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Classic Battletech: Campaign in a Day II - Information and Rules

Battletech Classic Campaign Gameday:


Welcome Mechwarriors! The Fed-Com Civil War has broken out, and it's a perfect time to be getting into the most profitable business in the Inner Sphere: War. You’re a proven commander, but so are the rest of these veterans around you, all looking to fill out their units both signing on to the many lucrative contracts this war brings with it. Maybe it’s worth investing in one of those assault mechs? Or better off with some lights, save the budget for the inevitable field repairs? The choice is yours commander…

Order of the day:

10:00 - 10:10: Registration and Welcome
10:10 - 10:30: Auction
10:30 - 12:45: Game One
12:45 - 13:15: Lunch
13:15 - 15:30: Game Two
15:35 - 17:50: Game Three
17:50 - 18:00: Awards Ceremony

Set-up and List Building

Factions:

Players are welcome to choose units entirely from the Mercenary faction from the list available on Master Unit List. All units must be available to the unit during the Civil War Era


List Building:


General: All lists must contain the following:
A maximum of 8 units chosen from the following units:
Battlemechs
Omnimechs
Battle Armor
Combat Vehicles (including VTOLs)
Infantry
4 units must be mechs.
May not exceed 9,000 BV
Units must be chosen from the Civil War era section of the mercenary faction on MUL.
However, ONE (and only one) unit may be chosen from another faction from the MUL, representing salvage.
All units must have gunnery and piloting skills of 4 and 5 respectively. Infantry (not battle armour) are the only exception, and must be 4 and 8 in their respective slots.
1 mech pilot must be chosen to be your lance’s commander.
If a mech has a Command Console, it must be your lance commander!
Experimental units, unique units, and artillery are forbidden.
Players may bring two mechs of the same chassis, but not the same model.
E.g. You could bring a Masakari A and B, but not two Masakari A’s


List Submission
All lists should be submitted at least 24 hours in advance to mitchellcwelsh@outlook.com


Players should bring printed copies of all of their record sheets.
The Auction

Before the auction, all players must submit a MINIMUM of 80 tons of mechs for the auction. All players are required to submit 2 mechs for the auction!

All players start with 1,000,000 C-Bills, and may bid for units as they turn up in the auction. Each player must purchase 2 mechs, and can purchase a maximum of 2 mechs.

Bidding:
Bidding may be made in increments of 50,000 C-Bills minimum.
All mechs have a bidding ‘threshold’ depending on the weight class of the mech. If this threshold is met, bidding immediately ends and that player wins the mech:
Light Mech: 400,000 C-Bills
Medium Mech: 600,000 C-Bills
Heavy Mech: 800,000 C-Bills
Assault Mech: 900,000 C-Bills
After all mechs are purchased, the player who brought that mech to the auction receives half of the total price in C-Bills (the house takes a 50% cut).
Players may bid for their own mechs. However, they may never bid the maximum threshold for their mechs. Additionally, the house still takes its 50% cut; this ain’t charity!
The last mech available is always sold for 100,000 C-Bills.
It is entirely possible a mech is not purchased by any player… that just means some players may be playing with fewer units than their opponents!

The Lance Commander

Every game, after selecting which units you wish to use for the battle, you must choose a single mech in your list to be your lance commander.

Increase the Gunnery Skill and Piloting Skill of the mech to 3 and 4 respectively.
The Campaign
Every game, players will secretly select units to use for their game, which must be between 5000 - 6000 BV. This will be their list for that game.

Before rolling to see which player deploys first, players simultaneously reveal which units from their roster they will be using.

All damage suffered, and ammo spent, over the course of the day is cumulative. Players are welcome to use units multiple times but must deploy them in the condition they finished the last game in, with the following exceptions:

Field Repair

At the end of each game, after players have received payment for their contracts, players may make up to two repairs on one unit from their list that was not destroyed. Select a repair from the following list and apply it to one of your units, the GM shall track the relevant C-Bill Costs:

Restore the armour OR internal structure on one section of a mech/vehicle. 50,000 C-Bills
Replenish 1 (and only 1!) ammo bin on a mech/vehicle: 50,000 C-Bills
Replace one limb on a mech (the limb starts with 0 armour points remaining): 100,000 C-Bills
Replace one torso on a mech: 250,000 C-Bills
Restore the armour on half (rounded up) of a battle armour unit's remaining members. You restore nothing on dead members of the unit!: 50,000 C-Bills
Repair a single critical hit (excluding units that were destroyed):
Weapons, actuators, hips, etc.: 50,000 if 1 crit slot, 100,000 if multiple
Engines and Gyros: 150,000 C-Bills

Merc’ Gone Bust!

In the event that a player cannot create a list meeting the minimum requirements, that player may temporarily hire pirates, disgraced mercs, or some other scum from the list of following units with a gunnery skill of 4 and piloting skill of 5.

The unit must be a variant available to Mercenaries in the Civil War Era

This may not take them above the maximum limit of 6k BV:

Inner Sphere:
Locust
Wasp
Stinger
Shadow Hawk
Phoenix Hawk

Dam Pirate!: At the end of the game in which you have resorted to these desperate measures, you notice 1d6 x 50,000 C-Bills have gone missing from your account… oops!


General Rules

Books Used:

We will use the following core rules books:
BattleMech Manual
Total Warfare
Tech Manual

Additionally, the following optional rules will be in use:
Backwards Level Change (p15 BM)
Floating Critical (p45 BM)
Careful Stand (p19 BM)
One-Armed Prone Fire (p30 BM)
Enhanced Flamers (p99 BM)
Machine Gun Rapid Fire Mode (p101 BM)
Expanded Arm Flipping (p25 BM)
Engine Explosions (p47 BM)


Maps and Scenarios

There are 6 tables to be played on, each with a different set of two mapsheets. Players will only play on 3 of the tables throughout the day, which will be determined at random alongside their opponents.

All games use the following method for deployment:
At the start of the game, no units begin on the table.
The player who lost initiative picks one of the marked map edges to be their deployment zone.
At the start of the first round, that player then places one of their units on a hex of that map edge. That unit may then move as normal as if it had spent 1 MP and moved one tile for the purposes of determining movement modifiers.
Players then alternate and continue to play as normal.

All games have a maximum of 12 full game turns.

CONTRACTS

Each table has up to 6 contracts. Before deployment, each player should be dealt two contracts, which are kept secret from their opponent.
Some contracts may require a unit to pick something up, hold a certain position, etc. Only announce to your opponent when the contract has been completed!
Any clarifications can of course be requested from the GM.

Each contract upon completion should be announced to their opponent, and then sat to the side.

When a contract is completed, the player should draw a new contract at the end of the round.

Should a player be required to draw a new contract when none remain, the game immediately ends.

Conceding

At the end of any game turn after turn 6, a player may choose to concede to their opponent to prevent further losses to their unit.

However, concession comes with strict penalties as your mercenary unit is essentially being ransomed back to you!
Show the opposing player all contracts you have in your hand, even ones you completed. That player may choose to take the C-Bill reward for any of those contracts.
You also must pay 50,000 C-Bills to the opponent for every non-destroyed/crippled mech you have on the field.
The winning player counts as having fulfilled any contracts in their hand automatically.

_________________________________________________________________________

Awards and Prizes
At the end of the day there will be several awards and prizes available to players!

1: HAPPY RETIREMENT!

Finish the day with the most C-Bills

2: BOUNTY HUNTER PROTOGE

Destroy the most units of any player
Bonus points for destroying units with physical attacks or lance commanders!

3: MERC’ GONE BUST

Finish the day with an empty bank account. I hear the Solaris Arena’s are always looking for more broke fo- I mean down on their luck mechwarriors!

4: NOTHING PERSONAL, JUST GOOD BUSINESS

Destroy or cripple an enemy lance commander with a Mech they put up for auction.

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