CITY OF ALBERMARLE, ALPHERATZ, OUTWORLDS ALLIANCE
08:30 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 any remaining attacker elements from part 1, "Defend the City, Defend the Alliance", as well as elements of the 1st Sword of Light, detached from normal duty by the Draconis Combine.
1st Sword of Light, Special Detachment Omicron
Command Lance
Tai-i Yoshito Mase (Gunnery 1, Piloting 2), Akuma AKU-2X
Sho-ko Isla Steele (Gunnery 2, Piloting 3), Tai-sho TSH-7S
Go-cho Shane Houston (Gunnery 2, Piloting 3), Sunder SD1-OC
Go-cho Evan Gross (Gunnery 2, Piloting 3), Black Hawk KU BHKU-OX
Strike Lance
Chu-i Elise Garza (Gunnery 1, Piloting 2), Mad Cat II*
Gun-sho Jin Shimota (Gunnery 2, Piloting 3), O-Bakemono, OBK-M11
Heishi Isaac Arnold (Gunnery 2, Piloting 3), Daikyu DAI-02
Heishi Yabe Toru (Gunnery 2, Piloting 3), Owens OW-1
Battle Lance (Optional)
Chu-i Takaoka Hiyake (Gunnery 2, Piloting 3), Marauder MAD-5R
Gun-Sho Declan Thorne (Gunnery 3, Piloting 4), Grand Dragon DRG-7K
Heishi Aisha Campos (Gunnery 3, Piloting 4), Komodo KIM-3C
Heishi Zak Butler (Gunnery 3, Piloting 4), Black Jack BJ2-0B
Deployment: Remaining attacker elements from part 1 start deployed where they were at the end of part one. The Sword of Light forces deploy between 15 to 20 hexes outside the city walls, within 5 hexes of a single (side) edge of the map (attacker's choice as to which edge).
DEFENDER
The defender consists of any remaining defender elements from part 1, "Defend the City, Defend the Alliance", as well as additional elements of the Alpheratz ARM and elements of the 87 Striker Cluster of Clan Snow Raven's Beta Galaxy.
Alpheratz ARM
Striker Lance (Optional)
Supervisor Oscar Gutierrez (Gunnery 2, Piloting 3), Victor VTR-9D
Preceptor Tristan Klein (Gunnery 3, Piloting 4), Stalker STK-5M
Preceptor Hannah Zimmerman (Gunnery 4, Piloting 5), Enforcer ENF-4R
Preceptor Spencer Perez (Gunnery 4, Piloting 5), Hunchback HBK-4P
Presidential Limousine
Master Sgt. Ghen Zas (Gunnery 2, Piloting 3), Morningstar City Command Vehicle (VIP Variant)
Snow Raven Beta Galaxy, 97th Striker Cluster
Battle Star
Star Captain Lilith Magnus (Gunnery 1, Piloting 1), Dire Wolf Prime
Mechwarrior Callum (Gunnery 2, Piloting 3), Executioner A
Mechwarrior Imogen (Gunnery 2, Piloting 3), Timber Wolf Pryde
Mechwarrior Rhys (Gunnery 2, Piloting 2), Mad Dog B
Mechwarrior Zoe (Gunnery 2, Piloting 1), Stormcrow B
Deployment: Remaining defender elements from part 1 start deployed where they were at the end of part one. The optional Alpheratz ARM lance deploys along any map edge inside the city walls. The Snow Raven battle star deploys up to 5 hexes in from the far edge of the map that is completely outside the city walls. Defender forces that were not in part 1 deploy after the Sword of Light.
The Presidential Limousine deploys per the "Presidential Limousine" rules in the special 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.
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 Schiltron A able to immediately take-over if the Schiltron B is destroyed. Note that this is a standard C3 network that is disrupted by a Guardian ECM system.
"THE GHOST" [If unit survived part 1]: 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.
Presidential Limousine: The attacker's goal is to assassinate Outworlds Alliance President Mitchell Avellar to put an end to his efforts to join the Outworlds Alliance with Clan Snow Raven. President Avellar attempts to evade and escape in a Morningstar City Command Vehicle that serves as his Presidential Limousine. The attackers win if they destroy the Presidential Limousine Morningstar.
The Presidential Limousine enters the map during the movement phase of turn 1, deploying adjacent to one of four underground parking garage entrances (defender's choice). If, at the beginning of any move phase after turn 6, the presidential limo is at least 30 hexes away from the closest attacker unit, or if it exits the far edge of the map that is completely outside the city walls, the Presidential Limo slips away and the defenders win.
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 [If turrets survived part 1]: Defender has up to 4 dual LRM 15 turrets, and 4 dual AC 10 turrets (depending on how many survived part 1) 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
The attacker must kill President Mitchell Avellar, by destroying the the Presidential Limo. Any other result is a defender victory.