Sunteți pe pagina 1din 18

Official Tournament Rules Version 3.

After The Storm


Tournament Date: June 17, 2017
Time: 1 pm
Location: Heroes Comics, 361 Baxter Ave, Louisville, KY 40204
Tournament Organizer: Gregory Adam Cunningham of the Louisville BattleTech Network
_____________________________________________________________________________________

Outside Harlech
Romulus Continent
Outreach, Federated Commonwealth
June 17, 3053

The Clan Invasion has been halted.for now.

As the Great Houses move fresh troops and new technologies to the front, the seven invading
Clans are digging in on the worlds they conquered.

Aside from a few border raids, the Inner Sphere is quiet.

However, on Outreach everyone is preparing for war.

Wolfs Dragoons, the famed mercenary unit and rulers of Outreach, have opened up their
training facilities to all interested parties. There, legendary mercenary units train and compete
with freshly created forces as they learn new techniques to battle the Clan threat.as well as
prepare for the day when the Great Houses will once again turn on one another.

Who will win fame, glory and a bigger percentage of the profits?
Hello and welcome to the first Alpha Strike Tournament held by the Louisville BattleTech Network!
While we have had other BattleTech themed events in the area over the years, this will be our first
competitive event and we hope everyone has a great time. We hope to help the BattleTech community
grow here in Louisville and maybe become a hub for larger events if we are successful. One can dream
right?!

To that goal, we have written a quick code of conduct for a great tournament. Enjoy!

Tournament Code of Conduct:

Rule 1 Its just a game. Relax! Have a great time and meet some fellow Btech players!

Rule 2 BattleTech Happens! Whether its Alpha Strike or Total Warfare, the rules of BattleTech are
equally evil to everyone. What causes you to lose one game, will allow you to win the next. But, its all
about telling those epic stories you can tell years later that starts with, This one time

Rule 3 Be polite to you fellow players! Abusive language and actions will not be tolerated and you
will be permanently banned from any further activities hosted by the Louisville BattleTech Network if
things get out of hand. Dont make Comstar Excommunicate you!

Rule 4 Support our local game shop! If you can, please take moment to purchase and/or order
something from Heroes Comics, our host for this Tournament. They helped us with this event and will
be our host for many more activities. In fact, they have a couple BattleTech books on the shelves now

Rule 5 Its okay to make a mistake! This is a newer game system and if someone makes an error, just
politely correct them and show them the rule in the book. Or ask another player for confirmation. As
the developers of BattleTech have stated, everyone has been making mistakes for years.

Rule 6 Play BattleTech! Whether it is at a con or at your home, we hope you break out those minis
and play BattleTech whenever you can. Help introduce the game to others and you will be able to find
opponents for any era or tech level.

If you have any questions or concerns, please contact Gregory Adam Cunningham on Facebook via the
Louisville BattleTech Network page.

If you have any complaints, please contact the Mercenary Review and Bonding Commission on Outreach
via your nearest HPG.
General Tournament Overview:
1) To participate in the Tournament, each player will pay an entry fee of $5.00. Entry fees will
pay for the prizes of the tournament for the winners. No one will be profiting from the fees.

2) We will be using the Alpha Strike rulebook, 2nd printing, for the basis of the tournament.
There is an errata that changes a few rules so please familiarize yourself by going to this link
here (its mostly clean up, but it did change some things like strafing):
http://d15yciz5bluc83.cloudfront.net/wp-content/uploads/2016/06/Alpha-Strike-v2.2-
Second-Printing-2016-06-06.pdf?x64300

3) We will be using some add-ons from the Alpha Strike Companion and Combat Manual:
Mercenaries books. However, we will only being using the add-ons specified. Any advanced
rules beyond those listed specifically will not be used.

4) Each player will build a Mercenary unit of 12 BattleMechs and 2 Aerospace


Fighters/Conventional aircraft worth 450 Point Value (PV). Pilot skills must be 4 or lower
(i.e. 3, 2, 1, 0) and lower skills must be paid for via PV. Players can only use the units found
in the following lists in the Combat Manual: Mercenaries

Late Succession Wars: BattleMechs


Early Clan Invasion: BattleMechs
Late Succession Wars: Aerospace
Late Succession Wars: Conventional Fighters & Airborne Support Vehicles

5) Each player may select one Special Command Ability for their company, three Lance
Formations (4 BattleMechs each), and six points worth of Special Pilot Abilities divided
amongst three pilots. The selected Aerospace/Conventional aircraft will not be within any
formation, but may receive Special Pilot Abilities.

6) Army lists must be completed prior to the tournament. While Alpha Strike does allow
substitution for miniatures, please attempt to use the miniature that represents what you
will be playing. If substitution is used by one player, then any opponents must be allowed to
see his army list upon request to confirm what the unit is representing.

7) Opponents will be assigned randomly for the first game, there after opponents will be
assigned based on the Swiss Tourney system (Victors vs Victors, etc). If we have an odd
number of players, one player, selected randomly, will get a bye for that round.

8) Players will use the same army for each game. After each game, all damages and losses are
repaired for free. These are training exercises using powered down weapons.

9) Once opponents have been assigned, both players will roll 2d6 to determine who will be the
attacker in the scenario. The player with the highest total is the attacker.
10) The attacker will then roll a d6 on the scenario table (below) to randomly select which
scenario will be played for that game. The victor of the game will be determined as per the
scenario rules. Scenarios descriptions are detailed later in this packet.

Potential Scenarios
1) Capture The Flag: Extraction (Save the damsel in distress and survive doing it)
2) King of the Hill (1-Claim building, 2-get points, 3-player with the most points wins)
3) Stand-Up Fight (Destroy 66% (i.e. 8 mechs) of your opponents ground forces to win)
4) Stand-Up Fight: Crush the Head (find the enemy commander, kill him, win game)
5) Hold The Line (Attacker tries to get past the Defender)
6) Reconnaissance (Scan the buildings, find the hidden items, survive)

11) Each victory in the tournament will give a player one point. Tie games (rare, but possible)
will give each player .5 points. A loss earns a player no points.

12) This process will then repeat for all rounds of the tournament (number of rounds to be
determined upon number of participants).

13) The player with the most points at the end of the tournament will be declared the
tournament winner. Trophies and prizes will be awarded to the winner and runners up
(trophies and gift certificates to the store).
Common Abbreviations:
SCA Special Command Ability
SPA Special Pilot Ability
AS Alpha Strike rulebook
ASC Alpha Strike Companion rulebook
CMM Combat Manual Mercenaries rulebook
PV Point Value

Specific Rules for this Tournament:

1) The following SPAs, Antagonizer, Cross Country, Dust-Off, Environmental Specialist, Heavy
Lifter, Human TRO, Oblique Artilleryman, and Terrain Master (all forms) will not be allowed
in this tournament.

2) Antagonizer, in all of its forms, is not allowed. If a Lance Formation says you may select
Antagonizer, ignore that rule.

3) The Lance Formation, Demi-Company, will not be allowed in the tournament.

4) The following SCAs Environmental Specialization, Enemy Specializaiton, Combat Drop


Specialists, Espirit de Corps, False Flag, Gun it, Tactical Experts (Engineers), Tactical Experts
(Siege) will not be used in the tournament.

5) Each player will be given 6 SPA points to spend on three individual units of their choice. So
you can break the SPA skills down into 2 x 2 x 2, 4 x 1 x 1, 3 x 2 x 1 division as long as you
only have SPAs worth six points divided between three units. See pages 50 and 51 in ASC
for SPA costs.

6) Variable damage for weapons strikes and artillery will be in play. Weapons attacks will
always do at least 1 damage. Melee damage is NOT variable. So that Atlas MIGHT do four
damage at medium range, but it WILL do four damage with a punch.

7) Force Withdrawal will NOT be active. Per the background, these battles are training
exercises so players can fight to the death if the scenario allows. Though do not be afraid to
call a game when the end result is apparent.

8) One Sniper Artillery piece, one turn away, will be available to all players (if the scenario
allows!). It fires during the combat phase of a round, but the shell lands during the combat
phase of the following round.

9) Scenarios that are rolled for the game have their own special rules that the players will
follow.

10) Unless specifically stated, all buildings are considered indestructible and can hold any weight
of unit.

11) Weather will not play a part in this tournament.


Helpful Links and Tips

Where do I find the three books, Alpha Strike, Alpha Strike Companion and Combat Manual:
Mercenaries, used in the tournament?

You can order the books through your local gaming store or via Amazon.com. If you are looking
for PDF copies only, I recommend www.drivethrurpg.com

Where do I find the Alpha Strike Cards to represent my units?

You will need to go to Master Unit List Online, or http://www.masterunitlist.info/, to find youre
the cards for your units. The cards are free and can be printed off. I highly recommend the
Alpha Strike Force builder that can be found there to print off your cards. An example of which
can be found at the back of this packet.

Any tips on what I should expect in this game?

Maneuverability is the key thing. You are given a 4 x 4 area to play and I highly recommend
you use every inch of it. Also, light BattleMechs can be vicious and hard to hit. So find a way to
counteract them by increasing your units skill levels or using SPAs to turn units into Light
BattleMech killers.

How should I build my force?

Thats a tough question. I would recommend you read the potential scenarios as listed in this
rule packet. Some fights will be pitch battles while others will require speed while others will
require staying power. So build a flexible unit that isnt too specialized.

What does a completed force look like?

At the back of this packet, you will find a completed example of a force list and then the
individual Alpha Strike cards to show you what a completed army looks like.

If I have further questions regarding the tournament, where should I go to ask them?

Please visit the Louisville BattleTech Network page on Facebook. There will be many helpful
people there.
These are the SCA, Formation Rules, and SPAs that will be available for this tournament. Make sure
the units you use qualify for these add-ons per their requirements in their respective books.

Available Special Command Abilities (Company level skill unless specified differently in the rules):
Banking Initiative (ASC pg 45) Berserkers (CMM pg 91)
Forcing the Initiative (ASC pg 45) Camouflage (CMM pg 91)
Off-Map Movement (ASC pg 45) Highlander Burial (CMM pg 91)
Overrun Combat (ASC pg 46) Hit and Run (CMM pg 91)
Communications Disruption (ASC pg 46) Rapid Strike (CMM pg 91)
Zone of Control (ASC pg 46) Savages (CMM pg 91)
Sharp Shooters (ASC pg 46) Tactical Adjustment (CMM pg 91)
Brawlers (ASC pg 46) Tactical Experts: Hidden Units (CCM pg 91)
Anti-Aircraft Specialists (ASC pg 47) Tactical Experts: Physical (CMM pg 91)
Tactical Specialization (ASC pg 48)

Available Formations Types (Lance level skill unless specified differently in the rules):
Battle Lance (ASC pg 150) Pursuit Lance (ASC pg 152)
Assault Lance (ASC pg 151) Command Lance (ASC pg 153)
Striker/Cavalry Lance (ASC pg 151) Support Lance (ASC pg 153)
Fire Lance (ASC pg 152) Security Lance (CMM pg 94)
Recon Lance (ASC pg 152)

Special Pilot Abilities (Individual pilot skill unless specified differently in the rules):
Animal Mimicry (ASC pg 50) Multi-Tasker (ASC pg 50)
Blood Stalker (ASC pg 50) Natural Grace (ASC pg 50)
Cluster Hitter (ASC pg 50) Oblique Attacker (ASC pg 50)
Combat Intuition (ASC pg 50) Range Master (ASC pg 50)
Demoralizer (ASC pg 50) Ride the Wash (ASC pg 50)
Dodge (ASC pg 50) Sandblaster (ASC pg 50)
Eagle Eyes (ASC pg 50) Shaky Stick (ASC pg 50)
Fist Fire (ASC pg 50) Sharpshooter (ASC pg 50)
Forward Observer (ASC pg 50) Slugger (ASC pg 50)
Golden Goose (ASC pg 50) Sniper (ASC pg 50)
Ground-Hugger (ASC pg 50) Speed Demon (ASC pg 50)
Hopper (ASC pg 50) Stand-Aside (ASC pg 50)
Hog Dog (ASC pg 50) Street Fighter (ASC pg 50)
Iron Will (ASC pg 50) Swordsman (ASC pg 50)
Jumping Jack (ASC pg 50) Tactical Genius (ASC pg 50)
Lucky (ASC pg 50) Weapon Specialist (ASC pg 50)
Maneuvering Ace (ASC pg 50) Wind Walker (ASC pg 50)
Marksman (ASC pg 50) Zweihander (ASC pg 50)
Melee Master (ASC pg 50) Melee Specialist (ASC pg 50)
The Potential Scenarios that players may face are listed on the following pages:

Scenario: Capture the Flag

Set-Up A capture-the-flag scenario can be set up on any map layout desired (within 4 x 4). Players
should take turns laying out an equal number of terrain features, leaving sufficient room for their units
to maneuver and deploy. In addition to this, TWO, 2 diameter objective marker must be placed over 6
inches away from the edges of the defenders deployment zone.

Deployment Zones: The forces in a CTF game begin play along the edges of the map, with each players
force designating a single deployment zone on the home edge of his choice. The two opposing forces
must declare their home edges on the map edges directly opposite of one another. When placing units
in their deployment zones, be sure that no opposing units begin play at a distance of less than 24 inches
from each other.

Special Game Rules:

Flag Capture: In order to capture a flag, a BattleMech must not fire that round and uses 4 inches of
move to pick up the flag. Aerospace and Conventional Craft cannot capture the flag. For game play
purposes, BattleMechs without hands may pick up the flag. The flag is considered an indestructible item
that is too insubstantial to suffer damage or block incoming attacks. If a unit is destroyed while carrying
the flag, the flag remains at the destroyed units position until it can be retrieved by another unit.

Sniper Artillery: Players are not allowed to use their sniper artillery piece in this scenario

Victory Conditions In a flag-capture scenario, victory is awarded to the attacker if they successfully take
one or both of the defenders flags back to their home edge. The Defender wins if they prevent either
flag from being taken.

Defender 12
Deployment Zone

Flag Flag
24

12
Attacker Deployment Zone
Scenario: King of the Hill
Set-Up A King of the Hill scenario can be set up on any map layout desired within 4 x 4 (a hill is not
necessarily required, but can be a nice touch). Players should take turns laying out an equal number of
terrain features. In addition to this, a 3 diameter objective marker must be placed at (or within 4 inches
of ) the center of the map area. This marker represents the key position that both sides are seeking to
control.

Deployment Zones: The forces in a King of the Hill game begin play along the edges of the map, with
each players force designating a single deployment zone on the home edge of his choice. The two
opposing forces must declare their home edges on the map edges directly opposite of one another.
When placing units in their deployment zones, be sure that no opposing units begin play at a distance of
less than 24 inches from each other.

Special Game Rules: Holding Ground: In order to capture and hold the objective, a unit must be in base
contact with the objective marker for an entire turn, with no hostile units coming into base contact of
the objective marker in that time. While holding the objective in this fashion, the unit may make
weapon and physical attacks as desired, but it cannot move out of contact with the objective marker.
(This makes the unit or units holding the marker a virtual sitting duck for enemy fire.) If a hostile unit
comes into contact with the objective marker, the position is considered contested, and will remain so
until only units from one side are holding it again. The objective cannot be destroyed or concealed.

Sniper Artillery: Players are not allowed to use their sniper artillery piece in this scenario

Timed Play: King of the Hill scenarios are not decided by kills, but by holding the objective for the
longest amount of timethis scenario type has a predefined time limit of 12 turns.

Victory Conditions In a King of the Hill scenario, victory is awarded to the force that holds the objective
longest amount of time, with an extra bonus to whichever force controls the objective by the end of the
final turn. To measure this, every turn in which a players force holds the objective marker unopposed,
that force receives 100 Victory Points (regardless of the number of allied units that hold the position). In
addition, whichever force holds the objective at the end of the scenarios final turn will receive 200
Victory Points.
Scenario: Stand Up Fight
Set-Up: A Stand-Up Fight can be set up on any map layout desired within 4 x 4. Players should take
turns laying out an equal number of terrain features, leaving sufficient room for their units to maneuver
and deploy.

Deployment Zones: The forces in a Stand-Up Fight scenario begin play along the edges of the map, with
each players force designating a single deployment zone on the home edge of his choice. If only two
opposing forces or sides are in play, the home edge for each side must be located on the map edges
opposite of one another. When placing units in their deployment zones, be sure that no opposing units
begin play at a distance of less than 24 inches from each other.

Special Game Rules: Players are allowed to use their Sniper Artillery piece in this scenario

Victory Conditions In a Stand-Up Fight, victory is awarded to the force that destroys 66%, or 8 mechs, of
their opponents ground forces.
Scenario: Stand Up Fight Crush the Head
Set-Up: A Stand-Up Fight Crush the Head can be set up on any map layout desired within 4 x 4.
Players should take turns laying out an equal number of terrain features, leaving sufficient room for
their units to maneuver and deploy.

Deployment Zones: The forces in a Stand-Up Fight scenario begin play along the edges of the map, with
each players force designating a single deployment zone on the home edge of his choice. If only two
opposing forces or sides are in play, the home edge for each side must be located on the map edges
opposite of one another. When placing units in their deployment zones, be sure that no opposing units
begin play at a distance of less than 24 inches from each other.

Special Game Rules: Players are allowed to use their Sniper Artillery piece in this scenario

Victory Conditions For this scenario variation, one unit on each side must be designated as that forces
commander. Instead of battling each other to near extinction, this scenario ends when only one forces
commander is left alive. For added complexity, the players controlling each force will keep the identity
of their commanders unit to themselves, forcing the opposing forces to hunt for the commander. A
commander can be exposed if a unit equipped with some kind of active probe (BH, PRB, LPRB, WAT, and
so forth) comes within its probe range and conducts a scan instead of attacking. Otherwise, the only way
to find the commander will be to make educated guesses and/or destroying enemy units in the hopes
that one of the first kills will be the desired target.
Scenario: Hold the Line
Set-Up A Hold the Line scenario can be set up on any map layout desired within 4 x 4. Players should
take turns placing an equal number of terrain features, leaving sufficient room for their units to
maneuver and deploy. Additional terrain should be added along whichever sides of the map are not
selected to act as the players home edge

Deployment Zones: The home edges for both sides in a Hold the Line game are set along opposing
edges of the map, as usual. The Attackers force will begin play within its deployment zone. The
Defenders force, however, begins play in the middle area of the map, within 2 inches of the maps
center-line, parallel to both sides home edges. This is one of the rare times in which a force will be
deployed outside of its own home edge. As mentioned above, the map edges not designated to serve as
a deployment zone for either side should feature additional terrain features, to discourage movement at
those edges. These restrictive features should preferably consist of hills, water, heavy woods, or heavy
jungle terrain. No opposing units may begin play at a distance of less than 12 inches from each other.

Special Game Rules The following special game rules apply for this scenario: No Flankers Allowed: Even
if no additional terrain is placed along the non-home edges of the map, neither force in this scenario
type may exit the map from these edges for any reason, even if using special command abilities such as
Off Map Movement (see p. 45). The very nature of this scenario type is such that the Attackers force
must force its way through the Defenders line in order to achieve its victory.

Players are allowed to use their Sniper Artillery piece in this scenario

Victory Conditions: The Defender must prevent the majority of the Attackers ground forces from
leaving the field. So if the Defender destroys seven BattleMechs, they win the scenario. If the Attacker
can put six BattleMechs across the opposition edge of the board, the Attacker wins.
Scenario: Reconnaisance
Set-Up The Reconnaissance scenario can be set up on any map layout desired within 4 x 4, except that
the center area of the map must feature a number of buildings or other structures that will serve as the
objectives of this event. Twelve buildings must set up in the Building Placement area. These buildings
must be arranged within no more than 12 inches of the maps center, with no two buildings placed
closer together than 2 inches. No Attacker unit may begin play within 12 inches of the nearest building.
The buildings will be arranged by the Defender alone .

Deployment Zones: The Attackers may place their units within their deployment zone, but may not
place any unit within 12 inches of the nearest building. The Defenders treat the opposing map edge to
the Attackers as their home edge for withdrawal purposes, but may deploy within 2 inches of any
building anywhere on the half of the map closest to their home edge. Be sure that no opposing units
begin play at a distance of less than 12 inches from each other.

Special Game Rules The following special game rules apply for this scenario: Hidden Objectives: SIx
buildings on the map contain an objective secretly noted by the Defending player. Objectives are
revealed by a successful scan by an Attacker unit. To successfully scan a building, an Attacker unit must
either end its Movement Phase in contact with the building and spend the Combat Phase scanning (in
which case the unit cannot make any weapon attacks of its own), or by coming within range of any
active probes it carries (including LPRB, PRB, BH, or WAT specials) and making a successful scanning
attack against the building (use the standard weapon attack rules for this scanning attack, including
modifiers for range, attackers movement, and intervening terrain, but ignore the buildings immobile
target modifier). Once a building is successfully scanned, the Defender must reveal if it has a hidden
objective within. If hostile ECM capable of blocking the active probe type used for such a scan is within
range to do so, the scan will fail automatically. This only stops active probes and not a Mech being in
contact with the building.

Victory Conditions In a Reconnaissance scenario, the Attacker wins by successfully scanning all six
hidden objectives and succeeds in withdrawing four BattleMechs from the field via their home edge.
This represents the Attacker being able to get the recon data safely back to friendly lines, translating to a
complete tactical victory. If the Defender can prevent this, then the Defender wins.
Master Unit List - Forces
Unit Type BV PV Tonnage
Jenner JR7-D BattleMech 875 20 35
Jenner JR7-D BattleMech 875 20 35
Spider SDR-5V BattleMech 622 16 30
Cicada CDA-3C BattleMech 771 17 40
Assassin ASN-21 BattleMech 749 17 40
Wolverine WVR-6R BattleMech 1,101 29 55
Dragon DRG-1N BattleMech 1,125 30 60
Guillotine GLT-4L BattleMech 1,400 37 70
Warhammer WHM-7M BattleMech 1,487 35 70
Stalker STK-5M BattleMech 1,655 49 85
Victor VTR-9D BattleMech 1,717 42 80
Marauder MAD-5D BattleMech 1,787 39 75
Riever F-100a Aerospace 1,575 41 100
Riever F-100a Aerospace 1,575 41 100
14 Units 14,864 433 740

S-ar putea să vă placă și