MechWarrior Missions

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Garrison Duty – The easiest missions.

Houses normally employ mercenaries for garrison duty to free up


their own troops for the front line. Defend a planet from the odd ‘Mech or two (destroy all you find)
and you’ve earned yourself some easy money.

Riot Duty – Somewhat similar to garrison duty, but larger groups of ‘Mechs will appear, and you’ll be
paid more. You gotta get ‘em all to complete the mission.

Reconnaissance Raid – You have to locate and collect a specific object on the planet while fighting off
enemy ‘Mechs.

- Ammo stash, detonator to disarm explosives, stolen property, retrieve goods, supplies, LosTech,
cash stash, stolen cash, secret plans,

Objective Raid – One step up from recon raids. The objective is still to collect something, but there’ll be
more ‘Mechs in your way this time, and of course the pay is better.

Planetary Assault – Enemy ‘Mechs are trying to get into a base, and you gotta stop ‘em all. If just one
gets in or if the base gets destroyed, you’ve failed in your mission.

Offensive Campaign – Same as a planetary assault, but there’ll be more ‘Mechs and higher pay.

Security Duty – Protect a base from attack ‘Mechs. You’ll have to destroy them all, and make sure the
base doesn’t get destroyed in the process.

Siege Campaign – You have to locate and destroy an enemy base. It’s protected by ‘Mechs, of course,
and you’ll have to deal with those, too.

https://gamefaqs.gamespot.com/snes/588475-mechwarrior/faqs/24091

Infiltration Scenario: The infiltrating ‘Mech must pass by enemy troops without alerting them to his
presence.

- The infiltrators know when to move and how to move to avoid the defenders. The attacker
(infiltrating team) always wins initiative until they are detected, at which time normal initiative
resolves.
- The defenders are on patrol, making sure the area is clear of invaders, but occasionally failing to
check certain locations The defending troops roll on the ‘Facing After a Fall’ table and move
their full walking MP in the direction indicated (if the unit would exit the map or otherwise make
an illegal move, the unit stops).
- If a defending unit has one or more of the attackers in it’s forward arc, has LOS, and has at least
one weapon with the range to hit the attacker, the defender may make a scanning check (follow
all the normal rules for making an attack, using the longest range weapon). If the scan is
Mission Type Scenario Modifier

Assassination -2 Scenarios (minimum of 1)


Cadre -2 Scenarios (minimum of 0)
Defensive Campaign +1 Scenario
Diversionary Raid +0 Scenarios
Espionage +1 Scenario
Extraction +1 Scenario
Garrison -1 Scenario (minimum of 0)
Guerilla Warfare +2 Scenarios
Mole-Hunting +2 Scenarios
Objective Raid +0 Scenarios
Observation -1 Scenario
Pirate Hunting -2 Scenarios (minimum of 1)
Planetary Assault +2 Scenarios
Recon Raid +0 Scenarios
Relief +1 Scenario
Retainer +1 Scenario
Riot Duty +0 Scenarios
Sabotage -1 Scenario (minimum of 1)
Security Duty +0 Scenarios
Terrorism +1 Scenario
Covert +1 Scenario

https://bt.dylanspcs.com/contracts.php

MISSION TYPES
Regardless of whether or not they are handled through the MRBC, mercenary missions are generally classified as
defense, raids or assaults, indicating their overall intent. A fourth category includes covert operations, but generally
such missions are highly sensitive and often require mercenary commands with a loose code of conduct to carry out.
For this reason, Outreach and other MRBC-approved hiring halls do not sanction many covert missions. The twenty
mission types defined below are recognized by hiring halls across the Inner Sphere and Periphery.

Houserule: Roll 1d6 to determine the number of scenarios the mission will run. Add the Mission Difficulty Modifier
and the Mission Type modifier to the number of scenarios to be played.

Retainer (Defense)
Retainer contracts place a mercenary command at the employer’s beck and call for a designated period, during which
time it may be called upon for unspecified defensive missions that can range from relief to riot duty and even mole-
hunting. The rest of the time, the mercenary force performs standard garrison duty. Retainer contracts typically run
two years, and employers traditionally pick up full transportation costs and reimbursement for out-of-pocket expenses
incurred. Pay is average, with a ten- to twenty-percent bonus if and when combat occurs.
EMPLOYMENT AND CONTRACTS
Riot Duty (Defense)
The most unsavory of all defensive missions, riot duty involves using heavy assets against civilians. Under the Ares
Conventions, such action is only allowed if the civilian targets are engaged in activity that is demonstrably harmful to
a legal, internationally recognized government or civil authority. Furthermore, the conventions prescribe that riot-
control troops use the minimum force necessary at all times. For these reasons, many mercenary commands refuse
riot duty unless they have trained infantry occupation forces. Riot duty does not pay well, and contracts run a
minimum of three months.

Security Duty (Defense, Covert)


Security duty, also called “bodyguard” or “watchdog” duty, is a specialized form of short-term garrison duty that
involves protecting a specific person, object or place from attack and/or capture. Corporations and planetary
governments frequently employ mercenaries for security duty, but this type of mission does not pay well unless
combined with cadre duty. Four months is considered the minimum standard length of a security-duty contract.
Mercenaries who specialize in covert operations may find their skills put to the test during covert security duty, which
generally implies a higher-priority individual or object to defend, while operating in uncontrolled areas under false
pretenses. An example of covert security duty would be escorting a disguised House noble through enemy territory,
through open streets and public transportation—rather than a standard security assignment, where bodyguards in
plain view protect an official with a secured itinerary and travel route.

Objective Raid (Raid)


Objective raids, also known as tactical raids, are the most common type of mission a mercenary command may
receive. These operations consist of infiltrating enemy lines to destroy a specific target, then pulling out. The target
may be an installation, specific equipment or certain military command personnel—anything or anyone that might be
considered a viable military objective. A typical objective raid contract runs a minimum of two months, starting when
the mercenary force reaches a designated staging area. Because of the high risk and little chance of backup should
events turn against the mercenaries, employers usually offer generous pay and rights.

Extraction (Raid)
Extraction raids, commonly known as “smash-and-grabs,” are nearly identical to objective raids. In an extraction raid,
however, the mercenary group must capture a target and return it to the employer. Understandably, extraction raids
that target people often become complicated if the target resists. In fact, if a mercenary unit extracts a hostile target
who has no demonstrable military value, the unit, as well as the employer, may be charged with kidnapping and may
be legally compelled to repatriate the target. Most employers are willing to accept such risks, however, because the
extractions of key enemy leaders can severely cripple an opposing force, especially if the extraction is timed to occur
immediately prior to a major raid or assault by or against the enemy. Extraction raid contracts usually run a minimum
of three months but may last considerably longer depending on the complexity and secrecy surrounding the mission.
Similarly, pay may vary greatly, depending on the danger involved and the contract length.
YMENT AND CONTRACTS
Garrison (Defense)
Running anywhere from one to five years, garrison duty is considered “gravy time” by most mercenary commands. A
unit on garrison assignment may guard anything from a facility to a planet, defending against hostile raiders or even
assault forces. Garrison duty on interior worlds frees up regular troops for hostile action. On border worlds, where
combat is a real threat, garrison units maintain a fairly strict order of readiness and receive combat bonuses in the
event of military action.

Cadre (Defense)
Cadre, or training, duty is possibly the lightest duty of all. Generally, a unit on cadre assignment trains corporate
security personnel or a local planetary militia in combat tactics. Cadre duty is usually combined with a garrison
contract when possible; larger mercenary units frequently detach and deploy a part of their forces (from a single lance
to an entire company) on cadre duty while the rest of the unit is employed in another fashion. Normally, cadre
contracts last from six to twelve months.

Relief Duty (Defense)


Relief duty generally runs two months or more, and entails reinforcing friendly military forces that are often in danger
of being overrun. Mercenary groups that sign on for such assignments know they will be dropping into a war zone, to
face an enemy command that may or may not have already smashed those they came to assist. Most employers are
understandably desperate when hiring relief forces, and so mercenary units can usually bargain for excellent terms.
However, command rights are a constant problem, as most employers prefer to attach the mercenary force directly to
on-site troops. Because the enemy likely controls most approach paths to the battlefield, the danger of this
assignment is apparent from the start.

Defensive Campaign (Defense)


Unlike a garrison assignment, mercenaries hired for defensive campaigns are expected to engage an active enemy
and fight delaying actions until the employer can move additional relief forces into the area. Typically, units are hired
for defensive campaigns only after an attack has begun or when the employer believes one is imminent. In the past,
employers have tried to hire units on standard garrison contracts and then press them into defensive-campaign
duty, but the Mercenary Review and Bonding Commission strictly prohibits such practices and imposes hefty fines
against employers who hire units under false pretenses. Consequently, few employers attempt such deceptions
nowadays, though mercenaries working outside MRBC protection take their chances. Defensive campaign contracts
typically run a minimum of three months.

Reconnaissance (Raid, Covert)


Reconnaissance duty involves infiltrating an enemy world and testing the preparations, willingness to engage and
overall expertise of the defending forces. Typically, reconnaissance raids are staged before a planetary assault or
major raid, butmust not alert the enemy that an attack is imminent. Therefore, recon forces must be able to move
quickly, avoid detection and operate in small detachments. Most reconnaissance contracts run a minimum of one
month, but typically employers sign the mercenary command for a “follow-up” planetary assault or another raiding
mission that begins as soon as the recon contract expires. This allows the mercenary recon force to aid in the action.
Pay and rights for reconnaissance contracts are generally above average. Covert reconnaissance raids stress
infiltration even more than engagement, and may even require the mercenary command to travel to the target
incognito to gather information on troops strengths, deployments and equipment make-up in a more passive manner
than a direct recon raid. As with all covert assignments, mercenary forces can expect little to no support from their
employers if anything goes wrong and they are caught behind enemy lines.

Diversionary Raid (Raid, Covert)


Typically staged just prior to a major assault or raid, a diversionary raid requires the mercenary unit to draw as many
enemy troops as possible from the primary assault objective. This involves hitting hard and moving fast, typically with
little to no battlefield support close at hand. Because of the extreme danger of diversionary raids, employers offer
incredibly high pay and negotiated benefits. Diversionary raid contracts rarely run longer than one month.
As with the covert reconnaissance raid, the covert diversionary raid differs from the standard in style, but not in
function. During a covert diversionary mission, the mercenary force must avoid capture at any cost for the length of
the operation and present the appearance that anyone other than their employer is responsible for their actions.

Planetary Assault (Assault)


Mercenaries are generally hired to act as support forces for regular troops during planetary assaults. This duty
involves heavy protracted fighting, with contract durations of four months or longer. Employers usually offer generous
pay, salvage and transportation rights, and are willing to negotiate support. However, employers almost never
negotiate command rights on planetary assault contracts. Unless the mercenary force is an A-rated unit or better, it
will always be placed under the direct command of the force leader.

Pirate Hunting (Assault)


Pirate-hunting duty is considered an excellent combat assignment for its fair pay and excellent salvage rights.
Command rights are rarely a problem, and most employers provide adequate transportation reimbursement to carry
out the mission. Few employers provide battlefield support, but mercenary units are unlikely to face opposing forces
large enough to warrant reinforcements. Pirate-hunting contracts generally run about two months.

Guerrilla Warfare (Assault, Covert)


Guerrilla warfare is one of the most challenging and dangerous missions a mercenary force can accept. Incorporating
elements of a planetary assault, cadre duty, reconnaissance and objective raids, these missions demand that
mercenary commands operate behind enemy lines without support for extended periods. While on the job, the
mercenaries harass the enemy by identifying and destroying vital targets, while training local allies (most often
civilians) in the art of guerrilla fighting. Because of the obvious dangers, guerrilla warfare contracts offer the highest
pay and most generous rights of any type of mercenary contract, with a typical length of around six months. Covert
guerrilla warfare contracts differ from the norm only in the stipulation that the mercenary command never reveal the
identity of its employer and take every step necessary to prevent such information from falling into enemy hands.

Assassination and Terrorism (Covert)


Assassination and terrorism missions are among the most underhanded contracts a mercenary command might ever
be offered, and are not sanctioned by any MRBC-sponsored Hiring Hall. Essentially variants on objective raids and
guerrilla warfare, these contracts differ in that civilians are classified as fair game— indeed, civilians tend to be the
focus of attention. Less civilized governments and extremist groups are the most likely employers for mercenary
assassins and terrorists, though some covert agencies within the Great Houses and minor governments may find use
for such “outside services” when their own agencies are considered too compromised. Because of the heinous nature
of these extremely covert assignments, payment and command rights are remarkably good, but transportation
reimbursement and support is often lacking to ensure that no trails lead back to the employer.

Espionage and Sabotage (Covert)


Another variant on the standard guerrilla warfare contract, and similar to terrorism campaigns, the
espionage/sabotage contract requires a mercenary command to engage civilian and objectives rather than military
targets with an eye toward crippling the enemy’s infrastructure rather than the people. Espionage contracts often add
clauses for relaying military and political intelligence as well, which an employer will presumably use in an invasion at
some later date. Like assassination and terror campaigns, espionage or sabotage missions pay well and command
rights are almost always to the mercenary force’s liking, but at the cost of transportation\ and support reimbursement.

Observation and Mole-Hunting (Covert)


The observation contract is essentially a long-term reconnaissance raid against an enemy objective, where the
mercenary agent is expected to infiltrate and gather information on a subject or suspected activity without being
detected. The observation mission differs from other mercenary missions in a surprising lack of combat, with the
focus more on intelligence gathering than battlefield victory. The typical observation contract runs anywhere from
six months to a year, though some have lasted much longer. All standard stipulations of secrecy, protecting the
identity of the employer and the lack of transport or battlefield support remain in effect with the observation campaign,
but pay is excellent and command rights are almost invariably independent. The mole-hunting mission resembles the
observation mission, except that the mercenary command must infiltrate a certain portion of its own employer’s
operations to root out possible spies within the organization. Once located, enemy elements must be eliminated or
merely reported by the mercenary command. A typical mole-hunting stint runs close to six months, allowing
mercenary operatives time to infiltrate and investigate security leaks.

https://bg.battletech.com/forums/index.php?topic=15085.0 Money
Contract theme and pacing goals:
Guerrilla: 12-24 month contract, frequent convoy assaults/defences and patrol
ambushes. Only salvage is that you can drag off the battlefield, likely low levels of
BLC and Support. Low chance of Base Assault to push the foe off Planet. 1-4 battles
per fortnight.
Recon Raid: 4-8 month contract, frequent probing attacks and recon w/ the odd light
patrol/convoy capture for the first 2/3's of the contract. Last 1/3 of the contract
would be comprised of last minute recon, stand up battles and etc. High possibility
to culminate in a final base defence upon withdrawal/contract end. 1-3 battles per
week.
Pirate Hunting: 16-30 month contract, low monthly payout but fairly average total.
Starts out with recon, convoy assaults, stand up battles and withdrawing battles.
After 6-8 months starting rolling to locate Pirate Base to assault, after said battle
roll to determine if the Pirates have another base and if so continue as before until
the roll determines they have been wiped out/captured or the contract ends. Rich in
low quality salvage, although pirates will launch counter-raids to steal back their
personnel/stuff/loot. 0-2 battles per week.
Planetary Assault: 6-12 month engagement, high risk but high payout, BLC and Support.
Generally consists of heavy fighting, secondary base assaults and patrols. High
possibility of culminating in final Base Assault depending on the performance of the
player Unit, if engaged in said final push then there will be a heavy Allied presence.
Reasonable salvage with approximate exchange for tech not produced by the
employer, base chassis may be kept but rare tech will be sought after. 3-5 battles
per week.
Objective Raid: 2-6 month contract, reasonable to high risk with decent Support and
BLC, Has a high probability to follow on from a Recon Raid and mostly consists of
whittling down the objectives defences before a final Base Assault. Salvage should
be fairly good but will mostly consist of that which can be carried off the battlefield,
only heavy engagements (Stand Up battles and etc) should give the chance to
recover all possible salvage. High possibility of the Objective being shared with the
Player's Unit. So roll against a table to determine what the raid is for and how
much, if any, the employe will reward the Player with. 2-4 battles per week.
Extraction Raid: 2-6 months, generally high risk and a good payout. Support is typically
low but BLC is generally high to offset the risk. Plays out as a reverse Planetary
Assault and tends to start with a Base Assault, followed by every battle there after
being fought with optional withdrawl. Salvage will only be as much as you can drag
off the battlefield, high chance of player contract rewards including new Units from
the employer. Also high possibility of the extracted asset(s) being shared with the
player, so roll on a table to determine the extraction details and how much/many is
to be extracted. Also roll the type of goods transporting it and roll against every
mission to see if the transports (or the goods itself, if stolen 'mechs) are present on
the battlefield, if so adjust mission rewards and subtract a fine for how much of the
extracted assets is lost. 2-6 battles per week.
Garrison: 6-24 months, risk determined by a second contract roll to find out the enemy
objective. Treat a roll of Pirate Hunting as Rebels/Civil Unrest, support and BLC
determined via the OpFor contract type. Good chances for salvage due to the Player
being on "home soil" and fighting a generally defensive battle, although plenty of
counter-attacks as well. Decent possibility of the contract OpFor being defeated
early via a Player Base Assault or their contract length ending, if that happens roll
to determine if there is another attack during the contract and generate a new
enemy contract type. Player pay stays the same, but an extra bonus will be rolled
for each subsequent OpFor that attacks during the contract. Also roll to determine if
the employer opens their stores to the Player's Unit during the course of the
battle. Battles determined by OpFor contract weekly average, Rebels/Civil Unrest,
however, is 2-4 per week.
Cadre: 6-24 months, minimal risk although contract event should allow for the
contract to change to an active combat contract via special event rolls. Otherwise
roll again to determine the type of engagement the Player's Unit will be simulating
for the training, this will be rolled again every six months. Due to the type of
contract this is, the only salvage will come from special event rolls (Officer and Ace
duels will be considered pink slip battles between instructors) or the contract
turning into another type via an event roll. Due to the fact it's a training assignment
and there is minimal salvage chances, the employer will likely issue new weapons
to the Unit each month to increase the type of loadouts used against their
forces. Battles per week decided by simulated contract type.
Relief Duty: 6-8 months, moderate to high risk. Roll the contract again to find out the
type of contract you are the Relief Duty for and if you are aiding the attacking or
defending force, salvage will depend on the contract type but is generally harder to
acquire especially if aiding an attacking force. Contract rewards should include new
potential recruits from the force you relieved and possibly new units, aside from
those of the potential recruits. Battles per week determined by contract type being
relieved, but is always +2 to the upper and lower limits to reflect the need for a
Relief force.

Goals:
1: Provide a more narrative feel to the campaign and give each contract more personality beyond just
required Lance and make battles feel more connected and relevant.
2: Allow more choice in missions and forces used, giving a framework for nonstandard support (aero,
artillery, mines, fun toys). Allow more player determined strategy by separating player forces from opfor
generation.
3: Limit Salvage instead of assuming unlimited time for salvage operations, but give options to work
around this.
4: Flesh out some Officer Skills and Admin roles and make them have a little more impact during a
contract. (Make Strategy and Leadership actually impact something rather than being company size
gates.)
5: Streamline and centralize weekly cycles a bit to remove as much cross referencing as possible.

Contract theme and pacing goals:


Guerrilla: Grueling long slog with little support, few safe salvage operations, and fairly constant low level
fighting of varying types. 1-3 Battles per company (3 Lances) for most weeks, occasionally slow or fast
patches.
Recon Raid: Fairly constant, low level skirmishing, salvage operations usually require defending (On par
with guerilla?) More standard, upfront fighting only on defense or on player’s initiative. No option to
end early via Base Attack. 1-2 Battles per company most weeks.
Pirate Hunting: Ample time to repair and salvage battlefield. Mix of fighting off Raids and player
initiated actions to track down pirates for proper fights (Recon). Overall fairly easy. ~1 Battle per week?
Planetary Assault: Bring out the big guns! Good support and decent salvage opportunities. Lots of line
battles with more strategic rewards to them. Employer and opfor only dick around with raids rarely.
Battle frequency varies greatly, with very heavy periods (3-6+) fights per company per week, but
allowing lulls to repair up and not grind the player to nothing and turn it into a faster guerrilla campaign.
Objective Raid: Similar to Recon raid, but with a bit more upfront fighting and a bit less skirmishing and
heavier fighting. Maybe figure out a way to make it the most likely to end via a player Base Attack or
other special mission? 1-3 Battles per company per week.
Extraction Raid: Similar to Objective Raid? A bit more Skirmishing? Maybe different final mission?
Garrison: Good amount of slow periods, but with stretches of battles corresponding to the opfor
launching raid (Or even Planetary Assault) Missions at you. Generally good salvage opportunities.
Cadre: Needs some thought. Kinda similar to garrison, repulsing occasional raids, etc.?
Relief Duty: Good mix of heavy fighting and raids. Maybe start enemy at higher morale? Similar battle
frequencies to Planetary Assault but a bit harder to salvage. Challenging contract for more veteran
mercs. Give sense of player being the cavalry come to salvage a situation that’s gone sour.

Event Cadre Offensive Planetary Assault Riot Recon Raid


Garrison Defensive Relief Siege Objective Raid
Security Diversionary Raid
Guerrilla
No Event 01-15 01-35 01-40 01-35 01-60
Civil 16-35 36-45 - 36-45 -
Disturbance
Sporadic 36-50 46-50 - 46-50 -
Uprisings
Rebellion 51-60 51-55 - 51-55 -
Betrayal 61-65 56-60 41-55 56-60 61-70
Treachery 66-70 61-70 56-65 61-70 71-80
Logistics Failure 71-80 71-75 66-75 71-75 81-85
Reinforcements 81-85 76-85 76-85 76-85 86-90
Attrition 86-95 86-95 86-95 86-95 91-95
Major Event 96-100 96-100 96-100 96-100 96-100

No event – Nothing of significance occurs

Civil Disturbance – Local riots and small-scale agitation take place. On a 2d6 roll or 2 or 3, the player characters
must undertake a campaign against a regiment of locals (likely infantry, but possibly some vehicles as well).
Otherwise, the disturbances have no particular impact on the unit.

Sporadic Uprisings – Substantial civil uprisings sweep the planet. A 2d6 roll of 2 – 8 causes an active campaign
against 1d6 local regiments (likely infantry and possibly some light vehicles as well). Otherwise, the disturbances
die out without the unit’s intervention.

Rebellion – The local populace erupts in widespread resistance to the government. Regardless of original
assignments, the unit and its supporting troops are placed on riot duty. Add any rebel troops generated to enemy
forces deployed against the unit.
Betrayal – The mercenaries have been betrayed by their employer. Perhaps all House troops accompanying the
unit are withdrawn, promised supplies and transports are not delivered, or false information regarding the nature
of the mission and the size of the enemy forces facing the unit was provided.

Treachery – The unit is betrayed into the enemy’s power by self-seeking individuals in positions of trust. Mostly
this is restricted to false intelligence about enemy strength and intentions (secretly add enemy forces to the table
that are only revealed when the battle begins), but it could also include the destruction of money for supplies or
repair, an assassination attempt against the unit commander, sabotage of the unit by the enemy, or other
nefarious schemes.

Logistical failure – Bureaucratic snarls, enemy action, profiteering, and other outside interference causes problems
with supply shipments.

Reinforcements – Friendly regiments arrive to support the unit in battle.

Attrition – A natural disaster, disease, or other crisis causes casualties to the unit and is unconnected with enemy
actions.

Scenario Special Rules


ID/Scan all of the Defender’s force. Scanning must be done
within 4 hexes of an enemy unit at the end of the Movement
phase and in lieu of any attack. Scanning may be completed by
either spending one complete turn with the target in the range
of an operating probe (any equipment with “probe” in the title)
or spending two turns within a four-hex radius of a BattleMech or
Vehicle unit. A unit that is scanning without a probe may not fire
any weapons during the time it takes to complete a scan; multiple
buildings may be scanned at the same time. Line of sight is not
required.

Moderate Gale: Apply a +1 to-hit modifier to all missile


weapon attacks.
+25 Tangled Forests: Hexes with Heavy Woods terrain are
considered impassable and block line of sight due to the tangled
roots and branches of the trees. These hexes are also considered
to be three levels in height.

Mushy Ground: Apply a +1 modifier to all Piloting Skill


Rolls.
+50 Electromagnetic Interference (EMI): Apply a +2 to-hit
modifier for all ranged weapon attacks and a –2 penalty to rolls
on the Cluster Hits Table (regardless of the weapon system used)
made by all units operating within an affected area. This area of
effect may cover the entire playing area, or—if the players and/
or gamemaster decide—be confined to select mapsheet-sized
regions, to represent a more localized phenomenon.
Additionally, all active probes within an EMI-affected region
are rendered useless, while ECM systems double their effective
range
OBJECTIVES
1. ID/Scan all of the Defender’s buildings. Scanning must
be done within 4 hexes of an enemy building at the end of the
Movement phase and in lieu of any attack. Scanning may be
completed by either spending one complete turn with the target
in the range of an operating probe (any equipment with “probe”
in the title) or spending two turns within a four-hex radius of a
BattleMech or Vehicle unit. A unit that is scanning without a probe
may not fire any weapons during the time it takes to complete a
scan; multiple buildings may be scanned at the same time. Line of
sight is not required.

Apply a +1 to-hit modifier to all energy and


pulse weapon attacks.

Moonless Night: Apply a +3 to-hit modifier to all weapon


attacks, while applying a +1 to-hit modifier to all physical attacks.
Apply a +1 modifier to any Piloting/Driving Skill Rolls (and Control
Rolls) made if a unit Ran/Flanked (used Maximum Thrust) that turn.
For every 15 points of heat—on a target unit that tracks heat—apply
a –1 to-hit modifier to any weapon attacks. Searchlight-equipped
units reduce the +3 to-hit modifier to +2 for weapon attacks, while
eliminating the +1 to-hit modifier for physical attacks.
+75 Reinforcements: The Defender may designate one unit
from his force as reinforcement. That unit enters the battle from
the Defender’s home edge during the Movement Phase after Turn
5 but before Turn 9 (player’s choice). If the Defender is destroyed
before the reinforcement enters, then the reinforcement counts
as a destroyed unit for determining objectives.
OBJECTIVES
1. Search objective. Determine which two buildings contain
supplies. Scanning may be completed by either spending one
complete turn with the target in the range of an operating probe
(any equipment with “probe” in the title) or spending two turns
within a four-hex radius of a BattleMech or Vehicle unit. A unit that
is scanning without a probe may not fire any weapons during the
time it takes to complete a scan; multiple buildings may be scanned
at the same time. Line of sight is not required.

Light Fog: Apply a +1 MP cost to enter each hex

Sinkholes: Roll 2D6 for the first clear hex each ’Mech
enters during a turn while using Running MP. If the roll is a 10 or
greater, a sub-level 1 sinkhole opens beneath the unit. The player
must then make a Piloting Skill Roll with a +1 modifier for that
unit to avoid falling into the hole. Players should mark that hex for
future reference.
+100 Dawn/Dusk: Apply a +1 to-hit modifier to all weapon attacks. For
every 25 points of heat—on a target unit that tracks heat—apply
a –1 to-hit modifier to any weapon attacks directed at that unit.

Landmines: The Attacker may pre-select six hexes before


turn one and designate these as concealing command-detonated
landmines. Each hex is activated immediately at the end of any
Movement Phase by the Attacker. When activated, the mines
explode in the hex, damaging all units contained within. Assign
20 points of damage in groups of five to the Front facing of the
unit. VTOLs are not affected by these mines unless they land in the
hex. Each minefield hex may only be activated once. The mines
are destroyed in the initial explosion.

Heavy Rainfall: Apply a +1 to-hit modifier to all weapon


attacks and a +1 Piloting/Driving Skill modifier

Ice Holes: Roll 2D6 for the first clear hex each ’Mech
enters during a turn while using Running MP. If the roll is a 10
or greater, a sub-level 1 hole opens beneath the unit. The player
must then make a Piloting Skill Roll with a +1 modifier for that
unit to avoid falling into the hole. Players should mark that hex for
future reference.

Bug Storm: The swirling Bug Storms of the Terra Firma


wilderness is an unusual event—but not a wholly uncommon
one—where enormous swarms of Taris locusts fill the skies with
a mad press of bodies. Randomly place 1D6 bug storms (1 central
hex and all adjacent hexes) for every mapsheet used. Multiple
storms may not share the same center hex. During the End
Phase of each turn, each Bug Storm will move 1 hex in a random
direction. The bug storms extend up to four levels above the
underlying terrain in every hex covered. All non-energy ranged
weapons that fire into or through a Bug Storm hex suffer a +1 tohit
modifier (regardless of the number of hexes), while all energy
weapons suffer a +2 to-hit modifier

Moonless Night: Apply a +3 to-hit modifier to all


weapon attacks, while applying a +1 to-hit modifier to all physical
attacks. Apply a +1 modifier to any Piloting/Driving Skill Rolls (and
Control Rolls) made if a unit Ran/Flanked (used Maximum Thrust)
that turn. For every 15 points of heat—on a target unit that
tracks heat—apply a –1 to-hit modifier to any weapon attacks.
Searchlight-equipped units reduce the +3 to-hit modifier to +2
for weapon attacks, while eliminating the +1 to-hit modifier for
physical attacks.
+300 Heavy Snowfall: Apply a +1 to-hit modifier to all weapon
attacks and a +1 modifier to all Piloting/Driving Skill Rolls (this
includes Control Rolls). Heat: Apply –3 heat points to all units that
track heat during the End Phase of every turn.

Earthquake
At the beginning of every turn (starting with Turn 2), roll 2D6.
On a result of 10 or higher, a tremor with a strength value of 4
shakes the battlefield. Players must make a Piloting Skill Roll for
each standing ’Mech they control at the start of each Movement
Phase during the tremor. If the Piloting Skill Roll fails, the ’Mech falls
and takes damage per standard rules. If the Piloting Skill Roll result
equals 2, a fissure may open up beneath that ’Mech. Make a second
roll and check the Basements Table (see p. 179, TW) to determine
if one opens and the fissure’s depth. The ’Mech will fall into the
fissure the same way it would fall into a basement. Treat the fissure
as a permanent map feature for the remainder of the track.
Additionally, apply a +4 modifier to all Piloting Skill Rolls and
any Weapon Attacks made during the same turn as the tremor.
The Earthquake only lasts one turn. Once it has passed, no
further rolls need be made.
Four-legged ’Mechs: For four-legged ’Mechs, the Piloting Skill
Roll modifier equals half the strength value of the tremor (their
extra legs provide improved stability). The standard –2 Piloting
Skill Roll modifier for four-legged ’Mechs applies as well. The
earthquake only lasts one turn. Once the earthquake occurs, no
more checks are to be made.
Eruption
Beginning in turn 6, roll 2D6 at the start of the turn. If the roll is 8
or greater, the volcano begins to erupt. For each subsequent turn
beyond 6, add +1 to the roll.
For example on turn 8, a check is made rolling 2D6. A
player rolls a 7. Adding +2 to the roll (it is now two turns beyond
6, which equates to a +2 modifier), the modified roll is now a 9,
which indicates the beginning of the eruption.
During the first turn of the eruption, the player that won
initiative selects one unoccupied hex on the playing area. He then
rolls 2D6; on a roll of 6 or more, that hex dissolves into magma.
Any unit within a two hex radius receives 10 points of damage,
assigned in groups of 5 to the facing of the attack and receives an
additional 2 heat points for the turn.
The player that lost initiative may then select a hex and repeats
the process.
For each additional turn the game continues during the
Eruption phase, each player may select another unoccupied hex.
For example, four turns after the eruption begins, both players
select four hexes for possible magma geysers.
Each hex that dissolves into magma takes on the properties
of magma (see below) and ignores its previous terrain feature,
though it retains its current height.
RA/wb
Combat pauses for a brief second as a massive tremor shakes the battlefield on Rigil Kentarus.
Magma
Any unit that is not a ’Mech that enters a
Magma Liquid hex is automatically destroyed
(it cannot be salvaged in any way). For hover,
VTOL and WiGE Vehicles in such a hex, if they
touch the ground of the hex for any reason (landing,
damage and so on), they are automatically destroyed.
’Mechs that start their Movement Phase in a Magma Liquid hex,
or enters a hex at any point, take 2D6 points of damage to each
exposed location immediately upon entering the hex. If the ’Mech
is moving normally, its legs constitute its exposed locations; if the
’Mech falls, all of its locations are exposed. Make separate damage
rolls for each location; regardless of how much damage is rolled,
it is considered only a single attack. A unit that starts and ends
a Movement Phase in a Magma Liquid hex takes an additional
2D6 of damage to its exposed locations; again, make a separate
damage roll for each location, but this roll is considered a unique
attack from the original 2D6 damage roll.
’Mechs that occupied a Magma Liquid hex (but do not occupy
it during the Heat Phase) generate 5 additional Heat Points in
that turn; occupying a Magma Liquid hex during the Heat Phase,
generates an additional 10 Heat Points that turn.
Entering a Magma hex takes one additional Movement Point.
Any unit in a Magma hex suffers from a +4 modifier to their
Piloting Skill Roll.

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