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Author Topic: Fan Council '39 Offical Rules Thread  (Read 9571 times)

Daemonknight

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Fan Council '39 Offical Rules Thread
« on: April 19, 2011, 05:00:52 AM »
Current game rules can be found in this thread.

Official FGC Record Sheet

Faction Leaders are required to use the official FGC Record Sheet for recording their monthly faction orders. Modifications to the sheet require prior approval by the GM team and will be reviewed on a case by case basis.

The current version of the sheet is 0.53, but versions 0.50 and forward are currently "game legal."

Orders and Posting rules

1. Faction leaders are responsible for submitting their orders on time. A deadline (usually the 5th of the month) will be posted by the GMs at the start of each turn.

2. Orders must be submitted to fgc_orders@intelser.org. Orders that are submitted to GM personal email accounts or to the orders mailboxes of other campaigns are not guaranteed to be processed until late orders processing.

3. The GM team will transmit monthly faction reports to all factions who submitted orders on time 1-3 days after the orders deadline.

4. Players have one week (seven calendar days) from the orders deadline to open any military operations threads they plan to carry out. The only exception to this is threads which are unable to be posted on time because they are waiting on responses to precursor threads such as allied or hostile movement requests.

5. Late orders will be accepted, but the reports for these orders will not be sent until the posting deadline expires. The posting deadline for late submitters is still based on the normal orders due date, so if orders are posted more than seven days late no ops threads can be opened by that faction that turn.

6. Players will have until the end of the month to resolve their threads.

Thread Title Guidelines

All threads must be placed in the appropriate folder (by turn)

All threads must identify the following factors:

  • Type of thread - [RP] for Roleplaying only threads, [RP/MM] for Roleplaying + Combat threads
  • Turn the thread occurs in
  • Originating faction and target faction
  • Hex and system the thread occurs in

Example:

[RP/MM] Turn 45, Dark vs FS - 3629 New Avalon



When a thread is complete, the thread owner should update the title to add [Complete].
« Last Edit: April 29, 2012, 07:22:24 AM by Daemonknight »
"My only regret is that I will not be alive in .03 seconds. I would have liked to watch the enemy attempt to vent an omnidirectional thermonuclear blast enveloping their outpost."
-Last thoughts of Maldon, Type XXX Bolo, 3rd Battalion, Dinochrome Brigade

Daemonknight

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Re: Fan Council '91 Offical Rules Thread
« Reply #1 on: April 19, 2011, 05:01:12 AM »
Movement

Movement Points

Movement points (MP) are used to transport various assets around the Inner Sphere.

One MP can move one FP one hex. The maximum number of hexes that can be moved in a turn depend on the unit type.

Unit Types

For movement purposes there are several types of units in the game: static, transported, mobile, and WarShip.

Static Units are rare units that cannot move at all (military space stations, for example).

Transported Units do not have permanent JumpShip. These units are unable to conduct interstellar travel on their own, and need to use the factions’ transportation assets.

Mobile Units include their own JumpShips. This allows them to make interstellar journeys unaided; WarShips fall into this category and also provide some additional benefits.

Some Mobile Units are equipped with Lithium-Fusion batteries and are capable of crossing more hexes than regular mobile units; they also produce more movement points and have the option of special fast movement at the cost of movement points. These units' movement class is listed as "LFB Mobile" on the record sheet.


Calculating Permanent Pool of Movement Points     

Permanent Pool

The Permanent MP Pool represents the stored capacity of a factions economy to cover a major event. This pool is refilled once every 12 turns. The next scheduled reset of the permanent pool is Turn 44.

Permanent MP Pool is equal to one MP for each transported FP in a faction's military.

Cyclical Pool

The Cyclical Pool of Movement Points is a collection of movement points that is refilled every cycle; any unused movement points are lost at the end of any turn. 

The Cyclical MP Pool is calculated as follows:

  • All factions gain 5 MP for each recharge station they control.
  • Inner Sphere Technology factions gain 1 MP for every 10 FP of transported forces in their military.
  • Clan Technology factions gain 1.5 MP for every 10 FP of transported forces in their military.
  • All factions gain 1 MP for every 1 FP of mobile units in their military not equipped with Lithium Fusion Batteries.
  • All factions gain 4 MP for every 1 FP of mobile units in their military that are equipped with Lithium Fusion Batteries.
  • WarShips provide MP as if they were mobile units, plus the following bonus MP:
  • 2 bonus MP for each WarShip docking collar.
  • 15 bonus MP for each Special Warship (Nightlord, Potemkin, Thera, Conqueror, and Kyushu classes).


Purchasing Additional Movement Points

Movement points can be bought or sold between players; in these trades it is up to the players to negotiate the payment for such transactions.

Movement points can also be purchased from NPC corporations and merchants at a rate of 1 RP per 1 MP.

Using Movement Points

Static units cannot be moved, regardless of the available movement points.

To move a Transported Unit from one hex to another, movement points from one of the two pools must be expended. The maximum range of transported units is five hexes per turn.

Mobile Units and WarShip may move without spending MP. 

  • Units without Lithium Fusion Batteries may move five hexes per turn
  • Units with Lithium Fusion Batteries may move up to six hexes per turn for mobile units and seven hexes per turn for WarShips. These units additionally have the option to use fast movement (see below).

Fast movement: Mobile and WarShip units equipped with Lithium Fusion Batteries can move up to ten hexes per turn, but any movement past their normal range limit requires the use of movement points. The normal rate of 1 MP per 1 FP per 1 hex applies.


Command Circuit

A command circuit is a collection of JumpShips arranged at 30 light-year intervals to facilitate rapid movement. This method is very expensive and can only be used by transported units.

Each command circuit has a per-turn cost of 1 RP and 1 MP for every two hexes (round up) in the circuit.

The following restrictions apply:

  • Each Command Circuit cannot contain more than 18 hexes
  • Each hex can only contain one Command Circuit
  • No two Command Circuits can be adjacent to one another
  • Command Circuits can be co-owned by two or more factions, but two different Command Circuits cannot be combined.

Movement on a command circuit is free, but each command circuit can move a total of 10 FP (Inner Sphere technology factions) or 15 FP (Clan technology factions) per turn.

Command Circuit movement cannot be combined with any other special movement types (unplanned reinforcement, ready reserve, pirate transit, etc.)

Interstellar Trade
The ravages of the Succession Wars have striped most of the Inner Sphere of it's advanced industries and manufacturing centers. The few centers that are left are far flung and closely guarded. As such, it can be difficult for a nation to produce the quantity of military hardware where it is most useful.

A profitable way for JumpShip captains to make money(and an easy avenue for nations to gain tax income) is exporting military hardware. JumpShips not being employed for military operations can be used to carry military hardware across vast expanses of space.

When used in this capacity, JumpShips are able to 'transport' production capacity from one facility to another within their national borders. This is the only method availible to skirt the 4 hex maximum distance for FP funneling. A single jumpship can 'transport' as much production capacity as it has dropship collars(so an Invader-class could transport the full production capacity of a single Shipyard).

When used within a nation's borders to bolster it's own production facilities, the faction must pay 1 MP per hex for each point of production, aswell as a flat 1 RP per hex traveled. The JumpShip must originate at the facility whose production capacity it is transporting, and the maximum production of the hex is the maximum production that can be transported away from that hex(so a 1 SY hex can't give away more than 3 production capacity to another SY).

When exporting production to other nations, the rules are a bit different. A faction can sell as much of it's production capacity as it wishes per turn, to as many other factions as it wishes. A JumpShip in this way can transport 2 production capacity per dropship collar. It must originate at any friendly MF or SY(depending on the type of production capacity being sold), and must end at the point of manufacture that the buying faction designates.

Any time a faction attempts to export production capacity, some money is lost due to tariffs and export duties. Each point of production capacity exported costs the exporting faction .25 RP. The actual cost of the deal is totally up to the players to decide, but this tariff is unavoidable.


Pirate Transit

For all order types except Invasion, pirate transit can be specified. If successful, hostile air defenses may not engage the "pirate" force; however, there is the possibility of a catastrophic misjump - roll on the Pirate Transit chart.

Pirate Insertion Chart

02      Misjump - Entire Force Disappears
03      Misjump - Half of Force Disappears
04      Failed Pirate Insertion
05      Failed Pirate Insertion
06      Failed Pirate Insertion
07      Failed Pirate Insertion
08      Successful
09      Successful
10      Successful
11      Successful
12      Successful


Infrastructure Movement

Hex Improvements (MF, SY, IC, etc) can be moved but require extensive preparations.

One turn before the move is to be executed, the facility must be taken offline for packing. The following turn it is removed from the map and becomes a transported unit with FP equal to its RP construction cost. These transport units may not initiate combat but they may be attacked. Note that issuing Blockade Running and/or Break Interdiction orders in response to enemy blockade or offensive interdiction is not considered to be "initiating combat" for the purposes of this rule if the infrastructure transport is attempting to flee the hex.

Infrastructure transports cannot contest a hex; if an infrastructure transport enters an uncontested foreign hex (or is present in one when its allegiance changes), the hex owner may seize control of the infrastructure transport without the need for combat.

Infrastructure transport units move per the normal rules for transported units.

Once a transport unit arrives at its destination, it must spend one full turn unpacking, at which point the Hex Improvement will come back online at the new location.
« Last Edit: May 03, 2012, 02:04:35 AM by Daemonknight »
"My only regret is that I will not be alive in .03 seconds. I would have liked to watch the enemy attempt to vent an omnidirectional thermonuclear blast enveloping their outpost."
-Last thoughts of Maldon, Type XXX Bolo, 3rd Battalion, Dinochrome Brigade

Daemonknight

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Re: Fan Council '91 Offical Rules Thread
« Reply #2 on: April 19, 2011, 05:06:07 AM »
Construction

To construct units a faction must allocate Resource Points (RP) and indicate the exactly what type of unit is being built (and where) on their orders sheet. 

Each faction his a per-turn production limit based on their number of military factories (MF) and shipyards (SY). This limit is cyclical and unused capacity cannot be banked between turns. A faction can have a combination of 3 MFs and SYs per hex; this number can be increased through research.

Each MF provides 2 points of capacity, which can be used for all types of transported units except for DropShips.
Each SY provides 3 points of capacity, which can be used for all types of mobile and WarShip units, as well as transported DropShips and Aerospace units. SY capacity can also be used to build static space defenses such as military space stations.

FP funneling(building more FP in a hex than that hexes' independent production would allow) is allowed, but only for MF/SY within 4 hexes of the build location. This is to reduce the ability to produce multiple regiments in a single hex 'instantly', and also to prevent players from building everything on PF hexes with their whole production capacity.
ie, if you wish to build 20 FP on Marik, and Marik only has a single MF, only MFs within 4 hexes of the Marik hex can contribute their production capacity.

To use production capacity, resources must be expended. Each point of capacity that is "activated" to be used in construction cost 1 Resource Points. In most cases, this means that every Force Point that is constructed costs one Resource Point; however, some movement classes are more expensive - see the table below.

  • Static and Transported units require 1 point of capacity for each 1 FP that is actually produced
  • Mobile and WarShip units without a Lithium Fusion Battery require 6 points of capacity for each 1 FP that is produced (i.e. it costs 6 RP for every 1 FP that is produced)
  • Mobile and WarShip units with a Lithium Fusion Battery require 10 points of capacity for each 1 FP that is produced (i.e. it costs 10 RP for every 1 FP that is produced)

If insufficient capacity is available to build a unit in a single turn, the unit can be built over the course of multiple turns.

Technology Base restrictions
1. Inner Sphere Technology factions may not produce new Clan technology. They may maintain and repair Clan Technology units they acquire through other means.

2. Inner Sphere Technology factions may produce Clan technology from a captured Clan factory or shipyard for one cycle. At that point the facility runs out of parts and becomes useless. It may be retooled to Inner Sphere technology for 1/3 the cost of building a new one. The same is true for Inner Sphere Technology factories captured by Clan forces.

For the purposes of these rules, Clan Technology factions are defined as those capable of producing Clan technology. These are:

All Grand Council Clans

Inner Sphere Technology factions are:

Lyran Commonwealth
Federated Suns
Capellan Confederation
Free Worlds League
Draconis Combine
St Ives Compact
Free Rasalhauge Republic
All Periphery Nations

« Last Edit: April 28, 2012, 04:34:29 PM by Daemonknight »
"My only regret is that I will not be alive in .03 seconds. I would have liked to watch the enemy attempt to vent an omnidirectional thermonuclear blast enveloping their outpost."
-Last thoughts of Maldon, Type XXX Bolo, 3rd Battalion, Dinochrome Brigade

Daemonknight

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Re: Fan Council '91 Offical Rules Thread
« Reply #3 on: April 19, 2011, 05:06:34 AM »
Dice Rolling

All dice rolling must be done through one of the following methods:

  • Rolled used INTELSER Forums' built-in die roller

Previously-approved methods (rolling in MegaMek or requesting a roll from a GM) are no longer authorized. The GM team may still make their rolls on the private GM board, but must roll them there for record-keeping purposes.

Note: The GM private message redirect does not correctly capture die rolls. Please do not use [ roll ] in PMs to FC62GM as we will not be able to see the results.



Game Master Rules

1. All Private Messages from players will be answered in the order they are received (effective Turn 43).

2. All final GM decisions, regardless of size or scope, must be communicated through on-board means.

3. Any combat situation may deviate from the stated rules at the discretion of a GM. Any such ruling should be adhered to, but should not be regarded as precedent-setting unless it is accompanied by a rules update.



GM Private Message Guidelines

A new user account has been created: FC62GM -- all in-character PMs and all PMs which require GM action must/must include this account as an addressee. Private Messages that are not addressed to FC62GM are not "legal" for game purposes.

Non-game-related private messages should still go to the individual GMs' accounts.

Requests for rules clarification, rulings, and/or roleplaying posts will be addressed in the order they are received. To ensure the messages can be quickly parsed by the GM team, please make sure the title line on each post contains either [RULES], [RP], [TRADE], or a similar descriptor.

This system is brand new, so the rules may be modified going forward based on our experience, but hopefully this will help not only improve turnaround on responses but will also keep a more effective permanent record of both back-channel roleplaying and GM rulings.
"My only regret is that I will not be alive in .03 seconds. I would have liked to watch the enemy attempt to vent an omnidirectional thermonuclear blast enveloping their outpost."
-Last thoughts of Maldon, Type XXX Bolo, 3rd Battalion, Dinochrome Brigade

Daemonknight

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Re: Fan Council '91 Offical Rules Thread
« Reply #4 on: April 19, 2011, 05:07:04 AM »
Economics

Resource Point Pool

The Resource Point (RP) Pool represents the overall economic resources available to a faction at the start of the current turn. In addition to any RP banked from prior turns, the following revenue is gained each turn:

  • Each control world generates 0.25 RP of revenue each turn
  • Each Clan homeworld zone generates 0.50 RP of revenue each turn
  • Each regional capital world generates 1.00 RP of revenue each turn
  • Each national capital world generates 2.00 RP of revenue each turn
  • Each MF and IC hex improvement generates 0.50 RP of revenue each turn
  • Each SY and RS hex improvement generates 1.00 RP of revenue each turn
  • Member worlds and PF hex improvements generate no revnue

Additional income can be obtained through commerce and through HPG service fees.

Commerce

Factions may engage in commerce with each other, exchanging MP, RP, and/or actual goods (such as military units). It is up to the players to determine the terms of these agreements. The details of all final trade agreements must be sent to the GMs by private message.

Technology Transfers

Factions may exchange blueprints and other technological information; the terms of such exchanges are up to the individual players to negotiate. Finalized technology transfer agreements must be copied to the GMs by private message.

Executing a technology transfer does not automatically allow the receiving faction to use the new technology. A research and development period of 2d6 turns is required, along with an expenditure of either 10 RP or 10x the production cost of the item being copied (whichever is greater). Note: If an example of the item being reverse-engineered is also present, it can be sacrificed (disassembled and considered totally destroyed) to halve the RP cost of development.

Technology Transfers cannot be used to change an Inner Sphere Technology faction into a Clan Technology faction, nor can they be used to change a faction's communications rating.

Banking

Any unused RP is automatically assumed to be banked, and is added to the next turn's RP Pool.
"My only regret is that I will not be alive in .03 seconds. I would have liked to watch the enemy attempt to vent an omnidirectional thermonuclear blast enveloping their outpost."
-Last thoughts of Maldon, Type XXX Bolo, 3rd Battalion, Dinochrome Brigade

Daemonknight

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Re: Fan Council '91 Offical Rules Thread
« Reply #5 on: April 19, 2011, 05:07:26 AM »
Guest Facilities

Guest facilities are military bases, civilian enclaves, and hex improvements that are located on planets belonging to a different faction.

Guest facilities generate revenue for the planet's owner as if they were part of that faction, but their output goes to the facility's owner.

The exact details of any guest facility arrangement are up to the two involved factions to negotiate.
"My only regret is that I will not be alive in .03 seconds. I would have liked to watch the enemy attempt to vent an omnidirectional thermonuclear blast enveloping their outpost."
-Last thoughts of Maldon, Type XXX Bolo, 3rd Battalion, Dinochrome Brigade

Daemonknight

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Re: Fan Council '91 Offical Rules Thread
« Reply #6 on: April 19, 2011, 05:07:48 AM »
Exploration and Colonization Rules

If a faction wishes to conduct exploration for habitable worlds, the following rules apply.

RP Cost: 8 RPs per hex searched, multiple searches may be conducted in the same hex.

2D6 Target number for successfully discovering a world: 9+

Die roll modifiers
General location already known (previous or rediscovered records*): +3
Each habitable world (beyond one) already in hex: +1 (Maximum modifier of +3)
Totally uncharted territory: -1

* Factions are expected to provide sufficient Role Playing to explain such an event.

If successful, any discovered world immediately becomes a Member World for that faction. The new world cannot be upgraded to a Control World for at least 10 cycles after discovery. This time represents the faction's efforts to turn the planet into an economically viable world and/or time needed to integrate it into general society.
"My only regret is that I will not be alive in .03 seconds. I would have liked to watch the enemy attempt to vent an omnidirectional thermonuclear blast enveloping their outpost."
-Last thoughts of Maldon, Type XXX Bolo, 3rd Battalion, Dinochrome Brigade

Daemonknight

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Re: Fan Council '91 Offical Rules Thread
« Reply #7 on: April 19, 2011, 05:08:16 AM »
Characters and VIPs

Players may create an unlimited number of characters from their faction to use as narrative devices. Characters may be canon characters, or they may be non-canon; other than the advantage of the notoriety and availability of background information for canon characters, they have no special game mechanical advantage over non-canon player-created characters.

Characters broadly fall into two categories: normal characters and VIPs.

Normal Characters are 'ordinary individuals' created for narrative purposes. Normal chracters are entitled to slightly less built-in rules protection then VIPs but otherwise function in the same manner.

VIPs are particularly important characters who have additional protections under the rules in order to ensure that they cannot be effortlessly killed. To qualify as a VIP, a character must be one of the following:

  • A military official in command of a "line item" on the faction's orders sheet.
  • A government official who is either head of government, head of a government ministry or department, or the administrator of a planetary or larger region.
  • Any character who has become a recurring POV character (i.e. featured in multiple threads or in a large number of posts within a faction's IC roleplaying thread).

At this time, the definitions of VIP characters are somewhat vague. Players are expected to use discretion when declaring VIP status in borderline cases; if this becomes a problem, the GM team will develop explicit, concrete rules and require the tracking of VIPs (an added level of paperwork we are hoping to avoid).


Movement of Characters

Characters of any type may choose to "hitch a ride" on any of their faction's units or any unit of another faction (only with permission in the latter case).
Characters may move on their own up to five hexes per turn.
VIPs may move up to the maximum command circuit distance their parent faction is able to create. This option does not incur command circuit expenses.

The movement of characters is not impeded by Offensive Interdiction, but is stopped by Blockades. Characters may attempt Blockade Running, but if the results indicate their take damage they are considered to be in the power of the blockading faction and may be injured or killed (see Injuring Characters, below).


Activities of Characters

Characters are narrative devices; by default they do not have any special game mechanical abilities - their purpose is to carry out roleplaying. This is an aspect of the rule that may be expanded upon in future revisions.


Injuring Characters

A player may injure or kill his or her own characters at will, as long as it does not involve forcing an adverse action on another player's characters. For example, a faction leader may choose for one of their characters to suffer a heart attack, die in a shuttle accident, or be bitten by a snake, but cannot arbitrarily decide that their character is stabbed to death by another faction's ambassador.

A player generally may not injure or kill another player's character's without that player's permission, unless that character is in their power. Exceptions to this are the game mechanical functions of Assassination, Kidnapping, and certain critical hit results.

A character is "in the power" of another player when:

  • The character is on in an uncontested hex owned by the other player, and is not 'hidden' by Clandestine Movement or other game mechanical means.
  • The character has been captured or kidnapped by game mechanical means, or by the agreement of the character's owner (such as when a character offers themselves up as a hostage).
  • The character's owner explicitly places the character in a location that will be subject to a mass destruction attack such as orbital bombardment or a nuclear explosion.

In these situations, without the permission of the other player, the player who holds the character in their power may:

  • Dictate specific injuries or even death for an helpless* character.
  • Initiate individual combat with an non-VIP character.
  • Attempt to initiate combat with a VIP character.

*A character is "helpless" if they are either physically restrained, held in confinement they lack the means to escape (i.e. in a jail cell or similar imprisonment), or lack the skills or physical condition neccessary to defend themselves (i.e. character has injuries that prevents them from attempting to fight for their life).

VIPs who are not helpless may avoid combat on a successful initiative roll. If they survive the first seven rolls of combat and are still not helpless, they may attempt another initiative roll to escape. Note that this does not allow a VIP to avoid game-mechanical effects such as Assassinations.
"My only regret is that I will not be alive in .03 seconds. I would have liked to watch the enemy attempt to vent an omnidirectional thermonuclear blast enveloping their outpost."
-Last thoughts of Maldon, Type XXX Bolo, 3rd Battalion, Dinochrome Brigade

Daemonknight

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Re: Fan Council '91 Offical Rules Thread
« Reply #8 on: April 19, 2011, 05:09:25 AM »
Individual Combat

All individual combat will be decided via best of seven D6 rolls; ties are rerolled.

In unarmed combat, the following modifiers apply

  • Clan Elementals recieve a +2 bonus to their roll
  • Clan Protomechwarriors recieve a -1 to their roll
  • Clan Naval/Areo pilots recieve a -2 to their rolls
  • Other modifiers or special scenarios may be applied at the mutual agreement of both players or at GM direction

If a player wins two consecutive rounds a secondary roll is made to determine injuries to his opponent. Injuries effect P/G skills for 1 real time week (i.e. two weeks game time) and can stack.

Quote
Injuries (1D6 roll)
1 - Broken Nose
2- Cracked Ribs
3- Broken Jaw
4- Broken Arm (+1 to Gunnery Skill)
5- Broken Leg (+1 to Piloting Skill)
6- Concussion (+1 to Gunnery and Piloting Skill)

If a player wins 3 consecutive rounds the opponent must make a roll 1d6 to determine consiousness. On a roll of 1 or 6 he is knocked out and loses the battle.

If a player wins all 4 roll rolls in succession the opponet must roll 2D6. On a roll of 10+ the player has suffered enough punishment to cause his death. All seven rolls must be completed even if a player wins 4 rolls to determine injuries sustained in the fight unless opponent was knocked out.


Melee Combat

If one or both characters are armed with individual melee weapons (swords, clubs, and so forth), any armed characters may substitute the appropriate modifier for their normal unarmed modifier:

  • Simple Weapon (chair leg, police baton, broken bottle, etc): +1 modifier
  • Deadly Weapon (sword, dagger, bayonette, etc): +2 modifier
  • Powered Weapon (vibro weapons and other weapons which require a power source): +3 modifier

Note that a player may opt to use their normal unarmed modifier if it is better than that granted by their weapon, even if for roleplaying purposes the character is described as armed.

Ranged Combat

The use of firearms by one or both characters in individual combat significantly changes the balance of power in such a fight.

If any character involved in a particular round of combat is armed with a firearm (including ranged energy weapons), all positive unarmed and melee modifiers are negated. Negative modifiers still apply if one of the characters is attempting to fight unarmed.

Using a firearm in personal combat applies a +1 bonus to that character's combat rolls. Additionally, if one roll "hits" (i.e. exceeds the defender's roll), that character may continue to roll against that defense roll until they miss. Additional "hits" do not count towards determining victory in the fight, but do could towards determining injuries, unconciousness, and death.

At this time, the rules do not differentiate between the properties of different types of firearms, but players may enact special scenarios to reflect this if they both agree on the terms.
"My only regret is that I will not be alive in .03 seconds. I would have liked to watch the enemy attempt to vent an omnidirectional thermonuclear blast enveloping their outpost."
-Last thoughts of Maldon, Type XXX Bolo, 3rd Battalion, Dinochrome Brigade

Daemonknight

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Re: Fan Council '91 Offical Rules Thread
« Reply #9 on: April 19, 2011, 05:10:00 AM »
Research and Development

Technology is a powerful tool in the BattleTech universe. In an era where the secrets of the past are still being slowly rediscovered, technological advancement is one of many routes to power for a faction. There are six different Technology Paths, all of them granting unique bonuses. However, some avenues of research offer quick short term gains with minimal effort, but suffer in their long-term goals. Others require patience and time, but once completed, open up the Inner Sphere to a new superpower.

Technological research can also be dangerous. ROM agents continue to thwart research when possible, but their hold over technological advancement is slipping. The Great Houses have made advancements, and as their research continues, ROM grows more desperate to keep its edge in the technology market., through suppression, theft, and disinformation.

Activating Prestigious Facilities:
Tier 1(single PF) is a well respect facility within the host nation. A Tier I Prestigious Facility generates 1 SP(Research/Science Point) when activated for research, and costs 4.5 RP.
Tier II(2 PFs) is a widely respected facility, even outside the host nation. Tier 2 PFs generate 3 SP when activated for research, and costs 9 RP.
Tier III(3 PFs) is a nearly unrivaled in it's areas of expertise. Tier III PFs generate 6 SP when activated for research, and costs 13.5 RP, half the normal rate.


The six technology paths are divided into 15 Tech Trees. Technologies marked with an (x) are Restricted Technology, according to ComStar's technolgoical development policies. ROM has been almost universally successful in suppressing these technologies in the Successor States. No nation is able to allocate research to these technology trees without ComStar's active assistance(or through rare random events, or lucky technology theft).

Technologies marked with an asterisk(*) are able to be repeated at half their initial cost, as their benefits apply to a specific facility, weapon design, or vehicle chasis.

Tech Path: Battlemechs
Training & Tactics Development:
Tier I – Basic Training Theory (10 SP): Allow 2 battlemech units to be trained per turn
Tier II – Advanced Training theory (15 SP): Allow 3 battlemech units to be trained per turn
Tier III – Improved Training Centers (20 SP): Mech units built in hexes with a Tier 2 PF start as Veteran(Max 2 units/turn)
Tier IV – Advanced OCS (25 SP): Units commanded by a military VIP gets +1 on Critical Table
Tier V – Experimental Training Theory (45 SP): Allow up to 5 battlemech units to be trained per turn
Tier VI – Experimental Training Centers (75 SP): Mech units built in hexes with Tier 3 PF start as Veteran(Max 5/turn)

Design Theory:
Tier I – Technological Revolution (30 SP): All new MF/SY are Tech I capable; ability to upgrade Intro-Tech facilities to Tech I(takes 1 turn and costs 1/2 the construction RP cost)
Tier IIa* – Develop Prototype Design (35 SP): Add Custom Mech to VIP Armory
Tier IIb* - Develop Prototype Equipment (35 SP): Add New or SL-era Equipment to VIP Armor(2 Design max)
Tier IIIa* - Retool Factories (45 SP): Add previously designed Custom Mech to Faction Armory
Tier IIIb* - Mass Produce Equipment (45 SP): Add Previously designed Equipment to Faction Armory
Tier IV* - Recover Designs (60 SP): Add Star League-era Design to Faction Armory
Tier V* - Advanced Prototype (75 SP): Add TRO3050 design to VIP Armory
Tier VI* - Advancing Technology (100 SP): Add previously designed TRO3050 chassis to Faction Armory

Weapons Development:
Tier I – Restart Weapons Program (20 SP): Stage I Weapons Recovery
Tier II – Develop Prototype (30 SP): Add 1 Star League-era weapon to VIP Armory(1 design only)
Tier III* – Redesign Weapon Systems (45 SP): Add 1 Star League-era weapon to VIP Armory
Tier IV* - Manufacture Weapon Systems (60 SP): Add 1 previously researched Star League-era weapon to Faction Armory
Tier V* - Develop New Weapon System (75 SP): Add 1 future faction weapon System to VIP Armory
Tier VI* - Advanced Weapon Design (90 SP): Add 1 previously researched future faction weapon system to Faction Armory(max 3 weapons)

Tech Path: Conventional Forces
Armored Vehicles:
Tier I – Basic Training Theory (10 SP): Allow 2 armor units to be trained per turn
Tier II – Advanced Training Theory (15 SP): Allow 3 armor units to be trained per turn
Tier III – Improved Training Centers (20 SP): Armor units built in hexes with a Tier 2 PF start as Veteran(Max 2 units/turn)
Tier IV – Advanced OCS (25 SP): Units commanded by a military VIP gets +1 on Critical Table
Tier V – Experimental Training Theory (45 SP): Allow up to 5 armor units to be trained per turn
Tier VI – Experimental Training Centers (75 SP): Armor units built in hexes with Tier 3 PF start as Veteran(Max 5/turn)

Infantry/Armored Infantry:
Tier I – Improved Infantry Combat Weapons (20 SP): Enables building of Special Forces Teams
Tier II – Miniaturized Heavy Weapons (30 SP): Special Forces teams gain +1 in Combat vs SF teams
(x)Tier III – Armored PA/L Suits (45 SP): Stage I Battle Armor Development
(x)Tier IV – Battle Armor Design Theory (60 SP): Stage II Battle Armor Development
(x)Tier V – Prototype Battle Armor Design (75 RP): SF Teams gain additional +1 in Combat vs SF Teams
(x)Tier VI* – Production Battle Armor (100 SP): Gain 1 future faction Battle Armor Design (3060s)

Combined Arms Tactics:
Tier I – Basic Training Theory (10 SP): Allow 2 Inf/BA units to be trained per turn
Tier II – Advanced Training theory (15 SP): Allow 3 Inf/BA units to be trained per turn
Tier III – Improved Training Centers (20 SP): Inf/BA units built in hexes with a Tier 2 PF start as Veteran(Max 2 units/turn)
Tier IV – Advanced OCS(25 SP): Units commanded by a military VIP gets +1 on Critical Table
Tier V – Experimental Training Theory(45 SP): Allow upto 5 Inf/BA units to be trained per turn
Tier VI – Experimental Training Centers(75 SP): Inf/BA units built in hexes with Tier 3 PF start as Veteran(Max 5/turn)

Tech Path: Aerospace Fighters
Training/Tactics:
Tier I – Basic Training Theory (10 SP): Allow 2 ASF units to be trained per turn
Tier II – Advanced Training theory (15 SP): Allow 3 ASF units to be trained per turn
Tier III – Improved Training Centers (20 SP): ASF units built in hexes with a Tier 2 PF start as Veteran (Max 2 units/turn)
Tier IV – Advanced OCS (25 SP): Units commanded by a military VIP gets +1 on Critical Table
Tier V – Experimental Training Theory (45 SP): Allow up to 5 ASF units to be trained per turn
Tier VI – Experimental Training Centers (75 SP): ASF units built in hexes with Tier 3 PF start as Veteran(Max 5/turn)

Tech Path: Naval Technology
KF Technology(x)
Tier I – Jump Drive Construction (30 SP): Ability to construct JumpShips
Tier II – Compact Drive Construction (50 SP): Ability to construct WarShips(Required to research Naval Engineering Tier III)
Tier III – Lithium-Fusion Battery Construction (75 SP): Ability to construct LF Battery JumpShips, WarShips, Recharge Stations, and to add LF batteries to modified WarShip designs
Tier IV – Improved Jump Calculations (125 SP): Pirate Insertions now only fail on 4-6
Tier V – High Capacity LF Batteries (175 SP): LF equipped JumpShips may move 6 hexes per turn, WarShips move 8.
Tier VI – Stealth Jump Drive (250 SP): LF equipped JumpShips and WarShips can pay double their construction cost to be equipped with a Stealth Jump Drive. It acts as a normal LF Battery system, but allows the WarShip to move with Clandestine Movement.

Naval Armament(x)
Tier I – Rediscover Naval Weapons (30 SP): Ability to Construct WarShips (Required to research Navel Engineering Tier III)
Tier II – Miniaturize Power Systems (50 SP): Ability to construct Pocket WarShips (Required to research Naval Engineering Tier VIIa)
Tier III – Develop Naval Missile Systems (75 SP): Add Naval Missiles to Faction Armory
Tier IV – Design AR-10 Launcher (100 SP): Add AR10 Missile Launcher to Faction Armory
Tier V – Sub Capital Missile Design (125 SP): Add Sub-Capital Missiles to Faction Armory
Tier VI – Sup Capital Weapon Design (150 SP): Add Sub-Capital Weapons to Faction Armory

Naval Engineering
Tier I – Low-Orbit Manufacturing Centers (30 SP): Ability to Construct Shipyards(SYs)
Tier II – Zero-G Design Theory (50 SP): Ability to construct Space Stations(SS)
(x)Tier III – WarShip Design Theory (75 SP): Ability to Construct WarShips
(x)Tier IV – Re-engineer Star League Design (100 SP): Add SL-era WarShip Design to Faction Armory
(x)Tier Va* – Advanced WarShip Design (145 SP): Add 'modified' WarShip Design to Faction Armory
(x)Tier Vb – Re-engineer WarShip Armor (145 SP): Modify existing SL-era Design's armor profile by 15%
(x)Tier VIa – Experimental WarShip Design (175 SP): Add future faction WarShip Design to Faction Armory
(x)Tier VIb – Re-engineer WarShip Small Craft Bay (225 SP): Modify SL-era Design's Small Craft Bay by 20%
(x)Tier VIIa – Experimental WarShip Design II (260 SP): Add future faction Pocket WarShip design to Faction Armory
(x)Tier VIIb – Re-engineer WarShip Drives (260 SP): Modify SL-era Design Drive by 10%
(x)Tier VIIc – Re-engineer WarShip Armor II (260 SP): Modify existing SL-era Design's armor profile by 25%
(x)VIIIa – Re-engineer WarShip Fighter Bay (325 SP): Modify SL-era Design Fighter Bays by 25%
(x)VIIIb – Rearm WarShip(325 SP): Rearm any SL-era WarShip, keeping same weapon tonnage
(x)IX– Experimental WarShip Design III (375 SP): Add future WarShip design to Faction Armory
(x)Xa – Reinforced Hull Design (450 SP): WarShip survival rolls now fail on 4 or lower
(x)Xb – Redesign WarShip (450 SP): Redesign any design you currently have, modifying all systems by up to 35%

Tech Path: Electronics
Battlefield Electronics Tech
Tier I – C3 Systems (15 SP): Add Beagle Active Probe to Faction Armory
Tier II – Fire Control Systems (30 SP): Add Targeting Computers to Faction Armory
Tier III – Enhanced Sensors (50 SP): Add C3 Master and C3 Slave to Faction Armory
Tier IV – Advanced C3 Systems (75 SP): Add Stealth Armor(all types) systems to Faction Armory
Tier V – Advanced Electronics (125 SP): Add Angel ECM Suite and Bloodhound Active Probe to VIP Armory
Tier VI – Stealth Technology (200 SP): Add Naval C3 and Boosted C3 to Faction Armory
(x)Tier VII – Advanced Stealth Technology (300 SP): Add Void Signature System to VIP Armory

Communications Tech(x)
HPG-based ComTech tree is locked out, pending someone acquiring the HPG tech from ComStar
Tier I – Black Box Theory (50 SP): Ability to use Black Boxes(must acquire BB tech from FS before beginning this tech path)
Tier II – Black Box Construction (75 SP): Ability to build Black Box Factories
Tier III – Improved Transmitters (125 SP): Black Box transmission range increased by 10%

Tech Path: Special Projects
Logistics
on hold pending Upkeep rules

Economics
Tier I – Economic Theory (15 SP): Reduce international trade tariffs by 10%(round up)
Tier II – Economic Growth (30 SP): Ability to upgrade Control Worlds to Regional Control Worlds
Tier III – Intermediate Economics (50 SP): Reduce international trade tariffs by 25%(round up)
Tier IV – Integrated Economy (75 SP): Additional 5% per turn income(multiply income by 1.05%)
Tier V – Advanced Economics (100 SP): Reduce international trade tarrifs by 50%(round up)
Tier VI – Industrial Revolution (150 SP): Additional 12.5% per turn income(multiply income by 1.15%)

Industrialization
Tier IA – Light Industry (10 SP): Ability to upgrade worlds to Control Worlds
Tier IB – Manufacturing Centers (10 SP): Ability to construct Military Factories (MFs)
Tier II – Large Factories (15 SP): Ability to place 5 MF/SY in a hex
Tier III – Factory Complex (30 SP): Ability to place 8 MF/SY in a hex
Tier IV – Optimization (50 SP): 2% RP discount in hexes with 8+ MF or SY
Tier V – Industry City (75 SP): Ability to place 12 MF/SY in a hex
Tier VI – Automated Factories (100 SP): 5% RP discount in hexes with 12 MF or SY

Factions must start research at Tier I for all Tech Paths, and must complete each Tier before advancing to the next one. In cases where a technology path might have more than one research Tier(such as Tier Ia and Tier Ib), BOTH must be completed before advancing to the next Tier. Each turn, PFs must decide which research project to undertake. They can only apply their SP to a single project per turn, although multiple PFs may allocate their SP to the same project. SP that goes over the required SP to finish a research DOES NOT carry over to the following Tier.

Note: 'equipment' in the Design Theory branch refers to things like XL Engines, Endo Steel structure, Ferro-Fibrous Armor, Double Heat Sinks and things of that nature.

VIP Armory:
The VIP Armory is the list of all mechs, aerospace fighters, tanks, custom designs, and weapons available to be used by your faction's VIPs. Factions are limited to 3 custom battlemechs, 3 custom tanks, and 3 custom aerospace fighters. This limit cannot be increased at this time. For a design to be valid, it must conform to the faction's VIP Armory limitations, and it must be submitted for approval to the GM team. Once the GM team approves a design, it may be added to the VIP Armory.

Faction Armory:
The Faction Armory is similar to the VIP Armory, except it holds the information on all equipment and designs availible to the faction's rank-and-file. Custom designs from the VIP Armory can be added to the Faction Armory with certain research. For a faction to use advanced designs(SLDF and post-3030s), they must first ensure they possess all approporate weapons and technologies that make up the design in question. This also holds the faction's list of custom Dropships, Pocket WarShips and WarShips. Factions are limited to 3 custom Dropships, 2 Custom Pocket WarShips, 1 'modified' WarShip(WarShips designs that have been modified using up to 3 Naval Engineering paths), and 2 custom WarShips(WarShips designed using Naval Engineering Tier X).

Faction Heads are responsible for keeping their Armory up-to-date. GMs will spot check factions at random internvals, and if discrepencies are found, factions could face harsh consequences, including but not limited to: losing weapons from the armory(thus disqualifying any custom design using such weapons), loss of a Custom Design slot, or in extreme(repeat) cases, the loss of a specific technology, or technology tree, requiring the faction to go back and research it again.

The GMs reserve the right to disqualify a player from the Faction Head position for abusing the Armory system. If it becomes too much of a problem, custom designs will be removed from the game entirely.
« Last Edit: May 25, 2012, 09:58:48 AM by Daemonknight »
"My only regret is that I will not be alive in .03 seconds. I would have liked to watch the enemy attempt to vent an omnidirectional thermonuclear blast enveloping their outpost."
-Last thoughts of Maldon, Type XXX Bolo, 3rd Battalion, Dinochrome Brigade

Daemonknight

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Re: Fan Council '91 Offical Rules Thread
« Reply #10 on: April 19, 2011, 05:16:26 AM »
Mercenaries

Mercenaries are private military contractors that offer their services to factions in exchange for payment.

Hiring Mercenaries

When a mercenary unit is out of contract, either due to expiration or due to a contract breach by the client, the MRBC will open bidding for that unit's services. Any faction may bid for mercenary contracts. Whichever faction makes the highest bid wins the contract. Contract points are awarded as follows:

+1 per 5% of the unit's FP that will be paid every month (minimum 5%)
+1 if the bidder guarantees full repairs
-1 if the bidder is to receive all salvage
+0 if salvage is to be split 50/50 between bidder and mercenaries
+1 if the mercenary will receive all salvage
+1 for a 3-turn contract
+0 for a 6-turn contract
-1 for a 9-turn contract
-1 for no signing bonus
+0 for 10% signing bonus
+1 for 25% signing bonus
+1 for a front-loaded contract (50% of the contract pay advanced in first turn of the contract)
-1 if the bidder's house troops fought against the unit in the last three turns
+1 if the bidder is the unit's historical sole client*
-1 if the bidder is a member of the Clan Grand Council
+1 renewing a prior contract on same or better terms**

*based on canon employment history up to 3039.
**only if the underlying contract was awarded under the current version of the rules.

Accounting for Mercenaries

Mercenaries are listed as normal units on the appropriate tab of the client's record sheet. However, they must also be listed in the mercenaries section of the expenses tab, including their per-turn salary and (in the notes column) the terms of their contract.

When a mercenary unit's contract expires, it is the responsibility of the client to post the unit for rebid in the MRBC thread. Failure to do this will result in loss of the +1 contract renewal bonus and in repeat cases will result in the MRBC applying a blanket penalty to future contract bids.
« Last Edit: April 15, 2012, 09:49:02 PM by Daemonknight »
"My only regret is that I will not be alive in .03 seconds. I would have liked to watch the enemy attempt to vent an omnidirectional thermonuclear blast enveloping their outpost."
-Last thoughts of Maldon, Type XXX Bolo, 3rd Battalion, Dinochrome Brigade

Daemonknight

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Re: Fan Council '91 Offical Rules Thread
« Reply #11 on: April 19, 2011, 05:17:30 AM »
Force Points

One Force Point (FP) of ground forces is approximately equivalent to one company of Inner Sphere Standard Medium 'Mechs.
One Force Point (FP) of aerospace forces is approximately equivalent to 15,000 BV points.

Elite units apply a 1.5x multiplier to their FP
Veteran units apply a 1.25x multiplier to their FP
Green units apply a 0.80x modifier to their FP


Inner Sphere Formations

Introductory-level Technology
Marine Infantry Company: .25*
Marine Mechs Company: -50%*

Conventional Infantry Battalion: .25

2x Light Armor Company:  .25
Medium Armor Company:  .25
Heavy Armor Company:  .5
Assault Armor Company:  .75

Light Mech Company:  .5
Medium Mech Company:  .75
Heavy Mech Company:  1
Assault Mech Company: 1.25

Inner Sphere Standard Technology
Marine Battle Armor Company: .5*
Marine Mechs Company: -50%*

2x IS BA Company:  .25

2x Light Amor Company:  .5
Medium Armor Company:  .5
Heavy Armor Company:  .75
Assault Armor Company:  1

Light Mech Company:  .75
Medium Mech Company:  1
Heavy Mech Company:  1.25
Assault Mech Company:  1.5

Clan Technology
Marine Infantry Company: .5*
Marine Battle Armor Company: 1*
Marine Mechs Company: -50%*

Clan BA Company: .25

Light Armor Company:  .5
Medium Armor Company:  1
Heavy Armor Company:  1.25
Assault Armor Company:  1.5

Light Mech Company:  1
Medium Mech Company:  1.5
Heavy Mech Company:  1.75
Assault Mech Company:  2


Clan Formations
Introductory-level Technology
Conventional Infantry Binary: 0
Marine Infantry Binary: 0.25*
Marine 'Mech Binary: -50%*

2x Light Armor Star:  .25
Medium Armor Star:  .25
Heavy Armor Star:  .5
Assault Armor Star:  .75

Light Mech Binary:  .5
Medium Mech Binary:  .75
Heavy Mech Binary:  1
Assault Mech Binary:  1.25

Inner Sphere Standard Technology
Marine Battle Armor Binary: 0.5*
Marine 'Mech Binary: -50%*

2x IS BattleArmor Binary:  .25

Light Armor Star:  .25
Medium Armor Star:  .5
Heavy Armor Star:  .75
Assault Armor Star:  1

Light Mech Binary:  .75
Medium Mech Binary:  1
Heavy Mech Binary:  1.25
Assault Mech Binary:  1.5


Clan Technology
Marine Battle Armor Binary: 1.00*
Marine 'Mech Binary: -50%*

Clan BattleArmor Binary:  .25
Clan ProtoMech Binary:  .75

Light Armor Star:  .5
Medium Armor Star:  .75
Heavy Armor Star:  1
Assault Armor Star:  1.25

Light Mech Binary:  1
Medium Mech Binary:  1.5
Heavy Mech Binary:  1.75
Assault Mech Binary:  2

*Marine units can participate in naval boarding actions and combat on Space Stations, but are not equipped for ground combat.


Free Militia
Every faction maintains local small-scale militias for law enforcement and limited planetary defense. Militia can be "called up" when a planet is attacked and when there are no friendly forces eligible to defend.

Note: in the context of this rule, an "attack" is defined as launching a Raid, Battle, or Invasion order targeting the hex. Movement orders, Special Operations, Biological Warfare etc, do not constitute an "attack" for the purposes of activating militia.

Characteristics of militia
  • Militia may be Green or Regular
  • Militia is always Reliable
  • Militia is 1.0 FP (after adjustment for quality, if they are Green)
  • The composition of that 1.0 FP is up to the player, but once activated its composition cannot be changed. Create aerospace militia at your own risk, as it cannot be converted back to ground FP until the next turn.
  • Militia always has the Static movement class. In other words, no WarShip Militia and no movement type orders
  • Militia cannot use guerilla warfare
  • Militia does not benefit from damage control
  • Militia cannot be repaired
  • Militia that is routed surrenders instead of withdrawing
[li]During GM-rolled combat during the cleanup phase of the turn, militia will always lose (without a die roll) against large invasion forces. It is GM discretion as to whether or not to roll out combat in these situations. (i.e. if you want to try for the 'stacked natural 12s victory', do not let the fight wait until the cleanup phase).
[/li][/list]
 
 
« Last Edit: April 28, 2012, 11:13:42 AM by Daemonknight »
"My only regret is that I will not be alive in .03 seconds. I would have liked to watch the enemy attempt to vent an omnidirectional thermonuclear blast enveloping their outpost."
-Last thoughts of Maldon, Type XXX Bolo, 3rd Battalion, Dinochrome Brigade

Daemonknight

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Re: Fan Council '91 Offical Rules Thread
« Reply #12 on: April 19, 2011, 05:18:08 AM »
Training, Repair, and Refit

Note: For the purpose of these rules, a "unit" is defined as

  • 1 Inner Sphere Regiment
  • 1 Clan Cluster
  • 1 Naval formation (i.e. one line-item on the naval tab)
  • any smaller unit up to or equal to the sizes listed above

Training

Each faction may train one unit per turn. The cost of a training operation is equal to the unit's new maximum FP minus its old maximum FP.

Training a unit from Green to Regular does not have any special pre-requisites.
Training a unit from Regular to Veteran requires the unit has participated in at least one combat operation in the last six turns.
Training a unit from Veteran to Elite requires the unit has participated in at least three combat operations in the last six turns (and since the unit was promoted to Veteran).

Currently, regular military units cannot be trained to Heroic or Legendary skill (though Special Forces units may be -- see the special rules for that unit type).


Battlefield Repair

At the end of any combat operation, all units that sustain damage recover 10% of their losses, rounded to the nearest 0.25 FP. Additionally, up to 30% of the unit's total FP may be repaired using salvaged RP (see step 7 of the combat procedure).

Any additional repair beyond these limits must be accomplished by constructing new force points at an MF or SY. Repairing damage to units using new construction has a chance to reduce that unit's skill level (due to the influx of new troops). The chances are listed on the chart below; if any such rolls are required, they must be listed on the cover email and expense tab of the orders sheet - the outcome of the repairs will be listed on that faction's monthly report.

Percentage of FP lost     Roll on 2d6 required to retain quality level
Less than 10%              2+ (always succeeds)
10-20%                       3+
21-30%                       4+
31-40%                       5+
41-50%                       6+
51-55%                       7+
56-60%                       8+
61-70%                       9+
71-80%                       10+
81-90%                       11+
91-99%                       12
100%                          cannot be repaired – rebuild as new unit

If a unit fails its skill retention check, it may opt to forfeit the repairs in order to retain its original skill level. Units that take this option may attempt to repair again in subsequent turns and make a new roll at that time.

Note that currently the rules do not support combat units with "Very Green" and "Unskilled" skill levels, so no unit may drop below "Green" skill.


Repairing damaged infrastructure

In most situations when infrastructure is damaged, it is automatically repaired after a certain timeframe (specified in the description of the event that caused the damage). However, if a Hex Element receives actual FP damage (usually as a result of being attacked while being moved), RP must be spent to repair the damage.

The cost of repairing FP damage to infrastructure is equal to 50% of the total RP cost to build the hex improvement, regardless of the exact amount of FP damage sustained.


Refitting

Refitting is the process of significantly changing the composition of a unit. The following changes fall into the category of refits:

  • Changing the unit type or tech base of an existing ground unit (i.e. infantry to battle armor or standard technology to Clan technology)
  • Changing the type of a WarShip or JumpShip to a different variant of the same class (i.e. Invader to Invader (PPC) or Leviathan to Leviathan II)
  • Note: Adding entirely new companies/squadrons/DropShips to an existing formation does not require refitting, but does incur  a chance of skill loss as if the unit is repairing from its current FP up to its new maximum FP.

The cost of refitting is equal to the full production cost of the units new configuration minus 75% of the full production cost of its old configuration (including movement mode modifiers if applicable).
"My only regret is that I will not be alive in .03 seconds. I would have liked to watch the enemy attempt to vent an omnidirectional thermonuclear blast enveloping their outpost."
-Last thoughts of Maldon, Type XXX Bolo, 3rd Battalion, Dinochrome Brigade

Daemonknight

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Re: Fan Council '91 Offical Rules Thread
« Reply #13 on: April 19, 2011, 05:18:35 AM »
Hex Elements

Each hex can contain several elements. In general, before any other hex elements can be added, at least one Control World must be present in the hex (Space Stations are an exception to this).

National Capital World

Cost to Purchase:      Special
Construction Time:      NA

Each faction has one national capital. If the current national capital is lost, or if the faction wishes to relocate their capital, all income for one turn must be spend to create the new capital. If for any reason a faction has more than one national capital world, all but one automatically downgrade to Regional Capital Worlds.

Homeworld Zone
Cost to Purchase: NA
Construction Time: NA

Some highly developed planets contain multiple zones, each of which independently produces revenue and can contain hex improvements. Homeworld Zones cannot currently be manufactured or destroyed.

Regional Capital World   
Cost to Upgrade (from Control World):      24 RP
Upgrade Time:      1 turn

Regional capital worlds produce more resources than normal Control Worlds; however, if an RCW is lost, all faction income in a two hex radius is lost. Worlds cannot be upgraded within 8 hexes of another friendly RCW.

Control World
Cost to Upgrade (from Member World):      12 RP
Upgrade Time:      1 turn

Control Worlds are sufficiently developed to provide revenue on a national scale, but are also able to be attacked by enemies.

Improved Communications
Cost to Purchase:      24 RP
Construction Time:      1 turn or more (note: see communications rules)

Improved Communications centers are hubs of the HPG network, greatly stabilizing and enhancing interstellar communications in the region. Real-time communications are possible between hexes with IC improvements, and ICs enhance the revenue earned by communications providers.

Each hex can only support one IC. IC hex improvements cannot be built on the Clan Homeworlds map.

Member World
Cost to Purchase:      NA
Construction Time:      NA

Member Worlds are worlds that while inhabited and present on the map are too insignificant to have any game impact. If all higher-order worlds in a hex ae captured by a rival faction, member worlds automatically surrender.

Military Factories
Cost to Purchase:      24 RP
Construction Time:      2 turns

Military Factories increase the production capacity of the owning faction. All Military Factories are built able to construct Intro-Tech formations, and must then be upgraded to produce Tech I designs.

Prestigious Facilities
Cost to Purchase:    72
Construction Time:    3 turns
Activation Costs: Tier I - 4.5 RP/turn, Tier II - 9 RP/turn, Tier III - 13.5 RP/turn

Prestigous Facilities contribute to a faction's research, as well as serve as training grounds for the elite soldiers that make up Special Forces teams. There can be no more than 3 PFs in a hex, with each PF representing a level of sophistication, or a 'Tier'.

A faction can have any number of Tier I prestigious facilities.
For every Tier II prestigious facility, a nation must have two Tier I prestigious facilities.
For every Tier III prestigious facilty, a nation must have three Tier II prestigious facilities.

Recharging Station
Cost to Purchase:      72 RP
Construction Time:      2 turns

Recharge Stations increase the efficiency of a faction's merchant fleet, increasing the Cyclical MP Pool.
 
Shipyards
Cost to Purchase:      48 RP
Construction Time:      2 turns

Shipyards increase a faction's capacity to produce aerospace and naval equipment.

Black Box Factory
Cost:  100 RP
Construction Time: 2 turns
Requirements: Primary or Secondary Black Box service provider.

Allows production of Black Boxes.  May produce one per cycle (see communications rules for costs).

Space Station
Cost to Purchase: 24RP
Construction Time: 6 Turns (3 turns if a Yardship is present in the hex that will contain the station)

Space Stations may only be build in hexes that do not already contain hex elements. If for any reason a hex containing a Space Station gains a control world or a capital world, the Space Station immediately changes into a member world.

Space Stations located more than three hexes from one of the builder's friendly hexes take an additional turn to complete for each hex of distance beyond three.

Space Stations operate like Control Worlds, but may only be invaded by Marine units.



Hex Status Effects
There are several game effects that impact an entire hex, and are reflected on the map by overlaying the impacted hex with a symbol.

C (Contested) - this hex is occupied by two or more factions and is not subject to a sharing agreement. Contested hexes generate no resource points, and the hex improvements within them do not function.

T (Terrorized) - this status is caused by a number of different orders, projects, and events. A terrorized hex generated no resource points.

I (Interdicted) - this hex does not have access to FTL communications; see the Communications rules for full game effects.

☣ (Biohazard) - this hex has been infected with a biological warfare agent and poses a risk of infection to those who enter it.
« Last Edit: May 02, 2012, 08:28:31 PM by Daemonknight »
"My only regret is that I will not be alive in .03 seconds. I would have liked to watch the enemy attempt to vent an omnidirectional thermonuclear blast enveloping their outpost."
-Last thoughts of Maldon, Type XXX Bolo, 3rd Battalion, Dinochrome Brigade

Daemonknight

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Re: Fan Council '91 Offical Rules Thread
« Reply #14 on: April 19, 2011, 05:19:22 AM »
Yardships

Yardships area special category of space vehicles that combine the functions of WarShips and Hex Improvements

Two types of Yardships exist: Newgrange-class and Faslane-class. The cost of building these vessels is equal to the normal production cost of the unit plus 48 FP (Newgrange) or 24 FP (Faslane); this extra cost is subject to the normal 6x cost multiplier for mobile units.

Yardships function as mobile WarShips in all regards, but are also considered to contrain a mobile, packed Shipyard which can be unloaded (and loaded back up for transport) in any hex per the infrastructure movement rules. For income and production capacity purposes, a Newgrange unpacks into a full shipyard, while a Faslane unpacks into one-half of a shipyard. Unless concealed by an intelligence operation or located in a hidden location, an unpacked yardship must be placed on the map.

The Hex Improvement carried in a YardShip may only be attacked by enemy special forces when it is in unpacked condition.

The Newgrange design is available to the Terran Hegemony, Star League, and all Clans.

The Faslane design is available only to the Terran Hegemony.
"My only regret is that I will not be alive in .03 seconds. I would have liked to watch the enemy attempt to vent an omnidirectional thermonuclear blast enveloping their outpost."
-Last thoughts of Maldon, Type XXX Bolo, 3rd Battalion, Dinochrome Brigade

 

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