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07:41, 29th March 2024 (GMT+0)

M4 - C3 {Control}

Posted by KittenFor group 0
Kitten
GM, 989 posts
Wed 20 Nov 2013
at 15:22
  • msg #1

M4 - C3 {Control}

'Burton Spaceport', is a civilian space port.  Nearly all space travel filters in and out of this commercial hub.  From here the planet receives shipments of raw materials to be manufactured into finished goods and shipped out.  From here military transports can gather and drop mechs anywhere on the planet, which will make raiding more difficult.  This ability needs to be hamstrung early.

quote:
Primary Objective - Destruction of Control Tower (heavy structure), and Refueling stations (multiple light structures).

The Refueling stations are spaced out at various points through out the station and are protected by a MG mounted in a turret supported by a squad of infantry armed with SRMs.

Destroying all Refueling station is worth 2 XP and 2 Prestige
The Mercs lose 1 XP and 1 Prestige for each Refueling station that survives.




The Control Tower is easily spotted and is populated by a squad of Infantry armed with SRMs.

Around the Tower are defensive MG Turrets supported by a squad of Infantry armed with SRMs.

Destroying the Tower is worth 5 XP and 3 Prestige
The Mercs lose 2 XP and 1 Prestige if the Tower has not been crippled (takes more than half damage)


quote:
Secondary Objective - Withdraw after the Primary has been achieved and rendezvous with the rest of the Raiding force at the space port.

The Merc units fail this objective if any unit is incapable of withdrawing from battle.
This objective is worth 1 XP

The mercs are penalized for each member of the unit that fails to withdraw {-1 Prestige /-2 XP}


quote:
Tertiary Objective - Engage and destroy all opposition encountered.

Burton has been raided before, and are surprisingly on the ball.  A Lance of conventional tanks and two platoons of infantry defends the station.  More capable help is nearby and on the way.

This objective is achived if the Mercs manage to destroy (4) Units
This objective is worth 1 XP
This objective is worth 1 Prestige

There is no penalty for failing this objective


quote:
Resistance is expected to be 'heavy'.
Opportunities for salvage are non-existent.
This mission is rated 'Average'
Prestige Rating - 2


Special rules for this mission.

Op Force Reinforcements
A Lance of Heavy Tanks is on the way to assist with efforts to protect the Spaceport.  Starting on turn two, during the initiative phase, the BM will roll 2d6.  If the results are equal to or less than the current turn the lance appears on the North Edge of the map.

Mercenary units may disengage and withdraw through the south edge of the Spaceport.  They may not withdraw from the south edge if there is an enemy unit within 3 of the hex being exited.

Burton Space Port Reinforcements

Demolisher Heavy Tank 1
Move 3/5

Front  40 (8i)
Right  30 (8i)
Left   30 (8i)
Back   20 (8i)
Turret 40 (8i)

(2)AC/20 Turret
(20)Ammo Body


Demolisher Heavy Tank 2
Move 3/5

Front  40 (8i)
Right  30 (8i)
Left   30 (8i)
Back   20 (8i)
Turret 40 (8i)

(2)AC/20 Turret
(20)Ammo Body


Partisan Heavy Tank 1
Move 3/5

Front  22 (8i)
Right  18 (8i)
Left   18 (8i)
Back   16 (8i)
Turret 22 (8i)

(4) AC/5 Turret
(40)Ammo Body

  (2)MG   Front
(200)Ammo Body


Partisan Heavy Tank 2
Move 3/5

Front  22 (8i)
Right  18 (8i)
Left   18 (8i)
Back   16 (8i)
Turret 22 (8i)

(4) AC/5 Turret
(40)Ammo Body

  (2)MG   Front
(200)Ammo Body


This message was last edited by the GM at 19:32, Wed 20 Nov 2013.
Kitten
GM, 990 posts
Wed 20 Nov 2013
at 15:36
  • msg #2

Op Force Static Defenses

Burton Station Op Force

Control Tower
Location

90cf
(7) SRM Infantry


Refuel Station
Location

15cf
(1)  MG Turret
(100)Ammo Body

(7) SRM Infantry


Refuel Station
Location

15cf
(1)  MG Turret
(100)Ammo Body

(7) SRM Infantry


Refuel Station
Location

15cf
(1)  MG Turret
(100)Ammo Body

(7) SRM Infantry


Defensive Hard Point
Location

15cf
(1)  MG Turret
(100)Ammo Body

(7) SRM Infantry


Defensive Hard Point
Location

15cf
(1)  MG Turret
(100)Ammo Body

(7) SRM Infantry


Defensive Hard Point
Location

15cf
(1)  MG Turret
(100)Ammo Body

(7) SRM Infantry


Defensive Hard Point
Location

15cf
(1)  MG Turret
(100)Ammo Body

(7) SRM Infantry



Infantry Notes

Range 0 1-2 3-4 5-6
Hit tn 3 4 6 8


Number Infantry 1-2 3-4 5-6 7
Damage 1 2 3 4

This message was last edited by the GM at 15:45, Wed 20 Nov 2013.
Kitten
GM, 991 posts
Wed 20 Nov 2013
at 15:48
  • msg #3

Op Force Defensers

Burton Station Op Force

Heavy Wheeled AMC 1
Move 6/9

Front 20 (1i)
Right 16 (1i)
Left  16 (1i)
Back  12 (1i)

(6) SRM2 Front
(50)Ammo Body


Heavy Wheeled AMC 2
Move 6/9

Front 20 (1i)
Right 16 (1i)
Left  16 (1i)
Back  12 (1i)

(6) SRM2 Front
(50)Ammo Body


Heavy Wheeled AMC 3
Move 6/9

Front 20 (1i)
Right 16 (1i)
Left  16 (1i)
Back  12 (1i)

(6) SRM2 Front
(50)Ammo Body


Heavy Wheeled AMC 4
Move 6/9

Front 20 (1i)
Right 16 (1i)
Left  16 (1i)
Back  12 (1i)

(6) SRM2 Front
(50)Ammo Body


This message was last updated by the GM at 16:22, Wed 20 Nov 2013.
Kitten
GM, 1017 posts
Thu 21 Nov 2013
at 05:34
  • msg #4

Re: Op Force Defensers

Current Map http://www.angelickitten.com/rpol/mw/merc/M4bT0.jpg

Turn Zero Set up.

Burton Station Op Force setup within two hexs of any of the buildings.

Merc setup

Players may not try to deploy in a hex within two hexs of any of the buildings on the map.  Players should post this (along with any RPing they'd like to make) location BEFORE making your dice rolls.

Players will now make a pilot skill roll to check for scatter.

You are at a +2 bonus if your mech has jump jets to help control your descent.

If you just 'make' the Pilot skill check, you will scatter no more than 6 hexes, in what i consider to be the most unfavorable direction.

For every point you succeed above your target number your distance to scatter will be reduced by one hex.

For every point you fail your pilot skill roll by, your scatter will increase by one hex.

If you scatter off the map, your pilot will miss the first turn of combat and will have to 'run' on to the edge of the map that they scattered from.


Players will now make a Pilot Skill Check for landing.

You are at +1 bonus skill if your mech has jump jets to land on your feet.

If you make this roll, you take damage equal to your scatter (in LRM increments) to your legs.

If you fail this roll, you fall and you start the mission prone.  You take damage (in LRM increments) equal to your scatter on normal mech location tables.  Make another pilot skill check to determine if the pilot was injured in the fall.

Turn Zero Setup is over.  Start Turn One Initiative.
This message was last edited by the GM at 05:40, Thu 21 Nov 2013.
Kitten
GM, 1049 posts
Thu 21 Nov 2013
at 22:36
  • msg #5

Traxxian Light Lancers (Mercenary Unit)

Traxxian Light Lancers
PilotStatsArmor (internals)Criticals

Pax Tarkin
Traxx
Gunnery 5
Pilot   4 (2 w/Initiative)
Scout   8
Leader  3
Edge    1

8/12/0 Movement
10 Heat Sinks

HD ER SL
CT ML
RA ML
LA ML

Repair Modifier x1.25
H    9a    (3i)
CT  12a(3) (8i)

RT  10a(2) (6i)
LT  10a(2) (6i)

RA   8a    (4i)
LA   8a    (4i)

RL  12a    (6i)
LL  12a    (6i)
H ERSL
CT ML

RT
LT

RA S U LL ML
LA S U LL ML

RL H U L F HS
LL H U L F HS

David Crain
Avenger
Gunnery 5 (4 w/Energy)
Pilot   5
Scout   7
Leader  2
Edge    1

7/11/5 Movement
10 Heat Sinks

RA Medium Laser
RA Medium Laser
LA Medium Laser
LA Medium Laser

Repair modifier x1.35
H    7a    (3i)
CT  15a(6)(11i)

RT  11a(5) (8i)
LT  11a(5) (8i)

RA  11a    (6i)
LA  11a    (6i)

RL  15a    (8i)
LL  15a    (8i)
H
CT HS JJ

RT JJ JJ
LT JJ JJ

RA S U LL ML ML
LA S U LL ML ML

RL H U L F
LL H U L F

Olaf Oleeson
Berserker
Gunnery 5 (4 w/Missiles)
Pilot   6
Scout   7
Leader  4
Edge    1

4/6/4 Movement
10 Heat Sinks

H ML
RA ML
LA ML
RT LRM 10
RT LRM (12) Ammo
RT LRM 10
RT LRM (12) Ammo

Repair modifier x1.40
H    9a    (3i)
CT  16a(7)(12i)

RT  12a(6)(10i)
LT  12a(6)(10i)

RA  12a    (6i)
LA  12a    (6i)

RL  18a   (10i)
LL  18a   (10i)
H
CT

RT HS HS {LRM10} {LRM 10} {Ammo}
LT HS HS {LRM10} {LRM 10} {Ammo}

RA S U L ML
LA S U L ML

RL H U L F JJ JJ
LL H U L F JJ JJ

Regina Arlington
Reggie
Gunnery 4 (2 w/Missiles)
Pilot   6 (5 w/Initiative)
Scout   8
Leader  2
Edge    1

5/8/5 Movement
11 Heat Sinks

LA ML
RA ML
RA Streak SRM 2
LT Streak SRM 2
LT Streak SRM 2
RT SS2 (50) Ammo
RT CASE

Repair modifier x1.30
H    8a    (3i)
CT  16a(4)(10i)

RT  12a(2)( 7i)
LT  12a(2)( 7i)

RA  10a    (5i)
LA  10a    (5i)

RL  14a   ( 7i)
LL  14a   ( 7i)
H
CT HS JJ

RT HS HS {SSRM2 Ammo} CASE
LT HS HS SSRM2 SSRM2

RA S U L H ML SSRM2
LA S U L H ML

RL H U L F
LL H U L F

Kitten
GM, 1061 posts
Fri 22 Nov 2013
at 12:43
  • msg #6

Re: Traxxian Light Lancers (Mercenary Unit)

Intiative

Op Force Leadership is a '4' Provided by the Control Tower, it drops to a '3' if this unit is disabled.

Lancer's Leadership is a '4' Provided by Pax, drops to a '4' if Pax is disabled.

When the reinforcements show up
Op Force Leadership is a '5' Provided by one of the Heavy Tanks.




Players will currently gain the initiative if they can make an unmodified pilot roll with no modifier.
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