Battletech Missions - Player Resources

3029

System: Sarna

Our heroes find themselves in the middle of a war zone at the end of their contract. What could go wrong?

3029-01: Choices

The invasion of Sarna is going poorly for the Feds, and to make matters worse they’ve been cut off from interstellar communications. Our heroes have a choice: a risky contract with their former employers, or a risky contract with an interstellar nation currently getting overrun. To make matters worse, they have to decide quickly.

GM Packet GM Packet
GM Packet (Duplex) GM Packet (Duplex)
Cert/Debrief Cert/Debrief
TTS TTS Save Game

3029-02a: Honorable Defense (Federated Suns)

Having sided with the Federated Suns, our heroes need to deal with the fact that they’re horribly outnumbered in hostile territory. Step one: Escort some artillery into place to protect the Fed’s precarious position.

GM Packet GM Packet
GM Packet (Duplex) GM Packet (Duplex)
Cert/Debrief Cert/Debrief
TTS TTS Save Game

3029-02b: The Sound of Silence (Capellans)

Our heroes’ new friends have intel that our heroes’ old friends are trying to move some serious artillery into place. Can our heroes prevent that, and possibly bring some new toys home?

GM Packet GM Packet
GM Packet (Duplex) GM Packet (Duplex)
Cert/Debrief Cert/Debrief
TTS TTS Save Game

3029-03a: Night Raid (Federated Suns)

Our heroes need to raid a Capellan compound in the dead of night. To make matters worse, it’s on the other side from a raging river. What could possibly go wrong?

GM Packet GM Packet
GM Packet (Duplex) GM Packet (Duplex)
Cert/Debrief Cert/Debrief
TTS TTS Save Game

3029-03b: A bump in the night (Capellan Confederation)

Those Wily Feds have been running the Big Mac ragged through a series of lightning attacks. Our heroes have been assigned a plumb assignment – defend a weapons depot with its back up against a raging river. What could possibly go wrong?

GM Packet GM Packet
GM Packet (Duplex) GM Packet (Duplex)
Cert/Debrief Cert/Debrief
TTS TTS Save Game

3029-04a: Crash Landing (Federated Suns)

On their way to the new rendezvous point, our heroes dropship gets shot out of the sky. Can they prevent the attacking Capellans from grabbing the black box and tracking out heroes to their hiding spot?

GM Packet GM Packet
GM Packet (Duplex) GM Packet (Duplex)
Cert/Debrief Cert/Debrief
TTS TTS Save Game

3029-04b: Headhunting (Capellan Confederation)

The Feds are on the move, and fortunately for the Capellans, one of their command dropships has been shot down. Our heroes have been sent to grab the Feds’ commander and perhaps get some intel on where they’re heading.

GM Packet GM Packet
GM Packet (Duplex) GM Packet (Duplex)
Cert/Debrief Cert/Debrief
TTS TTS Save Game

3029-05a: Friends under fire (Federated Suns)

Our heroes are called upon to rescue friendly infantry from a Mechwarrior’s biggest fear: Fire. While they’re at it, they’ll have to deal with the enemy ‘mechs that are setting those fires as well.

GM Packet GM Packet
GM Packet (Duplex) GM Packet (Duplex)
Cert/Debrief Cert/Debrief
TTS TTS Save Game

3029-05b: Burn out the invaders (Capellan Confederation)

The FedSuns invaders are dug in in a heavily forested place called Graves Hollow. Our heroes have been tasked with smoking them out. Literally.

GM Packet GM Packet
GM Packet (Duplex) GM Packet (Duplex)
Cert/Debrief Cert/Debrief
TTS TTS Save Game

3029-06a: Stop that boat! (Federated Suns)

Things have turned on Sarna, as the Cavalry has arrived. Can our heroes stop the Big Mac from getting away and prevent this whole thing from happening again on the next world?

GM Packet GM Packet
GM Packet (Duplex) GM Packet (Duplex)
Cert/Debrief Cert/Debrief
TTS TTS Save Game

3029-06b: Get to the Boat! (Capellan Confederation)

It turns out siding with the Capellans was a bad idea after all. Things have turned on Sarna, as the Fed Suns Cavalry has arrived. Can our heroes escape their ever-tightening noose?

GM Packet GM Packet
GM Packet (Duplex) GM Packet (Duplex)
Cert/Debrief Cert/Debrief
TTS TTS Save Game