Campaign Rules

1) Basic Rules

  1. The Game Master (GM) has final say on all matters to keep things running smoothly, but there are some things that should be considered:
    a) Input and feedback from other players should be encouraged and taken into account as much as possible; remember to make it FUN!
    b) Additional rules not listed here may be added at the GM's discretion to adjust difficulty as needed.

  2. # of Players for campaign = up to 12 (recommended), up to 18 (max).
    a) Player count is mostly limited by the number of available mech hangars. By default, campaigns start with 6 hangers, but can be expanded to 18.
    b) With 12 players, each player can have one Mech in ready status with 6 Mechs on standby as backup when needed (for a total of 18 mechs).
    c) If a player assigned to one Lance is missing for a mission, another player may stand in for them temporarily as needed.
    d) NOTE: Theoretically, there is no limit to the player count if players agree to share Mechs (especially at the start of campaigns when hangar slots are more limited).

  3. Assigning Player Characters:
    a) Each Player should be limited to ONE Player Character.
    b) The "Commander" (starting player character) should be held in reserve since they cannot die; they can be used if no other character is available.
    c) Players may be temporarily assigned the Commander if their assigned Player Character is injured or otherwise unavailable.
    d) Players may be assigned a new character if their Player Character dies using previously agreed rules (see Start Guide rules).

  4. Starting Assets should be determined by GM with input from players (more details discussed in Start Guide rules).

  5. Combat Zones (CZs), Contracts, Negotiations & Missions:
    a) The CZ is the determined operating area for all players for a specified amount of time; this can be a planet or a whole region. Determined by GM.
    b) The GM has final say for negotiating contracts, but should encourage players to reach a consensus when possible.
    c) The GM should allow equal opportunity for all players to complete roughly the same number of missions; flip coins or roll dice as needed.
    d) After a CZ is determined to be "completed" by the GM, players should be allowed opportunity to rest and repair (R&R).

  6. Waiting (Repair) Limits:
    a) Waiting between missions (for repairs, upgrades, etc.) should be fairly limited to reduce player urge to min-max all loadouts before progressing.
    b) Waiting time spent traveling does not count toward the limit, but this should not be used as an exploit to "buy more time".
    c) Recommended Waiting time limits:
    - Inside Combat Zones = no more than 1 week between missions.
    -
    During R&R = no more than 2 months before leaving for next CZ.

  7. Beyond Starting Assets, new Mechs or Equipment may be assigned by the GM (or Lance Leaders) or determined by consensus.
    a) "Owned Equipment" is always limited by what is equipped on Mechs assigned to Players. Anything not equipped is considered "Group Inventory".
    b) "Group Inventory" items (Mechs or Equipment) can be claimed by anyone provided they meet established requirements set by the GM.
    c) (OPTIONAL) Player Credit: While purchases, repairs, and upgrades may be left at the discretion of the group, the GM's may add an additional layer of credit for players to earn (ie. "Requisition Points"). See "Requisition Points & Player Economics" below for details.

  8. (OPTIONAL) Assigning Lance Leaders:
    a) If players want to form organized Lances (groups of four), they may designate ONE Lance Leader (LL) per Lance.
    b) LL's are expected to assist the GM with moderating the campaign as needed and help in determining decisions that impact the players.
    c) LL's should track & record any player data as required by agreed campaign rules and help with organizing play session times.
    d) If multiple Lances are present for a game session, LOWEST tonnage gets first pick for mission assignment; ties are determined by coin toss.
    d) NOTE: the GM may work double-duty as Lance Leader when required.

Beyond these Basic Rules, the GM and players may agree to implement optional Advanced Rules (below) to refine their campaign further.

2) Adv. Rules - Requisition Points & Player Economy

Requisition Points (RP) are a way to expand the vanilla Co-op experience by adding a player currency that can be used to purchase upgrades and equipment. Here are some examples:

  • requisition Mechs and equipment from unit inventory for their personal use.

  • upgrade weapons to higher tiered versions.

  • make special orders for equipment that is not normally available (requires save editor)

IMPORTANT!: Requisition Points should be tracked by the GM (or Lance Leaders) with player sheets on Roll20.

Earning Requisition Points

Requisition Points can be earned a few ways. The GM may determine which methods apply or may come up with their own. Examples are below:

  • +1 RP to each player that participates in a successful mission.

  • +1 RP to each player that participates in achieving all objectives for a mission.

  • +1 RP to each player present when all contracts for a given faction on a single planet are completed.

3) Adv. Rules - Post-Mission Salvage
& Requisition Costs

After a mission is completed, Players have an opportunity to claim salvage based on limits made during contract negotiations. Normally, the GM host determines salvage selection, but they should be encouraged to try to reach a consensus based on the group's supply needs. For example, if the GM knows that their group uses a lot of medium lasers and LRMs, they should prioritize salvaging those items when it is reasonable to do so.
NOTE: if consensus cannot be met, determine by dice rolls.

On top of this, Players may spend their RP to requisition specific new salvage or equipment that is already in the group inventory.

  1. Post-mission salvage can be claimed by participating players by placing bids with their earned RP.

  2. Post-mission salvage priority first goes to players who completed the mission. If they pass on claiming it then, it goes to Group Inventory pool.

  3. Anything that is in the Group Inventory can be claimed by anyone provided that they can pay for the needed RP cost.

  4. Undamaged Mechs or equipment that players return back to Group Inventory will be reimbursed the full value of those items in RP.

  5. When claiming any equipment that is sitting in the Group Inventory, RP cost should be calculated with the formula below:

(Crit Slots) + ( Tier Level) = Requisition Cost
Equipment considered "Stock" can be added for free.
For
LosTech (including Double Heat Sinks), multiply the result by 2.

For example, a Tier-3 Autocannon 5 would be:
(2 [crit slots]) + (3 [tier level])
2 + 3 = 5 RP total cost.

  1. When claiming Mechs from Group Inventory, RP cost should be calculated with the formula below:

(Mech Tonnage / 5) = Requisition Cost

NOTE: there are some SPECIFIC EXCEPTIONS to the above:

  1. The GM may assign a temporary Mech (usually stock but not always) to any player that doesn't have one or can't afford to field their own.

  2. Players never have to pay RP for armor allocation, Stock weapons, non-LosTech ammo, or Standard Heat Sinks.

  3. (OPTIONAL) CT Destruction - Mechs with destroyed centered torsos are considered "destroyed beyond repair"; they must be stripped and sold off. The owner is refunded HALF of the Mech's original RP value.

  4. (OPTIONAL) Additional RP Costs - may be applied for Mechs with the following traits (see Player Guides - Mech Stats for details):

      • XL Engine: +1 RP cost for every 10 tons (or fraction of it)

      • Endo Steel: +1 RP cost for every 20 tons (or fraction of it)

      • DHS Engine Kit: +1 RP cost for every 20 tons (or fraction of it)

      • Ferro Fibrous: +1 RP cost for every 40 tons (or fraction of it)