Solaris VII Battletech Simulator
Orders Information - Updated 06/01/00 for ConQuest 2000

Due to the lack of flexibility, I have modified the turn sequence for double-blind PBeM games.  This modified sequence gives players the fire options required, as weapons fire & heat conservation are the most important aspects of the game.
This will also be used for a live PBM game at ConQuest games convention.

Please use the following layout when submitting orders:
I have also included an example of orders.


Mech ID#:
Type:
Pilot:

Reaction Phase: Torso twists etc.

Fire Orders: [Please allocate all weapons you wish to fire & any special notes, ie. firing A/C in ultra mode. Opportunity fire is set up here for the movement phase.]

Physical Attacks: [Note any physical attacks you wish to undertake, including charge & DFA resolution, you cannot have fired weapons to charge.]

Starting Hex:
Start Facing:
Movement Orders: [see below]
End Hex:
End Facing:
End Torso Facing: [for double-blind spotting purposes]

Spotting Phase (for double-blind games): [Visual spotting is automatic & choose 1 electronic system to spot with either: Beagle Active Probe, Standard Sensors (heat/EM/radar) or Seismic sensors.]

Heat Level at start of Turn:
Expected Heat Level: [just so I can check]
End Phase:

Other Notes/Communications:


Movement Orders use the Doubleblind notation from Maximum Tech, repeated here for those without access to this book:

Fx = forward x hexes
Rx = turn right x hex facings
Lx = turn left x hex facings
J = jump
SU = stand up - Automatically added to orders if the piloting target is 8+ or less.
SL = sidestep left (quads or jumping mechs only)
SR = sidestep right (quads or jumping mechs only)
Bx = move backward x hexes (walking/jumping only)
TL = turn left one hex facing (jumping only)
TR = turn right one hex facing (jumping only)
O (conditional) = opportunity fire (no movement allowed & +2 to hit in movement phase).

I will attempt to complete movement orders as close as possible to intent,

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