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Author Topic: Fan Created Warchest Tracks  (Read 19371 times)

Dread Moores

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Fan Created Warchest Tracks
« on: 03 December 2011, 13:18:38 »
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.

ScrapYardArmory

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Re: Fan Created Warchest Tracks
« Reply #1 on: 03 December 2011, 13:26:30 »
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?

Dread Moores

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Re: Fan Created Warchest Tracks
« Reply #2 on: 03 December 2011, 13:36:14 »
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.

Dread Moores

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Re: Fan Created Warchest Tracks
« Reply #3 on: 03 December 2011, 13:37:34 »
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. 

Dread Moores

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Re: Fan Created Warchest Tracks
« Reply #4 on: 03 December 2011, 13:40:52 »
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.

Dread Moores

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Re: Fan Created Warchest Tracks
« Reply #5 on: 03 December 2011, 13:42:12 »
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.

Dread Moores

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Re: Fan Created Warchest Tracks
« Reply #6 on: 03 December 2011, 13:44:41 »
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?

Dread Moores

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Re: Fan Created Warchest Tracks
« Reply #7 on: 03 December 2011, 13:46:53 »
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.

Dread Moores

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Re: Fan Created Warchest Tracks
« Reply #8 on: 03 December 2011, 13:51:16 »
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:
  • One or more engine hits
  • One or more gyro hits
  • Two or more areas with internal structure damage
  • A missing limb
  • Two or more pilot hits
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.

Dread Moores

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Re: Fan Created Warchest Tracks
« Reply #9 on: 03 December 2011, 13:56:30 »
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.

Dread Moores

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Re: Fan Created Warchest Tracks
« Reply #10 on: 03 December 2011, 14:01:06 »
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.

Dread Moores

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Re: Fan Created Warchest Tracks
« Reply #11 on: 03 December 2011, 14:03:14 »
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.

Dread Moores

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Re: Fan Created Warchest Tracks
« Reply #12 on: 03 December 2011, 14:05:08 »
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
  • Air Superiority (Part A): Destroy or drive all Attacking units from the field.
  • Clip Their Wings (Part B): Destroy 50 percent or more of the aerospace fighters before they can take off.
  • Dead Birds (Part B): Destroy all aerospace fighters before they can take off.
  • Save the Cadets (both parts): Less than 25 percent of the cadet’s units are destroyed.
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.

Dread Moores

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Re: Fan Created Warchest Tracks
« Reply #13 on: 03 December 2011, 14:06:51 »
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.

Dread Moores

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Re: Fan Created Warchest Tracks
« Reply #14 on: 03 December 2011, 14:07:52 »
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.

Dread Moores

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Re: Fan Created Warchest Tracks
« Reply #15 on: 03 December 2011, 14:09:49 »
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.

Dread Moores

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Re: Fan Created Warchest Tracks
« Reply #16 on: 03 December 2011, 14:10:48 »
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.

Dread Moores

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Re: Fan Created Warchest Tracks
« Reply #17 on: 03 December 2011, 14:11:41 »
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.

Dread Moores

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Re: Fan Created Warchest Tracks
« Reply #18 on: 03 December 2011, 14:12:38 »
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.”

Dread Moores

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Re: Fan Created Warchest Tracks
« Reply #19 on: 03 December 2011, 14:13:41 »
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.

Dread Moores

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Re: Fan Created Warchest Tracks
« Reply #20 on: 03 December 2011, 14:14:13 »
1 page out of six done. I'll drop back in to do some more later.

breakdaddy

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Re: Fan Created Warchest Tracks
« Reply #21 on: 04 December 2011, 16:53:42 »
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

Moonsword

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Re: Fan Created Warchest Tracks
« Reply #22 on: 09 December 2011, 14:01:36 »
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.

Dread Moores

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Re: Fan Created Warchest Tracks
« Reply #23 on: 10 December 2011, 00:41:15 »
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.

Dread Moores

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Re: Fan Created Warchest Tracks
« Reply #24 on: 02 January 2012, 02:16:41 »
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.

Dread Moores

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Re: Fan Created Warchest Tracks
« Reply #25 on: 02 January 2012, 13:59:59 »
ScrapYard Armory has graciously agreed to finish this out and I'm much obliged for that.

ScrapYardArmory

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Re: Fan Created Warchest Tracks
« Reply #26 on: 04 January 2012, 21:20:30 »
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.” 

ScrapYardArmory

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Re: Fan Created Warchest Tracks
« Reply #27 on: 04 January 2012, 22:33:34 »
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. 

ScrapYardArmory

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Re: Fan Created Warchest Tracks
« Reply #28 on: 04 January 2012, 22:35:19 »
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.

ScrapYardArmory

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Re: Fan Created Warchest Tracks
« Reply #29 on: 05 January 2012, 22:06:22 »
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.