Lumber Poaching on Menkalinan - Contract B7C-AD3

South Sector, Menkalinan System, Menkalinan

One of our invasion pushes has been stalled and needs to dig in until additional supplies arrive. They need lumber for temporary fortifications. Hit one of the forests away from the invasion corridor and gather supplies for us.

Special Rules

If a unit is missed by a shot that would have done 1 damage or more (ie, not 0*) while they are standing completely within Woods, place a Lumber counter adjacent to them. Lumber counters can be targeted, are Size 1, have 1 structure and TMM -4 (immobile). Do not generate Lumber counters if something misses a shot at a Lumber counter. Contractor units may spend a Combat Action while completely within Woods to generate a Lumber counter adjacent to them. The same unit may not generate and load a Lumber counter in the same turn, though a Lumber counter may be generated and loaded in the same turn, just by different units. Up to 4 Lumber counters may be combined together when they are loaded on a unit, giving the resulting counter a size equal to the number of Lumber counters. They may be split in the same manner. A unit may deposit Lumber counters they are carrying off the edge they walked in on without withdrawing.

Primary Objective:

Get 10 Lumber Counters off the edge that you walked in on. If you complete this objective, gain 1 reputation with the Capellan Confederation.

Payment Schedule

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

Secondary Objectives:

Breakthrough I: Withdraw 25% of your units (by PV) off the edge that your opponent walked in on: 150 WP

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

Seize the Moment I: Complete the primary objective in 7 turns: 100 WP

Battlefield Support Assets

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

Restrictions: None.

OpFor Objectives:

Make them Pay for those logs. Damage 25% of the enemy units (by PV). If you complete this objective, gain 1 reputation with the Free Worlds League.

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

Make them Pay III: Damage 75% of the enemy units (by PV): 100 WP

Delay II: Prevent the Contractor from completing the Primary Objective for 7 turns: 300 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: Half of the Woods much be clear of Landmines.

Battlefield Intelligence

Terrain Survey: The map is mostly (>50%) clear terrain.

Terrain Features: There are the typical number of hills. There are the typical (at least 6) number of woods.

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 are no structures in this area.

Deployment Instructions

After landmines have been places, the Contractor picks one of the long edges to walk in on. The OpFor gets the opposite edge to walk in on.