Welcome Mechwarriors! The era of the Clan Invasion is coming to a close. There is chaos on the battlefields of the Inner Sphere as the participants of this gruelling conflict try to scratch out every loose claim to territory and resolve old grudges as the peace of Tukkayid begins to fall apart. As the commander of an augmented lance/star, it’ll be on you to lead your forces in a series of battles. There will be no time to resupply or repair; you will achieve your objectives for your House, Clan, or employer, or die trying!
Order of the day:
10:00 - 10:15: Registration and Welcome
10:15- 12:30: Game One
12:30 - 13:00: Lunch
13:00 - 15:15: Game Two
15:20 - 17:35: Game Three
17:45 - 18:00: Awards Ceremony
Set-up and List Building
Factions:
Players are welcome to choose units entirely from one of the following factions from the lists available on Master Unit List:
Inner Sphere:
The Federated Suns
The Draconis Combine
The Capellan Confederation
The Free Worlds League
The Lyran Commonwealth
Comstar
Free Rasalhague Republic
Mercenaries
Kell Hounds
Wolf Dragoons
Clans:
Clan Jade Falcon
Clan Wolf
Clan Ghost Bear
Clan Smoke Jaguar
List Building:
General: All lists must contain the following
A maximum of 6 units chosen from the following units:
Battlemechs
Omnimechs
Battle Armor
Combat Vehicles (including VTOLs)
Infantry
Players may take a single Unique unit in their list. This unit must be available to the faction/era they have selected and cannot have the rules level of Experimental on the MUL.
May not exceed 9,000 BV
Units must be chosen from the Clan Invasion era section of their faction.
Mechs and Combat Vehicles may not have a difference between Gunnery/Piloting skill of more than 2.
For example, a mech could have a Gunnery Skill of 3 and a Piloting Skill of 5, but not 2 and 5.
1 mech pilot must be chosen to be your lance’s commander.
If a mech has a Command Console, it must be your lance commander!
Experimental units and Artillery are forbidden.
Players may bring two mechs of the same chassis, but not the same model.
E.g. A Clan Wolf list could bring a Timber Wolf A and B, but not two Timber Wolf B’s.
Inner Sphere:
All Inner Sphere lists must contain at least 4 mechs.
Clans:
All Clan lists must contain at least 3 mechs.
List Submission
All lists should be submitted at least 24 hours in advance to mitchellcwelsh@outlook.com
Gameplay
Every game, players will secretly select units to use for their game, which must be between 4000 - 5000 BV. This will be their list for that game.
Before rolling to see which player deploys first, players simultaneously reveal which units from their roster they will be using.
All damage suffered, and ammo spent, over the course of the day is cumulative. Players are welcome to use units multiple times but must deploy them in the condition they finished the last game in, with the following exceptions:
Field Repair
At the end of each game, players may make a SINGLE repair on one unit from their list that was not destroyed. Select a repair from the following list and apply it to one of your units:
Restore half the armour OR internal structure (rounded up) on one section of a mech/vehicle.
Replenish 1 (and only 1!) ammo bin on a mech/vehicle
Replace one limb on a mech (the limb starts with 0 armour points remaining)
Restore the armour on half (rounded up) of a battle armour unit's remaining members. You restore nothing on dead members of the unit!
Repair a single critical hit (excluding units that were destroyed).
Merc’ Gone Bust!
In the event that a player cannot create a list meeting the minimum requirements, that player may add a single unit to the list from the following units with a gunnery skill of 4 and piloting skill of 5.
The unit must be a variant available to their faction in the Clan Invasion Era.
This may not take them above the maximum limit of 5k BV:
Inner Sphere:
Locust
Wasp
Stinger
Shadow Hawk
Phoenix Hawk
Clans:
Dasher
Mist Lynx
Kit Fox
Adder
Battle Armour (Squad 5)
Players that have ‘gone bust’ suffer -3VP at the end of each game in which they must use this rule.
General Rules
Books Used:
We will use the following core rules books:
BattleMech Manual
Total Warfare
Tech Manual
Additionally, the following optional rules will be in use:
Backwards Level Change (p15 BM)
Floating Critical (p45 BM)
Careful Stand (p19 BM)
One-Armed Prone Fire (p30 BM)
Enhanced Flamers (p99 BM)
Machine Gun Rapid Fire Mode (p101 BM)
Expanded Arm Flipping (p25 BM)
Engine Explosions (p47 BM)
Maps and Scenarios
There are 6 tables to be played on, each with a different set of two mapsheets and a corresponding mission. Players will only play on 3 of the tables throughout the day, which will be determined at random alongside their opponents.
All games used the following method for deployment:
At the start of the game, no units begin on the table.
The player who lost initiative picks one map edge (determined by the scenario) to be their deployment zone.
At the start of the first round, that player then places one of their units on a hex of that map edge. That unit may then move as normal as if it had spent 1 MP and moved one tile for the purposes of determining movement modifiers.
Players then alternate and continue to play as normal.
All games have a maximum of 12 full game turns.
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Table 1: City: Business District and Central Park
Scenario: Urban Warfare
Deployment: Long map edges
Objective:
On any turn in which a unit moves into line of sight of and lands a successful attack (ranged or physical) against a unit that could not draw line of sight to that unit at the start of the round, that player gains an ambush marker.
Should the attack cripple or destroy a unit, the player instead gains 2 ambush markers.
At the end of every turn after the first, the player with the most ambush markers gains 1 VP.
If a player has the most ambush markers for a consecutive turn, they gain 2 VP instead.
Players then lose all ambush markers they have gained.
At the end of the game, whichever player has the most VPs is declared the winner.
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Table 2: Desert: Aerobase #1 and Aerobase #2
Scenario: Intercept Supply Drop
Deployment: Short Table Edges
Objective:
At the start of the game, there are 5 objective markers on the table numbered 1 - 5. None of the objective markers begin ‘active’.
At the start of every 2nd turn, roll 2D6, re rolling any 6’s or duplicates. These are the active objective markers until the next 2D6 roll.
The player with the most units within 1 hex tile of an objective controls that objective. If an equal number of units hold an objective on each side, the side with the greatest tonnage in range of the objective holds that objective.
At the end of each turn, a player scores 1 VP for each objective marker they control.
At the end of the game, the player with the most VP is declared the winner.
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Table 3: Battle of Tukayyid: Lake Losiije
Scenario: Head Hunter
Objective:
If able, players must use their lance commander for this mission. If unable, the player must nominate a mech to be their lance commander for this mission.
Players score VP in the following way:
In a turn in which a player successfully causes damage to the enemy lance commander, they score 1 VP.
If the enemy lance commander is crippled by one of your attacks, score 2 VP.
If the enemy lance commander is destroyed by one of your attacks, score 3 VP.
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Table 4: Grasslands: Foothills #2 and Open Terrain #2
Scenario: Frontline Engagement
Deployment: Short Table Edges
Objective:
3 objective markers are placed evenly spread in the centre line of the battlefield.
At the end of each turn after the first, the player with the most units within 1 hex tile of an objective controls that objective. If an equal number of units hold an objective on each side, the side with the greatest tonnage in range of the objective holds that objective.
At the end of the turn, the player that holds the most objectives moves each objective marker 2 tiles towards the enemy deployment zone and gains 1 VP. If there is a tie, the objectives remain in place.
At the end of the game, whichever player has moved the objective markers closer to the opponents table edge than their own is declared the winner and gains 2 additional VP. Should the objectives be moved off of an opponent's table edge, the game immediately ends and the player who pushed the markers off their opponents edge wins the game automatically and gains 3 additional VP.
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Table 5: Worldwide Event 2018: Sheet 3 and Sheet 4
Scenario: Star League Deposit
Deployment: Long Table Edges
Objective:
3 objective markers are placed evenly spread in the centre line of the battlefield.
At the end of each turn, a player controls an objective marker if they have a unit within 1 hex of an objective marker and no non-crippled enemy units within range of the objective marker.
If a player controls an objective marker for 2 consecutive turns, roll a D3. Each result may only be applied once, re-roll any duplicates:
1-2: It’s a dud!
The objective marker is removed from the field. There’s nothing of value here!
3-4: Star League Supply Cash
The objective marker remains in play. Whichever player controls this marker at the end of each turn gains 2 VP.
5-6: Star League Mech
The objective marker is removed from the field. Replace the objective marker with one of the following units by rolling a D3:
1-2: Hermes-1sb
3-4: Exterminator-4db
5-6: Crusader-2R
The player that controls the Star League Mech may choose to remove any of their mechs that have controlled the objective for 2 consecutive turns at the end of the game turn and are 1 hex within the Star League Mech, and instead take the relevant record sheet for the unit. It is now a part of their army (with the skills of whichever pilot occupied it. If the pilot was wounded, these carry over too).
If the player chooses not to occupy the mech, it remains in place and is treated as an objective marker that cannot be attacked. Any player that controls that marker for 2 consecutive turns with a mech may occupy it as described above.
Controlling the Star League Mech at the end of the game is worth 4VP.
If the mech is crippled, it is worth 2VP
If the mech is destroyed, it is worth 0VP.
At the end of the game, the player with the most VPs wins the game.
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Table 6: Desert: Oasis and Mines #2
Scenario: Destroy Forward Operating Base
Objective:
Each player has a single building on their side of the field. It is considered a hardened Lvl 1 building, with a CF rating of 100.
Each time you score 10 or more damage on the enemy building in a turn, score 1VP
At the end of the game:
If the enemy building has suffered more damage than your building, gain 1 VP.
If the enemy building has lost more than half of its CF, gain 2 VP.
If the enemy building has been destroyed and yours has not, gain 3 VP.
Awards and Prizes
At the end of the day there will be several awards and prizes available to players!
1: CONTRACT COMPLETED
Score the most VP over the course of 3 games
2: ZELLBRIGEN ADHERENT
Destroy the most units of any player
Bonus points for destroying units with physical attacks (unless you’re a clanner) or lance commanders!
3: MERC’ GONE BUST
Finish the day with no non-crippled/destroyed units from your original list! Better luck next time!
4: SUCCESSION WAR FRUGALITY
Finish the day with none of your units being destroyed!