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New Introductory Rules Campaign
#1
Mercenary Periphery Salvage Campaign Rules

In this campaign each player will be running his own Mercenary unit.

If anyone is willing to make this campaign into a Mekwars server campaign please let me know.

Each player begins his mercenary unit with 9 starting mechs.

The tonnage of each of the starting mechs and each of the reinforcement mechs will be randomly rolled with the following formula:

Tonnage = (6d4-4)x5 tons

As you can see, the average tonnage of the randomly rolled mechs is 55 tons. Very few players will have assaults mechs, if they have one at all.  With continued play there is an increasing likelihood of a player acquiring an assault mech. Unfortunately, there is very little likelihood that anyone might get a 100 tonner, as assaults are very rare in this campaign, and the larger assaults even less common. So far amongst 8 players in campaign, only one has rolled an 85 ton mech.  I require all players to roll their random mechs tonnages in megamek with me (Mekslayer) as a witness. Other players can witness your mech rolls, but I require it to be done in front of me to make sure it is recorded properly. The mech rolls require my personal witness at least until someone converts this campaign into to a mekwars server.

The only mechs that will be allowed to be used in this campaign are introductory tech mechs that are given by this website:  http://www.masterunitlist.info/

Named mechs declared canon by http://www.masterunitlist.info/ will be allowed for all players. There will be no custom mechs outside of what can be found on this list.  No vehicles, no infantry, no aerospace fighters, and no Dropships will be involved in this campaign.

Each player will begin with 8 pilots of 4/5 skill and one commander with 3/4 skill. The commander cannot die, as he is immortal so he always survives, but he can be captured. So, be advised, do not leave your commander behind on the battle field. ;-)

You also better hope that commander gets off the map safely, or you will be without your commander, until he is ransomed back or he is released via a successful raid. In order to withdraw any unit, mech or pilot, (flee option) any map edge can be used. In battle, your commander is the most valuable, your mechs are second most valuable, and your other pilots are the least valuable, depending on their experience.

If your commander is captured, he can also be ransomed back by the enemy merc unit. But, there is a price, and you might not like the price that the mercenary unit will ask for him, so its best not to let him get captured. For campaign simplicity, I am setting the rule that a captured commander is worth 2 mechs in exchange. So if you have a players commander, the most you can ask from that player, in exchange for his commander, is any two of his mercenary mechs that you want. If you don't want any of that players mechs, and that player wants his commander back, then you must give him back his commander, and accept whichever best two mechs of his that you want.

You can always fight without your commander. You only get one commander throughout the campaign, and he does have a name, so if he is captured, and you choose not to pay the randsom to get him back you no longer have a commander to use in battle.  If you capture the commander of the player that has your commander, you can then do a prisoner exchange of commanders.

This campaign is for fun, so I've tried to set these rules so that it can be fun, but it is also your responsibility to play smart and keep your merc unit alive.  So if you think the battle is not going your way, then retreat to fight another day. Fleeing and Escaping can be done from any edge, so do it and don't hesitate because it can cost you.

I am also still considering giving the commanders an initiative bonus, in order to encourage players to field their commanders, but also for them to be put at risk.

All new pilots will be starting as 4/5 pilots, so if you lose your commander, you will not have a better skilled pilot until they earn it through combat experience.


SETTING UP FORCES

For each game that is arranged to play, the approximate number of mechs used by each player must be picked before the Battle. The maximum number of mechs you can field for any given battle is, at most, the maximum number of mechs that your mercenary unit has. Using the maximum number of mechs that you have is NOT advised as can be seen from the following examples.

Currently, I recommend that the maximum number of players involved in any one battle is 4, ie. 2 on 2 battles. If more players are involved then the chance of someone dropping before completion of the battle is higher, and getting the same players to meet again becomes a problem. If too many multiplayer battles are left unfinished, then we may eliminate multiplayer battles all together.

It is preferred that games are played as one player against one other player, but a 2 player vs 1 player battle, and a 2 player vs 2 player battle is allowed in this campaign.

Once teams are are established by this method, the players must agree upon the approximate number of mechs used in the battle. In order to find the maximum BV that each player is allowed to field, the following formula is used to determine the Maximum BV that each player can field at the start of battle.

Determining BV at the Start of Battle

Before the battle begins, the players decide the approximate number of mechs to be fielded by each player. This is an approximate number because the Maximum BV is a randomly rolled number, and any player can choose to field more light mechs in order to use more mechs and still be below a given maximum BV.

For each of the “approximate number” of mechs desired to field, 10d250 should be rolled in Megamek, using the in game dice roller. So, for example, if the players want to fight a battle with approximately 3 mechs each, then 30d250 should be rolled for the maximum amount of BV fielded by each player. If the players wanted to play with approximately a lance of mechs each (4 mechs), then 40d250 should be rolled as the maximum BV for each player. If the players wanted to field 5 mechs each then 50d250 should be rolled for maximum BV, and so on.

If, for example, the players wanted to use approximately 3 mechs each in battle, someone would roll the 30d250. If this roll came out to be 3432 BV, each player would then select a combination of his available mechs that are less than this maximum 3432 BV.

All players must enter the battle with a total BV that is less than this randomly rolled BV value, unless the battle has 2 players facing off against 1 player (as given in our example below). Only one player will need to make this maximum BV roll in megamek, and all players must play with forces below this same Maximum BV.  Again, for more BV options, the commander can be moved into any mech you have in your unit to achieve the best force, below this maximum BV limit.

A 2 player vs 1 player battle is conducted in the following manner: 1) all three players roll off against each other to see who is the unitary player. The player that rolled the highest has the first option to choose to be the unitary person on the 1 player side of the battle. If the player that rolls the highest, chooses not to be the unitary person on the 1 player side of battle, then the player that rolled the second highest would be next in line to choose to be the unitary person on the 1 player side of the battle. If the player that rolled the second highest chooses not to be the unitary person on the 1 player side of the battle, then by default the player that rolled the lowest, would be the player to play as the unitary person on the 1 player side of battle. The unitary commander in a 3 player battle, generally has an advantage over the two player side, due to the fact that the unitary player never has to consider conflicting orders for his forces, on whether to attack or retreat, etc... The winner of the roll off would  normally always choose to be the unitary player of the battle. There is one situation that does give the unitary player a disadvantage, and that is the number of mechs he must move at a time based upon the rules settings.

For a 2 player vs 1 player battle the players on the 2 player side must each have at least, at a minimum, the amount of BV or less than what was rolled and have available for use at least the number of mechs agreed upon (the number of d250 divided by 10) to use for battle or more. The player on the 1 player side of the battle must have at a minimum, twice the number of mechs agreed upon available for use in the battle or more to choose from. The player on the one side then can choose any number of his/her available mechs to get as close to the BV limit as twice what was rolled by the Nd250 limit.

As an example of a real life situation of a real 3 player battle... say, Player3 won the roll off and elected to be the unitary player. Player3 had his full compliment of 9 mechs available for battle, so since he has to have 2x the approximate number of mechs used in the battle, therefore his maximum approximate number of mechs for use in battle is four. 2x4 is 8 so he has one mech to spare. Player2 had his full compliment of 9 mechs available for battle, so bringing 4 mechs to battle is not a problem for him. Player1 had 6 mechs available for battle, due to the large number of his mechs being destroyed, lost, or undergoing repairs, so 4 mechs as the approximate number of mechs to be used for battle is not a problem for him either.

In our real situation, the players eventually decided to have 2 mechs as the approximate number of mechs used in the battle on the two player side, so we rolled 20d250 for the maximum BV to use for each player on the two player side. Our roll ended up being 2658 BV. So as an example, in our battle, Player1 and Player2 each had 2658 BV to work with and Player3 had twice this amount or 5316 BV to work with.

So, for this campaign, as shown in our example, you can have an odd numbers of players in a given battle, once sides are chosen.  There should only be two sides in any given battle. If players choose to, they can also fight a 3 way battle, but if any one player does not want to fight a three way battle, then the battle defaults to a two sided battle.

PLAYER REQUIREMENTS FOR TRACKING UNIT HISTORY

I will require the gamelogs of every completed battle sent to me for pilot experience. I will require the entitystatus file, each players individual “end of battle” mul file, and the salvage mul file to be sent to me also, for every completed battle, in order to track salvage gained by each merc unit, and to track the number of games that heavily damaged mechs must sit out, before being able to return to combat. If you don't send me your entitystatus files, mul files, and gamelog files after battles, your battles will go unreported and you will not get credit or experience for the game.

If, for example, you have 3 mechs in a given battle, and the battle between you and your opponent is not finished, then during the time the battle is unfinished, you cannot use those mechs again until that battle is completed. If, in RL, this time is 4 weeks, then you will be unable to use those 3 mechs for those 4 weeks. In other words, No mechs in the midst of a given battle can be used in another battle until full battle ROMs / records are recorded. If a battle is left incomplete, then there will be no experience and no salvage acquired by either player for that battle and you mechs will be unavailable until one of you determines it cant be resolved.


RULES SETTINGS

All the rules settings, chosen at the start of a given battle, can be chosen by the simple agreement of the players involved. If the rules settings cannot be agreed upon, then the most default rules will be used. The default rules settings will likely be what I prefer to play with, so make suggestions if there are any rules that you feel should be default, and I will consider it.  But, for now, I would define the use of double blind rules as part the default rules setting. Default Map size is 35x35, as a generated map, but players are free to agree on whatever they both can accept. I also recommend that engine explosions be turned off, since this campaign is mostly about salvage and growing your mercenary unit. Also, after some discussions, the option for self destruct must be turned off, as this is a campaign for salvage. So turn off the option for self destructing your own mechs, otherwise this campaign will not be worth the efforts to run it as no one would have a merc unit.

Default Rules Settings:
Double Blind on.
TacOps firing while prone. 
TacOps Direct Blow.
TacOps Taking Damage.
TacOps Backwards Movement (Expanded).
TacOps Careful Stand.
Self Destruct Option Off
Local Saves with Double Blind on should be allowed, so you can save games yourself. Use an honor system here.

REPAIRING DAMAGED MECHS

For repairs, Damaged mechs will have to sit out for repairs for:

1)  One game for every limb or side torso destroyed or blown off (except head which is counted by crits below) .
2)  One game for every two hip or shoulder actuators destroyed (round up).
3)  One game for every three crits from the following list: Engine, Gyro, Cockpit, Life Support, Sensors.  Round all fractions up (so 4 of these crits means two games).  2 Engine hits and 1 Gyro give you one game to sit out. 2 Engine hits and 1 life support also gives you one game to sit out.
4)  One game for every 5 weapons destroyed (round all fractions up).

All of these to happen concurrently, so which ever one of these 4 methods that makes the longest repair period is the one you have to wait out.

Mechs that are destroyed by Center Torso Destruction (CTD) are not repairable. Yes, that means ammo crits are very nasty in this campaign. You also had better be sure that the collateral damage rules are not turned on in your game settings.  All other damaged mechs, including those destroyed by head destruction are repairable / salvageable in this campaign.

Pilots will have to sit out one game/battle for every 3 head hits (round all fractions up), and permanently for every 6 head hit. LOL (except of course the commander who somehow miraculously is Iron Man and can survive any number of head hits and return for the next battle).

Map Settings

Map settings are recommended to be set to 35x35 Randomly generated maps, and not randomly rolled pre made maps, but the maps used are entirely left up to the players. But I would advise you not to let your opponent choose all the city maps, if all his mech choices are geared for close in fighting.

Leveling up Player Characters (PC's)

Experience is based on the number of games played, and the number of kills made, recorded by MM for each PC. A non commanding PC can be killed on the battlefield, so watch out, but if he is captured he can be ransomed back.  His value depends on how much his experience is worth to you.  If a PC’s mech is destroyed, then the PC automatically survives, unless Megamek specifically identifies him as being killed in action.  For times when Megamek says the PC both lives and dies (usually a bug in ejecting from mechs), then he is given the benefit of the doubt and he then survives.  For now, I would try to standardize on a non commanding PC being worth only one mech in ransom. Players can also fight battles where they battle for control of the prison map where the PC is being held in order to get the PC back, or if players hold each others PC's then they can be traded back.

For each battle played and survived one XP is gained by each pilot involved, even if captured, and for each kill one XP is gained. For every 10 XP a piloting skill can be improved, and for every 20 XP a gunnery skill can be improved. For every 10 XP a PC can be given an additional edge from zero to one edge or from five to six edge, always the same price, in this campaign.  Keep in mind that, I do not encourage kill stealing to try to gain more experience for specific pilots.

So, please give your PC’s names before each battle, so the PC’s experience and/or death is recorded correctly, and update it as you switch around your commander as you don’t want the experienced 4/5 to end up in the deathtrap. Also, each PC can be played in any given mech. PC’s do not need to be stuck in any one mech, but the risk of the experienced PC dying goes up with the frequency they are being played. All 4/5 starting PC’s can die. For every 10 XP a PC can be given an additional edge. Only the units “starting commander” is immortal and can never die, so treat him with great caution and respect. He also gains experience and can buy “real” edge.

UNIT REINFORMENT MECHS

If any player, at any time, loses his fourth mech, and has less than 4 mechs, then before his next game, he will get 4 fresh new replacement mechs, generated by the same method as above. But, whenever any player receives his reinforcement mechs, he is not the only player to receive 4 new replacement mechs, as all players that have played as many games as he has also get the additional 4 mechs. So in this method, any player that has dropped below having at least a lance of mechs, should never have less than 4 mechs, or be unable to field a lance of mechs at any time. If that same player receives his reinforcement mechs in his 7th game and in his 11th game, on both the 8th and 12th games he will get all new mechs from his employer, and all players who have played 7 games receive 4 new mechs, and all players that have played 11 games will also receive 4 new mechs.

If, for example, a player looses all his mechs after his 8th game, then all the other players who have survived and played through 8 games, still having some mechs after 8, will also get 4 new additional mechs. In a manner of speaking, players who lose more will have fewer mechs to choose from, but having more mechs only gives a greater variety of mechs to choose from. Food for thought, as an example, if one player loses gains his replacement mechs after 5 games, but does so after another player receives his replacement mechs after 8 games. Both players will get the additional 4 mechs after 5 games and after 8 games, but the player who lost all his mechs after 8 games, did not get the advantage of those additional 4 mechs after his first 5 games, which may have kept him from loosing all his mechs after his 8th game in the first place. Because of the differences in the number of games played in RL and when they were played, reinforcements may be received at unpredictable times. So, grow those merc units and make your Merc unit commander proud.

CAMPAIGN SPECIFIC RULES

Lastly, I am requiring that players are not allowed to play against the same opponent twice in a row. So you can go back and forth between two other players as your opponents, but I am discouraging all players from playing the same two opponents for the duration of the campaign, but if your schedules only allow meeting these two opponents, then ok. Playing against the same player but with different teammates is ok.

That should be it for now, so sign up and join in on this thread, on this forum. Players that have already joined, can see their unit names, mech status, and PC names, posted on the second post of this thread.

Good Luck and Good Hunting Mechwarriors.

-Mek
Reply
#2
For ALL MERC Units for all players, that are in the campaign, they are listed here in alphabetical order. I only post players call signs, so for those of you who logged in here under a different call sign (Yalon-Shin) please let other players know who you are. If you are down a mech then I will list that you have less mechs, if you mech is out for a certain period of games look here BEFORE playing your next game. If you haven't chosen your mechs yet, then I will not list your units at all. If you have more mechs, they are posted here with info on who they come from and when they become available for use.


Akira                                         Available
Guillotine_GLT-4L
Hermes II_HER-2M
Chameleon_CLN-7V
Rifleman_RFL-3C
Ostroc_OSR-2M
Vindicator_VND-1R
Cicada_CDA-2A
Blackjack_BJ-1DB
Black Knight BL-7-KNT-L

pilots                                            XP
Dennis Hoffmann  3/4                        1
Oliver Stahl                                    1
Doomlord                                        1              out for 1


Crossfire                                     Available
Wolverine 6M
Phoenix Hawk 1D                           
Awesome 8Q
Cicada 3C
Grand Dragon 1G
Thunderbolt 5SS
Charger CGR-SB "Challenger"
Mongoose Mon-68
Phoenix Hawk 1D - Rag                 
Crab CRB-20 - Rocket                 

pilots:                                                  XP
Captured commander from Rocket - Jim Brown 3/4      1         

Mikolas Fitz                             1
Scott Barrett                             1
Philip Rositzke                             1
Tika Jengo                             1
Vala Sipin                                     1
Lola Simha                                     1
Maklolm Stavropoulos                        2
Marten Tarkmann                              1


Dogzilla                             Available
Firestarter FS9-H
Dragon DRG-1N
Spider SDR-5V
Crusader CRD-3R
Shadow Hawk SHD-2H
Vindicator VND-1R
Wolverine WVR-6R
Wyvern WVE-6N
Archer ARC-2R


Fury                                          Available
Assassin 101
Crusader 3L
Battlemaster 1D
Whitworth 1
Exterminator 4A
Wolverine 6M                          out for 1
Spider 5V
Griffin 1S

pilots:                                              XP
Joong Chen                                        1
Sulaiman Abdul-Malik                            1


Gloom                                   Available
Warhammer 6D
Hachetman 3F
Champion 2N
Vindicator 1R
Panther 8Z
Phoenix Hawk 1D
Battleaxe 7NC
Hoplite 4C                                    

Pilots:                                              XP
Ilori Ademola 3/4                               1
Zeynel Corbajram                                1
Mr Crouch                                         1
Mr Vandemar                                 1


GreyGriffin                                    Available
Catapult CPLT-C1
Assassin ASN-21
Hunchback HBK-4G
Trebuchet TBT-5J
Griffin GRF-1N
Merlin MLN-1B
Vindicator VND-1R

Pilots:                                              XP
Anthony Chang                                  1


Grimzod                                   Available
Exterminator EXT-4A
Whitworth WTH-1
Trebuchet TBT-5N
Exterminator EXT-4A
Marauder MAD-SD Douglass
Black Knight BL-7-KNT-L
Whitworth WTH-1
Locust LCT-1E
Hunchback HBK-4G


Harchunk                                   Available
Griffin GRF-1E "Sparky"                       
Jenner JR7-F
Wolfhound WLF-1A
Awesome AWS-8Q
Phoenix Hawk PXH-1D                     
Crab CRB-20
Flashman FLS-7K
Thunderbolt TDR-5S-T (Tallman)
Whitworth WTH-1

pilots:                                              XP
George Harris                                      1
Penny Ciliberto                                    1


Irae                                   Available
Blackjack BJ-1DB
Gladiator GLD-4R
Grand Dragon DRG-1G
Stalker STK-3H
Merlin MLN-1B Porter
Striker STC-2C
Jenner JR7-F
Trebuchet TBT-5N
Crossbow CRS-6B

pilots:                                              XP
Mikaela Ayane  3/4                         1
Elaina Walker                           1
Aaisha Khayri                            1
Eric Siew                                        1


Jaromir                                  Available
Phoenix Hawk 1D
Grasshopper 5N
Thunderbolt TDR-5S-T Tallman
Thunderbolt TDR-5S-T Tallman
Hunchback-4P
Jenner JR7-A
Thunderbolt TDR-5S-T Tallman
Crab CRB-20
Blackjack BJ-1DB


Jordax                                    Available
Champion CHP-2N
Enforcer ENF-4R
Firestarter  FS9-A
Hammerhands HMH-4D
Cronus CNS-3M
Grand Dragon DRG-1G
Dervish DV-6M
Griffin GRF-1S
Black Knight BL-7-KNT-L


MadVoorpak                           Available
Enforcer 4R
Archer 2R
Victor 9B
Thunderbolt 5S
Vindicator 1R
Vindicator 1R
Awesome 8Q
Warhammer 6D
Warhammer 6D


Mekslayer                               Available
Whitworth WTH-1S
Thunderbolt TDR-5S-T Tallman    
Marauder MAD-SD Douglass             in Battle
Ostroc OSR-2C "Michi"                  
Marauder MAD-SD Douglass             in Battle
Firestarter FS9-M "Mirage             in Battle
Griffin GRF-1E "Sparky"                  
Hunchback-4P                          
Centurion 9A - Gloom            
Ostroc - OSR-3C - Shin                  
Hunchback HBK-4G - Shin          
Ostroc - OSR-3C - Shin                              
Stalker 3F -  Cross                     
Catapult CPLT-K2 - SR 
Hunchback HBK-4P - Raith                 
Catapult CPLT-C1 - Raith
Phoenix Hawk PXH-1 - GreyGrif  
Marauder MAD-SD Douglass - Raith
Orion ON1-V - Obvious                      out for 1

Pilots                                            XP
Kalegg Vogun  3/4                       4     

Flint Eastwood (1 Edge)                  19-10
Jack Oniell                                   6 
Harry Calahan (1 Edge)                  17-10   
Benjamin "Obiwan" Kenobi            4
Duncan McLeod (1 Edge)                10-10


Netzilla                                 Available
Phoenix Hawk (PXH-1D)
Whitworth (WTH-1)                   in battle
Griffin (GRF-1N)
Whitworth (WTH-1S)
Wolverine (WVR-6M)
Lynx (LNX-8Q)
Merlin (MLN-1B)                           in battle
Sentinel (STN-3KA)
Vindicator (VND-1R)           in battle


Obvious                                 Available
Champion CHP-2N
Trebuchet TBT-7K
Grand Dragon DRG-1G
Archer ARC-2R
Wyvern WVE-6N
Orion ON1-K
Crossbow CRS-6B

Pilots                                            XP
Josh Abdi [3/4]                             1
Anton Madakian                              1


Plainsfox                                       Available
VND-1R Vindicator
WVR-6R Wolverine
AWS-8Q Awesome
CPLT-C1 Catapult
TDR-5S Thunderbolt
ASN-21 Assassin
CLNT-2-3T Clint
WHM-6K Warhammer

Pilots                                            XP
Capt. Jay North  3/4                        1
Kellen North                                    2
Belle Brewer                                  1
Ellie Roberts                                  1


Raith                                      Available
Blackjack BJ-1DC
Thunderbolt TDR-5SS
Awesome AWS-8Q
Vindicator VND-1R
Flashman FLS-7K

Cristina Childress                          1
Gerald Vlaminks                            1
Roosevelt Rabotsky                        2
Shabeeha Alamdar                   1
Milehva Shatkov                           1
Kaitlin Epps                                  1
Cherina Dun                                  1


Random                                  Available
Lancelot
Ostroc OSR-2C "Michi"
Hunchback 4SP                              out for 1
Sentinel STN-3KA
Catapult C1 Butterbee
Blackjack BJ-1DB
Jenner 7F
Javelin 10F

Pilots:                                                XP
Kassandra Wright (3/4)                 1
Thi-Tam Yong (4/5)                 1
Amna Bizenjo (4/5)                 1


Ragnarok                             Available
Wolverine 6M
Awesome 8Q
Jenner 7F
Griffin 1S
Warhammer 6D
Hunchback 4SP                        
Phoenix Hawk 1                      
Cicada 3C - Fury              
Lancelot LNC25-02 - Shadow Raven   
Phoenix Hawk 1D - Random                  out for 2 

Pilots:                                                XP
Crystal Due 3/4                                    5
Andre Mirzabekyan                                5
May-Luan Miao                                   1
Notburga Didriksen                                3
Iniko Rafiki                                   6
Anabel Mechaloo                                   1
Leslie Montgomerie                   1
Emma Diplarakos                           3
Bashir Nishapuri                           1
Gulizar Gareginian                                  1


Rocket-Cerryl                                   Available
Whitworth WTH-1
Vulcan VL-5T
Warhammer WHM-6D                     out for 4
Blackjack BJ-1DB
Wolfhound WLF-1

Rocket's commander Jim Brown [3/4] is captured

Pilots:                                                XP
Liana Dell                                            1          out for 1
Mark Stockton  (captured)                    2          out for 1


ShadowRaven                           Available
Thunderbolt TDR-5S
Crab CRB-20                                 
Griffin GRF-1N
Ostsol OTL-4D
Stalker STK-4P
Ostroc - OSR-2C - Rocket via Mek   

Pilots                                        XP
Davy Jones                                 2
Micky Dolenz                         4
John Rutsey                                1
Peter Tork                                  1
Neal Peart                                  3
Michael Nesmith                          1


Shin Ji                                       Available
Ostroc OSR-3C
Hunchback HBK-4G
Griffin GRF-1E "Sparky"
Hunchback HBK-4G
Black Knight BL-7-KNT-L


Xenon                                          Available
Hatchetman HCT-3F
Quickdraw QKD-4G
Wolverine WVR-6M
Charger CGR-1A9
Griffin GRF-1N
Grasshopper GHR-5H
Cronus CNS-3M
Dart DRT-4S
Firestarter FS9-K

Pilots                                        XP
Bill Stewsyan                              1
Allie Jameston                         1
Reply
#3
Can you define kill stealing?  We're not Clans, forced to fight one mech on one mech, are we?

Also, how do we avoid the commander being captured?  We walk him to the same space as one of our mechs, so he gets picked up?

In 2 on 2 battles, are we required to be allied with another person, or is that just recommended?  Can we betray them mid-game? Smile
Reply
#4
No we are not clans and are fighting in the 3025ish time frame in the periphery.

So Kill stealing is where 2 players are allied on the same side of battle and one player moves to fire at another players downed enemy, in order to steal the kill, just for the extra experience point given. Accidentally, then ok sure np, but if done intentionally, and all weapons were fired by the kill stealer, to get a better chance of getting the kill, and then leaving less or no salvage for the player that did most all of the damage then that is not cool.

As for allignment, I will leave it up to you guys if you wish to betray your allies, but remember, friendly fire is turned off as a default, so you normally cant target your friendlies unless you put that rule on, and if your partner sees that you turned it on or want it on, he will become very suspicious, hint hint.

I personally disapprove of XP based on Kills, but for this campaign I am allowing it, as most games were intended to be played out as one on one battles.

Yes, pilot pick ups are allowed and encouraged. Pilot pick ups are also given freely, based on both players agreement, for instances where the pickup was not allowed by megamek when it should have been, in the cased of being in water for instance.
Reply
#5
I know that.  I was making a reference to zell, the Clan rules of combat.  So how do we define kill-stealing for IS people?
Reply
#6
Defined in the above response. Sorry it was done in parts, but that is due to this site not allowing me to see all your questions as I edit my response.... and the text limit in the responses...

Which leads me to how to distribute salvage when there are multiple players on the winning side of a campaign game...


Determining who receives salvage when there are two or more players on the winning side. If there is more than one player on the winning side then the distribution of salvaged mechs will be done via a roll of dice in Megamek.

If Two players have won then:

Highest roll gets to pick if he wants to be player A or player B.

Player A
Picks 1st mech

Player B
picks 2nd mech and
picks 3rd mech

Player A
picks 4th mech

Player B
picks 5th mech

Player A
picks 6th mech
picks 7th mech

Player B
picks 8th mech

etc….


If Three players have won then:

Highest roll gets to pick if he wants to be player A, or player B, or player C. Next highest gets to pick his place from the remaining two spots.

Player A
Picks 1st mech

Player B
picks 2nd mech

Player C
picks 3rd mech and
picks 4th mech

Player B
picks 5th mech

Player A
picks 6th mech
picks 7th mech

Player B
picks 8th mech

Player C
picks 9th mech and
picks 10th mech

etc….

-Mek
Reply
#7
Heyo.

*writes his name in a slot for this campaign* Smile Still trying to figure out what 'mechs I want to take.
Reply
#8
<-- second name on the list Wink
are we posting our start Mechs here?
Reply
#9
I think you can if you want, but I was waiting until all players in the campaign have selected their mechs and have posted here so you can all contact each other on on this thread.  Once everyone has posted their involvement (preferably with your normal callsign) here, have selected all your mech varients, then I can post up all players starting mechs. Like a secret ballot.
Reply
#10
Well, good luck all. And, I was the one so far with the 85 Wink
Reply
#11
LOL... well now Fury, you were the one with the first 85 ton mech...
Reply
#12
good...now I know from who to get those BIG Mechs... *eg*
Reply
#13
Super excited about this!  I have some ideas for the damage rules, based on my experience with MekHQ and the Against-the-Bot campaign.

Most actuators are trivial to fix.  The only difficult ones are the Shoulders and Hips.  I'd change the rule so that you have to sit out one game for each shoulder or hip hit, and ignore the other ones.

Damage is also trivial to fix, at least external damage.  But getting a limb put back on?  That's often annoying.  So I'd say rather than 1 game for every 50 points damage (which would be somewhat difficult to track anyway), I'd say you sit out one game for each limb destroyed/blown off.  So if you lose your Right Torso, that's two games to sit out (since you lose the arm too).

All the stuff in the Center Torso and Head (Engine, Gyro, Sensors, Life Support, Cockpit) is expensive and difficult to fix/replace.  I'd say you should sit out one game for every 3 crits to these spaces, rounded UP.  So if you took 3 Engine hits and one Gyro hit, you'd have to sit out two games.

The weapon damage rule is pretty much fine as is.

What do you all think?
Reply
#14
Still picking my mechs (and my nose)...
Reply
#15
(11-07-2012, 02:54 AM)Yalon link Wrote: Super excited about this!  I have some ideas for the damage rules, based on my experience with MekHQ and the Against-the-Bot campaign.

Most actuators are trivial to fix.  The only difficult ones are the Shoulders and Hips.  I'd change the rule so that you have to sit out one game for each shoulder or hip hit, and ignore the other ones.

Damage is also trivial to fix, at least external damage.  But getting a limb put back on?  That's often annoying.  So I'd say rather than 1 game for every 50 points damage (which would be somewhat difficult to track anyway), I'd say you sit out one game for each limb destroyed/blown off.  So if you lose your Right Torso, that's two games to sit out (since you lose the arm too).

All the stuff in the Center Torso and Head (Engine, Gyro, Sensors, Life Support, Cockpit) is expensive and difficult to fix/replace.  I'd say you should sit out one game for every 3 crits to these spaces, rounded UP.  So if you took 3 Engine hits and one Gyro hit, you'd have to sit out two games.

The weapon damage rule is pretty much fine as is.

What do you all think?

Sure... all this sounds good to me... can you write up these rules completely and post them here as if they were rules?

I think I could go for adopting all of them, as I didnt want to count damage points either.
Reply
#16
For now, I am thinking that mechs will have to sit out:

1)  One game for every limb destroyed or blown off.
2)  One game for every hip or shoulder destroyed.
3)  One game for every two crits from the following list: Engine, Gyro, Cockpit, Life Support, Sensors.  Round down.  2 Engine hits and 1 Gyro give
      you one game to sit out.
3)  One game for every 5 weapons destroyed.

With all these repair delays happening concurrently.

Mechs that are destroyed by Center Torso Destruction (CTD) are not repairable. Yes that does mean you had better watch out for those ammo crits, and if you have any collateral damage rules turned on.  All other damaged mechs are repairable / salvageable.

Pilots will have to sit out one game/battle for every 3 head hits, and permanently for every 6 head hit. LOL (except of course the commander who somehow miraculously is Iron Man and can survive any number of head hits and return for the next battle).
Reply
#17
As for recommended rule settings, I like the following:

Under Advanced Combat:
    Through armor criticals will 'float'.  Makes crits more interesting!
    TacOps firing while prone.  Just because you're down doesn't mean you're completely out of the fight.
    TacOps Direct Blow.  You hit with a much higher number than you needed?  have some extra damage.  Who says an AC/10 can't headcap?
    TacOps partial cover.  I'm just used to this.

Under advanced Ground Movement:
    TacOps Standing Still.  Keep it moving, soldier!  Standing still gives everyone a -1 to hit you.
    TacOps Taking Damage.  Each 20 points increases the PSR by one.
    TacOps Backwards Movement (Expanded).  Walk backwards up hills with a PSR.
    TacOps Careful Stand.  For extra movement, you can reduce the PSR TN.

Reply
#18
i'm more with the rule that both oponents stay at Total Warfare, exept both agree to those changes.
Which I won't.

To be honest I don't even like the rule changes that came with Total Warfare, but sadly there is no more runable Masterrules-Version of MM :/
Reply
#19
OK For the idea below, I will accept some of these with small mods:

1)  One game for every limb or side torso destroyed or blown off (except head which is counted by crits below) .
2)  One game for every two hip or shoulder actuators destroyed (round up).
3)  One game for every three crits from the following list: Engine, Gyro, Cockpit, Life Support, Sensors.  Round all fractions up (so 4 of these crits is two games).  2 Engine hits and 1 Gyro give you one game to sit out. 2 Engine hits and 1 life support also gives you one game to sit out.
4)  One game for every 5 weapons destroyed.

All of these to happen concurrently, so which ever one of these 4 makes the longest repair period is the one you have to wait out.

(11-08-2012, 04:21 AM)Yalon link Wrote: For now, I am thinking that mechs will have to sit out:

1)   One game for every limb destroyed or blown off.
2)   One game for every hip or shoulder destroyed.
3)   One game for every two crits from the following list: Engine, Gyro, Cockpit, Life Support, Sensors.  Round down.  2 Engine hits and 1 Gyro give
      you one game to sit out.
3)   One game for every 5 weapons destroyed.

With all these repair delays happening concurrently.

Mechs that are destroyed by Center Torso Destruction (CTD) are not repairable. Yes that does mean you had better watch out for those ammo crits, and if you have any collateral damage rules turned on.  All other damaged mechs are repairable / salvageable.

Pilots will have to sit out one game/battle for every 3 head hits, and permanently for every 6 head hit. LOL (except of course the commander who somehow miraculously is Iron Man and can survive any number of head hits and return for the next battle).
Reply
#20
For these rules below...

Since TW rules are no floating crits, iirc, the default is no floating crits. But I do not discourage using it if both players agree.

I also like firing when prone, so I'd call it default unless I have objections.
I don't care either way on direct blow.
I don't care for TO partial cover as you then lose the ability to fire at targets on level zero, when you stand on level 1 behind a level 2 hill, so default is standard partial cover... and for the old timers... this is now partial cover is -1 to hit and leg hits hit dirt, iirc.

I don't like TO standing still, so it is not default, but if both players agree then sure.
I like TacOps Taking Damage, TacOps Backwards Movement (Expanded), and TacOps Careful Stand. So for these last three I could go for them as default, unless I hear objections.

I, myself, would play with, and have played with all of these rules, but I prefer most of the default rules to be the least number of extended rules, so it plays just like a standard table top game.

When all the default rules are summarized, I can list them in a table, but this game is about having fun, so I still encourage players to negotiate any of the extended rules you like to play with.

-Mek

(11-08-2012, 04:32 AM)Yalon link Wrote: As for recommended rule settings, I like the following:

Under Advanced Combat:
   Through armor criticals will 'float'.  Makes crits more interesting!
   TacOps firing while prone.  Just because you're down doesn't mean you're completely out of the fight.
   TacOps Direct Blow.  You hit with a much higher number than you needed?  have some extra damage.  Who says an AC/10 can't headcap?
   TacOps partial cover.  I'm just used to this.

Under advanced Ground Movement:
   TacOps Standing Still.  Keep it moving, soldier!  Standing still gives everyone a -1 to hit you.
   TacOps Taking Damage.  Each 20 points increases the PSR by one.
   TacOps Backwards Movement (Expanded).  Walk backwards up hills with a PSR.
   TacOps Careful Stand.  For extra movement, you can reduce the PSR TN.
Reply


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