Battletech game scenario - Battle of Proserpina City
The grand battle of Tukayyid is over, Comstar defeated the great clans and stalled the invasion. No clan may delve deeper rim ward than they currently sit, however there are still many battlegrounds yet rage.
With the end of the push to Terra other clans have joined the war effort, others have fractured and some have dissolved entirely. On the border between the Federated Commonwealth and Draconis Combine lies the world of Proserpina, the Jade Falcons, Snow Ravens and the minor clan the Stone Goats have vied against the DCMS defenders and A Mercenary company, the Yellow Jackets, dispatched by Victor Davion, to support the DCMS forces.
The final battle draws near, the countryside has been laid to waste, all that remains in the capital, Proserpina city. Should the city fall, The Yellow Jackets and Dragons tongue will be forced to withdraw from the world, leaving the clans in charge.
Galaxy Commander Luke, newly promoted to heady ranks stands poised to claim the first world for the Snow Ravens and may see his way to winning a Bloodname, the highest honour in clan society.
Meanwhile Galaxy commander Brett (my force) seeks to only glory and honour for the Jade Falcons, his Vulture Galaxy have reaped many rewards but now must land the final strike.
The Little known Stone Goats, led by Galaxy Command John were born out of nowhere, yet have proven themselves skilled pilots and warriors, worthy of respect from the Falcons and Ravens, but so far the desires of the Goats has not yet been revealed.
The Yellow Jackets under Colonel Matthiues have found much fortune and hardship on Prospirna, their Commander took a hard hit from the Snow Ravens, but money is money and the Clans are worth a fair bit of it, if they can be stopped.
Tai-Sa Kevin of the DCMS has awoken to find his world burning and his city under siege, his defence of the city might well be his greatest moment…or greatest tragedy.
The three clans have gathered together to commit to an assault, they have bid and bargained for whom will control the city, if they can overcome its defenders.
Battle of Prospirna city rules:
Clan forces with bring their remaining stable of mechs and pilots to the battle, they may opt to leave mechs behind, but there is no benefit to this.
Inner Sphere forces will bring their remaining stable of mech and pilots to the battle. If their total does not equal the clan forces, they will be allowed to purchase mechs until they are equal in PV to the sum total of the clanners (none of these extra mechs may be greater than skill 4)
Deployment:
Inner Sphere forces will deploy their entire force anywhere up to 18” from their table edge.
Clanner forces will not arrive until their first turn and will arrive from the opposite board edge.
Objectives:
The game will last six turns.
Inner Sphere players will place 3 objective markers within their deployment zone, these markers must be 10” from each other and 10” from a board edge.
The objectives start claimed by the Inner Sphere forces. To claim the objective, you must have more total size points within 4” of the marker.
At the final turn, each objective claimed counts as a primary objective. An objective marker counts as claimed even if you move away from it and remains claimed until taken by an enemy.
Players will also draw a single primary objective card (for this game, secondary objective cards will count as primary. A player may elect to return their objective card and swap for another but must accept the new card).
The Team with the highest number of Primary objectives is the victor. The player on the winning side with the highest number of size points killed is the ultimate victor (In this case that would be the clan that takes over the World of Proserpina, a higher payout for the Yellow Jackets and Samurai honour for the DCMS)
Each player from turn 3 onwards Clan forces may opt to break their alliance and engage each other and count clan forces towards their PV kill score and towards any requirements for primary objectives.

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