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MARTIAL OLYMPIAD - 2003

The Martial Olympiad - 2003


Mechwarriors, Tankers, Ground Pounders, and Chopper Pilots, Welcome to the 27th Martial
Olympiad. Originally created by the legendary Star League General Joseph Cameron as a way of
keeping the Star League Defense Forces in fighting trim, the Martial Olympiad was run for over a
century by the old Star League. The reborn Star League has brought back this tradition as a way to
foster respect and understanding throughout the Inner Sphere, Periphery, and the Clan worlds.
Each year we will run this competition to determine the best of the best. Those Classic Battletech
players that know the game inside and out, the players who are best at operating in all environments
and situations. To this end we’ve created a “Triathlon,” three scenarios designed to test your tactical
ability and battlefield savvy. The players who do well in this Triathlon will prove that no matter what
gets thrown their way, they can thrive in a dynamic situation and focus on completing the assigned
mission. In other words, they will have proven that they are the best there is.

Rule Number One: Read this entire document before registering on the website

This Triathlon is designed to test the player’s ability to utilize combined arms and strategic
and tactical decision making to get the job done. Players will be required to choose forces before the
event begins and use combinations of those forces to accomplish the three events of the triathlon.
Each event in the triathlon will be scored according to three criteria. The players’ ability to inflict the
maximum amount of damage to the enemy, minimize the damage to their own forces, and complete
the assigned mission. The Triathlon will consist of the following 3 events designed to determine the
Best of the Best:

THE MARTIAL OLYMPIAD TOURNAMENT


3 events designed to determine the Best of the Best.
1. Ice Jam: Retrieve Crates from a Barge frozen in the ice. Prevent your opponent from doing
the same. (Map set 7. Coast #1, Archipelago #1, Archipelago #2).
BattleValue Range: 3500-4000
2. Flash in the Pan!: Move crates with signal boosters into hidden communications bunkers.
Keep your opponent from doing the same. (Deep Canyon #1, Box Canyon, Deep Canyon #2)
BattleValue Range: 4500-5000
3. Sunrise, Sunset: A scenario taking place on an airless planetoid. More of a stand-up-fight
than the other two. (Moonscape#1 and Moonscape #2 Maps).
BattleValue Range: 5500 - 6000

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Unless otherwise noted, all level two rules from the Battletech Master Rules – Revised (BMR-R)
are in effect. In addition, some rules from Maximum Tech will be incorporated to simulate the
extreme environments that combatants of the 31st century must be adept at fighting in.

Martial Olympiad Events


The Triathlon portion of the Martial Olympiad will run from 15 August 2003 to 15 October
2003. Players must complete all 3 scenarios in order for their score to count. Locations where
Martial Olympiad games will be run can be found at http://www.commandohq.com. Just click the
venues button to see a list of retail location nearest you and the FanPro Commandos that will
referee games at that location. In addition to these locations, we will be running Martial Olympiad
events at selected conventions that will be listed on the Commando site and Classicbattletech.com
as they become available.

SCENARIO RULES
The following rules apply to every scenario in the Triathlon.

Forces
For each scenario with the exception of Scenario 3 players will field a force of four different
unit types. For scenarios one and two he force must consist of one Battlemech or Omnimech, one
vehicle, one Infantry/Battlearmor unit, and one unit of the players’ choice. For Scenario 3, players
will field a force of four BattleMechs/OmniMechs. In the case of Protomechs, they count as the
fourth unit of the players choice and may not be used in the place of the Infantry/Battlearmor.

Crippled Units
A unit is considered crippled if it has suffered any of the following damage. Note that crippled
units continue to take part in the game as usual. The designation of crippled is only used to
determine the winner and the score, and has no other impact on game play.
• All weapons are either destroyed or out of ammunition *
• Destruction of 3 or 4 limbs (BattleMech only)
• Destruction of 1 leg and 1 or more Gyro hits (BattleMech only)
• Destruction of 1 arm and the Gyro (BattleMech only)
• Two sensor critical hits (BattleMech only) **
• The pilot has suffered 5 hits (BattleMech only)
• Destruction of the legs (ProtoMech only)
• The unit has suffered a critical Engine Hit (vehicles only)
• Unit lost more than half of its starting troopers (Infantry/Battlearmor and ProtoMechs only)
*The fact that a unit can perform physical attacks does not mean it has functional weapons (keep in mind that
a hatchet/sword is a weapon, however). IAlso, items of equipment that cannot directly inflict damage, such as
anti-missile systems and Narc (unless it is carrying explosive pods), are not “weapons” for consideration of
whether a unit is crippled. Also, if one or more of the unit’s weapons have been destroyed, and the remaining
weapons can inflict a combined maximum of less than 5 points of damage in a single turn, the unit is
considered to be crippled as though it had lost all of its weapons.
**If the ’Mech has a hatchet/sword that does more than 4 points of damage it is not considered crippled.

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SPECIAL AMMUNITION
All specialized ammunition that is Level 2 is allowed for use in the Martial Olympiad at the
player’s discretion. All applicable rules apply and the specialized ammunition critical slots must be
clearly noted on the players Record Sheets prior to the start of play.

Specialized ammunition can be used with the following Faction Restrictions:


1. Specialized Autocannon Ammunition: Federated Suns and Lyran Alliance only
2. I-Narc Ammunition: Comstar and Word of Blake only
3. Specialized Missile Ammunition: Inner Sphere Units Only (Exception: Inferno SRM’s can
be used only by SRM Infantry units and Salamander BattleArmor of any faction)

Banned Units and Equipment


The following units cannot be used in theses scenarios.
•Artillery weapons are not allowed. This includes Arrow IV.
•Naval craft

Battle Armor/Infantry
Infantry/Battlearmor can begin play mounted on an OmniMech or in a vehicle per the standard rules.

Faction Listings
Draconis Combine, Federated Suns, Capellan Confederation, Free Worlds League, Lyran Alliance, Free
Rasalhague Republic, ComStar, Word of Blake, Magistracy of Canopus, Taurian Concordat, Marian
Hegemony, Outworlds Alliance, Circinus Federation, Periphery Independent, Mercenary, Ghost Bear, Nova
Cat, Jade Falcon, Wolf, Wolf (in-Exile), Blood Spirit, Fire Mandrill, Ice Hellion, Hell's Horses, Star Adder,
Cloud Cobra, Coyote, Snow Raven, Diamond Shark, Steel Viper and Goliath Scorpion.

Faction Specific Lists


Each player will be required to choose a faction. The choice of faction will determine what
specific unit types are available to the player. Prior to participating in the Martial Olympiad, the
player will be required to register. Once the player registers, they will select 12 units from their
faction specific listing. These 12 units will be the force from which they will select their units for each
scenario.
Example: Steve is a long time supporter of the Draconis Combine, so he chooses the Combine to be
his faction. Once he selects a faction, he is allowed to choose 12 units to make up his force for the Olympiad.
Steve is required to choose all 12 units. In addition, he must select at least one Vehicle, and one
Infantry/Battlearmor unit to make his forces legal for the Martial Olympiad. Steve consults the listing on the
registration site and chooses the following units.

From the Inner Sphere General Listing: From the Draconis Combine Specific Listing:
1. Heavy Hover APC (SRM Variant) 5. Kage Light Battle Armor Squad (Sm Laser)
2. Schrek PPC Carrier 6. Kanazuchi Battle Armor Squad
3. Scorpion SCP-12C 7. Akuma AKU-1XJ
4. Warhammer WHM-7M 8. Tokugawa Heavy Tank
9. BattleMaster BLR-K3
10. Daikyu DAI-02
11. Grand Dragon DRG-C
12. Panther PNT-C

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Steve now has his force pool of 12 units, for each scenario he can choose from this list to make up a
combined arms lance consisting of one Battlemech, one vehicle, one BattleArmor squad, and one unit of his
choice. Each unit in his force pool is available for all the scenarios, and damage does not carry over from one
scenario to the next.

Players won’t be allowed to choose multiple factions. One Faction Only! Choose wisely.

Warrior Pool
All participants will have the same warrior pool to assign to their units. The Warrior pool will
consist of One Elite Warrior (P3/G2), One Veteran Warrior (P4/G3) and Two Regular Warriors
(P5/G4). These warriors are assignable to any type of unit. Each Platform will have its Battlevalue
adjusted for the quality of pilot. These adjusted Battlevalues will be taken into account against the
Scenario BattleValue Range.

Example: Steve is ready to begin Scenario One. Hoping for a quick end to the scenario, he wants to get as
close to the BattleValue cap as possible, while still maintaining a flexible force. The BattleValue range is from
3500 to 4000 points, Steve decides to choose the BLR-K3 Battlemaster,(BV-1498), The Schrek PPC
Carrier(BV-662), Kage Light Battlearmor Small Laser(BV-88), and the PNT-C Panther (BV-696). Next, Steve
must decide which Warriors he will assign to each unit. Looking over what he knows about the scenario,
Steve decides on these assignments: The Elite Warrior will pilot the Schreck PPC Carrier to provide accurate
fire support. The Veteran Warrior will pilot the PNT-C Panther. One Regular Warrior will pilot the BLR-K3
Battlemaster Panther, and the other will run the BattleArmor.
The adjusted BattleValues will look like this:
Schreck PPC Carrier, Elite Pilot. Original Battle Value- 662 Adjusted Battle Value- 993
PNT-C Panther, Veteran Pilot. Original Battle Value- 696, Adjusted Battle Value- 870
BLR-K3 Battlemaster, Regular Pilot. Original Battle Value- 1498, Adjusted Battle Value- 1498
Kage Battle Armor, Regular Pilot,Original Battle Value- 88, Adjusted Battle Value- 88
Total Adjusted Battle Value: 3449
Only 551 points to spare below the cap. Not too bad. Steve is ready to Rack and Roll!!

Once a player has registered, the website will store their Force Pool and adjusted
BattleValues on their “My Account” page. The player must print their Force Pool out and bring it,
along with a picture I.D. to any events that they take part in. The player should also have official
Record Sheets and miniatures for his units. Record sheets from any FASA or FanPro published
record sheets book are legal for play in the Martial Olympiad. Record sheets printed from the Heavy
Metal software series are also legal, but will be verified by the referee prior to play to ensure that
they conform to the officially published stats. Proxy miniatures are allowed. The referee will provide
dice and mapsheets, and in some cases Record Sheets printed from the Heavy Metal series of
programs.

The Winner
We have a veritable cornucopia of great prizes for this year’s winner! A Tee-Shirt, an Official
Certificate from the Star League, and some other very special surprises we know you’ll love.

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MARTIAL OLYMPIAD - 2003

Scenario #1 - Ice Jam


“I hate the cold. I really really really hate the cold. But do you know what I hate more than cold? I hate
ice. I really really really hate ice.” - Corporal Grierson after being pulled out from frozen water at the
conclusion of the mission.

Objective:
Retrieve crates from the barge that has been frozen in place by the ice. Return the crates to
the player's home edge while preventing the opponent from doing the same.

Set Up:
Arrange Coast #1, Archipelago #1 and Archipelago #2 as shown below.

West East
Home Home
Edge Edge

Deployment:
On the first turn both players roll initiative. The winner then picks his home edge (either east
or west). Initiative is then rolled again for deployment. Units are moved onto the map as part of their
movement. Any whole hex along the home edge is allowed. Ignore all half hexes.

Special Rules:

Ice: All Depth 1 water (WL1) is frozen solid. All depth 2 water (WL2) has surface only ice. Standard
ice rules for the BMR:r are to be used. Surface ice may be cleared. Any not labeled water hexes are
considered depth 2 unless they are coastal and adjacent to a depth 1water hex.

Barge: Hex 1509 on Archipelago #1 contains the barge. The barge is a non-target. No shots will be
allowed to it. On board the barge are a total of 8 crates which may be removed by any
infantry/BattleArmor. In order to remove crates from the barge, infantry/BattleArmor must enter the
barge hex for 1 movement point. It costs 1 ground movement point to remove each crate. Each
crate is placed in an adjacent hex of the player's choice.

Crates: Once removed from the barge, but not before, the crates may be picked up by any unit with
at least 2 hands (Including infantry/BattleArmor as well as opponent units) by spending 1 ground
MP. Only one crate may be held by each unit.

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Infantry/BattleArmor may be loaded into APCs while carrying a crate. Infantry/BattleArmor


may then unload and leave the crate in the APC after which the APC is considered to be “holding”
the crate. Infantry/BattleArmor may still be loaded into the APC while the APC holds it's own crate,
even if the infantry/BattleArmor has it's own crate. BattleArmor may also be loaded onto `Mechs as
is appropriate to the mechanizing rules.
In the event that a unit is destroyed or is reduced to less than 2 hands destroyed (excepting
APCs as noted), the crate remains in the hex in which the destruction took place. It can be picked
up again by any unit with at least 2 hands. Infantry units with only 1 survivor may not attack while
carrying a crate.
The crates may be dropped at the end of a units movement by spending 1 MP. Crates
dropped do not count as “in the possession of the team” but do count as returned to the home edge
if that is the case. APCs may not drop the crate. The only way to remove a crate from an APC is for
an infantry/BattleArmor unit to board the APC and retrieve the crate for itself. (there is no extra
movement cost for this) This infantry/BattleArmor unit may not be already holding a crate.

Blizzard: Blizzard conditions are in effect for the first 5 turns. As per Maximum Tech,
“Heavy snowfall combined with high winds creates blizzard conditions, which make accurate targeting
extremely difficult. To reflect this, blizzard conditions impose a +2 to-hit modifier to ballistic weapons and
a +1 to-hit modifier to all other weapons attacks. Additionally, all Piloting Skill Rolls receive a +1 modifier.
“Blizzard conditions also affect rolls on the Missile hit table in the same way as high winds...”
“When rolling on the Missile Hits Table... subtract 4 [from the rolls] On a modified result of less than 2,
the missile attack misses the target.”
The Blizzard also has a -2 affect on heat each turn. On the sixth turn disregard all snowfall
modifiers. Do not tell the players in advance that the snow is wearing off.

Deep Snow: On the map Coast #1, hexes 1308, 1309, 1407, 1408, 1409, 1410, 1507, 1508, 1509,
1510 are all filled with deep snow. As per Maximum Tech, “Deep Snow imposes a +1 MP cost per
hex and a +1 modifier to all Piloting Skill Rolls; additionally units entering deep snow...” Deep snow
also has a -1 affect on heat per turn if the `Mech has at least 1 operational leg-mounted heat sink.
Bog Down rules are not in effect.

Victory Conditions:
The scenario is finished and the end of the 1st turn after the turn in which a crate is first returned to
its home edge, (meaning any hex adjacent to the player's home edge of the maps) or when both
teams are rendered inoperable or unable to pick up a crate.

Scoring: (Maximum of 11000 plus BV cap)


• 125 per crate removed from the barge by the team. (Maximum of 1000)
• 500 per crate in the possession of the team. (Maximum of 2000)
• 2000 per crate returned to the team's home edge. (Maximum of 8000)
• BV of destroyed units of the opponent. (do not count accidental destructions)
• Half BV of disabled units of the opponent. (do not count units disabled due to accident.)
• -BV of destroyed units of the player.
• -Half BV of disabled units of the player.

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Scenario #2 – Flash in the Pan!


Well this mission is going to be a pain, but at least I'm not freezing anymore. Just a quick dash across
this canyon and we're into the box. Hey is that thunder?” - Corporal Grierson shortly before he has deja vu.

Objective:
Each player has two crates with signal boosters in them. The objective is to get these crates
into the communications bunkers hidden in the Box Canyon.

Setup:
Arrange Deep Canyon #1, Deep Canyon #2 and Box Canyon as shown below. A number of
special counters should be placed on these maps as detailed in special rules.

West East
Home Home
Edge Edge

Deployment:
On the first turn both players roll initiative. The winner then picks his home edge (either east
or west). Initiative is then rolled again for deployment. Units are moved onto the map as part of their
movement. Any whole hex along the home edge is allowed. Ignore all half hexes.

Special Rules:

Crates: At the beginning of the game each player is given two crates. Each of these crates can be
given to any unit with at least 2 hands. The only exception to this is that APCs may also carry
crates, but can not load or unload them on their own.. Infantry/BattleArmor carrying a crate may start
the game onboard an APC (or `Mech where applicable). That APC (or `Mech where applicable)
may also carry its own crate, however APCs cannot unload the crate themselves. An
infantry/BattleArmor unit must board them and retrieve the crate for itself. (there is no extra
movement cost for this, other than the normal rules for boarding) The infantry/BattleArmor unit
cannot already be holding a crate if it is attempting to retrieve one from an APC. In the event that
there are not two units with at least 2 hands, one crate must be placed along the player's home
edge to be picked up by a returning unit with hands. In the event that a unit is destroyed or is
reduced to less than 2 hands, the crate remains in the hex in which the destruction

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took place. It can be picked up again by any unit with hands. Picking up a crate costs 1 ground MP.
If a team has already placed both of its crates it may attempt to take the opponents crates by force.
Extra points will be scored for a third and forth crate.

Overhead Bridges: Overhead bridges follow the regular rules for bridges except every hex has a
defined height.
Light overhead bridges can be found on the following hexes:
Deep Canyon #2: 0902 Light (CF 15) L2, 1211 Hardened (CF 110) L1
Border of Deep Canyon #2 and Box Canyon: 02 Light (CF 15) L2
Box Canyon: 0202 Light (CF 15) L3
Deep Canyon #1: 0103 Light (CF 15) L1, 0602 Light (CF 15) L2, 0702 Light (CF 15) L2,
0802 Light (CF 15) L2, 1104 Light (CF 15) L2, 1402 Light (CF 15) L1, 0117 Hardened (CF 110) L1

Communications Bunkers: There are five locations designated “Communications Bunkers” on the
Box Canyon map. These locations are hidden and can only be spotted by adjacent units or units
within range of an active probe. This should be checked for at the end of the movement phase.
Once the bunker is spotted it is immediately marked on the map for both players to see. To deposit
a crate, a unit must enter the designated hex at the end of its movement and then spend one
additional ground movement point to drop the crate properly. The crate is immediately thereafter
Battletech Box Canyon Battletech Deep Canyon #2 Battletech Deep Canyon #1 considered
inserted. The locations for the bunkers are: 0406, 0902, 0909, 1308, 1414. Only one crate may be
placed within each bunker, after which the bunker is out of game play.

Flash Flood: Starting on turn 2 and continuing through the game, the Canyons are flooded. Do not
inform the players about this in advance.
Placement: On turn 2 place the first Flood templates on each Deep Canyon map. Any unit
remaining in the template area after movement is subject to the Flood effects. In each
subsequent turn place down the next template for each Deep Canyon map. Previously
templates remain in full effect.
Effects: Any ground vehicles (including hovercraft) or infantry, that cannot escape the path of
the current template are destroyed. `Mechs caught in the path of the flood receive 5 damage
to each leg and must make a piloting skill check at +4. (check for hull integrity) If the `mech
falls it receives damage as if it were 1 level above the underlyling terrain. Additionally the
fallen mech is displaced downstream to the edge of the template. (check again for hull
integrity)
Hovercraft can travel over previous flooding safely so long as they do not cross the
border between the previous flooding and the current template. Mechs travelling through
previous flooding must spend an additional movement point for the hex (3 total for depth 1,
and 5 total for depth 2 or greater) and have a +2 to all piloting skill rolls. Mechs that attempt to
cross the border between previous flooding and the current template must immediately take
the effects of being caught in the flood before continuing their movement. If the `mech falls it
can make no further moves that turn.

Please use the templates available on Commandohq.com or make your own with the same hexes
and depths.

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Victory Conditions:
The scenario ends when all four crates have been deposited in the bunkers, or when both
sides are unable to bring the crates to the bunkers through either movement restrictions or lack of
hands. If only one side remains and that side is capable of depositing the crates eventually, then the
game will also be concluded with the remaining side automatically gaining points for those crates.

Scoring: (Maximum of 11000 plus BV cap)


• First Crate deposited: 5000
• Second Crate deposited: 3000
• Third Crate deposited: 2000
• Fourth Crated deposited: 1000
• BV of destroyed units of the opponent. (do not count accidental destructions)
• Half BV of disabled units of the opponent. (do not count units disabled due to accident.)
• -BV of destroyed units of the player.
• -Half BV of disabled units of the player.

Scenario #3 – Sunrise, Sunset


“When we first started, it was milk-run because it was so cold out there you could run, jump, and
Alpha Strike and still be in the green. Then the sun came up.” –Corporal Grierson, being treated for a severe
heat exhaustion in sick bay onboard the SLS ACUSHNET

Objective:
Eliminate all resistance on the Planetoid K3-97AG while minimizing your own losses. In
addition, each player must avoid casualties due to heat.

Set-Up:
Arrange Moonscape #1 and Moonscape #2 as shown below.

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Deployment:
Prior to the start of play both players roll 2d6. The winner can choose to deploy his forces on
the East, or West edge of the maps. Players may begin moving their units into any full hex at the
start of the movement phase of Turn 1.

Special Rules:

Unit Make-up: Due to the special nature of this scenario. Players must deploy 4 BattleMechs or
Omnimechs in this scenario. Vehicles, Infantry/BattleArmor, and Protomechs will not function in the
extreme conditions depicted in this scenario.

The Terminator: Beginning with the end phase of turn three, the sun begins to rise. In the end
phase of turn three, the northern two rows of hexes are considered to be in full sunlight. The
Terminator will continue southward at a rate of two rows of hexes per turn for the rest of the game or
until the entire board is in full sunlight, whichever comes first. The Terminator advances in the end
phase of each turn. Use a die to mark the lowest hex-row that the Terminator has reached.

Darkness: Any combat that takes place below the Terminator uses the Night Combat rules from
Page 87 BMR(r). Searchlight equipped units may ignore the darkness modifiers. Ensure that you
track for Searchlight destruction.

Temperature: All units are affected as per the rules on Page 83 BMR(r). At the start of the scenario
and in any subsequent turns that a hex is below the Terminator, the temperature in that hex is –130
Degrees Celsius. Any BattleMech or OmniMech in a hex below the Terminator during the Heat
Phase subtracts 10 from their heat build up for that turn. Any hex in full sunlight immediately has a
temperature of +200 Degrees Celsius. Any Battlemech or OmniMech in a hex in full sunlight in the
Heat phase of a turn must add 15 points of heat to its normal heat build up for that turn.

Gravity: Gravity is considered normal for this scenario.

Vacuum: This scenario takes place in a Vacuum. Use all Vacuum rules from Page 85 BMR(r).

Auto Eject: Due to the extreme ambient conditions, all Auto Ejects are considered Disabled.

Victory Conditions:
The scenario ends when in the end phase one or both players have no functional units.

Scoring:
• Destroying a unit +Adjusted BattleValue
• Losing a Unit due to enemy action -Adjusted BattleValue
• Losing a Unit due to Heat (Ammo Explosion/Mechwarrior Death) -X2 Adjusted BattleValue

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Scenario Notes
MechWarrior Heat Casualties will be determined by the last point of Damage that the pilot
took. If a pilot has taken 5 points of damage due to enemy fire, and then overheats his mech and
takes the 6th point, that is a heat casualty. If a MechWarrior has taken 5 points of damage due to
overheating, and then is killed by a Cockpit critical, that is NOT a heat casualty. If a MechWarrior
has taken five points of damage from anything, is rendered unconscious by heat, and then takes a
6th point in the fall. That IS a heat casualty. Heat has to be the direct cause of that 6th point.

This scenario can end in an overall Negative Score.

Credits:

Project Development: R. Scott Taylor

Scenario #1 - Ice Jam: Nathaniel Olsen

Scenario #2 – Flash in the Pan!: Nathaniel Olsen

Scenario #3 – Sunrise, Sunset: R. Scott Taylor

Website Development: George Blouin

Playtestors: The FanPro Commandos

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