The Battle of Tukayyid Event

Introduction

On the 1st of May 3052, on the sleepy agricultural world of Tukayyid, a titanic battle for the fate of Terra began.

Seven Clans (Clan Wolf, Clan Jade Falcon, Clan Diamond Shark, Clan Smoke Jaguar, Clan Nova Cat, Clan Steel Viper and Clan Ghost Bear), the children of Kerensky, faced the Armies of ComStar.

Anastasias Focht, realising the threat the Clans posed to the InnerSphere and have learned of the Clans true goal was the conquest of Terra itself, issued a Batchall to Ilkhan Ulric Kerensky. If the Clans won, then ComStar would allow the Clans to take control of Terra. If ComStar won then the Clans would cease the invasion of Terra at a demarkation line with Tukayyid at the centre.

Over the course or 20 days, the armies of ComStar were to defend 14 objectives from the Clans. Each Clan was assigned two of these objectives to capture. From the swamps of the Racice River Delta, to the Forrests of Holth and the Prezno Mountains battles raged across Tukayyid.

In this one day event, each player will play as either one of the seven Clans or as ComStar fighting in one of seven separate scenarios based on the Battle of Tukayyid sourcebook. At the end of the day the final results of all the battles will determine if either the Clans of ComStar are victorious.

Rules for the day:

  • All players should bring their own dice, ensuring they are in clear pairs.
  • All players should bring paper record sheets and their own quick reference chart if possible.
  • There is no painting requirement.
  • Players are encouraged to bring the correct miniature, but proxying is allowed.
  • We will be using the Total Warfare/BattleMech Manual Rules set with the following optional rules:
  • Forced Withdrawal (Total Warfare) – Units which suffer Crippling Damage must retreat to their home edge. The MechWarrior of any BattleMechs incapable of movement must eject.
  • Expanded Backwards Movement (TacOps) – Backwards movement on a successful Piloting Skill Roll (if there is a change in elevation).
  • Segmentent Fire (BattleMech Manual) – Players take turns in firing Weapons as per initiative with no target declaration phase.
  • Force buildings and some scenarios reference rules from BattleMech Manual (BM), Clan Invasion Box Rules, TacOps: Advanced Rules (TO:AR), Map Pack The Battle of Tukayyid Rules and Campaign Operations. Copies of these books will be available on the day and players are not required to own these.

Force Construction

Each player will construct an 18,000 BV force using BV2. Battle Values can be found at The Master Unit List. Units must be selected from the appropriate RAT.

General force construction rules:

  • Each player will have 18,000 BV for their force.
  • Only Canon units may be taken (i.e. ones in a TRO) including the Tukayyid (TC) variants in BOT.
  • All unit selection must be from the below unit lists.
  • Players may select the following Standard Technology Ammo types (Flak, Inferno, Smoke, Artemis Enabled, NARC [and NARC Pods], Streak, Flechette, Fragmentation, Thunder/FASCAM, Tracer, Swarm).
  • Players should not use C3 systems.
  • Players may not select Artillery Units or Aerospace units.
  • Unless otherwise notes only rules from Total Warfare, A Game of Armored Combat box, Clans Box or BattleMech Manual are in effect.
  • All units skills for Gunnery and Piloting must remain with 2 points of each other e.g. 4/3 or 4/2 are ok but 5/1 is not. (AntiMech skill for Infantry is the exception to this).

Training Levels

Experience LevelGunnery/PilotingGunnery/PilotingGunnery/Piloting
Civilian8/87/88/7
Very Green7/76/77/6
Green6/65/66/5
Regular5/54/55/4
Veteran4/43/44/3
Elite3/32/33/2
Heroic2/21/22/1
Legendary1/10/11/0 (0/0)

Clan Forces

Clan players will generate a Star/Nova with a BV of 18,000.

  • Each Star/Nova will have exactly 5 Clan BattleMechs (Either OmniMechs or Second line Clan Mechs or a mix of the two)
  • Clan Trueborn MechWarriors who pilot OmniMechs must have a minimum training of Veteran (Pilot 4, Gunnery 3) and a maximum of Heroic (Pilot 2, Gunnery 1).
  • Dirty Freebirth/Ancient Solhoma Clan MechWarriors who pilot 2nd Line Clan Mechs must have a minimum training of Regular (Pilot 5, Gunnery 4) and a maximum of Elite (Pilot 3, Gunnery 2).
  • Each Star of Mechs may choose to be supported by one Star of Elementals will include 0-5 points of Elemental Battle Armor.
  • Elementals must have a minimum training of Veteran (Pilot 4, Gunnery 3) and a maximum of Heroic (Pilot 2, Gunnery 1).
  • Elemental Battle Armor may only be included in a Track Force if carried onto the map by an Omni-Mech. All Elemental Battle Armor must start scenarios mounted on an Omni-Mech.
  • Clans may not select Conventional Infantry or Vehicles (No Hell’s horses here!)
  • It is completely at the Clan players choice if they wish to follow Zellbrigen rules, they are optional.
  • Each Clan Star (Formation) can have a maximum of 1 Heroic, 2 Elite units.

Clan Jade Falcon Nova with 5 Omni-Mechs and 5 Points of Elementals.

TO&E Clan Jade Falcon (Gamma Galaxy 9th Talon Cluster) 17,851BV

  • Summoner Prime [70] (2/2) 4020 BV
  • Executioner Prime [95] (4/3) 3629 BV
  • Mad Dog Prime [60] (4/3) 3103 BV
  • Stormcrow Prime [55] (4/3) 2736 BV
  • Kit Fox [30] (4/3) 1432 BV
  • Elemental Battle Armor [Laser] (3/2) 751 BV
  • Elemental Battle Armor [Laser] x4 (4/3) 590 BV x 4

ComStar Forces

ComStar players with generate a force of 2 Level IIs of BattleMechs and 1 Level 2 of Support forces (Vehicles or Infantry). Each force should cost no more than 18,000 BV.

  • Each Level II with consist of exactly 6 BattleMechs.
  • MechWarriors must and a minimum training of Green (Pilot 6, Gunnery 5) and a maximum of Elite (Pilot 3, Gunnery 2)
  • Each Support Level II will consist of 6 Level 1’s which can either be Infantry Platoons or Combat Vehicles.
  • Vehicle Crews must and a minimum training of Green (Pilot 6, Gunnery 5) and a maximum of Elite (Pilot 3, Gunnery 2)
  • Although Vehicles are not mentioned in BOT players may take any canon Introductory Tech or Standard Tech (SLDF) vehicle listed here MASTER UNIT LIST – COMSTAR VEHICLES
  • Royal Vehicles are rare; only one Royal Vehicle of any kind may be included per Level II. For example, if a Burke Defense Tank (Royal) is generated for a Level II, neither a second Burke Defense Tank (Royal) nor a Fury Command Tank (Royal) (nor any other Royal Vehicle) may be included in that Level II.
  • Infantry Platoons must and a minimum training of Green (AntiMech 8, Gunnery 5) and a maximum of Elite (AntiMech 3, Gunnery 2).
  • Any infantry forces may only be added to a Track Force is they can be carried onto the map by a vehicle and must start the game mounted (Mechanised Infantry unit are exempt from this).
  • Infantry must be purchased as Platoons and not Squads. (Although ComStar Deploys Platoons of different strength to InnerSphere standards, for the purposes of this event we are ignoring that fact!)
  • ComStar may not use Inner Sphere Battle Armour
  • Each ComStar Level II (Formation) can have a maximum of 1 Elite, 2 Veteran units.

Example ComStar Force

Battle Level 2

  • Black Knight BL-9-KNT Aye-Mi Flores (3/4) 2215
  • Excalibur EXC-B2 Lavinia López (4/5) 1533
  • Awesome AWS-8Q Iman Ishaq (4/5) 1605
  • Catapult CPLT-C1 Anne Klohse (4/5) 1399
  • Griffin GRF-1N Manabu Aoki (4/5) 1272
  • Champion CHP-2N Joomi Kim (4/5) 1116

Striker Level II

  • Wolverine WVR-7M Dylan McClain (4/5) 1673
  • Phoenix Hawk PXH-1 Ines Robles (4/5) 1041
  • Hunchback HBK-4G Dayle Cela (4/5) 1041
  • Mercury MCY-98 Aguinaldo Gravito (4/5) 553
  • Stinger STG-3R Giolla Gabrieli (4/5) 359
  • Stinger STG-3R #2 Uhila Tagmaç (4/5) 359

Support Level II

  • Schrek PPC Carrier (Anti-Infantry) Tarjei Meklau (3/5) 1057
  • Ontos Heavy Tank (LRM) Rio Kahiga (4/5 1164
  • Rotunda Scout Vehicle RND-J-1-11 (SRM) Anthony Butt (4/5) 286
  • Warrior Attack Helicopter H-7 Lucyna Yurek (4/5) 295
  • Warrior Attack Helicopter H-7 #2 Ruth Friedberg (4/5) 295
  • Warrior Attack Helicopter H-7C Naida Ognenovic (4/5) 446

Elementals and Battle Value

To determine the BV cost of a Point of 5 Elementals, take te base cost below and multiply it by the skill multiplier found in the table.

The minimum skill level for Elemental Battle Armor is Gunnery 3 and AntiMech 4.

Elemental Battle Armor (Laser) – Base 447 BV (Gunnery 3, AntiMech 4 590BV)

Elemental Battle Armor (MG) – Base 404 BV (Gunnery 3, AntiMech 4 533BV)

Elemental Battle Armor (Flamer) – Base 404 BV (Gunnery 3, AntiMech 4 533BV)

Elemental Battle Armor (Head Hunter) – Base 300 BV Gunnery 3, AntiMech 4 396 BV)

Skill Multiplier Table (Errata from 2018)

Use the following table to find the BV of a unit with a skill other than Gunnery 4, Piloting 5 multiply the base BV cost with the below multiplier.

Available Units

[From the BattleTech: Battle of Tukayyid Supplemental]

Clan Front-Line

LIGHT ’MECHS

  • Fire Moth Prime, A, B, C, D
  • Fire Falcon Prime, A, B, C, D (Jade Falcon)
  • Mist Lynx Prime, A, B, C, D
  • Arctic Cheetah Prime, A, B, C, D
  • Kit Fox Prime, A, B, C, D, S
  • Adder Prime, A, B, C, D, TC (TC: Diamond Shark)

MEDIUM ’MECHS

  • Viper Prime, A, B, C, D
  • Phantom Prime, A, B, C, D (Wolf)
  • Battle Cobra Prime, A, B (Diamond Shark, Jade Falcon, Nova Cat, Steel Viper)
  • Ice Ferret Prime, A, B, C, D
  • Grendel Prime, A, B, C, D (Diamond Shark, Smoke Jaguar)
  • Shadow Cat Prime, A, B, TC (Nova Cat, Smoke Jaguar)
  • Nova Prime, A, B, C, D, S
  • Huntsman Prime, A, B, C (Nova Cat, Smoke Jaguar)
  • Black Lanner Prime, A, B, C, D (Jade Falcon)
  • Stormcrow Prime, A, B, C, D, TC
  • Stooping Hawk Prime, A, B, C (Ghost Bear)

HEAVY ’MECHS

  • Mad Dog Prime, A, B, C, S (S: Ghost Bear)
  • Ebon Jaguar Prime, A, B, C
  • Crossbow Prime, A, B (Jade Falcon, Smoke Jaguar, Steel Viper)
  • Linebacker Prime, A, B, C, D (Wolf)
  • Hellbringer Prime, A, B, M (M: Jade Falcon)
  • Summoner Prime, A, B, C, D, M
  • Timber Wolf Prime, A, B, C, D, S, TC (TC: Wolf)
  • Night Gyr Prime, A, B, C, D (Jade Falcon)

ASSAULT ’MECHS

  • Gargoyle Prime, A, B, C, D
  • Naga Prime, A, B, C, D
  • Warhawk Prime, A, B, C
  • Kingfisher Prime, A, B, C, D
  • Executioner Prime, A, B, C, D, TC (TC: Ghost Bear, Wolf)
  • Turkina Prime, A, B, C (Jade Falcon)
  • Dire Wolf Prime, A, B, S, W

Battle Armor

  • Elemental Battle Armor (Laser)
  • Elemental Battle Armor (MG)
  • Elemental Battle Armor (Flamer)
  • Elemental Battle Armor (HeadHunter)

CLAN SECOND-LINE

Available BattleMechs (Clans in parenthesis have exclusive access)

LIGHT ’MECHS

  • Howler (Jade Falcon)
  • Piranha
  • Icestorm ( Wolf )
  • Locust IIC, 2, 3 (2: Jade Falcon, 3: Smoke Jaguar)
  • Locust C
  • Firefly C
  • Incubus, 2, 3
  • Jenner IIC, 2, 3 (2, 3: Nova Cat)
  • Horned Owl, 2
  • HSR-200-D Hussar
  • THE-N Thorn
  • LCT-1Vb Locust
  • STG-3Gb Stinger
  • TLN-5W Talon
  • MON-66 Mongoose
  • NTK-2Q Night Hawk
  • OTT-7Jb Ostscout

MEDIUM ’MECHS

  • Clint IIC
  • Griffin IIC, 2
  • Great Wyrm
  • Shadow Hawk IIC, 2 (2: Ghost Bear)
  • Shadow Hawk C
  • Wyvern IIC
  • Conjurer
  • Hunchback IIC
  • Vapor Eagle, 2
  • KTO-19 Kintaro
  • KTO-19b Kintaro
  • CRB-27 Crab
  • CRB-27b Crab
  • GRF-2N Griffin
  • WVE-5Nb Wyvern
  • HOP-4Bb Hoplite
  • HOP-4Cb Hoplite
  • LNX-9Q Lynx
  • SHD-2Hb Shadow Hawk

HEAVY ’MECHS

  • Hellbringer Prime
  • Champion C
  • Glass Spider, 2 (2: Wolf )
  • Matador (Jade Falcon, Steel Viper) % Thresher, 2 (Diamond Shark)
  • Rifleman IIC, 2
  • Rifleman C
  • Bowman (Diamond Shark)
  • Grizzly (Ghost Bear)
  • Guillotine IIC
  • Orion IIC (Wolf)
  • Black Python, 2 (Steel Viper)
  • Marauder C
  • Archer C
  • Thunderbolt C
  • Warhammer C
  • LNC-01-25 Lancelot
  • FLS-7K Flashman
  • BL-6-KNT Black Knight
  • OSR-2Cb Ostroc
  • BMB-12D Bombardier
  • CRD-2R Crusader
  • TDR-5Sb Thunderbolt
  • ARC-2Rb Archer
  • EXC-B2 Excalibur
  • EXC-B2b Excalibur
  • WHM-6Rb Warhammer
  • MAD-2R Marauder

ASSAULT ’MECHS

  • Gargoyle Prime
  • Executioner Prime
  • Phoenix Hawk IIC, 2 (2: Diamond Shark, Nova Cat, Steel Viper)
  • Warhammer IIC, 2
  • Marauder IIC, 8
  • Highlander IIC
  • Supernova (Nova Cat, Wolf, Ghost Bear)
  • Stone Rhino, 4, 5, 6
  • Kodiak
  • Bane
  • Atlas C
  • Victor C
  • THG-11Eb Thug
  • BLR-1Gb BattleMaster
  • CRK-5003-1 Crockett
  • STK-3Fb Stalker
  • EMP-6A Emperor
  • HGN-732b Highlander
  • AS7-D-H Atlas II
  • KGC-000b King Crab

ComStar Forces

LIGHT ’MECHS

  • MCY-97 Mercury
  • MCY-99 Mercury
  • THE-N Thorn
  • THE-N1 Thorn
  • MON-66 Mongoose
  • FFL-4C Firefly
  • HER-1S Hermes
  • HSR-200-D Hussar
  • HSR-400-D Hussar
  • UM-R60 UrbanMech
  • UM-R63 UrbanMech
  • SDR-9K Venom
  • LCT-1V Locust
  • STG-3R Stinger
  • WSP-1A Wasp
  • SDR-5V Spider
  • FS9-H Firestarter
  • FS9-M Firestarter
  • OTT-7J Ostscout
  • OTT-7K Ostscout
  • PNT-8Z Panther
  • VLK-QA Valkyrie

MEDIUM ’MECHS

  • ASN-21 Assassin
  • ASN-23 Assassin
  • CLNT-2-3T Clint
  • CLNT-2-3U Clint
  • CN9-A Centurion
  • STN-3L Sentinel
  • WTH-1 Whitworth
  • WTH-2 Whitworth
  • BJ-1 Blackjack
  • BJ-2 Blackjack
  • WVE-5N Wyvern
  • WVE-9N Wyvern
  • CN9-A Centurion
  • CRB-27 Crab
  • HBK-4G Hunchback
  • HBK-5M Hunchback
  • KTO-19 Kintaro
  • CDA-2A Cicada
  • DV-6M Dervish
  • PXH-1 Phoenix Hawk
  • PXH-1bC Phoenix Hawk
  • PXH-3M Phoenix Hawk
  • SCP-1N Scorpion
  • SCP-1O Scorpion
  • SHD-2H Shadow Hawk
  • SHD-2Ht Shadow Hawk
  • SHD-2Hb Shadow Hawk
  • GRF-1N Griffin
  • GRF-2N Griffin
  • WVR-6R Wolverine
  • WVR-7M Wolverine

HEAVY ’MECHS

  • CHP-1N Champion
  • CHP-3N Champion
  • LNC25-01 Lancelot
  • LNC25-05 Lancelot
  • OTL-4D Ostsol
  • OTL-5M Ostsol
  • BMB-12D Bombardier
  • CPLT-C1 Catapult
  • CPLT-C3 Catapult
  • CPLT-C1b Catapult
  • EXT-4D Exterminator
  • CES-3R Caesar
  • EXC-B2 Excalibur
  • ST-8A Shootist
  • WHM-6R Warhammer
  • WHM-7M Warhammer
  • WHM-7CS Warhammer
  • BL-6-KNT Black Knight
  • BL-6b-KNT Black Knight
  • BL-9-KNT Black Knight
  • FLS-8K Flashman
  • MAD-1R Marauder
  • MAD-3R Marauder
  • MAD-5CS Marauder
  • MAD-5M Marauder
  • OSR-2C Ostroc
  • OSR-2D Ostroc
  • RFL-3N Rifleman
  • RFL-5CS Rifleman
  • TDR-7M Thunderbolt
  • TDR-5S Thunderbolt
  • ON1-K Orion
  • ON1-M Orion
  • ARC-2R Archer
  • ARC-5CS Archer

ASSAULT ’MECHS

  • SPT-N2 Spartan
  • THG-11E Thug
  • BLR-1G BattleMaster
  • BLR-2C BattleMaster
  • BLR-3M BattleMaster
  • CRK-5003-1 Crockett
  • HGN-732 Highlander
  • NSR-9J Nightstar
  • AS7-D Atlas
  • AS7-K Atlas
  • KGC-000 King Crab
  • PLG-3Z Pillager
  • TDK-7X Thunder Hawk
  • AWS-8Q Awesome
  • CGR-1A1 Charger
  • GOL-1H Goliath
  • VTR-9B Victor
  • STK-3F Stalker
  • STK-5M Stalker
  • BNC-3E Banshee
  • KGC-001 King Crab
  • CP 10-Z Cyclops
  • CP 11-A Cyclops

VEHICLES

Master Unit List Vehicles (Excluding Artillery)

INFANTRY

All infantry types from Total War, plus Field Gunners from TacOps.

‡Royal Unit. These are rare, and each Level II must only include 1 rare Unit

Special Rules

Entering the Play Area and Retreat – Players deploy by walking in from their home/deployment edge. This also is their retreat edge unless otherwise noted. Any units which are able to leave the map via their home edge have retreated. Retreated units do not count as cripple or destroyed for the purpose of objectives. They may not re-enter the map. Units which leave by any other map edge are considered destroyed.

Forced Withdrawal/Crippling Damage – If a unit receives Crippling Damage (as per Total War or the BattleMech Manual) they must withdraw to their home map edge.

Formations: Each Formation (Star or Level II) may benefit form the Formation rules (Clan Invasion Box or Campaign Operations)

Formation Types (p.21 -23 Clan Invasion Box Rule Book)

  • Assault
  • Battle
  • Command
  • Fire
  • Recon
  • Striker/Cavalry
  • Heavy Striker/Cavalry
  • Support
  • Nova (Clan Only)

Special Force Abilities: Each Force has specific abilities listed. Details of these can be found in Campaign Operations – details of these will be available on request.

Special Pilot Abilities: In some scenarios units are available that have Special Pilot Abilities which can be found in Campaign Operations.

Scenarios

Full details of the scenarios will be added later. These scenarios are adapted from the Battle of Tukayyid sourcebook.

All scenarios have a time limit of 8 turns.

All scenarios take place on maps from the Battle of Tukkayid Map Pack (32×17 hex). Please refer to the special rules in the Map Pack: Battle of Tukayyid Rules below:


Clan Smoke Jaguar – Soft Landings (Racice River Delta)

SITUATION

  • Racice Delta, Boreal Continent
  • Tukayyid
  • Free Rasalhague Republic
  • 1 May 3052

Still reeling over their humiliating failure to capture Luthien, the Smoke Jaguars won the right to land first, but only by bidding away an entire Galaxy, a full third of their force. Further dooming their chances, the Jaguars assumed that only one Galaxy each would be required to capture the target cities defended by the Com Guards 5th Army, with the Khan Lincoln Osis led Alpha Galaxy establishing a landing zone in the mountains near Dinju Heights while saKhan Sarah Weaver led Beta Galaxy in staging a combat drop into the marshes of the Racice River Delta in preparation for an assault on Port Racice.

GAME SETUP

This scenario uses the Racice River Delta from MapPack: The Battle of Tukayyid.

Level 1 foliage is present (TO:AR p. 34)

All mud hexes are Depth 0 (see Mud, p. 48, TO:AR)

Swamp rules apply in the hexes noted on the map sheet (see p. 49, TO:AR)

ATTACKER (Clan Smoke Jaguar)

The Attacking deploys via combat drop at the start of turn 1 (using the rules from BattleMech Manual).

Elemental Points may combat drop without being carrier by ‘Mechs.

First Jaguar Guards “The Whitewatch”

  • Experience Rating: Elite
  • Equipment Level: Front-Line
  • Force Composition: 3 Heavy ’Mech Trinaries, Elemental Trinary, Trinary Striker (2 Medium ’Mech Stars, Aerospace Star)
  • Special Command Abilities: Unleashed, Steady, Forcing the Initiative
  • Commander: Star Colonel Blaine Raddick
  • Steady: Units in this force may use up to half (rounded up) of their walking MP during the Movement Phase and receive only a +0 target movement modifier, replacing the standard +1 target movement modifier for walking .
DEFENDER (ComStar)

The Defender deploys their force at the start of the game (before the attacker).

Any BattleMechs may deploy using the Hidden Unit rules in depth 1 (prone) or depth 2 water.

All edges of the map are considered home edges for retreat.

207th Division “The Pounders”

  • Experience Rating: Veteran
  • Force Composition: Omicron
  • Special Command Abilities: Forcing the Initiative, Focus: Weapon Specialist (pick one laser type)
  • Commander: Precentor Jamy Cygnor

Objectives

Wound Them: Destroy or cripple at least 25% of the opposing force . [100]

Hammer Them: Destroy or cripple at least 50% of the opposing force . [100]

Destroy Them: Destroy or cripple at least 75% of the opposing force . [100]

Hunter-Killer: Kill the opposing Commander [100]

Special Rules

FORced Withdrawal

Clan Smoke Jaguar ignore rules for Forced Withdrawal during this scenario.

Commanders

Each force must designate one Commander. While the Commander is not destroyed or crippled the force receives a +2 to initiative.

The First on the Field

The first Clan warrior to set foot on Tukayyid was an Elemental, unfortunately due to the speed of his decent he broke both legs and his back.

The Clan player may kill one Elemental in one of their Points if that point combat drops first into the battle. All other units that combat drop after this receive a -1 to their Piloting Skill check for their combat drop.


Clan Diamond Shark – Blood Frenzy (Kozice Valley)

SITUATION

  • Kozice Prime, Kozice Valley
  • Tukayyid
  • Free Rasalhague Republic
  • 4 May 3052

Relatively untried in the invasion, ROM’s intelligence rated the Diamond Sharks as the weakest Clan to take part on Tukayyid and Precentor Martial Focht selected the relatively inexperienced 8th Army and remaining green divisions of 2nd Army to face them. Overeager to try and win first landing rights, the mere five Clusters Diamond Shark Khan Ian Hawker bid, two each from the frontline Alpha and Gamma Galaxies bolstered by one from the second-line Omega Galaxy, were easily surpassed by the concessions offered by the other Clans and the Sharks were to land second to last.

GAME SETUP

This scenario uses theKozice Valley from MapPack: The Battle of Tukayyid.

Hexes 1012-1013 and 2609 are bridges with a CF of 160 per hex. Underneath the bridges, hexes 1012 and 1013 are Level 2, Depth 1 and hex 2609 is Level 0, Depth 1.

ATTACKER (Clan Diamond Shark)

The Attacker enters from the southern map edge (their home edge) during the movement phase of turn 1.

To represent the heavy fighting up to this point, and the distance back to their landing zone and its ammunition dumps, all of the Attacker’s units begin play with half their maximum ammunition allotments (rounding down).

19th Heavy Cluster “The Great White”

  • Experience Rating: Elite
  • Equipment Level: Front-Line
  • Force Composition: Assault Supernova, 3 Heavy ’Mech Trinaries, Aerospace Binary
  • Special Command Abilities: Focus/Weapon Specialist, Overrun Combat, Intelligence Specialists
  • Commander: Star Colonel Ala Rodriguez
  • Notes: Disbanded after Tukayyid .
  • Intelligence Specialists: The force must select one Intelligence Specialist per force. As long as this unit remain on the board and not destroyed, the force receives a +1 Initiative Modifier.
DEFENDER (ComStar)

The Defender’s units deploy anywhere on the map before play begins.

With ComStar observers occupying the minarets of the Founders Hall in Kozice Prime, all Com Guards units are considered to have a spotter for indirect LRM fire against a single opposing unit each turn . This spotter has a +0 spotter movement modifier and +0 spotter terrain modifier.

31st Division “Static Hurlers”

  • Experience Rating: Veteran Force Composition: Kappa
  • Special Command Abilities: Overrun Combat, Off-map Movement
  • Commander: Precentor IV Daniel Mueller
  • Notes: Precentor Mueller died in the fighting on Tukayyid . The division was moved to Sixth Army after Tukayyid.
  • Force Building Rules: The Thirty-first Division has received Griffin GRF-3M and Crusader CRD-5M units from Oliver. A Campaign Force from this division may replace one BattleMech per Level II with one of the above of the same weight class (medium or heavy, respectively).

Objectives

Wound Them: Destroy or cripple at least 25% of the opposing force. [100]

Hammer Them: Destroy or cripple at least 50% of the opposing force. [100]

Destroy Them: Destroy or cripple at least 75% of the opposing force. [100]

Blitzkreig (Attacker Only): Exit 50% of the Forces BV from the northern map edge. [100]

Hold the line (Defender Only): Prevent the exit of 50% of the Forces BV from the northern map edge by the Attacker. [100]

Special Rules

Grain Mills: The ComStar player places 6 grain mills on the map. The ComStar player secretly notes 3 of these to be filled with flour produced from the local grains; these mills are highly explosive and will detonate in a spectacular explosion if hit with weapons fire . These detonations inflict 10 damage and 5 heat in the hex the mill occupied and all immediately adjacent hexes . If a unit does not track heat, that unit instead suffers an additional 5 damage . This damage is applied to all units in the area of effect in 5-point clusters.


Clan Ghost Bear – Teddy Bear’s Picnic (Holth Forest)

SITUATION

  • Holth Forest
  • Tukayyid
  • Free Rasalhague Republc
  • 4 May 3052

While the Com Guard forces outside Spanac attempted to prevent Beta and Delta from linking up with Alpha, save for 12th Division’s brilliant ambush and destruction of Beta’s 7th Bear Guards in Holth Forest, the bulk made it through relatively intact. Unable to reach proper defensive positions while under fire from Alpha, the addition of Beta and Delta allowed the Bears to overrun the 91st and capture most of its supply caches intact. Recognizing her grave mistake in only committing the 1st Army to fight the Bears, Precentor Lucarca ordered her 103rd to keep fighting no matter the cost, until she was forcibly ordered out by Precentor Martial Focht himself, viewing the loss of Spanac a lesser evil over the loss of a full veteran division.

GAME SETUP

This scenario uses the Holth Forest from MapPack: The Battle of Tukayyid.

Simplified Fire and Smoke rules (pg. 54 BattleMech Manual) are in effect. Use the fire tokens provided to place on hexes of forest which ignite.

ATTACKER (Clan Ghost Bear)

The Attacker enters from the western map edge at the start of turn 1.

Seventh Bear Guards “Claws of Glory”

  • Experience Rating: Elite
  • Equipment Level: Front-Line
  • Force Composition: Heavy Supernova, 3 Heavy ’Mech Trinaries, Aerospace Binary
  • Special Command Abilities: Brawlers, Focus/Hot Dog, Strategic Command
  • Commander: Star Colonel Gustaf Hall
  • Notes: On garrison duty in the Homeworlds until 3051, the Seventh Bear Guards is a new arrival in the Inner Sphere, making them vulnerable to opponents’ dishonorable actions.
  • Family: The Ghost Bear force receives a –1 Target Number modifier to a ranged weapon attack against any target that is within Short range of a Ghost Bear unit possessing at least one location without armor
DEFENDER (ComStar)

The defender sets up anywhere to the east of the fire. The eastern map edge is their home edge.

Up to 50% of the Defender’s units may begin the game deployed as Hidden Units between their home edge and the halfway point of the battlefield (see p . 82, BMM).

121st Division “Effective Actions”

  • Experience Rating: Green
  • Force Composition: Eta
  • Special Command Abilities: Environmental Specialization/Woods
  • Commander: Precentor IV Herbert Moeheng
  • Notes: Prior to the Clan Invasion, the 121st Division was headquartered on the Draconis Combine world of Galtor III . As part of the First Army it was a conduit of Com Guards hardware to the DCMS, for which it received a large amount of DCMS hardware in return .
  • Force Building Rules: The 121st Division has received Wolverine WVR-7Ks and Griffin GRF-1DSs from Marduk . A Campaign Force drawn from the 121st Division may replace one medium BattleMech per Level II with one of the above .

Objectives

Wound Them: Destroy or cripple at least 25% of the opposing force. [100]

Hammer Them: Destroy or cripple at least 50% of the opposing force. [100]

Destroy Them: Destroy or cripple at least 75% of the opposing force. [100]

Blitzkreig (Attacker Only): Exit 50% of the Forces BV from the eastern map edge. [100]

Hold the line (Attacker Only): Prevent the exit of 50% of the Forces BV from the eastern map edge by the Attacker. [100]

Special Rules

The Forest is on Fire: Use the Fire and Smoke rules (see p . 63, BMM). The wind is blowing towards the Defender’s home edge . Roll 1D6 to determine Wind Force: 1-2 is Force 0, 3-5 is Force 1, 6 is Force 2).

Artillery Strike

The Defender has 12 Battlefield Support Points to spend on Artillery Support (BattleMech Manual pg. 78).


Clan Steel Viper – Dezgra Demolition (Devil’s Bath)

SITUATION

  • Devil’s Bath, Southwestern Kozice Valley
  • Tukayyid
  • Free Rasalhague Republic
  • 5 May 3052

Assigned the targets of Kozice Ranch Station and Kelly Springs, the Steel Viper Khans bid three Galaxies, the front-line Alpha and Gamma with the second-line Zeta Galaxy as reserve. While earning them an earlier landing, replacing the front-line Beta with a second-line garrison Galaxy was also intended as an insult to the Com Guard forces.

Having learned from Clan Smoke Jaguar’s mistake, the Vipers set down en masse on the open expanse of the Kozice Plains with Alpha and Gamma solely advancing upon the primary objective Kozice Ranch Station. Harassing the Vipers with artillery and AeroSpace Fighter barrages, the 6th Division’s ground forces held off their attack until the Clan forces entered Devil’s Bath. As the 6th lured the Vipers in, with the tight paths negating the Clan weapons superior range and missteps losing entire Stars to the bottomless pools of boiling mud, Khan Natalie Breen realized too late her troops had stumbled into a massive trap.

As the Vipers attempted to withdraw, Precentor Beeshor Yekel of 6th Division used his Atlas’s Satellite Uplink to personally issue a public challenge and goad them into continuing their attack. Now enraged by the insult, the Vipers redoubled their advance, pushing the 6th and 78th Division through Devil’s Bath. While inflicting heavy damage on the Com Guard forces, both Alpha and Gamma Galaxies used up their ammunition at a tremendous rate.

GAME SETUP

This scenario uses the Devil’s Bath from MapPack: The Battle of Tukayyid.

Hot Mud (See Map Pack Tukayyid Rules)

ATTACKER

The Attacker walks on at the start on turn 1 from the western map edge (their home edge)

Due to the heavy fighting all Viper units begin tracks in the Devil’s Bath Region with 50% of their usual ammo loads.

The Attacking force must include this unit when building their force:

Star Colonel Robert Grimani

Executioner Prime (Gunnery Skill 2/Piloting Skill of 3).

Special Pilot Ability:

Iron Will

Fifty-Seventh Striker Cluster “The Fangs of Death”

  • Experience Rating: Elite
  • Equipment Level: Front-Line
  • Force Composition: 2 Medium ’Mech Trinaries, Heavy ’Mech Trinary, Elemental Trinary, Aerospace Trinary
  • Special Command Abilities: Banking the Initiative, Fang, Focus/Multi-tasker
  • Commander: Star Colonel Robert Grimani
  • Fang: Exclusive to Clan Steel Viper. Mounted Elementals may dismount at any point during their carrier’s movement, instead of only at the end of their carrier’s movement.
DEFENDER

The defender can deploy anywhere on the eastern map sheet before the attacker deploys. The eastern map edge is their home edge.

50% of the defending force’s units may deploy as if in hidden deployment (ignoring the requirement for rough terrain). These units are discovered as soon as an enemy unit can draw a line of sight on them.

The Defending force must include this unit when building their force:

Precentor Yekel

AS7-D Atlas (Gunnery Skill 3, Piloting Skill 4). (This unit may not start the game as a hidden unit).

Special Pilot Ability:

Antagonize

Sixth Division “Alert Words”

  • Experience Rating: Green
  • Force Composition: Xi
  • Special Command Abilities: Off- Map Movement
  • Commander: Precentor IV Beeshor Yekel
  • Notes: Composed of a mix of loyal Terran sons and FWL converts, the Sixth Division specialized in ambush tactics. Unfortunately, Precentor Yekel never failed to overestimate or oversell the abilities of his troops, leading them to be the first to face the Steel Vipers, and the first to die.

Objectives

Wound Them: Destroy or cripple at least 25% of the opposing force. [100]

Hammer Them: Destroy or cripple at least 50% of the opposing force. [100]

Destroy Them: Destroy or cripple at least 75% of the opposing force. [100]

Honor has been satisfied (Attacker Only): Star Colonel Robert Grinami must defeat Precentor Yekel (either in single combat or must inflict damage to his Atlas in the turn it is crippled or destroyed) [100]

Baiting to Viper (Attacker Only): Precentor Yekel must defeat Star Colonel Robert Grinami (either in single combat or must inflict damage to his Atlas in the turn it is crippled or destroyed) [100]

Special Rules

Mud Pits

The ComStar player may secretly place 6 mud pits on the map. Mud pits can only be detected when a unit enters the hex. Until a mud pit is detected, any Clan ’Mech that enters a mud pit hex with Running or Jumping MP automatically falls in and is considered destroyed. If the unit enters with Walking MP, the player can make a Piloting Skill Roll to avoid falling in. Any ComStar ’Mech that enters a mud pit hex with Running or Jumping MP will also fall in and be destroyed unless the player makes a successful Piloting Skill Roll. ComStar units that enter a mud pit hex with Walking MP are safe. Once a mud pit has been detected, Clan units follow the ComStar unit rules for entering that mud pit hex. Any unit forced into a mud pit hex (via a push, charge, DFA, etc.) automatically falls into the pit and is destroyed. Any MechWarrior whose ’Mech falls into a mud pit can safely eject on a successful Piloting Skill Roll. ’Mechs that fall into a mud pit cannot be recovered for later campaign use. Any tracked combat vehicle which enters a mud pit hex is destroyed. Infantry, battle armor, and hovercraft are unaffected by mud pits.

GEysers

The map includes a number of geysers.

To reflect the unpredictable nature of geysers, the ComStar player determine geyser activity by rolling 1D6 for each geyser on the map during the End Phase of each turn. 

On a result of 1 or 2, the geyser erupts. Treat the erupting geyser as ultra-heavy woods for the purpose of determining line of sight into or through the hex or any adjacent hex. 

To determine how many turns a geyser eruption lasts, roll 1D6.

Any units in this hex or any adjacent hex heats up by an addition 5 heat points. 


Clan Nova Cat – Broken Landing (Landing Zone)

SITUATION

  • Landing Zone, North Losiije Area
  • Tukayyid
  • Free Rasalhague Republic
  • 1 May 3052

After the Nov

Clan Nova Cat’s Alpha, Beta, and Gamma Galaxies was assigned to take the cities of Joje and Tost, facing the veteran Com Guard 7th Army bolstered by reserve green divisions from the Twelfth Army. The Nova Cat’s Khan Severen Leroux chose to launch their campaigns with the Nova Cats’ daring Hover-Drop Maneuver, with OmniMechs and Elementals leaping from their hovering DropShips in the atmosphere instead of requiring heat-dissipating Drop Pods.

Unfortunately the Com Guards 417th Division gained air superiority over the dropzones and greatly damaged the landing forces, with a kamikaze attack destroying the Alpha Galaxy command ship with all hands. While saKhan Lucian Carns questioned if Alpha Galaxy’s terrible losses had affected its ability to take Tost, Khan Leroux led his troops to the city as planned.

GAME SETUP

This scenario uses the Landing Zone from MapPack: The Battle of Tukayyid.

ATTACKER (Clan Nova Cat)

Clan Nova Cat forces all deploy by Combat Drop (As per the BattleMech Manual) at the start of turn 1. The Attackers home edge is the western map edge.

Elementals may make the Combat Drop without being carried by an OmniMech.

Alpha Galaxy Command Supernova “The Vision Keshik”

  • Experience Rating: Elite
  • Equipment Level: Front-Line
  • Force Composition: Heavy Supernova, Heavy Aerospace Star
  • Special Command Abilities: Focus/Human TRO, Forcing the Initiative, Hover-Drop Specialists
  • Commander: SaKhan Lucian Carns
  • Hover-Drop Specialists: Exclusive to Clan Nova Cat. If a unit with Jump MP or the Jump movement mode performs a Low-Altitude Drop, a combat drop that arrives on Turn 1 (see the unit may make attacks during the turn it lands on the battlefield.)
DEFENDER (ComStar)

The Defenders forces deploy anywhere on the eastern half of the map at the start of the game. The eastern map edge is the defenders home edge.

Ninth Division “Bountiful Words”

  • Experience Rating: Veteran
  • Force Composition: Mu
  • Special Command Abilities: Tactical Specialization/Defense, Off-Map Movement
  • Commander: Precentor Zuam Nicodemus
  • Notes: The Ninth Division served on Regulus before joining the preparations for Tukayyid.
  • Force Building Rules: The Ninth Division refitted a number of Warhammers in the Free Worlds League. A Force drawn from the Ninth Division may replace one medium ‘Mech with a Warhammer WHM-7M with a regular level of training (4/5).

Objectives

Wound Them: Destroy or cripple at least 25% of the opposing force. [100]

Hammer Them: Destroy or cripple at least 50% of the opposing force. [100]

Destroy Them: Destroy or cripple at least 75% of the opposing force. [100]

Secure the field: At the end of turn 8 the side that has the most BV of forces (not in forced withdrawal or damaged) on the eastern map sheets sores this objective [100]

Special Rules

Air Superiority

The ComStar forces may spend up to 12 Battlefield Support Points on any Offensive Aerospace Support (BattleMech Manual pg. 78)


Clan Jade Falcon – Crossing the Streams (Prezno River)

SITUATION

  • Prezno River, Boreal Continent
  • Tukayyid
  • Free Rasalhague Republic
  • 7 May 3052

Defending the approaches to Robyn’s Crossing, the 403rd Division was crushed by the 1st Falcon Striker, the Clan cluster inflicting greater than 70% casualties as they brushed aside the regular rated division. As the Falcons 305th Assault and 124th Striker Cluster advanced to Plough Bridge, the defending 214th Division broke under the massed fire of the 305th’s Assault weight OmniMechs. Having dug in around Robyn’s Crossing, the 388th Division held that bridge in the face of a heavy push by the 12th Falcon Regulars, but were forced back when the jump jet equipped command Star of the Aidan Pryde’s Falcon Guards reinforced the Regulars with an unorthodox flanking action.While suffering heavy losses, these divisions were successful in buying time for Com Guard sappers to rig demolition charges to collapse both bridges when the Falcons tried to cross, sending the Command Star and two Trinaries of the 12th Falcon Regulars, and a Trinary and two Binaries of the 305th to their deaths in the fast-moving Prezno River.

GAME SETUP

This scenario uses the Prezno River from MapPack: The Battle of Tukayyid.

Robin’s Crossing – see Map Pack Tukayyid Rules.

Hexes 2608 and 2908 are Hardened Fortresses with a CF of 120 (p. 115, TO: AR)

Improved Fieldworks: 1808, 1908, 1911, 2507, 2602, 2703, 2805, 3108.

ATTACKER (Clan Jade Falcon)

The Attacker walks on to the map from the southern map edge at the start of turn 1.

The Attacking force must include this unit when building their force:

Star Colonel Aiden Pryde

Timber Wolf (Pryde) (Gunnery Skill 1, Piloting Skill 2) 5858 BV

Special Pilot Abilities:

Combat Intuition, Human TRO (Mech)

(Jade) Falcon Guards “Pryde’s Pride”

  • Experience Rating: Elite
  • Equipment Level: Front-Line
  • Force Composition: 2 Heavy ’Mech Trinaries, Medium ’Mech Trinary, 2 Battle Armor Trinaries, Command Star
  • Special Command Abilities: Tactical Specialization/Attack, Wrath, Esprit de Corps
  • Commander: Star Colonel Aidan Pryde
  • Wrath: Exclusive to Clan Jade Falcon. Units with this ability receive a –1 Target Number modifier against any ’Mech that has refused a fair challenge. A fair challenge is a challenge made against a unit of the same unit type (BattleMech) and of the same or heavier weight class.
DEFENDER

The Defender deploys at the start of the game anywhere on the eastern half of the mapsheet to the north of the Prezno River.

388th Division “The White Banshees”

  • Experience Rating: Green
  • Force Composition: Delta
  • Special Command Abilities: Sharpshooters
  • Commander: Precentor VI Gerard Philblad
  • Force Building Rules: The 388th Division has received BattleMaster BLR-3S BattleMechs from Pandora. A Force drawn from this division may replace any heavy ‘Mech with a BattleMaster with a skill of 4/5.

Objectives

Wound Them: Destroy or cripple at least 25% of the opposing force. [100]

Hammer Them: Destroy or cripple at least 50% of the opposing force. [100]

Destroy Them: Destroy or cripple at least 75% of the opposing force. [100]

Wounding their Pryde (Defender Only): Cripple or Destroy Aiden Pryde’s Timber Wolf. [100]

Crossing the River (Attacker Only): Have more BV of units than the opponent on the North Side of the river at the end of turn 8. [100]

Special Rules

Artillery Strike

The Defender has 12 Battlefield Support Points to spend on Artillery Support (BattleMech Manual pg. 78).

FOCUSED FIRE

The river, especially near its two bridges, acted like funnels forcing tight formations which were excellent targets for air and artillery strikes. Any time three or more units are in adjacent hexes at the end of the Movement Phase, the next turn, those hexes will be targeted by a strike. Any units in those hexes at the end of the next Movement Phase will be attacked by a 20-damage strike that will hit on a Target Number of 6 or higher and are resolved as four clusters of 5 damage. Submerged units cannot be targeted.

SWIFT CURRENT

Any ’Mech in the river at the end of the Movement Phase must make a Piloting Skill Roll with a modifier equal to the Depth of the water or be pushed 1D6 hexes downstream; for example, a unit in a Depth 3 water hex would add a +3 modifier to its Piloting Skill Roll. (AS: Roll 1D6; on a 1-4 the unit is pushed 1D6” downstream). If there are multiple paths of equal length downstream, the unit’s controlling player may choose the path.

Hull Down

ComStar forces may deploy using the Digging In (TO:AR p. 106) and Hull Down rules (TO:AR p. 110) in any of the Improved Fieldworks hexes.


Clan Wolf – Storm in the Mountains (Pozoristu Mountains)

SITUATION

  • Outside Brzo, Pozoristu Mountains
  • Tukayyid
  • Free Rasalhague Republic
  • 16 May 3052

But while initially successful in breaking through the ComStar lines, the 13th Wolf Guards walked into an ambush as the entrenched 138th Division emerged from hidden positions on an apparently barren hilltop. While any other unit would have broken in the face of such a point-blank ambush, their sheer stubbornness allowed the Wolf Spiders to hold their ground until they succeeded in killing the 138th’s CO Precentor Jernberg and forcing the devastated division back. With Precentor Martial Focht hurriedly ordering reinforcements from the 9th Army’s 198th and 247th Divisions to try and bolster the faltering Com Guard battle line, as the Wolf Spiders began to tear into the 166th Division, the morale of the Com Guard defenders began to suffer as the Wolves unceasing assault ran roughshod over them.

GAME SETUP

This scenario uses the Pozoritsu Mountains from MapPack: The Battle of Tukayyid.

The road that crosses this map is graduated in such a way that any units moving along the road do not pay for Level changes.

Snow shown in the map is Light Snow (TO:AR p. 49)

ATTACKER

The Attacker deploys first by walking on their units from the western map edge at the start of turn 1 (their home edge.)

The Attacking force may choose to include this unit when building their force:

Khan Natasha Kerensky

Dire Wolf (Widowmaker) (Gunnery Skill 0, Piloting Skill 0). BV 7,359

Special Pilot Abilities:

Demoralizer, Iron Will, Lucky (2), Sniper

Thirteenth Wolf Guard “The Wolf Spiders”

  • Experience Rating: Elite
  • Equipment Level: Front-Line
  • Force Composition: 3 Heavy ’Mech Trinaries, Heavy ’Mech
  • Binary, Battle Armor Trinary, Aerospace Binary, Command Star
  • Special Command Abilities: Walking Death, Forcing the Initiative, Logistics
  • Commander: Khan Natasha Kerensky
  • Walking Death: Any BattleMech unit in a force with this ability reduces the attacker movement modifier for using Walking MP by 1 (for a net +0).
DEFENDER

The Defender must reveal/deploy anywhere in the eastern half of the map sheet (their home edge) after the Attacker has moved. The Defender’s units may not move during this first turn.

138th Division “Bandit’s Bane”

  • Experience Rating: Regular
  • Force Composition: Nu
  • Special Command Abilities: Overrun Combat
  • Commander: Precentor VI Krag Jernberg
  • Notes: The 138th Division requisitioned many tanks from the New Earth Trading Company before heading to Tukayyid.

Objectives

Wound Them: Destroy or cripple at least 25% of the opposing force. [100]

Hammer Them: Destroy or cripple at least 50% of the opposing force. [100]

Destroy Them: Destroy or cripple at least 75% of the opposing force. [100]

Flushing a Spider (Defender Only): Cripple or Destroy Natasha Kerensky’s Dire Wolf. [100]

Break through (Attacker Only): Exit from the eastern map edge with at least 50% of BV [100]

Special Rules

Artillery Strike

The Defender has 12 Battlefield Support Points to spend on Artillery Support (BattleMech Manual pg. 78).

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