Wednesday, June 15, 2011

Ejecting, Surrendering, and Withdrawing

Hopefully this post will clear up any confusion there may be about the differences between Surrendering, Withdrawing, and Ejecting.  There are benefits and negative impacts associated with each.  You may get to a point in a battle where your mech is pretty beat up and your almost positive you will not last another round, here are your options.

Surrendering:
At the end of any phase you may fire off your surrender flare.  Your mech must be in a "Crippled" state or shut down from overheating before you may fire off your surrender flare.  You shut down your mech and are officially out of the match at that point.  You may still fire your surrender flare if your mech is shut down, but you may not do it if your mechwarrior is unconscious.  You may not be the target of attacks, remove the mini from the table.  
  • Your mech must roll for any Heat related issues (Shut down or ammo explosion) that it may have until it reaches 0 heat.
  • The Credit for your "Kill" goes to all the mechs that attempted a ranged or physical attack on your mech in this or the prior turn.  If it is only one mech then they get credit for a Solo Kill, otherwise all the attackers get an "Assisted Kill"
  • For Surrendering you get 0 CP, -2 Fame, and -250,000 C-Bills
  • Clanners may not surrender, and some Stables train their warriors to fight to the end.
The "no surrender" mechwarriors are tenacious and determined but not suicidal. 

Here are all the ways a "No Surrender" mechwarrior can be eliminated from the battle.

  • Their mech loses the last CT internal structure
  • Their mech takes a 3rd Engine hit
  • Their mech takes a 2nd Gyro hit
  • The cockpit is destroyed, either through critical hit or head internal structure loss.
  • Their mech loses its 4th limb
  • Withdrawing from the arena (Only if mech crippled and they have no useable weapons remaining)
  • The mechwarrior ejects.
Now there are only two situations when the mechwarrior can eject.
  1. Through an Auto-eject due to an Ammo explosion.
  2. Manual Ejection when their mech is shut down due to overheating.  (May not turn off heat sinks to get mech to shut down)
In Short... No you can't walk over and step on the cockpit of the Clan mechwarrior who took two gyro hits and can no longer move their mech.  They get out (without ejecting) and run to safety.
    Withdrawing:
    If your mech is in a "Crippled" state you may Withdraw from the arena.  To do so you must move your mech either off the edge of the arena board or through one of the entry points to the arena during the movement phase.
    • The Credit for your "Kill" goes to all the mechs that attempted a ranged or physical attack on your mech in this or the prior turn.  If it is only one mech then they get credit for a Solo Kill, otherwise all the attackers get an "Assisted Kill"
    • Your mechwarrior receives 3 CP and 1 Fame.
    • You may not withdraw if you fired weapons in the last turn. You must wait on the table 1 turn without firing your weapons before withdrawing.  (This rule was added to deter folks from sitting by the exit points then backing up to get CP and fame once crippled.) 
    Ejecting:
    One of the ways your mechwarrior can die is an ammo explosion that destroys all of the CT internals of your mech.  This explains why some mechs have CASE in the side torso with an XL engine, sure the mech is dead, but it will save the mechwarrior.  There is an Auto-eject system in every mech that will eject the mechwarrior in the event of an ammo explosion.  You do not need to eject if you lose all the CT internals to external damage, or if you take your 3rd engine hit.  The mech just stops working in those cases.  There really is only a mechwarrior threatening situation when the ammo explodes, then the mechwarrior needs to get out of there in a hurry.
    The Auto-eject system will be assumed to be on unless you have written on your mech sheet that it is turned off (The system is on even if you have CASE, so if you want it off, write it down that it is turned off).  You may only change the Auto-eject setting at the end of any turn (after the heat phase).   
    You may also manually eject from your mech at the end of any phase.  The eject system will work even if your mech is shut down.  You may not eject from your mech unless it is "Crippled" or Shut down from overheating.
    • Your mech must roll for any Heat related issues (Shut down or ammo explosion) that it may have until it reaches 0 heat.
    • In the event of an Auto-Eject due to a critical hit to an ammo bin, the credit for your "Kill" goes to the mech that did the ammo critical. (Will be a Solo kill, unless someone crits a different ammo box  or something else that would finish off the mech, then it will be an Assisted kill)
    • In the event of a Manual Ejection or Heat caused ammo explosion Auto-eject.  The Credit for your "Kill" goes to all the mechs that attempted a ranged or physical attack on your mech in this or the prior turn.  If it is only one mech then they get credit for a Solo Kill, otherwise all the attackers get an "Assisted Kill"
    • Ejecting does 1 hit to the mechwarrior. 
    • Your mechwarrior gets 1 CP and  -1 Fame for ejecting.
    • Your mech will automatically fall (if it was standing) after you eject.  Be sure to roll for falling damage for the mech.
    • There is an extra 10% repair cost to any mech that has been ejected from.

    1 comment:

    1. Added the "No withdrawing if you fire the last turn." rule. This is to prevent folks from hanging about the exits, sniping away, then backing up off the board once they are crippled.

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