MERC RULES
|
Section 1: Introduction
|
Part A: Overview
|
Skilled Mercenary units with the good luck to be in the right place at
the right time can exercise an influence on events in the Inner Sphere
and Periphery out of all proportion to their size. The Successor States
rely on independent Mercenary outfits as well as their large numbers of
regular troops, and mercenaries often provide the only available
protection for the powers of the Periphery. Mercenary units vary in size
and quality; the best of them are among the most talented fighting units
in known space, with skills far surpassing those of the feudal regiments
of the Successor Lords.
Mercenaries (or Mercs) are warriors for hire. They typically engage in
combat with the goal of amassing fortunes and their loyalties are
typically to the highest bidder.
|
Part B: Operations
|
Mercenary Units start with one planet in Mechreg. They get 50000
starting Resource Points.
|
Part C: Purpose
|
Any Mechreg unit for the purpose of defending or attacking can hire mercenary
units. Merc units are paid for their services through C-Bills and how and
when it’s done is up to the discretion of the contract.
|
Part D: Contracts
|
Contracts are set up via the Friend/Foe link through Mechreg. To hire
a mercenary unit, you must be able to access the Leader interface. Once
you gain access, to actually hire the Mercenary, select NEW. Then once
the page refreshes, select the Mercenary from the unit list. Next, select
the relationship of the alliance as “hired”. Then put in the date of
expiration of the contract and select the planet you wish to hire the
Mercenary on. Contracts are typically set up for 30-day periods but the
content and purpose of the contract is solely up to the employer and the
mercenary.
|
|
Section 2: Sentry Forces
|
Part A: What is Sentry?
|
Sentry is the garrison supplied by the Mercenary for
purposes of defending only. This is limited to 15000 resource points per
deployment.
|
Part B: How does a Mercenary post Sentry?
|
Mercenaries are the only units that can post Sentry Garrison on any
planet. For the Mercenary to post Sentry, their employer must hire them
so their planet can be accessed. Then the Mercenary must then access
their CO Office link and post the sentry in the fields located at the
bottom of the link. It looks like this:
|
Part C: Limitations
|
Mercenary units are allowed to post 15000 points of Defensive Sentry
Garrison 4 times per planet. Or a Mercenary unit is only allowed
60000 total Sentry maximum defenses per planet. Sentry can be posted
prior to attacks or during a planet attack. Sentry forces are not allowed
to be posted during a battle. This must be done prior to the battle
engagement. Once the initial 15000 points of Sentry Garrison has been
defeated and recognized, the Mercenary may post additional forces up to 3
more times. It is up to the Attacker and the Mercenary unit to keep track
of defeated Sentry Garrison. This is easily done as Sentry is the first
force (Points) defeated prior to defeating the Sector and then the
Planetary Garrison defenses.
|
|
Section 3: Free worlds
|
Part A: Who hires Mercenaries for these?
|
As of now,
there is one Galactic Commissioner for Mechreg. The GC has the ability to
hire mercenaries for the defense of neutral planets. The limitations of
hiring a mercenary unit for the defense of a free world are up to the GC
as well as the contract written. The Mercenary can choose to reject or
accept any contract they are not happy with.
|
Part B: Payouts
|
Payment for Mercenary defenses will be based on the number of planets
being defended by the free worlds league. Each planet properly defended
throughout the duration of the contract will be paid 50000 RP’s at the end
of the contract term or End of Month period. If the Merc is defeated from
the planet hired by the free worlds, the payout for defenses will be
10000 RP’s as considered as an upfront payment. The free worlds will be
limited to a maximum hiring of 3 planets per contract per Merc unit
resulting in a maximum payout of 150000 per month.
|
Part C: Jumpgate
|
The Mercenary is allowed to use the Jumpgate of any hired unit unless
it is not part of the initial contract between the Merc and their
employer. The Merc is also allowed to use the Jumpgate of the Hired Free
world’s planet during the contract terms.
|
|
Section 4: Salvage
|
Part A: Who gets Salvage?
|
Mercenaries and Pirates are the only units that have a chance of
salvage on any sector. All other units have only a chance at salvage when
taking over a Capital sector but have to be a successful takeover.
|
Part B: How is
Salvage Earned?
|
Salvage is earned for a successful battle in which sector ownership is
transferred or the successful defense of a planet or sector. ( Salvage is
not earned per successful drop! )
|
Part C: How much is earned?
|
A.) Merc Units get 1/3
salvage for any victorious battle which at the end of they have RP
associated with in the form of, attacking, sentry, sector, and/or
planetary RP.
B.) Merc Units also gain
salvage for drops played in a victorious battle, which at the end of they
have no RP associated with but at 1/3rd of the amount of RP destroyed in
the drops in which only their members played in. Example: Merc unit Alpha decides to help I.S.
unit Beta in a battle. Merc unit Alpha can gain 1/3 salvage for each
successful drop.
C.) It will be up to the unit
assisted to pay the mercenary their salvage earned post-battle on Merc
assisted battles referenced above as part B.
|
|
PIRATE RULES
|
SECTION 1
PART
A: Pirate Abilities
|
- Pirate Units may ally hop off ANY planet.
- Pirate units may choose to step up or down from the
assigned weight class of a planetary or Solaris drop. For each drop
down in weight class (C4 to C3, C3 to C1) they may add one extra
pilot to their side of the drop. (Example: Pirate Unit X and IS Unit
Y are going to do a 3v3 C3 planetary drop, Unit X decides they will
drop down to C1 to make it a 4v3 drop) For each step up in weight
class they must remove 1 pilot from their side of the drop.
(Example: Unit X and Y are doing the same thing but this time X
decides to step up to C4 and make it a 2v3 drop
- Salvage is the same for Pirate units as it is for
Mercs.
|
Part B: Dropships
|
1.
Dropships will cost 30% less for Pirate units.
|
Part
C: Attacking
|
1. Pirates are the only unit permitted to do Raids. They may
also be contracted for assaults.
|
|
Part
D: Hiring
|
1. When hiring Pirate units for any tasks, which hired them,
are completely undisclosed accept to the Pirate unit and their
employer.
|
Section 2:
|
Part A: Pirate Restrictions
|
1. Pirates
may not use ability 1:2 to step up to or down from C5 or C6.
2. Pirates
may only use a maximum of 4 of their dropships for planetary assaults and
contracted planetary assaults.
|
|
Rules created thanks to the Mechreg
Team.
|