// Plan. Deploy. Fight.

Inspiration for your next mission

Discover 30 ready-to-play missions full of tactical twists and asymmetric objectives—use them as written or adapt them for your campaign. For Alpha Strike and Classic BattleTech.

30
Missions
6
Categories
2
Game systems

Modular framework · Every mission is inspiration for your table. Adjust force size, special rules, and battlefield to suit your collection.

30 / 30 missions

M-01Alpha StrikeClassic BattleTech

Era//All eras

Assault & Sabotage

Delivered to Your Door

Supply Depot Raid

Three warehouses or cargo-container complexes sit at the center of the battlefield. The remaining terrain consists of roads, light woods, and scattered hills. Setup: Three warehouses stand on the center line: one in the middle, the others 12 inches to its left and right. Each warehouse holds 2 cargo containers (6 in total). The attacker enters from the south edge; the garrison deploys within 6 inches of the warehouses.

Beginner8 rounds · 200 PV · 7,500 BV
M-02Alpha StrikeClassic BattleTech

Era//Succession Wars · Clan Invasion

Escort & Evacuation

VIP Evacuation

Urban Extraction

Dense urban terrain with many buildings, blocks, streets, and rubble fields. Setup: The VIP (infantry marker) waits in a building at the exact center of the table. The attacker starts with the APC at the south edge; the defender deploys in the northern half, at least 12 inches from the VIP.

Intermediate8 rounds · 150 PV · 5,500 BV
M-03Alpha StrikeClassic BattleTech

Era//All eras

Defense & Chokepoint

The Hesperus Pass

Chokepoint – Hold the Line

High mountains on both sides create a narrow corridor roughly 12–18 inches wide in the middle. Setup: The pass runs south to north through the center of the table and is 15 inches wide. The mountain flanks to the left and right are impassable. The attacker starts at the south edge, the defender in the northern half. Breaking through means the unit leaves the table over the north edge.

Advanced8 rounds · 300 PV · 11,500 BV
M-04Alpha StrikeClassic BattleTech

Era//All eras

Engagement & Ambush

Sensor Blackout

Encounter in the Storm

Hilly terrain shrouded in heavy fog or a severe sandstorm.

Beginner8 rounds · 200 PV · 7,500 BV
M-05Alpha StrikeClassic BattleTech

Era//Clan Invasion · Dark Age · ilClan

Reconnaissance & Infiltration

Data Heist in No Man's Land

Intel Sweep

5 data terminal markers are distributed along the battlefield's centerline.

Intermediate8 rounds · 250 PV · 9,500 BV
M-06Alpha StrikeClassic BattleTech

Era//Succession Wars · Clan Invasion

Salvage & Rescue

Shot Down in Enemy Territory

Downed DropShip / Salvage Operations

In the middle of the playing field lies the wreck of a crashed DropShip or Transporter. The surrounding area is characterized by debris, ultra-rough terrain and fires. Setup: The wreck lies at the exact center of the table. The defender's home edge is the south edge; the attacker enters from the north edge.

Intermediate8 rounds · 200 PV · 7,500 BV
M-07Alpha StrikeClassic BattleTech

Era//All eras

Assault & Sabotage

Sabotage in the Hangar

Industrial Sabotage

An industrial area with 3 separate production halls/reactors in the center. Around it run roads, pipelines and storage areas. Setup: The three target buildings stand on the center line: one in the middle, the others 12 inches to its left and right. Each building has 6 structure (AS) or 40 CF (CBT).

Intermediate8 rounds · 150 PV · 5,500 BV
M-08Alpha StrikeClassic BattleTech

Era//Dark Age · ilClan · Succession Wars

Defense & Chokepoint

The Last Signal

Relay Station Defense

A central hill (level 2/3) with a large HPG or communication antenna in the center. Setup: The relay (antenna) stands on the hill at the exact center of the table. Player A starts at the south edge, Player B at the north edge. Points are scored from the end of Round 2.

Intermediate8 rounds · 250 PV · 9,500 BV
M-09Alpha StrikeClassic BattleTech

Era//All eras

Engagement & Ambush

Ambush in the River Delta

Amphibious Ambush

A wide river runs diagonally through the map. There is only one bridge and two shallow fords. Dense jungle lines the banks. Setup: The river runs from the southwest to the northeast corner. The road leads from the middle of the west edge over the bridge at the center of the table to the middle of the east edge. The fords lie 12 inches to the left and right of the bridge. The convoy starts at the west edge and must reach the east edge.

Advanced8 rounds · 200 PV · 7,500 BV
M-10Alpha StrikeClassic BattleTech

Era//Clan Invasion · Civil War

Engagement & Ambush

Hunt for the Commander

Headhunting Operation

Mixed terrain with wooded hills, valleys and view blocks. Setup: Both players start at opposite short edges. Before the game, each player secretly writes down their Commander on a slip of paper.

Advanced8 rounds · 300 PV · 11,500 BV
M-11Alpha StrikeClassic BattleTech

Era//Succession Wars · Clan Invasion · Dark Age

Assault & Sabotage

Silence of the Guns

Artillery Battery Sweep

On the defender pitch half is a fortified position with 2 stationary/supporting artillery units (e.g. Long Tom, Thumper or Arrow IV starting sites). Setup: There are 2 artillery positions in the defender's rear third, each 12 inches from the side edges and 8 inches from the home edge. Each position has 6 structure (AS) or 30 CF (CBT).

Intermediate8 rounds · 200 PV · 7,500 BV
M-12Alpha StrikeClassic BattleTech

Era//All eras

Salvage & Rescue

Flames Over the Outpost

Wildfire Hazard

Dense forests and grasslands with a small research station or observation post in the middle. A forest fire spreads out at the edge of the playing field facing the wind. Setup: The outpost stands at the exact center of the table. The windward edge is the west edge, where the fire starts across its full width. Player A starts at the south edge, Player B at the north edge.

Intermediate8 rounds · 150 PV · 5,500 BV
M-13Alpha StrikeClassic BattleTech

Era//Succession Wars · Civil War

Reconnaissance & Infiltration

Shadow Over the Landing Zone

Nightfall Assault

Spaceport or resupply camp with several buildings and searchlight masts. Setup: There are 3 main generators in a row on the center line (middle and 12 inches to the left and right). 4 searchlight masts stand 12 inches from each corner. Each generator has 6 structure (AS) or 30 CF (CBT).

Advanced8 rounds · 200 PV · 7,500 BV
M-14Alpha StrikeClassic BattleTech

Era//All eras

Engagement & Ambush

The Flanking Trap

Flank Attack & Rearguard

Hilled landscape with central traffic route. Setup: The road runs south to north through the center of the table. The rearguard deploys within 6 inches of the center.

Advanced8 rounds · 250 PV · 9,500 BV
M-15Alpha StrikeClassic BattleTech

Era//Succession Wars · Clan Invasion · ilClan

Salvage & Rescue

Salvage in the Deep Swamp

Hazardous Retrieval

A treacherous swamp with few fixed paths, deep mud holes and quicksand. In the middle are two sunken 'Mech' prototypes. Setup: The two prototypes lie on the diagonal between the starting corners, each 12 inches from the center. Each wreck yields 3 wreck components (6 in total).

Intermediate8 rounds · 180 PV · 6,500 BV
M-16Alpha StrikeClassic BattleTech

Era//All eras

Escort & Evacuation

The VIP Convoy

VIP Escort & Extraction

A paved road or clearly recognizable path leads from a field corner across the field to the opposite corner. Dense terrain (forests, buildings or rocks) lines the flanks. Setup: The road runs from the southwest to the northeast corner. The convoy starts within 6 inches of the southwest corner.

Intermediate8 rounds · 200 PV · 7,500 BV
M-17Alpha StrikeClassic BattleTech

Era//Succession Wars · Clan Invasion · Dark Age

Assault & Sabotage

Breakthrough Through the Minefield

Minefield Clearance

A wide, 12-inch deep stripe in the middle of the playing field is blocked by minefields and tank locks. Setup: The mine belt is 12 inches deep and runs across the center of the table. It is divided into 4 sectors of equal width. Heavy units are size 3–4 units (AS) or 60 tons and above (CBT).

Advanced8 rounds · 250 PV · 9,500 BV
M-18Alpha StrikeClassic BattleTech

Era//Clan Invasion · Civil War · ilClan

Reconnaissance & Infiltration

The Orbital Beacon

Orbital Targeting Beacon

A heavily fortified enemy outpost with turrets, radar masts and generators. Setup: There are 5 target points in the base: one at the center and four 12 inches away toward the corners.

Advanced8 rounds · 200 PV · 7,500 BV
M-19Alpha StrikeClassic BattleTech

Era//All eras

Escort & Evacuation

The Burning Headquarters

Last Stand Evacuation

A besieged command base in the center, slowly surrounded by enemy troops on all sides. Setup: The headquarters and the landing pad sit side by side at the center of the table, 6 inches apart. 4 cargo/VIP markers lie inside the headquarters.

Advanced8 rounds · 300 PV · 11,500 BV
M-20Alpha StrikeClassic BattleTech

Era//All eras

Defense & Chokepoint

Tactical Retreat

Rearguard Delaying Action

River or valley landscape with two bottlenecks (bridges or narrow forest lanes). Setup: The two chokepoints lie 18 inches from the north edge, each 12 inches from the side edges.

Intermediate8 rounds · 180 PV · 6,500 BV
M-21Alpha StrikeClassic BattleTech

Era//Succession Wars · Civil War · Dark Age

Reconnaissance & Infiltration

The Signal Fire of New Avalon

Comms Blackout & Calibration

Distributed on the map are 3 small HPG transmission masts (Alpha, Bravo, Charlie) and 2 scattered ammunition depots. Setup: Mast Alpha stands on the center line 12 inches from the west edge, Mast Bravo 12 inches from the east edge. Mast Charlie in the middle is cover only. The two ammunition depots lie 12 inches in front of Player A's starting edge, each 12 inches from the side edges. Each depot has 4 structure (AS) or 20 CF (CBT).

Intermediate8 rounds · 200 PV · 6,000 BV
M-22Alpha StrikeClassic BattleTech

Era//Clan Invasion · Jihad · ilClan

Salvage & Rescue

Ghost Hunt in the Fog

Experimental Tech Recovery vs. VIP Capture

Very dense terrain (many blocks of view, debris fields and dense smoke). In the middle are 4 "ghost blips" (unknown signals). Setup: The 4 blips lie 8 inches from the center toward each of the four corners. Before the game, a neutral player or a D6 roll secretly assigns them: 1 reactor, 1 VIP hideout, 2 false signals.

Advanced8 rounds · 250 PV · 7,500 BV
M-23Alpha StrikeClassic BattleTech

Era//All eras

Engagement & Ambush

The Harvest of Solaris

Trial of Strength vs. Facility Capture

Industrial plant with central cooling reactor surrounded by pipelines and warehouses. Setup: The cooling reactor stands at the center of the table. The 3 control consoles stand 10 inches from it in a triangle. A coolant valve stands next to each console.

Advanced8 rounds · 220 PV · 6,500 BV
M-24Alpha StrikeClassic BattleTech

Era//All eras

Escort & Evacuation

Escape from the Burning Hell

Erupting Volcano Hazard

A volcano erupts and lava flows cross the map. The only escape leads north: two floodgates stand on the north edge – armored bulkheads sealing the rescue tunnels against the lava. Floodgate Alpha is 12 inches from the west edge, Floodgate Beta 12 inches from the east edge, both directly on the north edge. Two salvage capsules (research data) lie in the field: Capsule Alpha 18 inches from the south edge and 12 inches from the west edge, Capsule Beta 26 inches from the south edge and 12 inches from the east edge. From Round 2, lava spreads north from the south edge.

Advanced8 rounds · 180 PV · 5,500 BV
M-25Alpha StrikeClassic BattleTech

Era//Succession Wars · Clan Invasion · ilClan

Assault & Sabotage

The Disrupted Relay

Sat-Com Override vs. Demolition Raid

A distributed research station with a large parabolic antenna in the center and 4 surrounding solar fields. Setup: The parabolic antenna stands at the center of the table and has 10 structure (AS) or 60 CF (CBT). The 4 solar fields lie 12 inches from it toward the four corners.

Intermediate8 rounds · 200 PV · 6,000 BV
M-26Alpha Strike

Era//Succession Wars · Clan Invasion · ilClan

Assault & Sabotage

The Heart of War

Overlord DropShip Assault

On the pitch half of Player A, there is a landed Spheroid DropShip (e.g. Overlord or Union class as a terrain template). Around the ship are approach lanes, barricades and craters. Setup: The DropShip stands 18 inches in front of Player A's edge and has 4 cargo hatches, one on each side.

Advanced8 rounds · 450 PV
M-27Alpha Strike

Era//All eras

Defense & Chokepoint

The Fortress in the Ice

Fortress Breach & Power Grid

A fortified bunker with thick walls (hardened buildings) secures the north side. 3 external power generators are distributed on the card. Tundra and ice fields make movement difficult. Setup: The bunker wall runs 12 inches in front of the north edge across the full width and consists of 4 sections with 2 towers. The 3 generators stand on the center line: middle and 12 inches to the left and right. Each wall section has 12 structure (AS) or 90 CF (CBT); each generator 6 structure or 30 CF.

Advanced8 rounds · 400 PV
M-28Alpha Strike

Era//Succession Wars · Civil War · Dark Age

Engagement & Ambush

Hunt in the Ash Storm

Heavy Firestorm & Asset Control

Volcanic wasteland with multiple ash clouds moving each round. 4 mobile drilling rigs are in the center. Setup: The 4 drilling rigs stand 8 inches from the center toward each of the four corners. Each rig has 6 structure (AS) or 30 CF (CBT). The wind blows from west to east.

Intermediate8 rounds · 300 PV
M-29Alpha Strike

Era//Clan Invasion · ilClan

Defense & Chokepoint

Operation: Glass Hell

Combined Arms Breakthrough

A large desert area with dunes, gorges and a highly developed enemy defense line in the center (including minefields and tank barriers). Setup: The defensive line runs 18 inches in front of the east edge. 4 fortified gun emplacements are spread evenly along it. The minefield lies directly in front of it, 6 inches deep.

Advanced8 rounds · 475 PV
M-30Alpha Strike

Era//Clan Invasion · Dark Age · ilClan

Salvage & Rescue

The Tokasha Protocol

Honor & Evacuation

Canyons, gorges and rock plateaus. 3 archaeological artifact depots are located on elevated levels. Setup: The 3 plateaus lie on the center line: middle and 12 inches to the left and right. Each plateau holds 1 artifact container.

Intermediate8 rounds · 350 PV