Last updated: 4/12/2006 9:02:01 PM
All Mechwarrior:
DA rules not superseded by these rules are in force during play.
Restrictions:
No vehicle or infantry
figures are allowed.
No “running”,
all mechs are assumed to be modified and running during play, even though only their standard movement values are used and
no heat clix are taken in the process.
No points are awarded
for destroyed, salvaged, surviving mechs or time spent in deployment zone. Crossing
the goal line with the ball is the only way to score.
Mech Figure Restriction Options:
- Only industrial, agricultural, construction, mining and
forestry Mechs and the like are allowed to play. No combat designed Mechs. Mech Football is the perfect retirement home for retired MW Mech figures.
- Only Mech figures worth 100 pts or less are allowed in
a team regardless of type or status.
- Require 3, 4 or 5 be “industrial” types, as
described in (1) above.
- Require no less than 6 Mechs on a team, and up to 600 points
per team as recommended below and restricted by type above.
- Allow any type Mechs in any quantity, so long as there
is at least 6, and no more than 600 pts/team.
- Players can agree on any team build rules they wish to
create their teams.
The Field:
The playing field is 28.5” goal line to goal line and 22” side line to side line. The felt field from the Football Guys game/toy set is the model, information available
at, http://www.kaskeykids.com/footballguys.htm
It also comes with
goal posts you can use for added flavor, and are available on the website for $1 each.
Optional rule –
Mechs with grasping “hands” can take goal posts, and make melee attacks with them at +1 click of damage, but cannot
make ranged attacks while carry the goal post.
A standard MB Battleball
field board (20”x44”) can be made close to the above dimensions by removing the center board piece and butting
the 2 end zone pieces together.
It should also be
possible to build a near sized field from Heroscape tiles, and then apply movement by hex instead of using measured inches. 22 hexes zigzag across, 28 hexes in line from goal line to goal line or 22 hexes in
line across and 28 hexes zigzagged goal line to goal line.
Play:
Recommend starting
with 600 point teams of mechs, warranting 4 moves per team.
Teams line up behind
opposing 20 yard lines, or on the 2 rows of Heroscape hexes in front of each goal line.
Coin toss or die
roll determines first possession. After the first goal, possession goes to the
team the last goal was scored against (ie “loser’s ball”). All
heat dials are reset but no damage (clix) is removed between goals.
Destroyed and immobile
mechs are left on the field as “blocking terrain” for the remainder of the game.
A poker chip is best used to replace the mech figure, avoiding confusion with mechs in play and still marking the blocking
terrain they have become.
Destroyed mech ball
carriers, loose the ball to the combatant who dealt the killing blow if it was a melee combat attack only.
All other hits cause
the ball carrier to loose possession of the ball. It is fumbled in a random direction,
1-2” for melee hits, 1-6” for ranged combat hits. The fumble dial,
below, is used to determine direction.
Melee hits can opt
to steal the ball instead of doing damage, one or the other, but never both.
There is no restriction
against “hitting”/attacking any Mech whether it is carrying the ball or not.
Hand-offs can be
made whenever 2 friendly mechs are in base contact at the beginning or end of their movement.
No hand-offs mid-movement.
A shut down mech
ball carrier, hands off to the first figure (friend or foe) that makes base contact with it.
A hand-off is a
free action, so for example, 4 teammate mechs in base contact can hand the ball from the first to the forth with no action
taken. This can only be done once per turn; a group of teammate mechs cannot
rotate the ball between them to avoid opponents’ attempts to base the ball carrier during the opponents movement phase. Further more, a Mech in base contact with an opponent, cannot initiate or receive
a hand-off.
Salvage Mechs that
can move, but cannot do damage, are not out of the game. The can block, base,
be handed off to, and carry the ball. They just can’t attack.
Passing (optional):
If you choose to
allow Mechs to pass to one another, there are a few ways of doing this. All involve
the use of artillery tokens. You can agree to choose one artillery token each,
use the same one, or choose each pass from a randomized pile of tokens. You can
use actual tokens or print the PDF copies from Wiz Kids website (mount, laminate, glue to poker chip, print on thicker paper
or label stock).
Maximum passing
range is 7” regardless of the Mech throwing the ball. If a pass (artillery
attack) results in drift, the ball lands exactly where the drift indicates per regular Mechwarrior artillery token use.
A pass cannot be
used to “throw away” a ball, or to advance the ball down field ahead of a team’s advance. One receiver, or more, must be designated and capable of meeting the ball at the token indicated target
point (ie no counting on drift to prove capability to receive). If such a case
is allowed to happen and cannot be reversed, the opposing player gets the ball, in the possession of one of his Mechs closest
to the current ball location, in the direction of his intended goal line (ie not in the passers intended direction of advance). So, this should never be allowed happen.
A pass that lands
out of bounds, is considered to have landed on the inside of the sideline, where it crossed that sideline. Use a straight line from passer to final out of bounds landing point, where it crosses the sideline is
where the ball is set.
Recommendations for easier play:
Teams’ pieces
are placed on poker chips of different colors so that teams can easily be identified.
A fumble dial can
be affixed to each poker chip for easy and immediate use during fumbles.
Movement markers
should be different for each team, and different between moves, to help keep track of who moved last, when.
The football marker
should be small enough to fit on a base with a mech, and very different from the movement markers used in the game. (The actual Battleball piece, a small chess pawn, any small game pawn or a jack would work well)
2 Goals win the game (maybe win by 2 goals for longer
games).
Fumble dial example:
Place the fumble
dial where the mech was, with the arrow pointed directly away from the figure making the attack.
Roll 3 dice, the
results show the direction the ball is fumbled in. The odd colored die determines
the distance; 1-6” for ranged hits, odd = 1” and even = 2” for melee hits.