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TDF Battletech

This document summarizes the rules for a BattleTech tournament using Classic units from the Clan Invasion era. Players will compete through a series of randomly determined scenarios, earning victory points for completing objectives. Scenarios include attacking/defending objectives, controlling supply depots, dominating a central hill, assassinating enemy units, escorting an objective across the map, and resolving a negotiation gone bad. Planetary conditions will be determined on the day of the tournament. The winner will be the player with the most total victory points after five rounds.
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0% found this document useful (0 votes)
27 views

TDF Battletech

This document summarizes the rules for a BattleTech tournament using Classic units from the Clan Invasion era. Players will compete through a series of randomly determined scenarios, earning victory points for completing objectives. Scenarios include attacking/defending objectives, controlling supply depots, dominating a central hill, assassinating enemy units, escorting an objective across the map, and resolving a negotiation gone bad. Planetary conditions will be determined on the day of the tournament. The winner will be the player with the most total victory points after five rounds.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
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DRAGONFORGE CLASSIC BATTLETECH TOURNAMENT

PARAMETERS
BATTLE VALUE: 5000 BV
UNIT LIMIT: 5 (Duplicates of the same model variant up to two)
ERA: Clan Invasion
Maximum Skill Level: No Limit but Skill levels must be within 1 of each other i.e. Gunnery 4/ Piloting 3
Maximum Turns: 5
References: AGOAC, Total Warfare, Battlemech Manual, Clan Invasion Rulebooks.
-LANCE AND STAR RULES ACTIVE
-No special munitions unless the unit’s stock configuration comes with it.
Objectives: Objectives are 1 hex and level 1. Objectives on water are always level 1 unless otherwise
stated by the scenario. Treat objectives as hills

***At the start of the round, the Tournament Organizer rolls a D6, the result will be the scenario for
that round. Roll again if a scenario has already been picked this tournament***

Scenario 1: ATTACK AND DEFEND


Set Up: Players roll off. Starting with the losing player, each player places 1 objective marker on the 6 th
full hex from their edge of the map. This objective token has 20 Armor points, 10 Structure Points, AMS
and is Level 1 with TMM0. This objective is always level 1 when placed in Water Hexes.
Deployment: Each player deploys from their chosen half of the map
Gameplay: Destroy the opponent’s objective. (The objective nearer your opponent’s edge)
Scoring: Destroying an Objective 3 pts, destroying an enemy UNIT 1 pt.
Win Condition: Players play 5 turns. Player with the most points wins the game and earns 6 victory
points

Scenario 2: SUPPLY DEPOTS


Set Up: Players roll off. Winning player places one center objective marker on the center of the map.
Starting with the losing player, each player places and objective marker on the 6 th full hex from the
center objective on their side of the map.
Deployment: No Deployment, Players move in from their map edge on turn 1
Gameplay: Players score by controlling the center objective and their opponent’s objective. To control
an objective, a UNIT needs to be in base contact with it at the end phase of the turn. The player with
more units in base contact with the objective controls it. A Knocked down, Immobile or Crippled unit
cannot control the objective
Scoring: During the end phase after all effects have resolved. Score 1 point for controlling the center
objective. Score 2 points for controlling the opponent’s objective. (The objective nearer your opponent’s
edge)
Win Condition: The first player to 6 points wins the scenario or a Player that has more points after the
5th turn wins the scenario

Scenario 3: KING OF THE HILL


Set Up: Put an objective token on one hex in the center of the map
Deployment: Players deploy 6 hexes away from the middle line of the map
Gameplay: Players fight for control of the objective. To control the objective, a MECH needs to be in
base contact with it at the end phase of the turn. If two or more MECHs are in base contact with the
objective, the player that has the higher total BV of the MECHs in base contact controls the objective. A
knocked down, crippled or immobile MECH cannot control the objective.
Scoring: During the end phase after all effects have resolved. Player controlling the objective scores
2point
Win Condition: The first player to 6 points wins the scenario, Player that has more points after Turn 5
wins the scenario

Scenario 4: ASSASSINATE
Set Up: Pick an opponent’s unit that will be their VIP
Deployment: Players deploy on the their chosen half of the map
Gameplay: Destroy the VIP and its escorts
Scoring: Score 3 points for destroying your opponent’s VIP, Score 1 point for destroying any other
opposing unit.
Win Condition: Player that has more points after the 5th turn wins the scenario and earns 6 Victory
Points

Scenario 5: ESCORT
Set Up: Place one objective marker on the middle of the map
Deployment: No Deployment, Players move in from their side of the map edge on turn 1
Gameplay: Players try to control the objective and push it to their opponents map edge. To control the
objective UNITS must be in base contact with it at the end phase. The player with the most UNITS in
base contact with the objective controls it. A Knocked down, Immobile or Crippled unit cannot control
the objective. At the start of the movement phase, the player controlling the objective rolls 1 d6,based
on the result, move the objective one hex in any direction towards your enemy table edge. This
movement ignores any terrain rules
Scoring: 1 point for each UNIT destroyed. 1 point for controlling the objective
Win Condition: The player that manages to ferry the objective on the last full hex of opposing player’s
table edge wins the scenario, if not, the player that has the most points at the end of turn 5 wins the
scenario.

Scenario 6: NEGOTIATION GONE BAD


Set Up: Roll-off, starting with the losing player, each player choses UNIT to be a Commander. Place an
objective marker on the middle of the map. Starting with the losing player, players place their
commanders adjacent to the objective marker.
Deployment: No Deployment, Players move in from their side of the map edge on turn 1
Gameplay: Destroy the enemy commander
Scoring: Score 5 points if your commander destroys the enemy commander. Score 3 points if a unit nor
a commander destroys the enemy commander, Score 1 point per any non commander UNIT destroyed.
Win Condition: The player that has the highest score at the end of turn 5 wins the game

TIE BREAKERS:
SCENARIO POINTS
BV DESTROYED
DRAWS ARE AUTOMATIC LOSES

***PLANETARY CONDITIONS : TBD ON GAME DAY***

BEST OF LUCK MECHWARRIORS!!!

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