Aurigan Reach Mission: Ahlat Objective 2: Fuel Convoy

## Game Set Up

The majority of the Taurian security force on Ahlat use ICE and have been running dangerously low on fuel. However, with the arrival of the dropship, they are expecting more than enough to put the company of tanks and security mechs into service. The first of these shipments is being escorted back by the few tanks they had fuel for. This convoy was already en route when Colonel Dalton ordered Rampart Alpha to attack and because of communications issues, have no idea that they are being targeted.

The road leading from the Landing Pad to the Big Sky Mine is a rough blacktop that rests on a gravel embankment. It should extend from one end of the table to the other and be wide enough for three vehicles across (3"/hexes). The terrain on either side of the road should be open with only slight elevation changes, no greater than level 1. Like the rest of the Northern Polar region, it is devoid of most vegetation so trees should not be used.

### Attacker

If the player's haven't chosen a mech(s) for this mission, Rampart Alpha used a salvaged Summoner (Thor) M. It's pilot, Ryan Sorenson (Gunnery 3, Piloting 3) being a fan of the Inner Sphere holovid "1st Somerset Strikers", will often challenge his opponents in the same over dramatized way that Star Colonel Nicolai Malthus did in the series.

### Deployment

Members of Rampart Alpha deploy on the opposite edge of the table from the defender, starting within at least 3"/hexes of the road.

### Defender - Total BV: 3203

Scorpion Light Tank (SRM) x4 (BV 291 each) *Gunnery 4 Piloting 5*

Vedette Medium Tank (LB5-X) x 2 (BV 508 each) *Gunnery 4 Piloting 5*

Dromedary Water Transport x 3 (BV 341) *Gunnery 4 Piloting 5* - these have been converted to carry fuel instead of water in their cargo hold.

### Deployment

The defender can deploy on their forces 3"/hexes near the table edge, within 9"/hexes of the road's start. The defending player cannot deploy within 12"/hexes of the attacking player.

## Victory Conditions

The defender's goal is to get as many vehicles off the opposite edge as possible, with the focus being the Fuel Carriers. The defending player is awarded 1 victory point for every tank that is able to escape the table, 2 VP for every fuel carrier. The defender also wins if they destroy/disable all the units on the Attacker's side.

The opposite is true for the attacker. For every tank destroyed or disabled they earn 1 VP, 2 VP for the fuel carriers.

The game ends when all vehicles are either off the table, destroyed, disabled or the Attacker has been destroyed or disabled. The player with the higher VP total wins.

## Special Rules

The Dromedary Water Transports have been converted to carry fuel. Their 50 ton liquid cargo holds are full and can explode if hit. If a critical hit is scored, make another 2d6 (6+) roll to determine if the fuel explodes. On a 6+, the fuel explodes, destroying the Dromedary and doing 15 points of damage to everything within 1"/hex.

The hex containing the wreckage of the Dromedary will continue to burn for the rest of the game. Roll 6+ for the 1"/hexes adjacent to the initial explosion to determine if they also are on fire, rolling for any unit in those 1"/hexes as well. These spots/hexes will emit smoke that will block LOS, so potentially you could have a 6"/hex area that is completely filled with fire and smoke.

Effects of Fire: During Heat Phase, a mech occupying a burning hex absorbs 5 heat. It also absorbs 2 Heat for each burning hex it moved through during the movement phase.