Mission - Strike

Costs & Requirements

Initiative Cost: 30
Minimum Advantage: 0

Starting Map Generation Settings:

Elevation: Low
Cliffs: None
Woods: Low
Roughs: Low
Sands: None
Planted Fields: None
Swamps: None
Road: Low
Lakes: Low
River: Low
Craters: None
Pavement: None
Ice: None
Rubble: None
Fortified: None
City: Town
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 the prior Mission was not a successful Beachhead, Pushback,_ or Supply Mission, or -1 if the prior mission was a successful Recon or Recon-In-Force.

1D6 Quality Force Str. Unit Type Composition RAT Experience
0 F 75% 100%L 1-4:V / 5-6:M Green
1 D 75% 75%L / 25%M 1-3:V / 4-6:M Green
2 C 90% 50%L / 50%M 1-3:V / 4-6:M Regular
3 C 100% 25%L / 75%M 1-2:V / 3-6:M Regular
4 B 110% 25%L / 50%M / 25%H 1-2:V / 3-6:M Veteran
5 A 125% 50%M / 50%H 1:V / 2-6:M Veteran
6 Elite 125% 25%M / 50%H / 25%A 1:V / 2-6:M Elite
7 Elite 125% 50%H / 50%A 1:V / 2-6:M Elite

Deployment:

The Player Force sets deployment to ‘EDG’, the defender is set to ‘Center’. Once the map is generated, the Defender nominates a Home Edge for the player force. The Defender then publicly designates 4 buildings on the map as target buildings and secretly notes one of them as the Headquarters. The defender may deploy anywhere on the map, but 25% of their units must be within 3 hexes of the designated target buildings. The player force is set to deploy before turn 1.

Victory Conditions:

Identify and Destroy: Locate (using Scanning) and destroy the headquarters building. [5 Adv / 5 Init]
Rough up the Place: _Cripple/Destroy at least 50% of the Defender’s force. [2 Adv / 5 Init]
Cut off the head: Cripple/Destroy the enemy commander’s Unit. [10 Init]

Player Awards

Scanning: Each building scanned is worth .5 XP
Kingslayer: The player that kills the enemy commander gains 2 Special Ability XPs

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 Rough up the Place

Influence Options:

Limited Options (No more than one option from each group)

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
-15% Enemy Force Strength, Re-Roll any tracked or wheeled vehicles. +1 Adv. for each 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.
-15% 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
-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 [1 Influence]
Yeah, it does limit our mobility and lines of fire, but it limits theirs too!
Forest, Lake, 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

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, +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 selected once)

They’re Shooting Back [2 Influence]
I think that building just shot Mike…
Each target building gets a gun emplacement equipped with a PPC and 2 Medium Lasers with a gunnery skill of 5.
All victory conditions’ payouts are increased by 1 Advantage

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 Player Initiative, -1 to Enemy Experience roll

Inclement Weather [3 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 Player Initiative, -10% Enemy Force Strength, +5 Init if any objectives are achieved

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, +1 Player Initiative.

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 [2 Adv / 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 (Each option may be selected 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. The fighters will depart the field if they sustain any critical damage.

Air Strike [5 Influence]
Maverick, you are go for missiles!
Add two medium aerospace fighters loaded with 10 bombs each load to your roster and set ‘Allow Return Flyovers’ to true. The fighters will depart the field if they sustain any 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.

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 / 3 Init]

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, 2 Init]

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

Mission - Strike

TCB Irregulars DavidLely