Rules

Tuesday 17 September 2024

Mech Campaign - Part 3 - First Claims

As a quick reminder of the campaign setting. A previously mined area in the southern hemisphere of the planet Aridain Prime has become available for prospecting again after the collapse of a mining house that previously owned the rights. Both StarCore Corporation and the Rorek Syndicate, whose mining operations border this region, are actively vying to claim the territory. (Refer to the previous two blog posts for the campaign setup details).

A StarCore Mech has taken position on a hilltop.

Before the battle, or hostile prospecting, both StarCore and Rorek Syndicate choose their campaign actions. Since this is the beginning of the campaign and neither side has claimed any territory yet, both selected the same action, to expand their territory. So, the winner of this battle will be able to claim two territories on the campaign map. In the event of a draw, both will select on territory.

The Battle Setting…

An isolated group of StarCore mechs has taken control of the derelict mine in sector Alpha-457. Meanwhile, a team of 5 Rorek mechs is advancing from the south to investigate these two StarCore targets, when they detect three more targets approaching from the north, which are expected to arrive shortly. This scenario is based on "Take the High Ground," Scenario 4 from *One-Hour Wargames*.

Each side has 5 mechs, consisting of 2 heavy mechs and 3 light mechs. Two of StarCore's mechs have already taken position on the ridge. Their reinforcements will arrive on turn 2.

The force occupying the ridge uncontested at the end of the game wins.

The Rorek Mech team investigates the two primary targets, aiming to secure the ridge. To the east are the remains of the old mining works.

The Battle Report…

The five Rorek mechs (Blue) swiftly advanced from the south toward the two StarCore mechs (Red) stationed on the ridge. They used their lighter and more agile mechs to lay down suppressive fire on the larger StarCore mech while their heavier mechs closed in and started to join the attack.

Opening game moves.

The nearby reinforcements from StarCore soon arrive from the north and move swiftly to support the two mechs holding the ridge, who are now under heavy fire from the larger Rorek mechs and their powerful weaponry.

Reserves arrive for StarCore.

The Rorek mechs are able to secure a foothold on the ridge. Additionally they were able to inflict significant damage on the StarCore mechs defending it. However, they are now beginning to accumulate hits from the StarCore reserve mechs as they move into range and engage.

The Rorek mech team gain a foothold on the ridge.

The StarCore mechs were able to destroy the Rorek mech that had secured a foothold on the ridge, but their mechs on the ridge eventually fell in swift succession to the concentrated fire. With their loses, the resolve of the remaining mechs failed and they withdrew, allowing the Rorek team to claim control of the ridge.

Out numbered and with increasing losses the StarCore mechs withdraw.

The Rorek mech team claim control of the ridge for victory in this first skirmish of the campaign.

The Campaign…

The Rorek Syndicate claimed victory as their mechs secured the ridge, clearing the way for them to take control of two territories in the prospecting area (shown by blue stars).

The Rorek Syndicate have been able to claim two territories following their victory at Alpha-457.

What’s next?

While I enjoy playing scenarios from Neil Thomas’ One Hour Wargames, these battles played with just a handful of mechs feel much more like skirmish games to me. Therefore, with my next few games I plan to select scenarios from Sci-Fi Skirmish Scenarios by John Lambshead and adapt them to the narrative of this campaign.

Future scenarios will be inspired from this book.



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.