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KINGS AND PAWNS

CREDITS
Writing Product Editing Special Thanks
Bad Blood Herbert A. Beas II To Randall Bills, Loren Coleman, Jason Robinette,
Loren Coleman Scott Taylor, and Chris “Bones” Trossen, for their
BattleTech Line Developer impulses to get this done. Also to the guys at
Additional Writing Randall N. Bills CamoSpecs Online and Iron Wind Metals, and—of
Ray Arrastia course—the FanPro Commandos, for volunteering
Production Staff (in -advance) to make this event a memorable one,
Herbert A. Beas II Art Direction
Jason Robinette and for keeping the BattleTech dream alive and in
Herbert A. Beas II
Scott “Clutch” Taylor living, three-dimensional color.
Jason Weiser Illustrations
Ray Arrastia Jason Robinette would also like to thank Loren
Product Development Tom Baxa “Rumor” Coleman, Herbert Beas, Robert “Pidge”
Herbert A. Beas II Herbert A. Beas II Pigeon, and the CamoSpecs Online crew, as well as
Jason Robinette Earl Geier Mike Stackpole, for being a friend and supporter in
all things BattleTech, and Scott “Clutch” Taylor and
Layout his corps of dedicated Commandos.
With assistance from
Ray Arrastia
Raymond Arrastia
Anthony Hardenburgh Cover Design
Jason Weiser Ray Arrastia

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2
KINGS AND PAWNS

BAD BLOOD
Outside Harney
Hall, Chaos March
11 October 3067

Someone had made a big mistake.


Colonel John Marik-Johns cranked his control sticks hard over,
leaning his Warhammer to the side as a fast-strike lance tore
through the Third Dismal Disinherited’s western flank.
A pair of Bloodhounds hammered in, scattering a disjointed
armor company and chasing down a Striker light tank having trouble
on the muddied fields near Harney. Right behind followed an
ancient Shadow Hawk, pounding away with its autocannon and
missiles, and a much newer Eagle with its large laser cutting at a
fleeing Disinherited Hunchback.
Behind them rolled a fresh, heavy company of mixed armor
belonging to the Fourth Hussars and “Emperor” Baranov’s
Republican Guard.
Marik-Johns heard one of his younger company commanders
calling out for support. Knew there was no one left on this side of
the field in position to help.
The colonel side-walked the new Warhammer design, pulling
his crosshairs far over even as he swung the ’Mech’s right arm back
the way he’d come. “Steady up and at them!” he called, caressing
the trigger, and a white-bright flare spewed out from the particle
projector cannon which made up the entirety of that arm.
It threw a snaking stream of manmade lightning at the lead
Bloodhound. Blasting and tearing and melting armor all along its left
side into ruin.
Two of his irreplaceable Bandit hovercraft streaked by on either
side of the Warhammer as Marik-Johns completed his turn, taking
the lead as the Disinherited’s commander raced back to the aide of
his men. More of the light armor also flocked to him like metal
filings to a lodestone. It wasn’t a great deal to throw in front of the
advancing forces, but it would have to be enough.
A fighting retreat had to be one of the hardest maneuvers to
pull off well, simply because there was no way to really practice it
until it happened to you on the field. The chaos and fear that settled
into your gut as the enemy continued to press. And when they had The Hunchback had swung back onto the attack, bearing up
a real, burning hatred for you — for your name — there was that under the brunt of the League offensive in an effort to protect his
constant specter looming behind that whispered a promise of no commander. Its assault-class autocannon thundered across the
quarter, no reprieve. battlefield, pounding at the already-damaged Bloodhound. A
Bad blood. second volley. A third.
That’s what it came down to. More than Baranov’s megaloma- That one cracked through the wound sliced deep into the side
niac quest for power and respectability. More than Word of Blake’s of the League ’Mech. Pounded the engine shielding into scrap as it
suspected involvement with the shift of power on Hall, or the Allied gutted the entire left-side chest cavity.
Mercenary Command’s directive to stand in the way of a Blakist The ’MechWarrior saved his life and his machine by dropping
hegemony. The Fourth Oriente Hussars were on planet, and they dampening fields over the fusion reactor, but the BattleMech was
would take any free shot at Marik-Johns if for no other reason than lost to this fight, falling over with smoke belching out in sooty piles.
they hated the Mariks. Any Marik. If their own Captain-General stood Marik-Johns had already switched his attention to the Shadow
upon the field, it would be difficult to say which direction they’d Hawk. A venerable design, it was still the larger and likely more
shoot. But at the moment there was no such contest. Marik-Johns deadly machine being pushed forward. Missiles rained down over
was here, and Thomas Marik was not. Worse, he was a rogue Marik. the Warhammer, striking deep into his chest, shoulders, and arms.
Outside of the League. The Hawk’s autocannon hammered away more armor into shards
Fair game, so far as the Hussars cared. and splinters.

3
BAD BLOOD

But a Warhammer was no easy target. Good armor and better For the Chaos March world of Hall, the close of 3066 brought
weaponry. His twin PPCs blazed, throwing scourging energy whips at the final acts of a decade-long struggle between “Emperor” William
the advancing BattleMech, carving it away a ton of armor at a time, Baranov (of the late-AFFC’s Fourth Republican Guard RCT) and his
drawing a series of red-tinged wounds across its legs and lower chest. chief rivals, led by Count McNally, came to a close when Baranov’s
Which was when the Bandits pounced. Republican Guard, supported by the Stealthy Tigers mercenary com-
Ignoring the onrushing armor, the hovercraft slid in at the mand, finally overwhelmed McNally’s forces, and won a tenuous
Shadow Hawk’s side, medium lasers spearing a fury of red-hot darts control over Hall.
into the stricken BattleMech. When Marik-Johns took the Hawk’s leg McNally’s surviving forces, the mercenary Burton’s Brigade,
a moment later, they did not let up. They rode the kill to the ground, however, quickly allied themselves with the arriving Third Dismal
still attacking. Still slicing and stabbing with their gem-bright scalpels. Disinherited (Johns’ Hostile Hellraisers), joining the ranks of the
Even after the ungainly machine had bounced to a rough stop Allied Mercenary Command, who arrived as part of an effort to rein-
against the ground, the hovercraft simply walked their laserfire right force the neutral Com Guard troops still stationed on Hall. Unable to
up the side of the Hawk to spear ruby-red light through the head, the finish off McNally’s last loyalist force, and forced to accept the
cockpit, and the MechWarrior. added garrison forces of the AMC and the Com Guard, Emperor
Bad blood on both sides. Baranov nonetheless seemed content to settle for what control over
“Back,” Marik-Johns ordered, now that the Hunchback had Hall he had finally attained.
staggered back to the colonel’s side. “Best speed and away!” But, much to the surprise of the AMC-Com Guard troops, in the
Both Bandits raced off, leading the straggling armored column, summer of 3067, Emperor Baranov unleashed a political bomb-
and none too soon. The armored company pressing in from the west shell. Contrary to everyone’s expectations, the Emperor declared on
overran the downed Shadow Hawk and set a hard line that would 28 August that his provisional planetary government had invited
have taken more lives. The surviving Bloodhound and the Eagle troops from the neighboring Free Worlds League to come and claim
reigned themselves in rather than face the Warhammer’s fury. But Hall in the name of the League. The move would willingly place
they’d advance again as soon as they had the numbers. As soon as
Baranov’s own hard-fought fiefdom under the nominal authority of
they felt they could deal with Marik-Johns.
House Marik.
Time enough to escape this mess. Time enough to repair and
In addition, Baranov added, the installation of League authori-
refit and reset his own lines. This wasn’t over yet. The Fourth
ty would mean that the services of ComStar were no longer needed,
Hussars had come spoiling for a fight, and the Third Dismal
nor were those of the Allied Mercenary Command. In one fell swoop,
Disinherited has decided to give it to them.
Baranov’s shift of allegiance would force his remaining rivals —
Yeah. Someone had made a big frigging mistake.
ComStar and McNally’s holdouts in Burton’s Brigade — off Hall.
John Marik-Johns prayed it had not been him.
Though shocked and outraged, the Com Guard forces bowed to the
apparent legitimacy of Baranov’s proclamation.
PLOT SUMMARY
The AMC forces, however, remained unconvinced. Alleging
In late 3057, the Lyran Alliance seceded from the Federated
Commonwealth in the face of a combined assault by the forces of Word of Blake involvement in facilitating “this travesty of justice”,
Houses Marik and Liao. As FedCom authority collapsed throughout the Third Dismal Disinherited’s commander, Colonel John Marik-
the region, and the Capellan-Free Worlds invasion forces abruptly Johns, defied Baranov’s order to evacuate Hall pending the arrival
halted their advance mere months later, the Sarna March — once a of a “recognized League authority”.
vital hub for trade and political exchange between the now-divided On 4 October 3067, the Free Worlds League’s Fourth Oriente
halves of the Commonwealth — fell into anarchy, creating the newly Hussars arrived in the Hall system, immediately proclaiming the
re-christened Chaos March. world a holding of the Free Worlds League, and repeating Baranov’s
At almost the same time, the Word of Blake, ComStar’s radical ultimatum to the AMC forces. Faced at last with the proof of House
splinter faction, successfully reclaimed Terra itself, ejecting their Marik’s intention to claim Hall, Colonel Marik-Johns nonetheless
secularized brethren from humanity’s homeworld in a single, bril- ignored the warning, continuing to insist that the transfer of authority
liantly executed surprise attack. Over the years since, the Word of on Hall was a Blakist trick.
Blake emerged as a pre-eminent power in the embattled Chaos On 11 October, as the first Fourth Hussars DropShips burned in
March, with Blakist forces gradually gaining ground by restoring toward the spaceport at Hall’s capital at Harney, the AMC
order to worlds still unclaimed by the nearby Great Houses. mercenaries struck. Colonel Marik-Johns, citing the questionable
Alarmed by the expansion of Blakist ambitions beyond Terra, loyalties of the Hussars, hoped that a decisive victory near Harney
Jaime Wolf of the Wolf’s Dragoons announced the formation of the would shatter the League regiment’s resolve and end the “sham” of
Allied Mercenary Command in 3065, centered on the independent Hall’s transfer once and for all. But rather than crumble at the
mercenary world of Outreach in the heart of the Chaos March. As interdiction of the mercenary forces, the Fourth Hussars, supported
the FedCom Civil War — the inevitable outcome of the Lyran seces- by elements of the Stealthy Tigers and Baranov’s Republican Guard,
sion — raged on, the AMC and the forces of Blake clashed repeat- drove off the Disinherited ’Mechs.
edly over several worlds throughout the nearly forgotten March. Hall was once again at war.

4
KINGS AND PAWNS

GENERAL CAMPAIGN RULES


Kings and Pawns, the Battle for Hall, is a set of three scenarios FORCED WITHDRAWAL
detailing the battles between the Allied Mercenary Command forces To preserve their strength for future campaigns, the various
of the Third Dismal Disinherited (Johns’ Hostile Hellraisers) and BattleMech forces committed to this campaign are mindful of the
Burton’s Brigade against the combined forces of Hall’s de facto scarcity of supplies throughout the Chaos March after so many
years of conflict and in the wake of the FedCom Civil War. Thus, in
ruler, “Emperor” William Baranov, which includes the remnants of
all of the scenarios of this campaign (unless otherwise noted), all
the former FedCom’s Fourth Tikonov Republican Guard, the Stealthy
units (regardless of faction) that are considered crippled in battle
Tigers mercenary command, and the Free Worlds League’s Fourth must withdraw at once to the nearest home edge for their faction.
Oriente Hussars. For the purposes of this rule, BattleMechs are considered
crippled if the suffer the loss of a side torso, two sensor critical hits,
SETTING UP SCENARIOS 2 engine critical hits, 1 gyro critical hit, 4 or more pilot hits, lose one
The scenarios presented here are intended for play on both leg or both arms, or suffer the loss of all weapons (either through
Classic BattleTech hexmaps and on terrain. When running the damage or exhaustion of all ammunition).
scenarios on terrain, however, efforts should be made to establish at Vehicle units are considered crippled if all armor in any one
least a loose correlation between the layout of terrain features and location is destroyed, if their movement rate is reduced to half their
starting Cruise/Flank speeds (or less, to a minimum of 1 Cruise
the mapsheet layouts given in each scenario’s Game Set-Up section.
MP), or if all weapons are destroyed or
run out of ammunition (counting
Warrior Skills jammed weapons as destroyed, for
All MechWarrior and combat purposes).
vehicle crew skills listed in Infantry units are consid-
Kings and Pawns present ered crippled if they reduced to
the unit’s Gunnery and less than fifty percent of their
Piloting skills, respectively. starting troop strength.
(So, a unit given a 3/5 Note that any vehicle or
would have a base Gunnery BattleMech unit that is
immobilized and cannot use any
skill of 3, and a base
of its weapons (either due to
Piloting skill of 5). damage or ammo depletion) is
considered destroyed for scnario
Ammunition purposes. Units that are immobi-
All units involved in lized but still possess active
Kings and Pawns use the weapons may attack normally.
standard ammunition type All units that are forced to
for their weapons, with the withdrawal must proceed
following exceptions: immediately to their home edge
of the playing area, using the
Units equipped with
fastest—yet safest—mode of
LB-X autocannons may make
travel possible (e.g., a
use of standard and/or BattleMech with a damaged
cluster munitions. gyro may retreat using walking
Units equipped with MPs, as the safest mode of
Artemis Fire Control Systems travel available, while another
automatically make use withdrawing BattleMech
of Artemis-equipped missile suffering only from the loss of
munitions. both arms may employ running
Units that are part of a or jumping movement).
Withdrawing units may fire on
lance in which one element uses
any hostile unit that enters their
a Narc missile beacon may make forward weapons arc, or change course to get around hostile units
use of Narc-equipped missiles, unless the unit in question attempting to block their retreat, in order to reach the “safety” of
features an Artemis system. their home edge. Withdrawing units may not, however, make any
Units equipped with Arrow IV missile launchers may use either physical attacks while in the process of retreating, nor may they act
standard or homing missiles. as spotters for friendly indirect fire.

5
KINGS AND PAWNS

SCENARIO 1: EVACUATION!
SITUATION
Third Dismal Disinherited Compound,
Austin Badlands, Hall
3 October 3067
The Third Disinherited’s unauthorized attempt to interdict the
arrival of the Fourth Oriente Hussars drew harsh retaliation from the
Fourth Hussars’ commander, Colonel Fleur Lewis. Citing the Free
Worlds League’s now-legitimized claim to Hall, Lewis presented one
last ultimatum to the mercenaries: leave Hall within thirty-six hours
or die.
For Colonel John Marik-Johns, the challenge was more direct.
Knowing the Fourth’s simmering hatred for the Marik family, he
caught the implied threat in Lewis’ demands, The Fourth would
relish a direct battle with the Third, if only to take out their ATTACKER
commander, whose very name echoed a bloodline they despised. The attacking force consists of elements of the
The fact that Marik-Johns was a mercenary only made the kill Fourth Oriente Hussars (Stonewall Lance).
politically acceptable back in the League.
Yes, Marik-Johns knew, the Fourth wanted this fight, just as Fourth Oriente Hussars, Stonewall Lance
much as he did. Lieutenant Kurt Bracewell (Piloting 5, Gunnery 4),
Just as much as he also knew they would not wait the full thirty- Tempest TMP-3M
six hours to strike, either. Dona Barret (Piloting 4, Gunnery 4), Orion ON2-M
When the first wave of Hussars forces came for the Alejandra Leeson (Piloting 5, Gunnery 3), Perseus P1
Disinherited’s field bases, however, even Marik-Johns could not Santos Brendon (Piloting 3, Gunnery 4),
conceal his outrage. Determined to make the mercenaries pay for Grand Crusader GRN-D-02
their interference, the League troops struck first at the Hellraisers’
undefended barracks in the partly evacuated Austin Badlands base. DEFENDER
Within minutes, the base came under fire from a heavy lance of The defending force consists of elements of the
Hussars BattleMechs. Third Dismal Disinherited (Hawk Lance).
Worse still, only one light lance stood between the League
attackers and the dependents and support staff for a full company Third Dismal Disinherited, Hawk Lance
of Disinherited troops. Captain Petra Williams (Piloting 2, Gunnery 3),
Shadow Hawk SHD-5D
Zachary Quellette (Piloting 3, Gunnery 2), Phoenix Hawk PXH-7S
GAME SET UP Stefanie Carmichael (Piloting 2, Gunnery 4), Battle Hawk BH-K305
If played with mapsheets, this scenario uses the standard Shane Danzy (Piloting 4, Gunnery 4), Night Hawk NTK-2Q
BattleTech mapsheets, laid out as shown. The Third Disinherited’s
home edge is the north edge of the left mapsheet, while the Fourth
Hussars enters the map from the south edge of the right mapsheet. VICTORY CONDITIONS
The Disinherited units must begin this scenario within four hexes of The Dismal Disinherited forces must hold the line and buy time
their home edge. for their comrades’ departure at the base to the north. To reflect

6
EVACUATION!

this, the Disinherited units must keep the Fourth Hussars occupied
for a minimum of 10 turns. At the beginning of each turn after turn
10, the defender may roll a d6, ending the scenario on any result of
a 4 or higher. If, before this time, one side or the other has
withdrawn or been destroyed, the scenario ends.
Once the scenario ends, consult the Victory Table below for
scoring. Note that if either force is destroyed before the tenth turn,
the surviving force is considered to have played for a full 10 turns,
for the purposes of awarding victory points by the table below.

VICTORY TABLE

Victory Points
Condition (Attacker/Defender)
Each Attacking ’Mech -10/+10
Destroyed/Crippled
Each Defending ’Mech +25/-25
Destroyed/Crippled
Each complete turn -10/+10
(starting with turn 5) that at least
one Defending ’Mech remains active
Each turn that the Attacker does not have 0/-5
LOS to at least one Defending ’Mech

Final Score Victory Level


60 or better Complete Victory
35 to 59 Partial Victory
15 to 34 Pyrrhic Victory
-5 to 14 Marginal Defeat
-30 to -6 Partial Defeat
-31 or less Utter Defeat

Example: Dave (Attacker) plays against Mike (Defender). Dave


takes out two of Mike’s ’Mechs, and a 4+ is rolled on turn 11. Mike
did not destroy any of Dave’s ’Mechs. Mike only had one turn where
he cowered in fear, obscuring all of his ’Mechs. Dave scores 50
points for his kills, and -70 points for the game’s duration. Mike
scores -50 for his losses, -5 for the turn he was hidden, and +70
points for the turn points.
Final score: Mike 15 (Pyrrhic victory); Dave -20 (Partial Defeat)
(One more loss by the Defender would have swung the game the
other direction!)

SPECIAL RULES
The following special rules apply to this scenario.

Forced Withdrawl
The forced withdrawal rule is in effect for both the attacker and
the defender.

Third Dismal Disinherited


If, at the beginning of a round, more than two thirds of the Third
Dismal Disinherited’s ’Mech complement is jump-capable (e.g. the
’Mech possesses a minimum of 1 Jumping MP), the Disinherited
player gains a +2 bonus to Initiative rolls.

7
KINGS AND PAWNS

SCENARIO 2: POISONING THE WELL


SITUATION Before placing any additional mapsheets, the defending player
Lexicon PowerCorp Complex, must set up his forces. Once that is done, the attacking player may
Fort Lexington, Hall choose either the northern or southern edge of the Military Base
5 October 3067 mapsheets and place both Drop Port mapsheets along that edge (so
long as both mapsheets are placed on the same side and their
Enraged by the Hussars’ attack against non-combatants in the
placement follows the rules for laying mapsheets (see p. 109,
Austin Badlands, Colonel Marik-Johns, established commander of
BattleTech Master Rules, Revised). The attacking player’s force will
the allied mercenary forces on Hall, immediately ordered all surviv-
enter the map from the edge corresponding to the side of the
ing Disinherited commands to gather at the AMC command post
Military Base mapsheets where the Drop Port mapsheets were
near the city of Rockfall Maze on the Farnorth continent.
placed (so if the Drop Port mapsheets are laid out on the north side
From there, Marik-Johns outlined a hasty plan meant to cripple of the map, the attacker may enter from the north edge of the map).
the planetary infrastructure in a way that would force the Free The defending player’s forces consider the opposite map edge
Worlds League—and, presumably, any Blakist backers to what he to be their home edge, for purposes of forced withdrawal rules.
continued to call an “illegal invasion”—to invest vast resources into
reconstruction. Coupled with the Burton’s Brigade, the Disinherited ATTACKER
would make several determined strikes against the various power The attacking force consists of elements of the
complexes and fuel refineries across the region. Third Dismal Disinherited’s Able Battlaion:
Although some within both commands initially balked at the
“scorched earth” strategy, Marik-Johns emphasized that the targets Junkyard Lance
would be chosen carefully, with strict instructions given to all attack Captain Ian Wymore (Piloting 3, Gunnery 2), Dragon DRG-1C
forces to minimize civilian casualties. In weakening Hall’s infra- Lester Cincotta (Piloting 4, Gunnery 3), Ostsol OTL-7M
structure, Marik-Johns argued, Emperor Baranov’s tenuous grip on Roberto “Dave” Giorgi (Piloting 3, Gunnery 4), Quickdraw QKD-8K
the planetary government could easily falter. With luck, the destruc- Patricia Vargo (Piloting 4, Gunnery 5), Kintaro KTO-18
tion would then enable others—such as the remains of Count Fade Lance
McNally’s resistance—to mount an effective coup that would finally Sam O’Callaghan (Piloting 3, Gunnery 5), Stealth STH-1D
topple the ex-Lyran officer turned tyrant. Yunsha Xiu (Piloting 5, Gunnery 4), Scarabus SCB-9A
Either way, as far as Marik-Johns was concerned, Baranov and Lewis Brisson (Piloting 2, Gunnery 3), Assassin ASN-23
his Blakist friends would pay for every meter of Hall they took, one Shane Danzy (Piloting 3, Gunnery 4), Arctic Fox AF1A
way or another. Pillar of Stone Lance
Candy Simmons (Piloting 2, Gunnery 3), Hellspawn HSN-8E
GAME SET UP Vernon Moy (Piloting 5, Gunnery 4), Rifleman RFL-8D
Pedro Hakim (Piloting 5, Gunnery 3), Whitworth WTH-2A
If played with mapsheets, this scenario uses four BattleTech
Elements of Striker Lance
mapsheets, two of which are the Military Base sheets, laid out as
Lieutenant Therese Baeza (Piloting 5, Gunnery 4), Scorpion SCP-12S
shown. These mapsheets represent the Lexicon PowerCorp Susanne Heck (Piloting 6, Gunnery 4), Hunchback HBK-4P
complex, a sophisticated fission power plant that supplies energy
for most of the eastern seaboard of the Farnorth continent on Hall. DEFENDER
Hexes 0112 and 0908 of Military Base #1, and hex 0509 of Military The defending force consists of elements of the
Base #2 represent the key control structures for the facility, including Stealthy Tigers mercenary command, under contract
cooling chambers and the like. Each of these buildings stand 1 level with Emperor Baranov, supported by elements of
tall, and has a CF of 50, 55, and 60 points, though which building Baranov’s Republican Guard:
has which CF is up to the defender and should be written down in
secret prior to play. Mauler Lance
Major Wesley Eberhardt (Piloting 5, Gunnery 3), Banshee BNC-3S
Maribel DeYoung (Piloting 6, Gunnery 3), War Dog WR-DG-02FC
Corey Rublee (Piloting 4, Gunnery 5), Centurion CN9-A
Dean Ashton (Piloting 4, Gunnery 4), Grasshopper GRH-5H
Deep Claw Lance
Lieutenant Johnny “Rain of Fire” Benhke (Piloting 2, Gunnery 3),
Archer ARC-8M
Douglas Kent (Piloting 6, Gunnery 4), Stalker STK-3F
George LaDuquette (Piloting 4, Gunnery 4), Thunderbolt TDR-9M
Isabelle Lewis (Piloting 5, Gunnery 4), Bombardier BMB-10D
Elements of Jaguar Lance
Jenifer Almeda (Piloting 3, Gunnery 3), Vindicator VND-1R
Derrick Vanzant (Piloting 5, Gunnery 4), Starslayer STY-3C

8
POISONING THE WELL

Republican Guard Armor Lance


Sergeant Franklin Younan (Piloting 4, Gunnery 4), VICTORY TABLE
Patton (Ultra Variant)
Tanker Crew Seskii (Driving 5, Gunnery 4), Manticore Victory Points
Tanker Crew Jones (Driving 5, Gunnery 3), Vedette Condition (Attacker/Defender)
Tanker Crew Brown (Driving 3, Gunnery 4), Vedette Each Attacking ’Mech -15/+15
Destroyed/Crippled
Each Defending unit +5/-5
VICTORY CONDITIONS Destroyed/Crippled
The attacker’s goal in this scenario is to destroy the three key
Each Objective destroyed +20/-20
structures within the power plant complex and withdraw without
All three Objectives destroyed +50/-50
casualties. The defender must prevent this by destroying or driving
No Objectives destroyed -50/+50
off the attacking forces. This scenario ends when the final attacking
unit either leaves the board or is destroyed, or when all defenders Final Score Victory Level
are destroyed. At that point, victory points should be awarded as 140 or better Complete Victory
indicated in the Victory Table below. 90 to 135 Partial Victory
Note that if the Attacker succeeds in clearing the field of all 40 to 85 Pyrrhic Victory
Defending units (either through destruction or forced withdrawals), -85 to 35 Marginal Defeat
the Attacker should score the scenario results as though all -90 to -135 Partial Defeat
objective buildings have been destroyed as well. -140 or less Utter Defeat

SPECIAL RULES ELECTROMAGNETIC INTERFERENCE (EMI)


The following special rules apply to this scenario. The Lexicon PowerCorp plant is a sophisticated complex capa-
ble of generating gigawatts of electrical energy per hour. As a side
FORCED WITHDRAWAL effect, however, the proximity of the various capacitors, transform-
The forced withdrawal rule is in effect for both the attacker and ers, and the like generate enormous electromagnetic interference
the defender. that hampers sensors and communications for BattleMechs and
vehicles. To reflect this, throughout this scenario, all units suffer a
THIRD DISMAL DISINHERITED +2 to-hit modifier for weapon attacks, and rolls on the Missile Hits
If, at the beginning of a round, more than two thirds of the Third Table suffer a -2 modifier. Additionally, all active probes are ren-
Dismal Disinherited’s ’Mech complement is jump-capable, the force dered useless throughout this scenario, while all ECM fields func-
possesses a +2 Initiative bonus. tion as though they have double their standard effective range.

9
KINGS AND PAWNS

SCENARIO 3: THE LION’S DEN


SITUATION Ammunition Depot: 4 Medium Buildings (CF 25, 1 level tall)
South Harney, Hall — west CityTech mapsheet, hexes 0808, 0809, 0909, 0910
9 October 3067 Repair Facilities: 4 Medium Buildings (CF 40, 2 levels tall)
The damage done to Hall’s infrastructure by the AMC forces sent — east CityTech mapsheet, hexes 0708, 0710, 0908, 0910
entire regions of the planet into chaos, leaving hundreds of thousands Administration Building: 1 Heavy Building (CF 70, 1 level tall)
of citizens without power or communications and weakening the — City Ruins mapsheet, hex 0304
public’s already flagging faith in Emperor Baranov’s ability to University Buildings: 2 Medium Buildings (CF 40, 1 level tall)
effectively govern and defend his world, even with support from the — City Ruins mapsheet, hexes 1109, 1208
Research Center: 1 Medium Building (CF 40, 1 level tall)
Free Worlds League. Baranov’s propaganda machine, however, threw
— City Ruins mapsheet, hex 0315
blame back at the feet of the Allied Mercenary Command, pointing out
In addition, the defending players should place counters for five
Marik-Johns’ “baseless” accusations of Word of Blake involvement in
more heavy buildings (CF 90), fifteen more medium buildings (CF
Hall’s transference to Free Worlds control.
50), and twenty-five more light buildings (CF 15), on any paved
Painting himself as a leader desperate to find a better life for a hexes in the map area. These additional buildings may stand
world racked by endless conflict, Baranov’s remarks hit home with anywhere from 4 to 8 levels in height.
millions across the planet. Surely, Hall—and its leader—were the The attacking players’ forces will begin this scenario by enter-
victims here, not of some Blakist agenda, but of a scheme by the ing from the northern edge of the map, with the Dismal Disinherited
Wolf’s Dragoons and their AMC cronies to impose their own brand of player entering via the Desert Sinkhole #2 mapsheet and the
order on the Chaos March. After all, it was the Disinherited who fired Burton’s Brigade entering via the BattleTech mapsheet. The defend-
the first shots this time, with their pre-emptive strike on the incoming ing forces will enter from the south edge, with the Hussars coming
Fourth Hussars, was it not? But while the people bought into in through the Desert Hills mapsheet, and the Tigers approaching
Baranov’s rhetoric, however, Marik-Johns remained convinced that through the Desert Mountain #2 mapsheet. Baranov’s defending
the Blakist connection could be exposed. forces enter from the south via the Desert Sinkhole #1 mapsheet.
Thanks to intelligence gathered from
some of Count McNally’s surviving opera-
tives in the capital suburbs of South
Harney, an opportunity to do just that
presented itself before long. Positively
identifying several known Blakist
operatives in the South Harney suburbs,
working closely with government officials
as well as the military operations
commands in the area, capturing these
individuals or any hard data to prove their
presence and activities would prove the
righteousness of the AMC’s opposition to
the people of Hall.
Even if pulling it off meant venturing
into the proverbial lion’s den.

GAME SET UP
If played on mapsheets, this scenario
uses the following maps: Desert Mountain
#1, Desert Mountain #2, Desert Sinkhole
#1, Desert Sinkhole #2, two CityTech
Maps, the BattleTech Map, Desert Hills,
and City Ruins. Lay out the mapsheets as
shown below. In addition, the defender
must place counters for buildings in each
of the following locations, representing
the key objectives of this scenario:

10
THE LION’S DEN

ATTACKER Captain Sung Buro (Piloting 3, Gunnery 3), Victor VTR-9K


The attacking force consists of elements of the Third Dismal Clayton Binger (Piloting 5, Gunnery 4), Goliath GOL-5D
Disinherited’s Baker Battalion and the Burton’s Brigade mercenary Jerrold Haakenstad (Piloting 4, Gunnery 3), Highlander HGN-732
command. Note that each force should be commanded by a Li Fantazia (Piloting 3, Gunnery 4), Nightstar NSR-9J
different player (see the Multiple Factions special rule below):
Lieutenant Brice Minzenmayer (Piloting 2, Gunnery 3),
Burton’s Brigade Gallowglas GAL-2GLS
Stephen Saxon (Piloting 4, Gunnery 4), Grasshopper GHR-5H
Captain Elly Burton (Piloting 3, Gunnery 3),
Adrienne Mccullum (Piloting 5, Gunnery 4), Penetrator PTR-4D
Cyclops CP-10-Q ##
Dennis Gilson (Piloting 5, Gunnery 3), Axman AXM-2N
Amado Flockhart (Piloting 5, Gunnery 4),
Guillotine GLT-4L
DEFENDER
Buck Nitzvilla (Piloting 4, Gunnery 4), Charger CGR-1A5 The defending force consists of elements of the Fourth Oriente
Hussars, and the combined forces of the Stealthy Tigers mercenary
Lieutenant Thanh Bondanza (Piloting 5, Gunnery 3), command and Emperor William Baranov’s Republican Guard.
Javelin JVN-10F Note that the Hussars force should be commanded by a different
Delmer Eriks (Piloting 4, Gunnery 4), Commando COM-2D player than the Republican/Tigers force (see the Multiple Factions
Rob Fieselman (Piloting 5, Gunnery 4), Cicada CDA-3F special rule below):

Hugh Magallon (Piloting 4, Gunnery 4), Enfield END-6J Fourth Oriente Hussars Elements
Cinda Malich (Piloting 5, Gunnery 4), Dragon DRG-1C Force Commander Zironmir Bobum
Tawanna (Piloting 3, Gunnery 4), Grasshopper GHR-5J (Piloting 3, Gunnery 3), Perseus P1 (Prime) ##
Chantelle Kuban (Piloting 3, Gunnery 4),
Sergeant Tory Belitz (Driving 3, Gunnery 4), Guillotine GLT-5M
Savannah Master Hovercraft Kenton Settimo (Piloting 4, Gunnery 4), Hercules HRC-LS-9000
Corporal Trenton (Piloting 4, Gunnery 4), Cavalry (Infantry Variant) Shirlee Burbine (Piloting 3, Gunnery 4), Awesome AWS-9M
Corporal Quent (Driving 5, Gunnery 3), Hunter Light Support Tank
Corporal Wolf (Driving 5, Gunnery 4), Manticore Heavy Tank Lieutenant Krystyna Catrone (Piloting 4, Gunnery 2),
Trebuchet TBT-5N
Rolland Gotter (Piloting 5, Gunnery 4), Apollo APL-1M
Third Dismal Disinherited Elements Shanika Toginet (Piloting 4, Gunnery 4), Archer ARC-8M
Colonel John Marik-Johns (Piloting 3, Gunnery 2), Zora Warsager (Piloting 5, Gunnery 4), Orion ON1-VA
Warhammer WHM-8D ##
Jason Robinette (Piloting 5, Gunnery 4), Jonah Susany (Piloting 5, Gunnery 4), Wraith TR1
Rakshasa MDG-1A Mohamed Jurgensmeier (Piloting 5, Gunnery 4), Albatross ALB-3U
Rosalinda (Piloting 6, Gunnery 4), Merlin MLN-1A Tory Arrow (Piloting 4, Gunnery 4), Marauder MAD-9M
Matthew Daub (Piloting 4, Gunnery 3), Hunchback HBK-4G Dee Giovanetti (Piloting 4, Gunnery 5), Griffin GRF-5M

Lieutenant Ted “Slicer” Raman (Piloting 5, Gunnery 4), Stealthy Tigers


Scarabus SCB-9A Captain Elinor Lisk (Piloting 4, Gunnery 3),
Kenya Calle (Piloting 5, Gunnery 4), Wolfhound WLF-2 Dervish DV-6M
Allan Connally (Piloting 4, Gunnery 4), Hammer HMR-3M Tyrone Lowenstein (Piloting 5, Gunnery 4),
Lance Harner(Piloting 5, Gunnery 4), Cossack C-SK1 Catapult CPLT-C1
Horacio Treff (Piloting 5, Gunnery 4), Salamander PPR-5S
Captain Max Blansett (Piloting 3, Gunnery 3), Nightsky NGS-5S Darren Reichman(Piloting 4, Gunnery 4), Dervish DV-6M
Marylou Weary (Piloting 5, Gunnery 3), Sentry SNT-04
Lieutenant Melissa Solonar (Piloting 2, Gunnery 3), Jenner JR7-D
Javier Kimbrel (Piloting 2, Gunnery 3), Griffin GRF-6S
Rosalinda Kahn (Piloting 4, Gunnery 4), Firestarter FS9-S
Guy Berggren (Piloting 7, Gunnery 4), Dervish DV-8D
Ted Kassa (Piloting 6, Gunnery 4), Talon TLN-5W
Chana Jones (Piloting 5, Gunnery 4), Vulcan VT-5S
Lieutenant Guy Cooperman (Piloting 2, Gunnery 4),
Firestarter FS9-H Mac Potsander (Piloting 5, Gunnery 4), Wraith TR1
Anna Rademacher (Piloting 4, Gunnery 5), Hellspawn HSN-7D Nelson “Silk” Hymler (Piloting 4, Gunnery 5),
John “Quiet Storm” Hertz (Piloting 5, Gunnery 4), Stealth STH-1D Gunslinger GUN-1ERD
Benjamin Felker (Piloting 5, Gunnery 4), Jenner JR7-D Audry Fujimura (Piloting 3, Gunnery 4), Awesome AWS-9Q
Lila Dunphy (Piloting 5, Gunnery 3), Caesar CES-3R

11
THE LION’S DEN

Baranov’s Republican Guard Elements Sergeant Lyda Marus (Piloting 4, Gunnery 4),
Emperor William Baranov (Piloting 3, Gunnery 2), Warrior H-8 Attack Helicopter
Zeus ZEU-9S ## Corporal Shikuma (Piloting 5, Gunnery 3),
Karie Refazo (Piloting 3, Gunnery 4), Lineholder KW1-LH2 Warrior H-8 Attack Helicopter
Corporal Dorchy (Driving 4, Gunnery 4), J. Edgar Light Hover Tank
Dario Daubney (Piloting 5, Gunnery 3), Commando COM-5S Corporal Tabet (Driving 4, Gunnery 4), J. Edgar Light Hover Tank
Richie Hermanowicz (Piloting 4, Gunnery 4), Panther PNT-12A
Su Crawhorn (Piloting 5, Gunnery 4), Hatchetman HCT-5S Sergeant Evon Marus (Driving 2, Gunnery 3),
Norene Zappavigna (Piloting 3, Gunnery 3), Centurion CN9-D Vedette Medium Tank
Corporal Vandy (Driving 3, Gunnery 4),
Dillon Galper (Piloting 5, Gunnery 4), Axman AXM-1N Hetzer Wheeled Assault Gun
Florene Nanes (Piloting 5, Gunnery 4), JagerMech JM7-D Corporal Streller (Driving 5, Gunnery 4),
Cierra Sitto (Piloting 3, Gunnery 4), Charger CGR-SA5 Hetzer Wheeled Assault Gun
Stephanie Uhrhammer (Piloting 4, Gunnery 4), Stalker STK-7D Corporal Clusky (Driving 5, Gunnery 5), Goblin Medium Tank

Nelle Palay (Piloting 5, Gunnery 5), Mongoose MON-67


VICTORY CONDITIONS
Hank Ellinghuysen (Piloting 4, Gunnery 4), Spider SDR-7M
Rupert Stumm (Piloting 6, Gunnery 4), Watchman WTC-4M The attacking forces’ objective is to seize—but not destroy—as
Larue Venkus (Piloting 5, Gunnery 4), Blackjack BJ-1DB many of the objective buildings placed during the scenario set-up,
including two key military objectives (an
ammunition depot and a repair facility)
and three key administrative targets
(where AMC intelligence has
placed most of the Blakist agents
and possible data sources). The
defenders’ goal is to prevent this
and maintain their own control
over the objective buildings.
Victory points are awarded at the
end of every turn in accordance
with the Victory Table below.
Unlike standard victory scoring,
however, this scenario scores
points on a turn-by-turn basis,
rather than after all of one side or
the other is defeated or
destroyed. The scenario ends at
the end of any turn in which one
side or the other accumulates
seven (7) or more victory points
(in the event of a tie, the side
with the most active units still in
play at that turn will be declared
the winner).
An objective is considered to
be under one side’s control only
when that side (regardless of
which factions are involved) has a
2-to-1 advantage of friendly units
to opposing units placed directly
adjacent to the objective itself, or
if just one friendly unit is adjacent
to the objective and no opposing
units are nearby to contest it.
Crippled units adjacent to
objectives do not count for the
purpose of control or scoring.
Note that objectives with multiple
structures are still counted as one

12
THE LION’S DEN

objective for purposes of determining control, so the ratio that must together. To reflect this, both forces should roll initiative separately.
be met applies to all units adjacent to all the related structures. The same applies to the Allied Mercenary forces of the Dismal
Note also that any structures not controlled by one side or another Disinherited and the Burton’s Brigade, both of whom have very
are considered to be neutral. independent-minded commanders.
For example, a defending Stealthy Tigers ’Mech is This means that two rolls should be made per side, with
adjacent to one of the four repair facility objectives with no hostile units moved in the order and proportion to each faction’s roll and
units adjacent to either that structure or any of its three companion force size.
structures. At the end of the turn, this awards 1 Victory Point to
the defenders. THIRD DISMAL DISINHERITED
If a Dismal Disinherited unit then occupies a hex adjacent to If more than two thirds of the Third Dismal Disinherited’s ’Mech
another repair facility building, however, the facility is considered to complement is jump-capable, the force gains a +2 Initiative bonus.
no longer be under the defenders’ control, as there is now one struc-
ture under defender control, and one under attacker control, and FOURTH ORIENTE HUSSARS
the defenders will thus lose their victory point unless (and until) a The 4th Oriente Hussars player(s) suffer a -2 initiative modifier
second friendly unit—be it another Tigers unit, one of Baranov’s for fighting alongside a mercenary unit.
troops, or even a Fourth Hussars unit—also moves adjacent to a
repair facility structure.
Note that because that many objectives are multi-hex
structures, it is possible for units on both sides to gain and hold
partial control over individual structures, but control over the entire
objective is not won until the collective number of units on one side
or the other attains a 2-to-1 advantage. Also note that the Victory
Point value for all structure objectives is the same regardless of the
number of actual buildings considered to be part of it, so a side that
gains control over the Repair Facilities simply by claiming just one of
its four related structures will earn the same number of Victory
Points for doing so as the side that must attain 2-to-1 control over
all Repair Facility buildings.
Note that destroying an opponent’s key command
units (marked with an “##” on the force lists) will also earn Victory
Points. In such an event, the Victory Point is applied both for the turn
in which the kill was made, as well as for the next two
consecutive turns.

VICTORY TABLE

Victory Points
Condition (Attacker/Defender)
Controlling the ammunition depot 1 (each)
or repair facility
Controlling the University, research center, 2 (each)
or government building
Destruction of opponent’s “##” unit 1 point*

*This Victory Point applies for this turn as well as the next
two consecutive turns.

SPECIAL RULES
The following special rules apply to this scenario.

FORCED WITHDRAWAL
The forced withdrawal rule is in effect for both the attacker and
the defender.

MULTIPLE FACTIONS
Although nominally allied, the Fourth Oriente Hussars, and the
combined forces of Baranov’s troops (the Republican Guard and the
Stealthy Tigers mercenary group) are still unaccustomed to working

13
KINGS AND PAWNS

NOTABLE PERSONALITIES
mentor and close friend. Estranged from his father, he remains
close with his mother and older sister, who both encourage his work
with the Allied Mercenary Command.

COLONEL JOHN MARIK-JOHNS


Rank/Position: Colonel/Commander of the Third Dismal Disinherited
Date of Birth: 3028 (age 39)

BattleMech: WHM-8D Warhammer


EMPEROR WILLIAM “BUD”
’Mech Piloting: 3 BARANOV
’Mech Gunnery: 2
Rank/Position: Self-proclaimed Emperor of Hall/Leftenent-General/
Profile: Commander of the Fourth Tikonov Republican Guard
John is somewhat of a “black sheep” among the extended Date of Birth: 3007 (59)
Marik family. Second child of Chloe Jade Marik and Colonel Bart
BattleMech: ZEU-9S Zeus
Johns, a highly capable staff officer with the Second Dismal
’Mech Piloting: 3
Disinherited, Marik-Johns was expected to follow his father and ’Mech Gunnery: 2
older sister into service with the Dismal Disinherited. Marik-Johns
choose a different path for himself, however, traveling across the Profile:
Inner Sphere to attend the prestigious Allison Mechwarrior Institute. William “Bud” Baranov began his career with the Capellan
The rampant anti-Marik undercurrent that he was exposed to at Confederation Armed Forces, graduating from the Tikonov Martial
Allison shocked Marik-Johns. Somewhat shielded by his mother Academy. He was then posted to Stapleton's Iron Hand. Baranov's
while growing up, he simply wasn’t aware that such feelings ran so early career was shrouded in a cloud of scandal, with rumors that he
deep in the Free Worlds League. murdered a professional rival. He became a suspect during the
Upon graduation, he was inexplicably assigned to the Second course of the investigation, but the outbreak of the Fourth Succession
Regulan Hussars. While the details of his service are sketchy, it is War precluded such things as the CCAF needed every Mechwarrior it
known that he resigned his commission after the Gibson incident of could get it’s hands on. Wounded during the defense of Tikograd,
3055, passing on an opportunity for advancement in the chastised Baranov spent his convalescence on Hall. Recalled to active duty
unit. John returned “home” to the Dismal Disinherited, continuing upon his full recovery, he was posted with the Fourth Republican
the long standing tradition of the Johns’ family service to the unit. Guard of the newly formed Tikonov Free Republic. With the Fourth,
Since accepting employment with the Third Dismal Baranov saw action in the offensive that Colonel Pavil Ridzik launched
Disinherited, Marik-Johns has shown himself not only an against House Marik, and was decorated for his actions on Talitha.
outstanding MechWarrior, but also a superior staff officer with a Reposted to Hall after the absorption of the Tikonov Free
knack for logistics. His talents as a staff officer caught the attention Republic into the Federated Commonwelath, Baranov began quietly
of Colonel Jaime Wolf of Wolf’s Dragoons, who has since become his consolidating power on the planet. In the chaos that followed the

14
NOTABLE PERSONALITIES

Marik-Liao Invasion of 3057 and the collapse of the Sarna March, operation was no place to raise a girl, Hector Burton left his family
Baranov saw an opportunity he could not pass up. Baranov moved on Agliana as he chased down pirates with the Marauders.
quickly, but decisively. He led his troops into the capital city of Never an outgoing student in school, Burton surprised
Harney, crushing what little opposition he found, and crowned everyone by declaring her intention to apply to the Point Barrow
himself Emperor of Hall. Though harried from the start by Count Military Academy to pursue a career as a Mechwarrior. Despite
Radcliffe McNally, and even by rebellions from his own troops, his difficulties at the academy, Burton toughed it out and graduated a
first major task was to eliminate the threat to his military power semester after her class. She did however, to the surprise of many,
posed by the twin sons of his former Commander, Pavil Ridzik. excel in her math, science and tactical classes. Her steady but
Baranov skillfully cultivated an atmosphere of mistrust between the marginal performance at the academy precluded assignment to a
brothers by playing on their fears. The disappearance of Nikolai frontline unit, and left her with choices mainly in the Quartermaster
Ridzik forced his brother to flee Hall for Solaris VII, abandoning any or Administrative branches of the AFFC. Burton declined these to
hopes of a revived Tikonov Free Republic. The “Idiot Twins” — as pursue her dream of being a Mechwarrior.
Baranov referred to them — were out of the way. Since then Baranov Determined to make it without her father’s help, she made the
has systematically neutralized all opposition on Hall - save for Count rounds of the hiring halls on Galatia and Outreach. Unfortunately,
McNally and Burton’s Brigade. The struggle for overall control of Hall her family and academic history followed her, and lacking a
rages to this very day, and its outcome is far from certain. Battlemech of her own, no one was willing to hire the “little
A bear of a man with a shaggy beard and multiple tattoos, mercenary brat”. Resenting what she perceived as her fathers
Baranov looks more like the proprietor of a wild roadhouse than a interference, she took work as a Battlemech Astech with Hanson’s
military commander and strategist. This impression is one that Roughriders. Unbeknownst to her, Hec Burton personally met with
Baranov goes to great lengths to cultivate, causing many “more the Roughriders assignment officer and calling in an old favor, got
refined” rivals to dismiss him as a ham-handed buffoon. An her posted to a deploying BattleMech unit.
impression they always regret. Burton’s life changed when her father passed away, the result
of a heat-induced stroke while participating in a training exercise. To
her surprise, Elly discovered that he had left her a tidy inheritence
that he had invested and saved over the years. This minor windfall
allowed her to emancipate herself — and her ’Mech — from
the Roughriders, and head to Outreach once more to strike out on
her own.
Using her resources and nascent leadership skills, she was
able to recruit a reinforced company — an interesting mix of veteran
officers and raw recruits from the Outreach proving grounds
answered her call. Captain Elly Burton quickly took stock of the
unit’s situation and sought the most lucrative contracts available.
Inexorably drawn to the opportunity in the Chaos March,
Captain Burton led her brigade to Hall in 3057 where they became
allied with Count Radcliffe McNally’s forces in their stalemate with
“Emperor” William Baranov’s forces. Captain Burton fell in love with
Count McNally, and they began a relationship that continued until
the Counts death in battle in 3067. The relationship produced an
heir, Alexander Burton-McNally, who was six years old at the time of
the events detailed in Kings and Pawns. McNally never married
Captain Burton for political reasons, but was a devoted partner and
loving father.
At first glance, Elly Burton looks more like a layabout than a
mercenary commander. Burton has an easy charm that puts friends
at ease, along with a ribald sense of humor and foul mouth that she
picked up in the rough confines of Hanson’s Roughriders. Burton’s
casual attitude often causes her to be underestimated, which she
uses to her advantage — for underneath that relaxed demeanor is a
very calculating, focused and tenacious fighter.
CAPTAIN ELLY BURTON
Rank/Position: Captain/Commander of Burton’s Brigade
Date of Birth: 3031 (age 36)

BattleMech: CP-10-Q Cyclops


’Mech Piloting: 3
’Mech Gunnery: 3

Profile:
Born on the Federated Suns planet of Agliana, Elly was the
only child of Captain Hector Burton of Markson’s Marauders.
Believing that the rough and tumble world of a mercenary

15
KINGS AND PAWNS

Elly Burton readies her forces for the attack on Harney.

Emperor Baranov’s Zeus.

The Stealthy Tigers engage Dismal Disinherited


forces outside Harney Univesity.

The Dismal Disinherited maneuver through the sinkholes outside of Harney.

The 4th Oriente Hussars enter the city. Colonel Marik-Johns’ Warhammer.

16
KINGS AND PAWNS

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17

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