Thursday, 8 January 2026
Battletech Campaign game 3
campaign Guide
Yellow
Jacket Path of Steel:
Thank you for taking the time to read this document, my intent is to create a
frame work for people to have persistent impact from their pick up games, to
build stories and have cool moments that you can remember. Heroic moments and
cowardly failures, rivalries and timeless team ups.
The core game rules found in Alpha Strike Commander Edition are in full use,
this pack will be about building your company, earning C-Bills (PV), Pilot
skill points, as well as repairing battle damaged and destroyed mechs.
In this document will be additional rules for scenarios and ways to play
Battletech: Alpha Strike and the frame work how to create a Path of Steel
campaign.
Company creation:
The
first step is the creation of your mech company and starts with naming your
company. Path of Steel is designed to be played during the clan invasions era
thus allowing you to fight for your chosen side, the Successor States of the
Inner Sphere, Mercenaries looking to make their fortune or the warriors of the
clans.
Each player is given a total of 500pv to create their company roster.
Use the following rules to create your Company Roster:
1.
Each player is assigned 500pv to spend to create their roster
2.
Each company must have a minimum of 6 mechs and a maximum of 18 units.
Infantry, VTOL and armoured units may also be selected, but a minimum of 6
mechs must still be taken.
3.
Each roster may only have a single pilot of skill 2, no pilots of skill 1 or 0
may be selected
Improved
skill PV increase table
Base
Units PV
Additional
PV per increase
0-7
1PV
8-12
2PV
13-17
3PV
18-22
4PV
23-27
5PV
28-32
6PV
33-37
7PV
38-42
8PV
43-47
9PV
58-52
10PV
53+
10PV*
*Every
2 points above 52, add 1PV to the increased cost
4.
only up to 4 mechs of the same name (model of mech does not matter) can be
selected
5.
Mechs can only be selected according to their faction availability, to make
this easier, please use one of the two Alpha Strike builders, selecting era
CLAN INVASION and then your chosen faction IE Clan Wolf, Federated Suns,
Mercenaries etc etc
https://terminal.tools/
https://as-builder.vercel.app/
6.
Your mechs are not automated and is recommended to give your pilots names and
call signs
You
will return to this roster often, as it will be your companies ‘Board Sheet’,
you will track each Mechs kills, earned Special Pilot Abilities (SPAs), current
damage and companies total PV and any additional notes you’d like to make.
Pre-Game
set up:
The
Path of Steel campaign requires some little set up before battle can commence.
Any company can fight any other company, meaning Inner Sphere aligned companies
can fight Clan aligned companies and other Inner Sphere companies, and visa
versa.
1. Agree to scale of the game in PV (IE. the size of the force each
player is permitted to bring), players that are supremely confident in their
abilities may elect to ‘bid away’ portions of their allotment for higher
potential awards.
2. Agree to mission
type:
A.
Using the random Primary and secondary mission cards
B.
Pick a scenario from the AS:CE book
C.
Agree to a thematic scenario with other players
3. Each player selects their mechs and arranges them into Lances/Stars
if wished. Lances/Stars can be found in AS:CE page:
Playing
the game:
The
game is played with the rules found in the AS:CE rulebook with the following
addendum’s:
1. All games will be
played using the 'Pilot dice' granular damage mechanic:
1d6
as a pilot dice, and a separate d6 for each damage, and add the pilot dice to
each d6 to see if the attack hits. Only one critical hit may be inflicted per
attack and requires the ‘pilot die’ to roll a 6.
2. Each game will have
D3 ‘salvage’ tokens which are worth 20PV each in the post game. To capture
these a player must have a unit (Not a VTOL) in uncontested base contact for a
full turn and is then removed.
3. If using the
objective cards, each completed primary objective is worth 20PV in the after
game, and each secondary is worth 10PV, regardless of who is victorious.
4. Players must track
which mech accomplishes objectives, scores kills, takes damage and is
destroyed.
Post
game:
The
post game section will be the most different from a standard pick up game, as
this is where you will calculate your earnings, losses, damage and skill
bonuses, this is how you will tell the story of your company to drive them to
legends, or be yet another failed footnote of history.
1. Determine the victor of the game played, the victor (or victors if a
multiplayer game) are awarded 100PV. If the victor ‘bid away’ points over 50PV,
they may claim the total value they bid away as award. (IE, Player 1 opts to
bid 64PV of their total force allotment and proves victorious, they are awarded
the 100PV as victor, and the additional 64PV they opted to bid away, for a
total of 164PV before any objective and salvage awards)
2. Determine the defeated of the game played, the defeated player (or
players if a multiplayer game) are awarded 50PV
3. Add any PV awards
from completed primary and secondary objectives, and any claimed salvage drops.
4. The victor may claim
salvage rights to any opposing mech they destroyed (IE. removed the last
structure point from the opposing mech), up to a total of three and may claim
the full PV value of those mechs as reward and add it to the total PV awarded.
5. The defeated player
may claim salvage rights to any opposing mech they destroyed (IE. removed the
last structure point from the opposing mech), up to a total of three and may
claim half the PV value of those mechs as reward and add it to the total PV awarded.
6.
Determine
the earned skill points for any surviving mechs and pilots. Mech Pilots are
awarded skill points only under the following conditions (these rules only
apply to mechs, another unit ype cannot gain skill points):
A. A mech that has destroyed (removed the last structure point from the
opposing mech) a mech of equal or greater size and survives the game, earns 1
skill point. Earn as many skill points as mechs destroyed.
B.
A mech that destroyed (removed the last structure point from the opposing mech)
a mech of lower size and survives the game earns half a skill point. This may
only be awarded once per mech.
C.
A mech that completes a primary and/or secondary is awarded 1 skill point. This
may be awarded multiple times.
D.
Skill points may be spent to purchase Special Pilot Abilities (SPAs) found in
the AS:CE rulebook. You can purchase as many SPAs as you have Skill points, or
you may bank the skill points to upgrade the skill level of the pilot, the
price for the upgrade is found in the table at the start of this document, or
pg29 of the AS:CE rulebook.
7.
Mech
jockeying is dangerous business and the destruction of a pilots mech can lead
to injury or death. For each mech that has been destroyed, the controlling
player must roll 2D6 and consult the following table (Note this table does not
effect anything other than mechs):
2
Death:
In a hail of autocannon shells, laser blasts or PPC bolts the cockpit
explodes around the pilot, ending their lives in an instant. The pilot and mech are removed from the controllers roster
and half of the mechs PV is granted as the mech is scrapped.
3
Crippled:
The mech pilot managed to eject, but too late, shrapnel from the exploding
cockpit has caused major injury, leaving the pilot forever scared. The pilot loses all SPA thus far earned and cannot earn any
SPAs, all skill points are lost from this pilot, and Pilot will fall under
‘forced withdrawal’ as soon as they lose half their armour value.
4
Concussion:
The pilot managed to eject, barely, but suffers a major hit to the head on
their way out. The pilot may not be taken in the next players game and loses
a random SPA if they posses any.
5
Broken
arm: The Pilot ejects but flying debris impacts their arm, breaking it. The pilot may be taken into the next game, but will receive
a +2 to any attack it makes, or it may elect to miss the controlling players
next game and make a full recovery.
6
Good
eject: The pilot, sensing the danger had the good presence of mind and
fortune to eject before their mech was destroyed. Pilot
suffers no negative effects.
7
Good
eject: The pilot, sensing the danger had the good presence of mind and
fortune to eject before their mech was destroyed. Pilot
suffers no negative effects.
8
Good
eject: The pilot, sensing the danger had the good presence of mind and
fortune to eject before their mech was destroyed. Pilot
suffers no negative effects.
9
Hard
lessons: The pilot makes good eject, but in a moment of inspiration sees the
battlefield from on high and learns something. Pilot
suffers no ill effects and gains half a skill point.
10
Lady
luck: The pilot makes good eject,
thanking their lucky charm that they escape unharmed. The pilot suffers no ill effects and gains a one time use of the
‘Lucky’ SPA ability (AS:CE pg 97).
11
The
warrior way: The pilot makes good
eject, and on their way out manages to avoid harm and in the process learns
how to move to avoid harm. The pilot suffers no
ill effect and gains the ‘Dodge’ SPA (AS:CE pg95)
12
Righteous
indignation: The pilot evacs but is filled with such fury at the loss of
their beloved mech and they vow revenge. The
pilot suffers no ill effects, gains 1 skill point and the Blood Stalker
(AS:CE pg93).
8.
Mechs suffering damage is a part of the life of a mech jock, as such each
company will have vast stores of spare parts and crews of mech techs to fix up
your mechs. Following the awarding of PV and skill points, mechs can be
repaired, scrapped and bought with the following rules:
A.
One mech from the players roster can be fully repaired for not cost (All
structure and any critical hits)
B.
All damaged armour of surviving mechs is automatically repaired for free, any
structure damage however requires repairs of 10PV per pip up to the total cost
of the mech.
C.
Mechs that have suffered critical hits during battle will require these to be
repaired also at a cost of 10PV per critical hit up to the total cost of the
mech (this can be the combined cost of the structural and critical damage)
D.
If a mech has been destroyed, it may be scrapped instead of repaired. If
scrapped, the owner is granted half the mechs total PV cost and the pilot can
have a new mech purchased at that mechs PV cost for that pilots skill level.
Labels:
Battletech
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