Friday, May 27, 2011

Stable: Banshee Stables


Name: Banshee Stables

Faction: House Steiner

Rating: C

Mechs Lists Available: 
House Steiner

Minimum Fame Required: 3

Character Point (CP) Cost: 9

C-Bill Entry Fee:   1,350,000


Special Abilities:  This stable is in an on going fued with the Huntsman Stable (Unaffiliated).  Members will push their mechs beyond their limits when facing a Hunstman Stable mech.  Warriors are also trained on how best and when best to maneuver their mech. 
  • -1 To Hit for any Huntsman stable mech at the cost of 1 extra heat per weapon or physical attack.
  • Initiative Bonus. If more than 3 players on the table, this mechwarrior cannot be 1st to move.  If card is flipped first, place to side and flip another initiative card.  If that card also has the "Initiative Bonus" ability also place it to the side, flip until a card without Initiative Bonus is flipped.  Once one mech has moved all Initiative bonus mechs whose cards have been flipped move in the order they were flipped.
  • -10% to repair costs.

Stable: Skye Tigers

Name: Skye Tigers

Faction: House Steiner


Rating: B

Mechs Lists Available: 
House Steiner


Minimum Fame Required: 10

Character Point (CP) Cost: 12

C-Bill Entry Fee:   1,250,000



Special Abilities:  Anti-Davion propaganda fills this stable.  Warriors are trained to counter standard Davion mechs and mechwarrior tactics.  Other training focuses on keeping a mech upright when maneuvering or taking damage, at the expense of physical attack training.  Always has the cutting edge mechs available to Lyran Alliance and offers them to their stable members.
  • -2 To Hit for any Federated Suns (House Davion) stable mech.
  • +1 to any Piloting Skill rolls.
  • +1 to Hit for any Physical attacks
  • Free Variant swap to any Inner Sphere chassis on the House Steiner mech list. Example (May swap Atlas AS7-D for AS7-S2 at no cost)...Must exchange back to original chassis when selling back, may not sell swapped chassis to market or another player.

Stable: Lion City Stables

Name: Lion City Stables

Faction: House Steiner


Rating: B

Mechs Lists Available: 
House Steiner


Minimum Fame Required: 10

Character Point (CP) Cost: 15

C-Bill Entry Fee:   1,500,000



Special Abilities:  Intensive training for Long Ranged attacks at the expense of all other training.  Mechs are ranged to that weapons will converge at long range, costing short range accuracy.  These adjustments and lack of training also impairs the mechwarriors ability to make physical attacks.
  • -1 To Hit for any Long Range ranged attack. (+3 total)
  • +1 to Hit for any Short Range ranged attack (+1 total)
  • +1 to Hit for any Physical attacks
  • -5% Repair costs

Stable: Overlord Stables


Name: Overlord Stables

Faction: House Steiner


Rating: A

Mechs Lists Available: 
House Steiner
Clan Jade Falcon

Minimum Fame Required: 14

Character Point (CP) Cost: 20

C-Bill Entry Fee:   3,500,000


Special Abilities:  Members are trained that it is best to fire their weapons at the shortest possible range.  Mechs are modified to accentuate this training so that weapons may be aimed rapidly making it easier to hit a fast moving close target.  These modification come at a cost to accuracy of Long range fire.
  • -1 To Hit for any Short Range ranged attack.
  • +1 to Hit for any Long Range ranged attack (+5 total)
  • Ties to Steiner worlds along the Jade Falcon border (Lots of Clan salvage). May purchase Clan mechs from the Jade Falcon mech list. 
  • Access to Clan Weapons for modifications.

Stable: Lynch Stables

Name: Lynch Stables

Faction: House Steiner


Rating: A

Mechs Lists Available: 
House Steiner
Solaris Mechs

Minimum Fame Required: 12

Character Point (CP) Cost: 15

C-Bill Entry Fee:   2,500,000


Special Abilities:  Members are trained that a moving target is harder to hit.  Extra time is spend on firing weapons while on the move.  Extra time is spent enhancing the mech targeting systems to compensate for the mechs movement.

  • -1 TH so long as the Lynch mech walked, ran or jumped this turn.
  • Access to Solaris technology for modifications
  • May buy Solaris mechs.

Stable: Bromley Stables


Name: Bromley Stables

Faction: House Marik

Rating: A

Mechs Lists Available: 
House Marik
Solaris Mechs

Minimum Fame Required: 11

Character Point (CP) Cost: 15

C-Bill Entry Fee:   2,000,000


Special Abilities:  Members of this stable are trained to never give up no matter how minimal the chance of victory.  They have been given the best possible equipment available in the inner sphere to do battle with.  the Stable master looks poorly upon those that surrender, considering them coward and unworthy of setting foot in the Arena.
  • May not surrender
  • Access to Solaris technology for modifications
  • May buy Solaris mechs.
  • Free Inner Sphere and Solaris weapon modifications

Stable: Galahad Stables

Name: Galahad Stables

Faction:
House Marik

Rating:
A

Mechs Lists Available: 

House Marik

Clan Diamond Shark

Minimum Fame Required:
14

Character Point (CP) Cost:
20

C-Bill Entry Fee:
3,000,000


Special Abilities:  Noble mechwarriors wishing to show skill with the use of precision hits from small weapons, rather than lucky hits from one massive one.  Feel it is better to fall in honorable combat, face to face with another mechwarrior, rather than resort to sneak attacks from behind to win the day.  Knights of the Arena.

  • May not attack opponent from the rear.  (Penalty: -2 fame, -250,000 C-Bills per attack phase)
  • -1 TH with ranged weapons that do <9 points Maximum damage. (SRM6 = 12 damage, LRM20 = 20 damage)
  • Can aim at limbs of target mechs with a +2 to hit penalty.  Allows re-rolls of Head or Torso hits, keeping the 2nd roll.  Re-Roll location of floating crit if it hits Head or Torso as regular attack, keeping 2nd result.
  • Access to Clan tech for modifications
  • May buy Clan mechs from Clan Diamond Shark lists.

Stable: Black Lion Cooperative


Name: Black Lion Cooperative

Faction: House Marik

Rating: D

Mechs Lists Available: 
House Marik

Minimum Fame Required: 3

Character Point (CP) Cost: 10

C-Bill Entry Fee: 1,250,000






 

Special Abilities:  Minimal training on how to seize the initiative in combat.

  • Initiative Bonus. If more than 3 players on the table, this mechwarrior cannot be 1st to move.  If card is flipped first, place to side and flip another initiative card.  If that card also has the "Initiative Bonus" ability also place it to the side, flip until a card without Initiative Bonus is flipped.  Once one mech has moved all Initiative bonus mechs whose cards have been flipped move in the order they were flipped.
  • -10% to Mech repairs

Stable: Fitzhugh Stables

Name: Fitzhugh Stables

Faction: House Marik

Rating: C

Mechs Lists Available: 
House Marik
Word of Blake

Minimum Fame Required: 5

Character Point (CP) Cost: 8

C-Bill Entry Fee: 750,000


Special Abilities:  Training focuses on making the best use of cover, Maneuvering mechs to take advantage of terrain and maintaining the pristine image of a Fitzhugh mechwarrior (Pretty boys)

  • +1 on all Piloting checks
  • Attackers must increase the TH penalty by 1 point if Fitzhugh mech is in partial cover or wooded hex.
  • -1 Fame for every wound the mechwarrior takes.
  • Word of Blake mech design test bed.  May purchase mechs from Word of Blake mech lists.

Stable: Zelazni Stables


Name: Zelazni Stables

Faction: House Liao

Rating: A

Mechs Lists Available: 
House Liao
Solaris 7 Mechs

Minimum Fame Required: 15

Character Point (CP) Cost: 30

C-Bill Entry Fee: 4,000,000


Special Abilities:  Training focuses on Battlemech maneuverability over ranged attacks
  • -1 TH for Physical attacks.
  • +1 on all Piloting checks
  • May purchase Solaris 7 Mechs
  • Access to Solaris technology for modifications

Stable: Tandrek Stables

Name: Tandrek Stables

Faction: House Liao

Rating: A

Mechs Lists Available: 
House Liao
House Davion

Minimum Fame Required: 7

Character Point (CP) Cost: 10

C-Bill Entry Fee: 1,000,000

Special Abilities:
  • -1 TH for Physical attacks for first 8 turns of the game.
  • -1 TH for Ranged attacks at 10" or less for the first 8 turns of the game.
  • St. Ives Compact connections,  Allows for the purchase of House Davion mechs

Thursday, May 26, 2011

Proxy Mini rules.

Alright, I'm kind of a stickler for having the correct mini to represent the correct mech.  Which is probably why I have so many of the little things.  So when it comes time for your mech warrior to purchase a mech consider this...

The Mini must be painted (Not just primed) and on a hex-shaped base to be used.

If the correct mini is not available you must pay an extra 25% of the purchase price of the mech to use another mini as a proxy.

Now what about variants?  Are we playing What you see is what you get?  No, The correct mini for the Chassis is fine.  So if you want to take the Hunchback with the 8 Medium lasers, the regular Hunchback mini is fine.

Omni weapon loadouts?  Those are fine.  If you have a Mad Cat mini, it can represent any available omni Configuration.

What about the IIC's?  To use a IIC mech you must have the IIC mini. (Have following IIC minis: Marauder, Warhammer, Highlander, Shadow Hawk, Phoenix Hawk, Jenner, Griffin)


What about the Clanner "C" version of an Inner Sphere mech where they just stripped out the guts and put in Clan tech?  Those may use the Inner Sphere mini as they are mostly just a variant of the chassis.  (Firefly C, Shogun C, Annihilator C, ImpC, etc...)

Couple of special exceptions....
Marauder and Marauder II mini's may be used to represent either chassis.  I only have the Unseen and Battledroid versions.  The Battledriod one is supposed to be only 75 tons and it is one of the largest mini's on my shelf.  The two unseen are only different due to "wings" on the II version, and those wings don't weigh 25 tons...so the minis are interchangeable.  However I do have a Marauder IIC and that must be used only as a Marauder IIC.

Wolfhound and Wolfhound IIC...I have one of each of these minis.  They can both may be used to represent the Wolfhound chassis as the artwork through the books and the labeling on the packaging is inconstant.  Put them both up on the Battletech forums and you will get a 5 page long argument as to which chassis represents which model.  So they are both may be used to represent the Wolfhound.  (the IIC was a unique mech driven by one of the Wolf Khans and not available to any player)

Now I would hope that those of you with painted Battletech Mini's would be willing to share them with everyone.  Heck bring them all, you might have a couple of chassis that I don't.  That will make for a more interesting campaign.  I've asked Josh to borrow his mech collection for the campaign.  He has about 20 minis, I'm guessing half a dozen that I don't own.  You will always get priority to use your own mini over another player (unless your name is Rob).

Ammo Rules

There are numerous types of specialty ammo throughout the Inner Sphere.  Many have been used at the various on Solaris VII at one time or another.  Though some factions guard their specail ammo technology closly, secrest are hard to keep on Solaris and all ammo types are available to all factions...for a price.  Here are the legal Ammunition types that may be used in any arena of Solaris.  Most of these ammo types are free and you will not have to pay for reloads, some however have a price listed after them in (parentheses).  You must pay this reload price in full every time you wish to top off your ammo bin with that type of ammo.   
Example: Jay has an AC10 and is fond of Armor Piercing ammo.  He buys one ton for 5000 C-bills which gives him 5 shots.  In his battle he shoots 2 rounds leaving him with 3 in the bin. To reload for his next battle he will have to pay another 5000, or he can go in with just the 3 rounds. 

LRM - Standard
LRM - ArtimusVI
LRM - Narc guided
MRM - Standard
NARC missiles - Standard
NARC missiles - Explosive (2000 per ton)
Streak SRM - Standard
Streak SRM - Inferno (2000 per ton)
SRM - Standard
SRM - Inferno (2000 per ton)
SRM - ArtimusVI
SRM - Narc guided
All size AC - Standard
All Size AC - Precision (5000 per ton)
All Size AC - Armor Piercing (5000 per ton)
All Size LBXAC - Slug
All Size LBXAC - Buckshot
All Size Ultra AC - Standard
Rotary AC2 & 5 - Standard


All other types of ammo have been banned for the Solaris Olympiad Series.  If it is not on the list above, you may not use it.  No Thunder (Mine laying LRM's).  No Semi-Guided LRM's.  No Incendiary LRM's.  No Swarm LRM, No Fragmentary ammo.

Should you buy some non-standard ammo, you must clearly mark which ammo bin on you mech sheet that carries the different ammo.  You also need to keep track of which ammo bin ammo is coming out of as you shoot, it might make the difference between an ammo explosion or just a lucky crit that does nothing.  If you do not mark it on your sheet, the bin will be considered as full as possible if it takes a crit.

Current Standings (with Google Docs)

I've created an Excel sheet / Google doc that will show the current standings of the Solaris Olympiad Series (SOS).  This is what it looks like at the moment.



You can find the actual spreadsheet here...
https://spreadsheets.google.com/spreadsheet/ccc?key=tCUWvCiRitb20TJMki-ZwIQ&pli=1#gid=0

The data on the front page is pulled from each of the players tabs down below.  This will make it easier for me to track and display the changes that you make with your mechwarriors. Each of the individual player tabs can be printed out and used during a game night to track your changes / purchases.  Then those are turned in at the end of the night for me to load up onto the blog and Google Docs.  Still tweaking the doc to best display the data, and allow me to sort it and keep the colors linked to you rather than the position on the table (got to play with some conditional formatting).

That's all for now.