Original Poster: Col. Chiang
RED SUN IN THE MORNING
SITREP
500km North of Filtvelt City, Filtvelt
Broken Wheel Combat Region, Federated Suns
07:30 Local Time, 20 May, 3016
Cadre duty isn't anything new. It's boring; it's predictable; it's profitable. Sometimes, though, you just wish that something would happen, anything to break the monotony. Well, you know what they say...
Two weeks ago, your unit deployed to the heavily-wooded plains north of Filtvelt City as the OpFor for the Filtvelt Academy cadets' simulated live-fire final exam. Less than six hours ago, the Commandant radioed and requested your assistance with two droppers burning downworld in what appears to be a Tortuga pirate force, likely here to steal water purification components. Yours is the only seasoned 'mech force within easy reach of their most-likely calculated destination, Hoggetown. Given that the Tortuga pirates are known for their complete and utter disregard for the rules of civilized warfare, they might just burn the city to the ground rather than deal with the inhabitants...
GAME SET-UP
CBT: Use four maps, set north-south on the long axis, in the following order: SW: River Delta/Drainage Basin 2, SE: Large Lakes 2, NW: Heavy Forest 2, NE: City (Hills/Residential) 2. Randomly place 5 Level 1 Light (CF 15) buildings, 3 Level 2 Medium (CF 30) buildings, and 1 Level 3 Heavy (CF 45) building on the City (Hills/Residential) 2 mapsheet. In addition, the Defender should place 1 Level 1 Heavy (CF 50) building in any hex adjacent to the river on the City (Hills/Residential) 2 mapsheet that is not within 4 hexes of the south edge of the mapsheet to represent the city's water purification plant (see below, in OBJECTIVES, for more information).
Attacker: The attacker is comprised of 75% of the player's deployed force (before damage; see below for Optional Bonuses). The Attacker deploys anywhere on the NE mapsheet that is not within 4 hexes of the west edge of the mapsheet. The Attacker's forces are Regular in skill.
Defender: The player may deploy up to 100% of his or her total force. The defender deploys anywhere within 4 hexes of the south edge of the SE or SW mapsheets.
WARCHEST
Track Cost: 400 WP
Optional Bonuses (All Bonuses Cumulative):
Toy Soldiers (-100 WP): Cadets of the Filtvelt Training Academy are close enough to aid. They are considered Green in skill and are in strength equal to 50% of the player's forces. They enter the battlefield with the player's force.
Ain't Got Time to Bleed (-100 WP): Each of the Attacker's units roll on the Damage Status Table (page 122, Historical: Brush Wars); alternatively, they may apply 2d6 damage to the Front damage arc in 5-point clusters. The Tortuga pirates have been raiding for so long that many of their 'mechs have begun to look a little worn.
Reloads? We Don't Need No Stinking Reloads! (+100 WP): Due to the training exercise, the player's forces start with half ammunition (the other half being training ammo that was dumped on the way).
Rock You Like a Hurricane (+100 WP): The Gusting Rain weather condition (page 59, Tactical Operations) is in effect.
OBJECTIVES
Water of Life: Keep the water purification equipment out of the hands of the pirates. In order to steal the equipment, a pirate battlemech unit must stand motionless next to the water works building and not fire its weapons for three rounds. (Reward: 200 WP)
City of Heroes: Avoid the destruction of 5 or more of the buildings on the NE mapsheet. (Reward: 100 WP)
Band of Horses: Destroy, disable, or drive off the pirates. (Reward: 100 WP)
SPECIAL RULES
Forced Withdrawl: The Forced Withdrawl rules are in effect. The Defender must withdraw to the player's home edge; the Attacker must withdraw to the nearest map edge.
Salvage: Due to the nature of the contract with the Federated Suns, the player may salvage all units remaining on the field.
AFTERMATH
Well, it looks like you gave those pirates what for. They won't be back any time soon. Still, maybe the AFFS would be willing to fund a little headhunting out Periphery-way...