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I will likely not be able to make it this Saturday (RL stuff in flux), but I know that Ben wanted to try out his Solaris rules for Battletech, so I'm posting this notice for people to discuss game plans.

Have fun if I can't make it.

All of the Solaris rules are in the Group Discussion channel, but are reposted here now as well.

25 Million CBills for your team, must field between 3 and 6 mechs, must choose one faction. Any mechs from 3027 or earlier are added to the pool of available mechs for everyone if they do not already exist, base variant only. You can not have duplicate Chassis on your team other than the faction specific mechs.

You can choose any chassis variation of your factions mechs as long as www.sarna.net or http://www.masterunitlist.info/ says it was introduced prior to 3027. You must also spend an additional 4k cbills per BV difference if it has a higher BV than the base chassis variant. You can not choose any mechs with double heatsinks, XL engines, ER weaponry, NARC launcher(except if you get comstar 45/3 ability) This also means Kintaro uses KTO-18 as base variant as it was in use at the time of third succession wars.

All pilots start 5/4 0xp, you may only spend CBills on 'experienced pilots' when adding a pilot to your roster, at the same rate of 150k cbills for 5 xp, no spending cbills on xp after a pilot has played in a match
A pilot may enter with up to 50 xp of abilities or stat improvements.

A single pilot on your team which will recieve a designation of Lance Leader may enter with up to 90 xp of abilities or stat improvements, this may come up in certain scenarios. Additionally the Lance Leader may swap the order of the first two abilities in one chain for example treat 'The sweat helps me see better' as a 15/5, and then 'Hot dog' becomes the 30/4.
As xp needs to add to your teams BV, each 5 xp used on a pilot for PSA adds 37.5 BV, unlocking higher tiers doesnt reqiure any additional BV other than you are sitting in a higher BV mech. Use http://www.masterunitlist.info/ for determining how much more BV the mech costs for attribute increases

I will come up with 'Inducements' that are either special abilities for small amounts of team value difference, such as free repairs, medkit ability, reroll abilities. You may add a 5/4 pilot with no abilities in a mech that fits the BV gap, or a pilot that doesnt have a mech to said mech, as long as it has the relevant. You may add this pilot to your roster after the battle with xp gained, but they still need to acquire all ability to get into higher weight mechs. You can have only 1 more mechwarrior than mechs

Battle scenarios

Each battle lasts for 12 rounds or 90 minutes whichever comes first.

TBD mission specific rules but likely more than just beat up the other team.

Battle rewards

d6+1 * 200k Cbills, winner may reroll their d6 but must keep reroll
10/0 xp for pilots for survival/unconsious (Ejection counts as surivival)
+10 xp per VP or kill
+10 xp to a randomly determined pilot per team for MVP bonus

Pilot skill abilities errata
Range master can only be used for swapping close and medium to bring it in line with more 15/5 xp abilities. Optionally I am willing to listen to an argument for it being a 30/4 ability
Medium mech master always uses the targets previous turn speed
You must have medium mechs unlocked to be able to unlock heavy mechs, same with heavy to assault.
Payday Mercenary ability No longer gives additional money, give 112,5 BV for inducements
Shifting Loyalties/Share the Wealth Needs to be changed but have not come up with anything yet
Salvage expert: Limit 1, allows the pilot to grab a mechs outside of your faction list

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