Mini Scenario Pack: The Green Storm – Mercenaries vs Clan Jade Falcon
- Date: March 3050
- Location: Orestes V, peripheral border to the Lyran Alliance
- System: BattleTech: Alpha Strike
- Size: 300 PV per page
It is the year 3050 and an unstoppable wave is sweeping across the Periphery. For the Rusty Pikemen, a veteran mercenary force, it should just be a routine mission against local pirates on Orestes V. But what appears on their sensors is not pirate junk, but cutting-edge technology the likes of which the Inner Sphere has never seen before.
This is a mini-campaign over three missions that simulates the desperate fight for survival against the technological superiority of Clan Jade Falcon.
The armed forces (300 PV)
In this scenario, two philosophies collide: mass and armor (mercenaries) versus speed and firepower (clan).
Player A: The Rusty Pikemen (mercenaries)
Technology: Inner Sphere () | Pilot skill: 4
The mercenaries rely on toughness. As their weapons have less range, they have to use terrain and take the fight into close range. Their “wall of steel” consists of 9 units.
The “iron fist” (commando lance):
- AS7-D Atlas: The anchor. Blocks lines of sight and eats damage.
- ON1-K Orion: The all-rounder for medium distances.
- TDR-5S Thunderbolt: Extremely tough, ideal for holding mission objectives.
- ARC-2R Archer: Provides LRM fire support from the second row.
The “dust devils” (attack lance):
- HBK-4G Hunchback: The king of urban combat. His AC/20 is the answer to clan armor.
- WVR-6R Wolverine: Bouncy and annoying. Good for flanking.
- CN9-A Centurion: Solid bodyguard for the Archer or Hunchback.
- PXH-1 Phoenix Hawk: The mission target fighter (fast & capable of jumping).
Clarification
- LCT-1V Locust: Cheap and extremely fast. Serves as an initiative sink.
Player B: Clan Jade Falcon (5th Battle Cluster)
Technology: Clan Invasion (OmniMechs) | Pilot skill: 3
The invaders are outnumbered 1:2 (only 5 mechs), but each of their mechs is a killing machine. They need to use their range and not be surrounded.
The invasion star:
- Timber Wolf (Mad Cat) Prime: The monster. Fast, heavy, deadly at any distance.
- Summoner (Thor) Prime: The mobile jumper. Uses jump jets for unexpected angles.
- Stormcrow (Ryoken) Prime: A heavy mech in the body of a light one.
- Adder (Puma) Prime: The sniper with double PPC armament.
- Kit Fox (Uller) Prime: Glass canone. Must be played carefully.
Mission 1: Contact in the badlands
“Control, this is Pikemen One. We have signatures. These are not pirate mechs. They’re too fast. And by God, they have range! We’re trying to make an identification.”
The mercenaries encounter the vanguard in open terrain. They have to find out what they are up against and survive.
The playing field
An open desert landscape. There is a small rock formation or ruins in the middle (easy cover). The rest is wide open (advantage for clan weapons).
Installation
- Mercenaries: Start first. Line up to the center line.
- Jade Falcons: Enter the field in turn 1 from the northern edge.
Mission objectives
Mercenary (Objective: Scan & Retreat):
- Scan (2 VP): End the movement within 10 inches of a clan mech without firing.
- Retreat: Units that flee over the southern edge do not give the clan any kill points.
Jade Falcons (target: destruction):
- Destruction (1 VP): Per destroyed mech (2 VP for the commander).
- Prevention: Destroy units before they can scan.
Winning condition: Whoever has the most victory points (VP) after 8 rounds wins.
Mission 2: The bottleneck in the Devil’s Gorge
“They’re hot on our heels! Retreat into the ravine. If we lure them in there, their damn range won’t do them any good. Get ready for close combat!”
The mercenaries use the terrain to slow down the advance of the clans and buy time to evacuate the civilians.
The playing field
A canyon. The left and right edges are impassable mountains. A 12-18 inch wide path winds through the middle. Many visual blockages due to rock needles (forces melee/brawling).
Installation
- Mercenaries: Distributed formation in the southern half. “Hidden units allowed (if played according to full rules).
- Jade Falcons: Enter the field from the northern edge.
Mission objectives
Mercenary (objective: hold the line):
- Blockade (1 VP/round): For each round in which there is no clan mech in the southern deployment zone.
- Courage of Despair (3 VP): Destroy a clan mech with a physical attack (Melee/DFA).
Jade Falcons (target: breakthrough):
- Breakthrough (5 VP): Bring a mech over the southern edge.
- Honor (1 VP): Destroy mercenary mechs.
Victory condition: End after 10 rounds or when all clan mechs are broken through/destroyed.
Mission 3: The last battle at the spaceport
“The dropship is warming up the engines. We need five more minutes! Stop them or no one leaves this planet alive.”
The Jade Falcons have driven the mercenaries to the spaceport of Orestes City. Now they want the commander’s head.
The playing field
Dense urban terrain (CityTech). Buildings provide heavy cover.
Zone: A 6×6 inch zone in the center of the southern edge marks the “dropship ramp”.
Installation
- Mercenary: Within 12 inches of the dropship ramp (defensive position).
- Jade Falcons: May set up on the northern, western and eastern edge (encirclement), at least 24 inches away from opponents.
Mission objectives:
Mercenaries (target: evacuation):
- Survival (10 VP): The commander (Atlas) must survive round 8 and stand in the zone.
- Rescue (2 VP): For every other friendly unit in the zone in turn 8.
Jade Falcon (target: headhunting):
- Trophy (10 VP): Destroy the mercenary commander.
- Conquest: If there are more clan PVs in the zone than mercenary PVs at the end of round 8, the dropship is considered destroyed (automatic victory).
Winning condition: The game ends strictly after round 8.
Tactical guide
For the mercenary:
Quantity is your quality. You have almost twice as many mechs. Sacrifice the Locust or Wolverine to open the back of a Clan mech for your Hunchback or Atlas. Concentrate your fire (Focus Fire)! A battered Clan Mech is still firing at full power – take it out of the game completely.
For the clan:
Don’t get involved in close combat! Your mechs are faster and shoot further. Use “kiting” tactics (shoot and retreat). In mission 3 you have to be aggressive: Use the Summoner’s jump jets to leap over buildings and hit the mercenary commander in the back.
Good luck, MechWarrior! The fate of the Inner Sphere is in your hands.
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