They cannot substitute 'Mechs from their Tournament Reserves. The Shiny Beast of Thought has no weapons, but it can still make Physical Attacks as usual. AttackersThe Attackers 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. A MechWarrior with Piloting 5, Gunnery 2 pilots each 'Mech. The Attackers deploy each 'Mech as they see fit anywhere within five hexes of hex 1501 on the east map, facing whichever way they like. Special rulesPossessionAt the start of each turn before the Initiative Phase, The Shiny Beast of Thought chooses one of the Attackers' 'Mechs to control. It controls that 'Mech through the Initiative, Movement, Weapon Attack, and Physical Attack phases, after which it returns to the Attackers' control. The Shiny Beast of Thought can use it to attack the Attackers' other 'Mechs, deliberately drive it over difficult terrain in the hope it'll fall over, or otherwise do with it as he likes, with the following restrictions:
The Shiny Beast of Thought can shift around which 'Mech it controls each turn or control the same one for several turns in a row, as it likes. Active 'MechsFor the purposes of the Victory Condtions (below), a 'Mech is active if and only if: (a) it has not been destroyed; (b) it still has at least one leg that has not been destroyed; and (c) it is not currently Shutdown. Victory conditionsThe Attackers win, if at the end of any turn, The Shiny Beast of Thought is not active. This occurs even if the Attackers themselves have one or no active 'Mechs. The game ends immediately. The Shiny Beast of Thought wins, if at the end of any turn, The Shiny Beast of Thought itself is active and the Attackers have fewer than two active 'Mechs. Again, the game ends immediately. |
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