3 December, 3070
Clan Homeworlds
Late in 3070, word reached the Clan Grand Council of the dishonorable actions of Clan Sow Raven in the Inner Sphere. Their effective sterilization of several planets - including Galedon - set an ominous precedent for the future. The Steel Vipers, especially, protested that the Raven actions were dishonorable in the extreme, and the Viper Khans pushed has to ensure that the Snow Ravens would be severely punished at a level unseen among the Clans since the outright Annihilations of Clans 200 years ago. While the final vote went narrowly against the Vipers, their found strong ideological allies in Clans Star Adder and Cloud Cobra, and before the year was out a sort of "Snake Alliance" would be formalized between the three Clans, forming a power bloc among the Homeworlds hitherto unseen. This triumvirate openly declared their intention to launch a coordinated attack against the Homeworld holdings of the Snow Ravens.
Meanwhile, information has come to the Watch from an unknown and highly secretive source which intimates that the Diamond Sharks are dealing Clan technology directly to the Federated Suns in the Inner Sphere; this action would go directly against the Grand Council's specific restrictions on their trade practices, and if true the consequences for the Sharks would be dire. At the dictate of the IlKhan, Watch forces will land on Priori and locate the Diamond Shark Merchant Caste coordination facility so it may be seized and inspected in the name of the Grand Council.
.....................................................................
Game SetupThis game is played on two BattleTech mapsheets. These maps are determined randomly (see TW, pg 263). Roll 1d6 for the northern map. 1-3: Open Terrain. 4-6: Hill Terrain. Roll 1d6 for the southern map: 1-3: Hill Terrain. 4-6: Wooded Terrain. Reroll any results of Box Canyon or Heavy Woods 1 or 2. Resolve the specific mapsheet as per the indicated table. Maps MUST be laid out short edge to short edge. Aerospace units are run using a Low Altitude Mapsheet, keyed to Hexes 0809 and 0909 for the play area. The OPFOR player will receive several Building Hex Tokens, and must deploy these tokens on the Northern Map, leaving at least one hex between any two Building Tokens (no adjacent Buildings). These Buildings must be located no closer than 3 hexes from the northern edge, and may not cross onto the southern map, and are always considered to be sitting on Clear terrain.
Map Layout
east []......west
.......[]
DeploymentOPFOROPFOR units begin play on the north Map, no further than 2 hexes from a building (not inside). 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. OPFOR players will set up 15 buildings on the north Map, secretly denoting one of them as the HQ and 6 others as Munition Warehouses.
ClanClan units enter the board along the south 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 Rules1) Clan units operate under Forced Withdrawal rules.
2) This game will end after Turn 15.
3) OPFOR Players play under the same level of Zellbringen rules as the Clan player; they may break Zell, but if so the reinforcements will not arrive.
4) All buildings are CF 80 and stand 2 levels tall, regardless of the stats on the Building Token.
5) The OPFOR player may secretly deploy up to 20, 20-point minefields on the northern map (note the hex numbers). These minefields are vibrabombs, which may be set detonate at any mass of 75 tons or higher (each minefield can be set to a different mass). Clan vibrabombs do not detonate "early", but recall that they can still be set off by friendly units. Minefields are detectable by an Active Probe entering up to 3 hexes away, or by a Mech setting them off.
6) The OPFOR player reinforcements enter the board from the north edge. Beginning on Turn 7, roll 2d6. On a 9+, the reinforcements arrive (PC edge may be spent on this roll; Avatar edge if the Avatar starts the game, or Star Commander edge if the Avatar doesn't start the game). They always arrive on the start of Turn 11 if they have not already done so.
7) Walking to within 3 hexes of a building with a functional Active Probe will immediately identify that building. Walking within 1 hex of a building without an Active Probe will identify that building. A unit using Running, Jumping, Flank, or Airborne movement modes cannot ID the building type at all.
Note that Active Probes do not function if within a hostile ECM bubble, and targets inside said bubble cannot be scanned.
.................................................................
Warchest Rewards and CostsTrack Cost: 100
Objectives1)
Hello, HQ: Discover the HQ facility AND exit at least half of all forces from the playing area by the end of Turn 15. +200
2)
Completionist: Identify all 6 warehouses AND destroy or cripple all mobile defending units (defending units which exit the map count as destroyed). +150
Options (you must achieve at least one Objective to receive Option Warchest Payouts)
+100
Surprise!: The OPFOR player may deploy up to 4 Mech units using Hidden Unit rules (TW, pg 259).
+100
Complicated Weather: Roll once on the Weather Table (pg.69, TO) and apply the result to the battlefield.
+100
Intelligence Leak: They knew you were coming and could react accordingly. The OPFOR receives 10 extra 20-point vibrabomb minefields which can be set down to 35 tons.
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.
+100:
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.
+200:
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.
.................................................................
Victory Points+1 VP: Each OPFOR Point destroyed or crippled
-1 VP: Each Clan Point destroyed or crippled
+4 VP: Achieve the Hello, HQ Objective
+1 VP: Each warehouse discovered
Track Exits1) Trial of Possession (traditional ToP for the facility)
2) False-flag Barracks attack (take the defending units by surprise and eliminate them)
3) Special Ops Raid (run cover for a SpecOps unit while they penetrate the facility and retrieve the information)