Sample file

file
ple
m
Sa
9 78 1555 603083
Sa
m
ple
file
f
F
A
5
A
C
ORPOR
AT.
o
N
file
I'HE FALL OF I'ERRA
m
ple
4
4
4
5
5
6
7
7
8
9
10
10
11
12
12
14
16
19
21
23
25
27
30
Sa
INTRODUCTION
How to Use This Book
Weather and Terrain Rules
Deep Snow and Mud
Fog and Ice
Intentional Fires
OPERATION ODYSSEUS
Gathering Storm
A Wolf in Sheep's Clothing
Homecoming
Capricious Fate
The Tide Turns?
New Order
SCENARIOS
Hold the Line
When the Bough Breaks
Free Fall
Out Come the Knives
Down Into Darkness
Nowhere to Run
Give Me Liberty ...
Serve to Lead
Scenarios 9-12: Mini-Campaign Rules
Com Guards First Training Division (Light):
Sandhurst Training Regiment
Word of Blake Militia, Task Force Steel,
Alpha and Beta Battalions
Determining Forces for the Campaign
Repair and Resupply
Special Units
Experience
Fields of Camlann
Who Da res Wins
30
31
32
33
33
33
34
36
2
Croeso Y Cymru
Season's End
Interesting Times
God of War
Per Ardua Ad Astra
End of the Line
WAR WITHOUT END
Troop Placements
Com Guard Activity
The Ongoing Campaign
Equipment
TER RA IN 3058
Occupied Terra
In-Atmosphere and Surface Transport
Economy
Government and Law Enforcement
Explorer Corps
Military Forces
Star League Bases
NEW EQUIPM ENT
Flatbed Truck
Buccaneer
Toyama
PERSONALITI ES
Trent Arian, Word of Blake Precentor Martial
Adept Edelle Kearny, Acting Commander,
Com Guards 201 st Division, Alpha and Beta Battalions
Suzanne Mulvanery, Commander, Shadow Lancers
Demi-Precentor Sharon Gardbaum, Acting
Com mander, Sandhurst Trainin g Regiment
Precentor John Christopher, Commander,
Word of Blake Task Force Steel
38
40
43
45
47
50
53
53
54
54
54
56
57
57
57
58
59
59
60
61
61
62
64
66
66
67
68
69
70
CONffNrs & CRfD.rS
CREDITS
Writing
Chris Hartford
Cover Design
John Bridegroom
Illustrations
Tom Baxa
Storn Cook
Kevin Long
Mike "MIKEN" Nielsen
Chris Trevas
Layout
John Bridegroom
BattleTech Line Developer
Bryan Nystul
Author's Acknowledgments:
This manuscript was produced on fou r different computer systems (Apple Mac, Apple Newton, IBM PC and Amiga 1200), in
two different countries: Germany (Boc hum and Essen) and
England (my flat in London, my parents' house in Nottingham,
my office, the VWE center at the Trocadero and othe rs) .
ple
file
Thanks to:
Neil Dale, Darren Merriman and John Hague Moody who read
early drafts (as always) and hel ped test scenarios ; Mike
Stackpole for answering my queries about Malicious Intent
promptly; Bryan Nystul for letting me loose (again! ); and my
father, Michael Colin Hartford, for the loan of his 1894 copy of
Rudyard Kipling's Barrackroom Ballads and Other Verses.
Thanks also to several who shall rem ain nameless , but who
provided inspiration (you know who you are).
Sa
m
Playtesters
BC Legion
Dan "Flake" Grendell
Randall Bills
Steve bob Pitcher
Troy Allen
Andy Ford
Bryan Marty
John Lollar
Chad Dean
Michael Jackson
Jared Cluff
Boston's Best BattieTechers (sponsored byYour Move
Games)
Hugh H. Browne, Jr.
David J. Chernoff
Michael DeFevers
Robert R. Dougherty
Robert Feehan
Eric A. Hart
Scott E. Johnson
Harry Schaffer
Group W
Andrew Bethke
James W. Moorman, Jr.
Robert G. Kranker
Eric Munzinger
Gregory K. Plambeck
Edward C. Witzlib
Bryan Moorman
David Peterson
Dan Hurda
Steve Edmons
When you go home,
tell them of us, and say,
for your tomorrow,
we gave our today.
BATTLETECH®, MECH®, BATTLEMECH®, and MECHWARRIOR® are Registered Trademarks of FA SA Corporation.
THE FALL OF TERRATM is a Trademark of FASA Corporation.
Copyright © 1996 FA SA Corporation . All Rights Reserved .
Printed in the U. S. A.
Editorial Staff
Editorial Director
Donna Ippolito
Managing Editor
Sharon Turner Mulvihill
Associate Editors
Diane Piron-Gelman
Rob Cruz
Published by FASA Corporation
1100 W. Cermak Road· Suite B305
Chicago, IL 60608
FASA Corporation can be reach ed on America Online (E. MailFASALou (Earthdawn), FASAlnfo (General Information,
Shadowrun, BattleTech) or FASA Art (Art Comments)) in the
Online Gaming area (Keyword "Gami ng"). Via InterNet use <AOL
Account Name>@AOL.COM , but please, no list or server subscriptions. Thanks!
Production Staff
Art Director
Jim Nelson
Project Manager
Mike Nielsen
Cover Art
Doug Chaffee
Visit our World Wide Web site at http://www.FASA.com
3
THE FALL OF TERRA
INTRO D UCTION
lines for runn ing each scenari o as a self-contained gam e are
included in each scenari o.
The rules in each scenario provide the information needed
to understand and play the encounter, including guidelines for
determining the winner and loser of each battle. Each scenario
begins with a personal accou nt of the battle and incl udes
Situation and Aftermath sections, which provide historical
backg round of the engagement. The individual scenarios also
include sections titled Game Set-up, Attacker , Defen der,
Victory Condit io ns and Special Rules.
Game Set-up provides specific information needed to play
the scenarios, including instructions on laying out mapsheets,
directions for any special terrain features, and suggestions on
appropriate BattleTech rule s to use.
The Attacker and Defender sections provide rosters of the
scenario's combatants and directions for deploying forces . The
troop rosters include informati on on the vehicles used and the
skills of the pilots. Assume all conventional vehicles are standard models unless the text specifically states they are upgraded or refitted versions . Some units listed in the rosters , most
notably vehicle and spacecraft crews , have Unit Status ratings,
ra t her than indivi d ual s k ill descriptions. When playing
BattieSpace scenari os, re fe r to p. 62 of the BattieSpace
Rulebook to determine the effects of Unit Status ratings . When
playing BattleTech, consult the following table :
file
m
ple
Terra is the homeworld of humanity, the prize of the Inner
Sphere. For centuries, this place of history and hope has drawn
conquerors and would-be conquerors intent on clai ming it as
their own. Once the capital world of the Star League and the
Terran Hegemony , Terra was plundered and despoil ed by
Stefan Amaris, whose brutal reign forced the planet's inhabitants to live in fear and depravation. The lege ndary General
Aleksandr Kerensky fought a long and bitter campaign to liberate Terra , but the resulting peace was short- li ved. W ithin
months of Kerensky's victory , the Star League collapsed . In
2784, when the Great Houses of the Inner Sphere began girding for war , the general assembled the remnants of the Star
League Defense Force and led them on an Exodus beyond the
bo undaries of known space . Soon after, the Inner Sph ere
plunged into war yet again, and the prize of Terra was claimed
by ComStar, which would maintain the planet as neutral territory for more than 250 years .
In 3050, the descendants of Kerensky's Exodus fleet-the
Clans-returned to the Inner Sphere. Intent on hu mbl ing the
proud armies of the Successor States, the invaders were determined to found a new Star League and claim Terra as the capital of their empire.
The forces of ComStar spared Terra from the in vaders'
grasp by defeati ng the Clans on Tukayyid in a battle for control
of Terra. But ComStar itself was rent asunder by internal political feuding. In the end, the group known as the Word of Blake
fl ed to the planet Gibson in the Free Worlds League , whi le the
remaining faction held onto the name ComStar, as well as control of Terra.
For six years the two factions bided their time, waiting for
the opportunity to destroy one anothe r. T hen, as warfa re
betwe en the Successor States bega n to pl ag ue th e Inner
Sphere yet agai n, the Word of Blake saw its chance ....
UNIT STATUS
T ABLE (INNER SPHERE)
Sa
Unit Status
Green
Regular
Veteran
Elite
Gunnery/Piloting Skill
5/6
4/5
3/4
2/3
H OW TO USE THIS BOOK
Victory Condit ions provides guidelin es for determ ining
the outcome of the encounter and vary from scenario to scenario. In combat, action rarely continues until one side is obliterated. Both si des may cl aim some measure of victory if they
achieve their tactical objectives. Victory Conditions sim ulates
this conduct by listing specific tactical objecti ves for one or both
opponents in the scenario.
Special Rules lists any rules needed to play the scenario
that are not contained in the standard BattleTech rules .
The Fa ll of Te rra is a sc en ario pack for use with th e
BattleTech, BattleSpace and MechWarrior game systems.
Most of the scenarios in th is book use the standard BattleTech
rules found in the BattleTech Com pe ndium : The Rules of
Warfare (BTC). Several of the scenarios use rules presented in
BattleSpace; MechWarrior, Second Edition (MWII) ; and the
MechWarrior Companion. BattleTec h Map Sets 2, 3, and 4
are also re quired to play the scenarios. Game stats for the
'Mechs, veh icles and aerospace ships are fou nd in BattleTech
Technical Readouts, 3025, 3026, 3050, 3055, 3057 and 3058.
Completed record sheets for the 'Mechs and vehicles used in
the scenarios can be fou nd in BattieTech Record Sheets 3025
& 3026, 3050, and 3055 & 3058.
Each scenario in this book recreates one of the battles
fought duri ng the Word of Blake's campaign to take control of
Terra . The conflict was fought on a gl obal scale, with several
off-world elements, and several of the scenarios are presented
as campaigns-the outcome of one scenario affects the other
scenarios in the campaign. Rules for playing such campaigns
are included in the appropriate scenarios. Additionally, guide-
W E A T H ER AND
TERRAIN RULES
Many of the battles in this scenario pack take place in bad
weather or on irregular terrain . The following rules are designed
to si mulate these conditi ons. The Game Set-up section in each
scenari o notes any bad weather or irregular terrain feature s that
apply in that scenario. Unless stated otherwise in the scenario's
Game Set-up or Special Rules, the specified weather and terrain exist in all hexes of all mapsheets used in the scenario.
Note that all standard BattieTech terrain rules also remain
in effect.
4
INrRODucrlON
WEATH ER ANO TERR A IN MOOIFIERS TABLE
MP Cost
per Hex
Piloting Skill
Roll Modifier
Terrain Type 1
Mud 2
Deep Snow 2
Ice
+1
+1
+14
+1
+1
+4
Weather Condition
Thick Fog
Falling Snow
Blizzard
+24
+0
+0
_5
Dusk
+1
+1 5
+0
Weapon Attack
Modifier
Heat
per Turn
+ 1 energy weapons
+1
+2 ballistic weapons
+ 1 all other weapons
+1
-2
-1
These terrain modifiers do not apply to hovercraft.
Units entering this type of terrain are subject to getting stuck (see Deep Snow and Mud, below).
3 Only BattleMechs with at least 1 operational heat si nk mounted in a leg receive this bonus.
4 Does not apply to infantry units. A non-infantry unit entering this terrai n may choose to ignore the additional MP cost.
However, the unit may fall or crash as a result (see Fog and Ice, below).
5 Units jumping into Woods hexes must make a Pil oti ng Skill Roll. Apply a +1 modifi er if the target hex is Heavy Woods.
Failure results in a fall in the target hex from a height of 1 Level.
1
ple
file
2
Deep snow terrain rules apply when an area becomes covered with loose snow that is more than a meter deep. Lesser
accumulations of loose snow have no measurable effect on battlefield units; treat hard-packed snow as ice or clear terrain ,
depending on how slippery it is.
The mud rules described here apply to mud less than one
meter deep. Use the standard swampy terrain rules for deeper
mud .
Sa
m
The Weather and Terrain Modifiers Table summarizes the
terrain and weather rules for the Fall of Terra.
Note that all MP modifiers are added to th e standard MP
cost of the underlying terrain, so entering a Heavy Woods hex
covered in deep snow would cost a total of 4 MP. As with standa rd MP modifiers, these MP modifiers have no effect on
Jumping units.
The Piloting Skill modifie rs affect an y Piloting Skill Roll
made while in the particular terrain or condition . Unless specifically noted , players do not need to make Piloti ng Ski ll Rolls to
enter any of the listed terrain or cond itions.
F OG AND IC E
The increased MP cost of entering hexes enveloped by
th ick fog or covered by ice represents the extra caution needed
to avo id tripping , falling or crashing under such conditions .
(U nits that pay this increased cost are not subject to skidding
on ice.) Howeve r, lucky or skillful pilots may move through
these conditions at full speed without mishap . Any player
attempting to do so must announce his intention before moving
his unit. After the unit's first hex of movement, the player must
make a Piloting Skill Roll for the unit.
If the unit is a BattleMech and the roll fails, the 'Mech
imm ediately falls and must stand up per standard rules before
cont in uin g it s mov eme nt. If the roll succeeds, the ' Mech
remain s upright. The unit may then move per standard rules .
Howeve r, the player must make additional Piloting Skill Rolls for
each non-Clear hex or elevation change it passes through.
Vehicles moving th rough thick fog or ice must make
Piloting Skill Rolls afte r their first hex of movement as well. If
the roll fails in icy terrain, the vehicle goes into a skid (see p.
23, BTC). If the roll fails in thick fog , the vehicle crashes, unless
it is in Clear terrain. In Clear terrain , the vehicle simply hits a
OEEP SNOW ANO MUD
Deep snow and mud slow the movement of units and may
cause them to become stuck. To simu late the effects of deep
sn ow and mud, use the swampy terrain rul es (p. 91, BTC), wi th
the fo llowing modifications:
Deep snow and mud are not as li kely to trap a unit as
swam py ground. Therefore, apply a -1 modifier to the Piloting
Skill Roll made to determine whether a unit becomes stuck on
entering the terrain. Apply the same modifie r to Pil oting Skill
Roll s made to free a stuc k unit. For example, an undamaged
BattleMech with a Regular MechWarrior would need to roll a 4
or better to avoid becoming stuck . This modifier replaces the
usual + 1 modifier for Piloting Skill Rolls in th ese types of terrain.
Jumping units that land in deep snow or mud do not automatically become stuck. Jump-capable units using Walking or
Running movement may become stuck, but they can free themselves in subsequent Movement Phases by simply jumping out
of the terrai n.
5