3 March, 3072
Shadow
Clan Homeworlds
You've stumbled into something big. Really big. Big enough that the entire malfing Lambda Galaxy of Clan Coyote - reinforced by OmniMechs of unknown origin and colors - are chasing you down and trying to keep you from bringing the news of whatever you've stumbled into back to the Watch and the rest of the Clans. Right now, survival is the order of the day.
You've called for a hot extraction, but the chances of followup Coyote forces shooting down the DropShips while they make their pickup is simply too high. You need to find a defensible chokepoint, where your extraction ships can land behind cover. Luck is with you, as you've found one...but you need to hold position long enough for the DropShips to make their landings and conduct a fighting withdrawal off-world. The Homeworld Clans all mocked the Invading Clans for their inability to perform such a task on Tukayyid, now it's time to prove they can pull it off.
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Game SetupClan PC forces which participated in Mission 10 are automatically used in this force. Remaining players will be equally and randomly split between Clan and OPFOR. Clan players which participated in Mission 10 are permitted to use their entire force list; no bidding is required. However, any damage or ammunition expenditure from Mission 10 MAY NOT be repaired or reloaded. The sole exception is that an Avatar assigned to a Mech which has suffered Condition 2 (or higher) combat damage may displace one of this subordinate Star Commanders and pilot said Star Commander's Mech, instead of their normal ride. That Star Commander may not be assigned a replacement Mech.
Note that all units - even damaged ones - present in Scenario 10 must be present in this Scenario, as long as they are capable of being operated, with two single exceptions. Only units in Condition 4 (3+ engine hits, 2+ gyro hits, CT cored, cockpit critical, headcapped) or units which are missing a leg (destroyed or blown off) cannot be fielded; all others MUST appear on the battlefield.
Clan units participating in this scenario will be divided as evenly as possible without regard for Star or Trinary Composition between the participating players at the Clan commanding player's discretion (ie, if there are 36 points of Clan force available, and there are 6 Clan players, each player will command 6 points - the person commanding, say, Hell's Horses will choose which of his units he will command, and which of his units will be assigned to other players).
Map LayoutIF WE CAN'T MOVE THE LONG TABLES...
IF WE CAN MOVE THE LONG TABLESwest [1][2][3][4]......east
.......[5][6][7][8]
Maps 3 & 7 are Large Mountain (ish) maps. LOS-blocking terrain to ~level 10 is mandatory.
Maps 4 & 8 must be relatively open maps; at least 3 reasonable LZs.
DeploymentOPFOROPFOR starting units will deploy 1/2 of the way across maps 1 and 5. OPFOR reinforcement units will enter along board edges of maps 1, 2, 5, 6 as the game progresses.
ClanClan players may deploy Mech units on maps 2, 3, and the western half of maps 6, and 7. Non-Mech units may be deployed on maps 2, 3, 6, 7, and artillery-carrying non-Mech units may be deployed on maps 4 and 8, with the understanding that DropShip landing backwash is a thing.
Game Rules1) There's no zell here. Ohhhh, hell no.
2) Neither side will operate under Forced Withdrawal rules.
3) The highest CO initiative score will apply to the entire Clan force. As COs are killed/dispossessed, the next-highest score will apply, and so on.
4) Aerospace units have only a limited role in this scenario, their primary job is to keep OPFOR ASFs off your DropShips. On game turns 2, 4, 6, 8, (etc), you can choose to attempt to break away and make a ground attack. Your ASFs may NOT employ external ordnance. Each time you choose to do this, roll 2d6; on a 9+, an enemy ASF attack run will deal 1d6x10 damage (in groups of 10) to one of your DropShips, causing PSRs and potential lawn darts accordingly. If you lose your own ASFs in ground attack runs, however, it will have no continuing impact on the DropShip landing (I'm not going to penalize you permanently for that).
5) Artillery-carrying units will have pre-designated hexes assigned to them by the GM.
6) DropShips are eligible to take off 5 turns after their landing, but can be ordered to launch sooner by Clan player consensus (ie, IRL time is about to run out). Units not onboard will be left behind and will be considered destroyed. There are multiple Overlord-C DropShips incoming (ie, each carries MORE than enough room to fit people; don't worry about them not having vehicle bays as vees can technically be loaded as cargo). Each door can load 2 units/turn.
7) A Player Command which is reduced to less than one Star of operational units will be considered destroyed.
8.) The DropShips will arrive during the turn immediately following an IRL timestamp (such as "the 1st turn after 1:30pm" or "the 3rd turn after lunch"), so that their arrival cannot be metagamed.
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Warchest Rewards and CostsTrack Cost: 0
Objectives1) Escape: Hold out until the DropShips arrive, and move as many surviving units onto the DropShips as possible. +n/a
RewardsTBD. Trust me, they'll be commensurate with the level of risk in the scenario.
GM NOTES1) If it's not clear from last month's scenario title or this month's scenario writeup, this is where the shit really hits the fan, and you should expect the lethality level to rise greatly from here on out.
2)
GET TO THE STORE BY 10:15 AT THE LATEST. Not 11. Players will be assigned to OPFOR or Clan forces by 10:45 at the latest. We need to be starting at 11, again, at the latest.
PLAN THIS NOW, YOU HAVE 3 WEEKS.3) This scenario may go until 6:30pm (1830 hours). Please allow this time. Again, I'm posting this 3 weeks in advance so you can make sure that you can be there until 6:30pm.
4) Note that even if we run out of time, unless I see clear stalling tactics from the OPFOR (they'll be warned about it), I will still kill off commands who don't make it off-planet. Bring your A-game and be prepared to play quickly; there's no complex stuff except for artillery, and that's only 1 person. You may want to reconsider setting up stuff so that 6 people all have to shoot at 1 guy so that fire phases take 45 minutes.
5)
GET TO THE STORE BY 10:15 AT THE LATEST.................................................................
OPFOR BUILDINGI need the following record sheets printed out and minis brought. PROXIES ARE FINE; HAVE THINGS LABELLED. Remember that ProtoMechs are 1 hexbase each; there are 5 per point.
Lambda Galaxy, 10th battle Cluster
1 Star.............................................................SHEETS.................MINIS
Septicemia B-Z 2/2 +4 Init; 3 EDG .......Bryan...................TWD
Osteon C 3/4 ......................................Bryan..................TWD
Cephalus D 3/4 .....................................Bryan...................TWD
Septicemia Z 3/4 .............................Bryan..................TWD
Sprite Pmech 3/4 .............................Bryan..................Rob (Proxy Purifier BA)
2 Star ..........................................................SHEETS...............MNIS
Savage Coyote A 3/4 1 EDG...................................Bryan...............Bryan (Proxy)
Dire Wolf Prime 4/5 ...................................Bryan....................Bryan
Mad Dog Prime 4/5 ...................................Bryan..................Bryan
Adder Prime 4/5 ...................................Bryan.................Bryan
Minotaur Z Pmech 4/5 ...................................Bryan............Bryan (Proxy - Chrysaour)
3 Star .........................................................SHEETS...............MNIS
Gargoyle B 3/4 1 EDG...................................Bryan...............Bryan
Summoner A 3/4 ...................................Bryan...............Bryan
Summoner D 3/4 ...................................Bryan...............Bryan
Clint IIC 3/4 ...................................Bryan...............Bryan (Proxy
)
Viper A 3/4 ...................................Bryan...............Bryan (Proxy
)
A Star ..........................................................SHEETS...............MNIS
Dire Wolf E 3/3 +3 Init, +3 EDG......................................Rob...............Rob
Hellbringer Prime 4/5 ..................................Rob...............Rob
Adder H 4/5 ..............................................Rob...............Rob
Clint IIC 4/5 .................................................Rob...............Rob (Proxy - Clint)
Centaur Z Pmech 4/5 ..................................Rob ............... Rob
B Star ..........................................................SHEETS...............MNIS
Gargoyle Prime 3/4 1 EDG
Black Python 3 3/4
Clint IIC 2 3/4
Hellion D 3/4 ..............................................? ? ?...............Rob
Mist Lynx F 3/4 ..............................................? ? ?...............Rob
C Star ..........................................................SHEETS...............MNIS
Viper Z 3/4 1 EDG
Mist Lynx Z 3/4
Summoner Z 3/4 ..............................................? ? ?...............Rob
Sprite Pmech 3/4
Sprite PMech 3/4
Society Reinforcements (x2) ..........................................................SHEETS...............MNIS
Cephalus Prime 4/5 ...................................Bryan...............Bryan (Proxy
)
Septicemia Z 4/5 ...................................Bryan...............Bryan (Proxy
)
Osteon Prime 4/5 ...................................Bryan...............Bryan (Proxy
)