Kitten
GM, 989 posts Wed 20 Nov 2013 at 15:22 | 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 |
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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
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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
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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
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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
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This message was last edited by the GM at 19:32, Wed 20 Nov 2013.
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Kitten
GM, 990 posts Wed 20 Nov 2013 at 15:36 | Op Force Static Defenses
Control Tower
Location
90cf
(7) SRM Infantry
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Refuel Station
Location
15cf
(1) MG Turret
(100)Ammo Body
(7) SRM Infantry
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Refuel Station
Location
15cf
(1) MG Turret
(100)Ammo Body
(7) SRM Infantry
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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
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Defensive Hard Point
Location
15cf
(1) MG Turret
(100)Ammo Body
(7) SRM Infantry
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Defensive Hard Point
Location
15cf
(1) MG Turret
(100)Ammo Body
(7) SRM Infantry
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Defensive Hard Point
Location
15cf
(1) MG Turret
(100)Ammo Body
(7) SRM Infantry
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Infantry Notes
Range | 0 | 1-2 | 3-4 | 5-6 |
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Hit tn | 3 | 4 | 6 | 8 |
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Number Infantry | 1-2 | 3-4 | 5-6 | 7 |
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Damage | 1 | 2 | 3 | 4 |
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This message was last edited by the GM at 15:45, Wed 20 Nov 2013.
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Kitten
GM, 991 posts Wed 20 Nov 2013 at 15:48 | Op Force Defensers
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
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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
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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
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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
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This message was last updated by the GM at 16:22, Wed 20 Nov 2013.
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Kitten
GM, 1017 posts Thu 21 Nov 2013 at 05:34 | Re: Op Force DefensersCurrent 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.
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Kitten
GM, 1049 posts Thu 21 Nov 2013 at 22:36 | Traxxian Light Lancers (Mercenary Unit) |  |
Pilot | Stats | Armor (internals) | Criticals |
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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 |
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Kitten
GM, 1061 posts Fri 22 Nov 2013 at 12:43 | 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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