In a Time When Information is Scare, Rumors can Start Wars....
A scenario for Mechwarrior

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It seems some people believe that a large Word of Blake base exists beneath our feet, but some one covered it up. While most believe several entrances exist, the main entrance was hidden within a nuclear power plant. Once one army acts on a rumor, another is sure to follow and conflict is inevitable.

Each side will need to bring 900 points of figures with an emphasis on infantry. In addition, this nuclear plant model will be needed.

The nuclear plant will be placed 6" from the side of the battlefield and equal distance from each deployment zone. Each player will place other terrain as normal.

Standard Mechwarrior rules will be used for this scenario with the following additions.

The nuclear power plant can be targeted and destroyed. For LOS purposes, it counts as a vehicle. Any part of the main building can be used to determine if the attacker has range on the building. The nuclear plant has a 21 defense with heavy armor and 12 clicks of life. If the nuclear plant is destroyed then all infantry units inside are destroyed.

As long as the nuclear power plant is not destroyed, an extra phase is added into the turn. This phase, called the nuclear plant phase occurs before the clean-up phase. Infantry units which end their movement in base contact with main building of the nuclear plant may choose to enter the building at the end of the turn. Place these figures off to the side of the board. During the movement phase, any infantry unit inside the nuclear plant may leave it. Leaving figures are placed in base contact with the main building of the nuke plant and them moved. Formation movement is allowed when leaving.

During the nuke plant phase of the turn, every infantry unit inside the nuke plant must perform one of two actions. These actions do not count towards your army's order total and these actions will never give the infantry order tokens.

The two actions are:
1)Attack - The infantry unit engages an enemy infantry unit inside the building with a close combat attack. Formation attacks are not allowed.
2)Hack - The goal of the operation is to hack the WOB computers and gain access to the base underneath. For each infantry hacking, roll a d6. On a result of six, the hack was successful. Once three hacks have been successful, your army has gained access to the WOB base. Choose one infantry unit in the building to "explore" the base. This infantry unit is removed from the game, but does not count towards VC1 or VC2. Once exploration has occurred, destroy the plant to keep the enemy from gaining access to the base.

Once the nuke plant has been destroyed, both forces will lose interest in the location and will withdraw one turn later. This ends the battle.

The winner is army with the most victory points. Here are how victory points are calculated:

VC1 is worth 2 points
VC2 is worth 2 points
VC3 is worth 0 points
Each pass phrase is worth 1 point.
An additional 2 points is given to a player if their forces explore the base, but the enemy does not.

Steiner backed mercenaries attack the nuclear plant!

A BR Vulture defends his infantry.

Mercenary forces make a heavy center push.

Br Regulator's flank and discharge their gauss riffles.

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