Scenarios

Scenario Determination

Force proportion 1:1
Non-Building Field Building Field
1d6  –    Scenario 1d6  –    Scenario
1 – Conquering ‘Mechs2 – King of the Hill

3 – Standup Fight

4 – Standup Fight

5 – Capture the Flag

6 – A Point of Honour

1-  Conquering a City2-   King of the Hill

3-  Standup Fight

4-  Conquering a City

5-  Capture the Flag

6-  A Point of Honour

Force proportion 1:2
Non-Building Field Building Field
1d6 – Scenario 1d6 – Scenario
1 – Extraction2 – Extraction

3 – Hide and Seek

4 – Hide and Seek

5 – Hide and Seek

6 – A Point of Honour

1- Conquering a City2 – Extraction

3 – Extraction

4 – Hide and Seek

5 – Hide and Seek

6- A Point of Honour

I. Standup Fight

In a stand-up fight, the simplest and most common scenario, two forces of roughly equal size square of against each other. Only one side leaves the field alive.

Setup

Opposed sides of the Map. 3 Hexes.

Force Composition

1:1

Victory Conditions

The scenario ends when all the units on one side have been destroyed or retreated of the map. The surviving side at the end of the scenario wins. If more than half of the surviving Units are destroyed, sustained crippling damage or retreated off the map its a substantial victory. Otherwise it’s a decisive victory.

 

 

II. King of the Hill

The aim of this mission is to conquer and hold a strategically important area that is located in the centre of the map.

Setup

Opposed sides of the Map. 3 Hexes. There is a large hill in the center of the map.

Force Composition

1:1

Victory Conditions

The Scenario lasts 8+X Rounds. After the 8th Round the game continues on a 6+ then on a 5+ and so on (until 2+). The player with the most tonnage on the hill wins the scenario. If more than half of the surviving Units are destroyed, sustained crippling damage or retreated off the map its a substantial victory. Otherwise it’s a decisive victory.

 

 

III. Extraction

In an extraction scenario, the attacking player attempts to extract a target, such as a secret weapon, an important diplomat or a computer memory core, from behind the defenders lines.

Set-up

Opposed sides of the Map. The Attacker 3 Hexes. The defender may use the opposing third of the map

Force Composition

1:2

 

After the players roll dice and select their home map edges, the defender secretly chooses a target hex for the extraction. The target hex must be within must be in the defenders setup-area not closer than three hexes from any edge. The defender then writes down the target hexs number and mapsheet name on a slip of paper. The defending player can reveal the target hex to the defender during any End Phase, but must reveal the target hex if an attacking unit ends the turn in the target hex or an adjacted hex. Any attacking unit can pick up the extraction target by occupying the target hex during an End Phase. In addition, a unit that retrieves the target can pass it to any friendly unit in the same hex or an adjacent hex during any End Phase. If a unit carrying the extraction target is destroyed, place the slip of paper in the hex previously occupied by the unit. Any unit in play can retrieve the target by occupying the target hex during any End Phase.

Destroying the target

The target is considered to have 25 hit Points.

Victory Conditions

The Scenario lasts 8+X Rounds. After the 10th Round the game continues on a 6+ then on a 5+ and so on (until 2+). If the attacker manages to carry the target across his home edge he scores a substantial victory. If he furthermore cripples or destroys half of the defenders units he wins a decisive victory.  If at the end of the game the target is still on the map the defender wins a substantial victory. If he furthermore cripples or destroys half of the attackers units he wins a decisive victory. 


IV. Hide and Seek

In the hide-and-seek scenario, the defending player is “it”. His forces hide, and the attacker attempts to find and destroy them.

Setup

 

 

 

Use half the number of mapsheets as usual. After the attacking player selects a home map edge, the defending player sets up his units using the Hidden Units rules (TW p.259). Defending units may be placed anywhere on the map, except for clear and paved hexes. The defending player can reveal any number of units to the defender during any End Phase, but must reveal the a unit if an attacking unit ends the turn in the target hex or an adjacted hex.

 

Force Composition

2:1

Victory Conditions

The Scenario lasts 10+X Rounds.

If none of the defending units is either destroyed or crippled after the last round, the defender scores a deceicive victory.

If more than half of the defenders units are neither crippled nor destroyed after the last round, he scores a substantial victory.

If all defending units are destroyed the attacker scores a deceicive victory.

If more than half of the defenders units are either crippled nor destroyed after the last round, he scores a substantial victory.

 

 

V. Capture the Flag

Setup

Each team has a “home” map. Each team may hide 1 ‘Mech unit anywhere on their home map. This hidden ‘Mech unit must be 5 or more hexes away from the hex that contains the flag. This hidden ‘Mech may move at any time during the game, but once moved, or detected through electronic means, the player must place his ‘Mech on the board. The Player may use half the map to set up its forces. The Flag is also placed in the setup area.

Flags

A flag can only be carried by a ‘Mech with a functioning hand actuator. If the ‘Mech has more than one functioning hand, the player must designate which hand is carrying the flag. If a flag carrying ‘Mech sustains 20 or more points of damage in a single turn, they must roll their piloting skill roll as normal. If that same roll is within 2 of their piloting skill , the flag is dropped. Example: If I have a 4 pilot and take 20 or more points of damage, I need to roll a 5 or better to save a fall. If I throw either a 5 or a 6, even though I don’t fall, the flag is dropped. Anything higher than the adjusted piloting skill roll saves a flag drop. If a flag carrying ‘Mech falls, the flag is automatically dropped. Dropped flags land in any of the six surrounding hexes, determined with a separate 1D6 roll. A result of 1 is the same direction that the ‘Mech is, or, in the case of a fallen mech, was facing. Picking up a flag requires the ‘Mech to end it’s movement phase in the same hex that the flag occupies. The ‘Mech may not fire weapons in the same turn it attempts to pick up a flag. A piloting skill roll -1 is required to successfully pick up a flag. Only 1 chance to pick up a flag may be attempted by the same ‘Mech per turn. Stacking rules are in effect, therefore, only 1 ‘Mech may occupy the same hex as the flag. A flag carrying ‘Mech may not attempt punch physical attacks with the flag carrying hand. It can, however, fire weapons located in the same arm as of that containing the hand that is carrying the flag. Flags may not be physically passed to another Mech. Instead, the flag must be dropped, as per above. The flags themselves cannot be destroyed. If the flag carrying ‘Mech is destroyed, the flag is dropped. If the arm, torso, or any arm critical slots (shoulder, upper and lower actuators, hand actuator) are destroyed, the flag is dropped. Friendly units may pick up their own flag and attempt to return it to their home map. Follow the above rules for picking up and carrying the flag.

Victory Conditions

The player that places the enemies flag in the hex of its own flag in his own setup area wins. If more than half of the surviving Units are destroyed, sustained crippling damage or retreated off the map its a substantial victory. Otherwise it’s a decisive victory.

 

 

VI. A Point of Honour

The objective of this scenario is to destroy the enemies commanding mech. The commanding ‘Mech is the ‘Mech with the best pilot of the opposing force.

Setup

Opposed sides of the Map. 3 Hexes.

Force Composition

1:1

Victory Conditions

The player that destroys the enemies commanding ‘Mech wins. If more than half of the surviving defeated Units are destroyed, sustained crippling damage or retreated of f the map its a substantial victory. Otherwise it’s a decisive victory.

 

 

Conquering a City

Force Composition

1:1, 1:2

Setup

Place 5 buildings on the map, spaced equally from each other. Players come in from opposite map edges. Capturing Buildings Capture neutral buildings with PSR +3. Capture enemy buildings with PSR +4.

Victory Conditions

 

 

 

 

 

First to Capture 3 buildings wins. If more than half of the surviving defeated Units are destroyed, sustained crippling damage or retreated of f the map its a substantial victory. Otherwise it’s a decisive victory.

 

 

Conquering Mechs

Force Composition

1:1,

Setup

For every ‘Mech or vehicle a player has, the player also gets that many BMR-stylestandart platoons. Put a “trophy ‘Mech” in the middle of the board. It has no effect.

Victory Conditions

 

The goal here is to capture ‘Mechs. To capture a ‘Mech (including any of your own that you’ve lost), move an infantry unit into the same hex as a “powered down” ‘Mech and survive until the end phase. A ‘Mech counts as “powered down” if:

  • It has lost a side torso (yes, the pilot powers down even if you don’t want him to)
  • It has lost its head (but not its center torso)
  • It has shut down due to heat, or the pilot is unconscious (or something else like that)
  • It is the “trophy ‘Mech,” which begins the game powered down

The scenario ends in the end phase after one team has lost half its ‘Mechs, or in the end phase after any team has captured the “trophy ‘Mech.” Add your surviving (functional) ‘Mechs to the number you have captured. The side with the most captured ‘Mechs wins a decisive victory.

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