Feel the burn

SITREP

400km North West of Port City, Lorel
Periphery
14:30 Local Time, ? May, 3026

Rooster has been watching part of the attacker force. They have been straying north towards Takinow’s forests. Mother nature is not helping us with a strong wind blowing in from the East. Takinow has been worrying and worrying about it. One spark and he could lose years worth of trees. Of course they have been hanging around some of his oldest, and best producing groves.

So when your boss is freaking out, you are the one who gets sent out to guard a bunch of frigging trees. Rooster needs Takinow’s support, and more importantly the Mechs you are riding in. So, money and politics win.

First day was boring. Second Day was painful. Third is downright dreadful. So you have been out here for about 3 days with nothing to do, sleeping in a cramped vehicle.

Then you get word they are incoming, and moving fast. A lot faster than you anticipated any Stiener moving. So get up …oh my friggin back…stagger… crap… oh god, at least we won’t have to sleep on that torture rack they call a bed anymore.

GAME SET-UP

Place two random CBT mapsheets end-to-end with the long axis being east-west, and one at the “West” end, place a forest map.

Attacker: The Attacker consists of 200% of the player’s deployed forces. The Attacker deploys within four hexes of the east edge of the maps. The Attacker is Veteran in skill.

Defender: The Defender consists of up to 6 mechs of the player’s BattleMech force. A random half of the Defender forces deploys in the east end of the center mapsheet. The other half of the defender forces must be around a set point on the forest mapsheet. On round 3 the other half may roll. On a 5+ they may start their mechs and move the next turn.

WARCHEST
Track Cost: 200 WP
Optional Bonuses (All Bonuses Cumulative)

Dry trees and wind, oh boy, bring the marshmellows… (+100 WP): The wind has picked up to dangerous fire conditions. The trees are already dry this time of year, and this wind just fanning… well lets hope no fire. TN for fire drops from 9 to 6. Also, when you miss a target by rolling 5 or less you check for fire.

Silly wabbit, brought a carrot to a gun fight (+100 WP): The Attacker adds 50% to their force.

Is that where I left the hose? (-20 WP per mech): Any mech with hand actuators can carry a spray pack. This spray pack has 5 shots. It will, upon a successful hit, put out a fire. A hit against the spray pack wearer on the back torsos, will destroy the pack and render it useless. The wearer will not be able to fire r/l arm or r/l torso mounted weapons. Center, head and leg weapons are ok.

What picket? (+50 WP): Only 2 random mechs are active on the center board, 4 mechs are waiting.

Up and raring to go (-50 WP): 4 random mechs are active, while only 2 are inactive at the start.

OBJECTIVES (All WP Rewards Cumulative)

It is IN the trees (150 WP): All the trees should be safe on the forest map. No hex should burn more than 2 turns.

Destroy/capture 50% of the attacking force: (100 WP)

Destroy/Capture 100% of the attacking force: (100 WP)

SPECIAL RULES

Fire/Smoke Rules in effect: [pg 43 TO] When you miss a target by rolling a 2 or 3, you reroll +2 and if you succeed with that attack, the hex is on fire per normal rules. Ending your turn in a fire hex will incur 5 heat. Leaving a fire hex will incur 2 heat. Fire will spread on a 2d6 roll of 9 to “front arc” hexs downwind. Will spread two hexs downwind on 2d6 roll of 12.

Forced Withdrawl: The Forced Withdrawl rules are in effect. The Defender must withdraw through the west edge of the maps. The Attacker must withdraw through the east edge of the maps.

Salvage: Due to the nature of the contract, the Defender may take 50% of salvage/ransom of any units left upon the field.

AFTERMATH
I smell smoke…

Feel the burn

At the edge of formality nerdknow