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The Signal Fire of New Avalon — Reconnaissance & Infiltration

M-21 // Reconnaissance & Infiltration

The Signal Fire of New Avalon

Comms Blackout & Calibration

Alpha Strike
200 PV
Classic BT
6,000 BV
Era
Succession Wars · Civil War · Dark Age
Game length
8 rounds
IntermediateSystemAlpha StrikeClassic BattleTech

[ Hangar & Force Builder ]

Build a force for this mission (200 PV · 6,000 BV)

Plan in The Tactical Screen ↗

Battlefield

4' x 4' · HPG Transmission Towers / Ammo Depots

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).

Forces & objectives

Attacker

Signal Team

Deployment
Both players start at opposite board edges.
Primary objective (3 VP)
By the end of Round 8, keep a unit adjacent to each of the two masts (Alpha and Bravo) for 2 uninterrupted rounds.
Secondary objective (1 VP)
At the end of the game, at least 50% of your own units are still in play.

Defender

Infiltration Team

Deployment
Both players start at opposite board edges.
Primary objective (3 VP)
By the end of Round 8, destroy at least 2 ammunition depots.
Secondary objective (1 VP)
Heavily damage or scan Player A's Commander at least once.

Victory conditions

  • Game length: 8 rounds. Objectives are checked at the end of the final round unless stated otherwise.
  • Primary objective completed: 3 victory points (VP). Secondary objective completed: 1 VP.
  • Immediate victory: If one side is completely destroyed or has withdrawn, the other side wins immediately.
  • Result: Lead of 2+ VP = Decisive Victory · 1 VP = Narrow Victory · Tie = Draw.

Special rules

01

Independent Interactions

Player A interacts only with the transmission masts, while Player B interacts only with the ammunition depots. Neither can “capture” the other's objective directly; each must stop the opponent's units from completing their actions.

02

Depot Explosion

When Player B blows a depot, all units within 3 inches take damage from secondary explosions.

03

Explosion Values

An exploding depot deals 2 damage (AS) or 10 damage (CBT) to every unit within 3 inches.

Next mission

Ghost Hunt in the Fog

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