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Null Set

A mechwarrior Campaign

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0% found this document useful (0 votes)
59 views71 pages

Null Set

A mechwarrior Campaign

Uploaded by

rjsmaccuish
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF or read online on Scribd
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 SET INTRODUCTION 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 SET Finally, 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 SET KG) 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 SET When 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 SET lithe 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 SET Lom 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 SET Genet 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 SET THETRAL 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 SET 106 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

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