House Lords 3025
ALPHA Revision 2.3,
Last Revision: 01/23/06, 1135pm
The Turn Sheet
The Turn
COMBAT
Clan Honor, the Batchall, and Trials
Optional Rules:
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Battletech Total War is a turn-based Play By E-mail (PBEM) war game.
The Game
Players control one the Great Houses of the Inner Sphere, an Invading Clan or a Periphery Realm. You can research new technology, control the extent of your manufacturing capability, build armies, train spies and infiltration teams, attack your enemies, make treaties with others and engage in propaganda. You are responsible for your Nation�s rise to power.
Player Nations
The GM assigns players to the Great Houses, Invading Clans and Kingdoms of the Inner Sphere on a first-come first-served basis. Lack of response during the execution of the game by a player might constitute AWOL status.
AWOL
AWOL stands for Absent Without Leave. Players that do not turn in their Orders on time regularly or who refuse to obey the rules could be classed AWOL and removed from command of their nations. Barring extenuating circumstances on the part of the player the result might be a simple loss of turn rather than AWOL status.
The Turn
The game progresses in �Turns�, each about one week. Players turn in their Orders on each Friday, before Midnight, Pacific Standard Time. The GM sends Turn Order sheets to Players each Tuesday, before Midnight, Pacific Standard Time.
Disputes
All disputes of rules, game play
and timing are decided by the Game Master with the understanding that
player opinions will be taken into account. If you miss the deadline
for Turn 1 you will receive your Turn 1 income. Your Turn will be
processed as Turn 2 if you wish to make no changes. If you are a few
hours late, send in your turn. Under no circumstances will a Turn be
processed if it is turned in on Tuesday (the day Turns are normally given
back after being processed). If you quit at any time the GM reserves
the right to reassign your nation to another player, divide it among the
nearby players or make it an NPC realm. If it is divided the it will
be split among the nations bordering you most likely. A 50% chance exists
that a world will side with a Great House Next door or a 25% chance that
it will side with a Lesser House. This applies if they share a border. If
there is no shared border the planets go neutral.
Join the Forum
Use Microsoft Excel
An excel spreadsheet is used for the majority of the nuts and bolts of game play and data storage. You must have access to Microsoft Excel or another spreadsheet program that does not break the spreadsheet when it is saved. We cannot guarantee game play satisfaction if another spreadsheet is used and it breaks the Turn Sheet. The GM will not spend extra time sending you a new sheet for each turn.
The BETA Forum
The BETA was held from approximately October through December of 2005. What is left of the BETA forum can be found here: http://mechempires.proboards31.com. We used the �battletechtotalwar� YAHOO group for file storage and you can find some of the oldest and simplest rules sets for the original game in the Files section of that Yahoo Group.
Elaborating Orders
Questions
Do not e-mail the GM to ask questions about the game, rules or things that can be properly addressed in the public or private boards on the ALPHA forum. If you want to ask a private question please do it by Private Message on the ALPHA forum.
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The players use military units (tanks, mechs and fighters to name a few) to hold and take planets. Expanding your armies is a requirement if you do not wish to become the victim of an invasion.
Star League Era Factories
Star League Technology is the basis for Inner Sphere Technology (the technology that is left in the Inner Sphere as of 3025 is quite primitive compared to earlier Star League Tech) but superior to it because of the 300 year long civil war that has wracked the Inner Sphere causing a loss of intellectual and industrial capability. Factories that use Star League Technology would be one of a kind finds in the Inner Sphere and no one starts with them in the game.
Inner Sphere Technology
The Inner Sphere has to research its way out of the hole it is in to match Clan Technical superiority. Clan Technology is superior to most Star League technology bust is still based on Star League Technology. This similarity in technology led to both societies using Battlemechs in their great war of 3049 and on.
Clan Technology
Clan Battlemechs are considered to be Inner Sphere Tech Level 7 and Clan Tech Level 1 at the start of any game. Inner Sphere Battlemechs are considered to be Inner Sphere Level 1.
Inner Sphere forces use the following conventions: Aerospace (or ASF) is organized in Squadrons of 6 fighters. Up to 5 squadrons may belong to a single Wing. The Wing is the largest named unit of ASF allowed in a force. More than one Wing may fight together in a combat, of course. Ground forces are organized into battalions of 36 mechs and vehicles. There are many individual infantry in a battalion but their numbers are unimportant to the game mechanics. Ground combat units (no matter their makeup) may have no more than 5 battalions assigned to them.
The Clan war machine is organized quite differently than that of the Inner Sphere, but there are similarities. The largest unit is referred to as a Galaxy, which consists of 3 to 5 Clusters. A cluster's composition depends on its component fighting units (Omni-Mechs, battlearmor, ASF, et cetera). The clans could have a Cluster of ASF or a Cluster of Mechs, unlike the differentiation of Wing and Regiment in the Inner Sphere. Units are built in clusters of 45 (Omni-Mechs, Omni-Vehicles, 2nd Line Mechs, Battlearmor) and 90 (OMNI-ASF). For purposes of transport the Clans can split these units into smaller groupings (15 units is considered a trinary, 10 a star for ASF, 5 a star for everything else).
Inner Sphere ground Units are built in Battalions. Though smaller groups exist, for the purposes of this game simulation and out own sanity we shall build Inner Sphere forces at the Battalion level. An exception exists for ASF (Aerospace Forces) which are built at the Squadron level (6 planes).
*Cannot Land, Mechs must be ferried back up via smaller drop ships.
*Warships marked by an X in their Damage value have less than average anti-fighter cover. Some ships have few Anti-ASF weapons but are primarily using ship to ship missiles as anti-fighter weapons and are, thus, not listed as sub par in anti-ASF combat. This X means their Anti-ASF attacks are capped at 25% of their attack damage for their anti-fighter attack. * Warship damage is rolled for differently. Roll d100. The result is the % of total damage inflicted upon its enemies. * Warship damage can be applied against up to three different vessels but not combined against a single target. This represents weapons that cannot be brought to bear on the same target but can be fired against multiple targets. * Warships can direct only 1 of their three attacks against enemy ASF and that attack is half-strength only. Only ships with the AF designation have anti-fighter attack capability. If the ship sis not AF capable they are vulnerable to ASF attack unless there is some other screening force available to protect them. Only AF damage can be directed at ASF. * Warship bombardment of a CITY causes population damage equal to 1/3rd of the Warships Damage value, reducing the planet's population and income in the process. Bombardment can destroy up to 1 Factory complex per turn. *Until Warship Technology is Researched (Level 7 Jumpship tech required) no Warship factories may be built. *At 50% HP the ship becomes a Casualty, crippled and at half capacity in DS carrying capacity and Attack Value. It must be repaired at a shipyard. *Bombardment: up to three attacks may be directed at a planetary location or specific unit in on eof those locations per round. Roll 1d100% to determine how much of the blast effects the targeted location or unit. The WS is vulnerable to functional Planetary Defense systems.
*IS Players cannot make LAM Lines until the appropriate technology is researched (Mech 4 and ASF 4). *Clan players that capture LAM lines are obliged to destroy them immediately (no conversions or storage of LAMs are allowed as the LAM is not a traditional Clan weapon) or suffer an honor loss per turn they keep the factories.
*IS Players cannot make Omni-Mechs until the appropriate technology is researched.
*BA and ABA are unavailable until a nation captures Clan Tech BA and then researches BA..
Clan Units are built in Clusters. Though smaller groupings exist, for the purposes of this game simulation and our own sanity we shall build Clan forces at the Cluster level. An exception exists for the ASF (Aerospace Forces) which are built at the Star level (10 planes).
*Elemental Marines represent the infantry assigned to the ship on a permanent basis and have no other function than defense of the ship.
*Warships marked by an X in their Damage value have less than average anti-fighter cover. Some ships have few Anti-ASF weapons but are primarily using ship to ship missiles as anti-fighter weapons and are, thus, not listed as sub par in anti-ASF combat. This X means their Anti-ASF attacks are capped at 25% of their attack damage for their anti-fighter attack. *The Clans benefit from the price reductions of Jumpship Tech Level 1-7 on the IS scale, making their ships cheaper to produce. * Warship damage is rolled for differently. Roll d100. The result is the % of total damage inflicted upon its enemies. * Warship damage can be applied against up to three different vessels but not combined against a single target. This represents weapons that cannot be brought to bear on the same target but can be fired against multiple targets. * Warships can direct only 1 of their three attacks against enemy ASF and that attack is half-strength only. Only ships with the AF designation have anti-fighter attack capability. If the ship sis not AF capable they are vulnerable to ASF attack unless there is some other screening force available to protect them. Only AF damage can be directed at ASF. * Warship bombardment causes population damage equal to 1/3rd of the Warships Damage value, reducing the planet's population and income in the process. Bombardment can destroy up to 1 Factory complex per turn. *Until Warship Technology is Researched (Level 7 Jumpship tech required) no Warship factories may be built. *At 50% HP the ship becomes a Casualty, crippled and at half capacity in DS carrying capacity and Attack Value. It must be repaired at a shipyard. *Bombardment: up to three attacks may be directed at a planetary location or specific unit in one of those locations per round. Roll 1d100% to determine how much of the blast effects the targeted location or unit. The WS is vulnerable to functional Planetary Defense systems. *Technology: Long Range Target Finders (adds +1 to attack this WS is involved in, max of +1 from this technology), ASF Target Finders (adds +1 attack this WS is involved in, max of +1 from this technology; ONLY versus ASF if this ship is making an anti-ASF attack), Efficient Crew & Automation (experienced crews add their HP/AV bonus to the ships Anti-Fighter attack value as a percentage (%), if any, meaning its a 1d100% + Crew % roll to see how much damage is done to fighters attacking the vessel), Hull Sealant (JS/DS/WS casualty at 30% Hull, not 50% Hull), Efficient Hull Design (doubles the integral ASF and Infantry Carrying capability of all JS/WS in the fleet). *The Nightlord mech capacity is not a permanent force, it is a carrying capacity.
* Second Line Infantry in the Clan Touman are full of old warriors that have passed their prime. As such, they are derided but heavily experienced survivors. Their starting experience is Veteran. * Advanced Elementals cannot be added until Inner Sphere nations adopt Battlearmor. * Advanced Elementals are assigned only to proven warriors, their starting XP is Veteran.
Noting the Turn In Which the Unit was Created:
A (#) to the right of the Unit Name indicates the unit was produced in Turn (#). Units made in turn 4 will have a (4) and so on.
Determining Attack Values:
The AV or Attack Value is a number assigned to an attacking and defending force. The two are compared and the attacker is assigned odds: 1 to 1, 1 to 3 or 3 to 1, et cetera. Using the combat results table the outcome of the battle is determined.
All ground units and ASF add together their damage and one half their HP to determine their Attack Value.
Dropships, Jumpships and Warships Attack values equal their damage rating only.
Experience
Each Unit is created with an experience level of Green. With Training, at an Academy, and/or combat experience your units gain in experience and their capabilities increase.
Experience Levels Damage and HP
bonuses for each type of unit.
Jumpship and Warship XP
JS/DS capabilities (HP and Attack) do not increase with experienced crew. Their permanent defensive forces, if any, do increase in ability (ASF and Jump Infantry or BA for Clan ships).
Integral Units, and AV
All Elemental (Clan), Marine (IS), and ASF listed for a JS or WS are considered integral and stay with the ship. ASF are Assault ASF with proper HP and Damage characteristics. Integral ASF take damage before the Jumpship / Warship they are stationed on takes damage. JS and WS do not add half their HP to their Attack Value, only the Damage characteristic adds to their AV. Any XP gained is allotted to the ship but represents ONLY the integral units assigned to the ship. When integral troops are destroyed the Hp are considered part of the home ship and its effectiveness is reduced until it is 'repaired'. This deduction will be made by the GM.
Dilution of Experienced Units with Green troops
The addition
of a Green Battalion to an existing regiment affects the Experience of the
unit. The experience levels above have a dramatic effect on unit combat
performance and morale. Elite troops inflict more damage, take more damage to
render ineffective, and rarely surrender or break in combat. The opposite is
true of Green troops that have little experience in the adversity of combat. Experience Promotions and Tracking Experience
If a unit
survives one combat it is promoted to regular from green, three combats make it
veteran from regular and three from veteran to elite. The stars next to a
units name will indicate their battles. Individual Battalion/Cluster Experience Awards
Loyalty
Units normally start out with a Loyalty Rating of Reliable. If the factory world that creates the unit is anything less than Content they start with Questionable Loyalty. Loyal factory worlds produce Fanatical troops. Loyalty an also be affected by Academy training and the actions of their leader. A leader that destroys all his factories and gives up during a game might experience a coup-detat before their self-destructive behavior causes too much damage to the nation they once led.
Soaking
Damage Soaking is a tangible result of the experience and devotion of a military unit. The more experienced and devoted a unit the more damage they can ignore per turn of combat at the battalion level.
Soak Factor Example:
Order of Damage Depends on Soak Factor:
Damage is inflicted upon units according to their Soak Factor. Units with a Soak of 1 are damaged before units with a Soak of 2 or 3. Though an Elite Fanatical Assault Battalion has a Soak Factor of 10, it will take damage before the 5 battalion Fanatical Heavy Infantry Regiment, which has a Soak Factor of 15.
Combat Results Bonuses
Mech General Bonus (Galaxy Commander Bonus) Inner Sphere Regiments are commanded by Colonels. For every three regiments (a Brigade consists of 3 regiments or so) of mechs present in a battle the owning player, if they are the attacker, gains a +1 bonus to attack. This bonus stacks with the Leader bonus. The maximum Mech General Bonus is +3, and assumes 9 mech regiments are fighting together (Example: 1 general is +1, 4 generals is +2, and 7 generals is +3.). A unit with 3 batts of mechs and two batts of some other unit that loses 1 mech batt in battle no longer has a general.
The General bonus is only available if ALL the units counted towards the bonus are in the same planetary location (City, Base, Factory, Port). If the Generals are split between locations their bonuses are also split.
The Clans gain this bonus as well
but it is referred to as a (Galaxy Commander Bonus) in reference to their
military commander at the Brigade level. This bonus is NOT available to
Infantry, Vehicles or Aerospace of any kind. If a general is assassinated their unit no longer gains the general bonus. In the next turn a promotion is made if they still have 3 or more batts/clusters in the same mech regiment.
Generals have no other use in the game and are never separate from their units (if you want to write propoganda they can be portrayed as you wish but for game purposes they are always with thei runits until they are killed or the unit is reduced to 2 batts, meaning they are killed). Leader Bonus (Khan Bonus) If you assign your leader to an attack add +2 to the Combat Results attack roll. This bonus stacks with the Mech General Bonus. If your leader's unit is destroyed in combat your leader is killed and your realm suffers as if the leader was Assassinated (a -2 penalty to all attack rolls for two turns thereafter). Inner Sphere Leaders are limited to being effective in the Ground battle as there is a bias towards Battlemech use. Clans can and do, in the case of the Snow Ravens, have ASF leaders that can gain their bonus to attack in space combat. Only the Clans can gain a bonus for their Khan/Leader in space. Leaders are the heart and soul of the Great Houses, Periphery Kingdoms and Clans. When a leader is present for combat they rally their troops and encourage them to greater feats of martial discipline.
Leader Defensive Bonus Leaders also bolster the actual defense of a world when they are present and it is under attack. If a leader is on a world when it is under attack and does not flee, the attack roll of the invader is reduced by (1).
Clan Attack Bonus
Clan doctrine is not defensive. They are at home attacking. For every full galaxy (3 to 5 clusters) of troops (can be mixed but does not include ASF) attacking a target the Clan attacker gains an additional +1 bonus to the attack. This stacks with the Khan and General bonuses and is not limited.
Fighting Defensive
If you are under Siege and fighting defensively this means your forces use the available defensive planetary structures (PD levels) to reduce the effectiveness of the enemy attack. The PD level of the planet is SUBTRACTED from the attack bonus of the attacker. This CAN result in a NEGATIVE attack bonus, putting the attacker in a very dangerous position. An E result for the attacker is ignored, instead resulting in 20% damage, not complete elimination of the attacking force. P results are IGNORED but reduce the PD of the planet by 1.
Deploying Captured Mechs
It is presumed that if a mech regiment or more is captured the soldiers trained in their use are not allowed near them. Instead a capturing force can put their infantry into the mechs to take them away in the next turn or press them into combat at half HP and Damage Power.
Clans do not
gather salvage in this way. See the Clan Bondsmen, later in this rules
set, description for how the Clans deploy captured people and materiel. Maintenance
Fielding a massive army is expensive. Massive armies of battlemechs are maintained with spare parts, crew salaries, billeting costs, ammunition and the cost of feeding the techs. The following chart indicates a cost per Battalion to maintain a unit. If this cost is not paid the unit will rebel, sooner or later. In game terms the units loyalty drops a rank permanently for each turn their maintenance is not paid.
*Warship maintenance is determined by size (ships that take 1 PTurn to build cost 100 credits per turn, 2 PTurn build time ships cost 200 and so on). *Dropship maintenance is dependant on how many can be built per turn, smaller = more built per turn. Small DS pay 5 (they are small if the line builds 3 or more per turn), medium is 2 per turn and pays 10. Large is 1 per turn or worse and pays 15 maintenance per turn.
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Movement of Troops
Military Jumpship/Warship Movement Use the MOVEMENT page to indicate which Jumpships, Dropships and Warships are in particular fleets. You can indicate which troops are on which Dropships on the same page. Civilian Transport Movement If even one jump point remains open and the spaceport is not held by the
enemy the defending player may civ transport units to the world. Civ
Transport will never use a Pirate Point to transport your cargo/troops. In one game/combat turn you can: 1. Move my own DS on a command circuit to a system bordering an enemy. 2. Rent DS/JS in that border system to take those transported units into the enemy territory as the last leg of their command circuit.
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Mercenaries
Hiring MERCs The Mercenary Hiring Hall (on the MARKET page) is a bidding war between
you and any other Houses that choose to bid for the unit. The bid cost
is a one time fee. The winning nation must then pay the Mercenary
unit's maintenance costs, which can be quite high and are, in fact, their
salary. Mercenaries are hired for a minimum of 5 turns.
Their dropships and jumpships can be used by your realm to do things while
the mercs are on-planet or in combat. Mercenaries stay on after the
five turn contract time if the hiring realm does not 'let their contract go'
by firing them and they have had no disputes with their employers. MERC Placement Indicate in your enumerated orders page where you want to place the unit(s). Any non-threatened world in your realm is a legal placement area. They arrive at the spaceport and can be shipped off one jump away if you want them to immediately attack an opponent one jump away (assuming they have transport or you can provide transport). To make this simple you can place mercenaries on any world you own that is NOT threatened by another power. Threatened means that NO other enemy units are in the planetary system. Enemy dropships and jumpships count. MERC Capitulation If Mercenaries take more than 25% of their hit points in casualties in a single round of combat there is a 25% cumulative chance they will surrender to preserve their lives. If this happens they give their parole and leave the battlefield for Terra to recuperate and hire themselves out again. Capitulation is not considered 'breaking' a contract and there are no repercussions for the Mercs if they give up after being thrashed in combat. Once a Mercenary unit gives their parole they are to be allowed to leave the battlefield. Seizure of their equipment and/or transport can result in Comstar MRBC Sanctions and perhaps a complete ban on the House responsible. Swapping Units/Equipment With MERCS No jumpship, dropship or military unit swaps of equipment with mercs is permitted. Expanding a MERC Unit If you have a contract with a mercenary unit you may help them expand
their forces by 'giving' them production. New Mercenary units created
this way are completely under the control of the Mercenary commander and may
leave, per Merc rules, when they desire. New merc units created with
'given' equipment inherit the Loyalty of their parent unit and have one
level less the experience of their parent unit. You still pay the same
amount to rent the expanded merc units but when they leave your employ they
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The Black Market
The Black Market, a.k.a. the Open Market Found on the Markets page you can simply list the item you want to sell,
and deduct it from your other sheets. You name the price and the Black
Market adds its fee. You can target the item to specific kingdoms or to
anyone by naming you desired client. The Black market does all the middle
work, like avoiding the authorities of enemy nations when they transport it
across borders. A Factory is not movable though the Lines within it
are, and can, thus, be sold. Jumpships are NOT transferable through the Black Market, only through
trade treaty partner agreements. The ship in question must be 'shipped' by
single jumps to a world of the buyer through 'friendly' territory.
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COMBAT
Order of Battle
Who fights
First in multi-army contests? What happens when more then two
nations send troops to fight at the same place at the same time?
What about...multi-nation coalitions fighting a common foe or the
possible, yet odd circumstance of a three or more sided fight, all
fighting each other for the same real estate. Forces arrival times
make a difference. The GM really has to determine who gets where first and
who contacts who first. If no standing orders from a nation indicate
otherwise the GM is free to determine order of contact.
A Planetary Assault is an attack set up to take a world from an enemy. To control a world a House Lord must control a certain number of locations on that world: 2 of 3 for non-factory worlds and 3 of 4 for factory worlds. To attack a world to make a planetary assault the attacker must either control a world bordering the target planet or must control the jump points (all of them, including the Pirate Point in the Alpha game) of an enemy system bordering the target planet. If the attacker should lose control of the planet bordering the target planet or lose control of even one jump point (an enemy breakthrough and destruction of your blockading forces at a jump point indicates a loss of control) in a blockaded enemy system used as a bordering planet for purposes of the assault, the Planetary Assault is considered a Deep Raid until the blockade is re-established or the attacker withdraws forces (you cannot control the planet if the blockade of an enemy system is broken, even if the enemy player on the target planet has control over only a single facility).
Controlling Jump Points (the Blockade)
Sometimes the best way to keep a planet is to prevent anyone from landing troops. To control a jump point you station at least one drop ship there that can carry ASF. Assign an ASF squadron to the Dropship and keep it listed on the Movement page. If any enemy force jumps in there at whichever point (Pirate, Z or N) you control your ASF presence forces an immediate combat. You can also station jump troops out there (on a DS and/or JS/WS) to take advantage of the presence of any vulnerable ships that are part of a force you engage in combat.
The Avenger and Achilles assault dropships can blockade BUT if they have no integral troops or ASF they may NOT capture vessels passing the jump point, only attack. In the case of a jumpship, attacking it is a violation of the ARES conventions and not allowed, thus, if a jumpship does not drop its DS in the system and it is attacked it is also a violation. Be careful how you order your assault DS-only blockade forces to deal with passers by.
Pirate Jump Point Risk
Clan navigators use them without difficulty. IS Navigators face a chance of complete loss of the ship, crew, drop ships, and cargo when using one (about 5% per jump per jump ship). There is one (1) pirate point per system near the planet. It can be blockaded as a normal jump point. Civilian Transport will NOT use pirate points to circumvent a blockade. Certain technological research can eliminate this risk.
Advantage of a Pirate Point insertion of forces:
Suprise.
You gain a +1 on any attack or RAID attempted in the Turn your ship
arrives at a Pirate point. Controlling Planets
An attacker controls a planet, and becomes the defender, when the attacker is in possession of 2/3rds of the planet's facilities (CITY, BASE, PORT, FACTORY).
Taking a Jumpship, Dropship or Warship
How do you take a jumpship or DS in Space? Standard, motorized and Heavy infantry are not allowed in space combat, only JUMP infantry. Jump infantry are the only ones with zero-g training. That said, you must have Jumpship(s) and/or dropship(s) at the same jump point and the enemy must nor be able to run away. If they can run away (jump out) then it is unlikely you will be able to target more than one of their vessels before their fleet leaves the jump point. Once you have this scenario it is possible to attack and take the enemy DS or JS, depending on your orders and whether or not you are at war with another nation.
The size of
a Regiment Ground Movement
Any unit on-planet can be re-deployed to any other on-planet location between turns with no cost whatsoever when you fill out your Turn sheets. Units appearing at a factory (on the game turn after a production turn) may NOT move from the factory in the turn they appear. They must stay there and can be moved in the next game turn.
*Fill out the RAID page to submit a RAID order. RAIDs are carried out on a per Game Turn basis, occurring entirely within that given turn. The RAIDing unit, if it survives, returns to its starting location on the end of the next turn.
A main reason raids are a desirable activity is that
the element of surprise
is usually with the RAIDing force, allowing them to achieve 1 to 1 odds in
attacks, even if they are badly outnumbered. Combined with
the +1 attack bonus for a Pirate Point attack (in the turn of the forces
arrival only), RAIDS can be especially deadly. The Clans and Raids: Clan RAIDS are not necessarily un-stealthy. If a Clan sees the need to RAID they do and simply use a pre-emptive batchall. At the sacrifice of a little honor they can perform most of the same functions a IS power can with a RAID.
Some Q&A On RAIDing:
Does RAIDing an ally break treaties? If you are caught the answer is: yes it can. It is up to the party being raided. They might detect the raid and choose not to react, allowing your troops to complete the raid. If you fake the raid being from another House (on the RAID page this is an option) they might NOT know it was you. If you want to risk good relations with a nation that is not aggressive with you that is your business.
Can
I pay to make it look like someone else is responsible for a raid my
troops perform?
The Turn
A Game Turn is one week in game time. It is also referred to as a combat turn.
The first turn and every 4th Turn is a Production Turn. During production Turns a nation may build combat units. Some INTEL missions take four Game Turns to accomplish and must be started on a Production Turn.
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Naming your Troops:
In the interest of making battles seem interesting when they are reported regiments need to be named. If a regiment is not appropriately named a penalty will be assessed to the defender or attacker, whichever has inappropriately named units. It is inappropriate to name a unit: MECH UNIT 1. It is appropriate to name a unit: Kelley's Chasseurs or the 5th Dieron Light Horse. It is up to the GM to assess the penalty but a negative attack modifier is a possibility.
PD should be more than just a few added hit points to defending
units. What a pain in the ass to administer as GM. When I think of
defensive structures and militia ready to do me harm as i'm dropping in
from the stratosphere my sphincter tightens. You should be afraid of a
heavily defended planet and here is my idea:
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Clan Politics, Honor, the Batchall, and Trials Battle takes place for many reasons between Clans. Usually it comes down to merely having something another Clan wants. Whether it is an enclave, an object, the use of a bloodname or a warship, or honor. Clans very seldom have full-fledged wars to the death between each other. No Clan can eliminate another Clan without permission from the Grand Council. To reflect this no Clans Capital Enclave can be attacked except during a Trial of absorption or Annihilation. If there are any doubts that you are about to attack a Clans Capital enclave check their personal board to see the Enclaves they own. Even an unintentional Trial of Possession of a Clan�s Capital Enclave can cause a loss of Honor.
The batchall is the ritual by which Clan warriors issue challenges and must be respected above all else. Though the challenge may take many forms, in most cases the batchall begins with the attacker identifying himself, announcing the objective of the trial and requesting to know what forces stand against him. The defender must reveal the forces they intend to use in the trial, and also may choose the site of the battle (Surface battle or Space Battle). They can use any size force they wish no matter how large or small. The defender also has the right to ask the attacker to ante up a prize of equal value against the possibility the defender wins the trial, though the challenged party rarely takes advantage of this opportunity. Note: Each Clan can have 1 enemy Clan that they do not have to honor the ritual of Batchall with. You can declare an enemy before the game begins or after, your choice. The clan who has been declared an enemy does not have to declare you an enemy to ignore the Batchall. If you decide to make another Clan your primary enemy the old enemy does not go away and can still ignore the
Batchall with you unless some accord is reached.
All clans will start with 50 Honor Points. If the clan ever reaches 0 or below Honor point the clan can be declared Dezgra and can be absorbed or annihilated by the other clans.
A point of honor and a means to creating greater and greater warrior generations, Bloodnames are the life of a Clan. If they lose theirs they die as a Clan. Each Clan starts with six bloodnames. The genetic repository, a location on the clan's chosen homeworld, holds these bloodnames. They may be the target of a Trial of Possession but only one at a time. Once an attacker fails or takes another be from a Clan they must leave the world of the genetic repository. If a Clan loses all its bloodnames it ceases to be capable of creating anything but second line troops until it claims at least one other bloodline from a rival clan. The last ilKhan was a Kerensky. After his death the ilKhanship passed to leaders chosen by the Clan Council in times of great need for unity, otherwise the post falls into disuse as no Clan wants to allow a permanent ilKhan other than their own leaders. During the Invasion of the Inner Sphere the Clans must choose an ilKhan. The ilKhanship carries great responsibility and great reward. For every victory the ilKhan's Clan achieves they receive a +1 bonus to their honor award. For every defeat an extra -1 penalty to their honor. The income of the ilKhan's Clan is increased by 2500 Requisition Points while he lives and remains ilKhan by the ascent of the Clan Council. At any time a majority vote of the Council can strip the ilKhanship from the Clan that has it but a new ilKhan must be appointed during the next production turn. While this political process of choosing a new ilKhan carries on no aggressive military action is possible with front-line units as their leaders are away voting. Second line units can counter attack or attack but front-line units must remain static and defensive. If a Clan takes Terra during the game that Clan, that can lay claim to all the locations of Terra, becomes the ilClan forever (or until they are destroyed) and keeps the ilKhanship and its bonuses for themselves as long as they hold holy Terra. It is the ultimate goal of the Invading Clans to take Terra and use it as a base to reform the Star League by force. For every Regiment (3 Battalions or more) of Inner Sphere troops destroyed the Clan player captures Bondsmen and Salvage Points (as determined by the GM). A 'Tally' of Salvage Points is kept track of on the Clan Summary sheet. At a certain point the Clan player may turn this 'factor' in for new 2nd Line units for immediate placement. Essentially the Clans are indoctrinating enemy warriors. The ones they can trust are put to work and the Clan is strengthened. Clan players can only deploy captured materiel as a Bondsmen Force bought with Honor Points. They cannot simply dump infantry into mechs to deploy them. The captured units go into a pool from which the Clan can buy 2nd Line Bondsmen units. The Clan player can choose, during any game/combat turn, to turn in salvage pool points and Honor Points to immediately gain a bondsman unit. When created the unit's loyalty is Questionable, their Experience is Regular and a B is appended to its 'Turn Creation' number. Example: the Clan Snow Raven turns in 3 Honor and 80 salvage points during their Turn 3. In Turn 3 they deduct the points and place a new Regular Questionable Heavy Battlemech Cluster on a world of their choice that is not blockaded (the world can be under attack or one or more of the Locations can be held by an enemy - in which case the new unit must be deployed to a 'safe' location first). The cluster is called the 'Stooping Eagles 5th Cluster (B3), where the (B#) indicates it is a bondsman unit created in Turn 3. The clan player can, in subsequent production turns, spend Honor points to increase the loyalty of their Bondsman units.
Clan Bondsmen Units
Standard Infantry, 2nd Line: -1/4 Honor Points Per Cluster, 5 Salvage Points Motorized Infantry, 2nd Line: -1/2 Honor Points Per Cluster, 10 Salvage Points Light Mech, 2nd Line: -1 Honor Points Per Cluster, 20 Salvage Points Medium Mech, 2nd Line: -2 Honor Points Per Cluster, 40 Salvage Points Heavy Mech, 2nd Line: -3 Honor Points Per Cluster, 80 Salvage Points Assault Mech, 2nd Line: -4 Honor Points Per Cluster, 120 Salvage Points
Bondsman loyalty starts at Questionable but may be raised by spending Honor Points (see the chart above).
Clan Income
Clan Income comes in two forms (three if you are Clan Diamond Shark). First is home world income, which is totally dependent on a Clan's standing among the Clans or their Honor rating. Second is income from any non-Home world planets. Third, if you are the DS, is Trade Income, as they are the only Clan that can trade with non-Clans (with the exception of the Bandit Caste) by engaging in TA$. Also, the chosen ilKhan receives an extra 2500 requisition points per turn.
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Factories
Factories allow a nation/Clan to build military units with which they can defend themselves and attack others. Factories are enormous shells within which production Lines are housed. The factory represents infrastructure. The Line represents the manufacturing machinery that uses the infrastructure to function. Most factories in the Inner Sphere represent the remnants of some of the manufacturing capacity of the old Star League. The list of Combat Units in this rules sheet fully discloses how much a 'factory' and a 'line' costs. A factory is the shell within which several 'lines' are housed. A 'line' is a dedicated production line in the factory that makes a single type of unit.
Capacity or Level/Class: Factories are rated Class 1, Class 3 and Class 5. Class 1 factories have a max of 1 line. Class 3 factories have a max of 3 lines and Class 5's a max of 5 lines. Upgrading a Factory Class Level: Once the factory is built (completed), you may then upgrade, not in the same turn it is built. If the factory was captured then no upgrades may be made until the production turn after one side or the other controls the planet (owns 2 of 3 or 3 of 4 planet facilities, max of 5 if orbital facilities are present). You may not skip upgrades, from Class 1 to Class 5, it must be Class 1, then Class 1 to 3 in the next production turn, then class 3 to 5 in the next.. Building a factory from scratch: Building a factory takes 1 production turn or 4 game/combat turns. If your order to build comes in turn 1 then the factory is ready in turn 4, if it comes in turn 4 it is ready in turn 8 and so on. The FULL price of creating a factory must be paid UP FRONT, it may not be split between game turns or paid in installments. Scratch-built factories come with NO 'line' already built, a 'line' must be built later or during the factory construction process. Building 'Lines' Lines take a full production turn to complete and may take orders as soon as they are ready. They may be built at the same time their mother factory is built but must be paid for in full just like a factory, no splitting the cost between turns. you CAN build a 'line' in the same production turn you are upgrading a factory from class 1 to 3 or 3 to 5. Re-Tooling & Converting Lines A nation may re-tool a 'line' to produce a different unit with some limitations. One may upgrade from Light 'type' units to medium units bet never backwards from Medium to Light. Half the normal cost of the new 'line' must be paid and it takes a production turn to complete the process. You cannot re-tool from one unit type to another. Re-Tooling & Conversion can only be made during Production turns. Factory Conversion Jumpship factories may be converted to Warship factories. They are immediately reduced to Class 1, any 'line' present are mothballed, and half the cost of a Warship factory must be paid to complete the conversion. The Factory starts with 0 'lines' present. One must be added and can be added in the same Production Turn as the conversion. Conversion can only be made during Production turns. When is a unit ready? Production turns (turns 1, 4, 8, 12, 16 and so on) are the turn in which orders are made from existing factories and new factories and lines may be built, re-built, modified et cetera. Assuming a factory and its lines are functional the game turn AFTER a production turn is the turn in which new units are ready (turns 2, 5, 9, 13, 17). It is assumed production of these units takes place over time but for the sanity of the GM this is the cut off point. When do I place units built at a factory? Do they stay at the factory
until placed? Do they defend the factory?
Example: Build unit in production turn 1, available in game turn 2 for
placement. If not placed the unit is considered to be at the factory
awaiting orders (hope this won't happen as all units available are supposed
to be properly placed but a mistake might occur). Moving Factories and Lines If there is no Factory shell waiting for a Line the Line may not begin production until the Factory is complete and a free Line space is available. At this point the unused line is said to be stored at the spaceport and is captured if an enemy controls the world's spaceport. The enemy may transport away the Line via Civilian Transport (must obey all CIV Tpt rules and costs equal a 5 battalion command circuit transport fee) in the turn after it is captured unless the spaceport is attacked in which case the spaceport must be held to remain in control of the Line. How
can a factory be damaged and destroyed? If you attack and destroy a factory only 1 line can be salvaged unless it is the only line in the factory, in which case it is destroyed. As long as you have at least one unit at the factory location you may destroy one factory per turn if no combat occurs. Orbital Bombardment can destroy factories as well.
Building Factories on another players planet:
Factories can be built by a Faction on another faction's planet IF they have a military alliance and IF the players both agree to the construction. For Example: The Capellan Confederation can build any kind of factory on a Planet controlled by the Taurian Concordant. The Faction with control of the planet has control of the factory. The factory MUST be paid for in full just as with all normal factories. The cost can be split between the cooperating factions, though, even though it must be paid all in one turn. The requirement of a military alliance precludes Clan and Inner Sphere players from cooperating to cross-pollinate factories on one another's worlds.
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Technology Tree Information
Artillery Vehicles may make an Artillery attack against enemy units in other planetary locations if: they are not under attack in the same turn. This attack may be made all by itself for in concert with an assault against the same location. The Vehicle's Damage value (not 1/2 hp + damage ) is used as the AV (attack Value) of the attack. The attack gains NO bonuses and is SEPARATE from the attack of any forces also assaulting the same target. If the allied forces assaulting the same target face no opposition (the defenders might have moved) the artillery attack is resolved against the allied forces (oops!).
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Military Academies
*Academies cost nothing to build, they already exist on your nation's
Home world. Do not worry about building one, just use it. Clans do not
use military academies. Clans train their troops in combat from
adolescence. What happens to captured Military Academies? Can I have more than one Military Academy? About Academies and the Canon Battletech Universe: Lets talk about the canon universe of battletech. Of course the Successor
States occasionally allowed cross-training of officers. Is that of concern
to us in this game? No. The Academy exists as a way a nation can train its
soldiers. It is not a money-making scheme. It is, like all academies, a
place of tradition and pride. The one represented in the rules is the best
your nation has. We could allow an academy on every world but what would be
the point? People would train troops all day long and only attack when they
had elite regiments pouring out from their ears. I intend to keep this game
a rock em sock em war game if I can. Training troops is a 'sideline', a bit
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Research Laboratories
You may have only one lab at a time. You cannot build another lab until the single one you own is destroyed by an enemy or destroyed by you. If you choose to destroy a lab you may not start another lab until the next production turn. Labs take 1 production turn to build and can only be started on a production turn, not a game/combat turn. Clan Information: Clan players start with a Lab already built. What happens to captured Labs? Can I have more than one Lab?
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INTEL
When an Intel Operative fails there will be several possibilities as to
the extent of this failure. On some occasions the supposed victim can
dictate a fake success and give the Intel Operative information to send
home. Incite Rebellion The loyalty of the planet is tested, not the loyalty of the
governor. Questionable troops rebel if the planet loses a loyalty
level. Reliable troops have a 5% chance of rebelling and Fanatical troops
never rebel. There is no bonus or added % for Reliable troops to rebel no
matter how much money is invested as it is too widely dispersed. Replace General Essentially you can replace a general and have complete control over a
military unit. Population Sabotage Once a Population Sabotage attack succeeds the planet will be reported to
have lost a massive number of inhabitants by some man-made or environmental
catastrophe. It is considered illegal under the Ares Accords. If your
cell fails on an attempt it could net you an HPG black-out from Comstar for
the duration of the game. Successful use of PS lowers the population
of a world, and the income it produces for its owner, by half or more. Used
over and over again it could knock a world down to 500 pop, the lowest in
the game. Possible reasons for a population loss could be disease,
massive environmental failure, industrial poisoning of the biosphere, a nuke
going off on a fault line causing massive tectonic shifts, et cetera. That
is up to the attacker to enumerate. Replace Governor If you succeed in replacing a governor all Questionable units on that
world are automatically under your control. All Regular units must
make a loyalty check (5% chance, fails if 1-5 on d100 is rolled) or also
switch sides to the Governor. All Fanatical units never fail a loyalty
check and never switch sides. Mercenary units only switch sides if ALL
native units switch. If even one native unit is still loyal to the original
world owner the Merc unit stays with the state that contracted them. Once
loyalties are determined the following is possible: Replacing a Governor automatically restores the Loyalty loss from
invasion and conquering the world via a Planetary Assault but can never be
used on an allied world to make your own people more loyal (that is what
PPCs are for). You cannot replace an enemy leader. Assassinate Leader Assassinating a Leader creates a chaotic situation in the victims Realm. The assassinated leader's realm is at -2 on all attack resolution rolls for a period of two turns after the assassination (Example: killed in T9, lasts through T11). Bribe Governor If the governor succumbs to a Bribery mission several things occur.
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Diplomacy
The GM needs to be CC'd in all emails between players in regards to
diplomacy. Should you maintain good relations with COMSTAR? Comstar has two powers in Houselords 3025: 1. HPG Blackout.
They can shut off your HPGs and hurt you economically. This means half
income (including Trade Income) for the duration of the Blackout. No Civ
Transport for the duration. No new treaties or agreements with other houses
until the Blackout is lifted. 2. Mercenary Bonding and Review
Commission: At this time COMSTAR runs this group and can influence
mercenaries a great deal, asking them to leave a nation that does not 'play
ball' as far as the proper treatment of mercenary units. |
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Planetary Propaganda Campaign
You may attempt to increase the loyalty of your own planets and/or decrease the loyalty of the people on your enemies planets with a PPC (Planetary Propoganda Campaign). Clan Players CANNOT us a PPC, it is unavailable to them. Instead
they use the same page to re-educate the populace and re-order it to their
Clan way. The page is called the same and works the same. Clans
can NEVER make a PPC attack, through PPC attacks can be made against them.
This is a hostile act if you use it against someone. The nation knows
something is happening when a propaganda 'attack' is made, it cannot be kept
a secret or be done covertly. PPC Attacks are not available to Clan Players. A PPC attack, to
reduce the Loyalty of an enemy planet, can be attempted up to three times
versus an individual planet per turn at a cost of 1000 credits with a
success chance of 5%. A PPC attack can only be attempted versus one
planet in an enemy nation per turn and only versus one nation per turn (you
cant ppc attack multiple planets or nations per turn). |
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Treaties and Agreements The Alpha Rules set has a simplified Treaty mechanism. To seal a Treaty both players must check the relevant box on the Diplomacy page. If only one player checks the box no treaty exists. Treaties no longer cost money to create and can be secret or public at the players whim. You do not need to specifically create an embassy, as you have on with each IS power to begin with. Embassy personnel cannot spy for you. When one nation's leader is absent from contact with the GM for at least 1 Turn all treaties between that nation and any other nation are cancelled. You may NOT make treaties with AWOL nations unless the GM is directly controlling that nation. Treaties made or agreed on before the game started are cancelled if one or more players ends up not playing the nation you made a treaty with. Military Alliance What are the benefits of a Military Alliance? Trade agreements can be monetary or physical, like an agreement to sell infantry units to your ally on a per turn basis. Am I Trading people when I 'sell' infantry? No. You are just selling the equipment. TA$ are based on the 'base' income of your trading partner. One nation may spend no more than 5,000 C-Bills on a Trade Agreement with any other one nation (It was 15,000 in the Beta but we're trying to decrease it and see what happens). The money you invest is used in a formula to determine what you get back, on a per Turn basis, from your trading partner in income. Until both nations agree to a TA$ by properly marking their
Diplomacy Index no TA$ may start and no investment may occur. Mercenary Contracts Can I cancel a Mercenary Contract?
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| Pirate Rules (Optional) Until all PC positions are filled no pirates are allowed in the game. Certain situations might call for the GM to allow a PC to play a pirate when their realm is overrun and conquered or a NPC realm is conquered and the survivors escape in some jumpships. These situations are subject to role playing and the desires of the GM. Under the Optional Pirate Rules Pirates start off with a planet at the beginning of the game. The planet can gain population (as it starts off from 500 and no higher. Like any other player the Pirate's income base is determined by the population of the planet. Pirate planets start with a loyalty rating of Neutral and produce Questionable troops. Pirates start with 2 factories, one vehicular, one infantry. Each factory has one line, chosen by the GM. Pirates pay the same amount for their factories, lines and troops as any other nation though their options are much more limited due to their poor income. Searching for Pirates is an INTEL operation. See the INTEL page in your Turn Sheet.
Pirate planet hunting has an 15% success chance if the correct hex is searched. This is important to note. You might find the correct hex but miss the planet as there are more than just a few star systems in each hex.
Why? Each hex represents approximately 15 light years. Two hexes is about 10 parsecs and in the 10 parsecs just surrounding Sol in real life over 360 stars hang in the sky. This means pirate hunting
is 'hard'. It is meant to be because space is enormous. |