FREE Catalyst CATBTCCSW - Chaos Campaign - Succession Wars.pdf
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cHAoS cAMPAIGn: SuccESSIon WArS
IntroductIon
Any able commander can win a single battle, but only
true leaders with skill, guts, and vision can win a war. Do you
think you have what it takes to change the course of the
Succession Wars and add your name to the annals of history?
Building off of the
BattleTech Beginner Box
and
BattleTech:
A Game of Armored Combat, Chaos Campaign: Succession
Wars
provides rules for selecting a force and embarking on
a planetary assault mini-campaign, as well as tools to create
campaigns of your own.
The scenarios included with those boxed sets are
intended as one-off battles with no impact on the next
encounter. This module introduces Chaos Campaign play,
which offers consequences between individual missions, a
reason to chase down specific objectives while preserving
your troops, and ways to improve your force as you progress.
Note:
The first time an important term is used, it is
bolded. Exceptionally important parts of a sentence may also
be bolded for ease of reference.
These rules assume the player owns
BattleTech:
A Game of Armored Combat
(CAT3500D). They also draw
on material from the
Beginner Box
(CAT35020),
Map Pack:
Grasslands
(CAT35150) and
Record Sheets: Succession Wars
(E-CAT35RS220), but the module can be used without those
products. However, each is a logical enhancement to the
A
Game of Armored Combat
boxed set, and they are the first
products we’d recommend purchasing as you step into the
BattleTech
experience.
At the end of this module, we’ve included guidance
on using other rulebooks and sourcebooks which introduce
new unit types, eras of play, and additional tracks.
WHAt’S nEEdEd?
tABLE oF contEntS
HoW to uSE tHIS ModuLE
WArcHESt PoInt SYStEM
PLAnEtArY ASSAuLt MInI-
cAMPAIGn
unIVErSE EXPAnSIon
ruLES EXPAnSIon
P 10
P 20
P 26
P 03
P 04
2
IntroductIon
IntroductIon
ScEnArIoS VS
cHAoS cAMPAIGn
The
Beginner Box
and
A Game of Armored Combat
include
scenarios. These are ready-made set pieces in which the
Attacker, the Defender, the mapsheets, and the objectives
are completely detailed. Players simply grab the needed
materials, set up as indicated, and start playing.
However, there are many different ways that a game
of
BattleTech
can unfold on the table. The Chaos Campaign
system embraces that flexibility, allowing players to become
the masters of their games. You choose the maps, you select
your forces, and you determine which battles to fight: in
effect, you become the battlefield commander. In doing so,
you’ll take your enjoyment of
BattleTech
to a whole new level.
Gamemaster:
The Chaos Campaign system assumes
that one individual will take on the role of the gamemaster
(GM), while one or more other individuals be the player
group. It’s the GM’s job to read through the next track
selected by the players, to set up the OpFor, and to provide
the limited information available to the players at the start
of a track, which they can use to select their forces. The GM
controls the OpFor during the track, executing all movement
and attacks against the players. The GM must pay the
track
cost
for each track, and collects and spends Warchest Points
just like the players. As a result, it is not possible for one
player alone to play through a Chaos Campaign.
Some groups may wish to rotate the role of GM among
the various players from track to track. One or more players
may also need to assist the GM during the course of the
game if the OpFor consists of a high number of units.
Player vs. Player:
With some minor adjustments, tracks
can be fought between two competing player forces without
the presence of a GM. In that case, one group will serve as
Attacker and another as Defender; however, both groups
must
each pay the full track cost when using this method.
Despite the lack of a GM, one player will need to read through
the next track fully, determine what each side can know, and
trigger any events during gameplay as necessary, such as
minefields. The individual fulfilling this role should not have
overall command of his or her side, if possible, and this role
should alternate between sides from track to track. One way
to ensure a fair game is for the player fulfilling this role to
not take part in force selection; after sharing the information
each side can know, the other players can select their force
without input from the individual who has already read the
track in full.
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%
%
coMMon InnEr SPHErE MILItArY
orGAnIZAtIon
Most Inner Sphere militaries organize their ’Mechs in lances of four, led by a Lieutenant.
Three lances form a company (twelve ’Mechs), led by a Captain.
Three companies form a battalion (thirty-six ’Mechs), led by a Major.
Three battalions form a regiment (108 ’Mechs), led by a Colonel.
Each Successor State has its own names for those ranks, based on their nation’s cultural and historical background.
ScEnArIoS VS
cHAoS cAMPAIGn
3
I
ntroductIon
Unit:
Whenever the term unit is used, it refers to a
single game piece; i.e., a BattleMech.
Force:
The term
force
refers to the total collection
of units that a given side has available.
OpFor:
The
opposing force
(OpFor) will square off
against the players’ force.
W
archest
P
oint
s
ystem
Chaos Campaign play organizes each distinct battle as
a
track.
Players sculpt their campaign by playing through
a series of tracks, with their success or failure in achieving
a track’s
objectives
influencing the subsequent tracks
available to them. Each track provides a general framework
to help
gamemasters
and players create the Attacking
and Defending forces and add battlefield conditions and
objectives.
Players choose the campaign’s direction with the
Warchest Point System,
or
Warchest. Warchest Points
(WPs) allow players to repair damaged
units,
upgrade their
’Mechs and pilots, and most importantly, gain access to their
next track to continue the campaign. The Warchest system is
explained in further detail below.
Terminology:
These rules use the following
terminology:
P
lanetary
a
ssault
M
ini
-C
aMPaign
U
niverse
e
xpansion
HoW to uSE
tHIS ModuLE
R
ules
e
xpansion
cHAoS cAMPAIGn: SuccESSIon WArS
WArcHESt PoInt SYStEM
The Warchest Point System is an abstraction of the
rewards and opportunities that arise out of combat. More
than just money, Warchest Points (WP) account for abstract
factors such as renown, contacts, and being in the right place
at the right time. Warchest Points represent opportunities,
whether to participate in a particular battle, get signed on
a particular contract, find and pay for transport, or acquire a
BattleMech. They also shape the battlefield environment of
a track, allowing players to take on a greater challenge for a
greater reward.
GEttInG StArtEd
Both sides begin
Chaos Campaign: Succession Wars
with
1,000 Warchest Points.
Next, the player group selects
12 ’Mechs of their choice.
These units are the players’ starting force, and do not need to
be purchased with WP. These ’Mechs can be of any size and
variant, because the Chaos Campaign system bases the OpFor
on the players’ force. Players who select many light units will
likely face light units in return. Likewise, players who select
all assault-weight ’Mechs can expect to see many of those
among the enemy force!
As a loose guideline, it is recommended that players
select one lance of light and medium ’Mechs, one lance of
medium and heavy ’Mechs, and one lance of heavy and
assault ’Mechs. Players should select units they believe will
work well together. For a good, balanced starting force,
players may want use the 12 ’Mechs suggested in the Example
Starting Company sidebar.
Players should not worry about grouping their 12 ’Mechs
into strictly organized lances. Many tracks call for the players
to deploy only a portion of their entire force, and players
will often want to select a variety of individual ’Mechs to
accomplish their objectives.
OpFor Selection:
Just as the players select 12 ’Mechs
to comprise their starting force, for this campaign the GM
must select a starting OpFor. The OpFor roster is subject to
the same costs for repair, rearming, and recruitment as the
players (see
Time Between Tracks,
p. 8). The OpFor should
match the tonnage of the players’ starting force, and cannot
exceed it in numbers. If a Track allows, this OpFor may claim
and use Salvage.
Gunnery and Piloting:
Each starting MechWarrior has a
Gunnery Skill rating of 3 and a Piloting Skill rating of 4.
4
GEttInG StArtEd
WArcHESt PoInt SYStEM
Larger Than A Company:
While this campaign is
designed with a company-sized force in mind, forces of
any size can be used. The GM will then need to consult the
Converting Warchest Points
section (see p. 8) to adjust Warchest
spending during the time between each track.
Factions:
The plot of most tracks—including this
campaign—assumes that the players are a mercenary
force. With some modifications to the story, the player force
might also be House, pirate, or even corporate security. For
example, if the players decide to use a House force, they may
have been detached from their parent command and sent
on assignment. Ultimately it is for the GM and the players to
decide the details.
Players should not worry about a given faction’s access to
the ’Mechs they want to play with. After centuries of combat,
most BattleMechs have been captured, ransomed, or salvaged
by every major House. Mercenary units can be even more
eclectic, given the diverse background of their MechWarriors.
However, for those who really wish to embrace a faction-
specific play, consult the
Master Unit List
sidebar (p. 26).
EXAMPLE
StArtInG coMPAnY
These ’Mechs are all chosen from
A Game of
Armored Combat.
Their configurations complement
each other, and the lance title gives you an indication
of how to use them. Note that it’s perfectly acceptable
to pick individual ’Mechs for a given track; you do not
take penalties for mixing up parts of different lances.
Battle Lance
AWS-8Q
Awesome
BLR-1G
BattleMaster
CPLT-C1
Catapult
TDR-5S
Thunderbolt
Striker Lance
TDR-5SE
Thunderbolt
GRF-1S
Griffin
SHD-2H
Shadow Hawk
WVR-6M
Wolverine
Pursuit Lance
WVR-6R
Wolverine
LCT-1E
Locust
COM-2D
Commando
COM-3A
Commando
trAcKS
%
%
Each track lists the following (review page 16):
Situation:
Describes the in-universe circumstances of the
conflict.
Game Setup:
Details the type and number of mapsheets
to be used when creating the
playing area.
This section
will also describe how the
Attacker
and
Defender
forces
are to be built and then
deployed
on the playing area,
trAcKS
5
I
ntroductIon
W
archest
oInt
ystem
P
oint
s
ystem
P
lanetary
a
ssault
M
ini
-C
aMPaign
U
niverse
e
xpansion
R
ules
e
xpansion
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