Assisting with Salvage on Chara III

West Sector, Chara System, Chara III.

During a training scenario, an accident occured that resulted in serious damage to a number of Command Lance BattleMechs in a Lyran Alliance company. Since your 'Mechs were not damaged and the scenario has been scrubbed, please assist us transporting the damaged 'Mechs back to our repair facilities.

Special Rules

One of the Contractor's Units begins the scenario with a Size 3 Commander's Wreck loaded as External Cargo.

Primary Objective:

Transfer the Commander's Wreck to the 'Mech Bay.

Payment Schedule

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

Secondary Objectives:

Damage 25% of OpFor units (by PV): 100 WP

Damage 50% of OpFor units (by PV): 100 WP

Wreck or Force to Withdraw all OpFor units: 300 WP and one reputation point with Lyran Alliance

Battlefield Support Assets

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

Restrictions: Landmines may not be used. Battlefield Support Assets are prepared to support a training scenario, and are loaded with training munitions. After you have declared that you will use Battlefield Support Asset, roll 2d6 and compare it to a target number of 8 minus the turn number. If you succeed, the Battlefield Support asset understood the serious nature of the request and the asset works as normal. If you failed, the asset believed it the training scenario was ongoing and delivered a traiing munition; the asset has not effect and is spent.

OpFor Objectives:

House Davion loyalist have been able to sow chaos at the Pacifica 'Mech Warrior Training School. Strike against the School's leadership now while they are confused. Ambush the returning convoy and steal the Commander's Wreck, getting it off the edge where you entered.

OpFor Payment Schedule

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

Secondary OpFor Objectives:

Get 1 Enemy Wreck off the edge where you entered: 200 WP

Get 2 Enemy Wrecks off the edge where you entered: 200 WP

Cataclysmically destroy an enemy unit: 100 WP

OpFor Disposition

OpFor may not bring Aerospace Fighters. All units brought must be capable of moving 8in or fasters, or there must be sufficient transport capacity to move all units who cannot move at at that speed on their own.
150-300 PV: Untracked Forces will bring at least 1 Pursuit Lance and a total force size of 150 PV.
301-450 PV: Untracked Forces will bring at least 1 Pursuit Lance and a total force size of 225 PV.
451-600 PV: Untracked Forces will bring at least 2 Pursuit 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 and Aerospace Assets may not be used.

Battlefield Intelligence

Terrain Survey: The terrain near the 'Mech Bays is mostly open ground.

Terrain Features: There are at least three clusters of woods on the same side of the map as the 'Mech Bay.

Atmospheric Density: Standard

Darkness: This operation takes place during the day.

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: Gale Force 1 winds are currently blowing. In each End Phase, the OpFor player rolls a die: if the result is a 1, the winds reduce by 1 to a minimum of -1 (treat negative numbers as 0 for their effects in game), and if the result is a 6, increase the winds by 1 to a maximum of 4. See rules on page 63.

Structural Survey: There is a 'Mech Bay with it's center point one third of the way across the map. The OpFor player decides where it is placed, but it must be one third of map's length away from the edge of the table. It is a hardened structure with 20 CP, is 2in on a side, and at least 2.5in tall. There may be more structures on the map, but none with 6in of the 'Mech Bay.

The OpFor players places the 'Mech Bay on the side that they will enter from. Up to three of the OpFor units may start the game Hidden; reduce this number by 1 for each point of Battlefield Intelligence that the Contractor has over the OpFor; increase it by 1 for each point of Battlefield Intelligence that the OpFor has over the Contractor. These Hidden Units may not be closer to the Contractor's edge than the 'Mech Bay, and must be fully inside the woods or a structure (and not inside the 'Mech Bay). The rest of the OpFor's units come on from the edge closer to the 'Mech Bay. The Contractor's units come in from the opposite side.