Friday, June 3, 2011

Rules: Booby Traps / C-Bill Awards / Crates / I-Beams

Some Arenas like to spice things up a little bit with some interactive obstacles and terrain. These may be Pop up turrets, hidden pits, moveable crates, Or something we will call a Treasure flare.
Here is where you will find the basic rules for these terrain pieces.

Terrain Coins:
First up we will be using the 2" terrain pieces to represent where these items (other than the crates) are located on the map. You can see a couple rows of these in the image below (Being used as straffing makers for an aerospace attack). 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 and depends upon the arena and number of constants. 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 12" 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 are used in the following Arenas:
  • Ishiyama: The Iron Mountian (Kurita) - Additional Rules on for see Ishiyama Arena rules page
  • The Jungle (Liao)
  • Boreal Reach "Devils Bath" (Davion)
  • Hartford Gardens (Unaffiliated)
  • King of the Mountian (Unafilliated)
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. Jumping over a terrain coin will not activate it, you have to touch it for it to activate.  Each Arena will have a different d6 chart to use.  The chart for each arena is made up from the items on the list below with the treasure flares taking the 5 and 6 slots on each chart.  The exact chart for each arena can be found on that specific Arena Rules page (Still need to write those)

  • Minefield - 7 Point Minefield, remains in play,  May be removed using Minefield removal rules.  Activating mech may continue it's movement.
  • Minefield - 10 Point Minefield, remains in play,  May be removed using Minefield removal rules.  Activating mech may continue it's movement.
  • 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).
  • Hidden Pit! - The mech falls into a 2 level deep hidden pit, taking falling damage from a 2 level fall.  The activating mech may use any remaining movement to attempt to stand and climb out of the pit and continue their movement. 
  • 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.
  • 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.
  • Nothing. Open space.  Remove the coin. The activating mech may continue it's movement.
  • Lesser Treasure Flare.  Remove the coin. The activating mech is awarded 50,000 C-Bills.  The activating mech may continue it's movement.
  • 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.
    Crates:
    Some arenas will have some Crates that are moveable and destructible.  These can be used as partial cover.  Crates have a CF of 5 and will take 5 points of damage before it is destroyed.


    Crates are used in the following arenas.
    • The Factory (Marik)
    • The Scrapyard (Unaffiliated)
    Crates are placed on the board before players choose their starting positions.  Details on where the crates should be place are located on the Specific Arena rules page.

    These crates may be moved from their original starting position.  Though bulky they only weigh 1 ton so they are easily moved. 
    • Walking mechs may kick a crate or stack of crates out of the way of a walking mech.  This does not require a piloting check or hinder movement in any way.  Just push the crate to one side or the other, moving units choice which side the crate is moved to.  You may not push the crate along in front of you.
    • Running mechs will blow right through the crate destroying it.  You must make a piloting check for each crate you wish to run through in this manner.  It does not cost you any movement to blow through the crate, you just have a chance to fall over.  Remove any crate from play that when the mech attempts to run through...the crate is destroyed if the pilot makes or fails the piloting check.  The debris left behind is scattered and not substantial enough to be considered rough or rubble.
    • Picking up crates is possible.  (Though I can't see why you would want to.)  You must be walking and have 2 working hand actuators.  It takes 1 MP to pick up a crate, it takes 1 MP to set down a crate intact.  You may Drop the crate for 0 MP, destroying it.  Just a standard piloting check will let you pick up the crate.  While carrying the crate...You may only use Walking movement, you man not fire any arm or front facing torso located weapons.  You do not have "Partial cover" carrying a crate, but any shot that hits one of your front torsos will hit the crate first.  Once the crate has taken 5 points of damage it is destroyed. 
    I-Beam Scrap Pile:
    An I-Beam scrap pile is just that, a pile of I-Beams were a battlemech can automatically find a re-usable Club.



    I-Beam are used in the following arenas.
    • The Factory (Marik)
    • The Scrapyard (Unaffiliated)

    The Club rules are in the Total Warfare Rulebook.  Normally you have to search a building, then roll to see if you find one.  But with these piles it is automatic.  All the other rules for picking up clubs and the use of Clubs we will follow right from the rulebook.  You may not keep you club for future events and must turn it in after the battle.

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