SolarisIV Rules
This League is set place in the Solaris System, in 3058 just after the Clans have attacked and the 'Houses are co-operating.
This League will feature many elements from getting paid Funds to buying 'Mechs, to Capturing Planets to get more resources. The rules are broken up into different chapters below. Each one will explain a section in more detail.
Unit Sign-Up Requirements
Basic Rules
Income and Financial
Building and Production
Moving Troops
Planets
Battle Commencing
Final Word
Unit Requirements
When you first join this League you have to ask yourself. "What do I want my Unit to be or even do I want a Unit?". Because there are many different types of Units you can be in this League. Or you don't even need a Unit just join Steiner Militia and we will put you in a Unit, give you Funds and you fight for us. If you don't want to join Steiner Militia and would rather take the roleplaying side on your own then that is fine. Below is the type of Unit/Clan you can be and how many personnel you need to Join as that Unit/Clan.
Periphery
A Periphery is a Minor Power. They control a certain amount of planets and space, much like a 'House except not as Finacial "fixed" and not as powerful. These are very Large Units and have the ability to Hire other Units. These Peripherys also start with more Planets under their control. At the thought of all these good points one must expect a steep down side as so is that: A Periphery is the one Unit requiring alot of Personnel, 15 to be exact. If you start out a small Unit like a Merc or Pirate you can eventually become a Periphery, they start out with 5 planets.
Mercenaries
A Mercenary Unit does not control any space but has one planet to start out with. Mercenary Units can be Hired by the 'House or they can be hired by a Periphery. A Merc Unit must have 4 Persons to join.
Clans
A Clan is a speacial type of Unit, they cannot become a greater power like a Merc or Pirate but they do not get hired either. Clans start out with 2 Planets in their control. Instead Clans have the ability to "Mass" produce 'Mechs. As Clan Technology is far superior to IS they can quickly and efficently produce Chassis. However Clans tend to spread out their Facilities and this can be a real advantage, but if another Unit takes any Zone of their planet they will of lost the ability to produce Chassis. 8 Persons are needed to join as a Clan.
Pirates
A Pirate is much like the common Merc, except a Pirate does not work for cash instead they take what they want when they want. A Pirate starts out with no planets but can take them by force. A Pirate starts with more 'Mech Chassis though than any other Unit. 4 Persons are needed for a Pirate.
Basic Rules
When you first start you will begin with a number of 'Mech Chassis and C-Bills (money). If you are a Clan your start-up Chassis will be Clan and if your IS your start-up Chassis will be IS. Every Unit/Clan will receive $1,000,000 C-Bills every 15 days but that is not the only ay to gain cash. Every Unit/Clan will have the amount of planets under their control when they first begin.
The Goal of this League is to create a Fun and Realistic enviroment, and the goal of your mission is to take control of as much space as possible. Therefore increasing your Power and in the end Ultimately Take over Solaris. To acheive your goal you will have to play politics, produce 'Mechs, steal info, get resources and battle. After every Battle your Unit/Clan will have to pay for repairs. Unless your Contract (you are being Hired) states that your hiring Power will pay for your Ammo, Repairs expenditures. This Repair/Ammo payment will be automatically subtracted from your monthly Income.
Every League battle will follow the following options for rules.
Every League Battle must have....
No UA selected! Unlimited ammunition is not an editable option for any match in this League.
Unlimited Time selected! Time in reality just doesn't stop on you for any reason. Neither shall it in any League match.
Map editable! The choice of Map will either be up to you and your oppenent to select or it will be decided by Steiner for the enviroment of your match. ie. You fight in Durgan for a Zone1 or 4 match because it is heavily populated and contain many buildings.
MFB editable! The choice of Mobile Field Bases on or off will either be decided by you and your oppenent or Steiner for the enviroment.
Kill Limit 20 selected! This is because there can be a maxmimum of 20 Chassis on your Jump Ship, thus ther can be 20 'Mechs fighting in a battle. Although you can only get 8 in any Battle it is said to be 20.
Weight Limit 100tons selected! This is primarily because of your Unit/Clan can have any 'Mech it owns or has stolen (the rule will be along shortly for stealing) in a Battle.
Allow Respawn On selected! This must be set to on or the Battles will be too short and you will not "benefit" from the experience. Trust us it is more fun to have a planet match with someone that lasts more than 5mins.
Stock 'Mechs editable! STOCK HAS TO BE USED unless you have had your 'Mechs refitted! This is because every 'Mech you start with or purchase is originaly Stock. If you play a battle with your own custom figs and have not yet been refitted that 'Mech than you will lose all your current C-Bills and lose all but 2 of your 'Mechs. 'House Steiner will know if you use a custom fig when you are not allowed because we know if you put it in a Factory or not. Please do not use custom figs if you have not had your 'Mech refitted! It is not only spoiling the League for others but will reduce the fun of the "organisation" side of the League for you.
FFV selected! Force First Person View must be selected. This is because a Mechwarrior can not just suddenly see him self from out side his 'Mech.
These Rules of Battle only apply to League Battles. If you play a normal game on the Zone use what you will.......But every League Battle is fought like this!
Income and Financial
There are many ways to get rich in this League. In this Chapter we will look into these ways;
Monthly Payment
Every Unit/Clan will receive their Monthly Payment from their Head Quarters. Although it says Monthly its actually every 15 days. A Unit/Clan will receive $1,000,000 C-Bills every 15 days. This is the "Core" cash that will get you through your campaign. There is no way at the moment to lose the ability to get this.
Contracted Units
If you are either a Merc or Pirate Unit you can be Hired by other Powers. Such as 'House Steiner or a Periphery. To be Hired your Unit and the Hiring Power must agree to a Contract (see Merc Contracts for more info). Then you will receive the amount stated in your Contract. A Contract can also pay for your Ammo/Repair Expenditures.
Planet Income
You can also receive C-Bills by the amount of Planets you hold. Each Planet generates an amount of C-Bills from its Citizens. The more Planets you hold the more your monthly planet income will be.
Selling 'Mechs
You can also sell Chassis for cold Cash.
Now we will guide you through the process you will soon have to do. This will explain what each button does and what happens to your Unit.
Building and Production
Building and Production is done via Unit CO Access. When you join the League you will receive your CO Password which entitles you to your Unit/Clan Automation centre. This is where a CO can move troops, assign 'Mechs, Transfer Funds, Hire Units, Build 'Mechs, check their current planets, start an attack and much more. It is still not completely automated but soon will be. Sadly because of the over done work required by 'House Steiner this centre can be accessed only once every 2 days. So make sure you find out as much as you can about your enemy and make sure you produce or transfer what you want. Soon you will have unlimited access to this centre.
When you first start you will begin with as usual unless otherwise stated you will start out with 8 Chassis of one variant and one race (IS or Clan). These start-up 'Mechs are and will be only Stock. You can however change the config but only after you send it into a FAC for a refitting. A refit will prevent you from taking that Chassis any where. It must stay in the FAC on the planet you put it in for 1 whole real time week. Once one RT week is up you may take it out and load it up on your JS. If your JS is not there on completion your 'Mechs will take the normal rules and goto Zone4 of that Planet where it will stay until you retreive it.
When repairing which must be done after each and every battle (because opponents these days are so good you are likely to get hit more than once), you must drop the Chassis of at a FAC where it will stay to be repaired which will take RT 3 days. You must pay for the repairs which will automatically be subtracted from your monthly income. Unless you are paid by a Periphery or other power such as 'House Steiner the repairs will take the same time and rules (such as putting it into a FAC straight after the match or as soon as possible) as normal except the repair bill will not be subtracted from your monthly income but will be subtracted from their monthly income. If you do not put a 'Mech in to get fixed you will not be able to take that 'Mech on your next mission, it will stay on your dropship until repaired by a FAC. *NOTE! This is a good time to strike for other Units. Once a Unit has come out of battle either victorious or retreated they will not be able to use their 'Mechs and his gives you and most of the time "Pirates" a chance to intercept the injured Unit and steal their weaponary (including 'Mechs).
Now we will go through the process of Building a 'Mech in 'Mech Allocation.
You can only produce a Chassis if you have a 'Mech production Facilitie. This will be listed so you can see if you do.
Moving Troops
Once you have Produced your Chassis and allocated your Funds you can assign your 'Mechs a Location. Put them on a Jump Ship and send them to a Planet to either attack or repair or capture. A Jump Ship can carry a Maximum of 20 'Mechs. If you want to Carry more either drop some 'Mechs somewhere and go back for more or produce/buy a second Jumpship. If your 'Mechs are damaged on a enemy planet you need to take them back to a repair facilitie on your planet. Even if you are under Contract by a Power they cannot give you the amount of repairs unless your on your own facilitie.
Now we will explain how to move your forces. This area lets you put your forces onto any current planet and the enemies
Planets
Certain Planets hold speacial abilities. Some have a Repair Facilitie and some have 'Mech Producing plants. Others have a Strong defence Zone which enables them to shoot at nearby JumpShips and prevent you from "successfully" landing your troops to engage. Others hold no value at all but some have a lot of Income. To see whether your Planet has a Speacial abilitie look it up in History of the fronts and check.
Before a Unit/Clan can attack a Capital planet they must first capture all the surrounding planets. Only once the surrounding planets have been captured can they move onto the Capital. This is primarily because that a Captial planet has almost 5 times the defence as a normal planet, and they get their supply for these defences from their surrounding planets. So knocking out the surrounding planets will affectivly disable the CAP. Heading straight into a CAP is suicide and your Drop Ship CO will not allow this.
Zones are parts of a planet that are broken up into their main parts;
ZONE1
Zone1 is the most important Zone on the planet. It is the planets HQ and taking this Zone could mean your capture or loss of that planet. Zone one provides you with the listed elements;
Zone1 has the planets HQ. If you capture this Zone you capture the Planet.
Zone1 Gives your Planet 30% of its Income.
Zone1 Holds the HyperPulse Transmitters. These give the defending Units the ability to call for reinforcements. If the attacking Unit captures Zone1 they will be able to call for reinforcements.
STAGES to play this Zone are;
Durgan
Zone2 is the mostly populated area of a Planet. It delivers the most of the planets Income. This Zone gives you the following elements;
Zone2 is the most populted so it delivers 40% of the planets Income.
Zone2 must be taken before you can attack Zone1
STAGES to play this Zone are;
Durgan
Zone3 is the Farming side of the Planet. It actually doesn't prove to be of any worth but it must be taken before you attack Zone1. This Zone gives you the following elements;
Zone3 delivers 10% of the planets Income.
Zone3 must be taken before you attack Zone1
STAGES to play this Zone are;
Villa
This is the Military side of the planet. This is a key part because it plays multiple roles;
Zone4 delivers 20% of the planets Income.
Zone4 Is where the 'Mechs that are produced or are refitted go once completed.
Zone4 can hold the Orbital guns. If the planet has such.
Zone4 Holds the planets Repair and Production Facilities. If the attacking Unit captures this Zone the defending Unit cannot produce 'Mechs and either can the attacking Unit until they Capture Zone1
Zone4 Must be taken before attacking Zone1
STAGES to play this Zone are;
Durgan
SpacePort
TrainStation
TrainStation
SpacePort
DropShip
LakeBed
TrainStation
SpacePort
TrainStation
VIlla
Also for Battles where you jumpShip is shot down by another Units/Clans Planetary Defences you will have to play the Map DropShip. This is to simulate your DropShip crashed on the Enemies surface. If you JumpShip/DropShip is shot down you will remain on the enemie surface until you either;
1. Die
2. Call for reinforcements ir you have taken control of Zone1.
3. Have captured Zone4 and there is a JumpShip on planet. you could then affectively steal the Units/Clans Jumpship and take off home! Or stay and capture the other Zones!
If at any time a attacking Unit retreats from the defending planet and they have not captured Zone1 they will have lost control of the other Zones aswell! So if they land again and continue their attack they will have to start off with no Zones in their control on the defending planet.
In this part we will guide you through your planet Zones and how to move your forces between them. This is your planet not the enemies you are going to move your forces through. We will get to the enemies later but for now,
Battle Commencing
Now after all the Unit/Clan "Financial" playing and organising and getting your JumShips into the right place to attack its actually time to attack. In this chapter we will explain how and when you can attack and in what order you can.
A Jump Ship can hold a Maximum of 20 Chassis. To get more on board you will have to buy another JS or produce it at a Spaceport which you will soon be able to do. In the meantime you will have to trade turns between which 'Mechs move and which don't.
Now its time to play! You can only take the selected 'Mechs you dropped into battle against the defending player on the Zone you landed. The defending player can move the forces he chooses from the Planet Allocation to meet you and engage. If you are the defending player you will be notified on your Planet Allocations form if you are in danger of being attacked. It will list all enemies on your Planets Zones and in their Orbits. If he does not within 2 days you get control of that Zone. Once you have successfully won or retreated you must inform 'House Steiner on the victor and the "lesser" who failed.
Final Word
Just one more thing before you start. There is to be Zero Cheating!!! We keep track of your IP so if you Cheat and get "disbanded" from the League you will not be able to come back in as a new name. This is the only reason we keep your IP as to no one cheating. Also these are "beta" rules and they will either change or get taken away depending on circumstances. Remember this League is about realism play and FUN!!!!