Ok, here is the bare bones basics for now. I'm already working on scenarios and more force building rules, but I wanted to start off simple and work up to those. If anybody has something they have concerns with or thinks would be cool, let me know.
I'll be up at Gen-X Sunday(19th) to hangout, if anyone wants to run some test games with me, that's cool with me. Build a appropriate force or two according to the composition rules. Feel free to try to break the rules wide open, that's kind of the whole point of testing these, but if you want to just create a fun force and play, that's perfectly fine as well.
DFW Mechwarriors guild Alpha Strike Tournament rules
Basic Rules, first draft.
Force composition:
- 250 PV.
- There is a limit of five of any unit chassis (e.g., you can have five Atlas mechs of any variant in your force. This only applies to a individual chassis, a Atlas, Atlas II and Atlas III are all considered separate unit chassis for purposes of list building. If unsure, consult tournament TO.)
- A force must have at LEAST one ground based unit. (e.g., A force could be comprised of a single Savannah Master and four Aerospace fighters, but not five Aerospace units only.)
- A force can only have a maximum of four units with the ART-X special ability.
- A force must be faction specific, but not era specific. Consult the MUL for unit availability for your faction of choice.
- Unit base skill is 4. Skills can be upgraded by spending the appropriate amount of PV to increase them. A unit skills CANNOT be decreased for a reduction in its PV cost.
- Proxies allowed. A proxy must be of a matching unit type and size. A proxy cannot be the same miniature as another unit in your force. Proxies must be explained to your opponent before the game starts.
Rules:
- All standard Alpha Strike rules
- Hexed play
- Movement modifier dice.
- Variable Damage rolls: Multiple attack rolls.
- Optional Special Abilities
- Optional Unit Types
- Aerospace Rules.
- Advanced Infantry rules.
- Augmented Warriors. (A Augmented unit MUST be at least skill 1, and belong to the Word of Blake faction.)
- Attacker/Defender.
- The player with the lower PV total chooses to be Attacker or Defender. The Defender chooses two map sheets to be setup length wise next to each other. Attacker chooses which short board edge to deploy from. Certain scenario elements will be affected by which player is Attacker/Defender. In-case of a tie in PV, roll a pair of dice or some other kind of randomizer to determine who chooses Attacker/Defender.