HSHOT SPOTSSTEEL DOMINIONHOT SPOTS / CAMPAIGN CONTROL

DFA mission library

Imported from the supplied packs. Scheduled tracks preserve a copy of their selected mission. Workbook source colors determine which pack supplies a rolled mission; similarly named missions can have different layouts and objectives.

Pitched Battle

Pitched Battle

DFA Mercs Missions v1.5r3.pdf · PDF page 8

Setup and deployment

MISSION SETUP Deployment: The defender selects any short edge as their home edge; the attacker is assigned the opposite edge. Forces enter the battlegrid from their home edge. On turn 1, the defender loses initiative automatically.

Objectives and victory

MISSION OBJECTIVES Primary Objectives [+1] Destroy 20% of the Enemy Force [+2] Destroy 40% of the Enemy Force [+3] Destroy 75% of the Enemy Force [+5) Destroy 100% of the Enemy Force Secondary Objectives [+1] Destroy Enemy Unit [+2] Double Kill Only award the primary objective points at the end of the game based on the number of enemy units destroyed (round down when calculating percentage); the primary objective awards are not cumulative. If a force destroys two enemy units in one turn, they score the Double Kill secondary objective. VICTORY CONDITIONS No special conditions.

Special rules

MISSION SPECIAL RULES Price of Retreat: If one force retreats, the other force automatically wins the primary objective and the mission automatically ends. Reinforcements Inbound: After 8 turns, the mission automatically ends.

Mission deployment diagram

Use the source pack’s general scoring and retreat rules. Mercenaries bonus objectives pay separately and never change the mission winner. For combined scales above three, agree map dimensions before play.

Seize Ground

Seize Ground

DFA Mercs Missions v1.5r3.pdf · PDF page 9

Setup and deployment

MISSION SETUP Objective Area: Divide the battlegrid into four equally sized quadrants. No Man’s Land: No Man's Land is a 4" radius circle at the center of the battlegrid and does not count as being part of any quadrant. Deployment: The defender selects any short edge as their home edge; the attacker is assigned the opposite. Forces enter the battlegrid from any edge of their left-side quadrant. On turn 1, the defender loses initiative automatically.

Objectives and victory

MISSION OBJECTIVES Primary Objectives [+1] Ground Control Secondary Objectives [+1] Destroy Enemy Unit [+3] Full Control If a unit's base is completely within a quadrant, the unit is contesting that quadrant. A crippled unit cannot contest a quadrant. If a unit's base is in multiple quadrants or even partially within No Man’s Land, it is not contesting any quadrants. If a quadrant is contested by units belonging only to one force, then that force holds that quadrant. In the end phase of each turn, sum the number of quadrants that each force is holding. The force that is holding the greatest number of quadrants scores the Ground Control primary objective. If a force holds all four quadrants, they also score the Full Control secondary objective. VICTORY CONDITIONS If neither force has at least 2 primary objective points at the end of the mission, the primary objective is considered a draw.

Special rules

MISSION SPECIAL RULES Moving Out: Neither force can score the Ground Control primary objective on turn 1. Price of Retreat: If one force retreats, the other force automatically wins the primary objective and the mission automatically ends. Reinforcements Inbound: After 8 turns, the mission automatically ends.

Mission deployment diagram

Use the source pack’s general scoring and retreat rules. Mercenaries bonus objectives pay separately and never change the mission winner. For combined scales above three, agree map dimensions before play.

Vanguard Blitz

Vanguard Blitz

DFA Mercs Missions v1.5r3.pdf · PDF page 10

Setup and deployment

MISSION SETUP Objective Area: Divide the battlegrid in half. Deployment: The defender selects any short edge as their home edge; the attacker is assigned the opposite edge. Half of the force (rounded down) enters the battlegrid from their left-hand long edge, within 3" of the centerline (see diagram). The remaining forces enter the battlegrid from their home edge in waves as described in the Reserves special rule. On turn 1, the defender loses initiative automatically.

Objectives and victory

MISSION OBJECTIVES Primary Objectives [+1] Ground Control Secondary Objectives [+1] Destroy Enemy Unit [+3] Blitzed! If a unit's base is completely within a half, the unit is contesting that half. A crippled unit cannot contest a half. If a unit's base is in both halves, it is not contesting either half. If a half is contested by units belonging only to one force, then that force holds that half. A force scores one control point for each half it holds. The force with the greatest number of control points scores the Ground Control objective. If any force has at least one unit fully within 8" of their opponent's home edge, that force scores the Blitzed! secondary objective. The Blitzed! secondary objective can only be scored once by each force. VICTORY CONDITIONS If neither force has at least 3 primary objective points, the primary objective is considered a draw. A force cannot be wiped until all reserves have entered the battlegrid, however a force may choose to retreat (including reserved units that have not entered the battlegrid) at any time.

Special rules

MISSION SPECIAL RULES Moving Out: Neither force can score the Ground Control primary objective on turn 1. Reserves: During the movement phase of turn 2, 25% of the forces (round down to a minimum of 0) enter the battlegrid from their respective home edge. During the movement phase of turn 3, the remainder of the forces enters the battlegrid from their respective home edge. Price of Retreat: If one force retreats, the other force automatically wins the primary objective and the mission automatically ends. Reinforcements Inbound: After 8 turns, the mission automatically ends.

Mission deployment diagram

Use the source pack’s general scoring and retreat rules. Mercenaries bonus objectives pay separately and never change the mission winner. For combined scales above three, agree map dimensions before play.

Intercept

Intercept

DFA Mercs Missions v1.5r3.pdf · PDF page 11

Setup and deployment

MISSION SETUP Assets: Label objective markers 1 through 4. Starting with the defender, each force alternates placing markers. The markers must be 8" from either long edge and 8" from other markers and 3" from any edge. Deployment: The defender selects any long edge as their home edge; the attacker is assigned the opposite edge. Forces enter the battlegrid from their home edge. On turn 1, the defender loses initiative automatically.

Objectives and victory

MISSION OBJECTIVES Primary Objectives [+2] Secure Asset Secondary Objectives [+1] Destroy Enemy Unit [+3] Perfect Timing If a unit is within 3" of a hot objective marker and there are no enemy units within 3" of that marker, then the unit holds the marker. A crippled unit cannot hold a marker. If a force holds a marker for two consecutive end phases, then that force scores the Secure Asset primary objective, and the marker is removed from play. If a force scores the Secure Asset twice in one turn, they additionally score the Perfect Timing secondary objective. VICTORY CONDITIONS If neither force has at least 2 primary objective points, the primary objective is considered a draw.

Special rules

MISSION SPECIAL RULES Asset Hot: Starting on turn 1 in the end phase, the attacker rolls 1d6. The objective marker that corresponds to the result goes hot (see mission objectives). Reroll any markers that have already gone hot. After the 3rd marker goes hot, remove the remaining marker that has not gone hot from the battlegrid. Price of Retreat: If one force retreats, the other force automatically wins the primary objective and the mission automatically ends. Reinforcements Inbound: After 8 turns, the mission automatically ends.

Mission deployment diagram

Use the source pack’s general scoring and retreat rules. Mercenaries bonus objectives pay separately and never change the mission winner. For combined scales above three, agree map dimensions before play.

Battle Lines

Battle Lines

DFA Mercs Missions v1.5r3.pdf · PDF page 12

Setup and deployment

MISSION SETUP Draw The Line: After selecting home edges place one objective markers at the center of the battlegrid. Starting with defender, each player places one additional objective marker anywhere on the centerline that is at least 8" from any other marker and 3" from any edge. Deployment: The defender selects any long edge as their home edge; the attacker is assigned the opposite edge. Forces enter the battlegrid from their home edge. On turn 1, the defender loses initiative automatically.

Objectives and victory

MISSION OBJECTIVES Primary Objectives [+1] Majority Control Secondary Objectives [+1] Destroy Enemy Unit [+3] Routed! During the end phase, the force with the highest total size rating* of all non-crippled units within 3" of an objective marker holds that marker. If the total is a tie, neither force is holding the marker. The force holding the greatest number of markers (minimum 2) scores the Majority Control objective and triggers Move the Line special rule. *always use the Alpha Strike size rating (even in Classic BattleTech) and sum across all units within 3” of a given objective to determine the total size rating per force. VICTORY CONDITIONS If one force triggers the Routed! special rule, they automatically win the primary objective. Note you cannot score Majority Control without holding at least 2 markers.

Special rules

MISSION SPECIAL RULES Move the Line: When either force scores the Majority Control objective, all five objective markers must be advanced 6" directly away from the scoring force’s home edge. Routed!: If one force moves the line onto the enemy’s home edge (at 0”), that force wins the primary objective and scores the Routed! secondary objective. Price of Retreat: If one force retreats, the other force automatically wins the primary objective and the mission automatically ends. Reinforcements Inbound: After 8 turns, the mission automatically ends.

Mission deployment diagram

Use the source pack’s general scoring and retreat rules. Mercenaries bonus objectives pay separately and never change the mission winner. For combined scales above three, agree map dimensions before play.

Crossfire

Crossfire

DFA Mercs Missions v1.5r3.pdf · PDF page 13

Setup and deployment

MISSION SETUP Objective Placement: Place one objective markers in the center of the battlegrid. Deployment: The defender selects any long edge as their home edge; the attacker is assigned the opposite edge. Half of the force (rounded down) enters the battlegrid from the right-hand short edge within 6" of their opponent's home edge. The remaining forces enter the battlegrid within 3” from the middle of their home edge (see diagram). On turn 1, the defender loses initiative automatically.

Objectives and victory

MISSION OBJECTIVES Primary Objectives [+1] Hold the Objective Secondary Objectives [+1] Destroy Enemy Unit [+3] Seal the Perimeter If any part of a unit's is base is within 3" of the objective marker, then that unit is contesting the marker. Crippled mechs cannot contest the marker. If units from only one force are contesting the marker in the end phase, then that force scores the Hold the Objective primary objective. If at any time once force scored the Hold the Objective primary objective and there are no enemy units within 8" of the objective, then that force also score the Seal the Perimeter secondary objective. VICTORY CONDITIONS If neither force has at least 3 primary objective points, the primary objective is considered a draw.

Special rules

MISSION SPECIAL RULES Moving Out: Neither force can score the Hold the Objective primary objective on turn 1. Objective Secured: If one force accumulates 4 or more primary objective points, that force wins the primary objective. Price of Retreat: If one force retreats, the other force automatically wins the primary objective and the mission automatically ends. Reinforcements Inbound: After 8 turns, the mission automatically ends.

Mission deployment diagram

Use the source pack’s general scoring and retreat rules. Mercenaries bonus objectives pay separately and never change the mission winner. For combined scales above three, agree map dimensions before play.

Area Denial (workbook variant)

Area Denial (workbook variant)

DFA Mercs Missions v1.5r3.pdf · PDF page 9

Workbook rule: use Seize Ground with eight control areas instead of four. GM defines the eight areas before deployment; the source diagram shows the original four.

Setup and deployment

MISSION SETUP Objective Area: Divide the battlegrid into four equally sized quadrants. No Man’s Land: No Man's Land is a 4" radius circle at the center of the battlegrid and does not count as being part of any quadrant. Deployment: The defender selects any short edge as their home edge; the attacker is assigned the opposite. Forces enter the battlegrid from any edge of their left-side quadrant. On turn 1, the defender loses initiative automatically.

Objectives and victory

MISSION OBJECTIVES Primary Objectives [+1] Ground Control Secondary Objectives [+1] Destroy Enemy Unit [+3] Full Control If a unit's base is completely within a quadrant, the unit is contesting that quadrant. A crippled unit cannot contest a quadrant. If a unit's base is in multiple quadrants or even partially within No Man’s Land, it is not contesting any quadrants. If a quadrant is contested by units belonging only to one force, then that force holds that quadrant. In the end phase of each turn, sum the number of quadrants that each force is holding. The force that is holding the greatest number of quadrants scores the Ground Control primary objective. If a force holds all four quadrants, they also score the Full Control secondary objective. VICTORY CONDITIONS If neither force has at least 2 primary objective points at the end of the mission, the primary objective is considered a draw.

Special rules

MISSION SPECIAL RULES Moving Out: Neither force can score the Ground Control primary objective on turn 1. Price of Retreat: If one force retreats, the other force automatically wins the primary objective and the mission automatically ends. Reinforcements Inbound: After 8 turns, the mission automatically ends.

Mission deployment diagram

Use the source pack’s general scoring and retreat rules. Mercenaries bonus objectives pay separately and never change the mission winner. For combined scales above three, agree map dimensions before play.

General rules, bonus objectives and conditions

Source pages retain table layout and diagrams. Mercenaries includes ten bonus objectives and the condition tables referenced by the workbook. The GM selects bonuses and conditions from these pages and records their decisions in track notes.

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