Tamar, 2 April 3051 : AFFC forces in Tamar March reportedly shifting strength coreward in response to Kurita aggression along Federated Commonwealth/Rasalhague border • • Andurien, 12 April 3051 : Dame Dalma Humphreys, new Duchess of Andurien, urges Captain-General to take advantage of Saint Ives conflict to "end Capellan threat for good" • • Callison, 26 April 3051 : FWLM regiments drop on Callison, Marcus, Talitha, Van Diemen IV, and Wasat; Captain-General Thomas Marik declares intent to reclaim worlds lost to Lyrans in Fourth Succession War • Callison, 1 May 3051 : FWLM force spearheaded by Silver Hawks Falcons has secured foothold on Callison, 11th Lyran Guard continues to resist •

Background

Your reconnaissance elements have successfully scouted out the Steiner forward base and its approaches. You were unable to approach closely enough to determine exact force deployments, but it appears to be used as a base of operations by the remains of the BattleMech company you engaged at the deep space radar, and approximately two companies of armor, which may also be units you have engaged before.

Mission Orders

★Shiloh ✦Gacrux ✦Alhena ✦Savannah ✦Wing ✦Dieudonne ✦Chertan ✦Phecda ✦Remulac ✦Dubhe ✦Alchiba ✦Nathan ✦Wyatt ✦Milton ✦Bordon ⚔Callison ✦Cor Caroli ✦Alioth ⚔Marcus ✦Connaught ✦Zosma ✦Castor ✦Denebola ✦Devil's Rock ⚔Talitha ✦Lipton ⚔Van Diemen IV ✦Zavijava ✦Oliver ✦Pollux ✦Chara ✦Zollikofen

Your objective is to attack the base, and, ideally, drive off the Steiner force so you can use the base and its facilities for your own operations. Failing that, disable the facilities and destroy or capture as much materiel as possible.

Game Rules:

Estimated enemy BV: 31450

Battle loss compensation: 80%

Salvage: 20%

Mission Terrain: Wooded

The Marik team selects three adjacent outer board edges of the 5×5 battlefield, and the actual battlefield in play is the 3×3 section including those three board edges. The Marik force deploys on their selected board edges, and the Steiner force deploys on the Forward Base map and the half-boards adjacent to it, in initiative order.

Hexes 0703–0705 and 0712–0713 on the Headwaters map are Rapids (Tactical Operations, p.50), with the water flowing south.

Buildings on the Forward Base and City Street Grid/Park #1 maps are military, and legitimate targets of war. The building in 1312 on the Wooded N/S Stream / E/W Road Bridge map is a civilian structure, and should not be molested. Basements are pre-determined, and are known to the Steiner force, but not the Marik force.

The bridges on the N/S River / E/W Road Bridge map are Heavy bridges, with 90 CF. The bridge on the Wooded N/S Stream / E/W Road Bridge map is a Medium bridge, with 40 CF.

The structures in 0809–0811, 1006, 1009, and 1012 on City Street Grid/Park #1 are Heavy Industrial Zones (Tactical Operations, p.31). The ones in column 08?? are 2 Levels tall; the ones in column 10?? are only 1 Level tall.

Some buildings in the base are designed to be entered by 'Mechs or tanks. As usual, they cannot be entered using Jump MP, though a 'Mech can jump to the roof. Moving inside the building costs only 1 MP per hex and does not damage either building or moving unit. Crossing the walls at designated entry points requires a Piloting or Driving check, modified for distance moved (as per Total Warfare p.167), but not for the building classification. If the Piloting/Driving check is successful, neither building nor unit are damaged. If it fails, both take damage as per the usual rules for entering a building. Entering or leaving the building at any other point is handled as normal.

Building entry locations are:

Because the new maps refuse to actually follow the rules: Hexes labeled WALL on the Forward Base map are solid wall, and do not have interior spaces. Units can enter the hex on top of the wall, movement capabilities allowing, but cannot enter the actual structure.

Hexes labeled TURRET are embrasures. These act as ordinary Hardened buildings (as per Total Warfare, pp.166–179), except that they have a fighting platform at Level 2 that's designed for a 'Mech or tank to enter and use as a firing position. A unit can enter from a hexside on the interior of the base by spending the MP to climb one Level and making a Piloting/Driving Skill roll as per above.

Some of the buildings on the Forward Base are mission objectives. These are:

The Medium building on the north side of the base includes hospital facilities, and shouldn't be fired upon.

A 'Mech with hands inside the supply depot can collect supplies as per the rules for Picking Up Inanimate Objects (Tactical Operations, p.92) and carry them away. Any supplies transported off the Marik force's home edge are worth victory points if the Marik force doesn't hold the field, and will be surprise loot after the fight.

Some of the Steiner machines may still be under repair. A machine under repair cannot move or turn. If a 'Mech's torso, arms, or head are being worked on, it cannot torso twist. If a vehicle's turret is being worked on, it cannot turret twist. A unit cannot fire any weapons in locations being worked on. If a location being worked on takes damage, roll 1d6 for each tech team working on the location. On a result of 1–4, the tech team is not hit, and the location takes damage normally. On a result of 5–6, the tech team takes damage as per damage against infantry rules (they are not considered to be in the open), and any damage remaining is applied to the location normally.

A unit under repair can declare in the End Phase that it's leaving the repair bay. Tech teams spend the next turn closing up whatever they're working on and getting out, and in the turn after, the unit can move and fire normally.

The Marik force receives:

≥50
total Marik victory
20–49
Marik victory
10–19
pyrrhic Marik victory
≤10
Steiner victory