FASA and MechForceÒ TOURNAMENTS 2.0
These rules (version 2.0) supersede all previously published BattleTech tournament rules, including those published in the MechForce ManualÔ and MechForce Manual, 2nd Edition. These rules will be used for all official FASA and MechForce tournaments.
FASA sponsors two basic types of tournaments. The FASA-sponsored tournament allows players to run any type of BattleTech game, using any rules. A player organizing this type of tournament receives gift certificates from FASA for his tournament and can advertise his tournament as an official FASA tournament. The MechForce-sanctioned tournament requires players to use the tournament rules on this sheet. In addition to FASA gift certificates, a MechForce-sanctioned tournament provides BattleTech pins for each player who participates in the event, and a free, one-year MechForce membership for each of the top three players.
In addition, the Regional BattleTech tournament is a MechForce sponsored event that uses the same rules as the BattleTech Open. Each MechForce region holds one Regional BattleTech tournament per year. The location and judges for each Regional are awarded on a first-come, first-served basis; contact MechForce Operations for details. FASA reserves the right to impose certain requirements in order for players to qualify to run a Regional tournament.
BATTLETECH TOURNAMENTS OVERVIEW
1. All BattleTech tournaments will be fought using the Level 2 rules published in the BattleTech Master RulesÔ as well as any additions posted on the FASA website.
2. Only FASA-published BattleMechÒ and vehicle record sheets may be used in BattleTech tournaments. These sheets appear in four volumes: BattleTech Record Sheets: 3060Ô , BattleTech Record Sheets: 3055 & 3058Ô , BattleTech Record Sheets: 3025 & 3026Ô , and BattleTech Record Sheets: 3050Ô . In addition, any BattleTech record sheets for &rsquoMechsÒ or vehicles containing only Level 2 equipment that appear in subsequent FASA publications may be used (such as the Field Manual series, BattlePack: Fourth Succession WarÔ , and so on).
At the tournament organizers' discretion, any &rsquoMech or vehicle for which a record sheet has been published in any MechForce publication worldwide, that adheres to the construction rules found in the BattleTech Master Rules and that contains only Level 2 equipment, may also be used.
Immediately prior to game play, once a player has chosen his forces and laid out the maps, each player must declare the type of ammunition his units are carrying (LB-X cluster, Artemis IV-compatible missiles and so on)
Note: All &rsquoMechs enter each tournament with their full ammo complement.
3. All tournaments (except the Grand Melee tournament) will be fought using any two BattleTech mapsheets as found in BattleTech Map SetsÔ 2, 3, 4, 5, BattlePack: Fourth Succession War or BattleForce 2Ò . In addition, any BattleTech mapsheets provided in subsequent FASA publications may be used. The following rules do not apply to the Grand Melee tournament. For rules for that tournament, see Grand Melee.
Note: Because they are designed to be used in pairs and have unique elevation levels that do not match other maps, the Large Mountain and Deep Canyon maps included in BattleTech Map Set 5 cannot be used in tournament play. The remaining BattleTech mapsheets are legal for tournament use.
At the same time that he chooses his forces, each player also will select one map from the official BattleTech maps published by FASA, to use during game play. Immediately prior to beginning game play, both players roll 2D6. The side with the higher result places his map first using any orientation. The opponent player then places his map using any orientation. The only restriction for map placement is that both maps must line up side by side&mdashtheir long sides together&mdashnot end to end, and they must be face up&mdashi.e., the blank underside of a map may not be used.
At the beginning of play, both players roll 2D6. The side with the higher result chooses one of the four edges of the map from which his force will enter the game. The opposing player will enter on the opposite edge.
Note: This may result in a player&rsquos force entering on an opponent&rsquos map.
The edge on which your forces enter the map is considered your "home" map edge; the opposite edge is your opponent's "home" map edge. Each BattleMech or vehicle may move onto the board either Walking, Running or Jumping&mdashin the case of vehicles, Cruising or Flanking&mdashwith the first full hex on the map being the &rsquoMech&rsquos or vehicle&rsquos starting point for the Movement Phase. In tournament play, only full hexes are considered legal for use. Players may not move into, through, or end their movement in a half hex.
4. For the BattleTech Open tournament, we recommend skill levels of Piloting/Driving 5 and Gunnery 4. However, both sides must have equal Piloting/Driving and Gunnery skills. For the Gunslinger, Trial of Bloodright and Grand Melee tournaments, Piloting and Gunnery skills depend on the Battle Value of the &rsquoMechs each player has chosen to use during the tournament. See the Gunnery/Piloting Table (Gunslinger/Trial of Bloodright/Grand Melee) for more information. A partial list of all legal BattleMechs and vehicles with their Battle Values appears in the MechForce Manual; a complete list of FASA-published &rsquoMechs and vehicles appears in the revised edition of Maximum TechÔ . New &rsquoMechs and vehicles will be listed in the MechForce Quarterly and will be included on a master list on the FASA website. The judge of each individual tournament may modify the players&rsquo Piloting/Gunnery skills to help expedite the game. However, in the case of the BattleTech Open, the Piloting/Driving and Gunnery skills for both players must remain equal.
gunner/piloting table
(Gunslinger/Trial of Bloodright/Grand Melee)
| Battle Value | Gunnery | Piloting |
| 1-300 | 0 | 0 |
| 301-400 | 0 | 1 |
| 401-700 | 1 | 1 |
| 701-800 | 1 | 2 |
| 801-1,100 | 2 | 2 |
| 1,101-1,200 | 2 | 3 |
| 1,201-1,500 | 3 | 3 |
| 1,501-1,600 | 3 | 4 |
| 1,601-1,900 | 4 | 4 |
| 1,901-2,000 | 4 | 5 |
| 2,001-2,300 | 5 | 5 |
| 2,301-2,400 | 5 | 6 |
| 2,401-2,700 | 6 | 6 |
| 2,800+ | 7 | 7 |
5. Because certain types of equipment consistently bog down BattleTech games, those equipment types cannot be used in tournament play.
Banned equipment:
&bull All C3 equipment
&bull All artillery weapons
&bull All non-standard munitions (except for LB-X cluster, Streak, ATM munitions or Artemis-compatible missiles)
&bull All Level 3 rules and equipment (as published in various BattleTech products such as Maximum TechÔ , as well as in various MechForce publications worldwide).
Note: Players may use BattleMechs carrying the banned equipment, but that equipment does not function.
6. Special Case Rules: Players may not use the Accidental Fires and Intentional Fires Special Case rules. All other Special Case rules that apply directly to BattleMech or vehicle combat, and fall within the rules of the individual tournament, are in effect.
Note: The Auto Eject on all &rsquoMechs is considered Disabled.
7. Players may not use sheet protectors and grease markers. Sheets should be marked legibly so that the judges may review the record sheets if necessary. Opponents have the right to view each other&rsquos record sheets.
8. Players must use standard six-sided dice when playing tournaments. No specialty dice, such as The ArmoryÒ &rsquos BattleTech dice, may be used. The judges may choose to disallow ALL players' dice and instead supply dice to all players.
9. Each player is required to bring his own materials. This includes dice, pencil, appropriate BattleMech and/or vehicle record sheets, maps and any other material the player deems necessary to play BattleTech.
10. All players participating in BattleTech events are expected to display good sportsmanship. The judges of any BattleTech tournament reserve the right to eject any player from a BattleTech tournament for unsportsmanslike or disruptive behavior.
11. All players participating in BattleTech events are expected to finish those events. Because of the way BattleTech tournaments are scored (especially the BattleTech Open), it is important that every player finish the tournament for which he has registered. Abandoning a game midway through the event shows unsportsmanlike behavior and, more importantly, it can irrevocably damage your opponent's chances of advancing in and/or winning that tournament. If a player does not finish a tournament&mdashfor example, by walking away in the middle of a game or failing to finish all three rounds of the BattleTech Open&mdashthe judges can choose to ban that player from any future FASA-sponsored BattleTech tournaments, including any BattleTech tournaments for which a player might already be registered. In addition, if that player is a MechForce member, his or her membership will be assessed a penalty of 50 promotion points.
BATTLETECH OPEN
1. The BattleTech Open tournament is comprised of three rounds of play. This tournament requires an even number of players, with a minimum of six players. Each player will participate in all three rounds of the tournament. The winner of the tournament will be determined according to the Ranked Battle Scoring formula found in the MechForce Manual. Each player will start the tournament with 1,000 points.
Additionally, at the tournament organizer&rsquos discretion, a fourth and final round, using any Level 2 technology base, may be added.
2. During each round of play, each player will control a lance of four (4) different &rsquoMechs and/or vehicles&mdashyou cannot play with fewer than 4 &rsquoMechs and/or vehicles. Each player determines the exact composition of his forces. However, the total tonnage of the lance can be no less than 140 tons and cannot exceed 250 tons.
Note: You cannot use VTOL or Naval vehicles.
3. The BattleTech Open is designed to determine the "best" player in the tournament. This player should be able to succeed regardless of &rsquoMech, vehicle or technology base: therefore, each round will be played using a different technology base. In addition, no &rsquoMech or vehicle variant may be used more than once during any of the three rounds. For example, if the player moves onto the battlefield in Round 1 with a HBK-4P Hunchback, that is the only time he may use that variant. In Round 2, however, he may use a different variant of that &rsquoMech (HBK-5M, for example), or an entirely different &rsquoMech, if he so desires. In other words, if a player participates in all three rounds of the tournament, he will use 12 different &rsquoMechs/vehicles and/or variants.
Additionally, at the tournament organizer&rsquos discretion, further restrictions on unit choices may be applied.
Round 1: Level 1 Inner Sphere only
Round 2: Level 2 Inner Sphere only
Round 3: Level 2 Clan only
4. The judges will choose opponent pairs by randomly assigning players to each other as they register. Larger tournaments, such as those held at the OriginsÒ and Gen ConÒ conventions, may require modifications to that rule. Each round, players will face a different opponent, so that no two players compete against each other more than once.
5. The judges will determine the length of each round. We recommend, however, that no round exceed four (4) hours, and that there be a break between each round to allow for final damage calculations and other necessities.
6. If any player's &rsquoMech or vehicle leaves the field, whether under its own power or because of its opponent&rsquos actions, that &rsquoMech or vehicle is considered destroyed.
7. If a player concedes the round he is currently playing, whether because he has to leave early or he no longer wishes to participate in that round, he loses that round. Both sides consult the Ranked Battle Scoring to determine the status of their &rsquoMechs and/or vehicles in their current condition. Regardless of the status of either side's &rsquoMechs or vehicles, the player who did not concede the game wins that round.
Note: If the judges feel that a player is abusing this clause, they reserve the right to eject that player from the tournament. Additionally, because this situation can irrevocably damage the remaining player&rsquos chances of winning this tournament, if the remaining player is willing, one of the judges may finish the game in place of the conceding player.
8. At the end of each round of the tournament, each player should consult the Ranked Battle Scoring section of the MechForce Manual to determine the winner of the round, then help his opponent fill out the Battle Report Master form of the MechForce Manual. This form must be turned in to the judges. The judges use this form to determine the winner of each round and the overall winner of the tournament.
Note: The judges should provide these forms, but players may also bring this paperwork.
GUNSLINGER TOURNAMENT
1. The BattleTech Gunslinger tournament is a single-elimination tournament. This tournament requires 4, 8, 16, 32 or 64 participants to avoid one or more players receiving a bye.
2. For each round of play, each player must choose a different &rsquoMech chassis&mdashnot a variant or alternate configuration&mdashusing the Level 2 Inner Sphere technology base. The individual player may choose the tonnage and type of BattleMech.
3. The judges will choose opponent pairs by randomly assigning players to each other as they register. Larger tournaments, such as those held at the Origins and Gen Con conventions, may require modifications to that rule. The tournament will then proceed using standard single-elimination rules; the winners move on to the next round while the losers are eliminated.
4. The judges will determine the length of each round. We recommend that no round exceed one and one half (1 1/2) hours, and that there be a break between each round.
5. If a player&rsquos &rsquoMech leaves the field, whether under its own power or because of its opponent&rsquos actions, that &rsquoMech is considered destroyed.
6. If player concedes the round he is currently playing, whether because he has to leave early or he no longer wishes to participate in that round, his &rsquoMech is considered destroyed.
7. At the end of each round, the winner of each game will be the player whose BattleMech is not destroyed. See page 38 of the BattleTech Master Rules for the definition of a destroyed &rsquoMech. If both &rsquoMechs remain operational&mdashor both &rsquoMechs are destroyed in the same turn&mdashthe winner will be the person who inflicted the most damage, according to the ruling of the judges.
TRIAL OF BLOODRIGHT
1. The BattleTech Trial of Bloodright or Bloodname tournament uses the rules for the BattleTech Gunslinger tournament, with the following exceptions.
2. This tournament has a maximum of 32 players.
Note: If a Grand Melee tournament is also being run, one slot of the Trial of Bloodright tournament should be reserved for the winner of the Grand Melee tournament.
3. For each round of play, each player must choose a different OmniMech chassis&mdashnot an alternate configuration&mdashusing the Level 2 Clan technology base. No second-line BattleMechs are allowed. The individual player may choose the tonnage and type of OmniMech.
GRAND MELEE
1. The BattleTech Grand Melee tournament is a free-for-all tournament that can accommodate any number of players.
2. Each player chooses an OmniMech using the Level 2 Clan technology base. No second-line BattleMechs are allowed. The individual player may choose the tonnage and type of OmniMech.
3. The judge of the Grand Melee tournament should use whatever mechanic he deems necessary to ensure a random placement of all units. Units are placed at the very edge of the board, at an equal distance from the other units, in the first full hex of the map edge.
4. The judges determine the length of the Grand Melee tournament. If a Trial of Bloodright tournament is also being run, keep in mind that the winner of the Grand Melee tournament fills the final slot in the Trial of Bloodright, and schedule both tournaments accordingly.
5. The number of map sheets used depends upon the number of players involved in the tournament and is determined by the judges. We recommend four (4) mapsheets or a number of mapsheets equal to half the number of players.
Note: All mapsheets for this tournament should be the standard BattleTech mapsheet found in the BattleTech box set and BattleTech Map Set 2.
6. If a player&rsquos &rsquoMech leaves the field, whether under its own power or because of its opponent&rsquos actions, that &rsquoMech is considered destroyed.
7. If a player concedes the round he is currently playing, whether because he has to leave early or he no longer wishes to participate in that round, his &rsquoMech is considered destroyed.
8. Because of the potential number of players involved in the Grand Melee, the judge is responsible for fairly determining Initiative. For example, the judge may create two identical stacks of numbered cards before coming to the tournament table. Prior to game play, the judge gives one card from a single stack to each participant in the Grand Melee, then removes the same unused numbers from both stacks. He then shuffles the second set of cards and draws the top card, announcing the number drawn. The player with the corresponding number moves his &rsquoMech. After each turn, the judge reshuffles the numbered cards and play proceeds in the same manner.
Note: The judge may also use this system for initial placement of units.
Judges also should time each player&rsquos move to give each player equal time and to keep the game moving. We recommend no longer than one (1) minute per player.
9. Every Clansman who enters the Grand Melee has one goal in mind; to be the last standing. Winning the Grand Melee will gain him the final slot in the Trial of Bloodright, and gives him the opportunity to earn a Bloodname. Because a Clansman can win no higher honor than a Bloodname, there are no friends, no alliances and no holding back once the Grand Melee has begun.
If, at any time during the Grand Melee tournament, the judges feel that a player or players are not playing by the spirit of this tournament&mdashfor example, teaming up with friends and not firing on each other, not firing on available targets, and so on&mdashthe judge can enforce the following rules to help simulate the Clan mind set in the Grand Melee tournament.
&bull Each player MUST fire every turn on the easiest and/or closest target to which he has a valid LOS, under the following two conditions:
&bull A player does not have to fire any weapons that use ammo.
&bull A player does not have to overheat his OmniMech when firing. However, he must come as close as possible&mdashincluding the heat generated during the Movement Phase&mdashto the maximum heat dissipation capabilities of his OmniMech.
10. At the end of the Grand Melee tournament, the winner is the player whose BattleMech is not destroyed. See page 38 of the BattleTech Master Rules, for the definition of a destroyed &rsquoMech. If more than one &rsquoMech remains operational, the winner is the person who inflicted the most damage, according to the ruling of the judges. Larger tournaments, such as those held at the Origins and Gen Con conventions, may require modifications to that rule.
BattleTech, 'Mech, BattleMech, BattleForce
and MechForce are Registered Trademarks of FASA Corporation.
Other Trademarks are Trademarks of FASA Corporation. Copyright
1999 FASA Corporation.
All rights reserved. Printed in the USA.Permission to Photocopy
for personal use.
For more information, contact:
[email protected]
If you are interested in runninga BattleTech
Tournament, contact: [email protected]