MechCorps Duelist Challenge

Description:

Pilots compete in duels throughout a convention to collect kill marks for the right to compete in the main event on the last day of a convention. Duelist Challenge Matches will be one pilot versus another pilot in the same BattleMech chassis where the last mech standing wins. Winning a match provides the victor one “kill mark” from the vanquished pilot. The pilots with the most kill markers collected on the last day of the con will be eligible to compete in the final gunslinger-style event for bragging rights, glory, honor and of course prizes.

Join the MechCorps Duelist Society to issue a challenge:

https://www.facebook.com/groups/MechCorpsDuelistSociety/

Or use #MechCorps on Twitter

Or sign in on the whiteboard at the MechCorps Podbay.

Match Specifications and Rules:

  • These will be a series of One-on-One duels:
  • Random Map - ALL maps allowed (not revealed to Duelists.)
  • Random Map Conditions.
  • Team Attrition Scoring.
  • Team Dropzones Used.
  • Full Advanced Game Mode. (Heat, Advanced Armor, Limited Ammo, etc.)
  • No Returns (No respawns.)
  • Both Duelists must agree to the challenge.
  • Challenger chooses the Class. (Light, Medium, Heavy, or Assault)
  • Defender chooses the Mech in the class chosen by the Challenger.
  • Both players will be in the same Mech.
  • Variant Mechs are allowed if both Duelists are MechCorps Level 2 members (cards must be presented).
  • If either of the Duelists are not a Level 2 member, only Stock Mechs are allowed in the match.
  • The winner of the match is the pilot of the sole mech that survives by the end of the match.
  • In the event of a double kill or no kill, both Duelists lose.

BONUS: MechCorps Veteran Challenge

  • Challenge a MechCorps Veteran Pilot for bonus the chance to receive points!
  • All rules above remain in effect.
  • MechCorps Commanding Officer on duty selects the MechCorps Pilot for the duel.

Finding Challengers:

If you are having a difficulty finding others to challenge or to challenge you, join the MechCorps Duelist Society group to issue a challenge or to offer yourself up for a challenge:

https://www.facebook.com/groups/MechCorpsDuelistSociety/

And/Or you can use #MechCorps on Twitter to find and challenge other pilots.

And/Or sign in on the whiteboard in front of the pods and challenge others who have signed in.

Collecting Kill Markers:

At the end of each Duelist Challenge mission, each Duelist will receive a Mission Review Scoresheet. This will be the proof of your “Kill Markers” on each of your opponents. The MechCorps Commanding Officer on duty will confirm the “Kill” on your scoresheet. Keep these Mission Review Scoresheets safe. It is the pilot’s responsibility to present these sheets on the last day of the convention to be eligible for the Main Event. MechCorps is not responsible for lost Mission Review Sheets.

Main Event Eligibility:

All Duelists who wish to be in the Main Event on the final day of the convention must bring their Mission Review Sheets to the MechCorps booth by Noon of the final day of the convention.

Each Mission Review Scoresheet denoting a successful completion of a duel will be scored in the following manner:

  • A Mission Review Scoresheet denoting a victory is called a “Kill Marker” against the vanquished pilot and assigned ONE POINT. Only ONE Kill Marker can be collected against each competitor pilot.
  • All Mission Review Scoresheets denoting participation in a duel (either win or lose) is called a “Match” and is worth ½ POINT each.
  • BONUS: A Mission Review Scoresheet displaying a victory against a MechCorps Veteran is worth THREE POINTS.

Each Duelist’s eligibility score will be the sum of Kill Marker points, Match points and MechCorps Veteran Challenge points.

The Duelists who have the top cumulative scores will be eligible to compete in the Main Event. The Eligibility list will be posted by 8am on the final day of the convention. The number of Duelists who will participate in the main event will equal the number of pods at the convention. Reserves will be noted and will fill seats in the case that a finalist cannot compete in the main event.

The Main Event:

The final event will be held starting at 1PM on the last day of the convention.

Duelists should arrive by 12:30PM to sign in and provide their Mech selection.

Duelist Finalists not signed in by 12:30PM will be dropped from the main event and a Reserve Duelist will be allowed to enter the main event.

Description of the Main Event

The Main Event will be a single elimination bracket gunslinger event.

    1. Each pilot will be paired at random with another before the start of the event.
      1. Pairings will be posted on a brackets scoreboard so that all participants can see who is playing whom.
      2. First Round will be a group drop, all following rounds will be opposite team drops.
    2. The first round will match pairs of 'Mechs on the battlefield.
      1. Pilots MUST ONLY engage their assigned dueling partner.
      2. There will be other duels occurring nearby on the same battlefield.
      3. Any damage caused to any other 'Mech than the pilot's designated target will result in an instant loss for that pilot.
      4. Any pilot deliberately firing on any 'Mech other than the designated target 'Mech will lose the duel AND be eliminated from the tournament.
    3. All following rounds past the first shall be a one-on-one with no other 'Mechs on the battlefield.
    4. There are no holds barred in these missions.
    5. Pilots have 30 seconds from the start of the mission to notify the Tech of pod problems. After this period, ANYTHING (excepting a crash) is a condition of battle and must be dealt with as is.

Mission Conditions

A. All games will be structured as normal Advanced BattleTech Missions with the following conditions...

1. Heat will be ON.

2. Splash Damage will be ON.

3. No Return will be ON. (No Respawns.)

4. Game length will be 10 minutes.

5. Weapons Jams will be ON.

6. Limited Ammo will be ON.

7. Radar will be set to NORMAL.

8. Friendly Fire will be ON.

9. Attrition scoring will be used.

B. Mission Locations:

Round 1: Freezer

Round 2: Ghost Highway

Round 3: Gator Bait

Round 4: Hot Plate

Default map conditions for all rounds.

'Mech Choice Rules

A. Pilots will pick their 'Mech from the MechCorps Clearance Level 1 catalog.

B. 'Mech choices are kept secret and never read nor announced to the opponent or an other pilot.

Winning Matches

A. The winner of each mission is the pilot that didn't die.

1. If you see the "Eject" Screen (the Blue Swirl), you lost.

2. If both pilots are killed, both lose and the pilot who would have competed against the winner gets a bye for the next round.

3. If both pilots survive, both lose and the pilot who would have competed against the winner gets a bye for the next round.

4. If you destroy your target, you will shut down your 'Mech and REMAIN IN YOUR POD. Exiting the pod before you are instructed will result in disqualification.

B. The Commanding Officer is in charge.

1. Whining is not winning. If you whine, you lose. If you win and you whine, you lose. If the CO determines that someone is whining, they will lose.

2. Dishonorable engagement is worse than whining in the eyes of the CO.

Winning the Event

A. If a pilot loses a match, that pilot is eliminated from the event.

B. Pilots who survive a match will be paired with another pilot for a subsequent match.

C. The winner of the final round of the tournament will be declared Battletech Sheriff of the convention. The Runner-up will be declared Battletech Deputy of the convention.

D. If BOTH finalist die or neither finalist die in the final round, the CO will make the decision on how to proceed. (See V. B. 2 above)

If you have any questions, contact a MechCorps Commanding Officer