Costs & Requirements
Initiative Cost: 20
Minimum Advantage: 10
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 Recon, Recon-In-Force, or Beachhead.
|1D6||Quality||Force Str.||Unit Type Composition||RAT||Experience|
|1 or less||F||75%||50%L / 25%M / 25%A||1-4:V / 5-6:M||Green|
|2||D||75%||25%L / 50%M / 25%A||1-3:V / 4-6:M||Regular|
|3||C||75%||60%M / 20%H / 20%A||1-3:V / 4-6:M||Green|
|4||C||75%||30%M / 50%H / 20%A||1-2:V / 3-6:M||Veteran|
|5||B||90%||50%H / 50%A||1-2:V / 3-6:M||Regular|
|6||A||90%||25%H / 75% A||1:V / 2-6:M||Veteran|
|7||Elite||100%||20%M / 40%H / 40%A||1:V / 2-6:M||Elite|
|8||Elite||100%||50%H / 50%A||ALL:M||Elite|
The Player Force sets deployment to ‘EDG’, the defender is set to ‘Any’. Once the map is generated, the Defender nominates a Home Edge and the player force picks two other Entry Edges, designating one of them as their Home Edge. The Player Force then designates 75% of their unit to enter from one of the entry edges while the remainder of their force enters from the other edge at the beginning of turn 4. The defender begins with all units in the playing area but none within 8 hexes of either of the Players’ chosen edges.
Hammer: Cripple/Destroy at least 65% of the Defender’s force. [2 Adv / 20 Init]
Cut off the head: Cripple/Destroy the enemy commander’s Unit. [15 Init]
Commander: The Defender has a force commander [Total Chaos p.13]
Limited Salvage: The Player force may only salvage battlefield losses if they achieved Hammer
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
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 approach their positions
Roll 1D6: 1-3:Light Fog 4-6:Heavy Fog
Battle is fought with Double Blind rules enabled.
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.
Urban Warfare [1 Influence]
I’ll tell you what’s more distasteful: Losing
City Map setting moved to GRID
10% of enemy force is changed to Infantry. Add the folowing two Victory Conditions
Terrorize: Demolish or Ignite at least 20 building hexes by the end of turn 6. [2 Adv]
Hearts and Minds: Do no damage to any building hexes. [1 Adv, 10 Initiative]
Welcome to the Jungle [1 Influence]
Yeah, it does limit our mobility and lines of fire, but it limits theirs too!
Forest map setting moved to High
-10% Enemy Force Strength, Re-Roll any Hover or Wheeled vehicles. +5 Initiative if any Victory Conditions are met.
Top Cover [3 Influence]
Don’t you worry your little muddy boots none boys! The angels are here to save you!
Add two light aerospace fighters and set ‘Allow Return Flyovers’ to true.
Air Strike [2 Influence]
Enemy Air Support