Rules: Campaign Outline 
 

Astral Dominion League General Outline

The Astral Dominion League will take place in the FASA Universe circa 3067, beginning January 1st, 3067. It will consist of several different Teams, each with different (and secret) agendas. Each Team will be assigned several different objectives that must be completed as part of a set of “Victory Conditions”. These conditions/objectives will be given to each Team Leader prior to the start of Turn 1. Team Leaders may, or may not choose to share their Team’s Victory Conditions with their Team members. (Remember that if everyone on your Team knows what you are up to, you are leaving yourself open to espionage, and security leaks.)

Disinformation can be a powerful tool in these instances. Of course, your objectives may or may not become painfully clear to your opponent(s) as the Turns roll by. Each Turn will be a full 3 (three) weeks in length, and will represent 1 (one) month of “Game Time”. In addition to the 3 week turn cycle, Teams will be given several other time limits for Team Administration. The Submission Phase for each Turn will last for 72 hours following the end of a Combat Phase. Turn lengths may be extended if required, but only under extremely special cases. Turn 2 will represent February 1st, 3067. 12 Turns will represent 1(one) Year of “Game Time”; bring the Campaign to January 1st, 3068.

The reason that these “Victory Conditions” have been assigned, is to alleviate the 2-sided IS vs. Clan wars that have plagued all online 'Mech Leagues in the past. You will no longer be able to “trust” your so-called ally/neighbor, because his objective could very well be to wipe your Team off of the map! As a Team achieves each of their objectives, they will gain the ability to increase the Maximum “Jump Distance” for Offensive and Defensive moves, by an additional 30 Light Years. The more Objectives that your Team has, the farther your Team will be able to move, if you achieve all of your Objectives.

 
 


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