■ BattleTech Campaigns

Scenario 001 · Colmar · Mountain Lake

Pyre Light

Incoming transmission

Ulric Kerensky bid every Wolf against every world the Falcons hold.

For that, Khan Elias Crichell was made to treat with a Star Colonel. He has not forgotten the insult.

Colmar feeds their Gamma Galaxy. In Marakaa Valley stand a firebase and a chemical plant. Our wings struck the firebase, then the storms closed over the valley. No one can say what survived.

You will drop without the sky. What remains in that valley, you will see for yourselves.

"We will turn this Trial of Refusal into a Trial of Absorption."

— Vandervahn Chistu, saKhan of Clan Jade Falcon

Overview

The 352nd Assault Cluster of the Wolf Beta Galaxy drops into Marakaa Valley on Colmar to destroy the Jade Falcon chemical plant and inspect the firebase. Aerospace fighters hit the firebase in a first wave, but poor weather scrubbed the rest of the strike before the plant could be targeted, and orbital reconnaissance couldn't confirm the firebase was destroyed. With no first-strike advantage and no air superiority, move fast and strike hard before Falcon reinforcements arrive.

Map

Use the Mountain Lake battlemap.

Chemical plant: place a cluster of chemical plant buildings in the middle of the map.

Firebase: hex 1402.

Waypoints: shuffle waypoints A, B, C and D, and place them face down on hexes 1007, 1908, 1315 and 2616. Shuffle waypoints E and F and stack them face down on the firebase, hex 1402. Shuffle waypoints G and H and place them on turns 4 and 5 of the turn tracker.

Forces

The Jade Falcons field 10,472 BV across OpFor 1 and OpFor 2. The Wolves field up to 10,000 BV.

Player Forces

Field any force up to 10,000 BV.

Deployment: the western edge of the map.

OpFor 1

Deployment: the eastern side of the map.

OpFor 2

Deployment: reserve. They enter the map when waypoint H is revealed (see Waypoints).

Special Rules

Command Deck: use the MechWarrior Command Deck and start on card A.

Rules of engagement: the Falcons follow the standard Clan rules of engagement for the whole scenario, until broken.

Exits: the player may exit from any edge except the east.

Time limit: the sortie ends after 8 rounds (one turn past the front side of the turn tracker). Mechs must have extracted by then.

Waypoints: a waypoint is revealed when a unit has line of sight to it from within 3 hexes.

Force files

MegaMek unit lists (.mul) for the opposing forces. Load them in MekBay or MegaMek.

Download OpFor 1 (.mul)Download OpFor 2 (.mul)

Waypoints

Reveal a waypoint only when the game calls for it. Each stays redacted until you reveal it.

  • Waypoint A

    Redacted

    You happen upon a supply transport vehicle. Your scanner indicates a high level of protium in the truck bed. Its front left wheel has completely detached, and the crew is eerily missing. They must have left to recover the vehicle at a later time. No matter, it belongs to Clan Wolf now.

    +100 SP if you occupy an adjacent hex.

  • Waypoint B

    Redacted

    You notice a trio of large mechanical footprints, without a doubt battlemechs. You immediately recognize one of the patterns to be those of a Fire Moth. You radio your star mates to brace themselves, it won't be long until reinforcements arrive.

    Reveal waypoints G and H on the turn tracker, remove waypoint G and place waypoint H on turn 4. Only do this if turn 3 hasn't been reached yet. Roll 1d6 to predetermine which edge the reinforcements will arrive on turn 4.

  • Waypoint C

    Redacted

    You notice a pipeline snaking in and out of the uneven terrain leading to the central chemical plant building. It seems to be a gas line, oddly an antiquated form of fuel. With the right hit, it should level the whole building.

    You may now choose to make an aimed shot at the "head" of the central chemical plant building with your weapons. If you deal 10 or more damage at once with a weapon, the plant explodes, causing 120 damage in a 3 hex radius. Like a normal aimed shot for the head, you no longer receive the -4 modifier. If the attack hits, like a normal aimed shot, a 6, 7 or 8 means it hit the location. Otherwise, apply damage to the building as normal.

  • Waypoint D

    Redacted

    You have discovered the enemy firebase, or what little of it remains. The aerospace fighters fulfilled their duty.

  • Waypoint E

    Redacted

    You have discovered the enemy firebase, battered but still standing.

    Destroy the remains and fulfill what the aerospace fighters could not. The building has CF 15. +100 SP.

  • Waypoint F

    Redacted

    If waypoint F has already been revealed, nothing happens.

    Your radar begins detecting pips in the far distance. One... two... now three. It dawns on you that a full Jade Falcon Star is tasked with defending this plant. Such is the way of the Clans.

  • Waypoint G

    Redacted

    3 pips appear on your radar. Reinforcements will be here soon.

  • Waypoint H

    Redacted

    Spawns the reserve mechs (OpFor 2). Roll 1d6 for the edge they enter from: 1-2 north, 3-4 east, 5-6 south. The mechs enter in the order listed, on these hexes:

    Edge Hexes
    North 1501, 1601, 1701
    East 3101, 3102, 3103
    South 1517, 1616, 1717
Outcome

Victory & Rewards

Objective SP
Primary: destroy the chemical plant, large building 400
Primary: destroy the chemical plant, small building 250
Secondary: inspect the firebase 450
Each Jade Falcon mech crippled or destroyed 200

Waypoint bonuses are listed with each waypoint under Special Rules.

Choose a seed

Your seed is the key to your campaign progress. There is no login: anyone who has it can see and change your playthrough, so keep it somewhere safe. Enter the same seed on another device to continue there.