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BattleTech: Operational Turning Points: The Red Corsair
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A bAttletech sourcebooks compAnion
[OPERATIONAL TURNING POINTS: THE RED CORSAIR]
UNEXPECTED GUESTS .................
Burton’s redouBt
deia, Federated Commonwealth
19 J u n e 3055
Reinforcements were coming—Clanners or some nonsense. Not
that Zvi bought that. He’d signed on to ight the Clanners. Not
with them.
The range quickly fell to less than two kilometers, close
enough for the Enforcer ’s optics to start painting accurate imagery
across his heads-up display. Zvi studied them, magnifying each
’Mech and then backing his scale of until he saw the whole
force. They all showed signs of damage. They hadn’t taken the
time to reit since their last skirmish near Shasta. Not that they’d
granted the Zouaves any time, either.
“Listen up,” he said, using a general freak so the Deia boys
and girls could hear him too. “They’re tough—Hauptmann
Beaker learned that the hard way.” Not as hard as Sagetsky would
have, the drunken bastard . “But we’ve got the high ground, and
there’s only this ford across the Speke within forty kilometers.”
“That’s only an hour,” Parson cut in.
“An hour we’d be pacing them and raining ire on them,” Zvi
said patiently.
“Sorry, Leftenant.”
“No blood, Sergeant,” Zvi said. “We’ll hold them here, keep
them interested, until the Kommandant gets out here to relieve
us or our reinforcements get here.” He consciously kept his eyes
from licking down at his ammunition counter for
the Enforcer ’s big autocannon. He already knew
what he’d ind: three cassette-rounds
remaining. Luckily the big ChisComp 43
didn’t need ammunition.
“How long, Leftenant?” Parson
asked.
“Until it’s over.”
“We’ll hold ‘em,” Carerra put in.
Missile alarms screamed
quietly at Zvi. He directed
his attention back down
at the plain across the
river—the Corsair
’Mechs were close
enough for long-
range missile ire,
but the Enforcer ’s
sensors were
only detecting
fire-control
radars—
not missile-
guidance. He
frowned.
Then
Leftenant Zvi Aras watched the waters of the Speke River
low past, sixty meters below the clif’s edge where his Enforcer
stood. The water was dirty brown, moving toward pale purple
as it cleared and revealed the stones beneath. Deia really was
a beautiful world. He’d come to like it since the Zouaves landed
to support the militia in garrison. He’d come to like the women,
too… Erica
“There, Leftenant,” Sergeant Parson said. His oft-repaired
Dervish pointed with its left-arm box launcher. Zvi frowned.
Parson was right handed —the Dervish didn’t have a right arm.
Damn it . He was getting punchy… too long in the cockpit. Too
long since the Kommandant’s ’Mech went down without its
leg. Zvi directed his sensors along the path Parson indicated,
out across the Speke. A cloud of dust was climbing into the
sky. The pirates .
“Get ready,” he told his lance. Acknowledgments lickered on
his screen as they squawked their transponders. Zvi backed a
few steps away from the edge and dialed a diferent frequency.
“Adam, they’re coming again.” He looked to his left, where the
tanks and two ’Mechs of the Deia Militia were dug in.
Sergeant Adam Carerra was the senior man
left. “You guys ready?”
“Hot and locked,” Carerra said.
The squat Manticore wagged its
turret at him.
Good man .
The Enforcer ’s computer
pinged at him as it began to
identify individual ’Mech
models. Mongoose .
Wyvern . Champion .
BattleMaster .
Whoever these
raiders, these
Corsairs, really
were, they were
well-equipped.
Better than the
hand-me-downs the
Zouaves got from the
Kell Hounds. Zvi patted
his command couch’s
arm gently. Nothing
personal, girl .
Zvi’d seen the
news. He knew they’d
smashed the garrisons on
Kooken’s Pleasure Pit and
Pasig. Kommandant Zimmer
had given a good speech
when they’d come in-system.
he
smiled.
They didn’t
have any missiles. They’d
stripped out most of
their ammunition-based
weaponry in favor of
energy weapons. Without
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[OPERATIONAL TURNING POINTS: THE RED CORSAIR]
UNEXPECTED GUESTS .................
good bombardment weapons the Corsairs would ind it near-
impossible to dislodge the Zouaves. Finally—things are going
to turn around . He chuckled as Parson raised his Dervish ’s arm
and ripple-ired ten long-range missiles at the raiders. Carerra’s
Manticore did likewise, but neither barrage hit home. The pirate
’Mechs just stood there, barely in range.
I’ve got nothing but time , Zvi gloated.
Static crackled in his helmet. “Aras!” Zvi started and adjusted
his com.
“Sir!”
Kommandant Zimmer’s voice was tense. “You’ve got
incoming, son,” the CO said.
Zvi checked his sensors—the skies showed clear. “I show
only the raiders in front of me, sir,” he said. “We can hold them.
They can’t get across without us taking them hard, sir.”
“It’s not the raiders I’m worried about,” Zimmer said.
“Sir?”
“There are ships coming down in your sector, Leftenant.
Clan forces. They’re supposed to be our reinforcements. I’ve got
clearances from Lyran State Command and Prince Victor himself
on it.”
“ O k a y …”
“They refused to come down behind the raiders in front of
you. They’re coming down on top of you.”
“We’ve got this line held, sir—“
“They might be hostile.”
“What?”
“I said they may be hostile. I’ve just gone over the
recordings—I think he challenged me for possession of the LZ.”
The whoosh of iring missiles made Zvi’s eyes focus in front
of him. Carerra and Parson again—the raider ’Mechs just backed
up, out of range. Maybe some gravel from the explosions hit
their armor. If luck was with the Zouaves. And it doesn’t sound
like it is—
“Sir, I can’t hold against a Clan assault.” Zvi looked down the
line—the Deia Militia Griin was toeing the edge of the clif,
putting PPC ire into the ground in front of the bandits. I’ve got
to get the line turned —“Sir, you’ve got to get them sorted out.”
“Son—“
The Enforcer ’s sensors pinged a warning. Zvi looked up,
craning his neck to try and see through the Enforcer ’s polarized
transpex. Dots appeared through the low clouds—drop packs.
Shit . He cut the Kommandant’s signal and jerked the Enforcer
around. “Parson—hold the line. I’ll be back.”
“Leftenant?”
“Hold this ground, Sergeant!” Zvi pushed the Enforcer into a
run toward the rear, across the mesa. The ground was broken,
purple-brown boulders strewn about across a ield of shard rock
and meter-wide crevasses. His computer painted the nearest
LZ barely ive hundred meters away. He saw the ’Mech come
down—olive-drab paint atop a pillar of ire. It disappeared
behind a rock.
“Identify yourself,” Zvi sent.
“I am MechWarrior Sarn,” a calm voice said. The ’Mech stepped
around the rock, and his sensors quickly identiied it: a Lancelot .
Heavy weapons, good speed, practically no armor. “I challenge
you to a combat of warriors, mercenary.”
“We’re on the same side—“
“Do you surrender?”
Zvi brought the Enforcer up short. “The raiders are behind
me,” he said. “I’ll pass you through our lines if you want a crack
at them—“
“I will deal with that scum later, mercenary. Do you surrender?”
“No, I—“
The sensor lock warning shrilled a quarter-second before
the PPC ire washed across the Enforcer ’s chest armor, rocking
the already-damaged ’Mech. Zvi jerked his controls to the
side, trying to clear the line of ire. The big 43 laser’s crosshairs
lickered atop the Lancelot and Zvi ired, burning a scar on its
chest armor.
Four more olive-drab ’Mechs strode into view, halting when
they saw the Lancelot already engaged. Zvi ignored them,
praying the laser would cycle while his ingers played across the
com board. A zip-squeal to battalion, then —“Parson! Action rear!”
“Leftenant!?”
“The Clanners—they’re host—“ Another PPC shot slammed
into the of-balance Enforcer , escorted in by laser ire. The Enforcer
crumpled as the last of its right-leg armor was annihilated and
its knee actuator exploded. Zvi braced himself in time for the fall
and stabbed at his controls. He jabbed the laser muzzle in the
ground and brought the big Federated autocannon to bear. The
slam-slam-slam of the weapon cycling shook his couch where
it hung sideways, digging his restraints painfully into his side
through his cooling vest. Zvi held the trigger down.
“You have spirit,” the Clanner said.
“Son of a—“ The ground shook as the other four Clanners
pounded past his ’Mech. “Parson!”
“I don’t understa—what the— look out !” An explosion illed
the com lines. Zvi screamed, adjusted his aim. The Lancelot shook
beneath the pounding but broke into a run as the Enforcer ’s
autocannon ran dry. Zvi let the ’Mech fall back, trying to get it
up on its right arm now that the cannon was useless.
“Goodbye, mercenary,” the Clanner said. A shadow
brightened all the red alarm lights in Zvi’s cockpit. He looked
up, saw the Lancelot ’s gun-arms descend. Screams replaced the
explosions on the com line, and a window popped up on his
HUD as Parson’s ’Mech stopped broadcasting. Carerra’s tank was
sending gun-camera footage, and its gun was still facing the
raider ’Mechs.
They were still standing there, watching.
2
[OPERATIONAL TURNING POINTS: THE RED CORSAIR]
INTRODUCTION ...........................
one of the landmark conlicts of the Inner Sphere’s tumultuous history. The Operational Turning Points series is slightly
diferent from the standard Jihad or Historical Turning Points PDF exclusives; although still ofering the same great gameplay
opportunities; a Operational Turning Points expands the Track section into a more robust campaign setting, using both Mission and
Touchpoint Tracks to let players ight a full-ledged, multi-world campaign.
The general information contained in the atlas and Combatants sections gives players the tools needed to ight an ininite
number of engagements, while the track section gives details on some of the more pivotal battles of the campaign. The track
sections can be used with stand-alone games set in 3055.
The atlas section presents a global overview followed by some quick facts about some of the planets visited in this campaign.
Included in this section you will ind terrain tables broken into various categories. These tables can be used as a random chart
to determine the maps used in the tracks, or simply as a guide to give you ideas of the types of terrain found on the world. This
section also contains a list of various additional terrain types, environment and other rules that can be used to enhance your game
experience. All players should agree whether or not to use any or all of these features before play begins.
The Combatants section gives details of the units who participated in the conlict and can be used by players who wish to add
authenticity to their game. While the units who actually participated in the battles are noted, in most cases the numbers on each
side are left undetermined. This allows the players to pursue the Tracks with diferent forces as they wish. The rough ratio of forces
on each side is provided as a guideline. Players should feel free to balance the forces in each track as they see it, whether by battle
value, tonnage, total number of ’Mechs, or whatever else suits them.
The tracks section presents both Mission and Touchpoint tracks, allowing player groups to build full-ledged campaigns set
during the events listed. A general guideline for how to begin ighting the historical campaign is included in how to use the
Campaign . Each of the Mission Tracks is reusable, and the Touchpoints cover several key battles that occurred during the campaign,
though they are not the only ones. Players wishing to incorporate these tracks into their Chaos Campaign campaigns should use
the Warchest Points (WP) listed in the brackets. Optional points are awarded only if the group achieves at least one Objective while
using the listed option. Objective points are cumulative as they are achieved, unless otherwise noted.
The annex section contains two oicial Record Sheets. The irst is the famed custom BattleMaster of the Red Corsair, followed by
the custom Man O’ War OmniMech coniguration of Conal Ward.
CREDITS .....................................
Project Development: Ben H. Rome
Factchecking/Playtesting: Joel Agee, Paul Bowman, Glenn
Hopkins, Mike Miller, Michael Pister, Aaron Pollyea, Craig Reed,
Andreas Rudolph, Geof Swift, Øystein Tvedten, Chris Wheeler
and Patrick Wynne.
BattleTech Line Developer: Herb A. Beas II
Writing: Jason Schmetzer
To read the story of the Red Corsair, see the novel Natural
Selection by Michael A. Stackpole, and read more about Nelson
Geist in “Ghost of Christmas Present” available at BattleCorps.com.
Production Staf
Cover Design and Layout: Matt Heerdt
Evolved Faction Logos: Jason Vargas and Matt Heerdt
Portraits: Ray Arrastia and Brent Evans
Unit Logos: Ray Arrastia
Record Sheets: David L. McCulloch
Map : Øystein Tvedten
©2010 the topps company inc. All rights reserved. operational turning points: the red corsair, classic
battletech, battletech, battlemech, ’mech, and Wk Games are registered trademarks and/or trademarks of the
topps company, inc. in the united states and/or other countries. catalyst Game labs and the catalyst Game labs
logo are trademarks of inmediares production, llc.
STAR LEAGUE ERA
CLAN INVASION ERA
JIHAD ERA
®
SUCCESSION WARS ERA
CIVIL WAR ERA
DARK AGE ERA
3
W elcome to Operational Turning Points: Red Corsair, a campaign book designed to give players the opportunity to ight in
[OPERATIONAL TURNING POINTS: THE RED CORSAIR]
ATLAS ........................................
KooKen’S PLeaSure PiT
Deia
noble ruler: Archon Melissa Steiner-Davion
appointed ruler: Duke Abelard Meyers
Star Type (recharge Time): G5V (186 hours)
Position in System: 4
Time to Jump Point: 7.47 days
number of Satellites: 1 (Joy)
Surface Gravity: 1.0
atm. Pressure: Standard (Breathable)
equatorial Temperature: 30° C (Arid)
Surface Water: 43 percent
recharging Station: Zenith
HPG Class Type: B
Highest native Life: Mammal
Population (3055): 192,340,000
Socio-industrial Levels: C-C-D-C-B
noble ruler: Archon Melissa Steiner-Davion
appointed ruler: Landgrave Emmet Horn
Star Type (recharge Time): G5V (186 hours)
Position in System: 6
Time to Jump Point: 7.47 days
number of Satellites: 1 (Honor)
Surface Gravity: 1.0
atm. Pressure: Standard (Breathable)
equatorial Temperature: 24° C (Arid)
Surface Water: 79 percent
recharging Station: None
HPG Class Type: B
Highest native Life: Reptile
Population (3055): 235,900,000
Socio-industrial Levels: C-C-B-B-C
When Theophilus Meyers’ colonist convoy landed on the
world that would be named Kooken’s Pleasure Pit it seemed
likely that the people knew how their world would come to play
out. Positioned strategically astride the travel lanes between the
always-hot border the Lyran Commonwealth shared with the
Draconis Combine, Kooken’s was an easy place for troops moving
between the Commonwealth’s interior and the front to stop of
and rest or reit. The LCAF quickly established a forward logistical
base on the world and various private industries established
training areas, testing facilities, major media and entertainment
industries, and all of the “soft” industries that support soldiers
when they’re not on active duty. By the time the Second
Succession War erupted the Pleasure Pit really was just that. When
Archon Alessandro Steiner built up Kooken’s tourism trade in
the 3000s to compete with the Malthus family on Dustball, most
residents shrugged and kept on doing what they were doing.
When the Clan Invasion cut a swath through the Lyran half
of the Federated Commonwealth, Kooken’s went from rear-area
rest and relaxation post to frontline garrison world. Always a
population friendly to soldiers, and boasting a ’Mech-equipped
militia made up of retired soldiers who’d relocated to Kooken’s
because of fond memories, the AFFC quickly sent in frontline
forces—a regiment of Robinson Rangers from the Davion half
of the realm and the Grave Walkers, a long-serving mercenary
regiment. After the Truce of Tukayyid these two regiments
placed themselves in long-term garrison and began supporting
the many irregular operations on Clan-held worlds. The Red
Corsair’s attack was the irst serious attack on the world, and she
managed to blood the Robinson Rangers and shatter Kooken’s
Reserve Militia before escaping.
After the attack a number of Militia MechWarriors were listed
as missing in action, including the commander, Kommandant
Nelson Geist. It is believed that the Corsair’s band captured these
warriors and is using them as slave labor, perhaps in preparation
for later demanding ransoms. The many military families on-
world are already beginning collections to assemble the funds
for such ransoms.
Although the initial settlers on Deia weren’t all Deists, the
hardships of founding an initial colony soon killed of nearly
all of the other groups who irst landed, leaving the largely
pragmatic Deist survivors in position to afect the growth of
their world over the next several centuries. Given its largely
secure position in the Lyran Commonwealth’s interior during
the Succession Wars it was never a major battleground site—
until the coming of the Clans in 3050. The Jade Falcons quickly
cut a swath through Lyran territory that placed Deia near the
new front lines—and forced the world to accept larger AFFC
garrisons supported by mercenary forces.
Once the Truce of Tukayyid halted the invasion, Deia found
itself again lightly defended as the weakened AFFC shored
up direct border worlds and left the second-tier of systems
uncovered. The Deian government quickly ofered garrison
contracts on several mercenary markets, keeping at least a
battalion of troops on-hand at all times to supplement their
small-but-growing militia. They also secured emergency
response contracts from nearby mercenaries such as the Kell
Hounds, who sponsored Zimmer’s Zouaves, the mercenary
battalion on-planet when the Red Corsair attacked Deia after
irst hitting Kooken’s Pleasure Pit, Pasig, and Zhongshan.
The people of Deia are by and large hardworking, quiet folk.
Although only lightly populated compared to the Lyran core
worlds, Deia is a near-paradisical planet. What keeps more people
from settling are the insular natives, whose natural reticence is
not understood by outsiders, and the simple pragmatism of its
natives, who choose to keep their birthrates low and keep Deia
a peaceful, beautiful world. It has only been since 3052 that a
larger segment of the government has begun advocating for
increased defense spending and military immigration—insular
they may be, but they are smart enough to know they cannot
keep the Clans away without help.
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