Operation:
Nachtfalke
A sleepy, previously unimportant Chaos March world
leaps into the forefront when a massive mineral deposit and a lode of Germanium
are found within days of each other on the world’s main continent. Because of
its location and the lack of an appreciable standing military force, not to mention the
newly discovered mineral wealth, it is highly sought after by many factions.
Each makes plans to send an expeditionary unit in the hopes of claiming the
planet for their own. Smelling profit, mercenaries and pirates are also
flocking to the world in droves.
This is a
planetary campaign for two or more players.
Initial Setup
Lay out
the node-based planetary map. Players roll 2d6 for initiative. With HIGHEST roll going first, they take turns selecting a single military
base as their starting point. Each player begins with a number of Warchest
Points (WP) based on the number of players in the campaign;
2 Players
– 200 WP
3 Players
– 150 WP
4+
Players – 100 WP
Warchest
Points are used to purchase battlefield units, pilots, and to pay for movement
or repairs. All military bases come equipped with a merchant, facilities for
purchasing/building units and academies for training personnel. Players use this beginning fund to purchase units prior to the start of the first Turn Sequence.
Turn Sequence (1 Turn = 1 Week of Game Time)
1) Resources
Phase – Each player roles 2d10 and adds the result x 10 Warchest Points to
their treasury. This represents resources sent by the player’s faction. Tax
revenue is then added based upon how many/which nodes are controlled.
2) Movement
Phase – Players roll 2d6 for initiative with the LOWEST score moving first.
Players alternate moving a single unit a single node at a time until all
desired movements have been made. Units follow routes of march between nodes.
Players cannot move through an enemy-controlled node, but may pass through
nodes belonging to an allied player with their permission. If a node is
uncontested or enemy-controlled with no opposing units present, the player must
end the turn with their unit located there to gain control. If there are enemy
units, combat ensues next phase.
3) Combat
Phase - Any opposing units left on a node together at the end of the
movement phase engage in a game of BattleTech. The mapsheets are determined by
the node, with the Defender (whichever player arrived first or already
controlled the node) setting up his/her units anywhere on the map* and the
Attacker (whichever was the last to move units) entering from whatever map edge
lies in the direction they arrived from. For example, if a player moves into
the capitol city of Nifleheim
from the north, the north edge of the mapsheets would be considered their home
edge. From one to four mapsheets may be used to represent the node, depending
on the number of total units;
A - Four or less total = 1 sheet.
B - 5 to 8 total = 2 sheets
C - 9 to 12 total = 3 sheets
D - 13 or more = 4 sheets.
Any mapsheets can be used, but for flavor purposes, try to use Military Base # 1 and #2 for MBs, Suburbs or Residential sheets for SCs, Skyscraper or DropPort sheets for LCs, Ishiyama Arena from Solaris VII for Ms, etc, with additional mapsheets drawn up based on the terrain surrounding the node, such as heavy forests, mountains, or coastlines. Bonus if a player records which maps are used for each node as it happens, so the same can be used for future battles.
* - Defenders may deploy up to half of their force, rounded down using "Hidden Unit" rules.
A - Four or less total = 1 sheet.
B - 5 to 8 total = 2 sheets
C - 9 to 12 total = 3 sheets
D - 13 or more = 4 sheets.
Any mapsheets can be used, but for flavor purposes, try to use Military Base # 1 and #2 for MBs, Suburbs or Residential sheets for SCs, Skyscraper or DropPort sheets for LCs, Ishiyama Arena from Solaris VII for Ms, etc, with additional mapsheets drawn up based on the terrain surrounding the node, such as heavy forests, mountains, or coastlines. Bonus if a player records which maps are used for each node as it happens, so the same can be used for future battles.
* - Defenders may deploy up to half of their force, rounded down using "Hidden Unit" rules.
4) Allocation
Phase - Players may purchase new units, repair damage and improve their
MechWarriors.
COSTS
Construction
As no war
can be waged without materials, players must bring into battle the finest of
war-machines. To build or purchase new units;
Unit Type | IS - C* - WoB | Clan |
---|---|---|
Battle Armor Squad/Point | 10 - 15 WP | 20 WP |
Light Vehicle/VTOL | 30 WP | 45 WP |
Medium Vehicle | 50 WP | 65 WP |
Heavy Vehicle | 80 WP | 95 WP |
Assault Vehicle | 110 WP | 125 WP |
ProtoMech Point | 50 WP* | 50 WP |
UltraLight 'Mech 15t | 30 WP | 40 WP |
Light 'Mech 20t | 40 WP | 50 WP |
Light 'Mech 25t | 50 WP | 60 WP |
Light 'Mech 30t | 60 WP | 70 WP |
Light 'Mech 35t | 70 WP | 80 WP |
Medium 'Mech 40t | 80 WP | 90 WP |
Medium 'Mech 45t | 90 WP | 100 WP |
Medium 'Mech 50t | 100 WP | 110 WP |
Medium 'Mech 55t | 110 WP | 120 WP |
Heavy 'Mech 60t | 120 WP | 140 WP |
Heavy 'Mech 65t | 130 WP | 150 WP |
Heavy 'Mech 70t | 140 WP | 160 WP |
Heavy 'Mech 75t | 150 WP | 170 WP |
Assault 'Mech 80t | 160 WP | 180 WP |
Assault 'Mech 85t | 170 WP | 190 WP |
Assault 'Mech 90t | 180 WP | 200 WP |
Assault 'Mech 95t | 190 WP | 210 WP |
Assault 'Mech 100t | 200 WP | 220 WP |
Superheavy 'Mech 105t* | 250 WP | N/A |
Movement
Without
movement, there can be no combat. Money must be paid to move a force from node
to node.
Unit Type | Movement Cost | Move Limit |
---|---|---|
Battle Armor Squad/Point | 5 WP | 1* Move |
Light Vehicle/VTOL | 7 WP | 3 Moves |
Medium Vehicle | 9 WP | 2 Moves |
Heavy Vehicle | 11 WP | 2 Moves |
Assault Vehicle | 12 WP | 1 Move |
ProtoMech Point | 6 WP | 2 Moves |
Light 'Mech | 8 WP | 4 Moves |
Medium 'Mech | 10 WP | 3 Moves |
Heavy 'Mech | 12 WP | 3 Moves |
Assault 'Mech | 18 WP | 2 Moves |
Superheavy 'Mech | 25 WP | 1 Move |
* Note - Battle armor may move on an OmniMech if they are capable of doing so (see the unit's rules). Their movement cost remains the same but they may move a number of nodes equal to or less than the 'Mech to which they are attached.
Components
When a
unit takes damage, it must be repaired. The cost of the repair depends on the
amount of damaged sustained and the type of battlefield unit. Battle armor,
vehicles and ProtoMechs cannot be repaired and must be purchased from scratch
if destroyed. Weapons may also be reloaded any time that a unit is repaired,
including the weapons for vehicles and infantry. "Damaged" refers to any amount of armor or critical space loss, "Crippled" is one or two Engine criticals, one Gyro critical, missing one or two limbs/side torso destruction, or the loss of a head*. "Destroyed" is missing three or more limbs/both side torso destruction, two Gyro criticals, or three Engine criticals/center torso destruction.
Weight Class | Damaged | Crippled | Destroyed |
---|---|---|---|
Light | 15 WP | 30 WP | 45 WP |
Medium | 30 WP | 45 WP | 60 WP |
Heavy | 60 WP | 75 WP | 90 WP |
Assault | 90 WP | 110 WP | 130 WP |
Superheavy | 100 WP | 150 WP | 200 WP |
Reloads
Ballistic, per ton, 3
WP
Missile, per ton, 6
WP
*Note - Whilst destroying the head of an enemy 'Mech effectively destroys the 'Mech on the field, for the purposes of repair cost, the loss of a head counts as a missing limb, and is covered under "Crippled". This means for the purpose of salvage (see below), it is almost always beneficial to take out the head of an enemy, repair the 'Mech, and put it back into the field.
*Note - Whilst destroying the head of an enemy 'Mech effectively destroys the 'Mech on the field, for the purposes of repair cost, the loss of a head counts as a missing limb, and is covered under "Crippled". This means for the purpose of salvage (see below), it is almost always beneficial to take out the head of an enemy, repair the 'Mech, and put it back into the field.
MechWarriors
All
starting MechWarriors enter play as 7/6 “ultra-Green" for free unless purchased at full cost below in addition to the cost of their unit. MechWarriors may be improved by paying the
difference in cost, once per turn in the Allocation Phase, between the current level and the next level of Skill Rating. This
can be done in increments each turn until the MechWarrior becomes a 2/1
“ultra-Elite,” the maximum level of improvement possible.
Rating | Piloting/Gunnery | Cost |
---|---|---|
Green | 6/5 | 30 WP |
Regular | 5/4 | 60 WP |
Veteran | 4/3 | 120 WP |
Elite | 3/2 | 200 WP |
Ultra-Elite | 2/1 | 400 WP |
* Note - For Battle Armor, use the Piloting column for their Anti-Mech skill, while Vehicles use the Piloting column for their Driving skill.
MechWarriors may be "healed" at a cost of 10 WP per wound during the Allocation Phase.
Special Piloting Abilities
Maximum
Tech introduced skills beyond simple Piloting and Gunnery to customize pilots.
This trend continues in Tactical Operations and Alpha Strike. Each MechWarrior may have a
maximum of two abilities at one time. Abilities stack with each other or with bonuses from HPG control in the case of Tactical Genius. SPAs come in five types - Piloting, Gunnery, Melee, Command, and Other. Only one instance of a Command SPA counts per side, per battle.
Ex; having four 'Mechs with MechWarriors that have "Tactical Genius" still only nets a +2 Initiative bonus per turn, total, but it also keeps the bonus alive if one of those 'Mechs is destroyed.
Ex; having four 'Mechs with MechWarriors that have "Tactical Genius" still only nets a +2 Initiative bonus per turn, total, but it also keeps the bonus alive if one of those 'Mechs is destroyed.
Skill | Cost | Effect | Type |
---|---|---|---|
Acrobat | 10 WP | Roll 1d6 - 1-4 = +1 jump MP, 5-6 = JJs fail | P |
Brawler | 20 WP | Range TN modifiers become -1/+2/+5 | G |
Cool Hand | 30 WP | -2 heat generated per turn | O |
Dodge | 20 WP | +2 TN to be hit by physical attacks, no physical attack is made in that turn's PA phase | P/M |
Maneuvering Ace | 30 WP | May Lateral Shift in a Biped 'Mech for 2 MP | P |
Marksman | 50 WP | -1 ranged attack TNs, unit cannot move that turn | G |
Melee Specialist | 40 WP | -1 TN for physical attacks OR +1 damage for PAs | M |
Sharpshooter | 60 WP | Range TN modifiers become +1/+2/+3 | G |
Speed Demon | 30 WP | +2 Running MP, no Ranged Combat attacks that turn | P |
Tactical Genius | 40 WP | +2 Initiative each turn | C |
Toughness | 30 WP | -2 TN for consciousness rolls | O |
Weapon Specialist | 60 WP | -2 TN with specific weapon declared at purchase | G |
NODES
Description
Nodes
represent towns, cities and other sections of the map that are of importance.
Controlling as many of these as possible is vital to victory. Each gives up tax
revenue in the form of C-Bills and/or some other benefit to the controlling player.
Node Type | Tax Revenue | Special Benefit |
---|---|---|
SC Small City | 5 WP | None |
LC Large City | 10 WP | May repair units without MB |
IC Industrial Complex | 10 WP | -1 WP ammo cost |
MB Military Base | 20 WP | Allows new units to be purchased |
Produce Field | 3 WP | 5 WP MechWarrior healing cost |
M Mine | 10 WP | 10% reduction in repair cost |
RC River Crossing | None | Half move cost/'Mech, double move cost/Vehicle |
MP Mountain Pass | None | Half move cost/Infantry, double move cost/'Mech & Vehicle |
HPG HyperPule Generator | 5 WP | +2 Initiative in all battles |
SPECIAL CASE RULES
Salvage
It is
inevitable that players will lose 'Mechs in the course of the campaign, or gain 'Mechs from winning the field of battle. When
this happens, the cost of repair might not be available for all crippled or
destroyed ‘Mechs. The player may sell the salvage for WP
gain, subtracting the level of damage from the base cost of the ‘Mech. For
example, a broke player has a destroyed Masakari/Warhawk that he decides to
sell. The base cost of the ‘Mech is 190 WP and the cost of repair on a "Destroyed" Assault
is 130 WP. By selling the Masakari, the player gains 190 – 130 = 60 WP.
Any 'Mech that is left on a node, whether due to pilot ejection or damages, becomes the salvage of the player that controls the node at the end of battle. If a 'Mech is repaired, it is considered to be at the node it was salvaged from at the start of the next Resources Phase.
Any 'Mech that is left on a node, whether due to pilot ejection or damages, becomes the salvage of the player that controls the node at the end of battle. If a 'Mech is repaired, it is considered to be at the node it was salvaged from at the start of the next Resources Phase.
POWs and Ejection
Players
may eject pilots before they are killed in combat. MechWarriors have 1 MP to
spend each turn until they retreat from the field on their home edge. Pilots
that end a turn in a hex that an enemy unit occupies are captured. These
MechWarriors can be executed or ransomed back at the capturing player's
discretion.
Alliances
Players
may wish to ally themselves with each other in the course of the campaign.
After the third campaign turn, any player may approach any other with the offer
of an alliance, the terms to be set between the two parties. Under an alliance,
players may move through each other's territory without needing to control any
of the nodes and may aid any allied forces in combat at a mutually occupied
node. Resources may be shared between allies as well. At the beginning of any
turn, any allied player may declare his/her intention to end the alliance. This
can cause combat to ensue at mutually occupied locations.
Clan factions can ally with other Clan factions without
penalty, as can Inner Sphere factions with other Inner Sphere factions. Clan and
Inner Sphere factions allied with one another suffer a -2 Initiative penalty in
combat where their ally is involved, and cannot share resources, but may still
move through one another’s occupied nodes.
3-Way (or
4-Way, 5-Way, etc) Battles
When more
than two players occupy a node during the start of the combat phase, a
multi-way battle erupts. Best judgement must be used when determining
initiative and home edges. There is a limit of five sides to a battle, with
four sides acting as attackers through the appropriate map edges and the fifth side acting
as the defender with the usual deployment. If more than five player forces are at a single node at one time, Alliances must be formed for at least the duration of that battle that brings the total number of sides to five or less.
Maximum Force Size
To prevent
one player from just sitting on a single node and building a regiment-sized
force, the maximum number of battlefield units that any player can have
deployed at a single time, including ‘Mechs, vehicles and infantry, is 24. Older
units may be sold as salvage so that new ones may be purchased.
HyperPulse Generator
For the purposes of selecting a starting position, a Word of Blake or ComStar player may opt to select an HPG in lieu of a Military Base. If this option is used, for the remainder of the campaign, the HPG is worth 10 WP for tax purposes, instead of 5 WP as normal or 20 WP per Military bases, and still provides the initiative bonus.
Losing a Military Base
While it
won't eliminate a player from the game, losing a sole military base can be a
crippling blow to the war effort. With a base of operations, a player;
1) Cannot
roll to gain resources
2) Cannot
build new units
3) May
continue to repair units if at least one Mine or Large City is occupied
4) Can
only gain resources from taxes
5) Can
improve MechWarrior piloting and gunnery numbers, but not purchase new
abilities
If a player recaptures their base or occupies
another, they may resume all normal activities.
Ending the Game
The game
ends when one of the following conditions are met;
1) Less
than half the starting number of players wishes to continue
2) Only
one player has units to field and no other player controls a military base to
purchase more
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