Announcing the very first scenario available at the Scrapyard Armory.
The scenario is based on the MechWarrior: Dark Age novel Masters of War by Michael A. Stackpole. I hope you get the chance to give it a try. I’ve playtested it with my gaming group. I have to admit it is a bit rough on the Clan Wolf player but not impossible. Enjoy!
I want to offer more of these in the future including some scenarios that feature the Warchest system. Stay tuned!
MASTERS OF WAR
SITUATION
Nusakan
Former Prefecture IX, Republic of the Sphere
10 March 3137
Clan Wolf, a coordinated series of raids and invasions is striking at the heart of the Inner Sphere. The Republic is in disarray and quite possibly, may shatter as the Wolves reach for what has evaded every Clan since the initial invasion in 3050, Terra.
Not all is as it seems and Alaric Wolf, a legend among the Wolves, has a personal vendetta to fulfill. While on Nusakan he faces down a full lance against his lone ‘Omni to take back what is rightfully his and further his own agenda.
GAME SETUP
Arrange two Classic Battletech maps as shown below. The West Map is a standard Classic Battletech map. The East Map is River Delta #2.
DEFENDER
The defenders consist of the command lance of the mercenary Colton’s Screaming Demons.
Aynn Colton (Piloting 3, Gunnery 4)
AXM-1N Axeman
Mechwarrior Renalds (Piloting 5, Gunnery 4)
CES-3R Caesar
Mechwarrior Harrison (Piloting 5, Gunnery 4)
BJ-2 Blackjack
Mechwarrior Morgan (Piloting 6, Gunnery 5)
DV-6M Dervish
DEPLOYMENT
The Screaming Demons begin the scenario within three hexes of the right most map edge.
ATTACKER
The attacker is Alaric Wolf of Clan Wolf.
Alaric Wolf (Piloting 2, Gunnery 2)
Mad Cat A
DEPLOYMENT
Alaric Wolf begins the scenario within three hexes of the left most map edge.
SPECIAL CASE RULES
Each side starts the scenario with one EDGE point. EDGE can be used to re-roll any die roll such as a to-hit roll, hit-location roll, etc. The new roll stands and may not be re-rolled again.
The Screaming Demons are infuriated after losing a significant number of ‘Mechs to aerospace fighter strafing runs prior to the trial being called. Alaric Wolf wins initiative automatically the first three turns.
If Aynn Colton’s Axeman is destroyed, the Screaming Demons suffer from a -2 Initiative modifier for the remainder of the game.
VICTORY CONDITIONS
The Cameras are Rolling
Aynn Colton’s Screaming Demons are more bravado than actual fighting skill. Since this fight is pre-arranged, she made sure to alert the local media. The Screaming Demons achieve a partial victory if she performs a successful close combat attack with her hatchet.
The Screaming Demons win a complete victory if they are able to defeat Alaric Wolf.
The Strong Command the Weak
Alaric Wolf is using this battle as a proxy for a Trial of Position. He needs to be able to prove to the units under his command that he is fit to lead them. Alaric achieves a partial victory if he can destroy three of the four mercenaries. Alaric achieves a complete victory if he manages to destroy all the mercenaries.
AFTERMATH
Alaric Wolf put his amazing skill on display and picked apart the opposing Mercenary force one by one until only Aynn Colton remained. In a daring move, Ann attempted to rush the dangerous Clan ‘Omni only to be cut down by Alaric’s deadly array of particle cannons and lasers.
By eliminating the Screaming Demons in combat, Alaric won the battle for the planet and set the table for his next confrontation, one that would test his skills even further.
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Scenario