MechWarrior:
Dark Age Campaign Rules
Developed by William Keech with contributions by
Brian Wright and Mike Mcfarland
last updated 16 Feb 2003
(all changes and additions are in red).
Setup:
At the
campaigns beginning, each player will start with 100 points and build from
there.
- If
your army is destroyed during a battle, you may field another army starting
at 100 points plus any points you may have left in your Point Pool.
- At
this time, each player will be limited to fielding 1 Army.
25 points
will be awarded for each sanctioned campaign game session that a player attends
whether you play or not.
These can be used prior to a battle.
50 points
will be awarded for each sanctioned battle or scenario participated in. (win
or lose).
- These
can only be used after they are earned (usually after a battle).
- 50
points will also be given to anyone who is forced to sit out a battle due
to lack of opponents. These points may be used prior to his next battle.
- You
may not interfere with a game in progress.
Battles
and scenarios will be 60 minutes in length.
Battles
between armies of drastic point value differences (greater than 200%) may
be fought with the larger army reduced to within 125% of the smaller one.
This is entirely optional, and must be agreed upon by both parties.
- The
player who reduced his force earns an additional 20 points after the battle
(win or lose).
- Any
units added to an army to "close the point gap" are treated as
permanent additions.
- Any
unused units are not placed on the battlefield.
Combat:
Each turn
of a standard battle will consist of 3 orders, no matter the size of the force.
- This
can be modified by the COMMAND ability to a maximum of 4.
Formations
are allowed as per the standard rules.
Standard
battles can be won in one of three ways;
- Being
the last Army on the battlefield.
- Your
opponent surrenders.
- Scoring
more points than your opponent at the end of 60 minutes.
Scenarios
may have different requirements for winning.
Alliances
can be formed and broken at your own discretion.
- i.e.
bribery, promises, favors, threats of bodily harm, nonaggression pacts,
astrological star charts
you get the picture.
Surrendering
a battle will cost you 1 unit.
- This
unit is chosen by the victor from the surrendering Army's remaining units.
- Its
points are immediately transferred to the victor and the unit is stricken
from the surrendering army's roster and added to the
winners army.
Retreating
from a battle is allowed, but it will cost you 15
points to do so.
The
opposing player will receive points equal to 50% of all retreating units.
- You
must move all of your units back to your Deployment Zone.
- You
will never go below 0 points in your Point Pool.
- If
you fall into a negative point value, your Point Pool is reset to 0.
- Salvaging
is not allowed if you retreat from the battlefield.
Scoring:
All percentages
are rounded down.
Various
points and/or units may be awarded for the completion of scenario objectives.
- i.e."Hold
the base for 4 consecutive rounds" or "retrieve the shutdown Mech
from the town square"
Destroying
an enemy unit will earn you 100% of the units point value.
Capturing
an enemy unit will earn you 100% of the units
point value.
- This
unit is added to your army roster (after the battle) unless a ransom is
offered and paid. The ransom cost is 50% of the units point value. Paid
from the opponents point pool to yours. You have the option to "offer
no ransom" on any unit. If so, the unit in question is added to your
roster as a normal unit.
- Points
for captured vehicle and infantry units are scored instantly, movement is
allowed as per the standard rules.
- Points
for captured Mechs are scored instantly but they cannot move unless
the BYPASS ability is used, as per the standard rules.
- A captive
can be freed by destroying the controlling unit. This will earn the you
100% of the freed units point value plus 100% of the
controlling units point value. This will also return
this unit to your roster and the current battle. Thus negating the need
to pay a ransom.
The surviving
units on the field are never scored.
Aftermath:
All percentages
are rounded down.
Damaged
units are repaired at no cost, after a battle, if you have a Recovery Vehicle
(for vehicles and Mechs) or a M.A.S.H. Unit (for infantry) in your Army.
- Otherwise,
it will cost you 25% of the units point value.
- Damaged
units, that are not repaired prior to the next battle, will be played in
the next battle just as they were at the end of the last battle and will
be listed as damaged on the armies roster.
- M.A.S.H
and Recovery Vehicles may be purchased after a battle, prior to any repair
costs being paid.
The cost
of salvaging a destroyed unit, after a battle, will be determined by rolling
1 six sided die per unit being salvaged.
- Once
the die is rolled, it is final. The salvage attempt must be paid for, unless
you do not have enough points. In that case the salvage attempt is treated
as a failure. Your Point Pool is reduced to 0 and the unit is considered
unsalvageable.
- Salvaging
cannot be done if you have no units left on the battlefield at the end of
a battle.
|
Die
Roll
|
Result |
|
1-3
|
Salvage
cost is 50% of units point value. |
|
4-5
|
Salvage
cost is 75% of units point value. |
|
6
|
The
unit is unsalvageable. |
Replacing
a captured unit will cost 100% of the point value or
you may have the option to pay a ransom for the unit to the player who captured
it.
- The
ransom is 50% of the point value. This cost is transferred from your point
pool to theirs. The unit in question is then returned to your armies roster.
Disbanding
a unit will return 50% of its point value to the players Point Pool.
Upgrading
a unit will cost the difference in point values.
- For
example. A green Agromech (worth 62 points) that is upgraded to an elite
Agromech MOD (worth 87) will cost 25 points to upgrade.
- A green
Peasant company (worth 4 points) upgraded to a veteran Peasant company (worth
5) will only cost you 1.
- A veteren
Clan Battle Armor (15 points) upgraded to a green Hauberk Battle Armor (21
points) will cost you 6 points.
Downgrading
a unit is not possible. (This is any upgrade that results
in a negative point cost)
- For
example. A green Hauberk Battle Armor (21 points) upgraded to an elite Clan
Battle Armor (17 points) would result in a -4 point cost. Therefore this
upgrade is not allowed.
You must
have the actual figure available to put it into
your army (no proxies allowed).
- Owners
will have first dibs on their own figures. This includes upgrading, repairing
or expanding their forces.
- Those
"borrowing" figures will have to make due with what is left over.
Even if it means losing one of your units because the owner needs it for
his/her own army.
