BattleTech: Restoration Narative Scenario

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“I am Kamea of House Arano, High Lady of the Aurigan Reach.  Protector of Coromodir and the Sword of Restoration.  But I am not a hero… no matter what the stories say.

A hero would have sacrificed more, compromised less.  A hero would have done better…

You know this of course.  You were there.  My father used to tell me stories about the ancient times.  About the Star League.  A golden age of prosperity upheld by the great MechWarrior’s of old.  Guardians of the innocent, protectors of the peace.  I always dreamed of following in their footsteps.

I was too young to see the truth of things.  Afterall, it wasn’t heroism, or a noble cause that won me the throne.  It was hiring a mercenary.  Skilled enough, perhaps ruthless enough, to carry the day.  Hiring you.

I still don’t know if you fought for honor, or the thrill of it, for belief in my cause or just in my money.  But whether it was your noble heart, or mercenary mind, your actions gave us hope.  That makes you a hero in the eyes of history.

Whether you believe it, that’s up to you…”

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BattleTech: Restoration is a narrative 3 round narrative event which takes place in 3028 through the events of the Restoration Wars between Kamea Arano, High Lady of the Aurigan Coalition, against her traitorous uncle, Santiago Esponosa as his vision for a Aurigan Directorate.  Either play this as a stand alone event or use the WarChest tracks along side Chaos Campaign (or BattleTech: Mercenary Company) in your onw campaign.

When Kamea Arano survived an assassination attempt to seize power from her, after the death of her father Tamati Arano II in 3022, she would go into hiding for three years to avoid detection.  On Lady Arano’s returned she would work together with supporters, both House Lords and citizens to fight for them. During this time, she would form the Coalition and go to various planets to assist them break their hold on the Directorate. The Coalition, with the assistance of the mercenary forces, would help Lady Kamea with liberating various planets one by one until the battle would reach Coromodir, ending in the defeat of the Directorate.

Using the campaign rules from BattleTech: Mercenary Company, each Mercenary command will pledge his support for the Coalition or Directorate and take part in three missions each with a different lance of BattleMechs.

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Part 1 – Liberation of Weldry.  A sneak attack to free political prisoners from the frozen planet of Weldry using the Mercenary Company Recon Lance.

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Part 2 – Grave Robbing.  Securing a Star League Cache: Castle Nautilus on Arto, using the Mercenary Fire Lance.

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Part 3 – Showdown.  The final battle between Kamea Arano in her SLDF AS7-D-HT Atlas II, and Victoria Espinosa in her KGC-000 King Crab on the Arano Tourney Grounds, supported by the Mercenary Command Lance.


Rampart Company

Rampart Company is a pregenerated Mercenary Company which you can use in this narative event and into BattleTech: Mercenary Company (see more in the House Arano sourcebook).

Rampart Company

Command Lance (285 Tons)

  • BLG-1G BattleMaster [85] Farida “Apex” Lamb (Elite 2/3)
  • AWS-8Q Awesome [80] Octavio “Sumo” Zhuo (Veteran 3/4)
  • CPTL-1C Catapult [65] Oscar “Turnstone” Bianchi (Regular 4/5)
  • WVN- Wolverine [55] Shane “One Shot” Govender (Regular 4/5)

Fire Lance (230 Tons)

  • TDR-5S Thunderbold [65] Karen “Sunbird” Andris (Elite 2/3)
  • GRF-1S Griffin [55] Genevieve “Jammer” Nassar (Veteran 3/4)*(From Beginners box or Card Token)
  • SHD-2H Shadow Hawk [55] Aadya “Mockingbird” Mehra (Regular 4/5)
  • WVN-6R Wolverine [55] Solomon “Wingback” Rossi (Regular 4/5)

Recon Lance (120 Tons)

  • SHD-2H Shadow Hawk Agostina “Dropline” Vassos (Elite 2/3)
  • CMD-2D Commando Chris “Dekker” Eck (Veteran 3/4)
  • LCT-1M Locust [20] Patrick “Recurve” MacDonnell (Green 4/5)
  • LCT-1E Locust [20] Nicolette “Arclight” McKinney (Green 4/5)*Card token

Find out more about Rampart Company and its MechWarriors in the House Arano Source book (PDF or Print on Demand)


Missions/Tracks

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Either play these missions as part of the BattleTech:Restoration narrative even or use them as part of your BattleTech: Mercenary Company Campaign or Chaos Campaign.

As part of the native even all Options are mandatory.


Mission 1: The Liberation of Weldry

Situation

This is it – our first strike against my uncle’s Directorate. Our first step toward justice. While I lead the Restoration Army against Weldry’s primary spaceport, you will launch a sneak attack against the Icebox and liberate it. I know that you can do this, Commander. We can do this. Together.

Liberating Weldry changes the political landscape of the Reach in one fell stroke, breaking Espinosa’s hold over the Founding Council by securing the hostages he transferred to the planet with the Concordat’s help.

I want your mercenary company to send your fastest BattleMech’s to a small prison compound where several nobles families are being held hostage.  Bring them back to their families before the Directorate can evacuate them off the planet.”

-Lady Kamae Arano

Game Setup

Place two mapsheets together (long-sides touching).

On each sheet place a Prison Building (Level 2 Medium 2 Hex Building 80 CF per hex) counter on hex 0806/0906 and 0811/0911 (4 in total).

Attacker

1 Lance of 120 Tons consisting of exactly 4 BattleMech’s (only light and medium – Using Introductory level technology).  Two MechWarrior’s are Green (Pilot 5 Gunnery 4), one is a Veteran – Lance Lieutenant (Pilot 4, Gunnery 3), one is Elite – Lance Captain (Pilot 3, Gunnery 2).

Attacker enters and exits from the north side.

In addition to this you will have 2 Sleipnir APC Tank’s.

[Note for BattleTech Mercenary Company Players this will be your Recon Lance]

Defender

1 Lance of 120 Tons consisting of exactly 4 BattleMech’s (only light and medium – Using Introductory level technology).  Two MechWarrior’s are Green (Pilot 5 Gunnery 4), one is a Veteran – Lance Lieutenant (Pilot 4, Gunnery 3), one is Elite – Lance Captain (Pilot 3, Gunnery 2).

Attacker enters and exits from the south side.

In addition to this you will have 2 Sleipnir APC Tank’s.

[Note for BattleTech Mercenary Company Players this will be your Recon Lance]

Warchest

Track Cost: 200 WP

Bonuses (Both Players):

+100 “You’ll freeze before your get past the 1st marker”– Weldry is an Ice Planet.  The thick ice makes all footing uncertain.  Whenever a BattleMech or Tracked/Wheeled vehicle moves at a run/flank speed it may skid as if on concrete (see Total War).  Any time a unit changes direction when at a Run/Flank speed and then moves into a next hex they must make a Piloting Skill roll or skid a number of hexes equal to the margin of failure.

Special Rules

“Damn that’s cold”– All mechs dissipate 5 extra heat per turn.

“Ready to evacuate”– At the start of a turn, a player may declare they are bring on an APC.  This can be done twice.

“Live to fighter another day”– Forced Withdrawal is in effect.  If over 50% of a Lance’s tonnage is in Forced Withdrawal, the force must retreat. (APC’s not included)

Objectives (Max 400):

“You’re only supposed to blow the doors off” [50 points per building] – If your BattleMech is adjacent to a prison building you may fire on the building to remove the doors.  The doors require 20 points of damage to destroy.  [Note – You may not intentionally target the buildings unless adjacent to them. If a building is destroyed unintentionally – all prisoners are killed]. It is too cold for the prisoners to survive outside the buildings unless they are inside a vehicle.  You may now Evacuate the Prisoners.

“Evacuate the prisoners” [50 Points per Prisoner] – When an APC starts the turn adjacent to a building which has had its doors removed, the prisoners may board the vehicle using 1MP of the vehicle’s movement.  Once the APC has exited the map you may score points. Each APC may carry up to 4 Prisoners.

Sleipnir APC Tank’s. 50 Tons. Cruise 5/Flank 8.  I.C.E.  Front 24.  Sides 22/22. Rear 22.  2 Machine Gun (Turret).  Ammo (MG) 200. 2 Medium Lasers (Turret). Infantry Compartment (4 Tons) [BattleTech Restoration Record Sheets]

“Don’t let them escape” [-50 Points per Prisoner killer] – If a building is unintentionally destroyed or an APC is destroyed while carrying a prisoner, the side that destroyed it gets -50 points.  If an APC is destroyed roll 1D6.  On a 1-4 the prisoners survive and may be picked up by another APC.

Mission Ends

When all prisoners are evacuated or killed.

When over 50% of a forces tonnage of BattleMech’s (not including APCs) is in Forced Withdrawal.  Opposing player scores points for all remaining objectives.

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Mission 2: Raising the Dead

Situation

“We have discovered a detailed map of the Periphery from the SLDF days, detailing military installations, fortifications, no-fly zones, the whole nine yards. Of greatest interest is the presence of a hitherto unknown Outpost Castle constructed in the Reach by the Star League: Castle Nautilus, on Artru. Hidden for centuries from prying eyes, the find is something which can help balance out the disparity in firepower between the Restoration and the Directorate.

We have detected another drop ship on course to the same location – we must get there first!”

-Lady Kamae Arano

Game Setup

Place two map sheets together (long-sides touching).

Place a turret token on hexes 0706 and 0712 on the right map sheet.

Place an antenna token on hexes 0709 on the right map sheet.

Place a turret token on hexes 0906 and 0912 on the left map sheet.

Place an antenna token on hexes 0909 on the left map sheet.

Attacker

1 Lance of 230 Tons consisting of exactly 4 BattleMech’s (only light, medium or heavy – Using Introductory level technology).  Two MechWarrior’s are Green (Pilot 5 Gunnery 4), one is a Veteran – Lance Lieutenant (Pilot 4, Gunnery 3), one is Elite – Lance Captain (Pilot 3, Gunnery 2).

Attacker enters and exits from the north side.

[Note for BattleTech Mercenary Company Players this will be your Fire Lance]

Defender

1 Lance of 230 Tons consisting of exactly 4 BattleMech’s (only light, medium or heavy – Using Introductory level technology).  Two MechWarrior’s are Green (Pilot 5 Gunnery 4), one is a Veteran – Lance Lieutenant (Pilot 4, Gunnery 3), one is Elite – Lance Captain (Pilot 3, Gunnery 2).

Attacker enters and exits from the south side.

[Note for BattleTech Mercenary Company Players this will be your Fire Lance]

Warchest

Track Cost: 200 WP

Bonuses (Both Players):

+100 “Where’d those turrets come from?”– The turrets start in a hidden state. They may not be targeted.  They will activate once any unit comes within 3 hexes of the antenna they are closest to. Each turret has a Gunnery of 4, 2 Medium Lasers, 30 Armour Points and 10 Construction points.  They will attack the closest target in range (roll to decide in a tie). [Turrets do no take criticals or roll locations in this scenario].

[SLDF Light Laser Turrets Record Sheets]

Special Rules

“Live to fighter another day”– Forced Withdrawal is in effect.  If over 50% of a Lance’s tonnage is in Forced Withdrawal, the force must retreat.

Objectives (Max 400):

“Hack the antenna”– Place 3 counters in a stack to one side.  If you have a mech within 3 hexes of an antenna at the end of a turn you may hack the SLDF computer systems.  Take 1 counter.  You may not hack the antenna if an opposing unit is within 3 hexes of that antenna. If your opponent then Hacks the Antenna they first take counters from the opponents stack – before then taking them from the counter stack.

1 Counter –“Fire Wall disabled” – no further effect. [50 Points]

2 Counters –“We have the turrets!”. All turrets will now only fire on the opposing units. [50 Points]

3 Counters – “The doors! They’re opening”– Scenario Complete. [100 Points]

“Hold this area!”  [50 Points per Battle Mech] – For each of the opponents BattleMech’s placed in Forced Withdrawal

Mission Ends

When one player obtains 3 counters from “Hack the Antenna”. At this point all remaining opposing Mechs Withdraw

Note – If a player’s entire force withdraws, the opponent scores points for each Mech that withdraws (Hold this area).

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Mission 3: Show Down

Situation

“Victoria will never stand down. The war has broken her. And now you’re going to end this, in the way that it so nearly began: a duel. I will face off against my cousin in the Arano tourney grounds, and both lances will fight until one of us is dead. Victoria refuses to obey her father’s order to lay down arms – and so, the only option is confrontation.”

-Lady Kamae Arano

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Game Setup

Place two map sheets together (long-sides touching).

Attacker

1 Lance of 285 Tons consisting of exactly 4 BattleMech’s (only medium, heavy or assault – Using Introductory level technology).  Two MechWarrior’s are Green (Pilot 5 Gunnery 4), one is a Veteran – Lance Lieutenant (Pilot 4, Gunnery 3), one is Elite – Lance Commander (Pilot 3, Gunnery 2).

In addition you have an Atlas II AS7-D-HT (House Arano Source Book) Piloted by Lady Kamae Arano (Heroic Pilot 2, Gunnery 1) [BattleTech Restoration Record Sheets]

Attacker enters and exits from the north side.

[Note for BattleTech Mercenary Company Players this will be your Command Lance]

KamaeArano

Defender

1 Lance of 285 Tons consisting of exactly 4 BattleMech’s (only medium, heavy or assault – Using Introductory level technology).  Two MechWarrior’s are Green (Pilot 5 Gunnery 4), one is a Veteran – Lance Lieutenant (Pilot 4, Gunnery 3), one is Elite – Lance Commander (Pilot 3, Gunnery 2).

In addition you have an King Crab KGC-000 Piloted by Lady Victoria Espinosa (Heroic Pilot 2, Gunnery 1)

[Note for BattleTech Mercenary Company Players this will be your Command Lance]

BattleTech_-_Victoria_Espinosa

Warchest

Track Cost: 200 WP

Bonuses (Both Player):

+100 “An honorable battle”– Lady Arano or Lady Espinosa may only target each other.  This lasts until either one of their Mechs is targeted in the Weapons Phase by another opponent – at which point they may immediately change their declared targets.

Special Rules

“I’m no use to you any more” – Each of the players BattleMechs (not including Lady Arano’s or Lady Espinosa’s) must follow Forced Withdrawal.

Objectives (Max 400):

“We fought with honour”[-100 Points] – If forces target Lady Arano or Lady Espinosa (On the nextturn the opponent can freely attack Lady Arano’s or Lady Espinosa.  If the opponent attacks on the same turn both players lose points.

 “Only a flesh wound” [50*] – Scored when either Lady Arano’s or Lady Espinosa’s Mech when one location takes internal damage.

 “You have not bested me!” [100*] – Scored when either Lady Arano’s or Lady Espinosa’s Mech when one location takes internal damage in two or more limbs, or one torso location.

“I will fight to the end!” [150*] – Scored when either Lady Arano’s or Lady Espinosa’s Mech when one location takes internal damage in three or more limbs, or two torso locations, or one gyro and one engine critical, or two engine critical.

“There can be only one!” [200 Points*] – Scored when either Lady Arano’s or Lady Espinosa’s Mech is destroyed.

“…and your faith in your friends is yours!” [50 Points per mech] – Score for each of the opponents Mech’s who are placed in Forced Withdrawal.

*Players score only the highest of these objectives.

Mission Ends

Lady Arano’s or Lady Espinosa’s BattleMechs are destroyed (No Central Torso, No Head, Pilot Killed, 3 Engine hits, 2 Gyro hits, both legs destroyed, All armament destroyed]).

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The Final Outcome!

Each player will total their achieved Objective Points for the day to determine the final winner [MVP].

Each faction will total their achieved Objective Points from all players for the day to determine who rules the Augarian Reach!


Continue your adventures

Players may, at the end of the tournament, spend their achieved WarChest points from each mission, repairing Mech’s and training pilots, as part of the ongoing adventures of BattleTech: Mercenary Company!

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