NBT Rules - NBT-MWO

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NBT Rules - NBT-MWO
Rulebook
NBT RULES & REGULATIONS
The following are a compilation of all rules that govern activities within the NBT-HardCore league. Our goal is to
simulate the BattleTech universe as closely as reasonably possible, making use of MW4: Mercenaries as the gaming
platform. Between the rules and the automation, we simulate the grand scale of the universe which BattleTech
creates.
We have organized the rules into seperate rule-sets to make reading and understanding them much easier. We
encourage all to become familiar with the rules in order to improve your league experience.
NBT-HardCore Rules Printable Version
League Overview
1. Welcome
2. BattleTech
Brief BattleTech History
3. Ruling Body
4. Disagreements
5. Conclusion
Pilot’s Handbook
1.
2.
3.
4.
System Requirements
NBT Rules of Conduct
‘Mechs & Equipment
Battle Rules
Setting Up Your New Unit
1.
2.
3.
4.
Unit Requirements
Unit Choice
Start Up Information
Shutting Down a Unit
League Economics
1. Monthly Income
2. Jump Types & Cost
3. Purchasing Resources
Black Market
4. Maintenance Costs
5. Transferring Money
6. Factories
7. Selling Resources
8. ComStar Fees
9. Star League Defense Force Fees
Planetary Management
1. Industry
Political Instability
2. Garrison Limits
Over-Garrison
Allied Garrison
3. System-Defense Stations
4. Capitals
Terra & Strana Mechty
SubSectors
5. Factories
Mothball Storage Area
6. Planet Lockdown
7. Planetary Protections
Jumpships & Travel
1. Jumpship Types
2. Charge Stations
3. Types of Jumps
Combat Jumps
Non-Combat Jumps
4. Jumpship Fleets
5. Jump Restrictions
Attacks & Battles
1. Planet Lockdown
2. Battle Limits
3. Offensive Actions
Battle Types
Joint Assaults
Counter-Attacks
Scaled Success
4. Defensive Actions
Garrison Limits
Over-Garrison
5. System-Defense Stations
Battle Protocols
1. Pre-Battle Preperation
Pilot Requirements
2. Drop-Time
3. In-Server Rules
4. Calling “Go”
5. Post-Drop
6. NBT Game Servers
Planetary Assault Rules
1. Battle Specifics
Drop Zone - Stage 1
PA Drops - Stage 2
Siege Drops - Stage 3
Forced Retreat
2. Voluntary Retreats
3. Best Out of 5 System
Battle Results & Reporting
1. “Minor Battle” Reporting
2. Additional Reporting Guidelines
Recon Data
‘Mech Raids
3. Planetary Assault Reporting
4. Allied Battle Reporting
5. Forfeits
6. Final “Battle Reporting” Notes
Partial Team Destruction
Battle Ties
Scaled Success
Alliances & Diplomacy
1. Diplomacy Settings
Full Alliance
Military Alliance
Neutral
Border Disputes
War!
2. Changing Diplomacy Settings
Limiting Effects of War & Full Alliance
3. MRBC Hiring Halls
4. House Mercs
5. Unit Goals & Failures
6. Espionage
7. Counter-Espionage
Frequently Asked Questions
LEAGUE OVERVIEW
DEFINITION : LEAGUE
Function: noun
Etymology: Middle English (Sc) ligg, from Middle French ligue, from Old Italian liga, from ligare
to bind, from Latin
an association of nations or other political entities for a common purpose
an association of persons or groups united by common interests or goals
a group of sports teams that regularly play one another
an informal alliance
Welcome to NBT
Welcome to NetBattleTech: HardCore! NBT is one of the oldest planetary resource leagues in existence.
It has evolved through several incarnations starting in the mid-1990’s with Activision’s Mechwarrior2:
Mercenaries and continuing on through Microsoft’s Mechwarrior 4: Vengeance, Black Knight &
Mercenaries. Now, with the creation of the HardCore Expansion Pack, NBT has reinvented itself once
again.
NBT-HardCore has an upgraded automation, comprehensive rules set, and a BattleTech Universe map
that has no equal. The goals of the new NBT-HC league are slightly different from NBT-Mercs. They
include (but are not limited to):
New 'Mechs and Weapons balance system based on CBT concepts
Expanding the information available to all pilots in the league
Much stricter role-play environment for the major units of the league
Neutral servers, hosted by HomeLAN Federation, are provided for battles. An Administrator is always
available on IRC when battles are taking place to set up servers, answer questions, and take care of any
problems that may arise. The NBT Administration team is very “hands on” when it comes to league
management.
It is the aim of the NBT team to provide the online gaming and BattleTech enthusiast with the ultimate
planetary resource league experience; from exciting simulator battle to the challenge of managing a
House, Clan, Periphery Kingdom, Pirate band or Mercenary unit. We hope that you will enjoy your stay in
NBT-HardCore. And, once again, welcome to the best planetary league on the Net!
BattleTech:
NBT-HardCore uses the BattleTech universe as the basis for
its existence.
Role-Playing:
With all of the BTech History available to build upon, NBT is
requiring that its major member units role-play their
selected unit to the best of their ability. This will mean
knowing your units history and motivations, and bringing those into the new league. Your unit name is
not just a label, it is an entire identity.
We are NOT requiring that our member units play out the BTech timeline after April 3067, whether from
CBT sourcebooks, and definitely not anything as regards the Dark Age timeline. NBT makes its own
history. We are expecting you to role-play your units as you feel they should have acted in the BTech
timeline. Alliances may be made and broken, battles fought, borders change. But all must be done with
at least a minimum of RP and backstory provided.
League Units:
There are a wide variety of units available to choose from: From the Major Houses and Invading Clans,
to the factions of the Periphery and Kerensky Cluster. There are also dozens of BTech Merc units
available to choose from, as well as various Pirate and Periphery units not listed on the main site.
Please take a look at our Unit Application page, as well as the BTech Encyclopedia for more information
on the units available, their histories and their place in the BTech universe.
Ruling Body:
The ruling body (Administration) of the league will be called ComStar. ComStar, as a unit,
does not participate in the league. The various members of ComStar are listed below. They
should be contacted directly when you have a question that falls under their specific area
of expertise. Group Address: [email protected]
Precentor Dark Phoenix - Lead Admin - [email protected]
Precentor Viking - Lead Coder - [email protected]
Demi-Precentor Traxxas - Administrative Assistant - [email protected]
Demi-Precentor Pestilence Vewas - Administrative Assistant - [email protected]
Disagreements:
As the league is populated by a variety of personalities and people from all areas of the world and walks
of life, disagreements sometimes happen between units. In the event that you find yourself at odds with
another unit for any reason, there is a certain process to follow in order to bring about a quick and
painless resolution to the problem.
Contact the other unit and let them know the problem or matter of contention. Best way to do this
is by email. Most of us are adults in this league, and are mature enough to at least attempt to
work out problems together. Please determine if you are able to come to some sort of agreement
between yourselves that will satisfy both sides. As long as an agreement is reasonable, the Admins
will generally support the agreed upon decision. Communication is the key to a league of this sort
working. Without communication, the league cannot run smoothly, and the enjoyment level of all
is decreased.
If you have a problem with another unit, please contact them regarding it, even if it may seem a
minor item. Do so in a mature and reasonable manner, explaining your position and why your unit
feels the way it does. The other team should respond in kind. Please remember that mentioning a
concern or problem is not the same as whining. We are all here to have fun and enjoy this game.
We should all be striving to prevent situations that detract from the fun of any unit.
Only if a mutually satisfactory agreement cannot be reached, then proceed to step two.
Compose an email with the facts of the matter and send it to [email protected] You
MUST CC the other team with your complaint as well, or the complaint will be invalid. This
prevents complaints from blind-siding another team, and it allows both sides to be heard. In the
email should be only the facts of the matter at hand. Time, date, server, players involved, rules in
question, screenshots, logs, etc. Keep the message concise and to the point; polite, not heated or
inflammatory.
The Admins will then follow up on the matter and tender a decision, informing both sides of the final
outcome. DK also has the option to escalate any complaint directly to the Complaint Board.
If the admins decision is viewed as flawed, a unit may request that the matter be sent to the NBT
Complaint Board. No matter should be sent directly to the Complaint Board without having gone
through the admins first. The purpose of the Complaint Board is as a check to the admins, not as
general problem solvers. The email address of this board is [email protected]
This board is made up of members of both IS and Clan factions. Included in the request should be
the original complaint sent to the admins, the decision of the admins, as well as any email threads
generated in the discussion of the complaint. The other team involved MUST be CC'd as well.
Again, keep the communications polite and professional.
The Complaint Board will then discuss the matter amongst themselves. If they feel the matter
requires action, they will tender their decision, which shall be binding upon both teams involved.
They may choose to uphold or disagree with the admins decision.
In review: The process for handling league problems is:
Work it out together
Admin assistance
Complaint Board
The following actions can cause a complaint to be invalid: skipping steps, not CC'ing the other team,
rude or profane language. We request that you follow this procedure as closely as possible. It will help
promote league cooperation, as well as keep the league running as smoothly as possible.
Conclusion:
Once again, we would like to welcome you to NBT-HardCore. We wish you many battles, victories, and
just a lot of general fun. If you have any questions, please ask, or view the HPG Uplink for more
information.
<salute>
PILOT’S HANDBOOK
Welcome to NBT-HardCore!!! If you are reading this, then
you have shown interest in joining our BattleTech based
community. We want everyone to enjoy his or her
experience in NBT. Therefore some rules are necessary to
keep things running smoothly. Please READ the rules and if
you do not understand something, ask the Administration
about it. That’s what we are here for.
To begin with, NBT-HardCore is setup as a Unit Based
Planetary League. That means that each pilot participating
within the NBT community is a member of a specific
BattleTech unit. Whether one of the Great Houses like
Steiner or Davion to an Invading Clan like Wolf or Jade
Falcon, each pilot works along side their fellow unit
members to accomplish the goals of that unit.
Thus the next question to be asked is: What unit are you a member of? If you have not joined a unit,
please take a look at our UNITS page for a complete listing of the active units in NBT. Each unit is made
up of different groups of pilots, with varying histories and goals. Your choice will determine your place
within the NBT community. Some units readily accept all applicants, while others require extensive
training and testing before allowing a new pilot to take a 100 ton ‘Mech into league combat. Take a look
at the various units, contacting their respective command staffs. NBT is always looking for new pilots,
and we have a place for you.
There are certain expectations that must be met by ANY pilot that plays within the NBT community.
This holds true from the lowliest Cadet to a House Prince or Clan Khan. They are truthfully simple
requirements, and are easily met if your goal is to play and have fun.
System Requirements
PC System Requirements
Windows 98/ME/2000/XP
128MB Ram
700Mhz
1 GB Hard drive space
16MB Video Card
24x CD drive
Sound card & speakers/
headphones
Multiplayer Requirements
Multiplayer
–
56kbps
modem or LAN
Maximum 8 players with
narrowband
16 players with broadband
Modem speed 56Kbps
Internet Explorer 5.5 and
above
Connection Speeds: NBT-HardCore allows player to join the league regardless of Internet connection.
From 33.6 to T3 lines, all are welcome. Due to the nature of the Internet though, this can sometimes
cause issues with lag and playability. MW4: Mercs requires that you set your in-game connection speed
to the correct setting in order to optimize play. NBT-HardCore requires this as well. Please take a look
at the Connection Speed Tutorial.
NBT Rules of Conduct
The following are rules that are generally expected of most adults in all walks of life. A certain level of
maturity is required to be a part of the NBT community.
Admins: You will follow the instructions of authorized personnel while in NBT servers or on the
Official NBT Forums. Authorized Personnel may include (but not limited to): League Admins,
Server Admins, & Forum Moderators.
The Rules: You will not taunt or otherwise encourage other players to violate any NBT or game
rules. You will not allow another player to taunt you into violating any NBT or game rules. NBT
Rules are to be upheld at all times, by all members.
Cheating: Cheating in ALL forms are strictly forbidden. In the game, in the automation, in
comms, wherever. Any player found intentionally cheating will be banned from NBT-HardCore.
This includes exploiting any bugs in the game itself to obtain an unfair advantage over your
opponents.
Cheating Accusations: Should you feel that someone is cheating, you MUST have proof. At
that point you will contact NBT Administration with said proof. No public announcements on
the forums, IRC or emails. NBT Admins will then make a determination on the nature of the
proof, and what action will be taken.
Cursing & Offensive Remarks: You may not use any offensive, sexually explicit, harmful,
threatening, abusive, harassing, defamatory, vulgar, obscene, hateful, racially, ethnically or
otherwise objectionable remarks. You will not use partial masking in order to use inappropriate
words that would otherwise be in violation of the rules. [Note: If we can tell what word you are
trying to mask, and the word is in violation of the rules, then the partially masked word is in
violation of the rules. Hint: Try using cartoon speak when you really want to say something
naughty. "I am &^%^$% lost!" This is an example of complete masking and is acceptable.]
Gloating, Whining & Pouting: People win. People lose. This is a game. Winners are supposed
to be proud of their accomplishments, but not to the detriment of the members and morale of the
other unit. On the other hand, when a battle is lost there is no excuse for stalking off or sulking
as a result. Learn from your mistakes and move on. Let the other team know it was a "Good
Game" and continue playing. Basically this comes down to a certain level of maturity on the part of
the members of the league.
Attitudes & Egos: These will not be tolerated in NBT. Each of us is here to have fun. People with
massive egos, chips on their shoulders, or just bad attitudes are a waste of the admins time as
well as that of other units. If you are not here to have fun, and allow others to do the same, you
are in the wrong place, and need to move on.
Legal Mumbo-Jumbo: You may not violate any local, state, national or international law or
regulation while playing NBT. You may not use the game service to engage in illegal activity. You
may not arrange for the exchange or transfer of any pirated software or other contraband while
you are on the NBT Servers or Website. You may not use the NBT Servers or Website for
activities other than activities permitted in the game universe or events associated with NBT. You
will not attempt to interfere with, hack into or decipher any transmissions to or from the servers
run by NBT.
Players that violate the NBT Rules of Conduct may be subject to the temporary suspension of their NBT
Play Rights as well as permanent banning if so determined by League Admins.
Mechs and Equipment
General Rules:
Each unit is designated as either a Clan unit or an Inner Sphere unit.
This will determine what kind of chassis they may use – generally.
Purchases of Cross-Tech ‘Mechs are limited by various rules in place
within the league automation. But during the course of league play, any
pilot may pilot any ‘Mech, regardless of Tech Class, providing that the
‘Mech is present on planet. This provides all units with the ability to use
a wide range of ‘Mechs.
Customization:
There will be no restrictions on customization other than these:
If you are piloting an IS chassis, then you are required to use IS
tech weapons on that ‘Mech.
If you are piloting a Clan chassis, then you are required to use Clan tech weapons on that ‘Mech.
Certain weapons are designated FreeTech, meaning they may be used on any 'Mech.
These weapon limits can and will be enforced by the Admin. Each game server will be set to keep a
custom game log. This log can be parsed and will provide the following information: Pilot Callsign, ‘Mech
Chassis, All weapons fired by this chassis.
Key-0 Stock Signature System: NBT-HC makes use of signed variants for Stock type drops. This means
that ather than being limited to only a single variant for each 'Mech, many variants will have multiple variants
available (2-7 each). This variants package is available for download from the Available Packages tab in your
HC Client. It will install all 338 variants into your VariantsHC directory. When a stock drop comes up, you
simply choose any of the variants, which are denoted by a +Name (0); for example: +AGS-2D (0). To drop
in stock drops you may still use the stock version of the 'Mechs available with the game, but to gain access
to this expanded functionality you will need to download the package available (approx. 660KB).
Please note: You may install and uninstall this package at will. Thus if you find that the additional variants
clutter up your variants folder, simply install the package only when you have stock drops that night, and
then uninstall it when the nights' drops are completed. The NBT Updater will add and remove all the correct
variant files from your directory for you with no problems. If you wish to test usage of this system, the
NBT-Commando server is usually setup for Key-0 Stock drops.
Weapon & 'Mech Listing
All weapons and 'Mechs within the NBT-HardCore expansion are allowed for use within league drops.
Battle Rules:
There are various rules that apply when you are involved in
league drops on the NBT servers.
Unit Membership - Each pilot may only be a member
of a single unit at any given time. In order to drop with
your unit, you must be listed on their NBT roster within
the automation.
Unit Insignia - Pilots must wear their names as they
appear on the roster and proper Unit Insignia at ALL
times during battles. This includes if dropping for an
allied unit.
Weapon Restrictions: The above Weapons Restrictions are in effect at ALL times. No exceptions.
Camping – Defined as running off to hide at any point in the drop, with no intention of fighting.
Your team should be attempting to engage the enemy at all times. You joined the league to fight so FIGHT. Being found guilty of camping will result in harsh penalties.
Cheating - We will not put up with cheating in any form. Period! We will eject any persons or unit
that we even SUSPECT is cheating. No excuses. Do not try to exploit the rules. We will not put up
with anyone trying to "cheat the system". If there are loopholes in some rules, then please notify
us if you see that it could pose problems for the league. Do not exploit "bugs" in the game,
especially bugs that give you a clear advantage in battle.
Your Unit and Battle Commanders can provide further information as well. Players that violate the above
rules may be subject to the temporary suspension of their NBT Play Rights as well as permanent banning
if so determined by League Admins.
Lastly, please understand that all of the Administrators of this league volunteer their time, talents and,
sometimes even money to make this work. We are all adults and can take constructive criticism and
suggestions, but if you just want to gripe and whine – you’re in the wrong league.
Once again, we welcome you to the NBT-HardCore community. Each of here is to have fun & blow each
other up. May your victories be many, and your aim true. See you on the battlefield!
SETTING UP YOUR NEW UNIT
Before we begin with the setup of your new unit, there is something very important that we need to
impress upon you. As a Unit Commander, you should realize that belonging to this type of league is a
commitment that you should not take lightly. It takes time and effort. Everything that you do has an
effect on others, not only in your unit, but in other units as well. Delayed and postponed battles are no
fun for anyone…so be SURE that you will be able to give this league its due before you apply for
membership.
Most units in this league fight several nights a week, multiple battles per night. If this seems daunting
to you and your unit, may we suggest joining with an existing NBT unit. This will provide the NBT unit
with an expanded pilot base, as well as give you and your pilots the combat that you are looking for,
without the responsibilities of running a full-fledged unit.
Unit Requirements:
When considering setting up a unit in the NBT community,
one of the biggest factors considered is the number of
ACTIVE pilots that you can bring to a battle. Each unit type
has a minimum membership number associated with it.
The larger units in NBT (Houses and Major Clans) have
huge areas of space to defend, and thus always have to be
able to support more activity with a larger pilot base. If you
are in command of a smaller unit, we will request you to
consider a smaller role in the league (Merc, Pirate, Minor
Clan or Periphery). That will enable you to play at your
own pace, rather than a pace that is beyond your means.
An additional consideration to be made is that of role-playing the unit that you choose. Most units in
BattleTech have 100’s of years of history behind them. Some are based upon honor above all else;
others are the sneaky, devious, backstabbers; still others are the money changers. The options are
endless. When choosing a unit, research that unit first. You will be ‘required’ to role-play that unit to
the best of your ability, both in attitudes, alliances and actions. Note – We are not requiring you to play
out the BattleTech timeline from 3067 on. NBT makes its own history. But each of these units has tons
of history to draw from that will make this game that much more enjoyable, both for yourselves, the
units you play, and the admins of the league.
Unit Choice:
There are MANY different BattleTech units available within the NBT timeline, more so than ever before.
Each type of unit has certain advantages and disadvantages. Larger units have logistics nightmares,
smaller units might always be one step ahead of bankruptcy. Each has a role that can be played in the
greater scheme of the BattleTech universe. Your choice will determine both your history and your
future. You will be taking over these units as of the 3067 timeframe. Most of these units have been in
existence within the BattleTech universe for hundreds of years. Thus you will be setting up your units as
a fully operational BTech faction, not as a fledgling nation. This is represented by the number of ‘Mechs,
Jumpships & Charge Station you are starting with.
Mentor Units: One of the new procedures for incoming units in NBT-HC is the concept of a Mentor Unit.
Basically, each incoming unit may be assigned an existing NBT unit as their Mentor within the league.
The identity of this unit will depend on the unit class you are signing up for, any familiarity with existing
NBT units, as well as your future role in the league. This Mentor will be charged with making sure you
are familiar with the NBT automation, league rules, role-play concepts and the like. If you have a
specific request as to a Mentor Unit, please include it below.
Units who are currently filling the Major Houses will generally be assigned as Mentors to incoming Merc
units. This will require working with the unit in question, making use of their services and handing off
battles to them. The larger Periphery units will be assigned to incoming Pirate units as Mentors.
MAJOR HOUSES – Includes Davion, Kurita, Steiner, Liao, and Marik. These units are by far
the largest in the league, generally numbering from 350 to 500 planets. They receive the
largest allocation of ‘Mechs and cash, but at the same time, they have the most expenses.
If you want lots of action and can handle the paperwork, this type of unit is for you.
Startup chassis are primarily IS, with some Clan.
MAJOR CLANS – These are the Clans play a major role in the Inner Sphere in 3067, be
they original Invasion Clans or more recent additions – Wolf, Ghost Bear, Jade Falcon,
Diamond Shark and Snow Raven. The Clans are smaller than the Houses but are a force to
be reckoned with. Startup chassis are primarily Clan with some access to IS tech. These
Clans are generally located within the Inner Sphere, while still owning their planets located
in the Kerensky Cluster. These are the Clans that will primarily be interacting with the Inner
Sphere, either from an alliance or battle standpoint. Clans receive a bonus on their salvage
ability.
MINOR CLANS – These are the Clans that are primarily restricted to the Kerensky Cluster,
and most of their league activities will revolve around inter-Clan developments. Most were
not in the original invasion. Startup chassis are Clan only. These Clans will start from the
Clan Homeworlds. Each Clan generally starts with around 10-25 planets and subsectors.
While these Clans are not forbidden from interacting with the Inner Sphere, it is not their
primary role in the league. Clans receive a bonus on their salvage ability.
PERIPHERY KINGDOMS – These units are much smaller than their larger House cousins.
They are all located along the House borders and they form a force that all but surrounds
the Inner Sphere. They have the Periphery Link Jump available to them, and they may use
the Pirate jump. Startup chassis are primarily IS, with some Clan. They also receive a
small bonus to their Raiding ability. Pirates that grow to 5 planets or beyond are upgraded
to Periphery status.
MERCENARIES – Merc units are varied and large in number. They are small units, but
they have the most freedom of movement. With the use of the Merc Contract Jump, they
have limited access to almost the entire Inner Sphere to fulfill contract obligations. Startup
chassis vary from unit to unit. Most Merc units will not start with a home planet, and will
not have one during the course of the league. Some CBT Mercs will start with a Capital
(Wolf's Dragoons on Outreach for example). Mercs primary role in NBT is in support of the
Major Houses, taking over battles (especially defensive), and freeing up the Houses for
more offensive actions. Mercs receive a bonus to their Recon ability, as well as access to
the Surgical Strike jump.
PIRATES – These units start off with twice the toys as a Merc unit, but have almost no
cash to begin with. They are designed to live off of raids and theft. Pirates have several
special abilities available to them. The Pirate Jump extends their raiding ability into enemy
space. Pirates may also use the Periphery Link Jump to reach most unassigned planets on
the map.. A Pirates Capital is also hidden from public view, and is able to be moved at a
moments notice (except if under attack), making them very difficult to track down. They
are a thorn in the side of the larger units. Startup chassis are determined on a case-bycase basis, but will be mostly IS chassis. Pirates receive a bonus to their Raiding ability.
COMSTAR UNITS – The two units in this category are Word of Blake and the Free
Rasalhague Republic (by way of ComStar being located on Tukayyid). Both of these units
are responsible for all communications services that take place within the Inner Sphere. As
such, while both units are very small, they receive monthly income from the IS Houses and
Periphery. Each House and Periphery unit makes a choice as to which ComStar unit they
will make use of, if any. That ComStar unit then receives a portion of the maintenance cost
for EACH planet in that unit’s space. A ComStar unit may also Interdict communications
within a units space, causing planetary maintenance to increase exponentially due to the
lack of interstellar communications. These 2 units survive by means of their political savvy,
rather than sheer brute force.
SPECIAL CASE UNITS – There are several units that fill unique roles in the league. These
include: Clan Nova Cat, Clan Wolf in Exile, Explorer Corps and Start League Defense Force.
None of these units actually own planets at league start, and instead rely upon either their
host units (CWX -> LA; CNC -> DCM) or through special fees collected in the case of the
SLDF. CNC and CWX retain their special Clan abilities, while the SLDF makes use of
ComStar type abilities. Explorer Corps is considered a Periphery unit for league purposes.
Start Up Information:
Once your unit choice is determined and confirmed with the Admins, you will then get your start-up
information. This will include your Planet List, Industry, Jumpships, Factories, Flagships and Free Mech
Allocation. You do not have to purchase anything. You simply have to place it where you want it using
the Planet Setup form. The best way to envision the layout of your space is to use the NBT Dynamic
Starmap. PLEASE make sure that you read the rest of the League Rules before you setup your unit, as
many of the rules will effect how you place your resources. The following are just the basic outline of the
rules that directly affect your unit setup.
Planets, Capitals & Factories:
The listing of the planets you own. Some planets have
‘Mech factories on them. These will be listed on the NBT
site. Each factory will have a Chassis Class assigned to it by
default (Heavy, Medium, etc) along with a Preferred
Chassis. You will receive a 10% discount on purchase of that
‘Mech from that factory. Any True-Tech ‘Mech of that
Chassis Class may be ordered from that factory. ‘Mechs
purchased during the course of the league are ONLY
deliverable to factory planets, thus making these planets
some of the most important in the league.
Capitals: Each major unit receives one Capital planet by default. Capital planets are the center of
your unit’s economy and civilization. All Clan, IS and Periphery capitals are separated into subsectors, thus representing the difficulty to actually assault a capital of a major unit. If a Capital
planet is lost, your entire economy will be thrown into disarray and political instability. Then you
may choose a new Capital within your space. Guard your Capital well.
Industry:
This will be the amount you can spread over your planets. For many units this will be assigned for you
(Mercs Pirates, and other single planet units). For units that are multi-planet units the following rules will
apply: The automation will randomly assign 80% of your allocated gross income, ranging from 50 million
to 200 million with a couple 0 industry worlds thrown in. The remaining 20% of your industry you will
have the ability to place yourself as you see fit. Each planet has an industry cap of 500 million. If you
lose a planet to another unit then the industry attached to that planet is lost as well. Each week, you will
receive an industry payment based upon the total industry that you have, which will be added to your
account as c-bills (minus any maintenance costs).
Charge Stations:
Charge Stations are LosTech that enable a Jumpship to immediately recharge its Kearney-Fuchida (KF)
drive immediately, without waiting the normal recharge period. A properly placed CS line can move a JS
or group of JS across an entire House’s space within the course of a day, rather than waiting weeks for
recharge times. Jump limits within allied space are 60 ly, so for a CS line to be effective, each Charge
Station needs to be within 60 ly of its neighbors. Charge Stations in NBT-HC are pre-placed by the
league automation, and are actually fairly rare, with less than 200 existing at league start.
Jumpships:
Jumpships must be placed in orbit around some of your various planets. There are three primary types
of Jumpships. All can travel 60 light years and each carries different amounts of ‘Mechs. Clan Jumpships
are owned by Clan units, all other Jumpships are IS and will use the IS limits. Startup Jumpships will
consist of Combat JS, Flagships & Transports. You will notice that Clan JS carry more ‘Mechs than there
IS counterparts. This is due to the improved Clan technology on their Dropships, allowing for more
economical transport abilities.
Combat Jumpships (Light, Medium and Heavy): These Jumpships carry your forces into
combat. They are equipped to handle Dropships, and to send forces into battle after jumping to an
enemy system.
Command Flagships: Flagships are Jumpships that have been modified to handle the extreme
Command and Control functions that are needed to handle Planetary Assaults. Only Flagships
may launch the Planetary Assault type battle. In every other respect, they are the same as a
Medium Jumpship. Each unit will receive a set number of starting Command Flagships as well as a
FlagCap. The unit may not exceed their units FlagCap at ANY time.
Non-Combat Transports: These JS are responsible for the moving of ‘Mechs, Industry and
Charge Stations within a units own space. They may only offload to friendly planets that are not
locked by combat. These Transports carry many more ‘Mechs than the normal Combat Jumpship,
but they may not be used in ANY combat situation.
Free Mech Allocation:
This will be given to you in tonnage. You will be allowed
either Clan or Inner Sphere chassis depending on your unit
type and specific startup data. You may use this tonnage on
ANY ‘Mechs as long as they fall under the correct chassis
designation. You must use 100% of this at start-up.
FRR and WoB will both receive a set amount of
startup tonnage, just like any other unit. After the
league has been in operation for 1 month, they will
receive a second pack of ‘Mechs to be placed
throughout their allies space. This represents the
presence of the ComGuards thoughout the Inner
Sphere.
Mech Placement: ‘Mechs must be placed on your planets.
Garrison ‘Mechs: Garrison ‘Mechs, for setup purposes, are defined as ‘Mechs being on planets. Each
planet has a different limit as to the number of ‘Mechs it may support. This number is listed in the
Recommended Garrison column (RG#). This number is based directly on the amount of industry on the
planet. Any planet may have 50 ‘Mechs in residence, regardless of industry (even 0 industry worlds). For
setup purposes, this limit is suspended and any amount of 'Mechs may be placed on any planet. Once
your data is processed, you will need to transfer excessive placements to Jumpships to avoid overgarrison fees.
Attack ‘Mechs: Attack ‘Mechs are defined as ‘Mechs being on Jumpships. The maximum number of
‘Mechs you can place on a Jumpship is determined by the JS Class. During startup, no ‘Mechs may be
placed on Jumpships or Transports. During Setup, no 'Mechs may be placed on Jumpships. Once your
setup data is processed, you may begin to move 'Mechs from planet to Jumpship, using the Planetary
Management tools.
Heavy/Assault %’s: During setup ONLY, placement of ‘Mechs are subject to Assault and Heavy ‘Mech
limitations. The automation will track this and let you know if you are outside these limits. These are in
place during setup to represent the fact that Light and Medium ‘Mechs are present more often then their
heavier cousins. After setup, these restrictions are removed from all planets and Jumpships. They are
as follows:
A minimum of 50% of your ‘Mechs must be either Light or Medium ‘Mechs
A maximum of 35% of your ‘Mechs may be Heavy ‘Mechs
A maximum of 15% of your ‘Mechs may be Assault ‘Mechs.
Mech Classes:
Assault ‘Mechs are defined as ‘Mechs being 80 tons up to 100 tons.
Heavy ‘Mechs are defined as ‘Mechs being 60 tons up to 75 tons.
Medium ‘Mechs are defined as ‘Mechs being 40 tons up to 55 tons.
Light ‘Mechs are defined as ‘Mechs 35 tons and under.
Shutting Down a Unit
At times it is necessary for a unit to leave our little
community. Sad, but true. We have a couple policies that
come into play in this situation:
When a unit shuts its doors in the league and leaves our
little group, certain actions are NOT to occur:
Selling of 'Mechs and Jumpships
Transferring of large sums of money to other units
Transferring 'Mechs and JS to other units.
If a unit owes money back for a contract that is one thing. Clear the return through ComStar when
you are shutting down your unit, and we will take care of it. But transferring billions over to
another unit after selling off all your resources is another matter.
Now, since nothing can be done to the leaving unit as a penalty, the penalty shall apply to the unit
receiving the funds. At the very least, the full amount will be deducted from their account. Possibly
double the amount. So if a unit decides to send you 10 billion c-bills right before they close their doors,
we would suggest transferring the money back, or to ComStar ASAP if you don't want to get caught in
the backlash.
A unit that has been physically wiped out of the league (lost all, or most of their planets) has 2 options:
A unit may choose to retain their unit name and become a Pirate or Merc unit. They would retain
any remaining resources left to them in their former status. The unit would receive the normal
initial industry for that type unit, and be subject to all the rules of that class. They would have the
future option of upgrading their unit back to House/Clan/Periphery, if they can make their Merc or
Pirate unit grow (# of planets) to the point that it supports the concept. This enables the unit to
continue role-playing their league identities.
They may choose to close up shop in their original unit, and may setup a new Merc or Pirate unit.
New name, resources, etc. Thus they would start with fewer resources than option A. They would
also not be able to upgrade to a larger unit as quickly.
The final covered situation where a unit may shutdown is when they wish to merge with a larger unit.
This may be due to low pilot attendance within their unit, lack of time to run the unit, or whatever
reason it may be. The league of course is always pleased to see pilots remain in the league, so we are
willing to offer an incentive for units to consider this option, rather than fully bowing out of the league.
Once the merger goes through, and is shown to be a success (generally around 1-2 months after
the original unit shuts down), a modest booster pack will be granted to the merged unit, based
upon the resources remaining of the former unit.
The original unit must be an established unit within the league. Thus someone cannot setup a Merc
unit, ghost run it for a month, then do a merge expecting the resources to be transferred.
League Administration will determine what the booster pack will contain. Generally it will be limited
to 'Mechs and c-bills, though this is determined on a case by case basis.
Planets and major resources (factories) are never considered for mergers.
LEAGUE ECONOMICS
Everything costs money, from jumps to buying ‘Mechs. We shall use c-bills as the league currency, since
BattleTech uses that as their primary currency. It makes for large numbers but it keeps the
bookkeeping simple. NBT has a fluid economy system. All prices are subject to change based upon
league availability and activity.
Monthly Income:
Income is paid to each unit every Sunday. Maintenance costs are taken out at the same time. Each
payment is determined by the Gross Income – Maintenance Costs, divided by 4 (weeks). That way each
unit has money coming in every week. It also means that 4 times out of the year, you get an extra
paycheck.
Each and every planet in the galaxy has an industry amount assigned to it. This can be from 0 to
upwards of 500,000,000 c-bills. The total of all of the industry on a Unit’s planets will determine how
much they will receive each month. Units will be able to invest in their planets to increase their output
per month. The cost of this increase will be based upon the current economy (ranging from 5-13 c-bills
per point of increase).
Maximum Funds / Maximum Industry Limit: Each unit may have a maximum of 25 billion c-bills
saved in their bank. If a unit exceeds this amount on payday, a worker’s holiday will be declared, and
no income will be generated for that week. Units with 70+ planets may only have a maximum industry
equal to the # of planets X 125 million.
Jump Types & Costs:
Normal Jump -
Light
Medium
Heavy /Flag
Transport
100,000
300,000
500,000
50,000
60,000,000
100,000,000
10,000,000
900,000
1,500,000
150,000
25,000,000
2,500,000
Clan / Merc / Periphery Jumps - 20,000,000
Pirate Point Jump Surgical Strike Jump -
300,000
5,000,000
15,000,000
Purchasing Resources:
The following items may be purchased and delivered to various planets throughout your space. Certain
restrictions apply to each.
Mechs: Cost and availability varies by chassis. Factory Production and Black Market are only ‘Mech
sources.
Industry upgrade: 5-13 c-bills per 1 point of upgrade (any owned planet / 500 million per
planet)
Transferring Industry: When Industry is loaded or unloaded there is a 25% fee based on the
amount of industry and the current industry cost.
Transferring Charge Stations: When Charge Stations are loaded or unloaded there is an approx.
250 million fee charged. The fee will vary based on current CS pricing, as well as unit class.
Jumpships: The following units have the ability to purchase Jumpships at any of their factories:
Capellan Confederation, Draconis Combine, Federated Commonwealth, Free Worlds League, Lyran
Alliance, Free Rasalhague Republic, Word of Blake, Clan Diamond Shark, Clan Snow Raven. There
is a limit to the number of Jumpships that may be purchased from each unit’s factories. The ability
to produce Jumpships is a unit specific ability, not factory specific (thus taking a factory from the
above unit will not magically grant Jumpship production to the attacking unit).
FlagShip Exception: Additional FlagShips may be acquired by converting an existing Heavy
Jumpship into a FlagShip. The carrying capacity of the JS is reduced to Medium level, and
Flag bonuses apply. The cost of this upgrade varies. The Heavy JS must be located at your
Capital, and be empty of ‘Mechs.
Black Market:
The Black Market is a back room method for Inner Sphere units to purchase ‘Mechs for their planets.
‘Mechs purchased from the Black Market may be delivered to ANY owned planet, regardless of factory
status. All ‘Mechs sold from any IS unit will go into the Black Market. In addition Merc and Pirate units
may elect to sell to the Black Market ‘Mechs stolen in a successful ‘Mech Raid for full purchase price.
Only IS based units may purchase ‘Mechs from the Black Market. Clans do not have a Black Market, but
receive a permanant bonus to their selling prices.
The Black Market may deliver ‘Mechs to any owned planet or any planet where you have Allied
Garrison present. A minimum of 10 of your ‘Mechs must already be present in Allied Garrison for it
to be a valid delivery point.
The cost of the ‘Mechs available on the Black Market are directly related to the number of each
chassis available. The more of a certain ‘Mech available, the less the cost. Rare ‘Mechs are much
more expensive.
Black Market deliveries take place immediately, unless it is under Full Battle Lockdown or in Political
Instability mode.
Maintenance Costs:
There are certain costs entailed in maintaining such large units in the BattleTech universe. The
automation will keep track of all resources that you own and deduct the following maintenance costs
from your account.
Planets: 12,500,000 per
Charge Station: 150,000,000 per
Command Flagships: 75,000,000 per
ComStar Fees: 3,500,000 (or more) per
planet
Heavy Jumpships: 35,000,000
per
Medium Jumpships: 20,000,000
per
Light Jumpships: 12,500,000 per
Transports: 12,500,000 per
Mechs: The maintenance cost of each ‘Mech is determined by its current status within the league, as
well as its specific Chassis. The base cost is 250,000 per month, and goes up from there.
Garrison
Attack
Mothball /
Transport
Light ‘Mechs
250,000
1,250,000
750,000
Medium ‘Mechs
250,000
1,250,000
750,000
Heavy ‘Mechs
312,500
1,562,500
937,500
Assault ‘Mechs
375,000
1,875,000
1,125,000
Transferring Money:
Money may be transferred at anytime between units by using the automation. Unless you are at Full
Alliance with the receiving unit, a % of the funds will be deducted from the money transfer. The lower
your Diplomacy setting, the higher the transfer fee. See Alliances & Diplomacy for fee schedule.
Units may setup automatic money transfers to take place to Merc units, as part of their contract
obligations. These are set on the Diplomacy page.
Factories
Ordering ‘Mechs:
‘Mechs may only be ordered and delivered from Factory
planets spread throughout the galaxy. If a planet does not
have a Factory present, no standard ‘Mech deliveries may
be made (see Black Market). You may order from your own
Factories, or from Allied Factories. There is a built in delay
of three days from the time you make your purchases until
the time they are actually delivered to your planet.
A planets total production capabilities are determined by the
total factories present on planet. All discounts, production
resources, and chassis selections of individual factories
apply to the planet as a whole.
Owned Factories:
All deliveries will be made to the Mothball Area on the planet. You may then transfer the ‘Mechs
to either the Planetary Garrison, or to orbiting Jumpships.
If your Factory planet comes under attack during the 3 day wait, the delivered ‘Mechs will still go
to the Mothball area. You can still transfer ‘Mechs to Jumpships, but not to the Primary Garrison
(Full Lockdown).
Allied Factories:
To order ‘Mechs from an Allied Factory, you must have a Jumpship in-system at the time of your order.
Otherwise you will not be able to even see the factory on your order screen. The ‘Mechs are then
delivered to your Mothball Area on the planet. You may then transfer the ‘Mechs to the orbiting JS. If
you have no JS in orbit at the time of delivery, the delivery will be waiting for pickup in the Mothball
area. Purchases made from Allied Factories while at Military Alliance are charged a 15% surcharge.
50% of the final purchase price goes to the bank of the factory owner.
Pirates and Unassigned Factories: Pirates may order ‘Mechs from factories on any Unassigned planet
(Pirate’s Haven is an example). Normal Allied Factory rules apply.
Factory Slots:
Each Factory planet has a predetermined number of Factory slots. Some have only 1 slot, while others
might have 9 or 10 different slots. Each Factory Slot has 4 properties assigned to it:
Tech Class – Clan or IS – This will determine the Tech output of the Factory
Preferred Chassis – This will be set to a specific ‘Mech, within the Factory Tech Class. Anytime
this ‘Mech is ordered from this Factory, normal 'Mech Costs apply.
Chassis Class – Light, Medium, Heavy, Assault – This is determined by the Preferred Chassis.
Any ‘Mech chassis of a set class may be ordered from this factory. Whenever a Secondary 'Mech is
purchased, a 15% surcharge is applied to the purchase.
Monthly Production – Each Factory Slot may only produce a certain number of ‘Mechs per
month. Each week, the Factory partially ‘recharges’ as additional production materials are brought
in. Heavy and Assault factory production is a little slower due to the longer build times.
Factory Upgrades:
Factories may be upgraded in two ways. As the time and expense required to make these changes are
rather large, these can be some of the biggest expenditures in the league. There are NO REFUNDS.
Each factory has a base cost of 2 billion, multiplied by the current 'Mech cost. When you create a new
factory slot, you are given the option to name the factory slot. Please name them in line with CBT
standards for factory names.
Expand Existing Factory – This option will create a new Factory Slot on a planet that ALREADY
has Factories present. You will choose the Preferred Chassis for the Factory creation.
Create New Factory – This option will create a new Factory on a planet that does NOT have
Factories present. This is by far the most expensive option.
Factory Upgrade Costs:
Modification Type
Expand Existing Factory –
Create New Factory –
Cost Multiplier
Production Time
250x ‘Mech Cost
375x ‘Mech Cost
10 days
20 days
Cross Tech:
All Factories are locked into their current owners Tech Class. Thus IS owned factories will always produce
IS ‘Mechs; Clan owned factories will always produce Clan ‘Mechs. There are two ways around this
limitation.
Capturing an enemy factory: If an IS unit captures a Clan factory, that factory will retain its
current Preferred Chassis, but its remaining production will still produce IS chassis. Vice versa if a
Clan captures an IS factory.
Stolen Technology: The automation will keep track of all Cross-Tech ‘Mechs that are stolen or
salvaged by each unit. Once you have acquired 200 of a specific chassis, you will gain the ability
to Expand one of your factories to that chassis.
Additional Expenses & Abilities
Selling Resources:
'Mechs may be sold from any planet you own that is NOT under attack (Initial or Planetary
Lockdown). They will be sold to the Black Market for a variable fee, depending on how saturated
the Black Market is at that time with that particular chassis.
Black Market Integration - When selling 'Mechs, you will be given the option to either sell them
immediately to the Black Market, or to place them up for Auction. Immediate Sell will grant you
cash right away, but at a lower rate. If you choose to Auction off your 'Mechs, they are placed in
the Auction House, pending purchase from the Black Market. Once the 'Mech sells, you will receive
your reimbursement, at a higher rate than an immediate sale.
Clans do not have access to the Black Market, therefore their 'Mech sales are at a fixed rate.
Jumpships may also be sold. They do NOT go into the Black Market. They are returned to
ComStar for safekeeping. You do NOT receive any funds for selling a JS to ComStar.
Charge Stations may NOT be sold.
ComStar Fees:
The following only applies to House and Periphery units.
In order to maintain its interstellar communications network, certain maintenance costs are charged to
Inner Sphere type units. Failure to pay these fees results in a shutdown of communications between
planets, drastically increasing the operating expenses of all planets. Unfortunately, ComStar has had its
own problems as of recent years. Word of Blake has taken control of Terra, and ComStar has moved its
base of operations to the Free Rasalhague Republic planet of Tukayyid.
All units have the option of paying a monthly fee to either FRR or WoB in order to maintain their
communications network. This fee is ranges from 3.5 million to 14 million c-bills per planet. This is a
monthly fee. Each unit will choose to activate a Full Alliance with either WoB or FRR. If neither is
selected, then your communications maintenance costs increase by 100% per planet.
ComStar Units may Interdict the communications of a subscribing unit by disabling Full Alliance status,
thus causing the former allies communication maintenance costs to skyrocket. The subscribing unit may
then either attempt to convince the ComStar unit to reinstate the Full Alliance status, or may choose to
subscribe to the other ComStar’s services.
Star League Defense Force Fees:
The following only applies to units that are SLDF Members.
Each SLDF Member must pay regular fees to the SLDF to maintain its network of Jumpships and support
'Mechs. These fees are deducted similarly to the ComStar Fees above, but are only paid by the current
SLDF Members. These fees enable the unit to call upon the SLDF as a Full Ally, making use of their
pilots in drops, Allied Garrison, Allied Attacks and so forth.
SLDF Feels are mandatory, and cannot be disable while a member of the SLDF. Membership to the SLDF
is granted only by a ??% (pending) vote of existing SLDF members. Removal from the SLDF is likewise
only able to be done by the membership, requiring a ??% (pending) passing vote (as well as supporting
role-play).
'MECH MARKET LISTINGS
The following are the current prices for all 'Mechs available for purchase in the NBT-HardCore League system. Base
Cost represents the original pricing for each 'Mech. This was determined by all the equipment, weapons slots, and
speed that define that 'Mech chassis. Each of the other columns represent the cost for purchasing that 'Mech from a
factory. Also displayed are the current numbers available on the Inner Sphere Black Market. Black Market costs vary
from 50-250% of current cost.
Source
Omni
Variants
4,564,097
Mercs
-
7,696,666
9,620,832
MP2
-
30
5,153,525
6,441,906
NBT-HC
-
ARC-4M
70
7,352,274
9,190,342
NBT-HC
-
Archer ARC-6S
ARC-6S
70
11,921,165
14,901,456
NBT-HC
-
Archer ARC-7L
ARC-7L
70
7,604,270
9,505,338
NBT-HC
-
Arctic Wolf
A-Wolf
40
7,617,494
4,951,371
Clan Pack
-
Ares
60
9,653,760
6,274,944
MP1
-
Argus AGS-2D
AGS-2D
60
12,268,800
15,336,000
Mercs
-
Argus AGS-4D
AGS-4D
60
11,978,400
14,973,000
Mercs
-
AGS-5XMT
65
14,051,096
17,563,870
MP2
-
Atlas AS7-K
AS7-K
100
22,576,000
28,220,000
Mercs
-
Avatar AV1-O
AV1-O
70
17,523,105
21,903,881
MP1
OA, OE
Awesome AWS-9M
AWS-9M
80
18,090,121
22,612,651
Mercs
-
Awesome AWS-9Q
AWS-9Q
80
7,456,050
9,320,062
Mercs
-
Black Knight BL6-KNT
BL6-KNT
75
7,136,938
8,921,172
Mercs
-
Black Knight BL9-KNT
BL9-KNT
75
15,438,500
19,298,125
Mercs
-
Black Lanner
B-Lan
55
18,098,511
11,764,032
MP2
-
Blood Asp
B-Asp
90
29,416,750
19,120,888
MP1
Prime, C
Brigand LDT-1
LDT-1
25
2,286,250
2,857,812
MP2
-
Bushwacker BSW-L1
BSW-L1
55
8,707,125
10,883,906
Mercs
-
Bushwacker BSW-S2
BSW-S2
55
10,390,786
12,988,482
Mercs
-
Canis
80
15,796,800
10,267,920
MP2
-
Catapult CPLT-C1
CPLT-C1
65
10,790,126
13,487,658
Mercs
-
Catapult CPLT-C5
CPLT-C5
65
6,540,876
8,176,095
Mercs
-
Catapult CPLT-K5
CPLT-K5
65
12,249,876
15,312,345
Mercs
-
Cauldron Born
C-Born
65
18,271,343
11,876,373
Clan Pack
Prime, B
Champion CHP-1N
CHP-1N
60
5,741,600
7,177,000
NBT-HC
-
Champion CHP-3N
CHP-3N
60
11,901,600
14,877,000
NBT-HC
-
Champion CHP-3P
CHP-3P
60
13,203,300
16,504,125
NBT-HC
-
Chimera CMA-1S
CMA-1S
40
6,737,500
8,421,875
Mercs
-
Commando COM-2D
COM-2D
25
1,891,250
2,364,062
MP2
-
Commando COM-7S
COM-7S
25
2,965,000
3,706,250
MP2
-
Conj
50
5,320,500
3,458,325
Mercs
-
Cougar
Cougar
35
6,065,437
3,942,534
Mercs
Prime, C,
H
Crusader CDR-5K
CDR-5K
65
12,309,111
15,386,389
NBT-HC
-
Crusader CDR-8S
CDR-8S
65
12,167,211
15,209,014
NBT-HC
-
'Mech Name
Abbr
Weight
Adder
35
7,021,688
Annihilator ANH-1A
ANH-1A
100
Anubis ABS-3L
ABS-3L
Archer ARC-4M
Adder
Ares
Argus AGS-5XMT
Canis
Conjurer
IS Cost
Clan Cost
Cyclops CP10-Z
CP10-Z
90
9,217,660
11,522,075
MP2
-
Cyclops CP11-G
CP11-G
90
10,275,960
12,844,950
MP2
-
Deimos
Deimos
85
9,738,660
6,330,129
MP2
-
Dire Wolf
D-Wolf
100
29,350,000
19,077,500
Mercs
Prime,
WM
DRG-1C
60
4,992,000
6,240,000
IS Pack
-
Executioner
Exec
95
35,713,072
23,213,497
Mercs
-
Fafnir FNR-5
FNR-5
100
11,470,000
14,337,500
Mercs
-
F-Falcon
25
4,706,770
3,059,400
NBT-HC
-
Fire Moth
F-Moth
20
4,208,801
2,735,721
MP2
-
Flea FLE-15
FLE-15
20
1,520,400
1,900,500
Mercs
-
Flea FLE-17
FLE-17
20
1,728,000
2,160,000
Mercs
-
Gargoyle
Garg
80
26,024,812
16,916,128
MP2
-
Gesu
Gesu
45
4,411,960
2,867,774
MP2
-
Grand Dragon DRG-7K
DRG-7K
60
15,641,280
19,551,600
IS Pack
-
Griffin GRF-1N
GRF-1N
55
4,957,106
6,196,382
NBT-HC
-
Griffin GRF-6CS
GRF-6CS
55
12,178,556
15,223,195
NBT-HC
-
Grim Reaper GRM-RPR29
GRM-29
55
10,211,606
12,764,508
MP2
-
Grizzly
Grizzly
70
7,080,954
4,602,620
MP2
-
Hauptmann HA1-O
HA1-O
95
12,870,608
16,088,260
Mercs
-
Hellbringer
Hellbr
65
19,074,686
12,398,546
Mercs
Prime, C
Hellfire -1
H-Fire1
60
6,824,960
4,436,224
NBT-HC
-
Hellfire -2
H-Fire2
60
13,508,560
8,780,564
NBT-HC
-
Hellspawn HSN-7D
HSN-7D
45
8,375,200
10,469,000
Mercs
-
Highlander HGN-732
HGN-732
90
8,936,080
11,170,100
IS Pack
-
Highlander HGN-734
HGN-734
90
15,766,580
19,708,225
IS Pack
-
Hollander II BZK -F5
BZK-F5
45
3,912,390
4,890,488
MP2
-
Hunchback HBK-4G
HBK-4G
50
3,467,876
4,334,845
IS Pack
-
Hunchback HBK-5S
HBK-5S
50
6,568,875
8,211,094
IS Pack
-
Ice Ferret
I-Ferret
45
12,543,588
8,153,332
NBT-HC
Prime, H
Industry
Industry
1000
14
7
Mercs
-
INI-02
40
3,177,184
3,971,480
NBT-HC
-
Jenner IIC-1
JenIIC-1
35
7,490,475
4,868,809
NBT-HC
-
Jenner IIC-2
JenIIC-2
35
7,614,675
4,949,539
NBT-HC
-
Kit Fox
K-Fox
30
5,359,088
3,483,407
Mercs
-
Kodiak
Kodiak
100
29,791,334
19,364,367
Clan Pack
-
Longbow LGB-0W
LGB-0W
85
8,649,671
10,812,089
Mercs
-
Longbow LGB-12C
LGB-12C
85
17,577,312
21,971,640
Mercs
-
Mad Cat MK II
M-CatII
90
24,017,900
15,611,635
Mercs
-
Mad Dog
M-Dog
60
15,292,000
9,939,800
Mercs
Prime, C
Marauder IIC
Mad IIC
85
9,913,534
6,443,797
NBT-HC
-
Marauder MAD-3R
MAD-3R
75
6,635,125
8,293,906
MP1
-
Marauder MAD-5L
MAD-5L
75
10,452,750
13,065,938
MP1
-
Dragon DRG-1C
Fire Falcon
Initiate INI-02
Marauder MAD-5S
MAD-5S
75
15,498,000
19,372,500
MP1
-
Marauder MAD-9S
MAD-9S
75
14,000,875
17,501,094
MP1
-
Mauler MAL-1R
MAL-1R
90
18,399,600
22,999,500
Mercs
-
Nemesis NMS-1S
NMS-1S
70
11,647,040
14,558,800
NBT-HC
-
Nova
Nova
50
11,586,249
7,531,062
MP2
Prime, S
Nova Cat
N-Cat
70
17,672,918
11,487,397
Mercs
Prime, A,
E
OSR-3D
30
5,230,550
6,538,188
Mercs
-
Owens OW-1
OW-1
35
7,882,874
9,853,592
Mercs
-
Pack Hunter
P-Hunt
30
3,206,840
2,084,446
NBT-HC
-
Raven RVN-1X
RVN-1X
35
2,801,025
3,501,281
Mercs
-
Raven RVN-3L
RVN-3L
35
5,651,775
7,064,719
Mercs
-
Rifleman RFL-4D
RFL-4D
60
4,980,800
6,226,000
MP2
-
Rifleman RFL-5M
RFL-5M
60
9,962,400
12,453,000
MP2
-
Rifleman RFL-7M
RFL-7M
60
10,923,600
13,654,500
MP2
-
Sha Yu SYU-2B
SYU-2B
40
7,859,134
9,823,918
NBT-HC
-
S-Cat
45
11,785,510
7,660,582
Mercs
Prime, B
Sol
25
4,507,084
2,929,605
MP2
-
Stalker STK-3F
STK-3F
85
7,463,825
9,329,781
MP1
-
Stalker STK-8S
STK-8S
85
14,072,025
17,590,031
MP1
-
Stiletto STO-4B
STO-4B
35
5,501,250
6,876,562
NBT-HC
-
Stormcrow
S-crow
55
14,771,112
9,601,223
Mercs
-
Strider SR1-O
SR1-O
40
5,082,437
6,353,046
MP1
-
Summoner
Summ
70
21,303,832
13,847,491
Mercs
Prime, H
Sunder SD1-O
SD1-O
90
27,693,688
34,617,110
Mercs
-
Templar TLR1-O
TLR1-O
85
25,338,449
31,673,061
Mercs
-
Thanatos TNS-4S
TNS-4S
75
19,103,100
23,878,875
Mercs
-
Thanatos TNS-5XMT
TNS-5XMT
75
15,490,191
19,362,739
MP2
-
Thunderbolt TDR-10SE
TDR-10SE
65
7,921,761
9,902,201
NBT-HC
-
Thunderbolt TDR-5S
TDR-5S
65
5,413,761
6,767,201
NBT-HC
-
Thunderbolt TDR-9M
TDR-9M
65
6,482,961
8,103,701
NBT-HC
-
TDR-9NAI
65
14,413,959
18,017,449
NBT-HC
-
T-Wolf
75
24,233,125
15,751,531
Mercs
Prime, B,
S
Urban Mech UM-R60
UM-R60
30
1,471,925
1,839,906
MP1
-
Urbanmech IIC
UM-IIC
30
1,830,725
1,189,971
MP1
-
Uziel UZL-2S
UZL-2S
50
10,038,750
12,548,438
Mercs
-
VTR-10L
80
10,323,121
12,903,901
Mercs
-
Victor VTR-9K
VTR-9K
80
8,512,231
10,640,289
Mercs
-
Vulture MK II
Vult-II
65
7,279,911
4,731,942
Mercs
-
Warhammer WHM-6R
WHM-6R
70
6,070,984
7,588,730
MP1
-
Warhammer WHM-9D
WHM-9D
70
16,344,366
20,430,458
MP1
-
Warhawk
W-hawk
85
26,425,324
17,176,461
Clan Pack
-
Warthog
W-Hog
95
11,156,340
7,251,621
MP2
-
Osiris OSR-3D
Shadow Cat
Solitaire
Thunderbolt TDR-9NAIS
Timber Wolf
Victor VTR-10L
WLF-1
35
2,925,180
3,656,475
Mercs
-
Wolfhound WLF-3S
WLF-3S
35
4,795,268
5,994,085
Mercs
-
Zeus ZEU-6S
ZEU-6S
80
7,617,901
9,522,376
IS Pack
-
Wolfhound WLF-1
PLANETARY MANAGEMENT
Other than ‘Mechs, Planets are the most important resource in the league. Without them you cannot
produce industry or ‘Mechs. The following is a compilation of the rules that apply to managing your vast
(or not so vast) empires.
Industry
Industry is what keeps the league running. A unit without industry soon goes broke and dies. Most of
your planets will have some sort of industry on them in some form. From the small 50 million
backwater world, to the bustling 500 million Factory/Capital, each adds its own worth to the greater
whole. Industry is also used to determine many other features of the league.
Recommended Garrison: Garrison levels are based upon the current industry level, at a rate of 3
million per ‘Mech. Any ‘Mechs placed on planet over this number will result in Over-Garrison
effects kicking in. Inner Sphere and ComStar units have a 2.7 million rate.
Battle Sizes: The sizes of the battles being fought on your planet are determined by the industry.
The larger the industry, the larger the battles. This applied to both Guerrilla Raids and Planetary
Assaults.
System-Defense Stations: The effect of System-Defense Stations are based upon industry level.
Higher industry = Higher effectiveness.
Auto-Industry: This is an automation limit for each planet as to how low the planet may be
reduced in industry.
Industry may be increased on any planet, up to a maximum of 500 million. The cost of increase is 5-13
c-bills per point of industry. Increases in industry should be carefully made. If you want a strong, welldefended border, higher industry planets will be needed on that border. No risk, no gain. Units with
70+ planets may only have a maximum industry equal to the # of planets X 125 million.
Industry may be moved from planet to planet by use of Transports. Industry may only be moved in
blocks of 1 million, each block taking up 2 ‘Mech slots. Industry may not drop below the Auto-Industry
level by using this method. When Industry is loaded or unloaded there is a 25% fee based on the
amount of industry and the current industry cost.
Each of your planets is a living, breathing thing. Occasionally they go through economy problems, or
maybe a diamond mine is discovered, boosting the economy. As such, during the course of the league
you will notice that many of your planets industry levels will vary from month to month. This variation
will be small in the grand scheme of things (up to a 25 million change, up or down) but taken together
can cause a modest impact upon the league and your strategies.
Political Instability: A planet may go into PI mode either through a successful Guerrilla Raid, or
through random government problems on the planet. PI Mode will continue for a period of 30 days,
eventually stabilizing on its own. A unit may choose to drop money into correcting the situation though
(equal to 50% of planetary industry) at the 20 day mark. Instability effects include:
No Industry Produced
Planet owner and allies may not reinforce the planet (‘Mech Transfers to and from
jumpships are disabled; Mothball transfers are permitted).
Attacks are still possible on the planet.
Enemy Jumpships may choose to Pass Through the system without fear of a Trespass Dispute
being generated.
Planets with Charge Stations recharge ALL Jumpships, friend and foe.
Unit Garrison Limits
Units may have any percentage of their 'Mechs in Garrison or Attack status at any time. Having an
excessively offensive based force can cause economic problems for the unit to support the scale of their
offensive activities.
At 75%-100% Garrison levels, normal maintenance fees apply.
At 74%-50% Garrison levels, all maintenance costs are increased by 10%
At 49% and lower Garrison levels, all maintenance costs are increased by 25%
Units that have less than 1000 'Mechs are exempt from the above increases.
Planetary ‘Mech Limits
Each planet has a Recommended Garrison Limit assigned to it. This limit is based upon the planets
current industry at a curve of 3 million for each ‘Mech. Inner Sphere and ComStar units have a 2.7
million rate. Salvage effects and industry destruction are only applied to Planetary Assault type battles.
Over-Garrisoning a planet – A planet may hold up to its Recommended Garrison +50%. If RG is 100
'Mechs, then Over-Garrison will allow another 50 'Mechs to be placed. Doing so will negatively effect
both the planet, and any battles launched against that planet. These same rules apply for OverAttacking a planet.
Battle Penalties – Over-garrisoning a planet, as with over-attacking during a PA (i.e. sending in
more attacking mechs based on the defending planets industry) will damage the planet’s industry,
and lower your salvage. The more ‘Mechs you have, the greater the damage (twice the # of
‘Mechs means 50% industry destruction, and only 5% salvage gained). Over-Garrisoning will result
in a 10% industry destruction, no matter the level of OG.
Attackers that damage the industry on a successful PA will be auto-charged to repair the
damaged industry at the current industry prices.
Industry Penalty – Each day that a planet is Over-Garrisoned, you bank will be charged a fee of
2% of the planetary industry. This represents the additional cost of keeping such a large force of
‘Mechs on a planet that cannot support them.
‘Mech Damages – Each week that a planet is Over-Garrisoned, ‘Mechs will begin to fall into
disrepair, and eventually be disabled and unusable. In order to prevent this, a substantial sum
must be paid each week, based upon the amount of Over-Garrison present.
Allied Garrison – While a unit is Over-Garrisoning their own planet, their allies can not drop
‘Mechs onto the planet to help with its defense.
Political Instability - When a PA is completed on a planet that was Over-Garrisoned or OverAttacked, there is a scaled chance that the planet will fall into PI mode.
Under-Garrisoning a planet – Like with the Attacker, if you decide to lightly garrison a planet that is
PA’d, then salvage BONUSES apply to your unit, up to 75% salvage.
Allied Garrison
Every planet has the ability to support two types of garrison forces, yours and that of one ally. In order
for an ally to garrison one of your planets, they must be set at Full Alliance or Military Alliance on the
Diplomacy page. Allied Garrison is counted toward the total number of ‘Mechs on planet and any
negative effects of Over-Garrisoning still apply.
Breaking of Alliance – If your alliance setting drops to Neutral Allied Garrison is in place, several things
will happen. First is that the automation will ask you if you are REALLY sure you want to do this. Once
you confirm this choice, it will then convert all Allied Garrison between the 2 units to Mothball status.
The ‘Mechs will be unusable until pulled off planet, or Military Alliance status is restored. If the alliance
setting drops further (Border Dispute or War), ALL ‘Mechs that either unit has placed as Allied Garrison
will launch Guerrilla Raids on the other unit (yes, this means that 20 or 30 battles could be launched in
about 5 seconds).
Pulling this stunt can really damage both units, taking up a lot of time and resources to handle
the battles, as well as to recover from the losses. Consider carefully before executing this
maneuver. All normal Guerrilla Raid rules apply (# of battles, tonnage and pilot restrictions).
If a Battle is currently active on a planet where Allied Garrison is present, then those ‘Mechs
default to the planet owners control. No Guerrilla Raids will be fought. Consider this confiscation of
the on-planet ‘Mechs due to planetary emergency (under attack).
System-Defense Stations
Capital, Factory, high-industry and Charge Station planets are protected by System-Defense
Stations. After the 18-hour window has expired on a Planetary Assault, and all Attacker’s ‘Mechs have
dropped, the SD Stations have a 50% chance of forcing a minimum of 25% of the Attacking Dropships
to return to their Jumpships. These ‘Mechs are not destroyed; only returned to the in-system
Jumpships. This can drastically reduce the # of available attacking ‘Mechs in a Planetary Assault. The
Attacker may attempt to disable the SD Stations by launching a successful Guerrilla Raid before the
Planetary Assault, taking them offline for 30 days. SD Stations have no effect on any other battle type.
The higher the industry on the planet, the more powerful the SD Stations are. Additionally, all planets with
with an Industry of 400 million or higher are protected by SD Stations.
The defender may disable their SD Stations through the Planetary Management page. Once disabled,
they will remain offline for around 2 days, then they will be reactivated.
Planetary Industry: Less than 200 million – 25% Attacking forces repelled
Planetary Industry: 200 to 400 million – 40% Attacking forces repelled
Planetary Industry: Higher than 400 million – 50% Attacking forces repelled
If multiple SDS variables exist on the same planet, then the above percentages are all increased by 10%
for each variable (4 maximum). Thus a planet with high industry, a Charge Station and a Capita(3 variables)
would have an 80% chance of SDS repelling 55% of the enemy forces. A planet with low industry, a Charge
Station and a factory (2 variables) would have a 70% chance of SDS repelling 35% of the enemy forces.
Capitals:
Each unit receives one Capital planet by default. Capital planets are the center of your unit’s economy
and civilization. Capitals of House, Periphery and Clan units are split into a number of sub-sectors. If a
Capital Prime planet is lost (taken in PA), then your entire economy will undergo a period of instability
representing the chaos that results from the seat of government being destroyed. Every planet in your
space will have a 25% chance of falling into Political Instability. At the end of this period, you may
choose a new Capital planet within your space. We suggest guarding your Capital well (high industry,
large defensive force)
In order to launch a PA on the Prime Sector of a Capital, your unit must already control 30% (rounded
up) of the sub-sectors of that Capital. The specific number varies depending on what type of Capital you
are assaulting. This represents having a major foothold on the planet.
Terra & Strana Mechty: 5 Sub-Sectors required
Kerensky Cluster Capitals: 3 Sub-Sectors required (does not apply to non-Capital planets)
Inner Sphere Capitals: 2 Sub-Sectors required (this includes Periphery and Ghost Bear
Dominion)
Terra & Strana Mechty:
Terra and Strana Mechty are the primary worlds in the Inner Sphere and the Clan Homeworlds
(respectively). Each planet is broken up into 15 sectors. Each of these 15 sectors falls under normal
planet rules throughout the league. At league start WoB will own all 15 Terra sectors. The 15 Strana
Mechty sectors will be apportioned among the Clans (Prime going to the ilKhan).
In order to launch a Planetary Assault on the prime sector, a unit must own five (30%) of the
other sectors. This represents having a major foothold on the planet.
Please note that while some units' goals may include the taking of either of these planets, neither
planet is considered the goal of the entire league.
Sub-Sectors:
All planets in the Kerensky Cluster, Terra, Strana Mechty, all Inner Sphere and Periphery Capitals are
split into a number of sub-sectors. Each of these sectors falls under normal planet rules throughout the
league. Jumpships may move between any of the the sub-sectors without cost or loss of charge. The
movement of the Jumpships represents the use of Dropships to move around the surface of the planet.
Factories
Factory specifics are covered under League Economics / Factories.
Mothball Storage Area
Factory planets have an additional storage area that can be used to hold ‘Mechs awaiting delivery to
Jumpships. ‘Mechs that are stored in this area are NOT usable in combat. They may be transferred to
Garrison status, but once the planet is locked, ‘Mechs in the Mothball area are unusable in the planets
defense. The Mothball area is NOT locked by a battle. ‘Mechs may still be transferred to and from the
area (Factory Purchases, transfers to Jumpships). Mothball ‘Mechs suffer from increased maintenance
costs due to their being kept in a heightened state of readiness (generally always recently purchased
‘Mechs).
‘Mechs that are ordered from Allied Factories are also delivered to the Mothball Area, one owned by the
ordering unit. Those ‘Mechs may then be transferred to an in-system Jumpship. Thus several units could
have Mothball Areas on the same Factory planet.
Planet Lockdown:
Once a battle has been launched, Initial Lockdown begins. Any ‘Mechs
from the planets surface (they are stuck there for the duration of the
you may transfer ‘Mechs to the planets surface at will. The Attacker
their Jumpships screen to send ‘Mechs to the planet. Failure to do
window expiring, and the battle being lost due to lack of forces.
on planet may NOT be removed
battle). During this time period
and the Defender both can use
so could result in the 18 hour
Full Planet Lockdown occurs 18 hours after the first incoming hostile Jumpship is detected. Once this
time period has expired no forces may be transferred either to or from the planet. It is effectively
isolated until the battle is resolved. Jumpships may still jump into the system, but they may not
continue further into enemy space. They must jump into allied space to continue jumping.
This time window allows for the following to occur:
Gives
Gives
Gives
those
the Attacker ample time to position all of his forces.
an Allied Attacker time to jump in-system to join the fight.
the Defender some time to reinforce the planet, if he can, either with his own forces, or with
of a nearby ally.
ComStar Facilities - On planets with upgraded ComStar Facilities present, Full Lockdown is delayed for
an additional 12 hours, thus allowing additional reinforcements to be dropped on planet. The locations of
ComStar Facilities can be found in the public planet listings.
The above does NOT apply to Trespass Disputes. This is the only battle type to not lock down the
Defender’s forces on planet.
Planetary Protections:
ComStar Units: For the first month of the league, the planets owned by Word of Blake and Free
Rasahuague Republic will not be attackable by Planetary Assaults. After 30 days they are fair game. This
is to give time for the IS and Periphery units to figure out their ComStar alliances, as well as for the
ComGuard allotment of ‘Mechs to be delivered and activated throughout the Inner Sphere.
Unassigned Planets: Pirates frequently make use of Unassigned planets as temporary bases (their
capitals). These planets may be attacked, but may NOT be occupied for any length of time. When a
successful PA is done against such a world, the planet will remain in the Attacker’s control long enough
for them to acquire the spoils (salvage, repair, remaining ‘Mechs) as well as receiving a cash bonus
equal to the current industry. The world will then revert to Unassigned status.
JUMPSHIPS & TRAVEL
A couple basic concepts need to be covered before we get into the
meat of Jumpships and Traveling throughout the galaxy.
‘Mechs must be moved by Jumpships. Clan units will use
Clan Jumpships. All other units will use IS Jumpships.
NBT does not simulate the use of Dropships in the league
environment. They are assumed technology. You will notice
that Clan JS carry more ‘Mechs than there IS counterparts. This
is due to the improved Clan technology on their Dropships,
allowing for more economical transport abilities.
Jump Distance: Set at
restrictions under Normal
the full 60, the Jumpship
jump. The distance limit
500 ly.
60 light years subject to the range
Jumps. Whether a jump takes 1 ly or
must use its full charge to make the
on all long-distance special jumps is
Charging Jumpships: All jump types are instantaneous. After a jump is completed, the solar-sail will
deploy and recharge the Jump Engines. This takes an average of 3 days, depending on the Star Class of the
current system. Every system has a Star Class assigned to it. It is based upon the strength of the system
star. The stronger the star, the faster you Jumpships recharge; the weaker the star, the longer it takes. The
following is a breakdown of the Star Classes and the number of hours difference that they make.
Star Classes Table
Spectral
Class
B
A
F
G
K
M
0
-22
-18
-14
-6
-2
+2
1
-20
-16
-12
-4
+4
2
-18
-14
-10
-2
+2
+6
3
-16
-12
-8
+4
+8
Star Subtype
4
5
-14
-10
-10
-8
-6
-4
+2
+4
+6
+8
+10
+12
6
-8
-6
-2
+6
+10
+14
7
-6
-4
+8
+12
+16
8
-4
-2
+2
+10
+14
+18
9
-2
+4
+12
+16
+20
Jumpships Types
Combat Jumpships (Light, Medium, Heavy): These are the Jumpships used to take ‘Mechs into enemy
territory and launch battles. Mediums are the most common, followed by Lights and then Heavies.
Command Flagships: Flagships are Jumpships that have been modified to handle the extreme Command
and Control functions that are needed to handle Planetary Assaults. Only Flagships may launch the
Planetary Assault type battle. In every other respect, they are the same as a Medium Jumpship. Each unit
will receive a set number of starting Command Flagships as well as a FlagCap. The unit may not exceed
their units FlagCap at ANY time. After an unsuccessful PA, the Flagship used cannot re-PA the same planet
for a period of 4 weeks. Another Flagship will need to be used, or the same Flagship can PA another
planet.
Non-Combat Transports: These Jumpships are primarily responsible for the moving of ‘Mechs, Industry and
Charge Stations within a units own space. They may only load & offload to friendly planets that are not
locked by combat (not to other Jumpships or battle locked planets) or to another transport. These
Transports carry many more ‘Mechs than the normal Combat Jumpship, but they may not be used in ANY
combat situation.
Industry may be carried at a rate of 1 million per 2 ‘Mech slots.
Transport.
Clan Jumpships and ‘Mech capacity:
Hunter – 30 (Light)
Tramp – 60 (Medium)
Star Lord – 100 (Heavy)
Carrack – 150 (non-combat Transport)
Aegis – 60 (Flagship)
1 Charge Station may be carried per
IS Jumpships and ‘Mech capacity:
Magellan – 24 (Light)
Invader – 48 (Medium)
Monolith – 80 (Heavy)
Merchant – 120 (non-combat Transport)
Kyushu – 48 (Flagship)
Charge Stations
A charge station is a space station located in-system. Its purpose is to gather energy from the planets star and
store it. When a Jumpship arrives, this energy is transferred to the Jumpship and it can immediately jump again.
The total time for using a chain of Charge Stations to jump is one day, with a limit of 7 charge station jumps
allowed before you have to have a normal system re-charge.
Charge Stations may be moved by means of Transports. There is a 25% fee when loading and unloading a Charge
Station.
Types of Jumps:
Certain jump types require ‘ally’ status with another unit for them to work. This means either Full Alliance or
Military Alliance settings.
Combat Jumps
Only Normal Jumps and Surgical Strike Jumps are actually used to intentionally launch battles. These are the only
Jump types that can be used to reinforce a planet that is under attack (within the 18 hour window).
NORMAL JUMP – 60 LY to an ally planet, an unassigned planet or one of your own. In the case of enemy
planets all of them at 30 LY or less can be jumped to. If there are none within 30 LY the range is extended
to find the closest one out to the full 60 LY. This is done for each enemy unit with planets within the 60 LY
range. Normal jump types include All Raids, Recon, Pass Through, and Planetary Assault jumps. The
Dynamic Starmap lists all legal jumps from each planet. If the planet’s owner does not have you marked
as an ally there is a 15% chance that you will go unnoticed. If not, a Trespass Dispute will result.
SURGICAL STRIKE JUMP – Merc ability only. 120 light year limit. The Surgical Strike Jump is an Attack
jump. It is designed to get a Merc Jumpship behind enemy lines for a specific battle or purpose, and then
back out to friendly space. Thus, once the battle is reported (win or lose) the Merc Jumpship is
automatically returned to the planet of origin. In and out. Planetary Assaults may NOT be launched with
this jump type. This is a Round-Trip Ticket.
Exception – The Surgical Strike jump may also be used by a Merc to jump into an allied system that
is within the 18-hour battle window. It is not a round-trip ticket in this case. This is used so that a
Merc could Merc Jump to the nearest Charge Station, and then jump up to 120 ly into an allies
system to reinforce that planet against a PA or Raid launched against it.
Non-Combat Jumps
The remaining jump types are used to transport Jumpships and ‘Mechs throughout the galaxy. None intentionally
result in league battles. None of these Jump types will work to a planet that is under attack. Exception: Special
Jumps will ALWAYS work to a unit’s own Capital planet, under attack, locked down or not.
PIRATE POINT JUMP – Allowed only to Pirate and Periphery units. 120 light year limit (2 jumps), not
seen upon entrance to the system jumped to. There are however, some penalties/costs for these highly
specialized jumps. Costs are high and they also have a 35% chance of coming out slightly out of place and
being seen by the owner of the system. This results in a Trespass Dispute. The Pirate jump is NOT an
Attack jump. It is a Stealth Pass Through jump type and will result in a Trespass Dispute battle if detected.
A Pirate jump also has the ability to steal a jump charge from an enemy Charge Station, thus enabling the
Pirate to continue jumping, if the stealth jump is successful. PPJ’s cannot interact with Battle Planets, even
as a point of origin.
MERC CONTRACT JUMP – Allowed only to Merc Units. Jump is a One Way Ticket. In order to use this
jump the Merc unit must be under contract to another unit. The jump can be to any planet in the
contracting unit’s space. The contracting unit must designate the Merc unit as an ally. You may use the
Merc Jump to return to your current Hiring Hall at any time (provided you have the funds and your
Jumpship is recharged and not locked into a battle). 500 ly distance limit.
CLAN HOMEWORLD JUMP – Allowed only to Clan Units. Jump is a One Way Ticket. This jump is designed
to get the incoming clans into the Inner Sphere. The origin planet must be clan owned, as must the planet
of destination. The owner of the destination planet must have declared the jumping unit as an ally. 500 ly
distance limit.
PERIPHERY LINK JUMP – Designed to give Periphery units access to the full circle of Periphery Space. If a
Periphery Unit decides to use this type jump, then they are allowed to jump into the space of any other
Periphery unit as long as they have to set as an ally (Military or Full Alliance). You may also jump to a
Vacant Periphery units space as well. This jump is a One Way Ticket. This jump type is also used by Pirate
units to jump to any Unassigned planet on the map. 500 ly distance limit.
COMGUARD DEPLOYMENT – Only usable by ComStar type units. Designed to allow reinforcement of
ComGuard forces throughout the Inner Sphere. Destination planet must have ComStar forces present for
jump to be legal. 500 ly distance limit.
Stealth Jumps and Recent Battles - If a has been launched on a planet in the last 30 days, then all stealth
rolls on that planet will automatically fail and a Trespass Dispute will result. This applies to both Normal Jumps
and Pirate Point Jumps.
Jump Costs:
Costs vary with size of the Jumpship and the type jump being made. Any ‘Mech loaded on a Combat Jumpship
qualify as Attack ‘Mechs and are subject to increased maintenance costs. Flagship jump costs are the same as
Heavy JS. Transport jump costs are the same as Heavy JS. For the full list of Jump costs, please see the
Economics section.
Jumpship Fleets:
Fleet Management Screen – Jumpships may be organized into Fleets to allow for easier management. A JS
Fleet moves together, recharges together. Through your Fleet Management screen, Fleets may be created,
deleted, moved or modified. Fleets may be made up of any combination of Jumpships (Transports included).
‘Mechs are taken from the individual JS in the Fleet to be dropped on planets.
Jump costs are determined by adding together the jump costs for each Jumpship in the Fleet.
The Initial Jump Charge of the lowest Jumpship is applied to the entire Fleet. After their first jump together,
they are all equal.
Jump Restrictions:
See Dynamic Starmap for more information.
FRIENDLY PLANETS – A friendly planet is defined as one that you
own or one that is owned by one of your allies. Jump movement both
to and from a friendly planet has no restrictions. You may come and
go whether the planet in question is under attack or not, locked or
not. The planet owner or ally cannot unload ‘Mechs once the
lockdown period has expired but they can always go there. All
friendly planets within 60 ly may be jumped to.
ENEMY PLANETS – An enemy planet is defined as one that is not
friendly. Jump movement to an enemy planet will usually result in a
battle. If a battle has been initiated on a planet, enemy JS may still
come and go through the system, but must jump out to a friendly
planet. Thus they may NOT continue deeper into enemy space, using
a battle locked planet as a staging point. All enemy planet at 30 LY
or less can be jumped to. If there are none within 30 LY the range is
extended to find the closest one out to the full 60 LY. This is done for
each enemy unit with planets within the 60 LY range.
UNASSIGNED PLANETS – Unassigned planets are considered friendly to ALL units, with the exception that ‘Mechs
may never be offloaded to them.
SUBSECTORS - All planets in the Kerensky Cluster, Terra, Strana Mechty, all Inner Sphere and Periphery Capitals
are split into a number of sub-sectors. Each of these sectors falls under normal planet rules throughout the
league. Jumpships may move between any of the the sub-sectors without cost or loss of charge. The movement
of the Jumpships represents the use of Dropships to move around the surface of the planet.
ATTACKS & BATTLES
The following is a list of all combat types and descriptions
found in the NBT-HardCore league. Requirements for each
battle type (‘Mechs, Pilots, resources) are listed, as well as
information on defending your planets. Basic Planetary
Assault rules are listed below. For the full rules, please go to
the Planetary Assaults page.
Attacking Forces: Attacking forces are by definition
ALL ‘Mechs transferred to the planet by the Attacker
during the 18-hour window. This includes ‘Mechs
dropped by the Attacker and up to 1 ally (Allied
Attacker in PA’s).
Defending Forces: Defending forces are by definition ALL ‘Mechs on the planet under attack, or
that are dropped to the planet’s surface during the 18-hour window. These may include the
Defender’s own forces, as well as those of an ally (Allied Garrison)
Planet Lockdown:
Once a battle has been launched, Initial Lockdown begins. Any ‘Mechs
from the planets surface (they are stuck there for the duration of the
you may transfer ‘Mechs to the planets surface at will. The Attacker
their Jumpships screen to send ‘Mechs to the planet. Failure to do
window expiring, and the battle being lost due to lack of forces.
on planet may NOT be removed
battle). During this time period
and the Defender both can use
so could result in the 18 hour
Full Planet Lockdown occurs 18 hours after the first incoming hostile Jumpship is detected. Once this
time period has expired no forces may be transferred either to or from the planet. It is effectively
isolated until the battle is resolved. Jumpships may still jump into the system, but they may not
continue further into enemy space. They must jump into allied space to continue jumping.
This time window allows for the following to occur:
Gives
Gives
Gives
those
the Attacker ample time to position all of his forces.
an Allied Attacker time to jump in-system to join the fight.
the Defender some time to reinforce the planet, if he can, either with his own forces, or with
of a nearby ally.
ComStar Facilities - On planets with upgraded ComStar Facilities present, Full Lockdown is delayed for
an additional 12 hours, thus allowing additional reinforcements to be dropped on planet. The locations of
ComStar Facilities can be found in the public planet listings.
The above does NOT apply to Trespass Disputes. This is the only battle type to not lock down the
Defender’s forces on planet.
Battle Limits
Battle limits are based upon your units current Activity Status. This is set on the Unit Admin page.
Inactive Units: Inactive units cannot be attacked nor can they attack another unit. Inactive units
cannot jump to any planet that is not owned by that unit.
Semi-Active Units: Semi-Active status is a level of activity that can be set by the League Admin if
a unit is having attendance or burn out problems. It enables the unit in question to continue in
the league, but carry on with some battles rather than going fully inactive. Defensive Limits for
Semi-Active status are 1 defensive PA, and 5 defensive Minor Battles. This is a temporary setting
only, to give units time to get their affairs in order, and then return to Active Status.
Active Units: Active units effectively have No Offensive battle limits. They can attack without
restriction excepting the ability to schedule and fight all their Offensive and Defensive battles
within current league time limits. Defensive battles for Active units are based on the number of
pending Offensive battles they have launched. There is a minimum of two (2) Defensive Planetary
Assaults and nine (9) Defensive Minor battles. These limits can be exceeded under the following
rules.
Units with 70+ planets: 2 PA’s / 12 Minor Battles.
Units with less than 10 planets: 1 PA / 3 Minor Battles.
Periphery & ComStar Units: 1 PA / 6 Minor Battles.
Defensive PA's = Offensive PA's with a minimum of 2 at all times.
Defensive Minor battles = Offensive Minor battles with a minimum of 9 at all times.
Trespass Disputes do not count.
Friendly Defensive PA's are not included in the totals.
Counter-Attack PA’s may be launched regardless of limits.
OFFENSIVE ACTIONS
Introduction: Battles are launched when a unit moves into
the territory of a unit that is not an ally. Ally status is defined
as either Full Alliance or Military Alliance. All other settings
will allow the various battles to be initiated.
Battle Types:
In order to launch an attack on a nearby unit, you must
either use a Normal Jump, or a Surgical Strike Jump. All
other jump types are non-combat and will not result in
battles being generated. When traveling through space that
does not belong to you, these are the Battle Types that may
be generated, depending on your goals and activities within
their space.
After launching a battle against an enemy planet, you will need to return to your Jumpship Management
page and select which ‘Mechs you wish to drop to the planets surface. Make sure that you drop enough
to handle the battle type that you have selected. For Minor Battles you may only transfer up to 75
‘Mechs into Primary Attack mode.
Pass Through:
This type of jump is chosen when there is no intention of attacking. It is primarily used when
moving within your own space or that of an ally. If the planet’s owner does not have you
marked as an ally there is a 15% chance that you will go unnoticed. If not, a Trespass Dispute
Battle will result. The idea here is a small battle to decide if the JS can stay. If you win you
can stay. If not, you are returned to wherever the JS came from.
Trespass Dispute Battle – Fought in "Team Battle". 30 minute time limit. A small
battle using 2-4 ‘Mechs with a maximum of 150 tons. 2-4 pilots on each side.
Launch Recon:
This jump type initiates a Recon battle. If the attacker wins, email is sent to ComStar
requesting a recon report. What that report consists of is based upon your battle performance.
There is a 15% chance that a recon jump will go unnoticed in which case the recon request is
also sent to ComStar. Salvage award is 75%.
Recon Battle – Fought in "Team Battle" with 5 pilots REQUIRED on each side. 30
minute time limit. Tonnage is limited to 200 tons for the Defender and 200 tons for the
Attacker. If you are the defender and unable to field 5 pilots with a drop weight of 200
tons or less, it will be handled as a no garrison win for the attacker. If the attacker is
unable to field 5 pilots at or under 200 tons, the recon is a forfeit.
Launch Raid
These battle types are designed to wear down the defenders garrison and economy through
attrition, industry damage and ‘Mech theft. If the attacker wins he will be allowed to inflict the
damage value of his specified Raid. There are many different Raid types.
Standard Raid Rules: All Raids are fought in "Team Battle" with 5-9 pilots REQUIRED on each
side; 30 minute time limit; tonnage is limited from 350-500 tons per side; unless stated
differently. Most Raids are single battle affairs, though some of the bigger ones can go for
several drops. Some raids use Mission Play maps where normal PA Siege rules apply. Some
raids also make use of Stock drops rules, denoting limited prep time for the parties involved.
‘Mech Theft – The goal of this battle type is to steal ‘Mechs from the Garrison or
Mothball area of the planet. Most units will steal 350-375 tons of ‘Mechs from the
planets surface. Merc & Periphery steal 500 tons, and Pirates 500-700 tons. Each
planet may only have once successful ‘Mech Theft Raid launched on it each 2 weeks.
Industry Theft – This is a raid designed to steal cash. If the attacker wins he is
awarded 100% of the planets industry for one month, in C-Bills, which is deducted from
the defenders account. The planets industry does NOT change. Each planet may only
have ONE successful Industry Theft Raid launched on it a month. The amount deducted
from the defender’s account is scaled based upon the number of planets the defender
owns.
Industry Destruction – Industry Damage is the name of the game. This is
designed to damage the industry of a planet. If the attacker wins the industry
planet is reduced by 20%. The attacker does NOT receive this; their reward
reduction in planet industry. Successful destruction of industry may result in the
being Over-Garrisoned. Normal Over-Garrison rules apply.
a raid
of the
is the
planet
Factory Disruption – This Raid will target a single Factory Slot for production
disruption. The Attacker winning this raid will result in the production numbers for that
Planet being reduced by half the factories maximum output for that slot (even into
negative numbers). A factory currently at 0 or negative numbers may not be further
disrupted. The attacker will steal that same number of ‘Mechs from the factory.
Factory Destruction – Do not expect to be popular by launching this Raid. Success will
totally destroy a single factory slot on the enemy planet. Factories are rare throughout
the galaxy; destroying one does not win you brownie points with anyone. This is a 5drop Raid battle (make sure you bring enough ‘Mechs). ALL 5 drops must be won by
the Attacker. If successful, then the targeted Factory Slot is rendered inoperative for a
period of 120 days.
Launch Guerrilla Raid
GRaids are a step up from normal Raids. They can be VERY disruptive, even destructive.
After a successful Guerrilla Raid has been fought, the Attacker will need to determine what
type of damage he wishes to do to the planet. Each planet may only have ONE successful
Guerrilla Raid launched on it a month, regardless of the effect chosen. The size of
this battle type is determined by the industry level of the planet being attacked (see below).
The higher the industry, the more combat must be fought to disrupt the planet. Note: Only a
single open Minor Battle Slot is required for a GRaid to be launched, regardless of slot value.
Less than 150 million - Single battle (Counts as a single Minor Battle Slot)
150 to 250 million – Best of 3 battles (Counts as a single Minor Battle Slot)
250 to 400 million – Best of 5 battles (Counts as two Minor Battle Slots)
Higher than 400 million – Best of 7 battles (Counts as three Minor Battle Slots)
Possible Guerrilla Raid Effects:
Effect 1: System Raid - Results in the theft of both ‘Mechs and Industry from the
planet. The higher the number of drops fought and won, the higher the amount stolen.
Effect 2: Causes the planet to go into Political Instability mode (see Planetary
Management).
Disruption of Charge Station for period of 30 days.
Attacker receives one month’s industry from the planet (IT Raid)
Effect 3: Destruction of System-Defense Stations and Charge Stations for 30 days.
Effect 4: Disruption of factory production – Will reduce factory production of ALL factory
slots by 50%. Think of it as a larger version of the Factory Disruption Raid. Attacker will
receive a large portion of those ‘Mechs from the factory.
Effect 5: Jumpship Seizure Raid - Allows the theft of a single Jumpship from a JS
producing factory planet. Restrictions: Must be at War with unit, and the JS still costs
50% of normal price (have to pay for the carpeting and stock the galley).
Guerrilla Raid Battle: Tonnage is limited from 250-500 tons per side; unless stated
differently. Salvage goes to the defender. GRaids are fought in "Team Battle" with 5-9 pilots.
30 minute time limit.
Tonnage is determined randomly per drop by the automation. When you receive your
ForceDec, it will inform you of the number of drops required. Also, due to the nature of
these drops, there is a chance of only Stock ‘Mechs being available for individual drops.
Guerrilla Raids are generally laid on fairly quickly, and are unexpected. Possibly
sometimes pilots would not get a chance to outfit their 'Mechs perfectly. For the
Defender, GRaids are unexpected attack in unexpected places. Thus the call to arms
would not give pilots the chance to rearm 'Mechs.
Even if best of X is lost (say best of 5 and the defender wins the first 3) ALL the battles
are fought. The Attacking 'Mechs are there to damage the defender as much as
possible.
Attacker Jumpships auto-retreat at the end of a Guerrilla Raid, regardless of success.
Planetary Assault
This is the biggie. It has no chance of going unnoticed. A massive Attack force is jumped insystem to fight for and take control of the planet. A Command Flagship must be present with
the Attack force to launch a PA. The result is an all out battle for control of the planet.
After you have launched a PA, you will be asked to drop your Attack forces to the planet
surface. Each planet has a Recommended Support in place based upon its industry. As long
as you drop within this number, no effects are felt. If you drop too many ‘Mechs, you risk
damaging the planetary industry, preventing Allied Attacks, as well as robbing yourself of
valuable salvage. Thus having accurate Recon data becomes very important prior to launching
a PA.
You may drop up to twice the Planetary Limits. Winning under these circumstances will
result in a 50% destruction of industry and only receiving 5% salvage on all drops. This
is a scaled system. The more ‘Mechs you bring, the more damage you do.
You may drop less than the Planetary Limits. Doing so will result in a salvage bonus
being awarded to your unit (75% maximum).
Thus, the more ‘Mechs you bring, the more damage you will do to that which you are trying to
conquer. The smaller the force you bring, the greater your potential rewards. Salvage effects
and industry destruction are only applied to Planetary Assault type battles. For full details on
PAs and how they work, please see the expanded Planetary Assault rules.
After an unsuccessful PA, the Flagship used cannot re-PA the same planet for a period of 4
weeks. Another Flagship will need to be used, or the same Flagship can PA another planet.
Miscellaneous
Battle Sets: When you launch Minor Battles on another unit, we would like to suggest that you launch a
minimum of 3 Minor Battles at the same time. This will enable both teams to have a ‘full’ nights worth
of combat, rather than just getting the pilots together for a 20-30 minute stint. Instead, they will be
meeting for at least an hour, allowing everyone to drop and participate. This does require have 3 Attack
Jumpships launching attacks within a specific time period. This is not a requirement, but it is common
courtesy. It also enables the Server Admins to setup servers for multiple drops, rather than a single
drop setup.
Joint Assaults: You may be joined in a Planetary Assault by any unit that you share a Full Alliance
with. The following rules apply:
Your ally must jump and drop their ‘Mechs to the planet surface within the 18-hour window before
Planet Lockdown.
Neither unit may individually exceed Recommended Garrison.
The size of the Allies force is added to your own to determine total ‘Mech numbers. That total is
compared to the current Planetary Limits to figure salvage and industry damage.
The Allied unit does NOT need their own Flag to participate in the battle.
Counter-Attacks: If the Defender looses a Planetary Assault he can counterattack this lost planet within
4 weeks from the date this PA is reported and confirmed. This MUST involve the same two primary units
although now in opposite roles. Counter-Attacks bypass normal defensive battle limits.
Scaled Success: On both Raids and Recons the degree of success is determined by the number of
‘Mechs destroyed on both sides. The more Attacker’s ‘Mechs surviving will result in higher damage or
stolen goods. On the other hand, the more of the defender’s ‘Mechs that survive, the less that damage
or theft will be. Thus:
The Attacker’s goal will be to destroy as many defender ‘Mechs as possible, while still preserving
your own forces.
The Defender on the other hand will try to destroy as many of the Attacking ‘Mechs as possible,
while keeping their own forces intact.
DEFENSIVE ACTIONS
Introduction: Defensive actions are much simpler than Offensive, in that you only have to be present in
order to defend a planet. But there are some various options available to you that will determine how
you defend your realm.
Unit Garrison Limits
Units may have any percentage of their 'Mechs in Garrison or Attack status at any time. Having an
excessively offensive based force can cause economic problems for the unit to support the scale of their
offensive activities.
At 75%-100% Garrison levels, normal maintenance fees apply.
At 74%-50% Garrison levels, all maintenance costs are increased by 10%
At 49% and lower Garrison levels, all maintenance costs are increased by 25%
Units that have less than 1000 'Mechs are exempt from the above increases.
Planetary ‘Mech Limits
Each planet has a Recommended Garrison Limit assigned to it. This limit is based upon the planets
current industry at a curve of 3 million for each ‘Mech. Inner Sphere and ComStar units have a 2.7
million rate. Salvage effects and industry destruction are only applied to Planetary Assault type battles.
Over-Garrisoning a planet – A planet may hold up to its Recommended Garrison +50%. If RG is 100
'Mechs, then Over-Garrison will allow another 50 'Mechs to be placed. Doing so will negatively effect
both the planet, and any battles launched against that planet. These same rules apply for OverAttacking a planet.
Battle Penalties – Over-garrisoning a planet, as with over-attacking during a PA (i.e. sending in
more attacking mechs based on the defending planets industry) will damage the planet’s industry,
and lower your salvage. The more ‘Mechs you have, the greater the damage (twice the # of
‘Mechs means 50% industry destruction, and only 5% salvage gained). Over-Garrisoning will result
in a 10% industry destruction, no matter the level of OG.
Attackers that damage the industry on a successful PA will be auto-charged to repair the
damaged industry at the current industry prices.
Industry Penalty – Each day that a planet is Over-Garrisoned, you bank will be charged a fee of
2% of the planetary industry. This represents the additional cost of keeping such a large force of
‘Mechs on a planet that cannot support them.
‘Mech Damages – Each week that a planet is Over-Garrisoned, ‘Mechs will begin to fall into
disrepair, and eventually be disabled and unusable. In order to prevent this, a substantial sum
must be paid each week, based upon the amount of Over-Garrison present.
Allied Garrison – While a unit is Over-Garrisoning their own planet, their allies can not drop
‘Mechs onto the planet to help with its defense.
Political Instability - When a PA is completed on a planet that was Over-Garrisoned or OverAttacked, there is a scaled chance that the planet will fall into PI mode.
Under-Garrisoning a planet – Like with the Attacker, if you decide to lightly garrison a planet that is
PA’d, then salvage BONUSES apply to your unit, up to 75% salvage.
Allied Garrison
Every planet has the ability to support two types of garrison
forces, yours and that of one ally. In order for an ally to
garrison one of your planets, they must be set at Full
Alliance or Military Alliance on the Diplomacy page. Allied
Garrison is counted toward the total number of ‘Mechs on
planet and any negative effects of Over-Garrisoning still
apply.
Breaking of Alliance – If your alliance setting drops to
Neutral or below while Allied Garrison is in place, several
things will happen. First is that the automation will ask you if you are REALLY sure you want to do this.
Once you confirm this choice, it will ask you again. Once final confirmation has been received, ALL
‘Mechs that either unit has placed as Allied Garrison will launch Guerrilla Raids on the other unit (yes,
this means that 20 or 30 battles could be launched in about 5 seconds).
Pulling this stunt can really damage both units, taking up a lot of time and resources to handle the
battles, as well as to recover from the losses. Consider carefully before executing this maneuver.
All normal Guerrilla Raid rules apply (# of battles, tonnage and pilot restrictions).
If a Battle is currently active on a planet where Allied Garrison is present, then those ‘Mechs
default to the planet owners control. No Guerrilla Raids will be fought. Consider this confiscation of
the on-planet ‘Mechs due to planetary emergency (under attack).
System-Defense Stations:
Capital, Factory, high-industry and Charge Station planets are protected by System-Defense
Stations. After the 18-hour window has expired on a Planetary Assault, and all Attacker’s ‘Mechs have
dropped, the SD Stations have a 50% chance of forcing a minimum of 25% of the Attacking Dropships
to return to their Jumpships. These ‘Mechs are not destroyed; only returned to the in-system
Jumpships. This can drastically reduce the # of available attacking ‘Mechs in a Planetary Assault. The
Attacker may attempt to disable the SD Stations by launching a successful Guerrilla Raid before the
Planetary Assault, taking them offline for 30 days. SD Stations have no effect on any other battle type.
The higher the industry on the planet, the more powerful the SD Stations are. Additionally, all planets
with an Industry of 400 million or higher are protected by SD Stations.
The defender may disable their System-Defense Stations through the Planetary Management page. Once
disabled, they will remain offline for around 2 days, then they will be automatically reactivated.
Planetary Industry: Less than 200 million – 25% Attacking forces repelled
Planetary Industry: 200 to 400 million – 40% Attacking forces repelled
Planetary Industry: Higher than 400 million – 50% Attacking forces repelled
If multiple SDS variables exist on the same planet, then the above percentages are all increased by 10%
for each variable (4 maximum). Thus a planet with high industry, a Charge Station and a Capita(3 variables)
would have an 80% chance of SDS repelling 55% of the enemy forces. A planet with low industry, a Charge
Station and a factory (2 variables) would have a 70% chance of SDS repelling 35% of the enemy forces.
BATTLE PROTOCOLS
Introduction: These rules are for use to actually fight the battles within NBT-HardCore. They are
designed to lay out the course of a normal battle night, what is expected of each team, and how the
game is fought.
Pre-Battle Preparation:
These steps will take place before you ever meet on the NBT Servers.
Your command staff will receive a ForceDec from the automation, stating all the battle particulars. This
will include Battle Number, ‘Mechs on planet, opponent, maps to be used, environment settings, etc. At
the same time, a new thread will be created on the HPG Battle Arrangements forum. This is the
OFFICIAL RECORD of communications between the respective Unit Commanders concerning this Battle.
In determining forfeits, this will be considered the official record. All scheduling should be handled here.
After a Force Dec has been issued, the units involved have 72 hours to contact each other to
schedule a battle.
Both teams are responsible for establishing contact and scheduling the battle. A time should be
agreed upon with 72 hours of issuance of the Force Dec. Failure will result in the battle being
forfieted by the delaying party. The sooner both parties respond, the sooner their schedules can be
determined and the battles be fought.
All Minor Battles should be completed with 7 days of battle launch.
Planetary Assaults MUST be started within 2 weeks of issuance of the Force Dec. There will be NO
EXCEPTIONS unless there are VERY extenuating circumstances.
When posting your availability to fight a battle, please post availability for the each of the following
7 days to allow the other team to choose from.
Extended Battle Time-Limits: When fighting a Planetary Assault or a multi-drop battle (5-7 drop
GRaids for example), each team should plan on fighting for a minimum of 2 hours and 3 drops on the
scheduled night. After this time, the battle may be continued the following week. League preference on
multi-night battles is that they be fought on the night and time each following week until completed.
Differing Time Zones: Many times, the schedules of two units will not match exactly
(especially when a Euro unit is involved). In such cases, the "Give & Take" concept applies. The first
week should be fought at the Defender's time frame, with the following week at the Attacker's time
frame, alternating back and forth until the battle is completed. This does mean at the other units time
frame, not just an hour outside of ones own normal schedule. Standard US time is 2100-2200 (EST) on
any night, and standard Euro time is 1500-1600 EST on the weekends. This concept may also apply
when units fight multiple series of raids over the course of the league.
Another option is to get a 3rd unit (allies) involved to fulfill those alt-times that it may be hard for your
unit to meet at. Regardless of who is fighting a battle though, the give and take should continue
through, and the initial agreed upon time should be stuck to each week or alt week. This is an area will
it will require two units to work together to get the battle accomplished. If you cannot work with other
unit to complete a battle in this method, then you will need to look at merging with another unit, as you
are not meeting the minimum requirements to hold a serious unit slot within the league.
Battle Sets: When you launch Minor Battles on another unit, we would like to suggest that you launch a
minimum of 3 Minor Battles at the same time. This will enable both teams to have a ‘full’ nights worth
of combat, rather than just getting the together for a 20-30 minute stint. Instead, they will be meeting
for at least an hour, allowing everyone to drop and participate. This does require have 3 Attack
Jumpships launching attacks within a specific time period. This is not a requirement, but it is common
courtesy. It also enables the Server Admins to setup servers for multiple drops, rather than a single
drop setup.
Once a scheduled time has been agreed upon, the ONE TEAM should submit a Server Request through
their Battle Management page for all battles being fought that night.
All Server Requests MUST be submitted a minimum of 6 hours in advance of the actual battle
time. No exceptions.
Admins will then set the Server, Password, and IP Address.
Practice and ‘Mech Customization must be done before the scheduled time. The NBT Servers are
NOT the place to be hanging out in the ‘MechLab creating new variants.
Inform your unit of the agreed upon battle time, requesting their presence. We suggest that they
show up at least 10 minutes early.
Servers drop ON-TIME. If your battle is scheduled at 9:00, then the server will be Launched at
9:00, and the first drop will start 10 minutes later.
Pilot Requirements:
Each team should be able to provide the minimum number of pilots for each drop from their own
rosters. We do understand though that occasionally things happen (real life mostly). As such, each
team is allowed to make use of Allied Pilots to round out its drop team, with the following guidelines:
All Allied Units may substitute no more than 2 pilots in any particular battle.
Units with Allied Garrison present on planet may drop from 0% to 100%, as long as they have 10
‘Mechs remaining. After that, they become a normal allied unit.
General Rule (Offensive & Defensive) - Max of 2 Allied Pilots per drop. Remaining Pilots must
be of the Primary unit.
Exception - Clans at Full Alliance may share up to 4 Allied Pilots per drop, regardless of
Allied Garrison.
Employer Defensive - Unlimited Merc and Primary Pilots
Employer Offensive - Unlimited Merc and Primary Pilots
Merc Offensive - Max of 2 Allied Pilots per drop. Remaining Pilots must be of the Merc unit.
Merc Defensive - Max of 2 Allied Pilots per drop. Remaining Pilots must be of the Merc unit.
Mercs are never considered Employers of one another for the purposes of Allied Pilots.
Remember - All of the above are rendered null and void if Allied Garrison or Allied Attack ‘Mechs
are present in the battle. Then the unit that has the Allied ‘Mechs present may share Unlimited
Pilots.
All pilots should list their NBT unit insignia at the beginning of their names. All pilots in the same
unit should have the same insignia.
Regardless of the sharing of pilots, these rules should not be abused in such a way to bring in "ringers"
or similar setups. These rules are in place so that units may handle their battles in a timely and
unburdensome manner, allowing both sides to get a much combat time as they wish, while enjoying the
experience.
Drop-Time:
OK, 9:00pm on Tuesday night has arrived. Here is the
next portion of the Battle Protocol.
NBT-HardCore has 2 official IRC channels for Command
Staff use. The address is: irc.netbattletech.com and the
default port is 6667. The Drop Commander of each unit
should be in the Drop Channel 10 minutes prior to drop
time.
#NBT-Drop – This room is reserved for those Unit
Commanders who are CURRENTLY involved in a
league drop. A Server Admin will generally always
be here during drop hours.
#NBT-Admin – This channel is the general room
for all NBT Command Staff. Admins, Commanders,
and Officers may meet here to discuss the league, options, questions, etc.
At the scheduled battle time, your pilots should begin joining the reserved NBT Server. You will have 10
minutes to get all your pilots joined, ‘Meched up, and clicked in.
You may only use ‘Mechs that are available from your ForceDec, and that have not been destroyed
prior in the night/battle.
Drop Tonnages are determined by the type battle being fought. Each battle type (Planetary
Assault, Guerrilla Raid, Factory Raid, Recon, etc) has different requirements to be met in both
number and tonnage of ‘Mechs. Where possible, the server will be set to limit these tonnages per
team.
Trespass Dispute - 150 tons, 2-4 pilots, 30 minutes
Recon - 200 tons, 5 pilots, 30 minutes
All Raids (except Guerrilla and Factory Destruction) - 350-500 tons, 5-9 pilots, 30 minutes
Factory Destruction Raid - 5 drops; Per Drop (350-500 tons, 5-9 pilots, 30 minutes)
Guerrilla Raid - 1 to 7 drops, 250-500 tons, 5-9 pilots, 30 minutes
Planetary Assault - Unlimited drops, 300-750 tons, 5-9 pilots, 60 minutes
As a rule, the Defending unit always picks their Drop Zone first. Exceptions will be noted in the
ForceDec. The Defender should choose their DZ before the 2 minute mark is reached. If they do
not, then they will default to DZ1.
Attackers then choose their Drop Zone. They should always choose a DZ outside of initial
weapons range, where possible.
ALL pilots are to be clicked in as ready, BEFORE the server launches. Delaying can result in that
pilot/’Mech being disqualified/destroyed.
If an insufficient number of pilots are available, then 1 reschedule is allowed (no last minute
reschedules). If an insufficient number of pilots show up at the rescheduled date and time, then it is a
forfeit. If a unit is unrepresented at a battle (no show with no communication), then it is a forfeit.
9 Pilot Drops - While 9 pilots are allowed in Raids, Guerrilla Raids and Planetary Assaults, the league default
drop is 8 vs 8. If both teams agree to drop 9 pilots then this is allowed and should be decided in the official
Battle Arrangements thread. Otherwise, both teams should plan on 8 vs 8 drops.
Server Drops – Game Begins
In-Server Rules:
Once dropped into a NBT-HardCore league battle, there are
a few more steps that are needed before you can blow each
other to kingdom come.
NBT is NOT a HOT DROP league. All pilots must drop at
the same time and must remain at the spawn point until all
pilots have been accounted for and both Drop Commanders
call “GO”. That means no moving around, shooting, etc.
Exception: In Siege mode, there are a couple maps
that will drop the Attackers within striking distance of
the defender’s turrets, and missiles will immediately start flying. The following applies in this case
only:
Destroy the offending turret. If you destroy the turret, but take damage, you are NOT to
redrop.
Move out of range. If the 'Mech took damage you may redrop the 'Mech. But you are to
request this of the defenders first. Do not ASSUME that it is OK. The Defender is to grant
permission as long as no turrets were destroyed. This is courtesy and should always be
followed; otherwise it looks like you are pulling a fast one.
Calling “GO”
GO must be called within 2 minutes of server launch. This is enough time for both sides to confirm
that all pilots are present and accounted for.
If a pilot disconnect occurs before GO is called and confirmed, the time period is extended to 5
minutes to give time for him to reconnect, or to drop a replacement pilot. If at 5 minutes a
replacement cannot be found, both teams are to call GO, with one team short. The in-game Join
Timer will prevent anyone from joining after 5 minutes.
Both Drop Commanders will call GO. Once both have confirmed, the battle officially begins.
Any disconnects after GO is called and confirmed will be counted as dead ‘Mechs (destroyed).
Rejoins are not allowed.
Game Rules:
Actual play rules that apply to all pilots. Please make sure that all pilots are aware of these restrictions.
There are areas in many of the maps where it is possible to see through mountains, volcanoes and
various other terrain features - it is illegal to camp there and watch for the opposing team to
approach.
Camping – Defined as running off to hide at any point in the drop, with no intention of fighting.
Your team should be attempting to engage the enemy at all times. You joined the league to fight so FIGHT. Being found guilty of camping will result in harsh penalties. Simple Version - Do it and
the Admin will smack you. HARD.
ALL PILOTS will remain in the game until it is over. That means you DO NOT disconnect once you
are dead. It has been found that disconnecting occasionally causes warping. This warping can
affect the game still in progress.
Ping Problems: If a particular pilot has a consistent ping of over 1000, the other team may
request for that pilot to be replaced. This does not apply to ping spikes. A consistent ping of
1000+ contributes to an unplayable environment for both sides.
Post-Drop:
After the battle is finished, or between drops on a multidrop night.
Once everyone has returned to the lobby, both teams
must notify the other team of which ‘Mechs were just
taken. This is known as your "Drop Dec". It is vitally
important that this DropDec be 100% correct, under
penalty of forfeit.
Before leaving the server you may view the Mission
Review playback and take any needed screenshots.
If further drops are planned for the night, the server
will automatically rotate to the next map in the cycle.
Both teams have 10 minutes to change out pilots,
select ‘Mechs for the current drop, and click in.
If there is a server setting problem, then the Server
Admin may be found in the #NBT-Drop channel on IRC.
Return to Drop-Time rules.
If you are finished with all battles for the night, pilots may begin disconnecting from the server.
Drop Commanders should stay online, either in the NBT Server, or on IRC to confirm that the
battles are reported in the automation immediately. See Battle Reporting Rules.
Remember: Battles must be reported as soon as they are completed. So it is necessary to have at
least one member present for each battle that has automation access. The automation is setup to make
reporting quick and easy. There is no excuse for delaying. Once completed with the battles and
reporting, both Battle Commanders may disconnect and go their own way. Until the next time they meet
on the battlefield.
NBT Game Servers
1.
2.
3.
4.
All battles will be fought using the Mechwarrior 4: Mercenaries multiplayer game.
The league will provide a dedicated server for each battle or group of battles.
Battles must be scheduled with league Admins a minimum of 24 hours in advance of drop time.
Mission Settings will be:
Game Types: Team Battle
Time of Day: Random
Weather: Random
Number of Lives: One, No Respawn.
Mission Review: On
Max Players: 16
Report Stats: ON
Join in Progress: 5 Minute timer
Dedicated Server: ON
Unlimited Ammo: OFF
Heat Management: ON
Friendly Fire: ON
Splash Damage: ON
Force First Person: ON
Dead Mechs Cannot Talk: OFF
Dead ‘Mechs Cannot See: ON
5. Map Settings: With each battle you will receive a Force Declaration, listing your forces on planet,
as well as a list of server options. Included in this, are the maps that are to be used.
Planetary Assaults – PA’s will use the full map rotation within the planet’s Terrain type.
All other battles – The ForceDec will list the maps to be used. This might be just one (TD,
Recon, normal Raid); or it might be several (Guerrilla Raids, Factory Destruction Raid).
6. Server Start Time: The server will be activated at the agreed upon Battle Time. You will have 10
minutes to ‘Mech up and click in before the first battle drops. Occasionally the Server Admins will
setup the server 10 minutes ahead of time with the first map duplicated. Either way, all pilots
should be ready to drop for their first match at DROP TIME + 10 minutes.
Server Battle Maps:
Maps for Raids, Recons and PA's are pulled from the Map Group assigned to the planet under attack.
The map groups can be found at the following link: Terrain Listing
Server Problems and No Available Admin
Server
Admin
E-Mail
[email protected]
Address
–
1. If there is a problem with the server (crash), and
there is no Server Admin available, you may have a
free reschedule.
2. If the server has setting problems, you may inform
the SA, or make use of the MW4 Monitor to vote in
map changes and correct settings. This also applies
to when cycles change mid-game (Forced Retreat or
Siege reached)
3. The time period to wait for a Server Admin is 30
minutes. After that time, you may call for the free reschedule.
4. Individuals with SA access are listed as Operators in the #NBT-Drop IRC channel. These ones are
able to log into the servers and setup league matches. They are also responsible for reassigning
servers on the fly each night based on public usage. Please follow their directions to ensure
smooth battle nights for the league.
EXPANDED PLANETARY ASSAULT RULES
Planetary Assaults will be fought utilizing current NBT PA rules. Any 'Mechs that have not been destroyed may be
used at any time.
Battle Specifics
Drop Zone Stage (Stage 1) - Foothold
The DZ Stage models the initial drop by the Attacker to gain a foothold on the planet. The number of battles that
are successfully completed determines the degree of success. See above. The Defender has the option of forfeiting
these drops. If they choose to do so, the PA tracker automatically begins in Slot 4. If either team wins all 3 LZ
drops, they will receive their opponents ForceDec.
The DZ stage of the PA will be fought as 3 battles, following the following rules: 5-9 pilots per side; 400 tons
maximum. Surviving ‘Mechs carry over. Disconnects and accidental team kills count.
The Attacker must kill all of the Defender's ‘Mechs or it is a loss for the Attacker.
Attacker wins 0 DZ battles - PA goes directly to Forced Retreat Stage
Attacker wins 1 DZ battle - PA begins at Slot 1 (PA drops begin)
Attacker wins 2 DZ battles - PA begins at Slot 3 (PA drops begin)
Attacker wins 3 DZ battles - PA begins at Slot 4 (PA drops begin)
PA Drops (Stage 2) - DZ to Slot 9
This is where most of your Planetary Assault battles will be fought.
They vary in size and number from drop to drop, representing the
constantly changing face of a huge battle like a PA. The second stage
of the PA will be fought in "Team Battle" with a 60-minute time limit.
The PA Tracker will randomly determine the drop tonnage and
map for each drop in the PA. It will list the current drop, as well
as the next 5 drops. These tonnages range from 300 to 750
tons.
Teams may use between 5 to 9 pilots per drop, as long as they
do not exceed the current drop tonnage.
Partial Destruction & Battle Tie Rules apply.
Surviving ‘Mechs carry over for both teams.
The PA may be resolved by plain attrition, never reaching Siege
Stage. If either Attacker or Defender finds themselves out of
'Mechs, then the side with 'Mechs remaining wins the planet.
A drop win for either side will result in the PA Tracker moving
one slot (up for Attacker, down for Defender). If the drop win is a shutout (having lost none of your own
‘Mechs, while annihilating the other team), the PA Tracker will move 2 slots in the appropriate direction.
Siege Assault (Stage 3) - HQ
The Siege stage models the final push by the Attacker to gain control of the planet. Siege is played out as the best
3 out of 5 drops, fought in the "Siege Assault" mission type. Time limit will be 60 minutes. The PA Tracker will
randomly determine the drop tonnage for each drop in the Siege. It will list the current drop, as well as the next
4 drops. These tonnages range from 450 to 700 tons.
Teams may use between 5 to 9 pilots per drop, as long as they do not exceed the current drop tonnage.
Partial Destruction & Battle Tie Rules apply.
The automation will choose a random Mission Play map from those available in the automation for each
series of Seige drops.
If the Defender wins the Siege, Attacker is pushed back to slot 5 (to simulate the loss or decimation of the Siege
force and the need to regroup). At this point the PA returns to the TA Stage. If the Attacker wins the Siege,
Defender is forced off planet with 15% of their remaining 'Mechs. The PA is logged in the NBT automation as
"Attacker Victorious". The Attacker may win the Siege Assault stage in two ways:
Destruction of all the Defender's 'Mechs
Destruction of a minimum of 50% of the tonnage of the other team & the Siege targets (all of them). Only
the ‘Mechs destroyed to that point in the game are reported as destroyed. In Siege type drops there is an
option to report ‘Siege Targets Destroyed’.
Destroying the Siege targets before the 50% mark is reached will not move the tracker and will result in
penalties (see FAQ.11).
Forced Retreat Stage
The Forced Retreat stage models the last-ditch effort by the Attacker to remain on the planet. Forced Retreats are
played out as the best 3 out of 5 drops, fought in the “Team Attrition” mode. Time limit will be 60 minutes.
The PA Tracker will randomly determine the drop tonnage for each drop in the Siege. It will list the current
drop, as well as the next 4 drops. These tonnages range from 450 to 700 tons.
Teams may use between 5 to 9 pilots per drop, as long as they do not exceed the current drop tonnage.
Partial Destruction & Battle Tie Rules apply.
The automation will choose a random map from the current terrain set for each series of FR drops.
If the Defender wins the Forced Retreat, Attacker is forced off planet with 25% of their remaining 'Mechs. The PA
is logged in the NBT automation as "Defender Victorious". If the Attacker wins the Forced Retreat, Defender is
pushed back to slot 5 (to simulate the loss or decimation of the defending force and the need to regroup). At this
point the PA returns to the TA Stage.
Voluntary Retreats
Either Attacker or Defender may voluntarily retreat at any time. Battle
will be logged as Retreat by the respective force. Voluntary Retreats
always require adequate Jumpships are available in-system to take
any 'Mechs off planet. If there are no Jumpships available, or not
enough to hold all of the remaining ‘Mechs, those ‘Mechs become the
property of the winner.
Voluntary Retreats must take into consideration a "safety zone"; that
is, either force may retreat either before the PA begins or at some
distance from their respective rally points. For example, in order for
either the Attacker or Defender to retreat with 100% of their
remaining force, the PA must be in TA Stage and between Slot 3 and
Slot 8, respectively.
Attacker Retreat Options:
If the assault is in slot 3 - 10, they may retreat
If the assault is in slot 2, they may retreat with
If the assault is in slot 1, they may retreat with
If the Attacker retreats before any combat is
‘Mechs are granted directly to the Defender.
with 100% of their remaining forces.
50% of their remaining forces.
25% of their remaining forces.
fought, they will lose 15% of their attacking force. Those
Defender Retreat Options:
If the assault is in slot 1 - 8, they may retreat with 100% of their remaining forces.
If the assault is in slot 9, they may retreat with 50% of their remaining forces.
If the assault is in slot 10, they may retreat with 25% of their remaining forces.
Best Out Of 5 System
DZ / Forced Retreat / Siege
Best Out Of 5 is tracked on the system above. Each win will give a point for the respective team. First team to
win 3 battles is the winner of the Best Out Of 5 Stage (Siege, Retreat). Note - This same system is used for the
initial DZ phase to show battle progress.
RESULTS & REPORTING
Once you have completed a NBT-HardCore battle, the following guidelines are to be followed in reporting the
battle. This will enable accurate and speedy reporting, allowing the league to move forward at a rapid pace. This
section covers battle reports, salvage, repairs, and forfeits.
“Minor Battle” Reporting Guidelines:
Providing that a battle has been fought, the following steps will be used to report that battle into the automation.
Occasionally, you will attack a planet that has no garrison present. Proceed to Step 4 if this is the case.
1. The Attacker reports first. He will go to his Battle Reports page. There are three buttons there. He will
select the first of these, Attack Battle Report, and the resulting page will contain a list of Battle's he can
report. Select the correct Report button from this list. The Attacker will input which ‘Mechs he used, which
‘Mechs he lost, as well as the final result of the battle (Attacker Win / Defender Win, etc).
2. The Defender will then report second. He will select the middle button of the three on his Battle Reports
page, Defend Battle Report. The resulting page contains a list of Battle's he can report. Select the correct
Report button from this list. The Attackers data will be shown. The Defender will enter which ‘Mechs he
used and lost, and review the data input by the Attacker.
Finally the Attacker will confirm the Battle. He will select
the third button on his Battle Reports page, Confirm Battle
Report. The resulting page contains a list of Battle's he can
confirm. He will review the data entered by the Defender and
then the option to Confirm the Battle. It is at this time that
any additional battle type bonuses will be handled (salvage,
stolen ‘Mechs, industry, repair, etc).
4. On the Battle Reports page there is an additional tool entitled
No Garrison. This tool can be used by the Attacker to check for
No Garrison at the planet of Attack. These Battles will show
once the Force Dec has been sent out and should be reported
without delay. The Attacker will report, the Defender is
bypassed, and the Attacker should then immediately confirm
5. Salvage & Repair: At the end of each Minor Battle the automation will grant the winner a chance to repair a
limited number of ‘Mechs that were salvageable from the battlefield. The automation will come up with a list
of these ‘Mechs, as well as the cost to repair each (40% of purchase cost). You will need to enter the # of
each chassis that you wish to invest money into. The total amount will be deducted from your account, and
the ‘Mechs will be made immediately available (either on planet or on your Jumpship). Any ‘Mechs not
repaired will be counted as normal salvage. Clans receive a slight bonus on their salvage ability.
Additional Reporting Options
The following are descriptions of added options that will come up, depending on which battle type you may have
launched.
Recon Data
The quality of the information would also be based upon the success of the Recon (Scaled Success). Thus if the
attacker barely won the battle (only 1 survived) the quality of the data would be low (might only find out industry
info). If they did really well (shut out) then they would get full information about the planet (industry, garrison, JS
in orbit, etc). The # of ‘Mechs surviving provides the Base Recon Points, plus a random bonus would be applied for
each Recon.
There are 6 classes of Recon data available for each planet. These range from basic industry information to full
planetary information as well as in-system Jumpships. The Attacker must choose how they want to spend their
Recon Points. They may either get excellent data on a single planet, or get vague information on multiple planets.
Recon Data can include: Industry, Factory Slots & Production, Primary Garrison, Allied Garrison, Mothball
area, Charge Station, In-System Jumpships.
Stealth Jump: If the Attacker wins a Recon due to his Jumpship NOT being detected they will receive full
Recon data for this planet only. The Defender is unaware of this.
No Garrison: If the Attacker wins a Recon due to No Garrison being on the planet they will get Full Recon
data for this planet, and will choose one other planet belonging to the Defender and will receive Recon data
for this alternate planet as well (level 4 data)
’Mech Raids
After the completion of a successful ‘Mech Raid, you are given the opportunity to steal from the on planet garrison.
These ‘Mechs may be stolen from the Primary Garrison, Allied Garrison or Mothball area (if applicable). Different
unit classes are able to steal a different amount of ‘Mechs from the planet. The amount of choice you get in this
theft is determined by how well you do in combat (Scaled Success).
If a shutout occurs (100% attacker win), then the Attacker will get a full list of defending ‘Mechs available,
and may chose from any of those ‘Mechs. Basically free limited recon information.
If the Attacker wins by the skin of his teeth (1 Attacker ‘Mech remaining), the automation will randomly
choose ‘Mechs from the planet that will equal the stolen tonnage. This is always a selectable option, no
matter the battle results.
The middle ground has various other options, including your being able to choose preferred chassis, but not
knowing the amount on planet. Recon data will not be given out unless you win 8-0.
If there are not enough ‘Mechs on planet to steal, then a modified set of Industry Theft Raid rules kick in.
Once your ‘Mechs have been chosen, either by yourself or the automation, those ‘Mechs are loaded onto your
Jumpship. Pirate and Merc units have the additional option of immediately selling the stolen ‘Mechs to the Black
Market, receiving full value for the sales.
”Planetary Assault” Reporting Guidelines
There are a couple steps to be followed while fighting PA’s against
another unit. Since Planetary Assaults are generally the most
involved type battle in the league, sometimes involving 10, 20 or
even 30 drops, we have provided an additional tool in the
automation: The PA Tracking Tool. This tool is to be used during the
course of the entire PA, reporting ‘Mechs and losses after each drop.
1. The initial page will show which battle you are currently
fighting, as well as various planetary information (Terrain,
opponents, current status of the PA).
2. Next will be a listing of the upcoming drop tonnages. This will
include the current drop tonnage, as well as the next 5 drops.
These numbers will vary between 300 and 550 tons (50 ton
increments).
3. Under this will be a list of all completed drops. This will show the ‘Mechs used on both sides, as well as the
numbers lost. YOUR remaining ‘Mechs will be listed at the bottom of the page.
4. Finally are the reporting options for the current drop. You may finish the PA by reporting a retreat or a
victory, or may report the current drop.
First it will ask you to enter the ‘Mechs that you used in the drop. This will prevent units from using
‘Mechs that are not actually on planet.
A list will then come up of those ‘Mechs, asking you how many of each were lost.
If you are on a Siege drop, there is an additional option to report that the Target Buildings were
destroyed. This will result in an Attacker win in that drop, regardless of the # of ‘Mechs destroyed.
5. Once done the initial page will refresh with the updated numbers, and you may continue to the next drop.
Once the PA is finally finished, the following options will present themselves.
Attacker Wins – The planet is transferred to his control, and he is then free to unload additional Jumpships in
order to garrison the planet. His remaining Attack ‘Mechs are transferred over to the Primary Garrison. Any Allied
Attack ‘Mechs are transferred to the Allied Garrison section. Any remaining Defender ‘Mechs may be retreated to
orbiting Jumpships. . If no JS are available, the ‘Mechs default to the new planet owner. During this retreat of
‘Mechs the defender will also select a planet, owned by the defender, to retreat these Jumpships to once loaded.
This retreat planet must be within 60 LY. The defender may choose to keep his Jumpships at the planet just lost
and move them where he pleases after the battle has been confirmed.
Defender Wins – The Attackers remaining ‘Mechs are forced off planet into orbiting Jumpships. If no JS are
available, the ‘Mechs default to the Defender. ALL enemy Jumpships in-system are then FORCED to retreat from
the system, back to their planet of origin. This is true even if the JS were not involved in the battle.
Repair & Salvage – Both Repair and Salvage are affected by the number of ‘Mechs you bring, in comparison to
the Recommended Support of the planet. Bring too many ‘Mechs and your salvage/repair % plummets. Bring less
‘Mechs, and you receive bonuses to both. Clans receive a bonus on their salvage ability.
At the end of entire PA, the automation will grant the winner a chance to repair a limited number of ‘Mechs
that were salvageable from the battlefield. The automation will come up with a list of these ‘Mechs, as well
as the cost to repair each (40% of purchase cost). You will need to enter the # of each chassis that you
wish to invest money into. The total amount will be deducted from your account, and the ‘Mechs will be
made immediately available. Any ‘Mechs not repaired will be counted as normal salvage.
Battle Confirmation – Once both sides have entered their final information, the Attacker will confirm the battle
and it will become part of the public records. Jumpships will retreat, planet will change hands, salvage awarded,
etc.
Allied Battle Reporting
Occasionally two units will be responsible for the defense or assault of a planet. By default the Planet Owner has
control of any battle launched on their planet. They have the option of turning control of the battle over to a unit
that has a minimum of 10 Allied Garrison ‘Mechs on planet. The info below talks about an Allied Garrison
situation, but it also applies to an Allied Attack situation as well. There are a couple limitations on this:
Minor Battles:
Planet Owner may make use of ANY ‘Mechs on planet when reporting usage and losses.
If the Ally is granted control of the battle, they may use ANY of the ‘Mechs on planet as well.
The reporting unit (Owner or Ally) will receive repair and salvage options for the battle.
The automation will deduct the losses from the reporting unit first, and then the remainder from the other
unit present on planet.
Planetary Assaults:
Planet Owner may make use of ANY ‘Mechs on planet when reporting usage and losses.
If the Ally is granted control of the battle, they may use ANY of the ‘Mechs on planet as well.
Only the Planet Owner will receive salvage and repair options upon the completion of a Planetary Assault. It
is up to the primary unit to ‘share’ the booty with their ally.
At the end of a PA, the ‘Mechs are automatically deducted from the Planet Owner first, and then from any
Allied Garrison present.
Forfeits:
Forfeits may occur for several reasons: No-show on a battle night, scheduling problems, inability to field the
proper ‘Mechs on planet, admin intervention, invalid ‘Mech use (cross-tech weapons), etc. The following are the
guidelines to be followed when reporting a forfeit. We suggest not making use of these rules very often. You
joined this league to battle. Please do so.
Trespass Disputes: 4 ‘Mechs, 150 tons
Recons: 5 ‘Mechs, 200 tons
All Raids (except Factory Destruction and Guerrilla): 8 ‘Mechs, Displayed Tonnage
Factory Destruction Raid: Determined by scale of the forfeit
Single Drop - 8 ‘Mechs, 450 tons
Entire Battle - 40 ‘Mechs, 2250 tons
Guerrilla Raid: Depends on the size of the Guerrilla Raid.
Single Drop - 8 ‘Mechs, current drop tonnage
Entire Battle - Tonnage is the total tonnage listed in the ForceDec.
3 Battle Raid - 24 ‘Mechs
5 Battle Raid - 40 ‘Mechs
7 Battle Raid - 56 ‘Mechs
Planetary Assault: A forfeit on a entire PA will result in the battle being recorded as a win for one unit.
Admins will determine if the forfeited ‘Mechs will be destroyed, captured or retreated, depending on the
circumstances.
Single Drop - 8 ‘Mechs, current drop tonnage
Final “Battle Reporting” Notes:
Partial Team Destruction: If all ‘Mechs of one team or the other
have not been destroyed within the allowed time period, then the
unit that destroyed the most TONNAGE wins the match. Thus it is
required to record every drop in the automation as you play. At
least 50% of the tonnage of the other team must be destroyed for
the drop to be a win for either side. If this minimum is not met, or
in the rare case of a tie, Battle Tie Rules apply. Surviving ‘Mechs
carry over for both teams.
Battle Ties: In the rare event that a battle results in a tie (both sides destroyed exactly the same amount of
tonnage), or not enough tonnage has been destroyed, then the battle is to be refought. The 'Mechs that were
destroyed would still be dead, but in a PA the tracker does not move, and in a Raid, the drop must be redone.
Thus, in order to prevent wasting pilot time, make sure you destroy your enemy completely.
Scaled Success: On both Raids and Recons the degree of success is determined by the number of ‘Mechs
destroyed on both sides. The more Attacker’s ‘Mechs surviving will result in higher damage or stolen goods. On the
other hand, the more of the defender’s ‘Mechs that survive, the less that damage or theft will be.
The Attacker’s goal will be to destroy as many defender ‘Mechs as possible, while still preserving your own
forces.
The Defender on the other hand will try to destroy as many of the Attacking ‘Mechs as possible, while
keeping their own forces intact.
Immediate Reporting: Battle results are not updated into the database until all of these steps have been
finished. It is in your own interest to get Battle's Reported and Confirmed ASAP because, until they are, your
resources are tied up and cannot be used for any purpose. ALL Battles will be Reported and Confirmed immediately
after completion of the Battle. Each of the two Commanding Officers (or their representatives) will remain online to
Report both sides of the Battle and Confirm the Battle.
There will be NO exceptions to this rule. Battles not reported promptly will be reported by the Admins (not always
with the correct numbers). Deliberate delay will result in action by the Admin, up to and including reporting the
battle and estimating losses as they see fit.
ALLIANCES & DIPLOMACY
Part of the fun in dealing with a Planetary League is getting along with the
various other units within the NBT community. With generally over 40 active
units at any given time, this leaves a lot of room open for development. With
each of these units, you will need to decide what stance to take in your
relations with them. Whether you want to be in bed with them, or at their
throats, this is where you make that determination. Diplomacy settings are
public knowledge.
On your Diplomacy screen there is a list of all current active units within NBT.
Beside each is a color bar with 5 different settings: Full Alliance, Military
Alliance, Neutral, Border Dispute, and WAR!!! Each unit will have different
settings depending on your current status with that unit. You may choose to
follow those settings or determine your own fate. You don’t have to follow the
BattleTech timeline past 3067, but you do need to play up your unit as YOU
think they should have done things.
The following is a full description of the Diplomacy options, and how they affect
you and others.
Full Alliance
This is the ultimate alliance. In role-playing terms this is the free flow of information, trade, etc. between two
societies. The bond between the two governments and their citizens are on the best of terms. Also, the Full
Alliance is by far the most difficult diplomacy level to achieve and should be even more difficult to maintain. This
type of Alliance would require that the two units have similar allies with similar diplomacy settings. In game
terms, this would allow for:
The unrestricted movement of military assets - Jumpships moving to/from planets. Charge Station use
allowed.
Placement of Allied Garrison Forces on allied planets
Viewing placements of each unit’s Charge Stations
Joint Attacks may be launched
The transfer of economic assets to one another without penalty
Unrestricted purchases may be made from Allied Factories
Hosted Units: In some rare cases, units at Full Alliance may be "Hosted" by another unit. This is very similar to
the House Merc option, by is only able to be set by League Admins. Specific examples of this setup include: Clan
Nova Cat hosted by Draconis Combine; Clan Wolf in Exile hosted by Lyran Alliance; Explorer Corps hosted by
ComStar.
Military Alliance
This type of alliance is, as the name implies, cooperation between two governments to perform joint military
exercises. In game terms this quite simply means that Jumpships can be jumped to/from each other’s planets.
‘Mechs can be garrisoned on planets, however the local citizens are uncomfortable with this foreign military so
close to home.
The unrestricted movement of military assets - Jumpships moving to/from planets. Charge Station use
allowed.
Placement of Allied Garrison Forces on allied planets
The transfer of economic assets to one another at 25% penalty (25% transfer fee charged per transfer)
Option for purchases to be made from Allied Factories, with a 10% commission being charged. This may be
activated on a per unit basis.
Minor Battles may still be launched with the following special rules:
'Mechs are not captured if left behind (prevents illegal 'Mech transfers)
At present, these battles still fill up battle slots. This shall be watched and reviewed as the league
progresses.
Permission should always be asked of the defending unit before making use of this option.
Neutral
This is the vanilla diplomacy setting. It is something that can exist anywhere with a little effort. With this
diplomacy setting, units can transfer economic assets back and forth and that's really about it. The citizens and the
government wouldn't stand for foreign Jumpships floating around in orbit, nor would they even begin to consider
having foreign ‘Mechs garrison their planets.
Jumpship movements result in Trespass Disputes
No transfer of economic assets allowed
Raids are allowed back and forth
Dropping from Military Alliance to Neutral will cause all Allied Garrison ‘Mechs to be converted to Mothball
status.
Border Disputes
This is where units can have a fair degree of activity without the negative impacts of War. Border disputes
generally consist of mostly raids, however recons could be used as a preparation for progressing to War.
Jumpship movements result in Trespass Disputes
No transfer of economic assets allowed
Raids and Minor Battles are allowed back and forth. One Planetary Assault allowed.
Dropping from Neutral to Border Dispute will cause all Allied Garrison ‘Mechs to immediately launch Guerrilla
Raids on all planets they are located on.
WAR!
This is what makes a planetary league interesting. When two units are at War, anything goes. This is the ability to
throw everything you have at your enemy whenever, wherever, and however you can do it. The largest drawback
to the War setting is that it WILL have an impact on your diplomacy settings (depending upon what they are) with
other units. So if someone is constantly declaring war against other units and making things difficult for their allies,
they may find themselves without any allies very soon.
Jumpship movements result in Trespass Disputes
No transfer of economic assets allowed
Unlimited Raids and Minor Battles are allowed back and forth. Multiple Planetary Assaults allowed.
Changing Diplomacy Settings:
All Diplomacy settings are considered locked for the first 45 days of the league. After this period, appropriate RP
may be started to bring about changes in the course of the league. Some changes may be made by units to their
diplomacy, but we still strongly suggest that all diplomacy changes have appropriate RP to accompony them.
Units that take part in multiple RP changes with no supporting RP will have the ability removed, and they will have
the manual changes dialed back, and be hardcoded at their current levels until appropriate RP is created.
On setup, you will receive default settings based upon your unit’s place in the BattleTech universe. These settings
are softcoded into the league and may be changed on a limited basis by the units themselves. Only a League
Administrator may change alliance settings to Full Alliance or War settings, and only after the units involved have
created a viable role-play backstory justifying the change. All posts regarding a specific requested change should
be placed in a single Role Play forum thread. Thus ComStar News Posts made should be duplicated in the relevant
thread. That way the League Admin can review the entire RP history behind the requested change at a single read,
without having to reference multiple pages and post types.
Units may initiate changes in RP ranging from Military Alliance to Border Dispute. They may change their alliance
settings up or down within this range, with each change requiring a 2 week waiting period before it takes effect
(up or down). Upgrades must be approved by both units before the 2 week timer begins. Downgrades do not
require dual approval, and may only be canceled by the originating unit.
Note: Valid RP is determined on a case by case basis. In some instances, much greater RP may be required than
others, based on both CBT and league history. In all cases, the RP required will always be more than just a news
post or two, or a cursory RP forum thread. If you really want to change your diplomacy setting, then put the RP
backstory into it, working with the other unit to create a new page in league history.
Lowering Diplomacy Settings: A minimum of 2 weeks of RP backstory is required to justify a lowered diplomacy
setting, with an average of 1 RP/news post per day. Both units may actually be involved in the creation of the
backstory if desired. The RP must be signed off on by a League Admin before the diplomacy change will occur.
Raising Diplomacy Settings: A minimum of 4 weeks of RP backstory is required to justify a raised diplomacy
setting, with an average of 1 RP/news post per day. Both units must be involved in the creation of the backstory.
The RP must be signed off on by a League Admin before the diplomacy change will occur.
Limiting effects of War and Full Alliance:
The two extreme Diplomacy settings (Full Alliance and War) come with costs associated with them. In order for
them to be allowed, your other alliances will need to match up to some extent.
When a request for a Full Alliance setting between two units is received, the automation will crosscheck the other
units that are set at Full Alliance for both. If there were a War setting in there, then the Full Alliance would drop
one step. Likewise if a War change were requested, the automation would check all the Full Alliance settings for
both units. If any Full Alliances exist, they would drop one step. These auto-changes would take the normal 2
weeks to recover from.
MRBC Hiring Halls
As Merc units do not generally claim ownership of specific planets, they base their operations out of the various
MRBC Hiring Halls throughout the galaxy. Each Hiring Hall grants the resident Mercs specific bonuses or penalties
during their stay in-system. A Merc may change their choice of Hiring Hall through the Diplomacy screen every 30
days (varies depending on the Hiring Hall). When the rotation takes place, all Jumpships currently in-system at the
old Hiring Hall will transfer to the new Hiring Hall. Once arrived, the Merc may commence operations as normal.
The cost of this move is 100 million, plus 50 million per Jumpship transferred with the rotation.
A Merc may always jump back to their current Hiring Hall, provided they are within range, regardless of alliance
level and planet lockdown.
House Mercs Option
Beside each active Merc unit there is the option listed to activate this unit as a House Merc. Activating this setting
will bypass and disable the above alliance settings for the Merc unit. This means that you are taking responsibility
for the support of that Merc unit, covering their operating expenses and giving them access to your space and
factory production. Units may have multiple House Mercs working for them, but a Merc unit may only be thus
allied with a single unit.
Benefits of the House Merc Option:
All maintenance costs for the Merc unit will come directly out of the House’s bank each week
Gives Merc unit unlimited access to hiring unit’s space
All benefits of Full Alliance hold true, without the waiting period (Secondary Garrison, Joint Attacks, Merc
Jump access, 100% sharing of pilots, transferring allied garrison battles in the automation, etc). Exception Still no transfer of economic resources.
Allows Mercs to use their Surgical Strike ability to reinforce defensive battles quickly
Any Battle may be transferred in the automation to the control of a House Merc, regardless of the presence
of Allied Garrison.
Garrison Duty
A second option is also available for the hiring of Merc units, namely Garrison Duty. This is a lesser version of the
House Merc alliance, but without as many strings attached. Basically it is Military Alliance, with factory access
disabled.
Gives Merc unit unlimited access to hiring unit’s space
All benefits of Military Alliance hold true, without the waiting period (Secondary Garrison, Merc Jump access,
100% sharing of pilots, etc). Exception - Still no transfer of economic resources.
Allows Mercs to use their Surgical Strike ability to reinforce defensive battles quickly
Factory access is disabled by default, but may be upgraded
Unit Goals & Failures:
Each unit has a specific set of Goals & Failures assigned to them by League Administration, as well as a few that
they may have set for themselves (must be Admin approved). Basically these detail milestones for the unit during
the course of the league, events that are either sought after or avoided as the unit progresses. Some may be tied
to role-play, others to actual combat, and others to resources. When a unit achieves a Goal, they will receive a
bonus from the League Administration, generally in the form of resources, but with other possibilities as well.
Likewise, having a Failure be met will result in a penalty being applied to the unit.
At present, each units' Goals and Failures may be seen by all under their Public Diplomacy page. Thus allies can
help a unit to achieve specific Goals, and help to avoid Failures. On the flipside, enemies can work to prevent
Goals from being met, and make Failures a reality.
Further information will be posted soon.
Espionage:
Note: Espionage will become an expanded concept at a later date in the league. For the time being, only one
option is available:
Detect Pirate Homeworld – You will be given the identity of a random planet within 60ly of the actual
Pirates Homeworld. It is then up to you to get to that location and track them down. The Pirate unit is NOT
informed that their homeworld is being tracked
Cost: 200 million (Periphery - 75 million)
Counter-Espionage:
Counter-Espionage will become an expanded concept at a later date in the league. For the time being only a single
option is available.
Pirates may use this option to move their Capitals to a different planet. The cost of this move is 15% of their
industry on that planet, deducted from their bank. A planet may only be rotated once every 14 days.
Pirates: Will move their capital randomly to another Unassigned planet somewhere on the map. All
resources present at that time will be transferred as well: Garrison, Jumpships and so forth. Factories are
not transferred.
FREQUENTLY ASKED QUESTIONS
This section of the rules is constantly in flux. It is made up a compilation of questions and answers that have been
brought up on the HPG Uplink as well as in E-mails from NBT members.
The Questions
1.
2.
3.
4.
5.
Are Unassigned planets able to be captured or colonized? - 02-27-03
How does the capturing of cross-tech factories work? - 03-03-2003
When an Attacker is picking their Drop Zone, what is considered ‘too close’? - 02-28-03
Can you give some examples of what constitutes camping? - 03-03-2003
What ‘Mechs are counted as dead at the end of a match? - 03-23-2003
The Answers
1. Are Unassigned planets able to be captured or colonized?
No. Unassigned planets represent worlds that have either spent 100’s of years below the Major
Houses radar, being too unimportant to annex; or are uninhabitable. Pirates make use of Unassigned
planets as temporary bases of operation. Their industry and economy are actually held on their JS and
Transports though, not on the actual planets.
2. How does the capturing of cross-tech factories work?
OK, the situation we will use is Lyran Alliance capturing a Clan Jade Falcon factory planet. The planet
has 3 factory slots present on it (Shadowcat, Thor, Loki). Upon capture, Lyran Alliance may now
produce the Shadowcat, Thor & Loki from that planet. They may not produce ANY other Clan ‘Mech.
Those slots will be able to produce Inner Sphere ‘Mechs though, specifically Medium and Heavy IS
‘Mechs.
3. When an Attacker is picking their Drop Zone, what is considered ‘too close’?
If 2 Drop Zones are within 1200 meters of each other, this is too close. Each DZ has about a 200m
drop radius. Thus two DZs 1200m apart, could actually ‘Mechs starting within 800m of each other.
That is within instant range of a good dozen weapons. That means that on a map like Canyon with 6
DZs, if the Defender picks DZ3, then the Attacker should NOT pick DZ1 or 6, leaving them with DZ2,
4, 5 to choose from. Some maps offer no other choices for DZs other than right on top of each other.
Only in these cases are you allowed to start within weapons range.
4. Can you give some examples of what constitutes camping?
This is a VERY touchy subject. We hate specifically defining camping, as many individuals will use
those definitions as chapter and verse, and view any other tactic as legal. The primary means to
define camping comes down to if it is your intention to engage in combat. You should be attempting to
locate and engage the other team at all times. Now this does NOT mean that you have to be moving
every second of the drop. There are perfectly legal defensive positions on each map that can be taken
up. But sitting in that same position for 15 minutes waiting for the other team to find you shows no
initiative on your part. Take that position for a couple minutes, then move on to the next position. Sit,
move on, etc.
Some loose examples of what could be constituted as camping include:
Moving all ‘Mechs to a corner or edge of the map, and just sitting there hoping that the other
team happens across you.
Shutting down your ‘Mechs, hiding in a hole or corner and staying there
Sitting in a singular defensive position for the entire drop, or excessive period of time.
Constantly running away from combat without engaging.
Remember that all of us are here to fight. The league is based upon the MW4: Mercs game engine.
That entire game is based upon combat. Sitting around with no intention of engaging is bogus. This is
actually a pretty simple rule to abide by.
5. What ‘Mechs are counted as dead at the end of a match?
ANY 'Mech that blows up is considered dead. It is possible for all 16 'Mechs in a match to die. If one
suicides or the last two blow up at the same time, etc, etc. If the 'Mech blows up, then it is dead.
In that case, all 16 'Mechs are reported as dead. But it is still possible for one side or the other to win
even in this case. The team that destroyed the most tonnage would win. Thus in a case where one
team took 400, the other 395 and all 'Mechs died: The team that DESTROYED 400 tons would be the
winner. All 16 'Mechs would still be dead, but the battle would be over. In RP terms the support
personnel would then move in and steal, damage, take over the objective, etc.
But if both sides took 400 tons, and both sides lost those 400 tons, then the Battle Ties rules would
take effect. 'Mechs reported as dead, and another drop would commence.