SpacePort Safe LZ

Situation

“Captain, we are approaching the Landing Zone. You have chosen a landing zone to the north of the SpacePort, far enough away from the SpacePorts defensive perimeter to be out of their range. The OPFOR are highly likely to deploy a reaction force to intercept your lance and possibly attack the DropShip. Your objective is to secure the small settlement to the north of the SpacePort and drive back the OPFOR sortie force. Once we’ve secured the LZ, we can advance on the SpacePort.”

Game SetUp

Recommended Terrain: SpacePort: Safe LZ (alternatively use three map sheets placed short end to short end running North to South).

The Attackers home edge is the northern short edge. The Defenders home edge is the south edge. There is a settlement whose centre is in the middle of the central map sheet. One hex at the centre of the settlement should be marked.

Attacker

The Attacker deploys up to 33% of their Campaign Force at the start of the game within 3 hexes of the northern map edge.

If the Attacker has deployed their DropShip on the map (Option: Under the DropShips Guns) their forces deploy from inside the DropShip.

Defender

The Defender deploys up to 33% of their Campaign Force at the start of the game within 3 hexes of the southern map edge at the start of the game.

WarChest

Track Cost: 300

Options:

+200 Under the DropShip’s Guns (Defender Only): The Attacker may choose to deploy their Union Class DropShip on the map (or may elect to keep their DropShip off the map). The DropShip may start at any altitude (including landed) and deploys within 3 hexes of the northern edge. The Attacker may also elect to Combat Drop any of their BattleMechs with JumpJets within 1 hex of the DropShip (as per the Combat Drop rules in StratOps). [Note Forces with a Aerodyne DropShip may not the land by may Combat Drop their force]

+200 Planetary Militia (Attacker Only): The Defender may deploy an additional Planetary Militia force anywhere in the centre map sheet. The Planetary Militia includes: 2 Foot Platoons (Rifle) [4/8], 2 Foot Platoons (SRM) [4/8], 2 Striker Light Tanks, 2 Galleon Light Tanks. Infantry may start in Hidden Deployment.

+50 Minor Weather Event: Roll on the Minor Weather Table.

+50 Dusk: The track takes place at Dusk.

Objectives

Hurt Them! (Attacker or Defender): Destroy or cripple 25% of the opponents BV. [100]

Hammer Them! (Attacker or Defender): Destroy or cripple 50% of the opponents BV. [100]

King of the Hill (Attacker or Defender): At the end of turn 12 have more BV from your Track Force (not including the Planetary Militia) within 6 hexes of the centre of the settlement. [200]

Special Rules

The following rules are in effect for this track:

Time Limit

The Track ends after the end phase of the 12th turn.

Salvage

The player that earns move Objective points “Holds the Field”. Any unit which is Immobile (e.g. No Legs for a BattleMech, Immobilised/0 MP for a Vehicle) or Destroyed (but not Truly Destroyed) can be salvaged. MechWarriors/Crews are returned to their owner. Any MechWarrior who is unconscious at the end of turn 12 becomes a POW and their BattleMech is taken as salvage.

DropShip Grounded

If the Attackers DropShip is destroyed – all forces that are carried onboard are truly destroyed (even those who are not engaged in the Track Force). If the Attackers DropShip takes any internal damage it surrenders and all forces on board are taken as Salvage/POW’s.

SpacePort Assault

If the Attackers faction is successful in this Track they must the complete the Track SpacePort Assault to “Secure the SpacePort” before they can move on to Advance on Objective.