Steal Microprocessors on Nusakan III - Contract D8A-342

North Sector, Nusakan System, Nusakan III

The Lyran Alliance scientists have been making advancements faster than could reasonably be expected. They must have some new processors that are to blame for these breakthroughs. Get to their facilities, get samples of what they are working with, and bring them back to the Draconis Combine for reverse engineering.

Special Rules

A Contractor unit may spend its Combat Action to search a Fabricator while it is adjacent to the Fabricator. In the End Phase of the turn that it does so, the contents of the Fabricator are revealed. Industry Standard Chips are invulnerable and of no significant mass. Game Changing Chips have 1 Structure point and are of no significant mass. Buildings that don't have Chips in them but are within 3in of a Fabricator are Support Buildings. Support Buildings can be Investigates if a unit spends its Combat Action to do so while it is adjacent to one.

Primary Objective:

Get the Game Changing Chips off the edge that you walked in on. If you complete this objective, you will gain 1 reputation with the Draconis Combine.

Payment Schedule

150-300 PV: 150 WP
301-450 PV: 300 WP
451-600 PV: 500 WP

Secondary Objectives:

Exploit Resources III: Get 3 Industry Standard Chips off the edge that you walked in on: 300 WP

Keep a Low Profile: Complete the primary objective without using Battlefield Support Points: 100 WP

Investigate Structural Anomalies III: Investigate 3 Support Buildings: 100 WP

Battlefield Support Assets

150-300 PV: 5 BSP
301-450 PV: 10 BSP
451-600 PV: 15 BSP

Restrictions: Battlefield Support Assets may not target units that are within 8in of a Fabricator that has not been searched yet.

OpFor Objectives:

House Kurita is trespassing on our worlds again. Prevent them from escaping with the chips. If you complete this objective, you will gain one reputation with the Lyran Alliance.

OpFor Payment Schedule

150-300 PV: 150 WP
301-450 PV: 300 WP
451-600 PV: 500 WP

Secondary OpFor Objectives:

Make them Pay II: Damage 50% of the enemy units (by PV): 100 WP

Delay II: Prevent the Contractor from completing the Primary Objective for 7 turns: 200 WP

Endure: Have an operational BattleMech on the map after 10 turns: 200 WP

OpFor Disposition

No restrictions on OpFor Mercenaries.
150-300 PV: Untracked Forces will bring at least 1 Battle Lance and a total force size of 150 PV.
301-450 PV: Untracked Forces will bring at least 1 Battle Lance and a total force size of 225 PV.
451-600 PV: Untracked Forces will bring at least 2 Battle Lances and a total force size of 300 PV.

OpFor Battlefield Support Assets

150-300 PV: 5 BSP
301-450 PV: 10 BSP
451-600 PV: 15 BSP

Restrictions: Minefields may not be used. Battlefield Support Assets my not target units within 8in of the Fabricators.

Battlefield Intelligence

Terrain Survey: This map is a city. It is almost entirely (>90%) paved, and should have many buildings.

Terrain Features: This city has 2 city parks, woods areas inside the city limits.

Atmospheric Density: Standard

Darkness: This planet has a full Day/Night cycle, so the contracting player may decide to attack at night if they wish (see rules on PDF page 62).

Electromagnetic Interference: No EMI expected.

Gravity: The gravity is 1.08 g, which affect units as detailed on page 62.

Temperature: The temperature does not reach into extreme ranges.

Wind: No adverse weather expected.

Structural Survey: Most Buildings are medium with 6 CP. Support Buildings are Heavy with 8 CP, and Fabricators are Heavy with 12 CP.

The OpFor places 8 Fabricators within 12in of the center of the map. These should be the largest buildings in the city, and market with objective markers. While the Contractor is not looking, the OpFor player places markers under the Fabricators: 1 Game Changing Chips and 5 Industry Standard Chips. The remaining two have nothing. Each Fabricator should have at least 1 Support Building, but any building at least partially within 3in of a Fabricator is a Support Building. The Contractor picks an edge to walk in on, the OpFor walks in on the opposite edge.