BATTLETECH MISSIONS PLAYER RULES INTRODUCTION Battletech Missions is an experimental ongoing Battletech campaign. Each player plays the role of a ‘Mech pilot working for a small Mercenary company. Players will develop their pilots over the course of a series of Missions. Each mission will involve a group of 4-6 ‘mechs with a defined set of objectives. Each pilot in the group will receive rewards in the form of C-Bills and XP based on whether or not the mission is successful, whether their ‘mech survives, and so forth. C-Bills are used to upgrade ‘mechs, XP is used to upgrade pilots. GETTING STARTED Each Character starts the game with: ● A Pilot with Gunnery Skill 4 and Piloting Skill 5 ● 2,000,000 C-Bills (2,500,000 C-Bills if they join a faction) ● 15 XP The year is 3025, near the end of the third succession war. Technology is limited to ‘mechs available in the 3039 book. See Available Starting mechs for a list of ‘mechs that the players have access to. Players may also choose a Faction at character creation. This gives a one-time signing bonus of 500,000 C-Bills and opens up additional ‘mech Chassis and abilities. See the Faction Rules for details. SCENARIOS Each Mission is a single game intended for 4-6 players. The players will all form a single team while the GM will run the opposing force(s). Successful completion of a scenario will result in the awarding of a Mission Certificate (“Cert”). This will include XP and C-Bill rewards, as well as pieces of equipment or ‘mech chassis that are now available to the player. Typically, missions will also include a “Bonus Objective”. This could be anything from completing the main objective in a given period of time, gathering some additional intel, capturing an enemy pilot, etc. Completing the Bonus objective will generally involve an extra C- Bill reward, and may also involve the awarding of a “Debrief” Cert on top of the regular mission cert. As with other “Living” campaigns, awards will be assigned a C-Bill cost, and will be made available to all players of a mission. If the player has the C-Bills they can purchase the equipment at any time.
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BATTLETECH MISSIONS
PLAYER RULES INTRODUCTION
Battletech Missions is an experimental ongoing Battletech campaign. Each player plays
the role of a ‘Mech pilot working for a small Mercenary company. Players will develop their pilots
over the course of a series of Missions. Each mission will involve a group of 4-6 ‘mechs with a
defined set of objectives. Each pilot in the group will receive rewards in the form of C-Bills and
XP based on whether or not the mission is successful, whether their ‘mech survives, and so
forth. C-Bills are used to upgrade ‘mechs, XP is used to upgrade pilots.
GETTING STARTED
Each Character starts the game with:
● A Pilot with Gunnery Skill 4 and Piloting Skill 5
● 2,000,000 C-Bills (2,500,000 C-Bills if they join a faction)
● 15 XP
The year is 3025, near the end of the third succession war. Technology is limited to ‘mechs
available in the 3039 book. See Available Starting mechs for a list of ‘mechs that the players
have access to.
Players may also choose a Faction at character creation. This gives a one-time signing bonus
of 500,000 C-Bills and opens up additional ‘mech Chassis and abilities. See the Faction Rules
for details.
SCENARIOS
Each Mission is a single game intended for 4-6 players. The players will all form a single
team while the GM will run the opposing force(s).
Successful completion of a scenario will result in the awarding of a Mission Certificate
(“Cert”). This will include XP and C-Bill rewards, as well as pieces of equipment or ‘mech
chassis that are now available to the player.
Typically, missions will also include a “Bonus Objective”. This could be anything from
completing the main objective in a given period of time, gathering some additional intel,
capturing an enemy pilot, etc. Completing the Bonus objective will generally involve an extra C-
Bill reward, and may also involve the awarding of a “Debrief” Cert on top of the regular mission
cert.
As with other “Living” campaigns, awards will be assigned a C-Bill cost, and will be made
available to all players of a mission. If the player has the C-Bills they can purchase the
equipment at any time.
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MECHS
Players start with a single ‘mech chosen from the available starting ‘mechs list below.
They may not customize that ‘mech unless they have certs saying otherwise. Certs may allow
for the replacement of identical weapons, replace a heat sink, or other similar activities, and will
be given a C-Bill cost.
Pilots only begin the game capable of piloting Light ‘mechs, and must spend XP to
upgrade their pilot’s certification to heavier weight classes.
Bushido (15 XP): Once per scenario you may declare a target for a duel. Attacks against that target are made with a -1 to hit bonus. However, attacks against any other target have a +2 penalty. You may declare your target during any fire declaration phase. These modifiers last until the end phase of the first turn after the designated target retreats or is otherwise defeated or destroyed.
Assault: Victor VTR-9B (7,941,720), Longbow LGB-0W (8,314,671)
Faction Ability:
Tactical Genius (15 XP): Your team wins initiative ties. Additionally, once per scenario you may take any teammates place in initiative if using forced initiative.
Assault: Victor VTR-9B (7,941,720), Stalker STK-3F (7,252,925)
Faction Ability:
For the Chancellor! (15 XP): Once per turn you may take one pilot hit to add +1 to an attack or pilot skill roll after the fact. You must roll for consciousness at the end of that phase normally.
Plays Well with Others (15 XP): Once per scenario, for one turn only, you may declare one other pilot to be your partner and an enemy unit that you can see within 10 hexes as your target. All your and your partner’s attacks against the target have a -1 to hit bonus.