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ALL hee
NULL SET
Writing
Scott Jenkins
Development
Scott Jenkins
Editorial Staft
Senior Editor
Donna Ippolito
Associate Editor
Staron Turner Mulvinil
Editorial Assistant
Diane Piron
Production Staft
‘Art Director
Jeff Laubenstein
Project Manager
Mike Nielsen
Cover Art
Tony Szozudlo
Cover Design
Jeff Laubenstein
Mustration
Earl Beier
Rick Harris
Gary Thomas Washington
Maps
Mike Nielsen
Layout
Tara Gallagher / Carol Brozman / Mark Ernst
Keyline and Pasteup
Emie Hernandez
BATTLETEGH, MECH, BATTLEMEGH anc WECHWARRIOR are
Traders of ASA Corporation, registred inthe US. Patt and
‘Trademark Ofice NULL SET ia tafemark of FASA Corporation.
copyright © 1962 FASA Corpotin. Al Rights Reserved Pritd in
‘he United States of Americ
Published by
FASA Gorporation
P.O. Box 6930,
Ghicago, IL 60680,
CONTENTS
INTRODUCTION
How to Use This Book
Margin-of-Success Tables
‘The Story So Far
Plot Synopsis
Getting Started
EPISODE 1: THE SOURCE OF POWER
EPISODE 2: UNDER GLASS
Breach of Faith
The Trial :
Breakout
EPISODE 3: ESCAPE FROM OUTREACH
Investigations On the Run
Have ‘Mech, Will Travel
Int the Great Wide Open
EPISODE 4: INTO THE FIRE
‘AWarm Welcome
Black Box
The Gauntlet
ENDGAME
‘Awarding Adventure Points
Loose Ends
RESEARCH
CAST OF CHARACTERS
Mercenary Review and Bonding Commission
Merideth Ambridge
Jaime Wott
Baron Humtfrey Donahugue
‘Akira Sugioka
Lord Deng Xiao
Duke Randolph Severn
Duchess Marion Reynolds 32
Freiherr Rolf Bjarnesson 3
Other Characters 3
Precentor Garth Hansen 4
‘Adept Ford Eisner 35
Teresa Redmond 36
Ron Filler 37
Precentor Mark Bremmer 38
SOURCEBOOK 40
Mercenary Review and Bonding Commission 40
Stealing a "Mech a
Hyperpuise Technology 45
OUTREACH 46
Harlech: Tourist Information 48
Harlech: Districts 53
‘The Practice Fields 59
HARLECH ARCHETYPES 60
PLAYER HANDOUT 70
BATTLETECH © NULL SETINTRODUCTION
The mercenary has always had a tough Ie. Lately,
life has gotten toughar
The mysterious Clans invaded from beyond known
space and took over a major chunk of the Inner Sphere,
stopping only when GomStar troops fought them 10 a
._ standstill and forced them to agree toa temporary truce
on Tukayyid. House Lords and mercenary commanders
took over control of tha Mercenary Review Board from
GomStar and renamed it the Mercenary Review and
Bonding Commission. The Clan war and ComStar's,
Primus Watery’ failed grab for total power over the
Inner Sphere split ComStar into two groups, ComStar
‘and Word of Blake, whore ateach other sthroats. These
dys, it's hard to know who to trust.
Just to make a living—hell,Justto stay alive, amerc
rmust depend only on himself and his troops. In a uri
Verse where every potential employer might be playing
political ames, the meroanary must stay honorable and
trustworthy as a matter of policy.
Now more than over, reputation is everything.
Null Set isa roleplaying adventure set in the Battle~
Tech universe inthe year 3054. The story leadsthe player
characters, a group of mercenaries, through a tale of
treachery and deceit on the battlofild that may cost the
mercenaries both ther livelitoods and thir lives.
|<) |S WRODUCTION
‘This scenario is designed for two to six players and
uses the MechWarrior, Second Edition (MW2) rules of
play. The oamemaster and players should also befamit-
iar with the BattleTech rules, used in this adventure to
resolve the BatlleMach encounters, Players may use
BatiloToch Map Set3 fortho tarainon which the various
battes pay out
HOW 10 USE THIS BOOK
Except for the sections clearly marked as player
handouts or passages to be read aloud, all information
and material in this book is for the gamemaster only
Before beginning thegame, thegamemaster should read
‘throughthe entire adventure to become familiar withthe
story lite and various plot elements, The gamemester
and players shouldaiso havea working knowledge of the
basic rules in MechWarrior, Second Edition and the
second orthird edition of BattlaTeeh. Players who intend
to play MechWarrior characters should be familiar with
the BattleTech rulesinorderto compete effectively nthe
"Mech battles pivotal to this adventure,
The adventure is presented in four parts called
Episodes, vhich divide the adventure into major plot
elements, In most cases, an Episode contains enough
material fora single gaming session.
‘An Episode is made up of one or more Events,
developments that move the story forward. Each Event
section describes what is happening and why, and how
to deal in game terms with the decisions the player
characters make in each situation. For example, the
Characters may need information from a main character
inthe adventure whois known tohang outa aparticular
bar. The Event gets the characters to the bar, and then
helps the gamemaster determine what happens when
they walk in. Most ofthe Eventsin this adverture include
‘a Complication, an optional subplat that may be added
althe gamemaster's discretion ommake things even more
interesting for the player characters.
Following the Episodes is asection caled End Game,
hich suggests how to award Adventure Ponts and lists
possibilities for ongoing plot ines based onthisadventure
Research contains information payers may uncover
Intheir investigations during the adventure. Castot Char-
acters provides vital information on key non-piayer char-
acters, The Sourcebook section contains detailed back-
round information the players may find helpful in
Toleplaying the adventure, including the founding and
structure of the Mercenary Reviewand Bonding Commis~
sion, game ules for usingan HPG asa weapon, andtactios
and problems involved in stealing @’Mech.
BATTLETECH © NULL SETFinally, the sections entited Outreach and Harlech
‘Archetypes provide detailed information on the planet
Outreach and its inhabitants.
Special instructions to the gamemaster are printed in
boldtace type.
WARGHIHIF SUCCESS TABLES
Attimes, the gamemaster wil use Margin-of-Success
Tables to determine how much information the players
receive from questioning non-player characters or physi-
cally investigating an area, Each rargin-of success table
lists ditferentinformationfordifferent margins of success.
Uniess otherwise noted, players should receive all the
information forthe margin of success roled, as wellas all
the information for lower margins of success. For ex-
ample, 2 charactor achieving a Margin of Success of 3
Would recelve the information for that level as well as the
informaton for a Margin of Suczess of 1 and 2.
THESTORY SO FAR
ComStar, the quasi-reigious brotherhood that has
controlled communications and information throughout
the Inner Sphere for nearly three centuries, has split in
two. The once-respected organization that preserved
Star League technology, served as ¢ neutral arbitrator in
disputes between rival ruling Houses and other quarrel-
ing partes, and ran the Mercenary Review Board has
broken apart in the wake ofthe Clan invasion of the Inner
Sphere. Ever alert fr the chanoe to size the advantago,
the House Lords have taken for themselves some of the
awesome power that ComStar lt slip away.
‘As the Clans advanced into the Inner Sphere, cutting
a swath through the Federated Commonwealth and the
Draconis Combine and carving nearly to pieces tne Free
Rasalhague Republic, ComStar mace a deal with the
Clans to administer their conquered planets. By luting
the Clans into a false sense of complacency, ComStar
bought thetime it neededto organize a defense. ComStar
fought and deteated the Clans at the battle of Tukayyid,
negatiating a truce that would sgere the Inner Sphere
from further Gian ravages forthe next fifteen years
‘As the bette for Tukayyid began, Primus Nyndo
Watery launched the ilated Operation Scarpion,in which
ComSiar administrators attempted to seize control ofthe
Glan-conquered worlds and place the entire Ine Sphere
Under a commurications Intercction. This petidious ac-
tionso outraged the Clans that they nearly broke the Truce
of Tukayyid before it had begun. Watery plan was to
force the Clans to tum their attention away from the
invasion te retake already conquered worlds, andto bring
the Inner Sphere to its knees by cutting offal interstellar
communications. fsuccesstul, Operation Scorpion would
have given CoStar total control over the ravaged Inner
Sphere. Becausettfalled, onl theinterventionofPrecentor
Martial Anastasius Focht, the victorious commander of
Tukayyid, kept the fragie peace intact.
Though grateful for ComSta’s victory on Tukayyid,
the Inner Sphere Houses fet justifiably wary of continuing
to trust the organization, especialy in view of Operation
Scorpion. Determined to prevent further ComStar Inter=
ditions, the various Houses seized and garrisoned CoStar
facilties within ther borders. They restricted ComStar's
‘Mech units, the Com Guard, currently stationed at
hyperpuise generators throughout the Inner Sphere, to
limited duties and nerrowly defined areas of access. Fi
nally, the House Lords took away ComSiar’s control over
the Mercenary Review Board. Reramingitthe Mercenary
Review and Bonding Commission, they moved it to the
world of Outreach and divided its power among, the
Houses, leaving ComSiar a single seat and vote.
In addition to these exter dificuties, GomStar
also suffered internal problems. Precentor MartalFocht
discovered a series of essays authored by ComStar's
founder, Jerome Blake, in which Blake advocated teach-
ing technology to everyone, Debates over the writings’
authenticity split ComStar into two warring factions:
ComStar, which accepted the new writings as true and
Uundartookto teach technology to the masses, and Word
of Blake, who chose to continue to guard technology's
secrets with increased religious fervar.
Tnose who joined Word of Blake lef their homesand
hhyperpulse generator stations and traveled to the Free
Worlds League, where House leader Thomas Marik f=
fored thom sanctuary on the planet Gibson. Marik also
Contracted with Word of Bake techniciansto operateand
ropair the hyperpulse generators the League had gained
{nthe aftermath of Operation Scorpion. A grateful Word
‘ofBlakenowconsiders Thomas Narik, aformer ComStar
Precentor, thetop candidate to assumethe leadership of
their sect.
Rebuilding their shattered and scattered ranks oc-
cupios the full attention of both ComStar and Word of
Blake. Too busy toengage ian all-out holy war, the two
organizations currently wage @ campaign of escalating
‘annoyances. One Word of Blake splinter group, the utra-
redicel Toyama, has moved beyondannoyance to launch
several terrorist attacks against ComStar HPGs in the
Federated Commonwealth,
Now, the Toyama re aboutto take helrwaronestep
further
BATTLETECH o NULL SETKG) 222277277
PLOT SYNOPSIS:
The Toyama’s newest effortta discredit ComStar in
the eyes ofthe Inner Sphere invoWes a plan to remove
ComStarfrom the Mercenary Review and Bonding Com-
mission. The Toyaa’s attacks on the Federated Com
‘monwealth HPGs merely inconvenienced ComStar in-
stead of causing the hoped-for damage. Clearly. the
Toyama needed to take more drastic measures. Though
+ Comstar’s single representative on the Bonding Com-
mnission wields litle power compared to the complete
‘control over mercenary contracts ComStar once held,
loss of that remaining seat and vote would serve to
further carta GomStar’s power. And, if the Toyama
could arrange the right circumstances, the los ofits sat
on the Commission would ruin ComStar's reputation in
the inner Sphere
‘The Toyama need to make ComStar appear evn the
eyes ofthe Inner Sphere. Obviously, ComStaris unlikely to
commitahienous enough acttohavetiseffec,andso he
‘Toyama plan to do itfor them. The radical group assigns
recentor Garth Hansen tothe task.
Precentor Hansen, 2 Toyama ROMagent, poses as 2
‘member of ComStar to hire a band of mercenaries. Their
assignmentisto liberate asupposedly captured hyperpuise
generator on Berenson, a small planet onthe edge ofthe
Free Wiorlds| eague. Infact, thisHPG is operatingnormally
‘under the control of Word of Blake faction.
Precentor Hansen's plan isto trick the mercenaries
Into attacking the HPG. The current political atmosphere
‘makes such wanton destruction of technology a crime
against humanity. The resutinginquistion wil, ofcourse,
reveal that ComStar hired the mercenaries to attack a
‘Word of Blake HPG. The Toyama hopes the resulting
brouhaha ruins ComStar's haré-won goodwill within the
loner Sphere and results in their expulsion from the
Mercenary Review and Bonding Commission.
‘The player characters are the mercenaries hired by
Precentor Garth Hansen. The plan works better than
Precentor Hansen expected, and the mercenaries urt-
‘mataly must appear bafore the Mercenary Review and
Bonding Commission on Outreachtoexplainthelractiors..
The Commission finds them guity of the unwarranted
destruction of Free Worlcs League property, contiscates
their ‘Mechs and property, and sentences them to death,
None too pleased with their role as fll quys ina set-up
‘mission, they escape from prison in order to conduct an
investigation of reir own and prove their innocence.
To find the truth, they must go bask to Berenson. To
et here, nowever, they have to steal tir ‘Mechs and
‘etake their DropShip. in thelr way stand Woits Dragoors,
the Inner Sphere's most deadly fighting force, whe willnat
let the so-caled criminals escape Outreach easy
Once again on Berenson, the mercenaries rrust
battle the 15th Mank Milita toreach the ruins of the HPS
and search for the station's transmission recordor, or
Diack box. The box, containing a record of every eneray
transmission made from the HP, will prove that the
station fired first, thus jusifying the mercenaries’ de-
struction of the facility as an act of self-defense,
‘Armed with the black box, the mercenaries comer
Precentor Hansen. In an attornpt to keep them from
exposing his plot, he tel them that by aking the re-
corderback to Outreach, tey mayprovetheir innocence,
but atthe price of unleashing upon the Inner Sphere the
dangerousknowledge that the hyperpulse generator can
be used as a weapon far more deacly than a nuclear
bomb, Such a powerful weapon would render
Mechvvarrors otsolete. By revealing the truth they may
save toir ives, but wil lose thir livelhoods, Hansen is.
Iving, butthe mercenaries do not knawthis. They wrestle
with this dificult choice, but decide to prove their inno-
cence. Their only alternate is execution.
Tho marcenares return to Outreach, establish their
‘Innocence, and regan [Link], Precentor
Hanson's true loyaltios ndtwisted manipulations come to
Hight, placing the blame forthe atrocity againstthe luckless
HPG station squarely wit the Word of Bako.
GETTING STARTED
‘This scenariois designed fortwo tosix player charac-
ters, members ofthe same Inner Sphere mareenary unit.
The team may comprise a variety of character types, Dut
should include to or more MechWarriors and ane or two,
‘technicians. Players will find Scrounge and Streetwise
skills especialy useful inthis adventure, Each MechiNar-
ot begins the adventure with his or her own ‘Mech, and
‘the unit owns a DropShip for interplanetary transport.
Following the reformation of ComStar, most merce-
nary units established offices on Outreach, and the
player-characte team fs no exception. Owned by Wolt's
Dragoons and hometo the Mercenary Reviewand Bond-
ing Commission, by 3054 Outiezch servesas the center
cof mercenary activity in the Inner Sphere. Precentor
Garth Hansen contacts the player characters there,
seribing the job as 2 quick run for a small unt.
‘The player characters set up an appointment with
Precentor Hansen a their office, At the appointed time,
Precentor Hansen arrives.
BATTLETECH © NULL SETWhen the team is ready to meet with Hansen,
read the following:
A tall man wearing 2 light gray jumpsuit
enters the office, foiowed by a younger man
‘wearing a similar outit. The tall man is some-
\where between 50 anc 60 years old, with amane
of long white hai, a steely gaze, and a deter-
mined set ois jaw. “Good moming,” he says.
“Lam Procertor Garth Hansen ot ComStar
ee
station. we send our own Com Guard foroes to
investigate, our misguided brethren may per-
ceive itas an act of war. The Operation Scorpion
debacle convinced ComStar of the wisdom ot
always opereting openly, but we consider this
situation a special case. Discretion remains the
safest course we can take. We needa small force
to go to Berenson, assess the situation, and
recommend whether weshould attempt to rego:
tite a continuation of services, or authorize the
team to take the facility and hold it until we can
bringin ComStartechnicins to reestablish com-
[Link] he lattaraction,ComStar
willholdthe station unt the Free Worlds League
places ther own troops and communications
personnel in the facility.
“ComStar will not be able to aid you on
Berenson. You will be on your own, but your
record speaks for itself; | know yours is the
mercenary unit we need. Adept Ford Eisner will
accompany you to provide technical and tactical
supportif neaded. However, I depend on you to
make the right decisions when you reach the
Berenson HPG, Given the current warlterela-
tions between ComStar and Word o Blake, you
will haven chanceto communicate with me via
any HPGinWordofBlake territory. Youmustrely
fn yourselves, and use your own judgment in
taking action.”
Hansen is rota ComStar Precentor, butaROM agent
and amember of the Word of Blake's radical Toyama sect.
‘The gamemaster should alow the player characters to
figure this out for themselves during the course of the
adventure, Hansen introduces his companion, obviouslya
subordinate, as Adept Ford Eisner, also a ROM agent
Ener knows ony that hei aging a mission forthe glory
of Blake, and does not suspect the true extent of Hansen's
castarcly pit, Hansen does all the talking
Precentor Hansen tals the unit about the subtle,
annoying war that Word of Blake fas been waging against
ComStar since the schism, and of theattacks on ComStar
instalations by various Word of Blake splinter groups.
‘When the team has assembled ta hear Hansen
ut, read the following section aloud:
Precentor Hansen makes eye contact with
each mercenary in tum, making each character
fool his words as a personal appeal. “The Word
of Bake would do anything to harm GomSiar
publicly | fear they have already begun another
ferrorst campaign.
“The Word of Blake operates and maintains
‘the hyperpulse generator on the pianet Berenson.
its @ Class B transmiter that normally sends
‘messages twicea week. Two weeks ago, Itsiopped
‘transmitting. Though the Free Worlds League con-
trolsthe Berenson HPG and staffs itwith Word!
Blake personnel, ComStar ultimately bears ro
sponsibility for the activities of all nyperpulse
generators. The silence of the Berenson station
oreatly concerns our blessed Order. Though we
find it dfficultto believe that Word of Blake would
sabotage their own equipment, we cannotignore
‘that possibility. We must find out the truth.
“untortunately, particularly fanatical sect
‘of the Word of Blake controls the Berenson
Upon finishing his spel, Hansen will hand the player
charactors the mission contract (see Player Handout, p.
70) and otter them 30,000 C-bils plus expenses for the
mission. If the players wish to negotiate for more money,
have one player meke an Opposed Negotiation Skil Roll
against Hansen, who has Negotiation Skil 5. The player
characters convince Hansen to rase his ofr by 1,000 C-
billsfor every point by whichthey exceed Hansen's margin
of success.
The gamemastor should write the name of the unit
and the negotiated fee into the contract, ater which the
players should sign anc witness the document.
‘Adept Eisner accompanies the unit to give the player
characters any information they need about the mission
‘hat they fail to discover on their own,
‘After going over the details ofthe contract, Hansen
arranges to place the payment in an account for the unit
with the Mercenary Review and Bending Commission
From this account, the players can draw watever money
they needtoequiptheir’Mechsup to thelimitsstatedinthe
contract. Once they are equipped, the game begins.
o NULL SET
BATTLETE!a
THE SITUATION
The characters have been hired to assess the situa-
tion on Berenson andto reteke the hyperpulse generator
if necessary. The episode begins as the characters travel
{o Berenson accompanied by Adept Ford Eisner, their
offical observer. The gamemaster should make a Per-
ception Skil Rol using Eisner's Inteligence as a target
‘number: one success means the players notice that
Eisner praises Blake every time a light lashes to indicate
that a ship's system is 90,
Once planetside, they make their way tothe genera~
tor, which is quarded by a Marik planetary garrison and
‘operated by members ofa fanatical Word of Blake sect.
The characters locate the hyperpulse generator Class B
station onthe edge of Buena Vista, Berenson's ony city
Fisner will give the players any information they need
about the planet, making it obvious that he has spent a
jo0¢ deal of time on Berenson. If asked, he will not
comment on ths fact. The characters may approach the
city unobtrusively by oround vehicle, or may enter in
"Mec. If they enter by ground car, Marik soldiers will
attack them on sight. I they enter in "Mecks, the 1th
Marik Miitia Mech garrison wil attack.
As the charactors approach the HPG station,
read the following:
Following Adept Eisner’s diections, you
crest a small hil and see the cty of Buena Vista
spread out before you. A the edge of town stands
the familar, massive dish ofa hyperpulse gen-
erator. Between you and the generator walks @
lance of four brand-new Mechs, on maneuvers.
The ‘Mechs arenew Word of Blake Grand Crusaders,
delivered to this instalation only two weeks ago and stil
‘undergoing shakedown testing. To account forthe extra
diffcuty of fighting with untested equipment, add a +1
‘modifier t each Mark MechiWarriors Piloting Skil uring
this encounter, By the second time the team meets the
‘Manik MectWarriors (Encounter 4) ther opponents have
become accustomed to the new Mechs, 50 that modifier
no longer applies. The stats listedhere and in Encounter 4
already reflect use of the +1 modifier where appropriate.
‘The MechWarriors in the support and scout lances
pilot older designs, and so do not use the new-'Mech
modtter.
A Power
The 15th Marik Milita wil attack with strength equal
tothe mercenaries’. Against four ortewer player charac-
ters, only the command lance will attack. Against more
than four players, both the command and scout lances
will attack.
‘The gamemaster should keep track ot any 15th
Marik Militia MockWarriors kiled in this action. They
Cannot be replaced in time fo fightin the return match in
Encounter 4 ‘
Forthis encounter, usethe Rolling Hills mags, Maps
1 and 2 from BattleTech Map Sat 3, set up as shown
below,
‘The players enter from the south, with the city
located just off the north edge of Map 1.
‘The hyperpulse generator is located on ahi, occu-
pying Hexes 0503, 0504, and 0603. The soldiers and the
defending "Mechs deploy anywhere on the four-hex
radius surrounding that hil.
Command Lance
Colonel Narey Rezac( Plating, Gunnery), Grand Crusader
‘Adopt Damian Rho (Plating 4, Gunnery 4), Grand Crusader
‘Adept Bil Thornas (Piloting, Gunnery), Grand Crusader
‘Adopt Grag Dixon (Piloting, Gunnery$), Grand Cruseder
Support Lance
Adept David Harrison (Piloting 4, Gunnery), Wyvern
Adept Leslie Starr (Priting 4, Gunnery’), Kintaro
Adept Adrian Smith (Piloting 3, Gunmery2), Hussar
‘Adept Benjamin Pinkerd (Piloting 4, Gunnery), Hussar
Scout Lance
‘Adapt Evelyn Marshal (Piloting 3, Gunnery 3), Mercury
Acolyte Shiela Brown (Piloting 4, Gunnery 4), Mercury
Acolyte Andrea Letterman (Piloting 5, Gunnery), Thom
Acolyte Harold Yates (Piloting 5, Gunnery 4), Mongoose
BATTLETECH © NULL SETlithe charactors enter on foot, they meet 12 Maik
‘militia soldiers who begin firing as soon as they spot the
players. The 15th Maric scout lance arrives on thescene
1106 rounds after the fring beains.
‘15th Marik Militia Soldier (12)
‘rinutes: BLO 4 (84), REF4 (8+), NTS (7+), LAN (74),
CHAS (7+)
Characterst
Social 8+
‘Stills: Drive 2 (7+, Perception 2 (6), Quekdraw 2 (74),
Security Systems 1 (7+),Small Arms 2(7+), Steath (8+),
Unarmed Gombat 2 (7+)
Equipment: Personal Communicator, Pulse Laser Rifle
(Range 1-6/7-14/15-28; Damage 306 + 2)
: Athletic 10+, Physical $+, Mental 8+,
Wen it looks as though the Manik troops may lose
the battle, the Precentor in charge of the Berenson HPG.
takes over the operation ofthe transmitter cisn. He alms
the dish at the battlefield an¢ fires a concentrated burst
of energy, creating a localized electromagnetic pulse.
Unfortunately for Word of Blake, the EMP centers onone
ot the Grand Crusaders, piloted by Adept Damien Rho.
Have the player characters make Parception Skill
Rolls. Any character generating at least one success will
Notice that the hyperpulse generator transmitter dish is,
‘swiveling slowly but surely toward the mercenaries.
“When the baitl is well under way, read the
following saction to the players:
Suddenly theaircrackles with electricity. A
haze of green-gold ligntning surrounds one of
the Grand Crusaders. The ’Mech stands there,
frozen, all power apparently drained from its
systems. Suddenly fre flares in ts right 10780,
then in its left torso. A split second later the
entire front of the ‘Mech erupts in flame, the
force knocking the shell of the ‘Mech on its
back. Explesions rig through the rest of the
"Mech as the weapons systems catch fire, one
by one, enguliing the dying machine ina sir-
ing orange-and-biack cloud.
Uf the players have not fgured it out by now, a
suctessful Perception Skil Roll tls the characters that
the energyblast came rom the cretion ofthe typerpulse
generator, and they can easily see that the dish i stil
aimed directly at them
‘The Precentor controlling the transmitter dish con:
‘inves to fire atthe players in a more or less direct line
between the HPG and the hex occupied by the destroyed
Grand Crusader. Because it takes too long to aim the
slow-moving dish in different directions, the Precentor
settles for any target in his line offi. The Word of Blake
Precentor uses a Piloting Skil of to turn the HPS dish,
and a Gunnery Skil of to fire.
‘The only way to stop the HPG from firing at them is
to destroy it. AS 2 Class 8 HPG, the station has 2
Construction Factor of40. A crticalhiton the power plant
or the gish will render the HPG inoperative.
Even if they take the HPG out of action, the players.
‘must still contend with the remaining ‘Mechs. I! the
‘characters take jonger than 2D6 turns to reach the HPG,
the heat generated by firing it repeatediy will blow the
HPG to bits.
Whether't self-destructs orthe mercenaries destroy
it, the destruction of the HPG throws Adept Eisner into
shock. The players should consider the mission botched
‘and return to Outreach to inform their employer of their
failure
BATTLETECH © NULL SETLom
THE SITUATION
The players return to Outreach to inform their em-
ployer that the hyperpulse generator that they were sent
to liberate from the radical Word of Blake faction has.
been destioyed.
This episode deals with the problems the characters
face upon returning to Outreach. Accused of committing
‘a crime against humanity by destroying the HPG, they
‘ace vicious public condemnation and a trial betore the
Mercenary Review and Bonding Commission. If found.
uity, te Commissionwilstrip them ofthelr ranks, thelr
"Mechs, and their identities as MachWarriors
‘Onthe tripback to Outreach, readthe followit
Yourteam destroyed a hyperpulse genere
tor. No mattor how hard you try, you cannot
stop dweling on tht. Tha! you tad to destroy
it bofore t destroyed you is beside the point;
ComStar sent you to rescue It from terrorist
‘occupation, and you destroyed it. On your way
back to Outreach to report your mission's fall
ture, you realize that you may have destroyed
‘Adept Ford Eisner along with the HPG. He
seemed too quiet after the bate, and you'e
beginning to recognize the classic symptoms
‘of shock. Eisner sits verystilland staresstraight
ahead, mumbling tohimself. His last conscious
thoughts appearto havebeen on Berenson, and
you wonder how long his mind will stay there.
Apiayerwho makes asuccessful Perception SkillTest
realizes that E’sner is mumbling a long prayer over and
‘over in which the word “Blake” constantly recurs. Eisner
refuses to eat or sleep, nd by the time the mercenaries
make pianetal on Outreach, his deteriorating condition
requires his immediate hospitalization. Nothing the team
{ries wil snap him out of his catatonic shock
BREACH OF FAITH
When the players. inform
Precentor Hansen thatthey have re-
turned and are ready to make their repor, he sounds
surprised by how quickly they completed their mission.
Therr story sends him into a speechless rage. Hansen's
straightforward plan tookan unexpected, destructive tur.
He intended tosimply frame the unitfor “terrorist attack
on the Berenson HPG and so implicate ComStar in the
deaths of Word of Blake personnel, Even his worst-case
scenario did not a¢count for the destruction of the
hhyperpulse generator. Ashe tries to understand the mag-
nitude of the mercenaries’ action, Hansen realizes that
CoStar wil now be accused of commiting a crime
against humanity instead of simply reprimanded for in-
dulging in a minor planetary raid. In that instant, his
feelings tum from horrified fry to jubilation.
As allthis runs through Hansen's mind, the player
characters try to explain to him that someone in the
Berenson station used the HPG asa weapon against them,
‘and they were acting in self-defense, Managing to conceal
his true fealins, Hansen shows only shock and anger at
their failure, brushing aside their explanations by stating
that everyone knows it is impossible to use an HPG
transmitter to shoot lasers.
He immediately declares their contract null and void
inview of thei crime, and threatens to take up the matter
‘nasession of the Mercenary Review and Bonding Com-
mission. Nether negotiation nor threats will change his
‘mind at this point, and kiling him wil do the mercenaries
‘no good. Hanson leaves, and the mercenaries soon dis-
BATTLETECH o NULL SETGenet
cover that they cannotaccess any ofthe money hey were
paid torthismission, Hansen hes warned the Commission
that the morcenarios may have broken their contract. and
tne Commission has accordingly frozen the teamsassets
forthe week required by law to investigate the matter and
collect evidence.
Ifthe mercenaries try to leave the planet, the Wolf's
Draagons’ Home Guerd requests that they remain on
Outreach. No one wanting to sta alive and in one piece
ignoressuch arequest. Themercenariesalsodiscoverthat
they cannot discuss any further business during this week
as anyonewho tries to hire them findsthat they are “uncer
review."
‘Aside trom those restrictions, the cnaracters may do
anything they want—as long as they stay in Harlech,
Wherever the characters go, people eye them with
suspicion, Every clizen of Harlech recognizes them as
‘members ofthe team that biew up hyperpulse generator.
I they 90 toa ber, the team willserveas the buttof a
‘number of tasteless jokes. The destruction ofan HPG puts
them on the same moral level as child molesters in the
publcming whether proven guityor innocent, any excur-
sion the player characters make toa place serving alcohol
will more than likely come to blows
‘Two bar toughs will take on each player who enters.a
bar.
(GENERIC BAR MAP FOR USE WITH ANY MECHWARRIOR APG. )
When the characters enter the bar, read the
following section aloud:
‘As you enter the bar, all eyes tum toward
you. The patrons recognize you, and theirhostile
looks follow you as you make your way to open
seats. As youtry to attract the bartender'satten-
tion, you eara whisper moving through the bar.
‘Afew seconds later, nearly everyone in the
bar stands...
‘These peoplewant action, not talk. ifthe players stay,
they cannot avoid a fight. Ifthe players run, no one wil
follow them out of the bar
‘Atributes: BLD 5 (7), REF (6+), INT 48+), LRN (9),
GHA (9+)
Characteristics: Athletic 7+, Physical 8+, Mental 11+,
Social 12+
Skills: Blade 3 (44), Perception 3 (B+), Quickdraw 2 (6+),
Small Arms 2 (64), Unarmed Combat 2 (5+)
Equipment: Knife (Damage 1D6 - 1), Hold-Out Laser
Pistol (Range 1-2/8-45-6, Damage 206)
No matter what the outcome ofthe fight, the players
cannot get served, ;
BATTLETEGH > NULL SETTHETRAL
vr By the end of the week, the
characters should feel very frus-
trated. They are complete outsiders. Society shunstham;,
thar fellow mercenaries refuse to speak to them or even
associate with them. As in combat situations, they must
depend on each other.
Whon the playors: are sufficiently frustrated
(nearthe end of one week), read the followi
Onthe afternoon ofthe sixth day tter your
return to Outreach, you receive a summons to
appear beforethe IMercenary Review and Bond
ing Commission the following morning at
100.
The players should raspond to the summons, itonly
to pleadtheir side of the case. I ey try to nire a lawyer
to represent thom, they discover that no private lawyer
will defend them, Their only option is to fll back on the
services of Teresa Redmond, a public defender. The
players may want to make additonal preparations before
presenting their case to the Commission.
The Review Commission scheduled to hear the
team’s case consists of Baron Humfrey Donahugua,
House Davion: Akira Sugioka, House Kurita: Duchess
Marion Reynolds, House Steiner, FreiherrRol{Bamesson,
Free Rasalhague Republic: and the lagendary Jaime
Wolf, commander of Wo’s Dragoons. Because the raid
occurred in Marik space and ComStarallegedty hirectne
mercenaries, nether House Marik nor ComStar may sit
cn this panel. Lord Deng Xiao, the House Liao represen-
tative, chase to bow out.
The characters may exercise their legal option to
refuse one Review Commission member, eliminating
cone source of potential prejudice against them. If they
ask Teresa Redmond, she advises them to reject Akira
Sugioka, the Kuritarepresentative. Baron Humtrey serves
as chairin the absence of Merideth Ambridge, the level~
headed, impartial ComStar representative. Though not
allowed to participate, Ambridge watches the courtroom
proceedings from an observation room.
Precentor Garth Hansen attends the hearing with is
private lawyer, Ron Filler. Tey sit at a table across the
room from the mercenaries.
When the mercenaries take their seats in the
courtroom, read the following:
‘The baiiffenters and speaks: “Hear yel Hear
ye! Thethree hundredth and fifty sich session of
the Mercenary Review and Bonding Commis-
sion is about to begin. The case before tial by
ing is the People of the
Inner Sphere vs. (unit name). All rise for the
honorable Baron Humfrey Donahugue of the
House of Davion, presiding chai.”
Everyone in the room stands asthe mem-
bers ofthe Gommission file in and stand ty their
seats. Baron Humiey Donahugue lumbers in at
‘the end ofthe line, then genty setts his mass
into his char tereaksatthe pressure. The other
commissioners st, and the est ofthe peopie in
the room follow sult
Baron Humfreyeyes the docket on his desk,
then looks up atthose assembled. “This hearing
concerns the alleged witful destruction of one
Class B hyperpuise generator on the planet
Berenson in the Free Worlds League by the
mercenary group known as (unit name). This
mercenary unitstands accused ofacrimeagainst
humanity. The specific matter under review is
whether or not the unitexceeded the boundaries
afitscontractand committedthe actual rime, in
voation of the Ares Conventions. prohibiting
wanton destruction of technology. The findings
‘ofthis court will determine iabilty rests solely
with the mercenary unit, orif blame resides with
ComStarastne unit's employer. Thecourtisnow
in session."
a
‘The players may use the BattleTech Maps from the
previous episode to explain theiractions tothe commis~
sion
‘They soon realze that they can only prove their
innocence by offering hard evidence that someone was
‘able to use the hyperpulse generator 2s a weapon against
them, forcing them to return fire in self-defense, Unfortu-
nately a far 6s they know, this evidence does rot exist.
Precentor Hansen submits the mercenanes' signed
‘contract as evidence, citing Section I, a standard clause
‘outining battlefield conduct and the laity of the em-
ployer in cases of violations ofthe Ares Conventions.
At the end of the presentation of evidence, the
Review Commission fies out. They stay in chambers for
BATTLETECH © NULL SET106 hours, during which time the mercenaries have
limited freedom withinthe building, but may notleave the
buitding.
‘Tne board rules against the mercenaries, stating that
they destroyed the HPG in clear violation ofthe terms of
‘thelr contract. Because they acted on their own initiative,
the merceneries, not CoStar, must assume liability for
the violation of the Ares Conventions. ComStar, though
cleared of the more serious charge of committing acrime
against humarity, stil faces charges that it hired soldiers,
to Invade a Word of Blake outpost. A satisfied Precentor
Hansen realizes that many peopl still suspeet ComStar of
compiity in the greater crime. His plan to humiliate
‘ComStar has succeeded
‘At the end of the Commission's deliberation,
read the following:
‘Theballf entarsand speaks:"Hearyel Hear
ye! Thethree huncredtn and fifty sixthsession of
the Mercenary Review and Bonding Commis-
sion wil now continue. The case before tial by
commissionis the People of the Inner Sphere vs
(unit name}. All rise for the honorable Baron
Humirey Donahugue of the House of Davion,
presiding chair”
‘Again, everyone in the room stands as the
‘memoers ot the Gommissiontie in and stand by
[Link] Baron HurnfreyDonahuguebrings
pte rear, sinking heavy into his chai. Follow-
inghis lead everyone else inthe roomsits down.
Baron Humtrey gazes at those assembled.
“inte mattor of the People ofthe Inner Sphere
's. (unit name), accused of violating the Ares
Conventions: aftertakingintoconsideration allot
‘he evidence here presented, this court finds no
‘evidence to support the mercenary unit's allega~
‘ton that said Glass B hvperpulse generator was
used against thom as a weapon of war.
“Lacking proot of said allegation this court
thas no choice butt rendorthe vordictot“gulty”
against (unt name) and “not guity” on the part
cof ComStar. All funds expended forthe hiro of
(unit name) will be returied to Presentor Garth
Hansen of ComStar, with court costs and darm-
ages the responsibilty of (unit rame).As further
punishment against (unit name), this Review
Commission hereby revokes thei license to 0p-
‘rate, and confiscate their possessions, inlud-
ing, butnot ited [Link] BattleMechs, Dropships,
‘JumpShips and support equipment. Finally, for
their wanton and wilful crime against humanity,
therembers of (unt nama) are sentencedto death.
‘They willbe incarceratedon Outreach uni suchtime
a necessary arrangements are completed.
“This court also renders lesser judgment
against ComStar, for wilful negligence in creat-
ing a situation in which the destruction of the
Berenson HPG became possible. Comstar is
hereby ordered topay afine to House Marikin the
sum of fifty thousand C-bills. This is the judg-
ment ofthis court.”
Officers of the court take the
player characters to Haiech’s ain
detention facility, where they will stay unt the time for
‘which their execution is scheduled,
Obviously, the player characters shouldtry to escape.
‘The detention facility staf normally corsists of 12
guards, at least two of whom guard the player characters
a all times, Any disturbance wil bring the rest of the
‘guards on the run with guns drawn in 206 ~ 4 rounds.
‘The Reviaw Commission believes in taking care of
business inatimely manner, and sets the team’s execution
forthree days from the til. The characters must escape
before then—they cannot break away en route to the
‘execution. Attempting breakout at night gives them their
boast chance at success.
The characiers can attempt to escape on the way to
thedetention facility, orthey canattemottobreakout of the
holding cel, periaps taking one othe guards hostage and
using him to bluff their way out. The players will probably
come up with at least one plan. Though it should be
difficult, escape should not be impossible, and ultimately
the gamemasier should el the team get away.
GuAROS (12)
‘Atuibutes: BLD 5 (7+), REF4 (G+), INT5(7+),LEN5 (7+),
CHAS (7+)
Characteristics: Athletic 9+, Physical 9+, Mental 8+, So-
cial Be
‘Skills: Drive 2 (7+), Perception2 (6+), Small Arms2 (7+),
Stealth 1 (8+), Unarmed Combat 3 (6+)
Equipment: Personel Communicator, Stunstick (Damage
106 — 2), Sunbeam Laser Pistol (Range 1-2/4-6/7-11
‘Damage D6)
BATTLETECH ® NULL SET