Sector 5: Nuclear Stockpile
These weapons MUST be secured or the entire Kerensky Cluster will be under threat. Your units will be airdropped using HALO Mech Insertion techniques; thus there will be no time to change your planned landing coordinates. Secure the entrances to the underground stockpiles and trap the surats in there so they can be exterminated by our Elementals. Fight well, warriors.
Map Setup
North
[][] – Any Urban Maps
[][] – Any Open Terrain Map
OPFOR chooses the maps and arranges them as to their liking. OPFOR players secretly determine their starting positions, and then the Clan players must air-drop (using standard StratOps rules) into the middle half of the map area (the south half of the north map, and the north half of the south map). OPFOR players then reveal their Mech positions.
OPFOR players should choose any 3 buildings on each Urban Map; these are your deployment entrances. They may not be within 8 hexes of one another. They have CF as appropriate for their building type. Do not disclose these buildings until they have been identified or you have deployed an escape vehicle from them.
Clan players MUST move to within LOS and 3 hexes of a building (5 if you have an Active Probe) and make a PSR at a +4 penalty (+1 if you have an Active Probe), and use no Running or Jumping movement that turn. If you succeed, you can tell if your target building is the deployment entrance or not. You are aware of your success or failure. (I strongly recommend kitting out your OmniMechs with Active Probes for this mission.) Once the entrance has been ID’d, it must be destroyed, using normal building destruction rules. Deployment entrances have a 10-level basement (the elevator to the stockpile), and may not be moved *into*, though they may be jumped upon.
The OPFOR may publically (prior to deployment) nominate up to 3 other structures within each Urban map to be “defense platformsâ€. These platforms each contain x2 AC/10 (which can use normal, Flak, and Precision ammo; no ammo tracking required) and x4 Medium lasers. These platforms may only fire at 1 target per turn, but have a 360-degree arc, at Gunnery 4. Each platform MUST be a 3-hex structure, are considered to be 3 levels tall regardless of what’s on the map, may not be moved into nor jumped upon, and has 100 CF per hex. If the fusion reactors in Sector 3 are BOTH knocked out, these platforms will shut down at the beginning of the turn AFTER this table is informed.
Beginning on Turn 5, and again on Turn 9, OPFOR may deploy Escape Vehicles from any or all existing deployment entrances (1 vee max per entrance). There are a total of 10 Escape Vehicles. Each escape vehicle is a weaponless civilian craft with 1 hit location, 15 armor and 1 SI, with 7/11 hover movement, and a Piloting skill of 5. Instead of any weapons, they carry powerful jammers that force a +2 penalty to hit them (think DropShip-level ECM). A total of THREE of the Escape Vehicles will carry a nuclear device to “safetyâ€, the others are decoys. Which vee is which is secret information that must be written on the sheet (but need not shared). An Active Probe-equipped unit within 5 hexes and LOS of an Escape Vehicle at the end of the movement phase will automatically detect the nuke or not. These vehicles must move off the southern board edge to escape. These units may make a standard PSR to move through hexes containing Clan Mech units (not protos or Battle Armor).
The expected OPFOR deployment to this sector is approximately 1 company of SLDF-vintage Mechs, with up to 1 company of light tanks and up to 2 companies of standard infantry. Air support is possible, but unlikely, and would be in no greater than air lance strength of medium fighters.
There is no track cost for this mission. There are no options for this mission. Zellbringen is not in play for either side. Forced withdrawal is not in play for either side, and neither side may withdraw off-board.
This mission is considered a success if all of the Deployment Entrances destroyed, or if there are twice as many active Clan units as OPFOR units on the board *and* at least half of the deployment entrances are destroyed when time expires. The reward for having active units on the board at the end of this mission is 500 WCP, plus 500 WCP if the mission is a success. The escape vehicles do not affect mission success, but their escape (or not) will determine the next mission track in the campaign.