Historical Note

During the Clan Invasion of Coventry in 3058, the InnerSphere came together to form a combined force not seen since the Star League 300 years ago! Under the leadership of Archon-Prince Victor Steiner-Davion, the House Lords signed the charter to form a Second Star League. The first military action of this new League was to finally show the Clans that the InnerSphere could stand up to them, by eliminating one Clan. The Clan they chose was Clan Smoke Jaguar.
After the Smoke Jaguars war crimes, using orbital bombardment on Turtle Bay, their failure as the first Clan to land on Tukayyid and their failure to take Luthien even with the help of their allies, Clan Nova Cat, the other Clans viewed the Smoke Jaguars as not only weak but recklessly independent. Although the Smoke Jaguar Toumen was still stronger than any single great house, the Second Star League with its combined forces had enough firepower and logistics to mount an invasion of the Clan Smoke Jaguar Occupation Zone.

Many of the worlds in the Smoke Jaguar Occupation Zone were controlled by their allies the Nova Cats. After their defeat at Tukayyid and Luthien, the Nova Cat leadership had completely changed their view of the InnerSphere. Seeing their failure as a portent and after the visions of their Oath Master, the Nova Cats opened negotiations with the Draconis Combine. This lead to an end to the border raids from Nova Cat held worlds and also lead to the Draconis Combine being able to concentrate on the Smoke Jaguars as the enemy. Once the Second Star League formed, this was seen as the final sign that the Nova Clans should join with the InnerSphere, but this could not be simply accomplished by abandoning the Clans as this would lack honor. The Nova Cats had to lose to the Star League forces and then could be claimed as Bondsmen of the Star League.
On the 13th of May, specially created nine mercenary forces made up of the best the DCMS, AFFS and LCAF had to offer, began a combined operation to launch raids deep into the Clan Smoke Jaguar Occupation Zone. Their goal was not to capture any worlds but to give the Smoke Jaguars the impression that all the InnerSphere could muster was small border raiders. In truth, this gave the Second Star League the chance to get fresh intel on the forces that garrisoned the Occupation Zone. The BIRD DOG forces were equipped with the latest InnerSphere OmniMech designs from Luthien Armorworks, which allowed these new ‘Mechs to be field tested in battle. BIRD DOG was a complete success, with few friendly casualties.
On 20 May 3059, Prince Victor Steiner Davion and Precentor Martial Focht dispatched messages to fifteen worlds along the Clan Smoke Jaguar Occupation Zone, signalling the beginning of Operation BULL DOG and the destruction of the Smoke Jaguars!

Operation BullDog Narrative Event
In this event players will play on one of two sides, either as Clan Smoke Jaguar or forces from the Second Star League.
Each game will be a 1 player vs 1 player game and should last 6 hours (between 8-10 turns).
Each force will be constructed using the BV2 system and the rules below. Each player will have 24,000 BV.
Players may wish to play as a team, with two players sharing a force, especially if they are newer to the game.
Each player will need to choose a side. Second Star League forces will then choose a force from either Lyran Alliance Armed Forces (LAAF), Armed Forces of the Federated Suns (AFFS), Draconis Combine Mustered Society (DCMS), St, Ives Compact (SIC), Free Worlds League Militia (FWLM), Clan Wolf in Exile (CWIX), Clan Nova Cat (CNC) or ComStar, to attack a particular world. Clan Smoke Jaguar players will then be assigned to a force to defend that world.
Each force must also include a Hero of the InnerSphere, or Blood Named Warrior. these are detailed in the force descriptions.
Rules for the day
- All dice must be rolled in matching pairs.
- Movement dice (Walk – White, Run – Black, Red – Jump) or alternatives should be used
- Players may use either paper sheets or Flechs
- A TO&E of forces, skills and BV must be shown to the opponent at the start of the game. You can also send copies to the Tournament organiser.
- Optional Rules in effect: Floating Criticals, Expanded Backwards Movement, SPA’s (only for Hero units).
- Miniatures do not have to be painted. Card cutouts are acceptable. Any proxying must be clear. Players may Proxy with non Battletech ‘Mecha’ miniatures.
- House rule: All weapons fire is resolved straight after declaration, rather than in a separate step, in order of initiative.
- Players should bring UrbanMech pushies.
- No Jade Falcons allowed.
- Players may not load UrbanMechs (or other units) with Davy Crockett battlefield nuclear devices.
- Please be respectful of Clan feelings when baiting/trash talking the Clan Smoke Jaguar players. After all, they don’t have a clan anymore….
InnerSphere Forces of the Second Star League
The InnerSphere forces (not including Clan Wolf in Exile or Clan Nova Cat) must follow the following rules.

- Units must only be selected from the Master Unit List which is linked below.
- 100% of units may be upgraded to Star League Technology.
- All Units are Veteran forces and so must have a minimum training of Veteran.
- Up to one unit in each lance may be Elite.
- The InnerSphere force must include a Hero of the InnerSphere – these are listed below in the separate force descriptions.
- The force should be company sized and include four lances of 12-16 combat units (or two-three Level II’s in the case of ComStar, 12-18 combat units/level I’s including infantry). Combat units can be BattleMechs or Combat Vehicles. At least 8 units must be BattleMechs.
- ALL InnerSphere forces may also select the following OmniMechs from Luthien Armorworks: Raptor, Owens, Strider, Firestarter-O, Blackjack-O, Black Hawk-KU, Avatar, Sunder. These may be configured as the the R/Bulldog (Clan Tech) OmniMech Configuration.
- Up to 4 units of Infantry platoons (Veteran or Elite) can be selected (but not less than platoons). If they are Foot or jump Infantry they must be carried into battle on a vehicle. Motorised and Mechanised may enter the battle as per normal.
- Up to 4 units of Standard InnerSphere Battle Armor (Veteran or Elite) may be selected, but only if they are carried on an OmniMech.
- The force may include upto 1 ClanTech or Mixed Tech BattleMech (salvage) – Hero units are not counted against this number.
- The following ammunition types are allowed (3059): Standard, Smoke, Inferno, Flack, Fragmentation, LBX, Flechette (AFFS only), Armour Piercing (AFFS only), Swarm-I (LRM) (FWL Only), Incendiary (LRM), Thunder (LRM), Artemus, Streak 2 (4 and 6 only on DCMS or Luthien Armorworks OmniMechs), NARC
- Up to
- Up to 2 artillery weapons may be selected (either two units with 1 weapon, or one unit with 2 weapons, including Arrow IV capable vehicles/BattleMechs). These can be designated as off-board artillery at a distance of 1 map sheet. These will use the rules are presented in TacOps AUE.
- The following artillery types are allowed (3059): Arrow IV (Cluster, Non-Homing, Homing, Illumination, Laser-Inhibiting, Smoke), Cluster, Copperhead, Smoke, Illumination, Thunder, Flechette
- No Aerospace units may be included.

Clan Forces
The Clan forces (Clan Smoke Jaguar, Clan Wolf in Exile or Clan Nova Cat) must follow the following rules.

- Units must only be selected from the Master Unit List which is linked below.
- All TrueBorn OmniMech Mechwarriors are Veteran forces and so must have a minimum training of Veteran or Elite.
- All Solhama 2nd Line BattleMech MechWarriors are Regular forces and so must have a minimum training of either Regular or Veteran.
- Up to one unit in each Star may be Heroic.
- The Clan force must include a Blood Named Warrior – these are listed below in the separate force descriptions.
- The force should be between and Star (5 Points) and Trinary Size (15 Points) and should include at least 1 Star of BattleMechs (either Omni or 2nd Line). BattleMechs, Infantry Platoons and elementals count a 1 point. 2 Vehicles count as 1 point.
- The force can include Elementals. These must have a training of Veteran or Elite. Elementals may only be selected if they can be carrier into battle (either by OmniMech, OmniVehicle or infantry space).
- The force may include Clan Infantry. These can be Green, Regular or Veteran. Infantry may only be selected if they can be carrier into battle on a vehicle unless they are Motorised or Mechanised.
- The following ammunition types are allowed (3059): Standard, Smoke, Inferno, Flack, Fragmentation, Flechette (AFFS only), Armour Piercing (AFFS only), FASCAM (Thunder) (LRM), Artemus, Streak, NARC, ATM
- Clan Wolf in Exile Only Up to 2 artillery weapons may be selected (either two units with 1 weapon, or one unit with 2 weapons, including Arrow IV capable vehicles/BattleMechs). These can be designated as off-board artillery at a distance of 1 map sheet. These will use the rules are presented in TacOps AUE. Clan Smoke Jaguar and Clan Nova Cat may not select Artillery.
- The following artillery types are allowed (3059): Arrow IV (Cluster, Non-Homing, Homing, Illumination, Laser-Inhibiting, Smoke), Cluster, Copperhead, Smoke, Illumination, Thunder, Flechette
- No Aerospace units may be included.
Training Level and BV cost
| Training Level | Gunnery/ Piloting | Gunnery/ Piloting | Gunnery/ Piloting | Gunnery/ Piloting | Gunnery/ Piloting |
| Civilian | 8/8 | 7/8 | |||
| Very Green | 8/7 | 8/6 | 7/7 | 6/7 | 6/8 |
| Green | 8/6 | 7/6 | 6/6 | 5/6 | 5/7 |
| Regular | 7/5 | 6/5 | 5/5 | 4/5 | 4/6 |
| Veteran | 6/4 | 5/4 | 4/4 | 3/4 | 3/5 |
| Elite | 5/3 | 4/3 | 3/3 | 2/3 | 2/4 |
| Heroic | 4/2 | 3/2 | 2/2 | 1/2 | 1/3 |
| Legendary | 3/1 | 2/1 | 1/1 (0/0) | 0/1 | 0/2 |

Locations and Heroes
The following table details the location of each action in Operation BULL DOG.
| Attacker (Second Star League) | Defender (Clan Smoke Jaguar) (Link to MUL) | Location |
| Second Sword of Light (DCMS) (Link to MUL) | Third Jaguar Cavaliers | Hyner (Wave 1) |
| 11th Division (Com Guard) (Link to MUL) | 362nd Assault Cluster | Kiamba (Wave 1) |
| First St.Ives Lancers (SIC) (Link to MUL) | Seventh Jaguar Dragoons | Tarazed (Wave 1) |
| First Davion Guards (AFFS) (Link to MUL) | 168th Garrison Cluster | Port Arthur (Wave 1) |
| First Star League Nova Cat Guards (CNC) (Link to MUL) | Beta Galaxy Command Trinary | Avon (Wave 1) |
| 1st Wolf Strike Grenadiers (CWIX) (Link to MUL) | 6th Jaguar Dragoons | Labrea (Wave 2) |
| 1st McCarron’s Armored Cavalry (CCAF) (Link to MUL) | Seventeenth Jaguar Regulars | Byesville (Wave 2) |
| 6th Lyran Guards (LAAF) (Link to MUL) | Psi Galaxy’s Galaxy Command Trinary | Byesville (Wave 2) |
| 2nd Kell Hounds (Mercenary) (Link to MUL) | 11th Garrison Cluster | Yamarovka (Wave 2) |
| First Fusiliers of Oriente (FWLM) (Link to MUL) | Alpha Galaxy Command Cluster | Marshdale (Wave 3) |
| Second Star League | Heroes of the Inner Sphere (Gunnery/Piloting) | BattleMech | Special Pilot Abilities | BV |
| Second Sword of Light (DCMS) | Hohiro Korita (2/3) | Daishi (Horhiro) | Iron Will (1) Lucky (2) Combat Intuition (3) | 5121 |
| 11th Division (Com Guard) | Precentor Sharon Tang (3/3) | King Crab KCG-001 | Oblique Attacker (1) Lucky (2) Range Master (Long) | 3198 |
| First St.Ives Lancers (SIC) | Kai Allard-Liao (0/0) | PTR-4D Penetrator | Human TRO (‘Mech) Melee Specialist (1) Street Fighter (2) Maneuvering Ace (2) Fist Fire (2) Zweihander (3) Lucky (4) | 4083 |
| First Davion Guards (AFFS) | Archon-Prince Victor Steiner Davion (2/4) | Daishi (Prometheus) | Lucky (1) Multi-Tasker (2) Tactical Genius (3) | 4466 |
| First Star League Nova Cat Guards (CNC) | Star Colonel Calvin Rosse (1/2) | Nova Cat (Prime) | Human TRO (‘Mech) (1) Lucky (1) Blood Stalker (2) Demoraliser (3) | 5111 |
| 1st Wolf Strike Grenadiers (CWIX) | Khan Phelan Kell (1/1) | Gladiator (A) | Human TRO (‘Mech) (1) Stand Aside (1) Maneuvering Ace (2) Speed Demon (2) Lucky (3) Tactical Genius (3) | 6566 |
| 1st McCarron’s Armored Cavalry (CCAF) | Colonel Elaine “Blaze” Parks (3/2) | EMP-6A Emperor | Forward Observer (1) Sand Blaster (2) Weapon Specialist (LBX10) | 3308 |
| 6th Lyran Guards (LAAF) | Marshal Seth Alpert (2/3) | Thunderhawk TDK-7Y | Human TRO (‘Mech) (1) Range Master (Long) (2) Antagonizer (3) | 4,182 |
| 2nd Kell Hounds (Mercenary) | Lieutenant Colonel Scott Bradley (2/3) | Marauder MAD-5S | Human RTO (‘Mech) (1) Lucky (2) Weapon Specilaist (ER PPC) (3) | 3,022 |
| First Fusiliers of Oriente (FWLM) | Colonel Roy Chapman Potemkin (3/3) | AWS-9M Awesome | Lucky (1) Range Master (Long) (2) Weapon Specialist (ER PPC) (3) | 2609 |
| Clan Smoke Jaguar | Blood Named Warrior (Gunnery/Piloting) | BattleMech | Special Pilot Abilities | BV |
| Third Jaguar Cavaliers | Star Captain Tamara Osis (2/3) | Timber Wolf (Prime | Lucky (1) Speed Demon (2) Demoraliser | 4598 |
| 362nd Assault Cluster | Star Colonel Emilie Wilmer (1/2) | Ebon Jaguar (Prime) | Lucky (1) Human TRO (‘Mech) (1) Blood Stalker (2) Terrain Master (Mountaineer) (3) | 3943 |
| Seventh Jaguar Dragoons | Star Colonel Sidney Nevversan (2/2) | King Fisher (Prime) | Iron Will (1) Lucky (2) Range Master (Medium) (3) | 4226 |
| 168th Garrison Cluster | Star Captain Edmund Howell (2/4) | Marauder IIC 8 | Hot Dog (1) Lucky (2) Combat Intuition (3) | 3933 |
| Beta Galaxy Command Trinary | Galaxy Commander Mikhail Ward (2/2) | Warhawk (B) | Lucky (1) Human TRO (‘Mech) (1) Blood Stalker (2) Demoralizer (3) | 4083 |
| 6th Jaguar Dragoons | Star Captain Logan Moon (2/3) | Dire Wolf (A) | Human TRO (‘Mech) (1) Range Master (Medium) 2 Lucky (3) | 4796 |
| Seventeenth Jaguar Regulars | Star Commander An Wirth (2/2) | Executioner (A) | Lucky (1) Blood Stalker (2) Weapon Specialist (LPL) (3) | 5477 |
| Psi Galaxy’s Galaxy Command Trinary | Galaxy Commander Glenn Howell (1/3) | Dire Wolf (B) | Lucky (1) Blood Stalker (2) Sniper (4) | 5,009 |
| 11th Garrison Cluster | Star Colonel Jon Howell (1/1) | Marauder IIC 9 | Hot Dog (1) Range Master (Long) (2) Lucky (3) Sniper (4) | 5,475 |
| Alpha Galaxy Command Cluster | Galaxy Commander Brendon Corbett (3/1) | Warhawk (Prime) | Human TRO (‘Mech) 1 Iron Will (2) Range Master (Long) 2 Weapon Specialist (PPC) (3) | 5047 |
touchPoint: Bring on the Rain
Situation
- Hyner
- Clan Smoke Jaguar Occupation Zone (Former Draconis Combine space)
- 13 May 3059
“Welcome to Hyner commander. It feels strange to be back here after all these years. I was here in ’51 piloting a Panther for the 2nd Arhab Legion when the Jags invaded. We barely made it out alive. My…. my best friend bought it 3 seconds after first contact with the enemy when a PPC from an Ice Ferret took the head of his Panther off. Me? I made it off minus my left leg and got a shiny new prosthetic one. That’s why I don’t pilot ‘Mechs anymore, but turns out I’ve a good eye for intelligence, so the DCMS transferred me to Luthien… just in time for… well that’s another story. Well now it’s payback time.
The Jags have set up command and control centre and it’s our job to take it down and show them off the planet. We’ve bought along fair few aerospace fighters to gain air superiority, but the Jags are clever. They’ve built a network of Anti-Aircraft batteries around their command centre. Until those are eliminated we can’t launch strike missions. Once you’ve taken out the towers, I have a special HE Bomb here which I’d like our boys to drop on those Jags. I even signed it myself!
Get in, take the fight to the Jags and take down those towers. Once the sky’s are ours, we’ll bring the rain…
Did I tell you about the time I met Morgan Kell on Luthien?”
-Intel Specialist Chu-i Shishirkana Majety, DCMS
Game Setup
Place 4 maps in a 2 x 2 orientation (or 2 BattleMats). On each map the Defender places 2 Anti-Aircraft Tower. These towers must be at least 6 hexes from the edge of the map and 6 hexes apart.
Anti-AirCraft Tower. Level 1. CF 40. Armor 40. 4 x LB-2X Autocannons. Special Ability: While a tower is operational, no aerospace attacks can be made against any target on this map sheet. The Tower may not fire at any ground targets while this is in effect.
Attacker (Second Star League)
The Second Star League forces walk on from the southern map edge at the start of turn 1 (after the Clan Smoke Jaguar forces have deployed).
Defender (Clan Smoke Jaguar)
The Clan Smoke Jaguar Forces must deploy at the start of the game anywhere on the northern two mapsheets.
WarChest
Track Cost: 300
Optional Bonuses:
Honor with a side of honor, with honor on top (+100) (Defender Only): The defender will observe Clan Honor Level 3, unless against Clan Wolf in Exile, or Clan Nova Cat in which case no honor will be observed to the traitors.
To the Death (+200) (Attacker Only): The Defenders forces do not follow forced withdrawal.
Anti-Aircraft Defense (+100) (Defender Only): Each time a Anti Aircraft Tower is destroyed the Attacked gains 3 BSP which may only be spent on offensive AeroSpace Missions (Light Strike, Heavy Strike, Light Bombing, Heavy Bombing or Strafe missions). [A great way to use the new Battlefield Support Deck]

Note: If this is being used as a stand alone scenario (not part of a chaos campaign) then all Options are considered to be in effect.
Objectives
Wound them! (+100) Cripple or Destroy 25% of the opponent’s forces BattleMechs.
Destroy them! (+100) Cripple or Destroy 50% of the opponent’s forces BattleMechs.
Hammer them! (+100) Cripple or Destroy 75% of the opponent’s forces BattleMechs.
Head Hunter (+100) Cripple or Destroy the opposing commander/hero.
The Sky’s are clear (+50/ map) For each map which has been cleared of anti aircraft towers by the end of turn 8.
Shoot them out of the sky (+50/ map) For each map which still has at least 1 anti aircraft tower at the end of turn 8.
Special Rules
Turn Limit: This game ends at the end of turn 8.
Forced Withdrawal: Crippled units must withdraw to their starting edge. Units with 0 MP/no legs must eject. (Unless the To the Death option is taken)
Clan Honor: Clan Smoke Jaguar follows Clan honor Level 3 if the “Honor with a side of honor, with honor on top” Option is taken.
Cat amongst the pigeons: If any Defenders ‘Mech is able to exit the map by the southern map edge, then all Attackers off board artillery is suspended (except for attacks currently airborne). During a later turn the Defenders ‘Mech may return from anywhere on the same map sheet where it left (No more than a number of hexes equal to its running MP away from the Hex it left). The Attacker may also send a Mech or Mechs of equal or greater BV off the southern map edge. If the Attacker has more BV of ‘Mechs and the Defender then the Artillery may resume from the next turn.
Initiative Deck: If both players agree, and each has an Initiative Deck, players may substitute the standard Initiative rules for those found in the Initiative Deck (using the second option for rules). Each player selects two suits to play with.

Continuing the Chaos
This TouchPoint may be combined with Chaos Campaign to create a multi scenario campaign using rules such as the Planetary Invasion campaign in Chaos Campaign: Succession Wars.

