BattleTech: McCarron's Armored Cavalry
BattleTech: McCarron's Armored Cavalry Rulebook
Table of Contents
Table of Contents
Introduction
How To Use the Scenarios
Each of the scenarios in this book re-creates a battle or encounter in the campaign fought by Barton's Regiment on Marcus Barton's second visit to Marlette. McCarron's Armored Cavalry differs slightly from previous scenario packs, in that the scenarios are all interrelated, representing various phases of a campaign. Players may keep track of the results of one engagement to determine the forces for a following scenario. Though the scenarios in McCarron's Armored Cavalry can be fought individually if players desire, they are designed to work as a campaign, which makes this scenario pack more flexible than other BattleTech scenario packs. Because the defending forces can be randomly generated, each battle is different, even if the location and circumstances are the same. McCarron's Armored Cavalry can be replayed over and over, and will offer new excitement each time.
The scenario rules include all information necessary to understand and play the game situation. Each scenario begins with a personal account of the engagement and ends with a brief historical framework for the battle.
The Game Set-Up sections provide special game information needed to play the scenarios, including instructions on how to lay out the mapsheets, directions for special terrain features, and suggestions on the appropriate BattleTech rules to use.
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. Because the scenarios in McCarron's Armored Cavalry are fought as a structured campaign and not as individual battles, the defending forces for any given scenario frequently depend on the outcome of the previous scenario. The defending forces for some scenarios are designed by the defending player. Each such scenario provides a number of Scenario Points and a table of available defenses. The defender can customize his defenses using a random dice roll, or by simply choosing forces up to the number of Scenario Points available.
Several scenarios include ground forces for one or both sides.
Special Rules are described next. If the scenario uses rules not covered in the general BattleTech rules, they are discussed as Special Rules.
The final section presents the Victory Conditions. These determine the outcome of the encounter, and vary from scenario to scenario. In combat, an action rarely continues until one side is obliterated. For this reason, the Victory Conditions usually list specific 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.
The modified Skill Roll target numbers for the Gunnery and Piloting Skills of each member of Barton's Regiment are the base target numbers for any combat rolls. These numbers may be further modified by range, terrain, and action, depending on the combat situation. The full range of skills provided in MechWarrior, Second Edition, can be used to help determine the outcome of any encounter involving this unit.
All other MechWarriors in the scenarios use the standard BattleTech Gunnery and Piloting Skill Levels, which are used normally in the game. If specific skill levels are not given, assume a Piloting Skill Level of 5 and a Gunnery Skill Level of 4.
Some of these scenarios use the MechWarrior, Second Edition, rules. Players should familiarize themselves with that game system before attempting to play these scenarios.
Running a Campaign
To run McCarron's Armored Cavalry as a campaign, use the following special rules.
-
Barton's forces must win three of the six Field scenarios. The attackers must continue fighting field battles until they have won three, at which point they can move on to the Stannic Bridge scenario. If they win fewer than three field fights, Barton does not reach the bridge.
-
Barton must win the Stannic Bridge battle to continue his advance.
-
Barton's forces must win two of the Ring of Death scenarios. The attackers must fight until they win two, or else the Ring ends their advance and the game.
-
Barton must win both Wall fights. If he loses one, he can try again with new forces.
The Final Battle
Three different scenarios can be played as the climax of the campaign, each presenting an alternate ending. The attacking force's level of success in the early stages of the campaign determines which end scenario will be played.
If Barton's force wins three field fights without taking a loss, wins the Bridge and takes the Ring while losing one or no fights, run Otto's Last Stand, p. 54.
Run the Showdown scenario, p. 56, under the following circumstances: if Barton's force wins three field fights, taking only one loss, then loses only one fight in the Ring; if Barton's force loses two field fights but only one Ring fight; if Barton's force loses no field fights but loses two Ring fights.
If Barton's force loses two Field fights and two Ring fights but are still able to advance, play Barton's Folly, p. 58.
Losing either of the Wall battles counts as a loss against the better win tally. For example, if Barton's force has one loss in the field and loses one of the Wall fights, the Wall fight counts as a second field loss. If Barton's force takes the maximum number of losses (two field and two Ring), play Barton's Folly after breaching the Wall.
Personnel
Marcus Barton
Warrior Data
| Attribute | Value | Target |
|---|---|---|
| BLD | 5 | (7+) |
| REF | 5 | (7+) |
| INT | 6 | (6+) |
| LRN | 4 | (8+) |
| CHA | 2 | (10+) |
Characteristics: Athletic 8+, Physical 7+, Mental 8+, Social 10+.
| Skill | Level | Target Number |
|---|---|---|
| Blade | 3 | (5+) |
| Bureaucracy | 3 | (7+) |
| Gambling | 2 | (6+) |
| Gunnery/'Mech | 7 | (0+) |
| Leadership | 4 | (6+) |
| Medtech | 2 | (6+) |
| Piloting/'Mech | 6 | (1+) |
| Small Arms | 3 | (4+) |
| Strategy | 3 |
Ning-Ti Liao
Warrior Data
| Attribute | Value | Target |
|---|---|---|
| BLD | 4 | (8+) |
| REF | 5 | (7+) |
| INT | 5 | (7+) |
| LRN | 4 | (8+) |
| CHA | 5 | (7+) |
Characteristics: Athletic 9+, Physical 8+, Mental 9+, Social 8+.
| Skill | Level | Target Number |
|---|---|---|
| Administration | 3 | (5+) |
| Bureaucracy | 4 | (4+) |
| Gunnery/'Mech | 6 | (2+) |
| Leadership | 3 | (5+) |
| Medtech | 2 | (7+) |
| Negotiation | 5 | (3+) |
| Perception | 3 | (6+) |
| Piloting/'Mech | 5 | (3+) |
| Protocol |
Elaine "Blaze" Parks
Warrior Data
| Attribute | Value | Target |
|---|---|---|
| BLD | 5 | (7+) |
| REF | 6 | (6+) |
| INT | 5 | (7+) |
| LRN | 4 | (8+) |
| CHA | 5 | (7+) |
Characteristics: Athletic 7+, Physical 7+, Mental 9+, Social 8+.
| Skill | Level | Target Number |
|---|---|---|
| Blade | 3 | (4+) |
| Bureaucracy | 4 | (4+) |
| Gunnery/'Mech | 6 | (1+) |
| Leadership | 4 | (4+) |
| Medtech | 2 | (7+) |
| Piloting/'Mech | 5 | (2+) |
| Scrounge | 4 | (4+) |
| Small Arms | 3 | (4+) |
| Tactics | 4 |
William Styles
Warrior Data
| Attribute | Value | Target |
|---|---|---|
| BLD | 4 | (8+) |
| REF | 5 | (7+) |
| INT | 5 | (7+) |
| LRN | 5 | (7+) |
| CHA | 3 | (9+) |
Characteristics: Athletic 9+, Physical 8+, Mental 8+, Social 10+.
| Skill | Level | Target Number |
|---|---|---|
| Bureaucracy | 2 | (8+) |
| Computer | 4 | (4+) |
| Gunnery/'Mech | 5 | (3+) |
| Leadership | 1 | (9+) |
| Medtech | 1 | (7+) |
| Piloting/'Mech | 4 | (4+) |
| Security Systems | 3 | (5+) |
| Small Arms | 2 | (6+) |
| Tactics |
Table of Organization
Second Regiment of McCarron's Armored Cavalry (Barton's Regiment)
| Unit Name | Experience Level | Company Type |
|---|---|---|
| First Battalion: Barton's Battalion | ||
| B Company | Elite | Heavy Assault |
| 2nd Company (Yolanda's Hellcats) | Veteran/Elite | Heavy Assault |
| 3rd Company (The Stompers) | Veteran | Fire Support/Assault |
| Second Battalion: Deagan's Destroyers | ||
| 1st Company (Deagan's Company) | Veteran | Heavy Assault |
| 2nd Company (Saunders' Strongmen) | Veteran | Heavy Assault |
| 3rd Company (Vanov's Vikings) |
New Equipment
DVS-2 Devastator
- Mass: 100 tons
- Chassis: Star League XU
- Power Plant: 300 Vlar XL
- Cruising Speed: 32.4 kph
- Maximum Speed: 54 kph
- Jump Jets: None (Jump Capacity: None)
- Armor: Durallex Heavy
- Armament: 2 Poland Main Model A Gauss Cannons; 2 Donal PPCs; 4 Intek Medium Lasers
- Manufacturer: Norse-Storm BattleMechs, Loxley
- Communications System: Johnston Wide Band
- Targeting and Tracking System: Rander Pinpoint-HY
Type: Devastator
| Equipment | Internal Structure | Mass |
|---|---|---|
| Internal Structure | 10 | |
| Engine: 300 XL | 9.5 | |
| Walking MP: 3 | ||
| Running MP: 5 | ||
| Jumping MP: 0 | ||
| Heat Sinks: 14 (28) | 4 | |
| Cockpit | 3 | |
| Gyro | 3 | |
| Armor Factor: 296 |
| Location | Internal Structure | Armor Value |
|---|---|---|
| Head | 3 | 9 |
| Center Torso | 31 | 47 |
| Center Torso (rear) | 12 | |
| R/L Torso | 21 | 30 |
| R/L Torso (rear) | 10 | |
| R/L Arm | 17 | 34 |
| R/L Leg | 21 | 40 |
Weapons and Ammo
| Weapon | Location | Critical | Tonnage |
|---|---|---|---|
| Gauss Rifle | LA | 7 | 15 |
| Ammo (Gauss) 8 | LA | 1 | 1 |
| Ammo (Gauss) 8 | LT | 1 | 1 |
| Gauss Rifle | RA | 7 | 15 |
| Ammo (Gauss) 8 | RA | 1 | 1 |
| Ammo (Gauss) 8 | RT | 1 | 1 |
| PPC | LT |
Overview: The Devastator is a resurrected Star League design. Davion forces found the plans for its construction in a Star League facility on the planet Hoff during Hanse Davion's disastrous attempt to trick Takashi Kurita in 3023. Unfortunately, Davion lacked technology for efficient double heat sinks, Gauss rifles, and extralight engines, and could not use the design. The decoding of the Gray Death Legion's memory core gave them the needed data, and research for construction of a prototype Devastator began after the Fourth Succession War.
General Kerensky had designed the 'Mech to his own specifications, to make up for flaws in the prototype Titan BattleMech. The general wanted a machine capable of doing tremendous damage at long range without risking the 'Mech's destruction in an ammunition explosion or by the heat from energy weapons. The Devastator also needed to fight at short range.
The chaos of the Amaris Civil War disrupted the development of the original Devastator, though a number of prototypes reached General Kerensky's forces in time for the assault on Terra. No record of the 'Mech during the Succession Wars exists; it is assumed all the remaining prototypes left with the Exodus.
Capabilities: The massive Gauss rifles mounted on each arm give this 'Mech devastating firepower. Each of these weapons has two ammo bins, making it impossible to knock out the feed mechanism with one lucky shot. The bins are supported by two PPCs, one in each side torso. This combination can destroy or cripple most light 'Mechs and severely damage medium 'Mechs at 540 meters with one salvo.
For medium- to short-range work, the Devastator mounts three forward-firing medium lasers. One rear-mounted medium laser covers threats from behind. Enemies who get too close face two battlefists with fully articulated hands. A 300-rated extra light engine powers this avatar of destruction. The 'Mech is cooled by fourteen double heat sinks, and protected by eighteen and a half tons of Durallex heavy armor.
With a respectable walking speed of 32.4 kph and a running speed of 54 kph, the Devastator is a frightening machine to face. Though primarily designed for long-range bombardment, its sheer bulk and secondary weapons make it equally dangerous at close range.
Battle History: The only reported Devastator action before the Battle of Bourgogne came from the records found on Hoff. Leftenant Peter St. Ives of the 146th Royal BattleMech Regiment was jumped by four medium to heavy 'Mechs of the Seventeenth Amaris Dragoons on the plains of Alberta during the battle for Terra at the end of the Amaris Civil War. St. Ives turned to face the enemy and backed up, firing both Gauss rifles and PPCs as he went. Within two minutes, he had destroyed three Amaris 'Mechs, turning a defensive action into a withering attack. The remaining enemy 'Mech surrendered.
STY-3C Starslayer
- Mass: 50 tons
- Chassis: Thor-4
- Power Plant: Magna 250
- Cruising Speed: 54 kph
- Maximum Speed: 86.4 kph
- Jump Jets: Odin's Own (Jump Capacity: 150 meters)
- Armor: Norse-34 Ferro-Fibrous with CASE
- Armament: 2 Blueshot Large Lasers; 1 Moonshot SRM-4 Rack; 2 Razing Devil Medium Lasers; 1 Blueshot Standard Small Laser
- Manufacturer: Blueshot Weapons, Inc.
- Communications System: Tek BattleCom
- Targeting and Tracking System: Wayfarer C-101
Type: Starslayer
| Equipment | Internal Structure | Mass |
|---|---|---|
| Internal Structure | 2.5 | |
| Engine: 250 | 12.5 | |
| Walking MP: 5 | ||
| Running MP: 8 | ||
| Jumping MP: 5 | ||
| Heat Sinks: 11 (22) | 1 | |
| Cockpit | 3 | |
| Gyro | 3 | |
| Armor Factor: 170 |
| Location | Internal Structure | Armor Value |
|---|---|---|
| Head | 3 | 9 |
| Center Torso | 16 | 26 |
| Center Torso (rear) | 6 | |
| R/L Torso | 12 | 19 |
| R/L Torso (rear) | 5 | |
| R/L Arm | 8 | 16 |
| R/L Leg | 12 | 24 |
Weapons and Ammo
| Weapon | Location | Critical | Tonnage |
|---|---|---|---|
| Large Laser | RT | 3 | 5 |
| Large Laser | RA | 3 | 5 |
| SRM 4 | LT | 2 | 2 |
| Ammo (SRM) 25 | LT | 1 | 1 |
| CASE | LT | 1 | .5 |
| Medium Laser | LT | 1 | 1 |
| Medium Laser | LT |
Overview: Blueshot Weaponry developed the Starslayer. The 'Mech was in the prototype stage when the Amaris Civil War broke out; Kerensky, needing 'Mechs, ordered fast production. The Starslayer was never manufactured in large numbers, and shipments of the 'Mech seemed cursed by red tape. Many Starslayers never made it to their units, going instead into storage. The stored Starslayers have been a boon over the centuries to those who found them. McCarron's Armored Cavalry reportedly recently discovered a small cache of these 'Mechs on Menke, while excavating to enlarge their Star League-vintage facilities.
Capabilities: Blueshot armed the 'Mech with its standard large lasers, but had to license the Moonshot short-range missile rack. The Starslayer has a versatile mix of weapons that enables its pilot to engage an enemy at ranges up to 450 meters.
Primarily intended for reconnaissance, the Starslayer was not built to withstand prolonged firefights, though it can successfully engage any other recon 'Mech. If the opposition proves too strong, the Starslayer has the speed to escape most heavy and assault 'Mechs.
Lacking ferro-fibrous armor and endo steel, the Starslayer is rarely used. With recent advances in 'Mech technology, more Houses may pull their few Starslayers out of mothballs and recondition them.
Battle History: The Starslayer saw limited combat. During the First Succession War, House Steiner used it against the Free Worlds League forces on Bella. A pair of Starslayers on recon duty came up against a Marik lance consisting of two Orions, a Hermes II, and a Phoenix Hawk. The Lyran 'Mechs got the jump on their enemy. The Phoenix Hawk went down in the first ten seconds from a lucky shot to the head that shattered the cockpit. The Hermes II fell within moments of the Phoenix Hawk, buckling under the combined firepower of both Starslayers. By the time the two Orion pilots knew what was going on, the Lyrans had vanished into the forest.
The Orions set out to avenge their friends. They hunted the Steiner 'Mechs for the next three hours, and fought through four ambushes set by the fast-moving Starslayers. The Orions finally cornered their antagonists, but they had nearly used up their ammo. The depleted Marik 'Mechs proved no match for the Starslayers' firepower.
SPR-5F Spector
- Mass: 35 tons
- Chassis: Norse XT-Light Type A
- Power Plant: Magna 245 XL
- Cruising Speed: 75.6 kph
- Maximum Speed: 118.8 kph
- Jump Jets: HildCo Model 11c (Jump Capacity: 210 meters)
- Armor: Starshield Light Ferro-Fibrous
- Armament: 1 Northwind Large Laser; 2 Defiance B3M Medium Lasers
- Manufacturer: Norse Technologies, Inc.
- Communications System: AR-12 Sheathed Directional Beacon
- Targeting and Tracking System: DLK Type Phased Array Sensors with Norse Guardian E.C.M. Suite
Type: Spector
| Equipment | Internal Structure | Mass |
|---|---|---|
| Internal Structure | 3.5 | |
| Engine: 245 XL | 6 | |
| Walking MP: 7 | ||
| Running MP: 11 | ||
| Jumping MP: 7 | ||
| Heat Sinks: 10 (20) | 0 | |
| Cockpit | 3 | |
| Gyro | 3 | |
| Armor Factor: 133 |
| Location | Internal Structure | Armor Value |
|---|---|---|
| Head | 3 | 9 |
| Center Torso | 11 | 19 |
| Center Torso (rear) | 5 | |
| R/L Torso | 8 | 14 |
| R/L Torso (rear) | 4 | |
| R/L Arm | 6 | 14 |
| R/L Leg | 8 | 18 |
Weapons and Ammo
| Weapon | Location | Critical | Tonnage |
|---|---|---|---|
| Large Laser | RA | 2 | 5 |
| Medium Laser | LA | 1 | 1 |
| Medium Laser | LA | 1 | 1 |
| Jump Jet | RT | 2 | 1 |
| Jump Jet | LT | 2 | 1 |
| Jump Jet | CT | 1 | .5 |
| Jump Jet | LL |
Overview: The Star League Defense Force High Command wanted a smaller version of the successful Exterminator, able to go after command 'Mechs and headquarters units in light companies and to act as a deep scout and raider. In August of 2638, the High Command requested several BattleMech manufacturers to submit bids to the Quartermaster's office.
In November of 2638, Norse Technologies got a contract to build a prototype of the new 'Mech design it had submitted. On June 6, 2639, the first Spector rolled off the assembly line and started six months of intensive testing. On January 3, 2640, the Star League High Command certified the Spector combat ready, ordering 600 of them. In April of the same year, Norse Technologies delivered the Spector to the SLDF.
Capabilities: One of the fastest 'Mechs ever produced, the Spector fulfilled its missions with great success. The engineers at Norse Technologies used the new Magna 245 XL-rated engine to give the Spector a maximum speed over 118 kph. Along with the new engine, the designers added HildCo Model 11c jump jets, giving the Spector a maximum jump of 210 meters.
To perform deep recon and raiding missions, the Norse Technologies design team gave the Spector the same advanced stealth systems as the Exterminator and a few others, including the Norse N.S.-7Q Null Signature system, which masks all of the 'Mech's electronic emissions.
The Null Signature system, the Chameleon Light Polarization Shield, and the special heat baffles in the 'Mech's feet made the Spector nearly impossible to detect. The Spector also had a Guardian E.C.M. Suite, enabling it to jam the systems of any 'Mech that managed to find it.
The Spector's armament, as impressive as its stealth systems, includes the Northwind Large Laser, one of the most reliable lasers ever built for the Star League. Two Defiance B3M medium lasers back up the large laser. In tests, the Spector showed again and again that few light 'Mechs could stand up to its firepower.
Battle History: The secret nature of its missions denied the Spector press coverage after it joined the SLDF. All records of the Spector were believed lost with the fall of the Star League, until September of 3048, when rumors started spreading throughout the Inner Sphere that McCarron's Armored Cavalry had found a Star League base.
About the same time, one Marik official reported another mercenary unit, Storm's Metal Thunder, raiding Marik space in 'Mechs he recognized from old Star League-era books. Neither McCarron's Cavalry nor Storm's Metal Thunder have admitted deploying vintage Star League 'Mechs, including the deadly Spector, in their units.
Po Medium Tank
- Mass: 60 tons
- Movement Type: Tracked
- Power Plant: Ceres 240 ICE
- Cruise Speed: 43 kph
- Flank Speed: 65 kph
- Armor: Starshield
- Armament: CeresArms Autocannon 10; 2 Maxi Guns
- Manufacturer: Ceres Metal Industries
- Communications System: CeresComm Model 37-P
- Targeting and Tracking System: Ceres/Maladev 3
Type: Po Medium Tank
| Component | Rating / Value | Tons |
|---|---|---|
| Movement Type | Tracked | |
| Tonnage | 60 | 60 |
| Cruise Speed | 3 | |
| Flank Speed | 5 | |
| Engine Rating | 240 I.C.E. | 23 |
| Control | 3 | |
| Lift Equipment | 0 | |
| Power Amplifier | 0 | |
| Heat Sinks | 0 |
| Armor Location | Points |
|---|---|
| Front | 40 |
| R/L | 32/32 |
| Back | 30 |
| Turret | 34 |
Weapons and Ammo
| Weapon | Location | Tonnage |
|---|---|---|
| AC 10 | Turret | 12 |
| Ammo (AC) 10 | Body | 2 |
| MG | Turret | .5 |
| MG | Front | .5 |
| Ammo (MG) 200 | Body | 1 |
Overview: The end of the Fourth Succession War left the Capellan Confederation in a shambles. It lost half of its star systems in the conflict, along with most of its industrial base. The fighting and the resulting economic dislocation drastically reduced the Capellans' military production. Adding to their woes, the Duchy of Andurien and the Magistracy of Canopus attacked the Liao state a year after the Succession War ended.
Romano Liao's paramour at the time was Ivan Maladev, an up-and-coming military weapons designer and student of twentieth-century Russian history. The Capellan military needed weapons fast and cheap, since Candace Liao had purloined a sizable portion of both state and family funds when she defected to the Federated Commonwealth. Taking a page from the ancient Terran Soviet Union's history, Ivan designed a 60-ton armored tank that packed a hefty punch. More importantly, it used simple components that could be manufactured on most planets.
Pressured by arm-twisting from Romano, the military accepted the tank, rushing it from design to production in a record fourteen months. Romano Liao named the new vehicle the Po, after the mischievous and vengeful Chinese spirit. Ivan Maladev never lived to see his tank's success. He was "accidentally" shot during a hunting party led by Sean Teng.
Capabilities: The 240-rated ICE engine moves the Po at a respectable 43 kph cruise or 65 kph flank speed. The Po is a basic tank, with an AC-10 in the turret and two machine guns for close support. One machine gun is mounted next to the autocannon, giving the turret a Patton-like silhouette. The other machine gun is ball-mounted in the front.
The Po carries two and a half tons of armor in the front alone. A sturdy vehicle, it has no glaring weaknesses in its protection. The Po is a no-frills machine, often derided as the poor man's Rommel/Patton tank. Despite the jokes, the Po is becoming the principal combat vehicle on Capellan planets without 'Mech forces.
Since 3038, the Po has been released for sale to mercenary units. Its low cost, easy maintenance, and respectable firepower have gained it considerable popularity. Growing sales have spread the Po across the Inner Sphere, and brought much-needed C-bills to the Capellan treasury.
Battle History: In 3035 a fresh battalion of Po tanks arrived to support a Home Guard infantry unit covering the flank of the advancing McCarron's Armored Cavalry. The Third Battalion of the Second Defenders of Andurien struck the Liao position.
The Andurien 'Mechs chose to stand off and pound the Liao armor before closing to dispose of the infantry. After several minutes of furious combat, the remaining two dozen operational Po tanks routed the Anduriens. The tanks had crippled or destroyed fifteen of the enemy 'Mechs. Impressed, Archie McCarron ordered a number of Po tanks for the MAC.
Boeing Jump Bomber
- Mass: 20 tons
- Movement Type: Conventional Fighter
- Power Plant: GM 180 Turbine
- Frame: Boeing X550
- Armament: None
- Manufacturer: Federated Boeing
- Communications System: Boeing A30
- Targeting and Tracking System: Boeing 200
Type: Boeing Jump Carrier
| Component | Rating / Value | Tons |
|---|---|---|
| Movement Type | Conventional Fighter | |
| Tonnage | 20 | 20 |
| Thrust | 9 | |
| Overthrust | 14 | |
| Engine Rating | 180 Turbine | 14 |
| Control | 2 | |
| Fuel | 60 | 2 |
| Heat Sinks | 0 | 0 |
| Structural Integrity |
| Armor Location | Points |
|---|---|
| Nose | 5 |
| Cockpit | 3 |
| R/L Wing | 2/2 |
| Fuselage | 2 |
| Engine | 2 |
Weapons and Ammo: None
Overview: Fortress Bourgogne's planners wanted a squadron of aerospace fighters stationed there permanently to provide support for the static defenses. The Federated Commonwealth's High Command, not wanting a large number of its aerospace fighters sitting idle, refused to assign them.
The designers fell back on conventional fighters to fill the support role, just as Federated Boeing finished work on a prototype support fighter. Boeing engineers claimed the inspiration for the Jump Bomber came from a stunt the Liao Guardian pilots developed to increase their survival odds.
Capabilities: The Jump Bomber is a customized version of the Guardian. The Guardian's weapons are removed to make room for a larger engine, allowing the fighter to carry more bombs than a Guardian can haul at the same speed.
The Jump Bomber designers made the fighter simple to maintain and inexpensive to produce. Even using the Liao survival tactic, most of these aircraft only last through a single battle, making easy maintenance and replacement vital.
The Jump Bomber's design flaws are easy to spot. Having no weaponry and little armor, it cannot engage in a dogfight. The lack of weaponry also makes it useless except as a bomber or scout plane, and it would rarely be assigned to a field unit. The Jump Bomber is best suited to provide support for long-term fortifications.
Guardian pilots knew that using conventional tactics on a bombing run was tantamount to suicide. Their aircraft could not survive a single hit from most weapons. To stay alive, they developed a new tactic; instead of diving directly at the target unit, they dove a short distance away, released a cluster of small bombs, and counted on luck to carry the ordnance in the right direction. This tactic worked best for bombing a cluster of vehicles or 'Mechs.
Battle History: The Boeing Jump Bomber has no battle history to speak of. The first production run of 25 was shipped to Marlette to be stationed at the rebuilt Fortress Bourgogne. Boeing will have to wait for an attack on the fortress to see how their fighter fares in combat.
The first few mock combats in the Jump Bomber's prototype trials failed disastrously. The test pilots could not override their normal reflexes, and kept hitting the area they aimed for. Few bombs strayed onto enemy units. Boeing tossed its regular test pilots off the trials and hired the entire graduating class of the Armstrong Flight Academy to finish the tests. With green pilots flying the prototypes, Boeing got a better idea of how its planes might fare in actual combat. Experienced pilots are not assigned to the Jump Bomber.
Field Scenarios
Scenario 1: The Killian Hills
Situation: Marlette, 0724 hours, 14 May 3044.
Game Set-Up
Lay out the BattleTech maps as shown. The map layout shows a hill map beside a plain map, with a north arrow.
Defender
The Defender is the Second Company, Second Battalion, of the Marlette Rangers (Marlette Capellan March Militia), and elements of Marlette Second Motorized Infantry Regiment.
Command Lance
- Captain Williams (Gunnery 2, Piloting 3), Warhammer-6R
- (Gunnery 3, Piloting 4), Rifleman-3N
- (Gunnery 4, Piloting 5), Enforcer-4R
- (Gunnery 5, Piloting 5), Blackjack-1
Fire Lance
- (Gunnery 3, Piloting 4), Thunderbolt-5S
- (Gunnery 4, Piloting 4), Dervish-6M
- (Gunnery 4, Piloting 5), Whitworth-1
- (Gunnery 6, Piloting 5), Valkyrie-QA
Armor Platoon
- (Gunnery 3, Piloting 4), Manticore
- (Gunnery 4, Piloting 4), Manticore
- (Gunnery 4, Piloting 5), Bulldog
- (Gunnery 5, Piloting 5), Bulldog
Infantry Company: Three infantry platoons, each equipped with a radio. One platoon equipped with rifles, one with submachine guns, and one with machine guns.
Artillery Support: One sniper gun, set up off the map.
Deployment: The Marlette Rangers set up on the hill map. Infantry may be hidden.
Attacker
The Attacker is the Second Company, Third Battalion, Barton's Regiment, of McCarron's Armored Cavalry.
Command Lance
- Martha Kitagawa (Gunnery 2, Piloting 3), Charger-3K
- Tara Kelly (Gunnery 3, Piloting 4), Ostol-4D
- Michael Miyano (Gunnery 3, Piloting 4), Ostroc-2C
- Sevrin Montez (Gunnery 4, Piloting 4), Scorpion-1N
Fire Lance
- Fiona Walker (Gunnery 2, Piloting 3), Quickdraw-4G
- Rolf Brecht (Gunnery 3, Piloting 4), Griffin-1N
- Hanna Francke (Gunnery 4, Piloting 4), Wolverine-6R
- Reynard Tagin (Gunnery 4, Piloting 5), Shadow Hawk-2H
Recon Lance
- Ivor Powell-Jones (Gunnery 3, Piloting 3), Phoenix Hawk-1
- James Essex (Gunnery 3, Piloting 4), Clint-2-3T
- Paolo Brielli (Gunnery 4, Piloting 4), Stinger-3R
- Lucan Richert (Gunnery 4, Piloting 5), Wasp-1A
Deployment: Richard's Reavers enter first on the east edge of the map.
Special Rules
The sniper gun requires one turn flight time, and may pre-designate five hexes to receive fire.
Victory Conditions
The Attacking player must destroy or force all enemy 'Mechs and tanks off the map.
Scenario 2: Out of the Frying Pan
Situation: Marlette, 0836 hours, 14 May 3044.
Game Set-Up
Lay out the BattleTech maps as shown. Two open plain maps are placed side by side, with a north arrow.
Defender
The Defender is the Strike Lance, Third Company, Second Battalion of the Marlette Rangers (Marlette Capellan March Militia).
Strike Lance
- (Gunnery 2, Piloting 3), Dragon
- (Gunnery 2, Piloting 3), Ostroc-2C
- (Gunnery 2, Piloting 3), Griffin-1N
- (Gunnery 2, Piloting 3), Enforcer-4R
Deployment: The defending player must secretly predesignate where his forces will enter before setting up. The Davion force may not enter on the west map edge.
Attacker
The Attacker is the Third Company, Third Battalion (Wayne's Wreckers), Barton's Regiment, McCarron's Armored Cavalry.
Third Lance
- Jeff Anderson (Gunnery 2, Piloting 3), Shadow Hawk-P
- Ryan Nichols (Gunnery 2, Piloting 3), Dervish-6M
- Isabelle Mitchell (Gunnery 3, Piloting 4), Centurion
- Michael Palmer (Gunnery 3, Piloting 4), Vindicator
Armor Platoon
- (Gunnery 2, Piloting 3), Po Tank
- (Gunnery 2, Piloting 3), Po Tank
- (Gunnery 2, Piloting 3), Po Tank
- (Gunnery 2, Piloting 3), Po Tank
Deployment: The Attacker must set up at least eight hexes from any outside map edge. The Shadow Hawk must begin in the open. The Attacking player must secretly predesignate where his forces will enter before setting up.
Special Rules
- The Shadow Hawk rolls an initiative on the first turn.
- Roll a 1D6 and add +1 for each remaining Liao 'Mech. The total is the number of turns it will take for each 'Mech to reach the Shadow Hawk.
- If all Liao 'Mechs and tanks on the board are destroyed before another 'Mech enters as reinforcements, no reinforcements arrive.
- If the Davion forces lose more than two 'Mechs, they must retreat.
Victory Conditions
The last player on the field with functioning 'Mechs or tanks wins.
Scenario 3: Danton's Pond
Situation: Marlette Plains, 0947 hours, 14 May 3044.
Game Set-Up
Lay out the BattleTech maps as shown. Two maps are placed side by side: the left map is open plain, and the right map has the water hole and woods. A north arrow is shown.
Defender
The Defender is the Fire Lance, Third Company, Second Battalion of the Marlette Rangers (Marlette Capellan March Militia), and elements of the Marlette Second Motorized Infantry Regiment.
Fire Lance
- (Gunnery 3, Piloting 3), Archer-2R
- (Gunnery 4, Piloting 4), Dervish-6M
- (Gunnery 4, Piloting 5), Enforcer-4R
- (Gunnery 5, Piloting 5), Valkyrie-QA
First Armor Platoon
- (Gunnery 3, Piloting 4), Rommel
- (Gunnery 4, Piloting 5), Patton
- (Gunnery 4, Piloting 5), Patton
- (Gunnery 5, Piloting 5), Rommel
Second Armor Platoon
- (Gunnery 4, Piloting 4), Manticore
- (Gunnery 4, Piloting 5), Manticore
- (Gunnery 4, Piloting 5), Bulldog
- (Gunnery 5, Piloting 5), Bulldog
Infantry Company: Six platoons of infantry: one equipped with submachine guns, two equipped with machine guns, one equipped with flamers, one equipped with rifles, and one equipped with lasers.
Deployment: The Defender sets up first on the map with the water hole. Infantry may be hidden. Armor may set up hidden in woods.
Attacker
The Attacker is the Second Company, Third Battalion (Wayne's Wreckers), Barton's Regiment, McCarron's Armored Cavalry.
Command Lance
- Martha Kitagawa (Gunnery 2, Piloting 3), Charger-3K
- Tara Kelly (Gunnery 3, Piloting 4), Ostol-4D
- Michael Miyano (Gunnery 3, Piloting 4), Ostroc-2C
- Sevrin Montez (Gunnery 4, Piloting 4), Scorpion-1N
Fire Lance
- Fiona Walker (Gunnery 2, Piloting 3), Quickdraw-4G
- Rolf Brecht (Gunnery 3, Piloting 4), Griffin-1N
- Hanna Francke (Gunnery 4, Piloting 4), Wolverine-6R
- Reynard Tagin (Gunnery 4, Piloting 5), Shadow Hawk-2H
Deployment: The Attacker enters on the east edge of the map.
Special Rules
Armor is considered to be dug into light entrenchments, which absorb one quarter of the damage from any body-armor hit. While entrenched, an Immobilized result is treated as only -1 MP. It costs an extra 1 MP to exit entrenchment.
Victory Conditions
The attacking player must destroy or drive off all defending 'Mechs and tanks.
Scenario 4: The Big Chance
Situation: Marlette, 1017 hours, 14 May 3044.
Game Set-Up
Lay out two BattleTech maps joined lengthwise. The left-hand map should be clear terrain; the right-hand map can be a standard BattleTech map. A north arrow is shown.
Defender
The Defender is the Second Lance, Second Company of the Marlette Rangers.
Second Lance
- Major Collin Mills (Gunnery 2, Piloting 3), Archer
- Keith Waterson (Gunnery 3, Piloting 4), Dervish
- Mark Moore (Gunnery 3, Piloting 5), Centurion
- Jeff Wilson (Gunnery 4, Piloting 6), Panther
The Defender may also add a Schrek PPC carrier or a Demolisher tank to his forces with a Veteran crew (Gunnery 2, Piloting 3).
Deployment: Set up using hidden deployment. The Player may also set up for long-range missile fire.
Attacker
The Attacker is the First Lance, Third Company, Third Battalion (Wayne's Wreckers) of McCarron's Armored Cavalry.
First Lance
- Major Susan Willis (Gunnery 1, Piloting 2), Warhammer [ER PPCs replace standard Donal model]
- Stan Harris (Gunnery 3, Piloting 4), Thunderbolt
- Ann Meyer (Gunnery 4, Piloting 6), Vindicator
- Harry "Pistol" Fitzroy (Gunnery 3, Piloting 4), Griffin
Deployment: Enter on the left map and move from left to right.
Special Rules
Mills has been ordered to take as little damage as possible, so if he gets hammered, the Defenders must fall back. If the Defenders lose the tank or up to two 'Mechs, any Defender 'Mech that has lost limbs or taken engine or gyro hits must move off the board.
Barton's forces must retreat if they lose two or more 'Mechs.
Victory Conditions
Barton's forces win a tactical victory if they move one 'Mech off the side of the map opposite of where they entered. They win a decisive victory if they destroy or capture two enemy 'Mechs and exit two 'Mechs off the opposite side of the map.
The Defenders win a tactical victory if they prevent Barton's forces from crossing the board in eight turns (keep track of the number of turns played). They win a decisive victory if they destroy two of the Wreckers' 'Mechs and stop Barton's advance.
Scenario 5: The Plains of Marlette
Situation: 1046 hours, 14 May 3044.
Game Set-Up
Lay out the BattleTech maps as shown. Two maps are placed side by side, with a north arrow.
Defender
The Defender is the First Company, Second Battalion of the Marlette Rangers (Marlette Capellan March Militia).
Command Lance
- (Gunnery 2, Piloting 3), Zeus-6S
- (Gunnery 3, Piloting 4), Marauder-3R
- (Gunnery 4, Piloting 5), Thunderbolt-5S
- (Gunnery 5, Piloting 5), Dervish-6M
Fire Lance
- (Gunnery 3, Piloting 4), Orion-K
- (Gunnery 4, Piloting 4), Crusader-3R
- (Gunnery 4, Piloting 5), Enforcer-4R
- (Gunnery 6, Piloting 5), Valkyrie-QA
Recon Lance
- (Gunnery 3, Piloting 4), Vulcan-2T
- (Gunnery 4, Piloting 4), Spider-5V
- (Gunnery 4, Piloting 5), Commando-2D
- (Gunnery 5, Piloting 6), Locust-1V
Deployment: The Defender enters any edge of the west map.
Attacker
The Attacker is the Third Company, Third Battalion (Wayne's Wreckers), Barton's Regiment, McCarron's Armored Cavalry.
Command Lance
- Richard Crane (Gunnery 2, Piloting 3), Victor-9B
- Malcolm Laird (Gunnery 3, Piloting 4), Grasshopper-4H
- Chen Mao-Tsu (Gunnery 4, Piloting 3), Griffin-1N
- Drake Shandy (Gunnery 4, Piloting 4), Starslayer-3C
Fire Lance
- Philippa Sidney (Gunnery 2, Piloting 3), Archer-2R
- Tan Minhang (Gunnery 3, Piloting 3), Thunderbolt-5S
- Yoshi Arata (Gunnery 4, Piloting 4), Hunchback-4G
- Kate Kerrigan (Gunnery 4, Piloting 5), Vindicator-1R
Recon Lance
- Kier Howell (Gunnery 3, Piloting 2), Phoenix Hawk-1
- Emile Raquin (Gunnery 3, Piloting 4), Assassin-21
- Meg Figliano (Gunnery 4, Piloting 4), Stinger-3R
- Rick Reardon (Gunnery 4, Piloting 5), Wasp-1A
Deployment: The Attacker enters first on any edge of the east map.
Special Rules
All 'Mechs must enter the map on the first turn.
Victory Conditions
- The attacking player must exit all 'Mechs off the west map, leaving no enemy 'Mechs on the map.
- For every two attacking 'Mechs exiting the map off the west edge, subtract three defending 'Mechs. Round all fractions upward.
Bridge Scenario
Scenario 6: Bridge of Death
Situation: 1117 hours, 14 May 3044.
Game Set-Up
Lay out the BattleTech maps as shown. Two maps are placed side by side, with a north arrow.
Defender
The Defender is the Marlette Rangers (Marlette Capellan March Militia).
Defending Lance
- (Gunnery 2, Piloting 3), BattleMaster
- (Gunnery 3, Piloting 4), Archer
- (Gunnery 4, Piloting 5), Thunderbolt
- (Gunnery 4, Piloting 5), Enforcer
Static Defenses: The following static defenses (see The Ring of Death, p. 42) protect the Stannic Bridge:
- 14 command-controlled mines.
- 4 pre-designated artillery hexes, each containing a dedicated battery of four Long Tom III cannons.
- 2 bridge towers, each containing the following defenses (150 CF, Level 4, 2 hexes, 2 turrets with 90 points of armor):
- Turret 1 (Level 4): PPC.
- Turret 2 (Level 3): LRM-20 (24 rounds).
- Emplacement Level 2: One AC/20 (15 rounds), two SRM-4 (25 rounds each).
- Emplacement Level 1: Four machine guns (200 rounds).
- 1 platoon of foot infantry equipped with lasers.
- 2 Hellfire Pits (placed on road, on side of minefield closest to bridge), each containing the following defenses:
- Level 4 deep pit with 100 CF camouflage cover, 80 point demolition charge on cover (will reduce weight limit to 20 tons).
- 100 CF bunker facing into pit with 1 platoon of laser-equipped foot infantry.
- 10 flamers aimed at bottom of pit (each pit bunker connected to bridge tower by an underground tunnel).
- 4 Bomb Theatre pits (placed anywhere on Desert Mountain Map #2). This pit is identical to a Hellfire Pit, except it has no flamers, and the infantry are equipped with a 40-point AeroTech bomb. A chute empties into each pit.
- 4 Pillboxes, placed as desired on either map, each containing the following defenses (100 CF, Level 1, 1 hex. Concealed until fired):
- 24 point armored turret with one medium laser.
- 2 heavy mortars.
- 1 platoon of foot infantry equipped with machine guns.
The Defender may also choose up to an additional three surviving 'Mechs from the previous battles, in the condition they were in when the battle ended. These 'Mechs may not set up in concealed positions.
Deployment: 'Mechs may deploy first, in concealed positions anywhere on the west map.
Attacker
The Attacker is the First Company, Third Battalion (Wayne's Wreckers), Barton's Regiment, McCarron's Armored Cavalry.
Command Lance
- Wayne Moore (Gunnery 0, Piloting 1), Cyclops
- Barbara Tea (Gunnery 1, Piloting 2), Stalker
- Linda Mylar (Gunnery 2, Piloting 3), Marauder
- Roger Styles (Gunnery 2, Piloting 3), Archer
- Marcus Barton (Gunnery 0, Piloting 1), Awesome
The MAC also has available any surviving 'Mechs from the previous battles, in the condition they were in when the battle ended.
Deployment: The Attacker enters first on the west edge of the map.
Special Rules
Artillery requires a two-turn flight time, and cannot be directed at targets closer than 14 hexes to the edge of the bridge.
Victory Conditions
Defeat the enemy. If the Attacker wins, Barton goes on to attack the Ring defenses. If the Defender wins, Barton's assault ends here.
Ring Scenarios
Use the following information to play the next four scenarios. The Defender section provides statistics and descriptions of the static defenses available to the Federated Commonwealth forces during the attack against the ring fortifications protecting Fort Bourgogne. The Attacker section lists the 'Mech forces available to McCarron's Armored Cavalry during the assault.
Ring of Death
After taking the Stannic Bridge, Barton faced the "Ring of Death," a set of static defenses three kilometers wide. To break through the Ring, Barton had two options. Going in cautiously, he could clear a path with minor casualties, but would also risk allowing time for reinforcements from the space port to reach the fortress. Smashing through as fast as possible meant the units involved would suffer major casualties but the regiment could hit Bourgogne before reinforcements arrived.
The scouting reports showed that the Ring could withstand a company-level assault at any point along its length, and that permanent artillery installations supported it. Hidden bunkers for artillery spotters were also scattered throughout the area.
Defender
The Defender is protected by several layers of overlapping, devastating defense emplacements known as ring defenses.
Several of the bunkers listed are specially constructed, with heavy walls and blast doors that serve as fire walls. Fire walls protect bunkers in the same way that CASE protects 'Mechs. Every separate section created in a fire-walled bunker requires one ton of weight and costs 60,000 C-bills.
'Mech Hole
CF 39, Level 2, 1 hex.
This underground construction, camouflaged at ground level, is placed so that a 40+ ton 'Mech will walk over it and fall in. When his 'Mech walks across the hole, the pilot can make a Piloting Skill Roll to avoid falling into it. The roll is modified by +4 if the 'Mech is walking, +6 if running, and +8 if jumping. If the Piloting Skill Roll is successful, the pilot has thrown his 'Mech to one side. The 'Mech takes normal falling damage and lands on its side in an adjacent hex. If the roll fails, the 'Mech falls into the hole. When the 'Mech falls into the hole, roll 2D6. On a result of:
- 2-5: 'Mech lands upright, but takes damage up to that of a Level 3 fall. All damage is scored in 5-point groups on the legs.
- 6-10: 'Mech lands upright, but takes damage up to that of a Level 3 fall. All damage is scored in 5-point groups on the Front/Back column of the Hit Locations Table.
- 11-12: 'Mech lands head down, and takes damage equal to a Level 3 fall. Damage is scored on the Front/Back column of the Punch Locations Table in 5-point groups.
'Mech Trap
CF 105, Level 1, 1 hex. One infantry platoon equipped with lasers.
This underground bunker sits next to a 'Mech Hole. When the 'Mech falls into the hole, the infantry opens firing ports in the bunker and fires on the 'Mech, attempting to finish it off.
Infantry Bunker
CF 150, Level 1, 1 hex.
Infantry platoons hide in or fight from this bunker, equipped with ten machine guns with 5 tons of ammo; four are mounted in the turret and protected by 48 points of armor. The other six face six separate hexsides.
Backstab Bunker
CF 150, Level 1, 1 hex. Contains three fire-walled sections. The first carries two AC/20s w/4 tons ammo; the second carries two LRM-20s w/4 tons ammo; the third carries six SRM-6s w/8 tons ammo. All weapons fire in the same arc.
This sensor-baffled bunker is built into the backside of a hill, facing away from the direction of an expected enemy advance. An emplacement is visible 15 hexes further back. The advancing enemy passes the Backstab Bunker on its way to the visible emplacement, exposing its backs to it.
Primary Missile Hell
CF 150, Level 3, 3 hexes. Contains five fire-walled sections. Three sections contain identical turrets, each turret mounting three LRM-20s w/9 tons ammo and 48 armor points. The fourth section faces front at ground level, mounting three SRM-6s w/4 tons ammo and two machine guns w/1 ton ammo. The fifth faces rear and mounts two SRM-6s w/2 tons ammo and two machine guns w/1 ton ammo.
This bunker, consisting of three two-story towers rising from a three-hex base, is the cornerstone of fortifications designed to saturate an area with LRM fire.
Secondary Missile Hell
CF 150, Level 3, 1 hex. Turret mounts three LRM-20s w/9 tons ammo and 48 armor points and four ground-level SRM-2s w/4 tons inferno ammo firing into the front, right, left, and rear arcs.
This structure, along with the Primary Missile Hell, saturates an area with LRM fire.
Mosquito Tower
CF 150, Level 4, 2 hexes. Turret with 64 armor points mounting ten AC/2s w/9 tons ammo.
This tower gives other fortifications long-range and air-raid support. Though a single AC/2 poses no threat, massed fire from ten AC/2s can be devastating.
Death Gulch Command Bunker
CF 150, Level 1, 1 hex. Bunker contains two AC/20s w/10 tons ammo and three AC/10s w/9 tons ammo. All guns fire in the front arc.
This sensor-baffled bunker, dug into a hillside, is the main building of a series designed to cheaply saturate an area with SRM fire. Though the bunker has enough weapons to make a good showing, it fires only when discovered. Its real strength lies in the hidden fire-mission missile launchers scattered throughout the area, which the bunker controls remotely. The bunker can control up to five fire missions each turn.
Fire-Mission Remote Missile Launcher
CF 21, Level 1, 1 hex. Ten one-shot SRM-2s. Two are loaded with inferno missiles.
A command bunker fires these small launchers by remote control. Each launcher has a small video/sensor pod that transmits back to the control bunker via underground cables. Two of these launchers can occupy the same hex. Unless dug into a hillside, the launchers can be crushed by any 'Mech walking over them. If a 'Mech moves into a hex holding a launcher that is not in a hillside, roll 2D6. On a result of 7+ the 'Mech steps on the launcher, destroying it. The launcher detonates with the power of a 10-point mine. The pilot must then make a Piloting Skill Roll to avoid being infernoed in the blast.
Punishment Bunker
CF 150, Level 1, 2 hexes. Built with six fire-walled sections. The first two sections each mount two AC/20s w/6 tons ammo. The second two sections each mount two LRM-20s w/10 tons ammo. The fifth section mounts two AC/10s w/4 tons ammo. The sixth section mounts two SRM-2s w/2 tons ammo.
This stand-alone bunker is dug into a hillside, and designed to do significant damage at any range.
Archery Artillery Bunker
CF 150, Level 1, 3 hexes. Built with seven fire-walled sections. Five sections each mount one Long Tom w/8 tons ammo and three machine guns w/.5 tons ammo. All Long Toms fire in the front arc. The remaining two sections each mount six SRM-6s w/6 tons ammo. One fires in the front arc, the other fires in the rear arc.
This rear-area artillery emplacement bunker offers artillery cover from air attacks.
Target Artillery Spotter Bunker
CF 150, Level 1, 1 hex. Two AC/5s w/4 tons ammo. Ten machine guns w/3 tons ammo.
Artillery observers work out of this sensor-baffled hillside bunker.
Roadblock
CF 150, Level 1, 1 hex.
A devilishly simple trap, the roadblock is a Level 1 wall stretching across a full hex. 'Mechs cannot simply step over it. They must either walk through it, go around it, or jump over it. Roadblocks provide partial cover for a 'Mech behind them. A series of roadblocks can slow a unit's advance through difficult terrain. Combined with minefields and pre-plotted artillery hexes, they make a deadly delay. 'Mechs can blow away the roadblock or walk through it using the normal Building rules from the BattleTech Compendium, p. 37.
Jump Bomber
See p. 23, New Equipment.
This cheap, conventional fighter flies bombing runs in support of long-term static defenses, and carries no weapons other than its bomb load.
Attacker
The Attacker is the Second Battalion (Deagan's Destroyers), Barton's Regiment, McCarron's Armored Cavalry, consisting of the following 'Mechs, some of which rotate in to replace damaged units during the battle.
Command Lance
- William Deagan, Cyclops
- Stalker
- Archer
- Ostscout
First Company
- Warhammer
- Marauder
- Dervish
- Awesome
- Grasshopper
- Griffin
- Victor
- JagerMech
- Shadow Hawk
- Zeus
- Crusader
- Shadow Hawk-K
Second Company
- BattleMaster
- Thunderbolt
- Quickdraw
- Orion
- Crusader-D
- Wolverine
- Marauder
- Catapult
- Griffin
- Archer
- Ostsol
- Griffin
Third Company
- Awesome
- Crusader
- Quickdraw
- Marauder
- Catapult
- Wolverine
- Marauder
- Grasshopper
- Shadow Hawk
- Archer
- Ostsol
- Griffin
Special Rules (Ring Scenarios)
When rolling hit locations against a bunker with fire-wall construction, the results "crew killed," "turret locked," and "all weapons destroyed" do not affect the entire bunker. The Defending player rolls randomly to determine which of the remaining active sections is affected by the critical hit.
Punishment
Situation: "Ring of Death," 14 May 3044.
The Second Company of Deagan's Destroyers began their advance. Up ahead, across the field, they could see three gun emplacements and four 'Mechs waiting for them.
Game Set-Up
Lay out the BattleTech maps as shown. Two maps are placed side by side, with a north arrow.
Defender
The Defender is the Federated Commonwealth forces as described above. Additional defenses for this scenario include:
- Three Punishment Bunkers, one Backstab Bunker, two Target Artillery Spotter Bunkers, one Phoenix Hawk-D, one Assassin, one Panther, one Valkyrie.
- Federated Commonwealth Option Points: 3,375.
The Federated Commonwealth player can customize his defenses by spending Option Points on items listed in the Armaments Table below. Please note the maximum number available listed for each item.
Deployment: The Defender sets up first. Units may only enter or leave the east or west edges of the map.
Attacker
The Attacker is the Second Company (Saunders' Strongmen), Second Battalion, McCarron's Armored Cavalry.
Captain Ragir Saunders
- Catapult
- Ostsol
- Thunderbolt
- Griffin
- Griffin
Deployment: The Attacker enters on the west edge of the map. Units may only enter or leave the east or west edges of the map.
Special Rules
- It costs 2 MP to enter or leave the map.
- Federated Commonwealth artillery requires a flight time of 2 turns.
- After Turn 9, Saunders may call for reinforcements from the First Company. Four 'Mechs will arrive on the west edge of the map on the following turn.
- Federated Commonwealth 'Mechs that retreat off the east edge of the field are available for Scenario 9, Welcome To Missile Hell.
- No half-hex rules apply.
Victory Conditions
Saunders must disable 50 percent of the enemy units and leave the east edge of the map within 15 turns of the beginning of the scenario.
Welcome to Missile Hell
Situation: "Ring of Death," 14 May 3044.
While Saunders' Strongmen were beginning their advance, the Third Company, Vanov's Vikings, walked onto the field a half-kilometer away. Ahead of them lay a nasty surprise. Ten towers, each topped with a large turret, rose out of the hills. The company's sensors also spotted four 'Mechs waiting for them.
Game Set-Up
Lay out the BattleTech maps as shown. Two maps are placed side by side, with a north arrow.
Defender
The Defender is the Federated Commonwealth forces described above. Additional defenses for this scenario include:
- Two Primary Missile Hells, two Secondary Missile Hells, two Target Artillery Spotter Bunkers, two Phoenix Hawk-Ds, two Panthers.
- Federated Commonwealth Option Points: 5,602.
The Federated Commonwealth player may customize his defenses by spending Option Points on the items listed in the Armaments Table below. Please note the maximum number available listed for each item.
Deployment: The Defender sets up first. Units may only enter or leave the east or west edges of the maps.
Attacker
The Attacker is the Third Company (Vanov's Vikings), Second Battalion, McCarron's Armored Cavalry.
Captain Pavel Vanov
- Awesome
Lt. Gustav Jeffries
- Marauder
Deployment: The Attacker enters on the west edge of the map. Units may only enter or leave the east or west edges of the map.
Special Rules
- It costs 2 MP to enter or leave the map.
- Federated Commonwealth artillery requires a flight time of 2 turns.
- After Turn 9, Vanov may call for reinforcements from the First Company. Four 'Mechs will arrive on the west edge of the map on the following turn.
- Any Federated Commonwealth 'Mechs that retreat off the east edge of the field are available for Scenario 10, Death Gulch.
- No half-hex rules apply.
- Interim replacements: after completing these two fights, the Second and Third companies can each replace four of their 'Mechs with 'Mechs from the First Company and the battalion command lance. If either Saunders or Vanov is disabled, or both, Deagan takes command of those companies.
Victory Conditions
The Attacker must disable 50 percent of the enemy units and leave the east edge of the map within 15 turns.
Armaments Table
| Cost (in Points) | Item | Maximum Available |
|---|---|---|
| 'Mechs | ||
| 1,505 | Locust | 2 |
| 1,633 | Wasp | 2 |
| 1,602 | Stinger | 2 |
| 2,378 | Javelin | 1 |
| 2,186 | Valkyrie | 1 |
| 3,738 | Assassin | 1 |
| 3,687 | Cicada | 1 |
| 3,501 | Vulcan |
Death Gulch
Situation: "Ring of Death," 14 May 3044.
After rotating in the Zeus, Grasshopper, Crusader, and Griffin from the First Company, Captain Saunders ordered his men to advance to the next line of defenses, where the small hills rose to a steppe. Saunders expected opposition on the slope, but nothing threatened them on their march, except for a few mines that exploded harmlessly far ahead of the advancing 'Mechs.
Game Set-Up
Lay out the BattleTech maps as shown. Place "Roadblock" sections across the following hexes of the Sink Hole map: 0104, 0204, 0305, 0708, 0709, 0904, 1004, 1108, 1207, 1410, 1511, 0914, 1114, 1115, 0114, 0214, 0615, 0716, 0815, and 0516. A north arrow is shown.
Defender
The Defender is the Federated Commonwealth forces described above. Additional defenses for this position include:
- Three 'Mech Holes, three 'Mech Traps, one Death Gulch Command Bunker, fifty Fire-Mission Remote Missile Launchers, four Mosquito Towers, one Target Artillery Spotter Bunker, four Wasps.
- Federated Commonwealth Option Points: 5,602.
The Federated Commonwealth player may customize his defenses by spending Option Points on the items listed in the Armaments Table below. Please note the maximum number available listed for each item.
Deployment: The Defending forces set up first. Units may only enter or leave the east or west edges of the maps.
Attacker
The Attacker is the Second Company (Saunders' Strongmen), Second Battalion, McCarron's Armored Cavalry.
Captain Ragir Saunders
- Griffin
- Griffin
- Zeus
- Grasshopper
- Crusader
Deployment: The Attacker enters on the west edge of the map. Units may only enter or leave the east or west edges of the map.
Special Rules
- It costs 2 MP to enter or leave the map.
- Federated Commonwealth artillery requires a flight time of 2 turns.
- After Turn 9, Saunders may call for reinforcements from the mobile reserve. Up to six 'Mechs will arrive on the west edge of the map on the following turn.
- If a 'Mech moves into a hex containing the lip of a sinkhole, roll a 2D6 and subtract -1 from the result for every 20 tons the 'Mech weighs (round fractions up). On a modified roll of 2, the ledge gives way, and the 'Mech falls into the sinkhole, taking the appropriate falling damage.
- Any Federated Commonwealth 'Mechs that retreat off the east edge of the field can be used in Scenario 11, Artillery Targets.
- No half-hex rules apply.
Victory Conditions
The Attacker must disable 75 percent of the enemy units and leave the east edge of the map within 20 turns.
Armaments Table
| Cost (in Points) | Item | Maximum Available |
|---|---|---|
| 'Mechs | ||
| 1,505 | Locust | 3 |
| 1,633 | Wasp | 3 |
| 1,602 | Stinger | 3 |
| 2,378 | Javelin | 2 |
| 2,186 | Valkyrie | 2 |
| 3,738 | Assassin | 1 |
| 3,687 | Cicada | 1 |
| 3,501 | Vulcan |
Artillery Targets
Situation: "Ring of Death," 14 May 3044.
Captain Vanov rotated in an Awesome, a Marauder, and a Dervish from the First Company to replace his losses, and a JagerMech to relieve the damaged Grasshopper. The Vikings ran into more difficult terrain reaching the second pocket of fortifications. Over the comlink, Vanov heard the Strongmen stumble into the surprises laid out for them. Coming out onto the steppe, he saw similar terrain awaiting the Vikings.
Game Set-Up
Lay out the BattleTech maps as shown. Two maps are placed side by side, with a north arrow.
Defender
The Defender is the Federated Commonwealth forces described above. Additional defenses available to this position include:
- One Archery Artillery Bunker, three Target Artillery Spotter Bunkers, one Punishment Bunker, three Mosquito Towers, one Phoenix Hawk-D, one Valkyrie, two Wasps.
- Federated Commonwealth Option Points: 4,200.
The Federated Commonwealth player may customize his defense by spending Option Points on the items listed in the Armaments Table below. Please note the maximum number available listed for each item.
Deployment: The Defending forces set up first. Units may only enter or leave the east or west edges of the maps.
Attacker
The Attacker is the Third Company (Vanov's Vikings), Second Battalion, McCarron's Armored Cavalry, plus surviving 'Mechs from Scenario 8, members of Yolanda's Hellcats, and any reinforcements.
Command Lance
- Yolanda Reynolds (Gunnery 1, Piloting 2), Stalker
- Roger Mason (Gunnery 2, Piloting 3), Warhammer
- Sandra Parkson (Gunnery 3, Piloting 4), Thunderbolt
- Michael Styles (Gunnery 4, Piloting 5), Griffin
Deployment: The Attacker enters on the west edge of the map. Units may only enter or leave the east or west edges of the map.
Special Rules
- It costs 2 MP to enter or leave the map.
- Federated Commonwealth artillery requires a flight time of 2 turns.
- No half-hex rules apply.
Victory Conditions
The Attacker must disable 75 percent of the enemy units and leave the east edge of the map within 20 turns.
Armaments Table
| Cost (in Points) | Item | Maximum Available |
|---|---|---|
| 'Mechs | ||
| 1,505 | Locust | 2 |
| 1,633 | Wasp | 2 |
| 1,602 | Stinger | 2 |
| 2,378 | Javelin | 1 |
| 2,186 | Valkyrie | 2 |
| 3,738 | Assassin | 1 |
| 3,687 | Cicada | 1 |
| 3,501 | Vulcan |
Transcription note: the Death Gulch Armaments Table prints the 'Mech Hole cost as "1,01" in the source scan; it is given there as 101, matching the same item in the other armaments tables.
Wall Scenarios
Backs to the Wall
Situation: Fort Bourgogne, 1330 hours, 14 May 3044.
In their last transmission, the Ring defenders reported that two assault groups from McCarron's Armored Cavalry had broken through and were headed for the wall. General Otto ordered Captain Mark Clarke's lance plus two extra 'Mechs to slow the enemy down, giving the wall defenders more time to prepare. Captain Clarke saw only one problem with this plan: the flat, open terrain between his lance and the wall. He would have to use his superior speed to play hit-and-run with the big boys.
Game Set-Up
Lay out the BattleTech maps as shown. Two maps are placed side by side, with a north arrow.
Defender
The Defender is one lance of the Federated Commonwealth forces defending the wall fortification surrounding Fort Bourgogne plus an additional two 'Mechs. Randomly choose four additional 'Mechs to accompany Captain Clarke's Ostsol and the pilot designated Raider Four. (It may be helpful to use the Random 'Mech Assignment Table from MechWarrior, Second Edition, p. 20.) The two 'Mechs remaining in the second lance will appear in Scenario 13, Another Kick In the Wall.
- Captain Mark Clarke (Gunnery 2, Piloting 3), Ostsol
- Raider Four, Valkyrie
Deployment: The Defending player sets up first, anywhere on the map.
Attacker
The Attacker is the Second Company (Richard's Reavers), Third Battalion, Barton's Regiment, McCarron's Armored Cavalry.
Command Lance
- (Gunnery 2, Piloting 3), Marauder-3R
- (Gunnery 2, Piloting 3), Warhammer-6R
- (Gunnery 3, Piloting 3), Victor-9B
- (Gunnery 3, Piloting 4), Catapult-1
Assault Lance
- (Gunnery 3, Piloting 4), Orion-1K
- (Gunnery 3, Piloting 4), Archer-2R
- (Gunnery 4, Piloting 4), Awesome-8Q
- (Gunnery 4, Piloting 4), Thunderbolt-5S
Deployment: All Attacker 'Mechs must enter on the first turn from the west edge of the map.
Victory Conditions
Barton's forces must exit the west side of the map, and destroy as many of the enemy 'Mechs as possible, including Captain Clarke's 'Mech and Raider Four. If both of those 'Mechs exit the board, they can be used in Scenario 13, Another Kick In the Wall. If the Attacker destroys Captain Clarke's 'Mech and Raider Four, the Defender may use only the two 'Mechs not chosen at the start of this scenario.
Another Kick in the Wall
Situation: Fort Bourgogne, 1600 hours, 14 May 3044.
Major Barton slowed his force down as he came within the wall's sensor range. He smiled under his neurohelmet. "So they rebuilt it," he said to himself. "Good. This will be fun." Barton scanned the wall. Picking out the weakest point would be tough. Davion had clearly learned the lesson Barton had taught them on his last visit.
Game Set-Up
Lay out the BattleTech maps as shown. Two maps are placed side by side, with a north arrow.
Defender
The Defender is elements of the Third Company, Second Battalion of the Marlette Rangers (Capellan March Militia), plus the two 'Mechs remaining from Scenario 12.
Elements of Forty-Third Infantry Battalion
- "A" Company: Three Regular platoons; two equipped with rifles, one equipped with machine guns.
- "B" Company: Three Regular platoons; two equipped with rifles, one equipped with lasers.
Elements of the Thirty-Ninth Armor Battalion, Delta Company
- (Gunnery 3, Piloting 4) Patton
- (Gunnery 3, Piloting 4) Patton
- (Gunnery 4, Piloting 4) Manticore
Deployment: At the start of the scenario, the Defender must choose where to place his infantry and tanks. They can begin in the wall or function as a mobile force. If the units begin in the wall, they must stay there for the duration of the game. If the units function as a mobile force, they cannot enter the wall except to move onto the battlefield.
Attacker
The Attacker is Barton's Command Lance plus the Strike, Command, and Assault Lances of the Second Company (Richard's Reavers), Third Battalion, Barton's Regiment, McCarron's Armored Cavalry. (Command and Assault Lances function as reinforcements.)
Command Lance
- Marcus Barton (Gunnery 0, Piloting 1), Awesome-8Q
- Ning-Ti Liao (Gunnery 2, Piloting 3), Zeus-6S
- William Styles (Gunnery 3, Piloting 4), Warhammer-6R
- Elaine "Blaze" Parks (Gunnery 1, Piloting 2), Archer-2R
Strike Lance
- (Gunnery 1, Piloting 2), Thunderbolt-5S
- (Gunnery 2, Piloting 3), Ostsol-4D
- (Gunnery 2, Piloting 3), Warhammer-6R
- (Gunnery 3, Piloting 4), Grand Dragon-1P
Reinforcements, Richard's Reavers
Command Lance
- (Gunnery 2, Piloting 3), Marauder-3R (RT missing 5 armor points)
- (Gunnery 2, Piloting 3), Warhammer-6R (RT missing 10 armor points)
- (Gunnery 3, Piloting 3), Victor-9B (RL and LT missing 5 armor points, RT missing 8 armor points, 8 shots of AC/20 ammo left)
- (Gunnery 3, Piloting 4), Catapult-1 (LL, CT, RT each missing 8 armor points, LA LRM is out of ammo, RA LRM has six shots left)
Assault Lance
- (Gunnery 3, Piloting 4), Orion-1K (RT missing 10 armor points, 11 shots of AC/10 ammo left, 10 shots of LRM ammo left, 25 shots of SRM ammo left)
- (Gunnery 3, Piloting 4), Archer-2R (CT missing 10 armor points, RT missing 5 armor points. Both LRMs have 6 shots left, one rear medium laser is gone)
- (Gunnery 4, Piloting 4), Awesome-8Q (LL, RA, LT each missing 10 armor points)
- (Gunnery 4, Piloting 4), Thunderbolt-5S (LA, RL each missing 5 armor points, CT missing 8 armor points, 10 LRM shots and 30 SRM shots left)
Deployment: The Attacker enters on the east edge of the map. All 'Mechs must enter on the first turn. On Turn 5, the Command Lance from Richard's Reavers enters the east edge of the map. On Turn 7, the Assault Lance from Richard's Reavers enters the east edge of the map.
Special Rules
Wall Defense
The wall is set up on the open map. It is two hexrows wide (1509, 1510) and three hundred feet high, with a sloping top. A 'Mech cannot climb it, jump over it, or jump on top of it. The Defending player must declare one hexside facing the east as a 'Mech door to exit the wall.
The wall has 400 armor points. The 'Mech door has only 40 armor points. The Attacking player cannot shoot at the door, or try to enter through it. The Attacker must break through the wall. When the wall has taken 100 points of damage, the Defending player rolls a 2D6 to see if the wall has been breached, consulting the table below. When the wall falls, a gap four hexes wide opens. Any time the Defender fails to make a roll equal to the target number, the wall is breached. Because the wall is a hardened building, infantry and tanks placed in it will suffer no damage, according to the building rules in the BattleTech Compendium, p. 37.
Each of the wall's four gun turrets has an AC/5 and one ton (20 shots) of ammo, plus 40 armor points. All normal rules for emplacements apply. The gun turrets have a 180-degree firing arc (the three front hexes). Turrets cannot fire to the rear.
Wall Breaching Table
| Points of Damage to Wall | Target Number to Remain Standing |
|---|---|
| 100 | 4 |
| 200 | 6 |
| 300 | 8 |
| 350 | 10 |
| 400 | Wall Falls |
Reinforcements
The Defending player only receives reinforcements if Captain Clarke and/or Raider Four escaped off the west edge of the board in Scenario 12. If they escaped, they arrive on Turn 3, without repairing the damage they took in Scenario 12. The 'Mechs will have the following damage:
- Captain Clarke, Ostsol (LL armor gone, only internal structure remaining. RT missing 10 armor points, LT and CT missing 5 armor points).
- Raider Four, Valkyrie (LT, RT, RA each have 4 armor points left, LL has 7 armor points left).
Special 'Mech Notes
Barton switched out the small laser on his Awesome for an extra half ton of armor to his 'Mech in the following locations: 1 point to each leg, 2 points to each arm, 1 point to center torso front.
The Grand Dragon replaces the AC/5 and ammo with a PPC and one medium laser in the right arm. Two extra heat sinks are also added to the 'Mech.
Victory Conditions
Barton must breach the wall within 20 turns to attack the fort. If Barton has not breached the wall by Turn 20, his advance is stopped. (See Running A Campaign in the Introduction, p. 4.)
The Defender wins if he stops Barton's forces from breaching the wall, or destroys Barton's 'Mech.
Final Battle Scenarios
Otto's Last Stand
Alternate Situation 1: Inner Citadel of Fort Bourgogne, 1637 hours, 14 May 3044.
The two-kilometer wide belt of fortifications covering the approaches to Fortress Bourgogne had crumbled under the MAC's ferocious attack. The speed with which his regiment had sliced through surprised even Marcus Barton. Breaching the inner walls had stalled them, but only briefly. The unit had moved as if possessed by its commander's vengeance. Now, their quarry stood within reach.
Game Set-Up
Lay out the BattleTech maps as shown. Two maps are placed side by side, with a north arrow.
Defender
The Defender is General Lester J. Otto, fortress commander, plus any surviving Marlette Ranger 'Mechs from Scenarios 7-13, in the same condition in which they exited the map.
- General Lester J. Otto (Gunnery 1, Piloting 2), Devastator
Deployment: The Defender sets up second, anywhere in the city.
Attacker
The Attacker is Barton's Regiment of McCarron's Armored Cavalry.
Command Lance
- Marcus Barton (Gunnery 0, Piloting 1), Awesome
- William Styles (Gunnery 3, Piloting 4), Warhammer-6R
- Elaine "Blaze" Parks (Gunnery 1, Piloting 2), Archer
- Ning-Ti Liao (Gunnery 2, Piloting 3), Zeus-6S
- (Gunnery 2, Piloting 3), Thunderbolt-5S
Deployment: The Attacker sets up first within two hexes of Hex 0109 of City map (east map). Attacking player moves first.
Special Rules
- The city map has ten rubbled buildings and four with two stories still intact: one Light building, one Medium building, one Heavy building, and one Hardened building. (See the Building rules in the BattleTech Compendium, p. 37.)
- No one may exit the map until the battle is over.
Victory Conditions
Destroy the enemy.
Showdown
Alternate Situation 2: Inner Citadel of Fort Bourgogne, 1803 hours, 14 May 3044.
The two-kilometer wide belt of fortifications covering the approaches to Fortress Bourgogne had crumbled under the MAC's ferocious attack, though breaching the inner walls had briefly stalled them. The unit had moved as if possessed by its commander's vengeance. Now, their quarry stood within reach.
The MAC's aerospace fighters had finally defeated Marlette's aero defenses, blasting flat most of the inner citadel's upper works. Marcus Barton marched onto the parade ground in front of the ruins with the rest of his command lance and a Thunderbolt from the First Battalion.
A messenger dashed down a dark corridor inside the fort, while the rumble of close explosions echoed around him. He stumbled through a small metal doorway as the building took a direct hit.
"Your report, Lieutenant?" General Otto asked, turning to the messenger.
"Barton's forces have broken through the wall. Liao aerospace fighters are attacking the upper fortifications."
"Reinforcements?"
"The Rangers have sent their regimental command lance, sir. That's all they could spare to defend the fort."
"And my orders for the prototype 'Mech?" the general asked.
"The 'Mech has been placed as you instructed, sir," replied the messenger.
"Very good," Otto replied with a chilly smile. "Have the Rangers' lance engage Barton. I will arrive after they have engaged. Make sure they are aware of my orders from the high command regarding the Devastator."
Game Set-Up
Lay out the BattleTech maps as shown. Two maps are placed side by side, with a north arrow.
Defender
The Defender is the Marlette Rangers (Marlette Capellan March Militia) and General Lester Otto, fortress commander.
- General Lester J. Otto (Gunnery 0 (-1), Piloting 2 (3)), Devastator
Rangers' Command Lance
- (Gunnery 0, Piloting 1), BattleMaster
- (Gunnery 1, Piloting 2), Orion
- (Gunnery 1, Piloting 2), Zeus (6S)
- (Gunnery 2, Piloting 3), Marauder
Deployment: The Defender sets up second anywhere in the city.
Attacker
The Attacker is Barton's Regiment of McCarron's Armored Cavalry.
Command Lance
- Marcus Barton (Gunnery 0, Piloting 1), Awesome
- William Styles (Gunnery 3, Piloting 4), Warhammer-6R
- Elaine "Blaze" Parks (Gunnery 1, Piloting 2), Archer
- Ning-Ti Liao (Gunnery 2, Piloting 3), Zeus-6S
- (Gunnery 2, Piloting 3), Thunderbolt-5S
Deployment: The Attacker sets up first within two hexes of Hex 0109 of City map (east map). If Barton has won four of the five Field fights and at least two of the Ring of Death fights, he has the use of an additional 'Mech from his undamaged 'Mechs. Attacking player moves first.
Special Rules
- The city map has ten ruined buildings and four with two stories intact: one Light building, one Medium building, one Heavy building, and one Hardened building. (See the Building rules in the BattleTech Compendium, p. 37.)
- After three turns of combat, the Devastator enters the board on the east edge. If Barton's side loses a 'Mech or has a one-legged 'Mech, Otto will close. Otherwise, the Devastator will use long-range fire. Otto must remain on the board for 5 turns unless the Defender loses a 'Mech. Otto can then attempt to exit the east edge of the map on the next turn.
- If the Defender loses a 'Mech, Barton will attempt to engage Otto. If he cannot, he sends the first available 'Mech to engage the general. Otto escapes if Barton's forces do not engage him before he exits the map. If they engage him, then the rest of Barton's forces will catch up and fight him until he surrenders or is destroyed.
Victory Conditions
Destroy the enemy.
Barton's Folly
Alternate Situation 3: Inner Citadel of Fort Bourgogne, 1924 hours, 14 May 3044.
The improvements in the Fortress of Bourgogne surprised Marcus Barton. He had lost precious time fighting through the bewildering array of defensive positions covering the fortress approaches. It had taken three assaults to punch through the outer two defensive walls.
The MAC's aerospace fighters had finally defeated Marlette's aero defenses, blasting flat most of the inner citadel's upper works. Marcus Barton marched onto the parade ground in front of the ruins with the rest of his command lance and a Thunderbolt from the first battalion. Barton's voice boomed over his 'Mech's external speaker.
"Otto! Get yer butt out here, ya yellow-bellied flag! Ya can't hide behind yer wall anymore."
General Lester J. Otto chuckled quietly at Marcus Barton's bravado. Josh Logan's recon lance had led Barton to the gates of the citadel and into the jaws of Otto's trap. He signaled the hidden command and fire lances of the First Company to move out.
General Otto switched to the MAC's combat frequency. "I see the son of a traitor has come to disgrace his name further."
Otto settled back into his Devastator's command chair. He would not go into combat. He would deny Marcus Barton his revenge, making Barton's defeat all the more painful.
Game Set-Up
Lay out the BattleTech maps as shown. Two maps are placed side by side, with a north arrow.
Defender
The Defender is the First Company, First Battalion of Marlette Rangers (Marlette Capellan March Militia).
Command Lance
- (Gunnery 0, Piloting 1) Stalker
- (Gunnery 2, Piloting 3) Zeus-6S
- (Gunnery 3, Piloting 4) Thunderbolt-5S
- (Gunnery 4, Piloting 5) Dervish-6M
Fire Lance
- (Gunnery 1, Piloting 2) Marauder-3R
- (Gunnery 2, Piloting 3) Orion-K
- (Gunnery 3, Piloting 4) Crusader-3R
- (Gunnery 4, Piloting 4) Enforcer-4R
Recon Lance
- Lt. Josh Logan (Gunnery 2, Piloting 3), Phoenix Hawk
- (Gunnery 3, Piloting 3) Valkyrie-QA
- (Gunnery 4, Piloting 4) Spider-5V
- (Gunnery 4, Piloting 5) Commando-2D
Deployment: The Defending player sets up Josh Logan's recon lance second, anywhere in the city. Defender moves first, with command and fire lances entering on either the north or south map edge, or both.
Attacker
The Attacker is Barton's Regiment of McCarron's Armored Cavalry.
Command Lance
- Marcus Barton (Gunnery 0, Piloting 1), Awesome
- William Styles (Gunnery 3, Piloting 4), Warhammer-6R
- Elaine "Blaze" Parks (Gunnery 1, Piloting 2), Archer
- Ning-Ti Liao (Gunnery 2, Piloting 3), Zeus-6S
- (Gunnery 2, Piloting 3), Thunderbolt-5S
Deployment: The Attacker sets up first within two hexes of Hex 0109 on City map (east map).
Special Rules
- The city map has ten ruined buildings and four with two stories intact: one Light building, one Medium building, one Heavy building, and one Hardened building. (See the Building rules in the BattleTech Compendium, p. 37.)
- Attacker may only exit off the west map edge.
Victory Conditions
Barton's forces win a decisive victory if they destroy the Federated Commonwealth forces. If Barton's Regiment escapes off the west map edge, losing no more than one 'Mech (not Barton's), the Attacker wins a tactical victory.
Federated Commonwealth forces win a tactical victory by destroying either Barton or two enemy 'Mechs. To win a decisive victory, the Defender must destroy three or more Attacker 'Mechs.
Armaments Table
| Cost (in Points) | Item | Maximum Available |
|---|---|---|
| 'Mechs | ||
| 1,505 | Locust | 2 |
| 1,633 | Wasp | 2 |
| 1,602 | Stinger | 2 |
| 2,378 | Javelin | 1 |
| 2,186 | Valkyrie | 1 |
| 2,881 | Whitworth | 1 |
| 3,255 | Blackjack | 1 |
| 64 | Skimmer |