BattleTech: The Fall of Terra
BattleTech: The Fall of Terra Rulebook
Table of Contents
Table of Contents
Introduction
How to Use This Book
The Fall of Terra is a scenario pack for use with the BattleTech, BattleSpace and MechWarrior game systems. Most of the scenarios in this book use the standard BattleTech rules found in the BattleTech Compendium: The Rules of Warfare (BTC). Several of the scenarios use rules presented in BattleSpace; MechWarrior, Second Edition (MWII); and the MechWarrior Companion. BattleTech Map Sets 2, 3, and 4 are also required to play the scenarios.
'Mechs, vehicles and aerospace ships are found in BattleTech Technical Readouts, 3025, 3026, 3050, 3055, 3057 and 3058. Completed record sheets for the 'Mechs and vehicles used in the scenarios can be found in BattleTech Record Sheets 3025 & 3026, 3050, and 3055 & 3058.
Each scenario in this book recreates one of the battles fought during the Word of Blake's campaign to take control of Terra. The conflict was fought on a global scale, with several off-world elements, and several of the scenarios are presented as campaigns; the outcome of one scenario affects the other scenarios in the campaign. Rules for playing such campaigns are included in the appropriate scenarios. Additionally, guidelines for running each scenario as a self-contained game are included in each scenario.
The rules in each scenario provide the information needed to understand and play the encounter, including guidelines for determining the winner and loser of each battle. Each scenario begins with a personal account of the battle and includes General Situation and Aftermath sections, which provide historical background of the engagement. The individual scenarios also include sections titled Game Set-up, Attacker, 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 any special terrain features, and suggestions on appropriate BattleTech rules to use.
The Attacker and Defender sections provide rosters of the scenario's combatants and directions for deploying forces. The troop rosters include information on the vehicles used and the skills of the pilots. Assume all conventional vehicles are standard models unless the text specifically states they are upgraded or refitted versions. Some units listed in the rosters, most notably vehicle and spacecraft crews, have Unit Status ratings, rather than individual skill descriptions. When playing BattleSpace scenarios, refer to p. 62 of the BattleSpace Rulebook to determine the effects of Unit Status ratings. When playing BattleTech, consult the following table:
Unit Status Table (Inner Sphere)
| Unit Status | Gunnery/Piloting Skill |
|---|---|
| Green | 5/6 |
| Regular | 4/5 |
| Veteran | 3/4 |
| Elite | 2/3 |
Victory Conditions provides guidelines for determining the outcome of the encounter and vary from scenario to scenario. In combat, action rarely continues until one side is obliterated. Both sides may claim some measure of victory if they achieve their tactical objectives. Victory Conditions simulates this conduct by listing specific tactical objectives for one or both opponents in the scenario.
Special Rules lists any rules needed to play the scenario that are not contained in the standard BattleTech rules.
Weather and Terrain Rules
Many of the battles in this scenario pack take place in bad weather or on irregular terrain. The following rules are designed to simulate these conditions. The Game Set-up section in each scenario notes any bad weather or irregular terrain features that apply in that scenario. Unless stated otherwise in the scenario's Game Set-up or Special Rules, the specified weather and terrain exist in all hexes of all mapsheets used in the scenario.
Note that all standard BattleTech terrain rules also remain in effect.
Weather and Terrain Modifiers Table
| Terrain Type | MP Cost per Hex | Piloting Skill Roll Modifier | Weapon Attack Modifier | Heat per Turn |
|---|---|---|---|---|
| Mud (1) (2) | +1 | +1 | — | — |
| Deep Snow (1) (2) | +1 | +1 | — | 1 (3) (sign not legible in scan; see note) |
| Ice (1) | +1 (4) | +4 | — | — |
| Weather Condition | ||||
| Thick Fog | +2 (4) | — (5) |
(1) These terrain modifiers do not apply to hovercraft. (2) Units entering this type of terrain are subject to getting stuck (see Deep Snow and Mud, below). (3) Only BattleMechs with at least 1 operational heat sink mounted in a leg receive this bonus. (4) Does not apply to infantry units. A non-infantry unit entering this terrain may choose to ignore the additional MP cost. However, the unit may fall or crash as a result (see Fog and Ice, below). (5) Units jumping into Woods hexes must make a Piloting Skill Roll. Apply a +1 modifier if the target hex is Heavy Woods. Failure results in a fall in the target hex from a height of 1 Level.
Transcription note: the heat entry for Deep Snow is printed as "1" with footnote 3 and no visible sign in the scan. Footnote 3 describes it as a bonus to BattleMechs with a leg heat sink, so the sign may be a minus as in the Falling Snow and Blizzard rows; the printed value is reproduced here unaltered.
The Weather and Terrain Modifiers Table summarizes the terrain and weather rules for the Fall of Terra.
Note that all MP modifiers are added to the standard MP cost of the underlying terrain, so entering a Heavy Woods hex covered in deep snow would cost a total of 4 MP. As with standard MP modifiers, these MP modifiers have no effect on Jumping units.
The Piloting Skill modifiers affect any Piloting Skill Roll made while in the particular terrain or condition. Unless specifically noted, players do not need to make Piloting Skill Rolls to enter any of the listed terrain or conditions.
Deep Snow and Mud
Deep snow and mud slow the movement of units and may cause them to become stuck. To simulate the effects of deep snow and mud, use the swampy terrain rules (p. 91, BTC), with the following modifications:
Deep snow and mud are not as likely to trap a unit as swampy ground. Therefore, apply a -1 modifier to the Piloting Skill Roll made to determine whether a unit becomes stuck on entering the terrain. Apply the same modifier to Piloting Skill Rolls made to free a stuck unit. For example, an undamaged BattleMech with a Regular MechWarrior would need to roll a 4 or better to avoid becoming stuck. This modifier replaces the usual +1 modifier for Piloting Skill Rolls in these types of terrain.
Jumping units that land in deep snow or mud do not automatically become stuck. Jump-capable units using Walking or Running movement may become stuck, but they can free themselves in subsequent Movement Phases by simply jumping out of the terrain.
Deep snow terrain rules apply when an area becomes covered with loose snow that is more than a meter deep. Lesser accumulations of loose snow have no measurable effect on battlefield units; treat hard-packed snow as ice or clear terrain, depending on how slippery it is.
The mud rules described here apply to mud less than one meter deep. Use the standard swampy terrain rules for deeper mud.
Fog and Ice
The increased MP cost of entering hexes enveloped by thick fog or covered by ice represents the extra caution needed to avoid tripping, falling or crashing under such conditions. (Units that pay this increased cost are not subject to skidding on ice.) However, lucky or skillful pilots may move through these conditions at full speed without mishap. Any player attempting to do so must announce his intention before moving his unit. After the unit's first hex of movement, the player must make a Piloting Skill Roll for the unit.
If the unit is a BattleMech and the roll fails, the 'Mech immediately falls and must stand up per standard rules before continuing its movement. If the roll succeeds, the 'Mech remains upright. The unit may then move per standard rules. However, the player must make additional Piloting Skill Rolls for each non-Clear hex or elevation change it passes through.
Vehicles moving through thick fog or ice must make Piloting Skill Rolls after their first hex of movement as well. If the roll fails in icy terrain, the vehicle goes into a skid (see p. 23, BTC). If the roll fails in thick fog, the vehicle crashes, unless it is in Clear terrain. In Clear terrain, the vehicle simply hits a hole or other minor obstruction, which costs the unit an additional 1 MP. In all other terrain, the crash immediately ends the vehicle's movement, and the vehicle sustains damage to its Front facing as if it had charged.
If both thick fog and ice are present, the total MP increase per hex is only +2.
Note that all other standard ice rules still apply (p. 89, BTC).
Intentional Fires
Many weapons can be fired into Woods or Building hexes to intentionally start fires (p. 85, BTC). Thick fog, falling snow and blizzard conditions, however, increase the difficulty of starting intentional fires. Therefore, apply a +2 modifier to any fire-starting roll when such weather conditions are present. These conditions also lessen the chance that a fire will spread, so apply a +1 modifier to rolls made to determine the spread of a fire.
Scenarios
The Scenarios section of this transcription begins below. Operation Odysseus (pp. 7-11) is a campaign history and is omitted.
Scenario 1: Hold the Line
Situation (omitted: historical background and personal account).
Game Set-up
Lay out the BattleTech maps as shown. Use the Large Lake #2 map from BattleTech Map Set 4 and the Rolling Hills #2 map from BattleTech Map Set 3. Place a bridge in Hex 0313 of the Lake map. See Special Rules for more information.
Defender
The defenders are elements of the Primus's bodyguard unit. All vehicle crews are Regular.
Flight of Arrows II-Lambda
- 2 Zephyrs
- Pegasus
- Saracen
- Nightshade VTOL
- Cyrano VTOL
Great Resistance II-Iota
- 2 Maxims
- Condor
- Drillson
- 1st Hilton Head Rifles (Rifle jump infantry)
- 2nd Hilton Head Rifles (Laser jump infantry)
Deployment: The defender sets up first. Defending units may deploy anywhere south of Hex-row 10xx on the north mapboard. The infantry units may start the game per Hidden Units rules (p. 89, BTC). Both VTOLs start at Level 1 altitude.
Attacker
The attackers are elements of the Shadow Lancers' armor battalion. All vehicle crews are Regular.
Reconnaissance Lance
- 2 Vedettes (3058 refit)
- 2 Galleons (3058 refit)
Assault Lance
- 2 Ontoses (3058 refit)
- 2 Pattons
Support Lance
- 2 Manticores
- 2 Bulldogs
Deployment: The attacker sets up second. Attacking units may deploy anywhere north of Hex-row 04xx on the north mapboard.
Victory Conditions
The attacker attempts to capture the First Circuit compound, approximately two kilometers south of the battlefield. The defender's objective is to slow or stop the Lancer assault. The scenario ends when one of the following conditions is met: an attacking unit exits the south map edge, the defending units are destroyed, or half of the attacking force is destroyed or rendered immobile.
The attacker may win a Decisive Victory by exiting any units off the south map edge or destroying all the defending units. The attacker may win a Marginal Victory by destroying or rendering 8 or more of the defender's 12 units immobile.
The defender may win a Decisive Victory by destroying or rendering half or more of the attacking force immobile, provided that more than 4 of his own units remain operational. If 4 or more of the defender's units are rendered useless, he may still win a Marginal Victory.
Special Rules
Hex 0313 on the Large Lake mapsheet is spanned by a bridge that allows vehicles to cross. (Use the Bridge Movement Rules, p. 21, BTC.) This bridge is classified as heavy, with a Construction Factor of 90.
The Hidden Units Special Case Rule (p. 89, BTC) is in effect.
The standard rules for Clearing Woods and Fire do not apply in this scenario, and units may not use Inferno SRMs.
Scenario 2: When the Bough Breaks
Situation (omitted: historical background and personal account).
Game Set-up
Lay out the BattleTech maps as shown. Use the Rolling Hills #2 map from BattleTech Map Set 3 and the Scattered Woods map from BattleTech Map Set 2. Due to the blizzard conditions, all Level 0 hexes are covered in deep snow (see Weather and Terrain Rules, p. 4). The water hexes on the Scattered Woods map are Depth 1, covered with ice but not frozen solid.
Defender
The defenders are elements of the Com Guard 201st Division, Alpha and Beta Battalions.
1st Provisional Lance
- Adept Epsilon-IV Edelle Kearny (Piloting 4, Gunnery 3), AV1-0 Avatar Prime
- Adept Epsilon-III Daren Moss (Piloting 5, Gunnery 3), EXC-B2 Excalibur
- Adept Epsilon-II Neil Morris (Piloting 5, Gunnery 4), HGN-732 Highlander
- Acolyte Epsilon-II Nyen Zur Wyn (Piloting 5, Gunnery 4), BL9 Black Knight
2nd Provisional Lance
- Adept Epsilon-IV Patrick Billiere (Piloting 4, Gunnery 4), RJN101-A Raijin
- Adept Epsilon-II Gifty Frimpong (Piloting 5, Gunnery 4), HSR 400-D Hussar
- Adept Epsilon-II Paulo Keating (Piloting 5, Gunnery 4), WHM-7M Warhammer
- Acolyte Epsilon-III Nicole Fraser (Piloting 6, Gunnery 4), WTH-2 Whitworth
Deployment: No defending units start on the mapboard. Defending units enter from the eastern map edge. The First Provisional Lance enters on Turn 1, and the Second Provisional Lance enters on Turn 2.
Attacker
The attackers are elements of the encircling Shadow Lancer Second BattleMech Battalion.
Assault Lance
- Adept Epsilon-XIV Alex Nash (Piloting 3, Gunnery 3), CRD-5M Crusader
- Adept Epsilon-IV Min Walters (Piloting 4, Gunnery 4), WHM-7M Warhammer
- Adept Epsilon-III Toby Rose (Piloting 5, Gunnery 4), GOL-3M Goliath
- Adept Epsilon-II Lech Stanislov (Piloting 5, Gunnery 4), CES-3R Caesar
Pursuit Lance
- Adept Epsilon-IV Scott Bruckheimer (Piloting 5, Gunnery 4), ZPH-1A Tarantula
- Adept Epsilon-II Sebastiane Brock (Piloting 4, Gunnery 4), TR1 Wraith
- Adept Epsilon-II Huw Martin (Piloting 5, Gunnery 4), WVR 7D Wolverine
- Acolyte Epsilon-I Devon Hedges (Piloting 6, Gunnery 5), CN9-D Centurion
Deployment: All the attackers start the scenario on the map. They may deploy anywhere on the western (Rolling Hills) map. When deploying, all members of each lance must remain within 5 hexes of all other lance members. Attacker lance members must maintain this spacing during the entire scenario as well.
Victory Conditions
The scenario ends when all defender 'Mechs have exited the mapboard or have been destroyed. At that time, tally each player's score per the following guidelines. Then subtract the attacker's score from the defender's and consult the Victory Table to determine the outcome.
The defender receives 5 points for each defender unit that exits the map via the west map edge. (Any defender 'Mech that exits via any other map edge is considered destroyed.) The defender also receives 2 points for each attacker 'Mech destroyed.
The attacker receives 5 points for each defender 'Mech destroyed. Attacker 'Mechs that exit the board may not re-enter but are not considered destroyed for purposes of victory points.
Victory Table
| Final Score | Outcome |
|---|---|
| 20+ points | Defender wins Decisive Victory |
| 20-6 points | Defender wins Marginal Victory |
| 5 to -5 points | Draw |
| -5 to -19 points | Attacker wins Marginal Victory |
| -20 to -40 points | Attacker wins Decisive Victory |
Transcription note: the printed Victory Table lists overlapping bounds at 20 and -5; reproduced as printed.
Special Rules
This scenario is played in Blizzard conditions (see Weather and Terrain Rules, p. 4).
The attacker receives an advantage on Initiative Rolls during the first six turns of the scenario. On Turns 1 and 2, the attacker automatically wins the Initiative. On Turns 3 and 4, the attacker receives +2 to all Initiative Rolls. On Turns 5 and 6, the attacker receives +1 to Initiative Rolls.
The units from this scenario also appear in Scenario 6: Nowhere to Run and Scenario 16: End of the Line. If desired, these scenarios may be played as a three-scenario sequence, with damage and ammunition levels carried over from one scenario to the next (rules are provided in Scenarios 6 and 16). If desired, players can also improve the skills of their MechWarriors during the scenarios. To do so, keep track of the number of kills made by each MechWarrior during the scenario. For every 4 BattleMechs a pilot destroys, the controlling player may reduce the MechWarrior's Piloting or Gunnery Skill by 1 (skills may never drop below zero). Skill improvements take place between the scenarios, not during the engagements.
Scenario 3: Free Fall
Situation (omitted: historical background and personal account).
Game Set-up
This is a MechWarrior scenario. It may be played as a roleplaying scenario or as a tactical combat scenario. The MechWarrior Companion (MWC) is required to play this scenario.
Set up the maps as shown at top. The map on the left can be created by drawing the hallways, rooms, and doors on the back of a standard mapsheet. (Detailed map on p. 71.)
Defender
The defenders are the staff and security detachment of the Santo Tomás battery.
Staff
All staff members are Tech archetypes (p. 48, MWII), and each is armed with a standard laser pistol.
- Adept Zeta-XIX Victor Graham
- Adept Zeta-VI Helen Willows
- Adept Zeta-III Jason Vir
- Adept Zeta-II Benoit Weisser
Security Detachment
Treat security detachment members as Marine archetypes (p. 30, MWC), but remove the Gunnery/Spacecraft, Piloting/Spacecraft and Zero-G Operations Skills, and disregard the equipment listed on the archetype. Instead, each detachment member possesses an ablative/flak body suit, an ablative/flak helmet, a medikit, a vibroblade, a military power pack and a standard pistol with 10 reloads. Additional equipment for each character is noted below.
- Adept Iota-IV Robert Wheeler (Laser rifle)
- Adept Iota-I Xavier Grau (Laser rifle)
- Adept Iota-II Gwyneth Carson (Pulse laser rifle)
- Adept Iota-II Michiko Tadashi (Laser rifle)
- Adept Iota-IV Wallace Anders (Pulse laser rifle)
- Acolyte Iota-VI Dani Sulgerbuel (Laser rifle)
- Acolyte Iota-III Neil Swan (Laser rifle)
Deployment: The staff members all start the scenario in the Control Room, although one of the staff members may be placed in the Kitchen or one of the Store Rooms at the defending player's option.
Place two security guards in the Guard Room and one in the Dormitory. The remaining guards may be placed anywhere on either of the two maps except the Armory or the hallway leading to the Armory.
Attacker
The attackers are elements of the Word of Blake ROM strike team who have just arrived at Santo Tomás after a HALO (high-altitude, low-opening) drop.
All are Special Forces operative archetypes (p. 31, MWC), with an additional Piloting: Battlesuit 3 (4+) Skill. Disregard the equipment listed on the archetype. Instead, each member of the team is equipped with a PA(L) suit, an Advanced Security Bypass Kit, a medikit, grenades (10 micro, 6 mini and 2 maxi; the attacking player chooses the types before the start of the scenario), a vibroblade and a standard pistol with 10 reloads. Additional skills and equipment for each character are noted below.
- Adept Rho-VII Willhelm "Bill" Matheson (Laser rifle with JAF-05 flash suppressor, Sternsnacht pistol)
- Adept Iota-III Martina O'Toole (Pulse laser rifle with JAF-05 flash suppressor)
- Adept Rho-IV Jimi Awolesi (Laser rifle with JAF-05 flash suppressor, Demolitions 4 (5+), a demolition kit, 4 blocks of pentaglycerine)
- Adept Rho-III Clive Carr (Gyrojet rifle with 5 reloads)
- Adept Iota-II Michael Pieczenik (Laser rifle with JAF-05 flash suppressor)
Deployment: The attackers enter the map from the south map edge during the first round of play.
Doors
Various doors are scattered throughout the complex. All are shut and locked at the start of the scenario. Defending characters must spend 1 MP to open a door. Any character must spend 1 MP to close a door.
The attackers must use their security skills and equipment to bypass the locks, gain knowledge of the access codes or destroy the doors to pass through them. Two numbers are listed beside each door marked on the map. The first number is the Tech Level of the lock. The second is the number of points of damage needed to destroy the door.
Any attacking character in the control room can attempt to find the door access codes in the battery's computer system. Each attempt is a Complex Action and requires an unskilled Computer Skill Roll (because none of the attackers have the Computer Skill). Apply a +1 modifier if any defending characters are in the room during the attempt. If the roll succeeds, the character has found the codes and radioed them to his teammates. Starting in the next round, the attacking characters can open any of the doors by spending 2 MP.
Armory
The base armory contains the following equipment:
- 5 flak vests
- 5 Rorynex SMGs with 25 Rorynex SMG reloads
- 4 standard laser pistols
- 2 pump shotguns with 10 pump shotgun reloads
- 20 maxi-grenades, 40 mini-grenades, 60 micro-grenades
- 2 semi-portable support lasers
- 4 high-capacity military power packs
- 20 emergency flares
Half of each type of grenade are explosive grenades. The remaining grenades may be of any type the defending player desires. These types must be decided on before play begins.
Remember that picking up items costs actions (normally one Simple Action per item, subject to gamemaster or opposing player's approval). Picking up and putting on a flak vest is a single Complex Action.
PA(L) Suits
- Tech Level: 4
- Availability: D (custom-made)
- Legality: C
- Cost: 350,000 C-bills
- Power Usage: 1/round
- Energy: 2/3
- Ballistic: 1/2
- Melee: 1/3
- Coverage: Full (helmet and gloves may be removed)
- Damage Capacity: 60
- Movement: Full, no jump
- Physical: 0
- Athletic: 0
- BLD: +1
Power Armor (Light) suits, more commonly known as PA(L) suits, occupy a middle ground between body armor and full-fledged battle armor suits. Designed for use in special operations, each custom-made PA(L) suit consists of layers of myomer musculature, sheathed in a special "stealth" armor composite. Use the standard MechWarrior battle armor rules (pp. 95-97, MWC), with the following modifications:
Each suit is custom-tailored for its wearer, so it provides no restriction on the BLD Attribute of the user. Any other individual who uses the suit will receive 1D6 damage for each round he uses the suit and also suffers Athletic and Physical penalties of +2.
PA(L) suits are not equipped with jump packs, medipacks or LSSUs and do not have any integral weaponry. Therefore, the Gunnery/Battlesuit Skill is not required to operate the suit, although Piloting/Battlesuit is required.
A single military power pack supplies energy for a PA(L) suit's musculature, head-up display (HUD) and life-support systems, and may also be used to power external systems via two connection points situated at the suit's waist. The HUD system provides information on the suit's status and acts as rangefinder binoculars and starlight goggles, but it does not provide the wearer with any bonus for tracking and targeting.
A PA(L) suit wearer's hands are protected by a pair of armored gloves, but otherwise the wearer may make full use of his hands to operate equipment or weapons. A detachable helmet contains the HUD and respirator systems. The suit can be operated without the gloves and helmet, but the wearer does not gain the benefits of these systems and receives no armor protection on his hands and head.
The PA(L) suit armor also has the same capabilities as an IR sneak, camo sneak and ECM sneak suits (pp. 85, 87, MWII).
Currently only ComStar (P series) and the Word of Blake (G series) have access to PA(L) suits. The model used in this scenario is the Word of Blake G12 "Tornado" suit. For game purposes, ComStar and Word of Blake suits function identically.
Victory Conditions
To win the scenario, the attackers must gain control of the command center, neutralize any defenders and prevent the battery personnel from using their SDS weapon against the approaching Word of Blake fleet. Any other result is a defender victory and has repercussions in Scenario 5: Down Into Darkness.
Special Rules
This scenario takes place at night. Although the interior of the complex is well lit, the outside is dark. The penalty for partial darkness (night) applies to all Attack Rolls (p. 54, MWII).
The attackers' PA(L) suits negate this penalty, and the defenders have access to flares. A flare can be lit and dropped in a hex as a Simple Action or thrown like a grenade. A flare illuminates the hex it lands in, as well as the 6 adjacent hexes for the remainder of the scenario. Units in illuminated hexes may be targeted with no darkness penalty. Lit flares can be picked up safely by any character. Picking up a flare is a Simple Action, while dropping a lit flare is an Incidental Action.
Scenario 4: Out Come the Knives
Situation (omitted: historical background and personal account).
Game Set-up
Lay out the BattleTech maps as shown. Use the two Desert Sinkhole maps from BattleTech Map Set 3.
Attacker/Defender
Demi-Precentor Price automatically starts the scenario under the control of the defending player; Adept Kasuga starts under the control of the attacking player. The players then alternately select MechWarriors from the remaining lance members. Use a die roll to determine who selects first.
- Demi-Precentor Emily Price (Piloting 3, Gunnery 3), Puma* (1110, 1210)
- Adept Madoka Kasuga (Piloting 4, Gunnery 4), SHD-5M Shadow Hawk (0909, 1009)
- Adept Michael Collins (Piloting 5, Gunnery 4), ON1-M Orion (0706, 0707)
- Adept Meg Graham (Piloting 4, Gunnery 4), BJ-2 Blackjack (0407, 0508)
- Adept John "J" Hague-Moody (Piloting 5, Gunnery 3), WHM-7M Warhammer (0708, 0709)
- Adept Ian Ayliffe (Piloting 5, Gunnery 4), VT-5M Vulcan (0109, 0208)
*Treat Demi-Precentor Price's Puma as a Puma Prime but replace the targeting computer with 3 Clan double heat sinks.
Deployment: All the 'Mechs start play on the west mapsheet. The specific starting location of each 'Mech is indicated by the numbers that follow the 'Mech's name. The first number indicates the 'Mech's starting hex. The second number is the hex the 'Mech faces when play begins. For example, Price's Puma is placed in Hex 1110, facing toward Hex 1210.
Victory Conditions
Both sides attempt to destroy as many opponents as possible. Additionally, the defender attempts to exit one or more units of the eastern map edge, toward the Com Guard base at El Qahira (Cairo).
Victory Table
| Situation | Outcome |
|---|---|
| All attacker units destroyed and 0 or 1 defender units destroyed | Defender wins Decisive Victory |
| All attacker units destroyed and 2 defender units destroyed | Defender wins Substantial Victory |
| At least 1 defender unit exits eastern map edge | Defender wins Marginal Victory |
| Both sides destroyed | Draw |
| All defender forces destroyed and 2 attacker units destroyed | Attacker wins Marginal Victory |
| All defender units destroyed and 1 attacker unit destroyed | Attacker wins Substantial Victory |
| All defender forces destroyed and no attacker units destroyed | Attacker wins Decisive Victory |
Special Rules
Due to the advantage of surprise, the attacker (Word of Blake forces) automatically wins the Initiative for Turn 1.
Night combat rules apply (p. 94, BTC). The Warhammer and the Vulcan are equipped with searchlights.
To better represent the sinkhole terrain, treat each hex's elevation as the lowest level in the hex. For example, Hex 0145 of the Desert Sinkhole #2 map is Sub Level 2, not Level 0.
Treat Rubble hexes on the map as Rough terrain.
Scenario 5: Down Into Darkness
Situation (omitted: historical background and excerpted report).
This is a BattleSpace scenario. The BattleSpace rulebook is required to play it.
Game Set-up
Lay out the two BattleSpace maps as shown. Hex-row 01xx across both mapsheets is the planetary surface. This edge is referred to as "down." Hex-rows 02xx to 05xx are the atmosphere, while Hex-row 06xx is the space/atmosphere interface.
Defender
The defenders are the following elements of the Com Guard Terran Defense Fleet.
- CSV Charleston, Avenger Class DropShip (Regular crew)
- CSV Alexander Nikolayev, Achilles Class DropShip (Veteran crew)
- 2 LCF-R16 Lucifers
- CSV Jeanne D'Arc, Leopard CV Class DropShip (Regular crew)
- 2 HMR-HD Hammerheads
- 4 THK-63 Tomahawks
- CSV Casablanca, Leopard CV Class DropShip (Regular crew)
- 2 RPR-100 Rapiers
- 2 SL17 Shilones
- 2 HCT-213 Hellcats
- CSV Sawakaze, Union Class DropShip (Regular crew)
- 2 CHP-W10 Chippewas
- CSV Trafalgar, Union Class DropShip (Veteran crew)
- 2 SYD-Z2A Seydlitzes
Deployment: The defenders enter the left edge of the map during the Movement Phase of Turn 1, with a Starting Velocity between 3 and 6. Fighter squadrons may start play aboard or outside their DropShips, at the defending player's discretion.
Attacker
The attackers are Task Force Gold (elements of the Word of Blake Liberation Flotilla).
- WoBS Knox, Overlord Class DropShip (Regular crew)
- 2 TR10 Transits
- 2 F94 Stingrays
- 2 CSR-V12M Corsairs
- WoBS Azov, Overlord Class DropShip (Regular crew)
- 2 LCF-R16 Lucifers
- 2 IRN-SD1 Ironsides
- 2 Lightnings
- WoBS Hobart, Union Class DropShip (Regular crew)
- 2 TR-14 Transgressor ACs
- WoBS DeGrasse, Union Class DropShip (Regular crew)
- 2 HMR-HD Hammerheads
- WoBS Halland, Achilles Class DropShip (Veteran crew)
- 2 F700A Rievers
- WoBS Fife, Leopard CV Class DropShip (Regular crew)
- 2 THK53 Tomahawks
- 2 GTHA-500 Gothas
- 2 HCT-213 Hellcat IIs
- WoBS Perry, Hamilcar Class DropShip (Veteran crew)
- 2 SL17 Shilones
Deployment: The attacking forces enter at the right map edge, between Hexes 1414 and 2614 of the bottom mapsheet or any hexes of the top mapsheet. The units enter during the Movement Phase of Turn 1, with a Starting Velocity between 3 and 6. Fighter squadrons may start play aboard or outside their DropShips, at the attacking player's discretion.
Victory Conditions
The scenario ends when all of the attacker's DropShips have landed or been destroyed. To determine the scenario outcome, first tally each player's score per the following guidelines:
The attacker receives points for landing his DropShips at one of the following landing sites: Hex 0104 (west map), Hex 0111 (west map), Hex 0104 (east map) and Hex 0111 (east map). No more than two DropShips may land at each site. If a DropShip lands in any other hex, the attacker receives only half of its listed point value.
The defender receives points for each attacker DropShip destroyed. DropShips destroyed by weapons attacks, failed re-entry or any other cause count.
The point values for each DropShip are listed below.
DropShip Victory Points
| DropShip Type | Victory Point Value |
|---|---|
| Overlord | 36 |
| Union | 12 |
| Hamilcar | 8 |
| Other | 5 |
After tallying each player's score, subtract the defender's score from the attacker's score and consult the Victory Table to determine the battle's outcome.
Victory Table
| Final Score | Outcome |
|---|---|
| 96 or higher | Attacker wins Decisive Victory |
| 95 to 40 | Attacker wins Marginal Victory |
| 39 to 0 | Draw |
| -1 to -50 | Defender wins Marginal Victory |
| -51 or lower | Defender wins Decisive Victory |
Special Rules
The standard BattleSpace Atmospheric Operations and Crew Quality rules (pp. 32-35 and 62, BattleSpace rulebook) are in effect. If any fighters start the scenario aboard DropShips, they launch according to the Launching/Recovering Small Craft rules (p. 50, BattleSpace rulebook).
When a fighter squadron fails an atmospheric interface Control Roll, every fighter in the squadron suffers 1 point of damage for each point by which the roll failed (rather than the 5 points described in the BattleSpace rulebook).
SDS Base Statistics
Although much of the Terran SDS system was neutralized before the Word of Blake DropShips began landing, several SDS systems remained operational and threatened the invading DropShips. Players may wish to include such a system in the scenario, especially if the Word of Blake forces failed to take control of the SDS facility in Scenario 3: Free Fall.
Use the standard Surface to Orbit Fire rules (p. 38, BattleSpace rulebook) and the following statistics for the SDS base.
- Primary Weapon: 2 heavy naval lasers (6 Fire Factors each, 20-hex range, capable of independent targeting).
- Secondary systems: 5 missile batteries (5 Fire Factors each, 20-hex range, capable of independent targeting).
- Construction Factor: 280 (i.e., base can absorb 28 points of BattleSpace damage before being rendered inoperative).
For every 4 points of BattleSpace damage inflicted on the base, remove 1 randomly determined weapon system.
Location: Hex 0107, left map.
Task Force Targets
| Task Force | Primary Landing Target |
|---|---|
| Silver | Court of the Star League, North America |
| Steel | Sandhurst, British Isles |
| Zinc | Geneva |
| Bronze | Moscow |
| Lead | Beijing |
| Brass | Kanto, Japan |
| Gold | La Paz, Bolivia |
| Copper | Azania (South Africa) |
Scenario 6: Nowhere to Run
Situation and the opening dialogue (omitted: historical background and fiction).
Game Set-up
Lay out the BattleTech maps as shown. Use the Rolling Hills #2 map and the Heavy Forest #2 map, both from BattleTech Map Set 4.
Defender
The defenders are elements of the 201st Division's Alpha and Beta Battalions. If playing the scenario as a self-contained battle, simulate previous battle damage and ammunition expenditures by applying the random damage and ammo levels listed after each 'Mech. See Special Rules for further information.
1st Provisional Lance
- Adept Epsilon-IV Edelle Kearny (Piloting 4, Gunnery 3), AV1-0 Avatar Prime (Apply 40 points of random damage. Remaining ammunition: 12 LBX rounds, 22 LRM rounds, full load of MG ammo.)
- Adept Epsilon-II Paulo Keating (Piloting 5, Gunnery 4), WHM-7M Warhammer (Apply 36 points of random damage. Remaining ammunition: 10 SRM rounds.)
- Adept Epsilon-II Neil Morris (Piloting 5, Gunnery 4), HGN-732 Highlander (Apply 55 points of random damage. Remaining ammunition: 4 Gauss rifle rounds, 7 LRM rounds, 28 SRM rounds.)
2nd Provisional Lance
- Adept Epsilon-IV Lewis Smith (Piloting 5, Gunnery 4), STK-5M Stalker
- Adept Epsilon-III Gary Connon (Piloting 4, Gunnery 4), HBK-5M Hunchback
- Adept Epsilon-III Charlotte Aird (Piloting 5, Gunnery 4), CHP-3N Champion
- Adept Epsilon-II Lizabet Backman (Piloting 5, Gunnery 4), FLE-17 Flea
- Adept Epsilon-I Rick Cowling (Piloting 5, Gunnery 5), JVN-10P Javelin
- Acolyte Epsilon-III Abi Ekoku (Piloting 5, Gunnery 4), JR7-K Jenner
Deployment: The defenders deploy after the attackers have set up. Defender units deploy on the Heavy Forest mapsheet anywhere between Hex-rows 03xx and 07xx, with any facing the defender chooses.
Attacker
The attackers are elements of the Shadow Lancers' Second BattleMech Battalion. If playing the scenario as a self-contained battle, simulate previous battle damage and ammunition expenditures by applying the random damage and ammo levels listed after the affected 'Mechs. See Special Rules for further information.
Assault Lance
- Adept Epsilon-XIV Alex Nash (Piloting 3, Gunnery 3), CRD-5M Crusader (Apply 20 points of random damage. Remaining ammunition: 7 LRM and 47 SRM rounds.)
- Adept Epsilon-IV Min Walters (Piloting 4, Gunnery 4), WHM-7M Warhammer (Apply 29 points of random damage. Remaining ammunition: 12 SRM rounds, 4 AMS rounds.)
- Adept Epsilon-III Toby Rose (Piloting 5, Gunnery 4), GOL-3M Goliath (Apply 42 points of random damage. Remaining ammunition: 4 Gauss rifle rounds, 18 LRM rounds.)
- Adept Epsilon-II Lech Stanislov (Piloting 5, Gunnery 4), CES-3R Caesar (Apply 30 points of random damage. Remaining ammunition: 10 Gauss rifle rounds.)
Medium Lance
- Adept Epsilon-VI Beth Fiorentino (Piloting 5, Gunnery 4), PXH-3M Phoenix Hawk
- Adept Epsilon-IV Said Taghmaoui (Piloting 4, Gunnery 4), VND-3L Vindicator
- Adept Epsilon-II Alice Nuwome (Piloting 5, Gunnery 4), STN-3M Sentinel
- Adept Epsilon-II John Kassovitz (Piloting 5, Gunnery 4), TBT-7M Trebuchet
Support Lance
- Adept Epsilon-IV Nigel Hytner (Piloting 3, Gunnery 4), SDR-7M Spider
- Adept Epsilon-II David MacMillan (Piloting 5, Gunnery 3), CPLT-C3 Catapult
- Adept Epsilon-II Alison Martin (Piloting 5, Gunnery 4), OTL-5M OstSol
- Adept Epsilon-I Lorna Graham (Piloting 5, Gunnery 4), BMB-12D Bombardier
Deployment: The attackers deploy first, anywhere between Hex-rows 10xx and 15xx on the Heavy Forest mapsheet, with any facing the attacker chooses.
Victory Conditions
The defender must exit as many of his 'Mechs as possible off the western map edge. The attacker attempts to prevent these 'Mechs from exiting. The scenario continues until all the defender units have exited the map or been destroyed. At that time, tally the number of 'Mechs that successfully exited and consult the Victory Table to determine the outcome.
Victory Table
| Defender 'Mechs Escaped | Outcome |
|---|---|
| 0-1 | Attacker wins Decisive Victory |
| 2-3 | Attacker wins Marginal Victory |
| 4-5 | Draw |
| 6-7 | Defender wins Marginal Victory |
| 8-9 | Defender wins Decisive Victory |
Special Rules
This scenario takes place at night. (Use the Night Combat rules on p. 94, BTC.) For the purposes of this scenario, only the Warhammers are equipped with searchlights.
All Level 0 hexes, except those with Heavy Woods, are covered in deep snow. The weather condition of Falling Snow is in effect as well. (See Weather and Terrain Rules, p. 4.)
This scenario may be played as part of a three-scenario sequence with Scenario 2: When the Bough Breaks and Scenario 16: End of the Line. If doing so, replace the Com Guard First Provisional Lance with the Com Guard survivors of Scenario 2. Similarly, replace the Shadow Lancers Assault Lance with up to eight surviving Shadow Lancer 'Mechs from Scenario 2 (attacker's choice). All of these 'Mechs must be used "as is"—no repairs or ammo refills are possible between the scenarios. (If players have improved the skills of the pilots of these 'Mechs, use the improved Skill Ratings.)
If desired, players may also improve the skills of their pilots before playing Scenario 16. To do so, keep track of the number of kills made by each MechWarrior during the scenario. For every 4 BattleMechs a pilot destroys, the controlling player may reduce the MechWarrior's Piloting or Gunnery Skill by 1 (skills may never drop below zero). Skill improvements must take place between Scenarios 6 and 16, not during the engagements.
Random Damage
If playing the scenario as a self-contained battle, random damage is applied to certain 'Mechs to simulate battle damage (affected 'Mechs are noted in the Defender and Attacker rosters).
Apply all random damage in 5-point clusters, as if it were LRM damage. Each 5-point cluster hits in a randomly determined location on the Front column of the BattleMech Hit Location Table.
To prevent any 'Mech from being destroyed or crippled before the scenario begins, re-roll any hit location or critical hit that would result in any of the following conditions: destruction of a location, an ammunition explosion, a third engine critical hit, a second gyro critical hit, a hip or shoulder actuator critical hit or a cockpit critical hit.
Scenario 7: Give Me Liberty...
Situation and opening narrative (omitted: historical background and fiction).
Game Set-up
Lay out the BattleTech maps as shown. Use the City (Hills/Residential) #2 map from BattleTech Map Set 3 and the City Street Grid/Park #1 map from BattleTech Map Set 4. Places where the road crosses the water are considered Medium bridges (CF 40).
Place 8 Light buildings, 8 Medium buildings and 3 Heavy buildings on each mapsheet. Each building covers a single hex. Each player takes half of the building counters, then the players alternately place them on the map. No buildings may be placed in water, road, or woods hexes. All buildings must be adjacent to at least 1 hex containing a road. After placing these buildings, place a single 2-hex Medium building (CF 40, Level 4) in Hexes 0505 and 0605 atop the Level 2 hill in the northwest corner of the City (Hills/Residential) map; this building counter represents the Terran Assembly Building.
Use the building counters from CityTech, Second Edition. The number printed on each counter represents the elevation level for the building. If these counters are unavailable, assume that all the Light Buildings are Level 1, while all the Medium and Heavy buildings are Level 2.
Defender
The defenders are the Branch of Terran Affairs' security company.
Silent Vigil II-Epsilon
- Adept Epsilon-V Laura Michaels (Piloting 4, Gunnery 3), NXS1-A Nexus
- Adept Epsilon-III Constantine Bramman (Piloting 4, Gunnery 4), VT-5M Vulcan
- Acolyte Epsilon-IV Ian Moore (Piloting 4, Gunnery 3), WTH-2 Whitworth
- Acolyte Epsilon-II Nick Sharp (Piloting 5, Gunnery 3), UM-R63 UrbanMech
- Jump Infantry Platoon (Rifle)
- Jump Infantry Platoon (Laser)
Primus's Shield II-Pi
- Manticore
- Striker
- Fury
- Rhino
- Mechanized Infantry Platoon (Rifle)
- Mechanized Infantry Platoon (SRM)
Deployment: The defenders deploy first, anywhere on either mapsheet and with any facings desired. Some or all of the units may be placed per standard Hidden Units rules (p. 89, BTC).
Attacker
The attackers are the following elements of the Second Word of Blake Militia.
Ever True II-Epsilon
- Adept Epsilon-VI Alison Ward (Piloting 5, Gunnery 4), STK-5M Stalker
- Adept Epsilon-IV Brian Blanchard (Piloting 4, Gunnery 4), HCT-5S Hatchetman
- Adept Epsilon-II Deryk Moreley (Piloting 4, Gunnery 4), MAD-5M Marauder
- Adept Epsilon-II Atma Singh (Piloting 5, Gunnery 4), BLR-3M BattleMaster
- Acolyte Epsilon-III Jack Kitson (Piloting 5, Gunnery 3), SPR-5F Spector
- Acolyte Epsilon-II Leonard Metcalf (Piloting 5, Gunnery 4), ON1-M Orion
Willing Obedience II-Delta
- Adept Epsilon-III Claire Gabb (Piloting 5, Gunnery 4), SHD-5M Shadow Hawk
- Adept Epsilon-I Iwan Zacharko (Piloting 3, Gunnery 3), TR1 Wraith
- 2 Maxim Heavy Hover Transports (Regular)
- 2 Foot Infantry Platoons (Machine Gun)
Deployment: The attacker may move the units of Ever True II-Epsilon onto the eastern edge of the mapboard during his first Movement Phase. The units of Willing Obedience II-Delta enter the mapboard via the eastern edge during the attacker's second Movement Phase.
Victory Conditions
The scenario lasts until all the units on one side have been destroyed or until 20 turns have been completed. If units on both sides have survived after 20 turns, determine the battle's outcome as follows: If the Terran Assembly building remains intact, the side that "occupies" it at the end of the scenario wins. To occupy the building, a side must have an infantry unit in the Terran Assembly building hexes. If neither side can manage that, one of them can occupy the building by moving a BattleMech into one of the adjacent hexes.
If the Terran Assembly is destroyed during the fighting, the scenario ends immediately and the player who destroyed it loses. However, if both players intentionally damaged the building during the scenario, the scenario ends as a draw—both players have failed to achieve their objectives.
Special Rules
The weather condition of Falling Snow is in effect for this scenario. Also, the Water hexes on the City Street Grid/Park map are covered with ice. (The river on the other mapsheet is normal Depth 1 Water.) See Weather and Terrain Rules, p. 4.
If desired, players may use Double-Blind Rules (p. 7, BattleTech Tactical Handbook) during the scenario.
Scenario 8: Serve to Lead
Situation and journal excerpts (omitted: historical background and personal accounts).
Game Set-up
Lay out the BattleTech maps as shown. Use the City Ruins map from BattleTech Map Set 2 and the Rolling Hills #1 map from BattleTech Map Set 3. The defender then places the buildings on the City Ruins mapsheet, as indicated in the Sandhurst Buildings table.
Sandhurst Buildings
| Building Type | Hexes |
|---|---|
| Level 3 Medium | 1206, 1208 |
| Level 2 Heavy | 0203, 0306, 0315, 1110 |
| Level 1 Heavy | 1007, 1105 |
| Level 1 Hardened | 0505, 0515 |
Defender
The defender consists of the following elements of the Sandhurst Training Regiment.
True Students II-Alpha
- Adept Epsilon-IV Gareth Pidgeon (Piloting 5, Gunnery 4), CLN-7V Chameleon
- Acolyte Epsilon-I Andy Ryan (Piloting 5, Gunnery 5), CLN-7V Chameleon
- Acolyte Epsilon-I Elaine Cunningham (Piloting 6, Gunnery 4), LCT-3M Locust
- Acolyte Epsilon-I Rebecca Wynberg (Piloting 5, Gunnery 4), LCT-3M Locust
- Acolyte Epsilon-I Kia Middlebeck (Piloting 6, Gunnery 5), CPLT-C1 Catapult
- Acolyte Epsilon-I Katsumi Mikimoto (Piloting 5, Gunnery 5), ARC-5S Archer
Warriors for Truth II-Alpha
- Adept Epsilon-III Francois Lehronique (Piloting 5, Gunnery 4), HBK-5M Hunchback
- Acolyte Epsilon-I Carlo Glenesk (Piloting 5, Gunnery 4), BJ-2 Blackjack
- Acolyte Epsilon-III Kate Willis (Piloting 4, Gunnery 3), WHM-7S Warhammer
- Acolyte Epsilon-I Edward Pask (Piloting 5, Gunnery 4), CRD-5M Crusader
- Acolyte Epsilon-I Hassan Okrand (Piloting 5, Gunnery 4), MAD-5D Marauder
- Acolyte Epsilon-I Julie Birchall (Piloting 5, Gunnery 4), CP 11-A Cyclops
Deployment: The defenders deploy on the west mapsheet. Place the 'Mechs of True Students within 3 hexes of Hex 0404. The 'Mechs of Warriors for Truth begin play within 3 hexes of Hex 1109.
Attacker
The attackers are elements of the Word of Blake's Task Force Steel.
Shield of Justice II-Alpha
- Adept Epsilon-V Aenaeus Parvus (Piloting 5, Gunnery 4), CHP-1N Champion
- Adept Epsilon-IV Neil "Garfield" Barret (Piloting 5, Gunnery 4), TYM-1A Toyama*
- Adept Epsilon-III Zabu Weah (Piloting 4, Gunnery 4), GRN-D-01 Grand Crusader
- Adept Epsilon-II Roberto Maldini (Piloting 5, Gunnery 5), ALB-3U Albatross
- Adept Epsilon-II Sean Lamb (Piloting 4, Gunnery 5), VRR-9K Victor
- Adept Epsilon-II Nigel Piggot (Piloting 5, Gunnery 3), MAD-5D Marauder
*See New Equipment, p. 61.
Deployment: The attackers enter from the eastern map edge during their first Movement Phase.
Victory Conditions
The scenario ends when all the units of one side have been destroyed or exited the mapboard.
The defender must prevent the attacker units from exiting the western edge of the map for as long as possible. If the defender prevents 'Mechs from exiting past Turn 4, he receives points at the end of each turn. After Turn 5, the defender receives 5 points; after Turn 6, he receives 6 points; after Turn 7, 7 points; and so on. The defender stops receiving these points as soon as an attacker 'Mech successfully exits the map. Additionally, the defender gains 5 points for each attacker 'Mech destroyed and for each defender 'Mech that exits the western map edge after Turn 6. Defending units earn no points if they exit off any other map edge or exit before or during Turn 6.
The attacker receives 10 points for each attacking 'Mech that exits the western map edge or remains operational after all the defenders have been destroyed or withdrawn. A 'Mech that is unable to move for any reason is considered inoperational when determining victory.
After play has ended, tally up each player's score. Then subtract the attacker's score from the defender's score and consult the Victory Table to determine the outcome.
Victory Table
| Final Score | Outcome |
|---|---|
| 30 or more | Defender wins Decisive Victory |
| 29 to 11 | Defender wins Marginal Victory |
| 10 to -10 | Draw |
| -11 to -29 | Attacker wins Marginal Victory |
| -30 or lower | Attacker wins Decisive Victory |
Special Rules
The adverse weather condition of Fog affects units on both mapsheets. (See Weather and Terrain Rules, p. 5.)
Each building starts the scenario with the maximum Construction Factor possible for the building's type. None of the buildings has a basement.
Scenarios 9-12: Mini-Campaign Rules
The historical background that opens this section (omitted) describes the Sandhurst withdrawal and the task forces that followed it.
The structure of both players' total forces for the mini-campaigns are given below.
Com Guard First Training Division (Light): Sandhurst Training Regiment
Lost Innocence II-Delta
- Demi-Precentor Epsilon-VI (retired) Sharon Gardbaum (Piloting 4, Gunnery 3), CHP-1N Champion
- Adept Epsilon-II Derek Wildgust (Piloting 4, Gunnery 4), ARC-4M Archer
- Adept Epsilon-II Anne Jaruszewski (Piloting 5, Gunnery 4), CLN-7N Chameleon
- Cadet Epsilon-II George Onorati (Piloting 5, Gunnery 3), CDR-3R Crusader
- Ontos Tank (3058 refit, regular crew)
- Rommel Tank (regular crew)
Acid Rain II-Alpha
- Adept Epsilon-III Martin Bennet (Piloting 4, Gunnery 4), ON1-M Orion
- Adept Epsilon-IV Nigel Atkin (Piloting 4, Gunnery 4), BLR-3M BattleMaster
- Cadet Epsilon-II Jan Motyka (Piloting 5, Gunnery 4), GLT-3N Guillotine
- Cadet Epsilon-II Viktor Bekvalac (Piloting 5, Gunnery 3), CPLT-C1 Catapult
- Cadet Epsilon-II Charley Washington (Piloting 5, Gunnery 4), MAD-5D Marauder
- Cadet Epsilon-II Duncan Fergusson (Piloting 5, Gunnery 4), CRK-5003-1 Crockett
Harsh Justice II-Alpha
- Adept Epsilon-I Naomi Kiszka (Piloting 3, Gunnery 5), ASN-21 Assassin
- Cadet Epsilon-III Ola Ndlouu (Piloting 5, Gunnery 4), LCT-1V Locust
- Cadet Epsilon-II Sinjun Delamir (Piloting 5, Gunnery 5), WSP-3M Wasp
- Cadet Epsilon-II Paulo Sanchez (Piloting 5, Gunnery 4), HER-3S Hermes
- Cadet Epsilon-II Fatima Backley (Piloting 5, Gunnery 4), JVN-10P Javelin
- Cadet Epsilon-II Marilyn Kildare (Piloting 5, Gunnery 4), STH-1D Stealth
Blake's Hounds II-Alpha
- Adept Epsilon-VI Chantelle Leroux (Piloting 4, Gunnery 4), BJ2- Blackjack
- Cadet Epsilon-I Thomas Gossard (Piloting 5, Gunnery 4), PNT-6R Panther
- Cadet Epsilon-I Alfredo Silenzi (Piloting 6, Gunnery 5), WVE-5N Wyvern
- Cadet Epsilon-I Lindsey Fulton (Piloting 6, Gunnery 4), WTH-2 Whitworth
- Cadet Epsilon-II Rashida Chlightai (Piloting 5, Gunnery 4), PXH-3M Phoenix Hawk
- Cadet Epsilon-I Ciaran O'Shea (Piloting 4, Gunnery 5), SCP-10 Scorpion
Silent Death II-Alpha
- Adept Epsilon-IV Marcel Leuty (Piloting 4, Gunnery 4), KTO-19 Kintaro
- Cadet Epsilon-II Harold Young (Piloting 5, Gunnery 4), OSR-2D Ostroc
- Cadet Epsilon-II Felix Harper (Piloting 5, Gunnery 4), WVR-7D Wolverine
- Cadet Epsilon-I Margaret Grimes (Piloting 6, Gunnery 4), CRB-27 Crab
- Cadet Epsilon-II Hugh Proctor (Piloting 5, Gunnery 4), WHM-7M Warhammer
- Cadet Epsilon-II Mohammed Mushfaq (Piloting 5, Gunnery 4), CGR-3K Charger
Swift Feet II-Lambda
- J. Edgar Hovertank (regular crew)
- J. Edgar Hovertank (regular crew)
- Saladin Assault Hovertank (regular crew)
- Hetzer Wheeled Assault Vehicle (regular crew)
- Partisan ADV (3058 refit, regular crew)
- Sprint VTOL (regular crew)
True Faith II-Mu
- Chaparral Artillery Tank (regular crew)
- Padilla Artillery Tank (regular crew)
- Maxim Heavy Hover Transport (regular crew)
- Maxim Heavy Hover Transport (regular crew)
- Foot Infantry Platoon (rifle)
- Foot Infantry Platoon (SRM)
Ready Support II-Lambda
- J-27 Ordnance Transport (regular crew)
- J-27 Ordnance Transport (regular crew)
- MASH Truck (regular crew)
- 135-K Coolant Truck (regular crew)
- Flatbed Truck* (regular crew)
- Flatbed Truck* (regular crew)
Sandhurst Provisional II-Iota
- Wheeled APC (regular crew)
- Wheeled APC (regular crew)
- Foot Infantry Platoon (rifle)
- Jump Infantry Platoon (laser)
- Jump Infantry Platoon (SRM)
- Mechanized Infantry Platoon (rifle)
*See New Equipment, p. 61.
Word of Blake Militia, Task Force Steel, Alpha and Beta Battalions
Blake's Messengers III-Beta
Blake's Vision II-Alpha
- Adept Epsilon-IV Rie Kotobuka (Piloting 4, Gunnery 4), MCY-99 Mercury
- Adept Epsilon-II Miki Koishikawa (Piloting 5, Gunnery 4), STG-3R Stinger
- Adept Epsilon-II Peter Marsh (Piloting 4, Gunnery 3), OTT-7J Ostscout
- Adept Epsilon-I Jini Goulding (Piloting 4, Gunnery 4), LCT-1V Locust
- Acolyte Epsilon-III Frances Elston (Piloting 5, Gunnery 4), HER-1S Hermes
- Acolyte Epsilon-II Delphine Guerrard (Piloting 5, Gunnery 4), LCT-1S Locust
The Faithful II-Alpha
- Adept Epsilon-VI Beth Laurence (Piloting 4, Gunnery 4), PXH-1 Phoenix Hawk
- Adept Epsilon-IV Diane Erin (Piloting 4, Gunnery 4), HMR-3M Hammer
- Adept Epsilon-II Klaus Erkhart (Piloting 5, Gunnery 4), WTH-2 Whitworth
- Adept Epsilon-I Brian Wilkes (Piloting 4, Gunnery 5), ASN-23 Assassin
Scenario 9: Fields of Camlann
Situation and journal excerpt (omitted: historical background and personal accounts).
Game Set-up
Lay out the BattleTech maps as shown. Use the Large Lake #2 map from BattleTech Map Set 4, the Desert Hills map from BattleTech Map Set 2, and 2 standard BattleTech maps (from the BattleTech boxed set and/or Map Set 2).
Defender
The defenders are Task Force Epee of the Sandhurst Training Regiment, as indicated by the mini-campaign rules (beginning on p. 30).
Deployment: The defenders may begin the scenario anywhere on the two west mapsheets. Some units may begin the scenario hidden (see Special Rules, below).
Attacker
The attackers are elements of the Word of Blake Militia, Task Force Steel. To determine which groups in the task force are involved in the battle, see the mini-campaign rules.
Deployment: The attackers enter via the east map edge during their first Movement Phase.
Victory Conditions
The Com Guard's objective is to inflict as many casualties as they can on the enemy while taking as little damage as possible. The Word of Blake Militia's objectives are to destroy as many Com Guard units as possible, and then continue off the west edge of the map in pursuit of the main Com Guard force.
The battle continues until one side has been destroyed or withdrawn, or 20 turns have elapsed, at which point the Com Guard force will automatically withdraw. When the scenario has ended, determine each side's score using the following table:
Scoring Table
| Condition | Points |
|---|---|
| Enemy 'Mech destroyed | 10 |
| Enemy vehicle destroyed | 5 |
| Enemy infantry unit destroyed | 3 |
| Friendly combatant unit* exiting the west map edge after Turn 5 (Com Guards only) | 5 |
| Friendly combatant unit* exiting the west map edge any time (Word of Blake only) | 8 |
| Control of the battlefield at the end of the scenario | 20 |
*Combatant units are any units in the scenario with the exception of trucks, ordnance transports, M.A.S.H. units, coolant trucks and Mobile Headquarters.
To determine the margin of victory, subtract the Word of Blake player's score from that of the Com Guard player and compare the result to the following table.
Margin of Victory Table
| Margin | Outcome |
|---|---|
| 75+ points | Defender Decisive Victory |
| 21 to 75 points | Defender Marginal Victory |
| -20 to +20 points | Draw |
| -21 to -75 points | Attacker Marginal Victory |
| -76 or less points | Attacker Decisive Victory |
Special Rules
This scenario is played in foggy weather conditions.
The Com Guards have managed to activate several systems on the range, and will use them to disrupt their pursuers according to the following rules.
Minefields: The Com Guard task force has managed to place five command-detonated minefields (p. 93, BTC) in the area. The defending player should write down the locations of these mines before the start of the scenario.
Hidden Units: In addition to planting mines, the defenders managed to conceal several vehicles and 'Mechs in specially prepared positions. Up to 50 percent of the defending force may begin the scenario hidden (see p. 89, BTC). These hidden units may be detected by normal means or with a Beagle active probe. Any hidden unit attacking or moving becomes visible.
These prepared positions also count as improved positions (see p. 92, BTC), and may be used as such by units even after they have become visible. Treat these improved positions as Light buildings with a CF of 15.
Ghosts: The Salisbury military range is equipped with several devices for simulating combat. One such device can create a "ghost" image of a BattleMech that shows up on an enemy 'Mech's sensors. Four such devices exist in this part of the range, and the defending player should write down their locations before the start of the scenario. The defender may place them in any non-water hexes on any part of the playing area. The defender also chooses the type of BattleMech that each ghost represents.
Each ghost 'Mech is treated as an extra Com Guard BattleMech, except that it cannot move, fire weapons, or make use of any special equipment. A ghost 'Mech can only change facing, drop prone, and stand up. The Word of Blake can identify ghosts as such by hitting them with weapons fire or moving a unit adjacent to them. (A Beagle active probe can identify a ghost within its detection range.) The ghost unit is immediately "destroyed" when identified. (Destroying ghost 'Mechs does not add to the Word of Blake's victory point total.)
Artillery: In addition to any on-board assets, the defender may use the range's artillery system: a fixed-emplacement Long Tom cannon. To simulate the Long Tom, use the artillery rules (pp. 77-80, BTC). However, the Com Guards have only had time to pre-designate two hexes, and they also have limited ammunition: only 7 rounds, 2 smoke and 5 conventional. For purposes of time in-flight, treat the gun emplacement as being 4 mapsheets away from the playing area.
Withdrawal: The Com Guards must delay the approaching Word of Blake forces, and may not withdraw any combat units before the Movement Phase of Turn 6. Any Com Guard units exiting the map before Turn 6 do not gain victory points.
Word of Blake forces may gain victory points for exiting units off the west map edge at any point during the scenario.
Scenario 10: Who Dares Wins
Situation and the excerpt from "Thin Red Line" (omitted: historical background and personal accounts).
Game Set-up
Lay out the 3 BattleTech maps as shown. Use the Heavy Forest #2 map from BattleTech Map Set 4, the Desert Mountains #1 map from BattleTech Map Set 3, and a standard BattleTech map (from the BattleTech boxed game or Map Set 2).
Defender
The defenders are Task Force Saber of the Sandhurst Training Regiment (see the mini-campaign rules, beginning on p. 30).
Deployment: The defending player sets up first, placing all his units on the center (Desert Mountains) map, in any hexes and with any facings desired.
Attacker
The attackers are elements of the Word of Blake Militia Task Force Steel (see mini-campaign rules).
Deployment: The attacking player may set up some or all of his forces within 3 hexes of the east edge of the map, after the defender has set up. Any attacking units not deployed at the beginning of the scenario may enter the map during any Movement Phase. Units that will enter the map in a particular turn must be placed off the map near the east map edge at the beginning of the turn. These units are considered in play in order to facilitate the proper initiative and movement sequence.
Victory Conditions
The defender's objective is to move a lance (6 units) of 'Mechs or vehicles off the left map edge to join up with personnel who have been retrieving supplies from the Hereford facility. Doing this earns the defender 10 victory points. Once the supply party has left the board, the defending player receives an additional 5 points for every 30 seconds (3 complete game turns) before the attacker starts to move units off the west map edge in pursuit.
The defending player receives an additional 5 points for each attacking 'Mech or vehicle destroyed or rendered immobile. However, for each Com Guard 'Mech destroyed or rendered immobile, the defender takes a penalty of -10 points.
Calculate the defending player's total score and then consult the following table to determine the margin of victory.
Margin of Victory Table
| Points | Margin of Victory |
|---|---|
| 40 points or more | Defender Decisive Victory |
| 11 to 39 points | Defender Marginal Victory |
| -10 to +10 points | Draw |
| -39 to -11 points | Attacker Marginal Victory |
| -40 points or less | Attacker Decisive Victory |
Special Rules
This scenario occurs during a light snowfall.
The battle begins shortly before nightfall and continues into dusk. To simulate this, use the following rules: the first 8 turns of the scenario take place in daylight, and all subsequent turns take place during dusk (see the weather rules, p. 4 of the Introduction).
Scenario 11: Croeso Y Cymru
Situation and the journal excerpt (omitted: historical background and personal accounts).
Game Set-up
Lay out the BattleTech maps as shown. Use both of the Rolling Hills maps from BattleTech Map Set 3, along with the Desert Hills and Scattered Woods maps from BattleTech Map Set 2. In addition, two blank maps (the reverse side of any standard maps) represent the River Severn. The 08xx hex rows of both river maps represent the two main bridges across the estuary. (Note: Some of the newer maps have hexes on the back, but they are not numbered. If these maps are used, the bridge will be the hexes that correspond with the crease lines. See the diagram below for bridge and tower placement.)
Defender
The defenders are Task Force Foil of the Sandhurst Training Regiment (see the mini-campaign rules, beginning on p. 30), plus any surviving units of Task Force Epee from Scenario 9.
Deployment: The defending units enter via the east map edge during the Movement Phase of Turn 1.
Attacker
The attackers are elements of the Word of Blake Militia Task Force Steel (see mini-campaign rules).
Deployment: The Word of Blake Militia enters the mapboard via the east map edge during the Movement Phase of Turn 3.
Victory Conditions
The defending player's primary objective is to cross the river and exit his forces from any map edge west of the river. The percentage of the defender's force (measured in units) that manages to escape determines the margin of victory, according to the following table.
Margin of Victory Table
| Units Escaping | Margin of Victory |
|---|---|
| 75% or more | Defender Decisive Victory |
| 50 to 74% | Defender Marginal Victory |
| 25 to 49% | Attacker Marginal Victory |
| Less than 25% | Attacker Decisive Victory |
Special Rules
This scenario takes place at night; use Night Combat rules (p. 94, BTC).
Air Strikes: The clear weather allows the Word of Blake forces to make use of air support. They have six medium aerospace fighters (two TR10 Transits, two HCT-213B Hellcat IIs and two F94 Stingrays), stationed 2 turns of flight due east of the battlefield. None of the fighters may be equipped with bombs, though they may make strafing runs on the battlefield.
The first pair may enter the board on turn 1 (simultaneously with the defenders). The second pair arrives in Turn 3, the third in Turn 5. Players may use AeroTech rules, BattleSpace rules, or the aerospace support rules on pp. 70-75, BTC.
The Bridges: The two bridges differ slightly in design. The northern bridge (Aust) is a single-span suspension bridge, with towers in Hexes 0804 and 0814. The southern bridge (Redwick) consists of five towers (in Hexes 0801, 0805, 0809, 0813 and 0817) with shorter spans.
Treat each of the towers as Hardened buildings with a CF of 100. Each hex of the bridges has a CF of 50, and is treated as a Heavy building. Contrary to normal building/bridge rules, these bridge sections can support twice their CF; that is, a CF 50 bridge section can support 100 tons.
Because the bridges are suspended, destroying an individual hex of a bridge section will not cause the hexes on either side to collapse. However, destroying a bridge tower will cause all the bridge sections between that tower and its neighbors (and/or the shore) to collapse. The bridges are high enough above the water that any unit falling off a bridge is considered destroyed.
The Word of Blake player should keep in mind that destroying the bridges may make victory easier in this scenario, but will also have a profound negative impact on his forces' chances in Scenario 12.
The River: The Severn River at this point is considerably wider and deeper than standard BattleTech rivers. The hexes closest to the bank (xx01 and xx17 rows) are Depth 1 water, the xx02 and xx16 rows are Depth 2, rows xx03 and xx15 are Depth 3, and all other river hexes are Depth 4. (See maps above for illustration.)
In addition, the river tides have piled up a deep layer of silt, making fording the river very difficult. In addition to standard rules for moving into and through water, and the special case rules for Underwater Combat (pp. 95-98, BTC), the river bed should be treated as mud (see Weather and Terrain rules, p. 5, Introduction).
Forced Surrender: Any defending units unable to escape from the battlefield because of damage, movement restrictions or other factors will surrender once all the other defending units have exited the map. Surrendered units may not take part in Scenario 12.
Scenario 12: Season's End
Situation and the opening narrative (omitted: historical background and fiction).
Game Set-up
Lay out the BattleTech maps as shown. Use the Large Lakes #2, Heavy Forest #1 and River Delta/Drainage Basin #2 maps from BattleTech Map Set 4, the Rolling Hills #2 map from BattleTech Map Set 3, the Mountain Lake map from BattleTech Map Set 2, and a standard CityTech map.
Place 1 large 2-hex Light building (Level 3) in hexes 1107 and 1108 of the CityTech mapsheet to represent the college. Hex 0801 on the Mountain Lake map is bridged. The defender should place 10 Light and 10 Medium buildings on the paved area of the CityTech map to form a rough street pattern, in the hex numbers listed below:
- Level 3 Medium: 0710, 0908, 0910, 1111
- Level 2 Medium: 0905, 0913, 1110, 1208
- Level 1 Medium: 0714, 1105
- Level 3 Light: 0707, 0708, 0713, 0907
- Level 2 Light: 0705, 0711, 0911, 1210
- Level 1 Light: 0406, 0507
Defender
The defenders are the remaining forces of the Sandhurst Training Regiment (all survivors of scenarios 10 and 11).
Precentor Martial's Honor Guard
- Precentor Martial Trent Arian (Piloting 3, Gunnery 2), GRN-D-01 Grand Crusader
- Adept Jill "Kayleigh" Holmen (Piloting 4, Gunnery 3), GRH-5J Grasshopper
- Adept Richard Price (Piloting 4, Gunnery 4), CP 11-A Cyclops
- Adept Oliver Myles (Piloting 5, Gunnery 4), WHM-7M Warhammer
Deployment: The defending forces set up first. They may be placed anywhere except on the two east mapsheets, with any facings desired.
Two Leopard class DropShips are available to transport units who have already crossed the bridges, or those who have been trapped. Each Leopard may carry four units. Any units transported by DropShip may enter the map from any side, also during Turn 1. However, the units carried by a particular DropShip must all enter via the same mapsheet and from the same direction.
A third Leopard class DropShip arrives at the beginning of Turn 5, carrying Precentor Martial Trent Arian and a lance of BattleMechs. The 'Mechs of Precentor Martial Arian's lance may enter the battlefield from any side, but must all enter via the same mapsheet and from the same direction. These units enter the map during the Movement Phase of Turn 5.
Attacker
The attackers are elements of the Word of Blake Militia Task Force Steel (see Deployment for specifics).
Deployment: If at least one of the bridges remained up (no sections or towers destroyed) in Scenario 11, all the surviving Word of Blake forces may participate in this scenario. If both bridges were destroyed, only those units that were on the two western mapboards at the end of Scenario 11 may immediately participate in this scenario. In either case, these forces enter the map via the east edge during the Movement Phase of Turn 1.
Victory Conditions
The objective of both sides is to eliminate the opponent's ability to fight on or force the enemy to surrender. Continue playing until one player's forces have all been destroyed, surrendered, or withdrawn from the battlefield. Once this happens, consult the Points Table below to determine the number of points scored by each side. Then subtract the attacker's score from the defender's and consult the Victory Table to determine the outcome.
Points Table
| Condition | Points |
|---|---|
| Control of the battlefield at the end of the scenario | 30 |
| Enemy 'Mech destroyed | 25 |
| Enemy 'Mech surrendering | 10 |
| Enemy vehicle destroyed | 15 |
| Enemy infantry platoon destroyed | 10 |
| Killing Precentor Martial Arian (Com Guard only) | 20 |
| Friendly 'Mech withdrawing* (Com Guard only) | 5 |
| Friendly vehicle withdrawing* (Com Guard only) | 3 |
| Friendly infantry platoon withdrawing* (Com Guard only) | 2 |
*See Withdrawal and Pursuit, below.
Victory Table
| Final Score | Margin of Victory |
|---|---|
| 100 or more | Defender Decisive Victory |
| 11 to 100 | Defender Marginal Victory |
| -20 to 10 | Draw |
| -21 to -100 | Attacker Marginal Victory |
| -100 or lower | Attacker Decisive Victory |
Transcription note: the printed Victory Table lists overlapping bounds at 100 and -100; reproduced as printed.
Special Rules
This scenario takes place in foggy weather conditions.
The river in Hex 0801 on the Mountain Lake mapsheet is spanned by a bridge. Use the bridge movement rules on p. 21, BTC. This bridge is classified as Medium, with a Construction Factor of 40.
Forced Surrender: Any unit suffering major damage may be forced to surrender if an enemy unit moves within 3 hexes of it. For these purposes, major damage is defined as follows:
- Being rendered immobile, including gyro destruction (BattleMech or vehicle)
- Taking 2 engine critical hits (BattleMech)
- Losing 1 or more legs and/or both arms (BattleMech)
- Losing 50 percent or more internal structure (BattleMech or vehicle)
- Losing 75 percent or more of unit personnel (infantry)
Surrender is not automatic. Roll 2D6 for each unit that may surrender during the End Phase. If the "capturing" unit (the one within 3 hexes) is a 'Mech, the damaged unit will surrender on a result of 8 or higher. If the capturing unit is a vehicle, the damaged unit surrenders on a result of 10 or better. If the captor is an infantry platoon, the damaged unit surrenders on a result of 12 or better.
Target numbers for these dice rolls may be modified by the presence of friendly and hostile units in the vicinity. For each friendly unit within 5 hexes of the damaged unit, reduce the chance of surrender by 2. For each hostile unit within 5 hexes, increase the chance of surrender by 2. These modifiers are cumulative.
A unit that surrenders is immediately removed from the map.
Withdrawal and Pursuit: Com Guard units may withdraw from the map at any point during the scenario, but have only a limited amount of terrain in which to maneuver. Any units not successfully pursued score victory points as indicated above.
Word of Blake forces may choose to pursue any Com Guard unit withdrawing from the map. To do this, the pursuer must exit the same mapsheet from the same edge as the unit it is pursuing within 3 turns of the target's withdrawal. Handle pursuit and engagement as follows:
The pursuer's chances for success are based on the Running/Flanking MP of both units, modified for any critical hits taken. If a unit has a damaged gyro, use its Walking MP instead, and consider it non-jump capable when modifying the chance of successful pursuit.
If the pursuer has a lower MP than the target, pursuit automatically fails. If the pursuer has the same MP as the target, pursuit succeeds on a 2D6 roll of 9 or better. If the pursuer has a higher MP than the target, pursuit succeeds on a 2D6 roll of 7 or better. Modify the target number for the success of attempted pursuit as follows:
| Modifier | Value |
|---|---|
| Target is assault 'Mech | +5 |
| Target is heavy 'Mech | +3 |
| Target is medium 'Mech | +1 |
| Target is light 'Mech | +0 |
| Target is vehicle | -1 |
| Target is infantry unit | +5 |
| Target is jump-capable | +1 |
| Pursuer is assault 'Mech | -5 |
| Pursuer is heavy 'Mech | -3 |
| Pursuer is medium 'Mech | -1 |
| Pursuer is light 'Mech | +0 |
| Pursuer is vehicle |
A Word of Blake Phoenix Hawk (MP 6/9/6) pursues a Com Guards Awesome (MP 3/5/0). As the Phoenix Hawk is faster than the Awesome (with a running speed of 9 versus 5), the base target number for successful pursuit is 7. However, the target is an assault 'Mech, so the target number is modified by +5 (raising it to 12). The Phoenix Hawk is a medium 'Mech, and so a -1 penalty applies. This reduces the Phoenix Hawk's target number to 11. The Phoenix Hawk is jump-capable, and so the target number drops by another -1, resulting in a final target number of 10. If the attacker rolls a result of 10 or better, pursuit will be successful. Had the situation been reversed, the Phoenix Hawk would have automatically escaped because the Awesome has a lower MP.
A successful pursuit roll indicates that the pursuer prevented the withdrawing unit from escaping, and the defending player does not get victory points for that unit's withdrawal. Regardless of success or failure, the pursuing unit may not return to the scenario.
Scenario 13: Interesting Times
Situation and the excerpt from The Long March (omitted: historical background and personal accounts).
Game Set-up
Lay out the BattleTech maps as shown. Use the standard BattleTech map (from the BattleTech boxed set or Map Set 2) and the Rolling Hills #1 map from BattleTech Map Set 3.
Defender
The defenders are elements of the Third Division of the Word of Blake Militia (Pure Thoughts/Actions IV-Iota).
Careful Planning II-Kappa
- Adept Epsilon-III Samuel Lambert (Piloting 6, Gunnery 3), RFL-5M Rifleman
- Adept Epsilon-II Pierre Marchant (Piloting 5, Gunnery 4), HBK-4G Hunchback
- Acolyte Epsilon-I Chun Ip (Piloting 5, Gunnery 4), CN9-D Centurion
- Maxim Heavy Hover Transport (veteran crew)
- Foot Infantry Platoon (rifle)
Blake's Fist II-Beta
- Adept Epsilon-V Effen Asprilla (Piloting 4, Gunnery 3), MAD-5D Marauder
- Adept Epsilon-IV Gillian Nottan (Piloting 5, Gunnery 4), ARC-4M Archer
- Adept Epsilon-II Dana O'Reilly (Piloting 5, Gunnery 4), CRD-5M Crusader
- Adept Epsilon-II Stuart Culyer (Piloting 4, Gunnery 5), CGR-3K Charger
- Adept Epsilon-I Ian Morgan (Piloting 4, Gunnery 4), VTR-9K Victor
- Regulator Hovertank (regular crew)
Deployment: The defender sets up first anywhere on the south map edge.
Attacker
The attackers are elements of Delta Battalion, 201st Division of the Com Guard.
Divine Foresight II-Epsilon
- Demi-Precentor Edward Gibson (Piloting 4, Gunnery 3), ST-8A Shootist
- Adept Epsilon-V Paula Bradbrook (Piloting 5, Gunnery 4), BLR-3M BattleMaster
- Adept Epsilon-III John West (Piloting 4, Gunnery 4), RVN-3L Raven
- Adept Epsilon-II Andrew Coish (Piloting 5, Gunnery 4), BCN-3R Buccaneer*
- Padilla artillery tank (regular crew)
- Demon wheeled tank (veteran crew)
Blake's Mission II-Mu
- Adept Epsilon-IV Sharen Adzhed (Piloting 5, Gunnery 3), WHM-7M Warhammer
- Adept Epsilon-III Richard Willey (Piloting 4, Gunnery 4), WVE-9N Wyvern
- Adept Epsilon-I Stefan Schwarz (Piloting 5, Gunnery 4), ASN-23 Assassin
- Acolyte Epsilon-III Louise Myers (Piloting 4, Gunnery 3), CRB-27 Crab
- Zephyr Hover (veteran crew)
- Condor Hover (veteran crew)
*See New Equipment, p. 61.
Deployment: The Com Guard force enters the north edge of the map during the attacking player's first Movement Phase.
Victory Conditions
Each side receives 10 points for each enemy 'Mech destroyed, 5 points for each vehicle, and 2 points for each infantry platoon. Enemy units that withdraw are worth half their destroyed value (rounding up to 3 points for vehicles). When all the forces on one side have been destroyed or withdrawn, the scenario ends. Subtract the defender's score from the attacker's, and compare the result to the following table to determine the margin of victory.
Victory Table
| Final Score | Victory |
|---|---|
| 45+ | Attacker Decisive Victory |
| 0 to 45 | Attacker Marginal Victory |
| -30 to -1 | Defender Marginal Victory |
| -30 or less | Defender Decisive Victory |
Transcription note: the printed Victory Table lists overlapping bounds at -30; reproduced as printed.
Special Rules
Units may exit the map from any edge. Exiting units are considered withdrawn, and may not re-enter the map.
The attacker's Padilla tank may not remain off board and fire as off-board artillery. It must enter with the other units, firing its weapon using the on-board artillery rules (p. 80, BTC).
Scenario 14: God of War
Situation and the post-battle interview (omitted: historical background and personal accounts).
Game Set-up
Lay out the BattleTech maps as shown. Use the Desert Mountains #1 and #2 maps from BattleTech Map Set 3.
Defender
The defenders are an ad hoc lance of Academy students.
- Demi-Precentor Eta-IV Peter Hamel (Piloting 4, Gunnery 3), MAD-5M Marauder
- Adept Epsilon-III Ali Sepahi (Piloting 5, Gunnery 4), AS7-S Atlas
- Cadet Epsilon-I Louise Vacher (Piloting 6, Gunnery 4), AN1-M Orion
- Cadet Epsilon-I Theodora Nakpodia (Piloting 5, Gunnery 5), HBK-4G Hunchback
- Cadet Epsilon-I Aidan Meath (Piloting 6, Gunnery 3), SHD-2K Shadow Hawk
- Cadet Epsilon-I Brian Thomas (Piloting 5, Gunnery 4), WTH-2 Whitworth
Deployment: The defenders set up first anywhere on the western map (Desert Mountain #1).
Attacker
The attackers are elements of the Fifth Division of the Word of Blake Militia (The Chosen).
Hand of Toyama II-Alpha
- Adept Epsilon-VI Liam Daley (Piloting 5, Gunnery 4), PHX-3S Phoenix Hawk
- Adept Epsilon-II Sam Brown (Piloting 4, Gunnery 3), VLK-QD Valkyrie
- Acolyte Epsilon-I Wayne Parsons (Piloting 4, Gunnery 5), SDR-5V Spider
- Adept Epsilon-III Helen Priestley (Piloting 4, Gunnery 3), GHR-5H Grasshopper
- Acolyte Epsilon-II Darren Merriman (Piloting 5, Gunnery 4), MAD-5S Marauder
- Acolyte Epsilon-II Vincent Tan (Piloting 5, Gunnery 4), QKD-4H Quickdraw
- Acolyte Epsilon-I Mark West (Piloting 5, Gunnery 4), WVR-7K Wolverine
Deployment: The attacker sets up second anywhere within 3 hexes of the eastern map edge.
Victory Conditions
The attacker wins by forcing his way into the War Academy. The defender wins by keeping the attacker out. The specific margin of victory is determined as follows.
Victory Table
| Conditions | Victory |
|---|---|
| Entering the academy, destroying all defending 'Mechs, and losing 4 or fewer 'Mechs | Attacker Decisive Victory |
| Entering the academy and destroying all defending 'Mechs, but losing more than 4 'Mechs | Attacker Substantial Victory |
| Entering the academy | Attacker Marginal Victory |
| Preventing attacker from entering the academy | Defender Marginal Victory |
| Preventing attacker from entering the academy and destroying all attacking 'Mechs, but losing more than 3 'Mechs | Defender Substantial Victory |
| Preventing attacker from entering the academy, destroying all attacking 'Mechs, and losing 3 or fewer 'Mechs | Defender Decisive Victory |
Special Rules
Star League-era terraforming has made the atmosphere on Mars sufficiently substantial that rules for fighting in vacuum do not apply. Low gravity, however, remains a factor (see p. 90, BTC). The gravity on Mars is 0.38 G. Note that a unit's movement cannot be more than doubled by the effects of gravity.
The armored door to the War Academy is situated between hexes 0914 and 1014 of the western mapboard. It has a CF of 110. However, its position means that it can only be attacked from Hex 0914, and attacking 'Mechs may not charge at it.
Scenario 15: Per Ardua Ad Astra
This is a BattleSpace scenario. The BattleSpace rulebook is required to play it. The opening motto, dialogue and personal journal excerpt, and the Situation section, are omitted.
Game Set-up
Lay out the two BattleSpace maps as shown.
Defender
The defenders are the Titan Yards defense squadron, under the overall command of Captain Niall Brannigan.
Titan Yards Defense Squadron
- CSV Avenging Sword (Leopard class, upgraded version, regular crew, 2 Marine points), with 1 aerospace fighter lance (2 AHB-443 Ahabs)
- DCS Hatakaze (Okinawa class, regular crew, 4 Marine points), with 3 fighter squadrons
- Squadron 1: 2 STR-K15 Stukas, 2 Thunderbirds and 2 F100-Rievers
- Squadron 2: 2 LCF-16KR Lucifer IIs, 2 IRN-SD1 Ironsides and 2 CSR-V12M Sand Hawks (Corsairs)
- Squadron 3: 2 Centurions and 4 SYD-Z2A Seydlitzes
- CSV Swift Justice (Condor class, obsolete version, regular crew, 25 Marine points)
- Warwick Station (Bastion class; Hex 1304, right map; veteran crew, 170 Marine points), with 6 fighter squadrons
- Squadron 1: 2 Sabers, 2 TRN-3T Tridents and 2 SYD-Z4 Seydlitzes
- Squadron 2: 2 RGU-133E Rogues, 2 THK-63 Tomahawks, 2 HCT-213B Hellcat IIs
- Squadron 3: 2 F-92 Stingrays, 2 HCT-213 Hellcats, 2 SL-17 Shilones
- Squadron 4: 4 LCF-16KR Lucifer IIs, 2 THK-63 Tomahawks
- Squadron 5: 2 HMR-HD Hammerheads, 2 Eagles, 2 AHB-443 Ahabs
- Squadron 6: 2 Thunderbirds, 2 STU-K5 Stukas, 2 SL15A Slayers
Deployment: The defending DropShips are placed on the mapsheet first, anywhere on the right mapboard, with a starting velocity from 0-3. All fighters may begin the scenario aboard their transports or may be placed within 2 hexes of the carrying vessel, with a starting velocity from 0-3.
Titan Yards Facilities: In addition to the fighting forces, the defending player must set up the facilities listed below in the hexes indicated. These yards, habitats and factories are not equipped for combat; instead, they are the targets of the attacking Word of Blake forces. The factories are armed with 18 small pulse lasers apiece; none of the other facilities have weapons. (For more information, see pp. 200-203, Technical Readout: 3057.)
- Large Unpressurized Yard (Hex 1211, right map; green crew, 22 Marine points)
- Large Pressurized Yard (Hex 1511, right map; green crew, 20 Marine points)
- 3 Small Unpressurized Yards (Hexes 1208, 0706 and 0811, right map; green crew, 13 Marine points each)
- 2 Small Pressurized Yards (Hexes 1813 and 2010, right map; green crew, 11 Marine points each)
- 2 Large Factories (Hex 1707 and 2106, right map; green crew, 14 Marine points each)
- 2 Small Habitats (Hexes 1113 and 1710, right map; green crew, 10 Marine points each)
Attacker
The attackers are elements of the Word of Blake Liberation Flotilla, under the overall command of Precentor Gregory Zwick.
Liberation Flotilla
- Divine Redemption (Fury class, obsolete version, veteran crew, 5 Marine points), transporting 4 platoons of Marines (112 Marine points total)
- Faith Eternal (Union class, obsolete version, regular crew, 5 Marine points), with 1 aerofighter lance (2 TR-13 Transgressors)
- Enlightened Vision (Intruder class, upgraded version, veteran crew, 6 Marine points), transporting 3 platoons of Marines (84 Marine points total), with 1 aerofighter lance (2 Sabers)
- Seeker of Justice (Hamilcar class, regular crew, 5 Marine points), with 2 aerofighter lances (2 F700A Rievers, 2 TR-14 Transgressor ACs)
- True Believer (Hannibal class, veteran crew, 6 Marine points), transporting 4 platoons of Marines (112 marine points total)
- Pride of Gibson (Leopard CV class, upgraded version, veteran crew, 2 Marine points), with 1 fighter squadron (4 F92 Stingrays, 2 GTHA-500 Gothas)
- Avenging Fury (Avenger class, obsolete version, veteran crew, 15 Marine points)
Deployment: The attackers enter the left map edge during their first Movement Phase, with a starting velocity of 3-6. Fighters start the scenario aboard their transports, but may launch as soon as the DropShips enter the map (see Special Rules, below).
Victory Conditions
The scenario ends when all the attacking or defending craft have been destroyed.
The attacker's objective is to seize control of the yards, factories and habitats. To determine the specific margin of victory, see below. Any result other than those described below is a draw.
Victory Table
| Condition | Outcome |
|---|---|
| 7+ yards captured while losing half or less of attacking DropShip fleet | Attacker Decisive Victory |
| 5-7 yards captured, or 7+ yards captured while losing more than half of attacking DropShip fleet | Attacker Marginal Victory |
| 1-4 yards captured, attacking DropShip fleet subsequently destroyed | Defender Marginal Victory |
| No yards captured and all attacking DropShips destroyed | Defender Decisive Victory |
Special Rules
The rules for crew quality (p. 62, BattleSpace rulebook) apply in this scenario. If any fighters start the scenario aboard DropShips, they are launched according to the Launching/Recovering Small Craft rules (p. 50, BattleSpace).
Rules of Engagement: The Word of Blake flotilla is operating under strict rules of engagement that prohibit them from firing on a yard, habitat or factory unless its troopers fire on them first. The exception is the Bastion space station, which may be engaged at will. The Com Guard forces have no set rules of engagement, but may not fire on a yard, habitat or factory held by their own people.
Boarding Actions: The Boarding Action rules (pp. 36-37 and p. 40, BattleSpace) apply in this scenario. To drop troops onto a station, yard, and so on, the attacking DropShip must end the turn in the same hex as the target facility, with a velocity of 0. In the Movement Phase of the following turn, the attacker may send any number of his marines from the DropShip across to the target. The number of marines carried by each transport and the number of marines defending each facility are indicated above. Standard boarding rules apply to any attempts to use marines against operational DropShips: the attacker must match velocity, grapple, then attack. The weapon systems of each facility remain under the control of the defender until the defending troops have been eliminated or surrendered.
Out-of-Control Ships: In addition to the standard rules for out-of-control vessels (p. 12, BattleSpace), the following special rules apply to this scenario. For any out-of-control DropShip entering a hex occupied by a yard, factory, and so on, the ship's controlling player must roll 2D6. On a result of 10 or better, the DropShip collides with the facility, destroying it and the ship.
The player controlling an out-of-control fighter squadron must make a similar roll. A result of 10 or better indicates that some or all of the fighters strike the facility. If this happens, make a second 2D6 roll and look up the result on the Fighter Hits table (p. 19, BattleSpace). Cross-reference the dice roll result with the number of fighters remaining in the unit to find the number of fighters striking the facility. Each of these fighters is destroyed (remove 1 row of armor from the fighter squadron), and each inflicts an amount of damage on the station equal to the fighter's velocity.
Scenario 16: End of the Line
Situation and the opening narrative (omitted: historical background and fiction).
Game Set-up
Lay out the BattleTech maps as shown. Use the Mountain Lake and Scattered Woods maps from BattleTech Map Set 2, and the Rolling Hills #1 and #2 maps from BattleTech Map Set 3. Sheer cliffs form the north, west and south edges of the map, and so no 'Mechs may exit or be forced to leave these map edges.
Defender
The defenders are elements of the Com Guard 201st Division. All four 'Mechs in the First Provisional Lance have random damage (see Special Rules, p. 51) and limited ammunition. The Avatar Prime has 5 rounds of autocannon ammo and 9 LRMs; the Stalker has 22 SRMs and 24 LRMs, but no narc pods; the Hunchback has 1 round of autocannon ammo; and the Jenner has 18 SRMs left.
First Provisional Lance
- Adept Epsilon-IV Edelle Kearny (Piloting 4, Gunnery 3), AV1-0 Avatar Prime (apply 75 points random damage)
- Adept Epsilon-IV Lewis Smith (Piloting 5, Gunnery 4), STK-5M Stalker (apply 45 points random damage)
- Adept Epsilon-III Gary Connon (Piloting 4, Gunnery 4), HBK-5M Hunchback (apply 30 points random damage)
- Acolyte Epsilon-III Abi Ekoku (Piloting 5, Gunnery 4), JR7-K Jenner (apply 20 points random damage)
Second Provisional Lance
- Adept Epsilon-III Stuart Hockin (Piloting 5, Gunnery 4), DV-7D Dervish
- Adept Epsilon-II Nick Evans (Piloting 5, Gunnery 4), GRF-3M Griffin
- Adept Epsilon-II George Lint (Piloting 4, Gunnery 4), OTL-5M Ostsol
- Adept Epsilon-I Susanne Westphal (Piloting 5, Gunnery 4), TBT-7M Trebuchet
Deployment: The defenders set up first, anywhere on the Scattered Woods or Rolling Hills #1 maps, with any facing.
Attacker
The attackers are elements of the Shadow Lancers Second BattleMech Battalion. The 'Mechs in the support lance all have random damage (see Special Rules, p. 51), and some have limited ammunition. The Catapult is down to 2 Arrow IV rounds; the Ostsol's AMS system is out of ammo; and the Bombardier has 7 LRMs and 19 SRMs, but no AMS ammo.
Assault Lance
- Adept Epsilon-III Antoinette Keogh (Piloting 5, Gunnery 4), T-IT-N10M Grand Titan
- Adept Epsilon-II Hadrian Barrowcliffe (Piloting 5, Gunnery 4), ZEU-9S Zeus
- Adept Epsilon-II Gareth Griffiths (Piloting 4, Gunnery 4), TDR-7M Thunderbolt
- Adept Epsilon-II Paul Hucknall (Piloting 5, Gunnery 4), JM6-DD JagerMech
Pursuit Lance
- Adept Epsilon-IV Anton Ricks (Piloting 4, Gunnery 4), ENF-5D Enforcer
- Adept Epsilon-II Karl Mueller (Piloting 5, Gunnery 4), WVE-9N Wyvern
- Acolyte Epsilon-III Taron Morgan (Piloting 4, Gunnery 5), CDA-3M Cicada
- Acolyte Epsilon-I Richard Pirie (Piloting 6, Gunnery 5), HER-5S Hermes II
Support Lance
- Adept Epsilon-IV Nigel Hytner (Piloting 3, Gunnery 4), SDR-7M Spider (apply 20 points random damage)
- Adept Epsilon-II David MacMillan (Piloting 5, Gunnery 3), CPLT-C3 Catapult (apply 45 points random damage)
- Adept Epsilon-II Alison Martin (Piloting 5, Gunnery 4), OTL-5M Ostsol (apply 50 points random damage)
- Adept Epsilon-I Lorna Graham (Piloting 5, Gunnery 4), BMB-12D Bombardier (apply 35 points random damage)
Deployment: The attackers may be deployed up to six hexes in from the east map edge.
Victory Conditions
The scenario continues until one side has been destroyed, surrenders or withdraws from the map. If the Com Guard troops surrender or are destroyed, the Shadow Lancers win the engagement. If the Lancers are destroyed or forced to withdraw, the Com Guards win the scenario. (For more information, see Morale, below.)
Special Rules
This scenario is played in deep snow; snowdrifts cover all non-water hexes.
It is recommended that this scenario be played in conjunction with Scenario 2: When the Bough Breaks (p. 14), and Scenario 6: Nowhere To Run (p. 23). In this case, replace the Com Guards First Provisional Lance and the Shadow Lancers' support lance with the survivors of both sides from Scenario 6. These 'Mechs are used as-is; players may not make repairs or refill their ammunition stocks. Note that as a result of experience gained in scenarios 2 and 6, the skill levels indicated in the above rosters may have changed.
Random Damage: If this scenario is played on its own rather than as a continuation from Scenario 6, random damage will be inflicted on certain 'Mechs to represent combat damage from previous battles. The amount of damage is listed with each 'Mech in the rosters above. Apply this damage in 5-point clusters, just like standard LRM damage. Each 5-point cluster should apply to a randomly determined location on the Front column of the BattleMech Hit Location Table.
To prevent any 'Mech from being destroyed or crippled before the scenario begins, re-roll any hit location that would result in part of the 'Mech being destroyed or rendered useless. Also re-roll any critical hit that would result in any of the following conditions: destruction of a location; an ammunition explosion; a third engine critical hit; a second gyro critical hit; a hip or shoulder actuator critical hit; or a cockpit critical hit. If a critical hit is inflicted but the only possible result is one of these conditions, disregard the critical hit.
Morale: Having fought a running battle for the best part of two days, both sides are reaching the end of their endurance and morale is at a low ebb. The Lancers know that if they hit the 201st hard enough, the Com Guard force will break and surrender. The 201st knows that their only hope is to damage the Shadow Lancers enough to force them to back off, allowing the Com Guards to escape the canyon.
To simulate this situation, each side begins with a Morale score of 20, which rises or falls as follows:
| Event | Morale Change |
|---|---|
| Com Guards 'Mech destroyed (Lancers only) | +1 |
| Lancer 'Mech destroyed (Com Guards only) | +2 |
| Friendly 'Mech destroyed | -2 |
| Friendly 'Mech rendered immobile | -1 |
| Friendly commander's 'Mech destroyed (Kearny for the 201st, Nash or Hytner for the Shadow Lancers) | -2 |
Keep a running tally of the Morale scores throughout the scenario. When a side's Morale score reaches 12 or less, that side may surrender (201st Division) or withdraw (Shadow Lancers). During the End Phase of each turn in which a side's Morale score is 12 or less, each player should make a morale check by rolling 2D6. If the result is equal to or greater than the side's current Morale score, that side breaks.
If the 201st Division breaks, it surrenders immediately and the scenario ends in victory for the Word of Blake.
If the Shadow Lancers break, they make an orderly withdrawal. All units must take the shortest route towards the western map edge, but may make a "fighting withdrawal" if the attacking player so desires. The attacker should continue to make a morale check in each End Phase. A second break means that his forces flee the field; all units must face west and move toward the western map edge at maximum speed. Attacking units may fire weapons as they flee, but may not make any torso twists. The scenario ends in a Com Guards victory when the last Lancer 'Mech exits the map. If the only Lancer 'Mechs remaining on the board are immobile at any time after the Lancers break a second time, the Lancers lose.