CincyBattletech

Please login or register.

Login with username, password and session length
Advanced search  

News:

Reactor: Online.  Sensors: Online.  Weapons: Online.  All systems nominal.

Pages: [1] 2 3

Author Topic: IKARUS Mission 1 - 8/14/3061  (Read 896 times)

Darrian Wolffe

  • Hazen
  • Administrator
  • Colonel
  • *****
  • Posts: 4870
    • View Profile
IKARUS Mission 1 - 8/14/3061
« on: October 31, 2024, 10:11:02 AM »

This mission runs essentially simultaneously with Mission 2, which will ALSO takes place on 8/14/3061.  As such, units which participate in Mission 1 **WILL NOT** be available to participate in Mission 2. You may CHOOSE which lances drop into Mission 1, and which drop into Mission 2; no fewer than 4 and no more than 6 Lances may deploy into either Mission. Note that, since they're actually on the planet, OPFOR in Mission 2 is much more likely to be a heavier and/or more front-line force.

Mission 2 is an air-drop Breakthrough Mission which takes place on Somerset proper, rather than on one of its 2 moons, but I don't have time to do the OPFOR work right now so I'm not posting it yet.  Purely for the novelty factor, your success (if any) in Mission 1 will have BSP impact on Mission 2.  We don't really do storyline stuff, but for storyline purposes, I see Mission 1 as essentially neutralizing an ASF base on one of Somerset's moons, which means it's fair to let it have an impact on Mission 2.

And yes, even though you have not technically "touched down" on Somerset yet, it's against the campaign rules to deny you market access, so you have immediate access to the August marketplace.

Oh, and finally, this is technically a moon.  Which means no atmosphere and 0.65g, both of which will be included in the environmental rules for the full scenario.

« Last Edit: October 31, 2024, 11:11:54 PM by Darrian Wolffe »
Logged

Ice

  • Over-Caffinated, Over-Sexed, and Over Here
  • Colonel
  • *******
  • Posts: 3175
  • I BROUGHT MY HAMMER/GOD HAVE MERCY FOR WHOM I FACE
    • View Profile
Re: IKARUS Mission 1 - 8/14/3061
« Reply #1 on: October 31, 2024, 11:05:12 AM »

So to put this out there since we don't see this much. An ac2 can make a difference because of breach checks.. Yes its a 10+ but its per hit I believe. Stuff will be faster as well meaning that putting fire on stuff that has good numbers has to happen even if its fresh. The more guns we take out the better to prevent us from being breached to death. They are clan and have all the range but that doesn't mean terrain can't help isolate and allow to close the gap. Not sure who is in the mission but thats a co call.

Something around 14 of these don't jump if that helps as well but are fairly fast as is.

Max ranges

27
Night gyr

25
Timberwolf
Stormcrow
Kingfisher

24
Hellbringer

23
Warhammer iic
Black lanner
Adder prime

22
Summoner
Excalibur

21
Shadowhawk
Grendel
Crusader
Quickdraw

19
Hussar
Phawk
Crab

18
Lancelot

15
Nova
Flashman
Guillotine
Fire falcon
Viper

12
Adder
Jenner iic

« Last Edit: October 31, 2024, 05:21:58 PM by Ice »
Logged
Die Clanner!!!!

deadlyfire2345

  • Moderator
  • Colonel
  • *****
  • Posts: 4419
    • View Profile
Re: IKARUS Mission 1 - 8/14/3061
« Reply #2 on: October 31, 2024, 12:17:49 PM »

Units that will begin:
Lancer (In charge)
Jazz
Foil
Paladin
Fury
Pilum

Units in M2
Ehreschuld
Blitzkrieg
Zeta
Fire
Marigold
Norbotten


Going off a suggestion by XO, having CO and XO command both missions simultaneously is the ideal approach. I misread the mission and noticed we are defending the base (even though its written as us attacking)

This is going to be rocky in both directions. Please have your wills ready.
« Last Edit: October 31, 2024, 01:10:00 PM by deadlyfire2345 »
Logged

deadlyfire2345

  • Moderator
  • Colonel
  • *****
  • Posts: 4419
    • View Profile
Re: IKARUS Mission 1 - 8/14/3061
« Reply #3 on: October 31, 2024, 12:35:09 PM »

Alright for those who want to determine movement speed in this its:
Engine Rating/Mech Weight*Gravity, .5 rounded down

.65 means there will also be a +1 to hit mod for missile/ballistic weapons.
Jump MP is also affected by gravity. No PSR mod for gravity.
2/3 rounded to 3/5
3/5 rounded to 5/8
4/6 rounded to 6/9
5/8 rounded to 8/12
6/9 rounded to 9/14
7/11 rounded to 11/17
8/12 rounded to 12/18
9/14 rounded to 14/21
10/15 rounded to 15/23
PSR during movement phase occurs at end of movement if you go over your normal movement profile. If fail, you take 1 IS damage to each leg per MP you went over your normal running MP, with a crit check for each leg due to IS damage.
PSR occurs after jumping farther than your normal MP as well.
Jump MP follows same rounding as new walk.
« Last Edit: October 31, 2024, 01:53:17 PM by deadlyfire2345 »
Logged

ItsTehPope

  • Pontificus Rex
  • Administrator
  • Lieutenant
  • *****
  • Posts: 1823
    • View Profile
Re: IKARUS Mission 1 - 8/14/3061
« Reply #4 on: October 31, 2024, 12:52:02 PM »

Alright for those who want to determine movement speed in this its:
Engine Rating/Mech Weight*Gravity, .5 rounded down

.65 means there will also be a +1 to hit mod for missile/ballistic weapons.
Jump MP is also affected by gravity. No PSR mod for gravity.

3/5 rounded to 5/8
4/6 rounded to 6/9
5/8 rounded to 8/12
6/9 rounded to 9/14
7/11 rounded to 11/17
8/12 rounded to 12/18
9/14 rounded to 14/21
10/15 rounded to 15/23
PSR during movement phase occurs at end of movement if you go over your normal movement profile. If fail, you take 1 IS damage to each leg per MP you went over your normal running MP, with a crit check for each leg due to IS damage.
PSR occurs after jumping farther than your normal MP as well.
Jump MP follows same rounding as new walk.

The math for TSM and superchargers are going to be amazing
Logged

deadlyfire2345

  • Moderator
  • Colonel
  • *****
  • Posts: 4419
    • View Profile
Re: IKARUS Mission 1 - 8/14/3061
« Reply #5 on: October 31, 2024, 01:10:23 PM »

How shall we resolve captures, given that nobody is going to willingly depart from their unit.

Also, given that no weather is appropriate with no atmosphere, we should just gen it.
« Last Edit: October 31, 2024, 01:21:39 PM by deadlyfire2345 »
Logged

Ice

  • Over-Caffinated, Over-Sexed, and Over Here
  • Colonel
  • *******
  • Posts: 3175
  • I BROUGHT MY HAMMER/GOD HAVE MERCY FOR WHOM I FACE
    • View Profile
Re: IKARUS Mission 1 - 8/14/3061
« Reply #6 on: October 31, 2024, 02:41:09 PM »

How shall we resolve captures, given that nobody is going to willingly depart from their unit.

Also, given that no weather is appropriate with no atmosphere, we should just gen it.

Well both sides have an ption to take enviro suits for +1 +1 penalty if I recall. Just keep in mind that if you go to pick up a pilot and you don't well thats an issue
Logged
Die Clanner!!!!

serrate

  • Howe
  • Lieutenant
  • *****
  • Posts: 1851
    • View Profile
Re: IKARUS Mission 1 - 8/14/3061
« Reply #7 on: October 31, 2024, 03:08:33 PM »

How shall we resolve captures, given that nobody is going to willingly depart from their unit.

Also, given that no weather is appropriate with no atmosphere, we should just gen it.

Well both sides have an ption to take enviro suits for +1 +1 penalty if I recall. Just keep in mind that if you go to pick up a pilot and you don't well thats an issue

Where are rules for that?
Logged

Randicore

  • Private
  • **
  • Posts: 10
    • View Profile
Re: IKARUS Mission 1 - 8/14/3061
« Reply #8 on: October 31, 2024, 05:44:00 PM »

This looks awesome and I am looking forward to it!
Logged

Darrian Wolffe

  • Hazen
  • Administrator
  • Colonel
  • *****
  • Posts: 4870
    • View Profile
Re: IKARUS Mission 1 - 8/14/3061
« Reply #9 on: October 31, 2024, 11:11:06 PM »

OK, I'm back home for a minute and have a chance to look at what's going on.  Shit's weird, yo.  I used the GM tool to generate additional scenarios, and was getting similar errors in the new missions.  Mission 2 is a Breakthrough (Attacker), and started the Rangers on the south edge, and had the Rangers with a "Reach the south edge" objective in the description as well.

On the bright side, force-closing AtB and restarting the program seems to have cleared the issue.  In fairness, I've had the program open continually since Labor Day or thereabouts.  Revised scenario description posted, and I'm going to clean the thread a bit so the side discussion isn't distracting.

Also, I think I'm going to take a few days over the Christmas break and re-enter the entire campaign into a new save file.  Just to be safe.

EDIT: Player center start position is the airdrop, incidentally.

Well both sides have an option to take enviro suits for +1 +1 penalty if I recall. Just keep in mind that if you go to pick up a pilot and you don't well thats an issue

This is correct.  Wearing an environment suit inside a Mech is an RPG level rule, going back to the Hostile Environment Suit rules in MechWarrior 1st edition.  The rules vary, but essentially boil down to a +1/+1 penalty to Piloting and Gunnery skills while wearing the suit.

With that said, Clanners *explicitly* don't wear them ("Bloodname", by Robert Thurston), so they aren't going to be taking penalties.
« Last Edit: October 31, 2024, 11:15:25 PM by Darrian Wolffe »
Logged

deadlyfire2345

  • Moderator
  • Colonel
  • *****
  • Posts: 4419
    • View Profile
Re: IKARUS Mission 1 - 8/14/3061
« Reply #10 on: November 01, 2024, 03:23:07 PM »

Salvage sheet.
Logged

deadlyfire2345

  • Moderator
  • Colonel
  • *****
  • Posts: 4419
    • View Profile
Re: IKARUS Mission 1 - 8/14/3061
« Reply #11 on: November 04, 2024, 07:03:48 AM »

Units that will begin:
Lancer (In charge)
Jazz
Foil
Paladin
Fury
Pilum

Units in M2
Ehreschuld
Blitzkrieg
Zeta
Fire
Marigold
Norbotten


Going off a suggestion by XO, having CO and XO command both missions simultaneously is the ideal approach. I misread the mission and noticed we are defending the base (even though its written as us attacking)

This is going to be rocky in both directions. Please have your wills ready.

Please generate.
Logged

Hat

  • Carpe Petasus
  • Administrator
  • Colonel
  • *****
  • Posts: 4631
    • View Profile
Re: IKARUS Mission 1 - 8/14/3061
« Reply #12 on: November 04, 2024, 09:48:02 AM »

This is going to be rocky in both directions. Please have your wills ready.

Absolutely!  Try to keep Will at range and moving fast so they shoot at him longer and give the rest of us time to accomplish the mission.
Logged

Darrian Wolffe

  • Hazen
  • Administrator
  • Colonel
  • *****
  • Posts: 4870
    • View Profile
Re: IKARUS Mission 1 - 8/14/3061
« Reply #13 on: November 08, 2024, 06:30:35 AM »

NORTH

SOUTH

Maps (note BattleTech logo positions and placement for reference)
Lunar Promo (full)....Lunar Promo (half)
Lunar Base.............Lunar Promo (half)
Lunar Promo (half)....Lunar Promo (full)

Deployment
Lyran Alliance Forces: Air-drop simultaneously on Turn 1 with Ranger deployment.

Base Turrets: Prior to any and all other deployment choices, turrets may deploy onto any hex marked with a Red Star.  At least 1 LB Turret and at least 1 MPL turret must deploy on the eastern-central mapsheet.

Falcon Primary OPFOR: The first 10 Mechs listed must deploy into Zones Red A, B, C, or D, with no more than 3 Mechs deploying into any single zone, and must deploy into hexes adjacent to building hexes.  The final 5 Mechs listed must deploy into Zone Red M, 1 Mech per map quarter and must deploy no fewer than 5 hexes in between one another's Mechs.  The final Mech in Zone Red M is deployed within 1 hex of the center of that map, regardless of the other Mech positions.

Falcon OPFOR #2: Enter the board on Turn 2 on their initiative, from the north board edge.

Ranger Forces:  Choose Drop Zone Blue 1 or Blue 2.  Each lance drops into a single board quarter along that row.  The allied Mechs may use either DZ 1 or DZ 2, and may double up along with a Ranger lance that is not the Local CO.  The liaision drops along with the Local CO.  Only BattleMech and Battle Armor units may be deployed into this mission.


Environmental Conditions
Low Gravity:  The moon's gravity of 0.65g means there will also be a +1 to hit mod for missile/ballistic weapons.  Jump MP is also affected by gravity. No PSR mod for gravity.  Movement speeds are increased to the following:
3/5 rounded to 5/8
4/6 rounded to 6/9
5/8 rounded to 8/12
6/9 rounded to 9/14
7/11 rounded to 11/17
8/12 rounded to 12/18
9/14 rounded to 14/21
10/15 rounded to 15/23

If you expend more MP than your normal Running MP, make a PSR (using all normal modifiers) or take 1 IS damage to each leg (causing a critical hit check) for each point your actual movement exceeded your normal movement.  Usually Run 8 and run 10 instead?  Take 2 IS damage to each leg, plus a critical hit check to each leg.  Finally, any fall damage is multiplied by 0.65, and rounded mathematically, in groups of 5 points each.

Hard Vacuum:  Whenever a location takes damage during a phase, make a *single* 2d6 Breach check for that location at the end of the Phase. On a 10+, all components in that location cease to function.  ALL UNITS have been pre-hardened for vacuum; losing all armor in any location but the head will only force a "breach" on a 2d6 roll of 8+, instead of automatically shutting down. Losing all armor on the head is always a breach.  If a location goes from pristine to entirely stripped of armor in a single round, only a single Breach check is made, at the 8+ level.

Any Ranger or Lyran pilot can choose to pilot in a Vacc Suit.  This will incur a +1/+1 penalty to G/P skills, but will allow the pilot to survive an ejection or a head breach.  If a pilot is not wearing a vacc suit and their head is breached or they have to eject, they are automatically killed (2 points of Edge must be burnt to allow for a miracle survival by a PC).  A Vacc Suit will also protect against the Life Support damage "suffocation" rules found on TacOps page 52.  Lyran and Ranger MechWarriors may choose to wear a Vacc Suit at their discretion.  Jade Falcon forces using Clan Base Tech units may not elect to pilot in a Vacc Suit, while Jade Falcon units piloting IS or Star League Base Tech units may choose to employ a Vacc Suit at their discretion.  Any pilot without a Vacc Suit who abandons a Mech may shelter in the wreckage for 1 turn, representing them putting on a Vacc Suit in the cockpit, and then may abandon the Mech safely. Finally, Battle Armor pilots are automatically killed when their suit is destroyed (ie, they essentially "lose" the last point on their damage track).

Ballistic Attack:  The Rangers have come in on a powered-down ballistic flight arc, essentially dropping on the Clan forces totally by surprise.  Rangers use standard air-dropping rules from Strategic Operations.  They will touch down on Turn 1, and be capable of movement on Turn 2.  Any Clan unit which begins Turn 1 adjacent to a building is still powering up, and may not move or fire weapons during Turn 1, but is not considered an immobile target (just).  This means that the only Clan units which may move and fire on Turn 1 are the final 5 Mechs listed under Clan Jade Falcon Primary OPFOR.  Turrets may, of course, fire normally on Turn 1.

In space, no one can hear you fall down the stairs:  There are no basements under any building hex.

Battlefield Support
Rangers may employ up to 2 ASF in the air attack role (the others are escorting the DropShip), each loaded for any 2 desired air-to-ground attacks.  Note that there is no "in atmosphere" penalty to lawn dart PSR rolls.

Clan forces have no BSP available (in fact, neutralizing most of the Cluster's air assets is the whole point of this attack).

Victory Conditions
Rangers
1) Destroy, force the withdrawal of, or render incapable of spending MP, 12 total units from the OPFOR Forces 1 & 2.
2) Identify and destroy the power relays and the communications center
3) End the game with the Lineholder unit and at least 1 Lyran Mech still on board and capable of spending MP.

OPFOR
1) Destroy, or render incapable of spending MP, at least 4 Lyran Alliance attacking units, including the Lineholder, and at least 8 Ranger units.
2) Prevent the destruction of the power relays
3) Prevent the destruction of the communications center

MISCELLANEOUS
1) Exiting the battlefield requires a unit to remain stationary at the board edge for 1 turn.  Only a single spent MP is required to move offboard (ie, the environmental MP penalties doesn't apply; or, more specifically, the Minimum Movement rule overrides it). 

2) OPFOR MechWarriors will ignore any ejected Ranger or Allied MechWarriors in this scenario. 

3) Jade Falcon Clan Mechwarriors will not use zellbringen when targeting mercenaries, though they will not make physical attacks (they may use the Dodge SPA).  They will still use zellbringen when declaring attacks against all Lyran units, but may exit the duel freely if another unit interferes.  If three duels are canceled in this manner, the Jade Falcon units may ignore zellbringen totally, against all units, including making physical attacks.

4) Target buildings.  PC players will be given a private handout explaining how the buildings will be identified, so OPFOR players cannot game the system.  Additionally, OPFOR players will not be told which buildings are which, as the OPFOR doesn't "know" the objective of the attack, only that "they're probably here to blow up part of our base".
Logged

Darrian Wolffe

  • Hazen
  • Administrator
  • Colonel
  • *****
  • Posts: 4870
    • View Profile
Re: IKARUS Mission 1 - 8/14/3061
« Reply #14 on: November 08, 2024, 06:32:23 AM »

THIS GAME WILL NOT TAKE PLACE AT THE USUAL LOCATION


The game will instead take place at the Sharonville Rec Center.
10990 Thornview Dr.
Sharonville OH, 45241

Now that Hat has recovered from working the poles polls, he will tell us the logistical details about when we can arrive and how we get into the building, and where we'll be more specifically. 
Logged
Pages: [1] 2 3