Mission - Beachhead

Costs & Requirements

Initiative Cost: 50
Minimum Advantage: 0

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 1 if this is the first track selected in the operation. Defender Force Strength is 150% of the player force.

1D6 Quality Unit Type Composition RAT Experience
1 D 75%L / 25%M 1-5:V / 6:M Green
2 C 25%L / 50%M / 25%A 1-4:V / 5-6:M Regular
3 C 60%M / 20%H / 20%A 1-4:V / 5-6:M Green
4 B 30%M / 50%H / 20%A 1-3:V / 4-6:M Veteran
5 B 50%H / 50%A 1-3:V / 4-6:M Regular
6 B 25%H / 75%A 1-2:V / 3-6:M Veteran
7 A 20%M / 40%H / 40%A 1-2:V / 3-6:M Elite

Deployment:

The Player Force and the defender set deployment to ‘EDG’. Once the map is generated, the Defender nominates a Home Edge (the opposite edge becomes the Players’ Home Edge) and deploys within 3 hexes of that edge. The Player Force is split into two units, one of which is set to deploy before turn 5, the other deploys before turn 1.

Victory Conditions:

Hammer: Cripple/Destroy at least 50% of the Defender’s force. [5 Adv / 10 Init]
Breakthrough: The Player Force exits 25% of its units off the Defender’s Home Edge. [5 Adv.]

Player Awards

Raider: Each pilot that exits the Defender’s Home Edge before the Breakthrough objective is met gets 1 bonus XP.

Special Rules:

Limited Salvage: The Player force may only salvage battlefield losses if they achieved Hammer
Forced Withdrawal: The Defender’s is subject to Forced Withdrawal.

Influence Options:

Limited Options (Pick no more than 1 from each group)

Group 1

Assault Drop [4 Influence]
Last one down is a rotten egg!
The entire force deploys before turn 1 via assault drop.
Replace Breakthrough with the following Victory Condition
No Quarter: Destroy or Cripple 100% of the defending force [10 Adv / 15 Init]

Unexpected Dropsite [5 Influence]
I can’t find it on the map, are you sure there’s a town there?
City Map setting moved to TOWN, Forest and Lake map setting moved to Medium
-25% enemy force strength

Group 2

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.

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.

Standard Options (Each may be selected only 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

Dropship Support [4 Influence]
Clear the area! She’s going to land!
Add a Union class dropship to your roster. It may land within 5 hexes of your home edge.

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

Unlimited Options (Each may be selected multiple times)

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.

Guardian Angels [4 Influence]
Don’t you worry your little muddy boots none boys! The angels are here to protect you!
Add two heavy aerospace fighters to your roster and set ‘Allow Return Flyovers’ to true.

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

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

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 their walking speed. [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.

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

We All Hang Together [2 Influence]
No cowboys, no heroes, we operate as a team
Turn off Individual Initiative in the game options.

Mission - Beachhead

TCB Irregulars DavidLely