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.

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