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BattleTech: Rhonda's Irregulars

Expansion for BattleTechExpansion for BattleTech: Cranston Snord's Irregulars

BattleTech: Rhonda's Irregulars Rulebook

Table of Contents

Table of Contents

  • How to Use the Scenarios
  • Table of Organization and Equipment, 3026-3037
    • Snord's Irregulars 3026-3037
      • First (Command) Company
      • Second Company (Shorty's Scavengers)
      • Third Company (Rhonda Snord's Irregulars)
    • Snord's Irregulars 3037-3051
      • After Re-Fit to Star League-Era Equipment
      • First (Command) Company, Rhonda Snord's Irregulars
      • Second Company (Shorty's Scavengers)
      • Third Company
  • Command Company Personnel
    • Cranston Snord
    • Rhonda Snord
    • Charlotte Deblois
    • Arnold Ling
    • Adrian MacLeod
    • Dennis Maltesta
    • Anthony Pryor
    • Walker Roche
    • David Rowsch
    • Marcos Shake
    • Tempest Storm
    • Cyndos Thomlinson
  • Recovered Star League Equipment
    • TYPE: EXC-B1 EXCALIBUR
    • TYPE: SPT-N1 SPARTAN
    • TYPE: PDL-A5 PADILLA HEAVY ARTILLERY TANK
  • Scenarios
    • Tanks a Lot
    • Snakes in the Grass
    • Battle for the Throne
    • Farewell to a Friend
    • Fistful of Crystals
    • A Few Crystals More
    • Everything Old Is New
    • Storm's End
  • Campaign: Operation Merlin
    • Campaign Rules
    • Clan Tactics
    • Hostile Environments
    • Indoor Combat
    • Normal Play
    • Campaign Play
  • Jade Falcons Roster
    • Unit Roster, Dark Wing Cluster, Jade Falcons Clan
  • Operation Merlin Scenarios
    • Warrior's Challenge: Scenario 1
    • Grand Melee: Scenario 2
    • Camelot's Gate: Scenario 3
    • Pitched Battle: Scenario 4
    • Men-At-Arms: Scenario 5
    • Birth of a Legend: Scenario 6

How to Use the Scenarios

Each of the scenarios in this book covers a battle involving Snord's Irregulars, picking up in 3025 where the Irregulars in Cranston Snord's Irregulars left off. Several of the scenarios are related, covering portions of the campaign for Camelot Command. Players should consult Campaign Rules for further details of those scenarios.

The scenario rules include all the information necessary to understand and play out the encounter. In all but one of the scenarios, standard BattleTech Compendium rules are used. The fifth scenario of Operation Merlin, the campaign for Camelot Command, is a BattleTroops scenario, and so uses BattleTroops rules. Each scenario begins with a personal account of the engagement and ends with a brief historical framework for the battle.

The Table of Organization and Equipment includes information on two new Star League-era 'Mechs and a self-propelled artillery piece.

Each Game Set-Up section provides the specific information needed to play that scenario. This includes instructions on how to lay out the map sheets and directions for special terrain features.

Defender and Attacker forces for each scenario are described in detail. Also noted is each force's starting position on the map, and where and when reinforcements enter (if any are available to either side).

The Victory Conditions determine the outcome of the encounter and vary from scenario to scenario. In combat, it is rare for an action to continue until one side is eliminated. For this reason, the Victory Conditions usually list special objectives for one or both opponents.

Destruction of units is often part of the victory conditions. Destroying a Unit is defined in the BattleTech Compendium (p. 30) and the BattleTech Manual (p. 24).

Finally, if the scenario uses optional Compendium rules or special rules not covered in the standard BattleTech rules, they are described in the Special Rules section.

Table of Organization and Equipment, 3026-3037

Snord's Irregulars 3026-3037

First (Command) Company

Command Lance

  • Colonel Cranston Snord (Piloting 1, Gunnery 2), Archer
  • Lieutenant Deb H'Chu (Piloting 2, Gunnery 1), Thunderbolt
  • David Rowsch (Piloting 5, Gunnery 3), Marauder
  • (3026–35) John Malvinson (Piloting 4, Gunnery 3), Wasp
  • (3035–37) Sharonus Wayne (Piloting 3, Gunnery 4), Clint

Attack Lance

  • Lieutenant Marcos Shake (Piloting 3, Gunnery 1), Catapult
  • Tempest Storm (Piloting 5, Gunnery 5), Centurion
  • Anthony Pryor (Piloting 5, Gunnery 4), Orion
  • (3026–35) Clame McDonald (Piloting 3, Gunnery 2), Victor
  • (3035–37) Charlotte Deblois (Piloting 3, Gunnery 3), Victor (MHM)

Recon Lance

  • (3026–34) Lieutenant Winston Nearon (Piloting 2, Gunnery 2), Locust
  • Betty Orzenchi (Piloting 5, Gunnery 5), Ostscout
  • Cyndos Thomlinson (Piloting 4, Gunnery 6), Spider
  • Arnold Ling (Piloting 4, Gunnery 4), Jenner
  • (3035–37) Adrian MacLeod (Piloting 5, Gunnery 2), Cicada

Second Company (Shorty's Scavengers)

Command Lance

  • Captain Samual "Shorty" Sneede (Piloting 1, Gunnery 1), Rifleman
  • (3026–34) Lieutenant Jake Walmar (Piloting 2, Gunnery 2), Warhammer
  • Marleen Danules (Piloting 5, Gunnery 5), Clint
  • Carter Malvinson (Piloting 6, Gunnery 5), Phoenix Hawk
  • (3034–37) Daniel Trump (Piloting 2, Gunnery 3), Shadow Hawk

Support Lance

  • Lieutenant Darrell Lanst (Piloting 4, Gunnery 4), Von Luckner Heavy Tank
  • Dorchester Quinn (Piloting 5, Gunnery 4), Galleon Light Tank
  • Archie Ferris (Piloting 6, Gunnery 2), Striker Light Tank
  • Nathan "Beaver" Hauck (Piloting 5, Gunnery 5), Packrat LRP

Air Lance

  • Lieutenant Richter Nikmen (Piloting 4, Gunnery 4), Stuka
  • Travis Horr (Piloting 4, Gunnery 5), Corsair
  • Yolinda Brekner (Piloting 5, Gunnery 4), Chippewa

Third Company (Rhonda Snord's Irregulars)

Command Lance

  • Captain Rhonda Snord (Piloting 2, Gunnery 2), Shadow Hawk
  • Lieutenant Terry Malvinson (Piloting 3, Gunnery 3), Phoenix Hawk
  • (3026–29) Shalimar Windall (Piloting 2, Gunnery 2), Crusader
  • Walker Roche (Piloting 4, Gunnery 6), Griffin
  • (3029–37) Victoria Rose (Piloting 4, Gunnery 4), Awesome

Fire Lance

  • Lieutenant Bright Thomlinson (Piloting 2, Gunnery 1), Rifleman
  • Solomon Storm (Piloting 2, Gunnery 3), Wolverine
  • Linda Thomlinson (Piloting 6, Gunnery 3), Scorpion
  • Blade Windall (Piloting 4, Gunnery 4), Warhammer

Support Platoons

  • Lieutenant Fasha Nagaraj, Veteran
  • Sergeant Baca Tsaprazis, Veteran, Jump Infantry (Laser)
  • Sergeant Nanette Warkentin, Green, Motorized Infantry (SRM)
  • Sergeant Roger H'Chu, Regular, Jump Infantry (SRM)
  • Corporal Darwin (Breaker) Morgan, Regular, Motorized Infantry (Laser)

Snord's Irregulars 3037-3051

After Re-Fit to Star League-Era Equipment

First (Command) Company, Rhonda Snord's Irregulars

Command Lance

  • Colonel Rhonda Snord (Piloting 2, Gunnery 1), Highlander
  • Dennis Maltesta (Piloting 2, Gunnery 2), Excalibur
  • David Rowsch (Piloting 3, Gunnery 2), Guillotine
  • Sharonus Wayne (Piloting 3, Gunnery 2), Spartan

Attack Lance

  • Lieutenant Marcos Shake (Piloting 2, Gunnery 1), Bombardier
  • Tempest Storm (Piloting 3, Gunnery 2), Spartan
  • Anthony Pryor (Piloting 3, Gunnery 1), Lancelot
  • Charlotte Deblois (Piloting 3, Gunnery 1), Thug

Recon Lance

  • Lieutenant Cyndos Thomlinson (Piloting 2, Gunnery 3), Mercury
  • Adrian MacLeod (Piloting 3, Gunnery 2), Hussar
  • Walker Roche (Piloting 3, Gunnery 2), Champion
  • Arnold Ling (Piloting 3, Gunnery 1), Kintaro

Second Company (Shorty's Scavengers)

Command Lance

  • Captain Samuel "Shorty" Sneede (Piloting 1, Gunnery 1), Crockett
  • Daniel Trump (Piloting 2, Gunnery 2), Champion
  • Marleen Danules (Piloting 4, Gunnery 2), Crab
  • Carter Malvinson (Piloting 4, Gunnery 3), Black Knight

Support Lance

  • Lieutenant Darrell Lanst (Piloting 3, Gunnery 3), Padilla Artillery Tank
  • Dorchester Quinn (Piloting 4, Gunnery 2), Burke Heavy Tank
  • Archie Ferris (Piloting 4, Gunnery 1), Demon Armored Car
  • Nathan "Beaver" Hauck (Piloting 2, Gunnery 3), Rotunda Scout Car

Air Lance

  • Lieutenant Richter Nikmen (Piloting 3, Gunnery 2), Rapier
  • Travis Horr (Piloting 3, Gunnery 3), Ironsides
  • Yolinda Brekner (Piloting 4, Gunnery 2), Gotha

Third Company

Command Lance

  • Captain Deb H'Chu (Piloting 1, Gunnery 1), Exterminator
  • Lieutenant Terry Malvinson (Piloting 2, Gunnery 1), Lancelot
  • Victoria Rose (Piloting 3, Gunnery 2), Excalibur
  • Richard "Rickbo" Burkeman (Piloting 3, Gunnery 1), Champion

Fire Lance

  • Lieutenant Bright Thomlinson (Piloting 1, Gunnery 1), Crockett
  • (3037–39) Solomon Storm (Piloting 2, Gunnery 2), Sentinel
  • Linda Thomlinson (Piloting 4, Gunnery 1), Flashman
  • Blade Windall (Piloting 1, Gunnery 2), Highlander
  • (3039–51) Dalid "Darkside" Burns (Piloting 5, Gunnery 3), Enforcer

Support Platoons (Anti-'Mech Trained)

  • Lieutenant Fasha Nagaraj, Elite
  • Sergeant Baca Tsaprazis, Veteran, Jump Infantry (Laser)
  • Sergeant Nanette Warkentin, Regular, Motorized Infantry (SRM)
  • Sergeant Roger H'Chu, Veteran, Foot Infantry (SRM)
  • Corporal Darwin "Breaker" Morgan, Elite, Motorized Infantry (Laser)

Command Company Personnel

The biographical prose for each pilot is omitted (see the note in the Table of Contents). Warrior Data, Equipment, Contacts and Notes, and the Known Skills tables are transcribed as printed. Each Known Skills table lists Skill Level, Attribute Target and Modified Skill Roll Target.

Cranston Snord

  • Age: 76
  • Home Planet: Grant's Station (Clan space)
  • 'Mech Type: Archer (3026–3037) / Bombardier (3037–)
  • 'Mech Status: Excellent

Warrior Data: BOD 8, DEX 4, LRN 11, CHA 8, PIB 7, HTK 80. Total XP 256,000. XP Available 12,900.

Equipment: Sunbeam Laser Pistol; Vibro-Blade.

Notes: Sixth Sense. Natural Right, but uses left. Coordinates contracts and missions of Snord's Irregulars. Has extensive knowledge of Clans, especially Clan Wolf.

Known SkillSkill LevelAttribute TargetModified Skill Roll Target
Diplomacy682
Gunnery/Mech6104
Leadership682
Piloting/Mech781
Pistol5105
Streetwise682
Survival5

Rhonda Snord

  • Age: 51
  • Home Planet: Grant's Station (Clan Space)
  • 'Mech Type: Highlander
  • 'Mech Status: Excellent. The words "Heavy Metal" are painted on the Gauss rifle barrel; several external speakers are mounted to broadcast music.

Warrior Data: BOD 6, DEX 9, LRN 8, CHA 8, PIB 7, HTK 60. Total XP 167,900. XP Available 7,500.

Equipment: Star League Sonic Stunner.

Notes: Collects old music, favoring early-era rock and roll. Has two bionic leg replacements.

Known SkillSkill LevelAttribute TargetModified Skill Roll Target
Bow/Blade286
Brawling396
Diplomacy583
Gunnery/Mech781
Leadership583
Medical/First Aid484
Piloting/Mech6

Charlotte Deblois

  • Age: 36
  • Home Planet: Carver V
  • 'Mech Type: Thug
  • 'Mech Status: Good. The 'Mech shows a great deal of apparent damage, with battered and beaten armored plates. In reality the 'Mech is in fine trim; this simulated damage is to lull her enemies into overconfidence.

Warrior Data: BOD 9, DEX 9, LRN 9, CHA 8, PIB 6, HTK 90. Total XP 89,000. XP Available 7,900.

Equipment: Mauser and Gray Needler Pistol.

Contacts: Several diplomatic couriers in the Federated Commonwealth; Savalis, a ComStar technician.

Known SkillSkill LevelAttribute TargetModified Skill Roll Target
Brawling781
Gunnery/Mech781
Piloting/Mech583
Pistol385
Rifle484
Survival286
Tactics5

Arnold Ling

  • Age: 50
  • Home Planet: Arc-Royal
  • 'Mech Type: Kintaro
  • 'Mech Status: Excellent. Its front is painted to look like the front of a 19th-century steam locomotive.

Warrior Data: BOD 6, DEX 7, LRN 9, CHA 7, PIB 7, HTK 60. Total XP 90,000. XP Available 1,300.

Equipment: Star League Sonic Stunner.

Contacts: Two ComStar Adepts.

Notes: Collects antique toys. Left hand is bionic.

Known SkillSkill LevelAttribute TargetModified Skill Roll Target
Bow/Blade286
Computer385
Gunnery/Mech781
Piloting/Mech583
Rifle583
Rogue2
— Bribery2

Adrian MacLeod

  • Age: 39
  • Home Planet: Procyon
  • 'Mech Type: Hussar
  • 'Mech Status: Excellent

Warrior Data: BOD 9, DEX 7, LRN 10, CHA 7, PIB 7, HTK 90. Total XP 110,000. XP Available 8,000.

Equipment: Mauser 960 Assault System.

Contacts: Three members of Wolf's Dragoons; two officers in the Northwind Highlanders.

Notes: Plays the bagpipe.

Known SkillSkill LevelAttribute TargetModified Skill Roll Target
Brawling781
Diplomacy286
Engineering275
Gunnery/Mech682
Piloting/Mech583
Pistol385
Rifle2

Dennis Maltesta

  • Age: 36
  • Home Planet: Palos
  • 'Mech Type: Excalibur
  • 'Mech Status: Excellent. It has a large red diamond painted on the center torso with the Irregulars' logo in the center of the gem shape.

Warrior Data: BOD 6, DEX 7, LRN 8, CHA 6, PIB 5, HTK 60. Total XP 100,000. XP Available 4,000.

Equipment: Star League Vibro Lock Pick Kit; Star League Laser Pistol; Model 15 Gripper Gloves.

Notes: Collects rare gemstones.

Known SkillSkill LevelAttribute TargetModified Skill Roll Target
Brawling594
Gunnery/Mech682
Piloting/Mech682
Pistol286
Rogue6
— Forgery583
— Hide In Cover5

Anthony Pryor

  • Age: 47
  • Home Planet: Koniz
  • 'Mech Type: Lancelot
  • 'Mech Status: Excellent. It is painted in traditional Star League Defense Force camo patterns, with the logo for the 146th Royal BattleMech Division (the George S. Patton Division).

Warrior Data: BOD 11, DEX 10, LRN 8, CHA 7, PIB 8, HTK 110. Total XP 168,000. XP Available 3,400.

Equipment: Star League Laser Pistol; Model 15 Gripper Gloves.

Notes: Collects SLDF memorabilia.

Known SkillSkill LevelAttribute TargetModified Skill Roll Target
Gunnery/Mech671
Leadership286
Piloting/Mech583
Pistol473
Tactics682
Technician781

Walker Roche

  • Age: 58
  • Home Planet: Roche (Clan Space)
  • 'Mech Type: Champion
  • 'Mech Status: Excellent

Warrior Data: BOD 11, DEX 10, LRN 9, CHA 6, PIB 6, HTK 110. Total XP 102,000. XP Available 10,200.

Equipment: Mauser and Gray Needler Pistol.

Contacts: Jaime Wolf; three low-level Clan Wolf contacts.

Notes: Walker is well-versed in Clan combat trials and traditions.

Known SkillSkill LevelAttribute TargetModified Skill Roll Target
Athletics5
— Acrobatics473
— Climbing176
— Equestrian473
— Running374
— Swimming374
Gunnery/Mech5

David Rowsch

  • Age: 48
  • Home Planet: Oriente
  • 'Mech Type: Guillotine
  • 'Mech Status: Excellent. Two medium pulse lasers replace the four medium lasers.

Warrior Data: BOD 7, DEX 8, LRN 8, CHA 9, PIB 1, HTK 70. Total XP 76,800. XP Available 5,600.

Equipment: None.

Known SkillSkill LevelAttribute TargetModified Skill Roll Target
Bow/Blade286
Gunnery/Mech682
Piloting/Mech583
Pistol682
Rifle484
Streetwise484
Survival3

Marcos Shake

  • Age: 55 (approximately)
  • Home Planet: Unknown
  • 'Mech Type: Bombardier
  • 'Mech Status: Excellent. Named the "Question Mark"

Warrior Data: BOD 9, DEX 8, LRN 11, CHA 8, PIB 5, HTK 90. Total XP 76,900. XP Available 6,000.

Equipment: Vibro Blade (hidden in a sheath on right arm).

Notes: Cannot remember his past.

Known SkillSkill LevelAttribute TargetModified Skill Roll Target
Gunnery/Mech781
Leadership682
Piloting/Mech682
Pistol583
Rifle484
Technician473
Tactics2

Tempest Storm

  • Age: 42
  • Home Planet: Clinton
  • 'Mech Type: Spartan
  • 'Mech Status: Excellent

Warrior Data: BOD 8, DEX 11, LRN 8, CHA 7, PIB 8, HTK 80. Total XP 57,000. XP Available 5,800.

Equipment: Mauser and Gray Needler Pistol; her father's bullwhip.

Notes: Collects old movies.

Known SkillSkill LevelAttribute TargetModified Skill Roll Target
Athletics2
— Acrobatics286
— Climbing286
— Running187
— Swimming187
Brawling484
Gunnery/Mech5

Cyndos Thomlinson

  • Age: 44
  • Home Planet: Trent
  • 'Mech Type: Mercury
  • 'Mech Status: Excellent. There is a painting on the right side of the cockpit of a large Jack of Spades, the logo of the Blackjack School of Conflict.

Warrior Data: BOD 10, DEX 9, LRN 9, CHA 8, PIB 6, HTK 100. Total XP 120,000. XP Available 300.

Equipment: Mauser 960 Assault System.

Notes: Her best friend is Daniel Trump.

Known SkillSkill LevelAttribute TargetModified Skill Roll Target
Brawling473
Diplomacy286
Gunnery/Mech583
Leadership583
Piloting/Mech682
Rifle374
Streetwise3

Sharonus Wayne

  • Age: 40
  • Home Planet: Skye
  • 'Mech Type: Spartan
  • 'Mech Status: Excellent. It has the name "Atomic Doll" painted in pink under the cockpit windshield.

Warrior Data: BOD 9, DEX 8, LRN 6, CHA 9, PIB 1, HTK 90. Total XP 87,900. XP Available 2,800.

Equipment: Mauser 960 Assault System (stored in cockpit).

Notes: Collects rare dolls.

Known SkillSkill LevelAttribute TargetModified Skill Roll Target
Brawling583
Gunnery/Mech682
Leadership286
Piloting/Mech583
Rifle682
Streetwise286
Survival2

Recovered Star League Equipment

The in-world intelligence memo that opens this section (dated 25 March 3038) is omitted as fiction. The 'Mech and vehicle record sheets and their Overview and Capabilities text follow as printed.

TYPE: EXC-B1 EXCALIBUR

  • Mass: 70 tons
  • Chassis: Corbin 1
  • Power Plant: Ford 350 XL
  • Cruising Speed: 54 kph
  • Maximum Speed: 86 kph
  • Jump Jets: None
  • Jump Capacity: None
  • Armor: Pribak 9000
  • Armament:
    • 1 Grizzard Model 200 Gauss Rifle
    • 1 Artemis IV FCS
    • 1 Ingrid Systems LRM 20 Missile System
    • 1 Strafe 44 Small Pulse Laser
    • 1 McArthur Anti-Missile System
  • Manufacturer: Yankee Weapons Systems
  • Communications System: Faulk 203 Comset
  • Targeting and Tracking System: KBC Starsight Model

Equipment (Mass)

ComponentRatingMass
Internal Structure7
Engine350 XL14.75
— Walking MP5
— Running MP8
— Jumping MP0
Heat Sinks122
Gyro4
Cockpit3
Armor Factor120

Internal Structure and Armor by Location

LocationInternal StructureArmor Value
Head39
Center Torso2216
Center Torso (rear)5
R/L Torso1514
R/L Torso (rear)5
R/L Arm1113
R/L Leg1513

Weapons and Ammo

Weapon / AmmoLocationCriticalTonnage
Gauss RifleRA715
Ammo Gauss Rifle (16)RT22
Artemis IV FCSLT11
LRM 20LT510
Ammo LRM (12)LT22
Anti-Missile SystemLT1.5
Ammo Anti-Missile (12)

Overview: The Excalibur was named for its fearsome shape, which resembles a medieval knight. This BattleMech's large Grizzard Gauss rifle was extended through a dummy hand on the right arm of the 'Mech and its barrel fashioned to look like a broadsword. The Excalibur was introduced in a limited production run for the Star League Defense Force in 2520. When produced it was considered perfect for delivering long-range firepower where there was little chance of the 'Mech encountering close-combat situations. Archival records indicate that it was distinguished in service during Operation Smother and gained popularity with those divisions assigned to garrison duty along the Periphery. However, many Excaliburs were destroyed in the tight fighting conditions that often prevailed in Civil War battles. The end of the Civil War left only a handful of Excaliburs operational, mostly in the hands of the 328th Royal BattleMech Division. While some remained in the Inner Sphere, most were taken by the Exodus fleet. Our own forces field less than a dozen Excaliburs in active service. These are the only known operating 'Mechs of this class other than those Snord and his Irregulars possess.

Capabilities: Excaliburs are designed for short, violent, long-range fights. They carry too little ammunition for a prolonged battle. The core of this 'Mech's offensive capability is its Gauss rifle, coupled with the long-range missile system.

The Excalibur's Gauss rifle is the Grizzard Model 200, a system known for accuracy and endurance. Legends from the Civil War tell of MechWarriors using the massive barrel like a broadsword in combat, though such use will more than likely ruin the weapon. The Ingrid Systems LRM is slightly less reliable than the well-known Holly Missile Rack, but it is guided by an Artemis IV fire control system. This combination makes the Excalibur a deadly opponent at long ranges. The primary weakness of this BattleMech is its lack of armor. Though it has adequate speed and mobility, the Excalibur is only lightly armored. Most MechWarriors piloting this class of 'Mech favor hit-and-run tactics, making use of extensive cover and firing only when they are at minimum risk of being a target. During the Civil War, Excalibur pilots were often known as "Streakers" (slang for Yellow Streak), an insult referring to their refusal to stand and fight.

TYPE: SPT-N1 SPARTAN

  • Mass: 80 tons
  • Chassis: Geometric 500 Hard Core
  • Power Plant: Dantrus 400 XL
  • Cruising Speed: 54 kph
  • Maximum Speed: 86 kph
  • Jump Jets: None
  • Jump Capacity: None
  • Armor: Strausburg Armaments 206 Diamond Weave
  • Armament:
    • 1 Kinslaughter H Class ER PPC
    • 3 Blankenburg Medium Pulse Lasers
    • 2 Holly SRM Streak Missile Racks
    • 1 McArthur Anti-Missile System
  • Manufacturer: Martinson Armaments
  • Communications System: Blow 300 SNA Net
  • Targeting and Tracking System: Scope 40 RNDST

Equipment (Mass)

ComponentRatingMass
Internal Structure8
Engine400 XL26.25
— Walking MP5
— Running MP8
— Jumping MP0
Heat Sinks133
Gyro4
Cockpit3
Armor Factor224

Internal Structure and Armor by Location

LocationInternal StructureArmor Value
Head39
Center Torso2531
Center Torso (rear)12
R/L Torso1726
R/L Torso (rear)9
R/L Arm1326
R/L Leg1725

Weapons and Ammo

Weapon / AmmoLocationCriticalTonnage
ER PPCLT37
Medium Pulse LaserRA12
Medium Pulse LaserRA12
Medium Pulse LaserRA12
Streak SRM-2CT11.5
Streak SRM-2CT11.5
Ammo SRM Streak (100)

Overview: Just before the Civil War, the Star League began full production of the Spartan Class BattleMech at Terra's Martinson Armaments facility. With just more than 600 of these 'Mechs in service, Stefan Aramis' coup resulted in the destruction of the manufacturing facility, forever ending the production of this BattleMech. The Spartan was originally conceived as a general-service BattleMech, capable of deadly firepower at long, medium, and short ranges. It had greater mobility than other BattleMechs of the same size, such as the Crockett and the Thug, yet managed to maintain large destructive potential. At the fall of the Star League, most Spartans were dispersed throughout the Inner Sphere, with only a handful remaining operational. Including the heavy losses of the First and Second Succession War, only 19 are known to be in service within our own Com Guards. At least two others are in use in mercenary units working for the Taurian Concordat and the Marian Hegemony. Those in use by Snord's Irregulars are priceless, both for their current condition and their future usefulness for spare parts.

Capabilities: The core of the Spartan's long-range firepower is its Kinslaughter extended-range particle projection cannon. With special insulating cones, this weapon fires cooler than many other models and is easier to maintain.

For medium-range combat, the Spartan carries three medium pulse lasers. These weapons have a slightly shorter range than their continuous-firing counterparts, but inflict more damage upon impact. All three are mounted in tandem on the right forearm of the Spartan. In close-range combat, the Spartan makes use of two Streak short-range missile packs, both fitted in the upper center torso of the BattleMech, just below the cockpit. These systems make good engagement weapons in close quarters. An auxiliary escape hatch provides an emergency exit from the cockpit to the missile exit ports when the ejection system is damaged.

Speed is what separates the Spartan from other BattleMechs of the same era and weight. While many 'Mechs of the same weight max out at around 65 kph, the Spartan is able to run faster than 86 kph, easily outdistancing most 'Mechs of the same weight or greater. This allows Spartan pilots to control their engagement ranges and make use of their superior speed defensively.

The McArthur anti-missile system on the Spartan is mounted at the waist of the BattleMech. It has jamming difficulties, particularly in models used by the Com Guards for the past two and a half centuries, but simple field modifications can repair the problem when it occurs, only after combat.

TYPE: PDL-A5 PADILLA HEAVY ARTILLERY TANK

  • Mass: 75 tons
  • Chassis: Cath-Star 11
  • Power Plant: Ragusson 370 XL
  • Cruising Speed: 54 kph
  • Flank Speed: 86 kph
  • Armor: 1/Star Slab
  • Armament:
    • 1 Katyusha Arrow IV Missile Launcher
    • 2 Medium Martell Pulse Lasers
    • 1 Burow Anti-Missile System
  • Manufacturer: Leopard Armor of Terra
  • Communications System: Teldon 19
  • Targeting and Tracking System: Scope 30 RDNST

Source note: the printed sheet gives the power plant as "Ragusson 370 XL" on the header and "Engine (fusion): 375 XL" in the Equipment table. Both are transcribed as printed.

Equipment (Mass)

ComponentRatingMass
Internal Structure7.5
Engine (fusion)375 XL19.25
Fusion Shielding9.75
— Cruising MP5
— Flank MP8
Heat Sinks10
Control Equipment4
Armor Factor966

Armor Value by Facing

FacingArmor Value
Front29
Left Side27
Right Side27
Rear13
Turret0

Weapons and Ammo

Weapon / AmmoLocationTonnage
Arrow IV Missile SystemFront15
Arrow Ammo (30)Body6
Medium Pulse LaserFront2
Medium Pulse LaserFront2
Anti-Missile SystemBody.5
Anti-Missile Ammo (24)Body2
TAG (For Arrow IV)Front1

Overview: The Padilla Heavy Artillery Tank was named in honor of Colonel Alfred Padilla of the SLDF, killed during Operation Smother. Leopard Armor of Terra designed the Padilla as a long-range missile launcher with the Arrow IV missile system in the sleek turret as its primary weapon. The Padilla is a rear-area vehicle with a high degree of mobility. This allows it to cover a wide area and to change its targeting profile quickly, making it both difficult to hit and useful in a mobile-defense situation.

The Padilla is designed to work in conjunction with BattleMechs acting as spotters. During the era of the SLDF, Padillas were paired with light, fast BattleMechs equipped with Target Acquisition Gear (TAG), which would skirt the enemy defenses, calling for missile shots from the Padilla. Almost all existing Padillas were destroyed during Operation Liberation; only 15 were in the hands of House Liao at the outbreak of the First Succession War. Most had the Arrow Systems removed when supplies of Arrow missiles dwindled. Our own Com Guards have 15 of these systems still operational and in their original weaponry configuration. These are presently stationed primarily within the Lyran Commonwealth.

Capabilities: The core of the Padilla's offensive capabilities is the Katyusha Arrow IV missile launcher. This system, with its extensive range and damage capability, makes it invaluable in combat. A number of Spartans in Snord's Irregulars are equipped with TAG for this system, and it provides excellent long-range cover for the unit's operations. Lightly armored, the Padilla relies primarily on speed as its strongest defense. With a flank speed of 54 kph, only fast reconnaissance BattleMechs can close on one of these vehicles.

For close-combat situations, the Padilla carries two medium pulse lasers, prototypes from the now-obsolete Martell Weapons works on Terra. For close-quarters defense, the tank also supports an often less-than-reliable Burow anti-missile system. This system was replaced just before the Civil War with the McArthur system, but the Padillas were never called in for refit.

Scenarios

Each scenario opens with an in-world story and closes with a historical framework paragraph. Both are omitted here as fiction and history. The Situation line, Game Set-Up, Defender, Attacker, Deployment, Victory Conditions and Special Rules are transcribed as printed.

Tanks a Lot

Situation: Volders, outside the ruins of Hopkins, 1138 hours, 4 November 3028

Game Set-Up: Lay out the BattleTech maps as shown.

Defender: The Defender is the Kurita Third Volders Armored Assault Company, a garrison raised and supported on Volders. All their tanks and other vehicles are in good condition.

Command Lance

  • Tai-i Sen-Chu Lingh (Piloting 1, Gunnery 2), Von Luckner Heavy Tank
  • Chu-i Vell Torris (Piloting 3, Gunnery 4), Manticore Heavy Tank
  • Travis Chin (Piloting 4, Gunnery 1), Hunter Light Support Tank

Strike Lance

  • Chu-i Bentley Markisson (Piloting 2, Gunnery 4), Demolisher Heavy Tank
  • Banglor Follis (Piloting 1, Gunnery 1), Hetzer Wheeled Assault Gun
  • Teresa Lorrison (Piloting 4, Gunnery 5), Striker Light Tank
  • Marcus Serret (Piloting 5, Gunnery 4), Galleon Light Tank

Mobile Lance

  • Chu-i Dakkari Bureau (Piloting 3, Gunnery 3), Packrat LRP Vehicle
  • Terrence Kivis (Piloting 1, Gunnery 1), Galleon Light Tank
  • Vistoli Uriksson (Piloting 2, Gunnery 4), Striker Light Tank
  • Gabbon Lawrence (Piloting 1, Gunnery 2), Galleon Light Tank

Deployment (Defender): The Third Volders Armored Assault Company enters on the east edge of the east map on Turn 1. The Defender automatically loses all Initiative rolls in Turn 1 and must move his vehicles onto the map before Snord's Irregulars move.

Attacker: The Attacker consists of Snord's Irregulars Third Company (Rhonda Snord's Irregulars) Command and Fire Lances. All BattleMechs are in good condition.

Command Lance

  • Captain Rhonda Snord (Piloting 2, Gunnery 2), Shadow Hawk
  • Lieutenant Terry Malvinson (Piloting 3, Gunnery 3), Phoenix Hawk
  • Shalimar Windall (Piloting 2, Gunnery 2), Crusader
  • Walker Roche (Piloting 4, Gunnery 6), Griffin

Fire Lance

  • Lieutenant Bright Thomlinson (Piloting 2, Gunnery 1), Rifleman
  • Solomon Storm (Piloting 2, Gunnery 3), Wolverine
  • Linda Thomlinson (Piloting 6, Gunnery 3), Scorpion
  • Blade Windall (Piloting 4, Gunnery 4), Warhammer

Deployment (Attacker): Snord's Irregulars enter on the west edge of the west map on Turn 1.

Victory Conditions: The two sides are equally matched in tonnage. Both sides must keep track of the tons of enemy units destroyed.

The scenario lasts 12 turns. The side which has destroyed the most enemy tonnage at that time wins. The margin of victory is the difference in destroyed tonnage.

Victory Table

Winner's MarginResult
40 tons or lessMarginal Victory
41–55 tonsRegular Victory
56 or more tonsDecisive Victory

Special Rules: Treat all woods as Heavy Woods.

Snakes in the Grass

Situation: Volders, behind Kurita lines, 1622 hours, 8 November 3028

The "Jack in the Box" story that opens this scenario is omitted as fiction.

Game Set-Up: Lay out the BattleTech maps as shown.

Defender: The Defender is the First Volders Regimental Command Company. All of their 'Mechs are in good condition.

Command Lance

  • Tai-sa Veng Lo Ho (Piloting 2, Gunnery 3), Grasshopper
  • Tai-i Kraven Losti (Piloting 1, Gunnery 3), Dragon
  • Chu-i Darleen Dorviski (Piloting 3, Gunnery 1), Panther
  • Benniko Yareng (Piloting 2, Gunnery 2), Warhammer

Mobile Fire Lance

  • Chu-i Kappara Shing (Piloting 1, Gunnery 3), Trebuchet
  • Linda Velesko (Piloting 4, Gunnery 4), Crusader
  • Veerman Hoost (Piloting 3, Gunnery 2), Panther
  • Trey "Tapper" Kress (Piloting 4, Gunnery 4), Vulcan

Support Lance

  • Chu-i Fay Vin (Piloting 3, Gunnery 2), Wasp
  • Kay Vassar (Piloting 2, Gunnery 2), Spider
  • Sev Torrman (Piloting 4, Gunnery 5), Jenner
  • Leo Gray (Piloting 3, Gunnery 3), Locust

Headquarters

  • Sho-sa Kravin (Piloting 2, Gunnery 1), Mobile Headquarters

Deployment (Defender): At the start of play, the Mobile Fire Lance units may each set up on any hex on the east map, at least four hexes from any edge. The remaining forces may enter via the hidden entry points (see Special Rules). These forces must be on the board by turn 4 or they are considered destroyed.

Attacker: The Attacker consists of combined elements of the Second and Third Companies of Snord's Irregulars. Some of the BattleMechs are damaged as indicated. All other equipment is in good condition.

Second Company, Command Lance

  • Captain Samual "Shorty" Sneede (Piloting 1, Gunnery 1), Rifleman
  • Lieutenant Jake Walmar (Piloting 2, Gunnery 2), Warhammer
  • Marleen Danules (Piloting 5, Gunnery 5), Clint
  • Carter Malvinson (Piloting 6, Gunnery 5), Phoenix Hawk

Third Company, Command Lance

  • Captain Rhonda Snord (Piloting 2, Gunnery 2), Shadow Hawk (15 points of damage, in location(s) assigned by player. Also, it has lost one heat sink.)
  • Lieutenant Terry Malvinson (Piloting 3, Gunnery 3), Phoenix Hawk
  • Shalimar Windall (Piloting 2, Gunnery 2), Crusader (Has lost both machine guns and has only 20 points of armor on the right torso.)
  • Walker Roche (Piloting 4, Gunnery 6), Griffin

Support Platoon

  • Lieutenant Fasha Nagaraj, Veteran
  • Sergeant Baca Tsaprazis, Veteran, Jump Infantry (Laser)
  • Sergeant Nanette Warkentin, Green, Motorized Infantry (SRM)
  • Sergeant Roger H'Chu, Regular, Jump Infantry (SRM)
  • Corporal Darwin (Breaker) Morgan, Regular, Motorized Infantry (Laser)

Deployment (Attacker): The Second Company Command Lance is placed anywhere on the west map at the start of play. On Turn 1 the remaining Irregulars must enter the north edge of either map.

Victory Conditions: Each side receives 2 points for each destroyed BattleMech. The Defender receives 1 point for each infantry unit destroyed. The Attacker receives 5 points for destroying the Defender's Mobile Headquarters.

The side with the most points at the end of 15 turns is the winner.

Special Rules

Anti-BattleMech Infantry: Use the optional Anti-BattleMech Infantry rules in the BattleTech Compendium (pp. 47–8) for the Irregulars' infantry, who are extensively trained in anti-BattleMech combat.

Hidden Deployment: Before play begins, the Defender must select any five hexes on the east map as hidden entry points, and note down their hex numbers. These represent the concealed SLDF tunnel locations where the Kurita forces are hiding. Up to two units may be hidden in each of these hexes.

Each unit will remain hidden until it attacks, moves, or has an enemy unit move into its hex or end its movement adjacent to it.

Battle for the Throne

Situation: Bordon, Lake Fairfield, 0745 hours, 1 May 3029

The "Raid on Bordon" interview transcript that opens this scenario, and the historical framework paragraphs that follow the Special Rules, are omitted as fiction and history.

Game Set-Up: Lay out the BattleTech maps as shown.

Defender: The Defender is the Thirteenth Marik Militia, Second Battalion, First Company (Taylor's Terrors). All their BattleMechs are in good condition.

First Company, Command Lance

  • Captain Jonathan Taylor (Piloting 2, Gunnery 1), Centurion
  • Lieutenant Allen Forbes (Piloting 1, Gunnery 2), Catapult
  • Sergeant Dana Hollis (Piloting 2, Gunnery 4), Hermes II
  • Frank "Fireman" Sivitiz (Piloting 1, Gunnery 4), Stinger

First Company, Attack Lance

  • Lieutenant Stanley Pudlo (Piloting 3, Gunnery 2), JagerMech
  • Elizabeth "Baby" Carrington (Piloting 3, Gunnery 4), Awesome
  • Baxter Howell (Piloting 5, Gunnery 4), Banshee
  • Darrian Rowels (Piloting 4, Gunnery 2), Enforcer

First Company, Scout Lance

  • Lieutenant Chris "Lawman" Rojem (Piloting 2, Gunnery 2), Assassin
  • Felix "Fleet-Foot" Ferrington (Piloting 4, Gunnery 2), Cicada
  • Samantha Tabbs (Piloting 3, Gunnery 3), Javelin
  • Kinkelli Kavit (Piloting 4, Gunnery 4), Jenner

Deployment (Defender): The Defender enters along the south edge of the south map on Turn 1. All of this unit's BattleMechs must be on the map by Turn 3, but may enter in any order or position along that edge.

Attacker: The Attacker is the Command Company of Cranston Snord's Irregulars. All their BattleMechs are in good condition.

First (Command) Company, Command Lance

  • Colonel Cranston Snord (Piloting 1, Gunnery 2), Archer
  • Lieutenant Deb H'Chu (Piloting 2, Gunnery 1), Thunderbolt
  • David Rowsch (Piloting 5, Gunnery 3), Marauder
  • John Malvinson (Piloting 4, Gunnery 3), Wasp

First Company, Attack Lance

  • Lieutenant Marcos Shake (Piloting 3, Gunnery 1), Catapult
  • Tempest Storm (Piloting 5, Gunnery 5), Centurion
  • Anthony Pryor (Piloting 5, Gunnery 4), Orion
  • Clame McDonald (Piloting 3, Gunnery 2), Victor

First Company, Recon Lance

  • Lieutenant Winston Nearon (Piloting 2, Gunnery 2), Locust
  • Betty Orzenchi (Piloting 5, Gunnery 5), Ostscout
  • Cyndos Thomlinson (Piloting 4, Gunnery 6), Spider
  • Arnold Ling (Piloting 4, Gunnery 4), Jenner

Deployment (Attacker): The Attacker sets up before play anywhere on the north map, within six hexes of the north edge.

Victory Conditions: The scenario lasts 20 turns. Cranston Snord's Irregulars are awarded points for exiting BattleMechs off the south edge of the south map within that time.

Victory Table

Number of Irregulars 'Mechs ExitedResult
0Decisive Marik Victory
1–3Marginal Marik Victory
4–6Marginal Irregulars Victory
6+Decisive Irregulars Victory

Note: the printed table gives the ranges "4–6" and "6+", which overlap at six. Both are transcribed as printed.

Special Rules: A low, heavy fog lies directly over Lake Fairfield (on the north map), and there is no wind. This blocks line-of-sight across the lake. Treat the fog as Level 1 Heavy Woods terrain for line-of-sight and combat purposes.

Farewell to a Friend

Situation: Connaught, the Brass Hills, 1420 hours, 15 May 3029

The "Fallen Comrade" story that opens this scenario, and the historical framework paragraphs that follow the Special Rules, are omitted as fiction and history.

Game Set-Up: Lay out the BattleTech maps as shown.

Defender: The Defender consists of combined elements of Snord's Irregulars Command Lances engaged in a rear-guard action.

First (Command) Company, Command Lance

  • Colonel Cranston Snord (Piloting 1, Gunnery 2), Archer
  • Lieutenant Deb H'Chu (Piloting 2, Gunnery 1), Thunderbolt
  • David Rowsch (Piloting 5, Gunnery 3), Marauder
  • John Malvinson (Piloting 4, Gunnery 3), Wasp

Second Company (Shorty's Scavengers), Command Lance

  • Captain Samual "Shorty" Sneede (Piloting 1, Gunnery 1), Rifleman
  • Lieutenant Jake Walmar (Piloting 2, Gunnery 2), Warhammer
  • Marleen Danules (Piloting 5, Gunnery 5), Clint
  • Carter Malvinson (Piloting 6, Gunnery 5), Phoenix Hawk

Third Company (Rhonda Snord's Irregulars), Command Lance

  • Captain Rhonda Snord (Piloting 2, Gunnery 2), Shadow Hawk
  • Lieutenant Terry Malvinson (Piloting 3, Gunnery 3), Phoenix Hawk
  • Shalimar Windall (Piloting 2, Gunnery 2), Crusader
  • Walker Roche (Piloting 4, Gunnery 6), Griffin

Deployment (Defender): The Defender enters along the north edge of the north map at the beginning of Turn 1.

Attacker: The Attacker is the Command Company of the Silver Hawk Irregulars' Second Regiment, the Gryphons.

First (Command) Company, Command Lance

  • Captain Martha Zuritas (Piloting 2, Gunnery 1), Marauder
  • Lieutenant Inga Verster (Piloting 3, Gunnery 2), Hermes II
  • Fasha Sivis (Piloting 2, Gunnery 4), Catapult
  • Sergeant Victo Franz (Piloting 3, Gunnery 3), Hatchetman

First Company, Strike Lance

  • Lieutenant Jimm Lillibrigg (Piloting 4, Gunnery 3), Quickdraw
  • William Griffiphs XXI (Piloting 3, Gunnery 2), Archer
  • Boris Dagin (Piloting 5, Gunnery 3), Warhammer
  • Candy Shakos (Piloting 2, Gunnery 4), Catapult

First Company, Scout Lance

  • Lieutenant Diane Doubleu (Piloting 1, Gunnery 1), Cicada
  • Sergeant Johnny Knoxx (Piloting 2, Gunnery 4), Enforcer
  • Ivar Spallis (Piloting 3, Gunnery 4), Assassin
  • Rusty Anderbon (Piloting 4, Gunnery 4), Ostscout

Deployment (Attacker): Starting on Turn 2, roll 1D6 for each of the Silver Hawk lances. On a roll of 4–6, that lance may enter that turn. All Silver Hawk 'Mechs enter on the north edge of the north map (chasing the Defender).

Victory Conditions: Points are awarded for various actions and activities in this scenario. The side with the most points at the end of 15 turns is the winner. Points are awarded as follows:

SidePointsAction
Attacker5Each Defender's 'Mech destroyed or disabled
Attacker2Each Defender's 'Mech (other than Shalimar Windall's) on the map at the end of Turn 15
Defender4Each Defender's 'Mech exited over the south edge of the south map
Defender1Each turn after Turn 5 that Shalimar Windall's 'Mech is able to move or fire

Special Rules: Shalimar Windall may not leave the north map, regardless of the actions of the rest of Snord's Irregulars.

Fistful of Crystals

Situation: Nockatunga, outskirts of Thule, 1243 hours, 9 September 3032

The "Waco Blunder" interview that opens this scenario, and the historical framework paragraphs in the right column of the Situation page, are omitted as fiction and history.

Game Set-Up: Lay out the BattleTech maps as shown.

Defender: The Defender consists of elements of the Command and Third Companies of Snord's Irregulars. Reinforcements are from the Third Company of Snord's Irregulars. All 'Mechs are in good condition.

First Recon Lance (ad-hoc)

  • Lieutenant Winston Nearon (Piloting 2, Gunnery 2), Locust
  • Cyndos Thomlinson (Piloting 4, Gunnery 6), Spider
  • Walker Roche (Piloting 4, Gunnery 6), Griffin

Third Company (Rhonda Snord's Irregulars)

  • Captain Rhonda Snord (Piloting 2, Gunnery 2), Shadow Hawk
  • Lieutenant Terry Malvinson (Piloting 3, Gunnery 3), Phoenix Hawk
  • Blade Windall (Piloting 4, Gunnery 4), Warhammer
  • Victoria Rose (Piloting 4, Gunnery 4), Awesome

Deployment (Defender):

  • On Turn 2, any two BattleMechs of the Recon Lance may enter on the west map, along the north, west, or south edges. They are not required to enter along the same edge.
  • On Turn 4, the remaining BattleMech of the Recon Lance may enter on the west map, along the north, west, or south edge.
  • On Turn 5, the Third Company may enter on the east edge of the east map.

Attacker: The Attacker consists of elements of Kelly's Support Battalion, Winston's Scout Lance, and Kristi's Scout Lance, Waco Rangers.

Waco Rangers

  • Lieutenant D.D. Winston (Piloting 3, Gunnery 3), Javelin
  • Sergeant Anita Chu Lai (Piloting 5, Gunnery 4), Javelin
  • Joe "Mr. X" Zeek (Piloting 5, Gunnery 4), Jenner
  • Joe Don Hoe (Piloting 5, Gunnery 3), Jenner
  • Donna de la Kalbe (Piloting 2, Gunnery 3), Wasp

Deployment (Attacker): The Attacker enters along the east edge of the east map at the beginning of Turn 1.

Victory Conditions: The two goals of the Waco Rangers are to inflict damage and to get away from the Irregulars so they can warn the rest of their regiment. The scenario lasts 12 turns. At that time, points are assigned to the Waco Rangers in the following way:

PointsAction
6Each Rangers' BattleMech exited off the west edge of the western map
2Each Rangers' BattleMech on the map capable of movement
3Each Irregulars' BattleMech destroyed
–4Each Rangers' BattleMech destroyed or unable to move

Victory Table

PointsResult
18+Rangers' Decisive Victory
9–17Rangers' Marginal Victory
6–8Draw
0–5Irregulars' Marginal Victory
<0Irregulars' Decisive Victory

A Few Crystals More

Situation: Nockatunga, Tessra Hills, 1353 hours, 9 September 3032

The "An Old Man's Hate" story that opens this scenario is omitted as fiction.

Game Set-Up: Lay out the BattleTech maps as shown.

Defender: The Defender is Colonel Wayne Waco and his regimental Command Lance, as well as elements of Noble's Headquarters Company of the Waco Rangers. All of their 'Mechs are in good condition.

Waco's Command Lance

  • Colonel Wayne Waco (Piloting 1, Gunnery 2), BattleMaster
  • Captain Akida Samsun (Piloting 3, Gunnery 2), Marauder
  • Captain Reggie Randall (Piloting 2, Gunnery 4), Wasp
  • Sergeant Lenny Markbright (Piloting 3, Gunnery 3), Cyclops

Noble's Headquarters Company, Noble's Command Lance

  • Major Paulus Noble (Piloting 1, Gunnery 2), Banshee
  • Captain Jorge Delphinus (Piloting 2, Gunnery 3), Cyclops
  • Lieutenant Daverius Bunkerara (Piloting 4, Gunnery 3), Quickdraw
  • Lieutenant Marcus Aeolus Wernke (Piloting 1, Gunnery 3), Warhammer

Noble's Headquarters Company, Sanchuie's Scout Lance

  • Lieutenant Troy Sanchuie (Piloting 1, Gunnery 4), Javelin
  • Sergeant Eric Long (Piloting 4, Gunnery 4), Javelin
  • "Jolly Jim" Smith (Piloting 3, Gunnery 4), Locust
  • Anita Michei (Piloting 2, Gunnery 5), Locust

Deployment (Defender): The Waco Rangers set up before the start of play anywhere within six hexes of Hex 0810 on the east map.

Attacker: The Attacker consists of all three command lances and the Third Company's Fire Lance of Snord's Irregulars.

First (Command) Company, Command Lance

  • Colonel Cranston Snord (Piloting 1, Gunnery 2), Archer
  • Lieutenant Deb H'Chu (Piloting 2, Gunnery 1), Thunderbolt
  • David Rowsch (Piloting 5, Gunnery 3), Marauder
  • John Malvinson (Piloting 4, Gunnery 3), Wasp

Second Company (Shorty's Scavengers), Command Lance

  • Captain Samual "Shorty" Sneede (Piloting 1, Gunnery 1), Rifleman
  • Lieutenant Jake Walmar (Piloting 2, Gunnery 2), Warhammer
  • Marleen Danules (Piloting 5, Gunnery 5), Clint
  • Carter Malvinson (Piloting 6, Gunnery 5), Phoenix Hawk

Third Company (Rhonda Snord's Irregulars), Command Lance

  • Captain Rhonda Snord (Piloting 2, Gunnery 2), Shadow Hawk
  • Lieutenant Terry Malvinson (Piloting 3, Gunnery 3), Phoenix Hawk
  • Walker Roche (Piloting 4, Gunnery 6), Griffin
  • Victoria Rose (Piloting 4, Gunnery 4), Awesome

Third Company, Fire Lance

  • Lieutenant Bright Thomlinson (Piloting 2, Gunnery 1), Rifleman
  • Solomon Storm (Piloting 2, Gunnery 3), Wolverine
  • Linda Thomlinson (Piloting 6, Gunnery 3), Scorpion
  • Blade Windall (Piloting 4, Gunnery 4), Warhammer

Deployment (Attacker): On Turn 1:

  • First Company's Command Lance enters on the north edge of the east map.
  • Second Company's Command Lance enters on the south edge of the east map.
  • Third Company's Command Lance enters on the east edge of the east map.
  • Third Company's Fire Lance enters on the west edge of the west map.

Victory Conditions: Snord's Irregulars are awarded points for their actions in the battle. At the end of 15 turns, the points are tallied and compared against the Victory Table.

PointsAction
6Colonel Wayne Waco's 'Mech destroyed or unable to move
3All other Rangers' 'Mechs destroyed or unable to move
–4All Irregulars' 'Mechs destroyed or unable to move
–5Colonel Waco's 'Mech exited off the west edge of the west map
–4All other Rangers' 'Mechs exited off the west edge of the west map

Victory Table

PointsResult
11 or moreIrregulars Decisive Victory
5 to 10Irregulars Marginal Victory
–1 to 4Draw
–2 to –16Ranger Marginal Victory
–16 or lessRanger Decisive Victory

Note: the printed table gives the ranges "–2 to –16" and "–16 or less", which overlap at –16. Both are transcribed as printed.

Special Rules: Treat all water or stream hexes as Level 0 clear terrain.

Everything Old Is New

Situation: Vega, the Bandli Wastes, 1100 hours, 30 April 3039

The "Initiation of the New Irregulars" story that opens this scenario, and the historical framework paragraphs in the right column of the Situation page, are omitted as fiction and history.

Game Set-Up: Lay out the BattleTech maps as shown.

Defender: The Defender consists of elements of the Snord's Irregulars Battalion. All of their BattleMechs and vehicles are in good condition.

First (Command) Company, Rhonda Snord's Irregulars, Command Lance

  • Colonel Rhonda Snord (Piloting 2, Gunnery 1), Highlander
  • Dennis Maltesta (Piloting 2, Gunnery 2), Excalibur
  • David Rowsch (Piloting 3, Gunnery 2), Guillotine
  • Sharonus Wayne (Piloting 3, Gunnery 2), Spartan

First Company, Attack Lance

  • Lieutenant Marcos Shake (Piloting 2, Gunnery 1), Bombardier
  • Tempest Storm (Piloting 3, Gunnery 2), Spartan
  • Anthony Pryor (Piloting 3, Gunnery 1), Lancelot
  • Charlotte Deblois (Piloting 3, Gunnery 1), Thug

Second Company (Shorty's Scavengers), Support Lance

  • Lieutenant Darrell Lanst (Piloting 3, Gunnery 3), Padilla Artillery Tank
  • Dorchester Quinn (Piloting 4, Gunnery 2), Burke Heavy Tank
  • Archie Ferris (Piloting 4, Gunnery 1), Demon Armored Car
  • Nathan "Beaver" Hauck (Piloting 2, Gunnery 3), Rotunda Scout Car

Third Company, Support Platoons (Anti-'Mech Trained)

  • Lieutenant Fasha Nagaraj, Elite
  • Sergeant Baca Tsaprazis, Veteran, Jump Infantry (Laser)
  • Sergeant Nanette Warkentin, Regular, Motorized Infantry (SRM)
  • Sergeant Roger H'Chu, Veteran, Infantry (SRM)
  • Corporal Darwin "Breaker" Morgan, Elite, Motorized Infantry (Laser)

Deployment (Defender): The elements of the First and Third Companies may set up anywhere on the north map at least eight hexes from the north edge before the start of play. The Second Company Support Lance may set up anywhere on the south map at least ten hexes from the south edge before the start of play.

Attacker: The Attacker consists of advance elements of the Fifth Amphigean Light Assault Group's Third Battalion, Command Company. All their BattleMechs are in good condition.

Command Company, Command Lance

  • Chu-sa Fengo Olesko (Piloting 2, Gunnery 3), Warhammer
  • Abusan Frazer (Piloting 1, Gunnery 4), Catapult
  • Keith Bentilson (Piloting 2, Gunnery 2), Dragon
  • Sabu Kann (Piloting 3, Gunnery 4), Grasshopper

Command Company, Fire Lance

  • Chu-i Ronn Bewrow (Piloting 2, Gunnery 1), Grand Dragon
  • Eillen Maccartisoon (Piloting 3, Gunnery 4), Phoenix Hawk
  • Bee Kai (Piloting 4, Gunnery 4), Panther
  • Shree Breknoth (Piloting 2, Gunnery 4), Vulcan

Command Company, Scout Lance

  • Chu-i Joe Tawbitz (Piloting 2, Gunnery 2), Clint
  • Dagga Fex (Piloting 4, Gunnery 3), Stinger
  • Streeda Dent (Piloting 5, Gunnery 2), Locust
  • Theresa Marisoon (Piloting 3, Gunnery 4), Locust

Deployment (Attacker): On Turn 1, the Command Lance enters on the north edge of the north map. On Turn 2, the Fire Lance enters on the north edge of the north map. On Turn 4, the Scout Lance enters on either the north, east, or west edge of the north map.

Victory Conditions: The Attacker wins by destroying at least three Irregulars BattleMechs and exiting at least five of its own 'Mechs off the south edge of the south map by Turn 20. Any other outcome is a victory for the Defender.

Special Rules: Use the optional Anti-BattleMech Infantry rules in the BattleTech Compendium (pp. 47–8). Also, the SRM-armed infantry of Snord's Irregulars are equipped with optional Infernos (p. 60).

Storm's End

Situation: Vega, Carrier Highlands, 1605 hours, 28 July 3039

The "A Time to Die" journal entry that opens this scenario is omitted as fiction.

Game Set-Up: Lay out the BattleTech maps as shown.

Defender: The Defender is the Second Legion of Vega, Second Battalion, Command Company.

Command Company (Olesko's Samurai), Command Lance

  • Tai-sa Fengo Olesko (Piloting 2, Gunnery 2), Atlas
  • Tai-i Ferrison Grabrial (Piloting 2, Gunnery 4), Archer
  • Chu-i Dakara Singh (Piloting 4, Gunnery 2), Goliath
  • Yammen Teris (Piloting 4, Gunnery 3), Dragon

Command Company, Attack Lance

  • Chu-i Lydia Baker (Piloting 4, Gunnery 1), Grand Dragon
  • Pace Reederson (Piloting 5, Gunnery 4), Ostroc
  • Daido Trent (Piloting 3, Gunnery 4), Orion
  • Keiper Vancer (Piloting 4, Gunnery 2), Dervish

Command Company, Sweep Lance

  • Chu-i Drekker Neece (Piloting 4, Gunnery 2), Panther
  • Carter Yols (Piloting 4, Gunnery 5), Wasp
  • Tango Holt (Piloting 5, Gunnery 3), Locust
  • Severin Faslt (Piloting 3, Gunnery 4), Cicada

Deployment (Defender): The Defender must set up the Command Lance within 8 hexes of the north edge of the north map. The Attack Lance must be set up within 3 hexes of the east edge of the north map, and the Sweep Lance must be set up within 3 hexes of the west edge of the north map.

Attacker: The Attacker consists of elements of the Snord's Irregulars Battalion. All their BattleMechs are in good condition.

First (Command) Company, Rhonda Snord's Irregulars, Command Lance

  • Colonel Rhonda Snord (Piloting 2, Gunnery 1), Highlander
  • Dennis Maltesta (Piloting 2, Gunnery 2), Excalibur
  • David Rowsch (Piloting 3, Gunnery 2), Guillotine
  • Sharonus Wayne (Piloting 3, Gunnery 2), Spartan

First Company, Attack Lance

  • Lieutenant Marcos Shake (Piloting 2, Gunnery 1), Bombardier
  • Tempest Storm (Piloting 3, Gunnery 2), Spartan
  • Anthony Pryor (Piloting 3, Gunnery 1), Lancelot
  • Charlotte Deblois (Piloting 3, Gunnery 1), Thug

Second Company (Shorty's Scavengers), Air Lance

  • Lieutenant Richter Nikmen (Piloting 3, Gunnery 2), Rapier
  • Travis Horr (Piloting 3, Gunnery 3), Ironsides
  • Yolinda Brekner (Piloting 4, Gunnery 2), Gotha

Third Company, Fire Lance

  • Lieutenant Bright Thomlinson (Piloting 2, Gunnery 1), Crockett
  • (3037–39) Solomon Storm (Piloting 2, Gunnery 2), Sentinel
  • Linda Thomlinson (Piloting 4, Gunnery 1), Flashman
  • Blade Windall (Piloting 1, Gunnery 2), Highlander

Deployment (Attacker): The Attacker's BattleMechs must set up anywhere within 4 hexes of the south edge of the south map. The Irregulars' Air Lance is available at the start of Turn 3 (and may announce an attack during the Turn 3 Attack Phase), per the Strafing rules.

Victory Conditions: The scenario lasts 24 turns. At that time, points are awarded to players in the following manner. The player with the most points at the end of 24 turns is the winner.

SidePointsAction
Attacker3Each BattleMech exited off the north edge of the north map
Attacker2Each enemy BattleMech destroyed or unable to move or fight
Attacker1Each BattleMech on the north map and functional at the end of Turn 24
Defender3Each enemy BattleMech destroyed or unable to move or fight
Defender2Each AeroSpace fighter destroyed

Special Rules:

  • Treat all woods on the south map board as Heavy Woods.
  • Treat all streams or rivers as Level 0 Clear Terrain.
  • Use the AeroTech Strafing rules in the BattleTech Compendium (pp. 96–7) for the Irregulars' fighters.

Campaign: Operation Merlin

Situation: Camelot Command, 3 October 3051

Intelligence summary (opening prose), the "Mission Debriefing" transcript between Colonel Rhonda Snord and Field Marshal Nondi Steiner, and the closing in-world quotations are omitted as fiction and history.

The following six scenarios describe Operation Merlin, the campaign for possession of Camelot Command.

Campaign Rules

As with all previous scenarios, players should use the BattleTech Compendium rules. Any other optional or specific rules are given in each scenario.

The one exception is Men-At-Arms: Scenario 5. This is a BattleTroops scenario and uses those rules.

Clan Tactics

The Jade Falcon Clan believes in honorable, one-on-one combat, a precept of war respected by all the Clans. Thus, Clan forces are prohibited from attacking the Irregulars with anything more than one OmniMech per turn.

Clan MechWarriors also shun close combat, preferring to engage their targets with ranged weapons. Clan BattleMechs may not initiate physical attacks. However, Clan BattleMechs that are physically attacked may respond against their attacker, but only with a punch, kick, push, or club.

Hostile Environments

Use the optional Hostile Environments rules in the BattleTech Compendium (pp. 57–9) whenever appropriate. In particular, Camelot's Gate: Scenario 3 essentially takes place in a vacuum, at one-tenth normal gravity.

All infantry and Elementals have the necessary equipment to function normally in a vacuum.

Indoor Combat

In Scenarios 4 and 6, the Irregulars square off against the Dark Wing Cluster inside rooms at least four levels tall. These rooms are large enough to accommodate vehicle and BattleMech fighting. The following rules apply to indoor combat.

Terrain: Treat all clear terrain as pavement. No Death From Above attacks are allowed because the ceiling is too low.

Walls and Doors: Walls are shown on the map as dark lines. Doors are indicated by flat rectangles. Units may not pass through walls or doors that have not been breached by combat fire or damage.

When a wall (or door) splits a hex, any unit in that hex is on the side of the wall containing the majority of the hex.

Breaches: Walls and doors can be breached by damage. When a door hex takes 35 or more points of damage, or when a wall hex takes 50 or more points of damage, put a rubble counter on the door or wall. At this point, an infantry unit can pass through the breach. However, continue to keep track of how much total damage the door or wall has taken (most easily by noting it on the back of the counter), because additional damage is required for a vehicle or BattleMech to pass through the breach. (This is an exception to the standard BattleTech breach rules.) The Breaches Table indicates how much damage a breach must take before each type of unit may pass through it.

Breaches Table

Damage NeededAction
35Breach door for infantry or Elemental entry
50Breach wall for infantry or Elemental entry
55Breach door for tracked vehicle entry
65Breach door for BattleMech entry
75Breach wall for tracked vehicle entry
100Breach wall for BattleMech entry

It costs 2 MP to cross a hex with rubble. Wheeled vehicles cannot enter rubble. A BattleMech or vehicle entering a rubble hex must make a Piloting Skill Roll.

Debris: The warehouses of Camelot Command have several areas mounded with piles of old crates and other debris. As with other terrain, these hexes block line-of-sight and targeting, and cannot be entered by vehicles or BattleMechs. Each debris contour line is 1 level high.

Pillars: Pillars are scattered throughout the warehouse bays, as marked on the map. An infantry or Elemental unit may elect to have any LOS from one enemy unit blocked by "hiding" behind a pillar in the hex it occupies as long as it does not attack. Otherwise, pillars do not block line-of-sight.

Each pillar has CF 15. If a pillar takes 15 or more points of damage it collapses, along with some of the ceiling structure in the area. If a pillar collapses, any unit in the pillar's hex or in a hex adjacent to the pillar must roll 2D6. A result of 7 or higher indicates that the unit was hit. The falling pillar and debris does 4D6 points of damage to each unit it hits. For BattleMech damage locations use the Strafing Damage to BattleMechs Table in the BattleTech Compendium (p. 97). For vehicle damage locations, use the appropriate vehicle hit location tables in the BattleTech Compendium, pp. 41–3.

Guardian ECMs: A Guardian ECM's range is reduced by two hexes when used through an unbreached wall or door.

Normal Play

For normal play, use the Irregulars' and Dark Wing Cluster's listings, as provided with each scenario. Using this method, each scenario stands on its own and the results of one do not affect the others.

Campaign Play

For campaign play, the Irregulars player begins with the full battalion of Snord's Irregulars and the Jade Falcons player begins with the Dark Wing Cluster (see roster below).

In each scenario the player uses the lances listed under Defender and Attacker, but their condition carries over from previous scenarios and to subsequent scenarios. In other words, if a 'Mech loses its medium pulse laser in the first scenario, the laser is not available in subsequent scenarios until it has been repaired.

Use the optional Prizes, Repairs, and Scavenging rules in the BattleTech Compendium (pp. 61–2) to attempt repairs.

The time between scenarios in the campaign is as follows:

ScenarioRepair Time
1 to 21 hour
2 to 3Equipment fully repaired (see below)
3 to 41 hour (only the Irregulars may conduct repairs during this period)
4 to 5NA (BattleTroops scenario)
4 to 630 minutes

Note: the printed table lists the last row as "4 to 6" directly after "4 to 5". The text is transcribed as printed.

Three weeks pass between the second and third scenarios. During this time both sides may repair all the damage incurred during the Apollo raid. Since the Irregulars stocked ample supplies of armor, myomer, and other repair parts for the voyage, most of the repairs can be completed. By the time they arrive at Camelot Command, both the Irregulars and the Jade Falcons are at full strength.

If the Irregulars win the first scenario, they may fight using any of the Clan OmniMechs they won in the combat trial. However, they have no repair parts or extra ammunition for their new OmniMechs, and all Piloting and Gunnery Skill Rolls are at +1 because the equipment is unfamiliar.

Elemental Infantry (Scenario 5): If the players are conducting a campaign, then only the Elementals that exited Scenario 4 through the door in Hex 0416 may be used as the Clan Elementals for this scenario.

For each hit that an Elemental has taken before Scenario 5, mark off an armor box on the BattleTroops damage sheet for Scenario 5.

Jade Falcons Roster

The unit that Snord's Irregulars face throughout Operation Merlin is the Dark Wing Cluster of the Jade Falcons. The Dark Wing Cluster is part of the Gamma Galaxy and is one of five Falcon clusters composed entirely of warriors who have, either from old age (by Clan standards) or injury, tested out of more prestigious positions in the Falcons. They live to die an honorable death in combat, but are usually assigned to rear areas as garrison forces. The engagements with Snord's Irregulars present a rare opportunity for them to test their skills and achieve an honorable death. This attitude makes them one of the most potent fighting units in the Falcons, despite their apparently low stature within the Warrior Caste.

Unit Roster, Dark Wing Cluster, Jade Falcons Clan

  • Name: The Dark Wing Cluster (The Dark Wings, The Dark Wings of Death)
  • Commander: Star Colonel Damon
  • Unit Composition: Six BattleMech Stars, 2 Elemental Stars (1 star assigned with BattleMechs)
  • Unit Status: Veteran/Elite
  • Unit Insignia: A dark green falcon holding a BattleMech's arm in its talons
  • Unit Nickname: The Old Vultures
  • Unit Assignments: JumpShip Hawk-Eye (Aegis Class), DropShips Diamondstar and Majestic Defiance (both Clan Union Class)

Dark Wing Cluster Command Star

  • Star Colonel Damon (Piloting 2, Gunnery 1), Thor
  • Star Commander Veltix (Piloting 1, Gunnery 3), Thor B
  • MechWarrior Trisha (Piloting 2, Gunnery 2), Uller C
  • MechWarrior Unis (Piloting 2, Gunnery 3), Uller
  • MechWarrior Bhamenn (Piloting 3, Gunnery 4), Uller B

Trinary Alpha

Alpha Heavy

  • Star Captain Trojon (Piloting 3, Gunnery 1), Vulture
  • MechWarrior Darakon (Piloting 2, Gunnery 1), Vulture B
  • MechWarrior Deborah (Piloting 3, Gunnery 4), Vulture
  • MechWarrior Addison (Piloting 3, Gunnery 4), Koshi D
  • MechWarrior Vargus (Piloting 3, Gunnery 3), Koshi

Alpha Shield

  • Star Commander Yolls (Piloting 1, Gunnery 2), Ryoken B
  • MechWarrior Adrian (Piloting 3, Gunnery 3), Ryoken A
  • MechWarrior Savrus (Piloting 3, Gunnery 4), Mad Cat D
  • MechWarrior Shultz (Piloting 1, Gunnery 3), Mad Cat
  • MechWarrior Terry (Piloting 2, Gunnery 3), Ryoken C

Alpha Probe

  • Star Commander Harris (Piloting 1, Gunnery 2), Dasher B
  • MechWarrior Tokko (Piloting 2, Gunnery 4), Dasher A
  • MechWarrior Robin (Piloting 1, Gunnery 3), Dasher
  • MechWarrior Gallis (Piloting 1, Gunnery 2), Dasher D
  • MechWarrior Stringfellow (Piloting 2, Gunnery 4), Dasher

Trinary Bravo

Bravo Supernova

  • Star Captain Norris (Piloting 1, Gunnery 1), Black Hawk
  • Point Commander Hannis, 4 Elementals
  • MechWarrior Nanette (Piloting 2, Gunnery 2), Thor B
  • Point Commander Sherry, 4 Elementals
  • MechWarrior Drast (Piloting 1, Gunnery 4), Puma C
  • Point Commander Franklin, 4 Elementals
  • MechWarrior Carter (Piloting 2, Gunnery 3), Puma B
  • Point Commander Miki, 4 Elementals
  • MechWarrior Von-Kapper (Piloting 2, Gunnery 3), Uller
  • Point Commander Asaki, 4 Elementals

Bravo Sweep

  • Star Commander Ultor (Piloting 1, Gunnery 2), Koshi B
  • MechWarrior Flange (Piloting 1, Gunnery 2), Dasher A
  • MechWarrior Durg (Piloting 3, Gunnery 4), Dasher C
  • MechWarrior Terrence (Piloting 2, Gunnery 3), Uller
  • MechWarrior Brace (Piloting 3, Gunnery 3), Dasher

Bravo Hold

  • Elemental Star Commander Holly, 4 Elementals
  • Point Commander Diane, 4 Elementals
  • Point Commander Front, 4 Elementals
  • Point Commander Debby, 4 Elementals
  • Point Commander Derrick, 4 Elementals

Note: the Bravo Sweep column is printed with a faint mark after Ultor's Gunnery value; it is transcribed as 2.

Operation Merlin Scenarios

Warrior's Challenge: Scenario 1

The "Trial of Possession" story that opens this scenario is omitted as fiction. The preceding page of the source (p. 53) is a full-page illustration with no rules text.

Situation: Apollo, Tinkler Forest, 1134 hours, 14 August 3051

Game Set-Up: Lay out the maps as shown. Before beginning play, place a rubble counter on Hex 0913 of the south map. This represents the remains of the Star League outpost. Treat all water/stream hexes on the map boards as clear terrain.

Defender: The Defender is the Alpha Heavy Star, Trinary Alpha, Dark Wing Cluster, Jade Falcons. All the Falcon OmniMechs are in good condition.

Alpha Heavy

  • Star Captain Trojon (Piloting 3, Gunnery 1), Vulture
  • MechWarrior Darakon (Piloting 2, Gunnery 1), Vulture B
  • MechWarrior Deborah (Piloting 3, Gunnery 4), Vulture
  • MechWarrior Addison (Piloting 3, Gunnery 4), Koshi D
  • MechWarrior Vargus (Piloting 3, Gunnery 3), Koshi

Deployment (Defender): The Defender may set up anywhere at least eight hexes from the south edge of the north map.

Attacker: The Attacker consists of an informally formed combat "Star" of Snord's Irregulars. All the Irregulars' 'Mechs are in good condition.

First Irregulars Informal Star

  • Colonel Rhonda Snord (Piloting 2, Gunnery 1), Highlander
  • Charlotte Deblois (Piloting 3, Gunnery 1), Thug
  • Walker Roche (Piloting 3, Gunnery 2), Champion
  • Captain Samual "Shorty" Sneede (Piloting 1, Gunnery 1), Crockett
  • Lieutenant Bright Thomlinson (Piloting 2, Gunnery 1), Crockett

Deployment (Attacker): The Attacker may set up on any clear terrain hexes within three hexes of the border between the north and south maps.

Victory Conditions: The Attacker (the Irregulars player) is awarded points based on the condition of the Defender after 10 turns of play. A positive number indicates an Attacker victory, while a negative number indicates a Defender victory.

Victory Table

PointsCondition
1Each Irregulars 'Mech able to move or fire after Turn 10
2Each Jade Falcons OmniMech unable to move or fire after Turn 10
–2Each Irregulars 'Mech unable to move or fire after Turn 10
–1Each Jade Falcons OmniMech able to move or fire after Turn 10

Special Rules: Use the optional Fire rules from the BattleTech Compendium (p. 53–4). These rules are modified as follows:

  • All non-water hexes are flammable (including clear terrain hexes).
  • Wooded hexes generate more heat than usual, because of the dry underbrush. Add 2 points of heat accumulation to both the "Moving Out" and the "Standing In" totals (4 and 7, respectively).
  • Use standard heat accumulation values for non-wooded hexes that are on fire.
  • Clan OmniMechs may not intentionally start fires.
  • The prevailing wind is to the north.
  • Subtract 3 from all Target Numbers for starting fires on the Starting Fires Table to reflect the dry nature of the Tinkler Forest.
  • Subtract 2 from all Target Numbers for spreading fires on the Starting Fires Table.

Grand Melee: Scenario 2

Situation: Apollo, Tinkler Forest, 1248 hours, 14 August 3051

The "If You Can't Stand the Heat" debriefing transcript (Federated Commonwealth High Command and Captain Deb H'Chu, Tape 3009-889J) that opens this scenario, and the historical narrative in the right column of the Situation page, are omitted as fiction and history.

Game Set-Up: Lay out the maps as shown.

Defender: The Defender consists of Snord's Irregulars Second Company Support Lance and Third Company Fire Lance.

Support Lance

  • Lieutenant Darrell Lanst (Piloting 3, Gunnery 3), Padilla Artillery Tank
  • Dorchester Quinn (Piloting 4, Gunnery 2), Burke Heavy Tank
  • Archie Ferris (Piloting 4, Gunnery 1), Demon Armored Car
  • Nathan "Beaver" Hauck (Piloting 2, Gunnery 3), Rotunda Scout Car

Fire Lance

  • Lieutenant Bright Thomlinson (Piloting 2, Gunnery 1), Crockett
  • Linda Thomlinson (Piloting 4, Gunnery 1), Flashman
  • Blade Windall (Piloting 1, Gunnery 2), Highlander
  • Dalid "Darkside" Burns (Piloting 5, Gunnery 3), Enforcer

Deployment (Defender): The Support Lance may set up anywhere on the west map within 12 hexes of the west edge. The Fire Lance may set up anywhere on the east map.

Attacker: The Attacker consists of elements of the Dark Wing Cluster, Trinary Alpha, Alpha Shield, and Alpha Probe Stars.

Alpha Shield

  • Star Commander Yolls (Piloting 1, Gunnery 2), Ryoken B
  • MechWarrior Adrian (Piloting 3, Gunnery 3), Ryoken A
  • MechWarrior Savrus (Piloting 3, Gunnery 4), Mad Cat D
  • MechWarrior Shultz (Piloting 1, Gunnery 3), Mad Cat
  • MechWarrior Terry (Piloting 2, Gunnery 3), Ryoken C

Alpha Probe (Partial Star)

  • Star Commander Harris (Piloting 1, Gunnery 2), Dasher B
  • MechWarrior Tokko (Piloting 2, Gunnery 4), Dasher A
  • MechWarrior Robin (Piloting 1, Gunnery 3), Dasher

Deployment (Attacker): The Attacker begins Turn 1 by entering on the west map's west edge.

Victory Conditions: The scenario lasts 15 turns, after which each side is awarded points for certain conditions. The side with the most points wins the scenario.

Victory Table

Attacker (Jade Falcons)

PointsCondition
1Each Irregulars tank unable to move or fire
2Each Irregulars 'Mech unable to move or fire
2Each Irregulars unit on the map at end of scenario
5Each Irregulars 'Mech destroyed while carrying a crate

Defender (Snord's Irregulars)

PointsCondition
2Each Jade Falcon OmniMech unable to move or fire
2Each Irregulars unit exited off the east edge of the east map
1Each Irregulars unit exited off the south edge of the east map

Special Rules: Use the optional Fire rules in the BattleTech Compendium (pp. 53–4).

The Defender must choose two of the Irregulars' Fire Lance 'Mechs (Defender's choice) to carry crates filled with maps and data chips. If either 'Mech is destroyed, the Attacker earns victory points.

Camelot's Gate: Scenario 3

Situation: Camelot Command, Dark Nebula, 1430 hours, 6 September 3051

The "Evening the Odds" private log of Star Captain Norris and the challenge exchange between Star Colonel Damon and Colonel Snord that open this scenario are omitted as fiction. The narrative in the right column of the Situation page is omitted as history.

Game Set-Up: Lay out the maps as shown.

Defender: The Defender consists of elements of Snord's Irregulars. Despite action on Apollo earlier in the month, all Irregulars equipment is in good condition.

First (Command) Company, Rhonda Snord's Irregulars, Command Lance

  • Colonel Rhonda Snord (Piloting 2, Gunnery 1), Highlander
  • Dennis Maltesta (Piloting 2, Gunnery 2), Excalibur
  • David Rowsch (Piloting 3, Gunnery 2), Guillotine
  • Sharonus Wayne (Piloting 3, Gunnery 2), Spartan

First Company, Attack Lance

  • Lieutenant Marcos Shake (Piloting 2, Gunnery 1), Bombardier
  • Tempest Storm (Piloting 3, Gunnery 2), Spartan
  • Anthony Pryor (Piloting 3, Gunnery 1), Lancelot
  • Charlotte Deblois (Piloting 3, Gunnery 1), Thug

Second Company (Shorty's Scavengers), Command Lance (Partial)

  • Daniel Trump (Piloting 2, Gunnery 2), Champion
  • Marleen Danules (Piloting 4, Gunnery 2), Crab

Second Company, Air Lance

  • Lieutenant Richter Nikmen (Piloting 3, Gunnery 2), Rapier
  • Travis Horr (Piloting 3, Gunnery 3), Ironsides
  • Yolinda Brekner (Piloting 4, Gunnery 2), Gotha

Third Company, Command Lance

  • Captain Deb H'Chu (Piloting 1, Gunnery 1), Exterminator
  • Lieutenant Terry Malvinson (Piloting 2, Gunnery 1), Lancelot
  • Victoria Rose (Piloting 3, Gunnery 2), Excalibur
  • Richard "Rickbo" Burkeman (Piloting 3, Gunnery 1), Champion

Third Company, Support Platoons (Anti-'Mech Trained)

  • Lieutenant Fasha Nagaraj, Elite
  • Sergeant Baca Tsaprazis, Veteran, Jump Infantry (Laser)
  • Sergeant Nanette Warkentin, Regular, Motorized Infantry (SRM)

Source note: the printed Defender roster for this scenario ends at Sergeant Nanette Warkentin. No further platoon lines appear in the scan, and none are added here.

Gun Emplacements: The Defender receives two gun emplacements, described as follows.

Gun EmplacementValue
Tonnage100 tons
Number of Hexes1
Internal Structure10
Armor400 points, 25 tons: 200 points to outer walls, 200 points to turret
Power PlantHermes 100, 6 tons
Heat Sinks14, 14 tons
Weapons1 ER PPC, 7 tons; 1 Anti-Missile System, .5, 3 tons; Ammo/Anti-Missile (36), 3, 1 ton; Gauss rifle, 5, 8 tons; Ammo/Gauss rifle (64), 8

Note: Gauss rifle and ER PPC are mounted in turret. All other ammo and equipment are mounted in main housing of the installation.

Deployment (Defender): The Defender must set up all ground units before beginning play on the center and west map, at least 6 hexes from the west edge of the east map. The Defender's Air Lance may enter the west edge of the west map beginning on Turn 4. The Defender receives two gun emplacements as described above, on the east map at Hexes 0403 and 1111. These installations are remotely controlled from within the base by two gunners, each with Gunnery Skill 4.

Attacker: The Attacker's initial wave consists of the Dark Wing Command Star, Trinary Alpha's Probe and Shield Stars, and Trinary Bravo's Sweep Star. Trinary Bravo's Supernova Star reinforces on Turn 3.

Dark Wing Command

  • Star Colonel Damon (Piloting 2, Gunnery 1), Thor
  • Star Commander Veltix (Piloting 1, Gunnery 3), Thor B
  • MechWarrior Trisha (Piloting 2, Gunnery 2), Uller C
  • MechWarrior Unis (Piloting 2, Gunnery 3), Uller
  • MechWarrior Bhamenn (Piloting 3, Gunnery 4), Uller B

Trinary Alpha, Alpha Probe

  • Star Commander Harris (Piloting 1, Gunnery 2), Dasher B
  • MechWarrior Tokko (Piloting 2, Gunnery 4), Dasher A
  • MechWarrior Robin (Piloting 1, Gunnery 3), Dasher
  • MechWarrior Gallis (Piloting 1, Gunnery 2), Dasher D
  • MechWarrior Stringfellow (Piloting 2, Gunnery 4), Dasher

Trinary Alpha, Alpha Shield

  • Star Commander Yolls (Piloting 1, Gunnery 2), Ryoken B
  • MechWarrior Adrian (Piloting 3, Gunnery 3), Ryoken A
  • MechWarrior Savrus (Piloting 3, Gunnery 4), Mad Cat D
  • MechWarrior Shultz (Piloting 1, Gunnery 3), Mad Cat
  • MechWarrior Terry (Piloting 2, Gunnery 3), Ryoken C

Trinary Bravo, Bravo Sweep

  • Star Commander Ultor (Piloting 1, Gunnery 2), Koshi B
  • MechWarrior Flange (Piloting 1, Gunnery 2), Dasher A
  • MechWarrior Durg (Piloting 3, Gunnery 4), Dasher C
  • MechWarrior Terrence (Piloting 2, Gunnery 3), Uller
  • MechWarrior Brace (Piloting 3, Gunnery 3), Dasher

Trinary Bravo, Bravo Supernova

  • Star Captain Norris (Piloting 1, Gunnery 1), Black Hawk
  • Point Commander Hannis, 4 Elementals
  • MechWarrior Nanette (Piloting 2, Gunnery 2), Thor B
  • Point Commander Sherry, 4 Elementals
  • MechWarrior Drast (Piloting 1, Gunnery 4), Puma C
  • Point Commander Franklin, 4 Elementals
  • MechWarrior Carter (Piloting 2, Gunnery 3), Puma B
  • Point Commander Miki, 4 Elementals
  • MechWarrior Von-Kapper (Piloting 2, Gunnery 3), Uller
  • Point Commander Asaki, 4 Elementals

Deployment (Attacker): The Attacker's initial forces set up on any pavement hex within ten hexes of the east edge of the east map. Trinary Bravo's Supernova Star may enter the map along any edge within ten hexes of the east edge of the east map, beginning on Turn 3.

Victory Conditions: The Attacker has two goals, to engage and destroy the Irregulars and to acquire terrain. The victory conditions reflect this. The Defender wants to inflict as much damage as possible while withdrawing functional 'Mechs for later engagements with the enemy.

The Attacker (Jade Falcons Dark Wing Cluster) is awarded points for actions completed by the end of Turn 15. If these points are positive, the Attacker wins. If these points are negative, the Defender wins.

Victory Table

PointsAction
3Each Defender's unit destroyed
2Each Attacker's BattleMech exited off the west edge of the west map
1Each Attacker's Elemental point exited off the west edge of the west map
1Each installation destroyed
–2Each Defender's unit (but not AeroSpace Fighters) exited off the west edge of the west map
–3Each Attacker's unit destroyed or unable to move
–2Each installation still functional
–2Each Defender's AeroSpace Fighter still functional

Special Rules: Use the optional BattleTech Compendium rules for Strafing (p. 96), Anti-BattleMech Infantry (pp. 47–8), Gun Emplacements (p. 57), and Hostile Environments (Low Gravity and Vacuum, pp. 57–9). The gravity on the surface of Camelot Command is 10 percent of normal.

  • Wooded Hexes: Treat all wooded hexes as clear terrain.
  • Anti-BattleMech Trench: The Anti-BattleMech Trench is indicated on the west map. Any other terrain in the trench hexes is ignored. The trench is 3 levels deep and 1 hex across. Only BattleMechs capable of jumping may cross the trench. Any BattleMech walking or running into a trench hex immediately falls 2 levels and takes damage according to the falling rules. BattleMechs and infantry in the trench may fire within the trench. Firing into or out of the trench follows normal line-of-sight rules.
  • Gun Emplacements: A "Crew Killed" result against a turret means that the turret weapons can no longer fire.
  • Road: All hexes of the road marked on the map are clear terrain (pavement) of the indicated height.
  • Bridge: There is a 100 CF bridge over the Anti-BattleMech Trench in Hex 0602. Use standard rules for bridge movement and combat (p. 18).
  • Irregulars Exiting the Map Board: The Irregulars receive Victory Points for exiting units off the west edge of the west map. This movement is allowed at Turn 11.

Pitched Battle: Scenario 4

The "Cornered Rats" transcript of the Operation Merlin debriefing with Charlotte Deblois that opens this scenario is omitted as fiction. The narrative in the right column of the Situation page is omitted as history.

Situation: Camelot Command, Bays 5 and 6, 1620 hours, 6 September 3051

Game Set-Up: Lay out the maps as shown. Use the blank map sides of BattleTech map boards for the warehouse. Mark, or lay counters, paper strips, and so on to indicate walls, doors, debris, and pillars.

The printed legend marks Door (a flat rectangle across the wall line), Wall (a solid line), Pillar (a filled dot), Debris (an outlined contour), and Level 1 and Level 2 debris contours.

Defender: The Defender consists of elements of Snord's Irregulars Battalion.

First (Command) Company, Rhonda Snord's Irregulars, Command Lance

  • Colonel Rhonda Snord (Piloting 2, Gunnery 1), Highlander (LL 10 points of armor, missing 3 Heat Sinks; CT 20 points of armor)
  • Dennis Maltesta (Piloting 2, Gunnery 2), Excalibur
  • David Rowsch (Piloting 3, Gunnery 2), Guillotine (LA 3 points of armor, LT 10 points of armor, Jump Jets inoperative)
  • Sharonus Wayne (Piloting 3, Gunnery 2), Spartan (CT 17 points of armor, RT 10 points of armor, 1 Medium Pulse Laser in RA not operational)

First Company, Attack Lance

  • Lieutenant Marcos Shake (Piloting 2, Gunnery 1), Bombardier (RA 4 points of armor, LA 5 points of armor)
  • Tempest Storm (Piloting 3, Gunnery 2), Spartan
  • Anthony Pryor (Piloting 3, Gunnery 1), Lancelot
  • Charlotte Deblois (Piloting 3, Gunnery 1), Thug (CT 10 points of armor, RA 2 points of armor, RT 10 points of armor)

First Company, Recon Lance

  • Lieutenant Cyndos Thomlinson (Piloting 2, Gunnery 3), Mercury
  • Adrian MacLeod (Piloting 3, Gunnery 2), Hussar
  • Walker Roche (Piloting 3, Gunnery 2), Champion
  • Arnold Ling (Piloting 3, Gunnery 1), Kintaro

Second Company (Shorty's Scavengers), Command Lance

  • Captain Samual "Shorty" Sneede (Piloting 1, Gunnery 1), Crockett
  • Daniel Trump (Piloting 2, Gunnery 2), Champion
  • Marleen Danules (Piloting 4, Gunnery 2), Crab
  • Carter Malvinson (Piloting 4, Gunnery 3), Black Knight

Second Company, Support Lance

  • Lieutenant Darrell Lanst (Piloting 3, Gunnery 3), Padilla Artillery Tank
  • Dorchester Quinn (Piloting 4, Gunnery 2), Burke Heavy Tank
  • Archie Ferris (Piloting 4, Gunnery 1), Demon Armored Car
  • Nathan "Beaver" Hauck (Piloting 2, Gunnery 3), Rotunda Scout Car

Third Company, Support Platoons (Anti-'Mech Trained)

  • Sergeant Roger H'Chu, Veteran, Infantry (SRM)
  • Corporal Darwin "Breaker" Morgan, Elite, Motorized Infantry (Laser)

Deployment (Defender): The Defender must set up before play. The Second Company's Support Lance must set up on the east map. All other BattleMechs and infantry may deploy anywhere on the maps to the west of the far east wall. Any infantry on the west maps may use the Hidden Deployment optional rule if they set up in hexes with Level 1 Debris.

Attacker: The Attacker is the Dark Wing Cluster of the Jade Falcons, with elements of Trinary Alpha, Alpha Probe Star, Trinary Bravo, Bravo Sweep and Hold Stars, and the Dark Wing Cluster Command Star.

Command Star

  • Star Colonel Damon (Piloting 2, Gunnery 1), Thor (RA gone)
  • Star Commander Veltix (Piloting 1, Gunnery 3), Thor B (RL 8 points of armor, LA 2 points of armor, CT 7 points of armor)
  • MechWarrior Trisha (Piloting 2, Gunnery 2), Uller C (RT has no armor, ammo, or equipment)
  • MechWarrior Unis (Piloting 2, Gunnery 3), Uller (LA gone, LL 2 points of armor)
  • MechWarrior Bhamenn (Piloting 3, Gunnery 4), Uller B (LL 3 points of armor, RA 2 points of armor)

Trinary Alpha, Alpha Probe

  • Star Commander Harris (Piloting 1, Gunnery 2), Dasher B
  • MechWarrior Tokko (Piloting 2, Gunnery 4), Dasher A
  • MechWarrior Robin (Piloting 1, Gunnery 3), Dasher
  • MechWarrior Gallis (Piloting 1, Gunnery 2), Dasher D
  • MechWarrior Stringfellow (Piloting 2, Gunnery 4), Dasher

As printed: the Trinary Alpha section of this scenario's Attacker roster lists only the Alpha Probe Star, and the roster then continues with Trinary Bravo. No Alpha Shield Star is printed here, so none is transcribed.

Trinary Bravo, Bravo Supernova (Partial due to losses)

  • Star Captain Norris (Piloting 1, Gunnery 1), Black Hawk (RA, LA gone)
  • Point Commander Franklin, 3 Elementals
  • MechWarrior Carter (Piloting 2, Gunnery 3), Puma B (LT missing all armor/ammo/weapons/equipment)
  • Point Commander Miki, 3 Elementals
  • MechWarrior Von-Kapper (Piloting 2, Gunnery 3), Uller (RA gone)
  • Point Commander Asaki, 1 Elemental

Trinary Bravo, Bravo Sweep

  • Star Commander Ultor (Piloting 1, Gunnery 2), Koshi B
  • MechWarrior Flange (Piloting 1, Gunnery 2), Dasher A
  • MechWarrior Durg (Piloting 3, Gunnery 4), Dasher C
  • MechWarrior Terrence (Piloting 2, Gunnery 3), Uller
  • MechWarrior Brace (Piloting 3, Gunnery 3), Dasher

Deployment (Attacker): The Attacker may set up anywhere east of the far east wall.

Victory Conditions: The Attacker has two goals, to engage and destroy the Irregulars and to move through the warehouse exit into the station. The victory conditions reflect this. The Defender wants to inflict as much damage as possible while withdrawing functional 'Mechs for later engagements with the enemy.

The Attacker (Jade Falcons Dark Wing Cluster) is awarded points for actions completed by the end of Turn 20. If these points are positive, the Attacker wins. If these points are negative, the Defender wins.

Victory Table

PointsAction
3Each Defender's unit destroyed
3Each Attacker's BattleMech exited through the large door on the southwest map
1Each Attacker's Elemental exited through the large door on the southwest map
2Each Attacker's Elemental exited through the smaller door on the southwest map (at Hex 0416)
–3Each Defender's unit exited through the doors on the southwest map
–4Each Attacker's unit destroyed or unable to move

Special Rules: Use optional rules in the BattleTech Compendium for Anti-BattleMech Infantry (pp. 47–8) and Hidden Units (p. 57), as well as those given in Campaign Rules under Indoor Combat.

Men-At-Arms: Scenario 5

The "Fighting on the Floor" passage that opens this scenario, excerpted from Toad Men From Hell, The First Clan War by Lieutenant Fasha Nagaraj, is omitted as fiction.

Situation: Camelot Command, Base Command Center, 1802 hours, 6 September 3051

The narrative in the right column of the Situation page is omitted as history.

Game Set-Up: Lay out the maps as shown. Only the two highlighted buildings are used in this scenario. This scenario uses standard BattleTroops rules, with modifications listed under Special Rules.

Defender: The Defender consists of the Snord's Irregulars Third Company's First Infantry Platoon, totaling 12 personnel, including the two leaders.

Leaders

  • Lieutenant Fasha Nagaraj, Elite
  • Sergeant Baca Tsaprazis, Veteran

All troops are equipped with full Combat Armor. The following weapons are available for use by the Defender:

  • 1 Semi-Portable Heavy Laser
  • 2 Heavy SRM Launchers
  • 1 LAW
  • 4 Auto Grenade Launchers
  • 2 Satchel Charges
  • 2 Gyrojet Rifles
  • 3 Laser Rifles

Each Irregular carries two grenades and a Vibro-Blade.

Deployment (Defender): The Defender sets up first, anywhere in the two rooms used in the scenario.

Attacker: The Attacker consists of Elementals of the Trinary Bravo, Bravo Supernova, and Bravo Hold Stars.

Remnants, Trinary Bravo Elementals

Leaders

  • Elemental Yoshi, Veteran, Flamer and Gyrojet Rifle
  • Elemental Tarra, Regular, Laser and Gyrojet Rifles
  • Elemental Jacob, Regular, Flamer and Laser Rifle
  • Elemental Tikkison, Green, Flamer and Gyrojet Rifle
  • Elemental Zoran, Regular, Flamer and Gyrojet Rifle

Deployment (Attacker): The Attackers move into the stairwell of Building 3 at the beginning of Turn 1.

Victory Conditions: The game length is 30 turns. The Attacker (Jade Falcons) wins by having at least two Elementals in the north room within one hex of the north wall, and no opposing forces in the same room or in line-of-sight. Any other outcome is a Defender (Irregulars) victory.

Special Rules: Use the following optional rules from BattleTroops: Leadership, Area-Effect Weapons, Anti-'Mech Fire (for satchel charges), and Support Weapons.

Interiors: Treat all windows as solid walls. For this scenario, consider the two rooms joined as indicated in the printed illustration.

Elementals: The following rules are designed for quick and effective introduction of Elementals into BattleTroops. Elementals cannot use hand grenades, but can place satchel charges.

Elemental Armored Protection: The Elemental Armored Combat Suits can withstand major damage and will medicate the warrior using it (as printed). Use the record sheet below for Elementals in combat. Elementals have 15 MP and start with no damage. The armored suit absorbs damage as normal combat armor without the movement point penalties. Elemental combat suits can lose the first eight blocks without suffering a movement modifier. The record sheet shows three boxes marked with XXs. At each of these levels, one of the Elementals' weapons has been damaged. The damaged weapon is determined by the opposing player. Vibro-blades may be used against Elementals. Players may also plant satchel charges on Elementals, per the Anti-'Mech rules.

Elemental Record Sheet

Top band (shaded, "Armor Destroyed"), by armor box 10 to 1:

Armor Box10987654321
Value1515151212121010 (XX)10 (XX)8 (XX)

Armor box row, 10 to 0 (0 = DEAD), with the modifier and value row beneath:

Armor Box109876543210
Modifier+1+1+2+2+2+3+3NONE
Value8887766

Record sheet fields: Troop Number; SRM (four circles); Other Ammo (four circles); Primary Weapon Type, with Dmg, Short and Long ranges and MP; Secondary Weapon Type, with Dmg, Short and Long ranges and MP.

Elemental Weapons: Each Elemental is equipped with an SRM-2 pack, as indicated on the record sheet. Each is also equipped with a primary attack weapon (Right Arm) and a secondary attack weapon (slung under the Left Arm). Each Elemental has a manipulable claw.

For combat purposes, each Elemental weapon has its own firing arcs, and these must be placed separately.

An Elemental's manipulable claw does (MP/2) +2 Lethal Damage.

The following weapons may be attached as primary and secondary weapons:

WeaponBase 6: APV*Base 6: DamageBase 8: Short RangeBase 8: Long Range
Small Personal Laser212L1–9091–270
Gyrojet Rifle07L1–6061–200

*Armor Piercing Value for BattleTech conversion.

Birth of a Legend: Scenario 6

The "An Honorable End" conversation between Cranston Snord and Rhonda Snord that opens this scenario is omitted as fiction. The narrative in the right column of the Situation page is omitted as history.

Situation: Camelot Command, Main Engineering Bay, 2230 hours, 6 September 3051

Game Set-Up: Lay out the maps as shown. Use the blank sides of BattleTech map boards for the engineering bay. Mark or lay counters, paper strips, and so on to indicate walls, doors, debris, and pillars.

Defender: The Defender consists of elements of Snord's Irregulars. Their units are damaged as indicated.

First (Command) Company, Rhonda Snord's Irregulars, Command Lance

  • Colonel Rhonda Snord (Piloting 2, Gunnery 1), Highlander (LL 3 points of armor, missing 3 Heat Sinks, CT 4 points of armor, RA 5 points of armor, RL 5 points of armor)
  • Dennis Maltesta (Piloting 2, Gunnery 2), Excalibur (LA all equipment/weapons gone, LT 4 points of armor, LL 5 points of armor)

First Company, Recon Lance

  • Adrian MacLeod (Piloting 3, Gunnery 2), Hussar

Second Company (Shorty's Scavengers), Command Lance

  • Carter Malvinson (Piloting 4, Gunnery 3), Black Knight (H 1 point of armor, RA 4 points of armor, LL 14 points of armor, RL 3 points of armor, LT 17 points of armor, CT 17 points of armor, RT 11 points of armor)

Third Company, Fire Lance

  • Lieutenant Bright Thomlinson (Piloting 2, Gunnery 1), Crockett
  • Linda Thomlinson (Piloting 4, Gunnery 1), Flashman
  • Blade Windall (Piloting 1, Gunnery 2), Highlander
  • Dalid "Darkside" Burns (Piloting 5, Gunnery 3), Enforcer

Support Platoons (Anti-'Mech Trained)

  • Sergeant Roger H'Chu, Veteran, Infantry (SRM)
  • Corporal Darwin "Breaker" Morgan, Elite, Motorized Infantry (Laser)

Deployment (Defender): Snord's Irregulars set up anywhere inside the rooms on the maps.

Attacker: The Attacker consists of the remnants of the Dark Wing Cluster of the Jade Falcons. Their units are damaged as indicated.

Dark Wing Command

  • Star Colonel Damon (Piloting 2, Gunnery 1), Thor (RA gone, LA no armor, LB 10X gone, Ammo (LRM) 3 reloads, CT 13 points of armor, RT 5 points of armor)
  • MechWarrior Unis (Piloting 2, Gunnery 3), Uller (CT armor gone, LA gone, Ammo (AC) 6 reloads, LL 2 points of armor, LA 3 points of armor)

Note: the printed damage entry for MechWarrior Unis lists "LA gone" and also "LA 3 points of armor". Both are transcribed as printed.

Trinary Alpha, Alpha Shield

  • Star Commander Yolls (Piloting 1, Gunnery 2), Ryoken (B) (LA gone, RA 5 points of armor, LL no armor, RT no armor, 2 Double Heat Sinks gone)
  • MechWarrior Adrian (Piloting 3, Gunnery 3), Ryoken (A)
  • MechWarrior Savrus (Piloting 3, Gunnery 4), Mad Cat (D) (RA gone, RT gone, LL 10 points of armor, RL 14 points of armor, LA 8 points of armor, LT 14 points of armor, CT 11 points of armor)
  • MechWarrior Shultz (Piloting 1, Gunnery 3), Mad Cat (LT gone (two engine hits, LA non-functional), CT 20 points of armor, CT (rear) no armor, RA 6 points of armor, LA no armor, LL 22 points of armor)
  • MechWarrior Terry (Piloting 2, Gunnery 3), Ryoken (C) (RA gone, RT no armor, CT 6 points of armor, LL 10 points of armor, RL 4 points of armor)

Trinary Bravo, Bravo Supernova

  • Star Captain Norris (Piloting 1, Gunnery 1), Black Hawk (RA gone, LA gone, CT 4 points of armor, RT 3 points of armor, LT 10 points of armor)
  • Point Commander Franklin, 1 Elemental

Trinary Bravo, Bravo Sweep

  • Star Commander Ultor (Piloting 1, Gunnery 2), Koshi (B)

Trinary Bravo, Bravo Hold

  • Elemental Star Commander Holly, 2 Elementals
  • Point Commander Diane, 4 Elementals
  • Point Commander Front, 3 Elementals
  • Point Commander Debby, 1 Elemental

Deployment (Attacker): The Attacker sets up anywhere to the east of the rooms.

Victory Conditions: The Attacker (Jade Falcons) wins by having at least 4 intact Elementals or 2 intact BattleMechs in the room indicated at the end of Turn 15. This may be done by breaching the doors or walls. Any other result is a Defender (Irregulars) victory.

Special Rules: Use the BattleTech optional rules for Anti-BattleMech Infantry and Hidden Units. Also use the Indoor Combat rules given in Campaign Rules.

Sharonus Wayne
8
3
Tactics671
Technician473
8
2
Pistol484
Rogue4
— Bribery286
— Disguise187
— Forgery187
— Hide In Cover286
— Listen/Eavesdrop385
— Security Systems484
— Stealth385
Survival385
Tactics583
8
3
8
6
— Forgery286
— Listen/Eavesdrop286
— Security Systems286
Survival297
Tactics781
8
6
Rogue5
— Bribery583
— Disguise286
— Forgery484
— Hide In Cover385
— Listen/Eavesdrop583
— Stealth187
Survival286
Tactics671
8
3
— Listen/Eavesdrop286
— Security Systems681
— Stealth682
Streetwise693
Tactics583
7
2
Leadership297
Piloting/Mech583
Pistol473
Tactics484
Technician682
8
5
7
5
7
2
Leadership286
Piloting/Mech583
Pistol374
Tactics682
Technician187
8
5
Tactics473
8
6
7.5
CT
1
1
Small Pulse LaserLA11
14
RT
2
2
Anti-Missile SystemRT1.5
Ammo Anti-Missile (24)RT22
TAG (For Arrow IV)LT11
5
4
3
0