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   - Ulrik

  22.07. / 16:46

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Blutnamensturnier CWI Regeln [en]







Stand: 04 / 2016

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A Trial of Bloodright is one of the Six Trials of Combat, and is used within the Clan to determine the warrior most worthy of having their genetic material preserved and used to create future batches of warriors. Within Clan society, being a descendant of a Bloodnamed warrior gives a warrior the right to participate in the Trial to earn the Bloodname in their own right (and due to the Clan eugenics program, there are a lot of potential warriors for a particular Bloodname at any given time). By Clan law, at any one time there are up to 25 active warriors with the same Bloodname. When a Bloodnamed warrior dies, a Trial of Bloodright is held to determine who should replace that warrior and be granted the Bloodname in their own right.

The trial involves a single-elimination tournament of one-on-one combat duels. 32 candidates are chosen to compete for the Bloodname, so a candidate can only win a Bloodname by winning all five duels. The nature of the duels depends whether they are fighting for an Elemental Bloodname, MechWarrior Bloodname, or an Aerospace Bloodname. If the duelling warriors are both disabled or killed, the warrior who would have faced the winner automatically moves on to the next round. If the final two warriors kill each other, the Trial of Bloodright starts over again.

How a Warrior is Nominated for a Trial of Bloodright

Each member of a Bloodhouse can nominate one warrior for the Trial. That nomination guarantees the warrior a place in the Trial of Bloodright. All other warriors wanting to compete must put forward their reason why the Council should grant them a place. There are a total of 32 places available. If more warriors apply than there are spaces, the Council may call for a Grand Melee to decide who gets to compete in the Trial of Bloodright. The Clan Council also reserve the right to reject a warriors petition to compete in the Trial of Bloodright if they feel that they are not a worthy candidate.
All warriors applying for a place must be able to say what it is that they have given to the clan that makes them worthy of holding a blood name. Once a warrior achieves a Bloodname, they may not participate in any other Trials of Bloodright; their Bloodname is permanent and they can only have one, hence some ambitious warriors may decline a nomination for a Trial of Bloodright if they hope to earn what they believe is a better Blood Heritage.

This is the lore and backstory behind the Trial of Bloodright. How CWI runs its Trial of Bloodright may deviate in some aspects to facilitate a more timely trial and fair play. The current Loremaster is overall in charge of deciding how the ToB will be conducted.

How Clan Wolf Runs its Trial of Bloodright

Each Trial of Bloodright will either have a bracket of 16 or 32 players, depending on interest, availability of judges, and holiday schedules. For both bracket sizes, one slot is reserved for the winner of the Grand Melee. The Grand Melee is only open for Warriors and Above who do not satisfy the 6 month minimum time requirement in the Clan. It is there to allow them a chance to compete and win a slot ahead of the time requirement. Any past winners of previous Grand Melees do not have to win a Grand any subsequent times. In other words, if you win the Grand Melee but lose in the Trial of Bloodright, you do not have to win another Grand Melee to enter the next Trial of Bloodright. However, you must still apply to enter the Trial of Bloodright AND have a sponsor. All applicants will be checked and verified by the Clan Council to ensure they are eligible.


  1. The minimum required rank to participate in any portion of the Trial of Bloodright (including Grand Melee) is Warrior.
  2. All applicants must have been a warrior in Clan Wolf International (or allied unit) for a minimum of 6 months. The only exception to this is prior winners of the Grand Melee.
  3. Applicants must have been in an active line unit for a minimum of two months before applying. Active service in a line unit requires participating in the growth and maintenance of the Clan through actions such as sibkin reviews, sibkin/cadet training, and successful sponsorship of a cadet through to the rank of Warrior.
  4. Applicants must have three recommendations from their Chain of Command.
  5. Applicants must have a clean codex. Disciplinary actions must be at least six months in the past.
  6. Any disciplinary action entered into the applicants codex during the Trial of Bloodright will disqualify them from the current Trial, resulting in a bye for their current opponent if the Trial is underway.
  7. Applicants must either be sponsored by a Bloodhouse, the Clan Council, or their unit leader (if from an allied unit).
  8. Warriors already holding a Bloodname may not participate in the Trial of Bloodright.


  1. The Trial shall take place in MechWarrior: Online
  2. Matches shall be conducted using private lobbies
  3. Matches shall have a minimum of 1 judge per match
  4. Only blooded warriors and members of the Keshik may serve as judges
  5. Any Keshik members participating in the Trial may not act as a judge
  6. Judges shall use the spectator tool/slot
  7. Only the two combatants may drop in mechs
  8. All normal Zellbrigen roles are in effect
  9. No intentional headshots or legging
  10. Anyone caught behaving dishonorably will be removed from the Trial
  11. Only clan mechs will be allowed in the Trial of Bloodright

Loadout restrictions

In order to promote a fair and balanced fight and afford the warriors the opportunity to showcase their individual skill, certain configurations and weapons are restricted from use during all phases of the Trial of Bloodright (including the Grand Melee.) The acting oathmaster for each drop is responsible for ensuring all candidates' loadouts are legal.

The following are PROHIBITED:

  1. Consumables
  2. Radar Deprivation Module
  3. Adv. Target Decay Module
  4. Seismic Sensor Module
  5. AMS
  6. Streak SRMs
  7. Flamers
  8. Any mech not released for C-Bills with the exception of Champion mechs as there is a matching C-Bill version available
  9. Any weapon system that PGI changes unless approved by the Loremaster

Limited to 30 points of ballistics with the following restrictions:

  1. Maximum 1x AC-20/UAC-20/LB20-X
  2. Maximum 2x Gauss Rifles
  3. Maximum 2x AC-10/UAC-10/LB10-X
  4. Maximum 3x AC-5/UAC-5/LB5-X
  5. Maximum 4x AC-2/UAC-2/LB2-X
  6. Maximum 6x Machine Guns

Limited to 30 LRM tubes with the following restrictions:

  1. Maximum 1x LRM-20
  2. Maximum 2x LRM-15
  3. Maximum 2x LRM-10
  4. Maximum 2x LRM-5

Limited to 16 SRM tubes with the following restrictions:

  1. Maximum 3x SRM 4
  2. Maximum 6x SRM 2

Limited to 6 energy weapons with the following restrictions:

  1. Maximum 3x ER-PPC
  2. Maximum 3x Large Pulse Lasers
  3. Maximum 4x ER Large Lasers
  4. Maximum 4x Medium Pulse Lasers
  5. Maximum 5x ER Medium Lasers
  6. Maximum 4x Small Pulse Lasers
  7. Maximum 5x ER Small Lasers

Trial Process / Flow

  1. Both contestants and judge/s will meet in the designated area on Teamspeak at the scheduled time.
  2. The judge will hold a coin toss to determine who will be the Hunter/Hunted. The call for the coin toss will be given to the higher ranking warrior. If both warriors are the same rank, the call goes to the most senior. The winner will be the Hunter
  3. The Hunter will pick a tonnage range (ex: 30-50t). The minimum tonnage range is 25t (counting each weight increment, i.e 20-25-30-35-40), with no maximum range.
  4. The Hunted must stick within the chosen tonnage range, and will pick the map and side (Team 1/Team 2).
  5. Both the Hunter and Hunted may choose their own lance/spawn point.
  6. Prior to entering lobby, the Hunter and Hunted must both send their loadouts to the acting oathmaster to ensure compliance.
  7. No "Hot Dropping." Once the game is launched both candidates are to stand still at their spawn points.
  8. The acting oathmaster will give a brief introductory speech, followed by asking if both candidates are ready.
  9. When both candidates have announced they are ready, the acting oathmaster will give a 10 second countdown. Candidates may not move/fire their weapons until the acting oathmaster says "Go," "Fight," "Begin," or similar derivative to indicate the start of the match.
  10. Once the match has started, both players will seek the other and fight.
  11. If either player disconnects prior to engagement, the acting oathmaster will call for a hold. If the player reconnects, another 10 second countdown will begin to resume the match.
  12. If either player disconnects after engagement, the remaining player will be declared the winner, and it will be their call whether to allow for a re-drop or not.
  13. In the event that the match ends without a winner due to mech destruction or loss of all weapons, the match will be re-dropped with no changes allowed to either mechs or map/spawn location.