Operation PERSUASION – New Earth

On 5 December 3151, a fleet of Clan Wolf WarShips jumped to a pirate point in the New Earth system. The Capellan First Victorian Commonality Fleet broke orbit and moved to intercept, but just as the engagement began, the Wolf fleet jumped away, but did lose the CWS Pterolycos to three Killer Whale anti-ship missiles, and the CWS Eden Rising.

Just before they jumped away, a signal was sent to a courier jump ship, which jumped back to Terra and signalled phase 2 of the plan. Clan Wolf’s Gamma Galaxy, under the command of Galaxy Commander Elise Ward, jumped to a pirate point only a few hours from New Earth, and the first planetary invasion of Operation PERSUASION began.

The Star League had returned…

Operation PERSUASION is a series of linked scenarios designed to be played separately as stand-alone scenarios or as part of a large campaign using either the Chaos Campaign or Campaign Operations ruleset. It can also be played as a multiplayer 4 v 4 event.

In a single-player PVP campaign, progress through each of the scenarios.

In a Multiplayer game, each player may select one of the first four missions to attempt as attacker/defender (as each mission states). The first four scenarios are completed simultaneously. Players may then make repairs before the final scenario.

Force Building

  • Each player has 21,000 BV to spend on a force.
  • Players may select to play either Star League or Capellan Confederation-affiliated forces.
  • Star League Forces may have between 5 and 15 Combat Units arranged into 1-3 Stars and optionally an additional Star of Battle Armour. Each Star must include 5 Points. 1 Point = 1 Mech, 2 Combat.Support Vehicles, 1 Battle Armour Squad, 5 ProtoMechs or 1 Infantry Point. Stars may contain a mixture of units.
  • Star League Forces may be selected to choose units from one of the following IlClan Era MULs: Star League – Clan Wolf, Star League – Clan Jade Falcon, Star League – Clan Smoke Jaguar, Star League – Clan Snow Raven or generic Mercenary.
  • Capellan Forces may have between 12-16 Combat Units arranged in Lances (Or CCAF Augmented Lances of 4 Mechs plus 2 Combat Vehicles/Battle Armour Squads). Additionally, they may take a Lance of 4 Battle Armour squads or Conventional Infantry.
  • Caepllan Forces may be selected to choose units from one of the following IlClan Era MULs: Capellan Confederation, Magistry of Canopus or generic Mercenary.
  • Combat Units Include – BattleMechs (Including OmniMechs, and Superheavy Mechs but no LAMs or Industrial Mechs), Combat Vehicles or Support Vehicles, or a point of 5 ProtoMechs (Counts as 1 unit – Clan Snow Raven are the only force with Protomechs on their MUL).
  • Players may not select AeroSpace units.
  • Players must select one unit Elite (or above) Force Commander (a Star Commander, or Sao-shao).
  • Each additional formation must include one Veteran (or above) Formation Commander (Star Captain, or Sao-Wei).
  • The rest of the player’s force must have a training level of Regular OR Veteran.
  • Only standard/generic units may be selected (no named units e.g. Bounty Hunter)
  • Players may make use of Advanced Infantry Units e.g. Field Guns, found here: https://1drv.ms/f/c/0f54bc317d0efccb/Esv8Dn0xvFQggA9PowIAAAABM-VknLcCtyPnpY8hDdX3HQ?e=QDVY8Z OR on listed on MegaMek.
  • Isorla/Salvage – Players may choose 1 unit from any other InnerSphere or Invading Clan MUL (2 Units if playing a generic Mercenary force)
  • There should be a maximum difference of 2 between Gunnery and Piloting
  • All types of ammo are available to forces, although some advanced munitions require additional BV. C3 is permitted. It is suggested that forces are constructed using the Force Construction Spreadsheet  (Excel or Google Office compatible) or using MegaMek if using C3, Guided Ammo or speciality munitions.
  • Players may select a Formation as per Campaign Operations (Or the Clan Invasion Box).
  • Players may select units with Advanced or Experimental technology.
  • Clan Players may use Enhanced Imaging (Interstellar Operations)
  • MAF players can make use of cybernetic enhancements only as part of Infantry Special Forces (see TRO Infantry).

Training Level and Skills

Players may, when selecting forces, choose which skills each unit has within the Level of Training allowed. Changing skills is a useful way of using BV effectively in force construction.


Training Level
Gunnery/
Piloting
Gunnery/
Piloting
Gunnery/
Piloting
Gunnery/
Piloting
Gunnery/
Piloting
Regular4/5
Veteran5/44/43/43/5
Elite5/34/33/32/32/4
Heroic4/23/22/21/21/3
Legendary3/12/11/1 (0/0)0/10/2

Force Commanders

Force commanders provide a +2 to initiative while they are in play and not in Forced Withdrawal or Truly Destroyed.

Players may select for their Force Commander to have Special Pilot Abilities (as found in Campaign Operations). The number of abilities is based on the Force Commander’s Training Level.

The rules for SPA’s can be found in Campaign Operations pg. 70, of they may be found on the character cards available in force packs.

Training LevelMaximum Number of Special Pilot AbilitiesSPA Points
Veteran11
Elite23
Heroic46
Legendary610

RULES FOR THE DAY 

Each game will be played on 4 16×17 hex maps in a 2 x 2 grid (e.g. 32 x 34 hexes or two 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. 

Optional Rules

The following Optional Rules are in effect [BMM = 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]

Alternate Forced Withdrawal – 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.

Fire For Effect – 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.

Weapon Attacks – Damage [TO:AR pg 81] – A fuller version of the rules in BMM, as well as taking a +1 to PSRs for each 20 points of damage taken, this also modifies the roll based on the weight class of the ‘Mech (Assault ‘Mechs are harder to knock down).

Physical Combat – New Physical Attack Weapons [TO:AR pg 86] – Covers new melee weapons such as Swords, Talons etc.

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 – 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


New Terra Campaign

Air Superiority

Situation

  • Neoasia Continent
  • New Earth
  • 14 December 3151

The 103rd Wolf Strike Cluster’s first action was to take out the ground-based AeroSpace base on New Earth. Employing rapid combat drops from Broadsword DropShips, the 103rd planned to either kill the crews or destroy the AeroSpace fighters on the ground before they could take off.

Game Setup

Suggested Terrain: AeroSpace Port. 4 Map Sheets. Designate 3 buildings as Mech Hangers, and one building as the Pilot quarters.

Attacker (Star League)

The attacker deploys at the start of turn 1 by combat drop from altitude 1 Broad Sword dropShips (Using the rules from Strategic Operations or BMM). One BroadSword is supplied for each Star.

In addition, the attacker’s regular force may also deploy 5 squads of Battle Armour (up to 3500 BV) from Clan Smoke Jaguar (former Fidelis special ops) who deploy from their own Broadsword. Players may choose any Battle Armour types from the Star – League Clan Smoke Jaguar MUL

Defender (CCAF)

The defender deploys at the start of the game. 1 Lance may deploy anywhere on the map. The other 2 Lances may deploy at the start of the game from one of two Mech Hangers,

The defender also deploys 8 landed TR-16 Transgressor AeroSpace fighters, without pilots on one of the runways, at least 8 hexes away from the pilot quarters.

The defender also deploys base defence forces up to 12 Vehicles or Infantry units (3500BV), which include 8 AeroSpace pilots.

Objectives Max (1000 OP)

  • (+100) Destroy/Cripple 25% of the enemy force (Attacker/Defender)
  • (+100) Destroy/Cripple 50% of the enemy force (Attacker/Defender)
  • (+100) Destroy/Cripple 75% of the enemy force (Attacker/Defender)
  • (+100) Destroy/Cripple 100% of the enemy force (Attacker/Defender)
  • (+200) Destroy/Cripple enemy commander (Attacker/Defender)
  • (+50 per fighter) Destroy/Cripple/Capture enemy AeroSpace Fighter (Attacker)
  • (+50 per fighter) For each friendly AeroSpace Fighter that escapes (Defender)

Special Rules

Scramble – At the start of turn 1, an AeroSpace pilot may be collected from the pilot quarters by any friendly Vehicle. If a vehicle has no cargo capacity, it may only carry 1 pilot, but if it has a troop-carrying capacity, it may carry more pilots as if they were infantry.

Get to the fighters – During any turn where a pilot ends the turn in the same hex as an empty AeroSpace Fighter, that fighter may become active. On the next turn that fighter may perform a VTOL takeoff – during the movement phase it moves to altitude 1 and so is not considered stationary, but can’t make attacks (as per TW aerospace rules). At the start of the next turn, the AeroSpace fighter MUST fly off the map and escapes. It may not attack any ground targets.

Hold the Field – The player with the most OP at the end of the scenario wins and “Holds the field”. They may salvage any captured units or any units that are unable to leave the field.


Supplies!

Situation

  • Neoasia Continent
  • New Earth
  • 16 December 3151

Canton’s industries had been upgraded under Wolf Empire control and then repaired by the Confederation when they seized the planet and could meet Gamma’s needs, even with Capellan fleets interdicting Star League supply ships.

Leaving the Ninety-Third Wolf Striker Cluster as garrison on 15 December, Ward led the Bronze Keshik and the 271st Wolf Assault Cluster towards Myer, another industrial hub, while Star Colonel Maurice Radick’s 103rd Wolf Striker Cluster probed towards the ruins of Meredith.

Game Setup

Suggested Terrain: Grasslands, Forward Operations Base (Northern Map). 4 Map Sheets in a 2×2 grid.

Attacker (CCAF)

The attacker deploys at the start of turn 1 on the southern map edge.

The attacker has 128 BSP’s to spend on Offensive Aerospace Support.

Defender (StAR League)

The defender deploys at the start of the game, anywhere on the northern two mapsheets.

The Defender must place 8 supply caches. The Defender may also deploy two additional Rifleman IIC 8 BattleMechs (Gunnery 4, Piloting 5).

Objectives Max (1000 OP)

  • (+100) Destroy/Cripple 25% of the enemy force (Attacker/Defender)
  • (+100) Destroy/Cripple 50% of the enemy force (Attacker/Defender)
  • (+100) Destroy/Cripple 75% of the enemy force (Attacker/Defender)
  • (+100) Destroy/Cripple 100% of the enemy force (Attacker/Defender)
  • (+200) Destroy/Cripple enemy commander (Attacker/Defender)
  • (+50 per cache) Destroy Supply Cache (Attacker)
  • (+50 per cache) Preserve Supply Cache (Defender)

Special Rules

Supply Cache – Each Supply Cache is a level 1 building with a CF of 40. When destroyed, roll 1d6. On a 5-6 the Cache explodes, causing an AOE explosion, causing 40 (0 hexes)/ 30 (1 hex)/ 20 (2 hex)/ 10 (3 hex) damage in 5-point clusters.

Anti-Air- Defender has control of 2 Rifleman IIC 8 BattleMechs. While these units are within 10 hexes of a unit or supply cache AND have not made any weapon attacks against other units on the table, the attacker may not spend any BSPs on Offensive AeroSpace Support. If the Rifleman units make a weapons attack against another ground unit, or are crippled, destroyed, shutdown or the MechWarrior KO’d they may not prevent air attacks.


Boom, Boom, Boom!

Situation

  • Neoasia Continent
  • New Earth
  • 16 December 3151

The Third Sian Dragons, under the command of Shàng-xiào Min-Qiang Wang, launched an assault on the 103rd Wolf Striker Cluster.

Zhōng-xiào (Lieutenant Colonel) King Fai Chick’s artillery batteries commenced by deploying a wall of smoke, shifting to high explosives and targeting the 103rd directly. The Third’s BattleMechs and the hovertanks of the Fifty-Fourth Gei Fu Lancers rapidly closed. By the time the smoke cleared, the Capellan force was meters from the Wolf front lines.

The 103rd had a secret weapon – a force of form Fedelis, now Clan Smoke Jaguar reborn, commando Star, ready to destroy or capture the artillery.

Game Setup

Suggested Terrain: Grasslands. 4 Map Sheets in a 2×2 grid.

Attacker (CCAF)

The attacker deploys at the start of turn 1 on the southern map edge.

In addition, the attacker’s regular force may also deploy 4 Mobile Long Tom Artillery LT-MOB-25 vehicles [Gunnery 4/Piloting 5]. (including a Support trailer and an Ammunition trailer). The Long Toms have 5 Tons of HE, 2 tons of Smoke, and 2 tons of Thunder-Augmented munitions.

Defender (StAR League)

The defender deploys at the start of the game, anywhere within 7 hexes of the northern map edge.

Additionally, the defender can spend 3500 BV on a Clan Smoke Jaguar Fedlis Commando team. These consist of a combined arms Star including Light Mechs, Light Vehicles and Battle Armour, whose mission is to destroy or capture the Artillery.

Objectives Max (1000 OP)

  • (+100) Destroy/Cripple 25% of the enemy force (Attacker/Defender)
  • (+100) Destroy/Cripple 50% of the enemy force (Attacker/Defender)
  • (+100) Destroy/Cripple 75% of the enemy force (Attacker/Defender)
  • (+100) Destroy/Cripple 100% of the enemy force (Attacker/Defender)
  • (+200) Destroy/Cripple enemy commander (Attacker/Defender)
  • (+100 per unit) Destroy/Cripple Enemy Long Tom’s (Defender)
  • (+100 per unit) Preserve Friendly Long Tom’s (Attacker)

Special Rules

Captured – If a Star League unit of Battle Armour successfully grapples a Long Tom unit, in the next turn, it may breach the unit and kill the crew. This unit is now captured if the Star League hold the field at the end of the scenario. CCAF forces may target this unit or recapture it.

Hold the Field – The player with the most OP at the end of the scenario wins and “Holds the field”. They may salvage any captured units or any units that are unable to leave the field.


DropShip

Situation

  • Neoasia Continent
  • New Earth
  • 19 December 3151

The 103rd Wolf Strike Cluster moved to attack the Capellans’ grounded dropship in the hopes of cutting off the enemy’s retreat. To deal with the formidable defences, two former Republic of the Sphere Deomlisher Tanks with Arrow IV artillery missiles had been selected to support the force, able to attack the Overlord outside its fire envelope.

Game Setup

Suggested Terrain: Grasslands. 4 Map Sheets.

Attacker (Star League)

The attacker deploys at the start of turn 1 on the northern map edge.

In addition, the attacker’s regular force may also deploy 2 Demolisher (Arrow IV) tanks (Gunnery 4/Driving 5). These are loaded with 7 tons of HE Arrow IV.

Defender (StAR League)

The defender deploys at the start of the game, anywhere on the southern two map sheets.

The defender also deploys a landed Overlord (3056) Dropship anywhere on the southern two map sheets with its central hex, at least 8 hexes from each map edge.

Objectives Max (1000 OP)

  • (+100) Destroy/Cripple 25% of the enemy force (Attacker/Defender)
  • (+100) Destroy/Cripple 50% of the enemy force (Attacker/Defender)
  • (+100) Destroy/Cripple 75% of the enemy force (Attacker/Defender)
  • (+100) Destroy/Cripple 100% of the enemy force (Attacker/Defender)
  • (+200) Destroy/Cripple enemy commander (Attacker/Defender)
  • (+200) Cause 25% damage to any location on the enemy Overlord (Attacker)
  • (+200) Cause 50% damage to any location on the enemy Overlord (Attacker)
  • (+200 per unit) Destroy Enemy Demolisher (Arrow IV) tanks (Defender)

Special Rules

Demolishers – The two demolishers may only engage their Arrow IV missiles to attack the enemy DropShip. They may only select other targets once the Dropship has fled

Lift Off – The CCAF Overlord must remain on the ground until it takes 25% damage, the player may then choose when or if, it lifts off. If the Overlord takes 50% damage it must take off. In the turn after it lifts off, taking 1 turn to reach altitude 1. On subsequent turns, it gains 2 altitude and moves 8 hexes towards the closest map edge until it flees the battlefield.

Hold the Field – The player with the most OP at the end of the scenario wins and “Holds the field”. They may salvage any captured units, or any units that are unable to leave the field.


Retreat!

Situation

  • Neoasia Continent
  • New Earth
  • 10 April 3152

Daoshen Laio, The Celestial Wisdom of the Cappellan Confederation, ordered the surviving Cappellan Forces to retreat from the planet. Clan Wolf’s 103rd Striker Cluster would not let them leave without taking a final bite…

Game Setup

Suggested Terrain: City. 6 Map Sheets in a 3 x 2 grid. The centre two map sheets should include the park maps.

The Attacker and Defender both have 1000 Support Points, which they may use to repair units before the final mission.

[In a multiplayer event, each player may field 7000 BV of surviving units from their prior scenarios]

Attacker (Star League)

The attacker deploys 25% of its force from each corner of the map at the start of turn 1.

Defender (StAR League)

The defender deploys at the start of the game, anywhere on the southern two map sheets.

The defender also deploys a landed Overlord (3056) Dropship (with its prior damage) at the centre of the map in the park area.

Objectives Max (1000 OP)

  • (+100) Destroy/Cripple 25% of the enemy force (Attacker/Defender)
  • (+100) Destroy/Cripple 50% of the enemy force (Attacker/Defender)
  • (+100) Destroy/Cripple 75% of the enemy force (Attacker/Defender)
  • (+100) Destroy/Cripple 100% of the enemy force (Attacker/Defender)
  • (+200) Destroy/Cripple enemy commander (Attacker/Defender)
  • (+400) Destroy the enemy Overlord (Attacker)
  • (+400) Preserve 50% of the defender’s force and escape on the Overlord (Defender)

Special Rules

Depending on the outcome of each of the prior missions, each side gains a special bonus in the last mission.

Air Superiority – The player who holds the field may gain 32 BSP’s for each captured/surviving Transgressor.

Supplies! – The player who holds the field may gain 250 Support Points per surviving supply crate.

Boom, boom, boom! – The player who holds the field may deploy captured/surviving LongToms

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