ScrapYard Armory

A BattleTech weblog

Archive for 2009

Dec-25-2009

Happy Holidays

The ScrapYard wishes everyone out there in the BattleTech community warm holiday wishes.  The Holiday season is time for family and friends, good food and generous spirits.

Catalyst Game labs and Iron Wind Metals are doing their part to make the season bright.

Best wishes to you and yours this holiday season!

Posted under News
Dec-21-2009

Good Behavior

Just to be clear, this is always going to be a BattleTech blog.  While I will likely pick up Leviathans and play a few rounds with friends, BattleTech will always be my wargaming bread and butter.  But, I recognize when a company is shaking off the status quo and trying something new.

Late November Catalyst Game Labs released the Lieutenant’s Manual, the Quick Start rules for their new intellectual property Leviathans.  For a $2.99 price tag you get 32 pages of material that include a novella primer, the basic game rules, a small map, and some well illustrated cut out counters.  Everything you need to host your first skyward battle.

Catalyst has decided to license Leviathans under Creative Commons. Long story short, you are free to download and share the material to your hearts content.  Catalyst has gone so far as offering a free and legal torrent for interested gamers to download the release.

The Lieutenant’s Manual at it’s core is the gaming equivalent of the BattleTech Quick Start rules.  Quick Start rules are always free for every game Catalyst makes.  BattleTech, Shadowrun, Eclipse Phase all have free Quick Start rules for free.

Catalyst is simultaneously generating positive buzz while bringing in money from a product that they would otherwise have given away for free.  It’s brilliant.  The few people who are throwing down three Washingtons are declaring themselves trend-setters and are rewarding what they see as good behavior by a game company they love.  Given the amount of negative publicity generated by other gaming companies recently, the gaming community as a whole really needed a hug.

Do nice guys finish last?  Sometimes yes, but in this case I hope not.  Catalyst should be rewarded for it’s innovative business strategy.  I’m voting with my wallet and I hope that you do too.  Even if you are not a fan of the upcoming Leviathans release, with your $2.99, you can have your voice heard.  Let them know that you appreciate a company willing to take chances.

Catalyst has broken the mold here and I hope that they succeed.

Posted under News
Dec-15-2009

DiceCast Interview with Adam Jury

Adam Jury is the “Pant-Rocking” Lead Graphics Designer for Catalyst Game Labs.  His hands play a key role in the look and feel of BattleTech products.adam_jury

DiceCast recently sat down with Adam and talked about all things Catalyst.  What’s it like working at a game company?  How would you get a foot in the door if you’d like to freelance?

All good stuff.  Give a listen to the podcast if you have a spare 20 min.

Best quote from the cast:

Adam Jury: All of his photographs were of puppies.

Dice Cast: Wasn’t that kind of disturbing in a way?

AJ: It was a bit wierd.  I don’t know if there is a giant market for puppy photographs but it wasn’t where he was spending most of his time.

DC: Puppy pictures.

AJ: Yes and I do mean four legged puppies.

Priceless.

Posted under News
Dec-11-2009

Scavenger Jackpot

Salvage is the lifeblood of any BattleTech force.  Going too long without an influx of scrap to pick through will make any commander sweat.  Having a few piles of broken down beat up ‘Mechs on the battlefield  adds to the BattleTech milieu.

achesoncreationslogoI picked up some great looking terrain pieces at a HMGS event this year and just got around to painting them up.  These are from Acheson Creations.  The scaling is just about right for BattleTech games.  Just looking at the big ‘Mechs makes you think of the Archer or Longbow.AchesonCreationsTerrain - 1

Each piece is made out of a type of hard plastic.  On each piece there were bubbles and pot mark imperfections from either the casting process or the material.  I spent some time with an exacto knife cleaning it up as best I could.  The plastic is very forgiving.  I can’t say that these are the most detailed terrain pieces I’ve seen but for debris markers or simple ambiance, they work fine.

Painting them was easy.  I didn’t feel the need to do a super fine detail job since they are supposed to look rusted and beat down.  After priming black, I dry brushed the ground with Beasty Brown, Plauge Brown, and Khaki.  The ‘Mechs started with Cold Grey, followed by Sombre Grey, and a diluted wash of Bloody Red, Brassy Brass, and Beasty Brown.  Add in a few clumps of static grass and they are ready for the next game.

AchesonCreationsTerrain - 2

AchesonCreationsTerrain - 3

The Price IS Right

And now the best part, the price.  Each of these cost just $0.50.  For two quarters a piece these are a steal.  Acheson Creations was at this past GenCon and is a familiar sight at HMGS events.  Another great reason to go to conventions and skip shipping charges and minimum orders.  Next opportunity should be Cold Wars 2010.  Mark your calendars and get your game on!

Posted under Terrain
Nov-27-2009

Jihad Turning Points Atreus – Review

Finally the Jihad Turning Points series visits Atreus, heart of the Free Worlds League and the forsaken incubation chamber for the bastard Word of Blake.TurningPointsAtreus

As an unapologetic fan of the Free Worlds League, I’ve been waiting long enough for a better look at the happenings on Atreus.  With new writer Jim Rapkins at the helm, will JTP: Atreus uplift or disappoint?

Opening Fiction

While confusing, the opening fiction is aptly named.  Divided Loyalties features a little subtle action combined with a jumble of unit names and numbers shaken generously with  Word of Blake atrocities.  The Word is winning no friends among its supposed allies.  With the Knights of the Inner Sphere still in play, the Blakists will find it harder and harder to segment and abuse the armies of the Free Worlds League.

We continue to see the cracks in the facade as the Jihad continues.  Just when will the Inner Sphere realize that the emperor has no clothes?

Atreus

The Atreus section gives much more current events than the brief history lesson and general description we have come to expect from prior Turning Points.  A welcome change considering the significant amount of upheaval the planet suffers under Word of Blake control.

Combatants

In typical Marik fashion, the combatants section is brother against brother and a blurred perception of friend and foe.  A sad fate for the mighty Free Worlds League.

Each unit’s notes include careful bits of information that help the reader piece together the bigger story of the battles in and around Atreus including significant yet still mysterious events surrounding the moon of Wendigo.

The Tracks

Atreus gives us seven tracks to play, a new record for the Turning Points series.   The Track costs run the gamut from 400 points to 1,000 points.

I felt that the creativity for the Atreus tracks was subpar for the series. The track objectives without exception were pedestrian and accompanied by uninspired optional bonuses.  Giving goofy names to the same objective does not make a Track interesting.  11 out of 14 objectives involved some form of destroying enemy units.  The rest were not much better and involved simply exiting units off a particular map edge.

Overall, I felt disappointed with the Atreus Tracks. Not only in the Track construction but also the story that they helped to tell.    It boggles my mind that the military units of the Free Worlds league could be so fractured.  It’s frustrating to read the words sometimes, but it is a reality that every Marik fan has to deal with.  Each in their own way, no less.

Record Sheets

For a change, Atreus provides no Warship record sheets.  Instead, we receive three ‘Mechs and one combat vehicle.  Lets take a look.

Albatross Dantalion is a TSM capable variant with a prototypical Blakist energy heavy weapons loadout.  Large VSPs and Capacitor backed PPCs will have your opponents rushing for Reflective Armor.  Speaking of armor, this Albatross has apparently shed it’s glass jaw for a proper amount of Assault ‘Mech worthy armor.

The Mercury Elite Emperor is a simpler refit which shuffles around the weapons for something different and refreshing.  A pair of Silver Bullet Gauss are backed up by dual Snub Nose PPCs.  All of which can be fired without fear of overheating.  A pair of medium pulse rounds out the package for short range situations where heat is a non-issue.

The Peacemaker is a curious light ‘Mech used by the Atreus Police forces.  It has one heat sink.  You read that right, one single solitary heat sink.  It can’t run and not build up heat!  A machine gun, ‘Mech taser and SRM2 provide offense to augment the amazing heat dissipating power the chassis provides.

Rounding out the record sheet section is a Tokugawa heavy tank variant used by the Legionnaires.  It features a single UAC10 backed by dual Streak SRM4 racks with a flamer and AMS for good measure.

The Final Word

While Atreus is a must for Marik fans such as myself, the substandard Tracks and the lack of Warship record sheets may make this a skippable product for others.  Taken as a whole the JTP series is well worth the price of admission but be warned that Atreus is not the best of the breed.

Posted under Articles
Nov-20-2009

Chaos Campaign: War of 3039

The War of 3039 is a speed bump relative to some of the other more notable wars within the Inner Sphere.  It’s implications however, are on par with the Succession Wars, the Clan Invasion or the Word of Blake Jihad.  It is the story of a nation at the brink that was pulled from the precipice by an unorthodox yet skilled leader; Theodore Kurita.War of 3039 Cover

Historical: War of 3039 was released in the FanPro days and provides a world by world account of the short lived war between the Draconis Combine and the Federated Commonwealth.  It seemed only natural to me that the Chaos Campaign rules could be used to present the battles fought into a story that BattleTech fans could readily re-live.

Re-released, here is a collection of tracks that I previously released in the Community Created Warchest thread.  This collection is updated, proofed, and put together in a handy PDF download.

For more information on the Chaos Campaign system I recommend the following:

And here is Chaos Campaign: War of 3039 for your gaming enjoyment.

Download it, play it, and enjoy!  And while you are at it, I would be grateful for any additional input that would make it even better!  If you come across any issues with balance, grammar, or anything else that could use some spit and polish please let me know.

I hope you enjoy the campaign as much as it was for me to write it!  Happy gaming!

Posted under Articles, Scenario
Oct-18-2009

The Last Day of Zeta

The Last Day of Zeta: A BattleTech Scenariowolfdragoonslogo

This scenario is based on the BattleCorps fiction of the same name.  It is one of the sadder tales within the BattleCorps library. On the barren and desolate surface of Mars one of the most storied units in the Inner Sphere meets it’s end .  The is hope that their sacrifice was not in vain.  Something lies within the sands of Mars.  The Dragoons knew something even ComStar was unaware of.  And that made the Word of Blake very very upset.

SITUATION

Chryse Planitia
Mars
Word of Blake Protectorate
9 December 3067

The Dismal D’s are gone.  All of the Dragoon Jumpships are either captured or destroyed.  No help is coming.  Zeta is surrounded by the Word of Blake Protectorate and there is no escape.

Weaker Mechwarriors would have given up.  They would have surrendered and prayed for the mercy of their defeaters.

But Zeta are not just any Mechwarriors.  They are the Zeta Battalion of Wolf’s Dragoons.

GAME SETUP

Arrange two maps as shown below.  The west map is Moonscape 1 and the east map is Moonscape 2.

ldozterrain

DEFENDER

The Defender consists of elements from Wolf’s Dragoons Zeta Battalion.

Major Tara Lucas (Piloting 4, Gunnery 2)
Masakari Tara
Captain Markham (Piloting 3, Gunnery 1)
ANH-2A Annihilator
Colonel J. Elliot Jamison (Piloting 4, Gunnery 2)
Stalker Jamison
Lieutenant Grant (Piloting 4, Gunnery 3)
Daishi Prime
Mechwarrior Roberts (Piloting 4, Gunnery 3)
Daishi A

Deployment

Zeta may begin the game anywhere on the battlefield.

ATTACKER

The Attacker is made up of several waves of units from the Word of Blake Protectorate.

Wave 1

TYM-1A Toyoma (Piloting 4, Gunnery 3)
GRN-D-04 Grand Crusader (Piloting 4, Gunnery 3)
NXS2-A Nexus II (Piloting 4, Gunnery 3)
BLF-21 Blueflame (Piloting 4, Gunnery 4)
BCN-3R Buckaneer (Piloting 4, Gunnery 4)
AV1-OE Avatar (Piloting 4, Gunnery 3)

Wave 2

ZPH-1A Tarantula (Piloting 4, Gunnery 3)
ZPH-1A Tarantula (Piloting 4, Gunnery 3)
LGH-4W Lightray (Piloting 4, Gunnery 3)
BCN-3R Buckaneer (Piloting 4, Gunnery 3)
INI-02 Initiate (Piloting 4, Gunnery 3)
GUR-2G Gurkha (Piloting 4, Gunnery 3)

Wave 3

T-IT-N10M Grand Titan (Piloting 4, Gunnery 3)
AWS-9m Awesome (Piloting 4, Gunnery 2)
THG-11E Thug (Piloting 4, Gunnery 3)
VNQ-2A Vanquisher (Piloting 4, Gunnery 3)
LGC-01 Legacy (Piloting 4, Gunnery 2)
BL-6-KNT Black Knight (Piloting 4, Gunnery 3)

Deployment

Wave 1 enters the game on turn 1 from any single map edge.  Waves 2 and 3 enter the game from any single map edge at the end of the turn during which the preceding wave is completely crippled or destroyed.

SPECIAL RULES

Buried in the Sand

Before the Defender deploys, the Word of Blake player may deploy up to two squads of Purifier Battle Armor as hidden units anywhere on the battlefield per Total Warfare pg 259.  These units may be hidden in clear hexes.

Extreme Cold (-50 C)

‘Mechs dissipate an additional 2 heat per turn.

Low Gravity (0.38 G)
(Tactical Operations pg 55)

Apply a +3 to-hit modifier to all missile and ballistic weapon attacks.

Multiply falling damage by 0.38 and round up.

‘Mechs and battle armor are capable of moving faster in lower G environments.  Use the following table to determine an adjusted walking and jumping MP.  Then recalculate the running MP normally.

Old MP New Mars MP
2 4
3 5
4 6
5 7
6 8
7 9

(Game Note: We toned down the actual speed increase associated with Mars gravity due to some rather dramatic results from playtesting.  We knew something was seriously wrong when an assault star of clan Omnis gets steamrolled in four turns by Wave 1.  In this instance, we chose to trump the game rules as written in order to preserve game balance.  I hope you won’t mind.)

Every time a unit spends more MP than it’s standard running MP or jumps farther than it’s normal jumping MP, make a pilot skill roll.  If the roll fails, the ‘Mech takes 1 internal armor damage to each leg for every MP expended over it’s normal running MP and roll for possible criticals.

Trace Atmosphere
(Tactical Operations pg. 54)

Whenever any unit takes damage, roll 2D6.  On a result of 12 the section is breached.  Also, if all external armor is destroyed the section is automatically breached.

No End in Sight

In the unlikely event that the Wolf’s Dragoons player makes it past the third wave, simply repeat Wave 1 and so on until all of the Wolf’s Dragoons are destroyed.

VICTORY CONDITIONS

The Dragoons may claim a Marginal Victory if they can defeat Wave 1 and half of Wave 2.  They achieve Complete Victory if they defeat Wave 2 and a Major Victory if they can defeat half of Wave 3.

The Word of Blake may claim a Major Victory if they can destroy the unbelievers with Wave 1 alone.  They achieve a Complete Victory if they defeat the Dragoons with Wave 2 and a Marginal Victory if they have to bring in Wave 3.

Posted under Scenario
Oct-13-2009

Solaris Skunk Werks 0.6.30 Released

And with it we now have BattleForce record sheets! Get it here.

BattleForceRecordSheet

This is a moment I have been waiting a long time for.  Many thanks go to Catalyst Demo Agent “SkyHigh” for making this recent addition possible.

BattleForce and QuickStrike Made Easy

With easy access to BattleForce record sheets, the gates have been opened to put Strategic Operations to full use.  BattleForce is only the tip of the iceberg.  QuickStrike is a great way to make use of the new record sheets.  You can play fast paced skirmishes or epic regimental slug-fests with relatively minimal setup.  At least you won’t have to fill out countless sheets by hand or bother with the very complicated BattleForce conversion.

BattleTech Force BalancerBattleTechForceBalancer

An easy way for you to manage your lances/stars is by using the BattleTech Force Balancer.  Get it for free via SourceForge.  You can setup your lances to make the best use of your BattleMechs movement modes.  Another terrific fan produced program.

A great day for BattleTech.  Now get those games running!

Posted under News
Oct-4-2009

BattleForce: Covet Thy Neighbor

There are not many better wedding gifts in the 31st century than an entire nation.  In 3028 Hanse Davion sparked an interstellar war with a toast to his new wife.  This is just one of those battles fought on a distant planet for control of military objectives and opposing head quarters.  Covet Thy Neighbor - 1

The battle was fought using Battle Force rules in Strategic Operations.  Each side had a reinforced battalion to command which included three BattleMech companies with one elite command lance, one Vehicle company, and one Infantry company.

We used a few special rules/tweaks to make our game resolve just a bit faster.

  • Attacks were resolved as they were declared.  It made our game slightly more deadly/efficient, but kept the action moving smoothly.
  • Damage from attacks was applied randomly against a target lance’s units.  Very similar to firing on Battle Armor in Total Warfare.
  • Dice/tokens were used to mark units that had moved.  As the units fire was resolved the token was removed.  An easy way to avoid confusion on both sides of the table.

After spending a significant amount of time preparing record sheets (something Solaris Skunk Werks will soon help) we plunged into the action, foregoing the optional command rules.  Each side has two objectives and a single HQ.  The objectives are worth 50 points and the HQs are 25 points.   This is not strictly per the rules in Strategic Ops but a simplification for us so we could begin playing sooner.

Deployment

Covet thy neighbor 00

Turn 1 – Liao Wins InitiativeCovet thy neighbor 01

Each side moves towards their objectives.  Movements appear even across the battle line.  Not much action but much thought for later position.

(Davion: 0 pts, Liao: 0 pts)

Turn 2 – Davion Wins Initiative (Davions: 0 pts, Liao: 0 pts)Covet thy neighbor 02

More movement as both sides tip their hands.  The Davions are employing a more even attack while the Liaos are concentrating the bulk of their forces closer to the southern objectives.

The first Davion unit crosses the river while to the North several units cover the Liao objective.  Each force has units close to their Southern objectives and are looking for an easy capture in the turns to come.

(Davion: 0 pts, Liao: 0 pts)

Turn 3 – Liao Wins InitiativeCovet thy neighbor 03

Davion units bypass the Northwestern Liao objective and begin the long trek across the lake.  To the South the Davions envelop their objective and begin slugging it out against Capellan troops in range.

A single Davion light Mech is dropped by long range fire as the Liao forces occupy their Southeastern objective.

(Davion: 0 pts, Liao: 13 pts)

Turn 4 – Davion Wins InitiativeCovet thy neighbor 04

Northern Liao troops make a major shift South at the last minute.  A huge firefight erupts around the Davion objective.  To the North a skeleton defense force is left behind to protect the Davion objective.

Davion troops make headway against their attackers, eliminating eight combat units while losing only three.  However the Southern Liao objective is captured uncontested.

(Davion: 13 pts, Liao: 59 pts)

Turn 5 – Liao Wins InitiativeCovet thy neighbor 05

Liao forces make a dash across the river and begin to threaten the Davion bulk from the rear.  A single lance of jump infantry to the North takes cover from the attacking Davions allowing uncontested control of the objective for now.  A lone light lance of Davions makes a dash towards the Liao HQ but is cut down by a far luckier opposing light lance.

The fight centered around the Southern Davion objective turns sour for the Davions.  The Liao forces strike down seven units while only losing six.  While numerically close, Davion casualties were far heavier units.

(Davion: 23 pts, Liao: 76 pts)

Turn 6 – Liao Wins InitiativeCovet thy neighbor 06

Liao infantry units to the North  jump into combat to keep the North objective free of Davion control and are joined by a light lance of ‘Mechs.  A Liao hover lance is within one turn of occupying the Davion HQ.  The Davion assault on their Southern objective is crushed while an understrength company can only hope to delay the capture of the Northern Liao objective.

(Davion: 52 pts, Liao: 98 pts)

It was agreed by both players that the scenario was not as fair as it could have been.  The Liao force was heavier than the Davions and the terrain placement hampered the Davion advance enough to severely hinder their ability to threaten objectives or respond to enemy movement.  In addition, poor force combinations further complicated the Davion’s movement woes.

A rough loss for the Davions but from what canon history tells us, not at all representative of the 4th Succession War in total.

Posted under After Action Report
Sep-29-2009

Kicking the Tires

A Time of War is here in Beta form and for $10 it seems silly to skip on this opportunity.  To be honest I am not much of an RPG fan. What I am interested in is an infantry level skirmish game set in the oh so familiar 31st century I love.

Besides the Gamemastering Guide and certain skills and traits, almost everything appears to work well in an infantry skirmish game.  I wanted to kick the tires to see how combat flowed and if there really was any substance behind that thick RPG exterior.  I gathered up my miniatures (not even painted yet!  I’m so embarrassed!) and set the stage for a quick fight.  No objectives, no missions, just a kill or be killed fight to the finish.

Our battle takes place in a familiar Factory.  Not much cover to be had but plenty of area to move around.  The scale is 5m to a hex.  All characters used are based on the sample characters provided in either the Quick Start Rules or the full Beta rules.  All miniatures are from Reaper Miniatures’ Chronoscope.RPG Tactical Close - 1

The Soldiers

  • Veteran Soldier (Assault Rifle)
  • Two Soldiers (Assault Rifles)
  • Gunslinger (Ambidextrous dual wielding Magnums)

The Scouts

  • Veteran Scout (Ambidextrous dual wielding SMGs)
  • Two Scouts (Laser Pistols and Vibro-Swords)
  • Combat Tech (Shotgun)RPG Tactical Close - 2

Tactical Action Resolution is in effect.  Damage does not take effect until the end of the turn so no killing characters before they get a chance to act.

RPG Tactical - 01Turn 1Soldiers Win Initiative

Nothing but movement for both sides. Important to note, each unit may only use ONE movement action a turn and must declare that mode before moving.  All troops are moving on a run so far.

Turn 2Soldiers Win InitiativeRPG Tactical - 02

The Scout Veteran kicks it into high gear and sprints to the ramp in the large building.  Meanwhile the Soldier Veteran reaches the elevator of his own building on a simple run and pushes the button to move up one level.

RPG Tactical - 03After a Scout moves to the near edge of the building, we have our first combat as Soldier 1 runs to the right enough to cut the corner and bring a shot to bear.

Target Number is (TN) 6 and the roll modifiers are: +1 Small Arms Skill, -2 Running, -1 Target Movement, -2 Medium Range.  The die roll is 10.  10 – 4 = 6 is a HIT!

The 4AP/4B shot is not impeded by the Infiltration Suit’s 4 Ballistic Armor rating so the Scout takes the full 4 damage, 1 fatigue, and a stun.

Scout 1 sprints to the door to support his wounded comrade.  Sensing an easy mark, the other Soldier moves against the Combat Tech while the Gunslinger moves towards the two Scouts.

Turn 3Scouts Win InitiativeRPG Tactical - 04

NOTE: Since each activation is resolved individually, when an attack is made before an opposing unit has activated yet, use the prior turn’s movement mode for the target modifier.

Forced to act first, the Gunslinger runs to the nearest Scout to unload both Magnums at point blank range.

TN 6.  +2 Skill, -2 Running, -1 Target Movement, -1 Magnum (for a total roll modifier of -2).  Rolls are 7 and 11.  One hit and one miss.

The magnum deals 5 damage and once again the armor does nothing.  Toughness reduces the damage taken by 1.

RPG Tactical - 05The Scout is now pissed and unleashes two Vibro-Sword attacks with his two actions.  This is now an opposed melee roll rather than a simple skill check.

Scout TN 6; +1 Skill, +1 Dex Link, -1 Target Movement. Rolls are 4 and 11.

Gunslinger TN 6; -2 Running.  Rolls are 7 and 9.

In the first combat the Gunslinger gets lucky and scores a counter-strike of 1 fatigue damage.  In the second the Scout solidly defeats the Gunslinger with a total MoS (Margin of Success) of 2 (5 – 3).  The Sword easily tears through the Gunslinger’s flak vest and deals 6 damage! Sword damage + STR/4 + MoS/4 each rounded up and then added.

The Gunslinger needs to make a BOD (body) check to avoid bleeding.  Roll is 7 + 6 BOD = 13.  One short of the required 14.  The Gunslinger is now bleeding from her wounds.

Now that you get the drift of the rules, I’m going to speed up the game play and let the bullets and swords fly fast and furious!

Soldier 1 is content to fire away at his prior target who has not activated yet.  One shot hits solidly, doing 5 damage and starts bleeding.  The wounded Scout now activates and shakes off his stun, walks forward and delivers a short range shot to the GunSlinger.  The laser pistol just misses thanks to prior injuries.

Soldier 2 runs for a shot and fires at the mortally wounded Scout 2 but misses at medium range.

The Combat Tech finally moves out for a shot and unloads a shotgun shell at extreme range towards Soldier 2 and poorly misses.

The Soldier Veteran walks out onto the cat walk and takes two shots at the Combat Tech which surprisingly miss.

The Scout Veteran moves last and walks up the ramp to see the Soldier Veteran across the catwalk.  Both actions are used to unleash three round bursts from his dual SMGs.  Unfortunately at long range, all of the shots miss the mark but no jams result.

At the end of the turn wounds bleed and the Gunslinger fails her consciousness check and slumps to the ground in a heap.

Turn 4Soldiers Win InitiativeRPG Tactical - 06

The Veteran Soldier walks to short range and unloads twice on the opposing leader hitting once for 4 damage.  Scout 1 shakes his stun, walks and fires at medium range dealing 3 damage to Soldier 2.   Soldier 1 and 2 both fire on Scout 1 remaining stationary to do so.  Three of four shots hit delivering a staggering 12 damage dropping the Scout dead.

Scout 2 tries to make something out of nothing, shakes his stun, walks and takes a shot at Soldier 1. The shot hits solidly for four damage.  The Combat Tech runs and pumps the shotgun but misses (Combat Techs are all Tech and no Combat!).RPG Tactical - 08

The Scout Veteran walks forward and opens up his SMGs again with four three shot bursts (don’t worry, each SMG has 50 rounds per clip).  Two shots hit, but one is for double damage thanks to the burst mode.  Once again lucky to avoid jams.  The Veteran Soldier badly fails his bleed check.

The Gunslinger wakes up with a solid consciousness check.  The Soldier Vet fails his own while the opposing Scout leader passes with flying colors.

Turn 5Scouts win InitiativeRPG Tactical - 09

Soldier 2 puts Scout 2 out of his misery with a well placed rifle shot while the Scout can only bleed in response.  The Gunslinger shakes her stun and walks towards cover to tend her bleeding.  Unable to help his commander, Soldier 2 backs up and fires on the approaching “Combat” Tech but misses twice.  The Combat Tech continues her bull rush and finally closes to short range to deliver a shotgun blast that once again misses.

With an unconscious opponent in front on him, the Scout Veteran walks forward and fires down onto the Soldier below.  Both shots hit and grievously injure the Soldier for 9 damage.RPG Tactical - 10

During the end phase the Soldier Veteran wakes up staring at the Scout Veteran’s boots.

Turn 6 Soldiers Win InitiativeRPG Tactical - 11

Soldier 2 has to act first and hits the Combat Tech for 3 damage with a point blank rifle shot.  Her flak vest surprisingly saves her from more serious damage.  The shotgun roars again and this time… also misses.  Soldier 1 fires on the hapless Tech and hits once for 3 damage and starts the bleeding.

With only 1 point of life left, the Gunslinger tries to stem the tide of blood from her numerous wounds but fails her MedTech roll.

The Soldier Vet stands up and fires point blank at his opponent but misses due to extreme weakness from his wounds.  The Scout Veteran uses single shots to deal the killing blow.

Turn 7Scouts Win Initiative

Faced with a killer range, the Veteran Scout opens up with double bursts while stationary on the closest Soldier.  One of his SMGs jams on the first action’s shooting and only one of the following bursts hit for a marginal 3 damage.  That would however be enough for the kill.

In return, the Soldier fires up at the catwalk and hits with one shot which starts a bleeder.  The Tech shakes her stun and runs for cover.  The remaining Soldier walks forward but can’t get to optimum range.  Still, one shot hits and deals the killing blow to the Veteran Scout on the Catwalk.

Faced with a showdown between a bleeding Combat Tech and a slightly wounded Soldier, we call the game.

Notes from the Game

When using Tactical Action Resolution, mark damage during the turn in half filled circles.  After the turn is complete, make your consciousness rolls and then fill them in fully.  That way you will have an easier time remembering what your current injury modifier is.

So what do you think?  RPG be damned, what about some squad level infantry battles to mix in when you get tired of 10m tall BattleMechs?  I think there is definite potential.  Let me know what you think.

Posted under After Action Report