjacent hex randomly.
Combat RulesTypes of CombatThere are three types of combat in the FC:
Raid: a quick strike, usually executed by a small force, with a specific objective. The attacker may not use more than 10FP total aero and ground forces in a raid.
In a Raid scenario, the defender may not be able to deploy their full defenses: roll on the raid defense chart to determine what percentage of the raid force can be mustered by the defender (if available). If the raid made successful pirate transit, apply a -2 modifier to the roll.
If pirate entry was not used, a raid transit roll must still be made to determine if air defense can intercept the raiding party.
Aerospace forces may not intercept an attacker's raiding party, unless the raid itself is targeting an aerospace facility with aerospace forces or raiding force fails it's transit roll.
Defenders may not attack if raiding party retreats.
Only one raid per faction may be conducted against a planet in a single turn.
Note: A Raiding force may not retreat once a roll has been made on the Raid Defense Table.
Battles: a large scale engagement where a two or more factions' forces engage in combat.
Unless pirate transit was used, Aerospace forces may use interdiction to prevent hostile forces from arriving or leaving.
Clan Trials fall into this category for rules purposes.
Invasion – This is a special category of engagement that includes multiple raid and battle scenarios linked together.
Invasion forces cannot use pirate transit, so hostile aerospace forces may always attempt interdiction.
An invasion normally continues until either one side is destroyed or flees, or three ground Battle missions have been completed; in some cases, this can cause an Invasion to spill over into subsequent turns.
At the end of three ground Battles during an invasion, the faction with the lower total FP on the ground or loser of three engagements, loses the invasion and must retreat to an adjacent uncontested friendly hex at no cost in MP (or retreat to orbit if the looser on the ground maintained air superiority).
If the winning force meets the requirements, offensive interdiction can be used to harry a retreating enemy force.
Declaring ForcesWhen declaring an order (including defensive orders) the full identity of any involved units must be disclosed (name, type, quality, current FP). It is not neccessary to disclose units not participating in the order.
Third Parties' ResponsibilitiesIf a thread goes to GM resolution at the end of the turn, the GM team will look up the forces belonging to the attacker and to the owner of the hex from the orders sheets. Any third parties present are responsible for posting the forces at their disposal before the thread goes to GM resolution. Failure to do so will result in those forces not participating in combat. In the event of repeat failures to notify the GMs of 3rd party forces, the offending forces may be subject to penalties up to and including destruction.
Method of ResolutionPlayers may opt to resolve combat either by playing the battle in MegaMek or by rolling on the Simple Resolution chart. If players cannot agree on the details of a MegaMek match, Simple Resolution should be used.
MegaMekPrior to rolling simple resolution or playing a MegaMek match, each side must allocate the percentage of their available force points used in each engagement. This may be announced in the thread or sent privately to each game master. Even if GM notification is selected, the forces used must be disclosed in the combat thread once combat has been resolved.
When using MegaMek, the players organize and complete the combat operation in MegaMek. Preferably, players from the participating factions will play the games. However, a neutral (meaning a player whose faction will not be affected by the outcome of the battle) stand-in may be used with the approval of both sides.
Each game is equivalent to a single engagement, with both sides able to retreat or surrender at any time between games.
FP loss in MegaMek should be calculated by the percentage of Battle Value lost, rather than the actual units destroyed (
note: to correctly calculate BV, Force Battle Value Modifier
must be disabled).
In large battles, one unit in MegaMek can be used to represent more than one actual unit in FGC; a common approach is for one MegaMek unit to represent one company (or binary). Unit selection should be based on what equipment is available to each force, and each unit should be representing a specific unit. For example, a Medium Inner Sphere Standard mech company would be represented by a Inner Sphere Standard-technology medium 'Mech. If that unit is veteran, then the mech used should be a veteran, as this mech (or fighter or warship) is representative of the unit.
Simple ResolutionIn Simple Resolution, each faction rolls 2d6 and consults the Simple Resolution table to determine what percentage of their FP they inflict as damage to the enemy.
There are several different simple resolution charts; the chart closest to the actual difference in opposing forces should be used.
On a roll of 8 or higher, the player rolling needs to roll for a chance of critical event.
On a roll of 3 or lower, the opposing player rolls on a chance of critical event.
If a chance of critical event is rolled, roll 2D6:
2-7 no critical event occurs
8-9 one critical event is rolled
10-11 two critical events need to be rolled
12 three critical events should be rolled or victory declared with the defender retreating*
*choice of player who rolls the critical event, if forcing retreat is called then a minimum of 10% of this players forces survive, after calculating that turns damage.
If any critical events are rolled, the effects are applied to the current results.
The side that won the mission is required to post an after action report listing the forces involved, simple resolution rolls, and forces surviving.
If there are additional rounds of combat to be resolved, the wining side gains a +1 for initiative rolls.
Combat ProcedureThe general procedure for combat is as follows:
1. Initiative: all involved factions roll 2d6 to determine the order they will declare orders in.
2. Declare Orders: each faction announces its actions.
3. Special Scenarios: any unique rules or conditions should be disclosed at this point (if they have not already).
4. Resolution: play MegaMek or roll for simple resolution.
For simple resolution, use the following method to determine damage:
a. Roll 2d6
b. Apply any dice roll modifiers
c. Determine the base damage percentage from steps 1 and 2
d. Roll for critical events if applicable
e. Apply the results of any capture/encircle results immediately, before calculating damage.
f. Apply positive or negative modifiers to the damage percentage.
For example, critical event #12 increases damage by 30%. If the initial roll was a "7" (40%) then this event will increase the damage percentage to 70%.g. Apply any multiplicative modifiers.
Continuing with the previous example, if critical event #11 was also rolled, it would be applied at this stage, increasing the damage amount to 140%h. Multiply the attacker's FP (as modified by step 5) by the final damage percentage to determine the amount of FP damage inflicted upon the enemy.
For MegaMek, each side loses FP in proportion to the percentage of BV they lost in the MegaMek match.
5. Damage Control: any force that took damage but survived the combat regains 10% of the lost FP (round to the nearest 0.25).
6. Conclusion: in Raid and Battle type scenarios, the attacker withdraws to an adjacent friendly hex (if applicable). In Invasions, repeat steps 1-5 as neccessary until the Invasion has been completed.
Note: Each turn only contains six combat rounds. Invasion scenarios that continue past round six spill over into the next turn.
7. Salvage: Determine the total actual damage sustained and roll 2d6 to determine the percentage that is salvageable. Add a +5 bonus for raids, +10 for battles, and +15 for invasions (as well as an additional +10 incentive bonus if all operations were played out in MegaMek). Salvage is claimed by the faction that ends the turn in control of the planet,
except for raids where the raider may roll on the Raid Salvage chart to steal a percentage of the available salvage (apply a +2 modifier if the raid was successful)*.
*If the operation was a Clan trial, and Zellbrigen was upheld for the entire fight, salvage is automatically 50%.
Surrender Forces may surrender at any point in a campaign. When this occurs, the conquering force assimilates the equipment (FP value of the surrendered force, minus skill modifiers), on top of any salvage. The difference in FP between the skill-modified and green levels is considered the value of the personnel, and may be ransomed for that value in RP. If the surrendering force is green-rated, take 20% of the FP value. They may also be imprisoned or executed at the conqueror's discretion.
At both sides discretion, terms of surrender can be negotiated that may differ from the guidelines listed above. Both sides must agree to the terms or else these default rules are used.
Hostile Boarding Rules Under certain circumstances, marine forces may attempt to board and capture enemy vessels. Boarding can occur under the following circumstances:
- When directed by a critical event in simple resolution
- When a small craft carrying marines executes a forced boarding in MegaMek*
- When an EVA marine unit executes a forced boarding in MegaMek*
*As of version 35.24, the actual boarding portion of this procedure is not supported in MegaMek. Once the unit meets the boarding criteria and reaches the appropriate phase, the actual boarding attempt must be rolled manually.
When boarding is dictated by a critical event, the attacking ship with the best marine contingent is assumed to make the attempt, and uses its full marine contingent in the effort. Additionally, up to four battle taxis from that ship may assist - see the special rules for Battle Taxis below.
Naval boarding resolutionOnce hostile units are onboard a naval vessel, they immediately begin rolling simple resolution against any defending marines once a turn starting in the turn they board (make this roll in the End Phase).
If hostile boarding occurs during simple resolution and a clear victor is not established after the initial roll, continue rolling simple resolution until the boarding forces are repelled or the ship is captured before moving onto the next operational round. This represents the intense, close-quarters nature of a naval boarding - the rolls represent minutes of combat rather than weeks.
Any ship that begins its turn with no remaining defenders is captured by the enemy. It must disengage at best possible safe speed and may not fire weapons, load or unload craft, or attempt any action that requires a piloting skill roll.
When a ship is captured, the following stipulations apply:
- Until the ship can return to a friendly industrial type hex improvement, it may only execute movement orders (it is assumed to be under operation by a prize crew, and lacks the trained naval crew neccessary to conduct combat operations). The ship may defend itself if attacked but is considered green skill (5/6) and may not use any special weapons modes (bracketed fire, etc).
- Unless fighters or small craft were actually onboard when the ship was captured (this would only occur in MegaMek) those units are not captured with the ship. They become a 'survivor' unit just as would happen if a WarShip was destroyed.
- The ship drops to Green skill until it reaches a friendly industrial type hex improvement. At the end of that turn it takes on new crew, becomes Regular, and loses the combat restrictions mentioned above.
Using Battle TaxisThe NL-42 Battle Taxi is a specialized small craft that improves the effectiveness of marines during their first turn of boarding action. The special bonuses here for Battle Taxis only apply such craft if they are listed in the "BT" column of the naval tab. Note that every faction may build Battle Taxis - if they do not produce the actual NL-42 model, it is assumed they have an equivalent (and statistically identical) local design.
Battle Taxis have the following characteristics:
- Each battle taxis is considered to be a 0.25 FP marine unit for cost purposes
- Like other marine type units, Battle Taxis do not contribute their FP to their parent unit's naval FP
- If a battle taxis successfully docks, it contributes its FP to the first simple resolution roll
- In critical event-directed boardings, if more than one Battle Taxi are available to the attacker, up to four may dock with the target. Roll 1d4 to determine how many dock.
Lupus assault craft: the Wolf Dragoons' clan technology version of the Battle Taxi provided a 0.50 FP bonus in previous versions of the rules. This unit is currently not in MegaMek and is not supported by the current version of the record sheet.
Lupus craft will be added back into the game at a future date.
Ship's MilitiaWhen boarded, a portion of a WarShip's crew is detailed for internal defense. This Ship's Militia is worth 1.0 FP and follows all the rules listed above for militia (including surrending when a 'routed' result is rolled). Ship's Militia will aid in the defense of a WarShip even if a separate friendly marine force is present.
Coordinated Military ActionsThe following rules apply to scenarios involving multifaction combat forces.
The coordinating factions must appoint a single player from within their alliance to be the commander for the combat. This person will make all tactical decisions for the engagement. If an individual cannot be agreed upon, the faction leader committing the largest force is the default choice.
The initial post by the coordinating factions must include all FP assigned to the combat, including blockaded forces, from every faction involved.
Once coordination is agreed upon, the member factions can only interject into the combat process, in-character, to withdraw from the alliance. All affected forces will immediately disengage and will not be eligible for further combat unless specifically attacked.
Naval Recovery and Scuttling
Simple Resolution - determining WarShip survival
If a WarShip or JumpShip unit takes any damage during simple resolution (but not enough to destroy the entire unit), roll 2d6. On a roll of 5 or less, apply all available damage to the portion of the unit's FP representing the WarShip or JumpShip itself (bypassing fighters, dropships, and other support units). If enough damage was sustained to deplete the WarShip or JumpShip's FP to zero, the vessel is destroyed.
If a WarShip or JumpShip is lost in this fashion but the overall unit still has FP (from support units), these units become a separate transported 'survivor' unit.
Example
SLS Target, a 6 FP unit built around a 4 FP Lola III destroyer sustains 5 FP. The Lola rolls a 3 on its survival check, so damage is applied to it first. 4 of the 5 FP inflicted destroys the Lola, but the 1 FP left is not sufficient to destroy the entire unit. Once combat is resolved, the remaining 1 FP would become a 1 FP transported ASF unit - "SLS Target Survivors."
The Honors of War
During the Succession Wars of the 30th and 31st century, it was customary to not attack JumpShips; similarly, the Clans have historically regarded attacking unarmed transport JumpShips as wasteful and have avoided it when possible.
JumpShips that do not contribute their FP to a battle (note that most JumpShips have either no FP or only a very small amount) are exempt from survival rolls unless the opposite faction specifically notes (during the Special Scenario step) that their forces are attempting to destroy the enemy JumpShips.
There are no game mechanical consequences for attacking JumpShips, though players are free to impose restrictions or penalties on this type of conduct through in-game roleplaying means.
Determining WarShip Salvage
WarShips destroyed in combat are salvageable on a 10+ on 2d6. Any ships that fail this check are total losses and cannot be salvaged.
Apply a +2 to the salvage check if the WarShip was destroyed in a MegaMek game.
Method of Recovery
It is not easy to recover a destroyed warship, even in friendly space. A Yardship or Shipyard in the same hex is required before any work can begin. The hex must be owned by the recovering faction, or be owned by a friendly faction with a Guest Shipyard or YardShip owned by you in it. Salvage operations may not take place in contested hexes.
A salvageable vessel is considered to be a Flotilla with an FP strength of zero. Before the vessel can be moved, it must be 50% restored in FP value (based on the FP of the WarShip alone). The vessel is not capable of offensive or defensive action until it is 100% restored in FP value (again based on the ship alone). If the hex the vessel is in is attacked before the ship is recovered, it is to be considered stationary and non-combat. Even if restored to 99% (of the ship's value), it may not participate in combat. If the hex is lost to another faction, that faction may claim the vessel and continue recovering it at the state you had it in (i.e. 99%).
The cost for salvaging a vessel is 1RP per 1FP. In game terms, the jump drive is considered functional so does not need to be replaced - thus negating the need for x5 and x9 modifiers to cost. This cost is only valid up to the point you reach the original flotilla's strength (including ASF/DropShips/Marines/Etc.). It does not matter if the original size was 2.5FP or 250FP.
Bonuses to MP Pools based on salvaged vessels (for Mobile FP or collars or cargo) do not count until the entire flotilla is restored to full strength.
Scuttling
There are two ways to scuttle a ship. The first is to scuttle a salvageable vessel to prevent another from recovering it. The second is to scuttle a ship in combat.
You may only attempt to scuttle a salvageable vessel once per turn per ship. It requires a roll of 9 or better to succeed, and a space-based combat force from your faction must be in the hex at the same time to carry out the action. There is no other cost. It may be attempted as many times consecutively as necessary, and is permanent once successful.
Scuttling during combat immediately removes the ship and any additional FP remaining in the flotilla from combat. Player characters and other crew still alive in that flotilla are considered to have escaped the battle alive. Combat Scuttling must be declared before the Combat Round is resolved. All vessels scuttled during combat are salvageable.
Intelligence Operations
Cost: The cost listed is for the operation on a flat die roll (no modifiers). Unless bonuses are prohibited by the text of the operation, paying twice the cost adds a +1 to the roll. Four times the cost adds a +2, and eight times adds a +3 bonus.
General Rules: All intelligence operations are rolled on 2d6. Generally an 8 or better is required for the basic level of success, with higher rolls resulting in additional information or benefits.
Low Rolls: An unmodified roll of 3-4 results in false or erroneous intelligence being received. An unmodified roll of 2 results in the operation being compromised (GMs will work with the faction who defeated the operation to determine the specific outcome).
Stacking attempts: Each faction may attempt a specific operation against a specific target once each turn. One faction cannot, for example, attempt 10 formation location rolls for the same target in a single turn; however, allied factions may work together to undertake multiple attempts on the same goal (one per faction).
Planetary Garrison Posting
Cost: 0.5 RP
Targets a single hex, attempting to identify defenders.
Roll Result
5-7 No intelligence gathered
8 Names of units present at the start of the turn
9 Names and quality
10 Names, quality, current FP
11 As 10, plus the names of any units scheduled to arrive
12 As 10, plus the names and quality of any incoming units
13+ As 10, plus the names, quality, and current FP of any incoming units
Alternate outcome: If specified in the orders, the additional information at 11+ can be 'reversed' to reveal departing units instead of arriving units.
Industrial Espionage
Cost: 5.0 RP
Operator attempts to steal a design or technology from a neighboring faction.
General industrial espionage, resulting in a random theft (determined by the GMs) requires an 8+ to succeed
Stealing the plans for a specific small unit design requires a 10+
Stealing the plans for a specific enemy technology or a large unit (DropShip or larger) needs a 12+ to succeed
Operational Orders
Cost: 1.0 RP
Targets either a single unit (hex does not need to be known or specified) or all units in a specific hex.
Roll Result
5-7 No intelligence gathered
8-9 Core order (move, raid, invasion, etc) only revealed.
10-11 Core order and target of orders revealed
12 Core order, target of orders, and flight path to accomplish orders are all revealed
Alternate outcome: If specified in orders, this order can reveal a units orders and other information during the previous turn rather than the current.
VIP Location
Cost: 5.0 RP
Targets a specific character.
Roll Result
5-7 No intelligence gathered
8-9 Location only is revealed
10-11 Location, plus presence or absence of protective detail
12+ Location plus specific details of protective detail
Alternate outcome: If specified, this order can be used to reveal location and protection during the previous turn instead of the present.
Formation Location
Cost: 0.5 RP
Targets a specific unit
Roll Result
5-7 No intelligence gathered
8-9 Starting location of a specific unit
10-11 Starting and ending location of a specific unit
12+ As 10-11 plus an ambush location is made available (GMs will determine the exact location)
Note: This operation can be used to locate a special forces team, even if the nationality and name of the team is not known as long as that unit conducted an operation or executed a combat order during the most recent turn.
Alternate outcome: If specific, this order can be used to track the movement of a unit during the previous turn; if so, 8-9 reveals the end location instead of the start location. Results of 12+ provide an additional turn of 'history' for each result above 11 (i.e. 12 reveals the last 2 turns, 13 the last 3, and so forth).
Interaction with Hunting order: Hunters can be dispatched either to the start or end hex (if both are known). If an ambush site is provided, this may also be used for hunting.
Disseminate Domestic Disinformation
Cost: 5.0 RP
Conceal a specific detail about your faction's activities. A common use is to conceal the natioality of forces being used in combat.
The base difficulty of this operation is 8+ on 2d6; the GMs will adjust the difficulty based on the specific details of the operation (i.e. concealing the nationality of a unique warship will be harder than disguising a company of 'Mech raiders).
A roll that does not meet the target number set by the GMs may still result in a partial success; they will adjust the results accordingly.
Disseminate Foreign Disinformation
Cost: 5.0 RP
Propogate false information about a rival faction. Commonly used to frame an enemy faction for intelligence operations or military attacks.
The rules listed for Disseminate Domestic Disinformation apply to this order as well.
Turn Agent
Cost: 10.0 RP
Attempt to compromise a specific faction's intelligence operations targeting the Operator's faction. This operation is ineffective against Special Operations.
Roll Result
5-9 No effect
10 1d6 enemy operations are treated as if they rolled an unmodified 4
11 1d6 enemy operations are treated as if they rolled an unmodified 3
12+ 1d6 enemy operations are treated as if they rolled an unmodified 2
Investigation
Cost: 2.5 RP
Attempt to gain information about past activities or plot events.
The GMs will set the difficulty based on how specific the investigation is and how obscure the information sought is. Partial success is possible.
Counterintelligence Operations
Cost: 5.0 RP
This order represents a general increased emphasis on counterintelligence operations faction-wide. At its basic level, CIO increases the amount of information reported by Passive Intelligence Operations. If an additional bonus is purchased, this translates into a penalty on enemy intelligence rolls.
Counterintelligence Operations do not affect Special Operations orders.
Passive Intelligence Operations
Cost: N/A
Failed enemy actions may provide clues that are detected by the Operator's faction. Passive Intelligence Operations does not need to be listed on the orders sheet; this operation is always active.
Special Operations
Special Forces are elite (or better) military units that offer a number of special capabilities to their owners. A number of additional intelligence operations exist that may only be attempted if a friendly special forces team is in the target hex.
Construction: A Special Forces team costs 12 RP and takes 6 turns to build (however, see "low-quality units" below).
Composition: Before skill modifiers, a Special Forces team is worth 1.0 FP in actual combat. This FP can be used in either ground or air combat, and may consist of any legal combination of units to equal the 1.0 FP amount. The actual FP amount is an abstraction; as long as the unit is active, it automatically returns to full strength at the end of the turn if it is not destroyed.
Skill: A newly-constructed Special Forces team is Elite. After one successful operation, they may be trained to Heroic (x2.24 FP multiplier). After three more successful operations, they may be trained to Legendary (x2.63 FP multiplier). Heroic special forces teams receive a +1 modifier on their operational rolls; Legendary units receive a +2.
Training: Special Forces teams may be trained using the normal training rules, but should be treated as if their base FP was 12 instead of 1.
Limits: A faction may have no more than three special forces teams, or an amount equal to its total number of PFs, whichever is greater. If for any reason a faction has more units than it is allowed (as a result of losing PFs, for example), it cannot build more teams until its number drops to below its limit.
Movement: Special Forces teams move by Improved Clandestine Movement (no hostile movement posts required, no chance of detection by defenders, automatic successful raid insertion) and have the LFB Mobile movement class. Special Forces teams cannot spend movement points, so their maximum move per turn is six hexes.
Core Abilities: The presence of a Special Forces team in a hex allows for Special Forces Intelligence Operations to be attempted. The presence and nationality of a Special Forces team only needs to be revealed if that unit attempts a raid, battle, or other standard combat order (assuming their nationality has not been concealed with a Disinformation operation).
Low-Quality Units: It is possible to build special forces units at Veteran or even Regular quality. A Veteran SO team receives a -1 penalty on all of its rolls, costs 8 RP and takes 3 turns to build; a Regular SO team receives a -2 penalty on all of its rolls, costs 5 RP, and takes 1 turn to build.
Escape and Evasion: In the event of a failed Special Forces Intelligence Operation, the team is not automatically destroyed. Instead, the GMs will roll on the following table, applying only the team's Operations skill modifier.
Roll Result
2 Team is captured
3 Team is surrounded, must surrender or commit suicide
4 Team is heavily damaged, must move to a friendly PF and spend 1d6 turns repairing and rebuilding, nationality revealed.
5 Team is moderately damaged, must move to a friendly hex and spend 1d6 turns repairing and rebuilding, nationality revealed.
6 Team is lightly damaged, must spend 1d6 turns repairing and rebuilding, nationality revealed.
7 Team escapes undamaged, but its nationality is discovered.
8+ Team escapes undamaged and its identity remains unknown.
Note that a seperate Disseminate Disinformation operation can conceal the nationality of the team on a result of 3-7, but not on a surrender.
Operational Costs: Special Forces operations may be given bonuses on their rolls at the same costs as normal intelligence operations.
Protect VIP
Cost: 0.5 RP
The team protects a specific character.
All intelligence operations targeting the VIP suffer a -2 modifier on their operation roll; this penalty is further increased if a higher level of protection is paid for (i.e. paying for a +1 modifier leads to a net -3 penalty to enemy operations).
Additionally, if an enemy special forces team targets the VIP, they must fight the defending special forces team for one round of combat to reach their target - per interdiction rules, if they fail to inflict at least 25% on the defenders, they are unable to reach their target; the operation automatically fails and the attacker must still roll for Escape and Evasion.
Protect Hex Element
Cost: 1.0 RP
The team protects the hex improvements in a specific hex.
This operation follows the same rules as Protect VIP.
Disrupt Communications(Tactical)
Cost: 1.0 RP
The team attempts to disrupt enemy communications, leaving some enemy units out of position in the course of a larger campaign.
Unless specified otherwise in the orders, this operation is attempted during the Special Scenarios phase of the first round of combat to occur in the target hex.
Roll Result
5-9 Operation fails, roll for Escape and Evasion
10 5% of the enemy force is out of position for one operational round.
11 10% of the enemy force is out of position
12 15% of the enemy force is out of position
13+ 20% of the enemy force is out of position
Forces out of position due to disrupted communiations may not participate in that round of combat; in the context of this order, "enemy force" means the total of all enemy forces in the hex, taken proportionately from each individual unit present.
Disrupt Communications(Strategic)
Cost: 5.0 RP
The team launches an assault on the local HPG compound, attempting to upload a computer virus to bring down the local HPG network. Note that this mission is an attack on a ComStar facility, with the intent of disrupting another nation's HPG network.
Roll Result
2-8 Operation fails, roll for Escape and Evasion
9-10 Operation fails, team avoids detection
11 Upload failed, but HPG is destroyed
12 Mission Successful; see Communications Rules for effects, and HPG is destroyed
Destroy Supplies
Cost: 2.0 RP
The team attacks enemy supply lines.
Unless specified otherwise in the others, this operation is first attempted during the Special Scenarios phase of the first round of combat to occur in the target hex.
If successful, this operation can be attempted again in the next operational round. The results are cumulative (i.e. two successes result in a total of 30% of the enemy force being disabled for the rest of the turn).
Roll Result
5-11 Operation fails, roll for Escape and Evasion
12+ Operation succeeds, 15% of the enemy force is out of action for the turn, team may roll again in the next operational round.
Sabotage Hex Element
Cost: 5.0 RP
The team attacks either a specific hex improvement or a target of opportunity.
If no specific target is indicated a +1 bonus is applied to the roll. The GMs will randomly select a target.
Roll Result
5-7 Operation fails, roll for Escape and Evasion
8 Facility is offline for 1d6 turns
9 Facility is offline for 2d6 turns
10+ Facility is destroyed
Attack Enemy SF Team
Cost: 5.0 RP
The team attacks an enemy special forces team in the same hex. If a bonus is purchased for this operation, apply that bonus to the simple resolution roll* but not to any other rolls made.
Whichever team inflicts less damage must roll on the Escape and Evasion table.
*If the match is resolved by means other than Simple Resolution, the players involved should agree on an appropriate special to reflect any bonus that the attacker has paid for.
Incite Revolt
Cost: 25.0 RP
The team, with material support from their home faction, arms and trains rebel forces in the target hex.
Roll Result
5-9 Operation fails, roll for Escape and Evasion
10 1d6 FP of rebels appear and the hex is terrorized for three turns
11 2d6 FP of rebels appear and the hex is terrorized for three turns
12 4d6 FP of rebels appear and the hex is terrorized for three turns
13+ 8d6 FP of rebels appear and the hex is terrorized for three turns
Disrupt Research
Cost: 15.0 RP
The team infiltrates another faction's prestigious facility in an attempt to disrupt, or even steal, that nation's research.
Roll Effect
2-9 Mission Failure, roll for Escape and Evasion
10-11 Mission Failure, team escapes, nationality revealed
12 Mission Success, targeted PF generates no SP on next activation(faction still loses RP), nationality revealed
13 Mission Success, targeted PF's SP goes to SF team's faction, nationality hidden
14+ Mission Success, steal all SP from the research project this PF is currently working on, target faction loses 50% of progress, OR 5% chance the faction that launched the mission gains a random technology instead of SP; team nationality is hidden
Headhunting
Cost: 10.0 RP
The team attacks the enemy's commanders, temporarily reducing the enemy's skill level.
Roll Result
5-7 Operation fails, roll for Escape and Evasion
8-11 Enemy units in the hex temporarily lose one skill level for the turn
12+ As 8-11, plus the enemy's overall commander in theater is killed
Terrorism
Cost: 2.0 RP
The team attacks a hex's civilian population.
Roll Result
5-9 Operation fails, roll for Escape and Evasion
10+ Hex is terrorized for three turns
Assassination/Kidnapping
Cost: 15.0 RP
The team attempts to kill or kidnap a specific VIP
Roll Result
5-7 Operation fails, roll for Escape and Evasion
8 Target sustains minor injuries, no game effect - RP only; kidnappings fail
9 Target is injured, out of action for one turn; kidnappings fail
10 Target is seriously injured, out of action for 1d6 turns; kidnappings fail
11 Target is killed or kidnapped
Hex Maps
The official game map should be regarded as In-Character information known to all factions.
All worlds, infrastructure, and ownership information is to be updated every turn (as needed) in the cover email for each faction's orders. Any failure to properly maintain the accuracy of your faction's map representation will result in the loss of missing elements. The only exception is worlds/elements hidden in canon (i.e. The Five), or locations not yet published (i.e. Barbados).
At this time, there is no way to permanently hide the identity or location of your worlds or infrastructure intentionally; however, Disseminate Disinformation operations can be used to temporarily delay a map update.
Biological WeaponsBioweapons have a wide variety of properties that are unlocked through R&D. Each faction must track the "recipes" they know and assign as specific recipe to every ß biological warfare token they own.
The properties of BW agents are described with three statistics: duration, spread, and strength.
- Duration is the maximum number of turns an agent will remain active once released. This can be a value from 1/6 (one operational round) to 6 (6 full rounds) or it may be X (stays active until cured).
- Spread is the bonus the agent receives each turn when determining if it spreads to adjacent hexes. This value can range from -3 to +3. The difficulty to spread to a directly adjacent hex is 8, or 10 to spread to a hex that is two hexes away. In addition to the BW agent's bonus, there is a +1 bonus to spread to a hex with an RCW, +2 to spread to a hex with a NCW, and +3 to spread to a hex with HWZs in it. There is a -1 penalty to spread to hexes with only member worlds. Spread can be counteracted with the Quarantine project (described below).
- Strength is the bonus the agent receives each turn on its damaging effects. This can be a value from -3 to +3.
BW Effects
Each turn, each hex that has obtained a BW watermark must roll to determine what impact the BW agent has:
1d6
1-2: All military units in the hex (except blockading naval units that have not been exposed) roll on the interdiction table(minus positive strength bonuses, or plus negative strength penalties) and suffer damage equal to the percentage indicated. The BW agent also attacks any special forces teams in the hex per the Attack Special Forces Team operation, using its strength as a modifier on the roll.
3-4: All hex elements in the hex are forced offline for 1d6(+/- strength) turns as if they had been attacked with a CW agent. Additionally, the hex is terrorized for the next three turns (+/- the strength modifier)
5-6: Roll for biosphere destruction on a randomly-determined planet in the hex (+/- strength) as per the CW operation. The BW agent also attempts to assassinate any VIPs in the hex, applying its strength modifier to the roll.
By default, a BW agent only attacks once per turn, but certain advanced recipes may be allowed multiple attacks.
BW R&D PathTier 1: Basic ProjectsQuarantineBase Cost: N/A
Uses: 1 PF or special
The quarantine project adds a -3 penalty to spread rolls emanating from the target hex. If a blockade is present in the system, the PF requirement is waived.
If
any unit (including special forces teams and other clandestine movers) that has been exposed to the infected biosphere leaves the hex, the project fails and the -3 penalty is lost.
Identify AgentBase Cost: 1
Uses: 1 PF
Samples of a BW agent are taken from an infected hex your faction owns to a PF for analysis. On an 8+, the recipe for the agent is revealed. A natural 2 is a critical failure, resulting in the release of the agent in the PF's hex.
Develop CureBase Cost: 10 RP
Uses: 1 PF
This operation adds the "Cure" feature to an existing recipe, and makes the cure known to the faction undertaking the project (see the "Add Feature" advanced project for full details on Cure). The difficulty of this project may be increased if the BW agent has the "Mutation" feature.
2d6
2 (natural) Critical failure - BW agent released in the hex where the project PF is located
3-8 Failure
9-10 Add Cure/2-4 to the BW agent
11-12 Add Cure/2-3 to the BW agent
13+ Add Cure/2 to the BW agent
Launch BW ProgramBase Cost: 25 RP
Uses: 1 PF
Succeeds on a 12+. Success unlocks the Tier 2 BW projects. A natural 2 is a critical failure, resulting in the release of an X/0/0 agent in the PF's hex. When successful, the faction that ran the project gains one recipe, which is always X/0/0 with no rules or features.
Tier 2: Intermediate ProjectsManufacture BW TokenBase Cost: 25 RP
Uses: 1 PF
Always succeeds. This project creates one ß token keyed to a specific recipe. ß tokens are carried, stockpile, and moved using the same rules as CW # tokens.
Create New RecipeBase Cost: 5 RP
Uses: 1 PF
Creates a new BW recipe. Difficulty is equal to...
Base: 8+
Duration other than X: +1
Spread other than 0: +1
Strength other than 0: +1
Each Rule: +1
Each Feature: +1
Critically fails on a natural 2, releasing the agent in the target hex. Recipes may only be attempted if the faction has unlocked the desire statistics, rules, and features.
Enhanced DurationBase Cost: 5 RP
Uses: 1 PF
Succeeds on a 10+, each success unlocks the next tier on the Duration track (factions start with X)
X -> 6 -> 5 -> 4 -> 3 -> 2 -> 1 -> 3/6 -> 1/6
Critically fails on a natural 2, releasing one of the faction's recipes in the PF hex.
Enhanced SpreadBase Cost: 5 RP
Uses: 1 PF
Succeeds on a 10+, each success unlocks the next tier on the selected track (factions start with 0)
Bonus Track: 0 -> +1 -> +2 -> +3
Penalty Track: 0 -> -1 -> -2 -> -3
Enhanced StrengthBase Cost: 5 RP
Uses: 1 PF
Succeeds on a 10+, each success unlocks the next tier on the selected track (factions start with 0)
Bonus Track: 0 -> +1 -> +2 -> +3
Penalty Track: 0 -> -1 -> -2 -> -3
Tier 3: Advanced ProjectsGeneral Prerequisite: A faction cannot complete more Tier 3 projects than it has completed Tier 2 projects (excluding the 'manufacture BW token' project, which does not contribute to this limit).
Develop RuleBase Cost: 10 RP
Uses: 1 PF
Succeeds on a 11+, each success unlocks a rule of choice. Some rules have prerequisites, noted in parenthesis. Critically fails on a natural 2, releasing a BW agent in the PF's hex.
RulesReroll first result of "1-2"
Reroll first result of "3-4"
Reroll first result of "5-6"
Reroll until a new result is obtained (prereq: any "Reroll first result")
Spread every other turn
Spread every three turns (prereq: "Spread every other turn")
Do not attack biosphere
Do not attack infrastructure
Do not attack VIPs (prereq: "do not attack biosphere")
Roll of "1" always indicates no effect
Develop FeatureBase Cost: 10 RP
Uses: 1 PF
Unlocks special features that may be added to recipes. Prerequisites are listed in parenthesis. Critically fails on a 2, releasing the agent in PF hex.
Cure/2-4: Developer has a 'silver bullet' cure that instantly removes the BW agent from any hex on a 5+ on 2d6
Cure/2-3 (prereq: Cure/2-4): As Cure/2-4, but succeeds on a 4+
Cure/2 (prereq: Cure/2-3): As Cure/2-4, but succeeds on a 3+
Mutation I: +1 penalty to Develop Cure projects
Mutation II (prereq: Mutation I): +2 penalty to Develop Cure projects
Mutation III (prereq: Mutation II): +3 penalty to Develop Cure projects
Long Incubation: Does not appear on map until two turns after it is deployed.
Delayed Symptoms (prereq: Long Incubation): As Long Incubation, except Spread rolls are made starting the turn the agent is deployed. When it appears, it appears in all hexes it has spread to.
Very Deadly: Receives a bonus to Assassinate and Attack Special Forces Team rolls as if it was a CW # token deployed by a special operations team.
Rapid Spread: Each infected hex rerolls its first failed spread check.
Horrific Symptoms: Regardless of roll, always terrorizes the affected hex as if a 3-4 was rolled. If a 3-4 is actually rolled, double the terror time.
Rapid Onset I: Attacks twice each turn
Rapid Onset II (prereq: Rapid Onset I): Attacks three times per turn
Rapid Onset III (prereq: Rapid Onset II): Attacks four times per turn
TablesRaid Transit Table2 Fail
3 Fail
4 Fail
5 Fail
6 Fail
7 Fail
8 Fail
9 Pass
10 Pass
11 Pass
12 Pass
Raid Defense Force Table2 70% of Attacker
3 75% of Attacker
4 80% of Attacker
5 90% of Attacker
6 100% of Attacker
7 100% of Attacker
8 100% of Attacker
9 110% of Attacker
10 120% of Attacker
11 135% of Attacker
12 150% of Attacker
Raid Salvage Table2 Raider claims 10% of available salvage
3 Raider claims 20%
4 Raider claims 30%
5 Raider claims 40%
6 Raider claims 50%
7 Raider claims 60%
8 Raider claims 70%
9 Raider claims 80%
10 Raider claims 90%
11 Raider claims 100%
12 Raider claims 100%
Interdiction/Guerilla Warfare| 2d6 roll | Damage Percentage |
| 2 or less | 0%EC | Guerilla Warfare only: Guerilla force increases in size by 10% |
| 3 | 0%EC | Guerilla Warfare only: Guerilla force increases in size by 5% |
| 4 | 5% |
| 5 | 5% |
| 6 | 10% |
| 7 | 15% |
| 8 | 20%C |
| 9 | 30%C |
| 10 | 40%CD |
| 11 | 60%CD |
| 12+ | 80%CR |
EC – Defender has an opportunity to earn one or more critical event.
C – Attacker has an opportunity to earn one or more critical event.
CD – As C, plus the defending force is disrupted and may not be issue orders for one operational round.*
CR – As C, plus the defender is routed and must use Withdrawal orders in the next operational round.*
*Additional effects do not apply if the attacker is destroyed during the course of the battle (though
critical events should still be rolled for).
Simple Resolution Table2d6
2 Deal 10% of FP to Opponent
EC3 Deal 15% of FP to Opponent
EC4 Deal 20% of FP to Opponent
5 Deal 25% of FP to Opponent
6 Deal 30% of FP to Opponent
7 Deal 40% of FP to Opponent
8 Deal 50% of FP to Opponent
C9 Deal 55% of FP to Opponent
C10 Deal 60% of FP to Opponent
CD11 Deal 65% of FP to Opponent
CD12 Deal 70% of FP to Opponent
CR13+ Deal 75% of FP to Opponent
CREC – Defender has an opportunity to earn one or more critical event.
C – Attacker has an opportunity to earn one or more critical event.
CD – As C, plus the defending force is disrupted and may not be issue orders for one operational round.*
CR – As C, plus the defender is routed and must use Withdrawal orders in the next operational round.*
*Additional effects do not apply if the attacker is destroyed during the course of the battle (though
critical events should still be rolled for).
Critical Event Table| 2d6 | Critical Event | Alternate Naval Result |
| 2 | Enemy unit disintegrates, taking double damage. If it survives, it receives a -1 on simple resolution and initiative rolls for the rest of the turn. | |
| 3 | Enemy suffers major damage and loses one quality level. | |
| 4 | Enemy force is encircled; 1d4x5% of the force is captured (see rules for surrender) | Boarding opportunity: one ship or wing (one line-item) may initiate hostile boarding against a single enemy ship of your choice. |
| 5 | Capture a high-value prisoner – automatically win operational initiative for the next Operational Round. | |
| 6 | Command & Control breakdown: enemy suffers -1 on operational initiative for the rest of the Strategic Turn. | |
| 7 | Repair bay heroics double the amount of after-action battlefield repair. | |
| 8 | Your commander gains experience - +1 on simple resolution and initiative rolls for the rest of the turn. | |
| 9 | Enemy supply columns are overrun and looted – the enemy's damage control for this round goes to your force instead. | |
| 10 | One enemy VIP of the enemy player's choice is killed (1-4) or captured (5-6). If no VIPs are present, the enemy's highest-ranking officer is affected instead. The enemy suffers a -1 penalty on all operational initiative and simple resolution rolls for the rest of the turn. | |
| 11 | Lucky shots result in far more salvage than usual – double this battle's contribution to the salvage pool. | Boarding opportunity: one ship or wing (one line-item) may initiate hostile boarding against a single enemy ship of your choice. |
| 12 | A Hero is Born – your commanding officer leads his or her forces to a decisive victory against all odds; increase damage inflicted by 30%. If you took enough damage this turn to be destroyed, 10% of your force survives. The enemy must withdraw as if they lost an Invasion scenario. | |
Pirates, Raiders, and Rebels
Piracy is a constant problem in the Sphere and the Periphery. Even the Clans must deal with pirates, in their case members of the Dark Caste. Pirate bands are generally small, and utilize stolen merchant jumpships to evade detection by the House militaries. Focusing on less defended worlds, Pirates are unable to cripple a nation with their nefarious activities, but can none the less cause a disruption in trade and a minor annoyance to the local economy wherever and whenever they strike.
Pirate Raids
Pirates will periodically launch raids on the various Inner Sphere and Homeworlds powers. Pirate forces are tracked on a seperate sheet as if they were a normal faction. However, individual pirate forces are just that: individuals. Attacks on different worlds within the same nation are assumed to be the work of different, unaffiliated pirate bands unless otherwise noted.
Pirate raids will only ever use Raid-type combat orders. This limits them to executing Recon Raid, Naval Recon, Resource Raid, and Destroy Resources Raid missions. They will never invade planets or declare a Trial(considered a Battle-type order).
If a faction is percieved to be unable to defend itself, the local pirate gangs might make a more bold move. Every turn, a 2d6 roll will be made for every faction. On a roll of '12' or greater, a Major Pirate Incursion will take place. Successfully defeating a Pirate Raid will apply a -1 modifier to this number for the next 2 turns. If a Raid targets an undefended world, a +1 modifier will be applied for the next 2 turns. If a Raid is able to wipe out a planet(ground raid) or system's(aerospace raid) defenders, or force them to retreat from the hex, a +3 modifier will be applied for the next 4 turns.
Pirate Bases
Pirate bases are secret installations, usually found in the Periphery, or dead space within national borders. They tend to be built away from populated areas, to facilitate hiding them from accidental discovery. In game terms, Pirate Bases are hidden from the game Map, and cannot be discovered unless the faction knows to look in a specific hex AND runs a successful Exploration mission to uncovered the Bases whereabouts.
Finding the hex location of a base is a multi-step process. First, factions must successfully defeat a pirate raid or Incursion. Second, a successful Investigate intelligence mission will inform the faction leader if their prisoners divulged any useful navigational data. Not every raid or Incursion will lead to a Pirate base. But if one does, the Investigate mission will lead the faction to a cluster of hexes. A further Investigate mission will reveal the correct hex, which is when Exploration missions can be undertaken to reveal the base.
Once the base is revealed, the faction has 2 options; launch an immediate assault, or wait and save the location for a later time. Base defenses are randomly generated once a faction decides to launch the attack, not before, making intelligence missions to discover the strength of the defenses useless.
Pirate bases can be either space stations(usually hollowed out asteroids) or ground installations. The type will be made clear one the Exploration roll is successful. Space Station bases follow all the rules for attacking a normal space station(meaning you must use Marines to board the station). Also, because the asteroid stations are usually in medium-large asteroid fields, warships cannot 'orbitally bombard' the stations to destroy them. Likewise, ground based pirate bases are well hidden and buried to avoid a similar fate. House militaries and the Clans must dig the pirates out the old fashioned way.
Bases can only be attacked using Raid-type orders, to avoid doomstacking. This means more heavily defended bases could take more than a single turn's combat allotment. Destroying a base has serious repercussions for pirate activity in the area. After destroying a base, the faction will enjoy a piracy-free period of d6+X, where X is the number of Bases destroyed in the past 10 turns.
Pirate Base Defense Generation Tables:
Space Station Base:
Light Aerospace Defenses - 2d6:
2: 2 Light Aerospace Wings
3 - 4: 1 Light Aerospace Wing, 1 Medium Aerospace Wing
5 - 6: 2 Light Aerospace Wings, 1 Medium Aerospace Wing
7: 2 Medium Aerospace Wings
8 - 9: 1 Light Aerospace Wing, 1 Medium Aerospace Wing, 1 Heavy Aerospace Wing
10 - 11: 2 Medium Aerospace Wings, 1 Heavy Aerospace Wing
12: 2 Medium Aerospace Wings, 2 Heavy Aerospace Wings
Heavy Aerospace Defenses - 1d6:
1-3: 3 Medium Aerospace Wings, 1 Heavy Aerospace Wings
4-5: 2 Medium Aerospace Wings, 2 Heavy Aerospace Wings
6: 5 Heavy Aerospace Wings(or 2+ light warship, corvette or frigate, ONLY after 3055)
Station Defenders - 2d6:
2: 1 Marine Infantry Company, 1 Marine Light Battlemech Lance
3 -5: 2 Marine Infantry Companies
6-8: 1 Marine Infantry Battalion
9-11: 1 Marine Infantry Battalion, 1 Marine Light Battlemech Company
12: 2 Marine Infantry Battalions, 1 Marine Light Battlemech Company
((Infantry Marines become BA Marines after 3055))
Ground Based Defenses:
Light Aerospace Defenses - 1d6:
1: 1 Light Aerospace Wing
2-3: 2 Light Aerospace Wings
4-5: 1 Light Aerospace Wing, 1 Medium Aerospace Wing
6: 2 Light Aerospace Wings, 1 Medium Aerospace Wing
Pirate Ground Forces - 2d6:
2: 1 Company Light Tanks, 1 Company Medium Tanks
3-4: 1 Company Light Tanks, 1 Company Medium Tanks, 1 Company Light Battlemechs
5-6: 2 Companies Medium Tanks, 1 Company Light Battlemechs
7: 1 Battalion Medium Tanks, 1 Company Medium Battlemechs
8-9: 1 Battalion Medium Mechs, 1 Company Heavy Mechs
10-11: 1 Company Heavy Tanks, 1 Battalion Medium Mechs, 1 Company Assault Mechs
12: 1 Battalion Heavy Tanks, 1 Battalion Medium Mechs, 1 Company Assault Mechs
In-Game vs Out of Character
All posting falls into one of these two categories. Posts that fall into the in-game categorey constitute information known to atleast one character within the game, while OOC posts are unknown to all, and likely contain information that would be unavailible to most characters at any given time.
ALL POSTS in the Game Turns section of the boards are in-character, unless a specific entry declares otherwise. Also, the contents of all Game Turn threads becomes public knowledge at the end of the turn following it's postingso combat takes place on St Ives in Turn 1, it doesn't go public untill the END of Turn 2). There are no exceptions to this rule unless by GM ruling(such as a GM OOC tag).
Posts in the Faction RP Threads are NEVER CONSIDERED PUBLIC KNOWLEDGE. Their contents are only known to the factions DIRECTLY interacting during a given scene. If Posts #12-27 are between Cannon, Fate and Marlin on Marlin's Faction RP Board, Cannon and Fate know what happens during those posts, but not what is before or after those posts.
PMing is something of a grey area for most. It is perfectly acceptable to conduct business via PM if you wish to hide negotiations, BUT, PM communication in this game is only valid if the GM's PM account is copied on ALL communication. Any PM which is not copied to the GMs is invalid- acting on such PMs will be considered metagaming. Its okay to try and hide things from the other players, it's not okay to hide things from game staff. Likewise, any deal thats made has to be posted to the ComStar Diplomaic Archives to be considered valid. If you think a deal needs to be secretive, PM it to me and 'ComStar' will make the decision(usually agreeing for form's sake...unless theres a reason to leak it). The ComStar Diplomatic Archives, while open for viewing and techniclly an in-game repository, is not public knowledge. It is a ComStar database, so you'd need to hack in within the game to gain access.