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
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