Difference between revisions of "'Mech Duel Rules"

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The''' 'Mech Duel Rules''', also colloquially known as the "Solaris Rules", are a set of 'Mech combat game rules from the boxed set, [[Solaris VII: The Game World]].
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==Description==
 
==Description==
The 'Mech Duel Rules or "Solaris Rules" appeared in the Box [[Solaris VII: The Game World]].
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The 'Mech Duel Rules simulate battle between [[BattleMech]]s (or designated ArenaMechs) on a much higher detail level than the standard BattleTech boardgame rules do, to which they are very similar otherwise. In a way, they can be said to break up standard game turns and scales by a factor of four, requiring micromanagement of what was covered in a single turn's actions under standard rules.
  
They simulate the battle between a handful of [[BattleMech]]s in a much higher detail than the standard Rules do.  
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==Major Features==
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The most important changes are as follows:
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*A turn represents 2.5 seconds of real time (as opposed to 10 in the standard rules);
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*The scale is four times larger than the scale of the standard rules, changing the diameter of the area a hex represents to 7.5 meters and quadrupling weapon ranges accordingly;
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*The weapons produce four times the heat of their standard values, the [[heat scale]] adapts to this but the [[heat sinks]] keep their "slow" cooling rate;
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*Most weapons require some time to recycle until they can be fired again (depends on weapon used);
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*Because of the limited time, a [[MechWarrior]] can perform only a certain number of actions (e.g. walk, fire a single weapon, fire a [[Target Interlock Circuit]], etc.);
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*There are some advanced actions like ''evading'', ''aiming'' or ''sprinting'';
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*A jump can last up to four turns and it is possible to change the course or to fire during a jump.
  
==Major Features==
 
*The scale is four times larger than the scale of the standard rules, changing the diameter of the area a hex represents to 7.5 meter and a turn lasts 2.5 seconds real time
 
*Because of the limited time a [[MechWarrior]] can perform only a certain number of actions (e.g. walking, fire a single weapon, fire a [[Target Interlock Circuit]], etc.)
 
*After its use, a weapon needs some time till it is available again (depends on weapon used)
 
*The weapons produce four times the heat of their standard values, the [[heat scale]] adapts to this but the [[heat sinks]] keep their "slow" cooling rate
 
*There are some advanced actions like ''evading'', ''aiming'' or ''sprinting''
 
*A jump can last up to four turns and it is possible to change the course or to fire during a jump
 
 
 
==Game Experience==
 
==Game Experience==
 
Because of the modified heat system and the limitation on few actions per turn the players must consider their moves very well. They have to decide when the time is right to fire, for the 'Mechs run a lot hotter and the respective weapons may not be used in the following turn(s).
 
Because of the modified heat system and the limitation on few actions per turn the players must consider their moves very well. They have to decide when the time is right to fire, for the 'Mechs run a lot hotter and the respective weapons may not be used in the following turn(s).
This led to a distinctively different performance of some weapons and whole BattleMechs.
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This leads to a distinctively different performance of some weapons and whole BattleMechs.
  
The Duel rules provide more action, you really are able to take your 'Mechs and Warriors to the limit, the higher detail offers many more tactics but the game gets more complex and time consuming as well.
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The 'Mech Duel Rules provide more action, taking 'Mechs and Warriors to the limit. The higher level of detail offers more tactical options but the game gets more complex and time consuming as well. Consequently, it is only suitable for fights between very small numbers of combattants (usually 1 on 1).
  
 
==References==
 
==References==
 
*[[Solaris VII: The Game World]]
 
*[[Solaris VII: The Game World]]

Revision as of 03:21, 5 April 2010

The 'Mech Duel Rules, also colloquially known as the "Solaris Rules", are a set of 'Mech combat game rules from the boxed set, Solaris VII: The Game World.

Description

The 'Mech Duel Rules simulate battle between BattleMechs (or designated ArenaMechs) on a much higher detail level than the standard BattleTech boardgame rules do, to which they are very similar otherwise. In a way, they can be said to break up standard game turns and scales by a factor of four, requiring micromanagement of what was covered in a single turn's actions under standard rules.

Major Features

The most important changes are as follows:

  • A turn represents 2.5 seconds of real time (as opposed to 10 in the standard rules);
  • The scale is four times larger than the scale of the standard rules, changing the diameter of the area a hex represents to 7.5 meters and quadrupling weapon ranges accordingly;
  • The weapons produce four times the heat of their standard values, the heat scale adapts to this but the heat sinks keep their "slow" cooling rate;
  • Most weapons require some time to recycle until they can be fired again (depends on weapon used);
  • Because of the limited time, a MechWarrior can perform only a certain number of actions (e.g. walk, fire a single weapon, fire a Target Interlock Circuit, etc.);
  • There are some advanced actions like evading, aiming or sprinting;
  • A jump can last up to four turns and it is possible to change the course or to fire during a jump.

Game Experience

Because of the modified heat system and the limitation on few actions per turn the players must consider their moves very well. They have to decide when the time is right to fire, for the 'Mechs run a lot hotter and the respective weapons may not be used in the following turn(s). This leads to a distinctively different performance of some weapons and whole BattleMechs.

The 'Mech Duel Rules provide more action, taking 'Mechs and Warriors to the limit. The higher level of detail offers more tactical options but the game gets more complex and time consuming as well. Consequently, it is only suitable for fights between very small numbers of combattants (usually 1 on 1).

References