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 Post subject: Classic Battletech - 2010
PostPosted: Mon Jul 12, 2010 9:19 pm 
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Joined: Tue May 27, 2008 1:25 pm
Posts: 25
Here's the details for the IS GANG BANG/GUNSLINGER competition:

FRIDAY 24th SEPT 2010: IS Gang Bang & Gunslinger Competition. 7 or so hrs allotted (+1hr lunch).

The event will consist of a Gang Bang with all players on one large map in the morning and then the Gunslinger event in the afternoon. An elimination style game in both instances until one pilot remains. No prizes for second place here. The Gang Bang will start @ 09:00 and the competition will be completed once the final Gunslinger battle to decide who has won.

Rule sets and Equipment

You MUST choose an Innersphere XL engined mech. This will be your mech for the entire day.
The skill level of your pilot is dependent on its tonnage - see table at the end of the post.
Total Warfare Ruleset.
No special munitions allowed (Inferno, Armour Piercing, etc)

Also we'll be running a modified set of April Fools Day Power Up Rules. All effects last 2 turns & Invisibility has been replaced with Ninja Like Reflexes (my own concoction). There will be 3 power up hexes on the field but one hex will be a dummy hex & you wont know which one it is until you activate it. The dummy hex will change EVERY round.

In the event of a draw, players with the same amount of kills in the Gang Bang event will be decided by the number of times you activated a power up. Activating Booby Traps/Dummy P-Up's will count toward this number.

Click on the picture to download the PDF
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Errata: The PDF still shows the Artillery Power Up at 3 turns duration - I couldn't edit the text in this box which is why it is says 3 turns.

ALL POWERUPS WILL LAST ONLY 2 TURNS.


EDGE POINT (for the winner of the Grand Melee)

The winner of the Grand Melee will receive ONE edge point to re-roll a result (be it 1 or 2 dice) in any of the the Gunslinger rounds (including the final match) - one used it is gone.

For those who roll multiple dice at once, the decision can be made by either player by EDGEing one of those results before the next set of dice are rolled.

Whatever the number of the dice roll is, you can't roll that number again with that particular dice roll. In addition your opponent may also use his/her EDGE for that same re-roll. He/she cannot affect the number you have chosen to be EDGED however.

Example - you are firing your UAC20 in ULTRA mode at your opponent and need to hit on a 9+. You roll a 2 which is a jam. You choose to EDGE it & then be safe in the knowledge that the next roll can be anything other than a 2/snake eyes, therefore eliminating a jam altogether.

In your next roll you score a 9, which is just enough to hit. Your opponent uses his EDGE point, making you re-roll, so now you are not able to roll a "2" or "9" for that particular weapon attack. You still cannot jam the weapon for that particular round but your opponent has also just made it harder to hit him - you need a 10 or more with your UAC20.


Omnimech Chassis Selection

If you have chosen to field an IS omnimech you will be able to choose which config to field in each battle. After viewing the map, the player can select which omni configuration they will have for the upcoming battle. The selection of the chassis in this competition will determine how good or poor the gunnery and piloting will be for the entire day.

MECHWARRIOR SKILLS TABLE
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Last edited by MisterAnderson on Mon Jul 12, 2010 9:21 pm, edited 1 time in total.

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 Post subject: Re: Classic Battletech - 2010
PostPosted: Mon Jul 12, 2010 9:19 pm 
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Joined: Tue May 27, 2008 1:25 pm
Posts: 25
Heres the details for the JIHAD OPEN TOURNAMENT competition:

SATURDAY 25th September: Open* 3076 period: 3 games 9am - 5pm. 7hrs allotted (+1hr Lunch).
SUNDAY 26th September: Open* 3076 period: 3 games 9am - 5pm. 7hrs allotted (+1hr Lunch).

*Open tourney is a two day event.

Times: Players should aim to arrive around 08:30 on Saturday & Sunday.

Saturday and Sunday are devoted to the Jihad Open, a 2-day competition where each of the two days
players have to field a different faction/technology base around a specific starting tonnage.

The games will start @ 09:00 each day and the competition completes each day by 17:00, schedules/Gencon times permitting.

Rulesets and Equipment:

a) Total Warfare with the Extra rules in this document

b) Only dice showing a number "6" or six pips will be usable in the tournament. No other types are to permitted.

c) Only mechs printed with Heavy Metal Pro, Solaris Skunk Werks or official PDF sources will be allowed. No other types will be permitted.


Restrictions and Exclusions:
*Use the Faction lists for force composition which will be provided prior to the weekend. Use only BattleMechs designated as TOURNAMENT in the Rules Level column of the list.
*No LAMs, VTOLs, Aerospace Assets or Artillery of any kind
*No vehicles, protomechs or battlearmour
*Minimum 4 mechs for innersphere up to 8 units (c3/c3i ‘lances’ defined)
*Minimum 2 mechs for Frontline clan forces up to 5 omnimechs max.
*Chassis of units are limited to one unit or point per force so only one Timber Wolf per frontline clan force etc. If you need further clarification ask Ned prior to the day of the competition.
*Omni pod selection can be made after viewing the field but before knowing the composition of the opposition forces. The only restriction on pod selection is the faction listing limitation for the faction you are playing.
*Correct miniatures of that Chassis must be supplied. Any variation of a miniature can be used to represent its respective mech (i.e the original re-seen Warhammer mini can represent new or old Warhammers just like the new Warhammer miniature can represent new or old Warhammer designs).
*Only special munitions from Total Warfare are allowed (p140-142).



Force Selection:

Note this is the TECHNOLOGY BASE of the equipment so any clan equipment would limit the player to clan selection requirements. You must select an Inner Sphere force for Saturday and a frontline Clan Force for Sunday. Please present your list to the referee at least 2 days prior to the commencement of the tournament. It would also help if you print out the specific pages of your faction from the list & highlight the mechs you wish to use for each day.

Inner Sphere (3076) ***SATURDAY***
Starts with 360 tons
4-8 Units from one Faction list plus Innersphere General for that technology
minimum 4 mechs
Starting Gunnery=5 Starting Piloting=6

Frontline Clan (3075) ***SUNDAY***
Starts with 225 tons
2-5 Points from one Faction list plus Clan General for that technology
minimum 2 omni-mechs (omni-mechs only)
Starting Gunnery=4 Starting Piloting=4
+1 to base-to-hit for physicals



Modifications to Forces:

Gunnery Upgrades:
Assault 20 tons
Heavy 15 tons
Medium 10 tons
Light 10 tons

Piloting Upgrades:
All classes 5 tons (exception: Light mechs get 2 points of piloting per 5 tons spent, but may not violate the following rule)

-No greater difference in the entire force gunnery or piloting than 2.
-No greater difference in individual gunnery and piloting than 2.



Starting the battle:

Each side will know the battlefield before the match and those with omni units can select the configurations, types of ammunitions etc.

Once all omni configurations have been chosen, both players roll on the Beagle Active Probe table (regardless of whether they have or do not have any Active probes in their force) – see the Extra Rules section.

Players then roll 2D6 for the privilege of choosing which narrow map-edge they get to start on, highest result wins.

Once this has been done & before mechs are placed on the board, players may also define whether any mechs with ECM suites are operating in ECM or ECCM mode (see Extra Rules section) & if they are starting the game with Stealth armour engaged for those units which mount it.

Players should also take this opportunity to mark on their record sheets which ammo bins are using special ammunition and adjust any totals accordingly (certain types reduce the amount by half rounding down).


Extra Rules included in this game:

-EDGE-

Players in the Open will receive 1 EDGE point per day. One for Saturday & one for Sunday. Once used, it will be marked off against your name on the player roster & will not be available for the rest of the day.

For those who roll multiple dice at once, the decision can be made by either player by EDGEing one of those results before the next set of dice are rolled.

Whatever the number of the dice roll is, you can't roll that number again with that particular dice roll. In addition your opponent may also use his/her EDGE for that same re-roll. He/she cannot affect the number you have chosen to be EDGED however.

Example - you are firing your UAC20 in ULTRA mode at your opponent and need to hit on a 9+. You roll a 2 which is a jam. You choose to EDGE it & then be safe in the knowledge that the next roll can be anything other than a 2/snake eyes, therefore eliminating a jam altogether.

In your next roll you score a 9, which is just enough to hit. Your opponent uses his EDGE point, making you re-roll, so now you are not able to roll a "2" or "9" for that particular weapon attack. You still cannot jam the weapon for that particular round but your opponent has also just made it harder to hit him - you need a 10 or more with your UAC20.


-ECCM/ECM-

At the end of each turn a player can define whether the ECM is either on or in ECCM mode. In ECCM mode the suite actively counters the effects of a single ECM suite within its range disrupting its ability to jam opposing equipment such as C3 networks until either the unit carrying the ECCM suite (or the ECCM suite itself) is destroyed or one of the units leaves the area of effect.

Stealth units are designed to work with ECM suites so during the time the ECCM is in action on the unit the stealth armour does not function. ECCM does not cancel the Stealth Armour of a unit with an active ECM suite just the ‘area of effect’ the ECM has as far as external interference.

iNarc munitions cause the same issues whether the selection is ECM or ECCM.

-BEAGLE ACTIVE PROBES-

Beagle Active Probes will be used as a strategic tool in this tourney allowing forces to outmaneuver their opponents through better intelligence.

To represent this, opposing forces will tally their Beagle Active Probes contained in their forces with the following results:

Beagle/Bloodhound Active Probe +3 each
Light Probe +1 each


Then each side will roll 2d6 and add the modifiers to their results. Both sides compare results and this will determine what happens at the start of the battle.

2-6 Set up as per normal.
7 Lower score has to setup entire force first.
8-9 Lower score sets up first -1 to their first 2 Initiatives.
10-11 Winner moves on first, has a turn before opponent sets up. Lower score -1 first 2 initiatives.
12+ Higher score can move on any map edge of their half of the board. Lower score -1 Initiative first 2 turns.


Timewasting/Slow Movement:

There should be a absolute minimum of 10 turns in these games, as such players have less about 1-2 mins max to move each of their units.

It is unsporting to delay and as such tonnage penalties can and will be handed out if players are found to be taking to long to move their units.

Victory Points:
% of tonnage destroyed of your opposition + % of tonnage left of your force

Destroyed units include those reduced to 0 movement while mobile units with no weapons or no weapons with ammo are reduced to 50% value. Bipedal mechs missing one leg are worth 25% of their tonnage in kill value.

_________________
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