Early Time[ edit ] Solaris VII has always been a highly industrialized world and, as such, was a natural choice for BattleMech factories and testing areas. It was not long until the Events were broadcast on the planet and bets were placed on the outcomes of the fighting in a serious way. Mercenaries used Solaris as a training ground and the Gunslingers and Ronin used the world as a neutral place for their bitter fighting during the First Hidden War. The popularity of the fighting grew steadily and, at the time of the Amaris Coup , Solaris was already famous for its duels, some of them shown around the Inner Sphere. However, a Marik fleet in retaliation bombed the planet with nuclear weapons.
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Tournaments Edit Usually with the same format as the Grand Tournament, some of the Arenas also organized during the year some tournaments to spark attention and discover new gladiators. The most common and popular are championship tournaments structured similarly to the Grand Tournament, using either a single-elimination or "best of three" elimination scheme to determine the final winner.
Tournament examples: The Allard Cup Charity Tournament  The Black Mountain Cup: Celebrated its th edition by , this cup was fought in Ishiyama , starting from qualifying rounds until the final itself.
The first edition of the Tournament was finally held in August This was as the name implies the first time an official lance competition was held officially on Solaris Games: this is a Tournament found under Team Match Rules   Though the fights are usually with weapons armed, this first final, as per a private agreement between the Stable Masters, was fought Weapons Dead rules but with the ammunition still loaded.
The Cathay Open Division. Blood Pit Matches Edit This type of combat is more common in the larger villages of Equatus continent. There are basically two types of these matches: First one is the one where AgroMech fight between them till one of both is taken out.
Fighting went around scoring points. Scoring was simple: aggressor team had to made it past three to four defenders, taking out as many as they could, to reach a specific house in a target area. Then they cleared the house. A win was one aggressor in the house, alive at the final whistle. Payment was based on points earned through kills and captures. Markers are electronic beacons rather than actual flags and can be "picked up" regardless of the unit having hand actuators or not.
The unit must then get safety back to its home designation point. In those matches heavily armored tanks duke in out with live ammunition using both weapons fire and ramming attacks to win glory and a purse. Matches are fought until one side ends up immobilized or a fight judge declares enough damage has been done that renders the vehicle "tactically killed".
Even with these restrictions, the brutality and high risk of the Tank Derbies never fails to keep fans screaming for more. The competing units are chosen for identical performance profiles, which leaves the skill of the pilots as the key to win the race. Some arenas that sponsor these type of races are known to add minefields and other booby traps for added effect.
Some analysts consider this type of event one of the most intense forms of combat, though it has not yet reached the mainstream Games. Those matches are complex to follow, needing camera feeds and holo-projections to get something. For safety reasons fighter pilots are encouraged to concede if they suffer too much damage, and in most cases pilots can eject if they push their luck too far.
The Arenas Edit Over a hundred fighting arenas dot the two continents of Solaris, broken down into weight classes depending on the size of the machines they are certified to fight. Most small towns can only support a Class One or Two arena, while larger urban centers can boast Class Three, Four or even Five arenas. The entry fee to fight in these arenas is commiserate with their class rating: a Class One might cost C-bills, while a Class Five can cost 2, C-bills. Of course, an unlicensed fight can occur anywhere on Solaris, but such matches tend to be organized by criminal gangs and lack any of the regulations or safety measures of licensed bouts.
These entry points feature heavily reinforced doors that are often sealed when matches are underway. Some of the less prestigious arenas on Solaris VII, as well as open fields where units can do battle, permit entrance and egress from a variety of different points. Each of the five Open Class arenas are located within and controlled by one of the city sectors associated with the Great Houses.
The entry fee for these arenas is 2, C-bills, but the potential prize money and fame to be gained by fighting in them is worth it. It takes its name from one of the more popular such settings, an arctic tundra. The Factory The Factory began life as a manufacturing plant designed around accommodating IndustrialMechs , including floor space, hallways and doors large enough to fit them, which has been repurposed for urban combat.
Ishiyama Ishiyama "Iron Mountain" is a man-made mountain through which a series of tunnels and caverns criss-cross, creating a claustrophobic environment in which opponents play a deadly game of hide-and-seek. The Jungle The Jungle is a pyramidal structure whose interior is designed to resemble the tropical jungles of Spica. The humidity and close-in terrain encourages sharp, brutal matches.
Steiner Stadium Designed with a Roman-esque facade, Steiner Stadium is one of the few arenas which allow large audiences to watch matches in person thanks to a special lostech barrier. Its featureless floor is a favorite among MechWarriors seeking familiarity.
The planet holds several other Arenas, a list of which can be found here. Gambling Edit Betting is legal, and has been part of Solaris since the begining. Odds for daily matches are updated continuously. There is an official betting terminal system in all the planet covering all official fights from the smaller arenas to the big fives. And there is also underworld betting, where the risks are higher though sometimes the winnings can be better too.
However, given the unique aspects of these gladiatorial matches, many more are built around fighting in the Solaris Games. At first, such machines were customizations of existing designs or even scratch built, experimental one-offs of which there have been too many to count.
There Amanda trialed at several gladiatorial stables before her savvy great-aunt provoked a small bidding war between the stables to get Amanda one of the most excellent rookie contracts in recent history. It was an uncommon move, but Amanda Ahn was an uncommon find even in gladiatorial circles, and she went over big from the beginning. An absolute natural in the cockpit, she was a popular sensation due to her skills, style, optimism, and scrappiness. She was living her dream, and she loved it, all the way until her great-aunt died. As Amanda coped with the loss of a most beloved mentor, she was still expected to be her famously cheerful self. Eventually, as it did with so many gladiators, it backfired on her. Caught up in a hideous scandal, Amanda was advised by her new agent to leave Solaris VII for a few years so the scandal could be forgotten.
MechWarrior's Guide to Solaris VII