BattleTech: The Battle of Coventry
BattleTech: The Battle of Coventry Rulebook
Table of Contents
Table of Contents
Introduction
From the cataclysmic Battle of Tukayyid to the present day, no battle has engaged such massive forces or had such potentially far-reaching effects as the Battle of Coventry.
For the Jade Falcons, the stakes could not have been higher. Severely weakened from the Refusal War against Clan Wolf, the Falcons looked to the Coventry campaign as a test of their honor, a vital opportunity to prove that they still deserved to exist as a separate Clan and a mark of their fitness to lead all the Clans in the conquest of the Inner Sphere.
The stakes were equally high for the Lyran Alliance and the rest of the Successor States. The Inner Sphere leaders knew that the other invading Clans were closely following the battle reports as the Falcon warriors marched into the Lyran Alliance and proceeded to overpower every unit thrown against them. The Successor Lords had to stop the Falcon invasion, lest the other invading Clans see the Falcons' success as evidence of their weakness and launch their own offensives, or even resume their full-fledged invasion of the Inner Sphere. The Battle of Coventry therefore became a test of the Inner Sphere's resolve, military strength and ability to set aside ancient hatreds in order to unite against a common enemy.
How to Use This Book
The Battle of Coventry is a scenario pack for use with the BattleTech, BattleSpace and MechWarrior game systems. The opening Learning to Fly section provides a historical account of the battle; descriptions and MechWarrior statistics for some of the important figures in the Coventry campaign appear in the Personalities section.
Most of the scenarios in this book use the standard BattleTech rules from the BattleTech Compendium: The Rules of Warfare (BTC:RoW). Some scenarios also use MechWarrior, Second Edition rules. To run the scenarios, players will need BattleTech Map Sets 2, 3 and 4. Game statistics for all BattleMechs, vehicles and aerospace ships used in these scenarios appear in the Revised Technical Readouts 3025, 3050 and 3055, the Technical Readouts 3026, 3057 and 3058, and the BTC:RoW, AeroTech and BattleSpace rulebooks. Completed record sheets for the 'Mechs and vehicles used in the scenarios appear in BattleTech Record Sheets 3025 & 3026, 3050 and 3055 & 3058. Some scenarios involve aerospace fighters and DropShips; these scenarios may be played with AeroTech or BattleSpace/AeroBattle rules.
Each scenario in The Battle of Coventry re-creates one of the battles fought during the Jade Falcon invasion of the planet. 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. The scenarios also include sections titled Game Set-Up, 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 for appropriate BattleTech rules to use.
The Attacker and Defender sections provide details on each scenario's combatants. This section also provides directions for deployment and guidelines for running the scenarios as self-contained games. Assume all conventional vehicles 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 action rarely continues until one side is obliterated; in most cases, both sides may claim victory if they achieve their tactical objectives. Victory Conditions simulate this conduct 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.
Special Campaign Rules
The following section presents new and rarely used BattleTech rules that allow players to add additional flavor and depth to their Coventry campaigns. The Special Rules section of each scenario indicates which of the following rules, if any, apply to that scenario. For more detailed rules on Clan honor and tactics, see the BattleTech game supplement First Strike!
While the Learning to Fly section paints the broad strokes of the battle of Coventry, players should remember that most of the engagements described in the scenarios were fought as small, fierce battles between minimal forces. When vast armies meet, only a fraction of those forces will actually achieve the goal of the attack; most troops serve as diversions, drawing a portion of the opposing force away from the goal or otherwise serving to divide the enemy in order to conquer it. Though most of the scenarios represent major conflicts in the battle of Coventry, the players will re-enact mostly small-scale skirmishes.
Clan Honor and Battlefield Tactics
The Clans' rigid code of honor is the single most influential factor in Clan BattleMech tactics. This honor code has spawned three tactical conventions and characteristics that distinguish Clan MechWarriors from their Inner Sphere counterparts: the practice of dueling, Clan MechWarriors' refusal to engage in physical attacks during 'Mech combat and their refusal to flee even from losing battles.
Some Clans began to abandon such tactics after encountering Inner Sphere forces that did not observe Clan traditions and so appeared to possess no sense of honor. A few Clan units observe the traditional rules of battlefield conduct as long as their opponents do not engage in dishonorable tactics, while others disregard Clan tradition entirely on the grounds that "honorless" Inner Sphere MechWarriors do not deserve honorable treatment.
Jade Falcon MechWarriors have long prided themselves on strict adherence to Clan traditions, and most Falcon MechWarriors continue to observe Clan battlefield conventions. To reflect this, assume that all Jade Falcon forces observe the following Clan rules of engagement unless otherwise stated.
Dueling Rules
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 Seth of Clan Steel Viper. I pilot the sole Summoner in Alpha Star. I hereby invoke the ritual of zellbrigen and challenge the pilot of the Marauder adorned with the unit designation 11 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 second enemy unit interferes with a duel, the dueling Clan warrior may attack that 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.
Generally, Jade Falcon warriors observe the dueling protocol as long as their opponents do so as well. However, if an enemy unit takes an action that violates the Clan dueling protocol (a third party interferes, a unit involved in one duel fires on a 'Mech involved in another duel and so on), a Falcon warrior need not observe the protocol or any other battlefield honor rules when fighting the offending unit.
Physical Attacks
Unlike the formal dueling protocol, the Clans' avoidance of physical 'Mech attacks is an informal, if widespread, custom. No analyst has ever provided a definitive explanation for the practice, though some observers speculate that it began as a deliberate emphasis on long-range fighting styles during the Clans' early years. To reflect this custom, a Jade Falcon warrior may make a physical attack only if an enemy unit makes one first during the Physical Attack Phase of a Combat Round or during previous rounds.
Retreating from Battle
Though Clan MechWarriors view withdrawal from battle as a breach of personal honor, many of them, especially Jade Falcon warriors, will withdraw if their 'Mechs are crippled (and they have defeated their opponents, of course). These warriors rationalize such retreats as necessary actions to preserve the fighting strength, and hence the honor, of their Clans. To reflect this, a Jade Falcon warrior will not retreat as long as his opponent is still on the mapsheet and functioning, even if the Falcon warrior's 'Mech is "crippled" according to the Forced Withdrawal rules. (An opponent is any MechWarrior dueling a Jade Falcon warrior under the rules of zellbrigen.) A Falcon player with a crippled 'Mech will withdraw only after he has defeated his opponent. An opponent is considered defeated if the unit is either destroyed or forced to withdraw. At the beginning of any turn in which a Clan player's opponent begins to withdraw a 'Mech because the unit is crippled, the opponent is considered defeated. Once a Jade Falcon MechWarrior begins to retreat, he will not fire on any enemy units even if they fire on him, because firing on an opponent is considered a declaration of a duel.
Forced Withdrawal
In the swirling maelstrom of combat, a unit may sustain enough damage to make it useless on the battlefield. At that point, the unit automatically retreats in an effort to preserve itself. A unit making a forced withdrawal must move as quickly as possible toward the edge of the map designated in the Special Rules for the scenario. A unit equipped with MASC does not have to engage it when forced to withdraw. Withdrawing units may not make physical attacks against enemy units; however, they may fire at enemy units that lie within their weapons' forward firing arcs and between them and their designated withdrawal edge. Withdrawing units may not torso twist.
The following rules describe the conditions that prompt forced withdrawals and the rules governing such retreats.
Crippling Damage
Any unit that suffers crippling damage must withdraw from the map. Unless otherwise stated in the Special Rules for a particular scenario, crippling damage is defined as follows:
A BattleMech or OmniMech is considered crippled when it loses a torso, takes 2 engine hits or 1 gyro hit, loses all of its weapons or takes 4 or more pilot hits. (A 'Mech that loses all its weapons and can no longer move is considered "destroyed." The pilot of a destroyed 'Mech may eject normally.)
Tanks are considered crippled if they lose all the armor in a single location. If a tank is immobilized, the crew will automatically abandon the vehicle, and the tank is considered withdrawn for that scenario.
Aerospace fighters are considered crippled if they take a critical hit to the engine or fuel tank or if the pilot suffers 4 hits.
In addition, tanks and aerospace fighters are considered crippled if they lose all their weapons. Pieces of equipment that cannot directly inflict damage, such as anti-missile and NARC systems, are not considered "weapons" for these purposes. However, any ammo-fed weapon is considered destroyed if its ammunition is depleted.
Infantry platoons are crippled when they lose 21 or more troops (16 for jump platoons).
An Elemental Point is crippled if it loses one-third or more of its members.
Fire Support
To determine the availability of artillery fire and when artillery barrages strike their targets, consult the artillery rules on pages 77-80, BTC:RoW unless otherwise noted.
Spotting Rounds
In most cases, gunners precede full artillery barrages with "spotting rounds." Spotting rounds enable observers to correct the gunner's aim before the full barrage is fired. Once the spotting rounds are on target, the observers instruct the battery to "fire for effect." Consequently, a short time lag usually occurs between the call for an artillery barrage and the barrage itself.
When a scenario notes that spotting rounds are available, resolve the firing of them per the artillery rules on pages 77-80, BTC:RoW. Spotting rounds do no damage to any unit or building in the target hex. The observer may correct the fall of the spotting rounds normally or call for a full barrage. The full barrage arrives during the Offboard Weapon Attack Phase, as determined by the range from the battery to the target hex.
Random Artillery Support
Some scenarios call for random artillery fire support. In such cases, the player calling in the fire support rolls 2D6 and consults the Random Artillery Support Table. Unless otherwise stated, the barrage contains standard (area-saturation) rounds. The player determines the number of available rounds by rolling 1D6 and dividing the result by 2, rounding up.
If the scenario provides no specific range and flight time for artillery shells, the player calling in the artillery support rolls 2D6 and consults the Shell Flight Time Table to determine the flight time of the barrage.
Random Artillery Support Table
| 2D6 Result | Available Artillery Support |
|---|---|
| 2-3 | Long Tom |
| 4-5 | Sniper |
| 6-7 | Thumper |
| 8-9 | Smoke |
| 10 | Arrow IV |
| 11 | Arrow IV homing missiles (1) |
| 12 | Arrow IV FASCAM minefields (2) |
(1) If no TAG-equipped units are available to designate targets, treat this result as a standard Arrow IV.
(2) Clans only. If an Inner Sphere player achieves this result, treat it as a standard Arrow IV.
Shell Flight Time Table
| 2D6 Result | Artillery Range (in mapsheets*) | Flight Time (in turns) |
|---|---|---|
| 2 | 1 | 1 |
| 3 | 2 | 1 |
| 4-5 | 3 | 2 |
| 6-7 | 4 | 2 |
| 8 | 5 | 3 |
| 9 | 6 | 3 |
| 10 | 7 | 4 |
| 11 | 8 | 4 |
| 12 | 9 |
* If the result is beyond the maximum range of the artillery being used, assume the artillery is firing from its maximum range.
Close Air Support
Certain scenarios call for close air support. To determine what air support is available, the player calling in the air strike rolls 2D6 and consults the Close Air Support Table. Note that dive bombers may not make strafing runs or strike attacks. Dive bombers leave the area after they drop their bombs.
Resolve combat and damage from air strikes with the rules on pages 70-75, BTC:RoW.
Close Air Support Table
| 2D6 Result | Support Available | Inner Sphere | Clan |
|---|---|---|---|
| 2-3 | 2 strike attacks | LCF-R16 Lucifer | Jagatai |
| 4-5 | 2 strafing runs | CSR-V12 Corsair | Batu |
| 6 | 2 strafing runs | CHP-W7 Chippewa | Scytha B |
| 7 | Dive bomber with 10 HE bombs | CSR-V12 Corsair | Turk |
| 8-9 | Dive bomber with 10 cluster bombs | CSR-V12 Corsair | Turk |
| 10 | Dive bomber with 10 inferno bombs |
* If no TAG-equipped units are available to designate targets, treat this result as standard area-saturation missiles.
The Battle of Coventry
Scenario 1: The Falcon Strikes
Situation
Port St. William, Coventry. 15 March 3058. 0845 hours.
The Jade Falcon invasion of Coventry began with a low-altitude drop of elements of the Second Falcon Jaeger Cluster at Port St. William. The Jaegers landed in an expanse of clear terrain on the north side of the city as the Tenth Skye Rangers' Third Battalion scrambled to oppose them. The combatants met in the city of Port St. William, six kilometers northwest of Coventry's main spaceport.
Third Battalion's commander, Kommandant Heinrich Oheler, immediately realized that his troops were overmatched and called for artillery support. Unfortunately, the shells were hard to place accurately in the crowded city; many barrages missed their intended targets and landed on civilian buildings.
In spite of the bitter, close-in fighting that followed, the Falcon and Ranger 'Mechs damaged only a few of Port St. William's buildings. The poorly directed artillery fire, however, destroyed two apartment buildings and damaged a large office complex. Fortunately, the occupants of those structures had been evacuated to shelters prior to the battle.
Game Set-Up
Lay out the BattleTech maps as shown. Use the City Ruins map from BattleTech Map Set 2 and both City Street Grid/Park maps from BattleTech Map Set 4.
The Inner Sphere player places 18 Light, 18 Medium, 10 Heavy and 2 Hardened building counters in any non-road hexes on the City Street Grid/Park mapsheets. The paved areas of the City Ruins mapsheet represent Port St. William spaceport.
Attacker
The attacker consists of elements of the Second Falcon Jaegers Cluster.
Charlie Eye 1
- Star Captain Denor Roshak (Piloting 3, Gunnery 3), Loki
- MechWarrior Belle (Piloting 3, Gunnery 3), Thor
- MechWarrior Evelynde (Piloting 4, Gunnery 3), Ryoken
- MechWarrior Conwy (Piloting 4, Gunnery 4), Ryoken A
- MechWarrior Harbaugh (Piloting 5, Gunnery 4), Uller
Charlie Eye 2
- Star Commander Garet (Piloting 3, Gunnery 4), Ryoken C
- MechWarrior Bede (Piloting 4, Gunnery 3), Black Hawk B
- MechWarrior Thyrza (Piloting 4, Gunnery 4), Uller B
- MechWarrior Elvin (Piloting 4, Gunnery 4), Dragonfly
- MechWarrior Nevile (Piloting 5, Gunnery 4), Cougar B
Delta Strider 2
- Star Commander Walhoa, 4 Elementals w/Small Lasers
- Point Commander Reta, 4 Elementals w/Small Lasers
- Point Commander Swain, 4 Elementals w/Flamers
- Point Commander Madelon, 4 Elementals w/Machine Guns
- Point Commander Beorn, 4 Elementals w/Machine Guns
Deployment
The Clan forces make a low-altitude drop onto the City Street/Park #2 mapsheet during the Movement Phase of Turn 1.
Defender
The defender consists of the First Battalion of the Tenth Skye Rangers' Third Battalion, supported by elements of the Port St. William Citizen's Militia.
Command Lance
- Kommandant Heinrich Oheler (Piloting 4, Gunnery 3), WHM-7M Warhammer
- Hauptmann Carlo Pendlyshok (Piloting 4, Gunnery 4), TDR-7M Thunderbolt
- Albert Mosso (Piloting 4, Gunnery 3), GRF-3M Griffin
- Tammy DeGlau (Piloting 6, Gunnery 4), CN9-D Centurion
Fire Lance
- Leftenant Eugene Longo (Piloting 4, Gunnery 4), DV-7D Dervish
- Jack Quilen (Piloting 5, Gunnery 4), PXH-3D Phoenix Hawk
- Charles Gregory (Piloting 4, Gunnery 4), JR7-K Jenner
- Rick Santos (Piloting 4, Gunnery 4), COM-5S Commando
Recon Lance
- Sergeant Sheila Root (Piloting 4, Gunnery 4), HER-5S Hermes II
- Dominic Nave (Piloting 5, Gunnery 4), WSP-3M Wasp
- Dayna Galbach (Piloting 5, Gunnery 4), WSP-3M Wasp
- George Kwoh (Piloting 5, Gunnery 3), STG-5M Stinger
Elements of Port St. William Citizen's Militia
- Sergeant Greagoir Sweeney, 1 Foot Infantry Platoon w/Machine Guns
- Corporal Theo Foss, 1 Foot Infantry Platoon w/Rifles
Deployment
The Militia infantry platoons set up first. They may begin the game anywhere on the City Street Grid/Park #1 mapsheet and may be hidden. The Rangers' 'Mechs enter via the south edge of the mapsheet during the Movement Phase of Turn 1.
Victory Conditions
The Clan player's goal is to seize the Port St. William spaceport and hold the facility for 4 consecutive turns.
To seize the spaceport, the player must move operational OmniMechs onto the paved areas of the City Ruins map. To hold the spaceport, the player must prevent any operational enemy 'Mech from remaining within the paved areas for a complete turn. (If a Clan 'Mech destroys an enemy 'Mech or forces it out of a paved area before a full turn elapses, that area is considered "held" for that turn.)
The scenario lasts until the Clan player manages to hold the facility for 4 consecutive turns or until the end of Turn 20, whichever comes first.
To determine the victory level, calculate each side's total points and consult the Victory Table.
| Action | Victory Points |
|---|---|
| Clan player captures spaceport | +35 |
| Each Rangers' 'Mech destroyed | +15 |
| Each Militia infantry platoon destroyed | +5 |
| Each Elemental Point destroyed | -10 |
| Each Clan 'Mech destroyed | -20 |
| Clan player fails to capture spaceport | -35 |
| Total Points | Result |
|---|---|
| 101+ | Decisive Clan Victory |
| 65 to 100 | Substantial Clan Victory |
| 29 to 64 | Marginal Clan Victory |
| 28 to -33 | Draw |
| -34 to -79 | Marginal Inner Sphere Victory |
| -80 to -125 | Substantial Inner Sphere Victory |
| -126+ | Decisive Inner Sphere Victory |
Special Rules
Clan Combat Drop
The Falcon forces enter the scenario in a combat drop, under the standard combat drop rules (see p. 82, BTC:RoW). Before Turn 1, the Clan player should write down the numbers of the hexes where he intends to drop each unit (example: Roshak's Loki: Board 3, Hex 0514). Note that units may not intentionally drop onto building hexes. Any 'Mech that scatters into a building hex must make a Piloting Skill Roll to avoid crashing into the building. If the roll fails, the 'Mech strikes the building and takes damage as if it had fallen from the roof of that building. If the roll succeeds, the 'Mech lands on the building safely, though the building collapses if it cannot support the weight of the 'Mech (see p. 57, BTC:RoW).
Off-Board Fire-Support Missions
The Inner Sphere player may call in two off-board fire-support missions during this scenario. Beginning with the Initiative Phase of Turn 3, Kommandant Oheler, Hauptmann Pendlyshok, Leftenant Longo or Sergeant Root may call for fire support. Roll 1D6 for the requesting commander. If the result is 1 or 2, a fire-support mission is available that turn. Consult the Random Artillery Support Table (p. 5) to determine the type of artillery support and how quickly the spotting rounds arrive. Resolve the fire mission according to the rules found on pages 77-80 of the BTC:RoW.
Air-Support Missions
Both players may use one close air-support strike during this scenario. The Clan player may request this mission during the Initiative Phase of Turn 2 or any time after. Only Star Captain Roshak or Star Commanders Garet or Walhoa may request the strike. The Inner Sphere player may request his strike during the Initiative Phase of Turn 5 or any time after. Only Kommandant Oheler, Hauptmann Pendlyshok or Leftenant Longo may request the strike. The requesting officer rolls 1D6. On a result of 1 or 2, the strike is available for that turn. Consult the Close Air Support Table (p. 5) to determine what type of fire is available. The air strike arrives during the turn in which it is requested. Resolve the air strike per the rules on pages 70-75 of the BTC:RoW.
Command, Control and Communications
Command, control and communications are difficult to maintain in the crowded environs of a city. During the Initiative Phase of each turn, both players must roll 2D6 for each unit located on the City Street Grid/Park maps. On a result of 11 or 12, communications with that unit are lost for the duration of that turn. Out-of-contact units may not move during the turn they are out of contact. They may fire only on enemy units within their direct lines of sight. An out-of-contact unit may not call for artillery or air support. If a unit calling in such a strike becomes out-of-contact, the fire mission is lost.
'Mechs that have direct line of sight with their lance/Star commanders are exempt from this special rule. If this scenario is used for team play, the players may not communicate with any team member whose unit is on the City Street Grid/Park maps, unless those units have direct line of sight to their lance/Star commanders.
Scenario 2: On-the-Job Training
Situation
Coventry Training Academy, Port St. William, Coventry. 15 March 3058. 0900 hours.
Shortly after the Second Falcon Jaegers dropped into Port St. William, elements of the Jade Falcon Eyrie Cluster made a low-altitude assault on the Coventry Training Academy.
The cadets, led by their instructors, fought a spirited defensive action against the invaders. Several times the untried, half-trained warriors seemed to drive off the Falcons, but the Clan troops would not leave the field. During the see-saw action, some of the green Academy recruits withdrew into the city, where they were killed or captured by the Jaegers. After a long, bloody battle, the Eyrie Cluster managed to disable the last remaining defender and secure the Academy.
Game Set-Up
Lay out the BattleTech maps as shown. Use the standard BattleTech mapsheet (from the BattleTech boxed set or BattleTech Map Set 2) and the Scattered Woods mapsheet from BattleTech Map Set 2.
Treat all Rough and Water hexes on the standard BattleTech map as Clear terrain.
Place buildings on the mapsheets as follows:
BattleTech mapsheet
| Hex # | Building Type |
|---|---|
| 0809-0909 | HD2 |
| 1308 | M1 |
| 1309 | L2 |
| 1311 | L2 |
| 1412 | L1 |
| 1508 | M1 |
| 1510 | L2 |
| 1511 | L2 |
| 1516 | L3 |
Scattered Woods mapsheet
| Hex # | Building Type |
|---|---|
| 0115 | L3 |
| 0117 | L3 |
| 0310 | H1 |
| 0316 | L3 |
Attacker
The attacking forces consist of elements of the Eyrie Cluster's Trinary Bravo.
Bravo Beak 2
- Star Commander Kellog Pryde (Piloting 4, Gunnery 3), Thor A
- MechWarrior Tyler (Piloting 5, Gunnery 4), Vulture
- MechWarrior Alastair (Piloting 4, Gunnery 4), Hellhound
- MechWarrior Mankey (Piloting 5, Gunnery 4), Griffin IIC
- MechWarrior Ector (Piloting 4, Gunnery 4), Phoenix Hawk IIC
Elements of Bravo Beak 3
- Star Commander Greer (Piloting 4, Gunnery 3), Uller
- MechWarrior Livia (Piloting 5, Gunnery 4), Peregrine
Deployment
The attacker enters via the east edge of the Scattered Woods mapsheet during the Movement Phase of Turn 1.
Defender
The defender consists of elements of the Coventry Training Academy Cadet Cadre.
Alpha Training Lance
- Hauptmann Luisa Perez (Piloting 4, Gunnery 3), MAD-5D Marauder
- Cadet Ralston Gillespie (Piloting 4, Gunnery 4), CN9-D Centurion
- Cadet June Peacola (Piloting 5, Gunnery 4), BJ-2 Blackjack
- Cadet Geary Bass (Piloting 5, Gunnery 4), CLN-7V Chameleon
Bravo Training Lance
- Sergeant Louis Jessup (Piloting 4, Gunnery 3), WVR-7D Wolverine
- Cadet Harry Elchik (Piloting 4, Gunnery 4), CDA-3M Cicada
- Cadet Richard Pyle (Piloting 5, Gunnery 4), COM-5S Commando
- Cadet Joseph Camber (Piloting 5, Gunnery 4), LCT-3M Locust
Deployment
The defender sets up first. Alpha Lance may deploy anywhere on the Scattered Woods map. Bravo Lance deploys from the Academy's 'Mech hanger during the Movement Phase of Turn 1 (see Bravo Lance Deployment in Special Rules).
Victory Conditions
The objective is the same for each side: destroy or drive the enemy from the mapsheets. This scenario lasts 20 turns or until all of one side's units are destroyed or forced to withdraw, whichever comes first.
Note that both sides may claim victory in this scenario. To determine the victory level, calculate each side's total points and consult the Victory Table.
| Condition | Result |
|---|---|
| 6+ Clan 'Mechs destroyed or withdrawn | Decisive Inner Sphere Victory |
| 4-5 Clan 'Mechs destroyed or withdrawn | Substantial Inner Sphere Victory |
| 2-3 Clan 'Mechs destroyed or withdrawn | Marginal Inner Sphere Victory |
| 0-1 Clan 'Mechs destroyed or withdrawn | Draw |
| 0-2 Cadet 'Mechs destroyed or withdrawn | Draw |
| 3-4 Cadet 'Mechs destroyed or withdrawn | Marginal Clan Victory |
| 5-6 Cadet 'Mechs destroyed or withdrawn | Substantial Clan Victory |
| 7+ Cadet 'Mechs destroyed or withdrawn | Decisive Clan Victory |
Special Rules
Bravo Lance Deployment
The Hardened building occupying Hexes 0809-0909 on the BattleTech mapsheet represents the Academy's 'Mech hanger. Bravo Training Lance begins the game inside this building. During the Movement Phase of Turn 1, the lance may begin to deploy from this building. Exiting the hangar costs a total of 3 MP, and units must exit at Walking speed. Units leaving the building emerge in Hex 0808.
Forced Withdrawal Rule
The Forced Withdrawal rule is in effect (see Forced Withdrawal, p. 4). The Falcons withdraw via the east map edge, the Cadets via the west map edge.
Scenario 3: First Fire
Situation
Bradford Uplands, Coventry. 15 March 3058. 1010 hours.
Capturing all the major facilities of the Coventry Metal Works was the Jade Falcons' primary objective in the battle. The job of assaulting the main plant fell to Star Colonel Devin Buhallin, who had acquitted himself so admirably against the Com Guard on Tukayyid. Buhallin, commanding some of the Clan's greenest warriors, grounded his Union-C two kilometers west of the plant, rather than risk losing his warriors in a combat drop into difficult terrain.
Militia Kommandant Claudia Peyman, a veteran of the Clan Wars, marshaled her troops in an area of rough terrain between the installation and the Clan LZ. The ensuing Battle of Bradford Uplands was actually a protracted series of brutal and bloody slugging matches, rather than a single cohesive battle, and was one of the bloodiest events of the entire Coventry campaign.
Game Set-Up
This scenario is for use with the BattleTech and BattleSpace/AeroBattle or AeroTech game systems.
Lay out the AeroTech Low Altitude Mapsheet or 1 BattleSpace mapsheet. The 4 center hexes represent the four BattleTech mapsheets, as follows:
| BattleSpace Hex | BattleTech Map |
|---|---|
| 1307 | Scattered Woods |
| 1408 | Mountain/Lake |
| 1208 | Rolling Hills #1 |
| 1308 | Rolling Hills #2 |
Lay out the BattleTech maps as shown. Use both Rolling Hills maps from BattleTech Map Set 3 and the Scattered Woods and Mountain Lake maps from BattleTech Map Set 2.
Treat all Wooded areas as Rough terrain.
Place building counters on the Scattered Woods map as follows, to represent the Coventry Metal Works plant:
| Hex Number | Building Type |
|---|---|
| 0914 | L2 |
| 0916 | H2 |
| 1116-1215 | H1 |
| 1212 | M1 |
| 1213 | M2 |
Attacker
The attacker consists of elements of the Eyrie Cluster's Trinary Alpha, as well as Trinary Charlie's Charlie Wing 2.
Cluster Command Star
- Star Colonel Devin Buhallin (Piloting 3, Gunnery 3), Man O' War
- MechWarrior Vron (Piloting 4, Gunnery 3), Phoenix Hawk IIC
- MechWarrior Cedan (Piloting 4, Gunnery 3), Hellhound
- MechWarrior Edward (Piloting 4, Gunnery 4), Griffin IIC
- MechWarrior Bryant (Piloting 4, Gunnery 4), Hunchback IIC
Alpha Beak 2
- Star Commander Zillon (Piloting 4, Gunnery 3), Gladiator
- MechWarrior Frayne (Piloting 4, Gunnery 4), Rifleman IIC
- MechWarrior Martina (Piloting 4, Gunnery 4), Hellhound
- MechWarrior Nestor (Piloting 5, Gunnery 4), Griffin IIC
- MechWarrior Eilif (Piloting 5, Gunnery 4), Phoenix Hawk IIC
Alpha Beak 3
- Star Commander Cewers (Piloting 4, Gunnery 3), Black Hawk D
- MechWarrior Jevan (Piloting 4, Gunnery 4), Shadow Hawk IIC
- MechWarrior Bertran (Piloting 5, Gunnery 4), Peregrine
- MechWarrior Afra (Piloting 5, Gunnery 4), Peregrine
- MechWarrior Pyke (Piloting 5, Gunnery 4), Baboon
Elements of Charlie Wing 2, Trinary Charlie
- Pilot Carvell (Piloting 4, Gunnery 3), Vandal
- Pilot Madhao (Piloting 4, Gunnery 4), Vandal
- Pilot Pasca (Piloting 4, Gunnery 3), Turk
- Pilot Wertha (Piloting 4, Gunnery 4), Turk
Deployment
The Falcon ground forces enter along the west map edge during the Movement Phase of Turn 1. Charlie Wing 2 enters the left-hand edge of the BattleSpace/AeroTech map during the Movement Phase of Turn 1.
Defender
The defender consists of elements of the Twenty-second Coventry Donegal March Militia's Alpha Company, elements of the Coventry Militia's Ground Armor Company, and elements of the Coventry Aerospace Defense Force's Gamma Flight.
Alpha Company, 22nd Donegal March Militia
Command Lance
- Kommandant Claudia Peyman (Piloting 4, Gunnery 3), BNC-5S Banshee
- Hauptmann Earl Loghran (Piloting 4, Gunnery 4), TDR-5S Thunderbolt
- Sergeant John Desport (Piloting 4, Gunnery 3), RFL-3N Rifleman
- Randal Fetsko, Sr. (Piloting 4, Gunnery 4), HBK-4G Hunchback
Fire Lance
- Leftenant Yacob Israel (Piloting 4, Gunnery 4), ZEU-9S Zeus
- Torri Perinnio (Piloting 5, Gunnery 4), SHD-2H Shadow Hawk
- Willis Brooke (Piloting 5, Gunnery 4), DV-6M Dervish
- David Steri (Piloting 5, Gunnery 4), TBT-5N Trebuchet
Combat Lance
- Leftenant T. K. Nonn (Piloting 4, Gunnery 3), ENF-5D Enforcer
- Takayasu Ishikawa (Piloting 4, Gunnery 4), WVR-6R Wolverine
- Sami Muniji (Piloting 5, Gunnery 4), VND-1R Vindicator
- Randal Fetsko, Jr. (Piloting 5, Gunnery 4), FS9-H Firestarter
Coventry Militia Ground Armor Company
First Platoon
- Sergeant Michael Grief (Driver 5, Gunnery 4), Manticore Heavy Tank
- Sergeant John Kwasny (Driver 5, Gunnery 4), Vedette Medium Tank
- Sergeant Olga Wyzlanski (Driver 5, Gunnery 4), Vedette Medium Tank
- Corporal R. A. Singo (Driver 5, Gunnery 4), Striker Light Tank
Elements of Second Platoon
- Sergeant Harraldsen Moore (Driver 4, Gunnery 3), Demolisher Heavy Tank
- Corporal Paula Briggs (Driver 4, Gunnery 4), Patton Tank
- Corporal Larry Lang (Driver 5, Gunnery 4), Galleon Light Tank
Infantry Company
First Platoon
- Master Sergeant Miles Cooper, Motorized Machine Gun Platoon
Third Platoon
- Sergeant Walter Spana, Motorized SRM Platoon
Gamma Flight, Coventry Aerospace Defense Force
- Leftenant Janice Mitlo (Pilot 4, Gunnery 3), CSR-V12 Corsair
- Ruth Ligonier (Pilot 4, Gunnery 4), CSR-V12 Corsair
- Stanley Appel (Pilot 4, Gunnery 3), SPR-H5 Sparrowhawk
- Aden Demharter (Pilot 4, Gunnery 4), SPR-H5 Sparrowhawk
Deployment
The Militia ground force sets up first, anywhere east of Hex Row 02xx on the Scattered Woods map, and 14xx on the Mountain Lake map. Gamma Flight enters the right-hand edge of the BattleSpace/AeroTech map during the Movement Phase of Turn 1.
Victory Conditions
Both the attacker and the defender are trying to annihilate each other. However, the Jade Falcon commanders are trying to season their new warriors, not eradicate them. If the Jade Falcons have not eliminated the Inner Sphere forces and captured the plant after 20 turns, they withdraw.
Special Rules
Forced Withdrawal
The Forced Withdrawal rule is in effect (see Forced Withdrawal, p. 4). The Falcons withdraw via the west map edge, the Militia via the east map edge.
Aerospace Ground Attacks
Aerospace fighters may be assigned to make ground attacks. Before starting play, however, each player must note which of his fighters (if any) is carrying ground-attack ordnance and what type of ordnance each carries (standard bombs, infernos, Thunder LRMs and so on).
Sequence of Play
The sequence of play for this combined scenario is as follows:
- Initiative Phase
- AeroSpace Movement Phase
- BattleTech Movement Phase
- BattleTech Reaction Phase
- Select Attack Path for the Aero/Strafe
- Weapon Attack Phase
- Physical Attack Phase
- Heat Phase
- End Phase
Rough Terrain
The terrain around the Coventry Metal Works plant is exceptionally rough. Whenever a BattleMech or tank enters a Rough terrain hex, the MechWarrior/driver must make an immediate Piloting/Driver Skill Roll with a +1 modifier. If the roll fails, the 'Mech falls and takes appropriate damage. If the unit is a tank, it crashes into one of the huge boulders littering the hex; the tank takes 1 Damage Point for every 20 tons of vehicle.
The Movement Cost to enter a Rough terrain hex during this scenario is 3.
The exceptionally rough ground may also provide cover for units. For to-hit rolls against a 'Mech or tank occupying a Rough terrain hex, apply a +1 modifier. For to-hit rolls against infantry platoons in such hexes, apply a +2 modifier.
Scenario 4: Night Strike
Situation
The Bradford District, Coventry. 15 March 3058. 1850 hours.
Game Set-Up
Lay out the maps as shown. Use the Desert Hills map from BattleTech Map Set 2 and both Rolling Hills maps from BattleTech Map Set 3.
Treat all Rough terrain hexes as Light woods.
Attacker
The attacker consists of elements of the Second Falcon Jaegers Cluster's Trinary Bravo.
Bravo Eye 1
- Star Captain Kathleen Spaunn (Piloting 3, Gunnery 3), Vulture
- MechWarrior Evadne (Piloting 4, Gunnery 3), Vulture B
- MechWarrior Kevan (Piloting 4, Gunnery 4), Loki*
- MechWarrior Arlean (Piloting 4, Gunnery 4), Ryoken
- MechWarrior Raikes (Piloting 4, Gunnery 4), Ryoken C
Bravo Eye 2
- Star Commander Phanuel (Piloting 4, Gunnery 3), Dragonfly*
- MechWarrior Adalbert (Piloting 4, Gunnery 4), Black Hawk
- MechWarrior Wedlake (Piloting 4, Gunnery 4), Ryoken
- MechWarrior Mona (Piloting 5, Gunnery 4), Ryoken
- MechWarrior Calbraith (Piloting 5, Gunnery 4), Fenris*
Bravo Eye 3
- Star Commander Berl (Piloting 4, Gunnery 3), Cougar
- MechWarrior Howard (Piloting 4, Gunnery 4), Dasher
- MechWarrior Duer (Piloting 4, Gunnery 4), Uller*
- MechWarrior Lowella (Piloting 5, Gunnery 4), Uller B*
- MechWarrior Aric (Piloting 4, Gunnery 4), Koshi*
* Search-light-equipped unit. See Special Rules for more information.
Deployment
Bravo Eye 3 enters via the northeast corner of Rolling Hills #2 map, between Hexes 1101 and 1505. The balance of the attacking force enters via the north edge of Rolling Hills #2 map during the Movement Phase of Turn 4.
Defender
The defender consists of elements of the Tenth Skye Rangers' Second Company, Third Battalion, the Third Coventry Armored Division, and the Rangers' Infantry Support Battalion.
Command Lance
- Kommandant Anne Sarich (Piloting 3, Gunnery 3), GLT-5M Guillotine*
- Hauptmann Ronald Garezone (Piloting 4, Gunnery 4), ARC-4M Archer
- Dennis Santmyer (Piloting 4, Gunnery 4), TDR-7M Thunderbolt
- Kristen Keck (Piloting 4, Gunnery 4), CRD-5M Crusader
Strike Lance
- Leftenant Roberta Dunnsdotter (Piloting 3, Gunnery 4), JM6-DD JagerMech
- Theo Mutnansky (Piloting 4, Gunnery 4), SHD-5M Shadow Hawk*
- Steven Zucco (Piloting 4, Gunnery 4), DV-7D Dervish
- T. William Mikolo (Piloting 5, Gunnery 4), TBT-7M Trebuchet
Attack Lance
- Vincent Crowl (Piloting 4, Gunnery 4), CN9-D Centurion
- Calvin Jerson (Piloting 4, Gunnery 4), ENF-5D Enforcer
Elements of Third Coventry Armored Division
- Sergeant Wright Kusimelevich (Driver 5, Gunnery 4), Pegasus Scout Hovertank* (3058 refit)
- Francis Oakes (Driver 4, Gunnery 4), Harasser Missile Platform*
Elements of Tenth Skye Rangers Infantry Support Battalion
- Leftenant Barry Marx, 1 Motor Laser Platoon
- Sergeant Harold McCarver, 1 Motor Rifle Platoon
* Search-light-equipped unit. See Special Rules for more information.
Deployment
The defender sets up first, between Hex Rows 05xx and 13xx on the Rolling Hills Map #1.
Victory Conditions
The Clan player wins by destroying as many Inner Sphere units as he can.
The Inner Sphere player wins by destroying as many Clan 'Mechs as he can, while exiting as many of his own operational units as he can from the south edge of the Desert Hills map.
The scenario ends when the last Inner Sphere unit exits the board or is destroyed. To determine the victory level, calculate each side's total points and consult the Victory Table.
| Action | Victory Points |
|---|---|
| Each operational Ranger 'Mech exited | +20 |
| Each Clan 'Mech destroyed | +15 |
| Each operational hovertank exited | +10 |
| Each operational infantry platoon exited | +5 |
| Each turn past Turn 12 that the Ranger 'Mechs stay on the mapsheet | +5 |
| Each infantry platoon destroyed | -8 |
| Each operational Clan 'Mech remaining on the board | -10 |
| Each hovertank destroyed | -15 |
| Each Ranger 'Mech destroyed | -25 |
| Total Points | Result |
|---|---|
| 240+ | Decisive Inner Sphere Victory |
| 160 to 239 | Substantial Inner Sphere Victory |
| 80 to 159 | Marginal Inner Sphere Victory |
| 79 to -123 | Draw |
| -124 to -261 | Marginal Clan Victory |
| -262 to -399 | Substantial Clan Victory |
| -400+ | Decisive Clan Victory |
Special Rules
Victory Points
For the purpose of determining Victory Points, any unit that becomes "crippled" under the Forced Withdrawal rule (see Forced Withdrawal, p. 4) is considered no longer operational.
Night Combat
Beginning on Turn 1, all units will begin to suffer the effects of darkness. The battlefield is in total darkness on Turn 5. To simulate the effects of the failing light, apply a +1 penalty to all to-hit numbers beginning on Turn 1. Beginning on Turn 5, apply the full +2 to-hit penalty for fighting at night. In addition, apply a -1 modifier to all Clan Initiative Rolls starting on Turn 5. This penalty reflects the inexperience of the Clan forces.
Units equipped with search-lights are indicated by asterisks (*) in the Attacker and Defender rosters. These units may illuminate the battlefield per standard night combat rules (see p. 94, BTC:RoW). Search-lights may be turned on at any time during the battle but provide no effect until Turn 5. Units using their search-lights before Turn 5 only illuminate themselves.
Scenario 5: Hide and Seek
Situation
Cross Divide Mountains, Coventry. 5 April 3058. 1500 hours.
When the Jade Falcons landed on Coventry, a large portion of the First Battalion of the Tenth Skye Rangers were on maneuvers in the highlands east of the Cross-Divide mountain range. When the Falcons landed at Port St. William, these units fell back to what was normally the Second Battalion's HQ at the McKenzy Molecular Smelters.
Realizing that his superior officer, Kommandant Horst Sarz, was a hopeless alcoholic, Hauptmann Caradoc Trevena assumed command of the battalion and directed the troops to withdraw from the politically important but strategically insignificant smelter and take refuge in a network of tunnels and caverns in the Cross-Divides. From there, the First Battalion units periodically emerged to reconnoiter the Falcon position or raid for supplies.
For the first time since they landed on Coventry, the Jade Falcons were forced onto the defensive.
Game Set-Up
Lay out the mapsheets as shown. Use both Desert Mountain maps from BattleTech Map Set 3 and treat all Rough hexes as Light woods.
Attacker
The attacker consists of elements of the Tenth Skye Rangers' First Battalion.
Command Lance (Reinforced)
- Hauptmann Caradoc Trevena (Piloting 3, Gunnery 3), PTR-4D Penetrator
- Hauptmann Sharon Dorne (Piloting 4, Gunnery 3), ARC-4M Archer
- Bobbi Spengler (Piloting 5, Gunnery 4), RFL-5M Rifleman
- Sammy Bresford (Piloting 5, Gunnery 4), OSR-2D Ostroc
- Hogan Ellis (Piloting 5, Gunnery 4), VND-3L Vindicator
Close Assault Lance
- Hauptmann Tony Wells (Piloting 4, Gunnery 4), CN9-D Centurion
- Sergeant Brenda Pasek (Piloting 4, Gunnery 4), PXH-3M Phoenix Hawk
- Kevin Smith (Piloting 5, Gunnery 4), OTL-5M Ostsol
- Theodore Bell (Piloting 5, Gunnery 4), ENF-5D Enforcer
Deployment
The attacker sets up first and may deploy using the Hidden Units rule (p. 89, BTC:RoW) anywhere between Hex Row 08xx on the Desert Mountain #1 map and Hex Row 05xx on the Desert Mountain #2 map.
Defender
The defender consists of elements of the Fifth Battle Cluster's Trinary Alpha.
Alpha Eye
- Star Commander Valeria (Piloting 3, Gunnery 3), Goshawk
- MechWarrior Leyard (Piloting 4, Gunnery 3), Vixen
- MechWarrior Gerhart (Piloting 4, Gunnery 3), Vixen
- MechWarrior Marques (Piloting 4, Gunnery 3), Peregrine
- MechWarrior Griggs (Piloting 4, Gunnery 4), Peregrine
Alpha Beak 1
- Star Captain Tina Hazen (Piloting 3, Gunnery 3), Thor
- MechWarrior Almas (Piloting 4, Gunnery 3), Phoenix Hawk IIC
- MechWarrior Slania (Piloting 4, Gunnery 3), Hellhound
- MechWarrior Anson (Piloting 4, Gunnery 3), Hellhound
- MechWarrior Gustav (Piloting 4, Gunnery 3), Baboon
Deployment
Alpha Eye enters at the east map edge during the Movement Phase of Turn 1. Alpha Beak enters at the east map edge during the Movement Phase of Turn 5.
Victory Conditions
The attacker wins by destroying Falcon 'Mechs or forcing them to withdraw.
The defender wins by destroying as many Ranger 'Mechs as possible and exiting his own 'Mechs off the west map edge (exiting 'Mechs must be operational).
The scenario ends when one of the following conditions is met: either player destroys the other's 'Mechs, the defender exits all of his 'Mechs off the east mapsheet edge, or 20 turns have elapsed. To determine the victory level, calculate each side's total points and consult the Victory Table.
| Action | Victory Points |
|---|---|
| Each Clan 'Mech destroyed | +15 |
| Each Clan 'Mech forced to withdraw | +10 |
| Each operational Clan 'Mech exiting from east map edge | -10 |
| Each Rangers 'Mech destroyed | -20 |
| Total Points | Result |
|---|---|
| 120+ | Decisive Ranger Victory |
| 70 to 119 | Substantial Ranger Victory |
| 16 to 69 | Marginal Ranger Victory |
| 15 to -19 | Draw |
| -20 to -79 | Marginal Falcon Victory |
| -80 to -139 | Substantial Falcon Victory |
| -140+ | Decisive Falcon Victory |
Special Rules
Forced Withdrawal
The Forced Withdrawal rule is in effect (see Forced Withdrawal, p. 4). The Falcons withdraw via the west map edge, the Militia via the east map edge.
Transcriber's note: as printed, this rule names "the Militia", but no Militia units take part in this scenario; the Rangers are the attacker. The wording appears carried over from Scenario 3. Transcribed as printed.
Victory Points
For the purpose of determining Victory Points, any unit that becomes "crippled" under the Forced Withdrawal rule is considered no longer operational.
Reinforcements
Alpha Beak 1 arrives as reinforcements for Alpha Eye on Turn 5. If both players agree, they determine Alpha Beak's arrival time with a dice roll. In this case, the Clan player rolls 1D6 during the Initiative Phase of Turn 3. On a result of 1, Alpha Beak arrives during the Movement Phase of that turn. If necessary, the Clan player can repeat the roll during the Initiative Phase of each subsequent turn; the target number increases by 1 each time.
Ammunition Shortage
During this battle, the Rangers were beginning to run low on ammunition. To simulate this ammo shortage, the Ranger player rolls 2D6 for every ammunition magazine in each 'Mech when filling out the BattleMech Record Sheets. Subtract the result from the number of rounds normally carried in that magazine to determine the number of rounds available from that magazine during this scenario.
For example, if the player achieves results of 9 and 8 for an LB 10-X autocannon (normal ammo capacity 20) and an LRM 10 launcher (normal capacity 24), the LB 10-X has 11 rounds and the LRM has 16 rounds available for the scenario.
Scenario 6: Supply and Demand
Situation
Jade Falcon Supply Depot #19-A6, Near Colivette, Coventry. 5 April 3058. 1530 hours.
Following a withdrawal into the Cross-Divides, the warriors of the First Ranger Battalion fought a cat-and-mouse campaign of quick raids and reconnaissance sweeps into Falcon-held territory. This series of short, sharp engagements left many Rangers with damaged 'Mechs and short on ammunition. To alleviate this problem, acting Kommandant Trevena planned a raid against a Jade Falcon forward supply base. The two-phase operation called for a diversionary attack, led by Trevena, with the actual raiding strike led by Leftenant Isobel Murdoch.
The operation went off as planned. The infusion of fresh supplies permitted Trevena and his ad hoc guerrillas to continue their campaign of harassment until a relief force arrived later that month.
Game Set-Up
Lay out the mapsheets as shown. Use the standard BattleTech map (from the BattleTech boxed set or BattleTech Map Set 2) and the standard CityTech map (from the CityTech boxed set or BattleTech Map Set 2).
Treat all Water hexes as Clear terrain.
The paved area of the CityTech map represents the supply depot, which is surrounded by a 4-meter-high chain-link fence topped with barbed wire (see Supply Depot Fence in Special Rules). The fence contains three gates, located in Hexes 0612, 1004 and 1209.
Before starting play, the Jade Falcon player places 6 vehicle counters, which represent loaded hovertrucks, anywhere on the Paved area of the CityTech map. He also places one each of L2, M2, M3, H1 and H2 building counters anywhere on the Paved area of the CityTech map. These counters represent the supply depot buildings.
Attacker
The attacker consists of elements of the First Ranger Battalion's First Company.
Command Lance (Reinforced)
- Leftenant Isobel Murdoch (Piloting 4, Gunnery 3), HBK-5M Hunchback
- John Lindsey (Piloting 4, Gunnery 4), VLK-QD Valkyrie
- Regina Walford (Piloting 4, Gunnery 4), JR7-K Jenner
- Reggie Eagan (Piloting 5, Gunnery 4), LCT-3M Locust
- Percy Nugent (Piloting 5, Gunnery 4), LCT-3M Locust
Transport Section
- Sergeant Gary Rawlins, 1 Foot Rifle Platoon (see Infantry Transport in Special Rules)
- Francis Gosson (Driver 4, Gunnery 4), Maxim Heavy Hover Transport
Deployment
The attacker enters via the north map edge, during the Movement Phase of Turn 1.
Defender
The defender consists of elements of the Fifth Battle Cluster's Trinary Alpha and Trinary Delta.
Elements of Alpha Beak 2, Trinary Alpha
- Star Commander Nathalie (Piloting 3, Gunnery 3), Hellhound
- MechWarrior Vyner (Piloting 4, Gunnery 3), Locust IIC
- MechWarrior Owain (Piloting 4, Gunnery 4), Baboon
Elements of Delta Strider 3, Trinary Delta
- Star Commander Prill, 4 Elementals w/Small Lasers
- Point Commander Clarinda, 4 Elementals w/Small Lasers
- Point Commander Erland, 4 Elementals w/Flamers
Deployment
The defender sets up first, anywhere south of Hex Row 11xx on the standard BattleTech map. No 'Mech may begin play inside a building. However, Elementals may start inside buildings.
Victory Conditions
The Ranger player wins by destroying as many Clan units as possible and capturing as many of the loaded supply hovertrucks as possible.
The Clan player wins by preventing the capture of the hovertrucks and destroying as many Ranger units as possible.
The scenario ends when one player destroys the other's forces or retreats from the map. To determine the victory level, calculate each side's total points and consult the Victory Table.
| Action | Victory Points |
|---|---|
| Each stolen Falcon hovertruck | +20 |
| Each Ranger 'Mech escaped | +15 |
| Each Clan 'Mech destroyed | +12 |
| Infantry platoon escaped | +10 |
| Each Elemental Point destroyed | +8 |
| Each surviving Elemental Point | -8 |
| Infantry platoon destroyed | -10 |
| Each surviving Clan 'Mech | -12 |
| Each hovertruck destroyed | -12 |
| Each Ranger 'Mech destroyed | -15 |
| Each supply hovertruck not captured | -20 |
| Total Points | Result |
|---|---|
| 275 or higher | Decisive Ranger Victory |
| 175 to 274 | Substantial Ranger Victory |
| 75 to 174 | Marginal Ranger Victory |
| 74 to -70 | Draw |
| -71 to -167 | Marginal Falcon Victory |
| -168 to -264 | Substantial Falcon Victory |
| -265 or lower | Decisive Falcon Victory |
Special Rules
Supply Depot Fence
The Falcon supply depot is surrounded by a 4-meter-high chain-link and barbed wire fence (see Game Set-Up). Units may pass through the gates without incurring penalties. However, units that cross at other sections of the fence incur the following penalties. Infantry units must spend 1 complete turn climbing the fence before they can proceed. BattleMechs must spend 1 extra MP and make a successful Piloting Skill Roll to cross the fence. If the roll fails, the 'Mech falls and may not move or fire its weapons until the next turn.
A 'Mech that successfully passes through the fence destroys the fence section in that hex. Units may also fire their weapons at the fence. Each section of the fence has a CF of 1. A hit that destroys 1 hex of the fence does not destroy the entire fence; it only destroys the fence section in the target hex.
Any unit may cross through a destroyed fence hex without penalty. Use place markers to indicate hexes of fence that have been destroyed.
Infantry Transport
When the game begins, Sgt. Rawlins' foot rifle platoon is mounted on the Maxim Heavy Hover Transport. If the Maxim is destroyed or suffers a "crew killed" critical hit result before the platoon dismounts, the Ranger player rolls 2D6. On a result of 11 or 12, the platoon fails to bail out and is destroyed. On a result of 8 through 10, the platoon bails out but suffers 2D6 worth of damage. On any other result, the platoon bails out with no damage.
Stealing a Hovertruck
To capture a supply hovertruck, the infantry platoon must dismount from the Maxim and end its movement in or adjacent to the Falcon supply truck's hex. When a hovertruck is captured, reduce the strength of the infantry platoon by one man, as though it had taken damage. This represents the detailing of 1 trooper to drive the captured hovertruck.
Starting with the next turn, the Ranger player may begin to move the captured hovertruck toward the north map edge. When a captured hovertruck exits the north map edge, consider it "captured" for the purposes of determining the winner of this scenario. If a commandeered hovertruck is destroyed by the Clan player before it leaves the map, neither player is awarded points for possessing the vehicle.
Falcon Hovertruck (Vehicle Record)
Type: Falcon Hovertruck. Technology Base: Clan. Movement Type: Hover. Tonnage: 15.
| Equipment | Mass |
|---|---|
| Internal Structure | 1.5 |
| Movement Type | Hover |
| Engine: 50 (Type: ICE; Cruising MP: 9; Flank MP: 14) | 3 |
| Heat Sinks: 0 | 0 |
| Control Equipment | 1 |
| Lift Equipment | 1.5 |
| Power Amplifier | 0 |
| Turret: 0 | 0 |
| Armor Factor: 48 (Front 14; R/L Side 12/12; Rear 10) | 3 |
| Cargo Space (Location: —) | 5 (tonnage) |
Weapons and Ammo: none listed in the printed record (the Weapons and Ammo heading has no entries beneath it).
Scenario 7: Inelegant Brawl
Situation
Ridesein River Valley, North of Port St. William, Coventry. 8 April 3058. 1530 hours.
After retreating from Port St. William, the battered, inexperienced troops of the Coventry Academy Cadet Cadre regrouped near the small village of Clarksburg and fell back toward the Rangers' new headquarters at Leitnerton.
To reach their destination, the Cadets would have to cross the Ridesein River. Most of the heavy bridges capable of bearing the weight of a BattleMech had been destroyed by the Skye Rangers as they retreated, so the Cadets were forced to scout for a ford before finding a suitable spot twenty-five kilometers north of Port St. William.
Late in the afternoon, just as the Cadets were wrapping up the fording operation, two OmniMech Stars and an Elemental Star from the First Falcon Striker Cluster stumbled across the Cadets.
The slick, deep mud of the riverbanks made the fighting especially difficult and dangerous, and the ensuing battle quickly became a savage and bloody affair. Eventually, the Cadets drove the Falcons off, but not before losing five badly needed BattleMechs, three pilots and two dozen infantrymen.
Game Set-Up
Lay out the BattleTech maps as shown. Use the Large Lake #2 and both River Delta/Drainage Basin maps from BattleTech Map Set 4.
Treat all hexes adjacent to Water hexes as Muddy Ground (see Special Rules).
Attacker
The attacker consists of elements of the First Falcon Striker Cluster's Trinary Alpha and Trinary Delta.
Alpha Beak 1, Trinary Alpha
- Star Captain Nora Irons (Piloting 3, Gunnery 3), Mad Cat
- MechWarrior Meredith (Piloting 3, Gunnery 3), Vulture
- MechWarrior Ghislain (Piloting 3, Gunnery 3), Vulture
- MechWarrior Eyulf (Piloting 4, Gunnery 4), Thor C
- MechWarrior Kian (Piloting 5, Gunnery 4), Ryoken D
Alpha Beak 2, Trinary Alpha
- Star Commander Romer (Piloting 3, Gunnery 2), Loki
- MechWarrior Nona (Piloting 4, Gunnery 3), Black Lanner
- MechWarrior Alwyn (Piloting 3, Gunnery 3), Black Hawk
- MechWarrior Lydia (Piloting 4, Gunnery 3), Fenris A
- MechWarrior Ilo (Piloting 4, Gunnery 3), Fire Falcon
Delta Strider 1, Trinary Delta
- Star Commander Quan, 4 Elementals w/Small Lasers
- Point Commander Magda, 4 Elementals w/Small Lasers
- Point Commander Thylda, 4 Elementals w/Machine Guns
- Point Commander Kurd, 4 Elementals w/Machine Guns
- Point Commander Efrem, 4 Elementals w/Flamers
Deployment
The attacker may enter via the south and/or west edges of the Large Lake #2 map during the Movement Phase of Turn 1.
Defender
The defender consists of elements of the Coventry Military Academy's Cadet Cadre.
Elements of Command Lance
- Hauptmann William Reffo (Piloting 3, Gunnery 3), WHM-7M Warhammer
- Sergeant Wade Newlin (Piloting 4, Gunnery 3), MAD-5D Marauder
- Mabon Lynch (Piloting 4, Gunnery 3), AWS-8Q Awesome
Fire Lance
- Sergeant-Major Jeffery Kindric (Piloting 4, Gunnery 3), WR-DG-02FC War Dog
- T.E.P. Ewings (Piloting 4, Gunnery 3), ON1-M Orion
- Tzuupo Wang (Piloting 4, Gunnery 4), OSR-2D Ostroc
- Robert Quinn (Piloting 4, Gunnery 4), GHR-5H Grasshopper
Elements of Combat Lance
- Leftenant Thomas Manko (Piloting 4, Gunnery 3), TDR-7M Thunderbolt
- Hannah Koh (Piloting 4, Gunnery 4), SCP-10 Scorpion
- Dale Salvo (Piloting 4, Gunnery 4), VND-3L Vindicator
Elements of Training Company Foxtrot
- Master Sergeant Carlos Gonzales, Jump Laser Platoon
- Sergeant Dennis Fondrick, Jump SRM Platoon
Elements of Training Company Delta
- Sergeant Marlene Webster, 3 Armored Infantrymen w/Small Lasers
Deployment
The Cadets set up first, deploying their forces in any non-Water hex east of Hex Row 12xx on the River Delta/Drainage Basin #1 map.
Victory Conditions
The attacker wins by destroying as many Cadet units as possible.
The defender wins by exiting as many units as possible from the northwest corner of the Large Lake #2 map, between Hexes 0817 and 1511. The scenario ends when the last Cadet unit has exited the map or been destroyed. To determine the victory level, calculate each side's total points and consult the Victory Table.
| Action | Victory Points |
|---|---|
| Each Cadet 'Mech exited | +15 |
| Each infantry platoon exited | +10 |
| Each Clan 'Mech destroyed | +10 |
| Each armored infantryman exited | +4 |
| Each Elemental killed | +3 |
| Each Elemental surviving | +3 |
| Each armored infantryman killed | -4 |
| Each infantry platoon destroyed | -10 |
| Each surviving Clan 'Mech | -10 |
| Each Cadet 'Mech destroyed | -15 |
| Total Points | Result |
|---|---|
| 330+ | Decisive Cadet Cadre Victory |
| 210 to 329 | Substantial Cadet Cadre Victory |
| 89 to 209 | Marginal Cadet Cadre Victory |
| -88 to 88 | Draw |
| -89 to -209 | Marginal Falcon Victory |
| -210 to -329 | Substantial Falcon Victory |
| -330+ | Decisive Falcon Victory |
Special Rules
Bog Down
Much of the battlefield is made up of soft, muddy ground, which slows the movement of units and may cause them to become stuck. To simulate the effects of mud, use the Swamp rules (p. 91, BTC:RoW), with the following modifications:
Apply a -1 modifier to the Piloting Skill Roll made to determine whether a unit becomes stuck when entering the terrain. Apply the same modifier to Piloting Skill Rolls made to free a stuck unit. For example, an undamaged BattleMech with a Regular MechWarrior would need to roll a 4 or better to avoid becoming stuck. This modifier replaces the usual +1 modifier for Piloting Skill Rolls in similar terrain.
Jumping units that land in mud do not automatically become stuck. Jump-capable units using Walking or Running movement may become stuck, but they can free themselves in subsequent Movement Phases by simply jumping out of the terrain.
Note that all MP modifiers are added to the standard MP cost of the underlying terrain. For example, entering a Heavy Woods hex covered in mud would cost a total of 4 MP. As with standard MP modifiers, these MP modifiers have no effect on Jumping units.
The Piloting Skill modifier for mud affects any Piloting Skill Roll made while in that particular terrain or condition.
Note that all other standard BattleTech terrain rules also remain in effect.
Hovercraft, infantry, armored infantry and Elementals are not subject to bog down.
Slipping
Units entering mud also run the risk of slipping or skidding. If a ground unit enters a muddy ground hex at a speed greater than its Walking or Cruising speed and does not bog down, the controlling player must make a Piloting or Driving Skill Roll. If the roll fails, the unit loses control. An out-of-control 'Mech slips and falls in the hex. The 'Mech itself takes no falling damage because the mud is soft, but the player must make a second Piloting Skill Roll with a -1 modifier to determine if the MechWarrior takes any damage from the fall (see p. 27, BTC:RoW).
Out-of-control vehicles skid into one of their front facing hexes. Roll 1D6 to determine into which of these hexes the vehicle skids (1-2 = Left Front, 3-4 = Front, 5-6 = Right Front). Vehicles skid a distance equal to 1/2 the distance they moved prior to losing control.
Hovercraft, infantry, armored infantry and Elementals are not subject to slipping or skidding.
Scenario 8: Horror Show
Situation
Coeville, Coventry. 08 April 3058. 1100 hours.
As the Seventh Falcon Regulars Cluster approached Coeville, the Coventry Militia prepared to defend the city. The militiamen had only a few upgraded BattleMechs; most of their equipment, down to the rifles carried by their infantry support squads, was far out of date. When the Clan troops arrived, Kommandant Whelan met them in a large, open field. The expanse of open ground gave the invaders a tremendous edge in terms of range and freedom of movement. To counteract this, Kommandant Whelan ordered his artillery to lay smoke screens across the battlefield as the Falcons advanced. The smoke did little to conceal the militia's lumbering BattleMechs, but it hid their tanks and infantry platoons long enough for those support units to close with the enemy.
The battle swiftly became a close-range brawl, exacting heavy casualties on both sides.
Game Set-Up
Lay out the BattleTech maps as shown. Use two standard BattleTech maps (from the BattleTech boxed set or BattleTech Map Set 2) and the River Valley, Desert Hills and Scattered Woods maps from BattleTech Map Set 2 as well as the Rolling Hills #1 map from BattleTech Map Set 3.
Attacker
The attackers are elements of the Seventh Falcon Regulars, Trinaries Bravo and Charlie.
Bravo Beak 1
- Star Colonel Tegen (Piloting 3, Gunnery 3), Loki
- MechWarrior Leyard (Piloting 3, Gunnery 4), Vulture
- MechWarrior Tessa (Piloting 4, Gunnery 4), Mad Cat
- MechWarrior Diel (Piloting 4, Gunnery 4), Vulture C
- MechWarrior Gerhard (Piloting 4, Gunnery 4), Ryoken D
Bravo Beak 2
- Star Commander Boris (Piloting 4, Gunnery 4), Galahad
- MechWarrior Erik (Piloting 4, Gunnery 4), Marauder IIC
- MechWarrior Hanson (Piloting 4, Gunnery 3), Hunchback IIC
- MechWarrior Ora (Piloting 4, Gunnery 3), Hellhound
Charlie Nova
- MechWarrior Waddic (Piloting 4, Gunnery 3), Cougar C
- Point Commander Litton, 4 Elementals w/Machine Guns
- Point Commander Kane, 4 Elementals w/Machine Guns
- Point Commander Jullow, 4 Elementals w/Flamers
- Point Commander Upton, 4 Elementals w/Small Lasers
Deployment
The attacker enters the east edge of the standard BattleTech map during the Movement Phase of Turn 1.
Defender
The defenders are elements of the Coventry Donegal March Militia, 31st Battalion, Alpha Company.
Command Lance
- Kommandant Peter Whelan (Piloting 4, Gunnery 3), CRD-5M Crusader
- Leftenant Ron Her'gen (Piloting 4, Gunnery 4), QKD-5M Quickdraw
- Edward Ferrai (Piloting 4, Gunnery 3), GHR-5H Grasshopper
- Scott Hollis (Piloting 4, Gunnery 4), ARC-2R Archer
Fire Lance
- Hauptmann Joe Stagle (Piloting 4, Gunnery 3), STK-5M Stalker
- Sergeant Patricia Yercik (Piloting 4, Gunnery 4), JM6-S JagerMech
- Neil Atkinson (Piloting 5, Gunnery 4), CPLT-C1 Catapult
- Gary Leonard (Piloting 5, Gunnery 4), CRD-3R Crusader
Scout Lance
- Leftenant Melissa Izo (Piloting 4, Gunnery 3), SHD-5M Shadow Hawk
- Arturo Giordini (Piloting 4, Gunnery 4), HCT-3F Hatchetman
- Russell Aretz (Piloting 5, Gunnery 4), GRF-1N Griffin
- Deborah Means (Piloting 4, Gunnery 3), WVR-7D Wolverine
Charlie Company (3 Platoons)
- Leftenant Jack Logan, 1 Motorized Machine Gun Platoon
- Sergeant Hugh Potter, 1 Foot SRM Platoon
- Sergeant Keri Dwyer, 1 Motorized Rifle Platoon
Delta Company (3 Platoons)
- Leftenant Trent Carlson, 1 Motorized Rifle Platoon
- Sergeant Karl Hempner, 1 Motorized Rifle Platoon
- Sergeant James Dulin, 1 Foot SRM Platoon
Foxtrot Company, Elements of 1st Tank Platoon
- Sergeant James Colbert (Driving 4, Gunnery 4), Striker Light Tank
- Corporal George Rigby (Driving 5, Gunnery 3), Patton Tank
Deployment
The defender enters the west edge of the standard BattleTech map during the Movement Phase of Turn 1.
Victory Conditions
The scenario ends when one side is destroyed or when the attacker has moved all of his units off the map. The attacker wins by exiting as many units as possible off the map's west edge; 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.
| Action | Victory Points |
|---|---|
| Each Clan OmniMech exiting the map | +15 |
| Each Clan second-line 'Mech exiting the map | +10 |
| Each Elemental Point exiting the map | +5 |
| Each Elemental Point destroyed | -5 |
| Each Clan second-line 'Mech destroyed | -10 |
| Each Clan OmniMech destroyed | -15 |
| Total Points | Result |
|---|---|
| 140+ | Decisive Clan Victory |
| 87 to 139 | Substantial Clan Victory |
| 34 to 86 | Marginal Clan Victory |
| -33 to 33 | Draw |
| -34 to -86 | Marginal Inner Sphere Victory |
| -87 to -139 | Substantial Inner Sphere Victory |
| -140+ | Decisive Inner Sphere Victory |
Special Rules
Smoke Screens
The Inner Sphere player has 4-7 artillery-laid smoke screens available during the course of this scenario. To determine the exact number, the Inner Sphere player should roll 2D6 prior to beginning play and consult the following table.
| Dice Roll Result | Smoke Screens |
|---|---|
| 2-3 | 4 |
| 4-7 | 5 |
| 8-10 | 6 |
| 11-12 | 7 |
The smoke screens become available during the Offboard Attack Phase of Turn 1. Each smoke screen fills 4 hexes adjacent to the target hex in which the smoke round falls. The player calling in the smoke screens may determine whether the screen is laid in a straight line or in a 4-hex cluster and should write down the pattern and placement on a piece of scratch paper. The smoke screens will arrive 1 turn after the Inner Sphere player calls for them. In the turn of arrival, the player should make a to-hit roll against Target Number 8. If the test succeeds, the smoke rounds arrive on target. Otherwise, the smoke screen scatters normally (p. 79, BTC:RoW).
Satchel Charges
Each of the Coventry Militia infantry platoons has 2 improvised satchel charges with which the defender may attempt leg attacks against the Clan 'Mechs. Resolve these attacks normally using the Special Case Leg Attack rule (p. 76, BTC:RoW) but add a +2 modifier to the base to-hit number for each attack; this modifier reflects the troops' lack of anti-'Mech training and the unreliability of the charges. Keep track of how many leg attacks each platoon attempts. Each attack uses up 1 satchel charge, regardless of its success or failure.
Inferno Attacks
Charlie Company's Second Platoon and Delta Company's Third Platoon, both equipped with SRMs, have enough inferno rounds to make 3 attacks. The defender may fire these rounds at any time during the scenario. Keep track of how many inferno attacks each platoon makes; after 3 attacks, these units are limited to standard anti-armor rounds.
Scenario 9: Ground Zero
Situation
Landing Zone Bishop, Coventry. 10 April 3058. 1100 hours.
Waco's Rangers landed their DropShips in the woods southwest of the fortified town of Lietnerton. Their mission was to establish a forward position between the Falcons and the battered Coventry garrison. However, the fortunes of war intervened.
Between the start of the Rangers' approach to Coventry and the moment their first DropShip landed, the Third Falcon Talon Cluster pushed sixty kilometers beyond their last known position, putting them squarely on top of the Rangers' landing zone. Upon learning of the situation, General Winston of the Eridani Light Horse ordered Colonel Rogers to pull his troops back towards Lietnerton, thereby tightening the perimeter by more than twenty kilometers. To withdraw to their new position, Waco's Rangers first had to fight their way through two Falcon Trinaries.
Game Set-Up
Lay out the BattleTech maps as shown. Use both Rolling Hills maps from BattleTech Map Set 3 and the Mountain Lake and City Ruins maps from BattleTech Map Set 2.
Treat all Rough hexes as Light Woods. Treat the paved areas on the City Ruins map as Clear terrain.
Attacker
The attackers are Marshall's Assault Company and elements of Senmai's Support Company, Jefferson's Assault Battalion, Waco's Rangers.
Marshall's Assault Lance
- Major Melissa Marshall (Piloting 3, Gunnery 3), CP-11-A Cyclops
- Captain Leonard McCarthy (Piloting 4, Gunnery 3), ON1-M Orion
- Captain Sevis Sims (Piloting 4, Gunnery 3), STK-5M Stalker
- Lieutenant Robert Butler (Piloting 3, Gunnery 3), MAL-1R Mauler
Sinn's Assault Lance
- Lieutenant Chetoc Sinn (Piloting 4, Gunnery 4), BLR-3M BattleMaster
- Sergeant Guy Chentowic (Piloting 4, Gunnery 4), GLT-5M Guillotine
- Shirley Touchberry (Piloting 4, Gunnery 4), TDR-7M Thunderbolt
- John Miller (Piloting 5, Gunnery 4), WVR-7D Wolverine
Martinelli's Scout Lance
- Lieutenant Lopez Martinelli (Piloting 4, Gunnery 4), GRF-3M Griffin
- Sergeant Jerome Mance (Piloting 4, Gunnery 4), PXH-3D Phoenix Hawk
- Orin Antis (Piloting 5, Gunnery 4), ASN-23 Assassin
- Gary Overley (Piloting 5, Gunnery 4), JR7-K Jenner
Zimmer's Fire Lance, Senmai's Support Company
- Lieutenant Amy Zimmer (Piloting 4, Gunnery 4), MAD-5D Marauder
- Beth MacBlaine (Piloting 5, Gunnery 4), CRD-5M Crusader
- Hanumant Nahar (Piloting 4, Gunnery 4), TBT-7M Trebuchet
- Clayton Strong (Piloting 5, Gunnery 4), BJ-2 Blackjack
Deployment
The attacker enters via the west map edge during the Movement Phase of Turn 1.
Defender
The defenders are elements of the 3rd Falcon Talon Cluster.
Cluster Command Star
- Star Colonel Cewen Newclay (Piloting 3, Gunnery 3), Masakari A
- MechWarrior Tina (Piloting 3, Gunnery 3), Thor C
- MechWarrior Bittney (Piloting 3, Gunnery 3), Man O' War
- MechWarrior Jotham (Piloting 4, Gunnery 3), Vulture A
- MechWarrior Roderic (Piloting 4, Gunnery 3), Thor
Alpha Talon 2, Trinary Alpha
- Star Commander Zajj Hazen (Piloting 3, Gunnery 3), Daishi B
- MechWarrior Allene (Piloting 4, Gunnery 3), Vulture B
- MechWarrior Bhupindar (Piloting 3, Gunnery 3), Loki
- MechWarrior Novomira (Piloting 3, Gunnery 3), Ryoken D
- MechWarrior Reagan (Piloting 3, Gunnery 4), Black Hawk B
Charlie Nova, Trinary Charlie
- MechWarrior Herma (Piloting 4, Gunnery 4), Ryoken
- MechWarrior Alliston (Piloting 4, Gunnery 4), Uller B
- MechWarrior Malhar (Piloting 4, Gunnery 3), Cougar D
- Point Commander Treen, 4 Elementals w/Small Lasers
- Point Commander Conor, 4 Elementals w/Flamers
- Point Commander Rhona, 4 Elementals w/Machine Guns
Deployment
The defender sets up first, deploying his forces anywhere on the Mountain Lake map and/or the City Ruins map east of Hex Row 08xx.
Victory Conditions
The scenario ends when the last Ranger 'Mech has exited the board or been destroyed. The attacker wins by exiting as many operational 'Mechs as possible off the east map edge. The defender wins by destroying as many of the Rangers' 'Mechs as possible.
To determine the victory level, calculate each side's total points and consult the Victory Table.
| Action | Victory Points |
|---|---|
| Each operational Rangers 'Mech exiting map | +15 |
| Each damaged Rangers 'Mech exiting map | +7 |
| Each Rangers 'Mech damaged | -7 |
| Each Rangers 'Mech destroyed | -15 |
Transcriber's note: the Victory Table that this scenario's Victory Conditions refer to does not appear in the scanned pages. The page carrying the Victory Conditions and Special Rules ends without one, and the next page begins Scenario 10. No table is transcribed here.
Special Rules
For determining victory points, a unit is no longer operational if it is crippled at any time during the scenario (see Forced Withdrawal, p. 4). A unit is damaged if it has taken damage from enemy weapons fire and/or a physical attack.
Scenario 10: Runaway
Batchall (bach'ôl), n. The batchall is the ritual by which Clan warriors issue combat challenges. Though the type of combat varies, most batchalls begin with the challenger identifying himself, stating the prize of the contest and requesting that the defender identify the forces with which he or she will protect the goal of the combat. The defender also may name the location of the trial and may increase the stakes of the contest by demanding a prize of equal or lesser value if he wins. The two sides then bid among themselves to determine what forces will participate in the contest. The subcommander who bids to fight with the least number of forces wins the right to make the attack.
Either side may, at any time during the battle, call in forces previously bid away. To do so, however, demonstrates that the commander calling for reinforcements was either overconfident in his bidding or inept on the battlefield. Either way, a commander calling for reinforcements loses face both with his enemy and with his own Clan.
—Excerpted from Collier's Encyclopedia of Modern Warfare, published by Datachip Press, New Avalon, 3057
Situation
Port St. William Spaceport, Coventry. 12 April 3058. 1030 hours.
The third leg of the Coventry Expeditionary Force's assault on the Jade Falcons was assigned to Wolf's Dragoons. Their mission was to destroy the port facilities at Port St. William, denying the Falcons the use of that installation.
In a fit of bravado, Colonel Shelly Brubaker issued an impromptu batchall stating that she intended to wreck the port facilities using only one battalion. The garrison commander, Star Colonel Creed Mattlov, replied that he would meet the Dragoons outside the city with two Trinaries.
The battle was joined shortly after 1030 hours, when the Dragoons brushed aside Bravo Talon 2 and Bravo Beak and charged into St. William spaceport. For fifteen minutes, the Dragoons had free run of the installation and gleefully smashed everything in sight. Then Trinary Alpha arrived with the balance of Trinary Bravo in tow. The Falcon warriors closed with the Dragoons in small-scale skirmishes on both flanks, repeatedly engaging the attackers in 'Mech-to-'Mech combat. With her command and mission in jeopardy, Colonel Brubaker called in Third Battalion as reinforcement. Star Colonel Mattlov deemed this a breach of the batchall and called in fresh troops of his own. From there, the battle raced out of control.
Game Set-Up
Lay out the BattleTech maps as shown. Use the Rolling Hills #2 map and both City (Hills/Residential) maps from BattleTech Map Set 3, the City Ruins map from BattleTech Map Set 2, the standard BattleTech map (from the BattleTech boxed set or BattleTech Map Set 2) and the City Street Grid/Park #2 map from BattleTech Map Set 4.
Treat all Rough hexes on the City Ruins map as Light Woods.
Place building counters on the board according to the Special Rules section.
Attacker
The attacker consists of elements of the First BattleMech Battalion and Delta Aerospace Company of Delta Regiment, Wolf's Dragoons:
1st Company
Elements of Command Lance
- Colonel Shelly Brubaker (Piloting 3, Gunnery 3), NSR-9J Nightstar
- Jak O'Bean (Piloting 3, Gunnery 4), Gallowglass WD
2nd Company
Command Lance
- Captain Emmet Kauffman (Piloting 3, Gunnery 3), Thor
- Lieutenant Cathy Venter (Piloting 4, Gunnery 3), Loki A
- Billie McGowan (Piloting 4, Gunnery 4), Vulture
- Ward Warhold (Piloting 4, Gunnery 4), Ryoken A
First Lance
- Lieutenant Frank Kozar (Piloting 4, Gunnery 3), WHM-7M Warhammer
- Sergeant Bonnie Richards (Piloting 4, Gunnery 3), HOP-4D Hoplite
- Floyd Long (Piloting 4, Gunnery 4), DV-7D Dervish
- Alex Desgain (Piloting 3, Gunnery 3), CN9-D Centurion
Second Lance
- Sergeant Barbara Nasse (Piloting 3, Gunnery 3), JM6-DD JagerMech
- Emerson Smetak (Piloting 4, Gunnery 4), WVR-7D Wolverine
- Morris Mundy (Piloting 4, Gunnery 4), SHD-5M Shadow Hawk
- Henry Lynch (Piloting 4, Gunnery 4), RVN-3L Raven
Reinforcements
1st Company
Command Lance
- Major Gannon deVayne (Piloting 3, Gunnery 3), Masakari B
- Lieutenant Nancy Statler (Piloting 4, Gunnery 3), SHG-2F Shogun
- Thomas Cox (Piloting 4, Gunnery 4), Man O' War B
- Antony Fantuzza (Piloting 4, Gunnery 3), Mad Cat A
First Lance
- Captain Jamie Miedel (Piloting 3, Gunnery 3), GHR-5J Grasshopper
- Sergeant Francis Ribblett (Piloting 4, Gunnery 4), WHM-7M Warhammer
- Ronald Dunn (Piloting 4, Gunnery 4), VND-3L Vindicator
- Douglas Gardner (Piloting 4, Gunnery 4), VND-3L Vindicator
Second Lance
- Lieutenant J.P. Firestone (Piloting 4, Gunnery 3), TDR-7M Thunderbolt
- Elisabeth Blue (Piloting 3, Gunnery 3), DV-7D Dervish
- Delbert Weston (Piloting 5, Gunnery 4), SCP-10 Scorpion
- Harold Niton (Piloting 4, Gunnery 3), WLF-2 Wolfhound
3rd Company
Command Lance
- Captain Galen Lynn (Piloting 4, Gunnery 4), Loki B
- Sergeant Wendy Nix (Piloting 3, Gunnery 3), ARC-4M Archer
- Mike Kytchak (Piloting 4, Gunnery 4), HOP-4D Hoplite
- Patrick Slant (Piloting 4, Gunnery 4), CN9-D Centurion
First Lance
- Lieutenant Alan Clark (Piloting 4, Gunnery 3), WHM-7M Warhammer
- Corporal David McCann (Piloting 3, Gunnery 4), ENF-5D Enforcer
- Wesley Shafton (Piloting 4, Gunnery 4), HOP-4D Hoplite
- Bruce Yates (Piloting 5, Gunnery 4), PXH-3M Phoenix Hawk
Second Lance
- Sergeant Michael Wilson (Piloting 4, Gunnery 3), WVR-7M Wolverine
- Edwin Hill (Piloting 4, Gunnery 4), SHD-5M Shadow Hawk
- Danny Kukich (Piloting 4, Gunnery 3), VLK-QD Valkyrie
- Bernie Davanzo (Piloting 4, Gunnery 4), HNT-171 Hornet
Elements of Delta Aerospace Company
Air Support Mission 1
- Lieutenant Rudy Merrabach (Piloting 4, Gunnery 4), SPR-6D Sparrowhawk
Air Support Mission 2
- Lieutenant Amy Soi (Piloting 4, Gunnery 3), LCF-R20 Lucifer
Air Support Mission 3
- Captain Maxwell Dugan (Piloting 3, Gunnery 3), Jagatai
Deployment
The attacker's Second Company enters the northeast corner of the standard BattleTech map between Hexes 0107 and 1509 during the Movement Phase of Turn 1. First and Third Companies are reinforcements and may be called for as described in Special Rules. The attacker may also call for air support missions per the Special Rules.
Defender
The defender consists of elements of the Twelfth Falcon Regulars Cluster.
Elements of Trinary Bravo
Bravo Talon 2
- Star Commander Trent Hazen (Piloting 3, Gunnery 3), Night Gyr
- MechWarrior Edith (Piloting 3, Gunnery 3), Thor
- MechWarrior Wyler (Piloting 4, Gunnery 3), Loki
- MechWarrior Quinton (Piloting 4, Gunnery 3), Mad Cat
- MechWarrior Mafka (Piloting 4, Gunnery 4), Vulture A
Bravo Beak
- Star Commander Nan (Piloting 3, Gunnery 3), Loki B
- MechWarrior Medart (Piloting 4, Gunnery 3), Mad Cat
- MechWarrior Shamira (Piloting 4, Gunnery 3), Thor A
- MechWarrior Freda (Piloting 4, Gunnery 2), Nobori-nin
- MechWarrior Athol (Piloting 4, Gunnery 3), Ryoken D
Reinforcements
Elements of Trinary Bravo
Bravo Talon 1
- Star Captain Caro Pryde (Piloting 3, Gunnery 2), Masakari
- MechWarrior Isak (Piloting 3, Gunnery 3), Thor B
- MechWarrior Ernan (Piloting 3, Gunnery 2), Thor A
- MechWarrior Dwyer (Piloting 3, Gunnery 3), Man O' War
- MechWarrior Eadger (Piloting 3, Gunnery 3), Mad Cat D
Cluster Command Star
- Star Colonel Creed Mattlov (Piloting 3, Gunnery 3), Turkina
- MechWarrior Stanton Buhallin (Piloting 3, Gunnery 3), Thor C
- MechWarrior Jansen (Piloting 3, Gunnery 3), Gladiator
- MechWarrior Caryl (Piloting 3, Gunnery 3), Loki B
- MechWarrior Lothrop (Piloting 4, Gunnery 3), Mad Cat A
Trinary Alpha
Alpha Talon 1
- Star Captain Kingsley Galen (Piloting 4, Gunnery 3), Man O' War
- MechWarrior Bracken (Piloting 4, Gunnery 4), Thor
- MechWarrior Calder (Piloting 4, Gunnery 4), Loki
- MechWarrior Ellin (Piloting 4, Gunnery 3), Vulture
- MechWarrior Ballard (Piloting 4, Gunnery 4), Ryoken B
Alpha Talon 2
- Star Commander Fredrico (Piloting 4, Gunnery 3), Vulture
- MechWarrior Svea (Piloting 4, Gunnery 4), Thor
- MechWarrior Onslow (Piloting 4, Gunnery 4), Ryoken C
- MechWarrior Arina (Piloting 4, Gunnery 3), Black Hawk D
- MechWarrior Nadia (Piloting 4, Gunnery 4), Vulture C
Alpha Beak
- Star Captain Lebrach (Piloting 4, Gunnery 3), Vulture C
- MechWarrior Elton (Piloting 4, Gunnery 3), Dragonfly
- MechWarrior Natty (Piloting 4, Gunnery 3), Black Lanner D
- MechWarrior Jennifer (Piloting 4, Gunnery 3), Fenris A
- MechWarrior Avarah (Piloting 4, Gunnery 3), Fire Falcon D
Elements of Trinary Charlie, Elements of Charlie Nova
- Star Captain Ottilia (Piloting 4, Gunnery 4), Shadow Cat
- MechWarrior Blackwood (Piloting 4, Gunnery 4), Uller A
- Point Commander Viveka, 4 Elementals w/Machine Guns
- Point Commander Dunwody, 4 Elementals w/Flamer
- Point Commander Romney, 4 Elementals w/Machine Guns
Elements of Trinary Echo
Air Support Mission 1
- Pilot Greta (Piloting 4, Gunnery 4), Vandal A
Air Support Mission 2
- Pilot Slania (Piloting 4, Gunnery 3), Visigoth
Air Support Mission 3
- Pilot Evaine (Piloting 3, Gunnery 3), Jagatai
Deployment
The defender's Trinary Bravo, Bravo Talon 2 and Bravo Beak enter the southwest corner of the City Street Grid/Park #1 map, between Hexes 0110 and 0717, during the Movement Phase of Turn 1. The balance of the forces listed are reinforcements and may be called for as described in the Special Rules. The defender may also call for air support missions per the Special Rules.
Victory Conditions
Both the attacker and the defender are trying to annihilate their opponent. The side with the last operational unit on the board wins.
Each player should keep track of the number of enemy 'Mechs he destroyed during the game and the number of reinforcements and air strikes he requested. Use this data to determine the number of Victory Points earned by each player, then consult the Victory Table to determine the degree of victory or defeat scored by each side.
The Dragoon player earns additional Victory Points for destroying spaceport buildings. The Falcon player earns additional points for each spaceport building left intact (see Special Rules).
The scenario ends when the forces on one side or the other are destroyed. Both sides may claim victory in this scenario. To determine the victory level, calculate each side's total points and consult the Victory Table.
| Total Points | Result |
|---|---|
| 150+ | Decisive Victory |
| 127-149 | Substantial Victory |
| 104-126 | Marginal Victory |
| 81-103 | Draw |
| 58-80 | Marginal Defeat |
| 35-57 | Substantial Defeat |
| 0-34 | Crushing Defeat |
The following points table is printed at the top of the next page of the source, after the Victory Table above.
| Condition | Points |
|---|---|
| For each enemy 'Mech destroyed | +10 |
| For each lance/Star/Nova of reinforcements called in | -50 |
| For each company/Trinary of reinforcements called in | -150 |
| For each air strike called in (see Special Rules) | -30/-50/-75 |
Special Rules
Placing Buildings
Prior to the beginning of play, the players should take turns placing 40 counters representing L1 buildings on both City (Hills/Residential) maps and the City Street Grid/Park #1 map. These counters may be placed in any non-pavement Clear terrain hex. In addition, place buildings on the City Ruins map according to the table below to represent the Port St. William spaceport.
| Hex # | Building Type | Victory Points |
|---|---|---|
| 0105 | M3 | 6 |
| 0115 | M2 | 6 |
| 0213 | H2 | 8 |
| 0308 | HD1 | 10 |
| 0514 | L3 | 4 |
| 0602 | HD1 | 10 |
| 0606-0607 | H3 | 8 |
| 1004 | H2 | 8 |
| 1211 | M1 |
Reinforcements
On Turns 10, 18 and 22, the Dragoons player may call for reinforcements. The Jade Falcon player may call for reinforcements on Turns 12, 18 and 23. The player calling for more troops determines the number of reinforcements brought in for his side on any given turn, with a minimum of 1 lance or Star. Reinforcements arrive during the Movement Phase of the turn in which they are called. Dragoon reinforcements may enter anywhere along the north or east edge of the standard BattleTech map. Falcon reinforcements may enter anywhere along the west or south edges of the City Street Grid/Park #1 map.
Bringing in reinforcements reduces the number of Victory Points awarded to that side.
Air Support Missions
Starting on Turn 15, each side may call in 3 air strikes. Each side may only call in 1 air strike per turn, and each side may only call for each mission once. Note that for each mission, a specific number of Victory Points must be subtracted from the total Victory Points at the end of the scenario. Use the following parameters for the air support missions.
Mission 1: No air-to-ground ordnance. 1 strafing run. Victory Point Penalty: -30
Mission 2: 12 units of cluster bombs. 1 strafing run, 1 bombing run. Victory Point Penalty: -50
Mission 3: 2 Arrow-IV homing missiles with 1 TAG. 1 strafing run, 2 missile runs. Victory Point Penalty: -75
Scenario 11: Falcon's Nest
Situation
Port St. William, Coventry. 21 April 3058. 0700 hours.
In the dim, predawn light of April 21, Colonel Sandra Barclay of the Eridani Light Horse moved elements of her Seventy-first Light Horse Regiment through the outskirts of Port St. William. Her objectives were to break through the Jade Falcons' perimeter defenses and strike at the Clan command center on Coventry.
Using light cavalry tactics that dated back to the strategies devised by Wellington's Light Dragoons, Barclay sent the heavy assault elements of her battalion forward in an effort to pin the Falcons in place, while the lighter, more mobile elements of her command struck the defenders in the flank.
Her attack went off as planned, but Khan Marthe Pryde called up reinforcements too quickly for the Light Horse to take advantage of the hole they opened in the defender's lines. The Light Horse withdrew with light casualties.
Characteristic of many of the battles of the Coventry campaign, both sides claimed victory in this engagement. The Light Horse had shattered the Falcon's defensive lines and inflicted heavy casualties on the First Striker Cluster. The Jade Falcons drove the mercenaries out of Port St. William before they achieved their primary objective.
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 Desert Hills and Scattered Woods maps from BattleTech Map Set 2 and the River Delta/Drainage Basin #2 map from BattleTech Map Set 4.
Treat all Water hexes on the River Delta/Drainage Basin #2 map as Clear terrain.
Attacker
The attacker consists of elements of the Eridani Light Horse, Seventy-first Light Horse Regiment.
71st Light Horse Regiment
Command Lance
- Captain Ruben Avilla (Piloting 4, Gunnery 3), CP-11-A Cyclops
- Sergeant Edvin Corcus (Piloting 4, Gunnery 3), ON1-M Orion
- Cynthia Luneau (Piloting 3, Gunnery 3), TMP-3M Tempest
- Won Kwan (Piloting 4, Gunnery 4), CRD-5M Crusader
Strike Lance
- Lieutenant Petko Kineret (Piloting 4, Gunnery 3), AWS-9M Awesome
- Corporal Wayne Andrews (Piloting 4, Gunnery 4), CPLT-C3 Catapult
- Trooper Darlene Marsh (Piloting 3, Gunnery 3), WHM-7M Warhammer
- Trooper Linda Aarthun (Piloting 4, Gunnery 3), ARC-4M Archer
Recon Lance
- Lieutenant David Edwards (Piloting 4, Gunnery 3), END-6Q Enfield
- Piers Blankenbehler (Piloting 3, Gunnery 3), GRF-3M Griffin
- Craig Mitchell (Piloting 4, Gunnery 4), ENF-5D Enforcer
- M. G. Skatell (Piloting 4, Gunnery 4), WVR-7D Wolverine
Deployment
The attacker enters via the east map edge in the Movement Phase of Turn 1.
Defender
The defender consists of elements of the First Falcon Striker Cluster.
Elements of Trinary Bravo
Bravo Eye 1
- Star Captain Galitha Irons (Piloting 3, Gunnery 2), Mad Cat
- MechWarrior Inigo (Piloting 3, Gunnery 3), Vulture
- MechWarrior Boyd (Piloting 4, Gunnery 3), Black Lanner
- MechWarrior Firozhan (Piloting 4, Gunnery 3), Black Hawk A
- MechWarrior Kole (Piloting 4, Gunnery 3), Koshi
Bravo Eye 2
- Star Captain Birath (Piloting 3, Gunnery 3), Thor
- MechWarrior Diderik (Piloting 4, Gunnery 3), Uller
- MechWarrior Magda (Piloting 4, Gunnery 3), Ryoken
- MechWarrior Pasca (Piloting 4, Gunnery 3), Ryoken D
- MechWarrior Fahs (Piloting 4, Gunnery 3), Puma
Elements of Trinary Delta, Elements of Delta Nova
- MechWarrior Endsor (Piloting 4, Gunnery 3), Loki
- MechWarrior Wolmar (Piloting 4, Gunnery 4), Uller
- MechWarrior Prafulla (Piloting 4, Gunnery 4), Dragonfly
- Point Commander Almu, 4 Elementals w/Flamers
- Point Commander Liena, 4 Elementals w/Machine Guns
- Point Commander Arnold, 4 Elementals w/Machine Guns
Deployment
The defender sets up first, anywhere on the Desert Hills or Scattered Woods maps.
Victory Conditions
The attacker wins by inflicting as much damage as possible on the defender, while exiting as many of his own 'Mechs as he can off the west half of Board 1 (see Special Rules). The defender wins by preventing the attacker from achieving his victory conditions.
The scenario ends when the last Light Horse unit has either been destroyed or exited the board, or at the end of 20 turns. To determine the victory level, calculate each side's total points and consult the Victory Table.
| Action | Points |
|---|---|
| Each operational Light Horse 'Mech exiting Board 1 | +15 |
| Each Clan 'Mech destroyed | +10 |
| Each Clan 'Mech forced to withdraw | +10 |
| Each Elemental Point destroyed | +3 |
| Each surviving Elemental Point | -3 |
| Each surviving operational Clan 'Mech | -10 |
| Each Light Horse 'Mech forced to withdraw | -10 |
| Each Light Horse 'Mech destroyed | -15 |
| Total Points | Result |
|---|---|
| 245+ | Decisive Inner Sphere Victory |
| 157 to 244 | Substantial Inner Sphere Victory |
| 68 to 156 | Marginal Inner Sphere Victory |
| -59 to 67 | Draw |
| -60 to -144 | Marginal Clan Victory |
| -145 to -229 | Substantial Clan Victory |
| -230+ | Decisive Clan Victory |
Special Rules
Forced Withdrawal
The Forced Withdrawal rule is in effect (see Forced Withdrawal, p. 4). Clan units must withdraw off the west map edge. Inner Sphere units must withdraw off any edge of the Desert Hills map.
Victory Points
For purposes of determining Victory Points, a unit is considered no longer operational if at any time during the game it falls under the Forced Withdrawal rule; i.e., becomes "crippled."
In order for the Light Horse player to score Victory Points for exiting a 'Mech off the Desert Hills map, that 'Mech must be in operational condition and may exit the board at any point west of Hex Row 05xx.
Scenario 12: Ambush!
Situation
The Dales, Coventry. 21 April 3058. 1000 hours.
In an effort to break the Jade Falcon perimeter around Port St. William, Generals Winston and Brubaker planned a multi-pronged assault on the Clan garrison troops. One of these attacks was assigned to Waco's Rangers.
Unconvinced of Colonel Rogers' abilities to effectively lead men under fire, the commanders of the Coventry Expeditionary Force assigned his force to sweep through the Dales, ostensibly to strike into the Falcons' rear area, destroy their reserves and thus throw the Clan warriors into confusion.
Unfortunately, this plan did not account for the cunning of Arimas Malthus, a Clan intelligence officer who saw through the ruse intended to convince the Clans that the Rangers had been left behind in Lietnerton. The Falcons formed a mixed reserve of heavy and light OmniMechs to throw at the Rangers, destroying many of the mercenaries' BattleMechs before the Rangers approached close enough to accomplish their mission.
Game Set-Up
Lay out the BattleTech maps as shown. Use the Standard BattleTech map (found in the BattleTech boxed set or BattleTech Map Set 2), Scattered Woods, Mountain Lake, Lake Area and Desert Hills maps from BattleTech Map Set 2, City Street Grid/Park #1 and River Delta/Drainage Basin #2 maps from BattleTech Map Set 4 and both Rolling Hills maps from BattleTech Map Set 3.
Treat all woods hexes as Light woods. Treat all Rough hexes on the Desert Hills map as Light woods. Treat all Water hexes on the River Delta/Drainage Basin #2 and City Street Grid/Park #1 maps as Clear terrain. Treat all Pavement hexes on the City Street Grid/Park #1 map as Clear terrain. Treat all Level 3 or higher elevations as Level 3.
Attacker
The attacker consists of elements of Waco's Rangers and elements of the First Battalion of the Tenth Skye Rangers.
Rogers' Command Lance
- Colonel Wayne Rogers (Piloting 4, Gunnery 4), BLR-3M BattleMaster
- Captain Lenny Markbright (Piloting 3, Gunnery 3), CP-11-A Cyclops
- Captain Anita Chi Lai (Piloting 4, Gunnery 3), WR-DG-02FC War Dog
- Sergeant Nancy Narefsky (Piloting 4, Gunnery 3), HNT-171 Hornet
Romy's Assault Battalion, Romy's Headquarters Company, Romy's Command Lance
- Major Jacques Romy (Piloting 3, Gunnery 3), AS7-K Atlas
- Captain Barry Manson (Piloting 4, Gunnery 4), QKD-5M Quickdraw
- Captain Miromo Ndeni (Piloting 4, Gunnery 3), GLT-5M Guillotine
- Lieutenant Eli Ellerson (Piloting 4, Gunnery 3), ON1-M Orion
Elements of Martinelli's Assault Company, Hambra's Scout Lance
- Lieutenant Suli El Hambra (Piloting 4, Gunnery 3), CN9-D Centurion
- Sergeant Sean Lytwak (Piloting 4, Gunnery 3), VND-3L Vindicator
- Louis Colonna-Machen (Piloting 5, Gunnery 4), VLK-QD Valkyrie
- F. E. Abel (Piloting 4, Gunnery 4), PNT-10K Panther
Elements of the Crazy Eights, Alpha Company, Blade's Command Lance
- Captain Symerious Blade (Piloting 4, Gunnery 4), CRD-5M Crusader
- Sergeant Harvey Overand (Piloting 4, Gunnery 4), DV-7D Dervish
- Toni Hill (Piloting 5, Gunnery 4), CDA-3M Cicada
- Ysabel Garcia (Piloting 5, Gunnery 4), COM-5S Commando
Elements of 2nd Company, 1st Battalion, 10th Skye Rangers, Command Lance
- Hauptmann Caradoc Trevena (Piloting 3, Gunnery 3), CN9-D Centurion
- Bobbi Spengler (Piloting 5, Gunnery 4), RFL-5M Rifleman
- Sammy Bresford (Piloting 5, Gunnery 4), OSR-2D Ostroc
- Hogan Ellis (Piloting 5, Gunnery 4), VND-3L Vindicator
Murdoch's Lance
- Leftenant Isobel Murdoch (Piloting 4, Gunnery 3), HBK-5M Hunchback
- John Lindsey (Piloting 4, Gunnery 4), VLK-QD Valkyrie
- Regina Walford (Piloting 4, Gunnery 4), JR7-K Jenner
- Reggie Eagan (Piloting 5, Gunnery 4), LCT-3M Locust
Deployment
The Tenth Skye Rangers set up first, anywhere on the Lake Area or Rolling Hills #2 maps, west of Hex Row 09xx on the Rolling Hills #2 map. Waco's Rangers and the Crazy Eights set up second, anywhere on the two Rolling Hills maps, east of Hex Row 09xx of the Rolling Hills #2 map.
Defender
The defender consists of elements of the Jade Falcon Harrier and Red Tail Clusters.
Harrier Cluster, Trinary Alpha
Alpha Eye 1
- Star Captain Achim Folkner (Piloting 3, Gunnery 3), Black Lanner
- MechWarrior Eilhard (Piloting 3, Gunnery 3), Dragonfly
- MechWarrior Yana (Piloting 3, Gunnery 3), Puma
- MechWarrior Cotton (Piloting 4, Gunnery 3), Uller
- MechWarrior Bryon (Piloting 4, Gunnery 3), Uller B
Alpha Eye 2
- Star Commander Barnas (Piloting 4, Gunnery 3), Ryoken
- MechWarrior Nona (Piloting 3, Gunnery 3), Ryoken
- MechWarrior Root (Piloting 4, Gunnery 3), Cougar A
- MechWarrior Loudon (Piloting 4, Gunnery 3), Puma
- MechWarrior Dugdale (Piloting 4, Gunnery 3), Koshi A
Red Tail Cluster, Trinary Alpha
Alpha Beak 1
- Star Captain Fingal (Piloting 3, Gunnery 3), Turkina
- MechWarrior Jagadis (Piloting 3, Gunnery 3), Masakari
- MechWarrior Tilloch (Piloting 4, Gunnery 3), Mad Cat
- MechWarrior Methuen (Piloting 4, Gunnery 3), Thor B
- MechWarrior Montfort (Piloting 4, Gunnery 3), Vulture
Alpha Beak 2
- Star Commander Thyra (Piloting 3, Gunnery 3), Daishi
- MechWarrior Hodgdon (Piloting 4, Gunnery 3), Man O' War
- MechWarrior Rucker (Piloting 4, Gunnery 3), Loki A
- MechWarrior Quan (Piloting 4, Gunnery 3), Ryoken
- MechWarrior Stroud (Piloting 4, Gunnery 3), Naga
Alpha Eye
- Star Commander Eilif (Piloting 3, Gunnery 3), Black Lanner A
- MechWarrior Armar (Piloting 4, Gunnery 3), Puma
- MechWarrior Langhorne (Piloting 4, Gunnery 3), Uller C
- MechWarrior Selene (Piloting 4, Gunnery 3), Fire Falcon D
- MechWarrior Hallock (Piloting 4, Gunnery 3), Puma D
Deployment
The elements of the Harrier Cluster enter on the east edge of the standard BattleTech or City Street Grid/Park #1 maps during the Movement Phase of Turn 1. The elements of the Red Tail Cluster enter on the east edge of the board during the Movement Phase of Turn 3 (see Special Rules).
Victory Conditions
The Clan player wins by destroying as many Inner Sphere 'Mechs as possible.
The Waco's Rangers/Crazy Eights player wins by destroying as many Clan 'Mechs as possible before being forced to withdraw.
The Tenth Skye Rangers' player wins by holding an escape route open for Waco's Rangers/the Crazy Eights until the last mercenary 'Mech has escaped from the board (see Special Rules). Both the mercenary and Skye Rangers' players may claim victory in this scenario. For all intents and purposes, a Skye Rangers' victory is a moral victory. Hauptmann Trevena knew the mercenaries were walking into an ambush and saw it as his moral duty to prevent the annihilation of the hired soldiers.
In a two-player game, the Inner Sphere player must satisfy the Mercenary Victory Conditions to win the game.
The scenario ends when the last Inner Sphere 'Mech has either withdrawn or been destroyed. To determine the victory level, consult the Victory Table.
| Condition | Result |
|---|---|
| 20+ Inner Sphere 'Mechs escape AND 18+ Clan 'Mechs destroyed | Decisive Mercenary Victory |
| 10-19 Inner Sphere 'Mechs escape AND 10-17 Clan 'Mechs destroyed | Substantial Mercenary Victory |
| 6-9 Inner Sphere 'Mechs destroyed AND 4-9 Clan 'Mechs destroyed | Marginal Mercenary Victory |
| 22+ Inner Sphere 'Mechs escape | Decisive Skye Ranger Victory |
| 13-21 Inner Sphere 'Mechs escape | Substantial Skye Ranger Victory |
| 7-12 Inner Sphere 'Mechs escape | Marginal Skye Ranger Victory |
| 20+ Inner Sphere 'Mechs destroyed | Decisive Clan Victory |
| 11-19 Inner Sphere 'Mechs destroyed | Substantial Clan Victory |
| 5-10 Inner Sphere 'Mechs destroyed | Marginal Clan Victory |
| Any other results | Draw |
Transcriber's note: the printed Victory Table has its Condition and Result columns side by side. The pairing above is read row by row from the printed table.
Special Rules
Indirect Missile Fire
The elements of the Red Tail Cluster enter the game during the Movement Phase of Turn 3. Prior to their entry, any of the 'Mechs of this Cluster carrying long-range missile packs or Arrow IV missile launchers may engage in indirect missile fire. When resolving such attacks, treat all Red Tail 'Mechs as though they are 5 hexes off the board along any hex row for determining the range to a target. All indirect LRM fire is resolved using the normal rules for indirect fire (see p. 92, BTC:RoW). All Arrow IV fire is resolved using the normal rules for off-board artillery (see pp. 77-78, BTC:RoW). Treat these launchers as though they are 1 mapsheet away from the edge of the battlefield. For example, a target on the Desert Hills map, targeted for Arrow IV fire on Turn 1, would be struck during the Off-Board Attack Phase of Turn 3. All Arrow IV launchers are loaded with standard area-saturation munitions.
Three-Player Game
Because of the tensions between Hauptmann Trevena and Colonel Rogers, the mercenary player and the Skye Ranger player may not communicate with each other after Turn 3 and until Rogers is killed or his 'Mech is disabled. When either condition is fulfilled, command of the mercenary forces passes to Captain Lenny Markbright, and the two players may communicate freely. To determine Initiative in a three-player game, each player rolls 1D6. The player with the highest result moves first, the player with the second highest Initiative moves second, and the player with the lowest Initiative moves last.
Escape Route
Maintaining a clear escape route is defined as keeping the Scattered Woods map free of operational Clan 'Mechs. For purposes of determining Victory Points, a unit is defined as no longer operational if at any time during the game it falls under the Forced Withdrawal rule; i.e., becomes "crippled."
Mini-Campaign
If this scenario is to be played as part of a mini-campaign with Scenario 13, both players should keep track of the amount of damage their troops suffer and the amount of ammunition expended because these conditions will affect play during Scenario 13.
Scenario 13: Rescue and Pursuit
Situation
The Dales, Coventry. 21 April 3058. 1215 hours.
After falling prey to an unexpected (and uncharacteristic) Jade Falcon ambush, the shattered remnants of the Crazy Eights and Waco's Rangers began streaming back toward Shallot Ford. Hauptmann Caradoc Trevena held his small force, mostly comprised of light 'Mechs, in reserve in order to delay Clan pursuers long enough for the devastated mercenaries to escape.
In a classic rearguard action, the badly under-strength First Battalion of the Tenth Skye Rangers held up a larger, better-equipped force of Jade Falcon 'Mechs until the last of the mercenary stragglers retreated into the relative safety of the Dales.
Game Set-Up
Lay out the BattleTech maps as shown. Use the Heavy Forest #1 map from BattleTech Map Set 4, both Rolling Hills maps from BattleTech Map Set 3 and the standard BattleTech map (from the BattleTech boxed set or BattleTech Map Set 2).
Treat the Water hexes on the standard BattleTech map as Clear terrain.
Attacker
If this scenario is being played as part of a "mini-campaign" with Scenario 12, the Jade Falcon player should use whatever Falcon forces survived the previous engagement. Insufficient time has elapsed to repair damaged systems or reload ammunition; all 'Mechs and Elemental units begin this scenario in the condition they were in at the end of Scenario 12.
If this scenario is being played as a "stand-alone" game, the attacker consists of elements of the Harrier Striker Cluster and the Red Tail Cluster.
Harrier Striker Cluster, Trinary Alpha
Alpha Eye 1
- Star Captain Achim Folkner (Piloting 3, Gunnery 3), Black Lanner
- MechWarrior Eilhard (Piloting 3, Gunnery 3), Dragonfly
- MechWarrior Cotton (Piloting 4, Gunnery 3), Uller
Alpha Eye 2
- MechWarrior Nona (Piloting 3, Gunnery 3), Ryoken
- MechWarrior Root (Piloting 4, Gunnery 3), Cougar B
Red Tail Cluster, Trinary Alpha
Alpha Beak 1
- Star Captain Fingal (Piloting 3, Gunnery 3), Turkina
- MechWarrior Jagadis (Piloting 3, Gunnery 3), Masakari
- MechWarrior Methuen (Piloting 4, Gunnery 3), Thor B
- MechWarrior Montfort (Piloting 4, Gunnery 3), Vulture
Alpha Beak 2
- Star Commander Thyra (Piloting 3, Gunnery 3), Daishi
- MechWarrior Rucker (Piloting 4, Gunnery 3), Loki A
Alpha Eye
- Star Commander Eilif (Piloting 3, Gunnery 3), Black Lanner A
- MechWarrior Armar (Piloting 4, Gunnery 3), Puma
- MechWarrior Hallock (Piloting 4, Gunnery 3), Cougar D
Deployment
The attacker enters via the south edge of the standard BattleTech map. Harrier Cluster enters during the Movement Phase of Turn 1. Red Tail Cluster enters during the Movement Phase of Turn 4.
Defender
The defenders consist of elements of the Tenth Skye Rangers' First Battalion, elements of Waco's Rangers and elements of the Crazy Eights.
Command Lance
- Hauptmann Caradoc Trevena (Piloting 3, Gunnery 3), CN9-D Centurion
- Bobbi Spengler (Piloting 5, Gunnery 4), RFL-5M Rifleman
- Sammy Bresford (Piloting 5, Gunnery 4), OSR-2D Ostroc
Murdoch's Lance
- Leftenant Isobel Murdoch (Piloting 4, Gunnery 3), HBK-5M Hunchback
- Private Regina Walford (Piloting 4, Gunnery 4), JR7-K Jenner
Bick's Lance
- Leftenant Andy Bick (Piloting 4, Gunnery 4), BJ-2 Blackjack
- Theodore Bell (Piloting 5, Gunnery 4), ENF-5D Enforcer
- John Slocum (Piloting 5, Gunnery 4), LCT-3M Locust
Elements of Waco's Rangers, Command Lance, Rogers' Command Company
- Captain Lenny Markbright (Piloting 3, Gunnery 3), CP-11-A Cyclops
- Captain Anita Chi Lai (Piloting 4, Gunnery 3), WR-DG-02FC War Dog
- Sergeant Nancy Narefsky (Piloting 4, Gunnery 3), HNT-171 Hornet
Hambra's Scout Lance, Martinelli's Assault Company
- Lieutenant Suli El Hambra (Piloting 4, Gunnery 3), CN9-D Centurion
- F. E. Abel (Piloting 4, Gunnery 4), PNT-10K Panther
Elements of the Crazy Eights, Blade's Command Lance, Alpha Company
- Captain Symerious Blade (Piloting 4, Gunnery 4), CRD-5M Crusader
- Ysabel Garcia (Piloting 5, Gunnery 4), COM-5S Commando
Combat Lance, Bravo Company
- Sergeant Thomas Pence (Piloting 4, Gunnery 4), WHM-7M Warhammer
- Caroline Muir (Piloting 5, Gunnery 4), ASN-23 Assassin
Deployment
The Tenth Skye Rangers set up first, anywhere south of Hex Row xx05 on the Rolling Hills #1 map. Waco's Rangers and the Crazy Eights set up second, anywhere on the standard BattleTech map south of Hex Row xx13.
Victory Conditions
The scenario ends when the last Inner Sphere 'Mech has exited the map or been destroyed. The defender wins by exiting as many of his 'Mechs as he can off the north edge of the Heavy Forest #1 map. The attacker wins by destroying as many Inner Sphere 'Mechs as possible. To determine the victory level, calculate each side's total points and consult the Victory Table.
| Action | Victory Points |
|---|---|
| Each Inner Sphere Light 'Mech destroyed | +10 |
| Each Inner Sphere Medium 'Mech destroyed | +15 |
| Each Inner Sphere Heavy 'Mech destroyed | +20 |
| Each Inner Sphere Assault 'Mech destroyed | +30 |
| Each Skye Rangers Light 'Mech exiting map | -5 |
| Each Waco/Crazy Eights Light 'Mech exiting map | -15 |
| Each Skye Rangers Medium 'Mech exiting map | -10 |
| Each Waco/Crazy Eights Medium 'Mech exiting map | -20 |
| Each Skye Rangers Heavy 'Mech exiting map | -15 |
| Each Waco/Crazy Eights Heavy 'Mech exiting map | -25 |
| Each Skye Rangers Assault 'Mech exiting map |
| Total Points | Result |
|---|---|
| 255+ | Decisive Clan Victory |
| 165 to 254 | Substantial Clan Victory |
| 75 to 164 | Marginal Clan Victory |
| -69 to 74 | Draw |
| -70 to -179 | Marginal Inner Sphere Victory |
| -180 to -260 | Substantial Inner Sphere Victory |
| -261+ | Decisive Inner Sphere Victory |
Special Rules
Existing Damage
This engagement occurs just after both sides have fought a vicious battle. If this scenario is being played as a stand-alone game, the players may wish to simulate the damage inflicted on their respective forces during the previous fight. Roll 3D6 + 1 for each Falcon and Skye Rangers 'Mech and 5D6 + 1 for each Waco's Rangers and Crazy Eights 'Mech (the two mercenary forces took the brunt of the assault). The dice roll represents the total amount of damage taken by each unit during the previous fight. Divide each dice-roll result into 4-point groups and apply the points as damage using the Front Hit Location Table. Apply any critical hits that result from this damage, except for the following: third engine hit, second gyro hit, cockpit hit, second hip hit or any result that indicates the destruction of a leg or head, and center torso or side torso for Inner Sphere 'Mechs equipped with extralight engines. To reflect the previous engagement's expenditure of ammunition, each 'Mech begins this scenario with only half (rounding up) the ammunition it normally carries.
Destroyed Status
A 'Mech is considered destroyed when it can no longer move or fire its weapons.
Offboard Artillery
The Clan player may not engage in offboard artillery or missile fire, even if this scenario is being played as part of a "mini-campaign" along with Scenario 12 and the Naga survives the previous battle with ammunition to spare.
Three-Player Game
If three players are playing this scenario as part of a "mini-campaign" (one Clan player, one mercenary player and one Skye Rangers player), use the following special rule. Because of the tensions between Hauptmann Trevena and Colonel Rogers, the mercenary player and the Skye Rangers player may not communicate with each other after Turn 3 and until Rogers is killed or his 'Mech is disabled. After that, command of the mercenary forces passes to Captain Lenny Markbright, and the two players may communicate freely. To determine Initiative in a three-player game, each player rolls 1D6. The player with the highest result moves first; the player with the second highest result moves second, and the player with the lowest result moves last.
Scenario 14: The Wolf Bites Back
Situation
The Dales, Coventry. 21 April 3058. 1330 hours.
Even as Waco's Rangers and the Crazy Eights were walking into a Falcon trap, Colonel Shelly Brubaker of Wolf's Dragoons' Delta Regiment diverted her troops to rescue the beleaguered mercenaries. In a forced march over broken terrain, Brubaker pushed her regiment thirty-five kilometers in just over ninety minutes, maintaining unit integrity all the way. Delta Regiment arrived just in time to launch a spoiling attack on the Red Tail Cluster's right flank; only the Dragoons' timely interruption saved the retreating mercenaries from total destruction.
Game Set-Up
Lay out the BattleTech maps as shown. Use both Rolling Hills maps and the Desert Mountain #1 and Desert Sinkhole #1 maps from BattleTech Map Set 3.
Treat all Rough hexes as Light Woods. Treat all sublevel hexes as elevated hexes of the same rating; for example, treat Sublevel 1 as Elevation 1. Consider all elevations above Level 3 to be Level 3.
Attacker
The attacker consists of elements of Wolf's Dragoons Delta Regiment.
Commander's Lance, 1st BattleMech Battalion
- Colonel Shelly Brubaker (Piloting 3, Gunnery 3), NSR-9J Nightstar
- Captain Nolan VanDorn (Piloting 4, Gunnery 3), Vulture B
- Lieutenant Edith Wagner (Piloting 4, Gunnery 3), Mad Cat B
- Lieutenant Prescott Coombs (Piloting 4, Gunnery 3), Ryoken C
1st Company, 2nd BattleMech Battalion, Command Lance
- Captain Giacomo Pascal (Piloting 4, Gunnery 3), Gladiator
- Hadden Quinn (Piloting 4, Gunnery 3), GRF-3M Griffin
- Kim Watkins (Piloting 4, Gunnery 3), HBK-5M Hunchback
- Ashur Matava (Piloting 4, Gunnery 3), CN9-D Centurion
Second Lance
- Lieutenant Ruth Gniseki (Piloting 4, Gunnery 3), SHD-5M Shadow Hawk
- Phillip Bell (Piloting 4, Gunnery 4), HOP-4D Hoplite
- Vic Weaver (Piloting 4, Gunnery 4), FLC-4P Falcon
- Dean Umbel (Piloting 4, Gunnery 4), FFL-4B Firefly
Elemental Battalion, Gamma Star
- Captain Henry Schall, 4 Elementals w/Small Lasers
- Lieutenant Donna Green, 4 Elementals w/Small Lasers
- Sergeant Walter Zoric, 4 Elementals w/Machine Guns
- Sergeant Curtis Fong, 4 Elementals Infantry w/Flamers
- Sergeant Edwin Nussett, 4 Elementals Infantry w/Flamers
Deployment
The attacker enters via the west edge of either of the Rolling Hills maps in the Movement Phase of Turn 1.
Defender
The defender consists of elements of the Jade Falcons' Red Tail Cluster.
Trinary Charlie
Charlie Beak 1
- Star Captain Nadia (Piloting 3, Gunnery 3), Man O' War
- MechWarrior Fernard (Piloting 4, Gunnery 3), Loki
- MechWarrior Stillman (Piloting 4, Gunnery 3), Ryoken
- MechWarrior Ebba (Piloting 4, Gunnery 3), Black Hawk
- MechWarrior Swain (Piloting 4, Gunnery 3), Uller A
Charlie Eye
- Star Commander Plummer (Piloting 4, Gunnery 3), Black Hawk
- MechWarrior Vevina (Piloting 4, Gunnery 3), Puma D
Trinary Delta, Delta Nova
- Star Captain Nuala (Piloting 4, Gunnery 3), Mad Cat
- MechWarrior Alvina (Piloting 4, Gunnery 3), Ryoken
- MechWarrior Theodric (Piloting 4, Gunnery 3), Dragonfly
- MechWarrior Cyrillus (Piloting 4, Gunnery 3), Cougar
- MechWarrior Erika (Piloting 4, Gunnery 3), Uller
- Point Commander Uhler, 4 Elementals w/Small Lasers
- Point Commander Hyder, 4 Elementals w/Machine Guns
- Point Commander Elrad, 4 Elementals w/Machine Guns
- Point Commander Alaine, 4 Elementals w/Flamers
- Point Commander Ivy, 4 Elementals w/Small Lasers
Deployment
The defender sets up first, anywhere on the Desert Sinkhole #1 or Rolling Hills #1 map north of Hex Row 07xx. All defending OmniMechs must initially face the north map edge.
Victory Conditions
The scenario ends when one side or the other has been completely destroyed or forced off the map. The side with the last remaining 'Mech on the map is the winner.
Special Rules
The Forced Withdrawal rule (see Forced Withdrawal, p. 4) is in effect for this scenario. When forced to withdraw, the attacker's forces must retreat off the west edge of either of the Rolling Hills maps. The defender's forces must withdraw off the north or east edge of the Desert Mountain #1 map.
Scenario 15: The Vise Tightens
Situation
Lietnerton, Coventry. 08 May 3058. 0630 hours.
Following the ill-fated assault on Port St. William, the Coventry Expeditionary Force fell back to its base in Lietnerton, where it dug in and prepared to wait out a siege. The Jade Falcons were quick to oblige.
In the early morning hours of May 8, under cover of a heavy thunderstorm, elements of the Jade Falcons' 305th Assault Cluster slipped quietly around Lietnerton's heavily defended perimeter and launched a surprise assault on the Coventry Militia and Skye Rangers units assigned to protect the northern approaches to the town.
Game Set-Up
Lay out the BattleTech maps as shown. Use the Heavy Forest #2 from BattleTech Map Set 4, the City (Hills/Residential) #2 map from BattleTech Map Set 3, the standard BattleTech map (from the BattleTech boxed set or BattleTech Map Set 2) and the Scattered Woods map from BattleTech Map Set 2.
The defending player should place eight L1, four L2 and six L3 building counters in any non-paved clear terrain hex, inside the confines of the street grid on the City (Hills/Residential) #2 map.
Attacker
The attacker consists of elements of the Jade Falcon Eyrie Cluster.
Trinary Alpha
Alpha Beak 1
- Star Captain Wayne Von Jankmon (Piloting 4, Gunnery 3), Thor C
- MechWarrior Luna (Piloting 4, Gunnery 4), Galahad
- MechWarrior Agenor (Piloting 4, Gunnery 4), Warhammer IIC
- MechWarrior Sawdon (Piloting 4, Gunnery 4), Hellhound
- MechWarrior Denzil (Piloting 4, Gunnery 4), Vixen
Alpha Beak 2
- Star Commander Denton (Piloting 4, Gunnery 3), Vulture
- MechWarrior Mira (Piloting 4, Gunnery 4), Vixen
- MechWarrior Goldwin (Piloting 4, Gunnery 4), Baboon
- MechWarrior Reina (Piloting 4, Gunnery 3), Peregrine
Alpha Beak 3
- Star Commander Cladda (Piloting 3, Gunnery 3), Ryoken
- MechWarrior Lenox (Piloting 4, Gunnery 4), Hellhound
- MechWarrior Janna (Piloting 4, Gunnery 4), Peregrine
- MechWarrior Hasket (Piloting 4, Gunnery 4), Baboon
Deployment
The attacker enters via the west map edge during the Movement Phase of Turn 1.
Defender
The defender consists of elements of the 141st Coventry Donegal March Militia and the Tenth Skye Rangers.
Alpha Company, 141st Coventry Donegal March Militia
Command Lance
- Hauptmann Arturo Fuentes (Piloting 4, Gunnery 3), CPLT-C1 Catapult
- M. J. Laco (Piloting 5, Gunnery 4), JM6-S JagerMech
- Karen Ardara (Piloting 5, Gunnery 4), DV-6M Dervish
Fire Lance
- Leftenant Holly Ridl (Piloting 4, Gunnery 4), CN9-A Centurion
- Nick Mateer (Piloting 5, Gunnery 4), TBT-5N Trebuchet
- Teresa Lopez (Piloting 5, Gunnery 4), BJ-1 Blackjack
1st Infantry Support Company (3 Platoons)
- Leftenant Marco Glover, Foot SRM Platoon
- Sergeant Major Rochester Craft, Foot Machine Gun Platoon
- Sergeant Simon Burnworth, Foot Rifle Platoon
10th Skye Rangers, 3rd Battalion, 3rd Company, Command Lance
- Hauptmann Andrew Kowal (Piloting 4, Gunnery 3), QKD-5M Quickdraw
- Brodie Dyer (Piloting 4, Gunnery 4), ENF-5D Enforcer
- James Perroz (Piloting 5, Gunnery 4), HCT-5S Hatchetman
- Lucian Obley (Piloting 5, Gunnery 4), RVN-3L Raven
Deployment
The defender sets up first anywhere on the Scattered Woods or City (Hills/Residential) #2 maps, between Hex Row 08xx on the Scattered Woods map and 07xx on the City (Hills/Residential) #2 map. Up to six defending 'Mechs may begin the game in improved positions. Defending infantry platoons may begin the game either in an improved position or in a building (see Special Rules).
Victory Conditions
The scenario ends when the last Clan 'Mech is either destroyed or withdraws from the map. The attacker wins by exiting as many of his 'Mechs as he can off the east map edge. The defender wins by damaging enough of the attacker's 'Mechs that the attacker must abandon the assault (see Special Rules). When the sixth Clan 'Mech is destroyed or forced to leave the map, the Clan player must begin to withdraw his entire force.
To determine the victory level, calculate each side's total Victory Points and consult the Victory Table.
| Action | Victory Points |
|---|---|
| Each Clan OmniMech exiting map | +15 |
| Each Clan second-line 'Mech exiting map | +10 |
| Each Ranger 'Mech destroyed | +10 |
| Each Militia 'Mech destroyed | +8 |
| Each infantry platoon destroyed | +4 |
| Each Clan second-line 'Mech forced to withdraw | -8 |
| Each Clan OmniMech forced to withdraw | -10 |
| Each Clan second-line 'Mech destroyed | -10 |
| Each Clan OmniMech destroyed | -15 |
| Total Points | Result |
|---|---|
| 250+ | Decisive Clan Victory |
| 159 to 249 | Substantial Clan Victory |
| 69 to 158 | Marginal Clan Victory |
| -40 to 68 | Draw |
| -41 to -96 | Marginal Inner Sphere Victory |
| -97 to -154 | Substantial Inner Sphere Victory |
| -155+ | Decisive Inner Sphere Victory |
Special Rules
Improved Positions
During game set-up, the defender may deploy up to 6 of his 'Mechs in Improved Positions (see p. 92, BTC:RoW). These protected defensive positions may only be established in Clear hexes on the Scattered Woods or City (Hills/Residential) #2 maps. The defender should write down the location of each Improved Position.
Forced Withdrawal
The Forced Withdrawal rule (see Forced Withdrawal, p. 4) is in effect for this scenario. The attacker withdraws off the west map edge, the defender off the east map edge.
Storm Modifiers
To simulate the heavy thunderstorm that was raging during this battle, apply a +1 to-hit modifier to all energy weapons and a +2 to-hit modifier to all ballistic weapons fired. The cooling effect of the heavy rain causes heat sinks to dissipate 1 extra point of heat per turn.
Scenario 16: Charging the Light Horse
Situation
Lietnerton, Coventry. 09 May 3058. 0845 hours.
Having attacked the northern flank of Lietnerton's defenses and been repulsed with heavy losses, the Jade Falcons made another attempt to break the embattled town's perimeter.
Just after dawn on May 9, the 305th Assault Cluster moved into attack position. As the lead elements of the Cluster closed with the entrenched Eridani Light Horse, the Jade Falcons broke with tradition and laid down a barrage of Thumper and Arrow IV artillery fire. Under cover of the exploding shells, the Falcons surged forward.
Colonel Sandra Barclay of the Light Horse immediately called for her own artillery support and reinforcements. The battle rapidly escalated as aerospace fighters from both sides became entangled in a low-altitude dogfight. When the engagement finally sputtered to a halt five hours later, the field was littered with broken 'Mechs and smashed aerospace fighters, but the Light Horse lines had not shifted.
Game Set-Up
This scenario is intended for use with the BattleTech and AeroBattle (BattleSpace) or AeroTech rules.
Lay out the AeroTech Low Altitude mapsheet or one BattleSpace mapsheet. Treat the six hexes in the center of the BattleSpace mapsheet as the six BattleTech maps.
Lay out the BattleTech maps as shown. Use both Rolling Hills maps from BattleTech Map Set 3, City Street Grid/Park #1 map from BattleTech Map Set 4, two standard BattleTech maps (from the BattleTech boxed set or BattleTech Map Set 2) and the Scattered Woods map from BattleTech Map Set 2 as the six BattleTech maps.
The defending player should place eight L1, four L2, six L3 and four M1 building counters within the confines of the street grid on the City Street Grid/Park #1 map. No building counters may be placed on the island (Hexes 0515-0609).
Attacker
The attacker consists of elements of the Jade Falcons' 305th Assault Cluster.
Alpha Beak 1
- Star Captain Jacob Hazen (Piloting 3, Gunnery 3), Thor
- MechWarrior Doeag (Piloting 4, Gunnery 3), Ryoken
- MechWarrior Lastin (Piloting 4, Gunnery 3), Loki
- MechWarrior Philo (Piloting 4, Gunnery 3), Vulture
- MechWarrior Hamnet (Piloting 4, Gunnery 3), Vulture
Alpha Beak 2
- Star Commander Kraig (Piloting 4, Gunnery 3), Man O' War C
- MechWarrior Axel (Piloting 4, Gunnery 4), Loki A
- MechWarrior Roland (Piloting 4, Gunnery 4), Black Hawk
- MechWarrior Una (Piloting 4, Gunnery 4), Thor
- MechWarrior Newall (Piloting 4, Gunnery 4), Loki
Alpha Eye
- Star Commander Woart (Piloting 4, Gunnery 3), Uller C
- MechWarrior Hodgdon (Piloting 4, Gunnery 3), Dasher A
- MechWarrior Corry (Piloting 4, Gunnery 3), Uller A
- MechWarrior Caryl (Piloting 4, Gunnery 4), Cougar B
- MechWarrior Nita (Piloting 4, Gunnery 4), Koshi A
Delta Strider 1
- Star Commander Van Thastus, 4 Elementals w/Small Lasers
- Point Commander Aart, 4 Elementals w/Small Lasers
- Point Commander Sardul, 4 Elementals w/Machine Guns
- Point Commander Belva, 4 Elementals w/Machine Guns
- Point Commander Larkin, 4 Elementals w/Flamers
Echo Wing 1
- Star Captain Janice Folkner (Piloting 4, Gunnery 3), Sulla
- Pilot Dervilia (Piloting 4, Gunnery 3), Sulla
- Pilot Cronyn (Piloting 4, Gunnery 4), Scytha
- Pilot Murdoch (Piloting 4, Gunnery 4), Avar
- Pilot Quixano (Piloting 4, Gunnery 4), Avar
Artillery Support
- 3 Arrow IV Homing Missiles
- 3 Rounds Sniper Fire
- 1 Round Long Tom Fire
- 3 Counter-Battery Missions
Deployment
Trinary Alpha and Delta Strider 1 enter via the southwest corner of the Rolling Hills #1 map, between Hexes 0110 and 0817, during the Movement Phase of Turn 1. Echo Wing 1 enters the left-hand edge of the BattleSpace/AeroTech map during the AeroSpace Movement Phase of Turn 4.
Defender
The defender consists of elements of the Eridani Light Horse.
Command Lance, Light Horse Command Company
- Colonel Sandra Barclay (Piloting 3, Gunnery 3), MR-V2 Cerberus
- Captain Daniel Umsont (Piloting 4, Gunnery 3), WHM-7M Warhammer
- Geoffery Feather (Piloting 4, Gunnery 3), OSR-2D Ostroc
- Tommy Stough (Piloting 4, Gunnery 4), WVR-7D Wolverine
1st Armored Infantry Platoon
- Lieutenant Dallas Bell, 3 Armored Infantrymen w/Small Lasers
- Montgomery Ko, 3 Armored Infantrymen w/Small Lasers
- Wanda Tierney, 3 Armored Infantrymen w/Machine Guns
2nd Company
- Sergeant Jules Carey, Jump Rifle Platoon
Elements of 14th Recon Company, 17th Recon Battalion
Command Lance
- Captain Setsuo Omoto (Piloting 4, Gunnery 3), TMP-3M Tempest
- Brendan Kilrain (Piloting 4, Gunnery 3), VND-3L Vindicator
- Vittorio Conforti (Piloting 4, Gunnery 4), WTC-4M Watchman
- Carla Artice (Piloting 4, Gunnery 4), CDA-3M Cicada
Reinforced Strike Lance
- Lieutenant Jamal Duhamel (Piloting 4, Gunnery 4), CN9-D Centurion
- E. M. Catanese (Piloting 4, Gunnery 3), GLT-5M Guillotine
- Mary Jean Tebbets (Piloting 4, Gunnery 4), HBK-5M Hunchback
- Cyrus Allegro (Piloting 5, Gunnery 4), RVN-3L Raven
- Lieutenant Ronald Boice (Piloting 4, Gunnery 4), JR7-K Jenner
Recon Lance
- Lieutenant Elizabeth Jordan (Driving 4, Gunnery 3), Pegasus Scout Hovertank (3058 refit)
- Donald Nickles (Driving 5, Gunnery 4), Pegasus Scout Hovertank (3058 refit)
- Sergeant To Loc (Driving 4, Gunnery 3), Pegasus Scout Hovertank (3058 refit)
- Sergeant Peter Ryckman (Driving 4, Gunnery 4), Pegasus Scout Hovertank (3058 refit)
Elements of the 101st Air Cavalry
Command Lance
- Captain Bonnie Schieken (Piloting 3, Gunnery 3), HCT-213B Helicat II
- Lieutenant Paul Coester (Piloting 4, Gunnery 3), HCT-213B Helicat II
- Dennis MacCarthy (Piloting 5, Gunnery 4), CSR-V12 Corsair
- Timothy Frayer (Piloting 4, Gunnery 4), CSR-V12 Corsair
Strike Lance
- Lieutenant William Welty (Piloting 4, Gunnery 3), SPR-6D Sparrowhawk
- Thad Johnson (Piloting 4, Gunnery 4), SPR-6D Sparrowhawk
Artillery Support
- 3 Arrow IV Homing Missiles
- 5 Rounds Thumper Artillery Fire
- 1 Round Sniper Artillery Fire
- 1 Round Long Tom Artillery Fire
- 3 Counter-Battery Fire Missions
Deployment
The Light Horse's ground units set up first anywhere on the north standard BattleTech map, City Street Grid/Park #1 map or south standard BattleTech map, east of Hex Row 06xx on the north standard BattleTech map and north of Hex Row xx07 on the south standard BattleTech map. The defender may place up to 12 of his 'Mechs or vehicles in Improved Positions (see Special Rules). The Light Horse's aerospace assets enter the BattleSpace/AeroTech map during the AeroSpace Movement Phase of Turn 4.
Victory Conditions
The scenario ends when the last Clan 'Mech exits the map or is destroyed. The attacker wins by exiting as many of his 'Mechs as he can off the east edge of the south standard BattleTech map. The defender wins by damaging enough of the attacker's 'Mechs to force him to abandon the assault (see Special Rules). When the tenth Clan 'Mech is destroyed or forced off the map, the Clan player must begin to withdraw his entire force.
To determine the victory level, calculate each side's total points and consult the Victory Table.
| Action | Victory Points |
|---|---|
| Each Clan OmniMech exiting map | +15 |
| Each Elemental Point exiting map | +10 |
| Each Light Horse 'Mech destroyed | +10 |
| Each Light Horse fighter destroyed | +10 |
| Each Light Horse vehicle or armored infantry squad destroyed | +8 |
| Each infantry platoon destroyed | +4 |
| Each Elemental Point forced to withdraw | -8 |
| Each Clan OmniMech forced to withdraw | -10 |
| Each Clan fighter destroyed | -10 |
| Each Elemental Point destroyed | -10 |
| Each Clan OmniMech destroyed | -15 |
| Total Points | Result |
|---|---|
| 550+ | Decisive Clan Victory |
| 549 to 362 | Substantial Clan Victory |
| 181 to 361 | Marginal Clan Victory |
| -91 to 180 | Draw |
| -92 to -203 | Marginal Inner Sphere Victory |
| -204 to -314 | Substantial Inner Sphere Victory |
| -315+ | Decisive Inner Sphere Victory |
Transcriber's note: the printed ranges for Substantial Clan Victory (549 to 362) and Marginal Clan Victory (181 to 361) overlap as printed. They are transcribed as printed.
Special Rules
Improved Positions
During game set-up, the defender may deploy up to 12 of his 'Mechs and/or vehicles in Improved Positions (see p. 92, BTC:RoW). These protected defensive positions may only be established in Clear hexes on the City Street Grid/Park #1 or the south standard BattleTech maps. The defender should write down the location of each Improved Position.
Forced Withdrawal
The Forced Withdrawal rule (see Forced Withdrawal, p. 4) is in effect for this scenario. The attacker withdraws via the west edge of the Rolling Hills #1 map, the defender via the east edge of the same map. Aerospace fighters on both sides withdraw via the edge through which they entered.
Fighter Ordnance
During set-up, each player may designate any or all of his aerospace fighters as carrying air-to-ground ordnance (see pp. 72-74, BTC:RoW). All types of air-to-ground ordnance are available to both sides.
Artillery Support
Each side has artillery fire support missions listed among its forces. These missions may be called in at any time during the game. Once a mission is used, that specific mission may not be called in again. Artillery fire will arrive during the Offboard Attack Phase of the next turn after the support was requested.
Counter-Battery Fire
Each side also has 3 counter-battery fire missions. These missions may only be used against enemy artillery support. A player may call for counter-battery fire during the Targeting Phase of any turn following the arrival of enemy artillery fire. Each counter-battery mission has a To-Hit Number of 8 or higher. If the fire mission hits, the enemy loses one of his remaining fire missions; the specific mission lost is up to the player targeted by the counter-battery fire. Any counter-battery mission called in is used up; players may not correct counter-battery fire that misses its target. Aerospace fighters may not make counter-battery attacks during this scenario.
Scenario 17: Stormy Skies
Situation
Lietnerton, Coventry. 10 May 3058. 0945 hours.
As the siege of Lietnerton wore on, the CEF planners launched a massive air strike against the Jade Falcons. The first wave of fighters, flown by the Skye Rangers and the Eridani Light Horse, unexpectedly ran into a Clan OmniFighter patrol. The resulting dogfight forced many of the Inner Sphere fighters to drop their payloads in order to increase their maneuverability. Therefore, only a small portion of the air-to-ground ordnance intended for the Clan positions ever struck its target. A brewing thunderstorm only made the fighting conditions worse. Instead of a quick and lethal air strike, the Coventry Expeditionary Force found itself embroiled in a fierce air battle, in which both sides ultimately suffered heavy losses.
Game Set-Up
This scenario is for use with the AeroBattle (BattleSpace) or AeroTech game system.
Lay out the AeroTech Low Altitude mapsheet or both BattleSpace maps as shown. Designate the four center hexes as the BattleTech mapsheet hexes.
[The source shows a diagram of the layout, with the edges marked TOP, BOTTOM, LEFT and RIGHT. It is not reproduced here.]
Attacker
The attacker consists of elements of the Tenth Skye Rangers and the Eridani Light Horse.
Skye Rangers Aerospace Fighter Wing, Command Lance
- Hauptmann Kristen Reeve (Piloting 4, Gunnery 4), CHP-W7 Chippewa
- Leftenant Edgar Van Den Has (Piloting 5, Gunnery 4), CHP-W7 Chippewa
Gold Lance
- Leftenant Harvey Kusimerek (Piloting 5, Gunnery 4), LCF-R16 Lucifer
- Leftenant Colleen York (Piloting 5, Gunnery 4), LCF-R16 Lucifer
71st Light Horse Regiment, 11th Recon Battalion
Air Lance, 14th Recon Company
- Lieutenant Hudson Sloan (Piloting 4, Gunnery 4), SPR-6D Sparrowhawk
- Favor Carson (Piloting 4, Gunnery 4), SPR-6D Sparrowhawk
Air Lance, 16th Recon Company
- Lieutenant Louis Dallo (Piloting 4, Gunnery 4), CSR-V12 Corsair
- Tanya Galliot (Piloting 5, Gunnery 4), CSR-V12 Corsair
Recon Lance, 101st Air Cavalry
- Lieutenant Mehitabel Weisman (Piloting 4, Gunnery 4), F-90 Stingray
- T. J. Murray (Piloting 5, Gunnery 4), F-90 Stingray
- Yusef Al-Mallah (Piloting 5, Gunnery 4), SPR-6D Sparrowhawk
- Lori Tzou (Piloting 5, Gunnery 4), SPR-6D Sparrowhawk
Deployment
The attacker enters via the east map edge during the Movement Phase of Turn 1.
Defender
The defender consists of elements of the Jade Falcons Fifth Battle Cluster, Trinary Echo.
Echo Wing 2
- Star Commander Mandy Regner (Piloting 4, Gunnery 3), Sabutai
- Pilot Marta (Piloting 4, Gunnery 3), Sabutai
- Pilot Antrim (Piloting 4, Gunnery 4), Turk
- Pilot Boothe (Piloting 4, Gunnery 4), Turk
- Pilot Hrothgar (Piloting 4, Gunnery 4), Sulla
- Pilot Erna (Piloting 4, Gunnery 4), Sulla
- Pilot Hoyt (Piloting 4, Gunnery 4), Batu A
- Pilot Durant (Piloting 4, Gunnery 4), Batu
- Pilot Legrand (Piloting 4, Gunnery 4), Avar
- Pilot Lyria (Piloting 4, Gunnery 4), Avar
Deployment
The defender enters via the west map edge during the Movement Phase of Turn 1.
Victory Conditions
The scenario ends when the last Inner Sphere fighter has been destroyed or forced to withdraw. The attacker wins by delivering as much air-to-ground ordnance as he can to the BattleTech map hexes (see Special Rules). The defender wins by preventing the attacker from achieving his objective.
To determine the victory level, calculate each side's total points and consult the Victory Table.
| Action | Victory Points |
|---|---|
| Each HE, inferno or cluster bomb dropped | +2 |
| Each FASCAM minefield dropped | +2 |
| Each Arrow IV missile launched | +2 |
| Each strafing run or strike attack completed | +3 |
| Each Clan fighter destroyed or forced to withdraw | +10 |
| Each Inner Sphere fighter destroyed after completing an air strike | -5 |
| Each Inner Sphere fighter forced to withdraw before completing an air strike | -15 |
| Each Inner Sphere fighter destroyed before completing an air strike | -20 |
| Total Points | Result |
|---|---|
| 300+ | Decisive Inner Sphere Victory |
| 190 to 299 | Substantial Inner Sphere Victory |
| 80 to 189 | Marginal Inner Sphere Victory |
| 79 to -86 | Draw |
| -87 to -192 | Marginal Clan Victory |
| -193 to -299 | Substantial Clan Victory |
| -300+ | Decisive Clan Victory |
Special Rules
Fighter Ordnance
During game set-up, the Inner Sphere player must decide how many of his fighters will be carrying air-to-ground ordnance. The same fighter may not carry different types of ordnance.
Ground Attacks
In order to claim the Victory Points allotted for making a particular type of attack, an Inner Sphere fighter must follow the normal rules for making a ground attack (see pp. 84-86, BattleSpace, or pp. 21-22, AeroTech).
Strafing
In addition to bombing runs, each fighter may make one strafing run or strike attack.
Interceptors
At least 2 Skye Rangers and 4 Light Horse fighters must be assigned to provide air cover for the strike ships. These fighters may not carry air-to-ground ordnance, but may make strafing or strike attacks.
Forced Withdrawal
The Forced Withdrawal rule (see Forced Withdrawal, p. 4) is in effect for this scenario. The attacker withdraws via the east map edge, the defender via the west map edge.
Personalities
The MechWarrior data for each personality is transcribed below. The printed biographies and portrait captions are omitted as flavour text.
Hauptmann Caradoc "Doc" Trevena
- Age: 36
- Home Planet: Kestrel
- 'Mech Types: CN9-D Centurion, PTR-4D Penetrator
- Current Assignment: Commander: Second Company, First Battalion, Tenth Skye Rangers
MechWarrior Data
| Attribute | Rating | Target |
|---|---|---|
| BLD | 4 | 8+ |
| REF | 5 | 7+ |
| INT | 6 | 6+ |
| LRN | 5 | 7+ |
| CHA | 5 | 7+ |
| Characteristic | Target |
|---|---|
| Athletic | 9+ |
| Physical | 7+ |
| Mental | 7+ |
| Social | 8+ |
- Edge: 4
- Advantages: Extra Edge; Sixth Sense; Natural Aptitude (Leadership)
| Skill | Level | Target |
|---|---|---|
| Bureaucracy | 4 | 4+ |
| Computer | 2 | 6+ |
| Gunnery/'Mech | 4 | 3+ |
| Leadership | 3 | 5+ |
| Negotiation | 2 | 6+ |
| Piloting/'Mech | 3 | 4+ |
| Protocol | 2 | 6+ |
| Small Arms | 2 | 5+ |
| Streetwise | 3 |
Leftenant Isobel Murdoch
- Age: 30
- Home Planet: Novara
- 'Mech Type: HBK-5M Hunchback
- Current Assignment: Executive Officer: Second Company, First Battalion, Tenth Skye Rangers
MechWarrior Data
| Attribute | Rating | Target |
|---|---|---|
| BLD | 4 | 8+ |
| REF | 6 | 6+ |
| INT | 5 | 7+ |
| LRN | 4 | 8+ |
| CHA | 4 | 8+ |
| Characteristic | Target |
|---|---|
| Athletic | 8+ |
| Physical | 7+ |
| Mental | 9+ |
| Social | 10+ |
- Edge: 3
- Advantages: Toughness
| Skill | Level | Target |
|---|---|---|
| Computer | 3 | 6+ |
| Gunnery/'Mech | 4 | 3+ |
| Leadership | 2 | 8+ |
| Piloting/'Mech | 3 | 4+ |
| Small Arms | 2 | 5+ |
| Survival | 1 | 8+ |
| Tactics | 2 | 7+ |
| Technician/'Mech | 2 | 7+ |
| Unarmed Combat | 2 |
Colonel Shelly Brubaker
- Age: 34
- Home Planet: Outreach
- 'Mech Type: NSR-9J Nightstar
- Current Assignment: Commander: Delta Regiment, Wolf's Dragoons
MechWarrior Data
| Attribute | Rating | Target |
|---|---|---|
| BLD | 5 | 7+ |
| REF | 6 | 6+ |
| INT | 6 | 6+ |
| LRN | 6 | 6+ |
| CHA | 5 | 7+ |
| Characteristic | Target |
|---|---|
| Athletic | 7+ |
| Physical | 6+ |
| Mental | 6+ |
| Social | 7+ |
- Edge: 5
- Advantages: Combat Sense; Extra Edge
| Skill | Level | Target |
|---|---|---|
| Administration | 2 | 4+ |
| Blade | 2 | 5+ |
| Computer | 2 | 4+ |
| Gunnery/'Mech | 5 | 1+ |
| Interrogation | 2 | 5+ |
| Leadership | 3 | 4+ |
| Medtech | 2 | 4+ |
| Negotiation | 2 | 5+ |
| Piloting/'Mech | 4 |
Khan Marthe Pryde
- Age: 38
- Home Planet: Eden
- 'Mech Type: Thor
- Current Assignment: Khan of the Jade Falcons/Commander: Turkina Keshik
MechWarrior Data
| Attribute | Rating | Target |
|---|---|---|
| BLD | 4 | 8+ |
| REF | 6 | 6+ |
| INT | 5 | 7+ |
| LRN | 5 | 7+ |
| CHA | 5 | 7+ |
| Characteristic | Target |
|---|---|
| Athletic | 8+ |
| Physical | 7+ |
| Mental | 8+ |
| Social | 8+ |
- Edge: 3
- Advantages: Combat Sense
| Skill | Level | Target |
|---|---|---|
| Acrobatics | 2 | 6+ |
| Blade | 2 | 6+ |
| Gunnery/'Mech | 6 | 1+ |
| Interrogation | 3 | 5+ |
| Leadership | 5 | 3+ |
| Medtech | 1 | 7+ |
| Negotiation | 2 | 6+ |
| Perception | 2 | 7+ |
| Piloting/'Mech | 5 |
Galaxy Commander Rosendo Hazen
- Age: 32
- Home Planet: Dagda
- 'Mech Type: Loki
- Current Assignment: Commander: Jade Falcon Gamma Galaxy
MechWarrior Data
| Attribute | Rating | Target |
|---|---|---|
| BLD | 5 | 7+ |
| REF | 7 | 5+ |
| INT | 5 | 7+ |
| LRN | 5 | 7+ |
| CHA | 5 | 7+ |
| Characteristic | Target |
|---|---|
| Athletic | 6+ |
| Physical | 6+ |
| Mental | 8+ |
| Social | 8+ |
- Edge: 4
- Advantages: Extra Edge
| Skill | Level | Target |
|---|---|---|
| Gunnery/'Mech | 5 | 1+ |
| Interrogation | 1 | 7+ |
| Leadership | 3 | 5+ |
| Medtech | 1 | 7+ |
| Negotiation | 1 | 7+ |
| Piloting/'Mech | 4 | 2+ |
| Small Arms | 2 | 4+ |
| Strategy | 1 | 7+ |
| Survival | 1 |
Star Colonel Arimas Malthus
- Age: 28
- Home Planet: Unknown
- 'Mech Types: Man O' War, Hellhound
- Current Assignment: Commander: Jade Falcon Gamma Galaxy
MechWarrior Data
| Attribute | Rating | Target |
|---|---|---|
| BLD | 5 | 7+ |
| REF | 7 | 5+ |
| INT | 6 | 6+ |
| LRN | 6 | 6+ |
| CHA | 4 | 8+ |
| Characteristic | Target |
|---|---|
| Athletic | 6+ |
| Physical | 7+ |
| Mental | 6+ |
| Social | 8+ |
- Edge: 4
- Advantages: Extra Edge; Sixth Sense
| Skill | Level | Target |
|---|---|---|
| Gunnery/'Mech | 4 | 2+ |
| Interrogation | 2 | 5+ |
| Leadership | 2 | 6+ |
| Medtech | 1 | 5+ |
| Negotiation | 1 | 7+ |
| Perception | 2 | 3+ |
| Piloting/'Mech | 4 | 2+ |
| Small Arms | 2 | 4+ |
| Special Interest (Intelligence Analysis) |
Cougar
The Cougar is a BattleMech (OmniMech) design. The printed overview, capabilities and deployment text, the equipment table and the configuration tables are transcribed below; the record-sheet diagrams and critical-hit tables are graphics and are not transcribed (see the note at the end of this section).
Specifications
- Mass: 35 tons
- Chassis: Endo Steel
- Power Plant: 175 XL
- Cruising Speed: 54.8 kph
- Maximum Speed: 86.2 kph
- Jump Jets: None
- Jump Capacity: None
- Armor: Ferro-Fibrous
- Armament: 19 tons of pod space available
- Manufacturer: Unknown
- Communications System: Unknown
- Targeting and Tracking System: Unknown
Overview
Following the Trial of Refusal against Clan Wolf, Khan Marthe Pryde of Clan Jade Falcon set two priorities in the rebuilding of her decimated fighting forces. Her first priority, set in motion by her predecessor, Khan Elias Crichell, was to fill the ranks as quickly as possible by stepping up the Jade Falcon genetic breeding program. Her second priority was to bring new and deadly OmniMechs to the field of battle. With the successful field testing of four new OmniMechs, the Fire Falcon, Black Lanner, Night Gyr and Turkina, all lethal machines, Khan Pryde put herself and her Clan firmly on the path back to dominance. But Khan Pryde was not yet satisfied. Knowing she had already taxed her Clan to the limit to field these new machines, she took an unprecedented step. Instead of building a new OmniMech from the ground up, she assigned the Jade Falcon scientist caste the job of modifying a proven design into an even deadlier war machine. Building on a stock chassis from a Clan Adder, designated Puma by Inner Sphere forces, Clan Jade Falcon technicians managed to field a virtually new design in roughly half the time normally required to construct and test a new OmniMech. Code named the Cougar, this design completes the Star of new OmniMechs that Khan Pryde intends to use to place her Clan firmly back in its former position of power.
Capabilities
When Jade Falcon technicians first began to modify the Puma chassis, they gave the Cougar more pod space to allow for a greater variety of larger weapons. To accommodate this move, they replaced the 210 XL engine with a 175 XL model. Though some Clan MechWarriors complained that the resulting loss of speed in a light 'Mech would have devastating consequences, the overall consensus was that the increased firepower more than made up for the new 'Mech's slower movement rate.
Building on the Puma's proven track record, the designers closely followed its most common configurations. The increased tonnage granted by the smaller and lighter engine enabled them to upgrade most of the OmniMech's systems while keeping to the Puma designer's philosophy of ranged combat: kill the enemy before he can kill you. The Cougar's most common configuration makes efficient use of the Clans' deadly pulse lasers, giving this OmniMech a distinct advantage against even the swiftest of opponents. Two LRM-10 racks complement the lasers.
In an experimental blending of accurate long-range missile fire and mobility, the Cougar A has immense potential as a rapid-deployment, indirect fire platform. The designers came up with Configuration B as a tribute to the Puma, which received that name from Inner Sphere opponents because of the savagery of its primary configuration. The Cougar B is every bit as lethal as the Puma primary, but its greater heat-dissipation capacity gives it the potential to eclipse its progenitor.
The C configuration seems to add weight to the observations of many Inner Sphere military analysts that the Jade Falcons have learned their lesson about dependence on ammunition. Its bristling array of lasers, a type of configuration used for the Black Lanner and Turkina designs already fielded by the Falcons, makes the accompanying Gauss rifle seem like an afterthought.
The Cougar's final configuration, with its devastating combination of an Ultra autocannon and extended-range large laser, appears to be a direct upgrade of the Puma D. Only combat can decide the age-old question of whether speed or firepower truly wins a battle.
Deployment
Thus far, the Cougar has been reported only among Jade Falcon forces, where it first appeared during the battle of Coventry. Because it was built on the original Puma chassis and looks very similar to that 'Mech, many Inner Sphere units mistakenly believed they knew the Cougar's capabilities. Not many lived to learn from their mistake.
Type and Equipment
Type: Cougar. Technology Base: Clan OmniMech. Tonnage: 35.
| Equipment | Mass |
|---|---|
| Internal Structure: Endo Steel | 2 |
| Engine: 175 XL (Walking MP 5; Running MP 8; Jumping MP 0) | 3.5 |
| Heat Sinks: 10 [20] | 0 |
| Gyro | 2 |
| Cockpit | 3 |
| Armor Factor: 106 | 5.5 |
| Location | Internal Structure | Armor Value |
|---|---|---|
| Head | 3 | 8 |
| Center Torso | 11 | 14 |
| Center Torso (rear) | 6 | |
| R/L Torso | 8 | 12 |
| R/L Torso (rear) | 4 | |
| R/L Arm | 6 | 11 |
| R/L Leg | 8 | 12 |
Weight and Space Allocation
| Location | Fixed | Spaces Remaining |
|---|---|---|
| Head | 1 | |
| Center Torso | 2 Endo Steel | 0 |
| Right Torso | 2 XL Engine; Double Heat Sink; 3 Ferro-Fibrous | 5 |
| Left Torso | 2 XL Engine; 5 Endo Steel | 5 |
| Right Arm | Double Heat Sink | 6 |
| Left Arm | Double Heat Sink | 6 |
| Right Leg | 2 Ferro-Fibrous | 0 |
| Left Leg | 2 Ferro-Fibrous | 0 |
Weapons and Ammo: Primary Weapons Configuration
| Weapon or Ammo | Location | Critical | Tonnage |
|---|---|---|---|
| Large Pulse Laser | LA | 2 | 6 |
| LRM 10 | LT | 1 | 2.5 |
| Ammo (LRM) 12 | LT | 1 | 1 |
| Large Pulse Laser | RA | 2 | 6 |
| LRM 10 | RT | 1 | 2.5 |
| Ammo (LRM) 12 | RT | 1 | 1 |
Alternate Configuration A
| Weapon or Ammo | Location | Critical | Tonnage |
|---|---|---|---|
| Small Pulse Laser | H | 1 | 1 |
| ER Medium Laser | LA | 1 | 1 |
| Ammo (LRM) 12 | LA | 2 | 2 |
| LRM 20 | LT | 4 | 5 |
| Artemis IV FCS | LT | 1 | 1 |
| ER Medium Laser | RA | 1 | 1 |
| Ammo (LRM) 12 | RA |
Alternate Configuration B
| Weapon or Ammo | Location | Critical | Tonnage |
|---|---|---|---|
| ER Medium Laser | H | 1 | 1 |
| ER PPC | LA | 2 | 6 |
| Double Heat Sink | LA | 2 | 1 |
| 2 Double Heat Sinks | LT | 4 | 2 |
| ER PPC | RA | 2 | 6 |
| Double Heat Sink | RA | 2 | 1 |
| 2 Double Heat Sinks | RT |
Alternate Configuration C
| Weapon or Ammo | Location | Critical | Tonnage |
|---|---|---|---|
| ER Medium Laser | H | 1 | 1 |
| Gauss Rifle | LA | 6 | 12 |
| Ammo (Gauss) 16 | LT | 2 | 2 |
| ER Medium Laser | RA | 1 | 1 |
| ER Medium Laser | RA | 1 | 1 |
| ER Medium Laser | RA | 1 | 1 |
| ER Medium Laser |
Alternate Configuration D
| Weapon or Ammo | Location | Critical | Tonnage |
|---|---|---|---|
| ER Large Laser | LA | 1 | 4 |
| SRM 4 | LT | 1 | 1 |
| Ultra AC/10 | RA | 4 | 10 |
| Ammo (Ultra) 20 | RT | 2 | 2 |
| SRM 4 | RT | 1 | 1 |
| Ammo (SRM) 25 | RT | 1 | 1 |
Record Sheets (Mech Data)
The source includes five BattleTech record sheets for the Cougar: Cougar Prime, Cougar A, Cougar B, Cougar C and Cougar D. Each sheet's Mech Data box and Weapons Inventory are transcribed below.
Cougar Prime
- Type: Cougar Prime. Movement Points: Walking 5; Running 8; Jumping 0. Tonnage: 35. Technology Base: Clan. Year: 3058.
- Total Heat Sinks: 10 (20), Double.
- Ammo: LRM 10, 24 rounds.
| Type | Location | Heat | Damage | Min | Short | Med | Long |
|---|---|---|---|---|---|---|---|
| 1 Lg. Pulse Laser | RA | 10 | 10 | - | 6 | 14 | 20 |
| 1 Lg. Pulse Laser | LA | 10 | 10 | - | 6 | 14 | 20 |
| 1 LRM 10 | RT | 4 | 1 | - | 7 | 14 | 21 |
Cougar A
- Type: Cougar A. Movement Points: Walking 5; Running 8; Jumping 0. Tonnage: 35. Technology Base: Clan. Year: 3058.
- Total Heat Sinks: 10 (20), Double.
- Ammo: LRM 20, 24 rounds.
| Type | Location | Heat | Damage | Min | Short | Med | Long |
|---|---|---|---|---|---|---|---|
| 1 ER Medium Laser | RA | 5 | 7 | - | 5 | 10 | 15 |
| 1 ER Medium Laser | LA | 5 | 7 | - | 5 | 10 | 15 |
| 1 Small Pulse Laser | H | 2 | 3 | - | 2 | 4 | 6 |
Cougar B
- Type: Cougar B. Movement Points: Walking 5; Running 8; Jumping 0. Tonnage: 35. Technology Base: Clan. Year: 3058.
- Total Heat Sinks: 16 (32), Double.
| Type | Location | Heat | Damage | Min | Short | Med | Long |
|---|---|---|---|---|---|---|---|
| 1 ER PPC | LA | 15 | 15 | - | 7 | 14 | 23 |
| 1 ER PPC | RA | 15 | 15 | - | 7 | 14 | 23 |
| 1 ER Medium Laser | H | 5 | 7 | - | 5 | 10 | 15 |
Cougar C
- Type: Cougar C. Movement Points: Walking 5; Running 8; Jumping 0. Tonnage: 35. Technology Base: Clan. Year: 3058.
- Total Heat Sinks: 10 (20), Double.
- Ammo: Gauss Rifle, 16 rounds.
| Type | Location | Heat | Damage | Min | Short | Med | Long |
|---|---|---|---|---|---|---|---|
| 1 Gauss Rifle | LA | 1 | 15 | 2 | 7 | 15 | 22 |
| 1 ER Medium Laser | H | 5 | 7 | - | 5 | 10 | 15 |
| 4 ER Medium Laser | RA | 5 | 7 | - | 5 | 10 | 15 |
Cougar D
- Type: Cougar D. Movement Points: Walking 5; Running 8; Jumping 0. Tonnage: 35. Technology Base: Clan. Year: 3058.
- Total Heat Sinks: 10 (20), Double.
- Ammo: Ultra AC 10, 20 rounds; SRM 4, 25 rounds.
| Type | Location | Heat | Damage | Min | Short | Med | Long |
|---|---|---|---|---|---|---|---|
| 1 Ultra AC 10 | RA | 3 | 10 | - | 6 | 12 | 18 |
| 1 ER Large Laser | LA | 12 | 10 | - | 8 | 15 | 25 |
| 1 SRM 4 | RT | 3 | 2 | - | 3 | 6 | 9 |
The armor diagrams, damage transfer and internal structure diagrams, critical hit tables, heat scales and warrior data boxes on the five record sheets are graphic panels and are not transcribed.