Scenario Pack 3048-3050 - Operational Turning Points - REVIVAL Trials
Scenario Pack 3048-3050 - Operational Turning Points - REVIVAL Trials
Scenario Pack 3048-3050 - Operational Turning Points - REVIVAL Trials
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[OPERATIONAL TURNING POINTS: REVIVAL PLACEMENT TRIALS]
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[OPERATIONAL TURNING POINTS: REVIVAL PLACEMENT TRIALS]
INTRODUCTION............................
CREDITS......................................
Project Development: Ben H. Rome we know of…). To be given the chance to document this event is a
Writing: Philip A. Lee great honor. My thanks go to: the fans who vocally rally behind their
Production Staff favorite Clan(s); Ben, for voting aff on the “go vote” for this project;
Cover Design: Ray Arrastia Herb, for advice and for not declaring a Trial of Refusal on the idea;
Layout: Kara Hamilton Paul, for rules and suggestions; and as always to my Significant Other,
Map and Record Sheets: Ray Arrastia Carrie, for her continuing support.
For more information about the Placement Trials, please see Wolf Clan
Factchecking/Playtesting: Roy Carl, Brent Ezell, Jason Paulley, Luke
Sourcebook, Jade Falcon Sourcebook, Invading Clans, Field Manual: Warden
Robertson, Eric Salzman, Elliotte C. Want, Matt Wilsbacher
Clans, Field Manual: Crusader Clans, and The Clans: Warriors of Kerensky. For
Special Thanks: I love all of Nicholas’s Clans—be they great or small, those interested in continuing a campaign beyond the Placement Trials
loveable or unlovable, dead or alive—and for this reason, I’ve always and playing on through the Clan invasion, please see Era Report: 3052.
believed this particular period in their history has always held a vast
wealth of potential. Outside of Operation KLONDIKE, the Placement ©2014 The Topps Company Inc. All rights Reserved. Historical Operations Turning Points: REVIVAL trials,
Classic BattleTech, BattleTech, BattleMech, ’Mech, and WK Games are registered trademarks and/or trademarks
Trials for Operation REVIVAL is perhaps the only time in Clan history of The Topps Company, Inc. in the United States and/or other countries. Catalyst Game Labs and the
that a multi-Clan endeavor of this scale has taken place (at least, that Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC.
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[OPERATIONAL TURNING POINTS: REVIVAL PLACEMENT TRIALS]
ATLAS.........................................
TERRAIN TABLES
MARS FIELD PROVING GROUND (KERENSKY PRIME)
STRANA MECHTY Terrain: Ultra-Heavy Woods modification (see p. 40, TO).
Star Type (Recharge Time): G3VI (184 hours) Weather: Weather Table 3: Rain (see p. 69, TO).
Position in System: 4 (of 7) Result Map
STRANA MECHTY
Time to Jump Point: 8.53 days 1 Open Terrain #1 (MS5, MSC1)
Number of Satellites: 2 2 Open Terrain #2 (BT, MS5, MSC1)
Surface Gravity: 1.1 3 Desert Hills (MS2, MSC1)
Atm. Pressure: Standard (Breathable) 4 CityTech* (MS2, MSC1)
Equatorial Temperature: 25º C
5 Rolling Hills #2 (MS3, MSC1)
Surface Water: 70 percent
6 Scattered Woods (MS2, MSC1)
Highest Native Life: Mammals
Population (3048): 130,000,000 *Treat Paved hexes as Clear terrain.
WODEN’S VALE PROVING GROUND (KERENSKY PRIME)
First discovered in 2792, Strana Mechty was the most Terrain: Rapids modification (see p. 50, TO).
promising system in the Kerensky Cluster. Aleksandr Kerensky’s Weather: Weather Table 1: Light (see p. 69, TO).
wife Katyusha named the Terra-like planet, which means “Land Result Map
STRANA MECHTY
of Dreams” in Kerensky’s native Russian. The system was not 1 Scattered Woods (MS2, MSC1)
colonized until 2795, and by the outbreak of the Pentagon Civil 2 Woodland (MS6, MSC2)
War in 2801, Strana Mechty became a thriving colony world 3 River Valley (MS2, MSC1, HPLR)
capable of sustaining several adapted Terran species which 4 Desert Mountain #2 (MS3, MSC1)
would become Clan totems. This stability led Nicholas Kerensky 5 Open Terrain #2 (BT, MS5, MSC1)
to choose this world as the destination for the Second Exodus 6 Mountain Lake (MS2, MSC1)
and the eventual capital of his Clans.
TYR LOWLANDS PROVING GROUND (KERENSKY PRIME)
Strana Mechty is home to four major continents, the Terrain: Swamp modification on Water hexes (see p. 51, TO).
land of which are evenly distributed between all seventeen Weather: Weather Table 2: Wind (see p. 69, TO).
Clans. McKenna straddles the equator and consists mostly of Result Map
tropical jungles and rainforests. Cameron, along the southern
STRANA MECHTY
Khans, and the sprawling park of Svoboda Zemyla, which 1 Rolling Hills #1* (MS3, MSC1)
incorporates Clan Cloud Cobra’s largest Honorarium. 2 Desert Hills (MS2, MSC1)
Notable features in Strana Mechty space include the 3 Desert Sinkhole #1 (MS3, MSC1)
geostationary McKenna’s Pride, the flagship of both Kerenskys 4 Desert Sinkhole #2 (MS3, MSC1)
and the site of Aleksandr’s tomb; Prinz Eugen, the Clans’ prison 5 Desert Mountain #1 (MS3, MSC1)
ship at the outer reaches of the system; and Unity Station, a 6 Desert Mountain #2 (MS3, MSC1)
recharge station located at the system’s zenith jump point.
*Treat all Woods hexes as Clear terrain.
COLDRILL VALLEY (CAMERON)
MARSHALL Terrain: Ice modification (see p. 50, TO).
Weather: Weather Table 4: Snow (see p. 69, TO).
Star Type (Recharge Time): F4V (175 hours)
Result Map
Position in System: 3 (of 3)
STRANA MECHTY
Time to Jump Point: 16.10 days 1 Lake Area (BT, MS2, MSC1)
Number of Satellites: 2 2 River Valley (MS2, MSC1, HPLR)
Surface Gravity: 1.1 3 Scattered Woods (MS2, MSC1)
Atm. Pressure: Standard (Breathable) 4 River Delta/Drainage Basin #2 (MS4, MSC1)
Equatorial Temperature: 30º C 5 BattleForce* (MS6, MSC2)
Surface Water: 50 percent 6 Open Terrain #1 (MS5, MSC1)
Highest Native Life: Reptiles *Treat Paved hexes as Clear terrain.
Population (3050): 16,700,000
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[OPERATIONAL TURNING POINTS: REVIVAL PLACEMENT TRIALS]
ATLAS.........................................
TERRAIN TABLES
FOSTER NOTE: MAY USE DEEP SNOW MODIFICATION (SEE P. 41 TO).
Star Type (Recharge Time): M7V (208 hours) Result Map
Position in System: 1 (of 2) 1 Scattered Woods (MS2, MSC1)
Time to Jump Point: 2.22 days
MARSHALL
2 Open Terrain #1 (BT, MS5, MSC1)
Number of Satellites: 1
3 Open Terrain #2 (BT, MS5, MSC1)
Surface Gravity: 1.0
4 Desert Sinkhole #1 (MS3, MSC1)
Atm. Pressure: Standard (Breathable)
5 Desert Mountain #2 (MS3, MSC1)
Equatorial Temperature: 25º C
Surface Water: 50 percent 6 Rolling Hills #1 (MS3, MSC1)
Highest Native Life: Amphibians
Population (3050): 10,300,000 Result Map
1 Rolling Hills #2 (MS3, MSC1)
FOSTER
3 Wide River (BT, MS6, MSC2)
Star Type (Recharge Time): G8V (189 hours) 4 River Valley (MS2, MSC1, HPLR)
Position in System: 2 (of 3) 5 River Delta/Drainage Basin #1 (MS4, MSC1)
Time to Jump Point: 6.19 days
6 River Delta/Drainage Basin #2 (MS4, MSC1)
Number of Satellites: 0
Surface Gravity: 1.4
Atm. Pressure: Standard (Breathable) NOTE: MAY USE DEEP SNOW MODIFICATION (SEE P. 41 TO).
Equatorial Temperature: 30º C Result Map
Surface Water: 30 percent 1 Desert Hills (MS2, MSC1)
Highest Native Life: Amphibians 2 Desert Mountain #2 (MS3, MSC1)
HOMER
LONDERHOLM *Treat all Water hexes as Ice (frozen solid). See p. 50, TO.
5
Vinton
Barcella Hoard
Tamaron
Hellgate
Grant’s Station Kirin Glory
York
Marshall Tathis Sheridan
Delios Priori
Homer
Albion Gatekeeper Strana Mechty New Kent
Kerensky Lum
Brim Huntress Hector
Cluster
Tranquil
Ironhold
Shadow
Foster Bearclaw
Atreus
Tokasha
Niles
Clan Homeworlds (3050)
Coreward
Anti-spinward
Spinward
Rimward
Deep Periphery
0 100 200 300 400 lightyears
Clan
Pentagon Worlds Homeworlds
Pentagon Worlds
Arcadia
Babylon
Nueva Ghent
Castile St-Jean
Transfer Station P9 Ctesiphon
Ramsey
Suda Bay
Santiago IV Attenbrooks Trelleborg Salonika
2D6 Blood Spirit Burrock Cloud Cobra Coyote Diamond Shark Fire Mandrill
2 Incubus [30] Howler [20] Arctic Cheetah [30] Arctic Cheetah [30] Fire Moth [20] Kit Fox [30]
3 Mist Lynx [25] Adder [35] Adder [35] Adder [35] Adder [35] Mist Lynx [25]
4 Incubus [30] Mist Lynx [25] Adder [35] Fire Moth [20] Adder [35] Adder [35]
5 Kit Fox [30] Kit Fox [30] Adder [35] Mist Lynx [25] Arctic Cheetah [30] Kit Fox [30]
6 Adder [35] Arctic Cheetah [30] Fire Moth [20] Adder [35] Adder [35] Mist Lynx [25]
7 Kit Fox [30] Mist Lynx [25] Kit Fox [30] Adder [35] Adder [35] Mist Lynx [25]
8 Mist Lynx [25] Adder [35] Adder [35] Fire Moth [20] Mist Lynx [25] Kit Fox [30]
9 Adder [35] Fire Moth [20] Kit Fox [30] Adder [35] Mist Lynx [25] Mist Lynx [25]
10 Arctic Cheetah [30] Horned Owl 2 [35] Mist Lynx [25] Mist Lynx [25] Arctic Cheetah [30] Adder [35]
11 Horned Owl [35] Incubus [30] Mist Lynx [25] Fire Moth [20] Fire Moth [20] Mist Lynx [25]
12 Locust IIC [25] Locust IIC [25] Fire Moth [20] Fire Moth [20] Adder [35] Mist Lynx [25]
LIGHT BATTLEMECHS / OMNIMECHS
2D6 Ghost Bear Goliath Scorpion Hell’s Horses Ice Hellion Jade Falcon Nova Cat
2 Horned Owl [35] Horned Owl [35] Fire Moth [20] Fire Moth [20] Incubus [30] Mist Lynx [25]
3 Mist Lynx [25] Fire Moth [20] Fire Moth [20] Mist Lynx [25] Mist Lynx [25] Kit Fox [30]
4 Kit Fox [30] Kit Fox [30] Mist Lynx [25] Kit Fox [30] Fire Moth [20] Arctic Cheetah [30]
5 Adder [35] Jenner IIC [35] Mist Lynx [25] Mist Lynx [25] Adder [35] Fire Moth [20]
6 Fire Moth [20] Fire Moth [20] Arctic Cheetah [30] Arctic Cheetah [30] Kit Fox [30] Arctic Cheetah [30]
7 Fire Moth [20] Fire Moth [20] Kit Fox [30] Mist Lynx [25] Kit Fox [30] Adder [35]
8 Fire Moth [20] Adder [35] Kit Fox [30] Adder [35] Adder [35] Kit Fox [30]
9 Adder [35] Arctic Cheetah [30] Adder [35] Fire Moth [20] Mist Lynx [25] Adder [35]
10 Adder [35] Mist Lynx [25] Adder [35] Mist Lynx [25] Fire Moth [20] Arctic Cheetah [30]
11 Kit Fox [30] Incubus [30] Fire Moth [20] Kit Fox [30] Howler [20] Mist Lynx [25]
12 Mist Lynx [25] Horned Owl [35] Fire Moth [20] Arctic Cheetah [30] Locust IIC 2 [25] Kit Fox [30]
2D6 Smoke Jaguar Snow Raven Star Adder Steel Viper Wolf
2 Arctic Cheetah [30] Fire Moth [20] Kit Fox [30] Fire Moth [20] Locust IIC [25]
3 Locust IIC 3 [25] Fire Moth [20] Mist Lynx [25] Mist Lynx [25] Kit Fox [30]
4 Adder [35] Adder [35] Kit Fox [30] Arctic Cheetah [30] Mist Lynx [25]
5 Mist Lynx [25] Adder [35] Fire Moth [20] Adder [35] Mist Lynx [25]
6 Fire Moth [20] Fire Moth [20] Adder [35] Kit Fox [30] Adder [35]
7 Mist Lynx [25] Kit Fox [30] Mist Lynx [25] Fire Moth [20] Adder [35]
8 Mist Lynx [25] Kit Fox [30] Adder [35] Arctic Cheetah [30] Adder [35]
9 Arctic Cheetah [30] Kit Fox [30] Fire Moth [20] Arctic Cheetah [30] Mist Lynx [25]
10 Mist Lynx [25] Mist Lynx [25] Arctic Cheetah [30] Mist Lynx [25] Kit Fox [30]
11 Adder [35] Mist Lynx [25] Fire Moth [20] Kit Fox [30] Fire Moth [20]
12 Horned Owl 2 [35] Mist Lynx [25] Arctic Cheetah [30] Adder [35] Locust IIC [25]
3 Horned Owl 2 [35] HER-1S Hermes [30] Howler [20] HSR-200-D Hussar [30]
(SECOND LINE)
4 Horned Owl [35] Locust IIC [25] Locust IIC [25] Incubus [30]
5 Jenner IIC [30] Howler [20] Locust IIC [25] Jenner IIC [30]
6 Locust IIC [25] Jenner IIC [30] MCY-97 Mercury [20] Horned Owl 2 [35]
7 Incubus [30] Mandrill [30] Locust IIC [25] Jenner IIC [30]
8 Incubus 2 [30] HSR-200-D Hussar [30] Jenner IIC [30] Jenner IIC [30]
9 Jenner IIC 3 [30] Locust IIC [25] Jenner IIC [30] Horned Owl [35]
10 Locust IIC [25] Mandrill [30] Incubus [30] Locust IIC [25]
11 MON-66 Mongoose [25] Howler [20] HER-1S Hermes [30] Horned Owl [35]
12 Howler [20] Locust IIC [25] Horned Owl [35] Incubus [30]
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[OPERATIONAL TURNING POINTS: REVIVAL PLACEMENT TRIALS]
2D6 Ghost Bear Goliath Scorpion Hell’s Horses Ice Hellion Jade Falcon Nova Cat
2 Griffin IIC [40] Battle Cobra [40] Ice Ferret [45] Viper [40] Shadow Cat [45] Hunchback IIC [50]
3 Stormcrow [55] Ice Ferret [45] Stormcrow [55] Ice Ferret [45] Nova [50] Nova [50]
4 Stooping Hawk [55] Nova [50] Ice Ferret [45] Viper [40] Ice Ferret [45] Ice Ferret [45]
5 Nova [50] Stormcrow [55] Viper [40] Viper [40] Viper [40] Shadow Cat [45]
6 Viper [40] Vapor Eagle [55] Viper [40] Shadow Cat [45] Viper [40] Stormcrow [55]
7 Viper [40] Viper [40] Nova [50] Stormcrow [55] Stormcrow [55] Shadow Cat [45]
8 Viper [40] Viper [40] Stormcrow [55] Shadow Cat [45] Stormcrow [55] Nova [50]
9 Nova [50] Battle Cobra [40] Nova [50] Ice Ferret [45] Nova [50] Shadow Cat [45]
10 Stormcrow [55] Nova [50] Stormcrow [55] Stormcrow [55] Ice Ferret [45] Ice Ferret [45]
11 Ice Ferret [45] Stormcrow [55] Stormcrow [55] Stormcrow [55] Shadowhawk IIC [45] Nova [50]
12 Shadow Hawk IIC 2 [45] Battle Cobra [40] Viper [40] Ice Ferret [45] Conjurer [50] Nova [50]
2D6 Smoke Jaguar Snow Raven Star Adder Steel Viper Wolf
2 Shadow Cat [45] Nova [50] Viper [40] Shadow Cat [45] Viper [40]
3 Nova [50] Viper [40] Nova [50] Shadow Cat [45] Viper [40]
4 Stormcrow [55] Ice Ferret [45] Nova [50] Nova [50] Stormcrow [55]
5 Viper [40] Viper [40] Viper [40] Viper [40] Nova [50]
6 Stormcrow [55] Nova [50] Shadow Cat [45 Battle Cobra [40] Ice Ferret [45]
7 Stormcrow [55] Nova [50] Nova [50] Battle Cobra [40] Ice Ferret [45]
8 Stormcrow [55] Stormcrow [55] Stormcrow [55] Ice Ferret [45] Ice Ferret [45]
9 Nova [50] Shadow Cat [45] Shadow Cat [45 Stormcrow [55] Nova [50]
10 Ice Ferret [45] Viper [40] Stormcrow [55] Nova [50] Viper [40]
11 Stormcrow [55] Ice Ferret [45] Nova [50] Shadow Cat [45] Stormcrow [55]
12 Shadow Cat [45] Viper [40] Viper [40] Ice Ferret [45] Hunchback IIC [50]
3 Griffin IIC [40] Conjurer [50] STN-3L Sentinel [40] CRB-27 Crab [50]
(SECOND LINE)
4 Shadow Hawk IIC [45] WVE-5N Wyvern [45] Conjurer [50] Shadow Hawk IIC [45]
5 Vapor Eagle [55] STN-3L Sentinel [40] Shadow Hawk IIC [45] Conjurer [50]
6 Griffin IIC [40] Shadow Hawk IIC [45] Shadow Hawk IIC [45] Griffin IIC [40]
7 Great Wyrm [45] Griffin IIC [40] Shadow Hawk IIC [45] Shadow Hawk IIC [45]
8 Griffin IIC [40] Griffin IIC [40] KTO-19 Kintaro [55] Hunchback IIC [50]
9 Hunchback IIC [50] Shadow Hawk IIC [45] Griffin IIC [40] Wyvern IIC [45]
10 Vapor Eagle [55] Hunchback IIC [50] WVE-5N Wyvern [45] Hunchback IIC [50]
11 Great Wyrm [45] STN-3L Sentinel [40] Vapor Eagle [55] Shadow Hawk IIC [45]
12 Wyvern IIC [45] Vapor Eagle [55] Vapor Eagle [55] KTO-19 Kintaro [55]
8
[OPERATIONAL TURNING POINTS: REVIVAL PLACEMENT TRIALS]
2D6 Blood Spirit Burrock Cloud Cobra Coyote Diamond Shark Fire Mandrill
2 Thresher [60] Glass Spider 2 [60] Thresher [60] Mad Dog [60]f Timber Wolf [75] Mad Dog [60]
3 Mad Dog [60] Summoner [70] Mad Dog [60] Mad Dog [60] Summoner [70] Summoner [70]
4 Crossbow [65] Hellbringer [65] Timber Wolf [75] Timber Wolf [75] Mad Dog [60] Summoner [70]
5 Timber Wolf [75] Mad Dog [60] Summoner [70] Summoner [70] Mad Dog [60] Mad Dog [60]
6 Summoner [70] Hellbringer [65] Mad Dog [60] Hellbringer [65] Summoner [70] Mad Dog [60]
7 Crossbow [65] Summoner [70] Mad Dog [60] Timber Wolf [75] Mad Dog [60] Mad Dog [60]
8 Crossbow [65] Crossbow [65] Summoner [70] Timber Wolf [75] Summoner [70] Summoner [70]
9 Grizzly [70] Timber Wolf [75] Timber Wolf [75] Summoner [70] Crossbow [65] Summoner [70]
10 Crossbow [65] Mad Dog [60] Hellbringer [65] Hellbringer [65] Mad Dog [60] Mad Dog [60]
11 Rifleman IIC [65] Grizzly [70] Summoner [70] Timber Wolf [75] Hellbringer [65] Mad Dog [60]
12 Grizzly [70] Thresher [60] Hellbringer [65] Hellbringer [65] Timber Wolf [75] Mad Dog [60]
HEAVY BATTLEMECHS / OMNIMECHS
2D6 Ghost Bear Goliath Scorpion Hell’s Horses Ice Hellion Jade Falcon Nova Cat
2 Hellbringer [65] Timber Wolf [75] Hellbringer [65] Hellbringer [65] Summoner [70] Hellbringer [65]
3 Timber Wolf [75] Mad Dog [60] Summoner [70] Mad Dog [60] Timber Wolf [75] Mad Dog [60]
4 Mad Dog [60] Mad Dog [60] Summoner [70] Hellbringer [65] Hellbringer [65] Summoner [70]
5 Mad Dog [60] Glass Spider 2 [60] Hellbringer [65] Summoner [70] Summoner [70] Timber Wolf [75]
6 Summoner [70] Summoner [70] Hellbringer [65] Timber Wolf [75] Hellbringer [65] Timber Wolf [75
7 Mad Dog [60] Hellbringer [65] Mad Dog [60] Hellbringer [65] Summoner [70] Summoner [70]
8 Mad Dog [60] Summoner [70] Mad Dog [60] Summoner [70] Mad Dog [60] Timber Wolf [75]
9 Summoner [70] Timber Wolf [75] Timber Wolf [75] Hellbringer [65] Mad Dog [60] Mad Dog [60]
10 Hellbringer [65] Mad Dog [60] Timber Wolf [75] Mad Dog [60] Timber Wolf [75] Summoner [70]
11 Timber Wolf [75] Timber Wolf [75] Timber Wolf [75] Hellbringer [65] Hellbringer [65] Timber Wolf [75]
12 Grizzly [70] Summoner [70] Hellbringer [65] Mad Dog [60] Mad Dog [60] Mad Dog [60]
2D6 Smoke Jaguar Snow Raven Star Adder Steel Viper Wolf
2 Rifleman IIC 2 [65] Mad Dog [60] Mad Dog [60] Hellbringer [65] Hellbringer [65]
3 Hellbringer [65] Summoner [70] Summoner [70] Crossbow [65] Timber Wolf [75]
4 Mad Dog [60] Mad Dog [60] Mad Dog [60] Crossbow [65] Mad Dog [60]
5 Timber Wolf [75] Mad Dog [60] Guillotine IIC [70] Summoner [70] Timber Wolf [75]
6 Summoner [70] Timber Wolf [75] Timber Wolf [75] Hellbringer [65] Hellbringer [65]
7 Timber Wolf [75] Timber Wolf [75] Mad Dog [60] Crossbow [65] Timber Wolf [75]
8 Mad Dog [60] Mad Dog [60] Hellbringer [65] Mad Dog [60] Timber Wolf [75]
9 Hellbringer [65] Hellbringer [65] Summoner [70] Timber Wolf [75] Summoner [70]
10 Mad Dog [60] Hellbringer [65] Timber Wolf [75] Crossbow [65] Timber Wolf [75]
11 Mad Dog [60] Summoner [70] Mad Dog [60] Hellbringer [65] Hellbringer [65]
12 Summoner [70] Hellbringer [65] Mad Dog [60] Summoner [70] Glass Spider 2 [60]
3 Guillotine IIC [70] BMB-12D Bombardier [65] Thresher [60] EXT-4D Exterminator [65]
(SECOND LINE)
4 FLS-8K Flashman [75] FLS-8K Flashman [75] CHP-1N Champion [60] Glass Spider [60]
5 Thresher [60] Thresher [60] Glass Spider [60] Guillotine IIC [70]
6 Glass Spider [60] Rifleman IIC [65] Grizzly [70] Guillotine IIC [70]
7 Rifleman IIC [65] Rifleman IIC [65] Rifleman IIC [65] Glass Spider [60]
8 Thresher [60] LNC25-01 Lancelot [60] GLT-3N Guillotine [70] FLS-8K Flashman [75]
9 Guillotine IIC [70] LNC25-01 Lancelot [60] Rifleman IIC [65] Grizzly [70]
10 Glass Spider [60] EXT-4D Exterminator [65] Thresher [60] Rifleman IIC [65]
11 Grizzly [70] Rifleman IIC [65] Guillotine IIC [70] Thresher [60]
12 LNC25-01 Lancelot [60] Thresher [60] Guillotine IIC [70] GLT-3N Guillotine [70]
9
[OPERATIONAL TURNING POINTS: REVIVAL PLACEMENT TRIALS]
2D6 Ghost Bear Goliath Scorpion Hell’s Horses Ice Hellion Jade Falcon Nova Cat
2 Marauder IIC [85] Dire Wolf [100] Dire Wolf [100] Naga [80] Executioner [95] Executioner [95]
3 Dire Wolf [100] Executioner [95] Kingfisher [90] Gargoyle [80] Marauder IIC [85] Dire Wolf [100]
4 Gargoyle [80] Kingfisher [90] Warhawk [85] Executioner [95] Warhammer IIC [80] Executioner [95]
5 Kingfisher [90] Executioner [95] Executioner [95] Gargoyle [80] Gargoyle [80] Gargoyle [80]
6 Warhawk [85] Warhawk [85] Executioner [95] Warhawk [85] Executioner [95] Warhawk [85]
7 Executioner [95] Warhawk [85] Gargoyle [80] Gargoyle [80] Gargoyle [80] Warhawk [85]
8 Executioner [95] Executioner [95] Gargoyle [80] Warhawk [85] Executioner [95] Kingfisher [90]
9 Kodiak [100] Dire Wolf [100] Naga [80] Gargoyle [80] Executioner [95] Executioner [95]
10 Executioner [95] Gargoyle [80] Warhawk [85] Executioner [95] Dire Wolf [100] Kingfisher [90]
11 Dire Wolf [100] Warhawk [85] Warhawk [85] Gargoyle [80] Warhawk [85] Warhawk [85]
12 Kingfisher [90] Executioner [95] Dire Wolf [100] Naga [80] Bane [100] Dire Wolf [100]
2D6 Smoke Jaguar Snow Raven Star Adder Steel Viper Wolf
2 Stone Rhino [100] Gargoyle [80] Executioner [95] Naga [80] Naga [80]
3 Executioner [95] Executioner [95] Executioner [95] Kingfisher [90] Warhawk [85]
4 Warhawk [85] Naga [80] Kingfisher [90] Warhawk [85] Dire Wolf [100]
5 Gargoyle [80] Warhawk [85] Naga [80] Gargoyle [80] Executioner [95]
6 Warhawk [85] Kingfisher [90] Executioner [95] Warhawk [85] Dire Wolf [100]
7 Dire Wolf [100] Dire Wolf [100] Kingfisher [90] Gargoyle [80] Gargoyle [80]
8 Warhawk [85] Executioner [95] Gargoyle [80] Gargoyle [80] Gargoyle [80]
9 Dire Wolf [100] Gargoyle [80] Warhawk [85] Executioner [95] Executioner [95]
10 Warhawk [85] Warhawk [85] Dire Wolf [100] Dire Wolf [100] Dire Wolf [100]
11 Warhammer IIC 2 [80] Dire Wolf [100] Gargoyle [80] Kingfisher [90] Gargoyle [80]
12 Kingfisher [90] Naga [80] Warhawk [85] Dire Wolf [100] Marauder IIC [85]
3 Stone Rhino [100] Phoenix Hawk IIC [80] Stone Rhino [100] Warhammer IIC [80]
(SECOND LINE)
4 Bane [100] THG-11E Thug [80] HGN-732 Highlander [90] Marauder IIC [85]
5 Bane [100] KGC-000 King Crab [100] Warhammer IIC [80] KGC-000 King Crab [100]
6 Marauder IIC [85] Warhammer IIC [80] Warhammer IIC [80] Stone Rhino [100]
7 Supernova [90] Phoenix Hawk IIC [80] Marauder IIC [85] Marauder IIC [85]
8 Phoenix Hawk IIC [80] THG-11E Thug [80] CRK-5003-1 Crockett [85] Warhammer IIC [80]
9 Highlander IIC [90] Bane [100] Bane [100] Supernova [90]
10 Marauder IIC [85] Warhammer IIC [80] Thunder Stallion [85] THG-11E Thug [80]
11 CRK-5003-1 Crockett [85] HGN-732 Highlander [90] Thunder Stallion [85] Supernova [90]
12 Phoenix Hawk IIC [80] Bane [100] CRK-5003-1 Crockett [85] THG-11E Thug [80]
10
[OPERATIONAL TURNING POINTS: REVIVAL PLACEMENT TRIALS]
2D6 Ghost Bear Goliath Scorpion Hell’s Horses Ice Hellion Jade Falcon Nova Cat
2 Bashkir [20] Vandal [30] Jengiz [80] Scytha [90] Vandal [30] Jengiz [80]
3 Turk [50] Batu [40] Batu [40] Bashkir [20] Visigoth [60] Visigoth [60]
4 Kirghiz [100] Bashkir [20] Sulla [45] Visigoth [60] Bashkir [20] Jagatai [70]
5 Sulla [45] Visigoth [60] Visigoth [60] Turk [50] Batu [40] Scytha [90]
6 Jengiz [80] Jagatai [70] Jengiz [80] Jagatai [70] Scytha [90] Sulla [45]
7 Visigoth [60] Avar [35] Sulla [45] Sulla [45] Visigoth [60] Batu [40]
8 Sulla [45] Turk [50] Turk [50] Avar [35] Jagatai [70] Visigoth [60]
9 Visigoth [60] Sulla [45] Visigoth [60] Batu [40] Scytha [90] Turk [50]
10 Turk [50] Jengiz [80] Jagatai [70] Visigoth [60] Jagatai [70] Scytha [90]
11 Jengiz [80] Visigoth [60] Avar [35] Turk [50] Kirghiz [100] Batu [40]
12 Kirghiz [100] Kirghiz [100] Scytha [90] Jengiz [80] Jengiz [80] Kirghiz [100]
2D6 Smoke Jaguar Snow Raven Star Adder Steel Viper Wolf
2 Kirghiz [100] Avar [35] Vandal [30] Scytha [90] Visigoth [60]
3 Jagatai [70] Turk [50] Bashkir [20] Jengiz [80] Avar [35]
4 Xerxes [85] Avar [35] Sulla [45] Sulla [45] Batu [40]
5 Turk [50] Bashkir [20] Avar [35] Batu [40] Scytha [90]
6 Sulla [45] Jengiz [80] Sulla [45] Visigoth [60] Visigoth [60]
7 Jagatai [70] Sulla [45] Visigoth [60] Batu [40] Jagatai [70]
8 Batu [40] Batu [40] Jengiz [80] Sulla [45] Jengiz [80]
9 Sabutai [75] Bashkir [20] Sulla [45] Visigoth [60] Jagatai [70]
10 Xerxes [85] Visigoth [60] Turk [50] Batu [40] Kirghiz [100]
11 Visigoth [60] Jagatai [70] Scytha [90] Jagatai [70] Bashkir [20]
12 Jengiz [80] Jengiz [80] Jagatai [70] Avar [35] Vandal [30]
6 Ku [50]T
7 Athena [75]T
8 Ares [40]T
9 Ishtar [65]W
10 Hachiman [50]T
11 Svantovit [35]H
12 Mars [100]T
Key: HHover TTracked VVTOL WWheeled
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BIDDING RESULTS
Clan Faction Invasion Vote 1st Round Bid 2nd Round Bid 3rd Round Bid
Blood Spirit Crusader Aff 9 Galaxies 7 Galaxies 3 Galaxies
Burrock Crusader Aff 9 Galaxies 5 Galaxies 3 Galaxies
Cloud Cobra Warden Aff 7 Galaxies withdrew —
Coyote Warden Aff 9 Galaxies 5 Galaxies 3 Galaxies
Diamond Shark Crusader Aff 7 Galaxies 4 Galaxies 3 Galaxies
Fire Mandrill Crusader Aff 7 Kindraa 5 Kindraa 3 Kindraa
Ghost Bear Crusader Aff 12 Galaxies 6 Galaxies 3 Galaxies
Goliath Scorpion Warden Aff (coin toss) 7 Galaxies 6 Galaxies 3 Galaxies
Hell’s Horses Crusader Aff 9 Galaxies 6 Galaxies 3 Galaxies
Ice Hellion Crusader Aff 7 Galaxies 5 Galaxies 3 Galaxies
Jade Falcon Crusader Aff 10 Galaxies 5 Galaxies 3 Galaxies
Nova Cat Crusader Aff 9 Galaxies 5 Galaxies 3 Galaxies
Smoke Jaguar Crusader Aff 11 Galaxies 3 Galaxies 3 Galaxies
Snow Raven Warden Aff Did not qualify — —
Star Adder Crusader Aff Entire touman — —
Steel Viper Warden (nominal) Aff 9 Galaxies 5 Galaxies 3 Galaxies
Wolf Warden Neg Did not compete — —
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TACTICAL GUIDE...........................
BLOOD SPIRIT COYOTE
The elite warriors of the Blood Spirit The Wardens of Clan Coyote are
touman employ a brilliant defensive aggressive warriors, which lends to a
strategy borne of their determination to steady assault tempered by caution.
protect their holdings. Due to their limited Coyote tendency toward heavy and assault
resources compared to other Clans, they OmniMechs often gives them an offensive
favor the use of cheaper BattleMech advantage, but their pragmatic approach
technology over OmniMechs. While this leads them to only declare batchalls for trials they believe they
might be seen to limit their tactical options, the Spirits use this can win without too much difficulty while still preserving their
preconception to their advantage. Their biggest weakness, honor. As the first to embrace the concept of the Honor Road
however, is an overreliance on a strict chain of command and during KLONDIKE, Coyote warriors will adhere to the tenets of
a lack of individual initiative: in the event of a high ranking zellbrigen in almost every circumstance except when it is wise to
warrior’s death on the battlefield, subordinates often falter and fight without these constraints.
hesitate without orders from their superior. Notable Personalities: Khan Robin Steele, saKhan Pazi
Notable Personalities: Khan Karianna Schmitt, saKhan Tchernovkov
Daryl Keller
DIAMOND SHARK
BURROCK As Clan Diamond Shark’s merchants
Ever since the battles of Operation are always keeping an eye on market
KLONDIKE, Clan Burrock’s touman has fluctuations, the Clan’s warriors likewise
been difficult for outsiders to pin down. place a good deal of emphasis on military
During KLONDIKE, they employed slow intelligence. This leads to sharp bidding
and methodical tactics that produced practices that often leave an opponent off-
exceptional results, but afterwards, they guard and ensure a Diamond Shark victory.
shifted into a more mobile style of combat that revolved around The Sharks search for any weakness in their
hit-and-fade strikes. Once the their peers grew accustomed enemies and exploit it in any way they can, often treating
to this style, the Burrocks shifted their tactics once again. In zellbrigen as a recommendation rather than a requirement. As
addition to keeping other Clans on their toes, the Burrocks’ such, they espouse no reluctance to attack supply caches or use
protean tactics have made them some of the best bandit hunters aerospace bombing runs against hardened defenses because
in all of Clan Space. Modern Burrock combat philosophy seems they consider these targets of opportunity as having been
to embrace electronic warfare combined with mobile, heavy- included in the defenders’ bid.
hitting firepower, but time will only tell how long this will last. Notable Personalities: Khan Ian Hawker, saKhan Kaija Horn,
Notable Personalities: Khan Jocelyn Siddiq, saKhan Orrel Star Colonel Angus Labov
Polczyk
FIRE MANDRILL
CLOUD COBRA As a fragmented and often schizophrenic
Due to unfortunate losses in KLONDIKE Clan, the battlefield ideologies of Clan
and their first saKhan being one of the Fire Mandrill vary greatly between each
Clans’ naval commanders, Clan Cloud Kindraa. Kindraa Sainze, for example, places
Cobra evolved into a small, aerospace- great importance on honorable combat,
heavy Clan with few ground forces. While whereas Kindraa Payne emphasizes ’Mech
embracing honorable combat when they combat to the near-complete exclusion of every other branch
can, their warriors most often fight to preserve the Way rather of its military. The Faraday-Tanagas like to confuse enemies
than fighting for personal glory. This method involves the usage with their battlefield movements, the Mattila-Carrols favor
of aerospace fighters and even artillery when the situation headhunting missions, and the Beyl-Grants prefer aerospace
warrants, but does not allow them to easily take and hold assaults. Regardless of Kindraa affiliation, Fire Mandrill warriors
territory. Unlike most Clans, the Cobras keep on hand a ready all fight with unbridled passion and incredible skill.
reserve of warriors that can immediately take the place of an Notable Personalities: Khan Eudora Payne, saKhan Naresh
active-duty warrior who is wounded or killed in battle. Sainze, Star Captain Garret Sainze
Notable Personalities: Khan Din Steiner, saKhan Leighton
Khatib
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TACTICAL GUIDE...........................
GHOST BEAR ICE HELLION
For outsiders to call the Ghost Bears Clan Ice Hellion units believe in the raw
ponderous would be an understatement. power of speed and hit-and-fade maneuvers.
Never one for rash action, Ghost Bear Since Hellions generally eschew heavier
warriors study a situation before ’Mechs, they are always on the move, often
determining their course of action. Once circling around opposing units and cutting
that decision is made, however, the sleeping them off from the rest of their advance in
bear awakens and attacks its targets with order to isolate and destroy them. They also
unrelenting ferocity, heavy-hitting firepower, and fast strikes. embrace the mentality of their Clan totem
The Ghost Bears place a great deal of respect in their Elementals, by following a strange doctrine of “pack zellbrigen,” wherein a
often pairing them with fast-moving OmniMechs such as Fire single light or medium Star will simultaneously duel the same
Moths or Vipers in order to deploy them as far forward into heavier ’Mech until it is weakened, and then the Star’s members
the battle as quickly as possible. These Elementals are usually will bid amongst themselves for the right to make the kill.
supported by heavier ’Mechs that make their steady, inexorable Notable Personalities: Khan Stephen Tyler, saKhan
advance towards the enemy. Danielle Lienet
Notable Personalities: Khan Nornian Tseng (KIA), saKhan
Ursula Jorgensson (KIA), Khan Karl Bourjon, saKhan Theresa JADE FALCON
DelVillar The most conservative of the Crusader
Clans, Clan Jade Falcon prides itself on
GOLIATH SCORPION upholding Clan traditions and battlefield
Like their Clan’s namesake, Goliath philosophies. They believe the manner in
Scorpions prefer to inflict damage at a which a battle is fought is just as important
critical place in an enemy formation with as its outcome. As such, Jade Falcons will
a lightning-fast strike. Rather than brutal honor zellbrigen in all but the most extreme
frontal assaults or unfocused missile cases. On the battlefield, Falcon warriors lean toward a style that
barrages, they respect and value the finesse employs mobile yet aggressive firepower. Like their Clan totem,
of the “perfect shot.” Scorpion warriors also Jade Falcons will swoop into battle and strike with a tenacity
embrace the principles of combined-arms few Clans can match. Falcon MechWarriors are also adept at the
tactics, often by using “pincer” units to pin down opponents or Roshak Maneuver, where a lighter ’Mech will constantly circle a
distract them from the swiftly approaching “stinger.” heavier ’Mech while keeping their opponent in their sights.
Notable Personalities: Khan Nikolai Djerassi, saKhan Ren Notable Personalities: Former Khan Yvonne Hazen,
Posavatz Khan Elias Crichell, saKhan Timur Malthus, Galaxy Commander
Mar Helmer
HELL’S HORSES
Since the Hell’s Horses believe the warrior NOVA CAT
is far more important than his or her service Regarding unit organization, battlefield
branch, their Clan places far more emphasis honor, and many other Clan military
on conventional forces than any other Clan. doctrines, Clan Nova Cat remains almost
Due to this philosophy, it is common to as traditional as the Jade Falcons. One idea
see armor or conventional infantry even in that sets them markedly apart, however,
the Horses’ frontline units. As the progenitors of the Elemental is the concept of battlefield adaptability.
phenotype, the Horses expertly deploy more concentrations of When confronted by opponents who use
battle armor than other Clans, often incorporating them into unexpected strategy, Nova Cat warriors will
Novas and other mixed-unit formations wherever possible. change their approach and conduct the battle using the best
Notable Personalities: Khan Malavai Fletcher, saKhan Tanya counteraction method. Nova Cats also excel at low-altitude
DeLaurel, Star Colonel James Cobb combat insertion and remain the only Clan capable of firing
upon ground targets during their descent from a DropShip.
Notable Personalities: Khan Severen Leroux, saKhan
Lucian Carns
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TACTICAL GUIDE...........................
SMOKE JAGUAR screens and thus never reaching the battlefield. Dirtside, nearly
One word typifies the Smoke Jaguar every Snow Raven Cluster relies on close air support and aerial
warrior’s fighting style: brutality. In combat, reconnaissance in order to prevail.
Smoke Jaguars throw themselves into the fray Notable Personalities: Khan Lynn McKenna, saKhan Joseph
in order to inflict the most savage punishment Crow
upon all opponents. The Strana Mechty smoke
jaguar grabs prey by the throat and clamps STAR ADDER
down until the prey is dead; likewise the Smoke While most Clans relax the standards of
Jaguar warrior will find the nearest enemy— zellbrigen when engaging dezgra units or
regardless of weight class—and harry it until bandit castemen, the warriors of Clan Star
it goes down. Then she will move right on to Adder uphold the strictures of honorable
the next target. Despite how visceral their tactics may be, Smoke combat, regardless of their opponent.
Jaguars still prosecute each duel with honor and respect. Only in the face of overwhelming odds
Notable Personalities: Khan Lincoln Osis, saKhan Sarah will the Adders forego zellbrigen. As a
Weaver pragmatic people, Star Adder warriors lean towards a well-
thought overall strategy rather than reckless battlefield tactics
SNOW RAVEN that could endanger a trial’s outcome. Because of this, Adders
Although Clan Snow Raven possesses tend to only be as aggressive in combat as their current
one of the smallest ground-based toumans strategy dictates.
among the Clans, its aerospace and naval Notable Personalities: Khan Cassius N’Buta, saKhan
assets more than make up for the deficit. Tabitha Paik
The Ravens’ lack of ground strength prompts
them to eschew granting safcon to attacking STEEL VIPER
units, which results in many opposing The Steel Vipers will generally use
DropShips falling prey to aerospace fighter zellbrigen against most foes but will
abandon it when facing dezgra units
or bitter rivals. In other respects,
they follow a practical approach
and—despite their partially accurate
classification as a Warden Clan—can
oftentimes match the battlefield
fanaticism of most Crusader Clans.
A common Steel Viper tactic is the Viper’s Maw: two
different OmniMech units—“fangs”—will hit the enemy
line in different places and drop Elementals, and a
second group, the “maw,” moves in to trap the confused
defenders.
Notable Personalities: Khan Natalie Breen, saKhan
Perigard Zalman
WOLF
Before any Clan Wolf warrior
sets foot on the battlefield, one
can be certain his commanding
officer has prepared for this battle
with military intelligence, a clear plan, and a strategic bid
designed to maximize his unit’s combat effectiveness. In
effect, Clan Wolf strives to “win” the trial before a single
shot is even fired. Once on the battlefield, however, Wolf
forces espouse among the most adaptable and flexible
battlefield philosophies of the Clans. Other Clans may
view the Wolves’ relaxation of various Clan traditions
as a dishonor to the Founder’s memory, but Clan Wolf’s
victories speak for themselves.
Notable Personalities: Khan Ulric Kerensky, saKhan
Garth Radick
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This section lists the combat units employed during Clan GYRFALCON GUARDS
Wolf’s Trial of Refusal. CO: Star Colonel Gina Buhallin
Average Experience: Elite
FIFTEENTH RAPIER CLUSTER Unit Abilities: Gyrfalcon Guards units
CO: Star Colonel Torrance Marghar receive a +1 on their To-Hit rolls for energy
Average Experience: Veteran weapons. When rolling Hit Locations, the
Unit Abilities: A maximum of one- player may choose to add or subtract 1
fourth of the Fifteenth’s units may be heavy from the roll to get a different location. This may not be used to
’Mechs; no assault ’Mechs may be fielded. change the hit location to the Head or the Center Torso.
The Fifteenth may use the Brawlers special Notes: As the flagship Cluster of Gyrfalcon Galaxy, the
ability (see p. 193, TO). Gyrfalcon Guards were the natural choice for Khan Yvonne
Notes: From Clan Burrock’s Beta Galaxy, Hazen to include in the Grand Council’s bids for the Wolves’
the Fighting Gurkhas embody their Clan Refusal. Crusader to the core, the Cluster espouses a propensity
totem by finding their way through even the most rock-hard toward brutal but precise violence. Star Colonel Buhallin utilizes
defenses. Unlike many light, mobile units, the Fifteenth Rapier the Guards as a scalpel rather than a sledgehammer.
does not rely on hit-and-run tactics as most might expect. They
move in, strike, and surprise the enemy by either staying at FOURTH JAGUAR DRAGOONS
the enemy line or pushing through entirely rather than falling CO: Star Colonel Aaron Showers
back to regroup when the pressure turns up. Many Clan forces Average Experience: Elite
have written off the unit as not being a credible threat, but Unit Abilities: When making weapons
the Fifteenth has proven time and again that anything poked attacks against a unit from a lighter weight
enough times by a swordpoint will still bleed out. class, a Fourth Dragoons unit gains a +1
bonus to its To-Hit rolls.
FIRST BEAR GUARDS Notes: The Fourth Jaguar Dragoons
COs: Khan Nornian Tseng and saKhan of Delta Galaxy are fond of dueling lighter
Ursula Jorgensson units, a practice which some outside the
Average Experience: Elite Clan view as dishonorable. However, Star Colonel Showers takes
Unit Abilities: The First Bear Guards gain issue with those who decry his tactics. “A MechWarrior is under
+1 to all Initiative rolls, and the commander no obligation to accept a duel with a larger opponent,” he is fond
of each Star may choose any OmniMech of saying. “A warrior who chooses to show off against a heavier
in any configuration without needing to ’Mech will gain great glory if he wins, but if he loses he has only
randomly roll. himself to blame.”
Notes: As the Clan’s first unit, the First Bear Guards of Alpha
Galaxy rank among the best-equipped and adaptive Clusters of THIRD BATTLE CLUSTER
the Ghost Bear touman. The Rage is known for using OmniMechs, CO: Khan Ulric Kerensky
Elementals, and aerospace fighters in seamless, combined-arms Average Experience: Elite
tactics. Normally commanded by Star Colonel Justin Gurdel, the Unit Abilities: As long as the Third
Ghost Bear khans chose to humiliate Ulric Kerenksy themselves. Battle Cluster is outnumbered, they
The Cluster’s Great Work is a giant marble cenotaph at the gain the following: a +1 Initiative bonus; the Brawlers special
Ghost Bear’s Arcadia enclave. Each time the Cluster wins a trial, ability (see p. 193, TO); MechWarriors may reroll their first failed
the participants carve a scene from the battle and etch their Consciousness Roll in a track, keeping the second result.
names below it. Over the years, the pillar ran out of room; each Notes: Beta Galaxy’s Silver Devils perform admirably under
time this occurs, another blank pillar is added to the monument’s pressure. Even against seemingly insurmountable odds, the
height. warriors of the Third Battle Cluster conduct themselves with an
unnaturally calm detachment. Warriors that show any hint of
restraint, cowardice, or timidity under fire are quickly assigned
to lesser Clusters. For this reason, Ulric Kerensky chose to lead
the Third against the Grand Council’s forces in his Trial of Refusal
over the invasion vote.
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This section lists the combat units employed during the again by creating seemingly impenetrable defenses. The Cluster
Hellions’ Fury campaign. employs a Binary of conventional troops to secure territory and
distract the enemy’s attention away from the true threat.
254TH COBRA GUARDS
CO: Star Colonel Moira Telinov FIFTY-THIRD BATTLEMECH CLUSTER
Average Experience: Veteran CO: Star Colonel Porthos Houan
Unit Abilities: Units from the 254th will Average Experience: Green
always operate under Forced Withdrawal rules Unit Abilities: A unit designated as a Star
(see p. 258, TW), even if a track’s special rules Captain (or higher) possesses Regular skills
do not require it (although the 254th will and may roll on the OmniMech RAT rather
ignore this requirement if a track expressly than the Second-line RAT for their unit. The
forbids withdrawal). Each crippled unit that Fifty-third also gains a +2 bonus when making
leaves the battlefield under Forced Withdrawal Piloting/Driving Skill checks to see if a unit is Bogged Down (see p.
conditions confers an additional +1 Initiative 62–63, TO) or to escape from being stuck in such terrain.
bonus that is cumulative with all other Initiative bonuses. Notes: The Fifty-third BattleMech Cluster of Theta Galaxy is a
Notes: Of all the Cloud Cobra units stationed on Homer, the training Cluster intended to give fresh sibko graduates experience.
Ivory Guard of Gamma Galaxy sees combat most often due to Star Mediocre warriors eventually move on to second-line units, but
Colonel Telinov’s shrewd bidding practices. She walks a fine line exceptional warriors are often reassigned to fill billets in frontline
between the number of units deemed necessary to win a trial and Clusters. The SweepForce practices several uncommon maneuvers,
ensuring the Cobras’ already small touman does not unnecessarily including how to respond to a combat drop, the best way to handle
shrink further. This sentiment has filtered throughout the Cluster: bandit forces, and navigating hazardous terrain.
though well-seasoned and often victorious, the 254th knows when
it is prudent to walk away from a fight in progress and prevent 212TH JAGUAR RESERVE CLUSTER
needless casualties. CO: Star Colonel Chase Corbett
Average Experience: Regular
SIXTY-SEVENTH ASSAULT CLUSTER Unit Abilities: Since the 212th are
CO: Star Colonel Pillan Levine accustomed to fighting bandits, they do not
Average Experience: Veteran follow zellbrigen under normal circumstances. If
Unit Abilities: A maximum of one-third of special rules require them to use zellbrigen, they
the Sixty-seventh’s forces may consist of light will do so but will suffer a –2 Initiative penalty.
or medium ’Mechs. Due to the Sixty-seventh’s The 212th also enjoys using ammunition-based
intimidating nature, any unit participating in weapons. Each non-missile ballistic weapon
single combat with a member of the Sixty- fired receives receive a –1 To-Hit modifier.
seventh suffers a –1 penalty to any Piloting Notes: A Jaguar garrison Cluster, the
Skill rolls that unit must take. This effect lasts 212th often exercises its restlessness and lack
until the dueling unit from the Sixty-seventh is of combat by searching for bandit caste cells
destroyed or violates zellbrigen. to raid. Competition to participate in these raids leads to ruthless
Notes: From Beta Galaxy, the Devastators are one of the Clan’s bidding and the highest rate of Trials of Grievance among any other
reputable demoralizers. Although the Cluster’s warriors adhere Jaguar garrison unit.
to Beta Galaxy’s standard parade scheme, they have adopted a
practice of painting garish faces and nightmarish images on their FIFTH RAVEN AUXILIARIES
’Mechs. These images do not truly frighten hardened Clan warriors, CO: Star Colonel Yelena Chand
but the macabre stylings serve to distract the unwary just enough Average Experience: Regular/Green
to make them falter. Unit Abilities: Aerial units from the Fifth
possess Regular skills and receive a –1 To-Hit
TWENTY-FIRST VANGUARD BATTLE CLUSTER modifier when strafing ground targets. Ground
CO: Star Colonel Lavender Kline units from the Fifth are considered of Green skill
Average Experience: Veteran level.
Unit Abilities: The Twenty-first receives Notes: The Fifth favor using their aerospace
a +3 Initiative bonus when they are the forces to locate and assault incoming ground
Defender, but they receive a –1 Initiative forces before their own ground forces engage.
penalty when they are the Attacker. The In many instances, the Fifth’s aerospace Trinaries
Cluster may only field Adder, Summoner, and have managed to eradicate enemy units and
Warhawk OmniMechs, but MechWarriors win the trial before their groundpounders can
receive a +1 bonus to Piloting Skill rolls when fire a single shot. Because of this, their ground
piloting these three chasses. All other ’Mechs units lack the experience that their aerial
must be second-line. brethren possess. The Fifth Raven Auxiliaries were initially assigned
Notes: The Twenty-first Vanguard Battle Cluster is one of Kindraa to Kappa Garrison Galaxy until the Marshall incident. After losing
Kline’s prominent defensive formations. Highly skilled at fending off the only Raven foothold on the planet, they were reassigned to
hard-hitting assaults, Hades’ Gate has proven its nickname time and Delta Garrison Galaxy.
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OVERVIEW that won their first round but loses this round moves into the Loser’s
The Placement Trials are fought according to a modified double- Bracket for the third round of combat.
elimination tournament style. For the Preliminary Rounds, all Players who lost their first round will be randomly matched with
players start in the Winner’s Bracket. Those that win will remain in other players who lost their first round; use a proxy force as necessary.
the Winner’s Bracket and in the second round will only fight other Winners of the second round proceed to the third round but remain
players that also won their first round. Those that lose in any round in the Loser’s Bracket; losers of the second round are eliminated from
fall into the Loser’s Bracket and from then on will only fight other the running.
players that have at least one loss under their belt. Third Round
Once the Preliminary Rounds are over, the remaining players face Recommended Tracks: Preliminary Round, Grudge Match
off in the Final Rounds, until the top four players are determined, Players in the Loser’s Bracket will be randomly matched with
either by score or—in case of a tie—a championship round. other remaining players in the Loser’s Bracket; use a proxy force
Each player may keep track of their individual progress with the as necessary for uneven numbers. Winners of the third round will
Placement Trials Player Sheet in the Annex section. proceed to the Finals; losers are eliminated from the running.
ROUND SCORING FINALS ROUNDS
The winner in any given round is the player who has the
highest score based on kills. Tabulate each side’s score based on the First Round
following table: Recommended Tracks: Finals Round, Grudge Match
Determine first round match pairings randomly; use a proxy
force as necessary for uneven numbers. A player that wins the first
KILL VALUES round continues on to the second round. A player that loses the first
round is eliminated if that is their second loss overall. (Note: There is
Unit Type Crippled* Destroyed*
no Winner’s/Loser’s Bracket for the final rounds.)
Light ’Mech 1 2
Medium ’Mech 2 3 Second Round
Heavy ’Mech 3 4 Recommended Tracks: Finals Round, Grudge Match
Tabulate the score for each player based on the Tournament
Assault ’Mech 4 5
Scoring table below. Pair the lowest-scoring players together and
Elemental Point§ 1 2
pair the highest-scoring players together. Use a proxy force as
Combat Vehicle Point§ 2 3 necessary. A player that loses this round is eliminated if that is their
Aerospace Fighter Point§ 2 3 second loss overall, but their tournament score may still qualify them
Star Commander unit +1 +2 for a place in the top four after final scores are tabulated.
Force commander unit +3 +4 As an option, the top two players may instead choose to play in
Destroyed over 50% of total a championship round for this round instead of the standard round
— 5 (see Championship Round below). If more than two players are tied
enemy force‡
Destroyed over 75% of total for first, this option cannot be taken.
— 10
enemy force‡
TOURNAMENT SCORING
*These two do not stack. A player may only earn points for either crippling
or destroying a unit, but not both.
Overall performance is scored based on the following results
§All elements of the Point must be crippled or destroyed in order to earn of each round:
the full value.
‡These two do not stack. A player may only be awarded one or the other, CHAMPIONSHIP
but not both. ROUND (OPTIONAL)
Winner’s Bracket Point Value
First Round Win 5 Recommended Tracks:
PRELIMINARY ROUNDS Championship Round,
Second Round Win 5
First Round Grudge Match
Recommended Tracks: Preliminary Round, Grudge Match Loser’s Bracket Point Value
Once overall tournament
To assign first round pairings, either use a random method or scores have been tabulated,
Second Round Win 4
consult the Placement Trial Results table (see p. 15); use a proxy force if there is a tie for first place,
Third Round Win 2 the top two players face off
with an odd number of competitors.
A player that wins the first round remains in the Winner’s Bracket. in the track Championship
A player that loses the first round moves to the Loser’s Bracket. Final Rounds Point Value Round. The winner receives
First Round Win 3 first place; the loser receives
Second Round Second Round Win 2 second place.
Recommended Tracks: Preliminary Round, Grudge Match If players would prefer not
Players who won their first round will be randomly matched with to play a final round (due to
other players who won their first round; use a proxy force as necessary time constraints or other factors), add up the players’ performance
for uneven numbers. Players from the Winner’s Bracket who also win scores from each individual round. The player with the higher ag-
this round will automatically move on to the Final Rounds. A player gregate score is declared the first place winner.
26
[OPERATIONAL TURNING POINTS: REVIVAL PLACEMENT TRIALS]
PLACEMENT TRIALS.....................
Trothkin, this day marks our historic first step towards our destiny as the ilClan!
—Khan Stephen Tyler, addressing Clan Ice Hellion’s Seventh Attack Cluster
Hunted (Defender)
The Hunted chooses a maximum of 3 Stars
from their pool of available units and enters
from their home edge.
WARCHEST
Track Cost: 25 SP
Optional Bonus:
+50 SP. Difficult terrain: Use the listed
terrain modification for the chosen venue (see
p. 4) and apply the effect to the battlefield. In
tournament play, both players must agree to
use this option.
OBJECTIVES
Advancement. Cripple or destroy more
opposing units than the opposition within
15 turns (for solo play) or before time expires
(for tournament play). See Round Scoring, p.
26. [100 SP]
naTar sHieLD sysTeM sCanner (version 2.7.14)
.48
0 1
.64
27
[OPERATIONAL TURNING POINTS: REVIVAL PLACEMENT TRIALS]
GRUDGE MATCH..........................
After we claim victory on this proving ground, we will no longer need to reclaim Tokasha
from your clutches. Each Inner Sphere world we conquer shall drive yet another dagger into
your flank, and we shall revel in your downfall.
—Khan Karl Bourjon, Clan Ghost Bear
Khan Fletcher, there are two things we will never forget: our greatest shame and our greatest loss. The
first we will atone for; the second we will avenge.
Today, we remember the day you stole our most beloved khan from us. Today, we will make you regret
ever having heard the name Kilbourne Jorgensson, and you will slink back into your dark holes and bother
us no more.
Hunted (Defender)
Recommended Forces: See Special Rules section below Clan Diamond Shark does not have any true enemies
The Hunted chooses a maximum of 3 Stars from their pool of participating in the Placement Trials and thus may not take
available units and enters from their home edge. this track. Clan Star Adder, as a proxy force, also may not take
this track.
WARCHEST
Track Cost: 50 SP for a Preliminary Round; 75 SP for a Finals Round; Zellbrigen
100 SP for Championship Round Due to the level of animosity between the participating
Optional Bonus: Clans, Clan Honor rules are relaxed for this track. Physical attacks
+50 SP. Mother Nature: Roll on the appropriate Weather are permitted unless the player is deploying a Jade Falcon force.
Table for the chosen venue (see p. 4) and apply the result to the
battlefield. In tournament play, both players must agree to use NEXT TRACK
Preliminary Round, or Finals Round (see Tournament Rules
this option.
section)
OBJECTIVES
Retribution. Cripple or destroy more opposing units than
the opposition within 15 turns (for solo play) or before time
expires (for tournament play). See Round Scoring, p. 26. [200 SP
for a Preliminary Round; 300 SP for Finals Round; First Place
for Championship Round]
28
[OPERATIONAL TURNING POINTS: REVIVAL PLACEMENT TRIALS]
FINALS ROUND............................
We are but a single battle away from seeing our Clan’s future with unmistakable clarity.
—Khan Severen Leroux, addressing the First Nova Cat Guards
My fellow Vipers, if we are to witness the revival of the Star League—via the fist of conquest and the
open hand of cooperation—we must win this trial. We alone can guide the Inner Sphere away from corruption,
for there is no one else willing to take up the banner of our crusade. For the sake of humanity’s future, we
cannot fail! We must not fail!
—Khan Natalie Breen, addressing the Fourth Viper Guards
GAME SETUP
Recommended Terrain: Any. See Strana Mechty terrain tables
on p. 4.
Randomly select one player; this player is the Hunter
(Attacker). The other player is the Hunted (Defender).
The Hunted player chooses the trial’s venue, places the rolled
mapsheets in any legal configuration, and designates one edge
as their home edge.
Hunter (Attacker)
The Hunter chooses a maximum of 3 Stars from their pool
of available units and may choose which map edge to enter on.
This edge is then designated the Hunter’s home edge.
Hunted (Defender)
The Hunted chooses a maximum of 3 Stars from their pool of
available units and enters from their home edge.
WARCHEST
Track Cost: 150 SP
Optional Bonus:
+100 SP. Mother Nature: Roll on the appropriate Weather
Table for the chosen venue (see p. 4) and apply the result to the
battlefield. In tournament play, both players must agree to use
this option.
OBJECTIVES
Prove your worthiness. Cripple or destroy more opposing
units than the opposition within 15 turns (for solo play) or
before time expires (for tournament play). See Round Scoring,
p. 26. [200 SP]
SPECIAL RULES
The following rules are in effect for this track:
Zellbrigen
Clan Honor rules are considered to be in effect for this track
at Honor Level 1 (see p. 273–275, TW).
NEXT TRACK
Finals Round, Grudge Match (if not previously taken), or
Championship Round (see Tournament Rules section)
29
[OPERATIONAL TURNING POINTS: REVIVAL PLACEMENT TRIALS]
CHAMPIONSHIP ROUND................
On this day, we will validate the strength of our conviction and prove that our rightful
place lies at the vanguard of the largest military undertaking in Clan history.
—Khan Elias Crichell, addressing the Grand Council
I shall litter the ground with your feathers and claim this contest’s greatest glory for my Clan.
—Khan Lincoln Osis, to Khan Elias Crichell
GAME SETUP
Recommended Terrain: Any. See Strana Mechty terrain tables
on p. 4.
Randomly select one player; this player is the Hunter
(Attacker). The other player is the Hunted (Defender).
The Hunted player chooses the trial’s venue, places the rolled
mapsheets in any legal configuration, and designates one edge
as their home edge.
Hunter (Attacker)
The Hunter chooses a maximum of 3 Stars from their pool
of available units and may choose which map edge to enter on.
This edge is then designated the Hunter’s home edge.
Hunted (Defender)
The Hunted chooses a maximum of 3 Stars from their pool of
available units and enters from their home edge.
WARCHEST
Track Cost: 200 SP
Optional Bonuses: None
OBJECTIVES
The greatest glory. Cripple or destroy more opposing units
than the opposition within 15 turns (for solo play) or before time
expires (for tournament play). [First Place]
SPECIAL RULES
The following rules are in effect for this track:
A Difficult Fight
Apply the chosen venue’s Terrain effect and roll on the
appropriate Weather Table for the chosen venue (see p. 4). Apply
both results to the battlefield.
Zellbrigen
Clan Honor rules are considered to be in effect for this track
at Honor Level 1 (see p. 273–275, TW).
NEXT TRACK
The winners have been declared. The Clans are now prepared
to commence Operation REVIVAL.
30
[OPERATIONAL TURNING POINTS: REVIVAL PLACEMENT TRIALS]
A thousand times, neg. This is not the path to the Inner Sphere. This is not the Founder’s
dream. By the sacred rede of combat, I call for a Trial of Refusal, so that we might once more
rediscover our true purpose.
—Khan Ulric Kerensky, addressing the Grand Council
TOUCHPOINT: OBJECTIVES
Open up elections. Destroy or cripple one of Ghost Bear
WOLF REFUSAL (PART ONE) khans’ units. [200]
SITUATION “New situations require new thinking.” Destroy or cripple
MARS FIELD PROVING GROUND both Ghost Bear khans’ units. [300]
STRANA MECHTY
SPECIAL RULES
7 DECEMBER 3048
The following rules are in effect for this track:
Ghost Bear Leadership
In the wake of the invasion vote, Clan Wolf declared a Trial Khan Nornian Tseng and saKhan Ursula Jorgensson are both
of Refusal. The Grand Council’s forces have bid down from participating in the battle. Designate one unit as Khan Tseng
staggering odds to a more palatable four-to-one ratio. This will and another as saKhan Jorgensson. Both of these units possess
be a tough battle. Whether the Wolves win or not, Khan Ulric Elite skills. One of the two khans will enter with the Defending
Kerensky is determined to leave a lasting impression that will units on Turn 1; the other will accompany the Defending units
make the opposition doubt their own resolve. To this end, that enter on Turn 3.
Kerensky has split up his forces and sent them on headhunting
missions. The Ghost Bears are the first of the Grand Council’s Wolf Leadership
troops to wander into Ulric’s crosshairs. Designate one Attacking unit as Khan Ulric Kerensky. Ulric
has Elite skills and possesses the Blood Stalker and Sniper special
GAME SETUP pilot abilities (see p. 219 and 221, ATOW). As long as Ulric remains
Recommended Terrain: Mars Field Proving Ground (see p. 4) on the battlefield, Clan Wolf forces may use Overrun Combat
The Attacker places mapsheets in any configuration and (see p. 193, TO). However, if Ulric is killed or incapacitated, the
designates one edge as their home edge. The Defender chooses Attacker receives a –2 Initiative penalty for the remainder of the
their own home edge but this is kept secret until their units track.
enter the map at the beginning of Turn 1. Zellbrigen
Clan Honor rules are considered to be in effect for this track
Attacker at Honor Level 1 (see p. 273–275, TW).
Recommended Forces: Clan Wolf’s Third Battle Cluster
The Attacker chooses his forces first and may field up to three AFTERMATH
Stars of any composition. Attacking units enter the battlefield Ulric Kerensky led a detachment of the Third Battle Cluster
from their home edge on Turn 1. into a running engagement with the First Bear Guards. His
purpose however, was not outright victory against a larger
Defender force. Ulric specifically called out the Ghost Bear khans one at
Recommended Forces: Clan Ghost Bear’s First Bear Guards a time and bested them both in single combat. With this one
The Defender’s force should be 150 percent of the Attacker’s action, the Wolf khan decapitated the Bears’ senior leadership
deployed force. Half of the Defending units enter from their and threw the rest of the First Bear Guards—and, ultimately, the
secretly designated home edge on Turn 1. The remainder enter rest of the Clan—into a tailspin from which they would not soon
from that same edge on Turn 3. recover. Then, Ulric ordered his troops to withdraw and regroup
for the next engagement.
WARCHEST
Track Cost: 200 WP NEXT TRACK
Optional Bonuses: Touchpoint: Wolf Refusal (Part Two)
+100 New day dawning: Apply the effects of Dawn/Dusk
(see p. 58, TO) to the battlefield.
31
[OPERATIONAL TURNING POINTS: REVIVAL PLACEMENT TRIALS]
Your foolish attempts at evading my warriors are not going to stop us from bringing this
invasion to fruition.
—Star Colonel Gina Buhallin, Gyrfalcon Guards
TOUCHPOINT: OBJECTIVES
Embarrassment. Destroy or cripple three-fourths of the
WOLF REFUSAL (PART TWO) Defending force. [500]
SITUATION Utter Shame. Destroy or cripple all of the Defending force.
MARS FIELD PROVING GROUND [700]
STRANA MECHTY
SPECIAL RULES
7 DECEMBER 3048
The following rules are in effect for this track:
Wolf Leadership
After the Wolves robbed the Ghost Bears of their Clan Designate one Attacking unit as Khan Ulric Kerensky. Ulric
leadership, Ulric led the Third Battle Cluster into action against has Elite skills and possesses the Blood Stalker and Sniper
the Gyrfalcon Guards, the preeminent Cluster from the Jade special pilot abilities (see p. 219 and 221, ATOW). As long as
Falcons’ Delta Galaxy. Using a series of sacrifice plays and careful Ulric remains on the battlefield, Clan Wolf forces may use
maneuvers, the Third has goaded the unwary Falcons into Overrun Combat (see p. 193, TO). However, if Ulric is killed or
perfect position. incapacitated, the Attacker receives a –2 Initiative penalty for
the remainder of the track.
GAME SETUP
Recommended Terrain: Mars Field Proving Ground (see p. 4) Zellbrigen
The Defender places mapsheets in any legal configuration Clan Honor rules are considered to be in effect for this track
and designates one edge as their home edge. at Honor Level 1 (see p. 273–275, TW).
Attacker AFTERMATH
Recommended Forces: Clan Wolf’s Third Battle Cluster The Gyrfalcon Guards, so single-minded in their quest
The Attacker chooses his forces first and may deploy a towards the Inner Sphere, ran right into Ulric’s carefully
maximum of 5 Stars in any configuration. Up to 5 units may be orchestrated trap. Appearing seemingly from nowhere, Wolf
set up according to the rules for Hidden Units (see p. 259, TW). units lunged at the Falcons from three different directions and
Half of the non-hidden Attacking units enter from one map edge did not let up on their attack. Amid a cascading series of lost
perpendicular to the Defender’s home edge; the other half enter duels, the Falcons routed under the pressure, and the Third
from the opposite edge as the first group of Attacking units. chased them down while fending off peripheral advances
from the Burrock and Smoke Jaguar troops. Less than a single
Defender Trinary of the Gyrfalcon Guards survived the engagement.
Recommended Forces: Clan Jade Falcon’s Gyrfalcon Guards Rather than allow the Cluster to endure such crippling shame,
The Defender’s force is determined after the Attacker has Khan Elias Crichell decommissioned the unit and assigned its
chosen their forces and should be 125 percent of the Attacker’s survivors to second-line Clusters that would not participate in
deployed force. The Defending units enter the battlefield from the invasion should the Falcons win an operational corridor in
their home edge. the Placement Trials.
32
[OPERATIONAL TURNING POINTS: REVIVAL PLACEMENT TRIALS]
Trothkin, our victory might not occur today, in this Circle of Equals, but I promise you
it shall come sometime hence. We have already shamed the Ghost Bears and the Jade Falcons,
but on the day of our ultimate victory, our honor alone shall shame all of our rivals for
forsaking the words of the Founder and the Great Father.
—Khan Ulric Kerensky
TOUCHPOINT: OBJECTIVES
Stand firm. At least half of the Defending units survive until
WOLF REFUSAL (PART THREE) Turn 15. [500]
SITUATION Show your resolve. At least half of the Defending units
MARS FIELD PROVING GROUND survive until Turn 20. [750]
STRANA MECHTY
7 DECEMBER 3048
SPECIAL RULES
The following rules are in effect for this track:
Burrock Leadership
Ulric’s striving to overturn the invasion vote has come down Designate one Attacking unit as Burrock Khan Jocelyn Siddiq,
to a critical point. Although the Ghost Bears have scattered and with Veteran skills. As long as Siddiq is on the battlefield, Burrock
the Jade Falcons have routed, these small victories came at great units receive a +1 to their Initiative rolls.
cost. Attrition is beginning to take its toll, and as the last of the
Grand Council’s forces moves in for the kill, Ulric begins to see Smoke Jaguar Leadership
the writing on the wall. But neither he nor his warriors are about Designate one Attacking unit as Smoke Jaguar Star Colonel
to give up just yet. Aaron Showers, with Elite skills. As long as Showers is on the
battlefield, Smoke Jaguar units receive a +1 to their Initiative rolls.
GAME SETUP Wolf Leadership
Recommended Terrain: Mars Field Proving Ground (see p. 4) Designate one Defending unit as Khan Ulric Kerensky. Ulric has
The Defender places mapsheets in any legal configura- Elite skills and possesses the Blood Stalker and Sniper special pilot
tion and designates any two map edges as the Attacker’s abilities (see p. 219 and 221, ATOW). As long as Ulric remains on
home edges. the battlefield, Clan Wolf forces may use Overrun Combat (see p.
193, TO). However, if Ulric is killed or incapacitated, the Defender
Attacker receives a –2 Initiative penalty for the remainder of the track.
Recommended Forces: Clan Burrock’s Fifteenth Rapier Cluster
and Clan Smoke Jaguar’s Fourth Jaguar Dragoons Zellbrigen
The Attacker’s force equals 200 percent of the Defender’s Clan Honor rules are considered to be in effect for this track
deployed force. When using Recommended Forces, half of the at Honor Level 1 (see p. 273–275, TW).
Attacker’s units are Burrock, and the other half are Smoke Jaguar.
Half of the Attacking units enter the battlefield from one of their AFTERMATH
home edges; the other half enter from the other home edge. Despite the odds stacked against them, Ulric and his Wolves
fought as though the Founder himself stood amongst them.
Defender Pushed into a corner and surrounded, the Third Battle Cluster
Recommended Forces: Clan Wolf’s Third Battle Cluster held their ground. The Fourth Jaguar Dragoons and the Fifteenth
The Defender may deploy their forces anywhere on the Rapier Cluster drove a wedge between the remaining Wolves
battlefield. and separated them, allowing them to be eliminated piecemeal.
In his tattered Gargoyle, Ulric, one of the last Wolves to remain
WARCHEST standing, challenged Star Colonel Showers’s nearly untouched
Track Cost: 500 WP Warhawk to single combat. In defense of his Clan’s vote, Ulric
Optional Bonuses: fought like a man unhinged and came within a whisper of
+200 Win at any cost: Under direct orders, Smoke Jaguar claiming a Pyrrhic victory with a missile strike that momentarily
units have been freed from the constraints of zellbrigen. disoriented Showers. However, a blind-fired PPC strike from the
+200 Unrelenting pressure: At the beginning of the track, Warhawk forced Ulric to punch out and forfeit the Trial of Refusal.
apply 2D6 damage in 5-point clusters to all Defending units. Re-
roll any damage that would cripple or destroy a unit. NEXT TRACK
The Trial of Refusal is over. Time to rest and refit before the
Placement Trials begin.
33
[OPERATIONAL TURNING POINTS: REVIVAL PLACEMENT TRIALS]
34
[OPERATIONAL TURNING POINTS: REVIVAL PLACEMENT TRIALS]
SPECIAL RULES
In coordination with other Ice Hellion units across Clan The following rules are in effect for this track:
Space, multiple Hellion Clusters have issued simultaneous Trials
Forced Withdrawal
of Possession for different Fire Mandrill assets on Foster. Rather
To preserve their assets in this campaign, all Attacking units
than pool their assets together, each Kindraa is left to fend
are operating under Forced Withdrawal rules (see p. 258, TW) and
for itself. Kindraa Kline is at a severe disadvantage compared
will fall back as normal.
to other Kindraa, however, because they have less territory to
defend. The Klines are a few bad Trials of Possession away from Honor of the Pack
losing their place on Foster altogether, and the Hellions hope to The Attacker’s light and medium ’Mechs will follow a
exploit this to the fullest. modified version of zellbrigen. A single Star of light and/or
medium ’Mechs may concentrate fire on a single target. Once
GAME SETUP
that target has suffered any 3 critical hits, only one unit from the
Recommended Terrain: Foster (see p. 5)
Star may continue to duel that unit on subsequent turns.
The Defender places the mapsheets in any legal configuration
All of the Attacker’s heavy and medium ’Mechs will adhere
and designates one edge as their home edge.
to zellbrigen (see p. 273–275, TW) as long as the Defenders do.
Attacker
AFTERMATH
Recommended Forces: Clan Ice Hellion’s Seventy-eighth
In the swampy basin of the Cauldron, the Seventy-eighth Hellion
Hellion Lancers
Lancers descended upon Kindraa Kline’s defenders. The marshes
The Attacker chooses their forces first and chooses their
claimed many victims among both Clans, but Star Colonel Grace
home edge. On Turn 1, one Star of Attacking units enters the
Lienet was not among them. In mid-duel with Star Colonel Kline,
battlefield from the Attacker’s home edge. On Turn 2, the
Lienet’s Hellbringer managed to get stuck in the swamp. Unable to
Attacker’s second Star enters; continue each turn until all of the
move, Lienet weathered the incoming blows and punched a Gauss
Attacker’s chosen force has been deployed.
rifle slug through Kline’s cockpit before freeing herself. Though the
Defender Ice Hellions won this first trial shortly thereafter, a resurgence swept
Recommended Forces: Kindraa Kline’s Twenty-first Vanguard through Kindraa Kline’s forces at the slaying of their commander.
Battle Cluster The Hellions immediately issued another Trial of Possession for
The Defender’s force is determined after the Attacker has another portion of Kline territory, but they were quickly rebuffed
chosen his forces and should be 75 percent of the Attacker’s and decided to cut their losses. For their initial failure, the Twenty-
deployed force. The Defender’s units may deploy anywhere on first Vanguard was ultimately reassigned to Dagda.
the mapsheets opposite from the Attacker’s home edge. Hellion attacks on the other Kindraa enclaves prompted the
Fire Mandrills to discuss launching a multi-Kindraa endeavor to
WARCHEST punish the Hellions for claiming so much of the Clan’s assets on
Track Cost: 250 WP Foster. However, factionalism again prevented any cooperative
Optional Bonus: effort at retaliation, and the Ice Hellion gains remained.
+200 That sinking feeling: Treat all Water hexes as Swamp
NEXT TRACK
(see p. 51, TO).
Touchpoint: Homer or Touchpoint: Hoard
35
[OPERATIONAL TURNING POINTS: REVIVAL PLACEMENT TRIALS]
NEXT TRACK
Touchpoint: Hoard or Touchpoint: Londerholm
36
[OPERATIONAL TURNING POINTS: REVIVAL PLACEMENT TRIALS]
37
[OPERATIONAL TURNING POINTS: REVIVAL PLACEMENT TRIALS]
The Hellions’ Fury finally bit off more than they could chew. What SPECIAL RULES
began on Londerholm as a promising, two-pronged offensive against The following rules are in effect for this track:
a Smoke Jaguar base and a Coyote outpost has devolved into several Ice Hellion Leadership
days of frantic cat-and-mouse games. The Ice Hellion survivors of The Defender secretly designates one Defending ’Mech from
both counterattacks have managed to reconnect near the outskirts the Seventh Attack Cluster as Khan Stephen Tyler. Khan Tyler has
of a sordid monument to the Jaguars’ past. From the ruins of Vostok, Elite skills. As long as he remains on the battlefield, he conveys a
which was burned to the ground during the infamous Londerholm +2 Initiative bonus to all Defending units, in addition to any other
revolt, Khan Stephen Tyler hopes to turn the battle around. Initiative bonuses already in effect.
GAME SETUP Enduring Memories
Recommended Terrain: Londerholm (see p. 5) The Smoke Jaguar warriors would prefer to forget the
The Defender places the mapsheets in any legal configuration. Londerholm revolt ever happened. Any time an Attacking Smoke
Place 2D6 buildings of random type on Paved areas; these buildings Jaguar unit chooses to enter a Building or Rubble hex, they must
have half of their standard CF. If there are no Paved areas on the spend an additional +1 MP to enter the hex. Any Piloting Skill rolls
chosen maps, distribute the buildings using any random method. made while a Smoke Jaguar unit occupies a Building or Rubble hex
Designate 3D6 Rubble hexes per mapsheet. The Defender choses suffer a –1 penalty.
their home edge; the opposite edge is the Attacker’s home edge. Clinging to Honor
The Coyotes wish to teach the Ice Hellions a lesson in proper
Attacker honor. For this track, Attacking Coyote units must adhere to Clan
Recommended Forces: Clan Coyote’s Sixty-seventh Assault Cluster Honor Level 1 (see p. 273–275, TW) even if the Defending units do
and Clan Smoke Jaguar’s 212th Jaguar Reserve Cluster not honor it in return.
When using recommended forces, each Clan comprises half
of the Attacker’s deployed force. The Attacker’s forces equal 150 AFTERMATH
percent of the Defender’s deployed force. Half of the Attacking units Once the Smoke Jaguar garrison troops realized the Ice Hellions
(Smoke Jaguar) deploy within 4 hexes of the Attacker’s home edge. were leading them to the ruins of Vostok, they approached the
On Turn 2 the remaining half (Coyote) enter from any map edge ruins with a caution bordering on superstition. In the driving rain,
perpendicular to the Attacker’s home edge. a detachment of Coyotes joined them. Unlike the Jaguars, the
Coyotes harbored no such compunctions over the locale and took
Defender the battle straight to their agitators. Together the Coyotes and
Recommended Forces: Clan Ice Hellion’s Seventh Attack Cluster Jaguars pressed the attack, intending to make the Ice Hellions pay
and 150th Hellion Lancers dearly for costing them territory. The Seventh and the 150th suffered
When using recommended forces, each Cluster comprises half high casualties, but Khan Tyler, saKhan Lienet, and several Hellions
of the Defender’s deployed force. One-fourth of the Defender’s managed to slip away to their enclaves once the rain turned into
units may be set up according to the rules for Hidden Units (see p. torrential downpour.
259, TW). The remainder enter the battlefield from the Defender’s Some believe the Smoke Jaguars got their ultimate vengeance
home edge on Turn 1. in a different way. A few weeks afterward, a bandit raid on the
Ice Hellions’ new Londerholm possessions killed Khan Tyler
WARCHEST and maimed saKhan Lienet. Although proving that the Jaguars
Track Cost: 750 WP purposely leaked intelligence to bandit caste cells operating on
Optional Bonuses: Londerholm is difficult, the timing of the attack seems far too
+200 Hard rain: Apply the effects of Moderate Rainfall coincidental to ignore.
(see p. 59, TO).
+100 Air support: The Attackers may call in a Point of second- NEXT TRACK
line aerospace fighters for air support (see p. 160–171, Tech Readout/ The Hellions’ Fury campaign is over.
Record Sheets: 3067). These will arrive on Turn 2 and may make a total of
3 passes over the battlefield before needing to return to base to refuel.
38
PLACEMENT TRIALS
PLAYER SHEET PAGE 1
Player:
Unit Abilities:
AVAILABLE FORCES
TRINARY ALPHA
TRINARY BETA
TRINARY CHARLIE
© 2014 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc.
All rights reserved.Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
PLACEMENT TRIALS
PLAYER SHEET PAGE 2
Player:
Unit Abilities:
ROUND 1 ROUND 2
Starting SP: Track Cost (SP): Starting SP: Track Cost (SP):
Tournament Points Earned: Total Score: Tournament Points Earned: Total Score:
ROUND 3 ROUND 4
Starting SP: Track Cost (SP): Starting SP: Track Cost (SP):
Tournament Points Earned: Total Score: Tournament Points Earned: Total Score:
Opponent: Clan:
Final SP:
© 2014 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc.
All rights reserved.Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.