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Wednesday, November 22, 2017

Trial of Entrance

 

 

A. Reasons for a Trial of Entrance

The Trial of Entrance is a formal ceremony for a SIBKIN to become a CADET and a full member of CLAN WOLF.

To prove that a SIBKIN is of the same value in skill, attitude, and ability as Clan Wolf Warriors. It is to show when a SIBKIN is ready to join in the ranks of Clan wolf International. This will show the new Sibkin that they belong to a bigger family within the Galaxy they are wishing to join as they test their skills against each other in combat.

 

 

B. Trial Setup

 

Team 1:

OATHMASTER

Sibkin

Sibkin's Sponsor

 

Team 2:

Opponent 1 Same weight class as Sibkin ( Lance Alpha)

Opponent 2 Same Weight class as Sibkin (Lance Bravo)

Opponent 3 Same Weight Class as Sibkin (Lance Charlie)

 

(Lights Vs Lights, Mediums Vs Mediums, Heavies Vs Heavies, Assaults Vs Assaults)

 

Acting Oathmaster will Assign the First Opponent by a 6-sided die roll: 1-2 = Combatant #1, 3-4 = Combatant #2, and 5-6 = Combatant #3.

 

Acting Oathmaster will Assign the Second Opponent by a 6-sided die roll: 1-2 = Combatant #1, 3-4 = Combatant #2, and 5-6 = Combatant #3; re-roll if First Opponent assigned is rolled again.

 

Note: Yes this means there can be; for example, 3 75ton heavies vs a 65 ton challenger, but this should be avoided by the acting Oathmaster presiding over the Trial.

 

Acting Oathmasters, Do your best to try to hold to the 10 tons lower, equal and 10 tons up for variety and fairness.

 

 

C. Loadout Restrictions

 

In order to promote a fair and balanced fight, certain configurations and weapons are restricted from use during all phases of the Trial of Entrance. The acting Oathmaster is responsible for ensuring both candidates’ loadouts are legal. Rules and Loadout restrictions are at par with our Trial of Bloodright as a set standard.

 

The following is PROHIBITED for use during TOE:

 

Consumables

Radar Deprivation Module

Seismic Sensor Module

ECM

AMS

Streak SRMs

Flamers (as of March 11 2016)

 

Any mech not released for CBills, INCLUDING Hero mechs. Champion mechs ARE allowed as they have a matching C-Bill mech available.

 

Trial Mechs CAN be used BUT they must meet the loadout restrictions below. This does not reflect on what the 

warriors will bring if the sibkin chooses to bring a trial mech.

 

Loadout restrictions for TOE

 

The following list outlines the maximum amount of weapons allowed for any type:

 

• No more than 8 lasers total.

- Maximum 2 Large Class Lasers.

- Maximum 6 Medium Class Lasers.

- Maximum 6 Small Class Lasers.

 

• No more than 4 ballistics total.

- Maximum 2 AC-20/UAC-20/LBX-20.

- Maximum 3 AC-10/UAC-10/LBX-10.

- Maximum 4 AC-2/UAC-2/LBX-2/AC-5/UAC-5/LBX-5.

 

• No more than 2 Gauss.

 

• No more than 2 PPC/ERPPC.

 

• No more than 12 SRM tubes.

 

• No more than 30 LRM tubes.

 - No more than 2 LRM 5s or 2 LRM10s.

 

CLAN Mech-chassis ONLY

 

NO CONSUMABLES

 

D. Map selection

 

The Acting Oathmaster will roll a six sided die and select the map it lands on

 

1.Canyon Network

2.Mining Collective

3.Viridian Bog

4.Forest Colony

5.Caustic Valley

6.River City

 

E. General Rules:

 

The acting OATHMASTER must be a STAR CAPTAIN or higher rank and preferably in the Chain of Command of the Sibkin taking the Trial of Entrance. (Home Garrison OR Future Galaxy) Arrangements can be made by Officers to help each other getting Trials passed.

 

- The acting OATHMASTER will determine the Grid-location for engagement on sight; it will not be near any other Opponents.

- The Acting Oathmaster will determine each Opponent via a 6 sided dice roll.

- The rank of WARRIOR and CADET is allowed to be an Opponent of the SIBKIN

- Sponsor WARRIORs are not allowed to be an Opponent against their own Bondsman.

- WARRIORs are not allowed to give any information to the SIBKIN or anyone else to compromise the Trial's Double-blind integrity..

- GUESTs will mute their voice on TeamSpeak before game launch.

- GUESTs, the SIBKIN, and the three Combatants will not move on in-game drop.

- GUESTs, WARRIORs, and the OATHMASTER will destroy their Mech-chassis when prompted to do so; by the OATHMASTER taking care not to hit the combatants. The SIBKIN and 3 Combatants will hold position until prompted to begin.

- The Sibkin will NOT know each Combatant’s Mech-chassis.

- The Sibkin will NOT know the correlation of each WARRIORs grid location.

- The Siblin will NOT know who their first, second, or third opponent will be

- The Sibkin and Combatants will follow or answer all prompts by the OATHMASTER.

-The Sibkin and Combatants will NOT intentionally Headshot and will NOT intentionally Leg.

-The Sibkin and WARRIORS will FIGHT to KILL.

- Any Combatant that is Unable to continue fighting by either losing all weapons or running out of ammo. They are to immediately announce they are unable to continue the engagement

-The Sibkin will fail their Trial of Entrance if they can NOT successfully destroy their First Opponent; or violates any rules.

-Failure requires a wait of 7 days before retesting may occur.

 

 

F. Violations deemed by Oathmaster to FAIL ToE:

 Intentionally head-shoots an opponent.

 Intentionally leg shoots an Opponent.

 Intentionally shoots anyone other than their challenged opponent.

 Bringing an invalid Loadout

 Uses Consumables; aka Coolant shot, Artillery, etc.

• behaves Dishonorably as deemed by the OATHMASTER presiding the Trial, examples may include not bringing enough ammunition for all 3 opponents, Hides or blatantly retreats from the engagement, using an exploit to gain an unfair advantage etc.

 Otherwise does not follow the OATHMASTER's instructions.

 

G. Setting up the Trial of Entrance

 

The Acting OATHMASTER must be a STAR CAPTAIN or higher rank, in the Chain of Command of the CADET taking the Trial of Entrance.

 

Schedule a date and time that is best for the Acting OATHMASTER, Sponsor WARRIOR, the SIBKIN, and three Combatants.

 

Consult the Sponsor WARRIOR and ensure that the SIBKIN is ready for their ToE and understands the rules going through them if there are questions.

 

Ask the SIBKIN what Mech-class they are choosing.

 

Ensure all three Combatants are in their designated Team 2 positions before the SIBKIN is invited to the in-game lobby; ensuring the SIBKIN does not know what Mech-chassis the Combatants are taking.

 

Hold the ToE in TeamSpeak channel: Special Events / Trial of Entrance

 

Once all GUESTs, the CADET, the three Combatants and the acting OATHMASTER are in the room and ready to start. Lock the Trial room on TS by setting a password then Unlock the channel once the trial has completed.

 

Only do ONE ToE per in game session.

 

Ensure the three Combatants know their role, per the rules of the ToE:

 

They are to obey command prompts by the OATHMASTER.

 

They are to know that this is a Double-blind trial, that they are not allowed to give any information to the SIBKIN or anyone else to compromise it's integrity.

 

When asked to state their Rank and Name, they ONLY say Rank and Name, in the order they are assigned; but different from their Opponent assignment.

 

Assign the First Opponent by a 6-sided die roll: 1-2 = Combatant #1, 3-4 = Combatant #2, and 5-6 = Combatant #3.

 

Assign the Second Opponent by a 6-sided die roll: 1-2 = Combatant #1, 3-4 = Combatant #2, and 5-6 = Combatant #3; re-roll if First Opponent assigned is rolled again.

 

Assign the Third Opponent by process of elimination, being not assigned as the First or Second Opponent.

 

They are ONLY allowed to move towards the Sibkin, once they are verbally activated by the OATHMASTER's grid location; for engagement on sight.

 

They are to Fight to Kill.

 

They are NOT to intentionally head-shot (Cockpit) or leg.

Category: Trial Pages

Occasionally, differences within a caste or Clan cannot be reconciled. The Ritual of Abjuration, which any caste may carry out, and the warrior caste's Trial of Annihilation are two methods of resolving such grave situations. In the Ritual of Abjuration, the disaffected members are banished from their caste and Clan, consigned to the so-called bandit or dark caste which lies outside Clan law.  The Clan Trial of Abjuration (sometimes known as the Ritual of Abjuration[1]) is a ritual in which a Clan's single bloodname or even all of its bloodnames are erased from all Clan records as if they never existed. A Trial of Abjuration may also be decided by combat between two Clans; in this case, all of the losing Clan's bloodnames are erased from all records as stated above

 

Origin of the Trial of Abjuration

The origin of this Trial comes from an incident in the early 29th Century, when Ellie Kinnison, the first Khan of Clan Steel Viper, attempted to assassinate Jennifer Winson, the wife of ilKhan Nicholas Kerensky. As punishment for this misdeed, Kerensky ordered Kinnison's name be stricken from all Clan records and her genetic legacy destroyed.

When a bloodname is stricken from Clan rolls, all genetic samples associated with that bloodname may be destroyed, all sibkos containing genetic material associated with the bloodname may be terminated, and all warriors bearing the bloodname may be executed, as in a Trial of Annihilation. However, all persons associated with the stricken bloodname may have their lives spared, so that they may live their lives in shame and dishonor, which is a fate worse than death in the eyes of the Clans. Any property in use by persons with the dishonored bloodname(s) is confiscated and reassigned.

Though originally devised to destroy genetic material, over time the Ritual of Abjuration has evolved into a rite any caste can call. The accused party appears before the appropriate Clan or caste council, or is tried in absentia. A caste council can Abjure one or more members without involving any other councils, but only a Clan council can abjure a group of individuals from several castes. The Clan's Grand Council can (and has) Abjure an entire Clan.[1]

If the appropriate council has a four-fifths majority in favor of Abjurement, the accused is Abjured. When an individual is Abjured, they have five days to return any belongings that aren't theirs to storage (usually weapons, armor, and tools). The Abjured individual is then allowed to leave Clan-held territory. If they're still in Clan space after five days they will be imprisoned or executed. A convicted individual may challenge the ruling directly (if a warrior), while a member of a different caste can appeal the decision to the next highest council. Lest the Abjured believe this appeal is a reprieve, the five day time limit still counts down while the appeal is in process. This usually means that if the appeal is denied, the Abjured will be arrested on the spot.[1]

Though it may seem as deadly as the Trial of Annihilation, using the Ritual of Abjuration is usually seen as a way for an errant Clansman to return to the fold. Abjured Clansman, unlike those of the Not-Named Clan, are Clansman who have wandered from the way of the Clans without rejecting them entirely.

Category: Trial Pages

Trial of Bloodright is one of the Six Trials of Combat, and determines the assignment of Bloodnames.

See Clan History Bloodname Section

Category: Trial Pages

A Trial of Grievance is one of the six Trials of Combat.

When disputes arise between individual warriors that neither they nor their immediate superiors can resolve, both warriors must petition to have their differences
heard by the Clan Council (or the Grand Council if the opponents are Bloodnamed or hold important rank). Until the council rules, the disputants are bound by Clan
law to avoid any unnecessary contact. This may be carried to the point of one transferring to another unit. If one takes aggressive action against the other before
the council rules, or if he disagrees with the council's decision, he or she has committed a breach of Clan law punishable by expulsion into a lesser caste or out
of Clan society entirely.

If the issue is not resolved by the council, the parties may then call for a Trial of Grievance. The rules governing the trial are many and strict. If the combatants
are MechWarriors or fighter pilots of different weight-class vehicles, the council must make the contest more even. Often, a vehicle type that is mid-way in size is
chosen, and the disputants have several weeks to become accustomed to their new vehicles.

The trial itself is judged by members of the council, who ensure that trial and combat etiquette is strictly heeded. A Circle of Equals is defined, anything from ten
meters in diameter for a hand-to-hand trial to more than 100 kilometers wide for an air duel. No one but the combatants may enter the Circle of Equals unless invited,
and leaving the Circle before the contest is ended is a shameful defeat. All trials are defined as to the death, but they usually end before either combatant is killed;
the definition is supposed to dissuade Trials of Grievance being declared unnecessarily. In addition should a Trial of Grievance occur too frequently, possibly affecting
a military unit's readiness, a Star Colonel or Khan may forbid any Trials of Grievance for a certain amount of time.

This system of decisions and regulations is designed to outlast the anger that sparked the trial, and that is usually the case. Some records indicate, however, that
sometimes the anger between two warriors, or two sets of warriors, outlasts even the Trial of Grievance, degenerating into what we would call a feud. The most notorious
and well-documented failure of the grievance trial system involved the Nicholas Pride sibko and the Blue Devil sibko of Clan Smoke Jaguar. The Blue Devil warriors maintained
a grudge for several generations, based on an imagined slight during a Smoke Jaguar Council ceremony.

More commonly than a formal Trial of Grievance is the informal version. These usually involve single low-ranking warriors over issues that are not considered important.
Immediately after the Batchall, the two engage in negotiations, which are themselves quick. The trial is immediately fought in an ad-hoc Circle of Equals simply drawn in
the dirt. This informal procedure is illegal in Clan law but not enforced, since to force all disputes to be formally resolved would cause too much of an administrative burden.

Category: Trial Pages
Trial of Possession

A. Reasons for a Trial of Possession
  • Sponsorship of a Bondsman.
  • Acquisition of a WARRIOR from another OFFICER.
  • Acquisition of a person from another unit.
  • Acquisition of Rank; if permitted by Rank's chain of command.
B. Procedure of a Trial of Possession
  1. Contact the person that the Trial of Possession will be fought over, and ensure that they accept the consequences of either outcome; if they do not, then the Trial of Possession is null and void.
  2. Contact the current Sponsor or OFFICER directly in the chain of command of the individual that will be fought over and issue the Trial of Possession; ie I, Star Captain John Smith, challenge Star Commander Jane Smith to a Trial of Possession, for Sibko Jessie Smith.
  3. The Challenged Sponsor or OFFICER may then demand something of equal value if they defeat the Challenger; ie. aBondsman or WARRIOR of equal rank and skill.
  4. Once the issuing of the Trial of Possession is complete, the Batchall (bidding ritual) starts.
  5. Each successive bid of force is deemed lesser than the previous bid; causing both parties to keep undercutting each other until they reach an agreement on the minimum amount of force each side will commit.
  6. ie. I bid Heavy-class, they bid Medium-class, I bid 55 tons, they bid 40 tons which must be accepted by both parties, because it is the lowest weight possible of the Medium-class bids.
  7. Further bidding may be continue on different terms in Section C. Biddable Terms.
  8. Once bidding is complete, both parties must accept with "Bargained well and done"; at this point, no other terms may be agreed to and the process to start the Circle of Equals will commence.
  9. The Challenged may select the map and the Challenger may select the grid location.
  10. The Trial of Possession will be fought in the CLAN WOLF tradition of Zellbrigen; reference CLAN WOLF Code of Conduct: Chapter V. Gameplay Rules of Engagement, Section C. Zellbrigen.
  11. The Trial of Possession will be fought in a Circle of Equals; 200 meters from each opponent and with any observers outside forming the circle.
  12. If any outside forces interfere with the Circle of Equals, the Trial of Possession is deemed null and void and theOffender, whom interfered, will face punishment per the Code of Conduct.
  13. Once the Circle of Equals is complete and a winner deemed victorious, the Isorla (prize) shall go to the winner for the betterment of CLAN WOLF.
  14. Only one challenge may be issued by a Challenger to the Challenged for the same Isorla (prize).
  15. A person may be challenged multiple times from different Challengers; however if deemed excessive by an Epsilon Galaxy decision for cadets and a Blood Council decision for all others, all future challenges may be null and voided.
C. Biddable Terms
  • Server Region
  • Mech-Class
  • Mech-Tonnage
  • Mech-Chassis
  • Weapon Restrictions
  • Equipment Restrictions
  • Module Restrictions
D. General Rules
  • Zellbrigen
  • 200m Circle of Equals
  • 1st Person Only
  • One challenge per Challenger only.
  • Challenged may be challenged from different Challengers.
  • Bloodnamed do not have to accept a challenge by non-blooded.
  • The use of a Champion is reserved for the KHAN only.
Category: Trial Pages