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Mission Rules

Area Control

Setup

Place 5 AREA CONTROL markers on the table: one in the center, and one in center of each of four quadrants.

Deployment

The OpFor picks a side and deploys within 6 inches of it. The Contractor deploys within 6 inches of the opposite side.

Primary Objective

Control more Area Control markers than your opponent at the end of the 10th turn.

Secondary Objective

Control all Area Control markers at the end of the 10th turn.

Assassination

Setup

Place a VIP marker in the center of the table. It is controlled by the OpFor.

Deployment

The OpFor deploys anywhere on the table. The Contractor picks one side and deploys within 6 inches of it.

Primary Objective

Destroy the VIP by the end of the 10th turn.

Secondary Objective

Destroy 80% of enemy units by the end of the 10th turn.

Asset Retrieval

Setup

Place 5 ASSET markers on the table: one in the center, and one in center of each of four quadrants.

Deployment

The OpFor picks a side and deploys within 6 inches of it. The Contractor deploys within 6 inches of the opposite side.

Primary Objective

Move more Assets to within 6 inches of your side than the opponent can move to theirs before the end of the 10th turn.

Secondary Objective

Move 80% of Assets to within 6 inches of your side by the end of the 10th turn.

Attrition

Setup

No Special Setup

Deployment

The OpFor picks a side and deploys within 6 inches of it. The Contractor deploys within 6 inches of the opposite side.

Primary Objective

Destroy 50% of the enemy units by the end of the 10th turn.

Secondary Objective

Destroy 80% of the enemy units by the end of the 10th turn.

Breakthrough Assault

Setup

No Special Setup

Deployment

The OpFor picks a side and deploys within 6 inches of it. The Contractor deploys within 6 inches of the opposite side.

Primary Objective

WITHDRAW 50% of your units off the enemy's side by the end of the 10th turn.

Secondary Objective

WITHDRAW 80% of your units off the enemy's side by the end of the 10th turn.

Breakthrough Defense

Setup

No Special Setup

Deployment

The OpFor picks a side and deploys within 6 inches of it. The Contractor deploys within 6 inches of the opposite side.

Primary Objective

Prevent 50% of enemy units from WITHDRAWING off your side for 10 turns.

Secondary Objective

Prevent 80% of enemy units from WITHDRAWING off your side for 10 turns.

Bunker Assault

Setup

Place 3 BUNKER templates across the long centerline of the table: one in the center (50% of the way across), and the other two at 25% and 75% of the way across.

Deployment

The OpFor deploys anywhere on the table. The Contractor picks one side and deploys within 6 inches of it.

Primary Objective

Destroy 2 Bunkers by the end of the 10th turn.

Secondary Objective

Destroy 3 Bunkers by the end of the 10th turn.

Bunker Defense

Setup

Place 3 Bunker templates across the long centerline of the table: one in the center (50% of the way across), and the other two at 25% and 75% of the way across.

Deployment

The Contractor deploys anywhere on the table. The OpFor picks one side and deploys within 6 inches of it.

Primary Objective

Prevent the destruction of a Bunker for 10 turns.

Secondary Objective

Prevent the destruction of every Bunker for 10 turns.

Decapitation

Setup

Place an HQ marker on the unit on each team that has (or is tied for) the highest PV.

Deployment

The OpFor picks a side and deploys within 6 inches of it. The Contractor deploys within 6 inches of the opposite side.

Primary Objective

Destroy the enemy unit with the HQ marker.

Secondary Objective

Have your unit with the HQ marker survive for 10 turns.

Escalation

Setup

No Special Setup

Deployment

The OpFor picks a side and deploys no more than half their units (smallest first) within 6 inches of it. The Contractor deploys no more than half their units (smallest first) within 6 inches of the opposite side. Undeployed units are in Reserve.

Primary Objective

Destroy all enemy units by the end of the 10th turn.

Secondary Objective

Destroy all enemy units by the end of the 10th turn without ESCALATING.

Escort

Setup

Place a VIP marker in the center of the table. It is controlled by the Contractor.

Deployment

The Contractor deploys anywhere on the table. The OpFor picks one side and deploys within 6 inches of it.

Primary Objective

Have the VIP ESCAPE.

Secondary Objective

Destroy all enemy units by the end of the 10th turn.

Go to Ground

Setup

No Special Setup

Deployment

The Contractor deploys anywhere on the table. The OpFor picks one side and deploys within 6 inches of it.

Primary Objective

ESCAPE with half your force before they can be SCANNED.

Secondary Objective

ESCAPE with your entire force before they can be SCANNED.

Infiltration

Setup

No Special Setup

Deployment

The OpFor picks a side and deploys within 6 inches of it. The Contractor deploys within 6 inches of the opposite side.

Primary Objective

WITHDRAW 50% of your force off the enemy's side without getting SCANNED.

Secondary Objective

WITHDRAW 80% of your force off the enemy's side without getting SCANNED.

Patrol

Setup

No Special Setup

Deployment

The OpFor picks a side and deploys within 6 inches of it. The Contractor deploys within 6 inches of the opposite side.

Primary Objective

SCAN 50% of the enemy force before they WITHDRAW off your side.

Secondary Objective

SCAN 80% of entire enemy force before they WITHDRAW off your side.

Recon

Setup

No Special Setup

Deployment

The OpFor deploys anywhere on the table. The Contractor picks one side and deploys within 6 inches of it.

Primary Objective

SCAN 50% of the enemy force before they ESCAPE.

Secondary Objective

SCAN 80% of enemy force before they ESCAPE.

Strongpoint Assault

Setup

Put a hill in the center of the table, and a STRONGPOINT marker in the center. There may be no other terrain with in 6 inches of the center.

Deployment

The OpFor deploys anywhere on the table. The Contractor picks one side and deploys within 6 inches of it.

Primary Objective

Have at least 5 points at the end of the 10th turn.

Secondary Objective

Have at least 8 points at the end of the 10th turn.

Strongpoint Defense

Setup

Put a hill in the center of the table, and a STRONGPOINT marker in the center. There may be no other terrain with in 6 inches of the center.

Deployment

The Contractor deploys anywhere on the table. The OpFor picks one side and deploys within 6 inches of it.

Primary Objective

Have at least 5 points at the end of the 10th turn.

Secondary Objective

Have at least 8 points at the end of the 10th turn.

Special Rules

AREA CONTROL
During the End Phase, a unit that is in base contact with an Area Control marker changes that marker to their side, unless an enemy is also in base contact with that Area Control marker.
ASSETS
A Mech in base contact with an asset may pick it up during the End Phase of a turn in which it made no attacks. A Mech that has picked up an asset may not make any attacks while it holds the asset. A Mech may drop the asset in the End Phase. A Mech holding an asset drops it in the End Phase of the turn it is destroyed.
BUNKERS
Bunkers require 20 damage to destroy. Bunkers are immobile. Units in base contact with a Bunker do double damage to the Bunker.
ESCALATE
At the start of a turn, a player may Escalate and bring in half their remaining reserved units (smallest first) on their side.
ESCAPE
At the end of the 5th turn, the opponent of the Escaping player picks one side of the board to block. One of the other three sides is randomly chosen by die roll. The Escaping player may move their units off that side without them being destroyed.
SCANNING
A unit within 6 inches of an enemy may Scan the enemy instead of attacking that turn. That range is increased to 12 inches if the unit has LPRB, and 18 for PRB, unless they are within 12 inches of an enemy with ECM. Destroyed units may be Scanned the following turn.
STRONGPOINT
In the End Phase, gain a point if you have units in base contact with the Strongpoint marker and your opponent does not.
VIP
The VIP has 2 Structure, Size 1 and TMM 1. It is moved up to 8 inches by the controlling player during the End Phase. It may not be attacked while it is in base contact with a unit belonging to the controlling player.
WITHDRAW
In scenarios with the Withdraw rule, a unit may leave a designated table edge without being destroyed.

Terrain

Temperate
The ambient temperature is not to hot and not too cold. There is no effect on Heat in this environment.
Hot
The ambient temperature is in excess of 120F/50C.
Cold
The ambient temperature is below -20F/-30C.
Flats
While there are some trees, hills and buildings, they are not the dominant features (no more than 3 of each).
Hills
This terrain is extremely hilly, and there are many Hills and Rough/Rubble on the battlefield.
Forest/Jungle
This terrain is overground with vegetation, and has many trees.
Suburb
There are many buildings heres.
Urban
The ambient temperature is not to hot and not too cold. The terrain is entire cityscape.