Gauntlet of Fear

Rockland, Draconis Combine
April 10, 3050

by Hilary Ayer

The Voice of the Invader

People of Rockland, cease your resistance! Your leaders have signed the surrender document. There is no longer a chance for you to change this. Understand that you begin new lives here and now. You will learn our ways; your fate is bound with ours. Bondsmen and Clansmen alike will see a great future. Strive to learn quickly what part you may play in it.

Continue your daily work for now; block monitors and shop monitors will be selected who will direct your efforts more efficiently. There will be a rule of law. You will be treated fairly...

Electrical and electronics engineers with the following specialities will register with their shop monitors for retraining...

The following are the production quotas for supply to headquarters commisary in Yedo...

If the outlaw Yamato Jiri is not turned over to us within twenty four hours, a hostage will be taken from each city block. We will execute one for each hour he remains free...

Official Communiques reported by the Night Stalkers; Recon Team whch escaped Rockland early in May

Scenario

Background:

On March 19, 3050, a group from beyond the Periphery calling themselves the Smoke Jaguars struck at the planet Rockland in the Draconis Combine sphere of influence. Within a week they had all of the planetary forces devastated and the people all but subjugated. They used harsh tactics which did not succeed in converting the people to their cause, though they were killed at the slightest provocation. This scenario deals with with last stand of Yamato Jiri and his stalwart allies in the final battle between the Rockland Militia and the Smoke Jaguars. It is set in one of the innumerable box canyons that dot the surface of Rockland. It was a bloody battle, as neither side was willing to give in

Game Setup:

The setup forthis scenario is intriguing. Place three standard BattleTech boards end to end running north to south. Then place another board on the east side of the northern board. Place the final board on the West side of the southern board. All but one of the sides of the boards are surrounded by level 9 cliffs. The exception is the furthest western board, which is open to the plains of Rockland. In the center of the eastern board is a lake which is 7 hexes in diameter and 3 levels deep. A level 1 river runs down the center 3 hexes of all the boards and empties into the plain.

Defender Setup:

The defenders may set up anywhere within the guantlet they wish to. They are aware of the Smoke Jaguars, and have prepared to ambush them. Defender forces consist of:

    Yamato Jiri Marauder Piloting: 2, Gunnery: 3
    Modified: Autocannon replaced by large laser and 2 heat sinks
    Damaged: 5 pts of armor off CT, and 4 pts off of RL

    Miko Naugra Cicada Piloting: 4, Gunnery: 5
    Jiro Naugra Jenner Piloting: 5, Gunnery: 5
    3 Pegasus Scout Hover Tanks
    2 Jump Infantry Laser Platoons
    2 Motorized SRM Infantry Platoons

Defender Goal:

To insure that Yamato Jiri survives the battle, and to hold up enemy forces as long as possible. Jiri will not leave until his Marauder is completely destroyed. If this happens, defender morale is so affected that a 1D6 roll must be made by each element. On a roll of 3 or higher, that element will surrender. Otherwise the defenders will fight to the death.

Attacker Setup:

The attackers begin the scenario with one Star at the mouth of the canyon/guantlet. They will receive five more additional 'Mechs every 12 turns until every defender unit is destroyed or captured.

    Attacker Star (Lance) 1: Koishi A, Puma, Black Hawk D, Ryoken, Ryoken D
    Attacker Star (Lance) 2: Ryoken A, Koishi C, Vulture, Puma, Puma
    Attacker Star (Lance) 3: Vulture, Ryoken B, Koishi, Daishi, Masakari

    Alternate these three typical Smoke Jaguar Stars for additional reinforcements if needed.

Attacker Goal:

The Smoke Jaguars want to capture or kill Yamato Jiri so that the populace will not have a leader for their resistance movement. The faster that they complete this mission the more prestige they will gain among their fellows.

All pilots are assumed to be Piloting: 3, Gunnery:2

Special Conditions

Mech Warrior on ground

Once Jiri has punched out, he moves at one hex per 2 turns. Each time a 'Mech enters a hex, or a shot lands in that hex, roll 1 D6. On a result of 1-2, Jiri is unharmed. On a result of 3-4, he receives a wound that immobilizes him, but he is not seen. On a result of 5, he is killed. On a result of 6, the 'Mech's pilot or the gunnerthat fired the shot spots him. If the 'Mech is an enemy 'Mech, it is presumed to have captured him . If a shot is fired by the enemy, the next enemy 'Mech to enter that same hex while Jiri is still in it is presumed to have captured him. If Jiri is able to enter another hex in the interim, he is presumed to have escaped surveillance and must be re-spottedto be captured.

If Jiri is left on the board immobilized but unseen at the end of the scenario, he counts as captured.

Attacker Major Victory: Capture or kill Yamato Jiri and every defending unit before third Star enters.
Attacker Minor Victory: One of the above.
Draw: Defender keeps at least one unit or Yamato Jiri functional until third star enters.
Defender Minor Victory: Defender keeps at least one unit and Yamato Jiri functional until third star enters, or Defender keeps three units functional until third Star enters.
Defender Major Victory: Jiri escapes and defender keeps one or more 'Mechs functional past 12 turns.


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