Events Rules

 

MechWarrior:

Living Legends

 

Chaos March

Field Guide

 

Complete Ruleset

 

Current Revision: 3.3 6/29/2017

 

RevisionDateAuthorDescription
1.014/08/2014DuelistInitial version. Taken from Operation Viper. Taken from Invictus’ Proposal. Taken from Planetary League Bible.
1.115/08/2014Duelist, Starch1ldCleanup of sections. Rules clarification.
1.215/082014Duelist, NullCleanup, added sections.
1.324/08/2014DuelistAdd campaign tonnage limit.
1.404/09/2014DuelistRules adjustments.
1.509/09/2014DuelistTiebreaker, drop tonnage.
1.6.112/09/2014StarFormatting cleanup, big rules update (especially Aero Regiments, Regiment Status, Tonnage Limits and the Rating System)
1.729/09/2014KentaxReworded the rules and organized them, created a table of contents
1.816/10/2014Kentax, StarChanged drop weight recommendations, other rules adjustments
1.920/10/2014Star, KentaxMajor changes: regiments status, drop list building rules and time limits
2.024/10/2014Duelist, Star, KentaxCleanups, final clarifications, better formatting, added hyperlinks to the table of contents, rules for retreats
2.112/12/2014Starch1ld, Kentax,

Duelist

Remove regiment era rules, adjust for clarity, adjust for event scale
2.205/06/2015Chaos March CouncilAdd late player rule, random asset system, dual apc, map repeats, time limit, council. Remove outdated rules.
2.303/07/2015Chaos March CouncilAdd flying respawn d/c rule. Add hold rule.
2.405/08/2015Chaos March CouncilModify ba rule. Add aeros ammo rule.
3.031/10/2015Chaos March CouncilChaos March 2.0 Rules added
3.109/01/2016KentaxMinor Formatting Changes
3.215/05/2016KentaxFixed Drop Etiquette section
3.36/29/2017Kentax,Invictus, duelSeason 3 update

 

Table of Contents

1 – Introduction

1.1 – The Mission

1.2 – The Story

1.3 – Communication

1.4 – Roles

MechWarriors/ Players

Faction Leaders

Unit Leaders/Drop Commanders

Battle Supervisor

The Council

2 – How to Play for MechWarriors and Drop Commanders

2.1 – What Is a Drop?

2.2 – Number of players for Drops and Raids

2.3 – Which Team and Spawnpoints in Drops

2.4  – Drop Lists, Tonnage Limits, and Battle Value Limits for Drops

2.5  – Battle Armor and APCs in Drops

2.6 – Ammo Refill and Repairs

2.7 – Time Limits, Disconnects, and Holds

2.8 – Winning a drop

2.9 – Carrying Assets

2.10 – Immobilized assets

3 – Drop Etiquette

4 – The Metagame

4.1 – The Starmap

4.2 – Factions

4.3 – Turns

4.4 – Campaigns

4.5 – Attack Fleets

4.6 – Defense Fleets

4.7  – Defense Garrisons

4.8 – The endgame

4.9 – Economy

4.10 – Planets

4.11 – Planetary Defense Garrisons

4.12 – Purchasing for Faction Attack Fleets

4.13 – Intelligence Points

4.14 – Espionage Points

4.15 – Planeta

 

ry Coup

4.16 – Breakthrough

4.17 – Raids

4.18 – Map selection

5 – Glossary

 

1 – Introduction

1.1 – The Mission

 

We hope that the event provides a place for the community to thrive with competitive gameplay for new and returning players.

 

1.2 – The Story

 

Late 3067: The Fedcom civil war is over. During the war, several petty conflicts were fought in the Chaos March by small powers. In these conflicts, two main outcomes emerged.

Firstly, the Duchy of Small took the civil war as opportunity to declare independence and cut a large state for themselves in the north of the march.

 

Secondly, in the south, Capellan sentiments ran high and the Liao Commonality was born at least on paper. These new  “legal holdings” which the planets were voted for freel and of their own accord (well, with the help of a few coups anyway). The Capellan Commonality of the Confederation also stepped in to enforce these claims of the new Liao Commonality.

 

Meanwhile the influence and power of both the Saiph Triumvirate and Terracap Confederation has been limited, as both focus on their own survival.

 

But real chaos has only begun.

 

Thomas Marik (the False) had previously attempted to have the Star League recognize the then newly formed Blake Protectorate, after the events of Taskforce Vengeance. That request had been denied by the Star League, this, along with other events in the following turmoil caused the Star League to break up.

 

Seeing this previous attempt at legitimacy, by Marik and the Blake Protectorate, the Duchy of Small has also demanded that they now be recognized as a state, and as a potential member of any new Star League. However, only the Draconis Combine is the only house to have expressed any interest in that idea.

 

Meanwhile, with the civil war ended, The Federated Suns who were going to deal diplomatically with the newly independent Duchy of Small, have now sent a full task force to Tikonov to reclaim the territory from the Duchy, and to “control” the Liao situation.

 

The Duchy itself has been fractured by sudden Blakist coups and terror attacks shortly following the outrage at Outreach. Additional support for the Duchy but has been promised from the Combine.

 

The Jihadists have suddenly carved out a state around Terra and have set up a command at Sirius to oversee the glorious expansion into all space around Humanity’s capital. In the horror and confusion following the events at Outreach, the Free Worlds League has suddenly broken out with symptoms of the ‘Blakist disease’ it has been carrying for some time. In opposition to the Captain General’s “wishes” the parliament has voted to create an emergency protectorate (in direct mock of his Blakist proposal) to protect the freedom of the remaining independent planets in the region, mainly focusing around Saiph and Styk via the Zion Provence.

 

Hoping to grasp the March once and for all the Capellans have mobilized their full attack capability to liberate all worlds in the Liao Commonality while the rest of their border with the Federated Suns holds in defense.

 

On top of all of this, small units from several different clans have been arriving into the region following the crimes against the Wolf’s Dragoons.

 

Foochow has just experienced a Jihadist coup; forward units from the Federated task force have just brought order to Terra Firma; exultant citizens of Liao are mobilizing and preparing to hold out for their Capellan saviors; the Saiph Protectorate has declared Arboris a protected planet; the the Duchy’s forces on Elgin, under Combine advisers, have crushed an attempted Jihadist coup and executed thousands in the street; the Chaos is in full swing!

 

1.3 – Communication

All coordination will happen via the Teamspeak 3 servers.

  • Primary TS3 server: mwll.mwmaster.com [unofficial MWLL community TS]
  • Main backup TS3 server: wr-clan.no-ip.org [Clan Wolverine’s Rebirth TS]
  • Secondary backup TS3 server: eu1.mech-connect.net – password  hG5!4Dg*

 

1.4 – Roles

MechWarriors/ Players

All you have to do is show up, be ready in good time, and follow  what the Drop Commanders, Faction Leaders, and Battle Supervisor tells you to do as required. Your role is to pilot pre-assigned assets, over a series of maps, in order to defend or attack a planet for your team, and the Faction it represents. You can become as involved as much as you wish with fine tuning the drop lists (see below), and tactical planning for individual maps. However final authority in all matters, including asset choice and pilot assignments, rests with the Drop Commanders, Faction Leaders, and Battle Supervisor as necessary.

 

We all take efforts to get each match started promptly, but there are often issues to be ironed out, and some small waiting time is to be expected before a match begins. It is important to make sure you can join promptly for the individual drops, have the maps downloaded in good time, know what asset you need to buy or have been assigned to, and are confident your internet connection and system will keep you connected for the duration of game. It is sometimes unavoidable that people get disconnected or otherwise have to leave, but the nature of MWLL team balance means these missing players can seriously delay a game, or render the results null. A Microphone is not necessary to be a pilot, but can greatly you’re your communication with your team. Additionally, please read sections 2 and 3.

 

Faction Leaders

Declare attacks, attempt coups, purchase fleet assets, distribute intelligence and espionage points, hire mercenary groups, optionally create drop lists, and formulate all metagame strategy, fully detailed below

 

A Faction Leaders decision will be final for that team, but the Faction Leader can also delegate responsibility to others as they see fit or necessary. A microphone may not be strictly necessary, but is probably for a good idea for a Faction Leader.

 

Unit Leaders/Drop Commanders

Command your players in drops, communicate with the Battle Supervisor, optionally create drop lists, hire mercenary groups, call for terrain control, and plan overall faction strategy. Just as pilots should be prompt and ready to play, it is the key responsibility of the Drop commanders/Faction Leaders to ensure the drop lists are created, and pilots assigned in good time for a match to begin. May issues can cause list-making to be slower than we would all ideally like, so it is important to keep things moving -especially for the pilots ready and waiting for the match to begin. After the battle it is also your responsibility to report either your glorious victory or crushing defeat to the Battle Supervisor. It would be a challenge to be a Drop Commander without voice-coms and microphone.

 

Battle Supervisor

Responsible for keeping games on time. Sending reminder messages to Drop Commanders about game rules, maps, etc. Responsible for giving out punishments and exceptions to rules at their discretion and having a working knowledge of the rules. Observes battles whenever possible. Informs the Council of important events.

 

When the teams have an uneven number of players, the battle supervisor may participate. The battle supervisor is not to tell their team what assets the other team is using. Battle supervisors are not to be the drop commander in any drop. It is essential that the Battle Supervisor has microphone to communicate with any/all players.

 

The Council

The person organizing the Chaos March is to form a council to assist with rules and other things. Each active unit that participates in the event shall be entitled to at least one councilmember. These council members will be responsible for gathering feedback on important issues. The council will communicate through email. The active members of the council as of this time include:


  • Silvercraft
  • WR B0b
  • WR Burner
  • WR Marius
  • WR Serpentus
  • SJ Proxema
  • SJ Kidzin Wirth
  • SJ Vic Viper V1
  • KOS Invictus
  • 12VR Kentax
  • RDL Vitos (inactive)
  • ELH Zoidberg (inactive)
  • WR Khorn    
  • CC SF Thunderbird Anthare
  • SJ GrimAvenger93

 

2 – How to Play for MechWarriors and Drop Commanders

 

2.1 – What Is a Drop?

 

A drop is a single battle, in MechWarrior Living Legends, between two teams. Typically a drop is one of a series of battles. Teams usually have the same number of players, Tonnage, and Battle Value. Assets like mechs, tanks, aerospace, VTOLs, and hovercrafts all have a battle value and a Tonnage associated with them. These values can be found in the drop calculator.

 

Base turrets and base anti-missile systems are always shut off during a drop. Friendly fire is always set to 100% during a drop.

 

2.2 – Number of players for Drops and Raids

 

There must be no less than four players per team and no more than fourteen.

 

There must be an equal number of players on each team. Additional players should spectate or the Battle Supervisor may choose to enter the game to balance the numbers.

 

Players should be distributed evenly, based on skill, to ensure team balance.

 

If players show up late for the drop, instead of forcing Drop Commanders to make new drop lists, the Battle Supervisor will assign duplicate extra assets to both factions, usually something 40 tons or less and Battle Value 3 or less.

 

If there are 5 or less players on each team, no Aerospace or VTOLs may be used. Up to one Aerospace or VTOLs may be used if there are 6 or more players on each team. Up to two Aerospace or VTOLs may be used if there are 11 or more players on each team. Up to one bomber may be taken at any time.

 

2.3 – Which Team and Spawn Locations in Drops

 

Attackers are always on the Clan side of the map. Defenders are always on the IS side of the map.

 

Players may spawn at any available spawn point, but should spawn at the spawn point indicated by the Drop Commander.

 

Any team with an asset still inside of their hangar 5 minutes after the start of a drop will lose the drop unless stated otherwise by the battle supervisor (this includes covered areas of each team’s runway). Players are not allowed to reenter their own hangar or the other team’s hangar for any reason. Hangars on the map that are neutral are OK to enter.

 

Example: Entering into any of the four hangars on TSA Thunder Rift will cause a game loss.

 

Example: Entering into either main hangar on TC Kagoshima will cause a game loss. However, Entering into the forward hangars on TC Kagoshima will not cause a game loss.

 

2.4  – Drop Lists, Tonnage Limits, and Battle Value Limits for Drops

 

Every asset in MechWarrior: Living Legends has one or more variants labeled Prime, A, B, C, etc.

 

Each asset variant has a battle value associated with it (1 to 10), found in the drop calculator. The higher the value, the better the asset is (generally). This battle value of each asset is determined by the person running the event and the council.

 

Drop Commanders will need the drop calculator. Drop Commanders will be assigned customized drop calculators by the battle supervisor. These calculators will contain all of the available assets, the Maximum Tonnage, and the maximum Battle Value for the drop.

 

Drop Commanders must build a list of assets for their team using the provided drop calculator. Each player may only bring one asset into the drop. Lists must be made quickly. The Battle Supervisor will tell the drop commanders if there is a time limit and what the time limit is (usually 15 to 20 minutes). The Battle Supervisor may assist if the time limit is exceeded.

 

2.5  – Battle Armor and APCs in Drops

 

Any number of players may start the game as Battle Armor as long as there are one or more Heavy APCs (APC) in the drop list. Only one player may start the game as a Battle Armor for each Light APC (LAPC) in the drop list.

 

Each LAPC weighs 25 tons, has a Battle Value of 3, and gives their team a single Battle Armor with 2 respawns (3 total lives).

 

Each APC weighs 35 tons, has a Battle Value of 4, and gives their team a single Battle Armor with 4 respawns (5 total lives) and the option to add more Battle Armor. These additional Battle Armor each come with 4 respawns (5 total lives), weigh 10 tons, and have a Battle Value of 2. Respawns can’t be shared between other Battle Armor players.

 

Example: A drop list has one APC and 2 Battle Armor players. This weighs a total of 45 tons and each of the 2 Battle Armor players will get get 4 respawns.

 

2.6 – Ammo Refill and Repairs

 

All repairs are prohibited once a drop has started. Ground assets are only allowed to get ammo refills from LAPCs and APCs. Air assets however, may refill ammo from any place they are able (runways, hangars, LAPCs, APCs).

 

2.7 – Time Limits, Disconnects, and Holds

 

Drops last for 30 minutes from the start time with allowances for holds.

 

If a player’s game crashes or disconnects that player may rejoin the game and re-enter their asset. Assets may not be repurchased. If the game is in a hold, then teammates may exit their asset and enter the disconnected player’s asset in order to prevent it from despawning.

 

If you disconnect from the game or your game or computer crashes, you may re-enter the game, but you may not re-buy your asset, even if it despawned. Instead you must spawn in as a Battle Armor and make your way straight back to your asset. Do not scout, do not attack anything, stay out of the way of the battle, get to your asset, get in it, get back to the game. If you die on your way to your asset, you are permanently dead and cannot respawn anymore. If your asset is destroyed before you can get back to it, bring up your map then click the suicide button. The Supervisor may allow exceptions in extreme circumstances. Teams should not abuse holds by trying to gain an unfair advantage.

 

Players using Aerospace and VTOL may repurchase their asset and reenter the game following a disconnect or crash only before first contact. Once first contact has been made, Aerospace and VTOLs may not be rebuilt, especially if they received damage.

 

Holds are typically used when a player disconnects or crashes. Team leaders may ask for a hold to be granted before either team successfully fires upon the enemy. A hold will only be granted if either the supervisor grants it or both team leaders agree to it. Players are to remain stationary on the ground or to fly a basic pattern to avoid crashing during a hold.

 

2.8 – Winning a drop

 

To win, a team must destroy all carrying assets on the enemy team, or have the most total assets by the end of the timer (a BA that spawns from an APC, together with its APC, counts as 1 asset).

 

Example: The attacking team, with a total of 6 players, is using a droplist with 5 ground assets and 1 air asset. Air assets are not carrying assets. Once all 5 ground assets have been destroyed. The attacking team no longer has any carrying assets. The attacking team loses.

 

Actively trying to make a drop end in a draw (by running away repeatedly, powering down, etc) may be punished at the battle supervisor’s discretion. This does not include running away or powering down in an attempt to win a drop.

 

Example: The defending team has 1 carrying asset left and the attacking team has 1 carrying asset left. The defending team’s carrying asset powers down in a corner of the map until the time runs out. This could be punished by the battle supervisor.

 

Example: The defending team as 1 carrying asset left and the attacking team has 1 carrying asset left with a VTOL in the air. The attacking team’s carrying asset powers down in a corner of the map to give the VTOL a chance to kill the defending team’s carrying asset. This is not normally punishable by the battle supervisor.

 

2.9 – Carrying Assets

 

A carrying asset is any asset other than Aerospace, VTOLs, Battle Armor, Light APCs, Heavy APCs, or immobilized ground assets.

 

After all carrying assets have been destroyed and there are still one or more active Light APCs and/or Heavy APCs, Battle Armor become carrying assets for 3 minutes. At the end of 3 minutes or at the end of the drop timer, which ever time comes first, each Battle Armor is no longer a carrying asset. (Rule is in testing stage)

 

–2.10 – Immobilized assets

 

An immobilized asset is any asset that cannot move because of a bug, because it is stuck, or because it is legged.

 

Immobilized ground assets count as carrying assets so long as the other team’s only ground assets are also immobilized or destroyed. If this occurs, the drop is over and is a draw.

 

-2.11 – Dead Player Communication

 

Players must be quiet and must not give any aid to their team once they are dead. Say nothing other than “I’m dead.” Breaking this rule could be punishable by the battle supervisor.

3 – Drop Etiquette

 

Keep the comms clear. If you have to talk about unrelated things, please use the in game text chat.

 

Try to avoid killing yourself or others before the match begins.

 

Listen to your drop commander. Do what the drop commander says, when the drop commander says. Inform your drop commander immediately if you are going to do something that has not been ordered. If the drop commander objects to this return to obeying their orders.

 

The drop commander needs to be in the game, no commanding while spectating, it is dishonest and unfair and ruins the immersion of the game.

 

In the event that anyone dies (drop commander included) please be quiet, dead people can’t talk. Don’t give away critical information while dead. This counts as a rule.

 

If you die, don’t respawn unless you are a dedicated BA..

 

When a drop commander dies, command should be assumed by an experienced player currently alive in the drop. First to call in will take over.

 

Run your radar passive unless told to do otherwise.

 

Don’t leave the hangar or takeoff from the runway until both teams or the drop supervisor says “Go.”

If you are speaking English in the game, make sure to call out the grid coordinates using the NATO Phonetic Alphabet

 

Callsign then Number

 

Examples:

Alpha One

Bravo Two

Charlie Three

Delta Four

Echo Five

Foxtrot Six

Golf Seven

Hotel Eight

India Nine

Juliet Ten

Kilo Eleven

 

Call out the names of targets if possible and call out the variant of that asset if known, make sure to use the callsigns for the variant names.

 

Examples:

Raven Prime

Raven Alpha

Raven Bravo

Raven Charlie

Raven Delta

Raven Echo

Hawkmoth Foxtrot

 

Example: “Contact, Echo Five, Key Seven”

Often, grid coordinates are not accurate enough so use the keypad system to call out where the target is. The keypad system is ordered the same as on a keyboard, not the same as on a telephone. It looks like the table below.

 

789
456
123

 

4 – The Metagame

 

4.1 – The Starmap

 

The Starmap from the beginning of the Chaos March is available HERE.

 

The current Starmap is available HERE.

 

4.2 – Factions

 

Chaos March features five factions and a number of neutral planets.

 

The factions are as follows:

the Blakist Jihadists, Capellan Commonality, Duchy of Small, Saiph Protectorate, and Tikonov Task Force.

 

Refer to the starmap for which planets each faction owns.

 

4.3 – Turns

 

Each faction must declare one attack every turn.

 

A coup attempt does replace an attack in a turn. Each faction may only make one coup attempt every other turn.

 

At the beginning of Chaos March, each faction may only attack neutral planets that are adjacent to a planet they control.

 

When there are no remaining neutral planets, factions must declare their attacks against other factions.

 

A turn is over once every faction has made an attack.

 

4.4 – Campaigns

 

When an attack is declared a campaign is started.

 

The two teams will repeat this process until one of them has won 3 total drops.

 

If the defender wins 3 drops, the defender retains control of the planet.

 

If the attacker wins 3 drops,  the attacker gains control of the planet.

 

In the event of a draw on the fifth map, a sixth drop will be played

 

4.5 – Attack Fleets

Attack fleets can each have a maximum of 1000 assets purchased using the rules in 4.12. The purchased assets are then placed into a drop calculator. These assets are available when their owning faction attacks a planet. Each asset may only be used once per campaign and is removed from the attack fleet if it is destroyed.

 

4.6 – Defense Fleets

Defense fleets contain up to 10 assets. Assets can be added to the defense fleet from their owning faction’s attack fleet at the beginning of each turn. These assets can be used once per campaign to defend any planet that the controlling faction owns. These assets are removed from the defense fleet when they are destroyed. The 10 asset limit can be changed by paying 10 million cbills. Each 10 million cbills paid will increase the limit by one.

 

Example: A faction has a defense fleet that can have a maximum of 10 assets. The faction pays 20 million cbills. The defense fleet can now have up to 12 assets in it.

 

4.7  – Defense Garrisons

 

Planets are defended by planetary garrisons. The assets on a planet are randomly generated according to the attributes of the planet. Assets are not persistent as the list gets replaced at the end of the campaign. Following a coup assets remain persistent only for two turns before they are randomly replaced. Mercenary groups are eligible for use on faction owned worlds.

 

4.8 – The Endgame

A faction is near defeat when it controls zero planets.

 

A faction may continue to attack planets that border the edge of the map until it possesses fewer than twenty assets. Capital and factory planets cannot be attacked by a faction that is near defeat until it once again controls at least one planet.

 

A faction that is near defeat no longer receives additional cbills or points at the beginning of turns.

 

The overall winner of the Chaos March is either the last standing faction or the faction tied for the most planets when the battle supervisor, or the community, chooses to end the tournament.

 

 

4.9 – Economy

 

Planets produce 50,000 (50k) cbills per wealth tier per each turn. A capital world produces an additional 100k cbills per turn. Each faction begins the game with 3 million cbills.

 

4.10 – Planets

 

There are now sixty three planets on the star map. Each planet contains two sectors of five maps whose order will be randomly changed for each campaign. Planets are held by one of the five factions or are neutral at the beginning of the event. Planets are classified into five tiers. This limits the total campaign Tonnage. Each planet carries a static defense garrison that is replaced every campaign fought on the planet. A planet generates cbills for the owning faction every turn. Planets are assigned an average battle value veterancy that influence the defense garrisons. Each planet is also assigned a type that offers certain features:

 

Type of PlanetFeatures
Hub WorldProvides more jump routes than normal.
Factory WorldProvides a discount based off factory type.
HPG Relay WorldProvides 5 espionage points per turn.
Depot WorldProvides 5% discount to the Blackmarket Fee, each additional Depot World provides an additional 5% discount.
Strategic Command WorldProvides 5 intelligence points per turn.
Trading WorldProvides 9 Mercenary options per turn.

 

Planet Categories

 

         Planet Tier        Infrastructure             Wealth           Veterancy
                 I           45 tons PP            70+1 Assets          4.5 BV per player
                II           50 tons PP            80+2 Assets        5 BV per player
               III           55 tons PP            90+3 Assets   5.5 BV per player
               IV           60 tons PP            100+4 Assets       6.0 BV per player
                V           70 tons PP           110+5 Assets         6.5 BV per player

 

The main asset numbers are all ground assets, the +1…+5 are VTOLs and ASF added on.

.5 BV is rounded down

 

4.11 – Planetary Defense Garrisons

 

Defense garrisons are statically set at the beginning of the event. Their composition depends on the planet and the resources a faction holds. The garrisons are not modifiable by faction leaders. A garrison is randomly replaced in whole upon the conclusion of a campaign on a planet.

 

4.12 – Purchasing for Faction Attack Fleets

 

Faction attack fleets differ from defense garrisons in that fleets are entirely constructed by faction leaders. Cbills are redeemed to purchase mechs and vehicles. Manufacturer contracts, wholesale, and the black market are the three avenues for asset acquisition. Manufacturer contracts contain a single mech in a package. The pack contains one of each variant available in the game for that asset. Discounts in price are granted so long as the faction owns the required factory type. However, discounts do not stack. Prices increase for additional orders of the same mech during a turn. Wholesale purchases give random mechs for a price set by the faction leader. The bid amount must be sufficient for at least three mechs. Five percent will be deducted from the purchase price. The black market always has every mech type available. Each transaction carries a fifteen percent fee unless a discount is provided from the appropriate planet.

 

Due to the rarity of clantech, it has a base 130% modifier. Fafnir, Daishi, and LT are 166% base modifier.

 

Base Prices
OsirisOwensRavenCougarPumaSolitUllerHawkShawkHarass
280349395616575308449409381315
HollyUzielBushyScatRyokenLannerChimmyAresSullaCorsair
453448518683909783396508761607
CatapultVultureLokiThorMcatNcatThannyWHAvatarDemo
581905980100411101066727656668507
MorriguHuitShivaMasakAwesMaulerAtlasFafnirMKIIBASP
79092210141192774854862185911971291
EponaVisgothDonarCheviDaishiRflmnHephOroPartiLT
6689885762982019583416672432428
AvarXerxes
5541333

 

Discount Prices
OsirisOwensRavenCougarPumaSolitUllerHawkShawkHarass
185230260524489262382327304252
HollyUzielBushyScatRyokenLannerChimmyAresSullaCorsair
363358414615818705317457685486
CatapultVultureLokiThorMcatNcatThannyWHAvatarDemo
4948339029241021981618558568406
MorriguHuitShivaMasakAwesMaulerAtlasFafnirMKIIBASP
7118308371083697769776167311371226
EponaVisgothDonarCheviDaishiRiflmanHephOroPartiLT
6018895182381918496374605346343
AvarXerxes
4991200

 

Manufacturer contracts:

Teams purchase an entire pack of any one asset using the pack system. This represents bulk contracts with manufacturers and provide appropriate discounts so long as the team owns the appropriate factory to generate discounts. All Clan tech is imported but via trade small discounts are provided. Ownership of any factory will discount vehicle packs by 20%.

 

Each team starts with five factories as follows:

 

Manufacturer Discounts  IS/Clan
LightMediumHeavyAssaultVehicles
33%/15%20%/10%15%/8%10%/5%20%/10%

Discounts of the same type do not stack.

 

Prices are also affected by Backorder: A 300% modifier for every subsequent purchase of the same pack. The modifier decreases to 150% if one or fewer packs of the mech are ordered on the next turn. The price reverts to normal if multiple packs are not purchased for two straight turns.  

 

Black Market

In the Black Market, ALL variants are ALWAYS available. Teams can pick any variant they wish and purchase for the cost of the asset + a BV modifier + a fee.

 

BV modifiers are as follows:

BV1-2= -10%, BV3-4= +0% BV5-6= +10%, BV7-8= +20%, BV-9-10= +30%

 

The transaction fee is 15% of the purchase. Each subsequent purchase of the same variant in the same turn results in an additional 50% fee. These fees can be reduced by holding depot worlds at 5% per world.

 

Wholesale

Buying whatever is floating around on the open market.

 

Simply state an amount of cbills you wish to spend and the amount of assets you want (must be at least 3) and it will be entered into the randomizer, purchasing at random. The transaction fee is 5% of the purchase.

 

Mercenaries

Trading Worlds give the holding faction a company of 3 companies (9 total units) of mercenaries loosely working together for money. Each unit costs money to use, but reduce the BV of that particular asset by 2 BV. Once that mercenary unit has been used, regardless if it survived or got destroyed, it cannot be used for the rest of the campaign. Each faction will have 3 mercenary units loyal to that faction by default. Mercenaries die once they are used in a battle. Mercenaries cost 50% more for factions with a large number of planets, until this rule is changed, the Supervisor will decide how many planets “a large number” means. (At present this affects Saiph and Blakist.)

 

Mercenary BV Modifiers
BV1=0.80BV2=0.90BV3=1.0BV4=1.10BV5=1.20BV6=1.30BV7=1.40
BV8=1.5BV9=1.6BV10=1.7

 

4.13 – Intelligence Points

 

Each faction earns intelligence points from capital and strategic worlds. A faction leader may assign each of his or her intelligence points to a world his or her faction controls or leave the points unassigned.

 

Intelligence points assigned to planets help protect against coups. Each intelligence point negates 1 espionage point when an enemy attempts a coup. The negated points are permanently removed from the planet. All points are removed from a planet when captured by an enemy faction.

 

Faction leaders may use points to gain a chance to pick one of the five maps on the upcoming campaign. The opposition is granted an opportunity to outbid. The bids amounts are known only to the supervisor. The winning bid is awarded the map choice. A tie bid results in the supervisor choosing the map. Neutral planets cannot make a counter bid. Points are deducted from any team that bids. Map changes must occur before the campaign begins.

 

4.14 – Espionage Points

 

Factions earn espionage points from relay worlds. Espionage points are assigned to enemy planets and neutral planets by the faction leader. Available points on an attacked world may be used to reveal half the planet garrison list for each point redeemed. 2 points are spent to reveal half the enemy garrison, 4 points to reveal the full enemy garrison

 

4.15 – Planetary Coup

 

Coups may only be targeted on planets at least two jumps away from the nearest planet for the attacking faction. So a coup planet must be behind enemy lines. It must not be able to be attacked regularly with a normal planet attack one jump away. Capital planets may not be the targets of coups. A coup may not be done on back to back turns.

 

A coup attack begins by the attacking force bidding espionage points. This amount must exceed the number of intelligence points the defenders have assigned to the planet. The espionage points and the equal number of defending intelligence points are used up. Any remaining intel points give a 20% percent chance of the coup proceeding. Five remaining points guarantees the coup will proceed.

 

A failed coup attempt results in the loss of the spent points. The failed coup is announced at the start of the turn. The targeted planet will not generate any money during the following turn.

 

A successful coup attempt replaces the attacking factions’ planet attack for the turn. Only one planet may be attacked by each faction each turn in total. The planet garrison will be assigned to each team. So each team will have the same set of assets. Both teams will have access to their respective mercenary groups. But only the defenders will have access to their defense fleet. Defenders pick the first third and fifth map. Attackers pick the second and fourth maps.

 

Raids cannot be called during coups. Maps may not be changed. A coup will be successful if the attacking team wins three maps before the defending team does.

 

The Chaos March must always have at least four factions active to achieve balance. Successful coups make a planet its own emergent faction. However, a planet will instead become neutral after 8 factions.

This maximum number may be adjusted if needed by the council.

 

4.16 Emergent Factions

 

Emergent factions receive an attack fleet solely composed of the defense garrison from the couped planet.  The attack fleet is the same as the defense fleet. It will defend the planet if it is attacked in the first turn. They receive no mercenaries or points or income until after one full turn. Any planets captured after the coup are treated in the same manner as a normal faction (the planet gets its own defense garrison).

 

4.17 – Breakthrough

 

Should multiple factions simultaneously declare an attack on the same planet a breakthrough shall be initiated. Each faction will utilize their attack fleets to battle on the maps of the planet. The sides shall be chosen randomly. A faction may retreat at any time at the cost of forfeiting the turn. The winner of the breakthrough will then resume the planet attack. If more than two factions claim the planet attack each team will elect a champion to fight in a no respawn SA trial. The last two standing factions will play in the breakthrough. Maps for a gambit breakthrough will be chosen by randomly selecting a sector from either planet map pool. The chosen sector and planet will determine BV and tonnage as normal.

 

4.18 Gambit

 

Should two opposing factions simultaneously attack planets on the same route a gambit shall be initiated. Faction leaders will separately be informed of the gambit. The gambit is optional. It ends if either faction leader declines to participate. However, the planet attack of any declining faction is forfeited.  A breakthrough shall be initiated if both leaders decline. Additionally, neither planet will produce income or points, or discounts in the following turn if both decline the gambit.

 

A gambit is a best of seven series fought between the attack fleets of the respective factions. The BV will be set at 7 per player. The tonnage will be set at 70 tons per player. Each side will pick three maps. The supervisor will assign map order and the last map.  The planet is awarded to the faction that wins the gambit. The gambit is played to a conclusion as a faction leader may not retreat once it begins.

 

4.19 – Raids

 

Just before a map is played, at the cost of two intelligence points, a raid may be called for any terrain control map. Raids may not be called during coups, for the 5th or 6th drop in a campaign, or on consecutive drops. Raids may not be blocked on map 4.

 

Repairs are disabled if the planet infrastructure is less than three. Repairs are always enabled during breakthroughs.  If two teams call for raids on consecutive maps, the Battle Supervisor will flip a coin to determine which raid will be played.

Raids will be played in Test of Strength (TOS) mode on planets below 3 infrastructure. Players will receive 300,000 cbills. Money transfer is to be disabled. The server will be set to a 30 minute time limit with 100 player tickets. The match ends when the timer runs out or no players remaining.

 

Raid Effects
Planet InfrastructureRepairsTOS
1DisabledNo
2DisabledNo
3EnabledNo
4EnabledYes
5EnabledYes

 

Servers are set to 45 minutes and 500 tickets.

 

All raids (tsa and tc) are 40 minutes long.

 

Matches starts at the 40 minute mark.

 

Teams must always be balanced as closely as possible. To that end, supervisor may choose to balance teams with player numbers and rank by switching players between teams to ensure the best balance of skill, player count, and funds between both teams. Especially in the event of player disconnects and additional players joining mid-match.

 

Matches continue in the event a player leaves the match. The supervisor is to assign a replacement player if possible. The supervisor will review the results of a match played with an uneven number of players.

 

4.18 – Raid Block

 

A raid is called when two intelligence points are spent by a team. The raid block can be invoked by a team spending four espionage points. The raid is blocked. But only one raid block may be used per team per campaign. The intelligence points and espionage points will be deducted from the respective teams. A map that is raid blocked does not count against the restricted no back to back raids. So the next map is eligible for a raid. But the final map, map five, is still not raid eligible.

 

Team may choose to bid for raid block, or instead to change type of raid.

 

4.19 – Air Block

 

A faction leader would start a blind bid to block air power for both teams on a map. The opposing leader could counter bid to allow air power. The higher bid would win. Espionage points would be deducted from any team that bids. Air block may only be used once per faction for the campaign regardless of bidding outcome. Air power would not be banned during coups or raids.

 

Air Superiority pass for 10 intel points negates automatically air block. Testing until june 30.

 

4.20 – Map selection

 

Maps are assigned to planets. Maps are played in a random order. See the following table for planets and maps. Each planet has multiple sectors that may be selected for attack. Each sector contains five maps. The sector and the map order will be selected randomly by default. A faction leader may spend two intel points to select a specific sector.

 

Chaos March Maps ListSector 2 Exclusive
TC00_Dam_006TSAHelsGateTCSeaportTC CastelHill
TSAAlshainV2TCHighlandv2TCSlurmTC DesertSun
TCAltayTCIcePlanetTCSnowblindV06TC Forsaken
TCArea88TCInfernoTCStoneRoseTSA Limbo
TSABadlandsV06TCIvorytowerTCTaigaTC Militarybase
TCBearpitv2TSAJungleTSAThunderRiftTC Monument
TCBedrockTCJungleImpactTCThunderRiftTSA NocturnalValley
TCBreadbasket_001TCKagoshimaTSAUnderground_v2TC Phlegton
TSACanyonprov21TSALakefrontTCUrbanJungleTSA Plains
TSACarbonTCLunacy[v1]TCVeiledThunderTSA_Ringoffire
TCCitytechv2TSAMarshesTSAVistaTC_ThermoCline
TSAClearcutTCMarshesTCWarzoneTC Woods
TSACobrav2TSAMirageTCZoetermeerTC ValleyForge
TCDeathvalleyTCMirageTCSeaport
TCDesertv2TSANew RolandTCSlurm
TCDesolationTCNewavalonTCSnowblindV06
TCDunev2TSANorthwindTCStoneRose
TCDustbowlTSAOceanTCTaiga
TCEnkeladusTSAOld MirageTSAThunderRift
TSAExtremityTSAOutpostV2TCThunderRift
TSAFeralfangsTSAPalisadesTSAUnderground_v2
TSAForestValleyV2TCParadiselostTCUrbanJungle
TSAForsakenV06TCQandaharTCVeiledThunder
TCFrontlinesTCRingofFire_v0.3TSAVista
TCFrostbiteTSARiverTCWarzone
TSAFrostbiteTSASandblastedTCZoetermeer
TSAGloryTCSandblastedTCSeaport

 

Click HERE to download the MapPack (some maps are missing)

Insert Sector 2 New Maps (about 20 more) Add Sector 2 maps column below.

 

Map Data Key
H= Hub World   

D= Depot World

F= Factory World L/M/H/A

R= HPG Relay World

S= Strategic Command World

T= Trading World

 

Planet NamePlanet StatsClassSector 1 MapsSector 2 Maps
AcamarI:4 W:2 V:34 HTSA_BadlandsV06
TSA_Sandblasted
TC_IvoryTower
TC_Taiga
TC_Snowblindv06
TC_Iceplanet

TC_Frostbite

TSA_Frostbite

TSA_Plains

TC_Bedrock

AlgotI:4 W:1 V:33 F/HTSA_ForestValleyV2
TSA River
TSA_Cobra
TC_Dam
TC_Kagoshima
TC_Ridgeline

TC_Ringoffire

TC_Altay

TC_Warzone

TSA_Northwind

AlmachI:3 W:5 V:13 TTC_DuneV02

TSA_Sandblasted

TC_Altay

TC_Paradiselost

TSA_Palisades

TC_Monument

TC_Castlehill

TSA_Desert

TC_Forsaken

TC_Feralfangs

ArborisI:3 W:3 V:43 TTSA_Marshes

TSA_OutpostV2

TC_Kagoshima

TSA_Extremity

TSA_CarbonV2

TC_Flatlands

TC_Harvest

TV_Valleyforge

TC_Breadbasket_001

TSA_River

AshkumI:3 W:2 V:23 RTC_Iceplanet

TC_Enkeladaus

TSA_Frostbite

TSA_Extermity

TSA_CarbonV2

TC_Stonerosev2

TC_Dustbowl

TSA_Sandblasted

TC_Inferno

TC_Seaport

BerensonI:4 W:1 V:12 F/HTSA_NewRoland

TSA_Forestvalley

TC_Paradiselost

TC_Altay

TSA_Clearcut

TSA_Badlands

TC_Harvest

TC_Forsaken

TC_Qandahar

TC_Seaport

BoraI:2 W:4 V:13 DTSA_Clearcut

TC_Taiga

TC_Kagoshima

TC_Marshes

TC_NewAvalon

TC_ValleyForge

TC_DesertSun

TC_L_MilitaryBase

TC_Castlehill

TC_Thermocline

Capella*I:3 W:3 V:52 STC_Citytech

TC_Urbanjungle

TSA_Underground

TC_Marshes

TC_IvoryTowe

TSA_Newroland

TC_Seaport

TC_Valleyforge

TC_Iceplanet

TC_Urbanjungle

CapollaI:3 W:3 V:24 HTC_Altay

TC_00_Dam_006

TC_Breadbasket_001

TC_Inferno

TSA_CobraV2

TSA_Carbon

TSA_Jungle

TSA_Clearcut

TSA_Forestvalley

TC_Kagoshima

CastorI:1 W:3 V:43 RTC_Inferno

TSA_OutpostV2

TSA_Carbon

TC_Slurm

TC_Qandahar

TC_Lunacy

TSA_Extermity

TC_Bearpitv2

TC_Feralfangs

TSA_Outpostv2

ChestertonI:4 W:3 V:13 STSA_Underground

TC_Deathvalley

TC_Highlandv2

TSA_Brokenvista

TSA_DesertV2

TC_Seaport

TC_Paradiselost

TC_L_MilitaryBase

TSA_Newroland

TC_Qandahar

Deneb KaitosI:1 W:3 V:33 F/LTC_Highland

TSA_Clearcut

TSA_Savannapro

TC_Paradiselost

TSA_Forestvalley

TSA_Northwind

TC_Enkeladaus

TC_Harvest

TSA_Plains

TC_Newavalon

ElginI:3 W:1 V:42 STC_Deathvalley

TSA_Clearcut

TSA_Marshes

TC_Marshes

TSA_Ivorytower

TC_Seaport

TC_Paradiselost

TC_Ringoffire

TC_Marshes

TSA_River

Epsilon EridaniI:1 W:4 V:33 DTC_Snowblind

TC_Mirage

TSA_Goldenrocks

TSA_Desolation

TSA_JungleImpact

TC_Altay

TSA_Ridgeline

TSA_Jungleimpact

TSA_Marshes

TC_Kagoshima

Epsilon IndiI:4 W:3 V:13 F/MTC_DuneV02

TSA_Desert

TSA_Underground

TSA_Palisades

TSA_Desolation

TC_Phlegton

TC_Deathvalley

TC_Desertsun

TC_Forsaken

TC_Feralfangs

FoochowI:3 W:1 V:42 DTSA_Extermity

TC_Deathvalley

TC_Marshes

TC_Altay

TSA_JungleImpact

TC_Seaport

TSA_Jungle

TSA_Lakefront

TC_NewAvalon

TC_Ringoffire

FootfallI:3 W:2 V:22 DTC_Dustbowl

TC_Thunderrift

TC_Ringoffire

TC_Kagoshima

TC_Enkeladaus

TC_Enkeladaus

TC_Iceplanet

TC_Frostbite

TSA_Goldenrocks

TC_Snowblindv06

Gan SinghI:4 W:1 V:33 F/MTC_Breadbasket_001

TC_Inferno

TC_Lunacy

TSA_RIver

TSA_DesertV2

TC_Harvest

TC_UrbanJungle

TC_Newavalon

TSA_Jungle

TC_Warzone

GenoaI:3 W:3 V:32 STC_Mirage

TC_Ivorytower

TC_Thunderrift

TC_Ringoffire

TC_Bearpitv2

TSA_Underground

TC_Thunderrift

TSA_Thunderrift

TC_Qandahar

TSA_Canyonpro

HallI:4 W:2 V:33 F/HTC_Kagoshima

TC_Ringoffire

TSA_Frostbite

TC_Dustbowl

TC_Taiga

TC_DuneV02

TC_Sandblasted

TC_Deathvalley

TC_Monument

TC_Highland

Halloran VI:1 W:4 V:32 F/LTSA_River

TC_Warzone

TC_Inferno

TSA_Ocean

TC_Iceplanet

TSA_Jungle

TSA_Ringoffire

TSA_Snowblindv06

TC_Frostbite

TC_Paradiselost

HunanI:1 W:3 V:42 RTSA_Sandblasted

TC_Marshes

TSA_Underground

TSA_Palisades

TC_Inferno

TC_Inferno

TC_Phelegton

TC_Feralfangs

TC_Forsaken

TSA_Limbo

IngressI:2 W:1 V:53 RTC_Citytech

TSA_OutpostV2

TC_Harvest

TSA_Thunderrift

TC_Bedrock

TC_Harvest

TC_Breadbasket_001

TC_Dam

TSA_Northwind

TC_Altay

JonathanI:2 W:4 V:34 HTC_Enkeladaus

TSA_OutpostV2

TSA_Underground

TSA_Alshain_V2

TSA_Vista

TC_Flatlands

TC_Bedrock

TC_Highland

TC_Feralfangs

TSA_Ridgeline

LiaoI:3 W:3 V:43 RTSA_BadlandsV06

TSA_Thunderrift

TC_Taiga

TSA_Alshain_V2

TSA_Lakefront

TC_Flatlands

TC_Bedrock

TC_Highland

TC_Feralfangs

TSA_Ridgeline

LibertyI:3 W:3 V:23 F/MTC_Ringoffire

TC_Seaport

TSA_Lakefront

TSA_Underground

TC_Dam

TC_Paradiselost

TC_Mirage

TSA_Nocturnalvalley

TSA_Newroland

TSA_L_Militarybase

MenkalinanI:1 W:4 V:24 HTSA_Oldmirage

TSA_Desert

TC_Feralfangs

TC_Bedrock

TC_Stonerose

TSA_Clearcut

TC_Kagoshima

TC_Rigeline

TC_Frontlines

TSA_ForestvalleyV2

MenkibI:3 W:2 V:34 HTC_Lunacy

TSA_Frostbite

TSA_Savannapro_V3

TC_Breadbasket_001

TC_Harvest

TSA_NocturnalValley

TC_Taiga

TSA_Desert

TC_Newavalon

TC_Valleyforge

New CantonI:2 W:4 V:13 F/LTC_Sandblasted

TSA_Jungleimpact

TC_VeiledThunder

TC_Bedrock

TC_CitytechV2

TSA_Mirage

TSA_Glory

TSA_Helsgate

TSA_Vista

TSA_Jungle

New HessenI:2 W:1 V:54 HTC_Ringoffire

TSA_SavannahPr

TSA_Jungle

TC_Thunderrift

TSA_JungleImpact

TC_Flatlands

TC_Ringoffire

TC_Citytech

TSA_Thunderrift

TC_Inferno

New HomeI:4 W:3 V:13 HTC_Lunacy

TSA_Mirage

TSA_OutpostV2

TC_Enkeladaus

TC_Kagoshima

TC_Castlehill

TC_Desertsun

TC_Monument

TSA_Plains

TC_Thermocline

NorthwindI:1 W:2 V:52 F/LTSA_JungleImpact

TC_Sandblasted

TC_Frontlines

TSA_Northwind

TC_Highlandv2

TSA_Northwind

TSA_River

TC_Newavalon

TC_Warzone

TC_Castlehill

OutreachI:2 W:3 V:44 HTSA_Jungle

TSA_Glory

TSA_Vista

TSA_Helsgate

TSA_Forestvalley

TC_Stonerosev2

TC_Newroland

TC_Highland

TC_L_Militarybase

TC_Valleyforge

PleioneI:3 W:3 V:33 RTC_00_Dam

TSA_Forestvalley

TC_Enkeladaus

TSA_ForsakenV06

TC_Altay

TC_Inferno

TC_Forsaken

TC_Phlegton

TC_Deathvalley

TC_Desertsun

PolluxI:5 W:1 V:23 F/ATSA_Extermity

TSA_OutpostV2

TC_Lunacy

TSA_Forestvalleyv2

TSA_Alshain

TC_Altay

TSA_Lakefront

TC_Seaport

TC_Ringoffire

TSA_Ringoffire

PoznanI:3 W:3 V:23 F/MTC_Dustbowl

TSA_Deso

TSA_Northwind

TSA_Desolation

TC_DuneV2

TSA_Newroland

TSA_Plains

TSA_JungleImpact

TC_Ridgeline

TC_Dunev02

ProcyonI:3 W:4 V:13 STC_Thunderrift

TC_Bedrock

TC_Frostbite

TSA_Extermity

TSA_River

TC_Kagoshima

TC_Harvest

TC_Breadbasket

TC_Casetlehill

TC_Zoetemeer

RemshieldI:5 W:1 V:32 F/ATSA_ForestValleyV2

TSA_Desolation

TSA_Sandblasted

TSA_Mirage

TSA_Thunderrift

TC_DuneV02

TC_Kagoshima

TSA_River

TSA_Clearcut

TC_Dam

RuchbahI:3 W:2 V:33 TTC_Newavalon

TC_Seaport

TSA_Underground

TSA_Northwind

TC_Harvest

TSA_Plains

TC_Altay

TC_Frostbite

TC_Enkeladaus

TC_Paradiselost

Saiph*I:5 W:2 V:42 F/ATSA_ForestValleyV2

TC_Warzone

TSA_Goldenrocks

TSA_Mirage

TC_Taiga

TSA_Clearcut

TSA_Newroland

TC_Kagoshima

TC_Harvest

TSA_L_Militarybase

SarmazaI:1 W:2 V:42 F/LTSA_Clearcut

TSA_SavannahPro

TSA_Marshes

TC_Taiga

TC_Desolation

TSA_Newavalon

TC_Kagoshima

TSA_Plains

TC_Ridgeline

TC_Warzone

SarnaI:1 W:5 V:23 STSA_JungleImpact

TC_00_Dam_006

TC_Taiga

TC_Inferno

TSA_Forsaken

TC_Paradiselost

TC_Zoetemeer

TSA_Jungle

TSA_CobraV2

TSA_Ringoffire

Second TryI:2 W:3 V:34 HTSA_Helsgate

TSA_Goldenrocks

TSA_Desolation

TC_Snowblind

TC_Iceplent

TC_Phelgton

TC_Inferno

TSA_Ringoffire

TC_Deathvalley

TC_Feralfangs

ShensiI:2 W:4 V:34 HTC_Frostbite

TSA_SavannaPro_V3

TC_Altay

TSA_Frostbite

TSA_Highland

TSA_Clearcut

TC_Frostbite

TC_Ridgeline

TC_Kagoshima

TSA_Frostbite

ShipkaI:2 W:3 V:23 TTC_IvoryTower

TSA_River

TSA_Northwind

TC_Mirage

TC_Altay

TC_Altay

TSA_Clearcut

TC_L_MilitaryBase

TC_Ridgeline

TSA_Newroland

Sirius*I:2 W:5 V:32 RTC_Harvest

TC_Breadbasket

TSA_River

TC_NewAvalon

TSA_CobraV2

TC_Warzone

TC_L_Militarybase

TC_Castlehill

TC_StoneroseV2

TC_Valleyforge

Small World*I:2 W:5 V:32 DTSA_Palisades

TSA_ForsakenV06

TSA_SavannaPro_V3

TC_IvoryTower

TSA_CanyonPro

TC_Feralfangs

TC_00_Dam

TC_Area88

TSA_Glory

TC_Valleyforge

StykI:3 W:2 V:53 STC_Snowblind

TSA_Clearcut

TSA_BadlandsV06

TC_Frontlines

TSA_Lakefront

TC_Seaport

TC_L_Militarybase

TC_DuneV02

TSA_Lakefront

TC_Marshes

SuzanoI:2 W:2 V:22 DTC_Desolation

TSA_ForsakenV06

TC_Deathvalley

TC_Altay

TC_Thunderrift

TC_Frostbite

TC_Enkaladaus

TC_VeiledThunder

TC_Harvest

TC_Warzone

Tall TreesI:3 W:3 V:22 R TSA_Goldenrocks

TC_Frontlines

TC_Deathvalley

TSA_Mirage

TSA_Clearcut

TSA_ForestvalleyV2

TC_Ridgeline

TSA_JungleImpact

TC_Bedrock

TC_Kagoshima

Terra FirmaI:3 W:2 V:43 DTSA_River

TC_VeiledThunder

TC_Frontlines

TSA_Thunderrift

TSA_Lakefront

TSA_L_MilitaryBase

TC_Taiga

TC_Bedrock

TC_NewAvalon

TSA_Northwind

TigressI:5 W:3 V:12 F/ATSA_Underground

TC_Urbanjungle

TSA_Newroland

TC_Citytech

TC_Kagoshima

TSA_L_MilitaryBase

TC_Taiga

TC_Bedrock

TC_NewAvalon

TSA_Northwind

Tikonov*I:5 W:2 V:23 F/ATC_Seaport

TSA_Newroland

TC_Urbanjungle

TC_CItytech

TSA_Underground

TC_Zoetermeer

TC_Seaport

TC_Citytech

TC_Urbanjungle

TSA_Newroland

TruthI:2 W:4 V:13 TTC_Harvest

TC_Citytech

TC_NewAvalon

TC_Kagoshima

TC_Warzone

TC_Breadbasket

TC_00_Dam

TSA_Plains

TSA_Northwind

TC_Castlehill

TsitsangI:4 W:3 V:23 F/MTSA_Marshes

TC_Bedrock

TSA_Palisades

TSA_Goldenrocks

TC_Highlandv2

TSA_Clearcut

TC_Kagoshima

TSA_CobraV2

TSA_Forestvalley

TC_Valleyforge

TunnahI:3 W:2 V:22 TTC_Highland

TSA_Clearcut

TC_Snowblind

TSA_Goldenrocks

TSA_Alshain

TSA_Newavalon

TSA_Northwind

TSA_SavannahPro

TSA_Forestvalley

TC_Bedrock

TybaltI:4 W:2 V:22 F/HTC_Highland

TSA_Clearcut

TSA_Goldenrcoks

TC_Bedrock

TSA_Thunderrift

TC_Forsaken

TC_Feralfangs

TC_Kagoshima

TSA_Canyonpro

TC_Ridgeline

Ulan BatorI:4 W:1 V:32 F/HTSA_Vista

TSA_River

TSA_Jungle

TC_Urbanjungle

TC_CitytechV2

TSA_Canyonpro

TC_Flatlands

TC_Frontlines

TSA_CobraV2

TC_Marshes

Van Diemen IVI:2 W:4 V:33 TTC_Qandahar

TC_Feralfangs

TSA_Desolation

TC_Enkeladaus

TSA_CarbonV2

TSA_Glory

TSA_Jungle

TSA_Vista

TSA_Helsgate

TSA_Forestvalleyv2

WasatI:2 W:3 V:32 DTC_Area88

TSA_ForsakenV06

TC_Stonerosev2

TC_Zoetemeer

TSA_Badlands

TC_Castlehill

TSA_Ringoffire

TC_Ringoffire

TC_Inferno

TC_Paradiselost

ZionI:1 W:5 V:33 TTC_Zoetemeeer

TSA_Desert

TC_Stonerosev2

TSA_Canyonpro

TC_Deathvalley

TC_Forsaken

TC_Dunev02

TC_Inferno

TC_Flatlands

TSA_Canyonpro

ZurichI:3 W:3 V:33 STSA_Underground

TSA_Forestvalleyv2

TSA_JungleImpact

TSA_Alshain_V2

TC_Iceplanet

TSA_Jungle

TSA_JungleImpact

TC_Paradiselost

TC_Monument

TSA_Savannapro

 

4.19 Escorts

Information regarding escort missions in the event.

 

5 – Glossary

 

Adder — Puma

 

Asset — Aerospace, BattleArmor, VTOLs, Mechs, Tanks, Hovers, anything that can be taken into battle.

 

Attack — When a faction commits to playing in drops against another faction or a neutral planet.

 

BA — BattleArmor

 

Battle Group — 1 to 14 players, made from a unit (i.e. 12VR, KOS, ELH, RDL, etc.) or made from a mix of players from different units and/or mercenaries.

 

Battle Supervisor — The referee for a battle, usually a member of the council. Reports any rules infractions to the council, reports the winner of each battle to the council.

 

Battle Value — A number given to each variant of each asset indicating generally how good it is. “1” being the lowest and “5” being the highest.

 

Bushie — Bushwacker

 

Campaign — A series of battles resulting from an attack. Best out of 5.

 

Carrying Asset — Any asset other than Aerospace, VTOLs, Battle Armor, APCs, or immobilized ground assets. BA and APCs count as carrying assets so long as there is at least one surviving BattleArmor and APC on the same team and the 30 minute drop timer has not run out. Once the 30 minute drop timer runs out, APCs and BA no longer count as carrying assets. Immobilized ground assets only count as carrying assets when the other team’s only ground assets are also immobilized or destroyed.

 

Cbills — Money that can be spent on purchasing packs of assets and is earned each turn from planets your faction controls.

 

The Council — A group of Mechwarrior Living Legends players helping to run the tournament (make the rules, help organize battles, update the star map, etc.)

 

DC or DCed — Disconnected from server, game, internet, etc. -or- Drop Commander

 

CTD — Crash(ed) To Desktop

 

Despawn — When an asset ceases to exist after existing in the game for too long without a pilot.

 

Devs, the — Those that work so diligently in making MechWarrior Living Legends possible.

 

Demo — Demolisher

 

Dire Wolf — Daishi

 

Drop — As a noun, each individual battle, or combat, with an opponent is often called a “drop.” This is conducted over 35 minutes on a single map. Often used as a verb to denote the usage or placement of an asset i.e. “On the planet Tukayyid, we dropped three packs of BattleArmor and an Oro.”

 

Drop Commander (DC) — In charge of asset choice and strategy in-game. Only assets the faction owns on the planet that they are fighting on may be chosen. Must send in a Battle Report (BR) at the end of combat on a planet. Selected by the High Commander or a Division Officer. Players must listen to and obey this person in-game.

 

Elemental — BattleArmor

 

Faction Leader — The player responsible for choosing which planets their faction will attack.

 

Factories — Factories are placed on planets. A factory allows you to build the asset named. If it is destroyed, your faction may no longer build that asset.

 

Hellbringer — Loki

 

Hepatitis/Hepotatous — Hephaestus

 

Holly — Holander II

 

Immobilized — An asset is considered immobilized if it cannot move because of a bug, because it is stuck, because it is legged, or because its rear armor or engine has been shot out. An immobilized asset is considered destroyed if it uses its jump jets and desyncs itself.

 

Initiative — The faction with initiative in a sector is the only faction allowed to declare an attack from planets in that sector. The winner of the previous battle in that sector is the one that has initiative. Initiative is determined randomly by a battle supervisor at the beginning of the tournament.

 

IS — Inner Sphere

 

Jump — A measure of distance in the Planetary League. On the starmap each planet is exactly one jump away from the next planet.

 

Kit Fox — Uller

 

MadDog — Vulture

 

MWLL — MechWarrior Living Legends

 

Party Van — Partisan

 

Star — A group of 5 Clan assets, also applies to BA packs

 

Pub Match — Public Match, any match that occurs without prior organization where players are free to come and go as they please.

 

Scat — Shadowcat

 

SHawk — Sparrowhawk

Spawn — Joining a team and entering the playable part of the game.

 

Starmap — Shows who owns what, what can attack where, and news updates.

 

Storm Crow — Ryoken

 

Summoner — Thor

 

Thanny — Thanatos

 

Timber Wolf — Madcat

 

Tonnage — The mass of an asset in metric tons/tonnes.

 

Turn — The amount of time it takes for every faction to make an attack.

 

Unit Leader — The person that commands all of the players in-game on a single side (Clan/IS). Sets up

drop lists for drops.

 

UTC — Universal Coordinated Time, similar to Greenwich Mean Time, is the clock that everyone in the league should go by, it has no daylight savings and is always the same.

 

VTOL — Vertical Take-Off and Landing (Donars and Hawkmoths)