Post by Albatross on Apr 20, 2006 12:52:34 GMT -5
Looking for people to participate in a 3,000 BV MM game with two 'Mechs (faction specific technology) per player. All interested parties please post here.
RULES:
Due to the proliferation of advanced technologies that can increase the effectiveness of the MechWarrior's shooting and piloting abilities, the following rules are in effect.
Your modified gunnery/piloting skill cannot be more than two points apart. For example, a 3/5 (G/P) is acceptable, a 1/7 is not.
Due to their weapons fire and advanced targeting capabilities (respectively), LB-X autocannons and targeting computers get a -1 to their THN (to-hit number). To accomodate for this, all units equipped with EITHER one or more LB-X autocannons OR a targeting computer get +1 to their gunnery skill (if you have a base gunnery of 4, it becomes a 5 if you use an LB-X autocannon or Targeting Computer, but not both).
Due to their advanced targeting capabilities, pulse lasers get a -2 to their THN. To accomodate for this, all units equipped with two or more medium and/or large pulse lasers get a +2 to their gunnery skill (if you have a base gunnery skill of 4, it becomes a 6). The modified gunnery and piloting skills will be used to determine the modified battle value of each unit you field.
The penalties for LB-X autocannon, targeting computers and pulse lasers are cumulative, meaning if one of your units has pulse lasers, LB-X autocannons and a Targeting Computer, your base gunnery skill will increase by +3 to a maximum of 7 Gunnery.
Example: John Doe decides he wants to take a Sagitairre as the main element of his force. The Sagitairre has a targeting computer and medium pulse lasers, for a -3 to hit bonus. The Sagitairre pilot's base gunnery skill must therefore increase by 3 to accomodate this. John decides he wants his Sagitairre to have a piloting skill of four. Therefore, his modified gunnery skill must be no lower than a 2 or no higher than 6. John gives the Sagitairre pilot a base gunnery skill of 2 (making the pilot a base 2/4 G/P), and then adds 3 to factor in the pulse lasers and targeting computer, which gives his pilot a warrior skill of 5/4 (which will be the gunnery and piloting skill entered into the Configure option in the MegaMek lobby). The Sagitairre has a base battle value of 1,740; using a G/P skill of 5/4 will give it a modfiied BV of 1,653.
(Using this penalty system prevents John Doe from giving the Sagitairre a 2/4 pilot AND the -3 to hit bonus for the TC-Pulse, which would effectively make the Sagitairre pilot's skills 0/4, not to mention the additional -1 TH for the targeting computer--NOT something you would want to face up close.)
You may not use custom unit designs or non-standard OmniUnit configurations. Book configurations/variants only.
Maps are to be selected by mutual agreement of the players. Random and Surprise are not allowed; however, if all players agree, a generated map may be used.
[Edited to remove rules for Quad 'Mechs]
[Edited to adjust rules for pulse lasers]
RULES:
Due to the proliferation of advanced technologies that can increase the effectiveness of the MechWarrior's shooting and piloting abilities, the following rules are in effect.
Your modified gunnery/piloting skill cannot be more than two points apart. For example, a 3/5 (G/P) is acceptable, a 1/7 is not.
Due to their weapons fire and advanced targeting capabilities (respectively), LB-X autocannons and targeting computers get a -1 to their THN (to-hit number). To accomodate for this, all units equipped with EITHER one or more LB-X autocannons OR a targeting computer get +1 to their gunnery skill (if you have a base gunnery of 4, it becomes a 5 if you use an LB-X autocannon or Targeting Computer, but not both).
Due to their advanced targeting capabilities, pulse lasers get a -2 to their THN. To accomodate for this, all units equipped with two or more medium and/or large pulse lasers get a +2 to their gunnery skill (if you have a base gunnery skill of 4, it becomes a 6). The modified gunnery and piloting skills will be used to determine the modified battle value of each unit you field.
The penalties for LB-X autocannon, targeting computers and pulse lasers are cumulative, meaning if one of your units has pulse lasers, LB-X autocannons and a Targeting Computer, your base gunnery skill will increase by +3 to a maximum of 7 Gunnery.
Example: John Doe decides he wants to take a Sagitairre as the main element of his force. The Sagitairre has a targeting computer and medium pulse lasers, for a -3 to hit bonus. The Sagitairre pilot's base gunnery skill must therefore increase by 3 to accomodate this. John decides he wants his Sagitairre to have a piloting skill of four. Therefore, his modified gunnery skill must be no lower than a 2 or no higher than 6. John gives the Sagitairre pilot a base gunnery skill of 2 (making the pilot a base 2/4 G/P), and then adds 3 to factor in the pulse lasers and targeting computer, which gives his pilot a warrior skill of 5/4 (which will be the gunnery and piloting skill entered into the Configure option in the MegaMek lobby). The Sagitairre has a base battle value of 1,740; using a G/P skill of 5/4 will give it a modfiied BV of 1,653.
(Using this penalty system prevents John Doe from giving the Sagitairre a 2/4 pilot AND the -3 to hit bonus for the TC-Pulse, which would effectively make the Sagitairre pilot's skills 0/4, not to mention the additional -1 TH for the targeting computer--NOT something you would want to face up close.)
You may not use custom unit designs or non-standard OmniUnit configurations. Book configurations/variants only.
Maps are to be selected by mutual agreement of the players. Random and Surprise are not allowed; however, if all players agree, a generated map may be used.
[Edited to remove rules for Quad 'Mechs]
[Edited to adjust rules for pulse lasers]