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3. Kölner Auktionsturnier - Informationen und Regeln

3. Battletech Auktionsturnier im Top Tables

Inhalt
1 Grundliegendes
2 Regelgrundlage und Zusatzregeln
3 Ersteigerung der Armee
3.1 Mechs
3.2 Piloten
3.3 Eigene Mechs für den Pool
3.4 Munition
4 Missionen
4.1 Karten
5 Preise
6 Organisatorisches
6.1 Verspätungen
6.2 Mechbögen
6.3 Zeitlicher Rahmen
7 Zusatzregeln aus dem Tactical Operations – Advanced Rules
7.1 Taking Damage
7.2 Advanced Determining Critical Hits
7.3 Floating Critical Rule
7.4 Partial Cover
7.4.1 Expanded Partial Cover
7.4.2 Taking Cover
7.5 Active Probes
7.5.1 Hidden Units (Expanded)
7.5.2 Targeting
7.6 ECM Suites
7.6.1 ECCM
7.7 Rapid-Fire Mode
8 Zusatzregeln aus dem BattleMech Manual
8.1 Enhanced Flamers




1 Grundliegendes
Erneut gibt es ein Turnier der anderen Sorte! Ihr werdet keine Listen vor dem Turnier erstellen müssen, da ihr zu Beginn noch nicht wisst welche Einheiten ihr spielen werdet! Diese müssen nämlich erst einmal von euch ersteigert werden. Aus einem euch bis auf die Anzahl unbekannten Pool von Mechs könnt ihr am Morgen des Turniers nach und nach eure Gebote auf die Mechs abgeben, die Höchstbietende Person erhält dann die Einheit. Diesmal ist die Zeitschiene das Dark Age!
Modelle für die versteigerten Einheiten werden von der Orga gestellt, ihr könnt aber auch selbst vier bis fünf Mechs in den Pool geben! Voraussetzung dafür ist, dass diese bemalt sind, und ihr euch bereit erklärt, dass wenn jemand anderes den Mech ersteigert, dieses Modell zum Spielen frei zugeben. Welche Version des Mechs versteigert wird, wird jedoch von mir bestimmt, oder zufällig ermittelt.
Geben mindestens fünf Spieler Einheiten in den Pool wird eine Einheit als Best Painted bestimmt.
Jeder Spieler erklärt sich mit Antritt des Turniers bereit fremde Einheiten zu ersetzen oder wenn der Besitzer damit einverstanden ist instand zu setzen, sollten diese in seiner Obhut beschädigt werden. Es wird empfohlen besonders fragile Einheiten (meist 3d Druck) nicht in den Pool zu geben, da diese meist ein erhöhtes Bruchrisiko mit sich bringen.
2 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.
3 Ersteigerung der Armee
Mit der ersteigerten Armee werden alle 3 Spiele bestritten, lediglich die Piloten verbessern sich mit der Zeit. Zwischen den Missionen werden alle Mechs automatisch repariert, aufmunitioniert, und alle Piloten geheilt ,oder ausgetauscht mit einem gleichwertigem.
3.1 Mechs
Pro Spieler werden fünf Mechs in den Pool geworfen, hinzu kommen bis zu zehn weiteren Einheiten. Die Genaue Anzahl der Mechs ist also während der Auktion nicht bekannt. Gebote starten bei 20% des Mechpreises in C-Bills. Jeder Spieler erhält 25.000.000 C-Bills für die Versteigerung. Will niemand auf einen Mech bieten so wird dieser hintenangestellt, und in der 2. Runde für 10% des Preises versteigert. Bietet dann weiterhin niemand auf den Mech, so kommt dieser in die 3. Runde mit einem Startgebot von 100.000 C-Bills.
Als Preisgrundlage für alle Mechs dienen die Daten aus MegaMek.
3.2 Piloten
Alle Piloten beginnen mit Gunnery 4, Piloting 5. Vor Beginn des ersten Spiels, darf ein Pilot auf Veteran (Gunnery 3, Piloting 4) geupgradet werden. Dieser stellt dann auch den Kommandanten dar. Vor Beginn des 2. Spiels darf dann ein weiterer Pilot auf Veteran geupgradet werden, und vor Beginn des 3. Spiels dürfen entweder 2 Piloten auf Veteran oder ein Pilot auf Elite (Gunnery 2, Piloting 3) geupgradet werden. Wird ein Mech auf Elite geupgradet, so stellt dieser den neuen Kommandanten (wenn nicht der gleiche Mech wie vor Spiel 1 geupgradet wurde) dar.
3.3 Eigene Mechs für den Pool
Wollt ihr eigene Mechs in den Pool geben so ist dieses grundsätzlich gestattet, ihr wisst nur nicht welche Version des Mechs in die Auktion kommt. Ihr dürft vier oder fünf Mechs in den Pool geben, dürft dabei aber eine Tonnage von 250 Tonnen bei vier, und 300 Tonnen bei fünf Mechs nicht überschreiten. Bei Mechs mit Clantechnologie (nur wenn es keine IS Variante gibt) zählt die Tonnage 1,25 fach.
Die Liste der Mechs, die ihr mit in den Pool geben wollt, muss spätestens am 20.05.2024 um 20 Uhr bei mir via Discord oder per E-Mail (rick-engels@gmx.de) unter dem Betreff “Zweites Battletech Auktionsturnier – EUER NAME” eingegangen sein. Spätere abgaben können nichtmehr berücksichtigt werden.
3.4 Munition
Die Munition, mit der der Mech ersteigert wurde, darf nicht verändert oder vor dem Spiel abgeworfen werden. Munitionsabwurf ist erst ab Runde 4 erlaubt.
4 Missionen
Die Missionen fürs Turnier finden sich im Anhang.
4.1 Karten
Es ist möglich auf folgenden Karten zu spielen:
• 3d Karten (27 x 23 Felder)
• Neoprenmatten von Catalyst (17 x 32 Felder)
• Zwei Papierkarten von Catalyst (17 x 32 Felder)
• Custom Battletech Matten aus PVC (17 x 48 Felder)
5 Preise
Am Ende des Turniers werden Preise vergeben. Art und Anzahl der Preise hängt von der Teilnehmeranzahl ab.
6 Organisatorisches
6.1 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.
6.2 Mechbögen
Die Mechbögen werden von der Orga gestellt. Diese werden Ausdrucke von MegaMek sein, mit Cluster und Treffertabellen.
6.3 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 20:00 einzuhalten.
10:00 – 10:30 Begrüßung, ggf. Abgabe der Mechs
10:30 – 12:00 Mech Auktion
12:00 – 14:00 Spiel Nummer 1
14:00 – 15:00 Pause / Puffer
15:00 – 17:00 Spiel Nummer 2
17:00 – 17:30 Pause / Puffer
17:30 – 19:30 Spiel Nummer 3
19:30 – 20:00 Auswertung / Siegerehrung / Preisverleihung

7 Zusatzregeln aus dem Tactical Operations – Advanced Rules
7.1 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]
7.2 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.
7.3 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.
7.4 Partial Cover
The following rules expand on partial cover. Like other advanced rules, they increase realism at the expense of simplicity.
7.4.1 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.
7.4.2 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.
7.5 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.
7.5.1 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.
7.5.2 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.
7.6 ECM Suites
The rules below expand on the use of ECM suites.
7.6.1 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.
7.7 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.
8 Zusatzregeln aus dem BattleMech Manual
8.1 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.

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3rd Battletech Auction Tournament in Top Tables

Contents
1 Basics
2 Basic Rules and Additional Rules
3 Army Auction
3.1 Mechs
3.2 Pilots
3.3 Own Mechs for the Pool
3.4 Ammunition
4 Missions
4.1 Cards
5 Prizes
6 Organizational Matters
6.1 Delays
6.2 Mech Sheets
6.3 Time Frame
7 Additional Rules from Tactical Operations - Advanced Rules
7. 1 Taking Damage
7.2 Advanced Determining Critical Hits
7.3 Floating Critical Rule
7.4 Partial Cover
7.4.1 Expanded Partial Cover
7.4.2 Taking Cover
7.5 Active Probes
7.5.1 Hidden Units (Expanded)
7.5.2 Targeting
7.6 ECM Suites
7.6.1 ECCM
7.7 Rapid-Fire Mode
8 Additional Rules from the BattleMech Manual
8.1 Enhanced Flamers

1 Basic
Once again we have a different kind of tournament! You will not have to create lists before the tournament, as you do not know which units you will play at the beginning! You will have to buy them at auction first. On the morning of the tournament, you can place your bids on the mechs one by one from a pool of mechs that is unknown to you except for the number, and the highest bidder will then receive the unit. This time the timeline is the Dark Age!
Models for the auctioned units will be provided by the organizer, but you can also put four to five mechs into the pool yourself! The prerequisite for this is that they are painted and that you agree that if someone else buys the mech at auction, this model will be released for play. Which version of the mech will be auctioned will be determined by me or randomly.
If at least five players place units in the pool, one unit will be chosen as the best painted.
Each player agrees to replace or, if the owner agrees, repair any units damaged while in their care. It is recommended that particularly fragile units (usually 3d prints) are not placed in the pool, as these usually entail an increased risk of breakage.
2 Rules basis and additional rules
The rules described in the current Total Warfare (hereinafter TW) serve as the basis. A few rules from the BattleMech Manual (hereafter BM) and the Tactical Operations - Advanced Rules / Advanced Equipment (hereafter TO - AR / AE) are also used. The appendix contains the complete additional rules catalog, which is used.
3 Auctioning the army
All 3 games are played with the auctioned army, only the pilots improve over time. Between missions, all mechs are automatically repaired, refilled with ammunition, and all pilots are healed or replaced with an equivalent.
3.1 Mechs
Five mechs per player are thrown into the pool, plus up to ten additional units. The exact number of mechs is not known during the auction. Bids start at 20% of the mech price in C-bills. Each player receives 25,000,000 C-Bills for the auction. If no one wants to bid on a mech, it is placed at the back of the queue and auctioned off in the 2nd round for 10% of the price. If no one bids on the mech, it will enter the 3rd round with a starting bid of 100,000 C-Bills.
The price basis for all mechs is the data from MegaMek.
3.2 Pilots
All pilots start with Gunnery 4, Piloting 5. Before the start of the first game, a pilot may be upgraded to Veteran (Gunnery 3, Piloting 4). This pilot is then also the commander. Before the start of the 2nd game, another pilot may be upgraded to Veteran, and before the start of the 3rd game, either 2 pilots may be upgraded to Veteran or one pilot may be upgraded to Elite (Gunnery 2, Piloting 3). If a mech is upgraded to Elite, it is the new commander (unless the same mech was upgraded before game 1).
3.3 Own mechs for the pool
If you want to add your own mechs to the pool, this is generally permitted, but you do not know which version of the mech will be auctioned. You may put four or five mechs into the pool, but you may not exceed a tonnage of 250 tons for four mechs and 300 tons for five mechs. For mechs with clan technology (only if there is no IS variant) the tonnage counts 1.25 times.
The list of mechs you want to enter in the pool must be received by me via Discord or by e-mail (rick-engels@gmx.de) with the subject “Second Battletech Auction Tournament - YOUR NAME” by 20.05.2024 at 8 pm at the latest. Later submissions can no longer be considered.
3.4 Ammunition
The ammunition with which the mech was purchased at auction may not be changed or discarded before the game. Ammunition may only be dropped from round 4 onwards.
4 Missions
The missions for the tournament can be found in the appendix.
4.1 Maps
It is possible to play on the following maps:
- 3d maps (27 x 23 squares)
- Neoprene mats from Catalyst (17 x 32 squares)
- Two paper maps from Catalyst (17 x 32 squares)
- Custom Battletech mats made of PVC (17 x 48 squares)
5 Prizes
Prizes will be awarded at the end of the tournament. The type and number of prizes depends on the number of participants.
6 Organizational matters
6.1 Delays
If a player arrives later than 10:30, this must be communicated immediately via the Discord or by calling the Top Tables. If a player arrives later than 10:30 without prior announcement, this player will be excluded from the tournament.
6.2 Mech sheets
The mech sheets will be provided by the organization. These will be printouts from MegaMek, with clusters and hit tables.
6.3 Time frame
The time frame is of course (and unfortunately) not set in stone. We will try as best we can to adhere to it, especially the end time at 20:00.
10:00 - 10:30 Welcome, if necessary handing in the mechs
10:30 - 12:00 Mech auction
12:00 - 14:00 Game number 1
14:00 - 15:00 Break / Buffer
15:00 - 17:00 Game number 2
17:00 - 17:30 Break / Buffer
17:30 - 19:30 Game number 3
19:30 - 20:00 Evaluation / Award ceremony / Prize-giving

7 Zusatzregeln aus dem Tactical Operations – Advanced Rules
7.1 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]
7.2 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.
7.3 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.
7.4 Partial Cover
The following rules expand on partial cover. Like other advanced rules, they increase realism at the expense of simplicity.
7.4.1 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.
7.4.2 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.
7.5 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.
7.5.1 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.
7.5.2 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.
7.6 ECM Suites
The rules below expand on the use of ECM suites.
7.6.1 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.
7.7 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.
8 Zusatzregeln aus dem BattleMech Manual
8.1 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.

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