Wednesday, May 11, 2011

Stable: Zellbrigen Stables

Stable: Zellbrigen Stables

Faction: Any Clan

Rating: A

Mechs Lists Available: 
All Clan lists

Minimum Fame Required: 15

Character Point (CP) Cost: 22

C-Bill Entry Fee: 1,500,000


Special Abilities:  This stable is the home of abandon or solahama Clan warriors.  True Duelist, they attempt to bring the Clan fighting style to the ArenaPersonal Glory is that which they seek, or a honorable death in combat.  

  • +2 Fame for each Solo Kill
  • Prowler Solaris Mech available for purchase. (Clan built mech for Solaris)
  • May only use Clan Mechs (With the exception of "Challenge" matches, where mechs are provided.)
  • May not modify mechs other than Omni swaps.
  • May not use Physical attacks, unless mech has lost the use of all weapons.
  • May not Surrender
  • 20% discount on all Clan Mech purchases
  • 20% discount on all Clan Mech repairs
  • Ignores penalty for killing stable mate, though you still get the base penalty for killing a mechwarrior.

Stable: Gemini Stables

Name: Gemini Stables

Faction: House Davion

Rating: B

Mechs Lists Available: 

Minimum Fame Required: 15

Character Point (CP) Cost: 20

C-Bill Entry Fee: 2,500,000

Special Abilities:  Mechwarriors of this stable are trained on the best use of their weapons to limit their heat output.  They are trained to be patient and wait for the best possible shot when the opportunity is right.  To best take advantage of those opportunities in battle, a fast mech is required and the Stable will not use any mech that can't run at least 86 Kph.    

  • -5 heat per turn. (Techs spend extra time on weapons and Heat sinks)
  • No Mechs slower than 5 Walking / 8 Running.
  • If there are 4 or more players remaining in the battle, and the Gemini player is the last to move they gain a -1 to hit modifier with ranged weapons that turn.  (Moving last allows for more accurate fire)

Stable: Blackstar Stables

Name: Blackstar Stables

Faction: House Davion

Rating: B

Mechs Lists Available: 
House Davion
Solaris Mechs

Minimum Fame Required: 10

Character Point (CP) Cost: 20

C-Bill Entry Fee: 2,000,000

Special Abilities:  Bulky mechs and cheap repairs are the backbone of this stable.  

  • Only Heavy or Assault mechs may be used
  • -15% to final repair cost.
  • Can purchase Solaris built mechs
  • Access to Level 3 Solaris tech for modifications

Stable: White Hand Stables

Name: White Hand Stables

Faction: House Davion

Rating: A

Mechs Lists Available: 
Davion, ComStar

Minimum Fame Required: 15

Character Point (CP) Cost: 25

C-Bill Entry Fee: 3,500,000

Special Abilities:  This Stable trains long range weapon fire discipline.  They are also trained to aim for center mass of the mech and aviod hitting the head of their target.  An influx of Comguard mechwarriors after Tukayyid gives this Stable strong times to ComStar.

  • Long Range Expert: -1 to hit bonus for Long range attacks (+3 total)
  • Dislikes Close fighting: +1 to hit penalty for Short range and physical attacks (+1 total)
  • Must re-roll damage that hit a targets Head and accept the 2nd result.
  • Close ties to Comstar allows for purchases from ComStar mech list

Stable: Starlight Stables

Stable: Starlight Stables

Faction: House Davion

Rating: A

Mechs Lists Available: 

Clan Wolf in Exile

Minimum Fame Required: 12

Character Point (CP) Cost: 18

C-Bill Entry Fee: 1,750,000


Special Abilities: Warriors of this stable are trained in evasive and erratic maneuvers.  This training makes them tougher to hit when they they are moving their mech at a good speed.  Stablemaster has connections with The Kell Hounds mercenary unit and through them Clan Wolf in Exile giving the stable access to Clan technology and mechs..    

  • Opponents facing Starlight mechwarriors suffer an additional +1 to hit if the Starlight mech moved at least 6" this turn.
  • Access to Clan weaponry for mech modification.
  • Can buy Clan mechs from the Wolf in Exile lists.

Loan Rules...more forgiving than you think.


A player may purchase the Loan ability that allows the player to ‘borrow’ funds from Solaris’ underworld.

However, on Solaris, how much a player can borrow is tied to a player’s fame. The Loan is represented on the PC sheet by a negative number. A player may only have one Loan out at a time; when the player’s cash is back in the positive range, the Loan is erased from the PC’s sheet and may then be purchased again, if desired.

Loans may be carried indefinitely, the only requirement being that they be repaid before another loan is take out.

The Loan ability is not affected by pilot injury.  The Loan ability does not take up one of the players four  Ability slots.  For the sake of playability, consider a Loan’s interest already calculated into the loan amount. 
         PC’s current Fame          Loan amount maximum

0 0
1-3 250,000
4-7 500,000
8-12 1,500,000
13-15 2,500,000
16-18 4,000,000
19-25 6,500,000
26+ 10,000,000

Off Board Time - What to do between Battles

Here is a break down of what to do between battles.  You can do these in any order, and can bounce back an forth between them as you choose.

1) Repair your mech / Heal your mechwarrior.

The cost of repair is mostly based off the original C-Bill value of the mech.  Any discounts you may have gained during the purchase of the mech are ignored for the purposes of repairing your mech, use the base price as if you had no discount as a starting point to determine the repair costs.
Any discount you may have to repair your mech will stack.  So if you get a -5% from your faction, -10% from your Stable, and -10% from a sponsor, your total final repair cost discount will be -25%.  You do not have to fully repair your mech to move on to the next battle.
There are three ways to repair your mech...
  • Full Repairs route, pay the % based on the condition your mech was in when the last battle ended and your mech is fully repaired, just like new.  If you take this route, any "Free item / weapon repair" perks you might have from a sponsor / stable are ignored.  Any Final repair discount you may have is subtracted right from the base repair cost.  So if you had a 25% discount to your final repair and you chose to take the Full Repairs "Mech would only cost you 20% of the base cost (45% base - 25% discount = 20% repair cost)
  • "Spot" repairs, where repairing the internal structure of  any given section (Arm, leg, Torso) cost 10% for each section, then you must add the replacement cost of the items in that section.  You price out each item individually and add them to the total.  Repair discounts for spot repairs are calculated in after the repair bill is calculated.  (Yes you get a much better deal with the full repair option when it comes to discounts from sponsors and stables)
  • Jury-rigging repairs with by-pass kits, for when you are so short on cash you can't afford the 1st two options.  You can use the Jury-rigging rules found in the Periphery book, pg 98.  The downside to these repairs is that they may fail during combat.  The Jury-rigging attempt will automatically succeed so no roll is required to make the repairs.  Note not all items can by Jury-rigged (Gyro, non-energy based  weapons)...If needed you get one free by-pass kit for every 5% repair discount you may have from factions, sponsors or stables.  Do not subtract your repair discount from the cost of each by-pass kit.

Full Repairs; Mech is "Destroyed":  45% of base cost
Full Repairs; Mech is "Crippled": 35% of base cost
Full Repairs; Mech not crippled or destroyed: 25% of base cost (+10% if mechwarrior ejected.)

Spot Repairs: 10% of base cost per each location (includes replacing entire limb or torso)
Spot Repairs:  +3% per Actuator Critical
Spot Repairs: +5% per Engine, Gyro or Sensor critical
Spot Repairs: 20,000 C-Bills per Weapon critical (totally destroyed weapons must be replaced)
Spot Repairs: 10,000 C-Bills each for any other critical (Ammo criticals)
Spot Repairs: (Cost of weapon) Weapon replacement.

Jury-Rigging: Actuator Bypass Kit: 10,000 C-Bills
Jury-Rigging: Energy Weapon Bypass kit: 8,000 C-Bills
Jury-Rigging: Engine Bypass Kit: 12,000 C-Bills
Jury-Rigging: Sensor Bypass Kit: 15,000 C-Bills

Mechwarrior healing: 50,000 C-Bills per wound. (Not effected by any repair discount)  
Free Healing of Mechwarrior.

2) Buy or Sell a Mech

In order to sell your mech back to the marketplace it must be fully repaired (No Jury-rigging).

The sale price of a Mech back to the Solaris Marketplace is 75% of the base purchase price.  This is unless mech was purchased at a discount more than 75%, then resale price is equal to purchase price with the discount.  Example - a Clan Wolf mechwarrior gets a 20% discount on Clan Mechs, he is also a member of the Zellbrigen Stable which gives him another 20% discount for a total discount of 40% off his clan mech purchases.  Should the Clan Wolf Mechwarrior buy a mech with the 40% discount, the most he could get back when re-selling the mech to the Solaris marketplace is his purchase price of 60%. (This is the "no selling back to the market for a profit" rule.)

Players can sell fully repaired mechs to other players for at least 75% of the base purchase price. (This is the no sharing your discount with your friends rule)

Clan Players will not sell Clan mechs to another player. (The Clan Diamond Shark player may ignore this rule.)

Players can sell their damaged/crippled/destroyed mech to other players for any amount.

A player can own as many mechs as they wish.

All modifications are ignored when determining the resale value of a mech to the Solaris Marketplace.  Use the current Chassis variant / configuration to determine the resale value. 

3) Make Modifications to your mech.
In order to do any modifications to your mech it must be fully repaired first (no Jury-rigging).
The modifications you are able to do is determined by the ranking of the stable you are a member of.  Meaning no Stable, no modifications.  All modification must create legal mechs, and will be verified as such using the Heavy Metal Pro, or Skunkwerks programs.

If you own an Omni-mech you may swap the configuration for the difference in the cost of the weapons and equipment of the Configurations.

Special Technology:  Some technology  has yet to spread through the inner sphere and is limited by factions.  These limited technologies are...
  • Clan Technology (Clans)
  • Light Gauss Rigle (Marik)
  • Improved Narc (Comstar / Word of Blake)
  • Medium Range Missiles (Kurita)
  • Rotary Autocannons (Davion)
  • Targeting Computer (Clan, Davion)
  • Light Engine (Steiner)
  • Heavy Gauss Rifle (Steiner)
  • Stealth Armor (Liao)
  • Rocket Launcher (Periphery)
  • Solaris Technology (Stable / Sponsor)
You may not modify your mech using a special technology unless you are a member of that faction or have a Sponsor or Stable that gives you access to that Technology.  Example: The Taurian Concordat player wishes to modify his mech with Stealth armor. His faction does not have access to that technology, however he is allowed to get the Shengli Arms sponsor which grants Stealth armor tech.

Variant Swap:  If you own a chassis and want to "upgrade" or "downgrade" to another known variant of the that chassis, you can do so for the difference in C-Bill cost between the chassis.  Example: You have an Atlas AS7-K and want to swap it down to an AS7-D, you could so so and add the difference to your C-Bill totals.

Each of higher ranked Stables can do what lower ranked stables can do in addition to their own abilities....Meaning an Rank A stable has the abilities that B, C, D and F stables do.

Rank F: Omni-mech Configuration Swaps (+/- difference)

Rank D: Critical location swap, weapon facing swap. Cost 50,000 C-Bills per critical moved/changed  (Moving ammo location, turning rear mounted weapons to front facing or arms)

Rank C: Variant Swap (+/- difference), Inner Sphere weapons swap (Can swap out weapons systems for cost of  weapons system added, only Level 1 or 2 weapon systems may be added this way)  Add or remove Jumpjets for the cost of the jump jets if added.  Add Armor for the cost of the armor if added.  Note: you do not get to sell back the removed weapon / jumpjet / armor removed...those are taken to cover the labor costs of the modification. Clan Weapon Swap (Clan weapon for Clan weapon only)

Rank B: Inner Sphere Engine, Armor, Heat Sink Swap (Cost of the new items being added to mech. Wanting to change an XL engine to an standard would cost the price of the Standard engine)

Rank A: IS/Clan weaponry swap (May swap IS weapons with clan weapons for the cost of the clan weapons). Solaris Weapons swap (May add Level 3 Solaris weaponry/ items at cost of the item). 

4) Purchase abilities / Recruit sponsor / Join a stable / Take out a Loan
  • Purchase Abilities - Spend your CP and C-bills to improve your mechwarrior.
  • Corporate Sponsorship - if your Fame is high enough, Spend CP and C-bills to gain the advantage offered by a sponsor.
  • Join a Stable - if your Fame is high enough, Spend CP
  • Take out a Loan - See the Loan rules for details on how Loans work

Draft Night. (Campaign Kickoff)

  I know I've posted a rough outline before of how to prepare for the 1st night of the campaign.  But here is a step by step on how it will go the 1st night.  If everyone shows we could have 14 players, how cool would that be!

  • I will have a stack of Mechwarrior record sheets, please take one and a clipboard.
  • I will have a table set up with all the Starter mechs that are available on it.
  • Along with the Minis will be a stack of record sheets for the more common variants I think folks will draft. 
  • I will aslo have the Faction mech lists printed out showing the cost of each mech and what TRO book to find them in.  
  • The Computer will also be up to review this blog for faction details (Sponsors / Stables).
  • The Whiteboard will have the faction slots listed for the faction draft.

  We will take a deck of playing cards.  Each player will get one card and we will write that players name on that card.  All the players will put their card into the "draft" deck.

   First will be the faction draft.   Being the host, and most likely knowing the most about Battletech, I'll take my card out and will have the last Faction pick after everyone else has picked.  We will shuffle up the draft deck then flip a card.  That player will then select his faction.  We will write his name on the whiteboard next to the faction he selected and then flip another card for the next player to do the same.  This will continue through the deck until all the players have a faction, with me picking last.  Feel free to take your faction mech list, but if you choose one of the major Houses you will have to share if another player joins you in also taking that house.

   Then we will reshuffle the draft deck, and move to the Mech draft.  Again I'll leave my card out and pick last.  The first card flipped will then get to buy his mech using the 4 Million C-Bills available to him.  When Buying his mech he must...
  • Verify that the mech he desires is available to his Faction
  • Check his factions special bonuses to see if they offer a discount on mech purchases.
  • Select the mech from the table and subtract the purchase price from his C-Bill total.  Remember not having the correct mini results cost an extra 25% to purchase that mech.
  Now here is a catch.  If you have your own mini you can use that one rather than taking one from the table.  I know some of you have gotten the new 25th anniversary box which has some starter mechs that might be popular *Cough*hunchback*cough*.   So long as the mech is painted to a tabletop quality, you can use your own mini and no one else can select it. (Calling this the Dice-K rule...You bought the mini, no one else can draft it).  So we will go through the deck this way with folks selecting their mech as their card is flipped.  Again me picking last.

  Once everyone has picked I'll make sure everyone has a record sheet for the mech they selected.  Then everyone can spend their 10 Character Points (CP) on their mechwarrior.  As there are no Sponsors or Stables that you can join for 0 Fame we can move right to the first game.

  The first battle will be a Free for all, Grand Melee, Battle Royale...however you want to put it.  It will take place at the Marik arena known as "The Factory".  I'll have 15 starting positions marked on the map.  We will re-shuffle the "draft" deck with my card in there this time and players will get to chose a starting position as their card is flipped.  Once all the mechs are in place, we can start the battle.  We will erase the white board at this time.  ti will be used to keep track of In-game events that will earn you CP, fame and C-Bills.

  To encourage aggressive play...there are a couple of incentives.
  • In games of 10 or more players, The First player eliminated will receive a 4 million C-Bill award.  The Second will receive 3 Million, the 3rd 2 million and the 4th 1 million.  Obvious suicide maneuvers will Disqualify you from receiving this award.  (Walking and turning your back to the only opponent you can see so he has short range numbers to hit with his AC20...for example).  Should two players be eliminated in the same phase, then the awards are combined and split by them (1st and 2nd players fall in the same shooting phase, then they each would get 3.5 million)
  • In games of 5 or more.  The First player eliminated will receive 3 million, and the 2nd 1.5 Million.
  • If you have not fired a shot at an opponent for consecutive three turns, you are disqualified from the match and can not considered for the "elimination awards" listed above.  Hiding in a corner and waiting for the field to dwindle down is not an option, get out there and fight.  
  • There are circumstances where a majority vote of the players can overrule this Disqualification due to circumstances.  Say the last two mech remaining are in opposite corners of the map after finishing their last opponent.  They are both in Hunchbacks with an 18" max range and it will take more than 3 turns for them to get within 18" of one another.
During the game, certain things you do will earn you Fame, CP and C-bills.  You can see this list on this link...  In Game prizes

When you do one of these, you must write it up on the white board for all to see.  It will also help you calculate your C-bills, Fame and CP once you are eliminated from the game.

  There is also a reward for the last 3 players on the table.
  1. The 3rd mech left standing will receive random mech one class lighter than the heaviest mech in the battle.  They can choose to take the roll from the lowest possible chart on their factions random mech assignment tables or from the Arena's Faction "F" chart.  Clan players must take the roll from the Arenas Faction table if the heaviest mech in the battle is an Inner Sphere medium or lighter. 
  2. The 2nd mech left standing will receive a random mech the same weight class as the heaviest mech in the battle.  They can choose to take the roll from the lowest ranked chart on their factions random mech assignment tables or from the F column from the Arena's faction mech table.  Clan players may take the roll from the Arena's faction or from their clans second line mech table.  Remember Clan mechs are considered one weight class heavier, so the clan player must roll on the chart that is one weight class less than the heaviest. 
  3. The Last remaining mech and winner of the battle will receive a random mech the same weight class as the heaviest in the battle from the "A" column of their Faction or the Arena's faction mech random tables.  Clan players may take a roll on their Front line Light mech table, rather than the Free Worlds League.   
  • We will use this winners award bracket for all contests with 10 or more players.  In games with 5 or more players but less than 10 at the start (when split the group & we are using 2 tables) then only the#1 and #2 awards listed above.
  • All of these rolls will use the tables found in back of the "Field Manuals - Update" book.
  • If a mini for the rolled mech is not available the player may roll again.  They can take the chassis without the mini if they wish and we can proxy another mini for it.
  • Arena Faction means the faction that owns the arena that the battle took place in.  For example the first night our battle will take place in "The Factory" which is the Free Worlds League (House Marik) arena, so the players can roll on their faction tables or on the Free Worlds League tables for mech selection.
  • Sometimes, Clan mechs are listed on inner sphere random lists and vice versa.  The Draconis Combine tables for example have the Ryoken clan mech, listed on the Medium "A" table.  Should a player roll a clan mech on when rolling on an inner sphere chart, they may keep the roll.  However, should a Clan player rolling on the Clan chart roll and Inner Sphere mech, they may choose to re-roll if they wish.  Where the clan player has already moved down a weight class for the roll, it would be unfair to then stick them with an inner sphere chassis. 

    Finally if there is more than one player eligible for an award, there will be a roll off to determine finishing position and who will get the award.  Meaning if the game is down to 4 players and 3 of them fall in the shooting phase.  The last remaining mech is the winner, and the other three must Roll 2d6 with the highest getting the 2nd place award, the next getting 3rd place, and the last getting nothing for 4th.

    That's all for now.  Figure a July (Maybe August) kick off for this campaign.

    Monday, May 9, 2011

    Prize Money and Character Development (How to get CP, Fame and C-Bills)

    Prize Money and Character Development (How to earn CP, Fame and C-Bills)
    As play progresses, players can gain fame, fortune, and increased Mechwarrior abilities. Certain acts, feats, kills, and moves can add CP’s, Fame, and / or C-Bills to your character.
    See the table below for a list of what you could earn or be penalized for.

    Kill Solo Awards Fame CP Earned C-Bills Notes
    3+ class lesser 0 4 $1,200,000
    2 class lesser 1 4 $1,600,000
    1 class less 2 5 $1,900,000
    Equal class 3 6 $2,400,000
    1 class greater 3 6 $2,600,000
    2 class greater 4 6 $2,800,000
    3+ class greater 5 7 $3,500,000
    Underdog Fame 2 0 0 For every 10 fame lower than Kill.
    Assisted Kill Awards Fame CP Earned C-Bills Notes
    3+ class lesser, Assist 0 2 $100,000
    2 class lesser, Assist 0 2 $400,000
    1 class less, Assist 1 2 $450,000
    Equal class, Assist 1.5 3 $700,000
    1 class greater, Assist 2 3 $800,000
    2 class greater, Assist 2 3 $900,000
    3+ class greater, Assist 2 4 $1,250,000
    Underdog Fame 1 0 0 For Every 10 fame lower than Kill.
    Crippling attack Fame CP Earned C-Bills Notes
    3+ classes less 0 0 $175,000 1st crippling damage only
    2 classes less 0.5 1 $250,000 1st crippling damage only
    1 class less 1 2 $500,000 1st crippling damage only
    Equal 1 2 $1,250,000 1st crippling damage only
    1 class greater 2 3 $1,500,000 1st crippling damage only
    2 classes greater 2 4 $1,750,000 1st crippling damage only
    3+ classes greater 3 4 $2,000,000 1st crippling damage only
    If multiple units do crippling damage in the same turn, all those units get the award.

    Special Attack types Fame CP Earned C-Bills Notes
    Melee (Non-Weapon) 0 2 $50,000 Must be successful
    Melee (Weapon) 1 3 $100,000 Must be successful
    Head Hit, non-lethal 1 3 $100,000
    Head Hit, lethal -10 3 $50,000 Mech salvaged by killer
    Critical hit, Engine 1 1 $100,000
    Critical hit,Gryo 1 2 $150,000
    Critical hit, Hip 1 3 $250,000
    Critical hit, Other 0 1 $50,000
    Critical hit, Ammo 1 3 $250,000
    Charge, successful 1 2 $200,000
    Charge, failed 0 1 $20,000
    Death From Above, successful 3 6 $1,000,000
    Death From Above, failed 1 3 $100,000

     Flashy Moves Fame CP Earned C-Bills Notes
    Successfully hitting 4 mechs 1 5 $150,000 Ranged attacks in 1 turn
    Dealing 20-39 damage to 1 target 0 1 $50,000 1 phase
    Dealing 40-59 damage to 1 target 1 2 $150,000 1 phase
    Dealing 60+ damage  2 3 $350,000 1 phase
    Blowing off Arm or leg 3 4 $500,000 Critical roll only

    Withdrawing / Ejecting Fame CP Earned C-Bills Notes (Only ONE)
    Mech Destroyed -2 0 $0 CT or cockpit destruction
    Withdrawing with crippled mech 1 3 $0 See crippled rules
    Ejecting -2 1 $0 Auto or Manual
    Surrendering -1 0 -$250,000

    Penalty Actions Fame CP Earned C-Bills Notes
    Personal injury -0.5 0 $0 Once per session
    Killing Stable mate -6 0 -$5,000,000 Actual Mechwarrior - not the mech.
    Withdrawing / Changing Stable -4 -8 -$2,000,000
    Withdrawing / Changing Sponsor -2 -4 -$450,000

    All bonuses / penalties are cumulative unless otherwise noted.

    Remember Clan mechs are counted as one weight class higher.  So a Light Clan mech = a Medium Inner Sphere mech.

    A Mech is considered a Kill when...
    • It loses the last CT internal structure
    • It takes a 3rd Engine hit
    • It takes a 2nd Gyro hit
    • Its cockpit is destroyed, either through critical hit or head internal structure loss.
    • Its mechwarrior ejects
    • Its loses its 4th limb
    • The mechwarrior surrenders (Firing the surrender flare)
    Mechs can receive an "Assisted" kill if multiple mechs make what would be a killing blow in the same phase.

    Example: Josh is about to drop with only 2 structure left in his CT internals.  His Locust is already crippled having lost a side torso.  Jeff, Mitch and Kyle all shoot at Josh.  Jeff hits the CT with a medium laser, Mitch hits Josh in the CT with an AC10, and Kyle Hits Josh in the head with a Gauss Rifle.  None of the players get credit for a Solo Kill, but the all receive the Kill Assisted award based upon the weight class of their mech.  

    You can only ever earn a single "assisted" kill from a single mech, even if you manage to do enough damage to finish the mech in multiple ways.  Meaning if you Shoot off the mechs 4th limb, and do the 2nd crit on a Gyro in the same phase another player headcaps that same target, you only will get one "Assisted" kill, and the headcapper will get one assisted kill.

    (Added 7/6) The credit for the "kill" when a mech surrenders is awarded to any mech that attempted to do damage to the surrendering mech in this or the prior turn.  If only one mech shot at or attempted a physical attack on the surrendering mech then they are awarded a solo kill, other wise all mechs that attempted attacks are awarded an assisted kill.  If no mech attempted an attack on the surrendering mech this or the prior turn then all mech remaining on the battlefield receive an assisted kill.  Likewise should a mech fire their "Surrender flare" due to not being engaged (three strikes) then all mech on the battlefield receive an assisted kill, unless there is only one mech then they get a solo kill.

    A Mech is considered "Crippled" when one of the following occurs...
    • It loses the last internal structure from one of the side torsos
    • It loses a leg
    • It loses its second arm
    • It loses its second sensors
    • It takes its second engine hit.
    • It takes its first Hip critical
    • It takes its first Gyro critical
    The first one of any of those instances is considered the "Crippling" damage.  The mech that does the damage will be given the crippling award.
    • If multiple mechs do crippling damage in the same turn then all mechs that did crippling damage are given the award.
    • You will only be awarded crippling damage once for any given mech, even if you do multiple crippling damages in the same phase. (Taking out a side torso, and critting a gyro in the same shooting phase counts as one "Crippling" attack.)
    • If a mech is crippled after taking falling damage, then all the mechs that contributed to the fall are given the award (crippled after falling from taking 20pts). 
    • If a mech is destroyed the same phase it is crippled, then only the Kill award is given.
    (Edit - Changed layout of table so it is easier to read and Fame column is first like on character sheets.  Was confusing swapping the numbers for each award.  Also re-alligned to Solo Kill and Assisted Kill, so you could get the info from one row, rather than having to add or subtract based on the size difference.)

    (Clarified the rule: You will only get one "mech loss penalty"... Ejecting, Mech destroyed, Surrendered, or Withdraws.  Ejection trumps Mech destroyed.)

    PRIMARY TARGET RULE (Added for Battle #7 and rest of campaign.)

    In order to get credit for an Assisted Kill, you must have fired the Majority of the weapons you fired that turn at the killed target.  (Read that again, Majority, which means more than half)
    Meaning in your Awesome, you shoot 4 PPC's that turn, If you shot three of them at a target that got killed, You will get credit for an assisted kill. If you shot only two or one at that target that got credit.

    "Call it the Primary target" rule, who every you are shooting the majority of your weapons at, gets give you the chance at an assisted kill.  I'll make some Primary target markers for us to use if we are shooting at multiple targets.

    There are only three exceptions to the Primary Target rule where you can get credit for a Kill if it is not your primary target.

    1) You shoot weapons at a secondary target, and you manage to kill that target by yourself, you still get the solo kill.

    2) You Head Cap your non-primary target, killing the mechwarrior.  You get the Solo Kill, and the penalties that go along with it.

    3) No one had declared a mech as a primary target, yet all the secondary fire at it manages to kill that mech.  Everyone that shot will get credit for an Assisted kill. 

    The intention of this rule change is to prevent or deter the "Oh I'll throw one medium laser at him just to get the assisted kill if he goes down".  What might happen is the wounded mech might actually get more fire directed it's way, assuring it's destruction.  However that will speed the game up so....I'm for it.

      The Solaris Olympiad Series...campaign background.

      I've been thinking about this campaign and how to bring a few things into it.  It have finally come up with the back story as to how we will play this out and more importantly who will be declared the overall winner at the end.

      First was a couple of issues that I had to deal with...
      1) How to allow and limit the players to just one faction choice.  The thought is to keep a player as a representative of just one faction rather than a free lance Solaris mechwarrior.  Why?  See #2

      2) I wanted to represent all factions.  If we were just going to play as regular mechwarrior from solaris...That would cut out most of the Clans, Comstar and the Word of Blake.

      3) We will be playing "Grand melee" games using cards for initative.  I have Two 6' x 4' tables and am building the terrain so that one solaris map will fit on one of those tables.  We will either split the players that show up so that there are half on each table, or throw them all on one table (12+ players), probably a little of both over the course of the campaign.

      4) How to deal with some players being in different weight class mechs.  To deal with this we will be playing in the unlimited class.  So as players advance, and gather more C-Bills they can get bigger mechs.  So what if a player does really well the first seesion earns a boatload of C-Bills and buys an Assault mech?
      • The players will have to be self governing.  If one player does get pretty far ahead as far as Mech size goes, it will be in their best intrest to work together to bring him down.
      • Set the starting C-Bills at 4 Million.  So a 3050 Hunchback or a 3025 hunchback is available.  Having a head capping weapon available to someone from the start (or re-start should their character die) levels the field a little.
      • The floating crit rule...Any mech can potentially drop any other mech with a single round.  Floating crit, head, cockpit, or CT, 3 crits, all engine...
      5) How to let more than one person play a certain faction should they want to?  Well I figure limiting the Houses to three slots should make everyone happy.  Everyone else will get one slot.  Actually I'd be surprised if all three slots from one house does get filled with our 12 players.  Does this mean those on the same faction are on a team?  Not at all, think of it like the Sprint Cup series.  Where Tony Stewart, Jeff Gordan, and Dale Jr. may all drive Chevy's.  At the end of the day they are the ones trying to win the cup and will do what they have to in order to beat the other guys.

      Here is my solution to the above issues...  The Solaris Olympiad Series.

         So Why would different factions be coming to Solaris, with only a single mechwarrior (or 3 in the case of a great house)?  Then throwing them in a battle where they potentially might be in a light mech against Assault mechs.  On top of that in a free for all, where it they could be facing another 12 mechwarriors at the same time?  I'm calling it the Solaris Olympiad Series.  A spin on the Martial Olympiad tournament that we used to play that pit faction based forces in lance against lance battles. 

         The gamemasters of Solaris have invited all the factions of the known universe to send forth mechwarriors for this series.  They are to start with just 4 Million C-Bills.  With those C-Bills they can buy their starting mech and will battle all the other entries over the course of a year.  They are allowed to join stables, get sponsors, and buy better mechs with their winnings.  C-Bills will be awarded for their actions on the field of battle.  Their C-Bills will be closely monitored by the Solaris gaming commission to ensure no outside support is given.  It is the mechwarrior alone who must earn the C-Bills to advance and defeat the other challengers for the championship of this series.

      Here are the details on how to win....
      • We will be playing this Campaign one session per month for a year.  
      • Each session might have multiple battles, if time allows. 
      • A battle might be a free for all, a Tag team with a random partner, or even an even split of all the players into two teams.
      • While C-Bills will help, it will not be the determining factor as to who wins the series.
      • The Mechwarrior with the highest FAME after the 12th game session will be declared Solaris Olympiad Champion and be awarded the Solaris Olympiad Cup.