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FEARLESS League System
Beta-Version |
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You can download this page including the forms here: FEARLESS League download
The crowd rages out in
the stands, and of course in front of the TV's and the 3D-projectors. Murdock’s
Marauders did it again! They have just not only beaten their strongest
opponent, they also humiliated them. Even in the VIP-lounges something
like euphoria broke out. Now they were in second place and the season was
nearly over. There isn´t much that can stop their way into the 1st
division now. Of course, they will face harder and more difficult opponents
than those they already fought against. A new team would have to be build
up, but that was pie in the sky right now. First the present team had to
be satisfied.
Suddenly the door opens and a slimfaced,
embarrassed looking man enters the room. "Sir, R. Reptil is heavily wounded
and needs medical aid fast. The CY-305 has to be checked by the mechanics
as soon as possible, too. But we need your permission, sir. The teams say
there won´t be any help without your Ok." " Ok, ok, ok! We ´ve
made a nice profit today and it is already transferred. Tell the teams
they have my Ok. The credits will be transferred soon - these damn bean-counters!
Friends, we have won the match - so bring the champagne. I ordered it from
good old mother earth. What ? You are still here? Come on, you have to
get my boys fixed." "Yes, sir. I will...". In the same moment the door
closes.
Something like that may happen to you if
you were the owner of a team. An ordinary day in the FEARLESS league with
all it´s ups and downs. You just have to read the following lines
and either decide to build up an entirely new FEARLESS-league yourself
or simply to join an existing one.
Initiating a league of course means some
work for the leader ( or director ) of the league (who can be a team owner
as well), but it definitly brings a lot of fun. Of course rules for being
a league director will be provided in the following paragraphs as well.
Have fun.
The authors of the league system are:
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Martin Kolb
Markus Boenke
Steffen Grigar Bernd Siepmann Mic Schröder |
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2
How to build a team
Every participant of a FEARLESS–league is the owner of a team.
How his team finishes a season depends on his care, his tactical abbilities,
his playing attributes and - last but not least - his luck. Building up
the right team is of great importance. Your success depends on the assembly,
the tuning and the variabilitiy of your team.
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You have to distinguish between two terms: 1.
Team and 2. Setting up.
With setting up we mean the characters you determine to enter the arena
in a league match. All rules concerning the setting up have to be followed
the whole season.With team we mean the characters that are listed on your team sheet at the beginning of a season. |
2.1 Principles
of team-building
The FEARLESS–Company sets some rules to guarantee interesting, exciting
and to avaoid single sided matches. While building up a team for the league
these rules must be followed.
According to the experiences from the past and to guaratee thrilling
fights, the FEARLESS–Company sets some statutes refeering the setting ups
of some characters and races.
2.2 Tuning
rules for new teams
The tuning rules are mainly the same as in the tournament rule book.
However, there are some differences between the tournament rules and the
league system.
He or she repairs the standard version of lost or damaged melee
weapons and other equipment the character posseses. The costs are 150 credits
plus
30 credits for every weapon or equipment fixed.
He or she repairs lost or damaged ranged weapons. The costs are
75 credits plus
20 credits for every weapon fixed.
3.1 Schedule
In one league a maximum up to 8 teams may take part. If you have more
teams, a second division should be created. For every team a number has
to be drawn. This number determines the order of your opponents following
the list shown below.
Schedule for 8 teams
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1. Day
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2. day
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3. day
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4. day
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5. day
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6. day
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7. day
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1 – 2
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1 - 3
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4 - 1
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5 - 1
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1 - 6
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1 - 7
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8 - 1
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3 – 4
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2 - 4
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3 - 2
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6 - 2
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2 - 7
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2 - 8
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5 - 2
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5 – 6
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5 - 7
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8 - 5
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7 - 3
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3 - 8
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3 - 5
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6 - 3
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7 - 8
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6 - 8
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7 - 6
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8 - 4
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4 - 5
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4 - 6
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7 - 4
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The director of the league and the participants should try to play the matches on a regular basis to avoid great gaps during tournament. To begin a new day of the season, the day before has to be finished.
3.2 The director
of the league
There are 2 rules every participant of the league has to obey:
§ 1 Orders from the director of the league must be obeyed at all time!
§ 2 If a rule conflict
appears either reason or the dice will decide, not the loudest voice.
To guarantee that the director has all information, the following forms are needed:
Schedule
The schedule gives an general view of the matches and the results of
each day of tournament.
Day
of Tournament
The form for the day of tournament shows, besides the matches,
the costs and incomes for every day. On the left side the values of the
home team and after the "/" the values of the away team have to be filled
in.
Ranking
The director determines the ranking after every day of tournament.
Every participant has to be able to look at this form to know his rank.
Transfer
List
If one character enters the transfer list, he has to be registred with
his present worth. The team owner that wants to buy him has to pay
the halved present worth (fractions rounded).
In every match 2, maximum 3 characters have to be put into the arena. The only exception is a team that has only one character. In this case, and only in this case, the rule above is dropped (The character has to enter the arena).
Every team owner gets 5 credits per critical wound caused by one
of his characters at the end of a match. If one character gets into the
plasmafield, you get full critical wounds, but no victory point.
2.
Killed opponents
You get 20 credits and one victory point for every enemy killed, and
15 credits for every beaten (not killed) special model).
3.
Determining the winner
The one who has at least one character remaining at the end of the
match is considered the winner. You get 25 credits and 2 points for winning
a match..
4.
Beating a higher-ranking team
Whenever a lower-ranking team beats a higher-ranking team, the lower-ranking
team gets 25 credits for the first and 10 credits for each additional rank
between the lower and the higher-ranking team. That means that should the
no.2 team for example beat the no. 1 team, no. 2 would get 25 credits extra.
Should the no.3 team beat the no.1 team, no. 3 would get 35 credits ( 25
for the first and 10 for the second rank difference between 1 and 3 ).
This rule only applies after the second day of tournament. The points 1 - 4 determine the points and
credits for the ranking.
5.
Determination of the additional income and costs
Viewing rate and sponsor contracts
Victory bonus for a won away match.
Determining the expenses
6.
Character recovery and reanimation
To ensure that an injured character participates the next match, he
or she has to be healed by the medical teams. The team owner has to pay
for the medical aid. With a roll on the reanimation table and appropriate
credits certain medical teams are able to reanimate any dead character
– if he or she wasn´t killed by the plasma-field, that is. The healed
character may then be used in the next match. Characters who were not reanimated
directly after the game are considered permanently dead.
7. Weapon repair
Any weapons destroyed during the match may be repaired for the appropriate
amount of credits.
8.
Expenses for a lost match
A lost match may cause additional expenses because under certain circumstances
the fans of your team may not behave properly.
9.
Penalties
For violations against tuning and setting up-rules as well as for cowardship
during the match certain penalties apply. There are also penalties for
repeatedly missing a day of tournament.
10.
Determining the tuning value
Subtracting the costs from the income you recieve the credit value
from which one half will be added to your account and the other half can
be used for tuning, buying new equipment or new characters. This credit
value is the last thing that has to be added to the form "schedule".
11.
Boni
For a long winning streak you gain a bonus, which can only be used
for tuning.
12.
Transfer list
To gain additional credits you can put any of your characters on the
transfer list. If a character changes the team the former team owner gets
half of the value the character has at this moment (additional equipment
is not of interest). The special equipment does not remain in the posses
of the characters. A tuned character means an increase of value. Here tuned
means additional armory and increased or decreased attributes. The credits
will be added to your account after someone buyed the character.
The new boss has to know everything about his new team member. Once
sold means sold! There is no chance of rebuying a once sold character
later in the season.
Nobody is forced to heal, reanimate or repair.
If you don't do it pay attention to the following points.
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An injured character will not enter the arena
until he or she has recovered completely (with medical aid).
A destroyed weapon cannot be used until it is repaired.
If you do not try to reanimate a character directly after the match, he will be "permanently!" dead. |
4.1 Viewing rate
The league matches of the FEARLESS-Company are brodcasted by an own
television station. Therefore, the teams share a certain income fixed by
standard contracts. The amount of the profit sharing refers to the viewing
rate. The league leader has to detemine it with the help of the following
table (rolling a d20).
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1
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even with a worse viewing rate
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sponsor contract
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2 - 6
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viewing rate of 20 % 3 credits =
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60 credits
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7 - 11
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viewing rate of 30 % 3 credits =
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90 credits
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12 - 14
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viewing rate of 40 % 3 credits =
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120 credits
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15 - 17
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viewing rate of 50 % 3 credits =
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150 credits
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18 - 19
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viewing rate of 6o% 3 credits =
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180 credits + sponsor contract
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20
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viewing rate of 70% 3 credits =
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210 credits + sponsorcontract
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Both teams share the credits gained by the viewing rate.
4.2 Sponsor offerings
Credits earned from a sponsor contract are directly transferred to
the account of the team. Both team owners determine their sponsor contracts
after the following list (rolling a D20).
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1, 20
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The offered contract is canceld.
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2, 3
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The offered contract was not as good as it seemed.
The team owner makes a bribe and has to pay 75 credits for a new roll on
this list.
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4, 5
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The offered contract brings the team 50 credits
after every following match.
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6, 7
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The contract with a special medical team enables
the team to reanimate one character after any game it
won.
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8, 9
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As a result of an arrangement with a multiplanetal
finincial institute the team gains 300 credits for the purchase of a new
character. After this the contract runs out.
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10, 11
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Because of inglorious behaviour during the negotiations,
no offerings are made for the next 4 games.
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12, 13
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The contract with an equipment giant enables the
team to buy equipment (no ammunition) for half the usual price after any
game won. After this the contract runs out.
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14, 15
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This contract brings the team 100 credits after
every following match.
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16, 17
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The team menbers insult the sponsor. A penalty of
50 credits has to be payed and all running contracts are canceled.
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18, 19
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All additional ammunition can be bought for half
the usual price (round fractions down).
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Every team can only have two sponsor contracts at
the same time. The contracts may only be canceled by the sponsor. If the
viewing rate is 20 or 30% the director of the league rolls a d20 on the
following list.
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1 – 10
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Contact is imediatly canceled. If the team has two
contracts, another roll is needed.
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11 – 20
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You have been lucky!
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4.3 Victory bonus for away wins
If a team wins an away match it gains additional 25 credits.
5.1 Healing and Reanimation
Wounded characters may participate in the next match only if they have
totaly recovered from their injuries with the help of a medical team. There
are 5 different medical teams which can heal your charaters for a small
amount of credits. Dead characters - those who have not been reanimated
directly after the game have to be deleted from your team sheet. A character
killed by the plasma field may not be reanimated at all ( - in fact, there
is not enough left of the poor guy that could be reanimated ). If you want
to have this character again, you will have to buy a new one!
If a team has no credits left there won´t be any medical help
– until the appropriate credits are on your account.
Medical teams (for descriptions see above)
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1, 20
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Reanimation totaly successful
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2, 3
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-2 on Q with all its consequences
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4, 5
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RCS -2 - If no RCS available: MCS -2
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6, 7
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MCS -2 - If no MCS available: RCS -2
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8, 9
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BR +1
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10, 11
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Equipment stolen, character value remains
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12, 13
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MCS +1 or RCS +1
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14, 15
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ST -1 with all its consequences
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16, 17
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BR –1
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18, 19
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Team gets credits back. Character may not be reanimated
again.
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Reanimation table for head shots
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1, 20
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Reanimation successful. The character has to pause
for one match.
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2 - 4
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Reanimation successful, but the character has to
pause for two matches.
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5 - 8
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RCS and MCS –1
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9 - 12
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Character gets a steel plate implanted and cannot
wear helms. The plate ignores the first headshot and is destroyed in the
process. The character may not be reanimated again.
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13 - 16
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BR –2
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17 - 19
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+1 on RCS or MCS and +1 on BR
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5.2 Repairing weapons
Mechanic groups
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5.3 Lost home/away matches
If a team loses a home game, the director of the league has to roll
on the following table (D20).
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1 - 5
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Some stones hit the touring bus and damage it. Repairing
it costs you 25 credits.
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6 - 10
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The angry fans and sponsors can be calmed, but only
with 50 credits for a trip to the craters of Callisto.
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11 - 14
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Trouble in the stadium... a couple of things broken...
75 credits needed!
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15 – 20
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The upset faces and the heart-breaking excuses during
the interviews helped to calm the situation. The lost match does not have
any consequences.
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If a team loses an away game, the director of the
league has to roll on the following table (D20).
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1 - 5
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The fans get angry and destroy the advertising boards.
A penalty of 10 credits applies.
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6 - 9
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The fans destroy everything in the surrounding of
the arena. The team owner has to pay 25 credits to repair the damages.
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10 - 14
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Some of the best fans went into the city.
50 credits will be enough to calm the situation.
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15 - 20
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The fans are very excited about the courrage of
the team, so the fans do not damage anything. They only have some party
in the streets (no costs)!
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5.4 Penalty system
For violations against tuning and setting up-rules as well as for cowardship
during the match certain penalties apply. There are also penalties for
repeatedly missing a day of tournament.
5.4.1 Violations against the tuning and setting-up
rules
If a team owner violates the tuning and setting-up rules the director
of the league has to draw some consequences.
This violation mainly refers to credits not available but used for tuning anyway. A roll on the penalty table is needed. If the violation is noticed during the match the team is disqualified and the match result is 3 : 0 points and 150 credits.
5.4.2 Missing a day of tournament
If missing a match, the result is 150 : 0 credits (3 : 0 points). If
the team in question repeatedly misses matches - the reason for that is
not of intrest - a roll on the following table is needed.
Penalty table
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1, 20
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200 credits must be paid to the FEARLESS - Company
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2 - 4
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50 credits must be paid to the FEARLESS - Company
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5 - 8
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One sponsor contract is canceled
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9 - 11
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A donation of 75 credits has to be made after the
next match.
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12 - 16
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A donation of 100 credits has to be made directly
after the match.
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17 - 19
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One member of the team decides to exit the team
and is set on the transferlist.
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5.4.3 Drawing out before the game is over
This world is for the courageous, so the fans of the FEARLESS-league
love to see – you guess it – absolutely fearless characters. Cowardliness
is scorned upon. As a result of this the FEARLESS–Company decided to establish
some penalties for cowardliness.
For every character who has not received any critical wounds and is drawn out before the game is over, 25 credits have to be paid. A penalty of 50 credits applies for drawning out character who hasn´t suffered any wounds.
6 Bonus system
The FEARLESS–Company also established awards for outstanding performances
during the season.
Medal Minor Class (MMC)
A team with a winning streak of 3 wins in a row is awarded with
the MMC. It gets 50 credits which can only be used for its characters.
Medal Imperior Class (MIC)
A team with a winning streak of 6 wins in a row is awarded with
the MIC. It gets 100 credits which can only be used for its characters.
Medal Superior Class (MSC)
A team with a winning streak of 9 wins in a row is awarded with
the MSC. It gets 200 credits which can only be used for its characters.
"In a row" means, matches won without a lost match.
7 Transfer list
There are several reasons for a character to be on the transferlist
(which cannot be influenced by the team owner sometimes).
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Purchasing of a character from the transferlist
is regulated. The last team in the ranking has got the option to buy a
character from the transferlist. Of course the statues have to be considered:
e.g. no maygones and plasmodes in one team.
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Of course everybody has the right to look at the transferlist. Try to put it up visible for everybody.
If you buy a character from the transferlist, you
will be able to use it in the next match.
Characters with an higher value than 451 credits may be tuned
up to a limit of the half of their standard value.
Additional ammunition is not direct tuning, so
it does not belong to the tuning value.
9.3 Medic Unit & Repairchip
Characters with this kind of equipment have to roll a D20 when using
it for the first time. The result shows how many rounds (not actions) he
or she has to use the equipment.
With the team-form the team owner builds up his team.
First the name of the team and it´s owner have to be filled in.
The columns are filled out with the name of a character, its standard costs,
additional equipment and tuning with the appropriate credits and the present
value of the character. The boxes 1 - 14 symbolize the single days of tournament.
If a character is used in a match, mark it with a "X".
In the lower part of the form entries like account / tuning part, sponsor
contracts and medical aid have to be made.
Use a pencil in this part of the form, because the values often change.
Schedule
The schedule gives an view over the matches on the single days of tournament
and its results.
After determining the numbers for the teams, the director of the league
may enter the participating teams and the home/away column can be filled.
He should enter the results after every match. Remaining credits means:
"credits from match" + "additional income" - "costs".
Day of tournament
This form shows both the results of individual matches and the income
and expanses.
Ranking
The director of the league determines the rankings after every match
and enters them into this form.
The points and the won/lost credits are of importance for the rankings.
The column difference means : points won minus points lost.
Transfer list
If a character enters the transfer list his full credit value is entered
in this form. Half of this amount has to be paid when buying this character.
Team account
The team account is for the players who like to follow their financial
situation. Its no required for the league.
| Day of tournament | Early season | 1. | 2. | 3. | 4. | 5. | 6. | 7. | 8. | 9. | 10. | 11. | 12. | 13. | 14. |
| income | |||||||||||||||
| match | |||||||||||||||
| viewing rate | |||||||||||||||
| others | |||||||||||||||
| sum income | |||||||||||||||
| expanses | |||||||||||||||
| medical aid | |||||||||||||||
| weapon repair | |||||||||||||||
| penalties | |||||||||||||||
| new characters | |||||||||||||||
| tuning | |||||||||||||||
| Sum expanses | |||||||||||||||
| total |
The last three teams in the ranking are relegated.
The
first three teams in the 2nd division enter the 1st division
What to do after finishing the season? There were many questions we had to ask ourselves. The league system was
Here is our suggestion:
Play with 1500 credits. No tuning is allowed.
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(96k zip file) |