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Mordel Mordel.Net Administrator
Joined: 03-Feb-2002 00:00 Posts: 6087 Location: United States
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Posted: 15-Sep-2017 10:25 Post subject: The Race - TURN 25 |
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Now for something different... next up is a race with BattleMechs! This is an event I've been running at a local convention for quite a long time. It was devised about an hour before the event was to be run by our very own Pinhead. It'll be a break from our usual slug-fests, and require different thinking! This thread will hold all movement and firing result information related to this game. If you would like to sign up to play in this event, please reply indicating so.
All discussions related to this game can take place in The Race - Game Discussion thread.
Game Parameters
Game Master: Mordel
Registration Deadline: None
Map: The Race #1 and #2 (Custom)
The game map key for what each hex represents is located in the Game Rules topic.
Minimum Players: 12
Maximum Players: 16
Spaces Remaining: 6
BattleMech Selection Criteria: Any Inner Sphere canon design with
a "Current" rules level of advanced or lower, weighing less then or equal to 75 tons; so light, medium, or heavy weight classes. Jump movement is not permitted, though the unit may mount jump jets. There are 1,684 such designs to choose from, and a complete listing of those available units can be located HERE.
Rules:
- Winner of this event is the first player to complete three (3) laps, or the last 'Mech standing (NOTE: Standard scoring will not be used for this event, instead players will receive 0.25 points for each quarter lap completed)
- As mentioned in the 'Mech selection criteria, jumping movement will not be allowed. 'Mechs may have jump jets on the unit they use, but are not allowed to use them.
- Sprinting (Tactical Operations, pg. 18) - 'Mechs may use the movement mode "sprint" to run up-to 2x their current walking speed. Sprinting 'Mechs generate 3 heat, incur a +2 penalty on all piloting skill rolls, and any attack against a
sprinting unit receives a -1 to-hit modifier. A Sprinting 'Mech may fire weapons to generate heat, but may not target an opponent, and can not declare physicals (accidental physicals are allowed). A ’Mech equipped with MASC or a supercharger may engage either or both systems and sprint during the same turn. - Evading (Tactical Operations, pg. 18) - 'Mechs may use the movement mode "evade" and any attack against an Evading unit suffers a +1 to-hit modifier. Evading 'Mechs generate 4 heat, and the unit cannot make an attack of any kind during that turn (accidental physicals are allowed). A ‘Mech may not engage either MASC or a supercharger when using the evading movement mode.
- 'Mechs may enter a water hex while running (includes evading and sprinting movement modes), with a +2 penalty to all pilot checks for entering the hex and while in the hex. For each additional water hex run into in the same movement phase an additional +1 penalty is incurred to all pilot checks.
- All hexes, including woods and water hexes, are ferro-concrete and are subject to the skidding rules under the appropriate conditions. All skids will be resolved in movement order using the standard rules with the following exceptions.
- Should a skidding 'Mech encounter a change in level of one or more higher than its current level, any remaining damage will be applied using the formula ((‘Mechs Weight / 10) x Remaining Hexes) (round fractions up).
- Should a skidding 'Mech encounter a change in level of one or more higher than its current level and has skidded four or more hexes, it will incur an automatic pilot hit.
- Should a skidding ‘Mech enter a water hex, it will suffer the standard damage for doing so and will have any remaining hexes halved (rounded down).
- All 'Mechs must move at least one hex forward from its current location. ‘Mechs may not move in a direction deemed backwards from its current location at any point during their movement unless it is forced to do so (impassable due to damage, blocked, etc).
- No unit will have to move into a hex that requires a pilot check of 10+ during the movement phase if it has suffered four or more pilot hits.
- 'Mechs may change levels while walking backwards at the cost of an additional movement point and a standard pilot check. 'Mechs may not use the minimum movement rule to change elevations going backwards.
- A unit may only finish its movement behind its beginning hex when it is forced to due to being blocked by other units or if a hex in its current path becomes impassable due to damage taken by the unit.
- 'Mechs cannot climb on, nor be pushed over, any walls.
- Floating criticals (Tactical Operations, pg. 77)
| Player List | | | | 10. | Mekslayer | Bakeneko BNK-1K | 1,976 | 3 | 4 | 2,727 | 1.50 | 1.00 | Turn 24 | | 9. | jymset | Fireball ALM-XF | 612 | 5 | 1 | 827 | 1.50 | 0.00 | Turn 10 | | 11. | Stinger07 | Blade BLD-XR | 1,101 | 4 | 2 | 1,542 | 1.50 | 0.00 | Turn 16 | | 3. | Pinhead | Cicada CDA-2A | 659 | 5 | 0 | 989 | 1.25 | 0.00 | Turn 10 | | 6. | chihawk | Lynx LNX-8Q | 1,292 | 2 | 3 | 2,352 | 1.00 | 2.00 | | | 5. | Horhiro | Thunder Fox TFT-F11 | 2,426 | 3 | 5 | 2,912 | 0.75 | 4.00 | | | 8. | PaWeasley | Talon TLN-6W | 1,341 | 2 | 3 | 2,441 | 0.75 | 1.00 | Turn 8 | | 2. | Xeroth | Longshot LNG-4 | 1,086 | 4 | 2 | 1,521 | 0.75 | 0.00 | Turn 9 | | 4. | Ronin | Hussar HSR-200-Db | 934 | 3 | 2 | 1,570 | 0.50 | 0.00 | Turn 6 | | 1. | Vagabond | Tarantula ZPH-4A | 967 | 4 | 1 | 1,451 | 0.25 | 0.00 | Turn 3 | | 7. | Sir Henry | Hunchback HBK-7S | 1,628 | 4 | 2 | 2,280 | 0.25 | 0.00 | Turn 12 | | NOTE: PDF of each unit, including all damage taken, is attached to this post |
| Initial Placement | | | 1. | Vagabond | 0325F1 | | 2. | Xeroth | 1210F1 | | 3. | Pinhead | 1310F1 | | 4. | Ronin | 1224F4 | | 5. | Horhiro | 1510F1 | | 6. | chihawk | 1325F4 | | 7. | Sir Henry | 1525F4 | | 8. | PaWeasley | 0424F1 | | 9. | jymset | 0310F4 | | 10. | Mekslayer | 0210F4 | | 11. | Stinger07 | 0125F1 |
| Turn 1 Initiative Order | | | 2. | Xeroth | 5 - 7 | | 7. | Sir Henry | 5 - 8 | | 4. | Ronin | 8 - 8 - 5 | | 8. | PaWeasley | 8 - 8 - 8 | | 3. | Pinhead | 9 - 6 | | 6. | chihawk | 9 - 11 | | 5. | Horhiro | 10 - 4 | | 10. | Mekslayer | 10 - 5 | | 11. | Stinger07 | 10 - 8 | | 9. | jymset | 11 | | 1. | Vagabond | 12 |
The below links will take you to the post containing all result tables for the applicable turn's movement or firing phase.
Race_IP.jpg |
Description: |
Initial Placement |
Filesize: |
1.87 MB |
Viewed: |
573 Time(s) |
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05_Horhiro.pdf |
Description: |
Turn 24 Firing |
Download |
Filename: |
05_Horhiro.pdf |
Filesize: |
706.16 KB |
Downloaded: |
633 Time(s) |
06_chihawk.pdf |
Description: |
Turn 24 Firing |
Download |
Filename: |
06_chihawk.pdf |
Filesize: |
870.47 KB |
Downloaded: |
603 Time(s) |
10_Mekslayer.pdf |
Description: |
Eliminated (Turn 24) |
Download |
Filename: |
10_Mekslayer.pdf |
Filesize: |
758.07 KB |
Downloaded: |
610 Time(s) |
11_Stinger07.pdf |
Description: |
Eliminated (Turn 16) |
Download |
Filename: |
11_Stinger07.pdf |
Filesize: |
815.02 KB |
Downloaded: |
617 Time(s) |
07_Sir Henry.pdf |
Description: |
Eliminated (Turn 12) |
Download |
Filename: |
07_Sir Henry.pdf |
Filesize: |
876.53 KB |
Downloaded: |
616 Time(s) |
03_Pinhead.pdf |
Description: |
Eliminated (Turn 10) |
Download |
Filename: |
03_Pinhead.pdf |
Filesize: |
820.62 KB |
Downloaded: |
577 Time(s) |
09_jymset.pdf |
Description: |
Eliminated (Turn 10) |
Download |
Filename: |
09_jymset.pdf |
Filesize: |
836.49 KB |
Downloaded: |
585 Time(s) |
02_Xeroth.pdf |
Description: |
Eliminated (Turn 9) |
Download |
Filename: |
02_Xeroth.pdf |
Filesize: |
836.48 KB |
Downloaded: |
599 Time(s) |
08_PaWeasley.pdf |
Description: |
Eliminated (Turn 8) |
Download |
Filename: |
08_PaWeasley.pdf |
Filesize: |
859.74 KB |
Downloaded: |
596 Time(s) |
04_Ronin.pdf |
Description: |
Eliminated (Turn 6) |
Download |
Filename: |
04_Ronin.pdf |
Filesize: |
812.14 KB |
Downloaded: |
606 Time(s) |
01_Vagabond.pdf |
Description: |
Eliminated (Turn 3) |
Download |
Filename: |
01_Vagabond.pdf |
Filesize: |
633.01 KB |
Downloaded: |
1716 Time(s) |
_________________ Mordel Blacknight - Site Administrator
[Last edited by Mordel on 09-Jan-2019 16:13; edited 60 times in total]
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Mordel Mordel.Net Administrator
Joined: 03-Feb-2002 00:00 Posts: 6087 Location: United States
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Mordel Mordel.Net Administrator
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Mordel Mordel.Net Administrator
Joined: 03-Feb-2002 00:00 Posts: 6087 Location: United States
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Mordel Mordel.Net Administrator
Joined: 03-Feb-2002 00:00 Posts: 6087 Location: United States
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Mordel Mordel.Net Administrator
Joined: 03-Feb-2002 00:00 Posts: 6087 Location: United States
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Mordel Mordel.Net Administrator
Joined: 03-Feb-2002 00:00 Posts: 6087 Location: United States
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Mordel Mordel.Net Administrator
Joined: 03-Feb-2002 00:00 Posts: 6087 Location: United States
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Mordel Mordel.Net Administrator
Joined: 03-Feb-2002 00:00 Posts: 6087 Location: United States
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Mordel Mordel.Net Administrator
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Mordel Mordel.Net Administrator
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Mordel Mordel.Net Administrator
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Mordel Mordel.Net Administrator
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Mordel Mordel.Net Administrator
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Mordel Mordel.Net Administrator
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