| Mechwarrior Campaign Rules (Version 3 Revised) |
| In the Beginning |
| Each player picks two factions to play. Units from these
factions cost normal price to build. Units from outside the
player's two factions cannot be built by that player.
Once players have determined their primary and opposing factions they will construct their initial battle force. The initial battle force consists of no more than 1500 points of non-unique units. These units must be drawn from the player's two primary factions. Once a battle force has been determined each player gets a starting planet. Each starting planet will consist of 3 provinces, one of which will be the faction capitol. Each player’s faction capitol will have these facilities automatically: Spaceport, Mech lab, Ordinance Garage, Barracks, 10 wall sections, and 2 fixed turrets (197 point variety). All other provinces of the starting planet will have no starting facilities. Each player will begin play on his starting planet, and must station all forces there. (See the beginning of the Planetary Details document for more on the starting planet) |
| Order of Play |
| The sequence of play will follow this order:
1 - Events Phase
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| Events Phase |
| At the beginning of this phase the manager determines planet and prefecture-wide events. These are made known to the players as necessary. |
| Resource Phase |
| During this time each player totals up all resources gained from possession of planets and provinces and any trade negotiations he has worked out with other players (I.E. protection). Resources for each province can be found in the Planetary Details document. If a player controls every province on a planet, they receive 50 bonus resources. Newly captured provinces begin producing resources on the turn after which they were captured. Any province without at least 50 points of garrison units produces no resources that turn. |
| Upkeep Phase |
| During this phase, each player pays upkeep costs for units,
buildings, etc.
Upkeep Costs
An "army" is any group of pieces you control. Upkeep is calculated separately for all units in an army, then added together. The number is then rounded up to a whole number if there is a decimal place. Mercenary units do not cost upkeep. Instead, their contracts must be renegotiated every turn during the buy/sell phase. Failure to pay the upkeep cost will have negative effects. Refer to the following tables to find out exactly what negative effects entail. Failure To Pay Army Upkeep Table
Units lost to desertion are determined randomly; only units with a printed point value equal to or less than the desertion value are eligible for this effect. If there are no units under the desertion value then the lowest point value unit is lost. If desertion occurs on a planet where there is a hostile player, that player may immediately pay the unpaid upkeep costs, if they do so the deserting units will automatically switch sides. If there are multiple hostile players they must outbid each other for the units, with the starting bid set at the unpaid upkeep cost. If desertion occurs on a planet with more than one non-hostile player the non-hostile player may purchase the units for 2x the upkeep cost. Again if there are 2 non-hostile players then they must bid for the units. If there are no other players on the planet where the desertion occurred, or other players choose not to buy the units, the units become available for purchase on the open market with bidding starting at 3x the upkeep cost (this includes transportation fees.) Failure to Pay Facility Upkeep For each facility that you do not pay the upkeep cost for roll 1d6; this facility takes this much damage. Once a facility has taken over ¼ of its damage capacity it does not function until repaired. Once a facility has no damage capacity left it is destroyed. Failure to Pay Agent Upkeep Table
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| Buy/Sell Phase |
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During this phase all players may buy/sell/trade units between
themselves, hire agents, or set up mercenary contracts. Any player can sell existing
fully repaired non-unique units back to the “bank” at ½ the printed
cost. There is no limit to the cost you can sell units for, if you are
selling to another player. The only stipulation is that if a player buys
a unit in province “x” and his nearest province is on planet ”y”
he will need to pay for the jump cost to get it there. Unique mechs will
go to the auction block with their starting cost equal to their point
cost.
Mercenaries Mercenary units cannot be constructed. A player may hire mercenaries and assign them combat missions. Mercenary units are currently split into six different sub-factions (Wolf’s Dragoons, Kell Hounds, Eridani Light Horse, Hansen’s Roughriders, Ronin, and 21st Centauri Lancers.) Each mercenary faction can only have one contract at a time. To contract mercenary units a player must announce their intent to do so and pay a 5 point negotiations fee. If no other players dispute (also costs 5 resource points) the mercenaries may be hired for a cost of ¼ their printed point value. Unique mercenary units cost ½ their printed point value. This cost must be paid each turn during the upkeep phase. If a merc company is not paid the full upkeep cost the units go back on to the market. If a player pays the upkeep cost they can save themselves the 5 point contract negotiation expense. If another player disputes an attempt to contract mercenary units a bidding process is started. The disputing player makes an offer of resource points higher than the starting bid then the original player counter offers until a high bid is reached. Any number of players can enter the bidding process at any time, as long as they pay the 5 point negotiation fee. No player may ever bid more resources than he currently has available in any auction. Mercenary units will not fight to the death, once they show a salvage marker they must retreat as fast and as safely as possible to the DZ. Mercenary units may use formations as long as they are of the same mercenary faction.
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| Construction Phase |
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During the construction phase players can build units, facilities, and
structures. All constructed units/facilities will
not be available for deployment or use until the deployment phase after
their construction costs are paid in full. A player may purchase any
non-unique unit for its printed point cost (+/- his faction adjustment
for that unit). To construct a specific unit type a player must have the
appropriate manufacturing facilities available.
Purchasing Uniques Unique and LE units are not available for general purchase. The campaign manager will decide when uniques will become available, and will contact eligible players if they do. Each player can then submit a single secret bid to the manager. The highest bidder pays their bid for the unique and then receives the unit in the province of his choice with a mech lab.
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| Facilities |
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Facility
Construction Cost Upkeep Cost Defense
DP (damage points)
Mines/Ag. Farm/Forestry 30 0 25 hard 5 Repair Facilities 200 1 18 heavy 10 Hospital 150 1 18 heavy 10 Mechlab 300 3 18 heavy 10 Ordinance Garage 200 2 18 heavy 10 Barracks 100 1 18 heavy 10 HPG Generator Special 10 22 20 Turrets cost+50 5 printed printed Walls 10/section 0 printed printed Mine Fields 10 0 NA NA Anti-Aircraft System 150 2 20 7 Radar Installation 50 0 NA NA Industrial Compound 100 1 18 heavy 10 |
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Facilities are not affected by Armor-Piercing or Brawling special
abilities.
Mines: Mines can be located in non-capitol provinces and provide extra resources. They will produce 5 resources/turn; if a player assigns a mining mech to a mine it will produce 2 extra resources per turn (for a total of 7/turn), so long as the mech is in the province during the resource phase. Some provinces will not be suitable for a mining operation. The ag. farms, and forestry operation both operate the same as the mines with their corresponding ICE mech. Each province will mention which facilities can be built in that province. Spaceports: Spaceports reduce the cost of moving armies between planetary systems (as noted in the upkeep section). They can also be used to increase the opportunity for gaining information. Each turn at the end of the diplomacy stage roll 1d6 on a result of 6 you may look at one diplomacy document selected at random. Spaceports are not technically facilities, and are actually province-like locations on planets. Spaceports cannot be constructed or destroyed. Repair Facilities: Reduces repair costs of all speed modes besides foot to ½ their listed cost. Can be used to repair up to 6 units at a time. Mechs count as 2 units for this. Infantry units with speed mode wheeled or hover count as 1/2 a unit for repair purposes. Hospital: Reduces repair costs of all speed mode foot units to ½ normal repair costs. Can be used to repair up to 8 units at a time. Mechlab: A manufacturing facility for mechs. Mech units can only be constructed in provinces that also possess a mechlab. A Mechlab can only produce 2 units at a time. Ordinance Garage: Exactly like a mechlab but produces all wheeled, hover, tracked, and VTOL units. An Ordinance garage can only produce 4 units at a time. Infantry units with speed mode wheeled or hover count as .5 a unit for construction purposes. Barracks: Exactly like a mechlab but produces all speed mode foot units. Barracks can only produce 6 units at a time. Hyperspace Pulse Generator: HPGs are extremely rare pieces of lostech which confer a number of benefits on the faction lucky enough to have one. Unlike other buildings, they are constructed in a special manner. A faction's first HPG must be constructed in their capitol province, and costs 1200 resource points. This initial HPG offers a number of benefits, including the ability to instantly respond to diplomatic communications (if each player owns an HPG, these abilities stack), a free diplomatic espionage mission each turn, the ability to turn around jumpships in transit for no cost, and more favorable NPC reactions. Last but not least, the possession of an HPG on planet forces an opponent landing on that planet to reveal where they decide to land their forces during an attack. After the first HPG is constructed, a player may construct more HPGs on other planets he controls. These additional HPGs cost only 600 resource points to construct. These additional HPGs confer the same benefits as a single HPG, plus additional benefits for being part of a network. These include: 5% bonus resource production for each planet with an HPG (including the first) to represent increased trade; even more favorable NPC reactions than having a single HPG confers; 33% chance each turn (1-2 on a 1d6) of allowing a free diplomatic espionage mission per HPG controlled; In combat, the owner of an HPG recieves an additional order, and may choose which initiative they wish to have, to represent real-time communications with the faction's generals on the home planet. Turrets: Players may purchase dropship turrets but are limited to only having 1 turret/province or two per capitol province. Turrets can be added to any other facility or stationed as lone gun encampments. Walls: Walls can be purchased in 1-wall sections and joined together to make lines of blocking terrain. Units with jump jets can bound over walls but they block all other speed modes. The wall section positioning must be decided (and recorded on graph paper) when purchased. Wall sections can be combined with turrets. Wall sections can be placed around other facilities but there must be enough space for a mech base to fit at all locations between the wall and the facility it defends. Lastly all wall systems must have at least 1 location that is wide enough for a mech to pass through. Minefield: Minefields are command-detonated, placed at a point on the battlefield of the defending player's choice, which is kept secret until use. Minefields cannot be placed so that their blast radius would overlap either player's deployment zone, and a player may only have 4 minefields per province. During battle, they may be detonated at will by the controlling player. Minefields have a 2" blast radius, and deal 1d6-2 minimum 1 ballistic damage to any target caught within the blast radius. If used in battle, minefields must be purchased again to be reused. Anti-Aircraft Defense Systems: A province with AA defense system is immune to Carpet-bombing and Saturation bombing espionage missions. There can only be one AA turret per province (2 in capitol provinces). This province recieves an AA turret with these starting stats:
1 2 3 4
5 6 7
Radar Installation: This facility is added to an existing AA system, giving it the improved targeting special for the first two clicks of its dial. Industrial Compound: This facility reduces the cost of manufacturing units by 5% in this province only. This province must have a mine or the Industrial Compound can not be built. Repairing Units To repair a damaged unit you must pay 10 points to bring the vehicle to the first click of non-salvage and then 4 points per click beyond salvage. If you assign a repair vehicle to repair units the total cost is reduced by 10%. A repair vehicle can only be assigned to 2 units, a M.A.S.H. vehicle can be assigned to 4 units. Repairing Facilities To repair damaged facilities you must pay a percentage of the total buildings cost. For instance a Repair Facility costs 200 points; it has a damage capacity of 10 clicks. To repair a single click of damage would take 20 points. A building that has taken more than 25% of its total capacity in damage cannot be used until repaired. |
| Espionage Phase |
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Espionage Agents
Espionage agents can be purchased at a cost of 10 points. Each agent must be assigned a starting location; this starting location can be in any province. To move an agent from province to province (same planet) costs nothing. To transport an agent from planet to planet costs 2 points. Diplomatic Mission (5 points, failure on 1 on 1d6): This agent must be assigned to a faction capitol, and can only be given diplomatic missions against the controller of the faction capitol where it is stationed. (Agents may be given more than one diplomatic mission per turn; each consecutive espionage mission increases the chance of failure by 1 to a maximum of 4. A player must decide how many missions an agent is going to attempt before giving it its first order.) This mission plays at the end of the diplomacy phase. If this mission is successful the player may choose one diplomatic mission document of the targeted players and read it. If it fails roll on the espionage failure table with a +3 modifier. Troop Movement Mission (5 points, failure on 1-2 on 1d6): For this mission you must have an agent located in a faction capitol. It is assigned during the movement phase and plays exactly like the diplomatic mission except it targets a players movement order documents. If this mission fails the modifier for the espionage failure table is +2. Sabotage (small scale) Mission (50 points, failure on 1-4 on 2d6): This mission requires an agent to be present in the targeted province. If it is successful it destroys 1d6x10 points worth of units. The player whose units were targeted decides which units are destroyed. If there are no units whose points are under the sabotage amount the lowest point cost unit is lost. In the case of a successful mission the defending player may attempt to detect who made the attack, this costs 5 points and is only successful on 5 or 6 (1d6). On a failed attempt roll on the espionage mission failure table. Sabotage (medium scale) Mission (100 points, failure on 1-6 on 2d6): This plays the same as minor sabotage except that is successful it destroys 2d6x10 points of units. If unsuccessful roll on the espionage failure table but subtract 1 from the result. Sabotage (large scale) Mission (150 points, failure on 1-8 on 2d6): This is just like the above missions except that it destroys 3d6x10 points of damage. If a failure modify the failure roll by -3. All Sabotage missions take place at the end of the Espionage phase. Disable JumpShip Mission (100 points, failure on 1-4 on 1d6): When a player attempts this mission they may pay an additional 25 points to add a +1 to their success die roll (to a max of +2). If this mission is successful it disables a player’s ability to move troops from the designated planet for this turn. If this mission fails roll on the espionage mission failure table with a -2 modifier. This mission plays out at the end of the troop movement declaration sub-phase but before any actual movements are made. Counterespionage Mission (variable cost, variable failure): A player may assign an agent to a friendly province in an attempt to mislead or counter any enemy espionage agents. There are two types of counter options. Active Mission: A counterespionage mission can be made to check for enemy agents in capitols and provinces. This costs 2 points to attempt and only fails on a 1. This mission can also be assigned to an opponent’s provinces and capitols in an attempt to eliminate opponent’s counterespionage agents, it costs 5 points to search for an agent and fails on a 1 or 2. If there are agents in this province you have several options (add 5 points to the cost of each mission if the mission is in a hostile province):
Passive Mission: You can also assign an agent to a province (usually to a capitol) and pay 5 points/turn. This agent increases the chance of failure of all enemy espionage missions by 1. If the enemy mission fails and results in a roll on the espionage mission failure table they roll with a -1 penalty. Active counterespionage missions are run just after all agents have been assigned missions but before any results are given, passive counterespionage can play at any time in response to an enemy agent. Basic Planetary Recon Mission (5 points, failure on 1 on 1d6): If this mission is successful it reveals the total points of enemy units currently on this planet. This mission is played at the beginning or the end of the movement phase, player's choice. Basic Provincial Recon Mission (5 points, failure on 1 on 1d6): This mission can only be played on a turn following a Basic Planetary Recon or if there is a non-hostile province on this planet. Success reveals the total points defending the target province, and any defensive facilities. You may pay an additional 5 points and attempt to recon an additional province on the same planet. This mission is played at the beginning or the end of the movement phase, player’s choice. Radar/Comms Jamming Mission (15 points, failure on 1-2 on 1d6): If this mission is successful a player can disguise the point total of an army arriving in a planetary system. This mission plays at the end of the movement phase upon arrival. If the destination planet has an HPG then this mission cannot be used. If this mission fails roll on the espionage mission failure table. Forge Mission Orders Mission (20 points, failure on 1-3 on 1d6): If this mission is successful you are able to relocate a single enemy unit to another province on the same planet. Consult the following table: 1d6
Result If this mission fails roll on the espionage mission failure table. This mission plays at the end of the movement phase. If the targeted unit has been given an order to leave the planet it will instead move to the designated province. Sabotage Unit Repair Mission (30 points, failure on 1-2 on 1d6): Upon success this mission will deal 1d6+1 clicks of damage to a unit that is damaged and being repaired. This mission can not be selected if the target unit has not been selected to be repaired in the current or a previous construction/repair phase. If the sabotage attack is successful then the targeted unit will still be repaired but only half the amount paid for. The sabotaged damage is applied before any repair clicks. If a unit is eliminated due to the sabotage the repair clicks are still applied (if the unit clicks back to “life” then it is not eliminated.) This mission is played at the end of the construction/repair phase. Mislabeled Drop Boxes Mission (30 points, failure on 1-3 on 1d6): This mission targets units that are in the process of being constructed. It can only target a unit that is being constructed over two or more turns. If successful you may change the actual unit that is being constructed. The replacement unit must be of equal or greater points than the amount already spent on the original piece. This mission is played in the beginning of the deployment phase. Effective Groundwork (20 points, failure on 1-2 on 1d6): This mission is run in conjunction with the pin-point assault combat mission. When the designated target facility is damaged it will take double damage. This mission is assigned during the espionage phase but played during the combat phase. Disguised Coordinates (20 points, failure on 1-2 on 1d6): This mission is used to disguise the drop zone of inbound units on to a planet. If the mission is successful you can disguise your provincial destination when making planet fall. This mission can also be used when a player is moving units about on a planet to disguise where attacking of defending units are being assigned. This mission can not be used to disguise a drop zone if the planets controller has an HPG on the planet. This mission is played during the movement phase. Communications Blackout (85 points, failure on 1-2 on 1d6): This mission is assigned during the espionage phase but is not played until the very beginning of the next turn’s resource phase. If this mission is successful the targeted player may not participate in any diplomatic agreements, may not plead for Republic intervention (if Republic intervention is in the game), and may not assign any agents offensive espionage missions, nor receive any non-offensive espionage mission information from agents not stationed on the faction capitol planet. This mission must be targeted at a faction capitol, and if there is an HPG generator on this planet increase the chance of failure by 1. Guerilla Support (30 points, failure on 1-2 on 1d6): With this mission you can attempt to lure militant rebels to your side. You can only attempt this mission on planets that you do not control (planetary capitol) but do control at least one province. If successful you get 1d6+1x10 points of non-battle armor units. The units available are determined randomly from the following list. These units are not considered to be of any faction (thus they can not be used in formations). You lose these units if you gain control of the planetary capitol or you take two consecutive turns where you are not actively defending or attacking a province on this planet. These units may not leave the planet, and must have there upkeeps paid for as normal. 2d6
Result The player chooses which faction's unit he gets, as long as the unit costs less than or equal to the total points available. This mission is played during the espionage phase. Espionage Failure Table 1d6
Result If after rolling on this table the attacker’s identity is not known the defending player may pay 5 points and attempt to identify the attacking player. Successful on a 3-6 (1d6). Combat Missions Combat missions are espionage missions that are assigned to agents before combat but are played during or before an actual battle. Each mission will indicate when its effects take place. Pinpoint Attack Mission (45 points, failure on 1 on 1d6): This is a fast surprise attack against an opponent's controlled facility. You cannot use more than 300 points worth of units in this battle (attacker or defender) All units of the attacking army must have a speed of at least 8 or be inside a transport with a speed of 8. The defending player is not subject to the speed requirement. If the defending player has previously constructed defensive structures around the facility they will be represented in the battle as well. If this mission fails roll on the espionage failure table and the battle is played in the normal manner, away from the targeted facility, in this case the defender is not constrained by the 300-point limit. Fully constructed units or units in repair may help protect a facility if it is the target of a pin-point attack, if a unit is being repaired while its facility is attacked it may forgo any repair and join the battle, these units do not count into the 300 point maximum army. This is the same for any fully constructed unit that has not for whatever reason been moved after it is constructed. Capitol City Hot Drop (100 points, failure on 1-3 on 1d6): This mission is used to directly attack a capitol province without first making a beachhead on another province. Normally a player is required to control at least one province on planet before launching an attack on the Capitol province. If successful the espionage agent has been able to knock out any air defense capabilities allowing units to drop into the city center. 75% of the attacking army must be jump-capable units. Units that do not have jump jets cannot retreat from the field of battle unless the attacking player has control of a on-planet province of made arrangements with another player who does control a province. This surprise mission is played in the movement phase. If unsuccessful roll on the espionage failure table with a -2 modifier. All units that were assigned to the combat mission are caught in limbo for the remainder of the turn. Rapid Deployment (25 points, failure on 1 on 1d6): No agent is required for this mission. If successful the player automatically gets the first turn in the battle. Saturation Bombing (75 points, failure on 1-2 on 1d6): If successful each of the targeted player(s) units rolls 1d6 on a 1-3 they take 1d6-3 clicks of damage (with a minimum of 1) Armor modifications can further reduce the amount of damage taken to 0. No agent is required for this mission. If this mission fails there is no effect. Carpet Bombing (150 points, failure on 1-2 on 1d6): This mission is exactly like saturation bombing except the damage dealt is 1d6-2. Pinpoint Airstrike (75 points, failure on 1-2 on 1d6): This mission targets a single facility and makes an attack with a base attack of 12, if it is successful the attack deals 1d6+2 damage to the target (this damage ignores special armor). No agent is required for this mission. If this mission fails there is no effect. Strafing Run (65 points, failure on 1-2 on 1d6): You can make three attacks (each one must have a different target) with a base attack of 9 if the attacks hit they deal 1d6-2 damage (to a minimum of 1) affected by special armor qualities. No agent is required for this mission, and there is no effect if the mission fails. Convoy Raid (5 points, failure on 1-3 on 1d6): You can attempt to raid supply convoys on a contested world. To use this mission, the hostile province being raided must be on the same world as one of the player's provinces. If the mission succeeds, roll 1d6 to determine the force ratio: 1 - Attacker 200 points, defender 300 points The defender also recieves two truck units (stats to be determined), which are the object of the raid. A battle is set up between attacker and defender, with the defender's deployment zone being roughly the center of one side of the board, and the attacker's deployment zone being on each flank. The defender's goal is to reach the other side of the board and exit both trucks, while the attacker's goal is to capture or destroy both trucks. If the attacker succeeds in capturing a truck, he recieves 5% of the province's resources on the next turn. If both trucks are captured, he recieves 10%. If the trucks are destroyed, the resources are lost. If the defender is transporting units between two provinces, these units are the object of the raid, and cannot take part in the battle. Other missions may be attempted of the player's devising, at a cost of the campaign manager's devising. |
| Diplomacy Phase |
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Each turn, a player may send out one diplomatic message to another
player by email through the campaign manager. This costs 1
point. A player may also recieve one message per turn, but may
also respond to a previous turn's communications. The possession
of an HPG by one or both players may change this. See the rules
for the HPG facility.
In addition to this type of communication, there may be other types of communication, such as between an NPC faction on a planet and a PC jumpship in that system. This type of communication generally costs nothing, and an entire conversation may be resolved in that turn. Details are subject to campaign manager discretion. |
| Movement Phase |
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It is during this phase that each player may send as many armies as he
can afford to new provinces and planets to engage enemies, to aid
allies, or to lay claim to unoccupied provinces.
While on planet, movement costs nothing, and takes place on the same turn in which it is ordered. Planet to planet movement is accomplished by means of jumpships. Each player has two jumpships. A player may load an army on a jumpship, which costs 75 points per 1,000 points of the army's value, or 50 per 1,000 if the loading occurs from a spaceport. This movement is instantaneous. Jumpships may move up to 30 light years on the campaign map each turn, either planet to planet or for multiple turns across space. This movement is free, but once a jumpship begins multiple turn movement, it can only be given new movement orders if the controlling player first pays 5 resource points. Once in orbit around a planet, a jumpship may drop its troops to the planet, which costs nothing, and occurs on the same turn the order is given. Jumpships may be upgraded with lithium-fusion batteries for a cost of 1,000 resource points. This allows a jumpship to jump up to 60 light years across the campaign map. Before a jumpship can perform this move, it must spend a turn charging the battery and not moving. Sometimes, a player may need more jumpships. Mercenary jumpships may be hired at a cost of 20 points per jump as well as the loading cost for the forces embarking on the jumpship. This jumpship is treated as starting in orbit around the planet of the purchasing player's choice, and may load and move in the same turn. You cannot drop forces on a hostile capitol or faction capitol province without performing the Hot Drop espionage mission (see the Espionage section). You may drop forces on an allied or neutral capitol or faction capitol province normally. Once all movement orders have been given it is time to resolve movement related espionage missions. After the resolution of all espionage missions a player may give movement orders to armies not already assigned one. If at the end of the movement phase there are two non-allied armies occupying the same province a battle will occur. This battle will be resolved during the combat phase. |
| Combat Phase |
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When two or more hostile armies occupy a single province a battle
occurs.
There is no limit to the amount of forces a player can bring to the field but units can only be assigned to one combat per turn. Orders are determined by finding the average of all armies. An example would be a 350 point army would have 3 orders, while a 530 point army would have 5 orders if these two armies met on the field of battle both armies would get 4 orders per turn. Each battle has a time limit of 90 minutes. Battles are decided by control of the battlefield. Any unit that is captured may be removed by retreating from the field if this is done the unit has been lost and will become part of the capturing players army. No points are awarded for VC 2 for capturing units. Bypassed units automatically become units of the force that captured them (they do not need to leave the field). Captured units on the battlefield at the end of the game are lost (remember that captured mechs cannot be given a movement order). Any player may remove units from a battle by having them begin the turn in the deployment zone without any counters on it, they can then be given a move order to leave the field. Units that leave the field cannot reenter the battle or any other battle this turn. Units can be in transports and leave the field. When the battle is over the player with the most points in non-salvaged units wins the battle. All salvaged vehicles not in their deployment zone are given to the winner of the battle. All salvaged vehicles in deployment zones and all remaining non-salvaged units leave the field of battle and either return to orbit or to a friendly province. If the attacking player wins the battle he captures the province (unless this was a pin-point assault) this province will not produce any resources on the next turn because of civil unrest. Units of a player's two factions (but not mercs) count as a single faction for formation purposes. When a unique or LE unit is destroyed, roll on the following table: Destroyed Unique Figure Table 1d6
Result
Add +2 to the roll if you win the battle. Pushing the Battle: If an attacking player retreats from battle, the defending player may spend 100 points and roll to check if they can push the battle. Roll 1d6. On a result of 1, the attacker escapes. Otherwise, set up a 3' by 5' board. The retreating player receives a dropship to place at the far edge of the longer side of the board. Terrain is placed per the normal rules. The retreating player's units begin opposite the dropship, twice their movement in from the edge, while the chasing player's units begin flush with the map edge. The goal of the retreating player is to move units into the dropship's loading bays. Once inside, a unit may be removed from play, or repaired per the normal dropship rules. On his turn, the retreating player may announce the departure of the dropship. Two turns later, the dropship leaves the field. If any retreating units are left behind, they may fight it out with the chasing units, or be destroyed. The battle ends with the departure or elimination of all retreating units. If the dropship is destroyed, the destroying player gains 1d6*100 resource points, which must be spent the next turn on that planet, or be lost. |
| Deployment Phase |
| During this phase players deploy all units that have been constructed or repaired this turn. These units are deployed at the location of their construction facility or repair facility they may be moved in the next movement phase as normal. Once all units have been deployed the turn is over and players begin a new turn starting at the events phase. |