Mechwarrior Unrestricted Rules
All normal Mechwarrior rules apply except for those changed in this document. The rules were designed to make Mechwarrior play more like Classic Battletech without adding too much complexity. Also, one goal was to make faction pure armies more useful. As a result, formations have become more powerful.
Setting Up the Game
A player will receive one order per 200 points of the build total. The standard build total for these rules is 900 points with 4 orders per turn. Players also alternate performing actions. Damage and heat is simultaneous and are not resolved until the end of the turn. The standard board size is 48 by 48.
Declaring Artillery Attacks
Artillery attacks are now considered to be special attacks. Each player must declare their artillery attacks prior to any other units performing an action. Any Artillery attacks declared at this time count as part of the player's order total. Normal actions are only declared after all players have declared all artillery attacks.
When a unit or formation is activated it may perform one of the following actions regardless of the unit type:
3) Move and Attack
4) Attack and Move
5) Special Attack
A VTOL can also perform a unique type of action:
1) Use part of its movement, attack, and then finish its movement. Unlike normal MWAOD rules, a VTOL does not use movement points to make an attack
Vehicles and Infantry have two movement options:
1) Normal Movement This unit may move up to its movement distance. Cost: 1 heat point
2) Jump Jets If a unit has jump jets, it may perform this action. Cost: 1 heat point
Mechs can perform the following movement options:
1) Walk This unit may move up to its movement distance. Cost : 0 heat points
2) Run This unit may move up to 1.5X its movement distance. Cost : 1 Heat Point
3) Jump Jets If a unit has jump jets, it may perform this action. Cost: 1 Heat Point
Movement formations work similar to MWAOD with the following changes.
1) A single Mech may join a movement formation. A Mech cannot run while part of a formation.
2) Movement formations due not have any special pushing rules.
Break Away Rolls
Infantry and Mechs can tie units down. In order to break away from an enemy unit, each unit type must roll a d6 and get a value greater then or equal to a base target plus a modifier to successfully break away.
Each Infantry Unit in base contact: +1
If the unit attempting a break away is a vehicle or Mech, then each Mech in base contact: +2
Example: A Mech is attempting a break away from 3 enemy infantry. The base score a Mech must get is 0. Since there are three infantry in base contact with the Mech, the modifier is +3 for a total of 3. Therefore a Mech must roll a 3 or greater on a d6 to be able to move away.
A roll of six is always a success regardless of how many units are in base contact. Also, special equipment such as evade and jump jets can override these rules.
Transports work according to MWAOD rules with one exception. Only vehicles with the towed in their name, which have a speed of zero, or have been salvaged can be towed. A towed vehicle will not be removed from the board. Instead, after a transport has moved, the towed vehicle must be placed with the center of its rear arc touching the rear arc of the transport . A vehicle being towed cannot be activated.
Infantry and vehicles can make a single attack each turn. These attacks are resolved normally according to MWAOD rules and an attack costs 1 heat point.
An Infantry may choose to spot for a single artillery unit instead of attacking. This action costs no heat points. If the infantry unit has LOS to the artillery unit's token(s) and is within 14 of the token(s), then the token has a spotter when it is time to resolve the attack. Due to the nature of these rules, it is possible for one token of an attack to have a spotter while another token does not have a spotter.
Mechs may make two different attacks in a turn. Every Mech has three different weapons systems: Primary, Secondary, and Generic Close Combat. A Mech can attack with two of these weapon systems per turn. The only restriction is that the same weapon system cannot be made twice. Each attack costs 1 heat point and the attacks can be directed at separate targets.
Instead of attacking with any weapons, a Mech may also choose to vent.
When targeting multiple targets, the damage each target will receive must be declared prior to making the attack roll.
Close combat formations work as indicated in the MWAOD rule book.
In order to participate in a range combat formation, the units in the formation must have started the turn in base contact with each other. If any units in the formation moved this turn, the units have to have been activated as a formation in order to be a range combat formation. Normal range combat formation rules apply from this point with one exception. If a member of the formation, other then the primary attacker, is in base contact with an enemy unit, that unit is still part of the formation, but does not grant a formation bonus to the attack.
Any units which participated in a combat formation have been activated this turn and cannot perform another action.
Special attacks cannot be made after a unit moved. The following actions are now special attacks:
Infantry Capture attempt Cost 1 Heat Point
Non VTOL vehicles Ram Cost 2 Heat Points
Mechs Charge/ DFA - Cost 2 Heat Points
All Artillery attack Cost 2 Heat Points
All Repair Order Cost 1 Heat Point
As a result of the change in how units activate, assault orders no longer exist. They simply are unnecessary.
Artillery Impact Phase
Artillery Impact Phase
Once every player has no orders left, all artillery attacks declared at the start of the turn are resolved. Artillery attacks are resolved according to the following rules:
A separate roll is made for each token. If a critical miss is rolled, all remaining tokens have no effect.
If the artillery unit has a clear LOS to a token, or the token has a spotter, then it is resolved according to normal MDAOD rules.
If no clear LOS exists to a token and it does not have a spotter, then the attack is resolved with a -2 penalty to the attackers attack value and if the token drifts, it will drift an extra d6 inches.
Clean Up Phase
During the clean up phase all damage taken throughout the turn is applied. The exception to this rule is damage from single use special equipment. SU damage is applied when the equipment is used.
Also, all heat is dealt with during this phase. Throughout the turn, actions give units heat points. Heat and pushing is dealt with differently for infantry/vehicles and Mechs.
For infantry and vehicles, replace each heat point they earned with an order token. If any vehicle/infantry has three order tokens on it, then it has been pushed and it receives a point of damage. A vehicle/infantry cannot have more then three order tokens. If an action would give a vehicle/infantry more then three order and or heat points, then that action cannot be performed. If a vehicle/infantry does not have any heat points on it at the start of the clean up phase, remove all order tokens from the unit.
If a Mech does not have an order token, but has one or more heat points, remove a single heat point from the Mech and give it an order token. Once a Mech has an order token, each heat point it has will translate into a click of heat. After all clicks of heat have been applied, then roll for any heat effects showing on the heat dial. If a Mech begins the clean up phase without any heat points and is not shut down, remove any order tokens the Mech has and give it one click of cooling. A shutdown Mech will always cool by one click during this phase if it did not vent.
I think that is about it, but I will probably be adding and revising these rules over time. Plus there are some optional rules not included here.