Bear in mind the players cannot maintain Clan tech and eventually how to deal with the Clans. This is where my players get really creative to generate funds, recruit, maintain, and rebuild their organization. Which when the Clans invade will hammer the unit badly. After 3039 be more contracts, investments, networking, and experience gain. The War of 3039 will happen and the unit will participate directly or indirectly depending on the rolls for events. Big one is them using the "network" to start predicting ammo and supply purchases. Players will become familiar of tech support points, salvage equipment repairs, field expedient repairs, EPW's, medical support, logistic trains, stockpile of supplies and ammo. Kill bounties by the ton and salvage also contribute to unit growth. So, if combat happens, they know beforehand what forces are there and an idea of reinforcement's able to get to location. From there they divide up the forces to meet the requirement of the mission/contract. I actually use military maps and show them the areas that requires combat units and areas of concern. So, looking at the end of contract a combine arms regiment is formed. Goal here to build up the unit in funds, equipment, mechs, vehicles, tech support, and personnel. There be an excellent rapport with a Special Forces unit who was also hired but not under the player's command. There be some dice rolls to see what happens over time to give the players an idea of the type of unit they want to run. They provide technicians, logistics support and a contact network (for future jobs and shenanigans). Who also seems to be exploring the option of adding military branch. Form mining, farming, ranching, productions, and distribution of the conglomerate. The client who contracts works with an organization that covers a wide variety of enterprises. That way to ensure a mixture of combat with House, pirates, criminal organizations, natural disasters, and possibility of Lostech locations. We go through a quick simple contract of three years on a planet that's quite close to another House and Periphery power. I'm slowly introducing the players the different aspect of combat and eventually the logistics of supporting their units. Plus hired technicians to maintain the equipment. The "Fixer" will create a combine arms Battalion so it's a mixture of tanks, mechs, infantry and air support. Being it's a brand-new unit I involve an NPC fixer who create units for clients. Since Mercenary Star was the go-to hire for merc units is where we start our career. I've my players create their Merc unit (who are quite new to BT they always go mech's) using the Mercenary Handbook. I start before the War of 3039 and take it all the way to the Dark Ages. I've a lot more fun being the Battle Sphere Coodinator. The selected entries in this PDF are reprinted-albeit with the current BattleTech logo-from Record Sheets: 3039 Unabridged, Record Sheets: 3050 Upgrade Unabridged-Clan & Star League, Record Sheets: 3058 Unabridged, and Record Sheets: 3075 Unabridged.I run campaigns. Note: These are selections from several other products. However, the discovery of the Helm Memory Core unlocked the technological potential to develop new BattleMechs and experimental technologies for the first time in centuries.īattleTech Record Sheets: Succession Wars offers players the record sheets for all the 'Mechs detailed in BattleTech Technical Readout: Succession Wars, 290 in total. The fall of the Star League and the Succession Wars that raged for centuries afterward took their toll and by the Fourth Succession War, the technology employed on the battlefields was a mere shadow of what it once was. BattleMechs reached their pinnacle during the golden age of the Star League. The BattleMech"”King of the Battlefield"”was born. On February 5, 2439, the Mackie obliterated all opposition during its first combat trial, ushering in a new era of warfare.
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