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.
- Main building (large, tall, 1 hex, CF 60): hex 2511
- Small building (short, 1 hex, CF 40): hex 2411
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.
- Nova Prime (3/4): Star Commander Alrek, hex 2113
- Mongrel Prime (3/4): Katarina, striker, hex 2003
OpFor 2
Deployment: reserve. They enter the map when waypoint H is revealed (see Waypoints).
- Howler (3/4): Rurik, missile boat
- Kit Fox Prime (3/4): Sybille, sniper
- Fire Moth Prime (3/4): Jarek, scout
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
RedactedYou 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.
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Waypoint B
RedactedYou 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.
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Waypoint C
RedactedYou 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.
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Waypoint D
RedactedYou have discovered the enemy firebase, or what little of it remains. The aerospace fighters fulfilled their duty.
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Waypoint E
RedactedYou 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.
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Waypoint F
RedactedIf 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.
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Waypoint G
Redacted3 pips appear on your radar. Reinforcements will be here soon.
-
Waypoint H
RedactedSpawns 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.