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The 422nd has dug into Odessa like a tick. General Al-Nasr is sending an two Regiments of the 279th Division in an underwater assault against the port city while lighter elements make a diversionary assault against the fortified lines to the north.
SLDF Intelligence has also learned of a high-value individual, a weapons scientist kidnapped from a complex on the North American continent. This target has managed to gain brief radio contact with Corps HQ and verify his identity (dropping WO Banzai's name helped). Aside from your diversionary mission, the job of Delta and Echo Companies will be to extract that individual from the bunker in which he is being held captive. There are other civilians in the bunker; extraction is desirable, but not necessary.
ALL DAMAGE IS REPAIRED TO DAMAGED (but not destroyed) SLDF MECHS. YOU GET 1 POINT OF EDGE BACK FROM THE PREVIOUS SCENARIO.
Scenario: Extraction
north
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south
Echo and Delta Companies will deploy on the northern maps, while the 422 forces deploy on the southern maps.
Special Rules:
1) Fortifications: the 422 has constructed a series of heavy fortifications at the edge of the city. Some of these have civilians chained to them (Liberation of Terra Vol 2, pg 72). Either the fortifications or the defending units within each fortification need to be destroyed. Forts provide cover "as buildings" from three directions (north, north-west, north-east) and from above; therefore to engage the defending unit directly, fire must come through an open hexside. Their CF is 150. Each fortification has two weapon emplacements; each fires directly forward as from a BattleMech. Direct fire at the fortification will damage the unit inside as though it were within a building. A random weapon emplacement will fail at 100 CF, and at 75 CF.
There are 2 fortifications on each southern map, (center of the table); six in total. Fortifications mount 1 medium autocannon turret, and 1 long-range missile turret with Artemis. These MAY fire indirectly.
2) Extraction: the target building is known (lower-center map), and has a CF of 90. Pilots must dismount and enter the building, neutralize the defending infantry, and extract the target (via BattleMech jump seat or whatever means they can find). Dismounting requires the Mech to be stationary, and the pilot is considered dismounted in the End Phase. Dismounted pilots will be moved to a separate map. Dismounted pilots may move a number of hexes per turn (on the new map) equal to their BOD+STR. Each action they take may involve moving and X (X may be shooting, talking, moving again, etc). As a reminder, personal weapons deal 1 point of damage plus your Small Arms MoS on the attack roll. Your SLDF Cooling vests function as armor and will negate the first 1 point of damage from each attack; you take damage on your MechWarrior Damage Track. You will receive 1 complete set of actions at the end of the Movement Phase on the BattleTech-scale table, and 1 complete set of actions during the Physical Attack Phase on the BattleTech-scale table. Once you have eliminated all of the defenders, or moved adjacent to the target, you leave this secondary map. The next turn, you may board available Mechs in adjacent BattleTech hexes.
Alternatively, you may use Mech-scale weapons to rubble the building, hope you don't kill the target, and extract him that way. Every 10 Mech-scale damage you deal will kill the target on a concealed 2d6 roll of 2,3, or 4. Once the building is rubbled, you must make a Sensor Ops checks on a TN 12 (+1 per 1 hex distance from the building) to locate the target; this roll takes place during the End Phase. You must then remain stationary for 1 complete turn while he clambers aboard.
ENEMY UNITS MAY NOT FIRE AT AN IDLING (empty) MECH OR THEIR PILOTS UNLESS THEY HAVE NO OTHER LEGAL TARGETS TO SHOOT AT
OBJECTIVES:
SLDF
1) Destroy the enemy: 1 VP per RWR fortification destroyed; +1 VP per every 4th enemy Mech destroyed
2) Divert the enemy: Each turn after the 6th you have at least 8 active units (including idling units) on the board, you gain +1 VP.
3) Extract the target: If you retrieve the target, you gain +6 VP. Getting him off the board completely will earn you an additional +4 VP.
RWR
1) Destroy the enemy: 1 VP per enemy unit destroyed
2) Preserve your defenses: 2 VP per fortification remaining on the table at game-over.