Saturday 7 September 2024

Mech Campaign - Part 2 - The Campaign Rules

Having decided the high level background for the campaign in my previous post, the next step is deciding upon a specific campaign setting and campaign rules. I found some simple campaign rules in the “One Page Fantasy Rules” by John David Stor which seemed to fit the bill nicely and with minimal modification would work for my sci-fi setting. But before getting into the campaign mechanics the setting of the campaign needs to be described.

Not all mech are walkers. Miners have upgraded mining equipment with weapons.

Campaign Setting…

"Possession is nine-tenths of the law," as they say, and the mining corporations and mining houses will race to seize or claim as much prospecting territory as possible before the Aridex Prime Prospecting Claims Council (APPCC) steps in. This council, composed of representatives from the major corporations and mining houses, holds the authority to decide on prospecting rights.

Aridain Prime. The campaign is taking place in the southern hemisphere.

A prospecting area has recently become available in the southern hemisphere of Aridain Prime, situated between the existing claims of StarCore Industries and The Rorek Syndicate. This land once belonged to the now-defunct mining house, Trogan Trading Company, founded by one of the original prospectors, Dyrk Trogan, the house remained under his family’s control after his death. However, internal disputes and mounting debts eventually led to its downfall. The rights to the land were nullified, as it was believed that the area had been completely depleted of Nyxium from previous mining operations. However, recent surveys have revealed sizeable traces of Nyxium still remain, both in the ground and in the old mine tailings, as earlier mining techniques were far less efficient than today's methods.

The prospecting area of 20 territories to be contested by StarCore Industries and Rorek Syndicate.

Campaign Rules…

At the start of the campaign, there are 20 unclaimed prospecting territories. The objective is to secure more territories than your opponent. The campaign consists of 8 battles. Before each battle both players must choose one of the following objectives:

  1. Expand Territory – If the player wins they claim 2 unclaimed territories.
  2. Recover Territory – If the player wins they steal 1 of the opponent’s claimed territories.
  3. Hostile Claim – The player wins they take 2 of the opponent’s claimed territories. Otherwise, the opponent claim 1 of their territories in addition to their chosen objective's rewards. Note you must have 1 claimed territory to select this objective.
  4. Disrupt Claims – If the player wins, then 3 of the opponent’s territories become unclaimed.

After all 8 battles are fought, roll a D3 for each territory claimed. Add up your total D3 results. The player with the highest combined score wins, representing the total amount of Nyxium deposits available for mining.

Drones are used to support the mechs.

Setting up a game…

The games are setup using one of the scenarios from One-Hour Wargames. For this game the “Take the high ground” was selected.

A small, isolated team of StarCore mechs (Red) has secured a hill near the abandoned mine in sector Alpha-457. Meanwhile, a group of 6 Rorek mechs is advancing from the south to investigate two StarCore targets. As they move in, they detect an additional 4 targets approaching from the north, expected to arrive soon.

Tabletop setup

The next post will have the game report.

Thursday 5 September 2024

Mech campaign - part 1 - background

With everything now packed up ready for the impending move, my gaming has been restricted to playing a few quick Mech games and trying different rules or rule mechanisms. I seem to be settling on a set of rules suitable for a series of games in a campaign, so the next step is to begin developing a campaign background to make these Mech battles more interesting and with a linked theme. The background is still in its early stages and is fairly basic for now. I expect to add to the detail as the campaign progresses. 

A Titan-Class Mech 

For a bit of fun and challenge, I've been using the "Clip 2 Comic" app to give the photos of my models a cartoon-like look. I’m not sure yet if I’ll continue doing this throughout the campaign, but for now I hope it will make things a bit more interesting.

Campaign Background…

In this sci-fi future, Nyxium is a rare mineral found on only a few planets. Its unique atomic structure allows it to channel and amplify energy, making it a critical component for powering the quantum engines of starships. Without Nyxium, quantum space jumps would be impossible, making it a most valuable and useful resource.

One source of Nyxium is Aridain Prime, a desolate dwarf planet located on the fringes of the solar system beyond the asteroid belt. The planet’s surface is dotted with massive mining complexes where workers and automated machines struggle to extract the precious Nyxium from deep within the planet’s core. Recognising its vital importance to their wealth and power, the Terra Alliance closely guards Aridain Prime, but takes a hands-off approach to managing the mining operations. Instead, they leave governing of the planet to the corporations and mining houses established by the original prospectors, intervening only when the Nyxium supply is disrupted.

Aridain Prime is a desolate world dotted with rocky outcrops and mining complexes.

Left to their own devices the mining corporations and houses are often in conflict over access to mining rights and new sources of Nyxium. They have turned to mercenary groups to defend their mines and patrol the areas where they are prospecting.  The mercenaries use large mechs, designed specifically for the planet’s harsh, unforgiving environment. They can be walkers standing up to 50 metres tall or tracked armoured vehicles. They are equipped with an array of weaponry, including plasma cannons, rail-guns, and missile launchers. Some well funded mercenaries will also upgrade their mechs with shield generators for additional protection.


Two lighter (Raptor-Class) Mechs engage a larger (Titan-Class) Mech.

Mercenary mech groups on Aridain Prime are commanded by seasoned captain pilots, veterans who have survived numerous engagements. Leadership structures vary between different types of mercenary groups. The more independent, freebooting groups typically elect their captains through a democratic process, with pilots voting for the leader they trust most to guide them in battle and ensure their survival. In contrast, mercenary groups employed by the mining corporations operate under a more hierarchical system, where captains are appointed by corporate management. These captains are often ex-military personnel, handpicked for their combat expertise and loyalty to the corporation’s interests.

A free-booting mech pilot

Corporate mech pilot

Each pilot is responsible for their own mech, They will employ a support team dedicated to the maintenance, repairs and upgrades of their mech. For the larger Titan-Class mechs, these teams can also serve as crew members, operating various systems and weapons on board during combat.

Next up will hopefully be details of the campaign and possibly a scenario and battle report.