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Author Topic: IKARUS Mission 3 - 9/8/61  (Read 1679 times)

Darrian Wolffe

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IKARUS Mission 3 - 9/8/61
« on: December 16, 2024, 12:08:32 AM »





Salvage Sheet- Deadly

« Last Edit: December 16, 2024, 10:38:02 AM by deadlyfire2345 »
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deadlyfire2345

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Re: IKARUS Mission 3 - 9/8/61
« Reply #1 on: December 16, 2024, 12:49:02 AM »

I think the conditions are good and we can have this one generated.
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Darrian Wolffe

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Re: IKARUS Mission 3 - 9/8/61
« Reply #2 on: December 21, 2024, 08:55:16 AM »

Before I generate this, how many copies of MapPack: Cities do we have available?  I have one, but only one.  I think pulling some of the maps from that pack best represent the conditions in the generated scenario.
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Ad Hoc

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Re: IKARUS Mission 3 - 9/8/61
« Reply #3 on: December 21, 2024, 09:45:26 AM »

I have a set of the new city map pack. I also have city hex pack. Plus Rob I sent you a pm earlier.
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Black Omega

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Re: IKARUS Mission 3 - 9/8/61
« Reply #4 on: December 21, 2024, 10:00:45 AM »

I have the following maps:

Map Set 6
City Residential, qty 2
City Suburbs, qty 2
City Skyscraper, qty 2
City Downtown, qty 2

Map Set 3
City Hills Residential #1, qty 1
City Hills Residential #2, qty 1

Map Set 4
City Street Grid/Park #1, qty 1
City Street Grid/Park #2, qty 1

[I know they're not the new set but its all I got]
« Last Edit: December 21, 2024, 02:15:43 PM by Black Omega »
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Darrian Wolffe

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Re: IKARUS Mission 3 - 9/8/61
« Reply #5 on: January 01, 2025, 06:42:05 PM »

Good news.  I got a City mappack as a late Xmas gift, so we're good on mapsheets.  I'll have the scenario and minis list up this weekend (I'd have it up Friday, but I'm running a Friday/Saturday doubleheader D&D game).
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Darrian Wolffe

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Re: IKARUS Mission 3 - 9/8/61
« Reply #6 on: January 07, 2025, 07:44:29 PM »

Sorry, weather happened.  I'm working on it tonight.
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Darrian Wolffe

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Re: IKARUS Mission 3 - 9/8/61
« Reply #7 on: January 08, 2025, 02:15:42 AM »

I think the conditions are good and we can have this one generated.

OK, here we go.

NORTH

SOUTH

Maps
City Plaza.....................City Corporate Campus......City Park District
City Observatory Hill......City Shopping District........City Central Park
City HPG Offices............City HPG Helipad...............DropPort 2


Deployment
Falcon Local Forces deploy 1st.
Falcon forces determine board entry zones.
Ranger forces "enter the board".
Falcon Primary OPFOR enters the board on Turn 1.

Falcon Primary OPFOR: Each Star enters the board on Turn 1 through any of Zones Red A, B, C, D, E, or F.  At least 1 Star must be separated by 1 Zone from the other 2 (ie, 2 Stars enter through Zones B and C; Star 3 could not enter through Zone A or D.)  2 Stars must determine their board entry zone prior to Ranger deployment; the 3rd star may enter through any eligible zone on its entry initiative count.

Falcon Local Force Turrets:  Artillery Turret must deploy to a hex marked with a Red Star.  Turrets may deploy to any hex marked with a Red Diamond.  Reminder: Turrets ride 1 level above the underlying terrain for purposes of LoF.

Falcon Local Forces (other):  At least 2, and no more than 4, points of the Local Forces may deploy into any of Zones Yellow 1, 2, or 3.  Local Infantry Forces may not deploy or move INTO buildings during this game, and mechanized infantry may not deploy on top of buildings.  Local Mech units may not deploy inside of or on top of any building, but may move into one during gameplay.

Falcon Reinforcements #2: Enter the board on Turn 4 on their initiative, through Zones Red B, D or E.  Only one Star may enter the board through any Zone, and Stars may not enter the board through adjacent Zones.

Ranger Forces:  Each Lance nominates an entry Zone (Blue 1-4).  Two lances may enter through Zones 1 or 4.  Ranger forces each immediately take one (1) "free" movement phase through their nominated entry zone, advancing their units across the board representing their surprise approach.  There is no initiative, weapons fire, BSP, physical attack phase, or target building identification during this "free movement".  The only way any damage can be scored is as a result of skidding and its consequences.  Turn 1 is played normally AFTER this free turn takes place.

Ranger Reinforcements: Rangers may deploy 1 reinforcement Lance, the deployed units of which must have a mathematically average Walking speed of 5 or higher (x2 5/8 Mechs + x2 4/6 Mechs = 4.5 average, rounding mathematically to 5).  No modifiers, including jumping MP, TSM, or any SPA, apply to this value. This lance enters through any desired Blue Zone on its initiative during its designated turn.


Environmental Conditions
Light Rain: Conventional foot and jump infantry units may either move or shoot, not both.  Conventional mechanized infantry units are unaffected.

Dense Construction: If the map does not give a building type, that building hex is always considered Heavy Construction, with 100 CF.

3d Terrain: If a building hex overlaps an obvious road (ie, Hex 1011 of City: Shopping District), and that building hex is at least 3 levels high, units may move underneath it freely as long as that unit is 2 levels tall or less.  The hex is considered clear paved terrain for the movement purposes of the unit at ground level.  Note that this can allow multiple Mech units to stack into the same hex, one below and one above; in such cases, no LoF or LoS is possible.

Skidding: Normal skidding rules are in play; only hexes labeled as "Paved" are subject to skidding by units using Ground MP, even if that hex looks like it SHOULD be concrete or something.

Battlefield Support
Rangers receive 30 BSP they may spend on air attacks and defenses, and artillery strikes.  Note the number of building hexes damaged or destroyed by Ranger BSP assets or deliberate weapons fire during this mission (2 damaged = 1 destroyed).  After the scenario, the GM will roll 3d6; if the result is equal to or fewer than the number of building hexes destroyed by Ranger BSP assets, a minor contract breach occurs.  A building hex damaged or destroyed by deliberate weapons (not artillery) fire is not counted toward this total if a Clan mobile unit is inside (not on top of) the building hex (ie, Clan players cannot break the scenario by hiding inside buildings), OR if a Clan-flagged turret is on top of that specific hex. Your Lyran employers would very much prefer you not to level cities on planets which they're trying to capture.  You aren't Superman, so it's not OK.

Clan forces have 18 BSP available, but may not select Minefields, Heavy Bombings, or smoke ammunition.  Off-board artillery is purchased as Arrow IV strikes, HE ammo only.  Falcon forces may not declare strafing runs nor artillery fire which also strike a building.  Clan Infantry units and turrets cannot spot for artillery fire, whether on-board or off-board.  Clan Mech units may spot for on-board artillery fire only.

Victory Conditions
Rangers
1) Destroy, force the withdrawal of, or render incapable of spending MP, 12 total Clan mobile units of any type, and all Turrets within LoF of the target building.
2) Identify the target structure and successfully retrieve at least 20 tons of cargo and return this cargo to any of Zones Z1-Z5.
3) End the game with the LAM and at least 2 Foil Mechs capable of spending MP (Foil Mechs, other than the Lance Leader, which have exited the board carrying cargo do not count as being destroyed).

OPFOR
1) Destroy, or render incapable of spending MP, at least 10 Ranger units, including the LAM.
2) Prevent the Rangers from extracting at least 20 tons of cargo
3) End the game with more than half of all Local Forces, and at least 8 units from the Primary OPFOR, capable of spending MP.

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).  A unit carrying cargo which ends its turn in Objective Zones Z1-Z5, and which is capable of spending at least 3 MP (from damage or heat) during the End Phase of that turn, may elect to automatically exit the board at the end of the following Movement Phase without waiting a full turn.

2) OPFOR MechWarriors and Turrets will ignore any ejected Ranger or Allied MechWarriors in this scenario. Local Force infantry will attempt to capture ejected pilots.

3) Jade Falcon Clan Mechwarriors will now fight completely freely and without restraint against all units, save for declaring physical attacks.  If at least 3 Falcon Mech units from Primary OPFOR or the Reinforcement group are crippled or destroyed as a result of either physical attacks or artillery, Falcons will be allowed to make physical attacks beginning in the next turn after the 3rd Mech is crippled/destroyed.

4) Target building. There is a single target containing the cargo. Potential target buildings are circled in ORANGE.  Units attempting to ID a building may not make physical or weapon attacks during the round they attempt an ID.  IDing a building requires moving adjacent to it and spending only Walking MP.  A unit with a Beagle Probe may ID a building by moving adjacent spending any form of MP.  A unit with a Bloodhound Probe may ID a building as per a Beagle Probe, OR may ID a building from up to 3 hexes away while only spending Walking MP.  Identification occurs in the End Phase.  All buildings within relevant range are identified.  Once identified, the target building itself may not be the deliberate attack of any Falcon or Ranger units.  If the target building is destroyed and insufficient cargo recovered, the mission is an automatic failure regardless of other results; at least 2 more turns must be played to represent fall-back efforts.

5) Cargo Retrieval Rules Summary (TW pg 261, TacOps 92-99)
-Mechs only
-Mech must be adjacent to the target building (possibly adjacent to specific nominated hexes) during the Physical Attack Phase.
-Only a single Mech may "target" a given hex to retrieve cargo during a single per turn (ie, 2 Mechs can't simultaneously attempt to pick up cargo from hex 3061).
-May lift 10% of your tonnage with 2 hands, or 5% of your tonnage with 1 hand.  Heavy Lifter and Active TSM both double this value, and stack additively (2 hands+Hvy Lift+TSM = 30%).
-Requires active hand and shoulder actuator in each lifting arm
-Requires a PSR (modifiers: gyro damage, upper or lower arm actuator hit, weather) to pick up cargo.  If fail, cargo is destroyed on a 1d6 roll of 5-6.
-Cannot use carrying arm to fire weapons, cannot fire torso weapons if using 2 arms
-If carrying more than 25% of the Mech's total tonnage, subtract 3 from the Mech's Walking MP and recalculate Running.  Jumping MP is not reduced, but landing will always require a standard piloting skill roll.
-Carrying cargo adds a +1 penalty to avoid skidding (+2 in the case of LAMs).
-The carrying Mech can drop cargo at any time, allowing it to act normally during that phase.  Dropped cargo is destroyed on a 1d6 roll of a 6.
-If the carrying Mech falls, the cargo is always dropped.  It is destroyed on a 1d6 roll of a 6.
-If the carrying Mech takes damage, the cargo may be hit.  A damage cluster to the carrying arm or corresponding side torso (1 arm carry) hits the cargo on a 1-3 on 1d6.  A hit to either carrying arm or any front torso location (2 arm carry) hits the cargo on a 1-2 on 1d6.  Cargo is destroyed if it suffers 3+ damage in a single hit.  A cargo hit doesn't damage the Mech or count towards damage accumulation for a piloting skill roll.
-Thrown cargo  may be "caught" by a friendly unit which has neither fired any weapons that turn, hasn't made any physical attacks, is facing the thrower with its front facing, and which has both arms with ALL 4 actuators in each arm undamaged.  The throwing unit makes a Charge Attack attempt with a +1 modifier per each full hex between thrower and target.  If it misses the cargo is dropped. If it hits, the target may catch it.  The target makes a PSR at a +3 penalty, -1 per point of MoS on the Charge Attack.  If successful, the cargo is caught.  If a failure, the target takes 1 point of damage per 3 tons (or portion thereof) the cargo weighs, multiplied by half the distance thrown (rounding up), on the Punch chart, and the cargo is destroyed.  Finally on a natural 2 at any point in the process, the thrower or the target as appropriate will take a shoulder actuator critical hit (randomly determine if not obvious which arm). Thrown cargo which hits the ground is always considered destroyed.

GM note: this is the first time we've tried to integrate the cargo lifting rules from TacOps and TW into the game, and IIRC the first time we've done any "carrying stuff" for any reason in over a decade.  This mission may be a walkover due to the low required tonnage total, but I'm going to run this as-is from AtB and see how it pans out. Remember, if your OmniMech has an arm-mounted PPC, Autocannon, or either Light, Standard, or Heavy Gauss Rifle (no, AP Gauss don't require hand actuator dismounting).

« Last Edit: January 13, 2025, 10:56:01 PM by Darrian Wolffe »
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deadlyfire2345

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Re: IKARUS Mission 3 - 9/8/61
« Reply #8 on: January 08, 2025, 09:15:31 AM »

Turret sheet printed.

All sheets printed.
« Last Edit: January 08, 2025, 10:58:01 AM by deadlyfire2345 »
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Darrian Wolffe

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Re: IKARUS Mission 3 - 9/8/61
« Reply #9 on: January 08, 2025, 08:06:30 PM »

Minis Call


Stinger LAM - Rob

Stormcrow - Rob
Hellbringer - Rob
Fire Falcon - Rob
Summoner - Rob
Summoner - Rob

Mad Cat - Rob
Mad Dog - Rob
Black Lanner - Rob
Cougar - Rob
Black Hawk - Rob

Dasher - Rob
Hellion - Rob
Hussar - Rob
Hussar - Steve
Mongoose - Rob

Cauldron-born - Rob
Battle Cobra - Rob
Cougar - Rob
Grendel - Rob
Koshi - Rob

Clint IIC
Black Knight - Rob
Flashman - Rob
Devastator - Rob
Devastator - Dan

Infantry (x5) - Rob
Mechanized Infantry (x4) - Rob
Highlander - Rob
Artillery Turret - Rob
Energy Turret - Rob
MG Turret
MG Turret
MG Turret


« Last Edit: January 13, 2025, 03:28:07 PM by Darrian Wolffe »
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Darrian Wolffe

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Re: IKARUS Mission 3 - 9/8/61
« Reply #10 on: January 11, 2025, 12:16:21 AM »

Minis call updated
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Black Omega

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Re: IKARUS Mission 3 - 9/8/61
« Reply #11 on: January 11, 2025, 09:26:40 AM »

Hussar packed.
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ItsTehPope

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Re: IKARUS Mission 3 - 9/8/61
« Reply #12 on: January 12, 2025, 09:00:11 PM »

I'll supply the last devastator.

No idea if I can make it this weekend.  The usual problems.  I'll try.
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deadlyfire2345

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Re: IKARUS Mission 3 - 9/8/61
« Reply #13 on: January 13, 2025, 07:10:49 PM »

Paladin is called in for this one.
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The Harmacist

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Re: IKARUS Mission 3 - 9/8/61
« Reply #14 on: January 14, 2025, 06:45:16 AM »

I have a clint i can bring but not a iic
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