Scenario III: Strike

"The Wolf's Dragoons," the words hung in the air so thick, you could break them.

Garret had been going over all the known refences of the Wolf's Dragoons and other mercenary groups for days and finally, it was time for action.

"The Draconis Combine didn't have any jumpships within enough distance to do anything about us, but obviously the Dragoons did. I wonder how much they're being paid.

"I have formulated a strategy that I hope will deal with these assholes. We're going to go in and make as much fights and sound as we possibly can. After destroying the first mech, we'll jam communications and hold them off until the dropship leaves in terror. If we're lucky, we might even be able to add a couple of ghost radar signatures to the mix. The mercenaries have a saying, 'No load of c-bills will bring you back from the dead.' This demonstrates their own paranoia of dying."

She paused for a moment, letting the plan sink in, and then continued.

"If we fail, we'll have no choice but to retreat and hand over Huran to the Draconis Combine."

Situation

FedCom's 351st has already cornered a small scout force. After the first mech is destroyed, the rest of the scouts will have little time to get back to their dropship before it takes off.

Game Set-Up

First and formost, deal with the probe from the first mission.

If the probe was damaged in the previous scenario, roll 2D6. Check the roll chart below to see what kind of advantage the 351st gains. Before you begin the scenario, check the Special Rules for advantage benefits.

Advantage Roll Chart
RollAdvantage
2-6DBAR
7-10Partial
11-12Complete

This is the last opporotunity you'll have to salvage the probe.

Place two standard BattleTech game maps as shown below.

N
Map A:Map Facing V
Map B:Map Facing ^

Defender: Wolf's Dragoons

The Dragoons may choose any mechs with any variety of pilots within 150 tons. Out side of this, there is the remnants of the scout party.

Rookie Hadden (Piloting 6, Gunnery 6) COM-2D Commando

Deployment

The defender may place his mechs any where north of series HexBXX09 and south of series HexBXX04. The Commando is placed at HexB0814.

Attacker: Federated Commonwealth 351st Mechanized Occupation Unit

The attacker may choose any mech with any pilots within 150 tons.

Deployment

The attacker may place his mechs anywhere within 2 hexes of the commando.

Victory Conditions

This is the deciding mission for this campaign. Failiure of this scenario means defeat for the losing party.

After the commando is destroyed, the defender's team has ten turns to make it off the north edge of the map, or they must destroy the attacker's mechs.

If the Commando is saved (someone is cheating) and the attacker loses.

Special Rules

Here are the advantage definition for the FedCom 351st depending on a damamged probe. Jennifer Maroon is working on retrieving fragmentary data.

DBAR: If you know anything about engineering, you know this acronym. And you know its not good. The probe is damaged beyond all repair. No data can be retrieved.

Partial: Partial data is recovered from the probe before all the systems fry. Intentionally moving to an elevation of 1 costs no extra MP.

Complete: The probe's data tapes are intact and working. In addition to the level 1 thing explained in Partial, walking through rough terrain and light woods costs no additional MP.

All of the benefits count only for the 351st as remain for the rest of the campaign. If the probe is fine, all benefits are achieved. If it is destroyed, no benefits are acquired.

[Attacker Victorious][Back to Scenario Listing][Defender Victorious]