Catalyst 35600 - Chaos Campaign OEF.pdf

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TM
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WARCHEST POINT SYSTEM CAMPAIGN FRAMEWORK
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BATTLETECH TM
TM
CREDITS
Writing : Ben Rome, Paul Sjardijn
BattleTech Line Developer : Herb Beas
Cover Design and Layout : Matt Heerdt
Art : Klaus Scherwinski
Under License From
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©2009 WizKids Inc. All rights Reserved. Chaos Campaign, Classic BattleTech, BattleTech, BattleMech, ’Mech, and WK
Games are registered trademarks and/or trademarks of WizKids, Inc. in the United States and/or other countries.
Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC.
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The information presented in this section can be used to create scenarios
for BattleTech games set during the Jihad or any era.
Players will need the Total Warfare core rulebook published by Catalyst
Game Labs in order to play. Additionally, many of the optional rules use ad-
vanced rules from TechManual , Tactical Operations and Strategic Operations .
Complete record sheets for all BattleMechs, vehicles and aerospace craft that
players can use to recreate scenarios appear in any of the pre- lled Record
Sheet PDFs for purchase found at www.battlecorps.com/catalog, including
BattleTech Record Sheets: 3039, 3050U, 3075 and Project Phoenix: Upgrades (any
of the previously published Record Sheet compilations by FASA and FanPro
can be used). Illustrations and game statistics for most of these units appear
in the various BattleTech Technical Readouts published by
Catalyst Game Labs (or FASA/FanPro).
Players and gamemasters may use HeavyMetal Pro ,
HeavyMetal Vee , HeavyMetal Lite and HeavyMetal Plus
software packages (available from RCW Enterprises) to
print their own BattleTech record sheets. The HeavyMetal
Aero package allows players to print their own AeroTech record sheets,
while the HeavyMetal Battle Armor package allows players to print battle
armor record sheets. Gamemasters and players may also create their own
maps using the HeavyMetal Map program.
As always, the following rules supplement existing rules. They add variety
to and enhance game play, but should not give unfair advantage, and
so gamemasters and players should all agree on any supplemental
rules before using them in play. Similarly, players should feel free to
modify any rule that seems inappropriate for their campaign and/
or for the era. All of these rules are considered Advanced and
may not be used in tournament play.
Mapsheet Terrain: When a terrain type such as Urban,
Wooded or Mountain is mentioned in these rules, the reference
is to the Terrain-Speci c Mapsheet Tables (see p. 263, TW ). If a rule
speci es Light Urban Terrain, for example, it speci cally means the
maps in Table 7: Light Urban Terrain Table on p. 263, Total Warfare .
Unless speci cally stated otherwise in a track, the number of maps
used in play is up to the players involved. However, in general it is recom-
mended that players use a ratio of one map per four units.
Terminology: The following rules use the term unit as it is used in the
TW , to refer to a single battle eld unit such as a ’Mech or vehicle. Force
denotes a large combat formation such as a regiment.
Types of Scenarios: When these rules mention a scenario type such as
Breakthrough, Hold The Line or Hide and Seek, they refer speci cally to
the various types of scenarios in Types of Scenarios (see p. 258, TW ). For
example, if a rule states, “use the Breakthrough scenario,” it means the sce-
nario on page 261 of Total Warfare .
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HOW TO USE THE CHAOS CAMPAIGN
Chaos Campaign rules provides an open-ended campaign frame-
work that easily allows gamemasters and players to use a variety of
published-tracks to create their own unique gaming experiences
using forces of their own creation. Each track that plugs into the
Chaos Campaign rules system (there are no tracks found in this
Chaos Campaign PDF) provides a backstory that ts into the overall
campaign plot. Likewise, each track is set up as a general framework
to assist gamemasters and players in creating the opposing forces and
adding other battle eld e ects speci c to that track. In addition, using
the Warchest Point System, player groups may choose what direction the
campaign takes.
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Because the player group decides which route to take between tracks,
this campaign can be replayed often, with di erent tracks, forces and
even outcomes every time. Gamemasters and players decide how much
detail they wish to go into and may create further scenarios to create sub-
campaigns within the track framework. Ultimately, the route, game play
and depth of detail are up to each group of players.
When determining percentages from the players’ group, the deployed
force should represent a percentage of the total force the players have on
hand. The players’ total force encompasses all units at the players’ disposal,
whether ’Mechs, vehicles, aircraft, battle armor or infantry platoons, not
counting supplemental forces assigned by an employer or granted in the
scenario rules unless speci cally stated otherwise. All tracks base their
percentages on this total pool when determining how large a force the
players may bring into a scenario. The listed percentage the players may
deploy is the maximum component of the players’ total force that should
be used in a given scenario. Players may elect to take fewer forces at their
own discretion.
Gamemasters should always calculate the size of opposing forces using
the players’ deployed force, never the total force the players have at hand.
TRACKS
Tracks for use with the Chaos Campaign rules are found in a variety
of published BattleTech sourcebooks, such as Blake Ascending, Jihad Hot
Spots: 3074, Starterbook: Wolf and Blake , the PDF-only Jihad Turning Points:
Luthien , and so on.
Each track has a fully developed plot line centered on a single event,
but with the opportunity for additional sub-events as players and game-
masters deem necessary. Additional rules allow each event to be run as
a stand-alone scenario or as part of a full- edged and exible mini-cam-
paign. Together, the tracks presented here cover the rst year of the Jihad.
The Warchest Point System section (see p. 3) describes in detail how many
Warchest Points a track costs, additional bonus options that may be used to
add di culty (and as a result, more WP) and optional objectives that net the
players additional WP if attained. Bonuses only accrue if the bonus option is
applied to the track and players attain at least a Partial Victory.
The Additional Hooks section describes possible side plots and adven-
tures in addition to the core event. These hooks can provide ideas for
additional scenarios that can add as much or as little depth to a given track
as desired. The Aftermath section shows additional goings-on as an end
result of the track. Finally, if present, the Next Track section indicates the
next track options from which the players may choose.
Assigning Units
The speci c makes and models of most units a given force may eld—
whether supplemental forces provided by the scenario or the opposing
force—may be determined using the appropriate Random Assignment
Tables. Players lacking access to these sources may alternatively use the
standard Random Assignment Tables on pages 267–271 of Total Warfare .
In setting up forces for the track Another Day, Another C-Bill (found
on page 140 of Blake Ascending) , the players determine that their
total force comprises twelve ’Mechs totaling 20,000 BV (not counting
Piloting skills) and worth 10 million C-bills. The gamemaster decides
to use BV as the standard for building the players’ force, meaning
that the players may not exceed 5,000 BV in selecting their units.
Alternatively, if the gamemaster decides to use a numerical standard,
then the players may select up to three units from their entire force.
If the gamemaster instead uses C-bills as a standard, then the total
value of the players’ force may not exceed 2.5 million C-bills.
Once the players’ force is determined, the gamemaster gures
out the attacking force’s composition. If he used the BV system for
the players, he must also use BV for the attacking force. The track
states that the Attacker must not exceed 75 percent of the Defender
(players’ force), and so the opposing force cannot exceed 3,750
BV (or as close as can be made). Because the gamemaster did not
account for Piloting skills in the players’ force selection, those skills
also will not factor into the composition of the attacking force. The
gamemaster sees that the Fifty- rst Panzers are a Veteran unit, and
so assigns each attacking unit a Veteran skill set using the Average
Skills Table on p. 40, Total Warfare .
Using the Tracks
Chaos Campaign outlines the main event for each track with a brief c-
tional introduction, Game Set-Up (with subsections for each rule set) and
Special Rules .
Each track de nes the force opposing the players based on a percent-
age of the players’ force. This percentage must be applied to whatever
system the gamemaster uses to balance the forces. Gamemasters should
feel free to use any system they prefer, such as Battle Value (see p. 302, TM ),
or balancing based on tonnage, C-bill cost and so on. We also recommend
using the appropriate Random Unit Assignment Tables (RATs) published in
various sourcebooks to assist in designating forces, though no gamemas-
ter should feel restricted to that medium. More detailed recommendations
and guidelines on force selection may be included in each track.
Generic Random Unit Assignment Tables (RAT) appear on pages 267-271
in Total Warfare . Other RATs that appear in current and older publications
are also valid as long as all players agree to their use.
Maps
Unless otherwise described in a track, use a number of mapsheets equal
to the number of sub-forces (the Base Force Size) the players will deploy.
This is accomplished by calculating how many lances, Stars or other sub-
forces the players can make using their preferred organization of infantry
method. Round fractions up. For purposes of this calculation, a platoon is
considered equal to a lance.
Player Force Size
Though this campaign is designed primarily with company-sized or
smaller forces in mind, forces of any size and composition should nd it
equally challenging. The Base Force Size Multipiler, used when calculating
the support points a player’s force receives from its Warchest between
tracks (see p. 3), will adjust for forces of any size. Any type of force-House,
Clan, pirate, corporate security or customized player unit-can participate
in track campaigns.
For example, if the players choose to use a House force, that particular
force might be detached from its parent command to serve as a ready re-
action force. Or Clan players can detach forces from standard commands
to assist the Clan Watch in intelligence-gathering e orts. Ultimately, game-
masters and players decide the details. Once the players have determined
their force’s origins, the gamemaster need only spend a little time adjust-
ing various elements to tailor each track to the players’ campaign, such as
the setting, the identity of the opposing forces and even the time frame.
You decide to deploy 10 ’Mechs in Another Day, Another C-Bill. You
prefer to organize in lances, so your Base Force Size is 2.5, rounded
up to 3. This means the players will use three mapsheets in the track.
If the player had preferred to organize by Star, his Base Force Size
would have been 2, and he would be using two mapsheets instead
during the track.
CAMPAIGN SPECIAL RULES
The Special Rules section of each track indicates which special rules, if
any, apply in that track. The gamemaster may use any of the following rules
in addition to those given for a track if he believes they will add avor and
depth to the campaign.
Opposing Forces
Most tracks list the players’ force and the opposition in terms of percent-
ages as opposed to a speci c roster. This allows individual campaigns
exibility and keeps each track fair and balanced within the story line.
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Force Special Abilities
If players opt to use an existing force previously published in a Field
Manual , they may use that force’s special abilities (if any) throughout the
campaign at the gamemaster’s discretion.
Forced Withdrawal
Unless otherwise noted, units operating under Forced Withdrawal will
follow the rules on page 258 in Total Warfare .
WARCHEST POINT SYSTEM
The Warchest Point System is an abstraction of the rewards and oppor-
tunities that arise out of combat. More than merely a monetary concept,
the Warchest also represents factors such as renown, contacts and being
at the right place at the right time. It represents opportunities, whether to
participate in a particular battle, ght under certain environmental modi-
ers or acquire a BattleMech.
Note: The War Chest nomenclature also appears in Field Manual:
Mercenaries, Revised when generating a mercenary force. However, that
system does not a ect the Warchest Point System .
Crippling Damage
Unless otherwise stated in the Special Rules section, crippling damage
is de ned as follows:
GETTING STARTED
Regardless of how the group comes to the table, the players’ force
begins the Chaos Campaign campaign with 1,000 Warchest Points (WP).
A ’Mech is considered crippled when a side torso location is de-
stroyed; the ’Mech takes two engine critical hits; one gyro and one
engine critical hit; or loses the use of its sensors. Internal structure
damage in three or more limbs and/or two or more torsos, or four
or more pilot hits, also renders a ’Mech crippled, as do the loss of
all the ’Mech’s weapons to damage or ammunition depletion. If
all of a ’Mech’s weapons are destroyed and it can no longer move,
the ’Mech is considered destroyed. The pilot of a destroyed ’Mech
may eject normally.
With the exception of infantry, all of a unit’s weapons are consid-
Warchest and Tracks
Each track has a WP cost that covers the transportation, incidental
costs, connections and reputation required to participate in that track.
This cost appears in the Warchest section of each track and must be paid
before beginning the track. In addition, all tracks have objectives with
a WP value listed in parentheses. Players gain (or lose, if the WP value is
negative) those points if they complete that objective.
Finally, each track includes a set of optional bonuses with a WP value
listed in parentheses. Players gain those points if they choose to sub-
ject themselves to the listed environmental or operational situations. A
player may elect to use all, none or some of the listed optional bonuses.
Players only gain WP from optional bonuses if they attain at least a Partial
Victory for the track.
All these points go in the Warchest. Between tracks, players may use
their WP to increase personnel experience, repair and rearm, and pur-
chase other group abilities or equipment. All WP expenditures must
occur before the beginning of the next track. Players may not spend WP
during a track, even if it is split into a mini-campaign. Keep in mind that
the next track must also be paid for from the Warchest.
ered destroyed if it loses all weapons with a range greater than ve
hexes or if it can no longer cause more than 5 points of combined
weapons damage.
A ProtoMech is considered crippled if all its weapons are lost to
damage or ammunition depletion, or if the pilot su ers four or
more hits. A ProtoMech Point will not begin to withdraw until
three or more of its component ProtoMechs are either crippled or
destroyed, at which point the entire Point must withdraw.
A vehicle is considered crippled if it loses all its armor in a single
location or if all its weapons are destroyed.
An aerospace unit is considered crippled if it su ers a critical hit to
its engine or fuel tank; if all its weapons are destroyed; if the unit
loses more than half its original Structural Integrity; or if its pilot/
crew su ers four or more hits.
An infantry platoon is considered crippled if it loses 21 or more
Warchest Debt
If the players lack enough WP to purchase any tracks available to them,
they may go into Warchest debt in order to participate in the next scenario.
Players may NOT purchase services and equipment on Warchest debt.
As the players gain WP during the track, they can use these points to pay
o the debt until the Warchest rises to a positive number. If debt still exists
after that scenario, players must sell o assets until the force can purchase
its next scenario. Players may not go into Warchest debt twice in a row.
If a force is so far in debt that it cannot pay for a new track, the game-
master may decide that the force is too damaged to maintain ghting
cohesiveness. That force is then “retired” for the remainder of the the
story arc, but may be brought back in future arcs, as determined by the
gamemaster or player agreement. Another option is to have the force
spend a large amount of time repairing and re tting, forfeiting an entire
track in order to carry out the necessary repairs. If a gamemaster decides
on this course of action, the players may re-enter the current campaign
arc at a point beyond the track where they got stuck. To do this, choose a
track from the options presented under the Next Path guidelines for the
track the players would have carried out. In addition, the gamemaster
will select one of the optional bonuses listed in the Warchest section and
apply it to the track, but the players will not receive the bonus WP. If the
players or gamemaster select additional options, the players receive WP
for them as normal.
troops (16 or more for jump platoons). If deploying infantry
squads, a squad is considered crippled if it loses 5 or more troops.
A battle armor unit (Point or squad) is considered crippled if it
loses half or more of its members.
Vehicles and BattleMechs that are immobilized—usually through
motive, leg or gyro damage—are shut down and typically aban-
doned (though abandonment places the crew at the mercy of
the battle eld). Only the most fanatical crews or those in dire cir-
cumstances will continue to ght. Likewise, only orders from the
highest possible source will prompt an immobilized element not
to withdraw from combat.
Salvage
Salvage is the taking of destroyed/crippled equipment remaining on
the battle eld at the end of a track. In linked scenarios, salvage may not
occur until the end of the mini-campaign.
In general, and unless a track’s special rules state otherwise, players
who achieve at least a Partial Victory in a track may claim all battle eld
salvage in any area where their units participated. Players may not claim
salvage after battles in which they did not participate.
Salvage may be sold at half the unit’s normal list price. Alternatively,
vehicles, ’Mechs and other salvaged units may be repaired using the
Warchest system, or by converting Support Points to C-bills and using the
appropriate rule set to buy such repairs by spending the C-bill cost of all
repaired or replaced equipment.
Players interested in more detailed Salvage rules can nd them begin-
ning on page 191 of Strategic Operations .
WARCHEST POINTS BETWEEN TRACKS
In order to use WP between tracks, players must convert them to
Support Points (SP). To do this, first determine the Base Force Size
Modi er. This modi er remains constant throughout the campaign, even
as the players’ force expands or decreases in number. To nd the modi er,
players should calculate how many sub-forces they can make using their
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