Tiebreaker
Rescue
Bidding
'Rescue' is a conflict between
two sides:
the Rescue party and
the Guards.
The players bid to see which
one of them will play each side. After
both players have read the scenario,
they flip a coin to decide who'll
bid first. Starting with that player,
they take turns bidding total numbers of
tons with which they propose to attempt
the scenario as
the Rescue party. The players
bid back and forth, going lower each
time, until one of them decides to drop
out of the bidding. The player who drops
out plays the Guards. His opponent
plays the Rescue party. Each
time a player has the chance to bid, he
must either drop out of the
bidding (and play the Guards) or
bid at least five tons less than
his opponent's most recent bid. The final
bid one player makes before his opponent
drops out is the Winning Bid. It is the
maximum tonnage of 'Mechs that
the Rescue party can
deploy (see Rescue party
below).
Guards
The Guards deploy first.
They deploy a force of 'Mechs with a
combined tonnage of 240 tons or less.
Each 'Mech must be a Standard Design or
come from the
player's Tournament Reserves. As usual,
the Guards may deploy
multiple 'Mechs of the same Standard Design
if they want to (or even multiple 'Mechs
of the same custom design if they have
the necessary number of copies in
their Tournament Reserves).
A MechWarrior with Piloting 5, Gunnery 3
pilots each 'Mech.
They then choose one or more of
their 'Mechs, as they see fit, to
mark as Command 'Mechs.
The Guards deploy
each Command 'Mech wherever
they want along the east edge of the
east map, facing whichever way they
like. They deploy each 'Mech not
marked as a Command 'Mech
wherever they want along the west
edge of the west map, facing
whichever way they like.
Rescue party
The Rescue party deploy
second.
They deploy a force of 'Mechs
with a combined tonnage equal to
or less than the Winning Bid. Each
'Mech must be a Standard Design or
come from the
player's Tournament Reserves. As
usual, the Rescue party
may deploy multiple 'Mechs of the
same Standard Design if they want
to (or even multiple 'Mechs of the
same custom design if they have
the necessary number of copies
in their Tournament Reserves).
A MechWarrior with
Piloting 5, Gunnery 3 pilots
each 'Mech.
The Rescue party deploy
each 'Mech as they see fit anywhere
within two hexes of hex 0909 on the
middle map, facing whichever way
they like.
Later in the game,
the Rescue party may
have the chance to deploy an extra
'Mech, Shemyazaz, in
hex 0405 on the west map. See
Hole in the sky,
below.
The Rescue party now write
down a sequence of ten letters secretly,
called the weather plan (see
Weather plan below).
Each letter has to be either 'C' (for
clear) or 'R' (for rain).
The Rescue party can choose
any sequence that:
-
contains exactly five Cs,
-
contains no more than three Cs in a row, at any point, and,
-
contains no more than three Rs in a row, at any point.
Special rules
Hole in the sky
At the start of the game, there is
a hole in the sky on the
west map in hex 0405. It has no effect
on Line of Sight or Weapon or
Physical Attacks. While it remains,
hex 0405 is Prohibited Terrain (see
Classic Battletech Introductory Rulebook
page 13).
At the end of each turn, if no
'Mech on either side is within
three hexes of it, remove
the hole in the sky from
the mapboard permanently.
The Rescue party then
deploy a new
'Mech, Shemyazaz,
in hex 0405, facing whichever way
they like.
|
'Mech
|
Pilot
|
Mass
|
|
Shemyazaz
|
Piloting 2, Gunnery 0
|
100
|
They cannot substitute a 'Mech from
their Tournament Reserves.
Weather plan
During their deployment,
the Rescue party
choose secretly a sequence
of ten letters that shows
the turns on which rain
will limit the Range of
Weapon Attacks (see
Rescue party
above). The first letter shows
the weather for turn one, the
second, the weather for turn two,
and so on.
The Rescue party count
the turns. The first is turn one,
the second, turn two, and so on.
During each of turns one through
ten, at the start of the
Weapon Attack Phase, they reveal
the letter they chose for the
current turn. This is the first
letter on the first turn, the
next one in the second turn, the
one after that in the third turn,
and so on.
The Rescue party only
reveal the letter for the current
turn. They keep the rest of the
sequence, if there is any of it
left, secret.
In the first through tenth
turn, during
any Weapon Attack Phase at whose
start the Rescue party
revealed a letter 'R' (for rain),
no 'Mech (on either side) may make
a Weapon Attack from a Range of
more than six hexes.
During the eleventh and later
turns (if the game goes that long), the
weather is always clear.
Command 'Mechs
No Command 'Mech can move
more than four hexes during its Move
in the Movement Phase. This
does not
restrict the total number of
Movement Points each can spend
during its Move in the
Movement Phase nor how it
might move due to Displacement (see
Classic Battletech Introductory Rulebook
pages 36-37), Physical Attacks it
makes, or other circumstances in
the other Phases of the turn.
Operative 'Mechs
For the purposes of the
Victory Conditions
(below), a 'Mech is operative
if and only if: (a) it has been
deployed; (b) it has not been
destroyed; and (c) it still has
at least one leg that has not
been destroyed.
Victory conditions
The Guards win, if at
the end of any turn,
the Rescue party have
no operative 'Mechs
on the mapboard. The game ends
immediately.
The Rescue party win,
if at the end of any turn, they
have at least one operative 'Mech
on the mapboard
and
the Guards have
no operative
Command 'Mechs. Only
the Command 'Mechs
matter. And it makes no
difference whether
the Rescue party
have
rescued Shemyazaz.
|