War of 3039 Vega Narative Event

The War of 3039 – Vega

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Adapted from material in Turning Point Vega.

Introduction

The War of 3039 Vega is a 3-scenario narrative event.  In each scenario/track players will replay the events of the invasion of Vega in 3039 and earn team objective points for either House Davion or House Kurita. Each track uses the WarChest system and can be used as part of the narrative scenario or used as part of another Chaos Campaign.

Force Construction

In each scenario each player will field one Lance of exactly 4 units.  Details of force construction are given in each track.  Unless otherwise states all units should use Level 1 technology.  When designing the Lance, players may elect to use either Mech’s or Vehicles.

Each scenario also includes a historical note for force construction.  These notes are completely optional.

Force Withdrawal/Surrender

During the scenarios the force withdrawal rules are in effect.  Units will enter Forced Withdrawal if they:

  • Four or more points of damage to the MechWarrior
  • The destruction of all sensor critical slots
  • One gyro and one engine critical hit
  • Two engine critical hits
  • A side torso location is destroyed
  • Internal structure damage in either three or more limbs or two or more torso locations (torso internal structure damage does not count towards crippling damage if that location still has front armour)
  • The loss of all weapons. This is triggered if a ’Mech loses all weapons (either through damage or ammunition depletion) with a range greater than five hexes and if it can no longer cause more than 5 points of combined weapons damage. This does not apply if the ’Mech did not start with the ability to do 5 or more damage, or the ability to do damage at a range greater than five hexes; in this case the ’Mech can never trigger this condition.

If a force is reduced to 50% of below of its total tonnage it surrenders.

Historical Note

During the War of 3039, Vega was invaded by the 3rd Lyran Guards, the 3rd Davion Guards, Snord’s Irregulars, the 1st Grave Walkers, and the 17th Recon Regiment. The world was defended by the 14th Legion of Vega and the 5th Amphigean Light Assault Group. The mercenary forces attacked the Amphigeans, holding them in place. The Fifth Amphigean LAG sent their third battalion to harass the mercenary units’ flanks, and Snord’s Irregulars responded by destroying the battalion. Combined with the losses the other two battalions had sustained, this was too much, and the Fifth evacuated the world.[55]

The Fourteenth Legion of Vega faced the Third Davion Guards and Third Lyran Guards. The two FedCom units held the Legion in place, and once the Fifth Amphigean LAG evacuated the mercenary units turned to face the Legion. The Legion of Vega was trapped between two fronts, and rather than be destroyed they also evacuated the world. The Lyran Commonwealth Armed Forces established a forward command area on Vega, and sent the Third Lyran Guards to their next target. While participating in planning sessions, many of the LCAF field commanders were killed by a DEST-planted bomb. This threw the defenders into chaos, and the arrival of the 2nd Legion of Vega, 14th Legion of Vega, and 2nd Dieron Regulars made things worse. The LCAF forces were scattered across the planet, and when the Grave Walkers and Snord’s Irregulars were sent off-world, the DCMS forces turned their full attention to the Third Davion Guards. Faced with almost certain defeat, the Third Guards evacuated the world.


Scenario 1 – Hound Dog Snoopin’ Round Your Door

Situation

Nasew

North Nanturo Vega, Draconis Combine 19 April 3039

The Nasew spaceport fell quickly to the Federated Commonwealth’s invading mercenaries, Snord’s Irregulars. The port was essential for supplying the FedCom’s forces. The DCMS Fifth Amphigean Light Assault Group seeks to contain the enemies recon forces and prevent them breaking out to destroy key power and communications infrastructure on vega.

Game Setup

The scenario takes place on two map sheets placed short end to short end.

The attackers enter on the 1stturn from the northern map edge.

The defenders are deployed in the 1stturn anywhere on the southern map sheet.

Attackers

Snord’s Irregulars recon lance.

140 Tons of BattleMechs (made of 4 Light and/or Medium Mechs or Vehicles [no more that 1 VTOL unit]).

The force includes an elite Lance Commander [Pilot 3, Gunner 2], a veteran Lance Lieutenant [Pilot 3, Gunner 2], and two regular’s [Pilot 5, Gunner 4].

Snord’s Irregulars First Company Recon Lance included the following units: Mercury MCY-99 [20], Hussar HSR-200-D [30] , FS9-H Firestarter [35], Kintaro KTO-20 [55]. 

Defenders

DCMS 5th Amphigean Light Assault Group recon lance.

140 Tons of BattleMechs (made of 4 Light and/or Medium Mechs or Vehicles [no more that 1 VTOL unit]).

The force includes an elite Lance Commander [Pilot 3, Gunner 2], a veteran Lance Lieutenant [Pilot 3, Gunner 2], and two regular’s [Pilot 5, Gunner 4].

The 5thAmphigean recon lance typically comprises: Locust LCT-1V [20], Jenner JR7-D [35], Panther PNT-9R [35], Hunchback HBK-4G.

WarChest

Track cost: 200 WP

Optional Bonuses

+100 WP Tread carefully (Attacker Only)– The defenders have placed 8 minefields anywhere on the two maps.  The defender should record secretly the location of the mine fields [Map # and Hex #]. Minefields may not be places with in 6 hexes of the attackers map northern edge.

+100 WP Call in an Airstrike (Defender only)– The attacker has access to 4 x  Offensive Aerospace Support (Light Strikes).

Objectives

Attacker Only – Run the Gauntlet.  Each attacker’s unit that exits the game from the southern map edge scores 50 WP

Defender Only – Hold the line.  Each defender’s unit that does not exit the game from the southern map edge scores 50 WP

Both – That’s gotta hurt. Each mech that takes any critical or internal damage scores the opponent 25 WP

Both – We’ve got them on the run!  Each enemy mech placed in forced withdrawal scores the opponent 50 WP

Special Rules

Offensive Aerospace Support (Light Strikes)

Light Strike Target Number: 5

Damage Groupings: 2 x 5

Successful Attack: If the attack is successful, make a separate roll on the appropriate Hit Location column for each Damage Value grouping. If the attack is successful, roll 1D6: on a result of 1–4, all Damage Groupings in the attack hit the front; on a result of 5–6, they all hit the rear.

Unsuccessful Attack: No effect

Minefield (Medium Density)

Target number: 8

Damage Groupings: 4 x 5

During each Movement Phase, a minefield’s controlling player secretly tracks if any ’Mechs enter a hex with a minefield. When a ’Mech—either enemy or friendly—enters a minefield hex, any player controlling a minefield in that hex immediately announces the presence of any minefields there and rolls against the listed Target Number(s). In all instances, each minefield is resolved separately.

Successful Attack: If the attack succeeds, roll on the front column of the Kick Location Table for each Damage Value grouping. If a minefield is triggered and inflicts damage against a target, reduce the minefield’s total Damage Value groupings by 1; if a minefield’s Damage Value groupings are reduced to 0, it has no further effect in play.

Unsuccessful Attack: If the attack fails the minefield stays active. Players may agree to place a counter to designate that the hex contains a minefield; or, if both players agree, they can decide to not place counters in such instances to enhance a “fog-of-war” aesthetic.


Scenario 2 – Wall of Steel

Situation

Neucason

Vega, Draconis Combine 13 May 3039

The Fourteenth Legion of Vega is holed up in the capital city.  The Third Davion Guards are willing to lay siege and bombard the city. The Fourteenth sends a force to end one artillery detachment’s bombardment of the city allowing the Draconis Combine forces to evacuate the planet.

Game Setup

The scenario takes place on two map sheets placed short end to short end.

The attackers enter on the 1stturn from the northern map edge.

The defenders are deployed in the 1stturn anywhere on the southern map sheet.

The defender places 4 Long Tom Artillery pieces anywhere on the southern map sheet.

Long Tom units are dug in, deployed and can’t move (are considered stationary).  They have 50 points of damage (which represents the dug in fortifications).  Each is protected by 4 machine guns (gunner 4), 2 on each side.

Attackers

DCMS 14thLegion of Vega Fire Lance.

220 Tons of BattleMechs (made of 4 Light, Medium or Heavy Mechs/Vehicles)

The force includes an elite Lance Commander [Pilot 3, Gunner 2], a veteran Lance Lieutenant [Pilot 3, Gunner 2], and two regular’s [Pilot 5, Gunner 4].

The 14thLegion of Vega Fire Lance typically consists of: Phoenix Hawk PXH-1H [45], Griffin GRF-1N [55], Wolverine WVR-6K [55], Catapult CPT-K2 [65]

Defenders

Third Davion Guards Fire lance.

220 Tons of BattleMechs (made of 4 Light, Medium or Heavy Mechs/Vehicles).

The force includes an elite Lance Commander [Pilot 3, Gunner 2], a veteran Lance Lieutenant [Pilot 3, Gunner 2], and two regular’s [Pilot 5, Gunner 4].

The Third Davion Guards Fire lance typically comprises: Phoenix Hawk PXH-1D [45], Griffin GRF-1S, Wolverine WVR-6R [55], JagerMech JMG-S [65]

WarChest

Track cost: 200 WP

Optional Bonuses

+100 WP Artillery Strike (Attacker Only)– The defender has access to 1 shot per artillery piece (4 shots in total) from a Artillery: Long Tom.  These can be either against a predesignated target hex or can be designated by indirect fire.

+100 WP Airstrike (Defender only)– The attacker has access to 4 x Offensive Aerospace Support (Light Bombing) [AE].

Objectives

Attacker Only – Artillery destroyed.  Each of the defending Thumper Artillery pieces that are destroyed score 50 WP

Defender Only – Defend the guns!  Each Thumber Artillery piece that survives cores 50 WP

Both – That’s gotta hurt. Each mech that takes any critical or internal damage scores the opponent 25 WP

Both – We’ve got them on the run!  Each enemy mech placed in forced withdrawal scores the opponent 50 WP

Special Rules

Long Tom Artillery

Target Number: 8

Damage Groupings: 5 x 5 [0], 3 x 5 [1], 1 x 5 [2]

Players may preselect 4 hexes.  Attacks made against these hexes do not have to roll. Thumper artillery may not direct fire.

When targeting a hex that has not been pre- designated, use the following rules.

Targeting: During any turn’s Weapon Attack Phase, the player must announce that an Artillery Support is incoming and secretly write down the target hex number. The artillery attack arrives during the Weapon Attack Phase of the following turn, at which time the player rolls to determine if the attack successfully strikes the targeted hex.

If a ’Mech chooses to spot the target hex for indirect fire on both the turn the artillery attack was launched and the turn on which it arrives, apply a –2 Target Number modifier to the artillery attack.

The spotter can spot for any number of Artillery Support attacks (as well as indirect fire attacks) against a single hex, but can only spot to one hex a turn. If a spotter makes any attacks during the Weapon Attack Phase of a turn that it also spots, apply a +1 Target Number modifier to those attacks, as well as applying only a –1 (in place of the –2) modifier for targeting to the Artillery Support attack.

Successful Attack:If the attack is successful, the first number of Damage Value groupings is applied to targets in the target hex. The second number of groupings is then applied to all targets in all adjacent hexes. If a third value is listed, it is applied to all targets in the adjacent hexes to those.

In the case of the first target hex, make a separate roll on the appropriate column for each Damage Value grouping, after rolling the 1D6 to determine whether the attack will strike the front or rear of the ’Mech.

Unsuccessful Attack: If the attack fails, it scatters. Determine the Margin of Failure (MoF) between the Target Number and the die roll result. The artillery attack will scatter one hex for each MoF point. Next, roll 1D6 and compare it to the Scatter Diagram to determine where the shot lands. Any ’Mechs in any of those hexes, including friendly ’Mechs, as well as terrain and buildings are automatically hit. Use the rules above for applying damage, with the direction of attack for the new target hex coming from the original targeted hex (i.e. once again, do not roll the 1D6 for a normal attack).

Offensive Aerospace support (Light Bombing) [AE]

Light Bombing Target Number: 5

Damage Groupings: 3 x 5

Successful Attack:If the attack is successful, make a separate roll on the appropriate Hit Location column for each Damage Value grouping.

If the hex targeted by a bombing is a building hex, and there is a ’Mech in that building hex, the full damage is applied simultaneously to both the building and the ’Mech.

If the attack is successful on that hex, roll 1D6: on a result of 1–4, all Damage Groupings in the attack hit the front; on a result of 5–6, they all hit the rear.  If the bomb scatters draw LoF from the hex to the target units hex.

Unsuccessful Attack:If the attack fails, it will scatter. Determine the Margin of Failure (MoF) between the modified Target Number and the die roll result. For each MoF point, the bombing attack will scatter one hex.

Next, roll 1D6 and compare it to the Scatter Diagram to determine where the attack lands. If there is a ’Mech in that hex, even a friendly ’Mech, it is automatically hit; use the rules above for applying damage, but use a direction of attack as coming from the original targeted hex (i.e. do not roll the 1D6 to determine attack direction as for a normal attack)


Scenario 3 – Return of the Dragon

Situation

Neucason

North Nanturo Vega, Draconis Combine 13 August 3039

With the secret backing of ComStar the DCMS returns to retake Vega.  The noose has tightened, their allies have withdrawn, and there is nowhere left for the Third Davion Guards to fall back. The Second Dieron Regulars, having repulsed Davion attacks, are ready to put an end to the Commonwealth invasion of Vega

Game Setup

The scenario takes place on two map sheets placed short end to short end.

The defenders enters from the northern map edge on the 1stturn.

The attackers enters from the northern map edge on the 3rd turn.

The Union class dropship is represented by a template.

At the start of turn 7 the AFFS Victory Union Class dropship arrives.  It hovers above its landing spot at the centre – or close as possible – of the southern map sheet (at altitude 5 for one turn).  During this turn it may make attacks.

At the start of turn 8 the AFFS Victory lands. During this turn it may make attacks.  When it lands all units directly under the drop ship are destroyed by the drive plume.  Units in 1 hex take 8 x 5 damage, within 2 hexes 4 x 5 damage, and within 3 hexes 2 x 5 damage.

At the start of turn 9 the Third Davion Forces may board the dropship by walking into the template (through one of the three doors).  If a unit is standing by a door and may fire and be fired upon, even as the dropship takes off.  There are three doors, each 1 hex apart.

At the start of any round from round 10 onwards, the dropship may start to lift off.  The attacker gets 1 more turn of firing before the dropship clears the battlefield.

(Note – there is nothing to stop an enemy unit from entering the enemy dropship – unless the opponent is standing at the door).

Attackers

DCMS Second Dieron Regulars Command lance.

300 Tons of BattleMechs (made of 4 Medium, Heavy or Assault Mechs/Vehicles)

The force includes an elite Lance Commander [Pilot 3, Gunner 2], a veteran Lance Lieutenant [Pilot 3, Gunner 2], and two regular’s [Pilot 5, Gunner 4].

The Second Dieron Regulars Command lance typically consists of: Griffin GRF-1N, Catapult CPLT-K2 [65], Awesome AWS-8Q [80], Atlas AS7-D [100]

Defenders

Third Davion Guards Command lance.

300 Tons of BattleMechs (made of 4 Medium, Heavy or Assault Mechs/Vehicles).

The force includes an elite Lance Commander [Pilot 3, Gunner 2], a veteran Lance Lieutenant [Pilot 3, Gunner 2], and two regular’s [Pilot 5, Gunner 4].

The Third Davion Guards Fire lance typically comprises: Centurion CN9-A [50], Warhammer WHM-6D [70], Longbow LGB-0W [85], Banshee BNC-3S [95].

The AFFS Victory Union Class drop ship has two first arcs, one facing north and one facing south. It is 10 stories tall (attacks are made from a height of 5).  All attacks against the drop ship are at -4 as it is stationary.  All attacks made by the drop ship have a Gunnery of 4 (and drop ships receive a -2 to hit for all attacks).  In one fire arc it has the following armament:

1 PPC, 2 AC5, 2 LRM20, 2 Large Lasers, 4 Medium Lasers

It also has 2 Larger Lasers and 4 Medium lasers in its Aft fire arc (when landing, taking off or grounded these can target any mechs within 1 hex of the dropship).

It has 180 armour on the each facing and 10 internal structure.  It doesn’t have locations or receive criticals. [Union Class Dropship 3025]

688px-Union

WarChest

Track cost: 200 WP

Optional Bonuses

+100 WP Hot LZ (Attacker Only)– The defender union class dropship is armed and may target the attacking units.

+100 WP ComStar Upgrade (Defender only)– The attacker may choose their commander’s Assault BattleMechs from the following lost of StarLeague era BattleMechs: TRO 2750 (THG-11E Thug. CRK 5003-1 Crocket, HGN-732 Highlander, KGC-000 King Crab), TRO Secession Wars (TDK-7X Thunder Hawk, PLG-3Z Pillager,  NSR-9J NightStar, EMP-6A Emperor, SHG-2F Shogun)

Objectives

Attacker Only – They’ll die on this rock.  Each of the defending Mechs that doesn’t escape Vega scores 50 WP

Defender Only – Evac! Each of the defenders mechs that evacuates on the dropship scores 50 WP

Both – That’s gotta hurt. Each mech that takes any critical or internal damage scores the opponent 25 WP

Both – We’ve got them on the run!  Each enemy mech placed in forced withdrawal scores the opponent 50 WP


Event Scoring

In a non-chaos campaign event, scoring is achieved simply by adding together all objective achieve.  In a non-chaos campaign even, all options are considered mandatory.