T³ - TableTop Turniere
Willkommen Gast. Bitte einloggen oder registrieren.
  

Anmelden mit Nickname/E-Mail und Passwort (Passwort vergessen?).
Dreadaxe Corp.
Folge uns:facebooktwitterrss | supportKontakt

1. Solaris VII Stable Challenge - Informationen und Regeln

Englisch version down below!

1. Solaris VII Stable Challenge

Inhalt
1 Erstellung der Streitkraft
1.1 Sondermunition
1.2 Simultaneous Movement
1.2.1 Piloting Skill Rolls in der Bewegung
2 Duelle
2.1 Zeitbegrenzung
2.2 Karte
3 Duellkategorien
4 Bepunktung der Duelle
5 Regelgrundlage und Zusatzregeln
6 Preise
7 Organisatorisches
7.1 Verspätungen
7.2 Einheitenbögen
7.3 Zeitlicher Rahmen
8 Zusatzregeln aus dem Tactical Operations – Advanced Rules
8.1 Taking Damage
8.2 Advanced Determining Critical Hits
8.3 Floating Critical Rule
8.4 Partial Cover
8.4.1 Expanded Partial Cover
8.4.2 Taking Cover
8.5 Active Probes
8.5.1 Hidden Units (Expanded)
8.5.2 Targeting
8.6 ECM Suites
8.6.1 ECCM
8.7 Rapid-Fire Mode 1
9 Zusatzregeln aus dem BattleMech Manual
9.1 Enhanced Flamers


1 Erstellung der Streitkraft
Jeder Spieler erstellt einen Roster von sechs Mechs, welche nacheinander in Duellen gegen andere Spieler antreten müssen. Für jede Duellrunde gelten verschiedene Einschränkungen für die Mechs, welche eingehalten werden müssen. Alle Piloten starten mit einem Skill von Gunnery 3, Piloting 4.
Sollte die BV der beiden Mechs in einem Duell unterschiedlich sein, so darf der Piloting Skill des günstigeren Duellanten verbessert werden. Sollte danach die BV immer noch niedriger sein, so darf auch der Gunnery Skill verbessert werden. Dieses Verfahren wird so lang wiederholt, bis die BV nach der Verbesserung höher ist als die des Gegners, oder bis der Pilot einen Skill von Gunnery 0, Piloting 0 hat.
Um eine Einheit spielen zu können müsst ihr das Modell besitzen und bemalt haben. Dabei reicht es für einen Highlander IIC, wenn ihr z.B. das normale Highlander Modell besitzt.
Das Duell findet im Jahr 3080 statt, es sind alle Einheiten zugelassen, welche als Rules Level „Standard“ oder „Intro“ in der Master Unit List eingetragen haben. Der Spieler muss sich darüber hinaus für eine Fraktion entscheiden, auf dessen Mechs er zugreifen möchte. Es sind alle Fraktionen zugelassen, welche in der Master Unit List in der Ära des „Jihad“ angezeigt werden, mit Ausnahme der unter der Kategorie „Other“ (Extinct, Solaris 7, Unique) http://masterunitlist.info/Era/Details/14/jihad.
Ebenfalls nicht zugelassen sind namenhafte Mechs, wie zum Beispiel der „Wolfhound (Lucian Finn)“.
1.1 Sondermunition
Alle Sondermunition, welche im TW abgebildet ist, darf verwendet werden. Dabei wird die Munition vor dem Turnier festgelegt, und kann dann nichtmehr verändert werden.
1.2 Simultaneous Movement
Während des gesamten Turnieres gilt die Simultaneous Movement Regel! Das bedeutet beide Spieler schreiben verdeckt ihre Bewegung auf, und decken ihre Bewegung gleichzeitig auf. Auf einseitigen Wunsch hin können die Spieler die Bewegung des Gegnerischen Mechs durchführen, um das aufgeschriebene des Gegners zu kontrollieren. Sollte ein Movement nicht möglich sein, so wird die Bewegung an dem Punkt abgebrochen.
Die Bewegung kann so wie im TO – AR beschrieben aufgeschrieben werden. Es reicht aber auch, wenn nur Drehungen sowie Vor- und Rückwärts aufgeschrieben wird. Stehe ich also direkt vor einem Lvl 2 Hügel und bin selbst auf Lvl 0, und schreibe 1xF (oder nur F) und 1xR (oder nur R) auf, so bewege ich mich ein Feld vor, 2 Lvl. Hoch, und drehe mich ein Feld nach rechts für 4 MP.
Für einen Sprung reicht das Feld in dem gelandet werden soll, zusammen mit der Richtung in die geschaut wird. Zum Beispiel: J 2610, Face 2609.
1.2.1 Piloting Skill Rolls in der Bewegung
Sollte ein oder mehrere PSR‘s während der Bewegung nötig sein, so dürfen diese vom Spieler geworfen werden, bevor das Movement dem Gegner offenbart wird. Sollte ein Wurf misslingen, so darf der Spieler seine Bewegung von diesem Punkt an nochmal ändern. Sollte die Zeit für die Bewegung bereits abgelaufen sein, so erhält der Spieler eine weitere Minute Zeit seine Bewegung zu ändern. Sollten dabei weitere PSR’s nötig werden so müssen diese auch gewürfelt werden.
2 Duelle
Es werden insgesamt sechs Duelle gespielt, wobei ein Duell eine Länge von 20 Runden nicht überschreiten kann.
2.1 Zeitbegrenzung
Jede Movement Phase darf eine maximale Länge von zwei Minuten nicht überschreiten.
Jede Feuerphase darf eine Länge von einer Minute nicht überschreiten, wobei das Würfeln nicht zu der Minute zählt. Das Feuer wird verdeckt aufgeschrieben.
Läuft die Zeit ab bevor einer der Spieler seine Bewegung oder seinen Beschuss fertig aufgeschrieben hat, so kann er entscheiden nichts zu tun, oder das bis zu dem Punkt aufgeschriebene durchzuführen.
2.2 Karte
An jedem Tisch stehen drei Karten zur Verfügung. Der Spieler mit der geringeren BV darf sich entscheiden eine der Karten aus dem Pool zu entfernen. Der Spieler mit der höheren BV darf sich dann eine der verbliebenden Karten aussuchen auf der gespielt werden soll. Der Spieler, der sich nicht die Karte ausgesucht hat darf dann die Seiten bestimmen, über die er das Schlachtfeld betritt. Der Gegner betritt das Schlachtfeld dann über die gegenüber liegende Kannte.
Der Spieler mit der geringeren BV darf dabei entscheiden die Rollen der beiden Spieler bei der Kartenauswahl zu tauschen.
3 Duellkategorien
Es werden sechs Duelle in verschiedenen Kategorien gespielt.
• 15 bis 35 Tonnen
• 40 bis 55 Tonnen
• 40 bis 55 Tonnen, no Jump Jets allowed
• 60 bis 75 Tonnen
• 60 bis 75 Tonnen, no Jump Jets allowed
• 80 bis 100 Tonnen

4 Bepunktung der Duelle
Die Bepunktung der Duelle verläuft wie folgt:
Gegnerischer Mech vernichtet 3 Punkte
Gegnerischer und eigener Mech vernichtet 2 Punkte
Eigener Mech vernichtet, gegnerischer Mech hat Crippling Damage 1 Punkte
Eigener und Gegnerischer Mech haben Crippling Damage 1 Punkte
Eigener und Gegnerischer Mech haben kein Crippling Damage 0 Punkte
Weniger/Gleichviele „Punkte“ Pulswaffen als der Gegner 1 Punkt
Weniger/Gleichviele „Punkte“ Präzisionsmunition als der Gegner 1 Punkt
Mech mit mindestens einer Tonne Munition eingesetzt 1 Punkt

Die Bepunktung für Pulswaffen bzw. Präzisionsmunition läuft wie folgt ab:
Large Pulse Laser 4 Punkte
Medium Pulse Laser 3 Punkte
Small Pulse Laser 2 Punkte
Micro Pulse Laser 1 Punkt
Clan Pulse Laser (zusätzlich) 1 Punkt
AC/20 Präzisionsmunition (pro Tonne) 4 Punkte
AC/10 Präzisionsmunition (pro Tonne) 3 Punkte
AC/5 und AC/2 Präzisionsmunition (pro Tonne) 2 Punkt

Das Turnier gewonnen hat am Ende der Spieler mit den meisten Punkten. Bei einem Unentschieden wird die Platzierung der Spieler wie folgt ermittelt (Priorität von a. absteigend)
a) Mehr Mechs vernichtet
b) Mehr Mechs Crippling Damage zugefügt
c) Direkter Vergleich
d) Weniger „Pulswaffen Punkte“ in der Gesamtliste
e) Wenig „Präzisionsmunitions Punkte“ in der Gesamtliste
f) Weniger unbemalte Modelle genutzt
g) Münzwurf
5 Regelgrundlage und Zusatzregeln
Als Grundlage dienen die Regeln welche im derzeit aktuellen Total Warfare (nachfolgend TW) beschrieben sind. Ein paar Regeln aus dem BattleMech Manual (nachfolgend BM) und dem Tactical Operations – Advanced Rules / Advanced Equipment (nachfolgen TO – AR / AE) werden ebenfalls genutzt. Im Anhang befindet sich der komplette Zusatzregel Katalog, welcher genutzt wird.
6 Preise
Am Ende des Turniers werden an alle teilnehmenden Spieler Lose verteilt. Jeder Spieler erhält ein Los. Der Spieler mit den meisten Punkten am Ende des Tages erhält drei Lose extra, der zweite Platz zwei Lose und der dritte Platz ein Los extra. Zusätzlich erhält der Spieler mit der besten Bemalung einen Preis.
Alle Lose werden in einen Topf geschmissen. Danach wird gezogen, wer ggf. den ersten, zweiten und dritten Preis erhält. Höhe, Art und Anzahl ist abhängig von der Spielerzahl und wird am Turniertag bekannt gegeben. Sobald ein Spieler gezogen wurde, verfallen alle weiteren Lose des Spielers.
7 Organisatorisches
7.1 Verspätungen
Sollte ein Spieler später ankommen als 10:30, so ist dies unverzüglich über den Discord oder über einen Anruf im Top Tables zu kommunizieren. Erscheint ein Spieler später als 10:30 ohne vorherige Ansage so wird dieser Spieler aus dem Turnier ausgeschlossen.
7.2 Einheitenbögen
Die Einheitenbögen dürfen ausfolgenden Quellen stammen:
• Offizielle Record Sheets von Catalyst
• Ausdrucke von MegaMekLab
• Ausdrucke der Mechfactory
• Ausdrucke von FlechsSheets
• Von mir genehmigte Ausnahmen auf Nachfrage
Die Bögen müssen ausgedruckt, und nicht digital vorliegen.

7.3 Zeitlicher Rahmen
Der Zeitliche Rahmen ist selbstverständlich (und leider) nicht in Stein gemeißelt. Es wird so gut es geht versucht diesen, und vor allem die Enduhrzeit um 19:30 einzuhalten.
10:00 – 10:30 Begrüßung
10:30 – 11:30 Duell 1
11:30 – 11:45 Pause
11:45 – 12:45 Duell 2
12:45 – 13:45 Pause
13:45 – 14:45 Duell 3
14:45 – 15:00 Pause
15:00 – 16:00 Duell 4
16:00 – 16:45 Pause
16:45 – 17:45 Duell 5
17:45 – 18:00 Pause
18:00 – 19:00 Duell 6
19:00 – 19:30 Siegerehrung


8 Zusatzregeln aus dem Tactical Operations – Advanced Rules
8.1 Taking Damage
Any time a ’Mech takes 20 or more Damage Points in a single phase; its controlling player must make a Piloting Skill Roll to keep the ’Mech from falling. The roll receives a modifier based on the number of Damage Points taken during the phase and the ’Mech’s weight class, as noted in the Taking Damage Weight Class PSR Modifiers Table. For every 20 Damage Points a unit takes, it receives a +1 modifier. For example, a unit that takes 40 to 59 Damage Points receives a +2 modifier, a unit that takes 60 to 79 Damage Points receives a +3 modifier, and so on. ’Mechs that are Hull Down (see p. 19) are not affected by this rule.
Weight Class Physical Attack Modifiers: Note that the Taking Damage Weight Class PSR Modifiers are different than the Weight Class Physical Attack Modifiers (see p. 86); the latter applies to modifiers added to physical attack die rolls, while the former applies to modifiers added to the Piloting Skill Roll to avoid falling after taking damage (i.e. for taking more than 20 points of damage, for being kicked and so on).
A 50-ton medium ’Mech with TSM (running hot) and a Piloting Skill of 5, after running in the turn, is making a kicking attack against an assault ’Mech that moved 5 hexes. The modified To-Hit Number is 6 [5 (Piloting Skill Rating) –2 (Kicking modifier) –1 (Medium weight class modifier from the Weight Class Physical Attack Modifiers Table) +2 (attacker movement modifier) +2 (target movement modifier) = 6]. The roll is a success, and after determining the location, 20 points of damage is applied to the assault ’Mech’s right leg. The Piloting Skill of the assault ’Mech is 5 as well, leaving that unit’s player to make two Piloting Skill Rolls (one for taking 20 points of damage and one for being kicked) against a modified Target Number of 4 [5 (Piloting Skill Rating) + 1 (20 points of damage), –2 (Assault weight class modifier from the Taking Damage Weight Class PSR Modifiers Table) = 4]
8.2 Advanced Determining Critical Hits
In place of the standard rules for determining critical hits (see Critical Damage, p. 123, TW), use the following rules. Every time the internal structure of a ’Mech takes damage from an attack (not from falls, ammo explosions, or other sources), roll 2D6 and add a modifier based on the Damage Value grouping of the hit, as shown on the Advanced Determining Critical Hits Table, and then compare the die roll result to that same table. On a result of 9 or higher, the target unit takes critical damage. The Damage Value grouping modifier does not take into account the weapon’s overall Damage Value (or Attack Value), but only the Damage Value grouping as it applies to the ’Mech. Furthermore, it doesn’t matter how much internal structure was damaged, just that it was in fact damaged. For example, a HAG 40 has a Damage Value of 40 points, but since all its damage is applied in groupings of 5 points (or less), at most any potential critical damage by a HAG would never apply a modifier to the die roll result. An AC/20, however, has a Damage Value grouping of 20, and so would apply a +3 modifier when determining a critical hit (again, regardless of how much internal structure was actually damaged by the attack). Use all other standard rules (see Critical Damage, p. 123, TW) for determining the specific locations of critical hits rolled.
Aerospace Units Vs. Ground Units: Due to the abstract nature of certain weapons when mounted on aerospace fighters, the ability of a fighter to deal devastating damage to ground units is significantly increased. If players wish to keep this increased level of lethality for their fighters, they can feel free to do so. However, if that increased lethality is not desired, then when using aerospace units vs. ground units, use the standard rules for determining critical hits.
8.3 Floating Critical Rule
Under standard rules, when the possibility of a critical hit arises by rolling a 2 on the ’Mech Hit Location Table, any criti cal hits are applied to the location initially rolled (center, right or left torso, depending on the attack direction). This chance for a critical hit represents the possibility of a lucky shot penetrating a chink in the ’Mech’s armor and striking a vital internal component. As it is logical to assume that such lucky shots can strike areas of the ’Mech other than the torso, the following rule allows a possible critical hit to affect any area of the ’Mech. This rule applies only to ’Mech hit locations. When a player rolls a 2 on the Hit Location Table, ignore the Torso hit location. Instead, roll the dice a second time to determine where the shot actually hits. If another 2 is rolled, that result indicates the shot struck the appropriate torso location. It does not indicate another possible critical hit. If the result is other than 2, the shot strikes the appropriate hit location. Mark off armor for that location and roll once on the Determining Critical Hits Table to see if any critical hits were inflicted on that area. Partial Cover: If the target of the attack has partial cover and a leg location is rolled after the 2 result is first rolled, re-roll until a non-leg location is rolled.
8.4 Partial Cover
The following rules expand on partial cover. Like other advanced rules, they increase realism at the expense of simplicity.
8.4.1 Expanded Partial Cover
Expanded partial cover allows a unit to have 1/4 cover, 3/4 cover and vertical cover in addition to the horizontal partial cover permitted under standard rules. If the line of sight for an attack passes directly through the line between two hexes, the target normally chooses the attack direction. Under the expanded partial cover rules, the attack enters the target hex through the corner, and levels in either hex may provide partial cover to the target. If both hexes adjacent to the line of sight and the target are one level higher than the level of the underlying hex the target occupies, the terrain provides standard partial cover. If one hex’s level is equal to the level of the underlying hex the target occupies and one hex is one level higher than the level of the underlying hex the target occupies, the target has 1/4 cover. An attack against such a target has no partial-cover modifier. If the hit location roll result indicates a leg hit on the covered side, the shot hits the cover rather than the ’Mech. If one hex’s level is equal to the level of the underlying hex the target occupies and one hex is equal to the level of the target, the target is in vertical cover. The partial-cover modifier is the standard +1, and any hit locations rolled against the covered side (arm, leg, or torso, but not center torso or head) strike the cover. If one hex is one level higher than the level of the underlying hex the target occupies and one hex is equal to the level of the target, the target has 3/4 cover. The partial-cover modifier is the standard +1 and any hits on the legs or the covered side strike the cover.
If the attacker is at a higher level than the target,1/4 and horizontal cover do not apply unless the target is actually taking cover (see Taking Cover, p. 86). A target can use vertical cover as long as the attacker is not higher than the terrain that provides it. Three-quarter cover is considered vertical cover if the attacker is higher than the target; if the attacker is higher than the hex providing 3/4 cover, such cover does not apply.

In the Expanded Partial Cover Diagram, the ’Mech in Hex A on the City (Skyscraper) map is under attack by three other ’Mechs. The ’Mech in Hex B is attacking against 1/4 cover, as the building in Hex C is Level 1 and Hex D is Level 0. Any shots by the Hex B ’Mech that result in a right-leg hit location miss the target ’Mech and strike the covering building instead. The ’Mech in Hex E is attacking against 3/4 cover, because the building in Hex F is equal in height to the ’Mech in Hex A and the building in Hex C provides partial cover to the target ’Mech. Hits on the right leg, arm or torso will hit the building in Hex F, while hits on the left leg will hit the building in Hex C. The ’Mech in Hex G is on a Level 3 building, making it Level 5. Though it is higher than the building in Hex F, the target is equal in height and adjacent to the building in Hex F and so the ’Mech in Hex G must still attack against vertical cover on the target’s right side. Such cover does not protect the target on the bottom left side, however, as the Hex G ’Mech is high enough to shoot over the Level 1 building in Hex C.
8.4.2 Taking Cover
A ’Mech can move to the edge of the hex it is occupying to actively “take cover,” gaining partial cover through a single chosen hexside regardless of the attacker’s level. Naturally, the hex behind which the target takes cover must be half the level of the ’Mech—that is, one level higher than the underlying terrain in the hex in which the ’Mech is standing. The hexside must be chosen at the beginning of the Weapon Attack Phase, and a unit taking cover may not torso twist.
Reversing Arm: A ’Mech that is taking cover can reverse its arms.
8.5 Active Probes
Active probes are primarily used to locate hidden units on the battlefield—battle armor as well as ’Mechs and vehicles. Active probes cannot detect hidden unarmoured infantry.
8.5.1 Hidden Units (Expanded)
In standard-rules play, the player determines if any enemy units lie within the detection radius of an active probe after the unit has finished moving (see p. 129, TW). As an optional rule, the effect radius can be active throughout the unit’s entire movement. This allows a probe-equipped unit to detect hidden units along its movement path, whereas the standard rules can result in a probe passing a hidden unit without detecting it.
8.5.2 Targeting
Another optional rule allows active probes to aid in tar geting enemy units within the probe’s range. If the target is within the probe’s range and line of sight exists to the target, reduce the total to-hit modifier for firing through and into woods/jungles by 1 (that is, reduce the total woods/jungles modifier by 1, regardless of the number of woods/jungle hexes involved. This bonus applies only to the unit with the Probe, unless that unit is part of a C3 network, in which case the bonus is passed along to other units in that network.
8.6 ECM Suites
The rules below expand on the use of ECM suites.
8.6.1 ECCM
An ECM Suite (including infantry ECM) can be tuned to act as electronic counter-countermeasures (ECCM) in order to negate enemy ECM systems. The ECM loses its normal functions when used in this way. The player must announce the switch to ECCM in the End Phase of any turn or may set the suite for ECCM at the start of the scenario. In either case, note the change on the record sheet of the unit in question. While the ECCM suite is active, the electronic countermeasures of an enemy unit within the ECCM’s radius will not work. Also, any LOS traced through a hex that is encompassed by both ECM and ECCM will be unaffected by the ECM, even if the actual unit carrying the ECM suite is outside the ECCM bubble. If multiple units equipped with both ECM and ECCM are on the map, the interaction between the two types of electronics systems becomes complicated, because multiple ECM suites operating in the same area can counter an enemy’s ECCM (see the ECCM Diagram below). One ECCM suite can counter one ECM suite. If the amount of friendly ECCM in a hex is equal to or greater than the enemy ECM in that hex, ECM does not function in that hex. Angel ECM may only be countered by Angel ECCM; standard (Guardian) ECCM does not interfere with Angel ECM in any way. Similarly, one Angel ECCM can counter any amount of non-Angel ECM. Alternatively, the player may elect to operate his Angel ECM Suite as if it were two standard ECM Suites, losing the additional jamming abilities of the Angel Suite but gaining the ability to operate ECM and ECCM simultaneously. As with the choice to operate an ECM suite in ECCM mode, the decision to operate an Angel Suite as two standard suites must be made in the End Phase of the preceding turn.
ECM Pod: The iNarc ECM Pod (see p. 141, TW) can also be used to generate an ECCM field. Each time a player fires an ECM Pod, he declares whether it is a standard ECM Pod or an ECCM Pod.
Communications Equipment: Communications equipment (see p. 212, TM) can be used to generate an ECCM field with the same area of effect as an Inner Sphere Guardian ECM Suite. Any unit that mounts 3 to 6 tons of communications equipment equals half of an ECM suite when generating an ECCM field. If the unit mounts 7 or more tons of communications equipment, it equals 1 ECM suite when generating an ECCM. Any time communications equipment is used to generate an ECCM field, all other bonus modifiers are lost.
Stealth Armor: Though a unit with Stealth Armor requires an active ECM suite to operate, this ECM cannot be used to create ECM or ECCM fields while the Stealth Armor is active. If the unit mounts an Angel ECM Suite, it may be used to both power the Stealth Armor and produce an ECCM field; however, this will result in just the ECCM field being active, with all effects from the Stealth Armor lost except for the 10 heat generated. ECCM fields have no effect on Stealth Armor.
8.7 Rapid-Fire Mode
A machine gun may be modified to fire at a much higher rate than normal, chewing up huge amounts of ammunition but significantly increasing the weapon’s damage potential. The controlling player must mark any machine guns to be used in rapid-fire mode on the record sheet at the beginning of the game, and the weapons must be rapid-fired for the entire game. Each time the weapon is rapid-fired, roll 1D6 to determine the heat generated. This number also becomes the damage inflicted by the weapon if it hits (it is possible for a burst to inflict only 1 point of damage). Each rapid-fire burst uses a number of rounds equal to the damage rolled below (whether it hit or not) x 3. Rapid-fire machine guns do not inflict increased damage on conventional infantry. Conventional infantry may not use Rapid Fire mode. Battle Armor may use this rule and roll for each active trooper firing an MG separately.
Light and Heavy Machine Guns: For light machine guns, the damage and heat is 1D6 –1 (to a minimum of 1); for heavy machine guns the damage and heat is 1D6 +1.
Machine Gun Array: Machine Guns cannot be fired in rapid fire mode when fired as part of a Machine Gun Array (see p. 137, TW); for Machine Guns in an array to use rapid-fire mode, the Machine Gun Array must be shut off before the game begins, and left off throughout.
9 Zusatzregeln aus dem BattleMech Manual
9.1 Enhanced Flamers
If using this optional rule, whenever a (Mech)flamer of any kind is fired at a target that tracks heat (such as a ’Mech), instead of choosing whether to deal heat or damage to the target, a hit applies both.

- - -

1. Solaris VII Stable Challenge

Table of Contents
1 Creation of the Battleforce
1.1 Special Ammunition
1.2 Simultaneous Movement
1.2.1 Piloting Skill Rolls while moving
2 Duels
2.1 Time Limit
2.2 Map
3 Duel Categories
4 Scoring of Duels
5 Rule Basics and Additional Rules
6 Prizes
7 Organizational Details
7.1 Delays
7.2 Record Sheets
7.3 Time Schedule
8 Additional Rules from the Tactical Operations – Advanced Rules
8.1 Taking Damage
8.2 Advanced Determining Critical Hits
8.3 Floating Critical Rule
8.4 Partial Cover
8.4.1 Expanded Partial Cover
8.4.2 Taking Cover
8.5 Active Probes
8.5.1 Hidden Units (Expanded)
8.5.2 Targeting
8.6 ECM Suites
8.6.1 ECCM
8.7 Rapid-Fire Mode
9 Additional Rules from the BattleMech Manual
9.1 Enhanced Flamers


1 Creation of the Battleforce
Each player creates a roster of six Mechs, which will compete in duels against other players. For each duel round, there are various restrictions for the Mechs that must be adhered to. All pilots start with a Gunnery skill of 3 and a Piloting skill of 4.
If the BV (Battle Value) of the two Mechs in a duel is different, the Piloting skill of the cheaper Mech can be improved. If after this the BV is still lower, the Gunnery skill may also be improved. This process is repeated until the BV is higher than that of the opponent, or until the pilot reaches Gunnery 0 and Piloting 0.
In order to play a unit, you must own and have painted the model. For a Highlander IIC, for example, owning the regular Highlander model is sufficient.
The duel takes place in the year 3080, and all units listed as "Standard" or "Intro" in the Master Unit List are allowed. The player must also choose a faction whose Mechs they want to access. All factions listed in the "Jihad" era of the Master Unit List are allowed, except those under the "Other" category (Extinct, Solaris 7, Unique) http://masterunitlist.info/Era/Details/14/jihad.
Not allowed are named Mechs, such as the "Wolfhound (Lucian Finn)”.
1.1 Special Ammunition
All special ammunition depicted in TW (Total Warfare) may be used. This ammunition is determined before the tournament and cannot be changed afterward.
1.2 Simultaneous Movement
The Simultaneous Movement rule applies throughout the entire tournament! This means both players secretly write down their movement and reveal it simultaneously. Upon request, players can perform the movement of the opponent's Mech to verify their recorded movement. If a movement is not possible, the movement is aborted at that point.
Movement can be written down as described in TO – AR (Tactical Operations – Advanced Rules). However, it is also sufficient to only record turns and forward/backward movements. For example, if I stand directly in front of a Level 2 hill and am on Level 0 and write 1xF (or just F) and 1xR (or just R), I move one field forward, two levels up, and turn one field to the right for 4 MP.
For a jump, simply write the field in which you land, along with the direction you are facing. For example: J 2610, Face 2609.
1.2.1 Piloting Skill Rolls while moving
If one or more Piloting Skill Rolls (PSRs) are required during movement, they can be rolled by the player before revealing the movement to the opponent. If the roll fails, the player may change their movement from that point onward. If the time for movement has already expired, the player receives one more minute to change their movement. If further PSRs are needed, they must also be rolled.
2 Duels
A total of six duels will be played, with each duel not exceeding 20 rounds.
2.1 Time Limit
Each Movement Phase cannot exceed a maximum of two minutes.
Each Combat Phase cannot exceed one minute, with the rolling of dice not counting toward this minute. The combat is secretly recorded.
If the time runs out before a player has finished recording their movement or fire, they may choose to do nothing or execute the recorded actions up to that point.
2.2 Map
There are three maps available at each table. The player with the lower BV may choose to remove one of the maps from the pool. The player with the higher BV then selects one of the remaining maps to play on. The player who did not choose the map decides which side of the map they will enter the battlefield from. The opponent enters from the opposite side.
The player with the lower BV may choose to switch roles with the opponent during the map selection process.
3 Duel Categories
Six duels are played in different categories:
• 15 to 35 tons
• 40 to 55 tons
• 40 to 55 tons, no Jump Jets allowed
• 60 to 75 tons
• 60 to 75 tons, no Jump Jets allowed
• 80 to 100 tons

4 Scoring of Duels
Die Bepointung der Duelle verläuft wie folgt:
Enemy Mech destroyed 3 Points
Both Mechs destroyed 2 Points
Own Mech destroyed; enemy Mech has Crippling Damage 1 Points
Both Mechs have Crippling Damage 1 Points
Both Mechs have no Crippling Damage 0 Points
Less or equal „Points“ Pulse weapons as opponent 1 Point
Less or equal „Points“ Precision Ammunition as opponent 1 Point
Mech has at least one ton of ammo 1 Point

The scoring for Pulse Weapons and Precision Ammunition is as follows:
Large Pulse Laser 4 Points
Medium Pulse Laser 3 Points
Small Pulse Laser 2 Points
Micro Pulse Laser 1 Point
Clan Pulse Laser (additional) 1 Point
AC/20 Precision Ammunition (per ton) 4 Points
AC/10 Precision Ammunition (per ton) 3 Points
AC/5 and AC/2 Precision Ammunition (per ton) 2 Point

The player with the most points at the end of the tournament wins. In case of a tie, the ranking is determined as follows (priority from a descending):
a) More Mechs destroyed
b) More Crippling Damage inflicted on Mechs
c) Direct comparison
d) Fewer "Pulse Weapon points" in total list
e) Fewer "Precision Ammunition points" in total list
f) Fewer unpainted models used
g) Coin toss
5 Rule Basics and Additional Rules
The rules used are those described in the current Total Warfare (TW). Some rules from the BattleMech Manual (BM) and Tactical Operations – Advanced Rules / Advanced Equipment (TO – AR / AE) are also used. The complete list of additional rules can be found in the appendix.
6 Prizes
At the end of the tournament, all participating players will receive a ticket. Each player receives one ticket. The player with the most points at the end of the day receives three additional tickets, the second place gets two additional tickets, and the third place receives one extra ticket. Additionally, the player with the best paint job will receive a prize.
All tickets will be placed into a pot. Afterward, a draw will determine who receives the first, second, and third prizes. The height, type, and number of prizes depend on the number of players and will be announced on the tournament day. Once a player is drawn, all other tickets of that player become void.
7 Organizational Details
7.1 Delays
If a player arrives later than 10:30 AM, they must immediately communicate this via Discord or by calling the Top Tables. If a player arrives later than 10:30 AM without prior notice, they will be excluded from the tournament.
7.2 Record Sheets
Record Sheets must originate from the following sources:
• Official Record Sheets from Catalyst
• Prints from MegaMekLab
• Prints from Mechfactory
• Prints from FlechsSheets
The Record Sheets must be printed out!

7.3 Time Schedule
The time schedule is of course (and unfortunately) not set in stone. It will be attempted to keep to it as much as possible, especially aiming for the end time at 19:30 PM.
10:00 – 10:30 Greeting
10:30 – 11:30 Duel 1
11:30 – 11:45 Break
11:45 – 12:45 Duel 2
12:45 – 13:45 Break
13:45 – 14:45 Duel 3
14:45 – 15:00 Break
15:00 – 16:00 Duel 4
16:00 – 16:45 Break
16:45 – 17:45 Duel 5
17:45 – 18:00 Break
18:00 – 19:00 Duel 6
19:00 – 19:30 Awards Ceremony


8 Additional Rules from the Tactical Operations – Advanced Rules
8.1 Taking Damage
Any time a ’Mech takes 20 or more Damage Points in a single phase; its controlling player must make a Piloting Skill Roll to keep the ’Mech from falling. The roll receives a modifier based on the number of Damage Points taken during the phase and the ’Mech’s weight class, as noted in the Taking Damage Weight Class PSR Modifiers Table. For every 20 Damage Points a unit takes, it receives a +1 modifier. For example, a unit that takes 40 to 59 Damage Points receives a +2 modifier, a unit that takes 60 to 79 Damage Points receives a +3 modifier, and so on. ’Mechs that are Hull Down (see p. 19) are not affected by this rule.
Weight Class Physical Attack Modifiers: Note that the Taking Damage Weight Class PSR Modifiers are different than the Weight Class Physical Attack Modifiers (see p. 86); the latter applies to modifiers added to physical attack die rolls, while the former applies to modifiers added to the Piloting Skill Roll to avoid falling after taking damage (i.e. for taking more than 20 points of damage, for being kicked and so on).
A 50-ton medium ’Mech with TSM (running hot) and a Piloting Skill of 5, after running in the turn, is making a kicking attack against an assault ’Mech that moved 5 hexes. The modified To-Hit Number is 6 [5 (Piloting Skill Rating) –2 (Kicking modifier) –1 (Medium weight class modifier from the Weight Class Physical Attack Modifiers Table) +2 (attacker movement modifier) +2 (target movement modifier) = 6]. The roll is a success, and after determining the location, 20 points of damage is applied to the assault ’Mech’s right leg. The Piloting Skill of the assault ’Mech is 5 as well, leaving that unit’s player to make two Piloting Skill Rolls (one for taking 20 points of damage and one for being kicked) against a modified Target Number of 4 [5 (Piloting Skill Rating) + 1 (20 points of damage), –2 (Assault weight class modifier from the Taking Damage Weight Class PSR Modifiers Table) = 4]
8.2 Advanced Determining Critical Hits
In place of the standard rules for determining critical hits (see Critical Damage, p. 123, TW), use the following rules. Every time the internal structure of a ’Mech takes damage from an attack (not from falls, ammo explosions, or other sources), roll 2D6 and add a modifier based on the Damage Value grouping of the hit, as shown on the Advanced Determining Critical Hits Table, and then compare the die roll result to that same table. On a result of 9 or higher, the target unit takes critical damage. The Damage Value grouping modifier does not take into account the weapon’s overall Damage Value (or Attack Value), but only the Damage Value grouping as it applies to the ’Mech. Furthermore, it doesn’t matter how much internal structure was damaged, just that it was in fact damaged. For example, a HAG 40 has a Damage Value of 40 points, but since all its damage is applied in groupings of 5 points (or less), at most any potential critical damage by a HAG would never apply a modifier to the die roll result. An AC/20, however, has a Damage Value grouping of 20, and so would apply a +3 modifier when determining a critical hit (again, regardless of how much internal structure was actually damaged by the attack). Use all other standard rules (see Critical Damage, p. 123, TW) for determining the specific locations of critical hits rolled.
Aerospace Units Vs. Ground Units: Due to the abstract nature of certain weapons when mounted on aerospace fighters, the ability of a fighter to deal devastating damage to ground units is significantly increased. If players wish to keep this increased level of lethality for their fighters, they can feel free to do so. However, if that increased lethality is not desired, then when using aerospace units vs. ground units, use the standard rules for determining critical hits.
8.3 Floating Critical Rule
Under standard rules, when the possibility of a critical hit arises by rolling a 2 on the ’Mech Hit Location Table, any criti cal hits are applied to the location initially rolled (center, right or left torso, depending on the attack direction). This chance for a critical hit represents the possibility of a lucky shot penetrating a chink in the ’Mech’s armor and striking a vital internal component. As it is logical to assume that such lucky shots can strike areas of the ’Mech other than the torso, the following rule allows a possible critical hit to affect any area of the ’Mech. This rule applies only to ’Mech hit locations. When a player rolls a 2 on the Hit Location Table, ignore the Torso hit location. Instead, roll the dice a second time to determine where the shot actually hits. If another 2 is rolled, that result indicates the shot struck the appropriate torso location. It does not indicate another possible critical hit. If the result is other than 2, the shot strikes the appropriate hit location. Mark off armor for that location and roll once on the Determining Critical Hits Table to see if any critical hits were inflicted on that area. Partial Cover: If the target of the attack has partial cover and a leg location is rolled after the 2 result is first rolled, re-roll until a non-leg location is rolled.
8.4 Partial Cover
The following rules expand on partial cover. Like other advanced rules, they increase realism at the expense of simplicity.
8.4.1 Expanded Partial Cover
Expanded partial cover allows a unit to have 1/4 cover, 3/4 cover and vertical cover in addition to the horizontal partial cover permitted under standard rules. If the line of sight for an attack passes directly through the line between two hexes, the target normally chooses the attack direction. Under the expanded partial cover rules, the attack enters the target hex through the corner, and levels in either hex may provide partial cover to the target. If both hexes adjacent to the line of sight and the target are one level higher than the level of the underlying hex the target occupies, the terrain provides standard partial cover. If one hex’s level is equal to the level of the underlying hex the target occupies and one hex is one level higher than the level of the underlying hex the target occupies, the target has 1/4 cover. An attack against such a target has no partial-cover modifier. If the hit location roll result indicates a leg hit on the covered side, the shot hits the cover rather than the ’Mech. If one hex’s level is equal to the level of the underlying hex the target occupies and one hex is equal to the level of the target, the target is in vertical cover. The partial-cover modifier is the standard +1, and any hit locations rolled against the covered side (arm, leg, or torso, but not center torso or head) strike the cover. If one hex is one level higher than the level of the underlying hex the target occupies and one hex is equal to the level of the target, the target has 3/4 cover. The partial-cover modifier is the standard +1 and any hits on the legs or the covered side strike the cover.
If the attacker is at a higher level than the target,1/4 and horizontal cover do not apply unless the target is actually taking cover (see Taking Cover, p. 86). A target can use vertical cover as long as the attacker is not higher than the terrain that provides it. Three-quarter cover is considered vertical cover if the attacker is higher than the target; if the attacker is higher than the hex providing 3/4 cover, such cover does not apply.

In the Expanded Partial Cover Diagram, the ’Mech in Hex A on the City (Skyscraper) map is under attack by three other ’Mechs. The ’Mech in Hex B is attacking against 1/4 cover, as the building in Hex C is Level 1 and Hex D is Level 0. Any shots by the Hex B ’Mech that result in a right-leg hit location miss the target ’Mech and strike the covering building instead. The ’Mech in Hex E is attacking against 3/4 cover, because the building in Hex F is equal in height to the ’Mech in Hex A and the building in Hex C provides partial cover to the target ’Mech. Hits on the right leg, arm or torso will hit the building in Hex F, while hits on the left leg will hit the building in Hex C. The ’Mech in Hex G is on a Level 3 building, making it Level 5. Though it is higher than the building in Hex F, the target is equal in height and adjacent to the building in Hex F and so the ’Mech in Hex G must still attack against vertical cover on the target’s right side. Such cover does not protect the target on the bottom left side, however, as the Hex G ’Mech is high enough to shoot over the Level 1 building in Hex C.
8.4.2 Taking Cover
A ’Mech can move to the edge of the hex it is occupying to actively “take cover,” gaining partial cover through a single chosen hexside regardless of the attacker’s level. Naturally, the hex behind which the target takes cover must be half the level of the ’Mech—that is, one level higher than the underlying terrain in the hex in which the ’Mech is standing. The hexside must be chosen at the beginning of the Weapon Attack Phase, and a unit taking cover may not torso twist.
Reversing Arm: A ’Mech that is taking cover can reverse its arms.
8.5 Active Probes
Active probes are primarily used to locate hidden units on the battlefield—battle armor as well as ’Mechs and vehicles. Active probes cannot detect hidden unarmoured infantry.
8.5.1 Hidden Units (Expanded)
In standard-rules play, the player determines if any enemy units lie within the detection radius of an active probe after the unit has finished moving (see p. 129, TW). As an optional rule, the effect radius can be active throughout the unit’s entire movement. This allows a probe-equipped unit to detect hidden units along its movement path, whereas the standard rules can result in a probe passing a hidden unit without detecting it.
8.5.2 Targeting
Another optional rule allows active probes to aid in tar geting enemy units within the probe’s range. If the target is within the probe’s range and line of sight exists to the target, reduce the total to-hit modifier for firing through and into woods/jungles by 1 (that is, reduce the total woods/jungles modifier by 1, regardless of the number of woods/jungle hexes involved. This bonus applies only to the unit with the Probe, unless that unit is part of a C3 network, in which case the bonus is passed along to other units in that network.
8.6 ECM Suites
The rules below expand on the use of ECM suites.
8.6.1 ECCM
An ECM Suite (including infantry ECM) can be tuned to act as electronic counter-countermeasures (ECCM) in order to negate enemy ECM systems. The ECM loses its normal functions when used in this way. The player must announce the switch to ECCM in the End Phase of any turn or may set the suite for ECCM at the start of the scenario. In either case, note the change on the record sheet of the unit in question. While the ECCM suite is active, the electronic countermeasures of an enemy unit within the ECCM’s radius will not work. Also, any LOS traced through a hex that is encompassed by both ECM and ECCM will be unaffected by the ECM, even if the actual unit carrying the ECM suite is outside the ECCM bubble. If multiple units equipped with both ECM and ECCM are on the map, the interaction between the two types of electronics systems becomes complicated, because multiple ECM suites operating in the same area can counter an enemy’s ECCM (see the ECCM Diagram below). One ECCM suite can counter one ECM suite. If the amount of friendly ECCM in a hex is equal to or greater than the enemy ECM in that hex, ECM does not function in that hex. Angel ECM may only be countered by Angel ECCM; standard (Guardian) ECCM does not interfere with Angel ECM in any way. Similarly, one Angel ECCM can counter any amount of non-Angel ECM. Alternatively, the player may elect to operate his Angel ECM Suite as if it were two standard ECM Suites, losing the additional jamming abilities of the Angel Suite but gaining the ability to operate ECM and ECCM simultaneously. As with the choice to operate an ECM suite in ECCM mode, the decision to operate an Angel Suite as two standard suites must be made in the End Phase of the preceding turn.
ECM Pod: The iNarc ECM Pod (see p. 141, TW) can also be used to generate an ECCM field. Each time a player fires an ECM Pod, he declares whether it is a standard ECM Pod or an ECCM Pod.
Communications Equipment: Communications equipment (see p. 212, TM) can be used to generate an ECCM field with the same area of effect as an Inner Sphere Guardian ECM Suite. Any unit that mounts 3 to 6 tons of communications equipment equals half of an ECM suite when generating an ECCM field. If the unit mounts 7 or more tons of communications equipment, it equals 1 ECM suite when generating an ECCM. Any time communications equipment is used to generate an ECCM field, all other bonus modifiers are lost.
Stealth Armor: Though a unit with Stealth Armor requires an active ECM suite to operate, this ECM cannot be used to create ECM or ECCM fields while the Stealth Armor is active. If the unit mounts an Angel ECM Suite, it may be used to both power the Stealth Armor and produce an ECCM field; however, this will result in just the ECCM field being active, with all effects from the Stealth Armor lost except for the 10 heat generated. ECCM fields have no effect on Stealth Armor.
8.7 Rapid-Fire Mode
A machine gun may be modified to fire at a much higher rate than normal, chewing up huge amounts of ammunition but significantly increasing the weapon’s damage potential. The controlling player must mark any machine guns to be used in rapid-fire mode on the record sheet at the beginning of the game, and the weapons must be rapid-fired for the entire game. Each time the weapon is rapid-fired, roll 1D6 to determine the heat generated. This number also becomes the damage inflicted by the weapon if it hits (it is possible for a burst to inflict only 1 point of damage). Each rapid-fire burst uses a number of rounds equal to the damage rolled below (whether it hit or not) x 3. Rapid-fire machine guns do not inflict increased damage on conventional infantry. Conventional infantry may not use Rapid Fire mode. Battle Armor may use this rule and roll for each active trooper firing an MG separately.
Light and Heavy Machine Guns: For light machine guns, the damage and heat is 1D6 –1 (to a minimum of 1); for heavy machine guns the damage and heat is 1D6 +1.
Machine Gun Array: Machine Guns cannot be fired in rapid fire mode when fired as part of a Machine Gun Array (see p. 137, TW); for Machine Guns in an array to use rapid-fire mode, the Machine Gun Array must be shut off before the game begins, and left off throughout.
9 Additional Rules from the BattleMech Manual
9.1 Enhanced Flamers
If using this optional rule, whenever a (Mech)flamer of any kind is fired at a target that tracks heat (such as a ’Mech), instead of choosing whether to deal heat or damage to the target, a hit applies both.

Hinweis: Für den Inhalt dieser Seite ist nicht T³, sondern der Turnierorganisator verantwortlich.
©2004-2025. T³ is operated by Althaus.IT.