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Clan Invasion Scenario Last Stand

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100% found this document useful (3 votes)
823 views8 pages

Clan Invasion Scenario Last Stand

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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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CLAN INVASION SCENARIO

LECTURE: LAST STAND


The term “future shock” was coined more than When the Clans struck the Periphery borders of your
a millennia ago, by thinkers of the time who tried to nations, they faced largely subpar or understrength units,
articulate the fear that an individual could feel in a which taught them to bid down aggressively and expect to win
time of rapid change. To the residents of the coreward despite being outnumbered. Furthermore, the Clans’ equate one
Inner Sphere and your troops who have faced the Clans of their Clusters to one of your regiments in terms of quality,
and survived, future shock is far from academic. which informs their bidding process. As a result, it is unlikely
Ton-for-ton, no Inner Sphere BattleMech is the you will ever take to the battlefield against them without
equal of a Clan OmniMech. They shoot farther, hit holding a numerical advantage. You must, must use it. You will
harder, and run cooler. They’re piloted by MechWarriors be bringing more raw tonnage and armor to the fight than they
who spend every minute of every day honing their will, but it can disappear more quickly than theirs. Use all the
warrior instincts and skills. moving pieces you possess to continually give them new targets,
But as we will learn in this lesson, they are not ideally exposing fresh ’Mechs while rotating already-damaged
unbeatable. By using your heads and working together, ones out of the line of fire.
you can hold your own and maybe, just maybe, turn A common misunderstanding among battlefield command-
back the future. ers is that Clan MechWarriors find physical attacks dishonorable.
—Mackenzie Wolf, Outreach, 19 February 3051 A better way to put it might be that they hold a customary
dislike of them. Zellbrigen speaks directly to their honor as war-
ON THE BACK FOOT riors and can be held against them, but they are less rigid about
Whatever your feelings about the Clans, it is undeniable engaging in physical attacks if provoked first. The average Inner
that Clan OmniMechs are a marvel of battle technology. Most Sphere MechWarrior is fully comfortable with using their ’Mech
of the weapons they mount have effective ranges one-third in such a manner, and should do so once they have closed range
farther than comparable Inner Sphere systems. Their damage with a Clan opponent. Your PPCs might not do as much damage
capacity is one-half to one-third greater. And their double heat- as Clan PPCs, but the mass of your ’Mech’s fist works just as well
sink technology is, as you would expect from the name, twice as as theirs.
effective as the standard heat sinks your ’Mechs employ. The Clan
method of combat accentuates these advantages, preferring to ORDER OF BATTLE
take on opponents one-on-one and at range. Successful engagement with the Clans is the epitome of
The average frontline Clan MechWarrior is the epitome maneuver warfare. Your job is to use terrain to either close
of a culture entirely focused on producing and equipping range or deny it, and carefully shepherd your forces to avoid
the finest warriors possible. Concerns of individual good or leaving any units exposed to highly effective long-range fire.
loyalties to a noble or ruling class mean utterly nothing to Maintain tight formations, so that when zellbrigen is broken—
them: on the battlefield, they are focused solely on victory. This and it will be broken—you can take advantage of it and deliver
tendency is further heightened by the invasion now underway; the maximum amount of firepower to one target. When the
the Clans’ return to the Inner Sphere is the fulfillment of a Clans resume their invasion, they will be less likely to be caught
dream generations in the making. When you encounter a Clan off-guard by your troops combining fire, now that they have
MechWarrior on the battlefield, they are unlikely to break or be experienced it so often. But for the most part, the invaders—
susceptible to the same psychological effects your own troops especially the Jade Falcons and Ghost Bears—are likely to hold
may experience. to the forms of zellbrigen until you fail to do so. Be wary of any
And that may be their greatest advantage. For more under your command who might break rank to engage in ill-
than a year, the Inner Sphere populace has heard reports of fated challenges.
unstoppable invaders from beyond, conquering world after Finally, embrace the unorthodox tactics your commanders
world, tearing away their compatriots and shredding the best may devise. The Clan mindset is particularly ill suited for
units thrown against them. Your troops and military leaders have adapting to situations outside their experience. Kai’s victory on
heard the same reports, and will be asked to face this engine of Twycross is proof of this. When the Falcon Guards descended
destruction. Strong, confident leadership will be essential: if you into the Great Gash, they expected Kai to deliver the type of
do not believe the Clans can be beaten, those who serve you will heroic challenge they were used to hearing. They never could
not believe either. have envisioned a scenario in which the walls of the canyon
were lined with high explosives that would soon bury them
SLAYING GOLIATH under tons of rock.
Despite the imbalance you face on a one-to-one basis, Inner
Sphere units do hold some advantages. The first, and possibly
most important, is in numbers.
2

Lecture
CLAN INVASION SCENARIO

SCENARIO: LAST STAND


SITUATION

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A long pull from her water bottle did little to slake

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Solveig’s thirst. Asgard’s fall had been ugly and hard, and the

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Second’s sallies from their encampments outside Reykjavik

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accomplished little more than adding to the body count.

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The thin morning light brought with it the orders from

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General Mänsdottir that the veteran löjtnant expected days

© 2018 The Topps Company, Inc. All Rights Reserved. Map Name: Open Terrain #3

© 2018 The Topps Company, Inc. All Rights Reserved. Map Name: Open Terrain #2
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ago: fall back to Reykjavik and dig in. This would be the last

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stand, for the world of Rasalhague, and perhaps for her

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beloved Republic, too.

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More surprising was the special packet of supplemen-

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tary orders for Solveig and a handful of MechWarriors from
other shattered Drakøns lances. VIPs and their dependents • scenario: last stand • example map layout •
needed time to board DropShips waiting outside Reykjavik,
and her job was to buy them that time. Push Through: +100 to the Attacker if all of the Defender’s
Fine, then. Not the glorious end she hoped for, but units have retreated or been destroyed or crippled by the end
perhaps her own last stand could count for something. of Turn 8.
Destroy the Barbarians: +10 to the Attacker for each of the
Defender’s units that is destroyed; +10 for each of the Defender’s
GAME SETUP crippled units on the battlefield at the end of the scenario.
The Defender selects two maps from the BattleTech: A Game
Not Invincible: +10 to the Defender for each of the Attacker’s
of Armored Combat box set or Map Pack: Grasslands and arranges
units that are destroyed; +10 for each of the Attacker’s crippled
them with their short edges connecting. The Defender may select
units on the battlefield at the end of the scenario.
their home edge and deploys their units anywhere on the opposite
In Good Order: +20 to the Defender for each of their units
mapsheet. The Attacker enters from their home edge at the start of
that retreated off the Attacker’s home edge without being
Turn 1 (see Entering the Playing Area, Chaos Campaign: Succession
destroyed or crippled; the Defender’s units may willingly retreat
Wars, p. 7).
from the battlefield via the Attacker’s home edge at any time.

ATTACKER
The Attacker is elements of the Fourth Wolf Guards, consisting of: VICTORY CONDITIONS
The scenario ends when one side has been completely
%% Star Commander Mabrams Carns (Gunnery 2, Piloting 3), Mad destroyed, or has withdrawn all ’Mechs they still control.
Cat (Timber Wolf) Whichever side ends the game with more points wins.
%% MechWarrior Wilfrid (Gunnery 2, Piloting 2), Gladiator (Executioner)
%% MechWarrior Michaela (Gunnery 2, Piloting 3), Ryoken (Stormcrow) SPECIAL RULES
%% MechWarrior Sebastian Fetladral (Gunnery 3, Piloting 2), Puma The following special rules are in effect for this scenario:
(Adder)
%% MechWarrior Wilton (Gunnery 2, Piloting 3), Black Hawk (Nova) Forced Withdrawal
Both forces must adhere to the Forced Withdrawal rules (see
DEFENDER Chaos Campaign: Succession Wars, p. 11).
The Defender is elements of the Second Drakøns, consisting of:
RECORD SHEETS
%% Löjtnant Solveig Laine (Gunnery 2, Piloting 3), BattleMaster Record Sheets for the Defender are included in the A Game
%% Sergeant Ame Laitinen (Gunnery 3, Piloting 4), Catapult of Armored Combat box. Record Sheets for the Attacker can be
%% Sergeant Josef Kinnunen (Gunnery 4, Piloting 4), Shadow Hawk found in Record Sheets: Clan Invasion, but are included with this
%% Sergeant Ezra Salo (Gunnery 4, Piloting 3), Thunderbolt scenario for your convenience (see pp. 4–8).
%% Kavellrist Niklas Hemming (Gunnery 4, Piloting 4), Griffin
%% Kavellrist Theresia Salomon (Gunnery 4, Piloting 4), Commando

OBJECTIVES
Apply the following points to each side, then compare the
scores when the Scenario ends.
Hold the Line: +100 to the Defender if, by the end of Turn 8,
they have surviving units on the battlefield that are not crippled or
withdrawing.
3

Scenario

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