BattleTech: The Black Thorns
BattleTech: The Black Thorns Rulebook
Table of Contents
Table of Contents
How to Use This Book
The Black Thorns is a scenario pack for use with the BattleTech game system. Most of the scenarios in this book use the standard BattleTech rules found in the BattleTech Compendium. (This book provides page references for both the BattleTech Compendium and the BattleTech Compendium: Rules of Warfare (1994).) Several of the scenarios use rules presented in the following sourcebooks and boxed sets: AeroTech; BattleSpace; MechWarrior, Second Edition; Solaris VII; and the BattleTech Tactical Handbook. BattleTech Map Sets 2, 3, and 4 are also required to play the scenarios. Game stats for the 'Mechs, vehicles, and aerospace fighters are found in the BattleTech Technical Readouts 2750, 3025, 3026, 3050, and 3055.
Each scenario in this book allows players to recreate the exciting adventures of Jeremiah Rose and his Black Thorns mercenary unit. The book is divided into four main sections: Unit History, Personalities, Scenarios, and New 'Mechs. Unit History recounts the formation and history of the Black Thorns, provides an overview of the unit's exploits to date, and supplies the current Table of Organization and Equipment. Personalities provides descriptions and MechWarrior game statistics for the major characters among the Thorns. Scenarios contains 15 individual scenarios that recreate the epic battles fought by the Black Thorns and their founder, one-time Com Guard Jeremiah Rose. New 'Mechs supplies descriptions and game statistics for four new 'Mechs encountered by the Thorns in their battles with the Clans or by Jeremiah Rose during his days with ComStar.
Except for those rules published in the various BattleTech supplements listed above, the rules included in each scenario provide all the information needed to understand and play out the scenario. Each scenario begins with a personal account of the engagement and ends with a brief description of the battle's historical outcome. The individual scenarios also include sections titled Game Set-Up, Attacker, Defender, Victory Conditions, and Special Rules.
Game Set-Up provides specific information needed to play the scenarios, including instructions on laying out mapsheets, directions for any special terrain features, and suggestions on appropriate BattleTech rules to use.
Attacker and Defender describe each scenario's combatants. These sections also contain directions for deploying forces.
Victory Conditions describes the possible outcomes of each scenario. In combat, an action rarely continues until one side is obliterated. Often both sides claim victory if they have achieved their tactical objectives. Victory Conditions simulates this conduct by listing specific objectives that each side may seek to achieve in a scenario along with the conditions needed to satisfy those objectives.
Special Rules lists any rules needed to play the scenario not covered in the standard BattleTech rules.
Unit Description
Transcriber's note: the Unit History section (Victory on Solaris, First Contract, Ragged Defense, Working for the Dragon, Courcheval and Future Plans) is narrative and is omitted. The Unit Description and Personnel Roster below give the unit's organization and are transcribed as printed.
The Black Thorns is a company-sized BattleMech unit that grows and shrinks according to battlefield losses and recruiting. The unit currently numbers twelve 'Mechs, organized in three four-'Mech lances. Captain Jeremiah Rose chose to use this formation despite his training in the Com Guards, where units are based on the number six, because his executive officer convinced him that classic Inner Sphere formations would assist new recruits in training and ease the logistical burden of supplying the unit.
The command lance is the lynchpin of the unit and normally lands in the thick of the fighting. Rose commands this lance and uses its heavy 'Mechs to lead by example. This lance always takes considerable damage and is usually the last to receive repairs. Rose counts on the experience of the pilots to keep these heavy 'Mechs in operation during campaigns. To avoid trouble when he must devote the bulk of his attention to planning strategy, Rose works with a bodyguard 'Mech. Rianna Rose, the company's executive officer, also fights with this lance.
The battle lance is composed exclusively of heavy and assault 'Mechs. When acting as a defending force, the Thorns use these 'Mechs to reinforce the command lance. When the unit is attacking, the battle lance provides the extra punch often needed to secure objectives. Because these 'Mechs are the slowest in the mercenary company, this lance most often guards static targets or assault stationary objectives. In most cases Rose assigns any liaison officer attached to the unit to this lance. The addition of a fifth 'Mech further increases the lance's offensive power and keeps the liaison officer within arm's reach of Rose.
The Thorns' recon lance is composed exclusively of light 'Mechs, most of which are jump-capable. Despite the short life expectancy of light 'Mechs in battles against the Clans, the recon lance of the Black Thorns has done remarkably well. Rose normally keeps this lance out of combat unless their help becomes absolutely necessary, using them primarily to locate the enemy so that the heavier lances can move in against the opposition. Having seen the damage that assault OmniMechs can inflict on an Inner Sphere light 'Mech, Rose limits this lance's duties to scouting and recon.
PERSONNEL ROSTER (AS OF 13 JULY 3057)
- Command Lance
- Captain Jeremiah Rose, Elite, Masakari
- Executive Officer Rianna Rose, Regular, Phoenix Hawk
- MechWarrior Antioch Bell, Veteran, Banshee
- MechWarrior Jamshid Al-Kalibi, Regular, Mad Cat
- Battle Lance
- Lieutenant Esmerelda, Elite, Mad Cat
- MechWarrior Badicus O'Shea, Regular, Warhammer
- MechWarrior Hawg, Regular, BattleMaster
- MechWarrior Greta Podell, Regular, Charger
- Recon Lance
- Lieutenant Ajax, Elite, Raven
- MechWarrior Yuri Dogdorvich, Veteran, Dasher
- MechWarrior Leeza Rippiticue, Regular, Mercury
- MechWarrior Katherine "Kitten" Kittiallen, Green, Panther
Personalities
Transcriber's note: each personality's character background is omitted. The MechWarrior Data block (age, home planet, 'Mech type, attributes, characteristics, edge, advantages, assets, equipment and skills) is transcribed as printed. Where the printed block carries an asterisk, it is reproduced as printed; the source gives no footnote for it.
Jeremiah Rose
- Age: 32
- Home Planet: Northwind
- 'Mech Type: Masakari
MechWarrior Data
- Attributes: BLD 4 (8+); REF 6 (6+); INT 6 (6+); LRN 6 (6+); CHA 4 (4+)
- Characteristics: Athletic 8+; Physical 6+; Mental 6+; Social 8+
- Edge: 3
- Advantages: Sixth Sense
- Assets: 1,430,000 C-bills (all tied to mercenary unit)
- Equipment: Ablative/Flak Cooling Vest; SLDF Neurohelmet; Star League Laser Pistol (Range 1-4/5-12/13-20; Power Use 1; Damage 4D6; Note: Silent)
- Skills (Rating, Target Number):
- Bureaucracy 2 (6+)
- Communications/Conventional 1 (5+)
- Gambling 2 (4+)
- Gunnery/'Mech 5 (1+)
- Leadership 3 (5+)
- Medtech 1 (5+)
- Negotiation 2 (6+)
- Perception 3 (3+)
- Piloting/'Mech 4 (2+)
- Small Arms 3 (3+)
- Strategy 3 (3+)
- Survival 2 (4+)
- Tactics 4 (2+)
- Technician/'Mech 2 (4+)
- Unarmed Combat 2 (6+)
Rianna Rose
- Age: 23
- Home Planet: Northwind
- 'Mech Type: Phoenix Hawk
MechWarrior Data
- Attributes: BLD 4 (8+); REF 5 (7+); INT 5 (7+); LRN 6 (6+); CHA 6 (6+)
- Characteristics: Athletic 9+; Physical 8+; Mental 7+; Social 7+
- Edge: 2
- Advantages: Natural Aptitude: Administration
- Assets: 1,250 C-bills
- Equipment: Mydron Pistol; Personal Communicator; Portable Computer
- Skills (Rating, Target Number):
- Administration 3 (4+)*
- Computer 1 (6+)
- Gunnery/'Mech 2 (6+)
- Medtech 1 (6+)
- Negotiation 1 (6+)
- Piloting/'Mech 4 (4+)
- Running 1 (7+)
- Scrounge 1 (6+)
- Small Arms 2 (6+)
- Survival 1 (6+)
- Technician/'Mech 3 (4+)
- Unarmed Combat 1 (8+)
Esmerelda
- Age: 39
- Home Planet: Solaris VII
- 'Mech Type: Mad Cat
MechWarrior Data
- Attributes: BLD 6 (6+); REF 5 (7+); INT 6 (6+); LRN 4 (8+); CHA 4 (8+)
- Characteristics: Athletic 7+; Physical 7+; Mental 8+; Social 10+
- Edge: 3
- Advantages: Toughness
- Assets: 52,150 C-bills
- Equipment: Sternsnacht; Vibrodagger
- Skills (Rating, Target Number):
- Appraisal 2 (6+)
- Blade 2 (5+)
- Gambling 4 (4+)
- Gunnery/'Mech 5 (2+)
- Leadership 4 (6+)
- Perception 4 (3+)
- Piloting/'Mech 4 (3+)
- Small Arms 3 (4+)
- Streetwise 4 (6+)
- Survival 2 (6+)
- Tactics 3 (5+)
- Technician/'Mech 5 (3+)
- Tinker 4 (4+)
- Unarmed Combat 3 (4+)
Badicus O'Shea
- Age: 40
- Home Planet: Nestor
- 'Mech Type: Warhammer
MechWarrior Data
- Attributes: BLD 6 (6+); REF 5 (7+); INT 5 (7+); LRN 4 (8+); CHA 5 (7+)
- Characteristics: Athletic 7+; Physical 8+; Mental 9+; Social 8+
- Edge: 4
- Advantages: Extra Edge (2)
- Assets: 3,500 C-bills
- Equipment: Sunbeam Laser Pistol
- Skills (Rating, Target Number):
- Drive 2 (6+)
- Gambling 4 (5+)
- Gunnery/'Mech 4 (4+)
- Medtech 2 (7+)
- Perception 3 (6+)
- Piloting/'Mech 4 (4+)
- Quickdraw 5 (3+)
- Seduction 3 (5+)
- Small Arms 4 (4+)
- Streetwise 4 (4+)
- Technician/'Mech 2 (7+)
- Unarmed Combat 3 (4+)
Ajax
- Age: 40
- Home Planet: No Return
- 'Mech Type: Raven
MechWarrior Data
- Attributes: BLD 4 (8+); REF 6 (6+); INT 6 (6+); LRN 6 (6+); CHA 3 (9+)
- Characteristics: Athletic 8+; Physical 6+; Mental 6+; Social 9+
- Edge: 3
- Advantages: Sixth Sense
- Assets: 132,700 C-bills
- Equipment: BattleMech Repair Kit; Medical Kit
- Skills (Rating, Target Number):
- Cryptography 2 (4+)
- Gunnery/'Mech 4 (2+)
- Interrogation 5 (4+)
- Leadership 4 (5+)
- Medtech 2 (4+)
- Perception 4 (2+)
- Piloting/'Mech 5 (1+)
- Protocol 4 (5+)
- Running 2 (6+)
- Small Arms 3 (3+)
- Survival 4 (2+)
- Tactics 3 (3+)
- Technician/'Mech 3 (3+)
- Unarmed Combat 5 (3+)
Hawg
- Age: 29
- Home Planet: Kooken's Pleasure Pit
- 'Mech Type: BattleMaster
MechWarrior Data
- Attributes: BLD 6 (6+); REF 6 (6+); INT 6 (6+); LRN 5 (7+); CHA 5 (7+)
- Characteristics: Athletic 6+; Physical 6+; Mental 7+; Social 7+
- Edge: 2
- Advantages: Extra Edge (1)
- Assets: 3,500 C-bills
- Equipment: Ablative/Flak Vest; Auto-Pistol w/15 reloads; Basic Field Kit; BattleMech Repair Kit; Medkit
- Skills (Rating, Target Number):
- Communications/Conventional 1 (6+)
- Computer 2 (5+)
- Gambling 1 (6+)
- Gunnery/'Mech 3 (3+)
- Medtech 1 (6+)
- Perception 1 (6+)
- Piloting/'Mech 2 (4+)
- Running 3 (3+)
- Small Arms 2 (4+)
- Special Interest/Literature 3 (4+)
- Strategy 1 (6+)
- Survival 2 (5+)
- Swimming 2 (4+)
- Technician/'Mech 4 (2+)
- Unarmed Combat 3 (3+)
Rachel McCloud
- Age: 35
- Home Planet: None
- Ship Type: Union Class DropShip, the Bristol
MechWarrior Data
- Attributes: BLD 4 (8+); REF 4 (8+); INT 5 (7+); LRN 6 (6+); CHA 6 (6+)
- Characteristics: Athletic 10+; Physical 9+; Mental 7+; Social 7+
- Edge: 2
- Advantages: Wealth
- Assets: 3,436,000 C-bills (all tied to the DropShip Bristol)
- Equipment: Armored Vest; Personal Communicator
- Skills (Rating, Target Number):
- Administration 2 (5+)
- Appraisal 4 (3+)
- Bureaucracy 3 (4+)
- Communications/Conventional 2 (5+)
- Computer 2 (5+)
- Gunnery/Spacecraft 3 (6+)
- Leadership 2 (5+)
- Medtech 1 (6+)
- Navigation 3 (4+)
- Negotiation 2 (5+)
- Perception 1 (6+)
- Piloting/Spacecraft 5 (4+)
- Protocol 2 (5+)
- Small Arms 1 (8+)
- Technician/Electronics 2 (5+)
- Technician/Mechanic 2 (5+)
- Unarmed Combat 4 (6+)
Antioch Bell
- Age: 32
- Home Planet: Orkney
- 'Mech Type: Banshee
MechWarrior Data
- Attributes: BLD 4 (8+); REF 5 (7+); INT 5 (7+); LRN 5 (7+); CHA 6 (6+)
- Characteristics: Athletic 9+; Physical 8+; Mental 8+; Social 7+
- Edge: 5
- Advantages: Extra Edge (2)
- Assets: 32,000 C-bills
- Equipment: Ablative/Flak Vest; Deluxe Field Kit; Laser Pistol; Medipack
- Skills (Rating, Target Number):
- Administration 1 (7+)
- Computer 2 (6+)
- Driving 4 (4+)
- Gambling 2 (6+)
- Gunnery/'Mech 5 (3+)
- Leadership 2 (5+)
- Medtech 2 (6+)
- Perception 3 (5+)
- Piloting/'Mech 4 (4+)
- Seduction 3 (4+)
- Small Arms 3 (5+)
- Survival 2 (6+)
- Tactics 2 (6+)
- Technician/'Mech 2 (6+)
- Unarmed Combat 3 (6+)
Scenarios
Transcriber's note: each scenario's opening quotation, Situation text, Aftermath and historical outcome are omitted as in-world narrative. Game Set-Up, Attacker, Defender, Deployment, Victory Conditions and Special Rules are transcribed as printed, including the pilot skill ratings shown in each force list.
Ridge Line
Game Set-Up
Lay out the BattleTech maps end-to-end as shown to create a long playing area. Use the Rolling Hills maps 1 and 2 found in BattleTech Map Set 3.
Defender
The Defender consists of Kimmelry's Raiders, members of the Com Guards 103rd Division.
Kimmelry's Raiders
- Adept Jeremiah Rose (Piloting 3, Gunnery 3), Shootist
- Acolyte Mark Jenkins (Piloting 3, Gunnery 4), Thug
- Acolyte Scott Hopper (Piloting 5, Gunnery 4), Crab
- Acolyte Stephen Morressy (Piloting 4, Gunnery 3), Exterminator
- Acolyte Oliver Batteil (Piloting 4, Gunnery 4), Black Knight
- Acolyte Julia Tiegard (Piloting 4, Gunnery 3), Highlander
Deployment: The Defender sets up first on the eastern mapsheet at any location and any facing he chooses, but his units may not begin the game hidden.
Attacker
The Attacker consists of members of Alpha Claw 1, Trinary Bravo, First Jaguar Guards.
Trinary Bravo
- Star Commander Gorson (Piloting 3, Gunnery 3), Vulture-A
- MechWarrior Elam (Piloting 3, Gunnery 3), Vulture-A
- MechWarrior Coldrain (Piloting 3, Gunnery 3), Ryoken Prime
- MechWarrior Vigord (Piloting 3, Gunnery 3), Ryoken Prime
- MechWarrior Winstalf (Piloting 3, Gunnery 3), Ryoken Prime
Deployment: The Attacker enters on Turn 1 from the west edge of the map. All 'Mechs must enter the map at the beginning of Turn 1.
Victory Conditions
The side with the last functional 'Mech left standing wins the scenario. Keep in mind that the Smoke Jaguars want to secure as much ground as quickly as possible. They believe themselves invincible and do not consider the six Com Guards BattleMechs much of a threat.
Special Rules
Neither side will give ground in this fight, and so no units may exit the mapsheets.
Red Rage
Game Set-Up
Lay out the BattleTech maps as shown, placing the Scattered Woods and Lake Area maps, found in BattleTech Map Set 2, end to end to create the west side of the playing area and placing the Rolling Hills maps 1 and 2, found in BattleTech Map Set 3, end to end to make the east side of the playing area.
Defender
The Defender consists of members of Beta Claw 2, Trinary Alpha, First Jaguar Guards.
Trinary Alpha
- Star Commander Biaster (Piloting 2, Gunnery 2), Thor Prime
- MechWarrior Thrain (Piloting 3, Gunnery 2), Masakari Prime
- MechWarrior Yrsin (Piloting 3, Gunnery 3), Mad Cat-A
- MechWarrior Kenel (Piloting 3, Gunnery 3), Shadow Cat-A
- MechWarrior Fejensk (Piloting 3, Gunnery 3), Shadow Cat-B
Deployment: The Defender sets up first on either of the western mapsheets at any location and any facing, but his units may not begin the game hidden.
Attacker
The Attacker consists of members of the Com Guards 103rd Division.
Kimmelry's Raiders
- Adept Jeremiah Rose (Piloting 3, Gunnery 3), Shootist
- Acolyte Mark Jenkins (Piloting 3, Gunnery 4), Thug
- Acolyte Scott Hopper (Piloting 5, Gunnery 4), Crab
- Acolyte Stephen Morressy (Piloting 4, Gunnery 3), Exterminator
- Acolyte Oliver Batteil (Piloting 4, Gunnery 4), Black Knight
- Acolyte Julia Tiegard (Piloting 4, Gunnery 3), Highlander
Deployment: The Attacker enters on Turn 1 from the east edge of the mapsheets. All 'Mechs must enter on Turn 1.
Victory Conditions
Rose and the rest of his company are attempting to fight their way past the Jaguars' rearguard and attack the Clan DropShips. Victory goes to the side with the highest total points. Award points as follows:
- Com Guards: 1 point for each Smoke Jaguar 'Mech destroyed; 1 point for each Com Guards 'Mech that exits off the west edge of the mapsheets.
- Smoke Jaguars: 1 point for every Com Guards 'Mech destroyed.
Special Rules
Rose fought the entire battle in a berserk fury and remembered little about it afterward. To represent his mental state apply the following rules:
- Rose must always fire at the closest target and may not split shots between targets.
- Rose must fire every weapon capable of hitting a target unless such firing would result in an automatic shutdown.
- Rose's 'Mech must stay on the mapsheet until all Com Guards 'Mechs have either exited, been disabled, or been destroyed.
What Price Victory
Game Set-Up
Lay out the BattleTech maps as shown, placing the Scattered Woods and Lake Area maps, found in BattleTech Map Set 2, end to end to form the west side of the playing area and placing the Rolling Hills maps 1 and 2, found in BattleTech Map Set 3, end to end to form the east side of the playing area. The Rolling Hills maps represent the ridge where the Com Guards waited and hoped that the Wolves would pass them by.
Defender
The Defender is comprised of members of the Com Guards 103rd Division.
Kimmelry's Raiders
- Adept Jeremiah Rose (Piloting 3, Gunnery 3), Shootist
- Acolyte Mark Jenkins (Piloting 3, Gunnery 4), Thug
- Acolyte Scott Hopper (Piloting 5, Gunnery 4), Crab
- Acolyte Oliver Batteil (Piloting 4, Gunnery 4), Black Knight
- Acolyte Julia Tiegard (Piloting 4, Gunnery 3), Highlander
Deployment: The Defender sets up first on the eastern mapsheets at any location and any facing, but his units may not begin the game hidden. In addition, no Com Guards 'Mech may begin play closer than 7 hexes away from Rose's Shootist.
Attacker
The Attacker consists of members of Bravo Second Star, Trinary Second, Wolf 279th Battle Cluster.
Bravo Second Star
- Star Commander Galvin (Piloting 2, Gunnery 3), Fenris Prime
- MechWarrior Nokkin (Piloting 3, Gunnery 2), Mad Cat-A
- MechWarrior Lucian (Piloting 3, Gunnery 4), Mad Cat-B
- MechWarrior Bisston Carns (Piloting 4, Gunnery 3), Puma-A
- MechWarrior Wetten (Piloting 3, Gunnery 3), Puma-A
Deployment: The Attacker enters on Turn 1 from the west edge of the mapsheets. All 'Mechs must enter the map on Turn 1.
Victory Conditions
When the Com Guards reinforcements arrive, determine the victor according to the conditions listed below:
- No Com Guards 'Mechs remaining: Decisive Wolf Victory
- 1 Com Guards 'Mech remains: Pyrrhic Com Guards Victory
- 2 Com Guards 'Mechs remain: Marginal Com Guards Victory
- 3 Com Guards 'Mechs remain: Substantial Com Guards Victory
- 4-5 Com Guards 'Mechs remain: Decisive Com Guards Victory
Special Rules
- This engagement occurred during the hours between midnight and dawn. Apply standard night-combat modifiers (see Night Combat, p. 61, BattleTech Compendium, or p. 94, BattleTech Compendium: Rules of Warfare).
- Because the Com Guards are defending an entire area, they are honor-bound not to retreat and so none of the Com Guards 'Mechs may exit the mapsheets.
- The game ends when the Com Guards reinforcements arrive. To determine when the reinforcements show up, roll 1D6 in the End Phase of each turn beginning with Turn 5. Reinforcements arrive on a result of 6 in Turn 5; on each subsequent turn, subtract 1 from the result needed for reinforcements. For example, reinforcements arrive on a result of 5 or 6 in Turn 6, a result of 4-6 in Turn 7, and so on.
Up Close and Personal
Game Set-Up
Lay out Solaris VII Map 1: Steiner Stadium. All walls are down and in the locked position. Have the players roll one die; the player who achieves the highest result places 4 Light Building counters at random locations in the arena.
Defender
The Defender consists of warriors from the Warwick Stables.
Warwick Lance
- "Mad Dog" Maddox (Piloting 4, Gunnery 3), HCT-3NH Hatchetman
- Chuck Isibell (Piloting 4, Gunnery 3), CHR-3K Charger
- Ann Hawkins (Piloting 4, Gunnery 4), CN9-AL Centurion
- Andrew Norris (Piloting 5, Gunnery 5), JVN-10F Javelin
Deployment: The Warwick 'Mechs enter from the east edge of the mapsheet.
Attacker
The Attacker consists of Jeremiah Rose and warriors from the Carstairs Stables.
Carstairs Lance
- Jeremiah Rose (Piloting 2, Gunnery 1), SHD-2D2 Shadow Hawk
- Esmerelda (Piloting 3, Gunnery 2), WHM-7M Warhammer
- Mary Hodges (Piloting 4, Gunnery 3), STG-3G Stinger
- Jackson Carter (Piloting 5, Gunnery 4), HBK-4H Hunchback
Deployment: The Carstairs 'Mechs enter from the west edge of the mapsheet.
Victory Conditions
In this winner-takes-all battle, each side fights until his 'Mechs can no longer continue. Whoever defeats the enemy lance wins the scenario.
Special Rules
All weapons are non-functional, and ranged systems may not be fired. Therefore, players may only make physical attacks during the battle. Use the Dueling Rules, pp. 45-50, Solaris VII Gamemaster's Book. Note that none of the walls in the Steiner Stadium will be raised.
Building a Legend
Game Set-Up
Lay out the BattleTech maps as shown, placing the City Hills/Residential Maps 1 and 2 from BattleTech Map Set 3 side by side to form an even playing area. The Dragoon player should place 10 Light buildings on the east map to represent the mock town in the Dragoons' training field.
Defender
The Defender consists of elements of Wolf's Dragoons.
Dragoons Gamma Regiment Lances
- Captain Hawkens (Piloting 2, Gunnery 2), ANH-1A Annihilator
- Sergeant Hudson (Piloting 3, Gunnery 2), ARC-2W Archer
- Corporal Wood (Piloting 4, Gunnery 3), WVR-7M Wolverine
- Corporal Thomsend (Piloting 4, Gunnery 3), WVR-7M Wolverine
- Lieutenant Richardson (Piloting 3, Gunnery 3), IMP-2E Imp
- Sergeant Dickens (Piloting 3, Gunnery 3), CRD-3K Crusader
- Sergeant Adams (Piloting 4, Gunnery 3), ZEU-6T Zeus
- Corporal James (Piloting 5, Gunnery 4), SHG-2E Shogun
Deployment: The Dragoon units deploy as hidden units (see p. 57, BattleTech Compendium, or p. 89, BattleTech Compendium: Rules of Warfare) on the east mapsheet.
Attacker
The Attacker is the Black Thorns.
Black Thorns
- Captain Jeremiah Rose (Piloting 2, Gunnery 1), CHR-3K Charger
- Rianna Rose (Piloting 4, Gunnery 6), PHX-3D Phoenix Hawk
- Angus Lochart (Piloting 4, Gunnery 3), VLK-QD Valkyrie
- Badicus O'Shea (Piloting 4, Gunnery 4), SHD-2D2 Shadow Hawk
- Esmerelda (Piloting 3, Gunnery 2), WHM-7M Warhammer
- Hawg (Piloting 4, Gunnery 3), ZEU-6S Zeus
Deployment: The Thorns units enter on Turn 1 from the west edge of the mapsheets.
Victory Conditions
The first side to initiate a physical attack loses the battle. The scenario ends immediately after the first physical attack has been resolved.
If no physical attacks are made, the scenario ends when all 'Mechs on one side are destroyed or flee from the battlefield. In this case, the victory goes to the side with the highest total points. The Dragoons receive 1 point for every Thorn 'Mech destroyed. The Black Thorns receive 1 point for every Dragoon 'Mech destroyed and 1 point for every turn they remain in battle.
Special Rules
- The Dragoons units are surprised by the Thorns, and therefore cannot attack in the first Combat Turn.
- As soon as the Black Thorns spot the first Dragoon 'Mech, all other Dragoon 'Mechs emerge from hiding.
- In Turn 2 and each turn thereafter, the Dragoons player rolls 2D6 at the beginning of the Movement Phase. On a result of 9 or higher, Captain Hawkens loses his composure and moves toward the nearest Thorn 'Mech to initiate a physical attack. If he cannot reach an enemy 'Mech in a single move, he continues to advance toward the nearest Thorn 'Mech in subsequent turns until he can make a physical attack.
A Warm Welcome
Game Set-Up
Lay out BattleTech maps as shown, using Drainage Basin maps 1 and 2 from BattleTech Map Set 4. If a larger playing area is desired, players may add the Rolling Hills maps 1 and 2 from the BattleTech Map Set 3.
Defender
The Defender is the Black Thorns.
Black Thorns
- Captain Jeremiah Rose (Piloting 2, Gunnery 1), CHR-3K Charger
- Rianna Rose (Piloting 4, Gunnery 6), PHX-3D Phoenix Hawk
- Badicus O'Shea (Piloting 4, Gunnery 4), SHD-2D2 Shadow Hawk
- Esmerelda (Piloting 3, Gunnery 2), WHM-7M Warhammer
- Hawg (Piloting 4, Gunnery 3), ZEU-62 Zeus
- Ajax (Piloting 1, Gunnery 2), RVN-1X Raven
Deployment: The Thorns units set up on the western mapsheet(s).
Attacker
The Attacker consists of elements of the Borghese militia, led by Salander Morgan.
Borghese Militia Lance
- Salander Morgan (Piloting 4, Gunnery 3), MAD-4A Marauder II
- MechWarrior Matherson (Piloting 4, Gunnery 4), STK-4N Stalker
- MechWarrior Jamersmith (Piloting 5, Gunnery 4), BLR-3S BattleMaster
- MechWarrior Antioch Bell (Piloting 4, Gunnery 3), BNC-3S Banshee
- MechWarrior Collin (Piloting 4, Gunnery 3), AWS-8T Awesome
Deployment: The attacking units enter from the east edge of the mapsheet(s).
Victory Conditions
The first side to destroy all of the opposing 'Mechs wins the scenario.
Special Rules
- Antioch Bell has come to despise Morgan, who was once his commanding officer, but is torn about betraying him and joining the Black Thorns. Bell does not fire on any Thorns unit, except to protect himself or his 'Mech.
- Bell's unit always moves last during each turn's Movement Phase. Beginning in Turn 2, the defending player should roll 2D6 before moving Bell's unit to determine if Bell switches sides. On a result of 11 or higher in Turn 2, Bell joins the Thorns. After each unsuccessful roll, subtract 1 from the target number. In Turn 3, the defending player must roll a 10 or better for Bell to join the Thorns, in Turn 4 a 9 or better, and so on. If the defending player's rolls are all unsuccessful, Bell automatically switches to the Thorns' side in Turn 8.
- If Salander Morgan is killed, all militiamen except Bell will break and retreat. Bell will surrender to the Black Thorns. If Jeremiah Rose is killed, the Thorns fall victim to a killing frenzy and fight to the last man.
Beware the Thorns
Transcriber's note: "Beware the Thorns" is an operational campaign of four linked scenarios, played in the order shown on the Beware the Thorns Flowchart below. Its opening excerpt, the Situation texts and the Aftermath are omitted as narrative. The campaign rules, the Black Thorns Combat Value Points Table, the Meeting Engagement initial conditions and the scenario rules are transcribed as printed.
Beware the Thorns is an operational game using the rules given on pp. 12-27, BattleTech Tactical Handbook. Play the scenarios given below in sequence according to the Operational Turn order except as described on the Beware the Thorns Flowchart. Unless otherwise noted, all operational game rules apply.
When setting up the mapsheets, keep in mind that throughout the entire campaign the Thorns' home edge is the west edge and the Falcons' is the east edge.
Campaign Objective: The Thorns' objective in this campaign is to break through the Jade Falcon defenses around Houston and send a message to the Federated Commonwealth. The Falcons' objective is to keep that from happening. The winner of the campaign can claim Borghese for his side's respective leaders.
Beware the Thorns Flowchart
- Falcon Hunt (Meeting Engagement): T leads to Press the Attack (Advance); F leads to Press the Attack (Pursuit).
- Press the Attack (Advance): T leads to Night in the City; F leads to Counter Attack.
- Press the Attack (Pursuit): T leads to Counter Attack; F leads to Night in the City.
- Counter Attack: leads to Night in the City (see Victory Determination under Counterattack).
- Night in the City (Assault): T is Attacker Victorious; F is Defender Victorious.
Black Thorns Combat Value Points Table
Combat Pool: 29,602 points, allocated as follows:
| Mechs | CV Points |
|---|---|
| Command Lance, main body | |
| Captain Jeremiah Rose, Elite, CHR-3K Charger | 5,106 |
| Rianna Rose, Regular, PHX-3D Phoenix Hawk | 3,208 |
| Antioch Bell, Veteran, BNC-5S Banshee | 6,297 |
| Battle Lance, main body | |
| Esmerelda, Veteran, MAD-5A Marauder II | 6,733 |
| Hawg, Veteran, BLR-3S BattleMaster | 5,004 |
| Pursuit Lance, recon detachment | |
| Angus, Regular, VLK-QD Valkyrie | 1,547 |
| Ajax, Elite, RVN-3L Raven | 1,707 |
- Logistics Pool: 1,098 points
- Repair Pool: 300 points
- Reinforcement Pool: 0 points
Black Thorns Logistics: Because they are raiding, the Thorns have no reloads. The Thorns player can pay the base logistics cost for all personnel, but may not pay for weapon reloads during the operational game. All Black Thorn 'Mechs enter each scenario with the rounds they have remaining from the previous scenario.
Recovery and Repair: The severe time constraints of the battle for Houston allow the Black Thorns to repair damage to their 'Mechs only once during the entire operational game. This means that if they win an Operational Phase, they should press the attack rather than spending any Repair Points. If the Falcons win an Operational Phase, the Thorns may spend Repair Points as normal. The Thorns may not salvage damaged Clan 'Mechs until after the operational game has ended, but may salvage their own 'Mechs if time permits.
Meeting Engagement Initial Conditions
Black Thorns
- Walking speed of slowest 'Mech: -2
- Beagle Active Probe: +1
- Guardian ECM Suite: +1
- Landing Modifier: -2
- Total: -2
Attacker (Falcon Hunt)
The Attacker consists of the remaining Black Thorns listed in the Black Thorns Combat Value Points Table. The Thorns have a total of 31,000 CV points.
Defender (Falcon Hunt)
The Defender comprises elements of the Ninth Talon Cluster of the Jade Falcon Gamma Galaxy. The defending player rolls 2D6 to determine his starting forces, applying the +2 modifier that is standard for an Extraction Raid (p. 13, BattleTech Tactical Handbook). The Falcon force's total CV points (see p. 28, BattleTech Tactical Handbook) should be divided between his Combat Pool, Logistics Pool, Repair Pool, and Reinforcement Pool according to the standard Operational Game rules.
Falcon Hunt
As the Black Thorns are already on the planet, there is no need for a Planetary Landing scenario. Begin the operational game with the Meeting Engagement scenario under the initial conditions described in the table on p. 31.
Game Set-Up: Lay out the Heavy Forest 1, Rolling Hills 2, and Drainage Basin 2 maps from the BattleTech Map Sets 3 and 4 side by side to form a rectangular playing area.
Victory Determination: If the Thorns are victorious, they will press toward Houston in the Advance scenario. Go to Press the Attack, below. If the Falcons win the Meeting Engagement, they will hunt down and try to destroy the Thorns. In this case, play Press the Attack as the Pursuit scenario.
Press the Attack
This scenario serves as either the Advance or Pursuit scenario, depending on who won Falcon Hunt.
Game Set-Up: Lay out the BattleTech maps as shown, placing Rolling Hills Maps 1 and 2 from BattleTech Map Set 3 next to the CityTech Map from BattleTech Map Set 2. The CityTech Map represents Houston.
Victory Determination: Determine victory in Press the Attack using standard rules (p. 19, BattleTech Tactical Handbook). When played as an Advance scenario, Press the Attack can end when all mobile Thorn 'Mechs have exited off the east edge of the map.
The loser of this engagement may choose to launch a Counterattack scenario against the winner (see Counterattack, below). If not, go to the Assault scenario Night in the City.
Counterattack
If the loser of Press the Attack chooses to counterattack the winner, play proceeds as described on p. 19, BattleTech Tactical Handbook. Choose the mapsheets for this scenario according to standard operational game rules (p. 15, BattleTech Tactical Handbook).
Victory Determination: Regardless of who wins the Counterattack scenario, play proceeds to the final encounter, Night in the City.
Night in the City
This Assault scenario is the final phase of the operational game. The entire campaign has been fought over the past 18 hours, and this final nighttime battle will determine the fate of Borghese. During this scenario, use the Night Combat rules on p. 61, BattleTech Compendium, or p. 94, BattleTech Compendium: Rules of Warfare.
Game Set-Up: Lay out the City Hills/Residential maps from BattleTech Map Set 3.
Victory Determination: The winner of this scenario wins the campaign, ending the operational game (see Assault, p. 19, BattleTech Tactical Handbook).
Transcriber's note: the printed Press the Attack, Counterattack and Night in the City scenarios give no separate Attacker or Defender force lists. Their forces are generated by the operational game from the Combat Value Points Tables and pools above, as printed.
Some Were Expendable
Transcriber's note: the opening excerpt and the Situation text are omitted as narrative.
Game Set-Up
Some Were Expendable is a BattleSpace scenario. Lay out the BattleSpace mapsheets as shown.
Defender
The Defender consists of the Kurita JumpShip Ellyohippus and three DropShips.
Inner Sphere Ships
- Invader Class JumpShip Ellyohippus (modified to mount a lithium-fusion battery; this modification required the removal of a docking collar, reducing the vessel's DropShip Capacity to 2)
- Union Class DropShip Bristol
- Overlord Class DropShip Kirin
- Overlord Class DropShip Elkford
Deployment: The Ellyohippus and the Bristol begin in Hex 0307 on the left-hand map. Both ships have a Velocity of 0. The Elkford and the Kirin enter from the "east" edge of the right-hand map in Turn 1. Both these ships have a Velocity of 5.
Attacker
The Attacker is a group of four Clan OmniFighters, represented by a single Squadron counter.
Clan OmniFighter Squadron (4 OmniFighters: 2 Sabutai, 2 Jengiz)
- Armor Value: 6
- Safe Thrust: 6
- Heat Sinks: 41
- Maximum Thrust: 9
| Arc | Type | Heat | S | M | L | E |
|---|---|---|---|---|---|---|
| Nose | Mixed | 12 | 3 | 2 | 2 | 0 |
| LW | Mixed | 22 | 3 | 3 | 2 | 0 |
| RW | Mixed | 22 | 3 | 3 | 2 | 0 |
| Aft | Mixed | 4 | 1 |
Deployment: The Clan aerospace fighters enter from the "east" edge of the right-hand map in Turn 2. The fighters have a Velocity of 9.
Attacker Victory Table
- JumpShip destroyed: Decisive Victory
- 2 DropShips destroyed: Strategic Victory
- 1 DropShip destroyed, 1 DropShip and the JumpShip damaged: Marginal Victory
- 1 DropShip destroyed: Pyrrhic Victory
Victory Conditions
The Clan fighters win the scenario under the following conditions (see the Attacker Victory Table above). The Inner Sphere wins under the following conditions:
Defender Victory Table
- All Inner Sphere vessels exit mapsheets: Decisive Victory
- JumpShip and 2 DropShips exit mapsheets: Strategic Victory
- JumpShip and 1 DropShip exit mapsheets: Marginal Victory
- JumpShip exits mapsheets: Pyrrhic Victory
Special Rules
- The Elkford and the Kirin burn toward the JumpShip as the Bristol burns away from it, the two ships attempting to reach the Ellyohippus and dock before the JumpShip is forced to leave the system. The Clan fighters enter the combat in pursuit of the DropShips leaving Wolcott in Turn 2.
- The Bristol tries to get past the fighters and off the opposite side of the mapsheets.
- The Ellyohippus leaves the mapsheets in Turn 7 or as soon as it is attacked, whichever comes first. It will use its lithium-fusion batteries to jump. The sail is not deployed during the encounter.
Rise and Shine
Transcriber's note: the opening excerpt, the Situation text and the Aftermath are omitted as narrative.
Game Set-Up
Lay out the BattleTech maps as shown, using the two Desert Hills maps in BattleTech Map Set 2. Alternatively, players may use one Desert Hills map and a standard BattleTech mixed-terrain mapsheet, placing the mixed-terrain map to the east and disregarding all woods. Treat Level 0 terrain as Depth 1 water and reduce all hills by one Elevation Level (Level 1 terrain becomes Level 0, Level 2 becomes Level 1, and so on).
Attacker
The Attacker consists of Rose and Jamshid.
Ambush Force
- Captain Jeremiah Rose (Piloting 2, Gunnery 1), Masakari Prime
- Jamshid Al-Kalibi (Piloting 4, Gunnery 4), Mad Cat Prime
Deployment: The attackers deploy as hidden units on the eastern mapsheet. The attacking player should write down the numbers of the hexes in which the hidden units are located.
Defender
The Defender is the rest of the Black Thorns.
Command Lance
- Rianna Rose (Piloting 4, Gunnery 6), PHX-3D Phoenix Hawk
- Antioch Bell (Piloting 4, Gunnery 3), BNC-3S Banshee
Battle Lance
- Lt. Esmerelda (Piloting 3, Gunnery 2), Mad Cat Prime
- Hawg (Piloting 4, Gunnery 3), BLR-3S BattleMaster
- Greta Podell (Piloting 5, Gunnery 4), CHR-3K Charger
- Badicus O'Shea (Piloting 4, Gunnery 4), WHM-7M Warhammer
Recon Lance
- Lt. Ajax (Piloting 1, Gunnery 2), RVN-1X Raven
- "Kitten" Kittiallen (Piloting 6, Gunnery 5), PNT-10K Panther
- Leeza Rippiticue (Piloting 5, Gunnery 4), MCY-99 Mercury
- Yuri Dogdorvich (Piloting 3, Gunnery 3), Dasher-D
Deployment: The Defender enters from the west edge of the mapsheets.
Victory Conditions
The Attacker wins if his units destroy five or more of the Defender's units. The Defender wins if his units destroy both of the attacking 'Mechs while losing two or fewer of their own 'Mechs. Treat any other outcome as a draw.
Special Rules
The attacking units are hidden under Depth 1 water and will not reveal their presence until the defending units cannot easily escape.
Transcriber's note: a faint line on the Deployment area of the scan does not read clearly and has not been transcribed. The Attacker deployment above is the legible printed text.
School of Hard Knocks
Transcriber's note: the opening excerpt, the Situation text and the Aftermath are omitted as narrative.
Game Set-Up
Use the same mapsheet set-up as in the previous scenario, Rise and Shine (p. 36).
Defender
The Defender consists of the Black Thorns' command and battle lances.
Command Lance
- Captain Jeremiah Rose (Piloting 2, Gunnery 1), Masakari Prime
- Rianna Rose (Piloting 4, Gunnery 6), PHX-3D Phoenix Hawk
- Antioch Bell (Piloting 4, Gunnery 3), BNC-3S Banshee
- Jamshid Al-Kalibi (Piloting 4, Gunnery 4), Mad Cat Prime
Battle Lance
- Lt. Esmerelda (Piloting 3, Gunnery 2), Mad Cat Prime
- Badicus O'Shea (Piloting 4, Gunnery 4), WHM-6K Warhammer
- Hawg (Piloting 4, Gunnery 3), BLR-3S BattleMaster
- Greta Podell (Piloting 5, Gunnery 4), CHR-3K Charger
Deployment: The Defender deploys first. All defending units begin the game hidden (see p. 57, BattleTech Compendium, or p. 89, BattleTech Compendium: Rules of Warfare), and may be located in any hexes at any facings.
Attacker
The Attacker consists of the recon lance of the Black Thorns.
Recon Lance
- Lt. Ajax (Piloting 1, Gunnery 2), Raven
- Yuri Dogdorvich (Piloting 3, Gunnery 3), Dasher
- Leeza Rippiticue (Piloting 5, Gunnery 4), Mercury
- "Kitten" Kittiallen (Piloting 6, Gunnery 5), Panther
Deployment: The Attacker enters in Turn 1 from any edge of the mapsheets except the east edge.
Victory Conditions
The Attacker wins if he finds the battle lance and destroys at least 2 of its 'Mechs, then exits all mobile units off the edge of the mapsheet from which they entered. Any other outcome is a victory for the Defender.
Special Rules
The advantage of surprise and tactical coordination provided by Ajax means that the Attacker always wins the Initiative.
Cat and Mouse
Transcriber's note: the opening excerpt, the Situation text and the Aftermath are omitted as narrative. "Cat and Mouse" is an operational campaign of linked scenarios, played in the order shown on the Cat and Mouse Flowchart below. The campaign rules, Black Thorns Combat Value Points Table and scenario rules are transcribed as printed.
The Cat and Mouse Flowchart arrow labels (T and C) and the direction of its lower arcs are read from a scan at the limit of legibility; the edges listed below are the reading used here, and the printed chart should be checked against the book for any disputed arrow.
Cat and Mouse is an operational game using the rules given on pp. 12-27 of the BattleTech Tactical Handbook. Play the Planetary Landing Engagement first, followed by an initial Meeting Engagement and any appropriate subsequent scenarios (Advance, Pursuit, Counterattack) as shown on the Cat and Mouse Flowchart. Unless otherwise stated, all operational game rules apply in all scenarios.
Cat and Mouse Flowchart
- Planetary Landing leads to Meeting Engagement.
- Meeting Engagement: T leads to Advance; C leads to Pursuit.
- Advance: T leads to Assault; C leads to Counter Attack.
- Pursuit: T leads to Counter Attack; C leads to Defense.
- Counter Attack: T leads to Advance; C leads to Pursuit.
- Defense: T leads to Counter Attack; C leads to Assault.
- Assault: T is Attacker Victorious; C is Defender Victorious.
Black Thorns Combat Value Points Table
Combat Pool: 49,231 points, allocated as follows:
| Units | Combat Value |
|---|---|
| Command Lance, main body | |
| Captain Jeremiah Rose, Elite, Masakari Prime | 7,107 |
| Rianna Rose, Regular, PHX-3D Phoenix Hawk | 3,208 |
| Antioch Bell, Veteran, BNC-5S Banshee | 6,297 |
| Jamshid Al-Kalibi, Regular, Mad Cat Prime | 5,897 |
| Battle Lance, main body | |
| Lt. Esmerelda, Elite, Mad Cat Prime | 5,897 |
| Badicus O'Shea, Regular, WHM-7M Warhammer | 4,824 |
| Hawg, Veteran, BLR-3S BattleMaster | 5,004 |
| Greta Podell, Regular, CHR-3K Charger | 5,106 |
| Recon Lance |
- Logistics Pool: 2,269 points
- Repair Pool: 1,500 points
- Reinforcement Pool: 0 points
Selecting Mapsheets: Players should use the Rolling Hills maps from BattleTech Map Set 3 for this scenario, laying them side by side to provide an even playing area. If they need more space, players may also use the Heavy Woods maps from BattleTech Map Set 4.
Campaign Objective: The Thorns' objective in this operational game is to fight past the Nova Cat defenders in the area. If they break through and hold out long enough, they may be able to find an area where they can rest and refit. The Nova Cats' objective is to destroy the Black Thorns. Note that even though the Thorns' only objective in this campaign is to survive, that goal is equally as dangerous and difficult to achieve as any more aggressive action.
Defender: The Defender consists of elements of the 46th Nova Cat Cavaliers and the 14th Garrison Cluster. Though both units have access to OmniMechs, the Cavaliers are much better equipped and so should lead the hunt for the Black Thorns. To reflect the fact that the Black Thorns have dropped into the teeth of a heavily defended Clan world, the Defender should roll for starting forces with a +2 modifier (p. 13, BattleTech Tactical Handbook), and can re-roll the dice if the unmodified result is less than 5. This means that the minimum modified result will be 7, and so the Combat Value Multiplier must be at least .75 (see Combat Value Multiplier Table, p. 13, BattleTech Tactical Handbook). Therefore, the smallest force the Black Thorns will face is 75 percent of the merc unit's strength. The Defender may allocate his CV points among his Combat Pool, Logistics Pool, Repair Pool, and Reinforcement Pool per standard operational game rules.
Attacker: The Attacker is the remains of the Black Thorns mercenary company listed on the Black Thorns Combat Value Points Table, with 53,000 total CV points.
Black Thorns Logistics: Because their original mission was a raid, the Thorns have no reloads. The Thorns player may pay the base logistics cost for the unit's personnel, but may not pay for weapon reloads during the campaign. All Black Thorn 'Mechs enter each scenario with the rounds they had remaining in the previous scenario.
Planetary Landing Engagement: Because their DropShip was partly out of control during the drop, the Thorns scattered over a wide area and had little control over where they landed. To reflect this fact, the Black Thorns player may not apply a standard Planetary Landing Modifier to his Planetary Landing Roll (pp. 16-17, BattleTech Tactical Handbook). The Black Thorns have no reserves, and so it is especially important that they win the drop zone.
Victory Conditions: Standard scenario and campaign victory conditions apply to all scenarios in this operational game.
To Catch a Rising Star ... Captain
Transcriber's note: the opening excerpt, the Situation text and the Aftermath are omitted as narrative.
Game Set-Up
Lay out the BattleTech maps as shown below, placing the City Ruins map and the Lakes and Hills map from BattleTech Map Set 2 end to end with the city map to the west.
Defender
The Defender consists of elements of the 46th Nova Cat Cavaliers' Second Lightning Fangs Binary.
Command Star
- Star Captain Bledsoe Sumner (Piloting 2, Gunnery 2), Gladiator-G
- MechWarrior Jergen Watson (Piloting 3, Gunnery 3), Vulture-C
- MechWarrior Dorrian (Piloting 4, Gunnery 3), Vulture-B
- MechWarrior Ramsees (Piloting 4, Gunnery 4), Loki Prime
- MechWarrior Jeffery (Piloting 5, Gunnery 4), Thor Prime
Support Star
- Star Commander Michael Morris (Piloting 4, Gunnery 3), Mad Cat Prime
- MechWarrior Samuel Prest (Piloting 4, Gunnery 3), Mad Cat-B
- MechWarrior Petersen (Piloting 4, Gunnery 3), Thor-B
- MechWarrior Leslie (Piloting 4, Gunnery 3), Vulture-A
- MechWarrior Zink (Piloting 4, Gunnery 3), Vulture-A
Transport/Attack VTOL
- Pilot Hunter Chen (Piloting 4, Gunnery 3), Peregrine Attack VTOL
- Pilot Jean Francaix (Piloting 4, Gunnery 3)
- Passengers: Captain Sinclair Danes, Crewman Wilber Mercer, Crewman James Leon, Star Captain Thrace, MechWarrior Greta Podell
Deployment: The VTOL enters on Turn 1 from the west edge of the mapsheets and proceeds to the east edge of the mapsheets enroute to the Tracy K. The advance elements of the Nova Cats enter from the west edge of the mapsheets after the VTOL has completed 3 Movement Phases.
Attacker
The Attacker is the remainder of the Black Thorns' recon lance.
Recon Lance
- Lt. Ajax (Piloting 1, Gunnery 2), Raven
- Yuri Dogdorvich (Piloting 4, Gunnery 3), Dasher-D
- Leeza Rippiticue (Piloting 4, Gunnery 3), Mercury
Deployment: The Attacker sets up his units in an ambush on the Lakes and Hills map using the hidden units rules on p. 57, BattleTech Compendium, or p. 89, BattleTech Compendium: Rules of Warfare. The Attacker should record his units' positions on a separate sheet of paper.
Victory Conditions
The Thorns win the scenario if they successfully ambush the VTOL and force it to land, then exit off the east edge of the mapsheets with passengers and/or prisoners in tow. The Thorns lose the scenario if Captain Danes is killed or if the VTOL escapes off the east edge of the mapsheets.
The Nova Cats win the scenario if the VTOL successfully exits off the east edge of the mapsheets and if the advance elements of the Nova Cats destroy the Black Thorns recon lance.
Fire in the Night
Transcriber's note: the opening excerpt, the Situation text and the Aftermath are omitted as narrative.
Game Set-Up
Lay out the BattleTech maps as shown, using the River Delta/Drainage Basin map 2 from BattleTech Map Set 3 and the Rolling Hills map 1 from BattleTech Map Set 4. The aerospace fighters in this scenario use the AeroTech low-altitude rules, beginning on p. 96 of the BattleTech Compendium. Alternatively, players may use the AeroBattle low-atmosphere rules beginning on page 83, BattleSpace. The AeroBattle rules also appear in the BattleTech Compendium: Rules of Warfare, beginning on page 70.
Defender
The Defender consists of two Black Thorns 'Mechs.
Black Thorns
- Rianna Rose (Piloting 4, Gunnery 6), PHX-3D Phoenix Hawk
- "Kitten" Kittiallen (Piloting 5, Gunnery 6), PNT-10K Panther
Deployment: Rianna's Phoenix Hawk starts in Hex 0808 on the Rolling Hills map. The defending player may place the Panther in any adjacent hex.
Attacker
The Attacker consists of two aerospace fighters from the 46th Nova Cat Cavaliers.
Clan OmniFighters
- Pilot Fedreic Bedford (Piloting 5, Gunnery 5), HCT-213B Hellcat II
- Pilot Wallon (Piloting 6, Gunnery 5), HCT-213B Hellcat II
Deployment: The OmniFighters enter across the Rolling Hills map at the end of the Movement Phase of Turn 1. Neither fighter is carrying bombs.
Victory Conditions
The side with the highest total Victory Points wins the scenario. Award points as shown on the Victory Tables.
Defender Victory Table
- Message sent, both 'Mechs exit the mapsheets: 2 points
- Message sent, one 'Mech exits the mapsheets: 1 point
- Each aerospace fighter destroyed: 1 point
Attacker Victory Table
- Message intercepted, both 'Mechs destroyed: 2 points
- Message intercepted, one 'Mech destroyed: 1 point
- Each 'Mech destroyed: 1 point
Special Rules
- The defending units may not move during Turn 1.
- During the End Phase of each turn, the Defender rolls 2D6 to determine if the Thorns 'Mechs have successfully signaled the waiting JumpShip. In the first turn, the Defender must roll an 8 or higher to send the message. For every unsuccessful attempt, reduce the target number by 1; the Defender must roll a 7 or better in Turn 2, a 6 or better in Turn 3, and so on. Once the Defender has sent the message, the Attacker rolls 2D6 to determine if the OmniFighters intercept the transmission. A result of 10 or higher means the transmission is intercepted.
- Once the defending units have sent the message, they must exit off the west edge of the mapsheets.
- The OmniFighters make ground attacks as follows. The attacking fighters enter from the east edge of the Rolling Hills map at the end of the Movement Phase of Turn 1, and may make attacks as specified by the ground attack rules being used (AeroTech or BattleSpace). During Turn 2 and the Movement Phase of Turn 3, the fighters turn around to prepare for a second attack pass. At the end of the Movement Phase of Turn 3, the fighters re-enter from whatever edge of either mapsheet the Clan player prefers; if the defending 'Mechs split up, each fighter may enter from the edge of a different map. The fighters continue to make an attack pass every other turn for the duration of the scenario.
Toying with the Cat
Transcriber's note: the opening excerpt, the Situation text and the Aftermath are omitted as narrative.
Game Set-Up
Lay out the BattleTech maps as shown, placing Desert Mountain map 1 and Rolling Hills map 2 from BattleTech Map Set 3 side by side. The defending player should place 3 Light buildings on the western mapsheet.
Defender
The Defender is the First Lightning Fangs Binary of the Nova Cats 46th Cavaliers.
Attack Star
- Star Commander Jack Blackburn (Piloting 4, Gunnery 3), Shadow Cat Prime
- MechWarrior Steven (Piloting 4, Gunnery 3), Wolverine IIC
- MechWarrior Rodger Attwater (Piloting 4, Gunnery 3), Jenner IIC
- MechWarrior Garth (Piloting 4, Gunnery 3), Vixen
- MechWarrior Paul (Piloting 4, Gunnery 3), Jenner IIC
Recon Star
- Star Commander Povil DeMarque (Piloting 3, Gunnery 2), Dasher Prime
- MechWarrior Lewis (Piloting 3, Gunnery 4), Grendal Prime
- MechWarrior Rupard (Piloting 5, Gunnery 4), Koshi Prime
- MechWarrior Susan Henderson (Piloting 5, Gunnery 4), Jenner IIC
- MechWarrior Elisabeth (Piloting 5, Gunnery 5), Vixen
Elemental Point
- Point Commander Ellis Jackson, 4 Elementals
Deployment: The Elementals deploy on the Desert Mountains map. The 'Mechs come to the aid of the Elementals in Turn 3, entering from the west edge of the mapsheet.
Attacker
The Attacker is the Swift Strike unit of the Courcheval resistance.
Lance A
- MSG Leon "Redbone" Quaffy (Piloting 4, Gunnery 3), Harasser Missile Platform
- Corporal Mark Walters (Piloting 4, Gunnery 3), Harasser Missile Platform
- Corporal Thorn Whent (Piloting 4, Gunnery 3), Plainsman Hovercraft
- Corporal Peter Copple (Piloting 4, Gunnery 3), Savannah Master Hovercraft
Lance B
- SSG James Roth (Piloting 4, Gunnery 3), Scorpion Light Tank
- Sgt. Kelly Johnson (Piloting 4, Gunnery 3), Scorpion Light Tank
- Corporal Harold Jones (Piloting 4, Gunnery 3), Savannah Master Hovercraft
- Corporal Keith Henning (Piloting 4, Gunnery 3), Savannah Master Hovercraft
Deployment: The Attacker enters from the eastern edge of the mapsheets in Turn 1.
Victory Conditions
The Nova Cats win the scenario if they destroy the Swift Strike unit. The Swift Strike unit wins a Strategic Victory if they destroy the Point of Elementals and two 'Mechs. For a Decisive Victory, the Swift Strike unit must also exit off the eastern edge of the mapsheets with 6 vehicles intact.
Special Rules
- The attacking units want only to harass the Clans, and have no desire to go toe-to-toe with the approaching 'Mechs. The Attacker may move his units off the battlefield as soon as at least one enemy unit has been destroyed. Swift Strike units may only exit off the eastern edge of the mapsheets; the Tracy K is considered to be off the western edge of the mapsheets.
- If Quaffy's Harasser is destroyed, his death throws the entire attacking force into chaos. To reflect this situation, no Swift Strike unit may move or rotate its turret during the turn following Quaffy's death. They may still fire if targets are within the appropriate firing arcs, but all to-hit target numbers increase by +1. After that turn, attacking units may move and fire normally.
The Killing Fields
Transcriber's note: the opening excerpt, the Situation text and the Aftermath are omitted as narrative.
Game Set-Up
Lay out the Rolling Hills maps 1 and 2 from BattleTech Map Set 3 as shown. Treat all Level 1 and Level 2 elevations as Level 0, and Level 3 elevations as Level 1, and treat all woods as Heavy. The Defender should place a DropShip in the center of the mapsheets.
Defender
The Defender is the Command Star of the Second Lightning Fangs Binary, 46th Nova Cat Cavaliers.
Command Star
- Star Captain Bledsoe Sumner (Piloting 2, Gunnery 2), Gladiator-G
- MechWarrior Jergen Watson (Piloting 3, Gunnery 3), Vulture-C
- MechWarrior Dorrian (Piloting 4, Gunnery 3), Vulture-B
- MechWarrior Ramsees (Piloting 4, Gunnery 4), Loki Prime
- MechWarrior Jeffery (Piloting 5, Gunnery 4), Thor Prime
Deployment: The Clan forces will surround the Tracy K in an effort to defend her from recapture by the Thorns. The Clan player must set up first, and must place all units within 2 hexes of the DropShip.
Attacker
The Attacker is the Black Thorns.
Command Lance
- Captain Jeremiah Rose (Piloting 2, Gunnery 1), Masakari Prime
- Antioch Bell (Piloting 4, Gunnery 3), BNC-3S Banshee
- Jamshid Al-Kalibi (Piloting 4, Gunnery 4), Mad Cat Prime
Battle Lance
- Lt. Esmerelda (Piloting 3, Gunnery 2), Mad Cat Prime
- Hawg (Piloting 4, Gunnery 3), BLR-3S BattleMaster
- Chu-i Reiza Myoto (Piloting 5, Gunnery 6), DRG-1G Grand Dragon
Recon Lance
- Lt. Ajax (Piloting 1, Gunnery 2), RVN-1X Raven
- Yuri Dogdorvich (Piloting 4, Gunnery 3), Dasher-D
- Leeza Rippiticue (Piloting 4, Gunnery 3), MCY-99 Mercury
- "Kitten" Kittiallen (Piloting 4, Gunnery 3), PNT-10K Panther
Deployment: The Attacker enters from the north and south edges of the mapsheets in an effort to catch the Nova Cats between the Black Thorns 'Mechs. The Attacker may divide his forces in any way he sees fit.
Victory Conditions
The Black Thorns win if they destroy the Nova Cats guarding the Tracy K before the garrison 'Mechs arrive. The Nova Cats win if at least one of their 'Mechs remains operational when the reinforcements arrive.
Special Rules
The Black Thorns have 11 turns to destroy the Nova Cats before reinforcements arrive. Beginning in the End Phase of Turn 11, the Defender rolls 2D6 after every turn. On a result of 11 or higher, garrison reinforcements receive word of the attack and arrive at the Tracy K three turns later. The garrison force is a Binary of Omni and garrison 'Mechs. Rather than leave the DropShip undefended, the Nova Cats defending the Tracy K will stand and fight until help arrives.
New 'Mechs
Transcriber's note: the New 'Mechs section gives four new 'Mech designs. Each entry below gives the printed technical data (mass, chassis, power plant, speeds, jump jets, armor, equipment, the weapons and ammo configurations, and the internal structure and armor values by location) as printed. The Overview paragraph of each entry is background and is omitted.
Grendel
- Mass: 45 tons
- Chassis: Endo Steel
- Power Plant: 315 XL
- Cruising Speed: 76 kph
- Maximum Speed: 119 kph
- Jump Jets: 7
- Jump Capacity: 210 meters
- Armor: Ferro-Fibrous
- Armament: 13.5 tons of pod space available
- Manufacturer: Unknown
- Communications System: Unknown
- Targeting and Tracking System: Unknown
- Type: Grendel
- Technology Base: Clan OmniMech
- Tonnage: 45
Equipment
| Component | Mass (tons) |
|---|---|
| Internal Structure: Endo Steel | 2.5 |
| Engine: 315 XL | 11 |
| Walking MP | 7 |
| Running MP | 11 |
| Jumping MP | 7 |
| Heat Sinks: 10 [20] | 0 |
| Gyro | 4 |
| Cockpit | 3 |
| Armor Factor: 144 | 7.5 |
Internal Structure and Armor Values
| Location | Internal Structure | Armor Value |
|---|---|---|
| Head | 3 | 9 |
| Center Torso | 14 | 18 |
| Center Torso (rear) | 9 | |
| R/L Torso | 11 | 16 |
| R/L Torso (rear) | 6 | |
| R/L Arm | 7 | 12 |
| R/L Leg | 11 | 20 |
Weight and Space Allocation
| Location | Fixed | Spaces Remaining |
|---|---|---|
| Head | None | 1 |
| Center Torso | 1 Jump Jet | 1 |
| Right Torso | 3 Endo Steel, 2 XL Engines, 1 Jump Jet | 6 |
| Left Torso | 3 Endo Steel, 2 XL Engines, 1 Jump Jet | 6 |
| Right Arm | 1 Endo Steel, 3 Ferro-Fibrous | 4 |
| Left Arm | 4 Ferro-Fibrous | 4 |
| Right Leg | 2 Jump Jets | 0 |
| Left Leg | 2 Jump Jets | 0 |
Primary Weapons Configuration
| Weapon or Ammo | Location | Critical | Tonnage |
|---|---|---|---|
| ER Large Laser | RA | 1 | 4 |
| ER Small Laser | RA | 1 | .5 |
| ER Medium Laser | H | 1 | 1 |
| 2 ER Medium Lasers | LA | 2 | 2 |
| SRM 6 Streak | RT | 2 | 3 |
| Ammo (SRM) 15 | RT | 1 | 1 |
| Double Heat Sink |
Alternate Configuration A
| Weapon or Ammo | Location | Critical | Tonnage |
|---|---|---|---|
| Medium Pulse Laser | RA | 1 | 2 |
| ER Small Laser | RA | 1 | .5 |
| LRM 15 | LT | 2 | 3.5 |
| Ammo (LRM) 16 | LT | 2 | 2 |
| LRM 15 | RT | 2 | 3.5 |
| Ammo (LRM) 16 | RT | 2 | 2 |
Alternate Configuration B
| Weapon or Ammo | Location | Critical | Tonnage |
|---|---|---|---|
| Ultra AC/5 | RA | 3 | 7 |
| ER Medium Laser | RA | 1 | 1 |
| Medium Pulse Laser | LA | 1 | 2 |
| ER Small Laser | CT | 1 | .5 |
| Ammo (Ultra AC/5) 20 | RT | 1 | 1 |
| Medium Pulse Laser | RT | 1 | 2 |
Alternate Configuration C
| Weapon or Ammo | Location | Critical | Tonnage |
|---|---|---|---|
| LB 10-X AC | RA | 5 | 10 |
| ER Medium Laser | LA | 1 | 1 |
| Ammo (LB 10-X) 10 | RT | 1 | 1 |
| Anti-Missile System | LT | 1 | .5 |
| Ammo (AMS) 24 | LT | 1 | 1 |
Alternate Configuration D
| Weapon or Ammo | Location | Critical | Tonnage |
|---|---|---|---|
| Small Pulse Laser | RA | 1 | 1 |
| Medium Pulse Laser | LA | 1 | 2 |
| ER Medium Laser | LA | 1 | 1 |
| ER PPC | RT | 2 | 6 |
| SRM 6 | LT | 1 | 1.5 |
| Ammo (SRM) 30 | LT | 2 | 2 |
Kingfisher
- Mass: 90 tons
- Chassis: Endo Steel
- Power Plant: 360 Standard
- Cruising Speed: 43 kph
- Maximum Speed: 65 kph
- Jump Jets: None
- Armor: Ferro-Fibrous
- Armament: 24 tons of pod space available
- Manufacturer: Unknown
- Communications System: Unknown
- Targeting and Tracking System: Unknown
- Type: Kingfisher
- Technology Base: Clan OmniMech
- Tonnage: 90
Equipment
| Component | Mass (tons) |
|---|---|
| Internal Structure: Endo Steel | 4.5 |
| Engine: 360 | 33.0 |
| Walking MP: 4 | |
| Running MP: 6 | |
| Jumping MP: 0 | |
| Heat Sinks: 17 [34] | 7 |
| Gyro | 4.0 |
| Cockpit | 3.0 |
| Armor Factor: 278 | 14.5 |
Internal Structure and Armor Values
| Location | Internal Structure | Armor Value |
|---|---|---|
| Head | 3 | 9 |
| Center Torso | 29 | 44 |
| Center Torso (rear) | 13 | |
| R/L Torso | 19 | 28 |
| R/L Torso (rear) | 10 | |
| R/L Arm | 15 | 30 |
| R/L Leg | 19 | 38 |
Weight and Space Allocation
| Location | Fixed | Spaces Remaining |
|---|---|---|
| Head | 1 Ferro-Fibrous | 0 |
| Center Torso | None | 2 |
| Right Torso | 3 Endo Steel, 3 Ferro-Fibrous, 2 Double Heat Sinks | 4 |
| Left Torso | 4 Endo Steel, 3 Ferro-Fibrous | 5 |
| Right Arm | None | 8 |
| Left Arm | None | 8 |
| Right Leg | 2 Double Heat Sinks | 0 |
| Left Leg | 2 Double Heat Sinks | 0 |
Primary Weapons Configuration
| Weapon or Ammo | Location | Critical | Tonnage |
|---|---|---|---|
| Large Pulse Laser | RA | 2 | 6 |
| SRM 6 Streak | LA | 2 | 3 |
| Ammo (SRM) 15 | LA | 1 | 1 |
| ER Small Laser | LA | 1 | .5 |
| Large Pulse Laser | CT | 2 | 6 |
| Medium Pulse Laser | RT | 1 | 2 |
| LRM 10 | LT |
Alternate Configuration A
| Weapon or Ammo | Location | Critical | Tonnage |
|---|---|---|---|
| LB 10-X AC | RA | 5 | 10 |
| ER Medium Laser | LA | 1 | 1 |
| Medium Pulse Laser | LA | 1 | 2 |
| ER PPC | CT | 2 | 6 |
| Ammo (LB 10-X) 20 | RT | 2 | 2 |
| ER Small Laser | RT | 1 | .5 |
| SRM 6 | LT |
Alternate Configuration B
| Weapon or Ammo | Location | Critical | Tonnage |
|---|---|---|---|
| Ultra AC/20 | RA | 8 | 12 |
| ER Large Laser | LA | 1 | 4 |
| ER Medium Laser | LA | 1 | 1 |
| ER Small Laser | LA | 1 | .5 |
| Anti-Missile System | CT | 1 | .5 |
| Ammo (AMS) 24 | CT | 1 | 1 |
| Ammo (Ultra AC) 10 |
Alternate Configuration C
| Weapon or Ammo | Location | Critical | Tonnage |
|---|---|---|---|
| ER PPC | RA | 2 | 6 |
| ER Medium Laser | RA | 1 | 1 |
| 2 Double Heat Sinks | RA | 4 | 2 |
| ER PPC | LA | 2 | 6 |
| ER Medium Laser | LA | 1 | 1 |
| 2 Double Heat Sinks | LA | 4 | 2 |
| 2 ER Medium Lasers | CT |
Alternate Configuration D
| Weapon or Ammo | Location | Critical | Tonnage |
|---|---|---|---|
| Ultra AC/10 | RA | 4 | 10 |
| 2 ER Large Lasers | LA | 2 | 8 |
| ER Large Laser | CT | 1 | 4 |
| Ammo (Ultra AC) 20 | RT | 2 | 2 |
Shadow Cat
- Mass: 45 tons
- Chassis: Endo Steel
- Power Plant: 270 XL (MASC)
- Cruising Speed: 67.5 kph
- Maximum Speed: 96.2 kph
- Jump Jets: 6
- Jump Capacity: 180 meters
- Armor: Ferro-Fibrous
- Armament: 17 tons of pod space available
- Manufacturer: Unknown
- Communications System: Unknown
- Targeting and Tracking System: Unknown
- Type: Shadow Cat
- Technology Base: Clan OmniMech
- Tonnage: 45
Equipment
| Component | Mass (tons) |
|---|---|
| Internal Structure: Endo Steel | 2.5 |
| Engine: 270 XL | 7.5 |
| Walking MP: 6 (12) | |
| Running MP: 9 (12) | |
| Jumping MP: 6 | |
| Heat Sinks: 10 [20] | 0 |
| Gyro | 3 |
| Cockpit | 3 |
| Armor Factor: 134 | 7 |
Internal Structure and Armor Values
| Location | Internal Structure | Armor Value |
|---|---|---|
| Head | 3 | 8 |
| Center Torso | 14 | 20 |
| Center Torso (rear) | 6 | |
| R/L Torso | 11 | 18 |
| R/L Torso (rear) | 4 | |
| R/L Arm | 7 | 10 |
| R/L Leg | 11 | 18 |
Weight and Space Allocation
| Location | Fixed | Spaces Remaining |
|---|---|---|
| Head | 1 Endo Steel | 0 |
| Center Torso | 2 MASC | 0 |
| Right Torso | 2 XL Engines, 4 Ferro-Fibrous, 1 Jump Jet, 1 Endo Steel | 4 |
| Left Torso | 2 XL Engines, 3 Ferro-Fibrous, 1 Jump Jet, 1 Endo Steel | 5 |
| Right Arm | 2 Endo Steel | 6 |
| Left Arm | 2 Endo Steel | 6 |
| Right Leg | 2 Jump Jets | 0 |
| Left Leg | 2 Jump Jets | 0 |
Primary Weapons Configuration
| Weapon or Ammo | Location | Critical | Tonnage |
|---|---|---|---|
| Gauss Rifle | LA | 6 | 12 |
| Ammo (Gauss) 16 | LT | 2 | 2 |
| ER Medium Laser | RA | 1 | 1 |
| ER Medium Laser | RT | 1 | 1 |
| Active Probe | RT | 1 | 1 |
Alternate Configuration A
| Weapon or Ammo | Location | Critical | Tonnage |
|---|---|---|---|
| ER Large Laser | LA | 1 | 4 |
| ER Large Laser | RA | 1 | 4 |
| Streak SRM 6 | RT | 2 | 3 |
| Ammo (SRM) 30 | RT | 2 | 2 |
| Double Heat Sink | LA | 2 | 1 |
| Double Heat Sink | RA | 2 | 1 |
| Double Heat Sink |
Alternate Configuration B
| Weapon or Ammo | Location | Critical | Tonnage |
|---|---|---|---|
| LRM 15 | LA | 2 | 3.5 |
| Ammo (LRM) 16 | LT | 2 | 2 |
| Artemis IV FCS | LT | 1 | 1 |
| LRM 15 | RA | 2 | 3.5 |
| Ammo (LRM) 16 | RT | 2 | 2 |
| Artemis IV FCS | RT | 1 | 1 |
| ER Medium Laser | LA |
Shootist
- Mass: 70 tons
- Chassis: Dennenbach-Mitchell IV
- Power Plant: VOX 280
- Cruising Speed: 43.2 kph
- Maximum Speed: 64.8 kph
- Jump Jets: None
- Armor: Ferro-Fibrous
- Armament:
- 1 Deathgiver Autocannon/20
- 1 Blankenburg Extended Range Large Laser
- 2 Blankenburg Medium Pulse Lasers
- 1 Dinatech Mark III Small Laser
- Manufacturer: Mitchell Vehicles
- Communications System: Dornman Echo II
- Targeting and Tracking System: Wayne Marksman
- Type: Shootist
- Technology Base: Inner Sphere
- Tonnage: 70
Equipment
| Component | Mass (tons) |
|---|---|
| Internal Structure | 7 |
| Engine: VOX 280 | 16 |
| Walking MP: 4 | |
| Running MP: 6 | |
| Jumping MP: 0 | |
| Heat Sinks: 13 [26] | 3 |
| Gyro | 3 |
| Cockpit | 3 |
| Armor Factor: 215 | 12 |
Internal Structure and Armor Values
| Location | Internal Structure | Armor Value |
|---|---|---|
| Head | 3 | 9 |
| Center Torso | 22 | 34 |
| Center Torso (rear) | 10 | |
| R/L Torso | 15 | 24 |
| R/L Torso (rear) | 5 | |
| R/L Arm | 11 | 22 |
| R/L Leg | 15 | 30 |
Weapons and Ammo
| Weapon or Ammo | Location | Critical | Tonnage |
|---|---|---|---|
| AC/20 | LT | 10 | 14 |
| Ammo (AC) 10 | RT | 2 | 2 |
| CASE | RT | 1 | .5 |
| ER Large Laser | RA | 2 | 5 |
| Medium Pulse Laser | LA | 1 | 2 |
| Medium Pulse Laser | CT | 1 | 2 |
| Small Laser | H |