BattleTech: Cranston Snord's Irregulars
BattleTech: Cranston Snord's Irregulars Rulebook
Table of Contents
Table of Contents
- Amber Surprise
- Stroke of Luck
- Up in Smoke
- Operation Road Runner
- To the Rescue (Uhuru)
- Snord and the Swarm (Dieudonne)
- A Present from Janos (Clinton)
- The Stumble Raid (Aluha Australus)
- Snord Rides Again (Nestor)
- Junk Yard Dog: Scenario I (Raid on Nathan)
- Junk Yard Dog: Scenario II (A Family Reunion)
- Junk Yard Dog: Scenario III (Recall)
- Junk Yard Dog: Scenario IV (Kidnapping a Marik)
Amber Surprise
Situation: 1100 hours (TST), Danais.
Game Set-Up
Lay out the two BattleTech game maps in the configuration shown. Prepare BattleTech Record sheets for all the 'Mechs involved. Amber Surprise should be played with Expert BattleTech rules. The Attacker deploys first.
Defender
The Amber Command Guard deploys on any non-Water hex on the West Map within five hexes of the Command Post (see Special Rules):
Halbert's Lance:
- 1 Griffin (Halbert's, Piloting Skill 4, Gunnery Skill 3)
- 1 Phoenix Hawk
- 1 Archer
- 1 Warhammer
Deployment: These units are deployed only after the placement of the Irregulars, as Halbert hoped to lure Cranston into a trap. They begin the game with their engines shut off, and so must make a Piloting Skill Roll to start up.
Attacker
Snord's Irregulars Command Lance:
- Cranston Snord's Archer
- Jake Walmar's Warhammer
- Deb H'Chu's Thunderbolt
- Rhonda Snord's Shadow Hawk
Deployment: Set up on the East Map, either in the freshly formed pool of water or within three hexes of it.
Victory Conditions
The Irregulars win by defeating all of the defending units or by occupying the Marik Command Post for three consecutive turns. During this time the occupying 'Mech must not be the target of any weapon or physical attack. If one of these two conditions are met, the Irregulars win. Otherwise, the victory goes to House Marik.
Special Rules
All Elevation and Light Woods hexes are considered to be Heavy Woods, as are the Water hexes on the West Map. All other Woods hexes, with the exception of those connected to hex number 0202, are considered Heavy Woods.
The water pool on the East Map is Depth 1.
The Woods hexes that are connected to and include hex number 0202 are the Marik Command Post, located in the ruins of the two DropShips for which Cranston and his forces are searching.
For this scenario, Rhonda Snord is taking the place of Solomon Storm, due to her expertise in the field of music and musical instruments.
Stroke of Luck
Situation: 1500 hours (TST), Trivis, Rochelle.
Game Set-Up
Lay out the single CityTech map as shown. Use Advanced CityTech rules for this scenario, with the following buildings placed within the city of Trivis prior to play:
| Buildings | Hex Locations |
|---|---|
| 4 Light Buildings | 1006, 1009, 0808, 0709 |
| 3 Medium Buildings | 1007, 0807, 0810 |
| 2 Heavy Buildings | 0809, 1008 |
| 1 Hard Building | 0807 |
| 6 Rubble Counters | 0608, 0905, 0606, 1010, 0811, 0714 |
Attacker
Snord's Irregulars Attack Lance:
- Bright Thomlinson's Rifleman
- Samuel "Shorty" Sneede's Modified Rifleman
- Rhonda Snord's Shadow Hawk
- Shalimar Windall's Crusader (One LRM 15 on left arm inoperative due to earlier fighting)
Deployment: Attacker sets up after Defender on any hexside on the northern edge of the map.
Defender
- 101st Jump Infantry Platoon (SRMs)
- 109th Mechanized Infantry Platoon (Portable Lasers)
- 2002nd Mechanized Infantry Platoon (SRMs)
- 1890th Foot Infantry, The Queens Hussars (Portable Lasers)
- 1 Archer (has only 15 points of Armor on Center Torso)
- 1 Marauder
- 1 Stinger
Deployment: Defender places his units in the following buildings:
- 101st: hex 1007
- 109th: hex 0809
- 2002nd: hex 0807
- 1890th: hex 1010
The 'Mechs can be placed on any Pavement hex in the city prior to the start of play.
Special Rules
One building (Light Structure in hex 0709) is the refinery. Roll a die whenever the building is fired upon or a 'Mech moves through the building. A roll of 4+ when the building is fired upon results in an explosion. Moving a 'Mech through the building can set off a blast on a roll of 6+.
The explosion reduces the building to rubble immediately and inflicts 50 points of damage to that hex. Units in hexes adjacent to the building take 30 points of damage while any unit or structure two hexes away takes 10 points of damage. Because the winds are blowing east to west, treat the blast as a flamer for starting fires, per the CityTech fire rules. Roll for any building within two hexes of the blast, with 1 added for each hex distance from the center of the explosion.
The Medium Building in hex 0807 is the City Hall.
Victory Condition
To win, the Irregulars must enter the City Hall hex and spend four turns in it to recover the photographs. These turns do not have to be consecutive nor with the same 'Mech. The Irregulars must have at least two 'Mechs functional and be able to exit the map on the west side to link up with the rest of the Irregulars. Unless the Irregulars meet these conditions, the Marik forces are awarded victory.
Up in Smoke
Situation: 3020 hours (TST), Alexandria.
Game Set-Up
Use Advanced BattleTech rules to play this scenario, and lay out the maps according to the configuration shown.
Defender
Defender sets up first and moves second. Attack Lance deploys on West Map within one hex of Woods connected to 0514. Recon Lance deploys on Hill hexes 1313, 1413, 1414, 1115, or 1116.
Snord's Irregulars' Attack Lance:
- Bright Thomlinson's Rifleman (Right Autocannon inoperative)
- Samuel Sneede's modified Rifleman
- Rhonda Snord's Shadow Hawk (Autocannon inoperative)
- Shalimar Windall's Crusader (Right Torso Armor reduced to 4)
Snord's Irregulars' Recon Lance:
- Terry Malvinson's Phoenix Hawk
- John Malvinson's Wasp (Two Heat Sinks inoperative)
- Clame McDonald's Wasp (Center Torso Armor reduced to 3)
- Winston Nearon's Locust (Right Leg Armor reduced to 1)
Attacker
The Attacker deploys second and moves first. Facing east toward the hill and the Irregulars Recon Lance, the Tango Fire Lance deploys in any open hex on the West Map between hex 0811 and 0815. The Bravo Recon Lance enters the Eastern edge of the East Map on the second turn.
Rasalhague Regulars, Tango Fire Lance:
- 1 Archer (Lieutenant Danner's, Piloting 4, Gunnery 2)
- 1 Wolverine (Left Leg has no Armor)
- 1 Griffin
- 1 Warhammer
Rasalhague Regulars, Bravo Recon Lance:
- 1 Wasp
- 2 Locusts
- 1 Marauder (Lieutenant Garvus, Piloting 3, Gunnery 2)
[Map label: "Attacker sets up here", with an arrow to the southern part of the West Map.]
Victory Conditions
The Irregulars must drive at least five 'Mechs off the northern edge of the East Map. Any other situation warrants a Kurita victory.
Special Rules
In Turn 2, the Bravo Lance enters the eastern edge on the East Map.
In Turn 3, the artifacts are considered destroyed by enemy fire. Any 'Mech on the hill where the Recon Lance was positioned will go berserk for one to six turns (roll 1D6). During this time, they will fire all weapons that are able to bear on a target, regardless of heat buildup. They will also move at the maximum rate of speed to the closest enemy 'Mech to engage in close combat per Advanced BattleTech Rules. Once the berserk turns are up, the players once again control their 'Mechs. If there are no 'Mechs on the hillside, roll 1D6 for each Snord 'Mech. A result of 1 means that 'Mech is in berserk status.
Operation Road Runner
Situation: 1100 hours (TST), Fald Plains, Shiloh.
Game Set-Up
This scenario uses Advanced BattleTech rules. Lay out the game maps in the configuration shown.
Attacker
Attacker deploys first on the southern edge of the South Map. This player places his units first, but moves second.
Snord's Irregulars Command Lance:
- Cranston Snord's Archer (Center Torso Armor 17)
- Jake Walmar's Warhammer (Left PPC inoperative, Left Arm Armor gone, Right Torso Armor 7)
- Deb H'Chu's Thunderbolt (Right Torso Armor 8, Left Torso 10)
- Solomon Storm's Wolverine
Defender
Defender deploys second anywhere on the South Map south of hexrow 0112 through 1512. At the start of the game, the Griffin has overheated and its engines are shut down, requiring a Piloting Skill Roll to restart. This player sets up second and moves first.
110th Black Marauder Fire Lance:
- 1 Griffin (see above)
- 1 Rifleman (Left Large Laser inoperative)
- 1 Thunderbolt (LRM Ammo only allows three more reloads)
- 1 Warhammer
Victory Conditions
The goal of the Irregulars is to find the cache of stored rocks, retrieve them, then head south and exit the game board from the same side as they started. To secure a victory, therefore, the Irregulars must move at least one 'Mech to hex number 1102 on the North map. That 'Mech must spend four consecutive turns in that hex, then leave the southern edge of the South Map. At least one other of the Irregulars 'Mechs must be able to leave from the same edge. Any other condition results in a victory for the 110th Black Marauder Lance.
Special Rules
The cache of rocks and gems are stored in hex 1102 on the North map. This is the objective of the Irregulars in this battle.
The Water hexes on the North Map are to be treated as Clear Terrain hexes for the duration of the scenario.
To the Rescue (Uhuru)
Situation: 0100 hours (TST), 3010, Uhuru.
Game Set-Up
Defender
The Defender sets up Rhonda Snord's units anywhere on the South Map within six hexes of the southern edge of that map. Cranston's and Jake's 'Mechs come in relief on the fifth turn, entering any eastern hex from the South Map.
Rhonda Snord's Irregulars:
- Deb H'Chu's Thunderbolt (2 Heat Sinks inoperative, Armor on Right Torso reduced to 5, Left Torso Armor reduced to 8)
- Clame McDonald's Wasp (due to faulty Leg Actuator, any Running or Jumping requires a Piloting Skill Roll.)
- "Shorty" Sneede's Modified Rifleman
- Rhonda Snord's Shadow Hawk (Left Leg Armor reduced to 4, Right Leg Armor reduced to 5)
- John Malvinson's Wasp (Center Torso Armor gone, Right Torso reduced to 3, Left Torso reduced to 4, one Heat Sink inoperative)
Cranston Snord's Relief:
- Cranston Snord's Archer
- Jake Walmar's Warhammer
Attacker
The attacking elements of the Marik Militia's 15th Regiment enter the Map from any edge.
15th Regiment's Fire Lance:
- 1 Crusader
- 1 Marauder
- 1 Wolverine
- 1 Archer
Victory Conditions
At least five of Snord's 'Mechs must escape from the northern edge of the North Map. Of these, at least three must be from Rhonda Snord's group. Any other outcome is a Marik victory.
Special Rules
The Marik 'Mechs are making use of a new jamming device that prevents them from being scanned at night. This modifies all the Irregular's Attack Rolls by 2, as their targeting systems will not detect the 'Mechs with the same degree of accuracy.
All terrain on the maps is as listed.
Snord and the Swarm (Dieudonne)
Situation: 0500 hours (TST), 3017, Dieudonne.
Game Set-Up
Snord and the Swarm uses CityTech Game Rules and BattleTech game maps. The Attacker sets up last and moves first.
Attacker
The Attacker forces must set up on the North Map on any Clear hex within five hexes of 0606. The Irregulars move first and set up after the Defenders.
Captain Cranston Snord's Irregulars Command Lance:
- Cranston Snord's Archer
- Jake Walmar's Warhammer
- Deb H'Chu's Thunderbolt
- Solomon Storm's Wolverine
Elements of Snord's Irregulars Recon Lance:
- Clame McDonald's Wasp (Jump Jets inoperative due to damage from landing)
- John Malvinson's Wasp
Defenders
Defenders set up first on any hex on either Map. This player sets up first and moves second.
Jarvis Flight Militia:
- 200th Jump Platoon (SRMs)
- 1080th Jump Platoon (Portable Lasers)
- 122nd March Infantry (Portable Lasers)
- 34th Highlands Mechanized Infantry (SRMs)
Jarvis 10th Mobile Strike Platoon:
- 5 J. Edgar 25-ton hovercraft
- 1 Wheeled Scout
Elements of the Darkside Recon Lance 199:
- 1 Locust (Piloting 4, Gunnery 3)
- 1 Stinger (Piloting 3, Gunnery 3)
- 1 Spider (Piloting 5, Gunnery 2)
- 1 Wasp (Piloting 2, Gunnery 2)
Victory Conditions
Snord's Irregulars must move at least three 'Mechs off the southern edge of the South Map. The Jarvis Proving and Training Facility wins by destroying all Irregular 'Mechs. Any other condition is considered a draw.
Special Rules
Prior to the setup of any playing pieces, several buildings must be placed as follows:
- 1 Heavy Building: South Map hex 0612
- 3 Hardened Buildings: South Map hexes 0713, 0913, 0715
- 1 Light Building: South Map hex 0111
The above buildings comprise the facilities of the training center. All are connected by dirt roads that have no effect on play.
Prior to the start of play, the Jarvis Training Facility player must write down four hex locations to be considered minefields on the North Map. Each minefield inflicts 20 points of damage every time it is entered. Treat these as an SRM attack to the front of the 'Mech.
A Present from Janos (Clinton)
Situation: 0400 hours (TST), Ferrald Marshes, Clinton.
Game Set-Up
A Present from Janos uses the BattleTech Advanced Rules and Maps. In this scenario, the Attacker moves second and sets up first.
Attacker
The Attacker sets up on the southern edge of the South Map. All units will be facing north.
Carp's Commandos Command Lance:
- Lt. Marty Carp's Marauder (PPC on Right Arm inoperative; Piloting 4, Gunnery 3)
- 1 Warhammer
- 1 Phoenix Hawk
- 1 Stinger
Carp's Commandos Recon Lance:
- Lt. Dart's Rifleman (only 6 points of armor in Center Torso; Piloting 3, Gunnery 3)
- 1 Stinger
- 1 Wasp (Medium Laser misfires on a 1D6 roll of 1)
- 1 Spider
Defender
The Defender sets up second and moves first. The Command Lance may set up anywhere on the North Map. The Recon Lance must enter on the fifth turn from the west edge of the North Map. This unit was hidden in the tall brush common to the area.
Snord's Irregulars Command Lance:
- Cranston Snord's Archer
- Jake Walmar's Warhammer
- Deb H'Chu's Thunderbolt
- Solomon Storm's Wolverine
Snord's Irregulars Recon Lance:
- Terry Malvinson's Phoenix Hawk
- John Malvinson's Wasp
- Clame McDonald's Wasp
- Winston Nearon's Locust
Victory Conditions
The suicide squad wins by destroying five or more of the Irregular's fielded 'Mechs. Any other result is a victory for Cranston Snord and his company.
Special Rules
Because of the special nature of their mission, no DropShip will be coming back for Carp's Commandos. They knew it was a one-way trip when they signed on, and this knowledge has driven some of these MechWarriors into a frenzy. At the beginning of play, the Carp's Commandos player must roll 1D6 for each of his 'Mechs. If a 1 or 2 results, that 'Mech will go berserk when fired upon.
A 'Mech that goes berserk must attack the nearest opposing BattleMech, regardless of size. It will fire all weapons (even those that are out of range) at that 'Mech, regardless of the heat generated. It will move at maximum speed toward the nearest enemy unit and engage that unit in close combat such as punching, charging, or pushing. The only way for this 'Mech to be stopped is to kill it. As losses in no way affect the victory conditions of the Commandos, this makes their unit very dangerous. These 'Mechs will not behave in a berserk manner until fired upon.
The Stumble Raid (Aluha Australus)
Situation: 1600 hours (TST), 3009, Aluha Australus.
Game Set-Up
This scenario uses CityTech Rules and maps as well as Aerospace Fighter and Land-Air 'Mech rules from AeroTech. The Attacker sets up first and moves first. In this case, the Attacker is the Marik 405th Aerospace Wing. The Defender is elements of Snord's Irregulars and relief from the 19th Regiment of the Lyran Guards.
Attacker
The Attacker places his Fighters and 'Mechs in the following hexes on the North Map: 0408, 0411, 1107, 1112, 1016, 0703. Gun emplacements can be placed on any border hex of the map. On the South Map, fighters may be placed in the following hexes: 0404, 0912, 0709, 1008, 1009, 0201, 0204. Gun emplacements can be made in any hex within three hexes of any border.
House Marik's 405th Fighter Wing:
- 4 Light Sabre Class Fighters
- 3 Hellcat Class Fighters
- 3 Eagle Class Fighters
- 3 Stinger LAMS (Land-Air Mechs)
- 1 Phoenix Hawk LAM
Gun Emplacements of the 2234th Fighter Support Group (treat as Medium Building):
- 6 Autocannon 10 placements with 30 rounds ammo each
- 4 SRM 6-pack placements with 5 reloads each
Defender
The elements of Snord's Recon Lance must set up on either map no less than four hexes from any border. Elements of the Irregular's Attack Lance arrive in the fourth turn. The 19th Regiment's reinforcements arrive on the eighth turn.
Snord's Irregulars Recon Lance:
- Lt. Terry Malvinson's Phoenix Hawk
- John Malvinson's Wasp
- Clame McDonald's Wasp
- Winston Nearon's Locust
Snord's Irregulars Attack Lance:
- Bright Thomlinson's Rifleman
- Samuel Sneede's Modified Rifleman
- Rhonda Snord's Shadow Hawk
- Shalimar Windall's Crusader
19th Regiment's Support Lance:
- 1 Archer
- 1 Rifleman
Victory Conditions
Snord's Irregulars win by destroying half the fighters on the ground and by rescuing at least two members of their Recon Lance from the southern edge of the South Map. The Marik player wins by destroying a total of six 'Mechs without losing more than three fighters. Any other outcome is considered a draw.
Special Rules
The Clear hexes are considered Pavement for this game.
The Fighters on the ground cannot take off in the middle of a firefight. They must remain in the same hex for the duration of the game. They are manned, however, and may pivot two hexsides in place every game turn to bring their weapons to bear.
The Land-Air 'Mechs can begin the game in any configuration chosen by the Marik player.
Snord Rides Again (Nestor)
Situation: 0815 hours (TST), 3013, Nestor.
Game Set-Up
Snord Rides Again uses CityTech Rules and BattleTech maps. In this case, the Defender sets up first and moves first. The Attacker sets up last and moves last.
Attacker
The Attacker deploys anywhere on the southern edge of the East Map. All 'Mechs should be facing north at the start of the game.
Snord's Irregulars' Recon Lance:
- Cranston Snord's Archer
- John Malvinson's Wasp
- Clame McDonald's Wasp
- Winston Nearon's Locust
Defender
The Defender deploys his forces in a long row of hexes between 0804 and 0813, on the East map.
Vehicles/'Mechs:
- 2 Wheeled Scouts
- 2 Trucks carrying infantry
- 1 Vedette carrying the brandy
- 3 Riflemen (large Lasers replaced by two more Autocannon/5s)
- 1 Ostscout
Infantry:
- 2 Platoons of Foot Infantry with SRMs
- 2 Platoons of Jump Infantry with Portable Lasers
Victory Conditions
Cranston and the Irregulars must secure the brandy supply by knocking out the transport carrying it and removing the three crates containing the brandy. They must lose no more than two 'Mechs in the fighting. Any other result is a Marik victory.
Special Rules
The trucks are large troop transports that have only 1 point of armor. The first hit disables the vehicle; the second destroys it. The foot infantry is riding on the trucks and should be placed on the same hex as those vehicles. It will take the infantry 1 MP to leave the hex with the truck in it. In combat, 30 percent of the firepower damage to the vehicle is transferred to the infantry. The second hit on the truck will inflict 100 percent damage on the infantry if they have not moved.
The transport with the brandy must roll 1D6 every time the internal structure is damaged. A result of 1 indicates that one of the three wine crates has been destroyed. This roll is also performed in the case of an ammunition explosion.
In order to remove the brandy crates from the transport, a 'Mech must remain in the same hex as the nonmoving destroyed vehicle for a total of three turns.
The Riflemen for the Marik forces have enough ammunition for four total reloads of one Autocannon 5 or one reload for all four. After that, they are forced to rely on their laser systems for attack.
Junk Yard Dog: Scenario I (Raid on Nathan)
Situation: 1500 hours (TST), Fullson, Nathan.
Game Set-Up
In this scenario, CityTech rules are used as well as a BattleTech map and CityTech city map. Snord's Irregulars are the defenders. They set up first and move second. The Marik 'Mechs set up second and move first.
Defender
The Defender can set up on any Clear Pavement hex on the North Map.
Snord's Irregulars Recon Lance:
- Lt. Terry Malvinson's Phoenix Hawk (only 3 points of Armor on the Left Leg and three Heat Sinks inoperative)
- John Malvinson's Wasp
- Clame McDonald's Wasp (Jump Jets inoperative and Center Torso Armor is reduced to 4)
- Winston Nearon's Locust
Snord's Irregulars Command Lance:
- Captain Cranston Snord's Archer (Left Torso Armor 10, Right Torso 8, Center Torso 12)
- Jake Walmar's Warhammer
- Deb H'Chu's Thunderbolt
- Solomon Storm's Wolverine
Attacker
The Attacker sets up second, deploying anywhere on the South Map, at least eight hexes from the southern edge of the North Map.
Gray Lance:
- Rifleman (lacking Left Arm and Weaponry)
- Wasp (Jump Jets inoperative, Center Torso Armor is 2)
- Shadow Hawk (Left Leg Armor gone, 2 points of internal damage. Right Leg Armor reduced to 5, Center Torso Armor 7, four Heat Sinks inoperative)
- Locust (Medium Laser misfires totally on a roll of 5+ on each Attack Roll)
Purple Lance:
- Phoenix Hawk (Left Leg Armor 2, one Engine hit.)
- Hunchback
- Rifleman (Right Leg Armor 5, Right Torso Armor 3, Right Arm Armor gone, Center Torso Armor 5, one hit on Engine incurred, two Heat Sinks inoperative)
- Stinger (Jump Jets inoperative)
Victory Conditions
Snord's Irregulars can obtain victory by moving all their units off the southern edge of the South Map. The Marik player wins by destroying at least three of Snord's 'Mechs. Any other condition is considered a draw.
Special Rules
Place the following buildings in the following hexes on the North Map:
| Buildings | Hex Numbers |
|---|---|
| 9 Rubble | 0610, 0807, 0813, 1005, 1006, 1106, 1109, 1208, 1209 |
| 8 Light Buildings | 0606, 0805, 0908, 1107, 1009, 1010, 0913, 0812 |
| 5 Medium Buildings | 0607, 1007, 0910, 1011, 1012 |
| 2 Heavy Buildings | 0806, 0910 |
| 1 Hardened Building | 0808 |
The storm raging during the battle has numerous effects. First, a player targeting a 'Mech must adjust the die roll by 2 at medium range and 4 at long range. Each turn spent in a clear hex not adjacent to a building or heavily wooded hex requires a Piloting Skill Roll.
All Missile attack targets are modified by 1, regardless of range. The Base to-Hit target and Death From Above attacks have +2 modifiers.
Junk Yard Dog: Scenario II (A Family Reunion)
Situation: 1330 hours (TST), Dast Forest, Nathan.
Game Set-Up
This scenario uses Advanced BattleTech rules and maps. In this case, the Defenders are Snord's Irregulars, who set up first and move second. The Attackers are elements of the Informal 20th Light Armored Cavalry, a temporary unit formed on Nathan to track down and find the raiding Irregulars.
Defenders
Deb H'Chu should deploy her Thunderbolt anywhere on the North Map within eight hexes of the northern edge. All other Irregular 'Mechs are to deploy on the South Map.
- Deb H'Chu's Thunderbolt (Center Torso Armor 8, Right Torso 7)
- Rhonda Snord's Shadow Hawk (Right Leg Armor gone, 2 points internal damage, two heat sinks damaged, and Jump Jets inoperative.)
- Jake Walmar's Warhammer
- Shorty Sneede's modified Rifleman (No Left Torso Armor, 1 point internal damage, Ammo depleted)
- Clame McDonald's Wasp
Attacker
Elements of the Informal 20th Light Armored Cavalry deploy anywhere on the South Map board. The other Thunderbolt is that of the H'Chu cousin and it is deployed anywhere within eight hexes of Deb H'Chu's Thunderbolt on the North Map.
- Crafter H'Chu Zhu's Thunderbolt (Left Leg Armor gone, 2 points internal damage, three Heat Sinks damaged, Center Armor 5, Right Torso Armor 3, Missile Pack Reloads only 2)
Informal 20th:
- 1 Phoenix Hawk
- 1 Rifleman (missing Left Arm and Weapons, Left Torso Armor is 3)
- 1 Wolverine (Center Armor is gone, with 1 point of internal damage. Engine has been hit once)
- 1 Wasp (No Armor on Right Leg, missing four Heat Sinks)
- 1 Locust
Victory Conditions
The Irregulars win by moving all units from the southern edge of the South Map within 15 game turns. The Informal 20th wins by destroying three Irregular BattleMechs. Any other outcome is considered a draw.
Special Rules
Deb and her cousin's replacement do not get along and will engage in combat. The main purpose of the Irregulars is to keep her in some sort of combat condition and to get her back to the DropShip. If, by the sixth turn, she is not on the South Map, any one of the Irregulars on the South Map will move to the North Map to aid her in her fight.
Notes: During the actual Junk Yard Dog Affair, Deb and her cousin's 'Mech did meet and engage in combat, Thunderbolt vs Thunderbolt. Deb's superior skills won the day, and she managed to take out the enemy pilot without killing him. She then linked up with the rest of the Irregulars, who made their way to the DropShip, then off to the JumpShip hidden outside the Nathan system.
Junk Yard Dog: Scenario III (Recall)
Situation: 0600 hours (TST), Holt.
Game Set-Up
This game utilizes the Advanced BattleTech rules and maps. The Defenders are Snord's Irregulars, standing in the shallow waters of the Great Swamp. The Attackers units are the 'Mechs of the Rainbow Company.
Defender
The Irregulars set up first in any designated Water hex on the East Map. They move second.
Cranston Snord's Irregulars Command Lance:
- Cranston Snord's Archer (only 3 missile reloads remaining)
- Jake Walmar's Warhammer (Center, Right, and Left Torso armor reduced by a total of 25 points)
- Deb H'Chu's Thunderbolt (Arm-mounted Laser inoperative, Left Arm Armor gone)
- Solomon Storm's Wolverine (no Left Arm Armor)
Thomlinson's Attack Lance:
- Bright Thomlinson's Rifleman
- Shorty Sneede's Modified Rifleman
- Rhonda Snord's Shadow Hawk (Jump Jets inoperative, Center Torso Armor 6)
- Shalimar Windall's Crusader (no Left Leg Armor, 3 points of internal damage, three Heat Sinks inoperative, in addition to the one that does not normally function on his 'Mech)
Malvinson's Recon Lance:
- Terry Malvinson's Phoenix Hawk
- John Malvinson's Wasp
- Clame McDonald's Wasp
- Winston Nearon's Locust (armor on right leg is 2)
Attacker
The Attacker sets up on any hex of the West Map at least eight hexes from the edge of the East Map. The Attacker sets up second and moves first.
Rainbow Company Command Lance:
- Harper's Warhammer (Center Torso Armor gone, Engine hit once, one Heat Sink destroyed)
- 1 Rifleman
- 1 Wolverine
- 1 Phoenix Hawk (Right Leg Armor gone, with 2 points of internal damage, five Heat Sinks inoperative, Center Torso Armor gone, Gyro has been hit once)
Lieutenant Peters Fire Lance:
- Lieutenant John Peters's Archer (Right Arm gone, Right Torso Armor gone, one Heat Sink inoperative)
- 2 Shadow Hawks (One with inoperative Jump Jets)
- 1 Marauder (Left PPC gone, Left Leg Armor 5, three Heat Sinks inoperative)
Doris Wellham's Recon Lance:
- Doris Wellham's Shadow Hawk
- 1 Wasp (No Center, Right, or Left Torso Armor)
- 1 Locust (Right and Left Leg Armor reduced to 2)
- 1 Stinger (Missing Left Arm and Weaponry)
Victory Conditions
To win, Snord's Irregulars must lose no more than five BattleMechs in combat. If more are lost, the victory goes to the Rainbow Company.
Special Rules
All hexes of the East Map are considered Level 1 Water hexes except for Hill and Elevation hexes, which are to be treated as Level Terrain (islands in the swamp).
All terrain except for the hillsides on the West Map are treated as Clear.
Shalimar Windall is carrying the recovered Elvis collection, taken from a city on the edge of the plains earlier that day. If he takes more than 10 points of damage in any combat round, he must roll 1D6. A result of 1 indicates that the crates containing the collection have been destroyed. For the purpose of victory conditions, this is treated as a destroyed 'Mech.
Junk Yard Dog: Scenario IV (Kidnapping a Marik)
Situation: 0900 hours (TST), Marik Estate, Holt.
Game Set-Up
This battle occurred almost immediately after the Battle of the Feathered Plains. In this case, Snord's Irregulars are the Attackers and the House Guards of the Marik-Torrenson Estate are the Defenders. As the units that survived the Battle of the Feathered Plains on both sides are used in this battle, those battle records should be used. If not available, the statistics for the participating 'Mechs are provided. This scenario uses CityTech rules.
Attacker
Attacker sets up second and moves first on any hex of the North Map board.
Snord's Irregulars Command Lance:
- Cranston Snord's Archer (Ammo depleted to 3 reloads)
- Jake Walmar's Warhammer (Right PPC inoperative, Left Torso Armor 3)
- Deb H'Chu's Thunderbolt (Arm-Mounted Laser inoperative, Left Arm Armor gone, 4 points internal damage, Left Torso Armor gone, Center Torso Armor 5, Right Torso Armor 5, Left Leg Armor 4, four Heat Sinks inoperative)
- Solomon Storm's Wolverine (No Left Arm, Left Torso Armor 2, three Heat Sinks inoperative)
Malvinson's Recon Lance:
- Terry Malvinson's Phoenix Hawk (Center Torso Armor 3, Left Torso Armor 2)
- John Malvinson's Wasp (No Left Leg Armor, 1 point internal damage, two Heat Sinks inoperative, Jump Jets inoperative)
Thomlinson's Attack Lance:
- Bright Thomlinson's Rifleman (Ammunition depleted to 3 reloads, Center Torso Armor 5, Right Torso Armor 6)
- Shorty Sneede's Modified Rifleman (Leg Armor on both legs is 3, PPC inoperative, Rear Center Armor gone)
- Rhonda Snord's Shadowhawk (Jump Jets inoperative, Center Torso Armor 4, SRM inoperative, Left Leg Armor gone, 3 points internal damage, two Heat Sinks inoperative, Right Leg Armor 2, Left Torso Armor 7, Right Torso Armor gone)
Defender
Defender deploys first on any hex of the South Map. Marik's Marauder must deploy on the northern edge of the South Map, more than ten hexes from any border east or west. The Defender attacks second.
Harper's Command Lance:
- 1 Rifleman (Right Autocannon inoperative, Right Torso Armor 7)
- 1 Wolverine (Center Rear Armor gone, Engine damaged once, Left Arm Armor gone)
Peter's Fire Lance:
- Peter's Archer (Right Arm gone, Right Torso Armor gone, 3 points internal damage, two Heat Sinks inoperative, Ammunition reloads remaining 2)
- 1 Shadow Hawk (Right Arm Armor 5)
- 1 Shadow Hawk (Jump Jets inoperative, Center Torso Armor gone, 2 points of internal damage, Cockpit Armor 1, Left Torso Armor gone, one hit on Engine, one Heat Sink inoperative, SRMs inoperative, one hit on Gyro)
Wellham's Recon Lance:
- Doris Wellham's Shadow Hawk (SRM Ammo depleted, Left Arm Actuator damaged)
- 1 Wasp (No Center, Right, or Left Torso or Left Leg Armor, three Heat Sinks inoperative, 2 points of internal damage to Left Leg)
- 1 Stinger (Lacks all weapons and both arms)
Jason Marik-Torrenson's Marauder (Piloting 8, Gunnery 5)
Victory Conditions
Snord's Irregulars win by destroying Marik's Marauder without killing the pilot. The Marik player wins by moving Jason's Marauder off the northern edge of the North Map. Any other outcome is considered a draw.
Special Rules
Treat all Water hexes as Clear Terrain.