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Friday, April 20, 2018

Operation: Nachtfalke Advanced Rules and Expansions

ADVANCED RULES


(Note: these rules have not been playtested in any fashion whatsoever and thus may be munchkinny as fuck.)

Alpha Strike Conversion

Basics
For ease of play during larger game sessions, or when using mixed forces, Total Warfare sheets can be converted to their appropriate Alpha Strike record cards. To determine the skill of the AS card, use Piloting + Gunnery / 2, rounded down, after factoring in any applicable SPAs and MDEs (see below). Where applicable, Special Piloting Abilities can be replaced with their equivalent Alpha Strike counterparts, per the Alpha Strike Companion, outside of ones that directly improve a Piloting or Gunnery number, or that impacts Piloting rolls (of which, AS has none). 

Converting Damage
Make sure your units going into an Alpha Strike game are fully repaired. Barring that, for each 20 points of armor damage your unit has, mark off one armor box on the Alpha Strike card. Do the same for internal structure damage. For critical damage, mark off the appropriate critical hit boxes on the Alpha Strike card - ie, for every ten points of critical weapon damage, mark off one "Weapons" critical box, for every leg actuator damaged, mark off one "MP" critical box, etc. Note: this can leave your 'Mech unable to do damage or move in AS, depending on how damaged it is.

After the end of a battle where damage has been taken, do the reverse of above - for each point of armor damage, apply 20 points randomly in 5 point clusters, rerolling any location that would cause internal damage, unless your Alpha Strike card also has internal structure boxes marked off. "MP" critical hits can be applied to a random leg actuator, with each "Weapons" hit applied at random to 10 points worth of potential weapon damage (ie, mark off critical hits on one Inner Sphere ER PPC or two ER Medium Lasers per AS critical).

Salvage
Any 'Mech that is left on a node becomes the salvage of the player that controls the node at the end of a battle. Because Alpha Strike abstracts the damage model, a salvaged 'Mech can only be considered "Crippled" or "Destroyed" per standard Operation: Nachtfalke rules. A 'Mech that loses all of its "MP" critical boxes, or Structure boxes (but has not taken an "Engine" critical) is "Crippled." Loss of all Structure boxes + an "Engine" critical is "Destroyed." Any other outcome, you should be getting your 'Mech the heck out of Dodge. As in standard O: N, only 'Mechs may be salvaged in such a way.



Alternate Munitions

Specialty munition subtypes can significantly slow down gameplay as each one requires knowledge of the game rules behind it. However, some factions thrive on submunitions. Using this expansion, alternate munition types can be chosen for the appropriate weapon at 2x the cost of a normal reload. This is pursuant to the rules for each ammunition type in Tactical Operations - so Ultra AC/20s cannot make use of specialty munitions, for instance. Alternate munitions MUST be purchased as full ton lots.

Note 2: Standard ammunition types available to MML and ATM launchers (SRM/LRM on the former, HE/ER on the latter) are available without an advanced ruling as part & parcel of using these weapon types.

Ex; Sean wants to fill his basic AC/2s with Armor Piercing rounds. It will cost 6 WP to load up on these, and each ton carries half the shots of a ton of standard AC/2 ammunition. He makes a note on his 'Mech's record sheet of the reduction in shots and of the AP rules. Because he has a real fear of Capellan minefields, he also loads up his LRM15 racks with anti-minefield missiles, which are apparently a real thing and totally not something he made up the last time we talked about them, at a cost of 12 WP per ton. If "Strong in Command" is used (see below), he pays 5 WP for the AC rounds. 



Faction Special Abilities

Overview
Operation: Nachtfalke runs on the presupposition that multiple factions are vying for control of the node-based map, without making assumptions as to which factions are sending/are able to send expeditionary forces. For players that would like their choice of faction to impact the narrative of the game, the below abilities are available. Faction Special Abilities stack with node bonuses and Special Piloting Abilities, where applicable.

Note 3: If one player uses an FSA, ALL players must. For balance. However, players aren't obligated to take both of the Generic ability AND their specific SFA, See below.
Note 4: It's hard coming up with flavorful factional abilities that don't give too huge an advantage or disadvantage. All Inner Sphere/Periphery forces may choose to take "Million Man Militia" in addition to their factional ability. All Clan forces may choose to take "Omni Mastery" in addition to their factional ability.

Inner Sphere
Inner Sphere (Generic): "Million Man Militia" - Home turf advantage rules. Inner Sphere factions may increase their maximum force size to 36 instead of 24, but if so, may only field a maximum of 24 'Mechs. The remaining 12 slots must either be infantry formations or vehicles.

Capellan Confederation: "Iron Defender" - Any time the Capellans are the defender of a node, they may choose to deploy up to 4 20-point (3 point if using Alpha Strike rules) minefields per mapsheet used. The Capellan player must write down which map and which hex each minefield is in before play. When an opposing unit moves into these hexes, roll on the Cluster hit table, under the 20 column and apply damage in 5 pt groupings using the Kick hit location table. Their weakness as expansionists shows, applying a -2 modifier to all Initiative rolls (including during the Movement Phase) once they control 5 or more nodes.

ComStar: "Phone Company Blues" - C* gains +1 WP from each SC node they occupy, as well as 1 WP from an allied faction's SC nodes to represent their management of infrastructure on many worlds. Lacking the unified academic structure of the Houses, they pay a 10% increase in purchasing improved pilots or training current ones.

Draconis Combine: "Honor is Life" - The busosenshi of the Combine know that failure is rarely an option, and receive a 10% reduction on the cost for Special Piloting Abilities. That blade cuts both ways, as a Combine unit cannot willingly retreat from the field of battle unless at the "Crippled" stage when the Defender of a node.

Federated Suns: "Strong in Command" - Harboring some of the most extensive academies in the Inner Sphere, FedSuns pilots are trained in a variety of techniques, giving them a 50% reduction in cost on Special Piloting Abilities with the Piloting or Command trait, as well as -1 WP on the cost for reloading ballistic weapons. Because of their rabid hatred of their neighbors, FedSuns units cannot enter into alliances with the Capellan Confederation, Draconis Combine, or Word of Blake. They receive a +1 TN penalty on to-hit rolls against these opponents, as well as a +2 bonus to their Initiative to reflect their snap reactions from this hatred.

Free Worlds League: "Fractional Accounting" - Utilizing the strongest Inner Sphere economy post-Clan Invasion, the FWL is in a better position to send resources to expeditionary forces. During the Resource Phase, (2d10 + 4) x 10 WP are added to the force's treasury. With their own house in disarray, they're an ersartz ally, and FWL units add an extra +1 TN on to-hit rolls in any node where they have to coordinate with an allied faction.

Inner Sphere (Minor)/Periphery: "Master Exploder" - As experts in the art of doing more with less, Minor and Periphery factions receive a 10% reduction, rounded up, in the cost of repairing Crippled or Destroyed 'Mechs. Lacking the unified academic structure of the Houses, they pay a 10% increase in purchasing Special Piloting Abilities.

Lyran Alliance: "Bigger is Better" - Lyran Alliance players receive a 10% discount on constructing Inner Sphere Assault 'Mechs, and can move them between nodes for 16WP. Due to their disdain for lighter forces, however, Inner Sphere Medium and Heavy 'Mechs are 10% more expensive.

Mercenary: "Almighty Dollar" - Once a month (4 turns) a Mercenary force can change their allegiance to any other listed Inner Sphere power at the start of the Resources Phase, gaining their abilities for the next month, or until they choose another allegiance. However, for the first two weeks (2 turns) with a new employer, they receive (2d10 - 2) x 10 resources. This may result in 0 resources gained outside of tax revenue in a turn. This does not apply to a Mercenary force's first campaign turn with their starting allegience.
Ex; Sam starts the campaign as Mercenary/Free Worlds League, gaining "Fractional Accounting" and rolls (2d10 + 4) x 10 for his Warchest Points in the first 4 turns of play. At the beginning of the 5th turn, he decides that the Free Worlds League isn't doing it for him, and decides to jump to the Lyran Alliance. He loses "Fractional Accounting" and receives "Bigger is Better," but for turn 5 and 6 of the campaign, he rolls (2d10 - 2) x 10 for WP. For turn 7 and 8, he'll go back to the standard 2d10 x 10.

Word of Blake: "Peace of Blake" - The Word has access to the Manei Domini enhancement table below, and as the largest users of combined arms at the tactical level, receive a +1 Initiative bonus when using more than one type of combat unit in a single battle. Counting few allies amongst other factions, they lose any Initiative bonus when joining forces with the Free Worlds League, and take a -2 Initiative penalty when allying with any other faction during a battle.
Ex; Rachel is in a battle on a node with three 'Mechs. She rolls her dice and gets an Initiative of 9. Had she deployed two 'Mechs and a tank, her Initiative would be 10 (9+1). With or without the tank, her Initiative would be 9 if fighting alongside a Free Worlds League force, or 7 (9-2) if allied with any other faction.

Clan
Clan (Generic): "Omni Mastery" - As the innovators behind OmniPod technology, Clan factions only pay 10% of an OmniMech's construction cost to reconfigure them. Ammunition reload costs are doubled. Thanks, Tukayyid.

Clan Blood Spirit: "This is Sparta!" - Spirit forces are known to have some of the toughest training regimes amongst the Clans, and this is reflected in a 10% reduction, rounded up, to the cost of purchasing improved pilots or training current ones. Due to their preference for standard BattleMechs, they must pay 15%, rounded up, of an OmniMech's construction cost to reconfigure them, and their isolationist nature prevents them from alliances with any faction other than Clan Cloud Cobra, Fire Mandrill, or Snow Raven.

Clan Cloud Cobra: "The Way" - The Babylon Diet gave Clan Cloud Cobra more insight into relations with the Inner Sphere, despite Homeworld Clan interference. Any time the Cobras ally with an Inner Sphere power, they don't suffer the penalty to Initiative whilst in allied combat, and have a 10% reduced cost on any Special Piloting Ability with the Melee or Other trait.. Clan Fire Mandrill, Hells Horses, Ice Hellion, Jade Falcon, and Wolf (Crusader) & Clan Coyote (Warden) receive a +2 Initiative modifier in combat against them.

Clan Diamond Shark: "Blood in the Water" - Consummate business professionals, even when raining down destruction on their enemies, the Sharks can share resources with any other faction to which they are allied, regardless of Clan or Inner Sphere. In addition, their strong Labor Caste gives them 15 WP from Industrial Complexes per turn, instead of 10 WP. Unfortunately, this openness has also made them a target to other Clans, who enjoy a -1 TN on their to-hit rolls against Diamond Shark units.

Clan Ghost Bear: "Enter the Den" - Whilst the Bears have no problem being an offensive force, only a truly foolish enemy would attack them at home. Military Bases the Ghost Bears control provide 10% more WP and their units receive a -1 TN on to-hit rolls when they are the Defender on a Military Base, Industrial Complex, or Mine node. Cautious in their occupying actions, Ghost Bears increase the cost to move all unit types by +1 WP per node.

Clan Jade Falcon: "Turkina's Talons" - Staunch traditionalists, the Falcons seek to employ Zellbrigen as often as possible. Any time a Jade Falcon unit targets an enemy unit, solo and that hasn't been declared as a target by any other unit previously unless that unit was destroyed, on the second and following consecutive turns, the Jade Falcon unit receives a -2 modifier on to-hit rolls against the target of their duel. This is lost and cannot be regained by any Falcon unit if multiple Falcon units fire on any one target in the course of the battle, as a free-for-all will have been opened. That traditionalism imposes a +2 TN modifier for any physical attacks and doubles the cost of all Melee Special Piloting Abilities. In addition, Falcon units cannot retreat from a node where they are the Defender unless at the "Crippled" level.

Clan (Other): "Mankind Redefined" - Clans not listed with a faction ability may take the SPA "Foot Cavalry" for all of their battle armor points at no cost. It's kind of lame, but they also don't get any negative trait, either, so.

Clan Wolf/CWiE: "Heirs of Kerensky" - Wolves of both stripes receive a 10% reduction in the cost of Special Piloting Abilities with the Gunnery or Command traits. An extensive logistics train has hampered their ability to expand their OZ, represented by rolling (2d10 - 1) x 10 WP at the start of each Resource Phase.

Manei Domini Enhancements

      With the "Peace of Blake" factional ability, Word of Blake players can elect to purchase Manei Domini enhancements for their MechWarriors, vehicle crews, and infantry formations.
Note 5: MechWarriors may have two Special Piloting Abilities max, two SPAs plus one MDE, or one SPA and two MDE, or just two MDEs. At no point may a MechWarrior benefit from more than three total enhancements, or more than two of one type.


EnhancementCost    Effect
Buffered VDNI40 WP-1 to Gunnery, may ignore +1 on Small Cockpits, roll 2d6 when component is crit, take pilot damage on 8+
Enhanced Multi-Modal30 WP2-hex Active Probe, or +3-hex range if unit has AP
Multi-Modal Cybernetic20 WP2-hex Active Probe, or +1-hex range if unit has AP
Myomer Full-Body Implant20 WPBattle Armor can take one extra point of damage, Infantry only
Pain Shunt30 WPPilot ignores damage from ammo explosion, heat, or VDNI feedback. No consciousness rolls made.
Prosthetic Leg MASC20 WP+1 MP, Infantry only

Triple-Core Processor40 WP+2 Initiative each turn, does not stack multiple times
Vehicular Direct Neural Interface50 WPPilot receives -1/-1 to skills, must roll 2d6 on internal hit, taking pilot damage on any 8+ roll


OmniMech Reconfiguration

One of the biggest improvements in 'Mech design came as a shock to the Inner Sphere in 3049 - the OmniMech. With the ability to be repaired and an entire weapons loadout switched in a matter of hours instead of weeks, Clan OmniMechs more than made up for their smaller numbers. During the Allocations Phase, players with previously-constructed OmniMechs may reconfigure them into a different version for 20% of the OmniMech's construction cost, to represent the need for the components required.

Ex; Fen is running Clan Wolf, Alpha Galaxy. Having played a few turns, he realizes his Timberwolf Prime's long range weaponry isn't as appropriate for the inevitable city fight it is going to soon get into, and thus he wants to swap to the Timberwolf H config. A Clan 75 ton 'Mech costs 170 WP, so to reconfigure it would cost 34 WP. If his current campaign is using Faction Special Abilities, this is reduced to 17 WP by way of "Omni Mastery."

Special Piloting Abilities Expanded

With the release of more support for SPAs, in the Alpha Strike Companion and Campaign Operations, there is now a host of further customization options for pilot improvement.
Note 6; I didn't want to redo the entire existing table to add these, but the list can be used without any other Advanced Rules. Campaign Operations has expanded explanations on SPAs where they aren't clear.

Skill Cost Effect Type
Cluster Hitter 50 WP +1 on Cluster Table OR Aimed Shot, all rolled Cluster hit same location G
Combat Intuition 60 WP Take 1 pt pilot damage at end of turn, next turn may move last OR move/shoot at any point P or G
Eagle's Eyes 30 WP 1 hex Active Probe, or +1 to existing. -2 to Cluster table for minefields, -2 TN to clear minefield. O
Foot Cavalry 20 WP +1 MP and +1 node move for battle armor O
Golden Goose 20 WP VTOL only, -1 TN against ground targets, -2 TN on bombing to-hit rolls O
Melee Master 40 WP May make an additional physical attack per turn M
Oblique Attacker 40 WP -1 TN for indirect firing, no spotter required G
Rangemaster 50 WP Can trade Medium or Long Range modifiers with Short, +4/+2/+0 or +2/+0/+4 G
Sandblaster 40 WP +2 Cluster table rolls at Long, +3 at Med, +4 at Short G
Sniper 40 WP May make Aimed Shots with Direct Fire weapon, -2 TN if also using TargComp G
Stand Aside 30 WP PSR at +2 TN, may move through hex occupied by enemy for +1 MP cost P
Strategic Genius 30 WP May reroll Initiative, second roll stands even if worse C
Street Figher 40 WP May make physical attack in shooting phase, instead of physical attack phase M
Swordmaster 40 WP May make Aimed Shots with melee weapon, or Armor Piercing attack at +2 TN to-hit, extra crit check at -1 if armor remains M
Urban Guerilla 20 WP +1 TN to-hit infantry units on urban mapsheets O
Zweihander 40 WP Two-handed physical attack, does normal damage + 1 pt/10 tons of attacking unit (+2 pts/10 tons with TSM) M

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