You can get caught up on the setup for this chaos campaign and the opposing forces here:

View a quick snapshot of campaign & unit status here (post mission 2).

Situation

Having suffered a humiliating defeat on the moon of Procyon-5, Black Omen decides that it is not a hill worth dying on and burns hot for the main event: Procyon itself. It was clear before the skirmish on the moon even began that the Omen's intel was terrible. Nothing was what they expected. Rectifying this is a top priority. Black Omen sets down in a heavily wooded area near the coast, the location of a main communications relay station for Procyon. The structure itself is insignificant in size, but great in meaning if it can be captured and the invaluable data contained within, and flowing through it, intercepted. In addition, Black Omen begins deployment of a key strategic asset they have big plans for on Procyon - a Tonbo Superheay Transport VTOL gifted to them by the DCMS. Unbeknownst to them, SAFE assets on Procyon have determined their location. X-Ray company now races across the continent to prevent capture of the relay and hopefully acquire the secretive Tonbo craft as well.

Mission Parameters

Track: Pursuit

Last Track Winner: FWL 2nd Guards

Mission: Intercept

Attacker: FWL 2nd Guards

Escalation: Medium (6,800 BV)

Map configuration: Max forest, no water, no elevation, sparse buildings



Intercept Mission Rules

See DFA’s intercept rules here - we use these parameters plus the following tweaks:

Attacker and defender seek to be the first to secure three key objectives on the map. Both players place three objectives on their side of the map using the placement restrictions listed DFA’s mission guide. Randomly determine who will be player “A” and who will be player “B.” A 7th objective is placed in the dead-center of the map. Starting on turn two Player A rolls a D4 and a corresponding objective goes “hot” on their side of the board. On a roll of 4 the middle objective goes hot. On turn 3 Player B rolls a D4 for their side objectives. This sequence continues until there are 5 total objectives “hot” on the map, at which point all other objectives are removed from the map. At any time if a roll corresponds to an objective already “hot,” re-roll.



Scoring: There are no points awarded for destroying or disabling enemy mechs. To capture an objective a player must have a unit within 3” of the objective, uncontested, for two consecutive turns.

The battle immediately ends if one player captures three objectives.

We altered the number of objectives and the way they go hot from the way DFA presents the mission. Our idea was we preferred a probable outcome where each player would end up with two “hot” objectives on their side, and the middle objective was also “hot.” This would force an eventual confrontation in the middle of the map…. that was the idea anyway….



Turn limit: 13

- Each player gets one point for a secured objective (scored at the end of the turn)

- The mission immediately ends once a player scores three points