Open Fire!

BattleTech Scenario
Gamemaster Information

by Stephan Melin-Dempsey

This scenario deals with the opening moves of the War of 3039, and is suited for two to four players, each running a single character. Scouts and soldiers are best for this particular action, with a tech along to deal with any difficult portions like circumventing the sensors.

The team should be equipped as follows: each should have a dagger, light environment suit, personal communicator, med kit, and a laser pistol. Suggested for the group to carry: one level three lock pick set, a pair of rangefinders, and a starlight scope. At gamemaster discretion, here are two new weapons which may be included if desired.

Sollstar Air Pistol

This is best used in places where you want a quiet shot, to knock out or kill personnel in such a way that the rest of the area is not alerted to attack. Its disadvantage is that it is only useful at ranges of less than ten meters. It fires a chemical dart which injects various toxic substances when it hits its target. Once the injection is done, the dart dissolves; without a minute examination it cannot be detected that the opponent has actually been shot. The Solstar's darts can penetrate through a light environment suit.

    Solstar Air Pistol
    Type: Air Gun
    Cost: 80 C-bills
    Number of Shots: 6
    Reload Cost: 20 C-bills plus toxin costs
    Skill Class: Pistol
    Damage: See below
    Range in Hexes
    MechWarrior
      Short 1-2
      Medium 3-4
      Long: 5

    BattleTroops

      Short: 2-7
      Medium: -
      Long: 8-10

    Time to reload: 1 Turn

Game Use

Damage is dependent upon toxin used; the dart itself does only 1 pt of damage. Sample Toxin Costs: Knockout = 10 C-bills, Cyanide = 130 C-bills, Nicotin = 75 C-bills. For toxin strikes, affected character should roll versus his BODY to stay conscious/alive.

Ice Grenade

This grenade creates a cloud of cold vapor to mask the infrared signature of humans. While it is a useful weapon for guerrilla operations, it does no damage whatsoever. It requires no DEX roll if set off while handheld; if it is thrown, roll as a standard grenade throw. Affects a circular area 4 meters in diameter. They come in standard grenade sizes, but cost three times the normal grenade price.

Game Use

The cold vapors are not noticable to the human eye. I/R signatures are effectively masked. The sensor operator covering the area gets a roll against his LEARN at -2 to notice that the area is colder than the rest of his sensors. (Remember, he is scanning for heat.) The vapors last for 2-7 rounds (1 D6 +1). The length is rolled by the gamemaster; the players should not know how long the screen will last.

Conclusion

If the party succeeds in this mission, the Federated Commonwealth is able to capture Mc Comb two weeks ahead of schedule. The party receives hazard pay equivalent to an elite scout's for successful completion of goals. Give out experience points by the standard method. The seven year old daughter gives your players an ethical and political dilemma. If they find a creative way to solve this without killing her, give extra experience points.

Site Description

General Area

The base has been placed in an area of light woods. Around the external perimeter, the woods have been cleared away for a total of 300 meters to create a free fire zone. (if gamemaster wishes, random encounters may be added here.)

Perimeter

The fence is 40 rn by 50 m, and is barbed. In addition to this, there are pylons atop the fence, one every 10 m. The players may deduce that the pylons signify that the fence is electrified, and may be set either to stun or to kill. (gamemaster note: have players who touch it make a BODY saving roll at -2 or be knocked unconscious). The sensors are both heat and motion sensitive. (See Technical Readout 3026 for uses.) The rest of the site description is as found in the briefing.

The Barracks

The doors are fingerprint coded to the base personnel. PCs must figure out a way in or pick the lock. The floors are wooden throughout, although walls, ceiling, etc are hardened ferroconcrete.

Non-Player Character Statistics

Governor
BODY: 6 Skills: Leadership 4, Diplomacy 4,
DEX: 8 Interrogation 3,Brawling 5, Bow/Blade 5,
LRN: 8 Drive 4, Computer 2
CHA: 9
He will reach for his Katana on being wakened.

Governor's Wife:
BODY: 4 Skills: Diplomacy 3, Pistol 1
DEX: 7 Land Management 4
LRN: 6
CHA: 8
She keeps a pistol near the bed; can reach it in two turns.

Base Commander
BODY: 8 Skills: Leadership 3, Pistol 2
DEX: 8 Brawling 4, Rifle 3
LRN: 9 Rogue 2, Diplomacy 1
CHA: 8 Bow/Blade 1
He has both pistol and sword at hand.

Guard Stats: Gamemaster may choose to vary these.
BODY: 8 Skills: Brawling 2, Rifle 3
DEX: 8 Medical/First Aid 1, Rogue 2
LRN: 9
CHA: 5
Each soldier has an SMG, 3 clips of ammo, a personal communicator, a light environment suit, a dagger, and a first aid kit. The sleeping men are not wearing their light environmental suits; if awakened before the PC's enter the Barracks, they will take two turns to put on their gear.

Governor's Son:
BODY: 7 No relevent skills
DEX: 6
LRN: 6
CHA: 5

Governor's Daughter
BODY: 4 No relevent skills
DEX: 5
LRN: 6
CHA: 6

Level One

Room 1 is the monitor room for the base. There is always one person on duty here watching the monitors for the heat/ motion sensors on the perimeter and the cameras observing the hallways on level 2. For the operator to note a particular action (the perimeter being breached, movement on the second floor), he must make an LEARN saving roll at -2. (Yes, this is cumulative with the ice grenade -2; if the device is used he rolls at -4).

Room 2 is a kitchen. There is an industrial dishwasher, a lot of counter space, a huge freezer (large enough to fit four normal sized human beings), a large grill and 8-burner stovetop, and the rest of the paraphenalia that belongs in a kitchen.

Room 3 is the barracks. There are 22 double bunkbeds here. A table which could seat 20 men is on one side of the room. There is an elevator in the corner which will go to the second floor. Needless to say, there are also 33 sleeping soldiers here. Characters must make stealth rolls at this point to insure that they do not awaken the guards. (gamemaster may wish to place a modifier on this.) The elevator has been soundproofed; there is no chance that it will awaken the guards. Make an LRN roll at +4 to recognize this soundproofing.

Level Two

Hallways: At the end of each hallway is a camera. These are monitored for suspicious movement in the hallways. If the players have left the monitor room untouched, roll each turn they are in the hallways at -2 to see if the party is noticed

Room 1 A is the governor's bedroom. There is a king-sized bed, two closets, a desk, and a small window. The room is tastefully decorated with wall hangings of an oriental design; the carpet has the Kurita Dragon in the center of the room. Beside the bed is a sword stand on which is a katana.

If the party has not alerted anybody up to this point, the governor and his wife will be found asleep in their bed. When anybody actually enters the room, both of them will awaken. The floor under the carpet is a "nightingale" floor, designed to creak loudly to warn against intruders. If a player suspects this, has some Kurita background, and makes a stealth roll at -4, gamemaster may allow him to approach the bed undetected. If he is not specifically trying to avoid such a floor, do not allow the roll.

Room 2A is the office from which the governor has been administrating this world. There are several chairs around a large table. Along the walls are books (if examined, they fall primarily into three categories: Military theory & practice, philosophy, and political science). Some of the books are valuable, dating back to the Star League, and even earlier. There are scroll cases as well, containing some of the governor's most prized ancient treasures. The only one the players have a chance of recognizing is Musashi's Book of Five Rings. It will take 20 minutes of examining and an LRN roll at -3 to do so. This is a mid-twenty second century copy by the master Odo Nakamura, worth easily 15000 C-bills to a collector.

Room 3A is the room of the governor's oldest son. He is sixteen. He will not awaken unless somebody shakes him or makes a noise in his room. There is a single bed, a desk and a closet. The room is decorated with many pictures of aerospace fighters, some carefully painted, some photographs, some cut out of magazines,etc. (If one of the PCs makes an LRN saving roll at -4, he will notice a recent photograph of a Star League style aerospace fighter. Gamemaster: if a player notices this and if he remembers to report it in debriefing, he has just given the Federated Commonwealth which may change the course of the war. Reflect this with experience points.)

Room 4A is the room of the governor's daughter, seven years old. The room has a child-sized bed, a desk, a small easel and a closet. There is an unfinished picture of a monastery on the easel which shows a great deal of talent. On the desk are several examples of origami. Examining PC's will notice origami of Mechs, including a Grand Dragon, and a Mech of unfamiliar design.

Room 5A is the Company Commander's room. If the alert has not been given, he will be found He is awake, praying aloud before a portable altar. If the PCs listen before they enter, they will hear that he is praying that he'll be able to repel the invaders. He sounds desperate. The room is sparsely furnished; futon bed, desk and closet. There is no ornamentation of any sort.

Room 6A is set up as a chapel. It is unoccupied.

Player Introduction


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