CITY OF ALBERMARLE, ALPHERATZ, OUTWORLDS ALLIANCE
06:30 Hours, 2 April 3081
OVERVIEW
GAME SET-UP
Game takes place on a large clear grassland map with a large city occupying roughly half the map. The city is protected by a large wall, complete with 8 turrets. A company-sized mech hanger complex is partially integrated into the wall.
The area outside the city consists of scattered hills.
ATTACKER
The attacker consists of elements of Ryuken-Roku, “Flawless Victory”, detached from normal duty by the Draconis Combine Internal Security Force (ISF).
Ryuken Roku, Special Detachment Omicron
Command Lance
Tai-i Valishkar Phuun (Gunnery 1, Piloting 2), Tai-Sho TSH-7S
Sho-ko Tatsuda Ozawa (Gunnery 3, Piloting 4), Crusader CDR-5K
Go-cho Frieda Nakamura (Gunnery 3, Piloting 4), Dragon Fire DGR-3F*
Go-cho Alison Grant (Gunnery 3, Piloting 4), No-Dachi NDA-2KC
Fire Lance
Chu-i Tahlman Falk (Gunnery 2, Piloting 3), Naganata NG-C3A
Gun-sho Lopak Alm (Gunnery 3, Piloting 4), Avatar AV1-OD
Heishi Reeves Sitmon (Gunnery 3, Piloting 4), Mauler MAL-3R
Heishi Yurr Tashinko (Gunnery 3, Piloting 4), Strider SD1-OC
Battle Lance
Chu-i Wulf Short (Gunnery 2, Piloting 3), Shugenga SJA-7D
Gun-Sho Culin Green (Gunnery 3, Piloting 4), Bishomon BSN-5KC
Heishi Harold Strenge (Gunnery 3, Piloting 4), Komodo KIM-2C
Heishi Bertha Hurk (Gunnery 3, Piloting 4), Venom SDR-9KC
Support Platoon
Chu-i Lokmar Jak (Gunnery 2, Piloting 3), Schiltron B
Gun-Sho Traknu Clahl (Gunnery 3, Piloting 4), Schiltron A
Gun-Sho Rog Lohman-Holmes (Gunnery 3, Piloting 4), Von Luckner VLK-K75N*
Gun-Sho David “Dave” Davidson (Gunnery 3, Piloting 4), Zhukov (Liao LB-X)
* Unit modified to accommodate C3 Slave unit.
Deployment: The attacker deploys second, at least 20 hexes outside the city walls.
DEFENDER
The defender consists of elements of the Alpheratz ARM (Alliance Reserve Militia); retired Alliance military veterans primarily assigned to garrison duties in a part-time capacity.
A special platoon of Federated Suns volunteers, “The Pitcairn Brigade” and Company of planetary militia cavalry have been temporarily attached to the mech company. An unattached special unit, “The Ghost”, is operating on the defenders’ behalf. Finally, defenders have the support of the Albermarle City Constable's Office.
Alpheratz ARM (Mixed Battalion)
Command Lance
Director Traneth Zek (Gunnery 3, Piloting 4), Zeus ZEU-9S
Preceptor Tasuke Ueda (Gunnery 3, Piloting 4), Banshee BNC-3S
Preceptor Wesley “Fire Weasel” Franks (Gunnery 4, Piloting 5), Stalker STK-3F
Preceptor Tyrus Rhall (Gunnery 4, Piloting 5), Marauder MAD-3D
Fire Lance
Supervisor Il-hin Farnath (Gunnery 3, Piloting 4), Archer ARC-4M
Preceptor Jankle Rohn (Gunnery 4, Piloting 5), Longbow LGB-7Q
Preceptor Martha Sus (Gunnery 4, Piloting 5), Trebuchet TBT-5N
Preceptor James “Sandwich” Johns (Gunnery 4, Piloting 5), Centurion CN9-9AL
Striker Lance
Supervisor Almaida Lil (Gunnery 3, Piloting 4), Blackjack BJ-3
Preceptor Xex “X” Karforth (Gunnery 4, Piloting 5), Grasshopper GHR-5N
Preceptor Quintus Graves (Gunnery 4, Piloting 5), Hatchetman HCT-3F
Preceptor Ulric Carrn (Gunnery 4, Piloting 5), Jenner JR7-F
The Pitcairn Brigade
Cpt. Davis Wright (Gunnery 3, Piloting 4), Javelin JVN-11D-SOS (RED)
Lt. Rodger Wals (Gunnery 3, Piloting 4), Javelin JVN-11D-SOS (BLUE)
Lt. Olgra Stakk (Gunnery 3, Piloting 4), Javelin JVN-11D-SOS (GRAY)
Lt. Randle Stakk (Gunnery 3, Piloting 4), Javelin JVN-11D-SOS (YELLOW)
The Panzerfaust Lancers
Section Leader Antonia Dans (Gunnery 3), Panzerfaust Cavalry Platoon (RED)
Supervisor Franz Bald (Gunnery 3), Panzerfaust Cavalry Platoon (BLUE)
Supervisor Diana Jones-Varney (Gunnery 3), Panzerfaust Cavalry Platoon (YELLOW)
Supervisor Josephus Krell (Gunnery 3), Panzerfaust Cavalry Platoon (ORANGE)
Lt. Franklin Trath (Gunnery 3), Panzerfaust Cavalry Platoon (WHITE)
Specter Lance
Kev “The Ghost” Dher’yen (Gunnery 2, Piloting 3), Exterminator IIC
Albermarle City Constable's Office
Red Lance
Captain Christopher Colles (Gunnery 4, Piloting 5), Urbanmech UM-K9
Sergeant Tracy McKibben (Gunnery 4, Piloting 5), Urbanmech UM-R63
Officer Benjamin Wright (Gunnery 4, Piloting 5), Urbanmech UM-R69
Officer James Geddes (Gunnery 4, Piloting 5), Urbanmech UM-R690
21
Green Lance
Lieutenant Elkanah Watson (Gunnery 4, Piloting 5), Urbanmech UM-R68
Corporal Joseph Ellicott (Gunnery 4, Piloting 5), Urbanmech UM-R60
Officer Canvass White (Gunnery 4, Piloting 5), Urbanmech UM-R60L
Officer Jesse Hawley (Gunnery 4, Piloting 5), Urbanmech UM-R60MG
Deployment: The Alpheratz ARM lances begin deployed inside the mech hanger complex. The Pitcairn Brigade and Specter lance are deployed according to special hidden units rules below. The Albermarle City Constable's Office starts the game undeployed. They will deploy during the game per the "Constable's Office" rules below.
Rule Book Modifications
BUILDINGS: All buildings will be assumed to have sufficient to hold the weight of unit in the game. Except for the wall and turrets, all forces are under strict orders to avoid damage to buildings (NOTE: roadways are not counted as buildings).
CLIMBING: Mechs with at least one hand may climb, per Tactical Operations rules. Climbing costs 2mp per level, using walking MP only. Must succeed at piloting roll for each level climbed or fall. Mechs with only one hand have +3 penalty on roll (inclusive of missing hand penalty). Climbing mech can only fire rear-facing weapons. -2 difficulty to attack climbing mech.
PAVEMENT: Skidding rules will be ignored for this scenario. (To expedite game play). Ground vehicles will receive 1mp bonus if they move on pavement entire turn (per normal rules).
Special Rules
Special rules for this scenario are listed below. NOTE: Some additional special rules may only be known to attackers or defenders.
CONSTABLE'S OFFICE: When a defending player has a mech destroyed, they may replace the destroyed mech with a listed Urbanmech of their choice that will deploy inside the city at the start of the following turn. Urbanmechs may deploy on map edges or adjacent to one of the four underground garage entrances. Once the eight Urbanmechs of the Constables Office are deployed, defending players no longer replace destroyed mechs with Urbanmechs.
C3 NETWORK: Attacker has two C3 networks. Its 12 mechs are on a single C3 network and its 4 vehicles are on another. Attacker has redundant C3 masters in its vehicle platoon, with the Ryuken-roku Schiltron A able to take over the role of a single destroyed C3 master computer, starting the next turn, leaving its own vehicle C3 network in the process if it assumed the role of a destroyed mech C3 Master.
. Note that this is a standard C3 network that is disrupted by a Guardian ECM system.
"THE GHOST": Kev Dher’yen’s Exterminator IIC is equipped with a linked Null Signature System and Chameleon Light Polarization Shield. While the Null Signature System and Chameleon Light Polarization Shield are active, units targeting the Exterminator IIC must apply a +2 to attacks at medium range, +4 to attacks at long range, and the Exterminator IIC generates an additional 16 heat a round. The systems are linked and must be designated as active or inactive at the start of a turn, for the entire duration of a turn. *Note this mech is equipped with a Guardian ECM system. If one system is damaged and inactive the remaining system is also rendered inoperable. The player of the Exterminator IIC designates, at the start of their movement phase, whether their Null Signature System and Chameleon Light Polarization Shield are active for the turn by placing either a clear miniature (if active) or gray miniature (if inactive) on the board.
HIDDEN UNITS: Defender has hidden units that will deploy onto the map during the game according to special rules. (i.e. The Ghost, The Pitcairn Brigade, The Panzerfaust Lancers, and The Albermarle City Constable's Office).
PANZERFAUST CAVALRY: Defender has five thirty-man platoons of “Panzerfaust Cavalry”, equipped with laser carbines and single-use shaped charge lances designed to penetrate vehicle or mech armor. Panzerfaust Cavalry have 4 movement points if they move only through clear/paved terrain hexes during a turn. If they move through any forest, ruble, water, or other difficult terrain during a turn, Panzerfaust Cavalry have only 3 movement points. Panzerfaust Cavalry are otherwise treated as normal foot infantry, attacking and taking damage as per their attached record sheet. Note that they may not attack with their rifles and lances in the same turn and lance attacks resolve during the physical attacks phase, with attack location determined as if from a kicking battlemech (but using the cavalry’s gunnery skill rating).
THE WALL: Albermarle city is protected by a 3 level high wall that is 2 hexes thick. The wall is pierced by two 1 level high tunnels for vehicles (Mechs may crawl through tunnels by spending xMPs per hex while prone). There is also an overpass entry over a section of wall that is two levels high. The wall has a CF of 150. Dealing 150 points of damage to a single hex will create a hole in the wall 2 levels high and 1 hex thick. When attacking the wall, attackers apply a -4 (immobile target) bonus to their target number. After hitting the wall, all shots fired from a cluster weapon (missiles, LB-X weapons, etc.) will hit the target without requiring a cluster hits roll.
Climbing the wall: Mechs may climb the two level high wall section by (?). Mechs may climb the three level high section by (?)
WALL TURRETS: Defender has 4 dual LRM 15 turrets, and 4 dual AC 10 turrets with regular (4 Gunnery) gunners. A turret is destroyed after taking 60 damage. All weapons have unlimited ammunition. When attacking turrets, attackers apply a -4 (immobile target) bonus to their target number. Any attack that hits a turret is applied to the turret and causes a roll on the following chart:
TURRET HIT EFFECT (2d6)
2: Ammunition hit, turret explodes (no damage to wall)
3: Weapon feed hit, one weapon may not fire next turn
4-10: No additional effect
11: Crew stunned, turret may not fire next turn
12: Turret locked, turret may not change facing for remainder of game
Victory Conditions
Victory is determined based upon the number of attacker units inside the city walls at the end of four hours:
# of Units Outcome
0-2 Decisive Attacker Defeat
3-4 Marginal Attacker Defeat
5-6 Draw
7-8 Marginal Attacker Victory
9+ Decisive Attacker Victory