Showing posts with label battletech. Show all posts
Showing posts with label battletech. Show all posts

Monday, August 12, 2019

Mechwarrior: The Legend of Curly's Lostech

This is another mech-based campaign idea. I've been on kind of a mech kick since rewatching Evangelion with my wife and have been thinking about various mech campaigns. This is one I came up with a while ago and have thought about adapting to Traveller or other systems (maybe even Lancer) at various points. If I ever ran this I'm not sure what rules I'd use since the current Battletech RPG looks kinda naff.

If you don't know anything about the Battletech setting I recommend watching the intro cinematic to the video game. "Some Indian" who writes Straits of Anian I think correctly identified it as doing an excellent job telling the history of the setting using only visuals.

An AWOL Kurita mech waits in ambush on the devastated planet of Alexandria

Alexandria was once a jewel of the Star League. A high population world nearly entirely covered with urban environments and manufacturing zones, it was home to several mech factories and produced many of the designs still seen in the Succession Wars. It's position along the central spine of the Inner Sphere also made it strategically important for maintaining hegemony over space.

Unfortunately, when the Star League disbanded it ended up wedged between houses Steiner and Kurita - both known for their bellicose militarism. During the first two Succession Wars  the planet was pounded with everything each house had at its disposal, including notably treaty-defying orbital bombardment. Between the wars the two sides would raid across their borders and often the target was Alexandria. Now most of the planet is rubble and few have any reason to visit the dying world.

The current inhabitants live a meager life in the ruins. They run in factions that are little more than heavily armed street gangs. The only way to eek out a living, it seems, is by squabbling over the ruins, the planet's atmosphere likely incapable of supporting crops. Somewhat recently, a group of pirates with a company of mechs and even more conventional fighting vehicles landed on the planet and has been attempting to use it as a pirate port.

You are members of the 2nd Legion of Vega, stationed a few jumps away from Alexandria. A sink for dishonorable warriors, washouts, burnouts, and even political prisoners, the Legion of Vega is noted for its unconventional tactics, poor morale, and miserable duty assignments. Despite being assigned to this forlorn hope, it looks like your luck is about to change. A member of your company has heard a rumor that one of the factories on Alexandria would need only minor repairs to become operational again, and may even have a huge store of Lostech!

Luckily for you discipline in the 2nd Legion is so lax that making off with a drop ship and hitching a ride on a jumpship to Alexandria seems to have been met with a very muted response. If you get the factory working, maybe they'll forgive you for going AWOL because of the wealth you'll bring to House Kurita.  If not, you can always be the petty tyrant of your own planet.

Unfortunately there seems to be a problem.  Someone is occupying the factory... and its the pirates...

Sunday, October 25, 2015

Battletech Scenario: Advance Guard Action

Just in time for Halloween here's... a Battletech scenario?  Whatever.

This scenario is a conversion of one of Charles Grant's Tabletop Teasers (specifically the Advance Guard Action).

An earlier game my wife and I played using a different scenario

SITUATION
Alexandria is a planet devastated by war.  Once one of the jewels of the Star League, its position on the border between the Lyran Commonwealth and Draconis Combine has meant it is subject to constant raiding.  In November of 3029, these raids came to a head when the Draconis Combine deployed elements of the 2nd Legion of Vega to capture some valuable lostech believed to be on the planet.  House Steiner quickly deployed elements of the 15th Arcturan Guards to intercept.

Both sides planned on engaging in ground north of the ruined city where the lostech lay.  Believing the Legion of Vega to be in control of a factory their, the commander of the Arcturan Guards deployed a recon lance to move north and seize a nearby bridge to use in assaulting the factory.  The commander of the Legion of Vega, believing the Guards hold the bridge, similarly sent a light lance to take the factory.  When the two lances arrived they found that neither position was occupied...

GAME SETUP
Use the Battleforce 2 and Open Terrain 2 maps as shown.  The attacker places 4 buildings within two hexes of Hex 1312 on Open Terrain 2.  These buildings count as being 1 level and indestructible for the purposes of this scenario.

They line up better with my physical maps.

DEFENDER
The defender consists of a recon lance of the Arcturan Guards

Lt. Eudora Hale (Piloting 5, Gunnery 4), CN9-A Centurion
WO. Rahman Bugti (Piloting 5, Gunnery 4), ASN-21 Assassin
Mechwarrior Jake Estrada (Piloting 5, Gunnery 4), WLF-1 Wolfhound
Mechwarrior Venkatesha Taska (Piloting 5, Gunnery 4) COM-2D Commando

Deployment
The defender deploys their forces along the southern edge of the map.

ATTACKER
The attacker consists of a pursuit lance of the Legion of Vega.

Talon Sergeant Van Matias (Piloting 5, Gunnery 4), WTH-1 Whitworth
Sergeant Harumi Higashida (Piloting 5, Gunnery 4), HER-2S Hermes II
Mechwarrior Francisca Akajima (Piloting 5, Gunnery 4), SDR-5V Spider
Mechwarrior Hilda Larsen (Piloting 5, Gunnery 4), FS9-H Firestarter

Deployment
The attacker deploys their forces along the northern edge of the map.

VICTORY CONDITIONS
The defender's goal is to secure the bridge as planned with a secondary goal of securing the factory.  The attacker's goals are the inverse.  To secure an area, the player must have a mech within two hexes of its central square and their opponent must not have a mech in the same vicinity.  The scenario ends after 10 turns.

Draw
Both sides each hold their respective objectives at the end of 10 turns OR neither side holds its objective at the end of 10 turns.  Note: the second condition includes holding the enemies objective but not your own. 

Minor Victory
One side holds their respective objective while the other side's is contested.

Major Victory
One side holds both objectives.

SPECIAL RULES
At the beginning of turn 5 there is a chance that reinforcements will arrive for either or both sides.  When that turn begins, both players should roll 1d6 and consult the chart below.

1
2 medium mechs (no more than 100 tons total)
2
1 assault and one heavy mech (no more than 165 tons total)
3
1 assault mech
4
1 heavy mech
5
No reinforcements this turn.  Roll again next turn.
6
Reinforcements are pinned down and will not arrive.

If reinforcements arrive, deploy them along the player's home edge.