Rules: Raids 
 

Raids

A Raid is similar to a Planetary Assault, in that the Combat is conducted between 2 (two) opposing forces for the possession of a Planet’s resources. One of the primary differences is that the Planet ownership does not (usually) change hands. A Raid is carried out by one Mech force, in an attempt to steal resources from another Team. Mech salvage from a raid will always become the property of the planet owner that was raided. The Defender will chose the (up to) 25 Mechs that he will use to Defend with, and only those Mechs will be visible to the Attacker. A Raid can be conducted against the following types of targets:

·        Mech Factories and/or,

·        Planets

Mech Factory Raids

A Raid against a Mech Factory will steal Mechs, and damage the Mech production from that facility. This can be a valuable means to reducing an opponent’s Mech production. The defending Team will ALWAYS be Team 2, and the attacking (Raiding) Team will ALWAYS be Team 1. The Missions to be used for all Raids will be a collection of Custom Designed and Scripted Missions, available from the Astral Dominion League Website. These Missions use a Custom script, along with the MekTek “Classic NoRespawn” Scripting, to simulate a Dug-in Defensive Position that the Raiding Party must defeat. The Custom designed Raid Script (Absolute Raid) has pre-set objectives included, which are to destroy the two Target Buildings (EN_HQ, and EN_Comms).

League Raid Missions will be custom built, and approved specifically for League Play in each of the Climates used in the Astral Dominion League. Raids will normally consist of 25 Mechs on each side (although fewer can be used, at the expense of achieving a full 5 successful Raid Engagements).  Mech Rotation will not be used in Raids (Each Mech involved in a Raid will drop only once). There will be a MAXIMUM of 5 Engagements in any Raid.

Mech Factories cannot to be completely destroyed at any time during League play, thus if the Attacking Team manages to destroy the Target Buildings, it is considered that they were successful in destroying an outlaying Factory Building, and that they managed to be "close enough to the Factory" to successfully Steal Mechs and or Resources.

There will be two different results in a Factory Raid. Each successful engagement by the Attacker will result in a 20% (rounded down) theft of RawM and C-Bills from the Factory and Planet or 1% of the Defending Team’s GNP on the following Turn, whichever is greater. (Successful Mech thefts will depend on whether or not that particular Factory was in production during the Turn of the Raid). Regardless of whether or not the Factory was in Production, 1-4 successful victories by the attacker will result in the Factory being inoperable for 2 Turns. If the attacker successfully wins all 5 engagements, then the factory will be rendered inoperable for a total of 3 Turns. If the Factory is NOT in production during a Raid, then the attacker will receive the RawM and C-Bills, per successful victory. These funds will be automatically transferred from the defender's account in the Automation on the Turn immediately following the successful Raid.

In the case of a Factory that is in Production during a Raid, not only will the attacker gain the C-Bills and RawM, but they will also capture 20% of that Factory's Mech Production (rounded down) in actual, serviceable Mechs. In Factories with significantly low Production numbers, this can result in only a single Mechs being acquired by the Raiding Party. The owner of the factory will have this 20% of that factory's production per victory transferred to the attackers Supply Depot on the Turn immediately following the Raid.

A maximum of 5 engagements will be carried out in a Mech Manufacturing Facility Raid, and the attacker may voluntarily stop at any time. Mech Losses at the end of each engagement will be recorded on each side, and the next engagement will begin. At the end of the 5th Engagement (assuming that the attacker and/or Defender has enough Mechs to conduct all 5 engagements, the total number of times that the Attacker won will be multiplied by a factor of  20. This will give a percentage of 0-100% success, and that factory will be “down for repairs” for the next 2 (or 3) turns, assuming a minimum of one successful Raid. The Defender shall set all Server settings including the Map to be used. In the case of multiple factories located on a Planet during a Raid, the Automation will deduct Mechs from all Operational and Producing Factories on that Planet.

Planetary Raids

Planetary Raids are conducted in EXACTLY the same manner as the other Raid types, except that the end objective is Raw materials (RawM) and C-Bills ONLY. As above, the Raid will be carried out in a series of 5 engagements of 5 Mechs, without Mech Rotation (each Mech will be used only once). Each successful engagement by the Attacker results in a 20% (or 1% of Total GNP for the Defending Team, whichever is greater) reduction of that Planets RawM and C-Bill production for the following Turn, and is removed from the planet owner’s Ledger for the following Turn, and is applied directly to the attacker’s Account on the following Turn in the same manner as the Factory Raid, above. Factory Raids and Planetary Raids will use the same Custom Raid Missions, depending upon the Climate of the Planet being attacked.

 
 


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