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BattleTech: More Tales Of The Black Widow

Expansion for BattleTech

BattleTech: More Tales Of The Black Widow Rulebook

Table of Contents

Table of Contents

  • Introduction
    • How To Use The Scenarios
  • Black Widow Battalion, 3031 - 3035
  • Scenarios
    • Hunter's Moon
      • Game Set-Up
      • Defender
      • Attacker
      • Victory Conditions
      • Special Rules
    • We, The People
      • Game Set-Up
      • Defender
      • Attacker
      • Victory Conditions
    • Steele Fury
  • Black Widow Training Battalion, 3037 - 3050
    • Other Side Of The Mountains
      • Game Set-Up
      • Attacker
      • Defender
      • Special Rules
      • Victory Conditions
  • Assault On Satalice, 3051
    • Rules
      • Weather
      • Bidding
      • Variant OmniMechs
      • Clan Tactics
    • Against The Pack
      • Game Set-Up
      • Defender
      • Attacker
      • Victory Conditions
      • Special Rules
      • Clan Bidding Force
  • Campaign: Capture A Prince
    • Ragnar's Vargjagare Company
    • Campaign Victory Conditions
    • Campaign Special Rules
    • Hunter's Strike: Scenario 1
      • Game Set-Up
      • Defender
      • Attacker
      • Victory Conditions
    • Wolf Trap: Scenario 2
      • Game Set-Up
      • Defender
      • Attacker

Introduction

How To Use The Scenarios

Each of the scenarios in this book re-creates a battle or encounter involving one of Natasha Kerensky's units during the period 3031 to 3052. Several of the scenarios are interrelated, representing various phases of a single, continuous battle or campaign. In such cases, players may keep track of the results of one engagement to determine the forces for another, later battle.

The scenario rules include all information necessary to understand and play out the encounter. Each scenario begins with a personal account of the engagement and ends with a brief historical framework for the battle.

Each Game Set-Up section provides the specific information needed to play that scenario. This includes 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. (In certain cases, when this information runs long, players are referred back to one of the previously listed force rosters.) This force information includes damage, problems, or special abilities of any 'Mechs or other units at the start of the battle. Also noted is each force's starting position on the map, and where and when reinforcements enter (if any are available to either side). Several scenarios include ground units for one or both sides.

Next come the Victory Conditions. These determine the outcome of the encounter and vary from scenario to scenario. In combat, it is rare for an action to continue until one side is eliminated. For this reason, the Victory Conditions usually list special objectives for one or both opponents.

Finally, if the scenario uses rules not covered in the general BattleTech rules, these are described in Special Rules.

Black Widow Battalion, 3031 - 3035

The "Out Of The Fire", "Postwar Problems", "Like Fine Wine", "The New Widows", "Forty-Seven Ronin", "Action On Gei-Fu", and "Victory At Fumar" sections are narrative vignettes with no set-up or victory text, and are omitted. The Black Widow Battalion roster is reference data and is omitted.

Scenarios

Hunter's Moon

Situation: Weiswald Power Station, Wallacia, 1330 hours, 12 September 3032. Narrative omitted.

Game Set-Up

Lay out the BattleTech and CityTech maps as shown. Use the Expert BattleTech and CityTech rules (or BattleTech Compendium rules) in this scenario. The city area represents the Weiswald Power Station.

Defender

The Defender is Karlsmith's Company, 2nd Oriente Hussars.

Command Lance

  • Captain Bjorn Karlsmith (Gunnery 2, Piloting 3), Grasshopper
  • Lieutenant Siegfried Annsbach (Gunnery 2, Piloting 3), Thunderbolt
  • Andrea Scholl (Gunnery 4, Piloting 5), Griffin
  • Maurice Harveman (Gunnery 4, Piloting 5), Scorpion

Fire Lance

  • Lieutenant Manuel Duval (Gunnery 2, Piloting 3), Archer
  • Sergeant Victor Boddick (Gunnery 4, Piloting 5), Warhammer
  • Deborah Conor (Gunnery 4, Piloting 5), Rifleman
  • Anand Stoudemier (Gunnery 4, Piloting 5), Quickdraw

Pursuit Lance

  • Lieutenant Ronaldo Ortega (Gunnery 2, Piloting 3), Clint
  • Sergeant Gordon London (Gunnery 4, Piloting 5), Commando
  • Jacqueline Morris (Gunnery 4, Piloting 5), Stinger
  • Richard Hamilton (Gunnery 5, Piloting 6), Javelin

Deployment: Set up anywhere outside the city area on the northern map.

Attacker

The Attacker is the 1st 'Mech Company, Black Widow Battalion.

1st Lance

  • Captain John Clavell (Gunnery 1, Piloting 2), Firefly
  • Sergeant Simon Fraser (Gunnery 2, Piloting 3), Stinger
  • Mohammar Jahan (Gunnery 2, Piloting 3), Stinger
  • Bradley Turlow (Gunnery 1, Piloting 2), Vulcan

2nd Lance

  • Lieutenant Piet Nichols (Gunnery 1, Piloting 2), Hornet
  • Steven Fujimi (Gunnery 2, Piloting 3), Marauder II
  • Jorge Muller (Gunnery 2, Piloting 3), Annihilator
  • Ulzanna Whitehead (Gunnery 2, Piloting 3), Flea

3rd Lance

  • Lieutenant James Riker (Gunnery 1, Piloting 2), Imp
  • Sergeant Paul Sayers (Gunnery 1, Piloting 2), Warhammer
  • Wilson Smullen (Gunnery 1, Piloting 2), Shogun
  • Ted Heyden (Gunnery 1, Piloting 2), Ostroc

3rd Team, Seventh Kommando

  • 2 Platoons Jump Infantry, Lasers
  • 2 Platoons Jump Infantry, SRMs

Source note: the printed force list for the Attacker's Seventh Kommando infantry begins with "3rd Team". The 1st and 2nd Teams do not appear on the scanned pages, so they are not transcribed here.

Deployment: Seventh Kommando infantry deploy within the city area (the Weiswald Power Station). BattleMechs deploy anywhere on the southern map.

Victory Conditions

The Defender receives Victory Points for destroying enemy units and for exiting his own BattleMechs off the south edge of the board. On Turns 1 through 4, he receives 1 Victory Point for each enemy BattleMech out of commission, and 1/2 Victory Point for each infantry platoon destroyed. On Turns 5 through 8, he no longer receives Victory Points for destroying enemy units, but instead receives 1 Victory Point for each BattleMech exited off the south map edge. Exited BattleMechs may not return. At the end of eight turns, victory is assessed based on the following table:

VPResult
0 - 5Attacker Decisive Victory
6 - 0Attacker Marginal Victory
11 - 15Draw
16 - 20Defender Marginal Victory
21+Defender Decisive Victory

Source note: the printed table reads "6 - 0" for the Attacker Marginal Victory row. This is transcribed as printed; it appears to be a misprint for 6 - 10, since the next row begins at 11.

Special Rules

This battle takes place at night. BattleMechs take an automatic +2 on all To-Hit Numbers.

Riflemen, Marauder IIs, and Warhammers are equipped with searchlights. Any of these units may illuminate a target that is in its line-of-sight and forward firing arc. Attacks against illuminated targets disregard the +2 modifier. When a searchlight-equipped BattleMech is hit in the front torso, roll 2D6. On a roll of 7+, the searchlight is destroyed.

We, The People

Situation: Saranak, Wallacia, 1500 hours, 3 October 3032. Narrative omitted.

Game Set-Up

Lay out two BattleTech maps, non-terrain side up, as shown. Place the following building counters at random on both maps:

  • 24 Light Buildings
  • 18 Medium Buildings
  • 20 Heavy Buildings
  • 12 Hardened Buildings

In addition, place one Heavy Building in Hex 0809 of the western map. This represents Carlin Palace, the seat of Wallacia's government. Use the Expert BattleTech and CityTech rules (or BattleTech Compendium rules) in this scenario.

Defender

The Defenders are elements of Gallivan's Company, 2nd Fusiliers of Oriente, reinforced during the scenario.

Command Lance

  • Captain Roger Gallivan (Gunnery 1, Piloting 2), Orion
  • Lieutenant Theo Poulan (Gunnery 2, Piloting 3), Rifleman
  • Inga Sivaar (Gunnery 4, Piloting 5), Blackjack
  • Alan Gorman (Gunnery 4, Piloting 5), Griffin

Heavy Lance

  • Lieutenant Orlon Rellis (Gunnery 4, Piloting 5), Archer
  • Sergeant Maja Krupp (Gunnery 5, Piloting 6), Ostroc
  • John Donovan (Gunnery 5, Piloting 6), Crusader
  • Barbara Schellhammer (Gunnery 5, Piloting 6), JagerMech

Gallivan's reinforcements (the remainder of his company and elements of Bradley's Company of the 2nd Fusiliers) arrive over several turns. All reinforcements enter from the western edge of the map.

On Turn 3:

Pursuit Lance, Gallivan's Company

  • Lieutenant Adrienne Warloff (Gunnery 2, Piloting 3), Ostscout
  • Sergeant Rolf Canon (Gunnery 4, Piloting 5), Wasp
  • Edward Hawkin (Gunnery 5, Piloting 6), Cicada
  • Tor Jonson (Gunnery 5, Piloting 6), Spider

Light Lance, Bradley's Company

  • Lieutenant Sharon Nider (Gunnery 2, Piloting 3), Assassin
  • Sergeant Conal Bruce (Gunnery 4, Piloting 5), Locust
  • Ramona Denalli (Gunnery 4, Piloting 5), Javelin
  • Nathan Ruger (Gunnery 5, Piloting 6), Locust

On Turn 5:

Fire Lance

  • Lieutenant Xan Hi (Gunnery 4, Piloting 5), Catapult
  • Sergeant Vincent Grainer (Gunnery 4, Piloting 5), Rifleman
  • Carlos Ramirez (Gunnery 4, Piloting 5), Griffin
  • Richard Sharp (Gunnery 5, Piloting 6), Thunderbolt

On Turn 7:

Command Lance

  • Captain Tara Bradley (Gunnery 2, Piloting 3), Orion
  • Sergeant Inez Guerrero (Gunnery 4, Piloting 5), Wolverine
  • Takiro Wasakari (Gunnery 4, Piloting 5), Shadow Hawk
  • Harlan Sneed (Gunnery 5, Piloting 6), Dervish

Deployment: Initial forces set up anywhere on the two maps.

Attacker

The Attacker is MacKenzie Wolf's 2nd Company, Black Widow Battalion, reinforced by Natasha Kerensky's Command Lance.

Command Lance

  • Colonel Natasha Kerensky (Gunnery 0, Piloting 0), Warhammer
  • Captain Takiro Ikeda (Gunnery 1, Piloting 2), Shogun
  • Lynn Sheridan (Gunnery 1, Piloting 2), Crusader
  • John Hayes (Gunnery 2, Piloting 3), Griffin

2nd BattleMech Company (The Tarantulas)

1st Lance

  • Captain MacKenzie Wolf (Gunnery 4, Piloting 4), Enforcer
  • Lilith Lang (Gunnery 1, Piloting 2), Hermes II
  • Trel Morkai (Gunnery 2, Piloting 3), Rifleman
  • John Castle (Gunnery 2, Piloting 3), Crusader

2nd Lance

  • Lieutenant Leslie Kawalli (Gunnery 1, Piloting 2), Marauder
  • Sergeant Mikos Delius (Gunnery 1, Piloting 2), Whitworth
  • Nikolai Konief (Gunnery 2, Piloting 3), Firefly
  • Delmar Lindstrom (Gunnery 2, Piloting 3), Shadow Hawk

3rd Lance

  • Lieutenant Norah Jane Stokes (Gunnery 1, Piloting 2), Griffin
  • Maurice Frenn (Gunnery 1, Piloting 2), Falcon
  • Timothy Storrs (Gunnery 2, Piloting 3), Charger
  • Kathy Keegan (Gunnery 1, Piloting 2), Wolverine

Deployment: Attackers enter anywhere along the southern map edge on Turn 1.

Victory Conditions

The Black Widows' objective is to transport Shandra Tate to Carlin Palace, where she will broadcast a call for a general uprising and issue a demand for surrender of Free Worlds forces. Tate is in the jumpseat of Natasha Kerensky's Warhammer, probably the safest place in the city at this time. However, she will suffer the same pilot damage that Kerensky suffers during the course of the game. If Kerensky is unconscious or dead, then Tate is also unconscious or dead.

To win, Kerensky must transport Tate to Carlin Palace, remain stationary for one turn in order for Tate to debark (Kerensky may still fire), then keep all Marik forces out of the building for D6 turns (roll 1D6 when Kerensky arrives at the palace). If enemy forces destroy or occupy the building at the end of any turn during this period, the Black Widows lose. The Widows also lose if Tate falls unconscious or dead before reaching the Palace. Any other result is a Black Widow victory.

If Kerensky's 'Mech is damaged and unable to move before reaching the palace, another 'Mech may pick up Tate by remaining stationary while adjacent to Kerensky's 'Mech for one turn (the 'Mech may still fire).

The Defender may not fire upon Carlin Palace before Tate occupies it.

Steele Fury

Situation: Kujari, 1100 hours, 3 March 3033. Narrative omitted.

Game Set-Up

Lay out the BattleTech maps as shown. Use Expert BattleTech (or BattleTech Compendium) rules.

Defender

The Defenders are two lances of Wolf's Tarantulas. The 1st Lance is engaged with Steele's Light Cavalry and does not participate in this scenario.

2nd Lance

  • Lieutenant Leslie Kawalli (Gunnery 1, Piloting 2), Marauder
  • Sergeant Mikos Delius (Gunnery 1, Piloting 2), Whitworth
  • Nikolai Konief (Gunnery 2, Piloting 3), Firefly
  • Delmar Lindstrom (Gunnery 2, Piloting 3), Shadow Hawk

3rd Lance

  • Lieutenant Norah Jane Stokes (Gunnery 1, Piloting 2), Griffin
  • Maurice Frenn (Gunnery 1, Piloting 2), Falcon
  • Timothy Storrs (Gunnery 2, Piloting 3), Charger
  • Kathy Keegan (Gunnery 1, Piloting 2), Wolverine

MechWarrior Storrs' Charger is modified as follows:

ItemValue
Walking MP3
Running MP5
Heat Sinks25
Armor Value248
LocationInternal StructureArmor Value
Head39
Center Torso2540/10
L/R Torso1724/10
L/R Arm1326
L/R Leg1734
WeaponLocationCritical Slots
Large LaserRA2
Large LaserLA2
Large LaserRT2
Medium LaserH1

Deployment: The Defender deploys first, anywhere on the maps. One lance may be deployed hidden. A hidden unit's position is revealed if it moves, if it fires, or if an enemy unit moves adjacent to it. (See Limited Intelligence in the Expert BattleTech rules or Hidden Units in the BattleTech Compendium.)

Attacker

The Attacker is the Steele Wind Company, Steele's Eagles. The Eagles, drawn from a wide variety of worlds, retain the ranks of their respective homelands. The Eagles have long since grown used to this system, and it often serves to confuse their opponents.

Command Lance

  • Hauptmann Reggie "Lancer" Winthorpe (Gunnery 1, Piloting 2), BattleMaster
  • Chu-i Marcus Lyons (Gunnery 2, Piloting 3), Phoenix Hawk
  • Ariel Schuller (Gunnery 2, Piloting 3), Rifleman
  • Kassam (Gunnery 2, Piloting 3), Ostsol

Fire Lance

  • Commander Moze Filby (Gunnery 2, Piloting 3), Archer
  • Sergeant Ilorra Danby (Gunnery 2, Piloting 3), Dervish
  • William Kanabe (Gunnery 4, Piloting 5), Crusader
  • Florio Madero (Gunnery 4, Piloting 5), Grasshopper

Light Lance

  • Leftenant Charla Brandon (Gunnery 2, Piloting 3), Stinger
  • Fanjukare Richard Tenner (Gunnery 2, Piloting 3), Wasp
  • Donald Inet (Gunnery 4, Piloting 5), Ostscout
  • Mary Collins (Gunnery 5, Piloting 6), Locust

Deployment: The Attacker enters from the west edge of map at the beginning of Turn 1.

Victory Conditions

The Eagles must break through the Dragoons in order to link up with two other mercenary battalions. The Attacker receives 1 Victory Point for each BattleMech which he exits off the eastern map edge. At the end of Turn 8, victory is assessed according to the following table:

Exited BattleMechsResult
11+Attacker Decisive Victory
8 - 10Attacker Marginal Victory
4 - 7Draw
3 - 5Defender Marginal Victory
0 - 2Defender Decisive Victory

Steele Twilight

Situation: Baker AG Station, Kujari, 1800 hours, 28 March 3033. Narrative omitted.

Game Set-Up

Lay out the BattleTech map as shown. The city region represents Colonel Steele's fortified command post. The outermost hexes of the command post (any hex not completely surrounded by other city hexes) are Level 1 Heavy Buildings with a CF of 60; the interior hexes are simply paved. Use the Expert BattleTech and CityTech rules (or BattleTech Compendium rules) in this scenario.

Defender

The Defender is Colonel Steele's Command Lance, Steele Leader, and his Steele Fist Company.

Steele Leader Lance

  • Colonel Donovan Steele (Gunnery 1, Piloting 2), Marauder
  • Sergeant-Major Fritz Morrow (Gunnery 1, Piloting 2), Cyclops
  • Rena Broadhurst (Gunnery 2, Piloting 3), Archer
  • Eric Spengler (Gunnery 2, Piloting 3), Warhammer

Steel Fist Company

Command Lance

  • Lieutenant Loren Czeznak (Gunnery 2, Piloting 3), Warhammer
  • Sergeant Arno St. Thomas (Gunnery 2, Piloting 3), Crusader
  • Emilio Savazzo (Gunnery 4, Piloting 5), Catapult
  • Phillippa Gerald (Gunnery 4, Piloting 5), Dragon

Fire Lance

  • Leftenant Douglas Rolle (Gunnery 2, Piloting 3), Thunderbolt
  • Sergeant Leif Gunarson (Gunnery 2, Piloting 3), Grasshopper
  • Norton Caimen (Gunnery 4, Piloting 5), Archer
  • Roland Hughes (Gunnery 5, Piloting 6), Rifleman

Pursuit Lance

  • Löjtnant Fiona Preiss (Gunnery 2, Piloting 3), Hermes II
  • Sergeant Francis Tolliver (Gunnery 2, Piloting 3), Flea
  • Livingstone Knight (Gunnery 4, Piloting 5), Clint
  • Jackson Barnes (Gunnery 4, Piloting 5), Vulcan

Deployment: The Defender deploys anywhere within the compound.

Attacker

The first and second companies of the Black Widow Battalion are the Attackers. The Second Company may retain damage from the previous scenario, if desired. Storrs' Charger has been modified, as noted in the previous scenario. Moskowitz's AeroSpace Company is engaged in attacks on Steele's reinforcements and may not participate in the battle.

Command Lance

  • Colonel Natasha Kerensky (Gunnery 0, Piloting 0), Warhammer
  • Captain Takiro Ikeda (Gunnery 1, Piloting 2), Shogun
  • Lynn Sheridan (Gunnery 1, Piloting 2), Crusader
  • John Hayes (Gunnery 2, Piloting 3), Griffin

1st BattleMech Company (The Wolf Spiders)

1st Lance

  • Captain John Clavell (Gunnery 1, Piloting 2), Firefly
  • Sergeant Simon Fraser (Gunnery 2, Piloting 3), Stinger
  • Mohammar Jahan (Gunnery 2, Piloting 3), Stinger
  • Bradley Turlow (Gunnery 1, Piloting 2), Vulcan

2nd Lance

  • Lieutenant Piet Nichols (Gunnery 1, Piloting 2), Hornet
  • Steven Fujimi (Gunnery 2, Piloting 3), Marauder II
  • Jorge Muller (Gunnery 2, Piloting 3), Annihilator
  • Ulzanna Whitehead (Gunnery 2, Piloting 3), Flea

3rd Lance

  • Lieutenant James Riker (Gunnery 1, Piloting 2), Imp
  • Sergeant Paul Sayers (Gunnery 1, Piloting 2), Warhammer
  • Wilson Smullen (Gunnery 1, Piloting 2), Shogun
  • Ted Heyden (Gunnery 1, Piloting 2), Ostroc

2nd BattleMech Company (The Tarantulas)

1st Lance

  • MacKenzie Wolf (Gunnery 4, Piloting 4), Enforcer
  • Lilith Lang (Gunnery 1, Piloting 2), Hermes II
  • Trel Morkai (Gunnery 2, Piloting 3), Rifleman
  • John Castle (Gunnery 2, Piloting 3), Crusader

2nd Lance

  • Lieutenant Leslie Kawalli (Gunnery 1, Piloting 2), Marauder
  • Sergeant Mikos Delius (Gunnery 1, Piloting 2), Whitworth
  • Nikolai Konief (Gunnery 2, Piloting 3), Firefly
  • Delmar Lindstrom (Gunnery 2, Piloting 3), Shadow Hawk

3rd Lance

  • Lieutenant Norah Jane Stokes (Gunnery 1, Piloting 2), Griffin
  • Maurice Frenn (Gunnery 1, Piloting 2), Falcon
  • Timothy Storrs (Gunnery 2, Piloting 3), Charger
  • Kathy Keegan (Gunnery 1, Piloting 2), Wolverine

Deployment: First Company enters the north edge of the map on Turn 1. Second Company enters the south edge of the map on Turn 3.

Victory Conditions

Kerensky's aim is to force Colonel Steele to surrender. If Steele's 'Mech is crippled but not destroyed and a Dragoon 'Mech remains in his hex for one full turn (the 'Mech may still fire its weapons), Steele is considered captured, and the Widows have won a decisive victory. If Steele's 'Mech is destroyed and he escapes, he may be captured if an enemy 'Mech ends its movement in his hex. If Steele is killed, the Widows have won only a marginal victory. If none of these conditions are satisfied by the end of Turn 10, the Widows lose.

Special Rules

The first two turns of the battle take place at sunset, with no restrictions. From Turn 3 onward, the battle takes place at night, but the compound is lit by floodlights. If the Defender wishes, he may turn off the lights, forcing the battle to be fought using the night combat rules (see the Special Rules in the first scenario, Hunter's Moon). The lights may not be turned back on.

Black Widow Training Battalion, 3037 - 3050

The Extended TDY, Reorganization, and Ghost Of Christmas Future sections are narrative vignettes with no set-up or rules, and are omitted. The Black Widow Training Battalion roster is reference data and is omitted.

Other Side Of The Mountains

Situation: Black Widow Training Command, Outreach, 6 May 3042. The "Steel Viper Four" letter from Natasha Kerensky is narrative and is omitted.

Game Set-Up

Use Expert BattleTech (or BattleTech Compendium) rules for this scenario. Players alternate placing maps until four have been placed in a square. One player places the first map, then the other player places a second map along any edge of the first map. The first player chooses a third map, which he places to form the third part of a square, and the Attacker player chooses a fourth map, which completes the square.

Attacker

The Attacker is a Dragoons training unit of up to company size. First, one player selects up to six of the following units as the attacking force. No more than four of the units chosen may be 'Mech lances. Alternatively, a player may create a 'Mech unit. (At this point, the player who will be the Attacker has not yet been determined; see Defender.)

Light Lance A: Stinger, Flea, Firefly, Falcon

Light Lance B: Wolfhound, Hornet, Flea, Locust

Medium Lance: Crusader, Hoplite, Wolverine, Shadow Hawk

Heavy Lance: Marauder, Warhammer, Shogun, Thunderbolt

Assault Lance: Marauder II, Imp, Shogun, Annihilator

Fire Lance: Archer, Archer, Hoplite, Dervish

Infantry Company: 2 Mechanized Infantry Platoons (Laser); 2 Mechanized Infantry Platoons (MG)

Transport Lance: 4 Blackwell Badger Tracked Transports

Armored Lance A: 4 Plainsmen Medium Hovertanks

Armored Lance B: 4 Blackwell Bandit Hovertanks

Unit Quality: After one player has chosen an attacking force, he rolls one die to determine the skill levels of each MechWarrior. Company commanders may add +2 to their own die roll; lance commanders may add +1.

Die RollSkill Level
1 - 3Green (Gunnery 5, Piloting 6)
4 - 5Regular (Gunnery 4, Piloting 5)
6 - 7Veteran (Gunnery 2, Piloting 3)
8Elite (Gunnery 1, Piloting 2)

Deployment: See Special Rules.

Defender

The optional Bidding and Clan Tactics rules (see Assault On Satalice, p. 28) are used in this scenario. The Clan bidding force is Kerensky's entire training battalion, and the first bid is submitted by the player who did not select the attacking force.

Deployment: See Special Rules.

Special Rules

Hidden Units. Both forces set up in hidden positions. First, the Defender selects two adjacent mapboards. His forces may be deployed on either or both, at his discretion, their location noted on a piece of paper. Then the Attacker sets up in hidden positions on either or both of the remaining boards.

A hidden unit's position is revealed if it moves, if it fires, or if an enemy unit moves adjacent to it. (See Limited Intelligence in the Expert BattleTech rules or Hidden Units in the BattleTech Compendium.)

The Defender then takes a blank counter or other marker and places it in any hex. This represents the Attacker's objective hex; it may or may not be used, depending on the Attacker's victory conditions. In any event, it is left on the board in order to keep the Defender guessing.

Variant Weapons. The Dragoons have begun experimenting with the rediscovered Star League technologies in order to accustom their MechWarriors to Clan weaponry. Players may experiment by fitting 'Mechs of the Black Widow Training Battalion with Inner Sphere technology described in Technical Readout: 3050 (or the BattleTech Compendium).

Training Weapons. This battle is fought with low-powered training weapons, so no real damage is done. MechWarriors may only be permanently injured by falling, but all BattleMechs are temporarily wired to mimic the effects of simulated pilot damage.

Victory Conditions

The Attacker selects his objective randomly. At the beginning of the game, he rolls 1D6 and compares it to the following results:

  1. Destroy 'Mechs. The Attacker wins if he destroys half or more of the defending 'Mechs by the end of Turn 8.
  2. Breakthrough. The Attacker wins by exiting at least half his 'Mechs off any map edge that contains the objective hex by the end of Turn 8.
  3. Take and Hold. The Attacker wins by occupying the objective hex and holding it for 1D6 consecutive turns. (Roll a die to determine this length on the turn the Attacker occupies the hex.) If the Defender retakes the hex during this time, the Attacker loses.
  4. Escort. One of the Attacker's 'Mechs (his choice) contains a valuable individual or cargo. To win, he must exit the 'Mech off any edge of the board containing the objective hex.
  5. Recover Object. The Attacker must move a 'Mech into the objective hex, remain stationary for one turn (he may still fire), then exit off any edge of one of his initial deployment boards by the end of Turn 8.
  6. Attacker's Choice. The Attacker may select his own objective.

The Defender then rolls one die. On a result of 1, the Attacker must reveal his objective.

Assault On Satalice, 3051

Narrative background on Satalice, Overste Hjalmer Olsen and Prince Ragnar Magnusson is omitted.

Rules

Use Expert BattleTech rules and Technical Readout 3050 rules (or BattleTech Compendium rules) for all the remaining scenarios in this book. The battle for Satalice was the first major engagement fought by the Thirteenth Wolf Guards under Khan Natasha Kerensky. The following optional rules help simulate both the conditions on Satalice and the Clans' unique style of warfare.

Weather

Players may use the following table to simulate the harsh weather on Satalice. At the beginning of each scenario, roll 1D6 to determine the conditions that will prevail throughout the game.

RollWeatherEffect
1 - 2Light Winds/ClearNo effect.
3Moderate Winds-2 to Missile Hit Table; +2 to Streak-SRM To-Hit numbers.
4High Winds-4 to Missile Hit Table; +4 to Streak-SRM To-Hit numbers; +1 to all long-range To-Hit numbers.
5High Winds/Snowstorm-4 to Missile Hit Table; +4 to Streak-SRM To-Hit numbers; +2 to all long-range To-Hit numbers; +1 to all medium-range To-Hit numbers; Jumping 'Mechs must make Piloting Skill Rolls when they land to avoid falling. Heat sinks operate at 50% greater efficiency (round down).
6BlizzardNo missile fire allowed; +2 to all long-range To-Hit numbers; +1 to all medium- and short-range To-Hit numbers; Jumping 'Mechs must make Piloting Skill rolls at -1 when they land to avoid falling. Heat sinks operate at 50 percent greater efficiency (round down).

Bidding

Competing Clans engage in a "bidding" process, with each attempting to outdo their opponents by capturing an objective with the smallest force. Individual Clan commanders follow a similar process, winning status and genetic privileges by defeating enemies with minimal force.

To simulate this, players "bid" for the right to play the Wolf Guards. In some scenarios, two forces are listed for the Wolves: the standard force, used if the players do not wish to bid, and the bidding force. When no bidding force is listed, these bidding rules are not used.

The players roll dice to determine who will start the bidding. (High roll bids first.) Using the bidding force as the initial force pool, the first player may remove any number of 'Mechs or Elementals. He then allows the other player to bid, further reducing the Clan force. When one player refuses to reduce the bidding force any further, his opponent wins the right to play the Wolf Guards. The reduced bidding force is then set up and the game begins.

Players may ignore the listed bidding force and use the entire Wolf Guards Cluster (excluding aerospace forces) instead, providing a more varied starting force.

Variant OmniMechs

In the Thirteenth Wolf Guards roster, each Clan OmniMech is followed by a letter in parenthesis. This is the MechWarrior's preferred variant, used in the following scenarios. Where no variant is listed, the OmniMech is assumed to be in the standard configuration.

By mutual agreement, players may experiment with alternate variants, deploying different configurations to see how they perform in various situations.

Clan Tactics

Honor-driven warriors, the Clans disdain the standard Inner Sphere tactic of concentrating fire on a single enemy unit, preferring instead to attack their opponents one-on-one. To simulate this, Clan forces may be forbidden from attacking enemy targets with more than one OmniMech.

Clan MechWarriors also shun close combat, preferring to engage their targets with ranged weapons. Players may simulate this by forbidding Clan BattleMechs from initiating physical attacks. However, Clan BattleMechs that are physically attacked may respond against their attacker, but only with a Punch, Kick, Push, or Club.

Against The Pack

Situation: Litengraveling Ice Plain, Satalice, 0900 hours, 26 November 3051. Report to the Coordinator omitted as narrative.

Game Set-Up

Set up the BattleTech maps as shown. River hexes are considered clear.

Defender

The Defenders are Alpha Assault Star and Alpha Battle Star, 13th Wolf Guards.

Alpha Assault

  • Star Captain Samis (Gunnery 1, Piloting 2), Man O' War
  • MechWarrior Calthron (Gunnery 1, Piloting 2), Masakari
  • MechWarrior Donley (Gunnery 2, Piloting 3), Mad Cat
  • MechWarrior Ralmer (Gunnery 2, Piloting 3), Thor (A)
  • MechWarrior Ala (Gunnery 2, Piloting 3), Vulture (C)

Alpha Battle

  • Star Commander Marco Hall (Gunnery 1, Piloting 2), Black Hawk
  • MechWarrior Zomol (Gunnery 2, Piloting 3), Vulture (A)
  • MechWarrior Foley (Gunnery 2, Piloting 3), Ryoken
  • MechWarrior Sandal (Gunnery 2, Piloting 3), Mad Cat
  • MechWarrior Taner (Gunnery 4, Piloting 5), Fenris

Deployment: Set up anywhere within four hexes of the split-hex border between the two mapboards.

Attacker

The Attacker is Provisional Assault Company One, 3rd Drakøns.

Command Lance

  • Kapten Sven Norberg (Gunnery 1, Piloting 2), Marauder
  • Sergeant Janos Andrusko (Gunnery 2, Piloting 3), Cyclops
  • Marilyn Koppenhafer (Gunnery 2, Piloting 3), Archer
  • Gerald DeFranq (Gunnery 4, Piloting 5), Thunderbolt

Assault Lance One

  • Löjtnant Clifton Landesburg (Gunnery 2, Piloting 3), Atlas
  • Sergeant Marshall Gunsell (Gunnery 2, Piloting 3), Stalker
  • Vance Munoz (Gunnery 4, Piloting 5), Victor
  • Gabrielle Solberg (Gunnery 4, Piloting 5), Goliath

Assault Lance Two

  • Löjtnant Mona Weiderholz (Gunnery 2, Piloting 3), BattleMaster
  • Sergeant Orson Schaff (Gunnery 2, Piloting 3), Stalker
  • Charlotte Anderson (Gunnery 2, Piloting 3), Zeus
  • Rod Dexter (Gunnery 4, Piloting 5), Awesome

Scout Lance

  • Löjtnant Ken Rifkin (Gunnery 2, Piloting 3), Scorpion
  • Sergeant Emilio Ortez (Gunnery 2, Piloting 3), Phoenix Hawk
  • George McComber (Gunnery 4, Piloting 5), Vulcan
  • Denise Gibney (Gunnery 4, Piloting 5), Clint

Deployment: Two lances (Attacker's choice) enter on the north edge of the board at the start of Turn 1. The remaining lances enter the south edge of the board at the start of Turn 2.

Victory Conditions

The Attacker receives 2 Victory Points for each Clan 'Mech destroyed. The Defender receives 1 Victory Point for each attacking 'Mech destroyed. The side with the highest Victory Point total at the end of eight turns is the winner.

If Clan Bidding rules are being used, and Elemental Infantry participate, the Attacker receives 1 Victory Point for each full Point of Elementals destroyed.

Special Rules

This battle is fought in heavy weather, with snow and wind frustrating movement and targeting. Use the Weather optional rules, but roll 1D6 at the beginning of each turn to determine current conditions.

Clan Bidding Force

Trinaries Alpha and Bravo; Delta Elemental Command

Knight's Oath

Situation: Hammareslatt, Satalice, 1000 hours, 26 November 3051. "Thor's Hammer" narrative omitted.

Game Set-Up

Set up the BattleTech maps as shown.

Defender

The Defenders are Charlie Assault and Charlie Battle, 13th Wolf Guards.

Charlie Assault

  • Star Captain Nigel Wallace (Gunnery 1, Piloting 2), Thor
  • MechWarrior Volax (Gunnery 2, Piloting 3), Mad Cat (B)
  • MechWarrior Timith (Gunnery 2, Piloting 3), Man O' War
  • MechWarrior Dalis (Gunnery 4, Piloting 5), Loki
  • MechWarrior Regarro (Gunnery 4, Piloting 5), Daishi

Charlie Battle

  • Star Commander Dirkon (Gunnery 1, Piloting 2), Man O' War
  • MechWarrior Donemar (Gunnery 2, Piloting 3), Vulture
  • MechWarrior Yallas (Gunnery 2, Piloting 3), Ryoken (B)
  • MechWarrior Val (Gunnery 4, Piloting 5), Koshi
  • MechWarrior Truhelo (Gunnery 4, Piloting 5), Fenris

Deployment: Set up anywhere on the south map board. Place a blank counter anywhere on the south map board to represent the Attacker's objective. This counter may or may not be used, depending on the randomly determined victory conditions.

Attacker

The Attacker is Bodell's Company, 3rd Husars.

Command Lance

  • Kapten Sean Bodell (Gunnery 2, Piloting 3), Archer
  • Löjtnant Grant Rogway (Gunnery 2, Piloting 3), Warhammer
  • Boyd Hughes (Gunnery 4, Piloting 5), Ostscout
  • Reyna Torgalsdotter (Gunnery 4, Piloting 5), Phoenix Hawk

Assault Lance

  • Löjtnant Jon Hermansson (Gunnery 2, Piloting 3), Stalker
  • Sergeant Wesford Gordon (Gunnery 4, Piloting 5), Awesome
  • Lysa Webb (Gunnery 4, Piloting 5), Warhammer
  • Robert Muir (Gunnery 4, Piloting 5), Atlas

Fire Lance

  • Löjtnant Jeremy Geschwald (Gunnery 2, Piloting 3), Archer
  • Sergeant Charles Sutter (Gunnery 2, Piloting 3), Grasshopper
  • Maria Jimenez (Gunnery 4, Piloting 5), Thunderbolt
  • Ronald Bernath (Gunnery 5, Piloting 6), Crusader

Scout Lance

  • Löjtnant David Higgs (Gunnery 4, Piloting 5), Commando
  • Sergeant Diana Englund (Gunnery 4, Piloting 5), Locust
  • Daniel Salvino (Gunnery 4, Piloting 5), Stinger
  • Ahmed Mahor (Gunnery 4, Piloting 5), Spider

Deployment: Enter the north edge of the map at the start of Turn 1.

Victory Conditions

Bodell's victory conditions are determined secretly and randomly. At the beginning of the game, the Attacker rolls one die and reads the result below.

  1. Reconnaissance. The Attacker secretly rolls 1D6. The number rolled equals the number of consecutive turns that each 'Mech of the Attacker's Scout Lance must remain on the southern map. At the end of this period, the Attacker must exit his surviving scout 'Mechs off the north map edge. Victory is determined by the number of 'Mechs that the Attacker exits.

    Number ExitedResult
    4Attacker Decisive Victory
    3Attacker Marginal Victory
    2Draw
    1Defender Marginal Victory
    0Defender Decisive Victory
  2. Take and Hold. The Attacker wins by occupying the objective hex and holding it for 1D6 consecutive turns. (Roll a die to determine this length on the turn the Attacker occupies the hex.) If the Clan player retakes the objective hex before this time expires, the Attacker loses.

  3. Decoy Attack. The attack is intended to draw Clan forces away from a major push elsewhere. At some point during the game, the Attacker must inform the Defender that this is a decoy attack. The Clan player then must exit as many 'Mechs as possible off the southern map edge. The Attacker receives a lump sum of Victory Points, from which are subtracted the number of enemy 'Mechs exited off the board by the end of Turn 8.

Special Rules

The Clan player may distribute up to 40 sinkholes on both maps, before any forces are deployed. The locations of these holes are noted secretly. Sinkholes may not be placed adjacent to each other. A sinkhole is revealed if any BattleMech enters its hex. Any BattleMech that enters a sinkhole hex (known or unknown) must make a Piloting Skill Roll to avoid a fall. In addition, roll 1D6. On a result of 1 or 2, the hole is volcanic, and the BattleMech adds 5 points of heat during that turn's Heat Phase, regardless of whether or not it fell. The hole is then noted as volcanic.

Clan Bidding Force

As Clan Bidding can unbalance some victory conditions, this rule is not used.

Landsvag Fyra

Situation: Kilometer 15, Landsvag Fyra, Satalice, 1200 hours, 1 December 3052. "Real Soldiers" narrative omitted.

Game Set-Up

Set up the BattleTech maps as shown.

Defender

The Defender is Gunnar's Company, 3rd Drakøns, with reinforcements.

Command Lance

  • Kapten Delbert Gunnar (Gunnery 2, Piloting 3), BattleMaster
  • Löjtnant Roy Patterson (Gunnery 2, Piloting 3), Orion
  • Jolene Lester (Gunnery 2, Piloting 3), Archer
  • Joseph Garvey (Gunnery 4, Piloting 5), JagerMech

Heavy Lance

  • Löjtnant Ivaar Johanssen (Gunnery 2, Piloting 3), Victor
  • Sergeant Bjorn Karlsberg (Gunnery 4, Piloting 5), Marauder
  • Neil Imper (Gunnery 4, Piloting 5), Thunderbolt
  • Virgil Payne (Gunnery 5, Piloting 6), Crusader

Fire Lance

  • Löjtnant Aaron Torok (Gunnery 2, Piloting 3), Catapult
  • Sergeant Paul Winchester (Gunnery 4, Piloting 5), Quickdraw
  • Lenore Probst (Gunnery 4, Piloting 5), Archer
  • Neil Krumm (Gunnery 5, Piloting 6), Dragon

Recon Lance

  • Löjtnant Davina Eakins (Gunnery 2, Piloting 3), Locust
  • Sergeant Julio Ortega (Gunnery 2, Piloting 3), Spider
  • Harley Pfeiffer (Gunnery 4, Piloting 5), Jenner
  • Van Xuong (Gunnery 4, Piloting 5), Ostscout

3rd Company, Satalice Militia

  • 3 Platoons Foot Infantry (Rifles)

Deployment: Set up anywhere on the board.

Attacker

The Attacker is Alpha Trinary, 13th Wolf Guards, with Delta Elemental One.

Alpha Assault

  • Star Captain Samis (Gunnery 1, Piloting 2), Man O' War
  • MechWarrior Calthron (Gunnery 1, Piloting 2), Masakari
  • MechWarrior Donley (Gunnery 2, Piloting 3), Mad Cat
  • MechWarrior Ralmer (Gunnery 2, Piloting 3), Thor (A)
  • MechWarrior Ala (Gunnery 2, Piloting 3), Vulture (C)

Alpha Battle

  • Star Commander Marco Hall (Gunnery 1, Piloting 2), Black Hawk
  • MechWarrior Zomol (Gunnery 2, Piloting 3), Vulture (A)
  • MechWarrior Foley (Gunnery 2, Piloting 3), Ryoken
  • MechWarrior Sandal (Gunnery 2, Piloting 3), Mad Cat
  • MechWarrior Taner (Gunnery 4, Piloting 5), Fenris

Alpha Striker

  • Star Commander Phelan Wolf (Gunnery 1, Piloting 1), Wolfhound*
  • MechWarrior Emo (Gunnery 1, Piloting 2), Vulture (A)
  • MechWarrior Askalon (Gunnery 2, Piloting 3), Koshi
  • MechWarrior Mortim (Gunnery 2, Piloting 3), Puma (A)
  • MechWarrior Canadro (Gunnery 4, Piloting 5), Fenris

Source note: the printed "Wolfhound" entry carries an asterisk with no matching footnote on the page. The asterisk is transcribed as printed.

Delta Elemental One

  • Elemental Star Captain Mazil, 4 Elementals
  • Point Commander Golim, 4 Elementals
  • Point Commander Tomersin, 4 Elementals
  • Point Commander Inam, 4 Elementals
  • Point Commander Sonigar, 4 Elementals

Deployment: Enter on the west edge of the map on Turn 1.

Victory Conditions

The Drakøns must hold the Wolves off for as long as possible, before the flanking attacks break through. At the beginning of each turn, roll 2D6. If the number rolled is equal to or less than the current turn number, the Wolves' flanking forces have broken through.

After the Wolves' breakthrough, roll 1D6 to determine how much time the Drakøns have before the Wolves' reinforcements arrive.

RollReinforcements Arrive in
1 - 2One turn
3 - 4Two turns
5 - 6Three turns

The Drakøn player must then retreat his forces off of the eastern map edge. Any units remaining on the board when the reinforcements arrive are considered destroyed. Victory is then assessed based on the number of 'Mechs exited by the Drakøns:

Number ExitedResult
0 - 3Attacker Decisive Victory
4 - 6Attacker Marginal Victory
7 - 9Draw
10 - 12Defender Marginal Victory
13+Defender Decisive Victory

Clan Bidding Force

Trinary Alpha, Trinary Delta

City Streets

Situation: Rodbondgard, Satalice, 1400 hours, 2 January 3052. "Ranna" narrative omitted.

Game Set-Up

Set up two BattleTech maps, non-terrain side up. Distribute 50 building counters randomly on the board.

Defender

The Defender is a mix of civilian irregulars, militia infantry, and 'Mechs of the 3rd Husars.

Command Lance

  • Kapten Reginald Sweeney (Gunnery 2, Piloting 3), Marauder
  • Sergeant Susanne Tarbell (Gunnery 2, Piloting 3), Orion
  • William Carswell (Gunnery 4, Piloting 5), Dragon
  • Nona DeVeer (Gunnery 4, Piloting 5), Shadow Hawk

Fire Lance

  • Löjtnant Klas Stenhus (Gunnery 2, Piloting 3), Ostroc
  • Sergeant Juvel Thorsson (Gunnery 2, Piloting 3), Archer
  • Morton Kimon (Gunnery 5, Piloting 6), Scorpion
  • Drew McConnel (Gunnery 5, Piloting 6), UrbanMech

Recon Lance

  • Löjtnant Dern Karlsdunge (Gunnery 2, Piloting 3), Locust
  • Sergeant Avril Missey (Gunnery 4, Piloting 5), Stinger
  • Fredrick Trehorst (Gunnery 4, Piloting 5), Commando
  • Andrea Gronfalt (Gunnery 5, Piloting 6), Spider

Rodbondgard Militia

  • 2 Platoons Mechanized Infantry (MG)
  • 2 Platoons Mechanized Infantry (Flamer)
  • 8 Platoons Foot Infantry (Rifles)

Deployment: Set up anywhere on the board. Infantry may deploy in hidden positions. A hidden unit's position is revealed if it moves, if it fires, if an enemy unit moves adjacent to it, or if it is detected by a Beagle Active Probe. (See Limited Intelligence in the Expert BattleTech rules or Hidden Units in the BattleTech Compendium.)

Attacker

The Attacker is Trinary Bravo, 13th Wolf Guards.

Bravo Assault

  • Star Captain Ranna (Gunnery 1, Piloting 0), Masakari
  • MechWarrior Runik (Gunnery 1, Piloting 2), Gladiator
  • MechWarrior Walister (Gunnery 2, Piloting 3), Mad Cat
  • MechWarrior Gronnigal (Gunnery 2, Piloting 3), Loki (A)
  • MechWarrior Listan (Gunnery 2, Piloting 3), Vulture (C)

Bravo Battle

  • Star Commander Doritt (Gunnery 1, Piloting 2), Black Hawk
  • MechWarrior Sangivar (Gunnery 2, Piloting 3), Dragonfly (A)
  • MechWarrior Mistal (Gunnery 2, Piloting 3), Thor (A)
  • MechWarrior Drennika (Gunnery 2, Piloting 3), Puma
  • MechWarrior Gilote (Gunnery 4, Piloting 5), Fenris

Baker Striker

  • Star Commander Skola (Gunnery 2, Piloting 3), Fenris
  • MechWarrior Beskir (Gunnery 2, Piloting 3), Ryoken (B)
  • MechWarrior Narha (Gunnery 2, Piloting 3), Vulture (A)
  • MechWarrior Felisana (Gunnery 2, Piloting 3), Dasher
  • MechWarrior Droga (Gunnery 4, Piloting 5), Koshi

Deployment: Enter the south edge of the map on Turn 1.

Victory Conditions

The Defender receives 2 Victory Points for each Clan BattleMech destroyed, and 1 point for each full point of Elemental Infantry eliminated (if used through Clan Bidding). The Wolf Guards receive 1 Victory Point for each enemy 'Mech or infantry platoon destroyed, and are penalized 1 Victory Point for each civilian counter destroyed. The side with the highest Victory Point total at the end of ten turns is the winner.

Special Rules

In addition to his normal forces, the Defender receives 16 infantry counters, which represent unarmed civilians. These may be moved as normal foot infantry, have no offensive capabilities, and are destroyed if they suffer any hit from a weapon. If two infantry units occupy the same hex and one fires, the Defender need not inform the Attacker which unit fired.

Clan Bidding Force

Trinary Alpha, Trinary Bravo, Trinary Delta

Defenders Of The Flag

Situation: Hamntrakt, Satalice, 1000 hours, 4 January 3052. "The Gallant Few" narrative omitted.

Game Set-Up

Lay out the BattleTech maps as shown.

Defender

The Defenders are Khan Natasha Kerensky, her Command Star, and Bravo Battle Star of the 13th Wolf Guards.

Widow Command Star

  • Colonel Khan Natasha Kerensky (Gunnery 0, Piloting 0), Daishi
  • Star Commander Pelano (Gunnery 1, Piloting 2), Mad Cat (C)
  • MechWarrior Aaron Carmichael (Gunnery 2, Piloting 3), Mad Cat (B)
  • MechWarrior Karla Sanders (Gunnery 2, Piloting 3), Fenris
  • MechWarrior Josephine Whull (Gunnery 1, Piloting 2), Koshi (B)

Bravo Battle

  • Star Commander Doritt (Gunnery 1, Piloting 2), Black Hawk
  • MechWarrior Sangivar (Gunnery 2, Piloting 3), Dragonfly (A)
  • MechWarrior Mistal (Gunnery 2, Piloting 3), Thor (A)
  • MechWarrior Drennika (Gunnery 2, Piloting 3), Puma
  • MechWarrior Gilote (Gunnery 4, Piloting 5), Fenris

Deployment: Set up anywhere on the map.

Attacker

The Attackers are unskilled but fanatic young MechWarriors in converted training 'Mechs.

Cadet 1

  • Kadet Kapten Lars Skvokaald (Gunnery 4, Piloting 5), Phoenix Hawk
  • Kadet Germaine Mitchell (Gunnery 5, Piloting 6), Chameleon
  • Kadet Lucille Mitchell (Gunnery 5, Piloting 6), Chameleon
  • Kadet Olga Vinsburg (Gunnery 5, Piloting 6), Chameleon

Cadet 2

  • Löjtnant Samuel Hollister (Gunnery 4, Piloting 5), Stinger
  • Kadet Bethany Samms (Gunnery 5, Piloting 6), Chameleon
  • Kadet Ragnar Torvaldson (Gunnery 5, Piloting 6), Chameleon
  • Kadet Milo Frenz (Gunnery 5, Piloting 6), Chameleon

Cadet 3

  • Löjtnant Logan Harris (Gunnery 4, Piloting 5), Locust
  • Kadet Arik Torsson (Gunnery 5, Piloting 6), Chameleon
  • Kadet Sven Longarm (Gunnery 5, Piloting 6), Chameleon
  • Kadet Anna Bjorsfeld (Gunnery 5, Piloting 6), Chameleon

Deployment: Enter east edge of the board on Turn 1.

Victory Conditions

The Attacker receives 1 Victory Point for every 'Mech which survives to the end of Turn 6, and 4 Victory Points for every Clan BattleMech eliminated. (Attacking 'Mechs cannot leave the map.) Victory is determined using the following table:

Victory PointsResult
2+ Defenders DestroyedAttacker Victory
1 Defender DestroyedDraw
0 Defenders DestroyedDefender Victory

Special Rules

Clan Tactical Restrictions. The Wolf Clansmen are impressed by the cadets' bravery. Clan BattleMechs must use both Clan Tactics optional rules: only single combat is allowed, and they cannot initiate physical combat.

Chameleons. The Chameleons have not been modified to allow them to fire weapons in excess of their heat dissipation capacity. (As training 'Mechs, Chameleons are mechanically prohibited from generating more than 10 points of heat in any turn. Use the BattleMechs and Heat rules in the BattleMech Training section of the Basic BattleTech rules for the Chameleons.) For those playing with the BattleTech Compendium, a Chameleon's stats are as follows:

ItemValue
Tonnage50
Walking MP6
Running MP9
Jumping MP6
Heat Sinks10
Armor Value96
LocationInternal StructureArmor Value
Head39
Center Torso1616/3
L/R Torso1210/2
L/R Arm810
L/R Leg1212
WeaponLocationCritical Slots
Large LaserRA2
Medium LaserRA1
Medium LaserLA1
Small LaserRT1
Small LaserRT1
Small LaserLT1
Small LaserLT1
Machine GunCT1
Machine GunCT

Clan Bidding Force

Widow Command Star, Trinary Alpha, Trinary Delta

Showdown At Smorjaflod

Situation: Smorjaflod Shipyard, Hamntrakt, Satalice, 1030 hours, 4 January 3052. "Graving Yard" narrative omitted.

Game Set-Up

Set up the BattleTech maps as shown. Place the following building counters on the east map board:

  • 6 Light Buildings
  • 12 Medium Buildings
  • 12 Heavy Buildings
  • 8 Hardened Buildings

The shaded hexes are Depth 2 water (at the edge of the docks).

Defender

The Defender is a ragged band of Rasalhague survivors determined to battle to the last.

Bertrand's Lance

  • Löjtnant Emo Bertrand (Gunnery 3, Piloting 4), Phoenix Hawk
  • Arvid Skaal (Gunnery 3, Piloting 4), Thunderbolt
  • Maia Komo (Gunnery 4, Piloting 5), Commando
  • Erin Norton (Gunnery 5, Piloting 6), Archer

Ita's Lance

  • Kamma Ita (Gunnery 3, Piloting 4), Atlas

  • Arnold Varrig (Gunnery 3, Piloting 4), BattleMaster

  • Tanya Forrest (Gunnery 3, Piloting 4), Stinger

  • Sven Svensson (Gunnery 3, Piloting 4), Locust

  • 4 Partisan Heavy Tanks

  • 4 Pegasus Hover Tanks

  • 4 Foot Infantry (Rifles)

  • 2 Mechanized Infantry (MG)

  • 2 Mechanized Infantry (Laser)

Deployment: Set up anywhere on the map. The Defender may place 24 mines anywhere on the map.

Attacker

The Attackers are Bravo Assault Star and Bravo Battle Star, 13th Wolf Guards.

Bravo Assault

  • Star Captain Ranna (Gunnery 1, Piloting 0), Masakari
  • MechWarrior Runik (Gunnery 1, Piloting 2), Gladiator
  • MechWarrior Walister (Gunnery 2, Piloting 3), Mad Cat
  • MechWarrior Gronnigal (Gunnery 2, Piloting 3), Loki (A)
  • MechWarrior Listan (Gunnery 2, Piloting 3), Vulture (C)

Bravo Battle

  • Star Commander Doritt (Gunnery 1, Piloting 2), Black Hawk
  • MechWarrior Sangivar (Gunnery 2, Piloting 3), Dragonfly (A)
  • MechWarrior Mistal (Gunnery 2, Piloting 3), Thor (A)
  • MechWarrior Drennika (Gunnery 2, Piloting 3), Puma
  • MechWarrior Gilote (Gunnery 4, Piloting 5), Fenris

Deployment: Enter west edge of map on Turn 1.

Victory Conditions

The last side with surviving units is the winner. Units that leave the board may not reenter. There is no time limit.

Special Rules

The Defender may declare at any time that one or more of his 'Mechs are fighting with fanatical resistance. Once a 'Mech is declared fanatical, it remains so for the rest of the game.

A Fanatical 'Mech:

  1. Has all attack numbers (including close combat attack numbers) modified by -1.
  2. Must fire all functional weapons each turn it has a target. It may stop firing only when its heat reaches 18.
  3. Has a +1 penalty on all Piloting Skill Rolls.
  4. If not already in close combat, must move into close combat with any enemy BattleMech which it can reach with one running move.
  5. If in close combat, must stay in close combat until either it or its opponent is destroyed or crippled.

Clan Bidding Force

Trinaries Alpha, Bravo, and Delta.

Campaign: Capture A Prince

The campaign is a four-scenario sequence. Each scenario is listed below, in order. Scenario 1 is "Hunter's Strike", Scenario 2 is "Wolf Trap", Scenario 3 is "Gronfalt Escape", and Scenario 4 is "At Bay".

Campaign background is omitted, as is the narrative paragraph on Ragnar's Vargjagare (Wolf Hunter) Company.

Ragnar's Vargjagare Company

Command Lance

  • Kapten Prince Ragnar Magnusson (Gunnery 3, Piloting 4), Ostsol
  • Löjtnant Karl Joelsonn (Gunnery 3, Piloting 4), Warhammer
  • MechWarrior Annafrid Karstein (Gunnery 3, Piloting 4), Shadow Hawk
  • MechWarrior Bjorn Stallsraad (Gunnery 3, Piloting 4), Hunchback

Fire Lance

  • Löjtnant Gordon McGee (Gunnery 3, Piloting 4), Catapult
  • Sergeant Hermann Jonson (Gunnery 2, Piloting 3), Thunderbolt
  • MechWarrior Piotr Leninov (Gunnery 3, Piloting 4), Archer
  • MechWarrior Sara Kreigstreiber (Gunnery 3, Piloting 4), Dragon

Pursuit Lance

  • Löjtnant Marla Van Hessen (Gunnery 3, Piloting 4), Panther
  • Sergeant Steven Haagstad (Gunnery 3, Piloting 4), Ostscout
  • MechWarrior Volmer Ligov (Gunnery 3, Piloting 4), Jenner
  • MechWarrior Stella Gorden (Gunnery 3, Piloting 4), Spider

Campaign Victory Conditions

Each scenario has its own Victory Point schedule. In addition, the Clan player gets bonus points for capturing or killing Prince Ragnar. The earlier this occurs, the more points the Clan player gets, as listed in the following chart.

ScenarioVP for Capturing RagnarVP for Killing Ragnar
12015
21510
3105
450

The player with the most Victory Points at the end of the four scenarios is the winner.

Campaign Special Rules

As victory may well hinge on the Wolves capturing Prince Ragnar, the FRR player may freely shuffle the Prince around throughout his company. Changes must be made prior to each scenario, and the FRR player must note on a piece of paper which 'Mech the Prince pilots.

Clan Bidding is not used in any of the campaign scenarios.

Hunter's Strike: Scenario 1

Narrative "A Prince's Duty" omitted.

Game Set-Up

Set up the CityTech map as shown. Place 10 blank counters at random in the city area. These represent the supplies that the Wolf Guards must defend.

Defender

The Defenders are the Delta Elemental Command Star and Delta Elemental One, 13th Wolf Guards.

Delta Elemental Command

  • Elemental Star Captain Olin Dubczeck, 4 Elementals
  • Point Commander Vom, 4 Elementals
  • Point Commander Hennima, 4 Elementals
  • Point Commander Zabordo, 4 Elementals
  • Point Commander Trellik, 4 Elementals

Delta Elemental One

  • Elemental Star Commander Mazil, 4 Elementals
  • Point Commander Golim, 4 Elementals
  • Point Commander Tomersin, 4 Elementals
  • Point Commander Inam, 4 Elementals
  • Point Commander Sonigar, 4 Elementals

Beginning on Turn 2, roll 1D6 at the start of each turn. If the result is equal to or less than the turn number, the following Clan reinforcements arrive, entering at the north edge of the map.

Charlie Battle (reinforcements)

  • Star Commander Dirkon (Gunnery 1, Piloting 2), Man O' War
  • MechWarrior Donemar (Gunnery 2, Piloting 3), Vulture
  • MechWarrior Yallas (Gunnery 2, Piloting 3), Ryoken (B)
  • MechWarrior Val (Gunnery 4, Piloting 5), Koshi
  • MechWarrior Truhelo (Gunnery 4, Piloting 5), Fenris

Delta Elemental Two (reinforcements)

  • Elemental Star Commander Refflin, 4 Elementals
  • Point Commander Garrik, 4 Elementals
  • Point Commander Namo, 4 Elementals
  • Point Commander Polza, 4 Elementals
  • Point Commander Drahami, 4 Elementals

Attacker

The Attacker is Prince Ragnar's Vargjagare Company. All 'Mechs are in good condition.

Command Lance

  • Kapten Prince Ragnar Magnusson (Gunnery 3, Piloting 4), Ostsol
  • Löjtnant Karl Joelsonn (Gunnery 3, Piloting 4), Warhammer
  • MechWarrior Annafrid Karstein (Gunnery 3, Piloting 4), Shadow Hawk
  • MechWarrior Bjorn Stallsraad (Gunnery 3, Piloting 4), Hunchback

Fire Lance

  • Löjtnant Gordon McGee (Gunnery 3, Piloting 4), Catapult
  • Sergeant Hermann Jonson (Gunnery 2, Piloting 3), Thunderbolt
  • MechWarrior Piotr Leninov (Gunnery 3, Piloting 4), Archer
  • MechWarrior Sara Kreigstreiber (Gunnery 3, Piloting 4), Dragon

Pursuit Lance

  • Löjtnant Marla Van Hessen (Gunnery 3, Piloting 4), Panther
  • Sergeant Steven Haagstad (Gunnery 3, Piloting 4), Ostscout
  • MechWarrior Volmer Ligov (Gunnery 3, Piloting 4), Jenner
  • MechWarrior Stella Gorden (Gunnery 3, Piloting 4), Spider

Deployment: Enter the south edge of the map on Turn 1.

Victory Conditions

Ragnar's raiders must carry off as many supply counters as possible before they are forced to leave. To pick up a supply counter, a 'Mech must end its Movement Phase in the same hex as the counter, have two functioning hands and make no weapons or physical attacks that turn. While it is carrying a supply counter, a BattleMech may not fire any arm- or front torso-mounted weapons, nor may it punch or use a club. The BattleMech may move normally, and must exit the board with the counter in order to earn Victory Points. ('Mechs that exit may not re-enter the board.)

Supply counters being carried by a BattleMech may be destroyed, as per the applicable rules. Supply counters not being carried may not be destroyed. Destroyed supplies give Victory Points to neither side.

At the end of eight turns, each player receives 1 Victory Point for each supply counter in his possession. The Attacker must have carried the counter off the board to receive credit; the Defender must be carrying the counter or it must be on the ground in the city area. Counters on the ground outside of the city area count for neither side.

Wolf Trap: Scenario 2

Narrative "Turning The Tables" omitted.

Game Set-Up

Set up the BattleTech maps as shown.

Defender

The Defender is Trinary Charlie, 13th Wolf Guards. Only Charlie Striker Star begins the game on the board.

Charlie Striker

  • Star Commander Renner (Gunnery 1, Piloting 2), Ryoken (B)
  • MechWarrior Zans (Gunnery 2, Piloting 3), Uller
  • MechWarrior Birnak (Gunnery 4, Piloting 5), Koshi
  • MechWarrior Tholla (Gunnery 4, Piloting 5), Thor (A)
  • MechWarrior Dessomeier (Gunnery 4, Piloting 5), Dasher (A)

Charlie Battle (enters on Turn 4)

  • Star Commander Dirkon (Gunnery 1, Piloting 2), Man O' War
  • MechWarrior Donemar (Gunnery 2, Piloting 3), Vulture
  • MechWarrior Yallas (Gunnery 2, Piloting 3), Ryoken (B)
  • MechWarrior Val (Gunnery 4, Piloting 5), Koshi
  • MechWarrior Truhelo (Gunnery 4, Piloting 5), Fenris

Charlie Assault (enters on Turn 6)

  • Star Captain Nigel Wallace (Gunnery 1, Piloting 2), Thor
  • MechWarrior Volax (Gunnery 2, Piloting 3), Mad Cat (B)
  • MechWarrior Timith (Gunnery 2, Piloting 3), Man O' War
  • MechWarrior Dalis (Gunnery 4, Piloting 5), Loki
  • MechWarrior Regarro (Gunnery 4, Piloting 5), Daishi

Deployment: Charlie Striker Star sets up anywhere on the west map. The other two stars enter the east edge at the times noted.

Attacker

The Attacker is Prince Ragnar's Vargjagare Company. Their ammunition has been replenished and armor damage repaired since the last scenario, but damaged limbs, critical hits, and so on have not been repaired.

Command Lance

  • Kapten Prince Ragnar Magnusson (Gunnery 3, Piloting 4), Ostsol
  • Löjtnant Karl Joelsonn (Gunnery 3, Piloting 4), Warhammer
  • MechWarrior Annafrid Karstein (Gunnery 3, Piloting 4), Shadow Hawk
  • MechWarrior Bjorn Stallsraad (Gunnery 3, Piloting 4), Hunchback

Fire Lance

  • Löjtnant Gordon McGee (Gunnery 3, Piloting 4), Catapult
  • Sergeant Hermann Jonson (Gunnery 2, Piloting 3), Thunderbolt
  • MechWarrior Piotr Leninov (Gunnery 3, Piloting 4), Archer
  • MechWarrior Sara Kreigstreiber (Gunnery 3, Piloting 4), Dragon

Pursuit Lance

  • Löjtnant Marla Van Hessen (Gunnery 3, Piloting 4), Panther
  • Sergeant Steven Haagstad (Gunnery 3, Piloting 4), Ostscout
  • MechWarrior Volmer Ligov (Gunnery 3, Piloting 4), Jenner
  • MechWarrior Stella Gorden (Gunnery 3, Piloting 4), Spider

Deployment: Set up anywhere on the board in hidden positions. A hidden unit's position is revealed if it moves, if it fires, if an enemy unit moves adjacent to it, or if it is detected by a Beagle Active Probe. (See Limited Intelligence in the Expert BattleTech rules or Hidden Units in the BattleTech Compendium.)

Victory Conditions

At the end of ten turns, the Attacker receives 2 Victory Points for each enemy BattleMech destroyed. The Defender receives 1 Victory Point for each enemy 'Mech destroyed.

Gronfalt Escape: Scenario 3

Narrative "Last Gamble" omitted.

Game Set-Up

Set up the BattleTech maps as shown.

Defender

The Defenders are Bravo Assault and Bravo Striker Stars, 13th Wolf Guards.

Bravo Assault

  • Star Captain Ranna (Gunnery 1, Piloting 0), Masakari
  • MechWarrior Runik (Gunnery 1, Piloting 2), Gladiator
  • MechWarrior Walister (Gunnery 2, Piloting 3), Mad Cat
  • MechWarrior Gronnigal (Gunnery 2, Piloting 3), Loki (A)
  • MechWarrior Listan (Gunnery 2, Piloting 3), Vulture (C)

Baker Striker

  • Star Commander Skola (Gunnery 2, Piloting 3), Fenris
  • MechWarrior Beskir (Gunnery 2, Piloting 3), Ryoken (B)
  • MechWarrior Narha (Gunnery 2, Piloting 3), Vulture (A)
  • MechWarrior Felisana (Gunnery 2, Piloting 3), Dasher
  • MechWarrior Droga (Gunnery 4, Piloting 5), Koshi

Deployment: Set up anywhere on the northern half of the south map.

Attacker

The Attackers are Prince Ragnar's Vargjagare Company and a group of 'Mechs seeking to break out of the Gronfalt to the north. The Vargjagare's ammunition has been replenished and armor damage repaired since the last scenario, but damaged limbs, critical hits, and so on have not. The 'Mechs of the Gronfalt force are damaged as noted.

Ragnar's Vargjagare Company

Command Lance

  • Kapten Prince Ragnar Magnusson (Gunnery 3, Piloting 4), Ostsol
  • Löjtnant Karl Joelsonn (Gunnery 3, Piloting 4), Warhammer
  • MechWarrior Annafrid Karstein (Gunnery 3, Piloting 4), Shadow Hawk
  • MechWarrior Bjorn Stallsraad (Gunnery 3, Piloting 4), Hunchback

Fire Lance

  • Löjtnant Gordon McGee (Gunnery 3, Piloting 4), Catapult
  • Sergeant Hermann Jonson (Gunnery 2, Piloting 3), Thunderbolt
  • MechWarrior Piotr Leninov (Gunnery 3, Piloting 4), Archer
  • MechWarrior Sara Kreigstreiber (Gunnery 3, Piloting 4), Dragon

Pursuit Lance

  • Löjtnant Marla Van Hessen (Gunnery 3, Piloting 4), Panther
  • Sergeant Steven Haagstad (Gunnery 3, Piloting 4), Ostscout
  • MechWarrior Volmer Ligov (Gunnery 3, Piloting 4), Jenner
  • MechWarrior Stella Gorden (Gunnery 3, Piloting 4), Spider

Gronfalt Force

Lance One

  • Löjtnant Nils Larsson (Piloting 3, Gunnery 4), Phoenix Hawk (20 points damage distributed in 5-point clusters by the Defender; LA destroyed)
  • Trygve Tjorkilsson (Piloting 3, Gunnery 4), Shadow Hawk (5 rounds AC/5 ammo remaining; 24 rounds SRM-2 ammo remaining)
  • John Harolda (Piloting 4, Gunnery 5), Rifleman (RA destroyed; 10 points damage to each leg)
  • Vance Kyle (Gunnery 5, Piloting 6), Ostsol (5 points damage to head; 14 points damage to CT; both arms destroyed; 5 points damage to each leg)

Lance Two

  • Sergeant Milo Scarri (Piloting 3, Gunnery 4), JagerMech (10 rounds AC/5 ammo remaining; 20 rounds AC/2 ammo remaining)
  • Tashi Meuller (Piloting 4, Gunnery 5), Dragon (12 rounds LRM-10 ammo remaining; 20 rounds AC/5 ammo remaining; 15 points damage to CT; 5 points damage to each arm; 8 points damage to each leg)
  • Olof Stephens (Piloting 4, Gunnery 5), Crusader (8 rounds LRM-15 ammo remaining; 8 rounds SRM-6 ammo remaining)
  • Wilhelmina Innes (Piloting 4, Gunnery 5), Catapult (8 rounds LRM-15 ammo remaining; 10 points damage to RA; 6 points damage to LA)

Deployment: Gronfalt force enters from the north edge of the map on Turn 1. Vargjagare enters the south edge of the map on Turn 1.

Victory Conditions

At the end of eight turns, the Attacker receives 2 Victory Points for each 'Mech from the Gronfalt force exited off the south edge of the board and 2 Victory Points for each enemy BattleMech destroyed. The Clan player receives 1 Victory Point for each FRR 'Mech destroyed.

At Bay: Scenario 4

Narrative "The Widow Considers" omitted.

Game Set-Up

Lay out the BattleTech boards as shown. Weather conditions are High Winds. (See Weather rules in Assault On Satalice.)

Defender

Ragnar's Vargjagare Company is the Defender. 'Mechs are in the same condition as they were at the end of the last scenario. No repairs or ammo replenishment may be made.

Ragnar's Vargjagare Company

Command Lance

  • Kapten Prince Ragnar Magnusson (Gunnery 3, Piloting 4), Ostsol
  • Löjtnant Karl Joelsonn (Gunnery 3, Piloting 4), Warhammer
  • MechWarrior Annafrid Karstein (Gunnery 3, Piloting 4), Shadow Hawk
  • MechWarrior Bjorn Stallsraad (Gunnery 3, Piloting 4), Hunchback

Fire Lance

  • Löjtnant Gordon McGee (Gunnery 3, Piloting 4), Catapult
  • Sergeant Hermann Jonson (Gunnery 2, Piloting 3), Thunderbolt
  • MechWarrior Piotr Leninov (Gunnery 3, Piloting 4), Archer
  • MechWarrior Sara Kreigstreiber (Gunnery 3, Piloting 4), Dragon

Pursuit Lance

  • Löjtnant Marla Van Hessen (Gunnery 3, Piloting 4), Panther
  • Sergeant Steven Haagstad (Gunnery 3, Piloting 4), Ostscout
  • MechWarrior Volmer Ligov (Gunnery 3, Piloting 4), Jenner
  • MechWarrior Stella Gorden (Gunnery 3, Piloting 4), Spider

Deployment: The Defender sets up anywhere on the board.

Attacker

The Attackers are the Alpha Assault and Striker Stars, 13th Wolf Guards.

Alpha Assault

  • Star Captain Samis (Gunnery 1, Piloting 2), Man O' War
  • MechWarrior Calthron (Gunnery 1, Piloting 2), Masakari
  • MechWarrior Donley (Gunnery 2, Piloting 3), Mad Cat
  • MechWarrior Ralmer (Gunnery 2, Piloting 3), Thor (A)
  • MechWarrior Ala (Gunnery 2, Piloting 3), Vulture (C)

Alpha Striker

  • Star Commander Phelan Wolf (Gunnery 1, Piloting 1), Wolfhound*
  • MechWarrior Emo (Gunnery 1, Piloting 2), Vulture (A)
  • MechWarrior Askalon (Gunnery 2, Piloting 3), Koshi
  • MechWarrior Mortim (Gunnery 2, Piloting 3), Puma (A)
  • MechWarrior Canadro (Gunnery 4, Piloting 5), Fenris

Source note: the printed "Wolfhound" entry carries an asterisk with no matching footnote on the page. The asterisk is transcribed as printed.

Deployment: The Attacker enters from the south edge of the map on Turn 1.

Victory Conditions

At the end of eight turns, the Defender receives 3 Victory Points for each attacking BattleMech destroyed. The Clan player receives 1 Victory Point for each defending 'Mech destroyed.

  • Game Set-Up
  • Defender
  • Attacker
  • Victory Conditions
  • Steele Twilight
    • Game Set-Up
    • Defender
    • Attacker
    • Victory Conditions
    • Special Rules
  • Knight's Oath
    • Game Set-Up
    • Defender
    • Attacker
    • Victory Conditions
    • Special Rules
    • Clan Bidding Force
  • Landsvag Fyra
    • Game Set-Up
    • Defender
    • Attacker
    • Victory Conditions
    • Clan Bidding Force
  • City Streets
    • Game Set-Up
    • Defender
    • Attacker
    • Victory Conditions
    • Special Rules
    • Clan Bidding Force
  • Defenders Of The Flag
    • Game Set-Up
    • Defender
    • Attacker
    • Victory Conditions
    • Special Rules
    • Clan Bidding Force
  • Showdown At Smorjaflod
    • Game Set-Up
    • Defender
    • Attacker
    • Victory Conditions
    • Special Rules
    • Clan Bidding Force
  • Victory Conditions
  • Gronfalt Escape: Scenario 3
    • Game Set-Up
    • Defender
    • Attacker
    • Victory Conditions
  • At Bay: Scenario 4
    • Game Set-Up
    • Defender
    • Attacker
    • Victory Conditions
  • At the end of Turn 8, assess victory as follows:

    VPResult
    16+Attacker Decisive Victory
    12 - 16Attacker Marginal Victory
    11Draw
    6 - 10Defender Marginal Victory
    5 or lessDefender Decisive Victory

    Victory Point Schedule:

    Turn RevealedVP
    1 - 220
    318
    416
    514
    612
  • Destroy Enemy 'Mechs. The Attacker wins by destroying half of the Clan 'Mechs on the board at the beginning of the game. Any other result is a Clan victory.

  • Breakthrough. The Attacker must exit 'Mechs off of the southern map edge. At the end of six turns, victory is determined based on the following chart. Exited 'Mechs may not return.

    Number ExitedResult
    13+Attacker Decisive Victory
    11 - 13Attacker Marginal Victory
    7 - 10Draw
    4 - 6Defender Marginal Victory
    0 - 3Defender Decisive Victory
  • Attacker's Choice. The Attacker may choose his own objective from the list above.

  • 1
    MG Ammo (200)LT1