Mission - Retreat
Costs & Requirements
Initiative Cost: 5
Minimum Advantage: 0
Starting Map Generation Settings:
Planted Fields: None
Roll once on each column of the following table, applying modifiers as per player influence purchases (See Below) and subtract 1 if the last mission was a successful Assault, Beachhead or Pushback mission, otherwise add 1 if the previous track was not a Stalward or Recon-In-Force. The Defender’s force is 75% of the attacker’s force.
|1D6||Quality||Unit Type Composition||RAT||Experience|
|0||D||80%L / 20%M||1-4:V / 5-6:M||Green|
|1||D||75%M / 25%H||1-4:V / 6:M||Green|
|2||C||50%M / 50%H||1-3:V / 5-6:M||Regular|
|3||C||25%M / 50%H / 25%A||1-3:V / 5-6:M||Regular|
|4||C||50%M / 50%H||1-3:V / 4-6:M||Veteran|
|5||B||75%H / 25%A||1-2:V / 4-6:M||Veteran|
|6||A||100%H||1-2:V / 3-6:M||Elite|
|7||Elite||100%A||1-2:V / 3-6:M||Elite|
The Player Force and the defender set deployment to ‘EDG’. Once the map is generated, the Atacker nominates a Home Edge (the opposite edge becomes the Defenders’ Home Edge) and deploys within 3 hexes of the Defenders’ Home Edge at the start of turn 2. The defender deploys on their home edge at the start of the mission.
Gauntlet: Exit at least half of the player’s force through their home edge [5 Init]
Hammer: Destroy/Cripple half of the defenders’ force. [5 Init]
Identify Weaknesses: Scan at least 25% of the defenders’ force [3 Init]
Escape: Each pilot that escapes before the Gauntlet condition is met gains 1 piloting XP.
Scanning: Each enemy scanned is worth .5 XP.
Losing Proposition: If the player force does not achieve at least two victory conditions the force loses 1 Advantage point.
Scanning: Any unit (except infantry) in a force may attempt a detailed scan on any turn that it ends its Movement phase within 3 hexes of an opposing unit or building (5 if the Attacker unit is equipped with any equipment with “probe” in the title or equipment description). Scanning is successful if the unit spends a complete turn within range of the target. The unit attempting the action may not fire any weapons or make physical attacks during the time it takes to complete a scan; units equipped with a probe ignore this limitation. Line of sight is not required. Any mech that successfully scans an enemy for the first time earns .5 xp (Fractional XP are lost at the end of the scenario).
No Salvage: The Player force not salvage any battlefield losses.
Forced Withdrawal: The Defender’s is subject to Forced Withdrawal.
Limited Options: (Only one option may be chosen from each group)
Through the Swamp [3 Influence]
But I’m telling you, if we escape through the swamps here it will neutralize their heavy armor!
Swamps, Lakes, and River Map settings moved to High
-20% 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 Atmospheric Density moved to Thin.
-15% Enemy Force Strength, Re-Roll any Hover or VTOL vehicles. +5 Initiative if any Victory Conditions are met.
Mountaineering [3 Influence]
Mountain, Cliff, and Forest settings moved to High
Weather set to Heavy Snowfall
-15% Enemy Force Strength, Re-Roll any tracked or wheeled vehicles. No Infantry. +1 Adv. if any Victory Conditions are met.
Welcome to the Jungle [2 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.
Inclement Weather [2 Influence]
When the storm swept in the others started to grumble, but I knew it was providence…
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, -10% Enemy Force Strength, 2x all Adv/Init payouts
Foggy Weather [1 Influence]
And so it seemed to me that the fog bank coming off the water was the perfect cover to bypass their positions
Roll 1D6: 1-3:Light Fog 4-6:Heavy Fog
Battle is fought with Double Blind rules enabled.
Inspired Opposition [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.
+5 Init 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 option may be chosen once )
Night Escape [4 Influence]
If we slip out by night, we can bypass their pickets and be gone before they know we were there.
Roll 1D6: 1:Dusk/Dawn 2-3:Full Moon 4-5:Moonless Night 6:Pitch Black
-1 Enemy Initiative, -1 to Enemy Experience roll
Unexpected Reinforcements [3 Influence]
Multiple inbound ground contacts! Looks like they’ve gotten ahead of us!
The defender gets an additional 25% of their base force that deploys on the Attacker’s home edge before round 8. Add the following Victory Condition:
Stuffed Destroy all reinforcements by the end of round 12 [5 Init]
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.
We All Hang Together [2 Influence]
No cowboys, no heroes, we operate as a team
Turn off Individual Initiative in the game options.
Unlimited Options: (Options may be chosen any number of 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.
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.
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 bomb loads to the defender’s forces.
Add the following Victory Condition
Bring them Down: Shoot down all enemy aircraft. [5 Initiative]
Advanced Combat [1 Influence]
I wonder what THIS button does…
Toggle any Tac-Ops option in the game options.