White Elephant Battlemech Exchange
Mission Synopsis: The term "White Elephant" is derived from a past practice of the kings of what is now Thailand. When annoyed with someone, they would give them a white elephant. No one would give away a gift from the king, but its upkeep would ruin them. In modern English the term is used to mean an expensive, useless gift. In the world of Battletech, we're using this as a way to play any battlemech you want... but you have to give a more expensive 'mech to the enemy!
Date & Time: Saturday, December 17th. We are scheduled to start at 1:00pm; last round will be called at about 6:00pm.
Unit selection: Miniatures & record sheets for pre-made forces will be provided, but players are encouraged to bring their own forces, created in accordance with the rules below.
Choose one unit to keep. This may be any canon Standard technology Inner Sphere Battlemech. Note its base Battle Value (BV2).
Choose one unit to give away. This will also be a canon Standard technology Inner Sphere Battlemech. Its base Battle Value must be equal to or higher than the ‘mech you keep. (Note that you're only giving away the record sheet, not the miniature! The miniature exchange is a separate event -- see below.)
Gunnery/Piloting skills for all 'mechs will be G3/P4 or G4/P3 (player's choice -- not the gift-giver's).
Assembled miniatures that exactly match your force (i.e., no proxies) will grant you the use of one point of Edge, usable only on your "keeper" 'mech. This does not apply to forces provided by the GM.
Terrain and setup description: The battle will be held on a 4’ x 6’ map (2” hexes) representing rolling hills surrounding a small urban area. The two (randomly-determined) sides will move onto the board from the short edges on round 1.
Victory Conditions: The side with the most ‘mechs in the city at the end of the game wins. Crippled units count as half, and units entering the city on the last round also count as half (this is cumulative).
Special Rules: With a few exceptions, only Total Warfare rules will be used.
There is no “edge of the world.” If a mech is up against a map edge, the three hexes that would be surrounding the mech off the board are now legal hexes for movement; occupying any of those hexes opens up more hexes, etc.
The following rules from Tactical Operations will be used: Floating Crits, Sprinting, Evading, Crawling, Careful Stand, Firing When Down, ECCM, Expanded Backward Movement, Expanded Stacking, Gauss Shut Off, Active Probe Targeting, Retractable Blades.
Miniature Exchange: This part is optional! Bring a painted Battletech miniature. (It doesn't have to be a 'mech, but if it's a tank that came in a multi-pack, include all the tanks from the pack.) Then everyone who brought a miniature gets to pick one. (Picking order to be determined -- I'm leaning toward having the non-participants judge the minis, and giving the best painters first pick, but I might just go random.)