Mission - Stalwart
Costs & Requirements
Initiative Cost: 15
Minimum Advantage: 5
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 adding +2 if the prior Mission was not a successful Defend, Forced Withdrawal, Retreat, or Strike.
|1D6||Quality||Force Str.||Unit Type Composition||RAT||Experience|
|1||F||75%||50%L / 25%M / 25%A||1-5:V / 6:M||Green|
|2||D||75%||25%L / 50%M / 25%A||1-4:V / 54-6:M||Green|
|3||C||90%||50%M / 50%H||1-3:V / 4-6:M||Regular|
|4||C||90%||25%M / 50%M / 25%A||1-2:V / 3-6:M||Regular|
|5||B||100%||75%M / 25%H||1-2:V / 3-6:M||Veteran|
|6||A||100%||25%H / 75%A||1:V / 2-6:M||Veteran|
|7||Elite||125%||20%M / 40%H / 40%A||1:V / 2-6:M||Elite|
|8||Elite||125%||50%H / 50%A||1-6:M||Elite|
The Player Force sets deployment to ‘Any’, the attacker is set to ‘EDG’. Once the map is generated, the Attacker force nominates a Home Edge for their force. The Player force then nominates a secondary entry edge for the attacker. The Player force may deploy anywhere on the map, and the attacking force enters 50% of their forces from each of their entry edges on turn 1.
Crush: Destroy/Cripple 75% of the attacking force [4 Adv / 2 Init]
Obliterate: Cripple/Destroy 100% of the attacking force. [3 Adv]
Hold the Line: At least 50% of the player’s force must survive the mission [3 Init]
Myeongnyang: Kills made by pilots who survive the mission count for double normal XP.
Fog of War: Battle is fought with Double Blind rules enabled.
Limited Salvage: The Player force may only salvage battlefield losses if they achieved Crush
Limited Options (Only one Option from each group may be selected)
Boggy Ground [4 Influence]
But I’m telling you, if we fall back to 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.
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.
Mountain Pass [4 Influence]
This is our best chance to stop them, where their numbers count for nothing.
Mountain, Elevation, Rough, and Cliff Map settings moved to High, Rubble setting moved to Medium Atmospheric Density moved to Thin.
+10% Enemy Force Strength. All enemy units are automatically mechs, re-roll any non jumping units once, accepting the rolled unit (even if non-jumping).
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 Obliterate condition is met.
Standard Options (Each Option may be selected once)
Night Attack [2 Influence]
They came at us during the night, with half of us still in our racks.
Roll 1D6: 1:Dusk/Dawn 2-3:Full Moon 4-5:Moonless Night 6:Pitch Black
-1 Player Initiative, 50% of player forces enter from either remaining edge on turn 3.
Add the following Player Award:
Legendary Heroics: If any other objectives are met, all surviving pilots gain 5 Special Ability XP.
We All Hang Together [1 Influence]
No cowboys, no heroes, we operate as a team
Turn off Individual Initiative in the game options.
Inclement Weather [4 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.
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.
Prepared Positions [4 Influence]
We set up the turrets here, here and here…
City is set to Town.
The player gets 3 gun emplacements equipped with a PPC and 2 Medium Lasers with a gunnery skill of 5. that he can place on any medium building on the map.
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)
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.
Improved Defenses [4 Influence]
I hope they like the party favors!
The player gains 1d6x5 points of minefields to deploy secretly.
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 Long Tom 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.