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Tourny Rules from the 80's

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Tourny Rules from the 80's Empty Tourny Rules from the 80's

Post  Josh.0 April 2nd 2012, 11:10 pm

found this whilst looking for Heat clarification. Looks like a campaignie/tourny/solaris 7 type rule sheet for some gamers back in the 80's. looked interesting so I passed along.

  • Build a company level command with three lances of 4 'Mechs each. 12 'Mechs total is the maximum and minimum number of 'Mechs. The three lances will total no more than 700 tons

1. Command Lance can have no more than 300 tons maximum
2. Attack/Heavy/Fire Lance can have no more than 300 tons maximum
3. Recon/Light Lance can have no more than 200 tons maximum
4. Use only 'Mechs from the 3025 Technical Read-Out and the printed variants therein.
5. You may spend less than the 700 tons allotted to you, but you may not spend over this. Why you would spend less, I have no idea.

  • Each Company will start with four Gunnery modifiers of -1, to be assigned to any 'Mechs within the Company. This can be a combination of four -1's, two -2's, or a single -4. Other combinations are possible to the extent of a total of -4 for Gunnery. All other 'MechWarriors are average with a Gunnery Skill of 4.

  • Each Company will start out with four Piloting skill modifiers of -1, to be assigned to any 'Mechs within the Company. This assigning is identical to the procedure followed under the Gunnery modifiers above. All other 'MechWarriors are average pilots with a Piloting Skill of 5. See the Example Company for any clarifications.

  • There are restrictions as to how many of what types of 'Mechs are allowed.

1. Only One from each type of Assault 'Mech may be used in a Company. That is to say, only one Awesome per Company.
2. No more than two of each type of Heavy 'Mech can be used in a Company. E.G., no more than two Archers per Company.
3. No more than two of any single type of LAM may be used in a Company. I.e., no more than 2 Phoenix Hawk LAMs and 2 Stinger LAMs, etc.

  • In order to enhance the Gunnery and Piloting Skills of your 'MechWarriors, they need to accumulate 'kill points'. Four cumulative kill points net the 'MechWarrior a -1 modifier to either Gunnery or Piloting. Kill points are awarded as follows:

1/2 point per Light 'Mech destroyed
3/4 point per Medium 'Mech destroyed
1 point per Heavy 'Mech destroyed
1-1/2 points per Assault 'Mech destroyed
+1/2 point if the 'Mech is a LAM
+1/2 point to destruction point if 'Mech is captured ('battle honors')
+1/2 point to destruction point for any Company Commander killed or captured, or has his 'Mech destroyed
plus points awarded for accomplishing scenario objectives (eg, +1 point to each 'Mech successfully defending a supply depot). Typically scenario objectives range from 1/4 point to 1 point. Rarely do they range upwards of 2 points.
  • Kill points go to the 'Mechs that fired at and hit the enemy 'Mech on the turn it was destroyed. Points are divided up if more than one 'Mech was responsible for the destruction. If points awarded are less than 1/4, then no points are awarded. I.e., if three 'Mechs blast the crap out of some poor Stinger, no points would be awarded as the awards would be less than 1/4 point each.

  • Kill points are split immediately. Killed or captured 'MechWarriors are replaced by average academy graduates with Gunnery of 4 and Piloting of 5. Captured pilots may be returned to their original Company after their Company has played out one game without them. Captured pilots retain their accumulated kill points up to the start of the game they were captured in. They lose all points acquired during the game in which they were captured.

  • Forcing a 'Mech to 'pop it's hood' (hatch, whatever) means that pilot is considered captured. A pilot 'punching out' is not considered captured, but loses all points accumulated in the current game. And is now on foot, and can still be captured/killed by enemy 'Mechs.

  • Except for the initial allocation of points, the difference between the Gunnery Skill and the Piloting Skill may not exceed '3' levels. Example: a "mechWarrior with a Gunnery of 2 and a Piloting of 5 may not receive another Gunnery bonus until the Piloting Skill level is 4. This applies in reverse, too (Piloting of 1, Gunnery of 4, Piloting may not drop to 0 until Gunnery is 3).

  • All 'Mechs are repaired and replaced 100% after combat.

  • A 'MechWarrior in a destroyed 'Mech who survives the combat can gain no kill points or objective points (essentially the same as kill points). I.e., a 'MechWarrior who destroyed four enemy 'Mechs and is then has his 'Mech taken out from under him will gain zero kill points. Only surviving 'MechWarriors gain kill points and/or objective points. A tally should be kept on the 'MechWarriors for all to see.

  • Standard BattleTech rules outlined and described in the BattleTech Manual plus all optional rules will apply. Plus the following:

1. Piloting Skill rolls for running/landing in Light Woods, as Rubble, for each hex entered.
2. Piloting Skill rolls for running/landing in Heavy Woods, as for entering Depth 3 water, for each hex entered.
3. Only 'Mechs which have for-real arms may punch. Units such as the Jenner, Catapult, and Stalker have no arms. Units with four legs (eg, Goliath and Scorpion) may use two legs to kick.
4. Only 'Mechs with two hands may use a club (with the notable exception being the Hatchetman)
  • CityTech and AeroTech rules are used only by specific scenario.

  • Only certain units have the ability to fire arm-mounted weapons to the rear. Of the 'Mechs available, the Quickdraw and the Rifleman may opt to fire their arm-mounted weapons into their rear arcs.

  • Only one 'Mech has the ability to fire it's primary weapon in a 360-degree fire arc: the Goliath. However, the Goliath must add to its Right Torso criticals the entry "Turret Jams". If this critical spot is rolled for, the turret weapon is then restricted to a 120-degree arc in the current direction it is facing for the remainder of the game.

  • New rules will be added as the situation/need arises.


Example Company

CHARLIE COMPANY


'Mech Type - Tonnage - Gunnery - Piloting(respectively)

Command Lance
Atlas* - 100 - 4 - 5
Awesome - 80 - 3(-1) - 5
Archer - 70 - 3(-1) - 5
Trebuchet - 50 - 4 - 5
total lance weight ---
300

Attack Lance
Archer - 70 - 4 - 5
Marauder - 75 - 2(-2) - 4(-1)
Warhammer - 70 - 4 - 5
Crusader - 65 - 4 - 4(-1)
total lance weight---
280

Light (Recon) Lance
Phoenix Hawk - 45 - 4 - 4(-1)
Jenner - 35 - 4 - 4(-1)
Wasp - 20 - 4 - 5
Stinger - 20 - 4 - 5
total lance weight---
120

total tonage===
700 tons


* - Company Commander

The original rules are from an unknown gamer in Ohio back in the mid-80s, with expansions, modifications and enhancements made by indy-adventures. net
Josh.0
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Tourny Rules from the 80's Empty Re: Tourny Rules from the 80's

Post  Spectre April 5th 2012, 9:15 pm

Awesome find! Looks very interesting. A few mods and this could be a great set of "seed" rules. LAMs no longer exist in any form (thank GOD!). They were a horrible idea, and were not good in the air or on the ground. Just jam up the mechanism (for changing mode, air/ground) and those things became multi-ton paper wieghts!
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