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VIP Evacuation — Escort & Evacuation

M-02 // Escort & Evacuation

VIP Evacuation

Urban Extraction

Alpha Strike
150 PV
Classic BT
5,500 BV
Era
Succession Wars · Clan Invasion
Game length
8 rounds
IntermediateSystemAlpha StrikeClassic BattleTech

[ Hangar & Force Builder ]

Build a force for this mission (150 PV · 5,500 BV)

Plan in The Tactical Screen ↗

Battlefield

4' x 4' · City

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.

Forces & objectives

Attacker

Rescue Team

Deployment
Starts at its own board edge. An unarmed VIP APC starts at the center in a damaged building.
Primary objective (3 VP)
Pick up the VIP and evacuate the APC over the attacker's edge by the end of Round 8.

Defender

Ambush Force

Deployment
2 units are hidden in the city center; the rest start at the defender's edge.
Primary objective (3 VP)
Destroy the VIP APC or prevent its evacuation by the end of Round 8.

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  • Immediate victory: If one side is completely destroyed or has withdrawn, the other side wins immediately.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

Hidden Units

They are revealed when an enemy approaches within 6 inches or the hidden unit attacks.

02

Building Damage

Buildings provide partial cover but can collapse from sustained fire.

03

Picking Up the VIP

The APC ends its movement in base contact with the VIP building; at the end of the round the VIP is aboard. If the APC is destroyed, the VIP is lost. The attacker's edge is the south edge.

Next mission

The Hesperus Pass

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