Campaign Information.   Posted by Precentor Kitty.Group: 0
Precentor Kitty
 GM, 1 post
Fri 7 Dec 2018
at 15:12
Campaign Information
This is TENTATIVE and not yet official.

Starting Unit

You start with 'yourself', your Mechwarrior is a Veteran Officer.  If this character dies, your unit goes with it, so place him with care.

Starting resources are.

5000 C-Bills
3000 Spare Parts
1000 Ammo
 100 EP




You may use your Spare Parts and Ammo to purchase mech rolls... (You should not use it all!)
A Maximum of (5) Light  mechs
A Maximum of (2) Medium mechs
A Maximum of (1) Heavy  mech


You may use your EP to improve rolls for Pilots.

If you have (4) or more mechwarriors, you may declare one an 'Officer'
If you have (8) or more mechwarriors, you may declare one additional 'Officer'

You may spend up to 2000 C-Bills on the following.

 5 CB for 1 (SP)   {300 SP   max}
10 CB for 1 (Ammo) {150 Ammo max}
50 CB for 1 (EP)   { 30 EP   max}

This message was last edited by the GM at 21:55, Wed 12 Dec 2018.

Precentor Kitty
 GM, 2 posts
Fri 7 Dec 2018
at 15:31
Campaign Resources
Resources

Resources - Anything of value in the campaign that may be used to purchase new units, or improve current units.

C-Bills (CB) - 'Real' Currency used for a variety of things.  C-Bills are used to deploy/recall units as well as purchasing Ammo/Spare Parts.

Ammo (AP) - This resource represents Armor, Internals, Munitions and/or Heat Sinks.  These are the most common things a unit will need for sustained combat.

Spare Parts (SP) - This resource represents various spare parts used to purchase and long term maintenance of units.

Experience Points (EP) - This resource may not be purchased with C-Bills, and may only be 'earned' through combat.  Used to

This message was last edited by the GM at 20:52, Wed 12 Dec 2018.

Precentor Kitty
 GM, 3 posts
Fri 7 Dec 2018
at 16:09
Unit Acquisition Tables
Units

Units - Battle Mechs as well as the Mech Warriors that pilot them.

Battlemechs - Kings of the battlefield and the unit of choice for Pirates to raid Planet Noble for booty.

Gathering unit in the Pirate Belt is never a sure thing.  Everyone is always looking for the 'best' units, and getting what you want is hit and miss.  A talented Pirate should be able to work with whatever fate throws his way to get the job done.

In this campaign you may specify a 'class' of mech you wish to acquire, expend resources to find such a mech, and then roll 2d6 for the mech you end up with.  For rolls 3~11, all mechs are considered 'primary' variants.


Light Mechs ~ {Cost 300 Spare Parts and 75 Ammo to Roll once on this table}

 2 - Player's Choice - Pick any mech on this table, may be a variant
 3 - Panther
 4 - Valkyrie
 5 - Commando
 6 - Stinger
 7 - Locust
 8 - Wasp
 9 - Mongoose
10 - Javelin
11 - Jenner
12 - Mech Upgrade - Roll again on the Medium Table



Medium Mechs ~ {Cost 500 Spare Parts and 125 Ammo to Roll once on this table}

 2 - Player's Choice - Pick any mech on this table, may be a variant
 3 - Shadow Hawk
 4 - Trebuchet
 5 - Centurion
 6 - Cicada
 7 - Phoenix Hawk
 8 - Whitworth
 9 - Vindicator
10 - Enforcer
11 - Wolverine
12 - Mech Upgrade - Roll again on the Heavy Table



Heavy Mechs ~ {Cost 700 Spare Parts and 175 Ammo to Roll once on this table}

 2 - Player's Choice - Pick any mech on this table, may be a variant
 3 - Catapult
 4 - Warhammer
 5 - Thunderbolt
 6 - Dragon
 7 - Rifleman
 8 - Crusader
 9 - Archer
10 - Marauder
11 - Grasshopper
12 - Mech Upgrade - Roll again on the Assault Table



Assault Mechs - {Cost 900 Spare Parts and 225 Ammo to Roll once on this table}

 2 - Player's Choice - Pick any mech on this table, may be a variant
 3 - Cyclops
 4 - Charger
 5 - Thunderbolt
 6 - Goliath
 7 - Awesome
 8 - Zeus
 9 - Victor
10 - Banshee
11 - Atlas
12 - Player's Choice - Pick any mech available year 3025


You get one roll for each Mech that you purchase.
You may assign any mech that has not been deployed to the pilot
Starting Pilot Skill ~ {Roll 2d6}

 2 ~ 8  Pilot is Green
 9 ~ 10 Pilot is Regular
11 ~ 12 Pilot is Veteran
12 +    Pilot is Elite

Spend {10 EP} for +1 Bonus
Spend {20 EP} for +2 Bonus
Spend {40 EP} for +3 Bonus




Players may expend EP for an change to improve the skill of any pilot that had combat on the current turn.

Green Pilot ~ {Cost 5 EP}
2~7  {No Improvement}
8+   {Pilot becomes a Regular}

Regular Pilot ~ {Cost 10 EP}
2~8  {No Improvement}
9+   {Pilot becomes a Veteran}

Veteran Pilot ~ {Cost 20 EP}
2~10  {No Improvement}
11+  {Pilot becomes Elite}



Unit Conversion Notes ... (Round fractions to the nearest whole number)

Movement         = Run Speed / 3  (Round to nearest whole number)
Jump Distance    = Jump      / 2  (Round down)
Defense Modifier = Battletech Run Def Modifier

Armor            = Armor Factors / 5
Internals        = Internals     / 5

Damage Rating
Over run         = Damage at Range 0
Short            = Damage at Range 1
Medium           = Damage at Range 2
Long             = Damage at Range 3

Weapon Max Range
Over run ~ Max range  3 or less
Short    ~ Max range  9 or less
Medium   ~ Max range 15 or less
Long     ~ max range 21 or less

Damage Rating based on weapon damage and modified with weapon delay (per Solaris rules) as well as available heat sinks.

      Dam  OR  S  M  L  Heat
SL    1.2   Y  N  N  N  2
ML    2.0   Y  Y  N  N  6
LL    1.6   Y  Y  Y  N  8
PPC   1.0   Y  Y  Y  N  10

      Dam  OR  S  M  L  Heat
MG    1.6   Y  N  N  N  0
AC 2  1.6   N  Y  Y  Y  4
AC 5  2.0   N  Y  Y  Y  2
AC10  2.0   Y  Y  Y  N  3
AC20  2.0   Y  Y  N  N  7 {Piercing}

S2    0.8   Y  Y  N  N  4   SRM 0.4
S4    1.6   Y  Y  N  N  6   SRM 0.8
S6    2.1   Y  Y  N  N  8   SRM 1.2



delay 0 = x4
delay 1 = x2

This message was last edited by the GM at 01:45, Thu 28 Nov 2019.

Precentor Kitty
 GM, 7 posts
Wed 12 Dec 2018
at 20:44
Rules of Engagement
Strategic Rules

Strategic Turn
1 - Units Deploy from off planet - {Unit has Zero Movement on turn deployed}
2 - Units on planet may be given orders and moved
3 - Unit orders resolve
4 - Unit supplies are consumed
5 - Units recalls from planet
6 - Bookkeeping
    a) Expend EP to improve pilots
    b) New units/pilots purchased
    c) Resources adjusted


Units
Mechs are organized into units.  The size of this unit is limited to the Command Value {CV} of the mech designated as Leader.

Pilot Experience
+1 CV if the Pilot is Green
+2 CV if the Pilot is Regular
+3 CV if the Pilot is Veteran
+4 CV if the Pilot is Elite

Situational Bonus
+1 CV if the Pilot is designated an Officer  (You may designate two officers.  The appointment is permanent and may not be removed once made.)
+1 CV if the mech is considered a 'Command' Mech.

Deploying/Recalling Units
Pirates pay C-Bills, to deploy their mechs.
Deployment cost is equal to Double the Mechs Weight.
Recall     cost is equal to Double the Mech's Weight.

The cost is halved if your mech is being deployed to your {OB}.
The cost is tripled if there is an enemy unit on, or next to the target Hex.

Operations Base {OB}
Each Pirate is allowed to establish (1) Operations Base.  This will be the planetside HQ that the Pirate has established to operate from and to provide supplies for his units.  To establish a base, the Pirate need only declare one of his units are doing so, and Expend Parts and Ammo equal to the full supply value of the units he has planetside.  {This value will go up and down, as units are deployed and recalled.}

Movement
Movement cost are the same as Battletech, though there is no 'facing', and hence no cost to change facing.  Jump Jets may be used in place of Movement, to overcome hindering terrain and/or Vertical terrain, such as cliffs.  The speed of a unit is determined by the mech with the slowest movement and jump rating.


This message was last edited by the GM at 15:03, Sun 16 Dec 2018.

Precentor Kitty
 GM, 14 posts
Thu 13 Dec 2018
at 16:23
Rules of Engagement
Tactical Rules

Tactical Turn

1 - Determine Initiative - Roll 2d6 and add the Units CV to the roll.
The unit with the higher roll determines who will go first (Player "A")

2 - Player "A" activates a mech that has not been activated this turn.
a - Mech resolves movement on map.
b - Mech selects target for weapon fire.
c - Mech Resolves Weapon Fire
d - Damage is noted on Target.

3 - Player "B" activates a mech that has not been activated this turn
 a - Mech resolves movement on map.
 b - Mech selects target for weapon fire.
 c - Mech Resolves Weapon Fire
 d - Damage is noted on Target.

4 - Repeat Phase 2 and 3 until all units have

5 - Repeat Phase 1-3 until battle is resolved.




Combat Resolution

Determine the range of combat, and roll d6 equal to the Attack Rating for the range engaged.

Determine the targets last movement mode.
If the target used normal movement, Target Defense Modifier is equal to Movement
or
If the target used jump movement, Target Defense Modifier is equal to Jump rating +1

Add +0 for Short  Range
Add +1 for Medium Range
Add +2 for Long   Range

Target Defense Modifier

Mechwarrior Skill Stationary * 0 ** 1 ** 2 ** 3 ** 4 ** 5 *
Green Skill 2 4 5 6 6 (3) 6 (5) 6 (6)
Regular Skill 1 (4) 2 3 4 5 6 6 (3)
Veteran Skill 1 (3) 1 (5) 2 3 4 5 6
Elite Skill 1 (2) 1 (4) 1 (5) 2 3 4 5

ie.  A Green Mechwarrior is trying to shoot a Locust at Short Range {+4 Def Mod +0 Range}
The Mechwarrior will need to roll '6' on a D6, followed by a second roll of 5+ to land a hit on the nimble target.

A Veteran Mechwarrior trying to hit the same target, at the same range will need only a 5+




For each hit scored, the target takes one point of damage.

Damage
2/3 of the damage is marked against the targets armor.  Every third hit is marked against the targets internals instead of armor.

Damage that exceeds the armor value of the target, is marked against the target's internals.  When Internals is reduced to zero, the mech is considered destroyed.

Each point of damage to the internals has a chance to inflict a critical hit.  Roll a d6 for each point of internal inflicted.  Critical Damage is inflicted on a 5+

Roll d6 for each critical hit

1-2 = Leg Actuator               (Decrease the Units movement by one)
3   = Jump Jet                   (Decrease the Units jump by one) / If no jump jet, (Decrease movement by one.)
4   = Weapon Destroyed           (Decrease Attack Rating for all ranges by one)
5   = Mech Warrior injured       (Mech Warrior takes (1) Damage)
6   = Ammo Explosion / Pilot Hit (Mech destroyed) / If no ammo, Pilot Takes (2) Damage



A Mechwarrior's ability to take damage is determined by their experience level.  Each time the Mechwarrior takes damage, their combat effectiveness is reduced.  This is reflected by reducing the Mechwarriors 'effective' level by one for each point of damage received.

When a Mechwarrior's effective level is 'Green' takes a point of damage, they're are considered 'Critical' and rendered unconscious for one turn, leaving the mech 'stationary' and incapable of action for one turn.

When a Mechwarrior in critical condition takes another point of damage, they are killed.  If the mech survives combat without it's pilot, it remains on the battlefield and becomes the spoils of wars for whoever controls of the map at the end of combat.

This message was last edited by the GM at 17:38, Thu 13 Dec 2018.

Precentor Kitty
 GM, 20 posts
Sun 16 Dec 2018
at 15:14
Rules of Engagement
Campaign Maps


Plains - http://fav.me/dcukbdz
Precentor Kitty
 GM, 29 posts
Sun 23 Dec 2018
at 20:51
Conventional Units
Conventional Vehicles differ from mechs in the following manner.

Movement - Conventional Units may have prohibited terrain preventing their use in certain hexes.

Resolving Damage - Conventional Units take internal damage for every 2nd point of damage inflicted and use Conventional Critical Tables for resolution.




Infantry

Movement
Normal Infantry may move, or fire, but not both in one turn.
Mechanized and Jump Infantry are may operate normally.

Resolving Damage - Infantry are presumed dispersed and as such are difficult to eliminate.  They will take damage from every third point of damage inflicted.  This damage will also reduce the Infantry Attack rating.

This message was last edited by the GM at 20:54, Sun 23 Dec 2018.