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Cogniglio

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May 15, 2018
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  • Magicka 2
  • BATTLETECH
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Alright, so I've been talking with Horus over on the forums and have been mentally cobbling together an idea for a campaign. What reads below is a WIP of ideas of a general story and gameplay revolving around it. This post covers Part I.

Introduction:
After the Arano Restoration, Darius is contacted off the records by an unknown BENEFACTOR. This person has a strange request: they wish to offer a contract that will officially be placed on the Mercenary Review Board, but the real mission will differ slightly from what is contractually stated. Yang and Sumire speculate that this BENEFACTOR is working for one of the Great House's intelligence agencies, but it's anyone's guess as to who. The contract in question involves investigating pirate presence on a Periphery PLANET. The real mission is to "assess a threat against the stability of the Inner Sphere."

While the money sounds excellent, Darius is inclined to pass until the BENEFACTOR offers a small piece of impressive LosTech. BENEFACTOR explains that the LosTech is available in abundance from this contract. The contract also agrees to pay your salaries and expenses in full while the contract is on-going.

At this point, a story branch occurs if the player has a large stable of mechs and pilots. Fearing for the company, Darius suggests that you pick up to 12 mechs and pilots to subcontract under a larger company for a while. This preserves some of your hard earnings (at no cost) for later, but you will not have access to them until Part I is complete. This is totally optional, you can refuse to split the company.

The official contract is accepted. The planet is located in the Periphery near the Free Worlds League. Due to strange atmosphere conditions, Sumire insists that your lance's tonnage is kept below 180 just for the first drop. As the company nears PLANET, Darius tries to talk to the commander about something, but the Argo is suddenly attacked and destroyed by an unknown assailant. Many of the pods and components are ejected and crash. Farah and Darius are wounded, and only the commander and three other mechwarriors make it planet side after the loading bay lands.

Opening Mission 1: "A Hard Hello"
The first mission involves finding your mechwarriors during a sandstorm. This is a dangerous game of approaching unknown blips until they can be identified. One or two will be weak foes you can destroy or run from. Once reassembled, your lance rendezvous with your support staff in APCs and you make your way into a canyon to escape the storm.

Reward: You reclaim 3 of your mechwarriors, your commander and 4 mechs.

Briefing 1:
Darius is unconscious, having lost a leg in the crash. Farah is in a sling but will recover. When you ask about Sumire, Yang shows a broadcast radio transmitting the company's codes. Yang explains that Sumire is in orbit, having disconnected from the Argo just in time. However, there is no means to contact her as none of their equipment is strong enough to punch through the atmosphere. Yang suggests they make their way to the site of Alpha Pod to gather survivors, parts and find a radio they can use. When asked about repairs, Yang points to pieces of debris from the fallen Argo and says he can patch up some of your armor, but that's it.

The next mission will make or break you.

Opening Mission 2: "Welcoming Brigade"

The desert gives way to badlands. The Alpha Pod is under attack by PIRATES. However, another party is fighting them. When your lance gets close enough you discover a couple of your crew (pilots if you have them, Argo crew if not) are manning the Alpha Pod's turret and radio room (for allied Sensor Locks). If you brought them, one of your other mechwarriors is in a mech, fighting as an ally as well (if you don't have a pilot, but you have a spare mech, one of Yang's techs will be piloting instead. You'll have the option to recruit them afterwards-- in fact, that might make for a cool new NPC character).

Reward: You reclaim 1 mech and 1 pilot. You gain flatbeds, which allow you to transport and badly repair mechs. Random parts and salvage from the enemy.

Briefing 2:
After destroying the invaders, Yang reports that Darius is awake but too loopy to command. The company salvages what they can and find a couple of flatbeds. Farah explains that she spoke with the Argo crew, and details the player's situation:
  • The other mechwarriors you brought along are scattered somewhere on the planet. When found, they'll either be fine (able to fight right away), injured (normal, need time to heal), disabled (lost a limb, cannot fight until you get cyborg parts during special missions), dead (self explanatory) or captured (time clock-- the longer you take to rescue them, the worse their condition until they're killed or shipped off planet).
  • The mechs and parts you brought with you (including storage) are either destroyed or lost somewhere on the planet. Some missions and random events will let you recollect them. Failure to do so however may result in facing your own mechs in the future (so that company of Atlases you collected will bite you).
  • The Argo is totaled with no chance of reconstruction. The medical staff are all dead, only a quarter of the techs have been found.
Worst of all, one of Farah's engineers explains that a few of them attempt to surrender to the PIRATES and were shot on sight. Whoever owns the planet has no interest in visitors.

Yang gets the radio to reach out to Sumire, who is hanging about in orbit, pretending to be debris. She is glad to hear you but reports that she's low on fuel. When she lands, that's it until more hydrogen can be found. Despite Farah's concerns, Yang insists that they need the dropship as it's their only means to repair the mechs. She sends you a map feed she collected however, and Yang and Farah suggest that a nearby, jungle-clad mountain range might be the best hiding place for the Leopard. After patching your mechs and taking what you can (including the radio), the company loads the flatbeds and makes their way there.

Opening Mission 3: "Safety Dance"
The badlands give away to jungles. Sumire reports that she's picking up enemy activity closing in on the company, rushing you on. Unfortunately, one of the APCs stumbles across mines. A mech (the lighter the better), has to go forward so its sensors can detect the mines and find a safe path. Meanwhile, the other three have to hold back waves of attackers as the APCs plod along.

After the APCs clear the mines, missiles blow away the enemy. Yang points to a few LRM launchers and an Archer that stand there, and you realize they're taking aim at you. Just before they fire however, Darius gets on the radio, saying a strange, cryptic statement across all bands. The artillery pauses before the Archer pilot radios you. "Welcome to PLANET, commander."

Reward: Salvage.

Briefing 3:
The Archer pilot descends her machine and introduces herself as LIEUTENANT of the PLANET MILITIA. Darius, now awake but bedridden, explains that their BENEFACTOR mentioned some infighting on PLANET that he had contact with. The phrase Darius had used was given to him in the unlikely event that they crossed paths with "the enemy of my enemy." This makes LIEUTENANT defensive; she admits that they have an off-world agent seeking aid, but has no idea who BENEFACTOR is. However, the MILITIA had been expecting mercenary assistance.

When asked, LIEUTENANT explains that PLANET was independent until about two years ago, when they were invaded by STATE. It was a bloodbath; PLANET is littered with craters from orbital bombardments. Farah speculates that only a warship could cause that kind of devastation, but Yang points out that such weapons haven't been seen since the Second Succession War. LIEUTENANT continues, explaining that large swathes of the population were put to work in mining or shipped off-world. PLANET is divided by four primary factions:
  • The MILITIA, who are loyal to the prior government and seek to restore the original balance of power. They want to maintain PLANET's independence from the Great Houses and other Periphery states. The MILITIA has access to better repair facilities and artillery, but is less likely to field assistance.
  • The PIRATES. When STATE invaded, they hired a few PIRATE bands as mercenaries. However, their agreement fell apart. The stranded survivors have since struck out on their own. The PIRATES are the weakest faction at the start, but are the most ambitious about reclaiming your company's lost mechs. If left unchecked, they'll become the most powerful.
  • The REBELS. Before PLANET's fall, there was unrest against the government, resulting in violent protests and extralegal arrest. Although it never came to civil war, the pre-invasion animosity results in no cooperation between the MILITIA and REBELS, although they do not fight each other. Opinions are divided, but most rebels want to petition one of great states for annexation. The REBELS field more allies, fight more underhandedly and have better intel about how to find your lost gear.
  • The STATE. The invaders in charge, who seek something unknown. Because the STATE is primarily on the defensive, they'll have the most turrets and can call on aerospace support.
Note: The idea is to eventually allow the commander to choose a faction to fight for, but tolerance for side-switching has limitations: The REBELS and MILITIA can be convinced to ally or fight each other, PIRATES are both a wild card and springboard for building rapport, and working for the STATE can make you a pariah to all other groups. The politics make for an asymmetrical stage.

LIEUTENANT offers to take the company to a base for further discussion and repairs. Yang almost lets slip about Sumire, but Darius cuts him, agreeing to go along. Once alone, Darius explains that to the commander that he does not necessarily trust the MILITIA, and that beaching the Leopard should be a "trump card" to play once they know who they can trust... if anyone. Sumire isn't happy about playing dead for longer than she has to, but agrees to be the company's eyes for now.

End Part I. Part II shortly.
 
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Part II. This part introduces factions and starts to open the "campaign map," allowing you freedom to play as you see fit. The factions you fight for determine the fate of PLANET.

Briefing 4:
After an hour of marching in the jungle, LIEUTENANT's commander, CAPTAIN, proves not as trusting as his subordinate. Over the radio, he refuses to allow your company near the MILITIA base, instead instructing you to use one of their old, abandoned caves. Inside, Yang points out that there used to be a mech repair bay, but bombing and laser marks suggest that the enemy destroyed this base once already. LIEUTENANT pleads her case to the CAPTAIN who reluctantly allows for a black market style parts exchange. Darius requests orders and the CAPTAIN reluctantly considers how to use the mercenaries.

After a break to explore the base menus, repair machines and do some trades, CAPTAIN offers your company two missions that can be done in any order. LIEUTENANT and her Archer can be used as a member of your lance for any of these. Note that the appearance of one of your mechs depends on which mission you play first.

MILITIA Faction Mission 5a: "That's My Property!"

On the outskirts of the jungle, the STATE is setting up a supply depot, complete with vehicle fuel and munitions. The MILITIA could wipe it out with one well placed artillery strike, but fuel is low and ammo isn't much better. The MILITIA want you to take out the guards and turrets, then protect the APCs long enough to load up their goods.

If 5a is played before 5b: After wiping out the guards, the first APC comes across a surprise: One of your mechs, recovered from the crash site, is stored there although stripped of all weapons. The problem is that an enemy recon lance is fast returning, and it would take some time to load it on a flatbed. You have to hold out for five turns or destroy the enemy lance. After five turns, Yang's tech gives up and starts the mech himself, running out of there.

Else: Your mech does not appear, but there are a couple more enemies to face as a result.

Rewards: Possible recovered mech (withheld for now). Otherwise, salvaged parts.

MILITIA Faction 5b: "Intruder Alert"
CAPTAIN's scouts have reported an unknown force entering the jungle. You are to investigate and wipe it out.

If 5b is played before 5a: Upon the first blip however, it turns out to be one of your mechs, badly damaged and trying to escape a force of PIRATES. The player has to act fast to save the pilot, who is already at two health.

Else: The fleeing mech belongs to the REBELS, but you're still pushed to save the pilot.

Rewards: Possible recovered mech (withheld for now) and mechwarrior (disabled for now). Otherwise, salvaged parts.

Briefing 5:
After MILITIA faction mission 5a or 5b, the CAPTAIN gives a nasty surprise: he claims any mech salvage, including your recovered mech (if you got it). Darius immediately protests, claiming that the company is entitled to some salvage or that they own that mech. CAPTAIN points out that he does not even know if you're actually mercenaries (if not spies), but promises he will return your equipment if it is proven.

If you fail any missions, your efforts are noted but doubts about your abilities are raised.

Briefing 5a:
CAPTAIN admits that without control of the munitions factories on PLANET, raiding like this is the only way to keep the MILITIA operating.

Briefing 5b:

If the pilot is rescued, their injuries are revealed to be infected. The MILITIA's medics have no choice but to amputate a limb. If this was your pilot, they are added to your roster but you cannot use them at this time. If they were a member of the REBELS, you hear some details about that faction.
Once 5a and 5b are complete, CAPTAIN gives you another mission involving prisoners taken by the STATE. He wants them rescued.

MILITIA Faction Mission 6: "I Am The Highway"
CAPTAIN wants you to intercept a convoy heading through the badlands, towards a fortress. The catch is that one of the convoy cars is carrying prisoners the STATE has taken. You'll have to get close enough to identify the vehicle and then destroy all other foes except that one. Once identified, the vehicle is forced to stop if you're close to it. After the escorts are dead, you have to hold near the vehicle's space for one turn while the prisoners claim control.

Once all escorts have been dispatched, or you've failed, the base deploys a lance of mediums and heavies to fight you. You have to hold out for 2 rounds as the car (if still alive) escapes. After which, allies appear as LIEUTENANT and CAPTAIN (in a Warhammer) show up. You're then giving the extraction point to escape to.

Reward: Withheld mech returned (if applicable), possible prior mech salvage, salvage from this mission. Possible repair gantry (improved tech rating at cave base).

Briefing 6:
If you succeeded in your prior mission, then the CAPTAIN will finally appear in person and thank you. He is now convinced you're sincere and gives you the mech he withheld (if applicable) as well as your salvage (again, if applicable). Although he will not let you know the location of the MILITIA base, he promises to have repair gantries delivered and not to take your salvage. Once he leaves, LIEUTENANT explains that his brother was among those saved with the car.

If you failed, the CAPTAIN will still accept you but will be bitter. He promises you a repair gantry and gives you back your withheld mech (if applicable), but refuses to give you your prior salvage, although he'll let you keep future earnings. The LIEUTENANT explains that his brother was among the prisoners who are now gone.

After this, you're finally cleared to go to the campaign map and accept missions on behalf of the MILITIA. LIEUTENANT slyly suggests that some within the MILITIA are trying to talk to the REBELS about a joint operation. If the REBEL pilot was saved in Mission 5b, the command can speak to them to start dialogue with the REBELS faster. If not, it will be longer still.
 
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Part III. Campaign and intro to PIRATES and REBELS factions. At this time, there are no faction penalties (although you can improve your relationship with the MILITIA). The campaign offers a few different kinds of meta missions.
  1. Recovery: These are rescue missions to recover your mechwarriors and techs, or salvage missions where you visit pieces of the Argo. These missions are unique in that there's a limited number (based on the resources you brought with you), and a limited amount of time to complete them. If you fail to do one in time, you might get one final shot as a "backscratcher," where you can re-earn your lost stuff if you hurt an opposing faction for another side. There is some randomization in how these are produced.
  2. Reinforce: These are missions where the reward help progress the quality of your bases, earn salvage, recruits, techs or doctors, or makes your relationship with a faction stronger. You can also earn points towards mission aid-- allied forces, artillery strikes, aerospace fighters or better starting intel. These are randomly generated, but can be assassinations, base assaults, defending bases, recon or patrols.
  3. Story: These advance the story. The first few story missions just introduce factions, but you can't "lock" one until you've met all four factions.
Normally, the REBELS will contact you after three Recovery or Reinforce missions. If you saved the REBELS pilot from mission 5b, or saved CAPTAIN's brother in mission 6, you can subtract one mission from the wait counter (getting it down to one mission).

REBELS Faction Mission 7: "Just Cause or Just 'Cause?"
Darius informs you that the REBELS have reached out and wish to speak with you. Your lance marches into the mountains, to a ghost town. There they encounter a waiting VTOL where the REBELS' SPOKESMAN explains how the town was destroyed by the only band of PIRATES still employed by the STATE. The discussion is interrupted by an enemy patrol. SPOKESMAN explains that the mountains make radio signals difficult to send. None of the enemy can escape outside a zone or they'll send it.

Rewards: Introduced to REBELS.

Briefing 7:
If you failed mission 7, this briefing will resume 2 days later, otherwise it continues immediately. The SPOKESMAN explains that the CAPTAIN's brother is/was a member of the REBELS and your efforts have improved/harmed the relationship between the MILITIA and REBELS. Although the REBELS have no love for the MILITIA, they know they can't reclaim PLANET without them. However, the REBELS have taken revenge more to heart that the MILITIA's obsession for victory. The SPOKESMAN explains that they are gathering intel for a mission to assassinate the one who destroyed the ghost town.

REBELS Faction Mission 8: "The People's Vengeance"
In this mission, the rebels wants you to approach one of the mining sites that the PIRATES are managing. The crystals mined there are responsible for much of the radio disruptions in the mountain range, and it's your job to find and kill the target, who is often alone and will have difficulty calling for help. There are three problems however. First, there is a sizeable enemy presence on patrol. Second, there is a relay base whose effects are unknown but might alert the patrols, and third, the target is in an assault mech.

This mission allows the player to power down his mech and avoid detection if careful, while advancing up the mountain. The primary objective is to eliminate the target, but a secondary one is to eliminate the relay base. The catch is that if either is destroyed, the patrols will see and hear the explosion and come running. If the relay base is NOT destroyed, then the player will have to deal with mech destroying orbital bombardments as they escape.

Rewards: The REBELS give you doctors. If you succeed, the SPOKESMAN says that the REBELS will consider working with the MILITIA more. If you fail, he warns that the REBELS are increasingly less like to ally with the MILITIA.

Other REBELS faction missions will be available later as they're considered.

Briefing 8:
This briefing becomes available after five missions of any variety. From orbit, Sumire sends a burst transmission so as to minimize the chances of her being discovered. In it, she details two pieces of news. First, she's picked up something on her long range sensors, something very big and unnatural. Second, she's been received a message from one of the PIRATES bands from the surface with an invitation to parley.

The player has the option to simply not take the invitation, which is strictly via conference call. If accepted, the player is introduced to the PIRATES faction via EYEPATCH. EYEPATCH explains that his is merely one of five PIRATES warbands who were hired by the STATE. However, they were betrayed, and he breaks down the crews of PIRATES:
  • EYEPATCH, who has occasionally raided the STATE and LAPDOG for supplies, and has minimized civilian involvement. EYEPATCH's crew can only be assaulted in a few story missions. If destroyed, the PIRATES faction is locked and lost.
  • LAPDOG, the owner of the largest PIRATES band. Also the only one who still works for the STATE. The STATE is negatively impacted if you attack LAPDOG.
  • DEAD DOG, who was killed. His PIRATES are now random bands scattered throughout PLANET. Rumor has it that DEAD DOG had a LosTech mech. No factions are negatively impacted if you attack DEAD DOG's rogues. Some missions focus on mopping up DEAD DOG's men, others on recruitment into EYEPATCH's gang.
  • TREASURE HUNTER, who has been ambitiously seeking the remains of the Argo. No factions are negatively impacted if you attack TREASURE HUNTER'S men.
  • DREAD, EYEPATCH's fiance, who wants vengeance against STATE and LAPDOG. The PIRATES faction is negatively impacted if you attack DREAD.
TREASURE HUNTER and DREAD can become the most problematic factions if left unchecked. EYEPATCH's deal is seemingly straightforward. He wants to get off PLANET with DREAD, and he's prepared to help the MILITIA and REBELS to some extent to make it happen. The only problem is DREAD is obsessed with revenge and has been attacking all factions openly. DREAD needs to be brought to heel, preferably without killing her/him.

The player can choose to reject the deal and seal off the PIRATES faction permanently, or consider it. If considered, EYEPATCH says he'll be in touch. Darius doubts they can trust the PIRATES. Yang mentions hearing stories about one PIRATES band fitting EYEPATCH's description, attacking the military of one planet and then saving a damaged civilian cruiser the next.

Briefing 9: "The Clock in the Sky"
After seven or eight missions, Darius and Farah pull you aside to discuss the big picture. Their BENEFACTOR promised a jumpship arriving in system, and that time is now two months away. The team needs to figure out if they're going to attempt rescue or communication. Sumire can't broadcast a message that far, as it will give away her position. Darius warns that if nothing is done, their BENEFACTOR will think the mission has failed and abandon them. A few options are discussed:
  • Escape: Capture fuel, land and load the Leopard, escape. This will prematurely end the campaign. Darius warns you that it'll take a few lances to pull this off however.
  • Request Reinforcements: Capture a relay base and order this jumpship to fetch the rest of the company (only available if Darius subcontracted your other mechwarriors) or make new hires. This mission also calls for a Distraction mission to fool the enemy and allow the rest of the company to arrive safely.
  • Return Later: Capture a relay base and order the jumpship to return after a certain number of months. This is option keeps the other two choices available later, postponing them.
  • Nothing: Darius will insist you don't do this, as it means the jumpship won't return and you must totally win the campaign or die trying.
Darius says that the decision can be made later, but they'll need at least a month to prepare for whatever they plan to do. He also forewarns that sooner or later, Sumire is going to have to come down, due to refueling, attack or thinning resources.
 
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Part IV. Campaign missions for the PIRATES and intro to the last faction, STATE. One of the things that makes this campaign different from the regular one is how salvage works. The more favor you have with a faction, the more salvage you can earn from their territories. This is due to the assistance they provide in recovering and hiding battlefield salvage. Also note that I removed the section in Part III about dropping the Leopard to form a base, that option will be available at the end of Part VI, and that the Escape option requires two or three lances of mechs.

PIRATES Faction Mission 9: "King of the Hell"
EYEPATCH's first problem is finding out where DREAD is. However, he thinks the STATE may know. Your mission is to take a STATE communications hub and wait for technicians to hack through the network, then get out. Because it's on STATE's territory, they won't do their orbital bombardments. As a reward, EYEPATCH promises to also look for information on the whereabouts of the remaining pieces of the Argo.

As the name suggests, this mission will go to hell fast. You can expect a whole company of enemy mechs to assault you after taking the relay base. But, you're on a hill, and only have to survive a certain number of turns before fleeing.

Rewards: No salvage can be obtained since you have to flee. However, EYEPATCH gives you data on the whereabouts of the Argo's pieces.

Briefing 10: "The Heat is On"
If you failed, EYEPATCH doesn't see much reason to work with you anymore. He promises to remain neutral for the rest of the campaign but does not ask your assistance in the future.

If you succeed, EYEPATCH explains that his analysts are pouring over the data. However, he warns you that TREASURE HUNTER is hot on the tail of a few pieces of the Argo. Some of your goods have already been snatched, and EYEPATCH suggests tailing the enemy to find TREASURE HUNTER's whereabouts. He also warns that TREASURE HUNTER may have taken hostages from any surviving crew of the Argo.

PIRATES Faction Mission 10: "Loot Hound"
This is a tricky mission with two parts. You must choose two lances. EYEPATCH has lent you both a dropship and one of his men in a Raven battlemech. The Raven's ECM will jam communications for a short time, allowing you to react to discovery. Your mission is to trail TREASURE HUNTER's convoy without getting in its sensor range, thus requiring nothing but light mechs for your first lance. Your job is to follow the convoy to its destination, destroying any patrols on the way before they can breach the ECM's jamming.

Once the base has been found, you have to pull out your light mechs at an extraction point. After that, EYEPATCH's dropship delivers your second lance of heavier machines. TREASURE HUNTER's second in command appears in one of your mechs, and you have to take him down.

Rewards: You re-obtain three of your mechs and a couple of your mechwarriors.
Failure: Your mechwarriors are killed and your mechs are moved. They will appear as future foes.

Briefing 11:
If you failed, EYEPATCH doesn't see much reason to work with you anymore. He promises to remain neutral for the rest of the campaign but does not ask your assistance in the future. Otherwise, EYEPATCH is pleased. He has found prisoners from DREAD's camp who can help locate their boss and better yet, a few Star League era EMP mines that he thinks he'll need soon. He promises to contact you again with more information once its available.

Briefing 12: "Parley"
Sometime after PIRATES contact, a REPRESENTATIVE of the STATE contacts you. REPRESENTATIVE asks about your mission and inquires how you find out about PLANET. Upon learning you're mercenaries, REPRESENTATIVE offers you work or a free ticket off PLANET, pointing out how hopeless your fight is. Before you can respond, Darius and Farah have doubts. He says he will contact you again once you're all in agreement.

Darius points out that the STATE has already violated the Ares Convention on several fronts and there's no way this won't come back to haunt you. Yang agrees.

Note: The following missions are complicated and interlocked, depending on your choices.

Briefing 13:
The time has come to decide what you'll do about the BENEFACTOR's jumpship. Sumire can't send the message because it will reveal her location to the enemy. If you decide you want to Escape, see mission 12 (12a and 12b are the same if Sumire lands to start a new base). Darius warns you that you'll need two or three lances to pull an Escape.

If you decide to Request Reinforcements or ask it to Return, you'll just do this mission to capture a relay base. You can also do mission 11a if you choose to abort mission 12c.

BENEFACTOR Mission 11: "Far Cry"
This mission can require one or two lances, prompting mission 11a or 11b accordingly. Before the mission begins, you'll have to choose how many months before the ship returns.

Mission 11a: (One lance)
This mission has a tight schedule. You're encouraged to use one lance of lights and mediums and take on a moderately defended installation. A friendly APC rushes ahead to take control, in order to broadcast your message. After a certain number of rounds enemy reinforcements start to appear, one of which is going to block your escape.​

Mission 11b: (Two lances)
Part 1: This mission is similar to 11a, but instead you send a second lance to engage enemy patrols, one lance at a time up to a whole company of them. You can end the mission early by heading towards the extraction point.

Part 2: The enemies pulled towards your first lance won't be faced by the lance raiding the relay base. Also, you'll have more rounds to finish your task.​

Reward: Jumpship will return in X months. If you requested reinforcements, its return will prompt a different mission to safeguard their landing. If you did 12b, you'll receive salvage from part 1's battle, but not part 2.

BENEFACTOR Mission 12: "Rabbit Hole" (base establishment) or "... in a Rabbit Stew" (if you're escaping)
There are two versions of this mission. 12a or 12b are if you decide to land the Leopard to form a new base, and it can take one or two lances. 12c is if you decide to land the Leopard and steal fuel to escape the planet. This requires at least two lances, but benefits from having three.

If Sumire still has fuel, you choose a territory to form a new base. If not, a territory will be chosen at random. The territory reflects your map.

Mission 12a (One lance):
Your mission is to assault two communication vehicles that are coordinating with enemy mechs seeking the Leopard. These vehicles will be guarded, and once one is destroyed, enemy reinforcements will appear. These vehicles are also fast, and although they won't leave the map, they will rush behind the safety of the enemy. Once destroyed, head for the extraction.

Mission 12b (Two lance):
Part 1: You send one lance to attack the enemy patrols seeking the Leopard. If you destroyed them within eight rounds, they will not request reinforcements, and this part ends. This results in a "swing lance" of enemies that will appear either in this part or part 2.

Part 2: Same as the one lance version of 12a, but if you destroyed both enemy lances in part 1, no enemy reinforcements will show up, making this mission much easier.

Briefing 14a:
Once mission 12a or 12b is complete, Sumire gives this briefing. She warns that on the way down, she took a picture of something blocking out the sun from her angle. Farah speculates that it's an orbital base. She is afraid that you won't be able to escape. Yang has doubts, pointing out how long Sumire survived up there.

You'll have one final chance to change your mind and abort mission 12c, but a base will be established at the location of 12a or 12b. If you choose not to do 12c, Darius offers you a final chance to divert your operation and do mission 11a with whatever lance you would have otherwise sent to 12c. If you do so, you can still ask the jumpship to Return or Request Reinforcements.

Mission 12c:
Mission 12c is only available if you've chosen the Escape option and chose against aborting the operation as it's progressing. You'll still need to do mission 12a or 12b, which requires one or two lances already, so this will be your second or third lance.

First you must take the fueling station, it's easy and lightly defended. However, you must then protect the fuel chambers from being targeted while friendly trucks load up fuel. An enemy lance will assault you, while an occasional light mech will appear and go after the fuel. The chambers will cause explosions that will destroy your trucks, so you must kill that light mech fast. Once done, escape or finish off the enemy.
Reward: Salvage from 12a or 12b, but more salvage from 12b. For 12c, go to ENDING 1.

Ending 1:
Upon completing mission 12c, you take off, leaving PLANET. Despite her best efforts however, Sumire is targeted by the orbital base. The Leopard takes hit after hit and is destroyed, ending the COMPANY with your death.

Briefing 14b:
Following mission 11, Sumire contacts you from orbit with huge news. She shows images of a great shadow over the sun, and Farah gasps. She isn't sure, but it looks like some kind of orbital base, likely the source of the bombardments. Sumire also pleas that her fuel is getting low, and one way or the other she's going to come down soon.

Darius points out that to hide the Leopard, you'll need to pick a spot to hide it. Darius breaks down your decisions so far, detailing how each faction feels about you, suggesting which faction's territory he recommends landing the Leopard in. He warns you against siding with REPRESENTATIVE again. Yang wants to get off this rock as quickly as possible. Farah is concerned about "what's up there."
 
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I really like your ideas! And the level of development and attention to detail is amazing. Well done Good Sir, well done indeed. :bow:
 
Alright, so I've been talking with Horus over on the forums and have been mentally cobbling together an idea for a campaign. What reads below is a WIP of ideas of a general story and gameplay revolving around it. This post covers Part I.

Introduction:
After the Arano Restoration, Darius is contacted off the records by an unknown BENEFACTOR. This person has a strange request: they wish to offer a contract that will officially be placed on the Mercenary Review Board, but the real mission will differ slightly from what is contractually stated. Yang and Sumire speculate that this BENEFACTOR is working for one of the Great House's intelligence agencies, but it's anyone's guess as to who. The contract in question involves investigating pirate presence on a Periphery PLANET. The real mission is to "assess a threat against the stability of the Inner Sphere."

While the money sounds excellent, Darius is inclined to pass until the BENEFACTOR offers a small piece of impressive LosTech. BENEFACTOR explains that the LosTech is available in abundance from this contract. The contract also agrees to pay your salaries and expenses in full while the contract is on-going.

At this point, a story branch occurs if the player has a large stable of mechs and pilots. Fearing for the company, Darius suggests that you pick up to 12 mechs and pilots to subcontract under a larger company for a while. This preserves some of your hard earnings (at no cost) for later, but you will not have access to them until Part I is complete. This is totally optional, you can refuse to split the company.

The official contract is accepted. The planet is located in the Periphery near the Free Worlds League. Due to strange atmosphere conditions, Sumire insists that your lance's tonnage is kept below 180 just for the first drop. As the company nears PLANET, Darius tries to talk to the commander about something, but the Argo is suddenly attacked and destroyed by an unknown assailant. Many of the pods and components are ejected and crash. Farah and Darius are wounded, and only the commander and three other mechwarriors make it planet side after the loading bay lands.

Opening Mission 1: "A Hard Hello"
The first mission involves finding your mechwarriors during a sandstorm. This is a dangerous game of approaching unknown blips until they can be identified. One or two will be weak foes you can destroy or run from. Once reassembled, your lance rendezvous with your support staff in APCs and you make your way into a canyon to escape the storm.

Reward: You reclaim 3 of your mechwarriors, your commander and 4 mechs.

Briefing 1:
Darius is unconscious, having lost a leg in the crash. Farah is in a sling but will recover. When you ask about Sumire, Yang shows a broadcast radio transmitting the company's codes. Yang explains that Sumire is in orbit, having disconnected from the Argo just in time. However, there is no means to contact her as none of their equipment is strong enough to punch through the atmosphere. Yang suggests they make their way to the site of Alpha Pod to gather survivors, parts and find a radio they can use. When asked about repairs, Yang points to pieces of debris from the fallen Argo and says he can patch up some of your armor, but that's it.

The next mission will make or break you.

Opening Mission 2: "Welcoming Brigade"

The desert gives way to badlands. The Alpha Pod is under attack by PIRATES. However, another party is fighting them. When your lance gets close enough you discover a couple of your crew (pilots if you have them, Argo crew if not) are manning the Alpha Pod's turret and radio room (for allied Sensor Locks). If you brought them, one of your other mechwarriors is in a mech, fighting as an ally as well (if you don't have a pilot, but you have a spare mech, one of Yang's techs will be piloting instead. You'll have the option to recruit them afterwards-- in fact, that might make for a cool new NPC character).

Reward: You reclaim 1 mech and 1 pilot. You gain flatbeds, which allow you to transport and badly repair mechs. Random parts and salvage from the enemy.

Briefing 2:
After destroying the invaders, Yang reports that Darius is awake but too loopy to command. The company salvages what they can and find a couple of flatbeds. Farah explains that she spoke with the Argo crew, and details the player's situation:
  • The other mechwarriors you brought along are scattered somewhere on the planet. When found, they'll either be fine (able to fight right away), injured (normal, need time to heal), disabled (lost a limb, cannot fight until you get cyborg parts during special missions), dead (self explanatory) or captured (time clock-- the longer you take to rescue them, the worse their condition until they're killed or shipped off planet).
  • The mechs and parts you brought with you (including storage) are either destroyed or lost somewhere on the planet. Some missions and random events will let you recollect them. Failure to do so however may result in facing your own mechs in the future (so that company of Atlases you collected will bite you).
  • The Argo is totaled with no chance of reconstruction. The medical staff are all dead, only a quarter of the techs have been found.
Worst of all, one of Farah's engineers explains that a few of them attempt to surrender to the PIRATES and were shot on sight. Whoever owns the planet has no interest in visitors.

Yang gets the radio to reach out to Sumire, who is hanging about in orbit, pretending to be debris. She is glad to hear you but reports that she's low on fuel. When she lands, that's it until more hydrogen can be found. Despite Farah's concerns, Yang insists that they need the dropship as it's their only means to repair the mechs. She sends you a map feed she collected however, and Yang and Farah suggest that a nearby, jungle-clad mountain range might be the best hiding place for the Leopard. After patching your mechs and taking what you can (including the radio), the company loads the flatbeds and makes their way there.

Opening Mission 3: "Safety Dance"
The badlands give away to jungles. Sumire reports that she's picking up enemy activity closing in on the company, rushing you on. Unfortunately, one of the APCs stumbles across mines. A mech (the lighter the better), has to go forward so its sensors can detect the mines and find a safe path. Meanwhile, the other three have to hold back waves of attackers as the APCs plod along.

After the APCs clear the mines, missiles blow away the enemy. Yang points to a few LRM launchers and an Archer that stand there, and you realize they're taking aim at you. Just before they fire however, Darius gets on the radio, saying a strange, cryptic statement across all bands. The artillery pauses before the Archer pilot radios you. "Welcome to PLANET, commander."

Reward: Salvage.

Briefing 3:
The Archer pilot descends her machine and introduces herself as LIEUTENANT of the PLANET MILITIA. Darius, now awake but bedridden, explains that their BENEFACTOR mentioned some infighting on PLANET that he had contact with. The phrase Darius had used was given to him in the unlikely event that they crossed paths with "the enemy of my enemy." This makes LIEUTENANT defensive; she admits that they have an off-world agent seeking aid, but has no idea who BENEFACTOR is. However, the MILITIA had been expecting mercenary assistance.

When asked, LIEUTENANT explains that PLANET was independent until about two years ago, when they were invaded by STATE. It was a bloodbath; PLANET is littered with craters from orbital bombardments. Farah speculates that only a warship could cause that kind of devastation, but Yang points out that such weapons haven't been seen since the Second Succession War. LIEUTENANT continues, explaining that large swathes of the population were put to work in mining or shipped off-world. PLANET is divided by four primary factions:
  • The MILITIA, who are loyal to the prior government and seek to restore the original balance of power. They want to maintain PLANET's independence from the Great Houses and other Periphery states. The MILITIA has access to better repair facilities and artillery, but is less likely to field assistance.
  • The PIRATES. When STATE invaded, they hired a few PIRATE bands as mercenaries. However, their agreement fell apart. The stranded survivors have since struck out on their own. The PIRATES are the weakest faction at the start, but are the most ambitious about reclaiming your company's lost mechs. If left unchecked, they'll become the most powerful.
  • The REBELS. Before PLANET's fall, there was unrest against the government, resulting in violent protests and extralegal arrest. Although it never came to civil war, the pre-invasion animosity results in no cooperation between the MILITIA and REBELS, although they do not fight each other. Opinions are divided, but most rebels want to petition one of great states for annexation. The REBELS field more allies, fight more underhandedly and have better intel about how to find your lost gear.
  • The STATE. The invaders in charge, who seek something unknown. Because the STATE is primarily on the defensive, they'll have the most turrets and can call on aerospace support.
Note: The idea is to eventually allow the commander to choose a faction to fight for, but tolerance for side-switching has limitations: The REBELS and MILITIA can be convinced to ally or fight each other, PIRATES are both a wild card and springboard for building rapport, and working for the STATE can make you a pariah to all other groups. The politics make for an asymmetrical stage.

LIEUTENANT offers to take the company to a base for further discussion and repairs. Yang almost lets slip about Sumire, but Darius cuts him, agreeing to go along. Once alone, Darius explains that to the commander that he does not necessarily trust the MILITIA, and that beaching the Leopard should be a "trump card" to play once they know who they can trust... if anyone. Sumire isn't happy about playing dead for longer than she has to, but agrees to be the company's eyes for now.

End Part I. Part II shortly.


You lost me at , the Argo is destroyed , spent to much time and money on that thing just to see it go up in smoke. Contract refused.
Everything else sounds great. Nice job.