Mission 2.5: Nightmare on Colerain
OOC] Sorry that this is late getting posted.
IC} Clan Cloud Cobra Watch Trinary Commander Egon tossed and turned in his sleep. The bidding for the final destruction of the Dark Caste secret base was upcoming and his brain wouldn't shut down for some needed zzzzzz's. Little did he know, the other watch trinary commanders were having nightmares too. Nightmares can be frighteningly real at times.
Under cover watch spies determined the rough numbers of forces defending the Dark Caste base. They were approximately the same BV and numbers as the previous battle but with no aerospace support. However since the Dark Caste are now cornered in their base, they will fight to the death.
OOC} Players will create the same force strength op for as from the mission 2 to defend the base. Buildings will be provided to represent the base complex [lego] on the home map of the Dark Caste player. All mission points are the same, including guns, weather, and zell. One minor complication, one weather roll on the light table is mandatory.
IC} Egon woke up in a cold sweat. He distinctly remembers 2 different nightmares last night. The first involved the upcoming bidding and battle with the Dark Caste. The second was a weird battle royal featuring the superheroes from 1000 years ago that he once read about. The heroes had mysteriously morphed into battlemechs.
Warriors of the Watch,
Your assault as swept the Dark Caste before you. Their shattered remnants have reached their fortified cache. Destroy them and capture their leader!
Game Setup
This game is played on two BattleTech mapsheets. These maps are determined randomly (see TW, pg 263). Roll 1d6 for each map. 1: Mountain Terrain. 2-3: Hill Terrain. 4-5: Wooded Terrain. 6: Wetlands Terrain. Reroll any results of Box Canyon or Heavy Woods 1 or 2. Resolve the specific mapsheet as per the indicated table. The Clan player chooses the map layout, then the OPFOR player chooses their home edge.
Deployment
OPFOR
OPFOR units are deployed anywhere on their home map. Aerospace units enter the Low-Altitude Map from the map edge corresponding to the direction of the ground map home edge, at Velocity 4, Altitude 6 or less.
Clan
Clan units enter the board along their home edge during their movement on Turn One. Clan Aerospace units enter the Low-Altitude Map during their movement (Velocity and Altitude determined by the controlling player) on Turn ONE.
Game Rules
1) Clan units operate under Forced Withdrawal rules.
2) This game will end after Turn 15.
3) OPFOR Players need not abide by Zellbringen rules, but failure to do so may result in consequences (see "Options", below).
4) Opfor has one artillery piece direct fire. Guns option adds 2 more pieces.
5) Bunker has construction factor of 500 [castle brian level]. Destroying bunker will kill everyone inside. Front door construction factor is 100. One platoon of machine gun infantry waits inside.
6) One roll on light table is mandatory. Nightmares will happen at night.
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Warchest Rewards and Costs
Track Cost: 200
Objectives
1) No Quarter: Destroy or Cripple ALL of the opponent's ground force. +300
2) Cut Off the Head: Kill or capture the leader of the Dark Caste hiding in the bunker. Kill 100; Capture 200
Options (you must achieve at least one Objective to receive Option Warchest Payouts)
+100 Complicated Weather: Roll once on the General Weather Table (pg.69, TO) and apply the result to the battlefield.
+150 Guns. Lots of Guns: The OPFOR adds +2 artillery pieces to their total number (same type, if any), and increases the number of pre-sited hexes by +5.
Zellbringen (you MUST choose one level of Zellbringen. If you achieve no Objectives, you receive HALF of the listed payout. If you achieve at least one Objective, you receive the full payout)
+0 No Zellbringen: Clan forces may engage OPFOR units without regard for Zellbringen (ie, they may combine fire and may use area-effect weapons and physical attacks). This cannot stack with any other Zellbringen option.
+150: Liberal Zellbringen: Clan forces must engage OPFOR using Zellbringen duelling** rules (ie, they must engage in 1-on-1 [or 1-on-2, 1-on-3, etc] duels with OPFOR units, may not use area-effect weapons, and may not use physical attacks. At the end of each phase in which the OPFOR combines fire, uses area-effect weapons and/or physical attacks, or breaks LOS for the second turn in a row, the Clan player must roll 2d6. On an 7+, the Clan player is freed from the confines of Zellbringen for the remainder of the scenario. For every subsequent turn in which the OPFOR breaks Zellbringen, the TN of this check is reduced by 1.) This cannot stack with any other Zellbringen option.
+300: Strict Zellbringen: Clan forces must engage OPFOR using Zellbringen duelling rules (ie, they must engage in 1-on-1 [or 1-on-2, 1-on-3, etc] duels with OPFOR units, may not use or deploy area-effect weapons or units which mount area-effect weapons [they must be bid away], and may not use physical attacks. At the end of each phase in which the OPFOR combines fire, uses area-effect weapons and/or physical attacks, or breaks LOS for the second turn in a row, the Clan player must roll 2d6. On an 9+, the Clan player is freed from the confines of Zellbringen for the remainder of the scenario. For every subsequent turn in which the OPFOR breaks Zellbringen, the TN of this check is reduced by 1.) This cannot stack with any other Zellbringen option.