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    Welcome to Battletech Diplomacy. We've taken the old game of Diplomacy from the 50's and WizKids' Battletech and mixed them together to get a completely new game. It shares some similarities of the orginal Diplomacy but most of the rules have been completely revamped.
     How this basicly works is each player takes on the position of a House Lord, Clan Khan, Mercenary Commander, or Lesser Noble of a house. From there, they govern their entire unit/realm. From finances and pact crafting to military offensives and counter-intel ops, you work hard to remain on top in a universe that has known only war as a way of life for over 300 years.
     The question is...do you have the brains, the guts, and the diplomatic skills to pull it off in the end? Mechs may win your battles but it's your decisions that will win the wars to come.
� 2001 WizKids, LLC. BattleTech is a registered trademark of WizKids, LLC.
BATTLETECH DIPLOMACY
Requirements:
ICQ (Or some agreed upon online chat system), these rules, the Battletech Diplomacy map, and free time. The head admin should have a copy of Digital Stickman Inc.'s Battletech Diplomacy Combat Calculator. Speeds things up and makes it a lot easier to manage.[Minimal number of players is 5 and 1 admin(Comstar)]
The object of the game varies depending on the player type you choose from.

House Lord: Playing as one of the five House Lords you're goal is to maintain internal stability of your realm with your lesser nobles while waging war with the clans and/or houses. To win as a House Lord you must surivive and eliminate both the House Lords and Clans ability to wage war.

Lesser Noble: As one of the lesser nobles within one of the five houses. You run a "district" within a great house and have to contend with inter-house politics while making sure that your House Lord doesn't neglect your region of space. While you can contest and even rebel against your own Lord, this is often deadly. Your main goal to win is similar to your Lord's with the exception that you're out only for your district's welfare, not necessarily the entire house.
Clan Khan: Some admin may opt to not include the clans as they drag out the duration of the game since they are not so easily destroyed as a house is in comparison.The clans initially do not own any worlds in the Inner Sphere and have to claim their occupation zones through an invasion. Their arrival date and attack corridor of each clan are determined by either trial or agreement with the ilKhan. For a clan to win they must have a secure supply line between the periphery to Terra and be the first clan to land on and hold Terra until Comstar and/or WoB can no longer attempt to reclaim it.

Mercenary Commander: The mercenary commander has possibly the toughest job and also the easiest. They tend to own between a company to a regiment in mechs and own no worlds of their own. It is their job to seek out contracts with either lesser nobles or house lords to grow rich and powerful. Mercenaries have set dates at which the Mercenary Review Board determines a winning merc unit. This is normally the richest and most intact after about 5-10 years of active serivce. The player can then decide if they wish to remain in the game or if they wish to retire their unit.
Comstar: Comstar is generally the admin of the game. This job has been divided up in the past to two or three people. One to do the main admin work and remain uninvolved, the other(s) to handle the Comguards and RP as the Comstar unit in the game, cut off from the sensitive admin data. If that person(s) decides to play their goal is simply to hold Terra from any clan invasion attempt.

Word of Blake: This unit is completely unlike all the others and depends more on terrorist tactics and special covert attacks. Their goal is to destroy Comstar and all allied with it...and cause wide spread havok.
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Site last updated: 08/02/03
email: [email protected]
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