Scenario Pack 3088 - Operational Turning Points Fronc Reaches
Scenario Pack 3088 - Operational Turning Points Fronc Reaches
MARSHALING COURAGE...............
MARSHAL BASE BETA Dillon’s eyes flicked back to the sensor panel. The ancient
CALDERA FIELDS, INDEPENDENCE caldera where the depot was situated had just a few passages
FRONC REACHES big enough to admit BattleMechs. And only one of those was
15 JULY 3088 straight enough to make the approach quick and easy. The
pirates were moving directly through it and would be in the
The comm crackled to life. Static filled the hardline laid down caldera’s heart momentarily.
the night before. The primitive technology had the benefit Dillon knew the layout of the base down to the last meter
of being safe from the prying ears of the incoming pirates. of space between the various storage buildings and repair bays.
“Calderon’s Commando on your doorstep, boss.” The pirates would find ordnance in those structures all right, but
Deputy Force Commander Marvel Dillon closed his eyes, only of the command-detonated variety.
took a deep breath, and held it. This was it. The time had come The first pirate ’Mech was clearing the ancient geologic
to meet his destiny. He tried to convince himself that the roiling barrier. It sped across the base, clearly seeking enemies to
in his belly was from missing breakfast, but the comforting identify and locate before the slower pirates arrived. Thankfully
lie wouldn’t take hold. He twisted his head from side to side, the base was well-prepared. Besides being spread out, the
relishing the loud cracks that sounded in his BattleMech cockpit. TechMarshals had built wire coils into the warehouses. These
Reaching up, he pulled down the neurohelmet until it rested on
masked the nature of what was actually within. Still, if the pirates
his shoulders. He slowly blew out his held breath. He counted
had any sophisticated scanning gear, they’d see the prepared
to ten as he regulated his breathing. His pistols dug into his
gifts awaiting them despite the deception. And they could
thighs, Maria the right and Theresa the left, as he stretched and
wriggled in his seat, getting his blood flowing properly again. always rip open the buildings anyway.
Then he opened his eyes. His Marshal’s passive sensors The enemy indicators began moving with greater urgency.
showed a series of red indicators closing on his position. They They piled into the base and formed a respectable rear guard
were moving slowly, clearly cautious of the mines that the deployment. Dillon nodded. Thunder detachment had acted.
Colonial Marshals were famous for using. He smiled at the futility Thunder LRMs were a precious commodity in the Periphery,
of their approach. Yes, there were mines, but just enough to and Dillon had requisitioned every one he could lay his hands
guide them along the Marshals’ preferred routes to the facility. on for this operation. Every LRM-equipped ’Mech got a full
Above all, though, the pirates could not be allowed to reach ton of Thunders for saturating the clear passage with mines
the TinStar building. It was amazing how small a structure was after the pirates had passed. The way the pirates had suddenly
needed for limited manufacturing of battlesuits. Some of the changed their approach told Dillon the first stage of the trap
equipment had been evacuated with the personnel, but not all had been sprung. The pirates would be forced to exit via one
of it. Losing it would severely curtail the effort to build new suits of the twisting, confining trails to escape the base, unless they
for the Marshals. But if the pirates did make it that far, suited wanted to brave the tightly packed minefield barring the path
troopers were ready and waiting within. they’d just used. Thunder would even now be rushing headlong
Dillon stretched out his right hand and flipped a toggle. to those other passages through the wall, moving to link up
“Acknowledged. Thunder, deploy and saturate after last enemy with Dillon before the pirates could take him out. Rumble would
passes. Rumble, converge on my location in...” Dillon calculated already be on the way, he knew.
in his mind how long he and his lance could hold out against The pirates were trapped in a false base filled with explosives.
the pirates, trying not to sound arrogant and praying he didn’t But the mines and booby traps were not the deadliest surprise
overestimate. After all, the passive sensors didn’t tell him the waiting for them in the fake installation. No. That honor fell to
nature of his enemy, just their number and position. Just to Dillon himself. He’d been killing pirates for years, and they knew
be safe, he cut the time in half. “Five minutes.” He figured he
his name. They knew his reputation.
could hold out that long. In any case, he knew the Marshals
It was time to justify it. He slapped the stud that brought his
he’d assembled into the Rumble group would start to move
Marshal from standby to full and active operation. The instrument
in before the first shot was fired. But a Marshal had to keep up
panel sparkled to life, and his HUD glistened into existence. The
appearances. No other MechWarrior would realistically believe
he could hold out against such overwhelming odds for so long. battle computer started to ID the types of BattleMechs arrayed
Most BattleMech battles ended in seconds rather than minutes. against him. The recon ’Mech speeding through the base was
Dillon smiled and nodded to himself. He closed the toggle and nearly to Dillon’s position. He decided to give the Spider the
pressed a small button on the panel. greeting it deserved.
A tiny popping sound reached his ears. He couldn’t see it, The time for planning and talking was over. It was time to act.
but he knew the hardline was falling to the floor of the barren He burst through the thin façade of wall camouflaging him
warehouse. With the direct line cut, his comm system erupted from their sensors. Coiled wires in the veneer sparked as they
with the faux recordings being broadcast within the emptied snapped and were trod underfoot. His arms came up as the
base. Those small touches were just the last part of the web Spider tried to skid to a halt. Dust kicked up in a spray as Dillon
of deception the Marshals had spun to lure the pirates to their shrugged off the scraps of the feeble structure. The Marshal’s
doom. And Calderon’s Commando had taken the bait. arms came up, guns blazing.
1
[OPERATIONAL TURNING POINTS: FRONC REACHES]
INTRODUCTION............................
CREDITS......................................
Project Development: Geoff “Doc” Swift , Ben H. Rome were the subject of the first words I ever wrote for BT, so I wanted
BattleTech Line Developer: Brent Evans to tell a story of their most desperate hour, when it was do-or-die. I
Assistant Line Developer: Ray Arrastia hope you like it.
Writing: Geoff “Doc” Swift
Editing: Philip A. Lee For more information about the Fronc Reaches and the people
Production Staff and pirates who have lived and died there, please see Field Manual:
Cover Design: Ray Arrastia, David Kerber Periphery, Field Manual: Updates, Field Manual: 3085, Handbook: Major
Periphery States (HBMPS), Masters and Minions: The StarCorps Dossiers,
Layout: David Kerber Field Report: Periphery, and Objectives: Periphery. Other references
Evolved Faction Logos: Jason Knight of use are Alpha Strike (AS), Alpha Strike Companion (ASC), Combat
Record Sheets: Johannes Heidler, Dave Nawton, Carl Spain Manual: Mercenaries (CM:Mercs), Combat Manual: Kurita (CM:Kurita),
Spotlight On: Holt's Hilltoppers, Total Warfare (TW), Tactical Operations
Factchecking/Playtesting: Rich Cencarik, Joshua Franklin, (TO), and Strategic Operations (SO). Some of the characters mentioned
Johann Haderer, Keith Hann, Andreas Rudolph, Chris Wheeler, in this Operational Turning Point appeared in “The Marshal Way,” a four-
Patrick Wynne part story published on BattleCorps.com.
Special Thanks: The Fronc Reaches and their elite Colonial Marshals
are near and dear to me as the part of the BattleTech universe that ©2019 The Topps Company Inc. All rights Reserved. Operational Turning Points: Fronc Reaches,
most closely resembles a futuristic Old West. Who doesn’t like the no- Classic BattleTech, BattleTech, BattleMech, ’Mech, and WK Games are registered trademarks and/or trademarks
tion of an Old West gunslinger fighting it out with piratical despera- of The Topps Company, Inc. in the United States and/or other countries. Catalyst Game Labs and the
does on a thirty-first-century battlefield? The Reaches and Marshals Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC.
2
[OPERATIONAL TURNING POINTS: FRONC REACHES]
ATLAS.........................................
INDEPENDENCE PORTLAND
Elected Ruler: Governor Andrew Stanton MacFarlane Elected Ruler: Governor Katie Francis
Star Type (Recharge Time): G4V (185 hours) Star Type (Recharge Time): K4V (195 hours)
Position in System: 4 Position in System: 4
Time to Jump Point: 7.96 days Time to Jump Point: 4.31 days
Number of Satellites: None Number of Satellites: 3 (Stone, Rogue, Upshur)
Surface Gravity: 0.98 Surface Gravity: 1.01
Atm. Pressure: Standard (Breathable) Atm. Pressure: Standard (Breathable)
Equatorial Temperature: 29°C (Temperate) Equatorial Temperature: 30°C (Temperate)
Surface Water: 57 percent Surface Water: 63 percent
Recharging Station: None Recharging Station: None
HPG Class Type: B HPG Class Type: B
Highest Native Life: Mammal Highest Native Life: Reptile
Population: 74,759,600 (3088) Population: 129,866,000 (3088)
Socio-Industrial Levels: C-C-C-C-C Socio-Industrial Levels: B-C-C-C-A
Independence is a large world with plentiful space and Portland was colonized centuries ago and has long been an
resources, though most are undeveloped. Entire cities of Inner agricultural breadbasket. The lack of major native predators and
Sphere expatriate enclaves have sprung up in the last decade, long human habitation make the world ideal for industrial levels of
starting during the Jihad, spread across the continents of agriculture. Holt’s Hilltoppers made the world their home recently
Merigo, Maltin, and Norton. Relations between these separate and have revamped the world’s defensive stance. A small village,
and often ideologically opposite populations requires constant aptly named Holt, sprang up near the Hilltoppers headquarters.
intervention by the Colonial Marshals. The internal threats were The nascent Hilltopper Academy lies on the outskirts of the town
so severe that Force Commander Dirk McEvans had the largest and has already been forced to turn away applicants due to sheer
Marshal base outside Fronc constructed to allow for effective volume. The three continents of Riverland, Medina, and Jacobs’
response to such crises as well as to outside threats. The base is Land are covered with farms and major spaceports, while the
located in an extinct caldera on the central continent of Maltin northern continent of Timberland remains largely undeveloped
and houses noteworthy spare troop capacity. A number of and draws significant tourism from hunters, hikers, and explorers.
technicians and engineers from Holt’s Hilltoppers have set up Jacobs’ Land is the smallest of the four, and it is almost wholly
shop there in a warehouse nicknamed “Hilltopper Engineering,” owned by the Jacobs family; these farm barons defend their
which unchecked rumors insist is focused on building battlesuits territory constantly from raiders and squatters. Two of Portland’s
for the Marshals. The usually operationally secure Marshals seem moons are habitable, as well. Upshur is a frigid rock, while Rogue
to have slipped up by letting this information into the open. is a captured satellite with a retrograde orbit. Rogue has its own
water-rich biosphere with many native plants and animals (up to
birds) unique to the small world.
3
[OPERATIONAL TURNING POINTS: FRONC REACHES]
ATLAS.........................................
MCEVANS’ SACRIFICE ROCKWELLAWAN
Elected Ruler: Governor Vance Elder Elected Ruler: Governor Abel Macias
Star Type (Recharge Time): G3V (184 hours) Star Type (Recharge Time): K2V (193 hours)
Position in System: 3 Position in System: 2
Time to Jump Point: 8.53 days Time to Jump Point: 4.85 days
Number of Satellites: 2 (Shaw, Southfield) Number of Satellites: 1 (Roth)
Surface Gravity: 1.09 Surface Gravity: 0.96
Atm. Pressure: Standard (Breathable) Atm. Pressure: Standard (Breathable)
Equatorial Temperature: 32°C (Tropical) Equatorial Temperature: 30°C (Tropical)
Surface Water: 51 percent Surface Water: 70 percent
Recharging Station: None Recharging Station: None
HPG Class Type: B HPG Class Type: B
Highest Native Life: Mammal Highest Native Life: Avian
Population: 33,419,800 (3088) Population: 89,347,000 (3088)
Socio-Industrial Levels: D-C-B-D-B Socio-Industrial Levels: C-C-A-C-B
McEvans’ Sacrifice was initially colonized by refugees from Rockwellawan is a former Taurian world whose population
the Reunification War, but it was not until the New Colony Region maintains the fierce independence of their ancestors. Piracy
was founded that it finally was recognized for more than simple decreased markedly during the Jihad after the Fronc Cuirassiers
agricultural potential. When significant and easily accessed ore made the world their home. This is because the neighboring
deposits were discovered, the population swelled. This brought states, the Taurian Concordat and Magistracy of Canopus, were
increased predation from pirates. Small-time mercenary com- occupied with their roles in the Jihad and could not devote
mands abound around the mining camps and are paid well to resources to pirate-hunting. However, once those nations
fend off frequent pirate attacks. The large itinerant merc popula- were no longer focused on their enemies, they concentrated
tion has created small cottage industries for gambling and arena on the pirate threat. This forced the pirates to seek easier prey,
fighting. The semiannual tournaments of the best MechWarriors which they found in the Fronc Reaches, and pirate attacks on
from each merc command have been broadcast throughout the Rockwellawan spiked. Pirates mainly prey on the valuable
Reaches. Sadly, the rigid scheduling of the event often allows resources being mined on the three continents of Diamond,
pirates to time their raids for when the best opposition is other- Facet, and Corundum, though three major raids have targeted
wise occupied. Besides raids on precious metals from the mines, the planetary capital of Carat, located on Diamond’s east coast.
the raiders often capture slaves and steal agricultural goods. The Corundum is home to the Interstellar Agriculture Concerns
Colonial Marshals, being above arena fighting, are usually the factory in the industrial city of Kite on the edge of the world’s
ones taking the blame for any successful raids. So many people glacial arctic zone. The Sentinelry Academy just finished
have been kidnapped from this world, never to return, that the construction outside Kite, mainly because IAC funded much of
natives call themselves Sacrifices. the construction and wanted it nearby to increase their profile
The world draws its name from the heroic effort of Angus and provide local defense. The first cadet class started training
McEvans. He single-handedly fought off a company of raiders at the onset of the brief arctic summer. It is hoped instruction
in his Banshee, killing the pirate leader by crushing his ’Mech’s in the harsh conditions will harden the cadets and make them a
head in a devastating melee. McEvans was grappling with more formidable addition to the Cuirassiers.
another pirate when his ammunition exploded, killing him and
the pirate, and breaking the raiders’ morale and putting them
to flight. His great-great-grandson is Dirk McEvans, the current
commander of the Colonial Marshals. That a native of the world
commands the Colonial Marshals only enhances the Sacrifices’
bitterness toward the Marshals: they feel the Marshals regard
them as little more than an afterthought in terms of defense
priority.
4
[OPERATIONAL TURNING POINTS: FRONC REACHES]
ATLAS.........................................
FRONC MAPSHEETS
The following tables represent the categories of terrain
Elected Ruler (Fronc Reaches): President Carver Trondel that can be found on the battlefields in the Fronc Reaches.
Elected Ruler (Fronc): Governor Tinamarie Winslow While Alpha Strike encourages players to utilize terrain tables
Star Type (Recharge Time): G4V (185 hours) rather than mapsheets, many players prefer to use pre-printed
Position in System: 5 mapsheets. Players using mapsheets may either select a map
Time to Jump Point: 7.96 days from the appropriate table or randomly determine which
Number of Satellites: 3 (Orleans, Stafford, Oswaltt) map to use, unless otherwise specified. Note also that the
Surface Gravity: 1.00 various MapPacks may be used to alter the terrain of individual
Atm. Pressure: Standard (Breathable) mapsheets as players deem appropriate. MS = Map Set, MSC
Equatorial Temperature: 35°C (Arid) = Map Set Compilation, BT = BattleTech Introductory Box Set.
Surface Water: 41 percent Players using terrain should use the Terrain Table as a guideline
Recharging Station: None for setting up terrain appropriate to the world their battle is
HPG Class Type: B taking place on. Note: in Alpha Strike, measurements are given
Highest Native Life: Reptile in inches. Convert to centimeters by multiplying the number of
Population: 704,574,800 (3088) inches by 2.5 (see p. 7, AS).
Socio-Industrial Levels: C-C-C-C-C
OPTIONAL RULES
Fronc’s population swelled during and after the Jihad. If all players agree, the following particular effects may be
Accepting refugees from the Inner Sphere and other Periphery used to add specific aspects to the battles played out in the
nations placed a heavy burden on the government to ensure Fronc Reaches.
proper infrastructure was constructed to support the influx
of new citizens. The capital of Freedom’s Ring houses the Base Terrain Types
planetary and national government facilities. The Marshalry Gravel Piles (see p. 65, AS)
Academy is on the edge of the capital, in the Marshaltown Heavy Industrial Zone (see p. 65, AS)
district, and trains cadets for the elite Colonial Marshals. The Planted Fields (see p. 66, AS)
Colonial Tractors plant is in the oasis city of Ayms in the midst Sheer Cliffs (see p. 39, TO)
of the vast El Desierto Pintado. Tundra (see p. 67, AS)
Terrain Modifications
Deep Snow (see p. 64, AS)
Ice (see p. 65, AS)
Terrain Conditions
Electromagnetic Interference (see p. 93, AS)
Weather Conditions
Hail (see p. 95, AS)
Full Moon Night (see p. 95, AS)
Moonless Night (see p. 95, AS)
Rain (see p. 95, AS)
Snow (see p. 95, AS)
5
[OPERATIONAL TURNING POINTS: FRONC REACHES]
ATLAS.........................................
TERRAIN TABLES
FRONC PORTLAND
NOTE: MAY USE HEAVY INDUSTRIAL ZONE (SEE P. 65, AS). Result Map
Result Map 1 City (Skyscraper) (MS6, MSC2)
DESERT TERRAIN
SPACEPORT
1 Desert Hills (BT, MS2, MSC1) 2 Military Base #1 (MS7)
2 Moonscape #1 (MS5, MSC1) 3 City (Hills/Residential)* #2 (MS3, MSC1)
3 Open Terrain #2 (MS5, MSC1) 4 Drop Port #1 (MS7)
4 Desert Mountain #1 (MS3, MSC1) 5 Drop Port #2 (MS7)
5 City Ruins (MS2, MSC1) 6 Military Base #2 (MS7)
6 Desert Sinkhole #1 (MS3, MSC1) *Place Medium, Heavy, and Hardened buildings of varying heights in non-
FRONC paved terrain/hexes.
Result Map
1 Desert Hills (BT, MS2, MSC1)
ROCKWELLAWAN
NOTE: MAY USE ICE (SEE P. 65, AS), HAIL (SEE P. 95, AS), SNOW (SEE P. 95, AS),
URBAN*
ARCTIC*
2 Rolling Hills #1 (MS3, MSC1)
6 City Street Grid/Park* #1 (MS4, MSC1)
3 Lake Area (MS2, MSC1)
*Place Medium and Heavy buildings of varying heights in non-paved 4 Mountain Lake (MS2, MSC1)
terrain/hexes. 5 Large Lakes #2 (MS4, MSC1)
MCEVANS' SACRIFICE 6 BattleTech (BT, MS2, MSC1)
NOTE: MAY USE GRAVEL PILES (SEE P. 65, AS), PLANTED FIELDS (SEE P. 66, AS), *Use Ice for all water terrain/hexes.
AND RAIN (SEE P. 95, AS) TERRAIN MODIFICATIONS.
Result Map
INDEPENDENCE
1 Open Terrain #1 (MS5, MSC2) NOTE: MAY USE SHEER CLIFFS (SEE P. 39, TO) AND ELECTROMAGNETIC
INTERFERENCE (SEE P. 93, AS) TERRAIN MODIFICATIONS.
URBAN*
6
[OPERATIONAL TURNING POINTS: FRONC REACHES]
HEAVY VEHICLES
1 Galleon Light Tank [30] Tamerlane Strike Sled [20] 1 Brutus Assault Tank [75] LRM Carrier [60]
LIGHT VEHICLES
2 Scorpion Light Tank [25] Plainsman Medium Hovertank [35] 2 Zhukov Heavy Tank [75] Brutus Assault Tank [75]
3 Hunter Light Support Tank [35] Striker Light Tank [35] 3 LRM Carrier [60] Pike Support Vehicle [60]
4 J. Edgar Light Hover Tank [25] Harasser Missile Platform [25] 4 SRM Carrier [60] Po Heavy Tank [60]
5 Striker Light Tank [35] Tamerlane Strike Sled [20] 5 Manticore Heavy Tank [60] Zhukov Heavy Tank [75]
6 Harasser Missile Platform [25] Saladin Assault Hover Tank [35] 6 Bulldog Medium Tank [60] SRM Carrier [60]
1D6 Pirate Fronc Reaches 1D6 Pirate Fronc Reaches
ASSAULT VEHICLES
MEDIUM VEHICLES
1 Condor Heavy Hover Tank [50] Hetzer Wheeled Assault Gun [40] 1 Schrek PPC Carrier [80] Rhino Fire Support Tank [80]
2 Drillson Heavy Hover Tank [50] Vedette Medium Tank [50] 2 Ontos Heavy Tank [95] JES II Strategic Missile Carrier [95]
3 Light SRM Carrier [40] Hetzer Wheeled Assault Gun [40] 3 Schrek AC Carrier [80] Partisan Heavy Tank [80]
4 Vedette Medium Tank [50] Vedette Medium Tank [50] 4 Demolisher Heavy Tank [80] Demolisher Heavy Tank [80]
5 Myrmidon Medium Tank [40] Hetzer Wheeled Assault Gun [40] 5 Heavy LRM Carrier [80] Behemoth Heavy Tank [100]
6 Chaparral Missile Artillery Tank [50] Vedette Medium Tank [50] 6 Partisan Heavy Tank [80] Schrek PPC Carrier [80]
1D6 Pirate Fronc Reaches
AEROSPACE FIGHTERS
5 WSP-3L Wasp [20] ABS-3T Anubis [30] 5 PXH-1D Phoenix Hawk [45] CN9-AH Centurion [50]
6 LDT-X1 Brigand [25] ABS-3L Anubis [30] 6 PXH-1 Phoenix Hawk [45] MHL-2L Marshal [55]
7 JVN-10N Javelin [30] ABS-3MC Anubis [30] 7 SHD-3H Shadow Hawk [55] MHL-X1 Marshal [55]
8 LDT-1 Brigand [25] ABS-3R Anubis [30] 8 WVR-6R Wolverine [55] MHL-X1 Marshal [55]
9 COM-4H Commando [25] WSP-3L Wasp [20] 9 CNS-5M Cronus [55] PXH-5L Phoenix Hawk [45]
10 LDT-X2 Brigand [25] STG-6L Stinger [20] 10 WTH-1H Whitworth [40] VND-4L Vindicator [45]
11 SDR-5K Spider [30] UM-R80 UrbanMech [30] 11 HBK-4G Hunchback [50] MHL-6FR Marshal [55]
12 FS9-P Firestarter [35] RVN-4LC Raven [35] 12 MHL-X1 Marshal [55] TR-2 Wraith [55]
2D6 Pirate Fronc Reaches 2D6 Pirate Fronc Reaches
2 CPLT-H2 Catapult [65] KSC-5MC Koschei [65] 2 GOL-2H Goliath [80] PLG-3Z Pillager [100]
3 ARC-8M Archer [70] MAD-6L Marauder [75] 3 AWS-9M Awesome [80] AS7-S Atlas [100]
4 GHR-5J Grasshopper [70] TDR-9M Thunderbolt [65] 4 AS7-D Atlas [100] STC-2C Striker [80]
ASSAULT 'MECHS
HEAVY 'MECHS
5 MAD-3R Marauder [75] ARC-8M Archer [70] 5 CGR-2A2 Charger [80] STK-5M Stalker [85]
6 TDR-7SE Thunderbolt [65] MAD-3D Marauder [75] 6 BLR-3M BattleMaster [85] AWS-9M Awesome [80]
7 OSR-4C Ostroc [60] GAL-2GLS Gallowglas [70] 7 STK-3F Stalker [85] LGB-7V Longbow [85]
8 ARC-4M Archer [70] THR-1L Thunder [70] 8 CP-11-H Cyclops [90] MR-V2 Cerberus [95]
9 TDR-9M Thunderbolt [65] WMH-8D Warhammer [70] 9 AWS-8Q Awesome [80] Y-H10G Yu Huang [90]
10 ON1-M Orion [75] RFL-5M Rifleman [60] 10 VTR-9K Victor [80] LGB-12C Longbow [85]
11 WHM-8D Warhammer [70] MAD-5L Marauder [75] 11 ZEU-9S Zeus [80] AS7-K Atlas [100]
12 OTL-5D Ostsol [60] CTF-3L Cataphract [70] 12 MAD-4H Marauder II [100] VTR-10L Victor [80]
7
[OPERATIONAL TURNING POINTS: FRONC REACHES]
8
[OPERATIONAL TURNING POINTS: FRONC REACHES]
ensuring the pirates could not leave the system. The Marshals Knowing that time was of the essence, they executed their own
on the other side of the system raced for the planet, hoping to desperate combat drop.
get there before the Commando. The Commando landed in the The tide finally turned back in the Marshals’ favor. Losses were
wilderness while the Marshals landed at the nearest spaceport horrendous, but the unprepared Abominari were put to flight
and hurried to intercept the invaders. The militia bravely tried to not just from the battle but from the world. They abandoned
slow the Commando advance, but they were swept aside as the their base under heavy Marshal pursuit and fled to Herotitus
pirates consolidated their landing zone. In the chaos of incipient while they recovered. Eventually they left for tempting targets in
battle, no one noticed a second JumpShip arrive at the zenith and near the Filtvelt Coalition. Calderon’s Commando managed
jump point. Shen-se Tian had arrived uncontested and burned to retreat in fairly good order. Their DropShips were intact and
in to Independence as the battle between the Marshals and the they boarded quickly. They knew their JumpShip was captured,
Commando began. but they also knew that Shen-se Tian had arrived on one and
On the planet’s surface, Dillon and his command lance waited had lost more than half their number. The Shen-se Tian fled to
in the base, hidden inside warehouses. Dillon disliked the idea of their DropShips, which were grounded near the Commando’s.
playing the bait, but someone had to keep the pirates’ attention Realizing the Commando DropShips had them outnumbered
while the Marshals returning from space closed the trap behind and outgunned, they offered the Commando a ride to avoid
the pirates. He had to hold off the pirates with just his command being stranded or worse. Vrabel von Staskov accepted the offer
lance, but the ground was prepared well with traps to make the and avoided a fight over control of the Shen-se Tian JumpShip.
job easier. No one counted on a combat drop by Shen-se Tian The Marshals failed to stop the pirates’ retreat. However, both
though. Shen-se Tian and Calderon’s Commando were mauled. Thanks
As the battle with the Commando swung in the Marshals’ to the databanks on the captured JumpShip, the Marshals
favor and the Commando was retreating, Shen-se Tian arrived. discovered the Commando’s base. The pirates abandoned their
With most of the traps expended, the newly arrived pirates base after hastily clearing out as much as they could before
devastated the defenders. This allowed the Commando to the Marshals arrived. They moved to a new base between the
regroup and return to the battle. Calderon Protectorate and the Taurian Concordat. Shen-se
The scale of the battle did not escape the notice of the Tian, without other pirates to share the focus of the Reaches’
Abominari, who detected the arriving DropShips of their fellow defenders, decided their much-depleted force would also be
pirates. They went in force to investigate. Seeing the Marshals better served with a new location. They moved on to Tortuga
teetering on the brink of defeat, the Abominari happily joined Prime, setting up shop in one of that world’s lesser cities. Their
in, hoping to eliminate as many defenders as possible. But glory days were over for the foreseeable future.
everyone had forgotten the complement of Marshals that The Marshals were also hard hit by the Battle of Independence.
attacked the Commando JumpShip. After dealing with the Deputy Commander Dillon suffered severe neurological injuries
pirate crew, the Marshals discovered that the JumpShip had and was comatose for a week and hospitalized for months
lithium-fusion batteries. The capturing crew quickly jumped before returning to duty. He was placed in command of a new
away while the Marshals’ DropShip burned back for the planet. quick-reaction force that utilized the captured pirate JumpShip.
9
[OPERATIONAL TURNING POINTS: FRONC REACHES]
PERSONALITIES............................
MARVEL DILLON VRABEL VON STASKOV
Rank: Deputy Force Commander (Colonial Marshals) Rank: Marshal (Calderon’s Commando)
Born: 3044 (44 in 3088) Born: 3038 (50 in 3088)
Marvel Dillon was born on Fronc before the New Colony Vrabel von Staskov was born on Sterope and became a
Region was founded. His skills as a MechWarrior were discovered fourth-generation member of the planetary militia. His skills
in 3060. Recruiters from the Canopian Institute of War were caught the attention of the Red Chasseurs after he played a
visiting the worlds of the NCR to find natives to fill the ranks of large part in repelling a pirate raid in 3057. His new career in the
the Colonial Marshals. After he delivered the highest scores in Chasseurs brought him to the New Colony Region to defend the
the candidate pool, he left his farming family for Canopus. new territories from pirates and other raiders.
It was at the CIW that Dillon met Dirk McEvans. The older Von Staskov learned to hate the NCR settlers, but he reserved
McEvans was cadet commander of Dillon’s assigned company. special hatred for those who’d lived there before the NCR was
McEvans completed his training and returned to the NCR while established. The misguided ingrates, as he saw them, should
Dillon succeeded him despite being only a second-year cadet. have appreciated the civilizing influence and generosity of the
The standards he set remained the top marks for any Colonial Taurian people in sending funds, resources, and equipment
Marshal cadet until the CIW was destroyed during the Jihad and to make the backwater worlds not just livable but tolerable.
construction of the Marshalry Academy began on Fronc. Instead their insistence that the Taurians and Canopians “get off
The Reaches achieved independence while Dillon was their worlds” infuriated him.
away. He never forgave the Magistracy Intelligence Ministry for The last straw was when the rebellious leaders of the NCR
subjecting him and his fellow Reaches natives to interrogations abducted the rulers of their parent nations, resulting in the
during and after the crisis that led to the death of Sherman death of the Taurian Concordat’s leader, Protector Jeffrey
Maltin and Protector Jeffrey Calderon. Once he began his Calderon. Calderon’s death devastated von Staskov, but he
Marshal career, he supported all measures to expel Canopian found the resulting schism of the Concordat unforgivable. He
influence from the Reaches, earning him equal enmity from all owed more allegiance to the faction that formed the Calderon
Canopian nationals he dealt with. Protectorate, but he chose to follow his commander, Brigadier
As the best of the Marshals under Force Commander McEvans, Stewart Bogdanovich-Calderon into self-imposed exile. They
Dillon was promoted despite his diplomatic missteps. He was brought most of their Chasseurs battalion with them and
assigned to Independence in 3087, tasked with establishing and chose the name Calderon’s Commando in honor of their lost,
commanding a secondary base for the Marshals. lamented, and much-loved leader, who was a distant cousin to
Skill: Elite (2) their commander.
BattleMech: Marshal MHL-6FR Operating out of the Fronc Reaches, they joyfully preyed
Skirmisher, BM, Size: 2, MV: 8”/12”j , TMM: 1, S/M/L: 4/3/-, upon those who caused the downfall of their nation. Simple
OV0, A/S 6/3, Specials: ENE, PV 33 (47) economics motivated them to raid more lucrative targets in
Special Pilot Abilities: Combat Intuition (see p. 52, ASC) and the Magistracy and Concordat while the Jihad raged. When
Hot Dog (see p. 54, ASC). the war ended and defenses firmed up, they refocused on the
Reaches, where they were based, but they found the prospects
much more difficult. Losses mounted, and their fortunes waned.
Marshal Bogdanovich-Calderon was killed by Colonial Marshals
on Spencer in 3086. It was only through von Staskov’s charisma
that the Commando held together. During the two years he has
commanded the pirate group, its numbers have swelled, making
them once more the primary pirate threat in the Reaches.
Skill: Elite (2)
BattleMech: Marauder MAD-7D (von Staskov)
Brawler, BM, Size: 2, MV: 8”j, TMM: 2, S/M/L: 4/4/2, OV0, A/S:
8/4, Specials: TSM, CASE, PV 42 (58)
Special Pilot Abilities: Dodge (only if no weapons were
fired that turn) and Demoralizer (see p. 52, ASC).
10
[OPERATIONAL TURNING POINTS: FRONC REACHES]
COMBATANTS..............................
This section lists the combat units active in the Fronc actions in combat situations. The Marshalry Academy, located on
Reaches. The Experience Level indicates which column to roll the northern edge of Freedom’s Ring on Fronc, is continuously
on when using the Random Skills Table (see p. 273, TW) for the improving its facilities. Graduates are not always accorded
combatants. a BattleMech, due to shortages. MechWarriors not assigned
RAT shows which Random Assignment Tables (see Fronc a ’Mech are not called Dispossessed; instead they are called
Reaches, 3088 RAT, pg. 7) to roll units from if randomly deter- Dismounted Marshals. The AeroMarshal Wing patrols the skies
mining a force. To build a unit (if not using a player-defined unit and spaceways in the Reaches. TechMarshals specialize in repair of
from a campaign), use the Unit Generation rules (see p. 264, TW). everything from city power plants to BattleMech fusion engines.
For the faction tables to roll from, locate the RAT entry for each The newest addition to the Marshals is the TinStar Brigade. This
combatant (pirate forces may roll on the Periphery and/or Mer- battlesuit force relies mostly on the oldest battlesuits generally
cenary tables if using RATs from other sources). available on the interstellar market. However, one-third of the
If not using the included Fronc Reaches, 3088 RAT, choose force is composed of TinStar battlesuits, built at a secret, small-
a variant specific to the force/nation involved to give a specific scale assembly shop on Independence. The Colonial Marshals’
flavor to the forces used. None of the combatants have access to emblem is a metal star-shield of an ancient Terran marshal
the most advanced technology. All forces on both sides should surrounded by a constellation of stars. It is always displayed
limit their selection to variants that have been in production prominently on the upper left torso of ’Mechs, on the left wing
for several years, to represent the lack of both large-scale of fighters, and on the left side of tanks; the emblem is usually
manufacturing and prestige in this region of space. Variants placed over a black patch. The Marshals paint their vehicles and
dating to 3067 or earlier are recommended. fighters in appropriate camouflage, while ’Mechs use patterns
RAT Sources: Field Manual: Periphery (FMP), Field Manual: of black, brown, and white reminiscent of Terran paint horses.
Updates (FMU), Field Manual: 3085 (FM3085), Field Manual: Experience Level: Elite
Mercenaries (Revised) (FMMr), Field Manual: Federated Suns Unit Composition: 1 reinforced ’Mech regiment, 1 aerospace
(FMFS), Field Manual: Capellan Confederation (FMCC) fighter wing, 1 battlesuit infantry company
Unit Abilities are special game rules that apply to that unit in Special Rules: When acting as the Defender, any Marshals
combat. Keep in mind these rules are optional, and all players force receives 1D6 / 2 (round up) platoons of Hetzers or Vedettes
should agree to their use before gameplay begins. The Notes for every full lance of BattleMechs they field (partial lances do
section gives in-universe details on the unit to help give players not gain this benefit); these vehicle crews are equally divided
a “feel” for the command during the battles in the Fronc Reaches. between Green (5) and Regular (4) skill; these tanks count
toward force size, PV/BV, or other means of choosing opposing
COLONIAL MARSHALS [FRONC REACHES] forces. If acting as Defender on any Fronc Reaches world, the
CO: Force Commander Dirk McEvans Marshals may deploy 2D6 standard minefields prior to the start
RAT: Fronc Reaches, Periphery, FMP, FMU, FM3085 of play. When enemy DropShips or JumpShips are on the playing
Notes: The Colonial Marshals are one of the most-respected area, Marshals and AeroMarshals gain a –1 to-hit modifier for all
and best-quality military commands in the Periphery. They were attacks against these units. The Colonial Marshals have a very
founded when the Reaches was still the New Colony Region. loose command structure and are equally effective operating as
The Marshals do more than offer military protection. They are individuals or in larger formations; thus, they need designate no
also the sole legal arm of the Fronc Reaches. There are no judges commander to employ Special Command Abilities, and do not
or jails or executioners or lawyers; there are only Marshals. lose any Special Command Abilities in the event that a scenario
They adjudicate everything from spats between neighbors to requires a commander be designated for a particular battle.
apprehending and punishing murderers. Punishment is usually Special Command Abilities: Enemy Specialization (Pirates)
meted out based on the crime, but heinous crimes, including (see p. 48, ASC), Esprit de Corps (see p. 91, CM:Mercs), Flexible
piracy, are punished instantly by execution. Above all, the Command (see p. 85, CM:Kurita), and Tactical Specialization
Marshals operate only within the borders of the Fronc Reaches (Defense) (see p. 48, ASC).
and are prohibited from venturing into any other nation’s
territory. Thus they are fanatical in their efforts to cripple and
destroy enemy transportation elements. The rank structure is
different from other military commands. They are led by the
Force Commander, who appoints one or more Deputy Force
Commanders as desired or required. Each world in the Fronc
Reaches has a Planetary Marshal and Deputy Planetary Marshal
who oversee the Marshals on that planet. Otherwise, there
is no distinction between Marshals in terms of seniority aside
from time in service; instead, when they assemble in various
size formations, the Marshals usually defer to whomever has
the greatest skill for the current mission. Cooperation and
responding to need, rather than obeying orders, governs their
11
[OPERATIONAL TURNING POINTS: FRONC REACHES]
COMBATANTS..............................
HOLT’S HILLTOPPERS CM:Mercs) to the abilities the company to which it's attached
[FRONC REACHES] may select. Units in Apache and Cree Companies may replace
CO: Chief George Holt any formation-granted Special Pilot Ability with a cost of 2+ with
RAT: Mercenary, Combat Intuition (see p. 52, ASC) or Speed Demon (see p. 56,
Periphery, FMMr, FMU, ASC), respectively. Once per battle, hidden units from Blackfoot
FMFS, FMCC Company may make a non-Point Blank Attack during the
Notes: The Hilltoppers’ Weapon Attack Phase; after resolving the attack, the opposing
collective code of honor player rolls 2D6. On a result of 10+, the Hidden Unit remains
can see grudges last decades. This was illustrated when hidden, otherwise it is revealed.
Carnivore Battalion savaged Harloc’s Raiders post-Jihad to Special Command Abilities: Ground Attack Specialization
avenge a defeat suffered during the conquest of the St. Ives (see p. 47, ASC), Hit and Run (see p. 91, CM:Mercs), Tactical
Compact. In late 3067, the command was hired by the Fronc Adjustments (see Special Rules), and Tactical Experts (Hidden
Reaches. Holt, an ethnic Amerindian, warrants the rank of Units) (see p. 91, CM:Mercs).
colonel, but the only rank he acknowledges is chief, considering
the command his tribe. Holt is in his sixth decade, and his FIRST FRONC CUIRASSIERS
generosity on Portland, including funding civil projects from [FRONC REACHES]
schools to roads to hospitals, has some calling for him to run CO: Colonel Derek Hudsenn
for governor in 3090. Holt founded WarPaint Inc. just before the RAT: Fronc Reaches, FMP, FMU,
Jihad. Now headquartered in Stark Grove, an eastern suburb of FM3085
the capital Cooperton, WarPaint supplies high quality military Notes: Formerly the disreputable
paints. Hilltopper Academy, a small training center for the Derek’s Devils mercenary command,
command, is expanding. The Portland militia trains there and the First Cuirassiers was the first
has already shown significant skill improvements. Holt hires out component of the Fronc Reaches
one battalion (the Field Service Battalion, or FSB) to a secondary Sentinels brigade. While the Marshals
employer. The three battalions rotate as FSB for a year at a time. are primarily focused on defending
This prevents the entire command being caught in one place. the locals and administering the law,
The FSB commander usually takes the temporary surname Holt. the Cuirassiers are the actual military force for the Reaches.
Thus, Major Abigail Warren was known as Abigail Holt while While the Marshals must remain within the nation’s borders as
leading the FSB post-Jihad; subordinates referred to her as “the a defensive deterrent, it falls to the Cuirassiers to travel outside
Holt.” Carnivore is the current FSB, under contract to the Filtvelt in order to respond to raids from other nations or pursue pirate
Coalition. Champion Battalion is on Cygnus training in the arctic forces. The Cuirassiers are very tentative on such operations,
city Isen Svanur. Only Chief Battalion is on Portland in 3088. Each considering the responsibility they carry. While they might
company has devised its own combat specialty. achieve their objectives if they were as reckless as the Marshals
The Hilltoppers split their heavy fighter wing into squadrons in combat, they must balance that with the possibility that their
of two three-fighter flights, in addition to a command flight actions could incur a terrible response from the Reaches’s much
attached to Chief Lance. One squadron is attached to each larger neighbors. Thus they normally refrain from landing on
BattleMech battalion. The Hilltoppers’ vehicles exclusively foreign soil, often only appearing in-system before returning
protect their transport assets and dependents; one company of home. It prevents improving their skills but also preserves them
vehicles is attached to each ’Mech battalion. The battle armor and their nation from retribution. First Fronc Cuirassiers units
company (three platoons of four squads each) operates either are painted black with dark gray lining, with individual panels
in conjunction with ’Mechs or independently for scouting and outlined in fiery orange. The unit symbol is an ace of spades,
other purposes. The Hilltoppers paint their units in a quartered which is prominently displayed. Many pilots and MechWarriors
scheme, with black on lower left and upper right, and the embellish the symbol, such as adding more cards behind the
battalion color on opposite quarters: red for Chief, yellow for ace. Cuirassiers MechWarriors sometimes adorn their ’Mechs
Champion, blue for Carnivore, green for support elements. Post- with kanji symbols.
Jihad, the Hilltoppers’ insignia is a mountain backlit by a yellow Experience Level: Regular
sun; an Amerindian war spear is stuck into the mountaintop. Unit Composition: 1 ’Mech regiment, 1 aerospace fighter
There are four feathers on the black spear, the top one being the wing, 2 vehicle regiments, 1 infantry regiment
applicable battalion color above the other three. Special Rules: The tanks of the First Fronc Armor may be
Experience Level: Elite placed as Hidden Units when they are the Defender on any
Unit Composition: 1 ’Mech regiment, 1 aerospace fighter Reaches world, even if the scenario does not otherwise allow for
wing, 1 vehicle battalion, 1 battlesuit infantry company it.
Special Rules: Chief Lance is the Hilltopper command lance, Special Command Abilities: Regional Specialization (Fronc
and may attach itself to any company, bringing Command Reaches) (see p. 85, CM:Kurita), and Zone of Control (see p. 46,
Flight with it. If Chief Lance is included in a force, the force adds ASC).
the Tactical Adjustments Special Command Ability (see p. 91,
12
[OPERATIONAL TURNING POINTS: FRONC REACHES]
COMBATANTS..............................
CALDERON’S COMMANDO must designate a new lance commander at the end of that turn,
[PIRATE] and the remaining lance members may act normally the next
CO: Marshal Vrabel von Staskov turn. When fighting as the Attacker in the Taurian Concordat,
RAT: Pirate, Periphery, FMP, FMU, Calderon Protectorate, or Fronc Reaches: lance, company,
FM3085 and battalion commanders, or command squad of battlesuit
Notes: Calderon’s Commando is infantry, gain a –1 to-hit modifier for weapon attacks.
the ultimate destination for various Special Command Abilities: Enemy Specialization
disaffected troops from both the (Periphery Militaries) (see p. 48, ASC), False Flag (see p. 91,
Taurian Concordat and the Calderon CM:Mercs), and Tactical Specialization (Attack) (see p. 48, ASC).
Protectorate. The pirate band was
founded by Brigadier Stewart Bogdanovich-Calderon, a distant SHEN-SE TIAN [PIRATE]
relative of the Concordat’s former ruling family, in protest of the CO: Noyan Qiangjun Jiemin
events that culminated in the Protectorate secession. He took RAT: Pirate, Periphery, FMP, FMU,
the rank Marshal despite the pirate band being much smaller FM3085
than a corps, intending for his followers to grow to that size Notes: Shen-se Tian, aka the Dark
eventually. The Commando prospered during the Jihad. The Days Band, rebounded quickly after
chaos made for easy pickings on the worlds of their former the Jihad. Whether due to a change
nation, especially when aided by sympathetic locals who were in demographics or simply the new
handsomely rewarded for their cooperation. Post-Jihad, though, leadership of Qiangjun Jiemin, the
the Commando fell on hard times as the Concordat was less command underwent an organizational upheaval. They now
distracted by Federated Suns bogeymen. The death of Marshal use a sort of Mongol organization with five ’Mechs making up
Bogdanovich-Calderon in 3086 would have ended the unit’s an arban, three arbans a zun, and three zuns a mingan. They
existence but for the rallying cry of Vrabel von Staskov. His currently have one BattleMech mingan plus a command arban
charisma and zeal not only kept the troops in line but brought called a kesh, two arbans of aerospace fighters, and two zuns of
in a number of quality Taurian and Calderonian troops to the vehicles. An arav commands an arban, a zut commands a zun,
Commando, despite its piratical nature. The Commando’s and a darga commands a mingan. The noyan commands the
warriors have very strong loyalty to their direct commanders, band and leads the kesh.
sometimes compromising their battlefield performance when a Each MechWarrior is personally responsible for their
subcommander is killed. They have recovered their numbers and BattleMech, as are crews for their vehicles, and thus they are
greatly improved their skills in numerous raids against tough all excellent technicians. The band’s raids throughout the
targets. This has netted them excellent equipment, making them Fronc Reaches markedly increased beginning in 3086, but the
a terrible thorn in the side of all Periphery governments. Most Colonial Marshals have failed to capture anyone to interrogate.
troubling is their deployment of captured equipment painted in Instead, the pirates choose suicide, often taking Marshals with
enemy colors, used to trick defenders into lowering their guard them. Even so, the attacks on the Reaches are less extreme than
for a surprise attack from a supposed ally. They use standard TDF those in the Concordat and Magistracy, possibly to avoid raising
rank structure and unit organization (see pp. 114–115, HB:MPS). greater ire from the Reaches’ defenders.
They paint their units flat khaki with black highlights. Their unit Shen-se Tian specializes in mobile combat. The warriors have
insignia is a silver flail on a red-framed shield. The shield’s field exhibited a number of specialized tactics in their many raids.
is divided party per bend sinister, with the upper left field khaki They usually spare civilians in the Reaches but have little qualms
and the lower right black. about causing suffering in other nations. They sometimes em-
Experience Level: Veteran ploy a tactic called karash, in which they herd captive civilians
Unit Composition: 1 reinforced ’Mech regiment, 1 vehicle ahead of their advance to inhibit the defenders. Either the
battalion, 1 aerospace fighter wing, 2 battlesuit infantry platoons karash breaks the target defenses for them or the defenders kill
Special Rules: All Calderon’s Commando units of Veteran (3) their own people to stop the pirates, allowing the pirates to fire
skill or better may swap any of the Special Pilot Abilities granted without restraint either way. Shen-se Tian paints its ’Mechs and
by a formation with one of the following: Heavy Lifter (see p. vehicles tan with green trim. The unit emblem is a green-scaled
53, ASC), Slugger (see p. 56, ASC), Terrain Master (Drag Racer) man-dragon hybrid with bloody barbels, showing its toothy
(see p. 57, ASC). In any turn when Marshal von Staskov is part maw. The figure is set on an ivory field outlined in red.
of the Commando force, all BattleMechs and aerospace fighters Experience Level: Elite
may choose to add 1 to their Heat (takes effect in End Phase) Unit Composition: 1 ’Mech mingan, 2 aerospace fighter
to increase Movement by 2 inches and increase the range of all arbans, 2 vehicle zuns (see Notes)
weapon attacks by 4 inches. Special Rules: When the rules of a particular battle require
Prior to battle, the Commando’s player must designate the retreat from a specific map edge, every Shen-se Tian unit may
commander of each lance or similar unit in the battle. If a lance attempt to retreat from any other map edge instead. Beginning
commander is killed, on the next turn the members of that unit on Turn 8, each unit may roll 2D6 when positioned along a
may not fire, and move as if under Forced Withdrawal. The player map edge at the beginning of any turn. A roll of 9+ means they
13
[OPERATIONAL TURNING POINTS: FRONC REACHES]
COMBATANTS..............................
can exit via that edge without being considered captured or fighter squadrons, and infantry companies are led by a rosh. In-
destroyed, but must exit immediately (before engaging in any fantry platoons are led by a shal. The Abominari uses a standard
attacks). Each unit may only make this attempt once per battle. flat gray paint scheme for all unit types. Their insignia is a wink-
Excellent technical skills allow Shen-se Tian to halve the time ing demon’s head. It appears on the shoulder or right side/wing
required for reloading, replacing armor, or repairing damaged of all units. ’Mech roshes and sars often paint a tarnished halo on
components. the head, with torn batwings on the rear torso.
Shen-se Tian uses a variation of Off-Map Movement (see p. Experience Level: Veteran
45, ASC) for envelopment tactics. In any battle, one entire arban Unit Composition: 1 ’Mech battalion, 1 aerospace fighter
(or surviving portion thereof ) may move off-map via any map company, 1 vehicle battalion, 1 infantry battalion
edge, save the enemy’s home edge, during the Movement Special Rules: The Abominari gains a +1 Initiative bonus
Phase. The entire arban must exit and reenter the map in the for battles where at least two of the seven subcommands (see
same turn; all units must exit and enter within 2 inches of one Notes) are present. MechWarriors in Sar of the Host Zebulun
another. The enveloping group must remain off the map at least James’s command lance are elite and choose any Special Pilot
two turns before it can reenter. The group can reenter during Ability from any source with a point value of 2 or less; no ability
the Movement Phase of any turn after the second off-map turn. may be taken more than twice (this replaces the Bonus Ability
They do not count toward the number of units on the map that for Command Lances. See p.153, ASC). All other MechWarriors
turn, and all the units must move at the same time. The player may replace any formation-granted Special Pilot Ability with
controlling Shen-se Tian automatically wins Initiative the turn Demoralizer (see p. 52, ASC). The Bloody Hands Company rolls
after the enveloping force returns to the map. on the Assault ’Mech RAT for all units. MechWarriors in the
Special Command Abilities: Combat Drop Specialists (see Bloody Hands Company must replace any formation-granted
p. 91, CM:Mercs), Off-Map Movement (see Special Rules), No Special Pilot Ability with Melee Specialist (see p. 54, ASC). The
Surrender (any unit that is rendered immobile through critical Haughty Eyes pilots may replace any formation-granted Special
damage but is not destroyed will explode at the controlling Pilot Ability with either Ride the Wash (see p. 55, ASC) or Shaky
player’s option at any time starting the turn after being rendered Stick (see p. 56, ASC). The Mischievous Feet units may replace
immobile; explosion inflicts unit’s original short-range damage, any formation-granted Special Pilot Ability with Speed Demon
even if reduced by critical damage, to all units within 4 inches; (see p. 56, ASC).
unit is destroyed by this action). Special Command Abilities: Tactical Specialization (Attack)
(see p. 48, ASC), Tactical Specialization (Combined Arms) (see p.
ABOMINARI [PIRATE] 85, CM:Kurita), Focus (Demoralizer) (see p. 52, ASC). In addition,
CO: Sar of the Host Zebulun the Abominari may select from the following Special Command
James Abilities as long as units from the listed subcommand are
RAT: Pirate, Periphery, FMP, present in the force: Off-Map Movement (Lying Tongue
FMU, FM3085 Company) (see p. 45, ASC), Camouflage (False Witnesses) (see
Notes: The Abominari’s ori- p. 91, CM:Mercs), Rapid Strike (Scheming Hearts) (see p. 91,
gins are unknown. They are fond of CM:Mercs), Melee Specialist (Bloody Hands Company) (see p.
broadcasting nonsensical mashed-up 54, ASC), Ride the Wash (Haughty Eyes) (see p. 55, ASC), Speed
passages of scripture while their troops Demon (Mischievous Feet) (see p. 56, ASC).
despoil and plunder. Their rickety DropShips
and JumpShip belie the excellent condition of their equipment. THE BRIGANDS [PIRATE]
They operate nominally under combined arms, with each of CO: Boss Alfred Fort
their seven subcommands often operating independently of RAT: Pirate, Periphery, FMP, FMU, FM308
the rest. The Lying Tongue, the Bloody Hands, and the Scheming Notes: The ’Mech-only Brigands are a loose pirate command.
Hearts are the three ’Mech companies, specializing respectively Members join by buying their membership. Those who pay
in flanking attacks, frontal assaults, and ambush tactics; Sar of more gain higher rank in addition to tribute paid from those of
the Host Zebulun James leads a command lance that integrates lower rank. Each member must have his or her own BattleMech,
with any of his seven subcommands as he pleases. The Haughty with maintenance and ammunition paid for from the loot they
Eyes is the aerospace element, consisting of three squadrons of bring in, after they pay tribute from the take. The Brigands
six fighters in addition to the JumpShip and three DropShips. number about a regiment in total but rarely operate more than
Mischievous Feet and False Witnesses are two vehicle demi-bat- a company at a time. The few times they have operated in larger
talions. The former specializes in recon and guerilla operations formations, they exhibited poor unit cohesion. The Brigands will
while the latter is expert in diversionary tactics and preparing often hire out portions of their number to other groups needing
traps. Brotherly Strife is a mixed infantry battalion, composed of enforcers or raiders, usually as part of a debt repayment from the
one company of various battle armor platoons, one company of leader of that group of Brigands. The Brigands are indiscriminate
motorized infantry, and one company of jump infantry. Each of in their activities, ranging from slaving to plunder to robbery
the seven subcommands is commanded by a sar, answering to to ransom-kidnapping to extortion. The exact location of their
Sar of the Host Zebulun James. ’Mech lances, vehicle platoons, base is unknown, but it is somewhere on Herotitus. Conflicts
14
[OPERATIONAL TURNING POINTS: FRONC REACHES]
15
[OPERATIONAL TURNING POINTS: FRONC REACHES]
MISSION: DIVERSION....................
Pirates always seek an advantage. Even if it means attacking civilian areas to draw away defenders from their true objective…
17
[OPERATIONAL TURNING POINTS: FRONC REACHES]
18
[OPERATIONAL TURNING POINTS: FRONC REACHES]
MISSION: PURSUIT.......................
They run and run and lead us astray!
Make certain none of them get away!
GAME SETUP +100 Of All the Luck: Choose one of the following: Heavy
Recommended Terrain: Any terrain appropriate to the world Fog, Torrential Downpour, or Blizzard (see Other Conditions, p. 95,
the player group is currently on. The Defender chooses a home AS), as appropriate to the world the player’s group is on.
edge. The opposite edge is the Attacker’s home edge.
If using mapsheets, the Defender chooses two mapsheets OBJECTIVES
and arranges them with their short edges touching. Defender Bring Them down! (Attacker Only) Prevent at least half
chooses one short edge as a home edge. The opposite edge is of the Defender’s units (rounding up) from exiting via the
the Attacker’s home edge. Defender’s home edge [250]
Wipe Them Out! (Attacker Only) Cripple or destroy all of
Attacker the Defending force [250]
Recommended Forces: Any Save Yourselves! (Defender Only) Exit at least half of the
The Attacker’s force is a portion of the player’s force. Half of Defender's units (rounding up) via the Defender’s home edge
the Attacker’s units (rounding up) enter from Attacker’s home [500]
edge on Turn 1. The remaining units enter via Attacker’s home
edge on Turn 3. SPECIAL RULES
The following rules are in effect for this track:
Defender
Recommended Forces: Any Commander
The Defender is equal to 100 percent of the Attacker’s force. Designate one unit on each side as a commanding unit. If
The Defender’s force may deploy anywhere within 10 inches of either of these units is destroyed, that side suffers a –2 to all
the Attacker’s home edge. subsequent Initiative rolls.
19
[OPERATIONAL TURNING POINTS: FRONC REACHES]
MISSION: FLANK..........................
They think they’ve made good their escape, but every good commander has a contingency plan. Time to hit them from an
unexpected quarter…
GAME SETUP +100 Rough Riding: Apply one Advanced Terrain type
Recommended Terrain: Any terrain appropriate to the appropriate to the planet where the mission occurs (see pp.
world the player group is currently on. If using mapsheets, the 64–70, AS).
Defender chooses two mapsheets and arranges them with their
long edges touching. Defender chooses one edge as home OBJECTIVES
edge. The opposite edge is the Attacker’s home edge. 1. Clear Out (Defender Only)! Exit at least half of force off
Defender’s home edge. [100]
Attacker 2. Cut ’Em Down to Size (Attacker Only). Cripple or destroy
Recommended Forces: Any at least half of Defender’s force. [100]
The Attacker is a portion of the player’s force and should 3. Primary Target. Destroy or cripple the enemy commander.
equal 125 percent of the Defender’s force. Attacker’s force enters [100]
via either non-home edge on Turn 1. Attacker must designate
one unit as commander. SPECIAL RULES
The following rules are in effect for this track:
Defender
Recommended Forces: Any Forced Withdrawal
The Defender begins the game with all units on the Both sides are operating under Forced Withdrawal (see
battlefield. All units must be placed within 10 inches of Attacker’s p. 27, AS).
home edge. Defender must designate one unit as commander.
NEXT TRACK
WARCHEST Pursuit or the next Touchpoint (Too Bold by Far, if none have
Track Cost: 150 been taken previously).
Optional Bonuses:
+150 Bad Intel: Double the size of the enemy force.
20
[OPERATIONAL TURNING POINTS: FRONC REACHES]
An unidentified DropShip arrives at a pirate point close to Fronc and sends raiders down in a flash raid. They skip the major
cities, including Freedom’s Ring, and target the Colonial Tractors factory in Ayms. Only corporate security and the factory’s militia
detachment stand in their way. The grim-faced Reaches militia calls for assistance as they dig in. In Freedom’s Ring, the call is relayed
to Force Commander Dirk McEvans. He was preparing to leave Fronc that night. Instead he immediately departs for his DropShip on
standby on the tarmac, taking with him all the Marshals close at hand.
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[OPERATIONAL TURNING POINTS: FRONC REACHES]
NEXT TRACK
Pursuit, Flank, or the next Touchpoint.
22
[OPERATIONAL TURNING POINTS: FRONC REACHES]
SITUATION
Sentinelry Academy
Kite, Rockwellawan
Fronc Reaches
9 July 3088
The First Fronc Cuirassiers knew that Calderon’s Commando was coming to raid their homeworld. They reinforced the defenders
of the Interstellar Agriculture Concerns factory in the city of Kite. Protecting the valuable minerals and other mining products
has placed most of their force in Carat. Sure enough, the Commando sent a force against the IAC site, occupying the bulk of the
defenders. But the real attack is actually taking place on the other side of the city. No one expected the small, recently completed
Sentinelry Academy would be targeted. The cadets and their instructors are left to repel the attack, hoping they can hold out long
enough for the Cuirassiers to traverse the city and save them.
23
[OPERATIONAL TURNING POINTS: FRONC REACHES]
AFTERMATH
While the Cuirassiers were defending the factory
from a single company, the other three companies of the
Commando battalion were laying waste to the academy.
The Cuirassiers arrived in time to prevent the entire
district from being leveled, but the academy was a total
loss. Far worse was the absence of downed friendlies. The
Commandos carried off the crippled and damaged ’Mechs
and tanks before the Cuirassiers arrived. The one spot of
good luck was that a small contingent from the other
Commando battalion hit the Cuirassiers base in Carat. The
defenders there allowed the raiders to make off with the
falsified documents revealing the presence and nature of
the installation on Independence. This was not a comfort
to those who had lost their comrades to the enemy.
NEXT TRACK
Diversion, Pursuit, or the next Touchpoint.
24
[OPERATIONAL TURNING POINTS: FRONC REACHES]
Lovejoy Spaceport
Cooperton, Portland
Fronc Reaches
9 July 3088
Shen-se Tian landed uncontested and rampaged through the outskirts of Cooperton, the planetary capital. They captured
most of the militia infantry and forced them ahead of their advance. As they neared the spaceport, where warehouses filled with
processed ore, precious foodstuffs, and various consumer products waited to be emptied onto DropShips, they were ambushed by
Chief Battalion of Holt’s Hilltoppers. The Hilltoppers had to choose between annihilating the pirates outright or saving the lives of
their new fellow citizens forced into the fore of the pirate formation.
GAME SETUP allocates more than one company/zun to this battle, add one
Recommended Terrain: Urban map for every additional company/zun or portion thereof.) The
Place buildings throughout the map. Also place one landing Defender chooses a home edge; the Attacker’s home edge is the
pad (see Too Bold by Far track) on each map. Place three 2” height, opposite edge.
Medium buildings (CF15) within 4 inches of each landing pad.
These are warehouses filled with various goods (one with food, Attacker
one with minerals, one with refined metals); see Special Rules Recommended Forces: Shen-se Tian
regarding the contents of the warehouses. If using mapsheets, Attacker's units enter via Attacker's home edge on Turn
arrange two maps with their long edges touching. (If either side 1. The entire Shen-se Tian force is available for this battle,
but at least one ’Mech zun must be used. The Attacker must
announce the size of the Shen-se Tian force before play begins.
If no aerospace units are chosen, then both sides’ fighters are
assumed to be protecting grounded DropShips. Attackers
must return loot to their DropShips, which are grounded just
off Attacker’s home edge. See unit description (pp. 14-15).
Defender
Recommended Forces: Holt’s Hilltoppers (Chief Battalion)
The entirety of Chief Battalion’s ’Mechs and infantry may
be available for this battle, but the size of the force
depends upon the size of the Attacker’s force.
For simplicity’s sake, if the Attacker brings one
arban, the Defender gets one lance; if one zun,
one company; if the whole mingan, then the
whole battalion. Because of the size disparity (one arban
being five ’Mechs and one lance four ’Mechs), the Hilltoppers
add a platoon of battlesuit infantry to each company. Each
platoon is four squads/Stars of four/five troopers. Squads are
IS Standard (Laser) suits, Stars are Elementals (Laser). Defender
must deploy within 16 inches of home edge, but may start with
Hidden Units (see p. 102, AS); see unit description (p. 12).
WARCHEST
Track Cost: 500
Optional Bonuses
+300 Inferior Roads. The roads in Cooperton are not
suited to BattleMech combat (see Special Rules).
+200 Night Raiders! The pirates arrived at night. Use
Night rules (see p. 95, AS).
OBJECTIVES
1. Loot. Attacker must escape with as much loot as
possible; Defender must limit amount of loot stolen. [100 per
warehouse of loot]
25
[OPERATIONAL TURNING POINTS: FRONC REACHES]
26
[OPERATIONAL TURNING POINTS: FRONC REACHES]
On McEvans’ Sacrifice, things do not look good. A large pirate force just landed outside the gem district in Caribou Call. The
small complement of Marshals is determined to hold their ground as always, refusing to retreat from pirates no matter how badly
outnumbered. If they are overwhelmed, the militia has no realistic chance of defending.
27
[OPERATIONAL TURNING POINTS: FRONC REACHES]
[Author’s Note: The Marshals have a total of 2 battalions of ’Mechs, plus a command lance, for the remainder of the tracks
in this Turning Point. The Marshals player should generate the two battalions and split them up. The Pirate player randomly
determines which of the two battalions is carrying out the JumpShip attack. The other battalion is the one returning to the
planet and arriving at the same time as Calderon’s Commando. The command lance is Marshal Dillon’s at the Marshal base.]
SITUATION
Calderon’s Commando was burning in at high-gee, waiting for the incoming DropShip to attack. Instead, it sped past them for
their JumpShip. Marshal von Staskov realized the futility of trying to turn about and return to save it, so he ordered his DropShips to
continue on. Figuring out how to get off Independence would have to wait. Besides, if the Marshals were busy with a space assault,
fewer would be waiting on the surface. As they breached atmosphere, they detected another Marshals DropShip doing the same.
He plans to exact from them and the civilians a cost worthy of his JumpShip. The rest will sort itself out later. The Commando is
disembarking and organizing units to ferret out the Marshal base when a pack of tanks speeds in from the west.
28
[OPERATIONAL TURNING POINTS: FRONC REACHES]
Luna Plain
Caldera Fields, Independence
Fronc Reaches
15 July 3088
The returning battalion of Marshals sends its fastest company of ’Mechs to try intercepting the
incoming Commando force, which is much larger than expected. Because only a skeleton crew is
at the base lying in wait, the pirates must be delayed as long as possible. The interception force
is almost entirely light ’Mechs, but they count some of the most modern and best-maintained
equipment in the Marshals. The pirates cannot let such potential salvage escape. Also, they know that engaging the skirmishers
away from the base will divide the defenders into smaller groups, more easily dealt with. The main body of the Commando continues
onward, while some of their own fast elements pursue the speedy Marshals.
WARCHEST AFTERMATH
Track Cost: 500 It was a minor inconvenience at best. The slashing attack
Optional Bonuses only diverted the pirates’ own recon elements, leading to a
+100 Sheer Cliffs. See Game Setup for Whose Idea Was This running battle in the plains northwest of the objective. The
Anyway track, p. 28. pirates realized they were simply being led away from their goal
+200 Rain. A freak rain shower hits the area (see Heavy Rain, when the Marshals moved only fast enough to stay out of range
p. 95, AS). without actually disengaging. The rest of Calderon’s Commando
+100 EMI. Heavy metal ores in the region foul sensors. Use continued to the base unimpeded save for wading through the
Electromagnetic Interference rules (see p. 93, AS). minefields they had come to expect from the Marshals. Losses
were minimal as they closed in on their target.
OBJECTIVES
1. Time is Critical (Attacker Only)! Attacker must destroy/ NEXT TRACK
cripple/force off the map Defender’s force before Turn 12. [100 Flank or the next Touchpoint.
per turn before 12]
29
[OPERATIONAL TURNING POINTS: FRONC REACHES]
SITUATION
Deputy Force Commander Marvel Dillon waited alone in an empty warehouse as the pirates arrived at the base. The rest of the
Marshals could have joined Dillon and his command lance inside the caldera to defend the site, but Dillon had given them other
orders. After the pirates entered the easiest passage into the base, the Marshals saturated the area behind them with Thunder-LRM
minefields. The pirates realized they were cut off from their convenient exit. They would have to use twisting and difficult passages
to exit the base, unless they chanced the mined ground behind them. But coming up those twisty passages even now were the
non-LRM-equipped Marshals. Dillon and his lance only had to hold out a short time. But in the thirty-first century, minutes might
as well be days when a lance is defending against more than a battalion. With a smile, Dillon prepared to break cover and spring his
ambush like a pebble threatening to halt an avalanche.
GAME SETUP 1D6 divided by 2 (round up) lances of ’Mechs with Move of 10+.
Recommended Terrain: Desert, Urban Half of these units are available to enter the battle starting on
If using terrain, the game table should be divided equally Turn 12 + 1D6; reduce the armor by half (round up).
between open Desert terrain on one half and Urban on the For all Attacker units, roll 2D6. For all results of 9+, reduce
other. armor by 2 to represent damage taken from minefields en route
If using mapsheets, arrange four maps 2 x 2; one should be to the base.
open Desert terrain while the other should be Urban. The Attacker must designate one unit as Marshal von Staskov.
The Defender chooses one edge of the playing surface as
their home edge; the Attacker’s home edge is the opposite edge. Defender
The Defender chooses a 4-inch portion (two adjacent hexes, Recommended Forces: Colonial Marshals
if using mapsheets) on Attacker’s home edge. The Attacker’s The Defender initially consists of the command lance of
’Mechs may enter through this section of home edge starting on Deputy Force Commander Marvel Dillon and four squads of
Turn 1. The Defender also picks two non-adjacent 2-inch spaces TinStar battlesuit infantry. These units begin the track as Hidden
on each of the other three map edges to indicate the passage Units (see p. 102, AS). The TinStar squads are hidden in the TinStar
by which the Defender’s ’Mechs may enter and by which the manufacturing building. All non-LRM-equipped Marshal ’Mechs
Attacker’s ’Mechs may retreat without entering the Thunder may begin to enter the map via the 2-inch paths (see Game Setup)
minefields. The rest of every edge is impassable due to the tall, on Turn 5 + (1D6 divided by 2, rounded up). All LRM-equipped
sheer, unclimbable walls of the caldera. The Defender places 3D6 Marshal ’Mechs may begin to enter via the 2-inch paths on Turn
+ 12 buildings (4” height, Medium, CF 15) throughout the map. 15; all LRM-equipped ’Mechs must allocate half their LRM ammo
The Defender secretly assigns one building as the battlesuit to Thunder LRMs, which has been emptied prior to entering the
manufacturing building and some buildings as storehouses map. Regardless of LRM carrying status, the Defender rolls 1D6
of ammunition or explosives (see Special Rules). All buildings at the start of each turn beginning with turn 5 + 1D6; this is the
should be identical in outward appearance. number of reinforcing units that may enter that turn.
The Defender must designate one unit as Deputy Force
Attacker Commander Dillon.
Recommended Forces: Calderon’s Commando
Marshal Vrabel von Staskov has the entire Commando force WARCHEST
available for this track, minus the ’Mechs used in the Runnin’ Track Cost: 1000
and Gunnin’ track and minus the 2D6 units in captured Colonial Optional Bonuses
Marshal equipment (see Whose Idea Was This Anyway? Track, +200 Obstacles. The ongoing construction has left 2D6 + 6
p. 28, and see Special Rules below). The Commando may enter mounds of gravel throughout Marshal Base Beta. The Defender
the map two lances per turn starting in Turn 1. The ’Mechs from places all Gravel Piles (see p. 65, AS).
Runnin’ and Gunnin’ that are not involved in salvage efforts may +200 Jammed! The sensor jamming from the buildings fouls
begin to enter this battle one lance at a time starting on Turn (6 other systems as well. Use the Electromagnetic Interference rules
+ the number of turns played in the Runnin’ and Gunnin’ track). (see p. 93, AS).
If that track was not played, subtract from the Commando force +500 Power Plant. The Defender places one building
30
[OPERATIONAL TURNING POINTS: FRONC REACHES]
OBJECTIVES Buildings
1. Cut Off the Head… Each side must destroy (not merely The Marshals lined the walls of all buildings with wires
cripple) the enemy commander’s BattleMech. [500, doubled if carrying high currents to distort sensors; this allows a Hidden
the commander is killed as a result] Unit in a building to remain such if desired, even if an enemy
2. …And the Rest Will Follow. Destroy (not merely cripple) unit moves adjacent to it. The Defender must secretly assign
at least half of enemy’s units. [1000] six buildings as storehouses: three of ammunition and three
3. TinStars. Attacker must carry off a squad (4) of TinStar of explosives; other buildings are either empty or contain
battlesuits; Defender must prevent this. [500] Hidden Units. The Attacker’s ’Mechs may scan the interior of
one building per turn, using the following method (regardless
SPECIAL RULES of whether the unit has an active probe). The ’Mech must end
The following rules are in effect for this track: its turn adjacent to the building to be scanned and it must
declare the intention to scan that building the following turn.
Forced Withdrawal It may not move (including changing facing or falling due to
The Attacker is operating under Forced Withdrawal rules (see damage) or make any attacks the following turn. At the end of
p. 27, AS). The Defender will not retreat. that turn, the Defender must reveal the building’s contents. In
addition, there are four additional squads of TinStar battlesuits
in the manufacturing building that may be salvaged; these may
be picked up by adjacent BattleMechs with hands and carried
off at any time by any ’Mech per the External Cargo rules (see
p. 29, ASC).
Sensors
The Marshals placed sensors throughout the buildings.
These allow the Marshals to use targeting data from
the buildings in the same manner as though in a
C3 network. Any Defender targeting an Attacker
unit in its weapons range may calculate its
To-Hit number as though it were stand-
ing in any building instead of its actual
location. There is no penalty or ad-
ditional modifier to the To-Hit roll.
Note that this benefit is lost for
any building whose CF is re-
duced to 5 or less.
31
[OPERATIONAL TURNING POINTS: FRONC REACHES]
32
[OPERATIONAL TURNING POINTS: FRONC REACHES]
SITUATION
Deputy Force Commander Marvel Dillon and his Colonial Marshals finally have the momentum. Calderon’s Commando has been
whipped and is in flight. Now is the time to end the pirate menace once and for all. Unfortunately, a zun of the Shen-se Tian surprises
the Marshals by dropping into their midst before they could mount a pursuit. Once more, they are facing a merciless enemy in
unforgiving conditions, but now they are already battered.
33
[OPERATIONAL TURNING POINTS: FRONC REACHES]
Calderon’s Commando had been routed. When no pursuit materialized, Marshal von Staskov rallied his troops. A third had
been lost, but those who remained were still in fighting condition. Further flight was unthinkable. They turned around and made
their way back through the tight confines of the tunnels. Expecting to surprise the battered Colonial Marshals by reappearing, the
Commando is surprised to find another pirate group engaged with the defenders. Never one to miss an opportunity, von Staskov
leads the charge back into the fray. But his returning force is not the only surprise this battle will bring.
GAME SETUP of that track; if Dillon was killed, then the Defender must
See the Few Stood Against Many track, p. 31, for game designate another unit as the Colonial Marshals’ commander.
setup. The condition of buildings is the state they were in at If that track was not played, then the Colonial Marshal force
the conclusion of the A Marshal’s Duty Never Ends track. If those consists of Dillon and one lance of Colonial Marshals; reduce
tracks were not played, reduce the CF of all buildings to 0; all the the armor on all ’Mechs by two-thirds (round up) (In Total
minefields have been detonated. Warfare games, Defender should also apply 3 pilot hits to each
MechWarrior), reduce the armor of the TinStar battlesuits by
Attacker half. All units must be placed on the map with 10 or fewer
Recommended Forces: Shen-se Tian, Calderon’s Commando, inches separating each other. The Defender must designate
the Abominari one unit as Dillon. In addition, starting on Turn 1D6 + 3, the
The Attacker consists of all surviving Shen-se Tian and second battalion of Colonial Marshals (see NOTE for Whose
Calderon’s Commando units from the Few Stood Against Many Idea Was This Anyway? track, p. 28) begins to arrive via combat
and A Marshal’s Duty Never Ends tracks, in the condition they were drop at the rate of 1D6 divided by 2 (round up) lances per turn;
in when those tracks ended (and in the same positions for Shen- use the rules for Dropping Troops (see p. 90, AS).
se Tian units). The Attacker must designate units for Marshal von
Staskov and Noyan Jiemin if they survived the earlier tracks; if WARCHEST
not, the Attacker must designate replacement commanders. Track Cost: 2000
Note that units that departed the map either under Forced Optional Bonuses
Withdrawal or carrying loot are not eligible to return. +500 DropShips. All sides call in their DropShips for relief.
If the Few Stood Against Many and A Marshal’s Duty Never Spheroid DropShips begin to arrive on Turn 8 (one per faction)
Ends tracks were not played, then each force gets half the and land on the map (see pp. 70–73, AS). Two DropShips per side
force listed in those tracks (round down); reduce the armor on (one per pirate group, two for the Marshals) may be called in. The
all ’Mechs by half (round down). The Attacker must designate Calderon’s Commando DropShip should be one from the Whose
units for Marshal von Staskov and Noyan Jiemin. Shen-se Idea Was This Anyway? track (p. 28); if played, use the DropShip’s
Tian units are placed on the map at least 12 inches from any condition from the end of that track. If that track was not played,
map edge. Calderon’s Commando units enter via the tunnel reduce armor by one-fourth (round up) in each location and
passages (the main entrance is still blocked by Thunder LRMs) eliminate half of each weapon type from each arc (round up)
on Turn 1. due to damage sustained in that earlier battle.
Further, the Abominari finally arrive to investigate the +250 Dark of Night. Battle takes place in the Moonless
fireworks they’ve been seeing from their base. The Lying Tongue, Night of Independence (see p. 95, AS).
the Bloody Hands, and the Scheming Hearts ’Mech companies,
plus Sar of the Host Zebulun James’ command lance, begin to OBJECTIVES
arrive (one lance from each company per turn via a separate 1. Enough is Enough. Kill the enemy. [100 per destroyed
edge from the other companies'; the command lance may enter unit, 1000 bonus for destroying all of one enemy group]
with any of these companies) starting in the same turn that the 2. Control the Base. Eliminate the enemy (via destruction or
Colonial Marshals begin to arrive via combat drop. Reduce the forcing off the map) from the base. [1000]
armor on each Abominari ’Mech by one-third (round up).
SPECIAL RULES
Defender See the Few Stood Against Many and A Marshal’s Duty Never
Recommended Forces: Colonial Marshals Ends tracks (pp. 31 and 33, respectively), for special rules in effect
The Defender consists of all surviving Colonial Marshals for this track. In addition, this track runs until one side or the
from the A Marshal’s Duty Never Ends track. The condition of other is destroyed or driven off the map. Other special rules for
Defender’s units is the state they were in at the conclusion this track include:
34
[OPERATIONAL TURNING POINTS: FRONC REACHES]
35
[OPERATIONAL TURNING POINTS: FRONC REACHES]
The surviving members of the Abominari, Calderon’s Commando, and Shen-se Tian chose the better part of valor. The Abominari
quickly disappeared into the labyrinthine passages of the Caldera Plains, Marshals close on their heels. Now the Shen-se Tian and
Calderon’s Commando face annihilation from the pursuing Marshals. With only one JumpShip between them, they are racing for
their DropShips, which are grounded near each other. They agree to cooperate until they reach safe territory, since their opportunistic
attacks on one another instead of against the Colonial Marshals brought them to this point in the first place.
GAME SETUP +200 Sandpaper Skies. A sandstorm hits the area (see
Recommended Terrain: Desert p. 62, TO).
See the Whose Idea Was This Anyway? track, p. 28, for game +250 Daybreak. The sun begins to rise just as the pirates get
setup. visual on their DropShips (see Dusk or Dawn, p. 95, AS).
Attacker OBJECTIVES
Recommended Forces: Colonial Marshals 1. Escape [Defender Only]! Defender’s units must board
The Defender consists of all surviving members of the combat- DropShips. [100 per unit]
dropped battalion of Colonial Marshals from the Marshals from 2. Stop Them [Attacker Only]! Attacker must kill or cripple
the Sky track, p. 34. The condition of Attacker’s units is the state Defender’s units before they can board their DropShips. [100 per
they were in at the conclusion of that track. Defender must unit]
designate one unit as the Colonial Marshals’ commander. 3. DropShips. Defender must not lose any DropShips;
If Marshals from the Sky was not played, then the Attacker’s Attacker must prevent DropShips from escaping. [500 per
force consists of two companies of Colonial Marshals; reduce the DropShip that escapes (Defender) or is destroyed/disabled
armor on all ’Mechs by one-third (round up). The Attacker enters (Attacker)]
via home edge on Turn 1.
SPECIAL RULES
Defender The following rules are in effect for this track:
Recommended Forces: Calderon’s Commando, Shen-se Tian
The Defender consists of all surviving members of the No Honor Among Pirates
Marshals from the Sky track that successfully escaped the map.
See Marshals from the Sky track, p. 35. This rule only applies
The condition of the Defender’s units is the state they were in at
if no agreement was reached in the Marshals from the Sky track,
the conclusion of that track. Designate one unit each for Noyan
and it may end via the same means.
Jiemin and Marshal von Staskov. If either pirate commander
was killed in previous tracks, the Defender must designate
DropShips
replacement commanders. If Marshals from the Sky was not
Defender's DropShips are prepared to lift off. Each pirate
played, then the Defender consists of one arban of Shen-se Tian
’Mechs and two companies of Calderon’s Commando ’Mechs. force’s DropShip(s) will lift off (see pp. 71–72, AS) in the End
Reduce the armor of all Defender ’Mechs by two-thirds (round Phase of Turn 1D6 + 5; roll 1D6 + 5 for each pirate force before
up). Further, the Defender places DropShips for Calderon’s Turn 1. Retreating units must embark their DropShips before this
Commando (in the state they were in at the end of the Whose departure takes place (see p. 63, AS) or they will be left behind.
Idea Was This Anyway? track) and for Shen-se Tian within 2 inches
of the Defender’s home edge. AFTERMATH
If Whose Idea Was This Anyway? was not played, reduce the The routed pirates slipped the Colonial Marshal noose. Many
armor of the Commando DropShips by half and eliminate half were left ruined along the path to their DropShips, but too many
of each weapon type from each arc (round up) due to damage made it to the protective umbrella of the DropShips’ weaponry
sustained in that earlier battle. If the Optional Bonus DropShips for the Colonial Marshals’ liking. Rather than allow the pirates to
was used in the Marshals from the Sky track, remove one DropShip escape that they might rebuild, the Marshals called in their own
from each pirate force for this track. DropShips to intercept. Those few pirates whose ’Mechs were
downed found themselves rounded up and summarily executed.
WARCHEST
Track Cost: 500 NEXT TRACK
Optional Bonuses Pursuit, Flank, or the next Touchpoint.
36
[OPERATIONAL TURNING POINTS: FRONC REACHES]
37
TinStar Battlearmor (Standard) Era: Dark Age
BV: 382/74
BV: 382/74
BV: 382/74
BV: 382/74
BV: 382/74
2019