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Author Topic: Operation MEDEA Mission 1 - 11/13/3063  (Read 4849 times)

Darrian Wolffe

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Operation MEDEA Mission 1 - 11/13/3063
« on: February 25, 2026, 09:52:49 PM »

« Last Edit: April 11, 2026, 05:31:18 PM by Hat »
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Darrian Wolffe

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Re: Operation MEDEA Mission 1 - 11/13/3063
« Reply #1 on: February 25, 2026, 09:54:08 PM »

This is the base map layout.  I haven't done any work on deployment or target zones or set the citytech mapsheets up.

<removed>
« Last Edit: March 03, 2026, 07:51:08 AM by Darrian Wolffe »
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Randicore

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Re: Operation MEDEA Mission 1 - 11/13/3063
« Reply #2 on: February 26, 2026, 01:49:27 AM »

Oh man this looks like it's going to be a blast. Shame I'm out for this, I really wanted to be apart of this. I've not gotten to go up against VTOLS and Industrial mechs yet
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Randicore

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Re: Operation MEDEA Mission 1 - 11/13/3063
« Reply #3 on: February 26, 2026, 01:55:24 AM »

Take plenty of Pics I want to hear see and know how it goes
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serrate

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Re: Operation MEDEA Mission 1 - 11/13/3063
« Reply #4 on: February 27, 2026, 05:02:58 PM »

Awww man I'm also bummed to miss this! I'll be out of town.
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Darrian Wolffe

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Re: Operation MEDEA Mission 1 - 11/13/3063
« Reply #5 on: March 03, 2026, 08:05:06 AM »

NORTH

SOUTH


 
Maps
Desert Airbase 1.......Desert Airbase 2.........Badlands 1
Desert Runway.........Oasis...........................CityTech
Mines 2.....................Forward Base..............CityTech

Buildings are not listed on the CityTech mapsheets intentionally; the Type and Location of the HVT is known and will be shared with PCs during pre-game, but this ensures the OPFOR cannot game the location.

SPECIAL
This scenario is limited by both IRL time limit and in-game turn limit.  Please be prepared for this game to potentially last until 6pm.  All players will be required to move more quickly than normal; expect a ~90-second move clock for all units you control.  That means that CO should not overload slow players, or players who are not comfortable with non-Mech units, during their unit selection.  Likewise, this will also mean that I will be MUCH more aggressive about people being away from the table when not moving or on deck.  To be clear, unless you're GMing, you may not pull up chairs at the map table this scenario.  Sit at a folding table instead.  I will also be a lot more aggressive than normal about slow-playing weapons fire, and may cut off weapons fire before everyone is done if it's taking too long to resolve, so watch out for creating 8-unit-on-1 firing phases. In general, please come to this game with your shit together and be ready to play, with somewhat less side talk and socializing than usual.  This is a hugely deadly scenario, for reasons which are revealed below, so it's in your best interest to keep things moving, and I expect people to inform me if they encounter an OPFOR player slow-playing semi-intentionally.

Deployment
Any *5* Ranger Lances may be chosen for this mission.  Local CO is chosen by Unit CO.

Non-infantry conventional forces (read: tanks) may not deploy in this mission, except for infantry transports.

Infantry conventional forces (battle armor or jump infantry) deploy in the same zone as Local CO.
ALTERNATE: Infantry conventional forces nominated by the Local CO may enter the battlefield riding Allied transports, as per Allied deployment, below.  Infantry must be nominated at least **1 IRL week** prior to the game to allow for transport assignment and miniature sourcing.

All Ranger DZs must be chosen before any deployment occurs

Ghost Bear OPFOR #1: Deploy 5 Mechs into each of zones B-A and B-B, full hexes only.  Battle Armor may deploy into either zone, but all Battle Armor must deploy into the same zone.  Battle Armor may NOT begin the game mounted on Omni units.

Ghost Bear OPFOR #2: Deploy 2 Mechs into each of zones B-1 and B-2, full hexes only.  The fifth Mech may deploy into either zone. Battle Armor may deploy into either zone, but all Battle Armor must deploy into the same zone.  Battle Armor may NOT begin the game mounted on Omni units.

Ghost Bear Reinforcements: Reinforcement Star containing Gavenia Bekker enters anywhere desired along Zone RR on Turn 3.  The second Reinforcement unit enters at a time and place determined by the GM, and may not deploy at all.

Ghost Bear Local Force: Deploy turrets as desired onto any Red Star hex.  No more than 2 Turrets may be deployed onto any single mapsheet.

Ranger Forces: Ranger forces will airdrop onto the board prior to the game, making PSRs as the rules require.  Turn 1 begins with the Ranger forces having landed in their designated hexes and free to move normally.  1 Lance each may airdrop into Zones D-1 through D-6, into full hexes only.

Allied Units: If used, these enter anywhere desired along the south edge of the map 1 Turn after being requested by the Local CO.  This is a Movement Phase declaration made after initiative but BEFORE movement begins; therefore, a declaration on Turn 1 would result in a Turn 2 table entry.



Environmental Conditions
Dawn (short): +1 to hit with all weapon attacks for the first 4 turns of the game.  Searchlights have no effect on this modifier; the All-weather SPA and Night Vision Trait will offset it.

Munitions Storage: Each time a building hex is destroyed by BattleMech weapons fire, the GM will draw a card from a pre-set deck of 6 Black and 2 Red cards.  A red card results in an explosion that resolves as though it was a Sniper artillery round which also deals 10 heat to any Mech unit caught in the blast radius.  This explosion will deal doubled damage to any surrounding building hexes, which may also explode if they are destroyed.  When a full building collapses, a single card is drawn; if the card is red, treat all remaining non-collapsed building hexes as though they were the center of a Long Tom artillery hit (remaining building hexes therefore incur a R2 explosion of 20/10 damage around the remaining perimeter of the structure).  This explosion deals 10/5 heat to any Mech units in the R2 area, and does not count towards the “external heat” cap. 

Any unit in the epicenter hex of ANY of these “artillery” hits takes normal artillery damage to the front arc AND normal artillery damage to the rear arc in clusters of 10 damage, plus gains +15 heat, which does not count as “external” heat.  Thusly, should a red card be drawn, a Mech in Hex 409 when the single hex collapses, takes 20 damage to each the front and back, plus 15 heat.  A Mech in or on Hex 408 when the entire bulding collapses takes 30 damage to each the front and back.

Time Limit: The Rangers are making a deep, unsupported attack right next to a major Bear staging base.  At a predetermined time, Ghost Bear heavy forces will enter the area.  10 Dire Wolf Primes, each with 2/4 pilots, will enter the board from the eastern board edge on that turn, placed by the GM.  These units may fire normally, but will not fire a combination of weapons which generate more than 8 net heat after dissipation.  That will constitute the final turn of the game.  After the End Phase of that turn, each Ranger or allied unit which is not within 3 hexes of the southern map edge will suffer the following damage groupings:
Eastern Map column, hexrows 1500-0800: 5d6 10-point damage groupings
Eastern Map column, hexrows 0700-0100: 4d6 10-point damage groupings
Center Map Column, hexrows 1500-0800: 3d6 10-point damage groupings
Center Map column, hexrows 0700-0100: 4d6 5-point damage groupings
Western Map Column, hexrows 1500-0800: 3d6 15-point damage groupings
Western Map column, hexrows 0700-0100: 2d6 5-point damage groupings

If the unit survives this damage, it is then considered to have been evacuated from the board.  Pilots who remain behind will be automatically executed as war criminals; PCs who remain behind may burn 2 points of Edge to survive (1) and escape to friendly territory (1), and while they take no pilot hits must still make a Major Injury check to represent their escape.

Surprise Attack:  Each OFPOR Mech, Battle Armor point, or Turret must roll a 5-6 on 1d6 to move or attack during Turn 1.  This die is rolled during that units initative phase on Turn 1.  OPFOR Battle Armor may bypass this roll, if their declared action is to board an Omni unit.  Edge may be spent on this roll.  Units which may not move are not considered immobile.

Defenders:  Ghost Bear forces may not declare an attack or movement action which would, if carried out successfully, result in CF damage to a building.  The only exception is declaring weapons fire against an Ranger unit inside of a building which has fired at a unit outside the building.


Battlefield Support
Rangers: The Rangers have no BSP available.

Clan Ghost Bear: Ghost Bear forces have no BSP available.


Victory Conditions
Rangers
1) Collapse at least 4 buildings (contiguous non-wall hexes) on the Forward Base Mapsheet.

2) Locate and extract the HVT.  The transport carring the HVT must exit the south board edge, and is not required to spend 1 turn on the board edge to do so.
ALTERNATE
2) Locate and kill the HVT via building collapse (reduced mission payout: 41,283,000 CB).  See MISC #4, below.
ALTERNATE
2) Locate and kill the HVT via targeted infantry assault (standard mission payout).  See MISC #4, below
ALTERNATE
2) Locate and kill the HVT, via targeted infantry assault, and make an example of the body (increased mission payout: 75,685,500 CB).  See MISC #4, below.

SPECIAL) Rangers are not permitted to engage in widespread civilian casualties.  Killing civilians will incur penalties on the Rangers from their employer, including but not limited to: reduced mission payout, minor contract breach, major contract breach, blacklisting, being declared outlaw/pirates.  The degree of punishment will be determined after the fact based on the circumstances of the mission and the degree of anti-mercenary bias present in the responsible case officer.


OPFOR
1) Destroy, cripple, or render incapable of spending MP, at least 10 attacking units
2) Prevent the Rangers from doing whatever the hell the freebirths are doing


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). Ranger and Ranger Allied units may move off the SOUTH map edge freely during this scenario, without requiring a 1 turn delay. 

2) OPFOR MechWarriors will ignore any ejected Ranger MechWarriors in this scenario. OPFOR Elementals will fire on ejected MechWarriors using AP weapons only (Range 1/2/3), unless there is a Ranger Mech unit within 9 hexes and LOF.

3) Ghost Bear units do not generally recognize zellbringen against mercenaries, and will fight and combine fire as though they were not Clan forces.  If they are an OmniMech unit, they will not make physical attacks, but may always use defensive SPAs regardless of their unit type.  Ghost Bear units will not fire at grounded transport units unless those units fire at them.

4) HVT
   -Locating the HVT
      -Rangers are informed as to the location of the HVT.  OPFOR is not.  Rangers must confirm the HVT’s presence via PSR during the End Phase from an active Ranger battlefield unit adjacent to the bulding at a +2 penalty (plus any applicable Light condition penalties), or via an an active Ranger battlefield unit adjacent to the bulding at no penalty if the unit has any sort of Active Probe (Electronic Wizard SPA has its normal effects).  Alternatively, an infantry unit on the correct floor of the building will automatically confirm or deny the presence of the HVT as long as they are not engaged in active combat with another infantry unit.

   -Extracting the HVT
   The HVT can be extracted by an infantry unit on the same floor as the HVT.  The infantry unit must make a Gunnery check at a +4 penalty, applying no other modifiers.  A success captures the HVT.  A failure is no result, but a roll of snake eyes results in the death of the HVT.  The infantry unit can then move back to their transport and must exit the board for the extraction to be completed.  The destruction of the transport with the HVT onboard will fail the mission, as the kill confirmation becomes impossible.
   
-Killing the HVT
   The HVT can be killed on one of two ways:
   1) Collapsing the building via damage.  Collapsing the building will automatically kill any infantry unit in the building, including the HVT.  If this is done, the kill must be confirmed, or the mission will automatically fail.  Confirming the kill requires an infantry unit in or adjacent to any building hex.  During the End Phase, roll 2d6 for each infantry unit which performs this action and which doesn’t fire at an enemy unit; on a roll of 10+, the kill is confirmed.
   2) Targeted killing via infantry.  An infantry unit on the same floor of the building as the HVT may attempt to kill the HVT.  Make a Gunnery check at a +2 penalty, applying no other modifiers.  Success kills the HVT.  A failure automatically deals standard damage to any other non-Ranger infantry unit occupying the HVT’s floor, or an adjacent floor (determined randomly).  A roll of snake eyes sets the building on fire, dealing normal damage to every infantry unit in the building each turn.

   -Exhibiting the body
   The HVT’s body may be strung up as per the request of your employer, making reference to the villains of humanity’s past.  This requires the infantry unit which has either captured or killed the HVT to exit the building and make their way to Level 0 Clear terrain.  There, they must spend 1 turn stationary to locate a suitable street light or bridge truss, and during that End Phase they will complete the unsavory task.
« Last Edit: March 10, 2026, 07:11:08 AM by Darrian Wolffe »
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deadlyfire2345

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Re: Operation MEDEA Mission 1 - 11/13/3063
« Reply #6 on: March 03, 2026, 09:03:05 AM »

So I know that Marigold, Pilum and Ehreschuld (at least being able to be deployed, but may come later) are unavailable. I will be in operations of this.
What we got left:
Blitzkrieg
Foil
Fury
Jazz
Norbotten
Paladin
Wyrm
Zeta

What I am thinking:
1.Lancer (Local CO)
2.Paladin
3.Foil
4.Norbotten
5.Blitzkrieg

If Norbotten wont be there, then my choice is between Wyrm and Zeta.

For infantry, its one ton for every 7 units? Or are units like the Ueda Jumpers heavier than normal?
Also, my Gray Death suits do not jump, can they still be transported in one of me Bandits?
« Last Edit: March 03, 2026, 12:45:57 PM by deadlyfire2345 »
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deadlyfire2345

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Re: Operation MEDEA Mission 1 - 11/13/3063
« Reply #7 on: March 03, 2026, 03:33:25 PM »

If anyone doesnt like my decisions, they can argue with me via RP as unit commanders or as players due to time/suggested constraints.
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agustaaquila

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Re: Operation MEDEA Mission 1 - 11/13/3063
« Reply #8 on: March 03, 2026, 10:39:31 PM »

Colonel,

I have no issues going after the kuzu otoko.

I just needs assurances  that we will satsujin him.

Foil actual.
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deadlyfire2345

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Re: Operation MEDEA Mission 1 - 11/13/3063
« Reply #9 on: March 04, 2026, 06:58:28 AM »

If light is dawn, reroll for dusk.

I will need 2x conventional infantry pieces. I have the rest.
« Last Edit: March 04, 2026, 06:51:34 PM by deadlyfire2345 »
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Darrian Wolffe

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Re: Operation MEDEA Mission 1 - 11/13/3063
« Reply #10 on: March 04, 2026, 06:06:17 PM »

I'll get to other stuff later, but keep in mind Moderate Rain's effect on infantry.
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deadlyfire2345

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Re: Operation MEDEA Mission 1 - 11/13/3063
« Reply #11 on: March 04, 2026, 06:35:23 PM »

Thats fine. What the transport vehicles are for.
Based on 6th revision of Tac Ops Advanced Rules; there is no movement modifier penalty for infantry, or anything negative for moderate. Nothing under mud against infantry either.
p.48 for mud, 34 for the movement table, and 57 for rain (+1 page for pdf).

Any rules against having BA drop while attached to a mech?
« Last Edit: March 05, 2026, 10:09:49 AM by deadlyfire2345 »
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agustaaquila

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Re: Operation MEDEA Mission 1 - 11/13/3063
« Reply #12 on: March 06, 2026, 12:15:41 AM »

Rob, can you confirm there are dirt road hexes on the map? Perhaps south central 1502-1504, but are there any others?
« Last Edit: March 06, 2026, 12:17:47 AM by agustaaquila »
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Darrian Wolffe

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Re: Operation MEDEA Mission 1 - 11/13/3063
« Reply #13 on: March 06, 2026, 06:07:54 AM »

OK, since I've had some (17) questions about weather conditions, here are the collected summaries of the relevant weather conditions and things you should consider.

Mud:
1) Mechs and Hovers ignore mud completely, unless they Bog Down via Jumping
2) Infantry require +1 MP to enter a Mud hex, and can Bog Down on a 4 or less on 2d6
3) VTOLs can bog down if they land in a mud hex
4) A jumping Mech that lands in a Mud hex is AUTOMATICALLY Bogged Down
5) Enemy weapons and physical attacks gain a -2 bonus to hit a target that's bogged down
6) Mud adds a +1 to PSRs taken in a Mud hex.
7) There are no dirt roads on this map
Finally) Mud will apply to ALL CLEAR HEXES ON THE MAP.

Moderate Rainfall
1) Applies Mud to all Clear Hexes on the map (remember that a hex with a level change but no other terrain type is still a Clear hex).
2) Adds +1 to hit modifier for all weapons fire on top of any penalties from light (apologies; it was LIGHT rainfall which smacked infantry)

Airdropping
1) PSR modifiers for terrain, light, and wind, all apply to the PSR required to airdrop (Mud Hexes add +1; Darkness between +0 and +2)
2) A Mech airdropping into a Mud hex counts as jumping, and will therefore AUTOMATICALLY get bogged down on landing.  And remember the to-hit bonus to shoot at stuck units.
3) Battle Armor cannot be airdropped while on a Mech.  They deploy separately using their own jets or disposable jump pack.  And can bog down during the airdrop.
4) Conventional infantry can ONLY be airdropped if they have Jumping MP available, have Paratrooper equipment, or are Mechanized VTOL infantry; otherwise they have to ride in on VTOLs

General Notes
1) Any wind, light, or terrain modifiers will ALSO apply to PSRs - including Landing PSRs - made by your Allied VTOLs (if you elect to use them).  Which will need to land to disembark the infantry required to achieve your mission objective.
2) OPFOR always have the option to use the careful movement rules: make a PSR, ignore any increased MP costs caused by terrain conditions.  So most of them are pretty safe to ignore the MP increases.

OPFOR Units guaranteed to have searchlights
Hellbringer
All Vultures (the nose has a light)
All Summoners (center chest)
Marauder IIC (it's a Marauder)
Warhammer IIC (it's a Warhammer)
Locust IIC (has a chin light under the cockpit, see Sarna pic)
Powerman (literally has 4 lights next to the cockpit; see Sarna pic)
1d4-1 random Turrets
...but on the bright side, because there's enough OPFOR units already carrying searchlights, the garrison will not have equipped any other units with temporary searchlights. So you've got that going for you, which is nice.
« Last Edit: March 06, 2026, 06:09:52 AM by Darrian Wolffe »
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deadlyfire2345

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Re: Operation MEDEA Mission 1 - 11/13/3063
« Reply #14 on: March 06, 2026, 06:27:24 AM »

Reroll weather then. Aim for something clearer
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