Author Topic: BattleTech Fall Classic - Republic Gunslinger (Middle TN Tournament)  (Read 1436 times)

MidfieldMarauder

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Greetings MechWarriors!

I'll be running the BattleTech Fall Classic on November 4 at The Game Cave in Hermitage, TN. It's a gunslinger tournament with 1v1 matches each Round. Tournament rules and sign up details are below.

This is a Classic BattleTech tournament using the updated rules found in the BattleMech Manual.

When: Saturday, Nov 4, 12noon-6pm

Where: The Game Cave (Hermitage)

Players: 12 max

How to Sign Up: Here's the link! http://www.thegamecave.net/catalog/tournament_registration/battletech_tournament_entry/340863

Cost: $5

Tournament Details:

- Each player will bring 4 BattleMechs, one from each of the four following weight classes: Light, Medium, Heavy, and Assault (Super-Heavy Mechs will not be allowed.) Each weight class will be limited to a maximum Battle Value (BV) for chassis and Pilot Skill, which can be referenced at masterunitlist.info.

Pilot Skill can change between matches, as fits the BV limits.
Light: 2,000 BV
Medium: 2,800 BV
Heavy: 3,600 BV
Assault: 4,500 BV

- Any era is open for play.

- No Experimental Tech allowed. Check your Record Sheets. They will tell you what level of tech a BattleMech uses.
- Players are responsible for bringing their own models, record sheets, and dice.
- Maps and scenario reference will be provided.
- Players will receive awards for Tournament Champion, Best Painted, and Sportsman

Environmental Conditions: Each Round the TO will select one of the follow Environmental Conditions which will be in effect for all games that Round.

1. VOLCANIC AREA: Any Water Hexes on either map are replaced by Crusted Magma, each hex of which costs 2 MP to enter and is otherwise treated as Clear terrain. Each Crusted Magma hex entered by a unit during a turn generates +2 Heat; ending your movement in a Crusted Magma hex generates an additional +5 heat (in addition to that caused by entering the hex). This heat does not count toward the 15-heat cap for applying heat from outside sources. Finally, if a unit is standing on a Crusted Magma hex, the enemy unit may fire at the hex itself (an immobile target); as long as 20 points of damage are dealt to the hex, the crust breaks and the Mech inside drops into the magma, taking an immediate 2d6 damage to each leg and applying +10 heat (this is not a "fall" as defined within the TW ruleset; the pilot has no chance to suffer damage, etc). Each turn the Mech stays in the magma it suffers an additional 2d6 damage to each leg and +10 heat.

2. FREEZING TEMPERATURES: All units sink an additional -4 heat every turn. In addition, every time a unit enters a Pavement hex and attempts a facing change, roll 1d6. On a 6, that hex is covered with sudden-onset Black Ice. The unit must make an immediate Piloting Skill Roll at a +4 penalty or skid (TW, pg 62), even if moving with Walking MP. Black Ice hexes are not tracked from turn to turn.

3. TRACE ATMOSPHERE: When a Mech unit takes damage, the controlling player must immediately roll 2d6 for each location struck during the end of the phase: on a 12, the location struck is breached (if all armor is destroyed, the location is automatically breached). Note that this differs from standard breaching rules in that only 1 roll is made per struck location per phase. All components in a breached area are nonfunctional, but may still suffer critical hits from actual damage. Ammunition does not explode from this effect, and if the location breached contains engine slots, the engine now functions as though it took as many critical hits as there were engine slots in the location. A breach to the head automatically kills the pilot.

4. HEAVY FOG: Entering a Hex using Walking or Running MP costs an additional +1 MP. Entering a Hex using Jumping MP costs not additional MP, but entering the final hex of a jump requires an immediate Piloting Skill Roll at a +1 penalty or the jumping unit suffers a 1-level fall. Additionally, there is a +1 to hit modifier for all direct-fire energy and pulse energy attacks.

5. DUSK/DAWN: All weapon attacks suffer a +1 to-hit modifier. Shooting at a Target who is at a 10-14 on the heat Scale gains a -1 to-hit bonus; increasing to -2 at 15-20, and -3 at 21 or higher. Searchlights have no effect on this environmental condition.

6. MODERATE GALE: High winds force all units to suffer a +2 penalty to all missile weapon attacks and a +1 penalty to all Piloting skill rolls to remain standing, avoid skidding, and otherwise keep one's Mech upright (no effect on Physical Attacks, but may affect the results of those attacks)

7. MODERATE SNOWFALL: Blowing Snow applies a +1 penalty to direct-fire ballistic, direct fire energy, and pulse energy-weapon attacks. All units sink an additional -4 Heat Points every turn. At the beginning of Turn 10, all Clear hexes cost an additional +1 MP to enter if using Walking or Running MP; any unit using Jumping MP after Turn 10 must make a Piloting Skill Roll or suffer a 1-level fall at the completion of its move.

8. HEAVY STORM: Apply a +1 penalty to all direct-fire ballistic weapon and a +2 penalty to all Missile Weapon attacks, and a +1 penalty to all Piloting skill rolls (including Physical Attacks); any unit spending Jumping MP must make a Piloting Skill Roll or suffer a 1-level fall at the completion of its move. At the beginning of Turn 10, all Clear hexes cost an additional +1 MP to enter. However, the water flow over your mech does improve its heat dissipation; sink an additional -2 heat each round for the entire game.


Questions and comment welcome. I want to run a good event where everyone can have fun. I'll be sharing details with a couple other groups in the near future.

We've got enough space set aside for 12 players right now, but if demand is high enough, I bet I could strong arm the store into another couple of tables for us. :)
« Last Edit: 13 October 2017, 12:51:39 by MidfieldMarauder »
Dave "Middy" Martin
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Author of "Lost Ghosts" (Shrapnel #9), "That Old Highlander Way" (Slack Tide Anthology), "In Service to the Dragon" (Gray Markets Anthology), and the BattleCorps stories "Loyalty's Price" and "Risk of Honor"

marshalldragoo1234

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Re: BattleTech Fall Classic - Republic Gunslinger (Middle TN Tournament)
« Reply #1 on: 04 November 2017, 21:11:12 »
Hey do you have a link to your store/game page? I missed out today-work, but maybe in the future I can possibly make it to play in an organized event or open play. Thanks.