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ISBN-13: xxx $24.99

WEBSITE: CATALYSTGAMELABS.COMWWW.CATALYSTGAMELABS.COM

©2012 The Topps Company Inc. All Rights Reserved. BattleTech Total Chaos, BattleTech, Classic BattleTech, BattleTech, BattleMech,

and ’Mech are registered trademarks and/or trademarks of The Topps Company Inc. in the United States and/or other countries.Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Productions, LLC. Printed in USA.

 ® 

 JIHAD ERA

In late 3067, the Word of Blake unleashed

its Jihad, fanning the flames of violence and

spreading it across the Inner Sphere. Three

mercenary commands struggled to find their

footing and profit from the all-encompassing

warfare. As they navigated their way through

the conflicts erupting on hundreds of worlds,

these mercenaries grew in power, prestige,and character. Facing adversity, victory,

defeat, and enemies within and without, they

were typical of many commands touched—

for ill or for good—by the Jihad.

As the Jihad unfolded through the  Jihad Hot Spots

plotbooks, players were introduced to the Chaos

Campaign, a new game play system that gave players

the opportunity to craft their own games around

specific battles and events of the Jihad. Now that

campaign, spanning fourteen years of conflict, has beencollected and updated. Presented here are all of the

Chaos Campaign tracks from the Hot Spots plotbooks

and interwoven with select tracks from the  Jihad Turning

Points e-publication series and several all-new tracks

and mini-campaigns.

 This volume also includes detailed reports on nearly

forty planetary campaigns, providing context and details

previously clouded by interstellar media, local reports,

and personal journals. With an updated and streamlined

core ruleset for the Chaos Campaign and new Jihad-

era Random Availability Tables for the Word of Blake,

Mercenaries, and Militias, this book has everythingplayers and gamemasters need to recreate the pivotal

campaigns of the Jihad and lead their forces to victory.

A U N I V E R S E A B L A Z E

Under License From

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CLASSIC BATTLETECHBATTLETECHTM

TOTAL CHAOS

• CATALYST GAME LABS •

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2

TOTAL CHAOS

TABLE OF CONTENTS ..........

THE ONLY ONE THAT MATTERS ....................................... 4

INTRODUCTION ............................................................ 8

How To Use This Book .............................................. 8RULES OF ENGAGEMENT ............................................... 9

How To Use The Total Chaos Campaign .................... 10Tracks ..............................................................................10

Situation And Game Setup .............................................12

Warchest And Object ives ................................................13Special Rules ...................................................................13

Atermat h And Next Track ..............................................14Warchest Point System ...................................................14Warchest Points Between Tracks ...................................15

Skill Advancement ..........................................................16Warchest Campaign Record Sheet .................................16

ENTER STAGE RIGHT ....................................................18

Gannon’s Cannons .................................................19Captain Gannon “Cannon” Derer, Commanding Ocer ..... 20Lieutenant Amanda Wol, Executive Ocer ...................21

Cumberland’s Missiliers ..........................................22Captain Roger Cumberland, Commanding Ocer .........23Lieutenant Roger G oddard .............................................24

Grandin’s Crusaders................................................25Pierre Grandin Iii, Commanding Ocer..........................27Hilary Fletcher, Executive Ocer ....................................27

Interstellar Expeditions .........................................28THE MISSIONS .............................................................30

Missions.................................................................30Mission: Assaul t ..............................................................30Mission: Beachhead ........................................................30

Mission: Deend ..............................................................31Mission: Flank .................................................................32Mission: (Forced) Withdrawal ........................................32

Mission: Pursuit ..............................................................33Mission: Pushback ..........................................................34Mission: Recon ................................................................34Mission: Recon-In -Force .................................................35Mission: Retreat ..............................................................35Mission: Stalwar t ............................................................36Mission: Strike ................................................................37Mission: Supply ...............................................................38

THE CAMPAIGN ...........................................................39

The Campaig n: 307 ...............................................39Look Wh o’s Coming To Dinner ........................................39

Outreach..........................................................................39Another Day, Anoth er C-Bill ............................................41Fubar! ..............................................................................43

New Avalon .....................................................................43Unwelcome Guests ........................................................46Tharkad ...........................................................................47

Payback ..........................................................................48

The Campaig n: 308 ...............................................50Vacationi ng In The Was teland ........................................50Luthien ............................................................................50The Skye Is Falling!..........................................................52

 Skye .................................................................................54Peaks O Blood ................................................................54Dieron..............................................................................56

Running From Th e Devil .................................................56Game On! ........................................................................59

 Atreus ..............................................................................61Golden Goose ..................................................................61Full Metal Press...............................................................63Falcon Ptomaine .............................................................65

Final Curtain? ................................................................. 66One For The Money… ....................................................67Hammer O T he G ods ..................................................... 68

Under Heel .....................................................................68Leading Edge ..................................................................69

Graveyard Shit ...............................................................70Resisti ng Arrest ..............................................................71

The Campaig n: 309 ...............................................72My Bonnie Lies Over The Ocean ......................................72

 Algot ................................................................................72Pleione ............................................................................74

Seed O Disconten t .........................................................75

Galedon/An Ting..............................................................76Denial O Service .............................................................77

Brew-Ha-Ha ....................................................................78Bullet In Th e Blu e Sky .....................................................79Brute Force......................................................................80

Liberatio n .......................................................................81Living Dead Men .............................................................83Stirring The Anthill ........................................................84

The Campaig n: 3070 ...............................................86Click, Click, Boom ............................................................86Terra Firma ......................................................................86Panic And Pain ................................................................87

 Zosma..............................................................................88Binge, Purge, Flush ........................................................90Celest ial Calamit y ...........................................................91Signs O Th ings To Come .................................................92Final Stand ......................................................................93Grim Death ......................................................................95

The Campaig n: 307 ...............................................96

Savage Silence................................................................96Kittery .............................................................................96Storming The Balance .....................................................98

Quentin ...........................................................................98Jailbreak .......................................................................100

 Solaris VII .......................................................................100

Free-Fire Zone...............................................................102Reasser ting Aut hority ..................................................104Nacht Blitz ....................................................................105Oppressi on ....................................................................106Severance .....................................................................107Unnished Business......................................................108Reaching The L imits .....................................................109

The Campaig n: 3072 ..............................................110

Homecomin g ................................................................110

Donegal .........................................................................110No Ma n Le t B ehind ......................................................112

Galatea..........................................................................113Grave Justice .................................................................114Benjamin .......................................................................115

Will O Steel ..................................................................116Corporat e Ties ...............................................................117Spark .............................................................................118

Clean Sweep .................................................................120Going Nova ...................................................................121Burning Bridges ............................................................122Shit Change .................................................................123

The Campaig n: 3073 .............................................125Grave Recovery .............................................................125

 Sheratan........................................................................125Dante’s Daydream .........................................................127

Gibson ...........................................................................127Escape Clause................................................................129Tunnel Rats ...................................................................130

The Campaig n: 3074 ............................................. 131Light Machine ...............................................................131

 Sian ...............................................................................131

Roman Candle ...............................................................133End O The Road ............................................................134Davion Falling ...............................................................135

Acid Rain .......................................................................137Into The Void .................................................................138

The Campaign: 3075 ............................................ 139Silencin g Th e Shad ows .................................................139Irian ...............................................................................139Heat Lightnin g ..............................................................141Mortis Rictus .................................................................143Turn Your Radi o O n .......................................................144

Guns O K irin River ........................................................144

Iron Giants ....................................................................146The Campaig n: 307 .............................................148

Comes The Reaper ........................................................148New Hessen ...................................................................148Run Them Down ...........................................................150

Rescue Gone Wrong ......................................................151We Are Your Friends ......................................................152Inest ation ....................................................................153Slugger’s Paradise ........................................................154Staral l ..........................................................................155Wave O Conusio n ........................................................156Steel City .......................................................................157Watershed ....................................................................158

The Campaign: 3077 ............................................ 160Ghost Tiger ...................................................................160Yorii ...............................................................................160By A Thousan d Cut s ......................................................162Halloran V .....................................................................162Hammer And Anvil........................................................164

 Marcus ...........................................................................164Citizen’s Arrest ..............................................................165Chara.............................................................................166

Ravaged Iron .................................................................167Cloud O Despair ...........................................................168Hounds O War ..............................................................169

Dragon’s Pincers ...........................................................170White Flags ..................................................................171Blood And Fury .............................................................172Wolves From T he Slaug hter ..........................................173Charred Victor y .............................................................174My Enemy’s Enemy .......................................................175Bridge To Obl ivion ........................................................176Climbin g Mou nt Sh anyu ...............................................177

Polar Possibili ties ..........................................................179

The Campaign: 3078 ............................................ 180Bloody Takedown .........................................................180

Terra – Arrival ...............................................................180Flashpoin t .....................................................................182Trick Or Trap ..................................................................184

Terra – European Theater ..............................................185Death To Tyrants ...........................................................186Sticky Situation .............................................................188

Terra – Asian Theater .....................................................189Pound O Flesh ..............................................................190Under The Gaze O The Sun God ...................................192Terra – Southern Theater ...............................................193Joyride ..........................................................................194Terra – North America ...................................................195Moon Maze ...................................................................197Barrier s .........................................................................200

Ancient Meanings .........................................................201Gorst March ..................................................................202Surage O Saints .........................................................203Convoy Duty ..................................................................204Burragor ang .................................................................204Counters trike ................................................................205

Inch By Inch ..................................................................206River Waltz....................................................................207Rom’s Roost ..................................................................208

Get Out O Dodge ..........................................................209End O Day .....................................................................210

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3

TOTAL CHAOS

.......... TABLE OF CONTENTS

WRITING

Joel Bancrot-Connors

Philip A. Lee

Matt Murray

Christopher Purnell

Craig Reed

Ben H. Rome

Joel Steverson

Geo Swit

Andreas Zuber

The Only One that Matters

Steven Lockley

Steven Savile

Rules Annex 

Keith Hann

Ben H. Rome

PRODUCT

DEVELOPMENT

Ben H. Rome

Strategic Assistance

Øystein Tvedten

PRODUCT EDITING

Philip A. Lee

Editing Assistance

Ben H. Rome

BATTLETECH

LINE DEVELOPER

Herbert A. Beas II

 Assistant Line Developer 

Ben H. Rome

PREVIOUS CHAOS

CAMPAIGN TRACK AUTHORS

Ken’ Horner

Nick Marsala

Jim Rapkins

Ben H. Rome

Adam Sherwood

Paul Sjardijn

PRODUCTION STAFF

 Art Direction

Brent Evans

Cover Art 

Alex Iglesias

Cover Design

Ray Arrastia

SPECIAL THANKS This product came about ater an initial idea rom Øystein Tvedten, who

provided the impetus to make this book more than a simple e-publicationon Operation SCOUR. Many thanks go to Paul Sjardijn, who helped crat theoriginal Chaos Campaign rules. The success o the Jihad Turning Points seriescomes rom those writers who helped crat the history o the Jihad on theHouse capital worlds: Ken’ Horner (New Avalon), Nick Marsala (Tharkad, Sian),Jim Rapkins (Atreus), and Ben H. Rome (Luthien, Dieron). In addition, the writ-ers o Chaos tracks in the  JHS products: Nick Marsala, Ben H. Rome, AdamSherwood, and Paul Sjardijn. All o these people helped orm the completearc o the Chaos campaign, o which their work is ound updated here.

Additional thanks to the ans o BattleTech—both who have loved andhated the Jihad storyline—because without you, our game wouldn’t behere. Hopeully the inormation provided in this book answers, in part, theclamor or “more detail!” on battles and campaigns o the Jihad. While we

couldn’t hope to get all o it in here, we’ve given it our best shot.You may notice that one o the primary characters o this book isnamed ater a son o one o our playtesters. This book is or all the childrenout there who are diagnosed with any orm o lie-threatening disease.Gannon Derer is one such boy, who ought and survived leukemia at away-too-early age. While Gannon Derer is one o the survivors, many oth-ers lose their hard-ought battle. This book is dedicated to these strongyoung warriors: may your aim be true, your campaign successul, and yournames remembered in the halls o love and lie.

Finally, Ben would like to thank his wonderul and stalwart wie Rianne(inspiring the character o Belle Lee), who continues to support his play-time in the BattleTech world with all its wonderul toys.

PLAYTESTERS AND FACT-CHECKERSBrian Alter, Brian Bunch, Chris Callicoat, Bill Derer, Bruce Ford, Eugen

Fournes, Joshua Franklin, Keith Hann, Johannes Heidler, Daniel Isberner,Philip A. Lee, Michael “Cray” Miller, Aaron Pollyea, Craig Reed, Eric Salz-man, Chris Sheldon, Øystein Tvedten, John Unchelenko, Chris “Chinless”Wheeler, Patrick Wynne.

©2012 The Topps Company Inc. All Rights Reserved. Total Chaos, ChaosCampaign, Classic BattleTech, BattleTech, BattleMech, and ’Mech are reg-istered trademarks and/or trademarks o The Topps Company Inc. in theUnited States and/or other countries. Catalyst Game Labs and the CatalystGame Labs logo are trademarks o InMediaRes Productions, LLC. No parto this work may be reproduced, stored in a retrieval system, or transmit-ted in any orm or by any means, without the prior permission in writing o the Copyright Owner, nor be otherwise circulated in any orm other than

that in which it is published. Printed in the USA.

Published by Catalyst Game Labs, an imprint o InMediaRes Productions, LLCPMB 202 • 303 91st Ave NE • E502 • Lake Stevens, WA 98258

Find us online:[email protected]

(e-mail address or any BattleTech questions)http://bg.battletech.com/ (ocial BattleTech web pages)http://www.CatalystGameLabs.com (Catalyst web pages)http://www.battlecorps.com/catalog (online ordering)

End O Night ..................................................................211The Final Countdown ....................................................212Picking The Locks..........................................................213Martian Merry-Go-Round ............................................215Boltho le ........................................................................215Tendrils O Des peration ................................................216Hell’s Eruptio n ..............................................................217

Friend O The Devil........................................................218The Campai gn: 3079 .............................................221

Blowto rch .....................................................................221Terra – Pacifc Theater ...................................................221Recondo ........................................................................223Litmus Test....................................................................225

Terra – Arican Theater ..................................................225Monkeyw rench .............................................................228New Earth......................................................................229Heavy Metal ..................................................................230Mainram e ....................................................................231New Home .....................................................................232Here Com es The Cavalry ...............................................234

The Campaign: 3080 ............................................ 235Jinx ................................................................................235Nanking.........................................................................235Snow Job .......................................................................237Luyten 68-28 .................................................................237Roadbloc k .....................................................................240

The Campai gn: 308 ............................................. 241Wild Weasel ..................................................................241Devil’s Rock ....................................................................241Firefy ............................................................................243Storm Shadow ..............................................................244Scrap Iron ......................................................................245Gateway To Hell ............................................................246

RULES ANNEX ............................................................ 248Campaign Tracking Sheet .............................................249Random Assignm ent Tables .........................................249Using The Random Assignment Tables.........................249

.............................CREDITS

Layout 

Ray Arrastia

Illustrations

Alex Iglesias

Peter Johnston

Chris Lewis

Aaron Miller

Matt Plog

Rob Ruolo

Florian Stitz

Alex Williamson

Mark Winters

Logos

Chris Lewis

Miniature Photos

Matt Edwards

Dave Fanjoy

Matt Fredricksen

Joel Hardwick 

Phil Hays

Ross Hines

Michael Holzapel

David Kerber

Frederic Lagoanere

Peter Wort

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TOTAL CHAOS

THE ONLY ONE THAT MATTERS ..

Lakeront North, Harlech

Outreach, Chaos March

11 October 3067

 Two men were waiting or me by the time I took my amiliar

seat by the window. One ugly, one handsome. And old.

We hadn’t met beore, but they knew who I was—and that

meant they knew what I could do or them. There’s a trick to

negotiation my old commander used to go on about: rst one to

speak, loses. I sat in silence and waited or them to start talking.

My mind wandered to another o my ormer commander’s

axioms while we stared around the table. The only time the truth

comes out o a normal person’s mouth is when they’re acetoace

with their Maker or whathaveyou waiting on the other side. I g-

ured their talk would clock in around sixty percent on the bullshit

meter. Thanks to my ormer mentor-turned-traitor, I’ve got a nose

or such quadruped-pockey.

 The clock over the bar clicked ahead another digit. I didn’t

mind; I’d already determined I wasn’t breaking out the ‘I haven’t

got all day’ speech.I waited or them to become uncomortable enough to break 

the silence. The way I see it, everyone’s got a built-in discomort

meter and when it hits seven, most start babbling. These guys—

these guys were good. They made it to nine.

“We are aware o your reputation,” Ugly said. He had a ace

even his mother couldn’t love. “And your price.”

“Everyone is,” I replied. “That and the act that paying it gets

the job done.” I paused or eect. “I I decide to take it.”

 The pretty one raised an eyebrow at that. He leaned orward

a little. His voice was little more than a whisper. “I you decide to

take it? There is no i . Not i you want to stay here.”

“Tut-tut. You haven’t even bought me a drink yet. Let’s save

the threats until ater the oreplay.”“Mr. Wooden does not like to mix business with pleasure,” said

Ugly. Now, I’m a big believer in rst impressions. With this guy,

I wouldn’t take the old hose out to urinate on him i he was on

re. I suspect it was mutual. I’m a pro, though, and keep personal

prejudices out o business. I don’t need to want to urinate on you

to work with you. Still, I’ve got a problem with idiots who make

like they’re the Big Cheese. They always get up my nose.

“I can see why he’d want to do that. Pleasure’s overrated.” I saw

the hint o anger rising in the pretty one’s eyes. Wooden. His mug

didn’t exactly match the le photo I’d snagged earlier. Caution

signs lit up in my brain.

Wooden raised a hand, silencing Ugly.

“I see Mister Askai is dry and would appreciate a rell. Why

don’t you go see to it?”“Coee’s ne,” I said. I didn’t eel like being sociable. I had a

 job to do—or at least consider. Ugly raised a hand to ag down a

server, but Wooden stopped him.

“What part o ‘go see to it’ did you not understand?”

I let the icker o a smirk it my ace. I was beginning to appre-

ciate Wooden—or whatever his name was. Names really aren’t

that important these days, not in my line o work.

When Ugly moved on, I looked Wooden in the eye and sized

him up. That’s why I like ace-to-ace meetings, no electronics to

lter tone and expression. He, in turn, was doing his own bit o 

weighing; I added another respect point to his meter.

“So, Mister Askai,” he began.

“Just Askai,” I said, keeping eye contact.

“First name or last name?”

“The only one that matters.”

“I like you, Askai.”

“You don’t know me.”

“I know enough. You’re a straight talker.”

“Straight talking doesn’t cost anything and gets you to the

point where money changes hands quicker.”

 The man laughed, an easy sound but one I suspected didn’t

spring to his lips that oten. “You’ve heard o Interstellar Expedi-

tions I take it?”

I nodded. It was a ridiculous question. Anyone who’d been on

Outreach or more than a day couldn’t not have heard o them.

Sure, the actual whys and whereores o their business might be a

bit vague or the average civvie, but it was enough to know they

had their sticky ngers on anything related to history, artiacts,

and interstellar mysteries.

“Well, let’s just say I have a somewhat inuential role within

the company.”

“Why not just say you pretty much run the show,” I replied. I

recalled another tidbit rom the le. “Actually, let’s go one urther

and say you and that at Kurita have ull control over the day-to-

day business.”

“You’ve done your homework. Good.”

“Knowledge is power, right? I take it tea boy over there isn’t

one o Kurita’s?” I nodded back towards Ugly at the bar.

Wooden barked out a short sharp laugh. “No. That is Hon. He is

not as important as he thinks.”

Ugly returned bearing coee. Hon tried valiantly to join in the

conversation, but unlike my bed, there was no room or three. He

sat in silence, scowling.

 The coee was good, the best I had tasted or a while.

“As I was saying, I have a job or someone like you, a man with

your very special talents.”

“You can say what you like,” I said. I didn’t ask what he

thought my special talents were. I needed a job i I was going to

build my lie yet again. Right now, it was all about keeping two

steps ahead o my ormer employers. Beggars not being choos-

ers and all that.

“I need a negotiator. A man capable o using his initiative while

working within a very strict remit.”

I smirked. “You need a yes-man.”

“No, I need someone capable o ollowing orders. There’s a

dierence.”

“And you think I’m your man? I’m beginning to think I should

have had something stier to drink.”

Ugly Hon wriggled beside Wooden. Body language again. I

bet he had wanted the job and been passed over.

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TOTAL CHAOS

..THE ONLY ONE THAT MATTERS

It took all o about two seconds to work out we were in the

presence o a bona de miracle because, despite the press o 

bodies in the bar, the gunman wasn’t hitting anyone. He was

missing because he meant to. Why?

My brain worried over the situation even as my reexes took 

over. That’s how my mind works—it digs in and worries at stu 

until it makes sense. Sometimes, I don’t like the sense it makes o the senseless.

I risked a glance over the top o the table.

 Three gunmen ramed in the broken window, guns spitting

bullets.

 Three o them missing the mass o esh again and again.

I could have jumped up and down waving my arms and they

wouldn’t have hit me.

Scratch that—they might have hit me.

Only because they’d come looking or me.

No one else.

Funny, I didn’t eel special.

 This had Word o Blake written all over it.

I risked a second glance as another volley tore into the back wall.

I had to actor a ew things into my next move—the odds o a

police response, likelihood o medical help getting through, how

ast the Home Guard might show up. Such considerations would

aect what happened next.

I opted or telepathy with Wooden. I looked back at him, put-

ting it all into my eyes: run when I give you the signal . He looked at

me and nodded. Maybe he understood?

I was counting on the act they wanted me alive. I they hadn’t,

the table would have been riddled with bullets and I’d have been

decorating the mirror behind the bar like a Starling painting.

I ully intended to use their orders to my advantage.

Beore the irst gunman could step through the window, I

pressed the muzzle o my Eagle to the table and pumped a ullclip through the imsy wood. Cheap urniture or a classy eatery. I

shook my head as I pulled the trigger.

Despite the chaos, I heard the loveliest sound in the world:

bullets hitting esh. Assuming they didn’t have reinorcements

outside, I’d just signicantly evened the odds. The problem would

be i they got close enough to trade punches.

I counted to ve in my head—a good round number. Long

enough or them to react. Or not. The silence meant they were

hanging back in case I opened re again. I liked that—it was dull

and unimaginative tactics. I could work with that.

I scrambled across the oor. Slivers o broken glass cut into my

empty hand and knees. I needed distance between me and my

new employer. It was the best shot I had at keeping him breathing.

I raised mysel into a crouch, broken glass skittering undermy boots. Inhaled. Held it. Let that breath leak slowly out o my

mouth. Head down, heavy pistol in a two-handed grip. Breathing.

A bullet slammed into the barricade I’d taken shelter behind.

 The bullet hole blossomed perilously close to my knee, but in

close combat, a centimeter was as good as a kilometer. A size-

able chunk o timber splintered o and buried itsel in my leg. I

shrugged o the pain and put my hand to the wound. It came

away sticky. It was big enough—and deep enough—that I didn’t

“Any guns involved?” I asked. I’ve not got anything against

them, but i Wooden had said no, I’d have known he was talking

out o his rear area.

“I cannot rule it out.”

I nodded. “I like your honesty.”

“Then you’ll take the job?”

I paused. “There’s one more i .”“And that is?”

“I the money is right,” I said. Was there really no one else on

Outreach capable o doing whatever he needed? What kind o job

needed someone with the baggage I had?  And guns? A dirty one.

Down-in-the-muck-smelling-like-sewage-and-death kind o job.

In other words, my kind o job.

“I’m sure you’ll be happy with the money. What about your

previous employers?”

“I don’t intend on paying them a commission, i that’s what

you are worried about.”

“I am more interested in making sure your previous ties have

been severed.”

“Like a bloody stump.”“And there’s nothing you eel you need to tell me?”

“Nope,” I lied. I could have told him that my ormer employers

wanted me back, which wasn’t stretching the truth too ar. Why  

they wanted me back is where it got suspect. I had important

stu trapped inside my head and they wanted to get it out. I’m

airly sure they’d be happy just hacking my head o and scooping

it out i they could, but that would irritate the others who would

rather see me dead than have those secrets revealed. Damned i I

do or don’t—or something like that. Maybe working or IE would

oer enough money and protection to avoid picking up some-

thing terminal.

“Then welcome aboard,” said Wooden. He extended a hand

across the table.

Hon shited uncomortably in his seat. It was getting more di-cult to ignore his ugly mug. He was nervous. I didn’t like that. A

bead o sweat started to orm on his orehead. Something was

wrong. My sel-preservation instinct kicked in right as the ne

hairs on the back o my neck started to prickle.

In the silence between heartbeats the window beside me

shattered into a million pieces.

As my heart drummed out its next beat, the hubbub o voices

around the bar turned to cries and screams. Panic. Violence.

Chairs scraped back as people ducked and cowered and dived

or ran or the door. There’s a dierence between people like

them and people like me who live in a world o violence. I was

already on my eet, tipping the table on its end to act as a shield.

I grabbed Wooden’s shoulder and drove him down beneath the

line o the table. Dead guys don’t pay. Hon, on the other hand,could look ater himsel.

Bullets began slapping the oor, tables, walls.

I pulled my trusted Hawk Eagle rom inside my jacket. Another

axiom rom my dead mentor: Only draw i you intend to re; only 

re i you intend to drop the other guy . It had kept me alive this long;

I wasn’t about to change the habit o a lietime.

Bottles behind the bar popped like recrackers.

 The screaming around me got on my nerves.

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TOTAL CHAOS

..THE ONLY ONE THAT MATTERS

Suddenly Wooden leaned over me. He looked genuinely con-

cerned. It was almost touching.

“Dead?” he asked.

“Not yet,” I said.

“Funny.”

“Regular comedian,” I agreed, coughing. I realized the restau-

rant was empty.“You are a lucky man.”

“No such thing,” I said. I don’t think he bought it.

 Two were dead. The third would live. I rolled to my knee, winc-

ing again in pain. Wooden called or the medics.

I tried to thank him, but I was struggling to make my lips

work properly.

“I take it they were looking or you?” He gestured towards the

corpses. I nodded, reaching or my empty gun beore I realized

someone was standing over them. Hon.

Something nagged the back o my mind like a y in a jar bang-

ing up against the glass. It just wouldn’t come out.

“Who knew that you were meeting me here today?” asked

Wooden. It was a question I should have been asking.“No one,” I said. A burst o clarity then; I could almost hear

gears alling into place.

I remembered how uncomortable Hon had been just

beore the attack: sweating, nervous tension, how he’d aban-

doned Wooden and everyone else in his light to the door. It

all clicked.

“That’s what I suspected,” Wooden said, almost sadly. He

looked at me, eyes trying to communicate.

I watched in slow motion as Hon turned his gun towards me. I

knew he was the one who sold me out. It was cold comort to be

right. Again. I tried to move, but the pain was blinding. The world

tunneled down to the barrel o his Nambu. I didn’t relish the idea

o being killed by Hon—but it was better than a splinter. I closed

my eyes and waited or the shot.When it came, I elt no pain.

 The universe, unortunately, didn’t explode.

When I opened my eyes I didn’t see anything remotely heav-

enly. Instead, I saw Hon sprawled out like a whore on the ground,

blood draining rom a giant hole where his let eye used to be.

Crouching beside me, Wooden held a gun in a trembling hand.

Some sort o antique Magnum.

“I get the distinct impression you haven’t exactly been

straight with me, Askai. Perhaps we should have a slightly more

in-depth interview,” he said. “That is, i you still intend to work 

or me.”

“Or maybe you should just be grateul I saved your lie?” I

retorted, orcing a laugh through the pain.

“I could say the same thing,” Wooden said, looking at the Mag-num in his hand like it was suddenly going to turn around and put

one right between his eyes. Yeah, denitely his rst kill. It was a

look I recognized.

“Wooden, what say you and I start this conversation over,” I

replied. My eyes roved around the eatery and the remnants o 

violence. “Preerably somewhere with more polish, less noise.”

My new employer nodded. “I ’ll buy.”

“I wouldn’t have it any other way.”

want to risk pulling the damned thing out without a medic. I

didn’t eel like being killed by what was essentially a splinter; that

kind o death never looked good on the tombstone.

 The two remaining gunmen were on the move again; I could

hear their heavy boots crunching on broken glass.

 The press o escaping bodies were caught in a bottleneck at

the door. I saw the bulky gure o Hon drag someone away, orc-ing his way through the press towards the exit. Charming soul.

I almost put a bullet in his back or the sake o humanity. My

telepathy must have been on re—he cast a urtive glance back 

in my direction, rumbled. He paused or a split second and then

surged orward.

More gunire. More splinters o wood and shards o glass.

Incredibly, my watch indicated less than two minutes had passed

since the rst shot.

I had no idea i my leg would support me i I tried to stand, but

I had no choice. I was a sitting duck. It was one o those do or die

moments. I’d nd out soon enough i I was right about them hav-

ing orders to take me alive. My lie was banking on it. O course,

they wouldn’t be too worried about injuries. Hell, I knew a ewo their so-called specialists who savored the whole inormation-

gathering-through-agony thing.

I adjusted my grip on the Eagle and eased mysel into position

beore launching mysel upright. I bit down on a shriek o pain as

the muscle tightened around the wood embedded in it.

I red quickly, blindly, at the only other two men still standing.

 The rst shot caught the nearest target high in the shoulder.

 The impact spun him around. He stumbled and went sprawling,

down but not out. That meant he still posed a threat.  A clean kill 

would have been nice. The second man dropped to the ground

and red in response beore I was able to get a shot o.

I elt the air whisper as the bullet zipped past my ace. I didn’t

inch. Flinching gets you killed. It didn’t matter that the bullet

was already embedded in the wall. It was all about the next shot,not the last one.

 This guy seemed a lot less worried about keeping me alive

than his companion’s health. That made things a little more

complicated .

I dropped to my knees.

 This time, the pain made me cry out and I rolled onto my side.

A strange—lethal —blackness loated in ront o my eyes.

 There was no way I could aord to give in. This wasn’t going to be

easy. The pain was overwhelming. I pointed my gun in the gen-

eral vicinity o where I thought the target was hiding and red

again and again until my clip was empty. I was out—not ideal,

with my spares currently between my thigh and the oor—but

hopeully I wasn’t going to need another bullet.

I suppose I could always try and bludgeon them to death withHon’s personality.

When the smoke settled there was silence.

I knew it was silence because all I could hear was the pounding

o my heart.

“Are you all right?” a voice called through the haze o gun-

smoke, glass, and blood. It might have been the second or third

time the words were repeated. The world seemed to be on some

kind o loop and I was having trouble breaking out o it.

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TOTAL CHAOS

INTRODUCTION ...................

 The Total Chaos sourcebook is a resource or BattleTech players

that details nearly orty campaigns o the ourteen-year Word o 

Blake Jihad, as well as collecting the entire Chaos Campaign tracks

rom the previously published Jihad Hot Spots plot books and

several select tracks rom the  Jihad Turning Points e-publications.

Included are more than thirty new tracks or the Chaos Campaign,

three new mercenary units, and a completely updated Chaos

Campaign ruleset.

Foundation Stone is a short story detailing the mysterious

connection between Interstellar Expeditions and Mr. Askai. (Thecontinuing serial o Askai’s journey will be published periodically

at www.battlecorps.com.) Rules o Engagement  is the updated

version o the Chaos Campaign rules using the Warchest track 

system. Enter Stage Right details three new mercenary units that

survived the trials o war provided by the Jihad; their stories are

interwoven through the Assignment and Atermaths o many o 

the Total Chaos tracks in this publication.

 The Missions section provides inormation on running generic

missions that a player can use to “ill in the cracks” between

tracks. The Total Chaos section is divided into each year o the

Jihad—from 3067 through 3081—and lists all of the campaign

tracks available during that year, in chronological order. Each o 

these sections also includes various sidebars providing detailed

inormation on that location during the Jihad, including com-

batants, years o occupation, and inormation on how to run amini-campaign set in that system.

 The Rules Annex  provides instructions on how to use the

Warchest Worksheet, reprinted rom Starterbook: Wol and Blake,

and includes Random Availability Tables or Mercenary, Militia,

Word o Blake, and Shadow Division orces during the Jihad years.

Welcome to MILHIST 305-A: Campaigns o 3067 to 3081. This course is designed to provide you with a wide range o ac-

tual inormation regarding the Word o Blake’s Jihad against the Inner Sphere. The objective o this course is to not examine

the political or societal upheavals of the Inner Sphere nations—a scope of study that is best pursued in MILHIST 305-B

(Political Realities o the Jihad Era)—but to examine a range o key battlegrounds and campaigns during this ourteen-year conict.

Astute students will note that not all o the conicts described herein are those o popular media ocus. Missing are thesensationalized events on Canopus, the propaganda-inuenced wars in the Taurian Concordat, and other skirmishes. These

and other omitted battlegrounds are important in their own right, heavily entangled with the political restorms that enguled

their parent houses or patronages, and best left to study in MILHIST 305-C: Political Wars o the Jihad . Additionally, your advi-

sors, instructors, and proessors elt it best to ocus more on the strategic conicts that directly dealt with the Word o Blake

within their short-lived Protectorate. With the opening o several archives on these worlds due to Exarch Stone’s own executive

orders, analysts see previously hidden detail, oten glossed over in local and regional media sources.

New to the MILHIST 300 series of courses are program downloads allowing cadets to program their simulators. These

sim programs enhance a cadet’s study experience or uture battleeld experience. Students are expected to use these and

other auxiliary study materials in their coursework; the course’s nal exam will include a multi-day simulation o a campaign

detailed herein.

Additional resources are available at the Thomas Hogarth Library o Conict, located at Quadrangle Two. Students tak-

ing this course via TerraNet are encouraged to utilize the Geneva Jihad Era Records Archive, accessed through your local

academy’s library server.Students interested in group networking simulation experiences can access the TerraMilNet servers from 2100 to 0300

hours UTC, using the 305ATCC server bed.

—Brigadier General Armond Heller

Sandhurst Military Academy

HOW TO USE THIS BOOK .....

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RULES OF ENGAGEMENT .....

 The inormation presented in this section can be used to cre-

ate scenarios or BattleTech games set during the Jihad or any era.

Players will need the Total Warare (TW ) core rulebook pub-

lished by Catalyst Game Labs in order to play. Additionally, many

o the optional rules use advanced rules rom TechManual (TM),

Tactical Operations (TO) , and Strategic Operations (SO). Complete

record sheets or all BattleMechs, vehicles, and aerospace crat

that players can use to recreate scenarios appear in any o the

pre-illed Record Sheet PDFs or purchase ound at www.bat-

tlecorps.com/catalog, including BattleTech Record Sheets: 3039,

 3050U, 3075 and Project Phoenix: Upgrades (any o the previously

published Record Sheet compilations by FASA and FanPro can

be used). Illustrations and game statistics or most o these units

appear in the various BattleTech Technical Readout s published by

Catalyst Game Labs (or FASA/FanPro).

While not required to play Total Chaos, there are other Bat-

tleTech sourcebooks that can be used to add lavor and depth

to a player’s campaign. These include: Technical Readouts

 3050U  (TR50),  3057R (TR57),  3060U  (TR60),  3067 (TR67),  Jiha d Ho t 

Spots: 3072 ( JH72),  Jihad Hot Spots: 3076 ( JH76),  Jihad Hot Spots:Terra ( JHT ),  Jihad Hot Spot s: Fina l Reck onin g ( JFR),  Jihad Con

spiracies: Blake Documents (BD), and the  Jiha d Turnin g Point s:

e-publication series Luthien ( JTPLuthi en), Tharkad ( JTPTharkad ),

 Atreus ( JTPAtr eus), Sian ( JTPSi an), New Avalon ( JTPAval on), and

Dieron ( JTPDieron).

Enterprising players can use the Total Chaos material to crat

a roleplaying campaign using the  A Time o War  ( AToW ) ruleset.

While providing details or such an endeavor is beyond the scope

o this product, a gamemaster can use each track’s inormation as

a ramework to create their own adventures.

Players and gamemasters may use HeavyMetal Pro, HeavyMetal 

Vee, HeavyMetal Lite, and HeavyMetal Plus sotware packages

(available rom RCW Enterprises) to print their own BattleTechrecord sheets. The HeavyMetal Aero package allows players to

print their own AeroTech record sheets, while the HeavyMetal 

Battle Armor package allows players to print battle armor record

sheets. Gamemasters and players may also create their own maps

using the HeavyMetal Map program.

As always, the ollowing rules supplement existing rules. They

add variety to and enhance game play but should not give unair

advantage, and so gamemasters and players should all agree on

any supplemental rules beore using them in play. Similarly, play-

ers should eel ree to modiy any rule that seems inappropriate

or their campaign and/or or the era. All o these rules are consid-

ered Advanced and may not be used in tournament play.

I there is no rule or a particular situation, players should eel

ree to come up with their own; all players must agree to its use.As a last resort, players can roll a D6 to resolve any issues.

Mapsheet Terrain: When a terrain type such as Urban,

Wooded, or Mountain is mentioned in these rules, the reer-

ence is to the TerrainSpeciic Mapsheet Tables in Total Warare.

I a rule speciies Light Urban Terrain, or example, it specii-

cally means the maps in Table 7: Light Urban Terrain Table on

p. 263, TW . Unless speciically stated otherwise in a track, the

number o maps used in play is up to the players involved.

However, in general it is recommended that players use a ratio

o 1 map per 4 units.

Total Chaos also introduces several new terrain type tables:

Ruins, Dense Urban, Industrial Zone, Training Grounds, and

Prairie. These tables can be ound on page 11.

Miniatures Rules: While BattleTech is a board game that utilizes

mapsheets, it is possible to play the game as a 3-D miniatures game

with miniatures mounted on hex bases rom Iron Wind Metals. Use

the Miniatures Rules found on p. 386 of SO as appropriate, with all

o the players consenting. The gamemaster and players will have

to make accommodations to set up the terrain similar to what is

ound on the mapsheets mentioned in the track. Accommodations

should also be made to dene and declare how any special rules

mentioned in the track will be handled beore the game.

Terminology: The ollowing rules use the term unit  as it is

used in Total Warare, reerring to a single battleeld unit such

as a ’Mech or vehicle. Force denotes a large combat ormation

such as a regiment. A player’s total orce reers to all o the units

(’Mechs, vehicles, inantry, aerospace ghters, etc.) that the playerbrings to the whole campaign. A player’s deployed orce reers to

all o the units that a player brings to use in a track.

HOW TO USE

THE TOTAL CHAOS CAMPAIGN Total Chaos Campaign rules provides an open-ended campaign

ramework that easily allows gamemasters and players to use a

variety o published tracks to create their own unique gaming expe-

riences using orces o their own creation. Each track is set up as a

general ramework to assist players and gamemasters in creating

the opposing orces and adding other battleeld eects specic to

that track. In addition, using the Warchest Point System (WP), playergroups may choose what direction the campaign takes.

Because the player decides which route to take between

tracks, this campaign can be replayed oten with dierent tracks,

orces, and even outcomes. Gamemasters and players decide how

much detail they wish to go into and may create urther scenarios

to create sub-campaigns within the track ramework. Ultimately,

the route, gameplay, and depth o detail are up to the player.

TRACKSEach track centers on a plot line ocused on a single event. Many

o these tracks can be ound in previously published sourcebooks,

including Blake Ascending BA, JH72, JH76, JHT, JFR, JTPLuthien, JTP

Tharkad, JTPAvalon, JTPSian, JTPAtreus, and JTPDieron.. These tracks

have been updated to include the Total Warare ruleset as well ascorrect any prior errors or imbalance. Note that tracks can be used

with the Quickstrike rules (see p. 400, SO) with minor adjustments.

 There are also many new tracks included in this publication,

giving players even more options and directions to take their

campaign, including several planetary mini-campaigns.

Each track is broken into several sections: Situation, Game Setup,

Warchest, Objectives, Special Rules, Atermath, and Next Track .

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TOTAL CHAOS

.....RULES OF ENGAGEMENT

TERRAIN TABLE

2D6 Result Map

    D    E    N    S    E    U    R    B    A    N

2 Military Base #1 (MS7)

3 Drop Port #1 (MS7)

4 City, Skyscraper (MS6, MC2)

5 City, Downtown (MS6, MC2)

6 City, Residential (MS6, MC2)

7 Seaport (MS7)

8 City, Suburbs (MS6, MC2)

9 Lake Area (MS2, MC1)

10 Heavy Forest #1 (MS4, MC1)

11 Drop Port #2 (MS7)

12 Military Base #2 (MS7)

2D6 Result Map

    I    N    D    U    S    T    R    I    A    L    Z    O    N    E

2 City (Hills/Residential)* #1 (MS3, MSC1)

3 City Street Grid/Park* #1 (MS4, MSC1)

4 City, Downtown (MS6, MC2)

5 Military Base #1 (MS7)

6 Drop Port #1 (MS7)

7 City, Suburbs (MS6, MC2)

8 Drop Port #2 (MS7)

9 Military Base #2 (MS7)

10 City Street Grid/Park* #2 (MS4, MSC1)

11 City (Hills/Residential)* #2 (MS3, MSC1)

12 Seaport (MS7)

*Place Heavy and Hardened buildings o varying heights in each non paved hex 

2D6 Result Map

    P    R    A    I    R    I    E

2 City Street Grid/Park* #2 (MS4, MSC1)

3 Open Terrain #2 (MS5, MC2)

4 Scattered Woods (MS2, MSC2)

5 Rolling Hills #1 (MS3, MSC1)

6 Open Terrain #1 (MS5, MC2)

7 BattleTech (MS2, MC1)

8 Open Terrain #2 (MS5, MC2)

9 Rolling Hills #2 (MS3, MSC1)

10 Battleforce 2 (MS6, MC2)

11 Open Terrain #1 (MS5, MC2)

12 Desert Hills (MS2, MC1)

*Place Light buildings o 1D6–2 minimum 1 heights in each nonpaved hex.

2D6 Result Map

    R    U    I    N    S

2 Military Base* #1 (MS7)

3 City Street Grid/Park* #1 (MS4, MSC1)

4 City, Downtown (MS6, MSC2)

5 City, Residential (MS6, MSC2)

6 City (Hills/Residential)* #1 (MS3, MSC1)

7 CityTech Map* (MS2, MSC1)

8 City (Hills/Residential)* #2 (MS3, MSC1)

9 City, Suburbs (MS6, MSC2)

10 City, Skyscraper* (MS6, MSC2)

11 City Street Grid/Park* #2 (MS4, MSC1)

12 Military Base* #2 (MS7)

*Place Medium and Heavy buildings o varying heights in each nonpaved hex. Roll 2D6 or every hex containing a building. On a result o 6+, that hex is reduced to Rubble.

2D6 Result Map

    T    R    A    I    N    I    N    G     G

    R    O    U    N    D    S

2 BattleTech (MS2, MC1)

3 Open Terrain #2 (MS5, MC2)

4 Desert Hills (MS2, MC1)

5 Rolling Hills #1 (MS3, MSC1)

6 Scattered Woods (MS2, MSC2)

7 Open Terrain #1 (MS5, MC2)

8 Open Terrain #2 (MS5, MC2)

9 Rolling Hills #2 (MS3, MSC1)

10 BattleTech (MS2, MC1)

11 Open Terrain #1 (MS5, MC2)

12 Desert Hills (MS2, MC1)

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TOTAL CHAOS

.....RULES OF ENGAGEMENT

SPECIAL RULES The Special Rules section indicates which special rules, i any,

apply in that track. The gamemaster may use any o the ollowing

rules in addition to those given or a track i they believe will add

avor and depth to the campaign. Here are the more commonly

used campaign special rules in alphabetical order:

Commandlevel Tactical Comms

While not directly addressed in any o the track special rules, a

player may use the Commandlevel Tactical Comms rules (see pp.

191-196, TO) or additional texture and detail. As with all Advanced

rules, all players must agree to their use beore they can be used

in a track.

Commander

Secretly designate one unit on each side as the Commander;

roll or their skills on the Random Skills Table Expanded (see p.

273, TW ) on appropriate skill column with a +2 bonus to the result.

[Example: A player designates a unit in his Wol’s Dragoons orce as

the Commander. The orce is listed as having Veteran skills, so the player rolls on the Veteran column and adds +2 to the rolled result.] I 

the unit containing the Commander is destroyed, apply a –2 mod-

ier to all subsequent Initiative rolls. Additionally, all units on that

side must operate under Forced Withdrawal (see below) and begin

their retreat unless any other rule would negate withdrawal.

Force Special Abilities

I a player opts to use an existing orce previously published,

they may use that orce’s special abilities (i any) throughout the

campaign i all players agree.

Forced Withdrawal

Forces indicated will operate under the Forced Withdrawal  

rules (see p. 258, TW ). Unless noted otherwise, the player’s unit is

not obligated to ollow these rules.

Salvage

Salvage is the taking o destroyed or crippled equipment

remaining on the battleeld at the end o a track. In linked sce-

narios (such as Grim Death, p. 95), salvage may not occur until the

end o the mini-campaign unless the player’s total orce includes

units noted or salvage operations and/or has lit hoists, at the

agreement o all players involved.

In general, and unless a track’s special rules state otherwise,

players who achieve at least one Objective in a track may claim all

battleeld salvage in any area where their units participated. Players

may not claim salvage ater battles in which they did not participate.Salvage may be sold at hal the unit’s normal list price (see

Warchest Points Between Tracks, p. 15). Alternatively, vehicles,

’Mechs, and other salvaged units may be repaired either by using

the Warchest system or by converting Support Points to C-bills

and using an appropriate rule set to spend C-bills or repairing or

replacing equipment.

Players interested in more detailed Salvage rules can nd them

beginning on page 191 of Strategic Operations.

In setting up orces or the track  Another Day,

Another C-Bill p. 41, the player determines their 

total orce comprises 12 ’Mechs totaling 20,000 BV2

not counting Gunnery/Piloting skills and worth 10

million Cbills. All participants decide to use BV2 as

the standard or building all orces. This means the

 playe r’s depl oyed orce 25 percent may not excee d 

 5,000 BV2 in selecting units. Alternati vely, i the g roup

had decided to use a numerical standard, then the

 player wo uld select up to 3 units rom their total orce.

I the group instead used Cbills as the standard, then

the total value o the player’s deployed orce cannot 

exceed 2.5 million Cbills.

Once the player’s deployed orce is determined, the

opponent igures out the attacking orce’s composition.

The track states that the Attacker must not exceed 75

 percent o the Deender player’s deployed orce, and so

the Attacker’s deployed orce cannot exceed 3,750 BV2 or 

as close as can be made. Because the group opted to not 

account or Gunnery/Piloting skills, those skills do not actor 

into the composition o either orce. The opponent sees that 

the Fityrst Panzers are a Veteran unit and so assigns each

attacking unit a Veteran skill set using the Average Skills

 Tableound on p. 271, TW.

WARCHEST AND OBJECTIVES The Warchest section o a track describes in detail how many

Warchest Points (WP) a track costs and additional bonus options

that may be used to add diculty, and as a result, earn the player

more WP upon track completion. The track cost is an abstract

number that reects the combination o travel, distance, time,

reputation, and other intangibles considered at the time o the

track’s occurrence. The player must have enough WP to pay the

cost at the beginning o the track. I the player does not have

enough WP, they may either go into Warchest Debt (p. 14) or select

a dierent track.

 The player is not required to use the Options listed and

may run the track as normal. However, i a player chooses to

use an Option in order to achieve a greater WP payout, that

Option’s eects are applied to the track. Multiple Options may

be in eect during a track, and all payouts or chosen Options

are cumulative.

Option bonuses are applied at the end o the track ater

Objectives are calculated. The player receives the listed WP

payout i at least one Objective is reached, unless otherwise

noted. I a player chooses multiple Options or a track, only one

Objective needs to be achieved in order to receive all Option WP

payouts in play.

Objectives indicate the track goals the player must achieve. The

player receives the listed WP or each Objective reached. These

rewards are cumulative unless otherwise indicated. Note that

some Objectives have a negative reward, indicating that it is in

the player’s best interest to avoid “achieving” that objective.

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TOTAL CHAOS

.....RULES OF ENGAGEMENT

SP ACTIVITY

COST TABLE 1

ActivitySupport

Point Cost

Repair armor on ’Mech or Aerospace Fighter Tonnage2

Repair armor on Vehicle Tonnage/22

Repair ProtoMech  Tonnage x 5

Repair Battle Armor No. of suits x 2.5

Repair armor on DropShip or JumpShip Tonnage x 22

Repair internal structure on ’Mechor Aerospace Fighter

 Tonnage x 22

Repair internal structure on Vehicle Tonnage2

Repair internal structure/SIon DropShip or JumpShip

 Tonnage x 52

Recongure OmniMech,OmniVehicle, or OmniFighter

 Tonnage/42

Purchase ’Mech (Introductory Rules)1  Tonnage x 10

Purchase ’Mech (Standard Rules)1  Tonnage x 202

Purchase ProtoMech Point (Clan orce only)1   Tonnage x 5

Purchase Vehicle (Introductory Rules)1  Tonnage x 5

Purchase Vehicle (Standard Rules)1  Tonnage x 102

Purchase Battle Armor1  No. of suits x 502

Rearm Unit (Introductory Rules ammo) 5

Rearm Unit (Standard Rules ammo) 102

Rearm Unit (Advanced/Experimental Rules ammo) 502

Note: Player can only repair units that have not been Truly Destroyed see p. 175, SO.

1Unit does not come with pilot/crew; must be hired/acquired separately. 2Double all costs or units with Clan technology base

SKILL ADVANCEMENT TABLE

Activity Support Point Cost

MechWarrior Gunnery Skill 200*

ProtoMech Gunnery Skill 400

MechWarrior Piloting Skill 150*

Aerospace/Aircrat Pilot Gunnery Skill 200*

Aerospace/Aircrat Pilot Piloting Skill 150*

Vehicle/Support Vehicle Crew Gunnery Skill 100*

Vehicle/Support Vehicle Crew Driving Skill 50*

DropShip/JumpShip Crew Gunnery Skill 1,000*

DropShip/JumpShip Crew Piloting Skill 1,500*

Battle Armor Squad/Point Gunnery Skill 800*

Inantry Platoon Gunnery Skill 500

Note: Pilot/crew must have actively participated in prior track to receive advancement.For those who were idle or just hired, triple the Support Point Cost.

*Double cost or Clan personnel unless player unit is Clan in origin.

SP ACTIVITY

COST TABLE 2

ActivitySupport

Point Cost

Hire new MechWarrior1  302

Hire new Aerospace pilot 1 302

Hire new Vehicle crew1  60

Acquire new ProtoMech pilot(Clan orce only)

500

Hire new Battle Armor squad/Point1 252

Hire new Foot Inantry platoon 100

Hire new Motorized Inantry platoon 200

Hire new Jump Inantry platoon 300

Heal MechWarrior100 per

Wound box2

Heal Vehicle crew(Commander hit, Crew stunned critical hits only)

500

Heal Aerospace pilot50 per

Wound box2

Heal DropShip/Jumpship/

WarShip crew

100 per memberbeneath

vessel’s crewcompliment2

Heal Inantry squad3 20 perindividual box

1Does not come equipped with weaponry, vehicles, or equipment purchased separately. New personnel begin with a Green skill rating; double thecost or Regular skill rating and triple the cost or Veteran skill rating.

 2Double cost or Clan personnel  3This is to rell a damaged inantry unit back to maximum personnel 

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 The Cannons specialize in small raiding actions. Derer tries

to keep his plans exible and has several backup options at the

ready. On deense, Beta lance can be eective ambushers, using

its hovers or Alpha lance to lure the enemy into the trap.

Special Combat Abilities

When choosing maps or a track, the Cannons player selects

hal o the maps used, rather than rolling. As a unit, the Cannons

can use Overrun Combat (see p. 193, TO) once per track. In addi-

tion, Alpha lance ignores Forced Withdrawal rules (see p. 258, TW )

i Gannon is still active on the map. Beta lance may deploy as Hid

den Units (see p. 256, TW ) i they are the deenders in a track and

no other units on their side are used in that capacity.

Because o Gannon Derer’s administrative skills, i a track oers

three or more options in the Next Track section, reduce the Track 

Cost o the Cannons’ next track selection by ten percent.

CAPTAIN GANNON “CANNON” DERER,COMMANDING OFFICER

Gannon “Cannon” Derer is the adopted son o his uncle Kyle,

a Lyran baronet. Derer’s ather William, a Word o Blake adept,

let his son in the care o his brother ater being assigned as a

charged with the crimes committed by Dortman’s Devils and

placed on trial on 9 March 3067. With Carlton still in the hospital,

Derer was the highest-ranking Cavaliers ocer in the courtroom.

 The prosecutor attempted to blame the Cavaliers, but Derer and

the Cavaliers’ counsel put up a shrewd deense that shredded the

prosecution’s case.

 The trial was still going when Peter Steiner-Davion claimed

the Archon’s throne and declared a general amnesty throughout

the Lyran Alliance. The prosecutor reluctantly dropped the case

against the Cavaliers and released them, but the press coverage

had already devastated the Cavaliers’ public image.

Upon their return to Arc-Royal, the Cavaliers ound themselves

blacklisted. The unit was at the point o dissolving when the badly

injured Carlton came to a decision. He announced his retirement

and asked Derer to take command o what remained the Cavaliers.

Derer then chose to rename the unit and relocate to Outreach.

Carlton’s Cavaliers left Arc-Royal on 30 March 3067. Gannon’s

Cannons landed on Outreach on 12 August 3067.

First Mission

It didn’t take long or the Cannons—down to a lance each

o ’Mechs and vehicles—to attract the attention o employers

looking or small, cheap mercenary orces. The mercenaries were

approached by both Colonel Wayne Waco, oering top wages or

an unknown mission, and Interstellar Expeditions, willing to pay

a hety contract or troubleshooters. Ater careul consideration,

Derer chose the IE contract.

 The Cannons’ irst mission occurred on the Word o Blake-

controlled Keid, two jumps away rom Outreach. The mission

was a retaliation strike against several Kallon Industries-owned

warehouses in the capital’s DropPort. Ater scouting the area,

the Cannons moved in, brushed aside a small security orce, and

destroyed the warehouses.

 The Cannons had reached Liberty’s zenith point when news

o Waco’s war against the Dragoons on Outreach reached them.

Derer’s IE contract liaison inormed him that any attempt at

returning to Outreach would be tantamount to suicide. With-

out Outreach as a base, the Cannons ound themselves with an

uncertain uture.

Composition

 The Cannons consist o two lances , Alpha and Beta. Alpha

comprises heavy and assault ’Mechs, anchored by Derer’s

upgraded BattleMaster . Beta ields two heavy tanks and two

hovertanks, typically used in deensive maneuvers. The Cannons

avor a tiger-style paint scheme, using black striping over a red-

dish background. The unit’s insignia, a black  G and C  anking

the silhouette o an ancient Terran eld cannon on a red circle, is

placed anywhere visible on the unit. Fortunately or the Cannons,

they currently have enough technical sta to meet their monthly

maintenance requirements.

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ater brutally injuring a pair o Waco Rangers in a Temptown

bar. Without a job and no place to go, she was on her way

to picking another ight with a room ull o Rangers when

Gannon Derer stepped in and deused the situation. Ater lis-

tening to her story over several beers, he oered her a job with

the Cannons.

She was shocked when Derer named her the Cannons’ new

executive ocer ater only a month with the unit. Her sudden

appointment has created an air o tension within the rest o the

unit, a situation she is trying to overcome. The rest o the Cannons

have taken a “wait and watch” approach with her, trusting their

captain’s judgment or the moment.

Special Abilities: Amanda is a Veteran-level Clan MechWarrior

with both the Marksman (see p. 220,  AToW ) and the Demoralizer

(see p. 225, AToW ) special abilities.

liaison to Tortuga Prime. Because young Derer suered rom

leukemia, William knew Gannon would ind better medical

care through the Lyran Alliance’s nobility than in the primitive

reaches o the Periphery. Gannon’s condition, which entered

remission in his early teenage years, inused him with a deter-

mination to overcome all obstacles. He let the Alliance with

his grandmother’s Warhammer and spent several years as a

mercenary beore joining the Grave Walkers and rising to the

rank o captain. The later loss o the Warhammer was a major

blow, but Derer took advantage o the Arc-Royal Combat Train-

ing Program, applied himsel, and eventually earned a slot in

the Cavaliers.

On the surace, Derer is a quiet person whose only hobbies are

reading and building ’Mech models. Under that demeanor lies a

sharp mind and a determination to become the best. Derer eschews

alcohol and other vices, choosing to stay clear-minded and physi-

cally t. He commands respect rom the people under his command

and regularly talks with every member o the unit, including their

dependents. His recent appointment o newcomer Amanda Wol as

the unit’s executive ocer raised a ew eyebrows and ed the gossip

mill, but there have been no complaints as o yet.

In the ield, Derer studies all he can about the target zone

and chooses the best ground or his unit’s operations. He is a

better-than-average MechWarrior, thanks to his ARCTP train-

ing, and his ability to take the right shot at the right time is

well known.

Special Abilities: Derer is a Veteran-level MechWarrior and

should be the last Cannon unit to move in a turn. He has the

Marksman (see p. 220, AToW ), Sharpshooter (see p. 221,  AToW ) and

 Tactical Genius (see p. 225,  AToW ) special abilities. All Administra-

tion and Negotiation rolls, when done on behal o the unit, are

at a +5 modier.

LIEUTENANT AMANDA WOLF, EXECUTIVE OFFICERAmanda’s reeborn parentage comes rom two Clan Wol-

in-Exile technicians. Through rigorous physical discipline

and sheer will, she rose to the rank o Star Commander in the

Second Wol Guards Cluster. Ater several months she ound

hersel on the losing end o a Trial o Position. A month later,

ater an exemplary showing during a joint exercise, she was

transerred to the prestigious Wol’s Dragoons under an ocer

exchange program.

Within a year, Amanda was assigned to the Home Guard.

During one night on leave, she was released rom the Dragoons

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weapons o any tech base, rom primitive rocket launchers to the

Clans’ Advanced Tactical Missile system and even experimental

missile weapons they have obtained through the black market.

 The technicians have learned enough about missile weapons o 

every make and model to the point they have improved the unit’s

deenses against such attacks.

Chie Technician Jake Grizzell, an NAIS graduate, prides himsel 

on the accuracy reports with all the unit’s missile weapons. He

constantly pores over technical readouts, research reports, and

other documentation regarding new advances in missile weap-

onry. (His constant questions have earned him several “cease and

desist” injunctions rom a ew deense contractors.) Nonetheless,

his obsession keeps the unit current on state-o-the-art missile

technology, maintaining the Missiliers’ edge.

Lieutenant Musette Brady initially chaed at Cumberland’s son

taking the XO position, though she retains deputy command o 

the unit’s BattleMech assets. Unlike many o her ellow MechWar-

riors, she is as adept a technician as she is in the cockpit. When

not in the command couch, she can oten be ound hip-deep

inside one o the unit’s BattleMechs.

 The Missiliers have two aerospace pilots.

Mitch “Crater” McGrady and Tommy

“Tailspin” Cooper have lost numer-

ous ghters in their service with

the Missiliers due to their

reusal to abandon com-

rades in the heat o battle.

 Their ighters are always

among the heaviest and

best-armored available.

 They tend to take heavy

amounts o damage or

run out o uel due to

loitering over the battle-

eld and are oten orced

into emergency landings.

 They have made aerospace

missile support an art orm,

though Grizzell is never happy

to lose his precious work to the

pilots’ inability to return to base

saely.

 The Missiliers’ sole transpor tation asset

is the old and battered Union-class DropShip Gap

Breaker . Its poor appearance belies its capabilities. All

o the vessel’s missile systems have been upgraded to modern

Union specications, though most o the other bays have not. The

DropShip has been retted to accommodate the Missiliers’ eclec-

tic unit mix. The two ghter bays remain, while our o the ’Mech

cradles have been converted to tank bays, though there are only

two tanks in the unit. Because the Missiliers lack a JumpShip, IE

providing one or their use during the contract was a signicant

bargaining chip.

CUMBERLAND’S MISSILIERSCumberland’s Missiliers is a mercenary unit that has operated

on the ringes o greatness or several decades. These specialists

in all types o missile-based weapon systems have taken part in

every major conict since the Clan Invasion. They were always

second to other mercenary units due to their own relative lack o avorable repute. However, the FedCom Civil War was what

allowed them to achieve some notoriety o their own.

Commanding ocer Roger Cumberland disobeyed orders to

guard the Seventeenth Avalon Hussars’ DropShips at their land-

ing zone on Matsuida. Instead, Cumberland led his ’Mech lance

and tank platoon into the nearby city o Iida, where their sensors

had detected a large orce moving up behind the Hussars. Send-

ing in their aster units to serve as spotters, the Missiliers rained

down a devastating missile barrage upon the enemy orce. They

disabled two ’Mechs and destroyed two others in the largely

utile maneuver against the Seventh Ghost, whose presence

on-world was a surprise. For saving even a small portion o the

Hussars, Cumberland was commended and awarded two sal-vageable ’Mechs as a bonus. Despite nothing more stellar to

their record in the Civil War, the unit’s improved reputa-

tion led to an approach by Interstellar Expeditions.

Since the end o the FedCom Civil War and

their minor expansion, Cumberland insti-

tuted a number o reorms. Uniorms are

now required, though their typical con-

dition is more relaxed than standard

military protocols. Cumberland

recently began issuing bonuses

or anyone who captures an

enemy unit with advanced or

unknown missile weaponry.Other perormance bonuses

include downing enemies sin-

gle-handedly or connecting

with a particularly diicult

shot. The internal competi-

tion these bonuses created

has improved the skills o the

entire unit.

Missile combat has been

the unit’s focus since 3060,

when Cumberland hired a down-

on-his-luck but superior engineer

as chie technician, and repeated drillshave strengthened this longstanding ocus

on missile combat. New technicians have been added to increase

the support base or the entire unit, ensuring no one enters com-

bat in a malunctioning or damaged unit. The Missiliers’ expert

technicians have spent years tinkering with the sensors and

control systems o the unit’s missile-based weapons, dramati-

cally ampliying the eciency and accuracy o their missile re.

 The Missiliers have gained prociency with missiles and similar

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CAPTAIN ROGER CUMBERLAND,

COMMANDING OFFICER

Ocial records dispute Cumberland’s claim o having served

in the Kathil Uhlans. With his homeworld known to be Cumber-

land, however, many in the mercenary community suspect him o 

changing his name, perhaps to escape some past legal entangle-

ment. Regardless o the vagaries o his past, he has commanded

the unit since orming the Missiliers with childhood riends in the

Cumberland Militia in 3048.

Cumberland is known as a hard-charging, heavy-drinking

brawler. His nose shows evidence o many past drunken battles

in barrooms across the Inner Sphere. He makes no apologies and

holds no grudges, though, even when locked up or on the worse

end of a ght. Since his son joined the unit in 3060, Cumberland

has signicantly curtailed his less desirable activities. As a result,

his complexion, diction, and balance have notably improved. He

no longer stumbles into sta meetings and actually manages to

treat them as important and necessary.

Special Combat Abilities

 The Missiliers are specialists in missile combat. As a result,

add a +1 bonus or all To-Hit rolls or any missile weapons and

or rolling on the Cluster Hits Table to determine the number o 

missiles that hit; these add to any bonuses or special munitions,

launchers, or missile-targeting systems (such as Artemis or NARC).

Reduce all missile weapon minimum ranges by 2. Missilier vehicle

units receive no penalty or ring indirectly with a spotter. When

a Missilier Anti-Missile System res, double the amount o missiles

shot down. When any Missilier ’Mech missile ammo slot takes a

critical hit, roll 2D6. On a result of 9+, the ammo does not explode,

thereore inicting no damage to the MechWarrior or the ’Mech,

but the ammo in the slot is lost.

All rolls to salvage, repair, or install any missile-type weapon

automatically succeed. All repairs and reloads o missile weapons

take hal the standard time.

When randomly determining Missilier units, i the rolled unit lacks

a missile weapon, the player may re-roll one time. However, the sec-

ond roll result must be taken even i it lacks a missile weapon.

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LIEUTENANT ROGER GODDARDRoger “Junior” Goddard is the son o Captain Cumberland.

However, ollowing the societal tenets o his homeworld o Cum-

berland, he inherited his mother’s surname. Fortunately, he also

seems to have inherited her proclivities, as he exhibits none o 

the youthul indiscretions that plagued his ather. While he doesoccasionally indulge in tobacco and drinking when o duty, he

limits these vices to manageable amounts.

Goddard is not a MechWarrior like his ather. Instead, he com-

mands the Missiliers’ tanks. Like the rest o the unit, he has incredible

accuracy with his Heavy LRM Carrier’s missile weapons. He allows

Grizzell to tinker with the weapons while spending his own time

working on the tank’s other systems. By installing environmental

sealing, CASE, and a new engine, he has boosted the vehicle’s stan-

dard specications and surprised a number o enemies as a result.

Special Abilities: Lieutenant Goddard is an exceptional tech-

nician but only a capable tanker with a Regular skill set. He has

elite Technician skills, however, and when he is part o the team

working on his Heavy LRM Carrier, reduce any penalties to 0 and

add +1 to any repair/customization roll.

His ellow Missiliers worried he might be alling under the

inuence once again when he charged out rom the landing zone

on Matsuida, but his accurate re, precise orders, and placement

o his orce to pummel the enemy without taking return ireshowed a quality that had been lacking throughout the unit’s

existence: leadership. Cumberland’s rebirth has invigorated the

unit and improved morale and mission perormance.

Cumberland pilots a Viking that was salvaged on Matsuida.

Like the rest o the unit ’s missile carriers, the ’Mech’s systems have

been tinkered with and improved by Missilier technicians.

Special Abilities: Captain Cumberland is a Veteran MechWar-

rior, with Leadership (see p. 148–149, AToW ) and Tactics (see p. 156,

 AToW ) Skill Roll Modiers o +4.

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and changed the nature o the command to that o a more con-

ventional mercenary organization. Pierre marketed the unit as

“Grandin’s Crusaders” and stressed its operational exibility in

negotiations with corporate brokers.

A typical example o the new contracts the unit accepted was

an action on Hall in January 3065, which involved securing the

output o a uranium mine on Kinnock Island or a Terran-based

mining corporation. The Crusaders rolled into the city o Cha-

tham, where the miners had settled their amilies, and imposed

martial law. With the town locked down, they went door to door,

hunting down a list o anti-corporate “agitators” to be turned

over to Emperor Baranov. When Wayland Minerals hired their

own mercenaries to recover the mine, the Crusaders ambushed

them and used the versatile skills o their inantry to take down

the pure ’Mech orce.

 The surge o conicts across the Chaos March sparked by the

AMC’s undeclared war on the Word o Blake oered many similar

contracts. The Crusaders served both sides with equal readiness

and prospered or their calculated neutrality. Grandin’s policy o 

openly recruiting shady AFFC deserters attracted diverse char-

acters like “Mad Jack” Cunningham and Katarina Kreuzer, greatly

enhancing the unit while urther distancing it rom its Outback 

origins. Pierre’s succession as nominal Baron o Hortense in May

3065 came without even a perfunctory visit to Vaucluse, though

the inux o unds provided by his ather’s investment unds were

used to upgrade the unit’s ’Mechs.

Conict over the Crusaders’ direction saw the departure

o the executive ocer, Pierre’s cousin Jenna, in February

3066. Jenna’s appointment to manage the loyalist

community on Vaucluse in the new baron’s

stead was simply a means o 

removing her in avor o the

more malleable Hilary Fletcher.

A ormer letenant in the Fith

FedCom RCT inantry brigade,

Fletcher brought with her the lat-

est AFFC training and leadership

doctrine. Her eorts to reorganize

the Crusaders’ inantry company

bore ruit with a more ecient and

integrated command, though it

was her unwavering loyalty to Baron

Grandin that truly secured her the

position.

For most of 3067 the Crusaders have

operated on Liberty, serving rst as a cadre

orce or several o the planetary militias and

later as security or an Interstellar Expeditions

site. The Crusaders’ present contract will soon

expire, and Baron Grandin has made contact with a

new mercenary broker by the name o Askai.

GRANDIN’S CRUSADERSGrandin’s Crusaders began as the private army o Jean-Paul

Grandin, Baron o Hortense, ollowing his exile in the wake o 

a revolution in 2995. The speed with which the Federated Suns

government recognized the new democratic rule let no doubt

that House Davion had sanctioned the baron’s removal. Unde-terred, the uprooted Grandin amily resettled itsel on Vaucluse

and began preparing their return to power. Jean-Paul used his

connections with the Outback-based Davion Warriors’ Cabal to

create an armed orce o retainers to invade his ormer landhold

once the opportunity presented itsel.

 The new ly estab lished “Noble Ord er o Saint Lou is on

Hortense” was loaned out to Jean-Paul’s ellow Cabalists to pro-

vide political muscle. It became customary or the loyalist amilies

who accompanied the Grandins to Vaucluse to serve in it, but the

chance o recovering their homeworld was gradually lost. Even-

tually, the exiled community largely integrated on Vaucluse, and

the memory o Grandin’s rule on Hor tense aded. The Grandins

stubbornly continued to serve as part o the “patriotic opposi-tion” but ound it more protable to ocus on business ventures

in the Crucis March than to lead their private army.

Change came to the Order in 3062 when the baron’s heir,

Pierre Grandin, returned rom Sakhara Military Academy. He was

given command o a largely ceremonial guard company and

soon plunged into the murky world

o corporate contracts. With the

beginning o the FedCom

Civil War, the market

or small, deniable

mercenary opera-

tors exploded,

and Pierre took ull advantage.

H e s h o w e d

n o s c r u p l e s ,

working or both

p r o - K a t r i n a a n d

pro-Victor employers

whose objective raids in

the Outback destroyed critical

economic assets, all in the name

o “punishing treason” or “denying

resources to the enemy.”

Pierre soon grew bored with the

small-time theater o the Outback and,over objections rom his amily, relocated

the command to the tumultuous Chaos March.

At the same time, he began heavy recruiting

o AFFC deserters, without any consideration o 

their loyalties or past behavior. This inlux o new

personnel diluted the inuence o the Grandin loyalists

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as a knight, Hilary Fletcher commands the company as a tactical

unit, and dealing with the hodgepodge o colorul and unsavory

characters requently stresses her to the breaking point.

 The unit ’s symbol is a bronze knight’s helmet hangin g o 

the dexter corner o a red shield emblazoned with a white Cross

o Lorraine, a simpliied version o the Grandin coat o arms.

Crusaders ’Mechs are painted steel gray, with black segmentation

at joints to resemble a suit o plate armor. The three tanks go

with a at coat o gray or suitable camouage or their current

operating terrain. Inantrymen use a diverse array o kit, mostly

taken with them ollowing their abbreviated service elsewhere,

but they wear standardized gray-green eld uniorms with the

Crusaders patch attached to the right shoulder.

Special Combat Abilities

Since neither Grandin nor his men are willing to give their lives

or a cause, the unit will always operate under Forced Withdrawal  

rules (see p. 258, TW ), unless a track specically prohibits it. The

Crusaders gain a +1 bonus to Initiative when using combined-

arms tactics, deined as the presence o a minimum o three

dierent unit types in play. I Grandin is designated a Commander  

(see p. 13), he has a Gunnery Skill of 3 and a Piloting Skill of 3, and

allows the unit to Bank Initiative.

Organization and Capabilities

As of September 3067, Grandin’s Crusaders boasts one ’Mech

lance, a short armor platoon, one aerospace ghter, and an inan-

try company o ve platoons.

 The ’Mech lance is the rem ains o the Crusad ers ’ identit y

as the Noble Order o Saint Louis on Hortense. Pierre leads as

lord commander o the Order, and the three other MechWar-

riors are all counted as knights. Thus ar, Grandin has kept his

lance illed with personal retainers owing him eudal loyalty

as a check against the more unruly aspects o the inantry

company. All our ’Mechs have been upgraded with modern

technology. The lone aerospace ighter operates with the

’Mech lance, providing reconnaissance and close air support in

low-threat environments.

 The inantr y company and three armored vehicles operate

together to provide an anvil or the hammer o Grandin’s

’Mechs. Though nominally members o the Order as armsmen

serving under knight-sergeants, the inantry is mostly made

up o deserters or other ex-FedCom soldiers loyal to Grandin.

Each o the ive platoons maintains a specialty, such as “Mad

Jack” Cunningham’s anti-’Mech training or Leutnant Kreuzer’s

commando operations, and personnel are rotated throughout

the company to attain additional cross-specializations. Counted

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HILARY FLETCHER, EXECUTIVE OFFICERHilary Fletcher joined the AFFC at eighteen, deying her com-

ortable middle-class amily on New Earth. Her perormance in

the ranks was suitable to earn an invitation to Ocer CandidateSchool. Ater her commission, she was assigned to the Fith Fed-

Com RCT as a new platoon commander just beore the outbreak 

o the FedCom Civil War. Ater the unit was blacklisted by both

sides or using nuclear weapons, Fletcher deserted, evading

bounty hunters and war crimes investigators as she ed back 

to her homeworld. A chance meeting with Grandin on Epsilon

Eridani led her to seek shelter with the Crusaders.

Special Abilities: The stress o her ugitive lie has harmed

her mental state, giving her a –4 TP Compulsion of Hysteria (see

p. 110–111,  AToW ) ocused on an obsessive romantic attachment

to Baron Grandin. This obsession is inormed by rather naïve and

bourgeois antasies o becoming a princess or an aristocratic

lover, and Grandin consciously manipulates this obsession tobetter control her. There is little she would not do or Grandin;

i she eels her attachment to him is threatened, she reacts with

uncontrolled violence. Having the Fit trait (see p. 117,  AToW )

and signicant skill in Small Arms (see p. 153–154,  AToW ), she is

extremely dangerous when in such a state.

PIERRE GRANDIN III, COMMANDING OFFICERBaron Pierre Grandin III is charming, elegant, cultured, witty,

and erudite. He is also a sociopath, completely incapable o view-

ing others except as tools or his own gratication. At Sakhara hewas a lazy student but showed considerable talent at ’Mech pilot-

ing, which he has honed urther in his amily’s Enorcer, “Bayard.”

He seeks excitement by leading the Crusaders and is prone

to recklessness and bad temper. He careully masks his darker

side rom others except those ully within his power. His skill at

manipulating the people around him has helped keep the new,

more thoroughly mercenary Crusaders intact and operating as an

ecient command.

Special Abilities: As titular Baron o Hortense, Pierre Gran-

din has +6 TP in Rank (see p. 123–124,  AToW ) and commensurate

Property and Extra Income traits (p. 123 and 116–117,  AToW ). He

also retains his amily’s longstanding ties to the Outback-based

Warriors’ Cabal as a +6 TP level Connection (p. 111–112,  AToW ).His Veteran skills as a MechWarrior are attributable to a Natu-

ral Aptitude or ’Mech Gunnery (p. 121,  AToW ). Despite his cold

detachment rom emotional connections, he has the Gregarious

trait (p. 118, AToW ) to represent his practiced charm and his ability

to gure out what others expect and to provide it or them.

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28

TOTAL CHAOS

ENTER STAGE RIGHT ...........

but not limited to the ollowing: standard non-military supplies,

salaries, uel, taxes, and port ees. This compensation places the

mercenary command at IE’s disposal, which can send the orce

wherever IE chooses, whenever they choose.

A generous allowance o the contract is the provision that the

mercenary command retains the right to hire themselves out onshort-term contracts to concerns whose needs do not directly

conict with those o IE or the employer o IE. This rees the mer-

cenary command, or example, to perorm cadre training or a

local militia or serve the local government as a stand-in deense

orce against a pirate raid. Provided the mercenaries do not shirk 

their duties to IE through perormance o these simultaneous

contracts, the leadership coun-

cil typically turns a blind eye

to the mercenaries’ activities.

 This presumes that the merce-

naries do not engage in criminal

behavior, which would negate

the council’s good will. Should thecouncil learn o any illicit activity

on the part o the mercenaries, rom

relatively minor crimes like larceny

or extortion to major crimes such

as murder or piracy, the mercenaries

can expect immediate termination o 

their contract and loss o all supplied

transportation and nancial assistance.

Should the mercenaries violate the

bylaws and strictures o the IAAS, such as

despoiling a dig site by plunder or destruc-

tion, IE may go urther than censure or

severing the relationship. In such an event,IE is likely to blacklist the mercenary orce as

rogues or criminals and issue rewards or their apprehension.

Game notes: The player begins the Total Chaos Jihad cam-

paign at one o our starting points: Look Who’s Coming to Dinner ;

FUBAR; Another Day, Another Cbill ; or any Mission track. The player

then proceeds by choosing among the listed options at the end

o the track. These can include any o the generic Missions (which

are not listed in the Next Track  section) or specic subsequent

tracks included herein. Depending upon the selection o various

missions and tracks and their perormance toward attaining the

objectives, the player ollows the course o the Jihad as it pro-

ceeds to envelop the entirety o the Inner Sphere. At times, their

choices may lead them to be on the side o the attacker, some-

times the deender, and sometimes they may simply be caught

in the middle. At all times they must adhere to the restrictions o 

their contract or risk being stranded in the midst o the conagra-

tion engulng human civilization.

INTERSTELLAR EXPEDITIONSInterstellar Expeditions (IE) is a private organization dedicated

to the highest ideals o historical research and interstellar archae-

ology. IE is less a corporation than a consortium o separate

entities, including individuals (both proessionals and amateurs),

groups, and companies. These entities are oten closely alignedin their goals and interests. The various groups are known to

hire themselves out to wealthy amilies or well-to-do corpora-

tions. In this capacity, IE perorms both mundane tasks such as

genealogical research and more esoteric pursuits like stellar

cartography, archaeological digs, anthropological investigations,

and researching into lost colonies and Star League-era storage

depots. Some IE groups provide other ser-

vices in anthropological elds. These duties

can include organizing and coordinating

expeditions throughout occupied space,

rom hiring contractors to carrying out the

excavation, identiication, analysis, and

preservation o artiacts. At all times, IEoperates according to the local laws o 

the operation and the guidelines o the

Interstellar Archaeological and Anthro-

pological Society (IAAS). However,

while many scientists who perorm

similar work do so or the sake o 

discovery, IE is a or-proit enter-

prise. The proceeds o their various

undertakings serve to und expe-

ditions o their own devising. The

decisions o IE’s senior leader-

ship council determine the

allocation o unds and which

projects will be given priority.

Interstellar Expeditions has hired your mercenary command to

carry out a nebulous range o services. These may include escort

duties, security operations, investigations (criminal or otherwise),

and other tasks that might be required as called or by the loca-

tion and situation. In simple terms, your orce will serve as the

go-to source or troubleshooting, enorcing, and protecting IE’s

interests. The contract details will be revealed as they become

relevant based on the various tracks in the campaign.

IE routinely hires mercenaries to perorm services or them

throughout the Inner Sphere and Periphery. In some cases, indi-

vidual members o the IE leadership council hire mercenaries to

carry out missions or them, hiding their agenda even rom the

rest o the council members. Interstellar and planetary transport

is provided to mercenary commands that need them, and sala-

ries are disbursed through a ComStar-approved bank on Capolla.

 The mercenary contract also covers all incidental costs, including

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30

TOTAL CHAOS

THE MISSIONS ....................

MISSIONS The ollowing Mission tracks can be used at any time during

the Total Chaos campaign. There are no restrictions or using these

tracks, as they are designed to provide quick battles that can help

a player rebuild their orce, acquire more Warchest Points, and

occupy stretches o game time between tracks. A player can optto do a Mission instead o one o the listed tracks in the Next Track  

section. When a player is ready to rejoin the Total Chaos campaign,

they can either select one o the tracks listed in the last campaign

track completed, or, i all players agree, select a new track that

occurs in game time ater the last campaign track completed.

MISSION: ASSAULT

GAME SETUPUse the Selecting Mapsheets rules (see p. 262, TW ). The Deender

designates one edge as their home edge. The Attacker then chooses

two edges to enter rom, designating one as their home edge.

Attacker Player

 The Attacker may use up to 75% of the player’s total force.

 The Attacker selects 75% of its deployed force to enter from

one o the two selected edges at the beginning o the game.

 The remaining portion o the Attacker’s orce enters rom the

other edge between turns 4 and 12, as long as one Attacking unit

remains operational on the battleeld.

Deender

 The Deender is a portion o the planetary deender ’s orce.

 To determine the Defender’s Force Composition, roll 1D6 for each

column on the ollowing table. Add a +2 modier to the roll i the

Attacker ailed to complete a successul Recon, ReconInForce, orBeachhead Mission immediately prior to this track.

 The Deender begins the track with all units in the playing

area. No unit may be within 8 hexes of either of the Attacker’s

chosen edges.

WARCHESTTrack Cost: 400

Option

+100 Complicated Weather: Roll once on the General Weather 

Table (see p. 69, TO) and apply the result to the battleeld.

OBJECTIVESHammer. Cripple/Destroy at least 65% of the Defender’s force.

[400]

Cut o the head. Cripple/Destroy the enemy commander’s

unit. [150]

SPECIAL RULES The ollowing rules are in eect or this track:

Commander

Use the Commander rules for the Defender (p. 13).

Salvage

 The Salvage rule (p. 13) applies only if the Hammer objective

is achieved.

MISSION: BEACHHEAD

GAME SETUPUse the Selecting Mapsheets rules (see p. 262, TW ). The

Deender designates one edge as the Deender’s home edge; the

Attacker’s home edge is the opposite side.

 The player chooses whether to be the Attacker or Deender

and may use up to 50% of their total force. The opposition is 150%

o the player’s deployed orce. To determine the opponent’s orce

composition, roll 1D6 on each column of the following table. Adda +1 modier i the player ailed to successully complete a Recon

inForce or Probe Mission immediately prior to this track.

Attacker

 The Attacker divides its orce in hal. One portion enters the

track rom the designated home edge at the start o the battle. The

remaining portion enters rom the same edge at the beginning o 

1D6 Te ch Fo rc e* Un it Ty pe Co mpo si ti on R AT Sk ill

1 D 75%50% Light,

25% Medium, 25% AssaultMilitia Green

2 D 75%25% Light,

50% Medium, 25% AssaultFaction Regular

3 C 75%60% Medium,

20% Heavy, 20% AssaultFaction Green

4 C 75%30% Medium,

50% Heavy, 20% AssaultFaction Veteran

5 C 90% 50% Heavy, 50% Assault Mercenary Regular

6 B 9 0% 25% Heav y, 75% A ss au lt Me rce nar y Veteran

(7) B 100%20% Medium,

40% Heavy, 40% AssaultFaction Elite

(8) B 100% 50% Heavy, 50% Assault Mercenary Elite

* Force represents strength o Deender’s orce as a percentage o the Attacker’s orce.

1D6 Tech Unit Type Composition RAT Skill

1 D 75% Light, 25% Medium Militia Green

2 C 25% Light, 50% Medium, 25% Assault Faction Regular

3 C 60% Medium, 20% Heavy, 20% Assault Faction Green

4 B 30% Medium, 50% Heavy, 20% Assault Faction Veteran

5 B 50% Heavy, 50% Assault Mercenary Regular

6 B 25% Heavy, 75% Assault Mercenary Veteran

(7) A 20% Medium, 40% Heavy, 40% Assault Faction Elite

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31

TOTAL CHAOS

.................... THE MISSIONS

WARCHEST

Track Cost: 400Options

+150 Under a Full Moon: Use the Full Moon rules (see p. 58, TO).

+100 Surprised!: The Defender rolls Initiative with a –4 modi-

er for the rst 5 turns.

OBJECTIVESTurn the tide. Destroy/Cripple at least 75% of the Attacker’s

orce. [400]

Cut o the head. Destroy/Cripple the enemy commander’s

unit. [150]

SPECIAL RULES

 The ollowing rules are in eect or this track:

Commander

Use the Commander rules for the Attacker (p. 13).

Forced Withdrawal

Both sides operate under Forced Withdrawal rules (see p. 258, TW ).

Salvage

 The Salvage rule (p. 13) applies only if the Turn the tide objec-

tive is achieved.

any turn between turns 5 and 10, as long as at least one operational

Attacker unit remains on the battleeld. The Attacker must declare

when their remaining orce is entering during an End Phase. The

orce arrives in the Initiative Phase o the ollowing turn (i.e., one ull

turn must pass between the declaration and the arrival).

Deender

 The Deender begins the game with all units on the playing

area and can be no arther than 4 hexes rom their home edge.

WARCHESTTrack Cost: 400

Options

+100 Complicated Weather: Roll once on the General Weather 

Table (see p. 69, TO) and apply the result to the battleeld.

+100 Sensor Intererence: Use the Electromagnetic Interer

ence rules (see p. 55, TO).

OBJECTIVESHammer. Cripple/Destroy at least 50% of the opponent’s

orce. [300]

Breakthrough. The player exits at least 25% of their force o 

the opponent’s home edge [200]

SPECIAL RULES The ollowing rules are in eect or this track:

Forced Withdrawal

 The Deender ollows the Forced Withdrawal rules (see p. 258, TW ).

Salvage

 The Salvage rule (p. 13) applies only if the Hammer objective

is achieved.

MISSION: DEFEND

GAME SETUPUse the Selecting Mapsheets rules (see p. 262, TW ). The Deender

designates two edges or their home edge. The Attacker selects

one o the remaining edges as their home edge.

Attacker

 To determine the Attacker’s force composition, roll 1D6 for

each column on the table below. Add a +2 modier to the roll i 

the Deender ailed to complete a successul Recon, Probe, or Stalwart Mission immediately prior to this track.

Deender Player

 The Defender may use up to 75% of the player’s total force.

 The Defender sets up 75% of its deployed force on the battle -

eld. The remaining portion o the Deender’s orce sets up using

the Hidden Unit rules (see p. 259, TW).

1D6 Te ch For ce* Uni t Typ e Com pos iti on R AT Sk ill

1 F 75%50% Light,

25% Medium, 25% HeavyMercenary Green

2 D 75% 25% Light, 75% Medium Mercenary Regular

3 D 75% 50% Medium,35% Heavy, 15% Assault Faction Green

4 C 100% 50% Medium, 50% Heavy Faction Regular

5 C 100%25% Light,

25% Heavy, 50% AssaultFaction Veteran

6 B 1 25 % 25 % H eav y, 75% A ss aul t M er cen ar y Veteran

(7) B 125%20% Light,

40% Heavy, 40% AssaultFaction Elite

(8) A 150% 50% Heavy, 50% Assault Faction Elite

* Force represents strength o Deender’s orce as a percentage o the Attacker’s orce.

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32

TOTAL CHAOS

THE MISSIONS ....................

MISSION:

(FORCED) WITHDRAWAL

GAME SETUP

Use the Selecting Mapsheets rules (see p. 262, TW ). The Attackerchooses their home edge rst. The Deender’s home edge is on

the opposite side.

 The player chooses whether to be the Attacker or Deender and

may use up to 50% of their total force. The opposition is 100% of 

the player’s deployed orce. To determine the opponent’s orce

composition, roll 1D6 on each column of the following table. Add a

–1 modier to the roll if the player successfully completed a Recon

inForce, Flank , or Pursuit Mission immediately prior to this one.

Attacker

All o the Attacker’s units enter on the irst turn rom the

Deender’s home edge.

Deender

 The Defender places 25% of its deployed force anywhere

within 6 hexes of the Attacker’s home edge. The rest of the

Defender’s force enters the battleeld at the start of Turn 3 from

the Attacker’s home edge.

WARCHESTTrack Cost: 300

Option

+100 Sand: Treat all Clear terrain as Sand (see p. 39, TO).

OBJECTIVESGauntlet. Exit at least hal o the player’s orce through their

home edge. [300]

Gutted. Cripple/Destroy at least 75% of the opponent’s forces.

[300]

SPECIAL RULES The ollowing rules are in eect or this track:

Forced Withdrawal

Both sides operate under Forced Withdrawal rules (see p. 258, TW ).

MISSION: FLANK 

GAME SETUPUse the Selecting Mapsheets rules (see p. 262, TW ). The

Deender designates one edge as the Deender’s home edge; the

opposite is the Attacker’s home edge. The player chooses whether to be the Attacker or Deender

and may use up to 25% of their total force. The opposition is 125%

o the player’s deployed orce. To determine the opponent’s orce

composition, roll 1D6 on each column of the following table. Add

a +1 modier i the player ailed to successully complete a Probe 

or Pursuit Mission immediately prior to this track.

Attacker

 The Attacker enters the battleeld rom its home edge during

the Movement Phase o Turn 2.

Deender

 The Deender enters the battleeld at the start o the track.

WARCHESTTrack Cost: 400

Option

+100 Treacherous Terrain: Roll once on the General Terrain

Table (see p. 69, TO) and apply the result to the battleeld.

OBJECTIVESTurn the tide. Destroy/Cripple at least 75% of the opponent’s

orce. [400]

Crush. Destroy/Cripple 100% of the opponent’s force. [200]

Cut o retreat. The player must position at least one hal o their

available force within 3 hexes of the opponent’s home edge oppo-

site their home edge or a minimum o 4 consecutive turns. They

may move within this 3 hex area, but if at any time less than half theplayer’s force is within this 3 hex area, the turn count starts over. [300]

SPECIAL RULES The ollowing rule is in eect or this track:

Salvage

 The Salvage rule (p. 13) applies if one objective is reached and

hal o the opponent’s deployed orce is destroyed or crippled.

1D6 Tech Unit Type Composition RAT Skill

1 C 100% Light Militia Green

2 C 50% Light, 50% Medium Mercenary Regular

3 B 25% Light, 50% Medium, 25% Heavy Faction Regular

4 B 50% Medium, 50% Heavy Militia Veteran

5 D 25% Light, 25% Heavy, 50% Assault Mercenary Regular

6 D 25% Medium, 75% Heavy Faction Veteran

(7) C 50% Heavy, 50% Assault Faction Elite

1D6 Tech Unit Type Composition RAT Skill

(0) F 100% Light Militia Green

1 F 75% Light, 25% Heavy Militia Green2 D 50% Light, 50% Medium Faction Regular

3 C 65% Medium, 25% Heavy, 10% Assault Mercenary Regular

4 C 50% Medium, 50% Assault Militia Veteran

5 B 25% Medium, 50% Heavy, 25% Assault Mercenary Regular

6 B 100% Assault Faction Veteran

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33

TOTAL CHAOS

.................... THE MISSIONS

MISSION: PURSUIT

GAME SETUPUse the Selecting Mapsheets rules (see p. 262, TW ). The Attacker

chooses their home edge rst. The Deender’s home edge is on

the opposite side. The player chooses whether to be the Attacker or Deender

and may use up to 25% of their total force. The opposition is 75%

o the player’s deployed orce. To determine the opponent’s orce

composition, roll 1D6 on each column of the following table. Add

a –1 modier to the roll if the player successfully completed a

Probe or Pushback Mission immediately prior to this track. Add +1

to the roll i the player did not successully complete a Recon or

Flank Mission immediately prior to this track.

Attacker

 The Attacker enters the battleeld rom the

Deender’s starting edge during the Movement

Phase of Turn 3.

Deender

 The Deender enters the batt le ield rom

their home edge at the start o the track.

WARCHESTTrack Cost: 400

Options

+100 Sinkholes: Roll 2D6 for the rst Clear

hex each ’Mech enters during a turn using

Running MP. I the result is 10+, a Sub-level 1

sinkhole opens beneath the unit. The control-

ling player makes a Piloting Skill Roll with a +1

modier to avoid a one-level all. A successulPiloting Skill Roll allows the player to continue

their movement normally; a ailed roll ends the

unit’s movement. The hex should be marked or

uture reerence.

+100 Complicated Weather: Roll once on

the General Weather Table (see p. 69, TO) and

apply the result to the battleeld.

OBJECTIVESPrevention. Prevent at least 75% of the

opponent’s orce rom exiting through their

home edge through the end of Turn 15. [300]

No quarter. Destroy/Cripple all o the oppo-

nent’s orces. [400]

SPECIAL RULES The ollowing rule is in eect or this track:

Forced Withdrawal

 The Attacker’s orce ollows the Forced With

drawal rules (see p. 258, TW ).

1D6 Tech Unit Type Composition RAT Skill

(0) F 90% Light, 10% Medium Militia Green

1 D 75% Light, 25% Medium Militia Green

2 D 50% Medium, 50% Heavy Militia Regular

3 C 25% Medium, 50% Heavy, 25% Assault Mercenary Regular

4 C 50% Medium, 50% Heavy Mercenary Veteran

5 B 75% Heavy, 25% Assault Faction Regular

6 B 100% Heavy Faction Veteran

(7) A 100% Assault Faction Elite

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34

TOTAL CHAOS

THE MISSIONS ....................

SPECIAL RULES The ollowing rules are in eect or this track:

Commander

Use the Commander rules for the Attacker (p. 13).

Forced Withdrawal

Both sides operate under Forced Withdrawal rules (see p. 258, TW ).

MISSION: RECON

GAME SETUPUse the Selecting Mapsheets rules (see p. 262, TW ). The Attacker

chooses their home edge rst. The Deender may choose any

edge as their home edge.

 The player chooses whether to be the Attacker or Deender

and may use up to 25% of their total force. To determine the

opponent’s force composition, roll 1D6 on each column of the

ollowing table.

Attacker

 The Attacker ’s orce enters rom their home edge at the start

o the track.

Deender

No more than 75% of the Defender’s force is set up anywhere

on the battleeld. The remainder o the Deender’s orce is set up

as Hidden Units (see p. 259, TW ).

WARCHESTTrack Cost: 200

Options

+25 Complicated Weather: Roll once on the General Weather 

Table (see p. 69, TO) and apply the result to the battleeld.

+25 Treacherous Terrain: Roll once on the General Terrain

Table (see p. 69, TO) and apply the result to the battleeld.

MISSION: PUSHBACK 

GAME SETUPUse the Selecting Mapsheets rules (see p. 262, TW ). The

Deender chooses their home edge rst. The Attacker’s home

edge is one o the two perpendicular sides. The player chooses whether to be the Attacker or Deender

and may use up to 100% of their total force. The opposition is

125% of the player’s deployed force. To determine the opponent’s

force composition, roll 1D6 on each column of the following table.

Attacker

 The Attacker’s orce is divided in hal. Each hal enters the

battleeld at the start o the track rom an edge perpendicular to

the Deender’s home edge. Both halves may not enter rom the

same edge.

Deender

 The Deender sets up anywhere on the battleeld but must beat least 12 hexes away rom its home edge.

WARCHESTTrack Cost: 400

Options

+100 Cover Fire: The opponent has 6 rounds of artillery

smoke land in Turn 1. Each round is treated as a standard Artillery  

attack (see p. 179, TO). The target hex and all adjacent hexes are

lled with Light Smoke (see p. 47, TO).

+150 Tangled Woods: All hexes with Light Woods are con-

sidered Heavy Woods, and all Heavy Woods terrain is considered

UltraHeavy Woods (see p. 40, TO). If there are less than 8 Woods

hexes on the battleeld, this option cannot be selected.

OBJECTIVESGutted. Cripple/Destroy at least 75% of the opponent’s forces.

[200]

Crush. Destroy/Cripple 100% of the opponent’s force. [400]

Cut o the head. Destroy/Cripple the enemy commander’s

unit. [150]

1D6 Tech Unit Type Composition RAT Skill

1 D 75% Light, 25% Heavy Mercenary Green

2 D 50% Light, 50% Medium Militia Regular

3 C10% Light, 25% Medium,50% Heavy, 15% Assault

M erc en ar y Regular

4 C 50% Medium, 25% Heavy, 25% Assault Militia Veteran5 B 10% Medium, 75% Heavy, 15% Assault Faction Veteran

6 A 100% Heavy Faction Elite

1D6 Te ch Fo rce* Uni t Typ e C om pos iti on R AT S ki ll

1 F 50%50% Light,

25% Medium, 25% HeavyMilitia Veteran

2 D 75% 75% Light, 25% Medium Mercenary Regular

3 C 75%50% Medium,

40% Heavy, 10% AssaultM erc en ar y Veteran

4 B 100% 50% Medium, 50% Heavy Faction Regular

5 B 100%25% Light,

25% Heavy, 50% AssaultFaction Veteran

6 A 125%10% Light, 30% Medium,50% Heavy, 10% Assault

Mercenary Elite

* Force represents strength o the opponent’s orce as a percentage o the player’sdeployed orce.

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35

TOTAL CHAOS

.................... THE MISSIONS

Deender

No more than 50% of the Defender’s force is set up anywhere

on the battleeld. The remainder o the Deender’s orce is set up

as Hidden Units (see p. 259, TW ).

WARCHESTTrack Cost: 300

Options

+100 Complicated Weather: Roll once on the General Weather 

Table (see p. 69, TO) and apply the result to the battleeld.

+100 Treacherous Terrain: Roll once on the General Terrain

Table (see p. 69, TO) and apply the result to the battleeld.

OBJECTIVESIdentiy the opposition. Successfully scan at least 75% of the

opponent’s orce. [100]

Strike. Destroy/Cripple at least 50% of the opponent’s force. [200]

Escape! At least hal o the player’s orce must survive and exit

their home edge ater 10 turns. [100]

SPECIAL RULES The ollowing rules are in eect or this track:

Commander

Use the Commander rules for the opponent (p. 13).

Forced Withdrawal

Both sides ollow the Forced Withdrawal rules (see p. 258, TW ).

Salvage

 The Salvage rule (p. 13) applies only if the Strike objective is

achieved.

Scanning

Use the Scanning rules (p. 14).

MISSION: RETREAT

GAME SETUPUse the Selecting Mapsheets rules (see p. 262, TW ). The Attacker

chooses their home edge rst. The Deender’s home edge is on

the opposite side.

 The player chooses whether to be the Attacker or Deender

and may use up to 75% of their total force. The opposition is 75%

o the player’s deployed orce. To determine the opponent’sforce composition, roll 1D6 on each column of the following

table. Add a –1 modier to the roll if the player successfully com -

pleted an  Assault , Beachhead or Pushback  Mission immediately

prior to this track. Add +1 to the roll i the player did not success-

ully complete a Stalwart  or Probe Mission immediately prior to

this track.

OBJECTIVESIdentiy the opposition. Successully scan at least hal o the

opponent’s orce. [100]

Preemptive strike. Destroy/Cripple at least 25% of the oppo -

nent’s orce. [100]

Escape! At least hal o the player’s orce must survive and exittheir home edge after 8 turns. [100]

SPECIAL RULES The ollowing rules are in eect or this track:

Forced Withdrawal

 The opp onent ol lows the Forced Withdrawal  rules (see p.

258, TW ).

Salvage

 The Salvage rule (p. 13) applies only if the Preemptive strike 

objective is achieved.

Scanning

Use the Scanning rules (p. 14).

MISSION: RECON-IN-FORCE

GAME SETUPUse the Selecting Mapsheets rules (see p. 262, TW ). The Attacker

chooses their home edge rst. The Deender may choose any

edge as their home edge.

 The player chooses whether to be the Attacker or Deender

and may use up to 50% of their total force. To determine the

opponent’s force composition, roll 1D6 on each column of the

ollowing table.

Attacker

 The Attacker’s orce enters rom their home edge at the start

o the track.

1D6 Te ch Fo rce* U ni t Ty pe Co mpo si ti on R AT S ki ll

1 D 75% 50% Light, 50% Medium Militia Veteran

2 C 75% 75% Medium, 25% Assault Mercenary Regular

3 C 90%50% Medium,

35% Heavy, 15% AssaultM erc en ar y Veteran

4 B 100% 50% Medium, 50% Heavy Faction Regular

5 B 125%25% Medium,

25% Heavy, 50% AssaultFaction Veteran

6 A 150%30% Medium,

50% Heavy, 20% AssaultFaction Elite

* Force represents strength o the opponent’s orce as a percentage o the player’sdeployed orce.

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THE MISSIONS ....................

MISSION: STALWART

GAME SETUPUse the Selecting Mapsheets rules (see p. 262, TW ). The Attacker

chooses their home edge rst. The Deender’s home edge is on

the opposite side. The player chooses whether to be the Attacker or Deender

and may use up to 100% of their total force. To determine the

opponent’s force composition, roll 1D6 on each column of the

ollowing table. Add a +2 modier to the roll i the player did not

successully complete a Deend, Forced Withdrawal, Retreat, or

Strike Mission immediately prior to this track.

Attacker The Attacker sets up anywhere on the battleeld. Up to 25% of 

the Attacker’s orce is set up as Hidden Units (see p. 259, TW ).

Deender

 The Deender enters the battleeld rom any two edges at the

start o the track.

WARCHESTTrack Cost: 500

Options

+200 Incoming: The opponent pre-designates 5 hexes for

artillery re. The opponent may call on a total of 15 rounds of Long

 Tom artillery re located 15 mapsheets behind the battleeld (seep. 179, TO). Up to 3 rounds may be called on per turn.

+150 No Cover: Convert all Woods hexes to Level 1 Foliage (see

p. 37, TO). This option cannot be selected i the majority o the

battleeld is urban terrain.

Attacker

 The Attacker enters the battleeld rom the Deender’s start-

ing edge during the Movement Phase o Turn 2.

Deender

 The Deender enters the battleeld rom their home edge at

the start o the track.

WARCHESTTrack Cost: 300

Options

+100 Wet Conditions: Roll once on the General Weather Table 3:

Rain (see p. 69, TO) and apply the result to the battleeld.

+200 Inspired Opponent: Increase the opponent’s Skill level

by one (e.g., rom Regular to Veteran, etc.). This option cannot be

used i the opponent is already Elite.

OBJECTIVESGauntlet. Exit at least hal o the player’s orce through the

opponent’s home edge. [200]

Hammer. Destroy/Cripple hal o the opponent’s orce. [200]

Identiy weaknesses. Successfully scan at least 25% of the

opponent’s orce. [100]

SPECIAL RULES The ollowing special rules are in eect or this track.

Commander

Use the Commander rules for the opponent (p. 13).

Salvage

 The Salvage rule (p. 13) applies only if the Hammer objective

is achieved.

1D6 Tech Unit Type Composition RAT Skill

(0) B 80% Light, 20% Medium Militia Green

1 C 75% Medium, 25% Heavy Faction Green

2 C 50% Medium, 50% Heavy Militia Regular

3 D 25% Medium, 50% Heavy, 25% Assault Mercenary Regular

4 C 50% Medium, 50% Heavy Militia Veteran

5 C 75% Heavy, 25% Assault Faction Regular

6 A 100% Heavy Mercenary Veteran

(7) A 100% Assault Faction Elite

1D6 Te ch Fo rce* Uni t Typ e C om pos iti on R AT S ki ll

1 F 75%50% Light,

25% Medium, 25% AssaultFaction Green

2 A 75%25% Light,

50% Medium, 25% Assault

Militia Regular

3 B 75% 50% Medium, 50% Heavy Mercenary Regular

4 C 75%25% Medium,

50% Heavy, 25% AssaultM er cen ar y Veteran

5 D 90% 75% Medium, 25% Heavy Faction Regular

6 B 90% 25% Heavy, 75% Ass ault Fac tion Veteran

(7) A 100%20% Medium,

40% Heavy, 40% AssaultMercenary Elite

(8) A 100% 50% Heavy, 50% Assault Faction Elite

* Force represents strength o the opponent’s orce as a percentage o the player’sdeployed orce.

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.................... THE MISSIONS

Attacker

 The Attacker enters hal o their orce rom their home edge

at the start o the track. The remainder o the orce enters rom

an edge perpendicular to the home edge during the Movement

Phase of Turn 1D6+1; this result is rolled before the beginning of 

the track and is kept secret rom the Deender.

Deender

 The De ender places thei r entire orce anywhere on the

battleeld. At least 25% must be within 3 hexes of the designated

buildings. Secretly designate one o these buildings as headquar-

ters beore the start o the track.

WARCHESTTrack cost: 200

Options

+75 They’re Shooting Back: Each building is a Fortress (see p.

115, TO) equipped with a weapons turret. The turret is equipped

with a PPC and 2 Medium Lasers. The Gunnery Skill o the buildings

is 5. This option can only be chosen if the player is the Attacker.

+75 Inspired Opponent: Increase the Attacker’s Skill level by

one (e.g., rom Regular to Veteran, etc.). This option can only be

chosen i the player is the Deender.

OBJECTIVESIdentiy and destroy. Locate (using Scanning, p. 14) and

destroy the headquarters building. This objective only applies i 

the player is the Attacker. [200]

Seek and destroy! Destroy/Cripple the Commander. This

objective only applies i the player is the Deender. [200]

Rough up the place. Destroy/Cripple 50% of the opponent’s

orce. [400]

SPECIAL RULES The ollowing rules are in eect or this track:

Commander

Use the Commander rules for the Attacker (p. 13).

Salvage

 The Salvage rule (p. 13) applies only if the Rough up the place 

objective is achieved.

OBJECTIVESCrush. Destroy/Cripple 75% of the opponent’s force. [400]

Obliterate. Destroy/Cripple 100% of the opponent’s force [200]

Hold the line. At least 50% of the player’s force must survive

the track. [300]

SPECIAL RULES The ollowing rules are in eect or this track:

Commander

Use the Commander rules for both sides (p. 13).

Salvage

 The Salvage rule (p. 13) applies only if the Hold the line objective

is achieved.

MISSION: STRIKE

GAME SETUPUse the Selecting Mapsheets rules (see p. 262, TW ). The

Deender chooses their home edge rst. The Attacker’s home

edge is on the opposite side.

 The Deender will place/designate 4 Medium buildings (any

height) near the center o the battleeld.

 The player chooses whether to be the Attacker or Deender

and may use up to 50% of their total force. To determine the

opponent’s force composition, roll 1D6 on each column of the fol-

lowing table. Apply a +1 modier to the roll i the player did not

successully complete a Beachhead , Pushback , or Supply Mission

immediately before this track. Apply a –2 modier to the roll if the

player successully completed a Probe, Recon, or Reconinorce  

Mission immediately beore this track.

1D6 Tech Unit Type Composition RAT Skill

(0) A 100% Light Mercenary Veteran

1 F 75% Light, 25% Medium Faction Green

2 B 50% Light, 50% Medium Militia Regular

3 D 25% Light, 75% Medium Militia Green

4 C 25% Light, 50% Medium, 25% Heavy Militia Veteran

5 C 50% Medium, 50% Heavy Faction Regular

6 B 25% Medium, 50% Heavy, 25% Assault Mercenary Veteran

(7) A 50% Heavy, 50% Assault Faction Veteran

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TOTAL CHAOS

THE MISSIONS ....................

WARCHESTTrack Cost: 200

Option

+75 Timing: Roll once on the General Weather Table 1: Light (see

p. 69, TO) and apply the result to the battleeld.

OBJECTIVESSearch objective. Determine which 2 buildings contain sup-

plies (see Scanning below) [100]

Resist! At least hal o the Attacker’s orce must survive ten

turns o combat and be present at the end o the track. [100]

Scratch the paint. Destroy/Cripple 25% of the Defender’s

orce. [100]

SPECIAL RULES The ollowing rules are in eect or this track:

Commander

Use the Commander rules for both sides (p. 13).

Forced Withdrawal

Both sides ollow the Forced Withdrawal rules (see p. 258, TW ).

Salvage

 Th e Salvage rule (p. 13) is in

eect only i all three objectives

are reached. Roll 1D6 for each sup-

ply building and use the ollowing

table to determine the building’s

contents. Apply –1 modifier to the

roll i the Attacker ailed to complete

a successul Recon or ReconInForce 

immediately prior to this track.

Scanning

Use the Scanning rules (p. 14).

MISSION: SUPPLYGAME SETUP

Use the Selecting Mapsheets rules (see p. 262, TW ). The

Deender designates one edge as their home edge. The Attacker

then chooses two edges to enter rom, designating one as their

home edge. The Defender will place/designate 6 Medium build -ings (any height) near the center o the battleeld.

Attacker Player

 The Attacker may use up to 75% of the player’s total force.

 The Attacker selects 75% of its deployed force to enter from

one o the two selected edges at the beginning o the game.

 The remaining portion o the Attacker’s orce enters rom the

other edge during the Movement Phase of Turn 6, as long as one

Attacking unit remains operational on the battleeld.

Deender

 The Deender is a portion o the planetary deender ’s orce.

 To determine the Defender’s force composition, roll 1D6 for eachcolumn on the ollowing table.

 The Deender begins the track with all units in the playing

area. At least half of the Defender’s force must be within 6 hexes

o the designated buildings.

Beore the start o the track, the Deender secretly designates

2 of the 6 buildings as the supply warehouses.

1D6 Te ch Fo rce* Uni t Typ e C om pos iti on R AT S ki ll

1 F 75% 50% Light, 50% Medium Militia Green

2 C 75% 75% Medium, 25% Assault Militia Regular

3 D 75%50% Medium,

40% Heavy, 10% AssaultM erc en ar y Veteran

4 D 75% 75% Medium, 25% Heavy Faction Green

5 B 100% 50% Medium, 50% Heavy Faction Regular

6 A 100% 25% Medium, 75% Heavy Faction Veteran

* Force represents strength o Deender’s orce as a percentage o the Attacker’s orce.

1D6 SPs*

(0) 2%

1 5%

2 10%

3 10%

4 10%

5 15%

6 20%

*Convert the total amount o WP achieved by the

 player into SP and thendetermine the percentagerolled. The player isawarded the result.

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.........THE CAMPAIGN: 3067

3067LOOK WHO’S COMING TO DINNER

SITUATIONKEID INTERPLANE TARY DROPPORT 

KEID, CHAOS MARCH 

SEPTEMBER  

 Journal Entry #76

The Cannons’ rst mission and my rst as the commanding ocer.

When we signed with IE as troubleshooters, I thought we’d be

 piratehunting and guarding their digs. Instead, we’re on Keid, t wo

 jumps rom Outreach. Our targets are several Kallon Industries Drop

Port warehouses. Johnston didn’t give us any details except that IE 

wants to send Kallon a message about interering with IE operations.

We were told that as long as we don’t take the battle outside the

target area, the Blakies will look the other way. That’s ne by me, as

long as the Blakies know that. Still, I’m going to leave most o the

Cannons to guard Old Smokey. There shouldn’t be any opposing

orce, but I’m not betting on that. Gannon’s Law #3 applies here:

Expect problems and complications at all times.

In ten minutes, we’re heading out.

—Gannon Derer

GAME SETUPUse Urban terrain (see p. 263, TW ). Place ten medium Level 1

buildings (CF 25) across the battleeld, with the Defender secretly

designating our o them as the target warehouses. The buildings

must be at least ve hexes apart and at least our hexes rom any

map edge.

Attacker Player

 The Attacker is the player’s deployed orce, which consists o 

no more than 25% of the player’s total force.

Deender

 The Deender is a small mercenary security orce hired by

Kallon to oil an expected attack on the warehouse yard. The

Defender’s force equals 75% of the player’s deployed force and

includes only vehicles and inantry units. Forces may be rolled

rom any Mercenary RAT and have Green skills.

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.........THE CAMPAIGN: 3067

 ANOTHER DAY, ANOTHER C-BILL

SITUATIONHARLECH, OUTREACH 

CHAOS MARCH 

OCTOBER  

15/10/67: It seems mad old Wayne Waco is nally having his revenge.

How ortunate our retainer with Interstellar Expeditions doesn’t prevent 

us rom taking on side contracts. Ater the stint on Carver V I don’t care

what those jumpedup peasants renamed their world I was looking

orward to the chance or some action and glory. Not that I’m stupid 

enough to join the wouldbe revolutionaries. I they haven’t crushed 

the Dragoons by now they won’t do it at all, and i you don’t kill the Dra

goons outright—well, Takashi made that mistake and regretted it.

I did so enjoy the panic and terror in that Blackwell rep’s voice,

though. It made getting a good contract a simple aair. So I’ll take

Katerina and go save their wayward vice president. Keeping Hilary 

and Jack back will let us do that and still collect a paycheck or guarding IE’s assets.

—Pierre Grandin

GAME SETUPSet up Urban terrain (see p. 263, TW ). Any aerospace units are

restricted to a starting Velocity o 4 or lower.

Attacker

 The Attacker’s total orce consists o elements o the Fit y-rst

Dark Panzer Jaegers mercenary command and should equal 125%

o the Deender’s deployed orce, not including the Blackwell

contingent. The Jaegers are out to capture the VIP rst or kill him

i necessary. Use any Mercenary RAT; the rampaging mercenarieshave Regular skills.

Place the Attacker’s units in the rst quarter o the playing area

opposite the Deender’s starting edge.

Deender Player

 The player’s deployed force may not exceed 25% of i ts total

orce composition.

Place the VP in one o the ollowing unit groups. This orce is

considered the Blackwell contingent and has Veteran skills. This

orce does not count towards the Deender’s deployed orce:

 • Heavy Hover APC, escorted by two Badger A vehicles.

 • KR-61 Long Range Shuttle, escorted by two TR-7 Thrushes

WARCHESTTrack Cost: 325

Options

+50 Rainall: Use the rules or Moderate Rainall (see p. 59, TO).

+50 High Winds: Use Light Gale rules (see p. 59, TO).

+150 Hasty Departure:  To represent the suddenness o this

contract, reduce ammo loads or all ballistic and missile systems

(including personal weapons) by 75%, to a minimum of one round.

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THE CAMPAIGN: 3067 .........

OBJECTIVESSaety rst! Get Mr. Guillome to saety by exiting the opposite

map edge. [175]

No quarter. Destroy all o the Attacker’s orces so they cannot

link up with Waco’s Rangers. [400]

Watch the paint! At least two units o the Blackwell contin-gent must survive the track. [100]

SPECIAL RULES The ollowing rules are in eect or this track.

Aerospace Restrictions

Dragoons Air Code #532-A restricts all air trac over Harlech

to Velocity 6 or less, to avoid the possible collateral damage such

passage can do to the surrounding buildings. GM Blackwell has

an image to protect and even in the heat o battle will obey the

Air Code for the sake of civilians. Deduct 50 WP at the end of the

track for each turn any Defending unit exceeds Velocity 6.

Capture

Guillome is considered captured i an enemy unit is in the

same hex as the VP’s vehicle and remains or one ull turn.

Committed

None o the attacking orces will withdraw rom the eld but

will continue their attempt to capture or kill Guillome. The Black-

well contingent likewise will not withdraw until the turn ater

Guillome exits the board.

AFTERMATHPierre Grandin and his ‘Mech lance intercepted a small combat

group rom the Fity-rst Dark Panzer Jaegers at an intersection

near the Harlech Mercantile Building. The Crusaders’ commando

platoon provided him with ull and accurate reports o the prog-

ress o their rival mercenaries, making it possible to set up an

ambush. This allowed Baron Grandin to even the odds by having

Leutnant Kreuzer blow down several buildings on top o the lead-

ing Panzer Jaeger elements. The Crusaders ollowed up with a

merciless attack as the Jaegers clawed their way out o the rubble,

scoring three ‘Mech kills beore they were driven o.

While the ambush was going on Kreuzer had a squad escort

Blackwell Industries Vice President Dameon Guillome out o the

building to a commandeered civilian sedan. An accompanying

commando was able to drive the executive back to the secure

corporate headquarters without incident. Leutnant Kreuzer

then took the wheels o Guillome’s Avanti hoverlimo to distract

the regrouping mercenaries, leading the pursuing Jaegers into a

series o urther traps coordinated with Grandin. The renegades

withdrew ater an hour o ruitless pursuit to reinorce their com-

mand’s eorts elsewhere.

 The Crusad ers spent the rest o the day saegu arding IE

property in the outskirts o Harlech, and extorting surround-

ing businesses or protection rom the rampaging TempTown

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.........THE CAMPAIGN: 3067

commands. They survived Condition Feral by immediately sur-

rendering to the renzied Beta Regiment. Baron Grandin did not

orget that heavy-handed treatment rom the Dragoons, or that

the MRBC had reused to sanction them or attacking neutral

commands.

—The Pierre Grandin Story ; Galatean Press Limited, 3089

NEXT TRACKPayback ; The Skye is Falling! ; Running rom the Devil; Unwel

come Guests

FUBAR!

SITUATIONRURAL ROUTE , FOX PROVINCE 

NEW AVALON, FEDERATED SUNS

DECEMBER  

This should be a nice milk run. Apparently, one o the guys at IE 

holds a large interest in the Micron acilities whose green security 

orces they want us to train. And I thought we were inexperienced.

We’re positively Solaris champions compared to these guys. I just 

hope Junior stops talking about how one o the Micron MechWarriors

couldn’t even get his ’Mech out o the DropShip without alling over.

Not only does it do nothing to help establish a proessional relation

ship, it’s likely to lead to a stght.

 Anyway, i all goes well, we should be able to get home in time or 

Christmas. I know, it’s a lot to promise, but I—what the—? 

 Junior! Who in the hell is shooting at us? The who? Get on the

comm and tell them who we are, dammit! 

—Truncated HPG recording rom Captain Roger Cumberland

to Sara Goddard

GAME SETUPUse a mix of Hills and Forest terrain (see p. 263, TW ).

Attacker

 The Attacker consists o air and ground elements o the Second

NAIS Cadre in the middle o deploying to a preset rally point. Their

total force is no more than 75% of the Defender’s deployed force.

At least one junior commander should be present (Gunnery 3,

Piloting 3).

Roll or the Attacker’s equipment on any Federated Suns RAT.

 The Attacker enters rom the map edge opposite the Deender.

Deender Player

 The Deender consists o elements o the player’s mercenary

orce and the Micron security cadre they are currently training,

consisting of no more than 25% of the player’s total force and

accompanied by twice that number o Micron security cadre

personnel. The security orces have a Green skill level; roll or

appropriate equipment on a Federated Suns RAT.

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THE CAMPAIGN: 3067 .........

Additionally, add one o the ollowing vehicle groups. These

orces do not count towards the Deender’s deployed orce total.

 • One Maxim Hovercrat and two tracked APCs.

 • One Yellow Jacket gunship and two Karnov UR transports.

 The Deender enters rom a map edge o the player’s choosing.

WARCHESTTrack Cost: 275

Options

+100 Fog: Use rules or Light Fog (see p. 57, TO).

+100 High Winds: Use Light Gale rules (see p. 59, TO).

+150 Buzz Bombs: A pair o AFFS conventional ighters or

VTOLs enters 1D6 turns from the start of the track. Pilots of these

crat are Veterans and automatically attack the Deender’s orce.

 The ighters are any two conventional ighter designs or two

VTOLs on any FedSuns RAT.

OBJECTIVESDeend yourselves and your charges. Less than 50% of the

Deender’s total orce is Crippled or Destroyed. Units that leave

the battleield are not considered destroyed i they exit the

Attacker’s home edge after Turn 8, nor are those withdrawing

under the Forced Withdrawal rules. [100]

“Try not to kill the Davions; they’re only ollowing orders.”

Destroy no more than 25% of the Attacker’s force. [75]

Protect your cargo haulers rom destruction. Lose no more

than one transport vehicle. [75]

Training, training, training. Each unit o the security cadre

must conduct at least three successul attacks (dened as a suc-

cesull To-hit roll). [50]

SPECIAL RULES The ollowing rules are in eect or this track:

Forced Withdrawal

All orces in this track ollow the Forced Withdrawal rules

(see p. 13).

Time Limit

Beginning with the End Phase of Turn 12, the Attacker rolls 2D6.

On a result of 9 or greater, communications with the Attacker’s

commanding ocer are re-established. Once communications

are re-established, the track ends.

AFTERMATH

Boy was Dad pissed! I thought I’d heard him yell at the

techs when they were slow reloading his Viking. That was

nothing! The way he tore into those pompous asses on the

NAIS Review Board? Wow. I think I saw something o the man

the rest o the Missiliers talk about, when Dad used to drink.

Who would have thought those cadet-wranglers would be so

apologetic? And accommodating! Not only did they reimburse

us or all the ammo and armor we lost, they also handed over

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.........THE CAMPAIGN: 3067

a reshly-painted Stuka to replace Tailspin’s old Eagle, which is

now resting in a smoking crater about three klicks east o the

Micron complex.

I gotta say, at least the Micron boys were able to keep their

eet. I still say they’d be better o in tanks. I can’t see why they

consider that a damn insult. I mean, I drive a tank. I should be the

insulted one, the way they reacted to the suggestion. At least it’s

tougher to capsize a tank driving o the DropShip ramp than it is

to trip and all driving a ’Mech, based on their earlier perormance.

I guess we should all be lucky none o the Missiliers were killed.

 That’s more than we can say or the Micron boys. Not that New

Avalon’s looking like a good place to hang around, with all the

enemy DropShips coming down on the capital.

—Journal entry or Lt. Roger Goddard, 6 December 3067

NEXT TRACKUnwelcome Guests; Vacationing In the Wasteland ; The Skye is

Falling!; Running rom the Devil 

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THE CAMPAIGN: 3067 .........

UNWELCOME GUESTS

SITUATIONMCCAREL FARM, AVALON COUNTY 

NEW AVALON, FEDERATED SUNS

DECEMBER  

11/12/67: This isn’t how I imagined my grand return to New Avalon.

The Word had this prepared as a present to celebrate their entry 

into the Star League. IE assured me there was no chance o combat.

Our mission was just to get our contact to the feet. I think she was just 

as shocked as we were when Kerno sent his ultimatum.

I can’t say I ’m outraged that they’re bombarding the capital o my 

“homeland.” House Davion broke its contract with my amily decades

ago. Let the NAIS burn. The ool Hanse created it as a pit to spawn

social usurpers.

They’re oering us hard cash to help out their Thirtyrst Division

down on the planet. Well, i the Davions wanted loyalty they really 

shouldn’t have betrayed us on Hortense. And the Word is a lot stron

ger than everyone thought…—Pierre Grandin

GAME SETUPUse Prairie terrain (see p. 11).

Attacker

 The Attacker consists o elements o the Tenth Lyran Guards.

 They are Veterans and use any FedSuns and Lyran RAT. The

Attacker enters rom any one edge o the battleeld.

Deender

 The Deender consists o elements o the Word o Blake’s

 Thirty-rst Division and is 125% of the Attacker’s force. They have

Veteran skills and use any Word o Blake RAT. The Deender’s units

are placed between one and ve hexes along the map edge per-

pendicular to the Attacker’s entry edge.

 There are three Prairie Schooner Land Trains (see p. 8, TRVA)

under the Deender’s control. All three land trains begin along the

Deender’s entry edge.

WARCHESTTrack Cost: 400

Options

+200 Forced Withdrawal: All units ollow rules or Forced 

Withdrawal (see p. 13)

+100 Mating Season: McCarel’s crops have attracted sour-

bugs, and leaking ‘Mech coolant has sent them into a matingrenzy. Use the rules or Bug Storm (see p. 40, TO)

OBJECTIVESNo quarter. Destroy all o the opposition. [300]

Get the goods. The Blakists will try to exit the Schooners to

the north edge while the Tenth will try to destroy or cripple the

Land Schooners. [200]

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47

TOTAL CHAOS

.........THE CAMPAIGN: 3067

SPECIAL RULES The ollowing rules are in eect or this track:

Crops

 The Deender selects one map; the chosen map will have modi-

ed hexes. All Clear hexes that do not have another terrain eatureon the chosen map are considered Planted Fields (see p. 38, TO).

Supply Vehicles

 The Thirty-irst has three Prairie Schooner Land Trains, each

with two modules loaded with supplies. The Schooners attempt to

escape or surrender and do not ght. They have Green Piloting skills.

Vehicles will surrender when an opponent’s unit (except unarmored

inantry) occupies the hex immediately in ront o the vehicle and

declares a weapon attack during the Fire Declaration Phase.

Support Troops Player

 The player can add up to 25% of their total force to either side.

I this optional rule is used, add an equal number o orce to the

opposite side. The added orces ollow all setup rules.

AFTERMATH The initial landing o the Thir ty-rst Division on New Avalon

was a asco and would have turned out much worse i not or the

intervention o Grandin’s Crusaders. The Blakists had intended to

pin the Tenth Lyran Guards in place with a thin screening orce

while the bulk o the division occupied Avalon City. The elite unit

was not ooled and punched through the Blakist screen, sending

a company o combat hardened MechWarriors straight toward

the unit’s supply train. Blakist commanders bypassed the IE rep-

resentative to oer an on-the-spot contract to the mercenaries,

who were thrown right into the path o the raiders.

Grandin and his ocers had just enough time to deploy their

inantry in the ripe grain elds o the McCarrel Farms beore the

 Tenth passed through. Mad Jack Cunningham demonstrated his

utility, leading his squads to take down the two leading Guards

‘Mechs while they were distracted by supporting ire rom the

unit’s vehicles. This sudden inantry ambush, carried out with par-

ticular erocity by the veterans o the unit, stopped the momentum

o the marauding company. The arrival o reinorcements rom

the Thirty-rst Division allowed Grandin to wipe out the detached

orce, leaving the Crusaders unidentied by the AFFS.

In spite o the victory the Thirty-rst was stopped short o 

taking Avalon City and retreated o-world within a ew days.

 The Crusaders themselves withdrew right ater the bat tle, their

mission or Interstellar Expeditions accomplished and the BlakistC-Bills in hand.

— The Pierre Grandin Story ; Galatean Press Limited, 3089

NEXT TRACKVacationing In the Wasteland; Peaks o Blood 

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PAYBACK 

SITUATION ZENITH P OINT 

STYK, C APELLAN CONFEDERATION 

DECEMBER  

Excerpt rom Wolnet report 30680127/1548Gamma, led

by agent Ramrod

 Just came back rom the brieng with Earthwerks’ people. John

ston is not happy with us taking the contract, but we have been

sitting on our asses or the last two months, guarding a couple o 

warehouses lled with stu that only historians and archeologists

would love to have. Captain Derer invoked the training clause in our 

contract, and Johnston acceded, though in bad grace.

The job or Earthwerks is simple: they want us to target the Tao

Mechworks’ research and development center on Styk’s Fire Island.

Tao destroyed Earthwerks’ usion engine assembly line back in

March. The main target building is IDed as TM834XC; opposition isexpected to be Tao security orces, with possible backup rom Syn’s

Hussars, the Coned’s garrison unit.

I do not know when or i you get this. I hope I can come back soon.

GAME SETUPUse a mix o Light or Heavy Urban and Coastal terrain (see p.

263, TW ). Randomly place a heavy Level 2 (75 CF) building (the

objective) on one map. The building has one hard point or

deense; the Deender may choose one Ballistic weapon to mount

in the hard point with 2 tons o ammunition. The hard point is

located two hexes away rom the objective building and at least

two hexes away rom any other building hex.

Randomly place/select two Level 2 buildings (any CF) within onehex o the objective building and a communications tower array (light

Level 4 building, 15 CF) within 10 hexes of the objective building.

Attacker Player

 The Attacker is 50% of the player’s total force and enters from

any map edge. That edge becomes the Attacker’s home edge.

Deender

 The deending orce is made up o units rom Tao Mechworks

security and Syn’s Hussars, a Capellan unit currently serving

as Styk’s garrison. The Deender’s total orce should equal the

Attacker’s deployed force, with 75% Tao and 25% Hussars.

 Tao security orces are determined using a mix o FedSuns andCapellan RATs. The Hussars are determined rom any Capellan

RAT. The Deender’s orce is o Regular skill level.

 The Deender places all the Tao units within ve hexes o the

objective building. The Hussar units are placed within three hexes

o a map edge perpendicular to the Attacker’s home edge.

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.........THE CAMPAIGN: 3067

WARCHESTTrack Cost: 500

Options

+250 Dusk Fireght: Use the rules or Dusk (see p. 58, TO).

+250 Rainall: Use the rules or Moderate Rainall (see p. 59, TO).

+300 Overwhelming Force: Add an additional 25% of Capel-lan troops (Regular skill) to the Deender ’s deployed orce.

OBJECTIVESDestroy the R&D building. Destroy the R&D building by

round 10 (minus the number o deployed units to a minimum o 

 Turn 4). [300]

Spare the Hussars. Do not cripple or destroy any Hussar

orces present. [500]

Cut them o! Destroy the communications array beore the

R&D building. [100]

SPECIAL RULES The ollowing rules are in eect or this track:

Forced Withdrawal

Syn’s Hussars operate under the Forced Withdrawal rules

(see p. 13).

AFTERMATH Journal Entry #140

Good news, mission completed. Bad news, the repair bill’s

going to be a bitch.

We landed a cargo DropShip near Tao Mechworks and le t hal 

the Cannons to secure our ride; the rest headed or Fire Island. As

we got close to the target, we ran into Tao security. We pushed

them back, but just as we reached the building, we picked up a

Syn’s Hussars patrol coming in rom the east. While Earthwerks

didn’t care how much damage we did to the Tao boys, they didn’t

want us wrecking CCAF units.

While we’re demolishing the building and keeping the Cap -

pies o us, Amanda took out a communications array tower near

the building to hamper their communications. Ater we attened

the building, we hightailed it or the DropShip, with both the Tao

and Hussars right behind us. But halway to the DropShip, they

stopped chasing and pulled back or no apparent reason.

By the time we reached the DropShip, all hell was break-

ing loose. We could see smoke rising near the city’s center, and

Sanderson said the radio was ull o police ocers calling or riot

control. We didn’t hang around, but loaded up and got the hell

out o there.

We were out o Styk’s atmosphere beore we ound out what

was going on. A ull-blown riot was happening below us. I don’t

know i it had anything to do with our raid. I hope not.

—Gannon Derer 

NEXT TRACKRunning From the Devil, Vacationing In the Wasteland 

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3068 VACATIONING IN THE WASTELAND

SITUATIONMIDDLE OF NOWHERE, CONTARD MINING PROPERTY 

 ACAMAR, FEDERATED SUNS

JANUARY

31 December 3067: Ater what we’ve heard about New Avalon,

this is hardly where we want to be. Sure, a cushy garrison contract 

is good work when there’s a peace on, but everyone wants to pay 

back these Blakist bastards. Nobody even seems to know why they’re

doing this, much less how they have WarShips enough to blockade

New Avalon. I we don’t get some action soon, I think we’ll all go nuts.

 At least there’s booze or the party tonight…

8 January 3068: Looks like we’ve got some pirates inbound.

Talk about picking the wrong place at the wrong time. Cooper and 

McGrady are ready to spring the trap beore the raiders land, the rest 

o us will be waiting or what’s let here on the ground. Welcome to

 Acamar, assholes.

—Journal entries or Capt. Roger Cumberland

GAME SETUPUse a mix of Badlands and Hill terrain (see p. 263, TW ). Ran-

domly determine each side’s home edge; a home edge may not

be shared with an opponent.

Attacker

 The Attacker is the Laayette Legion, a new pirate band made

up o disgruntled Liao expatriates originally rom Liberty. The

Attacker’s force should equal 100% of the Defender’s deployed

orce. Make all equipment rolls on a mix o Capellan and FedSuns

RATs. All attacking orces are o Regular skill level.

 The Attacker enters opposite the Deender’s home edge; all

special equipment (i any) is turned on.

Deender Player

 The Defender’s deployed force is no greater than 75% of the

player’s total force. The Defender may set up to 25% of their force

using the Hidden Units rules (see p. 259, TW ).

 The Deender sets up on one hal o the battleeld, with any

hidden units placed on that side o the playing area. Select one

edge within that hal as the home edge.

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WARCHESTTrack Cost: 400

Options

+100 Blowing Snow: Use the Snow Flurries rules (see p. 60, TO).

+150 Lethargy:  To reflect a period of inact ivity, apply a –2

modier to all Initiative and Piloting rolls.

+150 Harsh Conditions: All equipment may malunction

because o lax technical crews and brutal weather. For any

weapon system that ails a to-hit roll (or has a Margin o Failure) by

more than 3, roll 1D6. On a result of 5 or 6, consider that weapon

 jammed/misaligned and unable to re or the rest o the track.

OBJECTIVESThey must not pass! Keep more than 50% of the Attackers

rom exiting the Deender’s home edge. [150]

Intelligence is inormation. Capture or cripple at least one

Attacker unit or interrogation. A unit is considered captured i it

is crippled or destroyed but still has a cockpit and/or a pilot at the

end o the track. [50]

No remorse. Keep all enemy orces rom exiting their homeedge. [250]

SPECIAL RULES The ollowing rules are in eect or this track:

Forced Withdrawal

 The Att acker operates under the Forced Withdrawal rules

(see p. 13).

Prior Knowledge

 The Defender receives a +3 Initiative bonus for the rst two

turns to reect the surprise o the ambush.

AFTERMATH Talk about a letdown. The pirates came in all ull o bluster, but as

soon as we took one o them down, the ght went out o them. They

had to limp back to orbit ater the damage our yboys had inicted to

their DropShip, but we were content to let them go. Ater all, we got

a ew decent ’Mechs to salvage. Looks like the vacation’s over and we

might get to see some real action, though. IE wants us back to New

Avalon. Apparently one o their muckety-mucks wasn’t able to get o-

world and now thinks it’s too hot to stay. We might have wanted to

take part in the ghting, but New Avalon seems like a hornet’s nest to

me. No one wins when one o those gets poked too hard.

Grizzell’s not any happier about it than the rest o us. O course, he’s

always more worried about the state o our equipment than we are,

which is pretty remarkable since it’s our lives that depend on things

working correctly. Just proves I chose well when I hired him. Besides,he can work on the ’Mechs while we’re in transit. What really matters is

that he gets us back in shape beore we get back to New Avalon.

Maybe Acamar’s not such a bad place ater all. Let’s just hope this

isn’t some sort o cosmic lesson about getting what you wish or.

—Journal entry or Capt. Roger Cumberland, 9 January 3068

NEXT TRACKRunning From the Devil; Peaks o Blood; Golden Goose

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Deending orces begin the track on the board. Units desig-

nated “standby” must be placed on a runway hex or in a hex next

to a building. The Deender must declare standby units beore

the start o the track. All other units may be placed anywhere on

the battleeld. Aerospace units begin at a Velocity o 4 or less.

 The Deender designates one edge as their home edge or the

purposes o Forced Withdrawal.

Beginning with the End Phase o Turn 2, each unit on standby

rolls 2D6. On a result of 9 or greater, that unit starts up and may

begin movement during the ollowing turn. Aerospace orces on

the ground must take o using the Lito rules (see p. 87, TW ).

WARCHESTTrack Cost: 600

Options

+200 UnderGunned: The Attacker opts to not use the Lyran

support orces.

+100 Geysers: Use the Geyser rules (see p. 48, TO). In addition

to rolling for eruption and duration, roll 1D6 – 3 to determine

height. The Deender places two geysers or every lance (or

equivalent) in the Attacker’s deployed orce.

+200 Poor Intelligence: Add 25% more units to the Defend -

er’s total orce size.

OBJECTIVESSalt in the wound. Destroy every unit that began the track in

standby mode. [200]

“Frugal” is the word o the day. Minimize damage by keep-

ing casualties (Destroyed/Crippled units) to 25% of the player’s

deployed orce. [300]

 Just plain mean. Destroy every ying/jumping unit possessed

by the Deender. [300]

SPECIAL RULES The ollowing rules are in eect or this track:

Forced Withdrawal

 The Deender’s entire orce operates under the Forced With

drawal rules (see p. 13). Units leaving the battleeld in this manner

are considered destroyed when determining objectives.

Git

I the player gains all our objectives, the Skye government

gives them one unit rolled rom any appropriate Lyran RAT.

Salvage

 The Salvage rule (see p. 13) applies only if the attackers achieve

at least three objectives at the end o the track.

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AFTERMATHExcerpt rom Wolnet report 30680311/896Beta, led by

agent Ramrod

Something stinks about this Leaguer assault.

Attached to this report is a list o the Lancers’ equipment we

ound ater our assault. Considering the state o relations betweenthe LCCC and the Lancers, their equipment is much better than

expected. It is probable the Lancers have ound another source or

equipment, and the leading candidate is the Word o Blake.

As or the attack on the airbase itsel, we caught them by sur-

prise and hammered them hard beore they could get on track.

Captain Derer and the rest o the command lance pounded

the standby ghters while the rest o us hit everything else. We

mauled them and took most o the Lancers down. Only a couple

o hovertanks and a badly shot-up Trenchbucket got away into the

swamp, and some o the Rangers’ aerospace boys nished the job

the next day. The Lancers were gone two days later. IE wrapped

things up quickly, and we got o-planet ASAP.

It is clear that we were not the only ones leaving Skye at that

time. Attached are stills rom my gun camera that showed the

Fourth at the DropPort. The duke has declared war on the League,

and he is not wasting any time.

The hauptmann in command o the Rangers lance attached to

us was impressed with our work, and he must have sent a glow-

ing report to the duke. He gave us a brand-new 6S Penetrator as

a bonus.

NEXT TRACKGolden Goose; Running From the Devil; Falcon Ptomaine; Game On! 

 

PEAKS OF BLOOD

SITUATIONBALRIGHT PASS, CRIS MOUNTAINS

NEW AVALON, FEDERATED SUNS

MARCH

130368: I’m starting to wonder about these IE jerks. First they 

want us out o New Avalon to nursemaid the Contard acility on Aca

mar. Now they want us to run the blockade back to New Avalon? That 

hardly seems wise.

We all heard about what happened to the Light Guards. The Word 

 probably could have kept it quiet, but why would they? Hopeully it’s

 just propagandist exaggeration, but nothing’s contradicted it. Word 

has it the Guards have held up well on the ground. Still, running a

gauntlet o Blakist WarShips to make planetall is sure to leave a mess

in the cockpits. I better remember to have the doc pass out space

sickness pills beore we make the nal jump.

180368: Things look hot in the Balright Pass. Just our luck: that’s

where this IE ocial’s supposed to be.

—Journal entries or Capt. Roger Cumberland

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GAME SETUPUse a mix of Mountain and Forest terrain (see p. 263, TW ). Each

side designates up to ve hexes per mapsheet to be Sheer Clis 

(see p. 64, TO); these may only be placed where terrain changes

levels. Sheer clis are eliminated after receiving 50 points of non-

beam weapon damage. The Attacker declares their home edge rst; the Deender’s

home edge is opposite.

Attacker

 The Attacker consists o elements o the Word o Blake’s Thirty-

sixth Division and is 125% of the Defender’s deployed force. They

have Veteran skills, use any Word o Blake or ComStar RAT, and

enter the battleeld rom their home edge.

Deender

 The Deender consists o elem ents rom the Third Davion

Guards and Twelth Vegan Rangers. The Third Guards have Vet-

eran skills and use any FedSuns RAT. The Rangers are no larger

than 50% of the Guard’s deployed force, have Regular skills, and

use a mix o FedSuns, Lyran, Mercenary, and Capellan RATs. I the

player chooses to ght on the Deender’s side, their orce takes

the place o the Twelth Vegan Rangers.

 The Deender enters the battleeld rom their home edge.

WARCHESTTrack Cost: 500

Option

+300 Speedy Support: The Federated Suns add a lance o 

medium VTOL units; the Blakists add a Level II o light VTOL units.

 These units are o Regular experience, do not enter the battleeld

until the Movement Phase o Turn 4, and do not count or the

Hold objective.

OBJECTIVESHold. Destroy the fastest 25% of the opposing players units by

 Turn 8. [300]

Extreme prejudice. Destroy at least hal o the opposing

orce. [300]

SPECIAL RULES The ollowing rule is in eect or this track:

Support Troops Player

 The player can substitute up to 25% of their total force for an

equal amount to either side.

AFTERMATHPeople might tell tales o the ight we just watched, but it

won’t do it justice. I anyone thought the Davion Brigade o 

Guards might have an exaggerated reputation, this battle should

have put it to rest. Maybe it’s the aront o having enemy boots

on their home soil, but they were savage in their thrust into the

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Blakist lines. We were just on the ringes, dragooned—albeit

somewhat willingly since the alternative sounded unpleasant—

as auxiliaries, but what we saw more than cemented the pride I

have in the elite deenders o the Federated Suns.

I I hadn’t seen it, I would never have believed it. But when

General Marguerite McCaee’s Atlas actually picked up that Thorn 

then threw it into that Word Grand Crusader , I knew right then the

enemy would never deeat these troops. They ell back beore

the might she displayed, and the Third Guards poured through.

 The Blakists were routed, and we were able to clear the area and

evacuate our precious IE beneactor.

I nothing else, we got some stories to tell our grandkids,

assuming Junior ever sorts out his priorities and chooses some-

one to settle down with. That we got a nice bonus or slipping

past the blockade and extricating our target only adds to the

euphoria.

When we had to run the blockade once more to get out o the

system, we were all sobered a bit back to reality.

—Journal entry or Capt. Roger Cumberland, 19 March 3068

NEXT TRACKFull Metal Press; Final Curtain? 

 

RUNNING FROM THE DEVIL

SITUATIONSCALES OF THE DRAGONET M OUNTAINS, PEARL DISTRICT 

DIERON, DRACONIS COMBINE 

APRIL

I swear to God, i Katerina looks at the Baron that way one more

time, she’ll eat my Sternsnacht. I can see how she’s trying to get 

between us. And I’ve seen her le. She goes through boys like pop

corn. And some o the girls, or variety. I won’t let her treat him that 

way. He deserves someone pure, and dedicated to him.

 And speaking o people I’d like to shoot, that damned Kuritan o

cer  is on the list. The only way I ever wanted to visit Dieron was with

the Fith. Bet ween that IE rep and that silvertongued Snake, though,

the Baron was just overwhelmed. Deceived.

But then again he’s always known what was best. Even back on

New Avalon. He says the Snakes will owe IE big or this, and that IE 

will owe us big. I’m sure he’s right.

—Hilary Fletcher

GAME SETUP

 This is a two-part track. The player may opt to run either part or

both. Part A involves intercepting a convoy on land and escorting

it to the drop zone or loading. Part B covers the trip out-system.

Part A: Use any mix of terrain (see p. 263, TW ) in Chase ormat.

Part B: Place several Space maps end to end. Using the  Asteroid 

rules (see p. 44, SO), scatter 1D6 small, 1D6 medium, and 1D6 large

asteroids between the maps. At least hal the asteroids are stationary.

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Attacker

Part A: The Attacker’s total force is equal to 75% of the Defend-

er’s deployed orce. The Blakists are Veteran and use any Word o 

Blake RAT; the orce should contain at least one squad o Purier

battle armor and several VTOL and hovertank units.

 The Attacker enters rom the map edge behind the convoy at

the beginning of Turn 3.

Part B: The Attacker’s total force is 100% of the Defender’s

deployed orce. The Blakists are Veteran and use any Word o 

Blake RAT.

 The Attacker enters perpendicular to the Deender’s starting

position on the furthest mapsheet at a Velocity of no less than 7.

Deender Player

Part A: The Defender’s deployed force is up to 50% of the

player’s total force (75% if the player uses their own DropShip in

Part B) and a Veteran Combine convoy consisting of an HQ 67-K 

Daimyo and any three o the ollowing units:

 • Pegasus Scout hovertank 

 • Sprint Scout VTOL (laser variant)

 • Saracen hovertank (MRM variant)

 • Maxim heavy hover transport

 • One squad o Kage amer battle armor

 The player’s orce enters rom one o the short edges o the

battleeld; the convoy rom the opposite edge.

Part B: The Defender’s deployed force is up to 50% of the play-

er’s total force, or 75% if using their own DropShip in this track.

I there is no DropShip, an Okinawa-class vessel (with a Regular

crew) is provided by Maltex Corporation. Add the ollowing DCMS

units (with Veteran skills) to the Deender’s orce:

 • 1 Condor (upgraded) DropShip

 • 4 AHB-443 Ahabs

 The Deender enters the map rom one o the short map edges

at 5 or less Velocity.

WARCHESTTrack Cost: 500 (Part A or B separately)/850 (both parts of the

track must be played)

Options

+150 Sand Part A: Treat all clear Level 0 terrain as Sand (see

p. 39, TO).

+150 Malunctioning Drive Part B: One o the Deender’s

DropShips (randomly selected) suers drive problems. Reduce

the unit’s Sae Thrust Rating by hal (rounding up) and recalculate

its Max Thrust.

+200 Overwhelming Force Parts A or B: Change the Attack-

er’s deployed force to equal 150% of the Defender’s deployed force.

OBJECTIVES These objectives apply separately to both parts o this track.

Survival o the ttest. At least one Draconis Combine unit

must survive through the end of Turn 8. [100]

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Glory to the deenders! Destroy/Cripple at least 50% of the

Attacker’s orce (not counting the objective vehicles). [100]

Duty above honor. The Combine orces takes no more than

50% losses. [400]

SPECIAL RULES The ollowing rule is in eect or this track:

Git

I the player completes a total o our objectives between both

tracks, the Kurita government gits them two units rolled rom an

appropriate Combine RAT.

AFTERMATHIE loaned Grandin’s Crusaders to the DCMS by IE to assist the

evacuation o Ninyu Kerai-Indrahar, the severely injured head o 

the ISF. They were dropped into the Scales o the Dragonet Moun-

tains, where Kerai-Indrahar’s convoy was taking a secret route to a

secure DropPort. It soon became apparent that the route was not

as secret as the DCMS hoped. Elements rom the WoBM Eighth

Division were detected in pursuit, leaving the Crusaders little

time to organize a deense.

Grandin led his ’Mechs in a series o stalling actions to buy

time or his inantry to prepare a position at a narrow pass

ahead o them. A supporting squad o Kage battle armor proved

decisive, giving the deense enough repower to dissuade the

raiders rom trying to break through the pass. Once the convoy

had a large enough lead, the Crusaders withdrew in an orderly

ashion. They kept the Blakists at bay with light skirmishing until

the convoy reached the DropPort. Once there they turned over

deense o Kerai-Indrahar to the DCMS and made their own way

o Dieron.

 The Word was not content to let their target get away. They

attempted to intercept the Condor -class DropShip carrying

Kerai-Indrahar o-world. Grandin’s DropShip, the Tonnant , was

in a position to support the deense, and their IE liaison encour-

aged the Baron to do so. Ater driving o the Blakist ghters,

they were commended or “volunteering” to assist the DCMS

a second time and were rewarded with a choice o military

equipment.

—rom The Pierre Grandin Story ; Galatean Press Limited, 3089

NEXT TRACKGolden Goose, Game On! , Full Metal Press, Falcon Ptomaine

 

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GAME ON!

SITUATIONGRID YX, TANGERINE DESERT 

SOLARIS VII, LYRAN ALLIANCE 

JUNE

Excerpt rom Wolnet report 30680819/521Beta, led by

agent Ramrod

[Captain Gannon Derer]: Look alive, people. There are reports o 

riots in Solaris City.

[Lieutenant Amanda Wol]: So? Are you expecting the rioters to

show up here?

[Lieutenant Wayne Wilson]: Captain, were out in the middle o 

the desert. Who’s going to show up?

[Derer]: Could be anyone, Wayne. Something’s in the air.

[Wol]: The only thing in the air out here is sand! Chie Gonsalvez

is already unhappy with the extra work his techs are putting in.

[Derer]: We do our job, people. Would you rather deal withsand or pirates?

[Wilson]: With all due respect, Captain, I would preer to deal

with that cute little blon—

[Sargeant Laurie Collins]: Heads up! I’m picking up an incoming

orce!

[Wilson] [annoyed] Laurie, i you’re—

[Derer]: She isn’t! Multiple targets, coming in rom the south!

Up and at them, Cannons!

GAME SETUPUse a mix of Flatlands and Badlands terrain (see p. 263, TW ).

Randomly place two Light Level 1 (CF 25) buildings in adjacent

hexes at least ve hexes rom the map edge.

Attacker

 The Blakists’ deployed force should equal 120% of the Defend-

er’s deployed orce. The attackers are a Veteran combined-arms

orce and use any Word o Blake or Mercenary RAT. Randomly

determine the Attacker’s starting edge.

Deender Player

 The player may use up to 50% of their total force for this track.

 The Defender begins with 75% of the player ’s deployed force

within six hexes of the two buildings. The other 25% may begin

anywhere in the playing area as Hidden Units (see p. 259, TW ).

WARCHESTTrack Cost: 900

Options

+200 Sand: Treat all Clear hexes as Sand (see p. 39, TO).

+200 Winds: Use Light Gale rules (see p. 61, TO).

+300 Blowing Sand: Use Blowing Sand rules (see p. 62, TO).

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OBJECTIVESProtect and secure! Prevent the site buildings rom being

destroyed. [400]

Time is o the essence. Prevent the Attacker rom capturing

the site by crippling/destroying or driving o all the attacking

orces. [1,000]

SPECIAL RULES The ollowing rule is in eect or this track:

Forced Withdrawal

At the end o twenty turns, i the Word o Blake has not

destroyed or captured the site, they begin to withdraw under

Forced Withdrawal rules (see p. 258, TW). Units withdrawing in this

ashion may still re on their opponents without restriction; ater

 Turn 20 they are not counted towards the objectives.

AFTERMATH Journal Entry #361

Now Solaris is the latest victim o the madness that’s gripping

the Inner Sphere. Riots in Solaris City, then we get attacked by

unmarked raiders in the middle o a desert.

 They tried steamrolling us ast and hard, but we didn’t let it

happen. Command lance held the line while Wilson’s lance hit

them in the ank. Caught in the crossre, the raiders didn’t back 

o, but did maneuver close enough to smash up the dig site

beore they retreated. Fortunately, Sergeant Benetar got the IE

team into his Goblin when the raiders were closing in. They’re a

bit shaken up, but they’re alive.

Nevertheless, the Cannons took some casualties. We lost sev-

eral good soldiers and have many more wounded. Three o our

’Mechs are wrecked, and everyone else suered some damage

to their rides. The dig site is a mess, but the raiders didn’t get

the chance to do a thorough job. As or the raiders, those that

couldn’t get away ought to the death, and Doc Easton thinks two

o them committed suicide.

Both Amanda and Chie Gonsalvez think this is the Word o 

Blake’s doing. What pirate band has access to Wraiths, Mercury s,

and a Zephyr? Answer: None. I think it’s the Word, sans markings,

but why hit an archeological dig in the middle o nowhere?

I’ve ordered Gonsalvez to strip any useable parts rom the

raider’s ’Mechs while the IE people load up their nd. I nothing

else, we can use the stu ourselves.

—Gannon Derer 

NEXT TRACKFalcon Ptomaine; Resisting Arrest; Final Curtain? 

 

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GOLDEN GOOSE

SITUATIONOUTSIDE WEIHAIWEI 

TSINGTAO, CAPELLAN CONFEDERATION 

JUNE

20/06/68: Hasek is bold, I’ll give him that. I he pulls this cam

 paign o, he could make himsel First Prince. Let’s hope. The FedSuns

needs someone with vision ruling it.

Our own part in his campaign is rather straightorward. We’re

to accompany the Illician Lancers and help them raid Tsingtao. It 

is interesting that Mr. Styles over on the IE board knew about this

Operation SOVEREIGN JUSTICE in time to send us here. They seem to

have the same reach that the old ComStar did.

 And just as many hidden agendas. We’re to take a detour and 

ransack Shulin Networking or a computer core. Mr. Styles claimed it 

was revenge, but he clearly didn’t want us asking questions. So be it.

I’m getting paid double or killing Capellans. That core could containexotic Canopian pornography or Aleksander Kerensky’s recipe or 

borscht or all I care.

—Pierre Grandin

GAME SETUPUse a mix of Mountain and Wooded terrain (see p. 263, TW ).

Place one Heavy Level 1 (CF 70) building near a Heavy Woods hex.

 The building should be at least 7 hexes from the map edge.

Attacker Player

 The Attacker may comprise up to 50% of the player’s total force

and begins the track on the map edge arthest rom the acility.

Deender

 The Deender comprises a mix o planetary militia and merce-

naries hired by the local government. Each o these orces should

equal 50% of the Attacker’s deployed force, resulting in a total

deployed force strength that matches 100% of the Attacker. Use

a mix o Mercenary, Militia, and Capellan RATs. Mercenary units

possess Veteran skills; the rest are Green.

I the orce includes vehicles, care should be given when deter-

mining the motive type, as the militia will deploy only vehicles

that make sense in the terrain being used (or example, re-roll any

hover orces or the militia i using Heavy Woods maps).

 The militia orce enters the area rom any map edge at the begin-

ning of Turn 5, while the mercenaries are placed anywhere on thebattleeld within eight hexes o the acility at the start o the track.

WARCHESTTrack Cost: 700

Options

+300 Ambush: Change the militia portion o the Deender’s

force to 75% of the Attacker’s deployed force. Half the militia force

begins the track as Hidden Units (see p. 259, TW ).

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THE CAMPAIGN: 3068 .........

+200 Mines: Add our 10-point conventional mineelds to the

Deender’s orce and secretly place them beore the start o the track.

+200 Electromagnetic Intererence EMI: Use the EMI rules

(see p. 55, TO).

OBJECTIVESRetrieve the core. One attacking unit must end its movement

next to the building hex and remain stationary or ve complete

turns. This may be shortened to three turns i an ECM is in use

around the acility at the same time to assist in deeating the

computer security. The core cannot be retrieved rom a destroyed

building. [400]

Deeat the deenders. Destroy/Cripple every deending unit.

[250]

Destroy the acility. Destroy the building. [250]

SPECIAL RULES The ollowing rule is in eect or this track.

Forced Withdrawal

 The planetary militia operates under Forced Withdrawal rules

(see p. 258, TW).

AFTERMATH The Illician Lancers took George Hasek’s orders to heart, going

ater and destroying any Capellan orces they could nd. The Cru-

saders accompanied them, serving as a mop-up orce to eliminate

isolated Home Guard or militia units bypassed in the initial assault.

Grandin soon convinced the Lancers command to let him hit the

city o Weihaiwei on his own to “hunt down guerrilla elements.” As

a civilian company Shu-Lin Networking had avoided damage thus

ar, but their corporate security unit matched the description o the

guerrilla orce Grandin had reported to the Lancers.

Fletcher’s inantry company again proved its worth in the urban

ghting, seizing several buildings outside the corporate headquar-

ters to use as rebases. The local militia was reluctant to re on the

crowded buildings and prevented the Shu-Lin mercenaries rom

leveling them. That let Pierre cut the two deending units apart

and destroy them in detail. Storming the headquarters itsel was a

simple task or the elite commandos o Kreuzer’s platoon, and the

presence o Eddie Vargas, a ormer MIIO inormation warare spe-

cialist, easily allowed them to deeat the core’s security.

Grandin soon handed the core over to David Styles, an inuen-

tial member o IE’s Council o Peers and member o the executive

board. The les it contained were lled with SLDF research on

weapons o mass destruction, including biological and chemical

weapons. This data soon ound its way into the hands o the Word

o Blake, courtesy o Styles.

— The Pierre Grandin Story ; Galatean Press Limited, 3089

NEXT TRACKFull Metal Press, Falcon Ptomaine

 

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FULL METAL PRESS

SITUATIONCOLMAR MYOMICS SCRAP FACILITY HH-, TRACHEN PLAINS

MINNACORA, CAPELLAN CONFEDERATION 

JULY

IE wanted that core badly. We burned out at two gees to a Jump

Ship waiting or us at a pirate point. I don’t know what the rush was,

but I eel like I’ve gone a ew rounds with Jamad Warren. A lot o the

company took it even worse. Our readiness is shot.

Thankully the Baron was able to get us a job here ater his meet

ing with that Styles guy. Guarding a scrapyard is pretty boring work,

but it’ll give me time to whip the company back into shape. And Mad 

 Jack won’t have ready access to the bars, which will make the legal 

side a lot easier.

The only down side is that the Baron won’t be able to take me out 

or my birthday like he promised.

But he’ll make it up to me, I’m sure! —Hilary Fletcher

GAME SETUPUse a mix of Urban and Woodland terrain (see p. 263, TW ). Des-

ignate six Level 1 medium buildings (40 CF) near each other on

one map sheet. There should be at least one hex between each,

and the buildings should stand at least our hexes rom the edge

o the map.

Attacker

 Two component s make up the Attacker—elements o the

AFFS and the CCAF. Neither side will cooperate with the other but

will attack each other on sight. Both orces will strike each otherbeore attacking the Deender’s orce.

 The AFFS force should equal 50% of the Defender’s deployed

orce. These are Veterans and use any FedSuns RAT. They enter

the board on the arthest edge rom the acility at the beginning

o the track.

 The CCAF orce consists o Green troops, use any CCAF R AT,

and should equal 125% of the total AFFS force. At least three-

ourths are heavy vehicles and SRM or laser inantry. They enter

along any map edge at the beginning of Turn 3.

Deender Player

 The Defender consists of up to 75% of the player’s total force.

WARCHESTTrack Cost: 800

Options

+250 Better Troops: Increase the skill level or the AFFS and

CCAF troops by one ater orces have been selected.

+200 Weapon Malunction: On any ailed weapon roll result o 

2, consider that weapon jammed/damaged or the rest o the track.

+100 Pea Soup: Use the Heavy Fog rules (see p. 57, TO).

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THE CAMPAIGN: 3068 .........

OBJECTIVESDeend the warehouses. At least three buildings must sur-

vive the track. [300]

Minimal obligation. The player can ulll the minimal obliga-

tions o their contract i only two buildings survive the track. (This

objective cannot be combined with Deend the warehouses.)[200]

Doing a avor. Because Minnacora is a Conederation world,

the Capellan government will consider it a avor i the player

destroys all the AFFS orces. [600]

SPECIAL RULES The ollowing rule is in eect or this track.

Forced Withdrawal

All o the Attacker’s orces are operating under Forced With

drawal rules (see p. 258, TW ).

AFTERMATH The Crusaders were posted to guard a Colmar Myomics scrap

acility on a subcontract negotiated through their IE representa-

tive. The arrival o the Twentieth Avalon Hussars shortly aterward

turned what should have been a sweet garrison contract into a

three-way battle over a pile o deective ’Mech parts. Under the

impression that the acility operated as an ammunition dump,

the AFFS commander ordered the destruction o the yard. Home

Guard orces moved to intercept the invaders but ailed to coordi-

nate with the Crusaders or adjust their IFF transponders.

In the conusing battle that ollowed, the Crusaders were

orced to engage both Davion and Capellan troops. Creative use

o the scrapyard’s heavy engineering equipment by Letenant

Friedrich Baxter, the unit’s engineering impresario, helped unnel

the two House orces into each other. The Crusaders concen-

trated their own eorts on deending the administrative oces,

disabling or driving o any hostile ’Mechs that approached. It was

only ater Colmar executives ordered him to support the Home

Guard that Grandin took a more active stance. The Crusaders

surged out rom around the headquarters and engaged the Hus-

sars, tipping the battle against them.

While there was no hidden ammunition dump, the site con-

cealed an underground TSM production plant run by Cortide

Magnetics, an IE ailiate. Their allies in Colmar Myomics con-

tacted the Davion command to “clear up the misunderstanding.”

 The Crusaders were dismissed to neutralize the acility, though

negotiations ultimately ailed; shortly ater the mercenaries let,

a Rabid Foxes team destroyed the plant.

— The Pierre Grandin Story ; Galatean Press Limited, 3089

NEXT TRACKFinal Curtain?; Graveyard Shit 

 

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every turn; an atershock occurs on a result o 10 or greater. Once

two atershocks have passed, the earthquake subsides.

OBJECTIVESProtect the acility. Keep at least one designated target

building rom destruction or capture by enemy orces. [200]

Begone, oul spawn! Destroy/Cripple all the Green Ghosts ororce them to withdraw. [500]

“Sharpen this! ” Destroy/Cripple at least hal the Falcon orces.

[500]

SPECIAL RULES The ollowing rules are in eect or this track:

Clan Honor

 Though not ollowing zellbrigen, the Falcon Star Colonel in charge

o this orce still believes his troops should ght with some honor.

 Thereore, no Falcon units may conduct physical attacks until enemy

units rom either opposing action make at least three successul

physical attacks against the Falcons. Ater that, the Falcons gain +1 toall subsequent Initiative rolls as well as being ree to retaliate in kind.

Forced Withdrawal

 The Forced Withdrawal rule (see p. 13) is in effect for the

Green Ghosts.

AFTERMATHExcerpt rom Wolnet report 30680929/271Beta, led by

agent Ramrod

Attached to this report is data rom the Grant Station Tango

battle in early August.

Whoever these Green Ghosts are, they’re well-trained, well-

equipped, and strongly disciplined. They did not all apart when

they ran into us but instead pressed the attack. Despite beingheavily outnumbered, the Ghosts nearly broke our lines beore

we drove them back.

Just then, the damn Falcons showed up and started shoot-

ing at both sides. The Ghosts didn’t like their chances, so they

retreated, and we lost them in the ensuing chaos.

Captain Derer’s demeanor when the Falcons showed up was

surprising. I knew he hated the Falcons, but I didn’t realize how

deep his hate ran until he started using alpha strikes on the clos-

est Clan target. Ater he destroyed his third Falcon, a Star Captain

in an Executioner challenged him. I have included the ootage o 

the ght with this report, and I have never witness such a brutal

or one-sided trial between a Clanner and an Inner Sphere warrior.

Chie Gonsalvez thinks he can salvage some o the Executioner’ s

parts, but I am not taking any bets on that happening.Ater their Star Captain went down, the Falcons retreated, leaving

us holding the battleeld. IE lost about a third o their buildings, but

their casualties should be light. Still, we haven’t heard rom IE since

the battle three days ago, and I do not know i that is good or bad.

NEXT TRACKFinal Curtain?; Hammer o the Gods; Leading Edge

FALCON PTOMAINE

SITUATIONGRANT’S STATION TANGO, NUEVO ROMA

TOMANS, LYRAN ALLIANCE 

AUGUST

 Journal Entry #398

Tomans isn’t my rst choice or R&R, but a ter the year we’ve had,

the Cannons need some down time. Between the missions and the

current state o the Inner Sphere, there’s no telling when we’ll get the

chance again.

Ocially, we’re garrisoning IE’s main research acility here, but you

can see the beach rom anywhere in the complex, and it’s the reshest 

air we’ve inhaled in months. I it wasn’t or the occasional earthquake

and the Jade Falcons sitting only a jump away, it would be perect.

So, why do I have a eeling o dread that something nasty is

coming? Maybe it’s because the rst time I tangled with those green

turkeys, they destroyed my entire unit; the second time cost me

Grandma’s ’MechI’ve ordered everyone to stay close, just in case. I hope I’m wrong.

—Gannon Derer

GAME SETUPUse Urban terrain (see p. 263, TW ). Designate three buildings at least

our hexes apart as the objective structures. I no buildings exist, place

up to three Heavy Level 2 (CF 60) buildings on the map area.

Attacker

 The Attacker is a portion o the mysterious Green Ghosts. These

are Elite troops; roll on a mix o any FedSuns, Lyran, or SLDF RATs.

Once per lance, roll on a Clan Goliath Scorpion RAT. The Ghosts’

total force size should equal 50% of the Defender’s deployed force.

Halfway through the battle—a point determined by a 2D6 roll

result of 7 or greater made at the start of any turn after Turn 5—Jade

Falcons units arrive. The Falcon force equals 100% of the Defender’s

orce, as deployed at the beginning o the track. These are Regular

Clan troops; roll or equipment on any Frontline Jade Falcon RAT.

 The Falcons are not bound by zellbrigen and may re on either

o the actions currently engaged in battle with no preerence

toward either side.

Deender Player

 The Defender can consist of up to 100% of the player’s total force.

WARCHEST

Track Cost: 900Options

+300 Rainall: Use the Gusting Rain rules (see p. 59, TO).+200 Twilight: Use the Dusk rules (see p. 59, TO).

+400 Earthquake ground only: Use the Earthquake rules (see

p. 55, TO) with the following additions: Tremor strength is a 3, with

two atershocks (the rst at strength 2, the next at 1). To determine

when the earthquake hits, roll 2D6 after Turn 4. The earthquake

occurs on a result of 8 or greater. After the initial tremor, roll 2D6

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THE CAMPAIGN: 3068 .........

WARCHESTTrack Cost: 1,500 (This encompasses all three Missions agreed

upon or this track; ignore the selected Mission track costs.)

Options

Use the listed Options or each Mission.

OBJECTIVESIndividual Mission objectives are earned at hal their listed

reward. At the end o the last Mission, total up the Deender’s

casualties and apply the appropriate rewards below.

Bing… Destroy/Cripple at least 50% of the Defender’s total

orce. [500]

Bang… Destroy/Cripple at least 75% of the Defender’s total

orce. [750]

Boom! Force the Deender to withdraw rom the planet

(Destroy/Cripple 90% of the Defender’s total force). [1,250]

SPECIAL RULES The ollowing rules are in eect or this track.

Forced Withdrawal

 The One-Eyed Jacks are operating under Forced Withdrawal 

rules (see p. 258, TW ).

Salvage

Salvage may be claimed between Missions as long as one

objective was achieved during the mission.

AFTERMATH Thank God that meat grinder’s stopped its grisly work. We may

only be a company, but with the semi-guided LRMs the Knights

supplied us with, we shredded the One-Eyed Jacks with precision

re rom extreme range thanks to League spotters. I don’t knowi it was superior numbers or strategy, but the Jacks olded pretty

easily. Even when the damn Knights pulled their Second Battalion

out, leaving just us and other mercs on the point o the assault,

we never really had to let up. We took some major damage when

the AeroJacks straed us outside Port Reilly, but so did they. It’s

hard or any ghter to avoid return re in the orm o a couple

hundred missiles. We’re going to have to scrounge to replace

 Tailspin and Crater’s ghters, though, along with Percy’s tank and

Llewellyn’s ’Mech. With the Leaguers being more than generous

with salvage, I think we’ll be okay. Even i we have to sell our sal-

vage and buy new units somewhere, we’ll still come out ahead.

Looks like we’re being moved out o the assault beore it’s

done. The Jacks are still putting up a ght, but i nothing else,

we showed some mettle against one o the most amed mercs

o recent times. We may only be a company, but we not only held

our own, we advanced into enemy re and secured three strate-

gic hills on the rst day alone. God I’m proud o the Missiliers.

—Journal entry or Capt. Roger Cumberland, 15 September 3068

NEXT TRACKUnder Heel; One or the Money…; Resisting Arrest; Leading Edge;

FINAL CURTAIN?

SITUATIONTASK FORCE GAUNTLET, INBOUND VECTOR TT-

GIAUSAR, BOLAN PROVINCE 

LYRAN ALLIANCE  SEPTEMBER

Who would have ever thought we’d end up here? Damn IE, any

way. I guess one o the Missiliers was a little too vocal about the

illogic o risking all o us in the run to New Avalon just to get one o 

their idiots out o danger. I can’t blame anyone, since it was likely me.

Either way, IE didn’t renew our contract.

Maybe its hard eelings rom the Civil War, but when we heard 

the Leaguers needed help pushing the Lyrans o Giausar, everyone

thought it was a good idea. That was beore we’d met these pomp

ous Knights o the Inner Sphere. And we thought Lyran generals

were bad.

It seems our reputation has grown o late. This will be the rst time we’ve been in a planetary assault rather than being tasked with

watching the backs o the actual assaulters.

—Journal entry or Capt. Roger Cumberland, 2 September

3068

GAME SETUP This track is a straightorward planetary assault. Choose any

three Mission tracks (pp. 30-38) and determine their playing order.

Allot one day between the end o one track and the beginning o 

the next or purposes o repairs, salvage, and other non-combat

unctions. Only repairs can be accomplished between Missions.

Ignore the track cost o each mission chosen. The player may

use any o the Mission’s listed options in addition to the oneslisted or this track.

Attacker Player

 The player may use up to 100% of their total force. Whatever

the player determines to use is all that is available or the entire

track. The player may determine which units rom their deployed

orce to use or each Mission.

Deender

Deending Giausar is the One-Eyed Jacks mercenary com-

mand (see p. 93, MSU ). The mercenaries’ total orce comprises a

BattleMech regiment and two aerospace ghter squadrons, all

Veteran troops. Determine most o the Jacks’ units using any Mer-cenary RAT. To reect Duke Kelswa-Steiner’s eorts to capitalize

on the Alliance’s need or a solid deense against the League, one

in every ve Jacks units may roll on the Lyran RAT.

Substitute the Jacks’ orces as the opposition or each Mission.

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WARCHESTTrack Cost: 250

Options

+150 High Ambient Temperature. The battleeld tempera-

ture is 52°C (see p. 62, TO).

+150 Disorganized. Relecting poor cooperation betweenthe three attacking forces, all friendly forces suer a –2 penalty to

their Initiative rolls.

OBJECTIVESFireworks! At least two hangars are destroyed. [100]

Urban renewal. All buildings are destroyed. [100]

Wipe them out! All hostile orces are destroyed or orced to

withdraw. [200]

SPECIAL RULES The ollowing rule is in eect or this track:

Forced Withdrawal

All Deending orces must use the Forced Withdrawal rules (see

p. 258, TW ).

AFTERMATH Talk about an unmitigated disaster. The same dumbassery that

went on in space took root again here on Gienah. No sooner had

we put down the last o the militia and corporate security than

some o the mercs began ghting over salvage rights.

Maybe we’re better than the rest—hell, maybe we were just

lucky—but lobbing missiles rom range beore moving in spared

us a lot o damage. We had little choice being short-handed

until Grizzell gets us back to ull strength. Still, we came through

mostly intact. Brady and Jackson took serious damage but noth-

ing that took them out o the ght.

From what I hear over the comm chatter, the inighting

between mercs is getting worse. Screw the salvage. I’ve ordered

a pullout. This is no place to be without proper support and num-

bers. The ghting in Moletta has smoke hazing the horizon, and

I’d just as soon not be lumped in with the morons causing all that

havoc.

—Journal entry or Capt. Roger Cumberland, 2 October 3068

 The captain just let me know that we’re gonna have some

down time. With no contract, we’ve hitched a ride with some o 

the more sensible mercs leaving Gienah. Looks like we’re headed

or Galatea to nd work. I always wanted to see Solaris, but the

Blakists hit the game world back in June. We don’t want any part

o that, not without a contract.

—Journal entry or Lt. Musette Brady, 2 October 3068

NEXT TRACKMy Bonnie Lies Over the Ocean; BrewHaHa; Seed o Discontent 

 

ONE FOR THE MONEY…

SITUATIONINBOUND VECTOR

GIENAH, LYRAN ALLIANCE 

SEPTEMBER

When it rains it pours. Beore we’d let Giausar, a Mister Askai 

contacted me and hired the Missiliers on the spot. Turns out he needs

help taking down the automotive and combat vehicle actories on

Gienah. It’s another shortterm job, but i nothing else at least it’s a

shorter trip than the one rom New Avalon to Giausar.

Beore we took o, we got our hands on some ghters. They’re

 pretty shot up, though, and Grizzell’s not been able to get them run

ning. Looks like we’ll be without our angels in the sky or this one.

Hopeully it won’t be a problem. This Askai guy hired more than just 

us. There are a lot o other mercs involved, but Askai told none o us

who’d be here. There’s already been conusion and inghting. Let’s

hope our new teammates are more proessional on the ground.—Journal entry for Capt. Roger Cumberland, 30 September

3068

GAME SETUPUse any terrain (see p. 263, TW ); one section o the battleeld

must be an urban map setup. Deploy our Heavy Level 1 2-hex

buildings (CF 90); these are aerospace hangars. Deploy at least

four additional Medium 1-hex Level 1 buildings (CF 45).

Attacker Player

 The Attacker consists of up to 25% of the player’s total force. All

riendly units begin with hal their ammunition load as a result o 

prior engagements. In addition, the Attacker elds two additionalforces in support of the player, both equaling 100% of the player’s

deployed orce. Both support orces must have lower quality

technology and lesser experience than the player’s orce and are

rolled on any Inner Sphere or Periphery RAT.

Deender

 The Defender equals 100% of the Attacker ’s total deployed

orce and units are rolled on any Periphery RAT. The Deender’s

experience level is one rating worse than the Attackers. [Example:

The Attacker has an average o Veteran skill level, so the Deender 

would have Regular skill level.]

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+300 Nuclear Fire: The Attacker’s arsenal includes two Alamo

missiles (see p. 131, BA). The missiles replace two Killer Whale missiles

and may be red in place o a Killer Whale on any missile attack.

OBJECTIVESDeend Skye. Destroy/Cripple all attacking orces. [500]

Fight or the uture. The Ellishadder and Fylgia (i applicable)

must survive the track. [500]

Minimize losses. At least hal o the Deender’s orce (not

counting the Ellishadder and Fylgia) must survive the track. [300]

SPECIAL RULES The ollowing rule is in eect or this track.

Forced Withdrawal

 The Word o Blake orces (including the mercenaries) ollow

the rules or Forced Withdrawal (p. 13).

AFTERMATH The surprise encounter with the LAS Fylgia caught the Blakist

orces unawares. Despite the depletion o all her ammunition,

the WarShip used its naval PPCs with devastating eect. Unable

to match repower with the battlecruiser or penetrate her sturdy

armor, the Blakists retreated. As they turned to burn or the jump

point, they deployed their Santa-Ana missile. The attack missed

the Fylgia and struck the Ellishadder instead. All hands were lost.

Duke Kelswa-Steiner honored their sacrice (and all other Skye

citizens killed in the Jihad) in 3081 with the installation of Ellishad-

der Day, to take place every Fourth o October.

 The WoB suered heav y casualties in the assault, precluding

any urther attacks. The Word would not return to Skye or several

years.

—The Idiot’s Guide to the Jihad on Skye ; Republic Press, 3098

NEXT TRACKGraveyard Shit 

 

UNDER HEEL

SITUATIONCONSECO PLAINS

NEW EARTH, LYRAN ALLIANCE 

OCTOBER

By the Unnished Book… there are a ton o them. We signed on…amonth ago. We expected…we’d be ghting Cappies or Dracs. Never 

thought the Wobbies would…come calling. It’s a shame they…haven’t 

allen on their own swords. Heard they took out the Fith with…nukes

 yesterday. Nukes! Good Lord, who…uses weapons like that? 

—Last audio entry rom the personal journal o Captain Kirc

 T. Jamison

HAMMER OF THE GODS

SITUATIONBASTION -CLASS SDS ELLISHADDER 

SKYE, LYRAN ALLIANCE 

OCTOBER FEBRUARY

Pulling garrison duty on a newlybuilt Bastionclass space sta

tion seemed like an easy way to make a ew CBills, and with the way 

 prices have been going up lately, we needed a ew ex tra more than

ever. Everything was going swimmingly until the klaxons went o.

Emergence wave detectors picked up a JumpShip at the nadir jump

 point about twelve hours ago. I’m not a spacer, but this sounds like

a colossal waste o time. The tech guys tagged the jumper as an

Invader and the droppers as a pair o Mules and a Triumph. Not sure

why the brass even bothered to wake us up. Sounds like an unsched

uled merchant to me.

—Last journal entry o Cpl. Amy Poloski, Skye Militia Auxiliary

Corps

GAME SETUPUse a minimum o our Space maps. Designate one edge as

the Space/Atmosphere Interace (see p. 78, TW ). Place a Bastion-

class space station no more than 5 hexes from the edge of the

gravity well.

Attacker

 The attacker’s orce consists o a small group o mercenar-

ies (75% of the Attacker’s deployed force, Regular skills, any

Mercenary RAT) and Light of Mankind special forces (25% of the

Attacker’s deployed orce, Elite skills, any Word o Blake or Free

Worlds League RAT). The Attacker enters the battleeld edge opposite the Interace

at the start of the track at a Velocity no greater than 6.

Deender Player

 The Defender consists of up to 50% of the player’s total force.

 The Ellishadder  has a Regular-skilled crew. All o the Deender’s

units are deployed within 5 hexes of the Bastion station at a

Velocity no greater than 1.

WARCHESTTrack Cost: 700

Options

500 Drop the Hammer: The Deender includes the Mjolnir -class LAS Fylgia (see p. 214, TR67) with a Regular crew. The WarShip

has not yet been resupplied. All ammunition-dependent weap-

ons have zero rounds available. Additionally, only two squadrons

o aerospace ghters are aboard (and lacking ballistic ammuni-

tion) with only hal their uel complement. (Fighters are Veterans

and rom any Lyran RAT.)

+600 QShips: The Attacker adds two Mule-class Pocket War-

Ships o Veteran skill.

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dropping onto New Avalon and crushing the Blakists, we are going ater 

the Combine. I reminded him we get paid or completing a contract, not 

or our ethical stance. He did not like that, but we will do the job.

GAME SETUPUse any terrain (see p. 263, TW ). It is suggested the player use

primarily aerospace units or this track. This track uses the Low 

 Altitude Operations rules (see p. 80, TW ).

Attacker Player

 The player may deploy up to 50% of their total force. In addi-

tion, the Attacker receives support rom a Federated Suns orce

equal to 100% of the player’s total deployed force. The FedSuns

orce is Veteran and rolls on any FedSuns or Combine RAT.

 The Attacker chooses a starting edge beore the Deender

deploys and may begin with any starting Velocity.

Deender

 The Deender is elements o the Sixth Ghost Regiment. The

Defender’s force is 125% of the Attacker’s total deployed force,uses any Combine RAT, and is o Veteran skill level.

 The entire deending orce deploys within ve hexes o the map

edge opposite the Attacker’s starting edge, at any Velocity below 4.

WARCHESTTrack Cost: 300

Options

+200 Night Combat. Use the rules or Moonless Night (see p.

58, TO).

+200 Elite Deenders. Increase the Deender’s experience

level to Elite.

OBJECTIVESSoten them up. Destroy at least 50% of the Defender’s total

deployed orce. [300]

Paste them. Destroy/Cripple the Deender’s total deployed

orce. [300]

SPECIAL RULES The ollowing rules are in eect or this track:

Forced Withdrawal

 The Deender is operating under Forced Withdrawal rules (see

p. 258, TW).

Salvage

 The player’s orce only obtains salvage rights or enemy unitsthey destroy. Any enemy unit destroyed by the Federated Suns

support orce becomes AFFS salvage.

AFTERMATH Journal Entry #525

I I had realize how bad things were in the Federated Suns, I

would have told Gates to stu it.

SPECIAL RULES The ollowing rule is in eect or this track.

Salvage

Because this mission involves ast recon, salvage is unavailable.

AFTERMATHAter several weeks waiting or IE to call in their retainer, the Cru-

saders began looking or their own side contracts. Baron Grandin

made contact with a mercenary broker acquaintance and picked up

a job running reconnaissance on Kittery, ostensibly or the CCAF.

 The Crusaders landed their ’Mech orce in the rugged jungles

north o Can Fu City, allowing them to probe the deenses o the

capital. Their sudden arrival via pirate point caught the deending

First Kittery Borderers on maneuvers in the southern hemisphere,

leaving the interception up to the cadets o the Kittery Training

Battalion. The green trainees plowed through the jungles in pur-

suit o the Crusaders, only to repeatedly run into inantry attacks

in the thick undergrowth. The distraction o the Training Battalion

allowed Grandin to slip his ’Mechs around them to observe theortications around the capital city and gauge militia readiness.

Ater meeting his objectives Grandin hit elements o the

 Training Battalion rom behind, allowing the rest o the unit to

disengage rom combat. The Crusaders withdrew to their Drop-

Ship and conducted a series o quick probes at other sites that

had been designated by their Capellan liaison. One o the areas o 

interest would later become the infamous RBMU 105 prison camp.

 Those probes ailed to encounter any resistance, leaving the Cru-

saders ree to leave Kittery.

 The Word o Blake made good use o the intelligence collected

by the Crusaders, conquering the planet in November with little

diculty.

— The Pierre Grandin Story ; Galatean Press Limited, 3089

NEXT TRACKBrewHaHa; Seed o Discontent 

 

GRAVEYARD SHIFT

SITUATIONINBOUND VECTOR, BENJAMIN 

BENJAMIN MILITARY DISTRICT, DRACONIS COMBINE 

DECEMBER

Excerpt rom Wolnet report 30690228/113Beta, led by

Wolnet agent

We are now working or the Federated Suns, or at least part o it.

 Ater IE bought out our contract, an old riend o Captain Derer 

approached him with an oer. Good pay and excellent salvage rights

were too good to pass up. All we have to do to earn it is participate in

a orce hitting Benjamin in some sor t o reprisal raid.

While it all sounds good, I can see Captain Derer is not happy about 

something. He has not said anything, but I have been around him long

enough to read him, and he is suspicious. Maybe because instead o 

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.........THE CAMPAIGN: 3068

Attacker

 The Attacker consists o element s o the Word o Blake’s

 Twenty-th Division. This orce has Regular skills, uses any Word

of Blake or Free Worlds League RAT, and equals 100% of the

Deender’s deployed orce. Only ’Mech units can be used.

Place units in pairs near any tunnel entrance along one edge o 

the battleeld. I there remains only one unit let ater all pairs havebeen placed, that unit may be placed near a previously placed pair.

Deender Player

 The Defender consists of up to 25% of the player’s total force

and two Silver Dragon ’Mechs. Use any Combine RAT to deter-

mine the two Silver Dragon units. The two stable warriors have

Veteran experience.

 The Deender sets up ater the Attacker. Place hal o the

Deender’s orce anywhere on the battleeld within our hexes o 

each other and at least ve hexes rom any Attacking unit. Place the

other hal o the Deender’s orce along the opposite edge o the

Attacker’s deployment; these should be within two hexes o each

other. One Silver Dragon warrior should be placed with each group.

WARCHESTTrack Cost: 1000

Options

+300 “Live” Arena: All standard Ishiyama Arena rules (see p.

48, MPS7) are turned on.

+350 Night Fighting: Use the Pitch Black rules (see p. 58, TO).

Any o the Deender’s units may be designated with searchlights.

None o the Attacker’s units have searchlights.

OBJECTIVESSpreading the word. At least one o the two Silver Dragon

units must survive the track. [300]

Survival. At least hal o the player’s orce must survive. [500]Conusion. Destroy/Cripple 100% of the Attacker’s force. [800]

SPECIAL RULES The ollowing rules are in eect or this track:

Salvage

 The salvage rule is not in eect or this track unless the Conu

sion objective is achieved.

Endless Tunnels Optional

Use the Endless Tunnels optional rule (see p. 48, MPS7).

AFTERMATH

Outlaw? Wanted? Head on the money block?How is this any dierent rom headlines in rival stable locker

rooms? The Word’s going to have to do more than trite made-or-

press release snap quotes to scare me.

—attributed to Eric Gray, Silver Dragon Stables

NEXT TRACKSeed o Discontent; BrewHaHa; FreeFire Zone

New Avalon’s under siege, and what are the blue-blooded

bastards Sandoval and Hasek doing? Expanding their borders,

setting blood debts with their neighbors, and ignoring the

Blakies occupying the capital!

Hanse Davion must be rolling in his grave, assuming it hasn’t

been obliterated. But the March Dukes’ narrow-mindedness has

cost thousands o lives and or what? Don’t they understand the

Suns’ enemy right now isn’t the Combine or Conederation, but

the Blakies? Are they that blind or just stupid? I was reminded

that we’re mercenaries, not a moral authority. That may be true,

but I don’t have to like it. On the other hand, we did the job with-

out soiling our hands with innocent blood.

We went to Benjamin, ound the Sixth Ghost there, and

destroyed them. We got paid, got some salvage and even picked

up a ew survivors rom a less ortunate mercenary unit. Most

would consider it a protable mission.

But I’ve decided the Cannons won’t take any more Federated

Suns contracts until something changes. It’s not the money. It’s

being able to look in the mirror every morning and knowing

you’re not a part o the problem. I someone doesn’t stop thosetwo idiots, there won’t be a Federated Suns let. I don’t care how

good the money is, I won’t be a part o that destruction.

—Gannon Derer 

NEXT TRACKDenial o Service; BrewHaHa; Living Dead Men; Brute Force; Bul

let in the Blue Sky 

 

RESISTING ARREST

SITUATION

SUBLEVEL -E, ISHIYAMA COMPLEX KOBE DISTRICT, SOLARIS VII 

LYRAN ALLIANCE 

DECEMBER

The only way we’re going to survive and maintain the Solaran

way o lie is i we set aside our dierences, our egos, and our com

 petitive nature and ocus on punching out the invaders.

Then we can get back to the business o kicking each others’ asses

or un and prot.

—attributed to Eric Gray, Silver Dragon Stables

GAME SETUPUse a minimum o six Ishiyama mini-maps (rom MapPack:

Solaris VII ) in random order. Connect the maps in a line whileadjoining the longer sides.

Alternatively, use a mix o Light and Heavy Urban terrain (see

p. 263, TW ). All Paved and Clear hexes denote cavern tunnels that

are Level 6 in height. All building hexes are impassable rock walls.

All Wooded hexes are considered Rubble terrain.

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3069MY BONNIE LIES OVER THE OCEAN

SITUATIONKANDER SEA, SOUTHERN HEMISPHERE 

BLUE HOLE, LYRAN ALLIANCE 

JANUARY

Working or the Lyrans is bad enough. Sure, it’s better than those

Leaguers treated us, but that’s mainly just inancial. But the way 

these socalled ocers act, they’re much more like politicians than

soldiers or leaders. And it’s not like any soldier worth his weight in

cowfop would ever have come up with this “plan.” Seriously? We’re

supposed to guard an underwater building—but only until the Fal

cons get close enough—and then blow it ourselves? I’ve seen more

believable plots on episodes o Eternal Warrior.

—Journal entry for Lt. Roger Goddard, 6 January 3069

Galatea was only slightly worse than this toilet o a planet. At 

least the two new VTOLs and their crews seem to be working out.

Fast spotters should be murder on these Clan assholes. The two new 

MechWarriors leave a little more to be desired, though.

—Journal entry for Lt. Musette Brady, 8 January 3069

GAME SETUPUse Wetlands terrain (see p. 263, TW ). Place one Hardened

Level 2 building (CF 125) in any water hex of Depth 2 or greater

(building will be underwater).

Attacker

 The Attacker consists o elements o the Jade Falcons’ Alpha

Galaxy. The Attacker’s force equals 100% of the Defender’s total

deployed orce and uses any Clan Jade Falcon RAT. For every com-

plete Star, one unit has Elite experience, and the other our are

Veterans.

Deender Player

 The Defender consists of up to 75% of the player’s total force.

In addition, the player’s orce may add ve sea mines o any type

(see pp. 364-367, TO) or three anti-aircrat gun turrets or every

10 units elded.

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.........THE CAMPAIGN: 3069

WARCHESTTrack Cost: 500

Options

+300 Contemptible Birds: Add 25% to the Attacker’s

deployed orce.

+300 High Winds: Use the Strong Gale rules (see p. 61, TO).500 Fist Full o Dollars: Add one Jormungand -class blue-water

cruiser (the BHS Brynhild ) to the defending force (see p. 171, HBHS).

OBJECTIVESDenial. Keep the underwater base rom being captured or

destroyed. [300]

Birdhunting. Destroy/Cripple at least 75% of the Attacker’s

orce. [400]

Prove yourselves. Destroy/Cripple at least 25% of the Attack -

er’s orce underwater. [300]

Don’t sink the Brynhild . I the  Jormungand is in play, it must

survive the track. [300]

SPECIAL RULES The ollowing rules are in eect or this track:

Aerospace Bomb Racks

Aerospace orces on both sides have access to depth charges,

which unction as bombs or purposes o rules and damages, with

the option o how deep the charge submerges beore exploding.

Depth times may be changed during the End Phase. I carrying

split loads o ordinance, the player should note which racks carry

which bombs on their record sheets.

Torpedo Launchers

Non-aerospace units that have access to torpedo racks may

mount them in place o the appropriate LRM/SRM launchers as

normal. The Jade Falcons do not have access to such weapons.

 These racks can be ired only against targets at or below the

water’s surace.

AFTERMATHI can still hear the comms o the men we let behind. Knowing I 

had no choice doesn’t make it any easier to deal with. Maybe it should 

hurt less with them being new to the unit, but it doesn’t. I gure that’s

better than being a callous bastard who tosses men to the enemy and 

leaves them behind while he retreats like a coward with no regard or 

who he’s condemned.

—Journal entry for Capt. Roger Cumberland, 16 January 3069

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Retreat is always a bitter pill to swallow. What’s worse is the new 

guys apparently wanted to prove themselves to be big, bad men

and charged the advancing Falcons. Maybe it’s because they hadn’t 

learned our tactics yet or maybe it’s because they only had shortrange weapons. Either way, they knew we were leaving, yet they 

moved orward anyway. Cumberland had no choice but to order the

lito when the Falcon missiles started hitting the hull. Yeah, retreat’s

bitter, but guilt is ar worse. Hopeully the atertaste won’t drive the

captain back into the bottle.

—Journal entry for Lt. Musette Brady, 16 January 3069

Me and Tailspin did what we could as the Gap Breaker was head

ing or orbit. We got a ew runs in on the Falcon OmniMechs and 

scattered them beore their own ghters closed in. We saw Smitty 

and Jerralds break o and pour on the speed. I hope they got away.

—Journal entry for Lt. Mitch McGrady, 16 January 3069

NEXT TRACKBrute Force; Living Dead Men; Bullet in the Blue Sky; Stirring the

 Anthill 

 

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.........THE CAMPAIGN: 3069

SEED OF DISCONTENT

SITUATIONDROPSHIP TONNANT  , NADIR POINT 

GAMBILON, MAGISTRACY OF CANOPUS

FEBRUARY

I had just gotten the new battle armor platoon up to snu.

I wanted the Baron to see them in action or the rst time. He’d be

 proud o them. And me.

Instead we’re stuck inside the Tonnant while we do this fyby. And 

I’m worried about it. Those Magistracy types aren’t trustworthy. I 

know that bitch was trying to use her cleavage to distract the Baron

during his questioning. And they’re using their own people as decoys.

They’ll do the same to us. We’re just mercenaries.

There’s just something about this mission that makes me eel 

 powerless. It’s all up to the sailors and the fyboys. I didn’t get to plan

anything about it—which makes sense—but now I’m concerned 

that he might hide things rom me.

But he wouldn’t do that, would he? —Hilary Fletcher

GAME SETUP This is an aerospace track. Use a minimum o two Space maps.

Designate one short edge as the objective.

Attacker Player

 The Attacker consists of up to 50% of the player’s total force. In

addition, three Mark VII landing crat with Elite crews (run by the

Magistracy Intelligence Ministry) are attached to the Attacker’s

deployed orce. Beore play, the Attacker designates one o these

units as the objective (or resolving Objective Two, below).

 The Attacker enters rom the edge opposite the objective edge

at a Velocity of 5 or lower at the beginning of the track. The MIM

shuttles enter at the beginning o Turn 2 at a Velocity o 4 or lower.

Deender

 The Deender is comprised o the Thraxan militia and mer-

cenaries. The Thraxan militia equals 25% of the Attacker’s total

deployed orce and has Green skills. The mercenary commands

equal 75% of the Attacker’s total deployed force and are Veterans.

 The Deender’s units may be determined rom Word o Blake, Mag-

istracy, Hegemony and/or Mercenary Random Assignment Table.

 The Deender begins the track within our hexes o the objec-

tive edge at any Velocity.

WARCHESTTrack Cost: 500

Options

+200 Asteroids: Place 2D6 asteroids on the map and use the

 Asteroid rules (see p. 44, SO).

+300 System Deense: Add an Olympus-class space station

(see p. 178, TR57R) with Green experience to the Deender’s orce.

+300 More Mercs!: Add another mercenary force equal to 50%

o the Attacker’s total deployed orce with Regular experience.

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OBJECTIVESGet in, get out, no sacrices. Avoid more than 50% casualties

(Destroyed/Crippled units) by the end o the track. [250]

Successul insertion. The MIM Mark VII landing crat must

survive and exit the designated edge. [500]

SPECIAL RULES The ollowing rule is in eect or this track:

MIM Mark VII Landing Crat

In order to execute a successul insertion, the MIM unit must

perorm a combined total o ive successul sensor sweeps to

determine the best insertion path. To execute a successul sweep,

a MIM crat must declare at the Initiative Phase whether it is per-

forming a sweep or not. If a sweep is declared, roll 2D6 during the

End Phase. A successul sweep is achieved on a roll result o 10

or better. I the crat does not re any weapons during the turn,

add a +2 bonus to the roll. Once 5 successes are logged, the des-

ignated objective crat may exit the playing area through any hex

along the designated map edge.

AFTERMATH The Crusaders were routed to Gambilon ater running relie 

convoys into the hard-hit Rim Commonality or the Coterie. A low

key Magistracy contract, circulated only in select channels, sought

out a command with its own DropShip or “special operations.”

 The loss o contact with the Magistracy had been a matter o con-

cern to IE or some time, so their liaison brought the contract to

Grandin’s attention and strongly encouraged him to accept.

An MIM agent contacted the Crusaders and directed them

to Thraxa’s nadir point, where they met three Mark VII landing

crat crewed by elite Canopian intelligence agents. Two o the

landing crat were designated as distractions; they would break 

away beore hitting orbit to draw o “hostile surace deenders”

while the third, escorted by the Crusaders, inltrated agents in via

HALO drop.

 The mission itsel went smoothly. Mercenar y and militia cra t

lited o-world to engage the landing crat, but the elite skills o 

the MIM pilots kept them rom having an easy intercept. Grandin

recognized one o the commands involved as a company-store

victim o the Word but kept that inormation rom the Canopians.

 The Crusaders’ DropShip Tonnant received minor damage, but the

contract payment covered repairs at an IE yard and then some.

Grandin learned aterward that the drop itsel had been a

distraction or an operation aimed at toppling the collaboration-

ist local government. His later report to IE was one o the rst

signs that resistance to Blakist occupation still existed inside the

Magistracy.

— The Pierre Grandin Story ; Galatean Press Limited, 3089

NEXT TRACKLiving Dead Men; Brute Force; Stirring the Anthill 

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.........THE CAMPAIGN: 3069

DENIAL OF SERVICE

SITUATIONHILLS OF SORROW 

GALEDON V, DRACONIS COMBINE 

APRIL

With most o the Com Guards ighting the Blakists during the

opening shots o the war, ar too many HPG stations lacked adequate

deenses. Considering the HPG blackouts on numerous important 

worlds across the Inner Sphere, ComStar couldn’t aord to take

any more chances on losing District capitals like Galedon V. Sixth

months prior to the FedSuns invasion, intelligence reports were rie

with Davion movements near the border. As a stopgap, ComStar 

hired some mercenaries to look ater the Galedon HPG just beore

Davion orces invaded. As the FedSuns and Combine troops eventu

ally clashed, it was simply a matter o time beore their grudge match

spilled towards the mercs—and erupted in yet more violence.

 And through it all, the Curse fowed among them.— The Death o Galedon; Luthien Press, 3092

GAME SETUPArrange a combination o Light Urban and Hill Terrain maps

(see p. 265, TW ). The Deender designates a building o no more

than six hexes as the HPG station. The upgraded station is consid-

ered a Level 3 Hardened structure (CF 120). The Defender’s home

edge is the one that lies closest to the HPG station.

Attacker

 The Attacker consists o the Second New Ivaarsen Chasseurs,

which is 75% of the Defender’s total deployed force and has Vet-

eran skills. The Second may not deploy aerospace units and usesany FedSuns RAT.

 The Attacker enters rom the edge opposite the Deender’s

home edge.

Deender Player

 The Defender consists of up to 100% of the player’s total force.

Deending units are set up anywhere on the battleeld and up to

hal may be deployed as Hidden Units (see p. 259, TW ).

WARCHESTTrack Cost: 800

Option

+200 Full Moon Night: Use the Full Moon rules (see p. 58, TO.

OBJECTIVESNeither snow nor rain nor heat nor gloom o night… Pre-

vent the HPG station rom being completely destroyed by the

end of Turn 15 [600]

Postage due. Destroy/Cripple 50% of the Attacker’s forces [500]

No more Saturday delivery. The HPG station suers less than

50% damage. [300]

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BREW-HA-HA 

SITUATIONMATHER SWAMP, LOWELLSTOWNE 

TOHELET, FREE WORLDS LEAGUE 

MAY

No sooner had we landed on Galatea than we were contacted by 

this Askai character – the guy who brought us in to Gienah. Said he

wants to make up or the trouble. He oered double our rates and all 

the salvage we could haul o. Problem is, it’s not or six months, and 

it’s back in the Federated Suns. At least it got the boss sober again,

gave him something to ocus on besides guilt.

—Journal entry for Lt. Musette Brady, 11 February 3069

None o us know what the hell the Coterie is, but their contract 

oer was too sweet to pass up. Sure, we were only passing through the

League, but a side job can’t hurt. Besides, this is more suited to us than

ghting the damn Clans. How hard can it be to guard a peat arm? —Journal entry for Capt. Roger Cumberland, 5 May 3069

GAME SETUPUse a mix of Hill and Mountain terrain (see p. 263, TW ). The

Deender places/designates one Medium Level 1 building any-

where on the battleeld.

Attacker

 The Attacker consists o elements o Reed’s Brew and elds a

force equal to 75% of the Defender’s total deployed force. Reed’s

Brew is a Veteran mercenary command and rolls on any Merce-

nary RAT with a –1 modier (to a minimum of 2).

 The mercenaries star t on the map edge arthest rom theobjective building.

Deender Player

 The Defender consists up to 50% of the player’s total force; the

small planetary militia equals 25% of the player’s deployed force

and is Green. The militia uses any Militia RAT to determine orces.

Set up the Deender within eight hexes o the objective building.

WARCHESTTrack Cost: 600

Options

+150 Brute Force: Add a number of mercenaries equal to 50%

o the Deender’s total deployed orce. These units enter at thebeginning of Turn 1D6+2.

+250 Sharpshooter: At least 25% of the Attacker’s force are Elite.

SPECIAL RULES The ollowing rules are in eect or this track.

“Curse o Galedon”

Some o the Second New Ivaarsen Chasseurs are starting to

feel under the weather. Before play, the Attacker secretly rolls 1D6or each Attacking unit to determine whether that unit is aected.

A result of 5–6 indicates the pilot/crew has contracted the “Curse

o Galedon.”

Inected units begin the track with 1 point o pilot damage (i 

applicable), suer a +1 modier or any to-hit rolls or weapon

attacks, and add +2 to any Piloting/Driving Skill rolls (except when

conducting Physical Attacks). Inected inantry units begin the

track below full strength, lacking 5 troopers (if conventional) or 1

trooper (i battle armor).

I a Deending unit captures an inected unit or i two oppos-

ing infantry units are stacked, roll a 1D6: 5–6 means the opposing

unit has contracted the plague, and its pilot/crew/platoon is eec-

tively considered destroyed i it survives to the end o the track.

Also make this roll whenever an inected conventional inantry

unit occupies the same hex as an uninected inantry unit.

Forced Withdrawal

All orces are operating under Forced Withdrawal (see p. 258, TW ).

Salvage

Due to rampant plague rumors, there is no salvage available

or this track.

AFTERMATH The Second New Ivaarsen Chasseurs used the cover o dark-

ness and blitzkrieged the HPG, surprising the ComStar mercenary

garrison. In the ensuing carnage, no one knows whose shots were

responsible or sending that massive HPG dish screeching to the

pavement.

Shortly ater the battle, some disturbing reports o epidemic

spread across the local news broadcasts, and a ew o the gar-

risoned troops on both sides began reporting coughing and

dizziness. Immediate quarantine protocols only resulted in slow-

ing the plague’s spread, prolonging the coming tragedy by a ew

months.

—The Death o Galedon; Luthien Press, 3092

NEXT TRACKBullet in the Blue Sky; Brute Force; Panic and Pain

 

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.........THE CAMPAIGN: 3069

BULLET IN THE BLUE SKY 

SITUATIONRUINS OF LAW CITY, TOKYO ISLAND

LUTHIEN, DRACONIS COMBINE 

JULY

 Journal Entry #740

We have an odd mission into a blast urnace o a situation.

Luthien Armor Works has hired us to escort a team to Luthien to

examine their actories there. I don’t know how there can be anything

let—the Blakists nuked the place. But LAW wants to be sure, and 

they don’t want to depend on the loyalist orces or security.

So here we go, right into the middle o a threeway war between

the Combine loyalists, the Black Dragons, and the Word o Blake.

When we landed, the Combine loyalists warned us o an impending

Black Dragon attack. Ater consulting with the LAW team leader, Dr.

Linna Yamazaki, we decided to wait. I’ve oered the First Genyosha

CO the Cannons as a mobile reserve as a gesture o goodwill. I wehave to get involved, I want to do it on our terms.

—Gannon Derer

GAME SETUPUse a mix o Dense Urban and Industrial Zone (see p. 11). All

buildings on the battlefield have suffered 1D6x10 CF damage.

Buildings may be destroyed rom this assigned damage. Each

side secretly selects two building hexes per eight units elded

(round up) as the objective buildings; these buildings should still

be standing.

Both sides must use units that incorporate Environmental Seal

ing (see p. 216, TM).

Attacker

 The Attacker is a combination o elements rom the Second

Sword o Light (Kokuryukai ), Sixth Benjamin Regulars, and Forti-

eth Dieron Regulars. Use any Combine RAT to determine orces.

 The Second Sword o Light units have Elite skills, the Sixth Regu-

lars have Veteran skills, and the Fortieth Regulars have Regular

skills. The total deployed force is 100% of the Defender’s deployed

force. The Fortieth Regulars make up no more than 30% of the

Attacker’s total orce.

 The Attacker enters the battleeld rom two map edges that

are perpendicular.

I the player opts to support the Attacker, they replace the For-

tieth Regulars orces.

Deender

 The Deender is made up o a combination o elements rom

the First Genyosha, Word o Blake Ninth Division, and the Sathen’s

Snipers mercenary unit; the total combined force is 100% of the

Attacker’s deployed orce.

OBJECTIVESDeend target. The objective building must survive the track.

[150]

Inormation. Capture or cripple one mercenary unit; that unit

must survive at the end o the track. [250]

Eliminate the threat. Destroy/Cripple more than 75% of theAttacker’s orce. [300]

SPECIAL RULES The ollowing rule is in eect or this track:

Reed’s Brew

Reed’s Brew isn’t suicidal but they are out to prove that

they’re more than just a “party patrol.” They will begin to with-

draw (using Forced Withdrawal rules, p. 13) only after they take

more than 50% losses.

AFTERMATH That was easily the strangest contract we’ve ever had. Sure, we

kept those Reed’s Brew jokers rom crossing the peat bogs, but I’ll

be a damned Capellan monkey i that was their target. They came

in the same time other raiders hit the staging area or the land

trains. Either they were a diversion or they were supposed to hit

the city rom the opposite side as the other pirates. Whatever their

plan, we stopped them cold. They’d hardly gotten out o sensor

range beore these Coterie DropShips arrived. They claimed they

were there to “inspect the damage” to the peat bogs, but no one

believed that. Seems to me their real purpose was to give us our

marching orders. That suited us just ne, since they paid up rst.

Now we just have to hope we can make it to Caselton in time or

whatever Askai’s got planned or us next.

—Journal entry or Capt. Roger Cumberland, 6 May 3069

I may be just a tank jockey, but there was something real

strange about that whole business on Tohelet. Not sure anyone

else thought o it, or maybe they did and just didn’t wanna say

anything. What’s got me, though, is how the Coterie knew there’d

be raiders hitting there, and when, and rom what direction.

Makes me wonder i they were behind it but wanted it to look like

they cared about the people. Is that League politics?

—Journal entry or Lt. Roger Goddard, 8 May 3069

NEXT TRACKBrute Force; Liberation; Living Dead Men

 

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AFTERMATHExcerpt rom Wolnet report 30691022/113Beta, led by

Wolnet agent Ramrod

 The situation on Luthien is a tangled web o honor, anaticism,

and insanity.

 The Kokuryukai and the loyal samurai are locked in a deathstruggle, with the goal to exterminate the enemy. Ironically, the

Word o Blake orces on Luthien are probably the least anatical

troops o the three sides.

At rst, Taisa Shih Chou was not happy to see us. It took a

lot o ocial paperwork rom LAW and explanations rom both

Captain Derer and Dr. Yamazaki. Finally convinced, Chou told us

we could not go out because the area we wanted to go was in no

man’s land and the Kokuryukai was launching an attack against

this part o the line.

 The captain decided that we had to assist Chou, to show we

weren’t the enemy and to keep Yamazaki and her team sae. We

placed a couple o lances under Chou’s command when they

moved out against the enemy.

When we reached the battleeld, the Kokuryukai orces were

already rolling over a Blakist orce. Chou ordered us to stay back 

while the Genyosha hit both Kokuryukai and Blakists like a tidal

wave. We moved around, shoring up weak points in the Genyo-

sha’s line but otherwise staying out o their way. I have never seen

such a brutal battle in my lie. No quarter given or asked by any-

one. Captain Derer called it a matter o Kuritan honor.

I called it insane.

NEXT TRACKStirring the Anthill; Panic and Pain

 

BRUTE FORCE

SITUATIONSITE B, CASSINI BELT 

CASELTON, FEDERATED SUNS

SEPTEMBER

I can’t believe I was in such a bad state that I took this contract.

Brady tells me I did, though. This Askai could not have been up ront 

about the job. There’s not enough booze on Galatea to make me

take this contract i I’d known we’d be attacking the Second Davion

Guards. Not only does this deal make me eel like a damn traitor, I 

don’t think we could beat the Guards even i they gave us a handicap.

I’ve already had the techs paint over our insignia and change the Gap

Breaker’s transponder. One thing’s sure, even i we win, we still lose,

because we’ll never be able to go home again. We’re supposed to hit 

some mining site in the asteroid belt. I just hope it stays quiet that my 

orders are to target only the turrets and not the Guards.

—Journal entry for Capt. Roger Cumberland, 8 September 3069

The First Genyosha uses any Combine RAT and has Elite skills;

they do not cooperate with the mercenaries or the Ninth Division

and will re on them when opportunity presents itsel. The First

Genyosha is 50% of the Attacker’s total force.

 The Ninth Division uses any Word o Blake or ComStar RAT and

has Veteran skills. The Snipers use any Mercenary RAT and have

Veteran skills. These two orces will cooperate with each other.

 The Snipers make up no more than 30% of the Defender’s com-

bined total orce.

Any Word of Blake forces set up within 3 hexes of one map

edge, acing towards the center o the battleield. Any DCMS

orces may set up anywhere on the battleeld, but must be at

least 5 hexes away from the edge and may not set up within 4

hexes o any Word o Blake units.

I the player opts to support the Deender, they replace either

the Snipers or the Genyosha orces.

WARCHESTTrack Cost: 600

Options

+100 Rainy Day: Use the Moderate Rainall rules (see p. 59, TO).

OBJECTIVESSeizure. Retain control o as many designated buildings as

possible by the end o the track. [50 or each building]

Maximum damage. Destroy/Cripple at least hal o the oppo-

sition’s total deployed force. [500]

SPECIAL RULES The ollowing rules are in eect or this track:

Scanning

Use the Scanning rules (p. 14) to determine the opponent’s

objective buildings.

Seizing Buildings

In order to take control o a building, an operational unit

(including units that are Crippled but not Destroyed) must remain

in an adjacent hex for at least 5 turns. If any enemy units are adja-

cent to the same building during the End Phase o a turn, that

turn will not count towards the total. Units do not need to be

in contact the entire time, but the player’s orce must maintain

uncontested contact or a total o ve ull turns.

Destroying a building has no eect on seizing the location or

objective purposes.

Support Troops Player

 The player can substitute up to 25% of their total force on

either side.

Time Limit

 The track ends after the End Phase of Turn 15.

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.........THE CAMPAIGN: 3069

have Gunnery Skill 3 for this track. To reect their quirky re con -

trol systems, each turret suers a +1 penalty to all to-hit rolls i the

hex containing the turret is covered by enemy ECM.

AFTERMATHWe made a good show o it, i nothing else. We steered clear

o the Guards, mostly, and took out the turrets one by one. Then

we hit the power station that Askai had assigned to us. Fat lotta

good that did. His sources reported that the generators ed the

entire mining site, but ater it was gone the place sure looked like

it was still operational. It also still had the Guards protecting it, so

we got the hell out o there while we could. Yeah, we ullled the

contract, but at least we didn’t completely abandon our loyalty to

the Federated Suns.

—Journal entry or Capt. Roger Cumberland, 10 September 3069

Sensors recorded a large wave o incoming transports as we

were vectoring back to our JumpShip. IFFs were not available, so

it was likely an assault orce. Their destination is not our concern.

Maintained course and reported contacts to Captain Cumberland.

—Ship’s log entry or Unionclass DropShip Gap Breaker , 11 Sep

tember 3069

I guess we’re headed into the Combine. That’s where this

JumpShip is headed anyway. Dad’s hoping to get some work as

we travel. Grizzell’s complaining that we took a lot o hits on that

asteroid but got none o the salvage that Askai had promised.

Dad says to be happy we got away without being identied. At

times like these I think he wishes he were still in the AFFS.

—Journal entry or Lt. Roger Goddard, 16 September 3069

NEXT TRACKLiving Dead Men; Panic and Pain; Binge, Purge, Flush

 

LIBERATION

SITUATIONNEW WYATT, ROMULUS

OUTREACH, BLAKE PROTECTORATE 

OCTOBER

The Word o Blake has chosen to insult Wol’s Dragoons and 

intimidate the local populace by parading Major Tara Lucas through

Outreach’s cities. She might have been part o the disaster at Mars,

but being used to demoralize one’s own people is a disgrace. The

Word must pay. But rst, Tara Lucas must be reed. Being captured by the enemy should never result in such treatment. Absorption into the

unit, certainly, or subjugation i incapable o serving a useul purpose,

 perhaps. Tara Lucas might be old by Clan standards, but this is the

Inner Sphere. She has many years o service let to provide. She will 

be a useul asset in prosecuting the campaign against the occupiers.

—Journal entry for Maj. Elson Novacat, 12 October 3069

GAME SETUPUse Mountain terrain (see p. 263, TW ). The Attacker places the

headquarters, a Level 2 Heavy building (CF 80) within ve hexes of 

one map edge. The Deender places the power station, a Level 1

Medium building (CF 50) within ten hexes of the HQ building. This

track also uses the Low Gravity  (see p. 55, TO) and Vacuum rules(see p. 54, TO).

Attacker Player

 The Attacker consists of up to 100% of the player’s total force.

 The Attacker deploys on the map edge arthest rom the HQ

building. Starting Velocity (if applicable) must be 3 or lower.

Deender

 The Deender consists o elements o the Second Davion

Guards RCT. The Defender’s force equals 100% of the Attacker’s

total deployed orce, has Elite experience, and uses any FedSuns

RAT. Add ve RAC 2 turrets (CF 60; 20 rounds per turret) and place

the turrets beore the Attacker deploys. Turrets must be no ar-

ther than twelve hexes rom the power station.

 The Deender deploys on the map edge closest to the HQ

building. Starting Velocity (if applicable) must be 5 or lower.

WARCHESTTrack Cost: 700

Option

+250 Transport Glitch: Part o the Attacker’s transportation

gets separated rom the main group or develops mechanical

problems; reduce the Attacker’s force build by 25%.

OBJECTIVESTake down that network! Destroy the power hub and all tur-

rets. [250]

Sever system coordination. Destroy the headquarters build-

ing beore the power hub and turrets. [250]

Soten ’em up! Destroy or cripple at least 75% of the Defend -

er’s orce. [500]

SPECIAL RULES The ollowing rules are in eect or this track:

Commander

Add a Commander to the Defender’s side (p. 13). The Initiative

bonus or the Second Davion Guards commander is +2.

Forced Withdrawal

 The Second Davion Guards ollow Forced Withdrawal rules (see

p. 258, TW ).

Turrets

In addition to ollowing the rules or Gun Emplacements (see

p. 117, TO), each turret is independently powered and rotated; the

destruction o the power station does not aect them. All turrets

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OBJECTIVESSave Lucas! Attacker must ree Tara Lucas (see Special Rules,

below) and exit any edge. [500]

Slaughterhouse. Destroy/Cripple at least 50% of the Defend-

er’s orce. [300]

SPECIAL RULES The ollowing rules are in eect or this track:

Forced Withdrawal

Both sides are operating under Forced Withdrawal rules (see p.

258, TW ) unless negated by special unit rules.

Tara Lucas

 The Deender must place Tara Lucas in a vehicle at the center

o the parade units. Because o her value, the Word will not kill

her but attempt to remove her rom the battleeld as quickly as

possible. To ree her, an Attacking unit must occupy the same

hex as the vehicle during the Physical Attack Phase. The Attacker

makes a modied Swarming roll with a –3 To-hit modier. If suc -

cessul, Tara Lucas is reed and becomes a 1-trooper unarmed

oot inantry unit controlled by the Attacker. I the roll ails, the

Attacker’s unit was repelled by the vehicle operators and must

make another attempt next turn.

AFTERMATH The battle was a per ect success. The Word o Blake occupiers

were caught completely by surprise. We slaughtered those who

stood between us and Major Tara Lucas. The guards tasked with

securing her were a minor nuisance as we literally tore them apart

or daring to stand between us and the honorable mission we

had undertaken.

Unortunately, my prior assessment o the useulness o Tara

Lucas to our eorts was premature and incorrect. It seems the

Word o Blake subjected her to physical and psychological tor-

ture, both on Mars and since her arrival on Outreach. She seems

much like those who succumb to combat atigue, also known as

shell shock. She has withdrawn into hersel and is nearly cata-

tonic. We have sought to make her comortable in the hopes she

will recover and take an active part in the war with the occupiers.

 The Word o Blake torturing her only compounds their dis-

honor in displaying her as some war trophy. The Blakists we killed

during her liberation shall be the ortunate ones. The Word o 

Blake deserves no better treatment than pirates and other dezgra.

We shall educate them on the proper prosecution o war against

such elements.

—Journal entry or Maj. Elson Novacat, 16 October 3069

NEXT TRACKStirring the Anthill; Click, Click, Boom

 

GAME SETUPUse a mix of Badlands and Light Urban terrain (see p. 263, TW).

Connect the two opposite edges with a road (i none available),

converting necessary hexes into Level 0 Paved. This road is the

parade route the Blakists will use. Both sides alternately place a

total of 2D6 unarmed infantry platoons to represent the locals. The Attacker secretly designated 1D6 of these platoons as armed.

Determine home edges as normal.

Attacker Player

 The Attacker is a mix o Outreach rebels, Dragoon sur vivors,

and the player’s group. Only light and medium vehicles and inan-

try may be used. Rebel units are Green and use any Periphery RAT;

Dragoon survivors are Veteran and use any Mercenary or Clan

Wolf RAT. The player may use up to 25% of their total force and is

under the same unit restrictions.

 The Attacker adds to their total deployed orce the ollowing

Hidden Units (see p. 259, TW ): 5 light vehicles (Regular skills) and

one Star o Elementals (our Points are Veteran, one Point is Elite).

Hal o the Attacker’s orce enters rom any battleeld edge

except where the parade route begins; the other hal enters rom

the end o the parade route. Both orces enter at the beginning

o the track.

Deender

 The Deender consists o elements rom the Outreach Protec-

torate Militia and is 125% of the Attacker’s total deployed force.

 They have Regular skills and use any Word o Blake or Militia RAT;

only inantry and light and medium vehicle units are available.

Designate one vehicle unit as carrying Tara Lucas.

Set 25% of the Defender’s force aside as reinforcements,

which enter the battleeld closest to the largest concentration o 

the Attacker’s force during the Movement Phase of Turn 6. The

remainder enters rom one end o the parade route at the start

o the track and should attempt to remain along the route until

attacked.

WARCHESTTrack Cost: 250

Options

+250 Escorts: The Deender adds a lance o light BattleMechs;

these are placed along the parade route beore the start o the

track.

100 Even odds: Reduce the Defender’s size to 75% of the

Attacker’s deployed orce.

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500 Early Reinorcements: The Deender may bring in

additional reinforcements. These troops may be up to 50% of the

Deender’s total deployed orce. These units enter during the Move-

ment Phase o Turn 4 rom the map edge closest to the HPG station.

OBJECTIVESDeend with your lives! The HPG station must survive the

track. [300]

We need inormation. Cripple or capture an attacking unit

and ensure that unit survives the end o the track. [500]

Remain in control. At least 50% of the Defender’s deployed

orce must survive. [400]

SPECIAL RULES The ollowing rules are in eect or this track.

Git

I the player achieves at least two objectives, their employer

gives them an additional 200 WP with which to purchase new

units. These points may not be used or any other purpose.

AFTERMATHWhile transiting the Talitha system in November, the Crusad-

ers received an oer directly rom Precentor Ibrahim Ghazni. The

Blakist had a hole in the scheduled mercenary coverage o the

planet’s HPG compound and was oering high rates or any com-

mand that would take the slack or December. Grandin decided

to accept the oer to bolster his accounts while he searched or a

new contract. Neither Ghazni nor Grandin expected the Crusad-

ers to ace combat.

 The remains o the Allied Mercenary Command had dier-

ent ideas. The Third Dismal Disinherited and Burton’s Brigade,

melded into a single unit in the atermath o their deeat on Hall,

had learned o the gap and made a raid on Hall in early Decem-

ber. Their combat drop right on top o the HPG Compound in

 Tagus came with minimal warning. The brutal urban combat that

ensued saw the Crusaders ghting or their lives against a supe-

rior orce while the planetary militia mobilized.

 The new battle armor turned the tide o the struggle. The suits

were at home in the cramped spaces o the megalopolis, and the

Dismal Disinherited lacked combined-arms support to deal with

them. Swarm attacks led by Mad Jack Cunningham brought down

Disinherited commander John Marik-Johns, adding to the chaos

caused by the drop. The arrival o militia reinorcements swept

the remaining enemy mercenaries rom the city, eliminating one

more AMC unit. Grandin was repaid generously with salvage and

came out at a new prot despite heavy damage to his ’Mechs.

— The Pierre Grandin Story ; Galatean Press Limited, 3089

NEXT TRACKClick, Click, Boom; Binge, Purge, Flush

 

LIVING DEAD MEN

SITUATIONHPG COMPOUND AA-, TAGUS METROPOLIS

TALITHA, FREE WORLDS LEAGUE 

DECEMBER

4/12/69: It’s disappointing to not ind more engaging assign

ments ater nally getting the Tonnant back, but the contract rate

was too good to turn down. We’re only supposed to be here or a

month beore the other mercenaries arrive, at least, which’ll also give

more time to integrate the new aerospace ghters. And seeing Pre

centor Ghazni manipulate the local legislature has been instructive.

The only real downside is that Hilary has more time to pester me.

Dealing with her inatuation is more and more bothersome. Fortu

nately, or whatever reason she won’t press the issue aggressively.

Stupid woman. I you want something you have to take it.

 And I eel some satisaction being here watching the League all 

apart. This is what democracy inevitably leads to. The weak and unworthy hobble the strong, and the system collapses. We were right.

—Pierre Grandin

GAME SETUPUse Urban terrain (see p. 263, TW ). Designate one building as

the upgraded HPG Station; it should be at least o Heavy con-

struction and a minimum o three levels in height.

Attacker

 The Attacker comprises elements o the Third Dismal Disin-

herited and Burton’s Brigade mercenary commands. The AMC

units should be 150% of the Defender’s total deployed force

and are o Veteran skill level. The Disinherited units roll on anyFedSuns, Lyran, or Mercenary RAT. The Brigade’s units (o which

there should be no more than nine units) roll on any Mercenary

or Militia RAT.

 The Attacker may choose two map edges rom which to enter

but must declare one edge as the home edge.

Deender Player

 The Defender consists of up to 100% of the player’s total

orce. The Deender sets up anywhere within 10 hexes o the HPG

station.

WARCHEST

Track  Cost: 750Options

+300 Combat Drop: The Attacker may drop up to 100% of its

orce using the Dropping Troops rules (see p. 22, SO).

+300 High Winds: Use the Storm rules (see p. 61, TO)

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OBJECTIVESNew ’Mech, new toys. Capture an Ocelot by crippling it; the

unit must survive the track. [200]

Smackdown! Destroy/Cripple all deending orces. [500]

Dragon’s bite. The Kage unit must succeed with an anti-Mech

attack. [200]ISF intel wanted. Capture at least three Nova Cat MechWar-

riors. Cripple units without killing the pilot; units must survive the

track. [300]

SPECIAL RULES The ollowing rules are in eect or this track.

Clan Honor

 The Nova Cats do not honor  zellbrigen with mercenaries but

do suer a +2 penalty to all physical attack rolls.

Salvage

No salvage is possible during this track.

AFTERMATH Journal Entry #965

I was right—this wasn’t a training mission.

 This wasn’t a second-line Nova Cat unit we aced but the First

Nova Cat Guards themselves. In addition, the Cats had a brand-

new light ’Mech with the same speed and jump prole as a Stinger  

or Wasp but with more repower, including some monster laser

that makes a PPC look like a targeting laser. Thank the deity

upstairs that they couldn’t use them eectively.

We ollowed the signal as instructed and ound the Kage-

suited DEST squad just as the Cats ound us. They tried pushing

though us, but we held rm and stopped them cold. Once the

DEST squad was behind us, we began a retreat, only to have more

Cat s show up behind us! For a ew minutes, we were the meat in

a Clan sandwich until Amanda and her lance pummeled the rst

Cat orce while I hammered the second. The Cats nally pulled

back, and we got out o there.

We took down ve Cat ’Mechs, including one o those new

designs, and let another our in poor shape. Although we didn’t

lose anyone, several ’Mechs, including mine, are going to need a

lot o work. The DEST squad got shot up, and only two o them

reached the extraction point.

But… mission accomplished. The Combine paid up and even

threw in a bonus. We broke about even, but I think we’ll move on.

—Gannon Derer 

NEXT TRACKClick, Click, Boom; Panic and Pain; Binge, Purge, Flush

STIRRING THE ANTHILL

SITUATIONMIGHTY SPINE MOUNTAINS

 AVON, DRACONIS COMBINE 

DECEMBER

Excerpt rom Wolnet report 30700218/109Beta, led by

Wolnet agent Ramrod

 Apparently, we impressed someon e up the Combine chain o 

command. They want us to help with some smallunit and counter 

intrusion training with the Nova Cats on their worlds. They are oer

ing good money, and Captain Derer is not about to turn it down, but 

he and I both think we are not being told the entire truth. The entire

Inner Sphere has gone to hell in a handbasket, and the Dracs are

working on smallunit tactics? How is that not suspicious? 

 Anyway, we are told the mission is simple one. There’s a DEST 

team on Avon. We are supposed to sneak onto the planet, extract 

the team and get out, all under the Cats’ noses. It is supposed to be atraining exercise, but I do not need the Captain’s sixth sense to tell me

that we are not being told everything.

GAME SETUPUse a combination of Hills and Flatlands terrain (see p. 263,

TW ). The Attacker chooses one o the short edges as their home

edge.

Attacker Player

 The player may use up to 25% of their total force. Add a single

squad o Kage battle armor to the orce; this is a Draconis Elite

Strike Team (DEST). The DEST squad begins no more than six

hexes rom the side opposite the Attacker’s home edge.

Deender

 The Deender is elements o the First Nova Cat Guards, all Elite

troops, and equals 150% of the Attacker’s total deployed force.

Use a mix o any Combine or Clan Nova Cat RATs to determine

orces. The Deender’s orce should include one to three Ocelots

(see p. 136, TR75).

Up to hal o the Deender’s orce enters during the Move-

ment Phase o Turn 2 rom the edge opposite the Attacker’s home

edge. The remainder enters ater the Kage unit is within one hex

o an Attacker’s unit and enters rom the Attacker’s home edge.

WARCHESTTrack Cost: 900

Options

+600 Polar Mission: Consider all Clear hexes as covered in

Ice (see p. 50, TO) In addition, replace all Woods hexes with Deep

Snow (see p. 41, TO).

+500 Visionaries: Deploy up to 25% of the Defender’s force as

Hidden Units (see p. 259, TW ).

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THE CAMPAIGN: 3070 .........

3070CLICK, CLICK, BOOM

SITUATIONNAG’S HEAD PLAINS

DONEGAL, LYRAN ALLIANCE 

APRIL

I don’t like the LIC. I don’t like the way that spook looked at me like

he knew who I was. Like he was judging me. Do they know? Could 

they send bounty hunters or Loki ater me i the Baron reused them? 

He didn’t. O course not. He cares too much or me. Even i he can

be so oblivious at times.

But what are they going to want in the uture? 

I thought it would be nice being back in the Alliance, but I just 

want to get out o here as soon as possible. Maybe he would eel the

same way. We could run away into the Periphery. There’s more than

enough money. Some backwater planet would welcome us i we

could keep them ree o pirates.

I hope we can nd these VIPs quickly…

—Hilary Fletcher

GAME SETUPUse a mix of Badlands and Mountain terrain (see p. 263, TW ).

 The Attacker designates one map edge as the objective edge.

Attacker

 The Attacker consists o Veteran elements o a Word o Blake

Hunter force. The Attacker’s force equals 100% of the Defender’s

total deployed orce. In addition, or every six units elded by the

Attacker, one unit is Elite. Use a mix o Word o Blake, Free Worlds

League, Lyran, and ComStar RATs.

 The Blakist units enter rom the designated objective edge.

Deender Player

 The Defender consists of up to 50% of the player’s total force

and enters rom the edge opposite the designated objective

edge. In addition, place one Goblin Inantry Support Vehicle

(or other APC) near the center o the playing area. This unit has

Regular experience and receives a –2 Cruising MP due to motive

system damage.

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.........THE CAMPAIGN: 3070

PANIC AND PAIN

SITUATIONTHE BURRENS, ALGONQUIN ISLAND

 AN TING , DRACONIS COMBINE 

APRIL

Cumberland didn’t need to tell any o us twice. Once word got out 

that these plague victims had come rom Galedon, we were all wearing SCBA rigs and buttoning up tight in our ’Mechs. God help me, I 

do not wanna die o plague. Let it be some aceless enemy across the

eld o battle, not some damn germ.

—Journal entry for Lt. Musette Brady, 10 April 3070

Police duty’s hardly glorious, but it’s easy and pays the bills. The

locals were so desperate or our help they gave us a huge load o sup

 plies up ront. That settled Grizzell down. We set up base away rom

any population centers. It wasn’t that long ago we were killing the

Dracs on Matsuida, so the less time we spend among them, the less

chance we’ll be recognized. Or inected.

—Journal entry for Capt. Roger Cumberland, 20 April 3070

WARCHESTTrack Cost: 1,000

Options

+500 Brutality: Increase the ratio o Elite warriors on the

Attacker’s side to one or every our Veterans.

+300 Cyberup: Convert the Deender’s Elite warriors into Tau

soldiers (see p. 120, JH72).

OBJECTIVESSave the suits! The objective vehicle must survive the track 

and/or exit o the Deender’s starting edge. [500]

Break the Blakist spine. Destroy every Elite warrior in the

Attacker’s orce. [250 each]

Burn the body. Destroy every attacking unit. [1,000]

SPECIAL RULES The ollowing rules are in eect or this track.

Word o Blake

 The Blakists become more aggressive as they take damage.For every two hits suered by the pilot, each pilot gains —1 to all

weapon to-hit rolls. Conversely, or every two Elite warriors elimi-

nated from battle, the Word of Blake forces suer a –1 penalty to

Initiative rolls. The Word o Blake orces will not surrender or retreat.

AFTERMATHA lack o available military assets orced the LIC to turn to mer-

cenaries or backup when it came time to inltrate Donegal. The

Crusaders came recommended by sources within IE, and while

the Lyrans were smarting or everything else, they were never

short on money. A generous payment and perormance bonuses

were more than enough to lure Grandin into their employment.

 The target was a convoy o VIPs trying to escape Blakist pursuit

in the badlands o the Nag’s Head Plains. The Crusaders landednear the Goblin serving as an escape vehicle and discovered that

the VIP was Ruth Kirkland, CEO o ComPress. Baron Grandin was

deep in argument with his LIC liaison when a Blakist hunter-killer

team caught up with them.

 The Manei Domini plowed through Grandin’s outer line with

contemptuous ease. The unit’s vehicle orce was almost wiped

out trying to stall them. Grandin was barely able to keep his

’Mechs rom routing. It was only a suicidal stand by the unit’s

new battle armor platoon—led in by Fletcher and aided by LIC

personnel—that bought him time enough to rally the company.

Concentrated re managed to bring down the enemy ’Mechs one

by one, but they inicted heavy damage to the entire command.

 The LIC obtained inormation about conditions on the planet, so

they counted the mission a success. The inormation about the com-bat abilities o the Manei Domini netted the Crusaders a bonus to

cover the damage the cyborgs inicted on Grandin’s surviving units.

— The Pierre Grandin Story ; Galatean Press Limited, 3089

NEXT TRACKBinge, Purge, Flush; Celestial Calamity; Grim Death; Reasserting

 Authority 

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THE CAMPAIGN: 3070 .........

GAME SETUPUse any combination of terrain (see p. 263, TW ) set up in a

Chase ormat. The Initiative winner selects their home edge; the

opposite edge is the opposing side’s home edge.

Attacker Player The player may use up to 25% of their total force. The Attacker

sets up within eight hexes o its designated home edge.

Deender

 The Deender’s orce consists o elements o the poorly armed

planetary militia and several civilian vehicles. The armed portion

of this force equals 50% of the Attacker’s total deployed force

and use any Militia RAT. There are 20 civilian vehicles, determined

at random. (It is recommended the Deender use TRVA, but any

source is acceptable.) Any weapons on these vehicles are consid-

ered inoperable. All Deender units are Green.

Up to three civilian vehicles enter on every odd turn, begin-

ning with Turn 1. The militia force enters the area on Turn 5.

WARCHESTTrack Cost: 1,100

Options

+500 Human Flood: Add another 20 civilian vehicles to the

Deender’s orce. These units enter on every even turn starting

with Turn 4. A maximum o our vehicles enter per turn.

+500 The Dragon is Watching: Add +2 modier to all Attacker

to-hit rolls, to reect extra care being taken as several Combine

ocials watch or casualties.

+300 Kittens With Claws: Any weapons on the civilian

vehicles are unctional; weapon operators are considered Green.

 These vehicles only re when red upon.

OBJECTIVESContain the outbreak! Stop as many vehicles as possible

rom exiting the area. [100 each nondestroyed vehicle at the

end o the track ]

Stand down! Cripple (but do not purposeully destroy) all

militia orces. [700]

Avoid casualties. Do not kill civilians. [200 each civilian

vehicle destroyed]

SPECIAL RULES The ollowing rules are in eect or this track.

Civilian Vehicles

In order to get a vehicle to stop, an attacking unit must move

within one hex o a civilian unit and call or that unit’s surrender. Dur-

ing the End Phase, roll 1D6 for that civilian vehicle. On a result of 1 to

4, the unit ignores the command. On a 5 or 6, the unit surrenders. The

Attacker may modiy the roll by hitting the vehicle with a non-lethal

attack (any attack that causes damage of 3 points or less), which adds

a +1 bonus. For each successive attempt, add +1 to the roll.

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Civilian vehicles may be any unit that has a motive system o 

Airship, VTOL, Hover, Wheeled, Tracked, or Fixed Wing; each civil -

ian vehicle can move no aster than hal its maximum speed. Each

attacking unit may only demand the surrender o one civilian unit

per turn. Civilian vehicles that exit the battleeld rom any edge

they did not enter rom ater crossing at least hal the battleeld

are considered escaped.

Salvage

 There is no salvage or this track.

AFTERMATH“Dammit, I said disable them only! Do not destroy them!”

“It ain’t that easy, Captain. These cars and trucks o theirs just

sort o go up no matter how sot we hit ‘em.”

“I won’t hear any damn excuses, Stallworth! Next one that

goes up, it’s your ass.”

“…Copy that, Captain.”

—BattleROM recording or Capt. Roger Cumberland, 23 April 3070

Looks like we wore out another welcome. Damn Dracs any-

way. All they had to do was stay in their quarantine zone. Why the

hell’d they have to try and get out? And what’s with the locals? I 

they wanna avoid the plague, why the hell get closer to the sick 

and attack them? And people talk down about the educational

system in the Federated Suns. At least we’re smart enough to

keep our distance rom a quarantine zone.

—Journal entry or Lt. Roger Goddard, 24 September 3070

 That no good con-man Dexter “Fleece ‘em then Shear ‘em”

Conrad ound us another job. It might be tight getting there in

time. Sheratan’s in the Chaos March. The Grim Determination

has set up shop there and whoever’s paying us or this job wants

the mercs gone. Apparently it doesn’t matter how we do it. Only

thing, how the hell is an understrength company supposed to

take down an entire regiment? I hope they’ve gotten some other

good hands to help out, or we could be in or a really bad time.

—Journal entry or Lt. Musette Brady, 30 September 3070

NEXT TRACKGrim Death

 

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THE CAMPAIGN: 3070 .........

Deender

 The Deender consists o orces rom Warrior House Imarra,

the Third Canopian Fusiliers, and the Red Lancers. Warrior House

Imarra has Elite skills, makes up no more than 25% of the Defend-

er’s deployed orce, and uses any Capellan RAT with a bonus o 

+3 to the roll result. The Fusiliers have Regular skills, make up no

more than 50% of the Defender’s deployed force, and use a mix

o any Canopian, Periphery, or Mercenary RATs. The Red Lancers

have Veteran skills, make up no more than 25% of the Defender’s

deployed orce, and use a mix o Capellan or Mercenary RATs.

Designate one unit as the overall commander; this unit has

Elite skills.

 The Deender may enter on any edge o the battleeld at the

beginning o the game.

WARCHESTTrack Cost: 600

Option

+200 Evacuations in Progress: Groups o civilians are desper-

ately trying to get o the battleeld. Each side places six unarmed

foot infantry platoons (to represent a civilian crowd) at least 8

hexes rom a map edge. These platoons are considered to be

enemy units to both sides or purposes o stacking. Each turn the

crowd moves its maximum speed to the closest map edge, avoid-

ing any hexes containing ire and/or smoke. Casualties to the

evacuees reduce this award by 2 points or each civilian killed by

any combatant on the battleeld. I this optional bonus is taken,

reduce all water hex depths on the battleeld by one.

OBJECTIVESHeadhunting! Destroy/Cripple the designated opposing

commander before friendly forces suer 25% losses. [300]

No mercy. Destroy/Cripple all o the opposing orces. [400]

SPECIAL RULES The ollowing special rules are in eect or this track:

Dragon’s Breath

 The Dragon’s Breath MechWarriors are adept sharpshooters

with an eye toward salvage, and so can reduce the penalty or

Called Shots by 1 (see p. 78, TO).

For more information on the Dragon’s Breath, refer to p. 31 in

MS2.

Support Troops Player

 The player can add up to 25% of their total force on either side.

Augment the opposing side with an equal amount o orce.

Third Canopian Fusiliers

During any turn in which the Deender wins the Initiative, they

may move hal their current Third Canopian Fusiliers units (round

down) ater all attacking units have moved rst.

SIGNS OF THINGS TO COME

SITUATIONOUTSKIRTS OF FORBIDDEN CITY 

SIAN, CAPELLAN CONFEDERATION 

SEPTEMBER

13/09/70: The attack on Beilin was a catastrophe. The Third 

Canopian Fusiliers were present, as were the bloody Death Com

mandos. I they hadn’t halted to wipe out the Dragon’s Breath, we

 probably couldn’t have broken away. Askai is going to have much to

answer or once I get o this planet.

Still, the Crusaders haven’t taken much damage. And there are a

ew other small commands ollowing our lead. This might turn out 

or the best ater all, as long as the Robes take the planet and meet 

our payment. We’ll be linking up with their landing outside the For

bidden City shortly. With two divisions and the reinorcements we’re

leading their way, they should still have a shot at taking the city.

 And i not, withdrawing in the company o the Blakists is still saer than making a run or it by ourselves.

—Pierre Grandin

GAME SETUPUse a mix o Training Grounds (see p. 11), Forest, and Light

Urban terrain (see p. 263, TW ). For each building or Woods hex

prior to the start of the battle, roll 2D6. On a 9 or better, a building

is considered Rubble, and a Woods hex is considered a Rough hex

(on a 9 or 10 result).

I Fire and Smoke rules are used (see pp. 43-48, TO), the hex is

also considered to be on re i the roll is an 11 or 12. In this case, the

Deender determines i the entire building is on re or any par-

ticular oor (see Spreading Fires, p. 45, TO). In either case, reducethe building’s current CF by hal to begin the game.

Attacker

 The Attacker consists o element s o the Word o Blake’s

Seventeenth Division and the Dragon’s Breath mercenary unit.

Both orces have Regular skills. The Seventeenth uses any Word

o Blake RAT; the mercenaries use a mix o any Combine, Word

of Blake, or Mercenary RATs. The Attacker’s force is 100% of the

Deender’s total deployed orce.

 The Attacker is perorming a combat drop with up to six units

per turn. Use the Dropping Units rules (see p. 22, SO). For every

subsequent turn, the Attacker may deploy up to another six units

in the same ashion until the entirety o its orce is deployed. Unitsthat land outside the battleeld map are considered destroyed

or the purposes o the track.

Designate one unit as the overall commander; this unit has

Elite skills.

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FINAL STAND

SITUATIONRUINS OF FORBIDDEN CITY 

SIAN, CAPELLAN CONFEDERATION 

SEPTEMBER

This is it! We’re going to be pushing on the ruins o Liao’s Palacetoday. The Baron thinks the Robes are going to take it. And then we

can get out here and rebuild. And we need it badly.

It’s been hell. The Blakists and Capellans have been shelling

the area constantly. I’ve had to take over Third Platoon on top o 

running the company ater that Jinggau squashed Jack ive days

ago, and it’s driving me ragged. Why couldn’t the Cappie have

stepped on that bitch Katerina instead? I have no idea how we’ll 

replace him.

The Baron thinks we can pick up survivors rom the units who got 

hit hard at Beilin. They’re mostly MechWarriors and vehicle crews,

though. I have to make sure the inantry company remains crucial so

I can be useul to him. Maybe we need more battle armor? 

—Hilary Fletcher

GAME SETUPUse a mix o Training Grounds (see p. 11), Forest, and Light

Urban terrain (see p. 263, TW ). For each building or Woods hex

prior to the start of the battle, roll 2D6. On a 9 or better, a building

is considered Rubble, and a Woods hex is considered a Rough hex

(on a 9 or 10 result). The Defender determines the home edges for

both sides.

AFTERMATHAs the distraction at Beilin disintegrated under pressure rom

the unexpected Canopians, the WoBM was busy conducting a hot

drop into the Forbidden City itsel. The balance o naval orces had

let both sides unable to bring orbital support to bear, but Blakist

commanders still believed that a sudden blitzkrieg assault could

shatter the Capellan deenders. The Seventeenth Division led the

way, intending to break the Red Lancers and Warrior House Imarra

in a single overpowering attack straight rom its bridgehead.

 The Capellan troops were unazed by the Word’s erocity and

answered it with their own anatical deiance. Warrior House

Imarra took the brunt o the attack and held its ground in the ace

o overwhelming odds. That stand cost it dearly but blunted the

Blakist drive and enabled the Red Lancers to strike at their anks.

Neither side gave thought to sparing the city around them, with

Blakist and Capellan troops alike smashing down buildings to

clear lines o re or driving their machines through houses to

achieve a tactical surprise.

 The arrival o mercenary reinorcements and the landing o 

the Twenty-ourth Division shited the tide o battle in avor o the

Word. The Red Lancers were beaten back toward the Celestial Pal-

ace, and even the stubborn elements o House Imarra were orced

to withdraw rom their dearlyheld positions. Only the arrival o the

 Third Canopian Fusiliers stabilized the deensive lines south o the

Palace and brought on a temporary stalemate within the capital.

— The Pierre Grandin Story ; Galatean Press Limited, 3089

NEXT TRACKFinal Stand; Savage Silence

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THE CAMPAIGN: 3070 .........

Starting on Turn 3, each side rolls 2D6 before the Initiative Phase.

On a 10+, that side receives reinforcements equal to 25% of their orig-

inal orce. These reinorcements may be banked or uture entrance

into the battle. Once reinorcements are rolled as available, no more

rolls are made. For every turn after Turn 3, add +1 to the rolled result.

Units may enter one at a time, in small groups, or all at once;

when a player wishes to use their reinorcements, they must

declare it during an End Phase when reinorcements are avail-

able. Declared units will then enter the battleield during the

End Phase o the ollowing turn either through the player’s home

edge or via Dropping Troops (see p. 22, SO).

Support Troops Player

 The player can substitute up to 25% of their total force on either

side. Augment the opposing side with an equal amount o orce.

Third Canopian Fusiliers

During any turn in which the Deender wins the Initiative, they

may move hal their current Third Canopian Fusiliers units (round

down) ater all attacking units have moved rst.

AFTERMATH The assault toward the Celestial Palace began with a heavy artil-

lery barrage that reduced vast swathes o the Forbidden City to

rubble. The Twenty-ourth Division drove toward the Palace through

oceans o debris and waves o anatical Capellan militia. The Word

met the hordes o poorly-armed inantry with utter ruthlessness,

employing amers on a large scale to root out all opposition.

While the Capellan anatics posed little threat, they bought time

or Sangjiangjun Talon Zahn to recall detached orces rom the

Canopian Fusiliers and the Red Lancers. The assault settled into a

bitter back-and-orth conict along several boulevards within the

Forbidden City. The Word o Blake had greater numbers, but grind-

ing through the Capellan resistance proved a brutal and tedious

task as more and more reserves were tossed in their way.

Grandin’s Crusaders were assigned to cover the western

approaches to the capital. They intercepted several small Capel-

lan commands rushing to join the battle and avoided the worst o 

the urban combat.

Even as the Twenty-ourth Division broke through, a reserve

o Death Commandos and Warrior House Imarra met them head

on. The Twenty-ourth might still have won had it not been or

the surprise arrival o the Blackwind Lancers. The suicidal assault

checked the Blakists despite the near total destruction o the

Lancers and the death o their commander, Warner Doles, while

deending what appeared to be the Chancellor’s Emperor . With

their last chance to take the Palace thwarted, the Word began

withdrawing shortly aterward.

— The Pierre Grandin Story ; Galatean Press Limited, 3089

NEXT TRACKGrim Death; Savage Silence; Storming the Balance; FreeFire Zone

 

Attacker

 The Attacker consists o elements rom the Word o Blake’s

Seventeenth and Twenty-ourth Divisions and the Dragon’s Breath

mercenary unit. The Seventeenth and Twenty-ourth use any Word

o Blake RAT; the mercenaries use a mix o any Combine, Word o 

Blake, or Mercenary RATs. Both the Seventeenth and the Dragon’s

Breath have Regular skills; the Twenty-ourth are Veterans.

 The Attacker’s deployed force is 100% of the Defender’s. The

 Twenty-fourth equals 50% of the Attacker’s total deployed force;

the Seventeenth is no larger than 20% and the Dragon’s Breath

makes up 30%.

 The Attacker’s orce enters rom their home edge. All attacking

orces operate under the Forced Withdrawal rules (see p. 13).

Deender

 The Deender consists o elements rom the Third Canopian

Fusiliers, the Red Lancers, and the Death Commandoes. The

Fusiliers have Regular skills, make up no more than 50% of the

Deender’s deployed orce, and use a mix o any Canopian,

Periphery, and Mercenary RAT. The Red Lancers have Veteran

skills, make up no more than 25% of the Defender’s deployed

orce, and use a mix o Capellan and Mercenary RATs. The Death

Commandoes have Elite skills, make up no more than 25% of the

Deender’s deployed orce, and use any Capellan RAT.

 The Deender enters rom their home edge.

WARCHESTTrack Cost: 1,000

Option

+800 Ash Fall: The burning buildings o the capital are caus-

ing a signicant amount o ash all. Use Light Snowall (see p. 60,

TO, but without the cold temperatures.

OBJECTIVESHolding action. Destroy 50% of the opposing force. [1,000]

Survival o the ttest. More than 50% of the player’s chosen

side must survive through Turn 15. [800]

SPECIAL RULES The ollowing rules are in eect or this track:

Dragon’s Breath

 The Dragon’s Breath MechWarriors are adept sharpshooters

with an eye toward salvage, and so can reduce the penalty or

Called Shots by 1 (see p. 68, TO).

For more information on the Dragon’s Breath, refer to p. 31 in MS2.

Relie Forces

In a battle deemed so important, both sides nd themselves

being reinorced by various independent orces as commanders

desperately try to sway the outcome.

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THE CAMPAIGN: 3071 .........

3071SAVAGE SILENCE

SITUATIONNADIR JUMP POINT 

CHAMDO, CAPELLAN CONFEDERATION 

FEBRUARY

Excerpt rom Wolnet report 30710530/45Beta, led by

agent Ramrod

I have never heard o this happen beore: two similar contracts,

both or the Conederation planet Chamdo. One is rom our old 

riend Mister Askai pictures attached, who wants us to deend some

o his client’s property. He is oering a good deal, and his money was

good last time. We still do not trust him.

The other oer is also good, but the rep is one o those oily types

calling himsel Mister Chen. His personality is perect or selling used 

cars or running or political oce. He wants us to destroy the same

 property Askai wants us to guard.

So, which oer do we take—Askai’s or Mister Chen’s? 

GAME SETUPBeore setting up, the player should determine which contract

they will honor—Garrison or Raid. I Garrison is chosen, ollow all

“Garrison” instructions. I Raid is chosen, ollow all “Raid” instruc-

tions. Sections without either designation apply to the track in

general, regardless o choice.

Use Heavy Urban terrain (see p. 263, TW ).

Attacker Garrison

 The Attacker is a mixed unit o “weekend warriors” and mer-

cenaries. As a whole, they have Green experience, use a mix o 

Militia or Mercenary RATs, and are 125% of the Defender’s total

deployed orce. The Attacker may enter rom any map edge and

must designate any other edge as their home edge or purposes

o withdrawal.

Deender Garrison Player

 The Defender is the player and may use up to 25% of their total

orce. The Deender sets up all units within 10 hexes o the objec-

tive buildings and designates one map edge as their home edge.

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Attacker Raid Player

 The player may designate up to 25% of their total force and

enters the playing area rom any edge. The Attacker designates

one map edge as their home edge or withdrawal purposes.

Deender Raid

 The Deender is a mixed unit o WoB acolytes and mercenaries.

As a whole, they have Green experience and use a mix o Word

o Blake, Militia, and Mercenary RATs. The Deender’s deployed

force should be 150% of the Attacker’s total deployed force. The

Deender sets up all units within 10 hexes o the objective build-

ings and designates one map edge as a home edge.

WARCHESTTrack Cost: 400

Options

+100 Heavy Rain: Use the Heavy Rainall rules (see p. 59, TO).

+150 Fanatical Opponents: Increase the experience level o 

the opposing orce to Regular.

OBJECTIVESGarrison contract:

Distraction. Deending units must perorm rear attacks (rom

the rear of the target unit) on 50% of the Attackers force by the

end o turn 10. [400]

Protection. Deending units may not enter or move through

any building hexes or the entire scenario. [200]

Raid contract:

Deection. Destroy/Cripple at least 75% of the Defender’s

orce. [300]

Annihilation.Destroy/Cripple 100% of the Defender’s force. [300]

SPECIAL RULES The ollowing special rule is in eect or this track.

Forced Withdrawal

All non-player orces use the Forced Withdrawal rules (see

p.259, TW ).

AFTERMATH Journal Entry #1436

Neither Askai nor Chen told us what the property was beore we

arrived. It was a regional HPG substation, part o the planetary net-

work linked to the main station in Sing-wa. Angry Cappies had already

destroyed several other HPGs elsewhere in the Conederation. We

didn’t like the Word, but we drew the line at killing noncombatants.

Once on-site, we did the job we’d been hired to do—deendthe station. Six hours ater we were in place, the Cappies launched

an all-out attack. In an hour it was over, and we got some useul

salvage out o it.

But I realized what was going on when I questioned a couple

o the Cappie survivors. Sunny-boy’s declaration that the Word —

not the Federated Suns—had bombarded Sian a couple o years

back had started a movement among the citizens to take the

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law into their own hands. The Word was the number one target

inside the Conederation, and with HPG stations on every planet,

a visible one. Didn’t matter to them that most o these personnel

were noncombatants: i they were members o the Word, they

deserved to die.

Well, the Word got the message. We guarded the station long

enough or the Blakies to remove the important parts o the sys-

tems and then got the hell o Chamdo as ast as we could.

But I’m wondering who Askai is really working or and why.

—Gannon Derer 

NEXT TRACKFreeFire Zone; Nacht Blitz; Severance 

STORMING THE BALANCE

SITUATIONINBOUND VECTOR

ENZESFLED, LYRAN ALLIANCE 

MARCH

With the JumpShip we got when the Grim Determination survivors

swelled our ranks, we made our way to Galatea. Things are getting

entirely too busy there. We didn’t even bother trying to get a decent 

contract because having a JumpShip sit undeended there or too long

was entirely too unpleasant a prospect. Instead, we took the rst viable

contract that came up, just to get the hell out o Dodge. We’re trans

 porting some smalltimers to the Rim Collection. Not exactly the most 

glamorous job, but the Periphery has been hit hard by pirates lately,

and maybe when we get there we can lend a hand o our own.

Our route led us through the Enzesfed system, where we’re put

ting in or supplies. That’s when we heard the call or help. With all 

these extra mouths to eed, we need the work. It’ll also be good tosee how the new guys work out. The smalltimers won’t even be late,

since the drive’s recharging anyway.

—Journal entry for Col. Roger Cumberland, 5 March 3071

GAME SETUPUse Coastal terrain (see p. 263, TW ). The Attacker designates

one edge as the objective.

Attacker

 The Attacker consists o elements o the Democratic People’s

Army which equal up to 75% of the Defender’s total deployed

orce, use any Mercenary or Militia RAT, and have Regular experi-

ence. The Attacker enters rom the designated objective edge.

Deender Player

 The Defender consists of 10% of the player’s total force. In

addition, the Deender includes two transport-type vehicles appro-

priate or the setting, with Green experience. These vehicles are

carrying the escaping noble amily members. All o the Deender’s

units enter on the map edge opposite the objective.

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WARCHESTTrack Cost: 300

Options

+150 Light Fog: Use the Light Fog rules. (see p. 57, TO)

+150 Bad Intel: Add one additional unit to the Attacker’s orce.

 This unit has Veteran experience.

OBJECTIVESSurvival! At least one o the transports exits o the objective

edge. [100]

No witnesses… All hostile orces are destroyed or orced to

withdraw. [200]

Quarterback Sack . The Deender must destroy the astest

50% of the Attacker forces by the end of Turn 10. [200]

SPECIAL RULES The ollowing rules are in eect or this track.

Forced Withdrawal

All deending orces must use the Forced Withdrawal rules (seep. 258, TW ).

Git

I both transports escape, the noble amily is so grateul they

bestow a git o 1,000 SP upon the player unit. These points may

only be used towards purchasing new units and/or recruiting new

personnel. The points must be spent beore the next track begins.

AFTERMATHIt’s sad that the Grim Determination is no more. How do you deal

with the death o the unit you spent your whole lie in? Take it out on

the oppressive assholes o this Democracy Now bullshit, that’s how.

 This so-called Democratic People’s Army had more on the ground

than us, but they should’ve brought some air cover. When a wave o Grim Determination ghters ollowed the Missiliers’ reckless pair o 

aerojocks, there wasn’t much let but craters. Good old Anne Dobbs,

now a lieutenant under Captain McGrady, took out two ’Mechs in her

three passes. We may have brought our last squadron with us, but

at least we’ve ound a home. These Missiliers are all right. Captain

Cumberland even let us keep the old insignia by pairing it with their

own. With the reward rom the Reinhardt amily, Cumberland says

he’ll buy some new ’Mechs or the Dispossessed that came with us.

—Journal entry or Lt. Ansel Haarhar, 6 March 3071

 These Grim Determination tankers sure know their business.

I they’d put up the hurtin’ on Sheratan like they did saving these

nobles, I don’t think we’d have stood a chance in hell. It’s weird

commanding a company o tanks now. With the ghters, tanks,and the additional ’Mechs, on paper we’re a combined-arms

battalion. I think Dad’s eeling the pressure o commanding the

whole lot even more than I am this small part o it.

—Journal entry or Capt. Roger Goddard, 6 March 3071

NEXT TRACKReasserting Authority; Nacht Blitz; Oppression 

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JAILBREAK 

SITUATIONRBMU

CAN FU CITY 

KITTERY, WORD OF BLAKE PROTECTORATE  MARCH

[ Stone ]: [ sot spoken, each name emphasized ] Ater we over-

power the guards in sector three, Daniel will lead the diversionary

group on an assault o the ’Mech hangar. Meanwhile, I’ll lead Alpha

team to the real objective. [coughs] Once we knock out the relay

connecting the prison to the power grid and emergency generator,

the electromagnetic locks will disengage, releasing all the doors.

Stephen will lead the inmates on D-Block to the armory…. but

remember this all starts with the riot in C-Block. [points at Juan] 

Juan, that’s all you. Any questions? [steely gaze at camera] Okay,

good. Let’s make this happen. [crossade to scene 73e]

—The Devlin Stone Story; rst aired on the Liberty Broadcast

Network, 3092

GAME SETUPUse Heavy Urban terrain (see p. 263, TW). Designate ten build -

ings as the prison complex. Convert each designated building to

Heavy classication (CF 50). The Defender publicly labels each

building as one o the ollowing: Prison entrance, Power relay,

Sector Three, C-Block, D-Block, Hangars 1–6 (six dierent build -

ings), and Armory.

 The Deender constructs a ence perimeter that surrounds the

prison compound; the ence should include at least one hexside

o the Prison entrance and six Hangar buildings.

 The Attacker automatically wins Initiative or the rst three turns.

Attacker Player

 The Attacker consists o various battle armor and inantry ele-

ments of the First Kittery Borderers and up to 10% of the player’s

total orce. The player’s orce can only include battle armor, inan-

try, and vehicle units.

 The Attacker has 21 oot inantry platoons rom the First Kittery

Borderers to represent various prisoner mobs. They are placed in

the ollowing locations at the start o the track:

 • Platoons 18 (Green experience): Place anywhere on the

battleeld and at least 3 hexes from any prison building.

 • Platoons 918 (Regular experience): Place one in each

prison building. These units may exit their building only

when the power relay station is destroyed. • Platoon A (Stone; Veteran experience): Place in the

Sector Three building

 • Platoon B (Stephen; Veteran experience): Place in the

D-Block building

 • Platoon C (Juan; Veteran experience): Place in the

C-Block building

Player units enter rom the edge arthest rom the center o 

the prison compound during the Movement Phase o Turn 4.

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Deender

 The Deender consists o elements rom the Kittery Protector-

ate Militia and is 75% of the Attacker’s deployed force. The Militia

has Regular skills and uses a mix o Word o Blake and Militia RATs.

 The Militia deploys anywhere in the city but at least eight

hexes away rom the center o the prison compound and no

closer than three hexes to any Attacker inantry platoons.

In addition, the Deender adds our oot inantry platoons

(Regular skill level) to represent the prison guards. These platoons

are placed in any hex within the prison grounds.

Finally, the Deender assigns six ’Mechs to the hangar; these

‘Mechs are rom any Militia RAT and do not count as part o the

deending orce. All are in maintenance mode—weapons are

ofine, and no WoB MechWarriors are available to pilot these units.

WARCHESTTrack Cost: 400

Options

+200 Monsoon: Use the Torrential Downpour rules (see p. 59, TO)

+400 More Blakists: Increase the WoB force to 100% of the

Attacker’s deployed orce. These additional troops are deployed

anywhere within the prison compound, with a maximum o one

unit per hex.

+200 Low Gravity: Use the Low Gravity rules (see p. 55, TO);

Kittery has a gravity of 0.88 Gs.

OBJECTIVESGet everyone out. Platoons A–C must exit through the

Attacker’s entry edge. [200 each platoon]

Freedom. Disable the power relay and release all the prison-

ers. [150]

Capture ’Mechs. Capture at least one ’Mech (see p. 216, TO)

and exit through the Attacker’s entry edge. [100 per ’Mech]

SPECIAL RULES The ollowing rules are in eect or this track:

Prison Buildings

 The Word is loathe to destroy the prison compound outright

as many prisoners are subjects o various experiments. They will

not destroy prison buildings or the rst eight turns o play.

Prison Exits

Non-battle armor units may only enter/exit the prison through

the prison entrance or ’Mech hangar hexes. The ence has no eect

on BattleMech, battle armor, or vehicle units; i any o these units

cross the ence, that hex section is considered destroyed. Non-

battle armor units may cross a broken hex with a +1 MP modier.

Power Relay

An inantry unit may disable the power relay i it is in the

power relay hex on the End Phase o any turn and makes a suc-

cessul (unmodied) anti-’Mech attack.

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 • A scanning attempt must be declared during the

Initiative Phase and beore the unit moves.

 •  The unit must be within 2 hexes o the target building at

the end o its movement.

 • Scanning units may not exceed Walking MP or make any

weapon attacks during the scanning turn.

 To control an objective building, the player must have at least one

unit within 2 hexes o the building at the end o the track, with no

active Deenders operating within that same distance o the build-

ing. The objective building must also have been positively identied.

AFTERMATHExcerpt rom Wolnet report 30720109/155Alpha, led by

agent Ramrod

 The operation to seize the International Zone warehouses was

a near disaster. We hit the IZ, along with orces rom the Zelazni

and White Hand Stables, while a contingent rom the Silver

Dragon Stables moved to ank the IZ. The Blakists were good, but

the stable warriors, being great one-on-one combatants, pro-

vided a big enough distraction, which allowed us to hit any target

we saw with all the repower we could muster. We managed to

irritate a couple o the SHDL boys, but we are not here or glor y.

As soon as the Silver Dragons arrived, things got ugly or a

while. Several o the SHDL suddenly started shooting at us instead

o the Blakists. Major Derer immediately ordered massed re on

the traitors, and none o them lasted more than a minute. The

major then got on the radio and bluntly told the SHDL survivors

that i there were any more stunts like that, the Cannons would

make sure it would be their last. Then he asked them how dying

under the Cannons’ guns would aect their stables’ rankings.

 That did not go over well, but no more SHDL idiots shot at us.

Ater that, we pushed the Blakists out o the IZ and secured

the warehouses. The major had a long talk with several o the sta-

blemasters that boiled down to “Worry about your rankings ater  

the Blakists have been thrown o Solaris!” I do not know i he got

through to them, but we will see.

NEXT TRACKNacht Blitz; Reaching the Limits 

WARCHESTTrack Cost: 400

Options

+200 Dusk: Use the Dusk rules (see p. 58, TO)

+200 Heavy Fog: Use the Heavy Fog rules (see p. 57, TO)

OBJECTIVESCapture the warehouses. Control at least 2 o the objective

warehouses by the end o the track. [ 50 or each warehouse

under control]

Paste them. Destroy/Cripple all o the Deender’s original

total deployed orce. [300]

 Justice. Eliminate all the traitor units. [100]

SPECIAL RULES The ollowing rules are in eect or this track.

Salvage

Salvage may be claimed by the player’s orce i at least two

objectives are completed.

Forced Withdrawal

All o the original Deender units are operating under Forced 

Withdrawal rules (see p. 258, TW).

Traitors

During the End Phase o the turn in which the Silver Dragons

enter the battle, each unit assigned to a stable must roll 2D6. On

a result o 10+, that unit is a traitor and receives commands rom

the Word o Blake to double-cross the Attacker’s orce. Starting in

the Initiative Phase o the subsequent turn, any traitor units are

controlled by the Deender. These units do not count as part o 

the Deender’s original orce.

Warehouses

Units with an operating probe (any equipment with “probe”

in the title) automatically detect hidden objective warehouses

when they come within range. I a unit does not have a BAP, it may

elect to scan a building under the ollowing guidelines:

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+200 Monsoon Season: Use the Torrential Downpour  rules

(see pg. 59, TO).

OBJECTIVESMaximum damage. Destroy/Cripple at least hal o the

opposing orce. [300]

Breakthrough! At least a third o the side aligned with theplayer leaves the map via the opposing player’s home edge. [400]

SPECIAL RULES The ollowing rules are in eect or this track:

FreeFire Zone

Up to hal the Lowbräu, Twenty-ourth Lyran Guards, and Royal

Guards may turn traitor at some point in the battle. Beginning on Turn

2, roll 2D6 for each functional unit; on a result of 10+, that unit switches

sides. Once a unit has switched sides, that unit makes no more rolls.

Continue this search during each Initiative Phase until hal o each

side’s units have switched sides or Turn 5 is reached. This eect lasts

through the end o the battle. Units rom the player’s orce that turntraitor are no longer available to the player’s total orce.

Support Troops Player

 The player can substi tute up to 25% of their total force on

either side.

AFTERMATH The Lowbräu mercenary command was the scourge o the

 Tharkan underground. Utilizing a series o deceptions, alse-ag

operations, and inltration, they undermined resistance to the

Word’s occupation. Their tactics made possible an ambitious

operation to wipe out opposition in the Tatyanna Islands. Grand-

in’s orces would provide an obvious threat to drive the Tatyanna

resistance into a panic, ater which inltrators rom the Lowbräuwould guide the guerrillas straight into an ambush.

However, the resistance had learned how to counter such

tricks; their own inltrators alerted them to the plan. The guerril-

las eigned playing along until the main Lowbräu spies revealed

themselves by urging them on a path to the ambush site. Ater

dispatching the traitors the Lyrans continued on with the intent

o ambushing the ambushers. They had not gotten all o the

Lowbräu inltrators, so contact between the two orces switly

devolved into utter chaos as riend and oe blurred.

 The Blakist commander on Tharkad, Precentor Gregory Kishimoto,

ordered the Crusaders to salvage the situation. They did so with a

rapid assault on the conused jumble o ‘Mechs and vehicles, ordering

all involved to shut down or be red on. The tactic restored a measure

o order ater Grandin demonstrated his resolve by obliterating a Low-bräu Wolverine, but the resistance orces were able to escape.

Major Parker o the Lowbräu was able to spin the battle as a minor

victory based on damage done to the resistance, which allowed the

Crusaders to leave Tharkad with their contract payment.

— The Pierre Grandin Story ; Galatean Press Limited, 3089

NEXT TRACKOppression; Reaching the Limits; Homecoming

REASSERTING AUTHORITY 

SITUATIONTATYANA ISLAND CHAIN 

THARKAD, LYRAN ALLIANCE 

JUNE

12/06/71: Running escort ops or IE in the Periphery and taking the

odd side job have helped our recovery. Now it’s time to see how sharp

our edge remains.

I can’t say I like the idea o working with the Word again, despite

how well they paid even ater ailing to take Sian. I Askai hadn’t 

coughed up that bonus payment, I wouldn’t even consider it. And I 

denitely do not like working under the Lowbräu. At least we won’t 

be operating under our own colors and name.

Despite all that my only real concern is our inantry. Replacing

Cunningham was dicult, and I don’t believe Lieutenant Panchit 

is up to his level. Bringing in Leaguers and Capellans makes the mix 

there more volatile, but one does what one must. Hilary will keep

them in line when the cannons sound.—Pierre Grandin

GAME SETUPUse a mix o Mountain, Light Urban, and Forest terrain (see p.

263, TW ). The Attacker chooses their home edge rst.

Attacker

 The Attacker consists o elements o the Lowbräu mercenary unit

and the Word o Blake’s Fortieth Shadow Division. The mercenaries

make up 30% of the Attacker’s deployed force, are of Regular experi-

ence, and use any Word o Blake and Mercenary RAT. The Fortieth

Shadow are Veterans and use any Shadow Division RAT. Randomly

determine 50% of the Shadow Division units increase their Piloting

or Gunnery skills by 1; determine which units randomly.

 The Attacker enters rom their home edge.

I the player’s orce opts to support the Attacker, they replace

the Lowbräu orce.

Deender

 The Deen der consists o the bat tered ele ments o the

 Twenty- our th Lyran Guards RCT and the Royal Guards. Both

units use any Lyran RAT; the Royal Guards have Elite skills, and the

 Twenty-fourth have Regular skills. At least 80% of the Defender’s

deployed orce is rom the Twenty-ourth Lyran. The Deender’s

total deployed force is 100% of the Attacker’s.

 The Deender may set up anywhere on the battleeld but no

closer than 10 hexes rom the Attacker’s home edge.I the player opts to support the Deender, they replace the

Royal Guards orce.

WARCHESTTrack Cost: 600

Options

+200 Hidden Support: At the start o the track, up to a third o 

the opposing orce may be deployed as Hidden Units (see p. 259, TW ).

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WARCHESTTrack Cost: 600

Options

+200 Déjà Vu: Apply this bonus against the track cost i the

group achieved all three objectives in FreeFire Zone (see p. 102).

+300 Storm: Use the Storm rules (see p. 61, TO)

OBJECTIVESDenial. Keep the Attackers from destroying 600+ CF of build-

ings. [200]

 Justice served. Destroy/cripple all o the Attacker’s orces that

are not Word o Blake. [300]

Prove yourselves. Destroy/cripple at least 75% of the Attack -

er’s total deployed orce. [300]

SPECIAL RULES The ollowing rule is in eect or this track:

Forced Withdrawal

All orces ollow the Forced Withdrawal rules (see p. 258, TW).

AFTERMATH Journal Entry #1631

 There is an acronym or the Sola ris situation: FUBAR. The

so-called SHDL, as a group, are pompous jerks who are more con-

cerned with their current rankings than about deending Solaris.

Everyone is obsessed with rankings, actoring the Wobblies into

the action like any other variable. I wouldn’t trust these people i 

I had a choice.

A good example o stupidity is the warehouses. Three months

ater we captured them, there’s still enough equipment in them

or two whole battalions, but the SHDL are ghting over them! My

people have broken up a ew battles over the contents, and that

isn’t what we’re here or!

While the SHDL ghts among themselves, the Wobblies are

gearing up or another assault on the IZ. I’ve discussed the threat

with the ew astute stablemasters, and they’ve agreed to move

it all out. In return or protecting the warehouses until they’re

empty, they also agreed to give us a percentage o the equipment

they get out.

A couple o hours beore the SHDL are supposed to start

hauling the equipment, the Wobblies storm the IZ and level

everything in their path. We lost a couple o the warehouses, but

we made the Wobblies and their toadies pay a high blood toll or

their eorts. In the end, only a ew o them got away.

While the SHDL was hauling, we were collecting battleeld sal-

vage. Between the salvage and our cut o the saved equipment,

we made out all right.

 This time.

—Gannon Derer 

NEXT TRACKSeverance; Reaching the Limit  

NACHT BLITZ

SITUATIONLONG-TERM STORAGE FACILITIES, INTERNATIONAL ZONE 

SOLARIS VII, LYRAN ALLIANCE 

AUGUST

Excerpt rom Wolnet report 30720109/155Alpha, led by

agent Ramrod

 Ater three months o working with the SHDL, my assessment o 

them has not changed: they are a mess. While a ew o the stables

can be trusted, most o the stables and warriors are more concerned 

with their current ranking than cooperating long enough to smash

the Blakists. There is more sabotage and backstabbing going on

inside the SHDL than at an ISF convention. Add in a ew Blakist plants,

 people playing both sides, and the entire situation is madness.

Despite that, we have held onto the IZ or three months. The Can

nons and a couple o the stables are the only ones who remember 

the Blakists are the enemy. But rumors are thick that the Blakists havebeen reinorced and are getting ready to attack. I that happens, we

are the only ones who can stop them.

GAME SETUPUse a mix of Light and Heavy Urban terrain (see p. 263, TW ). I 

FreeFire Zone was previously completed, use the map setup rom

that track, including any previously damaged buildings.

Attacker

 The Attacker consists o a mixed orce o Word o Blake and Blakist

sympathizers. The Attacker’s total deployed force should be 100% of 

the Deender’s total deployed orce; they have Regular skills. Use any

Word o Blake and Mercenary RAT to determine orces. The Attackermust identify 25% of its force as sympathizer units.

 The Attacker ’s entire orce enters rom the map edge o their

choosing. All battleield edges are considered the Attacker’s

home edge or purposes o withdrawing. Any aerospace units

enter the battleeld at a Velocity o 4 or less.

Deender Player

 The Defender consists of up to 75% of the player’s total force.

 The Deender begins the track set up anywhere on the battle-

eld, but each unit must be at least our hexes away rom another

riendly unit. Any aerospace units begin the game at a Velocity o 

2 or less. Select one edge as the Deender’s home edge.

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OBJECTIVESNo more, no less. Destroy 50% of the Defender’s force before

the Attacker suers 25% losses. [300]

No witnesses. Destroy/Cripple all o the Deender’s orce.

[450]

SPECIAL RULES The ollowing rules are in eect or this track:

Pit Traps

Scattered across the elds around the agroplant are a num-

ber o natural sinkholes that have been expertly covered and

set as traps. Beore the game begins, the Deender selects two

non-wooded hexes or each o the Attacker’s ground units and

secretly records their location.

Whenever an Attacking unit enters a designated hex, roll 2D6.

On a result of 9+, the trap is successful. The attacking unit suers

a Level 2 fall, and its movement ends in that hex. If the result is 8

or less, the trap still goes o but does not catch the attacking unit

(the unit spotted and dodged the trap at the last second, winding

up on its outer rim) and may continue its movement. A hex with

a triggered pit trap is considered to be 2 levels below the original

height o the hex.

AA Guns

Place one AA gun or each aerospace unit ielded by the

Attacker. Each emplacement is a Medium Level 2 building (CF

30) and contains one LB 5-X autocannon on a 360-degree swivel

mount. Each gun has 10 rounds o ammunition. The buildings

with AA guns do not count towards the irst objective. The

weapon crews have a Green skill level.

AFTERMATH The “agricultural complex” was an ammunition actory, a act

discovered only ater the Crusaders began their raid.

A well-equipped security orce was supported by a network o 

AA platorms which made digging them out very dicult. In the

end Grandin used his BattleMechs to cover his armored inantry

as they stormed through a breach to disable the turrets. Ater

securing the command center, Hilary Fletcher alerted Grandin to

the nature o the target. He reacted by pushing the unit to com-

pletely eliminate the remaining deenders as quickly as possible.

Once the actory was secured, the Crusaders looted the ammu-

nition with the intent o selling the surplus on the black market.

Ater taking their ll Le tenant Baxter’s engineers used the ac-

tory’s explosive stores to demolish the acility as thoroughly as

possible, leaving little more than a smoking crater in the ground.

Grandin orwarded the pictures to his broker along with a sharp

rebuke or lying about the target.

Within weeks pictures o the devastated actory were circulat-

ing around Alarion Province, tied to a maniesto by Lindon Ashley

denouncing the lack o militia readiness that allowed “pirates” ree

reign to destroy economic inrastructure. The upswing o support

OPPRESSION

SITUATIONMACREADY 

MERCEDES, LYRAN ALLIANCE 

AUGUST

23/08/71: Contracted to blow up an agricultural processing plant 

in the middle o nowhere on a planet that is in the middle o nowhere.

The pay is suspiciously good, however. A little research by Katerina

turned up that this plant is owned by one Kalvin Strauss, chie dema

gogue o the ludicrous Democracy Now movement. We’re either 

being paid by his rival rebrand Lindon Ashley or by some concerned 

noble. I should hope or the latter, since that means there’s someone

arsighted enough to stomp on this nonsense, but it doesn’t matter.

Speaking o which, I’ve received some interesting news rom

 Jenna, by way o our riends in the Broken Wheel Brotherhood. It 

seems they’re prepared to take action to restore the natural order 

disrupted by the lowborn scum hiding behind House Davion’s skirt.I look orward to seeing how that develops.

—Pierre Grandin

GAME SETUPUse a mix o Hills, Wetlands, Flatlands, and/or Coastal terrain

(see p. 263, TW ). The Deender places six Heavy Level 1 buildings

(CF 70) on one map within a 9 hex radius.

Attacker Player

 The player may use up to 20% of their total force. The Attacker

enters rom the edge arthest rom the buildings. This edge is also

considered the home edge or withdrawal purposes.

Deender

 The Deender is made up o elements o the local security orce

and civilian defenders. The Defender’s force is no more than 75%

o the Attacker’s total deployed orce. The Deender may use a

combination o Lyran, Militia, and Mercenary RATs to determine

equipment. At least hal o the orce consists o some combination

o vehicles, support vehicles, and conventional inantry. Hal o the

Deender’s orce has Green skills; the rest have Regular skills.

 The Deender sets up anywhere on the map that contains the

buildings. Once the Attacker’s orce is determined, the Deender

must determine the number o Pit Traps and AA Guns (see below)

and place them on the battleeld.

WARCHESTTrack Cost: 500

Options

+200 Electromagnetic Intererence EMI: Use the EMI rules

(see p. 55, TO).

+300 Mercs!: Add to the Deender’s orce an additional merce-

nary command that is 50% of the Attacker’s total deployed force,

with Regular experience.

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.........THE CAMPAIGN: 3071

WARCHESTTrack Cost: 600

Options

+300 Reinorcements: Add an additional amount o planetary

militia (Green experience) equal to 50% of the Defender’s total

deployed orce, rolling on the Militia RAT. These units enter romany edge at the beginning o Turn 4 and assist the Deender. These

units operate under Forced Withdrawal rules (see p. 258, TW).

+350 Level 1 Foliage: Use the Level 1 Foliage rules (see p. 36 , TO)

OBJECTIVESExpedient removal o orce. Destroy/Cripple 100% of the

Deender’s orce. [450]

Inormation. Capture or cripple the commander’s unit. [300]

SPECIAL RULES The ollowing rule is in eect or this track:

Commander

Use the Commander rules for the Defender (see p. 13).

AFTERMATH That’s the kinda milk run that can give a bunch o mercs an

over-developed sense o condence.

—Journal entry or Capt. Musette Brady, 14 September 3071

As good as it elt to get some payback against those Blakist bas-

tards, we all know they were just militia orces, and green at that. I

doubt we’d have ared as well against the Word’s rontline troops

as we did with this garrison, but hopeully another victory under

our belts is what we need to get past the Determination’s breakup.

—Journal entry or Lt. Ansel Haarhar, 14 September 3071

And the groundies think me and Tailspin are reckless? These

ormer Grimboys and -girls are downright nuts! Whoever the hell

taught them to y should be damn proud, though. Strang the

entire length o Main Street outside Fort Loudon’s gates was risky

with such a short stretch to pull up beore hitting the Bullock 

 Tower, but it sure got the job done. The garrison holed up inside

couldn’t surrender ast enough ater that!

—Journal entry or Capt. Mitch McGrady, 14 September 3071

 Thank God the neighboring systems ollowed Savannah’s

example. The mutual deense pact rees us up rom staying here

any longer than necessary as a garrison orce. I’m pleased at the

perormance o the new Arbiters. The short time as security orces

here put them to their express purpose, which they do well.

—Journal entry or Col. Roger Cumberland, 25 September 3071

NEXT TRACKNo Man Let Behind; Corporate Ties; Spark 

 

or Ashley’s radical action o Democracy Now was matched by

a decline in the ortunes o Kalvin Strauss. The nominal leader o 

Democracy Now had lost signicant income rom the destruction

o the plant and ound himsel with ewer resources to end o 

his challenger.

— The Pierre Grandin Story ; Galatean Press Limited, 3089

NEXT TRACKHomecoming; Corporate Ties; Going Nova; Roman Candle

 

SEVERANCE

SITUATIONFORT LOUDON TRAINING FACILITY 

SAVANNAH, FREE WORLDS LEAGUE 

SEPTEMBER

150471: Not only did we get the mercs to Otisberg, we were able

to buy a ew Arbiters made on New St. Andrews, and we got a tour o 

the local actory site. It’s not producing yet, but they expect it will in

under ve years. That’s not bad or the ass end o nowhere.

120871: We’re almost back to Galatea and just got a message

rom Conrad. The olks on Savannah think they can declare their 

independence rom the Free Worlds League. That’s a bit o a tall 

order, but we’re close enough to help, and the money’s way too good 

to pass up. It’s damn close to the Word’s area o control, so it could 

be rough. Our new members seem eager that they might ace the

Blakists and get some payback. Hopeully they won’t be trouble.

—Journal entries or Col. Roger Cumberland

GAME SETUPUse a mix o Flatlands, Light Urban, and/or Wetlands terrain

(see p. 263, TW ). The Attacker chooses their home edge rst; the

opposite side is the Deender’s.

Attacker Player

 The player may use up to 75% of their total force. The Attacker

enters the battleeld rom their home edge.

Deender

 The De fender consi st s of 150% of the Attacker ’s total

deployed orce and is a mix o Regular and Veteran units: one

Veteran unit or every three Regular units. The Deender may

use any Free Worlds League, Word o Blake, and Militia RAT to

determine their orces.

 The Deender’s home edge is opposite the Attacker ’s chosen

home edge.

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.........THE CAMPAIGN: 3072

 The Attacker enters via Dropping Troops (see p. 22, SO) and may

attempt to land on any hex. Any attacking unit that ails a landing

attempt and results in a landing o the battleeld is considered

destroyed or the purposes o the track. The Attacker’s home

edge is considered opposite o the Deender’s chosen edge.

I the player’s orce opts to support the Attacker, they replace

the Lyran and Arcturan Guards orce.

Deender

 The Deender consists o elements rom the Word o Blake’s

 Thirty-seventh Divis ion and the Lowbräu mercenary unit and

is 125% of the Attacker’s total deployed force. The mercenaries

are 40% of the Defender’s total deployed force, have Regular

experience, and use any Word o Blake and Mercenary RATs. The

 Thirty-seventh Division is o Veteran experience and uses any

Word o Blake RAT.

 The Deender may enter rom any one map edge at the begin-

ning o Turn 2. That edge is considered their home edge and is not

declared until the start o Turn 2.

I the player’s orce opts to support the Deender, they replace

the Lowbräu mercenary orce.

WARCHESTTrack Cost: 800

Options

+400 Air Support: Up to three medium aerospace ghters are

deployed by the side opposing the player, chosen by rolling on

the appropriate RAT. The ghters are o Veteran experience.

+200 Harsh Weather: Use the Strong Gale rules (see p. 61, TO).

OBJECTIVESNo quarter asked, none given. Destroy at least 75% of the

opposing orce. [400]

Make it to the rally point. At least hal o a player’s deployed

orce must leave the map via the opposing side’s home edge. [400]

SPECIAL RULES The ollowing rule is in eect or this track:

Support Troops Player

 The player can substitute up to 25% of their total force on

either side.

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THE CAMPAIGN: 3072 .........

NO MAN LEFT BEHIND

SITUATIONMARSDENVILLE SOUTH 

DONEGAL, LYRAN ALLIANCE 

JANUARY

 As i we hadn’t done that beore… Show o your gear, wake ‘em

up, rattle sabers and break down a ew doors i need be. Area o 

operation: Marsdenville South, home o the scum let on this planet.

Mission: Find and neutralize any opposing orces Word o Blake let 

behind. Again.

Ha ha.

Forces! 

Whatever is let ater our years has either bled and wed into the

 population or died. Believe me, we’d know i there were any hidden

Manei Domini battle groups massing in orgotten ancient sewer sys

tems. We’ve been there…

 And why rig ht now any way? Out o the blu e, a ter all thi stime… What has the brass all stirred up all o a sudden? Can’t be

spring eelings! 

—journal o Private P. Kreuchen

GAME SETUPUse Light Urban Terrain (see p. 263, TW ). Add at least ve build-

ings o dierent heights and CF i none are present. The Attacker

designates one building as the main barracks.

Attacker Player

 The Attacker consists o elements rom Donegal ’s resistance

and 10% of the player’s total force. The Donegal resistance ght-

ers are no larger than 100% of the player’s deployed force andare a mix of Green (25%) and Regular (75%) skills and use a mix of 

Word o Blake and Lyran RATs.

 The Attacker enters the battleeld rom the edge closest to

the main barracks at the start o the track.

Deender

 The Deender consists o dispersed survivors o the Word o 

Blake’s Eighteenth Division and Fitieth Shadow Division. The

Eighteenth has Veteran skills, is 75% of the Defender’s deployed

orce, and uses any Word o Blake RAT. The Fitieth has Elite skills,

is 25% of the Defender’s deployed force, and uses any Word of 

Blake, Lyran, Shadow Division, and Capellan RAT.

 The Defender ’s complete force is 150% of the Attacker’sdeployed orce and is deployed as per Hidden Units rules (see p.

259, TW ). No unit may be closer than 10 hexes to the barracks.

AFTERMATHWow. I never in my lie thought I’d be ghting alongside the

Kell Hounds and Wol’s Dragoons, much less both at once. Liber-

ating a national capital—this is denitely one to tell the grandkids

about. Too bad Dad discourages kill markers. O course, I’m not

sure there is one or reeing a planet.

—Journal entry or Capt. Roger Goddard, 12 January 3072

It’s going to be tough to make up or our losses. I we hadn’tadded so many new aces, we’d never have been a actor in this

one. Thankully all the new ghters were so relentless in their air

support. The Blakist counterattacks nearly prevented us gaining

a oothold ater the drop went so poorly. I know what we need

to drill on next time we train. Lost six ’Mechs, one ghter, and

our tanks. Five o the MechWarriors made it, but none o the

tank crews did. The aerojock ejected, but Blakists shot him down

beore we could get to him. We made those bastards pay, though.

Lots o salvage, though it doesn’t make up or lives lost. Soon

we’ll get the survivors back into the command couch.

My main hope is that New Avalon isn’t so ruined as Tharkad

City. I’d never been to the Lyran capital beore, but the complete

and utter desolation we ound here, a place where splendor oncereigned, was hard to look at.

—Journal entry or Col. Roger Cumberland, 12 January 3072

NEXT TRACKGrave Justice; Corporate Ties

 

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.........THE CAMPAIGN: 3072

WARCHESTTrack Cost: 500

Option

+300 Underarmed: The Attacker may only use Vehicle and

Inantry units.

OBJECTIVESWhite cells. Destroy/Cripple 75% of the Defender’s deployed

orce. [300]

Morale booster. The Attacker loses less than 50% of its

deployed orce. [500]

SPECIAL RULES The ollowing rule is in eect or this track.

th Shadow Division

One o every our BattleMech and Vehicle units in the Fitieth’s

orce is equipped with a VDNI system. Each VDNI-equipped sol-

dier receives a +1 bonus to all Piloting and Gunnery skill rolls.

AFTERMATHFlushing out the remaining Word o Blake troops proved

costly, with heavy losses in reputation and men. The resistance’s

actions orced the Word to conduct surprise search-and-seizure

raids, which did not sit well with Donegal’s population. Many

cities declared martial law and Blakist troops set inconvenient

roadblocks, checkpoints, and random scanning posts across the

planet. The earsome Fitieth Shadow Division, newly arrived,

seemed to take pleasure in wreaking random havoc or even the

slightest insult. Donegal’s inrastructure burned and the popu-

lace cowered.

Despite the violent crackdowns, the resistance marched on,

observing and recording the Word’s movements and waiting

or the day when Donegal would be ree. That day arrived scant

weeks later.

—Donegal and the Jihad: A Primer ; Donegal Press Local, 3091

NEXT TRACKWill o Steel; Corporate Ties

 

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THE CAMPAIGN: 3072 .........

GRAVE JUSTICE

SITUATIONTHARKAD CITY 

THARKAD, LYRAN ALLIANCE 

JAN

With the majority o the allied orces behind the Word retreat,

the Kell Hounds ormed the wall o steel the Word would have to

run through to make their escape. The Hounds took the brunt o the

Word’s retreating repower but brought the Grave Walkers into play.

These mercenaries ranged arther out to stop Word orces rom break

ing through the blockade. Held in reserve or much o the battle, the

Grave Walkers were in good condition when the Word o Blake rout 

began. Even with several small mercenary commands lling out their 

ranks, the Walkers were considered in ar better shape than the shaky 

ormation bearing the crying wol emblem o the Wol’s Dragoons.

—Reclaiming the Homeland; Tharkad University Press, 3083

GAME SETUPUse a mix of Light and Heavy Urban (see p. 263, TW ) and

Industrial (p. 11) terrain. Half of the buildings have suered 1D6x10

CF damage. Buildings destroyed rom this damage are converted

into Rubble hexes. For each Woods hex, roll 2D6; on a result of 

10+, convert the hex into Rough terrain.

 The Attacker selects one o its star ting edges beore the

Deender chooses their home edge.

Attacker Player

 The Attacker is a combination o the player ’s orce and the

Grave Walkers mercenary unit.

 The player may use up to 50% of their total force. The GraveWalkers are an additional force that equals 25% of the player’s

deployed orce. The mercenaries are Veterans and roll on a mix o 

any Lyran, Combine, and Mercenary RAT.

 The Attacker enters 60% of its deployed force from any t wo

battleeld edges at the start o the track. The remainder o the

orce enters during the Movement Phase o any turn ater Turn

5; the force must enter all at once at that time as long as one unit

rom the original group remains unctional on the battleeld.

Deender

 The Deender consists o elements rom the Lowbräu merce-

nary command and is 75% of the Attacker’s deployed force. The

mercenaries have Regular experience and use any Word o Blakeand Mercenary RATs.

 The Defender sets up 75% of their force anywhere on the bat-

tleeld but must be a minimum of 7 hexes from their home edge.

 The remainder o the Deender’s orce enters the game rom the

edge opposite the Deender’s home edge at the beginning o 

 Turn 4.

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.........THE CAMPAIGN: 3072

WARCHESTTrack Cost: 600

Options

+150 Veteran Deenders: Increase the skill o hal o the

Deender’s units rom Regular to Veteran rating.

+100 Sensor Intererence: Use the Electromagnetic Intererence rules (see p. 55, TO).

+400 Fire! Use the Fire and Smoke rules (see p. 43, TO); during

initial setup, roll 1D6 for each building and Rubble hex. On a result

of 6, that hex is considered to be on re.

OBJECTIVESHammer. Destroy/Cripple 50% of the Defender’s force. [300]

No quarter. Destroy/Cripple 80% of the Defender’s force. [200]

Cut o retreat.  The Attacker must position at least hal 

their orce within six hexes o the Deender’s home edge or a

minimum o our consecutive turns. Units may move within this

six-hex area, but i at any time less than hal the Attacker’s orce is

within this area, reset the turn count. [300]

SPECIAL RULES The ollowing rule is in eect or this track:

Forced Withdrawal

 The Lowbräu is spread thin elsewhere and ollows the Forced 

Withdrawal rules (p. 258, TW ) ater hal o its orce is destroyed or

crippled.

AFTERMATH

Having spent the Jihad in constant training, the Grave Walk-

ers were ready to see some combat and prove they were not just

“another Kell Hound arm team.” With their combined-arms expe-

rience and seamless integration o tactics rom dozens o ormer

units, the Walkers excelled in their mission. Only a raction o the

Lowbräu trying to sneak past the Kell Hounds managed to escape

the Grave Walkers.

 The Walkers’ dedication to orders and their heroic stands dur-

ing the occupation vaulted them into the elite mercenary class,

separating themselves rom the shadow o the Kell Hounds.

—Reclaiming the Homeland ; Tharkad University Press, 3083

NEXT TRACKWill o Steel 

 

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.........THE CAMPAIGN: 3072

WARCHESTTrack Cost: 1,400

Options

+400 Heavy Fog: Use the Heavy Fog rules (see p. 57, TO).

+500 Torrential Downpour: Use the Torrential Downpour  

rules (see p. 59, TO).

OBJECTIVESNot today, bub! Destroy or cripple at least 75% of the Attack -

er’s total orce. [900]

Survival. At least hal o the orces rom the Democratic

People’s Army must remain on the battleeld by the end o the

track. [500]

SPECIAL RULES The ollowing rule is in eect or this track.

Forced Withdrawal

Both the Democratic People’s Army and the KPG operate

under Forced Withdrawal rules (see p. 258, TW ).

AFTERMATH The long-anticipated showdown between Democracy Now

and Lyran authorities was ignited by the appointment o Erich

Sheridan as Kaumbeg’s regional Archonette. Lindon Ashley had

been leading the dissident movement in an increasingly radi-

cal and militarized course ollowing the assassination o Kalvin

Strauss. Sheridan was an outspoken critic o the movement and

a personal enemy o Ashley, which meant he had no reservations

using his new authority to deal with the situation by orce.

While Ashley postured he orged deals with several devils to

bolster his “Democratic People’s Army.” Eriksson’s Einherjar, a

command ormerly under Blakist contract in the Circinius Federa-

tion, became the core o Ashley’s military strength. David Styles,

an IE Council member, was another source o aid. He pressured

Grandin’s Crusaders into taking a contract with Ashley outside

IE auspices, even to the point o dropping veiled threats on the

Baron. Grandin complied, but he was not happy.

 The subsequent assault o the Kaumberg Planetary Guard on

Ashley’s stronghold came as little surprise. The Crusaders, along-

side the poorly trained DPA, had only to deend the movement’s

compound against a ponderous attack. The Crusaders sent

out their allies to be slaughtered, making the Kaumberg militia

overcondent as it approached the DPA headquarters. A sudden

attack by modern battle armor supported with an ecient orce

o ’Mechs drove the Kaumberg Guard back. Grandin’s discovery

that Ashley had already ed Novara—taking the mercenaries’

payment with him—brought the battle to a swit end.

— The Pierre Grandin Story ; Galatean Press Limited, 3089

NEXT TRACKBurning Bridges; Shit Change; Grave Recovery; Dante’s Daydream

 

GOING NOVA 

SITUATIONCHIMERA ROCK, BURBERRY ISLE 

NOVARA, LYRAN ALLIANCE 

AUGUST

12/08/72: The upstart Ashley is beginning to make me regret 

taking this contract. Mr. X had to twist my arm hard in the rst place

to do so. What IE has to do with Democracy Now I don’t know, but 

i it means I’m stuck on this rock with a ew thousand ools who do

nothing but spout democratic ideology all day long, I am orced to

resent it.

 At least Hilary is coming along nicely with her training. She’s not 

exactly noble material, but she’ll do or piloting a spare assault ’Mech.

I need her, Claude, and Isabel more than ever with the expansion o 

the Order. Most o the new MechWarriors we’ve picked up will never 

really be loyal vassals, which makes those who will not betray me all 

the more vital or retaining control o the unit.—Pierre Grandin

GAME SETUPUse a mix of Badlands, Mountains, and Hills terrain (see p. 263,

TW ) . Alternately decide the home edge o both sides.

Attacker

 The Kaumberg Planetary Guard (KPG) possesses an equa l

mix of Regular and Veteran troops and comprises 100% of the

Deender’s deployed orce. Use a mix o Militia and Lyran RATs.

 The Attacker enters the battleeld rom any map edge. Any

aerospace units begin with a minimum Velocity of 5.

Deender Player

 The Deender consists o the player ’s orce and additional

security and mercenary units rom Lindon Ashley’s Democratic

People’s Army. At least 75% of the player’s total force is used. A

small contingent o local security (Green) and mercenary (Regu-

lar) orces are added; both o these orces combined should not

exceed 30% of the Attacker’s total deployed force. These forces

use Militia and Mercenary RATs, respectively.

 The Deender begins the track deployed on one map, deter-

mined randomly. Any aerospace units begin the track with a

maximum Velocity o 4.

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Deender

 The Defender’s force equals 100% of the Attacker ’s force

comprising o the Forty-th Shadow Division. The Blakists have

Veteran skills and use any Word o Blake and Shadow Division

RAT. The Deender includes the Command Level II o Precentor

Arioch. Arioch is Manei Domini and has Elite skills. He has VDNI

(see p. 129,  JHS72) and normally pilots any Word o Blake assault-class BattleMech (typically an Archangel  Invictus).

 The Deender enters the battleeld at the start o the game

rom their home edge.

WARCHESTTrack Cost: 600

Options

+300 Demiprecentors: The Blakists have established a strong

chain o command. Each Level II has its own commander who pre-

serves the overall unit integrity. The Blakists will not suer the eects

noted in Special Rules (see below) or their commander’s or any sub-

commander’s death until they are all eliminated. The Deender secretly

designates each Level II’s commander prior to the start o play.+500 Instant Upgrade: The Deender upgrades all pilots/troops/

crews using the Manei Domini creation rules (see p. 120, JHS72).

OBJECTIVESKill the commander. Destroy Precentor Arioch beore he can

escape via Attacker’s home edge. [500]

Shatter them. Destroy/Cripple hal or more o the Deender’s

units. [1,000]

Show no mercy. Destroy/Cripple all o the Deender’s units.

[1,500]

SPECIAL RULES The ollowing rule is in eect or this track:

Commanders

Use the Commander rule (p. 13) for both sides.

AFTERMATHWe destroyed them. I only we had aced enemies o honor,

we could hope or this battle to be memorialized in The Remem

brance. Sadly, since they were only Word o Blake Shadow Division

surats, we must content ourselves with eliminating their blight

rom the galaxy without the deed being venerated.

Unortunately, some o the enemy was able to withdraw. We

estimate a total o one Level III made good their cowardly escape.

 This seemed to include the Forty-th’s commander, who ought

like a demon to break through our lines.

We remained on the surace only long enough to collect oursurvivors and the gitakes o those who ell. Other duties await

us. We cannot aord to dawdle any longer in hunting down the

cowards who ed.

—Journal entry or Galaxy Commander Ajax Drummond ,

15 December 3072

NEXT TRACKDante’s Daydream; Tunnel Rats; Roman Candle

so-called Protectorate’s doorstep. Conrad said the Blakists came

in disguised as the Northwind Highlanders and in the Highland-

ers’ own DropShips. Everyone’s araid that means Northwind

might have gotten the same treatment as Outreach because

there’s been no word rom the Highlanders since beore the

Blakists started this damn Jihad o theirs.

We know a lot o people on Galatea. Considering Tharkad

showed us how the Blakists like to ght, I don’t want to think 

about what might happen to our riends over there. Is it wrong

that I eel glad to be here with my amily again instead o on some

oreign world, trying to hustle up a contract only to be attacked

by the cowards responsible or the whole war?

While we’re here, we’ve picked up some new tanks and crews

to replace the losses on Tharkad. Junior’s getting them trained up

while McGrady trains the new pilot we hired beore Spica.

—Journal entry or Col. Roger Cumberland, 7 October 3072

NEXT TRACKShit Change; Dante’s Daydream; Tunnel Rats; Roman Candle

 

SHIFT CHANGE

SITUATIONOUTSKIRTS OF DEBER CITY 

BENJAMIN, DRACONIS COMBINE 

DECEMBER

We have arrived at Benjamin. The enemy appears surprised by 

our appearance. We will not honor them with batchall or any other 

recognition o their status as socalled warriors. We will treat them

as dezgra and exterminate them without consideration o isorla or 

accepting any terms o surrender.

—Journal entry or Galaxy Commander Ajax Drummond; 14

December 3072

GAME SETUPSet up using a mix of Flatlands and Hills terrain (see p. 263, TW ).

 The Attacker chooses a home edge prior to the start o play. The

Deender’s home edge is the opposite edge.

Attacker Player

 The Attacker is the Vision Keshik Supern ova Trinary o Clan

Nova Cat’s Tau Galaxy and an auxiliary mercenary command.

Designate one unit as Galaxy Commander Ajax Drummond

beore the start o play. Drummond has Elite skills and nor-

mally pilots a Clan assault-class OmniMech (typically a DireWol ). The rest o the Nova Cat orce has Veteran skills and uses

any Nova Cat RAT.

A fourth of the Attacker’s force consists of up to 25% of the

player’s total available orce.

 The Attacker enters rom their home edge at the beginning o 

the track.

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3073GRAVE RECOVERY 

SITUATIONCORMARC FALLS

NEW AVALON, FEDERATED SUNS

JANUARY

The last fotilla brought us in, and we were among the lucky ones.

We saw at least seven other DropShips destroyed en route to orbit 

or during landing. That we made it intact is more a matter o luck 

and numbers than any sort o skill. With the task beore us, we’ll need 

more o that. I just wish we’d been here a week or so earlier because

we could’ve been part o the deense against Mount Davion. Maybe

we’d have made no dierence, but we can make one now. I can’t 

believe the Davion Guards just broke when Marshal o the Armies

 Jackson Davion was killed. Someone needs to go and nd whatever 

remains o the Marshal or his ‘Mech to keep the Blakists rom turning

it into some kind o sick trophy. Night’s alling, which means I’m tak

ing the Missiliers to do what the Guards couldn’t.

—Journal entry for Col. Roger Cumberland, 16 October 3073

GAME SETUPUse a mix o Mountain, Forest, and Light Urban terrain (see p.

263, TW ). Select 2D6 buildings and convert them to Rubble hexes.

All remaining buildings have hal their original CF. The Deender

places 5D6 counters for various wrecked ’Mechs, vehicle husks,

and downed aerospace ghters, secretly noting which unit rep-

resents Jackson Davion’s BattleMaster . There can be no more than

two counters per hex.

 The Attacker chooses their home edge rst.

Attacker Player

 The player may use up to 10% of their total force. The Attacker

enters the battleeld rom their home edge at the start o the track.

Deender

 The Deender consists o elements rom the Word o Blake’s

Forty-fourth Shadow Division and is 100% of the Attacker’s total

deployed orce. They are Veterans and use any Shadow Division

RAT. They may eld one Elite unit or every ve units.

 The Deender may place units anywhere in the middle o the

battleield, acing in any direction. They must be at least ive

hexes rom any edge.

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THE CAMPAIGN: 3073 .........

WARCHESTTrack Cost: 300

Options

+250 Betrayed: The Deender places ve standard mineelds

on the battleeld. Mines may occupy the same hexes as wreckage.

250 Night Lights. The Deender has illuminated the area or

their search eorts, negating the cover o darkness.

OBJECTIVESRespect or the dead. Recover pieces o Marshal o the Armies

Jackson Davion’s BattleMaster . [500]

None let behind! Recover the bodies o any other non-

Blakists. [+50 per body recovered]

I hate carrion eeders. Destroy/Cripple at least hal o the

Deender’s orce. [400]

SPECIAL RULES The ollowing rules are in eect or this track:

 Jackson Davion The location o Jackson Davion’s BattleMaster remains cannot

be determined by sensors, Beagle Active Probes, or other means.

 To correctly identiy the location, a unit must occupy the Battle

Master ’s hex or an adjacent hex and spend one ull Attack Phase

without acting (due to the darkness). Recovering the material

requires an inantry unit o at least hal its starting strength or a

’Mech with at least one unctional hand actuator. Removing the

pieces uses the Finding a Club rules (see p. 146, TW ). Failure means

an additional turn must be spent to remove the wreckage.

Night Fighting

Use the Pitch Black rules (see p. 58, TO).

AFTERMATHWell, we had the right idea but not the right plan. We should

have taken time to scout the area out rst. O course, i we had we’d

have been too late. As it was, we might have succeeded just beore

the Word o Blake beat us to it. There were bodies and BattleM-

echs scattered all over that slope. We recovered all the riendlies

we could, but it was dicult to do under re. We’re not sure i the

BattleMaster we ound was the Marshal’s or not. Truth be told, we’re

not absolutely certain the mangled mess even was a BattleMaster,

but we drove o the Blakist scavenger team and made it back saely.

None o the allen deserves to be mistreated and have Blakists des-

ecrate the grave o honor where they ell in battle. I’m not sure it

truly matters in the end. In the ve years since we were last here,

the AFFS deenders have lost some o their re, and Davion’s death

only urther demoralized them. We’re supposed to be here oneway or another until the battle’s nally over. Whether we’re in our

own battleeld graves or standing over those o the Blakists, it’s not

going to be quick. For now, all we can do is keep the pressure on the

occupying orce and hit them where it hurts, again and again.

—Journal entry or Col. Roger Cumberland, 17 October 3073

NEXT TRACKTunnel Rats; Davion Falling 

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.........THE CAMPAIGN: 3073

DANTE’S DAYDREAM

SITUATIONPORTENT 

GIBSON, FREE WORLDS LEAGUE 

AUGUST

05/08/73: The Regulans are red up or their assault on Gibson.

So are the Wild Geese and the Stalking Horse. It’s ortunate they don’t 

know about our role in destroying the Dismal Disinherited. Instead 

we’re the “heroes o Donegal,” living proo that unsung mercenaries

can deeat even the Word’s best.

I have to stife the impulse to laugh. Given how much those Manei 

Domini cost us, it’s hard to say we won. I Ashley hadn’t let us hold

ing the bag, i IE ops hadn’t died down so much, I wouldn’t have come

within our jumps o Gibson. But we need a big payout, and this con

tract will certainly provide that. And the Regulans swear that there’s

only one Shadow Division waiting on the planet.

Between the Fourth Hussars and the AMC units, I expect we’ll be alow priority or them.

—Pierre Grandin

GAME SETUPUse Heavy Urban terrain (see p. 263, TW ), adding additional

buildings o any type and CF to all Clear, non-paved hexes. The

Deender selects one map edge as their home edge.

Attacker

 The Attacker consist s o the Fit y-second Shadow Division,

is 200% of the Defender’s deployed force, and may be placed

anywhere on the map. Up to hal o the Attacker’s units are set

up using the Hidden Unit  rules (see p. 259, TW ). Treat each unitas an Elite pilot. Though all pilots are Manei Domini, cybernetic

enhancements are considered an Optional Bonus or this track.

 The Attacker uses any Word o Blake or Shadow Division RAT.

Designate two units as demi-precentors; these units may not

begin play as Hidden Units.

Deender Player

 The Defender consists of up to 100% of the player’s total force. The

Deender enters through their home edge at the start o the track.

WARCHESTTrack Cost: 1,000

Options+300 Heavy Industrial Zone: Treat all Paved hexes as i they

had the Heavy Industrial Zone terrain modication (see p. 31, TO).

  +500 Manei Domini: Outit each Attacking unit with up

to three cybernetic enhancements of any level (see pp. 120–131,

 JHS72). The units controlled by the two demi-precentors may have

our enhancements o any level.

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.........THE CAMPAIGN: 3074

3074LIGHT MACHINE

SITUATIONSKYTOWER CIT Y, BUDA WEAPONS SECTOR

LUTHIEN, DRACONIS COMBINE 

MARCH

Excerpt rom Wolnet report 30740719/37Alpha, led by

agent Ramrod

 Ater our months o ruitless searching, we nally got a solid loca

tion or Yamika.

His team had gone to ground in Skytower City, located in Buda

Weapons Sector, which until recently was held by the Kokuryu-kai.

Unortunately, the Word has been looking or him too, and they have

a better Intelligence game than we do. I we didn’t get out there in a

hurry, the Blakists would get them rst.

We had not expected the Blakists to leak the ino to the

Kokuryu-kai. Beore we got there, they launched an attack intent on

taking back Skytower City. Upon our arrival, the battle between the

two Combine actions was already in ull swing, and the Blakists were

 just reaching the battleeld. We were in a race with the cyborgs or 

the Buda team.

GAME SETUPUse a mix of Forest (see p. 263, TW ), Dense Urban, and Indus-

trial Zone (see p. 11).

Attacker

 The Attacker consists o two separate orces: the Word o Blake

and the Kokuryukai .

 The Word of Blake force comprises 50% of the Attacker’s total

deployed orce and consists o elements rom the Forty-second

Shadow Division and the Ninth Division. Both units have Veteran

skills and uses any Word o Blake RAT. The Forty-second Shadow

Division also uses any Shadow Division RAT.

 The Kokuryukai consists o elements rom the Fortieth Dieron

Regulars and the Second Sword o Light. Both orces use any

Combine RAT. The Fortieth Dieron has Regular skills; the Second

Sword are Veterans.

 The Attacker may enter rom any map edge, but all Word o Blake

units do not enter the battle until the beginning of Turn 5. The Word

o Blake and Black Dragon orces do not cooperate with each other

and will re upon each other as opportunity presents itsel.

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THE CAMPAIGN: 3074 .........

Deender

 The Deender consists o elements rom various DCMS units—

the First Genyosha, the Otomo/Izanagi Warriors, and the samurai

action o the Second Sword o Light. All units use any Combine

RAT and are Veterans. There is one Elite unit or every two Veteran

units in the First Genyosha. The Defender ’s deployed force is 125%

o the Attacker’s total deployed orce.

Beore placing units, the Deender must secretly select one

building as the one housing Chie Researcher Hideoshi Yamika

and his weapons team. The Deender may set up anywhere on

the battleeld.

WARCHESTTrack Cost: 1,000

Options

+400 Sinkholes: Whenever a unit ails a Piloting Skill Roll

while occupying a paved hex, roll 2D6 for a Sinkhole Check.

On a result of 6+, the pavement weakens and a hole opens up

(Sublevel 1). Because the unit already ailed its Piloting Roll, the

unit automatically alls to the bottom o the Sublevel. Roll Falling

Damage as normal.

+200 Fanatical: All units will ght to the death; all opponents

must be destroyed either through head or center torso destruc-

tion or pilot death. A ’Mech is not considered destroyed unless it

is nished in this ashion.

OBJECTIVESMaximum damage. Destroy at least hal o the opposing

orce. [500]

Capture the technology. Retain control o the building that

houses the scientist team. [400]

SPECIAL RULES The ollowing rules are in eect or this track:

Support Troops Player

 The player can substitute up to 50% of their total force for an

equal amount on either side.

Yakima’s Technology Team

 The Deender selects the building location at the beginning o 

the game. Every End Phase, the Attacker rolls 2D6. On a result of 

9+, ROM has discovered the team’s location and broadcasts it to

the Word and also leaks it to the Black Dragons. To retain control

o the building, a player must have more units in adjacent hexes

than the opposing orce.

Optional rule: The player who controls Yakima’s team at the

end o the engagement may mount three Large X-Pulse Lasers

(see p. 321, TO) on any units in a uture Track.

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.........THE CAMPAIGN: 3074

AFTERMATH Journal Entry #2682

We ailed.

 There is no way to sugarcoat it. Hal the Cannons are either

dead or wounded, and it’s going to take months to get every-

thing repaired. For the rst time in ve years, the Cannons have

ailed a mission.

I’d heard about these Manei Domini and their Shadow Divi-

sions, but until you ace them in battle, you can’t understand

what these creatures are.

Yes, creatures.  They aren’t human anymore, just monsters

o steel and lesh. Even their ’Mechs resembled demons in

appearance and movement. They cut down everyone in their

path—Kokuryukai , samurai, and us.

We reached the building with Yamika’s team, but beore we

could extract them, the Manei Domini attacked. First Company

lost a third o its strength in less than two minutes. Second

Company tried anking them, but the cyborgs cut them apart.

Amanda was orced to eject rom her Penetrator and escaped a

squad o Wobblie battle armor by the skin o her teeth.We held as long as we could. We took down several o those

monsters but couldn’t stop them. Several squads o demonic battle

armor swarmed the building and seized the Buda team. The MDs

held their ground long enough to get Yamika’s team to a Word

hovercrat. Once the hovercrat was away, they retreated, never

giving us a chance to intercept the team. We couldn’t pursue.

Now, I have to explain to Buda why we ailed. I never intend on

doing that again with any client.

—Gannon Derer 

NEXT TRACKEnd o the Road; Davion Falling; Acid Rain; Into the Void; Heat 

Lightning

 ROMAN CANDLE

SITUATIONNOVA MEDIOLANUM

TRASJKIS, MARIAN HEGEMONY 

MARCH

We’re out here in the Periphery again. Nothing good ever comes

o these contracts, and it’s pretty obvious that Askai is either a Robe

or is working or them. But at least we shouldn’t run into any o those

cyborgs out here.

On the plus side Pierre thinks I’m good enough with the Hercules 

we salvaged that he wants me in his command lance. He’s asking me

to keep closer to him. I don’t want to give up command o the inantry company, but Baxter’s better inside a suit than I am. And he can be

trusted, unlike Kreuzer or Lee. I’ll still be in charge o administration,

so I can contribute there while serving as a MechWarrior.

 As a proper Knight. Is that what Pierre has in mind? I can only—

Yes, it’s obvious. We just have to survive this war.—Hilary Fletcher

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DAVION FALLING

SITUATIONCHECKPOINT ALPHA, MOUNT DAVION 

NEW AVALON, FEDERATED SUNS

SEPTEMBER

We were too late to save Marshal Davion a year ago, but we’d be

damned i we were going to miss the chance to ollow up with push

ing the bastards o New Avalon just like we’d done on Tharkad in

’72. I just wish that my rst clear look at Avalon City during the drop

hadn’t dashed my longheld hope o the capital surviving the Blakist 

storm..I’ve never wanted to kill other human beings so much in my lie.

—Journal entry for Col. Roger Cumberland, 26 October 3074

It’s hard to believe this is the same place we stood just seven years

ago. It looks like a still rom a history text o the First Succession War.

There’s no way the Blakists can ever be made to pay enough to make

up or this.—Journal entry for Capt. Roger Goddard, 26 October 3074

GAME SETUPUse a mix o Light Urban, Mountain, and Forest terrain (see p.

263, TW ).

Attacker

 The Attacker consists o elements rom the Fith FedCom RCT,

 Third Davion Guards, and the Davion Heavy Guards. The Fith Fed-

Com makes up 30% of the Attacker’s deployed force, has Regular

experience, and uses any FedSuns and Lyran RAT. Both Guards

units are Veterans and use a mix o FedSuns and Lyran RATs. The

Heavy Guards have one heavy-class unit or every two units theyeld and make up 50% of the Attacker’s total deployed force.

 The Attacker enters rom any three edges at the start o the track.

Deender

 The Deender consists o elements rom the Word o Blake’s

Forty-ourth Shadow Division. The Forty-ourth has Veteran skills

and uses any Shadow Division RAT. The division may eld one

Elite unit or every ve units.

 The Deender may place units anywhere in the middle o the

battleield, acing in any direction. They must be at least ive

hexes rom any edge. The Deender also places two Gun Emplace

ments (see p. 117 , TO) at least six hexes rom any edge. The Gun

Emplacements mount a pair of LB 5-X autocannon with one ton of ammunition. The gun crews are o Regular experience.

Attacker

 The Attacker is a scattered grouping o Word o Blake Militia

forces equaling 150% of the Defender’s total deployed force. They

have Regular skills and use any Word o Blake RAT.

 The Attacker enters rom their declared home edge at the start

o the track.

Deender Player

 The player may use up to 100% of their total force and are

deployed anywhere on the battleield as Hidden Units (see p.

259, TW ).

WARCHESTTrack Cost: 1,300

Options

400 Artillery Support: The Deender elds one Arrow IV-

equipped artillery unit or every our units deployed. The artillery

is 3 mapsheets away and has a Regular-skilled crew.

+200 Dawn’s Early Light: Use the Dawn rules (see p. 58, TO)

+200 To the Death: The Attacker does not ollow Forced 

Withdrawal .

+200 Elite Vengeance: Hal o the Attacker’s orce is upgraded

to Elite skill level.

OBJECTIVESQuick death. Destroy/Cripple 75% of the Attacker’s force by

the end o Turn 10. [800]

Survive the rst wave. At least 75% of the Defender’s force

must survive (not be destroyed or crippled) through the end o 

 Turn 7. [800]

SPECIAL RULES The ollowing rule is in eect or this track.

Forced Withdrawal

All orces ollow the rules or Forced Withdrawal (see p. 258, TW ).

AFTERMATH The WoB push to capture New Glasgow ailed. On the third

day o ghting, Devlin Stone led a crack team against the WoB

command assets, capturing Precentor Callen in the process. The

momentum shited to the Coalition orce, and the Blakists staged

a ghting withdrawal. Casualties were highest on the WoB side,

with nearly a seventy-ve percent attrition rate.

Despite Coalition successes, the Word o Blake managed to

cripple the main HPG relays beore completely withdrawing rom

Skye, rendering the network inoperable or nearly a decade.

—The Idiot’s Guide to the Jihad on Skye ; Republic Press, 3098

NEXT TRACK Acid Rain; Silencing the Shadows

 

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.........THE CAMPAIGN: 3075

3075SILENCING THE SHADOWS

SITUATIONPERIMETER OF THE EYRIE, WENDIGO

 ATREUS, FREE WORLDS LEAGUE 

APRIL

17/04/75: I was almost beginning to eel grateul to Askai or nd

ing us this retainer contract with the Marik Commonwealth. We’ve

 just had to reinorce loyalty to the CaptainGeneral on a ew worlds

and can relax on Atreus. It’s nicer than New Avalon or Tharkad, as ar 

as capitals go, and the pay has been great.

But it’s the Free Worlds League, so naturally we’re going to get 

sucked into a civil war.

Well, maybe Paul Marik wants to head that o, but having us tan

gle with his own superelite paramilitary battalion goes above and 

beyond the contract we signed. Marik says he just wants us to lure out 

the Dark Shadows, but i they get even an inkling, they’ll hit us hard.

 And i we don’t do this , the Mane i Domi ni will be wipi ng us

out instead.

—Pierre Grandin

GAME SETUPUse Mountain terrain (see p. 263, TW ). All Water hexes are

assumed to be Clear terrain or the purposes o this track. All

Woods hexes are to be treated as Rough, with no impact on LOS.

Both Attacker and Deender choose home edges.

Attacker

 The Atta cker is element s ro m the Word o Blake For ty-

ninth Shadow Division. They are Regulars and use any Shadow

Division RAT.

 The Attacker enters rom their home edge. Designate one unit

as Force Commander. This unit is considered Veteran when ran-

domly rolling orces.

Deender

 The Deender is elements rom the Dark Shadows; they are

75% of the Attacker’s deployed force, have Veteran skills, and use

any Free Worlds League RAT.

 The Deender enters rom their home edge. Designate one

unit as Force Commander. This unit is considered Veteran when

randomly rolling orces.

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THE CAMPAIGN: 3075 .........

WARCHESTTrack Cost: 1,000

Options

+300 Fanatical: All units ight to the death; all opponents

must be destroyed through head or center torso destruction or

pilot death. A ’Mech is not considered destroyed unless it is n-ished in this ashion.

+300 UltraElite Commander: Player may select any ’Mech

rom their unit’s appropriate RAT as the commander’s unit;

upgrade their skill to a Piloting Skill o 2 and a Gunnery Skill o 1.

OBJECTIVESWe’re much better than you. Destroy/Cripple at least hal o 

the opposing orce. [500]

Boss in the crosshairs. Destroy/Cripple the opposing com-

mander beore the player’s commander. [300]

Fight another day. The player’s commander survives the

entire scenario. [300]

SPECIAL RULES The ollowing rules are in eect or this track:

Commander

Both sides use the Commander rules (p. 13).

Support Troops Player

 The player can substitute up to 50% of their total force for an

equal amount on either side.

Wendigo

As a lunar body, Wendigo has low gravity and eectively no

atmosphere. Use the  Atmospheric Density/Vacuum (see p. 54, TO)

and Low Gravity rules (see p. 55, TO) with a multiplier of 0.5 for the

duration o the track.

AFTERMATHSAFE’s Dark Shadows battalion had staed the deenses o 

Wendigo since the disbanding o the Eagle Corps. Their increas-

ingly critical attitude toward the Word o Blake’s excesses had

gradually made Paul Marik wary o their allegiance. An online

tirade posted under a imsy cover identity by the unit’s com-

mander, Anne-Marie McCormack, inuriated Paul Marik and

provoked him to resolve the situation once and or all.

Marik ordered the Crusaders to deploy on Wendigo to lure

out his wayward battalion. The Dark Shadows were told that the

mercenaries were to test the deense o the Eyrie ortress. Colonel

McCormack was secretly alerted that the Crusaders were coming

to disarm her command. She brought her battalion outside on

the moon’s airless and cratered surace to engage the merce-

naries as soon as their presence was conrmed. Without giving

Grandin time to declare his intent, the Dark Shadows tore into his

command and drove them into a headlong retreat.

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.........THE CAMPAIGN: 3075

SPECIAL RULES The ollowing rule is in eect or this track.

Forced Withdrawal

 The Deender operates under Forced Withdrawal rules (see p.

258, TW ).

AFTERMATH The Irian Partisan League simultaneously hit broadcast cen-

ters and key security installations. In most cases, the loyalties

o Irian Corporate Security had been assured and the transer

o power was swi t. Facilities near Kirin, however, saw erocious

reghts. Time and numbers avored the IPL and by dusk, all o 

the rebels’ targets were wrested rom Irian control. The opera-

tion was the rst major step in overturning the years o Blakist

and corporate collaboration.

 The dis tan ce o yea rs giv es not onl y tim e to ana lyze the

IPL’s initial operation, but also hindsight. Critics consistently

argue that a world ull o military technology, used to high

security, and jealously guarding its secrets cannot be over-

thrown by such small group tactics. One common theory

espoused by said critics state that the rebellion did not, in

act, happen. The entire operation was simply a ruse by IrTech

to calm Devlin Stone and win his good graces, causing Stone

and his armies to bypass Irian. Such theories insinuate that the

Word o Blake still rules on Irian—undercover and civil, but in

complete control.

—The Fith o December: Ruse or Revolution? ; Regulan Free

Press, 3097

NEXT TRACKIron Giants; Comes the Reaper 

GAME SETUPUse Heavy Urban terrain (see p. 263, TW ). The Deender secretly

designates eight buildings as re control centers.

Attacker Player

 The Attacker’s orce consists o Regular Irian Rebels, accompa-

nied by no more than 20% of the player’s total force. Use a mix

o any Free Worlds League or Mercenary RAT. At least hal o the

Attacker’s deployed orce consists o Inantry units.

 The Attacker enters rom any edge at the start o the track.

Deender

 The Deender consists o elements rom the Irian Protectorate

Militia. They are 100% of the Attacker’s deployed force, use a mix of 

Free Worlds League and Word o Blake RATs, and have Regular skills.

 The Deender sets up anywhere on the battleeld and beore

the Attacker selects their starting edge.

WARCHEST

Track Cost: 800Options

300 Inside Sources: Ater the irst round, the Deender

reveals two o the re control centers to the Attacker.

+500 Armed Camps: All re control centers have Gun Emplace

ments (see p. 117, TO) and are mounted with any Ballistic weapon.

Gun crews have Regular skills.

OBJECTIVESMission impossible. Locate and control six or more re control

centers using the Scanning rules (p. 14) and occupying the hex with

an inantry unit by the end o the track. [100 or each center]

My Castle. Destroy/Cripple at least 50% of the Defender’s

orce beore the end o the track. [400]

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THE CAMPAIGN: 3076 .........

3076 COMES THE REAPER

SITUATIONCONE CITY, SECTOR

GALATEA, LYRAN ALLIANCE 

JANUARY

Excerpt rom Wolnet report 30760623/19Alpha, led by

agent Ramrod

Stone has nally noticed us.

 As mentioned in previous repor ts, we had spent most o 3075

working shortterm garrison contacts, using the time to rebuild and 

reinorce Gannon’s Cannons. I think Stone hired us because we were

resh and our ’Mech weight was tilted toward the heavy and assault 

end o the spectrum.

Whoever this Stone is, he is not an idiot. Beore they hired us, we

had to pass a thorough background check to make sure we were not 

some sort o Blakist plant. They did not nd any weak points or holes

in our past, but it was still a tense situation.

Stone needed us because his people were having problem push

ing the Blakists o Galatea. He hired a collection o units like ours,

added some Com Guards reserves to stien our oensive capabilities,

and sent us to Galatea.

We are back into the maelstrom.

GAME SETUPUse a mix of Plains and Coastal terrain (see p. 263, TW ). Near

the center o the battleield, place our two-hex hardened

Level 1 buildings (CF 150 each). Each building hex contains one

automated weapon of up to 15 tons in weight, not including

ammunition (see p. 133, TO). Designate one o these buildings as

the command bunker. The Attacker chooses their home edge.

Attacker Player

 The Attacker consists of up to 100% of the player ’s total

force and a Com Guards detachment that equals 10% of the

player’s deployed orce. The Com Guards detachment ields

only vehicles or ghters; these units have Veteran skills and use

any ComStar RAT. The Attacker enters rom their home edge. All

attacking units may only use Walking/Cruising/Sae Thrust dur-

ing the rst turn o movement.

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.........THE CAMPAIGN: 3076

Deender

 The Deender consists o elements o the Word o Blake’s

Eleventh Division and equals 100% of the Attacker’s total

deployed orce. They may use any Mercenary, ComStar, and

Word o Blake RAT and are o Veteran skill level. The Deender

sets up anywhere on the battleield ater the Attacker has

declared their home edge.

WARCHESTTrack Cost: 800

Options

+300 Heavy Rainall: At the beginning of Turn 5, heavy rain

begins to all. Use the Heavy Rainall rules (see p. 59, TO).

+200 Payback: I the player successully completed at least

one objective in the Burning Bridges track (p. 122), the Attacker’s

units may ignore the movement limitations or Turn 1.

OBJECTIVESMight o heroes. Destroy 75% of the Defender’s total forces. [600]

Revenge. Destroy/Cripple at least hal o the Deender’s

orce. [400]

SPECIAL RULES The ollowing rule is in eect or this track.

Forced Withdrawal

 The Com Guards orces are operating under Forced Withdrawal 

rules (see p. 258, TW ).

AFTERMATH Journal Entry #2987

Our irst mission with Stone. Beore he hired us, Stone’s people

spent several weeks making sure we weren’t Wobblies.

 Ater the “Br oadsword Enema,” we were eager to hit Gala tea.

The insertion was hot.

The Word stood their ground, but the Cannons showed that the

last year had not been wasted. While First and Third Companies

slammed into the Wobblies, Amanda and Second Company hit them

in the fank. Unlike on Luthien, the Wobblies’ fank collapsed and they 

broke. Amanda’s new Gunslinger perormed fawlessly, allowing her 

to best our Word ’Mechs by hersel.

Stone’s intelligence moles managed to get some great data out 

o the bunker’s computer, things like locations o supply caches,

communication codes, orce compositions, and areas o operations.

We used the data to hammer the Wobblies over the next several 

weeks and drive the survivors o Galatea.Once the Wobblies were gone, Galatea reopened or business.

—Gannon Derer

NEXT TRACKRun Them Down; Inestation; Slugger’s Paradise; Starall; Wave o 

Conusion

 

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THE CAMPAIGN: 3076 .........

 The Attacker sets up 75% of its deployed

orce within 10 hexes o its home edge. The rest

o the orce enters rom the Attacker’s home

edge during the Movement Phase of Turn 3.

Deender

 The Deender is elements o the Word o 

Blake’s Eleventh Division and equals 75% of the

Attacker’s deployed force. 25% of the Defender

has Regular skills; the rest are Veteran. The

Eleventh uses any Word o Blake RAT.

 The Deender enters rom the Attacker’s

home edge at the start o the track.

WARCHESTTrack Cost: 400

Option

+100 No Cover: Convert all Woods hexes

into Mud terrain (see p. 50, TO.

OBJECTIVESStop Them! Prevent at least two-thirds

o the Deender’s orce rom exiting through

their home edge. [400]

Maintain Pursuit. Hal o the Attacker’s

units must survive the track. [250]

SPECIAL RULES The ollowing rule is in eect or this track:

Forced Withdrawal

 The Battle Corps mercenaries ollow Forced Withdrawal rules

(p. 258, TW ).

AFTERMATH The added irepower and mobility o Kell’s reinorcement s

allowed the Coalition to quickly bring an end to the stubborn

Word deense. With their main orce crushed and no hope o 

additional reinorcements, the surviving Blakists executed a

break out. Their commander planned to retreat his orce to Drop-

Ships hidden at an outlying training base.

Unortunately or the Word, Stone’s intelligence analysts g-

ured out where they were headed and cut o their retreat. Only

two battered Level IIIs, including hastily integrated mercenary

orces, managed to escape and ee to the Blake Protectorate.

With the reclamation o the system, the Mercenary’s Star

reopened for business in February of 3076. As a debt of gratitude,

the mercenary commands that helped liberate the system received

rewards and discounts or a variety o services across the planet.

—Relighting the Star; Galatean Press Limited, 3088

NEXT TRACKInestation; Wave o Conusion 

RUN THEM DOWN

SITUATIONNORTH OF GALATEA CITY 

GALATEA, LYRAN ALLIANCE 

JANUARY

 Three months o dogged resistance had nally collapsed. With

Pygmalion breached and its Word deenders being hunted down,

the Blake orces at Paphos knew they would soon be next. Break-

ing past the Skye Jaegers siege, they made a desperate run or the

interior o Lubbock. Still sprinkled with Star League era training

grounds, the desert had a lot o places to hide things. The Coalition

knew the Word had DropShips somewhere out there. The question

was, could they stop the Eleventh rom getting to them?

—Mercenary’s Game; Galatean Press Limited, 3093

GAME SETUPUse a mix o Hills, Wetlands, Badlands, and Mountain terrain

(see p. 263, TW ). The Deender chooses their home edge rst; the

Attacker’s home edge is the opposite edge.

Attacker Player

 The Attacker consists of up to 50% of the player’s total available

force. At least 25% of the force must have units with a Walking/

Cruise speed of 6 or higher. Additionally, the Attacker adds ele -

ments from the Battle Corps mercenary unit, equal to 25% of the

player’s deployed orce. The Battle Corps is a Veteran unit and uses

a mix o Mercenary, Lyran, FedSuns, Periphery, and Capellan RATs.

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TOTAL CHAOS

.........THE CAMPAIGN: 3076

SPECIAL RULES The ollowing rules are in eect or this track:

Homeowner Hassles

 The Deender has a higher moral code than the Attacker and

as such will try to minimize civilian casualties as much as possible.

 To this end, no Deending unit can willully target a civilian struc-

ture. Furthermore, or every building destroyed by the Attacker,

the Deender gains a +1 bonus to their Initiative roll or the next

turn. This bonus applies only once per building but does stack.

[Example: The Attacker destroys three buildings in one turn. The next 

turn the Deender will receive a +3 bonus to their Initiative]

Prior Damage

Both sides have taken previous damage; the Fiteenth in

their drive through the suburbs and the Crusaders during their

opposed landing. As such, assign 4D6 damage to each unit,

breaking the damage into 5-point groupings and randomly

assigning location. Re-roll any damage that result in a unit

becoming Crippled or Destroyed.

Support Troops Player

 The player can add up to 25% of their total force on either side.

Augment the opposing side with an equal amount o orce.

AFTERMATH The aerospace ghters and naval deenses o the Free Worlds

capital savaged the Romanov’s Crusaders’ DropShips, but enough

o the mercenary unit landed intact to pose a threat to Atreus

City. In their zeal to close with the invaders, the WoBM Fiteenth

Division raced through the city’s Mestalla suburb with a blatant

disregard or collateral damage. This sudden blitzkrieg against

the landing site caught the Crusaders unprepared and battered

by their descent. Though the Blakists had also taken damage intheir literal push through suburbia, they had superior numbers

and shock value on their side.

 The Crusaders ell back to their damaged DropShips while

ghting a bitter delaying action in a utile attempt to drive o the

Blakists. The Word brought its aerospace ghters to bear against

the grounded DropShips, destroying or severely damaging them

ahead o their nal push. Grandin’s Crusaders arrived to reinorce

the Blakists, giving the Fiteenth Division the condence to throw

themselves into a headlong assault to crush the so-called “Third

Knights” once and or all. The Romanov’s Crusaders’ ot-noted

lack o tactical cohesion proved atal as the Halas loyalists ought

their own individual last stands. In the end, none o the Oriente

troops escaped, and ew o them surrendered.

 The action rendered the Fiteenth Division too damaged toaid the Legionnaires ghting the surviving Knights o the Inner

Sphere inside Atreus City. The mostly resh mercenaries were dis-

patched instead.

— The Pierre Grandin Story ; Galatean Press Limited, 3089

NEXT TRACKWe Are Your Friends; Steel City 

RESCUE GONE WRONG

SITUATIONMESTALLA, ATREUS CITY 

 ATREUS, FREE WORLDS LEAGUE 

APRIL

06/04/76: Has the ake Marik lost his mind? He put together a

 pretty large fotilla o DropShips, but the aerospace deenses o Atreus

are butchering them. Why didn’t he send some o those WarShips o 

his i he planned to pull this o? 

I suppose it’s irrelevant. Just as well that this makes our job so

much easier.

The Robes are so eager to get at the ew surviving DropShips that 

they’re smashing right through the suburbs. I have to admire Precen

tor Jenning’s directness, though I do wonder i it was smart to do

that in ront o the Legionnaires. Then again, i the Word had a lot o 

smart commanders, they would have won this war a long time ago.

We’ll proceed a little more careully. Let the Blakists take the bul

lets or us this time. They owe us enough.

—Pierre Grandin

GAME SETUPUse a mix o Ruins (see p. 11), Light Urban, and Forest terrain

(see p. 263, TW ). Place at least 20 Light and Medium buildings per

mapsheet on the playing surace. The Attacker designates their

home edge.

Attacker

 The Attacker consists o element s rom the Word o Blake’s

Fiteenth Division. They have Regular skills and use any Word o 

Blake RAT. The Attacker enters rom their home edge.

Deender

 The Deender consists o elements rom the mercenary unit

Romanov’s Crusaders and equals 100% of the Attacker’s deployed

orce. The mercenaries have Regular skills and use a mix o Merce-

nary and Capellan RATs.

 The Deender sets up rst anywhere on the battleeld within

15 hexes of the Attacker’s home edge.

WARCHESTTrack Cost: 600

Options

+200 Electromagnetic Intererence EMI: Use the EMI rules

(see p. 55, TO).+400 Make ‘Em Count: All units begin with hal o their stan-

dard ammo loads (round up).

OBJECTIVESComing through! At least a third o the player’s orce exits the

map via the opposing player’s home edge. [400]

  You didn’t think it’d be that easy, did you? Destroy at least

50% of the opposing force. [500]

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THE CAMPAIGN: 3076 .........

WARCHESTTrack Cost: 1,000

Options

+300 They’ve Got the Big Guns: The opposing side gains 3

o-board Long Tom artillery pieces and 6 pre-designated hexes

to be noted in secret at the beginning o the game. The guns are

six maps away or purposes o ight times, with Regular crews.

+300 Heavy Industrialized Zone: Designate up to 12 hexes as

Heavy Industrialized terrain (see p. 31, TO).

OBJECTIVESThey’re not getting through. Destroy at least two-thirds o 

the enemy orce. [500]

Make them pay. Earn points or each enemy unit Crippled or

Destroyed. [50 per unit]

SPECIAL RULES The ollowing rules are in eect or this track:

Final Stand The Knights know that their days are numbered and are pre-

pared to sell themselves to buy enough time or Sherryl Halas to

escape. For this track, no deending unit can be orced to withdraw.

Support Troops Player

 The player can add up to 25% of their total force on either side.

Augment the opposing side with an equal amount o orce.

AFTERMATH Though the Knights o the Inner Sphere quickly realized that

the attack was a ailure and they could not mount a rescue o 

Sherryl Halas, they still rose up inside Atreus City. The sudden

emergence o the surviving Knights caught the Eighth Free

Worlds Legionnaires completely by surprise.Only the quick reaction o the Captain-General’s guard regi-

ment, the Second Legionnaires, orestalled serious losses. The

Stygians reoriented their line o advance and counterattacked the

rebel orce without the slightest hesitation. The Knights, despite

having been battered and worn ragged by years o unsupported

guerrilla war, ought back with incredible skill. Only through

overwhelming numbers and irepower were the Legionnaires

eventually able to suppress the Knights.

 The last stand o the surviving Knights took place in the ven-

erable Free Worlds Museum o Technology. The Legionnaires,

under pressure rom the Word not to allow any escapes, called

in artillery to blast the complex into rubble. Blakist and merce-

nary personnel scoured through the debris, dragging out the

ew survivors and shooting them on the spot. The involvemento Grandin’s Crusaders in these executions led Captain-General

Corinne Marik to cancel their retainer in a largely empty protest.

— The Pierre Grandin Story ; Galatean Press Limited, 3089

NEXT TRACKSlugger’s Paradise; Starall; Ghost Tiger 

 

 WE ARE YOUR FRIENDS

SITUATIONINTERSTELLAR BOTANIC GARDENS, ATREUS CITY 

 ATREUS, FREE WORLDS LEAGUE 

APRIL

We are killing the Knights o the Inner Sphere.

I don’t understand. What’s happened here? Why are we doing this? 

Pierre has to know what he’s doing. But they’re ellow Mech

Warrior Knights! They embody chivalry—everything the Order is

supposed to stand or, all that Baron Grandin is supposed to rule by.

This can’t be right. What’s happening here is unjust. It’s against his

nature. We’ve been pawns o the Word beore, but we were just doing

what we had to do. This is something else.

Did we go wrong somewhere? 

It’s that bitch Kreuzer. She’s been leading the execution squads.

She was urging Pierre to come closer to the Blakists. It ’s like she four

ishes in murder and depravity. She wants to steal my ancé and my title and my uture, and drown them in blood.

I can’t allow that.

—Hilary Fletcher

GAME SETUPUse a mix o Urban Ruins (see p. 11), Light Urban, and Forest ter-

rain (see p. 263, TW ). The Deender chooses their home edge rst.

Attacker

 The Attacker consists o elements rom the Second and Eighth

Free Worlds Legionnaires. Each force comprises 50% of the

Attacker’s total deployed orce and uses any Free Worlds League

and Word o Blake RAT. Both Legionnaire orces have Regularskills. The Second may choose to replace up to our light-class

units with assault-class units.

 The Attacker ’s total force is 100% of the Defender’s deployed

orce and enters rom the edge opposite the Deender’s home

edge at the start o Turn 2.

Deender

 The Deender contains elements o the Firs t and Second

Knights o the Inner Sphere and Romanov’s Crusaders. The First

Knights are 10% of the Defender’s total deployed force, have Elite

skills, and use any Inner Sphere RAT. The Second Knights are 40%

o the deployed orce, have Veteran skills, and use any Free Worlds

League, Lyran, or Capellan RAT. The Crusaders have Regular skillsand use a mix o Mercenary and Capellan RATs.

 The Deender enters the map rom their home edge at the

beginning o the track.

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.........THE CAMPAIGN: 3076

OBJECTIVESSquash the nest. Destroy/Cripple at least 75% of the Defend-

er’s orces. [300]

Exoliate. Destroy all o the Deender’s BattleMechs. [200]

SPECIAL RULES The ollowing rule is in eect or this track.

Salvage

I only one objective is reached, all salvage is halved. I the Nest

o Vipers option is chosen and both objectives are completed, all

salvage may be claimed; also, the player is awarded two vehicle

units (rolled on a Federated Suns RAT) that are discovered in the

ruins o one o the bunkers.

AFTERMATHBattleMechs have ruled the battleeld or centuries. So why

do questionably armed mobs think they can present some kind

o threat?

—Journal entry or Capt. Musette Brady, 15 June 3076

 The nearest I can gure is that the bigwigs running the show

wanted to be able to have someone else do their damn dirty work 

or them. Those people weren’t a threat to a hog at a barbeque,

much less to the government. They just wanted to have their

voices heard. That ain’t possible now, not ater we smashed them

into mush.

—Journal entry or Capt. Roger Goddard, 15 June 3076

I much preer security duty, that’s no secret. But being hired

as a thug or weak politicians bothers the hell out o me. Another

 job like this, and I’m taking my company to look or a commander

with better judgment.

—Journal entry or Capt. LeRoy Cody, 15 June 3076

Words can’t describe how happy I am that only a small part

o the Missiliers was present or that. We’re not leg breakers,

dammit. Sure, we got paid, but it’s dirty money. Ater repairs and

maintenance I’m giving the surplus o this contract ee to the

amilies o the people we killed.

I can guarantee that governor won’t try to hire us again any-

time soon, not ater the private ace- to -ace discussion I had with

him. I wonder how good he’ll be at guile and deceit with a split lip

and some missing teeth.

—Journal entry or Col. Roger Cumberland, 15 June 3076

NEXT TRACKSlugger’s Paradise; Wave o Conusion; Steel City; Watershed 

 

INFESTATION

SITUATIONBOCURI CITY, LUMBER DISTRICT 

NAHONI, FEDERATED SUNS

JUNE

The troops might get sot i we keep making these long stops on

Cumberland. Anything that takes them away rom the realities o this

 Jihad, though, is okay with me. Still, the chance to work close to home

means we can make some quick money without taking the whole

unit along. McGrady says he wants more ground attack practice with

the new guy, so we’re leaving the ghters behind to train up.

This contract is supposed to be or us to control civil unrest. With Filt

velt and Malagrotta seceding, I think it’s a good idea to put a lid on any 

other groups hoping or the same, especially in the heart o the Suns.

Nahoni’s not too many jumps away. We should be able to secure the

local government and get back or a ew more weeks o R&R.

—Journal entry for Col. Roger Cumberland, 5 May 3076

GAME SETUPUse a mix of Mountain and Wooded terrain (see p. 263, TW ).

Add two Level 1 heavy buildings (CF 90 each) of one to two hex

sizes to each mapsheet. One building rom each mapsheet pair

contains an automated weapon up to 15 tons in weight, not

including ammunition (see p. 133, TO). Each building hex also

receives the bonuses o the underlying terrain when determining

movement and line o sight.

Attacker Player

 The Attacker consists of up to 10% of the player’s total force.

Select one map edge to enter rom; that edge is also consideredthe Attacker’s home edge.

Deender

 The Defender equals 125% of the Attacker’s total deployed

force; only 25% of it may consist of BattleMech units and may not

contain any battle armor. The Deender’s orces are o Regular

experience and may use Federated Suns, Mercenary, and Periph-

ery RATs.

 The Deender sets up all units on the battleield ater the

Attacker declares his home edge. All units must be within 3 hexes

o a building.

WARCHESTTrack Cost: 400

Options

100 Hot Drop: The Attacker enters the battle as per Dropping

Troops (see p. 22, SO).

+300 Nest o Vipers: Add an additional 25% of force to the

Deender; these units are o Elite skill level. Both objectives need

to be completed in order to gain this bonus.

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THE CAMPAIGN: 3076 .........

Fortunately, Stone has mercenary units who don’t worry about 

 politics. But they’re stretched thin, so we’ve been asked by Stone’s

 people i we could split the Cannons or this operation.

We agreed. First and Fourth Companies will be part o the coali

tion strike against Rio, while Amanda will take Second and Third 

Companies with the orce hitting Van Diemen IV. It’s time or Captain

 Amanda Wol to have some independent command experience with

out me looking over her shoulder. She’s been a good XO. It’s time to

 prove she’s a good leader.

—Gannon Derer

GAME SETUPUse a mix o Flatlands, Badlands and Mountain terrain (see p.

263, TW ).

Attacker Player

 The player may use up to 100% of their total force. For support,

add either a Lyran ’Mech orce or a Davion vehicle and inantry orce;

either force may not exceed 25% of the player’s deployed force. The

Lyran units are o Veteran skill level and may use any Lyran Alliance,

Militia, or Mercenary RAT. The Davion units are o Elite skill level and

may use Federated Suns, Militia, or ComStar RATs.

 The Attacker’s orce may enter rom two perpendicular map

edges

Deender

 The Deender consists o a mix o the Blue Blazers mercenary

unit and the Rio Protectorate Militia; the Deender’s total orce is

75% of the Attacker’s deployed force and is of Veteran skill level.

Use a mix o any Word o Blake, ComStar, and Federated Suns RATs

for both forces. The Militia comprises of 40% of the Defender’s

deployed orce.

Up to 10% of the force may use units from the Clan Wolf RAT.

Secretly designate one o the Deender’s units as the overall com-

mander; this unit has Elite skills.

 The Deender enters rom any map edge not selec ted by the

Attacker. One o these edges must be declared as the Deender’s

home edge.

WARCHESTTrack Cost: 800

Options

+300 Little People: Add a Level II o battle armor rom any

Word o Blake RAT to the Deender’s orce. These units have Regu-

lar skill levels and are set up using Hidden Unit rules (see p. 259, TW ).

+200 Sand: Treat each Level 0 Clear hex as Sand (see p. 39 , TO).

+200 Prior Service: For each o the listed tracks in which the

player successully completed at least one objective, subtract the

bonus rom the track cost: Corporate Ties (p. 117), Spark  (p. 118),

Comes the Reaper (p. 148).

+200 Heavy Gear: Use the High Gravity rules (see p. 55, TO);

Rio’s gravity is 1.2 Gs.

SLUGGER’S PARADISE

SITUATIONTANZANIA PRAIRIE 

RIO, BLAKE PROTECTORATE 

JULY

 Journal Entry #3160

Stone’s getting ambitious.

He wants to hit several Protectorate worlds at once, but he’s hav

ing problems with units borrowed rom the Successor States. The

Wobblies are bad enough, but i the Great Houses can’t put aside their 

dierences long enough to ght them, that’s going to be a problem.

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.........THE CAMPAIGN: 3076

STARFALL

SITUATION APPROACH VECTOR VD--UN 

VAN DIEMEN IV, WORD OF BLAKE PROTECTORATE 

JULY

Excerpt rom Wolnet report 30761002/37Alpha, led by

agent Ramrod

Part o the plan or this operation was to pull Protectorate orces

rom one planet to another, leaving the rst planet open to a Coali

tion strike. The strikes were staggered to conuse the Blakists and their 

cyber stormtroopers and make them overreact.

While Major Derer and his hal o the Cannons were hitting Rio,

the other hal was hitting Van Diemen IV. In addition to the Cannons’ 

DropShips Falconet and Henry Hunt , the major contracted a squad

ron o reelance aerospace ghters, the Aaron’s Arrows, to act as an

auxiliary to our hal o the battalion. We are supposed to evaluate

them with an eye at making them a permanent part o the Cannons.Well, we needed them, because the Blakists were determined to

keep us o the planet.

GAME SETUPUse a minimum o two Space mapsheets with the long edges

connecting. Randomly determine one o the shorter sides as the

Space/Atmosphere Interace (see p. 78, TW ). Place one Large Habitat  

(see p. 177, TR57) within 5 hexes of the planet’s upper atmosphere.

Attacker Player

 The Attacking force consists of up to 50% of the player’s total

orce. It also includes elements o the Kell Hounds and the Forty-

eighth mercenary units. The Kell Hounds’ contribution is no morethan 25% of the player’s deployed force, has Veteran skills, and

uses a mix o Mercenary, Lyran, Clan Wol, and Combine RATs. The

Forty-eighth is no larger than 50% of the player’s deployed force,

has Regular skills, and uses any Combine RAT.

 The Attacker enters rom the map edge opposite the planet at

a Velocity o 4 or lower.

Deender

 The Deender is the aerospace elements o the Second Van

Diemen Protectorate Militia Division and is 75% of the Attacker’s

total deployed orce. The Second Van Diemen uses a mix o 

Word o Blake, ComStar, and Free Worlds League RATs and is a

mix o Veteran and Elite skill levels, with one Elite or every twoVeteran pilots.

 The Defender enters from the 5 hexes along either edge near

the planet at a Velocity of 5 or lower. Up to 6 ghters may also

launch from the habitat in Turn 3.

OBJECTIVESHeadcap. Take down the eld commander. [300]

Hammer down. Destroy/Cripple over 75% of the mercenaries.

[400]

Soten ’em up. Destroy/Cripple over 50% of the Protectorate

Militia. [300]

SPECIAL RULES The ollowing rules are in eect or this track:

Commander

Add a Commander to the Defender’s side (p. 13).

Forced Withdrawal

 The Protectorate Militia is operating under Forced Withdrawal 

rules (see p. 258, TW ).

Salvage

 The Attacker may gain salvage as normal only i the unit suc-

cessully completed at least one o the tracks listed in the Prior

Service options.

AFTERMATHExcerpt rom Wolnet report 30761002/37Alpha, led by

agent Ramrod

I can’t report on what happened on Rio directly, as I was not

there. I was assigned to the Van Diemen strike, but I did get the

inormation ater we rejoined the unit.

 The task orce landed and was conronted by the local Protec-

torate Militia and a mercenary unit calling themselves the Blue

Blazers (not related to the Blue Blazers Battalion o the late New 

 Avalon Cavaliers). The Cannons, supported by small contingents

o Davion and Steiner orces, struck the let ank and pushed

the enemy back, orcing the rest o the Protectorate line to all

back. Once that happened, the Word troops continued until they

ran into a Coalition blocking orce. Surrounded on all sides, the

deenders surrendered ater suering a series o artillery strikes

and bombing runs.

But the Coalition has cracks in its oundation. The actions are

still too ocused on each other as the enemy. During the debrie-

ing Major Derer witnessed an argument between the LAAF

and AFFS commanders that escalated into a physical brawl. The

mercenary commanders and Stone’s people broke it up but not

beore both combatants had struck the other. The major was

angry; he chewed out both o them right then and there or

“unproessional behavior.” The major’s still urious at the March

dukes or their inaction when New Avalon was under siege, but it

appears his anger is not just conned to his homeland.

NEXT TRACKSteel City 

 

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 WAVE OF CONFUSION

SITUATION ALESSANDR O CITY 

NEW KYOTO, LYRAN ALLIANCE 

SEPTEMBER

12/09/76: It’s been dicult, but at last I can declare the Crusad

ers a ull battalion. More or less. We still need to ll out the vehicle

company, though a couple o aerospace ghters to round out that 

command are more important. But we are close enough or the pur

 poses o contracts.

Like our present one. Garrison duty on New Kyoto had been quiet 

despite its proximity to the Blakist Protectorate. Which is ortunate,

because integrating the battalion has proven challenging. I may 

have to send or some recruits rom Vaucluse to shore up the Order’s

role as my loyalty enorcers. Reaching this size will allow us to stabi

lize growth or a while, though.

Now i I could just shut Hilary up about Katerina. I’d rather not losea veteran ocer, and to a stupid t o jealousy at that.

—Pierre Grandin

GAME SETUPUse a mix of any non-urban terrain (see p. 263, TW ); at least two

mapsheets must have a river present.

Attacker

 The Attacker consists o elem ents rom the Word o Blake

Militia’s Second Division and equals 100% of the Defender’s total

deployed orce. The Second has Veteran skills, with one Elite

crew/pilot or every two Veteran crew/pilots, and uses any Word

o Blake, Lyran, and Combine RATs. The Second may not eld anyinantry or battle armor units

 The Attacker enters rom any one map edge, declared beore

the start o the battle.

Deender Player

 The Defender consists of up to 25% of the player’s total force.

 The Deender sets up anywhere on the battleeld.

WARCHESTTrack Cost: 600

Options

+200 Light Fog: Use the Light Fog rules (see p. 57, TO).

+200 Dusk: Use the Dusk rules (see p. 58, TO).

OBJECTIVESFull court press. Destroy/Cripple at least hal o the Attacker’s

orce beore Turn 10. [500]

Survival. At least 75% of the Defender’s force must survive the

track. [300]

WARCHESTTrack Cost: 800

Options

+500 Upgraded System Deenses: Replace the habitat with

a Capitol -class system defense station (see p. 180–181, TR57). The

crew is o Regular skill level.+200 Asteroids: Add 1D6 large asteroids; these are placed at

least 10 hexes rom the planet (see p. 44, SO).

+200 Prior Service: For each o the previous tracks that the

player successully completed at least one objective, subtract the

bonus rom the track cost: Corporate Ties (p. 117), Spark  (p. 118),

Comes the Reaper (p. 148).

OBJECTIVESClear the air. Destroy/Cripple at least 75% of the Defender’s

orces. [600]

Initiate landing operations. At least 25% of the Attacker’s

orce should successully enter the planetary atmosphere and exit

o that map edge. [300]

SPECIAL RULES The ollowing rule is in eect or this track:

Salvage

 The Attacker may gain salvage as normal only i the unit suc-

cessully completed at least one objective in one o the tracks

listed in the Prior Service option.

AFTERMATH Journal Entry #3157A

Gannon, I still think keeping a journal is stupid!

Who is going to bother reading it, some tweedy academic

sometime in the uture who has never been shot at?

Fine.

 The Word’s aerospace ghters scrambled to meet us, but the

Kell Hounds and the other units that had ghters (including the

Arrows) outnumbered them. Rousset-Marik was sure we could

bull our way past the Word.

But the Word did not roll over. The Arrows need major repairs

beore they can go up again.

And ater we landed? The Protectorate orces lasted three days

beore they ell apart. We barely got our paint scratched.

But something is going on here. There have been rumors that

some sort o ground-based SDS was in the process o being built.

We have ound some construction that does not t in with normal

military acilities. No one is saying anything, but I am seeing wor-

ried aces. I will look around some more.

—Amanda Wol 

NEXT TRACKWave o Conusion; Steel City  

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.........THE CAMPAIGN: 3076

STEEL CITY 

SITUATIONFORT BERKENSHIRE, SOUTH QUADRANT 

NEW HESSEN, FEDERATED SUNS

NOVEMBER

General Hampton reminds me a lot o Adam Steiner. His demeanor 

when holding planning sessions and his delivery o orders to his orces

reminds me a great deal o the Archon. And yes, that is a compliment.

—Journal entry for Capt. Musette Brady, 19 November 3076

This is a world o good people. I can’t bear the thought o it end

ing up like Tharkad or New Avalon. At least ghting the goddamn

Blakists, you know you’re on the right side.

—Journal entry for Col. Roger Cumberland, 21 November 3076

This is an ambusher’s paradise. I’ve identied more than a dozen

optimal positions to station troops, tanks, and ’Mechs in the event o an assault on Fort Berkenshire. Out here on the eastern fank, we’re

exposed to attack. The Colonel sure seems red up, though. I almost 

 pity the Word.

—Journal entry for Capt. LeRoy Cody, 22 November 3076

GAME SETUPUse a mix o Mountains, Wetlands, Badlands, and Hills terrain

(see p. 263, TW ); at least one map should be o the Light Urban

terrain table to represent part o Fort Berkenshire, the current

headquarters o General Hampton and the deenders o New

Hessen.

Designate one multi-hex building on the urban mapsheet as

the camp’s central command center (C3), and a second, singlehex building as the communications center. Both buildings are

converted to Hardened buildings (retaining original height) with

a CF of 150.

Attacker

 The Attacker consists o elements o the Word o Blake Mili-

tia’s Thirty-third Division, augmented by local sympathizers. The

Word’s force is 150% of the Defender’s total deployed force and is

o Veteran skill level, with one crew/pilot o Regular skill or every

two Veterans. The sympathizer’s force is 25% of the Defender’s

total deployed orce and is o Green skill level.

 There are two vehicles or every BattleMech unit present in the

sympathizer’s orce. The Thirty-third Division uses a mix o Wordo Blake, Militia, and Federated Suns RATs. The sympathizers use

any Federated Suns or Mercenary RAT.

 The Attacker enters rom the edge arthest rom the ort; this

edge is considered their home edge.

SPECIAL RULES The ollowing rule is in eect or this track:

Floodwaters

 The Aless andro Dam has broken due to excessive nearby

combat and is ooding the plains around it. Beginning in Turn 3,expand all rivers present by two hexes on each bank (so a one-

hex river becomes a ve-hex river); the new hexes are at Depth

1. Every odd turn thereater, increase the river size by two hexes,

with the new hexes at Depth 1 and all prior Water hexes increas-

ing in depth by one.

All terrain Level 1 and higher remains above water; the water is

spreading, not rising, due to the soil erosion occurring under the

surace. All Woods hexes covered by water are considered cleared.

All Water hexes are aected by the Torrent rules (see p. 52, TO).

 The direction o water ow is determined by the Deender at the

beginning of Turn 3.

AFTERMATHNew Kyoto was rocked by yet another tragedy o the Jihad in

September 3076, when elements of the Word of Blake’s Second

Division attacked near the city o Yonei. On top o destroying the

University o New Kyoto, the Blakists struck out towards the mas-

sive Alessandro Hydoelectric Dam Complex, intent on destroying

this vital piece o planetary inrastructure. The well-rested Cru-

saders pursued the Blakists and engaged the main body o the

Level III beore it could reach the dam.

During a bitter struggle in the ading light o dusk, the mer-

cenaries pushed the Blakist raiders toward the inland Enrich Sea.

Some o the Word’s troops broke through and delivered enough

damage to the dam’s integrity to collapse it. The unleashed sea

raced down the old river channels, sweeping everything in its

path. Most o the Blakist orce was washed away, but the Crusad-

ers ed to higher ground in time to avoid catastrophic losses.

 The rushing ood and rising water levels almost completely sub-

merged an entire city district.

Aterward, the Crusaders hunted down the surviving Blakist

orces and assisted local responders with rescue and relie opera-

tions. Though the local government o New Kyoto was urious

about the disaster, Grandin ought o any attempt to censure his

Crusaders by reerencing their excruciatingly detailed contract.

 The LAAF liaison was orced to agree with his interpretation, leav-

ing only the Blakists available to take the blame. Several o the

prisoners Grandin turned over to the government were accord-

ingly tried and executed.

— The Pierre Grandin Story ; Galatean Press Limited, 3089

NEXT TRACKSteel City; Watershed 

 

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AFTERMATHIt’s never easy against the Word o Blake. The general pulled his

reserve orce out, and we were hammering the Blakists hard, but the

whole thing was a ruse. Once the actory’s deense had advanced,

the Word and the traitors helping them sneaked a covert orce past

the battle lines. They stole two ull DropShips, making o with a com-pany o Rooks and tons o supplies. That’s all the guerrillas needed, a

source o resupply at the expense o the legitimate authorities.

I’ve spoken with General Hampton and he extended our con-

tract or the next ew months. I think he could see how eager we

were to hunt down these bastards, but he still oered air terms.

On top o our payment, he even promised us some o these new

RetroTech ’Mechs the WorkMech actory’s been producing. That’s

more than good enough or me. Any chance to punish the Word

is just about all the compensation we need.

—Journal entry or Col. Roger Cumberland, 24 November 3076

We hunted down some o the traitors last night. They might only

have been trying to sneak back into the city to have dinner with their

collaborating amilies, or maybe they were coming to plant some

bombs. Either way, they led us back to their base in the orest. That’s

some o the enemy down. Even captured a ew workable ’Mechs or

the Missiliers, though Grizzell might have to hose out the cockpits.

—Journal entry or Capt. LeRoy Cody, 7 December 3076

NEXT TRACKGhost Tiger; Hammer and Anvil; Hounds o War; Blood and Fury;

Charred Victory 

 

 WATERSHED

SITUATIONPLAINS OF SUN 

CAPOLLA, WORD OF BL AKE PROTECTORATE 

DECEMB ER

 Journal Entry #3311

Guess who’s shown up ater three years? Our old riend Mister 

 Askai, and with a new contract! How the hell did he know where to

nd us? His intelligence network must be on par with ROM, Wolnet,

MIIO or one o the other intel services.

I still don’t trust him.

 And once more, it isn’t a straightorward contract. Seems Deliah’s

Gauntlet, a merc unit in the Word’s employ, has abandoned their 

contract because they didn’t like some o the standing orders. Fair 

enough, but instead o telling us which side to ght, he’s giving us a

choice. We can either help the Gauntlet or punish them or violating

their contract and bringing down the mercenary proession. We have

all the time to decide until we hit Capolla.

We took the contract, but I think the next time I see that bastard,

I’ll kill him.

—Gannon Derer

Deender Player

 The Deender consists o the player’s orce augmented with

base security forces. The player may use up to 100% of their total

force. Base security is 10% of the player’s total deployed force

and is o Regular skill level. The security orce uses any Federated

Suns, Mercenary, or Word o Blake RAT.

 The Deender may set up anywhere on the map designated to

represent the ort. Base security orces set up as Hidden Units (see

p. 259, TW ).

WARCHESTTrack Cost: 1,500

Options

+500 RetroTech: Use only 3025-era and Primitive technology

or the base security orces. Add to the Attacker’s orces a Torrent  

heavy bomber (see p. 120, TRVA) or every our units deployed by

the Deender.

+500 Castle Brian: Construct the ort along the lines o a par-

tial Castle Brian (see p. 141, TO), covering a maximum size o one

mapsheet, with structures up to 6 levels above or below the map

surace, and no more than 10 xed weapon emplacements. Increase

the Word of Blake’s force to 200% of the Defender’s deployed force

and replace all Regular Word o Blake pilots with Elites.

OBJECTIVESDeend command! The C3 and communications center must

survive to the end o the battle. [1,000]

Anvil. Destroy/Cripple at least 50% of the Thirty-third Division

orces. [400]

Sustainability. At least 25% of the base security force must

survive to the end o the battle. [300]

SPECIAL RULES The ollowing rules are in eect or this track:

Forced Withdrawal

 The Word sympathizers operate under Forced Withdrawal rules

(see p. 258, TW) but only after at least two Thirty-third Division

units are destroyed.

AntiAir

I aerospace elements are present among the Attacker’s orce,

at least 10% of the Defender’s elded force must incorporate Flak-

capable weapons (such as LB-X Autocannon, Artillery weapons,

and so orth). I the Castle Brian option is used, at least two tur-

rets must be dedicated AA platorms, eaturing a minimum o 

two such weapons per turret.

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3077GHOST TIGER

SITUATIONOUTSKIRTS OF C AMP OWL-

YORII, WORD OF BLAKE PROTECTORATE 

JANUARY  

This one sounds too good to be true. And since we came by way 

o this contract through some contact o Mister Askai, I’m betting it 

is. The intel we’ve got claims the Blakists have moved almost all their 

Protectorate Militia oworld, leaving just a skeleton crew to mind 

the shop. I’m not planning or anything so cut and dried. I their num

bers are that small, it’s better we hit them with everything we’ve got 

and don’t let up. The problem is, there are our sites, and we don’t 

know which one the Word’s holed up in. That means I’ve got to split 

our orce up our ways and send them each at a target. Hopeully 

we’ll still outnumber them, and even i not, a simple comm should be

enough or us to redeploy to take them down.

—Journal entry for Col. Roger Cumberland, 20 January 3077

GAME SETUPUse Flatlands terrain (see p. 263, TW ).

Attacker Player

 The Attacker consists of up to 25% of the player’s total avai l-

able orce. The Attacker enters rom any one map edge.

Deender

 The Deenders are Protectorate Militia consisting o only Bat-

tleMechs and battle armor. The Deender is o Veteran skill level

and equals 125% of the Attacker’s deployed force. They use a mix

o Militia and Word o Blake RATs.

 The Deender enters rom their home edge, which is opposite

o the Attacker’s starting edge.

WARCHESTTrack Cost: 500

Options

+200 No honor. The Deender disregards all Special Rules or

this track.

+200 Worthy opponents. The Deenders have Elite skills.

+200 Heavy Gs: Use the High Gravity rules (p. 55, TO); Yorii has

a gravity o 1.12Gs.

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.........THE CAMPAIGN: 3077

OBJECTIVESTake ‘em down. Destroy/Cripple more than hal o the

Deender’s orces by the end o Turn 12. [400]

NonLethal means. Cripple at least two-thirds o the Deend-

er’s orce. [400]

SPECIAL RULES The ollowing rules are in eect or this track:

Honor Bound

 The deending orces are using Level 1 Clan honor rules (see

p. 273, TW ).

Forced Withdrawal

Both sides are operating under the Forced Withdrawal rules (p.

258, TW ).

AFTERMATHSmoke Jaguars? You have got to be kidding me.

—Journal entry or Capt. Roger Goddard, 20 June 3077

Without being in the ight against the Clans, I didn’t know

what  zellb rigen was. Maybe I should have remembered the

reports rom those days, but even the Clans have mostly given

up on this honor duel business the last ew years, haven’t they?

Hell, in the heat o battle, I wouldn’t have recognized it even i 

it had been on my mind. But to think these Clanners have been

imprisoned or almost twenty years and still held to their code? I

have to admit, I’m impressed.

—Journal entry or Capt. Musette Brady, 20 June 3077

It’s interesting to meet Devlin Stone in person this time. I

can see why so many people are locking to his banner. Some-

how he got us and the Jaguars to stop iring on each other.

Hell, somehow he knew it wasn’t Blakists we were ighting. I’m

not going to complain, but I kinda wish I knew how he knows

all this stu.

Anyway, our losses were minimal since such a small part o the

Missiliers actually engaged the Jaguars. Too bad the same cannot

be said or them, what with them holding to their honor and all.

Fog o war, sure, but knowing we had the same enemy doesn’t

mean we would be riends. At least we completed the contract:

Yorii is ree.

—Journal entry or Col. Roger Cumberland, 20 June 3077

NEXT TRACKCharred Victory; Hounds o War 

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THE CAMPAIGN: 3077 .........

BY A THOUSAND CUTS

SITUATIONNEAR ORBIT 

HALLORAN V, CAPELLAN CONFEDERATION 

FEB  

Forced o Halloran V by the Word o Blake’s orbital bombardment,

the Conederation returned in 3077 supported by their upgraded Feng

Huang cruiser Franco Martell. Prepared or a Blakist blockade, the

Capellans were surprised to nd only a single squadron o  Leopard 

Pocket WarShips and a handul o ghters protecting the jump point.

 As they approached the th world in the system, no urther aerospace

orces made themselves known. Counting their blessings, the Coneder

ation orces settled into orbit and prepared to invade the planet below.

They then ound they had played the fy to the spider as space

around them exploded with capital missile re.

—Crucible; StarCorps Books, 3093

GAME SETUPLay out a minimum o three Space maps. Designate one edge

as the Space/Atmosphere Interace (see p.78, TW ).

Attacker Player

 The Attacker is 100% of the player’s total force. They are sup-

ported by an equal number o CCAF aerospace orces. The CCAF

are Veterans and use any Capellan RAT.

 The Attacker enters rom any edge other than the Interace,

with a starting Velocity o 1.

Deender

 The Defen der is an SDS Net work equ al to 100% of theAttacker’s total deployed orce. The orce consists exclusively o 

Cockatrice Monitor Platorms and Hive Class aerospace ghters

(see Word o Blake SDS Network  p. 178,  JHT ). At least hal o the

Deender’s orce is Cockatrice Monitors.

 The Deender’s Hive aerospace ghters enter rom any edge

not the Interace at the start o the track with a starting Velocity

up to their Sae Thrust. Because they appear as normal satellites

to the Attacker’s sensors, the Deender’s Cockatrices begin the

track as Hidden Units (see p. 259, TW ) anywhere on the battleeld.

WARCHESTTrack Cost: 750

Options300 In the Eye o the Storm: Add the Feng Huang-class War-

Ship Franco Martell (see p. 18,  JTPSian) and escorts; the WarShip

must remain in the center o the Attacker’s ormation or a mini-

mum o ve turns. See Eye o the Storm below.

+200 Ship Killers: The Deender’s aerospace ighters may

start the game with any aerospace-legal external ordnance (see

Bomb Munitions p. 357, TO).

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HAMMER AND ANVIL

SITUATIONSECARI DESERT 

 ALGOT, WORD OF BLAKE PROTEC TORATE 

FEBRUARY  

Ol’ Max Liao lost this planet to dirty Davion tricks way back 

in the Third Succession War. That was, what, sixtysome years

ago? Eighty? Will these people even remember what it was like to

be Capellan? Ater so many decades o them trapped on a Fedrat 

leash, I can’t help but wonder how deep the Davion inection might 

run on this planet…

Whatever the case, it’s about damn time we reclaimed this world.

Better late than never.

—Personal journal o  Saoshao Faith McCarron, McCarron’s

Pride, Fourth MAC

GAME SETUPUse Flatlands terrain (see p. 263, TW ). Treat all Clear and Paved

hexes as Sand  terrain (see p. 39,TO). The Deender chooses their

home edge, with the opposite side being the Attacker’s home edge.

Attacker Player

 The Attacker consists of up to 100% of the player’s total avail-

able orce and includes elements o the Fourth Tau Ceti Rangers,

up to 50% of the player’s deployed force. The Fourth Tau Ceti pos-

sesses Veteran skills and uses a mix o ComStar, Mercenary, and

Capellan RATs.

 The Atta cker sets up anywhere with in 8 hexes from their

home edge.

Deender

 The Defender is a Blakist mercenary garrison that equals 100%

of the Attacker’s total deployed force; 25% consists of vehicles

and conventional inantry (not battle armor). The mercenaries use

any Mercenary RAT; hal o the orce has Veteran skills, with the

remainder having Regular skills.

 The Deender enters the battleeld rom their home edge at

the start o the track.

WARCHESTTrack Cost: 500

Options

+100 Blowing Sand: Use the Blowing Sand rules (see p. 62, TO).+300 Hiring Spree: Add an additional 25% to the Defender’s

orce; these units are Veteran conventional inantry.

+200 Fire or Eect!: The Deenders have two Long Tom and

two Thumper artillery tubes stationed at their observation post, 9

mapsheets distant. Each launcher has our rounds o ammunition.

Use Artillery rules (see p. 179, TO).

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THE CAMPAIGN: 3077 .........

GAME SETUPUse a mix of Hill Terrain and Mountain terrain (see p. 263, TW ).

 The Deender selects one hex grouping o hi ll or mountain ter-

rain 3 hexes in size and containing at least two dierent heights.

In that grouping, the Deender designates one hex as the tunnel

entrance [CF 50 to represent the ferrocrete rampway]. Place aLevel 1 Hardened building (CF 90) adjacent to the entrance; this

building contains one Gun Emplacement (see p. 117, TO).

Attacker Player

 The Attacker consists o elements rom the First Sword o Light

and Clan Wolf’s Iota Galaxy, with 25% of the player’s total force

as support. The First Sword has Veteran skills, uses any Combine

RAT, and is 100% of the player’s deployed force. Iota Galaxy has

Veteran skills, uses any Clan Wolf RAT, and is 100% of the player’s

deployed orce.

 The Attacker enters the battleeld rom any two edges ar-

thest rom the tunnel entrance.

Deender

 The Deender consists o elements rom the Word o Blake’s

Forty-seventh Shadow Division and Protectorate Militia strag-

glers. The Defender is 100% of the Attacker’s deployed force. The

Shadow Division is 75% of the Defender’s deployed force.

All o the Deender’s units have Veteran skills and uses any

Word o Blake RAT. The Forty-seventh may also use any Shadow

Division RAT.

 The Protectorate Militia orces are deployed anywhere within

6 hexes of the tunnel entrance. The Forty-seventh enters from

any edge not chosen by the Attacker during the Movement Phase

o Turn 2.

WARCHESTTrack Cost: 800

Options

+400 No Mercy: The Deenders are entrenched. Add two addi-

tional Gun Emplacements within two hexes o the tunnel entrance.

+100 Tears rom Heaven: Use the Moderate Rainall rules (see

p. 59, TO).

OBJECTIVESLast stand. Destroy 75% of the Defender’s force before losing

50% of the Attacker’s. [400]

Wipe out. Destroy all gun emplacements and the tunnel

entrance before the end of Turn 8. [200]

Brutality. Destroy/Cripple 100% of the Defender’s force. [400]

SPECIAL RULES The ollowing rules are in eect or this track:

OBJECTIVESGet the intel. Attacker must scan all buildings and identiy the

locations o the weapons and ammo. [300]

Advance attack. Destroy/Cripple at least hal o the Deend-

er’s orce. [300]

Deny the supplies. Destroy the buildings containing thesupplies to deny them to the enemy; buildings must be scanned

beore they can be destroyed. Buildings destroyed by the

Deender count towards this objective. [200]

SPECIAL RULES The ollowing rule is in eect or this track:

Forced Withdrawal

Both sides are operating under Forced Withdrawal rules (see p.

258, TW ).

AFTERMATHI was right to suspect that site. We ound an entire arsenal hid-

den under stored grain in three o the buildings. We also ound a

company’s worth o Protectorate Militia lying in wait. They must

have noticed our yover and prepared a reception or us. Nothing

we couldn’t handle, though. They either thought we were some

mere raiding orce or didn’t realize we were the Kell Hounds. I 

they want to take us out, they’ll need ar more than even num-

bers. Now we’ve reduced their orce, taken their supplies, and

completed the recon. All in all, a good day’s work.

Anyway, the reports rom the other teams identiied the

deenders. It’s just Protectorate Militia, now understrength ater

our visit. Khan Kell should have no problem taking Marcus or the

Coalition.

—Journal entry or Col. Akira Brahe, 12 June 3077

NEXT TRACKWhite Flags; Blood and Fury 

 

DRAGON’S PINCERS

SITUATIONSTEEL VALLEY, NORTHERN SHIRE 

QUENTIN, DRACONIS COMBINE 

JULY  

“This is it! We have them cornered! Nowhere to run, nowhere to

hide. We’ll squash them against that mountain. Blood and rocks and 

brain matter all over—wait—where did he go? Gunsho? Did you see

that? I had him right in my sights and then he fipped around that 

corner and—” 

“Great Buddha – another tunnel?!” 

“What? Aren’t you the one who ancies himsel the ‘Moleman o 

Quentin’?” 

—“Steel Courage”; Quentin Visionary Network, 3088

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TOTAL CHAOS

.........THE CAMPAIGN: 3077

“Questions? No? Then o you go!” 

—Resnick’s Roughneckers, Episode 53: “Easy-peasy”; Marik 

Entertainment Channel, 3093

GAME SETUPUse a mix of Heavy Urban (see p. 263, TW ) and Training

Grounds (p. 11) terrain. The Deender places/designates one build-

ing as Duhr Prime’s Town Hall.

Attacker Player

 The Attacker consists of 10% of the player’s total force, aug-

mented by elements o the Seventeenth Arcturan Guards. The

Guards are 100% of the player’s deployed force, have Veteran

skills, and use any Lyran RAT.

 The Attacker enters the battleeld rom the edge arthest rom

the Town Hall.

Deender

 The Deender consists o elements o the Zosma Corporate

Security Protection Force. The CSPF is 75% of the Attacker’s

deployed orce, has Green skills, and uses any Militia, Lyran, and

Mercenary RAT. Hal o the CSPF is deployed anywhere on the

battleeld as Hidden Units (see p. 259, TW). The Defender also

secretly places 5 command-detonated mineelds (see p. 207, TO)

anywhere within 10 hexes o the Town Hall.

 The rest o the Deender ’s units are set up anywhere on the

battleeld.

WARCHESTTrack Cost: 500

Options

100 Surprise, Surprise: All mineields are itted with the

faulty charges and only detonate on a 1D6 result of 3 – 6.

+200 Ol’ Bessie: The Deender adds one motorized inantry

platoon that includes an AC20 Field Gun (see p. 320, TO). The pla-

toon and gun crew have Regular skills and is set up as a Hidden

Unit anywhere within 7 hexes of the Town Hall..

OBJECTIVESReconinorce. Destroy/Cripple 50% of the Defender’s force

by the end of Turn 8. [300]

Freshly painted. No buildings are purposeully destroyed by

the Attacker’s orce. [100]

Time’s up. At least three Attacker units are adjacent to Town

Hall by the End Phase o Turn 10. [200]

SPECIAL RULES The ollowing rule is in eect or this track.

Forced Withdrawal

 The Zosma CSPF and the Seventeenth Arcturan Guards are

operating under Forced Withdrawal rules (see p. 258, TW ).

Fanatical Devotion

I a Deender unit is reduced to a point where a Forced With

drawal (see p. 258, TW ) is called or, that unit instead receives a

–1 bonus to all Gunnery and Piloting Skills and will fight until

destroyed or unable to unction. The Deender does not ollow

the normal Forced Withdrawal rules at any time.

Forced Withdrawal

 The Attacker is operating under Forced Withdrawal rules (see

p. 258, TW ).

Fortyseventh Shadow Division

One o every our units in the Attackers orce is a Manei Domini

soldier equipped with a VDNI system. Each VDNI-equipped sol-

dier receives a +1 bonus to all Piloting and Gunnery skill rolls.

AFTERMATH The war for Quentin ended rather abruptly on 20 July 3077.

Warlord Minamoto’s orces, spearheaded by the First Sword o 

Light and lanked by Clan Wol’s Iota Galaxy, had pushed theForty-seventh Shadow Division back into the barren hills south

o Steel Valley. Still pockmarked with the remains o earlier bio-

weapon strikes, the remote area gave no clue how the Word held

out. Rumors attributed their survival rom cyborg warriors to sen-

tient AI. Smarter heads considered the possibility o underground

caverns previously unknown to the original inhabitants.

A bit o hard work by a platoon o dedicated scouts uncovered

the solution. A vast mountain base, careully camouaged and

extensively networked with underground tunnels.

Minamoto ordered a ull assault on identied weak spots along

the deensive lines. The Blakist orces crumbled instantly, switching

rom a steady, stoic retreat to ull rout in a matter o hours.

Victory’s taste, however, turned sour. Instead o running deeper

into the hills and crashing against Minamoto’s pincer movement,the Blakists boarded some remaining DropShips and let.

—Neverending Conict ; Quentin Press Corps, 3093

NEXT TRACKWolves From the Slaughter; Charred Victory; My Enemy’s Enemy 

 WHITE FLAGS

SITUATIONOVER DUHR PRIME 

 ZOSMA, WORD OF BLAKE PROTEC TORATE 

AUGUST  

“Alright boys and girls! We’re going in hot on this one! B and C companies drop rst. Your target is Duhr Prime. B company takes the

outskirts while Charlie goes straight or the center. Alpha comes in

T+2 and will hang behind; survey the oothills and watch your backs.

“Remember, this is recon only. Take no risks, pick no ghts. We’re

coming back later or more. As soon as you’re done, swing back south

towards the beacon. I we’re lucky they’ll have our bunks warmed 

and drinks chilled already.

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THE CAMPAIGN: 3077 .........

reinorcements rom the coast. I’m not pleased with being hung out 

on the edge o the line, like always, but she’s calling the shots. Consid

ering the ordeal the new guys have been through, I just hope we don’t 

run into anything that would make them shy away rom their duties.

—Journal entry for Col. Roger Cumberland, 3 October 3077

GAME SETUPUse a mix of Wetlands and Coastal terrain (see p. 263, TW ). The

Attacker chooses their entry edge rst.

Attacker Player

 The Attacker consists of up to 50% of the player’s total avail-

able orce.

Deender

 The Deenders are orces rom the Chara Protectorate Militia.

 The Militia is of Regular skill level and equals 125% of the Attack -

er’s orces. They use a mix o Word o Blake and Militia RATs.

WARCHESTTrack Cost: 500

Options

+200 They Saw Us Coming: Defender places 1D6–2 mineelds

(a minimum o 1) or each mapsheet at the start o the game, using

Mineelds rules (see p. 207–208, TO. The Deender determines the

type o each mineeld.

+200 Who Trained These Guys?: Increase the Deender’s skill

level to Veteran.

OBJECTIVESDrop ‘em. Destroy/Cripple at least hal o the Deender’s orce.

[500]

We don’t need your crutch. Achieve the Drop ‘em objective

without using the Hand o God (see Special Rules, below). [600]

SPECIAL RULES The ollowing rules are in eect or this track:

Hand o God

 The Attacker may use OrbittoSurace Fire (see pp. 103–104, SO)

using the Dante-class WarShip CSS Bordeaux (see p. 202, TR67).

Finicky Weather

Chara is known or unpredictable weather that can change

from minute to minute. At the start of the track and every 7 turns

thereafter, roll 1D6. On a result of 5 or 6, the weather uctuates.

Roll 2D6. A result of 2–7 indicates clear weather. With a result of 

8–10, apply Lightning Storm rules (see p. 59, TO). On a result o 11 or

12, apply Torrential Downpour rules (see p. 59, TO).

OBJECTIVESRescue the survivors. Exit as many squads and Points (even i 

some troopers in either were killed) as possible rom the Attack-

er’s home edge. [25 or each unit that exits]

Retribution. Destroy/Cripple at least hal o the Chara PM. [200]

SPECIAL RULES The ollowing rule is in eect or this track:

FORCED WITHDRAWALBoth sides are operating under Forced Withdrawal rules (see p.

258, TW) unless negated by special unit rules.

AFTERMATHIt seems the survivors had aith someone would be coming or

them. Almost as soon as we broke atmosphere, they contacted

us. They were being hounded by the Protectorate Militia, who

had grown tired o the constant harassment the Elementals

were providing. Sadly, we were too late to save them all, but we

extracted a good number o those let behind in last month.

—Journal entry or Col. Roger Cumberland, 1 October 3077

 Their survival is a testament to their way o lie, I suppose, but I

should’ve thought they’d be a little more grateul. Some were less

snobbish, but others almost looked down on us or pulling their

asses out o the re. Dumbass Clanners. Those who can still ght

were eager to join the coming conict. Ater we mopped up the

Militia’s troops, we got the hell back to our landing zone and set

about scouting the enemy. The Elementals were a great source o 

intel on the Blakist troop deployments. Their MechWarriors com-

plained about the quality o available equipment, but when the

colonel gave them the option o sitting out, they shut the hell up.

—Journal entry or Maj. Musette Brady, 3 October 3077

NEXT TRACKCharred Victory; Bridge to Oblivion

 

CHARRED VICTORY 

SITUATIONPOLISBURG, FOURTH QUADRANT 

CHARA, WORD OF BLAKE PROTECTORATE 

OCTOBER  

Finding some survivors o the WolvesinExile buoyed everyone’s

spirits, but that was just the prelude. We managed to get them a ew 

operational ’Mechs and assigned them to Brady or the time being.

Their Elementals were less demoralized and will operate in paral

lel with Cody’s own troopers. None o them, including Cody, seem

to want to challenge me about the status, which is good. We can’t 

deal with internal squabbles and pissing matches when there are

Blakists to kill. General Lee has tasked us with stopping the fow o 

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TOTAL CHAOS

.........THE CAMPAIGN: 3077

Ater the battle, ROM agents detonated the bridge, closing

o ground trac between the two continents. The Blakists later

distributed the captured relie supplies in Charon, buying their

guerrilla war considerable local support.

— The Pierre Grandin Story ; Galatean Press Limited, 3089

NEXT TRACKFlashpoint; Death to Tyrants

 

CLIMBING MOUNT SHANYU

SITUATIONGATEPOST A, OUT SIDE FORTRESS DIERON 

DIERON, DRACONIS COMBINE 

NOVEMBER  

 Journal Entry #3655

Mount Shanyu is the linchpin o the Wobblies’ deense here on Dieron.

The Word destroyed both Eridani Light Horse regiments stationed 

there back in ‘68. Once inside, they reactivated the deenses, turninga ortress into a nightmare. From there they can dominate our o 

the largest cities on the planet, including the planetary capital o San

Martin. Dieron can’t be reed rom the Wobblies without taking Mount 

Shanyu rst. But it isn’t going to be easy. Mount Shanyu is an entire

complex o reinorced walls, turrets, and gates, manned by anatics.

The Cannons were attached to the Eighth Dieron Regulars and 

given the task to breach the ortress’s rst line o outer deenses. Three

hardened walls with turrets, all to protect a gate built into the rocks,

which leads to the inner ring o the outer deenses.

This is going to be brutal.

—Gannon Derer

GAME SETUPUse Mountain terrain (see p. 263, TW ). Designate three hexrows

near the middle o the battleeld; this is “the wall.” The hexrow

closest to the Attacker’s map edge is level 7 high and contains a

low wall (CF 150 each hex) that provides Partial Cover (see p. 102,

TW ) to an occupying unit. The middle hexrow has a height of 5 lev-

els. The hexrow closest to the Deender’s map edge has a height

of 3 levels. Designate two adjacent hexes within the middle row;

these each contain a massive gate to the inner ring o Fortress

Dieron’s outer deenses. These gates are within the rock; i the

gates are destroyed, units may still cross rom one side o the wall

to the other using the rock rame. For LOS purposes, the gates are

three levels high. The gates have a CF of 300 each; destroying one

hex does not destroy the entire gate system, though units may

pass through the destroyed hex as i passing through Rubble ter-rain. The two hexes in the rows beore and behind each gate are

considered Level 0 and open (i.e. not a tunnel or bridge).

Place six Hardened Level 3 gun emplacements (see p. 117 , TO)

on the wall; the towers contain a turret that houses three large

lasers and one PPC with appropriate crew. Each gun crew is o 

Regular skill level. Towers must be at least two hexes apart and at

least one hex away rom the gates.

WARCHESTTrack Cost: 500

Options

+200 Drive On: The road surace was recently repaved. Treat

all Paved hexes as i they were aected by Ice (see p. 50, TO).

+200 Rough Month: The Attacker begins with an additional3D6 damage per unit. Re-roll any damage or critical hits that

would cripple or destroy the unit. Infantry units only receive 1D6

damage per squad/platoon.

OBJECTIVESSteal the thunder. Prevent at least eight transports rom exit-

ing through the Attacker’s home edge. [400]

Thin the herd. Destroy/Cripple hal or more o the Deender’s

orce (not including the transports). [600]

SPECIAL RULES The ollowing rule is in eect or this track:

Finicky Weather

Chara is known or its unpredictable weather that can change

from minute to minute. At the start of the track and every 7 turns

thereafter, roll 1D6. On a result of 5 or 6, the weather uctuates.

Roll 2D6. A result of 2–7 indicates clear weather. With a result of 

8–10, apply Lightning Storm rules (see p. 59, TO). On a result o 11 or

12, apply Torrential Downpour rules (see p. 59, TO).

Salvage

 The Salvage rule (p. 13) is in eect only if the Steal the thunder 

objective is reached.

AFTERMATH The Coalition victory on Chara let a ragmented Blakist orce

behind to continue guerrilla warare. Weeks ater nominal lib-

eration the Word continued to occupy large parts o the planet

outside the capital. A major earthquake on the southern conti-

nent o Verdez a mere week ater the Coalition declared victory

devastated the port city o Charon and gave those remnant orces

an opportunity. With relie supplies coming across the Scarlet Sea

rom the northern continent o Azula via the Giovanni Steiner

Intercontinental Bridge, aid convoys would be vulnerable to

attack. And in the conusion ROM would be able to destroy the

bridge, strengthening their position on Verdez.

Grandin’s Crusaders carried out the convoy attack, acing ele-

ments o the newly arrived Chaee Planetary Militia. Sweeping out o 

the coastal wetlands in a blitzkrieg assault, the Crusaders caught the

militia orces by surprise. The Lyran militia ormed a laager around the

critical relie transports, shielding them rom Grandin’s attack. As the

mercurial Charan weather shited to a massive downpour, the militia

split itsel in two. One part used the change in weather to counterat-

tack while the other tried to push the transports out to saety. The

superior experience and repower o the Crusaders allowed them to

crush the Lyrans and sweep up most o the transports.

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.........THE CAMPAIGN: 3077

WARCHESTTrack Cost: 400

Option

+200 Snow Storm: Use the rules or Moderate Snowall (see p.

60 , TO).

OBJECTIVESPush back. Destroy/Cripple at least hal o the opposing

orce. [300]

Saving grace. At least two-thirds o the player’s orce must

survive. [200]

SPECIAL RULES The ollowing rules are in eect or this track:

Boobytrapped Buildings

 The buildings are booby-trapped to explode i a unit gets too

close or lingers near it or too long. During the End Phase, determine

the number o enemy units within a two-hex radius o a building. I 

there is at least one unit, roll 2D6; on a result of 11 or 12, the buildingexplodes, causing 20 points o damage to units in the same hex, 10

points of damage to units adjacent to the building, and 5 points of 

damage to units 2 hexes away. Apply damage in 5-point clusters. For

every unit above two within proximity, add a +1 bonus to the roll.

Support Troops Player

 The player can add up to 25% of their total force on either side.

Augment the opposing side with an equal amount o orce.

AFTERMATH Journal Entry #3690

Derer’s Rule #15: There is no such thing as a simple mission.

I was reminded o this rule by our mission to Fort Higgs, on the

northern polar cap. ISF had picked up signals rom there and sentus to see what was going on. Unortunately, the Bears had picked

up the same signals and sent out our old sparing partners, Rho

Galaxy, to take a look themselves.

We waited until the Wobblies and the Bears were ghting each

other beore we moved in. Neither side was happy to see us, and

it turned into another three-way battle.

 The Wobblies hammered both us and the Bears, but we nearly

annihilated them in return. Whatever the Bears think the Wob-

blies did to them, I’m glad they’re not mad at me.

We went back later in the day with an ISF team, beating a

Watch team escorted by members o Alpha Galaxy by hal an

hour. Ater a ew tense minutes, both the Watch and ISF teams

agreed to work together and share data.

We’re going to spend the next week guarding both teams,grabbing some salvage (Wobblie only, not Clan—unortunately),

and sitting around, twiddling our thumbs. It’s not un, but com-

pared to assaulting Mount Shanyu, I’ll take rozen and not being

shot at over the alternative.

—Gannon Derer 

NEXT TRACKBloody Takedown; Death to Tyrants

POLAR POSSIBILITIES

SITUATIONFORT HIGGS, NORTHERN POLAR ICE CAP 

DIERON, DRACONIS COMBINE 

DECEMBER  

Excerpt rom Wolnet report 30780304/25Alpha, led by

agent Ramrod

[Captain Amanda Wol]: Explain again why we are up here,

reezing our—

[Major Gannon Derer]: ISF wants to know i the Bears’ presence

here has anything to do with the signals they’ve detected in

this area.

[Wol]: They could not send someone else?

[Derer]: You would preer to be assaulting Mount Shanyu, quineg?

[Wol]: Neg! But I am neither Bear nor Snow Raven.

[Lieutenant Sheldon Imuson]: Bears in sight. Looks like they’re mov-

ing toward a couple o buildings.[Derer]: Any sign o Wobblies?

[Imuson]: Not yet, but there’s plenty o places to hide around here.

[Wol]: The Bears are not going to like us up here. They will think 

we are interering with them.

[Derer]: We’re not working or the Bears.

[Wol]: Lieutenant, who did the Bear Khan send up?

[Imuson]: Elements o Rho.

[Wol]: [muttering] Son o a—

GAME SETUPUse Mountain terrain (see p. 263, TW ). Designate/place two

one-hex Medium Level 1 buildings (CF 35) near the center of the

battleeld. All Clear terrain hexes are treated as coated in Ice (seep. 50, TO).

Attacker

 The Attacker consists o elements rom Clan Ghost Bear’s Rho

Galaxy. These units use any Clan Ghost Bear RAT and have Regular

skills. The Attacker designates two map edges as its home edge

and may enter the battleeld rom both edges. The Attacker may

stagger entering its units; all units must enter the battleeld by

the end of Turn 3.

I the player chooses to support this side, the Ghost Bears will

not support the player unit but will not re on them either.

Deender The Deender consists o elements rom the Word o Blake’s Third

Division. The Defender’s forces equal 50% of the Attacker’s total

orce. The Third has Regular skills and uses any Word o Blake RAT.

All o the Deender’s orces are set up on the battleeld as Hid

den Units (see p. 259, TW ).

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.........THE CAMPAIGN: 3078

Attacker’s deployed orce), Regular, Combine RAT. I the player

chooses to support this side, the Ghost Bears will not support the

player unit but will not re on them either.

Deender

 The Deender consists o elements o the Word o Blake’s Sec-

ond, Fourteenth, Nineteenth, and Twenty-third Divisions and the

surviving troops o several Protectorate Militias. Each quadrant is

deended by a dierent orce:

One: Fourteenth Division, Regular, Word o Blake RAT

Two: Twenty-third Division, Veteran, Word o Blake RAT

Three: Second Division (50% of the Defender’s deployed

force), Regular, Word of Blake RAT; Nineteenth Division (50% of the

Deender’s deployed orce), Veteran, Word o Blake/ComStar RAT

Four: Protectorate Militias, Regular, Militia RAT; eight static

deenses (use Gun Emplacements, p. 117, TO).

All Deending orces begin anywhere on the battleeld; up

to 20% of the Defender’s force in any quadrant may be deployed

using the Hidden Unit rules (see p. 259, TW ).

WARCHESTTrack Cost: 2,000 (each quadrant; this track can be played a

maximum o our times)

Option

+750 Earthquake: The battleeld is aected by a severe Earth

quake (see p. 55, TO), occurring on Turn 1D6+2 with a Tremor value

of 6. If used in subsequent tracks during the multi-day assault,

downgrade each severity level by 1 or each subsequent use to

reect minor atershocks.

OBJECTIVESMajor damage. Destroy/Cripple at least 75% of the opposing

orce. [1,500]

No mercy. NONE. Destroy/Cripple all o the opposing orce.

[2,500]

SPECIAL RULES The ollowing rules are in eect or this track:

Battleeld Morale

I using multiple tracks or the assault, every track that is success-

ully completed grants the player a +1 bonus to all Initiative rolls.

Simultaneous Assault Optional

While the assault on Mount Shanyu occurred over the course

o several days, the player can choose to play all our tracks as asimultaneous assault. I so chosen, adjust all options, objectives,

and setup to reect the concurrence o each quadrant. The player

can still play each quandrant in successive games, but the condi-

tions are considered to be the same in each game. [Example: the

Earthquake occurs on the same turn at the same Tremor value or 

each game.]

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GAME SETUPUse a mixture of Forest and Flatlands (see p. 263, TW ). The

Deender selects their home edge rst.

Attacker Player

 The player may use up to 100% of their total force and entersrom their home edge at the start o the track.

In addition, the Attacker receives reinorcements rom the

Word o Blake’s Fitieth Shadow Division; these are Elite troops,

use any Word of Blake and Shadow Division RATs, and equal 50%

o the player’s deployed orce. The Fitieth enters the battleeld

via an atmospheric drop using Dropping Troops rules (see p. 22,

SO) during the Movement Phase of Turn 6. Do not count the Fifti-

eth’s orces when determining the Deender’s orce size.

Deender

 The Deender consist s o elements rom Clans Jade Falcon,

Wolf, and Ghost Bear. The Defender’s force equals 125% of the

player’s initial deployed orce (rather than the Deender’s total

orce) and may choose any two o the ollowing Clan orces:

 • Clan Jade Falcon’s Alpha Galaxy (Veteran skills, any Jade

Falcon and Periphery RATs)

 • Clan Wol’s Delta Galaxy (Elite skills, any Wol RAT)

 • Clan Ghost Bear’s Xi Galaxy (Regular skills, any Ghost

Bear, Nova Cat, and Rasalhague RATs)

 • Clan Ghost Bear’s Omicron Galaxy (Veteran skills, any

Ghost Bear RAT)

Each chosen orce comprises hal o the Deender’s deployed

orce. The Deender enters the battleeld rom any two edges at

the start o the track.

 

WARCHESTTrack Cost: 800

Options

400 Artillery Support:  The Attacker elds two Long Tom

artillery units 4 mapsheets away rom the battleeld. The artillery

crews have Elite experience.

OBJECTIVESScorched earth. Destroy/Cripple at least 75% of the Defend-

er’s orces. [800]

Quick victory. Complete the Scorched earth objective within

10 turns or less [800]

Minimize losses. Complete the track with at least 50% of the

Attacker’s combined orce remaining. [400]

SPECIAL RULES The ollowing rule is in eect or this track:

Clan Honor

 The Clan honor rules have been discarded by the Deender

and have no eect.

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AFTERMATHDespite the savagery o the Clan orces dropped on New Earth,

none o the our Galaxies could dislodge the Word o Blake. While

Clan Ghost Bear inicted heavy casualties on the Twelth Division,

the sudden arrival o the Fitieth Shadow Division behind Clan

lines disrupted their order o battle long enough or the belea-

guered Tenth Division to execute a savage counterattack that

gutted Clan Wol’s Delta Galaxy.

Despite the Clan orces’ insistence on ghting “to the bloody

end,” Devlin Stone orcibly recalled them rom the system. This

let a vital Protectorate world in the hands o the Word, who

used it as a staging area or quick strikes and raids behind Coali-

tion lines. Eventually, New Earth’s Blakist protectors were called

elsewhere, and the world quietly surrendered to the Coalition

in May 3079.

—SCOUR: The Lyran Front ; Tharkad Press, 3096

NEXT TRACKDeath to Tyrants

 

TRICK OR TRAP

SITUATIONPORT MARSEILLES, ALDRIN PROVINCE 

TERRA FIRMA, WORD OF BLAKE PROTECTORATE 

FEBRUARY

Now that we’re almost done taking down the Word here, they’ve

 pulled back into the cities and entrenched themselves. The Ryukun-

roku has run into a wall. We’ve been requested to back them up as

they push into the city. Knowing these Blakists, they’re just waiting

to get us into the right position to exploit some surprise. We were on

New Avalon, ater all, and while it ’s only the Terra Firma Protectorate

Militia and none o those Shadow Division assholes here, they could 

rebomb the city all the same. There’s nothing to do, really, but pile

on and keep hitting them until they’re unrecognizable. I do hate city 

ghting, though. It almost completely negates our LRM tactics. Even

so, I’ve had all the MML units load heavy on SRMs and join our short

range specialists at the ront.—Journal entry for Col. Roger Cumberland, 10 February 3078

GAME SETUPUse a mix of Light and Heavy Urban terrain (see p. 263, TW ).

 The Attacker selects their home edge rst.

Attacker Player

 The Attacker consists of up to 75% of the player’s total available

orce. In addition, the player’s unit is accompanied by elements

o  Ryukenroku not exceeding 30% of the player’s deployed

orce. The Ryuken has Elite skills and uses any Combine RAT. The

Attacker enters rom their home edge.

Deender

 The Deender consists o the Terra Firma Protectorate Militia,

equals 100% of the Attacking force, and has Regular skills. They

use any Militia RAT.

 The Deender sets up on the urthest map edge rom the

Attacker’s home edge. The Deender also secretly designates one

building that houses their Commander.

WARCHESTTrack Cost: 700

Options

+100 Surprise Ater Surprise: The Deender may deploy up

to hal their units using the Hidden Units rules (see p. 259, TW ).+200 Wind Tunnel: Use the Strong Gale rules (see p. 61, TO).

OBJECTIVESRoot them out. Destroy/Cripple two-thirds o the Deender’s

orce. [500]

Be cautious. No attacking units are destroyed or crippled by

booby-trapped buildings. [200]

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SPECIAL RULES The ollowing rules are in eect or this track:

Boobytrapped Buildings

Before the start of the game, the Defender selects 6 buildings

a minimum of 6 hexes from any map edge to be booby-trapped,

which will damage units both within and adjacent to the building

hex. Calculate the explosive power by using the building’s current

CF divided by 5 (rounding up) at the beginning of the turn. The

Deender may elect to set o the booby trap as long as a non-

crippled, non-destroyed unit has LOS and neither the unit nor the

building is under the eects o enemy ECM.

A booby trap may be set o accidentally. During the End Phase

of a turn in which the building received damage, roll 2D6+ the

total CF lost in that turn. I it exceeds the building’s current CF

divided by 10, the booby trap is inadvertently set o.

Commander Building

As long as the Commander’s building is intact, the Deenders

gain a +2 Initiative Bonus and ignore any spotting penalties orIndirect Fire.

 The Commander’s location may be revealed by an attacking unit

ending its movement within the designated building’s hex or any

hex adjacent to it or by ending the Movement Phase with the des-

ignated building within range o the detecting unit’s active probe.

AFTERMATHDad was right to expect the Blakists to lay traps. Nobody

expected the buildings to be the traps, though. We lost at least three

MechWarriors in the rst wave o blasts. Ater that, everyone just

laid into the buildings and attened everything. I guess it worked,

though. With me and the other LRM units held back and targeting

through spotters, we were able to cripple most o the enemy with-out crossing through the ruins. Milord spotted their command post

thanks to his Beagle probe, and we lit it up. The enemy ell apart ater

that. Those we didn’t take apart were lucky to get away.

—Journal entry or Maj. Roger Goddard, 11 February 3078

 There are no easy days, but why do they all have to get harder

than those that came beore? I hate writing these letters home

to amily, telling them their loved one is dead. What’s worse is

that we’ve picked up so many stragglers and survivors rom other

units the last ew years that I don’t even know who to write or

where they’d be.

—Journal entry or Col. Roger Cumberland, 10 February 3078

Figures the Dracs would send a token orce in and use us as the

battering ram. Maybe they just didn’t want to be the bad guys.

Fine. Let the Terra Firmans hate us. We got the job done; that’s

what matters. It’s not like we’re moving here ater the war.

—Journal entry or Maj. Musette Brady, 11 February 3078

NEXT TRACKSticky Situation 

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DEATH TO TYRANTS

SITUATIONSQUARE HOLE PARK, NELLISTOWN 

LIBERTY, CONTESTED PROTECTORATE 

APRIL

21/03/78: Sacred Mother o God, Hilary is insane. She was stable

enough to hide it or so long. She’s been deceiving me or years. For 

it to all come out now goes beyond what even I can readily accept.

 At least the b odies were easy to dispose o. A little trip to a side

lagoon at night and the sh have a large meal. Everyone else will just 

believe Kreuzer deserted with her riends. Replacing her will be even

more dicult than making up or the loss o Cunningham, though.

I’m leery o bringing on any Blakist veterans, but on the other hand 

they’re the readiest source o desperate soldiers right now.

Baxter nished restoring those old Star League automated turrets

while we were gone. When the Coalition comes they’ll get quite a sur

 prise, courtesy o “Chancellor Liao.” —Pierre Grandin

GAME SETUPUse a mix of Mountain and Woodlands terrain (see p. 263, TW ).

Attacker

 The Attacker consists of up to 150% of the Defender’s deployed

orce. The Attacker enters rom any one map edge, declared

beore the start o the battle. Any aerospace units must start with

a Velocity of 3 or less.

 The Attacker is a mix o the Com Guards Fith Army and the Free

Worlds League Home Guard. Both units have Veteran skill level. The

Fith Army uses any ComStar RAT. The Home Guard uses a mix o any Free Worlds League, ComStar, and Word o Blake RATs.

Deender Player

 The player may use up to 50% of their total available force. The

Deender sets up anywhere on the battleeld ater the Attacker

has declared their entry edge. In addition, the Deender places

three static gun emplacements (see below) per mapsheet a mini-

mum of 6 hexes from any map edge.

WARCHESTTrack Cost: 700

Options

+200 Cream o the Crop: Upgrade the Attacker to Elite skill level.+200 Orbital Support: The Attackers may use OrbittoSurace

Fire (see pp. 103-104, SO) using the Vincent Mk 42-class WarShip

(see p. 132, TR57) NCS Far Vision.

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OBJECTIVESHold them back. Destroy/Cripple at least hal o the Attacker’s

orces. [400]

Being diicult. At least two-thirds o the Deender’s orce

must be operational on the battleeld ater Turn 12. [400]

SPECIAL RULES The ollowing rule is in eect or this track:

Gun Emplacements

 The stat ic orti ications are considere d single-hex, level 1

Medium Buildings (CF 40, Armor Factor 40) and use the Gun

Emplacement rules (see p. 117, TO). Each building can either have

a turret-mounted Large Laser, a turret mounted LRM-20 with two

tons o ammo, or an LB 10-X autocannon with two tons o ammo.

 The gunnery crews have Gunnery skill 5.

AFTERMATHGrandin’s Crusaders arrived in March 3078, fresh on the heels

o the planet’s liberation by a pro-Liao uprising. The destruction

o the planet’s HPG compound allowed the Crusaders to mas-

querade as a Capellan-contracted unit to avoid conlict. They

were welcomed by the resistance, which included members o 

the planetary militia that Grandin had trained a decade ago. The

tranquil period was needed, as the Crusaders shortly aterward

underwent a period o turmoil ollowing the disappearance o 

several veteran members.

 The advance o the Coalition into the Blakist Protectorate

meant that Liberty would soon eventually all under attack. With

help rom the new planetary authorities, Grandin’s engineers

restored a number o SLDF ortications around the capital. For

their base the mercenaries took over Parris Island, once head-

quarters o the Terran Hegemony’s CAAN divisions.

 The eort served Grandin well when the veteran Stewar t

Home Guard and the Com Guards Fith Army landed to take the

planet or Stone. The Crusaders conducted a layered deense,

augmented by large numbers o automated turrets and sup-

ported by pro-Liao militia. The constant sting o guerrilla attacks

caused supply problems that disrupted Coalition eorts to storm

Parris Island.

A ceasere was arranged, and Lin Murikami was dispatched

to negotiate the retreat o the Crusaders. Baron Grandin soon

handed over the world to the Coalition in the name o the Chan-

cellor. Stone and the Coalition viewed the eventual Capellan

disavowal o the Crusaders as a political ploy rather than a genu-

ine protest.

— The Pierre Grandin Story ; Galatean Press Limited, 3089

NEXT TRACKPound o Flesh

 

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STICKY SITUATION

SITUATIONOLD JOHNSBERG, MARKHAM PROVINCE 

NEW HOME, WORD OF BLAKE PROTECTORATE 

APRIL

I guess we had it easy on this operation so ar. We might only have

been up against the Protectorate Militia, but at least we were able to

 put re on them. Stone’s been chasing the damn Fortythird Shadow 

Division or weeks with no luck. Ater we mopped up the militia,

Stone ordered us to join him at the old Star League base. He wanted 

to consolidate and have a bigger hammer to pound the Fortythird 

with. That’s when the other Shadow Divisions showed up. Maybe

they were waiting until they only had one big target to shoot at.

Regardless, now we’re stuck here and surrounded by resh and brutal 

enemies. Stone sure screwed us all over this time. I I survive, I might 

 just tell him so. I hate being on the deensive.

—Journal entry for Col. Roger Cumberland, 15 April 3078

GAME SETUPUse Light Urban terrain (see p. 263, TW ). Place medium and

heavy buildings o varying heights on every Clear, non-Paved

hex. Before either side deploys, roll 2D6 for each structure. On a

result of 6–8, halve the structure’s starting CF. On a result of 9–12,

the structure is destroyed; the hex is considered Rubble.

 The Deender designates one o the shorter map edges as the

Attacker’s home edge.

Attacker Player

 The Atta cker s cons ists of up to 75% of the player’s tota l

available orce. In addition, the player’s unit is accompanied byelements o Stone’s Lament. These units are Elite and may not

exceed 100% of the player’s deployed force.

 The Attacker enters the battleeld on the edge opposite their

designated home edge.

Deender

 The Defender equals 100% of the Attacker’s deployed force,

consisting o the Forty-th and Forty-seventh Shadow Divisions.

 They have Veteran and Elite ski lls, respectively, and use a mix o 

Word o Blake and Shadow Division RATs.

 The Deenders set up hal o their orce on the battleield

within ten hexes o the Attacker’s designated home edge. The

rest o the Deender’s orce may enter rom any map edge duringthe Movement phase of Turns 3, 4, or 5. All of the remaining units

must enter at the same time.

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WARCHESTTrack Cost: 1,000

Options

+300 Hornet’s Nest: The Deender adds two Veteran Motor-

ized Inantry platoons (Machine guns) per mapsheet. These units

are deployed as Hidden Units (see p. 259 , T W ) and are equipped

with two LB 10-X eld guns.

+200 Earthquake!: Use the Earthquake rules with a strength

rating of 3 (see p. 55, TO). The earthquake strikes on Turn 1D6+2.

OBJECTIVESKeep the commander alive. The Attacker’s command unit

must make it o the Attacker’s home edge. [400]

Tactical withdrawal. Exit as many Attacking units o the

Attacker’s home edge as possible. [100 per unit beore the Com

mander exits, 200 per unit ater the Commander exits]

SPECIAL RULES The ollowing rules are in eect or this track:

Commander

 The Attacker uses the Commander rule (p. 13).

Shielding

 The Commander’s unit can be deended using the Shielding 

rules (see p. 19, TO).

AFTERMATHWhat the Nova Cats did… I have no words. I ’ve never seen such

loyalty, never even heard o it. Sel-sacrice like that, it’s amazing.

And kinda scary that Stone can inspire that sort o dedication.

I he weren’t on our side, I don’t know how we’d overcome that

level o charisma.

—Journal entry or Maj. Musette Brady, 28 April 3078

Now that was a ght. Gotta give these Blakists some credit: the

closer we get to Terra, the tougher they are to kill. Me? I love it. I

can’t wait to see what they’ve got waiting or us on Terra.

—Journal entry or Capt. LeRoy Cody, 28 April 3078

I actually went up to Stone and was ready to give him several

pieces o my mind. Then I saw his ace. His eyes had the same hol-

low look I’ve seen in the mirror ater we lose some o our own.

And I’ve never lost nearly so many. I just gave him a nod and

headed back to see to my wounded.

 The casualty lists are hideous. The Armored Cav and Ryukenroku

are all but dead. Hal o Stone’s Stalwart won’t leave this world. The

Nova Cats lost most o their Galaxy. These Battle Corps mercs lostover eighty percent, mainly thanks to poor tactics. Makes our teen

percent seem pretty insignicant. We made up some o losses taking

in survivors. Just uture condolence letters I’ll have to write.

—Journal entry or Col. Roger Cumberland, 29 April 3078

NEXT TRACKUnder the Gaze o the Sun God; Joyride; Moon Maze; Barriers

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POUND OF FLESH

SITUATION PRECINCT, NEW JERICHO

PLEIONE, CONTESTED PROTECTORATE 

MAY

I’m so happy! Pierre nally set a date! He’s been so attentive since

I cleared out those bad elements. We just have to escape rom the

Word and everything will be ne. We can nd a haven in Filtvelt. We

can even take over Vaucluse or our new e. I’ve already started plan

ning the operation and looking at plans or our new castle.

Maybe once we get to Terra we can take a look at some o the his

torical ones there. It’ll let us get closer as a couple.

Right now we’re in the way o the Capellans. The Robes want us

to hold this planet. I think they’re tr ying to get us wiped out, but we’ll 

show them. Liao might have a WarShip, but we’ve got the Baron. He

won’t let them stand in the way o our happy ending.

—Hilary Fletcher

GAME SETUPUse a mix of Light and Heavy Urban terrain (see p. 263, TW ). All

aerospace, VTOL, Fixed Wing, and WiGE assets enter the battle-

eld at no more than two less their Cruising/Thrust speed. The

Attacker declares their entry edge beore setup. The Deender

openly designates one building where the Governor o Pleione

is staying.

Attacker

 The Attacker consists o elem ents o the Fith Cone dera -

tion Reserve Cavalry and the Fiteenth Dracon, both o Regular

skill level. Both units use a mix o Capellan and Militia RATs. TheAttacker’s total force equals up to 100% of the Defender’s

deployed orce.

Deender Player

 The player can use up to 50% of their total available force. The

Deenders also receive assets rom the Pleione Protectorate Mili-

tia; these units have Green skills, use any Militia RAT, and cannot

exceed 25% of the player’s deployed force.

 The Deender sets up anywhere on the battleeld ater the

Attacker has declared their entry edge.

WARCHEST

Track Cost: 900Option

+300 Twilight: Use the Twilight rules (see p. 58, TO)

OBJECTIVESHold them back. Destroy/Cripple at least hal o the Attacker’s

orces [700]

Protect the Governor. The Deender maintains control o the

Governor’s building hex by the end o the track. [300]

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SPECIAL RULES The ollowing rules are in eect or this track:

Capturing the Governor

In order to take control o the Governor’s building, an opera-

tional unit (including units that are Crippled but not Destroyed)must remain in the building hex or an adjacent hex or at least 2

turns. Units do not need to be in contact the entire time, but the

player’s orce must remain uncontested contact or 2 ull turns.

 The building is considered to have a 2 level basement; the build-

ing may still be contested even i the structure is destroyed.

Orbital Support

 The Attacker may use OrbittoSurace Fire (see pp. 103-104,

SO) using the Feng Huang II -class WarShip Ilsa Hyung (see p. 18, 

 JTPSian).

AFTERMATHPleione became a major target o the Capellan drive into the

Word o Blake Protectorate ater the destruction o Warrior House

Ma-Tsu Kai in an attempt to take the planet. Precentor Martial

Cameron St. Jamais ordered Grandin’s Crusaders and other small

mercenary commands to support the Pleione Protectorate Militia

against the inevitable counterattack while withdrawing Blakist

naval support or the deense o Terra.

As the senior commander, Grandin was able to take on a

leadership role and then leveraged his inuence over the mer-

cenaries to secure an equal partnership with the Militia. Grandin

convinced both orces to let the Capellans enter the capital o 

New Jericho and then engage them at close range, to discourage

WarShip support. He kept the Crusaders back as a reserve against

the possibility o a CCAF breakthrough.

When the Fith Conederation Reserve Cavalry and Fiteenth

Dracon landed under covering re rom the Ilsa Hyung, they were

allowed to approach New Jericho beore the Militia and merce-

naries hit them with a desperate assault. The erocious attack 

was characterized by brutal, close-quarters ghting inside the

suburbs, which drove up casualties on both sides. Sensing an

opportunity, the Crusaders timed their own emergence to shatter

the Capellan advance with a sudden attack rom the hills outside

the city. The Capellans responded with heavy orbital bombard-

ment, but the Crusaders had broken through and were soon

liting o in their DropShips. House Liao soon occupied the ruins,

but even the public execution o the pro-Blakist governor ailed

to staunch a growing guerrilla resistance.

— The Pierre Grandin Story ; Galatean Press Limited, 3089

NEXT TRACKUnder the Gaze o the Sun God; Barriers

 

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UNDER THE GAZE OF THE SUN GOD

SITUATIONDESERT OF THE SUN GOD

LUYTEN -, WORD OF BLAKE PROTECTORATE 

JULY

I should have suspected it rom the start. Should have given

 Apollyon credit . I could blame the stressors o the campaign or the

upcoming Terran assault, but they would only be excuses. And right 

now, excuses will not save us.

 At the same time, I am fattered. Three Shadow Divisions is what the

Blakists think I am worth. An elaborate trap simply to catch and kill me.

But they don’t understand—it would take more than my death to put 

an end to the confict. The momentum is set, it will not stop.

In the end, I am worth nothing less than the entirety o the Word 

o Blake. By the time they understand that, they will have paid the

 price in ull.

—Unauthorized Biography o Devlin Stone; Republic Street Press, 3090

GAME SETUPUse a mix of Badlands (see p. 263, TW ) and Prairie terrain (p. 11).

 The Deender chooses which edge the Attacker will enter rom.

 The Deender places/designates 4 Medium Level 1 buildings

near the center o the battleeld. One Hardened Level 1 building

is placed within 8 hexes of one of the Medium buildings.

Attacker

 The Attacker consists o elements rom the Com Guard’s 214th

Division and is 125% of the Defender’s deployed force. The Guards

have Veteran skills and use any ComStar RAT.Every MechWarrior in the Com Guard orce receives one pilot

Wound. Because o the brutal overland trek, all units have su-

fered 2D6 damage, applied in 3 point groups and rerolling any

result that destroys the unit. In addition, every BattleMech unit

has suered 2 random critical hits; the Attacker randomly deter-

mines each critical location using the unit’s Front acing and

determining the critical hit as normal.

 The Att acker ent ers rom the edge desig nated by the

Deender.

Deender

 The Deender consists o elements o the Forty-sixth Shadow

Division, have Elite skills, and use a mix o Word o Blake andShadow Division RATs.

 The Deender places their entire orce anywhere within 10

hexes o the Hardened building.

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WARCHESTTrack cost: 700

Option

+200 Sandstorm: Use the Blowing Sand rules (see p. 62, TO).

OBJECTIVESDivide and conquer. Destroy/Cripple at least 75% of the

opposition. [400]

Seize the nukes. Occupy the hex containing the Hardened

building at the end o the track. [200]

Fight another day. Destroy/Cripple at least 50% of the oppo-

sition before taking 50% losses. [300]

SPECIAL RULES The ollowing rules are in eect or this track:

Commander

Each side uses the Commander rules (p. 13).

Extreme Temperature

Use the Extreme Temperature rules (see p. 62, TO); the surace

temperature of the desert is 62°C.

Fortysixth Shadow Division

One o every three units in the Forty-sixth is a Manei Domini

soldier equipped with a VDNI system. Each VDNI-equipped sol-

dier receives a +1 bonus to all Piloting and Gunnery skill rolls.

Nuclear bunker

 The Hardened building is where the Forty-sixth currently

stores several tactical nuclear warheads and is visibly marked as

such. Every time the building receives damage rom a ranged

weapon, roll 2D6. On a result of a 12, one of the warheads is struck 

and explodes as per a Type Ib (see p. 193, Reunication War or p.

134,  JH70). Physical attacks and other types o damage have no

chance in setting o a warhead, as they do not provide the explo-

sive charge needed to detonate the device.

Neither the Com Guards nor the Word o Blake will purpose-

ully target or damage the building.

None o the warheads can be claimed as salvage.

Salvage

 The Salvage rule (p. 13) applies only if the Seize the nukes 

objective is achieved.

Support Troops Player

 The player adds up to 10% of their total force to either side. Do

not augment the opposing side with an equal amount o orce.

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AFTERMATHPrecentor Tang’s incredible march through the heat-blasted

wasteland, ollowed by a lightning strike against the Forty-sixth’s

rear area, was nothing short o miraculous. Truly, I do not think I

would have made it out alive it had it not been or her actions.

Seizing the stockpile o nuclear warheads was pure luck. Tangmade excellent use o the DropShips taken and the warheads—

she snapped the spine o the Word’s trap and sprung all o us ree.

 Those ew o us that survived, that is. We owe our lives to her

and her troops’ sacrice.

I pray soon this war will be over, as I ear we are running out

o men and women capable o making that decision. And i that

happens, then all is lost.

—Unauthorized Biography o Devlin Stone ; Republi c Street 

Press, 3090

NEXT TRACKI the player was the Attacker, Moon Maze; i the player was the

Deender, Surage o Saints

JOYRIDE

SITUATIONOUTSIDE TITAN SHIPYARDS, SATURN 

TERRA, WORD OF BLAKE PROTECTORATE 

JULY

McGrady and Cooper are gonna love this one.

—Journal entry for Maj. Musette Brady, 18 July 3078

 At least the fyboys get to do something. We all have to sit on our 

thumbs and act like it’s our preerred seating arrangement. This hid

ing in the Kuiper belt is or the Belters.

—Journal entry for Maj. Roger Goddard, 18 July 3078

Cooper seems okay with the plan, but I’m not sure about these

Belter pilots. We might have two squadrons o ghters now, but we

can’t take them all. And riding herd on these strangers is gonna be

like taming mustangs. Someone’s gonna get bruised up real bad.

The real trick will be keeping our boys rom going weapons hot on

whatever we nd. None o us are used to recon duty like this, not in

the lion’s den.

—Journal entry for Maj. Mitch McGrady, 18 July 3078

GAME SETUPUse a minimum o our Space mapsheets. The Deender places

two large habitats, two small actories, and three large pressur-

ized yards per mapsheet.

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Attacker Player

 The Attacker consists o a covert team using the player’s aero-

space assets, not to exceed 25% of their total available force. In

addition, the Attacker receives six small crat piloted by Terran

Belters. The Belters have Regular skills and use any ComStar, Word

o Blake, or Militia RAT. The Attackers may enter rom any hal o 

a map edge.

See Special Rules below or instructions on using aerospace crat

other than small craft. Small craft begin with a Velocity of 6 or less.

Deender

 The Deender consists o Titan Yard security orces and equals

300% of the Attacker’s total deployed force. All Defender forces

have Veteran skills and use any Word o Blake or ComStar RAT.

Deenders place their orces evenly within the hex o each acility.

All units start with 0 Velocity.

WARCHESTTrack Cost: 800

Options

+200 Letover Space Junk: Use the Orbital Obstacle rules (see

p.44, SO).

+300 Something Fishy: Add a –2 modier to the Defender’s

detection roll target number.

OBJECTIVESScan the yards. Successully scan at least six dierent space

acilities. [500]

Get the hell out o here! At least two-thirds o the small crat

must exit rom their starting map edge. The Scan the yards 

objective must be completed beore any units can exit. [500]

SPECIAL RULES The ollowing rules are in eect or this track:

Running Silent

All Attacker units that are not small crat must enter the board

with a starting Velocity o 4 or less and are considered “running

silent.” These crat may use up to hal o its Thrust rating or

maneuvering. I the unit uses more than hal o its Thrust, its

Maximum Thrust rating, or accelerates or decelerates, the unit

is no longer considered silent: it is immediately detected by the

Deender’s units and may be targeted and red on as normal.

Scanning Stations

At the start o the Fire Declaration phase, each o the Belters’

small crat may declare intent to scan one station. Using their

Gunnery skill as a base, add a +1 modier or each hex between

the craft and the target station. Apply a –2 bonus if the Belter

small crat is o military (as opposed to civilian) construction and

another –2 if the small craft is equipped with an Active Probe. A

station can only be successully scanned once by the Attacker.

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Station Security

 The Deending orces will not move rom their positions or

declare re until one o the Belters’ small crat is detected, they

are red upon rst, or i one o the player’s aerospace crat spends

more than its Thrust rating.

Whenever a Belter scans a station, the station scans them

back using a Gunnery skill of 5. Using the same modiers as

Scanning Stations above, i the result is equal or better than

the Belter’s target number, the Deenders are alerted to that

crat and will move and declare re against that crat at the start

o the next turn.

 The De ender may ire only on Attacker units that have

been detected.

AFTERMATHI guaran-damn-tee I just lost ten years o my lie with this

mission.

—Journal entry or Capt. Tommy Cooper, 10 August 3078

We might have gotten the intel, but I am certain that last Belter

run got too close. We got out without taking any re, but they

might just have let us go rather than chase us. It is sort o night-

marish navigating the Belt. At least everyone made it back in one

piece. It’s been a long time since we could make that claim.

—Journal entry or Maj. Mitch McGrady, 10 August 3078

 The recon mission was a success. No one lost, and the stations

were scanned. Stone’s pushing or Admiral Douglas to take Titan

and its deenses beore the rest o us jump or Terra. Douglas has

to succeed, or the rest o the eet will have to divert to nish up

 Titan. That’s sure to screw the Terran assault.

 The Missiliers will be handling a search and rescue mission

when we hit dirt. I’ve seen what the Blakists have done ater just

a ew years—or even months—o occupation. To think that there

are still ComStar holdouts on Terra leading a resistance eort

there? Troops like those have to be saved. Not just or whatever

intel they might have but to ensure their legacies live on.

 This is the beginning o the nal con-nailing or the Word

o Blake.

—Journal entry or Col. Roger Cumberland, 12 August 3078

NEXT TRACKMoon Maze; Ancient Meanings; Gorst March; Convoy Duty; Pick

ing the Locks

 

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MOON MAZE

SITUATIONLUNA CITY, LUNA

TERRA, WORD OF BL AKE PROTECTORATE 

AUGUST

First time going into a hot zone without the new amily. It’s up to

us to make them proud. We also have to do this quickly so we can join

them on the surace o Terra itsel. The Blakists have holed up, literally.

They’re in the old tunnels beneath Luna City. We’ve gotta root ‘em out.

Clanners rom the Falcons and Wolves are in on this, along with some

DEST troopers. We’ll have to work doubly hard to keep up with them.

I somebody ails, it better not be us. Besides, with the Exiled Wolves

rom Chara who are still with us or the time being, we have our own

Elementals to measure up against. I guarantee I’d rather be staked the

oldashioned way and then set on re than try to stand in our way.

—Journal entry for Capt. LeRoy Cody, 18 August 3078

GAME SETUPUse a mix of Light and Heavy Urban (see p. 263, TW ) and Industrial

(p. 11) terrain. Ignore all terrain other than Paved hexes, which repre-

sent tunnels that are one level in height. The Deender places small

counters at various hexes adjacent to the tunnels to represent rooms

and secretly designates one as the Command Post (see below).

Attacker Player

 The Attacker is a multi-action orce consisting o a DEST unit

(8 Squads Veteran battle armor infantry, using any Combine RAT),

the Star Seeds mercenary unit (6 squads Veteran battle armor

inantry, using any Mercenary and Lyran RAT), Clan Jade Falcon

Alpha Galaxy Elementals (6 Veteran Points using any Jade FalconRAT), and Clan Wolf Delta Galaxy Elementals (6 Veteran Points

using any Wol RAT). The player’s unit adds its inantry assets to

those noted above, to a maximum of 50% of the total deployed

orce. Attacking units begin o the map and may enter rom any

tunnel that crosses an outer map edge. The various orces con-

tributing to the overall Attacker’s orce should deploy separately

and enter rom dierent locations on the map, i possible.

Deender

 The Deender’s orce consists o the Luna Deense Militia and is

125% of the Attacker’s deployed force. Defending units begin the

game as Hidden Units (see p. 259, TW ); these units may move i there

is no LOS to an Attacking unit (see Special Rules, below). The Militiahas Regular skills and uses any Militia, Mercenary, or Word o Blake

RAT but may not include the ollowing unit types: BattleMech,

VTOL, Airship, Naval, Conventional Fighter, DropShip, JumpShip,

WarShip. Up to hal o the orce can be battle armor squads. The

Deending player assigns a number o traps and other preparations

as per Traps and Prepared Deenses (see Special Rules, below). No

Deending unit is equipped with missile weapons.

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WARCHESTTrack Cost: 1,000

Options

+200 Airless. The city dome was breached on entry. There are

1D6x10 turns of air left. The battle must be completed in this time,

or all non-battle armor units will suocate.+250 Lights Out. Use Pitch Black rules (see p.58, TO)

OBJECTIVESKill them all. Destroy all Deending units. [500]

Capture the command post. Occupy the command post and

deactivate the sel-destruct by Turn 20. [500]

SPECIAL RULES The ollowing rules are in eect or this track:

Command Post

 The Command Post is discovered when the Attacker moves an

active unit into the designated room. Whoever controls the Com-

mand Post gains a +1 modier to all Initiative rolls. Control o the

room is determined by whichever side has the higher number o 

active troops in the room.

Low Gravity

Luna has gravity of 0.17G. Use the Low Gravity rules (see p. 55, TO.

Prepared Deenses

 The Deender places either a Prepared or Improvised Deense

at each tunnel intersection, to a maximum of 8 Prepared and 12

Improvised Deenses on the battleeld.

Prepared Deenses are represented by a counter. The Prepared

Defenses function as Heavy Buildings with CF 25; attacks against

Deending units in these hexes must target the Prepared Deense,

 just as targeting inantry in a building must target the building.

However, reduce the damage passed on to the inantry by hal 

the normal amount.

Improvised Deenses are akin to overturned urniture to serve

as barricades and re positions. These are not represented by a

counter. The Deender secretly records their locations on the map

and the direction they ace. They can only protect the Deending

units rom attacks originating rom the direction the Improvised

Deense aces. Attacks rom that direction are made as though

against a Light Building with CF 25, reducing damage against the

Deending units as normal. Attacks rom any other direction pro-

vide no benet to the Deending unit.

 The Deending player also has the ability to move Hidden

Units. As long as no attacking units are within LOS, the Deender

may move Hidden Units per the limitations o that unit. This

movement must occur ater the Attack Phase and cannot cause a

Point Blank Shot rom Hidden Unit as a result o moving adjacent

to an Attacking unit. I a Hidden Unit ends its movement adjacent

to an Attacking unit, the Deending unit is revealed.

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Attacker wishes, or contains units unable to perorm combat drops,

the DropShip may deploy the remainder o their orces here.

+300 Jungle: Treat all Light Woods hexes as Heavy Jungle, and

Heavy Woods hexes as UltraHeavy Jungle (see p. 31, TO).

OBJECTIVESContain them. Destroy/Cripple more than two-thirds o the

Attacker’s ground orces. [1,000]

Is that Jon Davion? Destroy/Cripple the Attacker’s Command

unit. [400]

SPECIAL RULES The ollowing rules are in eect or this track:

Commander

Both sides use the Commander rules (p. 13).

Forced Withdrawal

Both sides are operating under Forced Withdrawal rules (see p.

258, TW ).

Salvage

 There is no opportunity or salvage in this track.

AFTERMATH The Fith Crucis Lancers RCT led the way into Rio, landing on

the outskirts o the city and driving inward toward Governador

Island and the SDS command center. The leading elements o the

Davion RCT ran right into Grandin’s Crusaders, who were painted

up in TerraSec colors and deending the approaches to the island.

 The Crusaders made good use o the extremely dense urban settle-

ments o Rio, mounting battle armor ambushes on the side streets

and conducting hit-and-ade strikes down the Avienda de Brasil .

 The deense quickly smothered the eorts o Fith Crucis

reconnaissance orces, buying time or the ortress on Governador

Island to prepare itsel or attack. Marshal Jon Davion responded

by bringing down the Joyeuse, a veteran Excalibur -class DropShip,

to provide reinorcements and direct re support to the next push.

 The  Joyeuse red on any potential ambush point as it landed in a

park behind Grandin’s lines and disgorged a Lancers combat team.

Faced with the RCT’s main body and the arrival o a orce

that still outnumbered his Crusaders by itsel, Grandin elected

to ght his way ree. He concentrated his orces in the historic

Quinto de Bao Vista palace grounds and led them in a drive to the

west, overwhelming scattered Coalition units o the main axis o 

advance. With his departure the Crucis Lancers encountered no

urther opposition and were able to isolate Governador Island,

though it would be three more weeks beore they nally neutral-

ized the SDS command center.

— The Pierre Grandin Story ; Galatean Press Limited, 3089

NEXT TRACKSurage o Saints

BARRIERS

SITUATIONOUTSKIRTS OF RIO DE JANEIRO, AMAZON 

TERRA, WORD OF BL AKE PROTECTORATE 

AUGUST

19/08/78: It’s begun. I wonder i the commander o the Green

haven Gestapo elt this way, watching as Kerensky burned in. O 

course I have no intention o suering their ate. The Tonnant is ueled 

and ready to go, even i I have to sacrice twothirds o the battalion

to get to it. But we’ll have to wait or a good opportunity to run, given

how thick the Coalition aerospace cover is. I can only hope the bribes

I paid to that Blakist JumpShip captain will keep a collar ready or us.

They don’t expect us to be a priority target, at least. There’s an

SDS command center nearby, but rom what that Blakist chap was

saying, they can reroute command to Hilton Head in an emergency.

We’re not expected to deend the site to the death.

 As i we would anyway.—Pierre Grandin

GAME SETUPUse a mix of Wooded, Flatlands, and Hills terrain (see p. 263,

TW ). Aerospace units may only perorm AirtoGround Attacks (see

p. 242, TW ) unless the Proper Air Cover option is used.

Attacker

 The Attacker consists o the Fith Crucis Lancers and equals

125% of the Defender’s total deployed force. Designate one unit

as a Command unit. At least 10% of this force must consist of aero-

space units. The Attacker can use any combination o FedSuns,

Lyran, Militia, and Periphery RATs. The Attacker’s ground orces enter the battleeld on a combat

drop, using Dropping Troops rules (see p. 22, SO), and may not tar-

get any hex less than 8 hexes away from a map edge. The Attacker

chooses a home edge or Forced Withdrawal purposes.

Secretly designate one unit as a Commander o Elite skill level.

 This unit must be a vehicle or BattleMech unit.

Deender Player

 The Defender consists of up to 100% of the player’s total force.

 The Deender may enter any map edge o their choice during the

Movement phase o Turns 1 and 2; this is the Deender’s home edge.

WARCHESTTrack Cost: 1,200

Options

+800 Proper Air Cover: Aerospace units may move and re as

normal, using the Aerospace Units on Ground Mapsheets rules (see

p. 91, TW ) and other advanced aerospace rules as desired.

+800 Bringing in the Big Guns: On Turn 10, the Attackers land

an upgraded Excalibur -class DropShip o Veteran skill level on an

appropriate portion o the mapsheets closest to the center. I the

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Attacker or Defender), roll 1D6. On a 4 or better, the position is

empty. Continue this until all the resistance units are located or

three empty positions are revealed.

OBJECTIVESLeave no man behind. At least two-thirds or more o the Com

Guards units make it o the board via the Attacker’s home edge. [700]Even shadows can be dangerous. Destroy/Cripple hal or

more o the Deending orces. [700]

SPECIAL RULES The ollowing rules are in eect or this track:

Forced Withdrawal

All units are operating under Forced Withdrawal rules (see p.

258, TW ).

Hidden Resistance Units

 The Com Guards unit s will remain hidden unti l they are

revealed by either the Attacker or Deender. While the Deenderneeds to detect them normally, the Attacker only needs to get

within range and LOS to reveal the unit.

Salvage

 There is no salvage possible in this track.

AFTERMATHFrom the stories I’ve heard, this was nowhere near as bad as the

POWs liberated rom the Combine ater the Civil War. Still, most o 

these people were barely able to raise a weapon, much less put up

a ght. Sure, they’re no longer under threat o extermination by the

Word, but they won’t be any help in the ght or Terra.

—Journal entry or Maj. Musette Brady, 20 August 3078

I’d love to say this was a waste o time, but it’s more than just

linking up with resistance ghters. No matter how poor a state

they might be in right now, they held out against the Word o 

Blake alone, without any reinorcements or support structure.

While the Blakists were laying waste to the Inner Sphere, these

men and women maintained their insurrection despite impos-

sible odds. They’re heroes, and they better not be orgotten when

the telling’s done.

—Journal entry or Col. Roger Cumberland, 20 August 3078

Way I hear it, Cody had it a lot worse on Luna. We lost most

o a company o tanks and a lance o ’Mechs, just to “rescue” ten

walking skeletons. Stone might have wanted this as a symbol o 

united support, but wouldn’t these people have been reed justthe same i we’d been with the rest on their attacks against the

Blakists? Kill the oppressors, ree the oppressed, right? How come

we have to care about public relations crap like this?

—Journal entry or Capt. Ansel Haarhar, 20 August 3078

NEXT TRACKGorst March; Counterstrike

 ANCIENT MEANINGS

SITUATIONOUTSKIRTS OF ATHENS, GREEK ISTHMUS

TERRA, WORD OF BL AKE PROTECTORATE 

AUGUST

I I never live to experience another planetary approach like that 

one, I will die happy. No matter what.

—Journal entry for Maj. Mitch McGrady, 19 August 3078

The Blakists might have controlled Terra or years, but they never 

subjugated all the ComStar personnel who were here when they 

invaded. Most ComStar loyalists were wiped out during CASE WHITE,

but a number o them have been scattered in small bands and liv

ing o the land ever since. The Blakists have been hunting down and 

exterminating them, apparently as part o training new troops. We’re

one o the groups tasked to locate these survivors and make sure their 

long sacrice has not been in vain. Next stop, Athens.

—Journal entry for Col. Roger Cumberland, 19 August 3078

Freedom’s come home to stay, you Blakist ucks.

—Journal entry for Maj. Roger Goddard, 19 August 3078

GAME SETUPUse a mix of Hills and Mountain terrain (see p. 263, TW ). The

Attacker places an additional 1D6 Woods hexes (up to half may be

Heavy Woods) and 1D6 Rubble hexes per mapsheet. All aerospace

units are tied up in orbital sorties and thus unavailable or this track.

Attacker Player

 The Attacker consists of up to 25% of the player’s total available

orce. The Attacker enters rom any one edge o the battleeld,

which is their home edge. Secretly place an additional 6 units as

per Hidden Units rules (see p. 259, TW ) on one-hal o the battle-

eld. These are Com Guards resistance units o Regular skill level.

Assign 2D6 damage in 5-point groups to each unit; re-roll any

damage that would cripple or destroy the unit. These units do not

count towards the Attacker’s total deployed orce or purposes o 

determining the Deender’s orces.

Deender

 The Defender consists of TerraSec forces, is 200% of the Attack -

er’s deployed orce and has troops o Regular skill level. They use

a mix o Word o Blake and Militia RATs. The Deenders enter rom

the side opposite the Attacker at the start o Turn 2.

WARCHESTTrack Cost: 1,200

Options

+400 Triangulation: The Deenders may have any portion o 

their orces enter rom any edge o the maps, not just their home

edge. Units enter between Turns 1 and 3.

+400 Faulty Intel: Add three additional positions to the hid-

den resistance units. Upon revealing the position (by either the

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Deender

 The Deender consists o elements o the Word’s Seventeenth

Division and is equal to 200% of the Attacker’s force. The unit

has Veteran skills and uses a mix o Word o Blake, Free Worlds

League, and FedSuns RATs. There should be at minimum o three

BattleMechs in the Deender’s orce.

 The Deender sets up their orce within eight hexes o theirhome edge.

WARCHESTTrack Cost: 800

Options

+100 Sensor Intererence: Use Electromagnetic Intererence 

rules (see p. 55, TO).

+100 No Cover: Convert all Woods hexes to Level 1 Foliage (see

p. 37, TO).

+200 Incoming: The Deender pre-designates one hex or

each vehicle in the Attacker’s orce (with a minimum o ve) or

artillery re. There are a total of 16 rounds of Long Tom artillery

re available, located 15 mapsheets away. The Defender may callup to three rounds per turn using  Artillery rules (see p. 179, TO.

OBJECTIVESResist! A minimum of 50% of the Attacker’s force must survive

ten turns o combat. [300]

No quarter. Destroy/Cripple 100% of the Defender’s BattleM-

ech units. [Total tonnage/2]

Slam. Destroy/Cripple at least 50% of the Defender’s force

beore the end o Turn 12. [400]

SPECIAL RULES The ollowing rules are in eect or this track:

Forced Withdrawal The Deender operates under the Forced Withdrawal rules (see

p. 258, TW ) once hal o its orce is destroyed or crippled.

Salvage

 The Salvage rule (p. 13) is in eect only if the Attacker com -

pletes the Slam objective.

AFTERMATH The Word o Blake began to pour down artil lery re on the

advancing Coalition orces. In the ace o incoming barrages and

superior numbers, the Coalition orces surprised the Blakists by

charging orward. With the Seventeenth embroiled in close com-

bat, they ailed to see the true scope o the attack. The Third Lyran

Guards emerged rom og-shrouded Puget Sound and slammedinto the Word’s ank. With the bulk o the division crushed and

its leadership killed, the Seventeenth broke and ran, abandoning

Unity City to the Coalition.

—Breaking the Sword; Geneva Press, 3092

NEXT TRACKGet Out o Dodge

GORST MARCH

SITUATIONGORST FLATS, PACIFIC NORTHWEST 

TERRA, WORD OF BL AKE PROTECTORATE 

AUG

In an ironic twist o history, the Word o Blake would nd itsel 

deending the same approach to Unity City that the Royal Black 

Watch Regiment had deended over three hundred years earlier. Elements o the Seventeenth Division met a probing orce on the narrow 

avenue o land. The intent in the Word’s action was crystal clear: to

hold the Coalition orces. The only question was what to hold them

or. Though the approach has long ago been cleaned o radiation,

Coalition orces could not dismiss memories o the Black Watch’s

nuclear end.

—Breaking the Sword; Geneva Press, 3092

GAME SETUPUse a mix of Badlands and Coastline (see p. 263, TW) and Ruins

(p. 11) and arrange the mapsheets in Chase ormat. The Deender

chooses one edge to represent the direction o Puget Sound; no

units may enter or exit rom that edge. The opposite edge repre-sents the base of a Level 5 cli wall; only units with Jump MP of 

5 or higher or capable of ight may enter or exit from that edge.

 The Attacker selects their home edge rst.

Attacker Player

 The Attacker consists of up to 50% of the player’s total force.

 The Attacker enters rom their home edge at the start o the track.

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WARCHESTTrack Cost: 1,700

Options

+800 Broken Morale: The Twenty-rst Division is operating

under Forced Withdrawal rules (see p. 258, TW)under Forced With

drawal rules (see p. 258, TW) attempting to exit the opposing mapedge beore the End phase o turn 10.

+500 Unprepared: Each Deending unit begins the track with

only a quarter o their normal ammunition load (rounding up),

with a minimum o 1 round.

OBJECTIVESKill the Leaders. Destroy all three o the Attacker’s Command

units. [500]

Fight On. More than hal the Deenders must survive. Units

exiting the home edge count towards this objective. [1,000]

SPECIAL RULES The ollowing rule is in eect or this track:

Salvage

 There are no salvage opportunities in this track.

AFTERMATHBlakist orces, scrambled rom deployments all across North

America, dogged Stone’s retreat rom Hilton Head. Ater several

days the pursuit had stretched out enough to leave the Twenty-

rst Division ahead o the main Blakist orce. At that point Stone

opted to swing north and strike the exposed division in a sudden

counterattack aimed at the industrial city o Little Rock.

Grandin’s Crusaders were on the anks o the Twenty-rst when

the division’s orward elements radioed warnings o the onrushing

Coalition orce. The Crusaders were slotted into a reserve position

south o Little Rock while more reliable Blakist ormations took 

the brunt o the assault. The collapse o one Level III ater a day o 

erocious assaults by the Twenty-th Arcturan Guards orced the

Crusaders into battle. Holding along the Ouchita River outside

Arkadelphia, they disrupted the Lyran RCT’s drive and bought time

or the shell-shocked Blakist ormation to withdraw.

 The midnight assault o Stone’s Lament across DeGray Lake to

the north orced the Crusaders to abandon their position and all

back to Little Rock with the rest o the Twenty-rst Division. The

suicidal stand o another Level III at Pine Blu thwarted an attempt

by the Seventh Pesht Regulars to sweep west along the Arkansas

River and outank the retreating Blakists. The weakened Twenty-

rst was still orced to retreat out o Little Rock, abandoning the

city to the Coalition. Both the Twenty-rst and the Crusaders were

later withdrawn to Beijing to serve as a strategic reserve.

— The Pierre Grandin Story ; Galatean Press Limited, 3089

NEXT TRACKBurragorang; End o Day; The Final Countdown

 

SUFFRAGE OF SAINTS

SITUATIONOUTSKIRTS OF LITTLE ROCK, NORTH AMERICA

TERRA, WORD OF BL AKE PROTECTORATE 

AUGUST

24/08/78: St. Jamais sanctioned our withdrawal rom Brazil ater 

the act. There are more important battles to ght than one over an

expendable command node, it seems. Word troops routed Devlin

Stone rom his landing at Hilton Head, and the precentor martial 

wants all available orces to pursue him. We’ll be joining the Twenty

rst Division as a brand new Level III.

With a bit o luck we can kill the lowborn bastard and put an

end to his invasion then and there. Not to mention his democratic 

ideology. That Kittery Maniesto is nothing more than weakkneed 

 populist poison. Squashing the vermin responsible or that assault on

the natural order will be pleasure as much as business.

Regrettably circumstances preclude arranging an accident or Hilary during battle. It would be convenient i she died here, but there

are too many eyes around to ensure it.

—Pierre Grandin

GAME SETUPUse a mix of Flatlands, Wooded, and Hills terrain (see p. 263, TW ).

Attacker

 The Attacker consists o elements o the Twenty-th Arcturan

Guards, Stone’s Lament, and the Seventh Pesht Regulars, which

equals 200% of the Defender’s total deployed force. The units are

o Regular, Veteran, and Veteran skill levels, respectively.

 The Arcturan Guards use any Lyran, Free Worlds League, andPeriphery RATs; the Seventh Pesht uses any Combine RAT; and

Stone’s Lament uses any RAT. Designate a command unit or each

orce; these units possess Elite skills.

 The Attacker sets up in the middle o the battleeld. All units

must ace the Deender’s home edge.

Deender Player

 The Defender consists of up to 100% of the player’s total

available orce. They are augmented by the Word o Blake’s

 Twenty-rst Division, which cannot exceed 50% of the player’s

deployed orce. The Twenty-rst uses any Word o Blake RAT and

has Veteran skills. The Deender selects their entry edge rst. The

opposite edge is considered their home edge.

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INCH BY INCH

SITUATIONUNDERGROUND TRACKWAY , SYDNEY 

TERRA, WORD OF BLAKE PROTECTORATE 

SEPTEMBER

The grueling march rom Burragorang to Sydney through the

underground trackways took a severe toll on General Belle Lee’s

Coalition task orce. Designed to provide access to the rear area o 

an approaching assault orce, the levelstraight tunnels would nor

mally have taken a BattleMech only a ew hours to traverse. The

obstacles acing Lee and her troops wasn’t the tunnel system—it was

its deenders.

 A seeming wall o BattleMechs opposed the Coalition’s advance.

Every square meter had to be ought or, with the Word o Blake giv

ing little ground. As the ghting progressed orward, the Word used 

everything they could to stall Lee’s march.

—Over the Blood-Tracked Highway; Focht War College Publications, 3094

GAME SETUPUse a plain battleeld with no terrain. (For table games, use the

 plain hexgrid on the back o most BattleTech ma ps. For mi niature

games, dene the walls o the tunnel using straight edges; there is no

other terrain.) Dene the tunnel walls by designating a hexrow on

parallel sides o the battleeld; the tunnel should be between ve

and eight hexes wide.

Each side enters the battleeld opposite the other.

Attacker

 The Attacker consists o ele ment s o the Second DavionGuards and is 100% of the Defender’s deployed force. The

Guards have Veteran skills and use any FedSuns RAT. The tun-

nel is not tall enough or BattleMechs to jump; the Attacker

may reroll each result that indicates a ‘Mech with Jumping MP.

Each result may be rerolled only once; the Attacker must use

the rerolled result. Jumping Inantry units may be used. I V TOL

or WiGE units are used, they immediately crash i their altitude

exceeds 2 levels in height.

Deender Player

 The Defender consists of up to 50% of the player’s total force.

Jumping Inantry units may be used. I VTOL or WiGE units are

used, they immediately crash i their altitude exceeds 2 levelsin height.

Deender Player

 The Defender consists of up to 100% of the player’s total avail-

able orce. Aerospace units may enter the battleeld between

 Turns 2 and 5 at a Velocity no higher than 3.

WARCHESTTrack Cost: 1,500Options

+700 Rain o Fire: The Attacker has a battery of 6 o-board

Arrow IV launchers with 30 rounds of various Arrow IV munitions

(Attacker’s choice). The launchers are considered 3 mapsheets

away or ight time and approach rom the Attacker’s home edge.

 The launcher crews are o Veteran skill level.

+400 Nonstop Combat: Each deending unit begins the track 

with only hal o their normal ammunition load (round down).

OBJECTIVESHold the line. Destroy as many Attacking units as possible.

[200 or every enemy unit destroyed]

Survive. As many o the Deending units as possible shouldsurvive by the end o the track. [200 or each active unit; 100 or

each Crippled unit on the battleeld]

SPECIAL RULES The ollowing rule is in eect or this track:

Light Fog

Use the Light Fog rules (see p. 57, TO).

AFTERMATHWe gave as good as we got, which was something. Outnum-

bered by an enemy with the skills and equipment o the Fity-rst,

that’s probably as much as we could have hoped or. But it wasn’t

enough. They hit us like a tidal wave on a shing village, smashinginto and through our lines. Maybe i the ghters hadn’t been late

to the show we could’ve held them a little longer. They got past us,

and now they’re in the wind. We don’t even have time to count the

bodies. It’s time or pursuit. Our ghters are maintaining contact,

and we’ve got a line on where they are at any given time. I guess

with the colonel and his boy both getting hurt, this one’s up to me.

—Journal entry or Maj. Musette Brady, 18 September 3078

Me and Dad hardly got the worst o it, but being laid up’s not stop-

ping him rom getting out o his bed and rallying the other wounded.

We were lucky, come to think o it. The Fity-rst doesn’t really leave

many survivors. I they hadn’t been so desperate to escape, we might

have a lot more dead men than just dead machines. Not that I don’t

wanna get my LRM Carrier back in the ght, but these burns andbroken bones need a while to heal. I doubt Dad’ll ease up. Soon as

his ’Mech’s running again, he’ll be at the ront.

—Journal entry or Maj. Roger Goddard, 18 September 3078

NEXT TRACKRiver Waltz; ROM’s Roost; End o Night; Bolthole

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THE CAMPAIGN: 3078 .........

ROM’S ROOST

SITUATIONCAIRO, EGYPT 

TERRA, WORD OF BLAKE PROTECTORATE 

OC TOBER

Intel reports the Castle Brian’s deenders brought down an incom

ing fight o VTOLs trying to reach the ortress. Thing is, we didn’t have

any fights inbound. We think it means the deenders have twitchy trig

ger ngers and red on their own people. Since it has to be someone

important to warrant getting past our lines and into the besieged ort,

we need to nd out i they’re still kicking or not. I they are, I want them

brought here. I they’re dead, I still need to know who it was. It could 

make the dierence between having to break through the ortress

walls or getting them to surrender and end this damn stalemate.

—Journal entry or Taisho Kiyomori Minamoto, 12 October

3078

GAME SETUPUse a mix of Urban (see p. 263, TW ) and Ruins (p. 11) terrain. All

buildings have suered 1D6x5 CF damage, to a minimum of CF 10.

Deender chooses their home edge; the Attacker’s home edge is

the opposite edge.

Attacker Player

 The Attacker consists of up to 25% of the player’s total force.

Only ground units are available. Units enter via the Attacker’s

home edge at the start o the track.

Deender

 The Deender is a select orce o Light o Mankind specialorces. They use any Word o Blake or Shadow Division RAT, have

Elite skills, is 50% of the Attacker’s deployed force, and are limited

to ground units.

Additionally, the Deender must deploy our damaged VTOL

units (use any Word o Blake RAT; the crews have Regular skills)

as Hidden Units (see p. 259, TW ). See the Damaged VTOL special

rule below. The VTOLs must be placed at least 12 hexes rom the

Deender’s home edge.

Secretly record one as carrying Precentor ROM Alexander

Kerno.

 The Defender’s units enter the map via home edge on Turn 3.

Deender must exit as many VTOLs as possible via their home edge.

WARCHESTTrack Cost: 700

Options

+150 Priority Search: The Deender’s orce is equal in size to

the Attacker’s orce.

+200 Cover o Darkness: Use Moonless Night rules (see p. 58, TO).

SPECIAL RULES The ollowing rules are in eect or this track.

Blowing the Bridges

 The attack comes just beore the bridges are rigged to blow.

 To determine when the explosives are ready, the Deender rolls2D6+5; during the End Phase of this and subsequent turns, the

Deender may detonate one non-tower bridge hex or each com-

bat engineer unit surviving, to a maximum o two per turn. Units

on a detonating hex suer a strike similar to a 20-point conven-

tional mineeld (see p. 207, TO) then a one-level all into the water

below.

Danube Valley Bridge

 The centermost maps o the battleeld represent the Danube

River. Consider all Level 0 terrain as Depth 3 Water instead. Other

terrain higher than Level 0 is unaected and remains at its listed

elevation above Level 0.

 The Deender selec ts two adjacent hexrows on the Danube

maps to connect the two banks o the river. These hexrows rep-

resent the Danube River Bridge. Convert these hexes to Level 1

Paved with a CF o 110. Where the bridge meets the riverbank,

place a Level 3 tower (Hardened, CF 150). Place another Level 3

Hardened tower at the approximate middle o the bridge. Units

may pass through the tower hexes at Level 1 height; only VTOL

and infantry units can occupy the tower hexes at Level 3 height.

Forced Withdrawal

 The Deender operates under Forced Withdrawal rules (see p.

258, TW ).

Salvage

 The Salvage rule (p. 13) is in eect only if the Secure the bridge 

objective is achieved.

AFTERMATHSeizing the Danube Valley bridge was key to the Coalition’s

eventual success in Bratislava. They were able to maintain con-

stant pressure on Word orces and pursue them deep into the

heart o the cit y. With a continual stream o reinorcements using

this vital crossing, the Coalition continued a running battle long

into the evening. By dawn, the bulk o the Blakist deenses was

broken and no longer posed a threat to the remainder o the

European campaign.

—Anatomy o a Liberation; Republic Press, 3096

NEXT TRACKROM’s Roost; End o Night; Bolthole

 

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.........THE CAMPAIGN: 3078

GET OUT OF DODGE

SITUATION

COLORADO, NORTH AMERICA

TERRA, WORD OF BLAKE PROTECTORATE 

OCT

 Ater a disastrous ght with Coalition orces outside Dodge City,

the Word o Blake executed a ragged retreat towards the Rocky 

Mountains. Suering rom battle damage and extended time in the

eld, the Word’s machines looked on the edge o alling apart.

 And then they started dropping in their tracks. For the Coalition it 

was a stroke o luck that was too good to be true. It was.

—Breaking the Sword; Geneva Press, 3092

GAME SETUPUse a mix of Mountain and Hill terrain (see p. 263, TW ). The

Attacker selects their home edge rst.

Attacker Player

 The player may use up to 50% of their total force.

 The Attacker deploys 75% of its force on the half of the battle-

eld closest to their home edge. The remainder o the Attacker’s

orce enters the battleield rom their home edge during the

Movement Phase of Turn 3.

Deender

 The Deender consists o surviving elements rom the Word o 

Blake’s Seventeenth Division and scattered TerraSec orces and

equals 75% of the Attacker’s deployed force. The Seventeenth

comprises 25% of the Defender’s total deployed force, has Vet-

eran skills, and uses a mix o Word o Blake, Free Worlds League,and FedSuns RATs. The TerraSec orces have Regular skills and use

any Militia RAT. A total of 5% of the Defender’s total force have

Elite skills.

 The Deender sets up at least hal their orce within three

hexes o the center o the battleeld. The remainder is deployed

as Hidden Units (see p. 259, TW) anywhere within 10 hexes of the

Attacker’s home edge

WARCHESTTrack Cost: 600

Options

+100 Light Rainall: Use the Light Rain rules (see p. 57, TO).

+100 Tangled Woods: Convert all Light Woods hexes to HeavyWoods and all Heavy Woods to UltraHeavy Woods (see p. 40, TO).

OBJECTIVESCapture the precentor. Locate Kerno’s damaged VTOL

using the Scanning rule (p. 14) and prevent its escape. [500]

Turkey shoot. Destroy/Cripple 100% of the Defender’s forces.

[100 per destroyed unit]

Sneaky bastard. Let Kerno escape the battleeld. [1,000]

SPECIAL RULES The ollowing rules are in eect or this track:

Damaged VTOLs

 The our VTOLs came under re and were orced to land in the

ruins. Their crews are working to get them ying again. All VTOLs

have suered 3D6 damage; apply in 5 point groups and re-roll all

damage that would destroy or immobilize the unit.

Roll 2D6 for each VTOL each turn during the End Phase.

Beginning in Turn 1, a 12 is required to restart the VTOL. The tar-

get number reduces by 1 every turn thereater. When the VTOL

restarts, it loses its Hidden Unit status and may move the ollowing

turn at hal its cruise speed. The VTOL is limited to cruising speed

or the track’s duration.

FORCED WITHDRAWAL The Attacker is operating under Forced Withdrawal rules (see p.

258, TW ) unless negated by special unit rules.

AFTERMATHWe still don’t know who the VIP might have been, but we did

manage to down two o the VTOLs. They were apparently mak-

ing hasty repairs and got spooked when our recon team got too

close. Being unable to maintain their ull speed, they were easy

pickings. Sadly, there was not enough let to ID the remains o 

the crew and passengers. Since there has been no observable

change in the ortress’s deensive stance, we must have missed

the primary passenger. At least we now know to be extra vigilant

or similar eorts to insert or extract personnel rom the base. It

won’t succeed again.

—Journal entry or  Tai-shoKiyomori Minamoto, 13 October 3078

NEXT TRACKEnd o Night; Martian MerryGoRound; Blowtorch

 

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THE CAMPAIGN: 3078 .........

GAME SETUPUse a mix o Hills, Flatlands, Coastal, and Light Urban terrain (see

p. 263, TW ). One map should be rom the Light Urban Terrain Table

and constructed along the lines o a Castle Brian (see p. 141, TO).

Attacker Player The player may use up to 100% of their total force. The player’s

orce is also augmented by a mix o Word o Blake’s TerraSec

orces and the Nineteenth Division. The TerraSec orce uses any

Word o Blake and Militia RATs and has Regular skills. The Nine-

teenth Division uses any Word o Blake RAT and has Veteran skills.

Both Blakist forces equal 100% of the player’s deployed force.

 The Attacker enters the battleeld rom the edge arthest rom

the Castle Brian.

Deender

 The Defender consists of up to 75% of the Attacker’s deployed

orce and is a mix o the Com Guards First Army and the Fith Free

Worlds Guards, both o Regular skill level. The Fith Guards use

a mix o Word o Blake and Free Worlds League RATs; the First

Army uses any ComStar RAT. Each unit begins with 3D6 damage,

applied in 5-point groups, re-rolling any damage that would

cripple or destroy the unit.

Openly select three building hexes within the Castle Brian

as the Command and Control center. These three buildings are

upgraded to Hardened buildings of 150 CF. The Defender sets up

anywhere within the Castle Brian.

WARCHESTTrack Cost: 2,000

Options

+800 Larger Than Lie: Construct the Castle Brian over two

mapsheets and double its allowed gun emplacements. This

bonus can only be taken i there is a minimum o our mapsheets

being used.

+800 It’s Quiet. Too Quiet: Deploy up to two-thirds o the

Deender’s orce as Hidden Units (see p. 259, TW ) anywhere on the

battleeld.

OBJECTIVESSeize the castle. Capture all three Command Building hexes

by occupying them at the end o the track. [1,000]

Push them out. Destroy/Cripple at least 75% of the Defender’s

units. [1,000]

OBJECTIVESStop them! Prevent at least 25% of the Defender’s force from

exiting through their home edge. [300]

No quarter. Destroy/Cripple at least 75% of the Defender’s

orce. [450]

Crush the head! Destroy/Cripple all o the Deender’s Eliteunits. [150]

SPECIAL RULES The ollowing rules are in eect or this track:

Forced Withdrawal

 The Attacker’s orce ollows the Forced Withdrawal rules (see

p. 258, TW ).

Salvage

 The Salvage rule (p. 13) is in eect only if the Crush the head! 

objective is acheived.

AFTERMATH

Ultimately the Word’s delaying action proved minimally eec-

tive. It did, however, serve to slow down Coalition pursuit. In the

end, less than a quarter o the Blakists who ed the Dodge City

battle was tracked down. The rest disappeared into the Rocky

Mountains—eventually connecting with Precentor Martial Cam-

eron St. Jamis at Devils Tower.

—Breaking the Sword; Geneva Press, 3092

NEXT TRACKMartian Merrygoround; Tendrils o Desperation

 

END OF DAY 

SITUATIONCHAPEL OF THE SUNS, SINGAPORE 

TERRA, WORD OF BL AKE PROTECTORATE 

OCTOBER

It was like a dream come true! I didn’t like being rm with him,

but it really paid o. The ceremony was beautiul. How many people

have ever been married at the Forbidden City in China? Emperors and 

Empresses. And now Baron and Baroness Grandin.

I know he didn’t want it recorded, but I had to make sure we could 

remember that day. It’ll be my little secret or now. Once we’re back 

home it’ll be a wonderul surprise or Pierre.

But or now we’re back in the battle. At least Precentor McKesson

seems like a nice man. And i what he says is true, those Coalition

troops are behaving terribly. That Hogarth sounds like a real monster.

Maybe the Word wasn’t that bad a ter all. And maybe my dear Pierre

is right about Stone, i these are the sort o people he associates with.

—Hilary Grandin

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.........THE CAMPAIGN: 3078

END OF NIGHT

SITUATIONURAL MOUNTAINS

TERRA, WORD OF BLAKE PROTECTORATE 

OCTOBER

We lost them. The colonel’s gonna have our heads.

—Journal entry for Maj. Mitch McGrady, 1 October 3078

Who would’ve thought those holdouts we rescued when we

arrived would actually help us out? 

—Journal entry for Capt. Ansel Haarhar, 15 August 3078

Thanks to eyewitness intel rom the ComStar resistance, we’ve

ound the Fityrst again, but they’ve managed to link up with the

rest o their lth. Grizzell and his team have been working nonstop,

getting us back into ghting condition. Doc’s done what he can, but 

we’re still shorthanded. This might be a little about saving ace withRedburn, but I think it ’s more about revenge or the colonel.

—Journal entry for Maj. Musette Brady, 19 October 3078

The LRM Carrier might be a little worse or wear, but she’s running

and gunning again. It’s payback time.

—Journal entry for Maj. Roger Cumberland, 20 October 3078

GAME SETUPUse Mountain terrain (see p. 263, TW ). The Deender chooses

one edge as their home edge. The opposite edge is the Attacker’s

home edge.

Attacker Player The Attacker consists of up to 100% of the player’s available

orce. The Attacker enters rom the same edge as the Deender at

the beginning of Turn 3. Aerospace units may enter from any map

edge at the beginning o Turn 1, with a maximum Velocity o 4.

Deender

 The Deender consists o elements o the Fourth, Sixteenth,

and Twenty-rst Divisions, the Fity-rst Shadow Division, and

general TerraSec forces, totaling 100% of the Defender’s force.

 The average skill level o these units is Veteran. The TerraSec

orces use any Militia RAT; the remainder o the Deender’s orces

uses a mix o Word o Blake, Free Worlds League, and Shadow

Division RATs. The Deender enters rom the edge opposite o their home

edge at the start o the track.

SPECIAL RULES The ollowing rule is in eect or this track:

Castle Brian

Use the Castles Brian Complexes rules (see p. 141, TO or p. 201,

 JHT ) when constructing the Castle Brian. It may contain structuresup to 4 levels above or below the map surace, and no more than

12 ixed weapon emplacements (unless the Larger Than Lie 

option is used). At least 3 turrets must be dedicated AA platforms.

Because the Singapore complex recently ell to the Coalition

beore the Word o Blake counterattacked, all gun crews have a

skill of 5 and all gates (if any) are considered locked open.

AFTERMATH The withdrawal o the Second Davion Guards ollowing the

capitulation o Singapore in early October let the city’s deenses

severely understaed. Only the heavily damaged Fith Free

Worlds Guards and the Com Guards First Army were on hand to

garrison the city’s Castle Brian. Surviving TerraSec deenders had

gathered on Batam Island and remained in contact with the city’s

Blakist administrator, Precentor Jarvis McKesson.

Sensing an opportunity, McKesson contacted his superiors to

arrange reinorcements. Grandin’s Crusaders were dispatched

as a mobile and expendable orce to answer the call. The unit

linked up with the TerraSec survivors and took on the guise o the

Word’s Nineteenth Division. Before the attack commenced on 17

October, a small group o Manei Domini attached themselves to

the command.

 The Blakist orce inltrated Singapore via the underground

rail line to Batam. Terrorist car bombings by surviving guerrilla

cells threw the Coalition into conusion, which paved the way or

the Crusaders to assault the Castle Brian. The ortress’s deenses

were poorly coordinated due to Blakist sabotage o the computer

core, and the worn-out Fith Guards were simply overstretched

responding to the attacks. McKesson’s attack on General Hog-

arth’s command lance added to the conusion.

 The Crusaders seized the ortress as asked, but one o the

Manei Domini accompanying them entered the sel-destruct

codes into its computer core. The Crusaders evacuated without

delay, barely avoiding total destruction rom the nuclear charges.

 The devastation spoiled McKesson’s attack on Hogarth and led to

the deaths o millions inside Singapore.

— The Pierre Grandin Story ; Galatean Press Limited, 3089

NEXT TRACKThe Final Countdown; Hell’s Eruption; Blowtorch; Litmus Test 

 

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THE FINAL COUNTDOWN

SITUATIONSYR DARYA RIVER, BAIKONUR

TERRA, BLAKE PROTECTORATE 

NOVEMBER

18/11/78: We have a deal. I we stall the Coalition orces long

enough or the DropShips here to lit o, the Word will provide us the

aerospace cover to leave. They’ve even thrown in some bonus incen

tives i all the key personnel escape.

They must be important. There’s one o them in particular, though

he tries to hide it. But I can see how the Manei Domini around here

deer to him. He’s not Azrael, he’s not Apollyon. Is he the Master? 

Something about him seems amiliar. A similarity in eatures. It 

calls to mind Hanse Davion or some reason. Though all o the Fox’s

spawn are accounted or, and I don’t believe those rumors that he

had a child with his motherinlaw.

But enough o such idle speculation. My destiny awaits at thebirthplace o man’s dominion o space. How tting.

—Pierre Grandin

GAME SETUPUse a mix of Badlands and Flatlands terrain (see p. 263, TW ). Treat

all Wooded hexes as Rough terrain and all areas higher than Level 3

are capped at Level 3. At least one river must be present, represent-

ing the Syr Darya. The Deender chooses their home edge.

Attacker

 The Attacker equals 200% of the Defender’s deployed force

and consists o elements o the First Crucis Lancers and the

 Twenty-third Arcturan Guard. Both orces are o Elite skill leveland each comprises hal o the Deender’s deployed orce. The

Lancers use any FedSuns RAT; the Guard uses any Lyran RAT. Hal 

the Attacker’s orce begins at their home edge; the other hal 

enters at the beginning of Turn 6.

Both the Lancers and the Guard use the Commander special

rule (p. 13).

Deender Player

 The Defender consists of up to 100% of the player’s total avail-

able orce.

WARCHEST

Track Cost: 1,000Option

+1000 Bring Them On: All o the Attacker’s units are deployed

at its home edge at the beginning o the scenario.

WARCHESTTrack Cost: 2,000

Options

+800 Last Minute Hero: A Word o Blake Interdictor -class Drop-

Ship with a Veteran crew lands on the map containing the Deender’s

home edge at the end of the Movement Phase of Turn 6.+800 Held Up: The Attacker’s ground orces are delayed and

do not enter until Turn 4’s Movement Phase.

OBJECTIVESRun them down. Destroy as many Deenders as possible. [200

or every Deending unit destroyed, 300 or every Deending

unit crippled, 200 or every Deending unit that exits the

Deender’s home edge.]

SPECIAL RULES The ollowing rule is in eect or this track:

NonStop Combat

Each unit (Attacker and Deender) begins the track with only a

third of their normal ammunition load (round up) and 3D6 dam-

age applied in 5-point clusters, re-rolling any damage rolls that

cripple or destroy the unit.

AFTERMATHGood thing we loaded heavy on SRMs and Inernos. When we hit

them, it was up close and brutal. That avored them at rst, until we

started wreathing them in ames. Some o them panicked at that

point and became easy prey. The Fity-rst were the worst, though,

nothing but proessionalism. They knew they were gonna die, but

they made sure to take as many o us with them as they could.

—Journal entry or Maj. Musette Brady, 21 October 3078

We had them on the ropes until that damn Interdictor showed

up. That almost turned the tide. Thankully our ghters made

sure to keep it busy. We lost a lot o good people today, but the

Blakists lost more, and that’s what really counts.

—Journal entry or Maj. Roger Goddard, 21 October 3078

 These Blakists sure know how to die. Ater Luna, I thought I’d

never be in a ght like that again. At least this one was in normal

gravity and with a sky overhead.

—Journal entry or Capt. LeRoy Cody, 21 October 3078

Seems the Dracs are having problems in Cairo, so Redburn’s

headed there next. We won’t be joining him. He was surprised we

pulled this one o, but at least he had the sense to recognize we

need time to recover. We’ve lost hal our ghters and tanks and a

third o our ’Mechs, including most o their pilots and crews.

—Journal entry or Col. Roger Cumberland, 21 October 3078

NEXT TRACKMartian MerryGoRound; Bolthole; Blowtorch

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PICKING THE LOCKS

SITUATIONKORYO, MARS

TERRA, WORD OF BLAKE PROTECTORATE 

NOVEMBER

This is going to be a delicate operation. We want to limit civilian

casualties, which mean we cannot aord to break the dome and risk 

exposing the residents to the sudden depressurization that would 

result. Mars might have an atmosphere, but it’s lowpressure enough

that the storm o venting air will surely devastate the population.

Besides, we’d like to have some actual prisoners or a change. I all we

do is slaughter every Blakist we come across, we might never get any 

solid intel on what we don’t see.

—Journal entry for Gen. Andrew Redburn, 17 November 3078

GAME SETUP

Use Badlands terrain (see p. 263, TW ). The Deender dividesthe battleeld in hal and indicates two adjacent hexrows that

contain the massive wall o the dome. This edge prevents all

units rom exiting the map. Along the wall hexrow, the Deender

indicates two hexes as the airlock system, which allows passage

rom outside to inside the dome. Each dome hex is considered a

Level 250 Heavy Building that extends to a depth of 10 sublevels

and has a CF of 60. The airlock hexes are Level 3 in height. Units

may not jump in or through the airlock hexes (see  Airlock , below).

Attacker Player

 The Attacker contains elements o the Mars invasion orce

under General Andrew Redburn and up to 50% of the player’s

total orce. The Attacker’s total deployed orce should include atleast three o the listed invaders; none o the individual orces can

exceed 50% of the total deployed force.

• Stone’s Liberators: Veteran skill, any Inner Sphere and

Mercenary RATs

 • Seventh Donegal Guards: Regular skill, any Lyran and

FedSuns RATs

 • Nova Cat Alpha Galaxy: Elite skill, any Nova Cat and

Combine RATs

 • Eleventh Mechanized Cavalry: Veteran skill, any Hell’s

Horse and Wol RATs

 • Wol-in-Exile Alpha Galaxy: Elite skill, any Wol,

Mercenary, and Lyran RATs

 The Attacker may enter the bat tleeld rom any edge that isnot the dome wall.

Deender

 The Defender ’s force equals 75% of the Attacker’s force. The

Deender consists o the Mars Protectorate Militia, which has

Regular skills and is limited to inantry, vehicle, and aerospace

assets rom any Militia RAT. The Deender receives one turret (see

OBJECTIVESAbort! More than 25% of the Attacker’s force exits the map o 

the deender’s home edge. [2,000]

Technical difculties. Any o the Attacker’s units exits the

map o the Deender’s home edge. [1,000]

Lito! Prevent all o the Attacker’s units rom exiting via theDeender’s home edge. [1,000]

We’re leaving together. More than 75% of the Defender’s

force survives until Turn 16. [600]

Still we stand tall. Destroy/Cripple 50% of the Attacker’s

orce. [1,000]

Plummeting back to Earth. Destroy/Cripple both designated

commanders. [400]

SPECIAL RULES The ollowing special rules are in eect or this track.

Forced Withdrawal

 The Attacker operates under Forced Withdrawal rules (see p.

258, TW ).

Time Limit

 The track ends after the End Phase of Turn 16.

AFTERMATH The ancient cosmodrome at Baikonur was hastily reactivated

in early October to urther the escape o Blakist assets rom Terra.

Other sites in Greenland and at Devil’s Tower were too dicult

to reach or Eurasian personnel, and their capacity was already

strained. Coalition intelligence soon picked up on the new site and

plans were made to shut it down. Ater the liberation o Europe, a

major Coalition orce was put together to strike out over the Urals.

 The Thirty-seventh Division did its best to delay the inevitable,

but was outmatched and outnumbered. Precentor Martial St. Jamais

reassigned the Crusaders to assist, promising them a release rom

the Word’s service and assisting their escape i they could hold long

enough or the nal evacuation to take place. Grandin was given sup-

port in the orm o several Manei Domini rom the Fity-rst Shadow

Division already on site protecting an illustrious VIP.

 The First Crucis Lancers and Twenty-third Arcturan Guard made

a strong probe toward Baikonur on 18 November and were met by

the Crusaders. The Crusaders withdrew along the Syr Darya River,

conducting a mobile deense that drew command elements o the

Coalition orce into an ambush by the Manei Domini. The resulting

losses and conusion sparked a tactical withdrawal that bought the

Word enough time to nish their nal launches.

Baikonur ell two days later to the Battle Corps mercenary unit.

Grandin’s Crusaders ed o-world that same day under cover o a

heavy ghter sortie.

— The Pierre Grandin Story ; Galatean Press Limited, 3089

NEXT TRACKHell’s Eruption; Heavy Metal 

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THE CAMPAIGN: 3078 .........

Turrets

 The turrets are popup turrets.

During the Movement Phase, the

Deender indicates which turrets

are opened and closed. Turrets

have a 120 degree ring arc and may

ire only when open. Their popup

nature prevents them rom being

considered immobile targets.

Each turret has one weapon

hardpoint and can accommodate

up to one ton o ammunition (i 

needed). They are considered

Heavy Level 1 structures with a CF

o 40. Attacking a turret will pass

on damage to the crew as per

standard building rules. A crew

may abandon ring the turret and

attack as an inantry unit. The turret

will re with the skill o the squad

operating it. Attacks on the turrets

rom outside the wall may only occur when the turret is open. I 

closed, the wall takes all damage. I open, the wall receives hal the

damage. Punching physical attacks only damage the turret. I the

Punch attack misses, the wall receives the damage.

I an attack on a turret originates rom inside the dome, turrets

are considered immobile targets and receive all damage, regard-

less o being open or closed.

Airlock 

 The airlock is operated by spending 1MP during the Movement

Phase to open the gate and 1MP to close the gate. This opens

either the inner or the outer gate, but only one may be open at a

time. The air lock will cycle only once per turn. Standard stacking

rules apply. Units may only use Walking MP while in the air lock 

and may only advance through open airlock doors.

AFTERMATHI knew it was going to be a nasty ght, but I give ull credit to

all those taking part in the assault. No one gave in to temptation

to re on the popup turrets. We took heavy losses, especially rom

the airstrikes, while the rst ew units through each airlock were

hurt and hurt bad. As we got heavier units in, the tide turned.

Ater dealing with the inner lock deenders, we took out the turret

crews rom within. Silencing those allowed the remaining orces

to avoid taking point-blank re they could not return. Calling up

the rest o the Coalition orce once the locks were clear meant we

could proceed with clearing the Blakist taint rom the city itsel.

So ar, that’s looking like it will be another nasty piece o work.

—Journal entry or Gen. Andrew Redburn, 19 November 3078

NEXT TRACKMartian Merrygoround; Bolthole; Tendrils o Desperation

Turrets, below) or every three hexes o dome wall. The turrets may

be placed anywhere on the dome wall hexes with the exception o 

the airlock hexes. One squad o Elite inantry operates each turret;

these inantry do not count towards the Deender’s deployed total.

 The Defender may begin with up to 100% of their force deployed

as Hidden Units (see p. 259, TW ) anywhere on the battleeld.

WARCHESTTrack Cost: 800

Options

+400 Double Duty: The Deender receives double the num-

ber o turrets.+600  Even Fight: Convert up to 25% of the Defender’s

deployed orce into BattleMechs.

OBJECTIVESSilence the guns. Kill the crews operating the turrets or

destroy the turrets. [+100 per turret]

Kill the deenders. Destroy/Cripple all Deenders located

inside the dome at the start o the track. [450]

Breach. Destroy a dome hex. [500]

SPECIAL RULES The ollowing rules are in eect or this track:

LOW GRAVITYMars has gravity of 0.38G. Use the rules for High/Low Gravity  

(see p. 56, TO)

THIN ATMOSPHERE The low atmospheric pressure on Mars results in a thin atmo-

sphere. Use rules or Thin Atmosphere (see p. 54, TO).

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.........THE CAMPAIGN: 3078

SPECIAL RULES The ollowing rule is in eect or this track:

Forced Withdrawal

Both sides are operating under Forced Withdrawal rules (see p.

258, TW ) unless negated by special unit rules.

LOW GRAVITYMars has gravity of 0.38G. Use the rules for High/Low Gravity  

(see p. 56, TO)

Support Troops Player

 The player can add up to 25% of their total force to either side.

I this optional rule is used, add an equal number o orce to the

opposite side. The added orces ollow all setup rules.

AFTERMATHIt took a while to clear each block, and a lot o manpower was

required to patrol the blocks already cleared, but we nally seem

to have gotten every last one o them. There have been no more

attacks the past two days. I call that a good sign. With the biggest

target down, I’ve started assigning other domes to individual mem-

bers o the task orce. The Clanners don’t seem to work too well

with Inner Sphere orces, so I’ve made sure to split them up accord-

ingly. Unortunately, the early reports coming in already indicate

that the Clans are less restrained in dealing with insurgents than

they were under direct supervision. They’ve already shattered two

domes to eliminate resistance. Sure, that worked, but it also killed

most o the inhabitants. I’ve made it crystal clear that this is unac-

ceptable, but we’ll see i their restraint lasts more than a ew days.

—Journal entry or Gen. Andrew Redburn, 28 November 3078

NEXT TRACKBolthole; Hell’s Eruption; Blowtorch

 

BOLTHOLE

SITUATIONCAIRO, EGYPT 

TERRA, BLAKE PROTECTORATE 

DECEMBER

They nally reveal their desperation. Instead o maintaining the

stando and trusting the walls o their ort, the Blakists sent a spear

head into our lines. They were able to break through and secure the

Giza plateau. With the DropPort now under their control, it is obvious

they intend to escape. We will prevent this. Already, the loop is closing

around them. Unless their DropShips arrive right now , they are ours

or the taking. We just have to keep them rom slipping back to the

ortress beore the noose tightens.

—Journal entry or Taisho Kiyomori Minamoto, 16 December 3078

MARTIAN MERRY-GO-ROUND

SITUATIONKORYO, MARS

TERRA, WORD OF BL AKE PROTECTORATE 

NOVEMBER

Leave it to the Word o Blake ROM to realize our unwillingness to

cause collateral damage and use that to their advantage. Instead o 

acing us like soldiers, they melted into the population and began a

guerilla war against us. We’ve had bombings, sniper attacks, kidnap

 pings and other ambushes plague us since we arrived. It’s time to end 

this. But we cannot just level the residential areas. We have to erret 

them out building by building, room by room.

—Journal entry for Gen. Andrew Redburn, 23 November 3078

GAME SETUPUse Light Urban terrain (see p. 263, TW ). All buildings are light

(CF10) or medium (CF30) buildings; re-designate any of dierenttypes. The Deender secretly records their home edge prior to the

start o the track. The Attacker may enter rom any map edge.

Attacker

 The Attacker’s orce is composed o elements o Stone’s Liberators

and the Seventh Donegal Guards. Stone’s Liberators have Veteran

skills and use any Inner Sphere and Mercenary RATs. The Seventh

Donegal Guards have Regular skills and use any Lyran and FedSuns

RATs. At least 50% of the force must be composed of infantry units.

Deender

 The Deender consists o Light o Mankind inantry squads.

 They have Elite skills and use any Word o Blake and ShadowDivision RAT. The Defender equals 100% of the Attacker’s total

deployed force. The Defender may set up to 100% of their force as

Hidden Units (see p. 259, TW ).

WARCHESTTrack Cost: 500

Option

+500 Surprise!: The Defender secretly assigns 1D6+2 build-

ings as booby traps using command-detonated explosives. The

Deender can set o a trap with any unit in LOS to the building.

 The trap explodes or 40 points o damage in the building hex, 20

points o damage in adjacent hexes, and 10 points o damage 2

hexes rom the detonation point. Traps will automatically go o when a building is destroyed.

OBJECTIVESClear the Block. Destroy/Cripple 75% of the Defender’s force. [600]

Limit Casualties. Destroy as ew buildings as possible; booby-

trapped buildings do not count towards this objective. [50 or

each Attackerdestroyed building]

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THE CAMPAIGN: 3078 .........

AFTERMATHAs quickly as we closed the lines behind the Blakists, they

were still able to sni out the tactic. They abandoned the pla-

teau almost as soon as they’d secured it. I am disappointed that

the First Sword o Light was unable to hold them in place as the

Dieron Regulars and Stone’s reinorcements closed in. I’d like tosay that the Word leaving hal their orce dead on the eld is a

victory, but it’s not. Considering we lost a company in the holding

action, it seems like just another day in this quagmire o attrition

where both sides grind one another to dust. In the end, nothing

will be let o either.

I cannot allow this to continue. Not only am I losing ace with

Stone and the other Allied commanders, but the Coordinator has

personally expressed his displeasure at the embarrassment o 

his best and most storied regiment altering while those o other

nations have succeeded.

General Lee has orbidden orbital strikes, but there is no other

alternative with the unavailability o airstrikes. I will insist upon it

until they are granted. Then we can nally break the deenders

and their ortress in one ell swoop.

—Journal entry or  Tai-sho Kiyomori Minamoto, 17 December 3078

NEXT TRACKBlowtorch; Recondo; Litmus Test; Monkeywrench

 

TENDRILS OF DESPERATION

SITUATIONSUNDANCE, NORTH AMERICA

TERRA, WORD OF BLAKE PROTECTORATE 

DEC

Following up on their tactical nuke strikes, the Word o Blake

launched a series o probing raids in an attempt to pin down the

exact location o the Coalition’s orces. With their advanced electron

ics they had only to get close to a communications base to tap into

the Coalition’s data eed.

It was up to Stone’s picket deenders to make sure this didn’t hap

 pen. The Word couldn’t know how much orce Stone had arrayed 

against them.

—Breaking the Sword; Geneva Press, 3092

GAME SETUPUse a mix of Badlands and Mountain terrain (see p. 263, TW ).

 The Deender places our Medium Level 1 buildings (CF 40) any-

where on one-hal o the battleeld; the buildings should be a

minimum of 5 hexes away from the edge.

Determine home edges as normal.

GAME SETUPUse a mix of Urban (see p. 263, TW ) and Ruins (p. 11) terrain.

All buildings on the map have suered 1D6x10 CF in damage. If 

the damage sustained is greater than the building’s original CF,

consider the building destroyed and convert the hex to Rubble.

 The Deender chooses their home edge rst.

Attacker Player

 The Attacker comprises elements o the First Sword o Light and

may be augmented by up to 100% of the player’s total available

orce. The First Sword uses any Combine RAT and has Elite skills.

 The Attacker enters rom any one edge at the beginning o 

the track.

Deender

 The Deender consists o elements o the Word o Blake’s Thirty-

sixth Division and equals 50% of the Attacker’s total deployed

orce. They must exit via their designated home edge. The Division

uses any Word o Blake or Militia RAT and has Veteran skills.

 The Deender enters the battleeld rom the edge oppositetheir home edge during the Movement Phase o Turn 2.

WARCHESTTrack Cost: 750

Options

+400 Transports: 1D6-3 (minimum 1) DropShips (with Regular

crews) land every other turn beginning on Turn 5. The Defend-

er’s units may attempt to board and escape. The Attacker must

destroy the DropShips beore this can occur. A maximum o six

DropShips can be grounded on the battleeld at any given time.

Use any Word o Blake RAT to determine each type.

+100 Nighthawks: Use the Pitch Black rules (see p. 58, TO).

500 Losing Face: Reinorcements rom the Second DieronRegulars arrive to prevent the escape. They enter via the

Deender’s home edge during the Movement Phase o Turn 4.

 The Second Dieron uses any Combine RAT, has Regular skills, and

equals 50% of the player’s deployed force.

OBJECTIVESKill them all. Prevent the escape of at least 75% of the Defend-

er’s units. [1,500]

Stem the tide. Prevent the escape o at least hal the Deend-

er’s units. [800]

SPECIAL RULES The ollowing special rule is in eect or this track:

FORCED WITHDRAWAL The Attacker is operating under Forced Withdrawal rules (see p.

258, TW ) unless negated by special unit rules.

Salvage

 The Salvage rule (p. 14) is in eect only i the Stem the tide 

objective is achieved.

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.........THE CAMPAIGN: 3078

 To u rt her rel ec t the Thir ty -n int h’s preerential st atu s

or new equipment, on a roll result o 2 or 12 when assigning

light ’Mechs to this orce, the controlling player may choose

an RPT-2X or RPT-2X1 Raptor II  (see p. 152,  JSBD) instead o the

table result.

AFTERMATH The quick reactions o the Coalition deenders threw back the

Blakist probes. What had been an attempt by the Word to learn

more about Stone’s orces ended up being their own downall

when Coalition commandos managed to ax a hidden sensor

package to one o the retreating Word vehicles. The ailed attacks

would give the Coalition the much needed intelligence to mount

the nal assault on St. Jamais and Devils Tower.

—Breaking the Sword; Geneva Press, 3092

NEXT TRACKFriend o the Devil 

 

HELL’S ERUPTION

SITUATIONGATE OMEGA, TOWRA POINT 

TERRA, WORD OF BLAKE PROTECTORATE 

DECEMBER

The time has come. The Precentor Martial’s plan—to erupt in a

worldwide counterassault around the globe—is one o genius i 

it goes o as planned. The one variable we cannot account or is

i our communication lines have been completely compromised;

several Castle Brians and outposts have been unresponsive or a

month or longer. We don’t even know i Kerno got the message

or not.

Regardless, we will do our sworn duty. This last, glorious surge

will push these ingrates on their heels and give us the room we need.

I’m certainly under no illusion that we can ultimately win Terra back.

Our losses have been extreme, our orces stripped o strength and 

manpower. But it will give us a chance to shine or the Blessed Blake.

 And to give our brethren the opening they need to escape, so they can

better prepare or our uture elsewhere.

Whatever may happen, Blake’s Will be done.

—last recorded message rom Precentor Jordan Kane, Twenty-

sixth Division; 18 December 3078

GAME SETUP

Use a mix of Light Urban (see p. 263, TW) and Ruins (p. 11). The

Attacker places/designates one building as the Towra Memorial

structure. The statue is Level 4 in height and has a CF of 50. It is

not a building.

 The Deender designates one side as their home edge; the

opposite is the Attacker’s home edge.

Attacker

 The Attacker consists o elements o the Word o Blake’s Thirty-

ninth Division and equals 75% of the Defender’s deployed force.

 The Thirty-ninth has Elite skills and uses a mix o Word o Blake

and Capellan RATs. See Special Rules (below) or more inormation.

 The Attacker enters the battleeld rom their home edge.

Deender Player

 The Defender may use up to 25% of the player’s total force.

 The Deender deploys on the hal o the battleeld closest to

their home edge. The Deender secretly designates one building

as their command building.

WARCHESTTrack cost: 500

Options

+100 Under a Full Moon: Use the Full Moon rules (see p. 58, TO).

+100 Air support: A medium aerospace ghter is deployed by

the Attacker or airstrikes/bombing runs. The ghter has an Elite

crew and is rom any Shadow Division RAT. This option may be

taken up to two times.

OBJECTIVESPrevent scans.  The  Attacker  is attempting to identiy the

Deender’s command building. I any Attacker unit successully scans

the command building, it must be crippled or destroyed beore it

can leave the battleeld. To identiy the headquarters, the Attacker

must scan each building using the Scanning rules (p. 14). [300]

Gutted. Destroy/Cripple at least 60% of the Attacker’s forces. [300]

Survival. At least 75% of the defending units must survive the

end o the track. [300]

SPECIAL RULES

 The ollowing rules are in eect or this track:

Forced Withdrawal

 The Thir ty-ninth Division ollows the Forced Withdrawal rules

(see p. 258, TW ) once hal o its orce is destroyed or crippled.

OMap Movement

 The Attacker may assign up to hal its orce withOMap Movement  

orders (see p. 192, TO). This may only occur once during the track.

Thirtyninth Division

 The Word o Blake Militia’s showcase unit is staed by some

o the nest pilots on the Word’s rosters. As such, the controlling

player may re-roll up to three results when randomly determining

Piloting and Gunnery skills. The new results may not be re-rolled.

 The Thirty-ninth also elds a high percentage o Clan technol-

ogy. To reect this, up to two-thirds o the units deployed by this

division (rounded up) may be determined using any Nova Cat,

Ghost Bear, or Diamond Shark RATs.

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THE CAMPAIGN: 3078 .........

FRIEND OF THE DEVIL

SITUATIONDEVIL’S TOWER, NORTH AMERICA

TERRA, WORD OF BLAKE PROTECTORATE 

DEC

The threemonth campaign to ree North America had nally 

come to a nale. The Word’s precentor martial had gathered his

surviving units at a previously unknown Castle Brian structure built 

into the Devils Tower monument in the steppes o North America’s

Wyoming region. Ontheground intelligence had revealed a maze

o mineields, hardened weapons emplacements, and careully 

sculpted terrain eatures, all designed to deter an assault. It also

revealed that the Word was as weak in mobile assets as the Coali

tion thought.

 As dawn broke, the nal attack began as a series o probes. Not 

willing to rely completely on gathered intelligence, Stone moved 

slowly orward, wary o another surprise.Many were unleashed beore the sun set behind the distant 

Rockies.

—Breaking the Sword; Geneva Press, 3092

GAME SETUPUse a mix of Badlands, Hills, and Mountain terrain (see p. 263,

TW ). The Deender chooses their home edge rst; the opposite

edge is the Attacker’s.

Within ten hexes o the Deender’s home edge, place one Cas-

tle Brian Gun Emplacement (see p. 209,  JHSTerra) or every eight

Attacker units (round up). Gun emplacements must be placed at

least six hexes apart. Place our Anti-Personnel Turrets near each

gun emplacement; these are no more than two hexes away romthe main gun.

Attacker Player

 The Attacker may use up to 100% of the player’s total force.

Additionally, add elements rom the Stone’s Lament which equal

100% of the player’s deployed force, have Elite skills, and use any

Inner Sphere RAT.

25% of the player’s force enters the battleeld from any edge

not the Deender’s home edge at the start o the track. The rest o 

the player’s orce may enter in any combination between Turns 4

and 12, as long as one o the player’s units is active on the battle-

eld during the End Phase o the turn prior.

Stone’s Lament enters the battleeld during the MovementPhase of Turn 7.

Attacker Player

 The Attacker consists o elements rom the Word o Blake’s

 Twenty-sixth Division and up to 25% of the player’s total force. The

Division is 200% of the player’s force, has Veteran skills, and uses

any Word o Blake or Militia RAT. Ater orce selection, add any two

BattleMech or Vehicle units that mount at least one Artillery gun.

 The Attacker enters rom their home edge.

Deender

 The Deender consists o elements rom the Ryuken-san and is

75% of the Attacker’s deployed force. The Ryuken have Elite skills

and use any Combine RAT.

 The Deender enters rom their home edge.

WARCHESTTrack Cost: 800

Option

+300 Crazy Weather: Roll once on the General Weather Table 

and apply the result to the battleeld (see p. 69, TO).

OBJECTIVESSmash. Cripple/Destroy at least 75% of the Defender’s forces. [400]

Crush. Destroy/Cripple 100% of the Defender’s force. [300]

Save the best or last. For each unit carrying an Artillery gun

that survives the track. [150 each unit]

Symbolic victory. At least one Attacking unit occupies a hex

adjacent to the Towra Point Memorial at the end o the track. [200]

SPECIAL RULES The ollowing rule is in eect or this track:

Forced Withdrawal

 The Ryuken-san and the player’s orce operate under Forced 

Withdrawal rules (see p. 258, TW ).

AFTERMATHBeore the Coalition could react rom the Twenty-sixth’s sud-

den appearance at Towra Point, Lee’s orces were hammered with

two tactical nuclear strikes. The restorm set most o southern

Sydney ablaze, nearly wiped out the Chasseurs and the Ryuken,

and urther eroded Lee’s command network. Fortunately, a Coali-

tion airstrike destroyed the Word’s hastily established artillery.

 The Twenty-sixth managed to blu Lee and her orces or

another three weeks ater leaking rumors o their possession o 

several more nuclear warheads. The general called their blu at

the start o the new year as several special orces strike teams

inltrated and seized the Towra Point encampment.

—Sydney and the Jihad; Brisbane Press Syndicate, 3088

NEXT TRACK Jinx 

 

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.........THE CAMPAIGN: 3078

Commanders on the Field

I the optional bonus High Stakes  is taken, Precentor Mar-

tial Cameron St. Jamais and Coalition commander Devlin Stone

deploy in support o the Deender and Attacker respectively.

Stone (Gunnery 2, Piloting 1) pilots an AS7-D-H  Atlas II . St. Jamais

(Gunnery 2, Piloting 2) pilots an AWS-10KM Awesome. Both Stone

and St. Jamais ollow the Commander rules (p. 13).

Cameron St. Jamais enters during the Movement Phase o 

 Turn 6, accompanied by three heavy BattleMechs (Elite skills, any

Inner Sphere RAT) and two Level Is o battle armor (Elite skills, any

Shadow Division RAT). Devlin Stone enters during the Movement

Phase of Turn 7 with three assault BattleMechs (Elite skills, any Inner

Sphere RAT).

Both units ignore Forced Withdrawal rules and ght to the death.

Forced Withdrawal

Both sides ollow the Forced Withdrawal rules (see p. 258, TW ).

Salvage

 The Salvage rule (p. 13) is in eect only if Widen the breach 

objective is achieved.

Shielding

I the optional bonus High Stakes is taken, units belonging to

Stone’s Lament and all Word o Blake units automatically use the

Shielding rules (see p. 19, TO) when an enemy unit targets their

Command unit. All shielding modiers applied are doubled, and

the shielding unit need not be adjacent to the command unit;

the attack must only pass through a hex occupied by one o the

designated units.

AFTERMATH The campaign or North America ultimately came down to a

brutal battle in and around the Devils Tower Castle Brian structure.

 The thirty-six hour battle saw Coalition orces probe early along

several axes, pulling the Word out o position and wearing down the

automated deenses. In the early aternoon, as the Word was scat-

tered along their perimeter, Stone drove the bulk o his Lament into

the sector where the precentor martial was located. Stone plowed

through the Word’s line, orcing St. Jamais into a decisive battle.

 The conict between the two commanders caused a near-com-

plete halt to all other combat as the two titans engaged. When the

precentor martial ell at Stone’s eet, the remaining Blakists sounded

a general retreat back into the Tower. Ater another twelve hours,

the Coalition orced their way into the acility and cleaned out the

remaining deenders, which numbered less than a ull Level III.

Stone immediately broadcast the all o Devils Tower and

declared an end to organized resistance in North America.

—Breaking the Sword; Geneva Press, 3092

NEXT TRACKRecondo

Deender

 The Deender cons ists o element s o the Word o Blake

and TerraSec orces remaining on North America. The orce

equals 150% of the Attacker’s deployed force. At least half of the

Defender’s forces have Veteran skills, 25% have Elite skills, and the

remainder has Regular skills. They use a mix o any Word o Blake,

Free Worlds League, Lyran, Mercenary, and Militia RATs.

 The Deender adds one Omega Superheavy BattleMech (see p.

151, JFR) to their orce or every eight units elded by the Attacker

(round down to a minimum o one). They may also add one Rev

enant Drone BattleMech (see p. 153,  JFR) or every six units elded

by the Attacker (round down to a minimum o one). These units

count towards the Deender’s total deployed orce.

 The Defender sets up 75% of its force anywhere on the battle-

eld and no closer than 5 hexes from any edge. The remainder of 

the Deender’s orce enters rom their home edge at the start o 

 Turn 5.

WARCHESTTrack Cost: 2,000

Options

+300 Heavy Incoming: The Deender has ive artillery

emplacements (a mix o Thumper, Long Tom, and Arrow IV

launchers) three mapsheets away. Beginning in Turn 3, the

Defender may designate up to two artillery strikes (p. 179, TO) per

turn. Each launcher has ve rounds available. The artillery crews

have Regular skills.

+500 Overkill: On Turn 5, the Defender deploys a Rattler  Mk II  

(see p. 188, JHT ). It enters rom the Deender’s home edge. Its crew

possesses a Gunnery skill of 3 and Piloting skill of 5.

+500 High Stakes: Devlin Stone and Cameron St. Jamais join

the battle in this sector (see Special Rules, below).

+200 Guns at High Noon: Use the Glare rules (see p. 58, TO).

OBJECTIVESForce a hole. Destroy/Cripple at least 50% of the Defender’s

force before the player suers 50% casualties (through destroyed/

crippled units). [1,200]

Widen the breach. Break the Castle Brian deenses. [300 each

Gun Emplacement, 150 each AP Turret]

Cut o the head. I High Stakes is used, destroy/cripple Cam-

eron St. Jamais’ unit. [800]

Stone Incapacitated! I High Stakes is used, Devlin Stone’s

’Mech must survive the mission. [800 I his BattleMech is

destroyed]

SPECIAL RULES The ollowing rules are in eect or this track:

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.........THE CAMPAIGN: 3079

3079BLOWTORCH

SITUATIONOutskirts o Cairo, Egypt 

Terra, Word o Blake Protectorate

1 January 3079

Excerpt rom Wolnet report 30790207/51Alpha, led by

agent Ramrod

We’re nally on Terra.

We came in as part o a minor second wave o troops, barely a

drop in the bucket compared to the orce that dropped onto human

ity’s homeworld our months ago. We’re still under the Combine’s

employment, so we ended up under the command o  Kanrei Mina

moto himsel. Stone’s people do not like it, and rumor has it that they 

are trying to buy the Cannons’ contract rom the Combine. Until that 

happens, we are Minamoto’s

Some parts o Terra are in Coalition hands, but there are a ew 

holdouts, like Cairo. Minamoto’s been under the gun to take Cairo’s

Castle Brian, but his last brilliant move—ordering an orbital bom

bardment—missed the target zone and wiped out a million people.

We have been ordered to assess the situation and see i anything

can be salvaged.

GAME SETUPUse a mix of Badlands and Flatlands terrain (see p. 263, TW ).

 Treat all Wooded areas as Rough terrain and all terrain higher

than Level 3 are capped at a height of Level 3. Convert all Water

hexes to Clear terrain at Sublevel 1.

 The player must decide i they will be the Attacker or Deender

or this track ater map setup but beore building their orce. The

Deender chooses their home edge.

Attacker Player

 The player may use up to 50% of their total force, augmented

by elements o the Desert Wind mercenaries, an ad hoc collection

o vehicle crews loosely organized ater the death o their com-

mander in previous ghting. For every our ’Mechs elded by the

player, the Wind may eld two vehicle units rom any Mercenary

or Militia RAT. The total orce o the mercenaries may not exceed

50% of the player’s deployed force and are of Regular skill level.

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Attacker

 The Attacker consists o the demoralized Desert Wind merce-

nary cadre and equals 75% of the Defender’s deployed force. This

orce has Regular skills and may only contain vehicle units using

any Mercenary or Militia RAT.

 The Attacker enters on the edge opposite the Deender’s

home edge; this is considered the Attacker’s home edge.

Deender Player

 The player may use up to 50% of their total force, augmented

by elements o a battered Word o Blake Protectorate Militia Level

II. The Word orces comprise a mix o vehicles and light BattleM-

echs with Regular skills and using any Word o Blake or Militia RAT.

 The Blakis t force cannot exceed 50% of the player’s deployed

orce and is restricted to a maximum o six units.

 The Deender begins the track with all units deployed no ar-

ther than two hexes rom their home edge.

Deender

 The Deender consists o a broken Word o Blake Protectorate

Militia squad that equals 100% of the player’s deployed force, uses

any Word o Blake or Militia RAT, and has Regular skills. They enter

the battleeld rom their home edge.

WARCHESTTrack Cost: 300

Options

+400 Hot! Hot! Hot! Use a combination o Blowing Sand (see

p. 62, TO), Extreme Temperatures (at 65° C) (see p. 62, TO), and

Tainted Atmosphere Radiological/Poisonous (see p. 56, TO) rules

or the battleeld.

+250 The Nex t Day/Evening: Apply this bonus i the player’s

orce successully completed one objective in either End o Day  

(p. 210) or End o Night (p. 211). This bonus is only applied i at least

one objective is achieved in this track.

OBJECTIVESShatter the opposition. Destroy/Cripple 80% of the oppo-

nent’s orce. [300]

Hot Line in the sand. At least 50% of the player’s force sur-

vives through Turn 10. [300]

Make an eort. Destroy/Cripple 50% of the opponent’s force.

[300]

SPECIAL RULES

 The ollowing special rule is in eect or this track:

Salvage

In addition to the standard salvage rule, i the player’s orce

completes at least two objectives, they may randomly roll once

on an appropriate Random Access Table and receive that unit

into their total orce or no cost. The unit is discovered among the

scattered ruins along their patrol route.

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.........THE CAMPAIGN: 3079

AFTERMATH Journal Entry #4110

First the Kanrei lights up the Blakist ortress then smears them

all over the sand. But it’s up to us “money grubbing soldiers” to pick 

up the pieces in a radioactive hot zone. Some “coalition” this is!

At least that’s what I muttered ater a meeting with theKanrei . The sti-necked goat’s looking to salvage something rom

this screwed-up disaster, and he wants the Cannons to do it. He

doesn’t like us, despite all we’ve done or the Combine.

 The area was hot with radiation. I led hal the Cannons into the

zone while the rest put together a decontamination station.

In addition to the Cannons, Minamoto attached the Desert

Wind mercs to us. I put them under Smitty’s command, as he’s had

plenty o time and experience commanding vehicle ormations.

We moved into the area. There was nothing worth recovering

ater seeing what orbital bombardment can do.

We were in the central part o the zone when we ran into a

Wobblie unit doing the same thing we were. The battle was bru-

tal but short as neither side wanted to stay in the hot zone or

long. We managed to come out ahead with enough salvage to

make it worthwhile—and enough evidence to show the Kanrei it

wasn’t worth going back.

As soon as our stu gets decontaminated, we’ll settle in and

wait or what happens next.

—Gannon Derer 

NEXT TRACKRecondo or Monkeywrench (i this track was played as

Deender); Heavy Metal (i this track was played as Attacker)

 

RECONDO

SITUATIONYUCATAN PROVINCIAL KI NGDOM,CENTRAL AMERICA

TERRA, WORD OF BL AKE PROTECTORATE 

JANUARY

 Journal Entry #4139

The battle or Terra has been over or over three weeks now, yet 

there are still some people who haven’t gotten the message. Some

body over in the Yucatan Peninsula has been hitting TerraSec bases

or the last month. We’ve been dispatched to end it.

 At least we’re out rom under Minamoto’s thumb. Stone bought 

our contract rom the Combine, so “The Man Himsel” as Smitty calls

him, complete with air quotes is now our employer or the oresee

able uture. Right now, we’re helping him secure Terra.

The raider’s last attack was against a major supply depot, and Stone’s

 people think they’ll be back again. When we arrived, the local police cap

tain insisted his people be involved in the operation. Not only do I have to

deend the supply depot, I have to keep the police rom being butchered.

Damn it! The war’s over! Isn’t it supposed to get easier? 

—Gannon Derer

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THE CAMPAIGN: 3079 .........

GAME SETUPUse a mix of Wetlands and Wooded terrain (see p. 263, TW ). For

every two mapsheets used, place ten Level 1 Medium buildings

randomly across the battleeld. The Deender openly identies

one building on the ar edge o the map to represent the Supply

Depot. The Supply Depot must be a minimum o six hexes romany map edge. The edge urthest rom the Depot is the Attacker’s

home edge.

Attacker

 The Attacker consists o elem ents rom the House Marik-

backed mercenary unit Lola’s Lights and is 75% of the Defender’s

total deployed orce. O these units, at least two must have a Clan

technology base. The Attacker enters rom their home edge,

which is the edge arthest rom the Supply Depot. The Attacker

possesses a skill level o Veteran and uses a mix o Free Worlds

League, Mercenary, and Clan Wol-in-Exile RATs.

Deender Player

 The Defender consists of up to 75% of the player’s total avail-

able force. For every 6 units or squads elded by the Defender,

add one medium vehicle and one squad o battle armor; these

are local police orces. They have a skill level o Green and use

any Militia RAT. The Deender sets up all o its orces within seven

hexes o the Depot.

WARCHESTTrack Cost: 500

Options

+200 Blame It on Rio: The Attacker elds at least one medium

Inner Sphere OmniMech (any) with an Elite skill level in addition

to their elded orces.

+200 A Bad Day Just Got Worse: The Attacker elds at least

one heavy Clan OmniMech (any) with an Elite skill level in addi-

tion to their elded orces.

OBJECTIVESI can’t shake ’em! Prevent the destruction o the deending

police orces. [300]

Pity is or suckers. Destroy/Cripple at least 50% of the Attack -

er’s orce. [300]

No Mercy! Destroy/Cripple all o the Attacker’s orces. [500]

SPECIAL RULES The ollowing special rules are in eect or this track:

Frequency Overload

Radio requency jamming by the Attackers prevents commu-

nications until Turn 6, during which time the Defender suers a –1

modier to all initiative rolls.

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.........THE CAMPAIGN: 3079

Salvage

 The player has no salvage opportunity or this track.

AFTERMATHExcerpt rom Wolnet report 30790327/51Alpha, led by

agent Ramrod

 The Yucatan Peninsula incident was hampered by a lack o 

communications and intelligence. We arrived on the Peninsula,

which has remained relatively untouched or millennia, and met

up with the police orce beore moving to the supply depot. We

were there thirty-six hours beore the raiders showed up.

 The ght was sharp and resulted in casualties on both sides.

Major Derer had to order the police to stay out o the way. When

the raiders’ leader went down, they started surrendering.

It was only ater Stone’s people came in and started question-

ing the raiders did we nd out that this was a massive mistake.

 These “insurgents” were Lola’s Light, a FWL-backed merc member

o the Coalition that had come to Terra during the initial landings.

Unortunately, several TerraSec ghters hit their DropShip, and it

went down. In the press o the campaign, the Lights were written

o as lost.

Fortunately the Lights had managed to crash-land deep in the

Yucatan. Without any long-range communications, the Lights

assumed they were in Blakist-controlled territory and planned

accordingly. They had moved toward the coast, raiding TerraSec

bases and doing their best to tie down local deenders. They did

not know the Word had surrendered or that the Coalition had

considered them MIA. A real mess all the way around.

NEXT TRACKMainrame

 

LITMUS TEST

SITUATION ZONE EPSILON-

GIBSON, FREE WORLDS LEAGUE 

JANUARY

I won’t warn you again! Follow your orders, or my next shot goes

right through your cockpit! 

—Captain Kunja Baral, Fourth Regulan Hussars, Task Force

EXECUTIONER

I’d tell the Regulans to go to hell, but they’re already there.

—Unidentied mercenary

GAME SETUPUse Badlands terrain (see p. 263, TW ). All hexes marked with an

elevation below Level 0 are considered Irradiated terrain (see Spe

cial Rules, below). All hexes with an elevation higher than Level 2

are treated as Level 2. The Deenders chooses their home edge rst.

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THE CAMPAIGN: 3079 .........

Attacker

 The Attacker consists of up to 100% of the player’s total avail-

able orce. Additionally, elements o the Fourth Regulan Hussars

are included, which equal 100% of the player’s deployed force.

 The Hussars possess a Veteran skill level and use any Free Worlds

League RAT.

 The Attacker sets up within 10 hexes rom their home edge.

Deender

 The Deender is a mishmash o various Word o Blake Militias

that equals 150% of the Attacker’s total deployed force. Half of 

the Deender’s units possess Veteran skills; the rest are Regular.

 The Deender uses a mix o Militia and Word o Blake RATs. Set up

half of the Defending units within 6 hexes from their home edge.

 The remainder enters rom the Deender’s home edge during the

Movement Phase o Turn 4.

WARCHESTTrack Cost: 1,000

Options

+200 Blowing Ash Cloud: Use the rules or Moderate Gale (see

p. 61, TO) and Light Fog (see p. 57, TO).

+300 Commander On Deck!: Promote one Deender’s lance

to Elite skill level. Designate one unit in this lance as a demi-pre-

centor and add +1 to rolls determining this unit’s Gunnery and

Piloting skills.

OBJECTIVESTried and true. Complete the track without any player units

being declared traitorous. See Special Rules below [800]

Through one side o hell and out the other. Destroy/Cripple

all Deending orces [1,000]

SPECIAL RULES The ollowing rules are in eect or this track.

Orbital Bombardment

 The Attackers may cal l naval ire supp ort rom the FWLS

Haptopoda (a  Zechetinu II -class WarShip) using OrbittoSurace

Fire rules (see p. 103, SO). Nuclear weapons may not be used. The

Attacker may only call in support one time during the track. The

WarShip res with a Gunnery skill of 5.

Loyalty

 The Fourth Regulan Hussars are actively on the lookout or any

traitorous actions that might indicate the player’s units are Word

o Blake plants, whether the accusation is true or not. When a

unit is marked as traitorous, the nearest Fourth Hussars unit must

declare re (and physical attacks, i applicable) on the traitorous

unit each turn until either o them is destroyed, crippled, inca-

pacitated, or leaves the play area.

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.........THE CAMPAIGN: 3079

Violating any o the ollowing criteria will immediately tag a

player’s unit as a Blakist collaborator to the Hussars:

 • During the Weapon Attack Phase, a player’s unit with

a weapon in range o a Deending unit must ire that

weapon. Attacks within range that would automatically

miss due to a Target Number of 13+ still expend heat

and/or ammunition. Only one in-range weapon per turn

needs to be red to satisy this loyalty requirement.

 • A unit must end its movement with its Forward or Arm/

Side arcs acing the Deender’s home edge.

Irradiated terrain

Excluding conventional inantry, units may pass through Irra-

diated hexes without penalty. Any unit ending its movement in

an Irradiated terrain hex suers the ollowing eects:

Add a +1 to-hit modier or any weapon attacks due to linger-

ing electromagnetic intererence and radiation.

Add 5 heat during the Heat Phase (if applicable).

‘Mechs: For every two consecutive turns spent in Irradiated

terrain, the unit’s MechWarrior takes one point o pilot damage

during the End Phase o the second turn.

Ground vehicles: For every two consecutive turns spent in

Irradiated terrain, the unit suers the ollowing critical hit during

the End Phase o the indicated turn (see TW p. 194): Crew Stunned

(2nd turn), Commander Hit (4th turn), Crew Killed (6th turn).

Battle armor: For every two consecutive turns spent in Irradi-

ated terrain, the unit loses 1 randomly selected trooper during the

End Phase o the second turn.

Conventional inantry: Conventional inantry units may nei-

ther move through nor end their movement in an Irradiated hex.

I a conventional inantry unit is orced into an Irradiated hex, it is

considered destroyed.

Salvage

 There is no salvage available or this track.

AFTERMATHCombat perormance is the true determiner o loyalty. Do your

 job, and you’re given a pat on the back, but deviate one nano-

meter to the let or right, and you’re orever branded a traitor

whether you truly are or not.

 The Regulans shot down, imprisoned, or Dispossessed a lot o 

mercs suspected o being Blakist plants, but ater the Wobbie spies

that sabotaged Operation VIJAY, it never pays to be too careul.

Unless, o course, when  you’re the one being accused o treason,

breach o contract, and a whole host o other ugly allegations.

Were any o Task Force EXECUTIONER’s mercs actually Word spies

meant to wreck combat operations? Maybe. But with the ash and

radiation threatening to bury the evidence, no one will ever know.

—Personal journal entry #42, Warrant Ocer Maggie Womack 

NEXT TRACKMonkeywrench; Wild Weasel 

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THE CAMPAIGN: 3079 .........

MONKEYWRENCH

SITUATIONOUTSKIRTS OF PORTENT, GIBSON 

FREE WORLDS LEAGUE 

JANUARY

Sometimes even the inest blade degrades when it’s not been

used. Three months may not seem like much, but I can tell we’re los

ing our edge. It’s time to get back in the saddle, even i we’re back 

down to a combined arms battalion. There are plenty o Blakists out 

there, and the Regulans have been hiring mercs to hunt down every 

one they can nd. They may not be the riendliest bunch, but at least 

we agree that the Blakists need killing.

—Journal entry for Col. Roger Cumberland, 6 January 3079

I guess our time on Terra had to end with more time cooped up in

a DropShip. Somehow Conrad got through the mess on Galatea and 

ound us a job with the Regulans. Just our luck, scouting out survivorson Gibson. Like anything could have lived through this.

—Journal entry for Maj. Musette Brady, 26 January 3079

GAME SETUPUse a mix o Badlands, Light Urban, and Wetlands terrain (see

p. 263, TW ). All Water hexes contain toxic water (see Special Rules,

below). The Deender selects their home edge rst.

Attacker

 The Attacker equals 125% of the Defender’s deployed force

and consists o the scattered remains o various Word o Blake

Militias. Hal o the Attacker’s orce has Veteran skills; the rest are

of Regular skill. Assign 2D6 damage (+1D6 for each weight classabove medium, i applicable) to each unit. Re-roll any result that

would destroy or cripple the unit. The Attacker uses a mix o Word

o Blake, Militia, and Free Worlds League RATs.

 The Attacker enters opposite the Deender’s home edge.

Deender Player

 The Defender consists of up to 100% of the player’s available

orce. Hal o the Deender’s orce may begin the track deployed

within 8 hexes of their home edge. The remainder of the Defend-

er’s orce enters the battleeld at the beginning o Turn 2 rom

their home edge.

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.........THE CAMPAIGN: 3079

WARCHESTTrack Cost: 600

Options

+500 Unholy Ground: Apply this bonus at the end o the

track i the Deender also successully completed one objective in

Dante’s Daydream (p. 127).

+400 Short on Ammo: The Deender begins the game with

hal-ull ammo bins (round up).

+700 Terrible Day: Increase all Attacker skill levels to Elite.

OBJECTIVESFailure. 75% or more of Attacker’s forces exit through the

Defender’s home edge after Turn 5. [1,000]

Hold the line. Prevent hal o the Attacker’s orce rom exiting

through the Deender’s home edge beore Turn 10. [300]

Not a Chance in Hades. Prevent all o the Attacker’s orces

from exiting the Defender’s home edge before Turn 15. [1,000]

SPECIAL RULES

 The ollowing special rule is in eect or this track.

Toxic Water

All Water hexes on the board contain tainted water. The water

has been contaminated with Class 1: Slightly Hazardous Chemicals.

Use the Hazardous Liquid rules for all Water hexes (see p. 49, TO).

AFTERMATH They may have been beat up, but they still packed a punch.

—Journal entry or Maj. Roger Goddard, 26 January 3079

How these Blakists can still harbor the anaticism that started

this whole war rightens me. Even ater this entire planet was

laid to waste, the ew battered survivors we ound ought like

demons. Good thing we went through the cauldron o the Uralsagainst the Fity-rst Shadow Division. Ater putting those ass-

holes out o everyone’s misery, these ragtag Protectorate Militia

troops were nothing to waste memory on.

—Journal entry or Maj. Musette Brady, 26 January 3079

I have the eeling these Regulans only hired us and the other

mercs as cannon odder. Considering their happiness to use

nukes and whatever else to wipe out the Blakists, they clearly

have no respect or human lie. Sure, that might not really apply

to the Blakists, but what about the civilians? Hell, what about us?

—Journal entry or Col. Roger Cumberland, 26 January 3079

I wasn’t sure why the colonel wanted us ying protection on the

JumpShip, but I think I see now. Those Regulans commandeereda couple o the others in the group that weren’t under guard, but

they stayed clear o us. I don’t know what it was that Cumberland

picked up on, but these Regulans don’t seem very trustworthy.

None o us can aord to lose our way out i they lose it.

—Journal entry or Maj. Mitch McGrady, 26 January 3079

NEXT TRACKHere Comes the Cavalry; Firefy; Wild Weasel 

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THE CAMPAIGN: 3079 .........

HEAVY METAL

SITUATIONBASE GARY, GREAT SPINE MOUNTAINS

NEW HOME, CONTESTED WORD OF BLAKE PROTECTORATE 

MARCH

I’m so relieved we got this contract. It’s the least we can do, helping

nd those remaining nukes. My dear Pierre needed a little convincing,

but he saw the way soon enough. A bit o penance or Singapore is

necessary. And i we’re able to sign on with the Coalition, it’ll help re

establish our record.

He thought this was important enough or me to lead our search

 personally.

It will be good to get out rom around Terra. We’ve got an open invi

tation rom his cousin to return to Vaucluse, and the Filtvelt Coalition

could really use some help. We had to abandon most o our armor, but 

we’re still a pretty potent orce. Hunting down pirates or the good o 

the Coalition will make us beloved among our new people.It’s all going so well now.

—Hilary Grandin

GAME SETUPUse a mix of Mountain and Hill terrain (see p. 263, TW ). Select

and mark eight hexes to represent Barns and Farm Houses (Level

1 Light building; CF 20) and two adjacent hexes to represent a

Wood Mill (Level 3 Medium building; CF 50). Each Light building

hex is separated rom other buildings by a minimum o two hexes.

 The Deender selects their home edge beore orce selection.

Attacker Player

 The Attacker may deploy up to 50% of the player’s total avail-able orce and enters opposite the Deender’s home edge at the

beginning o the Track.

Deender

 The Deender consists o a mix o Protectorate Militia vehicles,

battle armor, and ’Mechs and equals 75% of the Attacker’s deployed

orce. The Deender’s orce uses a mix o Word o Blake, Free Worlds

League, Lyran, and Militia RATs; all units have Veteran skills.

 The Deender sets up hal o i ts orce using the Hidden Units 

rules (see p. 259, TW ). All remaining orces may be placed within 10

hexes o the Deender’s home edge. No Deenders may be placed

within eight hexes o the Attacker’s home edge.

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.........THE CAMPAIGN: 3079

MAINFRAME

SITUATIONOANHU, FOMALHAUT 

TERRAN PROTECTORATE 

APRIL

Excerpt rom Wolnet report 30790510/17Alpha, led by

agent RamrodOne o the Coalition’s top agents throughout the Jihad has been

a person codenamed “Damocles.” Now that Terra has allen, we

have been assigned to clear out the last Blakist holdouts and hunt 

down ugitives wanted or war crimes. An ugly but necessary part 

o the business.

Inormation rom Damocles has brought us to Fomalhaut. A town

called Oanhu has been harboring Blakists. We are to go in and root 

them out, even i we have to level the town to do so. Damocles wants

us to take the Blakist leader alive, but the locals want them dead or 

some reason. Apparently, these Blakists are armed and dangerous.

The Coalition does not care either way, and neither does the major. I 

we captured them ne, but we are not going to stick out our necks on

the sayso o some spy.

GAME SETUPUse a mix of Coastline and Light Urban terrain (see p. 263, TW ).

 The Deender selects their home edge rst; the Attacker’s home

edge is the opposite.

WARCHESTTrack Cost: 700

Options

+300 Rough Terrain: Treat all Light Woods hexes as Heavy Woods.

+400 Playing the Odds: The Attacker deactivates all Active

Probes for the rst 15 turns.

+400 Don’t Spook the Quarry: The Attackers enter the map

two at a time until Turn 4. The Attacker’s remaining orces may

enter via their home edge at the beginning of Turn 5.

OBJECTIVESRipe or the inquisition. At least 30% of the Defender’s forces

remain on the battleeld (either incapacitated or Crippled; Destroyed

units do not count or this objective) at the end o Turn 10. [500]

Take ’em down. Destroy/Cripple at least hal o the Deender’s

forces by the end of Turn 15. [500]

On saari. Destroy all o the Deender’s orces. [500]

SPECIAL RULES

 The ollowing special rule is in eect or this track:

Forced Withdrawal

 The Deender’s orces operate under Forced Withdrawal rules (see

p. 258, TW ) and will attempt to exit via the Attacker’s home edge.

AFTERMATHDespite New Home being declared pacied in late 3078, survi-

vors o the Protectorate Militia continued to resist the Coalition’s

hold on their homeworld well into the new year. To deal with the

problem o “rogue” orces and surviving Blakist commands going

to ground, the Coalition went on a short-term hiring spree ater

the all o Terra. With their credentials vouched or by IE, Grandin’s

Crusaders were in demand or such pacication contracts.

 They were brought to New Home to help sweep the world orhidden stockpiles o nuclear and biological weapons. Their assigned

zone covered a portion o the Great Spine Mountains that had seen

a signicant presence o the renegade Protectorate Militia. Baron

Grandin elected to take a systematic approach, breaking the area

into sectors to be combed over by his battle armor orces while his

own ’Mech command remained at a reserve point to pounce on any

Blakist reaction. The inantry sweep was personally conducted by

the baron’s new wie and the unit’s XO, Hilary Grandin.

Elements o the battle armor company encountered a group o 

Protectorate Militia while investigating a small agricultural settle-

ment. The Militia was uninterested in a ght and sought to break 

through the cordon established by the mercenary orce. The

experienced armored inantry delayed the Militia long enough

or Grandin’s ’Mechs to arrive, despite a communications break-down. Several prisoners taken by the unit conrmed the absence

o Blakist WMD stockpiles on the world and provided valuable

intelligence on the guerrilla movement.

— The Pierre Grandin Story; Galatean Press Limited, 3089

NEXT TRACK Jinx 

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.........THE CAMPAIGN: 3079

SPECIAL RULES The ollowing special rules are in eect or this track:

Olson’s Rangers

Since going rogue rom the Capellan Conederation early

in the Jihad, the Olsen’s Rangers have been suborned and“enhanced” by the Word o Blake Manei Domini, who assigned

a ew operative MechWarriors to keep them in line while using

them to harass and entrap Coalition orces. As a result, the Rang-

ers will not retreat rom battle and will ght to their death unless

incapacitated. I one o the Manei Domini-piloted Rangers is

incapacitated or crippled, they will suicide their machines either

through reactor overload or another method in order to avoid

capture (though the other Rangers will simply surrender). The

pro-Blakists mercenaries will go to any length necessary to cause

as much collateral damage as possible.

Salvage

 The player receives no opportunity or salvage or this track.

AFTERMATH Journal Entry #4202

 This Jihad has caused shockwaves throughout the mercenary

community that will be elt or the next several decades. Many

mercenary outts have been destroyed—a third o the Cannons

started the Jihad with another mercenary unit. Some mercs

ought or the Wobblies, some against, and some went rogue.

 Then there was Olsen’s Raiders. . . .

 The Raiders had once been a reputable regiment. Ater being

decimated in ‘66, they went rogue in ‘68 and joined the Wobblies’

payroll. The MRBC posted a 50,000 C-bill bounty for each member, so

I did think about the idea o a nice bonus as we approached Oanhu.

 That thought went sour when we saw a third o the Rangers

piloted Celestial-class ’Mechs, which only the Manei Domini use.

I immediately ordered all Cannon ’Mechs to concentrate re on

the largest Celestials, while the hovertanks harassed the rest. The

DCMS militia that was supposed to “help” didn’t show up until we

had the Rangers on the ropes.

Ater twenty minutes o ghting, all the Celestials were down,

and I personally made sure that every one o those cyber bastards

was dead. None o the Rangers escaped, and only six surrendered.

 The Coalition’s intel team got the story, and it was ugly. The

Word had suborned and “enhanced” the Rangers, turning them

into some twisted amalgamation o man and machine. They then

placed a ew “minders” and sent them out to do their dirty work.

—Gannon Derer 

NEXT TRACKHere Comes the Cavalry; Roadblock; Wild Weasel; Storm Shadow 

 

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THE CAMPAIGN: 3079 .........

WARCHESTTrack Cost: 700

Options

+400 Crazy Environment: Roll three times on the Terrain

 Table 1: Flora/Fauna and apply all results to the battleeld; reroll

any duplicate results (see p. 69, TO).

OBJECTIVESSlow trot. Destroy/Cripple 100% of the Defender’s force

before the end of Turn 15. [300]

Full gallop. Destroy/Cripple 100% of the Fifth Division before

the end o Turn 12. [600]

Fight another day. The Attacker suers less than 50% losses.

[300]

SPECIAL RULES The ollowing rules are in eect or this track:

Surrender!

Any attacking unit in the End Phase o a turn that is adjacent

to a Protectorate Militia unit and has it in the Attacker’s ront arc

may request the Militia unit’s surrender. Roll 2D6; on a result of 

10+, that unit surrenders and powers down. Modiy the roll by +1

if there are no other Militia units within 6 hexes and by -1 if the

attacking unit is under Forced Withdrawal. Militia units that sur-

render count towards the track objectives.

Forced Withdrawal

All Attacking units operate under Forced Withdrawal rules (see

p. 258, TW ).

AFTERMATHHunting Blakists would be so much easier i they just showed

ag and openly declared their allegiance.

I really don’t know what got into them all o a sudden. Some-

thing in the air o this orsaken orest paradise o a planet, maybe?

Frankly, I don’t even know why we’re trying to catch them.

 There’s no unrest on Sheratan, no suicide bombings, no cloak-and-

dagger killing o my MechWarriors in dark alleys behind bordellos.

Why should there be? Most o the so-called Blakists we caught

so ar were Protectorate Militia. Soldiers who would put on any

badge i it paid or ood and roo. Executing too many o them

without proper trial is more likely to wake the population rom

their stupor than anything else.

Maybe I should nd a way to talk to these Sheratan Knights.

 They at least understand what’s going on here and have some

sort o vision or the system. Let them work it out with Stone

and his politicos. We just want to either ght or go home to our

amilies.

—Demi Precentor Michael Tarly, Com Guard Third Army

NEXT TRACKSnow Job

HERE COMES THE CAVALRY 

SITUATION ADDICKS ENTER PRISES MAIN COMPUND

SHERATAN, WORD OF BLAKE PROTECTORATE (FORMER)

JULY,

Here comes the cavalry! Trumpets blaring, standards futtering

and with thundering hooves we ride rom the horizon away to save

children, women and boring endings.

Except: Nobody on Sheratan watches movies, apparently.

I mean, with seen it all those past years: Tears o joy, screams o 

ecstasy at our arrival as well as intense barrages o counterbattery 

re and welllaid traps in empty cities. But this? Hell, I don’t like the

latter, but I’d really preer it to this indierence the Sheratans are

showing us! This is just plain stupid! 

Not riendly, not hostile: How are we going to fush out the Blakists

i nobody talks? 

Maybe a nice, little charge is called or. Just to draw them out inthe open. See who stands where…

—Demi Precentor Michael Tarly, Com Guard Third Army

GAME SETUPUse Flatlands terrain (see p. 263, TW ). The Deender chooses their

home edge rst. The Attacker’s home edge is the opposite side.

Attacker Player

 The Attacker consists o elements rom the Com Guards Third

Army and up to 50% of the player’s total force. The Com Guards

have Veteran experience, uses a mix o ComStar, Word o Blake,

and Mercenary RATs, and is 100% of the player’s deployed force.

Deender

 The Deender’s orce is split between stragglers o Blake’s Fith

Division and ormer Sheratan Protectorate Militia; the Fith com-

prises 75% of the Defender’s deployed force. The Fifth has Veteran

skills, while the Militia has Green skills. Both orces may use a mix

o Word o Blake and Militia RATs. The Deender’s deployed orce

is 100% of the Attacker’s deployed force.

 The Fith Division enters the battleeld at the start o the track 

rom their home edge. The Militia enters rom the same edge at

the start of Turn 5.

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.........THE CAMPAIGN: 3080

3080JINX 

SITUATION“KALLENTOWN”, YANG-KU 

NANKING, TERRAN PROTECTORATE 

JANUARY

28/01/80: Hilary is getting more paranoid. She “pieced together” 

that Lee was responsible or that communication ailure back on New 

Home, so she shot him right in ront o the rest o the ocers. It wasn’t 

easy buying their silence, but it had to be done.

It also drives home that it’s too dangerous to do anything about 

her now. Or maybe ever. Damn it, I knew I should have replaced her 

with Kreuzer when I had the chance. She was crazy too, but in a more

manageable way. Hilary, however, was hiding her insanity until it 

was too late. Damn it! 

 At least this mission should be simple. Escort some empty Kallon

Partisans or pickup. They’ve been having trouble with weapons dis

appearing. Could be Blakists, could be Coalition, could be another 

corporation. It doesn’t matter; i we see trouble, we shoot it.

—Pierre Grandin

GAME SETUPUse Heavy Urban terrain (see p. 263, TW ). The Deender selects

their home edge and then secretly assigns one building as the

convoy’s origination point; the building must be located at

least one mapsheet away rom the Deender’s home edge. The

Deender also designates which hex side the building’s exit door

is located.

Attacker

 The Attacker is a locally hired mercenary unit o Regular skill

level, uses any Mercenary RAT, and includes at least two aero-

space ghters or VTOL units. The Attacker’s force equals 100% of 

the Deender’s deployed orce (including the APCs).

Divide the Attacker’s orce into three groups. Group Able

enters the battleield rom the edge opposite the Deender’s

home edge at the beginning o Turn 1. Group Baker enters the

battleeld from any map edge at the beginning of Turn 6. Group

Charlie enters the battleeld rom the Deender’s home edge at

the beginning of Turn 8.

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THE CAMPAIGN: 3080 .........

Deender Player

 The Defender may deploy up to 100% of the player ’s total

orce and begins the game on the Deender’s starting edge. Add

12 empty Partisan Air Deense Tanks (Green skill level; see pp.

112–113, TR58). Starting on Turn 4, three Partisans will enter the

map rom the designated hangar exit; three more Partisans will

exit on Turn 6, 8, and 10.

WARCHESTTrack Cost: 800

Options

+300 Dusk/Dawn: Use the Dusk/Dawn rules (see p. 58, TO).

+800 Union Station: Place a Union-Class DropShip near

the approximate center o the playing area. Beginning in Turn

4 at the end of the Fire Declaration Phase, roll 2D6; on a result

of 5 or higher, the DropShip will target the closest Defender for

that turn. The DropShip will re through the end o Turn 12 or

its destruction, whichever comes rst. The DropShip’s crew skill

level is Veteran.

OBJECTIVESProtected. Destroy/Cripple 50% of Attacker’s forces by Turn 8.

[600]

Take me home. Have as many APCs exit the Attacker’s home

edge by the end o Turn 14. [50 or each APC]

SPECIAL RULES The ollowing special rules are in eect or this track:

Forced Withdrawal

 The Attacking orces operate under Forced Withdrawal rules

(see p. 258, TW ).

High Gravity

Nanking has a gravity of 1.06Gs. Use the High Gravity  rules

(p. 55, TO).

Salvage

I at least two objectives are completed, the player is awarded

two Kallon-produced units (Example: Shadow Hawk , Wolverine,

Ontos, Partisan) to a combined maximum of 150 tons.

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.........THE CAMPAIGN: 3080

AFTERMATHKallon Industries hired the Crusaders to provide protection or

weapons transers on the disputed world o Nanking. The Crusad-

ers were well-matched to Kallon’s needs, boasting a long track 

record in the area and a history o completing similar contracts or

other corporate clients. Soon ater arriving to take up their dutystation, they were called upon to handle the transer o a large

number o APCs to a client in the ormer Free Worlds League.

 The initial stages o the operation passed without incident. Only

ater the rst group o APCs passed the Kallontown spaceport did

the rst attacks begin. Elements o a native mercenary unit, Aung’s

Chindits, emerged rom the outskirts o the city and attempted to

hijack the vehicles. The Chindits attacked in tandem with a surprise

strike by a pair o their aerospace ghters, a actor the Crusaders

had neither anticipated nor prepared or. While Grandin ought o 

the ghters with concentrated re rom his ’Mechs, the rest o his

unit conducted a desperate deense o their convoy.

Ater several lybys militia aircrat scrambled to drive the

mercenary ghters away, leaving Grandin ree to mount a coun-

terattack. He led an attack on the Chindits’ command lance with

support rom his surviving Knights and orced the opposing

commander rom the scene. The rest o the Chindits ollowed,

allowing the successul completion o the delivery to the Drop-

Ship Avarice. The ship was later reported taken by pirates, leaving

Kallon reluctant to honor the contract.

— The Pierre Grandin Story ; Galatean Press Limited, 3089

NEXT TRACKSnow Job; Roadblock 

 

SNOW JOB

SITUATIONTONG SHI SUPPLY DEPOT 

NANKING, TERRAN PROTECTORATE 

MARCH

I knew Vargas could do it! He’s ound the Avarice, at some depot 

out in the boondocks. It hadn’t even let orbit. Those Kallon reps

were trying to play us or ools. No one does that to me or my dearest 

Pierre. I’ll show them what a mistake that was beore we leave.

Right now I’ve got to put together a plan to take that DropShip.

Once we claim it and take back those Partisans, we’ll have more than

enough money to go back home. And Pierre will introduce me as his

wie, as a baroness! It’ll be so wonderul.

Things really have been looking so much better lately. We survived 

the Jihad, and I can eliminate the bad elements rom the Order. I I 

 just keep them away rom my dearest, he’ll always do the right thing.

—Hilary Grandin

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THE CAMPAIGN: 3080 .........

GAME SETUPUse a mix of Heavy Urban and Badlands terrain (see p. 263,

TW ). Place a Union-class DropShip, the Avarice in the approximate

center o one o the map sheets (remove a building i necessary).

 The Attacker chooses their home edge; the Deender’s home

edge is opposite the Attacker’s.

Attacker Player

 The Attacker consists of up to 100% of the player’s available

orce and enters via their home edge at the start o the track.

Deender

 The Deender is a blend o renegade Coalition orces and

Nanking rebels, possessing a skill level o Veteran and using a mix

o Militia, Mercenary, Capellan, and FedSuns RATs. The DropShip

crew skill level is Veteran. The Deender’s orce consists o up to

50% of the Attacker’s deployed force. Do not factor in the Drop -

Ship when determining the Deender’s orce.

 The Deender begins the track deployed anywhere on the

battleeld.

WARCHESTTrack Cost: 1,000

Options

+500 Overeager: The Attacker begins with only hal o their

deployed orce; the remainder enters rom their home edge at

the beginning of Turn 6.

+1,000 Bad Intel: Place an additional Union-Class DropShip

(Regular skill level) in the approximate center o an adjacent map-

sheet. This DropShip is also controlled by the Deender.

OBJECTIVESCrack the egg. Destroy/Cripple/Incapacitate/Capture the Ava

rice beore Turn 12. [1,000]

Make an omelet. Destroy/Cripple at least 75% of the Defend-

er’s units (do not count any DropShips) by Turn 15. [800]

SPECIAL RULES There are no special rules or this track.

AFTERMATHGrandin’s Crusaders mounted an assault on the pirate depot

on their own initiative. The  Avarice was supported by a motley

band o Coalition renegades and anti-Liao partisans. The attack 

caught them by surprise, crushing their initial attempt to deend

the approaches to the depot. The Union-class DropShip provided

a natural strongpoint, though, and the deenders soon rallied

under cover o its constant re.

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THE CAMPAIGN: 3081 .........

WARCHESTTrack Cost: 1,750

Options

+800 Instant Upgrade: The Deender upgrades all pilots/

troops/crews using the Manei Domini creation rules (see p. 120,

 JHS72).+300 Unamiliar Ground: Attackers suer a –1 modier to all

Initiative rolls until Turn 6.

+500 Well Deended: Add an additional orce o Word o 

Blake Militia to the Defender’s force. The militia is 20% of the

Attacker’s deployed orce, uses any Word o Blake, Free Worlds

League, or Militia RAT, and has a skill level o Regular. These units

enter the battleeld rom any map edge not used by the Attacker

or Defender at the beginning of Turn 3.

+500 Familiarity: Subtract this bonus rom the track’s cost i 

the player successully completed an objective in Monkeywrench 

(p. 228) or Mainrame (p. 231).

OBJECTIVESScout out. The Attacker ails to scan (see Scanning, p. 14) all

three buildings before the end of Turn 8. [800]

Tough hombres. Destroy/Cripple at least 50% of the Defend-

er’s orce. [1,000]

Stone killers. Destroy/Cripple all o the Deender’s orce by

the end o Turn 12. [2,000]

SPECIAL RULES The ollowing special rules are in eect or this track:

Fortyninth Shadow Division

Forty-ninth Division ’Mech units halve any heat received rom

outside sources [Example: a single Inerno SRM missile would cause

1 point o heat ], while vehicles and battle armor ignore the eects

o re, and conventional inantry are only destroyed by re on a

roll o 10 or greater.

Any time a Forty-ninth Division orce consists o at least one

battle armor unit or every our units deployed, the Deender

receives a +1 bonus to Initiative, and all deployed Forty-ninth

battle armor units receive a –1 modier to their Gunnery and Anti-

’Mech skills.

Time Limit

At the beginning of Turn 11 and every turn thereafter, roll 2D6

if any building hexes remain unscanned. On a result of 6+, the

Regulans target each unscanned building with an orbiting Pocket

WarShip that mounts a capital weapon. The PWS will re on the tar-

geted hex in the ollowing turn, even i it is subsequently scanned.

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.........THE CAMPAIGN: 3081

GAME SETUPUse Light Urban terrain (see p. 263, TW ) in a Chase ormat. The

Deender chooses their home edge rst. The Attacker’s home

edge is the opposite side.

Attacker Player The player may deploy up to 25% of their total force and enter

the battleeld rom their home edge.

Deender

 The Deenders are a Light o Mankind security orce o Elite

skill level and are 100% of the Attacker’s deployed force. They use

a mix o Word o Blake, ComStar, Free Worlds League, and Fed-

Suns RATs.

 The Deender secretly designates one building as their current

sae house; that building retains its listed level but is converted to

a Hardened building with a CF of 150.

 The Defender may begin the track with up to 75% of its force

placed as Hidden Units (see p. 259, TW ).

WARCHESTTrack Cost: 2,000

Options

+400 Dug in Like Ticks: Treat all buildings as double their

starting CF.

+800 Instant Upgrade: The Deender upgrades hal o their

pilots/troops/crews, using the Manei Domini creation rules (see

p. 120, JHS72).

+400 Low Gravity: Use the Low Gravity rules (p. 55, TO); Hamal’s

gravity is 0.8Gs.

OBJECTIVESPest control. Destroy/Cripple at least 75% of the Defender’s

orces beore the end o Turn 14. [2,000]

Will or won’t he? Destroy/Cripple at least hal o the Deend-

er’s orces beore the end o Turn 10. [1,000]

Dead…with prejudice. Destroy/Cripple all o the Deender’s

orces beore the end o turn 10. [3,500; Not cumulative with any

other objective.]

SPECIAL RULES There are no special rules or this track.

AFTERMATHJust got the most recent news in this system. A hunter team

 just missed some precentor on Hamal. Sounds like more o the

same. Lots o near-misses on high-prole Blakists, but the slip-

pery bastards conound the hunters and escape more oten than

they get captured. We’ve nally made it into the so-called Repub-

lic now, so we’re halway home. Some o the guys want to make

AFTERMATHNever again. Please, dear Lord, never again.

—Journal entry for Maj. Musette Brady, 2 April 3081

It’s clear the Regulans planned rom the start to demolish

the site. Why they bothered sending us in just to make sure itwas occupied only shows their own cowardice and lack o con-

cern or the welare o others. I’ve made it more than clear to

Conrad that he’s to entertain no urther employment oppor-

tunities rom the Regulans. I don’t care how much they might

sweeten the pot. When they put us in the crosshairs along with

the enemy, they’re no better than the Blakists as ar as I’m con-

cerned. Thankully the yboys kept them rom taking over our

JumpShip and stranding us here, though the Regulans did make

a number o passes to check our readiness to deend it. I guess

their DropShip lancing re onto the planet’s surace provided a

big enough distraction, so we burned out at two gees and got

the hell out o there.

I’m done with this business. I I never hear tell o Blakist escap-

ees or holdouts again, I’ll be just ne with it.

I’ve told everyone we’re heading back home to Cumberland.

It’s been too long. Sadly, we’re going to have to take the long way

around. The Capellans have become so hostile to everyone it’s

not worth the risk to try and pass through their territory. That’s or

the best anyway. I never could stand the smell.

—Journal entry or Col. Roger Cumberland, 5 April 3081

NEXT TRACKStorm Shadow; Scrap Iron

 

FIREFLY 

SITUATIONCALIFA HAMAL

HAMAL, THE REPUBLIC OF THE SPHERE 

JULY,

We’re still en route to the ormer Word o Blake Protectorate.

Strange how it was called that or such a short time, but I don’t know 

what else to call it. “Republic” just sounds weird. Maybe I’ll get used 

to it eventually, and it’s better than anything that recalls the damn

Word o Blake. I don’t know, though. I guess I got used to it, even

though it was just or a ew years, really.

Every time we jump to a new system, news reports are lled with

stories o Blakist agents, leaders, and troops being located. It always

seems to end the same way, though. Lots o dead people and ew 

 prisoners. I can hardly care anymore. There’s been so much death.

Why do these bastards even bother anymore? I just wish they’d kill 

themselves and spare the rest o us.

—Journal entry for Col. Roger Cumberland, 10 July 3081

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THE CAMPAIGN: 3081 .........

Attacker Player

 The player may use up to 30% of their total force. In addition,

there is a small Blake’s Wrath special orces team attached to the

Attacker’s force; they are 100% of the player’s total deployed force,

may use any Word o Blake or ComStar RAT, and are o Elite skill level.

 The player orce enters the battleeld rom the Attacker’s home

edge. The Blake’s Wrath orce enters the battleeld at the begin-

ning o Turn 4 rom the opposite edge o the Attacker’s home edge.

Deender

 The Deender’s orce is the scattered remains o the Fort y-

ninth Shadow Division. They equal 75% of the Attacker’s total

deployed orce. The Deender’s orce consists o all Manei Domini

pilots/soldiers/crew. I not using the Instant Upgrade bonus,

then all of the Defender’s force has an Elite skill level, with 25%

receiving an additional +1 bonus to all Gunnery skill rolls.

Use Shadow Division RATs to determine orces.

 The Deender sets up all o its units anywhere on the battle-

eld. Up to 25% may be deployed as Hidden Units (see p. 259, TW ).

WARCHESTTrack Cost: 2,000

Options

+400 Concrete Maze: Treat all buildings as Hardened struc-

tures with a CF of (10 x 1D6) + 100

+800 Instant Upgrade: The Deender upgrades all pilots/

troops/crews using the Manei Domini creation rules (see  JHS72,

p. 120).

+400 Curtains: Use the rules or Pitch Black (see p. 58, TO).

OBJECTIVESCrush them all. Destroy/Cripple all o the Deender’s orces.

[1,500]

Intercept your contact. The inormant must exit the Attack-

er’s home edge after Turn 10 but before the end of Turn 15. [900]

Make an eort. Destroy/Cripple at least hal o the Deender’s

orce. [800]

SPECIAL RULES The ollowing special rules are in eect or this track:

Fortyninth Shadow Division

Forty-ninth Division ’Mech units halve any heat received rom

outside sources [Example: a single Inerno SRM missile would cause

1 point o heat ], while vehicles and battle armor ignore the eects

o re, and conventional inantry are only destroyed by re on a

roll o 10 or greater.

Any time a Forty-ninth Division orce consists o at least one

battle armor unit or every our units deployed, the controlling

player receives a +1 bonus to Initiative, and all deployed Forty-

ninth battle armor units receive a –1 modier to their Gunnery

and Anti-’Mech skills.

or Galatea to try and nd work, but I told them that there’s plenty

o ighting to do back home. The Taurians might have inally

capitulated, but I’d be surprised i all the battles are over. And I’d

much rather ght or the home team than all the strangers we’ve

been working or over the last ew years. Besides, we all need a

rest. For real.

Grizzell asked or a slight diversion to a trade world in the

Republic. Apparently, it never saw battle, and he thinks it should

still be a good place to make some horse trades. He’s not as ond

o the obsolete Rim Collection kit now as when the Jihad was

on. Can’t say I disagree with him. I we’d had more modern stu,

maybe we’d have kept more people alive in some o the worst

ghts. It’s only a ew jumps out o our way. A trade planet should

make a decent place to put our eet on the ground again. Next

stop: Devil’s Rock.

—Journal entry or Col. Roger Cumberland, 12 October 3081

NEXT TRACKStorm Shadow; Scrap Iron

 

STORM SHADOW 

SITUATIONCITY OF TH E SACREDOT 

BRYANT, THE REPUBLIC OF THE SPHERE 

SEPTEMBER

Excerpt rom Wolnet report 30811014/04Alpha, led by

agent Ramrod

Working or the Republic o the Sphere has kept us busy. We are

going ater ormer Protectorate leaders and Blakist commanders,

bringing these people in dead or alive. It is steady work.

 Apparentl y Stone’s senior people have noticed us, because we

have been given a plum—but highly dangerous—assignment. Pre

centor Berith, the notorious leader o the MD Opacus Venatori and 

rumored to be the highestranking Manei Domini let alive, was

sighted on Bryant. Although we have not crossed swords with him

beore, we are amiliar with this mass murderer who commands the

most inamous Special Forces unit in the Word o Blake.

We are going ater Berith, and the Republic does not really care i 

we take him alive or dead. I Major Derer has his way, it is going to be

dead, and none o us who ought the MDs on Luthien and Fomalhaut 

disagree with that decision.

GAME SETUP

Use a mix of Light and Heavy Urban terrain (see p. 263, TW ).Increase the weight and CF o each building by one Building Class

category (i.e. a Light Building with a CF of 15 is now a Medium

Building with a CF of 30).

 The Attacker chooses the home edge or both sides; they do

not need to be opposite each other.

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.........THE CAMPAIGN: 3081

I Berith’s on this planet, he’s not going to be alone. There are still 

a lot o those augmented reaks unaccounted or, and i Berith’s the

senior Manei Domini commander now, he’s bound to have a body

guard o MDs with him.

This is going to be ugly , I just know it.

—Gannon Derer

GAME SETUPUse a mix of Badlands and Flatlands terrain (see p. 263, TW ).

Convert all Woods hexes to Rubble. Each side secretly selects

their home edge beore the start o the track.

Attacker

 The Attacker’s orce is elements o the Fort y-ninth Shadow

Division, led by Precentor Manei Domini Berith. The Attacker’s

total force equals 100% of the Defender’s total deployed force

and is o Elite skill level. The Forty-ninth uses a mix o Word o 

Blake, Shadow Division, and Free Worlds League RATs. Secretly

designate one unit as Berith; this unit has a Gunnery skill o 1 and

Piloting skill o 1. The Attacker places 50% of their forces anywhere on the

battleeld as Hidden Units (see p. 259, TW ). The remainder enters

rom their secretly determined home edge at the start o Turn 2.

Deender Player

 The player’s force consists of up to 100% of their total avail-

able orce. In addition, the Deender adds a Republic special

operations force that equals 50% of the player’s deployed force,

possesses Veteran skills, and uses a mix o FedSuns, ComStar,

Word o Blake, and Combine RATs.

Secretly designate one o the Republic’s units as Damocles;

this unit has a Gunnery skill of 3 and Piloting skill of 1.

WARCHESTTrack Cost: 4,000

Options

+1,500 Instant Upgrade: The Deender upgrades all pilots/

troops/crews using the Manei Domini creation rules (see p. 120,

 JHS72).

+1,000 Berith and the Opacus: Add to the Attacker’s orce a

Level II o BattleMechs. This should consist o Berith in his  Arch

angel Berith and any ve members o the Opacus Venatori (see p.

38, SBWB). I this bonus is used, disregard the Berith setup in the

Attacker section.

+500 Overkill: Add two additional Level Is o Demon battle

armor with a skill level o Veteran.

OBJECTIVESSurvive. Destroy/Cripple at least two-thirds o the Attacker’s

orce. [4,000]

Succeed. Destroy/Cripple all o the Attacker’s orce. [2,000]

Fail. Destroy/Cripple less than hal o the Attacker’s orce.

[3,000]

The worm turns. Damocles survives and is present on the

battleeld at the end o the track. [1,000]

Inormant

At the beginning o Turn 10, an inormant makes a run through

the ireight in an attempt to cross into riendly territory. The

inormant is in an APC that has a damaged motive system, reduc-

ing its MP rating by hal. The inormant’s vehicle crew has a skill

level o Regular and enters the battleeld rom the edge opposite

the Attacker’s home edge.

AFTERMATH Journal Entry #4560

We didn’t nd Berith, but we did nd some MDs.

Berith’s location was supposed to be in the City o the Sacredot,

one o Bryant’s deserted cities south o the polar population centers.

I directed Amanda to take most o the Cannons and secure the city’s

DropPort while the rest, along with a Blake’s Wrath team, searched the

city. Most o the cities on Bryant are deserted because o the severe

storms that rage across the planet. We were on a tight schedule as the

next storm would sweep through the area in a matter o hours.

All o a sudden, Wobblies appeared. The Wrath IDed them

as the Fort y-ninth Shadow Division, Dantalion’s Dirge. Without

having to be ordered, my people hammered the two heaviest

cyber-Wobblies, while the Com Guards went or the anks.

Several minutes into the battle, a damaged APC suddenly

appeared behind the Wobblies and started heading or our lines.

 Then our Wrath liaison screamed something about us having to

protect that APC and Damocles. As soon as the Wobblies saw

the APC, they started shooting at it. We continued pressing them

while a ew o the Wraths dashed out and covered the APC’s ight.

In the end, none o the Wobblies survived. Damocles did sur-

vive despite the Forty-ninth looking or him on Bryant—and he

claims to have solid evidence where Precentor Berith is.

 The chase is still on.

—Gannon Derer 

NEXT TRACKScrap Iron

 

SCRAP IRON

SITUATIONGATEWAY TO HADES

DEVIL’S ROCK, THE REPUBLIC OF THE SPHERE 

OCTOBER

 Journal Entry #4584

Damocles claims he has solid proo o Precentor’s Berith’s location. From the look in his eye, I’m positive this man is obsessed. But 

Stone’s people trust him, and they’re the ones ooting the bill. So we’re

here on Devil’s Rock, along with a ew other trusted merc outts and 

Republic security orces, scouring the planet or Berith. The Republic 

wants to put this cybernetic killer on trial. I it was my choice, I’d shoot 

the SOB and bury him in deep grave on a uninhabitable planet some

where out in the Periphery. But it isn’t my choice.

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THE CAMPAIGN: 3081 .........

GATEWAY TO HELL

SITUATIONGATEWAY TO HADES

DEVIL’S ROCK, THE REPUBLIC OF T HE SPHERE 

OCTOBER

 Just our luck. No sooner do we begin our run to Devil’s Rock on the

Gap Breaker than we receive an emergency call rom some socalled 

special operations group o mercenaries and Republic security orces.

They claim they have Precentor Berith and his Fortyninth Shadow 

Division cornered but need help to contain them in case they rabbit. I 

really hate these Shadow Division types, so it looks like I’ll be putting

another notch in the old combat belt.

—Journal entry for Col. Roger Cumberland, 28 October 3081

Our burn in to the planet must have taken too long or the boys on

the surace to wait. We just received another call rom them reporting

the Blakists routed them and killed Agent Damocles. They’re scattering into the desert o Devil’s Rock now. It’s up to us to mount a pursuit.

—Journal entry for Maj. Musette Brady, 31 October 3081

GAME SETUPUse a mix o Training Grounds (p. 11), Badlands and Flatlands

terrain (see p. 263, TW ). Convert all Woods hexes to Rubble. The

Deender chooses their home edge irst; the Attacker’s home

edge is the opposite.

Attacker Player

 The Attacker’s force consists of up to 100% of the player’s total

orce. The Attacker enters rom their home edge at the start o 

the track.

Deender

I the Scrap Iron track was played, the Deender consists o 

the survivors rom the Attacker’s orce in that track, including

Precentor Berith (i available). These units retain whatever dam-

age incurred; units destroyed or crippled are not available or

this track. The controlling player may opt to add additional units

using the ollowing setup rules.

I Scrap Iron was not played, the Deender consists o elements

from the Forty-ninth Shadow Division. The Defender equals 75%

o the Attacker’s total deployed orce and is o Elite skill level. The

Forty-ninth uses a mix o Word o Blake, Shadow Division, and

Free Worlds League RATs. Secretly designate one unit as Berith(see Special Rules, below); this unit has a Gunnery skill o 1 and

Piloting skill o 1.

For units added or not used in Scrap Iron, assign 5D6 dam-

age in 5-point groups to each, re-rolling any results that would

destroy or cripple the unit.

 The Deender must deploy within ve hexes o the Attacker’s

home edge.

SPECIAL RULES The ollowing special rules are in eect or this track.

“Damocles”

A highly successul agent, i Damocles is part o a orce that

opposes a Blakist orce with Manei Domini, he goes into a blind

rage; apply a -1 To-hit modiier to all weapon attacks against

Domini targets, and a +2 To-hit modiier or weapon attacks

against all other targets.

Fortyninth Shadow Division

Forty-ninth Division ’Mech units halve any heat received rom

outside sources [Example: a single Inerno SRM missile would cause

1 point o heat ], while vehicles and battle armor ignore the eects

o re, and conventional inantry are only destroyed by re on a

roll o 10 or greater.

Any time a Forty-ninth Division orce consists o at least one

battle armor unit or every our units deployed, the controlling

player receives a +1 bonus to Initiative, and all deployed Forty-

ninth battle armor units receive a –1 modier to their Gunneryand Anti-’Mech skills.

Precentor Berith

Due to his internal computer processor and extraordinary

grasp o tactics, any time Berith is part o a orce elded in a track,

the entire Blakist orce receives a +2 Initiative modier or the

duration o the track. This bonus is negated, however, i Berith’s

’Mech is destroyed, withdraws rom the playing area, or receives

two or more MechWarrior wounds in one track.

Berith is augmented with the ollowing equipment (see  JH72 

and SBWB): Triple Core Processor, Improved Prosthetic Arm/Hand,

Pain Shunt, Buered VDNI, Enhanced Multi-Modal Cybernetic

Eye (let), Boosted Communications Implant, Boosted Receiver

Implant, and a Secondary Power Supply.

AFTERMATHExcerpt rom Wolnet report 30820101/09Alpha, led by

agent Ramrod

 The operation to capture Berith was a disaster. Berith and a large

contingent o MDs hit us hard; it is only because o Major Derer’s

planning that any o us survived. Damocles was with us, but Berith

goaded him into a suicidal rage, and the precentor simply executed

him. Their objective apparently complete, the Word retreated in a

timely ashion, as i we were not worth bothering with anymore. I

do not know how they broke through the Republic blockade, but

they did, escaping via a JumpShip at a pirate point.

 This is my last report or Wolnet. I am resigning. For ourteen

years, I have been a member o Gannon’s Cannons and they havebecome my home, my trothkin. My uture is here as Captain and

XO o the Cannons. This is my place now, and I cannot see mysel 

in anywhere else.

—Captain Amanda Wol 

NEXT TRACKGateway to Hell 

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.................... RULES ANNEX

volume did not make their debut until after 3075, halfway through

the Word o Blake’s Jihad. We recommend that players use the tables

listed in Total Warare and/or FMU for tracks dated through 3076 and

use the RATs listed in FM85 or tracks ater that year, i they wish to

retain close semblance to in-universe authenticity.

As always, player may use whatever tables they desire or their

games, as long as all players present agree to their use.

USING THE RANDOM ASSIGNMENT TABLES The Random Assignment Tables (RATs) presented here are more

extensive than those seen in the core rulebooks, and are meant

to relect the various

levels o equipment

quality and types that

orces may draw upon

based on their prestige,

reliability, and so orth.

 To use these advanced

RATs, rst determine the

appropriate EquipmentLevel, either through

previously published

inormation or by ran-

domly rolling on the

 Tech Level Table below.

 Then, consult the Master

Equipment Level Table,

applying the modiier

appropriate to the orce’s

type and Equipment

Level to the 2D6 dice roll

used when determining

the units used.

OMNI UNITS

Whenever a RAT result indicates an Omni Unit (including

battle armor equipped with modular weapons), the controlling

player can select any desired conguration available to the Jihad

era. Omni units are marked on the RATs with an asterisk (*).

CAMPAIGN TRACKING SHEET The Total Chaos Campaign Tracking Sheet is designed so a

player can easily plug in a myriad o dierent rules not contained

in this volume, such as Special Pilot Abilities (see p. 219,  ATOW )

to Design Quirks (see p. 193, SO), as well as Special Rules rom a

given track and so on. This exibility allows each player group todetermine or themselves what is most enjoyable. One group may

decide that they want to play a stripped-down campaign with

nothing beyond what is noted in a given track, while another may

wish to include every optional rule within this volume and those

optional rules rom various other core rulebooks and publications.

Regardless o the type o game played, it may be helpul to track 

the overall campaign and various mini-campaigns. While players

can track their campaigns in whatever orm they nd most useul,

the Campaign Tracking Sheet (see the last page o this book) can

be photocopied by either a gamemaster or all the players or use

in tracking exactly what optional rules are in eect during a given

track. The sheet also allows or the player to track the damage

received in a track, objectives achieved, salvage taken and so on.

RANDOM ASSIGNMENT TABLESRandom Assignment Tables (RATs) are designed to aid players

who wish to quickly generate diverse orces or game play, but can

also be used as a guide when determining the likely equipment used

by the Word o Blake during the Jihad era. Players are not required

to use these tables, but they can be immensely helpul in a pinch. I 

used, the ollowing tables and rules replace those presented in the

core rulebooks, such as Total Warare and A Time o War .

 The ollowing tables detail what a typical orce would contain

or the Word o Blake, a Shadow Division, a planetary Militia, and a

Mercenary unit. While there are several other actions used through-

out the Total Chaos campaign, space does not allow or all o these

actions to be detailed in this volume. Players should eel ree to use

any previously published RAT to esh out other actional opponents,

including Total Warare, A Time o War , Strategic Operations, FanPro’s

Field Manual: Updates, and any o the older action Field Manuals pub-

lished by FASA. Players may also use the RATs printed in Field Manual:

 3085 but should be aware that many o the designs listed in that

MASTER EQUIPMENT LEVEL TABLE

Mercenary/Militia, WoB Militia, and Shadow Divisions1 Aerospace—DropShips

Tech Leve l/Bonus ’Me chs Vehicles Battle Armor AeroSpace—Fighters Tech Level/Bonus ALL

A +8 +8 +6 +8 Fleet +8B +6 +6 +4 +6  Transport +0

C +4 +4 +2 +4

D +2 +2 +0 +2

F +0 +0 N/A +0 1Shadow Divisions possess their own, separate tables or ’Mechs and battle armor; apply no modier when rolling or them. For vehicles and ghters,treat Shadow Divisions as Alevel +8.

TECH LEVEL

TABLE

2D6 Tech Level1

2 Player’s choice

3 F

4 A5 B

6 D

7 C

8 C

9 D

10 B

11 A

12 Player’s choice

1Reduce all planetary Militia roll results by one level i.e. A result o Bwould be reduced to C i the orce isa planetary militia.

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RANDOM ASSIGNMENT TABLES ...

’MECHS—MERCENARY/MILITIA1

Roll Light Medium Heavy Assault

2 STG-3G Stinger [20] (3039) VL-2T Vulcan [40] (3039) RFL-3N Rifeman [60] (3039) VTR-9B Victor [80] (3039)

3 LCT-1V Locust [20] (3039) HBK-4P Hunchback [50] (3039) QKD-4H Quickdraw [60] (3050U-I) STK-3F Stalker [85] (3039)

4 WSP-1S Wasp [20] (3085-PP) CLNT-3-U Clint [40] (3050U-I) AXM-1N Axman [65] (3050U-I) BNC-3Mr Banshee [95] (3085-ONN)

5 VLK-QA Valkyrie [30] (3039) PXH-1 Phoenix Hawk [45] (3039) ARC-2R Archer [70] (3039) CGR-SB Charger [80] (3039)

6 COM-2Dr Commando [25] (3085- ONN) HC T-5S Hatchetman [45] ( 3050U-I) JM6-DD JagerMech [65] (3050U-I) LGB-13C Longbow [85] (3085-PP)

7 WSP-3M Wasp [20] (3085-PP) CN9-D Centurion [50] (3050U-I) OTL-9R Ostsol [60] (3085-PP) ZEU-9S Zeus [80] (3050U-I)

8 EGL-2M Eagle [25] (3060) DV-6Mr Dervish [55] (3085-ONN) YMN-6Y Yeoman [60] (3060) LGB-7V Longbow [85] (3058U-I)

9 DRT-6S Dart [25] (3055U) PXH-3D Phoenix Hawk [45] (3085-PP) RFL-5M Rifeman [60] (3085-PP) AWS-9Q Awesome [80] (3050U-I)

10 PNT-10K Panther [35] (3050U-I) NGS-5S Nightsky [50] (3055U) HRC-LS-9001 Hercules [70] (3055U) ALB-3U Albatross [95] (3055U)

11 VLK-QD Valkyrie [30] (3085-PP) SHD-5M Shadow Hawk [55] (3085-PP) ON1-M Orion [75] (3050U-I) STK-5M Stalker [85] (3050U-I)

12 FLC-5P Falcon [30] (3050U-I) HBK-5N Hunchback [50] (3050U-I) TMP-3M Tempest [65] (3055U) BLR-3M BattleMaster [85] (3085-PP)

13 SCB-9A Scarabus [30] (3055U) CLN-7W Chameleon [50] (3058U-I) GHR-5J Grasshopper [70] (3050U-I) HGN-732 Highlander [90] (3050U-C)

14 HMR-3C Hammer [30] (3055U) CNS-5M Cronus [55] (3067) BNDR-01Ar Bandersnatch [75] (3085-ONN) MR-V3 Cerberus [85] (3055U)

15 WLF-2 Wolhound [35] (3050U-I) APL-1M Apollo [55] (3055U) WR-DG-02FC War Dog [75] (3055U) BNC-5S Banshee [95] (3050U-I)

16 GRM-01B Garm [30] (3060) SR1-O Strider [40] (3058U-I)* ARC-9M Archer [70] (3085-PP) GUN-1ERD Gunslinger [85] (3055U)17 NTK-2Q Night Hawk [35] (3058U-C) TR2 Wraith [55] (3055U) EXC-B2 Excalibur [70] (3058U-C) SRC-3C Sirocco [95] (3060)

18 FNHK-9K1A Falcon Hawk [35] (3058U-I) FS9-O Firestarter [45] (3058U-I)* P1 Perseus [75] (3067)* BRZ-A3 Berserker [100] (3055U)

19 TLN-5W Talon [35] (3058U-C) BJ2-O Blackjack [50] (3058U-I)* HEP-4H Helepolis [75] (3075) TI-2PA Titan II [100] (3075)

20 Puma [35] (3050U-C)* Ryoken [55] (3050U-C)* Mad Cat [75] (3050U-C)* Masakari (Warhawk) [85] (3050U-C)*

1 Apply a 2 modier to all rolled results or Militia units, with a minimum result o 2.

’MECHS—WORD OF BLAKE

Roll Light Medium Heavy Assault

2 STG-3R Stinger [20] (3039) WVR-6M Wolverine [55] (3039) RFL-3N Rifeman [60] (3039) THG-10E Thug [80] (3039)

3 THE-N2 Thorn [20] (3050U-C) VL-6C Vulcan [40] (3050U-I) CHP-1N2 Champion [60] (3050U-C) LGB-13C Longbow [85] (3085-PP)

4 JKR-9R Jackrabbit [25] (3075) INI-02 Initiate [40] (3060) CRD-7W Crusader [65] (3085-PP) STK-6M Stalker [85] (3050U-I)5 EGL-2M Eagle [25] (3060) HER-5Sr Hermes II [40] (3085-ONN) QKD-5Mr Quickdraw [60] (3085-ONN) AWS-9Q Awesome [80] (3050U-I)

6 MCY-102 Mercury [20] (3050U-C) BCN-3R Buccaneer [55] (3060) GHR-5J Grasshopper [70] (3050U-I) SPT-N3 Spartan [80] (3058U-C)

7 JKR-9W Jackrabbit [25] (3075) APL-1M Apollo [55] (3055U) LNC25-08 Lancelot [60] (3050U-C) GRN-D-01 Grand Crusader [80] (3055U)

8 RDS-2B Red Shit [20] (3067) TBT-7M Trebuchet [50] (3050U-I) GLH-3D Galahad [60] (3075) VKG-3W Viking [90] (3060)

9 LCT-5W Locust [20] (3085-PP) B1-HND Bloodhound [45] (3067) EXT-4D Exterminator [65] (3050U-C) ALB-3Ur Albatross [95] (3085-ONN)

10 HER-3S1 Hermes [30] (3050U-C) BLF-21 Blue Flame [45] (3067) ON2-M Orion [75] (3050U-I) CRK-5005-1 Crockett [85] (3050U-C)

11 NXS1-B Nexus [25] (3055U) RJN-101-C Raijin [50] (3055U) WHF-3B White Flame [70] (3067) LGC-01 Legacy [80] (3067)

12 ZPH-2A Tarantula [25] (3055U) OSP-26 Osprey [55] (3085) GLT-6WB Guillotine [70] (3050U-C) GOL-5W Goliath [80] (3050U-I)

13 OTT-9CS Ostscout [35] (3085-PP) SCP-12C Scorpion [55] (3085-PP) BL-9-KNT Black Knight [75] (3050U-C) ZEU-10WB Zeus [80] (3050U-I)

14 MON-76 Mongoose [25] ( 3050U- C) K W2-LHW Lineholder [55] (3058U-I) EXC-B2 Excalibur [70] (3058U-C) T-IT-N11M Grand Tit an [100] (3055U)

15 JA-KL-1532 Jackal [30] (3055U) LGH-4Y Lightray [55] (3067) DGR-6FC Dragon Fire [75] (3058U-I) EMP-6M Emperor [90] (3058U-C)

16 GUR-4G Gurkha [35] (3067) CRB-45 Crab [50] (3050U-C) TYM-1B Toyama [75] (3060) SRC-3C Sirocco [95] (3060)

17 FNHK-9K1B Falcon Hawk [35] (3058U-I) GRM-R-PR30 Grim Reaper [ 55] ( 3055U) ST-9C Shootis t [70] (3058U-C ) VQR-2A Vanquisher [100] (30 67)

18 HSR-950-D Hussar [30] (3050U-C) GRF-6CS Grin [55] (3085-PP) P1 Perseus [75] (3067)* KGC-005r King Crab [100] (3085-ONN)

19 HER-4WB Hermes [30] (3050U-C) C-EID-001 Eidolon [55] (3085) C-GRG-O Grigori [60] (3075)* AS7-D-H Atlas II [100] (3075)

20 C-MK-O Malak [30] (3075)* C-PRT-O Preta [45] (3075)* C-DVA-O Deva [70] (3075)* C-SRP-O Seraph [85] (3075)*

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251

TOTAL CHAOS

...RANDOM ASSIGNMENT TABLES

’MECHS—SHADOW DIVISION

Roll Light Medium Heavy Assault

2 LCT-5W Locust [20] (3085-PP) INI-04 Initiate [40] (3060) LNC25-06 Lancelot [60] (3050U-C) SPT-N3 Spartan [80] (3058U-C)

3 MCY-104 Mercury [20] (3050U-C) BLF-40 Blue Flame [45] (3067) OSR-5W Ostroc [60] (TR3085-PP) LGC-04-WVR Legacy [80] (3067)

4 RDS-3A Red Shit [20] (3067) BCN-6W Buccaneer [55] (3060) GLT-6WB Guillotine [70] (3050U-C) GOL-5W Goliath [80] (3050U-I)

5 NXS2-A Nexus II [25] (3055U) CRB-45 Crab [50] (3050U-C) EXC-D1 Excalibur [70] (3058U-C) VKG-3W Viking [90] (3060)

6 HSR-500-D Hussar [30] (3050U-C) LGH-6W Lightray [55] (3067) WHF-3C White Flame [70] (3067) GRN-D-04 Grand Crusader [80] (3055U)

7 NXS2-B Nexus II [25] (3055U) RJN-200-A Raijin II [50] (3055U) C-GRG-O Grigori [60] (3075)* C-SRP-O Seraph [85] (3075)*

8 C-MK-O Malak [30] (3075)* C-PRT-O Preta [45] (3075)* C-DVA-O Deva [70] (3075)* VQR-5V Vanquisher [100] (3067)

9 HER-4M Hermes [30] (3050U-C) SCP-12C Scorpion [55] (3085-PP) TYM-1C Toyama [75] (3060) EMP-6M Emperor [90] (3058U-C)

10 GUR-8G Gurkha [35] (3067) GRF-6CS Grin [55] (3085-PP) DGR-6FC Dragon Fire [75] (3058U-I) C-ANG-O Archangel [100] (3075)*

11 OT T-10C S Os tscout [35] (3085-PP) SHD -11C S Shadow Hawk [ 55] ( 3085-PP) MAD-9W Marauder [75] (3085-PP) MAD-5W Marauder II [100] (3075)

12 C-MK-O Malak [30] (3075)* RJN-200-C Raijin II [50] (3055U) P1 Perseus [75] (3067)* KGC-008 King Crab [100] (3050U-C)

BATTLE ARMOR

Roll Mercenary/Militia1 Word o Blake Shadow Division

2 Inltrator Mk. I (3058U-C) Tornado G12 (3075) Phalanx C (3075)

3 Tornado G12 (3075) Nighthawk Mk. XXI (3075) Djinn (3075) †

4 Nighthawk Mk. XXI (3075) Nighthawk Mk. XXX (3075) Djinn (3075) †

5 Gray Death Scout (3058-C) Achileus (WoB) (3058U-C) Purier (3058-C)*

6 Gray Death Standard (3058-C)* Longinus (3058-C)* Se’irim (3075) †

7 Tornado G13 (3075) Phalanx A (3075) Asura (3075) †

8 Inner Sphere Standard (3058-C)* Longinus (Magnetic) (3058-C)* Tengu (3075) †

9 Purier (3058-C)* Purier (3058-C)* Asura (3075) †

10 Longinus (3058-C)* Achileus (WoB) (3058U-C) Shedu (3075) †

11 Purier (3058-C)* Purier (3058-C)* Nephilim (3075) †

12 Longinus (Magnetic) (3058-C)* Phalanx C (3075) Tengu (3075) †

13 Achileus (3058U-C)* Purier (3058-C)* —

14 Phalanx A (3075) Phalanx A (3075) —

15 Achileus (WoB) (3058U-C) Longinus (3058-C)* —

16 Raiden (3058U-C)* Phalanx C (3075) —

17 Phalanx A (3075) Phalanx B (3075) —

18 Raiden (Anti-Inantry) (3085-ONN) Asura (Anti-Inantry) (3075) —

1 Apply a 2 modier to all rolled results or Militia units, with a minimum result o 2.† Any variant o these armor types may be chosen.

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253

TOTAL CHAOS

...RANDOM ASSIGNMENT TABLES

AEROSPACE—MERCENARY/MILITIA1

Roll Light Medium Heavy Assault

2 Guardian Fighter [20] (3039) F-90 Stingray [60] (3039) F-100 Riever [100] (3039) Excalibur (2786) (TR3057)

3 Light Strike Fighter Angel (Upgrade) [10] (3039) F-90 Stingray [60] (3039) F-100a Riever [100] (3039) Intruder (3056) (TR3057)

4 Medium Strike Fighter Deender [25] (3039) LX-2 Lancer [50] (3067) EGL-R6 Eagle [75] (3075) Mule (Standard) (TR3057)

5 Medium Strike Fighter Deender II [25] (3039) LX-2A Lancer [50] (3067) F-100 Riever [100] (3039) Fury (3056) (TR3057)

6 Heavy Strike Fighter Meteor [45] (3039) HCT-213 Hellcat II [50] (3050U-C) F-100a Riever [100] (3039) Hannibal (TR3057)

7 Heavy Strike Fighter Meteor-G [45] (3039) GTHA-100 Gotha [60] (3050U-C) EGL-R6 Eagle [75] (3075) Leopard (3054) (TR3057)

8 F-11 Cheetah [25] (3039) LX-2 Lancer [50] (3067) CHP-W5 Chippewa [90] (3039) Seeker (2815) (TR3057)

9 SWF-606 Swit [25] (3050U-I) LX-2A Lancer [50] (3067) RPR-100 Rapier [85] (3050U-C) Overlord (3056) (TR3057)

10 F-14-S Cheetah [25] (3039) F-94 Stingray [60] (3039) HMR-HD Hammerhead [75] (3050U-C) Leopard CV (3054) (TR3057)

11 SYD-Z3A Seydlitz [20] (3039) HCT-214 Hellcat II [50] (3050U-C) HMR-HF Hammerhead [75] (3050U-C) Hamilcar (TR3057)

12 F-11-R Cheetah [25] (3039) GTHA-100 Gotha [60] (3050U-C) AHB-643 Ahab [90] (3050U-C) Vengeance (2782) (TR3057)

13 SL-21 Sholagar [35] (3039) HCT-214 Hellcat II [50] (3050U-C) RPR-100 Rapier [85] (3050U-C) Kuan Ti (TR3057)

14 SYD-Z4 Seydlitz [20] (3039) GTHA-500 Gotha [60] (3050U-C) F-700 Riever [100] (3039) Merlin (3067)

15 TRN-3V Trident [20] (3050U-I) IRN-SD1 Ironsides [65] (3050U-C) AHB-443 Ahab [90] (3050U-C) Assault Triumph (3067)

16 SPR-6D Sparrowhawk [30] (3039) IRN-SD3 Ironsides [65] (3050U-C) F-700a Riever [100] (3039) Kuan Ti (TR3057)17 SYD-Z2A Seydlitz [20] (3039) F-92 Stingray [60] (3039)) F-700b Riever [100] (3039) Merlin (3067)

18 SPD-502 Spad [30] (3050U-C) IRN-SD1 Ironsides [65] (3050U-C SHV-O Shiva [85] (3067)* Leopard PWS (3075)

19 CNT-3S Centurion [30] (3075) F-92 Stingray [60] (3039) SHV-O Shiva [85] (3067)* Mule PWS (3075)

20 RGU-133F Rogue [40] (3050U-C) GTHA-600 Gotha [60] (3050U-C) EST-O Eisensturm [95] (3067)* Interdictor (3085)

1 Apply a 2 modier to all rolled results or Militia units, with a minimum result o 2.

AEROSPACE—WORD OF BLAKE/SHADOW DIVISION

Roll Light Medium Heavy Assault

2 SWF-606 Swit [25] (3050U-I) F-90 Stingray [60] (3039) F-100 Riever [100] (3039) Excalibur (2786) (TR3057)

3 SYD-Z3A Seydlitz [20] (3039) F-90 Stingray [60] (3039) F-100a Riever [100] (3039) Hannibal (TR3057)

4 F-11-RR Cheetah [25] (3039) LX-2 Lancer [50] (3067) EGL-R6 Eagle [75] (3075) Union (3055) (TR3057)5 SL-21 Sholagar [35] (3039) LX-2A Lancer [50] (3067) CHP-W5 Chippewa [90] (3039) Hannibal (TR3057)

6 SYD-Z4 Seydlitz [20] (3039) GTHA-100 Gotha [60] (3050U-C) RPR-100 Rapier [85] (3050U-C) Union (3055) (TR3057)

7 TRN-3V Trident [20] (3050U-I) LX-2 Lancer [50] (3067) HMR-HD Hammerhead [75] (3050U-C) Overlord (3056) (TR3057)

8 SPR-6D Sparrowhawk [30] (3039) LX-2A Lancer [50] (3067) HMR-HF Hammerhead [75] (3050U-C) Assault Triumph (3067)

9 SYD-Z2A Seydlitz [20] (3039) HCT-214 Hellcat II [50] (3050U-C) AHB-643 Ahab [90] (3050U-C) Overlord (3056) (TR3057)

10 SPD-502 Spad [30] (3050U-C) F-94 Stingray [60] (3039) RPR-100 Rapier [85] (3050U-C) Leopard CV (3054) (TR3057)

11 CNT-3S Centurion [30] (3075) GTHA-100 Gotha [60] (3050U-C) F-700 Riever [100] (3039) Assault Triumph (3067)

12 RGU-133F Rogue [40] (3050U-C) HCT-214 Hellcat II [50] (3050U-C) AHB-443 Ahab [90] (3050U-C) Vengeance (3056) (TR3057)

13 SPD-503 Spad [30] (3050U-C) GTHA-500 Gotha [60] (3050U-C) F-700a Riever [100] (3039) Kuan Ti (TR3057)

14 ZRO-114 Zero [35] (3050U-C) IRN-SD3 Ironsides [65] (3050U-C) F-700b Riever [100] (3039) Merlin (3067)

15 ZRO-115 Zero [35] (3050U-C) IRN-SD1 Ironsides [65] (3050U-C) SHV-O Shiva [85] (3067)* Leopard PWS (3075)

16 THK-63 Tomahawk [45] (3050U-C) F-92 Stingray [60] (3039) SHV-O Shiva [85] (3067)* Merlin (3067)

17 F-13 Cheetah [25] (3039) GTHA-600 Gotha [60] (3050U-C) EST-O Eisensturm [95] (3067)* Union PWS (3075)

18 SPD-504 Spad [30] (3050U-C) DFC-O Deance [55] (3067)* S-STR-O Striga [85] (3075)* Pentagon PWS (3075)

19 THK-53 Tomahawk [45] (3050U-C) S-RSL-O Rusalka [65] (3075)* S-STR-O Striga [85] (3075)* Interdictor (3085)

20 S-HA-O Shade [35] (3075)* S-RSL-O Rusalka [65] (3075)* S-STR-O Striga [85] (3075)* Interdictor (Anti-Ship) (3085)

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Awesome AWS-10KM Cameron

3

5

80

(Experimental)

BV: 2,466

Era: Jihad

Mixed Tech (I.S.)

2012

(9)

(24) (24)

(30)(26) (26

(34) (34

(10)

(20)

(10)

(17) (17)

(13) (13)

(25)

(17) (17)

1 ER Small Laser HD 2 3 [DE] — 2 4 51 Guardian ECM Suite CT — [E] — — — 61 Improved C CPU3 RT — [E] — — — —1 ER PPC (Clan) RT 15 15 [DE] — 7 14 231 ER PPC (Clan) LT 15 15 [DE] — 7 14 231 Targeting Computer LT — [E] — — — —1 Snub-Nose PPC RA 10 10/8/5

[DE,V]— 9 13 15

Shoulder

Upper Arm Actuator

Lower Arm Actuator

Hand Actuator

Double Heat Sink (Clan)

Double Heat Sink (Clan)

Double Heat Sink (Clan)

Double Heat Sink (Clan)

Double Heat Sink (Clan)

Double Heat Sink (Clan)

Endo Steel

Endo Steel

Shoulder

Upper Arm Actuator

Lower Arm Actuator

Double Heat Sink (Clan)

Double Heat Sink (Clan)

Double Heat Sink (Clan)

Double Heat Sink (Clan)

Double Heat Sink (Clan)

Double Heat Sink (Clan)

Snub-Nose PPC

Snub-Nose PPC

Endo Steel

O Fusion Engine

O Fusion Engine

O Fusion Engine

O Compact Gyro

O Compact Gyro

O Fusion Engine

O Fusion Engine

O Fusion Engine

Guardian ECM Suite

Guardian ECM Suite

Endo Steel

Endo Steel

Double Heat Sink (Clan)

Double Heat Sink (Clan)

ER PPC (Clan)

ER PPC (Clan)

Targeting Computer

Targeting Computer

Targeting Computer

Targeting Computer

Targeting Computer

Endo Steel

Endo Steel

Endo Steel

Double Heat Sink (Clan)

Double Heat Sink (Clan)

Double Heat Sink (Clan)

Double Heat Sink (Clan)

Double Heat Sink (Clan)

Double Heat Sink (Clan)

ER PPC (Clan)

ER PPC (Clan)

Improved C CPU3

Improved C CPU3

Endo Steel

Endo Steel

Life Support

Sensors

O Cockpit

ER Small Laser

Sensors

Life Support

Hip

Upper Leg Actuator

Lower Leg Actuator

Foot Actuator

Endo Steel

Endo Steel

Hip

Upper Leg Actuator

Lower Leg Actuator

Foot Actuator

Endo Steel

Endo Steel

19 (38)

Double

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Atlas II AS7-D-H Devlin

3

5

100

(Experimental)

BV: 2,491

Era: Jihad

Mixed Tech (I.S.)

2012

(9)

(32) (32)

(47)(34) (34

(41) (4

(10)

(14)

(10)

(21) (21)

(17) (17)

(31)

(21) (21)

1 Angel ECM Suite CT — [E] — — — 61 MML 9 RT 5 [M,C,S]

LRM 1/Msl 6 7 14 21SRM 2/Msl — 3 6 9w/Artemis IV FCS

1 AMS LT 1 — [PD] — — — —2 Medium Pulse Laser LT 4 6 [P] — 2 4 61 LB 10-X AC RA 2 10

[DB,C/F/S]— 6 12 18

2 ER Large Laser (Clan)LA 12 10 [DE] — 8 15 25

Shoulder

Upper Arm Actuator

Lower Arm Actuator

Hand Actuator

Double Heat Sink (Clan)

Double Heat Sink (Clan)

Double Heat Sink (Clan)

Double Heat Sink (Clan)

ER Large Laser (Clan)

ER Large Laser (Clan)

Roll Again

Roll Again

Shoulder

Upper Arm Actuator

Lower Arm Actuator

Hand Actuator

LB 10-X AC

LB 10-X AC

LB 10-X AC

LB 10-X AC

LB 10-X AC

LB 10-X AC

Ammo (LB 10-X) 10

Ammo (LB 10-X Cluster) 10

 XL Fusion Engine

 XL Fusion Engine

 XL Fusion Engine

Heavy Duty Gyro

Heavy Duty Gyro

Heavy Duty Gyro

Heavy Duty Gyro

 XL Fusion Engine

 XL Fusion Engine

 XL Fusion Engine

Angel ECM Suite

Angel ECM Suite

 XL Fusion Engine

 XL Fusion Engine

Double Heat Sink (Clan)

Double Heat Sink (Clan)

Medium Pulse Laser

Medium Pulse Laser

AMS

Ammo (AMS) 12

Ammo (MML 9 LRM Artemis) 13

Ammo (MML 9 LRM Artemis) 13

Ammo (MML 9 SRM Artemis) 11

CASE II

 XL Fusion Engine

 XL Fusion Engine

MML 9

MML 9

MML 9

MML 9

MML 9

Artemis IV FCS

Ammo (LB 10-X) 10

Ammo (LB 10-X Cluster) 10

CASE II

Roll Again

O Life Support

O Sensors

O Cockpit

Roll Again

O Sensors

O Life Support

Hip

Upper Leg Actuator

Lower Leg Actuator

Foot Actuator

Double Heat Sink (Clan)

Double Heat Sink (Clan)

Hip

Upper Leg Actuator

Lower Leg Actuator

Foot Actuator

Double Heat Sink (Clan)

Double Heat Sink (Clan)

17 (34)

Double

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 WARCHEST CAMPAIGN

RECORD SHEET

Track Title:

Starting WP:

Track Cost:

Options Used +/-

Force Name:

Faction:

Date/Duration:

Track Title:

Starting WP:

Track Cost:

Options Used +/-

Force Name:

Faction:

Date/Duration: