The Game Master (GM) has final say on all matters, but feedback from other players is encouraged and should be considered when making decisions.
a) The GM determines all map navigation movement (ex. traveling to a new sector) and time spent waiting between missions.
b) Additional rules not listed here may be added at the GM's discretion to adjust difficulty as needed.
There should be ONE assigned Lance Leader (aka. game lobby host) per four players. The GM may work double-duty as a Lance Leader.
a) The Lance Leader is responsible for tracking & recording any needed player data and organizing play session times.
b) For player groups larger than four or five, see See Advanced Rules (listed below).
Players can ONLY play with their assigned characters.
a) If a player assigned to one Lance is missing, another player may stand in for them temporarily provided their own character is available to drop.
b) Players may be assigned a temporary non-player character (NPC) if their player character is injured or otherwise unavailable.
c) Players may be assigned a new character if their original character dies using previously agreed on Start Guide rules.
The Lance Leader(s) and players must reach a consensus beforehand to any terms regarding sharing Mechs between players.
While purchases, repairs, and upgrades may be left at the discretion of Lance Leaders, 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.
Combat Zones (CZs) & Missions:
a) Because many factors must be taken into account (budget, player skill, available equipment, etc.), the GM has final say on determining the next CZ.
b) Mission selection inside a CZ is decided among Lance Leader(s) by Drop Weight with the LOWEST tonnage Lance picking first (coin toss for ties).
c) The GM should allow equal opportunity for all Lances to complete roughly the same number of missions before Lance(s) leave the CZ.
d) After a CZ is determined to be "completed" by the GM, the GM should allow players the opportunity for R&R at the nearest Industrial Hub (IH).
Drop Limits, Time Limits, and Waiting Limits:
a) Drop Limits are up to the GM's discretion; they may place less or more limits for a more diverse experience or as the situation demands it.
b) Although missions do not normally have time limits, a GM may add these as secondary objectives for additional rewards to the player (ex. Raids).
c) Waiting between missions (for repairs, upgrades, etc.) should be fairly limited to reduce player urge to min-max all loadouts before progressing.
d) Waiting time spent traveling does not count toward the limit, but this should not be used as an exploit to "buy more time".
e) If using the "Easy Armor Repair" mod (zero-time version), these are the recommended Waiting time limits:
+ inside Combat Zones = no more than 1 week between missions.
+ inside Industrial Hubs = no more than 2 months before leaving for next CZ.
Now that you know the general rules, read the Start Guide to learn how to get started or read on to learn about additional ways to improve immersion.
To start with, let's explain the anatomy of the character skill tables:
Each character has a set of SIX skills separated into Weapon and Piloting subtypes.
Each skill has a CURRENT level (numerator) and MAX level (denominator).
The levels of these skills are added together for a total skill level fraction in the middle of a character's card (under their name). This represents their overall skill.
With normal gameplay, while a character's current level can be improved over time, they are limited by their max levels (or Skill Caps) that can NEVER be changed.
In the campaign story mode, the host of a Co-op lobby may be stuck playing as Commander Mason (whose skill cap is ALWAYS 60), while other players who join are often left with a choice of very subpar pilots that cannot be customized at all. This is a very unfortunate oversight in game design!
Thankfully, there are a couple different solutions to this issue!
For editting character skill caps, pick one:
Download the MW5 Save Editor - this will allow you to manually increase the skill caps.
WARNING: In the Save Editor, you will see two additional pilot skills labeled as "Gunnery" and "Piloting". These are unused skills; leave them blank! Also, allowing skill caps to be raised above 10 may have unintended or undesirable effects in-game! (back up your saves before editing!)
Download 330's Pilot Overhaul mod - this applies the same changes automatically as well as allowing for additional in-game character customization.
NOTE: Either of these solutions will ensure all players start on equal footing and won't have to constantly shuffle characters for better skill caps. For details on how to address starting skills and skill caps, it is recommended you take a look at the Start Guide for specifics on that.
While the above options are by far the easiest solution, some may wish for additional ways to enhance character creation options. Please note that there is a more complex solution available (see Advanced Rules below).
Now that you know the general rules, read the Start Guide to learn how to get started or read on to learn about player economy options.
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 inventory for their personal use.
upgrade weapons to higher tiered versions.
improve pilot skill caps (requires Save Editor or mod; see Downloads).
IMPORTANT!: Supply Points should always be tracked by the GM with player sheets on Roll20.
Requisition Points can be earned a number of ways. The GM may determine which methods apply or may come up with their own. Examples below:
+1 RP for every 5 tons the group deploys below drop weight limit; it is recommended to distribute RP equally between involved players.
(ex. 20 tons below drop limit would net 4 SP or 1 SP to each player)
+1 RP to each player that survives a successful mission.
+1 RP to each player when they complete a multi-mission contract
+1 RP to each player for achieving secondary objectives determined by GM:
Raid contracts - complete mission in under X time (7-10 minutes recommended or determine by rolling 2D6).
Demo contracts - complete mission in under X time (7-10 minutes recommended or determine by rolling 2D6).
Defense contract - complete mission with target above X health (60-75% recommended or determine by rolling 3D20 then add 40 to result).
Warzone contract - for every additional wave of enemies destroyed past the minimum required to complete the mission.
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, Mechs, or equipment.
Tier 0 and Tier 1 equipment that is not Lostech can be equipped for free (ie. you only pay RP for equipment that is Tier 2, 3, 4, or 5).
Equipment can be claimed by participating players by placing bids with their earned RP.
Post-mission salvage priority first goes to players who completed the mission. Anything they do not claim goes to the Group Inventory pool.
Anything that is in the Group Inventory can be claimed by anyone provided that they can pay for the needed RP costs.
Equipment RP Costs - By default, the opening bid for each starts at 1 RP. Players may place competing bids until a highest bidder is determined.
Mech RP Costs - By default, Mech costs should be calculated with the following simple formula:
(Mech Tonnage / 5) = Requisition Cost
For Mechs with XL Engines or "built-in" Double Heat Sinks, multiply the result by 2.
(see Player Guides - Mech Stats for details)
There is no upper limit to bidding, but at the GM's discretion, the opening bid may be set higher for rare or valuable equipment.
(1 RP) * (Tier Level) = Recommended Opening Bid Limit
If item is Lostech, multiply the result by 2.
Players may only own ONE Mech at a time, but they may use the RP value of their current Mech to offset the RP costs of buying a new Mech.
Owned equipment may be transferred to a new Mech, but the player is not reimbursed with RP for anything that returns to Group Inventory.
NOTE: there are some SPECIFIC EXCEPTIONS to the above:
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.
Players never have to pay RP for armor allocation, non-LosTech ammo, or Standard Heat Sinks.
CT Destruction - Mechs with destroyed centered torsos are considered "destroyed beyond repair"; they must be stripped and sold off. The owner is refunded HALF (rounding down) of the Mech's original RP value.
Expanded Player Count Campaigns - while it is generally recommended to limit a play group to four or five people people (which may or may not include the GM themselves), it is theoretically possible to do this with a larger player group, but will require more management from the GM.
Refined Equipment Costs - RP costs for claiming equipment and RP reimbursement can be calculated with the following more advanced formula:
(Crit Slot Size) + ( Tier Level) = Requisition Cost or Refund
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.
Refined Mech Costs - ignore the normal x2 cost for XL Engines or DHS (found in the above basic Economy Rules) and replace it with the following:
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)
Expanded Skill Caps - for more complex character creation and customization
Once starting character stats are established, you can calculate RP costs for improving their Skill Caps. While GM's are welcome to devise their own system, here are two recommended formulas (PICK ONLY ONE):
Linear Leveling = each point increase to a single skill cap costs 5 RP.
Exponential Leveling = the cost of increasing the level of a skill cap is equal to the skill level raised:
ex. Raising a skill cap from 1 -> 2 costs 2 RP.
ex. Raising a skill cap from 4 -> 5 costs 5 RP.
In summary, while this system may add new layers of character customization, it is up to the GM and players to decide if this added complexity is really worth it. Not only is it more to keep track of, but it can only be done with manual edits using the Save Editor. at the START of a campaign which leveling system they will prefer. It is also recommended that players only be allowed to improve Skill Caps during breaks between game sessions. This will reduce players waiting on the GM to make changes in the save editor. As always, it is recommended that any changes be tracked and updated on Roll20 for easier viewing by other players. Finally, remember that this only addresses Skill CAPS. To level up a character's actual current skill, just play the game as normal.
Now that you know the general rules, read the Start Guide to learn how to get started or click "Return" to view more information.