Author Topic: Fan Created Warchest Tracks  (Read 28679 times)

ScrapYardArmory

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Re: Fan Created Warchest Tracks
« Reply #30 on: 05 January 2012, 21:07:35 »
Original Poster: Taharqa

IN THE WAY

SITUATION
Sea of Despair
Antallos, Periphery
Anytime 3038-3050


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

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

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

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

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

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


SPECIAL RULES

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

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


AFTERMATH
   This one is going to leave a bad taste in your mouth. You wouldn’t tell the “Concerned Parents,” but you think they just gave Dexter exactly what he was looking for: an end to his suffering.  At least, you can feel good about that much.

ScrapYardArmory

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Re: Fan Created Warchest Tracks
« Reply #31 on: 06 January 2012, 21:40:00 »
Original Poster: Me!

THE DRAGON’S FOREST

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


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


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

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

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

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

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

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

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


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

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

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

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

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

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

Expansion Ideas
Marduk was the sight of several hit and run attack and ambushes that bloodied the Fed Com invaders.  An entire scout company from the Tenth was annihilated by a combined arms DCMS force in a strike and fade attack.  The DCMS was gone before a retaliatory force could pursue.

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Re: Fan Created Warchest Tracks
« Reply #32 on: 07 January 2012, 20:45:06 »
Original poster: Hehz0r

TREASON MAY BE HAZARDOUS TO YOUR HEALTH

SITUATION

Hurik
Capellan Confederation
July 3017


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

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

Operation 1: Hot Entry

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

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

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


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

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

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

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

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

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


SPECIAL RULES

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

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


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

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

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

 

Operation 2: Constrictor

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

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

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

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

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

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


SPECIAL RULES

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

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

Surrender
   Enemy infantry will surrender without vehicle support.


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

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



Operation 3: City Striker

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

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

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


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

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

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


SPECIAL RULES

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

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

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


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



Operation 4: Slayer

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

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

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

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

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

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

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


SPECIAL RULES

Final Confrontation
   All units will fight to the death.   

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

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

AFTERMATH

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

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

Either way, it has been a tough campaign. Time to get back to Galatea and refit and repair. Next time get more salvage rights.

ScrapYardArmory

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Re: Fan Created Warchest Tracks
« Reply #33 on: 08 January 2012, 11:34:42 »
Original Poster: Taharqa

WHAT MUST BE DONE?

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


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

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

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

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

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


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

SPECIAL RULES

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

AFTERMATH
   Power to the People, my ass. Why is it that utopian dreams always require so much sacrifice in the blood of innocents? Still, you can’t help feeling a little sorry for the PRPT. All they wanted was a living wage and control over their own labor p– Ah, Jesus, this stuff can really get to you, can’t it?

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Re: Fan Created Warchest Tracks
« Reply #34 on: 08 January 2012, 13:38:53 »
Original Poster: Kojak

DESOLATION ROW

SITUATION
Outside Columbus, Genoa
Chaos March
27 October 3066


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

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

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

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

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

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

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

SPECIAL RULES

Forced Withdrawal
   The Defenders operate under the Forced Withdrawal rules.

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

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

AFTERMATH
   The Panzer Brigade took one mighty whuppin’ at the Rangers’ hands. Of course, you and your boys certainly did your part. Those damn Panzers are limping out of the atmosphere, tail between their legs. All that’s left is a whole lot of tasty salvage. Well, what’s left after the Rangers have taken their pick.

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Re: Fan Created Warchest Tracks
« Reply #35 on: 17 January 2012, 21:36:32 »
Original Poster: Kojak

EATING YOUR WHEATIES

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


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

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

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

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

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

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

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

SPECIAL RULES

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

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

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

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

AFTERMATH
   What’s left of the Panzers is held together with shit, spit and duct tape, and the Vegan Rangers are already busy chasing them out of the atmosphere. In the meantime, you’ve got pockets stuffed full of C-bills and a need for a stiff drink. You can enjoy an ice-cold Timbiqui Dark while you look over the latest contracts sitting on your desk.

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Re: Fan Created Warchest Tracks
« Reply #36 on: 17 January 2012, 21:37:57 »
Original Poster: Kojak

HAMBURGER HILL

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


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

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

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

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

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

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

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

SPECIAL RULES

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

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

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

AFTERMATH
   Blake’s blood, but that was grueling. The area around Hill 937 looks like a nuclear wasteland now, but with this firebase out of the way, the Allies can finally advance on the Loyalist batteries. It’s only a matter of time before the last of the Loyalists are ferreted out of the mountains, but that’s not your problem. You’re just glad to still be in one piece.

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Re: Fan Created Warchest Tracks
« Reply #37 on: 19 January 2012, 06:37:46 »
Original Poster: Me

Just When You Thought it Was Safe

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


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


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

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

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

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

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

OBJECTIVES

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

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

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

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

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

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

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

Expansion Ideas
Submersible transports running amok across at least two of four continents on planet?  Sounds like a perfect opportunity to have a naval battle.  Are you willing to risk your 'Mechs in the depths of the ocean to fend off an attack by enemy submarines?

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Re: Fan Created Warchest Tracks
« Reply #38 on: 19 January 2012, 06:39:04 »
Original Poster: Me

Running From Fate

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


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


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

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

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

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

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

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

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

OBJECTIVES

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

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

Salvage
Salvage is not available for this track.

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

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

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

Expansion Ideas
   The battle for Ancha ended in bloody failure.  Why weren't the Sixth FedCom dropships accounted for?  Smells like a rat in the intelligence network.  Any one feel like exterminating some vermin?

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Re: Fan Created Warchest Tracks
« Reply #39 on: 19 January 2012, 20:06:41 »
Original Poster: Me


The Finer Things in Life

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


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


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

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

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

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

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

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

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

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

OBJECTIVES

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

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

SPECIAL RULES

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

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

Salvage
Salvage is not available for this track.

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

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

Expansion Ideas
The zero-g manufacturing facilities in orbit around Kervil were a prime find for the Federated Commonwealth.  The stations also provide ample opportunity for Aerospace based raids and miscellaneous space based mischief.  Sabotage isn’t exclusive to dirt side operations.

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Re: Fan Created Warchest Tracks
« Reply #40 on: 19 January 2012, 20:21:18 »
Original poster: Me

TOUCHPOINT: Ghosts in the Night

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

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


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


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

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

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

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

WARCHEST
Track Cost: 600 WP
Optional Bonuses

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

OBJECTIVES

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

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

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

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

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

SPECIAL RULES

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

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

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

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

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

Expansion Ideas
The siege of Xantal presents some interesting side plots.  Prior to their retreat from Sadalbari the staggered AFFS forces made a vain attempt to destroy three Dropships full of supplies that they had hastily left behind during their retreat to Xantal. 

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Re: Fan Created Warchest Tracks
« Reply #41 on: 21 January 2012, 13:08:19 »
Original Poster: Me

Bloody Homecoming

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


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

GAME SETUP:
Recommended Terrain: Dense Urban

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

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

WARCHEST
Track Cost: 500 WP

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

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

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

OBJECTIVES

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

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

SPECIAL RULES

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

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

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

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

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

Expansion Ideas
Sounds like a little propaganda can go a long way.  Maybe the Ghosts knew the civilian deaths would only incite more Fed Com hatred.  Was it the plan all along to keep the Eleventh inside the city?

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Re: Fan Created Warchest Tracks
« Reply #42 on: 21 January 2012, 13:09:33 »
Original Poster: Taharqa

MAYDAY

SITUATION
Near Bidan
Betelgeuse, Capellan Confederation
2 December 3030


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

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

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

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

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


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

SPECIAL RULES

Salvage
   No salvage is available in this track.

Forced Withdrawal
   All units operate under forced withdrawal rules.

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

AFTERMATH
   That action seemed a little hot and heavy for “support.” It might be time to set down some roots, because based on the way those Cappies were fighting, they aren’t going to let go of this rock easily. You just hope the First appreciates the sacrifices you made for their boys.

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Re: Fan Created Warchest Tracks
« Reply #43 on: 21 January 2012, 21:07:03 »
Original Poster: Taharqa

TUG OF WAR

SITUATION
Aldis Weapons Plant
Betelgeuse, Capellan Confederation
17 March 3031


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

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

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

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

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

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


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

SPECIAL RULES

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

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

AFTERMATH
   Well, the weapons plant is still standing, but not by much.  These Warrior Houses sure don’t throw in the towel.  You may have them outnumbered heavily at this point, but you sure aren’t looking forward to the next few months. They will fight you tooth and nail for every inch of this rock.

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Re: Fan Created Warchest Tracks
« Reply #44 on: 21 January 2012, 21:08:09 »
Original Poster: Taharqa

UNINVITED GUESTS

SITUATION
Betelgeuse, Capellan Confederation
9 July 3031


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

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

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

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

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

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


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

SPECIAL RULES

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

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

AFTERMATH
   That could have gone better. Of course it could have gone a hell of a lot worse too.  It looks like you are now facing down not one, but two of the Cappies’ Warrior Houses. Might be time to negotiate a contract extension.

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Re: Fan Created Warchest Tracks
« Reply #45 on: 21 January 2012, 21:09:22 »
Original Poster: Me

A Fighting Chance

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


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


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

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

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

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

WARCHEST
Track Cost: 400 WP

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

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

OBJECTIVES

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

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

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

SPECIAL RULES

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

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

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

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

Expansion Ideas
   The citizens of Klathandu IV were plenty willing to hand over the keys to the invaders at the onset of the war.  Somewhere along the way they had some sense knocked into them when they refused to support the construction of fortifications and defenses.
   It stands to reason that factions within the population are still loyal to the occupying force and may be working against the counter-invasion.

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Re: Fan Created Warchest Tracks
« Reply #46 on: 21 January 2012, 21:12:17 »
Original Poster: Jasper_Ward

Wounded Dragoons: The Retreat of Outreach

SITUATION
Outreach, The Chaos March
December 3067


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

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

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


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

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

SPECIAL RULES

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

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

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

AFTERMATH
   This battle shot off the jihad, and left the Dragoons in tatters, not many survived in comparison to how many were there, and has left mercenaries in a new position since then.  The remaining dragoons regrouped and headed to mars for some real revenge.

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Re: Fan Created Warchest Tracks
« Reply #47 on: 27 January 2012, 21:28:00 »
Original Poster: Jasper_Ward

Wounded Dragoons: “Condition Feral”

SITUATION
Outreach, The Chaos March
October 18 3067


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

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

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

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

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

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

SPECIAL RULES
Condition Feral.  No survivors are to be taken, and Dragoon units may choose to gain a +1 attack if they forfeit the initiative.
AFTERMATH
   Harlech is in ruins, The Wolf is dead, and we don’t know if reinforcements are on the way, but we are dragoons, and will win.

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Re: Fan Created Warchest Tracks
« Reply #48 on: 27 January 2012, 21:29:08 »
Original Poster: Jasper_Ward

Wounded Dragoons: “Initial Alert”

SITUATION
Outreach, The Chaos March
October 15 3067


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

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

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

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

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Re: Fan Created Warchest Tracks
« Reply #49 on: 27 January 2012, 21:30:45 »
Original Poster: Me

Dragon Among the Sheep

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


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

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

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

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

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

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

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

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

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

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

OBJECTIVES

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

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

SPECIAL RULES

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

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

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

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


Expansion Ideas
After the main defenders lifted off planet, the Ghosts found little value in continuing to hold a large force on-planet.  A single battalion of Ghosts were left behind to stage hit and run attacks on the remaining planetary defenders.  A force this small would have been crushed in a pitched battle.  The Ghosts have to keep on the move to avoid being caught and cornered.

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Re: Fan Created Warchest Tracks
« Reply #50 on: 27 January 2012, 21:33:57 »
Original Poster: Mestre

HOLDING THE JAGUAR

SITUATION
Silver Hills, Idlewind
Draconis Combine
22 March 3050


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

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

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

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

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

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

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

SPECIAL RULES

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

AFTERMATH
  Who are these Jaguars? That's a question a lot of people are asking. But it's not the one on your mind. Your question is, how can I get off of this planet alive?

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Re: Fan Created Warchest Tracks
« Reply #51 on: 27 January 2012, 21:36:05 »
Original Poster: Mestre

STRIKING BACK

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


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

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

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

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

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

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

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

SPECIAL RULES

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

Forced Withdrawal
The Defender operates under Forced Withdrawal rules.

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

AFTERMATH

Well, it's good to know that in the right conditions and with the right advantages, these cats can be beaten. It's just a shame that we don't have too many of those conditions here. It's got to be time to get off of this rock!

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Re: Fan Created Warchest Tracks
« Reply #52 on: 27 January 2012, 21:43:47 »
Original Poster: Mestre

THE GREAT ESCAPE

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


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

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

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

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

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

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

SPECIAL RULES

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

Forced Withdrawal
The Defender operates under Forced Withdrawal rules.

Salvage
Salvage is not available in this scenario.

AFTERMATH
Idlewind fell to the Smoke Jaguars in quick order, along with Turtle Bay and several other worlds in the northwest of the Combine. With their technological advantage and their skilled warriors, could these Clan warriors be stopped?

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Re: Fan Created Warchest Tracks
« Reply #53 on: 28 January 2012, 07:33:55 »
Original Poster: Me


Falling Hard

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


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


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

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

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

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

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

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

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

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

OBJECTIVES

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

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

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

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

Salvage
Salvage is not available for this track.

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

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

Expansion Ideas
   The Legion of Vega were not as easily convinced to leave planet as Chu-sa Olesko's Fifth Amphigean.  They remained on planet for another three weeks conducting raids and bloodying the nose of the FedCom attackers and their Mercenaries.

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Re: Fan Created Warchest Tracks
« Reply #54 on: 28 January 2012, 07:35:42 »
Original Poster: Me

Smoke and Mirrors

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


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

GAME SETUP:
Recommended Terrain: Light Urban, Hills

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

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

WARCHEST
Track Cost: 1000 WP

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

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

OBJECTIVES

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

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

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

SPECIAL RULES

Salvage
Salvage is not available for this track.

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

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

Expansion Ideas
   Mercenaries were uncharacteristically used by the Combine to bolster an otherwise unimpressive counter-invasion force.  Units that accepted the payment up front contracts were thrust into the ranks of the Ghost Regiment elite and made to give every appearance of DCMS forces.
   If the AFFS had know they had been fighting a mixed force there would be doubts about the true size and scope of the counter invasion.  The security of this information was most important to the overall success of the Combine's plans.

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Re: Fan Created Warchest Tracks
« Reply #55 on: 28 January 2012, 07:38:43 »
Original Poster: Me

Last Dropship Home

SITUATION

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


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

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

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

WARCHEST
Track Cost: 1,000 WP

Optional Bonuses

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

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

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

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

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

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

Shielding (optional)
Tactical Operations pg. 19-20

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

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

Expansion Ideas
   The local militia on planet was ill prepared to deflect a Combine invasion but still managed to survive for at least a week before being brought to heel.  Certainly not a lot to battle over but something to keep things interesting in the weeks leading up to the main show.

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Re: Fan Created Warchest Tracks
« Reply #56 on: 28 January 2012, 07:40:36 »
Original Poster: ArchmageXin

Now you have done it...

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



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

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

Arrange map with the buildings in the center.

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

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


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

Warchest 1200:

Optional bonus


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

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

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

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

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

Aftermath:
Depending on which side the player enter as, the othercome, and his own decisions....

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Re: Fan Created Warchest Tracks
« Reply #57 on: 28 January 2012, 09:42:25 »
Original Poster: Me

WELCOME COMMITTEE

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

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

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


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

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

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

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

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

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

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

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

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

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

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

AFTERMATH
   After finally convincing the local authorities that we were the good guys, they were very apologetic about the mix up.  Too bad there were so many folks on the pirate payroll or things may have gone a bit differently. 

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Re: Fan Created Warchest Tracks
« Reply #58 on: 28 January 2012, 10:47:22 »
Original Poster: Greyhind

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

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

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

Situation

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

Game Set Up

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

Attacker

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

Defender

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

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

Warchest

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

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

Special Rules

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

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

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

Aftermath: The locals eventually discovered what had happened and chased the mercenaries off planet without payment. The MRBC ruled that the mercs would have to pay damages for making off with the 'mechs but without proof that Bainsbridge had been given dodgy intel they were allowed to keep their MRBC rating.

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Re: Fan Created Warchest Tracks
« Reply #59 on: 28 January 2012, 10:48:15 »
Original Poster: Mestre

WAR GAMES

SITUATION
Western Plains, Wolcott
Draconis Combine
14 December 3051


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

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

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

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

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

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

SPECIAL RULES

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

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

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

AFTERMATH
Well, it's hard to know whether that really helped, but some activity is certainly better than sitting around and waiting for the Jaguars to come get us.

 

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