Mercenary Missions is a drop-in drop out campaign system set in 3151 and designed to run as a series of games either as part of a 1-day event or as a continuing series of missions in a games club. Players do not need to attend every campaign day to compete.
Each player has a Union Class DropShip and constructs a Campaign Force, consisting of three separate forces: Recon Force, Skirmish Force and Assault Force. Each player also has a Reinforcement Force to support and reinforce their main force if it has less BV than the opponent. These forces will undertake a Contract consisting of a Recon Mission, Skirmish Mission and Assault Mission. After each Contract players may use WarChest Points to Repair and Rearm units, Heal and Train MechWarriors and claim Salvage.
Force Construction
- Choose a Faction
- Build a recon force
- Build a skirmish force
- Build an assault force
- Select ammmunition types
- Build a reinforcement force
- Select Force Commander Abilities
- Flesh out the force
Choose a faction
You may choose any faction from the Master Unit list for the Ilclan era that is either Inner Sphere, Inner Sphere Clan, Periphery, or Mercenary (but not Home world clan). You also get access to the General MUL, either Inner Sphere general, IS Clan General or Periphery General. Generic Mercenary forces (Not including Wolf’s Dragoons or Kell Hounds) may obtain forces from ANY General MUL (Salvage is Salvage).
Unit Selection
- Units must appear on the Master Unit List (MUL). All BV’s can be found on the MUL.
- Only standard models of units may be selected e.g. no named unit such as Dire Wolf (Prometheus).
- No custom units allowed.
- Units that are Introductory, Standard or Advanced may be taken.
- One unit in your forces may be salvage from another IlClan era MUL (two if you are playing Mercenary)
- Allowed units are: BattleMechs, Combat Vehicles, Battle Armour, Conventional Infantry (Foot, Jump, Motorised, Mechanised).
- Disallowed units: Industrial Mechs, Support vehicles, AeroSpace units, Superheavy Mechs, Land Air Mechs, ProtoMechs
- Infantry and BattleArmor must be taken in squad numbers related to their faction (See Infantry Rules).
- C3 Networks are allowed inside Forces (But not across the entire Campaign Force). C3 Networks cost additional BV as per TechManual.
- Any ammunition type may be selected (be aware that Semi Guided and some other Ammo costs additional BV).
- One unit per force can have artillery (e.g Arrow IV Launchers). Artillery units can not be deployed off-table.
DropShip Capacity
Each Union class DropShip has a limited capacity. The three forces and supplementary force must all fit into the capacity. You are not required to fill the DropShip, some spaces may remain unfilled.
The capacity includes:
- 12 BattleMech Bays
- 4 Combat Vehicle Bays (For either Combat Vehicles or Mechanised Infantry platoons)
- 4 Infantry Bays (for either BattleArmor, Foot Infantry or Jump Infantry)
Bay Conversion: You may decide to convert BattleMech Bays into Vehicle Bays and back again, but you may not convert the 4 starting Vehicle Bays. At the start of the campaign, you can do this for free. Later in the campaign you can spend WarChest points to convert bays.
Allowed Skills
BV can be used the change skill levels during force generation. The following skills are allowed:
| Training Level | Gunnery/ Piloting | Gunnery/ Piloting | Gunnery/ Piloting | Gunnery/ Piloting | Gunnery/ Piloting |
| Regular | 5/5 | 4/5 | 4/6 | ||
| Veteran | 5/4 | 4/4 | 3/4 | 3/5 | |
| Elite | 5/3 | 4/3 | 3/3 | 2/3 | 2/4 |
There should be a maximum difference of 2 between Gunnery and Piloting (or Anti-Mech) skills. (Note: any Infantry Platoon with no AntiMech capability has an AntiMech skill of 8).
Build a Recon Force
- The recon force has 3-6 units and must have between 4000 and 4500 BV at the start of the campaign.
- One personnel is the Lieutenant and must have a Veteran level of training.
- The rest of the force maybe Regular or Veteran.
- A maximum of 2 units in the recon force may be Medium, the rest must be Light.
Build a Skirmish Force
- The recon force has 3-6 units and must have between 5500 and 6000 BV at the start of the campaign.
- One personnel is the Lieutenant and must have a Veteran level of training.
- The rest of the force maybe Regular or Veteran.
- A maximum of 2 units in the Skirmish Force may be Heavy, the rest must be Medium or Light.
Build an Assault Force
- The recon force has 3-6 units and must have between 7000 and 7500 BV at the start of the campaign.
- One personnel is the Captain and must have a Veteran or Elite level of training.
- The rest of the force maybe Regular or Veteran.
- A maximum of 2 units in the Assault Force may be Assault, the rest must be Heavy or Medium (no light units allowed).
Build a Reinforcement Force
Reinforcement Forces are not usually required for the first contract of the campaign as players will start will balanced BV, but if the opponent does have a higher BV reinforcements can be taken.
The BV of a force may change after each Contract. Skills maybe increase through training. Experienced MechWarriors may die and be replaced by Regular MechWarriors. Players may have purchased units with a higher or lower BV to replaced destroyed units. Units for a Reinforcement Force can be deployed in a mission whenever the opponents BV is higher than the players BV for that force to reinforce adding to the forces BV (but may not exceed it).
- The Reinforcement Force is used later in the campaign to reinforce other forces as a means of BV balancing or covering for lost units.
- The Reinforcement Force may include any number of units of any weight class or unit type, limited by the capacity of the DropShip.
- The Reinforce Force must have between 3500 and 4000 BV
- Reinforcement Force may be Regular or Veteran, and do not have a Force Commander.
- When a Force is reinforced from the Reinforcement Force – it does not have to obey the Force limitations e.g. a Locust could reinforce an Assault Force.
Reinforcements
When a players starts a mission and the opponents Force BV is greater that their Force BV they may select any number of units from the Reinforcement Force to add to their Force.
Players may also use units from other Forces as reinforcements BUT all damage that unit has suffered during the contract will still be present, and any damage taken during this mission will remain until the end of the contract. Ammunition expenditure and MechWarrior/Crew hits also will carry from one mission to the next.
Conventional infantry reinforcements must be deployed as full platoons, you may not deploy only 1 squad of a platoon.
Select Ammunition Types
Units start the game with the standard ammunition used as per that units Technical Read Out. If a player wishes to change that ammunition type at the start of the game they should pay the WarChest point cost per ton for the new ammo type required. Players may also need to adjust their forces BV for some ammunition types (e.g. Semi-Guided, Thunder etc), this can’t cause the starting BV to exceed the limitations of the force.
| Ammunition Type | WarChest Point Cost |
| Re-arm Unit (Introductory, per ton of ammunition [AC, LRM, SRM, MG]) | 5 |
| Re-arm Unit (Standard, per ton of ammunition [Streak, Narc, Artemis, Inferno, Smoke, Flak, LBX, Gauss, UAC, AMS, A-POD, B-POD, Flechette, Fragmentation, Precision, Armour Piercing, Semi-Guided, Arrow IV, ATM, MML, HAG]) | 10 |
| Re-arm Unit (Advanced/Experimental, per ton of ammunition – Any ammo types found in Tech Manual or TacOps) | 50 |
Force Commander Abilities
Players may select a Special Pilot Abilities for each of the three force leaders
Players may select SPAs from Campaign Operations or other sources (e.g. Character Cards from the BTAGOAC, BTCI and Force Pack boxes and purchase the SPA’s detailed on the cards, or other source books).
A list can also be found at: https://comstar.home.blog/2023/07/11/special-pilot-abilities/
Force commanders also get Edge. Each point of Edge can be used once per game to force ANY dice roll to be rolled again. This may only be used once per roll and must be announce straight after the roll. Dice rolls can only be re-rolled once be one player (although both players could spend Edge to reroll the same roll).
Force Commanders gain an initiative bonus for their force while their unit is not Crippled, Destroyed, Shutdown or they are KO’d or dead.
If a Force Commander dies, another MechWarrior/Crew needs to be designated as the new Force Commander after the contract. That new Force Commander may now pay for new SPA’s (See Training).
| Training Level | SPA Points | Edge | Initiative Bonus |
| Veteran | 1 | 1 | +1 |
| Elite | 3 | 2 | +2 |
| Heroic* | 6 | 3 | +3 |
| Legendary* | 10 | 4 | +4 |
[*] Not accessible to starting Force Commanders
Flesh out the force (Optional)
Feel free to give your MechWarriors (and even their BattleMechs) names. Choose a name for your Force. Write up a short background of how the force was established.
Rules for the Event
Each game will be played on 2 16×17 hex maps in a 1 x 2 grid (e.g. 16 x 34 hexes or one 17 x 32 BattleMats).
- Players must roll dice in identical pairs. Cocked or off table (or out of dice box) dice should be rerolled. No virtual rolling apps are allowed.
- Players should bring a Force List to show to their opponent.
- Players may either use Paper Sheets or may use Flechs on a Tablet (not phone) (for Mech Sheets only – no dice rolls on Flechs).
- Players must be able to show their opponent their record sheets when asked.
- There is no painting requirement.
- The correct Card Stand-ins may be used in place of Mechs.
- Players may proxy units if it is clear to the opponent what that unit is (This should be the exception rather than the majority of your force!).
- Players must mark their Target Number Modifiers for Movement next to their Mechs. The preferred way is using dice (e.g. white – walk/black – run/red – jump/yellow – stationary/purple – sprint) but other methods/tokens are acceptable.
- Players may bring UrbanMech plushies.
- Players may not load UrbanMechs (or other units) with Davy Crockett battlefield nuclear devices.
Advanced Rules and Equipment
The following Optional Rules are in effect [BMM = BattleMech Manual/TO:AR = Tactical Operations: Advanced Rules/ISO:AE = Interstellar Operations: Alternate eras].
If players are utilising units with Advanced or Experimental Equipment, they are expected to be familiar with and have access to the Rule Books that equipment is found in.
BATTLEMECH MANUAL
- Sprinting (Optional) [BMM pg 14]
- Backwards Level Changes (Optional) [BMM pg 15]
- Partially Occupied Hexes (Optional) [BMM Pg 16]
- Careful Stand (Optional) [BMM pg 19]
- Expanded Arm Flipping (Optional) [BMM pg 25]
- One-Armed Prone Fire (Optional) [BMM pg 30]
- Floating Criticals (Optional) [BMM pg 45]
- Engine Explosions (Optional) [BMM pg 47]
- Expanded Damage Modifiers (Optional) [BMM pg 53]
- Forced Withdrawal and Broken Morale (Simplified Optional) [BMM pg 81]
- Enhanced Flamers (Optional) [BMM pg 99]
- Rapid Fire Mode (Optional) [BMM pg 101]
Alternate Forced Withdrawal [House Rule] – Any unit that has suffered crippling damage (pg. 258, TW) must withdraw from the battlefield and attempt to exit the map on the side nearest its controlling player. A unit must always move towards its controlling player’s board edge and always use the maximum MP possible that is allotted for the chosen movement selection, walking/running/jumping. Units crippled, shut down, or whose pilot is unconscious on the battlefield at the end of the game are counted as crippled/destroyed. Units in forced withdrawal can never contest objectives are perform actions in scenarios.
Eject! [House Rule] – A player may at the end of any phase choose to eject their MechWarrior (roll on the ejection roll in the BattleMech Manual). Crews can abandon Vehicles. That unit can no longer be targeted not can the MechWarriors/Crews be targeted, both are removed from the table. BattleMechs that are prone, and Vehicles may be abandoned without the need to make an eject roll. An ejection roll is always needed in the case of an Ammo Explosion or Engine Explosion (note the MechWarrior doesn’t take damage as they are in flight while the Mech/Engine explodes).
Fire For Effect [House Rule] – Declaration of weapons fire is not separate from firing a unit’s weapons. Using initiative and the unequal number of units rules, as usual, each player chooses a unit or units and then declares and fires all of those unit’s weapons. The next player in initiative order then does the same for one or more of their units. Weapons fire is still considered simultaneous. A unit destroyed during a phase will still be able to declare and use its attacks in that phase before being removed at the end of the phase.
Other Combat Weapons and Equipment – Shutting off equipment [TO:AR pg 97] – Simply put this allows you to turn off equipment. This is most useful for turning off Gauss Rifles (and other exploding weapons like Improved Heavy Lasers) when you have run out of ammo or the location is very damaged, to prevent the catastrophic discharge if a critical hit lands on a Gauss Rifle slot.
Other Combat Weapons and Equipment – Active Probes [TO:AR pg 97] – Unless you are playing a scenario using the Hidden Units option Active Probes are not very useful and are often shunned as useless. This optional rule allows units with Active Probes to reduce the effect of Woods, Smoke and other intervening terrain giving units with an Active Probe an edge in combat.
Other Combat Weapons and Equipment – Anti-Missile Systems[TO:AR pg 98] – A very small change, and quite honestly its the way the rule should work, this rule allows the -4 to closer rolls to reduce the cluster roll to 0, rather than just to 2.
Other Combat Weapons and Equipment – ECM Systems [TO:AR pg 98] – This is a more complex rule but well worth using. If you are not playing against C3 or lots of Streak or Artemis units ECM may seem a little pointless. This adds rules for an active gaming technique called Ghost Targets, which give a unit with ECM potential penalties to be hit. ECM can also be switch to ECCM to counter ECM allowing forces using C3 and other technologies to guard against ECM systems.
Battle Armor Infantry – Battle Armor vs Battle Armor [TO:AR pg 106] – Another very simple rule, this allows certain Battle Armor weapons to do more damage vs other Battle Armor e.g King David Gauss Rifle, Bearhunter Superheavy AC and Plasma Rifles. This makes certain configurations of Battle Armor excellent to hunt other Battle Armor.
Battle Armor Weights [TO:AR pg 155] – In the Standard Rules all Battle Armor weight 1 ton per suit, but in this rule each type of Battle Armor has its own weight which is important for transporting units in vehicles
Special Conventional Infantry Rules
- Conventional Infantry must be selected in appropriate platoon/star/level I formations as per the Tech Manual for that faction
- Players may select any Infantry unit that is shown in the following folder: TRO Infantry
- Advance Ground Movement: Infantry (TO:AR Page 25) – All rules
- Advanced Combat : Infantry (TO:AR Page 106-107) – All rules
What is Chaos Campaign?
[You only need to worry about this section after you’ve completed the first contract.]
Chaos Campaign is an abstract system which allows two players to design a CAMPAIGN FORCE for a faction of their choice in a particular era. The players complete contracts of several missions, each mission is not fought with the entire campaign force by with one FORCE. During each track the players forces will achieve OBJECTIVES and earn WARCHEST POINTS. After each battle the players will need to use WarChest points to REPAIR AND REARM. The eventual campaign winner is usually the player with the highest WarChest Point total.
Contracts
Each player must play through a contract, a series of three missions. One Recon Mission, one Skirmish Mission and one Assault Mission. After the Contract is complete the players is paid in the form of WarChest Points.
Repairs and Rearm
The following actions require WarChest Points to complete.
| Activity | WP Cost |
| Repair ‘Mechs Entire Armor* # | Tonnage |
| Repair ‘Mechs Entire Internal Structure** # | Tonnage x 2 |
| Purchase ‘Mech (Introductory) # | Tonnage x 10 |
| Purchase ‘Mech (Standard) # | Tonnage x 20 |
| Purchase ‘Mech (Advanced) # | Tonnage x 30 |
| Repair Vehicles Entire Armor* # | Tonnage/2 |
| Repair Vehicles Entire Internal Structure** # | Tonnage |
| Purchase Vehicle (Introductory Rules) # | Tonnage x 5 |
| Purchase Vehicle (Standard Rules) # | Tonnage x 10 |
| Purchase Vehicle (Advanced Rules) # | Tonnage x 15 |
| Repair Battle Armor # | No. of suits x tonnage per suit x 2.5 |
| Purchase Battle Armor (Includes Pilot) # | No. of suits x Tonnage per suit x 50 |
| Sell ‘Mech*** # | Tonnage x 5 |
| Sell Vehicle *** # | Tonnage x 2.5 |
| Re-arm Unit (Introductory, per ton of ammunition [AC, LRM, SRM, MG]) | 5 |
| Re-arm Unit (Standard, per ton of ammunition [Streak, Narc, Artemis, Inferno, Smoke, Flak, LBX, Gauss, UAC, AMS, A-POD, B-POD, Flechette, Fragmentation, Precision, Armour Piercing, Semi-Guided, Arrow IV, ATM, MML, HAG]) | 10 |
| Re-arm Unit (Advanced/Experimental, per ton of ammunition – Any ammo types found in Tech Manual or TacOps) | 50 |
| Hire new MechWarrior/AeroSpace Pilot**** | 100 |
| Hire new Vehicle Crew | 200 |
| Heal MechWarrior/Crew | See below |
| Reconfigure Omni-Mech or Omni-Vehicle. # | Tonnage/4 |
| Hire new foot infantry platoon (Per Squad) | 100 (20) |
| Hire new motorized infantry platoon (Per Squad) | 200 (40) |
| Hire new jump infantry platoon (Per Squad) | 300 (60) |
| Hire new mechanized infantry platoon (Per Squad) | 400 (100) |
| Hire Anti-Mech Infantry | Infantry Cost x 1.5 |
| #Unit has Clan or Clan Mixed Technology Base | Cost x 2 |
| #Unit has Inner Sphere Mixed Technology Base | Cost x 1.25 |
| Convert DropShip Bay | 100 |
* Armor is restored only to locations which do not have internal structure damage.
** ’Mechs whose center torso internal structure has been reduced to 0 cannot be repaired.
*** A ’Mech must be fully repaired before it can be sold.
**** Regular Training Level (Piloting 5, Gunner 4). Does not come with a ’Mech; a new ’Mech must be purchased separately. See Hiring Hall for expanded rules
# Apply Technology Base Multiplier to Repair Armor, Repair Internal Structure, Sell and Purchase values
Training
Any MechWarriors, Vehicle Crews or Infantry who took part in a mission may attempt to train to improve a skill.
Skills may only be increase if that unit have been allocated a kill. A kill can be allocated to any unit which damaged an enemy unit into the turn when it was Crippled or Destroyed. Each kill may only be assigned to one unit at the players choice.
Each skill must be increased separately.
Only one skill may be improved after each contract.
The difference between Pilot/Drive and Gunnery may be no more than 2.
The cost then to improve the skill is as follows.
New SPA’s may be purchased for force commanders only to a maximum allowed by the units training level (See Choose Force Commander Abilities).
| Skill | Cost |
| 5->4 | 150 |
| 4->3 | 200 |
| 3->2 | 300 |
| 2->1 | 500 |
| 1->0 | 750 |
| Buy new SPA | 100 X SPA Level |
Injured Pilots
After each mission any injured pilots may be healed by 1 hit by paying the cost in Support Points shown on the table below. Only 1 hit can be healed per Contract. The cost for each 1 hit healed must be paid separately.
While a MechWarrior/Crew is incapacitated (5 hits) they may not pilot a Mech and must temporarily be placed on Medical Leave and replaced by another unassigned Pilot or from another Combat Unit of the same type (e.g. BattleMech, or Vehicle).
Players may hire spare MechWarriors to replace injured MechWarriors temporarily or dead ones permanently.
| Injury | Cost |
| 1 Hit (Lightly Wounded) | 10 |
| 2 Hits (Moderately Wounded) | 30 |
| 3 Hits (Heavily Wounded) | 60 |
| 4 Hits (Critically Wounded) | 100 |
| 5 Hits (Incapacitated) | 150 |
| 6 Hits (KIA) | Not Possible |
| Heal Vehicle Crew (Driver and/or Commander hit results) | 60 per damage |
SALVAGE
Players who use the Salvage Option at the end of the game may claim one enemy immobile ‘Mechs as salvage. They take control of the ‘Mech and may either keep it (only if they have space in their DropShip) or sell it.
Units are immobile and can be salvaged if:
- The MechWarrior has ejected/Crew have abandoned they vehicle.
- The ‘Mech has no legs.
- The ‘Mech has two gyro hits or three engine hits.
- The ‘Mech has no head, has taken a Cockpit grit or the pilot has died of damage.
- The Vehicles crew is killed.
- The Vehicle is Immobile.
WarChest Debt and Campaign Victory
Players may not go into WarChest point debt. If there are not enough WP to repair a force then the force remains damages. You can or course generate a new force or respawn your old force!
After a set number of Contracts, the winner is the person with the most unspent WarChest Points (after completing all repairs).
Chaos Campaign Glossary/FAQ
Destroyed vs Truly Destroyed: A unit may be considered “destroyed” during a game, as described in the A Game of Armored Combat (AGOAC) Rulebook (see p. 35, AGOAC). However, there are instances when a unit “destroyed” in terms of a particular game (e.g. by head destruction or engine destruction) is not truly destroyed in terms of the Campaign. ‘Mechs are only truly destroyed if their Central Torso reaches 0 internal structure. In other words, it may be possible for a unit considered destroyed during gameplay to be returned to operational status by spending SP on repairs between tracks.
A ’Mech is only truly destroyed when its center torso internal structure is eliminated. In that instance, as noted on the SP Unit Activity Cost Table, it cannot be repaired.
A vehicle is truly destroyed if any of its locations reach 0 internal structure. Battle Armour and Infantry are truly destroyed if the last trooper is killed.
All other damage sufficient to consider a unit “destroyed” during gameplay can be repaired between tracks, including a completely destroyed head location (however, in that case, a new MechWarrior will need to be hired).
Reconfigure OmniMech – Omni-Mechs before the start of each Track, may change their OmniPods to a different configuration valid for the era. The new BV for that configuration must be used when calculating the force size for that Track. The Omni-Mech stays it the new configuration until changed again.
Reorganising Infantry/Battle Armor – When Infantry or BattleArmor have taken casualties these can either be replaced by buying new units of BattleArmor or by buying additional squads of personnel. Two understrength squads of BattleArmor or Platoons of Conventional Infantry may be combined if of the same type. If they have different skill levels then calculate the average skill of all squads/units and round down.
Reorganising Forces – Any forces may be moved between forces as long as this does not break the rules of the forces composition.
Injuries and Deaths – If a MechWarrior/Crew dies their unit may be piloted by another spare MechWarrior/crew from the forces TO&E (but not one assigned to a current unit). MechWarriors/Crew may not be transferred from one unit to another.
Paying for Repairs – Players must pay the cost of repairs after each Contract, to heal MechWarriors or to Rearm Ammo. If they are unable to pay and these forces are later deployed to a mission they do so in a damaged state, or holding less ammo. Armor can be repaired on a unit without first repairing the internal structure.
CONTRACTS
The Dr Thomas Hughes Affair
“Before the fall of the Republic of the Sphere, they fought against and destroyed Buhl’s Blessed Order, a radical corruption of ComStar. Many of the orders top Scientist disappeared, but our intelligence operatives have discovered that Dr Thomas Hughes, former ComStar HPG Specialist was recently sighted on the planet Odessa in the Lyral Commonwealth. His knowledge of HPG systems might finally allow us to repair the HPG network and end the Dark Age!
Your mission is to locate Dr Hughes using the planetary network, detain him and protect him from other forces.”
Mission 1 – SatLink
Basic Payment – 100 WP
Force Deployed – RECON
Situation
“We want you to hack the planetary satellite network using an array of SatLink towards. We can then use the Satellites to trace the location of Dr Hughes”

Setup
Place on the map 5 satellite uplink (SatLink) towers, one at the center of the map and one 6 hexes to the north, south and 8 hexes to the east and west. The towers are Level 3 buildings but they can’t be targeted, destroyed or damaged. Units may not enter the hex containing the buildings.
Players deploy on the north or south map edge.
Objectives
100 WP – Activate the network: Activate at least one SatLink tower
100 WP – Secure the network: Activate more SatLink towers than the opponent
100 WP – Locate to Doc: Activate all the Satlink towers
50 WP – Per 25% of the enemy forces BV that is Crippled or Destroyed
Special Rules
Time Limit: This mission ends after turn 8.
Activate SatLink: A players BattleMech or Vehicle must end the turn in a hex next to a SatLink tower and not have any enemy BattleMech’s or Vehicles adjacent to the SatLink tower. Place a token on the Tower to show its Activated. If the opponent activates the same tower, they may remove your token and place their own Activated token on the SatLink Tower. Crippled, Shutdown or Unconcious units may not activate SatLink towards.
Salvage: If at the end of the game if all enemy forces are on the map sheet are Crippled, Destroyed, Shutdown or Knocked out, you may salvage one unit.
Mission 2 – Train Heist
Basic Payment – 100 WP
Force Deployed – SKIRMISH
Situation
“The satellite hack has located Dr Hughes on a Land Train travelling towards the local space port. We must stop that train.”

Setup
Place 2 mapsheets short end to short end. A road runs along the middle of the map North to south (remove all other terrain).
The player that wins initiative may choose to deploy to the west or east.
The Land train has a tractor and 3 cars (each taking one hex). Car 3 is the passenger car. Car 2 and 4 have an AC/10 turret. Car 2’s Turret only points forward and to the two hexes sides to the right/east. Car 4’s Turret only points backwards and to the two hex sides to the left/west. The land train starts the game entering from the southern map edge. At the end of each movement the land train travels 4 hexes north (and gains a target movement modifier of 1).
Objectives
100 WP – Stop that train: Destroy the trailer (if both players damage it in the same turn both score this)
100 WP – Take out the guns: When the cars containing the AC10 firing on the side the players force are approaching is destroyed score points.
100 WP – Secure the train: Have move BV of units on or adjacent to the passenger car at the end of the game.
50 WP – Per 25% of the enemy forces BV that is Crippled or Destroyed
Special Rules
Time Limit: This mission ends after turn 8.
Land Train: The tractor and each car of the land train can take 50 points of damage. If the tractor is destroyed, the train stops moving. The turrets fire normal ammo and have a Gunnery Skill of 4. The tractor will ram any unit standing in front of it. Roll 2d6 vs a target number of 5 plus the movement modifier of the unit. If it hits it completes a charge (to the legs of the BattleMech) for 20 damage in groups of 5. If it hits or misses the target is displace 1 hex left or right of the Land Train.
Salvage: If at the end of the game if all enemy forces are on the map sheet are Crippled, Destroyed, Shutdown or Knocked out, you may salvage one unit.
Mission 3 – Safe House
Basic Payment – 100 WP
Force Deployed – ASSAULT
Situation
“Dr Hughes fooled us, and left his com device on the train to throw us off the trail. Our operatives have discovered he has been secured in a safe house outside of town, but this safe house is more like a castle! Time to break out the Assault Force and go knock on his door!”
Game Setup
This scenario takes place on two map sheets placed long edge to long edge or on one BattleMat.
Players deploy on the north or south map edge.
Place the safehouse from the attached image file on the centre of the map.
The walls of the complex are level 2 and Heavy (CF 90).
The buildings in the center are Medium (CF40)
The north wall and south wall each have three weapon turrets (Gunnery 4).
Western most turret, 1x LRM 20 Launcher (with 4 tons of ammo)
Middle Turret, 1x AC10 (with 4 tons of ammo)
Eastern turret (by door), 1x SRM 6 and 2 x Machine Guns (each with 4 tons of ammo)
The Door is Heavy (CF 90).
There is a 2 hex CF 40 Petrochemical Generator building inside the compound. Of either hex of this building is destroyed all the turrets lose power and the generator explodes doing 40 damage (range 0)/30 Range 1/ 20 Range 2/10 Range 3 in 5 point groupings.

Objectives
100 WP – Generators out/turrets down– Destroy the generator building. If both players damage the building in the turn it is destroyed then both score this objective. Alternatively score this objective if your forces destroy all the turrets on your side of the table (north or south).
100 WP – Entering the compound – Have at least one non-crippled BattleMech inside the complex at the end of turn 8.
100 WP – Holding the compound – Have more non-crippled, unconscious or shutdown BattleMechs inside the compound than the opponent.
50 WP – Per 25% of the enemy forces BV that is Crippled or Destroyed
Special Rules
Time Limit: This mission ends after turn 8.
Turret Combat: Each turret will fire all its weapons it is able to at the closest target. If there are more than one target roll randomly to find the target of all the weapons. Turrets can’t rotate their fire arc to face in the direction of the inside the compound or of a wall hex.
Turret Damage: Each time building hex with a turret on it takes damage in one weapon attack greater than its Damage Threshold [This value is equal to the building hex’s Construction Factor (at the start of the turn), divided by 10 (round up)] there is a chance of a critical hit. Roll 2d6. On an 8+ the turret stops working and can no longer fire.
Salvage: If at the end of the game if all enemy forces are on the map sheet are Crippled, Destroyed, Shutdown or Knocked out, you may salvage one unit.
Example Force
This force uses units from BT:A Game of Armored Combat and sheets from the TRO: IlClan. Vehicles and Battle Armor are from the new Mercenaries Kickstarter (and can be proxied).
| Unit | Varient | Tons | Mech Warrior/ Crew | Gunnery/ Pilot (Anti-Mech) | Force | BV |
| Locust | LCT-7V2 | 20 | Hija Kazilawe | 4/5 | Recon | 634 |
| Commando | COM-9S | 25 | Lt. Helen Harola | 3/5 | Recon | 863 |
| Shadow Hawk | SHD-7M | 55 | Maria-Lourdes Pangilinan | 4/5 | Recon | 1447 |
| Wolverine | WVR-9M | 55 | William MacAskie | 4/6 | Recon | 1536 |
| Total | 4480 | |||||
| Catapult | CPLT-C4 | 65 | Melissa Handlir | 3/5 | Skirmish | 1630 |
| Thunderbolt | TDR-11S | 65 | Lt. Brandon Pirandello | 3/4 | Skirmish | 2072 |
| Wolverine | WVR-9R | 55 | Aaliyah McIntyre | 4/4 | Skirmish | 1629 |
| Locust | LCT-7V2 | 20 | Gilbert Jones | 4/5 | Skirmish | 634 |
| Total | 5965 | |||||
| Thunderbolt | TDR-11SE | 65 | Malmuirie Gunn | 4/5 | Assault | 1754 |
| Wolverine | WVR-9M | 55 | Freddie Hairston | 4/5 | Assault | 1617 |
| BattleMaster | BLR-3M | 85 | Captain Joseph Griffin | 3/4 | Assault | 2216 |
| Awesome | AWS-9Q | 80 | Saba Kona | 4/5 | Assault | 1875 |
| Total | 7462 | |||||
| Manticore Heavy Tank | (XL) | 60 | Anker Varvitsiotes | 4/6 | Supplmentary | 1131 |
| Maxim Heavy Hover Transport | (BA Factory Upgrade) | 50 | Manuele Carbone | 4/6 | Supplmentary | 754 |
| Pegasus Scout Hover Tank | (3058 Upgrade) | 35 | Kiyoemon Tanaka | 4/5 | Supplmentary | 706 |
| Hetzer Wheeled Assault Gun | (LRM) | 40 | Edouard Alicata | 4/6 | Supplmentary | 624 |
| IS Standard Battle Armor | [Magnetic](Sqd4) | 4 | Khalil Noorani | 4/4 | Supplmentary | 226 |
| IS Standard Battle Armor | [Magnetic](Sqd4) | 4 | Sydnie Henderson | 4/5 | Supplmentary | 205 |
| IS Standard Battle Armor | [SRM](Sqd4) | 4 | Arub Lahan | 4/6 | Supplmentary | 166 |
| IS Standard Battle Armor | [SRM](Sqd4) | 4 | Eliana Lauder | 4/5 | Supplmentary | 175 |
| Total | 3987 |
