The persistence of the Blood of ’34 in their attempts to disrupt the Thun Trade Summit has been of great concern to the KungsArmé High Command. Originally dismissed as a low priority threat, the increasingly organised nature of the Blood’s attacks has led to calls in the media for greater action to be taken. In the meantime, the Combine has continued to offer whatever assistance is required in combating the terrorists. Our government has however turned the offer down, not wanting to incur further embarrassment over the perceived ineffectiveness of the KungsArmé thus far. Reacting to harsh public criticism, orders have been already been issued directly from the Överbefälhavare’s office for the terrorists’ main base of operations to be located and wiped out. With the Trade Summit entering the final phase of discussions, most of our available assets are still tied down on Thun. We have however determined the location of two terrorist cells and will need you to help capture one of their leaders for further interrogation. When the Trade Summit is over, we will be able to make use of the information to launch a full-scale assault on the terrorist base.
Contract Duration: 1 game turn.
Mission Brief: Welcome merc. Although it is has not been made public, the DEST team which was assigned to assist in the Thun hostage rescue operations remains on standby should we require their assistance. High Command has decided that this operation will be the perfect opportunity for their skills to be put to good use. The location of the cell is well hidden inside the jungle and defended by at least a lance of mechs. We will need you to therefore lure the mechs out into the jungle so that the DEST team, which will be hiding in a captured terrorist vehicle, can infiltrate the base and capture the leader. Although we cannot provide additional mechs to assist you, you can speak to our quartermaster who has been instructed to give you free access to our stores.
Threat Assessment: The terrorists are believed to have a full lance of medium to heavy mechs, including at least one assault mech.
Additional Intel: Players may purchase additional intel on the OpFor composition for 50,000 c-bills.
Contract Payout: 3 million c-bills will be paid upon the successful completion of the contract. 50 percent of repairs will be covered up to a cap of 1 million c-bills. For secondary objective bonuses, see below.
Access to Stores (FRR) – Prior to the start of the mission, the player may purchase any FRR-affiliated mech off the Black Market at a cost one-level lower than what he would normally have to pay (i.e. A rare FRR-affiliated mech can be purchased at the uncommon price etc).
PoW Options: OpFor pilots cannot be captured.
Deployment: The battle is fought on a 2×2 board, with 2 heavy forest boards and 2 military base boards. The forested long board edge is the player’s home edge while the opposite long board edge is the OpFor’s home edge. Both OpFor and player are given counters to represent their units (explained in Mission Special Rules). Both sides should write down on a piece of paper what each counter represents. The OpFor deploys all his counters anywhere within the base.
He also designates one building in the base to be the one that contains the cell’s leader and writes this down on a piece of paper. He must then identify to the player 3 buildings which are possible locations for the cell leader, including the building he has designated originally.
The player then deploys up to 3 counters within 2 hexes of his home edge. The rest are held in reserve. For as long as these counters continue to remain stationary from the start of the mission, the OpFor must send at least 1 unit to get within 3 hexes of it. The moment one of these counters starts moving, any OpFor assigned to close in on it is free to move in any manner desired.
In addition, the player controls the DEST team (see Mission Special Rules). This begins the game in reserve. At the start of any turn, the player may choose to deploy any part of his reserve within 1 hex of any forested edge. The reserve force may more and fire as per normal in the same turn.
Mission Special Rules:
Counters – The counters represent unidentified units on both sides. When deployed, a facing must be identified and they then move according to the movement profile of the unit represented. Counters are revealed once a unit comes within direct line of sight (using the front arc) or the sensor range (3 hexes) of an opponent’s unit at the end of any movement phase. Counters may not be fired upon until revealed. A unit may use indirect fire even though it has not been revealed. In this case, it need only declare the weapons it is firing.
DEST – The DEST team (Gunnery Skill 4, Piloting Skill 4) has the profile of an APC (Wheeled) and is immediately revealed from the moment it is deployed. While it may fire as normal, it cannot perform ramming attacks. To storm a building, the DEST team must spend an entire turn motionless within 1 hex of the building. If the building contains the cell leader, he is considered to be captured. Until the alarm is activated, the DEST team cannot be fired upon and moves outside of the normal initiative sequence, after all other units have moved. It also cannot be fired upon as long as there is another friendly unit (not immobilised) within 3 hexes of it. Once the DEST team has captured the cell leader, its movement profile will change to 3/5.
Alarm – The alarm is set off at the start of the following turn where one of the player’s counters (excluding the DEST team) has been identified, or the cell leader has been captured. When this happens, the DEST team has to once again move as part of the players’ force for the purpose of determining initiative. As long as the alarm is not set off, all OpFor units can only move at their walking speed when there are within the base’s perimeter.
DC/BAP/ECM/EW Equipment – Scanning and detection of hidden units may be augmented by the use of DC/BAP/EW Equipment. In the same way, the abilities of these equipment may be countered by ECM/EW Equipment. For more detailed rules on these equipments, refer to the Campaign House Rules. A hidden unit that is detected by such equipment will only have its location revealed, but not be required to deploy immediately. When this happens, place a counter at its location to represent its signal and declare its facing. The player may fire on a counter only if it is normally able to do so.
OpFor Objective: The OpFor’s objective is to prevent the capture of the cell’s leader by destroying the DEST team’s vehicle or subjecting the entire player force to the Forced Withdrawal rules before the cell leader is captured. The OpFor are defending their base and are not subject to forced withdrawal rules.
Player’s Objective: The player must ensure that the DEST team captures the cell leader and escapes successfully off any forested edge. Player units are subject to forced to withdrawal rules. He must also retreat off the board as soon as possible once the DEST team vehicle has been destroyed or leaves the board.
Player’s Victory Conditions: The player scores a victory if he accomplishes his mission objective. He loses if the OpFor accomplishes his mission objective. If DEST team’s vehicle is destroyed after the cell leader is captured, the player scores a partial victory, although his mission is recorded as a victory. For a partial victory, all payouts are halved.
Secondary Objective: The player receives 500,000 c-bills if he successfully completes the mission without any of his counters being revealed.