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Page 1: KINGS AND PAWNScsha.roosterville.net/2004_Kings_and_Pawns.pdfniac quest for power and respectability. More than Word of Blake’s suspected involvement with the shift of power on Hall,
Page 2: KINGS AND PAWNScsha.roosterville.net/2004_Kings_and_Pawns.pdfniac quest for power and respectability. More than Word of Blake’s suspected involvement with the shift of power on Hall,

KINGS AND PAWNS

2

© 2005 WizKids LLC. All Rights Reserved. Combat Operations, Classic BattleTech, BattleTech, ’Mech, BattleMech, Classic BattleTech RPG, AeroTech 2, BattleForce 2 and WK Gamesare registered trademarks and/or trademarks of WizKids, LLC in the United States and/or other countries. No part of this work may be reproduced, stored in a retrieval system, ortransmitted in any form or by any means, without the prior permission in writing of the Copyright Owner, nor be otherwise circulated in any form other than that in which it is pub-lished. Printed in the USA.

Published by FanPro LLC o 1608 N. Milwaukee o Suite 1005 o Chicago, IL 60647

Find us online:[email protected] (e-mail address for any Classic BattleTech questions)http://www.mwdarkage.com/ (official MechWarrior: Dark Age web pages)http://www.classicbattletech.com (official Classic BattleTech web pages)http://www.fanpro.com (FanPro web pages)http://www.wizkidsgames.com (WizKids web pages)http://www.fastforwardgames.com (online ordering, sales and distribution)

WritingBad Blood

Loren Coleman

Additional Writing Ray ArrastiaHerbert A. Beas IIJason RobinetteScott “Clutch” TaylorJason Weiser

Product DevelopmentHerbert A. Beas IIJason Robinette

With assistance fromRaymond ArrastiaAnthony HardenburghJason Weiser

Product EditingHerbert A. Beas II

BattleTech Line DeveloperRandall N. Bills

Production StaffArt Direction

Herbert A. Beas II

IllustrationsRay ArrastiaTom BaxaHerbert A. Beas IIEarl Geier

LayoutRay Arrastia

Cover DesignRay Arrastia

Special ThanksTo Randall Bills, Loren Coleman, Jason Robinette,Scott Taylor, and Chris “Bones” Trossen, for theirimpulses to get this done. Also to the guys atCamoSpecs Online and Iron Wind Metals, and—ofcourse—the FanPro Commandos, for volunteering(in -advance) to make this event a memorable one,and for keeping the BattleTech dream alive and inliving, three-dimensional color.

Jason Robinette would also like to thank Loren“Rumor” Coleman, Herbert Beas, Robert “Pidge”Pigeon, and the CamoSpecs Online crew, as well asMike Stackpole, for being a friend and supporter inall things BattleTech, and Scott “Clutch” Taylor andhis corps of dedicated Commandos.

CREDITS

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Outside HarneyHall, Chaos March11 October 3067

Someone had made a big mistake. Colonel John Marik-Johns cranked his control sticks hard over,

leaning his Warhammer to the side as a fast-strike lance torethrough the Third Dismal Disinherited’s western flank.

A pair of Bloodhounds hammered in, scattering a disjointedarmor company and chasing down a Striker light tank having troubleon the muddied fields near Harney. Right behind followed anancient Shadow Hawk, pounding away with its autocannon and missiles, and a much newer Eagle with its large laser cutting at afleeing Disinherited Hunchback.

Behind them rolled a fresh, heavy company of mixed armorbelonging to the Fourth Hussars and “Emperor” Baranov’sRepublican Guard.

Marik-Johns heard one of his younger company commanderscalling out for support. Knew there was no one left on this side ofthe field in position to help.

The colonel side-walked the new Warhammer design, pullinghis crosshairs far over even as he swung the ’Mech’s right arm backthe way he’d come. “Steady up and at them!” he called, caressingthe trigger, and a white-bright flare spewed out from the particle projector cannon which made up the entirety of that arm.

It threw a snaking stream of manmade lightning at the leadBloodhound. Blasting and tearing and melting armor all along its leftside into ruin.

Two of his irreplaceable Bandit hovercraft streaked by on eitherside of the Warhammer as Marik-Johns completed his turn, takingthe lead as the Disinherited’s commander raced back to the aide ofhis men. More of the light armor also flocked to him like metal filings to a lodestone. It wasn’t a great deal to throw in front of theadvancing forces, but it would have to be enough.

A fighting retreat had to be one of the hardest maneuvers topull off well, simply because there was no way to really practice ituntil it happened to you on the field. The chaos and fear that settledinto your gut as the enemy continued to press. And when they hada real, burning hatred for you — for your name — there was that constant specter looming behind that whispered a promise of noquarter, no reprieve.

Bad blood.That’s what it came down to. More than Baranov’s megaloma-

niac quest for power and respectability. More than Word of Blake’ssuspected involvement with the shift of power on Hall, or the AlliedMercenary Command’s directive to stand in the way of a Blakisthegemony. The Fourth Oriente Hussars were on planet, and theywould take any free shot at Marik-Johns if for no other reason thanthey hated the Mariks. Any Marik. If their own Captain-General stoodupon the field, it would be difficult to say which direction they’dshoot. But at the moment there was no such contest. Marik-Johnswas here, and Thomas Marik was not. Worse, he was a rogue Marik.Outside of the League.

Fair game, so far as the Hussars cared.

The Hunchback had swung back onto the attack, bearing upunder the brunt of the League offensive in an effort to protect hiscommander. Its assault-class autocannon thundered across thebattlefield, pounding at the already-damaged Bloodhound. A second volley. A third.

That one cracked through the wound sliced deep into the sideof the League ’Mech. Pounded the engine shielding into scrap as itgutted the entire left-side chest cavity.

The ’MechWarrior saved his life and his machine by droppingdampening fields over the fusion reactor, but the BattleMech waslost to this fight, falling over with smoke belching out in sooty piles.

Marik-Johns had already switched his attention to the ShadowHawk. A venerable design, it was still the larger and likely moredeadly machine being pushed forward. Missiles rained down overthe Warhammer, striking deep into his chest, shoulders, and arms.The Hawk’s autocannon hammered away more armor into shardsand splinters.

BAD BLOOD

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BAD BLOOD

But a Warhammer was no easy target. Good armor and betterweaponry. His twin PPCs blazed, throwing scourging energy whips atthe advancing BattleMech, carving it away a ton of armor at a time,drawing a series of red-tinged wounds across its legs and lower chest.

Which was when the Bandits pounced.Ignoring the onrushing armor, the hovercraft slid in at the

Shadow Hawk’s side, medium lasers spearing a fury of red-hot dartsinto the stricken BattleMech. When Marik-Johns took the Hawk’s lega moment later, they did not let up. They rode the kill to the ground,still attacking. Still slicing and stabbing with their gem-bright scalpels.

Even after the ungainly machine had bounced to a rough stopagainst the ground, the hovercraft simply walked their laserfire rightup the side of the Hawk to spear ruby-red light through the head, thecockpit, and the MechWarrior.

Bad blood on both sides.“Back,” Marik-Johns ordered, now that the Hunchback had

staggered back to the colonel’s side. “Best speed and away!”Both Bandits raced off, leading the straggling armored column,

and none too soon. The armored company pressing in from the westoverran the downed Shadow Hawk and set a hard line that wouldhave taken more lives. The surviving Bloodhound and the Eaglereigned themselves in rather than face the Warhammer’s fury. Butthey’d advance again as soon as they had the numbers. As soon asthey felt they could deal with Marik-Johns.

Time enough to escape this mess. Time enough to repair andrefit and reset his own lines. This wasn’t over yet. The FourthHussars had come spoiling for a fight, and the Third DismalDisinherited has decided to give it to them.

Yeah. Someone had made a big frigging mistake.John Marik-Johns prayed it had not been him.

PLOT SUMMARYIn late 3057, the Lyran Alliance seceded from the Federated

Commonwealth in the face of a combined assault by the forces ofHouses Marik and Liao. As FedCom authority collapsed throughoutthe region, and the Capellan-Free Worlds invasion forces abruptlyhalted their advance mere months later, the Sarna March — once avital hub for trade and political exchange between the now-dividedhalves of the Commonwealth — fell into anarchy, creating the newlyre-christened Chaos March.

At almost the same time, the Word of Blake, ComStar’s radicalsplinter faction, successfully reclaimed Terra itself, ejecting theirsecularized brethren from humanity’s homeworld in a single, bril-liantly executed surprise attack. Over the years since, the Word ofBlake emerged as a pre-eminent power in the embattled ChaosMarch, with Blakist forces gradually gaining ground by restoringorder to worlds still unclaimed by the nearby Great Houses.

Alarmed by the expansion of Blakist ambitions beyond Terra,Jaime Wolf of the Wolf’s Dragoons announced the formation of theAllied Mercenary Command in 3065, centered on the independentmercenary world of Outreach in the heart of the Chaos March. Asthe FedCom Civil War — the inevitable outcome of the Lyran seces-sion — raged on, the AMC and the forces of Blake clashed repeat-edly over several worlds throughout the nearly forgotten March.

For the Chaos March world of Hall, the close of 3066 broughtthe final acts of a decade-long struggle between “Emperor” WilliamBaranov (of the late-AFFC’s Fourth Republican Guard RCT) and hischief rivals, led by Count McNally, came to a close when Baranov’sRepublican Guard, supported by the Stealthy Tigers mercenary com-mand, finally overwhelmed McNally’s forces, and won a tenuouscontrol over Hall.

McNally’s surviving forces, the mercenary Burton’s Brigade,however, quickly allied themselves with the arriving Third DismalDisinherited (Johns’ Hostile Hellraisers), joining the ranks of theAllied Mercenary Command, who arrived as part of an effort to rein-force the neutral Com Guard troops still stationed on Hall. Unable tofinish off McNally’s last loyalist force, and forced to accept theadded garrison forces of the AMC and the Com Guard, EmperorBaranov nonetheless seemed content to settle for what control overHall he had finally attained.

But, much to the surprise of the AMC-Com Guard troops, in thesummer of 3067, Emperor Baranov unleashed a political bomb-shell. Contrary to everyone’s expectations, the Emperor declared on28 August that his provisional planetary government had invitedtroops from the neighboring Free Worlds League to come and claimHall in the name of the League. The move would willingly placeBaranov’s own hard-fought fiefdom under the nominal authority ofHouse Marik.

In addition, Baranov added, the installation of League authori-ty would mean that the services of ComStar were no longer needed,nor were those of the Allied Mercenary Command. In one fell swoop,Baranov’s shift of allegiance would force his remaining rivals —ComStar and McNally’s holdouts in Burton’s Brigade — off Hall.Though shocked and outraged, the Com Guard forces bowed to theapparent legitimacy of Baranov’s proclamation.

The AMC forces, however, remained unconvinced. AllegingWord of Blake involvement in facilitating “this travesty of justice”,the Third Dismal Disinherited’s commander, Colonel John Marik-Johns, defied Baranov’s order to evacuate Hall pending the arrivalof a “recognized League authority”.

On 4 October 3067, the Free Worlds League’s Fourth OrienteHussars arrived in the Hall system, immediately proclaiming theworld a holding of the Free Worlds League, and repeating Baranov’sultimatum to the AMC forces. Faced at last with the proof of HouseMarik’s intention to claim Hall, Colonel Marik-Johns nonethelessignored the warning, continuing to insist that the transfer of authorityon Hall was a Blakist trick.

On 11 October, as the first Fourth Hussars DropShips burned intoward the spaceport at Hall’s capital at Harney, the AMC mercenaries struck. Colonel Marik-Johns, citing the questionableloyalties of the Hussars, hoped that a decisive victory near Harneywould shatter the League regiment’s resolve and end the “sham” ofHall’s transfer once and for all. But rather than crumble at the interdiction of the mercenary forces, the Fourth Hussars, supportedby elements of the Stealthy Tigers and Baranov’s Republican Guard,drove off the Disinherited ’Mechs.

Hall was once again at war.

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Kings and Pawns, the Battle for Hall, is a set of three scenariosdetailing the battles between the Allied Mercenary Command forcesof the Third Dismal Disinherited (Johns’ Hostile Hellraisers) andBurton’s Brigade against the combined forces of Hall’s de factoruler, “Emperor” William Baranov, which includes the remnants ofthe former FedCom’s Fourth Tikonov Republican Guard, the StealthyTigers mercenary command, and the Free Worlds League’s FourthOriente Hussars.

SETTING UP SCENARIOSThe scenarios presented here are intended for play on both

Classic BattleTech hexmaps and on terrain. When running the scenarios on terrain, however, efforts should be made to establish atleast a loose correlation between the layout of terrain features andthe mapsheet layouts given in each scenario’s Game Set-Up section.

Warrior SkillsAll MechWarrior and

vehicle crew skills listed inKings and Pawns presentthe unit’s Gunnery andPiloting skills, respectively.(So, a unit given a 3/5would have a base Gunneryskill of 3, and a basePiloting skill of 5).

AmmunitionAll units involved in

Kings and Pawns use thestandard ammunition typefor their weapons, with thefollowing exceptions:

Units equipped with LB-X autocannons may makeuse of standard and/or cluster munitions.

Units equipped withArtemis Fire Control Systemsautomatically make use of Artemis-equipped missilemunitions.

Units that are part of alance in which one element usesa Narc missile beacon may makeuse of Narc-equipped missiles, unless the unit in question features an Artemis system.

Units equipped with Arrow IV missile launchers may use eitherstandard or homing missiles.

FORCED WITHDRAWALTo preserve their strength for future campaigns, the various

BattleMech forces committed to this campaign are mindful of thescarcity of supplies throughout the Chaos March after so manyyears of conflict and in the wake of the FedCom Civil War. Thus, inall of the scenarios of this campaign (unless otherwise noted), allunits (regardless of faction) that are considered crippled in battlemust withdraw at once to the nearest home edge for their faction.

For the purposes of this rule, BattleMechs are considered crippled if the suffer the loss of a side torso, two sensor critical hits,2 engine critical hits, 1 gyro critical hit, 4 or more pilot hits, lose oneleg or both arms, or suffer the loss of all weapons (either throughdamage or exhaustion of all ammunition).

Vehicle units are considered crippled if all armor in any onelocation is destroyed, if their movement rate is reduced to half theirstarting Cruise/Flank speeds (or less, to a minimum of 1 Cruise

MP), or if all weapons are destroyed orrun out of ammunition (counting

jammed weapons as destroyed, forcombat purposes).

Infantry units are consid-ered crippled if they reduced toless than fifty percent of theirstarting troop strength.

Note that any vehicle orBattleMech unit that is immobilized and cannot use anyof its weapons (either due todamage or ammo depletion) isconsidered destroyed for scnario purposes. Units that are immobi-lized but still possess activeweapons may attack normally.

All units that are forced towithdrawal must proceedimmediately to their home edgeof the playing area, using thefastest—yet safest—mode of travel possible (e.g., aBattleMech with a damagedgyro may retreat using walkingMPs, as the safest mode oftravel available, while anotherwithdrawing BattleMech suffering only from the loss ofboth arms may employ runningor jumping movement).Withdrawing units may fire onany hostile unit that enters their

forward weapons arc, or change course to get around hostile unitsattempting to block their retreat, in order to reach the “safety” oftheir home edge. Withdrawing units may not, however, make anyphysical attacks while in the process of retreating, nor may they actas spotters for friendly indirect fire.

GENERAL CAMPAIGN RULES

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SITUATIONThird Dismal Disinherited Compound,

Austin Badlands, Hall3 October 3067

The Third Disinherited’s unauthorized attempt to interdict thearrival of the Fourth Oriente Hussars drew harsh retaliation from theFourth Hussars’ commander, Colonel Fleur Lewis. Citing the FreeWorlds League’s now-legitimized claim to Hall, Lewis presented onelast ultimatum to the mercenaries: leave Hall within thirty-six hoursor die.

For Colonel John Marik-Johns, the challenge was more direct.Knowing the Fourth’s simmering hatred for the Marik family, hecaught the implied threat in Lewis’ demands, The Fourth would relish a direct battle with the Third, if only to take out their commander, whose very name echoed a bloodline they despised.The fact that Marik-Johns was a mercenary only made the kill politically acceptable back in the League.

Yes, Marik-Johns knew, the Fourth wanted this fight, just asmuch as he did.

Just as much as he also knew they would not wait the full thirty-six hours to strike, either.

When the first wave of Hussars forces came for theDisinherited’s field bases, however, even Marik-Johns could not conceal his outrage. Determined to make the mercenaries pay fortheir interference, the League troops struck first at the Hellraisers’undefended barracks in the partly evacuated Austin Badlands base.Within minutes, the base came under fire from a heavy lance ofHussars BattleMechs.

Worse still, only one light lance stood between the Leagueattackers and the dependents and support staff for a full companyof Disinherited troops.

GAME SET UPIf played with mapsheets, this scenario uses the standard

BattleTech mapsheets, laid out as shown. The Third Disinherited’shome edge is the north edge of the left mapsheet, while the FourthHussars enters the map from the south edge of the right mapsheet.The Disinherited units must begin this scenario within four hexes oftheir home edge.

ATTACKERThe attacking force consists of elements of the

Fourth Oriente Hussars (Stonewall Lance).

Fourth Oriente Hussars, Stonewall LanceLieutenant Kurt Bracewell (Piloting 5, Gunnery 4),

Tempest TMP-3MDona Barret (Piloting 4, Gunnery 4), Orion ON2-MAlejandra Leeson (Piloting 5, Gunnery 3), Perseus P1Santos Brendon (Piloting 3, Gunnery 4),

Grand Crusader GRN-D-02

DEFENDERThe defending force consists of elements of the

Third Dismal Disinherited (Hawk Lance).

Third Dismal Disinherited, Hawk LanceCaptain Petra Williams (Piloting 2, Gunnery 3),

Shadow Hawk SHD-5DZachary Quellette (Piloting 3, Gunnery 2), Phoenix Hawk PXH-7SStefanie Carmichael (Piloting 2, Gunnery 4), Battle Hawk BH-K305Shane Danzy (Piloting 4, Gunnery 4), Night Hawk NTK-2Q

VICTORY CONDITIONSThe Dismal Disinherited forces must hold the line and buy time

for their comrades’ departure at the base to the north. To reflect

SCENARIO 1: EVACUATION!

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EVACUATION!

this, the Disinherited units must keep the Fourth Hussars occupiedfor a minimum of 10 turns. At the beginning of each turn after turn10, the defender may roll a d6, ending the scenario on any result ofa 4 or higher. If, before this time, one side or the other has withdrawn or been destroyed, the scenario ends.

Once the scenario ends, consult the Victory Table below forscoring. Note that if either force is destroyed before the tenth turn,the surviving force is considered to have played for a full 10 turns,for the purposes of awarding victory points by the table below.

VICTORY TABLE

Victory PointsCondition (Attacker/Defender)Each Attacking ’Mech -10/+10

Destroyed/CrippledEach Defending ’Mech +25/-25

Destroyed/CrippledEach complete turn -10/+10

(starting with turn 5) that at leastone Defending ’Mech remains active

Each turn that the Attacker does not have 0/-5LOS to at least one Defending ’Mech

Final Score Victory Level60 or better Complete Victory

35 to 59 Partial Victory15 to 34 Pyrrhic Victory-5 to 14 Marginal Defeat-30 to -6 Partial Defeat

-31 or less Utter Defeat

Example: Dave (Attacker) plays against Mike (Defender). Davetakes out two of Mike’s ’Mechs, and a 4+ is rolled on turn 11. Mikedid not destroy any of Dave’s ’Mechs. Mike only had one turn wherehe cowered in fear, obscuring all of his ’Mechs. Dave scores 50points for his kills, and -70 points for the game’s duration. Mikescores -50 for his losses, -5 for the turn he was hidden, and +70points for the turn points.

Final score: Mike 15 (Pyrrhic victory); Dave -20 (Partial Defeat)(One more loss by the Defender would have swung the game theother direction!)

SPECIAL RULESThe following special rules apply to this scenario.

Forced WithdrawlThe forced withdrawal rule is in effect for both the attacker and

the defender.

Third Dismal DisinheritedIf, at the beginning of a round, more than two thirds of the Third

Dismal Disinherited’s ’Mech complement is jump-capable (e.g. the’Mech possesses a minimum of 1 Jumping MP), the Disinheritedplayer gains a +2 bonus to Initiative rolls.

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SITUATIONLexicon PowerCorp Complex,Fort Lexington, Hall5 October 3067

Enraged by the Hussars’ attack against non-combatants in theAustin Badlands, Colonel Marik-Johns, established commander ofthe allied mercenary forces on Hall, immediately ordered all surviv-ing Disinherited commands to gather at the AMC command postnear the city of Rockfall Maze on the Farnorth continent.

From there, Marik-Johns outlined a hasty plan meant to cripplethe planetary infrastructure in a way that would force the FreeWorlds League—and, presumably, any Blakist backers to what hecontinued to call an “illegal invasion”—to invest vast resources intoreconstruction. Coupled with the Burton’s Brigade, the Disinheritedwould make several determined strikes against the various powercomplexes and fuel refineries across the region.

Although some within both commands initially balked at the“scorched earth” strategy, Marik-Johns emphasized that the targetswould be chosen carefully, with strict instructions given to all attackforces to minimize civilian casualties. In weakening Hall’s infra-structure, Marik-Johns argued, Emperor Baranov’s tenuous grip onthe planetary government could easily falter. With luck, the destruc-tion would then enable others—such as the remains of CountMcNally’s resistance—to mount an effective coup that would finallytopple the ex-Lyran officer turned tyrant.

Either way, as far as Marik-Johns was concerned, Baranov andhis Blakist friends would pay for every meter of Hall they took, oneway or another.

GAME SET UPIf played with mapsheets, this scenario uses four BattleTech

mapsheets, two of which are the Military Base sheets, laid out asshown. These mapsheets represent the Lexicon PowerCorp complex, a sophisticated fission power plant that supplies energyfor most of the eastern seaboard of the Farnorth continent on Hall.Hexes 0112 and 0908 of Military Base #1, and hex 0509 of MilitaryBase #2 represent the key control structures for the facility, includingcooling chambers and the like. Each of these buildings stand 1 leveltall, and has a CF of 50, 55, and 60 points, though which buildinghas which CF is up to the defender and should be written down insecret prior to play.

Before placing any additional mapsheets, the defending playermust set up his forces. Once that is done, the attacking player maychoose either the northern or southern edge of the Military Basemapsheets and place both Drop Port mapsheets along that edge (solong as both mapsheets are placed on the same side and theirplacement follows the rules for laying mapsheets (see p. 109,BattleTech Master Rules, Revised). The attacking player’s force willenter the map from the edge corresponding to the side of theMilitary Base mapsheets where the Drop Port mapsheets wereplaced (so if the Drop Port mapsheets are laid out on the north sideof the map, the attacker may enter from the north edge of the map).

The defending player’s forces consider the opposite map edgeto be their home edge, for purposes of forced withdrawal rules.

ATTACKERThe attacking force consists of elements of the

Third Dismal Disinherited’s Able Battlaion:

Junkyard LanceCaptain Ian Wymore (Piloting 3, Gunnery 2), Dragon DRG-1CLester Cincotta (Piloting 4, Gunnery 3), Ostsol OTL-7M Roberto “Dave” Giorgi (Piloting 3, Gunnery 4), Quickdraw QKD-8K Patricia Vargo (Piloting 4, Gunnery 5), Kintaro KTO-18

Fade LanceSam O’Callaghan (Piloting 3, Gunnery 5), Stealth STH-1D Yunsha Xiu (Piloting 5, Gunnery 4), Scarabus SCB-9A Lewis Brisson (Piloting 2, Gunnery 3), Assassin ASN-23Shane Danzy (Piloting 3, Gunnery 4), Arctic Fox AF1A

Pillar of Stone LanceCandy Simmons (Piloting 2, Gunnery 3), Hellspawn HSN-8EVernon Moy (Piloting 5, Gunnery 4), Rifleman RFL-8D Pedro Hakim (Piloting 5, Gunnery 3), Whitworth WTH-2A

Elements of Striker LanceLieutenant Therese Baeza (Piloting 5, Gunnery 4), Scorpion SCP-12S Susanne Heck (Piloting 6, Gunnery 4), Hunchback HBK-4P

DEFENDERThe defending force consists of elements of the

Stealthy Tigers mercenary command, under contractwith Emperor Baranov, supported by elements of

Baranov’s Republican Guard:

Mauler LanceMajor Wesley Eberhardt (Piloting 5, Gunnery 3), Banshee BNC-3S Maribel DeYoung (Piloting 6, Gunnery 3), War Dog WR-DG-02FCCorey Rublee (Piloting 4, Gunnery 5), Centurion CN9-ADean Ashton (Piloting 4, Gunnery 4), Grasshopper GRH-5H

Deep Claw LanceLieutenant Johnny “Rain of Fire” Benhke (Piloting 2, Gunnery 3),

Archer ARC-8M Douglas Kent (Piloting 6, Gunnery 4), Stalker STK-3FGeorge LaDuquette (Piloting 4, Gunnery 4), Thunderbolt TDR-9MIsabelle Lewis (Piloting 5, Gunnery 4), Bombardier BMB-10D

Elements of Jaguar LanceJenifer Almeda (Piloting 3, Gunnery 3), Vindicator VND-1R Derrick Vanzant (Piloting 5, Gunnery 4), Starslayer STY-3C

SCENARIO 2: POISONING THE WELL

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POISONING THE WELL

Republican Guard Armor LanceSergeant Franklin Younan (Piloting 4, Gunnery 4),

Patton (Ultra Variant) Tanker Crew Seskii (Driving 5, Gunnery 4), ManticoreTanker Crew Jones (Driving 5, Gunnery 3), VedetteTanker Crew Brown (Driving 3, Gunnery 4), Vedette

VICTORY CONDITIONSThe attacker’s goal in this scenario is to destroy the three key

structures within the power plant complex and withdraw withoutcasualties. The defender must prevent this by destroying or drivingoff the attacking forces. This scenario ends when the final attackingunit either leaves the board or is destroyed, or when all defendersare destroyed. At that point, victory points should be awarded asindicated in the Victory Table below.

Note that if the Attacker succeeds in clearing the field of allDefending units (either through destruction or forced withdrawals),the Attacker should score the scenario results as though all objective buildings have been destroyed as well.

SPECIAL RULESThe following special rules apply to this scenario.

FORCED WITHDRAWALThe forced withdrawal rule is in effect for both the attacker and

the defender.

THIRD DISMAL DISINHERITEDIf, at the beginning of a round, more than two thirds of the Third

Dismal Disinherited’s ’Mech complement is jump-capable, the forcepossesses a +2 Initiative bonus.

ELECTROMAGNETIC INTERFERENCE (EMI)The Lexicon PowerCorp plant is a sophisticated complex capa-

ble of generating gigawatts of electrical energy per hour. As a sideeffect, however, the proximity of the various capacitors, transform-ers, and the like generate enormous electromagnetic interferencethat hampers sensors and communications for BattleMechs andvehicles. To reflect this, throughout this scenario, all units suffer a+2 to-hit modifier for weapon attacks, and rolls on the Missile HitsTable suffer a -2 modifier. Additionally, all active probes are ren-dered useless throughout this scenario, while all ECM fields func-tion as though they have double their standard effective range.

VICTORY TABLE

Victory PointsCondition (Attacker/Defender)Each Attacking ’Mech -15/+15

Destroyed/CrippledEach Defending unit +5/-5

Destroyed/CrippledEach Objective destroyed +20/-20All three Objectives destroyed +50/-50No Objectives destroyed -50/+50

Final Score Victory Level140 or better Complete Victory

90 to 135 Partial Victory40 to 85 Pyrrhic Victory-85 to 35 Marginal Defeat

-90 to -135 Partial Defeat-140 or less Utter Defeat

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SITUATIONSouth Harney, Hall9 October 3067

The damage done to Hall’s infrastructure by the AMC forces sententire regions of the planet into chaos, leaving hundreds of thousandsof citizens without power or communications and weakening the public’s already flagging faith in Emperor Baranov’s ability to effectively govern and defend his world, even with support from theFree Worlds League. Baranov’s propaganda machine, however, threwblame back at the feet of the Allied Mercenary Command, pointing outMarik-Johns’ “baseless” accusations of Word of Blake involvement inHall’s transference to Free Worlds control.

Painting himself as a leader desperate to find a better life for aworld racked by endless conflict, Baranov’s remarks hit home withmillions across the planet. Surely, Hall—and its leader—were the victims here, not of some Blakist agenda, but of a scheme by theWolf’s Dragoons and their AMC cronies to impose their own brand oforder on the Chaos March. After all, it was the Disinherited who firedthe first shots this time, with their pre-emptive strike on the incomingFourth Hussars, was it not? But while the people bought intoBaranov’s rhetoric, however, Marik-Johns remained convinced thatthe Blakist connection could be exposed.

Thanks to intelligence gathered fromsome of Count McNally’s surviving opera-tives in the capital suburbs of SouthHarney, an opportunity to do just that presented itself before long. Positivelyidentifying several known Blakist operatives in the South Harney suburbs,working closely with government officialsas well as the military operations commands in the area, capturing theseindividuals or any hard data to prove theirpresence and activities would prove therighteousness of the AMC’s opposition tothe people of Hall.

Even if pulling it off meant venturinginto the proverbial lion’s den.

GAME SET UPIf played on mapsheets, this scenario

uses the following maps: Desert Mountain#1, Desert Mountain #2, Desert Sinkhole#1, Desert Sinkhole #2, two CityTechMaps, the BattleTech Map, Desert Hills,and City Ruins. Lay out the mapsheets asshown below. In addition, the defendermust place counters for buildings in eachof the following locations, representingthe key objectives of this scenario:

Ammunition Depot: 4 Medium Buildings (CF 25, 1 level tall) — west CityTech mapsheet, hexes 0808, 0809, 0909, 0910

Repair Facilities: 4 Medium Buildings (CF 40, 2 levels tall) — east CityTech mapsheet, hexes 0708, 0710, 0908, 0910

Administration Building: 1 Heavy Building (CF 70, 1 level tall) — City Ruins mapsheet, hex 0304

University Buildings: 2 Medium Buildings (CF 40, 1 level tall) — City Ruins mapsheet, hexes 1109, 1208

Research Center: 1 Medium Building (CF 40, 1 level tall) — City Ruins mapsheet, hex 0315

In addition, the defending players should place counters for fivemore heavy buildings (CF 90), fifteen more medium buildings (CF50), and twenty-five more light buildings (CF 15), on any pavedhexes in the map area. These additional buildings may stand anywhere from 4 to 8 levels in height.

The attacking players’ forces will begin this scenario by enter-ing from the northern edge of the map, with the Dismal Disinheritedplayer entering via the Desert Sinkhole #2 mapsheet and theBurton’s Brigade entering via the BattleTech mapsheet. The defend-ing forces will enter from the south edge, with the Hussars comingin through the Desert Hills mapsheet, and the Tigers approachingthrough the Desert Mountain #2 mapsheet. Baranov’s defendingforces enter from the south via the Desert Sinkhole #1 mapsheet.

SCENARIO 3: THE LION’S DEN

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THE LION’S DEN

ATTACKERThe attacking force consists of elements of the Third Dismal

Disinherited’s Baker Battalion and the Burton’s Brigade mercenarycommand. Note that each force should be commanded by a different player (see the Multiple Factions special rule below):

Burton’s BrigadeCaptain Elly Burton (Piloting 3, Gunnery 3),

Cyclops CP-10-Q ##Amado Flockhart (Piloting 5, Gunnery 4),

Guillotine GLT-4LBuck Nitzvilla (Piloting 4, Gunnery 4), Charger CGR-1A5

Lieutenant Thanh Bondanza (Piloting 5, Gunnery 3), Javelin JVN-10F

Delmer Eriks (Piloting 4, Gunnery 4), Commando COM-2DRob Fieselman (Piloting 5, Gunnery 4), Cicada CDA-3F

Hugh Magallon (Piloting 4, Gunnery 4), Enfield END-6J Cinda Malich (Piloting 5, Gunnery 4), Dragon DRG-1C Tawanna (Piloting 3, Gunnery 4), Grasshopper GHR-5J

Sergeant Tory Belitz (Driving 3, Gunnery 4), Savannah Master Hovercraft

Corporal Trenton (Piloting 4, Gunnery 4), Cavalry (Infantry Variant) Corporal Quent (Driving 5, Gunnery 3), Hunter Light Support TankCorporal Wolf (Driving 5, Gunnery 4), Manticore Heavy Tank

Third Dismal Disinherited ElementsColonel John Marik-Johns (Piloting 3, Gunnery 2),

Warhammer WHM-8D ##Jason Robinette (Piloting 5, Gunnery 4),

Rakshasa MDG-1ARosalinda (Piloting 6, Gunnery 4), Merlin MLN-1A Matthew Daub (Piloting 4, Gunnery 3), Hunchback HBK-4G

Lieutenant Ted “Slicer” Raman (Piloting 5, Gunnery 4), Scarabus SCB-9A

Kenya Calle (Piloting 5, Gunnery 4), Wolfhound WLF-2Allan Connally (Piloting 4, Gunnery 4), Hammer HMR-3M Lance Harner(Piloting 5, Gunnery 4), Cossack C-SK1

Captain Max Blansett (Piloting 3, Gunnery 3), Nightsky NGS-5SMarylou Weary (Piloting 5, Gunnery 3), Sentry SNT-04 Javier Kimbrel (Piloting 2, Gunnery 3), Griffin GRF-6S Guy Berggren (Piloting 7, Gunnery 4), Dervish DV-8D

Lieutenant Guy Cooperman (Piloting 2, Gunnery 4), Firestarter FS9-H

Anna Rademacher (Piloting 4, Gunnery 5), Hellspawn HSN-7D John “Quiet Storm” Hertz (Piloting 5, Gunnery 4), Stealth STH-1D Benjamin Felker (Piloting 5, Gunnery 4), Jenner JR7-D

Captain Sung Buro (Piloting 3, Gunnery 3), Victor VTR-9K Clayton Binger (Piloting 5, Gunnery 4), Goliath GOL-5D Jerrold Haakenstad (Piloting 4, Gunnery 3), Highlander HGN-732Li Fantazia (Piloting 3, Gunnery 4), Nightstar NSR-9J

Lieutenant Brice Minzenmayer (Piloting 2, Gunnery 3), Gallowglas GAL-2GLS

Stephen Saxon (Piloting 4, Gunnery 4), Grasshopper GHR-5H Adrienne Mccullum (Piloting 5, Gunnery 4), Penetrator PTR-4D Dennis Gilson (Piloting 5, Gunnery 3), Axman AXM-2N

DEFENDERThe defending force consists of elements of the Fourth Oriente

Hussars, and the combined forces of the Stealthy Tigers mercenarycommand and Emperor William Baranov’s Republican Guard. Note that the Hussars force should be commanded by a differentplayer than the Republican/Tigers force (see the Multiple Factionsspecial rule below):

Fourth Oriente Hussars ElementsForce Commander Zironmir Bobum

(Piloting 3, Gunnery 3), Perseus P1 (Prime) ##Chantelle Kuban (Piloting 3, Gunnery 4),

Guillotine GLT-5M Kenton Settimo (Piloting 4, Gunnery 4), Hercules HRC-LS-9000 Shirlee Burbine (Piloting 3, Gunnery 4), Awesome AWS-9M

Lieutenant Krystyna Catrone (Piloting 4, Gunnery 2), Trebuchet TBT-5N

Rolland Gotter (Piloting 5, Gunnery 4), Apollo APL-1MShanika Toginet (Piloting 4, Gunnery 4), Archer ARC-8MZora Warsager (Piloting 5, Gunnery 4), Orion ON1-VA

Jonah Susany (Piloting 5, Gunnery 4), Wraith TR1 Mohamed Jurgensmeier (Piloting 5, Gunnery 4), Albatross ALB-3U Tory Arrow (Piloting 4, Gunnery 4), Marauder MAD-9M Dee Giovanetti (Piloting 4, Gunnery 5), Griffin GRF-5M

Stealthy TigersCaptain Elinor Lisk (Piloting 4, Gunnery 3),

Dervish DV-6M Tyrone Lowenstein (Piloting 5, Gunnery 4),

Catapult CPLT-C1 Horacio Treff (Piloting 5, Gunnery 4), Salamander PPR-5SDarren Reichman(Piloting 4, Gunnery 4), Dervish DV-6M

Lieutenant Melissa Solonar (Piloting 2, Gunnery 3), Jenner JR7-DRosalinda Kahn (Piloting 4, Gunnery 4), Firestarter FS9-STed Kassa (Piloting 6, Gunnery 4), Talon TLN-5W Chana Jones (Piloting 5, Gunnery 4), Vulcan VT-5S

Mac Potsander (Piloting 5, Gunnery 4), Wraith TR1 Nelson “Silk” Hymler (Piloting 4, Gunnery 5),

Gunslinger GUN-1ERD Audry Fujimura (Piloting 3, Gunnery 4), Awesome AWS-9QLila Dunphy (Piloting 5, Gunnery 3), Caesar CES-3R

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12

Baranov’s Republican Guard ElementsEmperor William Baranov (Piloting 3, Gunnery 2),

Zeus ZEU-9S ##Karie Refazo (Piloting 3, Gunnery 4), Lineholder KW1-LH2

Dario Daubney (Piloting 5, Gunnery 3), Commando COM-5S Richie Hermanowicz (Piloting 4, Gunnery 4), Panther PNT-12A Su Crawhorn (Piloting 5, Gunnery 4), Hatchetman HCT-5S Norene Zappavigna (Piloting 3, Gunnery 3), Centurion CN9-D

Dillon Galper (Piloting 5, Gunnery 4), Axman AXM-1N Florene Nanes (Piloting 5, Gunnery 4), JagerMech JM7-DCierra Sitto (Piloting 3, Gunnery 4), Charger CGR-SA5Stephanie Uhrhammer (Piloting 4, Gunnery 4), Stalker STK-7D

Nelle Palay (Piloting 5, Gunnery 5), Mongoose MON-67Hank Ellinghuysen (Piloting 4, Gunnery 4), Spider SDR-7M Rupert Stumm (Piloting 6, Gunnery 4), Watchman WTC-4M Larue Venkus (Piloting 5, Gunnery 4), Blackjack BJ-1DB

Sergeant Lyda Marus (Piloting 4, Gunnery 4), Warrior H-8 Attack Helicopter

Corporal Shikuma (Piloting 5, Gunnery 3), Warrior H-8 Attack Helicopter

Corporal Dorchy (Driving 4, Gunnery 4), J. Edgar Light Hover Tank Corporal Tabet (Driving 4, Gunnery 4), J. Edgar Light Hover Tank

Sergeant Evon Marus (Driving 2, Gunnery 3), Vedette Medium Tank

Corporal Vandy (Driving 3, Gunnery 4), Hetzer Wheeled Assault Gun

Corporal Streller (Driving 5, Gunnery 4), Hetzer Wheeled Assault Gun

Corporal Clusky (Driving 5, Gunnery 5), Goblin Medium Tank

VICTORY CONDITIONSThe attacking forces’ objective is to seize—but not destroy—as

many of the objective buildings placed during the scenario set-up,including two key military objectives (an

ammunition depot and a repair facility)and three key administrative targets(where AMC intelligence hasplaced most of the Blakist agentsand possible data sources). Thedefenders’ goal is to prevent thisand maintain their own controlover the objective buildings.Victory points are awarded at theend of every turn in accordancewith the Victory Table below.Unlike standard victory scoring,however, this scenario scorespoints on a turn-by-turn basis,rather than after all of one side orthe other is defeated ordestroyed. The scenario ends atthe end of any turn in which oneside or the other accumulatesseven (7) or more victory points(in the event of a tie, the side with the most active units still inplay at that turn will be declaredthe winner).

An objective is considered tobe under one side’s control onlywhen that side (regardless ofwhich factions are involved) has a2-to-1 advantage of friendly unitsto opposing units placed directlyadjacent to the objective itself, orif just one friendly unit is adjacentto the objective and no opposingunits are nearby to contest it.Crippled units adjacent to objectives do not count for thepurpose of control or scoring.Note that objectives with multiplestructures are still counted as one

THE LION’S DEN

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13

THE LION’S DEN

objective for purposes of determining control, so the ratio that mustbe met applies to all units adjacent to all the related structures.Note also that any structures not controlled by one side or anotherare considered to be neutral.

For example, a defending Stealthy Tigers ’Mech is adjacent to one of the four repair facility objectives with no hostileunits adjacent to either that structure or any of its three companionstructures. At the end of the turn, this awards 1 Victory Point to the defenders.

If a Dismal Disinherited unit then occupies a hex adjacent toanother repair facility building, however, the facility is considered tono longer be under the defenders’ control, as there is now one struc-ture under defender control, and one under attacker control, andthe defenders will thus lose their victory point unless (and until) asecond friendly unit—be it another Tigers unit, one of Baranov’stroops, or even a Fourth Hussars unit—also moves adjacent to arepair facility structure.

Note that because that many objectives are multi-hex structures, it is possible for units on both sides to gain and hold partial control over individual structures, but control over the entireobjective is not won until the collective number of units on one sideor the other attains a 2-to-1 advantage. Also note that the VictoryPoint value for all structure objectives is the same regardless of thenumber of actual buildings considered to be part of it, so a side thatgains control over the Repair Facilities simply by claiming just one ofits four related structures will earn the same number of VictoryPoints for doing so as the side that must attain 2-to-1 control overall Repair Facility buildings.

Note that destroying an opponent’s key command units (marked with an “##” on the force lists) will also earn VictoryPoints. In such an event, the Victory Point is applied both for the turnin which the kill was made, as well as for the next two consecutive turns.

SPECIAL RULESThe following special rules apply to this scenario.

FORCED WITHDRAWALThe forced withdrawal rule is in effect for both the attacker and

the defender.

MULTIPLE FACTIONSAlthough nominally allied, the Fourth Oriente Hussars, and the

combined forces of Baranov’s troops (the Republican Guard and theStealthy Tigers mercenary group) are still unaccustomed to working

together. To reflect this, both forces should roll initiative separately.The same applies to the Allied Mercenary forces of the DismalDisinherited and the Burton’s Brigade, both of whom have veryindependent-minded commanders.

This means that two rolls should be made per side, withunits moved in the order and proportion to each faction’s roll andforce size.

THIRD DISMAL DISINHERITEDIf more than two thirds of the Third Dismal Disinherited’s ’Mech

complement is jump-capable, the force gains a +2 Initiative bonus.

FOURTH ORIENTE HUSSARSThe 4th Oriente Hussars player(s) suffer a -2 initiative modifier

for fighting alongside a mercenary unit.

VICTORY TABLE

Victory PointsCondition (Attacker/Defender)Controlling the ammunition depot 1 (each)

or repair facilityControlling the University, research center, 2 (each)

or government buildingDestruction of opponent’s “##” unit 1 point*

*This Victory Point applies for this turn as well as the nexttwo consecutive turns.

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KINGS AND PAWNS

14

COLONEL JOHN MARIK-JOHNS

Rank/Position: Colonel/Commander of the Third Dismal DisinheritedDate oof BBirth: 3028 (age 39)

BattleMech: WHM-8D Warhammer’Mech PPiloting: 3’Mech GGunnery: 2

Profile:John is somewhat of a “black sheep” among the extended

Marik family. Second child of Chloe Jade Marik and Colonel BartJohns, a highly capable staff officer with the Second DismalDisinherited, Marik-Johns was expected to follow his father andolder sister into service with the Dismal Disinherited. Marik-Johnschoose a different path for himself, however, traveling across theInner Sphere to attend the prestigious Allison Mechwarrior Institute.The rampant anti-Marik undercurrent that he was exposed to atAllison shocked Marik-Johns. Somewhat shielded by his motherwhile growing up, he simply wasn’t aware that such feelings ran sodeep in the Free Worlds League.

Upon graduation, he was inexplicably assigned to the SecondRegulan Hussars. While the details of his service are sketchy, it isknown that he resigned his commission after the Gibson incident of3055, passing on an opportunity for advancement in the chastisedunit. John returned “home” to the Dismal Disinherited, continuingthe long standing tradition of the Johns’ family service to the unit.

Since accepting employment with the Third DismalDisinherited, Marik-Johns has shown himself not only an outstanding MechWarrior, but also a superior staff officer with aknack for logistics. His talents as a staff officer caught the attentionof Colonel Jaime Wolf of Wolf’s Dragoons, who has since become his

mentor and close friend. Estranged from his father, he remainsclose with his mother and older sister, who both encourage his workwith the Allied Mercenary Command.

EMPEROR WILLIAM “BUD”BARANOV

Rank/Position: Self-proclaimed Emperor of Hall/Leftenent-General/Commander of the Fourth Tikonov Republican Guard

Date oof BBirth: 3007 (59)

BattleMech: ZEU-9S Zeus’Mech PPiloting: 3’Mech GGunnery: 2

Profile:William “Bud” Baranov began his career with the Capellan

Confederation Armed Forces, graduating from the Tikonov MartialAcademy. He was then posted to Stapleton's Iron Hand. Baranov'searly career was shrouded in a cloud of scandal, with rumors that hemurdered a professional rival. He became a suspect during thecourse of the investigation, but the outbreak of the Fourth SuccessionWar precluded such things as the CCAF needed every Mechwarrior itcould get it’s hands on. Wounded during the defense of Tikograd,Baranov spent his convalescence on Hall. Recalled to active dutyupon his full recovery, he was posted with the Fourth RepublicanGuard of the newly formed Tikonov Free Republic. With the Fourth,Baranov saw action in the offensive that Colonel Pavil Ridzik launchedagainst House Marik, and was decorated for his actions on Talitha.

Reposted to Hall after the absorption of the Tikonov FreeRepublic into the Federated Commonwelath, Baranov began quietlyconsolidating power on the planet. In the chaos that followed the

NOTABLE PERSONALITIES

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15

Marik-Liao Invasion of 3057 and the collapse of the Sarna March,Baranov saw an opportunity he could not pass up. Baranov movedquickly, but decisively. He led his troops into the capital city ofHarney, crushing what little opposition he found, and crowned himself Emperor of Hall. Though harried from the start by CountRadcliffe McNally, and even by rebellions from his own troops, hisfirst major task was to eliminate the threat to his military powerposed by the twin sons of his former Commander, Pavil Ridzik.Baranov skillfully cultivated an atmosphere of mistrust between thebrothers by playing on their fears. The disappearance of NikolaiRidzik forced his brother to flee Hall for Solaris VII, abandoning anyhopes of a revived Tikonov Free Republic. The “Idiot Twins” — asBaranov referred to them — were out of the way. Since then Baranovhas systematically neutralized all opposition on Hall - save for CountMcNally and Burton’s Brigade. The struggle for overall control of Hallrages to this very day, and its outcome is far from certain.

A bear of a man with a shaggy beard and multiple tattoos,Baranov looks more like the proprietor of a wild roadhouse than amilitary commander and strategist. This impression is one thatBaranov goes to great lengths to cultivate, causing many “morerefined” rivals to dismiss him as a ham-handed buffoon. An impression they always regret.

CAPTAIN ELLY BURTON

Rank/Position: Captain/Commander of Burton’s BrigadeDate oof BBirth: 3031 (age 36)

BattleMech: CP-10-Q Cyclops’Mech PPiloting: 3’Mech GGunnery: 3

Profile:Born on the Federated Suns planet of Agliana, Elly was the

only child of Captain Hector Burton of Markson’s Marauders.Believing that the rough and tumble world of a mercenary

operation was no place to raise a girl, Hector Burton left his familyon Agliana as he chased down pirates with the Marauders.

Never an outgoing student in school, Burton surprised everyone by declaring her intention to apply to the Point BarrowMilitary Academy to pursue a career as a Mechwarrior. Despite difficulties at the academy, Burton toughed it out and graduated asemester after her class. She did however, to the surprise of many,excel in her math, science and tactical classes. Her steady but marginal performance at the academy precluded assignment to afrontline unit, and left her with choices mainly in the Quartermasteror Administrative branches of the AFFC. Burton declined these topursue her dream of being a Mechwarrior.

Determined to make it without her father’s help, she made therounds of the hiring halls on Galatia and Outreach. Unfortunately,her family and academic history followed her, and lacking aBattlemech of her own, no one was willing to hire the “little mercenary brat”. Resenting what she perceived as her fathers interference, she took work as a Battlemech Astech with Hanson’sRoughriders. Unbeknownst to her, Hec Burton personally met withthe Roughriders assignment officer and calling in an old favor, gother posted to a deploying BattleMech unit.

Burton’s life changed when her father passed away, the resultof a heat-induced stroke while participating in a training exercise. Toher surprise, Elly discovered that he had left her a tidy inheritencethat he had invested and saved over the years. This minor windfallallowed her to emancipate herself — and her ’Mech — from the Roughriders, and head to Outreach once more to strike out onher own.

Using her resources and nascent leadership skills, she wasable to recruit a reinforced company — an interesting mix of veteranofficers and raw recruits from the Outreach proving groundsanswered her call. Captain Elly Burton quickly took stock of theunit’s situation and sought the most lucrative contracts available.

Inexorably drawn to the opportunity in the Chaos March,Captain Burton led her brigade to Hall in 3057 where they becameallied with Count Radcliffe McNally’s forces in their stalemate with“Emperor” William Baranov’s forces. Captain Burton fell in love withCount McNally, and they began a relationship that continued untilthe Counts death in battle in 3067. The relationship produced anheir, Alexander Burton-McNally, who was six years old at the time ofthe events detailed in Kings and Pawns. McNally never marriedCaptain Burton for political reasons, but was a devoted partner andloving father.

At first glance, Elly Burton looks more like a layabout than amercenary commander. Burton has an easy charm that puts friendsat ease, along with a ribald sense of humor and foul mouth that shepicked up in the rough confines of Hanson’s Roughriders. Burton’scasual attitude often causes her to be underestimated, which sheuses to her advantage — for underneath that relaxed demeanor is avery calculating, focused and tenacious fighter.

NOTABLE PERSONALITIES

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Emperor Baranov’s Zeus.

Elly Burton readies her forces for the attack on Harney.

The 4th Oriente Hussars enter the city.

The Stealthy Tigers engage Dismal Disinheritedforces outside Harney Univesity.

The Dismal Disinherited maneuver through the sinkholes outside of Harney.

KINGS AND PAWNS

16

Colonel Marik-Johns’ Warhammer.

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KINGS AND PAWNS

17

ADVENTUREGAMES PLUS

735 SSouth 1108th SStreet West AAllis, WWI 553214 http://www.agpweb.com

CommandoRick “Rick Steele” Remer #81

PlayersKelly GalienScott HopkinsPeter LaCassePhil LaCasseJamie PinkertChris “Chunga” SmithSam “wasp” SnellChris “Bones” Trossen

FUN ANDGAMES

8636 MMcKenney AAvenueSt. AAlbert, AAB TT8N 22G4Canadahttp://www.boardgames.ca/

CommandoRod Klatt “Warrior” #22

PlayersSean BluettDirk KoetterDerrick LatimerAl RiddellTim Sparks

GAMEZCLUB980 CCoxwell AAveToronto, OON MM4C 33G5Canada(416) [email protected]://www.gamezclub.com/

CommandosDavid “Abatka” Leaver #38R. Andrew “RAM” McBride #144James “White Knight” Miller #82Martin “Scum” Plut #31

PlayersJamie “MacDaddy” MacAdamJeff “Sly” KabelinMatthew “Caradhras” FurrowElizabeth “Hyrulian Queen” DSandor “Drebb” DugalinSteve (GamezClub Groupy)

MEN-AT-ARMS134 MMiddle CCountry RRd.Middle IIsland, NN.Y. 111953Location:Huntington Hilton590 Broadhollow Rd. (Rt 110)Melville, N.Y. 11747

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CommandosAnthony “shadhawk”

Hardenburgh #86John “Bleusman” Hudson #129Jason “Panzerfaust 150”

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CommandoFrank “BT Snipe” Diaz #151

PlayersTodd “Bamsu” Bill Dufton Jeston Evans “Nameless Warrior” Leung Mark “Bincho” MancusoChris “Moparmessiah”

MortensenChris Mortensen Jr. John “Bytor” NaasRobert “Novacat Ristar” OwensSam “Yellow Duke” Sampson Lee “T-Bolt” Smith Mike “M-Rex” F. Zabkar

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TIMEMASTERSINC.

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CommandoRon “Steel Hawk” Barter #16

PlayersMatthew BrothersMatthew CummingsMatthew MaddocksSteve MurphyScott StansburyCharlene StoylesTerry SweetapplePatrick WarrenColin WellandJulia WellandGavin Willins

TOYS FROM THE ATTIC

93 MMain SStreetSomersworth, NNH 003878(603)[email protected]

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WEXFORD HILL HOBBIES

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ZOMBIE PLANET1238 CCental AAveAlbany, NNY 112205

CommandoLou “Nukeloader” Meyers #101

PlayersAndrew GleasonBob Hamlin Chris HopleRichard QuimbyJames RobertsRobin Toll

PARTICIPANTS