Boardgame Tournament
IR#23: New Horizons, Sept 7-8, 2024
Boardgame Tournament
Battletech Grand Melee
GM: Jarrid Brooks
Space for 4-24 players. All Ages. (Sunday 9:30AM)
Rules for the Grand Melee
Each player is given one minute to decide what they want to do move, jump or stay put. This encourages players to pay close attention to the game as well its speeds the game up to keep people interested and alert. (( for new players please let us know if you are having problems with movement, rules and firing and we will help you out as much as we can ))
Rules
1. The Era we are in is the clan invasion (3050-3061) and civil war (3062-3067)
2. BV 2500 and you can choose clan or inner sphere
3. 20 to 100 tons mech
4. mech must be verified through master unit list (clan or inner sphere)
5. Ammo is standard except LBX weaponry you can have cluster but it has to be marked down and shown to the game master at the start of the game
6. Artemis IV for LRM’s are allowed
7. targeting computer is allowed.
8. no unique Mechs variant
9. You cannot proxy a model, if you don’t have the mech that you want to play please let me know we will try our best to get you that mech
10. Your mech does not need to be painted or metal. Plastic mechs are ok
11. gunnery and piloting. Will be marked on the playing card with your name for initiative turns
We can take a short lunch in needed during a round. This game is a point’s game. Whoever has the most kills gives you wins.
For new players we will explain before the game any weapons or tech that might be confusing. For example rotary AC weapons.
A player firing a Rotary autocannon must specify whether it is firing one, two, four or six shots. If firing one shot, all standard combat rules apply. If firing multiple shots, use the following special rules.
A Rotary autocannon firing two shots generates twice as much heat and uses 2 shots of ammunition instead of the standard 1. A Rotary autocannon firing four shots generates four times as much heat and uses 4 shots of ammunition. A Rotary autocannon firing six shots generates six times as much heat and uses 6 shots.
When firing two shots and the standard to-hit roll is successful, the player rolls on the “2” column of the Missile Hits Table to determine how many shots struck the target. When firing four shots and the standard to-hit roll is successful, the player rolls on the “4” column of the Missile Hits Table to determine how many shots struck the target. When firing six shots and the standard to-hit roll is successful, the player rolls on the “6” column of the Missile Hits Table to determine how many shots struck the target.
When firing multiple shots, roll separately for a hit location for each attack; each hit inflicts the full amount of damage possible for an autocannon of the size used. All shots must be fired at the same target.
If a player is firing two rounds and rolls a result of 2 on his to-hit roll, the autocannon’s loading mechanism jams, making the weapon useless until it is successfully unjammed. If a player is firing four rounds and rolls a result of 2 or 3 on his to-hit roll, or is firing six rounds and rolls a result of 2, 3 or 4 on his to-hit roll, a jam.
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