Overview
I have put together a TT campaign using MegaMek and I'm inviting MW:O's community to join in the fun. The software we're using is MegaMek and MekHQ. MekHQ keeps track of the regiment's pilots and mechs while the games would be played using MegaMek. The game starts on January 1, 3015 during the Third Succession War then go from there. The regiments could either be a House unit, an existing merc unit, or a new merc unit. Sign up today to reserve your unit.
MegaMek and MekHQ can be gotten here: http://megamek.info/
Downloads required
MegaMek version 0.35.32
MekHQ version 0.120
All-Camos Camo Pack
Jake's Map Pack
Ink Effects Portraits
Campaign Rules
The start date of the campaign is 1/1/3015. Regiments can be a House or Mercenary unit. The maximum amount of mechs that can be used is based upon the canon version of the regiment based upon one of the Five Houses, SLDF, or Periphery Houses. The force composition of the regiment will also mimic the original regiment. For example, the 231st SLDF Striker Regiment would be a mixture of Light, Medium, and Heavy mechs with the bulk of the forces being Light and Medium Mechs. Do not forget to add support personnel like medics, doctors, and administration. If you would like your regiment to have dropships and jumpships the only limit is that it must be enough to carry all of your troops.
A note about LAM units. MegaMek does not support LAMs yet, so players are allowed to purchase aerospace fighters for space and atmospheric battles and mechs for ground battles. The mechs and aerospace fighters must be the same tonnage as their original LAMs with mechs being limited to the Stinger, Wasp, and Phoenix Hawk designs.
For example, the 231st Striker Regiment is a former SLDF unit, so it follows SLDF rules for force composition of 3 Battalions that are comprised of 3 companies plus a battalion headquarters lance, a regiment headquarters company, a LAM Company, a pair of Aerospace Fighters, 4 dropships, and 1 jumpship. Its force composition for 1st Battalion is 1 Recon Battalion that has 2 Recon Companies (6 Recon Lances), 1 Striker Company (3 Striker Lances), and Battalion Command Lance. 2 Striker Battalions are comprised of 4 Striker Companies, 2 Hussar Companies, and 2 Battalion Command Lances (10 Striker Lances, 2 Recon Lances, 6 Hussar Lances). Due to it being a former SLDF unit, the regiment has the regimental fleet support it had during its Star League days, so has a Star Lord JumpShip and 4 Overlord DropShips.
Units will be created by simply hiring random personnel for the role they serve in the unit, picking out the mechs from the attached listing of mechs, and aerospace/dropships/jumpships will be limited to 3025 models and Level 1 technology. Start up costs will be ignored for mechs, aerospace fighters, infantry, etc... for all units. Overhead costs and Dragoon's Rating for the unit automatically figured by MekHQ. Regiments will be subject to review, so be prepared to offer up your Regiment's MekHQ save file. Once all of the equipment is purchased we can start generating contracts for merc units and scenarios for the campaign.
Initial Cash and Equipment
All units will gain start up cash that is 20% of the total C-Bill value of all units, except for dropships and jumpships. The regiments will receive 100 tons of ammo for all of their ammo using weapons and get 50 replacements of the weapons they use. All other equipment will be purchased after the game starts.
Customization
Mechs/Aerospace Units cannot be customized, so they will remain stock. However, if a mech suffers damage to its weapon's systems the replacement can be a different weapon subject to tech skills to see if it works correctly. If a tech's roll fails the weapon is unreliable during combat and can fail to work for the rest of the scenario on a roll of a 2 (critical failure).
Sarna.net is an excellent resource for a listing of units, so I would recommend looking there for canon units. http://www.sarna.net...litary_Commands
Unit's Participating (Player)/Employer at start/Current Posting
1. 231st Striker Regiment (James Dixon)/House Davion/Caph
2. 21st Striker Regiment Eridani Light Horse (Weiland)/House Davion/Fomahaut
3. Hansen's Roughriders (mech79)/House Steiner/Summer
4. 21st Centauri Lancers (Dijisom)/House Steiner/New Earth
5. 151st Light Horse Regiment Eridani Light Horse (Elmseeker)/House Davion/Saffel
6. 4th McCarron's Armored Calvary (dal10)/House Liao/Elnath
7. 14th Legion of Vega: The Boozers/Keisuke Nagisa/House Kurita/Vega
8. 1st Free World League Guards/Prolific Llama/House Marik/Berenson
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MekHQ Settings
General Settings Tab
Select type of unit that fits with what you want to do.
Check the box for Use Dragoon's Rating and select FM: Mercenaries (Revised) for the method.
Repair Tab
Check Use era modes for repair rolls and Use faction modifiers for availability.
Tech Limits Tab
Check all boxes and set Maximum Tech Level to Advanced.
Personnel Tab
Have all check boxes unchecked.
Finances Tab
Check all check boxes and leave the settings for the price modifiers, value of used parts, and value of damaged parts. You can leave the Pay for New Units and Pay for Parts unchecked when you do the actual creation.
Experience
Set 1 xp for each completed scenario
Set 1 xp for 1 kills
Set 1 xp for every 25 successful tasks
Set 1 xp for each 12 rolled on a successful task
Set 1 xp for each 2 rolled on an unsuccessful task
Set 1 xp for every 2 active month(s) on a 2d6 roll of greater than or equal to 10
Skills Tab
Leave default settings
Skill Randomization
Leave Extra Randomness unchecked
Check use clan bonuses for clan factions
Rank System Tab
Choose the rank system for the faction you want to play.
Name and Portrait Generation
Set the settings to what you want.
Edited by James The Fox Dixon, 19 November 2012 - 01:59 PM.