Mission - Supply

Costs & Requirements

Initiative Cost: 50
Minimum Advantage: 20

Starting Map Generation Settings:

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

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 Recon or Recon-In-Force.

1D6 Quality Force Str. Unit Type Composition RAT Experience
1 F 75% 50%L / 50%M ALL:V Green
2 D 75% 75%M / 25%A 1-5:V / 6:M Green
3 D 75% 50%M / 40%H / 10%A 1-4:V / 5-6:M Regular
4 C 75% 75%M / 25%H 1-3:V / 4-6:M Regular
5 B 100% 50%M / 50%H 1-2:V / 3-6:M Veteran
6 A 100% 25%M / 75%H 1-2:V / 3-6:M Veteran


The Defending Force Chooses a home edge. The player force then selects a home edge and a secondary entry edge. The defender secretly designates 4 of the buildings on the map as supply warehouses, and half his forces must deploy within six hexes of the designated buildings. 75% of the player force enters from their home edge on turn 1, and the remainder enters from the secondary edge on turn 4.

Victory Conditions:

Scorched Earth: Locate (using Scanning) and destroy the four buildings that contain the supplies. [5 Adv]
Scratch the Paint: _Cripple/Destroy at least 25% of the Defender’s force. [2 Adv / 5 Init]
Resist!: At the end of turn 10 at least half the Attacker’s force is on the map and not crippled. [5 Init]

Player Awards

Scanning: Each target building located is worth .5 XP
Abscond!: A player that exits his home edge while carrying loot earns 1 Tech, Hangar, Class, Refit or Salvage XP per loot point.

Special Rules:

Commander: The Defender has a force commander [Total Chaos p.13]
No Salvage: The Player force may not salvage battlefield losses.
Time is running out: The scenario ends after 15 rounds.
Loot: By spending one turn inside or adjacent to a scanned warehouse hex without moving, firing, or engaging in physical attacks, a mech may pick up one loot point for every full 20 tons of mass with each operational hand actuator. for any incoming fire that strikes an arm carrying loot roll 2d6: on a 10+ one loot point is lost. Loot may be dropped at any time, but while in-hand no physical attacks may be performed with an arm carrying loot.

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
-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]
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 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 Shatter condition is met.

Group 3

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

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)

Secure the Area: [3 Influence]
Taking the supply dump isn’t a problem, HOLDING it is…
Time is running out, Loot, Scorched Earth and Abscond! are suspended
On turn 16 a relief force arrives from the defenders home edge:
75% of the player force
50%L/50%M (Minimum walk/cruise of 5)
C quality equipment
Regular Experience
1-3 Vehicle / 4-6 Battlemech
Add the following Objective:
Secure the Warehouses! All 4 warehouses must survive the mission intact.
Add the following Player Award:
Load Up! If the players destroy/cripple 100% of enemy forces every surviving pilot receives 2.5 Tech, Hangar, Class, Refit or Salvage XP, divided as they see fit for each warehouse still standing at the end of the mission.

Helping Hands: [1 Influence]
Get that truck in here!
Add a Flatbed Truck and a platoon of Foot Rifle infantry to your roster. By spending 1 turn adjacent to or in the same hex as both the flatbed truck and a scanned warehouse hex, the Infantry can load one loot point onto the truck. A truck may carry a total of 3 loot points.

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

Inclement Weather [4 Influence]
When the storm swept in we allowed ourselves to hope they would be slowed down more than us.
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

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.

The Other Shoe [5 Influence]
The Bounty Hunter!? What did you DO?
A third force enters from an unclaimed edge. This force consists of the Bounty Hunter and his lance:

  • 1/2 Marauder Bounty Hunter 3015 w/ 2 Edge, Natural Aptitude Gunnery, Sniper & Gunnery Specialist (Energy),
  • 2/3 Wolverine WVR-6M w/ 1 Edge & Jumping Jack,
  • 3/4 Trebuchet TBT-5N w/ Gunnery Specialist (Missile),
  • 3/1 Hatchetman HCT-3F w/ Fistfire, Melee Specialist & Maneuvering Ace.

This force will attempt to destroy/capture the Player who selected this option and will fire on both other forces as necessary to achieve this objective.
Turn on the ‘Auto-Abandon Units’ Option. Add the following Player Awards:
I’ll Save You! Any player that Cripples/Destroys a Bounty Hunter unit gains a Bonus XP
Survive If the Player that selected the option escapes the battlefield intact he gains 5 Bonus XP

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

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.

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]

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.

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

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

Mission - Supply

TCB Irregulars DavidLely