Quest Deep Periphery Quest (Battletech Sandbox Empire Builder)

Rules
  • LordSunhawk

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    Rules
    1) Be civil to each other. Not everybody knows as much about Battletech as everybody else. The fastest way to drive people away from Battletech is to be jerks to them. Don't be that person.
    2) None of the canon schematics or designs are available unless you either discover them or copy them. Designs which pass validation in MegaMekLab are acceptable submissions for R&D purposes. QM is the final arbiter on unit statistics, e.g. whether a unit has offense, defense, or both ratings. In addition there will be a secret roll on design acceptance which has the possibility of slight tweaks to statistics.
    3) Voting will, in general, be open for 5 days. The intention is for there to be one turn each week. If voting is tied at the end of 5 days the tied proposals will be voted on over the next 24 hours
    4) Plans are to be submitted in the following format
    [X] Plan Name
    -[X] Category
    --[X] Action
    5) Plans that are not in the required format will not be accepted
    6) Votes are to be in the format [X] Plan Name votes not in the format will be disregarded
    7) Dice rolls are done using the Dark Heresy/Rogue Trader system. Therefore the higher the target number the better. Certain actions will require a certain number of successes, either in one roll or multiple rolls. Targets, required successes, etc will be specified in action text
    8) Combats are handled via opposed rolls pitting attackers Attack Rating against defenders Defense Rating. Tactics in play may effect who is the 'attacker' in a given roll.
    9) Aerospace combat is divided into 4 range bands, from short to extreme. The speeds (determined by max acceleration) are compared and the faster unit gets to dictate the range of the engagement. All units can roll defense but only units rated for a given range band can attack into that band
    10) Default rating actions can use any categories free actions
    11) For simplicities sake, when setting exercises all units of a given military overview entry must be involved. When units reach crack or elite status new entries will be made in the list for those units. It is assumed that the training and recruitment infrastructure permits veteran unit types to retain veterancy status even as they expand. By default crack and elite units cannot be purchased, they can only form as a result of combat actions. There will be specific tech advances allowing the training of crack/elite units available somewhere (not saying where) in the tech tree
     
    Important Update on Plan Formatting and the Tally Program
  • LordSunhawk

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    IMPORTANT NOTE FROM QM

    We have found out why the tally program was glitching! From now on, when you are setting up a plan use the following format.

    [] Plan: Plan Name
    -[] Category
    --[] Item

    And when voting use the Plan: Plan Name format.
     
    Rules Clarification - Combat Rules
  • LordSunhawk

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    I failed to make this clear, which is on me.

    For the new combat rules there are considerations in whether or not to choose to roll initiative as attacker or defender. This has nothing to do with who is the aggressor, but rather the posture of the forces involved.

    You would choose to roll initiative as Defense if you are fighting from within fortifications and want to force the enemy, if they want to engage, to come to you. This is most useful for infantry in garrison on worlds with fortification ratings. In order to take advantage of the fortification bonuses you need to be on Defense.

    You would also choose to roll initiative as Defense if your mission is to escort a portion of your force to a target in a combat scenario with limited time span. An example here is if you were escorting dropships burning in to land, you'd roll so that if you won initiative you would be on defense. That way the enemy cannot blitz past your escorts to target the dropships and they would be more likely to manage to land. Since there is a definite time limit to the engagement (the dropships are on the ground and unloading is the win condition, not destroy enemy forces), the longer you can keep the enemy off the dropships the more likely you will win overall even if you lose all the escorting ASFs.

    Interception missions are Attack missions, you want to push past any defenses the enemy has to strike the target you are intercepting. Moreover, when rolling initiative to attack you may take a -10 penalty to your initiative to specify an enemy sub-unit to take the damage. You cannot do this if rolling to defend for obvious reasons (the enemy chooses who to send your way then). So in the previous dropship landing scenario, you have a certain number of combat rounds to destroy the dropships, therefore you want to attack at the initiative penalty and pound them.

    Initiative is always rolled by the highest net bonus unit on each side, so if your force includes high speed interceptors and lumbering dropship chopping assault fighters, you'd roll initiative with the interceptors.
     
    Cost updates
  • LordSunhawk

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    Due to discovering a lovely anomaly within Battletech construction rules that makes zero sense whatsoever, I have had to update the costs for Warships. Previously it was possible to make a full Warship that was *cheaper* than a dropship. Let that sink in. I've corrected this situation by adding a cost multiplier for warships.
     
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