Author Archives: Clayton Oliver

Hot Extraction

This one’s for MechWarrior:

It’s December 2766. All of the PCs, for whatever reason and whatever their origins, are on Terra over the traditional holiday season. On the morning of the 27th, they’re all at a diplomatic function (or on duty, or waking up hung over…) in Unity City. That’s when the shooting starts… and they find themselves the only protagonists standing between Stefan Amaris’ coup and Helena Cameron.

This campaign would be heavy on action-espionage and outright military action as the PCs try to get a Cameron heir off world, out of the Sol system, and to something resembling safety. Depending on the mix of PCs, both character-scale and wargame-scale conflict could be feasible.

Clearing the Air: The Skysweepers

Originally posted to the CGL Battletech forums in 2021.


Early in his training, Count Prasad Wickham realized he possessed two qualities that would be most unbecoming in a MechWarrior of the AFFS: total ineptitude for piloting and extreme physical cowardice.  His saving grace, however, was an equally strong aptitude for gunnery, honed by a youth spent winning sport hunting championships across New Ivaarsen.  Providentially, his ancestral ‘Mech was a Rifleman, which suggested a certain path toward safety without the appearance of dishonorable behavior…

Upon earning his spurs and being posted to the 1st New Ivaarsen Chasseurs, then-Sergeant Wickham was to be assigned to a line company’s fire lance.  He leveraged his family connections to  instead attach himself to the regimental command lance as a supernumerary.  The pretext was that this posting would enable him to learn leadership from Marshal Nicholas Stephenson while providing additional anti-air protection to the headquarters.  Stephenson seemingly accepted this at face value – then promptly began using Wickham as an additional aide-de-camp, tripling the young nobleman’s workload as an unspoken message that he’d seen through the subterfuge.

Not willing to risk reassignment to front-line combat, Wickham grimly suffered through his “learning experiences” until Operation Rat.  During the New Hessen offensive, he received his first taste of combat when a Capellan conventional fighter wing broke through the Chasseurs’ aerospace cover for a bombing raid on the regiment’s landing zone.  Wickham accounted for five fighter kills in as many minutes, breaking the Capellan strike before it could incinerate the regiment’s supplies.  Subsequent similar engagements on Alrescha and Yangtze proved that regardless of Wickham’s personal character, he actually was a superb air defense marksman.

On Hamal, Wickham’s luck in avoiding the front lines ran out when a scout company from the planetary militia caught the regimental headquarters in movement between positions.  BattleROMs of Wickham’s Rifleman ponderously attempting to flee from light ‘Mechs a third of its mass quickly made the rounds, forever stifling the man’s chances of further respect, let alone promotion, within the AFFS.  At the campaign’s conclusion, Wickham quietly resigned from the AFFS.  He then encountered a new problem: an obscure clause in his patent of nobility required him to maintain active MechWarrior status to hold his title and ownership of his Mech.  The framers had neglected, however, to require this status to be within the AFFS…

Wickham quickly announced that he was forming a new mercenary command.  Drawing on his demonstrated expertise (and expending no small amount of influence to bury the scandalous BattleROMs), he positioned this unit as an air defense specialist formation.  Not coincidentally, this enabled him – or, rather, his lawyers – to contractually limit the conditions under which the unit could be ordered into combat.

Wickham had intended to form an unhireable mercenary lance which would serve as a legal fiction for maintaining his title.  He was astonished to receive over two dozen applications from across the Suns and the Lyran Commonwealth, mostly fellow Rifleman and JagerMech owners who saw such a unit as a chance to preserve their own vulnerable ‘Mechs and their attendant social status.  This was, if not a chance at redemption, at least an unforeseen opportunity for prestige.  Despite his best efforts, Wickham had actually learned a fair amount about both martial leadership and unit management during his years at Marshal Stephenson’s side.  The unit’s resulting success was as much of a surprise to Wickham as it was to his many detractors within the AFFS. 

Today, the Skysweepers are a battalion-strength combined arms unit.  The full battalion has never taken a contract.  Instead, contracts attach individual companies or even lances to larger commands which need supplemental air defense capability.  Contracts still strictly limit the conditions under which commanders can order Skysweepers detachments into direct ground combat.  Few Skysweepers MechWarriors chafe under these restrictions, as they tend to join the unit because of its specialization.

To emphasize the Skysweepers’ unique role, Wickham styles his top-level formations as batteries rather than companies.  Each is a mixed force, with two BattleMech lances and a third lance of Partisan SPAA.  Over half the unit’s ‘Mechs are Riflemen and JagerMechs.  The unit’s sole assault ‘Mech is a Longbow, with a pair of Orions and an Archer rounding out the heavies.  The remainder, collected in Battery C for contracts requiring better mobility, are Hatchetmen, Blackjacks, and Valkyries.

One other asset not appearing on the Skysweepers’ combat TO&E is Company D.  This is a pool of techs, coolant trucks, and ammunition carriers which Wickham attaches as needed to deployed units.  This provides vastly-increased endurance to ‘Mechs and Partisans operating from fixed positions, allowing near-continuous fire in the face of sustained air attack.  Company D’s most recent addition is a trio of former fighter pilots, all medically retired, who can serve as liaison officers to a host unit’s own aerospace assets, hopefully reducing the chance of friendly fire.


GM Notes

Like my other units posted here, The Skysweepers are more of a niche concept and plot device than a viable unit for actual play.  This entry doesn’t give a specific date for the unit profile but my assumption is the late 3030s.  The Skysweepers will likely be around through the 3040s and vanish in the inferno of the Clan Invasion before they can invest in Ultra and LB-X upgrades.

As indicated in the main text, Skysweepers detachments will typically be encountered in defensive roles.  This isn’t to say they’re assigned only to defensive contracts, though.  As their founder demonstrated in Operation Rat, offensives need AAA cover too.  They typically protect regimental or RCT headquarters units, drop ports, logistics hubs, convoys, and other targets that might attract ASF, atmospheric fighter, or VTOL attacks.  They’re rarely assigned to cover front-line units, a contractual limit that is likely to cause constant friction with those units – especially if they sustain losses from air strikes.

The TO&E isn’t actually that interesting, so I haven’t spelled it out in great detail.  At the GM’s discretion, the Skysweepers may have a cozy relationship with Kallon, Bane of All That Flies.  In this case, they could be early recipients of prototype Rifleman, JagerMech, or Partisan upgrades in the 3040s if it’s appropriate for a scenario or story.

Skysweepers MechWarriors tend to align with Wickham’s skill set: mediocre pilots but excellent gunners.  Particularly in the unit’s founding years, everyone who joined up did so because they enjoyed the social status of being MechWarriors but didn’t want to risk their lives (or Dispossession) in front-line combat.  In some cases, this was cowardice; in others, somewhat-realistic recognition of the limits of Kallon’s designs outside their intended niche.  As production increases throughout the 3030s and 3040s and the social distinction of owning a ride implicitly lessens, these personalities will be increasingly out of touch with the Inner Sphere’s mainstream noble and martial culture.

Binary Crossover

This one’s a campaign concept for VSCA’s Diaspora:

In Diaspora, interstellar travel relies on direct jump routes between stars. Each star system’s zenith and nadir points have slipknots, points of odd physics that link to one or more other star systems via slipstream connections. The catch is that, because of a (presumed) galaxy-wide catastrophe of unknown origin, connected star systems are isolated in archipelagos of four to eight. Travel is only possible within these clusters. (As part of Session Zero, each player gets to design one of those star systems, which is a lovely collaborative setting creation element.)

In the cluster in which the game takes place, one of the star systems is one star of a binary. The highest-tech world in the cluster has just developed a ship capable of crossing the (relatively) short interstellar space to the binary’s partner. What’s there? Does the binary partner have slipknot connections to another cluster?

(Obviously, yes, there is a slipknot whose connections are part of another cluster, and this would be an interstellar exploration/first [re]contact game.)

Reintroducing the PCs, Part 2: Alexei and Pettimore

Continuing our string of character introductions, we move on to Player B’s PCs, Alexei and Pettimore. Pettimore is an original PC (and the only one who was ported from a previous iteration of this campaign – with some unsettling story implications. Alexei is a later addition.


Alexei Brandt

East German civilian

Ponikla Team

Before the war, Alexei Brandt was a teenage metalhead, yearning for the freedom that his bootleg Western albums spoke of. He made a living doing odd jobs, anything from farming to radio repair (and he may or may not have been involved in pirate radio). As things broke down, Alexei became a drifter, trying to stay one step ahead of the war as he traded and worked and salvaged for food and shelter.

Alexei linked up with the team more or less by accident, as he was a bystander in the Battle of Radom. Minka recognized him from their prewar acquaintanceship and recruited him (which didn’t take much convincing). When the team split, Alexei elected to remain in Ponikla for the chance of a stable life, putting his hands to work on the village’s infrastructure.


Appearance: Alexei is an ’80’s metalhead in his late teens. 

Buddy: Minka

Moral Code: You don’t have to be a bad guy to be metal.

Big Dream: Don’t get shot. Make money. Get girls.


Strength C: Close Combat D, Stamina C

Agility B: Driving D (Biker), Ranged Combat D

Intelligence B: Survival D (Jerry Rig [homebrew]), Tech C (Electrician)

Empathy B: Persuasion B (Storyteller [homebrew], Trader)

Coolness Under Fire D

Permanent Rads 1

Armament: AK-74, double-barreled shotgun, Mister Morgenstern

Other Key Equipment: Walkman and collection of bootleg punk albums and mixtapes, denim vest, bicycle with cargo trailer full of assorted salvage and trade goods

Album List: Black Sabbath – Paranoid; Jerry Lee Lewis – Live at the Star Club, Hamburg; Twisted Sister – Stay Hungry; Motorhead – Ace of Spades; Dio – Holy Diver; Panzerfaust der Wahrheit (Bazooka of Truth) – LAUF UM DEIN LEBEN, ER HAT EINE PANZERFAUST!


John Lee Pettimore

Staff Sergeant, U.S. Marine Corps – MOS 8541 (Scout Sniper)

Expedition Team

Pettimore hails from the mountains of eastern Kentucky. Born in coal-mining country, he saw the Corps as an escape from his home county’s endless cycle of poverty and outside exploitation. For a man who grew up hunting to put food on the table, scout/sniper school was a natural progression.

At some point during the war, Pettimore found himself in the orbit of an intelligence operative who called himself Broadstreet. Broadstreet’s small team bounced around the northwestern Poland area of operations, handling a variety of specialized tasks. When the U.S. Army’s 5th Infantry Division moved out for the summer 2000 offensive, Broadstreet’s team was attached to it.

As the 5th ID died at Kalisz, Broadstreet, Pettimore, and their associates were behind enemy lines, extracting a U.S. State Department physician from Soviet custody. With no friendly forces to rejoin, the team fled south into a darkening world. His subsequent experiences, recounted in a conversation with Ellis and supported by the Broadstreet Dossier, are not entirely synchronized with the surrounding world’s understanding of linear time…


Appearance: Preeetty much Chris Kyle, but lankier.

Buddy: Arkadi

Moral Code: Never leave a man behind. Everybody goes home. God gave you the strength to ensure that.

Big Dream: Home.


Strength C: Close Combat C, Stamina D

Agility B: Mobility D, Ranged Combat B (Sniper)

Intelligence B: Recon C (Scout), Survival C (Hunter)

Empathy B: Persuasion D

Coolness Under Fire: C

Permanent Rads: 5

Armament: Thoughts and Prayers (SVD with the occasional uncanny ability of its own), hunting bow, M45 MEU(SOC)

Other Key Equipment: Bible, prayerbook, bear claw necklace

Reintroducing the PCs, Part 1: Red and Cowboy

As my gaming group moves toward resuming play in Kaserne on the Borderlands, it’s probably time to refresh my three loyal readers on who the player charcters are. I have eight players, all but one of whom is running two characters. As a result of events that occurred shortly before the hiatus, the PCs have split into two teams. One team is staying in Ponikla, the village in which the campaign began, to continue with local stabilization and infrastructure recovery efforts. The other team is headed to Krakow by way of Czestochowa, seeking answers to a few different mysteries that have reared their ugly heads over the course of the campaign.

I think I’m going to do this as a series of eight posts, each one focusing on a single player’s PCs. We’ll start with Player M, who runs Red and Cowboy. Red is an original PC; Cowboy is a liberated POW NPC who was adopted and fleshed out.


William “Red” Grayson, M.D.

Lieutenant, U.S. Navy Medical Corps

Ponikla Team

“Red” was doing his residency when the war began. Drafted and direct-commissioned as a Navy trauma surgeon, he was attached to an infantry battalion in 2nd Marine Division. With the collapse of anything resembling international law and treaty enforcement, he’s picked up a rifle to defend his patients… and himself… and, really, anyone else who needs it.

Over the course of the campaign, Red has emerged as one of the party’s leaders (though not necessarily its tactical commander). He’s also been at the forefront of scientific inquiry into the various weird phenomena that the PCs have encountered. When the team split, he chose to stay in Ponikla to help drive regional recovery, as he’s the only known physician within at least a 50km radius. He’s established a decent pocket clinic in the one house in Ponikla with a geothermal climate control system.


Appearance: Tired, definitly has seen better days, with greying auburn hair and a scar across one cheek from flying shrapnel.

Buddy: Ellis

Moral Code: Never turn your back on family. Friends are just family that you choose.

Big Dream: Find a place to settle down, be a doctor, raise a family.


Strength C: Close Combat D, Stamina D (Load Carrier)

Agility C: Mobility D, Ranged Combat C

Intelligence B: Recon C, Survival D (Herbalist [homebrew]), Tech D

Empathy A: Command C (Logistician), Persuasion C (Trader), Medical Aid B (Combat Medic, Field Surgeon)

Coolness Under Fire A

Permanent Rads 8

Armament: M4A1, Glock 18C, axe, entrenching tool

Other Key Equipment: all the medical supplies


Kira “Cowboy” Lopez

Private First Class, U.S. Army – MOS 13F (Forward Observer), attached to 4th Ranger Battalion

Expedition Team

Kira was raised on a cattle ranch in the Texas panhandle by an impatient, frequently drunk, father and her Hispanic mother.  Until her mother died in a car accident in the late ’89.  Her father became unbearable and she blamed him for the accident.  Their relationship got worse as she got older, and spent as much time away from the ranch as she could get away with.  She left Texas for California as soon as she graduated from high school in ’93.  She was sick of rural life, sick of her father, and everyone else knowing your business, and wanting to live pretty much anywhere else.

In Los Angeles, she apprenticed to an electrician, thinking it would be a good way to make a living doing gigs for rich people (or something like that) and it was alright for awhile.  She worked hard, often being willing to work from before dawn until it was too dark to work safely.  On the weekends she partied hard, hanging out with the metalheads and goths, going to concerts and night clubs.  On Sundays, once she kicked out anyone she might have come home with the night before, and if she wasn’t too badly hung over, she’d go to church, thinking her mother would be even more disappointed in her if she didn’t.

When the war broke out, she had the misfortune of having an early draft number.  Cowboy won out as her nickname in bootcamp because she was absolutely willing to throw fists over “Cowgirl” innuendos, and somebody else already got to be “Texas.”  She ended up in artillery when her math skills and understanding of trajectories and coordinates indicated she’d be good at it.

Now that the war is effectively over, Madga’s speech has her reconsidering her desire to live anywhere other than some rural shithole, realizing that now…everywhere is a shithole, and it’s going to be mighty hard to find food in an urban shithole.  For once, a small, close-knit community might be okay.  Besides, if she ends up back in the States, they’d probably send her somewhere else to fight…and she knows she doesn’t want to get involvd in a civil war back home.While she used to think she’d prefer someplace like Valhalla for an afterlife, Kira always remembers to light a candle for her mother and her ancestors on Dias de Muerte, and has included people from her unit who’ve died over the course of the war.


Appearance: 5’3″ & dusky skinned, she has surpisingly light hair, and hazel eyes.  She has a number of tattooes, a mix of pagan, hispanic culture, and heavy metal.  She’s outwardly cheerful & reliable, and has an excellent singing voice, even if her music preference is heavy metal.

Moral Code: She isn’t a Ranger, but never leave someone behind.

Big Dream: Motivated by Madga & Red, maybe help make at least a small part of the world a better place.


Strength B: Heavy Weapons B (Redleg), Close Combat D, Stamina D

Agility B: Driving D, Mobility D, Ranged Combat C

Intelligence B: Recon C (Scout), Tech B (Chemist, Electrician)

Empathy C

Coolness Under Fire A

Permanent Rads 9

Armament: PKM, Sa vz.26, pearl-handled switchblade

Spruance Leader

A couple of years ago, I backed the Kickstarter for Dan Verssen Games’ Spruance Leader (I’m linking to the Boardgame Geek page rather than DVG’s product page because the company… um… doesn’t have the greatest web site). We promptly adopted a pair of kittens, which are not really compatible with big boardgames that need to stay set up for days for protracted campaign play. Between that and mental health haze, the game’s been sitting around unopened for the year and a half since the Kickstarter delivered.

I’m currently living alone while the girl and the cats and I work through the phases of our cross-country move, and I had the foresight to bring my DVG solo games along with me. After watching a couple of actual-play videos, I broke out Spruance Leader this afternoon and set up a first campaign and mission.

Things were getting hot in the North Atlantic. My task force’s first assignment was to go after a Soviet ASW task force operating off the Norwegian coast between Ålesund and Bødo:

Continue reading →

The Moscow Rules

IYKYK. Though I still want a good-looking t-shirt with these on the back.

  1. Assume nothing.
  2. Never go against your gut.
  3. Everyone is potentially under opposition control.
  4. Do not look back; you are never completely alone.
  5. Go with the flow, blend in.
  6. Vary your pattern and stay within your cover.
  7. Lull them into a sense of complacency.
  8. Do not harass the opposition.
  9. Pick the time and place for action.
  10. Keep your options open.

I love it when a coterie comes together.

In 1872, a crack team of archons was sentenced to destruction by the Ventrue Justicar for a crime they didn’t commit. These Kindred promptly escaped from a maximum-security conclave to the Anarch Free State. Today, still wanted by the Camarilla, they survive as soldiers of fortune. If you have a problem… if no one else can help… and if you can find them… maybe you can hire… The V-Team.

Aggressor

For Star Wars (any system, but preferably Fantasy Flight’s):

Another starfighter pilot concept. This one’s a human, an Imperial instructor pilot who defected with an early-model Interceptor. He’s still a starfighter pilot and still flying it, but for obvious reasons, he’s a better fit for an irregular unit (like the PCs’) than a fleet squadron. He may have done a tour as an aggressor pilot in a Rebel training unit, so he likely has an encyclopedic knowledge of the capabilities and flight dynamics of most of the galaxy’s common starfighter designs. For best effect, and because the Star Wars universe has always implied social status with accents, play him as a WWII British Spitfire or Hurricane pilot: upper-crust accent, unflappable, prone to understatement, immaculate hair and mustache, silk scarf, tongue like a razor if you get on his bad side. Tallyho, chaps!

His bird was from his training squadron, so it was fitted with ion cannons in place of the lasers (no sense in needlessly killing the cadets too early). Rebel techs have restored the original laser capability but the ion guns are in a shipping crate just in case they’re needed. He’s named the bird To Serve the Empire… in the same sense as To Serve Man. Add appropriate nose art…