MEKWARS: LEGENDS



INTERNAL SECURITY MEASURES

Those who wish to rule even a small part of Inner Sphere must contend with the reality that they are attempting to hold together disparate worlds light years apart. Rebellion, unrest and insurgency are all to common threats to any ruling state in the 31st Century. To counter these unconventional threats from without and within, factions' rulers employ a variety of security forces to both protect their citizens from shadowy threats and protect themselves from their citizens.

The Internal Security Measures Strategic Action allows a faction to increase their Security Rating, either to prevent the effects of future Covert Operations or to repair and mitigate the effects of past operations against the faction.  A faction's Security Rating is the determining factor in how difficult (expensive) Covert Operations against a faction may be as well as being a determiner if a faction may implement various Strategic Actions of its own. 

Covert OpsInternal Security Measures- In the 31st Century the idea that "Every ones out to get us" isn't just paranoia. It is 100% accurate. The factions in the Inner Sphere need to be cognizant of this and oftentimes adopt various Internal Security Measures such as purges, crackdown's on dissidents and protesters and innovative propaganda to make their states more secure. 

Factions may increase their Security Rating with the Internal Security Measures action at the cost of 0.5 Cultural points per level of the new rating. A faction may not increase their security rating more then one (1) level in a turn.  For example: The Trinity Alliance's current Security Rating is seven (7) to increase this rating to eight (8) the Trinity Alliance must purchase the Internal Security measures action at a cost of 4.0 Cultural points. 

Security MeasuresAs mentioned above, a factions Security Rating does not just influence the cost of a Covert Operations against a faction. Factions also must meet certain security rating requirements to purchase various Strategic Actions. A faction that ignores its rating and lets it fall too low may find its Strategic Actions severely limited. The Security Rating Scale below can be used as a reference to the additional effects of a factions Security Rating. Note: the maximum possible Security Rating for a faction is fifteen (15) the minimum possible Security Rating for a faction is one (1). Most factions start the campaign with a Security rating of eight (8). 

  SECURITY RATING EFFECTS
 1 Factions gain access to Internal Security.
 2 Factions may now move Logistics Centers.
 3 Factions gain access to Research Actions.
 4 Factions gain access to Industrial Actions.
 5 Factions gain access to Covert Operations.
 6+ Factions gain access to all Strategic Actions