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Author Topic: Campaign Rules  (Read 2554 times)

Darrian Wolffe

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Campaign Rules
« on: December 05, 2015, 10:46:51 PM »

The following is version 7a of the Viligia Campaign Rules (corrected for questions answered at the December 5th 1-shot game).  The PDF is attached below, but the rules are also presented inline for mobile users in the posts below.  Any further rules variants will occupy this thread.
« Last Edit: April 13, 2016, 02:54:06 PM by Darrian Wolffe »
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Darrian Wolffe

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Re: Campaign Rules
« Reply #1 on: December 05, 2015, 10:49:07 PM »

Overview

Each player will control a Clan Trinary ("force", hereafter).  This force need not be entirely composed of Clan-tech Units, but will be considered a part of a Clan faction.  While combat losses may reduce your force to below 15 points of troops, you may not through any means increase your force above 15 points.

Force Creation
1.  Avatar
   Each player has a single Avatar.  This Avatar represents the player his or herself, and is considered to be the commanding officer (Star Captain) of the player's force.  If an Avatar is killed, a new Avatar may be generated for future games (after a 1-game "penalty" absence) at a significant cost in Warchest Points.
   An Avatar is generated using the Avatar Priority Chart, below.  Each player's Avatar may select each priority (A-E) once, using the corresponding value in the column to the right (selecting Priority B for Piloting, for example, results in an Avatar with a Piloting score of 2).

Avatar Priority Chart
Priority   Piloting   Gunnery   Tactics   Logistics   Bloodname (Skills)   SPA XP
A   1   1   6   +75 (3)*   Elite (2/2)   500
B   2   2   5   +60 (2)   Major (2/3)   400
C   2   2   4   +45 (2)   Minor (3/3)   300
D   3   3   3   +30 (1)   None (3/4)   200
E   4   4   2   +15   None (4/4)   150
F   5   5   1   +0   Freebirth (4/5)   100

Piloting: Your Avatar's Piloting Skill
Gunnery: Your Avatar's Gunnery Skill
Tactics: Your Avatar may divide this number into up to 2 whole sub-numbers.  The first number is the number of Edge Points possessed by your Avatar. These points refresh each game.  The second sub-number is a permanent bonus on your force's Initiative rolls during any battle in which your Avatar takes part.
Logistics: Your forces gain this many bonus Warchest Points at the conclusion of each mission.  An "A" rating will allow you to begin play with 3 customized units at no WCP cost.  A "B" or "C" rating allows you to begin play with 2 customized units at no cost, and a "D" rating allows you to begin play with a single customized unit.  All customizations must follow the rules for WCP customizations (see the Warchest Logistics Cost Table addendum).  Additionally, an "A" rating will allow you to make a FIFTH roll on the Star Composition Table (below), and select your preferred 3 results.
Bloodname: The better your Bloodname, the more skilled the subordinates you will be able to retain in your forces.  Star Commanders for Freebirth Avatars have their abilities set to 4/5.  Star Commanders for non-Bloodnamed Avatars have their abilities set to 3/4 or 4/4, depending on Priority assignment.  Minor Bloodnamed Avatars have their Star Commander abilities set to 3/3.  Major Bloodnamed Avatars have their Star Commander Abilities set to 2/3.  Avatars with an Elite Bloodname have their Star Commander abilities set to 2/2.
SPA XP: You gain this many XP to spend on purchasing SPAs for your Avatar (see ATOW and ATOW Companion).  You may have a maximum of 3 Piloting and 3 Gunnery-tagged SPAs.  Miscellaneous SPAs may be "tagged" as either Piloting or Gunnery, at your discretion.  All prerequisites are waived, except other SPAs as prerequisites; you must still purchase the Marksman SPA to unlock the Sharpshooter SPA, for example.  THE COST OF THE JUMPING JACK SPA IS MODIFIED TO 250 XP, AND THE COST OF THE WEAPON SPECIALIST SPA IS MODIFIED TO 200 XP.  All other costs remain the same.

Replacing an Avatar
   An Avatar may only be replaced if killed during a mission.  The new Avatar will cost 100 WCP, and you must participate in at least one game (as a player or as OPFOR) without an Avatar prior to receiving your new one.  The new Avatar is constructed as a totally new unit - priorities may be respent.  However, your Star Commanders will have their skills reset to the new priority level of the replacement Avatar; you may justify this by assuming they perform better for a more pedigreed officer, or perform worse under a less-qualified replacement.  Any purchased Star Commander Edge is unchanged.

2. Force Generation
   Each Player will roll 4 times on the Star Composition Table, below, discarding identical results.  Three of the rolls will be kept, and two discarded, at the force-building player's discretion.  The three kept rolls will determine the makeup of the three Stars which compose the player's force.


Star Composition Table (5d6)
5)   1 Light Mech, 4 Vehicle Points
6)   3 Light Mechs, 2 Battle Armor Points
7)   4 Light Mechs, 1 Medium
8.)   2 Light Mechs, 1 Vehicle Point, 2 Battle Armor or ProtoMech Points
9)   3 Light Mechs, 1 medium, 1 Vehicle point
10)   2 Medium, 1 Heavy, 2 Vehicle Points
11)   4 Light Mechs, 1 Vehicle point
12)   3 Light Mechs, 1 medium, 1 Battle Armor or ProtoMech point
13)   3 light Mechs, 1 heavy, 1 Battle Armor point
14)   3 Light Mechs, 1 Medium, 1 Heavy
15)   1 Light Mech, 2 Medium, 2 heavy
16)   2 Light Mechs, 3 Medium
17)   1 Light Mech, 3 Medium, 1 heavy
18)   1 Light Mech, 2 Medium, 1 heavy, 1 Battle Armor or ProtoMech point
19)   2 Medium, 2 heavy, 1 assault
20)   1 Medium, 3 Heavy, 1 Vehicle or ProtoMech Point
21)   1 medium, 2 Heavy, 1 Assault, 1 Battle Armor point
22)   2 medium, 2 Heavy, 1 Battle Armor point
23)   1 medium, 3 Heavy, 1 ASF or ProtoMech point
24)   1 Medium, 2 Heavy, 2 Assault
35)   2 Heavy, 3 Assault
26)   3 Assault, 2 Vehicle points
27)   3 Heavy, 1 Medium, 1 ASF point
28)   1 Heavy, 3 Assault, 1 Battle Armor point
29)   3 Assault, 1 Heavy, 1 ASF point
30)   4 Assault, 1 Heavy

**No force may operate more than 1 ASF point.  If you get results that would give you multiple ASF points, choose one result to keep and reroll the others until you have only 1 ASF point possible.

   Force commanders may make limited customizations to their rolled results.  Each of the following options may be taken up to once per force:
   1) Once only, a player may trade an ASF point for either a Medium Mech Point, a Vehicle Point, a ProtoMech Point, or a Battle Armor Point.  
   2) Once only, a player may trade a Vehicle Point for a Medium Mech Point, a Protomech Point or a Battle Armor Point.     
   3) Once only, a player may trade a Mech Point for a Mech Point of lesser mass (a Heavy becomes a Medium or Light, etc).
   4) Once only, a player may reduce two Mech Points by one category of lesser mass (Medium to Light, etc), and in exchange, increase the mass of a single Mech Point.

   Once the Star Composition has been finalized, the player may pick specific units.  Each player has up to 38,000 BV2 to spend on purchasing era-appropriate units (using the MUL) which match the various Star Compositions.  The BV cost of each unit is the base unit cost only; do not adjust the BV for Pilot Skills or ammunition loadouts.  If the mass of a unit is not specified (ASFs, Vehicles), then the controlling player may select any mass of unit, as long as the overall BV cap is not breached.  It is possible to be in a position where you cannot spend all of your BV allowance; unspent BV will translate into additional starting Warchest Points.
   Units may be at the following tech levels: Tournament Legal, or Advanced.  Experimental-level gear is prohibited at ALL points of the unit selection process (you may not select an Experimental-tech unit, and then use a Logistics Customization to render it Tournament Legal).  The "effective" date of the campaign is 3069; in light of the advanced status of Watch equipment, units available in 3070 or 3071 may be selected as well as any units from 3069 or previous.  
   The following Clans may be selected as factions: Blood Spirit, Cloud Cobra, Coyote, Fire Mandrill, Goliath Scorpion, Hell's Horses, Ice Hellions, Jade Falcon, Diamond Shark, Snow Raven, Star Adder, Steel Viper, Wolf.
   Vehicle and ASF Points consist of two, identical, units.  While each unit in a Point may be modified to different standards during the campaign, when a unit is brought into a Point initially, it must match the other unit.  If a unit is brought into a point as a replacement, it much match the base chassis and current customization of the other unit.
   ProtoMech Points consist of 5 ProtoMechs, which may be different units.  You are limited to a maximum Point weight of 30 tons.  You may increase this value to 40 tons by decreasing one Mech unit's weight class by 1 category (ex. Medium to Light).  You may increase from 40 to 50 tons by decreasing a second Mech unit's weight class by 1 category (you may not target the same Mech twice for this option).
   Battle Armor Points consist of 5, identical Battlesuits.  You may not mix Battle Armor types within a Point.
   Your Avatar automatically becomes the commander of a single Star, and may be assigned to any Mech unit within that Star.  The Avatar's skill ratings are determined via the Priority system.
   Each of the other two Stars has a single Star Commander, which must be assigned to a Mech-class unit different from your Avatar.  Your Star Commander's skill ratings are determined by your Avatar's Bloodname.
   All other units have fixed skill ratings.  These ratings are:
   Mech unit: 3 Gunnery, 4 Piloting
   ASF unit: 4 Gunnery, 3 Piloting
   Vehicle unit: 4 Gunnery, 5 Piloting
   Battle Armor Unit: 3 Gunnery, 4 Anti-Mech Skill
   ProtoMech unit: 4 Gunnery (because they're ASF pilots...)

GAMEPLAY
1) Prior to each game, all participating players who have RSVP'd will be randomly sorted into pairs.
2) Each player will have been given a general mission briefing (whether as a handout or on the forums), not including VP information (general objectives - "take that hill", etc - will be pre-game knowledge).
3) The two players will flip a coin or roll a die to determine who "bids" first.  The goal is to bid away as many points of your own force as possible while still being able to accomplish the mission objectives.
   3a) You may only bid away complete units; either Stars or Points.  You may not split up a Vehicle, ASF, or Battle Armor Point into sub-units.
   3b) You may not begin bidding away individual points of a different Star until an already-reduced Star has been    entirely bid away. Example: Rob makes a bid of his 1 and 2 Stars, and 2 points from his 3 Star as his initial bid.  He MUST bid away the next three points of 3 Star before bidding away any Points from 1 or 2 Star.  You may bid away your Avatar for a mission, but if you do you will not receive the Avatar's initiative bonus, and any Logistics reward for the mission is reduced by 15 (commanders bidding themselves out of the mission is *rare*).
   3c) Once a unit has been bid away, it is no longer available for future bids.
   3d) Only the number of Points or Stars is biddable.  A Point equals a Point. This is to prevent arguments about, for example, whether a Light OmniMech is "more valuable" than a Standard Mech.
   3e) If both players agree PRIOR to the bidding taking place, they may elect to withhold ammunition from units as a way of lowering their bid (for example, 5 Points and 1 Mech Point which doesn't have ammo onboard would beat a bid of 6 Points).  Note that you cannot elect to withhold ammunition from a unit which does not carry    ammunition.  Bombs and external ASF stores count as "ammunition" for this purpose.
   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).
4) The player with the lowest bid will play the "player" portion of the scenario.  The play who loses the bid will play the NPC opposing force.
   4a) The player who won the bid may opt to call in his next-to-last bid (deploying new units within 10 hexes of a    friendly unit, but no closer than 15 hexes away from an enemy unit or objective) at the cost of 100 Warchest    Points.  If this deployment cannot be accomplished legally then the reinforcement unit must wait until the next    turn to attempt again.
5) Once all players have finished their game, the player who has scored the most Victory Points or who has had clearly the best margin of victory (or smallest margin of defeat if all players lose), will choose the next mission in the campaign.

BETWEEN GAMES
   All player will be responsible for tracking their own logistics.  This campaign uses a modified Warchest Point system.  Warchest Points are an abstract system representing a mix of time, effort, and material required to do...pretty much anything, actually.  
   Each mission will have a small Warchest cost (track cost), representing the resources required to make it to the battlefield.  A force without enough Warchest Points available to pay the track cost will be unable to play that mission, though they must still partake in bidding (and must immediately concede the bid, playing OPFOR and gaining double the Avatar's Logistic Warchest Points).
   ALL WARCHEST GAINS AND EXPENDITURES MUST BE WRITTEN DOWN INDIVIDUALLY.  This must be written in BOTH paper and electronic format, and must be formatted in a way that is easily readable.  You are expected to bring your paper copy to all games.  
   All forces start with 600 Warchest Points, plus a number of Warchest points equal to their unspent initial BV divided by 50.
   All fractions regarding Warchest Points are rounded UP to the nearest whole number.
   Warchest costs are listed below.

Warchest Logistics Cost Table

MECH UNITS   
Repair a Mech in Condition 1: 30 points or less of JUST armor damage - 5 WCP to repair
Repair a Mech in 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)
Repair a Mech in Condition 3: Crippled as per TW definition, but not destroyed** - tonnage in WCP to repair
Repair a Mech in 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)
Reload all of a Mech's standard ammo   5 WCP
Load or reload 1 ton of advanced ammo   8 WCP
Customize a standard (non-Omni) Mech**   5 WCP per item added or removed*
Customize an OmniMech**   2 WCP per item in added or removed in pod space
    4 WCP per item added or removed outside of pod space
Swap Canon Configurations of an OmniMech: 20 WCP
Repair a customized standard Mech   Unit Tonnage x2 in WCP
Repair a customized OmniMech   Unit Tonnage x1.25 in WCP
Replace a totally destroyed Mech***   50 + New Unit's tonnage (must be same mass type)
   
AEROSPACE FIGHTER UNITS   
Repair an ASF in Condition 1: 30 points or less of JUST armor damage - 5 WCP to repair
Repair an ASF in 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)
Repair an ASF in Condition 3: Crippled as per TW definition, but not destroyed** - tonnage in WCP to repair
Repair an ASF in Condition 4: Destroyed (any result that qualifies as a mission kill, including CT IS destruction and triple engine hits) -  50+tonnage in WCP, or you may replace the unit using normal replacement rules (75+new unit tonnage in WCP)
Reload all of an ASF's standard ammo   5 WCP
Load or reload 1 ton of advanced ammo   8 WCP
Load 1 ton of bombs or RL pods   2 WCP
Customize a standard (non-Omni) ASF   5 WCP per item added or removed*
Customize an OmniFighter**   2 WCP per item added in pod space
    4 WCP per item outside of pod space
Swap Canon Configurations of an Omnifighter: 20 WCP
Repair a customized standard ASF   Unit Tonnage x2.25 in WCP
Repair a customized OmniFighter   Unit Tonnage x1.5 in WCP
Replace a totally destroyed Fighter***   75 + New Unit's tonnage (must be same mass type)
   
VEHICLE UNITS   
Repair a Vehicle in Condition 1: 30 points or less of JUST armor damage - 5 WCP to repair
Repair a Vehicle in 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)
Repair a Vehicle in Condition 3: Crippled as per TW definition, but not destroyed** - tonnage in WCP to repair
Repair a Vehicle in Condition 4: Destroyed (any result that qualifies as a mission kill, including CT IS destruction and triple engine hits) -  15+tonnage in WCP, or you may replace the unit using normal replacement rules (25+new unit tonnage in WCP)
Reload a of a Vehicle's standard ammo   5 WCP
Load or reload 1 ton of advanced ammo   8 WCP
Customize a standard Vehicle   5 WCP per item added or removed*
Customize an OmniVehicle**   2 WCP per item added in pod space
    4 WCP per item outside of pod space
Swap Canon Configurations of an OmniVehicle: 20 WCP
Repair a customized standard Vehicle   Unit Tonnage x1.5 in WCP
Repair a customized OmniVehicle   Unit Tonnage x1.25 in WCP
Replace a totally destroyed Vehicle***   25 + New Unit's tonnage (must be same mass type)
   
BATTLE ARMOR AND PROTOMECH UNITS   
Repair a damaged Battlesuit   5 WCP
Reload a Battle Armor Point (all suits)   5 WCP
Replace a destroyed Battlesuit   10 WCP
Repair a damaged ProtoMech   Unit Tonnage x2
Reload a ProtoMech Point (all units)   5 WCP
Change a ProtoMech's ammo type     2 WCP per ProtoMech
Replace a destroyed ProtoMech   15 + New Unit's Tonnage (must be mass of old unit)
   
PERSONNEL   
Heal a crew hit (Mech, Vee, ASF)   10 WCP
Replace a dead MechWarrior   50 WCP
Replace a dead ASF Pilot   50 WCP
Replace a dead ProtoMech pilot   40 WCP
Replace a dead Vehicle crewman   15 WCP
Replace a dead armored infantryman   5 WCP
Replace a dead Star Commander   65 WCP
Replace a dead Avatar   100 WCP
Buy 1 point of Edge for a StrCmdr.   10 WCP (max 2 per StrCmdr; doesn't refresh)

*"item" refers to weapons and equipment.  Engines, Internal Structure, Armor, Cockpits, Fuel Load, Motive Types, and gyros may not be modified.  Heat sinks may be modified; EACH heat sink change is a separate item for all heat sinks mounted outside the engine.  Heat sinks mounted in the engine count as a single item for purposes of adding and removal.

**All units must be fully repaired before customization may take place, whether an Omni-unit or not.
Price example: A Nova Prime has its left arm shot away.  The player wants to replace the 5 of the 6 ER Mediums it carried with a single Clan LRM-15, a ton of ammo, and a small laser.  The total Warchest cost would be: 25 WCP (repair a 50-ton OmniMech in Condition 2)+10 WCP (5 items - ER Mediums - removed that are in the unit's pod space allowance)+6 (3 items added - LRM, ammo, small laser - inside the unit's pod space allowance)  = 41 Warchest points for the customization.

*** 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.

Note that when determining a unit Repair Condition,  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 (which may still be Condition 4, for example, if a Mechwarrior autoejects from a Mech that suffers an ammo explosion that destroys the Mech). A headcapped but otherwise undamaged unit qualifies as Condition 2.



"Selling" Units
If a unit's total Warchest value drops below 100, any non-Battle Armor unit may be "sold" for x3 its mass in WCP.  However, it may not be replaced by a new unit until after the NEXT game occurs (whether or not the player wins their bid), in the same manner as a replaced Avatar.


« Last Edit: September 30, 2016, 08:59:27 AM by Darrian Wolffe »
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Darrian Wolffe

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Re: Campaign Rules
« Reply #2 on: May 03, 2016, 01:29:55 PM »

CHANGELOG: 5/3/16

-Added Mech, ASF, Vehicle Repair errata (Condition 1-4).
-Added a flat WCP cost (20) for moving between canon Omni-Unit configurations at significant player request.
-Deleted Omni-Unit customization discount for "moving between canon configurations"
-Clarification on what constitutes a Destroyed Unit is no longer necessary due to the Repair Errata
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Darrian Wolffe

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Re: Campaign Rules
« Reply #3 on: June 10, 2016, 03:03:56 PM »

CHANGELOG: 6/10/16

-Clarified that Avatars MAY be bid out of a mission, for a price.
-Added ASF limit
« Last Edit: June 10, 2016, 03:34:23 PM by Darrian Wolffe »
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