| Rules: Movement | ||
Movement RulesOverviewAs a necessity, Mechs require movement from planet to planet during the Campaign, to attack other planets, to reinforce those Planets that are weak, or to build up an assault force for any major offensives. The Inner Sphere and the Kerensky Cluster (Clan Homeworlds) are made up of several hundred “Star Systems”. A Star System is a collection of planets around a Star similar to our own Sun. A Star System can have one or many planets surrounding it that are capable of sustaining life. It is upon these habitable planets that the first settlers from Earth setup the colonies that would become the Inner Sphere. By 3067, the Inner Sphere is represented by a vast oblong circle of inhabited space several hundred Light Years (LY) in diameter. The Astral Dominion League Map contains over 2100 different Star Systems and Jumpship Refueling Stations, and every Star System listed on the League Map is named for a Planet located there. Using Solar Sail powered “Jumpships”, humans have been able to warp time and space, and “Jump” to nearby Star Systems up to 30 LY (Light Years) away. Certain Teams in the Astral Dominion League will possess Jumpships equipped with a secondary power source called “Lithium Fusion Batteries”, which will permit a “Double Jump” for a total distance of approximately 60 LY. Once a Jumpship arrives in its destination Star System, its cargo must be transported from the “Jump Point” at the Zenith or Nadir of a system’s Star, to a Planet’s surface. To accomplish this, Jumpships carry a number of “Dropships”, which “Piggyback” on the Jumpship. These Dropships detach from the Jumpship, and travel to the destination Planet, delivering their cargo. In the Astral Dominion League, this cargo will be BattleMechs! Types of MovementMovement in the Astral Dominion League will take three distinct types that will cover all situations where movement of Mechs between Star Systems and Planets will be required or desired. Offensive MovementOffensive Movement is any movement that includes an attack, counter-attack, or any other form of Offensive actions that is to be taken by a Mech Unit. Offensive Movement will have an expense associated with it, due to the relatively high cost of Combat Operations. The Cost for Planetary Assault Offensive Movement in C-Bills will be a flat rate of 200,000 C-Bills for each Mech Slot being moved, per Jump (400,000 for a “Double Jump”). Raids and Recons are also considered as Offensive Movement. Lithium Fusion BatteriesThe Following Teams have Lithium Fusion battery equipped Jumpships at the start of the Campaign, thus permitting "Double Jumps": · All Clan Teams, including Clan Wolf in Exile, and Clan Nova Cat · Comstar, Word of Blake, and the Star League Defense Force Although other Houses/Teams in the Inner Sphere have this capability in limited amounts according to the FASA Universe, this ability is not “complete”, and will therefore be awarded as a whole to those Teams that achieve their First Objective. Mercenary Teams will never be granted this ability, however there are provisions for Mercenaries to move long range, included in the rules below.. Minimum NumbersMinimum Mechs to be moved for each Offensive Move type are: · Planetary Assault: 1 Company/Trinary, or 2 Level II Units · Raid: 1 Company/Trinary or 2 Level II Units. However, you will note in the Combat Rules, that because of the way Raids are conducted (5 drops of 5 Mechs, with each Mech being used only once) that 25 Mechs (in the case of Clans), 28 Mechs (in the Case of Inner Sphere Teams). Or 30 Mechs (in the case of Comstar or Word of Blake) will normally be sent on any Raid. If fewer than 25 Mechs are sent on a Raid, 100% success will not be possible, unless the defending planet is un-garrisoned. · Recon: 1 Lance/Star/Level II Unit. Since it is unreasonable to move more than this number of Mechs for a Recon, and the Lance/Star is the smallest individually moveable Unit in the League, the Lance/Star will be used for Recons. Recons, as indicated in the Combat Rules below, consist of a single engagement of 2 Defending Mechs against a single Scouting Mech. Surplus Mechs are considered to be waiting in orbit, and are un-usable. Defensive MovementDefensive Movement is any movement that does not include an offensive action, but instead involves the movement of Mechs from planet to planet for defensive purposes such as re-enforcement, preparation for a major offense on a subsequent Turn, or to secure/re-enforce a newly acquired planet. Not included in defensive movement, are Mechs moved to re-supply Sub-Units as detailed in the re-supply rules. There will be flat rate cost of 50,000 C-Bills for each Mech Slot, per Jump (100,000 for a “Double Jump”), associated with Defensive Movement. Mercenaries will be given “Free Movement” between employers at the start of their Careers, and throughout the Campaign as required, when changing employers. This will be for Defensive Movement only. Mercantile (Merchant) MovementMercantile Movement (Merchants) represents several aspects of the Astral Dominion League’s Movement Rules. Firstly, movement via mercantile resources will result in no cost to the Team Leader. These assets are completely notional, and will have no offensive bearing on League play, and are considered to be the assets used to transport, among other things, Raw Materials (RawM) from a Team’s planets to their Manufacturing Facilities every Turn. To this end, Merchant transportation is used to represent the commercial carriers of these resources to their respective refining facilities. Furthermore, Merchant transportation is used by all Teams in the re-supply process of replacing Mechs in Sub-Units that have sustained combat losses, as detailed in the re-supply rules. | ||
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