MEKWARS: LEGENDS   A MEKWARS CAMPAIGN SERVER
HOUSE RULES

There are a few "custom" house rules in play that originated on this server and were successfully play tested and became very popular in the first Mekwars:Legends campaign. Most are in place to specifically address certain issues in game play and increase the enjoyment of the players participating in the campaign.


Balanced Initiative:  The random number generator or RNG can be fickle. In an effort to remove some of the more egregious instances of "getting screwed by the RNG" Mekwars: Legends uses and initiative balancing device coded into the Megamek client.

Meant to prevent extremely long runs of one side winning Initiative (something that can single handedly decide a game) the following rule is in effect in the Megamek client that we use:

For every consecutive turn that one side wins initiative the client will assign a +1 to the losing sides initiative roll. This is a cumulative effect that is reset to +0 when the side with the bonus assigned to it wins initiative. This has the effect of making runs of longer then three consecutive turns of losing initiative much rarer and helps to ensure initiative will be far more balanced over the course of a battle.

For example side A has won initiative the first three turns of the game, on the next initiative roll side B would gain a +2 modifier to its initiative. If on turn 4 side A still wins the initiative roll, side B would apply a +3 roll to the initiative roll on turn 5. When side B finally wins initiative the bonus is set at +0 for both sides until one side once again wins consecutive turns of initiative at which point the client will begin to assign cumulative bonuses starting at +1 to the losing side.


Modified Initiative Sequence: The makers of the Battle Tech rules realized after a while that something was needed to address tech advantage that numerically superior forces enjoyed under the standard initiative rules. Their solution was the infamous "force mods" that the community as a whole has found largely unsuitable for its use and disregarded. Unfortunately this has left us back to square one in some regards in efforts to curb the effectiveness of "swarms" under standard team initiative.The Megamek community has always been at the forefront of "fixing" the rules of the game to suit its needs, whether it be reforming the Battle armor rules or Battle Value rules. These following rules will appear in effect automatically when tasks start. Others may be added as the campaign progresses. A Mekwars server is a dynamic community and we as a community may see fit to add or remove rules as the community dictates.

Mekwars: Legends uses a modified team initiative in that the initiative sequence has been "front loaded", meaning that in cases where one side out numbers the other the larger force will move more units in tech earlier stages of initiative until both sides are moving one unit per turn within a movement phase.

For example Standard Battle Tech Initiative would see a sequence such as  A,B,A,B, A,B,B, A, B, B, A, B,B while Mekwars: Legends Initiative would work as follows A,B,B,A,B,B,A,B,A,B.

This is meant to help somewhat alleviate the advantage numerically large armies gain in the movement sequence of initiative.


Jumping PSR:
Jump jets are depicted in Battle Tech largely as surprise or emergency mobility, useful for escaping an ambush or surprising an enemy with a jump from a hiding vantage or to maneuver behind an enemy. Hurtling a massive bi-pedal war machine through the air and landing is no simple task. The task gets even harder when you start adding obstacles. Battle Tech has by and large inconsistently applied rules to this maneuver . Jumping into water for example (you may be landing on shifting ground) forces a piloting check at -1. Jumping through a building causes a difficult piloting check. Yet Jumping into Heavy woods causes no check. To reselect the difficultly if jumping into a thick cluster of large trees we have created the optional rule that requires a mech to face a piloting skill roll (PSR) when jumping into heavy woods. While adding realism this has the secondary benefits of increasing the value of the piloting skill and making the "Spider Hunt" or "chase the Wraith/Viper" games less viable for those who would try to force such scenarios.