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BattleTech Player Boards => Fan Designs and Rules => Topic started by: Dread Moores on 03 December 2011, 12:18:38

Title: Fan Created Warchest Tracks
Post by: Dread Moores on 03 December 2011, 12:18:38
I pulled all the old tracks from the pages I saved from the archive. I'll copy them down below, and note the original poster. Mods, I wasn't sure if this was best in Fan Fiction or here, but it didn't exactly seem like fiction. Feel free to move it to wherever is most appropriate.

Edit: I'm only adding the tracks, not any of the old comments from the thread.
Title: Re: Fan Created Warchest Tracks
Post by: ScrapYardArmory on 03 December 2011, 12:26:30
Crazy, I was going to do something similar this weekend.

Do you need to do much in the way of formatting before getting them online?
Title: Re: Fan Created Warchest Tracks
Post by: Dread Moores on 03 December 2011, 12:36:14
Original poster: Taharqa

LIVE TO FIGHT ANOTHER DAY

SITUATION
Inbound, Sarna System
Sarna Commonality, Cappellan Confederation
29 May 3029

Well, this is the first time you have had a mission fragged before it even started.. You were supposed to be assisting the Fifth Syrtis Fusiliers’ assault on Sarna. But apparently, General Heart-of-Stone wanted all the glory of mopping up the local militia to himself and boosted his forces to 2.5Gs for the ride in. That put him on planet a full two days ahead of his merc support. However, the good General didn’t count on the militia being backed by four full regiments of the Big Mac. Now, while the Crater Cobras and Screaming Eagles keep the Big Mac busy, your unit has been reassigned to rescue what’s left of the Fifth and get out.

GAME SET-UP
   CBT: Use Swamp and River Terrain Maps in a chase format.
   AT2: Place space sheets end to end.


Attacker
   The attacker is made up of elements from McCarron’s Armored Cavalry and may field up to 150 percent of the attacker’s total deployed force. The Big Mac enter from the edge opposite to the player’s home edge. The Big Mac forces are considered Elite.  If using AT2 rules, the attacker enters with a Velocity of 7.

Defender
   The defender consists of up to 100 percent of the player’s total force. In addition, the players must field a Fifth Syrtis Fusiliers force equal to 50 percent of their deployed force. The Fifth Syrtis units are all damaged with 4d6 damage distributed in 5-point clusters. In addition, the Fifth Syrtis units have only one-quarter of their full ammunition. The Fifth Syrtis Fusiliers enter from the edge opposite to the player’s home edge on Turn 1. If using AT2 rules, all defenders enter with a Velocity of 5.


WARCHEST
Track Cost: 800 WP
Optional Bonuses (all bonuses cumulative):
   +200 Overwhelming Force: Increase the size of the attacking force to 200 percent of the defender’s size.
   +100 Limping Home: Two of the Fifth Syrtis units (randomly chosen) have damage affecting their mobility.  If the units are Battlemechs, roll a critical hit on either leg (chosen by the kick location table). If the units are vehicles, roll on the motive damage table and re-roll if the result is no effect or vehicle immobilization.  If the unit is an aerospace unit, treat it as if it has two engine hits. 
   +200 We Need More Time: The players force must stay on the map board for six turns after the last Fusiliers unit has exited. 

Victory Bonuses (bonuses not cumulative):
  +500 Marginal Victory: Completing one objective.
   +600 Partial Victory: Completing two objectives.
   +900 Total Victory: Completing all objectives.


OBJECTIVES
1. Rescue: At least 75 percent of the Fifth Syrtis Fusiliers must survive the track.
2. Give ‘Em Time: The player’s forces must stay on the map board for at least three turns after the last Fusiliers unit has exited.
3. Retribution: Destroy 50 percent of the attacking force.

SPECIAL RULES
   The attacker operates under Forced Withdrawal rules.

Salvage
   Because this track is a rescue mission, salvage is not available.
Title: Re: Fan Created Warchest Tracks
Post by: Dread Moores on 03 December 2011, 12:37:34
Original poster: Taharqa

WANTED, DEAD OR ALIVE

SITUATION
Planet 11B99782
Periphery
3014-3049


You don’t normally like to sub-contract, but that bounty hunter on Antallos offered you a pretty sweet deal. Seems he was able to ferret out the location of  the Jameson Gang’s hideout. He didn’t have enough firepower to bring down the notorious bandits, however, so he called in backup. That means you.  You are going in quick and quiet, so you can hopefully catch the Gang with their pants down. Best be careful, though, as these boys are ruthless and it wouldn’t take much to turn the hunter into the hunted.

GAME SET-UP
   CBT: Use Badlands and Desert Terrain maps.  The gamemaster must designate one hardened (CF 150) level 2 building covering four hexes and within 8 hexes of the of one map edge..
   AT2: Use space maps. The gamemaster should place a space station (Armor 50; SI 30) within 8 hexes of one map edge.


Attacker
   The attacker consists of up to 100 percent of the player groups’ total forces. The attacker enters play from the map edge opposite the defender’s objective building. If using AT2, the attacker’s starting Velocity must be 4 or less.


Defender
   The defenders are the Jameson Gang and should be a purely mech or aerospace force equal to 125 percent of the Attacker’s total deployed force.  The Jameson Gang has Veteran experience.  Two of the units are the Jameson brothers themselves, Jesse and Ian.  If using CBT rules, Jesse pilots a Marauder MAD-3R and Ian pilots a Grasshopper GHR-5H. If using AT2 rules, Jesse pilots a Reiver F-100 and Ian pilots a Stingray F-90. Both brothers are Elite pilots.  In addition, place four large laser turrets (CF 60) before the attacker deploys.  These turrets must be within 2 hexes of the objective building/space station.
The defender begins play within 5 hexes of the command building.  50% of the Defending force begins play on standby.  Beginning on the End Phase of Turn 2, each unit still on standby rolls 2D6. On a result of 9 or more, the unit starts up and may join play in the following turn.

WARCHEST
Track Cost: 500 WP
Optional Bonuses (all bonuses cumulative):
   +150 They Saw Us Coming: Only 25% of the Defending force begins on standby and they need only an 8 or better to start up.
   +150 Sand: Treat all clear level 0 terrain as Sand.
   +100 Mines: The Defender may pre-designate five command-detonated minefields before deployment.
   +200 Blowing Sand: Per rules on p. 153, CBTComp

Victory Bonuses (bonuses not cumulative):
   +600 Partial Victory: Completing two objectives.
   +900 Total Victory: Completing all objectives.


OBJECTIVES
1. Get your man. The two Jameson brothers are captured or killed.
2. Justice. The two Jameson brothers are captured alive (cripple or destroy units without killing pilot).
3. Wipe ‘em out. Destroy all defending forces.

SPECIAL RULES
   The attacker operates under fighting withdrawal rules.

Pirate Code
        Loyalty is not a strong point of most pirates.  On any round in which the Attacker outnumbers the Defender by 50% or more (including standby units), roll 2D6 for each remaining Defender unit. On a roll of 10 or more, the unit attempts to flee as per fighting withdrawal rules.  If Jesse Jameson’s unit has been crippled or destroyed, the unit only needs an 8 or more to flee, and if Ian Jameson’s unit has been crippled or destroyed, the unit only needs a 9 or more to flee.  If both Jameson brothers’ units have been crippled or destroyed, all remaining Defending units flee. 
Title: Re: Fan Created Warchest Tracks
Post by: Dread Moores on 03 December 2011, 12:40:52
Original poster: Taharqa

THE DIRTY SIDE OF WAR

SITUATION
Dawn River Region, Nova Roma
The Protectorate, Free Worlds League
5 July 3014

   Civil war is brewing in the Free Worlds League.  Frankly, you don’t have a preference between the two brothers, but Anton was willing to meet your price. However, you didn’t realize that your job would largely consist of mopping up after the Wolf’s Dragoons.  Their creative tactics “won” them the planet of Nova Roma in three days, but you are the ones who get to go in and clean out the nest of loyalist guerrillas who went to ground.  Not much glory in stomping out infantry and some antiquated tanks, but at least it beats garrison duty. Just don’t forget that the turncoat Bounty Hunter is out there somewhere too. 

GAME SET-UP
   CBT: River and Mountain Terrain maps.

Attacker
   The Attacker consists of up to 50 percent of the player groups’ total forces. The Attacker deploys from the map edge opposite the Defender’s map edge.

Defender
   The Defender is the local militia of Nova Roma and should be equal to 75 percent of the Attacker’s total deployed force. The militia is considered Green.  At least half of the units must be infantry and they possess no Battlemechs.  The Defender’s forces deploy from the map edge of their choice.

WARCHEST
Track Cost: 400 WP
Optional Bonuses (all bonuses cumulative):
   +300 The Bounty Hunter: The Bounty Hunter is providing support for the guerrillas (and probably hoping to cash in on some more salvage).  Follow the rules for the Bounty Hunter provided in Interstellar Players, with the following exception. The Bounty Hunter has not had time to repair and retrofit Kerensky’s Marauder, so he is still piloting a Warhammer WHM-6D.  For every four units fielded by the Attacker, the Bounty Hunter may include one other member of his team, in the following order: Phoenix Hawk, Shadow Hawk, Thunderbolt, Javelin.  Each of these pilots is considered Elite. The Bounty Hunter and his teammates are not included in the value of the Defender’s units, when determining force strength.
   +200 Ambush: Half of the Defender’s forces may begin play as Hidden Units anywhere on the map per the BMR rules.
   +150 Overwhelming Force: The Defender’s force is equal to 125 percent of the player’s deployed force.

Victory Bonuses (bonuses not cumulative):
   +200 Partial Victory: Completing one objective.
   +300 Total Victory: Completing all objectives.


OBJECTIVES
1. Ruin their morale. Destroy or drive off all opposing forces.
2. End this goose chase! Destroy all opposing forces. 


SPECIAL RULES
   The Defender operates under Forced Withdrawal rules.


AFTERMATH
   Slugging it out with guerrillas sure doesn’t leave a pretty sight afterwards. Don’t think you’ll write home to Mom about this one. Of course, you got some big kudos for shooting the Bounty Hunter out of his mech, not to mention the premium offered by the Wolf’s Dragoons for his Warhammer.  Too bad he punched out and got away.
Title: Re: Fan Created Warchest Tracks
Post by: Dread Moores on 03 December 2011, 12:42:12
Original poster: Taharqa

WHERE’S THE BEEF?

SITUATION
Hernandez Hacienda, Rio Vincente Valley
Cerillos, Free Worlds League
15 July 3014

This assignment stinks, literally. The countryside is beautiful, but guarding a stockyard full of oversized cattle isn’t the plummest assignment you could have gotten. Oh well, a merc has got to eat, right? At least this Caballero pays well and occasionally he even lets you sample some of his product.  Unfortunately, the recent strife in the Free Worlds League has encouraged a bit of Lyran adventurism and it looks like they have a taste for some red meat, too.


GAME SET-UP
   CBT: Use Open Terrain and River Maps. Set up three Medium Level 1 buildings (CF 25) within five to ten hexes of one map edge and within three hexes of one another.
   AT2: Same as for CBT. Players should use the Low Altitude Operations rules and Aerospace Units and Battletech rules for this track.

Attacker
   The Attacker is an unidentified Lyran unit equal to 75 percent of the Defender’s deployed force. They are considered Regular. The Attacker deploys from the map edge farthest from the objective buildings.

Defender
   The Defender consists of up to 25 percent of the player groups’ total forces. In addition, the players may add a lance of the Sixth Orloff Grenadiers.  The Grenadiers are a Veteran force.  The Defender deploys within 5 hexes of the objective buildings. The Grenadiers arrive at the end of Turn 3 and deploy from the map edge closest to the objective buildings.

WARCHEST
Track Cost: 300 WP
Optional Bonuses (all bonuses cumulative):
   +150 Overwhelming Force:  Change the Attacker’s forces to 125 percent of the player’s deployed force.
   +100 High Winds: Per the rules on p. 153, CBTComp.
   +300 Surprise: Half of the player’s force begins outside their vehicles. At the end of each turn, each unmanned unit rolls 2D6. On a roll of 9 or better, the unit may start up and begin movement on the next turn. In the case of AT2, this means that the unit is grounded and will have to take off.

Victory Bonuses (bonuses not cumulative):
   +200 Partial Victory: Completing two objectives.
   +300 Total Victory: Completing all objectives.


OBJECTIVES
1. Defend those cows! All three objective buildings must survive the track.
2. Take this! Destroy at least half of the Lyran force.
3. And that! Destroy the entire Lyran force. 

SPECIAL RULES

Forced Withdrawal
   The Attacker operates under Forced Withdrawal rules.

Just Scouting
   The Lyrans are primarily testing defenses, and will withdraw their forces when they are reduced by half.

Salvage
   The players may only claim salvage on units destroyed by their forces, not those destroyed by the Orloff Grenadiers.

Stampede!
   The three objective buildings contain cattle. Rather than defending the buildings, the players may release the cattle and attempt to get them to escape.  Any Defending unit that ends the turn next to an objective building may release the cattle in that building during the End Phase of that turn.   Treat the cattle in each building as equal to four platoons of unarmored infantry.   If a unit occupies the same hex as a cattle unit at the beginning of a turn, the unit may herd the cattle in the direction he wishes by moving only one hex.  Otherwise, roll 1D6 to randomly determine the direction the cattle take, starting with “1” as North and moving clockwise around the hex.  A building is considered to have survived for the purposes of Objective 1 if three or more of its’ cow “platoons” survive the track.

AFTERMATH
   Smells like a barbecue around here.  It looks like those Lyrans were sniffing out the level of defenses on the border. They might be back, but its’ not your problem. Your contract is up at the end of the month and the trouble you hear is brewing in the rest of the Free Worlds League is making you salivate at the prospect of some juicier assignments. Or it could be the smell of barbecue.
Title: Re: Fan Created Warchest Tracks
Post by: Dread Moores on 03 December 2011, 12:44:41
Original poster: Taharqa

THROWN TO THE WOLVES

SITUATION
Hollis Industries Weapons Plant
Urselnova, Emris IV
The Protectorate, Free Worlds League
18 August 3014

     Working security for Hollis Industries seemed like a pretty plush set-up.  They pay decently and Emris IV ain’t such a bad place for a little R&R. 
   Then Wolf’s Dragoons landed.  All hell has broken loose and the past few days have seen the Dragoons pushing back the Ninth Marik Militia from Urselnova Proper at great cost to both units.  Luckily, you have managed to stay out of the fighting so far. The way you figure it, your job is to defend the factory proper as a last line of defense.  But your luck is about to run out as you have received reports that the Ninth is pulling out of the city and Dragoon elements are converging on the factory. You sent the info up to Corporate and received the following chilling response: Hold the line at all costs. Damn suits.

GAME SET-UP
   CBT: Use Urban Terrain maps. Place five Level 1 medium (CF 25), two Level 2 Heavy (CF 60), and three Level 2 Reinforced (CF 90) buildings on each map sheet.
   AT2: Same as for CBT, plus additional maps for Low Altitude Operations. Players should use the Low Altitude Operations rules and Aerospace Units and Battletech rules for this track.


Attacker
   The Attacker’s force consists of elements from Wolf Dragoon’s Beta regiment.  The Attacker comes in two waves. The first wave is equal to 75 percent of the Defender’s total deployed force and enters from the starting edge opposite the Defender’s starting edge on Turn 1.  The second wave is equal to 50 percent of the Defender’s total deployed force and enters on the turn after the first wave of Attackers is reduced to 50 percent or less of their original units. The Wolf’s Dragoons units are considered Elite. 

Defender
   The Defender consists of 100 percent of the player groups’ total forces. In addition, the players may add up to two lances from the Ninth Marik Militia.  These units are considered Regular.


WARCHEST
Track Cost: 600 WP
Optional Bonuses (all bonuses cumulative):
   +100 BOOM! Several of the buildings contain highly explosive material. Any time a building takes more than 10 points of damage in a single turn, roll a 1D6. On a roll of 6, the building explodes doing 30 points of damage to its hex and all surrounding hexes.  Roll only once for each building.
   +200 Out of the Frying pan… The second wave of Attackers is equal to 75 percent of the Defender’s total deployed force.
   +200 Night Combat: See p. 87, BMR

Victory Bonuses (bonuses not cumulative):
   +800 Partial Victory: Completing one objective.
   +1000 Total Victory: Completing both objectives.


OBJECTIVES
1. Survive. Withstand the Wolf’s Dragoons attack by destroying or forcing the withdrawal of all enemy units.
2. Save the Ninth! Keep at least half of the Ninth Marik Militia units operational.


SPECIAL RULES

Forced Withdrawal
   The Attacker operates under Forced Withdrawal rules.

Previous Damage
   Both Wolf’s Dragoons and the Marik Militia (if used) have prior damage. Roll 3d6 damage for each unit and apply in 5-point clusters.  The Wolf’s Dragoons have had a chance to reload, but the Marik Milita have only half the usual ammunition for ballistic and missile weapons.

Salvage
   If you win the track, you may only salvage your own units.

Turrets
   The Defender may place four autocannon/10 turrets (CF 50) on any of the buildings they choose.  The turrets have 20 rounds of ammunition each.

Gift
   If the players achieve a total victory, the Ninth Marik Militia will reward them by providing them with new units equal to one-quarter of the tonnage of the Ninth Marik Militia units that were saved.  These units should be determined form the Free Worlds League Random Assignment Table.

AFTERMATH
   You now count yourself one of the few units to face the Wolf’s Dragoons and live to tell the tale.  It certainly looked like the end for a moment there. But after you beat back the initial assault, you received a communication from the Dragoons. In recognition of your valiant stand (and probably too avoid any further casualties of their own), they would allow you to surrender peacefully. In exchange, they would provide off-world transport and full salvage of your own equipment.  With news that the Sixth and Ninth Marik Militias had both jumped out and apparently your bosses had as well, you decided that discretion was the better part of valor and accepted. 
   Who said there was no honor among mercenaries?
Title: Re: Fan Created Warchest Tracks
Post by: Dread Moores on 03 December 2011, 12:46:53
Original poster: Taharqa

A QUESTION OF LOYALTIES

SITUATION
Sofia, Vanra
Duchy of Orloff, Free Worlds League
6 January 3015

This time Anton is going to make sure the Sixth and Ninth Marik Militia don’t get away. You have jumped to Vanra as part of a large Rebel forces tasked with putting these wounded Loyalist units out of their misery. They have dug themselves into the city of Sofia pretty snug, but your superior numbers should win the day. You aren’t too happy about being assigned to the same flank as those shifty Fourth Regulan Hussars, but a job is a job.

GAME SET-UP
   CBT: Use Hill Terrain maps.
   AT2: Same as for CBT. Players should use the Low Altitude Operations rules for this track.


Attacker
   The attacker is up to 75 percent of the players’ total force. In addition, the attacking forces must include elements of the Fourth Regulan Hussars equal to 50 percent of the players’ deployed force.   The Fourth Regulan Hussars are a Veteran unit. The Attacker deploys from the map edge opposite the Defender.

Defender
   The defender consists of elements of the Ninth Marik Militia equal to 50 percent of the Attacker’s total deployed force.  These forces are considered Regular. These forces may also include mechanized infantry units (gamemaster’s choice).  The Defender begins play within 8 hexes of a chosen map edge.

WARCHEST
Track Cost: 500 WP
Optional Bonuses (all bonuses cumulative):
   +300 Dug In.  Half of the defender’s units may be designated as hidden units and placed anywhere on the game board.
   +100 Mines. The Defender may pre-designate six minefields before deployment.
   +200 Last Stand. Increase the Defender’s force size to 75 percent of the Attacker’s total deployed force.

Victory Bonuses (bonuses not cumulative):
   +300 Partial Victory: Completing one objective.
   +500 Total Victory: Completing both objectives.


OBJECTIVES
1. Crush the Ninth! Destroy all of the Defender’s forces.
2. Kill the Traitors! Destroy or force all of the Fourth Regulan Hussars from the map.

SPECIAL RULES

Forced Withdrawal
   The Fourth Regulan Hussars operate under Forced Withdrawal rules. This is the last stand for the Ninth Marik Militia. They will not withdraw.

Turncoats!
   The Fourth Regulan Hussars are ready to switch sides.  At the end of each movement phase, roll 2D6.  On the first round, a roll of 12 indicates that the Hussars have switched sides and will begin firing on the player’s units.  On subsequent rounds the target number declines by one each round (11 on the second, 10 on the third, and so on).  If the Defender’s forces are reduced to less than 25 percent of their starting value, the Hussars will automatically switch sides.
   The Defender will not immediately realize what is happening and will continue to fire on both Hussars and the players’ units for some time.  At the end of each turn after the Hussars have switched allegiances, roll a 2D6.  On a roll of 9 or higher, the Defender recognizes what is happening and stops firing on the Hussars. 
  If possible it would be best to have a third party play the Regulan Hussars.


AFTERMATH
    Sons-of-bitches! May those Regulan dogs rot in hell! Of course, they payed in triplicate for the devastation their treachery wrought.  You are quickly learning that it doesn’t pay to cross Wolf’s Dragoons.
Title: Re: Fan Created Warchest Tracks
Post by: Dread Moores on 03 December 2011, 12:51:16
Original poster: Taharqa

REBEL SCUM

SITUATION
Fuentes
The Protectorate, Free Worlds League
24 April 3015

Things aren’t going so well for Anton these days.  His offensive has completely stalled out and the vultures are now gathering around his few remaining strongholds. Your crew snagged a contact to support Smithson’s Chinese Bandits. It seems the Bandits have some business to finish with the remains of the Seventh Ducal Guards and the Fifth Regulan Hussars.  Initial contact smashed both commands, but now the Bandits want you to just keep the Guards occupied while they hunt down the remaining Hussars.  You have decided you are going to do them one better and steal some of the glory by eliminating the Guards yourselves. 

GAME SET-UP
   The goal of this track is to eliminate the remains of the Seventh Ducal Guard.  The gamemaster and players have free reign to decide how to pursue this goal. You may use a single scenario or multiple linked scenarios. Use any Terrain maps (all systems).


Attacker
   The attacker consists of 100 percent of the players’ total force.   

Defender
   The Defender consists of the remains of the Seventh Ducal Guard and is considered Green.  The total forces available to the Ducal Guards are two Mech companies and one aerospace fighter squadron.  In no single scenario should the Defender’s force be more than 125 percent or less than 75 percent of the Attacker’s force.

WARCHEST
Track Cost: 800 WP
Optional Bonuses (all bonuses cumulative):
   +150 Repeat HQ? Because of a Mobile HQ, The Ducal Guard gain a +1 bonus to initiative in all scenarios. This bonus is negated if the Mobile HQ is captured or destroyed.
   +150 April Showers Bring May Flowers. The gamemaster should choose one weather condition from the CBTComp for each scenario.
   +100 The Natives are Restless. Some of the locals are sticking with Anton. In CBT games, add six platoons of infantry (gamemaster’s choice) to the Guards total forces. In an AT2 game, add a squadron of conventional fighters. 

Victory Bonuses (bonuses not cumulative):
   +1100 Total Victory: Completing the objective.


OBJECTIVES
   1.    Eliminate the Seventh Ducal Guard. Destroy the enemy forces as a functional fighting unit. If playing a purely CBT or AT2 game, the players may ignore the aerospace units or ground units, respectively, in reaching this goal.

SPECIAL RULES

Forced Withdrawal
   The Defender operates under Forced Withdrawal rules.

Surrender
   The Seventh Ducal Guards are demoralized and downtrodden. They are likely to surrender if pressed into a tough situation. On any turn in which an enemy unit is within three hexes of a Guards unit, the Guards unit might surrender if any of the following conditions are met:
Surrender is not automatic.  Roll 2D6. If the Guards are outnumbered by more than 2 to 1, the unit will surrender on a 7 or greater.  If the Guards outnumber their opponents by more than 50 percent, the unit will surrender on an 11 or greater. In all other cases, the unit will surrender on a 9 or better.  This target number can be modified by other units in the area. For every friendly unit within three hexes, add 1 to the target number. For every enemy unit within three hexes  (besides the first) subtract 1 from the target number.
Title: Re: Fan Created Warchest Tracks
Post by: Dread Moores on 03 December 2011, 12:56:30
Original poster: Taharqa

WOLF’S BAIT

SITUATION
Sophie’s World
The Protectorate, Free Worlds League
17 October 3014

Anton’s forces have been tied up in a hit-and-run campaign on Sophie’s World for more than a month now.  Your unit has been held in reserve, but you just heard that reinforcements are on the way.  The goal is to land the reinforcements behind the enemy, encircle them, and then crush them.  The only trick is that somebody has to keep them busy long enough for the new guys to get into position.  Guess who gets that job?

GAME SET-UP
   CBT: Use Forest Terrain maps.
   AT2: Use Forest and Mountain Terrain maps. Players should use the Low Altitude Operations rules for this track.

Attacker
   The Attacker consists of elements of the First Atrean Dragoons and should equal 125 percent of the player’s total deployed force, not including the Wolf’s Dragoons reinforcements.  The First Atrean Dragoons are considered Regular.  They may choose one map edge for deployment.

Defender
   The Defender consists of up to 50 percent of the players’ total forces. They deploy from the southern map edge.   Later in the track, the Defender receives reinforcements from Wolf’s Dragoons’ Alpha regiment.  These units should equal 100 percent of the players’ deployed force. The Wolf’s Dragoons forces are considered elite. The players' initial forces deploy from the map edge opposite the Attacker. Wolf’s Dragoons deploy from the same map edge as the Attacker.


WARCHEST
Track Cost: 300 WP
Optional Bonuses (all bonuses cumulative):
   +100 Mines: The Attacker may pre-designate six minefields before deployment.
   +200 Bad Footing: All zero-level clear hexes are considered Deep Mud as per the rules in the CBTComp.
   +200 Sharpshooters: Increase the skill level of the First Atrean Dragoons to Veteran.

Victory Bonuses (bonuses not cumulative):
   +100 Marginal Victory: Completing one objective.
   +200 Partial Victory: Completing two objectives.
   +350 Total Victory: Completing all objectives.


OBJECTIVES
1. Spring the Trap! Prevent at least 50 percent of the Attacker’s force from exiting via the Defender’s home edge.
2. Ruthless. Destroy all Attacking units.
3. Competition. Destroy more units than Wolf’s Dragoons.


SPECIAL RULES

The Trap
   The players’ goal is to hold the First Atrean Dragoons long enough for Wolf’s Dragoons forces to encircle them.  At the beginning of the sixth round and every round thereafter, roll 2D6.  On a roll of 9 or higher, the Wolf’s Dragoons reinforcements arrive.
   As soon as the Wolf Dragoons forces arrive, the remaining Defenders will attempt to exit via the players’ initial home edge.

Salvage
   The players may only salvage units destroyed by their own forces.
Title: Re: Fan Created Warchest Tracks
Post by: Dread Moores on 03 December 2011, 13:01:06
Original poster: Taharqa

HELL HATH NO FURY…

SITUATION
Cienfuegos, New Delos
The Protectorate, Free Worlds League
25 March 3015

Note to self: never piss off Wolf’s Dragoons. You have had a bad feeling in your gut ever since you heard about the unfortunate “incident” with Joshua Marik.  Now the Dragoons are back and clearly won’t be satisfied until they lay waste to anything and anyone associated with Anton Marik.  You can read the writing on the wall. Its time to get out while you still can.  I suppose that might be interpreted as reneging on your contract, but you lost all contact with Cienfuegos HQ about an hour ago and the odds are that your employer is already dead.  No use telling that to the Dragoons though. They seem to be in a “shoot first, ask questions later” kind of mood.

GAME SET-UP
   This track has two parts. Players may play one or both parts. Part A involves breaking through enemy lines to reach the spaceport. Part B involves transiting out of system through a Wolf’s Dragoons blockade.
   CBT: Use Urban Terrain maps in a Chase format. The gamemaster should place both buildings and rubble on the map to indicate the damage done in the fighting.
   AT2: Place space maps end-to-end. Designate one end as the Space/Atmosphere interface.

Attacker
   The attacker consists of elements of Wolf’s Dragoons.  They are considered Elite. 
   Part A: The Attacker should equal 100 percent of the Defender’s total deployed force and deploys from the map edge opposite the Defender.
   Part B: The Attacker should equal 100 percent of the Defender’s total deployed force and should begin play in the middle of the map at velocity of no greater than 5.
   
Defender
   Part A: The Defender should consist of 50 percent of the players’ total forces.  (Assume the remaining forces are already at the spaceport). They choose one side from which to deploy their forces.
   Part B: The Defender should consist of 100 percent of the players’ total forces. If they do not possess a Dropship, then assume that they commandeered a Union-class Dropship at the spaceport. The Defender begins play on the Atmospheric Row 1 of the Space/Atmosphere interface at a velocity of 2.
   

WARCHEST
Track Cost: 500 WP (Part A or B)/800 WP (both parts)
Optional Bonuses (all bonuses cumulative):
   +300 Overwhelming Force (Part A or B): Increase the Attacker’s deployed force to 150 percent of the Defender’s deployed force.
   +150 Forest Fire (Part A): The forest fire burning outside of Cienfuegos has reduced visibility. The smoke from the fire has the same effect as fog, per the rules on p. 153, CBTComp.
   +100 Dusk/Dawn Combat (Part A): Per rules on p. 152, CPTComp.
   +100 Asteroids (Part B): Place 5 medium asteroids randomly on each map sheet.
   +150 Heavy Gravity (Part B): It takes 3 thrust points to increase velocity by 1 in the space/atmosphere interface and velocity is reduced by 2 at the End Phase of every turn.
   
Part A Victory Bonuses (bonuses not cumulative):
   +400 Partial Victory: Completing one objective.
   +600 Total Victory: Completing both objectives.
Part B Victory Bonuses (bonuses not cumulative):
   +400 Partial Victory: Completing one objective.
   +600 Total Victory: Completing both objectives.


OBJECTIVES
1. Escape! Exit from the Attacker’s home edge with less than 25 percent losses.
2. Something to Remember You By. Inflict more losses on Wolf’s Dragoons than they inflict on you. 

SPECIAL RULES
   
   Pissed Off
   The Defender’s units do not follow the Forced Withdrawal rules.  If a Defender’s unit is damaged to the point where the unit would have normally been forced to withdraw, the unit instead gains a –1 bonus to both piloting and gunnery skills. In addition, Defending units can ignore consciousness rolls until they reach three or more pilot hits.

AFTERMATH
   Looks like you backed the wrong horse in this one.  At least when you are fighting for a paycheck and not national loyalty, they don’t shoot you when you make that kind of mistake.  I guess you are going to need to find a new boss.

ADDITIONAL HOOKS

Expansion Ideas
   You could have the players’ ground forces not engaged in Part A fight a holding action at the spaceport.
Title: Re: Fan Created Warchest Tracks
Post by: Dread Moores on 03 December 2011, 13:03:14
Original poster: Taharqa

NOW YOU SEE ME, NOW YOU DON’T

SITUATION
Sophie’s World
The Protectorate, Free Worlds League
20 September 3014

With Janos Marik desperate to stall the rebel advance, he is handing out some pretty lucrative contracts.  Of course, this assignment isn’t exactly a cakewalk.  Your job is to delay Anton’s troops on Sophie’s World using a series of hit-and-run tactics and guerilla-style warfare. This kind of work sure gets your adrenaline flowing. Just don’t get pinned down because the rebs have got the numbers on you.

GAME SET-UP
   CBT: Use any maps.
   AT2: Use any maps. Players should use the Low Altitude Operations rules for this track.

Attacker
   The Attacker is made up of elements from the Third Marik Militia equal to 125 percent of the Attacker’s total deployed force.  The Third Marik Militia is a Veteran unit. The Attacker deploys from the map edge opposite the Defender.

Defender
   The Defender consists of 50 percent of the players’ total force.  Half of Defender’s force may deploy using Hidden Unit rules anywhere on the map. The remainder must choose one map edge for deployment.


WARCHEST
Track Cost: 400 WP
Optional Bonuses (all bonuses cumulative):
   +200 Reinforcements: At the end of every round after the first Attacking unit is destroyed, roll 2D6.  On a roll of 8 or higher, additional Third Marik Militia units equal to 50 percent of the Defender’s total deployed force enter from the Attacker’s home edge.
   +100 Artillery: The Attacking forces include two Long Tom artillery units at no cost, located two mapboards away.
   +250 Deep Snow: Its winter on Sophie’s World.  All zero-level clear hexes are treated as deep snow hexes.  All water hexes are frozen and treated as ice hexes.

Victory Bonuses (bonuses not cumulative):
   +200 Marginal Victory: Completing one objective.
   +400 Partial Victory: Completing two objectives.
   +600 Total Victory: Completing all objectives.


OBJECTIVES
1. Set the Trap! Destroy or disable at least 25 percent of the Attacker’s initially deployed force before exiting any units from the map.
2. Fall Back! 75 percent of the Defender’s deployed force must exit from the Defender’s home map edge.
3. Seeing Red! Destroy or disable at least 50 percent of the Attacker’s initially deployed force before exiting any units from the map.


SPECIAL RULES
   
Salvage
   Because this is a hit-and-run attack, no salvage is available from this track.


AFTERMATH
   They sure fell for it. You almost feel sorry for those poor bastards, but war is war.  Speaking of which, you just got word that some more rebel troops landed and caught the First Atrean Dragoons in a squeeze play. You held them as long as you could, but now its time to bug out.


ADDITIONAL HOOKS

Expansion Ideas
   The goal of this track is to lead the enemy into an ambush. You could expand on the mission by having the players’ remaining forces lay the ambush, possibly with some help from the Sixth Marik Militia.
Title: Re: Fan Created Warchest Tracks
Post by: Dread Moores on 03 December 2011, 13:05:08
Original poster: Taharqa

LEARN BY DOING
 
SITUATION
New Greenland Mountains, New Olympia
Marik Commonwealth, Free Worlds League
20 October 3014

    It was supposed to be an easy job. Help train some cadets at the Allison Mechwarrior Institute and Lloyd Stanley-Marik Aerospace School in mercenary tactics.  You just had to smack these kids into shape, collect your paycheck, and enjoy the beautiful scenery of the Garden of the Gods.
     Then the Marik Civil War decided to park its problems right at your doorstep. The rebels think they will have an easy time rounding up a bunch of wet-behind-the-ear cadets.  You are here to prove them wrong.

GAME SET-UP
     This track has two parts. Players may play one or both parts. Part A involves an aerial defense of the school. Part B involves a ground raid on the enemy’s airfield.
   CBT: use Mountain Terrain and Flatland Terrain maps to create a mountain valley. Place an airstrip somewhere on the map. Treat twenty contiguous non-water hexes with no elevation change as Paved.  Around this airstrip, place three level 1 medium buildings (CF 25). At one end of the runway create a 3x3 hex square of pavement. On this square place six unmanned aerospace fighters.  Roll 1D6 to determine the type of aircraft (1-2=Cheetah; 3-5= Stingray; 6=Riever).
   AT2: Use Mountain Terrain maps. Players should use the Low Altitude Operations rules for this track.

Attacker
   Part A: The Attacker consists of elements from the Eighteenth Marik Militia. The Eighteenth is a Regular unit. The Attacker’s forces are equal to 100 percent of the Defender’s total deployed forces. The Attacker deploys their forces from the southern map edge with a maximum velocity of 4.
   Part B: The Attacker consists of up to 25 percent of the player’s total forces. The players’ forces are augmented by a group of cadets equaling 200 percent of the players’ deployed force. The cadets are Green. The cadets are in a mix of Chameleons and Stingers. The Attacker deploys from the map edge farthest from the airfield.

   

Defender
   Part A: The Defender consists of up to 25 percent of the player’s total forces. The players’ forces are augmented by a group of cadets equaling 200 percent of the players’ deployed force. The cadets are Green and all of them are flying Cheetahs. The Defender deploys from the northern map edge with a maximum velocity of 4.
   Part B: The Defender consists of elements from the Eighteenth Marik Militia. The Eighteenth is a Regular unit. The Defender’s forces are equal to 50 percent of the Attacker’s total forces. The Defender deploys their forces within five hexes of the airfield.

WARCHEST
Track Cost: 400 WP (Part A or B)/700 (both parts)
Optional Bonuses (all bonuses cumulative):
   +200 Stiff Defense (Part B): Increase the size of the Defender’s force to equal 100 percent of the player’s total deployed force.
   +200 Aces (Part A): Increase the skill of the Attacker to Veteran.
   +100 Rain: Per the rules on p. 153, CBTComp.
   
Part A Victory Bonuses (bonuses not cumulative):
   +300 Partial Victory: Completing one objective.
   +500 Total Victory: Completing both objectives.
Part B Victory Bonuses (bonuses not cumulative):
   +200 Marginal Victory: Completing one objective.
   +400 Partial Victory: Completing two objectives.
   +600 Total Victory: Completing all objectives.


OBJECTIVES
SPECIAL RULES

Forced Withdrawal
   All forces operate under Forced Withdrawal rules.

Take Off (Part B)
   The aerospace fighters begin the track grounded and unmanned. At the end phase of each turn, roll 2D6 for each remaining unmanned fighter. On a roll of 9 or higher, the pilot has reached the fighter and it may begin moving next round. Each fighter must be taxied to the runway before it can take off. Taking off requires one turn and occurs during the movement phase.  Only one fighter each turn may use the runway to take off. 
   The buildings next to the airfield may initially contain pilots and thus the players may be able to eliminate these pilots before they reach their fighters.  When one of these buildings is destroyed, roll 1D6 and add the number of pilots still alive that have yet not reached their fighter.  On a result of 7 or higher, one (randomly selected) pilot has been eliminated. 
   At their option, the players and gamemaster may use the Low Altitude and Aerospace Units and Battletech rules to use these fighters in the track once they have taken off.

Gift
   If the players achieve a Total Victory in both parts, the two schools will gift them with a single Aerospace or Mech unit randomly selected from the FWL tables.

AFTERMATH
   Who says those who teach can’t do? You have to hand it to these cadets. They took a beating, but they tied up the Eighteenth long enough for the Twenty-First Centauri Lancers to bring in reinforcements.  Of course, they had excellent teachers.
Title: Re: Fan Created Warchest Tracks
Post by: Dread Moores on 03 December 2011, 13:06:51
Original poster: Specter83

THE DRAGON WEEPS

The Dragon slumbers
enemies lurk and then strike
tear rain from the sky

SITUATION
Sigmundrac, Alrakis
Dieron MilitaryDistrict, Draconis Combine
16 April 3039

     Federated Commonwealth forces have begun combat dropping units in hopes of crushing Alrakis’ defenders before proper resistance can be mounted.  Your unit has been deployed to aid the local militia and the defending Eleventh Legion of Vega.  The Twenty-Third Arcturan Guards are bearing down on the capital city of Sigmundrac with alarming speed. 
     Vital supplies within the capital as well as security sensitive documents must be evacuated before the enemy can come to possess them.

GAME SET-UP
CBT: Use three maps in a Chase format.  The middle map is an Urban terrain map.  The outside maps should be Hill terrain.  Deploy five level one light buildings, three level two medium buildings, and two level three heavy buildings in the Urban map.
AT2:  Use at least two space maps in Chase format.  Deploy a small space station within three hexes of the East edge of the West map.
RPG: Same as CBT set-up.

ATTACKER
     The Attacker is elements of the Twenty-Third Arcturan Guards.  The Attackers force is 125 percent of the Defenders deployed force and is considered Veteran.
     The Attackers force will deploy on turn 2 from the West side of the map.

DEFENDER
     The player group is the defender and may use up to 50 percent of their total force.  The Defender sets up anywhere within five hexes of a building or space station as appropriate.

WARCHEST
Track Cost: 350 WP
Optional Bonuses (all bonuses cumulative):
   -100 Local Militia: Add 5 rifle infantry platoons to the defending force.  These troops may begin the game hidden in any of the buildings.  For AT2 games, the defending player may add an additional 10 percent to his deployed force with light aerospace fighters only.  These additional units are considered green.
   +150 Heavy Rain:  Per the rules on p.153, CBTComp (or p.12, MT).  For AT2 games, the same to-hit and piloting penalties apply, as a result of the track tacking place in a dust ring inside the Alrakis system (the debris is not large enough to follow the Asteroid rules).
   +200 Overwhelming Odds: Add 25 percent to the Attackers deployed force.

Victory Bonuses (not cumulative):
   +250 Partial Victory: Completing two objectives.
   +500 Total Victory: Completing all objectives.

OBJECTIVES
   1.  Feed the Dragon:  Evacuate at least half of the objective units off of the East edge of the battle field.
   2.  Suffer not for the Dragon:  Move at least 75 percent of your force off the East edge of the battlefield.
   3.  Avenge the Dragon: Drive off or eliminate at least 75 percent of the Attackers force.

SPECIAL RULES
   The following rules are in effect for this track:

Important Materials
   Add four transports or similar units as appropriate to the defender's force.  These units are objective units and are considered green.

Salvage
   Salvage is unavailable for this track.

Forced Withdraw
   The Attacking units operate under Forced Withdrawal rules (see pp. 135-136, DotJ).

AFTERMATH
   The Legion of Vega paid dearly in the weeks following the invasion in a attempt to uproot the invading Commonwealth forces.  Quick thinking by Tai-sa Esau Olivares evacuated supplies, personnel, and sensitive material from falling to the enemy as Sigmundrac was quickly overrun.

ADDITIONAL HOOKS
   What was going on in Sigmundrac that required your force to personally see to its removal ahead of an enemy advance?  The Lyrans seemed a bit anxious to raid the planet's capital city.  Did they know more than your superiors let on?  Whats the real story behind the Alrakis’ role in this invasion?

Expansion Ideas
   The evacuation of Alrakis was only deemed necessary after several days of pitched bloody fighting.  The Lyran assault pushed the DCMS into the mountains before the final order to retreat from the planet was given.  The last Legion forces lifted off planet on the 24th of July.
Title: Re: Fan Created Warchest Tracks
Post by: Dread Moores on 03 December 2011, 13:07:52
Original poster: Taharqa

HIT ‘EM WHEN THEY ARE DOWN

SITUATION
Concord
Silver Hawks Coalition, Free World League
13 July 3014

This Marik Civil War sure is a good thing for the merc business. Contracts are popping up everywhere. Take this current job, for example. It seems the Elsies are looking to take advantage of the chaos in the Free Worlds League. They are launching recon and objective raids all across the border. You landed a contract to take out a supply depot on the world of Concord.  Should be easy money.

GAME SET-UP
   CBT: Use Lake and River Delta Terrain maps. Place a single Hardened Level 2 building (CF 100) somewhere within 5 hexes of one map edge.
   AT2: Use Lake and River Delta Terrain maps. Players should use the Low Altitude Operations rules for this track.

Attacker
   The Attacker is up to 50 percent of the players’ total forces. The Attacker deploy from the map edge farthest from the objective building.   

Defender
   The Defender contains elements of the Twentieth Marik Militia equal to 100 percent of the player’s total deployed force. The Twentieth is a Regular unit.  The Defender deploys within five hexes of the objective building.

WARCHEST
Track Cost: 300 WP
Optional Bonuses (all bonuses cumulative):
   +200 Somebody Got Intel: Increase the Defender’s force to 150 percent of the Attacker’s deployed force.
   +150 Turrets: Place two PPC turrets (CF 40) on the objective building.
   +100 These Guys Are Good: Increase the skill of the Defender to Veteran.

Victory Bonuses (bonuses not cumulative):
   +100 Marginal Victory: Completing one objective.
   +200 Partial Victory: Completing two objectives.
   +400 Total Victory: Completing all objectives.


OBJECTIVES
1. Demolition. Destroy the supply depot.
2. Injury to Insult. Destroy or force the withdrawal of at least 50 percent of the Defending force.
3. Obliteration. Destroy or force the withdrawal of 100 percent of the Defending force.

SPECIAL RULES

Forced Withdrawal
   The Defender operates under Forced Withdrawal rules.
Title: Re: Fan Created Warchest Tracks
Post by: Dread Moores on 03 December 2011, 13:09:49
Original poster: Taharqa

REFUGEE CRISIS

SITUATION
Orestes, Free Rassalhague Republic
10 July 3034

Can’t say as you have seen this one before.  The Night Stalkers and the Rassalhaguan forces have called a truce so that they can both help evacuate Combine citizens who wish to leave.  Seeing as how you are currently under contract with the newly formed FRR, some of these refugees are now your responsibility.  Its not what you were expecting when you burned into Orestes, but you have to admit that you weren’t looking forward to going toe-to-toe with Jinjiro’s Night Stalkers.

GAME SET-UP
   CBT: Any terrain. Designate a set of hexes from one end to the other as a roadway.
   AT2: Use space maps. 

Attacker
   The Attacker is an unidentified hostile force of Regular skill. The Attacker is equal to 75 percent of the Defender’s total deployed force. Roll on tables for the Lyran Commonwealth to determine composition. The Attacker deploys from the map edge opposite the Defender.

Defender
   The Defender is up to 50 percent of the player’s total forces.  In addition, the players are escorting the following units containing refugees:
   CBT: Six Heavy Wheeled APCs.
   AT2: Two Buccaneer class Dropships.
   The Defender deploys from one map edge containing the roadway.

WARCHEST
Track Cost: 400 WP
Optional Bonuses (all bonuses cumulative):
   +300 Overwhelming Force: Increase the Attacker’s force to 125 percent of the Defender’s total deployed force.
   +200 Crack Troops: Increase the Attacker’s skill level to Veteran.
   +100 Engine Troubles: Half of the refugee units are having mechanical problems. Reduce their motive speed by one. 

Victory Bonuses (bonuses not cumulative):
   +300 Partial Victory: Completing two objectives.
   +500 Total Victory: Completing all objectives.


OBJECTIVES
1. Keep Them Safe. 75 percent of the refugee transports must survive the track and exit off of the Attacker’s home map edge.
2. Who Are These Guys? Capture or cripple at least one Attacker unit for interrogation.
3. Heroic Defense. Destroy or force all Attacking units from the board.

SPECIAL RULES
   
Forced Withdrawal
   The Attacker operates under Forced Withdrawal rules.

Civilian Drivers
   The convoy drivers are civilians and will not necessarily react in an intelligent fashion when under heavy fire.  Whenever a player attempts to move one of the convoy units, roll 2D6.  On a roll of 10 or higher, the unit does something else as determined by the gamemaster. 

AFTERMATH
   Where did those guys come from? More importantly, who were those guys? They clearly did not want to be identified.  You couldn’t help noticing, however, that a lot of those units were signature Lyran designs. That hardly makes sense given that the Lyrans are the ones loaning out the Dismal Disinherited to the KungsArme.  Could Duke Kelswa be looking to cause more trouble? Or is it vengeful Rassalhaguan terrorists trying to cover their own trail?

ADDITIONAL HOOKS

Expansion Ideas
   After the refugees have been evacuated, there is still the matter of the Twenty-Second Rassalhague Regulars to be addressed. Perhaps the players can assist in their demise.
Title: Re: Fan Created Warchest Tracks
Post by: Dread Moores on 03 December 2011, 13:10:48
Original poster: Taharqa

DOWN IN THE DARK

SITUATION
Isesaki Mining Facility, Boru Mountains
Memmingen, Free Rassalhague Republic
18 October 3034

Good thing you are not claustrophobic.  It seems the ronin have been using these mines as a hideout and the local Rassalhaguans want them out.  The First Sword of Light seemed pretty pissed that the FRR brought in some mercs to do their job, but that is what they get for playing samurai. Did they really expect the Twentieth to just walk up to their line and get annihilated? Sometimes you got to get down and dirty if you want to get the job done.

GAME SET-UP
   CBT: Use Canyon and Hill Terrain Maps.  Treat any hex higher than level 3 as the ceiling of the mines and off-limit to units.


Attacker
   The Attacker is up to 50 percent of the players’ total forces. The Attacker deploys from the map edge opposite the Defender.

Defender
   The Defender is comprised of elements of the Twentieth Rassalhague Regulars equal to 75 percent of the Attacker’s total deployed force.  The Twentieth is an Elite unit. The Defender chooses one map edge from which to deploy.

WARCHEST
Track Cost: 400 WP
Optional Bonuses (all bonuses cumulative):
   +200 They Are In Here Somewhere: Half of the Defender’s units may begin play as Hidden Units anywhere on the map.
   +250 Still Kicking: Increase the Defender’s force to 125 percent of the Attacker’s total deployed force.
   +150 Booby-trapped: The defender may place five command-detonated minefields anywhere on the map.

Victory Bonuses (bonuses not cumulative):
   +300 Partial Victory: Completing one objective.
   +500 Total Victory: Completing both objectives.


OBJECTIVES

1. Get ‘em: Destroy 50 percent or more of the Defending force.
2. No Escape: Destroy all defending units.

SPECIAL RULES

Forced Withdrawal
   The Defender operates under Forced Withdrawal rules.

On the Run
   The Twentieth have been on the run for several months now and their equipment is worse for the wear.  Apply 4D6 damage to each unit in 5-point clusters.  For each unit, roll 1D6. On a roll of six, the unit has suffered the equivalent of a critical hit to its systems. Roll on the Front Hit Location Table to determine the location of the critical hit. 
   The Twentieth are also low on ammunition.  Roll 1D6 for each ballistic and missile system on each unit.  On a roll of 1-4, the unit has only half the usual ammunition for this weapon system.  On a roll of 5-6, the unit has no ammunition available for this weapon system.

Mines
   This track takes place in a mineshaft.  The ceiling of this mine shaft is effectively at a height of four.  Therefore, any hex higher than level 3 is considered part of the ceiling and is off limits to all units.  Furthermore, jump-capable units may jump no further than three hexes. 
   Because of the darkness of the tunnels, treat this track as if it occurs during the night, as per the rules on p. 152, CBTComp.

AFTERMATH
   A cornered enemy can be vicious, even one hurting as much as the Twentieth.  You got the job done though and forced them out of the mines.  Of course, the First Sword of Light is still taking all the credit for their later surrender.  After the way you showed them up, you expected they would all be committing seppuku or something. There is just no figuring those Dracs.
Title: Re: Fan Created Warchest Tracks
Post by: Dread Moores on 03 December 2011, 13:11:41
Original poster: Taharqa

AWOL AND SOL

SITUATION
Tukkayid, Free Rassalhague Republic
Late 3034

The Dracs don’t care much for mercs, but I guess they have no problem with bounty hunters. Apparently, an officer of Rassalhaguan background in the Seventh Alshain Regulars decided to split for the new FRR after Magnusson’s announcement. Only problem is he didn’t ask for permission first and he decided to take his government-owned ride with him.  Understandably, the Dracs would like him found and returned.  You found him all right, but returning him may be a bit difficult. It looks like he hooked up with the KungsArme on Tukkayid. 

GAME SET-UP
   CBT: Use Flatlands and Hill Terrain maps.
   AT2: Use Space maps.


Attacker
   The Attacker is up to 50 percent of the players’ total deployed force. 

Defender
   The Defender is a training unit of the First Drakons equal to 100 percent of the players’ total deployed force.  The First Drakons are a green command. The gamemaster should choose one unit as Sukoji Olafsen’ unit. The players should be aware of which unit belongs to Sukoji Olafsen.

WARCHEST
Track Cost: 300 WP
Optional Bonuses (all bonuses cumulative):
   +100 Instructor: Include one Elite unit from the Fox’s Teeth. Roll on the Davion tables for the unit.
   +200 Bad Intel: The players do not know which unit belongs to Sukoji Olafsen.
   +150 Practice Makes Perfect: Increase skill level of Defender to Regular.

Victory Bonuses (bonuses not cumulative):
   +150 Marginal Victory: Completing one objective.
   +300 Partial Victory: Completing two objectives.
   +400 Total Victory: Completing all objectives.


OBJECTIVES
1. Take Him Alive! Destroy or disable Sukoji Olafsen’s unit without killing him.
2. Go Easy on Them.  Do not kill any of the Defenders.
3. Real Easy. Do not disable any of the Defender’s units beyond repair (by causing an ammunition explosion, destroying the center torso, etc).

SPECIAL RULES

Pick-Up
   Unless the players control the field of battle at the end of the track (by destroying or driving off all defending forces), they will need to retrieve Sukoji Olafsen after disabling his unit. This can be accomplished by moving next to the disabled or destroyed unit and then not moving for one turn. 

Forced Withdrawal
   The Defender operates under Forced Withdrawal rules.
Title: Re: Fan Created Warchest Tracks
Post by: Dread Moores on 03 December 2011, 13:12:38
Original poster: Taharqa

WATCH YOUR STEP

SITUATION
Kandide City, Kandis
Free Rassalhague Republic
May 8 3034

It seems you can’t go anywhere these days without getting offered a contract. Take Kandis, for example.  Apparently, the chaos there is spinning out of control and now that the HPG is back online, the local Valdherre is hiring any and all mercenary groups within two jumps to help bring order.  The contract is too good to resist.  Nothing says “cha-ching” like desperation.

GAME SET-UP
   CBT: Use Urban Terrain maps.  Include some rubble hexes to indicate prior damage.

Attacker
   The Attacker is up to 50 percent of the players’ total deployed force. 

Defender
   The Defender is comprised of elements of the Dragonslayers mercenary unit equal to 75 percent of the Attacker’s total deployed force. The Dragonslayers are a regular unit.


WARCHEST
Track Cost: 400 WP
Optional Bonuses (all bonuses cumulative):
   +200 Overwhelming Force: Increase the Defender’s size to 125 percent of the Attacker’s total deployed force.
   +100 Gas Line: Any time a building is destroyed, roll 2D6. On a roll of 10 or higher, the destruction severs a gas line, causing an explosion that does 30 points of damage to all units within one hex, 20 points of damage to all units within 20 hexes, and 10 points of damage to all units within 3 hexes.
   +150 Hidden in Plain Sight: The Dragonslayers are being supported by Lyran loyalist guerilla forces. The gamemaster should place a number of rifle infantry units on the map equal to double the number of total units deployed by the attacker. The gamemaster should designate half of these units as the lyran units while the other half are roving bands of unarmed civilians.  The Attacker will not be able to tell whether a unit is hostile until fired upon.

Victory Bonuses (bonuses not cumulative):
   +300 Partial Victory: Completing one objective.
   +500 Total Victory: Completing both objectives.


OBJECTIVES
1. Walking on Eggshells. Keep civilian deaths caused by the Attacker below 3 per unit deployed.
2. Slay the Dragonslayers.  Destroy 50 percent or more of the Defender’s force.

SPECIAL RULES

Forced Withdrawal
   The Defender operates under Forced Withdrawal rules.

Civilians
   The streets are full of rioting and fleeing civilians.  Several situations can lead to civilian deaths on the part of the players. 
- Any ground unit that moves at more than walking/cruising speed must make a piloting skill roll with a +1 modifier.  Failure indicates that the unit has killed 1D6 civilians.
- Destruction of a building leads to the death of 1D6 civilians per level of the building.
- For any missed shot, roll another 2D6.  On a roll of 10 or higher, the errant shot has killed 1D6 civilians.
   

AFTERMATH
   Now you see why the Ares Convention outlawed fighting in cities. It doesn’t look so bad from up in the cockpit, but once you get down on the street, the carnage can make even the strongest stomach a bit queasy.  At least you can sleep tonight knowing that you did your best to prevent “collateral damage.”
Title: Re: Fan Created Warchest Tracks
Post by: Dread Moores on 03 December 2011, 13:13:41
Original poster: Taharqa

ACTING GOVERNMENT

SITUATION
Misby Flats, Trondheim
Free Rassalhague Republic
14 March 3034

When fighting broke out yesterday, you tried to stay out of it. Your contract with Amau Electronics stipulates that you are to (a) safeguard all Amau Electronics properties in Misby Flats, and (b) safeguard all Amau Electronics personnel in Misby Flats. Admittedly there is a lot of lawyer mumbo-jumbo in there as well, but you think it is pretty clear that your employer does not want you to intervene in local politics.  When you received that covert call over shortband radio, however, you decided you might be able to spare a few troops for a rescue op.  It looks like some cabinet members survived the deadly attacks on the Federal Quarters and are hiding nearby. They need someone to bust them out of town.  All they can give you at the moment is an IOU, but you figure the FRR is good for it. 

GAME SET-UP
   CBT: Use Urban Terrain maps in a chase format.
   AT2: Set up space maps in chase format and designate one edge as the space/atmosphere interface.

Attacker
   The attacker is comprised of elements from the Twenty-Fifth Rassalhague Regulars equal to 150 percent of the Defender’s total deployed force. The Twenty-Fifth is a Veteran unit. The Attacker deploys from the same map edge as the Defender on Turn Three.
   
Defender
   The Defender is up to 25 percent of the player’s total forces. Add the following escort vehicles:
   CBT: Two Heavy Wheeled APCs.
   AT2: Two KR-61 Long-Range Shuttles.
The Defender deploys from the map edge of their choice. In an AT2 game, the Defender deploys from the ground hex. 

WARCHEST
Track Cost: 300 WP
Optional Bonuses (all bonuses cumulative):
   +100 Dusk/Dawn: Per rules on p. 152, CBTComp.
   +50 Rain: Per rules on p. 153, CBTComp.
   +200 Roadblock: Place up to 50 percent of the Attacking force somewhere in the middle of the map at the start of play.

Victory Bonuses (bonuses not cumulative):
   +200 Partial Victory: Completing one objective.
   +400 Total Victory: Completing both objectives.


OBJECTIVES
1. Get them out! Both escort vehicles must exit from the opposite map edge.
2. Death to Ronin! Destroy at least 50 percent of the Attacking force.


SPECIAL RULES

Salvage
Salvage is unavailable for this track.

Forced Withdrawal
   The Attacking units will not withdraw until the escorts have either escaped or been destroyed.


AFTERMATH
   This is why you never went into politics.  The Twenty-Fifth has you marked now, so no use trying to stay out of it at this point.

ADDITIONAL HOOKS

Expansion Ideas
   The players and their charge are on the lam. You could send some more of the Twenty-Fifth to hunt them down in the wilderness.
Title: Re: Fan Created Warchest Tracks
Post by: Dread Moores on 03 December 2011, 13:14:13
1 page out of six done. I'll drop back in to do some more later.
Title: Re: Fan Created Warchest Tracks
Post by: breakdaddy on 04 December 2011, 15:53:42
Awesome, sir. Thank you! I have already converted what you have posted to PDF and am going to check it all out on my tablet later.  O0
Title: Re: Fan Created Warchest Tracks
Post by: Moonsword on 09 December 2011, 13:01:36
Fan Articles is not for fan additions to the universe but for fan reviews of existing, canon material.  Rules like this can go in here and I thank Dread Moores for his stated willingness to let us make our judgment call as we saw appropriate.

The reason for this policy is so that authors and developers can freely mingle with the fans in Fan Articles, offering their own responses to our remarks and critiques of their decisions or insight into the design process that lead to whatever stinker or superlative effort we're ranting and/or raving about at the time.
Title: Re: Fan Created Warchest Tracks
Post by: Dread Moores on 09 December 2011, 23:41:15
Thanks Moonsword!

Any further updates on these tracks is going to wait a week or so. I've got some other game projects taking priority currently. If anybody else wants to take over in the mean time, let me know and I can send the rest of the files out. Otherwise, it'll be a week or two before I get more tracks posted.
Title: Re: Fan Created Warchest Tracks
Post by: Dread Moores on 02 January 2012, 01:16:41
It looks like this project will remain uncompleted. I'll try to find a place to put up a zip of the old archive sometime this week. I just flat out don't have the interest to really deal with BT projects lately, as my interest in the game is pretty much gone.
Title: Re: Fan Created Warchest Tracks
Post by: Dread Moores on 02 January 2012, 12:59:59
ScrapYard Armory has graciously agreed to finish this out and I'm much obliged for that.
Title: Re: Fan Created Warchest Tracks
Post by: ScrapYardArmory on 04 January 2012, 20:20:30
Original poster: Taharqa

A PROBLEM OF COMMUNICATION

SITUATION
HPG Compound, Nystaad
Bruben, Free Rassalhague Republic
June 22, 3034


That Robe sounded a bit frantic.  Apparently, the HPG compound on Bruben has already suffered one ronin attack. Now that Cameron’s Legion has been virtually annihilated, Demi-Precentor Mantyrius is concerned that the compound is vulnerable to another potential attack. Luckily, your unit just happened to be passing through the system.  Given that Cameron’s Legion managed to take out most of the ronin forces, this job looks to be easy money.

GAME SET-UP
   CBT: Use Urban Terrain maps.  Designate one Reinforced Level 3 building as the HPG station.
   AT2: Same as CBT, plus additional maps for Low Altitude Operations. Players should use the Low Altitude Operations rules and Aerospace Units and Battletech rules for this track.

Attacker
   The Attacker is made up of surviving elements of the 937th Tank and 9532nd Infantry regiments.  These forces are considered green and should equal no more than 100 percent of the Defender’s total deployed force.  Ground forces should contain only armor and infantry units and air forces should contain only conventional aircraft units.
   
Defender
   The Defender is up to 50 percent of the players’ total forces. These forces may be supplemented by militia forces equal to 50 percent of the players’ total deployed forces. The militia forces will contain no Battlemech or Aerospace units and are considered Green.
   

WARCHEST
Track Cost: 300 WP
Optional Bonuses (all bonuses cumulative):
   +100 Command Lance:  The Attacker’s force contains a lance of Battlemechs is using CBT rules or a wing of Aerospace fighters if using AT2 rules. The skill level of this command group is considered Veteran.
   +150 Overwhelming Force: Increase the Attacker’s force to equal 125 percent of the Defender’s total deployed force.
   +150 Better Troops: Change the Attacker’s skill level to Regular.

Victory Bonuses (bonuses not cumulative):
   +150 Partial Victory: Completing one objective.
   +200 Total Victory: Completing both objectives.
   -300 (cumulative): If Objective One is not achieved.


OBJECTIVES
1. Defend the Robes! The HPG Compound must survive the track.
2. End Resistance. Destroy 100 percent of the Attacking force.


SPECIAL RULES

Forced Withdrawal
   The Attacker operates under Forced Withdrawal rules.


AFTERMATH
   OK, the money wasn’t quite as easy as you were expecting.  But at least now you know what happened to Tai-i Hirimatsu.  The authorities couldn’t wait to pull him out of the wreckage. It seems he is responsible for a few war crimes here on Bruben.  Based on the gleam in their eyes, you wouldn’t bet on him getting much in the way of a “fair trial.” 
Title: Re: Fan Created Warchest Tracks
Post by: ScrapYardArmory on 04 January 2012, 21:33:34
Original Poster: Taharqa

FULL METAL SANDWICH

SITUATION
Reykjavik, Rassalhague
Free Rassalhague Republic
14 March 3034


   Guarding some corporate stiffs at a conference on Rassalhague seemed like an easy, if boring, job.  Then the Rassalhaguers had to up and declare their independence right in the middle of the conference.  When things started heating up this morning, the suits decided to cut their meeting short and get out.  Now you just have to get them to the spaceport and then to their waiting jumpship.  That is easier said than done with the First Tyr and the Eighth Rassalhague Regulars tearing each other apart right along your escape route. 

GAME SET-UP
   CBT: Use Urban Terrain maps.
   AT2: Use Space maps.


Attacker
   The attacker is made up of two separate forces in this track. The first force is comprised of elements of the First Tyr regiment and is considered Elite. The second force is comprised of elements from the Eighth Rassalhague Regulars and is also considered elite.  Each force should equal 75 percent of the Defender’s total deployed force. These two forces will attack each other on sight. The First Tyr deploys from the western map edge and the Regulars deploy from the eastern map edge.

Defender
   The Defender is up to 25 percent of the players’ total forces. They deploy from the southern map edge. In addition, the following units represent the escort:
   CBT: Heavy Wheeled APC
   AT2: KR-61 Long Range Shuttle

WARCHEST
Track Cost: 300 WP
Optional Bonuses (all bonuses cumulative):
   +250 Comm Problems: Increase the number of turns before a roll to stop firing on players’ units (see Crossfire below) to five turns and increase the difficulty of the roll to a 10 or higher.
   +150 Flat Tire/Broken Drive: Decrease the Cruising Speed/Thrust of the escort vehicle by one.
   +200 Fog: As per the rules on p. 152, CBTComp.

Victory Bonuses (bonuses not cumulative):
   +300 Partial Victory: Complete Objective One.
   +500 Total Victory: Complete Objective One and either of Objective Two or Three (or both). 


OBJECTIVES
1. Not a Scratch: Exit the escort unit off of the northern map edge.
2. Talk Them Down: Get at least one of the Attackers to stop firing on the players’ units.
3. Shoot Them Down: Destroy or force the withdrawal of at a least one of the attacking sides.


SPECIAL RULES

Forced Withdrawal
   The Eighth Rassalhague Regulars operate under Forced Withdrawal rules. The First Tyr will not withdraw under any circumstances.

Salvage
   No salvage is available on this track.

Crossfire
   The First Tyr are enraged and the Regulars are fighting for their lives. Therefore, they are likely to treat any unidentified unit as hostile.  For the first three rounds, both units will fire on their best available targets, including the players’ forces.  If after three rounds the Defender has not fired on a particular attacking force, roll 2D6 for that force. On a roll of 9 or higher, that force stops targeting the Defender’s units.  If the roll fails, continue to make the roll at the end of every subsequent turn, so long as the Defender does not fire on the force in that turn.  If the Defender fires on an attacking force in the first three rounds, the Defender will have to go three consecutive rounds without firing at that force again in order for the roll to take place.

AFTERMATH
   What exactly do those trigger-happy bastards not understand about “stand down!” At least they finally seemed to get the message.  You will be submitting your bill for repairs directly to the Valdherre. 
Title: Re: Fan Created Warchest Tracks
Post by: ScrapYardArmory on 04 January 2012, 21:35:19
Original Poster: Taharqa

SURPRISE PARTY

SITUATION
Outside Misby Flats
Trondheim, Free Rassalhague Republic
24 May 3034


Samura are so predictable, even when they turn ronin. Rather than stick to their superior defensive position within the city, they are moving en masse to eliminate the Second An Ting outside the city.  Something about honor (i.e. arrogance) or something.  The only catch is they don’t know about the mercenary groups (including you) waiting to ambush them once they get outside the city limits.  Honor schmonor.

GAME SET-UP
   CBT: Use Hill and Open Terrain maps.
   AT2: Same as CBT. Players should use the Low Altitude Operations rules for this track.

Attacker
   The attacker consists of the 50 percent of the players’ total forces. These forces are supplemented by units from the Second An Ting equal to 50 percent of the players’ total deployed force.  The Second An Ting is a regular unit. The palyers’ forces and the Second An Ting deploy from opposite map edges.
   
Defender
   The Defender is made up of elements of the Twenty-Fifth Rassalhague Regulars equal to 75 percent of the Attacker’s total deployed force.  They are a Regular force and deploy from the middle of the map. 

WARCHEST
Track Cost: 300 WP
Optional Bonuses (all bonuses cumulative):
   +100 They Were Warned: The Defender does not suffer from an initiative penalty (see below).
   +200 Too Many: The Defender’s forces equal 125 percent of the Attacker’s total deployed force.
   +100 Dusk/Dawn: Per the rules on p. 152, CBTComp.

Victory Bonuses (bonuses not cumulative):
   +150 Partial Victory: Completing two objectives.
   +300 Total Victory: Completing all objectives.


OBJECTIVES
1. Get Them! Destroy at least 50 percent of the Defender’s forces.
2. Annihilate Them! Destroy 100 percent of the Defender’s forces.
3.  Watch the Paint! Lose no more than 25 percent of total deployed forces. 

SPECIAL RULES

Forced Withdrawal
   The Twenty-Fifth Rassalhague Regulars and the Second An Ting operate under Forced Withdrawal rules.

Salvage
   The players’ may only salvage units destroyed by their forces.

Ambush
   To reflect the surprise nature of the attack, the Defender loses initiative for the first three rounds. 


AFTERMATH
   You caught more than you bargained for in that trap.  At least you survived to fight another day which is more than you can say for the Twenty-Fifth.  Maybe the lesson here is that ronin and honor just don’t mix.
Title: Re: Fan Created Warchest Tracks
Post by: ScrapYardArmory on 05 January 2012, 21:06:22
Original Poster: Taharqa

RAIDING RONIN

SITUATION
Tonsberg Storage Facility A-22
Radstadt, Free Rassalhague Republic


   The Ronin War (as it is now being called) is just about over, but now that the main fighting is over, the FRR has had to contend with small bands of ronin raiding supply bases.  Most of them are probably grabbing all they can and then heading for the Periphery.  Radstadt has been one of the heaviest-hit worlds and the FRR sent you here to shore up its defenses.
         Now the alarm klaxons are sounding. It looks like somebody just hit a pirate point and is burning in directly for your sector.  They picked the wrong supply base.


GAME SET-UP
   CBT: Use any Terrain maps.  Place a Level 2 reinforced (CF80) building somewhere within 8 hexes of one map edge.
   AT2: Use space maps. Place a space station (Armor 50; SI 30) within 8 hexes of one map edge.

Attacker
   The Attacker consists of assorted ronin elements equal to 100 percent of the Defender’s total deployed force.  They should be considered Regular and should roll on the Draconis Combine B tables for composition.  They deploy from the map edge farthest from the objective building.  The Attacking force should also consist of cargo units:
   CBT: Eight Sherpa Armored Trucks.
   AT2: Two Buccaneer-class Dropships.
   
Defender
   The Defender equals up to 75 percent of the players’ total forces. They deploy within 5 hexes of the objective building.

WARCHEST
Track Cost: 300 WP
Optional Bonuses (all bonuses cumulative):
   +150 Combat Drop (CBT Only): The Attacker may deploy up to all of his units using a Combat Drop (see p. 78, BMR).
   +150 They Had Help: Reduce the total load time (see below) from three turns to one turn.
   +100 Night Combat: per the rules on p. 152, CBTComp.

Victory Bonuses (bonuses not cumulative):
   +150 Partial Victory: Completing one objective.
   +300 Total Victory: Completing both objectives.


OBJECTIVES
1. That’s Mine! Prevent the destruction of any supplies from the base (by destroying the objective building or loaded cargo units).
2. Not Yours! Prevent the Attacker from exiting the map with any supplies.


SPECIAL RULES

Forced Withdrawal
   The Attacker operates under Forced Withdrawal rules. If all cargo units have been destroyed or have exited the map, the Attacker will withdraw.

Booty
   The cargo units will attempt to take the supplies from the base. To do so, the unit must move adjacent to the supply building and remain there for three full turns.  After filling up, the unit will attempt to exit the map from the deployment edge. If the unit is destroyed any time after the first turn of loading, the supplies it was loading are considered destroyed as well.
Title: Re: Fan Created Warchest Tracks
Post by: ScrapYardArmory on 05 January 2012, 21:07:35
Original Poster: Taharqa

IN THE WAY

SITUATION
Sea of Despair
Antallos, Periphery
Anytime 3038-3050


“The Concerned Parents of Priorson School” is not your typical employer, but then again these are not your typical Concerned Parents.  It seems these folks never forgot what happened to their children on Bruben during the Ronin War when a careless merc knocked over their school because it had “just been in the way.” Apparently they have been collecting money for years now with the sole purpose of seeking vengeance. Now they want to give it to you. All you have to do is track down this clumsy MechWarrior, a guy by the name of Ron Dexter.
   It didn’t take long to pinpoint Dexter’s location. You just asked around a bit in Port Krin. Apparently he lives as a recluse somewhere in the Sea of Despair.  According to your sources, he is a broken man, haunted by the ghosts of those dead schoolchildren.  He hasn’t given up his old rusty mech, though.
   Poor fella. You almost feel like telling these “Concerned Parents” that they should be putting their money elsewhere, but then again, they aren’t pay you for group therapy. 
   Finding Dexter isn’t going to be easy in that vast expanse of nothing. You will likely have to spread out to cover enough terrain in a reasonable amount of time.

GAME SET-UP
   CBT: Use Badlands Terrain maps.
   AT2: Same as CBT. Players should use the Low Altitude Operations rules for this track.

Attacker
   The attacker consists of a single unit from the players’ forces.  This unit must not be worth more than 100 percent of the Defender’s unit (in BV or weight as determined by the gamemaster).
   
Defender
   The Defender is Ron Dexter. He is a Veteran MechWarrior and pilots a MAD-5D Marauder.

WARCHEST
Track Cost: 300 WP
Optional Bonuses (all bonuses cumulative):
   +200 Saw Us Coming: The Defender may begin play as a Hidden Unit.
   +100 Sand: Per rules on p. 151, CBTComp.
   +200 Blowing Sand: Per rules on p. 153, CBTComp.
   -200 Backup: The Attacker may call in one other unit worth no more than 50 percent of the Defender’s unit after the fifth turn of combat.

Victory Bonuses (bonuses not cumulative):
   +500 Total Victory: Complete the objective.

OBJECTIVES
       1. Take Him Down. Destroy the Ron Dexter’s unit.


SPECIAL RULES

Forced Withdrawal
   Ron Dexter has a death wish and will not withdraw under any circumstances.   

Unstable
   Ron Dexter is an unstable individual.  At the beginning of each firing phase, roll 2D6.  On a roll of 7, Dexter does not fire his weapons.  On a roll of 6 or 8, Dexter fires all of his weapons, even if they are incapable of hitting by range or modifiers.  On a roll of 5 or 9, he will charge his opponent on the next round if possible. Furthermore, Dexter does not make consciousness rolls for pilot hits until the fourth hit. 


AFTERMATH
   This one is going to leave a bad taste in your mouth. You wouldn’t tell the “Concerned Parents,” but you think they just gave Dexter exactly what he was looking for: an end to his suffering.  At least, you can feel good about that much.
Title: Re: Fan Created Warchest Tracks
Post by: ScrapYardArmory on 06 January 2012, 21:40:00
Original Poster: Me!

THE DRAGON’S FOREST

Alone in the trees
The Dragon silently stalks
Hungry for cold blood


SITUATION
Tillerbee Forest, Marduk
Dieron MilitaryDistrict, Draconis Combine
31 May 3039


      The world of Marduk represents a vital lynch pin for the Draconis Combine.  No less than three Federated Commonwealth units were assigned to the task under the driven Field Marshal James Sandoval.
      A vicious opening aerospace battle claimed several Fed-Com dropships en-route to their landing zones.  However, the forces that did land would quickly take the capital city of New Pontiac from the unprepared ground forces of the DCMS. 
      The Fed-Com invaders are now mobilizing against Victory Industries.  The manufacturing facilities deep in Tillerbee Forest would be a boon to the Fed-Com war machine.  Your force will deploy in support of the Sixth Benjamin Regulars to ensure that the Fed-Com units are halted.

GAME SET-UP
CBT: Use two wooded maps set-up for a stand-up fight.
RPG: Same as CBT set-up.

ATTACKER
      The Attacker is elements of the Tenth Deneb Light Cavalry RCT.  The Attackers force is 150 percent of the Defenders deployed force and is considered Veteran.  The Attackers force should consist of 50% light-medium battlemechs and 50% medium-heavy tracked conventional vehicles.
      The Attackers force will deploy from the West end of the map.

DEFENDER
      The player group is the defender and may use up to 75 percent of their total force.  The Defender will deploy anywhere on the East map and may start the game with up to 50% hidden.  Add four LT-MOB-25 Mobile Long Tom Artillery or similar artillery unit to the Defenders force.

WARCHEST
Track Cost: 600 WP
Optional Bonuses (all bonuses cumulative):
   +100 Night Combat:  Modify all to-hit numbers by +2.
   +200 Fed-Com Momentum:  Modify the attackers initiative rolls by +2 to represent higher moral after the fall of New Pontiac. 
   +250 Overwhelming Odds: Add 50 percent to the Attackers deployed force.

Victory Bonuses (not cumulative):
   +450 Marginal Victory: Completing one objective.
   +650 Partial Victory: Completing two objectives.
   +800 Total Victory: Completing all objectives.

OBJECTIVES
   1.  Protect the Dragons Might:  Evacuate at least half of the artillery units off the East edge of the map.
   2.  Punish the Dragons Foes:  Complete at least 21 firing sequences with the artillery units per Special Rules below.
   3.  The Dragons Revenge: Destroy or drive off at least 50% of the attacking force before retreating.


SPECIAL RULES
   The following rules are in effect for this track:

Artillery
   DCMS artillery spotters are assumed to be off-map and are directing fire on the main contingent of Federated Commonwealth forces.  Artillery units may not fire on units on-map for this track.

   Every weapon attack phase in which any artillery unit has line of sight to hex  0109 (ignore terrain as artillery attacks are indirect), the Artillery units may fire at Federated Commonwealth forces off map.  Each successful attack of this kind counts towards the track objectives as one firing sequence.

Forced Withdraw
   All units operate under Forced Withdrawal rules (see pp. 135-136, DotJ).

AFTERMATH
The battle of Tillerbee Forest lasted two bloody weeks.  The DCMS forces used the heavily forested terrain, gun emplacements, and precision artillery attacks to hold off the Federated Commonwealth until the Tenth Deneb staged a brilliant attack into the heart of the DCMS defense, breaking them. 

ADDITIONAL HOOKS
The Fed-Rats have to pay dearly if they want to take Marduk from the Dragon’s warm embrace.  Let them know what it is to face the Dragon’s fury.  Make them pay for every inch they attempt to take!

Expansion Ideas
Marduk was the sight of several hit and run attack and ambushes that bloodied the Fed Com invaders.  An entire scout company from the Tenth was annihilated by a combined arms DCMS force in a strike and fade attack.  The DCMS was gone before a retaliatory force could pursue.
Title: Re: Fan Created Warchest Tracks
Post by: ScrapYardArmory on 07 January 2012, 20:45:06
Original poster: Hehz0r

TREASON MAY BE HAZARDOUS TO YOUR HEALTH

SITUATION

Hurik
Capellan Confederation
July 3017


Apparently a Captain of the CCAF, one Walter Zheng, decided to go native on the backwater post of Hurik when his unit was due to be rotated to the Federated Suns front. General Krenkov wants Zheng and his unit terminated before they start engaging in piracy; or worse, draw the attention of Chancellor Liao.

You have been hired to eliminate Zheng and his unit, and keep a low profile while doing it. You have been assigned a liaison, Lieutenant Ralph Kwong. He pilots a CPLT-C1 Catapult. There are no salvage rights, as all of Zheng's equipment is property of the CCAF.

Operation 1: Hot Entry

You jumped in system on a Merchant class jumpship, and burned to Hurik with a falsified transponder code identifying your dropship as a commercial vessel. It seems to have worked, as you are in low orbit and have't experienced any aerospace resistance.

Unfortunately, that is about to end. The dropship is making a burn into the atmosphere for a hot drop on the local airfield. You forgot the jump packs so only mechs with jump jets will be able to engage in the attack. Your forces need to destroy the reinforced aero-lance before they can take off and engage the dropship. Then enemy will be caught by surprise, but still expect resistance on the surface.

GAME SET-UP
   Use maps Battletech (Map) and Wide River, side by side, both facing upright.
   Hex 0115 Battletech (Map) through Hex 0306 Wide River are a runway*.
   Hexes 0714, 0714, 0812, 0813, 0814, 0913, and 0914 on Battletech (Map) are paved as a
   dropship landing pad
   Hexes 0114 and 0213 on Battletech (Map) are paved.
   Hexes 0113 and 0212 on Battletech (Map) are two level medium buildings (Hangers) with a
   CF of 40.
    Hex 1109 on Battletech (Map) contains a four level heavy building (Control Tower) with a CF
   of 65
*Yes, I know this runway is one hex too short for takeoff, but fiat over-rules in this case.


Attacker
The attacker (player) consists of any jump capable units the player wishes to deploy. These forces land from a high altitude drop, as per BMR page 72, in turn one. The liaison will drop into this situation too. He is a 3/4 Veteran piloting a CLPT-C1 Catapult. If the player's dropship does not have enough mech bays to carry the liaison he will enter the battle from Hex 1117 on Wide River in Turn 2. If the player's unit does not have a dropship the CCAF assigned them a Union.
   
Defender
The defender has three aerospace fighters. On is a Thrush on Hex 0115 on Battletech (Map) pointed down the runway. Another Thrush is facing south in Hex 0114 on Battletech (Map). Lastly a Transgressor faces south on hex 0213 on Battletech (Map). The Thrush in Hex 0115 will takeoff in Turn 5. In Turn 6 the Thrush in Hex 0114 will taxi onto Hex 0115 and face down the runway. It will takeoff in Turn 8. Finally the Transgressor will taxi onto hex 0214 and face down the runway in Turn 9 and takeoff in Turn 10.

The defender also has a number of Scimitar and Saracen hovertanks equal to the player's force (including liaison) tonnage divided by 40. There also are a pair of Rifle Foot Platoons, one in Hex 0514 on Battletech (Map) and one in Hex 1112 on Battletech (Map). The hovercraft are regular, the infantry are green.

On Turn 10 a green Heavy Hover APC will emerge from the Hanger at 0212 (providing the hanger has not been destroyed, and will pick up any surviving infantry then flee from the south edge of the map.

The defenders will not fire on enemy units in the first turn, but will still maneuver.

WARCHEST
Track Cost: 500 WP
Optional Bonuses (all bonuses cumulative):
   +50 Night Ops: Use BMR night rules.
   
Victory Bonuses:
   +200: Destroy all aerofighters before they can launch.
   +100: Destroy or disable all units.

OBJECTIVES
   1. Prevent Aerofighter Response. Destroy the aero-lance before they can takeoff.
   2. Secure DZ. Secure the airfield so the dropship can land.


SPECIAL RULES

Forced Withdrawal
   All units are subject to forced withdrawal through the south edge.   

Escape
   All enemy units will withdraw when the last aerofighter has been launched.


AFTERMATH
If any aerofighers were able to launch run an Aerotech sortie between them and the dropship.

The airfield that has been captured will serve as the main base for the rest of this expedition. Unfortunately there was no stockpile of supplies in the facility.

There is only six hours for repairs before the next mission. The liaison will bend the rules and allow the player to salvage components from destroyed units to repair his own. The liaison has a veteran tech who will repair his mech first. If the damage is repaired in less than six hours the liaison tech will help repair a player unit.

 

Operation 2: Constrictor

Zheng had built up his base of operations at a supply depot 80 kilometers east of the city of St. Marie. When he realized a mercenary force had landed and he might have to return General Krenkov's calls he shifted the bulk of his force into St. Marie.

Most of his munitions are still in the depot, and you need to move quickly to prevent him from trucking them into the city and fortifying for a seige.

GAME SET-UP
   Use maps Battletech (Map) and Battleforce 2, side by side, both facing upright.
   Below them place Woodland and Battletech (Map), side by side, both facing upright
   On the southern Battletech map Hexes 0310, 0509, 0507, and 0305 are two level Heavy
   buildings with a CF of 60.
   On the southern Battletech map Hexes 0306, 0307, 0308, 0309, 0407 and 0408 are paved
   On the southern Battletech map Hexes 0206 and 0208 both contain medium emplacements
   with a CF of 30 and and a turret with an armor of 20 containing an AC-5 with three tons of
   ammo and a pair of machine guns with a ton of ammo.

Attacker
The attacker is any units the player wishes to deploy, including the liaison. They start at the north map edge.
   
Defender
The defender is 75% of the attacker's strength, made of light and medium vehicles such as the Vedette and Scorpion tanks, as well as any units the fled the previous battle. 75% of the defender should be of regular skill, while the other 25% should be green. The defender also has three green Rifle Foot Platoons, and one regular Laser Platoon. They also have control of the depot's defensive turrets.

WARCHEST
Optional Bonuses (all bonuses cumulative):
   +50 Mines: The defender may employ five conventional minefields.
   +50 Dust Storm: There is a duststorm in the area, forcing a +1 modifier on all ranged
   shots.
   
Victory Bonuses (mutually exclusive bonuses not cumulative):
   +200: Supply depot captured intact.
   +100: Supply depot damaged.
   +50: Supply depot destroyed.
   +50 50% or more of enemy forces destroyed or disabled.
   +100 All enemy forces destroyed or disabled.

OBJECTIVES
   1. Capture or destroy supply depot. Take control of the supply depot (preferably
   intact). Defensive emplacements do not count as damage to the objective.
   2. Eliminate Resistance. Destroy or disable enemies.


SPECIAL RULES

Forced Withdrawal
   All units are subject to forced withdrawal through the west edge.   

Escape
   All enemy units will withdraw if 50% of their force has been withdrawn, disabled, or destroyed.

Surrender
   Enemy infantry will surrender without vehicle support.


AFTERMATH
If the supply depot has been captured intact the player will be able to resupply and repair his units using the parts stored there. If it is damaged the player should roll 2d6 to determine if components or ammunition are present. They are available on a roll of 6+. If the depot is destroyed the player cannot obtain any parts or munitions.

The player has a choice at this point. They can repair all of their equipment, which will allow the enemy forces retreating to reload and repair 3d6 points of armor for each unit damaged. The other option is to take six hours to repair, and then launch an attack. The retreating units will be in the same state that they left the battlefield, and the forces already in St. Marie will only have half of their ammunition loaded.



Operation 3: City Striker

Captain Zheng has massed his remaining forces in the center of the small city of St. Marie. It's time to hit them hard.

His force consists of the units that fled the confrontation at the supply depot, his heavier tanks, and the small mech unit he commands. Luckily most of the infantry has deserted, seeing as they either face death in battle or hard labor if captured. Be wary of ambushes.

GAME SET-UP
   Use maps Suburbs, Downtown, and Residential side by side, all facing upright.


Attacker
The attacker is any units the player wishes to deploy, including the liaison. They start at the east map edge. Any units not deployed will be held in reserve
   
Defender
The defender consists of the survivors of the Supply Depot engagement, plus a regular mech unit 50% the strength of the player (including a CRD-3L Crusader piloted by Walter Zheng (3/3), a regular heavy tank unit 25% the strength of the player, and three platoons of regular machine gun infantry.

WARCHEST
Optional Bonuses (all bonuses cumulative):
   +50 Hidden Units: The defender may employ three hidden units.
   +50 Twilight: This engagement occurs at dusk.
   
Victory Bonuses:
   +100: Zheng's mech destroyed or disabled.
   +100: 50% or more of enemy force destroyed or disabled.
   +50: Enemy forced to flee.

OBJECTIVES
   1. Capture or destroy Zheng's Mech. Take Zheng dead or alive.
   2. Eliminate Resistance. Destroy or disable enemies.


SPECIAL RULES

Forced Withdrawal
   All units are subject to forced withdrawal through the west edge.   

Escape
   All enemy units will withdraw if 50% of their force has been withdrawn, disabled, or destroyed.

Captain Zheng
   Enemy forces will withdraw if Captain Zheng's mech is withdrawn, or destroyed. They will attempt to rescue Zheng if his mech is disabled. Any unit that enters the hex (or an adjacent hex for mechs) Zheng's disabled mech is located in will pick up Zheng in the next turn. If Zheng is picked up all units will withdraw.


AFTERMATH
The opposition knows their situation is untenable, and they are preparing to make a run for their dropship.



Operation 4: Slayer

Zheng's forces have loaded up what equipment and personell they can and are making a break for their dropship. Your forces have just broken out of St. Marie and are in hot pursuit, as the remains of the Zheng's unit fight a rear-guard action. Now is the time to finish the job.

GAME SET-UP
   This scenario uses a rolling mapset. To start set three non-city maps top to bottom. In the
   middle map place the enemy convoy. As the convoy reaches the south end of the board add
   a new mapsheet. When all units have left the northmost mapsheet remove it. Note that all
   mapsheets need to have terrain that the convoy can cross.

Attacker
The attacker consists of the survivors from the player's last mission, in the same state they left the battlefield. Any units that the player held in reserve for the last engagement will enter the eastern edge of the southern mapsheet in Turn 3
   
Defender
The defender consists of the survivors of the last engagement, who start in the middle of the northern mapsheet. A green STG-3R Stinger and regular STN-3K Sentinel start in the center of the middle mapsheet, near the convoy.

The convoy starts in the center of the middle mapsheet, facing south. It is made up of six Flatbed Trucks. They will move at cruising speed to the south, unless directly fired upon, at which point they will flank and use evasive maneuvers.

The convoy is escorted by four Wheeled APCs (10 Tons). These APCs will not break from the convoy.

WARCHEST
Optional Bonuses (all bonuses cumulative):
   +50 Night Ops: The engagement occurs at night.
   
Victory Bonuses:
   +200: Convoy captured or destroyed.
   +100: Zheng's mech destroyed or disabled (if not eliminated last mission).
   +100: All enemy forces destroyed or disabled.

OBJECTIVES
   1. Capture or destroy convoy. Prevent the convoy from reaching the dropship.
   2. Eliminate Zheng. Kill him. (If not eliminated last mission.)
   3. Eliminate Resistance. Destroy or disable enemies.


SPECIAL RULES

Final Confrontation
   All units will fight to the death.   

Convoy
   The convoy units can be forced to surrender if a player unit is within four hexes and there are
   no enemies within six hexes. Roll 2d6, on 8+ the convoy truck surrenders.

Escape
   If the convoy is able to get three whole mapsheets ahead of any player forces they are are
   considered to have escaped.

AFTERMATH

If the convoy is able to escape and reach the dropship they burn out of system, possibly becoming pirates.

If the convoy is captured the dropship will not flee. In four weeks the player forces are relieved by Capellan Reserve units, who eventually capture the dropship. If the player succeeds in capturing the convoy the liaison, Lt. Ralph Kwong (if he survived), will offer to join the unit.

Either way, it has been a tough campaign. Time to get back to Galatea and refit and repair. Next time get more salvage rights.
Title: Re: Fan Created Warchest Tracks
Post by: ScrapYardArmory on 08 January 2012, 11:34:42
Original Poster: Taharqa

WHAT MUST BE DONE?

SITUATION
Factory complex near Verona
Tiber, Free Worlds League
10 March 3025


   Labor unrest has brought industrial production on Tiber to halt.  It seems that the common laborers on-planet got a hold of some ancient teachings from a Terran philosopher named Kyle Max or something like that.  Your XO thinks he was a contemporary of Confucius.  Now they are all up in arms over their “exploitation” and “surplus value” or some other BS like that.  Anyway, its not your problem. Your job is to help clean up the mess the local police made when they tried to put down the revolution. 
   The local authorities have assigned you to retake a large factory complex full of revolutionary squatters. It should be pretty straightforward.  You figure the sight of a couple of ten-meter tall walking tanks ought to put the fear of god (or maybe capitalism) back into these ideologoues.

GAME SET-UP
   CBT: This track takes place in an industrial facility. Use Delta and Lake Mapsheets.  All water hexes should be treated as magma and all non-water hexes should be treated as clear pavement.  Place five medium (CF40) buildings on the board per mapsheet.
   AT2: This track takes place in an orbiting assembly plant.  Use Space maps.  Place several small space stations and satellites throughout the map. 

Attacker
   The attacker is up to 50 percent of the players’ total forces.
   
Defender
   The defender is made up of the People’s Revolutionary Party of Tiber (PRPT). The PRPT forces are equal to 50 percent of the Attacker’s total deployed force. If this is a CBT track, the PRPT forces are composed of IndustrialMechs and infantry support. If this is an AT2 track, the PRPT forces are composed of an assortment of cargo dropships, shuttles, and tugs. If these designs don’t normally field weapons, they will have been jury-rigged to carry several light weapons of the gamemaster’s choice. All units are considered Green. 
   

WARCHEST
Track Cost: 200 WP
Optional Bonuses (all bonuses cumulative):
   +200 Sympathizers: Add units from the Fifth Regulan Hussars equal to 50 percent of the Attacker’s total deployed force. This force is considered Veteran.
   +100 Sweating it out (CBT only): The infantry forces are armed with Inferno SRMs. 
   +150 Electronic Warfare: The rebels are using the comm. systems in the facility to jam the Attacker’a sensors and targeting systems. Apply a +1 to all hit rolls and sensor operations.

Victory Bonuses (bonuses not cumulative):
   +100 Partial Victory: Completing Objective One.
   +200 Total Victory: Completing both objectives.


OBJECTIVES
1. Sycophants. Destroy the Defending forces.
2. Don’t Smash the State! Prevent any buildings or other facilities from being destroyed.

SPECIAL RULES

Forced Withdrawal
   The Defenders will not withdraw for any reason. However, if using CBT, the infantry forces will surrender once all IndustrialMechs (and Hussar forces, if present) have been destroyed or disabled.

AFTERMATH
   Power to the People, my ass. Why is it that utopian dreams always require so much sacrifice in the blood of innocents? Still, you can’t help feeling a little sorry for the PRPT. All they wanted was a living wage and control over their own labor p– Ah, Jesus, this stuff can really get to you, can’t it?
Title: Re: Fan Created Warchest Tracks
Post by: ScrapYardArmory on 08 January 2012, 13:38:53
Original Poster: Kojak

DESOLATION ROW

SITUATION
Outside Columbus, Genoa
Chaos March
27 October 3066


     Sun-Tzu Liao is one smart sonuvabitch, alright. While the Steiners and Davions are busy tearing themselves to pieces, he’s snapping up former Sarna March worlds like a hungry Odessan raxx. You were already on-planet, working a garrison job for Mason Mining, the largest germanium mining conglomerate on Genoa. Pretty standard stuff, ‘til Little Richard’s Panzer Brigade showed up. As soon as they dropped, your unit decided that discretion was by the better part of valor, and you went to ground.
     Looks like George Hasek gets a little riled when the Liaos poke him, ‘cuz two weeks later, the 12th Vegan Rangers showed up, looking to kick some Panzer Brigade ass. You were smart enough to offer your services to the Rangers, and now you and the Rangers are gonna take those damn Panzers apart, piece by piece.

GAME SET-UP
   CBT: Use Moonscape or Tundra maps.

Attacker
     The Attacker is up to 100% of the players’ total force. In addition, the attacking forces must include elements of the 12th Vegan Rangers’ Beta Regiment equal to 100% of the players’ deployed force. Beta Regiment is a Veteran unit, and uses A-rated equipment from the Mercenary Random Assignment Table. The Attacker deploys from the map edge opposite the Defender.

Defender
     The Defender consists of elements of Little Richard’s Panzer Brigade equal to 200% of the players’ deployed force. These forces are considered Veteran. Roll for forces on the Mercenary and/or Capellan Random Assignment Tables use A-rated equipment. For every lance of ‘Mechs, the Defender must choose a stealth-armored ‘Mech from a randomly-rolled weight class.

WARCHEST
Track Cost: 350 WP
Optional Bonuses (all bonuses cumulative):
   +100 Mines. The Defender may pre-designate 2D6 minefields per Attacker lance before deployment.
   +150 Ride of the Valkyries. The Defender deploys a Veteran lance of Hawk Moth Gunships.
   +150 Blizzard. Per Blowing Sand rules on p. 153, CBTComp

Victory Bonuses (bonuses not cumulative):
   +300 Partial Victory: Completing one objective.
   +500 Total Victory: Completing both objectives.

OBJECTIVES
1. Rip It Up! Destroy or force the withdrawal of all LRPB forces.
2. Send Me Some Lovin’ Render at least one stealth-armored ‘Mech salvageable.

SPECIAL RULES

Forced Withdrawal
   The Defenders operate under the Forced Withdrawal rules.

Beta Regiment (12th Vegan Rangers)
   Beta warriors receive a -1 to-hit modifier to all weapon attacks made from medium range, and may ignore the standard +1 modifier for firing at multiple targets.

Little Richard’s Panzer Brigade
   The rough tactics for which the Panzer Brigade is infamous gives them an ability to intimidate opposition that cancels any opposing force’s initiative bonus whenever the Brigade destroys more enemy ‘Mechs than it loses to the opposing side. Once the opposition loses its bonuses, the Brigade player can generate his own bonuses through total ‘Mech “kills.” For every lance of BattleMechs destroyed by the Brigade in excess of those destroyed by their opponents, the Brigade receives a +1 bonus.
   Since these elements are from the First Battalion, they may also ignore the standard +1 modifier for firing at multiple targets.

AFTERMATH
   The Panzer Brigade took one mighty whuppin’ at the Rangers’ hands. Of course, you and your boys certainly did your part. Those damn Panzers are limping out of the atmosphere, tail between their legs. All that’s left is a whole lot of tasty salvage. Well, what’s left after the Rangers have taken their pick.
Title: Re: Fan Created Warchest Tracks
Post by: ScrapYardArmory on 17 January 2012, 21:36:32
Original Poster: Kojak

EATING YOUR WHEATIES

SITUATION
New Salinas, Kansas Plateau
Arboris, Chaos March
16 November 3066


You don’t normally like to sub-contract, but the Vegan Rangers offered you a pretty sweet deal. You hitched a ride with them to Arboris, and after a few days of skirmishing you’ve managed to corner the Panzer Brigade’s command element in some rathole town in the middle of nowhere. Now you’ve got to pin them in place until the Vegan Rangers can arrive. Then you’ll wipe out the Panzers once and for all.

GAME SET-UP
   CBT: Use a combination of Light Urban and Flatlands maps.

Attacker
     The Attacker consists of elements of the player unit and elements of the 12th Vegan Rangers’ Beta Regiment. The player unit may field up to 100 percent of their total force. The Vegan Rangers field a force equal to 200 percent of the player’s total force, rolled on the B column of the Mercenaries Table. The Vegan Rangers are considered Veteran. The player unit approaches from the north. The Vegan Rangers approach from the east, 2D6+4 turns from the beginning of the scenario.

Defender
     The Defender consists of elements of Little Richard’s Panzer Brigade, equal to 200 percent of the player unit’s deployed force, rolled on either the A column of the Mercenaries Table or the A column of the Capellan Confederation Table. At least two must be stealth-armored 'Mechs. The Panzer Brigade is considered Veteran. Richard “Sugar Baby” Whitman pilots a Yu Huang Y-H10G. The Defender may deploy anywhere on the Light Urban maps.

WARCHEST
Track Cost: 400 WP
Optional Bonuses (all bonuses cumulative):
+ 150 Minefield: The Defender may pre-designate 2D6 minefields before deployment.
+150 Bodyguards: Half the Defenders may increase their skills to Elite.
+200 Late Arrival: The Vegan Rangers take an additional 1D6 turns to arrive.

Victory Bonuses (bonuses not cumulative):
   +325 Partial Victory: Complete two objectives.
   +550 Total Victory: Complete all objectives.

OBJECTIVES
1. Get your man. Kill Richard “Sugar Baby” Whitman.
2. More salvage. Render at least one stealth-armored ‘Mech salvageable.
3. Wipe ‘em out. Destroy all defending forces.

SPECIAL RULES

Forced Withdrawal
The Vegan Rangers are operating under the Forced Withdrawal rules. The Panzers, on the other hand, will fight to the last man to protect Colonel Whitman. Only when Whitman has been killed will the Panzers begin to withdraw.

Pre-Existing Damage
   Because they have been fighting for their lives for the past week, the Panzer Brigade has not had much time to make full repairs. Apply 2D6 points of damage to each Panzer Brigade element, in one-point groups. Re-roll any damage that would cause a critical hit.

Beta Regiment (12th Vegan Rangers)
   Beta warriors receive a -1 to-hit modifier to all weapon attacks made from medium range, and may ignore the standard +1 modifier for firing at multiple targets.

Little Richard’s Panzer Brigade
   The rough tactics for which the Panzer Brigade is infamous gives them an ability to intimidate opposition that cancels any opposing force’s initiative bonus whenever the Brigade destroys more enemy ‘Mechs than it loses to the opposing side. Once the opposition loses its bonuses, the Brigade player can generate his own bonuses through total ‘Mech “kills.” For every lance of BattleMechs destroyed by the Brigade in excess of those destroyed by their opponents, the Brigade receives a +1 bonus.
   Since these elements are from the First Battalion, they may also ignore the standard +1 modifier for firing at multiple targets

AFTERMATH
   What’s left of the Panzers is held together with shit, spit and duct tape, and the Vegan Rangers are already busy chasing them out of the atmosphere. In the meantime, you’ve got pockets stuffed full of C-bills and a need for a stiff drink. You can enjoy an ice-cold Timbiqui Dark while you look over the latest contracts sitting on your desk.
Title: Re: Fan Created Warchest Tracks
Post by: ScrapYardArmory on 17 January 2012, 21:37:57
Original Poster: Kojak

HAMBURGER HILL

SITUATION
Hill 937, Norret Mountain Range
Marlette, Crucis March, Federated Suns
29 November 3066


After you bloodied the Panzer Brigade, the notorious organization known as Free Capella offered you a lucrative under-the-table job to give some back-up to the Blackwind Lancers on Marlette. For the last couple of weeks, the 1st Republican Guard has been spotting for Loyalist artillery batteries from a firebase on top of Hill 937, keeping the Allied forces from progressing too far into the mountains. Allied Command wants that hill taken and the Republican forces dismantled. Make it happen and Free Capellan will make you and your fellow soldiers rich men.

GAME SET-UP
   CBT: Use a combination of Hills and Mountains maps, in a four by four setup. The two central maps should be Large Mountain #1 and #2. The top of the Large Mountain has been leveled and cleared off; ignore any Woods and Water hexes on the Large Mountain maps, along with any terrain higher than Level 6. The defending player should place four Light, seven Medium, five Heavy and two Hardened buildings on top of the mountain. A two-tiered wall surrounds the base (treat each individual hex as a Hardened building with a CF of 100). The outer tier is two levels tall, the inner tier one level.
     The Level 2 outer tier of the wall runs through the following hexes: 1602, 1503, 1504, 1404, 1305, 1205, 1106, 1006, 0907, 0807-0810, 0911, 1112, 1212, 1213, 1313, 1413, and 1514-1516 on the Large Mountain #1 map; hexes 0103, 0104, 0204, 0405, 0505, 0604, 0704, 0804, 0905, 1005, 1106-1111, 1011, 0912, 0812, 0713, 0612, 0512, 0411, 0312, 0212, and 0113-0115 on the Large Mountain #2 map.
     The Level 1 tier runs through the following hexes: 1603, 1604, 1505, 1405, 1306, 1206, 1107, 1007, 0908-0910, 1010, 1211, 1312, 1412, 1513, and 1612-1614 on the Large Mountain #1; hexes 0105, 0205, 0406, 0506, 0605, 0705, 0805, 0906, 1006, 1007-1010, 0911, 0811, 0712, 0611, 0511, 0410, 0310, 0211, and 0112 on the Large Mountain #2 map.

Attacker
     The Attacker consists of the player unit, and a combined-arms force from the Blackwind Lancers, equal to 150 percent of the player unit’s deployed force. The Blackwind Lancers forces are rolled on either the B column of the Capellan Confederation Table (FM:U) or the A column of the St. Ives Table (FM:CC). The Lancers are considered Veteran. The attacking forces deploy from the southwest.

Defender
     The Defender consists of elements of the First Republican Guards, equal to 200 percent of the player unit’s deployed force. The First Republicans are rolled on the C column of either the Federated Suns Table or the Lyran Alliance Table, and are considered Veteran. They may deploy anywhere on either of the Large Mountain maps.

WARCHEST
Track Cost: 450 WP
Optional Bonuses (all bonuses cumulative):
+150 Minefield: The Defender may pre-designate 2D6 minefields before deployment.
+200 Cavalry Charge: For every two lances of Attackers, add one lance of hovertanks from the 11th Deneb Recon Regiment. They are considered Regular, and should be rolled on the Federated Suns Vehicle Table.
+150 Spotters: Give the Defenders six squads of Infiltrator Mk. II battle armor.   They are considered Veteran.

Victory Bonuses (bonuses not cumulative):
   +325 Partial Victory: Complete one objective.
   +625 Total Victory: Complete both objectives.   

OBJECTIVES
1. Capture and hold. Capture the firebase intact.
2. Wipe ‘em out. Destroy or force the withdrawal of all Republican forces.

SPECIAL RULES

Forced Withdrawal
   The Forced Withdrawal rules are in effect for all sides.

Artillery Support
   The defenders may call in artillery strikes from a battery of eight Long Toms. The shells have a one-turn flight time. The Long Toms are considered to have a Gunnery skill of 3.

Blackwind Lancers
   The Blackwind Lancers may hold any number of units in reserve (they do not start the game on the map or move on the map during the first turn) and deploy them during the Movement Phase of subsequent turns. For every ‘Mech or vehicle that remains in reserve, the Blackwind Lancers receive a +1 Initiative bonus with a maximum of +4. A +1 Initiative bonus is lost each time a reserve unit moves onto the board.

AFTERMATH
   Blake’s blood, but that was grueling. The area around Hill 937 looks like a nuclear wasteland now, but with this firebase out of the way, the Allies can finally advance on the Loyalist batteries. It’s only a matter of time before the last of the Loyalists are ferreted out of the mountains, but that’s not your problem. You’re just glad to still be in one piece.
Title: Re: Fan Created Warchest Tracks
Post by: ScrapYardArmory on 19 January 2012, 06:37:46
Original Poster: Me

Just When You Thought it Was Safe

Waiting in water
Enemies hear the roars, then
Engulfed by the waves


SITUATION
Epigaus, Konstance
Commonwealth Military District, Draconis Combine
21 June 3039


Your unit landed a quick raiding force to aid the battered Dieron Regulars in keeping the assaulting Point Barrow Lancers and Fourth Lyran Regulars off guard.  The only reason this world hasn't fallen already was due to Fed Com coordination mishaps at the beginning of the invasion.
Now you and your unit are holed up in submersible transports, popping up to make quick raids to keep the Fed Com bastards and their pet Merc units from getting too comfortable.  This damn sub is cramped and barely hospitable.  But misery loves company.  Time to go hurt someone.

GAME SET-UP
Recommended Terrain: The Attacker home edge should be any Coastal Terrain not including River Delta #1.  The remaining mapsheets are Light Urban.
The Defender places four medium buildings (CF: 40) anywhere on the mapsheet closest to their home edge.  Two of these building contain CO2 filters vital to the continued operation of Fed Com units.  The Defender secretly picks which two buildings contain the filters.

ATTACKER
The player group is the Attacker and may use up to 50% of their total force.
The player's force will deploy from the edge of water on the coastal terrain mapsheet.

DEFENDER
The Defender is the Federated Commonwealth hired mercenary force, Mobile Fire.  The Defender's force is 150% of the Attacker's deployed force and is considered Green.  The Attacker's force should consist of 50% medium to heavy Battlemechs and 50% conventional vehicles.
Due to a strong loyalty to the Lyran state, use the Lyran RAT tables if you are randomly determining Mobile Fire's composition.
The Defender's may deploy anywhere on the mapsheet furthest from the Attacker's home edge.

WARCHEST
Track Cost: 400 WP
Optional Bonuses
   +200 Never Saw Them Coming: Add an additional 50% to the Defender's force as reinforcements from the Fourth Lyran Regulars (“Tropic Lightning”).  These reinforcements arrive on turn four from any map edge.  Tropic Lightning is considered Veteran.
   +200 Night Combat: Apply a +2 to-hit modifier to all weapon attacks.

OBJECTIVES

Destroy: Destroy both buildings containing the filters. (Reward: 150)
Preserve: Do not destroy any of the buildings that do not contain filters. (Reward: 150)
Escape: At least half of the Attacking units must enter a level 2 water hex on the coastal terrain map after turn 8.  A submersible transport is waiting and will pick up all retreating units that exit the map in this fashion. (Reward: 250)

SPECIAL RULES
The following special rules are in effect for this track.

Scanning
Scanning a building requires a unit with an active probe to end it's movement in range of the building.  A unit without an active probe must end it's movement within four hexes for two consecutive turns.  Scanning is done in lieu of any weapon attacks.

Mobile Fire Second Division
All Mobile Fire units ignore the Night Combat modifier.

Salvage
Due to the hit and run nature of the attack, salvage is not available for this track.

AFTERMATH
The shortage of CO2 filters, coupled with an incompatibility issue between respirator equipment issued to the Lyran and Davion units caused widespread moral issues.  Meanwhile, Dieron raiding units took their toll, hitting hard then disappearing into the water.
The pressure of the invasion eventually sparked high profile disagreements between the Lyran and Davion commanders.  This discord would be a key weakness for the Combine defenders to exploit later in the war.

ADDITIONAL HOOKS
During the opening volleys of the invasion, elements of the Dieron Regulars put up a token defense of the capital Ishtalia before surrendering.  It was all a diversion of cource.  The rest of the defenders were already well dug in and ready to harass the invaders for months to come.
Some of the prisoners from that first battle are still being held captive in makeshift internment camps.  Wouldn't it be nice if someone pulled a good old fashioned prison break?   

Expansion Ideas
Submersible transports running amok across at least two of four continents on planet?  Sounds like a perfect opportunity to have a naval battle.  Are you willing to risk your 'Mechs in the depths of the ocean to fend off an attack by enemy submarines?
Title: Re: Fan Created Warchest Tracks
Post by: ScrapYardArmory on 19 January 2012, 06:39:04
Original Poster: Me

Running From Fate

Surrounded by foes
Forced to make a decision
Running out of time


SITUATION
35km West of New Summit, Ancha
Dieron Military District, Draconis Combine
28 April 3039


   Mercenary forces from the Fighting Urukhai landed in advance of a main battle group on Ancha.  The defending forces from the First Shin Legion immediately opposed the initially outnumbered invaders in an attempt to decisively crush them before they could threaten the capital.
   The ruse worked for the Federated Commonwealth.  By the time the planetary defenders realized that the mercenary forces were not alone, the Sixth FedCom RCT was already dropping over the capital.
   Surrounded and out gunned, Sho-sho Fujimoto personally led a suicidal attack into the heart of the new attackers in an effort to allow the First Shin Legion 'Mechs to escape.

GAME SET-UP
Recommended Terrain: Flatlands Terrain or Hill Terrain in chase format.  The Defender choses one of the short map edges to be their home edge.  The Attacker home edge is the other short edge.

ATTACKER
The Attackers consist of units from the Fighting Urukhai and the Sixth FedCom RCT.  The mercenary force consists of 100% of the player's deployed force and is considered regular.  The Sixth FedCom RCT consists of 100% of the player's deployed force and is considered regular.

The Fighting Urukhai enter the game on turn one from the Attacker's home edge.  The Sixth FedCom enter the game on turn four from the Defender's home edge.

DEFENDER
The player group is the Defender and may use up to 25% of their total force.

The Defender begins the game anywhere on the mapsheet closest to the Attacker's home edge.

WARCHEST
Track Cost: 300 WP
Optional Bonuses
   +200 Light Fog: Apply a +1 movement modifier to enter each hex.
   +100 Mushy Ground: Apply a +1 modifier to all piloting rolls.

OBJECTIVES

Survive: At least half of the Defending units must survive the track. (Reward: 150)
Escape: At least one quarter of the Defending units must exit off their home edge after turn six. (Reward: 150)

SPECIAL RULES
The following special rules are in effect for this track.

Salvage
Salvage is not available for this track.

Hostile Environment
The world of Ancha has a tainted caustic atmosphere (Tac Ops pg. 56).  Infantry must be XCT troops and take an additional 1D6 damage from all weapon attacks.  Vehicles whose armor is breached suffer a Crew Stunned result.  'Mech or Aerospace pilots suffer one additional warrior hit if the cockpit/Crew location takes damage in combat.   

AFTERMATH
Sho-sho Fujimoto died in the bloody battle to crack the enveloping FedCom forces.  His death would not be in vain though.  Several companies of the Shin Legion managed to escape into the surrounding woods.  Major military operations on Ancha ended by April 29th, one day after the first forces landed on planet.

ADDITIONAL HOOKS
   The surviving members of the Shin Legion did everything in their power in the coming months to disrupt the FedCom forces all the while preparing for a proper counter-invasion.  Guerrilla efforts were well aided by the local population.
   The FedRats are going to need a lot of supplies to survive the hostile environs of Ancha.  Shipments are being transported all over the planet on a regular basis.  Wouldn't it be a shame is one of those shipments went missing?

Expansion Ideas
   The battle for Ancha ended in bloody failure.  Why weren't the Sixth FedCom dropships accounted for?  Smells like a rat in the intelligence network.  Any one feel like exterminating some vermin?
Title: Re: Fan Created Warchest Tracks
Post by: ScrapYardArmory on 19 January 2012, 20:06:41
Original Poster: Me


The Finer Things in Life

The Dragon’s treasure
Under the enemy’s eyes
Waiting to be free


SITUATION
Greater Domain, Kervil
Dieron Military District, Draconis Combine
17 May 3039


Kervil had no front line defenders to save it from the initial FedCom invasion.  Still, the expectation of a fierce counter-invasion led to the assignment of both the Seventh Donegal Guard and the Seventeenth Skye Rangers to the task force.  The planet fell quickly as expected with pockets of DCMS resistance remaining a nuisance.
Unknown to the invaders was the critical role Kervil played in the development of advanced construction alloys.  It’s only a matter of time before they discover the research facilities in the Combine’s orbital refineries.  While this loss is inevitable, the damage can be mitigated.  Data concerning the excavation and mining operation are located on planet and need to be recovered to assist the war effort.  Your unit is being called in the get that data out.

GAME SET-UP
Recommended Terrain: Coastal Terrain, Flatlands Terrain
The Defending player adds up to six medium buildings (CF:40) to the battlefield in the same mapsheet they deploy.  These buildings must be within four hexes of each other.

After the buildings have been placed, the Attacker nominates two of the buildings to contain refinery and excavation data.

ATTACKER
The Attacker is the player group and may use up to 50% of their total force.

The Attacker enters the game from the east most map edge.  This map edge is the Attacker’s home edge.

DEFENDER
The Defender are made up of units from the Seventh Donegal Guard and the Seventeenth Skye Rangers.  The Defenders consist of 100% of the Attacker’s deployed force.  The Seventh Donegal Guard are considered regular while the Seventeenth Skye Rangers are elite.

The Defender deploys their forces before the game begins anywhere in the west most map sheet.

WARCHEST
Track Cost: 400 WP
Optional Bonuses   
     +100 Double Trouble:   Double the number of nominated buildings.
     +100 All or Nothing:  No Warchest Points are awarded unless all data packages are downloaded successfully.
     +200 Bad Intel:  The Defender nominates which buildings contain data and keeps this information secret.  The Attacker must scan a building (see special rules) to learn it’s contents before attempting to download data.

OBJECTIVES

Special Delivery:  Vital data is located in the nominated buildings.  In order to download the information, an Attacker unit must be adjacent to the building and not make any attack that turn.  The data download is successful at the end of the turn.  At least one Attacking unit must exit off the Attacker’s home edge after turn six for this objective to be awarded.  (Reward: 75 WP for each data package downloaded)

Fight Another Day: At least half of the Attacker’s force must exit off the Attacker’s home edge after turn six. (Reward: 200 WP)

SPECIAL RULES

Forced Withdrawal
Both forces operate under forced withdrawal for this track.

Scanning
Scanning a building requires a unit with an active probe to end it's movement in range of the building.  A unit without an active probe must end it's movement within four hexes for two consecutive turns.  Scanning is done in lieu of any weapon attacks.

Salvage
Salvage is not available for this track.

AFTERMATH
LIC agents uncovered the advanced manufacturing facilities on May 20th.  Reports of the find made it all the way to the Archon and First Prince.  While similar to materials being researched at the NAIS, no available intelligence could confirm the large scale use of the new materials within DCMS forces.
The matter was officially recessed pending further investigation.

ADDITIONAL HOOKS
Without a major counter invasion in sight, it is up to the remaining DCMS security personnel to sabotage and raid the occupiers into submission. Kervil is a majority water based planet with several uninhabited continents in the southern hemisphere which would make excellent jump off points for raids.

Expansion Ideas
The zero-g manufacturing facilities in orbit around Kervil were a prime find for the Federated Commonwealth.  The stations also provide ample opportunity for Aerospace based raids and miscellaneous space based mischief.  Sabotage isn’t exclusive to dirt side operations.
Title: Re: Fan Created Warchest Tracks
Post by: ScrapYardArmory on 19 January 2012, 20:21:18
Original poster: Me

TOUCHPOINT: Ghosts in the Night

Ghosts in the darkness
Hunters now become hunted
Waiting for the sun

What the hell is burning into the system?  Whatever it is has the friggin' commanders all spooked.  One minute we have those damn Combine rats running ragged in the woods and now we are pulling back?  It doesn't make any sense.  The are at least a week from touching down and I'm pretty sure we could finish off these stragglers in time for reload refit and a good meal while we're at it.  Something just ain't right.
-Personal Log, Unidentified AFFS Mechwarrior


SITUATION
Solus City, Sadalbari
Benjamin Military District, Draconis Combine
19 July 3039


It's time for the Dragon to strike back.  The Seventh and Eighth Ghost Regiments arrived in system to give the occupying Third FedCom RCT a taste of Combine revenge.  The move startled FedCom Marshall Cunningham who was forced to pull back forces to defend the city of Solus.  With reserves from the Fifth Davion Guards available, Cunningham moved swiftly to counter the approaching Combine troops and hoped that their prepared defenses would hold.
Meanwhile, the Ghosts came packing plenty of LosTech.  More than enough to turn the tide on this planet if not others.  The FedCom were not expecting the ace in the hole.

GAME SETUP:
Recommended Terrain: Light Urban Terrain, Hill Terrain
The Defender chooses any edge as their home edge for this track.  The Attacker edge is opposite the Defender's home edge.

ATTACKER
If a Player Group is the Attacker, the player may use up to 100% of their force but not more than 12 units.  For every full or partial lance deployed by the Attacker, add one unit from either the Seventh or Eighth Ghost Regiments.
If the Attacker is not a Player Group, then the Attacker consists of forces from the Seventh and Eight Ghost Regiments up to 125% of the Defender's deployed force.  The Seventh Ghost is considered Veteran while the Eighth is Green.  The Ghost Regiments should roll on the A* RAT table presented in Historical: 3039 if the player's have access to it.

DEFENDER
If a Player Group is the Defender, the player may use up to 100% of their force, but not more than 12 units.  If the Defender is not a Player Group, then the Defender consists of forces from the Third FedCom RCT up to 100% of the Attacker's deployed force (not including additions from the Ghost Regiments) and is considered Regular.

WARCHEST
Track Cost: 600 WP
Optional Bonuses

-200 Reinforcements: (Defender Only) You call in the Davion Guard prematurely showing your lack of leadership and military skill.  Reinforcements from the Fifth Davion Guard joins the battle after turn 4 from any map edge.  The reinforcements consist of one unit for every full or partial lance deployed by  the Defender at the beginning of the track.  The Davion Guard is considered Veteran.

OBJECTIVES

Headhunter: Cripple or Destroy the opposing force's commander.  If either force is not a Player Group, randomly determine the commander and give that pilot a -1 gunnery and -1 piloting.  If there is no obvious commander in a Player Group's force, pick the lowest gunnery pilot.  Dice off ties. (Reward: 100)

Cripple: Cripple at least half of the opposing force. (Reward: 200)

Destroy: Destroy at least 75% of the opposing force. (Reward: 300)

Escape: (Defender Only) At least one quarter of the Defending units must leave the battle through their home edge after turn 8. (Reward: 200)

Preserve The Dragons Teeth: (Attacker Only) At least  half of the accompanying Ghost Regiment units must survive the track. (Reward: 100 if successful, -200 otherwise)

SPECIAL RULES

Forced Withdrawal
All forces operate under forced withdrawal for this track.

Salvage
Salvage is available if a Player Group controls the battlefield at the end of the track.

Prepared Defenses
The Defender may secretly place (1D6 + 2) 20 point density conventional minefields.  (See Tactical Operations pg. 208)

AFTERMATH
The FedCom forces were crushed under a wave of Ghost Regiment units and forced to leave their defensive positions in the city.  The Combine advance was halted only after Marshal Cunningham called in the Fifth Davion Guard for support.
The stalled offensive was only temporary though.  As the technologically superior Ghost Regiments pressed the Third FedCom fell apart.  As a last resort, together with the remaining Davion Gaurd, Marshal Cunningham barricaded themselves inside the Xantal Military Reservation content to wait out the DCMS who had begun to grow short on supplies.
Reinforcements never came though.  Instead, withdrawal orders arrived on 14 October.

ADDITIONAL HOOKS
While the Ghost Regiments took the glory, the surviving Shin Legion did a lot of the leg work.  They holed themselves up in the mountains using harsh winter conditions to survive constant harassment by the Third FedCom RCT.  Those units are a footnote in the liberation of Sadalbari.

Expansion Ideas
The siege of Xantal presents some interesting side plots.  Prior to their retreat from Sadalbari the staggered AFFS forces made a vain attempt to destroy three Dropships full of supplies that they had hastily left behind during their retreat to Xantal. 
Title: Re: Fan Created Warchest Tracks
Post by: ScrapYardArmory on 21 January 2012, 13:08:19
Original Poster: Me

Bloody Homecoming

SITUATION
Outside Capricia-Inness-Tellein, Matar
Benjamin Military Disctrict, Draconis Combine
21 September 3039


The Combine counter-attack is beginning to pick up steam.  Despite losing the jumpship Kagu-Zuchi and two dropships in a jump accident, Tai-sa Aron Kirzak led the Eleventh and Twelfth Ghost regiments to the planet of Matar where the local populace was already hard at work disrupting the AFFS occupation. 
The AFFS led by Major General Cunningham held all major planetary objectives inside the cities. Undeterred, the Ghost Regiments dropped into the outlying municipal airports before advancing on Cunningham's defenses.  Unfortunately, jubilated crowds slowed the advance of Tai-sa Kirzak's forces, preventing them from linking up both Ghost Regiments forcing a massive battle inside the Tri-Cities.

GAME SETUP:
Recommended Terrain: Dense Urban

ATTACKER
The Player group is the Attacker and may use up to 50% of their total force.  The Attacker may select a map and deploy their force anywhere in that map.  The Attacker may add two foot rifle infantry platoons to their force for every four units deployed, rounding up.  There additional forces may deploy anywhere on the map as hidden units and are considered green. 

DEFENDER
The Defender consists of forces from the First Kestrel Grenadiers up to 75% of the Attacker's deployed force.  The First  Kestrel Grenadiers are considered elite.  The Defender enters the game on turn 1 from the mapsheet opposite the map selected by the Attacker.

WARCHEST
Track Cost: 500 WP

Optional Bonuses
+100 Surprise!: The Attacker receives a -2 to initiative rolls for the first four turns.

+150 Moderate Gale: Apply a +1 to-hit modifier to all missile weapon attacks.

+150 Electromagnetic Interference (EMI): The Defender may designate three hexes as EMI sources.  Each EMI field radiates six hexes from the source hex.  Apply a +2 to-hit modifier to all ranged attacks made by units operating inside an EMI field.

OBJECTIVES

Punishment: Cripple or Destroy at least 50% of the opposing force. (Reward: 250)

Crowd Control: No more than 180 civilians are killed in the battle (See special rules below). (Reward: 300)

SPECIAL RULES

Crowds
The people of Marduk have taken to the streets to celebrate the arrival of the DCMS counter attack.  The civilians in the streets pose a tactical problem for the DCMS forces.  Every turn any ground unit ('Mech, Vehicle, etc.) uses running/flank movement on a pavement hex, make a piloting/driving skill roll at the end of the movement.  Modify the roll by +6 at the start of the game.  Reduce this modifier by one each turn to a minimum of zero.  If the piloting roll fails, 1D6x5 civilians are inadvertently killed.

Forced Withdrawal
The Defender's forces operate under forced withdrawal.

Salvage
Salvage is available for this track if more than half of the Defender's force is crippled or destroyed.

AFTERMATH
The battle within the Tri-Cities was a bloodbath that sparked fires that would burn for up to a week after.  The AFFS were ultimately blamed for the civilian deaths causing more and more inhabitants to take up arms against them.  The block by block battle for the Tri-Cities waged for another week before Cunningham withdrew on October 6th.

ADDITIONAL HOOKS
While the Eleventh Ghost Regiments battled in the city centers, the Twelfth were called out into the open field, away from the possibility of civilian casualties.  The hit and run attacks made by both sides would last a week longer than the Tri-City battle.

Expansion Ideas
Sounds like a little propaganda can go a long way.  Maybe the Ghosts knew the civilian deaths would only incite more Fed Com hatred.  Was it the plan all along to keep the Eleventh inside the city?
Title: Re: Fan Created Warchest Tracks
Post by: ScrapYardArmory on 21 January 2012, 13:09:33
Original Poster: Taharqa

MAYDAY

SITUATION
Near Bidan
Betelgeuse, Capellan Confederation
2 December 3030


   It seems that the Duchy of Andurien thinks they can knock off the severely wounded Capellan Confederation (with the help of the Canopian’s anyway).  You are just glad to have somebody stirring up things in the Inner Sphere, as work is getting harder to come by, what with the end of the Fourth Succession War.  So you signed on with the Duchy in a support role. Your job is to back up the First Defenders of Andurien in their assault of Betelgeuse.
   It seemed like an easy enough gig. After all, the First Defenders are the pride of Andurien.  Then one of their companies landed off-target during the insertion and got themselves blown to bits.  It seems that a few of the Mechwarriors managed to escape on foot and you have been sent in to get them.  I guess the Defenders figure that one of their own is worth a few of yours.  Welcome to the life of a merc.

GAME SET-UP
   CBT: Use Open Terrain and Hills Mapsheets.

Attacker
   The attacker consists of elements from the Capellan Home Guard equal to 100% of the Defender’s deployed force. The force is made up of conventional armor and infantry only.  They have Regular experience. They enter from the opposite side of the map as the Defender.
   
Defender
   The defender is up to 50% of the players’ total forces. In addition, the players may add two troop-carrying armor units of their choice to assist with extraction. The Defender may choose one map edge for deployment.
   

WARCHEST
Track Cost: 200 WP
Optional Bonuses (all bonuses cumulative):
   +150 Full House: Elements of House Kamata are supporting the Home Guard. These units are considered Veteran and equal 25% of the Defender’s total deployed force.
   +100 Heavy Rainfall: per the rules on p. 153, CBTComp.
   +100 Tenacious: The Home Guard is fighting with a frenzy. Add +2 to all initiative rolls.

Victory Bonuses (bonuses not cumulative):
   +100 Partial Victory: Complete the first objective.
   +250 Total Victory: Complete both objectives.


OBJECTIVES
1.   All In One Piece.  Safely extract all three mechwarriors from the battlefield.
2.   You Want Some Of This. Destroy 50% or more of the attacking force.

SPECIAL RULES

Salvage
   No salvage is available in this track.

Forced Withdrawal
   All units operate under forced withdrawal rules.

Extraction
   Three mechwarriors are scattered throughout the map and are in hiding.  The Gamemaster should decide on locations no closer than 10 hexes to the Defender’s deployment edge and inform the Defender of these locations prior to the beginning of play.  These mechwarriors may be picked up per the normal rules for an Extraction scenario.

AFTERMATH
   That action seemed a little hot and heavy for “support.” It might be time to set down some roots, because based on the way those Cappies were fighting, they aren’t going to let go of this rock easily. You just hope the First appreciates the sacrifices you made for their boys.
Title: Re: Fan Created Warchest Tracks
Post by: ScrapYardArmory on 21 January 2012, 21:07:03
Original Poster: Taharqa

TUG OF WAR

SITUATION
Aldis Weapons Plant
Betelgeuse, Capellan Confederation
17 March 3031


   With the arrival of the Tooth of Ymir, things are finally starting to look up on Betelgeuse.  Nonetheless, the First Defenders are battle weary and so your unit was assigned to secure the important Aldis Weapons Plant.

GAME SET-UP
   CBT: Use Urban maps. Place five fortified (CF80) Level 2 buildings on each map.
   AT2: Use Space maps. Place two small pressurized yards and four small habitats on the map.

Attacker
   The attacker is up to 75% of the players’ total forces.  The Attacker deploys from the South map edge.   

Defender
   The defender consists of elements of House Kamata equal to 75% of the Attacker’s total deployed force. These units are considered Veteran. These forces begin play in the middle of the map board.

WARCHEST
Track Cost: 200 WP
Optional Bonuses (all bonuses cumulative):
   +200 Hide and Seek (CBT only): Up to 50% of the Defender’s units may be placed anywhere on the map as hidden units, per the rules on p. XX, CBTComp.
   +150 Night Combat: per the rules on p, 151, CBTComp.
   -200 With a Bite: The Attacker is reinforced by elements from the Tooth of Ymir equal to 25% of the Attacker’s force. These units are considered Veteran.

Victory Bonuses (bonuses not cumulative):
   +150 Partial Victory: Complete one objective.
   +300 Total Victory: Complete both objectives.


OBJECTIVES
1.   Clear. Destroy all defending forces.
2.   Intact. At least half of the existing structures remain standing.

SPECIAL RULES

Forced Withdrawal
    The Defender will not withdraw under any circumstances.  The attacker follow the normal rules for Forced Withdrawal.

Sabotage
   At a certain point, the Defender will attempt to destroy the Weapons plant rather than let if fall into enemy hands. When, the Defender is reduced to 50% of the Attacker’s strength, the Defender units will begin to attack the structures.  When a building is in LOS, the defending units will attack it with their weapons, unless they can target an Attacking unit with a target number of 5 or less.

AFTERMATH
   Well, the weapons plant is still standing, but not by much.  These Warrior Houses sure don’t throw in the towel.  You may have them outnumbered heavily at this point, but you sure aren’t looking forward to the next few months. They will fight you tooth and nail for every inch of this rock.
Title: Re: Fan Created Warchest Tracks
Post by: ScrapYardArmory on 21 January 2012, 21:08:09
Original Poster: Taharqa

UNINVITED GUESTS

SITUATION
Betelgeuse, Capellan Confederation
9 July 3031


You feel a pit in your stomach as you glance up at the contrails blooming in the sky.  Just when you were about to wrap up Betelgeuse and hopefully get some R&R, it looks like somebody else is joining the party, and you are pretty sure they aren’t your boys. 
   Suddenly a panicked radio transmission interrupts your thoughts. “Assault drop! Assault Drop! Two minutes until contact.”

GAME SET-UP
   CBT: Use Suburban and open terrain maps.  Place six medium (CF40) Level 2 buildings on the map to represent the supply depots.
   AT2: Use the Low Atmosphere map.

Attacker
   The attacker is comprised of elements from House Hiritsu equal to 150% of the Defender’s total deployed force.

Defender
   The Defender is 100% of the players’ total forces. They may deploy anywhere on the map board.

WARCHEST
Track Cost: 250 WP
Optional Bonuses (all bonuses cumulative):
   +200 Delays: The First Defenders do not arrive until after 12 turns of combat.
   +150 The Best of the Best: Increase the skill level of the Attacker to Elite.
   -100 Turrets: The defender may place six large laser turrets (CF60) on the map.

Victory Bonuses (bonuses not cumulative):
   +250 Partial Victory: Complete one objective.
   +400 Total Victory: Complete both objectives.


OBJECTIVES
1.   Survive: At least 75% of the Defender’s forces (including retreating units) must survive the track.
2.   Maintain the Supply Train (CBT): at least three of the supply depots must survive the track.
3.   Ducks in a Barrel (AT2): Destroy at least one quarter of the Mech cocoons.

SPECIAL RULES

Hot Drop
   If using CBT, The attacking forces enter the map via a combat drop in the first round.  If using AT2, then add a number of mech cocoons equal to double the number of Defending units.

Reinforcements
   The Defender receives reinforcements from the First Defenders of Andurien after 8 turns of combat.  The reinforcements are of Veteran quality and equal to 100% of the Defender’s initial force.

AFTERMATH
   That could have gone better. Of course it could have gone a hell of a lot worse too.  It looks like you are now facing down not one, but two of the Cappies’ Warrior Houses. Might be time to negotiate a contract extension.
Title: Re: Fan Created Warchest Tracks
Post by: ScrapYardArmory on 21 January 2012, 21:09:22
Original Poster: Me

A Fighting Chance

Hidden from their eyes
The Dragon strikes from a far
Shattering their foes


SITUATION
Plains of Pere Caplais, Klathandu IV
Dieron Military District, Draconis Combine
4 August 3039


     Klathandu IV fell in the first wave of the invasion without a single shot being fired.  The retaking of the planet would not be so peaceful.  Hidden within the Iruzun system, a Combine task force made planetfall and swiftly engaged the outnumbered the defending Seventh Crucis Lancers and the Second New Ivaarsen Chasseurs.
     With weeks to prepare, the only thing that prevented more rigorous fortifications from being built was the rebellious native population that refused to provide any support outside of projects strengthening local infrastructure.
     The Combine needs a base of operations from which it can launch further offensives.  Your unit will be deployed to seek out facilities that may be suitable for such a base while driving off whatever opposition you face.

GAME SET-UP
Recommended Terrain: Flatlands Terrain
The Defender must place up to 4 + 1D6 medium buildings (CF: 40) anywhere on the battlefield.  They should be within four hexes of any other building.
The Defender may also place 4 + 1D6 conventional minefields.

ATTACKER
The Attacker is the player group and may use up to 50% of their total force.
The Attacker enters the game from the east most mapsheet.  This is the Attacker’s home edge.

DEFENDER
The Defender are made up of units from the Seventh Crucis Lancers and the Second New Ivaarsen Chasseurs.  The Defenders consist of 75% of the Attacker’s deployed force.  The Seventh Crucis Lancers are considered Elite while the Second New Ivaarsen Chasseurs are Regular.
The Defender enters the game from the west most mapsheet.  This is the Defender’s home edge.

WARCHEST
Track Cost: 400 WP

Optional Bonuses
+100 Lightning Storm:  +1 To-Hit modifier for all Weapon Attacks, +2 for all Missile Attacks.

+100 Die Another Day:  On Turn 6 and on, roll 2D6 at the beginning of the turn.  On a result of 10 or higher the FedCom forces receive early Forced Withdrawal orders.  All units, regardless of condition will be forced to withdrawal as if crippled.  Add 1 to the die roll for every turn after turn 6 (Turn 7 = +1, Turn 8 = +2, etc).

OBJECTIVES

Maim:  Cripple or Destroy at least half of the Defending units before turn 10. (Reward: 200 WP)

No Mercy: Destroy all of the Defending units before turn 12. (Reward: 250 WP)

Secure the Base: The objective buildings are controlled by the force with more units adjacent (or inside as applicable) at the end of each turn.  If there is a tie, the building is contested and does not count as controlled for either side.  At the end of each turn, the force that controls the most buildings gains a victory point.  The Attackers must acquire at least 5 victory points before turn 10. (Reward: 200 WP)

SPECIAL RULES

Forced Withdrawal
The Defender operates under forced withdrawal for this track.

Spoils of War
The surprise nature of the attack has left the Defenders ill prepared and as such, some material has been left vulnerable to capture.  The Defender may designate two buildings to contain Battlemechs from the Federated Suns RAT table.  If the Attacker completes at least one objective, they acquire the Battlemechs assuming the designated buildings have not been destroyed during the battle.

AFTERMATH
Overwhelmed from the start, the Federated-Commonwealth troops fell back from the main city.  Through various recon companies, they did manage to begin tracking the Combine’s movements. The wildly successful recon efforts set the table for even deadlier conflicts in the future as the understrength FedCom units began to find ways to put their limited resources to work.

ADDITIONAL HOOKS
The Combine general Tai-sa Nelson kept his strategy simple.  Concentrate the bulk of his forces one objective at a time, crushing whatever opposition he encountered.  The downside of this strategy was the ease in which his forces would be tracked and monitored.  Countering these recon units is vital to the continued safety of Combine operations on Klathandu IV.

Expansion Ideas
   The citizens of Klathandu IV were plenty willing to hand over the keys to the invaders at the onset of the war.  Somewhere along the way they had some sense knocked into them when they refused to support the construction of fortifications and defenses.
   It stands to reason that factions within the population are still loyal to the occupying force and may be working against the counter-invasion.
Title: Re: Fan Created Warchest Tracks
Post by: ScrapYardArmory on 21 January 2012, 21:12:17
Original Poster: Jasper_Ward

Wounded Dragoons: The Retreat of Outreach

SITUATION
Outreach, The Chaos March
December 3067


With Outreach in Ruins, the wolf down, and the remaining Dragoons in the state of condition feral, the remains of the Wolf’s Dragoons are retreating to a rescue dropship with a small contingent of reinforcements to help the survivors get off planet.  The only problem is that there is a wall of mercs and Toaster Worshipers in between the survivors and the dropship

GAME SET-UP
   CBT: Use two maps with lots of rubble and buildings + a dropship on the opposite end of the Surviving Dragoons

WoB/ Mercenaries
   These units may consist of 100% of the Survivors forces each, and may deploy in the center of the placed maps
   
Reinforcement Dragoons
  These units may contain 1 lance of dragoon elite units and deploy itself around the dropship.
Surviving Dragoons
   The survivors may contain 2 lances of damaged units that are of elite rank.  They will deploy on the opposite side of the map as the dropship


WARCHEST
Track Cost: 1200 WP
Optional Bonuses (all bonuses cumulative):
+200 Dawn.  See page 58 of Tactical Operations
+600 Pre-Damaged units.  Continue without repairing units from last battle (if used as first battle apply damage to surviving units and Mercenaries at the GM’s Discretion to simulate those units being in combat for hours/days)

Victory Bonuses (bonuses not cumulative):
   +500 Total Victory: Complete the objective.
 
OBJECTIVES
   1. Retreat!. At least 40% of surviving Dragoons must make it to the dropship

SPECIAL RULES

Forced Withdrawal
   The WoB forces will not withdrawal, and the Wolf’s Dragoons may only withdrawal to the dropship, otherwise will fight to the death.  Mercenaries may withdrawal   

We Don’t Care About No Ares Convention
  Before the game starts, the WoB player rolls 2d10, that decides how many turns it will take for the single peacemaker to hit the target area (decided by the WoB Player on that turn, may be marked at that time, player does not have to tell what the marking is to other player)
If WoB player rolls less than 10 total, add 10 to the total

Dropship Runaway
Once all allied mechs are within 2 hexes of dropship, it may ascend and leave the battlefield, making the Wolf’s Dragoons players the winners, Player may choose to lift off early if they meet the 40% requirement without counting the Reinforcements

AFTERMATH
   This battle shot off the jihad, and left the Dragoons in tatters, not many survived in comparison to how many were there, and has left mercenaries in a new position since then.  The remaining dragoons regrouped and headed to mars for some real revenge.
Title: Re: Fan Created Warchest Tracks
Post by: ScrapYardArmory on 27 January 2012, 21:28:00
Original Poster: Jasper_Ward

Wounded Dragoons: “Condition Feral”

SITUATION
Outreach, The Chaos March
October 18 3067


“Grey One to all Dragoons.  Wolf Actual…down!  Wolf Actual is down..<Crackle> Set Condition Feral”  The news is echoed across channels, all dragoons are to take no prisoners and show no mercy, Commander Jaime Wolf is dead, having fought Wayne Waco and his unit to the death, His mech still standing above Waco’s dead mech and body.  The Dragoons have lost their leader, their home has been decimated and its time for the revenge to start.  The rumor is that those blakists are behind this.

GAME SET-UP
   CBT: Use two maps with lots of rubble and buildings

Mercenaries
   These units may consist of 200% of the Survivors forces and may be deployed on the edge of all sides

Wolf’s Dragoons
   The players forces consists of any and all dragoons that met up in the previous battle (if used as first track, use 2 lances of appropriate elite units

WARCHEST
Track Cost: 800 WP
Optional Bonuses (all bonuses cumulative):
+600 Pre-Damaged units.  Continue without repairing units from last battle(if used as first battle apply damage to surviving units and Mercenaries at the GM’s Discretion to simulate those units being in combat for hours/days)

Victory Bonuses (bonuses not cumulative):
   +500 Total Victory: Complete the objective.
 
OBJECTIVES
   1. Condition Feral.  Destroy all units.

SPECIAL RULES
Condition Feral.  No survivors are to be taken, and Dragoon units may choose to gain a +1 attack if they forfeit the initiative.
AFTERMATH
   Harlech is in ruins, The Wolf is dead, and we don’t know if reinforcements are on the way, but we are dragoons, and will win.
Title: Re: Fan Created Warchest Tracks
Post by: ScrapYardArmory on 27 January 2012, 21:29:08
Original Poster: Jasper_Ward

Wounded Dragoons: “Initial Alert”

SITUATION
Outreach, The Chaos March
October 15 3067


We’ve been attacked, The home Guard compound first, now Dragoon Command, Control Center, and even the Hiring Hall have been attacked, the hiring hall destroyed, mercenaries of all colors are fighting.  It’s time to get our hands dirty and fight for the wolf and unity.

GAME SET-UP
   CBT: Use two maps with lots of buildings

Mercenaries
   These units may consist of 100% of the Dragoon forces and may deploy anywhere on the map
Wolf’s Dragoons
   The players forces consist of all available units, and will deploy in the center of the playfield
WARCHEST
Track Cost: 800 WP
Optional Bonuses (all bonuses cumulative):
+200 Dawn.  See page 58 of tactical operation

Victory Bonuses (bonuses not cumulative):
   +500 Total Victory: Complete the objective.
 
OBJECTIVES
   1. Destroy!  Destroy all enemy units.
SPECIAL RULES
Forced Withdrawal.  Either side must withdrawal if their forces are reduced by 60%
Salvage.  The winning side may take all available salvage
 AFTERMATH
   So much Destruction to Harlech, We’ve lost so much, and now, Commander Jaime Wolf is taking part in a battle with Wayne Waco across town.
Title: Re: Fan Created Warchest Tracks
Post by: ScrapYardArmory on 27 January 2012, 21:30:45
Original Poster: Me

Dragon Among the Sheep

SITUATION
Hebroun Military Complex, Breed
Dieron Military District, Draconis Combine
25 July 3039


Breed is the first Federated Commonwealth plant to be hit in the counter-attack.  The vast majority of defenders had already lifted off to hit Wave two targets, leaving the inexperienced 1st NAIS Cadre and the Second Robinson Rangers to defend the staging planet.

The 3rd and 4th Ghost Regiments waited in the wings for the opportunity and struck the planet with a series of quick hit and run attacks, keeping the defenders and their heavy contingent of conventional forces out maneuvered. 

In an attempt to force a major battle, the FedCom defenders goaded the Ghosts to attack at Hebroun.  Stretched out in a long defensive line, the Ghosts managed to once again use their considerable experience and superior maneuverability to pierce the FedCom line.  Within Hebrouns supply depots are expected to be large cache of supplies and ammunition.  Dropships are inbound to take advantage of this prize so long as a counterattack by the Fed Com defenders can be delayed.

Your unit is part of a flanking force designed to hit the FedCom defensive line and keep them there.  So long as they are still on the defensive they can't run afoul of the Dragon's extraction efforts.  Perform well, and there may be more than a few spoils of war to share.

GAME SET-UP
Recommended Terrain: Flatlands Terrain, Light Wooded
The Defending player adds up to six hardened buildings (CF:120) to the battlefield.  These buildings represent parts of the Hebroun Military Complex and should be placed consecutively.

ATTACKER
The Attacker is the player group and may use up to 50% of their total force.  The player must chose their forces before the OpFor is chosen.

The Attacker chooses a mapedge as their home edge.  Up to 2/3 of the players deployed force may enter from the home edge on turn 1.  The remaining forces may enter the battle from any map edge on turn 4.

DEFENDER
The Defender are made up of units from the 1st NAIS Cadre and the Second Robinson Rangers.  The Defenders consist of 150% of the Attacker’s deployed force and must be at least 50% conventional units.  The 1st NAIS Cadre are considered green while the Second Robinson Rangers are regular.

The Defender deploys their forces before the game begins within 10 hexes on the hardened building complex.

WARCHEST
Track Cost: 600 WP
Optional Bonuses   
     +200 Light Fog:   Increase the movement cost of each hex by 1.
     +100 Dusk:  Add a +1 modifier to all weapon attacks.
     -100 Reversible:  Change the first objective to read: "Cripple or destroy all of the opposing force's conventional units."

OBJECTIVES

Wax: Cripple or destroy all of the opposing force's 'Mech units. (Reward: 350 WP)

Wane: Exit all of your deployed force off your home edge before turn 13. (Reward: 350 WP)

SPECIAL RULES

Forced Withdrawal
The Player force operates under forced withdrawal for this track.

Salvage
No battle field salvage is available for this track.  However, if at least one objective is met, then the Player group may add 6 tons of ammunition and 2 free repairs times their Force Size Modifier.  Example: A force with a FSM of 3 (three lances in a company) would receive 18 tons of ammo and 6 free repairs.

AFTERMATH
Tai-sho Gramenov expected a few dozen tons of supplies in the Hebroun Complex.  What he found was on the order of thousands of tons.  The flanking forces succeeded in distracting the defenders until Combine Dropships could lift off with a sizable portion of the spoils.  The loss crippled the AFFS morale.  Saving what they could, the majority of the AFFS forces lifted off for Robinson on the 30th leaving the local conventional forces to fend off the remaining Ghost Regiment forces.

ADDITIONAL HOOKS
While the defenders fought off the opponent in front of them, the Dragons behind them plundered and pillaged.  It was a significant strategic blunder to amass the AFFS forces all in one defensive line across the Hebroun Complex.  If one or two forces managed to get the order when the line broke they would have been a major headache for ground crews sacking the supply depots inside.  Defending those Dropships and their ground crews becomes priority number one.


Expansion Ideas
After the main defenders lifted off planet, the Ghosts found little value in continuing to hold a large force on-planet.  A single battalion of Ghosts were left behind to stage hit and run attacks on the remaining planetary defenders.  A force this small would have been crushed in a pitched battle.  The Ghosts have to keep on the move to avoid being caught and cornered.
Title: Re: Fan Created Warchest Tracks
Post by: ScrapYardArmory on 27 January 2012, 21:33:57
Original Poster: Mestre

HOLDING THE JAGUAR

SITUATION
Silver Hills, Idlewind
Draconis Combine
22 March 3050


Isn't garrison duty supposed to be boring? Less than a week after arriving on-world, some kind of bandits jump in... only these aren't your typical Periphery gang. Their first action was to identify themselves as the Smoke Jaguars and ask who would defend the planet. In their infinite wisdom, the government spokesman designated you. Now you have to hold off these crazy enemies while the government tries to work out a solution... and maybe call for some reinforcements.

GAME SET-UP
CBT: Use Hill Terrain maps.
 AT2: Same as for CBT. Players should use the Low Altitude Operations rules for this track.

Attacker
 The Attacker consists of elements of the Clan Smoke Jaguar's Delta Galaxy equal to 100 percent of the Defender's deployed force - by weight or weight class, NOT by BV. The Jaguars are considered to be Veteran Clan troops. The Attacker deploys along a map edge determined by the GM or mutual consent.

Defender
 The Defender is up to 100 percent of the player group's total force. The Defender may deploy anywhere on the map.

WARCHEST
Track Cost: 400 WP
Optional Bonuses (all bonuses cumulative):
-150 Bogus Batchall
   Yyou lie to the Jaguars about the size of your team; the Attacker is only 75% of the player's deployed force.
+100 Terrible Toads
   The Attacker adds a star of elementals to their force, which is not included in the force size calculation.

Victory Bonuses (bonuses not cumulative):
 +300 Partial Victory: Complete one objective.
 +600 Total Victory: Complete both objectives.

OBJECTIVES
1. Hold the line. Keep at least half of your force intact for 10 turns.
2. Get out alive! At least 50% of your force escapes from their home side (after the 10 turns have elapsed.)

SPECIAL RULES

Zellbrigen
The Smoke Jaguars should avoid any two Mechs targeting the same opponent.

AFTERMATH
  Who are these Jaguars? That's a question a lot of people are asking. But it's not the one on your mind. Your question is, how can I get off of this planet alive?
Title: Re: Fan Created Warchest Tracks
Post by: ScrapYardArmory on 27 January 2012, 21:36:05
Original Poster: Mestre

STRIKING BACK

SITUATION
Jackson's Pass, Idlewind
Draconis Combine
26 March 3050


Boy, it was nice to sit back and let the Combine's Regulars do the fighting. But word from your employers is that break-time's over. Your unit's had "plenty" of time to repair their units, and the Regulars are worried about a missing group of Jaguars. They could be planning a flanking maneuver. If you can get the jump on them, this could be a chance for some payback.

GAME SET-UP
CBT: Use Hill or Canyon terrain maps.
 AT2: Same as for CBT; or, if preferred, players could reorganise this track as a space battle.

Attacker
 The Attacker is up to 50 percent of the player group's total force. The Attacker should deploy on a map edge opposite the Defender.

Defender
 The Defender consists of elements of Clan Smoke Jaguar's Delta Galaxy, equal in tonnage or weight class (but not BV) to 50 percent of the Defender's total deployed force.

WARCHEST
Track Cost: 350 WP
Optional Bonuses (all bonuses cumulative):
+100 Moderate Gale
  Add a +1 to-hit modifier to all missile weapon attacks.
+200 Bad Intel
  Increase the Defender's size to 75 percent of the Attacker's force.
+100 We Were Spotted!
  Ignore the special rules regarding initiative.

Victory Bonuses (bonuses not cumulative):
+200 Marginal Victory: Complete one objective.
+400 Partial Victory: Complete two objectives.
+600 Total Victory: Complete all objectives.

OBJECTIVES
1. Send them packing! Destroy or force the withdrawal of the Defender's force.
2. Wipe them out. Destroy the Defender's entire force.
3. Protect the flank. Don't let any of the Defender's units exit the map by your home edge.

SPECIAL RULES

Zellbrigen
The Smoke Jaguars should avoid any two Mechs targeting the same opponent.

Forced Withdrawal
The Defender operates under Forced Withdrawal rules.

Surprise!
To reflect the advantage of surprise gained by the Attacker's ambush, the Attacker automatically wins initiative for the first three turns.

AFTERMATH

Well, it's good to know that in the right conditions and with the right advantages, these cats can be beaten. It's just a shame that we don't have too many of those conditions here. It's got to be time to get off of this rock!
Title: Re: Fan Created Warchest Tracks
Post by: ScrapYardArmory on 27 January 2012, 21:43:47
Original Poster: Mestre

THE GREAT ESCAPE

SITUATION
East of the Great James Spaceport, Idlewind
Draconis Combine
19 April 3050


The powers that be have finally agreed that it's time to evacuate every piece of military hardware and personnel on Idlewind before they lose it. From rumours you've heard, these Jaguars are leaving Mercs dispossessed when they're captured, so you certainly have no plans to stick around. The only trouble is, the cursed Clanners have blocked the way to the spaceport. That, and you've got a self-important Tai-sa breathing down your neck. And did someone mention aerospace fighters?

GAME SET-UP
This track has two parts. Players may wish to use either part, or to play both as they prefer. Part A involves a battle for ground forces to reach the spaceport. Part B involves a race an attempt to escape from pursuing Jaguar forces with your DropShips intact.
 CBT (Part A): Use at least two Hill and Urban maps end to end.
 AT2 (Part B): Use at least two Space maps end to end.

Attacker
The Attacker consists of elements of Clan Smoke Jaguar's Delta Galaxy. In both parts of this track the Attacker is equal in tonnage or weight class (but not BV) to 50 percent of the player group's total deployed force, not including additional Combine units. The Attacker should deploy first along one of the short map edges.

Defender
The Defender consists of up to 75 percent of the player group's total ground force (for Part A) or up to 100 percent of the player group's total spacecraft force (for Part B). The Defender should enter from the short edge of the map opposite the Attacker. In Part A, for every lance the player group fields, they should add one Draconis Combine BattleMech. The first to be added should be commanded by Tai-sa Omura Hidemoro, the surviving ranking officer on Idlewind. He is considered to be Veteran and pilots a Grand Dragon. All other Combine units are considered Regular and can be rolled on the DCMS tables. For Part B, add a Combine DropShip for each DropShip used by the player group, and an air lance for each squadron the player fields. Designate one Combine DropShip as that occupied by Tai-sa Hidemoro, unless playing both parts such that he died in Part A.

WARCHEST
Track Cost: 300 WP (Part A or B) / 500 WP (Both Parts)
Optional Bonuses (all bonuses cumulative):
 +100 Heavy Rain (Part A only)
   Per the rules on p.153, CBTComp (or p.12, MT).
 +200 Overwhelming Force
  The Attacker's force is equal to 100 percent of the player group's deployed force.

OBJECTIVES
 Escape! Exit the board via the Attacker's home edge with at least fifty percent of your own units. (Reward: 250 WP (Part A or B) / 400 WP (Both Parts))
 Escort the Tai-sa: Ensure that Tai-sa Hidemoro successfully exits the board via the Attacker's home edge. (Reward: 100 WP (Part A or B) / 200 WP (Both Parts))
 Keep Your Allies Alive: Ensure that the Combine units exit the board via the Attacker's home edge. (Reward: 75 WP (Part A or B) / 150 WP (Both Parts) per 50 percent of the Combine force that escapes successfully.)

SPECIAL RULES

Zellbrigen
The Smoke Jaguars should avoid any two units targeting the same opponent.

Forced Withdrawal
The Defender operates under Forced Withdrawal rules.

Salvage
Salvage is not available in this scenario.

AFTERMATH
Idlewind fell to the Smoke Jaguars in quick order, along with Turtle Bay and several other worlds in the northwest of the Combine. With their technological advantage and their skilled warriors, could these Clan warriors be stopped?
Title: Re: Fan Created Warchest Tracks
Post by: ScrapYardArmory on 28 January 2012, 07:33:55
Original Poster: Me


Falling Hard

A leader falls hard,
Troops feel the pain of defeat,
Looking to the stars


SITUATION
Bandi Wastes near New Egypt, Vega
Dieron Military District, Draconis Combine
6 May 3039


   The planet Vega was of particular political and personal significance to the Commonwealth invasion corridor ever since the Fourth Succession War.  After a relatively painless landing, Mercenary forces from the First Grave Walkers and Snord's Irregulars engaged Chu-sa Fengo Olesko's forces outside New Egypt.
   The battle was fierce, bloody and quick thanks to the attacker's mysteriously acquired advanced technology.  The DCMS positions were overrun within forty minutes and left the commanding officer unconscious and in need of emergency rescue.
   Your unit is to serve as the rescue force for the Chu-sa.  Do not fail the Dragon.

GAME SET-UP
Recommended Terrain: Badlands Terrain in chase format.  The Defender choses one of the short map edges to be their home edge.  The Attacker home edge is the opposite short edge.

Before play begins, the Attacker designates two hexes as 'Mech rubble for every lance the player's force deploys (rounding up).  Rubble hexes may not be within six hexes of each other and must not be further than six hexes from the center line of the battlefield.  The Defender then nominates one of these rubble hexes to be that of  Chu-sa Fengo Olesko.

ATTACKER
The Attackers consist of units from the First Grave Walkers and Snord's Irregulars.  The Attacker's force consists of 75% of the player's deployed force and at least 50% of their force should use experimental Freezer Heat Sinks (War of 3039: pg 144).  The First Grave Walkers are considered Regular while Snord's Irregulars are Veteran.

The Attackers enter the game on turn one from the Attacker's home edge. 

DEFENDER
The player group is the Defender and may use up to 50% of their total force.  The player group also receives one cargo capable VTOL unit for every lance deployed rounding up.  The VTOL pilots are considered Regular.

The Player force enters the game on turn one from the Defender's home edge.

WARCHEST
Track Cost: 300 WP
Optional Bonuses
   +100 Extreme Temperature: Add 1 heat to every heat tracking unit every turn from high temperatures.
   +150 Strong Gale: Apply a +2 modifier to all missile weapon attacks and +1 to all direct fire ballistic weapon attacks.  Apply a +2 driving skill modifier for all VTOL, hover, and WiGE units.

OBJECTIVES

Recovery:  Recover the Chu-sa from her wreaked Battlemech and retreat with her off the Defender's home edge. (Reward: 250)
Escape: At least half of the Defending units must exit off their home edge after turn six. (Reward: 150)
Leave a Mark: Cripple or destroy at least half of the Attackers. (Reward: 150)

SPECIAL RULES
The following special rules are in effect for this track.

Rescue
Chu-sa Fengo Olesko has been taken down in combat.  She may not move on her own but may be loaded into cargo capable units per normal infantry loading rules.  While loaded in a transport, treat her and her rescuers as a six man infantry platoon.  Each transport capable unit on the Defender's side begins the game with a five man rescue squad accompanying it.   Chu-sa Olesko is always the last infantry unit to die from critical hits or motive damage.

Forced Withdrawal
The Attackers operate under Forced Withdrawal for this track.

Salvage
Salvage is not available for this track.

AFTERMATH
   The Fifth Ampigean Light Assault Group held out on Vega against terrible odds for another week.  Fate caught up with them on May 6 and the remaining battered and bruised forces were forced to abandon Vega to the enemy.

ADDITIONAL HOOKS
   Those Mercenary 'Mechs ran cooler than anything the Combine had seen before.  Getting some scrap to bring home to the research boys would go a long way to revealing what the Dragon is up against.

Expansion Ideas
   The Legion of Vega were not as easily convinced to leave planet as Chu-sa Olesko's Fifth Amphigean.  They remained on planet for another three weeks conducting raids and bloodying the nose of the FedCom attackers and their Mercenaries.
Title: Re: Fan Created Warchest Tracks
Post by: ScrapYardArmory on 28 January 2012, 07:35:42
Original Poster: Me

Smoke and Mirrors

SITUATION
Capital City, New Ivaarsen
Benjamin Military District, Draconis Combine
August 15 3039


   The success of the Draconis Combine's counter attacks rests on the AFFS believing that the DCMS is still well supplied and earnestly pursuing an invasion of the Draconis March.  The deception of the New Ivaarsen defenders was critical.  They had to be convinced that a major invasion force threatened the planet as a stepping stone to Robinson.
   The well motivated First New Ivaarsen Chasseurs stood guard and hounded the attacking Ghost Regiments who were forced to fight pitched battles at times in order to deliver the illusion of a larger attacking force.

GAME SETUP:
Recommended Terrain: Light Urban, Hills

ATTACKER
The Player group is the Attacker and may use up to 100% of their total force.

DEFENDER
The Defender consists of forces from the First New Ivaarsen Chasseurs up to 125% of the Attackers deployed force and are considered Elite.  The Defenders should outweigh the Attackers and have no units faster than 5/8.

WARCHEST
Track Cost: 1000 WP

Optional Bonuses
+300 Overwhelmed: The Defender may deploy up to 175% of the Attackers deployed force.

+150 It's a Trap!: The Defender may place up to 2D6 25-point conventional minefields (Tactical Operations page 207-208) on the battlefield after maps are placed but before units are deployed.

OBJECTIVES

Push the Pace: At least 50% of the Attacking force must cross the mid point of the battlefield before turn 8. (Reward: 250)

Survival: At least 50% of the Attacking force must leave the battle from any map edge after turn 8. (Reward: 250)

Bloody Their Noses: At least 75% of the Defending force must receive at least 10 points of damage. (Reward: 500)

SPECIAL RULES

Salvage
Salvage is not available for this track.

AFTERMATH
   The planetary chess game between the Chasseurs and the Ghosts lasted almost two months.  All the while, the Combine forces kept on the run while still creating the illusion of a larger force.  The Chasseurs attempts at after action unit counts never added up but remained nebulous enough when compared to other military intelligence to warrant continued unease within the AFFS command.
   After many failed attempts to trap the Ghosts, The Chasseurs eventually began using reactionary tactics that allowed them to concentrate force against the Combine.  Battered and bloodied after weeks of engagement the Ghost Regiments (what was left of them) withdrew having succeeded in their mission of deception.

ADDITIONAL HOOKS
   War gets dirty sometimes and part of the success of the New Ivaarsen assault came from the near constant fear and panic of the civilian population.  That fear wasn't just the result of rumors of war from the countryside.  The DCMS made sure that civilian and industrial targets were priority in the early weeks of the invasion.  Would you unit be willing to sow chaos in the name of the Dragon?

Expansion Ideas
   Mercenaries were uncharacteristically used by the Combine to bolster an otherwise unimpressive counter-invasion force.  Units that accepted the payment up front contracts were thrust into the ranks of the Ghost Regiment elite and made to give every appearance of DCMS forces.
   If the AFFS had know they had been fighting a mixed force there would be doubts about the true size and scope of the counter invasion.  The security of this information was most important to the overall success of the Combine's plans.
Title: Re: Fan Created Warchest Tracks
Post by: ScrapYardArmory on 28 January 2012, 07:38:43
Original Poster: Me

Last Dropship Home

SITUATION

Chyron Spaceport, Exeter
Benjamin Military District, Draconis Combine
October 6 3039


   Kanrei Theodore Kurita personally led the last stop of his risky operation OROCHI at Exeter.  The main spaceport on planet was quickly undermined by DCMS attackers through subterfuge and clever deception.  The bulk of the invading dropships were in fact empty but played into Kanrei Kuritas plans and Hanse Davions fears.
   The arrival of the Fifth Davion Gaurds has tipped the balance and a withdrawal was ordered.  The objective of the mission was achieved.  Front line invasion units were being recalled to defend Davion holdings. 
   
GAME SETUP:
Recommended Terrain: Light Urban, Coastal
Arrange maps in chase format.  The Attackers home edge must be a coastal map with access to water.  The opposite map edge is the Defender's home edge.

ATTACKER
The  Attacker consists of forces from the Fifth Davion Guards up to 300% of the Defender's deployed force and are considered veteran.  The Attackers do not deploy at the beginning of the track but arrive later.  See special rules.

DEFENDER
The Player group is the Defender and may use up to 100% of their total force.  The Defenders may deploy half their force in the middle of the map.  The remainder deploy within three hexes of the Defender's home edge. 
Kanrei Theodore Kurita begins the track at the waters edge (within three hexes, facing the water) observing the approach of the Fifth Davion Guards when the advance strike force first emerges.  He pilots a Battlemaster (variant?) for this track.

WARCHEST
Track Cost: 1,000 WP

Optional Bonuses

+200 Light Fog: +1 Movement Points per hex to enter.  (Tactical Operations pg. 57)

+200 Under Pressure: Add +2 to the die roll for Attacker arrival (see Sneak Attack below).

OBJECTIVES
Heir to the Dragon: Theodore Kurita must survive the track by exiting the Defender's home map edge. (Reward: 1,000 WP if successful, -1,000 otherwise)

Stem the Tide: Destroy the first two waves of Attacking units. (Reward: 500 WP)

Fight Another Day: At least half of the Player force must exit the Defender's home edge to awaiting dropships after turn 8. (Reward: 500 WP)

SPECIAL RULES
Sneak Attack
The Attackers arrive from the water as an advance attack while the main force of Davion Guards wait across the bridges.  At the beginning of each turn, 1D6 x 5% of the Attacking force arrives in level 1 water hexes closest to the Attacker's home edge.

Shielding (optional)
Tactical Operations pg. 19-20

AFTERMATH
   An advance AFFS strike force snuck across the ocean bottom to catch the Combine forces unprepared.  As the sneak attack emerged from the water the main assault began crossing the vast bridges to the spaceport.  Kanrei Kurita escaped with his life but only barely.  Several dropships were also lost prior to liftoff courtesy of the assaulting Davion Gaurds.  The damage was already done and a general recall of AFFS invasion forces was underway.  The grand deception of the Federated Commonwealth was complete.  The Exeter Accords of 19 January 3040 announced the ceremonial end of hostilities.

ADDITIONAL HOOKS
   Exeter fell due to its own arrogance.  The invasion was spearheaded by a pair of Mule Dropships masquerading as cargo haulers.  The day prior to the arrival of the real attack the Trojan Horse was sprung allowing the Combine to take the spaceport almost uncontested.  Being a part of that advance force would be an excellent prelude to the larger conflict.

Expansion Ideas
   The local militia on planet was ill prepared to deflect a Combine invasion but still managed to survive for at least a week before being brought to heel.  Certainly not a lot to battle over but something to keep things interesting in the weeks leading up to the main show.
Title: Re: Fan Created Warchest Tracks
Post by: ScrapYardArmory on 28 January 2012, 07:40:36
Original Poster: ArchmageXin

Now you have done it...

[Insert a world on the DC/FS border]
Oct. 7, 3031



You know a pirate's day is up when his bounty poster is written in five different languages. Such is the life of "Red Beard" Salen Keller. Not only he manage to rile up a Davion noble by raping his only 16 years old daughter on carmera (with promise of further degradation if the ransom is not paid), he manage to destroy (accidentally) a Kurita jumpship in a botched raid. Needlessly to say, Mr. Keller's head is now worth more to others than himself.

Game step up:
Air less Moon, random array of buildings and industry (mostly abandoned). One jumpship in orbit with two Lepoard class dropships.

Arrange map with the buildings in the center.

Attackers
The attackers are consisted of
1) Kurita backed Merc unit up to 100% of the defender's force.
2) Davion backed Merc unit up to 100% of the defender's force.

Players assume either the Davion or the Kurita force. Objectives see below.


Defenders
The defenders are consisted of Keller's Privateers, a unit consist of 4-6 Aerospace fighters, two tanks, and appromxiately one company of battle mechs. Keller himself pilot a Thug and it is likely to wade into the fray.

Warchest 1200:

Optional bonus


Pawn capture the Queen: Deliver the young Davion princess either into the hand of her father or to the ISF (500 if sucessful, -500 if failure as Davion)

Head on a Pike Eliminate all of Ryan Keller's forces. (+300)

Unfriendly Rivalry Eliminate the other Merc force and collect a nifty bounty (500) from your employer.

Special Rules:
The Mercs are highly unfriendly to each other due to previous experiences together on the otherside of the fence, so they are likely to shoot each other as the enemy. Keller will try to play up to this angle and "divide and conquer" his foes.

If Keller is slain, his forces will likely flee to their DropShips.

Aftermath:
Depending on which side the player enter as, the othercome, and his own decisions....
Title: Re: Fan Created Warchest Tracks
Post by: ScrapYardArmory on 28 January 2012, 09:42:25
Original Poster: Me

WELCOME COMMITTEE

Your unit just accepted a defense contract on the edge of the Lyran Alliance.  Ever since the Clans invaded, house forces have been marshaling to defend planets inside the invasion corridor.  Can't argue with the logic, but it leaves the outer edge of the alliance at the mercy of pirates and ner-do-wells.  Some people just can't resist the opportunity to take advantage of the unprotected. 

That's where we come in.  Standard garrison/defense contract with extra bonuses for pirate hunting.  Easy money for any unit unable to get to the real action against the so called Clans.

SITUATION
Space Port, PLANET
TBD, Lyran Alliance
20 October 3056


   Upon landing on planet the local militia and a mob of civilians have been coerced into believing your Mercenary force is another inbound pirate raid and not the promised defense force.  Worse yet, communications are being jammed so there is no way to call off the attack.   
   You have located the source of the jamming signal but a swath of defenders are in your way.

GAME SETUP
   Recommended Terrain: Heavy Urban, Light Urban
   Setup maps in Chase format.  Place an appropriately sized dropship(s) to represent the Player groups transportation to the planet on the map near one of the short map edges.  This is the
   The Defender must place one hardened building (CF: 100) within 10 hexes of the opposite short map edge.

ATTACKER
   The Player force is the Attacker and may use up to 50% of their total force.  The Attacker may deploy anywhere within 3 hexes of their dropships.  The dropships are commercial transport and are not controlled by the Players.

DEFENDER
   The Planetary Militia and a civilian mob are organized to defend against the reported pirate raid.  The total force is equal to 150% of the Attacker's deployed force.
   Militia forces are considered Regular while the civilian mob are Green.  Militia forces are composed of mostly infantry and combat vehicles and only a few BattleMechs.  Civilian forces are composed entirely of infantry units.
   Defenders may begin the track with up to 50% hidden units and may deploy anywhere on the map at least 15 hexes from

WARCHEST
Track Cost: 250 WP
Optional Bonuses
+125 Limited Visibility:  Bad weather is moving into the area making jumps blind.  We can't afford to cause collateral damage from a jump gone bad.  No units may use jump jets for this track.     

+100 Saw You Coming:  The Defender may deploy a 10 point command detonated mine field for every lance deployed by the Player group.

OBJECTIVES
Infiltrated:  Discover and destroy all infiltrating pirates.  (Reward: 250)
Relay the Message:  Destroy the building that is the source of the communications jammer.  This immediately ends the track.   (Reward: 100)
Tread Softly:  Do not kill ANY civilian or Planetary Militia forces.   (Reward: 200)

SPECIAL RULES
The following rules are in effect for this track:

Infiltrators
One of every ten Planetary Militia units is a pirate infiltrator.  Infiltrators may be discovered by using 'Mech sensors to sniff out their slightly different IFF.  During the end phase, all non-hidden units within 6 hexes of a Player controlled 'Mech or Vehicle will be revealed.  Units with any kind of probe will reveal infiltrators at the end of movement instead.

Salvage
The PLayer force may recover their own units but may not salvage opposing units.

Forced Withdrawal
All forces operate under Forced Withdrawal rules (Total Warfare pg. 258).  The Player force will withdraw to their dropships. 

AFTERMATH
   After finally convincing the local authorities that we were the good guys, they were very apologetic about the mix up.  Too bad there were so many folks on the pirate payroll or things may have gone a bit differently. 
Title: Re: Fan Created Warchest Tracks
Post by: ScrapYardArmory on 28 January 2012, 10:47:22
Original Poster: Greyhind

Please, He Gave Up All Rights To Complain When He Became A Coward

As a mercenary you need to make a profit and sometimes that means working for the kind of employer that no one likes. Ritchie Bainsbridge sure isn't evil but he does manage to combine Holier-than-thou with Greasy Hypocrite. So when his house unit won their battle by the skin of their teeth and asked how your fight was going you decided to tell him that you were in full retreat from a battalion of the enemy instead of the true situation; hunting down the remains of the enemy company.

Ritchie bought your little ploy and skipped town without bothering to collect salvage. As fast as a pig on a trough you pounced on the broken husks of all three units (that you had no salvage rights too) and went to Galatea to look for another job. Unfortunately Ritchie found out what you did and now the MRBC has sent a real battalion to conduct your interview.

Situation

Although you hit the motherload some of those mechs had to be sold off as payment for renting dropships to haul all of your new found swag and you have no MRBC rating. This means that although you managed to replace your loses you haven't expanded. You only have a company. At least you got another job before you got your rating revoked - it would be humiliating to fight a battalion on their home turf but destroying your employers planet ain't gonna make him up your contract.

Game Set Up

There is an open map. This is the edge. Next to this map place a suburban map. the remaining two maps are urban. These maps are to be deployed in a line.

Attacker

The attacker consists of up to 300% of the Defenders forces however the attacker must field a majority of light and medium mechs. The attacker deploys on the edge of the open map.

Defender

The defender consists of a company of mechs. 50% of these may be whatever the defender chooses however the rest should consist of:
2 lights
2 Mediums
1 Heavy
1 Assault

The defender can deploy on either the suburban map or the urban map connecting to it.

Warchest

Track Cost: 200
For Bainsbridge!: -500 Attacker only Ritchie Bainsbridge has kindly offered to supplement the mission. Although the MRBC cannot allow him to interact with the mercenaries until their reveiw of the situation is complete, Ritchie has been able to contribute financially.
Viva Le Resistance!: +500.Defender only. The defender has explained to the locals all about the 'pirates' treatment of prisoners. A third force consisting of 12 tanks and 6 infantry units may deploy anywhere but the attackers map.
We Come In Peace (automatic with Viva La Resistance!): The attacker may move their unit to the same hex as a 'local' and wait without firing for a turn. After the fire phase of that unit it will convert to the attackers side on a roll of 8 or more on 2D6.

Objectives
The attacker must kill, capture or render immobile all of the defenders units. The defender must complete the same criteria however should Viva La Resistance! be in effect the defender must ensure that all attackers are killed. If For Bainsbridge! is in effect all defending units must die.  'Local' units do not count for either set of goals, and, as such may not count to determine when the battle ends via the opposition being wiped out. (Reward 700)

Special Rules

Salvage:
The attacker has full salvage rights unless For Bainsbridge! is in effect. In that case the attacker may choose up to 50% of the units to salvage.

The defender has full salvage unless Viva La Resistance! is in effect and a unit has been converted but survives the battle. In that case the defender salvages nothing.

Forced withdrawal: The attacker is under forced withdrawal rules (TW. Pg.258). If For Bainsbridge! is in effect and the attacker looses by withdrawal they receive no payment from the rule.

Aftermath: The locals eventually discovered what had happened and chased the mercenaries off planet without payment. The MRBC ruled that the mercs would have to pay damages for making off with the 'mechs but without proof that Bainsbridge had been given dodgy intel they were allowed to keep their MRBC rating.
Title: Re: Fan Created Warchest Tracks
Post by: ScrapYardArmory on 28 January 2012, 10:48:15
Original Poster: Mestre

WAR GAMES

SITUATION
Western Plains, Wolcott
Draconis Combine
14 December 3051


It's tough to know exactly what went down on Outreach, but the Gunji-no-kanrei sure came back with a whole lot of confidence. The Clans seem to be away for some kind of hiatus just now, but it can only last so long, and under our contract with the Combine it's now our job to do some kind of War Game the higher-ups think will enhance our ability to fight the Jaguars. Normally it wouldn't exactly fascinate you, but this time the Dragon offers a prize to the Games' winner: an intact, captured Clan OmniMech.

GAME SET-UP
CBT: Use one ground map of any type.
 AT2: Either use a ground map with Low Altitude Operations, or conduct this track as a space battle on space maps.

Attacker
 The Attacker is any two units in the player's force. The attacker should deploy within 3 hexes of one of the map's corners.

Defender
 The Defender consists of three individual opponents. Each of them consists of two units (rolled on the DCMS table) and are considered Veterans. Each pair of units should deploy within 3 hexes of a different corner of the map. The three opponents are not allied and should attack each other with the same vehemence with which they attack the player.

WARCHEST
Track Cost: 300 WP
Optional Bonuses (all bonuses cumulative):
 +150 Greater Challenge
  One or more of your units is an infantry or vehicle unit, instead of a 'Mech or ASF.

OBJECTIVES
 Hold your own! Attacker scores at least two kills. (Reward: 150 WP)
 Dominate the battlefield! Attacker scores at least four kills. (Reward: 250 WP)
 Last man standing! Attacker survives when all other units are destroyed. (Reward: 200 WP, Gift (see below))

SPECIAL RULES

Simulated Combat
This battle is a war game conducted using disarmed missiles and powered down lasers. As a result, no damage dealt during this battle will require repairing afterward. As physical attacks cannot be realistically simulated without causing real damage, they are not permitted during this battle.

Gift
If the player achieves the "Last man standing" objective, they are granted a Clan OmniMech (roll on an appropriate Smoke Jaguar table).

Salvage
Due to the simulated nature of this battle, salvage is not available for this scenario.

AFTERMATH
Well, it's hard to know whether that really helped, but some activity is certainly better than sitting around and waiting for the Jaguars to come get us.
Title: Re: Fan Created Warchest Tracks
Post by: ScrapYardArmory on 28 January 2012, 10:50:35
Original Poster: eldrwyrm


How Do You Spell Relief?

SITUATION
Border World
2890-3049


A mercenary unit was hired for war games with the local militia.  The mercs had just made it back to base when the radio blared with an emergency call.  “Militia Base, Militia Base, this is Commander Nickels.  We’ve been caught in the mountains by an enemy raiding force.  We are pinned down in Smuggler’s Canyon.  Enemy units outnumber us 3 to 1.  We can keep them out, but we are stuck.  Please send relief force.” 
The Militia’s XO looks at to the mercenary captain, “Can you help us out?  We’ve got a Leopard that can drop you almost on top of them.”  Commander Nickels and the merc captain are good friends and served together for several years before Nickels returned home and took over command of the militia forces.  He nods in response and sends the word to mount up.  “Thanks,” the XO says. “You open the door, and we’ll set up the escape route.”

GAME SET-UP
Use 2 Badlands, Desert, Mounatin, or Sinkhole Terrain maps joined along the long edge.  One corner of the map should have a ridgeline, mountain, or sinkhole that blocks LOS from the center of the board for an area large enough for 4 mechs.  The area should also have only 1 or 2 points of access no more than 2 hexes wide; this is called the Cover Area.  The attacker’s home edge is the long side opposite the Cover Area.  The defender’s home edge is the short side opposite the canyon area, but on the same map board.
 
Attacker
The attacker consists of one company of enemy battlemechs (3 Green, 6 Regular, 3 Veteran).  The attacker deploys his forces within 3 rows of the attacker’s home edge.

Defender
The defender’s forces will consist of 8 battlemechs divided into the militia command lance and the relief unit.   The militia command lance (3 Regular, 1 Elite) will deploy in the corner indicated in Game Set-Up.  The relief unit (2 Regular, 1 Veteran, 1 Elite) will enter on the attacker’s edge at the beginning of Turn 4.

WARCHEST
Track Cost: 400 WP
Optional Bonuses (all bonuses cumulative):
   +100 Ambushed:  The militia command lance was caught in the open before they got into cover.  Each ‘mech has suffered 10% damage spread in 5-point clusters by random hit location. (Defender Only)
   +100 Unexpected Resistance: Each ‘mech in the attacker forces suffer 5% damage (minimum 5) spread in 5-point clusters by random hit location. (Attacker only)
   +100 Swirling Winds: +1 To-Hit modifier for ballistic weapons and -2 cluster hits table for missiles.
   +50 I can’t fly in this:   All jump checks require a PSR to land without falling.
   
Victory Bonuses (bonuses not cumulative):
+300 Marginal Victory: Complete one objective.
+600 Partial Victory: Complete two objectives.
+900 Total Victory: Complete all objectives.


DEFENDER OBJECTIVES
1.  Live to fight another day:  Successfully withdraw 75% of all defender forces off the Defender’s Home Edge after turn 6.
2.  Get the hell outta here:  Force the attacker to withdraw from the field.
3.  And don’t come back:  Destroy or cripple 75% of the attacking force.


ATTACKER OBJECTIVES
1.  Get out of my LZ:  Force the militia command lance to withdraw.
2.  Oh no you didn’t:  Force the relief unit to withdraw.
3.  Don’t let them escape: Prevent all defender units from successfully withdrawing.


SPECIAL RULES
The units operate under forced withdrawal rules.   The attacker must withdraw to the closest edge.  The defender must withdraw to the Defender’s home edge.

SALVAGE
The unit that achieves the most goals gets the salvage.  If the defenders get salvage, it is split 50/50 with the militia.
Title: Re: Fan Created Warchest Tracks
Post by: ScrapYardArmory on 28 January 2012, 17:57:25
Original Poster: Col. Chiang

RED SUN IN THE MORNING

SITREP
500km North of Filtvelt City, Filtvelt
Broken Wheel Combat Region, Federated Suns
07:30 Local Time, 20 May, 3016


  Cadre duty isn't anything new.  It's boring; it's predictable; it's profitable.  Sometimes, though, you just wish that something would happen, anything to break the monotony.  Well, you know what they say...

  Two weeks ago, your unit deployed to the heavily-wooded plains north of Filtvelt City as the OpFor for the Filtvelt Academy cadets' simulated live-fire final exam.  Less than six hours ago, the Commandant radioed and requested your assistance with two droppers burning downworld in what appears to be a Tortuga pirate force, likely here to steal water purification components.  Yours is the only seasoned 'mech force within easy reach of their most-likely calculated destination, Hoggetown.  Given that the Tortuga pirates are known for their complete and utter disregard for the rules of civilized warfare, they might just burn the city to the ground rather than deal with the inhabitants...

GAME SET-UP
  CBT:  Use four maps, set north-south on the long axis, in the following order:  SW:  River Delta/Drainage Basin 2, SE:  Large Lakes 2, NW:  Heavy Forest 2, NE:  City (Hills/Residential) 2.  Randomly place 5 Level 1 Light (CF 15) buildings, 3 Level 2 Medium (CF 30) buildings, and 1 Level 3 Heavy (CF 45) building on the City (Hills/Residential) 2 mapsheet.  In addition, the Defender should place 1 Level 1 Heavy (CF 50) building in any hex adjacent to the river on the City (Hills/Residential) 2 mapsheet that is not within 4 hexes of the south edge of the mapsheet to represent the city's water purification plant (see below, in OBJECTIVES, for more information).

  Attacker:  The attacker is comprised of 75% of the player's deployed force (before damage; see below for Optional Bonuses).  The Attacker deploys anywhere on the NE mapsheet that is not within 4 hexes of the west edge of the mapsheet.  The Attacker's forces are Regular in skill.

  Defender:  The player may deploy up to 100% of his or her total force.  The defender deploys anywhere within 4 hexes of the south edge of the SE or SW mapsheets.

WARCHEST
  Track Cost:  400 WP

Optional Bonuses (All Bonuses Cumulative):
  Toy Soldiers (-100 WP):  Cadets of the Filtvelt Training Academy are close enough to aid.  They are considered Green in skill and are in strength equal to 50% of the player's forces.  They enter the battlefield with the player's force.
  Ain't Got Time to Bleed (-100 WP):  Each of the Attacker's units roll on the Damage Status Table (page 122, Historical:  Brush Wars); alternatively, they may apply 2d6 damage to the Front damage arc in 5-point clusters.  The Tortuga pirates have been raiding for so long that many of their 'mechs have begun to look a little worn.
  Reloads?  We Don't Need No Stinking Reloads! (+100 WP):  Due to the training exercise, the player's forces start with half ammunition (the other half being training ammo that was dumped on the way).
  Rock You Like a Hurricane (+100 WP):  The Gusting Rain weather condition (page 59, Tactical Operations) is in effect.

OBJECTIVES
  Water of Life:  Keep the water purification equipment out of the hands of the pirates.  In order to steal the equipment, a pirate battlemech unit must stand motionless next to the water works building and not fire its weapons for three rounds.  (Reward:  200 WP)
  City of Heroes:  Avoid the destruction of 5 or more of the buildings on the NE mapsheet.  (Reward:  100 WP)
  Band of Horses:  Destroy, disable, or drive off the pirates.  (Reward:  100 WP)

SPECIAL RULES
  Forced Withdrawl:  The Forced Withdrawl rules are in effect.  The Defender must withdraw to the player's home edge; the Attacker must withdraw to the nearest map edge.
  Salvage:  Due to the nature of the contract with the Federated Suns, the player may salvage all units remaining on the field.

AFTERMATH
  Well, it looks like you gave those pirates what for.  They won't be back any time soon.  Still, maybe the AFFS would be willing to fund a little headhunting out Periphery-way...
 
Title: Re: Fan Created Warchest Tracks
Post by: ScrapYardArmory on 28 January 2012, 18:03:17
Original Poster: Mestre

BIG GAME HUNTER

SITUATION
Radiant Plains, Luzerne
Clan Smoke Jaguar Occupation Zone
4 January 3051


The New Year has brought a more "interesting" assignment. You get to be proactive this time, instead of fighting holding actions: along with what seems like a large percentage of the DCMS, we're engaged in behind-the-lines raiding. Your troops have just landed on the Radiant Plains of Luzerne, and the Jaguar commander gave a roughly even batchall.

Doesn't look like he keeps control of his warriors too well, though. And that lack of discipline is going to cost him. So far, all you can see is fast, light 'Mechs. Time to clear them out before the heavy stuff gets here...

GAME SET-UP
CBT: Use Open Terrain maps, though as the player is largely picking the site for this battle, they may be allowed to choose a different terrain type if it suits their strategy.
 AT2: Players may either use the Low Altitude Operations rules, or operate in space or atmosphere for this track.

Attacker
 The Attacker is up to 75 percent of the player group's total force. The Attacker chooses one map edge as their home edge, and deploys first within 3 hexes of that edge.

Defender
 The Defender consists of second-line Clan Smoke Jaguar garrison forces. They are considered to be Regular Clan troops, and should be rolled on appropriate second-line tables. The force, however, arrives in two waves. The first wave consists of 75 percent of the Attacker's deployed force (by the player group's usual method of determination, which may once again include BV), but contains only light and fast medium 'Mechs. When rolling for medium 'Mechs, re-roll any result with a movement profile slower than 7/11. This wave enters from the map edge opposite the Attacker's home edge during the movement phase of the first turn.
 The second wave consists of the slower mediums, heavies and assault 'Mechs, and is also equal to 75 percent of the Attacker's total deployed force. In this case, re-roll any medium 'Mech result with a movement profile faster than 6/9. Also, one of these 'Mechs should be chosen from a first-line table, should be either a heavy or an assault, and will be designated the garrison unit's commander. This wave enters either on the movement phase of the twelfth turn, or one turn after the last of the first wave units is destroyed.

WARCHEST
Track Cost: 400 WP
Optional Bonuses (all bonuses cumulative):
 +100 Hellion Tactics
   This garrison must be obsessed with light 'Mechs! Increase the first wave strength to 100 percent of the Attacker's force.
 +100 Strengthened Garrison
   Roll one in every five 'Mechs the Defender deploys on a first-line table.
 +150 Slow But Sure
   Increase the second wave strength to 100 percent of the Attacker's deployed force.
 -50 Reinforcements
   The remainder of your force is guarding your DropShips and other support equipment, but when the second wave arrives it becomes clear that there will be no sneak attack against those forces. This 'bonus' can be taken at any point in the track after the arrival of the second wave, and allows the Attacker to signal their remaining forces (or any selection of them they choose) to join the fight. It will take them two turns from when they are signalled to arrive.

Victory Bonuses (bonuses not cumulative):
 +400 Marginal Victory: Complete two objectives.
 +500 Partial Victory: Complete three objectives.
 +700 Total Victory: Complete all four objectives.

OBJECTIVES
1. Crush the Light Brigade! Destroy all of the first wave units before the second wave arrives.
2. Cut off the head! Destroy the unit designated as the garrison commander.
3. Win the Day! Destroy or drive off all enemy forces.
4. Live to tell the tale... Half of the Attacker's unit survives the battle.

SPECIAL RULES

Zellbrigen
The Smoke Jaguars should avoid any two Mechs targeting the same opponent.

Follow the Leader
None of the Smoke Jaguars will withdraw while their leader continues to fight. If the leader is crippled or destroyed, however, they operate under standard Forced Withdrawal rules.

AFTERMATH
  That was some fierce fighting. Of course, we have no chance of holding this planet, but running interference behind the lines seems to be the current master plan. Still, some of the Ryuken leaders seem to be bothered whenever anyone mentions the word, "Luthien". You can't help wondering what's going on back there...
Title: Re: Fan Created Warchest Tracks
Post by: ScrapYardArmory on 28 January 2012, 18:04:42
Original Poster: Col. Chiang


Wild Nights in Port Royal

SITREP
Aboard Jumpship Keller's Folly
L1 Pirate Point, New Port Royal System
Tortuga Dominion, Periphery
16:45 Local Time, 15 June, 3016


  The Davion high command was not happy about those pirates that raided Filtvelt.  After checking through their intel records, it seems that the command that hit Hoggetown belongs to one of Lady Death's subordinates.

  "Captain" Jonah Briggs is the leader of this merry band of cutthroats.  It looks like they've got about a mixed company of 'Mechs and vehicles on-world.  The AFFS wants Briggs to learn that raiding Davion space comes at a price.  Hit 'em.  Hit 'em hard...

GAME SET-UP
  AT2:  Place 4 space maps side-by-side and end-to-end, with the long axis being north-south.
  CBT:  Place up to 6 random (determined by force size; use one mapsheet per four units [or fraction thereof] in the battle) mapsheets side-by-side and end-to-end.  One sheet must be the City Ruins mapsheet.  The Defender places 3 Medium (CF 35), 2 Heavy (CF 55), and 1 Hardened (CF 75) buildings on the City Ruins mapsheet to represent warehouses (see below, in OBJECTIVES for more information).  In addition, randomly place six Rubble counters on the City Ruins mapsheet to represent destroyed buildings.

  Attacker (AT2):  The Attacker consists of up to a squadron of the player's aerospace fighters.  The Attacker deploys anywhere within 4 hexes of the north edge of the maps, at Velocity 6.
  Defender (AT2):  The Defender consists of 75% of the player's deployed force, plus one Invader-class JumpShip.  The Defender deploys anywhere within 6 hexes of the south edge of the maps, at Velocity 0.  The Defender's forces are Regular in skill.

  Attacker (CBT):  The Attacker consists of up to a company of the player's BattleMechs.  The Attacker deploys anywhere not within four hexes of the City Ruins mapsheet (if the City Ruins map is the only one being used, the Attacker deploys anywhere within two hexes of the edge of the mapsheet).
  Defender (CBT):  The Defender consists of 100% of the player's deployed force (before damage; see below in Optional Bonuses for more information).  The Defender is a mixture of 75% vehicles and 25% 'Mechs (do not use the Force Size Modifier if using Battle Value 2 to balance the forces).  The Defender deploys anywhere on the City Ruins mapsheet.  The Defender must note which 'Mech is piloted by Captain Briggs and make this information available to the Attacker.  The Defender's forces are Regular in skill--except for Captain Briggs, who is Veteran.

WARCHEST
  Track Cost:  400 WP

Optional Bonuses (All Bonuses Cumulative)
  You Underestimate My Sneakiness, Sir (-150 WP):  You caught them unaware!  Each Defender unit must roll 2d6 at the end of each round to determine if they start up; on a roll of 8+, the unit starts.
  Shambling Mounds (-100 WP):  Each of the Defender's units roll on the Damage Status Table (page 122, Historical:  Brush Wars); alternatively, they may apply 2d6 damage to the Front damage arc (Nose damage arc for AT2) in 5-point clusters.  The Tortuga pirates have been raiding for so long that many of their ''Mechs and vehicles have begun to look a little worn.
  Once More Unto the Breach (+100 WP; CBT Only):  The Defender may deploy up to 8 foot infantry platoons equipped with SRM launchers anywhere on the City Ruins mapsheet in addition to the other forces.  These platoons are local militia and are Green in skill.
  Gorman, You Always Were an ******* (+100 WP):  The Defender is not affected by the Forced Withdrawl rules; they will fight to the last man.
  ...Built...in a Cave, Out of Spare Parts! (+150 WP; CBT Only):  The player's unit has not had time to repair damage or reload more than 25% of their maximum ammunition since the previous battle.

OBJECTIVES  (All WP Rewards Cumulative)
  Vengeance is Mine! (200 WP):  Destroy or drive off all Defending units (if AT2, this only encompasses aerospace fighters).
  Feodor Rostopchin Who? (100 WP):  Destroy all the warehouses (if CBT) or the JumpShip (if AT2).
  No, Mr. Bond, I Expect You to Die! (100 WP):  Disable and capture Captain Briggs (if CBT, this is accomplished by disabling his 'Mech and then standing either next to it [if he has not ejected] or his ejection seat [if he has] for one round; if AT2, disable the JumpShip and then spend one round motionless "docked" to it).

SPECIAL RULES
  Forced Withdrawl:  The Forced Withdrawl rules are in effect (unless the player has taken the Optional Bonus Gorman, You Always Were an *******, in which case only the Attacker is affected).  Both the Defender and the Attacker must withdraw through the nearest map edge.
  Salvage:  There is no salvage available from this contract.

AFTERMATH
  That's one pirate who won't be bothering anyone any more.  Still, it's pretty likely that Lady Death isn't going to send you flowers any time soon.  You probably just made an enemy for life.  Hey, at least it wasn't boring...
Title: Re: Fan Created Warchest Tracks
Post by: ScrapYardArmory on 28 January 2012, 18:05:50
Original Poster: Col. Chiang


Workin' For a Living

SITREP
10km West of Harland's Port, Bryceland
Bryceland PDZ, Federated Suns
18:30 Local Time, 26 February, 3017


  Things were getting to be a little too personal out there on the edge of space, so you decided to finish up your contract and find some other work.  The AFFS still has need of your services, though.  It seems that some unknown raiders have been hitting Bryceland, clear on the other side of Davion space, at irregular intervals.  Your job is to gather intel on them the next time that they drop onto Bryceland.  The leading theory is that they're Dracs, trying to hide the fact that they're raiding into Davion territory by making it appear that they're with the Outworlds Alliance.

  Well, it seems that you'll be getting the chance to find out.  Less than ten minutes on the ground, and the raid sirens are already going off...

GAME SET-UP
  Place three random CBT mapsheets end-to-end with the long axis being east-west.
  Attacker:  The Attacker consists of 250% of the player's deployed forces (do not use the Force Size Modifier if using BV2 to balance the forces).  The Attacker deploys within four hexes of the east edge of the maps.  The Attacker is Regular in skill.
  Defender:  The Defender consists of up to a lance of the player's BattleMech force.  It is recommended that the player use his or her fastest designs.  The Defender deploys in the center mapsheet.

WARCHEST
  Track Cost:  75 WP

Optional Bonuses (All Bonuses Cumulative)
  What Happened to the Bluesmobile? (+100 WP):  The Defender deployed his or her force in the wrong order when they landed.  None of the Defender's 'Mechs may have a walking speed of more than 5 MP.
  Can't Outrun a Motorola (+100 WP):  The Attacker may split his or her forces and have up to 25% of them deploy after Turn 4 within 4 hexes of the west edge of the maps.
  ...It's Dark Out, and We're Wearing Sunglasses... (-75 WP):  The Moonless Night weather condition (see pg. 58, Tactical Operations) is in effect.
  Good Ole' Boys (-75 WP):  None of the Attacker's units may have a walking or cruising speed of more than 5 MP.
  Oh, We've Got BOTH Kinds, Country AND Western! (-50 WP):  The Electromagnetic Interference condition (see pg. 55, Tactical Operations) is in effect.  In addition, this increases the sensor return time (see below, in Objectives, for more information) by 2 rounds.

OBJECTIVES (All WP Rewards Cumulative)
  Who is Kaiser Sose? (50 WP):  One unit of the Defender must scan an Attacker unit.  To do this, the Defender must maintain a constant LOS to an Attacker unit within 6 hexes for 3 rounds (or 5, if the Oh, We've Got BOTH Kinds--Country AND Western! bonus is in effect).
  His Name is Robert Paulson (50 WP):  Disable and capture an Attacker.  This is accomplished by disabling a 'Mech or vehicle and then standing either next to it [if the pilot has not ejected] or the ejection seat [if the pilot has] for one round.
  What do You Have Against Terry Benedict? (25 WP):  The Defender must get all of his or her units out over the west edge of the maps without disabling damage or destruction.

SPECIAL RULES
  Forced Withdrawl:  The Forced Withdrawl rules are in effect.  The Defender must withdraw through the west edge of the maps.  The Attacker must withdraw through the east edge of the maps.
  Salvage:  Due to the nature of the contract, the Defender may salvage any units left upon the field.

AFTERMATH
  Gorramned Snakes.  Well, you sure didn't count on it being the An Ting Legion.  Things just might be getting interesting here on the border...
Title: Re: Fan Created Warchest Tracks
Post by: ScrapYardArmory on 28 January 2012, 18:09:29
Here are a few collected works.  Two from myself and one from Demo Agent Truegrit.

http://www.scrapyardarmory.com/2010/04/28/war-of-3039-updated/

http://www.scrapyardarmory.com/2010/08/29/chaos-campain-pirate-haven/

http://battletech.equals5.com/nova-cat-insurrection
Title: Re: Fan Created Warchest Tracks
Post by: Matti on 21 February 2012, 14:10:47
Has anyone made altrernative track for SUPPLY RUN that can be played by two player forces? SUPPLY RUN in Starterbook: Sword and Dragon is ridiculously underpriced anyway but gives whole LOT of rewards. HIT ‘EM WHEN THEY ARE DOWN is best what I see in this topic, though for my own purposes I need come up with something else for objective #1.
Title: Re: Fan Created Warchest Tracks
Post by: Mapmaster on 18 July 2012, 10:27:55
fabulous thread
Title: Re: Fan Created Warchest Tracks
Post by: ScrapYardArmory on 08 November 2012, 17:41:02
New content.  Not totally sure on the point values.  I need a playtest or two (or three) to straighten it all out.

Fire on the Mountain

SITUATION
Goldenridge Mountains, Ridgebrook
Taurian Concordat
27 May 2578

GAME SETUP
Recommended Terrain: Mountains
   Setup maps in chase format.
   The Defender selects one short edge to be their home edge.  The Attackers home edge is the opposite short edge.

ATTACKER
SLDF First Division, SLDF Second Division
The attackers force should be 200% of the defending force and should be comprised of 75% Mechs and 25% Conventional Armor.

One third of the Attacker's force enters the battle from their home edge on turn 1.  An additional one third may enter the battle on turn 3 and the final units enter on turn 5.

DEFENDER
Taurian Militia
The Defender's force may not contain any BattleMechs. 

The Defender's force gains the use of heavy artillery (1 Long Tom per lance deployed by the Attacker). Half of the artillery rounded down is off board (2 mapsheets away form the Defender's home edge).  The remaining artillery units deploy with the rest of the Defender's force.

The Defender's force deploys first anywhere on the battlefield.

WARCHEST
Track Cost: 400
Optional Bonuses:
   +200 Dug In: The Defender may deploy up to half of their units as hidden units.
   +200 Artillery May Be Closer than They Appear: The Defender deploys all artillery units on board.

OBJECTIVES
   Silence the Guns (Attacker): Destroy Taurian artillery units. (Reward: 75 per 25% of deployed artillery units destroyed)
   Push Them Out (Attacker): Force the Taurian defenses to withdrawal. (Reward: 50 per 10% of the deployed units)
   Breach (Attacker):  Push through the Taurian defenses and exit units off the Taurian home edge. (Reward: 25 per 10% of the attackers deployed units that break through)

   Stand Your Ground (Defender): Defend the Mountain at all costs. (Reward: 50 per 10% of the defender's non-crippled force that remains on the battlefield at the end of the battle)
   Hold the Line (Defender): Prevent enemy units from breaking through the Taurian home edge.  (Reward: 25 per 10% of the attackers deployed units that do not break through)

SPECIAL RULES

Forced Withdrawal
All forces operate under forced withdrawal rules (Total Warfare pg. 258).

First Wave of Many
This battle was the first of many waves of attacks.  At the start of turn 10 roll 1D6 before initiative.  If the result is 6, the SLDF forced receive a call to retreat to fight another day.  This ends the battle.  Tally up WP points at this time.

For every turn after that, add 1 to the roll.  Always continue the battle another turn on the result of a 1.

AFTERMATH

The Taurian militia held their own thanks to the impressive array of defenses arrayed along the Goldenridge mountains.  In the end their valiant defense was not enough to hold the planet but still managed to keep the SLDF forces occupied for over four months.  The Taurian forces fought to the death in many cases.  Few soldiers were taken alive from the mountains by the time the conflict ended.

Next Track
TBD
Title: Re: Fan Created Warchest Tracks
Post by: Pryderi_7 on 08 November 2012, 23:30:35
Great thread
Title: Re: Fan Created Warchest Tracks
Post by: ScrapYardArmory on 04 July 2015, 14:56:58
A new one from a Wars of Reaving campaign I just started.

Coyote Diet: Assault

Situation
Babylon, 3062

The dezgra Clan Cloud Cobra have willingly disgraced themselves by associating with Inner Sphere scum with their so called Babylon Diet.  An on their proposed meeting place will do much to preserve Clan honor in the face of Cloud Cobras failed judgement.

GAME SETUP
The defender selects and places two urban maps with long edges touching.  The Defender chooses one map edge to be their home edge.  The opposing edge is the Attacker's home edge.

Attacker
The Attacker is the Player force and may deploy up to 50% of their total force.

Defender
The Defender is a Clan Cloud Cobra force and is 75% of the Players deployed force.

WARCHEST
Track Cost: 650

Optional Bonuses:
     +250 Hidden Secrets: Up to 50% of the Defender's force may be deploy hidden on their home map sheet.

OBJECTIVES
     Win Your Bid: Destroy/Cripple at least 50% of the opposing force. (Reward: 500)
     Bring it Down: Destroy one building that is publicly declared by the Defender. (Reward: 100)
     Shatter Their Will: Destroy a building that is secretly chosen by the Defender. (Reward: 400)

SPECIAL RULES

Gravity (1.5G)
See Tactical Operations.

Extreme Temperature
+1 Heat per Turn for all Mechs.

Forced Withdrawal
See Total Warfare.

Dezgra Opponent
Do not use Clan Honor.
Title: Re: Fan Created Warchest Tracks
Post by: beachhead1985 on 14 July 2015, 15:15:32
These are great!