As Friar is done with his story arc its time to start a new story. I plan on using a variation of Friar's Logistic system as its much faster and easier to run than previous systems, and the variations are intended to cover the quirks of specific eras. Yes, there are several different eras we can run in.
A) Star League era, specifically the Reunification War. There are two variations for this era, either playing as Star League forces or the Periphery forces. If we run as Star League forces, then you will play rather elite warriors fighting to unify the human race and fighting against unwashed hordes of under-trained forces. Playing as Periphery forces would be a game of under equipped, freedom fighters against tyrannical enemies.
**If you are familiar with Firefly/Serenity, this war is very similar to the war that the Browncoats lost - so do you want to be an Alliance soldier or a Browncoat? **
B) Founding of the Clans, Operation Klondike. This is a favorite of Brian, and works well for competitive play as different factions try to show up each other while fighting off their enemies. There will be advanced tech but a large chunk of the forces used will be limited or irregular forces like armed industrial mechs or converted vehicles.
C) Succession Wars. This is the original setting/era for Battletech, with the least available goodies. Repairing units is much more difficult as humanity did a good job of blowing up everything that can make replacement parts, and a technical support crew is as necessary for the long term as any warrior or unit. Pilots will somewhat tied to the units they own, so musical mech pilots is NOT an option.
D) Davion Civil War - nothing like a brutal civil war to drum up battles, though in a long running human tradition mercs are viewed as party crashers. Many weapon systems gained their baptism of fire in this era, as Inner Sphere technology tends to reach parity with the Clans.
E) Jihad era - when religious nuts decide to declare war on everyone, battle becomes a fact of life. As warfare spreads all over the known realm of mankind, the human tradition of finding new and interesting ways to harm each other results in another burst of technological development.
Regardless of which era we play in there are several caveats.
- I will be enforcing time periods, so some mechs, vehicles and weapons will only be available after certain years. Each mission will take place roughly 1d3 weeks after the last game.
- Each player will have to pick a faction their force is from, and this includes mercenary and pirate forces. Each faction will change the units easily purchased and give a bonus to represent what they are good at, like House Steiner having impressive mech production facilities, resulting in a small decrease in mech costs and access to more of the heavy and assault chassis.
- In some eras, technical support becomes much much more critical than usual, specifically the Succession Wars and Operation Klondike. Many of the battles in this era will end when one side signals defeat and withdraws. These are eras when units are hard to replace and a victory that results in a large number of casualties will destroy a force more thoroughly than any weapon strike.
- Do NOT expect all units or technologies to be available - I plan to hold to time periods and availability.
So I need votes on what era you are interested in playing most.
A small blog covering Battletech, the game of armored combat in the 31st century. Primarily this blog will cover campaigns Im running.
Search This Blog
Showing posts with label scenarios. Show all posts
Showing posts with label scenarios. Show all posts
Monday, August 15, 2011
Thursday, March 31, 2011
Scenario for 4/2
Having crippled the enemy dropship, the mercs were left waiting for the Word of Blake Militia column to arrive. Two of the three downed enemy mech pilots were outright executed by the WoB commander, with the third taken for "processing". After that was dealt with, he turned back to the mercs and pointed out that the enemy was now trapped and should be dealt with.
The question is do you charge after them or take your time and methodically follow - how much time will you allow the enemy to lick its wounds?
The question is do you charge after them or take your time and methodically follow - how much time will you allow the enemy to lick its wounds?
Friday, March 25, 2011
Quick update for 3/26
We've come to another decision for the party. Do you take a contract with Word of Blake that sends you to the Liao Front or one that has you defending the critical worlds of the Blake Protectorate?
Friday, February 18, 2011
Scenario for 2/19
***Flash***
Unknown traces have been detected near your location, on a bearing of 90'09 at a distance of 1.75 km. Proceed to the location and neutralize all hostiles. We believe the traces are the Liao terrorist's dropships preparing to escape their rightful punishment. To be so thoroughly hidden from our scans they must be hidden and shrouded, unable to use their main weapons. Computer estimates give you a window of 2 minutes before weapons hot on the dropship and 4 before take off.
Prosecute and terminate...
Unknown traces have been detected near your location, on a bearing of 90'09 at a distance of 1.75 km. Proceed to the location and neutralize all hostiles. We believe the traces are the Liao terrorist's dropships preparing to escape their rightful punishment. To be so thoroughly hidden from our scans they must be hidden and shrouded, unable to use their main weapons. Computer estimates give you a window of 2 minutes before weapons hot on the dropship and 4 before take off.
Prosecute and terminate...
Thursday, January 13, 2011
Options for the game 1/15
Current Resources total: 763
Here are the two options Im getting ready for Saturday
Chaos in the Streets!
Cost: 300
People are rioting in the streets! Anger over the perceived inability of the government to prevent the recent spate of "terrorist" attacks caused people to march in protest. No one knows for sure who fired first but when the police riot squads met the protesters shots flew and the protest became a riot. While not the best tool to herd a riot, your units mechs are the closest unit to the scene of the disturbance.
Goals:
1) Rescue the Police - police vehicles and several Copper security mechs have been damaged and pinned down, rescue them (150 pts)
2) Stay off my Lawn! - keep the rioter squads away from the gated community of the Keystone's management by any means necessary (200 pts)
3) Stain fighting - complete Stay off my lawn without using lethal weapons, including close combat - SRM, LRM and MG ammo that is non lethal is available (200 pts)
Additional Points Options;
Low Visibility - no line of sight beyond 9 hexs - + 100
Pitchforks and Torches - the rioters are armed with rifles - +150
- the rioters are armed with heavy weapons - +250
Bogies Inbound!
Spies/sensors are showing multiple inbound enemies, take them out
Pick your opponent
Cost 400
"The Loyal Opposition" - some Mechs
Cost 200
Freedom Now! - vehicles and infantry
Goals:
1) Repel the enemy! (150 pts)
2) Protect Earthwerks property (225 pts)
3) Dont kill the civilians! (50 pts)
Additional Points Options;
Traffic jam - all road hexes cost an additional movement point, or no additional cost and piloting check (with no chance of falling) to avoid crushing cars - +150
Ambush! - enemy deploys 1/2 of their force using Hidden Units rules - +100
Here are the two options Im getting ready for Saturday
Chaos in the Streets!
Cost: 300
People are rioting in the streets! Anger over the perceived inability of the government to prevent the recent spate of "terrorist" attacks caused people to march in protest. No one knows for sure who fired first but when the police riot squads met the protesters shots flew and the protest became a riot. While not the best tool to herd a riot, your units mechs are the closest unit to the scene of the disturbance.
Goals:
1) Rescue the Police - police vehicles and several Copper security mechs have been damaged and pinned down, rescue them (150 pts)
2) Stay off my Lawn! - keep the rioter squads away from the gated community of the Keystone's management by any means necessary (200 pts)
3) Stain fighting - complete Stay off my lawn without using lethal weapons, including close combat - SRM, LRM and MG ammo that is non lethal is available (200 pts)
Additional Points Options;
Low Visibility - no line of sight beyond 9 hexs - + 100
Pitchforks and Torches - the rioters are armed with rifles - +150
- the rioters are armed with heavy weapons - +250
Bogies Inbound!
Spies/sensors are showing multiple inbound enemies, take them out
Pick your opponent
Cost 400
"The Loyal Opposition" - some Mechs
Cost 200
Freedom Now! - vehicles and infantry
Goals:
1) Repel the enemy! (150 pts)
2) Protect Earthwerks property (225 pts)
3) Dont kill the civilians! (50 pts)
Additional Points Options;
Traffic jam - all road hexes cost an additional movement point, or no additional cost and piloting check (with no chance of falling) to avoid crushing cars - +150
Ambush! - enemy deploys 1/2 of their force using Hidden Units rules - +100
Wednesday, December 15, 2010
There may come a time when i need a favor from you....
Welcome to Keystone mercs. Here are the options for the scenarios available.
1. The neighbors new car - something suspicious has been sighted over in the workers apartment district. Go check it out. - cost 300 pts
2. Was that a fish?! - something suspicious is going on in the Botanical Gardens, it may just be squatters, but you should check it out anyways. - cost 150 pts
3. Disperse the protesters - the local student activists are at it again. Go shoo them off, but remember that the news copters are hovering around. (any mechs with machine guns have access to riot rounds and tear gas srms are available for standard srms.) - cost 225 pts
Don't forget that you MUST protect the Earthwerks facilities.
Due to work issues I will not be able to start the game until 2 pm
1. The neighbors new car - something suspicious has been sighted over in the workers apartment district. Go check it out. - cost 300 pts
2. Was that a fish?! - something suspicious is going on in the Botanical Gardens, it may just be squatters, but you should check it out anyways. - cost 150 pts
3. Disperse the protesters - the local student activists are at it again. Go shoo them off, but remember that the news copters are hovering around. (any mechs with machine guns have access to riot rounds and tear gas srms are available for standard srms.) - cost 225 pts
Don't forget that you MUST protect the Earthwerks facilities.
Due to work issues I will not be able to start the game until 2 pm
Sunday, November 28, 2010
Welcome to Keystone
Welcome to Keystone, your new duty station mercs. Please remember to keep your re-breather on until you are in an environmentally sealed vehicle or building.
You've been hired to provide additional support for the defense of the headquarters of Earthworks incorporated here on Keystone.
There are three active forces on planet that you will need to protect against.
Bonus Skill points
Everyone has the opportunity to gain bonus skill points. I am currently working on a map for the city on Keystone you will be defending and policing. However a proper city needs buildings to fill it. So here's the deal;
Keystone Planetary Data
- Number of Satellites: 1 (Ea)
- Surface Gravity: 1.1
- Atm. Pressure: Low (Tainted)
- Equatorial Temperature: 35°C (Temperate)
- Surface Water: 35%
- Highest Native Life: Plants
You've been hired to provide additional support for the defense of the headquarters of Earthworks incorporated here on Keystone.
There are three active forces on planet that you will need to protect against.
- The "Loyal Opposition" - this group is ostentatiously only against Word of Blake occupation of the Free Worlds League. Known to have one lance of medium mechs and one company of vehicles, primarily wheeled and hover.
- Citizens for a Democratic Keystone - what started out as a peaceful student protest group has become something more sinister. Expect light vehicles supporting possible terrorist actions and rumors of massed infantry.
- Freedom Now! - rumored to be trained by Capellan and Chaos March insurgents, while poorly equipped with older vehicles in general, the elite infantry of this group is rumored to have access to at least one squad of battle armor somehow, with rumors of a whole platoon.
Bonus Skill points
Everyone has the opportunity to gain bonus skill points. I am currently working on a map for the city on Keystone you will be defending and policing. However a proper city needs buildings to fill it. So here's the deal;
- you gain 1 skill point for each unique building you come up with
- you can get 2 skill points for a building that is useful as an objective or has some additional side effect in game play. Give me something to use and you get additional points
- you can get a maximum of 6 points total
- to send an idea just post it in the comments
Friday, October 1, 2010
Scenarios for 10/2
Lorem Inferno
Well the last battle didnt go as poorly as you were worried because quickly orders were cut and the unit shipped out.
All youve been told is this, the initial landing zone has been compromised so the unit has to combat drop and avoid long enemy entanglements till you meet up with your advisor. I repeat, drop into the area and avoid enemy engagements until you meet up with your contact.
Well the last battle didnt go as poorly as you were worried because quickly orders were cut and the unit shipped out.
All youve been told is this, the initial landing zone has been compromised so the unit has to combat drop and avoid long enemy entanglements till you meet up with your advisor. I repeat, drop into the area and avoid enemy engagements until you meet up with your contact.
Thursday, September 16, 2010
Battletech Scenario for 9/18
Note Due to my being offered the chance to pull a full shift of overtime with an additional incentive Battletech will not be starting till 3:30, its just too much money to pass up.
Back to the scenario. Due to the complications with the last mission the group has two options; 1) a rush repairs to get the surviving mechs back on the field as quickly as possible or 2) spend several days repairing at the usual rate, but keep in mind that the enemy will be doing the same. Regardless you need to punch your way through the enemy and capture the supply bunkers. The more time the enemy has to prepare the stronger the defenses will be when you do attack.
Back to the scenario. Due to the complications with the last mission the group has two options; 1) a rush repairs to get the surviving mechs back on the field as quickly as possible or 2) spend several days repairing at the usual rate, but keep in mind that the enemy will be doing the same. Regardless you need to punch your way through the enemy and capture the supply bunkers. The more time the enemy has to prepare the stronger the defenses will be when you do attack.
Thursday, September 2, 2010
Scenarios for 9/4
Here are your two options for the scenario Saturday.
Mission: Supply
The mission is simple, hammer your way through the enemy and grab the booty.
Defender
The Defender is a portion of the planetary defender’s force guarding a supply depot.
WARCHEST
Track Cost: 75 WP
Optional Bonuses:
+50 Moonless Night: Apply a +3 to-hit modifier to all weapon attacks, while applying a +1 to-hit modifier to all physical attacks. Apply a +1 modifier to any Piloting/Driving Skill Rolls (and Control Rolls) made if a unit Ran/Flanked (used Maximum Thrust) that turn. For every 15 points of heat—on a target unit that tracks heat—apply a –1 to-hit modifier to any weapon attacks. Searchlight-equipped units reduce the +3 to-hit modifier to +2 for weapon attacks, while eliminating the +1 to-hit modifier for physical attacks.
+75 Reinforcements: The Defender may designate one unit from his force as reinforcement. That unit enters the battle from the Defender’s home edge during the Movement Phase after Turn 5 but before Turn 9 (player’s choice). If the Defender is destroyed before the reinforcement enters, then the reinforcement counts
as a destroyed unit for determining objectives.
OBJECTIVES
1. Search objective. Determine which two buildings contain supplies. Scanning may be completed by either spending one complete turn with the target in the range of an operating probe (any equipment with “probe” in the title) or spending two turns within a four-hex radius of a BattleMech or Vehicle unit. A unit that is scanning without a probe may not fire any weapons during the time it takes to complete a scan; multiple buildings may be scanned at the same time. Line of sight is not required. (Reward: 100)
2. Resist! At least half of the Attacker’s force must survive ten turns of combat. (Reward: 100)
Salvage
The Salvage rule (see p. 65) is in effect only if the Attacker completes both objectives. In addition, each supply building contains one BattleMech (roll on the appropriate force’s
Reinforcement Table, p. 69), four tons of missile ammunition and two tons of ballistic ammunition. The gamemaster determines what type of ammo is found, though it should be ammo useable by the player unit.
MISSION: WITHDRAWAL
Things have gone sour - its time to leave.
WARCHEST
Track Cost: 300 WP
Optional Bonuses:
+100 Light Fog: Apply a +1 MP cost to enter each hex.
+200 Veteran Defenders: Assign half of the Defender’s units
with a –1 modifier to their Piloting and Gunnery skills.
OBJECTIVES
1. Gauntlet. Exit at least half of the Attacker’s force through the Attacker’s home edge. (Reward: 400)
2. Hammer. Cripple or destroy half of the Defender’s force. (Reward: 250)
However! There is a complication - this scenario and the next will be linked. This means no repair and reloading between battles.
Mission: Supply
The mission is simple, hammer your way through the enemy and grab the booty.
Defender
The Defender is a portion of the planetary defender’s force guarding a supply depot.
WARCHEST
Track Cost: 75 WP
Optional Bonuses:
+50 Moonless Night: Apply a +3 to-hit modifier to all weapon attacks, while applying a +1 to-hit modifier to all physical attacks. Apply a +1 modifier to any Piloting/Driving Skill Rolls (and Control Rolls) made if a unit Ran/Flanked (used Maximum Thrust) that turn. For every 15 points of heat—on a target unit that tracks heat—apply a –1 to-hit modifier to any weapon attacks. Searchlight-equipped units reduce the +3 to-hit modifier to +2 for weapon attacks, while eliminating the +1 to-hit modifier for physical attacks.
+75 Reinforcements: The Defender may designate one unit from his force as reinforcement. That unit enters the battle from the Defender’s home edge during the Movement Phase after Turn 5 but before Turn 9 (player’s choice). If the Defender is destroyed before the reinforcement enters, then the reinforcement counts
as a destroyed unit for determining objectives.
OBJECTIVES
1. Search objective. Determine which two buildings contain supplies. Scanning may be completed by either spending one complete turn with the target in the range of an operating probe (any equipment with “probe” in the title) or spending two turns within a four-hex radius of a BattleMech or Vehicle unit. A unit that is scanning without a probe may not fire any weapons during the time it takes to complete a scan; multiple buildings may be scanned at the same time. Line of sight is not required. (Reward: 100)
2. Resist! At least half of the Attacker’s force must survive ten turns of combat. (Reward: 100)
Salvage
The Salvage rule (see p. 65) is in effect only if the Attacker completes both objectives. In addition, each supply building contains one BattleMech (roll on the appropriate force’s
Reinforcement Table, p. 69), four tons of missile ammunition and two tons of ballistic ammunition. The gamemaster determines what type of ammo is found, though it should be ammo useable by the player unit.
MISSION: WITHDRAWAL
Things have gone sour - its time to leave.
WARCHEST
Track Cost: 300 WP
Optional Bonuses:
+100 Light Fog: Apply a +1 MP cost to enter each hex.
+200 Veteran Defenders: Assign half of the Defender’s units
with a –1 modifier to their Piloting and Gunnery skills.
OBJECTIVES
1. Gauntlet. Exit at least half of the Attacker’s force through the Attacker’s home edge. (Reward: 400)
2. Hammer. Cripple or destroy half of the Defender’s force. (Reward: 250)
However! There is a complication - this scenario and the next will be linked. This means no repair and reloading between battles.
Friday, August 20, 2010
Scenarios for 8/28
As we didnt play the 21st I'll just recycle what Ive got
Due to something coming up at work (overtime) I will be running a smaller scenario. So here are the options;
1.) Pavarazzi
Your getting paid to swoop in, take some detailed pictures and get out without blowing things up. Except there's a catch, the facility is guarded by a mech lance.
Cost 200
Bonus Options
+100 - Clan War Vet - the defense lance is led by a Clan war Vet in his salvaged Clan-Tech ride
+100 - Its in the Middle of What?! - the facility is in a heavily wooded, secluded location that is virtually inaccessible. Especially to vehicles
+100 - Incoming Bandit - the enemy has air support
2.) Break Stuff
Get in there, break anything that moves and get out.
Cost 150
Bonus Options
+50 - Click click Boom! - the easy way is always mined
+100 - Cant see my hand in front of my face - limited visibility
+150 - Slip sliding away - Its just your luck, an ice storm came through
Due to something coming up at work (overtime) I will be running a smaller scenario. So here are the options;
1.) Pavarazzi
Your getting paid to swoop in, take some detailed pictures and get out without blowing things up. Except there's a catch, the facility is guarded by a mech lance.
Cost 200
Bonus Options
+100 - Clan War Vet - the defense lance is led by a Clan war Vet in his salvaged Clan-Tech ride
+100 - Its in the Middle of What?! - the facility is in a heavily wooded, secluded location that is virtually inaccessible. Especially to vehicles
+100 - Incoming Bandit - the enemy has air support
2.) Break Stuff
Get in there, break anything that moves and get out.
Cost 150
Bonus Options
+50 - Click click Boom! - the easy way is always mined
+100 - Cant see my hand in front of my face - limited visibility
+150 - Slip sliding away - Its just your luck, an ice storm came through
Subscribe to:
Posts (Atom)