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This document has been drawn up so that you the warriors can know the rules and expectations of you for entrance to the clan.

~~~~Procedure of Trial~~~~ ~~~Entrance~~~
~~~Rules~~~
1. You fight members of the clan in 1 on 1 open combat you may have the options choose who you fight in whatever order
2. You must defeat the member(s) to gain entrance into the clan (recruit or cadet)
3. You may choose any mech you wish for this combat with in reason.

~~~Stipulations~
1. You must have been a trainee for at least a week (7 Days) preferably 2 weeks if you have pettioned to be a Mech Warrior.
2. You have the right to request a practice trial. If you fail you may not try again for an entire week. You may only do this once!!!!!
3. The only way a trial shall be considered null and void is if there is a boot or an aol timer warning.
4. If you fail, you may request another trial. It is the decision of the Khan/saKhan to accept or deny your request.
5. The Trial will be held on the CSR training grounds, the Khan/saKhan will determine conditions.

~~~~Ranks and Class info~~~~
------Rank---------Abbreviation---
--Recruit-------------R.
--Cadet---------------Cdt.
--Mech Warrior--------MW.
--Star Commander------St. Cmd
--Nova Commander------Nv. Cmd
--Star Captain--------St. Capt
--Nova Captain--------Nv. Capt
--Star Colonel--------St. Col
--Nova Colonel--------Nv. Col
--Galaxy Commander-----G. Cmd
--Lore Master
--SaKhan
--Khan


~~~~~~~Custom Mech Classes~~~~~~~
The custom mech classes are designed to add variety to your Mechwarrior games with the clan.
Mechwarriors will go into battle in mechs of their choosing but all aspects of those mechs must be negotiated. You and your opponent, or your clan and the warring clan will negotiate on all of the aspects of the custom mechs to be used in the battle. The weight restrictions for ranks still apply.
To make negotiations easier, the following set of classes can be used as guidelines to modify mechs and negotiate for battle. You are not required to follow these classes exactly, whereas you may use a class for a general negotiation then define other weapons or equipment to be forbidden or allowed. The Classes are as follows:

~Class 1
~~Energy Weapons only. (Lasers and PPC's)

~Class2
~~ Stock Mechs (any mech and its primary and alternate configurations)
· NO Customization.
· This is the default if two warriors cannot decide.

~Class 3
Choose a Stock mech to modify using old GC rules (stated below)
· - The Warrior must not add ANY Projectile/Ballistic/Missile weapons or ammunition to the stock mech.
· - The Warrior may only use the projectile weapons and the ammunition that is supplied with the stock mech.
· - The Warrior must not interchange one Projectile weapon for another or its ammo.
· - The Warrior must not mix weapons or ammo from one variant to another. If one variant has 6 SSRM’s and another has 1 SSRM you cannot make a mech with 7 SSRM’s
· - A warrior may make any other changes including adding jump jets, armor, energy weapons or removing projectile/missile/ballistic weapons..
· - Any number of energy weapons can be added or removed

~Class 4
· 2 missile launchers of any kind with 2 tons ammo each.
· 2 autocannons of any kind with 2 tons ammo each.
· Any number of machine-guns with no limit on ammo.
· Any number of Gauss Cannons with no limit on ammo.
· Any number of energy weapons

~Class 5
· 4 missile launchers, 3 tons ammo max. for each launcher.
· Any Ballistic/Projectile/NON-missile weapons or amount of ammo.
· Any number of energy weapons

~Class 6
~~Unlimited in design

~Class 7
~~Unlimited in design except:
· NO guided missiles (SRM are okay).
· NO LRM or SSRM.