BattleTech: The Spider And The Wolf
BattleTech: The Spider And The Wolf Rulebook
Table of Contents
Table of Contents
BattleTech and MechWarrior Scenarios
Scenario 1: Natasha's Surprise
Game Set-Up
Layout the two BattleTech maps as shown on page 5 with their blank sides up. Use extra dice, preferably of the same color, to mark the location of the refinery storage tanks. Have each of these die set with one pip showing on top of the die. Prepare BattleTech Record Sheets for each 'Mech involved in the action. Before play begins, roll one die to determine randomly the direction of the wind.
This scenario is designed for use with BattleTech Advanced Rules, using the Optional Rules for fires and their spread.
Defender
Black Widow Company, as of 3014, consists of:
Command Lance
- Warhammer (Kerensky; Piloting Skill 4, Gunnery Skill 4)
- Marauder (Maclaren; Piloting Skill 4, Gunnery Skill 4)
- Crusader (Sheridan; Piloting Skill 5, Gunnery Skill 5)
Fire Lance
- Archer (Ikeda; Piloting Skill 5, Gunnery Skill 4)
- Shadow Hawk (Andrews; Piloting Skill 4, Gunnery Skill 3)
- Wasp (Koniev; Piloting Skill 4, Gunnery Skill 4)
- Thunderbolt (Harlow; Piloting Skill 5, Gunnery Skill 3)
Recon Lance
- Phoenix Hawk (Nichols; Piloting Skill 5, Gunnery Skill 4)
- Stinger (Tommersom; Piloting Skill 4, Gunnery Skill 4)
- Locust (Williams; Piloting Skill 4, Gunnery Skill 3)
Deployment: The Black Widow company sets up first on any hex location south of the border line as shown on the Northern map.
Kerensky can hide as many 'Mechs as she wants under the sand dunes that surround the plant. Prior to the start of the scenario, the Black Widow player secretly writes down the hex number location of as many hidden 'Mechs as desired. The location of these 'Mechs will not be known to the attacking player until the hidden 'Mechs reveal themselves. (See Hidden 'Mechs below.)
Attacker
Command Lance
- Battlemaster (Sukarto; Piloting Skill 4, Gunnery Skill 3)
- Marauder (Ryan; Piloting Skill 4, Gunnery Skill 4)
- Marauder (Hawkes; Piloting Skill 5, Gunnery Skill 5)
- Thunderbolt (Cirtan-Smyth; Piloting Skill 5, Gunnery Skill 4)
Fire Lance
- Rifleman (Chandar; Piloting Skill 5, Gunnery Skill 4)
- Phoenix Hawk (Kavala; Piloting Skill 5, Gunnery Skill 4)
- Phoenix Hawk (O'Connel; Piloting Skill 4, Gunnery Skill 3)
Recon Lance
- Wasp (Murdock; Piloting Skill 4, Gunnery Skill 4)
- Valkyrie (Dumbala; Piloting Skill 4, Gunnery Skill 3)
- Valkyrie (Petrov; Piloting Skill 3, Gunnery Skill 3)
- Wasp (Emerson; Piloting Skill 4, Gunnery Skill 4)
Deployment: The Attacker may enter his 'Mechs from any hex along the northern border of the map.
Victory Conditions
BOTH PLAYERS are subject to the following rewards and penalties:
| Item | Points |
|---|---|
| Per enemy 'Mech destroyed | 1 point per ton |
| Per oil tank destroyed | -20 points |
| Per machinery building destroyed | -30 points |
DEFENDING PLAYER receives:
| Item | Points |
|---|---|
| Per enemy remaining after turn 10 | 1 point per ton |
ATTACKING PLAYER receives:
| Item | Points |
|---|---|
| Per 'Mech off south border | 1 point per ton |
At the conclusion of Turn 10, the points are totaled. The player with the most points is the winner. To show his level of victory simply subtract the losing player's points from the victor's total and use the following chart.
| Rating | Point Difference |
|---|---|
| Total Victory | 300 points |
| Strategic Victory | 200 points |
| Tactical Victory | 100 points |
| Marginal Victory | 50 points |
| Even Exchange | 25 points or less |
Special Rules
-
The Wind: Once at the beginning of each turn, check to determine if the direction of the wind has changed. The Defender rolls the die. On a result of 2-5, nothing changes. If the result is a 1, the wind shifts one hexside clockwise. If the result is a 6, the wind shifts one hexside counterclockwise.
-
The Refinery: The now-abandoned refinery is a timebomb waiting to go off. There are two types of structures in the refinery itself: equipment and storage tanks. Both will burn furiously once they catch fire. If the storage tanks catch fire, they may blow up, causing additional damage.
Check for the starting of accidental or intentional fires according to the Optional Rules. The refinery machinery buildings will catch fire on a roll of 6 or less. Because the storage tanks are more resistant to such fires, they will catch on a roll of 5 or less.
In addition, each turn a storage tank burns (including the first turn it is on fire), check if the tank explodes. For each turn a tank burns:
a. Roll 2D6. Add the number on top of the die representing the storage tank. If the total is 5 or more, the tank explodes.
b. If the storage tank explodes, any 'Mech in the same hex as the tank will immediately take 10 points of damage and 5 additional points of heat. The oil spilling from the tank will fill the six hexes surrounding the tank, causing fires in all of them. Any 'Mechs in those hexes will take 3 points of damage from the explosion and normal additional heat from the fires.
c. If the storage tank does not explode, the fire continues to burn normally. However, the longer the tank burns, the more likely it is that it will blow up. Therefore, increase the number on the top of the storage tank die by 1. For example, if the die representing the storage tank showed a one on top, turn the die so that it now shows a 2.
The dunes themselves will not burn, unless a tank blows up and spills burning oil into such a hex. All fires started will burn until the end of the scenario. Note that the effects of smoke and the spreading of the fires may change with the wind.
- Hidden 'Mechs: Before the combat begins, Natasha Kerensky has the option of burying many of her 'Mechs in the dunes surrounding the refinery. These remain off the board until they emerge and enter the battle.
These hidden 'Mechs appear at the beginning of Kerensky's Movement Phase. When they emerge, they are placed on the board in the hex that was written down before play began. A 'Mech that has just emerged may not move during the current turn, but may fire. The 'Mech may then move normally in subsequent turns. Any 'Mechs rising from the sand in this way generate 2 points of heat.
Scenario 2: The Bigger They Are...
Game Set-Up
Lay out one of the CityTech maps as shown with the color side up. Prepare BattleTech Record Sheets for each 'Mech involved in the action. In addition, you will have to prepare sheets for the armor units and Marik's Elite Guard that are still stationed at his headquarters. Before play begins, roll 1 die to randomly determine the wind direction.
This scenario is designed for use with CityTech and the Optional Rules for gun emplacements.
Defender
The majority of Marik's forces are tied up elsewhere in a prolonged engagement with the main elements of Wolf's Dragoons. Only the Elite Guard and a few stragglers are available to come to Marik's defense.
Anton Marik's Elite Guard, Foot Infantry:
- 3 Machine Gun Platoons (Full Complement)
- 1 Flamer Platoon (15 men)
- 1 SRM Platoon (10 men)
Mechanized Infantry:
- 3 Rifle Platoons (Full Complement)
- 2 Machine Gun Platoons (Full Complement)
- 2 Portable Laser Platoons (Full Complement)
- 1 SRM Platoon (10 men)
Defense Emplacements
City Perimeter: 5 Hardened emplacements, each containing:
- 2 Autocannon/5 (60 rounds total)
- 2 Six-pack SRMs
- 2 15-pack LRMs
Anton Marik's Residence:
- 3 Hardened emplacements form walls around court
- 3 Hardened emplacements (one at the end of each wall) with:
- 1 Large Laser each
- 2 Machine Guns (60 rounds total) each
- 3 Six-pack SRMs each
Fighting Vehicles
- 3 Vedette Light Tanks
- 1 Demolisher Heavy Tank
'Mechs
- 1 Stalker (Piloting Skill 4, Gunnery Skill 3)*
- 2 Crusaders (Piloting Skill 5, Gunnery Skill 4)*
- 2 Warhammers (Piloting Skill 4, Gunnery Skill 4)*
* Special rules for deployment of these units. SEE below.
Deployment: The Defender places the platoons and fighting vehicles on the board first. Emplacements are indicated on the map.
The only 'Mechs available to Marik are the five that are here to be repaired. Each of these must start the game inside one of the three repair buildings (H3) at the north end of town. Before the game begins, the Marik player must write down in which of the three buildings each 'Mech is being housed.
The 'Mechs in the repair facility are powered down. It will take time to ready them for battle. At the beginning of Marik's Movement Phase, that player should roll 2D6. If the result plus the turn number is greater than 14, a 'Mech has been successfully activated. (NOTE: This means that there is no possibility of a 'Mech being activated during the first two turns of the scenario.) When activated, these 'Mechs are fully operational. If one 'Mech is successfully activated, the Marik player may continue to attempt to activate another 'Mech until he fails. Once a failed activation occurs, however, no further 'Mech activations may take place for the Marik player during that turn.
Attacker
Black Widow Company, see Natasha's Surprise for 'Mechs and stats.
Deployment
The Black Widow Company may enter from any side of the map board for the duration of this scenario.
Victory Conditions
The attacker wins the scenario if they manage to reduce Marik's Headquarters (presumably with Marik in it) to rubble. Marik's HQ is the heavy building ringed by hardened emplacements at hex 1008 on the map.
The Defender wins by preventing the attackers from reaching their objective.
Special Rules
Should a repair building come under attack, the 'Mech inside it may also take damage. Use the normal rules for determining such damage, as described on page 28 of in CityTech. A 'Mech that has not been activated will take normal damage. It is the responsibility of the player with the 'Mech to record and keep track of all such damage.
Map Note
The printed scenario map is titled "Marik's Hold" (CityTech map; the building and emplacement counters are printed on it). The printed page also shows a hex-map cross-section labelled "Maps from Natasha's Surprise" and a diagram captioned: "Arrows shown in diagram below show direction of firing arcs surrounding hexes." The map images are not reproduced in this transcription.
Scenario 3: Not a Drop to Drink
The printed "An Evening Pass" fiction is omitted; the situation set-up is transcribed below.
Situation Set-Up
Barroom brawls are among the most typical occurrences in the lives of MechWarriors. With their tinder-dry tempers and fierce loyalties, any small spark can start MechWarriors blazing.
The following barroom brawl follows the one portrayed in The Spider and the Wolf. However, it may be easily adapted to suit any typical bar that your characters may visit.
The Players: This incident begins with the characters simply looking for a little R&R. They really didn't intend to end up as the floor show.
Captain Natasha Kerensky
| BODY | DEX | LRN | CHA |
|---|---|---|---|
| 7 | 9 | 9 | 9 |
Brawling 2, Blade 3, Pistol 3
MechWarrior Data: Natasha Kerensky is both a beautiful woman and a highly professional soldier noted for her skill and courage. She is regarded as a top-notch officer, and rules her company with a firm hand. Demanding absolute loyalty from her troops, she returns that loyalty one hundredfold. If Kerensky merely hears about the brawl, she will pretend that she didn't. If she catches her troops in the act, however, she will reprimand them severely and detail them to wash by hand every 'Mech in the Widow lances.
MechWarrior Lynn Sheridan
| BODY | DEX | LRN | CHA |
|---|---|---|---|
| 8 | 8 | 6 | 5 |
Brawling 4, Blade 1, Pistol 3
MechWarrior Data: Lynn Sheridan is a compulsive gambler, but with her life, not her money. She thrives on combat, and if she can't get it in a 'Mech, she'll take it any way it comes.
Lieutenant Takiro Ikeda
| BODY | DEX | LRN | CHA |
|---|---|---|---|
| 9 | 8 | 7 | 6 |
Brawling 4, Blade 2, Pistol 2
MechWarrior Data: An aggressive and talented battlefield commander, Ikeda rose quickly through the ranks from MechWarrior to Lieutenant. (Some say too quickly, but generally not to his face.) He has more than proven himself, both in battle and in his leadership capabilities. He is level-headed and will try to get his men out of a bad situation if possible. But he will certainly not run!
MechWarrior Mirth Harlowe
| BODY | DEX | LRN | CHA |
|---|---|---|---|
| 9 | 7 | 6 | 7 |
Brawling 2, Blade 1, Pistol 2
MechWarrior Data: Harlowe is a skilled MechWarrior who performs well in combat. Off the battle-field, however, his philosophy is "make love, not war!" He works well with female MechWarriors, considering them friends and equals. His main interest in the bar is Muffy, the kind of sweet, cute, and cuddly woman that attracts him. Harlowe will become involved in the brawl only if pushed past his limit.
MechWarrior Arthur Williams
| BODY | DEX | LRN | CHA |
|---|---|---|---|
| 8 | 7 | 6 | 7 |
Brawling 3, Pistol 1
MechWarrior Data: Williams is cool and quiet. An observer of life, he enjoys going out on the town to view the infinite variety of the human condition. He is intensely loyal to his friends, however, and will immediately pitch in to help if they are in trouble. Williams will obey and follow Ikeda's lead without question.
NPCs
MechWarrior Percy MacArthur
| BODY | DEX | LRN | CHA |
|---|---|---|---|
| 10 | 6 | 5 | 4 |
Brawling 3, Pistol 2
MechWarrior Data: Known as Mack to his few friends, MacArthur detests the name Percy. Mere mention of the name will send him into a rage. Though he considers himself a lady's man, he detests female MechWarriors because, according to him, a woman's place is in the home, not in a 'Mech. Rumor has it, however, that he is simply bitter because he was once blown off the battlefield by a female warrior. MacArthur is a mean drunk, who will pick a fight with anyone that crosses his path.
MechWarrior Crutch Branan
| BODY | DEX | LRN | CHA |
|---|---|---|---|
| 8 | 7 | 6 | 7 |
Brawling 2, Blade 1, Pistol 1
MechWarrior Data: Crutch acts the part of Mack's pet monkey, following him from place to place, generally playing the giggling cheering section for his friend. He has the kind of sniveling, whining voice that can set your teeth on edge. Crutch is a dirty fighter, and will almost certainly have a concealed weapon.
MechWarrior Dirth Parmenter
| BODY | DEX | LRN | CHA |
|---|---|---|---|
| 9 | 7 | 6 | 7 |
Brawling 3, Pistol 1
MechWarrior Data: Dirth is angry, and he's looking for someone to take it out on. Originally from Terra, Dirth had glorious dreams of space travel. He has finally realized that a trip to the local holo in his old home town is just as interesting and a whole lot safer! Now he's stuck on the other side of the universe with a war to fight and no way to get home. Worse, still, Muffy reminds him of a girl he dated in his old home town. Muffy is with Dirth at the beginning, but will drop him for Harlowe.
Muffy
| BODY | DEX | LRN | CHA |
|---|---|---|---|
| 7 | 8 | 6 | 9 |
Brawling 0, Blade 3, Pistol 1
MechWarrior Data: The master data banks yield little information on Muffy, who appears to be a little short in the data bank department herself. What she lacks in intellect, however, she makes up for in other areas. Muffy has fallen instantly in love with Harlowe. She will leave Dirth to strike up some stimulating conversation with the handsome MechWarrior.
Assorted Drunks: Comrades of the Percy, Crutch, and Dirth, these characters will immediately jump into the fray when their leaders attack.
| Drunk | 1 | 2 | 3 | 4 | 5 |
|---|---|---|---|---|---|
| BODY | 6 | 6 | 7 | 7 | 8 |
| DEX | 7 | 6 | 6 | 6 | 5 |
| LRN | 8 | 7 | 6 | 6 | 5 |
| CHA | 6 | 6 | 7 | 8 | 6 |
| Brawling | 3 |
Playing Pieces
The printed page carries a sheet of playing pieces, one for each character listed above and one for each drunk (1-5), each shown in a front and back view. The illustrations are not reproduced in this transcription.
Map Note
The printed scenario map is titled "The Bar" (each hex = 1.5 meters) and shows three round tables, each ringed by chairs, on a hex grid. The printed page also carries a "House Logos and Map of the Successor States, c. 3014 AD" inset. The map is not reproduced in this transcription.
Special Rules
- Movement: Due to the furniture and people in the bar, the area is considered lightly obstructed. Use the following as a Terrain Effects table for movement in the bar:
| Movement | Cost |
|---|---|
| Crawl | 1 |
| Walk | 1 |
| Dodge | 2 |
| Run/Sprint | 2 |
- Expanded Melee: While the MechWarrior RPG does give rules concerning melee (or hand-to-hand) combat, the following expanded rules should help combat to proceed more smoothly.
Melee takes place whenever two characters engage in physical combat in the same hex. Characters must also be in the same hex in order to engage in melee combat. The only exception is when something is thrown during the fight.
- Obtaining Weapons: A character can always plant his fist in someone's face, but having a little help doesn't hurt. Before he can swing a bottle at someone, however, a character must have it in his hand first.
Following are the MP costs for picking up objects for use in melee:
| Object | MP Cost |
|---|---|
| Bottle | 1 MP |
| Chair | 2 MP |
| Table | 3 MP |
In addition to spending MP, a character must make a successful Saving Roll to pick up the object. Use these as guidelines for appropriate modifiers to the Saving Roll against the character's DEX.
| Action | DEX Modifier |
|---|---|
| Crawling | DEX-4 |
| Walking | DEX-1 |
| Running | DEX+4 |
| Dodging | DEX+2 |
- To-Hit: A character's ability to hit his opponent is determined by the following:
- Melee Combat = Dex-Skill Class+Modifiers
- Thrown Objects = Dex+(1 per hex distance)+Modifier*-skill
*If the target is taken by surprise, there will be no modifiers. Otherwise, all modifiers apply.
- Damage: Brawling is the fine art of kicking, punching, scratching, or whatever is required to win the day. Because of this, damage taken during such a free-for-all can be assigned anywhere. The hit location is determined by the referee or the player whose character is receiving the damage.
Damage is calculated as follows:
| Weapon | Damage |
|---|---|
| Brawling Damage | 1D6+(body-6) |
| Dagger/Knife | 1D6+3 |
| Bottle (Unbroken/first use) | 1D6 |
| Bottle (Broken & used as knife) | 1D6+3 |
| Chair (Unbroken/first use) | 1D6+3 |
| Chair (Broken from previous use) | 1D6-2 (minimum 1) |
| Table (Unbroken/first use) | 1D6+5 |
| Table (broken from previous use) | 1D6+2 (as club) |
Thrown objects such as a chair, table, unbroken bottle, etc. do one-half the damage listed here.
Victory Conditions
Aware that someone is attempting to sabotage her unit, Captain Kerensky is on her way to Sin Street to make certain her troops don't get into any trouble. If she catches her people brawling, she will reprimand and punish them severely. In order to win, therefore, the members of Kerensky's lances must be out of the bar by the time their Captain will arrive. With any other outcome, they will be washing down all the 'Mechs by hand.