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Old 11-09-2012, 09:35 AM   #1
Abe Sargent
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The BattleTech Dynasty, Chapt 6 The Opportunity of Chaos (3057-58) - Chapter Complete

Welcome!



Here are the first five chapters of this dynasty so far:




Chapter 1 - The Beginning, 3030-3038 - The Battletech Dynasty, Chapter 1 - 3030-38 - Front Office Football Central


Chapter 2 - The War of 3039, 3039 - The BattleTech Dynasty: Chapt 2, 3039 - Front Office Football Central


Chapter 3 - Solaris VII, 3040-3042 - The BattleTech Dynasty: Chapt 3, Solaris VII, 3040-3042 - Front Office Football Central


Chapter 4 - The Explorer Corps, 3043-3049 - The BattleTech Dynasty: Chapt 4, Explorer Corps - 3042-49 - Front Office Football Central


Chapter 5 - The Invasion, 3050-3056 - The Battletech Dynasty: Chapt. 5 - The Invasion, 3050-3056 - Completed - Front Office Football Central



And now, today, we are starting the next chapter. This dynasty is set to end in 3067, in ten years.
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Old 11-09-2012, 09:41 AM   #2
Abe Sargent
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Chapter 6, The Opportunity of Chaos

As a reminder, this story picks up where Chapters 1-5 left off, on a mega-dynasty through 20+ years of the BattleTech universe. Here is a quick glance/reminder at our players (Chapter 5 has a much more detailed overview of the characters).


Dramatis Personae:



Col. Braham Essex, CO and founder of Kilts and Commandos, was ranked 8th in Solaris VII before retiring, numerous awards especially by Andurien and Rasalhague. Married, with two children, and has become his homeworld, Epsilon Eridani’s favorite son. He has put the HQ of his unit on EE, married and raised his family there, and assisted them on many occasions. He is currently in operational command of Delta Regiment.


Capt. Ted Izumo, Formerly the XO of Kilts and Commandos, and founder. Headmaster of the Essex Training Academy, and commander of the garrison. Ted makes many of the administrative decisions of the unit. Ted is our main liaison with EE and the Inner Sphere


Col. Matthew Humphries – CO of Alpha Regiment and third in command of Kilts and Commandos. Humphries was the first one in the IS to use a batchall system honorably against the clans, and the first one to beat them. His name was known throughout the IS for a while. That was a few years ago now.


Col. Martin Fitzgerald – Did very well as temporary captain in the face of the clans and was promoted to captain, afterwards for a short time until reorganization gave us an empty chair at the head of Beta Regiment. He took it over, and is now 4th in order of command.


Capt. Conner Ward – The new CO of Shadow Battalion and one of our many ex-clan former bondsman who are now fully ours. We won a Trial of Possession against Jade Falcon for their unit’s best MechWarrior and we got Conner, a better than clan elite pilot who has won his bloodname. After being very impressed with him, we recently promoted him. He’s definitely a ristar in our unit.


Major Mei Zhen – The new XO of K&C and our primary person in charge of logistics. Mei Ling has been with the unit for a long time and was leading a company when Ted retired and we promoted her. She does recruiting as well.


Magnus – Our first bondsman was taken on Thule against Clan Ghost Bear by Col. Matthew Humphries. Using his advice and knowledge of the clans in general and Ghost Bear in particular, he helped to guide us in understanding all things clan. Today we have 25 clan techs, 10 clan elementals and ex-bondsmen from every invading clan – Smoke Jaguar, Nova Cat, Steel Viper, Jade Falcon, Ghost Bear and Wolf. But Magnus is still our primary advisor on the clans.


Capt. Randall Lewis – Captain of our Aegis class WarShip the Swift Victory. He served with Gen. Kerensky’s unit in the Periphery Campaign and was later assigned as XO of the WarShip Manassas. Due to a jump drive error while serving rear guard for the Exodus Fleet, his experimental ship was flung into the future, and arrived in deep Clan Space while we were there on a mission for the Combine. We met them, introduced them to the Inner Sphere, and after the Jaguars took the Manassas in battle, we fought for it in a Trial of Possession. After winning it, ComStar traded us for it, and gave us a regular Aegis vintage Star League vessel. With a familiar vessel to helm and a new place to chart in the stars, our large and hefty and jovial Lt. Randall Lewis accepted a promotion to captain. He is the best person alive for the job – he is familiar with the design and served on Aegis’s before, and he has no loyalty to the clans or ComStar – and he is the only person who can say that.


Col. Larry Rowe – Colonel of all of our major Aerospace assets in naval ships like the Swift Victory, Fury Unbound, and Arrow of Fate. With such a powerful group of fighter assets at his disposal we expect good things from our naval battles in space.


Sgt. Adele Thompson – Founding member, politically connected minor noble of Epsilon Eridani who married a man with a similar background. Mothered Essex’s child before either were married.


Elizabeth Walters-Essex – Braham’s wife, the mother of their son, and the CEO of Kressly Warworks, Inc. K&C works very closely with Kressly and their first mech design was based on one of K&C’s own frankenmechs.


Thoma Marie Essex – The daughter of Braham and Adele, and just graduated from the prestigious Nagelring, the best military academy in the old Lyran Commonwealth. She has been assigned as a Leutnant with the high profile and elite 15th Lyran Guards on Hesperus II.


James Roderick Essex - Currently interested in following his mother’s footsteps with Kressly Warworks. Has been learning the business slowly.


Duke James Sandoval – Ally in the Draconis March who considers us a friend


Baron Jorgennson – Ally in the FRR whose holdings were lost in the Clan Invasion, and now lives and works in Grumium, one of the seven remaining worlds to help rebuild his beloved Republic.


Leftenant General Pierre Benton – Commander of the military forces on Epsilon Eridani, and a strong mind with whom we have a lot in common.


Pada Vinson – CO of the rogue and now pirate Vinson’s Vigilantes and has sworn a blood oath on K&C because Essex killed his son in the Solaris VII arena.
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Old 11-09-2012, 09:57 AM   #3
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How the clans view us: 1 to 5, with 5 being the best


Ghost Bear – 5 – We helped them save some men when a WarShip was damaged by an asteroid. We fight with honor and have always used batchalls well. We have beaten them many times, but they have won occasionally.

Steel Viper - 2 – We beat them and lost to them. Vipers are the most arrogant clan around, so they don’t have a higher opinion of 2 for any IS, much less a mercenary one.

Wolf – 3 – We’ve beaten them, and then they used overwhelming force twice to mandate a surrender. They have a higher respect for mecs, and they honor us.

Jade Falcon – 3 – We beat them once, and they found honor in us, but we are still a mercenary unit.

Smoke Jaguar – 1- Although we beat them once, they claim it was chance. They have a low opinion of many though

Nova Cat, Diamond Shark – No opinion, never fought each other


States view us:

Free Rasalhague Republic – 5* We helped them form in the Ronin Wars, we fought for them and won against the clans on several occasions. They love us.

Federated Commonwealth – 4 – We just did a retainer contract for them, we regularly do things for them, they allow us to run our little fief on Epsilon Eridani. We fought well for them in the War of 3039.

ComStar – 4 – We did a solid for them in the Explorer Corps and we’ve recently done quite a few contracts for them, all good work.

Cap – 2 – They don’t like an Ex-Cap not working for them exclusively

Draconis Combine – 2 – Not much of an opinion any way, we rarely do contracts for them. However one anti-clan contract resulted in clans losing more than two trinaries of mechs, plus naval assets.

Free Worlds League – 1- We fought against them in the Andurien Wars and we have taken several anti-Blake contracts from ComStar. They’ll employ us, but they don’t like us that much at all.

St Ives Compact – 3 – We’ve done good jobs for them, but they also like our stance in favor of non-house states.

Word of Blake – 1 – We’ve done only a handful of contracts for them, and mostly just smashed their forces again and again in the employ of ComStar.
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Old 11-09-2012, 12:20 PM   #4
Abe Sargent
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Chapter 6 will be the first one when all of the pieces will start to come together. This is when everything changes, and then everything changes again. This is the beginning of the heart of the dynasty. Not for a while of course, but the pieces are all there.




We need to step back a bit and set the stage with info. Again, most of this is either already in the BattleTech universe or in previous chapters, but not all of it. It will be useful for us to talk about it again.
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Old 11-09-2012, 03:26 PM   #5
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Kressly Warworks, Inc


This factory and company makes combat vehicles and mechs, plus some various parts for them. The CEO is Elizabeth Walters-Essex who inherited the company from her farther, who died while she was still young. For decades, Kressly made the Brutus Assault Tank, as well as a few other things here and there. Since Elizabeth took over, she has added new lines and renovated old.

When trying to find a location for the headquarters of Kilts and Commandoes and the Essex Training Academy, Ted Izumo and Braham Essex deliberately chose land close to KWI so that they could exchange materiel and technology and personnel. Techs can move back and forth, as well as military and company officials.

As a result of our closeness, we were given the factory’s personal company of tanks, plus a few mechs, and given a ten year garrison deal for them, which has been extended several times. We garrison KWI and regularly have two mech companies and one vehicle company patrolling it at all times. Considering what they make these days, the extra heat is worth it.

What does KWI make?

Brutus Assault Tank – Their bread and butter, newly renovated with star league technology. This 75 ton fusion powered assault tank originally had 2 large lasers, an LRM 20, 2 SRM6s and an SRM2. There are a few variants made for different clients with tons of LRM racks or PPCs. This is their bread and butter, and it still sells very well years later.

Blizzard Hover Transport – Introduced a few years ago in 3054, the 25 ton Blizzard was ostensibly designed for use against the clans. It uses an ICE to keep costs down and it has 6 tons of cargo space to carry infantry into battle. Its only weapon is a single LRM-5. This enables it to stay out of the range of most weapons and contribute to the fire at long and extreme ranges both before and after dropping off the kids by the pool.

Attila – An 85 ton frankenmech of ours was turned into a powerful mech using level 2 tech like double heat sinks and ER PPCs. It’s a devastatingly powerful mech, and Kressly’s first one. It continues to sell as both a brawler and a ranged mech. We have schematics for building a clan version, but without the clan tech parts, it’s meaningless.

Lineholder – A cheap medium mech based on proven technology, this 55-ton beast helped as the second KWI mech to roll off the lines. It uses almost exclusively old technology and competes very well with mechs in the same weight class with twice the cost. By the end of 3057, this is the best selling medium mech in the IS. It features 2 LRM5s, 4 medium lasers, and a large laser.

Alexander – Based on a Hunchback chassis, this 55 ton omnimech uses IS technology to make a versatile machine. We have included both IS and Clan compatible pods, giving commanders maximum flexibility. The Alexander was helped along, in part, by our captured clan techs assisting KWI in making an omni compatible system. Even making tons a month, this is sold out for the next year and a half (We have December 3057’s order).

Bandersnatch – We recommended against it, but Kressly has signed a deal to license the Bandernsatch made by J D Bandermechs over on Terra Firma. They made them out of a warehouse, and each one took 10 months to make and they could only make a few at a time. KWI stepped in to market and sell these, and they have already come off the lines.

Bumblebee – The next joint project we are working on is a 35 ton 6/9/6 mech with MASC called the Bumblebee. It should really round out Kressly’s offerings by giving them a nice fast scout mech. It’s currently undergoing prototype stage.


Unamed Brawler Mech – Kressly would like to work on a mech with a hatchet designed to close in the heavy mech weight class. Hatchet mechs have been selling very well and many new designs are making it to the field, and KWI wants a mech that has it. This mech has not even been designed yet, but we are in the conversation stage.


Kressly also makes engines for its units, armor, some weapons, targeting and tracking systems, and chassis. For example, KWI makes LRM20s, SRM-6s, SRM-2s for the Brutus, makes its movement and tracking systems, its communications systems, armor, and a 225 fusion engine for the Brutus. However, they import the large lasers from Firmir Weaponry, which makes them on Betelgeuse in the Capellan Confederation.

The relationship between Kilts and Commandos and Kressly Warworks is not as close as its CO and CEO, but it is rather cozy. We have loaned them techs, given them mechs, and items. We get a 25% discount on the stuff we buy from them, we garrison their large factory, and we have helped design a few of their products.
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Old 11-09-2012, 05:59 PM   #6
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Awesome to see this come back, Abe. Along for the ride as always!

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Old 11-09-2012, 06:04 PM   #7
Abe Sargent
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Thanks!
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Old 11-09-2012, 08:15 PM   #8
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Epsilon Eridani


This planet is 5 days from the jump points in the system. It has an old Star League era recharging station at both the zenith and nadir points, so JumpShips can jump in, and if they want, pay for a charge and jump back out relatively quickly. The closeness of EE to the jump points allows for increased merchant trade.

EE was a holding of the Capellan Confederation for centuries, as well as many of the systems around it. During the Fourth Succession War in the last 3020s, the system flipped to Federated Suns control via the Tikonov Free Republic.

The planet itself has undergone a massive commercial revival since leaving the hands of House Liao and the Capellan Confederation. New mines have opened, new DropPorts are opening, merchants are an increasingly constant presence, and companies like Kressly Warworks, Inc are growing. The planet is booming like it never has before.

With a pleasant climate, Epsilon Eridani experiences regular rain and thunderstorms. The climate tends to be similar to that of the Pacific Northwest or London, only milder. There are two continents. The northern one has the city of Dori, the largest commercial center on EE. The northern continent holds rocky mountains and contains a lot of mining interests. It also has a lot of coasts and hinterlands.

The southern continent is the place where a lot of rain and storms hit. It has swamps and marshes and a section of significant industrial interests. The swampland is extensive and rough, with smaller villages of a few thousand each dotted all around. Significant industrial interests require a lot of transportation, including ports both for DropShips and the ocean.

On planet is the Epsilon Eridani SMM, a Federated Commonwealth unit under the command of Leftenant-General Pierre Benton, a local who is fiercely pro-Epsilon Eridani, and less so for the houses. The loyalty of the EE SMM is considered unreliable and the unit is green. That’s one regiment of mechs garrisoning the world for the FedComs plus local armor and infantry. Our own force is much larger. We also have a battalion of tanks garrisoning mining interests on the northern continent.
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Old 11-09-2012, 08:24 PM   #9
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The Sarna March


After gobbling up massive amounts of territory during the Fourth Succession War, the ex-Liao planets and systems were organized into a new segment of the government under the title Sarna March named after its new capital, Sarna. Because it was a wedding gift to his new wife, Melissa Steiner, Hanse Davion essentially gave the worlds to the Lyran Commonwealth. However, they were really jointly ruled by both houses.

On a map, the Sarna March fell on the Federated Suns side of the border until the union, but Melissa Steiner was the one investing in infrastructure in the ex-Capellan worlds with Steiner money. Also, Steiner military units moved in and began to garrison the area. Eventually, Davion units came in too, and as the Federated Commonwealth became one nation, many of these things began to mix.

The Sarna March includes important worlds like Nanking, Outreach, Northwind, Sarna, Styk, Terra Firma, Kaifeng, Epsilon Eridani, and Tikonov. The places on the Davion side of the FC have been denuded of many units as they have been shifted to the clan front deep in Lyran space. For example, the entire Draconis March which is on the border of the Draconis Combine has just 13 BattleMech regiments guarding the whole place. The Crucis March, which includes the capital worlds of New Avalon has just 16 regiments and 4 of those are on New Avalon. While the Capellan March and Sarna March are not stripped as much (because of the distrust of Sun-Tzu Liao and support of the St. Ives Compact), they also have lost some units.
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Old 11-09-2012, 08:59 PM   #10
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Terra


The home of ComStar, the Terran Hegemony and the Star League. The cradle of civilization and home of humanity is also a massively powerful system. Humanity spread out in the solar system before moving into the stars. They built a massive drydock in space around Titan and it was the last place that could make WarShips in the Inner Sphere for centuries. Mars is heavily settled, fortified and has factories of massive significance.

Terra itself is the single most industrialized planet in the Inner Sphere. It has tons of factories. After the major wars on Terra it was recaptured by Kerensky, he turned it over to his ally Jerome Blake. He asked some of the Star League Defense Force to stay behind and help Jerome Blake rebuild the shattered HPS network and left the Inner Sphere a short while later. Jerome Blake turned the Department of Communications into ComStar and those SLDF units became the first ComGuards.

Jerome Blake’s first tasks were to retake the entire Terran System from all bandits, house forces and remaining Amaris troops. After he did that, he declared ComStar neutral, kept the HPG Station’s running, mothballed naval assets and military assets in various systems off the beaten path. His most important role was to get all of the old factories up and running. Some were kept online, but many were mothballed and able to be restored with a few months work. Numerous mech, tank, and fighter factories were in the system.

Terra is also the single best defended system in existence. Between massive numbers of capital ships, orbital platforms, naval guns, and countless fighters – the system is virtually impenetrable. Plus add in major defensive fortresses, Brian Castles, and such. You are not going to come in here without major losses.

After the schism that tore ComStar into two pieces, one of which is Word of Blake, ComStar became more secular. As part of that, they opened up Terra for visitors for the first time in centuries. Humanity can again tour the land of its birth and ancestors. Terra is 28.29 light years away from Epsilon Eridani.
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Old 11-09-2012, 10:41 PM   #11
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I know that a lot of people look to 3028, 3050, 3063 and 3067 as major years in Inner Sphere history when everything changed. But, for me? 3050 and the invasion of the clans is certainly a game changer but 3057 into 3058 hearkens the biggest changes and unseen things. It sets up everything that comes later. 3050 doesn’t. Sure, it sets up some of the events of 3057, but not all of them. 3028 impacts 3057 as well. Plus other events and years are involved, including 3052. This is the year that sets up everything else ever. It’s the straight that connects the lakes and rivers before into the ocean that comes next.


We are not taking contracts for a while, because a lot of our units are returning from long contracts or being on ships for months and months. I mean, you are in DropShips and JumpShips for months, and then drop down and 15 days later you are back in again. Then you do another contract when you get home and head out for another 8 months only 11 days of which are on planet. This sort of things continues, and our men need a bit of a break. We also have 21 companies returning back from contracts in the next few months, the majority of which come back in January. It’s just time for some R&R before taking more contracts and heading back out.
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Old 11-09-2012, 10:42 PM   #12
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Kilts and Commandos Roster:



Alpha Regiment: Col. Matthew Humphries, of Star Battalion


Myth Battalion: Capt Foster Keynes, of Typhon Company

Heliades Company - Return on June 8, 3057
Styx Company - Return on June 8, 3057
Tethys Company – Return on June 8, 3057
Typhon Company – Return on June 8, 3057


Star Battalion: Col. Matthew Humphries, of Defender Company

Defender Company – Returns on February 2, 3057
Cinq Company –
Brawler Company – On Terra Firma until June 28, 3059


Heater Battalion: Capt. Jason Thomas, Trinity of Company

Delta Company –
Trinity Company-
Butler Company –



Beta Regiment: Col. Martin Fitzgerald, of Ganges Battalion


Ganges Battalion: Col. Martin Fitzgerald, of Phaeton Company

Phaeton Company – Return on Jan 14, 3057
Boxer Company – Return on Jan 14, 3057
Rebel Company – Return on Jan 14, 3057


Amazon Battalion: Capt. Gabriel Williams, of Mustang Company

Mustang Company – Return on Jan 14, 3057
Hex Company – Return on Jan 14, 3057
Raven Company – Return on Jan 14, 3057


Rheims Battalion: Capt. Aurelia Jenson, of Aleph Company

Aleph Company – Return on Jan 14, 3057
Laser Company – Return on Jan 14, 3057
Sabre Company – Return on Jan 14, 3057



Gamma Regiment: Col. Gilda Atwater, of Breaker Battalion


Breaker Battalion: Col. Gilda Atwater, of Fallout Company

Trident Company – return home on January 6, 3057.
Miner Company – return home on January 6, 3057.
Fallout Company - return home on January 6, 3057.


Scimitar Battalion: Capt. Mika Sanders, of Vegas Company

Vegas Company –
Guile Company -
Tango Company -


Mesopotamia Battalion:Capt. Kyla Jeffries, of Nineveh Company

Jericho Company – Return on Jan 26, 3057
Babylon Company – Return on Jan 26, 3057
Nineveh Company – Return on Jan 26, 3057



Delta Regiment: Col. Braham Essex, of Shadow Battalion


Shadow Battalion: Col. Braham Essex, of Shadow Company

Bruiser Company – Ready March 15
Shadow Company – Ready March 15
Sealion Company – Ready March 15


Flame Battalion: Capt. Johan Kreidler, of Blaze Company

Pyre Company – Ready March 15
Blaze Company – Ready March 15
Ember Company – Ready March 15


Armor Battalion: Capt. Jassa Ramgarhia, of Aegis Company

Aegis Company – Ready March 15
Shield Company – Ready March 15
Chainmail Company - Ready March 15



Vehicles:

Tank First Battalion – EE- mining garrison complete on October 15, 3057
Tank Second Battalion - On Terra Firma until June 28, 3059

Garrison and Infantry – EE, garrison,


Fighters: Col. Larry Rowe, of Arrow Company

Arrow Company - return home on January 6, 3057.
Bolt Company –
Catapult Company -.

Swift Justice, Aegis WarShip – Fighters Ready July 5, 3057
Scots Flotilla, Merchant JumpShip –
Johnny Appleseed, Invader JumpShip - –
Robin Hood, Union DropShip –
Megan’s Fury, Union DropShip -
Star River, Union DropShip -
Serendipitous Victory, Union-C DropShip -.
Amalgamated Bliss, Union DropShip –.
Defiance, Overlord DropShip –
Daily Menace, Overlord DropShip, Upgraded -
Faith’s Bulwark, Fortress DropShip, Upgraded -
Fury Unbound, Vengeance DropShip - Fighters Ready July 5, 3057
Firebird, Avenger DropShip –
Arrow of Fate, Achilles DropShip, Upgraded - Fighters Ready July 5, 3057
Stalwart Destruction, Model 96 Elephant DropShip –
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Old 11-10-2012, 08:05 AM   #13
Abe Sargent
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January 15 – A commando from an unknown power infiltrated our Academy and tried to destroy our BattleMaster 2C, a vintage Star League mech with the very rare commander cockpit that we use for training. Although unsuccessful, more than 300,000 in damage was done to it before our troops arrived and killed the commando. We cannot discover who sent her.


This upcoming era is a continuing one of many scenario packs. These are scenarios that detail major events in the universe that a player can play along with. Some, such as Tukayyaid and Luthien detail a major campaign on that world, and those are past. Some others detail many battles over years by one unit, such as Tales of the Black Widow Company and The Black Thorns. A few are for role-playing purposes, such as Unbound and Royalty and Rogues. Finally, others detail generic campaigns that one can put their own unit into, such as Operation Flashpoint and Operation Stiletto. We have not been able to do any of these save for Living Legends, but I’d like to do a few more. We will be doing Lawyers, Guns and Money, and I suspect I’ll be accelerating when it happens. I’d like to do a few others from this era as well. Depending on what paths we do in this chapter, we could be in several of these. We are powerful enough that we could be with operation Bulldog, and then do The Dragon Roars, or we could be in Task Force Serpent and do Twilight of the Clans, or we could be the new replacement for Brion’s Legion rather than the 21st Centauri Lancers, and could do The Fall of Terra. I still see Operation Stiletto as an obvious choice for us, and may move it up by a year or two to fit into the campaign better. So it will definitely be run in this chapter.

I’m also considering something a bit…unusual. I’m thinking about running MechCommander 2 as part of this overarching campaign. We’ll see if it works or not. It depends on where we are when that happens. I can’t run it too early, because it is set against the backdrop of the D vs S C War, so I can’t accelerate it into the Chaos too early. Well actually, let me take another look at the videos and mechs. Yeah, a lot of the mechs haven’t even been released yet, such as the Men Shen and Razorback. –I think I could move the plotline to 3057-3058 era and just substitute it for the actual campaign for Carver V quite nicely, but otherwise, the mechs and such force me to move it until later.
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Old 11-10-2012, 12:51 PM   #14
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Join Date: Dec 2001
Location: Catonsville, MD
I have a lot of mechs and tanks in our garrison that are not currently being used. But I can’t recruit tank crew if I’m spending all of my time recruiting mechwarriors for my various units. I have 27 mechwarriors in our garrison, plus Ted Izumo and Mei Zhen. We also have all of our infantry as garrison force. Remember we have to patrol not only our complex but also Kressly Warworks Inc as well. Plus, units on shore leave and awaiting new contracts are used in these garrison roles.

Just for fun I roll to see what contracts are available in January and February. While I want to keep most of my guys here for some shore leave, for the right contract, I’d move out. January has Obj Raids wanted by Fed Com and Comstar, and a Garrion by FedCom. Let’s see where. Comstar wants to smash a planet out in the periphery, FedCom out in the deep parts of the Free Worlds League, and the garrison is for a planet two jumps away from their capital for two years. February sees two contracts, one by Word of Blake, who wants us to Assault a planet., and the other by FedCom for a objective raid against the Dracs. Target world is just three jumps away from our home planet, Epsilon Eridani. That intrigues me. Where, what and when?
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Old 11-10-2012, 02:41 PM   #15
Abe Sargent
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Join Date: Dec 2001
Location: Catonsville, MD
Target, Nashira. Length, just six weeks, objective – destroy a local leader’s company of mechs who was a traitor and defected from the Lyran Commonwealth during the war of 3039 and now has become a political irritant. We are to blast his mech as an embarrassment to him, which should drop his political capital.

It’s just four days to the jump points from the planet, and this is a nice, quick mission for my guys. I take it.


Salvage: Full
Salary: x1.3, x4 x1.6, x1.5 if we face the clans
Support: Battle Loss 40%
Command: Indy
Remuneration: Yes, x1.05
Length: 1 months
Transport: 100% Reimbursement
35% Bonus

We manage to dicker them down to one month for the raid, assuming it is complete. I dispatch the inexperienced Butler Company to handle this. Let’s go ahead and sim it now


Butler Company
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Old 11-10-2012, 04:53 PM   #16
Abe Sargent
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Join Date: Dec 2001
Location: Catonsville, MD
Butler Company on Nashira


Mar 13 – We arrive at the planet of Nashira, on board a cargo transport hiding us. Combine regulations have apparently stiffened, and we are discovered in a search of the craft by docking authorities, but we manage to bribe the officials to keep silent.

Mar 17 – A platoon of infantry with the company have scouted the area in rented trucks. This DropPort is about fifteen miles from the local city where the traitor’s summer estate resides. As this is summer on their planet, he is confirmed by our troops and a local intel rep we meet from the FedComs.

Mar 28 – We have manufactured an opportunity to force his entire company to suit up. Our infantry have paid some locals led by our infantry dressed as civilians. They will begin a mass demonstration against the traitor at the local shopping complex that is the largest in the city. It’s just a handful of blocks from the DropPort. Then our infantry will begin to launch grenades, infernos, and attack the local forces, with the intent of dealing damage to property instead of people. We believe that the combination of these anti-sentiments en masse plus violent damage will rile the traitor enough to force him to bring his whole unit to put down the demonstration with violence.


Mar 30 – The plan is set in motion, and it fails. The local does not emerge from his summer estate. We finish the plan.

Mar 31 – After negative coverage by the local media when he did not stop them the first time (the local police were not equipped to stop us) we do it again, and forced by the bad media, out emerge his entire company of mechs. He is in the lead.
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Old 11-10-2012, 09:37 PM   #17
Abe Sargent
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Join Date: Dec 2001
Location: Catonsville, MD
The lead mech of our foe is an Avatar DCMS omni-mech, with their prime config.





Our goal is to destroy this mech. The leader is elite. Their other mechs are:


DRG-5N Dragon
HTM-27T Hatamato-Chi
JR7-K Jenner
CRB-27 Crab
CRD-4K Crusader
KIM-2 Komodo
GUN-1 Gunslinger

These are low-tech mechs

GRF-1N Griffin
CGR-1A9 Charger
WVR-6R Wolverine
VLK-QA Valkyrie



The ‘Slinger, Jenner and Dragon pilots are veteran. The Komodo is elite. The rest are regular


As a reminder, here is Butler Company:


Anvil Lance:

ATA-2 Attila
GLT-3N Guillotine
AXM-1N Axman
CN9-A Centurion

Hammer Lance:

LGB-7Q Longbow
GLT-5M Guillotine
TBT-5N Trebuchet
RLF-3N Rifleman

Thunder Lance:

VL-5T Vulcan
LCT-1E Locust
WTC-4M Watchman
JVN-10F Javelin


We have one elite, one green, three vets and seven regulars. This is not a battle tested company, so they were chosen specifically to give them more experience.


We fire out of the drop ship and the crowd melts away, and we engage them in a large warehouse area, with little possibility for civilian damage.


The first battle of the new chapter has begun!
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Old 11-11-2012, 12:58 PM   #18
Abe Sargent
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Join Date: Dec 2001
Location: Catonsville, MD
Turn 1 - We win initiative. I deployed the bulk of my forces in clear sight, and five units behind buildings – the Axman, Watchman, Javelin, Locust and Vulcan to harass, jump around and surprise folks. Angry ,they rush up numerous mechs into my space. They close quickly. They expose their rear of the Crab after I leap my Axman from behind the buildings behind it. I also hop our Vulcan behind their Crusader. They make their skid rolls. Here we go, time to exchange fire. The Atilla’s ER PPC opens up the torso of the Avatar after missiles wear down its armor, and it ignites the LB X ammo and it explodes. It has CASE< but the XL engine shuts down. Their Komodo blasts our Centurion, hits the AC ammo and it explodes. No CASE. Our Locust opens up the Jenner and hits its Gyro. Ther Griffin open sthe arm on one of our Guillotine;s and nails the arm and hand actuators. Their Valkyrie follows by taking out the laser there. Only their Komodo falls, under three mechs unloading on it. It smashes its engine once in the fall. Our Axman hatchets the Head of their Crab it falls to the ground dead. After not falling from the gyro hit, our Locusts kick forces their Jenner to the ground.

Turn 2 – We win init. I hop the Vulcan next to their Jenner after it stands and moves away. I move my wounded Guillotine next to their now standing Komodo. The Javelin join sthe Komodo dance. We focus a lot of attacks on their Charger. The Watchman hits two leg actuators on that mech. Our Guillotine, 3N Variant, destroys the RT of their Komodo and that takes it out – XL engine. The Javelin destroys the LT too. Their Charger collapses and hits its hip. No physical attacks connect at all.


Turn 3 - We lose init. Our foes are beginning to back off. They came in too quickly, got smashed, and now are looking to pull out. I try to jump on top of a building to hammer their Jenner with my Jav, but it collapses under me and it falls. I move my Axman next to their Charger that stood up. I unload on their Dragon. Their Crusader destroys the LT of my Javelin. Their Gunslinger nails the H of my Longbow with its Gauss Rifle and destroys the head and kills the MechWarrior inside. At the same time, the Longbow ignited the ammo on their Dragon and it exploded - CASE keeps the mech alive, and no XL engine keeps it on the battlefield. It falls, breaks the other torso off, and the pilot blacks out. Their Charger is destroyed by a hit by the Axman’s large pulse laser at its head, shearing it off.


Turn 4 – We win init again. The Longbow’s death probably keeps them in the fight. It was a very strong mech, and now things are a bit more leveled, with it and the Jav going down. I eject the pilot from the Jav. Their Jenner and Crusader skid and tumble. This turn we blast the Valkyrie. I go overheat to blast the Crusader with my Vulcan. The Attila opens that center torso and nails an engine once on the Valkyrie. Our Vulcan nails a foot actuator on their Crusader. Their Valkyrie survives but falls. Their Dragon pilot wakes up.


Turn 5 – We win init. I order my mechs forward into their soft position. I hop the Vulcan by his Hatamato Chi after he rises the crusader. Jenner stays on the ground, but it’s not a real target right now. They fail to stand the Dragon. This time, the Gunslinger is the main target. A Guillotine destroys the RA of their Crusader. The Axman’s Large Pulse Laser nails the H of their Gunslinger and destroys his THIRD mech with a head hit today. Their Crusader destroys the LA on our Guillotine 3N. They eject the Dragon
pilot and fade away. We win.
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Old 11-11-2012, 01:55 PM   #19
Abe Sargent
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Join Date: Dec 2001
Location: Catonsville, MD
We gather the salvage into the DropShip and take home MW’s Gloria Juarez’s body. We replace the Centurion with the Komodo. We recruit a regular pilot for the Longbow, Keith Baker, who replaces a veteran Gloria Juarez. Veteran Horace Jackson, in the Trebuchet, is promoted to Sergeant and takes over that lance.


Captured:

Avatar Prime, missing RT
Crab missing H
Komodo, missing RT, LT
Dragon, missing LT, RT
Charger, several actuators, missing H
Gunslinger, missing H


Destroyed:

Centurion LA, RA


Repaired:

Guillotine 5M, actuators, ML
Guillotine 3N – missing LA
Javelin, missing LT
Longbow, missing H


We receive money for the destroyed parts and Centurion equal to 40% of their value. Then we spend money to repair, rearm and refit my guys. After paying for all repairs, we lost 1.575M C-Bills. All repairs are made and my new mechs are moved to the garrison.


Butler Company returns to Epsilon Eridani on June 19.
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Old 11-11-2012, 02:25 PM   #20
Abe Sargent
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Join Date: Dec 2001
Location: Catonsville, MD
Rewind back to….



February, 3057


We don’t take any of the other missions available.


March 3057 – 5 contracts available, and they are….two periphery I skip, and contracts for Fed Com, Free Worlds League and the Free Rasalhague Republic. They want Cadre, Security and Recon Raid, respectively. The Federated Commonwealth wants us to do training in Draconis March, near the border with the Periphery, months away. I say no. The Recon Raid is for a planet captured by Ghost Bear, and it is 18 weeks away. Nah.

Much of our military is ready to go by the end of March.
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Old 11-11-2012, 06:37 PM   #21
Abe Sargent
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Join Date: Dec 2001
Location: Catonsville, MD
March 14, We get news that a raid is underway on Terra Firma. Both Brawler Company and Beta Tank Battalion are there on garrison with an industrial complex of size combining many large and expensive companies and factories. A company of mechs of unknown origin is bearing down on our position. We always have one lance of mechs and one company of tanks on garrison there at any time. We combine, so when our heaviest mechs are there are lightest tanks, and vica versa. They struck when we have our best tank company from the battalion, but our scout lance.

Defending troops


Our troops are at least a half-hour away, and thus they have a chance to blast us and move in.


These mechs, with two green and two elite pilots

JR7-F Jenner
CMT-1 Comet
LCT-1E Locust
STG-3G Stinger


And this company of tanks


Zeta Company

Schrek PPC Carrier
Brutus
Zhukov
Bulldog

Schrek PPC Carrier
Harasser
Hunter
LRM Carrier

Saladin
J Edgar
Drillson
Saladin

Most are veteran


Here are our foes - are they house units, mercs, corporate units, ComStar, Blake?


Commando
Stalker
Vindicator
UrbanMech
BattleMaster
Firestarter
Grasshopper
Thunderbolt
Whitworth


Uptech

DV-7D Dervish
VTR-10L Victor
BL-9-KNT Black Knight
ALM-7D Fireball




This is their Fireball, a quick 20 ton mech with a machine gun and a streak SRM 2 rack, plus 11/17 movement. It’s not that good.




As many know, tanks tend to be more fragile than BattleMechs. And I don’t have any heavy metal Mech’s to spearhead an offense. We are fighting outside of the industrial complex to reduce collateral damage to our employers. Plus, they rolled three assault mechs, so I am up against some serious competition. They will likely flee once they suffer 20% losses, since this is just a raid.


The Victor, BattleMaster, Fireball and Dervish all have veterans


Alright, time to get slaughtered.
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Old 11-11-2012, 09:42 PM   #22
Tellistto
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Join Date: Apr 2002
Location: Whitman, MA
Nasty looking fight this. Good luck in surviving!

Tell
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Old 11-11-2012, 09:54 PM   #23
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Thanks!
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Old 11-12-2012, 05:00 PM   #24
Abe Sargent
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Join Date: Dec 2001
Location: Catonsville, MD
Turn 1 – We win init. I hide my LRM tanks behind buildings to use them for indirect fire. I focus indirect fire on their Commando. The Drillson hits the ammo and it ignites and blows up. Their Thunderbolt hits the movement system on our Bulldog Medium Tank. Our Jenner took some fire but was left standing.


Turn 2 – We win init. I expose my J Edgar Hover Tank to spot for my LRM guys and to direct fire away from my other guys. It’s just two hexes away from their Battlemaster and Thunderbolt. I move up my Saladins as well for a quick shot and then retreat. I jump my Stinger behind their Fireball. I manage to get some fire on their Dervish. Their Dervish immobilizes a Schrek, and then falls down.


Turn 3 – We win init. One of my Saladins skids, but I recover and get it out of there. I move in the Harasser Missile Platform as a spotter. Their Dervish rises Their Stalker immobilizes our Harasser. Then their Vindicator destroys its Left Side. Our other Shreck tears the Hip actuator of their Dervish. Their Victor immobilizes our Bulldog. Our Brutus nails the Dervish’s engine twice and destroys the RA. Their Thunderbolt finishes the Bulldog;s front side and destroys it. Our Harasser destroys the Fireball’s LT which destroys the mech. Their Dervish falls and hits a third engine and goes down.


Turn 4 – We win init. I move up the Saladins, Stinger, J. Edgar and Jenner to get some pressure. Their Firestarter skids and falls near my assault tanks in the north. My already wounded Shrek is immobilized permanently. Their Stalker destroys the right side of a Saladin. Our Zhukov destroy the RA and RL of their Firestarter. They destroy the LA of ,my Stinger. They retreat and help their Firestarter up and out.
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Old 11-12-2012, 06:04 PM   #25
Abe Sargent
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Join Date: Dec 2001
Location: Catonsville, MD
We are unable to repair the Saladin, but we can repair the other tanks. I send in a Saladin from our garrison back on EE one jump away to replace it. This contract has full salvage and 50% battle loss so I’ma going to go ahead and figure out those financials. Repairing the tanks and limbs is easy this time. I lose 520k. Anyway, we managed to take out three mechs, but I went for easy targets, taking out two lights and a medium, so keep numbers even. To be fair, they took out some lights too!



Parts:

Commando RA, LA, LT, H, LL

Mechs Salvaged:

Fireball missing LT
Dervish, 3x engine hits, hip actuator

Repair:

Shrek Movement System
Bulldog, Harasser, Saladin
Stinger LA


The salvage is sent right over.
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Old 11-12-2012, 07:37 PM   #26
Abe Sargent
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Join Date: Dec 2001
Location: Catonsville, MD
April 1, 3057 – Contracts? Four are out there, from ISx3, and Companyx1. Company? In Lyran half of FedCom . They want a Cadre/Garrison deal. We’ll look at that in a bit. Three other deals are for FedCom, Combine and St. Ives Compact. They want Planet Assault, Extraction Raid and Security. The Combine wants us to hit the Nova Cat Clan, to extract materiel from one of their worlds The Assault is skipped by me, its against a target in the Periphery. The Ives Contract is far away, but easy to do. I have the units back to send out, so maybe it’s time to dispatch someone. I also want to see where the company game is. I roll to determine the planet, and it’s…Denebola, on the border with the Free Worlds League, and just two jumps away.

I send in

Armor Battalion: Capt. Jassa Ramgarhia, of Aegis Company

Aegis Company –
Shield Company –
Chainmail Company -

To do the deal.

Salvage: Full
Salary: x1.1, x4 x1.3, x1.5 if we face the clans
Support: Battle Loss 50%
Command: Liaison
Remuneration: Yes, x1.05
Length: 6 months
Transport: 100% Reimbursement
42.5% Bonus

Armor Battalion arrives there April 28, 3057, and they’re contract ends on October 28, 3057.

Normally, I roll to see what happens in these deals and run the whole one. This time, however, I am only rolling through August . We’ll pick it up in September. There are no major garrison attacks at the company while we train their security forces at this new branch of a multi-system company.
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Old 11-12-2012, 08:34 PM   #27
Abe Sargent
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Join Date: Dec 2001
Location: Catonsville, MD
The Security Detail is for the planet of Armaxa. With such a small military, the St. Ives Compact does not have the forces to bolster the local troops, and a local Count is about to stand trial for treason, and trouble is expected between his supporters and his rival, the Governor of the planet. Armaxa is 8 jumps away.

Salvage: Full
Salary: x1.2, x4 x1.2, x1.5 if we face the clans
Support: Battle Loss 50%
Command: Liaison
Remuneration: Yes, x1.05
Length: 6 months
Transport: 100% Reimbursement
55% Bonus


They only want a company of mechs. After looking at the roster, we send in Cinq Company. They arrive on August 5th, their contract ends on December 5th, and then they hit us back March 26, 3058.

During our time at Armaxa, I roll to see if we have any issues. We do
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Old 11-12-2012, 09:15 PM   #28
Abe Sargent
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Join Date: Dec 2001
Location: Catonsville, MD
August 28th, 3057- While on patrol around the Governor’s estate, a large amount of vehicles move in. It’s night time, the area is fairly grassy and open ,with gentle hills and no vegetation to cover you. We can’t tell all of the units we are facing at first.


Cinq Company

BLR-1G BattleMaster
AWS-8Q Awesome
HBK-4G Hunchback
WVR-6M Wolverine

ZEU-6S Zeus
GRF-1N Griffin
GRF-1N Griffin
ARC-2S Archer

VL-5T Vulcan
WSP-1A Wasp
SDR-5V Spider
LCT-1V Locust

This company is fully lowtech mechs, with none of the lost tech on any of them. This is one of our older units, and they fought in the War of 3039 and were decorated there.


Our enemy – many unknown vehicles of some sort.


There are, in fact, 24 tanks, hovercraft, and so forth of various sorts. It is night time, with a large bright moon, thus reducing accuracy.
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Old 11-13-2012, 09:45 AM   #29
Abe Sargent
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Join Date: Dec 2001
Location: Catonsville, MD
Turn 1 – We win init. We look down, and numerous tanks are already in our area, and we are surrounded by these vehicles. There are some big tanks in our area, such as a Mauler City Tank, and a Condor Heavy Hover Tank. Because of night, it takes twice as much movement to move a hex. Our range is limited, and we can’t shoot with the accuracy normally we could. We can still jump our full length so I jump out my Spider to scout out there, and see several trucks and minor tanks, plus a few threats such as a Hunter Light Support Tank. They move up tanks such as Savannah Master, Maxim Heavy Hover Transport, a Hetzer Wheeled Assault Gun, and others. Very few skids by tanks. Our Hunchback destroys the left side of their Condor with its AC20. It’s fuel tank ignites and blows up. The BattleMaster immobilizes a Hunter Light Support Tank. Their Mauler goes internal on our Awesome’s H but hits nothing. Their Maxim hits the Awesom;’s head with a MG, but it’s a glancing blow so just one damage is dealt, leaving it with one damage there. Our Zeus lances faire into their Hunter and destroys the right side. The Spider hits the movement system on their Myrmidon Medium Tank and slows it. The Awesome tumbles. The Zeus kicks and destroys the front side of their Heavy Hover APC and blows it up. A kick from our Wolverine immobilizes a Gladius Medium Hover Tank.


Turn 2 – We lose init. I hopped my Spider into a Brutus I didn’t see. I keep most of my mechs by their tanks in the front. The Awesome rises. I go massively overheat in my Archer for an Alpha Strike on their Myrmidon. With it’s AC20, the Hunchback immobilizes a different Gladius Tank. Our Wasp fires and destroys a Savannah Master Hovercraft’s front side. Our BattleMaster immobilizes a Hetzer. Our Awesome destroys the front of another Savannah Master. The Wolverine destroys the first immobile Gladius. Their Mauler destroys the RA of our Awesome. It took more than 80 damage and needed a 9 or higher to stay standing, and stood. Our Awesome kicks and destroys the front of a Harasser Laser Platform. Our Wasp and Spider kick and hurt the movement on two tanks, but both are still moving.

The tanks slip away into the night as we gather the salvage.
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Old 11-13-2012, 10:32 AM   #30
Abe Sargent
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Join Date: Dec 2001
Location: Catonsville, MD
Hunter, immobilized, RS destroyed
Gladius, immobilized
Savannah Masterx2, front
Harasser Laser Platform, missing front


Awesome missing RA

We fix the Gladius, but the Hunter and one Savannah Master are unable to be recovered.


Three level ups


Alan Roderick, Awesome – now a Veteran
Dale Snyder, Hunchback – now Elite
Lynda Karatos, Zeus – Gains Edge: 1


I roll, and it appears that we keep the rest of the countryside quiet due to this, and no other issues occur. We made 752k on the contract. Cinq Company has completed their mission. Okay, let’s roll back.
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Old 11-13-2012, 01:36 PM   #31
Abe Sargent
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Join Date: Dec 2001
Location: Catonsville, MD
Apr 16 – Maria Santos, veteran pilot of the Phoenix Hawk in Delta Company retires. She is replaced by new signee regular pilot Miles O’Shaunessey.

May 1 – Contracts? One from Periphery and two from FedCom and one from Capellan Confederation. The IS deals are Cadre, Garrison, and Assault in that order. The Garrison is for years and years, and I’m not interested. The Cadre duty is in a system that’s six jumps away, and that I’ll take.


At Elbar, just a company needed. I roll, no battle occurs. We make 265k and I sent Delta Company, they return on February 15, 3058.
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Old 11-13-2012, 01:43 PM   #32
Abe Sargent
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Join Date: Dec 2001
Location: Catonsville, MD
EVENT May 20, 3057 – Today. Joshua Marik, son of Captain-General Thomas Marik, dies while being treated in the New Avalon institute of Sciences of Leukemia. Thomas Marik was sending supplies to fight the clans to the Combine and Federated Commonwealth in exchange for the care of his son. Fearing that these supplies will dry up, Archon-Prince Victor Ian Steiner-Davion decides to initiate a plan created by his father, the late Hanse Davion to substitute a body double for Joshua Marik.

And so, it begins.




Soon, a gauntlet of chaos will envelop the Inner Sphere.
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Old 11-13-2012, 01:45 PM   #33
Abe Sargent
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Join Date: Dec 2001
Location: Catonsville, MD
May 22, 3057 – A large contingent of mechs drops into the large mining complex area on Epsilon Eridani and successfully raids it. They then lift off.

May 23, 3057 – As a result of that, General Pierre Benton arrives at our HQ to begin discussions with us regarding contracts to strike people who are attacking various places around the planet, if able, with compensation from the government. While there, we hear that Benton has into that believes that the force was a merc force in the employ of a company called Minroc Mines Interstellar. It is believed that they were not trying to gather mining supplies, but instead looking for a rumored LosTech depot from the Star league on the planet.


And now, we are beginning our next module
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Old 11-13-2012, 01:58 PM   #34
Abe Sargent
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Join Date: Dec 2001
Location: Catonsville, MD
Lawyers, Guns, and Money






It was my attempt to run this in the middle of the ensuing chaos, but instead, I am moving it up a few months to do something a little different before the big huge battles begin and numerous campaigns for K&C will ignite. Until this module runs its course, I will not be updating the time line, until things are done and I roll it back.

This is a canonical module which takes place on Epsilon Eridani, nothing has been changed, but I am bumping it up and inserting us into the mix. (In reality, the depot was found in 3057, but the prospector does not tell anyone until five years later, so I am just having him tell folks now, which is not a major stretch). (I’m also increasing the size of the units involved to their full fighting force, a regiment each. In the scenario, they are just a battalion each, but the merc units in question are regiment sized).
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Old 11-13-2012, 02:44 PM   #35
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May 25, 3057 – A mercenary unit on the books for the company General Atomics arrives and begins to explore the same area, but in the abandoned mine section. With the new contract with General Benton in place, Ted Izumo and Mei Zhen dispatch a local force to handle the mercs. They arrive at the mines and force the merc units away. The mercs, named the Lone Star Regiment, retire and establish a camp about an hour from the mines.

May 26 – The first group of mercs have returned, Redfield’s Renegades. They have just hired themselves to a local company to get the right to stay on planet after their raid a few days ago. Their first company pays some money to the local authorities to okay it. Major Zhen flies in with several others to review the situation.


In the Shamus Mountains, an old set of mining operations took place, and have since lost their value. The metals here are lower value ones that prevent a lot of scanning. Recently rumors have erupted of LostTech caches in the area. Major Zhen orders research.

May 28 – A skirmish of the two units results in one scout lance defeating the other one. Battle flairs up until our circling aerospace assets force them each back. That’s only going to be temporary though

May 30 – Major Zhen turns up a useful piece of information in research. Epsilon Eridani used to be the headquarters for the 4th Army of the Star League. This means there may be an old HQ or depot in the mountains, and that would be the one place on planet that would have escaped scans for things such as this. In order to keep the peace, Braham Essex has returned from recruiting on Outreach to respond and takes his battalion, Shadow Battalion to do some searching while Col. Martin Fitzgerald takes Beta Regiment, to the area to keep the peace. They also have aerospace units, infantry, and tanks searching along with Shadow Battalion. Even if it’s not there, their search will narrow the areas that the others will look in, and thus help us to cordon them off and keep the peace.

June 2 – After ignoring our Aerospace assets, a battalion from each regiment approach each other, and we must respond. Both units are veterans. Rheims Battalion is dispatched from Beta Regiment to handle them. This is Aleph, Laser and Sabre companies. Sabre is our heavy company, Aleph our experienced one, and Laser our normal one for that mix. As they arrive, the two battalions of our enemy are poised for combat. We order them down but they refuse.
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Old 11-13-2012, 05:33 PM   #36
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These battles will be three way battles, with one merc side vs the other vs us. Whoever keeps the field wins the salvage, so it is possible that we could win salvage of mechs that we don’t even shoot down. If they gang up on us, this could be quick, but will they?

As the forces close, each side has a scout lance that moves to the middle of the area and begins sniping at each other.


Us

FS9-Abe Firestarter
JVN-10N Javelin
JR7-D Jenner
CMT-1 Comet

This is Sergeant Adele Thompson’s lance. She is in the Firestarter. Our foes.



Lone Stars:

Wasp
Phoenix Hawk
COM-5S Commando (level 2 mech)
STG-5M Stinger (level 2 mech


Renegades:


Valkyrie
SCP-1O Scorpion (level 2)
Cicada
Locust


Our map is fairly dry and rocky.


Their Scorpion is a rare quad-mech design


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Old 11-14-2012, 08:08 PM   #37
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Our map is fairly dry and rocky.


We begin in the south edge, and they on the east and west.

Turn 1 – We win init. Everyone begins clustered around each other. I try to move out of this scrum. Many others are as well, and things are spreading out. Weapons exchange does nothing much, but Adele’s ll actuator is nailed by a kick from their Scorpion.

Turn 2 – We win init. I try to get my guys out of the line of fire for now. I run my Jenner behind a Stinger on the north side of the map. Adele manages to hop away and makes the piloting skill roll despite the damaged actuator. The Cicada takes a scouring form the Commando, who hits with all weapons and manages to stay standing. My Jenner kicks and destroys the RL of the Stinger and it falls hard.

Turn 3 – I lose inti completely. I try to play keep away. Their Stinger can’t move, so I hop Adele two hexes away and manage to stay standing. I alpha strike the Commando with my Jenner. The Alpha Stirke, five weapons each needing a 7 in the rear of the mech misses three times nad gets two sevens so two glancing blows. The Commando’s LA is destroyed by the Scorpion.


Turn 4 – I lose init badly again. A lot of maneuvering out of harm’s way. Very little weapons hit, but my Jenner kicks the Cicada and goes internal and hits a foot, but it still stands


Turn 5 – I am in the middle of init. Everybody is jumping, running lots of spaces, and such, this could go on for turns and turns. Their Stinger manages to stand. Adelewants to run her Firestarter over to it, but the Phoenix Hawk has yet to more and could come in for a close shot, punches, kicks and so forth. Instead, she plays it safe. She runs within two of the Valkyrie. My Jenner destroys the RT of their Cicada.




Turn 6 – I lose init. I try to get away from the firing field, and for the most part, I succeed. The Scorpion manages to destroy a leg on the Commando. My Jenner kicks and destroys the LL and LT of their locust. Their Phoenix Hawk punches and destroys the LA of my Javelin and it falls.

Turn 7 – I lose init again. Adele moves in to the damaged Locust. My Jav stands and runs. The Commando rises, but the Locust does not and hits its engine falling again. Adele destroys the Locusts;’s CT and it is done. The Phoenix Destroys the Cicada’s H and it goes too. Now the winner gets a Cicada.


Turn 8 – I keep losing init. Crap. Adele is forced to jump but keeps upright. Their Stinger finally falls back down trying to track my Javelin. It has been moving around a lot. I have to jump away though, too many other mechs closing in on its position. I have moved to the south behind the Renegades and the Lone Stars and Renegades are closing. The Scorpion destroys the LT and hits an engine once on their Commando. Adele loses a machine gun and jump jet from SRM fire.


Turn 9 – Yet again, I lose init. While the Renegades have just two mechs left, they are doing well. The Lone Stars have the blasted Stinger and Commando. All of my mechs have been peppered, and Adele’s Firestarter is critical in five places. I run her into one of the only two heavy woods in the area. Their Stinger fails to stand and I move my Jav back by it. This is a normal Jav with SRMs, not lasers. The Wasp moves into the water in the center of the map, falls, and breaches its CT and is destroyed by the breach. The Javelin destroys the LA, LL and LT of the Stinger. Dead mech (two legs missing). The Scorpion destroys the RT and hits the engine and gyro each once on the Commando which falls and destroys its CT. The Phoenix Hawk kicks and nails two leg actuators on the Scorpion, which tumbles.

Turn 10 – Units left. Phoenix Hawk for Lone Stars, Valkyrie and Scorpion for Renegades. Each of the foes move off, and leave us the battlefield. We have emerged victorious.
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Old 11-14-2012, 08:38 PM   #38
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Cicada missing RT, H
Stinger, with a destroyed RL, LL, LT and LA
Wasp, CT breached with water

Locust LA, H, RL, RT, RA on the ground
Commando H, RL, LT, LA

Our Javelin is injured, destroyed LA
Adele’s FS repaired MG, JJ and actuators

We make no money from this, the government will settle later post battle. It takes about 950k for more ammo, repairs, and such for our guys. It takes about 1.5 mill to fix up the Cicada and Stinger. After a few mechs join them and carry away the salvage, the main battle is about to begin.
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Old 11-14-2012, 08:53 PM   #39
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Stars move out to smash each other. We send out the powerful Sabre Company to overwhelm and force them back. Battle breaks down into lance sized units and we are faced with various lances.

Sabre Company



ATA-2 Attila
Grizzly
BLR-3M BattleMaster
Ryoken C

Supernova
Galahad
Vulture Prime
Rifleman Iic

Shadow Hawk Iic
Dasher D
JVN-10F Javelin
PXH-3k Phoenix Hawk

We have a lot of clan-tech here, and a ton of clan pilots as well.


We are facing these lances. They are fighting as lances, not as individual companies


Renegades:


Lance 1

Catapult
Whitworth
Trebuchet
Dervish


Are all vet, and level 1 tech. Asterisks will mean high level of tech, and number sings elite pilots


Lance 2

OTL-5M Ostsol, *#
GRF-3M Griffin. *
KW1-LH2 Lineholder
Lynx , *


Lance 3

Thunderbolt
Shadow Hawk
Wolverine
RFL-5m Rifleman, *



Lone Stars:


Lance 1

HCT-5S Hatchetman, *#
CGR-3K Charger *
Snake *
VND-3L Vindicator *


Lance 2

Atlas
Banshee
Awesome
Dragon


Lance 3

Wasp
GRF 3M, Griffin*#
Phoenix Hawk
LCT 3M Locust *


This company has a lot of heavier mechs, but few of them are using the new technologies.


This is their Snake, a mech from the Technical Readout 3055 which is made by House Liao. It's 45 tons, sports an XL engine to move 5/8/5, features an LB 10-X AC and three SRM 2 Streaks, seven tons of armor and double heat sinks.


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Old 11-14-2012, 08:57 PM   #40
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A gamebook which might have rules for this chapter just arrived, called Combat Operations. I am reading it now to see.
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Old 11-14-2012, 09:57 PM   #41
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Good luck, Abe. Should be some fun stuff coming. Hope the new stuff is good stuff!

Tell
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Old 11-15-2012, 08:54 AM   #42
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I guess we'll see.....
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Old 11-15-2012, 02:11 PM   #43
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They begin in the SE and NW corners, and we begin anywhere in the middle that we want. This is a more open map. The small hills are in the top center, center left and bottom center left positions. No hill is higher than level 1, so no mechs are obscured. We should eviscerate these guys with our better pilots and better mechs. We have a bad starting position, but better mechs by far. There are small pieces of mechs around the area, because of the recent battle by other forces.


Turn 1 – I deploy mostly in the SW corner of the central area, and I will move my mechs into the woods in the SW corner of the map. We win init. I slide my mechs out of the way and begin to exchange fire. Their Atlas nails the H of my Galahad with a through armor critical on an SRM missile and hits the sensors. Our Ryoken destroys the LT and then hits the engine thrice in the CT on their Whitworth. Our Rifleman IIc destroys the LA and LT of their Rifleman and it has an XL engine and dies. Our Grizzly destroys the LL on their Catapult. A gauss slug from the Galahad smashes the H of their Vindicator. Our Vulture nails the gyro on their Catapult twice and its down.


Whitworth, engine fixes, missing LT
Rifleman, missing LT, LA
Vindicator missing H
Catapult, missing LL and gyrox2


We have destroyed four mechs, and they have not gone internal in any place. They decide discretion is the better part of valor and leave us our bounty. They didn’t even exchange fire with each other. I also targeted the Snake, but missed a lot with the Attila, Javelin, and BatttleMaster who were my major guys firing at it.

We gain the various mechs and spend 3.79 mill on them.



With us holding the middle ground, the two sides retreat and return to their camps.
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Old 11-15-2012, 02:40 PM   #44
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June 4, 3057 – Tonight, under the cover of dark, the entire regiment of the Renegades invade en masse at the Lone Stars base. We can’t scramble quickly enough to stop it, hindered by bad intel and the darkness. The Renegades won the battle, destroyed the base of the Lone Stars, slew one of their leaders in battle, and left to head back to their command before we could arrive to reinforce the Lone Stars.


June 7 – A counter raid by the Lone Star forces slips by us, entraps and destroys a scout lance of the Renegades.


June 8 – We move our camp just outside of the Renegades to prevent further issues.


June 13 – After a few quiet days, a prospector of the Lone Stars discovers a old Star League Depot. One of our spies followed their group and we know where it is. Braham Essex orders Shadow Battalion to coalesce around the area, while Martin Fitzgerald keeps Beta Regiment ready to keep back the two combatants.

June 14 – At dawn, a small lance of Lone Stars have arrived at the depot ahead of other combatants and set up defensive positions. The Renegades have discovered that the Lone Stars have found the location, but Beta Regiment surrounds their camp and keeps them from leaving. Reinforced by our aerospace forces, they are not going to try and assault us to break out, because many of their units are not resupplied from the large battle on the 4th, and many units were destroyed even as they won. They are about twenty five mechs down from a full regiment, we are full, and we have defense and countless aerospace assets.
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Old 11-15-2012, 05:29 PM   #45
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Braham’s Shadow Company arrives at the depot prior to the other two companies. The Lone Stars have reinforced their position.


Shadow Company

ON1-AbeC Orion
HGN-732 Highlander
ST-8A Shootist
FLS-8K Flashman

Zeu-9S Zeus
GAL-1GLS Gallowglas
APL-1M Apollo
GRN-D-01 Grand Crusader

LNX-9Q Lynx
PXH-1b Phoenix Hawk
STY-2C Starslayer
TLN-5W Talon

Elementals
Elementals


This should prove to be an easy battle.


Lone Stars

HSR 400-D Hussar, *
Falcon Hawk
Hitman
Panther
GOL 3M Goliath, *
Longbow
Lynx
Lineholder
Axman
Archer
Cyclops
LCT 3M, Locust, *
WVR 7D Wolverine, *

13 mechs now. The Falcon Hawk is a 35 ton mech that came out a few months ago. It features an ER PPC, two medium pulse lasers, a rear facing medium laser, a small pulse laser, 5/8 movement, maximum ferro-fib armor, and an XL engine. Here it is:



Because of LosTech fever, they will fight for a while.

They are on an industrial outside of the depot, and we are approaching on the west.
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Old 11-15-2012, 09:59 PM   #46
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Turn 1 – Even with tactical genius, I lose init. We move in all of the units at once, spearheading with heavier folks in front. Their Hitman skids and falls on the pavement Our Shootist destroys the LA and LT on their Locust, hits the Anti-Missile System ammo, and the pilot blacks out. Their Longbow opens the arm of Braham’s Orion and hits two actuators. After focusing a lot of fire on it, our Grand Crusader hits LRM ammo on their Longbow and it explodes. They destroy the Orion;s LA. Their Locust hits the engine and gyro once each when it falls. We kick the Wolverine three times and it misses a kick. It makes the first three piloting skill rolls abut fails the fourth and final one and falls.


Turn 2 – I lose init despite tactical genius. I hop my Elementals into the square with the downed Wolverine. The Wolvie tumbles once, but rises and runs away from my mech hunting infantry. Instead, the Elementals try to decapitate the Locusts’s Head while the pilot is unconscious. Our Lynx destroys the RT of their Hitman and that’s an engine shutdown kill. The Locusts’s CT section is destroyed as they miss the head and it dies. Braham’s Orion destroys the RL of their Hitman too as it dies. Our Zeus destroys the LL of their Wolverine. Our Gallowglas took some damage and I am backing it up.


Turn 3 - We win init even without tactical genius. Their Wolverine does not rise, but its too far to reach in one turn with my elementals, so I start. Their Wolvie fell once. I run my Grand Crusader up by their Falcon Hawk. Their Goliath hits the Large Laser on our Gallowglas. The Apollo destroys the RA of their Falcon Hawk. The LA of their Archer is destroyed by our Grand Crusader. The Archer tumbles. Our Grand Crusader misses the key kick and keeps standing.


Turn 4 – We win init without using tec gen again. I move my Elementals into the Wolverine space where it is down. Their Falcon Hawk runs away from us and nears the edge. I run my Zeus beside their Hussar. I hop the PXH to base their Panther. Their Hussar hits a shoulder actuator on our Zeus. Our Apollo’s LRM 15s destroy the CT of their Falcon hawk. Our PX hhis the foot and two jump jets on their Panther. Our Orion nails an LRM 20 on their archer. One unit swarms the Wolvie and the other successfully attacks its leg. THei r Hussar punches, hits the Zeus’s H, blacks out the pilot, but she makes her Edge roll and succeeds. The Zeus misses a nasty kick, the PXH does not. LL on Panther gone.


Turn 5 – We win init without tac gen again. Their Wolverine stays in the same spot, as do my infantry. They are running their Hussar back. I don’t move the Apollo to get a good line on it, hopefully we can bury it in a missile avalanche. I hop the Highlander beside the Goliath and archer. The Panther falls, and I rush in my Starslayer and Lynx. Our Highlander hit sthe LRM ammo on the archer and it blows up – too old for CASE. The engine explodes and shreds the Highlander for 28 damage, and other mechs for progressively less. The Shootist hits a foot and upper leg actuator on the Goliath. Our Phoenix Hawk destroys the front RL on the Goliath. Ou rStarslayer hit sthe LRM ammo on it and it blows uop – it does have CASE. Engine destruction ends it. Elemental Battle Armor naisl the Hip of their Wolverine’s RL> The Starslayer kicks and destroys the CT of the downed Panther.

With that, they radio us their surrender, and we let them leave the depot to us.
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Old 11-15-2012, 10:04 PM   #47
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Longbow RA, H, LA
Locust H, LL, RL, RT, RA
Falcon Hawk H, LL, RL, RT, LT, LA
Archer LA, LL
Panther H, RL, RT, RA, LT, LA

Hitman missing RT, RL
Goliath missing FRL, RRL, RT



Orion – missing LA



Repairs are 3.565 mill for everything.


Level up


Raven Hamilton ,elite pilot in the Apollo, gains Edge: 1.
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Old 11-15-2012, 10:14 PM   #48
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The scenario book does not have a list of the contents of the depot, but wre know it was a lot of mechs, because damaged units were able to refit themselves. . We get this story from the local info here:


On March 11, 2767, during the Amaris Coup against the Star League, a major battle was fought near here on Epsilon Eridani. The 2nd Battalion of the 83rd BattleMech Division had lost, and were fleeing. They were given coordinates to wait at a secret depot while they were waiting to be picked up. This was a battalion of troops that was damaged and defeated in battle. En route, a large Colossus DropShip suffered major damage, and fell into the Depot, where the crash damaged some mechs more, and everyone fled before the Amaris people arrived. Apparently, they never found the place, and it has been here ever since. The mags in here perfectly align with the local terrain, and can only be found from a scan in an area roughly 100 meters by 300 meters in the box canyon next door. The contents of this Depot include:

The damaged Colossus
Damaged mechs
A few other assorted items, such a security robot missing its head (the head was sold to Kressly Warworks Inc by the prospector who found the place).

(I am intentionally changing the story to make this find less than it actually was, because I didn’t want to give away too much, you know?)
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Old 11-15-2012, 11:25 PM   #49
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It will cost about 7.5 mill to fix the Colossus. That is a nasty DropShip from the Star League era. It is a troop transport that can carry, are you ready for this? It can carry one full battalion of mechs, 72 tanks, 725 tons of cargo and 12 foot platoons of infantry. That is an incredible amount of military might. It’s name was the Honored Living, and we find that a suitable name and keep it. It will be fixed in early September.

What mechs do we salvage? We will pay 32 mill to fix these up and here they are

WHM-7A Warhammer, 2750
EMP-6A Emperor, 2612
SHD-2hb Shadow Hawk, 2750
EXC-B2 Excaliburx2, 2620
ST-8A Shootist, 2621
FLS-8K Flashman. 2701
BMB-12D Bombardier, 2735
STN-3L Sentinel, 2651
KTO-19 Kintaro, 2582
FFL-3PP Firefly, 2750
MON-66 Mongoose, 2660
WVE-5N Wyvern, 2660
BLR-1GB BattleMaster, 2750
KGC-000, King Crab, 2741
BWP-3A Ymir, 2750
HOP-4BB Hoplite, 2750


These 17 mechs were able to be repaired and reinstated. They are all vintage Star League era mechs. I put the years of that variant or mech’s production. We tend not to know for sure on those given a 2750 stamp, and that often speaks for the general era of the mech instead. Some of these designs suck, but many don’t.

Take the Hoplite as an example. This is a 55 ton mech that rocks max armor, moves 4/6, and features both an LRM 15 and an ER PPC. It has 11/22 heat sinks, so it can handle it all. It has CASE, an Anti-Missile System, Artemis IV for the LRM 15 and a Guardian ECM Suite as well. This is a good solid mech, that can sit back and launch long range fire, and yet it has max armor, an AMS and no XL engine, so it can trade long distance fire for a concerted amount of time. This is a very strong mech. It’s also super rare. Most Hoplites were believed destroyed after the Amaris War and only a handful are running around. Do we risk running it?

Another example is the Ymir. This is a variant made around the time of the wars in the Star League. This 90 ton mech moves 4/6, has 12 tons of armor (ick), 16/32 heat, and has an LRM 10 with Artemis IV, SRM 6 with the same, two large lasers, and a medium one. While it may not have the punch of bigger weapons such as a Gauss or LRM 20, it still features three long distance weapons and some punch up close. It needs more armor and a better weapons config, but it’s not going to embarrass you out there.

Consider this early Shadow Hawk variant. 55 tons, 5/8/3 movement, 11/22 heat sinks, 9.5 tons of armor, no XL, LB 10-X, 2x medium lasers and 2x SRM 2 Streak. Again, this is not a bad mech for the era at all. This early BattleMaster has 85 tons, 4/6 movement, 17/34 heat dissipation, 14.5 tons of armor, no XL, 2x ER PCC, large pulse laser, 4x medium laser. With that energy weapon heavy load, it can last a while in battle. You fire the ER PPCS at range while closing, and then just one, and the other weapons in range. The early Warhammer features 70 tons, 4/6 movement, 13 tons of armor, no XL, 16/32 heat, 2x ER PPC, 4x medium laser, 2x small pulse laser, and 1 SRM6 with Artemis. This is very similar to how later ‘Hammers would look, and it has a lot going for it, without the crappy Flamers and Machine Guns and downgraded weapons others would later feature.

So what do I do with this materiel? Well, right now, not enough people to run my stuff, so it sits.

The rest of the stuff in here we sell for 12 mill. The government pays us 5 million for ending these various threats at their request.
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Old 11-16-2012, 12:03 AM   #50
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End of Lawyers, Guns and Money


This is a free campaign anyone can download and it was made available in 2003. It was designed with four battles in it, to represent the first contact between two lances, a full battle, a revenge battle, and the final battle at the depot. I fit that framework around our mech unit trying to stop this stuff while also helping. The book, at 20 pages, was designed to give everyone in the country four battles and have then see how results went, sort of like a tournament. It is fully canonical, but was developed out of house. You can look it up if you want to download a copy for your library.


Back to our campaign, already in progress.
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