King of the Mountain

King of the Mountain


The King of the Mountain Challenge Match pits a total of thirty Inner Sphere Mechs in a race to retrieve the coveted Kai Allard-Liao Cup from the top of Devil's Mountain and return it to their starting point. Mechs are chosen by the players. Any Inner Sphere Mech between 55 and 75 tons can be used. The faster the Mech, the farther it will start from the mountain. The goal is to race to the top of the mountain, retrieve the cup, and bring it back to your staring point without getting blown-up. Piloting 4 and Gunnery 3 are used by all players regardless of Mech.


Special Rules

1. Picking up the Cup: This requires a Mech with at least one hand. Mechs must move in the hex with the Cup and spend 3 movement points (MP) to pick it up. One MP to bend down, one MP to grab Cup, and one MP to stand up are used to perform this maneuver.

2. Holding the Cup: Any time a Mech is holding the Cup and is subjected to any sucessful attack (20+ points of damage or physical attack) or performs a jump, the player must make a piloting skill roll at +2 to continue holding the Cup.

3. If the Mech transporting the Cup is destroyed, the Cup is positioned in the same hex as the destroyed Mech.

4. Mechs cannot combine jumping movement with the MP's spent to pick up the KAL Cup.

5. All BattleTech Compendium 3rd Edition Rules will apply. Initiative will be dertermined by drawing cards from a standard card deck and determining movement and fire by random card assignment.


This scenario was designed by Rob Owens of the SuperNova Chapter in Washington, DC.


Click here to return to the Knight's Main Page.