BattleTech: Gray Death Legion
BattleTech: Gray Death Legion Rulebook
Table of Contents
Table of Contents
- How to Use the Scenarios
- Gray Death Companions
- Scenario: Alone on Trellwan
- Scenario: Decision at Thunder Rift
- Scenario: Blockade Runner
- Scenario: First Mission
- Scenario: Nagumo's Trap
- Scenario: Thirst for Vengeance
- Betrayal at Helm
- Scenario 1
- Scenario 2: Lee's Pass
- Scenario 3: Vermillion Valley
- Scenario 4: Final Battle
- Scenario: Run For Your Life
- Scenario: Breakout at Ko
- Scenario: Riposte
- Scenario: Meet the Crimson Blade
- Scenario: Of Blood and Honor
- Scenario: Night Strike
How to Use the Scenarios
Several of the scenarios are interrelated, representing various phases of a single, continuous battle or campaign. If desired, players may keep track of battle damage taken by the various 'Mechs from one engagement to another, with the damage and losses suffered earlier in the campaign affecting the condition and make-up of the forces engaged at the end. The Special Rules for each scenario describe what repairs, if any, are possible between engagements.
The Game Set-Up sections provide whatever special game information is needed to play the scenarios, including instructions on how to lay out the mapsheets, directions for special terrain features encountered, and suggestions on the appropriate BattleTech rules to use. In some cases, there are also suggestions for using FASA's CityTech and/or AeroTech rules to make play more exciting or challenging. (A number of scenarios require both CityTech and BattleTech maps. When using the maps together, players can simply lay them out side by side.)
Attacker and Defender forces for each scenario are described in detail. This information includes damage, problems, or special abilities of any 'Mechs or forces at the start of the battle. Also noted is each 'Mech's starting position on the map, or where and when it enters if the 'Mech arrives after the battle has already begun.
Several scenarios include ground forces for one or both sides. The rules generally allow the player to choose his own mix of vehicles and/or troops up to a certain, stated number of tons. See CityTech for the rules for creating and using both vehicles and troops.
The Victory Conditions are described next. These determine the outcome of the encounter, and vary from scenario to scenario. It is very rare in actual combat that an action continues to the point where one side or the other is completely obliterated. For this reason, the Victory Conditions usually list special objectives for one or both opponents. As in actual combat, both sides may claim victory in some engagements, based solely on whether or not tactical objectives were won.
Finally, if the scenario requires rules not covered in the general BattleTech rules, they are discussed as Special Rules. Tips on winning the battle are sometimes included here as well.
The Modified Skill Roll Targets provided for the 'Mech Gunnery and 'Mech Piloting skills for each member of the Gray Death Legion are the base targets for any combat rolls. These can be further modified by range, terrain, and action, depending on the combat situation. The full range of MechWarrior skills can be used to help determine the outcome of any encounter involving Grayson Carlyle and his Companions.
All other 'Mechs have regular BattleTech Gunnery and Piloting skills and should be used normally. If specific skill levels are not given, assume a Piloting skill level of 5 and a Gunnery skill level of 4.
Gray Death Companions
The Gray Death Companions are Grayson Carlyle's personal company and bodyguard. The pilot, 'Mech and BattleMech Status Report entries below are the ones the scenarios call for. Each pilot's MechWarrior skill levels are listed as the book gives them, by campaign where the book gives more than one. The Modified Skill Roll Targets are the base targets for combat rolls, and they can be further modified by range, terrain, and action. Biographical text is omitted.
| Pilot | BattleMech | BattleMech Status Report | Skill levels (Piloting / Gunnery) | Modified Skill Roll Target (Gunnery / Piloting) |
|---|---|---|---|---|
| Col. Grayson Death Carlyle | At Trell I and Verthandi: SHD-2H Shadow Hawk. After Verthandi: MAD-3R Marauder | Until Verthandi, Carlyle piloted a Shadow Hawk that had formerly belonged to his father's unit, which was badly mauled during the Verthandian Revolt. During the Verthandian campaign, a captured Marauder became his command machine. During the Liao campaign, Carlyle added extra armor to protect the rotation ring between the chassis and leg assembly, and at the vulnerable linkage for the dorsal autocannon. | At Verthandi: 2 / 1. Against Liao: 3 / 2. Against House Marik: 4 / 3. During Orestian Campaign: 5 / 4 | 3 / 2 |
| MechWarrior Lori Kalmar | At Trell I and Verthandi: LCT-1V Locust. At Verthandi and after: SHD-2H Shadow Hawk | Kalmar's Locust took heavy damage at the Battle of Thunder Rift on Trell I. During scenarios set on Verthandi, it produces 2 points of excess heat every turn, is missing two heat sinks, and has only 8 armor points on its front center torso. At Verthandi, Kalmar moved over to Carlyle's Shadow Hawk when her Locust was destroyed and Carlyle captured a Marauder. By this time, the Shadow Hawk's left arm armor was down to 12 points, and damage to the left torso had reduced the armor value there to 10. | At Verthandi: 1 / 1. Against Liao: 2 / 1. Against House Marik: 3 / 2. During Orestian Campaign: 4 / 3 | 5 / 4 |
Companion Notes
The Gray Death 'Mechs have the damage described for each in the BattleMech Status Reports above. All other 'Mechs have regular BattleTech Gunnery and Piloting skills and should be used normally. If specific skill levels are not given, assume a Piloting skill level of 5 and a Gunnery skill level of 4.
Scenario: Alone on Trellwan
Printed scenario title "Alone on Trellwan" (sub-title "Trial by Fire"). Set on Trell I, November 3024.
Game Set-Up
Lay out the two BattleTech maps in the configuration shown. Ignore all terrain markings, treating Water, Rough, Elevation, and Vegetation hexes as Clear terrain. The square on the East Map delineated by Hex Numbers 0507, 0907, 0512, and 0912 on Map 2 is a tank farm containing storage tanks of liquid hydrogen, aviation fuel, and other flammable or explosive liquids.
Fill out 'Mech record sheets for the three 'Mechs in this action.
Defender
The Defender is a lone Shadow Hawk piloted by the young Lieutenant Grayson Carlyle. His 'Mech is undamaged, at least so far. He begins the scenario on Map 1, on any hex of his choosing along the west edge of the map. The Defender sets up first.
Attacker
The Attacker includes elements of Duke Hassid Ricol's garrison force on Trell, guarding the Sarghad spaceport. The Attacker's force is made up of the following:
- 1 Crusader (Lord Harimandir Singh)
- 1 Marauder (Lieutenant Vallendel)
The Attacker sets up his Crusader anywhere on Map 1 seven hexes away from the initial location of the Defender's Shadow Hawk. Play begins immediately after the Crusader has fired a missile salvo from a range of 220 meters, doing no serious damage.
The Marauder is held back on the first three turns, but may enter on Turn 4 or after, from any hex on the north, south, or west edge of Map 1.
Victory Conditions
The Attacker wins by destroying the Shadow Hawk. He wins a marginal victory if the Shadow Hawk escapes off the east edge of Map 2, with all but one of its weapon systems knocked out.
The Defender scores 20 points for exiting off the east edge of Map 2. He subtracts 5 points for each weapon system (autocannon, LRM, SRM, medium laser) knocked out in the battle. He scores a bonus of 10 points for destroying the Crusader, and 25 points for incapacitating the Marauder (immobilizing it, destroying it, or killing the pilot).
Basically, the Defender wins by escaping with his 'Mech more or less intact off the east edge of Map 2. Use the Victory Table to judge his success.
VICTORY TABLE
| Points | Result |
|---|---|
| 25 or more | Spectacular Success |
| 15 - 24 | Major Victory |
| 10 - 14 | Marginal Victory |
| 1 - 9 | Defeat |
| 0 or less | Utter Defeat |
Special Rules
The Tank Farm: The tank farm consists of rows of large, squat, metal tanks of hydrogen and other fuels for spacecraft and vehicles at the spaceport. Neither the Marauder nor the Crusader will fire into the tank farm area for fear of setting off a catastrophic explosion.
The fuel tanks block line-of-sight. 'Mechs may engage in combat within the tank area only when they are adjacent, and only by kicking or punching. Jump jets may not be used within the tank area.
Movement within the farm is at the rate of one hex per turn. Movement is secret, with each player noting the hex to which his 'Mech moves in that turn, then comparing the hex number or numbers with his opponent after movement. Thus, during each Movement Phase, each player knows where the other player was after the last Movement Phase, but not to which of six possible hexes he is moving in this phase. If opposing 'Mechs are in adjacent hexes after hex numbers have been compared, combat begins. If 'Mechs are in the same hex, the movement is disallowed.
Firing into any tank farm hex will result in an explosion. The explosion will attack with 100 points of damage all 'Mechs within tank farm hexes. This damage should be divided up as ten attacks causing 10 points of damage each, with damage allocated as for normal attacks. To determine which general area of the 'Mech suffered a hit, roll 1D6 (1 = left side; 2 - 3 = front; 4 - 5 = back; and 6 = right side). In addition, the explosion will add 10 x 2D6 points of heat to each 'Mech immediately caught in the blast.
All 'Mechs caught within one to two hexes of a tank farm hex when the tanks explode suffer 40 points of damage, divided as four attacks of 10 points each delivered against the side of the 'Mech facing the explosion. They also receive 5 x 2D6 points of heat from the flames.
All 'Mechs caught within three to four hexes of an exploding fuel farm suffer 10 points of damage, delivered as a single attack against the side of the 'Mech facing the explosion. The 'Mech also suffers 2D6 points of heat.
The Defender's strategy must be to use the fuel tank farm as a barrier to keep the enemy from crippling him with long-range fire and, if possible, to lure the enemy into the tank area, escape, and use the farm as a gigantic bomb to cripple or destroy his opponents.
The Attacker must maneuver his slower 'Mechs to prevent the Shadow Hawk's escape, crippling the lighter 'Mech if possible to prevent it from reaching the tank farm or the edge of the map.
Optional Special Rule
If the Shadow Hawk sustains any damage in this action, record it and apply it to the reinforcing Shadow Hawk in the next scenario, Decision At Thunder Rift.
Scenario: Decision at Thunder Rift
Printed scenario title "Decision at Thunder Rift" (sub-title "Outnumbered, Outweighed"). Set on Trell I, November 3024.
Game Set-Up
Lay out the two BattleTech maps in the configuration shown. Treat the Water and Vegetation hexes as rough ground. All hexes north of a line between 0101 and 1501 on Map 2 are water. The dividing line between Maps 1 and 2 is the crest of a ridge. All of Map 1 is uphill, going south to north.
This scenario should be played using Expert BattleTech rules. If desired, and if available, players may use the CityTech Infantry Combat Rules to supplement infantry moves and combat.
Defender
The Defender sets up first, anywhere on either map. The Defender is the fledgling Gray Death Legion, known at this time as the Trellwan Lancers, plus a handful of rebel Trell troops. His forces include the following:
- Kalmar's Locust
- 1 Stinger
- 1 Wasp
- 2 HVTs, 5 HVWCs, and 6 hoverscouts (described below)
On Turn 10, roll 1D6. On Turn 10 + 1D6 (Turn 11 through 16), the Defender gets the following as reinforcements anywhere on the east, south, or west edge of Map 1: 1 Shadow Hawk (Grayson Carlyle).
All 'Mechs are in good condition. Damage noted in the BattleMech Status reports has not yet been inflicted.
Attacker
The Attacker begins the first turn with the following:
- 1 Griffin (Center Torso Armor 12. LRM reloads reduced to 10.)
- 2 Phoenix Hawks
- 1 Rifleman (7 Heat Sinks. Right Arm destroyed)
- 1 Wolverine (SRM reloads reduced to 8. Right Arm Armor reduced to 9.)
- 1 Locust
On Turn 10, he gets the following reinforcements:
- 1 Stinger
- 1 Shadow Hawk
- 1 Marauder (10 Heat Sinks remaining. Left Leg Armor 8.)
These forces represent the survivors of a full company of BattleMechs ambushed earlier by Trell forces commanded by Duke Hassid Ricol (the Marauder).
Victory Conditions
The Attackers win if they can wipe out the three light 'Mechs defending the ridgetop before Carlyle arrives with his Shadow Hawk, OR if they can wipe out all four Defender 'Mechs before Turn 20, while losing NO MORE THAN 180 total tons of their own 'Mechs.
The Defenders win by avoiding the Attacker's victory conditions AND if the Shadow Hawk survives the combat. Any other result is a draw.
Special Rules
The Defender has the initiative. The players may, if they wish, utilize the CityTech Infantry Combat Rules to expand upon the ground combat in this scenario.
The east and west borders of Map 2 are the walls of a deep rift valley and cannot be climbed. On the north border lie a deep lake and a high waterfall, which block exit in that direction.
Explosives: Before the scenario begins, the Defender may secretly note the numbers of any six hexes on Map 1. They may be adjacent to one another or scattered about the board. Explosives have been planted here in front of the enemy's advance. They may be detonated at any time during the scenario by any defending 'Mech or vehicle with a direct line-of-sight to any one of the mined hexes. All hexes must be detonated at the same time.
Detonating the explosives does 2D6 points of damage to each 'Mech occupying that hex, and 1D6 points of damage to each 'Mech in any adjacent hex. Each damage value is rolled separately for each 'Mech caught in the blast. Roll 1D6 to determine the damage locations on 'Mechs (1 = left side; 2 - 3 = front; 4 - 5 = back; and 6 = right side.) To determine Hit Location, roll 2D6 against the Hit Location Table, and subtract 2 from the result.
Heat: The Defenders are close to a large, cold body of water from which a stiff, cold wind is blowing. This helps ease the heat build-up in their 'Mechs. Halve all heat points acquired by any 'Mech on Map 2 (only) in any one turn, with fractions rounded up.
The Southern Slope: The southern slope (Map 1) is quite steep. All 'Mechs must expend 2 MP for each hex moved in an uphill direction. Walking uphill adds 2 heat points per turn. Running adds 4 per turn.
Defending Hovercraft: The Defender has a force of lightly armored hovercraft mounting missile launchers and PPCs. Use 13 cardboard counters or similar markers to represent five HVWCs (Hovercraft Weapons Carriers), two HVTs (Hovertanks), and six hoverscouts. HVWCs and HVTs have 6 MP per turn; scouts have 12. All may travel freely over water or up or down the Map 1 slope, but may not enter rough terrain.
HVWCs mount either one large laser or one LRM (10) with 24 reloads (Defender's choice). HVTs mount one PPC and one SRM (6) with 25 reloads. Hoverscouts carry one medium laser.
HVTs are rendered immobile by one hit from any BattleMech weapon (except machine guns, but including a kick or punch), but can continue to fire. A second hit destroys them. HVWCs and Hoverscouts are destroyed by one hit from any BattleMech weapon (except machine guns). Because of their size and speed, there is an automatic +3 added to the Base To-Hit number of all vehicles when in motion.
The Slope: The crest at the top of the slope forms a hillcrest dead zone. 'Mechs shooting uphill cannot shoot farther than one line of hexes into Map 2 unless they are themselves in a hex adjacent to Map 2. 'Mechs and vehicles on top of the slope cannot fire at 'Mechs downhill unless they are in a Map 2 hex that is adjacent to Map 1.
Optional Special Rules
Carefully Aimed Fire: In the actual battle, the Trell Stinger and Wasp gained an advantage by lying prone and firing with great care. All medium laser shots from the Defender's Stinger or Wasp subtract 2 from their Base To-Hit numbers if the 'Mechs are prone and firing downhill from the top of the ridge.
Shadow Hawk Damage: In the historical battle, Carlyle's Shadow Hawk arrived on the field after having fought a pair of heavy 'Mechs at the enemy spaceport. Players may wish to link these two engagements, having the Defender's reinforcing Shadow Hawk arrive on the field with the damage it acquired in the scenario Alone On Trellwan. If the Shadow Hawk is destroyed or crippled in the first scenario, Kalmar's little band will be entirely on their own in the second.
CityTech Vehicle Rules: Players with access to FASA's CityTech may substitute the vehicle rules from that game for the simplified hovercraft rules given above. The HVTs weigh 50 tons each, HVWCs weigh 25 tons each, and hoverscouts each weigh 10 tons. Their weapons are the same as those described above under Defending Hovercraft. All other design features are at the discretion of the Defender.
Scenario: Blockade Runner
Printed scenario title "Blockade Runner" (sub-title "Rendezvous at Verthandi"). Set in the Norn System, 25 October 3025. Uses AeroTech.
Game Set-Up
This scenario is played using AeroTech rules, map, and playing pieces. Fill out the record sheets for the DropShips and Fighters involved. Then deploy the ships.
Attacker
The Attacker consists of the lone DropShip Phobos, with two Chippewa fighters on board. Outwardly, Phobos is similar to a Union Class DropShip. In fact, she is a converted freight-haul shell with the following stats:
| Item | Value |
|---|---|
| Thrust | 3 |
| Overthrust | 5 |
| Structural Integrity | 7 |
Components (Type / Tonnage)
| Type | Tonnage |
|---|---|
| 6 'Mech cocoons | 900 |
| 4 doors | 0 |
| 2 AeroSpace Fighter cocoons | 300 |
| 100 people | 1000 |
| Engines | 630 |
| Fuel (6 thrust points/ton) | 250 |
| Bridge | 24 |
| Weapons | 53 |
| Armor | 25 |
| Heat Sinks | 18 |
| Total | 3200 |
Armor
| Location | Armor |
|---|---|
| Nose | 80 |
| Right Side | 80 |
| Left Side | 80 |
| Fuselage | 120 |
| Engine | 40 |
Weapons
- 4 LRM-20 Racks
- 8 Medium Lasers
- 1 Large Laser
Weapons by Arc
- Nose: 2 LRM-20 Racks, 2 Medium Lasers
- Sides: 2 LRM-20 Racks, 2 Medium Lasers, 1 Large Laser
- Rear Sides: 2 Medium Lasers
- Aft: 2 Medium Lasers
Fire Factors
| Arc | Fire Factor |
|---|---|
| Nose | 4 |
| Sides | 5 |
| Rear Sides | 1 |
| Aft | 1 |
The record sheet for a Union Class DropShip can be modified to reflect these changed stats.
Phobos is placed on any hex along the short end of the game map on the opposite side of the planet from the moon. At the beginning of the scenario, it has a velocity of six hexes/turn.
The Attacker begins the scenario with the initiative.
Defender
The Defender is the blockading force of Admiral Kodo, and consists of the following:
- 1 Leopard Class DropShip grounded on Verthandi's inner moon, plus:
- 1 SL-17 Shilone fighter grounded on moon
- 1 SL-17 Shilone fighter within two hexes of moon
- 1 Leopard Class DropShip five hexes from the planet, plus:
- 2 SL-17 Shilone fighters within two hexes of DropShip
- 2 SL-15 Slayer fighters grounded on the planet
- 2 SL-15 Slayer fighters within two hexes of the planet
The Defender may determine the facing, exact position, and velocity of each offplanet Kurita ship.
Victory Conditions
The Defender wins by destroying or capturing the DropShip Phobos, or otherwise preventing the vessel from landing safely on the planet.
The Attacker wins by safely landing the DropShip on the planet. A crash-landing is successful if the 'Mechs aboard are not damaged, partly successful if one or more 'Mechs are damaged, and a failure if three or more 'Mechs are destroyed.
Special Rules
As the Phobos approaches the planet Verthandi, the blockading vessels are not at first aware that the intruder is manned by mercenaries in the pay of rebel forces. The Phobos closely resembles a Union Class DropShip both visually and through radar and IR profile scans, and the jump freighter Invidious assisted the deception by transmitting IFF transponder codes that disguised the ship's origin.
As the scenario begins, it is the job of either the two Shilone fighters within two hexes of the Leopard Class DropShip or the two Slayer fighters within two hexes of the planet, whichever is closest to the Attacker, to investigate the incoming (apparently Union Class) DropShip. Once each turn before the Defender's Movement Phase, the Defender rolls 2D6. On a roll of 9 or less, the Defender will notice nothing unusual about the approaching Union DropShip. Two fighters (the Slayers or the Shilones on or near Verthandi) will be detailed to rendezvous with the visitor and to escort it to Verthandi's moon, where it can be checked and cleared by Combine officials at the naval base there.
When the Defender rolls a 10+, he will become suspicious of the intruder's course, signals, or intent. He may not launch grounded fighters or DropShips, nor may he deliberately approach or follow the Phobos with his spaceborne DropShip until his forces do have reason to be suspicious of the incoming vessel.
Phobos will be ordered on Turn 1 to proceed directly to Verthandi's moon for inspection, and to come no closer than ten hexes to the planet. The Defender will also become suspicious immediately if these instructions are not obeyed to his satisfaction. The two fighters chosen by the Defender to accompany Phobos to the moon base may begin maneuvering to rendezvous with the DropShip on Turn 1.
At any time the Attacker chooses, the Phobos may deviate from the Defender's orders, launch fighters, or open fire on the Defender's ships. At that time, of course, the Defender becomes suspicious, and may maneuver and fire freely.
To win this scenario, the Defender must maneuver his forces in such a way that he can quickly reinforce the escorting fighters when the intruder's true colors are shown.
The Attacker must choose carefully the moment at which he breaks for the planet, using all his skill to elude his escort and to enter Verthandi's atmosphere before the enemy can muster overwhelming firepower.
Scenario: First Mission
Printed scenario title "First Mission" (sub-title "Daring Rescue"). Set on Regis, Verthandi, 4 December 3025.
Game Set-Up
Lay out the two BattleTech maps in the configuration shown. Water hexes are treated as Light Woods. It is assumed that the terrain to the east and west are low ridges and Heavy Woods, obscuring line-of-sight.
This scenario should be played using Expert BattleTech rules. The Defender deploys first.
Defender
The Defending force consists of one House Kurita Light Recon Lance. All 'Mechs are in good condition:
- 2 Phoenix Hawks
- 1 Wasp
- 1 Stinger
Deployment
The Defender places his 'Mechs in any desired position, moving north on Map 1. Fifteen counters (blank cardboard game counters or similar markers of any type) are placed on Map 1 south of Hex 0713. To distinguish them as Kurita's ground troops, five of these counters should be marked or of a different color than the other counters.
Attacker
Carlyle's forces consist of:
- Carlyle's Shadow Hawk
- Kalmar's Locust
- 2 Stingers
- Ground or hovercraft armor totalling no more than 80 tons (optional; see Special Rules below)
The Locust carries damage as described in the BattleMech Status Reports. The Shadow Hawk is undamaged. The Stingers are part of the local rebel resistance. Both pilots have skills of Piloting 5, Gunnery 4. Both 'Mechs are undamaged.
Deployment
The Attacker secretly notes the hexes where each of his 'Mechs will first appear. These may be anywhere along the east or west border of either map. He may wait until the Defender has deployed in order to record these positions. Once play has begun, however, he may not change them.
Victory Conditions
The Attacker wins 1 Victory Point for each five liberated prisoners (represented by one counter). He also wins 5 points for destroying each enemy Phoenix Hawk, and 3 points for each other destroyed enemy 'Mech. He loses 3 points for each of his own 'Mechs destroyed, and 1 for each prisoner counter destroyed or exited off the north end of Map 2.
The Defender has his own set of Victory Points. He wins 5 points for destroying Carlyle's Shadow Hawk, and 3 points for each Stinger. He wins 2 points for each prisoner counter that is exited off the north edge of Map 2. He loses 1 point for each prisoner unit killed or rescued. The levels of victory are judged as follows:
VICTORY TABLE
| Attacker Victory Points | Defender Victory Points | Results |
|---|---|---|
| 15 or more | 10 or More | Spectacular Victory |
| 10 - 14 | (see row above) | Decisive Victory |
| 5 - 9 | 5 - 9 | Partial Victory |
| 1 - 4 | 1 - 4 | Marginal Victory |
| 0 or less | 0 or less | Utter defeat |
Obviously, it is possible for both sides to claim a measure of victory during the same engagement.
Special Rules
The Attacker automatically has the initiative in the first combat round. He may choose when to launch his attack. Units may exit off the east or west borders of the map, but may not return to the battle.
The counters designated as prisoner and ground force units move one hex per turn. They may not change levels by more than one per turn.
Each Kurita infantry counter represents four men. Each infantry unit may fire two SRMs each turn, with a maximum range of six hexes and a basic To-Hit Target of 5. These SRMs represent man-portable, shoulder-launched anti-armor missiles.
Any hit by any BattleMech weapon (including kicking or punching attacks) will pin an infantry or prisoner unit in place for the entire next combat turn. Pinned units may neither move nor fire. A pinned unit is destroyed by any hit from a BattleMech weapon. Pinned units may be identified by inverting them on the map.
Prisoner units may be moved by whichever player has units ('Mechs or infantry) within one hex of them. Prisoner units adjacent to units of both sides or with no other units nearby may not move.
If they are available, players may agree to use the CityTech rules for infantry combat instead of those given here. If using CityTech rules, the Attacker may add ground or hovercraft armor units up to a total of 80 tons. (See the rule book for creating and using armored combat vehicles.) Balance this additional strength on the Attacker's side by allowing the Defender to add 10 additional ground troops to his forces.
One 'Mech may carry one counter of prisoners in its hands. Picking up prisoners takes 2 MP. It may not fire while carrying prisoners, nor may it take any action other than walking. Any arm or front torso damage suffered by the 'Mech will kill the prisoners it carries.
It is assumed that units moving off the north end of Map 2 come within range of the enemy DropShips, blocking Attacker maneuver in that direction.
The hostages must be rescued before the Defender gets them under the cover of his big guns.
Scenario: Nagumo's Trap
Printed scenario title "Nagumo's Trap" (sub-title "Dawn Raid"). Set on Verthandi, 20 August 3026.
Game Set-Up
If the players have CityTech, lay out two BattleTech game maps and one CityTech gameboard as shown. The paved area on the CityTech mapboard represents the fenced-in supply dump area. If CityTech is not available, simply push the two BattleTech maps together with the same orientation to one another. Mark the supply dump with counters or other tokens in the area between Hexes 1507 and 1511 on the West Map, and 0307 and 0311 on the East Map.
Water hexes are considered to be swamp in this scenario. BattleMechs that enter these areas will become mired in the mud and unable to move.
Place a number of cardboard counters or other small tokens within the supply dump area to represent crates of ammunition and other supplies needed by the rebel forces.
The Defender sets up first. The Attacker has the initiative.
Defender
The Free Verthandian Rangers is a light BattleMech raiding unit consisting of the following:
- Elements of the Gray Death Command Lance:
- 1 Shadow Hawk (Captain Grayson Carlyle)
- 1 Wolverine (Delmar Clay)
- 1 Rifleman (Davis McCall)
- Elements of the Free Verthandian Rangers:
- 1 Phoenix Hawk (Dace)
- 1 Stinger (Cheka)
- 1 Wasp (Sonovarro)
- 1 Locust (Traxen)
The Gray Death 'Mechs have the damage described for each in the BattleMech Status reports. The Verthandian 'Mechs are in good condition.
The Defender may set up his 'Mechs anywhere on the East and/or West mapboards. None may be closer than eight hexes to the nearest supply dump hex.
Attacker
The attacking force consists of twelve Kurita BattleMechs of Company A, Third Strike Regiment, assigned to garrison and suppression duty on Verthandi. It consists of the following:
- Command Lance
- 1 Warhammer
- 1 Marauder
- 1 Archer
- 1 Wasp (Medium Laser inoperable)
- Fire Lance
- 1 Crusader (8 Heat Sinks; Center Torso armor at 17)
- 3 Archers
- Recon Lance
- 1 Griffin (+2 to all Piloting rolls due to gyro malfunction)
- 1 Phoenix Hawk
- 1 Stinger (8 Heat Sinks)
- 1 Wasp
The Attacker secretly notes which hexes his 'Mechs will enter. These entry hexes may be on any map, and entered from any map edge. The area off the map is considered to be heavy woods and swamp, which block all line-of-sight. The Attacker must bring at least his Fire Lance onto the board on Turn 1. The other lances may remain off the board, entering on any turn of the Attacker's choosing. Individual 'Mechs may enter on different turns.
Victory Conditions
The Attacker scores 10 points for every rebel BattleMech destroyed or captured, and loses 5 points for every one of his own 'Mechs lost. The destruction or capture of the Gray Death's leader is worth 25 points.
The Attacker can assess his victory on the Victory Table below.
The Defender scores 10 points for every enemy BattleMech destroyed, 15 points for every enemy 'Mech captured, and loses 10 points for every one of his own machines lost. If Carlyle is killed or captured, the Defender loses 25 points, and the future of the rebel cause begins to look very black, indeed. The Defender also wins 5 points for each supply counter removed from the map, and 10 points for every one of his own 'Mechs that successfully exits the map on the same map edge as the majority of other friendly 'Mechs. (See Special Rules, below.)
Use the Victory Table to judge the success or failure of either side:
VICTORY TABLE
| Victory Points | Results |
|---|---|
| 50+ | Spectacular Victory |
| 25 - 49 | Major Victory |
| 10 - 24 | Marginal Victory |
| 0 - 10 | We'll call it a victory anyway |
| Less than 0 | Utter Defeat |
It is possible for both sides to disengage from the battle and claim victory. By and large, the Attacker wins if he destroys the rebel force, and the Defender wins if he escapes destruction. Note that the Attacker forces can more easily stand the loss of BattleMechs than the rebel forces.
Special Rules
Withdrawal: The Defender must attempt to prevent his force from becoming scattered in the surrounding swamps. While 'Mechs exiting the map are not counted as destroyed (some may be hunted down, but the majority will return to the rebel camp in a few days), extra Victory Points are only awarded for 'Mechs that exit from the same edge of a map as the rest of their comrades. The number of Defender 'Mechs exiting from each map edge are recorded; the largest number is multiplied by 10 to give the Victory Point total for exiting 'Mechs from the board. The rest do not count toward the Defender's Victory Point totals.
Supplies: The purpose of the raid is to capture ammunition, tools, spare parts, and other needed supplies. The counters placed in the supply dump area represent crates of such supplies. Each 'Mech with hands (NOT Locusts or Riflemen) may carry one counter for each free hand available. Picking up one crate of supplies costs 2 MP. Note that some 'Mechs (Wasps and Stingers) carry weapons with their hands, and must either store the weapon to free both hands, or carry only one crate.
Skills: The skills of the Gray Death pilots are listed elsewhere. The Verthandian pilots all have Piloting 5, Gunnery 4. The Kurita pilots all have Piloting 4, Gunnery 4.
Optional Special Rule
Players with access to FASA's AeroTech may wish to substitute an Air Lance for the Kurita Recon Lance. This will consist of four SL-21 Sholagar fighters, each armed with an SRM 4 and two medium lasers. The fighters may not appear over the combat area before Turn 8.
Aerospace Fighters shot down by the Defender are worth 15 Victory Points each. (Their destruction will give the rebels an extra boost.) Introduction of this special rule will demonstrate to all concerned what control of the air means in guerrilla warfare.
Scenario: Thirst for Vengeance
Printed scenario title "Thirst for Vengeance" (sub-title "Land in Ruins"). Set on Helm, 24 March 3028.
Game Set-Up
Lay out the BattleTech maps and one CityTech mapboard as shown. The paved area on the CityTech map should be covered with building counters, with about three-quarters of those buildings ruined.
Attacker
The Attacker is elements of the Gray Death Legion, recently returned to their baseworld of Helm to find their colony destroyed.
- Command Lance
- Carlyle's Marauder
- Kalmar's Shadow Hawk
- Clay's Wolverine
- McCall's Rifleman
- Fire Lance
- Khaled's Warhammer
- Koga's Archer
- Sharyl's Shadow Hawk
- Bear's Crusader
These 'Mechs carry the damage listed for each in their BattleMech Status Reports.
Deployment
The Attacker may enter from any edge of the West Map, from the north, south, or west of the combat area.
Defender
The Defender's forces are elements of House Marik's 5th Light BattleMech Guards of the Hammerstrike Company. They consist of the following:
- Fire Lance
- 1 Rifleman (Center Torso, 16 Armor Points)
- 1 Phoenix Hawk
- 1 Phoenix Hawk (Heavy Laser creates 4 extra Heat Points)
- 1 Stinger
- Recon Lance
- 1 Griffin (Left Arm, 9 Armor Points)
- 1 Wasp (SRM 2 out of ammo)
- 2 Stingers
Deployment
The Defender deploys first anywhere within ten hexes of any paved city hex, or within the city itself. No 'Mechs may be deployed on the East mapboard. The Defender sets up first.
Victory Conditions
The Defender wins by withdrawing his 'Mechs off the east edge of the map. His success is judged according to the following Victory Table:
VICTORY TABLE
| 'Mechs Withdrawn | Results |
|---|---|
| 7 - 8 | Decisive Victory |
| 5 - 6 | Major Victory |
| 4 - 5 | Rough out there, wasn't it? |
| 2 - 3 | War is hell |
| 0 - 1 | Utter Defeat |
The Attacker wins by destroying, crippling, or capturing all enemy 'Mechs. The Attacker's home base has just been destroyed. Anything less than annihilation of the enemy force will make the victory seem incomplete.
For Victory Point purposes, defender units that exit the map to the north, south, or west are considered destroyed. The area is heavy jungle, and so the rampaging Gray Death units should be able to pick off most stragglers in short order. To the east lies the Light Guard's base, offering relative—and temporary—safety.
Optional Special Rules
The players may try the same scenario, but exclude the Gray Death's Fire Lance from the order of battle. This will make the contest more evenly balanced. Victory goes to the side that remains on the field at the end of the battle, with retreat allowed off any map edge.
If both sides agree, both the Attacker and Defender may add ground or hovercraft armor to their orders of battle, up to a total of 150 tons. Rules for building and using armor are given in CityTech. Defender armor units do not count toward victory conditions, but can be used to delay or blunt the Attacker's moves, buying the Defender more time.
Betrayal at Helm
Victory Points
In the following campaign, the first three scenarios describe the actions in each of the mountain passes. The fourth is a final battle against the surviving, united attackers. Obviously, the better the Defender does against the attacking armies when they are divided, the better his chances when he squares off against the survivors on the Vermillion Plains.
Victory in each of the following scenarios is determined by adding up points for the various Marik BattleMechs:
| BattleMech | Victory Points |
|---|---|
| Warhammer | 10 |
| Archer | 10 |
| Thunderbolt | 9 |
| Crusader | 9 |
| Rifleman | 8 |
| Shadow Hawk | 7 |
| Griffin | 7 |
| Wolverine | 7 |
| Phoenix Hawk | 5 |
| Stinger | 3 |
| Wasp | 3 |
In each scenario, ground armor or hovercraft are not counted toward Victory Points, but are useful for delaying the enemy or inflicting additional losses on his forces.
The scenario text cites this scale as "page 33"; the table is printed on the page that opens the Betrayal at Helm scenarios, and is transcribed as printed.
Scenario 1
Game Set-Up
Lay out the two BattleTech game maps and one CityTech mapboard as shown. CityTech building counters can be placed in and around the paved city area. The mapped region represents Drango Gap and a small, deserted settlement in the pass named Drango.
All Water hexes are considered to be open terrain.
Defender
The Gray Death Command and Fire Lances, plus ground units from the Helmhold Castle garrison:
- Command Lance
- Carlyle's Marauder
- Kalmar's Shadow Hawk
- Clay's Wolverine
- McCall's Rifleman
- Fire Lance
- Khaled's Warhammer
- Koga's Archer
- Sharyl's Shadow Hawk
- Bear's Crusader
- Ground Units
- Hover armor totalling no more than 150 tons
- Foot and/or Mechanized Infantry totalling no more than 100 tons
Deployment
The Gray Death may deploy anywhere on any of the three mapboards, or they may deploy off the CityTech mapboard at Hex 0301 or 1217. These hexes represent the openings to narrow clefts through the surrounding canyon walls, leading to the other valleys. 'Mechs deployed in these off-map passageways may enter on any turn, but can only enter the map one at a time, one per turn for each opening used. The Defender has the initiative.
Attacker
The Attacker represents a company of House Marik's 4th Light Assault Group, plus ground units of the Marik House Guard. It includes:
- Command Lance
- 1 Warhammer (Add 1 extra Heat Point per Right PPC shot)
- 2 Phoenix Hawks
- 1 Stinger
- Fire Lance
- 1 Griffin
- 1 Thunderbolt (Right Arm Large Laser out)
- 1 Rifleman (Add 1 to Piloting Skill rolls for faulty Gyro)
- 1 Wasp
- Recon Lance
- 1 Crusader (Torso Armor reduced to 28)
- 1 Shadow Hawk (Add 2 points extra heat/turn)
- 1 Wasp
- 1 Stinger
- Ground Units
- Hover or tracked armor totalling no more than 120 tons
- Mechanized Infantry totalling no more than 90 tons
Deployment
The Marik force may enter from the north end of the map area, beginning with the first turn.
Victory Conditions
The 'Mechs of the 4th Light Assault Group are assigned points according to the scale given under Victory Points (see above).
The Attacker may also add 2 points for every game turn before Turn 15 that any one of his 'Mechs escapes off the south end of the map. Thus, if a 4th Light Assault 'Mech exits the map to the south on Turn 9, the Attacker may add 12 points (15 - 9 = 6 x 2) to his Victory Point total.
The Attacker's goal is to get as many BattleMechs through the pass and off the south end of the map as he can. His success is judged on the following table:
ATTACKER VICTORY TABLE
| Victory Points | Results |
|---|---|
| 60 points or more | Spectacular Victory |
| 45 - 59 | Decisive Victory |
| 35 - 44 | Partial Victory |
| 25 - 34 | Marginal Victory |
| 1 - 24 | Major Defeat |
| 0 | Utter and Complete Defeat |
The Defender accumulates the listed Victory Points for each enemy 'Mech he destroys. Beginning with Game Turn 6, he adds 2 points for each game turn the Attacker has not yet succeeded in getting a 'Mech across the south map edge. Thus, if the first Attacker 'Mech escapes across the south map edge on Game Turn 11, the Defender would get 10 points (11 - 6 = 5 x 2) toward his own Victory Point total for having delayed the enemy that long.
The Defender judges his point totals according to the following table:
DEFENDER VICTORY TABLE
| Victory Points | Results |
|---|---|
| 40 points or more | Spectacular Victory |
| 30 - 39 | Decisive Victory |
| 20 - 29 | Marginal Victory |
| Less than 20 | Failure |
Note that it is possible for both sides to claim victory in this action.
Special Rules
The east and west borders of the map area are steep, high canyon walls. 'Mechs may not exit the map in these directions. The special hexes at 0301 and 1217 on the CityTech mapboard are exceptions. Gray Death 'Mechs may enter the board from these hexes, and they may exit the board at the same points. The openings are unknown to the 4th Light Assault 'Mechs, however. The rules in FASA's CityTech should be used for combat in the town of Drango.
Finally, the Defender may secretly designate any 6 hexes on the mapboards as the location of buried explosive charges. These hex numbers are recorded but not revealed to the Attacker. They may be adjacent or separate, and may be detonated at the same time or on different game turns, as desired.
Each detonation causes 1D6 x 10 points of damage to each 'Mech in the hex at the time of the blast, and adds 1D6 x 2 points of heat. If the detonation occurs along one of the cliff walls (the east or west sides of the mapboard), a landslide will occur, blocking that hex and all adjacent hexes with rubble. The landslide will cause an additional 1D6 x 5 points damage to any 'Mech standing in an affected hex, and those hexes become Level 1 Elevation. (It will have no effect on hexes already designated Level 1 or higher.)
Scenario 2: Lee's Pass
Game Set-Up
Lay out the two BattleTech game maps as shown. The battlefield area represents a narrow pass through the mountains, with a pair of waterholes present. Movement to the east and west is blocked by the steep walls of the canyon rift. The line of hexes shown in the illustration represents a change of level. Hexes on this line are Level 0. Hexes south of this line are Level 2, and represent a low ridge stretching across the floor of the pass.
All clear terrain is treated as rough terrain in this engagement.
Defender
The Defending force consists of the Gray Death BattleMechs and ground units that survived the encounter at Drango Pass. To these, he may add foot infantry and/or mechanized infantry totalling no more than 80 tons, which are already in place at Lee's Pass before the battle begins.
Deployment
The Defender deploys first, and has the initiative. The Hex 0715 on the South Map represents a narrow cleft in the canyon wall leading to a series of passageways through which the Defender 'Mechs travelled to reach Lee's pass after the engagement at Drango. Defender 'Mechs may deploy off the map, and enter one per turn at Hex 0115 at any time during the course of the scenario.
The printed text gives Hex 0715 for the cleft in the first sentence and Hex 0115 in the next; both are transcribed as printed.
Attacker
The Attacking force consists of the 7th Light Assault Group, and includes the following:
- Command Lance
- 1 Shadow Hawk (Right Arm, 18 points armor)
- 1 Wolverine (Center Torso, 17 points armor)
- 1 Wasp
- 1 Stinger
- Fire Lance
- 1 Thunderbolt (Add 3 heat points when firing Large Laser)
- 1 Shadow Hawk
- 1 Wasp
- Recon Lance
- 1 Stinger
- 1 Wasp
Victory Conditions
The 'Mechs of the 7th Light Assault Group are assigned points according to the scale on page 33 (see Victory Points above).
The Attacker wins the listed number of Victory Points for each of his 'Mechs that exits the south end of the map. He may also add 2 points for every game turn before Turn 15 that any one of his 'Mechs escapes off the south end of the map. Thus, if a 5th Light Assault 'Mech exits the map to the south on Game Turn 9, the Attacker may add 12 points (15 - 9 = 6 x 2) to his Victory Point total.
The Attacker's goal is to get as many BattleMechs through the pass and off the south end of the map as he can. His success is judged according to the following table:
ATTACKER VICTORY TABLE
| Victory Points | Results |
|---|---|
| 25 points or more | Spectacular Victory |
| 18 - 24 | Decisive Victory |
| 12 - 17 | Partial Victory |
| 8 - 11 | Marginal Victory |
| 1 - 7 | Major Defeat |
| 0 | Utter and Complete Defeat |
The Defender accumulates the Victory Points listed above for each enemy 'Mech he destroys. Beginning with Game Turn 8, he adds 2 points for each game turn the Attacker has not yet succeeded in getting a 'Mech across the south map edge. Thus, if the first Attacker 'Mech escapes across the south map edge on Game Turn 11, the Defender would get 6 points (11 - 8 = 3 x 2) toward his own Victory Point total for having delayed the enemy that long.
The Defender assesses his point totals according to the following table:
DEFENDER VICTORY TABLE
| Victory Points | Results |
|---|---|
| 30 points or more | Spectacular Victory |
| 21 - 30 | Decisive Victory |
| 15 - 20 | Marginal Victory |
| Less than 15 | Failure |
Note that it is again possible for both sides to claim victory in this action.
Special Rules
This engagement is much like the battle at Drango, but the southern end of the field is dominated by the ridge line that splits the valley rift. This ridge creates a hillcrest dead-zone. 'Mechs at the bottom of the slope cannot fire at 'Mechs behind the line of hexes that marks the top of the ridge. 'Mechs behind the top of the ridge cannot fire at 'Mechs in the valley.
All clear terrain is treated as rough terrain in this action.
Again, the Marik troops must get as many 'Mechs off the south end of the board as quickly as they can, while the Gray Death must attempt to damage or destroy as many enemy 'Mechs as possible, delay them as long as possible, and escape with as little damage as possible.
Scenario 3: Vermillion Valley
Game Set-Up
Lay out the two BattleTech game maps as shown. The shaded portion represents a broad, shallow river, the Vermillion, winding south through a narrow valley.
The river is considered Depth Level 1 throughout its length, except for five fords of Depth 0 known only to the Defender. The Defender should secretly note the locations of these five fords for later reference.
Defender
The Defender has the 'Mechs surviving from the Battles of Drango and Lee's Pass. After an all-night march from Lee's Pass to the west, they approach the Vermillion Valley. The Defender sets up first, and has the initiative.
Deployment
The Defender may deploy his 'Mechs wherever he desires. Hex 1217 is an opening into the east bluffs above the valley, through which the Defender may travel on his way from the earlier battles. The Defender's 'Mechs may be deployed off the board, to appear on any desired turn, one 'Mech per turn, in Hex 1217.
Attacker
The Attacking force consists of the remnants of the 12th White Saber Legion. This unit, bloodied in earlier battles on Helm, consists of the following:
- Command Lance/Recon Lance
- 1 Warhammer (Right Torso armor at 12/8; Right Arm armor at 15)
- 1 Archer (Right Torso armor at 20/4; -1 to Piloting Rolls for faulty Gyro)
- 1 Shadow Hawk (Head armor at 6; 2 extra heat points/turn)
- 1 Wasp
- Fire Lance
- 1 Thunderbolt (Large Laser adds 5 points of heat/shot)
- 1 Wolverine (Center Torso Armor at 15/8)
- Ground Units
- Ground or hovercraft armor totalling no more than 30 tons
- Mechanized Infantry totalling no more than 70 tons
Deployment
The Attacker enters anywhere on the north end of the map on Turn 1 or after.
Victory Conditions
The Attacker gets Victory Points for each of his 'Mechs that exits off the south edge of the map. The list of points for each 'Mech is given on page 33 (see Victory Points above).
The Attacker also gets 2 points for every game turn before Turn 10 that he can move the first of his 'Mechs off the south edge of the board. Thus, if his first 'Mech moves off the board on Turn 5, he gets 10 extra points toward his Victory Point total (10 - 5 = 5 x 2).
The Attacker's victory can be assessed on the following table.
ATTACKER VICTORY TABLE
| Victory Points | Results |
|---|---|
| 40 or more points | Spectacular Victory |
| 25 - 39 | Decisive Victory |
| 18 - 24 | Marginal Victory |
| 1 - 17 | Defeat |
| 0 | Utter defeat |
The Defender scores points toward his own total. He may add 2 points for every turn after Turn 5 that he delays the enemy, until the first enemy 'Mech crosses the south edge of the board. His victory is judged according to the following table:
DEFENDER VICTORY TABLE
| Victory Points | Results |
|---|---|
| 40 or more points | Spectacular Victory |
| 21 - 29 | Decisive Victory |
| 10 - 20 | Marginal Victory |
| 9 or less | Failure |
The Defender may withdraw across the south edge of the board at any time, but may not return. He may withdraw through Hex 1217 at any time, and return.
Special Rules
Fords: The Vermillion River poses a minor obstacle to 'Mechs on both sides, reaching to the machines' waists in most areas. The five hexes of Depth 0 secretly recorded by the Defender represent areas where the water is only a meter or two deep and poses no obstacle at all to BattleMechs.
'Mechs may test for fords by the simple expedient of entering the water. Depth 1 hexes will cost 2 MP to cross, while Depth 0 fords will cost only the usual 1 MP. The Defender must tell the Attacker when one of his 'Mechs has entered a ford hex. Tactical doctrine calls for heavy 'Mechs to lay down covering fire, while scout 'Mechs search for fords, though some commanders prefer to forge ahead despite all obstacles.
Scenario 4: Final Battle
Game Set-Up
The game maps are set up as shown. The lakes are treated as open ground. All other terrain is handled normally.
This is the Defender's final chance to turn back the Attacker, but the battle will not take place unless the Attacker has at least 40 points worth of BattleMechs (calculated from the Victory Point totals) when he combines the survivors from all three forces. If fewer than 40 points remain, the players may agree to make up the difference in Marik reinforcements, which arrive on the field through the Drango Gap just before the battle begins.
Defender
The Defending forces are the survivors of the three earlier battles, plus the following 'Mechs drawn as reinforcements from the loading operation at the nearby DropShips:
- DeVillar's Griffin
- Kent's Phoenix Hawk
- 2 Stingers
- Hovercraft armor and/or Mechanized Infantry totalling no more than 80 tons
Deployment
The Defender may deploy anywhere on the map.
Attacker
The Attacker consists of the surviving 'Mechs and ground forces from the three units that started south across the mountain passes earlier in the day. Only those 'Mechs and combat units that exited the south edge of each battlefield are used, and each 'Mech or other vehicle retains all damage suffered earlier in the engagement.
Deployment
The Attacker deploys anywhere along the north edge of the map, on Turn 1 or after.
Victory Conditions
The Attacker wins by exiting at least 20 points (calculated from the table on page 33) off the south edge of the map on or before Turn 10.
The Defender wins by exiting all surviving 'Mechs from the south edge of the map after Turn 6 and before Turn 12, while at the same time avoiding the Defender's victory conditions.
Transcriber's note: the printed text reads "avoiding the Defender's victory conditions" in the Defender's win condition. This is transcribed as printed; the sense of the sentence suggests the Attacker's victory conditions were meant, but the book does not say so.
On Turn 12, the last of the Defender's DropShips will boost for orbit, and Defender 'Mechs still on the map at that time will be left behind.
Scenario: Run For Your Life
Printed scenario title "Run For Your Life" (sub-title "Lightning Strike"). Set on Dyev, 2 August 3029.
Game Set-Up
This scenario requires all three of FASA's BattleTech tactical combat games: BattleTech, CityTech, and AeroTech. If air-to-ground combat occurs, set up that phase of the battle on the low-altitude mapsheet included in AeroTech.
Lay out the two BattleTech game maps and one of the mapboards from CityTech as shown. The paved area of the CityTech map represents the spaceport facility. Eight CityTech building counters should be set up at the edge of the field in the general area of Hexes 1309 through 0913. The exact arrangement is left to the Defender, but one building must be placed on Hex 1210 to represent the pilot quarters and ready area. Six of the eight buildings are hardened structures, the other two (representing hangars) are light.
The Defender may site two gun emplacements anywhere on the perimeter of the paved port area, using the rules given for gun emplacements in CityTech. Because the port has only recently been built, the Defender's choice of weapons is limited to missile launchers or autocannon.
Position four SL-17 Shilone fighters (the manta-shapes numbered 1, 2, 3, and 4 in the red AeroTech Kurita counter mix), one per hex, on Hexes 0606 through 0609.
Finally, stack four counters with readily identifiable front and back sides on the building counter in Hex 1210 to represent the unit's pilots.
Run For Your Life uses Expert BattleTech rules. For combat on and near the spaceport, players should use the CityTech rules concerning buildings, including hidden movement, fires in cities, and gun emplacements. If any of the Kurita AeroSpace Fighters manages to get airborne, air-to-ground combat should proceed using AeroTech rules. The relative positions of the various ground 'Mechs should be recreated on the AeroTech low-altitude map, allowing the fighters to make strafing runs and to receive fire in return. Combat on the ground and in the air is coordinated as described below in Special Rules.
Defender
After setting up the buildings, defenses, and fighters at the port, the Defender may deploy his 'Mechs. He has one lance and a portion of another available for point defense. These consist of the following:
- 1 Griffin
- 1 Shadow Hawk
- 1 Phoenix Hawk
- 2 Wasps
- 1 Stinger
He also has the ground units of the base garrison, consisting of ground or hovercraft armor totalling no more than 100 tons, plus Foot and/or Mechanized Infantry totalling no more than 120 tons.
Defending units may be deployed anywhere on any of the maps. The Defender knows in advance that the Gray Death will be coming from the east.
Attacker
The Attacker is the Gray Death Legion, consisting of all three lances, plus conventional ground support units totalling no more than 250 tons (the Attacker's choice of armor, Foot, and/or Mechanized Infantry). They enter the east end of the map area on Turn 1 or after.
Victory Conditions
The Defender wins if he can prevent the capture of the spaceport before Turn 20. The Attacker wins if he can capture the spaceport by Turn 20 and destroy or capture all four enemy fighters.
Capture of the spaceport is defined as no enemy 'Mechs still able to fire their weapons on any hex of the CityTech mapboard. If any active Kurita 'Mechs remain on the CityTech map on Turn 20, consider the port to be contested, delaying the arrival of Steiner reinforcements for another 90 minutes because the DropShips cannot come down from orbit. As other strong Kurita ground forces are in the area, a 90-minute delay will force the Gray Death to retreat, and their mission will be considered a failure.
Special Rules
Kurita AeroSpace Fighters must remain on the ground until activated by their pilots. On Turn 1, pilots may begin their dash from the ready room at Hex 1209 to their spacecraft. The dash is made on small, electrically-powered vehicles that may travel two hexes per turn. More than one vehicle may occupy a single hex, but all vehicles (and pilots) in a single hex are subject to combat results of fire directed at that hex. Any BattleMech weapon hit scored on a hex occupied by pilot vehicles will kill a pilot on a 2D6 roll of 8+, with 2D6 rolled separately for each pilot in the hex.
When the pilots occupy the same hex as a grounded spacecraft, they must spend one additional combat turn in that hex as they enter their fighter, check out the systems, and ready their craft for takeoff. A counter will enter the fighter's hex on one turn, spend the next turn motionless (marked by flipping the counter over), and launch on the turn after that.
Fighters parked on the ground are much easier targets than fighters in motion. As long as they are on the ground, treat each fighter as a shut down BattleMech. They may not move or engage in combat until powered up and off the ground. Each damage point inflicted on a grounded fighter will destroy two of the aircraft's armor points.
Airborne fighters use the rules given in AeroTech to carry out air-to-ground strafing and bombing runs.
Once in the air, the fighters are hard to hit and harder to destroy. The Attacker's best chance is to get among the grounded fighters as rapidly as he can, doing as much damage as he can.
The Defender's turn will come if he can get any of his fighters off the ground.
Scenario: Breakout at Ko
Printed scenario title "Breakout at Ko" (sub-title "A Sound Plan"). Set on Baldur, 17 November 3029.
Game Set-Up
Lay out the two BattleTech maps as shown. The Defender is Grayson Carlyle and his entire Gray Death Company. The company is augmented by conventional ground forces (which may consist of any mix of ground or hover vehicles, Mechanized, Foot, or Jump infantry, totalling no more than 300 tons.)
The Attacker has the following forces:
Baker's Bashers
- Command Lance
- 1 Marauder (Baker)
- 1 Thunderbolt (Large Laser produces 2 extra Heat Points/shot)
- 1 Griffin (10 Heat Sinks)
- 1 Stinger
- Fire Lance
- 2 Archers
- 1 Shadow Hawk
- 1 Wasp
- Recon Lance
- 1 Shadow Hawk
- 1 Phoenix Hawk (+2 on Piloting rolls due to faulty Gyro)
- 1 Stinger
- 1 Wasp (no jump)
Black Dragons
- Command Lance
- 1 BattleMaster
- 1 Archer (Head Armor 8)
- 1 Rifleman
- 1 Griffin (No jump; 8 Heat Sinks)
- Fire Lance
- 2 Archers
- 1 Thunderbolt (12 Heat Sinks, SRM reloads exhausted)
- 1 Stinger
- Recon Lance
- 1 Phoenix Hawk
- 1 Stinger (8 Heat Sinks)
- 2 Wasps
Ground Defense Forces
- Ground Armor totalling 200 tons or less
- Jump Infantry totalling 100 tons or less
- Mechanized and/or Foot Infantry totalling 160 tons or less
Deployment
The Attacker enters anywhere on the north end of the map. He may hold back as many of the above listed 'Mechs as desired, not entering them in the battle. How many 'Mechs he engages in the battle will have a bearing on the final outcome, as discussed below under Victory Conditions.
The Attacker may also bring additional 'Mechs into the battle from his reserve units. He must position the 'Mechs to be deployed for one full combat turn just off the map adjacent to the hex in which they will appear in the next turn. They may not take part in combat until they actually enter the map.
'Mechs that exit the map at any time may not return on a later turn. Attacker 'Mechs that exit the map do not count toward the Attacker's Victory Point total.
Before the scenario begins, the Defender should secretly choose one of the following courses of action:
- Exit as many 'Mechs as possible off the east edge of the map.
- Exit as many 'Mechs as possible off the west edge of the map.
- Exit as many 'Mechs as possible off the north edge of the map.
- Stand fast and tie down as many enemy 'Mechs as possible.
Victory Conditions
The Attacker must destroy, cripple, or pin down the Gray Death Legion with as few of his available 'Mechs as possible. Each of the Attacker's 'Mechs are given a point value. Each 'Mech weighing 20 tons or less counts as 1 point. 'Mechs weighing between 20 and 65 tons count 2 points each. 'Mechs over 65 tons count 4 points each. The Attacker must keep the Defender in the map area, or destroy him, by Turn 15. The Defender must remain on the map through Turn 8, but may exit on any turn after.
Because the Attacker does not know which of several possible courses of action the Defender might take, there is room for the Defender to pull an unexpected maneuver, or to feint with one part of his force while he executes his move with the rest. The Defender may, for example, mislead the Attacker by exiting some 'Mechs off a different edge of the board than the one originally chosen.
The Attacker has a reserve force of 'Mechs that he can enter into battle as needed.
The Attacker wins if he wipes out all Defender 'Mechs and has reserved at least 25 points worth of 'Mechs that were not brought onto the map, and still has at least 15 points of 'Mechs on the board. Reserve 'Mechs that are waiting to enter the battle adjacent to the mapboard do not count in either group.
He also wins if no more than three Defender 'Mechs have left the board by Turn 15, AND he has reserved at least 35 points worth of 'Mechs not engaged on the map AND still has at least 15 points of operable BattleMechs on the map.
The Defender wins if he carries out his secretly chosen plan, either exiting four or more 'Mechs off the north, east, or west edge of the map between Turns 8 and 15, or remaining on the map and forcing the Attacker to commit so many 'Mechs to the battle that he has less than 30 points of BattleMechs in reserve.
If the Attacker destroys or forces all Defender 'Mechs off the map, but retains less than 30 points of 'Mechs still in reserve, both sides may claim victory. Such is always the case in a combat situation where the battle plans of the opponents are not diametrically opposed.
Scenario: Riposte
Printed scenario title "Riposte" (sub-title "Expect the Unexpected"). Set on Baldur, 17 November 3029.
Game Set-Up
Arrange the two BattleTech maps as in the configuration shown. (See below for the Special Rules on movement of mapsheets during the scenario). All Water hexes are considered Light Woods in this scenario. Prepare record sheets for all BattleMechs involved in the action. Riposte should be played using Advanced or Expert BattleTech rules.
Defender
The Defender's forces are Companies A and B of the 39th "Ice Warriors", Baldur Garrison, House Kurita line infantry. All BattleMech pilots have Piloting 5, Gunnery 4.
- Company A
- Command Lance
- 1 Thunderbolt (Yamashita)
- 1 Shadow Hawk (Head Armor at 5 points)
- 1 Wasp (no Jump movement)
- 1 Stinger
- Ortega's Fire Lance
- 1 Rifleman (Ortega)
- 1 Rifleman (Center Torso Armor, 17 points)
- 1 Phoenix Hawk (Left Arm Medium Laser out)
- 1 Wasp
- Flannery's Recon Lance
- 1 Stinger (Flannery; Right Torso Armor, 4 points)
- 2 Wasps
- Command Lance
- Company B
- Command Lance
- 1 Warhammer (Tomlin; Head Armor 7)
- 1 Archer (Right LRM 20 empty; Left Leg Armor 19)
- 1 Shadow Hawk (Center Torso Armor 18)
- 1 Phoenix Hawk
- N'komo's Lance
- 1 Rifleman (N'komo)
- 1 Rifleman (Left Arm Large Laser out)
- Command Lance
Deployment
The Defender deploys his two companies in the shaded areas marked on the map. The Defender deploys first.
Attacker
The Attacker consists of those members of the Gray Death Legion who escaped off the map in the previous scenario. Some players may prefer to play this scenario with the entire Gray Death Legion present, disregarding the events of Breakout. The Attacker may enter the map from any map edge on or after Turn 1.
Victory Conditions
The Defender Companies A and B of the Ko Garrison must move north through the gap in the Steiner perimeter to attack the enemy's invasion staging areas. The Defender is to maintain formation and ignore attacks from independent fragments of the scattered enemy defenses.
The Defender's forces are assigned point values. 'Mechs weighing 20 tons are 1 point each, those weighing between 20 and 65 tons are 2 points each, while those over 65 tons are 4 points each. He receives points for each 'Mech that exits off the north edge of Map 6 (see Special Rules, below) on or before Turn 25.
The Attacker's success is measured by the number of enemy 'Mech points that are able to exit the north map edge.
VICTORY TABLE
| Defender Victory Points | Attacker Victory Points | Results |
|---|---|---|
| Over 30 | 0 | Spectacular Success |
| 24 - 29 | 1 - 17 | Major Victory |
| 18 - 23 | 18 - 23 | Mixed Success |
| 17 or less | 24 or more | Failure |
Special Rules
This scenario requires a number of quick, lightning thrusts at a larger but predictable enemy. Players need to move the mapsheets to allow battle to continue across a line of march almost three kilometers long.
As the battle moves from south to north, take Map 1 from the south and place it to the north of Map 2 when the first Defender unit crosses the border of Map 2. At this point, Map 1 becomes Map 3. When a Defender unit crosses the northern edge of Map 3, move Map 2 in a similar manner, making it Map 4. This process is repeated until Defender forces cross the border of Map 6 on or before Turn 25.
If Defender units remain on a southern map portion when that map is shifted to the north, consider those units as stragglers who are temporarily lost. Attacker units may reappear on the south edge of the current southern map portion on the third turn after the maps are shifted. Players should make a note with each shift to remind them of when the temporarily lost Attacker units are due to reappear.
The Defender may detach portions of his main force to deal with enemy attacks at any time.
The terrain to the east and west of the entire line of map sheets is covered by woods blocking line-of-sight. The Attacker's 'Mechs may exit the east or west borders of any map at any time. While these 'Mechs are off the map, the Defender may not fire upon them. Three turns after their exiting turn, they may re-enter the same map or the next map to the north from the same direction (east or west) to which they exited. Thus, Carlyle's Marauder could exit Map 1 to the east on Turn 3, and reappear anywhere on the east edge of Map 1 or 2 on Turn 6 or later.
The Attacker 'Mechs can fire their weapons only when they are on the map.
'Mechs that receive damage limiting them to 3 MP may exit the map, but may not reappear.
Because of the size of his opponent's force, the Attacker must make quick stabs from different directions, doing as much damage in as short a time as possible, then retreat before the enemy can respond with his overwhelming firepower. The Defender will have to move as quickly as possible toward the north, developing a strategy to screen his main force with some of his 'Mechs to give the main force a chance to reach the north edge of Map 6 in time.
Scenario: Meet the Crimson Blade
Printed scenario title "Meet the Crimson Blade" (sub-title "The Ultimate Test"). Set on Gram, 4 January 3030.
Game Set-Up
Lay out the maps as shown, using two map sheets from BattleTech and one mapboard from CityTech. Players may arrange building counters as desired on and around the paved area on the CityTech map.
Prepare record sheets for all 'Mechs engaged in this scenario.
Defender
The Defender is the Crimson Blade Company of The 5th Sword of Light Regiment.
- Command Lance
- 1 Warhammer
- 1 Marauder
- 1 Crusader (2 extra Heat Points/turn)
- 1 Griffin (3 hex maximum jump, with 2 Heat Points added per hex jumped. PPC misfires and adds heat on 2D6 roll of 10+.)
- Fire Lance
- 1 Archer
- 1 Archer (9 Heat Sinks; Left Leg 10 Armor Points)
- 1 Wasp
- 1 Stinger (maximum 5 MP walking, 8 MP running)
- Recon Lance
- 1 Rifleman
- 1 Phoenix Hawk (Left Arm Medium Laser produces 4 Heat Points on a 2D6 roll of 10+)
- 1 Stinger (Right Torso carries 4 Armor Points)
- 1 Stinger
- Ground Units
The local defense militia, including any mix desired of Foot and/or Mechanized Infantry and ground or hover armor, totalling no more than 250 tons.
The Defender deploys first anywhere on the map area.
Attacker
The Attacker consists of the full Gray Death Mercenary Legion, commanded by Grayson Carlyle, and including all twelve of its 'Mechs, plus ground forces, including any desired mix of Jump, Mechanized, and/or Foot Infantry, and ground or hover vehicles totalling no more than 250 tons. The Attacker enters the map area from the west on Turn 1 or after.
Victory Conditions
The Attacker wins by taking the city, with no operating enemy BattleMech left within five hexes of any City hex by Turn 20. The Defender wins by preventing an Attacker victory.
Special Rules
This scenario uses all Expert BattleTech rules, as well as the rules for CityTech.
As described earlier, a blood feud exists between Isoru Koga of the Gray Death's Fire Lance and Nibara Tsukuda of the Crimson Blade. The players may agree that once within range of one another, these two will engage in single 'Mech combat to the exclusion of all else. Either Archer pilot will ignore other orders unless the player giving the order rolls a 9+ on 2D6 at the time.
If the combat breaks off, it will be obvious to all present that another, final confrontation between the two enemies is inevitable.
Scenario: Of Blood and Honor
Printed scenario title "Of Blood and Honor" (sub-title "The Warrior's Way"). Set on Gram, 5 January 3030.
Game Set-Up
Lay out one BattleTech map and one CityTech map as shown. The paved area and the surrounding hexes may be set up with CityTech building counters. All Water hexes are considered to be Level 1 hills.
Tsukuda
Tsukuda's Archer is waiting for Koga's 'Mech anywhere on either BattleTech map. It will be in full view and not hidden.
Koga
Koga's Archer will enter the battle area from the south.
Both 'Mechs may have sustained damage during the battle of the day before. This damage should be reflected on their 'Mech record sheets. If desired, the players may engage in battle with two undamaged 'Mechs in perfect condition.
Victory Conditions
The survivor wins.
Special Rules
This is a fight to the death between two implacable enemies. Combat begins after the two 'Mechs square off at a range of ten hexes or less. Strategy is left to the players. CityTech rules for hidden movement within the city should be used.
Scenario: Night Strike
Printed scenario title "Night Strike" (sub-title "Enemy Unknown"). Set on Trothas, Caldrea, 15 March 3030.
Game Set-Up
This scenario uses both game maps from CityTech, set up with identical arrangements of building counters. Each player has his own map of the battlefield, and cannot see his opponent's set-up. A third player, acting as a referee, must coordinate play, as described in the CityTech rules on limited intelligence.
Defender
The Defender is two part-lances of Company A of Kurita's 4th Assault Guard "Firestorm" Regiment. It consists of the following 'Mechs:
- Command Lance
- 1 Warhammer (Burkholter)
- 1 Crusader (Add 2 Heat Points/turn)
- 1 Rifleman (Left Leg 10 Armor Points)
- 1 Stinger
- Fire Lance
- 1 Marauder (Friederickson)
- 1 Archer
- 1 Wasp
The Defender sets up on his map anywhere within the city. All Defender pilots have MechWarrior skills of Piloting 3, Gunnery 3.
Attacker
The Attacker is the Fire and Recon Lances of the Gray Death Legion, as described earlier. The Attacker enters the battle area on his map anywhere along the east edge of the board.
The Headquarters Lance of the Gray Death is in reserve. It may enter the battle from the east any time after Turn 9.
Victory Conditions
The side that controls the city, with no combat-capable enemy 'Mechs on any paved hex by Turn 25, wins. If both sides have 'Mechs capable of combat within the city after Turn 25, the battle is a draw.
Special Rules
The Battle of Trothas takes place at night. 'Mechs can detect one another using radar and IR scanners, but weapon accuracy is adversely affected. There is an automatic +2 on all Base To-Hit Numbers.
The Warhammers piloted by Khaled and Burkholter are equipped with powerful searchlights for night combat. Players may employ these or not, at their own discretion. When a Warhammer's searchlight is on, eliminate the +2 die modifier on Base To-Hit Numbers against any target in the 'Mech's forward firing arc. Combat is otherwise carried out normally. Any hit against a Warhammer's head, central torso, or back will destroy the searchlight on a separate 2D6 roll of 7+.