MEKWARS: LEGENDS



LOGISTIC CENTERS
In a universe that exists in two states, at war and on the brink of the next war, it is only natural for factions to invest large amounts of their resources towards military matters, and in particular the transport and organization needed to wage war against their rivals. Logistics centers represent regional nexus or theatre commands including the vital concentration of military JumpShips and transport pools that are necessary for large scale offensive and defensive operations in the Inner Sphere.

Logistic Centers are vital to a faction's success as they are required to launch Tactical Operations against enemy held planets and installations. Operations requiring a Logistics Center operate under the following rule:

An operation using a Logistics Center must launch against the nearest planet in range that is contested by both your faction and the faction targeted by the operation. If no such planet is in range, it must launch against the closest planet that the target faction owns or contests.

For example (see right) if The Free Worlds is attempting to launch an operation against Word of Blake using the Landfall Logistics Center they must attack Trasjkis (the planet is contested). Likewise, Word of Blake would have to launch an operation on Trasjkis if while attempting to use the Illyria Logistics Center to launch an operation against the Free Worlds League.

Logistics Centers are a unique type of strategic center in that unlike most Strategic centers a Logistics Center may be destroyed by enemy actions. If an enemy faction gains over 50% of the Infrastructure points on a planet where a Logistics Center is located the Logistics Center will be destroyed. The destruction of a Logistics Center has the following immediate effects:

  • The Logistics center is removed from the Star Map. If the moderator for the faction that owned the destroyed Logistics Center is available then he will be required to place a replacement Logistics Center on a friendly-controlled planet between within 120 range from the destroyed Logistics Centers former place. If no such planet exists then the closest friendly planet receives the Logistics Center if it does not already have one. If the moderator for the faction is not immediately available then the next available faction member must place the Logistics center with the help of a moderator or admin.
  • The faction which owned the destroyed Logistics Center immediately loses one (1) point of Internal Security.
  • The Faction which destroyed the Logistics Center receives a bonus five (5) Cultural Points to spend in the next turn.

Obviously, loss of a Logistics Center is a temporary setback for a faction, effectively "pushing back" the front line of a faction's defense of its borders. However, the total number of Logistics Centers available to a faction is not permanently affected by the loss. The total number of Logistics Centers a faction may have at one time is instead determined before the start of the campaign and may not be changed except through specific triggered special campaign events. The total Logistics Centers for each faction are as follows:

Although they are classified as Strategic Centers, Logistics Centers have no value outside of their ability to launch Tactical Operations. Also unlike other strategic centers Logistics Centers are mobile. A Logistics Center may be moved by a faction mod (or any staff member if the faction mode is unavailable) in the following situations:

  • The Logistics Center has no enemy planets any longer in range. In this case the Logistics Center may be moved by a faction moderator up to 90 range to a planet chosen either by the player who trigger this effect or if the aforementioned player is not available, then the highest xp player of that faction that is online.
  • One the first day of a new Strategic Turn a faction may move up to three (3) logistics centers up to 280 range to any planet owned by the faction. Word of Blake and ComStar have this range increased to unlimited.


Lyran Alliance 5
Draconis Combine 5
Federated Suns 5
Free Worlds League 5
Trinity Alliance 5
Word of Blake 3
ComStar 3
Crusader Clans 3
Warden Clans 3