5150 – No Quarter - 3025
This is a 5150 No Quarter step by step report. Using the
Step by Step section included in the rules we will explain how to get into the
game:
·
We start with choosing a Faction. I choose a
Free Company – Mercenaries that fight in the employ of others.
·
For demonstration purposes I choose to use only
one Mech. Normally the minimum is a Squad of six Mechs broken down into two
Teams of three.
·
I choose a Rep 5 Star.
·
We use Attributes to make your Mech Pilots
unique. As a Star I get two, Grunts (Non-Player Pilots) get one. I roll for the
1st and get lucky – Quick Reflexes allowing me to count a +1d6 on
the In Sight Table. I choose the 2nd Attribute and go with Marksman.
This lets me roll twice for location when scoring a hit, taking the best
result.
·
I fill out my Mech Roster Sheet. I’ve decided I
will me playing No Quarter using Battletech 3025 models. Convert the tons
(0-100) to NQ Armor Points (0-36). That’s it. Weapons are pretty easy to
convert as long as you decide what’s what before the game. Here’s my Assassin
Roster.
Name
|
Rep
|
Speed
|
Class
|
Head
|
Arm (L)
|
Arm (R)
|
Chest
|
Gut
|
Leg (L)
|
Leg (R)
|
Assassin
|
5
|
14
|
4
|
2
|
2
|
2
|
2
|
2
|
2
|
2
|
Weapon Type
|
WV
|
Location
|
Range
|
Target
|
Impact
|
Medium Beam
|
|
Right Arm
|
24
|
1
|
1
|
Rocket Launcher 3
|
|
Chest
|
36
|
3
|
2
|
Rocket Launcher 2
|
|
Chest
|
36
|
2
|
2
|
Jump
|
|
Gut
|
x
|
x
|
x
|
|
|
|
|
|
|
·
That’s it for Mech building. Time to move on to
the Campaign.
Campaign
Campaign
·
Campaign Morale is 1st. The Campaign Morale determines how important
the area is and what reinforcements, if any, will be available. My Free Company CM is 3 – the Hishen, my
opponent is 4.
·
Next I roll to see if we are Controlling (defending)
the planet or Contesting (attacking). Roll 1d6 and add it to the CM of each
side. I score a 10 the Hishen a 9. Surprise! I’ll be contesting the planet.
·
Time to pick a Mission. There are three – Patrol,
Attack and Defend. The 1st Mission is always a Patrol for both
sides. How you do on the Mission determines the what next one will be. It also can increase
and decrease your CM and that of the enemy. Get down to a “0” CM and the Campaign
ends. Simple rules that give you a reason to fight.
Patrol
Before the Mission I do not know if there is any enemy,
where they could be located, or how many of them there are. I enter the table from
section 7 and move into the woods. I can’t see or be seen as I am not within 1”
of the edge.
The table is divided into 9 equal sections numbered from 1
to 9. To succeed in my Mission I must spend one turn of Activation within 6” of
the opposite table edge in sections 1, 2, and 3. After I enter the table I roll
1d6 for the setup section for the three Possible Enemy Forces (PEFs). These can be
resolved as enemy or nothing at all. I won’t know until I have a Line of Sight
to them – or them to me. Here’s a picture of the table with the PEFs deployed.
The Mission now begins.
Part Two coming soon!