The year is 3061. Tension along the Capellan and St. Ives border has been growing for years. However, after the supposed St. Ives attack on Hustaing the situation is growing hot. Star League Defense Troops came into the region as a peacekeeping force, but now in the fall they are being pulled off the line and replaced with CCAF regulars. Any veneer of this being a peacekeeping mission is gone, this is a war of reconquest. But where there is war, there is money for mercenaries like you.
The CCAF have begun mounting a full offensive on the planets of Indicass, Denbar, Milos, Vestallas and Brighton. St. Ives has no illusion of being able to hold these planets for long, but they need time to get critical resources and supplies off planet. Of most import is Vestallas, a rich mining world. St. Ives requires as much time as possible to get these war essential resources off planet.
This is where you come in, undermanned and undergunned, St. Ives has hired you to help maintain the rear-guard while they evac as much as possible. The CCAF is on planet and you have gone on several patrols so far with no contacts, but something tells you that your luck can only hold out for so long.
Okay! So we are going to be playing this scenario using the double blind rules from TacOps. This essentially means that you can only see what your mech can draw Line of Sight to. Same goes for the enemy.
We are also going to be using the rules for concealing information. This means that if you see a Catapult-C1 you will just be told that you see a Catapult. If you have active sensors on your mech (and you should until you get crit) you will get the enemy armor percentage in terms of
100-90 = Green
90-50 = Yellow
50-10 = Red
10-0 = Black
Similarly you will get the enemies heat level in terms of:
If the enemy is ever in range of an active probe you can see their record sheet until such as time that they exit the probes effect radius.
Furthermore, during the end step of every turn you can use the sensors you are using on one enemy in range to nominate one target and ask one question about the target unit such as: How much armor in a specific location, what is its specific model number. How much ammunition is remaining for a particular weapon. What are its movement abilities, etc.
If the enemy is under ECM, you need to first defeat the ECM by rolling 2d6 and getting an 8 or higher.
If you are within 3 hexes of the enemy you can visually scan them to ask your question, but do need to worry about ECM mucking it up.
The next big thing is spotting and sensors.
Basically, at the end of the movement for each unit the game checks to see if you can see an enemy visually (LOS) or with your mech special sensors. Each mech has:
IR Sensors, Magscan Sensors, Radar, and Seismic Sensors. At deployment you will decide what sensor mode you will begin the game is. During each turn you can decide what sensor mode you will be in for the next turn. Each sensor has it's quirks, but all of them allow you to ignore standard LOS rules to a degree.
Every turn when you use a sensor you roll, and based on that die roll your sensors are operating in a certain range band and ONLY in that certain range band.
The range bands are:
IR/Magscan: Short 1-10, Medium 11-20, Long: 21-30
The hotter the target is the wider the range band becomes for IR.
Units that are not “hot” cannot be detected by an IR sensor scan.
The larger the target is the wider the range band becomes for Magscan.
Hills and buildings block Magscan and it can not detect conventional foot and jump infantry.
Radar: Short 1-8, Medium 9-16, Long 17-24
Doesn't play well with buildings.
Seismic Sensor: Short 1-2, Medium 3-4, Long 5-6
The unit must have expended MP to be detected, can not detect fully airborne units.
Woods lowers the ranges for Heat and Radar. But not Magscan or Seismic.
On a 2d6 roll of 7-8 your sensor is working at short range, 5-6 at medium range, 2-4 at long range. Any other roll and your sensors do not function. Keep in mind that if your Magscan is working at long range it is ONLY detecting things within the 21-30 range band, it is not detecting anything within 0-20 hexes of you.
I will tell you at the start of each turn what range band your sensors are currently operating in.
I think that covers all the rules, maybe I forgot something. If something is unclear or if you have questions please let me know.
Now, unique to this is that while you all will be sharing vision I will be giving specific information to specific players. If you take a laser to the head you and only you will be informed of that fact in PM. If your have sensor range to an enemy, you and only you will be told their current armor condition in terms of colors. If you want to relay this information to your team you will need to post in the thread. However, you are limited to 25 words per turn, and this limit also represents the words you can use to coordinate strategies. When it is your initiative you will get to decide which mech to move for that initiative pass. You can discuss this over comms, but, of course, if someone posts a movement order to the thread, that order will be executed, regardless of what the plan over comms was. You may wish to designate a lance leader.
Movement orders should be posted to the thread, as, they do need to be executed in a fixed order. Shooting orders, on the other hand, can be PMed to me, as they do not require being done in a specific sequence. (Because due to double blind new information may be gained at the end of every movement.)
Here is the area of ground that you will be fighting over, you will be deploying in the South and the enemy is deploying in the North. You do not know what the enemy specifically will be bringing but you know that they have landed combined armed forces that consists of mechs, tanks, battle armor and conventional infantry. They do have aerospace fighters but you are told that those are currently engaged in a battle for air superiority elsewhere.
So, for now pick your mechs and decide on where you want to deploy. I believe there were discussions about having a C3 network.
And just to let you know the general composition of the enemy forces has been decided on, it's simply what specific BV I need to tune it to in order to make it an even fight. I won't be counter
picking your list ideas.
Also, this is a big old beta test / trial run of this idea. If as we are playing we think something isn't working, I am totally fine with changing how it works. I fully expect that we will have a few hiccups along the way
@Nips @RiemannLives @DaMoonRulz @MegaMek
Edit: oh, almost forgot, I am going to try using frontloaded initiative. Basically, my force is going to outnumber yours due to being combined arms, and I basically don't want to lame out against you guys having an initiative sink. So I will have to do my moves involving multiple units for outnumbering you at the START of the turn, rather than at the end.