Marik Treachery Foiled

Posted: March 3, 2013 by Tamad in MercNet

16th Naraka Lance engaging hostiles.

On Chertan, House Marik mercenaries were given a taste of their own medicine when they were bloodied by the 16th Naraka. The Capellan merc outfit had been hired by the local ruling government, the United Union of Chertan, in a bid to put an end to the increasingly hostile encroachment by the Marik-affiliated forces on-planet. Originally arriving as part of an excavation party operating under the auspices of the United Union, the Marik-sponsored mercs soon began trespassing beyond their assigned holding area, aggravating the locals with their often unreasonable demands for supplies. Things came to a head when the mercs refused outright an ultimatum to vacate the planet upon the expiry of the 1-year excavation license.

With tensions between both parties simmering,  the invitation issued to the local militia to participate in Operation Dancing in Chertan, an annual joint-military exercise was viewed with suspicion, prompting the United Union to bolster its forces with mercs of its own. The United Union’s concerns proved warranted as the Marik-affiliated mercs turned on their former allies halfway through the exercise, attacking the militia as they were setting up their base of operations. Unfortunately for the Free Worlders, the 16th Naraka proved to be a tougher opponent than expected, savaging the Marik lance through a brilliantly-executed rearguard action. The Free Worlders were eventually forced to retreat in shame, leaving behind an abandoned Hunchback.

The United Union has since vowed to bring up their grievances with regard to the Free Worlders’ treachery to MRBC, although given that the mercs were operating under the directions of their House Marik employers, it is unlikely that any further action will be taken.

– MercNet

Operation Firewall (Convoy Escort)

Posted: February 17, 2013 by iior in Contracts

Where there is money to be made, one can always expect to find two types of people around – merchants and bandits. The recent boom in the manufacturing industry has buoyed the economy of Khun. Like bees to honey, merchants and manufacturers flocked to Khun to reap the sweet rewards of a booming economy. And with them came the less savoury but ever persistent bandits. Like parasites, these bandits hijack convoys of raw material and manufactured goods to sell on the black market for their personal gain. But of course, where there are bandits, there is work for mercenaries.

Location: Khun, Rodigo

Employer: Vencore Manufacturing Inc.

Contract Duration: 1 game turn.

Mission Brief: “This contract calls for the protection of all Vencore Manufacturing Inc. convoys travelling to and from Khun from the predation of bandits.”

Threat Assessment: “The known bandit force operating in the region consists of a single lance of light and medium mechs.”

Additional Intel: Additional intel can be obtained for 50,000 c-bills.

Contract Payout: 1 million c-bills upon acceptance of the contract. 1 million c-bills and full salvage rights for a major victory; 500,000 c-bills and full salvage rights for a minor victory.

PoW Options: Captured OpFor pilots can only be turned in for a reward.

Deployment: The battle is fought on a 2×2 board. The player picks a short board edge and deploys the convoy and his mechs up to 3 hexes from the board edge. The OpFor deploys on either or both of the long board edges.

Mission Special Rules:

Convoy Vehicles
The player is escorting a convoy of 6 heavy-cargo trawlers. Each convoy vehicle should be represented by a tank model or appropriate marker. The convoy vehicle is a 50 ton wheeled I.C.E support vehicle with 8 points of armour and 4 points of internal structure on each side, and a BAR rating of 10. It has a Cruising MP of 3, Flank MP of 5 and is operated by a crew with a driving skill of 5. Each convoy vehicle has to remain within 2 hexes of another convoy vehicle. Neither the player nor the OpFor will willingly attack the convoy. However, the convoy vehicle can take damage as per normal if attacked, e.g by a failed skidding test resulting in an unintentional charge.

Capturing Convoy Vehicles
There must be at least one player mech within 2 hexes of a convoy vehicle at any time. At the start of a turn before initiative is rolled, if there are no player mechs within 2 hexes of a convoy vehicle, roll a D6. On a 5+, the OpFor controls the convoy vehicles for that turn. At the start of a turn, every convoy vehicle adjacent to an OpFor mech without a player mech within 2 hexes is considered captured by the OpFor and is under the control of the OpFor for that turn.

OpFor’s objective: The OpFor’s objective is to move at least 3 convoy vehicles off the long board edges. The OpFor is subject to the Force Withdrawal rules. The OpFor has to retreat all its mechs once two of its mechs are destroyed, abandoned or retreating as per the Force Withdrawal rules. OpFor mechs retreat to either long board edges.

Player’s Objective: The player’s objective is to move all convoy vehicles off the opposite short board edge. The Player is subjected to the Force Withdrawal rules. Player mechs retreat to either short board edges.

Player’s Victory Conditions: The player scores a major victory if he successfully moves all 6 convoy vehicles off the opposite short board edge or forces the OpFor to retreat as per the Force Withdrawal rules without having any convoy vehicle destroyed or captured (i.e. moved off a long board edge). The player scores a minor victory if he successfully escorts at least 4 convoy vehicles off the opposite short board edge or forces the OpFor to retreat as per the Force Withdrawal rules while having less than 3 convoy vehicles destroyed or captured. Any other outcome is considered a loss for the player.

Back to Contracts 

Operation Cross Country Run (Convoy Escort)

Posted: February 15, 2013 by iior in Contracts

With the destruction of the Sons of the Dragon, large swaths of verdant mountainous regions once occupied by the Sons of the Dragon is now open for development. With such virgin territory open for development, the opportunity for raking in the cash has lured multiple companies to quickly survey the land for minerals and treasures. It is a cut throat industry with fierce competition. Profit often comes with the price of blood.

Location: Kirchbach

Employer: Lancore Inc.

Contract Duration: 1 game turn.

Mission Brief: “Now that Fullers & Stern Inc. is on the back foot, we need to press our advantage and send our surveyors deeper into the mountains. I have no doubt that Fullers & Stern Inc. will not take their last defeat lying down. It is likely that they will try a tit-for-tat measure. Protect the Surveyor’s Transport at all cost.”

Threat Assessment: “Initial intel indicates that Fullers & Stern Inc. has hired the services of a new merc unit. We have yet to identify this merc unit, but gather that they consist of a lance of medium mechs.”

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 for a victory. 1 million c-bills will be paid for a partial victory. 50 percent of repairs will be covered up to a cap of 1 million c-bills irrespective of victory.

PoW Options: OpFor pilots can only be turned in for a reward.

Deployment: The battle is fought on a 2×2 board. 2 mapsheets joined along the short edge should create a long canyon. The other 2 mapsheets should have some high terrain features. The Player selects a short board edge to be his home edge. The other 3 edges are the OpFor’s home edges. 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 and indicate the unit’s facing. The Player deploys his units up to two hexes from his home edge. The OpFor deploys his mechs out of sight of any Player unit and at least 18 hexes away from any Player unit.

Mission Special Rules:

Counters – The high concentration of heavy minerals in the region wrecks havoc with a mech’s sensors. 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 needs only declare the weapons it is firing.

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.

Surveyor’s Transport – The Surveyor’s Transport has the profile of an APC (Tracked). The crew has driving skill 5 and gunnery skill 4. The Surveyor’s Transport may not perform ramming attacks. An OpFor mech may only fire upon the Surveyor’s Transport if there is no player mech (not immobilised) within 9 hexes of it, or if it is adjacent to the Surveyor’s Transport.

OpFor Objective: The OpFor’s objective is to destroy or force the Surveyor’s Transport to retreat. The Surveyor’s Transport will retreat if the entire Player Force is withdrawing. The OpFor is subject to the Force Withdrawal rules. The OpFor has to retreat all its units once two of its mechs are destroyed, abandoned or retreating as per the Force Withdrawal rules. The OpFor may not retreat until at least one of its mechs is destroyed, abandoned or retreating as per the Forced Withdrawal rules. OpFor units retreat to their home edges.

Player’s Objective: The Player’s objective is to escort the Surveyor’s Transport to the opposite short edge. The Player is subject to the Force Withdrawal rules. Player units retreat to their home edge.

Player’s Victory Conditions: The Player scores a victory if the Surveyor’s Transport successfully exits from the short edge opposite the Player’s home edge. The Player scores a partial victory if the Surveyor’s Transport retreats off the Player’s home edge without being destroyed. The Player loses if the Surveyor’s Transport is destroyed. The game ends once the Surveyor’s Transport is either destroyed or safely exits off either short board edge.

Back to Contracts

Operation Broken Statue (Ambush & Capture)

Posted: February 8, 2013 by Tamad in Contracts

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.

Location: Thannhausen

Employer: KungsArmé.

Contract Duration: 1 game turn.

Mission Brief: It pains me to rely on a merc to do what should be a soldier’s job, but what who am I to question my superiors. We have received intelligence that the terrorist lance will be making a crossing on the Streiber River tonight and that will be the best chance for us to strike. We will set up our mechs in ambush along the both sides of the bridge crossing and at the river bank. Once the signal to attack is given, our aerospace fighters will sweep in to bombard any terrorist mech that has not yet gotten on the bridge. We will have to deal with the rest ourselves. I’ve also received specific instructions to let you have access our stores. Don’t abuse it.

Threat Assessment: The terrorists are believed to have a reinforced lance of light to medium mechs, including the cell leader’s assault mech.

Additional Intel: Players may purchase additional intel on the OpFor composition for 50,000 c-bills.

Contract Payout: Upon the successful completion of the contract, 500,000 c-bills will be paid for each OpFor mech that entered play. Excluding the leader’s mech and mechs that are destroyed whilst underwater, the player will also receive 50 percent salvage rights (rounding down). 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 can only be captured for ransom.

Deployment: The battle is fought on a 3×1 board, with 2 of them being the Archipelago mapsheets. The short board edge ending in the non-Archipelago mapsheet is the player’s home edge. The opposite short board edge is the OpFor’s home edge.

The player deploys all his mechs on any mapsheet using the Hidden Unit rules on page 259 of the Total Warfare rulebook.

The OpFor starts his entire force in reserve and assigns a number from 1-6 for each mech. At the start of the first turn, the OpFor rolls a D6 to see which mech is selected. The mech deploys within 1 hex of his home edge and may move and fire as per normal in the same turn. At the start of every subsequent alternate turn (i.e. Turns 3, 5, 7 etc), the OpFor may deploy an additional mech in the same manner. Once throughout the game, the OpFor may choose to reroll a deployment roll. If the second result is the same as the original one, keep on rerolling until a different result appears.

Until the first player or allied unit is revealed and deployed, all OpFor units must move toward the player’s home edge at running speed. They also cannot deviate from the road unless their sensors pick up a signal, following which they can close in to investigate.

Mission Special Rules:

In this mission, there will be an Allied Force (Hatchetman, Panther) supporting the player. The player and Allied Force are considered as one force for gaming purposes.

Airstrike – The player may call down an airstrike at the start of any turn once throughout the game. When this is done, any OpFor mech that is still in reserve is no longer able to deploy and is considered as destroyed. Mechs destroyed in this manner however may not be considered for salvage. If the airstrike is called down prematurely before the cell leader’s mech appears, his mech and another mech of the OpFor’s choice will deploy together at the start of the next turn.

Bridge – The bridge used for the crossing is extremely narrow and manoeuvring on it requires intense concentration. Any mech that moves on it suffers an additional +1 to-hit modifier for any attacks performed in the same turn.

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 ensure the cell leader’s mech retreats safely off the player’s home edge.

Allied Force’s Objective: The Allied Force’s objective is to assist the player in the completion of his mission objectives.

Player’s Objective: The player must ensure that the cell leader’s mech is destroyed or disabled. When this happens, the game immediately ends and all surviving terrorists surrender. OpFor mechs that surrender however cannot be considered for salvage nor can their pilots be ransomed. Player and Allied units are subject to forced withdrawal rules.

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 the cell leader is killed for any reason during the destruction of his mech, the player scores a partial victory and his salvage rights are forfeited.

Secondary Objective: 50 percent of repairs will be covered up to a cap of 1 million c-bills if the player prevents any OpFor mech from escaping before the cell leader is captured.

Operation Jungle Rat (Extraction)

Posted: February 8, 2013 by Tamad in Contracts

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.

Location: Heiligendreuz

Employer: KungsArmé.

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.

Mercenary Intervention Decisive in Trade War

Posted: December 10, 2012 by Tamad in MercNet

Lancore Inc.’s shares have seen a sharp increase in value after mercs under their employ dealt a severe blow to the operations of their main business rivals, Fullers & Stern Inc., on Kirchbach. The latest reports in have confirmed that the 16th Naraka were under Lancore’s employ when they ambushed a Fullers & Stern surveyor team, putting the escorting lance from fellow mercenary unit Richard’s Fury to flight. The 16th Naraka first made their name on Kempton in the employ of Lornse Inc. and their recent success on Kirchbach have further enhanced their reputation as a reliable option for corporate employers.

Kirchbach itself achieved much notoriety on MercNet back in 3047 as a result of the short-lived rebellion led by the brothers Keqiu and Keka. Although achieving relative success early on, the brothers were eventually killed when the Uhlan Royals were hired by the Draconis Combine to put an end to the rebellion.

– MercNet

Operation Bull Hound (Recon)

Posted: December 5, 2012 by Tamad in Uncategorized

Greetings, friend. My name is Jody Lukos and I am to be your liaison officer for the duration of this contract. You do not need to know who I represent, except that my client is a generous employer. The mission is simple. We need you to drop on the world of New Caledonia and carry out a simple assessment of its defences. You may be wondering why New Caledonia, so far out at the distant reaches of the Inner Sphere. Well, let’s just say my client has a vested interest in that region of space. We expect the garrison to be second-rate, but that does not mean that they will be pushovers. You are free to engage any hostiles encountered, but discretion is always the better part of valour. Good luck.

Location: New Caledonia

Employer: Jody Lukos.

Contract Duration: 1 game turn.

Mission Brief: Now, it may look like this run will be simple stroll in the park – it’ll be only if you don’t try anything stupid. Go in and scan as many objectives as you can and then get the hell out of there. With the exception of a Hornet, the rest of the garrison mechs are slow and so won’t be able to react fast enough if you do not get yourself bogged down. Remember, this is not a search and destroy mission. Don’t get into unnecessary trouble.  

Threat Assessment: Intel on the ground places a reinforced lance of slow and poorly-armoured light to heavy mechs in the area.

Additional Intel: Players may purchase additional intel on the OpFor composition for 100,000 c-bills.

Contract Payout: 500,000 c-bills upon acceptance of the contract. 650,000 c-bills will be paid for each objective successfully scanned. 150,000 c-bills will be deducted for each objective destroyed. Enemy mechs cannot be salvaged. For secondary objective bonuses, see below.

PoW Options: OpFor pilots cannot be captured.

Deployment: The battle is fought on a 2×2 board. The player chooses one short board edge which is designated as his home edge. The opposite short board edge becomes the OpFor’s home edge.

The OpFor first deploys 4 objectives within 6 hexes of each corner of the board. These are a Mobile HQ (vehicle), a sensor tower (CF20 structure), a satellite station (CF75 structure) and a repair facility (CF40 structure).  

The player chooses one short board edge which is designated as his home edge. The opposite short board edge becomes the OpFor’s home edge.

The OpFor is then given 5 counters to represent his mechs. He writes down what each counter represents on a piece of paper before the battle. He then deploys all counters to within 1 hex of a objective, with at least 1 counter assigned to each objective.

The player then deploys his force within 1 hex of his home edge.

Mission Special Rules:

Radio Interference – Due to the strong winds in the area, the OpFor mechs suffer from radio interference. Unless indicated in the mission parameters, OpFor mechs may not move more than 3 hexes from the objective they start out beside unless they or their assigned objective is being fired upon/scanned within normal sensor range (3 hexes). OpFor mechs that become ‘active’ in this manner may then activate other OpFor mechs by ending a movement phase within sensor range (3 hexes) of them. At the start of turn 12 however, the OpFor begins to realise that something is not right and are no longer bound by the restrictions imposed as a result of radio interference.   

Counters – The counters represent the OpFor units that are unidentifiable at the start due to incomplete intel. 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 (with 12 hexes 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.

Mobile HQ – The Mobile HQ uses the corresponding vehicle record sheet. It however remains stationary during the entire battle and does not count as a unit for the purposes of determining movement or firing sequence. It may however fire its weapons using a Gunnery Skill of 4. This is always done at the start of the firing phase. If the Mobile HQ is destroyed, the OpFor suffers a -1 penalty to its initiative roll from the start of the following turn.

Sensor Tower – The Sensor Tower occupies a single hex and counts as a level 3 structure. If it is destroyed, all OpFor mechs must converge to within 6 hexes of it at running speed before returning to their original assigned objective. OpFor mechs that have been fired upon in the same turn or who are fired upon along the way may ignore this requirement.

Satellite Station – The Satellite Station occupies a single hex and counts as a level 2 structure. If it is scanned, all OpFor counters are instantly revealed. 

Repair Facility­ – The Repair Facility occupies 2 hexes and counts as a level 3 structure. Any mech that spends a full turn immobile (treated as pilot unconscious) inside one of its hexes has all its structure and armour points fully repaired and has its ammunition replenished. However, parts of the mech that have been lost already or equipment that has already been destroyed cannot be replaced. Any one of the hexes can be used for the purposes of scanning.

Scanning – To scan a building, a mech has to spend a full turn within a 3-hex radius of the target. In addition, the scanning mech may not fire its weapons while performing a scan. Multiple buildings may be scanned at the same time and line of sight is not required.

DC/BAP/ECM/EW Equipment – Scanning and detection of player 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 equipment, refer to the Campaign House Rules.

OpFor Objective: The OpFor’s objective is to prevent the scanning/destruction of more than 2 of its objectives. OpFor mechs are not subject to forced withdrawal rules.

Player’s Victory Conditions: The player is paid according to the number of installations he has scanned. However, for the purposes of recording a victory, the player has to scan at least 3 objectives and successfully withdraw half of his force (rounding up) off the field.  Player mechs are subject to forced withdrawal rules. The entire player force must retreat as quickly as possible once more than 50 percent (rounding up) of his mechs are destroyed/forced to withdraw.

Secondary Objective: The player receives 650,000 c-bills if he successfully scans all the buildings.