Mission Synopsis: Galatea, Lyran Alliance; 5 October 3072. Broadcasting Northwind Highlanders codes and messages of friendship, the Forty-seventh Shadow Division from the Word of Blake catches the mercenary world with its pants down.
Time & Venue: We are scheduled to start at 12:00pm, and will play until 7:00pm. Game Depot, NW corner of Southern & McClintock.
Unit selection: Miniatures & record sheets for pre-made forces will be provided, or players may bring their own.
• 47th Shadow Division (attacker): 4000 BV2, one to six units, no aerospace. All units must be available in 3072 and be selected from the following faction lists: Inner Sphere General, Word of Blake. All skills must be G3/P4 or better.
• Mercenaries (defender): 5000 BV2, one to six units, no aerospace. All units must be available in 3072 and be selected from the following faction lists: Inner Sphere General, Mercenary General.
• If an attacking player's force consists of at least two units and all units in the force are connected by C3 or C3i (including spending the BV), that force may be connected with any other player's C3-capable force that meets the same conditions. No more than two forces can be on a single C3 network, though multiple independent networks can exist.
• Piloting (or Driving, or Anti-Mech) and Gunnery Skills may not differ in value by more than 2.
• All units must be Tournament-legal units selected from the faction list at
http://www.cs.wisc.edu/~lacasse/factionlist/. Units published after the list was released (e.g., the Celestial 'mechs) may be included according to their "fluff" text.
• Bringing assembled miniatures that match units your force will give each matching model one point of Edge, usable to re-roll one roll directly affecting it once during the battle. This does not apply to forces provided by the GM.
• If you would prefer to play one side or the other, email me ahead of time (joel@agee-hyland.com).
Terrain and setup description: The battle will be held on a 4’ x 6’ map (2†hexes; 24x36) with several urban areas. All of the Attacker’s units begin the game with a high speed insertion. The insertion occurs before the first turn's movement. The controlling
player designates the target hex for the unit’s arrival, and makes a Piloting Skill roll with a +2 penalty. If the roll succeeds, the unit lands in the target hex and may move normally. If the PSR fails, the unit lands 1D6 hexes away from its intended hex in a random direction and suffers damage as if it had fallen from a Level 4 height. Units scattered off the map area in this fashion are considered destroyed. Also, the unit may not move during the first turn, but may fire as normal.
Pandemonium: Chaos rules, with Blakist sympathizers, opportunists and others all hitting the field in one massive jumble.
Roll 2D6 at the beginning of every turn for each defending unit, starting with Turn 6. On a result of 10+, that unit turns “chaotic.†Immediately roll 1D6 and consult the following table to determine the unit’s new loyalty. Once a unit has turned chaotic, it no longer performs this check.
Roll Loyalty Result
1–2 Unit sides with Word of Blake and targets all Defender units
3–6 Unit panics and attempts to flee the battlefield, following the Forced Withdrawal rules
Victory Conditions: Due to the amount of hatred between the forces, only destruction of the enemy is acceptable. Victory points are scored equal to the BV of destroyed units plus one half the BV of crippled units. (Units that cannot affect the battle will be counted as destroyed and removed from the board.)
Special Rules: With a few exceptions, only Total Warfare rules will be used.
• Initiative will be done two units at a time, rather than one.
• The Attackers get a +1 to all initiative rolls.
• There is no “edge of the world.†If a mech is up against a map edge, the three hexes that would be surrounding the mech off the board are now legal hexes for movement; occupying any of those hexes opens up more hexes, etc.
• The following rules from Tactical Operations will be used: Floating Crits, Sprinting, Evading, Careful Stand, Firing When Down, ECCM.
• The Defenders are subject to Forced Withdrawal. If an Attacking unit is reduced to a point where a forced withdrawal is called for, that unit instead receives a –1 bonus to all Gunnery and Piloting Skill rolls and will fight until destroyed or unable to function.