Sunday, June 12, 2011

Arena Rules: Hartford Gardens (ComStar)

Hartford Gardens
ComStar has taken over maintenance of the Hartford Gardens Arena for the Solaris Olympiad Series and is putting up the prizes for the top finishers.  Hartford Gardens used to be a sprawling estate, now the Gardens area has been made into one of the most popular Arenas not supported by a major house.  The Arena features a small lake, many sturdy walls and sections of woods.  The Arena is also know for the traps the owners place throughout the arena.  Be assured that ComStar will continue with that trend for the Solaris Olympiad.


Specific Rules for Hartford Gardens are as follows.

Walls:
Each wall sections ate two levels high with the support columns being 3 levels high.  The walls have been reinforced by ComStar engineers and are essentially indestructible.  A pilot that falls when on top of the wall must make a second piloting check or potentially fall off the wall.  If the 2nd roll is failed, There is a 4 in 6 chance the mech will fall of the wall.  Determine which two directions the mech can fall and stay on the wall, then Roll Direction of fall.  Example:    Say a mech was running along the wall and then fails the 2 checks and might fall of the wall.  Where it was running along the wall a front or rear direction of fall result will keep the mech on the wall, any of the side fall results means the mech has slid off the wall during the fall 

Lake:
The lake in the center of the Gardens is 1 level deep through out.


Woods:
All the Woods on in the gardens are light woods.


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.

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 - 7 Point Minefield, remains in play,  May be removed using Minefield removal rules.  Activating mech may continue it's movement. 
  2. Quicksand! - 1 Level Deep. Cost 4MP 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 quicksand).  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. Medium Laser pop up turret. A turret pops up touching an edge of the terrain coin, and remove the coin. If possible it will be placed in the front arc of the activating mech. If the front is not possible then either of the side, then finally the rear arc. Once placed the activating mech may continue their movement phase. The Turret has Gunnery skill of 5 and is considered an immobile target. The Turret can take 8 points of damage before deactivating.  There is no CP, C-Bill or Fame awarded for taking out a turret.  As the turret is considered an enemy unit you may not move through the turret and must move around it.  The Turret will shoot in the firing phase at the closest target.
  4. One Shot SRM4 pop up turret.  A turret pops up touching an edge of the terrain coin and remove the coin. If possible it will be placed in the front arc of the activating mech. If the front is not possible then either of the side, then finally the rear arc. Once placed the activating mech may continue their movement phase.  The Turret has Gunnery skill of 5 and is considered an immobile target. The Turret can take 8 points of damage before deactivating.  There is no CP, C-Bill or Fame awarded for taking out a turret.  As the turret is considered an enemy unit you may not move through the turret and must move around it.  The Turret will shoot in the firing phase at the closest target.  Once the turret has fired you may remove it from play.
  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.

1 comment:

  1. Got paint on the central Lake. This arena is ready to be used. Although with the use of trees, it can not be used at the same time as the "Jungle" arena.

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