Delph's League of Champions Season One Discussion Thread
League of Champions: Season One - General Rules and Specifications
This is the discussion thread for the upcoming Season One of the League of Champions Battle League. This league will be conducted much in the same manner as a fantasy sports league (most analogous to Fantasy Football). Below is an overview of the rules for the upcoming competition (subject to revision during the discussion process). Combat will not begin until mid October (tentatively). Drafts will begin on September 10th (tentatively):
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 up to 4 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. No amalgamated character can be a combination of more than 4 (four) individual characters. You must field 3 (three) combatants at all times.
5. 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.
6. 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.
7. 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.
8. 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 submitted to a league Commissioner to be posted in the League Standings and Transactions thread. The weekly trade/waiver deadline will be on Wednesdays at 3:00pm [PST].
League Combat Rules:
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 (#1): Prep areas can be used as many times as you wish.
Addendum/Clarification (#2): Battle Information: Combatants will be given general public information on their opponents (name, basic overview of powers (simple things like "Iceman controls cold" "Strong Man is Strong", or "Storm controls weather", etc), place of origin. More indepth information on your opponents can be gained via access of databases at prep area (assuming you prepped in an opponents native universe and their info is available, i.e., opponent is Joker, you have Batman on your roster) or the knowledge that your characters would have of the opposition (if they are allies, enemies, etc).
Addendum/Clarification (#3): The purpose of this rule was so that if you were to have a character on your roster that is a member of a team you could only use their own character specific equipment (to eliminate, for example, someone drafting an Avenger and then claiming access to Mjolnir or the Ebony Blade or Ironman's armor, etc).
However, there are instances where some equipment is standard issue for every member of a team (for example, Legion of Superheroes Flight rings as standard issue equipment for all Legionnaires, Team communicators are standard issue for just about every team that exists, standard issue guns for a SHIELD, AIM, or GI Joe operative, etc), or some equipment is accessible to every member of a team without any restrictions (for example, The Danger Room for X-Men, a Quinjet for all Avengers).
For those particular instances, when it's not an actual character specific implement, but equipment that is standard issue ordinance for every member of a team, or accessible to every member of a team without any imposed restrictions, the equipment in question would fall under standard equipment for all characters that are members of that team and be accessible.
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.
Addendum/Clarification: Teams are confined to the surface area and airspace of the battlefield within the planets atmosphere. Abilities which require a character to momentarily travel extradimensionally (Nightcrawler's teleportation, Spot's teleportation, etc.), and powers which allow a character to become momentarily out of phase/intangible (Martian intangibility/mass shunt, etc) are allowed. Voluntarily leaving the battlefield, indefinitely or otherwise, is officially banned per executive decision.
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.
17. Speed Cap: Traveling speed is capped at Mach 10 (per majority vote).
Addendum/Clarification: Speed cap is applicable for combat only.
tbc in next post...