THEATRE RULES




0 -- INDEX
1 -- PLANETARY MAP.
2 -- SUPREMACY , FRONTS , SECTORS AND STATISTICS.
3 -- RELAY.
4 -- PLANETARY INTERVENTIONS.
5 -- TRANSPORT.
6 -- DROPSHIPS.
7 -- JUMPSHIPS.
8 -- ACQUISITION,PURCHASE AND SALE OF JUMPSHIPS AND DROPSHIPS.
9 -- MECHANIZED TONNAGE AND MARKETS.
10 - RECOVERY OF MECHANIZED TONNAGE.
11 - CONVERSION OF MECHANIZED TONNAGE.
12 - PLANETARY EXTRACTIONS.
13 - OPERATIONS.
14 - BENEFITS / INCOMES.
15 - CONVERSION OF NAVAL VIRTUAL TONNAGE.
16 - CONVERSION OF CONSUMABLE TONNAGE.
17 - REPAIR SUB-UNITS AND CONVERSION OF MECHANIZED TONNAGE.
18 - CAPTURE OF MECHS.
19 - TRANSPORT OF RESOURCES.
20 - GARRISONS.
21 - DISMANTLING,ANNIHILATION,CONSTRUCTION AND RECONSTRUCTION OF REGIMENTS.
22 - NEW REGIMENTS.
23 - COOPERATIONS
24 - MERCENARIES CONTRATS AND SUB-CONTRACTS.
25 - RIBBONS AND MEDALS.

1 - PLANETARY MAP 

The planetary map is the chessboard of the campaign.If you move your resources wisely can make a good strategic season and improve your campaign.The planetary map is composed by nations and sectors of operations.In the space of each nation and each sector there are a certain amount of planets and in each nation and in each sector can have garrisons until four opponent units 

2 - SUPREMACY , FRONTS , SECTORS AND STATISTICS

One strategic supremacy is achieved when is occupied the first place in one certain sector when finalize the season of campaign . 
The statistics of the campaign have triangular structure and are divided into three fronts and seven sectors :
· Nations Front is divided into four nations and therefore four sectors : Duchy Of Small,Terracap Confederation,Sarna Supremacy and Styk Commonality.
· Regions Front is divided into two regions and therefore two sectors : Capellan Region and Eagle Region .
· Triumvirate Front have only one sector : Saiph Triumvirate .
>>> IMPORTANT >>> EACH UNIT CAN HAVE STATISTICAL PRESENCE ONLY IN ONE UNIQUE SECTOR OF EACH FRONT AND WHEN A UNIT WANT CHANGE OF SECTOR MUST MOVE AT LEAST ONE GARRISON TO NEW SECTOR CHOSEN .
For determine the ranking of campaign that have each unit in each sector where have statistical presence is applied a scale of importance in relation to the results obtained by each unit in certain aspects of their trayectory in the campaign . The scale of importance respect to the results in statistics of campaign is shown in the following list :
· 1 -> PSI : planets successfully intervened i.e. the amount of battles won must be greater than the amount of battles lost on the planets successfully intervened  
· 2 -> N : negligences i.e. computable errors  avoidable .
· 3 -> PUI : planets unsuccessfully intervened i.e. the amount of battles lost must be greater than the amount of battles won on the planets unsuccessfully intervened  
· 4 -> CM : computed matchs i.e. the total amount of valid matchs fought 
· 5 -> SPA : successful planetary assaults i.e. planets conquered with allies or without allies
· 6 -> BOA : balance of assets i.e. the positive or negative economic-material status accumulated in each moment

One combat supremacy is achieved when is occupied the first place in one certain sector and in one certain type of combat i.e. TB or TD or Coop / MP when finalize the season of campaign .
For determine the victories of combat in statistics that have each unit in each diferent type of combat : TB , TD , Coop , MP  is applied a ranking in relation to the battles won in each different type of combat therefore for accumulate one victory in a certain type of combat and in a certain battle is necessary finalize the battle achieving more drops won than lost in the aforesaid type of combat and in the aforesaid battle .

3 - RELAY

After each match a unit can move its garrison or their garrisons from one nation or sector to another to relay to other opponent unit that has worse statistics.The relayed unit can not have been attacked in the last match by the unit that relay it.The unit that makes the relay must choose the planets on which are relocated the garrisons moved.

4 - PLANETARY INTERVENTIONS

· In modality unit vs unit is posible schedule a match to launch various raids on diferent planets therefore each raid on each diferent planet is computed as one planetary intervention.

· In modality unit vs enviroment each scheduled match only can to be confronted on a certain planet therefore each match only can be computed as one planetary intervention if the intervention launched is a attrition,capture or destruction raid.

When the intervention launched is a guerrilla war or planetary assault is necessary confront various matchs to complete the aforesaid planetary intervention.

· In modality CCFC to complete the CCFC intervention is necessary use at least 30 mechs of the battalion assigned as CCFC . A unique CCFC can compute various planetary interventions .

5 - TRANSPORT

To launch raids or guerrilla wars or planetary assaults or move troops from one planet to other planet is necessary to transport mechs and logistical support in drop-ships which are transported by jump-ships.When are used in interstellar route each ship consumes a certain amount of consumable tonnage depending of its class and of the interstellar route existing between the starting planet and the destination planet.

6 - DROP-SHIPS

There are four different tipes of drop-ships and each class of drop-ship has a certain weight as well as a certain cost and a certain capacity of transport in relation to its class as shown the following table:

> TYPE :
· Class --------------> weight -------> cost ------------------> capacity of transport

> LIGHT :
· Aurora -------------> 1,600 tons -> 1,600,000 C-Bills -> 4 mechs      
· Talon ---------------> 2,100   "    -> 2,100,000      "     -> 6 mechs
· Hercules ----------> 3,000   "     -> 3,000,000     "      -> 8 mechs 
· Jenny --------------> 1,400   "     -> 1,400,000     "      -> 500 tons of cargo 
· Manatee ----------> 1,900    "    -> 1,900,000      "     -> 700 tons of cargo
· Celeucus ---------> 2,600    "    -> 2,600,000      "     -> 900 tons of cargo
    
> MEDIUM :
· Union --------------> 3,600 tons -> 3,600,000 C-Bills -> 12 mechs
· Hrothgar ----------> 5,100    "    -> 5,100,000     "      -> 18 mechs
· Maxorata ---------> 6,800    "    -> 6,800,000     "      -> 24 mechs 
· Seeker ------------> 3,900    "    -> 3,900,000     "      -> 1,300 tons of cargo 
· Jandia -------------> 5,100    "    -> 5,100,000     "      -> 1,700 tons of cargo 
· Fortress -----------> 6,000    "    -> 6,000,000     "      -> 2,000 tons of cargo 

> HEAVY :
· Atlantis ------------> 9,000 tons -> 9,000,000 C-Bills -> 32 mehs  
· Overlord ----------> 9,700    "    -> 9,700,000     "      -> 36 mechs 
· Fuerteventura ---> 10,800  "    -> 10,800,000   "      -> 40 mechs 
· Kanarjas ---------> 13,000   "    -> 13,000,000   "     -> 4,400 tons of cargo  
· Excalibur ---------> 16,000   "    -> 16,000,000   "     -> 5,400 tons of cargo 
· Colossus ---------> 20,000   "    -> 20,000,000   "     -> 6,600 tons of cargo 

> COLOSSAL :
- Beast --------------> 90,000 tons  -> 90,000,000 C-Bills -> 65,000 tons of cargo
- Hispania ----------> 95,000   "     -> 95,000,000      "      -> 70,000 tons of cargo
- Behemoth --------> 100,000 "     -> 100,000,000    "      -> 75,000 tons of cargo   

(1 ton = 1,000 stock-actions / C-Bills)

Each drop-ship used in each interstellar route consumes an amount of consumable tonnes equal to one hundredth part of its weight or to the quantity of stock-actions or to the quantity of C-Bills equal to one hundredth part of its economic value.

7 - JUMP-SHIPS

The jump-ships are necessary to transport drop-ships between stellar systems.Each class of jump-ship has a certain weight as well as a certain cost and a certain capacity of transport of drop-ships in relation to its class  as shown the following table:

· class ----------> weight --------> cost --------------------> capacity of transport of DropShips

· Scout ----------> 90,000 tons -> 90,000,000 C-Bills -> 1 drop-ships
· Merchant -----> 120,000  "    -> 120,000,000     "    -> 2     "
· Invader --------> 150,000  "    -> 150,000,000     "    -> 3     "
· Tenacity -------> 190,000  "    -> 190,000,000     "    -> 4     "
· Punisher ------> 230,000  "     -> 230,000,000    "    -> 5     "
· StarLord ------> 270,000  "     -> 270,000,000     "    -> 6     "
· Retribution ---> 310,000  "     -> 310,000,000     "    -> 7     "
· Punisher II ---> 350,000  "     -> 350,000,000     "    -> 8     "
· Monolith ------> 390,000  "     -> 390,000,000     "    -> 9     "

Each jump-ship used in each interstellar route consumes an amount of consumable tonnes equal to one ten-thousandth part of its weight or to the quantity of stock-actions or to the quantity of c-bills equal to one ten-thousandth part of its economic value in each interstellar jump.

 (1 ton = 1,000 C-Bills)

8 - ACQUISITION,PURCHASE AND SALE OF JUMP-SHIPS AND DROP-SHIPS

 The units of line only can have affiliation spheran or peripheric therefore only can acquire of the spheran or periferic market respectively the necessary amount of jump-ships and drop-ships to transport their resources but even having enough jump-ships and drop-ships can capture other jump-ships and drop-ships to improve its balance of assets and can be expanded in the future.
The mercenaries units and alternative units can sell and buy jump-ships and drop-ships.When the balance of assets of a mercenary or alternative unit is negative is not possible to buy new jump-ships and drop-ships except for have the minimal amount of ships to transport their resources.

9 - MECHANIZED TONNAGE AND MARKETS

Of the battlefield is possible to recover mechanized tonnage that can be converted in mechs.Each market can provide certain resources.After each match each unit can acquire of a certain market the necessary amount of jum-sphips,drop-ships and mechs to rebuild its force of combat used.Each market can provide certain mechanized tonnage that can be converted in certain mechs.
The units of line can use their multipurpose tonnage for acquire consumable tonnage,jump-ships and drop-ships that can provide the spheran or peripheric market in relation to the faction chosen by each unit of line and can also use the aforesaid multipurpose tonnage to rebuild forces of combat with mechs that can provide the same spheran or peripheric market.
When the mercenaries units want to acquire resources must buy them in the mercenary market.
When the alternatives units want to acquire resources must obtain them of the alternative market.

10 - RECOVERY OF MECHANIZED TONNAGE

Is posible recover from the battlefield all the tonnage of each mech neutralized in the drop.The tonnage recovered from the battlefield is called mechanized tonnage and apart from being accumulative also can be converted in mechs.In each drop for recover the mechanized tonnage of all the mechs neutralized on the battlefield is necessary win the drop.

In modality CCFC each casual mechwarrior of each winner team of each drop fought gain a certain amount of mechanized tonnage equal to weight of its mech used . For each mechwarrior the mechanized tonnage gained is considered of the same market that supply to the unit to which pertain the aforesaid mechwarrior.The mechanized tonnage of the winner mechs neutralized is totally recovered.The loser team does not recover tonnage from the battlefield and all the neutralized mechs of the loser team are lost.

11 - CONVERSION OF MECHANIZED TONNAGE

When a unit recovers mechanized tonnage of mechs that can be supplied by the market that supply to the aforesaid unit the recovered mechanized tonnage can be converted only in mechs that can supply the market that supply to the aforesaid unit.

When a unit recovers mechanized tonnage of mechs that can not be supplied by the market that supply to the aforesaid unit but that can be supplied by the market that supply to the opponent unit the recovered mechanized tonnage can be converted only in mechs that can supply the market that supply to the opponent unit.

When both opponents units recover mechanized tonnage of mechs that can not be supplied by the markets that supply to both units is recovered universal mechanized tonnage that can be converted in mechs that can supply any market except the mechs that only can to be supplied by the alternative market.

The alternative mechanized tonnage recovered only can be converted in mechs that can supply the alternative market.

In modality CCFC the mechanized tonnage of the winner mechs own that has been neutralized but that can not supply the market own is recovered as universal mechanized tonnage except if the tonnage recovered is alternative.

The mechanized tonnage accumulated only can be converted in mechs to repair sub-units,create new regiments or also can be converted in multi-purpose tonnage or stock-asstes or c-bills.

It is necessary be able to transport in drop-ships the accumulated mechanized tonnage therefore when it is not possible to transport all the accumulated mechanized tonnage it is necessary to convert in multipurpose tonnage,stock-assets or c-bills  the accumulated mechanized tonnage that can not be transported.

12 - PLANETARY EXTRACTIONS

The planetary extractions are the resources that can be extracted of each planet : consumable tonnage , universal mechanized tonnage and/or naval tonnage.There are planets of which can be extracted several different resources.

13 - OPERATIONS

To higher limit of tonnage established greater is the effect achieved by the winner of each drop.It is possible to launch three different operations on the planets : raid , guerrilla war or planetary assault.

RAID -> is a fast operation on a planet.Can be launched three different raids that cause different effects :

Neutralization Raid -> is necessary fight at CCFC or Team Destruction or Mission Play.
For fight the modality CCFC : Casual Combinated Forces Contingents is necessary  assign one batallion.In the modality CCFC the Neutralization Raid is terminated when at least 30 mechs of the CCFC has been used.Then this force can be repaired.The CCFC force ends successfully the Neutralization Raid when at least 20 opponent mechs has been neutralized during the actuation of the same CCFC.
For fight each Neutralization Raid in the modality unit vs enviroment is necessary assign a batallion and the Neutralization Raid is terminated after fight five drops therefore is necesary win more drops than the opponent to complete successfully the intervention.Is necessary fight each match at Team Destruction.
For fight the modality unit vs unit is necessary fight all drops in Mission Play and can be assigned a combat force composed of companies from different batallions and a optional command lance that all they integrate a force equivalent to a batallion.

The unit that loses the match also loses a certain amount of drop-ships by destruction and in relation to the drops lost as show the following table:

· 3 drops lost  -> 1 light
· 4    "        "    -> 2 light or 1 medium
· 5    "        "    -> 3 light or 2 medium o 1 heavy or 1 colossal

When the loser unit loses all the mechs used in the battlefield also loses by destruction a heavy drop-ship if have been assigned to raid.
When the loser unit loses all the mechs used in the battlefield and the winner unit not loses none the loser unit loses by destruction a colossal drop-ship if have been assigned to raid.       
After fight the match the loser unit must choose the own drop-ships that has been destroyed by the opponent unit.

Extraction Raid -> is necessary fight at CCFC or Team Battle. 
For fight the modality CCFC : Casual Combinated Forces Contingents is necessary assign a batallion and the Extraction Raid is terminated when at least 30 mechs of the CCFC force has been used .Then this force can be repaired.The CCFC finalize successfully the Extraction Raid when at least 20 opponent mechs has been neutralized during the actuation of the same CCFC.
For fight each Extraction Raid in the modality unit vs enviroment is necessary assign a batallion and the Extraction Raid is terminated after fight five drops therefore is necesary win more drops than the opponent to complete successfully the intervention.Is necessary fight each match at Team Battle.
For fight the modality unit vs unit is necessary fight all drops in Team Battle.

The unit that loses the match also loses a certain amount of drop-ships by capture and in relation to the drops lost as show the following table:

· 3 drops lost  -> 1 light
· 4    "        "    -> 2 light or 1 medium
· 5    "        "    -> 3 light or 2 medium o 1 heavy or 1 colossal

When the loser unit loses all the mechs used in the battlefield also loses by capture a heavy drop-ship if have been assigned to raid.
When the loser unit loses all the mechs used in the battlefield and the winner unit not loses none the loser unit loses by capture a colossal drop-ship if have been assigned to raid.       
After fight the match the loser unit must choose the own drop-ships that has been captured by the opponent unit.

Depletion Raid ->  is necessary fight at CCFC or Team Battle or Team Destruction and optionally Coop. 
For fight the modality CCFC : Casual Combinated Forces Contingents and in the modality unit vs enviroment is possible use two possible ways :    
· assign one batallion and the Depletion Raid is terminated after fight five drops or when at least 30 mechs of the CCFC has been used.In casual modality this CCFC finalize successfully the Depletion Raid when at least 20 opponent mechs has been neutralized during the actuation of the same CCFC.
· assign one reinforced battalion for fight the Depletion Raid at seven drops using the regimental command lance or company and therefore this Depletion Raid is terminated after fight seven drops or when at least 40 mechs of the CCFC has been used.In casual modality the CCFC finalize successfully the Depletion Raid when at least 30 opponent mechs has been neutralized during the actuation of the same CCFC.
Anyway after finalize the Depletion Raid is possible repair this force . Also in both ways is neccessary win more drops than the opponent for complete successfully each planetary intervention.Is necessary fight each battle in Team Battle or Team Destruction but when is assigned one battalion not reinforced optionally is possible fight two or three drops extra in Coop although anyway the attacking unit can choose the Game Type of the battle.
In modality unit vs unit is necessary fight all drops in Team Battle or Team Destruction.

GUERRILLA WAR -> A guerrilla war is an offensive operation launched for introduce into planet one guerrilla force that can launch several attacks on the aforesaid planet.For launch a guerrilla war must be assigned at least one regiment.The guerrilla force must always attack on the planet where is deployed until the termination of the guerrilla war.Opposites regiments they can be deployed on the same planet for confront a guerrilla war.The guerrilla forces involved in these operations can not to be established as garrison on other planet until the termination of the guerrilla war.When a unit is deployed as a guerrilla force in a certain planet and launch a attack must do it on the same planet and therefore can oblige to another unit to deploy at least one batallion on the aforesaid planet for defend it if that other unit is not involved in the same guerrilla war but also each guerrilla force can be attacked by batallions of other rival units therefore in a guerrilla war several batallions of different units can act as attacking forces against one or several batallions of the guerrilla force.The obliged forces to be deployed on a planet where there is a guerrilla war and the battalions that launch attacks against a guerrilla force but are not involved in the guerrilla war can leave the planet attacked after finish the match against the guerrilla force.All the units involved in a guerrilla war must always vary the limit of tonnage for fight each new match and they can only repeat limit of tonnage when is strictly necessary.During all the guerrilla war can only be repaired the sub-units that necessarily must be reused on the battlefield for confront new matchs that require repeat a certain limit of tonnage.

EACH BATALLION INVOLVED IN A GUERRILLA FORCE MUST BE USED AT LEAST ONE TIME DURING EACH GUERRILLA WAR . OPTIONALLY IS POSIBLE FIGHT ONE MATCH AT 7 DROPS USING THE REGIMENTAL COMMAND LANCE OR COMPANY . WHEN THE GUERRILA FORCE ACHIEVE WIN AT LEAST TWO BATTLES CAN FIGHT OTHER ADDITIONAL BATTLE AND IF THE FOURTH BATTLE IS WON CAN FIGHT ONE FIFTH BATTLE .  

PLANETARY ASSAULT -> A planetary assault is an offensive operation launched for subjugate to a planet totally or partially with a occupation expedition that can launch several attacks on the aforesaid planet . For launch a planetary assault must be assigned at least one occupation expedition equivalent to one regiment for intervene one part of the planet attacked but for conquest totally the planet is necessary assign one brigade or RCT for which so it may be necessary to agree a alliance and/or one or more mercenaries contracts between more than one unit for form a conquest expedition and can launch this planetary operation . Each participating unit must assign all their forces to the planetary assault . The occupation expedition must always attack on the planet where it is deployed during all the planetary assault . Opposites units they can be deployed on the same planet to confront a planetary assault . Each unit involved in these operations can not be established as garrison on other planet until finalize its particular occupation in the planetary assault and must use at least two of each three batallions in the planetary assault . 
When a unit is deployed as a occupation expedition in a certain planet and launch a attack must do it on the same planet and therefore can oblige to another unit to deploy at least one batallion on the aforesaid planet to defend it if that other unit is not involved in the same planetary assault but also each occupation expedition can be attacked by batallions of other rival units therefore in a planetary assault several batallions of different units can act as attacking forces against one or several batallions of the occupation expedition .
The obliged forces to be deployed on a planet where there is a planetary assault and the batallions that launch attacks against a occupation expedition but are not involved in the planetary assault can leave the planet attacked after finish the match against the occupation expedition . All the units involved in a planetary assault must always vary the limit of tonnage to confront each new match and they can only repeat limit of tonnage when is strictly necessary . During all the planetary assault can only be repaired the sub-units that necessarily must be reused on the battlefield to confront new matchs that require repeat a certain limit of tonnage.

EACH BATALLION INVOLVED IN A PLANETARY ASSAULT CAN TO BE USED FOR FIGHT ONE OR MORE ATTACKS IN THE AFORESAID PLANETARY ASSAULT . OPTIONALLY IS POSIBLE FIGHT ONE MATCH AT 7 DROPS USING THE REGIMENTAL COMMAND LANCE OR COMPANY . 

For occupy or conquer a planet must be achieved at least two of the following victory conditions:

· Win more battles than all the opponent forces on the planet to occupy or conquer .
· Neutralize at least two of each three opponents mechs used in the battlefield on the planet to occupy or conquer .
· Win at least one battle in each different operation : Attrition , Destruction , Capture.

SKIRMISH -> is a confrontation very small fought on a certain planet . Is necessary fight in CCFC and Team Destruction or Team Battle . Also this fast intervention is fought in modality UVU+UVE : Unit Versus Unit + Unit Versus Environment therefore the unit that launch the attack need assign the regimental command company for fight it and the skirmish finalize after fight three drops therefore is necesary win more drops than the opponent for complete successfully the skirmish . For fight each drop is assigned one lance and both opponent units must deploy on the battlefield the same mechs . Also all FBM : Friend Bot-Mechs have A.I.L. 8 .
When in the Game Lobby are connected until two mech-warriors for each team will be used one lance for each team on the battlefield . But when in the Game Lobby are connected more than two mech-warriors for each team will be used one reinforced lance for each team on the battlefield .

14 - BENEFITS / INCOMES

The winner unit of each drop can recover all the recoverable mechanized tonnage of the battlefield and obtain benefits by each drop or match gained in relation to the different operations fought as show the following table :

· Neutralization Raid -> the winner unit optain equal amount of multi-purpose tonnage or stock-assets or c-bills than the weight total of all the destroyed drop-ships.
· Extraction Raid -> beforehand the attaking unit must choose the resource to extract of the attaked planet : universal mechanized tonnage , naval tonnage or consumable tonnage. 
If the resource chosen is universal mehanized tonnage the winner unit obtain a amount of universal mechanized tonnage equal to half of the limit total of tonnage of all the drops won.
If the resource chosen is naval tonnage the winner unit obtain a amount of naval tonnage equal to the limit total of tonnage of all the drops won.
If the resource chosen is consumable tonnage the winner unit obtain a amount of consumable tonnage equal to twice of the limit total of tonnage of all the drops won.
· Depletion Raid -> the winner unit optain the mechanized tonnage recovered from the battlefield. 
· Guerrilla War -> During a Guerrilla War the attacking unit must always launch at least two different attack i.e. Neutralization,Extraction,Depletion Attack and so fight each match therefore the benefits are the same as can be obtained after each different attack launched.
· Planetary Assault -> during a Planetary Campaign the attacking unit must always launch at least two different attack i.e. Neutralization,Extraction,Depletion Attack and so fight each match therefore the benefits are the same as can be obtained after each different attack launched but also if the attacked planet is conquered in the future the unit or units that have conquered the planet can replace the benefits obtained of a drop of each match by a certain resource that can supply the conquered planet if the attack has been launched from the aforesaid planet.

For each unit of each CCFC drop-force each drop won is rewarded in multi-purpose tonnage or stock-assets or c-bills in a amount equivalent to limit of tonnage of the drop.

After each match if the unit defeated have won three or four or five waves in 3,4,5 drops different obtain a certain amount of multi-purpose tonnage or stock-assets or c-bills in concept of incomes and always equal to value of the limit of tonnage established for fight the raid / match.

After each match if the winner unit have won all the waves in 3,4,5 drops different obtain a certain amount of multi-purpose tonnage or stock-assets or c-bills in concept of benefits and always equal to value of the limit of tonnage established for fight the raid / match.

15 - CONVERSION OF NAVAL TONNAGE

The naval tonnage allows obtain of the market any drop-ship that has a weight minor than the accumulated naval tonnage.

16 - CONVERSION OF CONSUMABLE TONNAGE

The consumable tonnage can be converted in multi-purpose tonnage or stock-assets or c-bills using the following equation :

2 consumables tonnes = 1 multi-purpose tonne = 1,000 stock-assets = 1,000 c-bills.

The consumable tonnage can to be used like fuel for jump-ships and drop-ships and therefore this resource can save up multi-purpose tonnage or stock-assets or c-bills .

17 - REPAIR SUB-UNITS

To replace mechs after each match or guerrilla war or planetary assault each unit can acquire the necessary new mechs that can supply it the own market : mercenary , peripheric , spheran or alternative  and/or convert in mechs its mechanized tonnage accumulated.

18 - CAPTURE OF MECHS

If the attacking unit is defeated and can not evacuate all their mechs for lack of drop-ships the defender unit captures all the mechs that can not be evacuated.The mechs that can not be evacuated must be chosen by the defeated attacking unit.The mechs captured are inserted into the logistics of the defender unit as mechanized tonnage.

19 - TRANSPORT OF RESOURCES

To remove of a planet mechanized tonnage , naval tonnage and/or consumable tonnage not converted in multi-purpose tonnage or stock-assets or c-bills is nessesary transport it inside one or more cargo drop-ships.
If after the match both units or one of the units not have enough cargo drop-ship to transport the resources obtained in the attacked planet those resources that can not be removed from the aforesaid planet are considered destroyed.

20 - GARRISONS

When a unit has several regiments and want to have several garrisons must deploy at least one regiment for each garrison.When a unit have to defend a planet and no have deployed a garrison on the attacked planet its garrison or one of their garrisons must be deployed on the attacked planet if they are not involved in a guerrilla war or planetary assault and the attacked planet is on the nation or sector from which the defender unit operates but if the attacked planet is on another nation or sector the defender unit can only move a batallion and if the match is confronted in Mission Play can only move a force equivalent to a battalion.
The units of line can voluntarily relocate its garrison or their garrisons in one or more planets only after win at least two interventions consecutively.
The mercenary units can voluntarily relocate its garrison or their garrisons in one or more planets only after each intervention successfully finalized.
The pirate units can voluntarily relocate its garrison or their garrisons in one or more planets simply after each intervention.

21 - DISMANTLING,ANNIHILATION,CONSTRUCTION AND RECONSTRUCTION OF REGIMENTS

When a unit has more than one additional regiment and its balance of assets is so negative that exceeds its total economic or material value must dismantle one or more of its additional regiments with its corresponding group of transport to correct its deficit.
When an additional regiment lost more of 80% of their mechs in a guerrilla war or planetary assault is destroyed and can not be reconstructed except that the unit that has suffered such annihilattion has its balance of assets positive and can use enough economic or materials resources necessary to the construction or reconstruction of a regiment.

22 - NEW REGIMENTS

Each unit can only construct a new regiment if have its balance of assets in positive and when has constructed a new regiment continues having its balance of assets in positive.To construct a new regiment is necessary have accumulated enough resources that allow the construction of a new regiment with its corresponding regimental transport group of jump-ships and drop-ships necessary to transport a new regiment.

23 - COOPERATIONS

In modality UVE : Unit Versus Environment and in matches scheduled can cooperate members of different units but must be used the logistics of the unit that launched the match . 
Statistically the victory or defeat is computed equally for each unit of each mechwarrior that cooperated in the match when the cooperation unit at least has fought in four drops . Also the benefits of the cooperating can increase if exist a mercenary contract or sub-contract with certain aspects that can be concretized in the contractual clauses which are as show the following example table:

>>> employer : Expeditious Nomadic Contingent

>>> contracted : Mechanized Commandos Corp

1st - mission : collaboration

2nd - planet : eventual

3rd - payment : 1,200,000 C-Bills  

4th - benefits : 000 

5th - recovery : 700 mercenaries mechanized tons 

6th - repair : 000

7th - transport : 000 

8th - duration : 3 raids

24 - MERCENARIES CONTRATS AND SUB-CONTRACTS

The units of line as well as the mercenaries units can hire to mercenaries units or other mercenaries units to acquire certain resources.The cost of the contrat or sub-contract logically varies in relation to the amount of resources that want obtain the employer.Also the employer may improve some costs of the hired mercenaries benefiting them in certain aspects that can be concretized in the contractual clauses which are as show the following example table:

>>> employer : Assault Trident Armada

>>> contracted : 57 Heavy Group

1st - mission : guerrilla war

2nd - planet : Carver V

3rd - payment : 900,000 C-Bills  

4th - benefits : 3 drops won 

5th - recovery : 400 mercenary mechanized tons 

6th - repair :  400 mercenary mechanized tons

7th - transport : 500,000 c-bills 

8th - duration : 2 matchs

So by each drop won the mercenaries and the employer obtain certain benefits in relation to the contractual clauses.When the mercenaries are defeated the balance of assets of the employer varies negatively by the payment of the contrat or sub-contract and the cost contractual.When the mercenaries obtain the victory the balance of assets of the employer varies positively by the benefits obtained.
For statistical purposes the intervention on the planet always is computed for the hired mercenaries while for the employer only is computed when the intervention is successful.

25 - RIBBONS AND MEDALS

For obtain ribbons and medals is necessary finalize the season of campaign with at least equal amount of victories than defeats . Each season of campaign elapse during one year and when finalize the units more outstanding achieve the followings decorations :

>>> Competent Cooperation Ribbon is achieved by finalize the season of campaign achieving the higher amount of supremacies in format Coop and achieving the supremacy in format Coop in the MWMEL Olimpic Games too
>>> Missions Meritorious Ribbon  is reached by terminate the season of campaign accumulating the higher amount of supremacies in Mission Play
>>> Team Triumph Ribbon is achieved by finalize the season of campaign reaching the higher amount of supremacies in Team Destruction and reaching the supremacy in the MWMEL gladiatorial tournament too
>>> Team Triumph Ribbon is achieved by finalize the season of campaign reaching the higher amount of supremacies in Team Battle or Team Battle + Team Destruction as well as winning the supremacy in Team Battle in the MWMEL Olimpic Games too
>>> Serie One Ribbon is achieved by terminate the season of campaign achieving the strategic supremacy in one sector 
>>> Serie Two Ribbon is reached by conclude the season of campaign achieving the strategic supremacy in two sectors

### Combat Meritorious Triangle is achieved by terminate the season of campaign achieving three supremacies in all the statistics of combat  i.e. Team Battle + Team Destruction + Coop and / or Mission Play 
### Intervention Distinguished Insignia is reached by finalize the season of campaign achieving the best statistics in interventions i.e. sucessful interventions / failed interventions / sucessful conquests 
### Strategic Skill Order is reached by conclude the season of campaign obtaining the strategic supremacy in three sectors

NOTE I : after finalize the season of campaign the unit that have reached the Combat Meritorious Triangle is not rewarded with the Competent Cooperation Ribbon nor Missions Meritorious Ribbon nor Team Triumph Ribbon .  

NOTE II : after the conclusion of the season of campaign the unit that have achieved the Strategic Skill Order is not rewarded with the Serie One Ribbon nor Serie Two Ribbon .