Session
1 is Friday I. Session 2
is Friday II.
1.
Good MechWarriors: All players participating in BattleTech are expected to display good
sportsmanship. The judges of any BattleTech tournament reserve the right to
eject any player from a BattleTech tournament for unsportsman like or
disruptive behavior. 2.
Rules not in use: We will not be using from BattleTech Master Rules: Buildings
(p.49ff.), Vehicles (p.54ff.), Infantry (p.59ff.), Miniature Rules (p.90ff.),
Anti-BattleMech Infantry (p.67ff.), Artillery (p.68ff.), Clearing Woods
(p.72ff.), Dropping Troops (p.72ff.), Fire (p.74ff.), Hidden Units (p.77ff.),
Hostile Environments (p.78ff.), Improved Positions (p.80ff.), Minefields
(p.80ff.), Night Combat (p.81ff.), Underwater Operations (p.88ff.), Active
Probes (p.122ff.), Anti-Personnel Pods (p.123ff.), Artillery Weapons (p.123ff.),
C3 Computer (p.124ff.), ECM Suites (p.126ff.), Flare LRMs (p.130),
Fragmentation Missiles (p.130), Incendiary LRMs (p.130), Infernos (p.131),
Semiguided LRMs (p.131), Swarm LRMs (p.131ff.), Swarm-I LRMs (p.132), Thunder
LRMs (p.132), NARC Missile Beacon (p.133), and TAG (p.134). 3.
Line of Sight: In
addition to the normal LOS rules (p.25ff. BattleTech Master Rules), we
will be using the Maximum Tech
Diagraming LOS rules and the Dead Zone Rule (Maximum Tech p.21ff.) if
necessary. Remember, all judge
determined lines of sight are final (and hopefully fare). 4.
Mech Sheets:
You may use any official FASA Mech sheets as published in the list of sources
on pate 109 of Maximum Tech and
BattleTech Record Sheets: 3060.
However, a) the Mech used must be of the appropriate level of play for
the event you wish to use it in, b) it must be of the affiliation you wish to
play, and c) it must be of the appropriate year the event is played in. Also, any Mech sheets recreated from the
“Technical Readout” series on computer software print out can be used. You may use any computer generated Mech
sheets from The Drawing Board. Players
cannot use sheet protectors or markers.
Sheets should be marked legibly in INK so that the judges may review the
record sheets if necessary. Opponents
have the right to view each other's record sheets at any time. To expedite
Homebrew submissions, each Homebrew player is required to bring his own 3.5'
disk with .dbm (The Drawing Board)
BattleMech files for play. The
latest version of The Drawing Board is at
ftp://www.sarna.net/pub/battletech/programs/designers/windows/tdbv207b.zip There
is also a Mech library for The Drawing Board located at
ftp://www.sarna.net/pub/battletech/designs/drawing_board/ 5.
Homebrew Mechs:
Mechs made for these events must follow these guidelines: A. Banned
Equipment: 1. From BattleTech Master Rules: See #2. 2. Equipment not from BattleTech Master Rules is banned. 3. Equipment that cannot be reproduced on The Drawing Board computer software is
banned for these events. 4. Some
equipment is only available for certain house/clan affiliation. Make sure the affiliation you choose has
access to the equipment you put on your Mech.
A good indicator is if the Technical Readouts list the equipment on
Mech's designed for that affiliation.
Also common sense will dictate to some extent. For example, Clan mechs never have physical weapons as physical
attacks are dishonorable to a Clan Mechwarrior. B. You may mark on your
sheet and have the judge sign off if there are critical spaces you wish to move
equipment around it in the same location if the rules allow, but The Drawing Board would not allow you to
adjust to your satisfaction. The only
example that we are aware of at this time is mounting physical weapons, as the
program automatically mounts them in the upper criticals of the arm first. If you wish to mount them in the lower
criticals of the arm, you may mark it on the mech sheet and have a judge sign
off before the event. C. Make sure the Mech designed is for the
appropriate Level 1 or 2 play only. D. Mechs have a minimum Weight of 20
tons, and a Maximum Weight of 100 tons.
Proto-Mechs (those under 20 tons) are not allowed. Also, Land Air Mechs (LAMs) are considered
AeroTech vehicles not Mechs and are not allowed. And Vehicles of any type are not allowed. These events are Mechs only. E. All
Mech designs have to be submitted for approval to the judges BEFORE the Game
starts. F. If you don't feel like using a custom Mech, it is not
required that you do so. G. Mixed technology Mechs are illegal. H.
Make sure you do not adjust Battle Value for piloting and gunnery skill, and do
not enter a piloting or gunnery skill when printing out. I. Make sure
you mark on your Mech sheet if your auto ejection system is on or not (ie.
"Auto-Ejection: Off").
Otherwise, it is assumed to be on. J. Make sure you note on
your Mech sheet: 1.The base Mech your custom Mech was built from (if
any). 2. What Technical Readout it is found in. 3. And what page
number it is found on. This is in order
for the judges to determine any other bonuses (ie. if it's a "bird
mech" or not). 5. Piloting and Gunnery Skills: Piloting and Gunnery skills
depend on the Battle Value of the 'Mechs each player has chosen to use during
the event and the Rank of the MechWarrior.
Clansmen gain an additional -1
to Piloting and Gunnery due to their genetic engineering if they follow
Honorable Combat protocol. Once a
Clansmen breaks Honor, he/she loses his bonus.
“…Clan honor forbids more than one opponent to attack a single enemy,
resulting in massive, battlefield-sized duels”-p.8 Objective Raids. Each Clan Mechwarrior picks a target and
stays with it until it is disabled, he is disabled, or Honor is broken by the
enemy, then the Clansmen is freed from his/her Honor obligations, as the enemy
has proven themselves dishonorable for the purposes of these events. On the down side, Clansmen have a +1 to all
Physical Attacks (cf. p.25 of Maximum
Tech) for these events. MechForce North America Gunner / Piloting Table Battle Value Gunnery Piloting 1-300 0 0 301-400 0 1 401-700 1 1 701-800 1 2 801-1,100 2 2 1,101-1,200 2 3 1,201-1,500 3 3 1,501-1,600 3 4 1,601-1,900 4 4 1,901-2,000 4 5 2,001-2,300 5 5 2,301-2,400 5 6 2,401-2,700 6 6 2,701+ 7 7 6. Rank: Roll 2d6 and consult chart when using new
MechWarrior. No re-rolling unless you
are starting a new event and want a different MechWarrior for the new
event. Once you've rolled once on the
chart for the current event, you cannot re-roll your MechWarrior's Rank. You may choose to not roll on the Rank Chart
if you wish your new MechWarrior to be a Regular for the event. Those piloting unmodified 3025 Mechs may add
2 to the dice rolled on this chart, why?
Because only those who piloted 3025 Mechs became Legends in the
Inersphere. Rank Piloting
Bonus Die Roll Gunnery Bonus Civilian +3 2 +3 Trainee +2 3 +2 Green +1 4-5 +1 Regular 0 6-8 0 Veteran -1 9-10 -1 Elite -2 11 -2 Elite Veteran-3 12 -3 Master -4 13 -4 Legend -5 14 -5 8. The Play: Each session is made up of 3 teams of 4 players,
for a total of 12 players. Team 1 is
made up of Warden Clansmen. Team A is
made up of Crusader Clansmen. And team
Red is made up of Intersphere coalition forces. Each team has a leader and they are determined by who has the
highest rank MechWarrior. If two or
more MechWarriors have the same rank, they must decide which is in command
however the judge wishes to break the tie.
Immediately prior to beginning game play, each team leader rolls 2D6.
The side with the lower result chooses the edge of the map from which his force
will enter the game. The other team will enter on the most opposite edge. The
side on which your forces enter the map is considered your "home" map
edge. Each BattleMech may move onto the
board walking, running or jumping, with the 1/4 hex on the map being the Mech's
starting point for the Movement Phase.
In play each 1/4 hex can hold a Mech, so only 1/4 hexes or larger are
considered legal for use. 9. Initiative Used: We will be using a modified
version of the Maximum Tech p.48
Initiative Phase rules, instead of standard Initiative rules. Initiative is based on the highest number
wins normally. However, we are going modify
this a bit. To make it simple, you roll 3d6 and add your Piloting Skill, the
lowest number wins. There is no such
thing as simultaneous actions for these events. Initiative matters. All
tied initiatives are rolled off to determine who wins. Because of the Initiative used, damage is
resolved immediately after a player fires each weapon or physical attack. To hit rolls are to be done one at a time
[In other words, no rolling a hand full of dice for all you weapons]. All required Piloting skill rolls and
MechWarrior damage rolls resulting from the damage for a Mech happen
immediately after damage is resolved, before the next weapon or person's
action. Example; If you take 20 points
of damage from your opponent, you must make a piloting skill roll immediately
to keep from falling down. 10. “It's Dead Jim!”:. For the definition ofa
destroyed Mech, see page 38 of BattleTech
Master Rules. If your MechWarrior
dies when your Mech is destroyed, then you must roll a new rank for your new
MechWarrior. If your Mech is killed in
the Tournament before your opponents, you've lost that Duel. Level 3 Ejection and Mech Explosion rules
from Maximum Tech are in effect for
these events. However, a MechWarrior is
automatically picked up (“beam me up Scotty”) if he/she escapes his/her Mech
when it is destroyed. No hunting down
orphaned MechWarriors is allowed. A.
In addition, for the purposes of speeding up the events a Mech is disabled
when: the Mech has lost a leg if it's biped, 2 legs if it's Quad, is frozen
(ie. missed MASC roll, etc.), lost 90% or more of it's weapon systems, lost 90%
or more of it's internal structure, or at any time the judges determines,
"It's Dead, Jim". B.
If your Mech becomes disabled in a non-tournament event, your affiliations
dropship may drop a new Mech on-board for you to play in a full turn (left in
turn A, out turn B, and return turn C).
C. When coming on-board in a new Mech, you automatically loose
initiative. 11. Walking Off Board: You cannot leave the board
until your Mech's ammo is depleted (except one shot type weapons), or your
weapons pod on an Omni-Mech is 80% inoperable.
A. Ammo dependent Mechs and Omni-Mechs may leave the board from
their home edge to reload their ammo if their ammo is depleted and Omni-Mechs
may replace pods of equal or lesser Battle Value if 80% of the pod is
inoperable. B. Armor, internal structure, non-pod equipment, etc.,
cannot be replaced. C. You must then return to the same exit hex after
waiting out at least 1 full turn (leave
the board turn A, wait out turn B to replace Pod on Mech, return turn C in same
hex exited). E. When coming
on-board after re-loading, you automatically loose initiative. 1. We will be employing a timer. A. When it is your turn to move in movement phase, the
timer will start. You have until the time runs out (a one minute timer) to make your move. If you fail
to move before the timer runs out, your Mech stood still (but not immobile). B. When it is your turn to declare fire during fire
declaration phase, the timer will start. If you fail to declare your fire
before the timer runs out, you do no fire actions that round. C. When it is your turn to do physical attacks during
physical attack phase, the timer will start. If you fail to attack before the
timer runs out, your Mech stood still (but not immobile). 2. Mechs with heat sinks in the feet gain double effect
for those heat sinks when standing in level 0 & level water. All others gain a double effect in level 2 or
greater water, as per the BattleTech
Master Rules. 3. "Bird" type Mechs, like the Locust and
Marauder, can Squat. To determine if your Mech squats, see the picture of it,
or it's base design you modified it from, in an appropriate technical readout.
Make a note on your Mech sheet that your Mech is a BirdMech for your reference
if it is, and what technical readout and page number for proof. If the Mech's
knees are backwards, it's a "bird" Mech. Squatting is done in place
of Torso Twist or Turret Turn, and moving from a Squat costs 1MP. A Squatted
Mech is only 1 level high, instead of 2 and thus fully covered if normally
under Partial Cover. But unlike the Level 3 Quad Mech Hull-Down rules, Bird
Mechs cannot go Hull-Down, they can onlySquat, which still makes them Level 1,
the same as Vehicles. While Squatted, a Mech cannot move, but they can still
torso twist, arm flip (if able), and turret turn. They cannot do any physical
combat except punch on the kick table (they cannot kick or useany hand held
physical attack weapons (ie. Hatchet, Sword, Mace, Claw, etc.)). They can still
fire with head, torso, and arm-mounted weapons, but not leg mounted weapons.
Like a normal 2 level high BattleMech in Level 2 water, a Level 1 Squatted Mech
in Level 1 water, blocks line of sight. The same is true for Quads Mechs who
Hull-Down in water. 4. If any die rolls off the table, all dice are
re-rolled. 5. All Physical attacks will use the rules from Maximum Tech p. 25. It does not cover physical weapons for
Piloting Skills other than Clubbing.
Based upon the descriptions, Hatchet is at -1 (same as normal clubbing),
and Sword is at -2 (since in MasterRules, a Sword is a base of 3, and Clubbing/Hatchet
is a base of 4). 6. There will be no arguing with the judges. If youhave
a concern with a ruling the judges have made, you may show the judges your
concern from the books quietly, and he may or may not take it under advisement.
If you argue with the judges, you will be ejected from the event (see rule #1). 7. A roll of a 2 always fails no matter the
modifier. A roll of a 12 always
succeeds no mater the modifiers, except weapons systems automatically lock
themselves out at a 13 or higher to hit. SCORING OF THE TOURNAMENT 1. Each
Mech is worth its Battle Value in points.
When you kill a Mech, everyone who had a hand in damaging that
particular Mech gets an equal share in the Mech's Battle Value in points, and
the Warrior who brought it down, gets an additional 100 points. If it brought itself down (from falling,
over heating, etc.), the last Warrior to hit it gets the bonus 100 points. 2. Loosing
your Mech: If you loose your Mech to an opponent in honorable combat, nothing
is lost from your score. If you loose
your Mech to friendly fire, the attacking friendly Mech looses your BV from his
score. If your Mech becomes disabled
for any other reason, you lose half the BV of your Mech from your score (except
for blowing your MASC roll, see below).
You may also eject at any time, loosing half the BV of your Mech from
your score unless the Referee declares your Mech is "dead". You can eject out of a Mech as per the
rules. You can not pop the hatch and
leave your Mech for this game. If your
Mech "Freezes" because you failed your MASC roll, you may bring in
your Mech again, after being out 1 full turn with no penalty to your score. 3. Game
play continues until time is up. Once
the Judges call time no more scoring takes place. At the end of battle, all remaining Battle Value of Mechs that
have seen combat, are awarded to their players as a bonus. 4. The
winner of each session is the person with the highest score. 5. 1st-6th
place winners of Sessions 1 are eligible to play for the
Championship in the 2nd session. Which
will be fought as a double elimination duels.HOUSE
RULES USED AT RADCON