The Refusal War Campaign

This campaign is about the conquest of a planet that determines the outcome of the Clan Refusal War. It is a 4 game campaign between the two great clans: Clans Wolf And Clan Jade Falcon.

The campaign begins with each player creating his/her two different forces, one force for Clan Wolf and one force for Clan Jade Falcon.

Campaign Rules

All games for this campaign must be played according to the following rules:

Before the first game of this campaign is played, all the primary mech forces, for each player, should be created/selected and their "pod space" configurations (for pod space of omnimech's) must be completed. Any new players, that start after the campaign is underway, will need to start with stock/cannon omni variants.

Besides the mech forces each player creates, he/she must also choose his 100 tons of re-supply equipment to be used for the campaign.

Once all players TO&E forces are locked down for the campaign and all the available units are identified, then the "battle tonnage" for each battle/game is determined. The "battle tonnage" for a game is determined by a roll of 8d10 x5 tons. This is the max tonnage that each player can use for the game/battle for that day (if there is 8 hours or more for the battle). If there is not a lot of time (4-6 hours for the battle) then roll of 5d10 x5 for the max tonnage for the battle (Generally we should try using 1d10x5 tons of mechs for each hour of game time available). For this campaign, each side, be it Wolf or Falcon, will be played using the same battle tonnage limits for the total tonnage of the mechs/vehicles used in each battle. In later campaign games, the Wolf and Falcon forces will have differing max tonnage limits for each battle in order to add more realism. For the later campaign battles, in this campaign, mechs that are not fully repaired may be entered into the battle tonnage equation, for any advantage possible, in the march for victory. Battles for the Refusal War, assume an ongoing war where it may not be possible to completely reapaired mechs before each battle.

Note that it is possible in later campaign battles of this campaign, for players to not be able to fully equipe, refit, or repair his/her mechs/units to their complete/optimal design allocation, and in that case, he/she must print those mechsheets in a manner that fully represents their existing configuration with missing weapons and equipment, etc... This must also be completed before the a battle begins in order for that player to use those units.

Force Generation rules

The rules below describe the force generation method that each player must go through to determine the force composition of each one of his clan units. The rules below describe the route taken to generate each players Clan Wolf forces and his Clan Jade Falcon forces. For any one battle, each player will only play units from one of these forces. No player will play both side of a given battle. So, for example, one day you may play the Wolf forces you like, but on other days you may have to play you Falcon forces that you dont like as much. ;-) But that is War, Refusal War. :-)

Generating TO&E for Mechs

The Total tonnage of a players initial group of mechs (of lower status) will be randomly generated for a total of 300 tons. Generating this tonnage is done by rolling a d20 and re-rolling each roll that is a 1, 2, or 3. For every roll that is a 4 through 20, take the number rolled and multiply by 5. This number is then the tonnage of the players first mech. Do these same steps over again until the remaining tonnage of his mech force is less than 100 tons. Once the remaining tonnage of his force is less than 100 tons, roll once more. If the tonnage of the mech rolled is greater than the remaining tonnage then use the remaining tonnage as the tonnage of the last mech. If the tonnage of the last mech is 15 tons or less then add this tonnage to the previous mechs tonnage. If doing this creates a mech that is over 100 tons then the tonnage of the final mech is 100 tons. This is the only way a player can end up with less than 300 tons of mechs. Using this method for rolling mech tonnages should give each player between 4 to 6 mechs (one star typically) for each of his/her Clans TO&E. Each of the mechs generated will have tonnages that range from 20 to 100 tons, with a flat distribution.

Each of the tonnages, rolled above, are the tonnages of the mechs that the player must use to choose his/her clan omni mechs. The type of omni mechs that the player chooses for a given tonnage will NOT change during this campaign. It is advised that players be sure of the omni mech chassis he/she chooses for a given tonnage because it can not be changed for the duration of this 4 game campaign. A clear example of this, is if a player has a 65 ton mech in his/her clan Wolf arsenal and he/she chooses a Loki/Hellbringer rather than a Cauldron Born or a Linebacker for the 65 ton mech. Bad choice!

For the purposes of this campaign, all the clan mech omni chassis will be available for the players to chose from, irregardless of whether the mech is used by that clan or not. Ownership, for example, of a chassis, such as a Pack Hunter (WiE), is allowed. Also, all era's of mechs, are allowed. IE, the mechs from the 3065 and 3067 era may be used even though the true Refusal War was fought prior to these dates. This allows for more variety of mechs to use (including 90 tonners).

Command Mech

These are the rules for rolling up a player character's personal command mech(s). Each player character will have 2 "personal" command mechs at his disposal. This is to represent the fact that a commander can choose mission specific mechs to match his mission objectives. To determine which mech chassis the commanders have available to them, you do the following: The mech tonnage for the command mech is generated by rolling 2d6 and multiplying the summed result by 5. This number is then added to 40 tons, thereby giving the tonnage of one of the players characters command mech. If an 11 or 12 is rolled then the player can "choose" the mech tonnage and chassis for this one command mech. If your Commander wanted a light command mech, tough Luck. ;-). This gives a tonnage range for your command mech from 50-100 tons. This method for rolling the commanders command mech is then repeated a second time to determine the commanders second command mech that is available to him. It is highly recommended that the players commander choose Omni mech chassis' for each of their command mechs since this allows the player to choose the best Omni refit for each mission objective. If the players commander rolls the same tonnage for both of his command mechs then that is the only mech tonnage that he will have available to him, but each command mech can be a different mech chassis. For instance, having two 75 ton command mechs might mean having both a Timber Wolf and a Night Gyr, both of the same tonnage but with unique mission capabilities. For this campaign the command mech will have an initiative bonus of +1 as well as an improvement in either piloting or gunnery.

Vehicle Forces

Every player will also get 200 tons (or sometimes less) of vehicles. The vehicle forces are generated by rolling a d20 and multiplying by 5 which gives the weight of the first vehicle. The second vehicles weight is found by subtracting the first vehicles weight from 100 giving the second vehicles weight. Repeat this method for generating the players third and fourth vehicles. The only way to get less than 200 tons of vehicles is to get a vehicle tonnage of a clan vehicle that does not exist. In that case the player gets a vehicle that is 5 tons less than the vehicle tonnage that was gererated.

Mech Design and Modification Rules

Every omni mech with customized pod space can never have more than 2 weapons of the same type on the mech. Therefore, for example, each mech is limited to having 2 Medium pulses, 2 Gauss Rifles, 2 ERPPC's, etc... This means you can have one AC20, 2 ERPPC's, 2 MPL's, and 2 Gauss Rifles, iff you can fit them on. ;-) All weapons and equipment on every mech and vehicle can only have level 2 tech on it. Weapons, Jump Jets, and heatsinks can be replaced on mechs and vehicles, but the mechs omni configurations cannot be changed until this campaign is over and the planet is conquered by either of the clans. Special rules may be made, contingent upon player's decision, should any player loose his/her entire mech force prior to the end of the campaign.

Due to potential problems that may occur from players customizing more mech features than is normally allowed on omni-mechs, I am requesting that players first submit their mechs to me for approval prior to game day.

All omni mech designs must be fully completed, and printed out, before the game starts, and before any of the battles are played. The referee will print copies of all mechs used on game day. Player that have preference can also choose to play their own mech printouts provided that the mechsheet matches the mech design submitted to the referee prior to game day. If desired, a player may chose his/her omni variant to be one of the stock variants, but this is not recommended. All new players and all players that come to the game without submitted mech sheets will only be allowed to select stock variants for use on game day. All mechs are to be made up before game day so that no time is wasted making mechs. The designs are preferred to be made using either "the drawing board" V2.0.11 or later or using Heavy Metal (Preffered). Conveniently the drawing board does have the ability to lock down all fixed assets on any given omnimech so fixed items cannot be changed, while Heavy Metal does not include this feature (BTW). Once forces are determined for a given battle, all mechs and vehicles can be checked and validated by the opposing players. Anyone checking mechs must have their mech designs finished before checking any other player's mechs. Only equipment that is considered level 2 by these mechs design tools will be allowed on mechs used in this campaign.

Record Sheets

During games, all record sheets must be marked clearly in full view of the opposing players. All record sheets can be viewed by opposing players at any time of their choosing at request, under the supervision of the controlling player naturally.

Initiative

This campaign will be played as an "instantaneous" fire campaign, where each mech is has its own individual initiative for each turn. Also one initiative is given for all the vehicles of a given player. The initiative given is both for movement and firing for that individual turn. Instantaneous fire means that mechs can be fired upon and destroyed before they have a chance to fire back during the turn. For the movement phase, the movement order is done from the lowest initiative unit to the highest initiative unit. This can and will only change if a player with a higher initiative mech/unit chooses to seize the initiative with his mech/unit. To understand how seizing the initiative works, see Mechwarrior 2 or 3 for details. Normally the unit (mech or vehicles) will move and shoot in the order determined by its initiative with higher initiatives moving last and shooting first. Normally mechs/vehicles with the highest initiatives will both move last and shoot first but the exception to this rule is when the player with a high initiative unit chooses to seize the initiative during the movement phase, or delay fire during the firing phase, at that specific time in the game. If multiple mechs attempt to seize the initiative at any instant during movement, then the mech with the highest initiative that wishes to seize will go first rather than last. After the highest init mech seizes the initiative, then the next highest mech can choose to sieze the initiative also, or wait to move last in the remaining turn order. If all mechs continue to try to seize the initiative, then the resulting movement order becomes the reverse order of what it would normally be.

In the fire phase, if a unit with the highest initiative wishes to delay fire, then the next highest initiative unit will fire next. If all units wish to delay fire then the fire order would proceed in the reverse order of how it normally would. Delaying fire is a very dangerous game. If you delay your fire, in order to see what your opponent fires at you, and he destroys your unit when he fires, your unit is DEAD and WILL NOT get to fire in that turn.

These rules allow a mech or vehicle unit to seize the initiative in the movement phase and delay fire in the fire phase or any combination thereof. So seizing initiative in the movement phase and firing normally in the fire phase is possible, as well as moving in the normal order during the movement phase and delaying fire during the fire phase. A single initiative card will be given to each mech or unit of vehicles for this campaign. If there are too many units for this style of play, then each player will get only one initiative card for that turn. All units with an initiative bonus or initiative penalty will apply this modifier at this time. The cards are valued as Ace is highest and Deuce is the lowest. There is also a suit priority for the purposes of initiative. The highest suit is Spades, then Hearts, then Clubs, then Diamonds.

Because this Campaigne is meant to be an honor bound Clan on Clan campaigne, there are imposed penalties for gang fire upon enemy units. If one side has more units then the other, then the side with more units will often have to choose which units DO NOT FIRE in each turn to avoid paying the penalty for "gang fire". Because Gang Fire penalties are only applied if the firing units hit, it is wisest to have units with poor target options to hold their fire until all their friendlies have fired, then fire upon any unit that hasn't been hit during the current fire phase.

Retreating Off Map

In this campaign, it is allowed and advised, for mechs to retreat off map if they are badly damaged or critically damaged. This is a strategic campaign not just a "go kill" campaign. Player's that have to leave a game before it is finished can choose to retreat his units off the map or leave them to his teammates. If units are left to be played by teammates and they are destroyed afterwards, then the player that leaves these units to be played by their teammates will loose these units permanently

Honor Rules

For the purposes of honor rules in this campaign, each mech from a given side will likely only fire on a single mech of the opposing side. The exception to this rule is described below under the Gang Fire rules. Changing targets each turn is allowed and is not considered dis-honorable as long as one unit fires only upon one unit and the gang fire rules above and below are upheld.

Gang Fire

Gang fire on units is only allowed under the following rules. Gang fire will only be considered gang fire if multiple mechs hit the same target. If a mech fires at a mech and misses with all weapons then another mech can fire at the same target without penalties and without it being considered gang fire. Also if a mech chooses to fire at a target that has already been hit during the turn and he misses the target then there are no imposed penalties to initiative in the next turn.(this makes sense because he already paid a penalty for firing at a unit that was already hit that turn) It is only considered gang fire if two mechs fire on the same target and both hit the target that turn. If a player or player(s) choose to gang fire on targets the following penalties are applied:

1)      If there are 2 mechs doing gang fire:

A)    the second mech to gang fire receives a "gang fire" penalty of -2 to his "to hit" rolls for the turn.

B)    both mechs doing the "gang fire" receive a penalty of -2 to their initiative rolls during the next turn.

2)      If there are 3 mechs doing gang fire:

A)    the second mech to gang fire receives a "gang fire" penalty of -2 to his "to hit" rolls for the turn.

B)    the third mech to gang fire receives a "gang fire" penalty of -3 to his "to hit" rolls for the turn.

C)    all 3 mechs doing a "gang fire" will receive a penalty of -3 to their initiative rolls during the next turn.

3)      If there are 4 mechs doing gang fire:

A)    the second mech to gang fire receives a "gang fire" penalty of -2 to his "to hit" rolls for the turn.

B)    the third mech to gang fire receives a "gang fire" penalty of -3 to his "to hit" rolls for the turn.

C)    the fourth mech to gang fire receives a "gang fire" penalty of -4 to his "to hit" rolls for the turn.

D)    all 4 mechs doing the "gang fire" will then receive a penalty of -4 to their initiative rolls during the next turn.

These terms were created to allowed for cases where multiple, possibly damaged, lighter mechs were trying to engage one much larger/heavier mech at the same time instead of attacking suicidally one mech at a time. Gang Fire (MW2or3): Doing so will cause MW characters to loose AP(MW2) or loose XP(MW3) if a player is playing a MW character.

Splitting Fire and Gang Fire without Penalty

What is allowed, however, is for a mech to split its fire between two different mechs if those two mechs are "unengaged" in a given turn. If this happens then both of the "fired upon" mechs can fire back that turn, at the mech doing the "Splitting Fire", without penalties and without it being considered a gang fire manuver. If the mechs have already fired, then they won't be allowed to fire at the mech "Splitting Fire" until the next turn. If these mechs held their fire because there were not having enough targets then they may fire upon the mech performing the "Splitting Fire" manuver at the next point of the fire sequence.

Duels

Duels that are not accepted by opposing players are not considered duels. This makes sense if a player uses a light mech to engage a Daishi in order to tie him up for several turns at long range, so that his firepower is negated. Mechs that are engaged in a duel, are allowed to fire on other mechs during the duel if they are unable to attack and hit the mech they are dueling with. In this campaign it is not considered cowardly to "NOT" accept a duel that is not strategic or if a player is using the duel to "tie up" an enemy mech. Strategy and common sense will be considered "honorable" in this campaign. Vehicles, however, may be honorless, as they are not considered worthy of honor.

Targeting Computers

Although Targeting Computers are allowed, only the "-1" to the "to hit" roll will be used for targeting computers, targeting locations will not be allowed for this campaign.

Player Characters

All characters in mechs and vehicles have a gunnery of 2 and a piloting of 3. In this campaign it makes no difference in the game if a player chooses to use RPG characters or not.

Rules for role play characters

Role play characters may be MW2 or MW3 characters for the purposes of tracking experience in this campaign. Role play characters will not be allowed to improve their piloting or gunnery skills during any part of this campaign. After the planet is conquered, and the campaign is over, and all battlefields listed below are captured and controlled by one of the clans, then the RPG characters may make their skill improvement changes. For the purposes of this campaign all characters will have 1 and only 1 Defensive Edge point.

This campaign will be a benign campaign game that will NOT allow the killing of any player's characters. (So no reason for whining). Capture of characters for only the duration of this campaign is possible, but all characters will be returned to their rightful owners after this campaign is over, unless a prisoner exchange is made between games after opposing playes have captured each others pilots and wish to trade them back. Characters that are better than 2/3 in gunnery and piloting may be played in this game, but they will be played as 2/3 pilots and their actual gunnery and piloting skill will not be used in this game. (playing drunk or disabled as we have deemed it before.)

Repaired Between Battles Free of Charge

For this campaign, the following items are automatically repaired between battles, free of charge: Ammo, Armor, All Actuators, Internal Structure, sensors, Life Support, Engine and Gyro Hits, MASC if a mech already has it built in, cockpits are replaced and pilots are healed in time for the next battle unless they are captured (bloodstains in cockpits are kept at players option).

The following items are NOT automatically replaced/repaired after each battle of this campaign:

Mechs that are completely destroyed (CTD), or Ammo Explosion (AE) in the center torso, or are captured at the end of any given battle of this campaign (if they are unable to leave the mapboard and the opposing force is able to hold the map) are not replaced between the battles for free.

Heat Sinks are not replaced for free.

All weapons are not replaced for free.

All jump jets are not replaced for free. Jump Jets have different tonnages and therefore cannot be replaced by JJ's of that are not the same tonnage, but all jump jets of the same tonnage are considered interchangeable.

All "other" equipment is not replaced for free.

All Targeting Computers are not replaced for free. And each targetting computer has a desinated tonnange so be sure to keep spares of the right tonnage targetting computer, otherwise you better rethink using that targetting computer. ;-)

For each of the items that are NOT replaced for free, each player (for each given clan) will have a 100 ton "spares" stockpile of re-supply/repair equipment. Note: 2 stockpiles must be made, a different one for each of the refusal clans. Remember this is necessary because the mechs you will be using for each refusal war clan will be unique. This equipment list is finite and can and will be depleted at any time during this campaign. It can also be re-furbished by undamaged weapons and equipment that is salvaged from the battlefield (after each game) by the winners of that game. Everyones "spare" equipment list will be maintained by at least 1 player (typically the ref). Each player may also keep a record of these spares list if they are willing to do so, but remember "the ref's spares lists" are cannon.

Minor rules for this campaign:

Armor types can never be changed from standard to ferro-fib on a mech or vehicle for this campaign.

Campaign battles for the conquest of the planet

There will be 4 or more battles for this campaign. The first four battles done are generated (by rolling randomly) from the following list:

1)      Standard Maps or 3D Terrain. Players choose randomly.

2)      Marshland : Every hex on the four map battlefield that is level zero is considered marshand is 2 MP to walk through. Jumping can be done from a marsh hex on the map only by using the jump jets that are NOT in the mechs legs. If a mech has JJ's in his legs and his torsos, then only the JJ's in his torso's are allowed to launch the mech when it is standing in a marsh hex. All hexes level 1 and higher are NOT marsh hexes. All hexes level -1 and lower are considered dangerous bog hexes. In order to leave a dangerous level -1 bog hex the pilot must roll his piloting level +1 or higher. In order to leave a dangerous level -2 bog hex the pilot must roll his piloting level +2 or higher, etc... Mechs caught in the bog can NOT move for the duration of the game. They can shoot however using the under water rules if they are completely submerged, but the murkiness of the bog hexes only allow a visibility of 2 hexes.

3)      Open Field Terrain: 4 mapboards, no terrain whatsoever. It is moonscape so there is no atmosphere. (Decide heat adjustment to mechs)

4)      Guard your Supplies: Your Re-supply is loaded on your vehicles. Since your re-supply is normally 100 tons or less, you should need 100 tons or less of vehicles. I.e. If you have 63 tons of re-supply, and you have a 65 ton vehicle, then only one vehicle carries your re-supply. Any vehicle loaded with a players re-supply will be allowed to move its full movement, but will not be allowed to go underwater, or fire its weapons or jump. If you have rolled a VTOL "vehicle" that has cargo bays, your resupply can be kept on the VTOL, if it has cargo bays. The vehicle carrying the re-supply equipment (your spares mind you!) must start on the map and is only allowed to leave the map when it is given permission to leave from the supreme commander (not a player). The supreme commander gives permission to withdrawl with a roll, it is a 10% chance after the first turn allowing your units to leave the map, a 20% chance after the second turn, a 30% chance after the third turn, etc... Any resupply vehicles that are fired at, may instead take damage to your supplies, 50% chance it hits the re-supply and 50% chance it hits the vehicle (roll randomly). If the re-supplies gets hit then 1 ton of equipment is lost for every point of damage that it takes. The owning player of the re-supply chooses which of his equipment gets destroyed. If all of a player resupplies are lost, oh well! That is war isn't it? ;-)

5)      Guard your Strategic commander: The strategic commander must ride in one of the vehicles that you own and use for this battle. If this supreme commander is alive all of your mechs and units get a +2 to their initiative. If he gets killed then all of that clans units get a -2 added to their initiative. You want him to live, get the picture?

6)      Double blind using plotted movement (This is optional when the number of players in the game is an odd and all players agree to NOT play Double Blind). If there is an odd number of players and they do not wish to play double blind, then roll to see what the teams are and then divide the total force tonnage amongst the side with the additional player.