Originally posted by illadelph12
Sections with amendments are [b]Bold:Roster's and Drafting:
1. Each participant/team will be allowed to draft as many characters as they can afford within the Salary Cap. The salary cap for Season One is 125 Points. The tier based salary table is as follows:
125 Salary Cap
High Meta - 30 points
Mid Meta - 25 points
Low Meta - 20 points
High Street - 15 points
Mid Street - 10 points
Low Street - 5 points
2. Amalgamation is allowed. You can amalgamate characters at a penalty to your allotted prep time.
3. With your roster you must field a 3 (three) character team, whether they be amalgamated or individuals.
4. You are allowed, and encouraged to, reconfigure your amalgamations into any combination you wish for each battle. However, you can not reconfigure your amalgams during combat.
5. In the interest of instituting a strategic element, the configurations that each team will be using in the battle will not be known until the opening combat comments are posted in the battle. You'll know your opponents roster, but you will not know which characters the team you are facing will be fielding until battle commences.
6. Drafting: In Round One drafting will be conducted in a first come, first served basis. Each subsequent round of the draft will be the reverse picking order of the first round (first pick in rd. one getting last pick in round 2, alternating in rd. 3, and so on). Each participant will be able to post 2 draft choices per round (salary cap permitting). Once you've spent your salary cap balance and your roster has been assembled you must wait until after opening day to perform any additional roster adjustments via trades and free agency.
7. Free Agency/Trades: Like in Fantasy Sports leagues you will be allowed to trade characters with other participants. Trades will take effect the following Sunday after the trade was proposed and accepted. You will also be able to waive team characters and pick up "free agents" (undrafted characters) at any time you wish. All trades and waivers/signings must be posted in the League Standings and Transactions thread. The weekly trade/waiver deadline will be on Wednesdays at Midnight (12:00 am Thursdays, technically) [PST].
Addendum/Clarification: Transactions submitted by midnight on Wednesday, September 17th, will take effect on Sunday, September 21st for use in the Week 2 battles (beginning Monday, September 22nd). You will be able to submit roster changes as of Monday, September 15th. Below is a schedule for the weekly trade and waiver deadlines, as well as the effective dates of the transactions.
Weekly Deadline | Effective Date
Week 1: 9/17 | 9/21
Week 2 9/24 | 9/28
Week 3 10/1 | 10/5
Week 4 10/8 | 10/12
Week 5 10/15 | 10/19
Week 6 10/22 | 10/26
Week 7 10/29 | 11/2
Week 8 11/5 | 11/9*
* - Rosters will be locked as of Sunday, November 9th. Any transactions submitted on or before Wednesday, November 5th will take effect for the playoff battles.
There is no limit on the amount of trades and waivers you can perform, or the amount of characters you may have on your roster. The only stipulation is that you must be able to afford the salaries of your character roster within the 125 point salary cap. When making a roster change you must state the character which is being dropped/traded from your team as well as the character which you will be adding to your roster. Transactions must posted in the following manner:
Waivers/Free Agency Signings Example:
Drop:
Ironman - [link to bio] - 30 pts
Add:
Batman - [link to bio] - 15 pts
Black Panther - [link to bio] - 15 pts
Trade Example:
Team [insert name] trades:
Ironman - [link to bio] - 30 pts
to
Team [insert name] for:
Batman - [link to bio] - 15 pts
Black Panther - [link to bio] - 15 pts
Any disputes of the proposed transactions will be resolved by the Sunday effective dates (hence the 4 day window).
League Combat Rules (updated):
1. This will be a Ironman/High Meta Tier Tournament. The characters do not need to be less powerful than Ironman himself, simply in the same power class. There is no cap on how powerful your amalgamation can be. The limits are simply on the individual members of your roster prior to amalgamation.
2. No offensive matter manipulation. Only the elements of the battlefield can be altered.
3. No time manipulation powers or technology.
4. No one-hit kill (OHK) abilities (example, Omega Red's "Death Factor", Rogue's soul/life-force absorption, dismemberment via teleportation of limbs/objects into vitals, etc.).
5. No access to the battlefield prior to the beginning of combat. Teams will begin combat .5 kilometers away from each others' position.
6. Prep: Prep is allowed. You get 10 (ten) minutes of prep per match at a member of your team's historical base of operations. Characters that are members of teams (JLA, Stormwatch, Avengers, etc) will be able to utilize the team base of operations unless the character is also a solo hero and has their own personal base of operations (i.e. Batman gets the Bat-cave as his base even though as a member of the JLA he has access to the Watchtower). For characters that are members of a team you will not have access to any of their teammates equipment or arsenal, only the prep host's resources. The only resource available to you other than the prep host's arsenal will be the computer database present at the base. You get the character's historic primary base of operations and access to the prep host's equipment only. No exceptions and no loopholes. The default prep area is the Old Trafford Stadium in Manchester, England.
Addendum/Clarification: Prep areas can be used as many times as you wish.
7. Tech: Creation of tech is allowed during prep. However, high end offensive weaponry or power neutralizers can not be brought from prep to the battlefield. No offensive implement with a greater payload than an independently powerered, non-enhanced Ironman armor is allowed. The technology can be used to amplify and enhance your characters during prep. Defensive technological implements (psi blockers, forcefield generators, armor) will be allowed, as well as communications devices and personal teleporters/means of transportation.
8. Amalgamation: The amalgamation process will take place during prep and will utilize a portion of your prep time as follows:
2 character amalgam: 2 minutes of prep used for amalgamation process.
3 character amalgam: 4 minutes of prep used for amalgamation process.
4 character amalgam: 6 minutes of prep used for amalgamation process.
5 character amalgam: 8 minutes of prep used for amalgamation process.
6+ character amalgam: 10 minutes of prep used for amalgamation process.
Demalgamation is instantaneous. You can amalgamate a character then demalgamate them at will during prep. Amalgamations can take place at any point in time during prep, and all characters do not need to amalgamate at the same time. This is purely at the participants discretion.
9. Experience is the only thing that carries over from battle to battle. You can not bring any implement that you acquired during prep or during the battle to the subsequent rounds. All you'll have is your memories/experiences/knowledge from the previous battle. No exceptions. No loopholes.
10. Duplication/Self Replication: The ability to create copies of yourself (i.e. Multiple Man/Dupli-Kate/Animal Man's ability to replicate themselves) is officially banned (per majority vote).
11. No CIS.
12. Mind Control and Telepathy: Mind control of your opponent, be it by any means (telepathy, hypnosis, possession) is banned. Offensive telepathic assault is allowed.
13. Each poster/team is allowed 10 combat posts plus 4 scan only posts (14 posts total each). Scan only posts are used to post evidence only, not arguments.
14. Battle Field Removal: Battle Field Removal (BFR; removing your opponent from the battlefield via teleportation, bannishing, or exertion of force[bfr punching]) is banned.
15. Power Copying: The ability to copy the powers of other characters (i.e. Mimic/Duplicate Boy/Synch) is officially banned (per majority vote).
16.Immortality and Healing Factors: Immortality (Deadpool, Mr. Immortal, etc.) is banned (per majority vote). Healing factors are allowed.
Addendum/Clarification: A complete dismemberment attack which would take 2+ minutes to recover from is considered a KO (per executive decision + 6 votes).
17. Speed Cap: Traveling speed is capped at Mach 10 (per majority vote).
Addendum/Clarification: Speed cap is applicable for combat only.
18. Independent Constructs: Independently acting constructs are officially banned (per majority vote).
19. Precognition/Clairvoyance: Precog and clairvoyance are banned per executive order. Spider-sense like/combat awareness abilities are perfectly legal.
20. Probability Alteration/Luck Powers: Probability Alteration powers (a la Longshot, Shamrock, etc) are banned per executive order.
21. Size Alteration/Shrinking Powers: The ability to shrink to a subatomic state (i.e. The Atom) is banned per executive order. The diminutive size cap is 2 cms. [/B]