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Campaigns (all) => Archived Campaigns => Ergo Nunc Mea Vigilia Incipit => Topic started by: Darrian Wolffe on December 06, 2015, 12:04:12 PM

Title: Campaign Rules Questions Thread
Post by: Darrian Wolffe on December 06, 2015, 12:04:12 PM
Ask your questions in this thread.  I'll answer them here, and this post will be updated semi-regularly with the question text and answer to act as a 1-stop FAQ.

READ THE RULES TWICE-THROUGH LOOKING FOR AN ANSWER BEFORE ASKING A QUESTION PLEASE


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Quote
Since we are clan, if we use an inner sphere mech that would be available to a particular clan would the weapons be considered clan or inner sphere?

Use the tech base listed in the corresponding TRO for each unit.  If you select a Royal Mongoose, for example, all equipment on the Mech is Inner Sphere-tech, unless customized as per normal campaign customization rules (free or WCP-based).

Quote
Is the Laser AMS Advanced or Experiemental?

Experimental, as per the chart on page 408 of Tactical Operations.

Quote
What version of the Targeting computer is being used; the version shown on Sarna.net or a different version?

Sarna.net is not a definitive rules source.  Unless otherwise noted, use the rules found in Total Warfare (latest edition, plus errata) for all equipment rules, including the Targeting Computer.

Quote
How does replacing units work?  Can I replace a medium Mech with a Heavy Tank or a Light ASF?

You must replace a unit with a like unit of the same type and mass category (Heavy Vehicle, Light ASF, Medium Battle/OmniMech, etc).  You need not replace it with the exact same unit, but you must stay within the guidelines as per your initial force composition rolls.  No combination of replacement and/or customization may take your total force BV2 over the 38,000-point cap.

EXAMPLE: Rob's Hellbringer H is totally destroyed.  Which is unsurprising, considering it's a Hellbringer.  Rob would like to replace the unit.  He decides to replace the Hellbringer H with another Hellbringer H.  This costs 115 WCP (50+mass of the unit).

Later, Rob's Hellbringer H is totally destroyed.  Again.  Which is unsurprising, considering it was also a Hellbringer.  Rob would like to replace the unit.  He decides to replace the Hellbringer H with a Summoner Prime.  This costs 120 WCP (50+mass of the unit).  He then double-checks that the total BV2 of his entire force is equal to or less than 38,000 BV.  Note that he could only replace the Hellbringer with a Clan Heavy Mech available to his faction or on the General List.  He could not have replaced that unit with a Stormcrow (medium Mech, not heavy), nor with a Mars tank (not a Mech unit).  He COULD have chosen to replace it with a 75-ton Viper, however, as both of them are Heavy Mech units.

Finally, Rob decides to customize the Summoner Prime.  He removes the LRM-15 and ammo (2 items) and replaces them with an equivalent weight of SRM racks (say, 3 racks) and a ton of ammo (1 item).  He pays WCP for adding or removing a total of 6 items.  He THEN checks to ensure that the new BV2 of the modified Summoner is still under the 38,000 BV cap.  It is, so the Summoner Prime-M is added to his force list.


Quote
Do OmniMechs get a discount for switching from one canon configuration to another canon config (say, a Summoner Prime to a Summoner C)?

Yes.  This is a change to the printed rules text and the Master Rules Thread will be modified accordingly.  Total up the WCP cost for your new configuration as a normal OmniMech customization.  Subtract 5 WCP from the total cost, representing your Techs increased efficiency at changing to a "textbook" configuration.  This applies to switching between OmniMech canon configurations ONLY.  Standard BattleMechs do not receive a discount for switching between canon Mech variants (a Marauder IIC to a Marauder IIC 2, for example).

Quote
Can we pay the WCP cost to change OmniMech configurations *ahead* of time?

No.  Keeping track of which configurations you have "banked" is straying too far into the AccountTech it's been requested we avoid for this campaign.  However, certain mission rewards may let you "bank" a "free configuration change" for your OmniMechs; those will be uncommon enough that it shouldn't rile too many feathers.
Title: Re: Campaign Rules Questions Thread
Post by: phlop on December 07, 2015, 06:11:19 PM
Since we are clan, if we use an inner sphere mech that would be available to a particular clan would the weapons be considered clan or inner sphere?
Title: Re: Campaign Rules Questions Thread
Post by: Hat on December 07, 2015, 09:47:00 PM
The MUL lists the specific variant of each mech available such as the Mongoose MON-66 and MON-66b.  I would expect they come with the listed weapons for those variants.
Title: Re: Campaign Rules Questions Thread
Post by: Ice on December 08, 2015, 12:32:16 AM
can someone link me the mul..im curious about the novacat f1
Title: Re: Campaign Rules Questions Thread
Post by: agustaaquila on December 08, 2015, 08:13:25 AM
http://www.masterunitlist.info/
Title: Re: Campaign Rules Questions Thread
Post by: Darrian Wolffe on December 08, 2015, 07:17:00 PM
The MUL lists the specific variant of each mech available such as the Mongoose MON-66 and MON-66b.  I would expect they come with the listed weapons for those variants.

This answer is correct.  The selected variant uses the tech base and weapons level as listed in its corresponding TRO.
Title: Re: Campaign Rules Questions Thread
Post by: Ice on December 09, 2015, 12:35:19 AM
for mech customization do we have to stick with same number of weapons or less or can we add as much to what ever since should be pod space? Also does it have to remain the same type of weapon, energy for energy?  This is more so for clarification but I think I get it.


Are any of my mechs certain clan specific

Warhawk
Dire wolf
Timber wolf
Black Python
Mad dog
Guillotine iic
Warhammer iic
Turkina
Stormcrow
Nova
Cougar
Stooping hawk
Novacat
 
Some of these I'm sure are not others not so much



Title: Re: Campaign Rules Questions Thread
Post by: agustaaquila on December 09, 2015, 08:27:01 AM
http://www.masterunitlist.info/Era/FactionEraDetails?FactionId=85&EraId=247

Link to clan general list for you Ice

Edit, the above is for the civil war era and will all be safe, this link is for the jihad and contains units not yet released

http://www.masterunitlist.info/Era/FactionEraDetails?FactionId=85&EraId=14
Title: Re: Campaign Rules Questions Thread
Post by: Hat on December 09, 2015, 08:56:27 AM
If I want to switch variants between games say between a Mist Lynx B and Prime, is this treated as customizations with each weapon/system removed or added paying the same rates?

If there's a decreased cost for switching between standard variants, at what point if any does a custom configuration of pod space become a standard variant?

With a sweep of his...

Hat
Title: Re: Campaign Rules Questions Thread
Post by: Ice on December 09, 2015, 02:31:40 PM
Thx mike and others some follow up questions on these the novacat is debut year 3059 would that not meet the criteria or no since is listed under jihad? Also the stoopinghAwk isn't on those but the mul says it's available. I do want to get the earlier issue clarified about
Customizing a mech that has day 4 laser slots and wanted to add a 5th or say add a ballistic instead just to be sure since I've got a few that are to be modified also are any of the mechs specific to a certain clan or available to all
Title: Re: Campaign Rules Questions Thread
Post by: Hat on December 09, 2015, 03:03:55 PM
Thx mike and others some follow up questions on these the novacat is debut year 3059 would that not meet the criteria or no since is listed under jihad? Also the stoopinghAwk isn't on those but the mul says it's available. I do want to get the earlier issue clarified about
Customizing a mech that has day 4 laser slots and wanted to add a 5th or say add a ballistic instead just to be sure since I've got a few that are to be modified also are any of the mechs specific to a certain clan or available to all

If you use the Civil War era MUL, you're fine as noted above.  It's only if you're looking for units on the Jihad Era MUL and missing from the Civil War era that you really need to be careful about introduction dates.  I expect it's possible that a variant with technologies specific to a clan might not have been immediately available.  First year that the heavy laser came out, H variants might have only been available to Clan Star Adder until Trials of Possession provided other clans with access.

Rob's seemed pretty reasonable.  If you've got a good argument for why a given mech variant not listed in the Civil War MUL but on the Jihad era MUL should be available to your clan, I expect he'll listen.  If it's not on either, I'd say that the clan in question has never adopted that variant.  The MULs are pretty thorough.

With a sweep of his...

Hat
Title: Re: Campaign Rules Questions Thread
Post by: Ice on December 10, 2015, 12:32:17 PM
honestly that's the only other reason im asking is to determine what clan I would pick. The nova cat A, cougar, turkina h, and stooping hawk b are the only ones really in question. Only real reason for those variants is the bv cost. That leads into why I was asking about the customization.  The turkina is going to be custom, stooping hawk is going to be custom, and the other 2 are stock variant. Now as ex for customization a mech has 4 energy but I want to put a 5th on it is that fine? Also if it has 4 energy can I had a 5th and a ballistic missle etc.. I know I can add jj and equipment but would weapons be limited to the type of hardpoints there were before customizing the variant. I know clans have Omni pods and make it easy to swap but are they limited to those variant pods or can I change it to add 12 small lasers if I really wanted. Wasn't sure if rob had something in mind for this type of question or not. I just want to make sure the variants and customizations I make will be fine.
Title: Re: Campaign Rules Questions Thread
Post by: Timberwolfd on December 10, 2015, 08:29:11 PM
Quote
*** When a unit replaces a totally destroyed unit, the player may choose any era appropriate, faction-appropriate unit which fits underneath the force's total BV2 cap.  In no circumstance may a force ever exceed 38,000 BV2
[\quote]

I assume the new unit must be same type and weight class as the destroyed unit (?).  If I am wrong, can we replace a light mech with a heavy ASF point as long as we stay under the BV2 cap?
Title: Re: Campaign Rules Questions Thread
Post by: Hat on December 10, 2015, 10:41:51 PM
Quote
*** When a unit replaces a totally destroyed unit, the player may choose any era appropriate, faction-appropriate unit which fits underneath the force's total BV2 cap.  In no circumstance may a force ever exceed 38,000 BV2
[\quote]

I assume the new unit must be same type and weight class as the destroyed unit (?).  If I am wrong, can we replace a light mech with a heavy ASF point as long as we stay under the BV2 cap?

From the rules:
Warchest Logistics Cost Table
MECH UNITS   
...
Replace a totally destroyed Mech***   50 + New Unit's tonnage (must be same mass type)

There are equivalent notes under each unit type.

With a sweep of his...

Hat
Title: Re: Campaign Rules Questions Thread
Post by: Ice on December 10, 2015, 11:17:09 PM
I'm gonna put the stuff together and shoot it via pm to rob for 100 % certainty
Title: Re: Campaign Rules Questions Thread
Post by: Hat on December 11, 2015, 02:43:46 PM
Before people finalize their mech selections, which version of the targeting computer rules are we using?  Total Warfare eliminated being able to use TCs with pulse weapons and cluster ammo.  The note below is from the Battletech Wiki on it.

Game Notes
The Targeting Computer can be used to help aim all direct fire weapons, including most energy and ballistic weapons. This results in a -1 to-hit modifier for all eligible weapons that tie in, or the ability to aim for a location that is not the head with a +3 to-hit penalty. Clan Targeting Computers weigh one ton and occupy one critical slot for every five tons of equipment they control (rounded up), while a comparable Inner Sphere version weighs one ton and occupies one critical slot for every four tons it controls (also rounded up). Total Warfare updated the rules to specify that Pulse Lasers (including Variable Speed Pulse Lasers and X-Pulse Lasers) as well as multi-shot firing autocannon cannot aim their fire, unless the affected autocannon are fired in single shot mode. In addition, an LB-X autocannon only receives the benefits if it is firing solid rounds instead of cluster ammunition.

With a sweep of his...

Hat
Title: Re: Campaign Rules Questions Thread
Post by: ItsTehPope on December 11, 2015, 03:55:34 PM
Before people finalize their mech selections, which version of the targeting computer rules are we using?  Total Warfare eliminated being able to use TCs with pulse weapons and cluster ammo.  The note below is from the Battletech Wiki on it.

Game Notes
The Targeting Computer can be used to help aim all direct fire weapons, including most energy and ballistic weapons. This results in a -1 to-hit modifier for all eligible weapons that tie in, or the ability to aim for a location that is not the head with a +3 to-hit penalty. Clan Targeting Computers weigh one ton and occupy one critical slot for every five tons of equipment they control (rounded up), while a comparable Inner Sphere version weighs one ton and occupies one critical slot for every four tons it controls (also rounded up). Total Warfare updated the rules to specify that Pulse Lasers (including Variable Speed Pulse Lasers and X-Pulse Lasers) as well as multi-shot firing autocannon cannot aim their fire, unless the affected autocannon are fired in single shot mode. In addition, an LB-X autocannon only receives the benefits if it is firing solid rounds instead of cluster ammunition.

With a sweep of his...

Hat

TW is the law of the land.
Title: Re: Campaign Rules Questions Thread
Post by: Dr. Irving Finegarten on December 11, 2015, 06:11:28 PM
I've looked and looked and not found anything definitive, so I'm forced to ask...

Laser Anti-Missile System  1.5 tons, 5 heat, reduces cluster roll by 4.

Advanced or Experimental?
Title: Re: Campaign Rules Questions Thread
Post by: Darrian Wolffe on December 11, 2015, 07:07:00 PM
I've looked and looked and not found anything definitive, so I'm forced to ask...

Laser Anti-Missile System  1.5 tons, 5 heat, reduces cluster roll by 4.

Advanced or Experimental?

Experimental, as per the chart on page 408 of Tactical Operations.

Quote
Total Warfare eliminated being able to use TCs with pulse weapons and cluster ammo.  The note below is from the Battletech Wiki on it.

Total Warfare (plus errata) is the correct version.  Take anything you EVER find on Sarna with a McKenna-sized grain of salt.

Quote
STUFF ABOUT REPLACING UNITS

I should have included an example, so that's my bad.

Rob's Hellbringer H is totally destroyed.  Which is unsurprising, considering it's a Hellbringer.  Rob would like to replace the unit.  He decides to replace the Hellbringer H with another Hellbringer H.  This costs 115 WCP (50+mass of the unit).

Later, Rob's Hellbringer H is totally destroyed.  Again.  Which is unsurprising, considering it was also a Hellbringer.  Rob would like to replace the unit.  He decides to replace the Hellbringer H with a Summoner Prime.  This costs 120 WCP (50+mass of the unit).  He then double-checks that the total BV2 of his entire force is equal to or less than 38,000 BV.  Note that he could only replace the Hellbringer with a Clan Heavy Mech available to his faction or on the General List.  He could not have replaced that unit with a Stormcrow (medium Mech, not heavy), nor with a Mars tank (not a Mech unit).  He COULD have chosen to replace it with a 75-ton Viper, however, as both of them are Heavy Mech units.

Finally, Rob decides to customize the Summoner Prime.  He removes the LRM-15 and ammo (2 items) and replaces them with an equivalent weight of SRM racks (say, 3 racks) and a ton of ammo (1 item).  He pays WCP for adding or removing a total of 6 items.  He THEN checks to ensure that the new BV2 of the modified Summoner is still under the 38,000 BV cap.  It is, so the Summoner Prime-M is added to his force list.


If I want to switch variants between games say between a Mist Lynx B and Prime, is this treated as customizations with each weapon/system removed or added paying the same rates?

It is treated as a normal customization.  This MAY change (most likely into a flat 5-WCP discount on the total modification; if this changes people will be refunded the difference on qualifying customizations they have already made, which is yet another reason for everyone to make sure they're writing everything down at home).  Note that the advantage for Omnis is that their customization costs are 40% the cost of a standard BattleMech; but you still have to go requisition the pair of cLPLs to change your Warhawk Prime into a Warhawk C, and manage to pull your Tech away from shagging freebirths to actually make the swapover.  WCP represents a combination of logistic pull, resources, and time, and the fact that you're moving from a standard config to another standard config doesn't mean you don't still have to go get the parts.
Title: Re: Campaign Rules Questions Thread
Post by: Hat on December 11, 2015, 09:14:00 PM
If I want to switch variants between games say between a Mist Lynx B and Prime, is this treated as customizations with each weapon/system removed or added paying the same rates?

It is treated as a normal customization.  This MAY change (most likely into a flat 5-WCP discount on the total modification; if this changes people will be refunded the difference on qualifying customizations they have already made, which is yet another reason for everyone to make sure they're writing everything down at home).  Note that the advantage for Omnis is that their customization costs are 40% the cost of a standard BattleMech; but you still have to go requisition the pair of cLPLs to change your Warhawk Prime into a Warhawk C, and manage to pull your Tech away from shagging freebirths to actually make the swapover.  WCP represents a combination of logistic pull, resources, and time, and the fact that you're moving from a standard config to another standard config doesn't mean you don't still have to go get the parts.

It honestly doesn't matter to me how we're doing it, I just wanted to know for record keeping purposes.

With a sweep of his...

Hat
Title: Re: Campaign Rules Questions Thread
Post by: ItsTehPope on December 11, 2015, 09:37:04 PM
I've looked and looked and not found anything definitive, so I'm forced to ask...

Laser Anti-Missile System  1.5 tons, 5 heat, reduces cluster roll by 4.

Advanced or Experimental?

Experimental, as per the chart on page 408 of Tactical Operations.

Quote
Total Warfare eliminated being able to use TCs with pulse weapons and cluster ammo.  The note below is from the Battletech Wiki on it.

Total Warfare (plus errata) is the correct version.  Take anything you EVER find on Sarna with a McKenna-sized grain of salt.

Quote
STUFF ABOUT REPLACING UNITS

I should have included an example, so that's my bad.

Rob's Hellbringer H is totally destroyed.  Which is unsurprising, considering it's a Hellbringer.  Rob would like to replace the unit.  He decides to replace the Hellbringer H with another Hellbringer H.  This costs 115 WCP (50+mass of the unit).

Later, Rob's Hellbringer H is totally destroyed.  Again.  Which is unsurprising, considering it was also a Hellbringer.  Rob would like to replace the unit.  He decides to replace the Hellbringer H with a Summoner Prime.  This costs 120 WCP (50+mass of the unit).  He then double-checks that the total BV2 of his entire force is equal to or less than 38,000 BV.  Note that he could only replace the Hellbringer with a Clan Heavy Mech available to his faction or on the General List.  He could not have replaced that unit with a Stormcrow (medium Mech, not heavy), nor with a Mars tank (not a Mech unit).  He COULD have chosen to replace it with a 75-ton Viper, however, as both of them are Heavy Mech units.

Finally, Rob decides to customize the Summoner Prime.  He removes the LRM-15 and ammo (2 items) and replaces them with an equivalent weight of SRM racks (say, 3 racks) and a ton of ammo (1 item).  He pays WCP for adding or removing a total of 6 items.  He THEN checks to ensure that the new BV2 of the modified Summoner is still under the 38,000 BV cap.  It is, so the Summoner Prime-M is added to his force list.


If I want to switch variants between games say between a Mist Lynx B and Prime, is this treated as customizations with each weapon/system removed or added paying the same rates?

It is treated as a normal customization.  This MAY change (most likely into a flat 5-WCP discount on the total modification; if this changes people will be refunded the difference on qualifying customizations they have already made, which is yet another reason for everyone to make sure they're writing everything down at home).  Note that the advantage for Omnis is that their customization costs are 40% the cost of a standard BattleMech; but you still have to go requisition the pair of cLPLs to change your Warhawk Prime into a Warhawk C, and manage to pull your Tech away from shagging freebirths to actually make the swapover.  WCP represents a combination of logistic pull, resources, and time, and the fact that you're moving from a standard config to another standard config doesn't mean you don't still have to go get the parts.

Can we pay the WP *ahead* of time to requisition the pods needed to make that Prime into a C?
Title: Re: Campaign Rules Questions Thread
Post by: Darrian Wolffe on December 12, 2015, 08:27:06 PM
Quote
Can we pay the WP *ahead* of time to requisition the pods needed to make that Prime into a C?

I've answered this in the lead post.  Also, this is a heads-up that the lead post has been updated as per today.

THE ANSWER TO THE QUESTION REGARDING OMNIMECH CONFIGURATION DISCOUNTS HAS CHANGED.  See the current ruling in the lead post, please.
Title: Re: Campaign Rules Questions Thread
Post by: agustaaquila on December 13, 2015, 01:38:47 AM
1)  Lets say i was wanted to customize protomechs.  I assume that each protomech counts as am individual unit.  Please confirm.

2)  Lets say i create a custom unit which is identical with a "z" protomech.  Am I legal and in bad taste, or illegal?  How about if I customize to a unit which exists and all tech exists, but is actually developed after the start year?
Title: Re: Campaign Rules Questions Thread
Post by: Ice on December 13, 2015, 01:49:39 AM
alright now that I have figured out how to work the mul that makes things SO much easier.. also does anyone have a list of spa 100-50 xp atow or tow doesn't have them all im sure.
Title: Re: Campaign Rules Questions Thread
Post by: Darrian Wolffe on December 13, 2015, 10:23:56 AM
1)  Lets say i was wanted to customize protomechs.  I assume that each protomech counts as am individual unit.  Please confirm.

Each would count as an individual unit.  However as there is no provision within the rules to customize either ProtoMechs or BattleArmor, the point is moot.


Quote
2)  Lets say i create a custom unit which is identical with a "z" protomech.  Am I legal and in bad taste, or illegal?  How about if I customize to a unit which exists and all tech exists, but is actually developed after the start year?

Creating a custom unit which is in all ways identical to a normal unit is certainly legal.  As is doing so for a unit which doesn't exist yet (as long as the tech and so forth is legal).  For all you know, your idea is what spawned the "canon" version of the unit.  Of course, your specific example of a "z" Proto wouldn't work, because we cannot customize ProtoMechs or Battle Armor.
Title: Re: Campaign Rules Questions Thread
Post by: Hat on December 13, 2015, 08:50:15 PM
Rob, what's the Sandblaster SPA you included?  I'm guessing you get a bonus on your roll when using cluster ammo on LB-X weapons, but am not sure where it's listed.

With a sweep of his...

Hat
Title: Re: Campaign Rules Questions Thread
Post by: Darrian Wolffe on December 13, 2015, 09:01:35 PM
Rob, what's the Sandblaster SPA you included?  I'm guessing you get a bonus on your roll when using cluster ammo on LB-X weapons, but am not sure where it's listed.

ATOW Companion, pg65.

The effect is to increase Cluster rolls by +2 at long, +3 at medium, and +4 at short range with a weapon you already have the Weapon Specialist SPA for.

Unfortunately, a complete listing here of all ATOW and ATOW(c) SPAs is beyond the bounds of copyright, as it was during the Apocalypse Rising campaign.  Folks will have to source those documents for themselves (this comment is also targeted at Ice).  
Title: Re: Campaign Rules Questions Thread
Post by: Riegien on December 16, 2015, 10:36:36 AM
If a point is downrated from say, a medium to a light, does that point 'slot' permanently remain downrated?  Upon destruction of the unit could it be returned to its original rate?
Title: Re: Campaign Rules Questions Thread
Post by: Ice on December 16, 2015, 02:54:51 PM
Would the ar thread have all the 100 or less or would there be an additional source rob?
Title: Re: Campaign Rules Questions Thread
Post by: Hat on December 16, 2015, 03:29:33 PM
Sounds like there are additional sources as sandblasting wasn't listed there.  I just looked through the AR thread and the ATOW book for at least a primary list.
Title: Re: Campaign Rules Questions Thread
Post by: Ice on December 18, 2015, 08:53:54 AM
where can I find calculating bv 2 I think the numbers maybe off so I want to double check them
Title: Re: Campaign Rules Questions Thread
Post by: Riegien on December 18, 2015, 09:05:25 AM
It's just the values in the MUL or SSW.
Title: Re: Campaign Rules Questions Thread
Post by: Ice on December 18, 2015, 09:26:05 AM
ok so those are correct then..i have 3 custom mechs now though and in thread says I have to recalculate. SSw would work for that correct?
Title: Re: Campaign Rules Questions Thread
Post by: Riegien on December 18, 2015, 10:41:47 AM
Correct, it should be generating bv2 values.
Title: Re: Campaign Rules Questions Thread
Post by: Ice on December 18, 2015, 12:52:59 PM
Alright in that case I have updated my units
Title: Re: Campaign Rules Questions Thread
Post by: Darrian Wolffe on December 19, 2015, 10:15:58 PM
It's been asked a couple of times how Zellbringen will work, if at all.

The vast majority of the scenarios will have zell as an OPTIONAL rule.  That is, you can choose to employ a strict or liberal zellbringen and get a certain number of additional WCP as a reward for winning the scenario.  This works in the same way as applying an environmental condition during, say, the Chaos Campaign.

Aside from potential increases in WCP rewards, zell the presence or absence of zell can affect your unit selections.  In effect, artillery-equipped units cannot use their artillery weapons under liberal zell (at least until zell has been broken), and cannot be deployed at all under strict zell.  If you choose not to select zell at all, then it doesn't matter.  Note that VERY rarely, there may be scenarios which *require* you to use strict or liberal zell at no additional WCP reward.  If you're under a level of zell that forces you not to deploy an artillery-equipped unit, then that unit must be bid away during the bidding process. 

Also, as a side note, the Clans do not use Tube artillery at this time.  The only artillery you may use (as a custom or by selecting, I dunno..a Naga or something) is Arrow IV.

I don't THINK there's any other equipment types available to the Clans which impact zell (since you don't have C3 nets, etc), so that should be all.  If something else is brought up, I'll rule on it then.
Title: Re: Campaign Rules Questions Thread
Post by: Black Omega on December 20, 2015, 08:40:49 PM
Gentlemen,
Does the Elemental [AP Gauss] Battle Armor have any other weapons besides the AP Gauss rifles?

Title: Re: Campaign Rules Questions Thread
Post by: Riegien on December 20, 2015, 09:19:57 PM
SRM2 and a infantry weapon, as normal elemental.  Just changes out the laser/flamer/mg/etc for an ap gauss.
Title: Re: Campaign Rules Questions Thread
Post by: Black Omega on December 21, 2015, 09:35:50 PM
Will there be any role-playing/backstory [character histories needed] for the campaign?
Title: Re: Campaign Rules Questions Thread
Post by: Timberwolfd on December 22, 2015, 11:28:31 PM
It's been asked a couple of times how Zellbringen will work, if at all.

The vast majority of the scenarios will have zell as an OPTIONAL rule.  That is, you can choose to employ a strict or liberal zellbringen and get a certain number of additional WCP as a reward for winning the scenario.  This works in the same way as applying an environmental condition during, say, the Chaos Campaign.

Aside from potential increases in WCP rewards, zell the presence or absence of zell can affect your unit selections.  In effect, artillery-equipped units cannot use their artillery weapons under liberal zell (at least until zell has been broken), and cannot be deployed at all under strict zell.  If you choose not to select zell at all, then it doesn't matter.  Note that VERY rarely, there may be scenarios which *require* you to use strict or liberal zell at no additional WCP reward.  If you're under a level of zell that forces you not to deploy an artillery-equipped unit, then that unit must be bid away during the bidding process. 

Also, as a side note, the Clans do not use Tube artillery at this time.  The only artillery you may use (as a custom or by selecting, I dunno..a Naga or something) is Arrow IV.

I don't THINK there's any other equipment types available to the Clans which impact zell (since you don't have C3 nets, etc), so that should be all.  If something else is brought up, I'll rule on it then.

Are artillery units not permitted to use Arrow IV missiles under the direct fire rules under zell?
Title: Re: Campaign Rules Questions Thread
Post by: Darrian Wolffe on December 23, 2015, 01:03:12 AM
Are artillery units not permitted to use Arrow IV missiles under the direct fire rules under zell?

I am checking on this, but by the reading of the TRO 3055 Naga entry and the various zell rules floating around, no.  Technically, just deploying artillery weapons in ANY fashion under zell is a breach, whether liberal or not. 

I believe the fluff justification is that simply targeting a hex and letting splash damage do the work isn't a real measure of a warrior's skill.  That's not a complete explanation, granted, but from what I can glean that's the primary reason (or, if you're using a spotter for indirect, it's a breach of zell because 2 units are engaging 1).  Essentially, deploying artillery units is a breach of zell by itself.  Total Warfare Zell rules outright prohibit area-effect weapons from being used under zell.  Page 275 of TW is the relevant citation.  However, all forces are at Honor Level 4 in regards to artillery unless otherwise indicated by the scenario or your WCP choices (which would lock you down to either Honor Level 1 or 3, depending on the option you select).  Technically you shouldn't be able to deploy area-effect weapons at all, but it makes more sense to simply have their use locked down until/unless zell is violated.

As such, my ruling as per the post you quoted will stand as written for now.  Please remember that a major purpose behind this ruleset is to make it *feel* you're a Clanner.  Clanners pretty much don't *ever* use artillery, and so ya'll should expect the rules to reflect that.
Title: Re: Campaign Rules Questions Thread
Post by: ItsTehPope on December 23, 2015, 10:34:51 AM
Are artillery units not permitted to use Arrow IV missiles under the direct fire rules under zell?

I am checking on this, but by the reading of the TRO 3055 Naga entry and the various zell rules floating around, no.  Technically, just deploying artillery weapons in ANY fashion under zell is a breach, whether liberal or not. 

I believe the fluff justification is that simply targeting a hex and letting splash damage do the work isn't a real measure of a warrior's skill.  That's not a complete explanation, granted, but from what I can glean that's the primary reason (or, if you're using a spotter for indirect, it's a breach of zell because 2 units are engaging 1).  Essentially, deploying artillery units is a breach of zell by itself.  Total Warfare Zell rules outright prohibit area-effect weapons from being used under zell.  Page 275 of TW is the relevant citation.  However, all forces are at Honor Level 4 in regards to artillery unless otherwise indicated by the scenario or your WCP choices (which would lock you down to either Honor Level 1 or 3, depending on the option you select).  Technically you shouldn't be able to deploy area-effect weapons at all, but it makes more sense to simply have their use locked down until/unless zell is violated.

As such, my ruling as per the post you quoted will stand as written for now.  Please remember that a major purpose behind this ruleset is to make it *feel* you're a Clanner.  Clanners pretty much don't *ever* use artillery, and so ya'll should expect the rules to reflect that.

So.  Uhh.  It may only matter for the two of us - but for the purposes of being VERY sure, the Flamberge C brings its own Artillery and TAG to the field.
Title: Re: Campaign Rules Questions Thread
Post by: Darrian Wolffe on December 23, 2015, 03:40:04 PM
So.  Uhh.  It may only matter for the two of us - but for the purposes of being VERY sure, the Flamberge C brings its own Artillery and TAG to the field.

It would be treated like any other artillery-carrying unit.

If there's no zell in the scenario, you can bring it, use it, and blow people up to your heart's content.
If there's liberal zell in the scenario, you can bring it, but you cannot use the area-effect weapons on it unless/until zell is broken.
If there's strict zell in the scenario, you cannot bring it at all, and would have to bid it away during the bidding process.

Also, the availability date on the Flamberge is 3077 for the actual production model.  Only the partial wing prototypes existed in the 3060s, and they were shelved from the mid 3060's-3074.  So the Flamberge should be a moot point anyway.
Title: Re: Campaign Rules Questions Thread
Post by: Hat on December 23, 2015, 03:56:00 PM
On a completely different note, how will things work if we have people show up to play that don't have forces and are willing to run OpFor?

With a sweep of his...

Hat
Title: Re: Campaign Rules Questions Thread
Post by: Darrian Wolffe on December 23, 2015, 04:32:13 PM
On a completely different note, how will things work if we have people show up to play that don't have forces and are willing to run OpFor?

Probably put them onto a random table and run OPFOR there.
Title: Re: Campaign Rules Questions Thread
Post by: Ad Hoc on December 23, 2015, 04:53:19 PM
I think this may have been addressed already and I have gone through all of threads several times but can't find an answer.

After original force creation and before first game, we can use WCP for further customizing mechs in our force, correct?
Title: Re: Campaign Rules Questions Thread
Post by: Darrian Wolffe on December 23, 2015, 04:55:55 PM
After original force creation and before first game, we can use WCP for further customizing mechs in our force, correct?

That SHOULD be a negative.  You have to wait until after the first game to do so.  One of the benefits of the Logistic Priority is that it allows you to start the game with customized units.

I'm heading up to Canton for Xmas in...about 3 minutes.  I'll check over the rules text.  But the above was the intent.
Title: Re: Campaign Rules Questions Thread
Post by: Timberwolfd on December 23, 2015, 08:53:27 PM
So.  Uhh.  It may only matter for the two of us - but for the purposes of being VERY sure, the Flamberge C brings its own Artillery and TAG to the field.

It would be treated like any other artillery-carrying unit.

If there's no zell in the scenario, you can bring it, use it, and blow people up to your heart's content.
If there's liberal zell in the scenario, you can bring it, but you cannot use the area-effect weapons on it unless/until zell is broken.
If there's strict zell in the scenario, you cannot bring it at all, and would have to bid it away during the bidding process.

Also, the availability date on the Flamberge is 3077 for the actual production model.  Only the partial wing prototypes existed in the 3060s, and they were shelved from the mid 3060's-3074.  So the Flamberge should be a moot point anyway.

Okay. So I know which star will be bid away first for that mission....
Title: Re: Campaign Rules Questions Thread
Post by: Ice on January 08, 2016, 04:42:03 PM
quick question for bv purposes how do I calculate a mechs bv prior to the pilot or is there a bad pilot that need to be in there of say 3/4 as we are clan? I'm not sure if my numbers reflect it or not if not I'll need to rework the mechs bv
Title: Re: Campaign Rules Questions Thread
Post by: Darrian Wolffe on January 08, 2016, 05:04:45 PM
quick question for bv purposes how do I calculate a mechs bv prior to the pilot or is there a bad pilot that need to be in there of say 3/4 as we are clan? I'm not sure if my numbers reflect it or not if not I'll need to rework the mechs bv

If it's a custom Mech, you let SSW calculate the BV with a 4/5 pilot.
If it's a canon Mech, the BV you use is the BV listed next to it on the MUL (or in SSW).

No Mech BV should be modified by pilot/gunnery scores in this campaign.
Title: Re: Campaign Rules Questions Thread
Post by: Ice on January 10, 2016, 03:50:03 PM
Improved jj yes or no I don't have the book with those in it
Title: Re: Campaign Rules Questions Thread
Post by: Ice on January 10, 2016, 07:55:39 PM
Also on another note when you say mech class different then avatar for star commanders do you mean can't have 2 Timberwolves one as your pc and the other a star commander or they can't be two heavies in general or is it two of same variant like 2 timberwolf a
Title: Re: Campaign Rules Questions Thread
Post by: Ice on January 12, 2016, 06:02:34 PM
Do pulses get tc bonus but can't make called shots or do the tc not work period with pulse weapons

Tc stated direct energy or ballistic is to be used as pulses are not direct fire weapons is it safe to say they do not get a -1 buff or when it refers to direct fire weapons is that meant only for the called shot portion of the tc rules

I'm thinking it doesn't work per the wording but wanted to make sure the errata was not geared toward that specific section

Title: Re: Campaign Rules Questions Thread
Post by: agustaaquila on January 12, 2016, 09:04:01 PM
Also on another note when you say mech class different then avatar for star commanders do you mean can't have 2 Timberwolves one as your pc and the other a star commander or they can't be two heavies in general or is it two of same variant like 2 timberwolf a

Already asked this.  You can have two twolves, but not a mech with a command cockpit
Title: Re: Campaign Rules Questions Thread
Post by: Riegien on January 12, 2016, 09:17:20 PM
What is the type of weapon on a pulse laser?
Title: Re: Campaign Rules Questions Thread
Post by: Ice on January 12, 2016, 09:22:55 PM
pulse are labeled as p

pg 113 tw says can use tc except for called shots
Title: Re: Campaign Rules Questions Thread
Post by: Jiraiya1969 on January 14, 2016, 12:42:07 PM
If you choose an elite bloodname, locking your piloting and gunnery at 2 each, do you still allocate two of your picks to the skills column?

Are the spas a sixth column, or do they correspond to the bloodline pick?

Do you have to provide your own 'Mechanics miniatures? Select a clan? Does being a particular clan give you special abilities?

Pardon all the questions, but I have never quite been able to wrap my brown around how the war chest system works.

Thanks in advance.

J69

Title: Re: Campaign Rules Questions Thread
Post by: Ice on January 14, 2016, 01:14:03 PM
The clan you pick limits you to the mechs available for that faction via the mul doc earlier in this thread

The blood name is for your star commanders not your pc avatar that's where that comes into play

Spa are the xp column selected each selection can only be taken once
Title: Re: Campaign Rules Questions Thread
Post by: phlop on January 14, 2016, 02:59:27 PM
I believe most will be providing their own mechs. There is a thread for making a IWM run, or you can purchase your mechs through a run over there yourself, ebay purchase or other forums that offer sales of miniatures.

Nothing special about the clan choice other than some clans have mechs that are unique to that clan. As stated use the MUL through Catalyst Games site.
Title: Re: Campaign Rules Questions Thread
Post by: Ice on January 14, 2016, 05:07:01 PM
depending on what you need try posting it here as well someone may have extras to sell
Title: Re: Campaign Rules Questions Thread
Post by: Timberwolfd on January 21, 2016, 09:07:47 AM
Is there anything special that needs to be done for a IWM run?  How does that work in person?
Title: Re: Campaign Rules Questions Thread
Post by: phlop on January 21, 2016, 10:03:12 AM
I drive over and see someone to let them know what I am there for. Melissa sits inside the door in the first cubicle to the left. If she isn't there see someone in the packaging room, right across from Melissa's desk. They will take you out to the bins that have all the parts for each of the minis that you are looking for. Before going make your list with IWM numbers, eg. (20-999). It will make finding the mini that you are looking for that  much easier. Each bin will list the parts and how many needed for each mini. Ziploc bags make it easier to keep mini with parts separate so that you don't mix parts. After that find someone to weigh your minis and they will let you know what you owe. I usually take cash, multiples of each bill to make it easier to make change.
Title: Re: Campaign Rules Questions Thread
Post by: Timberwolfd on January 22, 2016, 01:16:13 PM
Achievement: Pewter Addict
10 points
Go to Ironwind Metals in person.
Title: Re: Campaign Rules Questions Thread
Post by: Ice on January 22, 2016, 07:36:52 PM
Lol I like it
Title: Re: Campaign Rules Questions Thread
Post by: Ad Hoc on January 23, 2016, 09:37:26 AM
For aerospace units, are you using rules in TW for special manuevers only at beginning of movement phase or house rule of anytime during movement phase?
Title: Re: Campaign Rules Questions Thread
Post by: Darrian Wolffe on January 24, 2016, 06:30:18 AM
For aerospace units, are you using rules in TW for special manuevers only at beginning of movement phase or house rule of anytime during movement phase?

TW standard rules.  The only aerospace-related house rule is the usual "P/G skills are flipped", as per the master rules document.
Title: Re: Campaign Rules Questions Thread
Post by: Darrian Wolffe on January 24, 2016, 07:42:28 AM
FYI, the Master Rules WCP section was slightly modified.  Nothing that will affect any WCP already spent; I updated the ProtoMech section to include changing ammo types, and corrected a typo in the ASF section regarding external stores.

Also, since the Master Rules do not make it clear, WCP *MAY* be spent on changing ammo types and related matters after you have won the bid to play in the scenario, but before the scenario actually starts.  You may NOT spend WCP to repair/customize units during that time, but screwing around with ammo and external stores is generally fine, unless the specific scenario rules override this.  Bringing a printout with the WCP costs to the game is recommended.
Title: Re: Campaign Rules Questions Thread
Post by: Ice on January 24, 2016, 08:51:44 AM
Hey rob do u have the doc saved someplace for the layout for avatar choices and priorities or was that in a book someplace I need to make a new one now that I think everything is just about finalized
Title: Re: Campaign Rules Questions Thread
Post by: Darrian Wolffe on January 24, 2016, 09:09:59 AM
Hey rob do u have the doc saved someplace for the layout for avatar choices and priorities or was that in a book someplace I need to make a new one now that I think everything is just about finalized

...the..."Campaign Rules" thread?  The one stickied in this forum?

EDIT:  Oh, wait, do you mean the record sheet?
Title: Re: Campaign Rules Questions Thread
Post by: Ice on January 24, 2016, 12:05:37 PM
Yes like the one you printed out and handed to us I've folded mine up so many times taking it with me it's pretty flimsy plus I want to rewrite it all and make it at least look presentable now lol

If you have it saved as a document I can print it myself just need the doc if not I can try and make one
Title: Re: Campaign Rules Questions Thread
Post by: Darrian Wolffe on January 24, 2016, 12:42:30 PM
Yes like the one you printed out and handed to us I've folded mine up so many times taking it with me it's pretty flimsy plus I want to rewrite it all and make it at least look presentable now lol

If you have it saved as a document I can print it myself just need the doc if not I can try and make one

Yeah, sorry.  At first I thought you meant the Priority Table for avatars.

Here's a PDF of the record sheet.
Title: Re: Campaign Rules Questions Thread
Post by: Ice on January 24, 2016, 03:32:05 PM
Awesome thanks
Title: Re: Campaign Rules Questions Thread
Post by: Ad Hoc on January 25, 2016, 07:32:57 PM
 In the campaign rules it says "Buy 1 point of Edge for a StrCmdr.   10 WCP (max 2 per StrCmdr; doesn't refresh)".  Does this mean we can not buy edge for avatar and only have edge for them through our tactics?
Title: Re: Campaign Rules Questions Thread
Post by: Darrian Wolffe on January 25, 2016, 10:15:41 PM
In the campaign rules it says "Buy 1 point of Edge for a StrCmdr.   10 WCP (max 2 per StrCmdr; doesn't refresh)".  Does this mean we can not buy edge for avatar and only have edge for them through our tactics?

That is correct.  Your Avatar will get the same amount of Edge in *every* game - however much you assigned them via the Priority system.  Star Commander Edge is gone once used; if you want it in the next game, pay another 10 WCP.
Title: Re: Campaign Rules Questions Thread
Post by: Timberwolfd on January 31, 2016, 12:41:03 PM
Can you set the campaign rules thread and the current mission to be stickied to the top of the list?
Title: Re: Campaign Rules Questions Thread
Post by: Darrian Wolffe on January 31, 2016, 12:45:03 PM
Can you set the campaign rules thread and the current mission to be stickied to the top of the list?

Unfortunately, no.  The forum settings don't allow for that.  It is a matter of great irritation to me.
Title: Re: Campaign Rules Questions Thread
Post by: Timberwolfd on January 31, 2016, 08:25:27 PM
Looks like the best option is to begin the key threads with a. Then sort by subject. Are thread titles editable?
Title: Re: Campaign Rules Questions Thread
Post by: Ice on January 31, 2016, 10:17:13 PM
Dark caste warriors are to be executed aff? Are bondsman out of the question?

Regarding pod space does moving a medium pulse laser within same location still consists of removing and replacing or is it ok to condense the space?
Title: Re: Campaign Rules Questions Thread
Post by: Riegien on March 08, 2016, 07:03:13 PM
Clarification.  Total destruction of a mech is loss of CT.  A mech that has lost its head is merely 'damaged', and will need to pay that WCP fee, correct?  (plus a new pilot and buying a hose for the tech crew, of course)
Title: Re: Campaign Rules Questions Thread
Post by: Black Omega on March 10, 2016, 07:24:21 PM
I am preparing a backup avatar on the assumption that my current one WILL be killed at some point.  I have the following questions:

1] is it possible to move the pilots around within the star to pilot different machines within the star?

2] Could one exchange mechs of the same weight class in 2 stars?

3] Does the new avatar have to pilot the same machine that the previous star captain was piloting when killed [this ties to the first question]?

4] At what point short of CT destruction, is a mech considered not repairable and a new one must be purchased?

Thanks
Title: Re: Campaign Rules Questions Thread
Post by: Black Omega on April 26, 2016, 05:25:22 AM
Clarification.  Total destruction of a mech is loss of CT.  A mech that has lost its head is merely 'damaged', and will need to pay that WCP fee, correct?  (plus a new pilot and buying a hose for the tech crew, of course)

I am preparing a backup avatar on the assumption that my current one WILL be killed at some point.  I have the following questions:

1] is it possible to move the pilots around within the star to pilot different machines within the star?

2] Could one exchange mechs of the same weight class in 2 stars?

3] Does the new avatar have to pilot the same machine that the previous star captain was piloting when killed [this ties to the first question]?

4] At what point short of CT destruction, is a mech considered not repairable and a new one must be purchased?

Thanks

Bump
Title: Re: Campaign Rules Questions Thread
Post by: Darrian Wolffe on May 02, 2016, 03:41:26 PM
Mech, ASF, and Vehicle Repair Errata v1
Condition 1: 30 points or less of JUST armor damage - 5 WCP to repair
Condition 2: 31+ armor, or ANY form of internal damage (structure, equipment, etc), but not "crippled" as per TW - 1/2 tonnage in WCP to repair (round up)
Condition 3: Crippled as per TW definition, but not destroyed** - tonnage in WCP to repair
Condition 4: Destroyed (any result that qualifies as a mission kill**, including CT IS destruction and triple engine hits) -  25+tonnage in WCP, or you may replace the unit using normal replacement rules (50+new unit tonnage in WCP)

**EXCEPTION: If the crew EJECTS from or ABANDONS the unit, dies from accumulated crew hits, or withdrawals from the game board, it is removed from the initiative order but does not enter Condition 4.  The actual damage to the unit determines the Condition Level.


Clarification.  Total destruction of a mech is loss of CT.  A mech that has lost its head is merely 'damaged', and will need to pay that WCP fee, correct?  (plus a new pilot and buying a hose for the tech crew, of course)

See above.

1] is it possible to move the pilots around within the star to pilot different machines within the star?
No.  Once they've been assigned they're there unless the machine requires replacement or you get the option to switch units as a campaign reward


2] Could one exchange mechs of the same weight class in 2 stars?
Again, no.  Units are assigned where you have assigned them.

3] Does the new avatar have to pilot the same machine that the previous star captain was piloting when killed [this ties to the first question]?
If the Avatar is killed and the unit not replaced, he must pilot that machine. If both the Avatar and machine are killed, then both may be replaced as desired under normal replacement rules


4] At what point short of CT destruction, is a mech considered not repairable and a new one must be purchased?
See above errata.  Essentially, you may always *repair* a Mech, replacement is no longer mandated, but becomes an *option* instead.


Remember, this errata is subject to change based on feedback from the post-May 14th logistics period.
Title: Re: Campaign Rules Questions Thread
Post by: Ice on May 14, 2016, 08:34:14 PM
so for the repair rules now at this point a crippled mech to repair is tonnage regardless of customized or not? Is the custom modifier still in place of 1.25

ex custom 50 ton crippled is 50 tons or is it 50 x 1.25
Title: Re: Campaign Rules Questions Thread
Post by: Ad Hoc on July 06, 2016, 08:25:38 PM
Under the new repair rules, do custom units get to be repaired under the different condition rules or are they always repaired with the tonnage x modifier rule?
Title: Re: Campaign Rules Questions Thread
Post by: serrate on August 16, 2016, 04:09:18 PM
I've always found the following rule to be confusing:

 
Quote
3f) A player may ALWAYS voluntarily choose to concede the bid.  If they do so, they will receive double their Avatar's Logistic Bonus in Warchest Points.  You may only concede the bid when it is your turn to bid, and if you    must concede due to having insufficient WCP to meet the track cost, you are not to divulge this information until    it is your turn to bid (and concede).

In practical terms, what's the actual difference between "conceding" a bid, and simply losing the bid? Based on the way this is worded, it would seem that any time you've decided the next available bid would be too low and you therefore refuse to go below your opponent's last bid, you are conceding the bid and then earning extra WCP. Since bidding is open and adversarial, there really is no other way to "lose" a bid. Am I misunderstanding this?
Title: Re: Campaign Rules Questions Thread
Post by: Darrian Wolffe on August 16, 2016, 05:06:10 PM
I've always found the following rule to be confusing:

In practical terms, what's the actual difference between "conceding" a bid, and simply losing the bid? Based on the way this is worded, it would seem that any time you've decided the next available bid would be too low and you therefore refuse to go below your opponent's last bid, you are conceding the bid and then earning extra WCP. Since bidding is open and adversarial, there really is no other way to "lose" a bid. Am I misunderstanding this?

No, you are not wrong.  The intention is that, if you're going to lose the bid anyway, you can concede and receive some Logistics Bonus (ie, it's still useful for you to show up to games even if you don't get to play your PC...AND it helps people who are too low on WCP to pay the track cost of a mission).  Note that in some circumstances you can be forced to concede the bid, such as when you can't pay the Track Cost in the first place.  This was clarified in person during game 1 or 2, so hopefully everyone's been remembering to do it - otherwise they can do so from this point on.