RTJ.   Posted by Liason Officer.Group: 0
Liason Officer
 GM, 3 posts
Sat 8 Jan 2022
at 02:25
RTJ
The Wolf Pack Mercenary Unit, is an alliance of freelancing mercenary units that have elected to operate under their umbrella.

The Wolf Pack is responsible for the negotiation of contracts, fair processing and distribution of combat salvage salvage and allocation of new talent.

The players that are accepted to participate in this campaign will play the role of mercenary commanders that work under contract with the Wolf Pack.

'Unit Points' are the currency that will be used in this campaign.  This is an abstract representation of available support personnel, spare parts, favors, or just plain hard cash.

You start the campaign with 1500 Unit Points.

To purchase a mech, look up the PV {Point Value} of the mech under Alpha Strike, and multiply the cost by ten.  This is value is the Unit Point cost of the mech.

You may spend up to 1200 Unit points to form up your Unit of 4 to 6 mechs.


1 Unit Point = 1 Resource Point

This message was last edited by the GM at 16:51, Thu 22 Dec 2022.

Liason Officer
 GM, 4 posts
Sat 8 Jan 2022
at 02:25
Equipment Availability and Time Line
Timeline is currently 3028
{Nothing after this date has been introduced, so it's obviously not available}

Campaign Availability is "Late Succession War Renaissance"
{Mechs from earlier eras are not readily available}

Technical Readout notes for Alpha Strike are available 'here'...

Complete TRO http://www.masterunitlist.info/Home/Index

This message was last edited by the GM at 02:07, Sun 09 Jan 2022.

Liason Officer
 GM, 5 posts
Sat 8 Jan 2022
at 02:27
Available Unit Formations
Available Player Formation Types

Battle lance:
Bonus Ability - The formation receives the equivalent of a 6 point 'Lucky' Special Pilot Ability.

Light
Requirements
- At least 75% of the Lance must be Size one
- No units of Size 4 or higher.
- At least one of the units in the Lance must be of a Light Role.


Medium
Requirements
- At least 50% of the Lance must be Size 2
- No units of Size 4 or higher.


Heavy
Requirements
- At least 50% of the Lance must be Size 3
- No units of Size 1



Assault Lance:
Bonus - 50% of the unit receive either Demoralizer or Multi tasker Special Pilot Ability.

Light Strike Lance
Requirements
- 75% of the unit must have a Medium Range attack value of 3 or more
- At least 3 units of Size 3 or higher.
- No units of Size 1
- Minimum Armor of 5
- At least (1) Juggernaut or (2) units have the role 'Snipers'



Strike Lance:
Bonus - 75% of the unit receive the Speed Demon Special Pilot Ability.

Light Strike Lance
Requirements
- Move of at least 10"
- No units of Size 3 or higher.
- At least (2) units have a Long-Range value higher than 0
- At least (2) units have the role 'Striker' or 'Skirmisher'



Fire Lance:
Bonus - At the start of each turn, up to (2) units may receive the Sniper Special Pilot Ability.

Requirements
- At least 75% of the units must have the roles of Missile Boat or Sniper



Recon Lance:
Recon Lance
Bonus - At the start of play, select either Eagle Eyes or Maneuvering Ace.  (3) units receive this ability.

Requirements
- All units must move at least 10"
- At least (2) units must have the role of Scout or Striker

Light Recon Lance
Bonus - At the start of play, select either Eagle Eyes or Maneuvering Ace.  All units receive this ability, in addition to Forward Observer.

Requirements
- All units must be of Size 1
- All units must move at least of 12"
- All units must be of the Scout Role



Pursuit Lance:
Bonus - 75% of the unit receive the Blood Stalker Special Pilot Ability.

Pursuit Lance
Requirements
- All units are Size 2 or less.
- 75% of unit must move at least 12"
- At least (1) units have a Medium-Range value higher than 1
- At least (2) units have the role 'Striker' or 'Skirmisher'


Sweep Lance
Requirements
- All units are Size 2 or less.
- 75% of unit must move at least 10"
- All units have at least (2) damage at Short Range



Command Lance:
Bonus - Before play, 2 of the non-commander units in this formation receive on of the following special pilot abilities for free
Antagonizer, Blood Stalker, Combat Intuition, Eagle Eyes, Marksman, or Multi Tasker.
In addition to this, the commander's unit receives the 'Tactical Genuis' special ability.

Requirements
- At least one unit is designate as the Force Commander or a 'key' lieutenant.
- At least one 'sub-commander' Lieutenant is designated for every 6 units.
- 50% of the units must have one of the following roles: Sniper, Missile Boat, Skirmisher, or Juggaurnaut.
- One unit in the Lance must be a Brawler, Striker or Scout.


Support Lance:
Bonus - You get half the bonuses of the lance you support.

Requirements
- None, though you do need at least a full lance of (4) mechs to qualify for the Support Bonus.

This message was last edited by the GM at 14:08, Wed 12 Jan 2022.

Liason Officer
 GM, 6 posts
Sat 8 Jan 2022
at 02:48
Scope of Campaign
Campaigns are all about what players can affect to control and improve the things they can control.  So this is the direction i plan on going so that there are no surprises.

Different from the original Mercenaries campaign.

Mechs
Standard Mechs will appear along with Canon variants.  Because Alpha Strike rules are in use, the effects of detailed customizations are minimal and really not worth the effort.  If you want to convert a mech from one variant to another (legal) one, a small cost will be made to reflect the cost for parts and labor of such a modification.  Custom detailed variants are 'gone'

Mechwarriors
To keep the campaign simple, nearly mechwarriors will be considered 'Regular' and will not improve from this Skill Rating.  The means to improve a mechwarrior's Skill rating will be rather rare and will be only acquired with great difficulty.
{This is to minimize the effects of shuffling pilots around}




Now... what is new that you 'CAN' you do...

The focus is no longer on customizing your mechs into a lean mean enemy crushing machine.  We are now evolving up in size, and you're looking at developing and improving your unit.

Your unit will start off at a modest size between 4 to 6 mechs in size.  At the moment, I am leaning towards allowing players to grow these units over time to a full company.

Mech selections can be made from that link in message 2.  You can search for mechs here, which will give you their official 'role' as well as their point values.

I have noted the Alpha Strike Lance Formation Bonuses above in message 3, so you have a notion of the requirements to qualify for the lance bonus.

Name your unit... you operate under the Wolf Pack, but you are still your own unit.

Name your mechwarrior... All my campaigns have encouraged players to name and give callsigns to the people who pilot the mechs.  Roleplaying is encourage in and out of missions, and often net a modest reward if amusing enough.


Your rank is a reflection of the number of units you command.  The more units you command the higher your rank.

Rank and Unit Size.
2nd Lt. - Lance      - 5 or less
1st Lt. - (2) Lances - 6 or more     - {You gain a 2nd Lt to lead the new Lance}
Captain - (3) Lances - 12 Mechs      - {You gain a 1st Lt to lead the new lance}

This message was last edited by the GM at 16:14, Sat 08 Jan 2022.

Liason Officer
 GM, 7 posts
Sat 8 Jan 2022
at 07:55
Disclaimer
I have had decades of experience of working with the Battletech Universe, and as such I am most comfortable with the original period of 3029.  Most of my campaign lore is good up to and including the clan wars.

This being the case, it should be made known that i have been known to play around with and significantly change canon lore to keep things interesting and unexpected for players.  Please do not get bent out of shape if/when these moments occur, often they will be done for specific purpose.  My RPOL Battletech campaigns have been good enough that the campaign post run easily into the thousands of post... tens of thousand even, and the player base is often wonderful enough that their energy for the campaigns outlast my energy to sustain them.  It has been over seven years since my last Mercenaries Campaign though, and i've just put an end to my last Pathfinder Campaign, so i've decided that Battletech has languished unattended long enough.

This all being said, Alpha Strike is a significantly new system to me, and i'm learning through it slowly now.  The reason for this, is in the past, because of logistical limits, the campaign has been forced to limit players to a single mech.  After my last significant campaign wrapped up i started taking to working on a simplified version of battletech to use for the next campaign.  It was something I called 'Mech Commander'.  It was very close to what Alpha Strike was (just a little more complex), but Alpha Strike is 'close enough' and has easy to reference common lore accessible to support a campaign that i've decided to decline development of my Mech Commander Rules to work with Alpha Strike.

This all said, this is my first attempt to conduct a Alpha Strike Campaign.  I am on the learning curve, and will hope that the players are helpful and indulge my inexperience.  I welcome both veteran players and new players to Alpha Strike.  I'm mature enough to expect constructive input from veteran players along with the common experience of playing something new with rookies.

This is my disclaimer and disclosure, and if you're good with this I welcome your RTJ to this campaign.

This message was last edited by the GM at 15:12, Sat 08 Jan 2022.