MercNet Star League Rules
If you have a problem with these rules, take them to MNSL administration, not me.

Game Play & Rules
 The year is 3050. The Clan Units are poised for attempt to invade the Inner Sphere. Will the Units be successful in their
bid to reach Terra, or will the Inner Sphere be able to repel yet another full fledged invasion force...
The MercNet Star League (MNSL) is a forum designed to allow honorable, organized, inter-Unit combat to be enjoyed by all participants
with a minimum of restrictive rules and regulations at no cost to the players. Combat will be conducted exclusively on the Activision
Mercnet 1.1 servers.
 
Definitions
Unit: For MNSL purposes, a Unit is a group of no less than 2 active warriors organized to allow for hierarchical
identification of at least an over all leader and a second in command.
Batchall: A ritual challenge and bidding of forces process. In MNSL the only bidding will be to limit the size (tonnage)
of mechs used for a battle.
Reporting Period: Every week intervals during which Planets are accumulated by engaging in battles.
Reporting Deadline: Every Monday night at 1am EST.
Attacking Period: Every Tuesday by 6pm EST. for weekend Battles.
 
Who Can Compete? (Joining MNSL)
Joining MNSL
A. Unit Requirements
 
In order to assure the best possible quality of match play, Unit members are required to have the following:
Their copy of the Mechwarriors II, Mercenaries disk in the event that they are asked to host a match.
A modem hook-up capable of at least 28,800 baud transmission rate.
 
Missile Rules
No more than 2 lock on missile racks on any mech.
No more than 4 tons ammo for lock on systems allowed on any mech.
Streak Inferno missiles are limited to 1 rack and 1 ton ammo to be included in the 2 rack 4 ton limit
** For any unit that chooses to fight a battle using IS tech ONLY, there will be an allowance made for each mech to carry one extra lock-on
missile rack. **
There is no limit on AMS or NARC.
There is no limit on non-locking missile systems or ammo.
Mech Rules
All mechs are to be built using standard chassis ONLY.
Mech editors which free extra crit space by removing actuators and such are ILLEGAL.
Cheating
Very simple - if you cheat you will be banned from MAUL.
If you suspect that a Unit is cheating you may report your suspicions to your Leader or Second in Command. Try to have some kind of
evidence. We know that this is difficult as cheating at Mercs is hard to prove. If they agree that your suspicions are founded then they can
involve the MNSL administration.
If someone suspects that a mech used in battle is illegal, a copy of the mech should be sent to the MAUL administration for review. A note of
the date and the warrior using the mech and his ticket number should be included. If the mech is found to be illegal, then the warrior who used
the mech will be contacted. If it is an honest mistake, the battle may be re-done.
 
 
Battles
A - To keep MNSL battles from being executioner wars we are instituting a batchall bid for mech tonnage limits. All challenges posted should
include an opening bid for a mech weight limit. The defenders may either accept this limit, bid lower, or opt for "no limit" which will cost them
25 points. There will be a 2 round limit to the bidding.
The Unit that wins the batchall will accumulate 2 points for each ton of the difference between opponent's bid, this applies ONLY if the winning
bid has a difference of 10 or more tons. The last bid by each party is the maximum tonnage allowed during the battle. (ex: Unit A's Last bid is
65, Unit B's last bid is 75. Unit A gets 20 points of bonus and Unit A is allowed only 65 tons or less during a battle whereas Unit B may use a 75
ton or lower maximum.) D- The batchall bid will also determine the battle conditions to which the battle will be fought.
 
THIS
ABOVE
SECTION
WAS
TAKEN
MAUL
 
 
 
BATTLE PROCEDURES
All Battles will be conducted on the activision Mercnet 1.1 servers.
Units must form a HQ room for battles. It does not have to stay up for the entire battle but must be formed to give out ticket numbers and take
battle reports, which should NEVER be done in the lounge.
Minimum player turn out required for battle is 6.
Units must decide how many rounds and matches per round will be fought.
The number of matches in each round should be determined by the Unit with the least number of teams available for battle. The number of
 rounds should be agreed to by the Units based on time available for battle.
The number of matches in each round should be determined by the Unit with the least number of teams available for battle. The number of
rounds should be agreed to by the Units based on time available for battle.
Rounds are denoted by letters - A, B, C, etc. Matches are denoted by number - 1, 2, 3, etc. Each "ticket" contains the round and match that
the player is assigned to. ALL PLAYERS SHOULD WEAR THEIR TICKET BEHIND THEIR NAME TO AVOID CONFUSION.
HQ's must keep track of each individual's kills and losses to be included in the battle report.
Players must be able to be pinged. Teams may refuse to play with players who have unusually high delay and packet loss. Limits should be
agreed to by Commanders before battle begins.
All disconnects are considered kills - unless it happens while launching or before the two teams engage each other. If this is the case, then the
match may be replayed.
To avoid exit lock ups, when a player is killed he should remain tracking the other players until the match is over. He should not exit the game
 until then.
ANY QUESTIONS ABOUT THE RULES SHOULD BE DIRECTED TO THE MNSL
ADMINISTRATION.
ALSO, ANY UNIT TAKING ADVANTAGE OF THE RULES TO ACT IN A
DISHONORABLE FASHION WILL FACE CENSURE AND POSSIBLE EXPULSION
FROM THE LEAGUE.
 
BACK TO MAIN
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