Unit roster
Pilot Mech Skills Skill points left
Hauptmann Krauthammer Thunderbolt TDR-10M Maneuver Ace 4
(the NPC commander of the merc unit)
Jon Victor 9K3 Crackshot 10
Dave Longbow 12X Missile lock 10 Jake Phoenix Hawk Lam Medium Mech Lvl 2 6
Billy Wolverine WVR-9W2 Jump and Shoot 5
George Blackjack BJ-3 PPC specialist 1, Scoot and Shoot 1 3 Alex Hollander BZK-F6X Crackshot 2
Steven Centurion CN9-D5 Rapid Fire Autocannon 4
Garrett BJ Omni - Command Medium Mech Lvl 1 13
Hunter Lightray 4W2 Medium Mech Lvl 1 4
JT Locust 6X2 Evasion 3 6
Virus Hunchback 5P Laser Specialist 1 1
Tony Hunchback 5P Scoot and Shoot 1 4
Matt Orion Custom none 10
Scott Deva Achilleus Pulse Specialist, Scoot and Shoot 1 1
Typhoon Alpha Typhoon RAC none 0
Typhoon Beta Typhoon RAC none 2
Kill Tally - whose the deadliest?
Dave - 4 Mech Kills, 5 Vehicle Kills
George - 3 Mech Kill, 5 Vehicle Kills
Jon - 1, Mech Kill, 2 Vehicle Kill
Billy - 1 Mech Kill, 1 Vehicle Kill
Steven - 1 Mech Kill, 1 Vehicle Kill
Garret - 1 Mech Kill
Matt - 1 Mech Kill
Scott - 1 Mech Kill
Virus - 1 Mech Kill
A small blog covering Battletech, the game of armored combat in the 31st century. Primarily this blog will cover campaigns Im running.
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Saturday, October 23, 2010
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.
Wednesday, September 29, 2010
Resources pt1
Ive mentioned at games several resources that are available online for free - here's the first batch
Mech Designer
http://www.solarisskunkwerks.com/
Background resources
http://www.sarna.net/wiki/Main_Page
Classic Battletech resources (Im using Chaos Campaign for the campaign)
http://www.classicbattletech.com/index.php?action=downloads
Mech Designer
http://www.solarisskunkwerks.com/
Background resources
http://www.sarna.net/wiki/Main_Page
Classic Battletech resources (Im using Chaos Campaign for the campaign)
http://www.classicbattletech.com/index.php?action=downloads
Friday, September 24, 2010
notice
Due to losing power in the storm Wednesday afternoon and still not having it restored I have been unable to do any of the book keeping or hunting for mech variants. I will still be able to run Saturday though
Thursday, September 16, 2010
Campaign Roster as of 9/16
Updated campaign unit roster
Right now Garret's suggestion is the only one in - Dirty Dozen (or so)
Last Chance to bring up your opinion on it?
Unit roster
Pilot Mech Skills Skill points left
Hauptmann Krauthammer Thunderbolt TDR-10M Maneuver Ace 4
(the NPC commander of the merc unit)
Jon Enforcer III ENF-6T mark 2 Crackshot 9
Dave Crusader CRD-5K Missile lock 6
Jake Shadow Hawk SHD-5D Medium Mech Lvl 2 2
Billy Wolverine WVR-9M2 Jump and Shoot 5 (under upgrades)
George Blackjack BJ-3 PPC specialist 5 (under upgrades)
Alex Panther PNT-12A Crackshot 2
Steven Centurion CN9-D5 Rapid Fire Autocannon 4
Garrett BJ Omni - Command ? x+10
Hunter Cicada CDA-3P mark 2 Medium Mech Lvl 1 x+2 (Mech Down)
JT Hermes II 4k Evasion 4
Kill Tally - whose the deadliest?
George - 3 Mech Kill, 3 Vehicle Kills
Dave - 3 Mech Kills
Billy - 1 Mech Kill, 1 Vehicle Kill
Steven - 1 Mech Kill, 1 Vehicle Kill
Jon - 1, Mech Kill, 1 Vehicle Kill
Garret - 1 Mech Kill
Right now Garret's suggestion is the only one in - Dirty Dozen (or so)
Last Chance to bring up your opinion on it?
Unit roster
Pilot Mech Skills Skill points left
Hauptmann Krauthammer Thunderbolt TDR-10M Maneuver Ace 4
(the NPC commander of the merc unit)
Jon Enforcer III ENF-6T mark 2 Crackshot 9
Dave Crusader CRD-5K Missile lock 6
Jake Shadow Hawk SHD-5D Medium Mech Lvl 2 2
Billy Wolverine WVR-9M2 Jump and Shoot 5 (under upgrades)
George Blackjack BJ-3 PPC specialist 5 (under upgrades)
Alex Panther PNT-12A Crackshot 2
Steven Centurion CN9-D5 Rapid Fire Autocannon 4
Garrett BJ Omni - Command ? x+10
Hunter Cicada CDA-3P mark 2 Medium Mech Lvl 1 x+2 (Mech Down)
JT Hermes II 4k Evasion 4
Kill Tally - whose the deadliest?
George - 3 Mech Kill, 3 Vehicle Kills
Dave - 3 Mech Kills
Billy - 1 Mech Kill, 1 Vehicle Kill
Steven - 1 Mech Kill, 1 Vehicle Kill
Jon - 1, Mech Kill, 1 Vehicle Kill
Garret - 1 Mech Kill
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.
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