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BattleTech: The Dragon Roars

Expansion for Battleforce 2Expansion for BattleTech
Expansions
BattleTech: Twilight Of The Clans

BattleTech: The Dragon Roars Rulebook

Table of Contents

Table of Contents

  • Introduction
    • How to Use This Book
    • Special Campaign Rules
      • Clan Honor and Battlefield Tactics
      • Honor Levels
      • Dueling Rules
      • Physical Attacks
      • Retreating from Battle
      • Forced Withdrawal
      • Crippling Damage
      • Immobilized Armor
    • Field Upgrades
      • Inner Sphere Upgraded OmniMechs
  • Wave One: The Katana Falls
  • Scenario 1: Hunting the Hunter
    • Game Set-Up
    • Attacker
    • Defender
    • Victory Conditions
    • Special Rules
  • Scenario 2: Wild Justice
    • Game Set-Up
    • Attacker
    • Defender
    • Victory Conditions
    • Special Rules
  • Scenario 3: Trial of Position
    • Game Set-Up
    • Attacker
    • Defender
    • Victory Conditions
    • Special Rules
  • Wave Two: Driving Forward
  • Scenario 4: Fool Me Twice ...
    • Game Set-Up
    • Attacker
    • Defender
    • Victory Conditions
    • Special Rules
  • Scenario 5: Zellbrigen
    • Game Set-Up
    • Attacker
    • Defender
    • Victory Conditions
    • Special Rules
  • Scenario 6: The Darkest Hour
    • Game Set-Up
    • Attacker
    • Defender
    • Victory Conditions
    • Special Rules
  • Smoke Jaguar Counterattack
  • Scenario 7: Divine Wind
    • Game Set-Up
    • Attacker
    • Defender
    • Victory Conditions
    • Special Rules
  • Scenario 8: Baiting the Jaguar
    • Game Set-Up
    • Attacker
    • Defender
    • Victory Conditions
    • Special Rules
  • Wave Three: Bringing Down the Jaguar
  • Scenario 9: No Mercy
    • Game Set-Up
    • Attacker
    • Defender
    • Victory Conditions
    • Special Rules
  • Scenario 10: 300 Spartans
    • Game Set-Up
    • Attacker
    • Defender
    • Victory Conditions
    • Special Rules
  • Scenario 11: Breaking the Ridge
    • Game Set-Up
    • Attacker
    • Defender
    • Victory Conditions
    • Special Rules
  • Wave Four: Clean-Up
  • Scenario 12: Let Slip the Dogma of War
    • Game Set-Up
    • Attacker
    • Defender
    • Victory Conditions
    • Special Rules
  • BattleForce Scenario: In the Dragon's Coils
    • Game Set-Up
    • Attacker
    • Defender
    • Victory Conditions
    • Special Rules
    • Command Lists

Introduction

How to Use This Book

The Dragon Roars is a scenario pack for use with the BattleTech, BattleSpace and BattleForce 2 game systems. Most of the scenarios in the book use the standard BattleTech rules from the BattleTech Compendium: The Rules of Warfare (BTC: RoW). To run the scenarios, players will need BattleTech Map Sets 2, 3, 4 and 5, as well as miniatures or other markers to represent the 'Mechs and other units on the game board. For some scenarios, players may wish to use the building counters found in CityTech, 2nd Edition.

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

Each scenario in The Dragon Roars re-creates one of the battles fought during Operation Bulldog, the SLDF campaign against Clan Smoke Jaguar. 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 background of the engagement. The scenarios also include sections titled Game Set-Up, Attacker and Defender, Victory Conditions and Special Rules.

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

The Attacker and Defender sections describe each scenario's combatants in detail, and also provide directions for deployment and guidelines for running the scenarios as self-contained games. Assume that all conventional vehicles listed in these sections are standard models unless the text specifically states that they are upgraded or refitted versions. The descriptions of some units, most notably vehicle and spacecraft crews, list crew quality in place of individual combatants' skills. When playing BattleSpace scenarios, refer to page 62 of the BattleSpace Rulebook to determine the skills conferred by different levels of crew quality. When playing BattleTech scenarios, consult the Unit Quality Table.

Unit Quality Table

Unit QualityGunneryPiloting
Green56
Regular45
Veteran34
Elite23

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

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

Special Campaign Rules

The Special Rules section of each scenario indicates which of the following rules apply in that scenario. For more detailed rules on Clan honor and tactics, see the BattleTech game supplement, First Strike!

Players familiar with the rules contained in the Battle of Coventry scenario pack should note that there are several differences between the Jade Falcon interpretation of Clan battlefield conventions in that book and those presented in The Dragon Roars.

Clan Honor and Battlefield Tactics

The Clans' code of honor shapes and defines the actions of Clan forces in battle. The militaries of the Successor States used this insight to great effect during the Clans' initial invasion of the Inner Sphere, and as a result several Clans have since toned down or abandoned the limitations imposed by the code. Not so Clan Smoke Jaguar, however.

An extremely traditional-minded Clan, the Jaguars believe that their strict adherence to the martial code set down centuries ago by Clan founder Nicholas Kerensky gives them a moral advantage over their fellow Clans and the Inner Sphere. In most circumstances, Smoke Jaguar forces follow a strict interpretation of Clan battlefield conventions, only adopting more liberal interpretations when faced with a dishonorable enemy. By comparison, the Clan Nova Cat and Wolf Clan in Exile forces active during the operation tended to follow a looser interpretation. However it is applied, the Clan code of battlefield conduct is simulated in game play by using honor levels.

Honor Levels

Honor levels reflect a force's commitment to Clan honor and battlefield conduct. The Dragon Roars uses Honor Levels 1 and 2. (For more information about Clan honor levels, see pp. 40-42, First Strike!)

Each scenario describes the honor levels that opponents observe when engaged in each of the following battle situations: dueling, physical attacks and retreat. In some cases, opponents observe different honor levels in different situations. For example, a force may observe Honor Level 2 when dueling and Honor Level 1 when in retreat.

Clan dueling rules and restrictions on physical attacks only apply to MechWarriors engaging enemy 'Mechs. Conventional vehicles and infantry may be targeted without reference to Clan honor. Likewise, Clan infantry need not follow the rules of engagement, though Elemental Points often follow the zellbrigen (dueling) code.

In all cases, the default honor level for Clan Smoke Jaguar is Honor Level 1. For Nova Cat and Wolf Clan in Exile units, the default is Honor Level 2.

Dueling Rules

Under the rules for ritual dueling, or zellbrigen, Clan players must declare targets for each of their dueling 'Mechs. 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 that unit to a duel. A duel ends when one combatant is destroyed, disabled or withdraws from the battlefield.

Clan units following the Honor Level 1 interpretation of zellbrigen will uphold all the rules of dueling, regardless of the opponent's actions. MechWarriors adhering to Honor Level 2 will follow the dueling protocol as long as other forces do so. However, under Honor Level 2 rules, if any enemy unit violates zellbrigen (a third party interfering, a 'Mech involved in one duel fires on a 'Mech in another duel and so on), a Clan warrior need no longer follow any Clan battlefield protocol, turning the engagement into what the Clans call a Grand Melee.

Physical Attacks

Unlike the formal dueling protocol, the Clans' avoidance of physical 'Mech attacks is an informal, if widespread, custom. To reflect this custom, Clan warriors observing Honor Level 1 never make physical attacks. Warriors observing Honor Level 2 may make physical attacks only if an enemy unit makes such an attack first during the Physical Attack Phase of the turn.

Retreating from Battle

Though Clan MechWarriors view withdrawal from battle as a breach of personal honor, many of them accept that such actions may be necessary to preserve their Clan's fighting strength for later battles.

To reflect this, Clan warriors observing Honor Level 1 will not retreat as long as enemy forces remain on the map, even if the Clanners' 'Mechs or vehicles are crippled (see Forced Withdrawal, below). Units observing Honor Level 2 may retreat, but only if crippled (see Forced Withdrawal), or when the retreat is noted in the scenario's special rules.

Forced Withdrawal

Under the Forced Withdrawal rule, units retreat off the battlefield when battle damage has rendered them useless. 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 MASC when forced to withdraw.

Withdrawing units may not make physical attacks against enemy units. However, Inner Sphere units may fire at enemy units that lie within their weapons' forward firing arcs and are between the retreating unit and its designated withdrawal edge. Withdrawing Clan units may fire only if fired upon and must obey the same restrictions as Inner Sphere units. Withdrawing units may not torso twist.

Crippling Damage

Any unit that suffers crippling damage must withdraw from the map (Clan units must follow any Clan honor rules that apply). Unless otherwise stated in the Special Rules section of a scenario, crippling damage is defined as follows. (The term "weapons" in the following definitions refers to offensive systems. Defensive and non-combat systems, such as anti-missile and NARC systems, are not considered weapons.)

  • 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 heat sinks, 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.)
  • A tank is considered crippled if it loses all of its armor in a single location or loses all of its weapons.
  • An aerospace fighter is considered crippled if it takes a critical hit to its engine or fuel tank, loses all of its weapons or takes 4 pilot hits.
  • An infantry platoon is crippled if it loses 21 or more troops (16 for jump platoons).
  • An Elemental or battle-armor unit (Point or squad) is crippled if it loses one-third or more of its members.
  • Any ammunition-fed weapon is considered destroyed if its ammunition is depleted.

Immobilized Armor

Ordinarily, the crew of an immobilized tank or infantry transport will abandon the vehicle. However, during the events of The Dragon Roars, several armor units demonstrated their resolve and professionalism by remaining with crippled vehicles despite their vulnerability to enemy attack.

To reflect this, roll an additional 1D6 whenever a vehicle is immobilized. On a result of 1-4, the crew bails out per standard rules and the vehicle is considered destroyed for the rest of the scenario. On a result of 5 or 6, the crew stays with the vehicle. If the immobilized vehicle has also suffered a Turret Locks critical hit, the crew will abandon the vehicle on a result of 1-5.

Field Upgrades

During the first wave of Operation Bulldog, the newly constituted SLDF forces seized several Smoke Jaguar supply dumps (as well as "captured" Nova Cat supplies) and gained large amounts of Clan equipment. The SLDF task force fitted this equipment to its OmniMechs and made good use of it during the invasion's later waves.

Throughout the operation, the SLDF forces deployed OmniMechs featuring Clan technology. To reflect this, for any scenario in Wave 2 or later that contains Draconis Combine units and that also features an Inner Sphere OmniMech as part of the initial set-up force, the player may choose to exchange the assigned OmniMech configuration for one of the appropriate upgrades listed below. A "C" in parentheses following the name of a weapon or piece of equipment indicates that item is Clan equipment.

Inner Sphere Upgraded OmniMechs

Raptor

Weapons and AmmoLocationCriticalTonnage
ER Large Laser (C)RA14
ER Large Laser (C)LA14
ER Medium Laser (C)RA11
ER Medium Laser (C)LA11
ER Small Laser (C)CT1.5
C3 SlaveCT11

Owens

Weapons and AmmoLocationCriticalTonnage
MRM 10RT23
Ammo (MRM) 24RT11
ER Medium Laser (C)RA11
ER Medium Laser (C)LA11
ER Medium Laser (C)H11

Strider

Weapons and AmmoLocationCriticalTonnage
Streak SRM 6 (C)RA23
Ammo (Streak) 15RT11
Streak SRM 6 (C)LA23
Ammo (Streak) 15LT11
Medium Pulse Laser (C)H12
Medium Pulse Laser (C)CT12

Firestarter

Weapons and AmmoLocationCriticalTonnage
LRM 10 (C)RA23.5
Ammo (LRM) 12RT22
Artemis IV FCSRA11
ER Large Laser (C)LA14
ER Large Laser (C)LA14

BlackJack

Weapons and AmmoLocationCriticalTonnage
Medium Pulse Laser (C)RA12
Medium Pulse Laser (C)RA12
Medium Pulse Laser (C)RA12
Large Pulse Laser (C)RA26
Gauss Rifle* (C)LA612
Ammo (Gauss) 16LT22
ER Small Laser

*Remove 1 lower arm actuator.

Black Hawk-KU

Weapons and AmmoLocationCriticalTonnage
Streak SRM 6 (C)LA23
Ammo (Streak) 15LT11
Streak SRM 6 (C)LA23
Ammo (Streak) 15LT11
ER Large Laser (C)RA14
ER Large Laser (C)RA14
C3 Slave

Avatar

Weapons and AmmoLocationCriticalTonnage
MRM 40RA712
Ammo (MRM) 12RT22
Gauss Rifle (C)LA612
Ammo (Gauss) 8LT11
ER Large LaserH14
Streak SRM 4 (C)RT12
Ammo (Streak) 25RT

Sunder

Weapons and AmmoLocationCriticalTonnage
Large Pulse Laser (C)RA26
Large Pulse Laser (C)RA26
LB 10-X AC (C)LA510
Ammo (LB-X) 20LT22
ER Medium Laser (C)LA11
ER Medium Laser (C)LA11
ER Medium Laser (C)

Wave One: The Katana Falls

The scenario set-ups, forces, deployment, victory conditions and special rules are reproduced below in the order printed. The personal accounts, historical situation text and aftermath narratives that open or close each scenario are omitted.

Scenario 1: Hunting the Hunter

Game Set-Up

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

Attacker

The attacker consists of elements of Shigeru's Assault Company, part of the Second Sword of Light's Fourth Battalion. The support lance does not engage in the battle unless called upon for fire support or reinforcements.

Command Lance

  • Tai-i Shigeru Hirotsu (Piloting 4, Gunnery 3), DRG-5K Grand Dragon
  • Chu-i Michael Kendall (Piloting 3, Gunnery 3), GRM-R-PR29 Grim Reaper
  • Shinya Ayanami (Piloting 4, Gunnery 3), SR1-OD Strider
  • Karin Morraine (Piloting 2, Gunnery 3), WVR-7K Wolverine

Fire Lance

  • Chu-i Yuu Watanabe (Piloting 3, Gunnery 3), FS9-OE Firestarter
  • Kashira Harumi Yamaguchi (Piloting 4, Gunnery 3), BHKU-OA Black Hawk-KU
  • Arno Mbeki (Piloting 3, Gunnery 3), DAI-01 Daikyu
  • Nance Jayawardene (Piloting 3, Gunnery 3), MTR-5K Maelstrom

Support Lance

  • Chu-i Hikaru Meyer (Piloting 3, Gunnery 3), AV1-OC Avatar
  • Suzuyo Kamitani (Piloting 4, Gunnery 3), BJ2-OB Blackjack
  • Kashira Barend Toet (Piloting 3, Gunnery 3), OBK-M10 O-Bakemono
  • Jo Gipps (Piloting 2, Gunnery 3), NDA-1K No-Dachi

Deployment: The attacker enters from the east edge of either mapsheet during the Movement Phase of Turn 1.

Defender

The defenders consist of the Second Trinary Battle of the Third Jaguar Cavaliers.

Alpha Battle Star

  • Star Captain Hashka Komolosi (Piloting 4, Gunnery 3), Puma B
  • MechWarrior David (Piloting 3, Gunnery 2), Hankyu C
  • MechWarrior Chun (Piloting 3, Gunnery 3), Ryoken C
  • MechWarrior Lisl (Piloting 3, Gunnery 3), Uller Prime
  • MechWarrior Brant (Piloting 4, Gunnery 3), Shadow Cat B

Beta Battle Star

  • Star Commander Kathryn Myers (Piloting 3, Gunnery 3), Mad Cat B
  • MechWarrior Pitr (Piloting 4, Gunnery 3), Vulture A
  • MechWarrior Siegfried (Piloting 3, Gunnery 2), Ryoken C
  • MechWarrior Aiko (Piloting 2, Gunnery 3), Vulture B
  • MechWarrior Cicero (Piloting 5, Gunnery 3), Kingfisher D

Deployment: The defender sets up first. The 'Mechs of Alpha Battle Star may begin the scenario in any hex north of hex row 09xx on Rolling Hills Map #2. The 'Mechs of Beta Battle Star may begin the scenario in any hex south of the same row.

Victory Conditions

The scenario ends when one side has no 'Mechs remaining on the board. Once this occurs, calculate the point total for each side, then subtract the Smoke Jaguar score from that of the Second Sword of Light and consult the Victory Level Table.

ActionVictory Points
Second Sword of Light
Each Clan 'Mech destroyed15
Call in artillery support-15
Call in reinforcement lance-30
3rd Jaguar Cavaliers
Each SLDF 'Mech destroyed10
Either side
Possession of the battlefield (any operational 'Mechs remaining on the map at the end of the scenario)10

Victory Level Table

Total PointsOutcome
51 or greaterDecisive SLDF Victory
31 to 50Substantial SLDF Victory
11 to 30Marginal SLDF Victory
-10 to 10Draw
-30 to -11Marginal Clan Victory
-31 to -50Substantial Clan Victory
-51 or lowerDecisive Clan Victory

Special Rules

The following special rules apply during this scenario.

Honor Level: The Smoke Jaguars must adhere to Honor Level 1 rules (see Clan Honor and Battlefield Tactics, p. 5).

Reinforcements and Fire Support: Tai-i Hirotsu has committed only two of his lances to the battle with the Smoke Jaguars, though the third remains in the area. The Combine player may call for reinforcements and/or fire support from these units, though at the price of a lesser victory than he might otherwise have won.

If the Combine player requests fire support, the support lance's O-Bakemono may fire either standard or homing Arrow IV missiles (see Arrow IV Missile Artillery System, p. 113, BTC:RoW). For game purposes, assume that the firing 'Mech is 1 mapboard away from the target hex, which gives the missiles a flight time of 1 turn (see Artillery, pp. 77-80, BTC:RoW).

If the Combine player calls in reinforcements, the support lance will enter via the east mapsheet during the Movement Phase of the third turn after the request was made. The controlling player can opt to have the O-Bakemono remain off-map.

Special Abilities: The Combine player receives a +2 bonus to his Initiative rolls, and automatically wins Initiative if the Second Sword outnumbers its opponents by two to one.

The Third Jaguar Cavaliers are adept at seizing and holding the initiative. To reflect this, if the Jaguar player won the Initiative in the previous turn, he gains a +2 bonus to his current Initiative roll. The Jaguar player gains an additional +1 bonus to his Initiative roll for each enemy 'Mech destroyed in the previous turn over and above the Third's own losses. For example, if two SLDF units are destroyed and only one Clan unit is lost, the Cavaliers gain a +1 bonus. Had the Cavaliers lost no 'Mechs, the bonus would be +2.

Scenario 2: Wild Justice

Game Set-Up

Lay out the BattleTech maps as shown. Use both Heavy Forest maps from BattleTech Map Set 4, the Rolling Hills #1 map from BattleTech Map Set 3 and the Scattered Woods map from BattleTech Map Set 2.

Treat all wooded hexes as Light Woods.

Attacker

The attacker consists of Epsilon Galaxy's Command Trinary. Each Elemental Point consists of 5 Elementals with small lasers, except where noted.

Alpha Command Nova

  • Galaxy Commander Jin Mehta (Piloting 2, Gunnery 2), Daishi Prime
  • Star Captain Hilliard Levi (Piloting 3, Gunnery 2), Ryoken D
  • MechWarrior Emmeline (Piloting 3, Gunnery 3), Gladiator A
  • MechWarrior Kabir (Piloting 3, Gunnery 3), Loki B
  • MechWarrior Eric (Piloting 3, Gunnery 2), Mad Cat A
  • Star Commander Esther, Elemental Point 1
  • Point Commander Indra, Elemental Point 2
  • Point Commander Alix, Elemental Point 3
  • Point Commander Robert, Elemental Point 4

Bravo Command Nova

  • Star Commander Conal (Piloting 3, Gunnery 2), Fenris C
  • MechWarrior Yvgeny (Piloting 4, Gunnery 2), Masakari C
  • MechWarrior Ari (Piloting 4, Gunnery 1), Loki Prime
  • MechWarrior Robyn (Piloting 3, Gunnery 3), Night Gyr C
  • MechWarrior Jarvis (Piloting 3, Gunnery 2), Loki B
  • Star Commander Suliman, Elemental Point 1
  • Point Commander Anita, Elemental Point 2
  • Point Commander Mark, Elemental Point 3
  • Point Commander Gustav, Elemental Point 1 (as printed)

Delta Command Star

  • Star Commander Herod (Piloting 4, Gunnery 3), Masakari A
  • MechWarrior Drake (Piloting 3, Gunnery 4), Ryoken B
  • MechWarrior Arash (Piloting 4, Gunnery 2), Mad Cat A
  • MechWarrior Guerrard (Piloting 3, Gunnery 2), Thor C
  • MechWarrior Lucas (Piloting 3, Gunnery 2), Vulture C

Deployment: The attacker enters from the east mapsheet edge during the Movement Phase of Turn 1.

Defender

The defender consists of Third Company, Second Battalion, Davion Heavy Guards.

Command Lance

  • Hauptmann Rache McDowell (Piloting 4, Gunnery 3), STH-1D Stealth
  • Leslie Heymann (Piloting 3, Gunnery 3), BSW-X1 Bushwacker
  • Stephen Price (Piloting 4, Gunnery 3), CN9-D Centurion
  • Mark Abrahams (Piloting 2, Gunnery 3), TBT-7M Trebuchet

Pursuit Lance

  • Leftenant Osias Eisenburg (Piloting 3, Gunnery 3), NGS-4S Nightsky
  • Sergeant Pamela Culpan (Piloting 4, Gunnery 3), GRF-3M Griffin
  • Naji Murad (Piloting 3, Gunnery 3), DV-7D Dervish
  • Roland Wardell (Piloting 3, Gunnery 3), HCT-5S Hatchetman

Assault Lance

  • Leftenant Clarence Galia (Piloting 3, Gunnery 3), PXH-3D Phoenix Hawk
  • Sergeant Ishtiaqa Shah (Piloting 3, Gunnery 3), LNX-9C Lynx
  • Patsy Tang (Piloting 4, Gunnery 3), GRF-3M Griffin
  • Leo Sells (Piloting 3, Gunnery 3), ASN-23 Assassin

Deployment: The defenders deploy first. The Davion Heavy Guards should be placed within 5 hexes of Hex 0101 on the Scattered Woods map.

Victory Conditions

The scenario ends when one side has been destroyed or has withdrawn. Once either of these conditions occurs, calculate each side's point total, then subtract the SLDF score from the Clan score and consult the Victory Level Table.

ActionVictory Points
SLDF
Per Clan 'Mech destroyed+15
Per Clan 'Mech forced to withdraw+7
Per Elemental Point destroyed+2
Per Elemental Point forced to withdraw+1
Clan Smoke Jaguar
Per Inner Sphere 'Mech destroyed+10
Per Clan 'Mech exiting the west map edge+8
Per Elemental Point exiting the west map edge+2
Change to Honor Level 2-20

Victory Level Table

Total PointsOutcome
195 or higherSubstantial Clan Victory
156 to 194Decisive Clan Victory
86 to 155Marginal Clan Victory
25 to 85Draw
-54 to +24Marginal Inner Sphere Victory
-94 to -54Substantial Inner Sphere Victory
-95 or lowerDecisive Inner Sphere Victory

Special Rules

The following special rules apply during this scenario.

Forced Withdrawal: The Forced Withdrawal rule is in effect (see Forced Withdrawal, p. 5). Davion Heavy Guard units must withdraw off the west map edge. Third Benjamin Regulars and Epsilon Galaxy Command Trinary units must withdraw off the east map edge.

Random Damage: To reflect damage sustained in earlier battles, Clan units in this scenario and units of the Third Benjamin Regulars begin with pre-existing damage. Roll 3D6 - 2 for each Jaguar 'Mech or Elemental Point and 2D6 - 1 for each Third Benjamin Regulars 'Mech. The dice roll represents the total amount of damage taken by each unit during a previous fight. Divide each dice-roll result into 5-point groups and apply the points as damage using the Front/Rear column of the BattleMech Hit Location Table (p. 39, BTC:RoW). For Elemental Points, choose a single Elemental at random and apply any critical hits that result from this damage, except for the following: third engine hit, second gyro hit, cockpit hit, second hip hit, any result that indicates the destruction of a leg or head and any result that indicates the destruction of the center torso or a side torso for Inner Sphere 'Mechs equipped with extralight engines. Individual Elementals may be eliminated by random damage.

Ammunition Expenditure: The 'Mechs of the Epsilon Galaxy Command Trinary and the Third Benjamin Regulars have had no time to re-arm since their battle at Odin's Retreat and are operating with less than a full load of ammunition. To simulate this shortage, both the Epsilon Galaxy Command and Third Benjamin players roll 2D6 for every ammunition magazine in each 'Mech when filling out the BattleMech record sheets. Subtract the die-roll 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 a player achieves results of 9 and 8 respectively for an LB 10-X autocannon (normal ammo capacity 10) and an LRM-10 missile launcher (normal ammo capacity 24), the LB10-X has 1 round (10 - 9 = 1) and the LRM has 16 rounds (24 - 8 = 16) available for the scenario.

The Davion Heavy Guards begin the scenario with a full ammunition load.

Honor Level: The Smoke Jaguars must adhere to Honor Level 1 rules, until the turn in which the Third Benjamin Regulars arrive on the map. At that point, the Smoke Jaguars may switch to the less strict Honor Level 2 rules. Doing so incurs a victory point penalty, however (see Victory Conditions, above).

Reinforcements: Before the Initiative Phase in every turn beginning with Turn 3, the SLDF player rolls 2D6 + 1. If the roll result is equal to or less than the turn number, the Third Benjamin Regulars arrive as reinforcements. These units enter from the east map edge during the following turn's Movement Phase.

Command Company, Second Battalion, Third Benjamin Regulars

Command Lance

  • Chu-sa Onyoko Akagi (Piloting 4, Gunnery 3), SD1-O Sunder Prime
  • Tai-i Sally Miyajima (Piloting 5, Gunnery 3), DRG-5K Grand Dragon
  • Chas Perrin (Piloting 4, Gunnery 3), AS7-K Atlas
  • Mokona Ohkawa (Piloting 3, Gunnery 3), QKD-5M Quickdraw

Hunter Lance

  • Chu-i Hidekazu Moriyama (Piloting 4, Gunnery 3), KIM-2A Komodo
  • Kashira Bin Rowsman (Piloting 3, Gunnery 4), KIM-2A Komodo
  • Roul Ravera (Piloting 3, Gunnery 3), RTX-10E Raptor
  • Rashik Devji (Piloting 5, Gunnery 3), JM6-DD JagerMech

Pursuit Lance

  • Chu-i Yoshiro Tohjoh (Piloting 3, Gunnery 3), KTO-20 Kintaro
  • Kashira Yukiko Imai (Piloting 4, Gunnery 2), PXH-3K Phoenix Hawk
  • Frankie Burgoyne (Piloting 3, Gunnery 4), ASN-23 Assassin
  • Gerrald Devereux (Piloting 3, Gunnery 3), WTH-2 Whitworth

Special Abilities: During this scenario, the Third Benjamin Regulars receive a +1 to-hit bonus when engaging in physical combat. The Davion Heavy Guards may ignore the Attacker Movement Modifier penalty provided they move no faster than walking speed and do not jump.

The Epsilon Galaxy Command Trinary receives a +1 initiative bonus. However, during the Initiative Phase of each turn, the Clan player may voluntarily forfeit this bonus prior to rolling Initiative. If he does so, add a +1 to-hit modifier for units attacking the Command Trinary.

Scenario 3: Trial of Position

Game Set-Up

The defending Nova Cat player may choose any two BattleTech maps per Trial. Lay out the mapsheets as shown.

Attacker

The attacking force consists of members of the Fourth Pesht Regulars, Second and Third Battalions, divided into six Challenge Groups.

Challenge Group 1

  • Chu-i Teya Omassahiro (Piloting 5, Gunnery 4), SD1-OA Sunder
  • Jason Otaku (Piloting 5, Gunnery 4), WVR-7K Wolverine
  • Kashira Katakana (Piloting 5, Gunnery 4), PXH-3K Phoenix Hawk

Challenge Group 2

  • Chu-i Phil Ortega (Piloting 5, Gunnery 4), MAD-5D Marauder
  • Chou Yamasaki (Piloting 5, Gunnery 4), GRF-1N Griffin
  • Sung Kosiridam (Piloting 5, Gunnery 4), CRD-4K Crusader

Challenge Group 3

  • Chu-i Samson Moon Lee (Piloting 5, Gunnery 4), AS7-K Atlas
  • Kashira Jusiral Oblak (Piloting 5, Gunnery 4), DRG-5K Grand Dragon
  • Patrick Torsibo (Piloting 5, Gunnery 4), GRF-1DS Griffin

Challenge Group 4

  • Chu-i Wendell Chung (Piloting 5, Gunnery 4), MAL-1R Mauler
  • Lee Tastuma (Piloting 5, Gunnery 4), MAD-5D Marauder
  • Shigeru Asano (Piloting 5, Gunnery 4), CRB-27 Crab

Challenge Group 5

  • Chu-i Tashu Yoshida (Piloting 5, Gunnery 4), CRK-5003-2 Katana
  • Haji Tok Do (Piloting 5, Gunnery 4), WVR-7K Wolverine
  • Kashira Richard Ojima (Piloting 5, Gunnery 4), WVR-6K Wolverine

Challenge Group 6

  • Chu-i Hohiro Bok (Piloting 5, Gunnery 4), SD1-O Sunder
  • Jeong Tsien (Piloting 5, Gunnery 4), KTO-20 Kintaro
  • Jarvek Williams (Piloting 5, Gunnery 4), ON1-K Orion

Deployment: The attacker sets any two Challenge Groups on the map within 10 hexes of the east map edge. The three 'Mechs in each group must deploy together, with no more than 3 hexes separating any two 'Mechs. The two groups must be set at least 6 hexes apart at their closest point to each other.

Defender

The defenders consist of the Star Colonel of each Nova Cat Cluster on Avon and the Star Colonel's chosen partner, a trinary Star Captain.

First Nova Cat Guards

  • Star Colonel Kalvin Rosse (Piloting 2, Gunnery 1), Mad Cat Prime
  • Star Captain Dara Nostra (Piloting 3, Gunnery 2), Nobori-nin C

First Garrison Cluster

  • Star Colonel Elianna Deleportis (Piloting 3, Gunnery 2), Supernova
  • Star Captain Ricardo Devalis (Piloting 3, Gunnery 3), Shadow Cat B

Third Garrison Cluster

  • Star Colonel Anna Keating (Piloting 2, Gunnery 2), Thor B
  • Star Captain Brent Lossey (Piloting 2, Gunnery 3), Loki Prime

Deployment: One pair of Nova Cat defenders (the Clan player's choice) moves onto the map from the west map edge during the Movement Phase of Turn 1. The other defenders remain off the map until their Trial of Position begins. Once a Trial has been resolved, subsequent pairs move on to the mapsheets in the same manner as the first.

Victory Conditions

A battle is over when the Clan 'Mechs are crippled or destroyed, or all Kurita forces on the map are crippled or destroyed. For a Decisive Victory, the SLDF player must win all three Trials, for a Substantive Victory two Trials, and for a Marginal Victory one Trial. Losing all three Trials represents a humiliating defeat.

The Clan player wins a Decisive Victory if his forces destroy or cripple four out of six SLDF 'Mechs in each Trial, a Substantive Victory for three out of six 'Mechs, and a Marginal Victory for any other result, including winning any Trial. Under these circumstances, the Clan player cannot achieve a draw or lose.

Special Rules

The following special rules apply during this scenario.

Terms of Battle: The attacker may not fire any weapons or move until the defender has announced a weapon attack during the Weapon Attack Phase of a turn. The attacker may then join in with his own weapon-attack declarations and attacks in that same phase, and may begin moving his units during the Movement Phase of the following turn. Neither side may make physical attacks.

Special Abilities: The Fourth Pesht warriors automatically lose Initiative for the first three turns.

Wave Two: Driving Forward

The Wave Two narrative and map contain no rules and are omitted.

Scenario 4: Fool Me Twice ...

Game Set-Up

Lay out the BattleSpace maps as shown.

Attacker

The attacker consists of the combined naval flotillas of the Third Davion Guards RCT and the 208th Division. The Sovetskii Soyuz and Titan vessels used in this scenario are the Star League versions (pp. 50 and 57, respectively, BattleSpace rulebook) rather than the Clan versions presented in Technical Readout: 3057. Each carries 18 fighters rather than 20, and the Sovetskii Soyuz does not have a lithium-fusion battery system.

The attacking force also includes a flotilla of troop transports, which enter the map during Turn 4 (see Reinforcements under Special Rules, below).

Attack Flotilla

CSV Harmonious Thought, Sovetskii Soyuz class WarShip (Veteran crew)

  • Vigilant Wings II-Pi
    • 2 RPR-100 Rapiers
    • 2 HCT-213 Hellcats
    • 2 GTHA-500 Gothas
  • Blake's Redoubt II-Pi
    • 2 HMR-HD Hammerheads
    • 4 THK-63 Tomahawks
  • Steadfast Will II-Pi
    • 4 GTHA-500 Gothas
    • 2 AHB-443 Ahabs

FCS Alacrity, Avenger class DropShip (Elite crew, updated version)

FCS Claymore, Claymore class DropShip (Veteran crew)

CSV Terra's Shield, Titan class DropShip (Veteran crew)

  • Wisdom through Devotion II-Pi
    • 4 SL-17 Shilones
    • 2 IRN-SD1 Ironsides
  • Swift Justice II-Pi
    • 6 Centurions
  • Faith's Messengers II-Pi
    • 2 RPR-100 Rapiers
    • 2 STU-K5 Stukas
    • 2 Eagles

Troop Transports

  • Overlord (Veteran crew, updated version)
    • 2 CHP-W10 Chippewas
    • 2 STU-K5 Stukas
    • 2 Eagles
  • Union (Regular crew, obsolete version)
    • 2x CSR-V12 Corsairs
  • Union (Regular crew, updated version)
    • 2x LCF-R16 Lucifers
  • Excalibur (Veteran crew, obsolete version)
  • Gazelle (Regular crew, updated version)
  • Condor (Regular crew, updated version)

Deployment: The SLDF flotilla enters from the right map edge during the Movement Phase of Turn 1. The fleet has a velocity of 10 and is heading left. However, because the vessels are decelerating and the advanced-movement rules are in effect, the vessels are facing right.

Defender

The defender consists of the naval elements of the Sixth Striker Cluster, Epsilon Galaxy.

Snow Leopard, Congress class Frigate (Veteran crew)

  • Hammer Star
    • 4 Jengiz (2 Prime, 1 A variant, 1 B variant)
    • 2 Scytha Primes
    • 4 Khirgiz (1 Prime, 2 A variants, 1 C variant)

Storm Cat, Lola III class Destroyer (Regular crew)

  • Pouncer Star
    • 2 Batu Primes
    • 4 Turks (1 Prime, 2 A variants, 1 C variant)
    • 4 Visigoths (2 Primes, 2 A variants)

Overlord-C class DropShip (Veteran crew)

Carrier class DropShip (Regular crew)

  • Sprint Star
    • 4 Vandals (2 A variants, 1 B variant, 1 C variant)
    • 6 BashKirs (1 Prime, 2 A variants, 2 B variants, 1 C variant)

Sasanid class DropShip (Veteran crew)

Lion class DropShip (Veteran crew)

Deployment: The Jaguar forces begin the scenario on the map and may be deployed anywhere within 10 hexes of the left map edge, with a starting velocity and heading of the Clan player's choice.

Victory Conditions

The scenario ends when all of one side's forces have been destroyed or have exited the map. Victory in the scenario is determined by the number of SLDF vessels that survive the encounter and exit off the left map edge. However, the proximity of Luzerne limits the practical exit velocity of these vessels (see Special Rules, below).

Add together all the points earned in the scenario for each side and consult the Victory Level Table.

ActionVictory Points
Overlord lands safely15
Union lands safely5
Gazelle lands safely2
Condor lands safely3
Excalibur lands safely15
CSV Harmonious Thought survives8
Per surviving fighter squadron1
Per surviving attacker DropShip (Titan, Claymore, Avenger)4
Per Clan fighter Star destroyed1
Per Clan DropShip destroyed5
Per Clan WarShip destroyed15

Victory Level Table

Total PointsOutcome
Less than 20Decisive Clan Victory
21 to 40Substantial Clan Victory
41 to 57Marginal Clan Victory
58 to 74Draw
74 to 89Marginal Inner Sphere Victory
90 to 105Substantial Inner Sphere Victory
106+Decisive Inner Sphere Victory

(The Victory Level Table is printed with 74 as the upper limit of Draw and the lower limit of Marginal Inner Sphere Victory; it is reproduced as printed.)

Special Rules

The following special rules apply during this scenario.

Fighter Overburn: The fighter units in this scenario may use the Overburn rules (pp. 87-8, Explorer Corps). The Overburn rules allow aerospace fighters to temporarily generate Heat Points that exceed their sink limits. Any time a fighter overburns, however, the stress of the excess heat reduces the effectiveness of other systems on the fighter and may even destroy the craft.

To simulate this phenomenon, calculate the overburn of a fighter unit during the End Phase of each turn using the following formula:

Heat Points - Number of heat sinks = Overburn

Consult the Overburn Effects Table. All overburn effects begin at the start of the following turn and remain in effect until the overburn level changes or is reduced to 0. No fighter may overburn by more than 15 Heat Points, and any Heat Points that cannot be dissipated are carried forward into the next turn.

As in BattleTech, unused heat-dissipation capacity cannot be carried forward into the next turn.

Overburn Effects Table

OverburnEffect
1None
2-4+1 Target Modifier on Control and To-Hit Rolls.
5-7+2 Target Modifier on Control and To-Hit Rolls.
8-10+2 Target Modifier on Control and To-Hit Rolls. Roll 1D6; fighter unit shuts down on a result of 6.*
11-13+3 Target Modifier on Control and To-Hit Rolls. Roll 1D6; fighter unit shuts down on a result of 5 or 6.*
14-15+3 Target Modifier on Control and To-Hit Rolls. Roll 1D6; fighter unit shuts down on a result of 4 or 5. On a result of 6, one fighter is destroyed (cross off one Armor line on record sheet, determined randomly) and remaining fighters in unit shut down.*

* A shut-down fighter may not fire weapons or spend Thrust Points (heat sinks continue to operate, however). The fighter remains shut down until its Overburn Level drops to 0.

Leaving the Map: The primary objective of the SLDF player is to land his troops on Luzerne. To do so, he must exit the transport vessels in the reinforcement flotilla (see Reinforcements, below) off the left map edge. The force's proximity to the planet, however, places a limit on the velocity of craft leaving the board. Only vessels exiting the left map edge with a velocity equal to or less than double their Maximum Thrust count will land safely and thus count for victory points. Vessels leaving the map at a greater velocity are not destroyed, but will find it difficult to attain orbit and land in their designated drop zones. Vessels leaving any other map edge, or traveling at more than double their Maximum Thrust, do not count for victory points. Once a vessel has left the map, it may not re-enter the battle. Fighters and the CSV Harmonious Thought score points for surviving the scenario rather than exiting the map.

Reinforcements: During the Movement Phase of Turn 4, a second flotilla of SLDF vessels enters the map from the right edge. This flotilla has the same beginning speed and orientation as the other SLDF ships. The vessels are the first wave of troop transports, representing a sizable portion of the incoming task force.

Scenario 5: Zellbrigen

Game Set-Up

Lay out two BattleTech mapsheets as shown. Use the River Valley map from BattleTech Map Set 2 and a standard BattleTech map (from the BattleTech boxed set or BattleTech Map Set 2).

Attacker

The attacking force consists of three warriors of Clan Wolf-in-Exile, including Khan Phelan Kell.

  • Khan Phelan Kell (Piloting 1, Gunnery 1), Gladiator A
  • Star Colonel Ranna Kerensky (Piloting 1, Gunnery 1), Masakari C
  • Star Captain Ragnar (Piloting 3, Gunnery 2), Fenris D

Deployment: The three Clan Wolf warriors enter from the west map edge during the Movement Phase of Turn 1. All three 'Mechs must be at least 8 hexes distant from each other at the end of the Movement Phase.

Defender

The defending warriors are the leaders of the Sixth Jaguar Dragoons 'Mech Trinaries.

  • Star Colonel Logan Moon (Piloting 2, Gunnery 1), Daishi A
  • Star Captain Jase Wimmer (Piloting 3, Gunnery 3), Turkina B
  • Star Captain Acacia Showers (Piloting 2, Gunnery 2), Shadow Cat A

Deployment: The defenders begin within 5 hexes of the river, on the eastern bank. They should be placed at least 8 hexes apart from each other.

Victory Conditions

The battle continues until all three duels have been fought. The SLDF player wins a Decisive Victory by winning all three duels, a Substantive Victory for winning two, and a Marginal Victory for winning one. The Clan player wins a Marginal Victory if he wins one duel, a Substantive Victory for winning two, and a Decisive Victory if he wins all three.

(In this scenario the attacking Clan Wolf-in-Exile warriors fight for the SLDF, so the "SLDF player" in the Victory Conditions is the attacker. The Victory Conditions are reproduced as printed.)

Special Rules

The following special rules apply during this scenario.

Honor Level: Both sides must adhere to Honor Level 1 rules for this scenario (see Clan Honor and Battlefield Tactics, p. 5).

Initiative: Three one-on-one duels occur on the map at the same time. Roll Initiative for each duel separately.

Special Abilities:

  • Khan Phelan Kell may sacrifice 1 Movement Point (Walking or Running) to add a +1 penalty to his opponent's to-hit target number.
  • Star Colonel Logan Moon receives a -1 bonus to his Piloting target number, provided he has no damage that interferes with piloting (no negative modifiers for leg or gyro damage).
  • Star Captain Jase Wimmer may substitute a +1 penalty to his Piloting target number for a -1 bonus to his Gunnery target number.
  • Star Captain Ragnar can coax an extra hex of Running movement from his 'Mech whenever he wins Initiative.

Scenario 6: The Darkest Hour

Game Set-Up

Lay out the BattleTech maps as shown. Use both City Street Grid/Park maps from BattleTech Map Set 4, the City (Hills/Residential) # 2 map and the Rolling Hills #1 map from BattleTech Map Set 3 and both Open Terrain maps from BattleTech Map Set 5.

The SLDF player should place sixteen Light, fifteen Medium, ten Heavy and two Hardened buildings in any non-road hexes on the three city maps. He or she should also place and note the location of eight command-detonated minefields (see p. 93, BTC: RoW) anywhere on the map.

Attacker

The attackers consist of elements of Assault Trinary Beta, Sixth Strike Cluster. Each Elemental Point is a unit consisting of five Elementals with small lasers, except where otherwise noted.

Alpha Strike Nova

  • Star Captain Tatiana Kotare (Piloting 3, Gunnery 2), Puma B
  • MechWarrior Ludmilla (Piloting 2, Gunnery 2), Ryoken D
  • MechWarrior Terrence (Piloting 5, Gunnery 2), Ryoken Prime
  • MechWarrior Osian (Piloting 4, Gunnery 1), Uller Prime*
  • MechWarrior Gunthe (Piloting 1, Gunnery 1), Black Hawk C
  • Point Commander Nanase, Elemental Point 1
  • Point Commander Kristen, Elemental Point 2

Beta Battle Nova

  • Star Commander Adrian (Piloting 2, Gunnery 1), Hankyu A
  • MechWarrior Fancois (Piloting 2, Gunnery 3), Grendel A
  • MechWarrior Yusef (Piloting 2, Gunnery 2), Vulture B
  • MechWarrior Nils (Piloting 2, Gunnery 3), Shadow Cat B
  • MechWarrior Geidar (Piloting 4, Gunnery 2), Mad Cat Prime
  • Point Commander Jean, Elemental Point 1
  • Point Commander Laszlo, Elemental Point 2 (Machine Guns)

Gamma Assault Nova

  • Star Commander Manuel (Piloting 3, Gunnery 2), Ryoken A
  • MechWarrior Michi (Piloting 2, Gunnery 3), Masakari C
  • MechWarrior Delwyn (Piloting 3, Gunnery 2), Daishi B
  • MechWarrior Zviad (Piloting 3, Gunnery 1), Thor D*
  • MechWarrior Colyn (Piloting 3, Gunnery 2), Black Hawk A
  • Point Commander Yuri, Elemental Point 1 (Machine Guns)
  • Point Commander Naran, Elemental Point 2 (Machine Guns)

Delta Elemental Star

  • Star Commander Penny, Elemental Point 1
  • Point Commander Graham, Elemental Point 2
  • Point Commander Manfred, Elemental Point 3 (Flamers)
  • Point Commander Shem, Elemental Point 4 (Flamers)
  • Point Commander Dale, Elemental Point 5 (Machine Guns)

* Searchlight-equipped unit. See Night Combat (p. 94, BTC:RoW).

Deployment: The attacking Smoke Jaguar troops deploy first and begin the scenario anywhere within 3 hexes of the southern map edge. Each 'Mech or Elemental Point should begin the scenario within 3 hexes of another member of the same Star.

Defender

The defenders consist of elements of the Third Davion Guards and the 208th Com Guard Division, grouped as the Beta SLDF Battalion (Provisional). Each battle-armor squad is a unit consisting of four Infiltrator battle-armored troopers.

1st SLDF Provisional BattleMech Lance

  • Hauptmann Sarah Collier (Piloting 4, Gunnery 3), WHT-2 Whitworth
  • Leftenant Franciszek Shultz (Piloting 5, Gunnery 3), ASN-23 Assassin
  • Joanna Lustig (Piloting 4, Gunnery 2), VLK-QD Valkyrie
  • Patrick Hurley (Piloting 5, Gunnery 4), UM-R73 UrbanMech

2nd SLDF Provisional BattleMech Lance

  • Leftenant Arthur Jones (Piloting 3, Gunnery 3), STH-1D Stealth
  • Leftenant Dina Gardner (Piloting 2, Gunnery 1), ENF-5D Enforcer
  • Geo Eldred (Piloting 4, Gunnery 3), CES-3R Caesar
  • Richard Busse (Piloting 3, Gunnery 3), TDR-7M Thunderbolt

3rd SLDF Provisional BattleMech Lance

  • Adept Conroy Maduneme (Piloting 3, Gunnery 1), MCY-97 Mercury
  • Adept Hillary Critchard (Piloting 2, Gunnery 2), AXM-1N Axman
  • Acolyte John Klein (Piloting 3, Gunnery 3), BNC-5S Banshee
  • Said Zäba (Piloting 3, Gunnery 2), VTR-9K Victor
  • Zed Muraoka (Piloting 4, Gunnery 1), KGC-000 King Crab

1st SLDF Provisional Armor Lance

  • Alacorn* (Veteran crew)
  • Striker* (Refit, Veteran crew)
  • Vedette* (Refit, Veteran crew)
  • Saladin* (Veteran crew)

2nd SLDF Provisional Armor Lance

  • Fury* (Veteran crew)
  • Typhoon* (Veteran crew)
  • Challenger X* (Veteran crew)
  • Challenger X* (Veteran crew)

3rd SLDF Provisional Armor Lance

  • Hunter* (Refit, Veteran crew)
  • Harasser* (Veteran crew)
  • Warrior H8* (Refit, Veteran crew)
  • Yellow Jacket* (Veteran crew)

1st SLDF Provisional Infantry Company

  • Foot Infantry Platoon (Rifles)
  • Foot Infantry Platoon (Rifles)
  • Foot Infantry Platoon (Rifles)
  • Foot Infantry Platoon (Machine Guns, Anti-'Mech trained)
  • Foot Infantry Platoon (Machine Guns, Anti-'Mech trained)
  • Jump Infantry Platoon (Lasers)
  • Battle-Armor Squad A

* Searchlight-equipped unit. See Night Combat (p. 94, BTC:RoW).

Deployment: The SLDF forces may deploy anywhere on the three city maps. Eligible units may use the Hidden Units rule (see p. 89, BTC:RoW).

Victory Conditions

The scenario ends when one side has been destroyed, withdrawn or otherwise left the map. Once any of these occurs, calculate each side's point total as follows:

  • +10 points per Clan 'Mech destroyed
  • +5 points per Clan 'Mech forced to withdraw
  • +5 points per Elemental Point destroyed
  • +1 point per Elemental Point forced to withdraw
  • -8 points per Clan 'Mech exiting the north map edge
  • -4 points per Elemental point exiting the north map edge
  • -10 points per Inner Sphere 'Mech destroyed
  • -5 points per Inner Sphere 'Mech forced to withdraw
  • -4 per vehicle destroyed
  • -2 per vehicle forced to withdraw
  • -2 per infantry platoon destroyed
  • -1 per infantry platoon forced to withdraw

Once the individual scores are calculated, subtract the SLDF score from the Clan score and consult the Victory Level Table.

Victory Level Table

Total PointsResults
-180 or lowerDecisive Clan Victory
-179 to -141Substantial Clan Victory
-140 to -101Marginal Clan Victory
-100 to -50Draw
-49 to 30Marginal Inner Sphere Victory
21 to 100Substantial Inner Sphere Victory
101 or higherDecisive Inner Sphere Victory

(The printed Victory Level Table gives overlapping ranges, -49 to 30 and 21 to 100; it is reproduced as printed.)

Special Rules

The following special rules apply during this scenario.

BattleTech Special Case Rules: Night-combat rules (p. 94, BTC:RoW) are in effect throughout this scenario.

The following Optional/Special Case rules from the BattleTech Compendium: The Rules of Warfare are also in effect: Anti-BattleMech Infantry (pp. 75-77), Basements (pp. 80-81), Ejection (pp. 83-84; the default auto-eject is operational), Fire (pp. 84-86), Hidden Units (p. 89) and Minefields (p. 93). Other optional rules may be used if both players agree.

Forced Withdrawal: The Forced Withdrawal rule is in effect (see Forced Withdrawal, p. 5). The SLDF force must withdraw from the north edge of the map. The Sixth Strike Cluster must withdraw from the south map edge.

Honor Level: The Smoke Jaguars must adhere to Honor Level 2 rules for this scenario (see Clan Honor and Battlefield Tactics, p. 5).

Random Damage: To reflect damage sustained in the campaign on Luzerne, most Inner Sphere units in this scenario begin with pre-existing damage. Roll 2D6 for each SLDF unit. The roll result represents the total amount of damage taken by each unit during a previous fight. Divide each result into 5-point groups and apply the points as damage using the Front/Back column of the BattleMech Hit Location Table (p. 39, BTC:RoW). Apply any critical hits that result from this damage, except for the following: third engine hit, second gyro hit, cockpit hit, second hip hit, any result that indicates the destruction of a leg or head and any result that indicates the destruction of the center torso or side torso for Inner Sphere 'Mechs equipped with extralight engines.

The Clan forces begin the scenario undamaged.

Ammunition Expenditure: The SLDF units have had no time to re-arm since their earlier battles. To simulate this ammunition shortage, roll 2D6 for every ammunition magazine in each SLDF 'Mech or vehicle when filling out the BattleMech and vehicle record sheets. Subtract the result from the number of rounds normally carried in that magazine to determine the number of rounds available during this scenario. For example, if the Inner Sphere player achieves results of 9 and 8 respectively for an LB 10-X autocannon (normal ammo capacity 10) and an LRM 10 launcher (normal ammo capacity 24), the LB 10-X has 1 round (10 - 9 = 1) and the LRM has 16 rounds (24 - 8 = 16) available for the scenario.

The Clan 'Mechs begin the scenario with a full ammo load.

Rearming: Limited technical resources and materiel are available to repair and rearm damaged 'Mechs and vehicles. All SLDF forces are armed with standard ammunition (conventional shells and missiles), but players may opt to swap part of this ammunition (in full tons per standard BattleTech rules) for any of the special submunitions listed below. The SLDF player may begin the scenario with less than the full load of ammunition in each 'Mech or vehicle, keeping the remainder in reserve. Such rearming takes place before the scenario begins.

'Mechs or vehicles equipped with the Artemis IV targeting system must use Artemis IV-type ammunition to gain the system's benefits. They may fire standard missiles, but without the benefits of the targeting system.

MissilesAutocannon Rounds
9 tons LRM3 tons AC-2
3 tons LRM (Swarm)7 tons AC-5
2 tons LRM (Thunder)4 tons AC-10
7 tons LRM (Artemis IV)4 tons AC-10 (Cluster)
10 tons SRM3 tons AC-20
1 tons SRM (Inferno)6 tons Gauss
6 tons SRM (Artemis IV)5 tons MG
2 tons NARC8 tons AMS

Repairs: The Thün bastion is somewhat poorly equipped with spare parts, so the units there generally have to make do with jury-rigged repairs. Repairs may be attempted per the Scavenging and Repair rules (see pp. 94-95, BTC:RoW), but only one repair attempt may be made per damaged system. Points from the parts are used on a one-for-one basis when replacing armor or repairing internal structure—for example, replacing 10 armor points on a 'Mech will take 10 points from the spare-parts pool. For simplicity, assume it takes 1 point of myomer to repair each damaged actuator, or 3 points for a complete replacement. Such repairs take place before the scenario begins.

PartsWeapons
22 tons (672 points) Armor (Standard)PPCs: 1 Standard, 1 ER
14 tons (610 points) Armor (Ferro Fibrous)Lasers, Large: 1 Standard, 2 ER, 1 Pulse
155 points Internal Structure (Standard)Lasers, Medium: 2 Standard, 2 Pulse
150 points Internal Structure (Endo Steel)Lasers, Small: 2 Standard, 1 Pulse
8 Heat Sinks (Standard)Autocannon: 1 AC-5, 1 Ultra 5
8 Heat Sinks (Double)1 AC-10, 1 LB 10-X
15 points Myomer Musculature1 AC-20
1 Gauss Rifle
2 Machine Guns
1 LRM-5, 2 LRM-10, 1 LRM-15, 1 LRM-20
1 SRM-2, 2 SRM-4, 1 SRM-6, 1 Streak-2

Initiative: The ad-hoc nature of the SLDF force gives them a -1 Initiative penalty. The Clan player gains a +1 bonus to his Initiative roll, provided that units of only one Jaguar Cluster are on the battlefield. If both Clusters are involved in the battle, the Jaguar player's Initiative roll suffers a -1 penalty.

Smoke Jaguar Counterattack

The Smoke Jaguar Counterattack opening narrative (pages 36-37) is omitted. Its Scenarios 7 and 8 follow.

Scenario 7: Divine Wind

Game Set-Up

Lay out the BattleTech maps as shown. Use the Desert Hills map from BattleTech Map Set 2 and the Large Mountain #2 map from BattleTech Map Set 5.

Place the following buildings (representing bunkers) on the Large Mountain mapsheet as follows. For more information, see Bunkers (Special Rules, below).

HexBuilding TypeCFBunker Weapons
0704HD11002 ER Large Lasers, 1 LRM-20
0711HD11004 ER Large Lasers
0814HD11002 ER Large Lasers, 1 LRM-20
1206HD11002 ER Large Lasers, 1 LRM-10
0313H1751 AC10, 2 Medium Lasers
0403H1751 AC10, 2 Medium Lasers
1103

The defender should also place eight 1-hex Medium and eight 1-hex Light buildings on the Large Mountain mapsheet. These represent various warehouses and barracks.

Attacker

The attacker consists of elements of the Second Jaguar Regulars. Each Elemental Point is a unit consisting of five Elementals with small lasers, except where otherwise noted.

Gamma Battle Star

  • Star Captain Nicholas Wimmer (Piloting 4, Gunnery 2), Black Hawk B
  • Star Commander Dannis (Piloting 5, Gunnery 4), Galahad
  • MechWarrior Konstantin (Piloting 4, Gunnery 2), Night Gyr
  • MechWarrior Juanita (Piloting 4, Gunnery 2), Rifleman IIC
  • MechWarrior Creed (Piloting 5, Gunnery 3), Vulture C

Gamma Assault Nova

  • Star Commander Caesar Furey (Piloting 1, Gunnery 0), Peregrine
  • MechWarrior Heinz (Piloting 3, Gunnery 3), Koshi B
  • MechWarrior Nathan (Piloting 3, Gunnery 2), Puma A
  • MechWarrior Max (Piloting 4, Gunnery 2), Ryoken D
  • MechWarrior Ronson (Piloting 5, Gunnery 3), Hunchback IIC
  • Point Commander Jey Perez, Elemental Point 1
  • Point Commander August, Elemental Point 2
  • Point Commander Dent, Elemental Point 3 (Machine Guns)
  • Point Commander Rig, Elemental Point 4 (Flamers)

Gamma Omega Star

  • Star Commander Hessop (Piloting 5, Gunnery 3), Puma D
  • MechWarrior Sovinda (Piloting 4, Gunnery 3), Shadow Hawk IIC
  • MechWarrior Piers (Piloting 3, Gunnery 3), Griffin IIC
  • MechWarrior Reza (Piloting 4, Gunnery 3), Ryoken Prime
  • MechWarrior Shun (Piloting 3, Gunnery 3), Hunchback IIC

Deployment: The attacker sets up second. He may choose to deploy some or all of his forces within 4 hexes of the north map edge. Alternatively, units may be held in reserve and brought onto the map in a combat drop later in the scenario. See Clan Combat Drop (Special Rules).

Defender

The defender consists of elements of the Twenty-second Dieron Regulars, supported by the Davion Assault Guards.

Elements of Twenty-second Dieron Regulars

Strike Lance

  • Sho-sa Akito Ishigaki (Piloting 4, Gunnery 4), FS9-A Firestarter
  • Chu-i Alan McFarland (Piloting 4, Gunnery 3), HM-1 Hitman
  • Raphael Burman (Piloting 5, Gunnery 4), WFT-1 Wolftrap
  • Malachai Ross (Piloting 4, Gunnery 4), LNX-9Q Lynx

Battle Lance

  • Chu-i Keiko Miura (Piloting 4, Gunnery 3), BJ2-OC Blackjack
  • Kashira James Hill (Piloting 5, Gunnery 4), BHKU-OB Black Hawk-KU
  • Jack Musikant (Piloting 4, Gunnery 3), QKD-5M Quickdraw
  • Fumi Hunada (Piloting 4, Gunnery 2), MAD-5D Marauder

Elements of Davion Assault Guards

Assault Lance, Charlie Company

  • Leftenant Autumn Robson (Piloting 4, Gunnery 4), AXM-2N Axman
  • Sergeant Herbert Norton (Piloting 4, Gunnery 3), NGS-4S NightSky
  • Vijay Lim (Piloting 3, Gunnery 3), CN9-D Centurion
  • Al Weiss (Piloting 3, Gunnery 3), CTF-3D Cataphract

Urban Assault Lance, 2nd Armored Regiment

  • Typhoon Urban Assault Vehicle (Veteran crew)
  • Typhoon Urban Assault Vehicle (Veteran crew)
  • Pilum Heavy Tank (Veteran crew)
  • Pilum Heavy Tank (Veteran crew)

Fire Support Lance, 2nd Armored Regiment

  • Demolisher (Veteran crew)
  • Ontos (Refit, Veteran crew)
  • Fulcrum (Veteran crew)
  • Chaparral (Veteran crew)

1st Provisional Infantry Company

  • Foot Infantry Platoon (Rifles)
  • Foot Infantry Platoon (Rifles)
  • Jump Infantry Platoon (Machine Guns)
  • Jump Infantry Platoon (SRMs)

Deployment: The defending player sets up first and may place his units anywhere on the Large Mountain map or within 5 hexes of the south edge of the Desert Hills map.

Victory Conditions

The scenario ends when all of one side's forces have been destroyed or forced to withdraw. When either of these occurs, total the points for the damage done by the Smoke Jaguar force and consult the Victory Table.

ActionVictory Points
Per Light building destroyed2
Per Medium building destroyed4
Per bunker destroyed1
Per Inner Sphere 'Mech destroyed5
Per Inner Sphere vehicle destroyed3
Per Inner Sphere infantry platoon destroyed2
Per Inner Sphere 'Mech forced to withdraw3
Per Inner Sphere vehicle forced to withdraw2
Per Inner Sphere infantry platoon forced to withdraw1

Victory Table

Total PointsResults
100 or higherDecisive Clan Victory
78 to 99Substantial Clan Victory
55 to 77Marginal Clan Victory
43 to 54Draw
32 to 42Marginal Inner Sphere Victory
21 to 31Substantial Inner Sphere Victory
20 or lowerDecisive Inner Sphere Victory

Special Rules

The following special rules apply during this scenario.

Forced Withdrawal: The SLDF troops are subject to the Forced Withdrawal rule (see Forced Withdrawal, p. 5) and must withdraw from the south map edge. The rule does not apply to the Clan troops, who are on a suicide mission.

Honor Levels: The special nature of their mission means that the Smoke Jaguar troops may ignore all honor rules during this scenario.

Bunkers: The eight bunkers placed on the mapsheet before the scenario begins have a 360-degree arc of fire and may engage any Clan units during the SLDF player's Weapon Attack Phase. The bunkers do not count as units when determining Initiative and movement order. They have no heat or ammunition limits. The weapons in each bunker cease to operate when that bunker's CF is reduced to 0.

Clan Combat Drop: The Clan player may call for reinforcements in the End Phase of any turn after the first, provided he states his intention to do so. Any Clan forces previously held in reserve arrive during the Movement Phase of the third turn following the call for reinforcements. The reinforcement 'Mechs land in accordance with the Dropping Troops rules (see p. 82, BTC:RoW or pp. 37-38, BattleSpace rulebook) and may be placed on either map. Assume that 'Mechs without jump jets are fitted with detachable jump-packs for this operation.

Special Abilities: The Third Jaguar Regulars gain a +1 bonus to all Initiative rolls. (The printed text reads "Third Jaguar Regulars" here; the attacking unit is listed in the Attacker section as the Second Jaguar Regulars. The text is reproduced as printed.) The Regulars also may overrun the defending units. When the Clan player wins Initiative, he should note the Margin of Success (number of points by which the roll result exceeds the opponent's Initiative Roll result). Divide the Margin of Success by 2 and round fractions down. The result indicates the number of Clan units that may move, designate and resolve their firing before any other units move and fire. A negative Margin of Success has no effect. If the number of overrunning units allowed exceeds the number of units the Regulars have at their disposal, simply ignore the excess move/fire slots.

An overrun-capable force rolls an Initiative of 11, while their opponents roll a 6. The Margin of Success is 5 (11 - 6). Two units of the overrun-capable force may move and fire before any other movement is allowed (5 ÷ 2 = 2.5, rounded down to 2).

The SLDF force gains a +2 bonus to all Initiative rolls while Sho-sa Ishigaki of the Twenty-second Dieron is in charge. If Ishigaki's 'Mech is destroyed, reduce the Initiative bonus to +1. Davion Assault Guards units apply a -1 modifier to their to-hit numbers in any turn in which they do not move.

Scenario 8: Baiting the Jaguar

Game Set-Up

Lay out the BattleTech mapsheets as shown. Use the River Valley and Mountain Lake maps from BattleTech Map Set 2, the Rolling Hills #2 map from BattleTech Map Set 3 and the Open Terrain #1 map from BattleTech Map Set 5.

Attacker

The attacking force is Beta Galaxy's 267th Battle Cluster, Second Trinary Battle.

Alpha Battle Star

  • Star Captain Evan Wimmer (Piloting 4, Gunnery 1), Daishi A
  • MechWarrior Johan (Piloting 3, Gunnery 3), Masakari A
  • MechWarrior Lisse (Piloting 3, Gunnery 2), Cauldron-Born C
  • MechWarrior Ash (Piloting 3, Gunnery 1), Mad Cat B
  • MechWarrior Rafia (Piloting 4, Gunnery 2), Man O' War B

Bravo Battle Star

  • Star Commander Roberta Kotare (Piloting 4, Gunnery 2), Masakari Prime
  • MechWarrior Keith (Piloting 3, Gunnery 2), Black Hawk Prime
  • MechWarrior Russell (Piloting 4, Gunnery 2), Vulture Prime
  • MechWarrior Timm (Piloting 3, Gunnery 4), Cauldron-Born B
  • MechWarrior Matt (Piloting 3, Gunnery 3), Thor A

Deployment: The attacking force enters from the south map edge on Turn 3, in pursuit of the Eleventh Alshain.

Defender

The defending force consists of two lances from the Eleventh Alshain Avengers and a company from the First Canopian Cuirassiers.

Eleventh Alshain Avengers, First Lance

  • Tai-sa Tracy Miyazaki (Piloting 3, Gunnery 1), T-IT-N10M Grand Titan
  • Tai-sa George Gibson (Piloting 3, Gunnery 2), SD1-OB Sunder
  • Chu-sa Ti Lo Sun (Piloting 4, Gunnery 3), MAD-5D Marauder
  • Sho-sa Eva Grahmsdotter (Piloting 4, Gunnery 2), CRK-5003-2 Katana

Eleventh Alshain Avengers, Second Lance

  • Chu-sa Sari Masuhira (Piloting 4, Gunnery 2), AKU-1X Akuma
  • Chu-sa Palmer Yoshio (Piloting 4, Gunnery 3), ON1-M Orion
  • Sho-sa James Rivers (Piloting 4, Gunnery 3), AV1-OC Avatar
  • Sho-sa Kammie Williams (Piloting 3, Gunnery 3), KIM-2 Komodo

First Canopian Cuirassiers, First Company

Command Lance

  • Major Danai Centrella (Piloting 3, Gunnery 3), BNC-5S Banshee
  • Commander Julia Fox (Piloting 5, Gunnery 4), CGR-1A1 Charger
  • Sam Kowolski (Piloting 5, Gunnery 4), CN9-A Centurion
  • Jon Bonell (Piloting 4, Gunnery 3), VND-1R Vindicator

Assault Lance

  • Commander Jill Ferrel (Piloting 4, Gunnery 3), FLS-8K Flashman
  • Ensign Karla Wood (Piloting 6, Gunnery 4), WHM-7H Warhammer
  • Ferri Larson (Piloting 5, Gunnery 4), ARC-2R Archer
  • Brent Jacobson (Piloting 4, Gunnery 3), GHR-5H Grasshopper

Pursuit Lance

  • Commander Scott Williamson (Piloting 5, Gunnery 4), QKD-4G Quickdraw
  • Frank Doll (Piloting 5, Gunnery 4), WFT-1 Wolftrap
  • Trina McVey (Piloting 5, Gunnery 4), HER-1A Hermes
  • Ensign Jewels Far (Piloting 6, Gunnery 4), PNT-9R Panther

Deployment: The Eleventh Alshain enters from the south map edge during the Movement Phase of Turn 1 and proceeds north. The Cuirassiers enter from the north edge one lance at a time (player's choice) beginning on Turn 7.

Victory Conditions

The battle continues until one side is destroyed.

The SLDF player wins a Decisive Victory if the Eleventh Alshain cripples or destroys all Jaguar 'Mechs with the loss of no more than twelve SLDF units, a Substantive Victory if they lose no more than sixteen units, and a Marginal Victory if at least one SLDF 'Mech remains functional at the end of the battle.

The Clan player wins a Decisive Victory if the 267th cripples or destroys all the SLDF forces, a Substantive Victory by destroying more than sixteen SLDF 'Mechs, and a Marginal Victory for destroying more than twelve 'Mechs. In Clan eyes, destroying eight to twelve enemy 'Mechs is considered a Draw; anything else is a defeat.

Victory levels for each side are calculated separately, and may overlap.

Special Rules

The following special rules apply during this scenario.

Modifications: The Eleventh Alshain may alter three 'Mechs in the First Lance to carry C3 slave units by exchanging 1 ton of equipment for the C3 slave (the Sunder's computer).

Random Damage: To reflect damage sustained in previous battles, most units in this scenario begin with pre-existing damage. Roll 1D6 for each Eleventh Alshain unit and 1D6 + 2 for each Clan unit. Divide each dice roll result into 5-point groups and apply the points as damage using the Front/Back column of the BattleMech 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, any result that indicates the destruction of a leg or head and any result that indicates the destruction of the center torso or side torso for Inner Sphere 'Mechs equipped with extralight engines.

The Canopian units begin the scenario undamaged.

Special Abilities: The SLDF player receives a +2 Initiative bonus. Once his force is reduced to four or fewer 'Mechs, the Eleventh Alshain player also gains a -2 to-hit bonus to the target number for any physical attack.

Warriors of the First Canopian Cuirassiers may ignore a partial cover to-hit penalty as long as no other terrain or cover is affecting line of sight. Cuirassier units receive a -1 Initiative penalty if Danai Centrella's 'Mech is crippled or destroyed, and a -2 Initiative penalty if Danai Centrella is killed.

Warriors of First Trinary Battle may forgo all movement in order to fire at the end of the Movement Phase. Movement modifiers generated by targeted 'Mechs are halved, rounded down. Whenever the Trinary wins Initiative, the Clan player may move and fire one unit for every point by which the Clan player beat the SLDF player's Initiative roll.

Honor Levels: The Smoke Jaguars must adhere to Honor Level 2 rules for this scenario (see Clan Honor and Battlefield Tactics, p. 5). If the SLDF player challenges any Clan 'Mech to single combat during the End Phase of a turn, the Clan player must oblige and commit to single combat in the following turn and thereafter until one 'Mech or the other is destroyed. The challenging 'Mech may weigh up to 20 tons more or less than the Clan 'Mech. If the SLDF player violates the single combat, no more such challenges may be issued. No more than half of the Clan units may be involved in single combat at any given time.

Artillery: Beginning on Turn 8, the SLDF player may call in Sniper artillery bombardment (four shots per turn) per the rules on pages 77-80, BTC:RoW. The Snipers are effectively located two mapsheets away, so flight time is 2 turns. The spotters are in Hexes 0711 of the Mountain Lake map and 0505 of the Rolling Hills #2 map. They may not move and cannot be attacked. Once the Cuirassiers are on the map, any command lance units may also act as spotters for the artillery. Additionally, the SLDF player chooses any four hexes prior to game play and designates those hexes as artillery targets (see p. 78, BTC:RoW). Artillery fire from any of the Snipers aimed at one of the four designated hexes automatically hits its target.

Wave Three: Bringing Down the Jaguar

The Wave Three narrative and map contain no rules and are omitted.

Scenario 9: No Mercy

Game Set-Up

Lay out the BattleTech mapsheets as shown. Use both Open Terrain maps from BattleTech Map Set 5. Treat all woods hexes as Light Woods.

Attacker

The attacking force consists of an elite company of the Izanagi Warriors.

Izanagi Warriors Provisional Company

  • Tai-sa Shin Yodama (Piloting 2, Gunnery 3), DGR-3F Dragon Fire
  • Chu-sa Sajori Mitsotisa (Piloting 4, Gunnery 2), SD1-OA Sunder
  • Chu-sa Yeng Sum Lee (Piloting 3, Gunnery 3), NDA-1K No-Dachi
  • Sho-sa Bjorg Geftsson (Piloting 3, Gunnery 2), AKU-1X Akuma
  • Tai-i Terry Pauls (Piloting 2, Gunnery 1), MTR-5K Maelstrom
  • Tai-i Rick Larsen (Piloting 3, Gunnery 3), DAI-01 Daikyu
  • Tai-i Uri Dragovich (Piloting 4, Gunnery 1), ARC-4M Archer
  • Tai-i Hiro Massashita (Piloting 2, Gunnery 3), NDA-1K No-Dachi
  • Yeda Iosi (Piloting 3, Gunnery 3), BLR-3M BattleMaster
  • Stanford Jones (Piloting 3, Gunnery 2), BNC-5S Banshee
  • Kyle Newton (Piloting 3, Gunnery 1), KIM-2 Komodo
  • Thaddeus Tessahara (Piloting 4, Gunnery 3), BHKU-OC Black Hawk-KU

Deployment: The Izanagi Warriors enter from the south or east map edge during the Movement Phase of Turn 1.

Defender

The defenders are the remnants of Beta Galaxy's Command Trinary and the First Jaguar Guards.

Smoke Jaguar Defending Force

  • Galaxy Commander Mikhail Ward (Piloting 2, Gunnery 2), Masakari B
  • Star Captain Alexis Furey (Piloting 2, Gunnery 3), Loki Prime
  • Star Captain Jax Wirth (Piloting 3, Gunnery 1), Ryoken D
  • Star Commander Jaquie Corbett (Piloting 3, Gunnery 2), Dragonfly Prime
  • Star Commander Jon Kotare (Piloting 2, Gunnery 2), Black Hawk C
  • Star Commander Elizah Wimmer (Piloting 3, Gunnery 2), Koshi B
  • Star Commander Deliah Showers (Piloting 3, Gunnery 2), Vulture A
  • MechWarrior Sampson (Piloting 3, Gunnery 3), Dragonfly C
  • MechWarrior Troy (Piloting 1, Gunnery 4), Loki B
  • MechWarrior Georgia (Piloting 3, Gunnery 2), Koshi Prime
  • MechWarrior Cameron (Piloting 2, Gunnery 2), Hankyu C
  • MechWarrior Rathe (Piloting 2, Gunnery 3), Fenris A

Deployment: The defenders begin play anywhere within 15 hexes of the mapsheets' northwest corner (Hex 0101).

Victory Conditions

The battle continues until one side is defeated.

Using single combat (zellbrigen), the SLDF player wins a Decisive Victory if the Izanagi Warriors defeat the entire Smoke Jaguar force and lose less than six 'Mechs, a Substantive Victory if they lose less than eight 'Mechs, and a Marginal Victory if they have at least one operational 'Mech at the end of the battle. If the scenario is not played as single combat, downgrade the victory achieved to the next lower level (for example, a Marginal Victory is considered a Draw).

The Clan player wins a Decisive Victory if the Smoke Jaguars destroy or cripple all enemy 'Mechs. Destroying at least eight enemy 'Mechs wins the Clan player a Substantive Victory, destroying six 'Mechs a Marginal Victory. Destroying four to six 'Mechs is a Draw for the Clan force; anything else is a defeat.

Special Rules

The following special rules apply during this scenario.

No Exit: No units may withdraw off any map edge, and no 'Mech may be pushed off any edge. Treat successful Pushing attacks that effectively shove a 'Mech off the map as if the pushed 'Mech had fallen in an occupied hex (the attacker would not move into the enemy unit's hex, but would remain in his same hex).

Random Damage: To reflect damage sustained in earlier battles, the Clan force begins with pre-existing damage. Roll 1D6 + 4 for each Clan unit. The dice roll result represents the total amount of damage taken by each unit during a previous fight. Divide each result into 5-point groups and apply the points as damage using the Front/Back column of the BattleMech 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, any result that indicates the destruction of a leg or head and any result that indicates the destruction of the center torso.

The Izanagi Warriors begin the scenario undamaged.

Ammunition Expenditure: The Clan units have had no time to rearm since previous battles. To simulate this ammunition shortage, the Clan player must remove half the ammo (rounding down) from each of his 'Mechs' ammunition magazines when filling out the BattleMech record sheets.

Honor Levels: Galaxy Commander Ward and the two Star Captains must adhere to Honor Level 2 rules for this scenario (see Clan Honor and Battlefield Tactics, p. 5). All other Clan units may use any tactics.

Special Abilities: Whenever the Clan player declares that a unit will make a Charging Attack, he receives a +1 Initiative bonus in the following turn's Initiative Phase.

Scenario 10: 300 Spartans

Game Set-Up

Lay out the BattleTech maps as shown. Use both Deep Canyon maps from BattleTech Map Set 5 and the Rolling Hills #1 map from BattleTech Map Set 3.

The sides of the canyon are high and steep, impassable to ground-based forces. Therefore, no units may exit the east or west map edges. Treat the canyon-edge hexes (those of the same elevation as Hexes 0101 and 1501 on the long map) as Level 10 elevation. Treat the half-hexes along the long edges of the Deep Canyon maps as impassable terrain.

Attacker

The attacker consists of Beta Company, Third Battalion of the Ryuken-go.

Recon Lance

  • Tai-i Magnus Apella (Piloting 3, Gunnery 3), DMO-1K Daimyo
  • Chu-i Masako Kanzaki (Piloting 4, Gunnery 3), BJ2-OC Blackjack
  • Sharan Kerr (Piloting 4, Gunnery 3), OW-1C Owens
  • Yuko Nogami (Piloting 3, Gunnery 3), SDR-9K Venom

Battle Lance

  • Chu-i Robert Hughes (Piloting 4, Gunnery 3), PNT-10K Panther
  • Kashira Naomi Shiina (Piloting 3, Gunnery 3), RTK1-OA Raptor
  • Kohyama Murata (Piloting 3, Gunnery 3), PXH-3K Phoenix Hawk
  • Gunsho Montague Fisher (Piloting 3, Gunnery 4), DAI-05 Daikyu

Assault Lance

  • Chu-i Oliver Murray (Piloting 2, Gunnery 3), AV-1B Avatar
  • Kashira Iris Ogu (Piloting 3, Gunnery 3), BHKU-OC Black Hawk KU
  • Martin Isepp (Piloting 3, Gunnery 3), SR1-OE Strider
  • Pip Zissimou (Piloting 2, Gunnery 3), MR-V2 Cerebus

Deployment: The attacking player deploys first and may place his units anywhere within 10 hexes of the south map edge.

Defender

The defender consists of elements of Trinary Echo, Seventeenth Jaguar Regulars. Each Elemental Point consists of five Elementals with small lasers, except where otherwise noted.

Gamma Battle Star

  • Star Commander An Wirth (Piloting 3, Gunnery 2), Shadow Cat A
  • MechWarrior Michael (Piloting 3, Gunnery 3), Ryoken A
  • MechWarrior Lee (Piloting 3, Gunnery 2), Thor Prime
  • MechWarrior Maud (Piloting 3, Gunnery 3), Masakari Prime
  • MechWarrior Ghent (Piloting 2, Gunnery 3), Dasher D
  • Point Commander Oswald, Elemental Point 1
  • Point Commander Manami, Elemental Point 2

Deployment: Gamma Battle Star may deploy anywhere on the two Deep Canyon maps, provided that each 'Mech or Elemental Point can reach the canyon floor during the Movement Phase of Turn 1.

Victory Conditions

The scenario ends when all the forces of one side (including reinforcements) have been destroyed or forced to withdraw. To calculate the victory level, add up the Victory Points for each side, then subtract the SLDF score from the Clan score and consult the Victory Table.

ActionVictory Points
Smoke Jaguars
Per Inner Sphere 'Mech destroyed10
Per Inner Sphere 'Mech forced to withdraw5
Per Jaguar 'Mech voluntarily withdrawn after Turn 155
SLDF
Per Clan 'Mech destroyed or forced to withdraw6
Per SLDF 'Mech exiting the northern end of the canyon4
Per surviving SLDF 'Mech3

Victory Table

Total PointsResults
60 or higherDecisive Clan Victory
35 to 59Substantial Clan Victory
13 to 34Marginal Clan Victory
-3 to 12Draw
-25 to -4Marginal Inner Sphere Victory
-47 to -26Substantial Inner Sphere Victory
-48 or lowerDecisive Inner Sphere Victory

Special Rules

The following special rules apply during this scenario.

Forced Withdrawal: The Forced Withdrawal rule is in effect (see Forced Withdrawal, p. 5). The Jaguars withdraw from the north map edge. The Ryuken-go withdraw from the south map edge. After Turn 15, Clan units may withdraw voluntarily. Such withdrawing units do not count toward the SLDF Victory Point total.

Honor Level: The Smoke Jaguars must adhere to Honor Level 2 rules for this scenario (see Clan Honor and Battlefield Tactics, p. 5).

Reinforcements: Both sides may receive reinforcements during the scenario. The Clan player may receive reinforcements beginning in the Initiative Phase of Turn 2. In this and subsequent turns, the Clan player rolls 1D6. If the result is lower than the number of the current turn, reinforcements arrive from Alpha Assault Star. Clan reinforcements enter from the north map edge.

Alpha Assault Star

  • Star Captain Sun-Ji Furey (Piloting 3, Gunnery 2), Daishi A
  • MechWarrior Sana (Piloting 3, Gunnery 3), Mad Cat B
  • MechWarrior Rynn (Piloting 4, Gunnery 3), Cauldron Born B
  • MechWarrior Naseem (Piloting 3, Gunnery 3), Uller B
  • MechWarrior Yurido (Piloting 3, Gunnery 2), Thor A
  • Point Commander Gudrun, Elemental Point 1
  • Point Commander Kyu, Elemental Point 2

The SLDF player may receive reinforcements beginning in the Initiative Phase of Turn 5. In this and subsequent turns, the SLDF player rolls 2D6. On a result of 10 or higher, one lance of McCarron's Armored Cavalry arrives (starting with Able, then Bravo, then Charlie). For each turn since the last successful call for reinforcements, reduce the necessary result by 1. For example, if the player successfully called for reinforcements in the previous turn, the result needed would remain 10. If two turns then pass without the arrival of SLDF reinforcements, the result needed drops to 8. SLDF reinforcements enter from the south map edge during the Movement Phase of the turn in which the player successfully rolls for reinforcements.

McCarron's Armored Cavalry, Christobal's Regiment, Monsoon Company

Able Lance

  • Captain Ellis Rankin (Piloting 2, Gunnery 2), VND-3L Vindicator
  • Commander Allen Radinovski (Piloting 2, Gunnery 3), BJ2-OA Blackjack
  • Corey Hepworth (Piloting 4, Gunnery 3), DV-7D Dervish
  • Jim Locke (Piloting 2, Gunnery 3), SNK-1V Snake

Bravo Lance

  • Commander Wang Zhao (Piloting 3, Gunnery 2), WHM-7M Warhammer
  • Karen Codgebury (Piloting 2, Gunnery 3), QKD-5M Quickdraw
  • Frederich Brennan (Piloting 2, Gunnery 2), THR-1L Thunder
  • Robert Greer (Piloting 2, Gunnery 2), TBT-7M Trebuchet

Charlie Lance

  • Commander Isiah Thurber (Piloting 3, Gunnery 3), WHM-7M Warhammer
  • Ariston Wellesley (Piloting 3, Gunnery 2), CPLT-C3 Catapult
  • Jill Budgell (Piloting 3, Gunnery 2), STK-5M Stalker
  • Li Xing (Piloting 2, Gunnery 1), BLR-3M BattleMaster

Special Abilities: The Clan player may place a 'Mech in overwatch rather than moving it. That 'Mech may fire at any point later in the turn, even during the Movement Phase. A unit on overwatch may attack any unit within LOS and appropriate firing arcs, but may not torso twist. The overwatch attack is resolved immediately, with damage taking effect before the next unit moves (or the current unit continues its movement). Use the distance the target has moved up to the point of the attack to calculate the to-hit modifier for target movement. Overwatch fire also suffers a +2 to-hit penalty.

The 'Mechs of the Ryuken-go gain a +1 to-hit modifier when engaging in physical attacks. In addition, if the Ryuken-go destroyed an enemy unit in the previous turn, they gain a +2 Initiative bonus.

Provided they move no faster than half their Walking speed, the 'Mechs of Christobal's Regiment do not suffer the standard to-hit modifier for attacker movement.

Scenario 11: Breaking the Ridge

Game Set-Up

Lay out two BattleTech mapsheets as shown. Use the River Valley map from BattleTech Map Set 2 and the Rolling Hills #1 map from BattleTech Map Set 3.

The river is in the middle of a switchback defile. This means that BattleMechs can walk on the River hexes, or within two hexes on either side. Trees, rubble or hills that fall into this range are valid underlying terrain. Terrain beyond this range is considered either a drop-off or a cliff face, and cannot be traversed. Ignore the standard effects on movement and cover for Water hexes.

Attacker

The attacker consists of Prince Victor Steiner-Davion and Leftenant Renny Sanderlin.

  • Archon-Prince Victor Steiner-Davion (Piloting 4, Gunnery 2), Daishi A
  • Leftenant Renny Sanderlin (Piloting 4, Gunnery 2), PTR-4D Penetrator

Deployment: The attackers enter the map from the south map edge during the Movement Phase of Turn 1, keeping to the restrictions mentioned above. Victor begins the scenario in the lead.

Defender

The defender consists of Omega Star of the Fourth Jaguar Regulars, left behind to cover the main force's retreat.

Fourth Jaguar Regulars, Omega Star

  • Star Commander Elyssia Furey (Piloting 4, Gunnery 3), Man O' War A
  • MechWarrior Damon (Piloting 4, Gunnery 2), Hankyu C
  • MechWarrior Shane (Piloting 3, Gunnery 3), Peregrine
  • MechWarrior Tanya (Piloting 3, Gunnery 4), Grendel Prime
  • MechWarrior Grant (Piloting 4, Gunnery 3), Shadow Cat A

Deployment: Place the Grendel within 2 hexes of Hex 0910 and the Shadow Cat within 2 hexes of Hex 1005. Keep both in the defile as defined above. Place the Man O' War on the northern map, at the end of the defile (Hex 0816), and the other two 'Mechs on the northern map at least 10 hexes from the Man O' War.

Victory Conditions

The battle continues until one side is destroyed.

The SLDF player wins a Decisive Victory if both Prince Victor and Renny Sanderlin have functioning 'Mechs after crippling or destroying all five Clan 'Mechs. (For purposes of deciding victory levels, a 'Mech missing a leg is not considered functional.) The SLDF player wins a Substantive Victory if both SLDF 'Mechs gain the ridge, but one of them is crippled or destroyed before putting down the last two Clan machines. If at least one SLDF 'Mech is partly operational and all five Clan 'Mechs are crippled or destroyed, the SLDF player wins a Marginal Victory. If both 'Mechs are lost in battle or Prince Victor is killed, the SLDF player loses the scenario.

The Clan player wins a Decisive Victory by crippling or destroying the SLDF 'Mechs while losing no more than one Clan 'Mech. If the Clan forces lose only two 'Mechs, the Clan player wins a Substantive Victory; if only three 'Mechs, a Marginal Victory. Losing four 'Mechs or more is a defeat for the Clan player, even if Clan units are the only ones left standing.

Both sides can lose in this scenario.

Special Rules

The following special rules apply during this scenario.

Line of Sight: A Clan 'Mech cannot move or fire until it has line of sight to Victor or Renny. Line of sight is blocked if it crosses a hex not considered part of the defile (as defined above).

Random Damage: The Grendel and Shadow Cat have sustained damage from aerospace fighters prior to this fight. To reflect this, the Clan player rolls 2D6 + 1 for each 'Mech. The result is the amount of damage done. Apply this damage in 5-point groups using the Front/Back BattleMech 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, head or center torso.

Special Abilities: Victor Steiner-Davion receives a -2 bonus to his to-hit target number for weapon attacks if he uses half or less of his Movement Points for any given turn in which he Walks, and a -1 bonus for using half or less of his Movement Points in a turn in which he Runs.

If Star Commander Elyssia Furey forgoes all Movement, her 'Mech may fire at the end of the Movement Phase with half the standard Target Movement Modifier (rounded up).

Honor Levels: The Smoke Jaguars must adhere to Honor Level 2 rules for this scenario (see Clan Honor and Battlefield Tactics, p. 5). As the SLDF 'Mechs move up the defile, the Clan player may only attack the machine in the lead. Once the SLDF 'Mechs are on the ridge, the Clan warriors may violate Honor Level 2 only if the SLDF MechWarriors do so first.

Wave Four: Clean-Up

The Wave Four opening narrative (printed pages 52 and the Wave Four map) is omitted. It contains no rules.

Scenario 12: Let Slip the Dogma of War

The interrogation transcript that opens this scenario is omitted; it is fiction.

Game Set-Up

Lay out the BattleTech maps as shown. Use the River Valley map from BattleTech Map Set 2, the Rolling Hills #1 map from BattleTech Map Set 3, the Large Lakes #2 and Heavy Forest #2 maps from BattleTech Map Set 4, the Open Terrain #1 map from BattleTech Map Set 5 and a standard BattleTech map (from the BattleTech boxed set or BattleTech Map Set 2).

Attacker

The attacker consists of elements of the First Kell Hounds First Battalion (The Dragon Dogs) and the First Wolf Legion. Each Elemental Point consists of five Elementals with small lasers, except where otherwise noted.

1st Battalion Command Lance, 1st Kell Hounds

  • Major Christian Kell (Piloting 1, Gunnery 1), Ryoken Prime
  • Lieutenant Bernard Lamb (Piloting 3, Gunnery 1), Puma Prime
  • Lydia Desmoulins (Piloting 3, Gunnery 2), TMP-3M Tempest
  • Rowland Gracian (Piloting 4, Gunnery 3), Fenris Prime

Fire Support Lance, 1st Kell Hounds

  • Lieutenant Barbara Huss (Piloting 3, Gunnery 3), CES-3R Caesar
  • Gerard Nabokov (Piloting 4, Gunnery 2), PTR-4D Penetrator
  • Sergeant Helen Selden (Piloting 2, Gunnery 1), ON1-K Orion
  • Kurt Rifkin (Piloting 3, Gunnery 2), MAD-5D Marauder

Command Star, 1st Wolf Legion

  • Star Colonel Evantha Fetladral, Elemental Point 1
  • Star Commander Anatole Kerensky (Piloting 1, Gunnery 2), Mad Cat Prime
  • MechWarrior Clifford (Piloting 2, Gunnery 2), Thor D
  • MechWarrior Golm (Piloting 1, Gunnery 2), Loki Prime
  • MechWarrior Hollif (Piloting 3, Gunnery 1), Fenris D
  • MechWarrior Edora (Piloting 2, Gunnery 2), Daishi Prime
  • Point Commander Adri, Elemental Point 2

Assault Star, Trinary Alpha, 1st Wolf Legion

  • Star Commander Cosmo Carns (Piloting 3, Gunnery 2), Man O' War C
  • MechWarrior Mhong (Piloting 3, Gunnery 2), Black Hawk Prime
  • MechWarrior Llewellyn (Piloting 3, Gunnery 2), Ryoken Prime
  • MechWarrior Iona (Piloting 1, Gunnery 1), Vulture B
  • MechWarrior Piero (Piloting 2, Gunnery 2), Mad Cat Prime
  • Point Commander Jana, Elemental Point 1
  • Point Commander Arlee Shaw, Elemental Point 2

Deployment: The two Kell Hound Lances enter from the south map edge during the Movement Phase of Turn 1. The Wolf Legion troops enter from the east map edge during the Movement Phase of Turn 4.

Defender

The defender consists of the Command Trinary of the Tenth Jaguar Regulars. Each Elemental Point consists of five Elementals with small lasers, except where otherwise noted.

Alpha Command Binary

  • Star Colonel Ralph Kotare (Piloting 2, Gunnery 1), Shadow Cat A
  • Star Captain Sia (Piloting 3, Gunnery 4), Goshawk
  • MechWarrior Anura (Piloting 4, Gunnery 2), Hunchback IIC
  • MechWarrior Bevan (Piloting 3, Gunnery 2), Rifleman IIC
  • MechWarrior Lea (Piloting 4, Gunnery 3), Galahad
  • Point Commander Mari Nevversan, Elemental Point 1
  • Point Commander James, Elemental Point 2
  • Point Commander Colum, Elemental Point 3 (Flamers)
  • Point Commander Lytton, Elemental Point 4
  • Point Commander Nicholas, Elemental Point 5

Alpha Strike Binary

  • Star Commander Saran (Piloting 4, Gunnery 2), Dragonfly Prime
  • MechWarrior Francois (Piloting 4, Gunnery 4), Mad Cat C
  • MechWarrior Ihara (Piloting 2, Gunnery 2), Galahad
  • MechWarrior Miguel (Piloting 3, Gunnery 4), Vulture A
  • MechWarrior Ezra (Piloting 4, Gunnery 3), Loki Prime
  • Point Commander Nadine, Elemental Point 1 (Machine Guns)
  • Point Commander William, Elemental Point 2 (Machine Guns)
  • Point Commander Hector, Elemental Point 3
  • Point Commander Soren, Elemental Point 4
  • Point Commander Maynard, Elemental Point 5 (Machine Guns)

Deployment: The defending player deploys first. He may set up his forces anywhere on the Large Lakes or Rolling Hills map.

Victory Conditions

The scenario ends when one side has been destroyed or forced to withdraw. When this occurs, add up the Victory Points and consult the Victory Table.

ActionVictory Points
Per Inner Sphere/Wolf Clan 'Mech destroyed10
Per Inner Sphere/Wolf Clan Elemental Point destroyed5
Per Inner Sphere/Wolf Clan 'Mech forced to withdraw8
Per Inner Sphere/Wolf Clan Elemental forced to withdraw3
Per Jaguar 'Mech destroyed-5
Per Jaguar Elemental Point destroyed-3

Victory Table

Total PointsResults
151 or higherDecisive Clan Victory
100 to 150Substantial Clan Victory
61 to 100Marginal Clan Victory
16 to 60Draw
-9 to 15Marginal Inner Sphere Victory
-49 to -10Substantial Inner Sphere Victory
-50 or lowerDecisive Inner Sphere Victory

Special Rules

The following special rules apply during this scenario.

Forced Withdrawal: The Forced Withdrawal rule is in effect (see Forced Withdrawal, p. 5) for the SLDF troops. SLDF units must withdraw from the south map edge. Jaguar forces will not withdraw.

Random Damage: To reflect damage sustained in an earlier engagement, most units in this scenario begin with pre-existing damage. Roll 2D6 - 2 for each SLDF (Kell Hounds or Wolf Legion) unit and 2D6 + 1 for each Clan unit. The dice roll represents the total amount of damage taken by each unit during a previous fight. Divide each dice-roll result into 5-point groups and apply the points as damage using the Front/Back column of the BattleMech Hit Location Table or to a randomly determined battle-armored Elemental. Apply any critical hits that result from this damage, except for the following: third engine hit, second gyro hit, cockpit hit, second hip hit, any result that indicates the destruction of a leg or head and any result that indicates the destruction of the center torso or side torso for Inner Sphere 'Mechs equipped with extralight engines.

Elementals may be eliminated by random damage.

Ammunition Expenditure: The SLDF units have had no time to rearm since their earlier battles. To simulate this ammunition shortage, the SLDF player rolls 2D6 for every ammunition magazine in each SLDF 'Mech or vehicle when filling out the BattleMech and vehicle 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, respectively, for an LB 10-X autocannon (normal ammo capacity 10) and an LRM-10 launcher (normal ammo capacity 24), the LB 10-X has 1 round (10 - 9 = 1) and the LRM has 16 rounds (24 - 8 = 16) available for the scenario.

The Clan 'Mechs begin the scenario with a full ammo load.

Honor Rules: The Smoke Jaguars must adhere to Honor Level 2 rules for this scenario (see Clan Honor and Battlefield Tactics, p. 5).

Special Abilities: While Star Colonel Kotare remains in the battle, the Tenth Jaguar Regulars gain a +2 bonus to their Initiative roll. However, if the Star Colonel is eliminated, the unit instead suffers a -1 Initiative penalty.

MechWarriors of the First Kell Hounds may draw fire, making their 'Mechs appear as tempting targets. When using this ability, a Kell Hounds 'Mech should designate a Jaguar 'Mech as its opponent. If the Kell Hound 'Mech is the closest valid target for the designated Jaguar 'Mech, the Jaguar 'Mech must shoot at the Kell Hound unit, even if it presents a more difficult target than another unit.

Adept at mobile warfare, the MechWarriors of the First Wolf Legion suffer only half the normal to-hit penalty (round up) for their own movement.

BattleForce Scenario: In the Dragon's Coils

Game Set-Up

This scenario is for use with the BattleForce 2 game system.

Lay out BattleTech mapsheets as shown. Use both Rolling Hills maps from BattleTech Map Set 3 and the Open Terrain maps from BattleTech Map Set 5. Treat all woods hexes on the Open Terrain maps as Light Woods.

Attacker

The attacking force consists of elements of two battalions from the Izanagi Warriors, supported by two companies from the Eighth Sword of Light. Units marked with an asterisk (*) are command units. Each command unit's subordinate units (its chain of command) are shown in brackets [] after the asterisk. Units marked with a dagger symbol (†) are battalion command lances and are used to determine victory for the scenario.

Izanagi Warriors, First Battalion

Command Lance† (MH1)* [MA1, MH2, MM1, MH4, MM5, ML5]

  • DGR-3F Dragon Fire, Elite
  • NDA-1K No-Dachi, Elite
  • BLR-3M BattleMaster, Elite
  • DRG-5K Grand Dragon, Veteran

1st Company

Alpha Lance (MA1)* [ML1]

  • SD1-OA Sunder, Elite
  • AKU-1X Akuma, Elite
  • HTM-27T Hatamoto-Chi, Veteran
  • AWS-9M Awesome, Veteran

Bravo Lance (ML1)

  • HM-1 Hitman, Elite
  • SDR-9K Venom, Veteran
  • JR7-K Jenner, Elite
  • JR7-K Jenner, Veteran

2nd Company

Alpha Lance (MH2)* [MH3, ML2]

  • DRG-5K Grand Dragon, Veteran
  • WHM-7M Warhammer, Regular
  • DAI-01 Daikyu, Veteran
  • NDA-1K No-Dachi, Veteran

Bravo Lance (MH3)

  • NDA-1K No-Dachi, Veteran
  • MAD-5D Marauder, Veteran
  • GHR-5J Grasshopper, Regular
  • DAI-01 Daikyu, Veteran

Charlie Lance (ML2)

  • PNT-10K Panther, Veteran
  • PNT-10K Panther, Regular
  • PNT-10K Panther, Veteran
  • PNT-10K Panther, Regular

3rd Company

Alpha Lance (MM1)* [MM2, ML3]

  • GRM-R-PR29 Grim Reaper, Veteran
  • KIM-2 Komodo, Veteran
  • KIM-2 Komodo, Veteran
  • PXH-3M Phoenix Hawk, Regular

Bravo Lance (MM2)

  • BHKU-OB Black Hawk-KU, Veteran
  • DMO-1K Daimyo, Veteran
  • PXH-3M Phoenix Hawk, Regular
  • KTO-20 Kintaro, Regular

Charlie Lance (ML3)

  • HM-1 Hitman, Veteran
  • HM-1 Hitman, Regular
  • SDR-7M Spider, Veteran
  • JR7-K Jenner, Veteran

Izanagi Warriors, Second Battalion

Command Lance† (MH4)* [MM3, MM4]

  • NDA-1K No-Dachi, Elite
  • MTR-5K Maelstrom, Elite
  • BNC-5S Banshee, Elite
  • WHM-7M Warhammer, Veteran

1st Company

Alpha Lance (MM3)

  • DMO-1K Daimyo, Veteran
  • KTO-20 Kintaro, Regular
  • KIM-2 Komodo, Veteran
  • KIM-2 Komodo, Regular

Bravo Lance (MM4)

  • PXH-3M Phoenix Hawk, Veteran
  • GRF-3M Griffin, Veteran
  • WVR-7D Wolverine, Regular
  • HBK-5M Hunchback, Veteran

2nd Company

Alpha Lance (MM5)* [ML4, MM6]

  • SD1-OB Sunder, Veteran
  • RTX1-OD Raptor, Veteran
  • RTX1-OD Raptor, Veteran
  • SR1-OC Strider, Regular

Bravo Lance (ML4)

  • AV1-OC Avatar, Veteran
  • OW-1 Owens, Regular
  • OW-1B Owens, Veteran
  • OW-1C Owens, Regular

Charlie Lance (MM6)

  • BJ2-OB Blackjack, Regular
  • BJ2-OB Blackjack, Veteran
  • OW-1 Owens, Veteran
  • NG-C3A Naginata, Veteran

3rd Company

Alpha Lance (ML5)* [MH5, MA2]

  • JR7-K Jenner, Veteran
  • SDR-9K Venom, Veteran
  • SDR-9K Venom, Regular
  • HM-1 Hitman, Veteran

Bravo Lance (MH5)

  • DRG-5K Grand Dragon, Veteran
  • ARC-4M Archer, Regular
  • ARC-4M Archer, Veteran
  • BLR-3M BattleMaster, Regular

Charlie Lance (MA2)

  • HTM-27T Hatamoto-Chi, Veteran
  • AKU-1X Akuma, Regular
  • BNC-5S Banshee, Veteran
  • OBK-M1O O-Bakemono, Veteran

Eighth Sword of Light, First Battalion

Command Lance† (MH6)* [MA3, MM7]

  • NDA-1K No-Dachi, Elite
  • NDA-1K No-Dachi, Veteran
  • HTM-27T Hatamoto-Chi, Elite
  • DGR-3F Dragon Fire, Elite

1st Company

Alpha Lance (MA3)* [ML6]

  • HTM-27T Hatamoto-Chi, Veteran
  • AKU-1X Akuma, Veteran
  • BNC-5S Banshee, Veteran
  • OBK-M1O O-Bakemono, Veteran

Bravo Lance (ML6)

  • JR7-K Jenner, Regular
  • SDR-9K Venom, Veteran
  • SDR-9K Venom, Regular
  • HM-1 Hitman, Veteran

3rd Company

Alpha Lance (MM7)* [MM8, MH7]

  • BHKU-O Black Hawk-KU, Veteran
  • KIM-2 Komodo, Veteran
  • GRM-R-PR29 Grim Reaper, Regular
  • DAI-01 Daikyu, Veteran

Bravo Lance (MM8)

  • GRM-R-PR29 Grim Reaper, Veteran
  • GRM-R-PR29 Grim Reaper, Regular
  • PXH-3M Phoenix Hawk, Veteran
  • DKO-1K Daimyo, Veteran

Charlie Lance (MH7)

  • DRG-3F Dragon Fire, Veteran
  • WHM-7M Warhammer, Regular
  • MAD-5D Marauder, Regular
  • AWS-9M Awesome, Regular

Deployment: The attacker sets up anywhere within 2 hexes of the north or south map edges.

Defender

The defenders are the remnants of Beta Galaxy's Command Trinary and the First Jaguar Guards from Avon, and an Omega Trinary from the 267th Battle Cluster. These forces have been reorganized by Mikhail Ward into an efficient Clan Cluster. Units marked with an asterisk (*) are command units. Each command unit's subordinate units (its chain of command) are shown in brackets [] after the asterisk.

Trinary Command (Beta Command and First Jaguar Guards Elementals)

Command Star (MH10)* [MM13, IB6, MH11, MA4, MH12]

  • Masakari B, Elite
  • Vulture A, Elite
  • Cauldron-Born Prime, Elite
  • Black Hawk C, Elite
  • Mad Cat B, Elite

Striker Star (MM13)

  • Dragonfly Prime, Elite
  • Shadow Cat B, Veteran
  • Loki Prime, Elite
  • Loki B, Elite
  • Ryoken A, Elite

Elemental Star (IB6)

  • Elemental Point w/Small Lasers, Veteran
  • Elemental Point w/Small Lasers, Elite
  • Elemental Point w/Small Lasers, Veteran
  • Elemental Point w/Small Lasers, Veteran
  • Elemental Point w/Small Lasers, Elite

Trinary Striker (First Jaguar Guards)

Striker Command (MH11)* [MM14, ML10]

  • Mad Cat Prime, Elite
  • Night Gyr A, Elite
  • Vulture Prime, Veteran
  • Cauldron-Born A, Elite
  • Ryoken C, Elite

Striker Alpha (MM14)

  • Black Hawk A, Veteran
  • Dragonfly B, Veteran
  • Hankyu Prime, Elite
  • Fenris A, Veteran
  • Koshi Prime, Veteran

Striker Bravo (ML10)

  • Puma A, Veteran
  • Puma Prime, Elite
  • Uller C, Veteran
  • Dasher Prime, Veteran
  • Dasher B, Veteran

Binary Assault (First Jaguar Guards)

Assault Command (MA4)* [MA5]

  • Gladiator Prime, Elite
  • Man O' War A, Veteran
  • Daishi Prime, Veteran
  • Daishi B, Veteran
  • Night Gyr B, Veteran

Assault Alpha (MA5)

  • Masakari Prime, Veteran
  • Masakari A, Veteran
  • Daishi A, Veteran
  • Mad Cat Prime, Veteran
  • Gladiator A, Veteran

Trinary Omega (267th Battle Cluster)

Omega Command (MH12)* [MM15, ML11]

  • Nobori-nin Prime, Elite
  • Rifleman IIC, Veteran
  • Rifleman IIC, Veteran
  • Galahad, Veteran
  • Grizzly, Veteran

Omega Alpha (MM15)

  • Hunchback IIC, Veteran
  • Griffin IIC, Veteran
  • BMB-12D Bombardier, Regular
  • BMB-12D Bombardier, Regular
  • KTO-19 Kintaro, Regular

Omega Bravo (ML11)

  • Piranha, Regular
  • Locust IIC, Veteran
  • MCY-99 Mercury, Regular
  • MCY-99 Mercury, Regular
  • MON-66 Mongoose, Regular

Deployment: The defender sets up first anywhere on the map.

Victory Conditions

The scenario ends when all of the Clan forces have been destroyed or have withdrawn from the map. The Clan forces understand that they are badly outnumbered. Under orders to execute a delaying action, they are attempting to destroy the command lance of each battalion arrayed against them. They will then attempt to withdraw in order to fight another day.

During the End Phase of the first turn in which the Clan force destroys an Inner Sphere battalion command lance (marked with a †), roll 1D6. On a result of 1-3, the Clan player will begin to withdraw his forces off the north map edge. On a result of 4-6, the Clan player will begin to withdraw his forces off the south map edge. All remaining Clan forces must leave the map by that same edge.

To determine the Victory Level, consult the Victory Table below.

ActionResult
Clan player destroys all 3 IS command (†) lances and exits one or more of his own units off the mapDecisive Clan Victory
Clan player destroys 1-2 IS command (†) lances and exits one or more of his own units off the mapMarginal Clan Victory
Clan player destroys no IS command (†) lances and does not exit any of his own forces off the mapClan Defeat
Inner Sphere force destroys all Clan unitsDecisive Inner Sphere Victory
Inner Sphere force destroys more than half of the Clan unitsMarginal Inner Sphere Victory
Inner Sphere force destroys less than half of the Clan unitsInner Sphere Defeat

Special Rules

The following special rules apply throughout this scenario.

Special Abilities: All three units of the Izanagi Warriors' Second Battalion, Second Company are C3-equipped.

Honor Rules: Standard BattleForce 2 Clan Honor rules are in effect.

Command Lists

The following command lists apply to this scenario. The Inner Sphere Command list includes the new command, Sacrifice for the Dragon!

Sacrifice for the Dragon!

This command was designed for use with this scenario. Players also may use this command in conjunction with the standard command list in the BattleForce 2 game system when designing their own scenarios.

The command Sacrifice for the Dragon! allows one element of a unit to acknowledge his duty to the Dragon and sacrifice himself in a berserk, suicidal physical assault on a enemy unit in an attempt to quickly destroy that enemy unit.

A single Heavy or Assault element of the Inner Sphere unit may make a Pointblank charge attack with a base to-hit number equal to the target's MP or the attacker's MP, whichever is higher. All other standard modifiers apply. The effect of the Pointblank charge attack is that the player replaces the attacking element's Pointblank damage value with the element's MP times 2 (plus overheat, if desired) for this single attack. If the Pointblank charge attack succeeds, the attacking element is immediately destroyed.

CommandMPAttacksOther Effects
Sacrifice for the Dragon!——One Heavy or Assault element in unit may Charge

Command Lists

Counter NumberInner SphereCounter NumberClan
1Alpha Strike11Alpha Strike
2Sacrifice for the Dragon!12Alpha Strike
3Evasive Action13Evasive Action
4Doubletime March14Fall Back!
5Charge!15Stand and Shoot
6Stand and Shoot16Stand and Shoot
7
CT
1
.5
CT
1
1
1
1
CT
1
1
ER Medium Laser (C)H11
Streak SRM 6 (C)RT23
Ammo (Streak) 15RT11
Streak SRM 6 (C)LT23
Ammo (Streak) 15LT11
H1
75
1 AC10, 2 Medium Lasers
1211H1751 AC10, 2 Medium Lasers
Fall Back!
17
Fall Back!
8Careful Aim18Careful Aim
9Ambush19Doubletime March
10Stand and Shoot20Alpha Strike