2004 Kings And Pawns

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KINGS AND PAWNS

CREDITS Writing Bad Blood Loren Coleman Additional Writing Ray Arrastia Herbert A. Beas II Jason Robinette Scott “Clutch” Taylor Jason Weiser Product Development Herbert A. Beas II Jason Robinette With assistance from Raymond Arrastia Anthony Hardenburgh Jason Weiser

Product Editing Herbert A. Beas II BattleTech Line Developer Randall N. Bills Production Staff Art Direction Herbert A. Beas II Illustrations Ray Arrastia Tom Baxa Herbert A. Beas II Earl Geier Layout Ray Arrastia

Special Thanks To Randall Bills, Loren Coleman, Jason Robinette, Scott Taylor, and Chris “Bones” Trossen, for their impulses to get this done. Also to the guys at CamoSpecs Online and Iron Wind Metals, and—of course—the FanPro Commandos, for volunteering (in -advance) to make this event a memorable one, and for keeping the BattleTech dream alive and in living, three-dimensional color. Jason Robinette would also like to thank Loren “Rumor” Coleman, Herbert Beas, Robert “Pidge” Pigeon, and the CamoSpecs Online crew, as well as Mike Stackpole, for being a friend and supporter in all things BattleTech, and Scott “Clutch” Taylor and his corps of dedicated Commandos.

Cover Design Ray Arrastia

© 2005 WizKids LLC. All Rights Reserved. Combat Operations, Classic BattleTech, BattleTech, ’Mech, BattleMech, Classic BattleTech RPG, AeroTech 2, BattleForce 2 and WK Games are registered trademarks and/or trademarks of WizKids, LLC in the United States and/or other countries. No part of this work may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, without the prior permission in writing of the Copyright Owner, nor be otherwise circulated in any form other than that in which it is published. Printed in the USA. Published by FanPro LLC o 1608 N. Milwaukee o Suite 1005 o Chicago, IL 60647 Find us online: [email protected] (e-mail address for any Classic BattleTech questions) http://www.mwdarkage.com/ (official MechWarrior: Dark Age web pages) http://www.classicbattletech.com (official Classic BattleTech web pages) http://www.fanpro.com (FanPro web pages) http://www.wizkidsgames.com (WizKids web pages) http://www.fastforwardgames.com (online ordering, sales and distribution)

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KINGS AND PAWNS

BAD BLOOD Outside Harney Hall, Chaos March 11 October 3067 Someone had made a big mistake. Colonel John Marik-Johns cranked his control sticks hard over, leaning his Warhammer to the side as a fast-strike lance tore through the Third Dismal Disinherited’s western flank. A pair of Bloodhounds hammered in, scattering a disjointed armor company and chasing down a Striker light tank having trouble on the muddied fields near Harney. Right behind followed an ancient Shadow Hawk, pounding away with its autocannon and missiles, and a much newer Eagle with its large laser cutting at a fleeing Disinherited Hunchback. Behind them rolled a fresh, heavy company of mixed armor belonging to the Fourth Hussars and “Emperor” Baranov’s Republican Guard. Marik-Johns heard one of his younger company commanders calling out for support. Knew there was no one left on this side of the field in position to help. The colonel side-walked the new Warhammer design, pulling his crosshairs far over even as he swung the ’Mech’s right arm back the way he’d come. “Steady up and at them!” he called, caressing the trigger, and a white-bright flare spewed out from the particle projector cannon which made up the entirety of that arm. It threw a snaking stream of manmade lightning at the lead Bloodhound. Blasting and tearing and melting armor all along its left side into ruin. Two of his irreplaceable Bandit hovercraft streaked by on either side of the Warhammer as Marik-Johns completed his turn, taking the lead as the Disinherited’s commander raced back to the aide of his men. More of the light armor also flocked to him like metal filings to a lodestone. It wasn’t a great deal to throw in front of the advancing forces, but it would have to be enough. A fighting retreat had to be one of the hardest maneuvers to pull off well, simply because there was no way to really practice it until it happened to you on the field. The chaos and fear that settled into your gut as the enemy continued to press. And when they had a real, burning hatred for you — for your name — there was that constant specter looming behind that whispered a promise of no quarter, no reprieve. Bad blood. That’s what it came down to. More than Baranov’s megalomaniac quest for power and respectability. More than Word of Blake’s suspected involvement with the shift of power on Hall, or the Allied Mercenary Command’s directive to stand in the way of a Blakist hegemony. The Fourth Oriente Hussars were on planet, and they would take any free shot at Marik-Johns if for no other reason than they hated the Mariks. Any Marik. If their own Captain-General stood upon the field, it would be difficult to say which direction they’d shoot. But at the moment there was no such contest. Marik-Johns was here, and Thomas Marik was not. Worse, he was a rogue Marik. Outside of the League. Fair game, so far as the Hussars cared.

The Hunchback had swung back onto the attack, bearing up under the brunt of the League offensive in an effort to protect his commander. Its assault-class autocannon thundered across the battlefield, pounding at the already-damaged Bloodhound. A second volley. A third. That one cracked through the wound sliced deep into the side of the League ’Mech. Pounded the engine shielding into scrap as it gutted the entire left-side chest cavity. The ’MechWarrior saved his life and his machine by dropping dampening fields over the fusion reactor, but the BattleMech was lost to this fight, falling over with smoke belching out in sooty piles. Marik-Johns had already switched his attention to the Shadow Hawk. A venerable design, it was still the larger and likely more deadly machine being pushed forward. Missiles rained down over the Warhammer, striking deep into his chest, shoulders, and arms. The Hawk’s autocannon hammered away more armor into shards and splinters.

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BAD BLOOD But a Warhammer was no easy target. Good armor and better weaponry. His twin PPCs blazed, throwing scourging energy whips at the advancing BattleMech, carving it away a ton of armor at a time, drawing a series of red-tinged wounds across its legs and lower chest. Which was when the Bandits pounced. Ignoring the onrushing armor, the hovercraft slid in at the Shadow Hawk’s side, medium lasers spearing a fury of red-hot darts into the stricken BattleMech. When Marik-Johns took the Hawk’s leg a moment later, they did not let up. They rode the kill to the ground, still attacking. Still slicing and stabbing with their gem-bright scalpels. Even after the ungainly machine had bounced to a rough stop against the ground, the hovercraft simply walked their laserfire right up the side of the Hawk to spear ruby-red light through the head, the cockpit, and the MechWarrior. Bad blood on both sides. “Back,” Marik-Johns ordered, now that the Hunchback had staggered back to the colonel’s side. “Best speed and away!” Both Bandits raced off, leading the straggling armored column, and none too soon. The armored company pressing in from the west overran the downed Shadow Hawk and set a hard line that would have taken more lives. The surviving Bloodhound and the Eagle reigned themselves in rather than face the Warhammer’s fury. But they’d advance again as soon as they had the numbers. As soon as they felt they could deal with Marik-Johns. Time enough to escape this mess. Time enough to repair and refit and reset his own lines. This wasn’t over yet. The Fourth Hussars had come spoiling for a fight, and the Third Dismal Disinherited has decided to give it to them. Yeah. Someone had made a big frigging mistake. John Marik-Johns prayed it had not been him.

PLOT SUMMARY In late 3057, the Lyran Alliance seceded from the Federated Commonwealth in the face of a combined assault by the forces of Houses Marik and Liao. As FedCom authority collapsed throughout the region, and the Capellan-Free Worlds invasion forces abruptly halted their advance mere months later, the Sarna March — once a vital hub for trade and political exchange between the now-divided halves of the Commonwealth — fell into anarchy, creating the newly re-christened Chaos March. At almost the same time, the Word of Blake, ComStar’s radical splinter faction, successfully reclaimed Terra itself, ejecting their secularized brethren from humanity’s homeworld in a single, brilliantly executed surprise attack. Over the years since, the Word of Blake emerged as a pre-eminent power in the embattled Chaos March, with Blakist forces gradually gaining ground by restoring order to worlds still unclaimed by the nearby Great Houses. Alarmed by the expansion of Blakist ambitions beyond Terra, Jaime Wolf of the Wolf’s Dragoons announced the formation of the Allied Mercenary Command in 3065, centered on the independent mercenary world of Outreach in the heart of the Chaos March. As the FedCom Civil War — the inevitable outcome of the Lyran secession — raged on, the AMC and the forces of Blake clashed repeatedly over several worlds throughout the nearly forgotten March.

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For the Chaos March world of Hall, the close of 3066 brought the final acts of a decade-long struggle between “Emperor” William Baranov (of the late-AFFC’s Fourth Republican Guard RCT) and his chief rivals, led by Count McNally, came to a close when Baranov’s Republican Guard, supported by the Stealthy Tigers mercenary command, finally overwhelmed McNally’s forces, and won a tenuous control over Hall. McNally’s surviving forces, the mercenary Burton’s Brigade, however, quickly allied themselves with the arriving Third Dismal Disinherited (Johns’ Hostile Hellraisers), joining the ranks of the Allied Mercenary Command, who arrived as part of an effort to reinforce the neutral Com Guard troops still stationed on Hall. Unable to finish off McNally’s last loyalist force, and forced to accept the added garrison forces of the AMC and the Com Guard, Emperor Baranov nonetheless seemed content to settle for what control over Hall he had finally attained. But, much to the surprise of the AMC-Com Guard troops, in the summer of 3067, Emperor Baranov unleashed a political bombshell. Contrary to everyone’s expectations, the Emperor declared on 28 August that his provisional planetary government had invited troops from the neighboring Free Worlds League to come and claim Hall in the name of the League. The move would willingly place Baranov’s own hard-fought fiefdom under the nominal authority of House Marik. In addition, Baranov added, the installation of League authority would mean that the services of ComStar were no longer needed, nor were those of the Allied Mercenary Command. In one fell swoop, Baranov’s shift of allegiance would force his remaining rivals — ComStar and McNally’s holdouts in Burton’s Brigade — off Hall. Though shocked and outraged, the Com Guard forces bowed to the apparent legitimacy of Baranov’s proclamation. The AMC forces, however, remained unconvinced. Alleging Word of Blake involvement in facilitating “this travesty of justice”, the Third Dismal Disinherited’s commander, Colonel John MarikJohns, defied Baranov’s order to evacuate Hall pending the arrival of a “recognized League authority”. On 4 October 3067, the Free Worlds League’s Fourth Oriente Hussars arrived in the Hall system, immediately proclaiming the world a holding of the Free Worlds League, and repeating Baranov’s ultimatum to the AMC forces. Faced at last with the proof of House Marik’s intention to claim Hall, Colonel Marik-Johns nonetheless ignored the warning, continuing to insist that the transfer of authority on Hall was a Blakist trick. On 11 October, as the first Fourth Hussars DropShips burned in toward the spaceport at Hall’s capital at Harney, the AMC mercenaries struck. Colonel Marik-Johns, citing the questionable loyalties of the Hussars, hoped that a decisive victory near Harney would shatter the League regiment’s resolve and end the “sham” of Hall’s transfer once and for all. But rather than crumble at the interdiction of the mercenary forces, the Fourth Hussars, supported by elements of the Stealthy Tigers and Baranov’s Republican Guard, drove off the Disinherited ’Mechs. Hall was once again at war.

KINGS AND PAWNS

GENERAL CAMPAIGN RULES Kings and Pawns, the Battle for Hall, is a set of three scenarios detailing the battles between the Allied Mercenary Command forces of the Third Dismal Disinherited (Johns’ Hostile Hellraisers) and Burton’s Brigade against the combined forces of Hall’s de facto ruler, “Emperor” William Baranov, which includes the remnants of the former FedCom’s Fourth Tikonov Republican Guard, the Stealthy Tigers mercenary command, and the Free Worlds League’s Fourth Oriente Hussars. SETTING UP SCENARIOS The scenarios presented here are intended for play on both Classic BattleTech hexmaps and on terrain. When running the scenarios on terrain, however, efforts should be made to establish at least a loose correlation between the layout of terrain features and the mapsheet layouts given in each scenario’s Game Set-Up section. Warrior Skills All MechWarrior and vehicle crew skills listed in Kings and Pawns present the unit’s Gunnery and Piloting skills, respectively. (So, a unit given a 3/5 would have a base Gunnery skill of 3, and a base Piloting skill of 5). Ammunition All units involved in Kings and Pawns use the standard ammunition type for their weapons, with the following exceptions: Units equipped with LB-X autocannons may make use of standard and/or cluster munitions. Units equipped with Artemis Fire Control Systems automatically make use of Artemis-equipped missile munitions. Units that are part of a lance in which one element uses a Narc missile beacon may make use of Narc-equipped missiles, unless the unit in question features an Artemis system. Units equipped with Arrow IV missile launchers may use either standard or homing missiles.

FORCED WITHDRAWAL To preserve their strength for future campaigns, the various BattleMech forces committed to this campaign are mindful of the scarcity of supplies throughout the Chaos March after so many years of conflict and in the wake of the FedCom Civil War. Thus, in all of the scenarios of this campaign (unless otherwise noted), all units (regardless of faction) that are considered crippled in battle must withdraw at once to the nearest home edge for their faction. For the purposes of this rule, BattleMechs are considered crippled if the suffer the loss of a side torso, two sensor critical hits, 2 engine critical hits, 1 gyro critical hit, 4 or more pilot hits, lose one leg or both arms, or suffer the loss of all weapons (either through damage or exhaustion of all ammunition). Vehicle units are considered crippled if all armor in any one location is destroyed, if their movement rate is reduced to half their starting Cruise/Flank speeds (or less, to a minimum of 1 Cruise MP), or if all weapons are destroyed or run out of ammunition (counting jammed weapons as destroyed, for combat purposes). Infantry units are considered crippled if they reduced to less than fifty percent of their starting troop strength. Note that any vehicle or BattleMech unit that is immobilized and cannot use any of its weapons (either due to damage or ammo depletion) is considered destroyed for scnario purposes. Units that are immobilized but still possess active weapons may attack normally. All units that are forced to withdrawal must proceed immediately to their home edge of the playing area, using the fastest—yet safest—mode of travel possible (e.g., a BattleMech with a damaged gyro may retreat using walking MPs, as the safest mode of travel available, while another withdrawing BattleMech suffering only from the loss of both arms may employ running or jumping movement). Withdrawing units may fire on any hostile unit that enters their forward weapons arc, or change course to get around hostile units attempting to block their retreat, in order to reach the “safety” of their home edge. Withdrawing units may not, however, make any physical attacks while in the process of retreating, nor may they act as spotters for friendly indirect fire.

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KINGS AND PAWNS

SCENARIO 1: EVACUATION! SITUATION

Third Dismal Disinherited Compound, Austin Badlands, Hall 3 October 3067 The Third Disinherited’s unauthorized attempt to interdict the arrival of the Fourth Oriente Hussars drew harsh retaliation from the Fourth Hussars’ commander, Colonel Fleur Lewis. Citing the Free Worlds League’s now-legitimized claim to Hall, Lewis presented one last ultimatum to the mercenaries: leave Hall within thirty-six hours or die. For Colonel John Marik-Johns, the challenge was more direct. Knowing the Fourth’s simmering hatred for the Marik family, he caught the implied threat in Lewis’ demands, The Fourth would relish a direct battle with the Third, if only to take out their commander, whose very name echoed a bloodline they despised. The fact that Marik-Johns was a mercenary only made the kill politically acceptable back in the League. Yes, Marik-Johns knew, the Fourth wanted this fight, just as much as he did. Just as much as he also knew they would not wait the full thirtysix hours to strike, either. When the first wave of Hussars forces came for the Disinherited’s field bases, however, even Marik-Johns could not conceal his outrage. Determined to make the mercenaries pay for their interference, the League troops struck first at the Hellraisers’ undefended barracks in the partly evacuated Austin Badlands base. Within minutes, the base came under fire from a heavy lance of Hussars BattleMechs. Worse still, only one light lance stood between the League attackers and the dependents and support staff for a full company of Disinherited troops.

GAME SET UP

If played with mapsheets, this scenario uses the standard BattleTech mapsheets, laid out as shown. The Third Disinherited’s home edge is the north edge of the left mapsheet, while the Fourth Hussars enters the map from the south edge of the right mapsheet. The Disinherited units must begin this scenario within four hexes of their home edge.

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ATTACKER The attacking force consists of elements of the Fourth Oriente Hussars (Stonewall Lance). Fourth Oriente Hussars, Stonewall Lance Lieutenant Kurt Bracewell (Piloting 5, Gunnery 4), Tempest TMP-3M Dona Barret (Piloting 4, Gunnery 4), Orion ON2-M Alejandra Leeson (Piloting 5, Gunnery 3), Perseus P1 Santos Brendon (Piloting 3, Gunnery 4), Grand Crusader GRN-D-02 DEFENDER The defending force consists of elements of the Third Dismal Disinherited (Hawk Lance). Third Dismal Disinherited, Hawk Lance Captain Petra Williams (Piloting 2, Gunnery 3), Shadow Hawk SHD-5D Zachary Quellette (Piloting 3, Gunnery 2), Phoenix Hawk PXH-7S Stefanie Carmichael (Piloting 2, Gunnery 4), Battle Hawk BH-K305 Shane Danzy (Piloting 4, Gunnery 4), Night Hawk NTK-2Q

VICTORY CONDITIONS

The Dismal Disinherited forces must hold the line and buy time for their comrades’ departure at the base to the north. To reflect

EVACUATION! this, the Disinherited units must keep the Fourth Hussars occupied for a minimum of 10 turns. At the beginning of each turn after turn 10, the defender may roll a d6, ending the scenario on any result of a 4 or higher. If, before this time, one side or the other has withdrawn or been destroyed, the scenario ends. Once the scenario ends, consult the Victory Table below for scoring. Note that if either force is destroyed before the tenth turn, the surviving force is considered to have played for a full 10 turns, for the purposes of awarding victory points by the table below.

VICTORY TABLE Victory Points Condition (Attacker/Defender) Each Attacking ’Mech -10/+10 Destroyed/Crippled Each Defending ’Mech +25/-25 Destroyed/Crippled Each complete turn -10/+10 (starting with turn 5) that at least one Defending ’Mech remains active Each turn that the Attacker does not have 0/-5 LOS to at least one Defending ’Mech Final Score 60 or better 35 to 59 15 to 34 -5 to 14 -30 to -6 -31 or less

Victory Level Complete Victory Partial Victory Pyrrhic Victory Marginal Defeat Partial Defeat Utter Defeat

Example: Dave (Attacker) plays against Mike (Defender). Dave takes out two of Mike’s ’Mechs, and a 4+ is rolled on turn 11. Mike did not destroy any of Dave’s ’Mechs. Mike only had one turn where he cowered in fear, obscuring all of his ’Mechs. Dave scores 50 points for his kills, and -70 points for the game’s duration. Mike scores -50 for his losses, -5 for the turn he was hidden, and +70 points for the turn points. Final score: Mike 15 (Pyrrhic victory); Dave -20 (Partial Defeat) (One more loss by the Defender would have swung the game the other direction!)

SPECIAL RULES The following special rules apply to this scenario. Forced Withdrawl The forced withdrawal rule is in effect for both the attacker and the defender. Third Dismal Disinherited If, at the beginning of a round, more than two thirds of the Third Dismal Disinherited’s ’Mech complement is jump-capable (e.g. the ’Mech possesses a minimum of 1 Jumping MP), the Disinherited player gains a +2 bonus to Initiative rolls.

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KINGS AND PAWNS

SCENARIO 2: POISONING THE WELL SITUATION Lexicon PowerCorp Complex, Fort Lexington, Hall 5 October 3067 Enraged by the Hussars’ attack against non-combatants in the Austin Badlands, Colonel Marik-Johns, established commander of the allied mercenary forces on Hall, immediately ordered all surviving Disinherited commands to gather at the AMC command post near the city of Rockfall Maze on the Farnorth continent. From there, Marik-Johns outlined a hasty plan meant to cripple the planetary infrastructure in a way that would force the Free Worlds League—and, presumably, any Blakist backers to what he continued to call an “illegal invasion”—to invest vast resources into reconstruction. Coupled with the Burton’s Brigade, the Disinherited would make several determined strikes against the various power complexes and fuel refineries across the region. Although some within both commands initially balked at the “scorched earth” strategy, Marik-Johns emphasized that the targets would be chosen carefully, with strict instructions given to all attack forces to minimize civilian casualties. In weakening Hall’s infrastructure, Marik-Johns argued, Emperor Baranov’s tenuous grip on the planetary government could easily falter. With luck, the destruction would then enable others—such as the remains of Count McNally’s resistance—to mount an effective coup that would finally topple the ex-Lyran officer turned tyrant. Either way, as far as Marik-Johns was concerned, Baranov and his Blakist friends would pay for every meter of Hall they took, one way or another.

GAME SET UP If played with mapsheets, this scenario uses four BattleTech mapsheets, two of which are the Military Base sheets, laid out as shown. These mapsheets represent the Lexicon PowerCorp complex, a sophisticated fission power plant that supplies energy for most of the eastern seaboard of the Farnorth continent on Hall. Hexes 0112 and 0908 of Military Base #1, and hex 0509 of Military Base #2 represent the key control structures for the facility, including cooling chambers and the like. Each of these buildings stand 1 level tall, and has a CF of 50, 55, and 60 points, though which building has which CF is up to the defender and should be written down in secret prior to play.

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Before placing any additional mapsheets, the defending player must set up his forces. Once that is done, the attacking player may choose either the northern or southern edge of the Military Base mapsheets and place both Drop Port mapsheets along that edge (so long as both mapsheets are placed on the same side and their placement follows the rules for laying mapsheets (see p. 109, BattleTech Master Rules, Revised). The attacking player’s force will enter the map from the edge corresponding to the side of the Military Base mapsheets where the Drop Port mapsheets were placed (so if the Drop Port mapsheets are laid out on the north side of the map, the attacker may enter from the north edge of the map). The defending player’s forces consider the opposite map edge to be their home edge, for purposes of forced withdrawal rules. ATTACKER The attacking force consists of elements of the Third Dismal Disinherited’s Able Battlaion: Junkyard Lance Captain Ian Wymore (Piloting 3, Gunnery 2), Dragon DRG-1C Lester Cincotta (Piloting 4, Gunnery 3), Ostsol OTL-7M Roberto “Dave” Giorgi (Piloting 3, Gunnery 4), Quickdraw QKD-8K Patricia Vargo (Piloting 4, Gunnery 5), Kintaro KTO-18 Fade Lance Sam O’Callaghan (Piloting 3, Gunnery 5), Stealth STH-1D Yunsha Xiu (Piloting 5, Gunnery 4), Scarabus SCB-9A Lewis Brisson (Piloting 2, Gunnery 3), Assassin ASN-23 Shane Danzy (Piloting 3, Gunnery 4), Arctic Fox AF1A Pillar of Stone Lance Candy Simmons (Piloting 2, Gunnery 3), Hellspawn HSN-8E Vernon Moy (Piloting 5, Gunnery 4), Rifleman RFL-8D Pedro Hakim (Piloting 5, Gunnery 3), Whitworth WTH-2A Elements of Striker Lance Lieutenant Therese Baeza (Piloting 5, Gunnery 4), Scorpion SCP-12S Susanne Heck (Piloting 6, Gunnery 4), Hunchback HBK-4P DEFENDER The defending force consists of elements of the Stealthy Tigers mercenary command, under contract with Emperor Baranov, supported by elements of Baranov’s Republican Guard: Mauler Lance Major Wesley Eberhardt (Piloting 5, Gunnery 3), Banshee BNC-3S Maribel DeYoung (Piloting 6, Gunnery 3), War Dog WR-DG-02FC Corey Rublee (Piloting 4, Gunnery 5), Centurion CN9-A Dean Ashton (Piloting 4, Gunnery 4), Grasshopper GRH-5H Deep Claw Lance Lieutenant Johnny “Rain of Fire” Benhke (Piloting 2, Gunnery 3), Archer ARC-8M Douglas Kent (Piloting 6, Gunnery 4), Stalker STK-3F George LaDuquette (Piloting 4, Gunnery 4), Thunderbolt TDR-9M Isabelle Lewis (Piloting 5, Gunnery 4), Bombardier BMB-10D Elements of Jaguar Lance Jenifer Almeda (Piloting 3, Gunnery 3), Vindicator VND-1R Derrick Vanzant (Piloting 5, Gunnery 4), Starslayer STY-3C

POISONING THE WELL Republican Guard Armor Lance Sergeant Franklin Younan (Piloting 4, Gunnery 4), Patton (Ultra Variant) Tanker Crew Seskii (Driving 5, Gunnery 4), Manticore Tanker Crew Jones (Driving 5, Gunnery 3), Vedette Tanker Crew Brown (Driving 3, Gunnery 4), Vedette

VICTORY CONDITIONS The attacker’s goal in this scenario is to destroy the three key structures within the power plant complex and withdraw without casualties. The defender must prevent this by destroying or driving off the attacking forces. This scenario ends when the final attacking unit either leaves the board or is destroyed, or when all defenders are destroyed. At that point, victory points should be awarded as indicated in the Victory Table below. Note that if the Attacker succeeds in clearing the field of all Defending units (either through destruction or forced withdrawals), the Attacker should score the scenario results as though all objective buildings have been destroyed as well.

SPECIAL RULES

The following special rules apply to this scenario.

FORCED WITHDRAWAL The forced withdrawal rule is in effect for both the attacker and the defender. THIRD DISMAL DISINHERITED If, at the beginning of a round, more than two thirds of the Third Dismal Disinherited’s ’Mech complement is jump-capable, the force possesses a +2 Initiative bonus.

VICTORY TABLE Victory Points Condition (Attacker/Defender) Each Attacking ’Mech -15/+15 Destroyed/Crippled Each Defending unit +5/-5 Destroyed/Crippled Each Objective destroyed +20/-20 All three Objectives destroyed +50/-50 No Objectives destroyed -50/+50 Final Score 140 or better 90 to 135 40 to 85 -85 to 35 -90 to -135 -140 or less

Victory Level Complete Victory Partial Victory Pyrrhic Victory Marginal Defeat Partial Defeat Utter Defeat

ELECTROMAGNETIC INTERFERENCE (EMI) The Lexicon PowerCorp plant is a sophisticated complex capable of generating gigawatts of electrical energy per hour. As a side effect, however, the proximity of the various capacitors, transformers, and the like generate enormous electromagnetic interference that hampers sensors and communications for BattleMechs and vehicles. To reflect this, throughout this scenario, all units suffer a +2 to-hit modifier for weapon attacks, and rolls on the Missile Hits Table suffer a -2 modifier. Additionally, all active probes are rendered useless throughout this scenario, while all ECM fields function as though they have double their standard effective range.

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KINGS AND PAWNS

SCENARIO 3: THE LION’S DEN SITUATION South Harney, Hall 9 October 3067 The damage done to Hall’s infrastructure by the AMC forces sent entire regions of the planet into chaos, leaving hundreds of thousands of citizens without power or communications and weakening the public’s already flagging faith in Emperor Baranov’s ability to effectively govern and defend his world, even with support from the Free Worlds League. Baranov’s propaganda machine, however, threw blame back at the feet of the Allied Mercenary Command, pointing out Marik-Johns’ “baseless” accusations of Word of Blake involvement in Hall’s transference to Free Worlds control. Painting himself as a leader desperate to find a better life for a world racked by endless conflict, Baranov’s remarks hit home with millions across the planet. Surely, Hall—and its leader—were the victims here, not of some Blakist agenda, but of a scheme by the Wolf’s Dragoons and their AMC cronies to impose their own brand of order on the Chaos March. After all, it was the Disinherited who fired the first shots this time, with their pre-emptive strike on the incoming Fourth Hussars, was it not? But while the people bought into Baranov’s rhetoric, however, Marik-Johns remained convinced that the Blakist connection could be exposed. Thanks to intelligence gathered from some of Count McNally’s surviving operatives in the capital suburbs of South Harney, an opportunity to do just that presented itself before long. Positively identifying several known Blakist operatives in the South Harney suburbs, working closely with government officials as well as the military operations commands in the area, capturing these individuals or any hard data to prove their presence and activities would prove the righteousness of the AMC’s opposition to the people of Hall. Even if pulling it off meant venturing into the proverbial lion’s den.

GAME SET UP If played on mapsheets, this scenario uses the following maps: Desert Mountain #1, Desert Mountain #2, Desert Sinkhole #1, Desert Sinkhole #2, two CityTech Maps, the BattleTech Map, Desert Hills, and City Ruins. Lay out the mapsheets as shown below. In addition, the defender must place counters for buildings in each of the following locations, representing the key objectives of this scenario:

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Ammunition Depot: 4 Medium Buildings (CF 25, 1 level tall) — west CityTech mapsheet, hexes 0808, 0809, 0909, 0910 Repair Facilities: 4 Medium Buildings (CF 40, 2 levels tall) — east CityTech mapsheet, hexes 0708, 0710, 0908, 0910 Administration Building: 1 Heavy Building (CF 70, 1 level tall) — City Ruins mapsheet, hex 0304 University Buildings: 2 Medium Buildings (CF 40, 1 level tall) — City Ruins mapsheet, hexes 1109, 1208 Research Center: 1 Medium Building (CF 40, 1 level tall) — City Ruins mapsheet, hex 0315 In addition, the defending players should place counters for five more heavy buildings (CF 90), fifteen more medium buildings (CF 50), and twenty-five more light buildings (CF 15), on any paved hexes in the map area. These additional buildings may stand anywhere from 4 to 8 levels in height. The attacking players’ forces will begin this scenario by entering from the northern edge of the map, with the Dismal Disinherited player entering via the Desert Sinkhole #2 mapsheet and the Burton’s Brigade entering via the BattleTech mapsheet. The defending forces will enter from the south edge, with the Hussars coming in through the Desert Hills mapsheet, and the Tigers approaching through the Desert Mountain #2 mapsheet. Baranov’s defending forces enter from the south via the Desert Sinkhole #1 mapsheet.

THE LION’S DEN ATTACKER The attacking force consists of elements of the Third Dismal Disinherited’s Baker Battalion and the Burton’s Brigade mercenary command. Note that each force should be commanded by a different player (see the Multiple Factions special rule below): Burton’s Brigade Captain Elly Burton (Piloting 3, Gunnery 3), Cyclops CP-10-Q ## Amado Flockhart (Piloting 5, Gunnery 4), Guillotine GLT-4L Buck Nitzvilla (Piloting 4, Gunnery 4), Charger CGR-1A5 Lieutenant Thanh Bondanza (Piloting 5, Gunnery 3), Javelin JVN-10F Delmer Eriks (Piloting 4, Gunnery 4), Commando COM-2D Rob Fieselman (Piloting 5, Gunnery 4), Cicada CDA-3F Hugh Magallon (Piloting 4, Gunnery 4), Enfield END-6J Cinda Malich (Piloting 5, Gunnery 4), Dragon DRG-1C Tawanna (Piloting 3, Gunnery 4), Grasshopper GHR-5J Sergeant Tory Belitz (Driving 3, Gunnery 4), Savannah Master Hovercraft Corporal Trenton (Piloting 4, Gunnery 4), Cavalry (Infantry Variant) Corporal Quent (Driving 5, Gunnery 3), Hunter Light Support Tank Corporal Wolf (Driving 5, Gunnery 4), Manticore Heavy Tank Third Dismal Disinherited Elements Colonel John Marik-Johns (Piloting 3, Gunnery 2), Warhammer WHM-8D ## Jason Robinette (Piloting 5, Gunnery 4), Rakshasa MDG-1A Rosalinda (Piloting 6, Gunnery 4), Merlin MLN-1A Matthew Daub (Piloting 4, Gunnery 3), Hunchback HBK-4G Lieutenant Ted “Slicer” Raman (Piloting 5, Gunnery 4), Scarabus SCB-9A Kenya Calle (Piloting 5, Gunnery 4), Wolfhound WLF-2 Allan Connally (Piloting 4, Gunnery 4), Hammer HMR-3M Lance Harner(Piloting 5, Gunnery 4), Cossack C-SK1 Captain Max Blansett (Piloting 3, Gunnery 3), Nightsky NGS-5S Marylou Weary (Piloting 5, Gunnery 3), Sentry SNT-04 Javier Kimbrel (Piloting 2, Gunnery 3), Griffin GRF-6S Guy Berggren (Piloting 7, Gunnery 4), Dervish DV-8D Lieutenant Guy Cooperman (Piloting 2, Gunnery 4), Firestarter FS9-H Anna Rademacher (Piloting 4, Gunnery 5), Hellspawn HSN-7D John “Quiet Storm” Hertz (Piloting 5, Gunnery 4), Stealth STH-1D Benjamin Felker (Piloting 5, Gunnery 4), Jenner JR7-D

Captain Sung Buro (Piloting 3, Gunnery 3), Victor VTR-9K Clayton Binger (Piloting 5, Gunnery 4), Goliath GOL-5D Jerrold Haakenstad (Piloting 4, Gunnery 3), Highlander HGN-732 Li Fantazia (Piloting 3, Gunnery 4), Nightstar NSR-9J Lieutenant Brice Minzenmayer (Piloting 2, Gunnery 3), Gallowglas GAL-2GLS Stephen Saxon (Piloting 4, Gunnery 4), Grasshopper GHR-5H Adrienne Mccullum (Piloting 5, Gunnery 4), Penetrator PTR-4D Dennis Gilson (Piloting 5, Gunnery 3), Axman AXM-2N DEFENDER The defending force consists of elements of the Fourth Oriente Hussars, and the combined forces of the Stealthy Tigers mercenary command and Emperor William Baranov’s Republican Guard. Note that the Hussars force should be commanded by a different player than the Republican/Tigers force (see the Multiple Factions special rule below): Fourth Oriente Hussars Elements Force Commander Zironmir Bobum (Piloting 3, Gunnery 3), Perseus P1 (Prime) ## Chantelle Kuban (Piloting 3, Gunnery 4), Guillotine GLT-5M Kenton Settimo (Piloting 4, Gunnery 4), Hercules HRC-LS-9000 Shirlee Burbine (Piloting 3, Gunnery 4), Awesome AWS-9M Lieutenant Krystyna Catrone (Piloting 4, Gunnery 2), Trebuchet TBT-5N Rolland Gotter (Piloting 5, Gunnery 4), Apollo APL-1M Shanika Toginet (Piloting 4, Gunnery 4), Archer ARC-8M Zora Warsager (Piloting 5, Gunnery 4), Orion ON1-VA Jonah Susany (Piloting 5, Gunnery 4), Wraith TR1 Mohamed Jurgensmeier (Piloting 5, Gunnery 4), Albatross ALB-3U Tory Arrow (Piloting 4, Gunnery 4), Marauder MAD-9M Dee Giovanetti (Piloting 4, Gunnery 5), Griffin GRF-5M Stealthy Tigers Captain Elinor Lisk (Piloting 4, Gunnery 3), Dervish DV-6M Tyrone Lowenstein (Piloting 5, Gunnery 4), Catapult CPLT-C1 Horacio Treff (Piloting 5, Gunnery 4), Salamander PPR-5S Darren Reichman(Piloting 4, Gunnery 4), Dervish DV-6M Lieutenant Melissa Solonar (Piloting 2, Gunnery 3), Jenner JR7-D Rosalinda Kahn (Piloting 4, Gunnery 4), Firestarter FS9-S Ted Kassa (Piloting 6, Gunnery 4), Talon TLN-5W Chana Jones (Piloting 5, Gunnery 4), Vulcan VT-5S Mac Potsander (Piloting 5, Gunnery 4), Wraith TR1 Nelson “Silk” Hymler (Piloting 4, Gunnery 5), Gunslinger GUN-1ERD Audry Fujimura (Piloting 3, Gunnery 4), Awesome AWS-9Q Lila Dunphy (Piloting 5, Gunnery 3), Caesar CES-3R

11

THE LION’S DEN Baranov’s Republican Guard Elements Emperor William Baranov (Piloting 3, Gunnery 2), Zeus ZEU-9S ## Karie Refazo (Piloting 3, Gunnery 4), Lineholder KW1-LH2 Dario Daubney (Piloting 5, Gunnery 3), Commando COM-5S Richie Hermanowicz (Piloting 4, Gunnery 4), Panther PNT-12A Su Crawhorn (Piloting 5, Gunnery 4), Hatchetman HCT-5S Norene Zappavigna (Piloting 3, Gunnery 3), Centurion CN9-D Dillon Galper (Piloting 5, Gunnery 4), Axman AXM-1N Florene Nanes (Piloting 5, Gunnery 4), JagerMech JM7-D Cierra Sitto (Piloting 3, Gunnery 4), Charger CGR-SA5 Stephanie Uhrhammer (Piloting 4, Gunnery 4), Stalker STK-7D Nelle Palay (Piloting 5, Gunnery 5), Mongoose MON-67 Hank Ellinghuysen (Piloting 4, Gunnery 4), Spider SDR-7M Rupert Stumm (Piloting 6, Gunnery 4), Watchman WTC-4M Larue Venkus (Piloting 5, Gunnery 4), Blackjack BJ-1DB

12

Sergeant Lyda Marus (Piloting 4, Gunnery 4), Warrior H-8 Attack Helicopter Corporal Shikuma (Piloting 5, Gunnery 3), Warrior H-8 Attack Helicopter Corporal Dorchy (Driving 4, Gunnery 4), J. Edgar Light Hover Tank Corporal Tabet (Driving 4, Gunnery 4), J. Edgar Light Hover Tank Sergeant Evon Marus (Driving 2, Gunnery 3), Vedette Medium Tank Corporal Vandy (Driving 3, Gunnery 4), Hetzer Wheeled Assault Gun Corporal Streller (Driving 5, Gunnery 4), Hetzer Wheeled Assault Gun Corporal Clusky (Driving 5, Gunnery 5), Goblin Medium Tank

VICTORY CONDITIONS The attacking forces’ objective is to seize—but not destroy—as many of the objective buildings placed during the scenario set-up, including two key military objectives (an ammunition depot and a repair facility) and three key administrative targets (where AMC intelligence has placed most of the Blakist agents and possible data sources). The defenders’ goal is to prevent this and maintain their own control over the objective buildings. Victory points are awarded at the end of every turn in accordance with the Victory Table below. Unlike standard victory scoring, however, this scenario scores points on a turn-by-turn basis, rather than after all of one side or the other is defeated or destroyed. The scenario ends at the end of any turn in which one side or the other accumulates seven (7) or more victory points (in the event of a tie, the side with the most active units still in play at that turn will be declared the winner). An objective is considered to be under one side’s control only when that side (regardless of which factions are involved) has a 2-to-1 advantage of friendly units to opposing units placed directly adjacent to the objective itself, or if just one friendly unit is adjacent to the objective and no opposing units are nearby to contest it. Crippled units adjacent to objectives do not count for the purpose of control or scoring. Note that objectives with multiple structures are still counted as one

THE LION’S DEN objective for purposes of determining control, so the ratio that must be met applies to all units adjacent to all the related structures. Note also that any structures not controlled by one side or another are considered to be neutral. For example, a defending Stealthy Tigers ’Mech is adjacent to one of the four repair facility objectives with no hostile units adjacent to either that structure or any of its three companion structures. At the end of the turn, this awards 1 Victory Point to the defenders. If a Dismal Disinherited unit then occupies a hex adjacent to another repair facility building, however, the facility is considered to no longer be under the defenders’ control, as there is now one structure under defender control, and one under attacker control, and the defenders will thus lose their victory point unless (and until) a second friendly unit—be it another Tigers unit, one of Baranov’s troops, or even a Fourth Hussars unit—also moves adjacent to a repair facility structure. Note that because that many objectives are multi-hex structures, it is possible for units on both sides to gain and hold partial control over individual structures, but control over the entire objective is not won until the collective number of units on one side or the other attains a 2-to-1 advantage. Also note that the Victory Point value for all structure objectives is the same regardless of the number of actual buildings considered to be part of it, so a side that gains control over the Repair Facilities simply by claiming just one of its four related structures will earn the same number of Victory Points for doing so as the side that must attain 2-to-1 control over all Repair Facility buildings. Note that destroying an opponent’s key command units (marked with an “##” on the force lists) will also earn Victory Points. In such an event, the Victory Point is applied both for the turn in which the kill was made, as well as for the next two consecutive turns.

together. To reflect this, both forces should roll initiative separately. The same applies to the Allied Mercenary forces of the Dismal Disinherited and the Burton’s Brigade, both of whom have very independent-minded commanders. This means that two rolls should be made per side, with units moved in the order and proportion to each faction’s roll and force size. THIRD DISMAL DISINHERITED If more than two thirds of the Third Dismal Disinherited’s ’Mech complement is jump-capable, the force gains a +2 Initiative bonus. FOURTH ORIENTE HUSSARS The 4th Oriente Hussars player(s) suffer a -2 initiative modifier for fighting alongside a mercenary unit.

VICTORY TABLE Victory Points Condition (Attacker/Defender) Controlling the ammunition depot 1 (each) or repair facility Controlling the University, research center, 2 (each) or government building Destruction of opponent’s “##” unit 1 point* *This Victory Point applies for this turn as well as the next two consecutive turns.

SPECIAL RULES

The following special rules apply to this scenario.

FORCED WITHDRAWAL The forced withdrawal rule is in effect for both the attacker and the defender. MULTIPLE FACTIONS Although nominally allied, the Fourth Oriente Hussars, and the combined forces of Baranov’s troops (the Republican Guard and the Stealthy Tigers mercenary group) are still unaccustomed to working

13

KINGS AND PAWNS

NOTABLE PERSONALITIES mentor and close friend. Estranged from his father, he remains close with his mother and older sister, who both encourage his work with the Allied Mercenary Command.

COLONEL JOHN MARIK-JOHNS Rank/Position: Colonel/Commander of the Third Dismal Disinherited Date of Birth: 3028 (age 39) BattleMech: WHM-8D Warhammer ’Mech Piloting: 3 ’Mech Gunnery: 2 Profile: John is somewhat of a “black sheep” among the extended Marik family. Second child of Chloe Jade Marik and Colonel Bart Johns, a highly capable staff officer with the Second Dismal Disinherited, Marik-Johns was expected to follow his father and older sister into service with the Dismal Disinherited. Marik-Johns choose a different path for himself, however, traveling across the Inner Sphere to attend the prestigious Allison Mechwarrior Institute. The rampant anti-Marik undercurrent that he was exposed to at Allison shocked Marik-Johns. Somewhat shielded by his mother while growing up, he simply wasn’t aware that such feelings ran so deep in the Free Worlds League. Upon graduation, he was inexplicably assigned to the Second Regulan Hussars. While the details of his service are sketchy, it is known that he resigned his commission after the Gibson incident of 3055, passing on an opportunity for advancement in the chastised unit. John returned “home” to the Dismal Disinherited, continuing the long standing tradition of the Johns’ family service to the unit. Since accepting employment with the Third Dismal Disinherited, Marik-Johns has shown himself not only an outstanding MechWarrior, but also a superior staff officer with a knack for logistics. His talents as a staff officer caught the attention of Colonel Jaime Wolf of Wolf’s Dragoons, who has since become his

14

EMPEROR WILLIAM “BUD” BARANOV Rank/Position: Self-proclaimed Emperor of Hall/Leftenent-General/ Commander of the Fourth Tikonov Republican Guard Date of Birth: 3007 (59) BattleMech: ZEU-9S Zeus ’Mech Piloting: 3 ’Mech Gunnery: 2 Profile: William “Bud” Baranov began his career with the Capellan Confederation Armed Forces, graduating from the Tikonov Martial Academy. He was then posted to Stapleton's Iron Hand. Baranov's early career was shrouded in a cloud of scandal, with rumors that he murdered a professional rival. He became a suspect during the course of the investigation, but the outbreak of the Fourth Succession War precluded such things as the CCAF needed every Mechwarrior it could get it’s hands on. Wounded during the defense of Tikograd, Baranov spent his convalescence on Hall. Recalled to active duty upon his full recovery, he was posted with the Fourth Republican Guard of the newly formed Tikonov Free Republic. With the Fourth, Baranov saw action in the offensive that Colonel Pavil Ridzik launched against House Marik, and was decorated for his actions on Talitha. Reposted to Hall after the absorption of the Tikonov Free Republic into the Federated Commonwelath, Baranov began quietly consolidating power on the planet. In the chaos that followed the

NOTABLE PERSONALITIES Marik-Liao Invasion of 3057 and the collapse of the Sarna March, Baranov saw an opportunity he could not pass up. Baranov moved quickly, but decisively. He led his troops into the capital city of Harney, crushing what little opposition he found, and crowned himself Emperor of Hall. Though harried from the start by Count Radcliffe McNally, and even by rebellions from his own troops, his first major task was to eliminate the threat to his military power posed by the twin sons of his former Commander, Pavil Ridzik. Baranov skillfully cultivated an atmosphere of mistrust between the brothers by playing on their fears. The disappearance of Nikolai Ridzik forced his brother to flee Hall for Solaris VII, abandoning any hopes of a revived Tikonov Free Republic. The “Idiot Twins” — as Baranov referred to them — were out of the way. Since then Baranov has systematically neutralized all opposition on Hall - save for Count McNally and Burton’s Brigade. The struggle for overall control of Hall rages to this very day, and its outcome is far from certain. A bear of a man with a shaggy beard and multiple tattoos, Baranov looks more like the proprietor of a wild roadhouse than a military commander and strategist. This impression is one that Baranov goes to great lengths to cultivate, causing many “more refined” rivals to dismiss him as a ham-handed buffoon. An impression they always regret.

CAPTAIN ELLY BURTON

operation was no place to raise a girl, Hector Burton left his family on Agliana as he chased down pirates with the Marauders. Never an outgoing student in school, Burton surprised everyone by declaring her intention to apply to the Point Barrow Military Academy to pursue a career as a Mechwarrior. Despite difficulties at the academy, Burton toughed it out and graduated a semester after her class. She did however, to the surprise of many, excel in her math, science and tactical classes. Her steady but marginal performance at the academy precluded assignment to a frontline unit, and left her with choices mainly in the Quartermaster or Administrative branches of the AFFC. Burton declined these to pursue her dream of being a Mechwarrior. Determined to make it without her father’s help, she made the rounds of the hiring halls on Galatia and Outreach. Unfortunately, her family and academic history followed her, and lacking a Battlemech of her own, no one was willing to hire the “little mercenary brat”. Resenting what she perceived as her fathers interference, she took work as a Battlemech Astech with Hanson’s Roughriders. Unbeknownst to her, Hec Burton personally met with the Roughriders assignment officer and calling in an old favor, got her posted to a deploying BattleMech unit. Burton’s life changed when her father passed away, the result of a heat-induced stroke while participating in a training exercise. To her surprise, Elly discovered that he had left her a tidy inheritence that he had invested and saved over the years. This minor windfall allowed her to emancipate herself — and her ’Mech — from the Roughriders, and head to Outreach once more to strike out on her own. Using her resources and nascent leadership skills, she was able to recruit a reinforced company — an interesting mix of veteran officers and raw recruits from the Outreach proving grounds answered her call. Captain Elly Burton quickly took stock of the unit’s situation and sought the most lucrative contracts available. Inexorably drawn to the opportunity in the Chaos March, Captain Burton led her brigade to Hall in 3057 where they became allied with Count Radcliffe McNally’s forces in their stalemate with “Emperor” William Baranov’s forces. Captain Burton fell in love with Count McNally, and they began a relationship that continued until the Counts death in battle in 3067. The relationship produced an heir, Alexander Burton-McNally, who was six years old at the time of the events detailed in Kings and Pawns. McNally never married Captain Burton for political reasons, but was a devoted partner and loving father. At first glance, Elly Burton looks more like a layabout than a mercenary commander. Burton has an easy charm that puts friends at ease, along with a ribald sense of humor and foul mouth that she picked up in the rough confines of Hanson’s Roughriders. Burton’s casual attitude often causes her to be underestimated, which she uses to her advantage — for underneath that relaxed demeanor is a very calculating, focused and tenacious fighter.

Rank/Position: Captain/Commander of Burton’s Brigade Date of Birth: 3031 (age 36) BattleMech: CP-10-Q Cyclops ’Mech Piloting: 3 ’Mech Gunnery: 3 Profile: Born on the Federated Suns planet of Agliana, Elly was the only child of Captain Hector Burton of Markson’s Marauders. Believing that the rough and tumble world of a mercenary

15

KINGS AND PAWNS

Elly Burton readies her forces for the attack on Harney. Emperor Baranov’s Zeus.

The Stealthy Tigers engage Dismal Disinherited forces outside Harney Univesity.

The Dismal Disinherited maneuver through the sinkholes outside of Harney.

The 4th Oriente Hussars enter the city.

16

Colonel Marik-Johns’ Warhammer.

KINGS AND PAWNS

PARTICIPANTS ADVENTURE GAMES PLUS

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FUN AND GAMES

8636 McKenney Avenue St. Albert, AB T8N 2G4 Canada http://www.boardgames.ca/

Commando Rod Klatt “Warrior” #22 Players Sean Bluett Dirk Koetter Derrick Latimer Al Riddell Tim Sparks

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17

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