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OF TH E WOLV ES

U R N REBELLION
REBELLION
E T
R Welcome to the Rebellion
This track depicts part of the Dragoon resistance against the
occupiers of Outreach—specifically, the Broadsword Legion and
Tips / Suggestions for Campaigns
GMs may feel free to add a bit of flavor to the Rebel-
lion campaign (as long as the aesthetic of the tracks is
not compromised). One obvious suggestion would be
Wannamaker’s Widowmakers mercenary units. It is presented in
a “track” format, so that you can custom-design the game for using damage carried over from a previous game. GMs
your own enjoyment. The only thing you really need to play this may allow players to repair units (in whatever method
track is a copy of the rules (be it Total Warfare or the Classic Bat- they would like, based on their player base composition)
tleTech Introductory Boxed Set) and something to represent the and to carry damage over from one game to the next.
units on each side. Another possible suggestion is for the GM to create
So what are you waiting for? a unit “pool” for each side before running the campaign.
At the start of each track, the players then choose what
units are available for that particular game; if a unit is
then damaged or destroyed, it may be unavailable for
SETUP the next game. GMs who wish to handle this level of
The following track can also be used as ‘stand-alone’ games detail are encouraged to do so.
as well as linked with the rest of the Rebellion tracks; while the Units that are reused for later Rebellion games may
consistency of linking them into a cohesive campaign is ideal, it is retain damage that was sustained in prior battles. Re-
hardly necessary. Additionally, the tracks have no particular order pairs can be effected, though due to the extremely hos-
to them; they lack timestamps and in-game ‘setups’ as standard tile conditions the rebels are facing, parts and ammo is
tracks do. This is to give the GM full flexibility in running as many in short supply. For simplicity, GMs can allow up to half
of these as they would like, in whatever order they wish. of the damage sustained to be repaired, and half reloads
Additionally, GMs may feel free to repeat any track they wish, of ammunition bins.
as long as the forces are sufficiently different for each game.

Forced Withdrawal
The Forced Withdrawal rules are in effect for all forces in all
Rebellion tracks.
OF TH E WOLV ES
U R N SALVAGE
E T We’ve spotted a small group of merc scavengers outside Hutchinson Pass. The lo-

R cal miners in the area tell us they’re looking for one of our old sunken weapon caches;
while I don’t know what’s buried there, the fact is there are vultures there digging up
Dragoon equipment.

That’s just not going to happen if I have anything to say about it.
skills. The Legion uses any units on the “A” or “B” Mercenary
RAT.

The Oppie HMRV should be placed in a hex next to the


building on the map. The rest of the unit may be placed any-
where within five hexes of the building. The Defender sets up
-excerpt from the battle journal of Tara Lucas before the Attacker declares their starting edge.
GAME SETUP The Defender’s home edge is considered the edge oppo-
site the Attacker’s starting edge.
The battlefield occurs in the foothills of Tansen Range, a smaller
mountain range on the ass-end of Romulus. Use no more than two maps There are no Aerospace units available.
from the Hills, Badlands, or Mountain tables (TW, p. 263).
OBJECTIVES
Place 1 Level 2 one hex-sized Medium building (CF:50) anywhere
on the map; if the map has a road, the building should be placed near it. ATTACKER

ATTACKER 1.) Destroy the Oppie HMRV before it can exit the battle-
field.
The Attacker consists of Rebel Group Alpha of Tara’s Ghosts. The
unit should have no more than one BattleMech, three combat vehicles, 2.) Destroy all Defender BattleMech units.
and two non-battle armor infantry squads. The BattleMech pilot is a Vet-
eran, the vehicles and infantry units are of Regular skill level. The Ghosts 3.) At least a quarter of the Attacker’s force must sur-
may use any unit on any Mercenary RAT. vive.

The Attacker’s force may not exceed 110% of the Defender. DEFENDER

There are no Aerospace units available. 1.) Destroy the Attacker’s BattleMech and Vehicle units.

The Attacker enters from any one map edge; this is considered their 2.) The Oppie HMRV must exit the battlefield.
home edge. 3.) At least one Defender BattleMech unit must be oper-
DEFENDER able and present on the battlefield at the end of the
game.
The Defender consists of a salvage team, protected by troops from
the Broadsword Legion. The unit should have no more than two ‘Mechs
and/or four battle armor squads. In addition, the Defender has one Op-
pie HazMat Recovery Vehicle. All of the Defender’s units have Regular
OF TH E WOLV ES
U R N SALVAGE
E T
R SCORING
Total the number of objectives gained by each side. Use the follow-
ing chart to determine the level of victory. Note that it is possible for
both sides to gain a ‘victory’ or ‘defeat’.

Number of objectives completed Victory level


Three Complete
Two Major
One Minor
None Defeat

AFTERMATH
Suggestions for campaign play

The loss of an Oppie HMRV isn’t crucial to the mercenaries, but it


may affect the amount of salvage they can recover. To reflect the loss
of such a vehicle, reduce the Legion or Widowmaker force by one unit
OR reduce the number of Oppie HMRVs in another track (except “The
Hunt”) by one.

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