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BattleTech: Northwind Highlanders

Expansion for BattleTech

BattleTech: Northwind Highlanders Rulebook

Table of Contents

Table of Contents

  • How to Use This Book
  • Weather and Terrain Rules
    • Terrain Conditions
    • Weather Conditions
  • Highlanders Scenario Rules
    • 'Mech Assignment
    • Northwind Highlanders Regiments
    • Vehicle Assignment
    • Northwind Military Academy
  • Mini-Campaign: Baiting the Cat
    • Playing the Campaign
    • Forces
    • Reloading and Repairs
    • Clan Honor
  • Scenario 1: Rebirth
    • Game Set-Up
    • Attacker
    • Defender
    • Ammunition Depots
    • Victory Conditions
    • Special Rules
  • Scenario 2: Instant Fame
    • Game Set-Up
    • Attacker
    • Defender
    • Victory Conditions
    • Special Rules
  • Scenario 3: Fall from Glory
    • Game Set-Up
    • Attacker
    • Defender
    • Victory Conditions
    • Special Rules
  • Scenario 4: Darkest Hour
    • Game Set-Up
    • Attacker
    • Defender
    • Victory Conditions
    • Special Rules
  • Scenario 5: The Great Lee Turkey Shoot
    • Game Set-Up
    • Attacker
    • Defender
    • Victory Conditions
  • Scenario 6: Homecoming
    • Game Set-Up
    • Attacker
    • Defender
    • Victory Conditions
    • Special Rules
  • Scenario 7: Bid for Freedom
    • Game Set-Up
    • Attacker
    • Defender
    • Victory Conditions
    • Special Rules
  • Scenario 8: Brother Against Brother
    • Game Set-Up
    • Attacker
    • Defender
    • Victory Conditions
    • Special Rules
  • Scenario 9: Wail of the Bagpipes
    • Game Set-Up
    • Attacker
    • Defender
    • Victory Conditions
    • Special Rules
  • Scenario 10: A Deal with the Dragon
    • Game Set-Up
    • Attacker
    • Defender
    • Victory Conditions
    • Special Rules
  • Scenario 11: The Cat's Eye
    • Game Set-Up
    • Attacker
    • Defender
    • Victory Conditions
    • Special Rules
  • Scenario 12: System EC-EY-4189
    • Game Set-Up
    • Attacker
    • Defender
    • Victory Conditions
    • Special Rules
  • Scenario 13: The Final Hook
    • Game Set-Up
    • Attacker
    • Defender
    • Victory Conditions
    • Special Rules
  • Scenario 14: Ascent to the Stratosphere
    • Game Set-Up
    • Attacker
    • Defender
    • Victory Conditions
    • Special Rules
  • Unit Design Notes
    • BKW-7R Black Watch
    • Schiltron
  • Omitted Material

How to Use This Book

The Northwind Highlanders is a scenario pack for use with the BattleTech and BattleSpace game systems. Most of the scenarios in this book use the standard BattleTech rules from the BattleTech Compendium: The Rules of Warfare (BTC:RoW). To run the scenarios, players will need BattleTech Map Sets 2, 3, 4 and 5, as well as miniatures or other markers to represent the Mechs and other units on the game board. For some scenarios, players may wish to use the building counters found in CityTech, 2nd Edition. In addition, using the Rules section of this book requires one of the Field Manual series of BattleTech sourcebooks.

Complete record sheets for all the BattleMechs and vehicles used in the scenarios appear in BattleTech Record Sheets 3025 & 3026, 3050 and 3055 & 3058. Many of the designs and illustrations for these units appear in the various Technical Readouts, though the record sheets contain all the information needed to play. Scenarios that involve aerospace fighters and DropShips may be played with the AeroBattle rules in BattleSpace, or with the rules for AeroTech (now out of print) if players own that game. Game statistics for the spacecraft used in these scenarios appear in the BattleTech Technical Readout 3057.

Each scenario in The Northwind Highlanders re-creates one of the battles fought by this famous unit during its long history. The rules for each scenario provide all the information needed to play out the battle. Each scenario begins with a personal account and a brief historical description of the engagement, which are omitted from this transcription. The scenarios also include sections titled Game Set-Up, Attacker and Defender, Victory Conditions and Special Rules.

Game Set-Up provides specific information needed to play the scenario, including instructions on laying out the mapsheets, directions for special terrain features and suggestions of appropriate BattleTech rules to use.

The Attacker and Defender sections contain details about each scenario's combatants. These sections also provide directions for deployment and guidelines for running the scenarios as self-contained games. Assume that all conventional vehicles listed in these sections are standard models unless the text specifically states that they are upgraded or refitted versions.

Victory Conditions determine the outcome of the battle; these vary from scenario to scenario. Combat in a scenario rarely continues until one side is obliterated; in some cases, both sides may claim victory if they achieve their tactical objectives. Victory Conditions simulates this by listing specific objectives for one or both forces.

Finally, Special Rules lists any rules for the scenario that are not covered in BTC:RoW.

Weather and Terrain Rules

Many of the battles in this scenario pack take place in bad weather or on irregular terrain. The following rules are designed to simulate these conditions. The Game Set-Up section in each scenario notes any bad weather or irregular terrain features that apply in that scenario. Unless stated otherwise in Game Set-Up or Special Rules, the specified weather and terrain exist in all hexes of all mapsheets used in a given scenario. All standard BattleTech terrain rules also remain in effect.

The Weather and Terrain Modifiers Table summarizes the terrain and weather rules applicable to The Northwind Highlanders.

Weather and Terrain Modifiers Table

Terrain ConditionsMP Cost per HexTo-Hit ModifierPiloting ModifierProhibited Units (Plus Underlying Terrain)
Geyser+1*+2*+1*Wheeled, Infantry*
Rapids^A+1+0+2—
Mud^A+10+1—
Weather ConditionsMP Cost per HexTo-Hit ModifierPiloting Modifier
Blowing Sand+0+1 for ballistic weapons, +2 for all other weapons+0
Fog^B+2+1 for energy weapons—^C
Snowfall*+0+1+1
Winds, Moderate+0+1 for ballistic weapons*0*
Winds, High+0+2 for ballistic weapons*+2*

* See applicable terrain conditions, below.

^A These terrain modifiers do not apply to hovercraft.

^B Does not apply to infantry units.

^C Because of poor visibility, units jumping into Woods hexes must make a Piloting Skill Roll. Apply a +1 modifier if the target hex is Heavy Woods. Failure results in a fall in the target hex from a height of 1 level.

Terrain Conditions

Terrain conditions represent changes to a given hex's terrain caused by weather, specific geological conditions or human intervention. Modifiers and unit prohibitions imposed by these conditions apply in addition to those for the underlying terrain. For example, a Depth 1 Water hex that also features Rapids imposes an MP cost of 3 per hex (2 for Depth 1 Water + 1 for Rapids). A +2 modifier applies to all Piloting Skill Rolls made by units in the hex (standard for Rapids conditions). Infantry and ground vehicles may not enter the hex, per standard Water hex rules.

If no underlying terrain is specified for a particular hex, assume it is Clear. Road/Bridge, Rubble and Swamp hexes also represent terrain conditions. Rules for using these terrain types appear on pp. 11-13 and 35-36, BTC:RoW. Rules for additional terrain conditions are given below.

Geyser. Geological activity common on some planets can create geysers and mud spouts that erupt without warning. Often, the only clues to a geyser's presence are small holes or cracks in the ground, easily overlooked by troops in combat. Sometimes a geyser can be recognized by a characteristic mound in the earth. When a geyser erupts, it spews steam and water into the air, obscuring line of sight and making movement through the terrain more difficult.

Before beginning the game, players may place geysers on the map in known locations; if a gamemaster or referee is playing, the location of the geysers can be kept secret. Until a geyser erupts, it has no effect on the underlying terrain. During the End Phase of each turn, the gamemaster should roll 1D6 for each geyser on the map. On a result of 1, the geyser erupts, creating the effect described in the Weather and Terrain Modifiers Table, above. For purposes of determining line of sight for attacks, treat the erupting geyser as Heavy Woods. These effects last for a variable number of turns, which the gamemaster or referee should keep secret from the players. To determine the number of turns that the geyser continues to erupt, roll 1D6.

Rapids. Swiftly moving currents make traversing water even more difficult and dangerous than usual. Rapids impose a +1 MP cost per hex and a +2 modifier to all Piloting Skill Rolls.

Weather Conditions

This category includes weather and other environmental and atmospheric conditions such as light and smoke. Weather conditions may prevail across the entire playing area, though particular scenarios usually note whether the condition applies to the entire map or only to certain hexes.

High and low gravity, fire and night are examples of weather conditions in the standard BattleTech rules. Rules for fire appear on pages 13 and 84-86, rules for gravity appear on pages 90-91, and rules for night appear on page 94 of BTC:RoW. Optional rules for additional weather conditions are given below.

Snowfall. Snowfall imposes a +1 to-hit modifier to all weapons fire and a +1 modifier to all Piloting Skill Rolls. Snowfall also reduces the heat build-up of BattleMechs by 1 Heat Point per turn.

Blowing Sand. In windy conditions, airborne sand or dust can obscure vision and make accurate weapons fire difficult. Sand and dust particles also tend to diffuse energy-weapons fire, making these weapons less effective. Blowing sand imposes a +1 to-hit modifier to ballistic weapons and a +2 to-hit modifier to all others.

Fog. Thick fog reduces visibility on the battlefield to such an extent that units must move carefully through the terrain to avoid crashing. Fog imposes a +2 MP cost per hex and a +1 to-hit modifier to energy-weapons fire.

Winds. Windy conditions reduce the effectiveness of ballistic weapons and the accuracy of missile attacks. Moderate winds impose a +1 to-hit modifier on ballistic-weapons fire; for high winds, the modifier rises to +2. High winds also impose a +2 modifier to all Piloting Skill Rolls. When rolling on the Missile Hits Table (p. 38, BTC:RoW), subtract 2 from the die roll for moderate winds, 4 for heavy winds. On a modified result of less than 2, the missile attack misses the target.

Hovercraft operating in high winds are subject to skidding in all terrain (see Skidding, p. 23, BTC:RoW).

Highlanders Scenario Rules

This section provides rules for creating Northwind Highlander scenarios in conjunction with the Creating Scenarios section of any of the books in the BattleTech Field Manual series. These rules, which may be adapted for use in any BattleTech game, include random 'Mech assignments tailored for the Northwind Highlanders, as well as special rules unique to each Highlander regiment that can add depth and variety to scenarios.

'Mech Assignment

The Random 'Mech Assignment Table is unique to the Northwind Highlanders.

Random 'Mech Assignment Table: Northwind Highlanders

2D6Light 'MechsMedium 'MechsHeavy 'MechsAssault 'Mechs
2KoshiRyokenVultureDaishi
3NTK-2 Q Night HawkLYNX-9Q LynxDGR-3F Dragon FireNSR-9J Nightstar
4SPR-5F SpectorSTY-3C StarslayerCTS-6Y CestusLGB-7Q Longbow
5SCB-9A ScarabusKIM-2 KomodoTMP-3M TempestGUN-1ERD Gunslinger
6VLK-QD ValkyrieGRF-3M GriffinGHR-5J Grasshopper

Northwind Highlanders Regiments

Each Highlanders regiment possesses certain specialties and skills based on its experience and the abilities of its commanders. The following entries provide game rules to simulate these characteristics. These special abilities do not apply to the scenarios in this book; instead, they are intended for use in Northwind Highlanders scenarios created by players and gamemasters.

The following rules are intended to supplement existing BattleTech rules and designed to add variety to game play, not to give unfair advantage to players. Therefore, gamemasters and players should all agree on any supplemental rule before using it. Similarly, players should feel free to modify any rule that seems inappropriate for their campaign. All of the following rules are considered Level 3 rules and are not appropriate for tournament play.

First Kearny Highlanders. The First Kearny are the ultra-conservatives of the Highlanders, and are renowned for refusing to give ground no matter what the cost. If the First Kearny Highlanders are outnumbered 4 to 1 or more at the beginning of any turn and they do not lose a single unit during that turn, their opponent must retreat at the fastest possible speed toward his home map edge. He may still direct weapon attacks at the Highlander unit. If the First Kearny Highlanders lose half of their remaining units in one turn (rounding up) before the last enemy unit has retreated off the map, the enemy may cease retreating. However, enemy units already removed from the map remain out of play.

Second Kearny Highlanders. The impassioned Second Kearny Highlanders are known for their burning desire to succeed. This imperative to never fail gives all Second Kearny warriors a +1 modifier when making Consciousness Rolls.

MacLeod's Regiment. The so-called bad boys of the Highlanders are known for their reckless fighting style. Members of this regiment receive a -2 Initiative penalty at all times. However, because the unit's style of fighting invariably confuses the enemy, units opposing MacLeod's Regiment receive an additional +1 to-hit modifier when making attacks.

Stirling's Fusiliers. The Fusiliers are cunning and innovative tacticians. Every time the Fusiliers win three consecutive Initiative rolls, the Fusiliers player chooses half his force, rounding down, and moves them at the end of the Movement Phase after all other units have moved.

Northwind Hussars. The Northwind Hussars were created with the sole purpose of studying Clan tactics and using that intimate knowledge to destroy Clan opponents. This in-depth study gives the Hussars a +2 Initiative bonus against any Clan opponent. When using the Random 'Mech Assignment Table, any time the Hussars player rolls a non-Clan 'Mech, he then rolls 1D6. On a result of 6, the player may choose any Clan 'Mech of the same weight class.

Vehicle Assignment

The Random Vehicle Assignment Table is unique to the Northwind Highlanders. All vehicles are considered standard models unless otherwise noted.

Random Vehicle Assignment Table: Northwind Highlanders

2D6Light VehicleMedium VehicleHeavy VehicleAssault Vehicle
2Warrior H-8 HelicopterFulcrum HovertankVon LucknerDemolisher
3Cavalry HelicopterVedette Medium TankZhukov Heavy TankSturmfeur Heavy Tank
4Maultier Hover APCGoblin Infantry VehicleRommel TankChallenger X MBT
5HarasserHetzerPatton TankPartisan Defense Tank
6Pegasus HovertankCondorPo Heavy Tank

Northwind Military Academy

When the Clan Elders of Northwind decided to raise a standing army for their world, they also chose to create a military academy that could provide the regiments with a constant supply of fresh recruits. The Northwind Military Academy, established in 2365, is one of the oldest military academies in the Inner Sphere. It has always been closely connected with the Highlander regiments, providing them with a reliable influx of warriors to replace fallen comrades. Though this pipeline was disrupted while Northwind was under Davion rule and the Highlander regiments were under contract to House Liao, the Highlanders' return to Northwind has once again enabled them to draw recruits directly from the academy.

Though the Northwind Military Academy does not have the massive funding of the Sun Zhang Academy or NAIS, or the top-notch tech base and flash of the Outreach Mercenary Training Command, it has nonetheless produced exceptional warriors for more than seven centuries.

Enrollment. Officially, enrollment in the Northwind Academy is open only to residents of Northwind. Though numerous exceptions have been granted over the years, most of these were for individuals who could trace their lineage from Northwinders who had emigrated to other worlds.

Even with the strict academic and physical fitness requirements, and the fact that student registration is only open to natives of one world, the academy consistently maintains a large student body, primarily because the people of Northwind possess strong military leanings. The generally martial stance of the population ensures that an above-average number of students not only send in their transcripts for acceptance to the Northwind Academy, but prepare themselves to meet the strict entrance requirements for grades and physical condition.

Graduation. Though the academy maintains strict graduation requirements, the institution boasts a low drop-out rate. A sufficient number of warriors graduate from the Northwind Academy each year to fill any vacant spots in the Northwind Highlanders and, on rare occasions, graduates must find work with other regiments.

Basic Training. Basic training at the academy lasts twelve months, an above-average requirement according to the standards of other Inner Sphere training facilities. In an effort to produce capable warriors knowledgeable in almost every area of warcraft, even though they will specialize in one particular area, basic training includes classes and field excursions covering nearly every aspect of war.

Advanced Individual Training. The Northwind Academy offers a wide variety of occupational specialties. Originally, the only MOSes offered were for aerospace, infantry and cavalry. The academy added other advanced specialties in later years, including an MOS in the BattleMech (added after the 'Mech's invention in 2349). During the Star League era, when every military academy saw growth, the Northwind Academy added JumpShip and DropShip training to its curriculum. Currently, the school is investigating the possibility of adding an armored infantry MOS, in part because the Northwind Highlander regiments have begun fielding small numbers of armored infantry.

Entrance Requirements. Entrance into the Northwind Military Academy is open to all residents of Northwind, provided they meet the strict academic and fitness requirements. Applicants must make successful Athletic and Mental Saving Rolls (both at +2) to gain admittance.

Any non-Northwind residents seeking admission to the Northwind Academy must have a 2 or 3 point Contact on Northwind, and must make a successful Charisma Saving Roll. If the roll fails, the candidate failed to convince the faculty of the validity of his Highlander lineage and the school rejects his application.

Training. The following rules supplement the standard character skill packages described in MechWarrior: Second Edition (MWII) and the MechWarrior Companion. These rules allow a player to simulate the skills a character may learn at the Northwind Military Academy.

Before using these rules to create a character, a player should perform Steps 1 and 2 (Assign Priorities and Assign Attribute Points) of the character design process (pp. 13-15, MWII). The player should also calculate his character's Attribute Saving Rolls and Characteristics, because his character may need these to gain entrance to the academy. Gamemasters must ensure that characters meet all entrance requirements.

Follow the standard Academy and University Package rules (p. 18, MWII) when using the skill packages in this section. The MOS skill lists in the following entries combine the skills from Basic Training, Advanced Individual Training and Fields of Study for the academy. A player should pick one MOS for his character and choose skills from that list.

BattleMech Pilot MOS. Required: Blade, Gunnery/BattleMech, Piloting/BattleMech. SI: Military History, Small Arms. Electives: Leadership, Survival, Tactics, Unarmed Combat.

Cavalry MOS. Required: Blade, Drive/Ground, Gunnery/Conventional, Piloting/VTOL. Electives: Leadership, Medtech, Small Arms, Unarmed Combat.

Command MOS. Required: Computer, Leadership. Electives: Negotiation, Strategy, Training.

Aerospace Pilot MOS. Required: Gunnery/Aerospace, Piloting/Aerospace, SI: Military History, Zero-G Operations. Electives: Medtech, Survival, Tactics.

DropShip Pilot MOS. Required: Piloting/Spacecraft, SI: Military History, Zero-G Operations. Electives: Communications/Conventional, Computer, Gunnery/Spacecraft.

JumpShip Pilot MOS. Required: Computer, Navigation, SI: Military History. Electives: Piloting/Spacecraft, Strategy.

Support MOS. Required: Technician/BattleMech, Technician/Mechanic, Technician/Weapons. Electives: Blade, Medtech, Small Arms, Survival.

Mini-Campaign: Baiting the Cat

As the Highlanders on Wayside V settled in for a long guerrilla operation that they hoped would give them the time they so desperately needed, Major Loren Jaffray and a hand-picked group of Fusiliers launched a daring campaign unlike any in the annals of Highlanders history. Knowing full well that no Highlanders reinforcements would arrive for another month, which would be too little, too late, Jaffray called upon his years of experience in using unorthodox tactics honed during his time with House Liao's dreaded Death Commando unit and hatched a daring plan that the Highlanders prayed would be just suicidal enough to work.

Using information he had received from his bondsman Kerndon, whom he had taken in battle in his first engagement on Wayside V, Jaffray proposed that a small group of Fusiliers masquerade as Smoke Jaguars and attack selected Nova Cat targets. Through this strategy, Jaffray hoped to enrage the Nova Cats into believing that the Smoke Jaguars were a threat to the survival of Clan Nova Cat. The Nova Cats would then launch a massive counterstrike against the false Smoke Jaguars' base of operations, Wayside V.

If all went well, within the month Jaffray's troops would return to Wayside V with the angry Cats on their tail. By this time, the real Smoke Jaguars would likely have cornered the rest of the Highlanders, who expected to be fighting for their lives. The arrival of the Nova Cats, Clan Smoke Jaguar's hated enemies, would give the Jaguars a much tougher, and by Clan standards, more honorable, fight than chasing down a battered band of mercenaries. The Highlanders could then pull back to the sidelines and watch the Nova Cat-Smoke Jaguar conflict unfold. The longstanding enmity between these two Clans would make them both fight to the bitter end, leaving the Fusiliers out of their private war.

The plan looked crazy enough on paper; implementing it seemed downright insane. Jaffray's false Smoke Jaguars planned to hit three separate targets, the final target defended by more than a Galaxy of troops. In addition to merely surviving the assaults, they had to inflict enough damage to make the Nova Cats sit up and take notice, all with less than a company of warriors, fighting in machines they had never piloted, dependent on repairs performed by technicians who had never laid eyes on Clan technology. The only alternative, however, was to die in a guerrilla war they couldn't possibly win.

Playing the Campaign

Play the next three scenarios in this campaign (Scenarios 11, 12 and 13) in the order they appear, using the specific rules provided in each scenario in addition to these campaign rules. Use the same record sheets for the masquerading Smoke Jaguar Mechs throughout the campaign. Any damage received in a scenario that is not repaired carries over into the scenario that follows. The Nova Cat units for each scenario are fresh.

Though Scenario 14 is not part of the mini-campaign, the results of the mini-campaign will affect the outcome of that final scenario.

Forces

This campaign revolves around Loren Jaffray's Fusiliers masquerading as Smoke Jaguars. Each scenario describes which of Loren's forces are used, culminating in Scenario 13, in which all the remaining Fusiliers units are deployed. Because Jaffray's Fusiliers engage a new Nova Cat force in each scenario, the Nova Cat forces for the mini-campaign are presented in the usual manner.

Reloading and Repairs

With little time remaining to save Stirling's Fusiliers, Jaffray's forces were unable to secure additional ammunition for their Clan OmniMechs before launching their mission. To reflect this, Jaffray's Fusiliers may not reload ammunition between scenarios in the campaign. However, they were able to cobble together some spare parts salvaged from their first encounters with the Smoke Jaguars on Wayside V. Therefore, between scenarios the Fusiliers may attempt to repair damage done to their 'Mechs.

The Fusiliers Supplies Table shows the quantity of repair parts available. Jaffray's Fusiliers can use these parts to make repairs as described below.

Fusiliers Supplies Table

Items AvailableQuantity
Double Heat Sinks4
Armor Points (Ferro-Fibrous)120
Internal Structure Points (Endo Steel)50
Engine Shielding Points3
Actuators6
ER PPCs2
Large Pulse Laser1
ER Medium Lasers4

Armor. Armor is the easiest component to repair. Jaffray's Fusiliers have a limited supply of Armor Points they can use to repair their units. To indicate that armor has been repaired, erase the damage done to a 'Mech's armor from its record sheet and subtract an equivalent number of Armor Points from the total available. You may repair as few or as many points of armor on each 'Mech as you like. However, only ferro-fibrous armor is available to make repairs. OmniMechs equipped with standard armor may not repair damage done to their armor.

Internal Structure. The Fusiliers have a limited supply of Internal Structure Points they can use to repair the skeleton of a 'Mech. To indicate that internal structure has been repaired, erase the damage done to a 'Mech's internal structure from its record sheet and subtract an equivalent number of Internal Structure Points from the total available. You may repair as few or as many points of internal structure on each 'Mech as you like. However, only endo steel internal structure is available to make repairs. OmniMechs with standard internal structure may not repair internal structure damage. Destroyed locations also may not be repaired, nor may blown-off limbs be reattached.

Engine. The Fusiliers have a limited stock of replacement engine shielding, and so may repair only 1 point of engine shielding on each 'Mech throughout the mini-campaign. However, even a 'Mech "destroyed" by taking 3 engine critical hits may be made operational by repairing 1 point of engine shielding.

Weapons. The Fusiliers have a limited supply of replacement weapons. Damaged or destroyed weapons can only be replaced by a weapon of the same type.

Actuators. Damaged arm and leg actuators may be repaired as long as sufficient replacement parts are available. Any type of actuator may be repaired using the available replacement parts.

Other Critical Systems. Other systems such as the cockpit, sensors, life support and gyros may not be repaired during the campaign.

Clan Honor

Ever since the Truce of Tukayyid, Clan forces have rarely followed their codes of honor when fighting against Inner Sphere troops. This is especially true when Clan troops are fighting mercenaries such as the Highlanders. However, because the Highlanders in this campaign are masquerading as Smoke Jaguars, both sides will follow the Clan honor system until the Highlanders break it. The Nova Cats are therefore considered to be abiding by Honor Level 2, as described below.

Zellbrigen (Dueling). Under the rules for ritual dueling, or zellbrigen, Clan players must declare a target for each of their dueling 'Mechs. A typical declaration might sound something like, "I am MechWarrior Targ of Clan Nova Cat. I pilot the sole Summoner in Beta Star. I hereby invoke the ritual of zellbrigen and challenge the pilot of the Atlas adorned with the unit designation five to a duel of warriors. In this solemn matter, let no one interfere!"

During a duel, no other Clan warrior may attack either of the dueling 'Mechs. If a third Inner Sphere unit interferes with a duel, the dueling Clan warrior may attack the interfering unit, provided that another Clan 'Mech has not already challenged the interloper to a duel. A duel ends when one combatant is destroyed, disabled or retreats from the battlefield.

At Honor Level 2, the Clan warrior follows the rules of dueling until the Inner Sphere side takes an action that violates the Clan honor code (a third party interfering, a unit involved in one duel firing on a 'Mech involved in another duel, and so on). If this happens, the duel immediately degenerates into a free-for-all. During the Weapon Attack Phase, if a player declares that his unit will fire on a target already involved in a duel, any Clan player whose declaration of zellbrigen follows the Inner Sphere player's declaration of a "dishonorable attack" may attack that Inner Sphere 'Mech without regard for honor rules.

Using zellbrigen in a game requires a certain degree of cooperation between players. A crafty Inner Sphere player can exploit the rules of engagement to deny the Clan player any targets at all. Not only is this grossly unfair, but it is also inaccurate in terms of the BattleTech universe (plus, it's not much fun for the Clan player).

Finally, the Clan player should not be expected to adhere to the rules of engagement when it would be foolish to do so (as in the following example).

In a scenario played under Honor Level 1 rules, the Clan player has one Daishi and his Inner Sphere opponent has four 'Mechs: a Banshee, an Orion, an Atlas and a Spider. The Spider challenges the Daishi to a duel, which the Daishi accepts. The Spider then proceeds to use its superior Movement rate to hide behind hills and heavy woods so that the Daishi never gets line of sight to it. Meanwhile, the other three members of the Spider's lance pound the Daishi to dust. The Daishi cannot retaliate because its player must adhere to Clan honor, which under Level 1 rules means he can only attack the 'Mech that challenged him to a duel. He vainly attempts to chase the Spider, while "off-limits" enemies destroy his BattleMech.

Requiring the Daishi in the above example to strictly obey the rules of engagement means that the Clan player must sit back and allow his unit to be destroyed. To give players options in such situations, use the following guidelines to adjudicate the use of zellbrigen in game play.

1. Making the Challenge. One of the most important parts of the duel is the challenge. This takes place during the Weapon Attack Phase, when attacks are declared. When a Clan unit declares an attack on a unit that it has not attacked before, it is effectively announcing its intention to duel. The Clan player should verbally issue his challenge at this time. Dueling makes Initiative even more important, as Initiative also determines the order of attack declaration and challenges.

If the Inner Sphere side outnumbers the Clan side, it is considered bold (but acceptable) for a single Clan 'Mech to challenge more than one opponent at the same time. All of a single 'Mech's opponents are considered part of the same duel and may fire on the lone challenger. However, at least one target must be left for each 'Mech on the Clan side (this tradition does not apply to non-'Mech Clan units). In fact, Clan MechWarriors greedy for battlefield glory may force their own armored vehicles, infantry units or even Elementals out of combat in this way.

Though a single Clan 'Mech may challenge more than one Inner Sphere 'Mech, additional Inner Sphere 'Mechs cannot invite themselves into a duel even if the Clans outnumber their side. Such an action is a breach of zellbrigen.

2. Refusing a Challenge. A Clan warrior need not accept a challenge issued by an Inner Sphere warrior, especially if the Clan warrior suspects the challenge is simply a ploy to abuse the ritual of zellbrigen and achieve victory through deceit. As a general rule, a Clan warrior can refuse a challenge from a 'Mech of a different weight class than his own, as long as he issues a challenge against another Inner Sphere 'Mech instead.

Also, though Inner Sphere warriors are not expected to accept or refuse challenges, the Inner Sphere side must abide by Clan honor when Honor Levels 2 or 3 are in effect or else risk touching off a melee. In these cases, the Inner Sphere player is also allowed to refuse challenges from Clan 'Mechs outside the challenged 'Mech's weight class as long as an alternate challenge is made.

Finally, any challenge must be accepted if there are no alternate targets in play.

3. Declaring a Duel Void. Certain situations may make a duel void, even if strict adherence to the rules of engagement (Honor Level 1) is in force. In these cases the judgment of the players must prevail; however, the gamemaster can use the following simple penalty system to judge these situations. The penalty system is intended to enforce the idea that dueling 'Mechs must actively fight one another for the duel to be valid. Because Clan warriors call people without honor dezgra, the penalties are referred to as dezgra points.

Each of the infractions listed below earns the violator a dezgra point, unless the violator's opponent declines the penalty (which he might do if he decides that the action was tactically appropriate). If a dueling 'Mech accumulates 3 dezgra points, it is clear that the duel is dishonorable, and so it becomes void in the End Phase of the turn in which the third point was earned. No dueling 'Mech can earn more than 1 dezgra point per End Phase.

  • If a dueling unit intentionally moves out of its opponent's line of sight, the unit earns 1 dezgra point.
  • If a dueling unit has line of sight to its opponent but intentionally fails to fire at the enemy, the unit earns 1 dezgra point. (This guideline assumes that at least one shot must be possible, meaning that the enemy unit is within the firing arc of the weapon being fired.)
  • If a dueling unit moves out of the firing range of all its weapons, the unit earns 1 dezgra point.

Once a unit has accumulated 3 dezgra points, any Clan unit may freely fire on it for the remainder of the scenario without violating the dueling rules.

Physical Attacks. Unlike the formal ritual of dueling, the Clans' dislike of physical attacks in 'Mech combat is an informal, if widespread, custom. No explanation has yet been given for this distaste, though some experts suspect that Nicholas Kerensky chose to encourage a long-range fighting style among the Clans.

At Honor Level 2, a Clan warrior may make a physical attack only if an enemy unit makes one first. During the Physical Attack Phase, if the Inner Sphere player declares a physical attack, any Clan unit whose declaration follows that violation of Clan honor may freely engage that 'Mech in physical combat.

Retreat. Clan MechWarriors despise their Inner Sphere counterparts because they consider Inner Sphere armies dishonorable warriors fighting in inferior 'Mechs. Therefore, Clan warriors consider retreating from Inner Sphere opponents a disgrace almost beyond redemption. When allowed to choose whether or not to flee a losing battle, many Clan warriors prefer to fight to the death.

At Honor Level 2, Clan warriors may retreat from enemy 'Mechs that are using advanced technology, but never from 'Mechs, armor or infantry units using 3025 (Level 1) technology. Because the Highlanders are using Clan machines in the mini-campaign, the Nova Cats may retreat normally (providing the rules of the scenario allow it).

Scenario 1: Rebirth

Game Set-Up

Lay out the BattleTech maps as shown. Use the Scattered Woods, River Valley, Mountain Lake, City Ruins and CityTech maps from BattleTech Map Set 2 and the Heavy Forest #1 map from BattleTech Map Set 4.

Place buildings on the mapsheets as follows: On the City Ruins map, place Level 2 Light buildings on the following hexes: 0303, 1110. Place Level 1 Medium buildings on the following hexes: 0506, 1106. On the CityTech map, place Level 2 Light buildings on the following hexes: 0712, 1106. Place Level 1 Medium buildings on the following hexes: 0705, 0908.

Attacker

The attacker consists of two reinforced lances from the First Company of the First Battalion, First Kearny Highlanders.

Recon Lance

  • Major Stephen McCloud (Piloting 3, Gunnery 3), J. Edgar Light Hovertank
  • Lieutenant Jon Connel (Piloting 4, Gunnery 4), J. Edgar Light Hovertank
  • Sergeant James McPhearson (Piloting 5, Gunnery 4), J. Edgar Light Hovertank
  • James Clovis (Piloting 4, Gunnery 4), J. Edgar Light Hovertank
  • Will Smith (Piloting 4, Gunnery 4), J. Edgar Light Hovertank

Support Lance

  • Captain James McDonald (Piloting 3, Gunnery 4), Karnov UR Transport*
  • Jason Cox (Piloting 4, Gunnery 4), Karnov UR Transport*
  • Jefferson Forest (Piloting 3, Gunnery 4), Karnov UR Transport*
  • Sheryl Colls (Piloting 3, Gunnery 4), Karnov UR Transport*
  • Lieutenant Mike Wilson (Piloting 3, Gunnery 4), Karnov UR Transport*

*Each Karnov UR Transport starts the scenario loaded with one platoon of Jump Laser infantry. The Transports can unload and load the infantry per standard rules for infantry carriers (p. 67, BTC:RoW).

Deployment. The attacker enters from the west edge of the map during the Movement Phase of Turn 1.

Defender

The defender consists of elements of the First and Second Companies of First Battalion, Second Oriente Hussars.

1st Company, Fire Lance

  • Captain Nathan Jetta (Piloting 4, Gunnery 3), Manticore Heavy Tank
  • Lieutenant Senior Grade Martha Marx (Piloting 4, Gunnery 4), Manticore Heavy Tank
  • Jason Smith (Piloting 3, Gunnery 4), Manticore Heavy Tank

1st Company, Support Lance

  • Banner Joey Karlson (Piloting 4, Gunnery 3), SRM Carrier
  • Sergeant Jacqueline Fox (Piloting 5, Gunnery 4), SRM Carrier
  • Jeff Lincoln (Piloting 4, Gunnery 4), SRM Carrier

2nd Company, Fire Lance

  • Lieutenant Junior Grade Jack Colton (Piloting 5, Gunnery 4), SRM Carrier
  • Sergeant Nick P. Colton (Piloting 4, Gunnery 4), SRM Carrier
  • Scott Jefferson (Piloting 5, Gunnery 4), SRM Carrier

Ammo Loads. Because the First Kearny Highlanders are low on supplies, their units may use only standard missiles. They may not use special missile loads, such as infernos.

Deployment. The defender sets up anywhere on the CityTech and City Ruins maps.

Ammunition Depots

At the beginning of the game, the defender designates any four of the eight buildings as ammunition depots. The defender may decide whether they are all located on the City Ruins map, the CityTech map, or split between the two. The defender writes down the depots' locations on a piece of paper, which he then gives to a neutral third party or leaves face-down on the table. After play begins, any time an attacking unit enters any hex that is adjacent to a building hex, the defending player must immediately reveal whether that building is an ammunition depot. Once an ammunition depot has been identified, the building may be destroyed by normal weapons fire, or the defender may use his infantry to destroy the building.

Each infantry platoon carries one satchel charge with which it can completely destroy any building, regardless of the building's current CF. To destroy a building using this satchel charge, the platoon must begin a turn adjacent to or inside the building, and must spend the entire turn attaching the explosives. During the Movement Phase of the following turn the platoon may move and attack normally. The satchel charge will detonate during the End Phase of the turn after it is placed, and the building is automatically destroyed.

Regardless of the manner in which a building is attacked, as soon as its CF drops to 0, the building and the ammunition stored in it are both destroyed.

Victory Conditions

The scenario ends when all the attacking units have been destroyed, or when the attackers achieve their objective. The attacker wins by destroying the ammunition depots located on the board (see Special Rules, below). The defender wins by destroying all the attacking units. To determine the level of victory, calculate each side's total points and consult the Victory Table.

ActionVictory Points
Each ammunition depot destroyed+20
All four depots destroyed (bonus)+10
Each Highlander infantry platoon destroyed-5
Each Highlander vehicle destroyed-7

Victory Table

Total PointsResults
63 or higherDecisive Highlander Victory
21 to 62Substantial Highlander Victory
2 to 20Marginal Highlander Victory
-7 to 1Draw
-26 to -8Marginal Hussar Victory
-68 to -27Substantial Hussar Victory
-69 or lowerDecisive Hussar Victory

Special Rules

All buildings begin the game with the following Construction Factors: Medium 40, Light 15. The Basements special-case rule (pp. 80-81, BTC:RoW) applies in this scenario.

The adverse weather condition Moderate Wind affects both mapsheets. (See Weather and Terrain Rules, pp. 4-5.)

Scenario 2: Instant Fame

Game Set-Up

Lay out the BattleTech maps as shown. Use both Open Terrain maps from BattleTech Map Set 5.

Attacker

The attacker consists of elements of the Second Battalion, McCormack's Fusiliers.

1st Company, Command Lance

  • Lieutenant-Colonel Lucile Ferrel (Piloting 4, Gunnery 3), STC-2D Striker
  • Lieutenant Tim McBride (Piloting 4, Gunnery 3), ON1-M Orion
  • Linda Steen (Piloting 3, Gunnery 4), DV-7D Dervish
  • Lectricia Green (Piloting 5, Gunnery 3), GRF-1DS Griffin

2nd Company, Command Lance

  • Captain Donald McCormack (Piloting 4, Gunnery 4), ARC-4M Archer
  • Lieutenant Jay Stein (Piloting 3, Gunnery 4), RFL-5D Rifleman
  • Gregory Bradley (Piloting 4, Gunnery 4), OSR-2D Ostroc
  • Michal Digioa (Piloting 5, Gunnery 4), SHD-5M Shadow Hawk

Elements of Recon Lance

  • Lieutenant Keri Rankin (Piloting 3, Gunnery 4), CLNT-3U Clint
  • Douglas Steffen (Piloting 4, Gunnery 3), COM-5S Commando
  • Laura Garger (Piloting 5, Gunnery 4), FS9-S Firestarter

Deployment. The attacker enters from the west edge of the Open Terrain #1 map during the Movement Phase of Turn 1.

Defender

The defender consists of elements of the First Battalion, Ajax's Avengers.

1st Company, Command Lance

  • Captain Abel Lozano (Piloting 3, Gunnery 3), WHM-7M Warhammer
  • Lieutenant Anne Jackson (Piloting 4, Gunnery 3), ZEU-9S Zeus
  • Robert Langfelder (Piloting 4, Gunnery 4), HBK-5M Hunchback
  • Jerome Morrissey (Piloting 4, Gunnery 3), WHM-7S Warhammer

1st Company, Assault Lance

  • Lieutenant Gerald Dusca (Piloting 4, Gunnery 3), STK-5M Stalker
  • David Payne (Piloting 4, Gunnery 3), VTR-9K Victor
  • Ellen Gallagher (Piloting 4, Gunnery 4), WHM-7S Warhammer
  • Tosha Sanders (Piloting 4, Gunnery 3), TDR-9SE Thunderbolt

Deployment. The defender sets up within 6 hexes of the east map edge. In addition, the defender may place 2 units anywhere on the Open Terrain #2 map using the Hidden Units rules (p. 89, BTC:RoW).

Victory Conditions

The scenario ends when all of one side's forces are destroyed or after the End Phase of Turn 15.

The defender wins by keeping as many of his 'Mechs operational after Turn 15 as possible and destroying as many enemy 'Mechs as possible. The attacker wins by destroying as many enemy 'Mechs as possible. To determine the level of victory, calculate each side's total points and consult the Victory Table.

ActionVictory Points
Each Avengers 'Mech destroyed+15
Each Fusiliers 'Mech destroyed-7
Each Avengers 'Mech not destroyed at end of Turn 15-5

Victory Table

Total PointsResults
85 or higherDecisive Fusiliers Victory
32 to 84Substantial Fusiliers Victory
-8 to 31Marginal Fusiliers Victory
-4 to 7Draw
-28 to -5Marginal Avengers Victory
-81 to -29Substantial Avengers Victory
-82 or lowerDecisive Avengers Victory

Special Rules

The adverse weather condition Snowfall affects both mapsheets. (See Weather and Terrain Rules, pp. 4-5.)

Scenario 3: Fall from Glory

Game Set-Up

Lay out the BattleTech maps as shown. Use the Standard BattleTech map (from the BattleTech boxed set or BattleTech Map Set 2), the Lake Area and Desert Hills maps from BattleTech Map Set 2 and the River Delta/Drainage Basin #1 map from BattleTech Map Set 4. The half-river hex at the seam between the Desert Hills and the River Delta/Drainage Basin #1 maps is considered Clear terrain.

Attacker

The attacker consists of the forward elements of the Fourth Amaris Dragoons.

1st Company, Command Lance

  • Major John Dollard (Piloting 3, Gunnery 3), MAD-5D Marauder*
  • Lieutenant Brian Gilmartin (Piloting 4, Gunnery 3), CP-11-A Cyclops
  • Joseph Lyons (Piloting 4, Gunnery 4), GRF-3M Griffin
  • Timothy Haydon (Piloting 5, Gunnery 4), ON1-M Orion

1st Company, Assault Lance

  • Lieutenant Denise English (Piloting 4, Gunnery 4), STK-4M Stalker
  • Lieutenant Bernard Spiller (Piloting 4, Gunnery 4), TDR-7M Thunderbolt
  • Sherman Peace (Piloting 4, Gunnery 4), WHM-7M Warhammer*
  • Catherine Henigan (Piloting 5, Gunnery 4), OSR-2D Ostroc

1st Company, Recon Lance

  • Lieutenant Jorge Beebe (Piloting 4, Gunnery 3), CLNT-2-3U Clint
  • Walter Morris (Piloting 5, Gunnery 4), COM-5S Commando
  • Sally Hohler (Piloting 5, Gunnery 4), COM-5S Commando
  • Joseph Chmielik (Piloting 3, Gunnery 4), FS9-S Firestarter

2nd Company, Command Lance

  • Captain Linda McDonald (Piloting 4, Gunnery 3), VTR-9K Victor
  • Lieutenant Lee Ann Conti (Piloting 4, Gunnery 4), RFL-5D Rifleman*
  • Rosie Davis (Piloting 5, Gunnery 4), ZEU-9S Zeus
  • Gladys Holland (Piloting 5, Gunnery 4), HBK-5M Hunchback

2nd Company, Fire Lance

  • Lieutenant Richard Markley (Piloting 4, Gunnery 4), ARC-4M Archer
  • Chester Idzik (Piloting 4, Gunnery 4), DV-7D Dervish
  • Theo Kakavas (Piloting 4, Gunnery 4), DV-7D Dervish
  • Millard Ensworth (Piloting 5, Gunnery 4), ARC-5W Archer

2nd Company, Recon Lance

  • Lieutenant Bogdan Lata (Piloting 4, Gunnery 3), SHD-5M Shadow Hawk*
  • Courtney Green (Piloting 3, Gunnery 4), OTL-4M Ostsol
  • Zuleam Speith (Piloting 4, Gunnery 4), CLNT-2-3U Clint
  • Carrie Becker (Piloting 5, Gunnery 4), SDR-7M Spider

Deployment. The attacker enters from the south edge of the map during the Movement Phase of Turn 1.

Defender

The defender consists of the surviving elements of the Royal Black Watch Regiment.

Elements of the Black Watch Regiment

  • Colonel Hanni Schmitt (Piloting 0, Gunnery 0), AS7-S Atlas
  • Major Colleen McFadden (Piloting 0, Gunnery 0), HGN-732 Highlander
  • Major Bryn Campell (Piloting 1, Gunnery 0), HGN-732 Highlander
  • Lieutenant Jennifer Suarez (Piloting 0, Gunnery 1), GLT-3N Guillotine*
  • Lieutenant Frank Yanez (Piloting 1, Gunnery 1), BL-6-KNT Black Knight
  • Jewels Ferrel (Piloting 1, Gunnery 1), CRK-5003-1 Crockett
  • Charles Southorn (Piloting 2, Gunnery 1), FLS-8K Flashman
  • Jefferson Hinks (Piloting 1, Gunnery 0), CRK-5003-1 Crockett
  • Nathan Carlson (Piloting 2, Gunnery 1), THG-11E Thug

Deployment. The defender sets up anywhere on the River Delta/Drainage Basin and Desert Hills maps.

Victory Conditions

The scenario ends at the end of Turn 19 or when all defending units have been destroyed, whichever comes first. The defender automatically wins if he has an operational unit on the board at the end of Turn 19.

The attacker wins by destroying all defending units. The defender wins by holding out as long as possible, while destroying as many attacking units as possible. To determine the level of victory, calculate each side's total points and consult the Victory Table.

ActionVictory Points
Each Amaris unit destroyed+5
Each turn past Turn 15 that the defender survives+10
Each Black Watch 'Mech destroyed-15

Victory Table

Total PointsResults
116 or higherDecisive Black Watch Victory
50 to 115Substantial Black Watch Victory
20 to 49Marginal Black Watch Victory
5 to 19Draw
-25 to 4Marginal Amaris Victory
-91 to -26Substantial Amaris Victory
-92 or lowerDecisive Amaris Victory

Special Rules

The special-case rule Night Combat (p. 94, BTC:RoW) applies during this scenario. Units listed with an asterisk (*) are equipped with searchlights.

Scenario 4: Darkest Hour

Game Set-Up

Lay out the BattleTech maps as shown. Use both Desert Sinkhole maps from BattleTech Map Set 3 and both Deep Canyon maps from BattleTech Map Set 5.

Attacker

The attacker consists of elements of the Davion Assault Guards RCT and Thirty-Third Avalon Hussars RCT.

Elements of the 1st Battalion, Davion Assault Guards, Regimental Combat Team Command Lance

  • Marshal Sereatha Danner (Piloting 4, Gunnery 2), BLR-1D BattleMaster
  • Leftenant General Jason Swan (Piloting 4, Gunnery 3), CP-10-Z Cyclops
  • Leftenant Guida Dante (Piloting 3, Gunnery 3), TDR-5SS Thunderbolt
  • Leftenant Daniel Jakopin (Piloting 4, Gunnery 3), AWS-8V Awesome

Regimental Command Lance

  • Colonel Nova Lankus (Piloting 4, Gunnery 3), AS7-D Atlas
  • Leftenant Colonel Christopher Lopez (Piloting 4, Gunnery 4), GOL-1H Goliath
  • Leftenant Paul Jentel (Piloting 4, Gunnery 4), STK-3F Stalker
  • Cadet Mildred Galloway (Piloting 5, Gunnery 4), BNC-3M Banshee

Elements of the 1st Battalion, 33rd Avalon Hussars, Regimental Command Lance

  • Colonel Francis Coughlin (Piloting 4, Gunnery 3), MAD-3R Marauder
  • Leftenant Colonel Bill Friedman (Piloting 3, Gunnery 3), ON1-V Orion
  • Leftenant Kiro Petkov (Piloting 5, Gunnery 4), RFL-4D Rifleman
  • Leftenant Lavel Dering (Piloting 5, Gunnery 5), HBK-4P Hunchback

Deployment. The attacker enters from the south map edge during the Movement Phase of Turn 1.

Defender

The defender consists of elements of the Third Kearny Highlanders and Stuart's Highlanders.

Elements of 2nd Company, 3rd Battalion, Stuart's Highlanders, Command Lance

  • Major Patrick McGraw (Piloting 4, Gunnery 2), VND-1R Vindicator
  • Jason Rennie (Piloting 4, Gunnery 3), OSR-2M Ostroc

Elements of 2nd Company, 3rd Battalion, Stuart's Highlanders, Support Lance

  • Lieutenant Finely McNess (Piloting 4, Gunnery 3), TBT-5N Trebuchet
  • Jennifer McFarlan (Piloting 4, Gunnery 4), TBT-5N Trebuchet

Elements of 2nd Company, 3rd Battalion, Stuart's Highlanders, Recon Lance

  • Lieutenant Charles Crimshaw (Piloting 3, Gunnery 3), PXH-1D Phoenix Hawk
  • Samuel Ware (Piloting 4, Gunnery 4), GRF-1S Griffin
  • Trina Wadson (Piloting 5, Gunnery 4), CLNT-2-3T Clint

Elements of 1st Company, 2nd Battalion, 3rd Kearny Highlanders, Command Lance

  • Major Jay Ripley (Piloting 3, Gunnery 3), QKD-5A Quickdraw
  • Colleen Melvin (Piloting 4, Gunnery 4), OTL-4D Ostsol

Elements of 1st Company, 2nd Battalion, 3rd Kearny Highlanders, Fire Lance

  • Lieutenant Harry Dunsire (Piloting 4, Gunnery 3), DV-6M Dervish

Elements of 1st Company, 2nd Battalion, 3rd Kearny Highlanders, Pursuit Lance

  • Ronald Robson (Piloting 4, Gunnery 4), COM-2D Commando
  • Chris Chapman (Piloting 5, Gunnery 4), SHD-2H Shadow Hawk

Elements of 3rd Company, 3rd Battalion, 3rd Kearny Highlanders, Command Lance

  • Captain Meredith Cook (Piloting 4, Gunnery 3), GRF-1S Griffin
  • Will Speakman (Piloting 4, Gunnery 4), GLT-4L Guillotine

Elements of 3rd Company, 3rd Battalion, 3rd Kearny Highlanders, Recon Lance

  • Lieutenant Lawrence Evans (Piloting 3, Gunnery 3), ENF-4R Enforcer
  • Harry Reynolds (Piloting 3, Gunnery 4), HER-4K Hermes III

Deployment. The defender sets up anywhere within 4 hexes of the north edge of either Desert Sinkhole map.

Victory Conditions

With the entire world of Northwind as a prize, no quarter is asked or given in this scenario. At the end of 15 turns, the scenario ends. The defender wins by destroying as many attacking units as possible; the attacker wins by destroying as many defending units as possible. To determine the level of victory, calculate each side's total points and consult the Victory Table.

ActionVictory Points
Each Davion 'Mech destroyed+7
Each Highlanders 'Mech destroyed-5

Victory Table

Total PointsResults
60 or higherDecisive Highlander Victory
23 to 59Substantial Highlander Victory
7 to 22Marginal Highlander Victory
-1 to 6Draw
-17 to -2Marginal Davion Victory
-54 to -18Substantial Davion Victory
-55 or lowerDecisive Davion Victory

Special Rules

This scenario is played in Blowing Sand conditions (see Weather and Terrain Rules, pp. 4-5).

Air Strikes. Though blowing sand creates havoc for aerospace fighters, the Thirty-third Avalon Hussars are adept at flying in such weather. The Davion side has 2 medium aerospace fighters (CSR-V12 Corsairs), stationed 6 turns of flight due south of the battlefield. None of the fighters are equipped with bombs, though they may make strafing runs on the battlefield.

The fighters may enter the mapsheets on Turn 6. Players may use AeroTech rules, BattleSpace rules or the aerospace support rules on pp. 70-75, BTC:RoW.

Sub-Levels. Normally, a hex's level is the highest level present in the hex. For example, Hex 0517 of the Deep Canyon #1 map contains Level 2, Level 1 and Level 0 elevations. However, the entire hex is considered Level 2.

Sub-levels are treated differently. For purposes of movement and line-of-sight determination, consider the sub-level of any hex that contains sub-levels to be the lowest level in the hex rather than the highest. For example, Hex 1413 of the Desert Sinkhole #2 map is a Sub-Level 3 hex, even though it also contains Sub-Level 2, Sub-Level 1 and Level 0 terrain.

Scenario 5: The Great Lee Turkey Shoot

Game Set-Up

This scenario is for use with the AeroBattle rules (p. 80, BattleSpace) or the AeroTech boxed game. Lay out the AeroTech Low Altitude mapsheet or both BattleSpace maps as shown.

Attacker

The attacker consists of elements of the Third and Fourth Air Wings of the Second Kearny Highlanders.

Elements of the 3rd Air Wing, Command Air Lance

  • Captain Julian Dunley (Piloting 3, Gunnery 3), Thunderbird
  • Lieutenant Edward Jones (Piloting 4, Gunnery 3), Thunderbird

Elements of the 3rd Air Wing, Support Air Lance

  • Lieutenant Elaine J. Fowler (Piloting 4, Gunnery 4), Thunderbird
  • Karl Graham (Piloting 5, Gunnery 4), Thunderbird

Elements of the 4th Air Wing, Command Air Lance

  • Captain Blanca Gonzalez (Piloting 4, Gunnery 3), Eagle
  • Lieutenant Charles Hollis (Piloting 5, Gunnery 4), Eagle

Elements of the 4th Air Wing, Support Air Lance

  • Lieutenant Mary Langelfeld (Piloting 4, Gunnery 4), Eagle
  • Fay Blanshard (Piloting 3, Gunnery 3), Eagle

Elements of the 4th Air Wing, Pursuit Air Lance

  • Lieutenant Dee Coulson (Piloting 4, Gunnery 4), Eagle
  • James McGuffie (Piloting 5, Gunnery 4), Eagle

Deployment. The attacker enters from the east edge of the map during the Movement Phase of Turn 1. The attacking fighters have a starting velocity of 5.

Defender

The defender consists of all three squadrons of the Fifth Davion Guards First Air Wing.

Alpha Squadron, Command Air Lance

  • Light Commodore Frank Lapine (Piloting 3, Gunnery 2), SPR-H5 Sparrowhawk
  • Leftenant Bruno Lundgren (Piloting 4, Gunnery 3), SPR-H5 Sparrowhawk

Alpha Squadron, Support Air Lance

  • Leftenant Cesar Orantes (Piloting 4, Gunnery 4), SPR-H5 Sparrowhawk
  • Cadet Bruce Massel (Piloting 5, Gunnery 3), SPR-H5 Sparrowhawk

Alpha Squadron, Pursuit Air Lance

  • Leftenant Anna Rudd (Piloting 4, Gunnery 3), SPR-H5 Sparrowhawk
  • Cadet Carrie Saylor (Piloting 4, Gunnery 4), SPR-H5 Sparrowhawk

Beta Squadron, Command Air Lance

  • Captain David LaPlaca (Piloting 4, Gunnery 2), SPR-H5 Sparrowhawk
  • Leftenant Craig Jacker (Piloting 3, Gunnery 4), SPR-H5 Sparrowhawk

Beta Squadron, Support Air Lance

  • Leftenant Marilyn Gonski (Piloting 4, Gunnery 4), SPR-H5 Sparrowhawk
  • Cadet Drew Dawson (Piloting 3, Gunnery 3), SPR-H5 Sparrowhawk

Beta Squadron, Pursuit Air Lance

  • Leftenant Rose Bridges (Piloting 4, Gunnery 3), SPR-H5 Sparrowhawk
  • Cadet Marvin Berz (Piloting 5, Gunnery 4), SPR-H5 Sparrowhawk

Charlie Squadron, Command Air Lance

  • Captain Doug Drysdale (Piloting 4, Gunnery 3), SPR-H5 Sparrowhawk
  • Cadet Eugene Erbach (Piloting 4, Gunnery 4), SPR-H5 Sparrowhawk

Charlie Squadron, Support Air Lance

  • Leftenant Osby Gordon (Piloting 4, Gunnery 4), SPR-H5 Sparrowhawk
  • Cadet John Goosherts (Piloting 3, Gunnery 3), SPR-H5 Sparrowhawk

Charlie Squadron, Pursuit Air Lance

  • Cadet Sarah Hagan (Piloting 4, Gunnery 3), SPR-H5 Sparrowhawk
  • Cadet Mary Lynn Hendrickson (Piloting 4, Gunnery 4), SPR-H5 Sparrowhawk

Deployment. The defender enters from the west edge of the map during the Movement Phase of Turn 1. The defending fighters can start with any velocity the defending player desires between 1 and 10.

Victory Conditions

Both the attacker and defender are attempting to gain air superiority in an effort to support their side's ground forces. The scenario ends when all of one side's fighters have been destroyed.

The attacker wins by destroying as many defending units as possible; the defender wins by destroying as many attacking units as possible. To determine the victory level, calculate each side's total points and consult the Victory Table.

ActionVictory Points
Each Davion fighter destroyed+5
Each Highlanders fighter destroyed-10

Victory Table

Total PointsResults
62 or higherDecisive Highlander Victory
19 to 61Substantial Highlander Victory
0 to 18Marginal Highlander Victory
-10 to -1Draw
-29 to -11Marginal Davion Victory
-72 to -30Substantial Davion Victory
-73 or lowerDecisive Davion Victory

Scenario 6: Homecoming

Game Set-Up

Lay out the BattleTech maps as shown. Use the Heavy Forest #2 map and both Large Lakes maps from BattleTech Map Set 4 and both Deep Canyon maps from BattleTech Map Set 5.

On the Large Lakes #1 map, the following hexes are considered Level 2: 0217, 0417, 1217 and 1417. Hexes 0216, 0317, 1317, 1416 and 1517 are considered Level 0 and hexes 0416, 0517, 1117 and 1216 are considered Level 1.

Attacker

The attacker consists of elements of the First and Second Kearny Highlanders, McCormack's Fusiliers and Marion's Highlanders.

1st Kearny Highlanders, 1st Company, 1st Battalion, Command Lance

  • Colonel Sandra McPierce (Piloting 3, Gunnery 3), WHM-6R Warhammer
  • Lieutenant-Colonel Daniel Duke (Piloting 5, Gunnery 4), TDR-5S Thunderbolt
  • Lafayette Fisher (Piloting 4, Gunnery 4), CRD-3K Crusader
  • Alan Gill (Piloting 5, Gunnery 4), CPLT-C1 Catapult

2nd Kearny Highlanders, 1st Company, 2nd Battalion, Assault Lance

  • Lieutenant Ulric Dunsire (Piloting 4, Gunnery 3), MAD-3D Marauder
  • Mary Greenlee (Piloting 3, Gunnery 3), ON1-K Orion
  • Bridget Hogan (Piloting 5, Gunnery 4), AWS-8Q Awesome
  • Dolores Jones (Piloting 4, Gunnery 4), VTR-9B Victor

McCormack's Fusiliers, 3rd Company, 1st Battalion, Command Lance

  • Captain Felix Kirkpatrick (Piloting 5, Gunnery 3), RFL-3C Rifleman
  • Ellen Lyons (Piloting 4, Gunnery 4), CPLT-C1 Catapult
  • James Davenport (Piloting 5, Gunnery 4), CN9-A Centurion
  • Edmond Brady (Piloting 4, Gunnery 4), HBK-4H Hunchback

Marion's Highlanders, 2nd Company, 3rd Battalion, Support Lance

  • Lieutenant Stephen Kirkland (Piloting 3, Gunnery 3), VND-1AA Vindicator
  • Judy McVay (Piloting 5, Gunnery 4), ENF-4R Enforcer
  • Curley Henderson (Piloting 3, Gunnery 3), JM6-A JagerMech
  • Martin Huynh (Piloting 4, Gunnery 4), TDR-5S Thunderbolt

Deployment. The attacker enters from the south edge of the Deep Canyon #2 map during the Movement Phase of Turn 1.

Defender

The defender consists of elements of the Fifth Sword of Light and the Thirty-Sixth Dieron Regulars.

Elements of 5th Sword of Light, 1st Company, 3rd Battalion, Command Lance

  • Tai-i Chin Auberjona (Piloting 3, Gunnery 2), AS7-D Atlas
  • Shih Shek (Piloting 4, Gunnery 3), STK-4N Stalker
  • Jasik Sobiroff (Piloting 4, Gunnery 4), STK-4N Stalker
  • Ahianu Kasigi (Piloting 4, Gunnery 4), BLR-1D BattleMaster

Elements of 5th Sword of Light, 1st Company, 3rd Battalion, Support Lance

  • Chu-i Jason Bradbury (Piloting 4, Gunnery 4), ARC-4K Archer
  • Angus McTeague (Piloting 4, Gunnery 4), GHR-5H Grasshopper
  • Ishtar Toyoma (Piloting 5, Gunnery 4), WHM-6K Warhammer

Elements of 5th Sword of Light, 1st Company, 3rd Battalion, Pursuit Lance

  • Chu-i Alexander Gossett (Piloting 3, Gunnery 3), PXH-1D Phoenix Hawk
  • Haji Chung (Piloting 5, Gunnery 4), PXH-1K Phoenix Hawk

Elements of the 36th Dieron Regulars, 2nd Company, 2nd Battalion, Support Lance

  • Tai-i James Tohiro (Piloting 3, Gunnery 3), CGR-2B Charger
  • Jusiral Hyogo (Piloting 4, Gunnery 4), BNC-3M Banshee
  • Jefferson Franks (Piloting 5, Gunnery 4), BLR-1D BattleMaster
  • Gasora Warner (Piloting 4, Gunnery 3), ON1-K Orion

Elements of the 36th Dieron Regulars, 2nd Company, 2nd Battalion, Recon Lance

  • Chu-i Desu Stollarude (Piloting 4, Gunnery 3), GRF-1N Griffin
  • Maconna Odessa (Piloting 5, Gunnery 4), SHD-2K Shadow Hawk
  • Julie Donaldson (Piloting 4, Gunnery 4), WVR-6K Wolverine

Elements of the 36th Dieron Regulars, 3rd Company, 2nd Battalion, Fire-Support Lance

  • Sergeant Oda Katetsuna (Piloting 4, Gunnery 3), Shreck PPC Carrier
  • Greg Peters (Piloting 5, Gunnery 4), Shreck PPC Carrier
  • Darla Evans (Piloting 4, Gunnery 4), Shreck PPC Carrier

Deployment. The defender sets up anywhere within 5 hexes of the north map edge on the Heavy Forest #2 map and the Large Lake #2 map.

Victory Conditions

The scenario ends when all Highlander units are either destroyed or off the map or all Kurita units are destroyed. The attacker wins by destroying as many enemy units as possible and exiting as many of his own units as possible off the north edge of the Large Lakes #1 map. Hexes that are split between the Large Lakes #1 map and either of its neighbors are considered part of the Large Lakes #1 map for this purpose. The defender wins by destroying as many attacking units as possible. To determine the level of victory, calculate each side's total points and consult the Victory Table.

ActionVictory Points
Each Highlanders 'Mech that leaves the map+10
Each Kurita unit destroyed+5
Each Highlanders 'Mech destroyed-15

Victory Table

Total PointsResults
177 or higherDecisive Highlander Victory
67 to 176Substantial Highlander Victory
18 to 66Marginal Highlander Victory
-7 to 17Draw
-56 to -8Marginal Kurita Victory
-166 to -57Substantial Kurita Victory
-167 or lessDecisive Kurita Victory

Special Rules

Line of sight cannot be drawn across areas where there is no map. LOS also cannot be traced through partial hexes. LOS must pass through whole map hexes all the way from attacker to target.

High Wind. The adverse weather condition High Wind applies on the Heavy Forest #2 and both Large Lakes maps. (See Weather and Terrain Rules, pp. 4-5.) Weapons fire that originates from the affected map areas and travels into non-affected areas (and vice-versa) receives half the penalty for High Wind conditions.

Steve's forces are currently on the Large Lakes #1 map and are firing on a unit located on the same map. Because the Large Lakes #1 map is subject to High Winds, any ballistic weapon Steve fires will have a +2 to-hit modifier, and any missiles he fires will have a -4 to-hit modifier when rolling on the Missile Hits Table. If Steve moves to the Deep Canyon #1 map, which is not subject to High Winds, any weapons fire he aims at the unit on the Large Lakes #1 map will be subject to half the normal High Winds modifiers: +1 for ballistic weapons and -2 when rolling on the Missile Hits Table.

Scenario 7: Bid for Freedom

Game Set-Up

Lay out the BattleTech maps as shown. Use both Rolling Hills maps from BattleTech Map Set 3.

Attacker

The attacker consists of elements of the First NAIS Cadet Cadre. Each battle armor squad is a unit consisting of 4 Infiltrator battle armor troopers.

1st NAIS Cadet Cadre, 1st Battalion, Battle Armor Company, 1st Platoon

  • Kommandant Daphne Winchester, Battle Armor Squad A
  • Subaltern James Sikes, Battle Armor Squad B
  • Subaltern Luisa Reggie, Battle Armor Squad C
  • Subaltern Stepheno Lopez, Battle Armor Squad D

1st NAIS Cadet Cadre, 1st Battalion, Battle Armor Company, 2nd Platoon

  • Hauptmann Richard Silph, Battle Armor Squad A
  • Subaltern Karla Luciano, Battle Armor Squad B
  • Subaltern Angela Dean, Battle Armor Squad C
  • Subaltern Frank Jackson, Battle Armor Squad D

Deployment. The attacker sets up after the defender has placed his units. The attacker can set up anywhere on either map, but must be at least 7 hexes away from the mobile HQ and at least 3 hexes away from any defending BattleMech.

Defender

The defender consists of elements of MacLeod's Regiment.

Elements of MacLeod's Regiment

  • Major Loren Jaffray (Piloting 3, Gunnery 3), GAL-1GLS Gallowglas
  • Jennifer Dohan (Piloting 4, Gunnery 4), PXH-3D Phoenix Hawk
  • Lieutenant Charles Mills (Piloting 4, Gunnery 4), SCB-9A Scarab

Regimental HQ Vehicles

  • Corporal Harlan Dulaney (Piloting 5, Gunnery 4), Mobile Headquarters
  • Corporal Marcus Fine (Piloting 5, Gunnery 4), Mobile Headquarters

Deployment. The defender places his units first. The defender's mobile headquarters are placed in hexes 0111 and 0109 on the Rolling Hills #2 map. The mobile HQs can have any desired facing, but cannot move during the scenario (however, they are not considered immobile targets (see p. 36 BTC:RoW)). The defender's BattleMechs can set up anywhere on either map, but can be no closer than 14 hexes to either of the mobile headquarters.

Victory Conditions

The attacker wins a Decisive Victory if he destroys both of the Highlanders' mobile headquarters, and a Marginal Victory if he destroys one mobile headquarters. The defender wins a Decisive Victory if he destroys all the Infiltrator battle armor and if both mobile headquarters remain operational. The defender cannot win a Marginal Victory.

Special Rules

The special-case rule Night Combat (p. 94, BTC:RoW) is in effect for this scenario.

Detection. The defenders are not initially aware of the battle armor units attacking their position, and so no defending unit may move or fire until the defending player has detected at least one attacking unit.

After the Movement Phase of Turn 1, the defender can roll dice to determine if his units become aware of any of the Infiltrator units. Each defending unit may roll 2D6 once for each attacking unit to which it has a valid LOS. Major Loren Jaffray needs a result of 8+, the other two 'Mech pilots need a result of 10+ and the corporals driving the mobile headquarters need a result of 12. Successful results mean that the defending units become aware of the attack and the defending BattleMechs may begin to move and fire normally. Only battle armor units detected by the defender may be attacked. Attacks made in Turn 1 have a +1 to-hit modifier that reflects the hasty nature of the shots.

After the Movement Phase of Turn 2, the defending player may again roll 2D6 for each of his units in an attempt to notice any undetected Infiltrator units. The target numbers for each defending unit are reduced by 1 from the previous turn's tests. If a test is successful, the defending BattleMechs may immediately engage units that have been detected, but the same +1 to-hit modifier applies to attacks against units detected in that turn. The modifier no longer applies to attacks against units detected in Turn 1.

After the Movement Phase of Turn 3, all Infiltrator units are automatically detected.

Infiltrator Battle Armor. Treat the Infiltrator as standard Inner Sphere battle armor (see p. 69, BTC:RoW), with the following exceptions.

Movement. Infiltrator units have 2 MP. They cannot jump and are subject to all the standard movement restrictions regarding infantry and terrain.

Combat. The Infiltrator carries different weapons than standard battle armor but resolves fire in the same fashion. Each Infiltrator is armed with an auto grenade launcher. For game purposes, treat this weapon as a machine gun except that each hit inflicts only 1 point of damage. Roll on the Battle Armor Direct Fire Table per standard rules to determine the number of hits. Against unarmored infantry, each hit from the grenade launcher inflicts 1D6 damage. The Infiltrator carries a limited supply of grenades, allowing the unit to fire only four times.

Its construction and lack of jump jets make it impossible for the Infiltrator to climb up on a BattleMech, and so it may not engage in anti-BattleMech leg or swarm attacks.

Damage to Battle Armor. All standard rules regarding attacks against battle armor apply to the Infiltrator. However, the Infiltrator has an Armor Value of 5 points instead of the standard 10 for Clan battle armor, plus an additional point that represents the trooper inside.

Infiltrator suits are specially constructed to baffle all types of sensors, and so are difficult to target at long ranges. Against Infiltrator units, increase the to-hit modifier for medium range to +3, and for long range to +6. In addition, Beagle active probes and their Clan equivalents cannot locate hidden Infiltrator units.

Scenario 8: Brother Against Brother

Game Set-Up

Lay out the BattleTech maps as shown. Use the Scattered Woods map from BattleTech Map Set 2, the River Delta/Drainage Basin #2 map from BattleTech Map Set 4 and the Large Mountain #1 map from BattleTech Map Set 5.

Attacker

The attacker consists of elements of MacLeod's Regiment.

Case Blue

  • Major Loren Jaffray (Piloting 3, Gunnery 3), GAL-1GLS Gallowglas
  • Lieutenant Dewkovich (Piloting 4, Gunnery 4), GRF-1DS Griffin
  • Lieutenant Jake Fuller (Piloting 4, Gunnery 3), SHD-5M Shadow Hawk
  • Captain Janet Sullivan (Piloting 3, Gunnery 4), CRD-5M Crusader
  • Julia McNess (Piloting 4, Gunnery 3), VT-4M Vulcan

Elements of First Strike Company

  • Major Jake O'Leary (Piloting 3, Gunnery 3), VTR-9K Victor
  • Lieutenant Charles Stuk (Piloting 4, Gunnery 4), TMP-3M Tempest
  • Thelma Carlin (Piloting 4, Gunnery 4), TDR-9SE Thunderbolt
  • Elis Sharma (Piloting 4, Gunnery 4), GUN-1ERD Gunslinger

Deployment. The First Strike Company units move onto the map from the south map edge during the Movement Phase of Turn 1. Case Blue units set up anywhere on the River Delta/Drainage Basin #1 map.

Defender

The defender consists of elements of the Davion Consul Guards, the pro-Davion Highlanders and the Third Royal Guards.

Elements of the Consul Guards

  • Hauptmann Bruce Mescher (Piloting 4, Gunnery 4), GRF-3M Griffin
  • Leftenant Peter Salmon (Piloting 4, Gunnery 3), PTR-4D Penetrator
  • Leftenant Merrill Tyson (Piloting 5, Gunnery 4), HCT-5S Hatchetman
  • James Novi (Piloting 4, Gunnery 4), CES-3R Caesar
  • Gino Morton (Piloting 4, Gunnery 3), RFL-5D Rifleman

Elements of the pro-Davion Highlanders

  • Lieutenant Fred Myers (Piloting 4, Gunnery 3), WHM-7M Warhammer
  • Phillip Marino (Piloting 4, Gunnery 4), WVR-7D Wolverine
  • Duane Fuerer (Piloting 5, Gunnery 4), NGS-4S Nightsky

3rd Royal Guards Reinforcements

  • Hauptmann David Carter (Piloting 4, Gunnery 3), T-IT-N10M Grand Titan
  • Silvia Sanders (Piloting 4, Gunnery 4), ARC-5W Archer
  • Jak Fullerton (Piloting 4, Gunnery 4), ARC-5R Archer
  • Silva Komanichi (Piloting 5, Gunnery 4), BLR-3S BattleMaster

Deployment. The Consul Guards and pro-Davion Highlanders set up anywhere within 4 hexes of the north edge of the Scattered Woods map. At the beginning of Turn 7, 8 or 9, the Third Royal Guards reinforcements may deploy onto the Large Mountain #1 map (see Special Rules, below).

Victory Conditions

The scenario ends when all of the defending 'Mechs are either destroyed or withdrawn, when all attacking 'Mechs are destroyed, or at the end of Turn 15.

The attacker attempts to destroy as many Consul Guard or Third Royal Guards as possible without destroying any opposing Highlander units. Instead, he must keep the Highlander units from escaping into the SLDF fortress. The defender wins by withdrawing as many units as possible from the map and into the SLDF fortress (see Special Rules). To determine the level of victory, calculate each side's total points and consult the Victory Table.

ActionVictory Points
Each Consul or Third Royal Guards unit destroyed+10
Each pro-Davion Highlanders unit destroyed-15
Each defending unit withdrawn-10

Victory Table

Total PointsResults
52 or higherDecisive Highlander Victory
-5 to 51Substantial Highlander Victory
-31 to -6Marginal Highlander Victory
-44 to -32Draw
-70 to -45Marginal Davion Victory
-127 to -71Substantial Davion Victory
-128 or lowerDecisive Davion Victory

Special Rules

The adverse weather condition Fog is in effect for Hex 1014 of the Large Mountain #1 map, extending outward to a 2-hex radius. The adverse terrain condition Rapids applies to all Water hexes on the mapsheets. (See Weather and Terrain Rules, pp. 4-5.)

Withdrawal. The defender is attempting to escape into the underground tunnels that constitute SLDF Fortress N001, an entrance to which is hidden behind the waterfall on the Large Mountain #1 map. If a defending 'Mech is standing (not prone) in Hex 1014 of the Large Mountain Map #1 in the End Phase of any turn, that unit is considered withdrawn for purposes of victory and is removed from the board. The 'Mech must be capable of movement in order to withdraw.

Reinforcements. At the beginning of the game, the defender secretly rolls 1D6 to determine the turn in which the Third Royal Guards reinforcements will show up. On a result of 1-2, they show up in Turn 6. On a result of 3-4, they show up in Turn 7. On a result of 5-6, they show up in Turn 8. The defender should write down the turn number in which the reinforcements will arrive on a piece of paper and give it to a neutral third party or allow the attacker to put it in his pocket without looking at it.

At the beginning of the turn in which the reinforcements arrive, before any other action takes place, the defender places the reinforcements anywhere within 5 hexes of Hex 1014 on the Large Mountain #1 map. These units may not be deployed on any elevation lower than Level 5.

Highlanders Against Highlanders. The Highlander units on both sides must fight each other, but are reluctant to do so. They will fire at each other and make physical attacks, but will avoid landing a killing blow. In game terms, this reluctance to go for the jugular is represented by the strict rules of engagement that apply only to attacks made by anti-Davion Highlander units against pro-Davion Highlanders, and vice-versa.

When an anti-Davion and a pro-Davion Highlander unit engage in combat, the following rules apply:

  1. Neither unit may use any weapon that causes 12 or more points of damage to a single hit location. This restriction does not apply to kicking attacks unless the target is one elevation level lower than the attacker.
  2. Neither unit may make a punching attack unless the target is one elevation level higher than the attacker.
  3. Once a unit has lost all of its head armor, opposing Highlander units may not attack it, except for permissible punching and kicking attacks as described above. This restriction takes effect in the phase following the phase in which the head location loses the last of its armor.

Scenario 9: Wail of the Bagpipes

Game Set-Up

Lay out the BattleTech maps as shown. Use both City (Hills/Residential) maps from BattleTech Map Set 3 and both City Street Grid/Park maps from BattleTech Map Set 4.

Attacker

The attacker consists of elements of MacLeod's Regiment, and Stirling's Fusiliers as reinforcements.

Elements of MacLeod's Regiment, 1st Battalion, 1st Company, Command Lance

  • Colonel William MacLeod (Piloting 3, Gunnery 2), HUR-WO-R4M Huron Warrior
  • Major Chastity Mulvaney (Piloting 3, Gunnery 3), MAD-5A Marauder II

Elements of MacLeod's Regiment, 1st Battalion, 1st Company, Support Lance

  • Lieutenant Carol O'Leary (Piloting 4, Gunnery 3), JM6-DD JagerMech
  • Jacqueline Sands (Piloting 3, Gunnery 4), TBT-7M Trebuchet
  • John Jacobs (Piloting 4, Gunnery 4), WTH-2 Whitworth

Elements of MacLeod's Regiment, 2nd Company, Command Lance

  • Captain Laurie Carey (Piloting 4, Gunnery 3), GLT-3N Guillotine
  • Lieutenant George Forester (Piloting 4, Gunnery 4), WHM-7M Warhammer
  • Conal Duhan (Piloting 3, Gunnery 4), PTR-4D Penetrator

Elements of MacLeod's Regiment, 2nd Company, Recon Lance

  • Lieutenant Jake Fuller (Piloting 4, Gunnery 4), SHD-5M Shadow Hawk
  • Lieutenant Kim Darley (Piloting 5, Gunnery 4), KIM-2 Komodo

Elements of Stirling's Fusiliers, 1st Battalion, 1st Company

  • Colonel Andrea Stirling (Piloting 3, Gunnery 3), T-IT-N10M Grand Titan
  • Captain Tori Chandler (Piloting 4, Gunnery 3), CTF-3D Cataphract
  • Lieutenant Gregory Hector (Piloting 3, Gunnery 4), SDR-9K Venom
  • Chantilly Hamilton (Piloting 4, Gunnery 4), VT-5M Vulcan
  • Paul Kiter (Piloting 5, Gunnery 4), STH-1D Stealth

Deployment. The attacker enters from the south edge of the City (Hills/Residential) #2 map during the Movement Phase of Turn 1.

Beginning in Turn 9, the attacker receives reinforcements as Stirling's Fusiliers arrive on-planet. At the end of the Movement Phase of Turn 9, the attacker chooses any two units from the reinforcements and deploys them anywhere on the board using the Dropping Troops rule (p. 82, BTC:RoW). At the end of the Movement Phase of Turn 10, the attacker chooses an additional two units and deploys them in the same manner. The final reinforcement unit is similarly deployed at the end of the Movement Phase of Turn 11.

Defender

The defender consists of elements of the Third Royal Guards and the First NAIS Cadet Cadre, as well as the remains of the Consul Guards. Each battle armor squad is a unit consisting of 4 Infiltrator battle armor troopers.

Elements of the 3rd Royal Guards, 2nd Battalion, 2nd Company, Command Lance

  • Kommandant Sam Karl (Piloting 3, Gunnery 3), PPR-5S Salamander
  • Thomas Fitzsimmons (Piloting 4, Gunnery 3), HCT-5S Hatchetman
  • Domingo Contreres (Piloting 4, Gunnery 4), ENF-5D Enforcer

Elements of the 3rd Royal Guards, 2nd Battalion, 2nd Company, Fire Lance

  • Leftenant Julie Hotchkiss (Piloting 4, Gunnery 3), Demolisher Heavy Tank
  • Walter Edgar (Piloting 4, Gunnery 4), Demolisher Heavy Tank
  • Jefferson Linkly (Piloting 3, Gunnery 3), Alacorn Mk VI Heavy Tank
  • Tila Smith (Piloting 4, Gunnery 4), Alacorn Mk VI Heavy Tank

Elements of the 3rd Royal Guards, 2nd Battalion, 2nd Company, Pursuit Lance

  • Leftenant Joseph Laurence (Piloting 3, Gunnery 3), Savannah Master Hovercraft
  • Lloyd Gabbert (Piloting 4, Gunnery 4), Savannah Master Hovercraft
  • Sheri Mendelson (Piloting 4, Gunnery 3), Savannah Master Hovercraft

1st NAIS Cadet Cadre, 1st Battalion, Battle Armor Company, 3rd Platoon

  • Hauptmann Fred Bendas, Battle Armor Squad A
  • Subaltern Samuel Cooper, Battle Armor Squad B
  • Subaltern Jackie Henley, Battle Armor Squad C
  • Subaltern Mary Legget, Battle Armor Squad D

Elements of the Consul Guards

  • Colonel Drew Catelli (Piloting 3, Gunnery 3), AS7-K Atlas
  • Leftenant Michael Shaeffer (Piloting 4, Gunnery 3), TDR-9SE Thunderbolt
  • Irene Krull (Piloting 4, Gunnery 3), MAD-5S Marauder
  • Steven Markou (Piloting 4, Gunnery 4), GHR-5J Grasshopper
  • Georgine Paulin (Piloting 5, Gunnery 4), CES-3R Caesar

Deployment. The defender sets up all of his units on the xx17 hex row of the City (Hills/Residential) #1 map and the xx01 hex row of the City Street Grid/Park #1 map.

Victory Conditions

The scenario ends when all of the Highlanders units have been destroyed, or when all of the Consul Guards 'Mechs are either destroyed or withdrawn from the map. Beginning on Turn 12, the defending units may withdraw off the north edge of the City (Hills/Residential) #1 map.

The attacker wins by destroying as many Consul Guards units as possible. The defender wins by destroying as many Highlanders units as possible, as well as moving as many Consul Guards units as possible off the map beginning in Turn 12. To determine the level of victory, calculate each side's total points and consult the Victory Table.

ActionVictory Points
Each Consul Guards 'Mech destroyed+20
Each Third Royal Guards 'Mech destroyed+2
Each Consul Guards 'Mech withdrawn-10
Each Third Royal Guards 'Mech withdrawn-1
Each Highlanders 'Mech destroyed-5

Victory Table

Total PointsResults
82 or higherDecisive Highlander Victory
25 to 81Substantial Highlander Victory
-1 to 24Marginal Highlander Victory
-14 to -2Draw
-40 to -15Marginal Davion Victory
-97 to -41Substantial Davion Victory
-98 or lowerDecisive Davion Victory

Special Rules

See the Special Rules section of Scenario 7 (p. 27) for rules regarding Infiltrator battle armor.

Scenario 10: A Deal with the Dragon

Game Set-Up

This scenario is for use with BattleTech and BattleSpace. The first part of the scenario is played with BattleSpace rules. The BattleTech rules apply to the second part of the scenario.

For the first part of the scenario, lay out both BattleSpace mapsheets as shown. The bottom of the map is the planet Wayside V. (See p. 32, BattleSpace.)

For the BattleTech portion of the scenario, lay out the BattleTech maps as shown. Use both Desert Mountain maps from BattleTech Map Set 3 and both Large Mountain maps from BattleTech Map Set 5.

Attacker

The attacker consists of elements of Stirling's Fusiliers and the Combine's Professional Soldiery Liaison.

BattleSpace Forces: Stirling's Fusiliers and Combine PSL Naval Complement

  • Overlord-class DropShip Claymore (upgraded version), with 1 fighter squadron. Squadron: 2 Thunderbirds, 2 CSR-V20 Corsairs, 2 F-92 Stingrays
  • Overlord-class DropShip Bull Run (upgraded version), with 1 fighter squadron. Squadron: 2 Eagles, 2 CSR-V12M Corsairs, 2 LCF-R16 Lucifers
  • Overlord-class DropShip Stonewall (upgraded version), with 1 fighter squadron. Squadron: 2 Eagles, 2 F94 Stingrays, 2 SPR-6D Sparrowhawks
  • Fortress-class DropShip Retribution (upgraded version)

BattleTech Forces: Elements of the Professional Soldiery Liaison (PSL)

  • Sho-sa Elden Parkenson (Piloting 4, Gunnery 3), HTM-27T Hatamoto-Chi
  • Jerry Longs (Piloting 4, Gunnery 4), MAL-1R Mauler
  • Julia Sorenson (Piloting 5, Gunnery 4), DRG-5K Grand Dragon
  • Katsumi Tetsu (Piloting 4, Gunnery 3), LNC25-01 Lancelot
  • Geoff Clark (Piloting 4, Gunnery 3), WFT-1 Wolf Trap
  • Ling Chi (Piloting 4, Gunnery 4), PNT-10K Panther
  • Sarah Macallan (Piloting 4, Gunnery 3), GAL-1GLS Gallowglas
  • Glenda Jura (Piloting 4, Gunnery 3), FLC-8R Falconer
  • Julia Fredrickson (Piloting 3, Gunnery 3), WVR-7M Wolverine
  • Sandra Faucest (Piloting 3, Gunnery 3), VTR-9K Victor

BattleTech Forces: Elements of the Kilsyth Guards, Stirling's Fusiliers

  • Major Loren Jaffray (Piloting 3, Gunnery 2), PTR-4D Penetrator
  • Lieutenant Carla Franks (Piloting 4, Gunnery 4), LNX-9R Lynx
  • Captain Jason Betsen (Piloting 4, Gunnery 3), NGS-4S Nightsky
  • Sergeant Ralston McAnis (Piloting 4, Gunnery 4), STY-3C Starslayer

Deployment. BattleSpace forces: the attacker enters from the top edge of the BattleSpace map during the Movement Phase of Turn 1, with a Starting Velocity between 2 and 4. Fighter squadrons begin the game outside their DropShips, with a Starting Velocity between 2 and 4, and must be placed within 3 hexes of the carrying vessel.

BattleTech forces: the attacker sets up the Professional Soldiery Liaison forces anywhere on the Desert Mountain #1 map. The exact number of Kilsyth Guards available for deployment on the first turn depends on the number of DropShips that successfully make planetfall (see Special Rules, below). The Kilsyth Guards enter from the south edge of the Desert Mountain #2 map during the Movement Phase of Turn 1.

Defender

The defender consists of elements of Tau Galaxy (Huntress Galaxy).

BattleSpace Forces: Elements of 101st Attack Cluster, Bloodied Claws Air Wing 1, Star 1

  • 2 Sabutai Prime OmniFighters
  • 2 Sabutai A OmniFighters
  • 2 Sabutai B OmniFighters
  • 2 Sabutai C OmniFighters
  • 2 Bashkir B OmniFighters

BattleTech Forces: Elements of 101st Attack Cluster, Bloodied Claws, Beta Battle Star

  • Star Captain Kerndon (Piloting 4, Gunnery 3), Masakari Prime
  • MechWarrior Jorin (Piloting 4, Gunnery 3), Cauldron-Born Prime
  • MechWarrior Lucia (Piloting 4, Gunnery 3), Cauldron-Born A
  • MechWarrior Chuck (Piloting 3, Gunnery 3), Masakari Prime
  • MechWarrior Tila (Piloting 4, Gunnery 3), Masakari B

BattleTech Forces: Elements of 101st Attack Cluster, Bloodied Claws, Charlie Recon Star

  • Star Commander Jeles (Piloting 3, Gunnery 3), Cauldron-Born C
  • MechWarrior Ferril (Piloting 4, Gunnery 3), Puma A
  • MechWarrior Brin (Piloting 4, Gunnery 3), Mad Cat Prime
  • MechWarrior Pol (Piloting 3, Gunnery 3), Mad Cat C
  • MechWarrior Tara (Piloting 2, Gunnery 3), Uller D

Deployment. BattleSpace forces: the defending OmniFighters deploy anywhere on either BattleSpace map, in five units consisting of 2 fighters each rather than the usual 10-fighter Star. Each of these units functions as an independent unit of 2 fighters.

BattleTech forces: Beta Battle Star sets up in the 01xx hex column of the Large Mountain #1 map. Charlie Recon Star sets up in the 01xx hex column of the Large Mountain #2 map.

Victory Conditions

The scenario ends when all the PSL units are destroyed or all Jaguar units are destroyed. The attacker wins by successfully landing as many of his DropShips as possible on Wayside V, which allows him to deploy his full ground forces against the defending player and prevent the destruction of the PSL ground forces located on the Desert Mountain #1 map. (See page 53 of the BattleSpace rulebook for rules regarding planetary landings. Assume each attacker DropShip has a base Piloting/Spacecraft Skill target number of 3.)

The defender wins by preventing the attacker's DropShips from reaching Wayside V, which allows the defender to destroy as many PSL units as possible. To determine the level of victory, calculate each side's total points and consult the Victory Table.

ActionVictory Points
Each operational PSL 'Mech+10
Each Smoke Jaguar unit destroyed+5
Each PSL 'Mech destroyed-15

Victory Table

Total PointsResults
80 or higherDecisive Highlander Victory
35 to 79Substantial Highlander Victory
15 to 34Marginal Highlander Victory
5 to 14Draw
-15 to 4Marginal Jaguar Victory
-60 to -16Substantial Jaguar Victory
-61 or lowerDecisive Jaguar Victory

Special Rules

The BattleSpace part of the scenario must be finished before beginning the BattleTech part. Surviving fighters and DropShips from the BattleSpace portion do not participate in the BattleTech portion of the scenario.

The adverse weather conditions Heavy Rainfall and Mud are in effect on all BattleTech maps. (See Weather and Terrain Rules, pp. 4-5.) Editorial note: "Heavy Rainfall" is transcribed as printed; it is not a row of this book's Weather and Terrain Modifiers Table.

Kilsyth Guards Deployment. For every attacker DropShip that successfully lands on the planet, the attacker may choose any 2 units from the Kilsyth Guards and move them onto the map via the south edge during the Movement Phase of Turn 1. Major Loren Jaffray must be the first one chosen.

Omitting BattleSpace. If the players do not have access to BattleSpace rules, or simply do not wish to run that part of the scenario, use the table below to randomly determine how many DropShips safely land. Roll 2D6 after the PSL and Jaguar forces have been deployed to determine how many Kilsyth Guards 'Mechs survive the landing.

Kilsyth Guards Landing Table

2D6 Roll'Mechs
21
3-42
5-64
7-96
10-128

Scenario 11: The Cat's Eye

Game Set-Up

Lay out the BattleTech map as shown. Use a single BattleTech map from the BattleTech boxed set or BattleTech Map Sets 2 or 5, and turn it over. The blank hex grid represents the underside of the Cat's Eye recharge station.

Attacker

The attacker consists of two MechWarriors from First Battalion, Stirling's Fusiliers, fighting in captured OmniMechs.

Elements of Stirling's Fusiliers

  • Major Loren Jaffray (Piloting 3, Gunnery 2), Black Hawk B
  • Lieutenant Greg Hector (Piloting 5, Gunnery 4), Masakari Prime

Deployment. The attacker sets up the Black Hawk in hex 0416 and the Masakari in hex 1216 with any desired facing.

Defender

The defender consists of one OmniMech and a Point of Elementals from Clan Nova Cat's 100th Strike Cluster. The Point of Elementals consists of 5 Clan troopers in Elemental armor equipped with small lasers.

Elements of the 100th Strike Cluster

  • Star Commander Otis (Piloting 3, Gunnery 2), Gladiator Prime
  • Point Commander Dela, Elemental Point A

Deployment. The defender sets up his Gladiator in hex 0801 with any desired facing. The Elementals move onto the map from the north edge during the Movement Phase of Turn 1.

Victory Conditions

The battle ends when one side's forces are destroyed. The attacker wins if he has an operational 'Mech at the end of the scenario and has destroyed the defending units. The defender wins if he destroys the attacking units.

Special Rules

The special-case rules for low gravity and vacuum (see pp. 90-92, BTC:RoW) are in effect during this scenario. Gravity on the station's underside is 0.2G. Attacking and defending 'Mechs must follow the appropriate low-gravity rules for moving faster than their normal Movement rate. Additionally, the low gravity prevents the 'Mechs from using their jump jets.

Because the Elementals have received extensive training in low-gravity movement and combat, the defender need not make any extra rolls when moving them faster than their normal Movement rate, nor do they suffer extra damage. The double damage rule for being in a vacuum, however, still applies.

For the purposes of campaign play, a breach of the 'Mech's head will not kill the MechWarrior inside. A breach still shuts down the functions of the head, meaning that the 'Mech is considered destroyed for purposes of determining Victory Points and cannot function further in the scenario. The MechWarrior's survival is important because the Highlander player needs to know if Loren Jaffray survives to fight in future scenarios, even if his 'Mech is destroyed.

Low Gravity. All the 'Mechs in this scenario are anchored to the recharge station by magnetic grapples installed in their feet. However, these magnetic connections can fail if a 'Mech takes damage and is effectively shaken free of the station.

For each phase in which a BattleMech receives any type of damage, regardless of when it occurred or how it was inflicted, the player must make a Piloting Skill Roll at the end of the phase to stay attached to the station. The Piloting Skill Roll is modified normally for any other damage or criticals the 'Mech may currently suffer, and is made in addition to any other standard Piloting Skill Rolls that may be required. If the 'Mech fails this roll, it will fall and begin to float away from the station.

Because of the low gravity that exists on the station's surface, if a 'Mech falls, it takes no damage. Instead, it begins to drift straight up 1 elevation level per turn. The 'Mech is considered prone at the elevation at which it is currently floating, and with the same firing arcs as when it fell. The 'Mech cannot change its facing while floating. To help his 'Mech regain its feet, its pilot will need to use his myomer tether (see below).

Myomer Tether. Each 'Mech is equipped with a myomer tether to keep it from floating away from the recharge station should the magnetic grapples in its feet give way. The tether is long enough to allow a 'Mech to move to any point on the mapsheet. Should a 'Mech begin to float away, its pilot can activate the myomer tether by sending a strong electrical current through it, which will cause it to contract violently. This is done at the End Phase of any turn following the turn in which the 'Mech fell. Activating the tether will return the 'Mech to its starting hex immediately, in a standing position. The player may choose any facing for the 'Mech.

To compensate for the violent jerk of the tether, the player must make a Piloting Skill Roll with a +2 modifier to see if his 'Mech stays upright after landing. If the Piloting Skill Roll is successful, the 'Mech is considered to be attached to the surface of the station and can move and fire normally. If the roll fails, the 'Mech will fall, taking double the standard falling damage. Modify this damage for the jerk of the tether (x 2) and the number of elevation levels the 'Mech had reached before engaging it (x number of levels). Finally, apply the standard falling damage modifier for low gravity (in this case, x 0.2). The damaged 'Mech will then begin to float away again, as described in Low Gravity.

Dan is playing the Clan side in this scenario. In Turn 2, his Gladiator (piloted by Star Commander Otis) fell and began to float away from the station. Because Dan had a good firing arc, he decided to let his 'Mech continue to float for three turns. At the End Phase of Turn 5, he activates the myomer tether that will bring his 'Mech back to a standing position in the hex in which he initially deployed it. For his Piloting Skill Roll, he needs a result of 5 or better to stay upright (Star Commander Otis's Piloting Skill of 3, +2 for the violent jerk of the tether). Unfortunately, Dan rolls a 2. The Gladiator falls in its starting hex, taking 12 points of damage (10 for the weight of the Gladiator, x 3 for the three elevation levels to which it had floated, x 2 for the violent jerk of the tether, x 0.2 for the low gravity). The damage is divided into 5-point groups per standard rules. Dan probably should have used the tether in the turn after his 'Mech fell.

Because of the way in which the myomer tethers are attached to the station, they cannot be damaged at the hex where they are connected. However, in any phase in which damage is inflicted on either leg of a tethered 'Mech, roll 2D6 to see if the tether is damaged at its connection to the 'Mech's leg. On a result of 12, the tether is destroyed. Make only one such roll per phase in which one or both legs took damage. From that point on, any time a 'Mech falls and begins to float away from the station, it will not be able to regain its feet.

Scenario 12: System EC-EY-4189

Game Set-Up

Lay out the BattleTech maps as shown. Use both Desert Sinkhole maps from BattleTech Map Set 3.

Place buildings on the Desert Sinkhole #2 mapsheet as follows: place Level 1 Hardened buildings on hexes 0311, 0607, 0912, 1005. Place Level 1 Heavy buildings on hexes 0514, 0704, 1210, 1308.

The buildings begin the game with the following Construction Factors: Hardened 120, Heavy 90. The buildings do not have basements.

Attacker

The attacker consists of elements of Chi Galaxy PGC. Each Point of Elementals consists of 5 Clan troopers in Elemental armor equipped with small lasers.

Elements of 167th Garrison Cluster

  • Star Captain Mandrake (Piloting 5, Gunnery 3), Behemoth
  • MechWarrior Teng (Piloting 5, Gunnery 4), Warhammer IIC
  • MechWarrior Sala (Piloting 5, Gunnery 4), Rifleman IIC
  • Point Commander Fusha, Elemental Point A
  • Point Commander Kril, Elemental Point B

Deployment. The attacker's 'Mechs enter from the west edge of the map during the Movement Phase of Turn 1. See Special Rules, p. 41, for using the Elementals.

Defender

The defender consists of elements of First Battalion, Stirling's Fusiliers. If Loren Jaffray survived the previous scenario, regardless of the condition of the Black Hawk he was piloting, he is included in the defender's force. If he was killed, the defender may not be used in this scenario.

Elements of Stirling's Fusiliers

  • Lieutenant Trisha McBride (Piloting 4, Gunnery 3), Vulture B
  • Sara Macallan (Piloting 4, Gunnery 3), Ryoken Prime
  • Glenda Jura (Piloting 4, Gunnery 3), Koshi C
  • Sumpter Burke (Piloting 4, Gunnery 4), Dasher D

Additional Forces

  • Loren Jaffray (Piloting 3, Gunnery 2), Masakari Prime

Deployment. The defender sets up his units anywhere on the Desert Sinkhole #2 map, outside of the buildings. The defender's 'Mechs cannot move into any of the buildings until the Movement Phase of Turn 4.

Victory Conditions

The scenario ends when all of one side's forces are destroyed. The attacker wins if he destroys all the defending units. The defender wins if he has operational 'Mechs at the end of the scenario and destroys all the attacking units. To determine the level of victory, calculate each side's total points and consult the Victory Table. In the Victory Point calculations below, "'Mechs" refers to the number of 'Mechs with which the defender began the scenario.

ActionVictory Points
Each Nova Cat 'Mech or point of Elementals destroyed+7
Each operational Fusiliers 'Mech+ (25 ÷ 'Mechs)
Each Fusiliers 'Mech destroyed- (75 ÷ 'Mechs)

Victory Table

Total PointsResults
40 or higherDecisive Fusiliers Victory
10 to 39Substantial Fusiliers Victory
-4 to 9Marginal Fusiliers Victory
-11 to -5Draw
-25 to -12Marginal Nova Cat Victory
-55 to -26Substantial Nova Cat Victory
-56 or lowerDecisive Nova Cat Victory

Special Rules

The Extreme Temperature special-case rules (see p. 89, BTC:RoW) are in effect during this scenario. The temperature is 80 degrees Celsius.

At the beginning of play, the defender secretly designates 4 of the 8 buildings as having explosives planted in them. He writes down the buildings on a piece of paper, which he gives to a neutral third party or allows the attacker to put in his pocket without looking at it. The attacker then secretly chooses the 2 buildings of the 8 in which his Elementals will appear at the beginning of Turn 3. When Turn 3 begins, the defender reveals which buildings are loaded with explosives. These buildings are immediately destroyed (flip their counters over to show the Rubble side). The attacker then reveals which buildings his Elementals were in. If either or both Points of Elementals were located in any of the 4 destroyed buildings, the Elementals are automatically destroyed. If either or both Points of Elementals were assigned to other buildings, those Elementals are considered to be in play. Game play proceeds normally.

Sub-Levels. Normally, a hex's level is determined by the highest elevation level present in the hex. Sub-levels are treated differently. For purposes of movement and line-of-sight determination, consider the sub-level of any hex containing sub-levels to be the lowest elevation level in the hex rather than the highest. For example, Hex 1413 of the Desert Sinkhole #2 map is considered Sub-Level 3, even though it also contains Sub-Level 2, Sub-Level 1 and Level 0 terrain.

Scenario 13: The Final Hook

Game Set-Up

Lay out the BattleTech maps as shown. Use both City (Hills/Residential) maps from BattleTech Map Set 3.

Place buildings on the mapsheets as follows:

  • On the City (Hills/Residential) #1 map, place Level 1 Light buildings on hexes 0614, 0914, 1002, 1016, 1205, 1302, 1316, 1404. Place Level 2 Light buildings on hexes 1010, 1208, 1212. Place Level 1 Medium buildings on hexes 1414, 1508, 1512.
  • On the City (Hills/Residential) #2 map, place a Level 1 Medium building on hex 0215, a Level 1 Heavy building on hexes 0604-0605, and a Level 1 Hardened building on hex 0412. Place a Level 2 Medium building on hex 1208. Place a Level 3 Light building on hexes 0211, 0213, 0812-0912, 1013-1113. Place a Level 3 Heavy building on hexes 0209-0309, 0406-0507. Place a Level 4 Medium building on hexes 0611-0711, 0807-0907, 1409-1410.

The buildings begin the game with the following Construction Factors: Hardened 120, Heavy 90, Medium 40, Light 15. The special-case rules for basements (pp. 80-81, BTC:RoW) are in effect.

Attacker

The attacker consists of elements of the 179th Striker Cluster (Circle of Power), Sigma Galaxy. The Point of Elementals consists of 5 Clan troopers in Elemental armor equipped with small lasers.

Elements of Command Supernova

  • Star Colonel Santin West, 4 Elementals w/Small Lasers

Elements of Battle Binary and Alpha Battle Star

  • Star Captain Ithon Delaporta (Piloting 3, Gunnery 2), Man O' War Prime
  • MechWarrior Cara (Piloting 4, Gunnery 3), Nobori-nin A
  • MechWarrior Durel (Piloting 4, Gunnery 3), Shadow Cat A
  • MechWarrior Suk (Piloting 4, Gunnery 3), Puma A

Elements of Charlie Battle Star

  • Star Captain Nina (Piloting 3, Gunnery 3), Mad Cat D
  • MechWarrior Vela (Piloting 4, Gunnery 3), Black Hawk A
  • Point Commander Tila, Elemental Point A

Deployment. The attackers enter from the east map edge in the Movement Phase of Turn 1.

Defender

The defender consists of elements of First Battalion, Stirling's Fusiliers.

Elements of Stirling's Fusiliers

  • Sergeant Ralston McAnis (Piloting 4, Gunnery 4), Mad Cat B
  • Leigh Ann Miller (Piloting 4, Gunnery 4), Uller A

Additional Forces. Additional forces include Lieutenant Greg Hector (Piloting 5, Gunnery 4) in a Masakari Prime and Corporal Killfries (Piloting 4, Gunnery 3) in a Black Hawk B, assuming they and their 'Mechs survived Scenario 11, and all surviving operational 'Mechs from Scenario 12. The defending player may also substitute Kerndon (Piloting 4, Gunnery 3) for any pilot killed in the previous scenario.

Deployment. The defenders set up anywhere on the City (Hills/Residential) #2 map.

Victory Conditions

In this scenario, the defender attempts to send a message from Tarnby's HPG to Wayside V. At the end of Turn 15, the message is sent and the scenario ends. The defender wins by keeping as many of his units operational as possible and destroying as many attacking units as possible, thereby ensuring that the Nova Cat attackers will see the Highlanders as a deadly threat and follow them back to Wayside V. The attacker wins by destroying as many defending units as possible. To determine the level of victory, calculate each side's total points and consult the Victory Table. In the Victory Points calculation below, "'Mechs" refers to the number of 'Mechs with which the defender began the scenario.

ActionVictory Points
Each Nova Cat 'Mech or point of Elementals destroyed+7
Each operational Fusiliers 'Mech+ (45 ÷ 'Mechs)
Each Fusiliers 'Mech destroyed- (101 ÷ 'Mechs)

Victory Table

Total PointsResults
71 or higherDecisive Fusiliers Victory
26 to 70Substantial Fusiliers Victory
6 to 25Marginal Fusiliers Victory
-4 to 5Draw
-24 to -5Marginal Nova Cat Victory
-69 to -25Substantial Nova Cat Victory
-70 or lowerDecisive Nova Cat Victory

Special Rules

The outcome of this scenario determines whether or not the masquerading Fusiliers have made Clan Nova Cat believe that the "Smoke Jaguar Galaxy" they have been fighting is a deadly threat to their continued existence. The margin of victory or defeat will determine the size of the force that the Nova Cats send to deal with the Jaguars on Wayside V. This Nova Cat force is represented by additional Victory Points that the Fusiliers player may add to his own Victory Points at the conclusion of Scenario 14.

When determining victory for Scenario 14: Ascent to the Stratosphere, include the following Victory Points from Scenario 13 when calculating the level of victory for Stirling's Fusiliers.

Additional Fusiliers Victory Points

ResultAdditional Points
Decisive Fusiliers Victory120
Marginal Fusiliers Victory90
Draw45
Any other outcome0

Scenario 14: Ascent to the Stratosphere

Game Set-Up

Lay out the BattleTech maps as shown. Use both Large Mountain, both Open Terrain and both Moonscape maps from BattleTech Map Set 5.

Treat elevation levels marked 7, 8, 10 and 12 on both Large Mountain maps as Level 6. In addition, any Woods hexes on any level above 0 are considered Clear Terrain, as are Water hexes on the Large Mountain #2 map. Finally, starting with the first numbered row of hexes on both Moonscape mapsheets, what would normally be Level 0 Terrain is considered Level 8 Terrain, with all other levels raised by 8 accordingly.

Attacker

The attacker consists of elements of Tau Galaxy (Huntress Galaxy).

Elements of Galaxy Command Trinary, Alpha Command Star

  • Galaxy Commander Devon Osis (Piloting 2, Gunnery 2), Daishi Prime
  • MechWarrior Per (Piloting 3, Gunnery 3), Masakari B
  • MechWarrior Carnegie (Piloting 3, Gunnery 3), Mad Cat D
  • MechWarrior Heston (Piloting 4, Gunnery 3), Mad Cat C
  • MechWarrior Famke (Piloting 4, Gunnery 3), Cauldron-Born Prime

Elements of 101st Attack Cluster, the Bloodied Claws, Alpha Command Star

  • Star Colonel Patricia (Piloting 3, Gunnery 3), Mad Cat Prime
  • MechWarrior Jenna (Piloting 4, Gunnery 3), Ryoken A
  • MechWarrior Kevlin (Piloting 3, Gunnery 3), Ryoken D
  • MechWarrior Lowvins (Piloting 4, Gunnery 3), Cauldron-Born A
  • MechWarrior Nanci (Piloting 4, Gunnery 3), Vulture Prime

Flame Claw Binary, Alpha Command Star

  • Star Captain Illons (Piloting 4, Gunnery 3), Uller Prime
  • MechWarrior Casdon (Piloting 3, Gunnery 3), Grendel Prime
  • MechWarrior Reggons (Piloting 4, Gunnery 3), Shadow Cat Prime
  • MechWarrior Tegen (Piloting 4, Gunnery 3), Hankyu C
  • MechWarrior Jess (Piloting 4, Gunnery 3), Fenris C

Beta Battle Star

  • Star Captain Fuller (Piloting 3, Gunnery 3), Daishi B
  • MechWarrior Jelimun (Piloting 4, Gunnery 3), Ryoken B
  • MechWarrior Thetis (Piloting 3, Gunnery 3), Vulture A
  • MechWarrior Nika (Piloting 3, Gunnery 3), Masakari Prime
  • MechWarrior Paula (Piloting 4, Gunnery 3), Kingfisher D

Deployment. The attacker enters from the west map edge during the Movement Phase of Turn 1.

Defender

The defender consists of the remaining elements of Stirling's Fusiliers.

Elements of Regimental Command

  • Colonel Andrea Stirling (Piloting 3, Gunnery 3), T-IT-N10M Grand Titan
  • Lieutenant Colonel Pat Moor (Piloting 3, Gunnery 4), WVE-5N Wyvern

Elements of 1st Battalion, Kilsyth Guards

  • Major Jake Fuller (Piloting 4, Gunnery 3), MR-5M Cerberus
  • Lieutenant Klavin Amari (Piloting 4, Gunnery 4), ANV-3M Anvil
  • Lieutenant Stephen Johnson (Piloting 3, Gunnery 3), GUN-1ERD Gunslinger
  • Lieutenant Charles Uther (Piloting 5, Gunnery 4), TMP-3M Tempest
  • Captain Tori Chandler (Piloting 5, Gunnery 4), TDR-9SE Thunderbolt
  • Chantilly Hamilton (Piloting 4, Gunnery 4), WHM-7M Warhammer
  • Paul Kriter (Piloting 4, Gunnery 3), WVR-7M Wolverine
  • Jason O'Brien (Piloting 4, Gunnery 4), KIM-2 Komodo

Elements of 2nd Battalion, The Black Adders

  • Major Kurt Blakadar (Piloting 3, Gunnery 3), ALB-3U Albatross
  • Lieutenant Javier Martinez (Piloting 4, Gunnery 3), CES-3R Caesar
  • Chester Lynn (Piloting 5, Gunnery 4), NGS-4S Nightsky
  • Captain Donald Loda (Piloting 4, Gunnery 4), PXH-3S Phoenix Hawk
  • Richard Moran (Piloting 5, Gunnery 3), FLC-8R Falconer
  • Chad Silva (Piloting 4, Gunnery 3), STY-3D Starslayer

Reinforcements: Elements of 1st Battalion, MacLeod's Regiment

  • Major Chastity Mulvaney (Piloting 3, Gunnery 2), MAD-5A Marauder II
  • Lieutenant Garry Peterson (Piloting 4, Gunnery 3), CP-11-A Cyclops
  • Captain Judy McBraie (Piloting 5, Gunnery 3), NSR-9J Nightstar
  • Jay MacCleen (Piloting 4, Gunnery 3), DGR-3F Dragon Fire

Deployment. The defender sets up all his forces on both Large Mountain maps, at least 8 hexes from the west edge of either map.

Victory Conditions

The defender is attempting to hold out until the Nova Cats arrive to distract the Smoke Jaguars. After 20 turns of play, the Nova Cats arrive and the scenario ends. Because of the overwhelming superiority of the attacking force, the defender wins this scenario simply by having as many operational units as possible at the end of the scenario. The number of enemy units the defender destroys is irrelevant.

The attacker wins by keeping as many units operational as possible and by destroying as many enemy units as possible. To determine the level of victory, calculate each side's total points and consult the Victory Table. When determining victory, remember to consult the Additional Fusilier Victory Points Table from Scenario 13 (p. 43) and add the appropriate number of points to the defender's total.

ActionVictory Points
Each operational defending 'Mech+15
Each operational Smoke Jaguar 'Mech-5
Each defending 'Mech destroyed-7

Victory Table

Total PointsResults
321 or higherDecisive Fusiliers Victory
172 to 320Substantial Fusiliers Victory
106 to 171Marginal Fusiliers Victory
73 to 105Draw
7 to 72Marginal Smoke Jaguar Victory
-142 to 6Substantial Smoke Jaguar Victory
-143 or lowerDecisive Smoke Jaguar Victory

Special Rules

The special-case Vacuum rules (pp. 91-92, BTC:RoW) are in effect on both Moonscape maps.

Reinforcements. In Turn 8, the defending player receives reinforcements from First Battalion, MacLeod's Regiment. The reinforcements have just arrived in-system at Wayside V and have made an immediate combat drop upon realizing that Stirling's Fusiliers are on the verge of destruction.

The reinforcements arrive at the end of the Movement Phase of Turn 8, using the Dropping Troops special-case rule (p. 82, BTC:RoW). The defending player may nominate any hex as a landing hex for each MacLeod's 'Mech.

Unit Design Notes

BKW-7R Black Watch

Mass: 85 tons. Chassis: Norse Heavy XT2-1A. Power Plant: Strand 255. Cruising Speed: 32 kph. Maximum Speed: 54 kph. Jump Jets: Rawlings 54. Jump Capacity: 90 meters. Armor: Valiant Lamellor with CASE.

Armament: 1 Imperator Light Gauss Rifle; 1 Imperator Automatic Ultra-10 Autocannon; 1 Shigunga Medium Range Missile 40-Rack.

Manufacturer: Cosara Weaponries. Primary Factory: Northwind. Communications System: O/P AIR500 with C3 Slave Unit. Targeting and Tracking System: DLK Type Phased Array Sensor System.

Notes on Weaponry

*The Light Gauss Rifle follows the rules for the standard Gauss rifle (p. 116, BTC:RoW), unless a critical hit on the weapon causes a capacitor discharge. In this circumstance, the discharge causes only 16 points of damage.

**The Ultra AC/10 follows the standard rules for Ultra-series autocannons.

***Resolve attacks with MRMs in the same way as LRM attacks, with the following exceptions. First, apply a +1 modifier to the base to-hit number of the MRM attack. Second, when determining the missile hits for an MRM-30 or MRM-40 rack, roll twice on the standard BattleTech Missile Hits Table for the attack (p. 38, BTC:RoW). For an MRM-30, roll on the "15 missiles" column twice and add the results together. For an MRM-40, roll twice on the "20 missiles" column. Determine hit location per standard LRM rules. Third, MRMs may not be fired indirectly using the LRM Indirect Fire special case rule. Finally, MRMs can be installed as single-shot (OS) launchers, but they cannot be upgraded or combined with any other special equipment or enhancements, such as Artemis IV FCS, Thunder, Swarm and Narc missile beacons. Torpedo and inferno MRM configurations are impossible. For more information regarding MRMs, see page 157 of the BattleTech Field Manual: Draconis Combine.

Schiltron

Type: Schiltron. Technology Base: Inner Sphere. Movement Type: Wheeled. Tonnage: 80. Battle Value: 776.

Mass: 80 tons. Movement Type: Wheeled. Power Plant: 220 DAV XL Fusion. Cruising Speed: 32 kph. Flank Speed: 54 kph. Armor: Protec 12 Ferro-Fibrous. Armament: 42 tons of pod space available. Manufacturer: Bulldog Enterprises, Cosara Weaponries (under license). Primary Factory: Proserpina, Northwind. Communications System: Sipher CommSys 1. Targeting and Tracking System: TargiTrack 717.

Equipment

ItemLocationMass
Internal Structure—8
Engine (220 XL Fusion)—7.5
Cruising MP / Flank MP—3 / 5
Heat Sinks (10)—0
Control Equipment—4
Lift Equipment—0
Power Amplifier—0
Turret—2
Armor Factor (179)

Armor Value: Front 46; R/L Side 34/34; Back 25; Turret 40.

Omitted Material

This transcription leaves out the following, as the house convention allows: the in-world excerpts, scenario personal accounts, situation texts and historical sketches that open each scenario; the "Northwind Highlanders" history section (printed pp. 6-11 and ii); the "Personalities" profiles; the "Northwind Highlanders Unit Summary"; the "Atmosphere" paragraph of the Northwind Military Academy section; the Overview, Capabilities and Deployment narratives of the BKW-7R and the Schiltron; the record sheets and the Infiltrator Armor Record Form; the printed Credits page; and the closing back-cover history. Every rule, table, scenario set-up, force list, Victory Condition, Special Rule and Victory Table printed in the book is transcribed above as printed. Where the printed book's own text is internally inconsistent (for example, "F-92 Stingrays" and "F94 Stingrays" in the Scenario 10 DropShip squadrons, and "Heavy Rainfall" in the Scenario 10 weather line, which is not a row of this book's Weather and Terrain Modifiers Table), the printed form is kept and the point is noted in place.

BLR-3M Battlemaster
7WLF-2 WolfhoundCRB-27 CrabWHM-7M WarhammerSTK-4M Stalker
8JR7-K JennerPXH-3M Phoenix HawkTDR-7M ThunderboltAWS-9M Awesome
9COM-5S CommandoCLN-2-3U ClintQKD-5M QuickdrawHGN-732 Highlander
10BZK-F3 HollanderNGS-4S NightskyGAL-1GLS GallowglasBKW-7R Black Watch
11UllerBlack HawkThorWarhawk
12Fire FalconShadow CatNight GyrTurkina
Ontos Heavy Tank
7J. Edgar HovertankDrillsonPo Heavy TankOntos Heavy Tank
8Striker Light TankDrillsonSRM CarrierSturmfeur Heavy Tank
9Hunter Light TankMaximLRM CarrierSchrek PPC Carrier
10SaladinFulcrum HovertankPike SupportSchrek PPC Carrier
11KestrelRegulator HovertankTokugawaAlacorn Heavy Tank
12Yellow Jacket GunshipRegulator HovertankPilumSchiltron
—
10
C3 MasterBody5
Guardian ECM SuiteBody1.5