Here are the rules for Web Battletech on my web page. In case you are wondering, these are the rules off Mordel Blacknight's page
BattleMech Design - 'Mechs for my games can be either FASA designed 'Mechs, or custom 'Mechs, whichever you desire to have. There is a bonus for taking a FASA 'Mech over a custom 'Mech. Naturally, the 'Mech must be approved by me first. As long as the 'Mech is legal according to FASA guidelines, I won't turn it down. That should make all you munchkin 'mech designers happy. Level 2 rules will be used, with both Clan and Inner Sphere tech being allowed.
- Each player starts with a Gunnery of 5 and Piloting of 6. That is your base level. Based on your technology and weight class, you are allowed to modify that. The number of point you can modify either or both of those skills are based off the below table. So if I choose to have an Inner Sphere Medium 'Mech, I can modify my Gunnery/Piloting by 4 points. So I might elect to have a 3/4, 5/2, or 1/6.
| Inner Sphere Technology | -1 |
| Clan Technology | -0 |
| Assault Mech | -0 |
| Heavy Mech | -1 |
| Medium Mech | -3 |
| Light Mech | -4 |
| Stock Book Mech | -1 |
Map Notation - The numbers on the map reading from left to right is considered the X axis. The numbers reading from top to bottom is considered the Y axis. Therefore, if you were in the top left hand hex, you would be in 1,1. If you were in the one just below it, you would be in hex 1,2 and so on.
- Facing is based on direction 1 being towards the top of the map. In this way, there are 6 facings with 1 starting at the top and 2-6 rotating in order clockwise around the hex.
- Therefore, if you were in the top left hex facing off the map to the top, you would consider that position on the map as 1,1F1. And if you were just below that hex facing the same direction, it would be 1,2F1. Where 1 is the X position, 2 is the Y position and F1 is the direction your 'Mech is facing.
Initial Placement - Initial placement on the map board will be totally random. Before the start, I will roll for each MechWarriors starting location on the board. Don't worry, there will be one movement phase before the first fireing phase, so you have a chance to get your butt to cover possibly.
Movement - Movement is simultaneous. What this means is essentially everyone has the same iniative and moves without any knowledge of what the MechWarrior next to them is going to do. This actually makes you think a little before moving. Movement has a special notation when submitting it to me. I can probably figure out what you're doing if you submit this wrong, but things will be much easier and quicker for me if it is done right.
- The proper way to submit this is the following: Movement Type-Starting Location-Movement(s)-Ending Location. So, let's say I started in 1,1F1 and wanted to get to 4,4F4 and the only way to get there was to run. I would submit it the following way: Run-1,1F1-1,1F2-1,1F3-2,1F3-3,2F3-4,2F3-4,2F4-4,3F4-4,4F4
- As you can tell by the above, it looks a little weird, but after a couple of turns you'll have it down pat with no problem what-so-ever. I should note, that when jumping the only thing you need to send me is the beginning and ending locations. So, if I were to jump to the same place, my movement would look like this: Jump-1,1F1-4,4F4
- Also to note, if 2 players end up in the same hex at the end of a turn, I will roll the dice, and the player with the better roll gets to stay in that spot while the other's move is cut one hex short. There's really no saying which is better, as being cut short might get you a back shot, or vice versa.
Firing - Firing is also simultaneous. Evereyone will submit who they're firing at by the deadline, and then I will post the results in full detail. Firing should be submitted the following way, with Primary target listed first, secondary target second, and so on: Target(Weapons Fired),Target 2(Weapons Fired),Target 3(Weapons Fired),...
- So let's say I had two targets I wanted to fire at. I would use the following notation (and note you can shorten weapon names, I'll know what they mean): Headhunter(3 PPCs),Whisper(2 SRM-4s, 2 MLASs)
- Physicals are also done in the stage. If you wish to punch or kick someone, please inform me when submitting your firing resolution by simply stating what you wish to punch or kick with and at who. Remember though, your ability to do physicals is all dependant on whether you're still standing or not.
- I think that's pretty simple and straightforward. Again, if you do it differently, I'll probably understand what you're trying to say, but it'll take a little longer on my part, so please stick to this notation.
Dice Rolls All dice rolls will be rolled by me. I will post a detailed description of everything on the web as it takes place, that way you can follow along.
Scoring - Winners will not necessarily be the last one standing, but rather the one with the most points.
- Point will be awarded based on damage. 1pt for armor, 2 pts for internal structure and 5 pts for Critical Hits.
- The person to get the "kill" on a 'Mech will get that 'Mechs tonnage as points.
- These points will me modified depending on the attacking and defending 'Mechs.
- For example, let's assume 2 mechs, one weighing 25 tons the other 100 tons, each did 30 points os armor damage to the other. The 25 ton 'mech would recieve 120 points (30x(100/25)=120). The 100 ton 'mech. on the other hand will recieve 7.5 points (30x(25/100)=7.5).
Miscelaneous - If a player does not submit a move or a fire resolution within 2 turns/4 phases, he will be removed from the game. Just to note, "Stand still" and "No fire" are considered resolutions as you are stating something. This is to prevent players to rake in major points off of a dead 'mech. When that player is removed, all remaining players will split the credit for the kill of that 'Mech, and get the appropriate points.
- Each player will give me a password. This password will be used when sending in movement and firing. The purpose of this password is to prevent others to submit a bogus move or fire.