As the Jade Falcons fell back to their original landing zones, Precentor Martial Focht seized the opportunity and flung several DropShips of the 104th Division, plus several as-yet unengaged Numenorean Ranger forces, in a behind-the-lines operation to hit the Falcons at their DropShips. One 104th DropShip was shot down en route, but the other
Overlord managed to airdrop its forces on top of the withdrawing Falcons. The mission was simple.
Destroy as many Jade Falcons as possible. While the Falcon DropShips themselves were off-limits due to the negotiated conditions of the battle, if the Falcons could be smashed at their LZ, Focht could claim a clear victory on Tukayyid over the Jade Falcons.
Ranger Deployed UnitsBright Lance
Crusher Lance
Reaper Lance
0 reinforcement units (or 1, if there's anybody I've forgotten who hasn't played their lance on Tukayyid yet. Freya has played twice and is NOT eligible to be a reinforcement unit.)
Allied UnitsComGuard Level II-B, 104th DivisionAdept Vladimire Charikov (3/4) Wolverine WVR-7HLx
Senior Acolyte Sabina Adamson (3/4) Griffin-GRF-1NxL
Acolyte Konrad Chadwick (3/4) Wolverine WVR-6RxL
Acolyte Matthew Morley (3/4) Centurion CN9-AxL
Acolyte Aryana Gibson (3/4) Victor VTR-9BLx
Acolyte Barbara Au (2/3) Gladiator GLD-4RDx
ComGuard Level II-D, 104th DivisionAdept (3/4) Rifleman RFL-3N
Acolyte (4/5) Warhammer WHM-6R
Acolyte (4/5) Guillotine GLT-3N
Acolyte (4/5) Quickdraw QKD-5A
Acolyte (4/5) Clint CLNT-2-3T-Denton
Acolyte (4/5) Stinger STG-3R
Enemy UnitsFalcon GuardCommand StarStar Colonel Aidan Pryde (1/2), Timber Wolf Pryde
Mechwarrior Horse (1/2), Marauder MAD-3R(C)
Margo (1/2), Kit Fox A
Russel (3/3), Summoner A
Janice (3/3), Hellbringer A
Trinary Alpha, Alpha BeakStar Commander Joanna (1/2), Mad Dog Prime
Diana (1/2), Warhawk Prime
Khastis (2/3), Fenris B
Faulk (2/3), Hellbringer Prime
Leema (2/3), Stormcrow C
Trinary Bravo, Bravo EyeStar Commander Zyn (1/2) Dragonfly B
Bish (1/2), Fenris Prime
Andre (2/3), Adder D
Ta-Ken (2/3), Kit Fox B
Glysto (3/4), Summoner Prime
Trinary Delta, Delta NovaStar Captain Shika (1/2), Dire Wolf Prime
Black (2/3), Executioner Prime
Kurti (2/3), Summoner A
Lutz (1/2), Summoner
Smit (2/3), Timber Wolf A
Selima Elemental Point (1/2)
Nelza Elemental Point (1/2)
Deryn Elemental Point (2/3)
Vidia Elemental Point (2/3)
Ast Elemental Point (2/3)
NORTH
SOUTH
Maps
1....Open Terrain 1............Open Terrain 2.......Open Terrain 1
2...Open Terrain 2 (new)....Grasslands 1.........Classic BattleTech
3....Open Terrain 2............Open Terrain 3.......Open Terrain 2 (new)
Deployment Com Guard Forces: Each Com Guard Level II may choose to deploy in any of the white-labeled zones (1, 2, or 3). Only a single Level II may deploy into a single zone. For the sake of clarity, each White Zone is 6 hexes wide and 4 hexes deep into the board. Com Guard forces deploy last.
Numenorean Ranger Forces: Each Deployed Lance may choose to deploy in any of the blue-labeled zones (1, 2, 3, or 4). Only a single Lance may deploy into a single zone. For the sake of clarity, Blue Zones 1 and 4 are each 4 hexes square, while Blue Zones 2 and 3 are 3 hexes wide and extend 6 hexes into the board. Ranger forces deploy first.
Clan Forces: Three of the four Clan Stars/Novas may choose to deploy in any of the red-labeled zones (1, 2, 3, or 4). Only a single Star/Nova may deploy into a single zone. For the sake of clarity, each deployment zone is described as a 4 hex radius semi-circle, from the conjunction hex formed by the map corners. The final Clan Star/Nova, which must be Delta Nova, or Bravo Eye, deploys anywhere within 3 hexes of the Raptor.
Battlefield SupportNone. The weather conditions inherent to this scenario, in addition to the rules imposed on the ComGuard (see "Rules of Warfare", below), preclude the use of Battlefield Support units by the ComGuard/Rangers. The Jade Falcons have no battlefield support available, as they are evacuating the planet.
Environmental EffectsDust, Smoke, and Night: (Battle of Tukayyid Campaign Book, pg 128) The battle takes place in a dark night, with a light smoke and dust swirling from the battle and repeated landing and liftoff of DropShips in the area. The cumulative modifier is a +2 modifier to all ranged attacks. Searchlights have no effect due to the dust/smoke component. Characters with any form of environmental SPAs designed to assist with any darkness or smoke effect might receive a benefit, make a 1d6 roll at the beginning of each weapons fire phase: on a 4-6, the modifier is reduced to only a +1, instead.
Scenario Special RulesWe Have Reserves: 2 copies of each Mech Record Sheet in the Com Guard Level II-D unit should be printed. When that unit is destroyed, a new Mech of that type and piloting skill enters the battlefield from the zone in which Level II-D initially deployed. If the second unit is destroyed, no replacement is given.
Orbiting Eyes: Loremaster Kael Pershaw is orbiting the battlefield in the most advanced recon aircraft to which the Jade Falcons have access, projecting targeting guidance for the Star Colonel. Aidan Pryde ignores the modifier to weapon attacks for the
Dust, Smoke, and Night rule.
Evacuation: Jade Falcon forces are attempting to evacuate the planet. Up to 3 Jade Falcon Mechs at a time may board the Raptor each turn, by moving adjacent to the Raptor with Walking MP (or beginning the turn adjacent to the DropShip), and spending 3 Walking MP to board the DropShip. They may fire or be fired upon during the turn they board the DropShip, and are considered to have boarded during the End Phase of the turn in which they spent the 3 MP to board. Only units from a single Star/Nova may attempt to board at one time. Bravo Eye and Delta Nova MUST board their surviving units, before any units from the other Falcon Stars may attempt to board. Each turn, at least 1 unit from Stars eligible to board must attempt to move closer to the Raptor, even if such a move is not tactically advantageous (in other words, no, the Falcons are not making a general counterattack away from their ride off-planet). Aidan Pryde, Horse, Diana, and Joanna are not subject to any of the restrictions within this rule.
Rules of Warfare: The Raptor is not a viable target: a Jade Falcon Mech or Elemental which boards the Raptor is considered to have escaped the planet. The Precentor Martial is effectively allowing the Falcon DropShips hegira, because he doesn't want to risk the Clans being upset enough to drop by with WarShips to which the Inner Sphere has no answer. No Com Guard unit may declare an attack of any kind on the DropShip, for any reason, and any weapons fire which targets a Clan unit attempting to board the DropShip takes a further +1 penalty. Firing on the DropShip will cause the Com Guard to void the Rangers contract. If a Rangers player declares weapons fire against the DropShip, please see the GM.
Last Stand: Aidan Pryde has a chance to (unknowingly) discover the Phantom Mech ability in this final, desperate hour. Each turn, after initiative is determined, the player controlling Pryde's Mech rolls 2d6. On a 10+, the ability activates (Edge may not be used on this roll). Additionally, the ability will automatically activate in the case on any of the following conditions:
1) 10+ Jade Falcon units are crippled or destroyed (including crippling his own unit). Evacuated units do not add to this total.
2) Less than 5 total Jade Falcon Mechs remain active on the board
3) <hidden>
4) <hidden>
5) <hidden>
The Phantom Mech ability (
Kell Hounds Scenario Pack, pg 12) provides the following modifiers (these stack with any and all existing modifiers):
1) The Mech with active Phantom Mech is treated as though the range to him is doubled (ie, the Mech is 4 hexes away, he is effectively at 8 hexes, meaning your medium laser is at long range and suffers a +4 penalty; if the Mech was at 5 hexes, you could not fire the laser at all). Note that this DOES mean that some physical attacks (punches, kicks) are impossible, and that you must spend significantly more MP for other attacks (charge, DFA).
2) The Mech is always treated as though it moved 10+ hexes (ie, receives a +4 target movement modifier), regardless of its actual movement.
3) The Mechwarrior with active Phantom Mech gains a -2 bonus to-hit on all weapon attacks. It may also be used to shift results on the Hit Location table by 1 or 2 points, but
only so that weapons fire hits a limb, rather than the head or torso.
Under any and all circumstances, Aidan Pryde MUST be the last unit to evacuate the battlefield, and may not evacuate at all if Phantom Mech has activated.
ObjectivesComGuard:1) Overrun the landing zone and destroy as many Jade Falcon units as possible. Each Falcon unit which fails to evacuate for any reason is worth 1 VP. If Aidan doesn't evacuate, he is worth 5 VP instead.
Jade Falcons:1) Evacuate as many units as possible. Each Falcon unit which evacuates is worth 1 VP. Horse, Joanna, and Diana are worth 2 VP each. Aiden Pryde is worth 3 VP. Each unit destroyed or crippled by Aiden Pryde when there are 3 or fewer Falcon units active on the table is worth an additional 1 VP for the Falcons.
2) The Falcons are evacuating and cannot "win" the scenario. However, the ratio of ComGuard to Falcon VPs will determine the degree of gloriousness of the evacuation effort.