Rescue Political Prisoners on Liao III - Contract CB3-FF7

South Sector, Liao System, Liao III

House Liao holds a great many of their people in prison. There is no need to waste such talent when the Free Worlds League can make use of them. Break them out of prison and we can convince them to work for us. It may be helpful to have Infantry Transports for this mission. If you don't have any

Special Rules

A Contractor unit that is adjacent to the Prison can spend two Combat Actions on two consecutive turns to Break Out the Prisoners. This can be accomplished by two different units, but the Combat Actions must be spent on different, consecutive turns or the Break Out attempt fails. Once they are broken out, the Prisoners are an Infantry unit with 1 Structure, Move 2f, TMM 0, CAR3, deal no damage and are controlled by the Contractor. The Surrounding Buildings can be Investigated by a unit that spends a Combat Action to do so while it is adjacent to one.

Primary Objective:

Get the Prisoners of the edge that you walked in on. If you complete this objective, you will gain 1 reputation with the Free Worlds League.

Payment Schedule

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

Secondary Objectives:

Deter Resistance I: Damage 25% of the enemy units (by PV): 100 WP

Investigate Structural Anomalies II: Investigate 2 nearby structures: 200 WP

Ground Aerospace II: Destroy the AirStrip objective: 200 WP

Battlefield Support Assets

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

Restrictions: Minefields may not be placed more than 8in from the edge that you walk in on. Battlefield Support Assets may not target units within 8in of the Prison before the Prisoners have been borken out.

OpFor Objectives:

Prevent the Prisoners from escaping off the map.

OpFor Payment Schedule

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

Secondary OpFor Objectives:

Surveil Target I: Have one unit spend 2 consecutive turns at Standstill partially within 6in of the Prison, on the turns when the Contractor is attempting the Break out: 300 WP

Endure: Have an operational BattleMech on the map after 10 turns: 100 WP

Delay I: Prevent the Contractor from completing the Primary Objective for 5 turns: 100 WP

OpFor Disposition

No restrictions on OpFor Mercenaries.
150-300 PV: Untracked Forces will bring at least 1 Recon Lance and a total force size of 150 PV.
301-450 PV: Untracked Forces will bring at least 1 Recon Lance and a total force size of 225 PV.
451-600 PV: Untracked Forces will bring at least 1 Recon Lance, 1 Battle Lance 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: Landmines may not be placed within 8in of a building. Battlefield Support Assets may not target units within 8in of a Building. While the AirStrip remains intact, the OpFor player gains 2 Bonus BSPs per turn. These Bonus BSPs may only be spent on Aerospace Assets, including those that were not selected at the start of the game.

Battlefield Intelligence

Terrain Survey: Information about the default terrain of the battlefield.

Terrain Features: Information about specific landmarks that are different from the normal terrain.

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 close enough to 1.0 g that there is no noticeable difference.

Temperature: The temperature does not reach into extreme ranges.

Wind: No adverse weather expected.

Structural Survey: There is an AirStrip 8in from the edge that OpFor walked in on, and 8in from one of the adjacent edges, as choosen by the OpFor player. The AirStrip is 10in long and has a ajoining control tower which is a Heavy Building with 10 CP. There are 3 Supporting Building, each one in the middle of a different quadrant of the three quadrants where the AirStrip is not. These are Heavy Buildings with 10 CP.

Deployment Instructions

The OpFor player picks the edge they will walk in on and places the AirStrip and the Supporting Buildings. The Contractor walks in on the opposite edge.