Author Topic: Fan Created Warchest Tracks  (Read 28491 times)

ScrapYardArmory

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Re: Fan Created Warchest Tracks
« Reply #60 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.

ScrapYardArmory

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Re: Fan Created Warchest Tracks
« Reply #61 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...
 

ScrapYardArmory

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Re: Fan Created Warchest Tracks
« Reply #62 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...

ScrapYardArmory

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Re: Fan Created Warchest Tracks
« Reply #63 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...

ScrapYardArmory

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Re: Fan Created Warchest Tracks
« Reply #64 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...

ScrapYardArmory

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Matti

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Re: Fan Created Warchest Tracks
« Reply #66 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.
You know what they say, don't you? About how us MechWarriors are the modern knights errant, how warfare has become civilized now that we have to abide by conventions and rules of war. Don't believe it.

Mapmaster

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Re: Fan Created Warchest Tracks
« Reply #67 on: 18 July 2012, 10:27:55 »
fabulous thread

ScrapYardArmory

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Re: Fan Created Warchest Tracks
« Reply #68 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

Pryderi_7

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Re: Fan Created Warchest Tracks
« Reply #69 on: 08 November 2012, 23:30:35 »
Great thread

ScrapYardArmory

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Re: Fan Created Warchest Tracks
« Reply #70 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.

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Re: Fan Created Warchest Tracks
« Reply #71 on: 14 July 2015, 15:15:32 »
These are great!
Epitaph on an Army of Mercenaries

These, in the day when heaven was falling,      Their shoulders held the sky suspended;
The hour when earth's foundations fled,         They stood, and earth's foundations stay;
Followed their mercenary calling,               What God abandoned, these defended,
And took their wages, and are dead.             And saved the sum of things for pay.
     
A.E. Housman