Mission - Assault

Costs & Requirements

Initiative Cost: 20
Minimum Advantage: 10

Starting Map Generation Settings:

Elevation: Medium
Cliffs: None
Woods: Low
Roughs: Low
Sands: None
Planted Fields: None
Swamps: None
Road: None
Lakes: Low
River: Low
Craters: None
Pavement: None
Ice: None
Rubble: None
Fortified: Medium
City: None
Mountain: None

Defending Forces:

Roll once on each column of the following table, applying modifiers as per player influence purchases (See Below) and adding +2 if the prior Mission was not a successful Recon, Recon-In-Force, or Beachhead.

1D6 Quality Force Str. Unit Type Composition RAT Experience
1 or less F 75% 50%L / 25%M / 25%A 1-4:V / 5-6:M Green
2 D 75% 25%L / 50%M / 25%A 1-3:V / 4-6:M Regular
3 C 75% 60%M / 20%H / 20%A 1-3:V / 4-6:M Green
4 C 75% 30%M / 50%H / 20%A 1-2:V / 3-6:M Veteran
5 B 90% 50%H / 50%A 1-2:V / 3-6:M Regular
6 A 90% 25%H / 75% A 1:V / 2-6:M Veteran
7 Elite 100% 20%M / 40%H / 40%A 1:V / 2-6:M Elite
8 Elite 100% 50%H / 50%A ALL:M Elite


The Player Force sets deployment to ‘EDG’, the defender is set to ‘CTR’. Once the map is generated, the Defender nominates a Home Edge and the player force picks two other Entry Edges, designating one of them as their Home Edge. The Player Force then designates 75% of their unit to enter from one of the entry edges while the remainder of their force enters from the other edge at the beginning of turn 4.

Victory Conditions:

Hammer: Cripple/Destroy at least 65% of the Defender’s force. [2 Adv / 20 Init]
Cut off the head: Cripple/Destroy the enemy commander’s Unit. [15 Init]

Special Rules:

Commander: The Defender has a force commander [Total Chaos p.13]
Limited Salvage: The Player force may only salvage battlefield losses if they achieved Hammer
Gamble: If the Player force fails to achieve any victory conditions, they lose 1 Adv.
Withdrawal in Good Order: The Defending force will begin voluntary withdrawal after losing 25% of their initial strength or their commander. Defenders that exit the map do not count against victory conditions.

Influence Options:

Limited Options (Only one Option from each group may be selected)

Group 1

Through the Swamp [3 Influence]
But I’m telling you, if we hit them through the swamps here it will neutralize their heavy armor!
Swamps, Lakes, and River Map settings moved to High
-10% Enemy Force Strength, Re-Roll any tracked or wheeled vehicles. +1 Adv. if any Victory Conditions are met.

A Hidden Pass [2 Influence]
The force guarding the pass was woefully understrength, and when we hit them they folded like a house of cards
Mountain, Elevation, Rough, and Cliff Map settings moved to High, Rubble setting moved to Medium -10% Enemy Force Strength, Re-Roll any Hover or VTOL vehicles. +5 Initiative if any Victory Conditions are met.

Mountaineering [3 Influence]
North? Again!?
Mountain, Cliff, and Forest settings moved to High
Weather set to Heavy Snowfall
-10% Enemy Force Strength, Re-Roll any tracked or wheeled vehicles. No Infantry. +1 Adv. if any Victory Conditions are met.

Urban Warfare [1 Influence]
I’ll tell you what’s more distasteful: Losing
City Map setting moved to GRID
10% of enemy force is changed to Infantry. Add the folowing two Victory Conditions
Terrorize: Demolish or Ignite at least 20 building hexes by the end of turn 6. [2 Adv]
Hearts and Minds: Do no damage to any building hexes. [1 Adv, 10 Initiative]

Welcome to the Jungle [1 Influence]
Yeah, it does limit our mobility and lines of fire, but it limits theirs too!
Forest and River map setting moved to High
-10% Enemy Force Strength, Re-Roll any Hover or Wheeled vehicles. +5 Initiative if any Victory Conditions are met.

Group 2

Chucklehead Brigade [3 Influence]
Did that guy just jump at us BACKWARDS?
Decrease the defender’s experience by one rank and their equipment quality by one tier.

Who ARE These Guys!? [3 Influence]
Somebody lied to us, these are NOT the second-stringers we were promised!
Increase the defenders’ experience by one rank and their equipment quality by one tier.
+2 Adv if the Hammer condition is met.

Group 3

Inclement Weather [2 Influence]
When the storm swept in we new they had to strike soon or their tanks would be rendered useless.
Roll 2D6: 2:F2 Tornado 3:Torrential Downpour 4:Sleet 5:Heavy Rainfall 6:Moderate Rainfall 7:Light Rainfall 8:Light Snowfall 9:Moderate Snowfall 10:Heavy Snowfall 11:Ice Storm 12:F4 Tornado
-1 Enemy Initiative.

Foggy Weather [1 Influence]
And so it seemed to me that the fog bank coming off the water was the perfect cover to approach their positions
Roll 1D6: 1-3:Light Fog 4-6:Heavy Fog
Battle is fought with Double Blind rules enabled.

Standard Options (Each Option may be selected once)

Night Attack [2 Influence]
If we slip in by night, we can bypass their pickets and be on them before they know what hit them.
Roll 1D6: 1:Dusk/Dawn 2-3:Full Moon 4-5:Moonless Night 6:Pitch Black
-1 Enemy Initiative, -1 to Enemy Experience roll

We All Hang Together [1 Influence]
No cowboys, no heroes, we operate as a team
Turn off Individual Initiative in the game options.

Unexpected Reinforcements [4 Influence]
Multiple inbound ground contacts! Looks like we’re getting some company!
The attacker gets an additional 25% of their base force that deploys on any unselected edge before round 6. Add the following Victory Condition:
Stuffed Destroy all reinforcements by the end of round 9 [1 Adv.]

No Surprises [2 Influence]
Let’s do this one by the numbers
The ‘No Through Armor Criticals’ option is turned on in the game options.

Legendary Commander [3 Influence]
It can’t be… He died in the Ronin Wars!
The Defender adds a force commander [Total Chaos p.13] piloting a custom advanced tech heavy mech.
Add the following Victory Conditions:
Cut off the Head: Destroy the enemy commander’s mech [1 Adv, 1 Init]
Get some answers: Capture the enemy commander [2 Adv, 1 Init]
Add the following Player Award:
Legend Killer: The pilot credited with the commander’s kill gains 2 bonus XP and any salvage rights to the commander’s mech.

Unlimited Options (Options may be chosen any number of times)

Prepared Positions [1 Influence]
Did anybody else just hear a click?
The defender gains 1d6x5 points of minefields to deploy secretly
+3 Initiative if any Victory Conditions are met

Top Cover [2 Influence]
Don’t you worry your little muddy boots none boys! The angels are here to save you!
Add two light aerospace fighters to your roster and set ‘Allow Return Flyovers’ to true.

Air Strike [5 Influence]
Maverick, you are go for missiles!
Add two medium aerospace fighters loaded with a 10 bomb load to your roster and set ‘Allow Return Flyovers’ to true. They will leave the map once they have sustained critical damage.

Artillery Support [2 Influence]
There is no problem that cannot be solved with the judicious application of adequate amounts of High Explosive.
You gain two Sniper Missions per round with 1 turn in flight.

Enemy Air Support [2 Influence]
Inbound enemy aircraft are confirmed. You are weapons free to engage
Add two heavy fighters with 6 bomb loads to the defender’s forces.
Add the following Victory Condition
Bring them Down: Shoot down all enemy aircraft. [2 Adv]

Advanced Combat [1 Influence]
I wonder what THIS button does…
Toggle any Tac-Ops option in the game options.

Emergency Repairs [1 Influence]
I had the tech teams work through the night to get her up and running in time
Repair all internal damage to one of your ’mechs or auxilliaries or Repair all armor damage and reload all expended ammunition for one of your ’mechs or auxilliaries.

INCOMING! [2 Influence]
Keep moving and don’t bunch up!
The defender gains two Sniper Missions per round with 1 turn in flight.
Add the following Victory Condition
Overrunning the Artillery: Exit a unit from the defender’s Home Edge before the round number equal to that unit’s walking speed. [1 Adv]
Add the following Player Award
Hunter-Killer: The pilot achieving Overrunning the Artillery gains a bonus XP.

Mission - Assault

TCB Irregulars DavidLely