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Escape from the Burning Hell — Escort & Evacuation

M-24 // Escort & Evacuation

Escape from the Burning Hell

Erupting Volcano Hazard

Alpha Strike
180 PV
Classic BT
5,500 BV
Era
All eras
Game length
8 rounds
AdvancedSystemAlpha StrikeClassic BattleTech

[ Hangar & Force Builder ]

Build a force for this mission (180 PV · 5,500 BV)

Plan in The Tactical Screen ↗

Battlefield

4' x 4' · Volcanic Terrain

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.

Forces & objectives

Attacker

Evacuation Team

Deployment
Deploys within 10 inches of the south edge.
Primary objective (3 VP)
By the end of Round 8, get at least 75% of your total force value (PV/BV) over the north edge through an intact floodgate.
Secondary objective (1 VP)
Pick up both salvage capsules and evacuate the carrying units through a floodgate.

Defender

Sabotage Commando

Deployment
Deploys in the center of the table, at least 18 inches from the south edge and 12 inches from the north edge.
Primary objective (3 VP)
By the end of Round 8, destroy both floodgates on the north edge.
Secondary objective (1 VP)
Push at least 1 enemy 'Mech into a lava field or immobilize it (leg/motive damage).

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  • Immediate victory: If one side is completely destroyed or has withdrawn, the other side wins immediately.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

Advancing Lava

From the end of Round 2, the lava zone advances 4 inches north from the south edge at the end of every round. Units in lava take 2 damage (Alpha Strike) or 10 damage (Classic BattleTech) per round and gain heat.

02

Floodgates

Each floodgate is a terrain object with 8 structure points (Alpha Strike) or 40 CF (Classic BattleTech) and can be targeted. A unit only counts as rescued if it crosses the north edge within 3 inches of an intact floodgate. A destroyed gate is buried and impassable.

03

Emergency Switches

If an Evacuation Team unit ends its movement in base contact with a floodgate and does not fire this round, it repairs 2 structure points (Alpha Strike) or 10 CF (Classic BattleTech), up to the starting value.

04

Salvage Capsules

An Evacuation Team unit picks up a capsule by ending its movement in base contact. Each unit carries at most 1 capsule. If the carrier is destroyed, the capsule stays at its position. Capsules overrun by lava are lost.

Next mission

The Disrupted Relay

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