Open-3.0 Tournament Rules
The goal of the tournament is to determine who is the “most skilled” Battletech
player in a fun atmosphere emphasizing friendly competition, good sportsmanship, and
fan camaraderie.
The tournament consists of several rounds of the same set length of time. At the
beginning of each round, a player will select a force from an option list produced and
revealed by the tournament organizer, and one official Battletech map sheet. The
tournament organizer will assign an opponent to each player; this pairing of players will
play a single game of Battletech using their selected forces and map sheets. The
objective is to destroy the opponent’s force within the time limit.
When this is accomplished, or time runs out, the players of each match will fill out
a simple report. The organizers will use these reports to calculate a round score for
each player.
This process will be repeated for each round of the tournament. At the end of the
final round, each player’s round scores are added up; the player with the highest point
total is the tournament winner.
1. Tournament Scheduling
1.1. The time limit of each round is 1 hour, 45 minutes.
1.2. The tournament will consist of three rounds, played consecutively, but with
a minimum fifteen minute break between each round. The total time for
the tournament will exceed six hours.
2. Force Selection
2.1. The tournament organizer will provide, for each round, one or more lists of
force options from which all players will select. All options must total the
same target Battle Value 2.0 ± 1 percent.
2.2. If not otherwise specified in advance, all options for all rounds will consist
only of two ’Mechs, conforming to Total Warfare rules.
2.3. Each round will feature a different Target BV and theme, chosen according
to whatever criteria the organizer wishes. All options will be presented in a
clearly-numbered list, specifying the exact model and skills of each unit in
the force.
2.4. The exact details of themes or force options will not be revealed until the
day of the tournament. The tournament organizer will provide the players
with record sheets for their selections. Many players may choose the
exact same force option.
3. Round/Match procedure
3.1. Prior to the start of the round, each player will choose one of the available
force options, and one official Battletech map sheet. Each player should
get his record sheets and a score sheet if needed. Players are expected to
be ready to sit down and start their match as soon as the organizer starts
the round clock.
3.2. At the start of each round, the tournament organizer will assign each
player an opponent. Players then take their seats. When the last pairing
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has taken their seats, the tournament organizer will announce that the
official clock has started. This is the beginning of the round.
3.3. A player will allow his opponent a minute or so to look over the record
sheets. Declare any proxies being used (see section 4).
3.4. “Setup Roll”
The players each roll 2d6; the player with the highest roll chooses one of
the following setup options first; then his opponent chooses from the
remaining choices, and so on until no options remain.
3.4.1. One Map or Two Maps.
NOTE: At the tournament organizer’s discretion, this option may be
set in advance for any round, due to available force selections.
3.4.2. Home edge
The player will choose, after the map(s) are placed, his home edge,
i.e., which edge his force will start from; his opponent’s starting
edge is opposite. (Also see TW pg 256 “Set-Up” paragraphs.) Any
edge may be chosen as the home edge.
3.4.3. Map placement (which of these is used corresponds to the 3.4.1
choice):
Two Maps: The player decides which map edges will be placed
together for the match. A long edge cannot be placed against a
short edge (TW p. 264).
One Map: The player may choose either his, or his opponent’s map
sheet.
3.4.4. First turn’s initiative.
The player who chooses this wins initiative for the first turn.
3.5. Play Battletech!
3.5.1. Each player receives “Edge” as explained in section 5.
3.5.2. Dice
3.5.2.1. When rolling dice, both dice must be rolled simultaneously.
3.5.2.2.If a player rolls 2d6 and one rolls off the table, BOTH dice
must be re-rolled. The same applies to “cocked” dice results
(i.e., dice which don’t land flat). A die is considered cocked if it
does not pass the “stack test”: place a d6 of same size and
material on top of it. If it falls off, it is cocked.
3.5.2.3. Don’t roll your dice unless there is a clear reason for it.
State what you are rolling for first!
3.5.2.4. Any dice sold by Catalyst Game Labs shall be legal for
Catalyst tournaments and events. This includes the
"Battlemaster" and Faction branded Battletech dice and
Shadowrun dice previously sold by Catalyst Game Labs. The
judges may choose to disallow ALL players dice and instead
supply dice to all players. At the judge's discretion, the players
must switch dice with one another at any time - this is not
indicative of cheating, merely a precautionary measure.
3.5.2.4.1. As in previous tournament rule iterations, any other
specialty dice (primarily dice which do not have facings
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consisting entirely of pips or numbers, but including other
non-standard dice at the Organizer's discretion), including
Armory brand faction dice and the Iron Die sold through
but not by Catalyst, remain illegal for tournament use.
3.5.2.5. If the correct weighting of dice are challenged, the
challenger is permitted to either use those dice or have them
removed from play.
3.5.2.6. Tactical Operations rules for Movement Dice (p. 27) and
Weapon Resolution Dice (p. 109) are recommended. (Note: hit
locations should still be rolled one at a time!)
3.5.3. A unit which is forced or skids off any map edge is considered
destroyed.
3.5.4. Breaks
If a player needs to take a break from the match, he must declare it
to his opponent and, if possible, finish the current game turn. The
time the break starts must be written down, and the player must tell
his opponent where he is going (e.g., “to the bathroom”). When the
player returns to complete the match, write down the time when the
match is resumed.
If the total time of breaks exceeds thirty (30) minutes by one player,
the player should be prepared to explain the excessive delays to a
tournament judge and risk forfeiting the match.
3.5.5. Forfeit
Forfeiting a match is considered a poor show of sportsmanship
(except in the case of extenuating circumstances) as it is unfair to
other players in the tournament who earn their points by playing
through their matches. A player may forfeit the match by his own
declaration, by excessive breaks, or by leaving the game without
any explanation to his opponent.
In the latter case, a single 5-minute grace period is allowed. If the
player does it again and cannot be found in the tournament area,
forfeit is immediately in effect.
3.5.5.1. The forfeiting player’s force is considered to be under
forced withdrawal immediately, even if forfeit is declared
midway through the turn. See Total Warfare, p. 258. A unit
which is incapable of movement is exempt from forced
withdrawal.
3.5.5.2. If the forfeiting player is not available to complete the
match, a judge or judge-approved individual will serve as a
proxy player to complete the match.
3.5.5.3. A unit that is forced off its player’s home map edge while
under forced withdrawal is considered successfully
retreated, not destroyed (an exception to 3.5.5).
3.5.5.4. A unit which successfully retreats from the map is scored
normally, plus an automatic “unable to fight” bonus (see
paragraph 7.2.2.1.3).
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3.6. When the match is finished, both players should fill out their score sheet.
Players only have to count destroyed units, damage conditions, and bonus
conditions. They may figure the point values if they wish, but only values
calculated by the judges are final.
3.7. Players should make a final review of each others’ record sheets and
score sheet entries, then sign or initial on the score sheet where indicated.
Return the score sheet and all unit record sheets from the match to the
judges. Put back any provided non-consumable game materials.
Also, when playing in a public venue, please take a few moments to clean
up around your play area. We want our hosts to have a good impression
of Battletech fans.
4. Miniatures
4.1. For purposes of this tournament:
4.1.1. “Miniatures” refers to metal or plastic miniatures or cardboard
game pieces. Only those produced by Catalyst Game Labs,
predecessor companies, or official licensees are permitted.
“Kit bashed” or altered/customized miniatures made to represent
canon art or “fluff” variant descriptions are permitted if both players
agree.
4.1.2. An “Exact” miniature is one produced to match printed art of a
specific model/variant of a unit. An exact miniature must be
assembled or designed such that the unit’s front facing is clearly
indicated.
A miniature is also considered “exact” when:
4.1.2.1. No art exists for the specific variant of the unit in use, no
art-specific miniature of the unit in use is available (or has
been manufactured), or:
4.1.2.2. A miniature depicts a different variant of the same basic
model of the unit in use, and no other variant of that basic
model is in use by the same player.
4.1.3. A proxy is any miniature which is not an exact miniature.
4.2. Players must use exact miniatures when available. When more than one
proxy is required for the same player’s force:
4.2.1. The player’s opponent has the right to avoid a proxy by
substituting an exact miniature provided by the tournament
organizer, or one of his own exact miniatures.
4.2.2. Two miniatures representing the same base model of unit may not
be used, even if they are visibly different, unless both players
agree.
4.2.3. Each proxy must be noted on the corresponding unit’s record
sheet.
4.2.4. All proxies must match the unit represented as closely as
possible.
5. Edge Points
The intent of using Edge in tournaments is to lessen the effect of luck on the
match outcome.
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5.1. Each player receives two Edge points for the entire tournament. These are
counted on the score sheet provided to players by checking off a box
when an Edge point is used.
5.2. A player may spend a point of Edge to force/allow a re-roll of any dice
result, starting after the map setup roll.
5.2.1. Edge usage must be declared immediately after the dice roll in
question. Once a subsequent dice roll has been made, any prior dice
rolls cannot be edged, unless the intent to use Edge was already
declared.
5.3. When using weapon resolution dice, each result counts as an independent
dice result. Only one of the results may be affected per Edge spent.
6. Map sheets
6.1. Only official Battletech Map Sheets may be used. Only map sheets with all
hexes’ terrain and elevation clearly marked may be used (such as from
Map Set Compilations 1 and 2). Players may provide their own map sheet
(s), subject to approval by a tournament judge or the player’s opponent.
6.1.1. At this time, the Catalyst “gameboard” quality maps are not allowed
due to their size and composition differences from regular mapsheets.
6.2. Certain map sheets are banned, because they contain an excessive
amount of terrain that tends to result in blocked line of sight. These were
designed primarily for “scenario” type games, rather than a typical
tournament setting where players must finish their game within a time
limit.
The following is a list of the mapsheets banned from the tournament. Each
listed is the Mapsheet Name (Map Set/Compilation #):
• Heavy Forest, both (MS4/Comp 1)
• Large Lakes, both (MS4/Comp 1)
• Deep Canyon, both (MS5/Comp 2)
• Large Mountain both (MS5/Comp 2)
• Box Canyon (MS6/Comp 2)
• City, all 4 (MS6/Comp 2)
• Planetary Assault maps (BF2/Comp 2)
• Battlespace Maps (Comp 2)
• Solaris VII Map Pack, all
• Solaris VII box set, all
• Solaris: The Reaches, all
• Map Set 7, all except Coast #2
• Battleforce (old double-size maps)
• Batttledroids, Battletech, or any other non-standard sized
mapsheets
7. Scoring
7.1. Scoring is based on a final value of 100 points total for an entire force
destroyed. Thus, a player who destroys his opponent’s entire force earns
100 points for the round. Each unit of that force is worth a portion of the
100 points, proportionate to the unit’s BV out of the total force BV.
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7.1.1. “Destroyed” is per Total Warfare, p.128. Additionally, if all of a
’Mech’s weapons are destroyed and it can no longer move, it is
considered destroyed and out of the game.
7.1.2. A mech will also be considered destroyed when the following
crippling conditions (Total Warfare, p. 258) are met: the mech loses
the use of its sensors, has four or more pilot hits, or the loss of all the
’Mech’s weapons to damage or ammunition depletion.
7.2. When a player does not destroy his opponent’s entire force, his score
will be based upon the following calculations.
7.2.1. Each destroyed unit is worth 100 percent.
7.2.2. Each unit not destroyed is worth a percentage of its value, based
on the amount of damage the unit has sustained. This is capped at
75 percent. Percentage is awarded for each condition as noted
below. All values are exclusive unless otherwise specified.
7.2.2.1.15% Each arm destroyed (including “blown off” critical
hits).
7.2.2.2. 20% Each Leg or Side Torso destroyed (including “blown
off” critical hits).
7.2.2.3. 30% Unit can do <5 points of weapon damage. “Minimum
damage” rule, TW p. 258.
7.2.2.4. 3% Each critical hit and pilot hit (not counting those in
destroyed locations).
7.2.2.5. 2% Each location with internal damage (not destroyed).
7.2.2.6. 1% Each location with armor damage only (no internal
damage). Front and rear count separately.
7.2.3. Base Percentage Points: Total the percentage separately for each
unit.
7.2.4. Base Points Factor: Divide the Unit’s BV by the Total Force BV
7.2.5. Adjusted Damage Points: Multiply the Base Percentage Points by
the Base Points Factor.
7.2.6. Total Damage Score: Add up the Adjusted Damage Points for
each unit, and round off the total.
7.3. After the above are calculated, bonus points may be added for taking
certain actions or meeting certain conditions during the match. These
bonus points will be listed and defined on the score sheet, or provided
along with it.