Creating a Stable

Stable Creation Rules

1) Chose Affiliation/Sponsor
2) Chose Stable-Specific Rules
3) Spend starting BV
4) Fill in Stable Wiki Page
5) Print Record Sheets

1) Affiliations

- Great House: Due to increase media coverage your unit starts his a above average reputation and fan base. As a result any match the unit fights in their home arena, a Major Arenas matching there affilation, increase their winnings by 15%
- Minor Inner Sphere Power: Due to increase media coverage your unit starts his a above average reputation and fan base. As a result any match the unit fights in their home arena, a Minor Arenas matching there affilation, increase their winnings by 15%
- Periphery State: Underdogs, you start the season with 300 extra Battle Value, but may only use level 1 units to start the season
- Corporation: Receive a 20% discount on Items produce by the Corp
- Organized Crime: Receive a 10% discount on all items, 5% on all mechs. But you must “Donate” 5% of every Purse you win to your “Sponsor”. In addition for every fight, roll 2d6(-1 for every “missed donation” and on a 2 roll on the Favour table.
- Clan: The unit may start out with Clan Omni/Battle Mechs – this is purchased per the normal rules. Units with this sponsor do not suffer maintenance penalties of deploying Clan Mechs in a match.

Stable-Special Rules

Inner Sphere Stables

Pick one

- Mechwarriors receive a +1 initiative bonus when fighting on an off circuit venue map.

- Chose a rival stable, when facing warriors from this stable take a -1 to-hit modifier for all weapon and physical attacks, at a cost of +1 heat point per attacking weapon.

- Unit tactics tend to confuse opponents, apply a +1 initiative penalty to all opposing players

- In any scenario your stable may chose to upgrade the two most powerful level one technology weapons on his or her mechs with a corresponding Inner Sphere level two weapon of a similar type for this match. For example, an AC/10 may become an LB 10-X, or a PPC my become an ER PPC, as long as the change does not violate standard construction rules. Any remaining tonnage my be used for additional ammunition, armour and heat sinks only.

- Your Mechwarriors will not surrender under any circumstances, fearing the punishment or disgrace of failure.

- Any time your opponent rolls a head location for a weapon or physical attack, that player must re-roll the location hit. The second roll stands, even if it is also yields a head shot.

- In any scenario you stable may chose to upgrade the most powerful weapon system on his or her mechs with a correspond Clan level 2 weapon of a similar type for this match. For example, an AC/10 may become an Clan LB 10-X, or a PPC my become an Clan ER PPC, as long as the change does not violate standard construction rules. Any remaining tonnage my be used for additional ammunition, armour and heat sinks only. Your Mechwarriors suffer a -1 Initiative penalty.

- Your Mechwarriors may elect to “aim low” by accepting a +2 to-hit penalty for all weapon attacks. When aming low, hits are resolved using the kick location table.

- Your Mechwarrios can “hide onthe Move.” Doing so requires them to begain a turn where their opponent(s) have no LOS to the “hiding” Mech. Your Mechwarrior may then move his Machine to any other hex- uing walking/running MP only- that is also out of his opponet’s LOS. This move must be legal per standard movment and terrain rules. You may then deploy in that hex as if placed using the standard rules for hidden units.

- YOur Warriors will not take any shot that enters an opponents hec throuht his rear arc. not will they fire on a prone Mech. In addition, your mechwarriors may elect to aim for the limbs rather than the torso or head of a mech, to minimize the chance of a leathal hit. Doing so adds +2 to hit Modifier for the attack but allows the warrior to re-roll any torso or head hit location, keeping the second roll result.

- Reduce all modifiers from heat by 1 for your Mechwarriors. Also if you win initiative by more than 4 points your warriors gains a -1 to-hit modifier to all weapon attacks for that turn only.

- Your warriors gain a +1 initiative bonus when fighting in any Off Circuit Venue Map. For all physical and weapon attacks carried out at 3 hexes’ or less you gain a -1 to-hit bonus, reflecting your affinity for close-range fighting.

- Your warriors reduce the modifier for long-range weapons fire to +3 rather than +4. When firing at short range or making physical attacks, thy suffer a +1 to-hit Penalty.

- YOur warriors apply -1 to the attacker movement modifier for all weapon and physical attacks. this modifer does not apply if your unit stands still.

- You Mechwarriors recive a -1 to-hit modifier for weapon attacks made at short range, and suffer a +1 to-hit penalty for attacks mad eat long range. In addition, you recive a +1 iniative bonus wehn playing in the Factory.

- Your Warriors are adept at using covering terrain, imposing an additional +1 to-hit modifer for any attack against your units in partial cover, woods or smoke hexs. You also recive a -1 to hit bonus for all weapon attacks made at short range.

- Opponents facing your warriors suffer a +1 to-hit modifier against any of your mechs that uses more that 3 mp in a turn.

Clan Stables

- Opponents of your stable who receive an initiative bonus through special abilities lose these abilities when facing Mechwarriors of your stable, but only when facing your fighters in one-on-one duels. Your Mechwarriors recive a 2 initiative penality in any scenario that is not a one-on-one engagement. You alos suffer a +1 to-hit penalty for all physical attacks. Your Warriors will not surrender under any circumstances. You are always considered to have an “Away” Crowd.

3) Spend starting BV

All stables start play with 2500 Battle value (BV) to spend how every they wish. Remember that increasing a pilots skills increases the units BV

Creating a Stable

3061: Solaris Open GeoffreyStrain