| Rules: Plotting Movement | ||
Plotting Movement with the Map and the Team Leader’s Automation InterfaceAll Mech Units under a Team Leader’s control will have dedicated Jumpship and Dropship assets directly attached to it, thus permitting unrestricted movement within the boundaries laid out below. The Astral Dominion League Map has detailed Jump Lanes, each representing 1 (One) Jump. To display Double Jumps, Team Leaders will have to view “Jump Circles”. If two circles intersect, then it the distance is within 60 LY. Movement between planets to which there is no direct Jump lane, shall be accomplished through the use of “Jumpship Recharging Stations”, and shall be, for League Purposes, considered one Leg of a Jump between the Start point and destination. A JSRS is an “Administrative” Asset, and can never be attacked, nor can it be claimed by any single Team. Certain JSRS have restricted use (The Clan Exodus Road, for instance), which only one faction or the other may have unrestricted use of. Distant planets can result in 2 or more turns to reach, using these facilities, and can often result in a “bottleneck” for Teams moving through them. Permitted moves per turnIt can be easily seen that without some form of restrictions on offensive/defensive movement, Teams could quite quickly become overwhelmed with attacks in a given turn. As a result, each Team will be permitted the following moves each turn: Offensive5 Offensive Moves, of which a maximum of 3 may be “Planetary Assaults” from one Planet to another, within 30 or 60 LY (1 or 2 Jumps). Offensive Recon and/or Offensive Raid moves, from one Planet to another also fall under this limitation. These moves will be limited by Jumpship capabilities and funds available. Mercenary Teams have limited Transport available to them, thus are limited to a maximum of 3 Offensive moves of any type. DefensiveUnlimited Defensive moves from one Planet to another, within 30 or 60 LY (1 or 2 Jumps, modified by Objective Awards) depending upon Jumpship capabilities and funds available. MerchantUnlimited Mercantile movements each turn. | ||
|