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Battletech Solaris 7 boardgame box art:
Operation Revival has created Battletech CCG Solaris7 rules inspired by the Battletech boardgame rules variant know was the'Mech duel rules.The "Mech duel rules simulate combat between two 'Mechs in a more highly detailed and tactial level then the larger scale wargame rules that focus on a larger number of units usually 4-12 per side. The major changes for the board game as described below:
- A turn represents 2.5 seconds of real time (as opposed to 10 in the standard rules).
- The scale is four times smaller than the scale of the standard rules, changing the diameter the area a hex represents from 30 meters down to 7.5 meters and quadrupling weapon ranges accordingly.
- Weapons produce four times the heat of their standard values, creating heat spikes even where none could exist in the standard game the heat scale is adapted to this; heat sinks operate during each turn to match.
- Most weapons require some time to recycle until they can be fired again, measured in rounds.
- Because of the limited time, a MechWarrior can perform only a certain number of actions per turn (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.
To apply these concepts to the Battletech CCG the following rules are applied.
Game set up:
- Players agree on weight class (Light/Medium/Heavy/Assualt) or tonnage total (20-200 tons) for the Mech's in the game.
- Players choose 'Mechs equal to the class or tonnage restrictions.
- Each 'Mech gets 1 pilot, players should agree if unique pilots will be allowed. If so players may not use the same unique pilot or duplicates.
- Players should agree on an Arena to hold the duel in, orroll dice and consult the arena table below.
- The teerain cards should be set up in the positions described for the Arena.
- Mission Decks consist of XX missions, no/yes duplicates are allowed
- Players draws a hand of X missions to start the game.
'Mech construction:
- Each 'Mech gets 1 pilot, players should agree if unique pilots will be allowed. If so only players may not use the same unique pilot or duplicates.
- For every 5 (Needs testing) tons a mech weight it can take 1 enhancement card "for free", duplicates are allowed.
- Clan Omni'Mechs can take unit point of elementals armor for every 20 tons they weigh in lieu of enhancements, this includes the card "Elemental Point".
- Players are treated as if they have all 5 assets. IE they always have 1 initiative, can repair 1 damage, and can restock 1 card per turn.
- Players should total any changes to the 'Mech's base stats on a notecard for reference
Turn Sequence
- Draw Phase: The player draws XX cards from the stockpile
- Repair Reload Phase:First, 'Mechs which are tapped (Face up turned sideways) become uptapped. Next 'Mech which is depleted(Face down untapped) is turned face up. Last any 'Mech both tapped and depleted turned face up but remains tapped. Additionally Missle reload tracking dice are reduced by 1, and 1 struture damage can be repaired.
- Move Phase: The player can move thier 'Mechs according to thier movement speed.
- Combat Phase: The player may declare thier attacks, resolved through the normal Battletech CCG battle.
- End of Turn Phase: Players may restock 1 mission card from thier hand to the bottom of the mission deck.
Combat Changes:
- Overheat damage is doubled.
- Alpha Strike depletion lasts 2 turns.
- Missiles take X turns to reload, the turns left to be able to first should be tracked with a dice.
- Players roll a D6 to generate a base iniaitive score each turn.
- 'Mechs can only shoot what they can see. To establish if a mech has line of site
- 'Mechs movement speed dictates how many site positions it can move per turn slow= 1 site, medium =2 sites, fast=3 sites.
- Long Range Missiles (Per the card text) have a minimum range of 2 sites, and maximum of 4 sites. IE if a 'Mech and its target occupy the same site missles cannot be used nor, if the target is further than 4 sites away. Short range missles have a 0-1 site range
- Long range weapons have a 3 site range.
Arena's
- Boreal Reach (Davion)
- The Factory (Marik)
- Ishiyama (Kurita)
- The Jungle(Liao)
- Steiner Coliseum (Steiner)
- King of the Mountain
- Hartford Gardens
- The Mud Pit
- The Pool
- The Scrapyard
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