Monday, June 13, 2011

Arena Rules: Boreal Reach (Davion) "The Devil's Bath"

Boreal Reach
The Davion Arena uses holographic technology, coupled with advanced environmental controls, to produce virtually any setting a person can conceive of. It takes its name from one of the more popular such settings, a polar glacier. However a new battlefield has been programmed to be used exclusively for the Solaris Olympiad Series.  A re-creation of "The Devil's Bath" on Tukayyid will be the setting.  Rocky Pillars, Quicksand, Minefields, and brutal temperatures will be awaiting our Series contestants when they enter the Boreal Reaches for the Olympiad.   

Specific Rules for Boreal Reaches "Devil's Bath" are as follows.

Rocky Pillars:
Each Pillar is of a varying height, but could hold the weight of any mech capable of jumping to reach the top.  Remember each level is 1.5" high, so a mech with a jump of 4 could jump to the top of a 6" pillar. The Pillars are indestructible.  A pilot that falls when on top of the pillar must make a second piloting check or fall off the pillar.  If the 2nd roll is failed, determine which direction the mech falls using the standard direction falling chart.  If the roll is made the mech has simply fallen on top of the pillar.



Lake "Watering Hole":
The lake in the center of the Devil's Bath arena is 1 level deep.  It is fed by an underground spring so even with the scorching temps it remains full.  The bottom of the lake is solid.  Remember any Heat sink under water sheds double the heat it normally would.  

Lake Edge:
There is a ring of mud around the Watering Hole.  The mud is 1 Level Deep. Cost 4MP to move through.  Requires a +3 piloting check to move through (granting 2" of movement through the mud), failure indicates the mech is stuck and ends it's move.  Stuck mechs may attempt to get out the next movement phase at a +4 Piloting check (as they have settled deeper in the mud).  Jump Jets in the legs will not work to get unstuck, must be torso mounted.  Must have at least 4 Torso mounted Jump jets to attempt jumping escape which takes up 6" of Jump movement.


Brutal Heat:  The Arena temps have been set a to one of their highest settings.  A mech generates 3 extra heat during the heat phase...making that lake look all the better.  

Starting Positions:
The starting positions place equally apart along the table edge.  Place one in each corner then one every 12" along all edges, skipping the center position of the long table edge on each side.  This will give 16 starting positions.

Terrain Coins:
The 2" terrain pieces to represent where random items are located on the map. We will call these "Terrain Coins" for lack of a better term.

The exact number of Terrain Coins is randomly determined prior to each match.
If there are 6 or fewer competitors then roll a d6, if there are more then 6 players then roll 2d6.
These will be placed at least 8" from any starting position, and no closer than 4" from another terrain coin.  The terrain coins should be placed before players pick their starting positions.  Terrain Coins may be placed in the lake, but not in the mud ring along the lake edge and not on top of rocky pillars.

Exactly what the "Terrain Coin" has will be randomly determined at the time it is stepped on by a mech, not all the results are bad.  When a mech moves onto a Terrain coin, interrupt the mechs movement, roll a D6 and consult the chart below.

  1. Minefield - 10 Point Minefield, remains in play,  May be removed using Minefield removal rules.  Activating mech may continue it's movement. 
  2. Mud Pit! - 1 Level Deep. Cost 4MP (8") to move through.  Requires a +3 piloting check to move through, failure indicates the mech is stuck and ends it's move.  Stuck mechs may attempt to get out the next movement phase at a +4 Piloting check (as they have settled deeper in the mud).   Jump Jets in the legs will not work to get unstuck, must be torso mounted.  Must have at least 4 Torso mounted Jump jets to attempt jumping escape which takes up 6" of Jump movement.
  3. Hidden Rubble.  Treat this area as if Rubble.  Cost 2MP to move through.  The heat has dried over the top layer of a shallow mud pit with hidden rocks.  The unsure footing force the pilot to make a unmodified piloting check when in moving in this area.  Activating mech may continue it's movement.
  4. Cool spot.  Might be the shade, might be the way the winds blow through, but this spot in the arena is cooler for some reason.  Any mech touching the coin during the heat phase, may ignore the additional 3 heat generated by the arena.
  5. Lesser Treasure Flare.  Remove the coin. The activating mech is awarded 50,000 C-Bills.  The activating mech may continue it's movement.
  6. Greater Treasure Flare.   Remove the coin. The activating mech is awarded 100,000 C-Bills and may roll the Die again.  If the result of the new roll is a 6 the Mech gets another 100,000 C-Bills.  The player keeps rolling getting another 100,000 C-Bills for every 6 that is rolled, but stopping when the first non-6 result is rolled.  The activating mech may continue it's movement.

3 comments:

  1. Made progress on the lake today. Scrap piece of plexiglass, small had saw and a dremel do wonders with the stuff.

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  2. Got some paint on the "Watering hole". This Arena is officially ready to use.

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  3. Clarified Jumping escape from mud hexes. Jump jets do not work, just like when they are underwater.

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