BATTLETECH
Revival of the Red Cutlass Cavaliers
NARRATIVE CAMPAIGN
Premise
Join the recently re-incorporated Red Cutlass Cavaliers mercenary co-operative as a battlemech pilot. Navigate the transition from employee to part-owner together with your mercenary crew in a future dystopian universe of incessant war.
Narrative campaign?
Battletech is a tabletop miniature game that simulates combat between futuristic mechanized forces. Players will work together in leading the Red Cutlass Cavaliers on the battlefield in their own battlemechs or vehicles in the hopes of attaining mission and financial success. Between missions (game sessions) players will make decisions about how to manage their battlemechs, vehicles, crew, NPC relationships, and choose/plan for future missions.
The referee controls the battlefield conditions, opposing forces (OPFOR), NPCs, and prepares missions for players to participate in and choose from.
Missions typically last ~45min, but could go longer depending on player turnout, objectives, etc.
Setting
In 2108, humanity began colonizing the stars. Their reach would eventually span a vast region of space known as the Inner Sphere. During its golden age, under the governance of the Star League, the Inner Sphere experienced unprecedented peace, prosperity, and technological advancement.
But with a great rise comes a great fall. Beset by greed and mistrust, humanity splintered. The Star League crumbled. Technological advancement slowed. The Great Houses, each vying for supremacy, turned on one another - engaging in a series of conflicts known as The Succession Wars.
Amidst this chaos, mercenaries became the proxy forces of the Great Houses. Numerous battlefields sprung up across the Inner Sphere, dominated by hulking war machines known as battlemechs. The year is now 3015 and these steel behemoths have become the tools of the mercenary's trade. It's a lucrative time but one beset with perils of all kinds.
Only the most skilled and brave among them will rise to become legend.
Referee: Gabriel
Pilots and Injuries
Injuries: 0/6
Callsign: Bluesy
Skills: 3/4
Injuries: 0/6
Callsign: Schrek Tank Crew Charlie (ex-PSF)
Skills: 4/4
Injuries: 2/6
Injuries: 0/6
Callsign: Lt. Dan (ex-PSF)
Skills: 4/4
Injuries: 3/6
Injuries: 0/6
Callsign: Manticore Tank Crew Foxtrot (ex-PSF)
Skills: 4/4
Injuries: 2/6
Injuries: 0/6
Callsign: Manticore Tank Crew Papa (ex-PSF)
Skills: 4/4
Injuries: 2/6
Mission Briefings and Messages
(most recent first)
Warchest Point Total: 1122
Warchest Purchase Options
* It is possible to repair only external armor.
** Repairing internal armor also removes critical roll results that have accumulated. A unit whose internal structure has been reduced to 0 cannot be repaired.
*** A unit must be fully repaired before it can be sold.
**** see Pilot Injuries and Recovery Rules
References
Pilot Injuries and Recovery Rules
Pilots have 6 hit points.
0 hits points is death.
Pilots can suffer damage in the following ways:
Whenever a critical roll is performed, regardless if a critical result occurs, the pilot must make a successful skill check. On a failure they suffer 1 damage.
A skill check is performed by rolling 2d6+piloting skill. A result of 10 or less is a success.
Ammo hit critical results always cause 1 damage. No skill check is rolled.
After each mission any injured pilots may be healed by 1 hit point by paying the cost in Warchest Points shown in the Warchest Purchase Options table. Only 1 hit point can be healed between each mission.
Market (50% off employer discount accounted for below)
Weight: 45T
Cost: 225 WP
Weight: 50T
Cost: 300 WP (sl = mostly original Star League-era tech, increases value)
Weight: 60T
Cost: 300 WP
Weight: 65T
Cost: 325 WP
Weight: 70T
Cost: 350 WP
Weight: 80T
Cost: 400 WP
Weight: 80T
Cost: 400 WP
Weight: 95T
Cost: 475 WP
Hiring Network (50% off employer discount accounted for below)
NOTE: newly hired pilots do not, and will not ever, have special pilot abilities
Callsign: Grimace
Cost: 25 WP
Gunnery/Piloting Skill: 4/5