The Name of the Contract - Contract CB4-B31

West Sector, Devil's Rock System, Devil's Rock

The Federated Suns are preparing for a move against House Steiner. Draw forces away from their other positions to aid in this effort.

Special Rules

Hidden Caches can be loaded as External Cargo by a unit that spends a Combat Action while they are adjacent to a Cache. Caches have size 1 and 2 Structure. Artillery Objectives have 2 Structure.

Primary Objective:

Withdraw one of your BattleMech units off the edge that the OpFor walked in on. If you complete this objective, you will gain 1 reputation with the Federated Suns.

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

Exploit Resources II: Carry 2 Resource objectives off the map: 150 WP

Silence Artillery II: Destory the Artillery objective: 200 WP

Battlefield Support Assets

150-300 PV: 10 BSP
301-450 PV: 15 BSP
451-600 PV: 20 BSP

Restrictions: Landmines may not be placed more than 8in from the edge that you walk in on.

OpFor Objectives:

House Davion is moving in the area. Prevent them from breaking through your lines (ie, prevent them from withdrawing BattleMechs off the edge that you walk in on.

OpFor Payment Schedule

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

Secondary OpFor Objectives:

Make them Pay I: Damage 25% of the enemy units (by PV): 100 WP

Delay I: Prevent the Contractor from completing the Primary Objective for 5 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: Landmines may not be placed more then 12in from the centerline between the two edges that units walk in on. Additional Artillery assets have been provided to you. Each turn that the Artillery Objective remains intact, gain 1 Bonus BSP. Bonus BSPs may only be spent on Artillery Support Assets, though you may choose which Artillery assets you wish to use these Bonus BSPs on after the game has started.

Battlefield Intelligence

Terrain Survey: The map is mostly (>50%) open ground. There is not enough oxygen in the atmosphere to operate Elementary Engines, so units with EE may not be used.

Terrain Features: There is no vegetation on this map. There are a typical number of hills and rocks on this map.

Atmospheric Density: Standard, though without enough oxygen to run an Elementary Engine.

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 is extremely hot, so follow the rules on page 63.

Wind: No adverse weather expected.

Structural Survey: There are no structures on this map.

Deployment Instructions

Each player places three objectives on the map at least 8in from the edges and the other objectives. After all 6 have been placed, randomly (as determined by the roll of a die or other mutually agreeable method), remove three of them. These objectives are the Hidden Caches. The OpFor picks which edge they would like to walk in on, and places the Artillery objective within 8in of that edge and within 8in of another edge. The Contractor walks in from the opposite edge.