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Author Topic: "Technological Progress", April 20, Tempe AZ  (Read 2865 times)


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"Technological Progress", April 20, Tempe AZ
« on: 08 April 2019, 23:06:10 »
Mission Synopsis:  Tech has progressed quite a bit from the year 3025; do you know how to use it?

Date & Time:  Saturday, April 20th at Game Depot AZ. We are scheduled to start at 1:00pm; last round will be called at about 5:00pm. (Game Depot closes at 6pm due to Easter, so we'll be ending early.)

    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 four mechs, using "Rules" column on the Master Unit List:
        One Introductory technology (previously known as "Level 1" or "3025")
        One Inner Sphere Standard tech (previously known as "Level 2" or "Tournament-Legal")
        One Clan Standard tech
        One Advanced tech (not Experimental), any origin (IS/Clan)
    The total BV for your force (including modifiers for skills) cannot exceed 7000 BV
    Mechs only.
    Units cannot use ammunition of a higher tech level.
    Gunnery and Piloting/Driving/AntiMech skills cannot differ by more than 2.

Terrain and setup description: The GM will set up several maps using 2x2 arrays of map sheets. Expect the usual mix of hills, forest, and open terrain, with minimal urban areas. Each pair of players will get their own map, space permitting. (With large turnout we'll drop some down to 2 mapsheets or see if some people want to play 2v2.) Roll off at the start of the game; high roll gets to choose home edge, and the low roll wins initiative on the first two rounds.
Victory Conditions: The winner is the player with the most BV remaining on the map.
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, Gauss Shut Off, Retractable Blades.