Author Topic: Battletech Hockey Rules  (Read 823 times)

butchbird

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Battletech Hockey Rules
« on: 01 August 2024, 20:07:32 »
These rules are to be used in conjunction with https://store.catalystgamelabs.com/products/battletech-touring-the-stars-noisiel

2 LINES

A team consists of the 6 'mechs on the ice as well as 5 others (with pilots) which can be brought as replacements if a 'mech (or pilot) is disabled on the ice.

In the case of a disabled 'mech (or pilot), remove it from play during the end phase. Both players then re-deploy (freely) within their own zones, the player whom was controlling the puck retains it. The puck can be assigned to any 'mech.

NEW PILOT ABILITY
-Hockey mastery. -5 on all piloting rolls for movement on ice and the "reckless movement" rule .

DEPLOYMENT
Both players place their 'mechs as they see fit (goaltender being obligated to deploy in net) in their own zone. An initiative is rolled, but only affects which player starts with the puck. The goalie is the one in possession of the puck.

PHASES OF THE TURN
-Movement
-Shooting
-Physical combat
-Puck moving
-Heat
-End phase

PUCK MOVING PHASE

All "puck moving actions" are executed here. Any number of passes and shots (including rebounds as a 'mech can attempt to catch a loose puck in any phase) can be carried out.


WITH PUCK

-Shooting==> Piloting skill+ Total number of hexes to the target - specialized equipment (that's 1)- immobile target modifier (that's 4)= shooting roll
So a shot from 9 hexes is a roll of 8
The roll of a natural 2 being a fumble, the stick breaks. A new one can be obtained by getting to an edge of the map.

I blew it last time for passing...but today I'm writing this earlier and hence have more awareness, lets change it a bit
-Passing ===> Piloting skill + (Total number of hexes divided by 2) - specialized equipment - passing action (that's a 2) = passing roll
So a pass from 9 hexes is a roll of 6

CATCHING A PUCK

- Catching a pass==> Piloting skill + passer movement modifier (we shall keep the idea that you can't run with the puck, by the way) + catcher movement modifier (same as TMM of course) - specialized equipment - passing action= catching roll
So for a  relatively fast 'mech going at full speed, catching the puck would be around a roll of 5.
Failure has the puck keep moving for 1d6/2 hexes in the same direction

-Loose puck===> Piloting skill= catching roll
The piloting skill being at least 4, that a roll for 4, natural 2 being automatic fumble.
In the case of a fumble, the puck is displaced 1d6/2 hexes in a direction indicated by the "fall" table.
A 'mech cannot stack with the puck unless carrying it.
Attempting to catch a loose puck can be executed once per phase.

CHECKING

-Body check===> A simple push attack, do not account for the presence of the hockey stick. Plain ol' push. To make things interesting, a natural 2 is a fumble, you then make a plain piloting skill roll to keep from falling.
The target then executes a piloting roll to keep standing with an additional +2 modifier.

-Pokecheck===> Push attack with the specialized equipment modifier.
You then execute a roll for snatching the puck
Snatching===> piloting skill X 2 - secialized equipment.
In the case of a failure, the puck is displaced 1d6/2 hexes in a direction according to the "fall table"

- Charge (cross check tabarnak!)===> Plain ol' charge roll with the additional specialized equipment modifier
The difference is that the additional +2 for the target to keep falling is now a +4
Just like for the push attack, after a successful push, the puck is considered loose in the hex the target once occupied.

SHOT BLOCKING AND SAVES

Any 'Mech can attempt to block a shot. This is a "cold roll".

-Shot blocking=====> 10+

Only a goaltender in his net can attempt a save. No save attempt may be attempted if the goalie initiated physical combat.

- Save attempt=====> 5+
The puck is catched on a 10+, if this number is not obtained by the dices, a rebound is created.

REBOUND

In case of rebound, the puck travels 1d6/2 in a random direction, limited by the 3 hexes in the goalie's front arc. Roll 1d6 to determine the puck's course.

REBOUND TABLE
1-2: Left
3-4: Center
5-6: Right
« Last Edit: 01 August 2024, 20:11:22 by butchbird »
Battlemech scale hockey. No playtesting whatsoever. https://bg.battletech.com/forums/index.php?topic=85714.0