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Scenario Pack 3088 - Operational Turning Points Fronc Reaches

This document provides resources for playing BattleTech battles set during the defense of the Fronc Reaches from pirate attacks in 3088. It includes background information on the region and forces, as well as predefined campaign tracks outlining pivotal historical missions and battles between pirates and defenders that players can use to structure their own campaigns.

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Sly Mantis
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75% found this document useful (4 votes)
1K views44 pages

Scenario Pack 3088 - Operational Turning Points Fronc Reaches

This document provides resources for playing BattleTech battles set during the defense of the Fronc Reaches from pirate attacks in 3088. It includes background information on the region and forces, as well as predefined campaign tracks outlining pivotal historical missions and battles between pirates and defenders that players can use to structure their own campaigns.

Uploaded by

Sly Mantis
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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A BATTLETECH SOURCEBOOKS COMPANION

[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............................

W elcome to the next in the series of Turning Points campaign


books, designed to give players the opportunity to fight in
some of the landmark conflicts of BattleTech’s tumultuous
history using the Alpha Strike ruleset.
The general information contained in the Atlas and Combatants
with different forces as they desire. Players should feel free to balance
the forces in each track as they see fit, whether by battle value, tonnage,
total number of units, or whatever else suits them.
The Tracks section presents both Mission and Touchpoint tracks,
allowing player groups to build full-fledged campaigns set during
sections give players the tools needed to fight an infinite number of the events listed. A general guideline for how to begin fighting the
engagements in the Fronc Reaches, while the Tracks detail some of the historical campaign is included in How to Use the Campaign. Each
more pivotal battles between the pirates and defending Fronc Reaches Mission track is reusable, and the Touchpoints cover several key battles
forces. The Tracks section can also be used with stand-alone games set that occurred during the campaign and led directly to the climactic
in the Jihad time frame. battle on Independence. For those playing the campaign, the events
The Atlas section presents a global overview and some quick in each Mission or Touchpoint lead into the next, with damage carrying
facts about Fronc Reaches worlds visited in this campaign. Included over. Players wishing to incorporate these tracks into their Chaos
in this section are terrain tables broken into various categories. These Campaign campaigns should use the Warchest Points (WP) listed in
tables can be used as a random means to determine the maps used the brackets. Optional points are awarded only if the group achieves at
in the tracks or simply as a guide to the types of terrain found on the least one Objective while using the listed option. Objective points are
worlds. This section also contains a list of various additional terrain cumulative as they are achieved, unless otherwise noted.
types, environments, and other rules that can be used to enhance the The Annex section contains five official Alpha Strike cards. These
gameplay experience. All players should agree whether to use any or include the MHL-6FR Marshal of the Colonial Marshals, the NSR-9J
all of these features before play begins. (Holt) Nightstar of Holt’s Hilltoppers commander Chief George Holt,
The Combatants section details the units that participated in the and the TinStar battle armor of the Colonial Marshals. Next are several
conflict and can be used by players who wish to add authenticity to unique pirate ’Mechs, including the PXH-3D (Jiemin) Phoenix Hawk of
their games. However, these forces are provided only as a guideline, Shen-se Tian commander Noyan Qiangjun Jiemin and the MAD-7D
and players are encouraged to use other forces at their option to (von Staskov) Marauder of Calderon’s Commando commander Marshal
attempt to rewrite history. This allows the players to pursue the tracks Vrabel von Staskov.

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.

STAR LEAGUE ERA CLAN INVASION ERA JIHAD ERA

SUCCESSION WARS ERA CIVIL WAR ERA DARK AGE ERA

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*

2 City (Downtown) (MS6, MSC2)


AND TUNDRA (SEE P. 67, AS) TERRAIN MODIFICATIONS.
3 CityTech Map* (MS2, MSC1)
Result Map
4 City (Residential) (MS6, MSC2)
1 Large Lakes #1 (MS4, MSC1)
5 City (Suburbs) (MS6, MSC2)

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*

2 City Street Grid/Park* #2 (MS4, MSC1)


Result Map
3 City Street Grid/Park* #1 (MS4, MSC1)
1 Desert Hills (BT, MS2, MSC1)
4 BattleTech (BT, MS2, MSC1)
VOLCANIC

2 Moonscape #1 (MS5, MSC1)


5 City (Hills/Residential)* #2 (MS3, MSC1)
3 Moonscape #2 (MS5, MSC1)
6 Scattered Woods (MS2, MSC2)
4 Scattered Woods (MS2, MSC2)
*Place Light and Medium buildings of varying heights in non-paved 5 Open Terrain #2 (MS5, MSC1)
terrain/hexes. 6 Desert Sinkhole #2 (MS3, MSC1)

6
[OPERATIONAL TURNING POINTS: FRONC REACHES]

RANDOM ASSIGNMENT TABLE......

FRONC REACHES, 3088


1D6 Pirate Fronc Reaches 1D6 Pirate 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

1 EGL-R6 Eagle [75] TR-16 Transgressor [75]


2 CHP-W5 Chippewa [90] CMT-3T Troika [65]
3 SL-21 Sholagar [35] SB-27b Sabre [25]
4 TR-7 Thrush [25] CSR-V20 Corsair [50]
5 CSR-V20 Corsair [50] TR-10 Transit [50]
6 STU-K15 Stuka [100] CHP-W10 Chippewa [90]
2D6 Pirate Fronc Reaches 2D6 Pirate Fronc Reaches
2 LDT-X3 Brigand [25] WLF-1 Wolfhound [35] 2 WVR-6M Wolverine [55] ASN-99 Assassin [40]
3 LCT-5M Locust [20] UM-R63 UrbanMech [30] 3 HBK-5H Hunchback [50] MHL-6MC Marshal [55]
4 STG-5R Stinger [20] LCT-5V Locust [20] 4 GRF-1N Griffin [55] TR-1 Wraith [55]
MEDIUM 'MECHS
LIGHT 'MECHS

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]

PERIPHERY PIRATE PLAGUE..........


The Jihad was relatively quiet for the Fronc Reaches. While the notice of their erstwhile partners. Then the Marshals could
their neighbors were embroiled in the devastating war, the meet the raiders with appropriate force.
Reaches remained a safe haven due to a lack of ancestral enemies Carrying out the defense against the pirates and accomplish-
(in the case of the Taurians) and tempting targets (in the case ing the deceit fell to the local defenders. On Portland, this duty
of the Canopians). While refugees from neighboring and other fell to Holt’s Hilltoppers, which easily outclassed the Shen-se
nations flooded in, pirates focused their efforts elsewhere. Not Tian pirate band. Unfortunately, only one Hilltoppers battalion
only were the pickings richer in other nations, the defenders was on Portland at the time. Still, they received the message of
were hopelessly distracted with their ongoing wars to defend the impending raid with their typical cool professionalism. Chief
properly against mere commerce type raiding. Holt ordered his ’Mech battalion into concealment near the
That changed soon after the Blakists’ war ended. Peace capital to surprise the incoming pirates. As the pirates closed on
between the Concordat and the Federated Suns, such as it was, Portland’s meager militia defenders, the Hilltoppers ambushed
allowed the beleaguered Taurian Defense Force to redeploy them. The tide quickly turned against the raiders, but their ruth-
their forces to defend factories and critical infrastructure from less Mongol tactics enabled them to break free of the trap. While
piracy. Likewise, the Magistracy Armed Forces sprung back to Holt had hoped to destroy the pirates outright, he purposely al-
form remarkably fast after the Jihad, wiping out the nascent lowed them to make off with a small amount of loot. Concealed
piracy within their borders and sending the raiders back to within were documents detailing the supposed destination of
seeking easier prey. Pirates once more focused on the less- the precious supplies: a secret factory being constructed on In-
defended Fronc Reaches. dependence.
The Colonial Marshals quickly became one of the premier On McEvans’ Sacrifice, things went much worse. The small
Periphery military commands. Their utter intolerance for pi- complement of Marshals held their ground, refusing to retreat
racy instilled fear in smaller bands, especially as the truth of from the Abominari no matter how badly outnumbered.
Marshals executing captured pirates became widespread. The Once the Marshals were overwhelmed, the planetary militia
philosophy of not building prisons to house pirates demanded had no realistic chance of defending. The militia fled, leaving
immediate punishment. The Marshals’ refrain of “Thou shalt the now-evacuated gem district to be despoiled. The pirates
not suffer a pirate to live” simply motivated pirates raiding the collected their loot and left the world, never finding the clues
Reaches to show no mercy to their victims. After a number of that would have led them to Independence. However, even
devastating raids cost the lives of several thousand noncom- their pirate brethren were unaware that the Abominari resided
batants in cities on Rockwellawan, Spencer, and Cygnus, it be- on Independence, in a secret base in another extinct caldera
came clear that simply defending against pirate raids was no near the Marshals’ base. The Abominari would find their home
longer a viable means of safeguarding the populace. A bolder grounds the site of a terrific conflict for a prize they didn’t even
strategy was needed. know existed.
The Reaches began suffering more frequent and higher- Rockwellawan had a good portion of the First Fronc Cuiras-
intensity pirate raids than ever before. Massive pirate formations siers and the cadets from the Sentinelry Academy to rely upon
attacked, overwhelming the elite Marshals and leaving ruins in for defense, but no one expected the entirety of the Calderon’s
their wake. These raids began to occur with uncanny timing, Commando to arrive for a mere raid. Instead, the Commando
even when multiple pirate bands were involved. The most had it in their mind to make future raids easier. They intended
senior Marshals suspected collusion or alliance between the to make off with loot from the Interstellar Agriculture plant but
pirates instead of the infighting that was once so common. This only while the bulk of their force attacked the Cuirassiers’ base
suspicion was confirmed when several members of the Brigands and the recently completed academy. Their success was appall-
were captured after an audacious daytime raid on Fronc. ing. The base was destroyed and the academy leveled, mainly
The leader of the raiding Brigands force had extensive because Colonel Hudsenn had deployed most of his force to the
knowledge of the loose agreement they had entered into with factory. There the defenders were more successful, repelling the
three other major pirate bands. Essentially, they agreed not to raid while allowing the raiders to acquire the documents that
compete with each other for targets in the Reaches. To avoid would lure them to Independence. The cost was terribly high,
embarrassing overlaps, they had devised a rotating schedule of and the academy would not be rebuilt for years. Further com-
when each band would raid a specific world. Foolishly believing plicating matters was the capture of many Colonial Marshal Bat-
his knowledge would save his life, the Brigand revealed tleMechs, as the pirates were known for using them to deceive
everything he knew, including the timing of the next set of defenders into lowering their guard.
simultaneous raids. Without enough time to meet three separate In the Independence system, the Marshals were prepared.
raids at once, Force Commander Dirk McEvans took the advice The bulk of the force waited in two DropShips at the midway
of one of his most trusted advisors, Deputy Force Commander points between the world and the primary jump points. As soon
Marvel Dillon, who proposed luring the pirates to the secondary as Calderon’s Commando arrived and began their burn in from
Marshals base on Independence. This would require trickery on the nadir jump point, the Marshals acted. The force closest to the
the part of the various defenders, but with luck, one of the pirate raiders’ JumpShip accelerated outward and passed the enemy
bands would take the bait and launch a raid in hopes of evading en route. They docked and assumed control of the JumpShip,

8
[OPERATIONAL TURNING POINTS: FRONC REACHES]

PERIPHERY PIRATE PLAGUE..........

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]

HOW TO USE THE CAMPAIGN........


with other pirate bands pushed their operations closer to Fronc climactic encounters between multiple commands in the final
post-Jihad. It is unknown whether the Brigands use actual ranks, touchpoints of the campaign.
though various media outlets have assigned classic organized Players may begin the campaign with one of the following
crime ranks to the command. A boss runs the organization, tracks: Diversion, Patrol Ambush, or Touchpoint: Too Bold by
collecting tribute from the bastones, roughly equivalent to Far. When determining Opposing Forces, the rolling player may
battalion commanders. A capo leads a roughly company-sized choose from the Fronc Reaches RATs (see p. 7).
force, while a soldato leads a lance. Nonranking members of
the Brigands are simply called associates. The Brigands use no THE SETUP: FRONC REACHES
insignia or paint scheme, though the unit’s MechWarriors paint a Campaign Rules
large red sash from right shoulder to left hip over whatever color Players using Fronc Reaches forces for this campaign have
scheme they prefer. access to all of the units listed on the Fronc Reaches RATs (see p.
Experience Level: Regular 7). However, if the player unit is already constructed (for example,
Unit Composition: 1 ’Mech regiment a mercenary command or Periphery pirate-hunting force) the
Special Rules: The Brigands must always secretly note the Fronc Reaches force may use those initial units and then use
commander of each lance before battle begins. If the lance the RATs for repair or expansion. Because there are multiple
commander is killed, the controlling player must roll 2D6 for units defending the Fronc Reaches, it is recommended to have
each MechWarrior in that lance. Any roll result of 5 or lower multiple players controlling their own commands, especially for
indicates that MechWarrior is under Forced Withdrawal, even if the climactic encounters between multiple commands in the
a higher-ranking commander is present in the battle. In the End final Touchpoints of the campaign.
Phase of the following turn, any commanders of other lances Players may begin the campaign with one of the following
may attempt to rally all affected MechWarriors who remain on tracks: Pursuit, Flank, or Touchpoint: Too Bold by Far. When
the map; roll 2D6 as noted above. Whenever the Brigands field determining Opposing Forces, the rolling player should choose
more than one company (three lances or portion thereof ) of from the Pirate RATs (see p. 7).
’Mechs in battle, they apply a –2 penalty to the Initiative roll.
Special Command Abilities: Focus (Demoralizer) (see p. 52, RUNNING YOUR GAMES
ASC) and Tactical Specialization (Attack) (see p. 48, ASC).
While players and GMs are free to design and play these
tracks (and the campaign as a whole) however they wish, a
HOW TO USE THIS CAMPAIGN basic method may be played to give players some feel for the
This campaign is designed to be played with a minimum of
actual events of the Fronc Reaches campaign. The suggestions
two players—one player uses Pirate forces while the other plays
enumerated in the Setups above offer one way to launch player
the opposing Fronc Reaches force. More players are welcome to
groups into the campaign; certainly enterprising GMs and
participate—groups with a large number of players may decide
players can find their own ways in. The Next Track section of each
to have a single person serve as gamemaster (GM) to spearhead
Track setups and address any rules questions that arise during track offers suggestions of where to take the player groups after
the course of gameplay. they’ve finished that Track. The Mission tracks may be combined,
Players are welcome to supplement or expand on the rules replayed, or skipped in any order the players wish: since they
listed with those from Total Warfare (TW), Tactical Operations represent experiences rather than specific engagements, there
(TO), Strategic Operations (SO), Alpha Strike (AS), or Alpha Strike will be little repetition.
Companion (ASC). An ideal example is using advanced weather Players are recommended to proceed through the
and environment rules from TO or SO. If using additional rules Touchpoints in the order presented to complete the overall
not presented in this product, all players must agree to their campaign, especially if a single pirate force is being used rather
use. Any questions that arise from using those rules should be than the multiple pirate commands operating in the Fronc
decided either by group consensus or by a neutral GM. As a last Reaches at the time. One option for a single large player force
resort, players may simply roll the dice to settle an issue. is for the player to split the force into smaller parts to attack
To give an idea on how this campaign system can be run, the multiple worlds separately, similar to the multiple pirate bands
following example is provided. coordinating attacks on multiple worlds. Another option is
for the Pirate player to create multiple forces representing the
THE SETUP: PIRATES pirate bands operating in the Fronc Reaches, and deploy them
Campaign Rules to whichever planet(s) suit the player’s preferences. Likewise the
Players using Pirates for this campaign have access to all of Fronc Reaches player can shuffle the known defending units
the units listed on their faction’s Random Assignment Tables among the planets in question, or replace them with the player’s
(see p. 7). However, if a player force is already constructed (for own custom command instead.
example, a rogue mercenary command or pirate band) the In the event that only a single pirate band is in use by the
Pirate force may use those initial units and then use the RATs Pirate player, the confluence of multiple pirate bands in a given
for repair or expansion. Because there are multiple pirate bands track might require some GM attention. In this case, the GM
in the Fronc Reaches, it is recommended to have multiple might create and control an independent Pirate force to serve
players controlling their own pirate bands, especially for the in those tracks.

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…

GAME SETUP +200 Loot: One of the buildings contains valuables


Recommended Terrain: Urban, or roll from the appropriate (Defender assigns numbers 1–6 to each building, then rolls 1D6
table (see p. 6) for the world the player’s force is currently on. secretly to determine which contains the loot). Ending a turn
If using mapsheets, the Defender chooses two mapsheets and adjacent to the building will reveal this. Loot can be taken by
arranges them in any legal configuration. The Attacker chooses any ’Mech (see External Cargo rules, p. 29, ASC). Loot must be
a home edge. The opposite map edge is the Defender’s home carried off via home edge.
edge.
The Defender places 6 buildings (Medium, CF 15, 2” height) OBJECTIVES
within 10 inches of Defender’s home edge. 1. Keep Them Occupied (Attacker only): Attacker must
keep at least one unit active on the battlefield for 2D6 + 6 turns
Attacker after the Defender enters the map. [200; also, enemy units
Recommended Forces: Any used in this battle are unavailable for next Touchpoint]
The Attacker is a portion of the player group’s force; units 2. Eliminate the Opposition: Cripple or destroy enemy
should be Light and Medium units. The Attacker’s forces enter units. [100 per unit; destroyed units subtract from available
via the Attacker’s home edge on Turn 1. Attacking units may force in next Touchpoint]
only exit via home edge; exiting via any other edge for any 3. Protect the Innocent (Defender only): Defender must
reason counts as unit destruction. prevent destruction of buildings. [50 per building that remains
standing]
Defender
Recommended Forces: Any SPECIA L RULES
The Defender is equal to 100 percent of the Attacker’s The following rules are in effect for this track:
force, composed only of Light and Medium units. If rolling
units randomly, the Defender should roll for units before the Forced Withdrawal
Attacker chooses units. The Defender’s force enters the map via Both sides are operating under Forced Withdrawal (see
Defender’s home edge on Turn 1D6 + 2. p. 27, AS).

WARCHEST NEXT TRACK


Track Cost: 200 Pursuit, Flank, or the next Touchpoint (Too Bold by Far if none
Optional Bonus: have been taken previously).
+100 Reinforcements: Enemy receives reinforcements
equal to the starting forces. Reinforcements enter on Turn 6.

17
[OPERATIONAL TURNING POINTS: FRONC REACHES]

MISSION: PATROL AMBUSH..........


The tedium of regular patrol routes often belies the reason they were put in place to begin with: Pirates generally target specific
objectives. And if the defenders happen to be patrolling when they arrive…

GAME SETUP Optional Bonuses:


Recommended Terrain: Any terrain appropriate to the world +100 Night Combat: Nighttime has always been ideal for
the player group is currently on. ambushes (see Other Conditions, p. 95, AS).
If using mapsheets, the Defender places the mapsheets in +50 Surprised!: The Attacker rolls Initiative with a +3
any legal configuration and chooses one edge as the Defender’s modifier for the first two turns.
home edge. The Attacker’s home edge is the opposite edge.
OBJECTIVES
Attacker 1. Keep it Quiet (Attacker Only). Prevent all of Defender’s
Recommended Forces: Any units from exiting via Defender’s home edge. [100]
The Attacker is a portion of the player’s force and should 2. Sound the Alarm (Defender Only). Exit at least one unit
equal 125 percent of the Defender’s force; 25 percent of the via home edge. [100]
Attacker’s force should be placed during Game Setup. The 3. Target Acquired. Destroy at least 50 percent of the
remainder should be placed as Hidden Units (see p. 102, AS). enemy’s force. [200]

Defender SPECIAL RULES


Recommended Forces: Any The following rules are in effect for this track:
The Defender begins the game with all units on the
battlefield. All units must be within 12 inches of the Attacker’s Forced Withdrawal
home map edge. The Defender should deploy their units after Both sides are operating under Forced Withdrawal (see
the Attacker places all non-hidden units. p. 27, AS).

WARCHEST NEXT TRACK


Track Cost: 150 Pursuit, Flank, or the next Touchpoint (Too Bold by Far if none
have been taken previously).

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.

WARCHEST NEXT TRACK


Track Cost: 200 Flank or the next Touchpoint (Too Bold by Far, if none have
Optional Bonuses: been taken previously).
+100 Making Do: Double the size of the enemy force.

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]

TOUCHPOINT: TOO BOLD BY FAR..


SITUATION

Colonial Tractors Factory


Ayms, Fronc
Fronc Reaches
1 July 3088

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.

GAME SETUP OBJECTIVES


Recommended Terrain: Urban, Desert 1. Secure a Landing Zone! Attacker must clear a 4-inch
Arrange two maps with their short edges touching; one radius of enemies from the edge of a landing pad before Turn
should be desert terrain while the other is urban terrain showing 6; Defender must keep at least one unit within 4 inches of a
the city edge. Place the factory on the Urban map, at the far side landing pad through Turn 5. [300]
from the Desert map. The factory is a 4” height, Heavy (CF 30) 2. Secure the Hetzers. Attacker must capture Hetzers and
building; only infantry may enter the factory without damaging load them onto DropShip; Defender must prevent this. [100 per
it. Place at least 12 buildings throughout the Urban map. Place Hetzer (6 possible)]
two DropShip landing pads within 12 inches of the factory; 3. High Value Target. Capture or kill the enemy BattleMech
the circular landing pads occupy at least 6 inches (if using commander. [500]
mapsheets: a single hex and the six surrounding it). Attacker’s 4. Protect the Factory. Both sides must limit damage to the
home edge is the edge farthest from the factory. Defender’s factory. [–10 per point of damage inflicted to factory]
home edge is the edge closest to the factory.
SPECIAL RULES
Attacker The following rules are in effect for this track:
Recommended Forces: The Brigands
Attacker consists of one company of pirate BattleMechs and Forced Withdrawal
one Union-class DropShip (see Special Rules). Attacker enters Both sides are operating under Forced Withdrawal rules (see
from home edge on Turn 1. Attacker must designate the capo
p. 27, AS) unless negated by special unit rules. Note that the
commanding the company and the two soldatos leading the
Colonial Marshals are immune to Forced Withdrawal.
second and third lances.
Heavy Industrial Zone
Defender
See p. 65, AS.
Recommended Forces: Fronc Militia, Colonial Tractors
Corporate Security, Colonial Marshals
Defender consists of one company (two platoons Laser, one Combat Drop
platoon SRM) of planetary militia with Veteran (3) skill, one Jump The Colonial Marshals arrive via low-altitude combat drop.
Laser platoon with Elite (2) skill, one platoon of two Vedette Use the rules for Dropping Troops (see pp. 90-91, AS). The combat
tanks and two Hetzer tanks with Regular (4) skill, and corporate drop delivers them to the Desert map.
security (one platoon of Hetzer tanks with Green (5) skill). All
militia and corporate security units deploy within 16 inches of Hetzers
factory. Defender also consists of 1+1D6 Colonial Marshals, led The factory contains six completed Hetzers. The Attacker has
by Force Commander Dirk McEvans, who arrive on turn 1D6+5 six squads of infantry able to crew a Hetzer with Veteran skills. A
(see Special Rules). Defender must designate which unit is squad may enter the factory building (limited by stacking rules)
McEvans. McEvans has Heroic (1) Skill. to steal a Hetzer. The squad must announce its intention in the
End Phase of the prior turn before it can steal the Hetzer. The
WARCHEST squad may take no other actions during the turn it is stealing
Track Cost: 600 the Hetzer. No dice roll is required. If the squad successfully
Optional Bonuses steals the Hetzer, it appears on the map at the start of the next
+200 Heavy Raid. Double the starting number of enemy turn in the factory hex, as an Attacker unit at which point it may
ground units. move and fire as normal. The Hetzers must be driven onto the
+400 Torrential Downpour. A rare, unseasonable storm Attacker’s DropShip and the DropShip must successfully lift off
arrives (see p. 95, AS). for the Objective points to be awarded.

21
[OPERATIONAL TURNING POINTS: FRONC REACHES]

TOUCHPOINT: TOO BOLD BY FAR..


Pirate DropShip AFTERMATH
The Union DropShip begins the track off-map at low altitude; The raid was going very well for the pirates, thanks to
on the Urban map, it may only land (see pp. 71–72, AS) at one of the surprise onslaught after arriving at a pirate point. The
the two landing pads. The DropShip carries six squads of Veteran appearance of Force Commander Dirk McEvans changed the tide
rifle infantry. To land, the Attacker must establish control over of the battle. His complete disregard for his own safety in order
one of the landing pads before the end of Turn 5. Control is to stop the pirates, while somehow managing to protect the
established by eliminating any Defender presence within 4 surroundings and Reaches citizens, inspired the small Marshals
inches of the landing pad. If this is the case in any End Phase force that rallied to the defense. The capture and interrogation
of Turns 1–5, the objective is met and the DropShip lands the of one of the pirates paid dividends. The prisoner revealed that
next turn. If this objective is not met, the DropShip must land on the pirate bands in the Reaches had formed a loose coalition to
the Desert map after detecting the incoming Marshal DropShip. oppose the exterminate-on-sight policy of the Marshals. This
The pirate DropShip is in poor repair. Roll 1D6 before the track raid was just the first of many, which would be coordinated
begins. On a roll of 2–5, reduce all Damage Values to one-third in time but spread across the Reaches, and this high-ranking
(round up) of their original values. Also, reduce armor by half pirate knew which worlds would be hit next. After the pirate was
(round up). All ammunition-based weapons may each fire only executed, McEvans began hastily planning the defense of three
two shots total for the track. The cargo bay has been modified to worlds against simultaneous raids with the spread-out Colonial
carry up to six medium vehicles. Marshals force...

NEXT TRACK
Pursuit, Flank, or the next Touchpoint.

22
[OPERATIONAL TURNING POINTS: FRONC REACHES]

TOUCHPOINT: ELIMINATING FUTURE OPPOSITION..

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.

GAME SETUP WARCHEST


Recommended Terrain: Urban, Arctic Track Cost: 600
Arrange three maps for this battle. One outer map should Optional Bonuses
be Arctic, while the opposite side should be Urban. The central +100 Ice. Lingering ice covers the battlefield. (See p. 65, AS)
map should be Arctic, but with buildings on the Urban edge of +200 Deep Snow. Summer might have started, but winter
the map. The Defender’s home edge is the Urban edge. Fill all was harsh and long. (See p. 64, AS)
open terrain with buildings. Places ten buildings on the inner +300 Blizzard. Winter doesn’t want to ease its grip. (see p.
map near the Urban map’s edge to represent the academy. Four 95, AS)
of these buildings are 6” height, Hardened (CF 50); two are 4” +150 Hail. A hailstorm compounds the weather issues. (see
Height, Hardened (CF 50) ’Mech bays; two are 4” height Medium p. 95, AS)
(CF 15) dormitories; and two are 2” height Medium (CF 15)
vehicle repair bays. OBJECTIVES
1. Destroy/Protect the Academy. Attacker must destroy the
Attacker academy buildings (no points for partial destruction); Defender
Recommended Forces: Calderon’s Commando must protect the buildings. [100 per building destroyed
The Attacker has three ’Mech companies available to use (Attacker) or saved (Defender)]
for this track. Only one may start the battle on the map (placed 2. Easy Prey. Attacker must eliminate the Academy Cadre.
along the Attacker’s home edge). The second may enter on Turn [50 per Cadre unit destroyed/crippled (Attacker) or escaped/
3+1D6, and the third on Turn 3+2D6; units enter via Attacker's survived (Defender)]
home edge. 3. Capture Materiel. Both sides appreciate good salvage.
[100 per captured unit] (See Special Rules.)
Defender
Recommended Forces: Sentinelry Academy Cadre, Colonial SPECIAL RULES
Marshals, First Fronc Cuirassiers The following rules are in effect for this track:
The Defender begins the battle deployed on the map. Cadre
units must be placed within 12 inches of any academy building. Forced Withdrawal
The Cadre consists of one lance of ’Mechs, one platoon of Both sides are operating under Forced Withdrawal rules (see
Vedette tanks, two platoons of laser infantry, and one squad of p. 27, AS). Note that the Colonial Marshals are immune to Forced
Inner Sphere Standard battlesuit troopers (all with Regular (4) Withdrawal.
skills). A small force of Colonial Marshals is based at the academy
as instructors. They have one lance of ’Mechs and two squads Salvage
of battlesuit infantry (one squad IS Standard, the other TinStar). The Attacker does not plan to remain on Rockwellawan a
The Marshals ’Mechs begin in one of the ’Mech bays. The First moment longer than necessary. They can only salvage a unit
Fronc Cuirassiers have one company of BattleMechs that enters by dragging it off the map (see below). The Defender can only
via Defender’s home edge on Turn 6+2D6. Roll 1D6 for each salvage units that fall on the field and remain there after the
Cuirassiers ’Mech: on result of 1-4, apply 1 point of damage Attacker leaves the map. If the Attacker succeeds in destroying
to the rear; on a result of 5-6, apply 2 points of damage to the or crippling all the Defender’s units, then the Defender gets
rear; roll locations randomly, ignoring any potential critical hits no salvage. If any of Defender’s units are forced off any map
and rerolling all head hits. None of the defenders had time to edge other than Defender’s home edge, those units are also
prepare for this battle, so none may be placed as Hidden Units. considered captured and salvaged by the Attacker.

23
[OPERATIONAL TURNING POINTS: FRONC REACHES]

TOUCHPOINT: ELIMINATING FUTURE OPPOSITION..


Dragging Salvage
The Attacker intends to carry off all salvageable
materiel from the battle. Any unit that falls may be
dragged off the map. Dragging requires two Attacker
units (Players with access to Technical Readouts or
Record Sheets for the ’Mechs in question should limit
the dragging to ’Mechs built with at least one hand
actuator. Otherwise, only unit types BM or IM are able to
participate in dragging). They must end a turn adjacent
to the downed unit. In the End Phase, the Attacker must
declare that the two units will drag the downed Defender
unit in the next turn. The Commando MechWarriors are
very skilled at such operations, so no Skill roll or any
other roll is required. They may not make any weapon or
physical attacks in a turn when they dragged a unit. Units
may be dragged at the following rate:

Tank/’Mech weight class Dragging rate (inches/turn)


Light 8
Medium 6
Heavy 4
Assault 2

If either Attacker unit has Triple Strength Myomer, add


2 to the dragging rate. Subtract 2 from the dragging rate
if either dragging unit has lost MPs due to critical damage
(doubled to 4 if both have such damage). If the unit being
dragged is only crippled (such as a unit with two gyro
hits or no legs, but which is still operational), subtract
2 from the dragging rate. If the unit is not crippled but
has an unconscious MechWarrior, the dragging rates
remain as shown, but if/when the MechWarrior regains
consciousness, a successful Skill roll with a +4 modifier is
required to break free from the dragging units.
To be captured, the unit must be dragged off the
map via any edge except the Defender’s home edge. The
dragging units may not reenter the map after dragging a
unit off.

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]

TOUCHPOINT: MONGOLS AND AMERINDIANS..


SITUATION

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]

TOUCHPOINT: MONGOLS AND AMERINDIANS..


2. Count Coup (Defender Only). Defender must cripple or Independence. The Defender secretly chooses before play
destroy enemy units via physical attack. [100 per unit] begins which warehouse contains the documents as part of the
3. Collect Trophies (Attacker Only). Attacker must salvage a packaged loot. If the Attacker escapes with this loot, both sides
destroyed/crippled enemy unit (see Special Rules in Touchpoint: achieve the objective for that warehouse.
Eliminating Future Opposition, p. 24). [100 per trophy]
4. Make Them Pay. Destroy/cripple/force withdrawal of Poor Roads
more units than the enemy. [300] The rapid expansion of Portland has not been perfectly
orchestrated. Most of the roads in the capital are subpar. For
SPECIAL RULES any Heavy or Assault ’Mech on pavement, roll 2D6. On a roll
The following rules are in effect for this track: of 9+ the terrain gives way and the ’Mech falls into a depth-2
hole and takes standard falling damage. Only one roll is made
FORCED WITHDRAWAL per 2-inch section of pavement, so if the ground does not give
Both sides are operating under Forced Withdrawal rules (see way the first time, then it never will. Make the same collapse
p. 27, AS). roll for any bridges, even if the CF is sufficient to support the
BattleMech in question.
Warehouses
The warehouses contain 3 tons of cargo that may be carried AFTERMATH
off by a BattleMech using the External Cargo rules (see p. 29, Holt had hoped to destroy the pirates outright, but he was
ASC). The cargo is packed for shipping and must be carried by forced to allow them to make off with a small amount of loot
a single ’Mech. Any hit to the carrying unit forces a Skill roll to in order to spare the militia. Concealed within the loot were
avoid dropping the loot. Any loot that is dropped is ruined and documents detailing the supposed destination of the precious
scores for neither side. supplies: a secret factory being constructed on Independence.
In addition, one of the warehouses contains documents
that the Defender wants the Attacker to steal. These are the NEXT TRACK
documents detailing the location and nature of the base on Pursuit, Flank, or the next Touchpoint.

26
[OPERATIONAL TURNING POINTS: FRONC REACHES]

TOUCHPOINT: POINTLESS SACRIFICE


SITUATION

Gem District Elias


Caribou Call, McEvans’ Sacrifice
Fronc Reaches
9 July 3088

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.

GAME SETUP 2. Subcommanders. Kill or cripple the enemy subcom-


Recommended Terrain: Urban manders. [100 per subunit commander]
The Defender places buildings of various types and sizes 3. Loot. Attacker must make off with loot; Defender must
throughout the map. The Defender secretly designates 3 Light/ prevent loot being taken. [100 per building’s worth of loot]
Medium buildings (see p. 84, AS) per map as concealed storage
sites. If using mapsheets, arrange a minimum of two mapsheets SPECIAL RULES
with their long edges touching. The Defender chooses a home The following rules are in effect for this track:
edge; the Attacker’s home edge is the opposite edge.
Forced Withdrawal
Attacker The Attacker and the McEvans Militia are operating under
Recommended Forces: The Abominari Forced Withdrawal rules (see p. 27, AS). The Colonial Marshals are
The Attacker may choose any one of the three Abominari immune to Forced Withdrawal and will fight to the death rather
BattleMech companies (see unit description, p. 14) and any than retreat.
non-’Mech subcommand for this battle. The Attacker enters via
home edge on Turn 1. The Attacker must designate the sars and Loot
roshes commanding the company/demi-battalion and lances, The loot is housed in unmarked buildings. The Attacker
including which is the overall commander. may scan a building to detect the presence of loot by declaring
intent to scan in the End Phase, then remaining motionless (i.e.,
Defender not moving or changing facing) and not making any weapon or
Recommended Forces: Colonial Marshals, McEvans Militia physical attacks in the subsequent turn. Such a unit may scan
The Defender consists of one lance of Colonial Marshal all buildings within 6 inches in this manner. For units with an
BattleMechs and two squads of battlesuit infantry (one TinStar, Active Probe, double this range. The storage buildings contain
the other Trinity; see unit description, p. 11). The McEvans Militia 3 tons of cargo that may be carried off by a BattleMech using
consists of one company of tanks (two platoons of Hetzers, one the External Cargo rules (see p. 29, ASC). The cargo is packed for
Green, one Regular; one platoon of Vedettes, Regular), three shipping and must be carried by a single ’Mech. Any hit to the
platoons Veteran infantry (one Laser, one SRM, one LRM), and carrying unit forces a Skill roll to avoid dropping the loot. Any
one platoon of Elite Laser infantry. Half the militia force may loot that is dropped is ruined cannot be picked up again (such
start the battle as Hidden Units (see p. 102, AS). All Defender units dropped loot scores for the Defender).
must deploy within 20 inches of their home edge. The Defender
must designate all lance and company commanders, including AFTERMATH
which Marshal is the overall commander. The Abominari wiped out the Marshals and drove off
the cowardly militia. They took their time and laid waste to
WARCHEST unimportant buildings while blaring their insane mash-ups
Track Cost: 500 of Biblical passages. They finally found the loot they wanted,
Optional Bonuses collected it, and left the world. They never found the documents
+500 How Many? Double the size of the enemy force. detailing the base on Independence. However, no one knew
+200 What Sensors? Heavy metals used in construction foul that the Abominari were headed there anyway, as their home
sensors. Use Electromagnetic Interference rules (see p. 93, AS). base was hidden in another extinct caldera near the Marshals’
own base.
OBJECTIVES
1. Commanders. Kill or cripple the enemy commander. NEXT TRACK
[300] Flank, Patrol Ambush, or the next Touchpoint.

27
[OPERATIONAL TURNING POINTS: FRONC REACHES]

TOUCHPOINT: WHOSE IDEA WAS THIS ANYWAY?

[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

Commando Landing Zone


Caldera Fields, Independence
Fronc Reaches
15 July 3088

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.

GAME SETUP WARCHEST


Recommended Terrain: Desert Track Cost: 500
The Attacker chooses a home edge. The opposite edge is Optional Bonuses
the Defender’s home edge. The Defender places DropShips +300 Overwhelmed. Double the starting size of the enemy.
sufficient to carry the Defender’s force along the Defender’s +250 Can You See Them? Heavy metal ores in the region
home edge. In addition, use the Sheer Cliffs rules (see p. 39, foul sensors. Use Electromagnetic Interference rules (see p. 93, AS).
TO) for the non-home edges and for 3D6 2-inch sections of the
playing surface (players alternate designating these after home OBJECTIVES
edges are chosen). 1. Destroy/Save the DropShips. Attacker must cripple or
If using mapsheets, arrange two maps with their short edges destroy DropShips; Defender must ensure DropShips remain
touching. The Attacker chooses a short edge as their home operational and able to lift off. [200 per DropShip]
edge; the opposite edge is the Defender’s home edge. 2. Kill All You Can! All enemies deserve to die. [50 per unit
crippled/destroyed]
Attacker 3. Time is Critical! Defender seeks to delay the Attacker for
Recommended Forces: Independence Militia at least 10+1D6 turns. [100 per turn less than that (Defender)
The militia has two companies of tanks (each with one or more than that (Attacker) when the battle ends]
platoon of Regular, Veteran, and Elite skills). The Attacker enters
from their home edge on Turn 1. SPECIAL RULES
The following rules are in effect for this track:
Defender
Recommended Forces: Calderon’s Commando Forced Withdrawal
Calderon’s Commando arrives directly from Rockwellawan. The Attacker is operating under Forced Withdrawal rules
Their force should represent the losses and salvage they took (see p. 27, AS). The Defender has no place to retreat to as their
in the Eliminating Future Opposition track. If that track was not DropShips are on the map.
played, reduce the total force size by one-fourth (round down)
and reduce armor by the same amount on all units. Allocate AFTERMATH
2D6 of the Commando force as using captured Colonial Marshal The Independence Militia was brave and gave their all.
equipment disguised as loyal Marshals. The Defender is exiting Unfortunately, the merciless Calderon’s Commando took
DropShips when the Attacker’s forces arrive. At the start of the everything they had and gave back even more. The militia
track, there are 1D6 lances of ’Mechs offloaded; these must be complement of tanks was wiped out entirely. The Commando
the lightest lances of the Commando force and are placed on then took their time to regroup and started to move out
the map before Turn 1. Lances must be assembled such that toward the site their fighters had identified as the likely base. A
members are at most 4 inches from one another and within 16 detachment was left in reserve to guard the DropShips. Marshal
inches of the nearest DropShip. Attacker’s remaining units may von Staskov was certain they would not be needed.
exit the DropShips during the battle according to the Carrying
Units rules (see p. 89–91, TW), fastest units first. The DropShips NEXT TRACK
have sustained 50 percent armor damage at the start of play. Diversion, Flank, or the next Touchpoint.

28
[OPERATIONAL TURNING POINTS: FRONC REACHES]

TOUCHPOINT: RUNNIN’ AND GUNNIN’..


SITUATION

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.

GAME SETUP 2. Slow Them Down (Defender Only)! Defender must


Recommended Terrain: Desert prevent Attacker’s force from exiting via Defender’s home edge
The Defender chooses one edge as their home edge, with before Turn 12. [100 per turn after 12]
opposite edge being the Attacker’s home edge. The Defender 3. Reap the Rewards (Attacker Only). Cripple (not destroy)
deploys along the Attacker’s home edge before Turn 1. The Defender’s ’Mechs for later salvage. [100 per crippled ’Mech]
Attacker enters via their home edge on Turn 1. 4. Hold Firm (Defender Only). Defender must destroy/
If using mapsheets, arrange two maps with their long edges cripple or force withdrawal of Attacker’s ’Mechs. [100 per ’Mech]
touching.
SPECIAL RULES
Attacker The following rules are in effect for this track:
Recommended Forces: Calderon’s Commando
Attacker consists of 1D6 divided by 2 (round up) lances of Forced Withdrawal
Calderon’s Commando ’Mechs. The lowest allowable Movement The Attacker is operating under Forced Withdrawal rules (see
of these units is 10 inches. The Attacker must maintain a p. 27, AS).
presence on the map as long as the Defender has any ’Mech(s)
on the map. Salvage
Any disabled ’Mech must be salvaged by the Attacker (unless
Defender all of Attacker’s ’Mechs are destroyed). For every ’Mech that
Recommended Forces: Colonial Marshals might be salvaged, the Attacker must allocate one ’Mech to drag
The Defender consists of one company (twelve light ’Mechs) the salvageable ’Mech back to the DropShips. Any Attacker unit
of Colonial Marshals. While the Marshals are known not to engaged in such salvage efforts may not take part in any other
retreat from battle (especially against pirates), in this case, battle(s) on Independence. They are considered already on
their objective is to lead away part of the Commando’s force to board their DropShip(s) for later tracks. See the Dragging Salvage
temporarily relieve the meager base defense. special rule in the Eliminating Future Opposition track, p. 24.

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]

TOUCHPOINT: FEW STOOD AGAINST MANY


[Author’s Note: The next three tracks all take place one after another in the same battlefield, and thus use the same map,
game setup, and special rules. The condition of buildings and combat units at the end of one track is their condition at the
start of the subsequent track.]

SITUATION

Marshal Base Beta


Caldera Fields, Independence
Fronc Reaches
15 July 3088

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]

TOUCHPOINT: FEW STOOD AGAINST MANY


(2” height, Hardened, CF 50) on the map edge opposite the Traps
Attacker’s home edge. This is the power plant that supplies the The Defender has placed a number of traps throughout the
power to Marshal Base Beta, including the sensor spoofing of base. These include 2D6 command-detonated minefields (see
the other buildings. If destroyed, the power plant explodes, p. 103, AS) able to be triggered by any member of the Marshal
inflicting 15 damage to units up to 2 inches away, 10 to units command lance with LOS to the minefield. There are also 2D6
4 inches away, 5 to units 6 inches away. The explosion also conventional minefields (see p. 102, AS). Buildings containing
generates an EMP that shuts down any BattleMech on the map ammunition or explosives (see Buildings below) will explode
that fails a Skill roll with a +4 penalty. Restarting requires a Skill if their CF is reduced to 5 or below, or if any unit other than
roll with a +5 modifier. infantry enters them by any means.

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]

TOUCHPOINT: FEW STOOD AGAINST MANY


Trickery If the modified result is 9+, the Attacker may continue the battle.
The Commando units in captured Colonial Marshal If the result is 8 or less, the entire Attacker force is considered to
equipment are entering the map via the same passages as the be routed: all units flee toward nearest exit route at full Move
non-LRM-equipped Colonial Marshals. As long as the Attacker +2 and may not make any attacks. The track ends when the last
still has units left to enter in this manner, when the Defender Attacker unit exits the map or is destroyed/crippled; or if the last
announces that a unit will enter via one of the three passages, Defender unit is destroyed/crippled.
both players must assign a specific unit that will enter next via
each passage. That turn, whenever each player intends to use Loot
the same passage, the players roll opposed 2D6, rerolling ties. Any Attacker unit that exits the map carrying one or more
Whichever player rolls higher brings on his unit, while the other TinStar battlesuits or other loot may not take part in any other
must wait another turn (and make the same opposed roll if battle(s) on Independence. They are considered already on
another enemy unit is attempting to enter via that passage) to board their DropShip(s) for later tracks.
try to bring on that unit. Note that players must set aside such
a unit when the roll is lost. That unit may only attempt to enter AFTERMATH
via the same map edge, and no other units from that player may It was almost mythical. Dillon stood alone and fought off one
enter via that edge until that unit is cleared. If the Attacker’s pirate after another. As the bulk of Calderon’s Commando made
last unit has entered via the passages, this rule is no longer in its way into the base, Dillon’s command lance broke cover and
effect. This special rule is only in effect for this track, not for any launched its own attacks. As the heavier and slower Commando
subsequent track. units arrived, Dillon’s command lance was whittled down. Soon,
Dillon found himself alone against the enemy. Using cunning
Morale and skill, he stayed alive and chiseled away at the Commandos
When the second set of Colonial Marshals reinforcements at the same time. Then the Marshal reinforcements arrived. The
begins to arrive (on Turn 15), Calderon’s Commando must make a tide turned almost instantly. While the pirates still outnumbered
morale check to remain in the battle. First, compare the number the Marshals, quality outshone quantity. The pirates began to
of active, non-crippled units (units under Forced Withdrawal break and slip away through the cracks in the caldera wall. Dillon
are considered crippled) for the Attacker and the number of ordered pursuit to keep the pirates from regrouping or escaping
such units for the Defender at the start of each turn. Roll 2D6 back to their DropShips when things suddenly got much worse.
+ 4 (when Attacker outnumbers Defender) or 2D6 – 4 (when
Defender outnumbers Attacker). If Dillon has been killed, add 2 NEXT TRACK
to the result. Similarly, subtract 2 if von Staskov has been killed. The next Touchpoint.

32
[OPERATIONAL TURNING POINTS: FRONC REACHES]

TOUCHPOINT: A MARSHAL’S DUTY NEVER ENDS..

SITUATION

Marshal Base Beta


Caldera Fields, Independence
Fronc Reaches
15 July 3088

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.

GAME SETUP Optional Bonuses


See the Few Stood Against Many track, p. 31, for game setup. +500 Wind Blows. A windstorm (Force 3) breaks out as the
The condition of buildings is the state they were in at the Attacker lands in the base (see p. 94, AS).
conclusion of that track. If that track was not played, reduce the +250 Nightfall. Night falls just as the Attacker executes its
CF of all buildings by half (round up), and half of each type of combat drop (see Dusk or Dawn, p. 95, AS).
minefield has been detonated.
OBJECTIVES
Attacker 1. Cut Off the Head... Each side must destroy (not merely
Recommended Forces: Shen-se Tian cripple) the enemy commander’s BattleMech. [500, doubled if
The Attacker consists of one zun of Shen-se Tian pirate ’Mechs the commander is killed as a result]
plus Noyan Qiangjun Jiemin’s kesh. They enter the map on Turn 1 2. ...And the Rest Will Follow. Destroy (not merely cripple)
via high-altitude combat drop. Use the rules for Dropping Troops at least half of enemy’s units. [1000]
(see p. 90, AS). The Attacker must designate one unit as Noyan 3. Loot. Attacker must escape with as much loot as possible;
Qiangjun Jiemin. Defender must limit amount of loot stolen. [100 per warehouse
of loot]
Defender
Recommended Forces: Colonial Marshals SPECIAL RULES
The Defender consists of all Colonial Marshals from the Few See the Few Stood Against Many track, pp. 31-32, for special
Stood Against Many track, p. 31. Any units that had not entered rules in effect for this track. In addition, this track runs until one
the map before that track ended may continue to enter the map side or the other is reduced to half (round up) its starting force
starting on Turn 1 of this track per the method in Few Stood from this track; this includes Attacker units that collect loot and
Against Many. The condition of Defender’s units is the state they depart the map. Once one side is reduced to half its force, the
were in at the conclusion of that track; if Dillon was killed, then next track, Marshals from the Sky, begins.
Defender must designate another unit as the Colonial Marshals’
commander. AFTERMATH
If Few Stood Against Many was not played, then the Colonial Despite the surprising arrival of undamaged enemies
Marshal force consists of Dillon, plus two lances of Colonial after the long battle with the Calderon’s Commando, Dillon
Marshals; reduce the armor on all ’Mechs by half (round up) rallied his remaining Marshals and stopped the Shen-se Tian’s
(In Total Warfare games, Defender should also apply 2 pilot momentum cold. They were about to deliver the coup de grace
hits to each MechWarrior), and place the TinStar battlesuits as when Calderon’s Commando reappeared. The pirates’ sensors
Hidden Units in perfect condition; the Defender’s BattleMechs showed they were not being pursued, so Marshal von Staskov
are placed on the map alternately by the Attacker and Defender, rallied his surviving troops. Realizing their condition was much
with at least 6 inches between units, to represent the disorder better than previously recognized, they returned to finish what
present from the recent battle with Calderon’s Commando. The they had started.
Defender must designate one unit as Dillon.
NEXT TRACK
WARCHEST The next Touchpoint.
Track Cost: 1000

33
[OPERATIONAL TURNING POINTS: FRONC REACHES]

TOUCHPOINT: MARSHALS FROM THE SKY......


SITUATION

Marshal Base Beta


Caldera Fields, Independence
Fronc Reaches
16 July 3088

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]

TOUCHPOINT: MARSHALS FROM THE SKY......


No Honor Among Pirates Any such units (and the DropShip) are unavailable for the next
Whenever one pirate ’Mech has LOS to a ’Mech from track, Enough is Enough.
another pirate band with a better To-Hit Number than against
any Colonial Marshal, then the pirate must be fired on instead. AFTERMATH
For this condition to end (meaning the pirates target only the The surprise arrival of the Colonial Marshals’ second battalion
Colonial Marshals and not each other), the Attacking player(s) turned the tide for good. Fresh enemies with fanatical bent
must roll 2D6 with a result of 10+. This roll must be made were beyond the capabilities of the mauled pirates. Then the
every turn such an opportunity presents itself. If either pirate Abominari surprised everyone with their arrival. The Abominari
commander succeeds in this roll, then an agreement has been lasted longer than the others, being fresher, but as the other
reached between those two bands, and they will not to fight pirates fled, the Abominari were left alone and shredded. Those
each other for the duration of this battle. few who fled were tracked to their base, and the Abominari
lifted off Independence with losses greater than 90 percent.
Retreat Marshal Dillon was piloting one of the five surviving Colonial
If the Shen-se Tian or Calderon’s Commando is reduced to Marshal ’Mechs still standing from the original battle with the
half the numbers they start this track with, the remaining mem- Commando, though that was more through force of will than
bers of that force immediately begin to retreat off the map as as a sign of combat effectiveness. He ordered the new arrivals
though under Forced Withdrawal (see p. 27, AS). After one pi- to mount a pursuit of the fleeing pirates. As soon as they passed
rate group does this, the other follows suit the turn after the out of sight, Dillon lapsed into a coma.
last of the first command has exited the map. The Abominari
will stay and fight since Independence is their home base. If NEXT TRACK
the DropShips optional bonus is being used, then these pirate Pursuit, Flank, or the next Touchpoint.
bands may attempt to board their own DropShip to escape.

35
[OPERATIONAL TURNING POINTS: FRONC REACHES]

TOUCHPOINT: ENOUGH IS ENOUGH.....


SITUATION

Commando Landing Zone


Caldera Fields, Independence
Fronc Reaches
16 July 3088

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]

TOUCHPOINT: SUFFER NOT THE PIRATES TO LIVE.

SITUATION Fighters begin the battle adjacent to their DropShips, matching


their speed.
High Altitude
Independence OBJECTIVES
Fronc Reaches 1. Escape [Defender Only]. Exit DropShips via home edge.
16 July 3088 [500 per DropShip safely exited]
2. Destroy [Attacker Only]! Attacker must destroy
The pirate DropShips are fleeing for the Shen-se Tian Defender’s DropShips. [500 per DropShip destroyed]
JumpShip when sensors pick up incoming Colonial Marshal
DropShips. A battle breaks out as the Marshals’ DropShips SPECIAL RULES
engage the pirate DropShips before they can break orbit. The following rules are in effect for this track:

GAME SETUP Forced Withdrawal


Recommended Terrain: High Altitude Map The Defender begins the track under Forced Withdrawal rules
Defender chooses a home edge. Attacker’s home edge is the (see p. 27, AS).
opposite edge.
AFTERMATH
Attacker The pirates were mauled, but the cost was steep in Colonial
Recommended Forces: Colonial Marshals Marshal lives. Of the two battalions that began the operation, less
The Attacker’s force consists of two Overlord-class DropShips. than one could be assembled from what survived. This set back
They enter the map via Attacker’s home edge on Turn 1 traveling the Marshal buildup until the Marshalry Academy could replace
at maximum Move. DropShips are in the condition they were in the losses. However, copious salvage ensured BattleMechs were
at the end of the Marshals from the Sky track, if the DropShips waiting for those new graduates. The battlesuit factory, having
optional bonus was used. been removed prior to the battle, was relocated to a more
If Marshals from the Sky was not played (or that optional remote location on Independence where the new Marshal Base
bonus not used), then reduce the armor by one-third (round Beta was constructed. A decade passed before it was able to
down), and eliminate one-fourth of each weapon type per arc produce sufficient materiel to equip the desired TinStar Brigade.
(round down), for both DropShips. These forces were deployed by company to Fronc Reaches
worlds, under the direct command of each world’s Planetary
Defender Command Marshal.
Recommended Forces: Calderon’s Commando, Shen-se Tian, Calderon’s Commando lost a JumpShip and found
the Abominari themselves ransomed to their fellows as payment to the Shen-
The Defender consists of two Calderon’s Commando se Tian. Marshal Vrabel von Staskov survived the defeat, but
DropShips (Overlord-class), two Shen-se Tian DropShips (Union- his men turned against him once the final toll was accounted.
class), and two Abominari DropShips (Union-class). All begin on Two-thirds of their force had been left behind, and everyone
the map on Attacker’s home edge traveling at maximum Move. knew how the Marshals treated captive pirates. They strung
DropShips are in the condition they ended the Marshals from the von Staskov up in their base, leaving his remains behind as the
Sky and Enough is Enough tracks (see pp. 34 and 36 respectively). Commando relocated to the no man’s land between the Calderon
If Marshals from the Sky and Enough is Enough were not Protectorate and Taurian Concordat. Their few survivors made
played, then reduce armor from the Calderon’s Commando do with the one remaining JumpShip, not needing another until
DropShips by two-thirds (round up), and eliminate two-thirds of their numbers had recovered somewhat several years later.
each weapon type per arc (round up). Reduce the Shen-se Tian Noyan Jiemin was killed when the Marshals combat dropped
DropShips in the same manner, but only by one-third (round into the base, but his successor, Noyan Qinson Ming, assumed
up), and for the Abominari DropShips by half (round up). command immediately. The Dark Days Band quit their Fronc
Reaches base and departed for the Tortuga Dominion. It was six
WARCHEST years before they recovered their numbers, though their quality
Track Cost: 500 had degraded without Jiemin’s firm hand in control.
Optional Bonuses The Abominari never returned to Independence. When the
+500 Gun Jam! Weaponry issues limit DropShips to half few survivors of Independence escaped and linked up with their
their remaining firepower. comrades (who were raiding the Taurian Concordat when the
+500 Dogfight. Each side deploys aerospace fighters to battle occurred), the force amounted to less than one-third of
engage the enemy. The Marshals deploy two squadrons (twelve its former strength. The survivors limped away to Herotitus and
fighters total); Shen-se Tian deploys one arban (five fighters); eventually moved on to safer hunting grounds near the Filtvelt
Calderon’s Commando deploys one squadron (six fighters); the Coalition, raiding that nation and the Federated Suns’s Periphery
Abominari deploys two fighters (the rest having been lost on worlds for the next five decades.
the ground or deployed elsewhere when this battle occurred).

37
TinStar Battlearmor (Standard) Era: Dark Age

BA Manipulators [Manipulator (Basic)] (2) [E] — — — —


Gauss Rifle [Magshot] 2 [DB] — 3 6 9
Magnetic Clamps [BA] (Body) [E] — — — —
Support PPC 2 [DE] — 2 5 7

BV: 382/74

TinStar Battlearmor (Standard) Era: Dark Age

BA Manipulators [Manipulator (Basic)] (2) [E] — — — —


Gauss Rifle [Magshot] 2 [DB] — 3 6 9
Magnetic Clamps [BA] (Body) [E] — — — —
Support PPC 2 [DE] — 2 5 7

BV: 382/74

TinStar Battlearmor (Standard) Era: Dark Age

BA Manipulators [Manipulator (Basic)] (2) [E] — — — —


Gauss Rifle [Magshot] 2 [DB] — 3 6 9
Magnetic Clamps [BA] (Body) [E] — — — —
Support PPC 2 [DE] — 2 5 7

BV: 382/74

TinStar Battlearmor (Standard) Era: Dark Age

BA Manipulators [Manipulator (Basic)] (2) [E] — — — —


Gauss Rifle [Magshot] 2 [DB] — 3 6 9
Magnetic Clamps [BA] (Body) [E] — — — —
Support PPC 2 [DE] — 2 5 7

BV: 382/74

TinStar Battlearmor (Standard) Era: Dark Age

BA Manipulators [Manipulator (Basic)] (2) [E] — — — —


Gauss Rifle [Magshot] 2 [DB] — 3 6 9
Magnetic Clamps [BA] (Body) [E] — — — —
Support PPC 2 [DE] — 2 5 7

BV: 382/74

2019

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